MA0 - Marvel Super Heroes Advanced Set

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PLAYERS BOOK

Table of Contents
1: Heroes .... . . . .. . . . . . ................... . . . .... 2 4: Hardware, Magic, and More ......... .. . . . . ........ 41
Definition: What Is a Hero? . . . . . . . . . . . . . . . . . . . . . . . . . . .
2 Equipment: Weapons ................. .. ... . ........ 41
Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
2 Vehicles .......................................... 46
Character Creation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
4 Setting Up House .................................. 55
Character Modeling ................................ 12 Magic in the Marvel Universe ........................ . 61
2: FEATS ......................................... 14 Hardware: Building, Modifying,
T ime Scale - the Turn .............................. 14 and Alien Technology ............................. 65
Initiative ................................... . ...... 14 The Resource FEAT and Building ...... . ............... 68
The FEAT Roll Revisited ............................. 14 Time and Building Things ................ . ........... 68
Types of FEATS . . . .. . . . . . ................. ... . . ... . 15 Success! or - Eureka! I have found it! ..... . .... . ...... 68
Making FEATs ... . .. .. ............................. 15 Kit-Bashing ........................... . . .. . . ...... 69
Types of FEATS II . .. .. ............................. 15 Modifying Items ........................ . . .. . . ...... 69
Movement ...... . ... . ........................ . .... 19 Programming and Reprogramming ... . . . .. . . . . . ....... 69
Life, Death, and Health .............................. 31 Appendix A: Powers .............. . . . .. . ........... 71
3: The Campaign .................................. 33 Appendix B: Talents ................... . ........... 89
Karma ........................................... 33 Appendix C: Contacts .............................. 92
Popularity and Contacts ............................. 40 Character Sheet ................................... 94
Resources ........................................ 40 Index ............................................ 95
Power Listing ........................ inside back cover
Universal Table ........... ....... ........... back cover
This book Is prolecled under the copyright laws of the United Stales of America Any reproduction or other unauthorized use of the material or anwork contained herein Is prohibited without the el<,press
wrinen consent of TSR, Inc., and Marvel Comics Group. Olslribuled 10 the book trade in the United States by Random House, Inc., and in Canada by Random House of Canada, Ltd. Distributed 10 the toy and
hobby trade by regional distributors.
The names of characters herein are fictitious and do not refer to any persons living or dead. Any descriptions Including similarties to persons living or dead are merely coincidental. All Marvel characters and
the distinctive likenesses thereof are trademarks of the Marvel Comics Group. MARVEL SUPER HEROES and MARVEL SUPER VILLAINS are trademarks of the Marvel Comics Group, a division of
Cadence lnduwles Corporation. All Rights Reserved. Geme design copyright " 1986 TSR, Inc. All Rights Reserved. Printed in U.S.A. PRODUCTS OF YOUR IMAGINATION and the TSR IOgo are trad&-
marks owned by TSR Inc. " 1986 TSR Inc. All Rights Reserved.
1: HEROES
Rank Standard
Rank Range Rank Number
Shift 0 0 0
Feeble 1-2 2
Poor 3-4 4
Typical 5-7 6
Good 8-15 10
Excellent 16-25 20
Remarkable 26-35 30
Incredible 36-45 40
Amazing 46-62 50
Monstrous 63-87 75
Unearthly 88-125 100
Shift X 126-175 150
Shift Y 176-350 200
Shift Z 351-UP 500
Class 1000 1000 1000
Class 3000 3000 3000
Class 5000 5000 5000
Beyond Infinite

Ranks labeled "Shift" are normally used tor


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

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

3
CHARACTER CREATION

generated character may start. Rank


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

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

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

6
with known mutants, but is not a mutant Health 32
• Lower Popularity by 5 if hero is Karma 68
generally unpopular (aliens have this Resources Typica1(5)
trouble, but a player may choose to Popularity (20)
have his hero be ugly)
Heroes may start with negative Popularity. Example 2: Our Mutant from the previous
Using this negative Popularity may result in· set of examples. Health and Karma are the
loss of Karma (see Popularity FEATs in the summation of the appropriate rank
next chapter). A secret ID may never start numbers. Initial Resources are Typical, with
with negative Popularity. a roll of 84 on the Abilities Modification
table raising it to Excellent. This is reduced
Secret IDs to Good for being a mutant character.
TM Popularity is 0, with a secret ID reducing
When determining initial Popularity, the
Generating Secondary Abilities that to -5. The muta.nt's secondary abilities
player must decide whether or not his
are:
Generating Health: Total the initial rank character has a Secret ID. Secret IDs are
Health 95
numbers of the Fighting, Agility, Strength, not a requisite of the super hero trade, and
Karma 17
and Endurance abilities. This is the starting groups like the Fantastic Four have long
Resources Good (8)
Health of the character. survived without them. A Secret ID means
Popularity (-5)1(0)
that no one really knows who is behind that
Generating Karma: Total the initial rank mask, and as such the hero can have a
Example 3: Our High Technology Hero from
numbers of the hero's Reason, Intuition, normal civilian life.
the previous set of examples. Health and
and Psyche abilities. This is the starting. Karma are the summation of appropriate
Karma of the character. A character with a secret ID has two entries
rank numbers. Initial Resources are Good.
in the Popularity column. One applies to his
A roll on the Ability Modifiers table gives a
Generating Resources: Initial Resources costumed identity, the other to his everyday
68, which raises those resources to
are Typical (Poor for aliens), modified by a "secret" ID. Both start at the same set Excellent. Popularity is set at 10, reduced to
roll on the Ability Modification Table. High level, but the actions of the hero in his
5 because the player wants the hero to
technology heroes may choose to have uniform resu lt in popularity gains on his
have a secret ID. Initial Popularity for both
initial Resources at Good, or take a chance "hero" side of the column, and actions
secret and public ID is 5.
with Typical plus the roll. Starting wt:ien not in costume on his "secret" side.
Health 43
Resources may be further modified by In other words, a hero may be regarded as
Karma 54
·buying additional Powers, Contacts, or a nebbish in the real world, but in reality is a
Resources Excellent {16)
Talents. respected hero. Conversely, the hero may
Popularity (5)1(5)
be hunted by the populace for a crime he
When a character is first generated, the did not commit, while his secret ID allows
The High-tech is heading for low stats. I'm
hero may "purchase" additional Powers, him to go to the grocery store without being
looking to snag Body Armor when powers
Talents, and Contacts up to his maximum attacked. come up, both because it would make a
allowance, by reducing his starting good example and it will add to his survival.
Resources. This "purchase" must be made A character's Karma is not split between the
after the number of Powers, Talents, and secret and hero identities, nor are Health,
inborn or natural Powers, or Talents. A
Generating Special Abilities
Contacts is determined, but before any
specific choices are made. Such Resource character with a secret ID may split his Generating Powers: The number of Powers
deductions are permanent. Contacts between his secret ID and his initially available to the hero is determined
heroic identity. They should be noted as by a dice roll on the Powers, Talents, and
• For each additional Talent or Contact such (for example, Peter Parker has several Contacts Table. Each category (Powers,
"purchased" above the inital number, Contacts in the Daily Bugle, but Spider-Man Talents, and Contacts) is rolled separately.
reduce initial Resources by one rank. could not get advice, much less the time of
• For each additional Power gained, day, from Jolly Jonah Jameson). Powers, Contacts, and Talents
reduce the Resources by two ranks. Dice
• Remember that mutants are always Examples of determining secondary
Roll Powers Talents Contacts
reduced by one rank in Resources. abilities:
01-20 2/4 1/6 0/4
Resource reductions lower than the Feeble 21-60 3/4 2/5 1/4
rank are not permitted. Example 1: Our Altered Human from the
61-90 4/4 3/4 2/4
previous set of examples. His Health is the
91-00 5/5 4/4 3/4
Generating Popularity: Initial Popularity is summation of his inital Fighting, Agility,
10 for most heroes, O for :io •tants and Strength, and Endurance. His Karma is the
The number before the slash represents the
robots. The Judge may leave it at that, or summation of his initial rank numbers for
initial number of Powers (or Talents, or
may raise or lower initial Popularity by the Reason, Intuition, and Psyche. His initial
Contacts), while the number after the slash
following factors: resources sre Typical, with a r.1odification
is the maximum number of Powers. Initial
• Raise Popularity by 1O if identity is on the Ability Modifier table. The roll is a 27,
number of Powers represents the number
publicly known no change. Popularity is 10. Our Altered
of Powers the hero has. Maximum number
• Lower Popularity by 5 if identity is Human has no secret ID, so it starts at 20.
of Powers represents the absolute
secret Our secondary abilities for our Altered
maximum number of Powers with which the
• Lower Popularity by 5 if hero hangs out Human are therefore:

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

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

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

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

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

12
absolutely no super-powers. A piqued Wonder. His powers derive from the suit he otherwise, set them according to the roster
Wizard attached one of his disks to the wears. Let's review his primary abilities. values (Osprey has no such information so
would-be applicant and sent him into the he has Typical Resources.)
Fighting: Well, he's no Captain America, but
South Bronx, never to be seen again.
he's not too shabby. So he's between
Popularity starts at 5, modified as in the
Until now, of course. The Osprey managed Typical (Rick Jones) and Good (Invisible
generated character. Since Osprey is
to elude this certain deathtrap by Woman and Human Torch). Given that his
neither a mutant nor paricularly ugly, but
discovering how to control the Wizard's powers are not such that work at a
does maintain a secret ID, his Popularity is
disk. After a long time, the Osprey distance, I'll give him Good.
0 (in other words, Osprey - who?).
managed to transform the disk into a
Agility: Let's be honest - any fool who
workable flying system, using the wings for
would not dodge out of the way when Recapping for Osprey -
thrust and the disk for lift. Recognizing that
Wizard is trying to attach an anti-grav disk Health= 34
other applicants have entered the popular
would have troubles. Opsrey is probably a Karma= 29
and profitable profession of heroics, the
normal everyday guy at best - Typical Resources =Typical
Osprey decided to fight for truth, justic~,
Agility. Popularity = 0
and all the rest of that stuff. The above 1s
woven of whole cloth, and is not official Strength: Again, we are talking about a
To define the special abilities, check against
Marvel History, but provides a base for our normal human with no great powers.
the information provided in the appendices
model. Typical to Good, and since I'm a player, not
as a base for your character's Powers. The
a Judge, I'll give him Good Strength.
OK, moving into the primary abilities. key words are " as a base." As your .
Osprey is a fairly normal guy who has not character is not the result of random rolls, 11
Endurance: Any combat the Osprey would
been exposed to gamma rays, cosmic is an individual. Modify the abilities to fit
radiation, or radioactive spiders. If he were be in would be a charging type, so a low
your character's individual Powers and
Endurance would do him no good. By the
generated (and he's not) he' d be a Hi-Tech abilities.
same token, he's not Spider-Man. Let's put
him at Excellent Endurance.
Osprey has one Power: Flight derived from
Wizard's disks. Now, if the Wizard's stats
Reason: He's modified the Wizard's
are available, we can check out his abilities,
anti-grav disk, but isn't on the ball enough
but let's assume that we have to start from
to have created any real powers for himself
ground zero. Wizard can move up to 140
- he probably could not design a car
mph (OHOTMU#12) with his disks; this is
engine but could perform a good tune-up.
Excellent flying speed. Osprey has this
Osprey has Good Reason.
speed, and may levitate in place. He steers
Intuition: No great shakes (see Agility for and banks by means of his large wings. So
why). Typical Intuition. Osprey's Power is:
Psyche: Anyone who walks into a meeting Flight: Osprey fl ies up to Excellent speed
of the Frightful Four has moxie and (10 areas/round) and may levitate in place.
willpower, if not too much common sense. These Powers are in his costume.
Psyche is Excellent at best.
Judge's Input - I show the primary abilities Generating Talents: Compare the list in
to the Judge, who knocks down the Appendix B with that provided by the hero's
Strength but lets the Endurance stand. appearance. If no Talents are available, the
(Endurance helps survival most of all.) The player may roll Talents on the Generation
Primary abilities are: Table. Osprey does not have any listed
Fighting: Good Talents (maybe tailoring, even if he has bad
Agility: Typical taste). Rolling on the table, Osprey gets the
Strength: Typical benefit of two Talents, and chooses
Endurance: Excellent
Electronics (to help him repair the disk) and
Reason: Good Piloting (to fit in with his Flight abilit ies).
Intuition: Typical
Psyche: Excellent
Generating Contacts: Give the hero any
and all Contacts that he has in his
Modeling Secondary Abilities previously published stories. In FF #177,
Health is the summation of the initial rank Osprey has no Contacts (the Frightful Four
numbers of Fighting, Agility, Strength, and do not count!), so is assumed at start to
Endurance (For Osprey, Health = 42). have none.

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

13
2: FEATS

gets to move first (similar to winning the


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

Initiative Modifier: Each side adds to its


initiative roll a modifier based upon the
highest Intuition on that side. This may
allow a side with a low roll to gain initiative.
A roll of "1" is always considered to be a
"1." The initiative modifier is based on the
character's rank number:
Intuition Rank
Number Initiative Modifer
Oto 10 0
11 to 20 1
21to30 2
31 to 40 3
41 to 50 4
At this point you have your Marvel Super notes these to himself, or, if he wishes, 51 to 75 5
Hero, either from those provided or one of writes them down (writing things down is 75 and up 6
your own creation. Now let's talk about how generally time-consuming, but helps in
the character is use9 in the game. key situations). Changing Actions: After making an
2) The players in turn determine what their initiative roll, an action that sounded so
In the role-playing situation, you are cast as good a moment ago sounds like not such a
heroes are doing. Player's may perform
your hero. You, the player, are a puppeteer, great idea afterwards. Example: Both you
more than one action during a turn, but
controlling the actions and reactions of your and an opponent dive for a gun kicked
this may limit the success of other
character. Your character is limited in what across the floor. You roll a 1 for initiative. It
actions. The players tell the Judge what
he or she can do as a result of the may be time to re-examine your options.
their characters are doing.
character's abilities. Any time you check Changing an action requires a yellow Agility
against these abilities to see if you 3) Roll Initiative. Initiative is only important FEAT, and any FEATs made after changing
complete an action, you are making a FEAT when one action may change or override are at a penalty of one column shift to the
roll. another action. The side with the highest left ( -1 CS). The roll for changing actions
initiative has its actions take place first. takes place in the pre-action phase of the
Time Scale - The Turn Initiative is usually used in combat and turn.
other damage-inducing situations.
The MARVEL SUPER HEROES game is
played in turns, also called rounds. Each 4) Pre-Action rolls are made. In certain Negating Actions: Losing the initiative may
turn is six seconds of "real" time (about the situations, such as defensive actions negate certain actions. These are lost and
amount of time that takes place in a panel (dodging, blocking, and evading), a may not be performed during that turn. For
of a comic story). There are therefore ten FEAT roll may be made before anyone example, if you are knocked out before you
turns to a minute, and 600 turns to an hour. on either sides takes any actions. These can land a blow, you do not get a chance to
are Pre-Action FEATs and are rolled at take your action.
Turns are only important when time is a this time. Certain moderator planned
crucial factor, such as situations where the actions (such as explosions) may occur The FEAT Roll Revisited
hero must find a bomb before it explodes, at this time. See Changing Actions, Long-time players of the MARVEL SUPER
chase down a suspect, or battle with an below. HEROES Original game should be very
opponent. Most of the time, the Judge will familiar with the concept of FEAT rolls. The
5) The actions of the side with initiative
not have the players run through periods of success of any action is determined by a
waiting. If the heroes decide to wait ten take place. Run either the Judge's or the
Player's actions, depending on which FEAT roll. Quickly summarizing, you make
minutes for a bus, the Judge does not run a FEAT roll in the following fashion:
through all 100 6-second turns of that wait side got the high initiative.
1) Determine the Ability, Power, or Talent
(unless, of course, a villain pounces upon 6) The actions of the side that got the lower you are checking.
the heroes as they wait, at which point time roll take place. Run the remaining side's 2) Find out the rank of that Ability, Power,
is suddenly crucial). actions. or Talent.
3) Roll percentile dice.
A turn proceeds in the following fashion: Initiative 4) Cross-reference the number you roll
1) The Judge determines what is against the Ability's rank. This gives a
happening in the world around the After each side has decided its intended
actions for a turn, each side rolls for red, yellow, green, or white result.
heroes, involving those characters and 5) Usually (but not always), a colored re.suit
actions not controlled by the players. He initiative. The side with the higher roll is
considered to have "won" initiative, and means the action was a success, with

14
FEAT ROLLS

the color determining the degree of possessed only by the most powerful rank, only a red result will be successful. If
success. A white result is usually (but beings, those capable of wiping out a the two are equal, a yellow result is needed
not always) a failure in the attempt. universe with a mere thought. for success. If the Ability rank is greater
than the Intensity rank, then a green FEAT
All this is old news. We have a few more Despite these additions, the Universal Table is needed. Option: if unstated, the Judge
clarifications, expansions, and revisions for functions the same way as previously. The may declare the Intensity to be Typical.
the Advanced Set. Player rolls the dice, and cross-references
the number with his rank for a result. A summary of FEAT Intensities is provided
The Updated Universal Table in the Judge's Book. There are items with
Check out the table on the back cover. It
Types of FEATS variable Intensity levels, such as poisons
looks similar to the one provided in the and gases. That information and the effects
The following are the different types of
Original MARVEL SUPER HEROES Set, of these items are covered under their own
FEATs called for in the course of the game.
and indeed it contains all the information of sections in the Judge's Book.
the original, plus a few other things. • Ability FEATs are those that rely on one
of the seven primary abilities (Fighting, Automatic FEATs: Certain actions can be
Agility, Strength, Endurance, Reason, assumed to be automatically successful.
First, instead of one number, each ability
Intuition, and Psyche). These FEATs Picking up a normal chair is a simple act, and
has a rank range as opposed to a single
may be raised or lowered by Talents or would not require a FEAT roll to determine its
rank number. Pfeviously, a Remarkable
Strength had a rank number of 30, rain or the existing situation. success. (Picking up a chair while dodging
• Power FEATs are those that rely on bullets and defusing a bomb simultaneously
shine. Now, a Strength anywhere from 26 to
one the hero's individual Powers: a will require a FEAT roll. More on multiple
35 is considered to be Remarkable, and
FEATS using Remarkable Strength use this character with Water Control of actions later.) In general, if an item is more
Amazing checks on the Amazing than three ranks lower in Intensity than the
column. The Standard Rank Numbers
column to determine success. requisite Ability, the FEAT can be considered
(used with pregenerated characters) are
• Talent FEATs are those that rely on the automatic, with the Judge's permission. The
listed above the Rank Range.
hero's Talents, where the Talent sole purpose for Automatic FEATs is to
modifies a specific ability for FEATs. prevent the game from being dominated by
Second, there are more columns in this
table than the previous one. There are now • Popularity FEATs are those used in die rolls. The Judge always has the power to
a Shift Y and Shift Z beyond Shift X, to social interaction, and use the ask for FEAT rolls. In some cases, items like
allow the super-heavyweights (like an angry Popularity rank, and may be modified Poisons may require FEATs regardles5 of the
Hulk) to reach higher levels. Note the by Contacts. Intensity.
• Resource FEATs are used in
separation between Shift Zand Class 1000.
connection with the character's Impossible FEATs: (Optional Rule) As a
You cannot shift in normal circumstances
above Shift Z. Resource rank, and determine if the guideline, any action more than one rank
character can afford a specific item or above the ability may be considered
There are three additional columns above piece of equipment. Think of this as a impossible. The Resource FEAT is always
"Credit Check," for now - we'll limited in this fashion (check it out).
Class 1000, to help better define the more
explain it further below.
powerful cosmic individuals of the Marvel
Universe. Class 3000 and Class 5000 will Shifting the Rank: Certain situations may
be beyond the reach of most Marvel player Making FEATS result in the shifting of a column to the right or
characters, arid the Beyond level will be left. A shift to the right is considered a positive
In the past, the standard procedure has
shift ( + 1, + 2, or + 3 CS, or column shift). A
been to allow all FEAT rolls, limited only by
shift to the left, making the FEAT more
the Judge's discretion. Spider-Man cannot
difficult, is considered a negative shift ( -1 ,
lift a 747, but can probably lift a private
-2, or -3CS). Column Shifts are primarily
plane. Can he lift a corporate jet? This has
involved as per specific situations (trying to lift
been a Judge's prerogative. Jn any event,
an object on a slippery incline may result in a
the player needed only make a green FEAT
shift of -1 or - 2CS). Those involved in
to succeed.
combat are discussed in the combat section.
In the Advanced Set, we add the idea of
Shifting of ranks may make certain FEATs
Intensity to determine whether certain
automatic (or impossible). No FEAT may be
FEATs are feasible or not, and the type of
shifted to the left below Shift Oor to the
result needed for the FEAT to succeed.
right above Shift Z. Anything in the Class
If a FEAT does not have a given, stated 1000, Class 3000, Class 5000 or Beyond
intensity, assume that any color result columns may not be shifted, except in
means success. Combat FEATS have specific circumstances listed for that FEAT.
varying degrees of success, and as such
are discussed in full in the combat section. Types of FEATs 11
An Intensity is set as a rank (Unearthly, Now that we've looked at the mechanics of
Monstrous, etc.). Compare the requisite making FEATs, let's look at the specific
ability against the intensity to determine the types we talked about briefly above: Ability
color of the FEAT required for success. If FEATs, Power FEATs, Talent FEATS, ·
the Intensity rank is greater than t'he Ability Popularity FEATS and Resource FEATs.

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

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

asked is: Has this hero done this sort of another Power in full, but allowing the also brought in.
thing before? player to use the Power as he is paying for
it). A Popularity FEAT is used whenever you
If you are playing an established Marvel want to get something from someone else.
Super Hero, the question of whether he has Failing the FEAT means the the Power Thi~ may be borrowing a car from a friend,
done this stunt before or not is determined Stunt has failed. The manner of failure will getting a hot tip from a police sergeant,
from the Marvel Comics themselves. Each depend entirely on the situation. For the finagling a favor from a newspaper
time you can spot him using this particular wall-crawler trying to grapple, the Power columnist, or prying information from a
stunt, that counts as one time. Example: In may fail to operate. For the speedster stoolie, as well as getting special equipment
one issue of X-Men, Nightcrawler uses his running in circles, the whirlwind may be from the government or persuading a
power to make three quick teleports, behind uncontrollable. For Nightcrawler trying a terrorist to surrender. Popularity is a
three separate opponents. He does it again triple 'port, he may get only one guy. The measure of personal charm, charisma, and
several issues later. This means he has Judge is instructed that while the failure good looks, combined with the hero's
pulled this Power Stunt twice. may be life-endangering, it should not be reputation for honesty and fair play
initially or immediately deadly. (Spider-Man is a nice guy, but thanks to the
If you are playing a hero of your own Daily Bugle he usually can't get the time of
creation, or a hero that you have never Talent FEATs day).
seen perform this stunt, this means you
Talents are used in two fashions. In the first
have never performed it before. In either Using Popularity: When dealing one on
case, they may modify the abilities of the
case, the Judge may say " no" to a stunt, it one with a non-player character, that NPC
character in specific instances. usually has a predisposition to the hero of
he feels it unbalances the character.
either Friendly, Neutral, Unfriendly, or
For example, take the Science and
The type of FEAT (made against the Power Hostile. Friendly characters and
Professional Talents. A Talent in Biology
rank) needed to make a Power Stunt is organizations include:
gives you a + 1CS on Reason FEATs which
determined by the number of times your
involve Biology. The player~ are • Close friends and relatives of the hero
character has tried it.
encouraged to use this whenever they can • Listed Contacts for the hero
• Never tried it - red FEAT roll get away with it, within reason. While said Neutral characters and organizations
• Tried it up to three times - yellow character with Biology cannot identify the include:
FEAT roll presence of radiation any better than the • People who have never met the hero,
• Tried it more than three times - green next guy, he can look at the plant life and but have heard about him
FEAT roll from that deduce (with his + 1CS) that there • Other heroes, unless they have worked
is or was a radiation source in the area. together before
In addition, a character making a Power (The moral of the story is, players should • Large groups of strangers
Stunt must lay out 100 Karma points to get creative when using Talents.)
make the roll (in addition to any other Unfriendly characters and organizations
Karma he may spend - see Karma). Certain Talents do not modify Talent FEATs. include:
Spending the Karma does not guarantee They either provide for specific abilities
• People who have never met or heard of
success; it only ensures that yes, the (such as First Aid) or special backgrounds
the hero
character can try the stunt. If the stunt is (such as Mystic Origin or Heir to Fortune).
• Total strangers
ruled impossible by the Judge, no Karma is
• Individuals with opposite Popularity
spent. Popularity FEATs (negative if the hero is positive, and
The Popularity FEAT is slightly modified and vice versa)
If a player character has tried a stunt more
expanded in the Advanced Set. Negative • Neutral characters whom the character
than ten times, it is considered to be part of
Popularity, which has appeared in several has offended, perhaps by not returning
his or her bag of tricks for that Power, and a
support products, is now made an official something
FEAT roll is not necessary to say if it is
part of the system. The idea of Contacts is
possible (this is similar to purchasing

17
Hostile characters and organizations breaks out in a theatre. He changes into Negative Popularity: There are
include: costume and shouts for the panicky people charismatic bad guys like Doctor Doom,
to head in an orderly fashion for the fire whose very evil bends others to their will.
• People who are actively opposing the
doors. The crowd is Neutral, but benefits There are also those powerful characters
hero and his goals
from the action (they survive). The roll is such as Rhino and Juggernaut, from whom
• Sworn enemies
Unearthly +2CS, or Shift Y. A yellow FEAT people flee. Finally, there are heroes, who
is needed. Failure would indicate that part · through bad press or prejudice (mutants)
Enemies and people the character has hurt
of the crowd listened, but a few weren't suffer from a negative Popularity.
are considered totally Hostile, and will not
paying attention, and would rush this way
under normal circumstances even listen to
and that, looking for a quick way out. Negative Popularity operates as positive
the hero, much less go along with his ideas.
Popularity, save that it ignores whether the
(There are exceptions to this. For example,
Tony Stark as Iron Man (Popularity 20) is target is friendly, neutral, or unfriendly.
if the character is getting something out of
fighting a mutant, and is aware the Federal Everything is a yellow FEAT. The only
the deal, he may be more willing to go
Government has a neutralizer ray. (Actually, modifier that comes into play is if the
along with it).
all of Forge's power-neutralizer rayiJuns have request is in the target's best interests
been destroyed.) He has associates in the ("Run, you dolts!" is in the target's interest).
A Popularity FEAT is rolled against the
U.S. Government, in the Department of Characters with negative Popularity can
character's Popularity rank number. This
Defense. He must convince the Department never approach individuals other than
determines in which rank it will fall
of Defense (Contact - at that point Neutral) Contacts for items and favors (which is why
(example: a Popularity of 45 is rolled on the
to give him the ray gun. The column is shifted theft is always a major part of criminal
Incredible column).
-3 CS because the item is unique, and behavior).
Friendly targets require a green FEAT another - 2CS because there is a chance the
Neutral targets require a yellow FEAT DOD will never see it again (they never did). A Negative Popularity is represented as a
Unfriendly targets require a red FEAT The roll for Stark to get the device is Neutral, minus " - " before the word, such as " -
Hostile targets are impossible FEATs or green on the Shift 0 column. Typical" (-5 Popularity). A character with
negative Popularity suffers penalties in
The effects of success or failure depend on Spider-Man wants some information from J. receiving Karma (see Karma).
the group and the thing sought. A failure for Jonah Jameson. Jameson is Unfriendly, but
a Friendly group is a polite refusal, usually Spidey convinces Jonah that he might get Resource FEATs
with a good reason (I'm sorry, but the killed, which is to Jonah's benefit. The
information does not cost, and Spider-man Resources are modified in the Advanced
S.H.l.E.L.D. Helicarrier is not available -
Set to cut down on the paperwork. As
company policy). A failure for a Neutral rolls on the Incredible (40) column hoping
things stood previously in the Original Set,
group is a curt refusal and potential for the for a red result. (Note: Secret IDs have a
characters gained Resources like money.
group becoming Unfriendly. A failure for an separate Popularity from public IDs. If Peter
They had a physical amount of Resource
Unfriendly group means the individual or Parker wanted the information, Jameson
points, and everything cost a certain
group turns ugly, and-the hero may be would be Neutral, and Parker could get the
amount of RPs. This may work for Peter
attacked. info more easily.)
Parker, who has to make the rent every
month, but for millionaire Tony Stark who
Column Shifts in Popularity FEATs: The Finally, notice in one of the above examples
can buy roadsters out of petty cash, this is a
nature of the request will influence the that Spider-Man convinces Jonah the .
bit harder to handle.
column being used. Here are some mission is dangerous. This is not done on
guidelines for the players: any die roll, but rather in conversation
For this reason the Advanced Set creates
between the player and the Judge. The play
the Resource FEAT. All items have a
The target benefits +2CS might go something like this:
Resource rank instead of a cost. This is
The target is placed in danger -3CS
roughly equivalent to the previous set cost.
The item in question is of up Player (Spidey): Ah, come on, JJ, where is
The Resource ranks of most common items
to Good value -1cs the Vulture hiding out?
are listed in Chapter 4: Hardware, Magic,
The item in question is of up
and More.
to Remarkable value -2CS Judge: (rolling die, getting a white result)
There is a good chance the Even if I knew, I wouldn't tell you,
wall-crawler! Now get out of my office To purchase anything, a character must
item will not be returned -2CS
make a Resource FEAT. This is the
The item is unique -3CS before I call the cops!
equivalent of a credit check, or rattling the
Player: Oooo-kay, it's fine by me, I mean, I piggy bank, or checking the bank account
Popularity FEATs are used only when
don't really want to fight him anyway. I to see how much cash is available. This is
dealing with NPCs (whether by players or
over and above that amount necessary to
other NPCs). A Popularity FEAT is never might lose and get hurt.
get by on.
used against the players to force them to
perform actions against their wills Judge: Get hurt? (rolls again, gets a red
result) Hummmmphff! Well, it's against my A Resource FEAT may be made by a
(normally).
better judgement, but if one costumed character once per week. If a Resource
FEAT has been made by a character in the
Let's take some examples. clown will take out another, it's all right with
previous seven days, any Resource FEATs
me. Lance Bannon spotted him in Central
Captain America with a Popularity of Park, near the sheep meadow. Goodbye following automatically fail ("Hello, Ms.
Unearthly (100) is present when a fire and good riddance!

18
MOVEMENT

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

Example: Tony Stark used to run Stark If the tougher action requires a green FEAT,
International, a Large Corporation with then both actions will require yellow FEATs
Incredible Resources. Incredible Resources to succeed. ·
allow them to buy their boss a car for office
use, but they may have to borrow money If the tougher action requires a yellow FEAT,
from the banks to rebuild the damage done then both actions will require red FEATs to
by Iron Man's battle with Obadiah Stane. succeed.

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

19
• Those characters with Endurances movement into "legs." Each "leg" of the without loss of speed. Making a turn greater
between Poor and Excellent may move move represents a straight line from one than that (for example, using the city map in
two areas per turn. point to another, as well as moving through this box, heading west on 8th Avenue and
• Those characters with Endurances of doors (or windows or walls, for that matter). turning northeast on Lincoln) reduces the
Remarkable or higher may move three Thinking of the "legs" of a movement as character's speed by half. If the character
areas per turn. the shots taken on a golf course gives an does not have the speed to make the turn,
idea of how it works. that character ends his turn where the turn
In addition, Powers may allow a hero to was to take place. At the start of a turn, the
move faster than his Endurance limits. Also, When the character moves from point to characters may move in any direction they
vehicles will allow faster movement than is point along the leg, measure the distance see fit. Vehicles have different limitations
normally possible. (See Vehicles) between the points. That is the number of according to their type (see Vehicles,
areas that the hero has spent getting from particularly under Crashes).
When using fold-up figures, the forward point A to point B. Round fractions up. If the
corner of the hero is considered to be the distance A to B is greater than one area on Other actions while moving: If the character
exact location of the hero. When using the marker but less than 1 1/2 areas, the is performing other actions while moving,
counters, the tip of the arrow is the exact hero has "spent" 1 1/2 areas getting from his or her movement rate is reduced by
location. When using miniatures, consider point A to point B. half. This does not apply to charging, but
the leading edge of the figure's base to be does apply to other actions taken at the end
the exact location. If one of the legs passes through a doorway, of a round (running up and engaging a foe
an additional 1/2 area is added (this is in slugfest).
Ranged Movement assuming the door is closed but unlocked
- a locked door must be unlocked or Eyeballing and the quarter-inch rule: When
With the MARVEL SUPER HEROES
broken down). Therefore, if a leg of 1 112 using the range system, it may not be
Advanced Set, we introduce the idea of
areas passes through a doorway, that leg is necessary to measure off every movement
Ranged Movement. One of the cut-out really two areas. and motion of the hero. If a hero can run
sheets is a range ruler, marked in half-area from New York to Chicago in six seconds,
segments. One area is about half a city
Likewise, an open window or other similar, it's a good bet he or she can move to the
block, or 44 yards for our purposes. For
easily accessed opening can be entered at next room in a turn. Unless the Judge calls
those familiar with the idea of rulers, 1 area a similar cost. for it, measurement can quickly become
equals about 2" on our outdoor maps. optional among experienced players.
Maps of smaller areas have a scale
If the window (or door) is closed, or there is
provided to indicate the range in areas.
an obstruction (a tree, rock, statue, or wall), With the ranged movement system,
the hero (if she wants to keep moving) must however, the exact location is more
Using ranged movement the hero can
break through that material. Breaking important than with the area movement
ignore the defined areas on the map. The
things is explained above in the FEAT system. It is now important if a hero is on
character may move in any direction,
section. How far a hero may move after the northeast, northwest, southeast or
subject to intervening walls, type of ground,
breaking through a wall or similar southwest corner of 8th and Grant. The
and elevation.
obstruction is determined by the strength of arrows on the markers, corners of the
the material broken through. fold-up figures, etc., determine the exact
Endurance also affects ranged movement.
location, and it is from these points that the
• If the material is of up to Poor material,
• A hero with a current Endurance of ranged movement is measured. It is a
one area is lost.
Feeble may move only one area per simple fact of life that in any game with
• If the material is up to Excellent
turn, a maximum of 44 yards. counters, maps, markers, slices of pizza,
material, two areas are lost.
~ A hero with an Endurance of Poor to whatever, things get moved accidentally.
• If the material is up to Incredible
Excellent may move a maximum of two For this reason, the Quarter-Inch rule can
material, three areas are lost.
areas per turn, or 88 yards. be used. If a hero is within a quarter-inch of
• Materials of greater than Incredible
• A hero with an Endurance of the location he is heading for, the Judge
material rank will cause the character
Remarkable or better may move a should consider the move complete. What
to stop after breaking through.
maximum of three areas per turn or this prevents is reducing movement to an
132 yards. exact science. It isn't, and a hero should
The above supposes we are dealing with
not be prevented from reaching a runaway
normal walls and similar material, anywhere
As with area movement, ranged movement applecart just because the measure may be
up to 6". Dealing with thicker materials may
may be further increased by devices or a little off.
be modified by the Judge.
Powers.
Vertical Movement
When a character has moved the amount of
Ranged movement is more exact than area
areas allowed, that character's move There are two types of vertical movement:
movement, but is more complex. In area
ceases. If the character's "movement Up and Down (hold the applause, please).
movement, how far the hero can move is
allowance" expires by moving through a
limited by the area borders on the map. In
doorway, wall, or window, the move is Upward Movement: There are a number of
Ranged movement, the character may
finished with the character standing in that types of upward ground movement, including
move more freely, but is further limited by
doorway, window, or opening in a wall. climbing up buildings, walking up stairs, and
the terrain passed through.
riding in elevators. Raising your elevation by
Turning: The character can make any turn use of wings and rockets is defined as Flying,
When using ranged movement, divide the
up to 90 degrees from his direction of travel and is talked about later on.

20
Vertical distances are determined in floors, "Catching" in the Combat section.
continuing the tradition set forth in the
original set. Each floor is 15 feet, or 5 yards, Those people for whom falling from high
in height (let's have some high ceilings, distances is a common occurrence (fighter
here). pilots, for example) often wear parachutes.
It takes one round for a parachute to
Climbing is the scaling of vertical surfaces deploy. Parachutes slow the fall to three
by abilities or by Powers that permit such floors per round, provided they are not
abilities (Spider-Man 's wall-crawling for overloaded (most normal parachutes can
I
example). For a character without such ' I hold two normal people. More recent
powers to climb, enough projections or
footholds must be available. (Climbing a
normal building would be impossible for
I•
I
. I'11' inventions allow parachutes to glide (see
Gliding). Ordinary chutes will drift with the
wind. Chutes are made of Feeble strength
most mere mortals, but a drainpipe might !l1 "t material, and a shredded chute will be of no
make matters easier). A character might good to the character using it.
I I
climb one floor in altitude per round under "'
favorable conditions (under unfavorable
conditions, the Judge may require Agility ..1' I~ • Flight and Gliding
FEATs to avoid falling). Certain
super-powers such as wall crawling may
.'· '
·' I Ordinary people do not fly (watch, I'll get an
argument on this one). There are vehicles
modify this. and Powers that allow flight. Vehicles are
covered in their own section. The following
Then there are things such as stairs, TM deals with flight resulting from super-human
ladders, and fire escapes. A character may Powers.
sudden stopping when the character's body
ascend these structures at one floor/round, connects with the sidewalk that may inflict
with no chance of falling off or down (of The ability of flight is determined by the
damage. Treat such a situation as a controlled imbalance of the forces of thrust,
course, the bad guys they are·pursuing may .Charging attack on an inanimate object,
decide to push things down on them, but drag, weight, and lift. This is more complex
with the ground's material strength acting than we need for our purposes. The main
that's another barrel of monkeys entirely). as the Body Armor of the target (see thing to consider here is the idea that
Charging). If the damage is taken by the movement through the air, unlike movement
Lastly, there are elevators. Elevators move material, the shock may be absorbed;
at different speeds: old ones rattle along at along the ground, is often at higher speeds;
otherwise the hero takes damage from the it is often harder to turn while flying. For
5 floors per round (up or down); most fall equivalent to the distance.
normal ones move at 10 floors per round, speeds of characters with Flying Powers,
and the fastest (attached to most see the Long Distance Movement Table on
Example: She-Hulk is flung out of the 33rd page 23.
ultra-modern buildings, secret HQs, and the story of the Baxter Building by an opponent.
like) move at 20 per round. The newer Not having the ability to fly, She-Hulk falls 3
elevators operate off runners at the corners, Acceleration: A flying character cannot
stories in that first round. She starts the reach his ultimate speed in a single round,
so the old trick of cutting the elevator beginning of the second round at the 30th
cables only works in older buildings. unless that character's Powers specifically
story falling rapidly. As her action she twists permit it. The first round of flight, the
her body into a diving shape (so as to character can move up to his movement as
Downward Movement: Moving down in an minimize danger to passersby). That
elevator has the same rate as moving up. limited by Endurance (1 , 2 or 3 areas). The
second round she falls to the 24th story. speed can be increased by that increment
Racing down stairs is the normal movement The third round she falls to the 14th story.
speed, with one floor equaling one area. each round until maximum speed is
The fourth round she lands in front of the reached.
Climbing down is one area per round, with Baxter Building, acting as a ramming attack
the noted Agility FEATs and determination at 20 areas per round. Her Body Armor is
of impossibility. Example: Storm, when she had her powers,
Incredible, while the material strength of the could attain Incredible speed, reaching 20
road is only Excellent. The road gives, and areas a turn. She has Amazing Endurance,
The major type of downward movement is She-Hulk walks away from the fall with only
called Falling. Falling has the following so she may accelerate up to 3 areas a turn.
her pride damaged. On the first turn of flight Storm moves 3
rates:
areas, on the second 6, on the third 9, the
• First round: 3 floors/round Catching items as falling: New York City fourth 12, the fifth 15, and the sixth 18. on
• Second Round: 6 floors/round conveniently places light posts, flagpoles, the seventh turn and every turn afterwards
• Third Round: 1O floors/round and cornices in locations where falling Storm can move 20 areas.
• Fourth and following rounds: 20 heroes can usually find them while
floors/round plummeting to their supposed deaths. Deceleration: Slowing down while in flight
Catching a nearby lightpost, flagpole , etc. is is a bit simpler. A character in flight may
A character falling off the top of a 10-story an Agility FEAT of intensity equal to the always halve his current speed (how fast he
building will fall 3 stories the first round, 6 speed of the fall (a character falling at 20 moved the previous round), rounding
floors the second, and the remaining 1 story floors/round is up against an Excellent fractions up. (A character moving 15 areas
in the third round. Intensity FEAT). could slow to 8 areas.) A character that
slows to O areas may fall, unless the nature
Falling in itself causes no damage. It is the Catching people while fa lling: See

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

22
Land/Water Air Multiple 'ports require an Endurance FEAT,
Rank area/round MPH/MPM Area/round MPH/MPM with failure indicating dizziness for 1-10
rounds (inability to 'port). Most individuals
Feeble 1 15/.25 2 30/.5
with teleportation ability can teleport their
Poor 2 30/.50 4 60/1
Typical entire bodies and a small amount they are
3 45/.75 6 90/1.5
carrying. Carrying others when teleporting
Good 4 60/1 8 120/2
results in dangers for both the carrier and
Excellent 5 75/1 .25 10 150/2.5
the carried. Carrying others is considered a
Remarkable 6 90/1.5 15 225/3.75
Incredible 7 105/1.75 Power Stunt, and may be gained in that
20 300/5.00
fashion. Until the Power Stunt is mastered,
Amazing 8 120/2.00 25 375/6.25
the character must make an Endurance
Monstrous 9 135/2.25 30 450/7.50
Unearthly FEAT or be unconscious for 1-10 rounds.
10 150/2.50 40 600/10.0
Similarly, those teleported must make a red
Shift X 12 180/3.00 50 750/12.5 Endurance FEAT or be unconscious for
Shift Y 14 210/3.50 100 1500/25.0 1-10 rounds. Those heroes who are
Shift Z 16 240/4.00 200 3750/62.5 frequently teleported reduce this to a yellow
FEAT the second time, and a green FEAT
Class 1000 32 480/8.00 Interplanetary
the third, such that an immunity is built up.
Class 3000 50 750/12.5 Near-Light
Class 5000 100 1500/25.0 Teleportation
Teleporting into an object poses dangers to
In general, a hero can move without at slower speeds. If moving at speed two the teleporter. If a character teleports into
stopping for a number of rounds equal to ranks lower, no Endurance check is an object, the character takes damage
his Endurance rank. A hero with an needed. Captain America need not make a equal to the material strength of the object.
Endurance of Excellent can move 2 areas Body Armor does not protect the user from
check more than once per hour if moving at
per turn (30 mph) for 20 turns (2 minutes) 15 mph. this damage. An Endurance FEAT must be
without checking for exhaustion. At that made, with success indicating the teleporter
point, make a green Endurance FEAT. · Exceptions to the above: All this applies to may move away from the location (usually
Success indicates continuing for another · those heroes who move by their own to his or her original spot) and become
equal length of turns, failure means actions, such as running, swimming or unconscious for 1-10 rounds. Failure of this
stopping for 1-10 turns. After another flying. Those who fly by means of devices, Endurance FEAT indicates
Endurance rank number of turns, a yellow those in vehicles, and any and all robots are unconsciousness and loss of Endurance
FEAT is made, with failure resu lting in immune to this effect, as are those with levels, with potential death resulting from
resting for 2-20 turns. After a third dropping to the Shift 0 rank.
Unearthly or higher Endurances.
Endurance rank number of turns is made, a
red FEAT is made, with failure resulting in Speed FEATs: There are occasionally Leaping: Leaping is a specialized form of
resting for 3-30 turns. Rest must come after times when a character must move faster movement that is tied to Strength as
the fourth set of turns, or the character will than he or she has ever moved before, in opposed to Endurance. A character may
fall down for 3-30 turns. order to save a life. A hero may move the jump as many feet as her rank number
equivalent of one additional area (by area or without difficulty (see table for areas).
Summary: ranged movement) if the hero makes a
yellow Strength FEAT roll. A green result Leaps of up to the stated distance are
After rank number of turns indicates the FEAT was unsuccessful, and a possible by a green Strength FEAT (those of
green Endurance FEAT or rest white result indicates the hero, ah, tripped half the listed values may be assumed
1-10turns and lost control, and will continue moving automatic). Leaps across one additional
After 2 x rank number of turns that direction as if a Slam result was area may be made by a red Strength FEAT.
yellow Endurance FEAT or counted against the character. A hero may Leaps down are effectively a controlled fall,
rest 2-20 turns not increase his or her speed more than and represent the maximum distance the
After 3 x rank number of turns one area/round (15 mph) in any attempt. hero can fall and take no damage, provided
red Endurance FEAT or the hero lands on his feet. This simulates
rest 3-30 turns Teleporters: There are an increasing the hero jumping off a building as opposed
After 4 x rank number of turns number of heroes and villains with to being knocked off - the latter case is not
automatic rest 3-30 turns teleportation Powers, including Cloak, a controlled fall and as such is not covered
under these rules.
Vanisher, Nightcrawler, and Sidewinder. For
Example: Captain America has an this reason, a few notes on teleporters are
Endurance of Remarkable. He can run long included here. Combat
distances at 45 mph or so (in the game In the MARVEL SUPER HEROES Original
system). His rank number is 30, so he can The Teleporter Power rank number Set, physical combat was dependent on
maintain this pace for three minutes, before indicates the maximum distance the hero or one of four abilities, depending on the type
making a FEAT roll. If successful, he makes villain can 'port as if the character were of attack made.
a second FEAT roll at 6, then 9, and must flying. Unlike flying, the distance between • Those attacks involving hand-to-hand
rest after 12 .minutes of running top speed. the two is covered instantaneously without weapons refer to the Fighting ability.
That "rest" must take the form of stopping the hero passing between those points. No • Those attacks involving thrown
for 3-30 turns. speed is involved, unless that character weapons or use of Powers over a
was moving before the 'port. distance refer to the Agility ability.
Heroes may avoid this problem by moving

23
Strength Leap in Feet/Areas(or Floors) non-adjacent target, and he has a
Up Across Down preference for lightpoles.)

Feeble 2 '/0 2'/0 3'/0 An Edged Attack is an attack with claws,


Poor 4'/0 4'/0 6 ' 10 teeth, or edged weapons such as knives,
Typical 6 ' 10 6'10 9 '/0 swords, or hatchets. This is the renamed
Good 10 ' /0 10 ' 10 15' /1 version of the Hack 'N Slash column of the
Excellent 20 '11 20 ' 10 30'/2 · Original Set. A character making an edged
Remarkable 30'/2 30'10 45 ' 13 attack may score a Hit, Stun, or Kill result.
Incredible 40'12 40 ' 10 60 '14 An edged attack will always inflict a
Amazing 50 ' /3 50'10 75'/5 miminum of the damage listed for that
Monstrous 75'/5 75'/.5 105' /7 weapon. A character who can normally
Unearthly 100' /6 100' /1 150'/10 inflict higher damage may inflict damage
Shift X 150 '/10 150' /1 225 ' /15 equal to his Strength or the material
Shift Y 200'/13 200 '/2 300'/20 strength of the weapon, whichever is less.
Shift Z 500 ' /33 500'/4 750'/50 Such damage may not be reduced in effect.
• A character scoring a Hit result inflicts
CL 1000 1000' /60 1000'18 1500' /100 damage as set for that particular edged
CL 3000 3000 ' /180 3000' /25 4500 ' /300 attack (see Weapons in Chapter 4).
CLSOOO 5000'/300 5000'/40 7500' /500 • A character scoring a Stun result may
inflict damage as set for that weapon or
• Those attacks involving Grappling, using blunt attack may always choose to attack form , and may in addition Stun
holding an opponent, or wrestling refer inflict less damage than maximum. A hero
his opponent (see Stuns).
to the Strength ability. may choose to pull his punch, doing less
• A character scoring a Kill result inflicts
• Those attacks involving charging and than full damage, or inflict a lesser color damage as set for that weapon, and
ramming refer to the Endurance ability. result (yellow instead of red).
may in addition Kill his opponent (see
• A character scoring a Miss result
Kill result, below).
The MARVEL SUPER HEROES Advanced inflicts no damage. He has missed the
Set will elaborate on each type of attack target and normally will not have any
Body Armor, force fields, and other Powers
form, and define some specialized tricks further effect (See Luring under
may affect the ultimate success and
that are often used in comic books. Combat). damage in any form of Fighting combat.
• A character scoring a Hit result inflicts
Slugfest (Fighting Ablllty Combat) her Strength rank number in damage to
Ranged Attacks (Agility Combat)
the opponent.
Slugfest combat is a general term referring • A character scoring a Stun result Ranged Attacks is the common term
to hand-to-hand combat. It is the most inflicts her Strength rank number in referring to attacks over a long distance,
common form of battling, and includes both damage, and may in addition Slam the including projectile and energy weapons,
attacks with the bare fists, and those with opponent (see Slams, below). and those Powers that allow the inflicting of
blunt and edged weapons. • A character scoring a Stun result damage over a distance. Captain Marvel's
inflicts his Strength rank number in energy attacks, the Hulk's rock-throwing,
For Slugfest combat to occur, the damage, and may in addition Stun his Storm's lightning bolts, and Captain
combatants must generally be adjacent. opponent (see Stuns, below). America's shield are all examples of ranged
This may be defined by the counter arrows attacks.
touching, the points of the stand-up A character using bare hands (or gauntlets,
counters touching, or the miniatures etc.) inflicts his Strength rank number in Characters do not have to be adjacent in
touching at the base, or by any other damage. A character using a blunt weapon order to make ranged attacks. In general,
method deemed worthy by the Judge. inflicts up to that item's material strength; if ranged attacks start at the attacker, and
Certain Powers, such as elongation, may the material strength of the item is greater proceed in a direct line to the target (yes,
allow a character to engage non-adjacent than the Strength rank of the user, the Captain America has on many occasions .
targets (examples are Mr. Fantastic and user's Strength rank is increased to the bounced his shield off several targets to hit
Doctor Octopus). lowest value of the next rank for damage. someone from behind, but this is a Power
Aunt May (Feeble Strength) uses a lead Stunt using his abilities).
Slugfest combat is resolved on the pipe (Excellent material) in the drawing
Universal Table using the attacker's room on Col. Mustard. Aunt May would When using area movement, range is
Fighting ability. The result (white, green, inflict two points damage normally, but determined by the number of areas the
yellow, or red) is then noted on the Effects inflicts three points (minimum damage of missile, energy blast, or whatever passes
Table directly above the Results Table. next higher rank) instead. Daredevil (Good through from start to finish in a straight line.
There are two columns of results depending Strength) using the same lead pipe would If the missile passes through a corner of
on whether the individual used a blunt inflict 16 points damage (minimum damage another area, that area is counted. In
attack or edged attack. of next higher rank), and the Thing addition, each floor of elevation is counted
(Monstrous Strength) would inflict Excellent as an area.
A Blunt Attack is an attack with bare hands, damage (20 points). (That is why Ben
flat of a blade, or other blunt weapon. This Grimm does not normally use lead pipes in When using ranged movement, treat the
replaces the Slugfest column in the Original combat - when he uses a blunt weapon, missile, energy blast, etc. as a moving
Set. A character making a blunt attack may its purpose is usually to reach a character for purposes of determining
score a hit, slam, or stun result. A hero

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

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

As with Slugfest combat, the opponents in a


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

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

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

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

28
The Kill result is potentially the most Energy Powers. The rank number of Body against materials without a material
dangerous for the user (and definitely the Armor is reduced by 20 points when dealing strength rank. Against materials with a
target). A Kill result may be checked for as with this attack form. This means a Body material strength rank, including the outer
the result of an Energy attack, an Edged Armor of Excellent (25) is reduced to suit of Titanium Man, Wolverine shreds with
attack in Slugfest, or a Shooting attack. It Typical(5), a Body Armor of Monstrous(87) Unearthly ability. As far as damage goes, he
may also be called for by reducing a becomes Monstrous(67), and a Body Armor inflicts 10 points and checks the Edged
character's total health to 0 - see Life, of Good(10) provides no protection at all Attack Table when attacking. This same
Death, and Health, following. against attacks on the Energy column. approach is taken for swords (Black Knight,
Silver Samurai) and other sharp pointy
The target receiving a Kill result makes an Force Fields are another common form of items, and for the effects of Corrosive and
Endurance FEAT on the Universal Table, defense encountered in combat, and range Rotting Touch.
checking under the Kill column of the Battle from the personal (protects the user only)
Table. There are three results on this table. Force Fields used by Iron Man and Claws and other sharp instruments do not
• A Endurance Loss indicates that the Vindicator to the projected (protects user, affect Force Fields with their material
character's Endurance is reduced by others, or large areas) Force Fields of the strength. They would inflict their normal
one rank. The character is dying (check Invisible Woman. Force Fields protect as damage in overloading that Force Field.
under Life, Death, and Health), and will Body Armor, but are effective against
continue to lose Endurance at one rank Energy attacks at the listed level, and are Growth: Larger targets are easier to hit than
per turn until the situation is cleared. - 1O against all other attacks. A Force Field normal ones. In Charging, Slugfest, and
• The EIS result indicates the character takes the damage instead of the hero. Missile (Shooting and Throwing) combat,
is affected as an Endurance Loss only if the following modifiers apply to hit:
the method of attack was Edged attack A Force Field can be overloaded by Up to 7 feet tall No Modifier
in Slugfest or a Shooting attack. Any damage exceeding that of the Power rank, Up to 16 feettall + 1 CS
other attack form is considered No treating that Power rank as the material Up to 22 feet tall + 2 CS
Effect. strength of the wall. What happens if the Over 22 feet tall + 3 CS
• No Effect: The character takes damage Force Field is overloaded depends on the
as listed for the attack form , but is not type of Force Field. This modification only applies to the chance
slain. • If the Force Field is personal in nature, to hit, not to the damage done.
A Kill result has detrimental effects on the the system switches off or overheats.
attacker as well as the target. A hero who The hero is affected by excess damage, The character with Growth Power also
kills will lose all Karma (check under the and may be stunned or slammed. gains a similar modifier to any Strength
Karma section in the .next chapter). • If the Force Field is projected in nature, FEATs, including wrestling combat.
the user must make a Psyche FEAT roll Damage is raised by a similar amount.
Powers in Combat against the intensity of the attack or
become unconscious. The Force Field Shrinking: Smaller opponents are harder to
Usually a character's superhuman Powers
hangs around long enough to protect hit, and strike more easily against a
can be wielded in combat, depending on
those within. relatively larger foe. When attacking a
the circumstances. Those that depend on
smaller foe, the attacker suffers the column
concentration may be prevented, while
A character with Force Field and Body shift listed, while the smaller foe gains a
those powers that derive from a weapon
Armor may use one or the other against any shift on his attacking. This applies to
may be foiled if the hero is kept from that
attack, but not benefit from both at the Slugfest and Missile combat only in both
weapon. This section covers a few of the
same time. If a Force Field is projected by a cases.
more common Powers that turn up in
third party in front of the character with Attacks
combat.
Body Armor, the Force Field takes damage Reduction Against Attacks By
and, if it collapses, full damage is inflicted Down to 6 inches' No No
Body Armor. The key to withstanding
attacks, a characters's Body Armor reduces
on those within. In this case Body Armor is Down to 1 inch · -1cs +1CS
applicable to reducing damage. Down to 114 inch -2CS +2CS
potential damage by the Power rank
Smaller than 114" -3CS + 3CS
number of the armor. If a character has
Resistances: A hero with a resistance
Monstrous(75) Body Armor, then any and all
attacks reduce the damage by 75. Damage
against a certain attack form is permitted an Tactics
additional defensive roll - when attacked,
reduced below O is counted as no damage, The above sections talk about most normal
the hero may make a FEAT roll against the
and the target cannot be affected by a Stun, combat situations. Of course, anything that
attack, treating the damage as the Intensity
Slam, or Kill result from that attack. For uses characters with superior Powers can
of the attack. If successful, the attack
example, if a dagger (10 points damage) is hardly be called normal. To cover a lot of
inflicts no damage. If the FEAT fails, the
thrown at a hero with Amazing (50) Body the "special cases," this section will look at
Resistance still provides Body Armor
Armor, there is no effect from the attack a few of the more interesting tactics that
against that attack form.
even it the attacker rolled a Kill result. Body have turned up over the years.
Armor protects the character from each and
Cl~ws: Claws are given a Power rank and a
every physical attack. If five goons inflict 1O Non-Adjacent Weapon Combat: In most
material strength. The first refers to the
points damage on the hero with Excellent cases, two characters must be next to each
damage inflicted with them, the second to
Body Armor, then none of those attacks other in order to engage in Slugfest combat,
the materials they can affect. The favorite
succeed. though an exception is noted if the
example is Wolverine, whose Class 1000
character has a weapon that will reach.
material claws only inflict Good damage
The above applies to all attack forms except Super-strong opponents are always

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

30
LIFE, DEATH, AND HEALTH

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

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

IT IS Nor MY
6Y/!$ THAT
SHOUt...0 CON -
CERN VOO,
~PIPE~·MAN ...

TM
32
3: THE CAMPAIGN

Chapter One dealt with your character,


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

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

Karma is also a spendable experience


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

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

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

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

Example 2: She-Hulk and Wyatt Wingfoot Example 3: Tony Stark kicks in for a new Stump the Judge Award: The characters
are out on the town when suddenly a news wing of a medical center, an Incredible rank controlled by the players have super-human
report comes in about a giant plate of donation made possible by Stark Powers, and with the addition of Power
succotash eating Yankee Stadium. International. Stark receives 40 points for Stunts, may be able to use them in new and
She-Hulk calls it a night early in order to the donation, and an additional 20 points for different ways. In other words, while the
battle the evil mixed vegetable, but will showing up as Iron Man at the grand Judge may figure the players will get out of
suffer a 5 Karma point loss for only partially opening. a deathtrap in a certain fashion, they may
honoring a commitment. surprise him by coming up with some new
Example 4: Spider-Man is gathering money and different way. The Judge should make
Charities: One easy way of earning for a program to give toys to small children an award of no greater than 15 points to
personal Karma is through charity work. at Christmas. The organization, wary of his those players who come up with new,
There are three types of charity that a hero rep, turns down his offer to make public imaginative ways of dealing with situations
can be involved with: personal appearance, appearances, but Parker still manages to (once done, of course, it's now longer new,
act of charity, and donation. donate a few bucks to the cause (Poor so once per stunt).
FEAT) and in doing so gains 4 Karma
Personal appearance involves the hero points. Humor Award: Let's face it: one of the key
showing up for a function the proceeds of reasons for role-playing is the gathering
which will be donated to a worthy cause. A Negative Popularity FEAT rolls: Heroes together of diverse people with the intent of
charity will request or accept t his type of are supposed to be good guys, but if their swapping bad jokes. Laughing in the face of
work on a red Popularity FEAT, mainly Popularity drops below 0 In the range, danger is a trademark of some heroes, but
because such charities are often used as people may follow their orders out of fear as even Wolverine and Captain America get in
targets at which super-powered foes get opposed to loyalty. Each time a player a wry chuckle from time to time. The Judge
even with and humiliate the hero. The hero character hero with a negative Popularity should award 5 points to any player who
who makes a charity appearance will score uses that Popularity to influence can come up with a joke, pun, or humorous
receive Karma points equal to his Popularity another character, the hero loses Karma situation so dastardly that play must cease
rank number (maximum of 20). No more equal to his or her Popularity rank number. while everyone takes a deep breath and
than one charity appearance per week per For example, if a hero with -15 Popularity tries to recover a sense of direction.
hero or group can be counted in this uses that Popularity to scare away a group
fashion. of panic-stricken passers-by, preventing
them from being damaged by a falling wall, DID YOUR
Act of charity: A hero may also use his he receives Karma for the rescue (100 DOCTOR EVER
Powers to benefit the common good, or a points max), but loses 15 points of it due to TELL YOU
worthy cause, In a non-combat or his negative Popularity score. ABOUT
non-emergency situation. Heroes should be NYPE/C'TENSION,
rewarded according to the situation and the Gaming Awards: A player may gain Karma SCORPP
type of FEAT needed to complete the task. for his character through good role-play and
Tasks which are automatic net 10 points, running his character in an interesting and
those which would requ ire a green FEAT intelligent way. There are no negative
20, a yellow FEAT 30, and a red FEAT 40 gaming awards in the Advanced Set, as the
points. assumption is made (at least by the
designer) that you guys know what you're
Donation: In the Original Set, a bonus of 1 doing. Three examples of gaming awards
Karma point per 100 Resource points are:
donated was set. With the removal of
bookkeeping for Resources, this must be Role-Play Award: At the end of an
modified. In order to make a donation, the adventure or gaming session, the Judge
player must state what is being donated may award personal Karma to players who
and make the appropriate Resource FEAT if have shown a good knowledge of the
necessary. The Karma award is equal to the character's personality. For characters from
rank number of that FEAT (if no FEAT is the Marvel Universe, this means the
required, 10 Karma points are awarded). role-playing is in line with how the character
is presented (Hercules is loud and
Example 1: Box hauls a Canadian boisterous; Wolverine, while not continually
destroyer off the shoals of Newfoundland. going into murderous rages, is
This is an act of charity requiring a red short-tempered and threatening). For
TM

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

Karma Pools present. Players may set their own defeated) may be taken out of the Karma
restrictions as to how much people may pool as one character, spreading the blame
A Karma pool is formed by a group of
take out of the pool, who may join, and around a little and reducing the individual
heroes as a common source of Karma.
other by-laws, according to the situation. damage.
Each hero may donate as much of his own
Karma as he wishes. Any member of the
Adding to the Karma Pool: Any group If a member of a Karma pool kills a
group may then use the Karma in that pool
awards may be added to the Karma pool character, or through his actions causes the
to manipulate die rolls and build things,
directly, or split into equal shares for those death of another, both his individual Karma
though Karma in a Karma pool may not be
who belong to the pool. Individual awards and that of the Karma pool to which he
used for advancement (sorry, no "let's chip
are made to the player's character directly. belongs is reduced to O. (This is why the
in and give Albedo Man another rank of
They may contribute to the pool of their own X-Men kept such an eye on Wolverine all
Body Armor").
volition ("ah, guys, the Pool is a little low, these years.) Noble deaths, mysterious
shall we all chip in 50 Karma points?"). deaths, and self-destruction are handled as
Who may form a pool: Two or more
for individual characters.
· consenting player character heroes may
Karma pool losses: Individual losses are
contribute up to their present Karma levels
taken from the individual first, then from the Dissolving and Leaving a Karma Pool: A
to form a Karma pool. Others may join in
Karma pool he belongs to. For example, if character may only belong to one Karma
the pool, adding Karma as they join. A
Wolverine is publicly defeated for - 40 pool at a time, and to join another must
character may leave the pool, taking back a
Karma points, but has only 30 points on leave the one he previously belonged to. At
share equal to that of any other member
him, he loses the 30 and the remaining 1O that time the hero takes his equal share of
with him (a Karma pool of two is divided two
comes out of the X-Men Karma pool he the remaining Karma in the original pool. If
ways, one of four characters will give the
belongs to. A group loss (everyone all members choose to divide up the Karma
leaving character one-fourth of the total
pool).

Temporary pools: Karma pools are generally


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

Permanent pools: Heroes who adventure


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

in a pool, then the Karma pool dissolves. Example 2: The same as above, with the Building Things: Karma is also spent in the
The Karma returns in equal shares to each player rolling a 98. The FEAT succeeds, but process of building things, as outlined in
member of the pool, who may use it as he the player still takes 10 points off his total, Chapter 4. Karma may be used to ,
sees fit (including advancement). A Karma as he declared he was spending Karma. determine the success of an experiment or
pool cannot be reformed then until after the The character has 20 Karma points left. invention. In this case and this case only,
next gaming session. the player making the roll must determine
Example 3: The same as above, with the how much Karma is being spent before
Optional Rule: Locking Karma Pools - As player rolling a 13. No amount of available · rolling the dice (as opposed to the mere
stated above, heroes may set their own Karma will modify the roll to the point where declaration of how much is to be spent, with
bylaws regarding the spending of Karma. the FEAT succeeds, so the player lets the an automatic spending of 1O Karma points).
One such law may be the locking of a roll stand. The 10 points for declaring the If the player does not declare the amount
Karma pool. A lock should be agreed to by use of Karma are still subtracted, leaving for this success roll, then 10 points are
all members of the group. Karma placed the character with 20 Karma points. assumed to be spent.
into the locking Karma pool may not be
withdrawn by the members. It may only be Optional Rule: In order to speed play, the Advancement: Characters may put Karma
used by the individual to modify die rolls. Judge may ask for Karma to be spent in aside for advancement. This Karma is put into
Such a locking Karma pool may only be increments of 5 points. a separate fund and is considered
dissolved by a unanimous vote of those untouchable by the player for normal use (and
who belong. Modifying Results in Combat: In most types of is similarly unaffected by negative Karma
combat, the attacking character may choose modifiers). Any Karma put aside is placed
Spending Karma to reduce the effect of his attack (from a red there with a specific purpose, and may only
result to a yellow result). Certain attacks may be spent for that purpose. Karma is placed in
Karma may be spent from its reserve for a
not be voluntarily reduced in effect: Edged Advancement funds usually at the end of
number of purposes: manipulating die rolls,
Attack, Shooting, and Energy (those attacks adventures or gaming sessions, but never in
changing results, advancement, building
with a possible Kill result). The player may the middle of combat or during an adventure
things, and Power Stunts. Karma spent in
reduce these effects by spending Karma. An (ln other words, "quiet time," as opposed to
any of these fashions is lost and may not be
expenditure of 50 Karma points may reduce the heat of the chase). Advancement is
recovered. A player may not spend more
the result by one color (from red to yellow, for described in full in the next section.
Karma than his character normally has.
example). This expenditure may only be
Karma may not drop, through spending or
.loss resulting from actions, below 0 under
made immediately after the roll generating the Advancement
effect, and before any other die rolls, such as As characters develop in the MARVEL
normal conditions.
the Endurance FEAT to see if the character SUPER HEROES RPG, they may increase
survives. in levels, Powers, and abilities. This is
Spending Karma to manipulate die rolls:
known as advancement.
Whenever making a FEAT roll, the player
Power Stunts: Power Stunts are described
may change the die roll by declaring, before
in full under Power FEATS in Chapter 2. A In order to advance, individual players must
combat begins, that she is spending Karma
Power Stunt permits the hero to use his or create a separate listing or fund of Karma.
on the result. At this point, the player is
her Power in a fashion that has hitherto not Karma placed in that column will be used
committed to spend at least 10 Karma
been used. When a hero wishes to attempt for a specific type of Advancement: Ability
points (or her remaining reserve, if less than
the stunt, he describes the stunt to the Advancement, Resource Advancement,
10). After rolling the dice, a number equal to
Judge. The Judge then states if the stunt is Popularity Advancement, Power
the amount of Karma spent is added to the
possible, given the character's level of Advancement, Power Addition, Talent
result (at least 10 points, or the amount
Power, and what FEAT would required. The Addition, or Contact Addition.
remaining). The player does not have to
player then spends 100 Karma points to try
declare how much Karma is spent on the
the stunt. Any additional Karma to • Ability Advancement is the increase of
roll, only that she will be spending Karma.
manipulate the die roll may be spent now, any of the seven primary abilities
according to the rules laid out above. (FASERIP).
Certain FEATs may not be manipulated by
Karma. Resource FEATs may not be so • Resource Advancement is the increase
Example: A first time player is running the
manipulated, nor may Popularity FEATS. of the Resource ability, and reflects that
Vision, and wishes to increase his normal
FEATs resulting from being Blindsided or the character is spending time and
density inside an opponent, stunning the
suffering an unexpected attack may not be energy increasing his wealth.
opponent without seriously damaging him.
modified by Karma (if Arcade suddenly
This is a common Power Stunt the Vision • Popularity Advancement is an attempt
pumps your jet full of knock-out gas, you
uses, so would be a green FEAT roll. The to increase the character's Popularity
cannot spend Karma, unless you had some
Judge states the character would have to hit rank, via the old PR campaign. Given
previous warning of the attack).
his target, and the defender would make an the fluid nature of Popularity, this is
Endurance FEAT against the Intensity of the used in cases where the hero has
Example 1: A character with Typical
density control used. The player agrees and suffered from a smear campaign or
Strength must make a red Strength FEAT.
spends 100 Karma points. The player then other negative Popularity modifiers.
He has 30 Karma points listed on his sheet.
states he is spending Karma to hit, so another
He announces he spends Karma and rolls • Power Advancement is the increase in
10 points are automatically spent. The hit is
the dice. He rolls a 68. He spends the full superhuman abilities the character
successful in any event, and the Vision has
30, bringing the roll up to a final result of 98 already possesses, and reflects a fine
spent 11 o Karma points on this attack.
- a success. The character has no Karma honing of those abilities.
left.

38
• Power Addition is the gaining of new Power Addition: Heroes may increase their
Powers, either through ~xperimentation , Powers by spending Karma. The cost of an
latent abilities coming to the fore, or additional Power is 3000 plus 40 times the
further modification of the character. starting rank number. New Powers (as
opposed to Power Stunts, which are relatively
• Talent Addition is the gaining of a new cheap) must have a rationale of some type.
Talent from those listed on the Talent Exception: Robotic characters may be
Table, or the development of a new Talent. modified at a cost of 3000 plus 10 times the
starting rank number, provided that someone
• Contact Addition is the gaining of is capable of modifying their form. The
additional Contacts, and reflects a procedure is the same as for reactivating
previously unrevealed or newly gained robots. A third party must have sufficient
Contact. As campaign play itself often Reason to include a Power of that rank.
creates new Contacts, this H.U.B.E.R.T. may be modified, but characters
advancement pool is not often used. would have a great deal of difficulty with the
synthezoid known as the Vision.
Karma put aside must be put there for one of
the seven purposes above. A character may Talent Addition: Heroes may add to the
not have an Advancement fund set up for Talents they have by spending Karma into
more than one of the seven purposes, but, the advancement pool and seeking training.
after making a purchase in one area, may Additional Talents must always have a
move the remaining Karma to another area. rationale. If your character wants to learn
Martial Arts D, she must find someone to
Ability Advancement: Raising an ability by one teach her. Characters may learn from other
rank number costs 10 times the current rank TM player characters at a cost of 2000 points,
number of that ability. Raising an ability to the advances to the next rank is that change or from NPCs at a cost of 1000 points per
next highest rank {from Excellent(25) to apparent. Cost is 10 times the rank number, Talent. (This is to get them out the house.)
Remarkable(26), for example) is called plus 200 points for Cresting.
Cresting. When cresting into the next rank, an Contact Addition: Heroes may add to the
additional 400 Karma points are spent. Popularity Advancement reflects a Contacts they have by spending into this
concentrated effort to increase the character's advancement pool and seeking out the
Example: Potato Salad Man has been putting Popularity score, and is reflected both by the Contacts. Such Contacts should fall into two
Karma aside for ability advancement. He has addition of Karma as well as in specific acts categories: contacts the hero has met or
a Reason of Good {14). It will cost him 140 the character must perform. Raising dealt with, and contacts that existed in the
Karma points to advance to Good(15). It will Popularity by one rank number costs 10 times time previous to the start of play. (Thor, for
cost him 150 points plus 400 more for the current rank number. There is no Cresting example, had several adventures before his
Cresting to reach the next rank number (550 cost to raise from one Popularity rank to the connections with Asgard were revealed - in
total) of Excellent (16). next. In addition, the character must have game terms, the player of Thor saved up his
performed one publicized act of charity (see Karma and picked up the Contact.) If the
Rationales: A character may raise any Karma} in the past three weeks. (Such acts Contact is one the character has
ability to Excellent without having to explain may increase Popularity in and of themselves encountered, that Contact should be Friendly
himself. Raising an ability beyond - this merely provides another avenue for or Neutral (not Unfriendly or Hostile). Contacts
Excellent, or more than one rank above the Karma-rich but press-poor characters.) cost 500 points plus 1O times the Resource
original, may take some explaining by the rank number of the Contact.
player. What the Judge is looking for is a Power Advancement: Abilities under the A brief list of Contacts for the Marvel ·
reason why the character is getting character's Powers may be increased Universe are listed in Appendix C.
stronger, brighter, quicker, etc. through expenditure of Karma. Cost is 20
times the rank number gained, and the cost
Example: She-Hulk, when she first appeared, for cresting is 500 additional points. Any
could lift about 50 tons, putting her in the additional increase of rank beyond the first
Amazing Strength category. A couple years should require a rationale similar to that of
later, she's working out on the Thing's weight the Ability advancement.
machines, pressing 75 tons; putting her in the
Monstrous category. The Rationale for her Example: Coldboy has Cold Resistance of
increase is merely that she has been working Amazing(60). It costs him 60 times 20, or
out. Should her Strength continue to increase, 1200 Karma points to raise it to
to Unearthly, this change may be due to further Amazing(61), and an additional 61 times 20
mutations from the gamma rays, or additional (1220) plus 500 (for 1720) to gain
exposure, or eating her c~eery oats. Monstrous(63) resistance. Note that this
method requires spending large amounts of
Resource Advancement reflects an Karma to advance at high levels. This is
increase in Resource rank. The individual intentional, as a world filled with Thors may
numbers of a Resource do not reflect any be a bit tedious.
change, but only when the character
TM

39
POPULARITY/CONTACTS

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

40
4: HARDWARE, MAGIC, & MORE

Chapters One through Three have dealt


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

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

The tables found on pages 42-43 list all the


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

41
EQUIPMENT: WEAPONS

The Laser Pistol, Concussion Pistol, and Table of Equipment


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

42
Name Range Price Damage Type Rate Shots Material Notes:
One-handed: The weapon can be fired
Concussion Rifle Rm 7 10 F 12 Gd
one-handed without penalty
Power pack,
Illegal: Possession of this weapon outside
illegal
of certain authorized groups is a
Automatic Rifle Ex 5 15 s 20 Gd
misdemeanor.
Military, bursts
Military: Possession of this weapon
Shotgun Bursts Gd 3 20 s 1,2 2 Gd
outside of the military and certain
Riot Gun Gd 2 15 s 1 6 Ex authorized groups is a crime (Other Crime).
Fire one-handed
Power pack: This weapon operates from
at -1CS
a power pack, as opposed to using
Grenade Launcher Ex 4 1per2 Gd
standard ammunition.
Military
Bursts: This weapon may affect multiple
Sub-Machine Gun Rm 7 25 s 7 Gd
adjacent targets.
Fire one-handed
Scatters: This weapon affects all within
at - 2CS, bursts,
one area of the target.
military
Two men to fire: Two persons are required
Machine Gun In 10 30 s 20 Gd
to fire this weapon effectively. One.may fire,
Bursts,military
with the result of the firing rate being halved
Flamethrower In 2 30 E 5 Ty/Gd
and a - 2CS to hit.
Fire burns for
Stationary: This weapon does not move,
1O points/damage/
but it can turn in place.
round, scatters,
military
The Sub-Machine Gun is a military weapon
Bazooka In 4 40 s 1 per 2 Gd
that fires bursts, and may be fired
Two men to fire,
one-handed at - 2CS to hit.
military
LAW Am 4 40 s 6 Gd
The Machine Gun is a military weapon that
Military
fires bursts, but may not be fired
Light Artillery Am 10 40 s 20 Ex one-handed.
Two men to
operate, military
The Flamethrower is a military weapon that
Stun Cannon Am 10 10 Rm
shoots a jet of flaming jelly, affecting all
Two men to fire ,
one-man firing at targets in the area. The fire burns fo r
-1cs to hit, Incredible (40) points damage the first
Incredible Intensity round, and continues to burn for 10 points
damage each round until put out (or 1-10
stunning, bursts,
rounds).
power pack
Concussion Cannon Am 15 40 F 10 Rm
Power pack The Bazooka is an old-style military
weapon, still used in small armies and by
Laser Cannon Am 20 30 E 10 Ex criminals as well as in old WWII movies. It
Power pack
Heavy Artillery Mn 40 has recently been replaced by the LAW. It
50 s 30 Rm
requires two men to fire.
Two men to fire,
scatters,
military LAW stands for Light Anti-tank Weapon,
and is the replacement for the Bazooka on
Superheavy Artillery Un 80 50 s 30 In
Stationary, two the battlefield. It requires one man to fire.
men to fire,
military Light Artillery is a blanket term for projectile
Missile Launcher In weapons above the Bazooka/LAW class bu1
10 Rm
Fires missiles of still moveable by a normal man, and
includes mortars.
various
capabilities,
military Stun, Concussion, and Laser Cannons are
Regular Bow the largest version of the pistols and rifles
Pr 5 6 s Pr
Two-handed of the same name. They must be stationary
Long Bow Ty 6 10 to fire, and all rely on power packs. Stun
s Ty
Two-handed cannon fires bursts of Incredible Intensity.
Compound Bow Ex 7 15 s Gd
Two-handed Heavy Artillery refers to large mobile
Crossbow weapons that require horses or vehicles to
Gd 3 10 s 1 per 2 Ty
Fire one-handed lug around. They must be stationary to fire.
at -2CS Fire affects all in target area. ·

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

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

45
VEHICLES

These three types come in a variety of Other Weapons Cost


forms, and a character cannot be able to
identify an approaching missile's type
Name Cost Special Damage
unless he is familiar with the various makes.
Grenade, Fragment Ex Rem damage, Scatter
Grenade, Smoke Gd -2 CS for FEATs
Example: Given his background in weapons
Grenade, Tear Gas Ex Typical Intensity
research, Tony Stark may be able to make a
Grenade, Knock-out In Good Intensity
Reason FEAT to determine what a type of
Grenade, Knock-out Am Excellent Intensity
missile is, but Johnny Storm cannot.
Grenade, Knock-out Mn Remarkable Intensity
Grenade, Flash Ex Amazing Intensity
Control Systems:
Grenade, Concussive Rm 40 points BA
Wir8:!Juided: The missile is controlled by wire
Grenade, Sonic In 20 points Energy
leading from the tail of the missile (Feeble
material). The Wire-guided missile has the
Missile, Standard Am
A~ility of the controller to hit. Severing the
Missile, High-tech Mn
wires causes the missile to behave as if it has
Missile, High-speed Mn
no control. Range of 10 areas, maximum, but
Missile Control, Wire-guided Rm
no penalties for range.
Missile Control, Tele-guided In
Missile Control, Computer Am
Tele-Guided: The missile is guided by a
Missile Control, Radio In
camera in the nose of the missile, and the
Missile Control, Heat Seeker Rm
operator may be up to 5 miles away. Use
the Control of the missile or the Agility of Missile Payload, Standard Rm 40 points, Scatter
Missile Payload,
the controller (whichever is lower) to
Concentrated Explosive Rm 40 points, one target
d~te~mine Control FEATs for this type of
Missile Payload, High Exp. Am 70 points Scatter
m1ss1le.
20 points, adjacent
Missile Payload, Incendiary In 40 points fire
Computer-Guided: The missile is
Missile Payload, Gas Am Amazing Intensity
progr~!"med internally for a specific target.
Smoke, fill one area Gd -2CS on FEATs
Its ability to determine the target is
Tear Gas, fill one area Ex Typical Intensity
considered Poor if multiple similar targets
Knock-Out Gas, fill one area Ex Feeble Intensity
are available.
(also explosives) Rm Poor Intensity
Radio-Linked: Also called a homing missile. Rm Typical Intensity
In Good Intensity
T~e mi~sile tracks on a specific wavelength,
In Excellent Intensity
~1th~r directed from its point of firing or
issuing from the target. Destruction of a Am Remarkable Intensity
Am Incredible Intensity
tracer or cessation of the signal causes the
missile to go out of control. Mn Amazing Intensity
Mn Monstrous Intensity
Heat-Seeking: This form of guidance will Un Unearthly Intensity
" lock on" to the highest flame source in its 10 points BA
path (usually a jet-engine or flaming hero).
The missile will only be sidetracked by a
Gases Vehicles
higher source of heat. ~ot all ?haracters have their own garage
Smoke: Smoke, whether from fire or
missiles, is usually considered to be of filled with neat vehicles, but most come into
The Payloads contact with this necessary type of
Excellent Intensity to see through. All
Standard Missile Payload inflicts 40 points equipment in some way (as weapons if
FEATs performed while in a Smoke-filled
EA damage to all in the target area. nothing else). The table on pages 48-49 list
area are at - 2CS.
the more common and well-known craft in
Concentrated Explosive inflicts 40 points use.
Tear Gas: Most tear gas is considered to be
EA damage to target only.
Typical Intensity. Those failing the FEAT roll
Vehicles are defined by six statistics: Type,
against this gas may take no actions other
High Explosive inflicts 70 points EA Cost, Control, Speed, Body, and Protection.
than movement until they leave the area,
damage to all in target area, and 20 points
nor for one round after leaving that area.
to those in adjacent areas. The Type of a vehicle is a handy definition
Knock-Out Gas: Knock-out gas is listed in of the general purpose. A Blimp, the
lncen.diary inflicts 40 points Energy damage Concorde, and the Avengers Quinjet are all
various Intensities, as it is a favorite device
to all in area, and burns for Good Intensity basically airborne craft, and so are
to knock out bad guys and good guys.
for each round afterward until put out. classified as "air" types. Vehicles of the
Those in the same area as knock-out gas
must make an Endurance FEAT or be same Type are normally bound by the same
Gas Payload contains Amazing Intensity general rules regarding control and
knocked out for 1-10 rounds.
tear or knock-out gas, which will affect all in damage.
the area.

46
Excellent Endurance. Their current Speed
Road vehicles are those designed primarily
Driving Lesson (Using Vehicles)
rank is considered to be that equal to the
to be driven on relatively flat surfaces (like The Control attribute of a vehicle represents areas moved or the next highest on the
roads), and include most vehicles found in how well the vehicle handles, makes turns, long-distance movement table (see page
modern cities. Road vehicles suffer and generally performs. In certai~ xx). All vehicles use the Land/Water
penalties for Control and Speed when. situations, an operator of the vehicle mu.st column, save for GEV, Space, and Air
off-road (like cutting through the park rn make a Control FEAT to perform a certain types, which use the Air column.
your luxury limo). action. This FEAT refers to the character's
Agility, or the vehicle's Control, whichever is Example of Acceleration: A hero with
Off-Road vehicles are land vehicles less. Situations where such FEATs are Amazing Endurance and no other
designed to handle broken groun~ better required are determined by type: movement-related powers is chasing a
than road vehicles. Some recreational • Road Vehicles make Control FEATs for Jeep. Both are moving from a standing
vehicles and military equipment fall under sudden stopping, travelling off-road, start. In the first round, the hero moves 3
this category. turns of 90 degrees or more, or any areas, determined by his Endurance. The
sudden action at higher than listed Jeep moves 2 areas in the first turn, and
Railed vehicles follow a predetermined path Speed. . . . accelerates to 4 areas in the second turn
or track; the most common example is • Ott-Road Vehicles have the hrn1tat1ons (Good speed). The Jeep then moves 4
Trains. A Railed vehicle that runs off the of road vehicles except for traveling areas per turn each turn afterwards.
track has disastrous effects. off-road. Machines, of course, unlike heroes, never
• Railed Vehicles check for sudden get tired.
GEV means Ground Effect Vehicle, which is stops, only.
basically the hovercraft. GEVs exhibit • GEVs check Control as Off-Road and Note on Air vehicles: Most aircraft must
properties of both Air and Off-Roa? Air vehicles. have a section of open space (a runway) to
Vehicles, and as such deserve their own • Air Vehicles check Control for sudden attain the speeds necessary to achieve
entry. turns (including dodging), turns of up to flight. Air vehicles must be moving at a
45 degrees (one-eighth of a circle), and ground speed of equal rank to their listed
Air vehicles travel mainly through the Take-off and landing in non-normal air speed before they can take off. A
friendly skies, and include all forms of situations (landing on an airfield ?oes Commercial jet must make Monstrous
aircraft from gliders to the Concorde. not require a Control FEAT. Landing on ground speed (9 areas/round) ~for~ it c.an
a fog-enshrouded runway or with two take off. During this time the Air vehicle 1s
Space vehicles are those '.""hich. are capable engines dead does). considered a Ground vehicle for purposes
of sustained space travel rn orbit or • Space Vehicles check Control for of control. (Sub-note: Vehicles that launch
between planets. take-off, landing, and sudden from very short runways, such as aircraft
movements. carriers and the top of the Avengers'
Water vehicles are boats of every • Water Vehicles and Subs check mansion, use catapults that fling the craft at
description, from sailboats to car:ie~s. Their Control only for sudden changes in the necessary speeds over the water (or
main limitation is the danger of sinking. course. over Central Park, as the case may be).)
Submersible vehicles are those designed to
travel underwater, and are represented by Failure to make a Control FEAT is described Normal Deceleration is similar. A vehicle
the submarine. Subs are similar to water in Out of Control. may drop its speed by two ranks ~a~h
vehicles in the danger of sinking. round until Shift Ois reached (a mini-car
Example: The Wasp, with. h~r Af1ility of moving at Good speed (4 areas/round)
The Cost of a vehicle is represented in the Excellent, is flying the Qurn1et, with a Control slows to Poor (2 areas/round), then to a full
Cost column. It is often possible to buy a of Remarkable. Corning out of a fog bank and stop). A vehicle may drop its speed by 3
used (and therefore unreliable) version for seeing the Empire State Building looming ranks in a round by making a Sudden Stop
one less than listed (a used sedan costs straight ahead, Wasp must make a sudden (with the attendant Control FEAT).
Excellent rather than Remarkable, and change of direction. She makes a FEA~ ro!I
small countries can get their own used using her Agility as opposed to the vehicle s Example: A vehicle moving at Good speed
battleships for Monstrous cost). Control, beeause her Agility is the l~sser of moves 4 areas in a round. In the next round
the two values. Were Captain America at the it may slow normally to 2 areas/round, and
The other four "Statistics" of a vehicle controls, with his Incredible Agility, he wo.ul~ , come to a complete stop in the third rou~d.
determine how well the vehicle performs have to make a FEAT roll against the Quin1et s The vehicle can slow to one area/round rn
under most situations. The Control stat is a Control, which is the lesser of the two. The the second round by making a sudden stop.
measure of how well the vehicle responds FEAT roll would be green in most normal If the stop still brings it into conflict with a
to moving in different directions and making cases but if there were other circumstances solid object (Crash}, it will be moving at
sudden stops. Speed is a note o! the . (say, the ship was damaged), it mi~ht ~ a Feeble speed.
maximum safe speed of the vehicle. Body 1s yellow or red FEAT to avoid smashing into the
the amount of damage the vehicle can Empire State Building. Note for Air vehicles: An Air vehicle has to
sustain before a chance exists of system . be moving at the ground equivalent of its air
failure (the vehicle breaks down). Protection Speed indicates the rnaximU!f! ~afe spe~d rank speed (a plane with a speed of Shift X
is a new attribute for vehicles, and for the vehicle in question. Srmrlar to flying must be moving at 12 areas/round to make
represents the amount of equivalent B?dY movement all vehicles must obey certain a safe landing (making a landing at higher
Armor the vehicle provides for those within. rules of ac~eleration and deceleration. than that speed requires a Control FEAT)).
Vehicles accelerate in 2 areas/round
stages, as if they were characters of

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

48
Vehicles

Name Type Cost Control Speed Body Protection

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

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

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

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

The Police Van is to the van as the Police The Motorcycle is the marriage of the car The Walker is a curious form of off-road
Car is to the sedan. This vehicle often and bicycle. Due to its precarious balance, vehicle in that it does not have wheels or
carries additional armament for teams in a Motorcycle that goes out of control cannot treads, but rather two or more legs that
trouble, including Riot Guns and gas be brought under control until it comes to a simulate human or animal movement. Such
canisters. The back part of the van can stop. Cycle riders may reduce damage by devices are generally experimental and as
carry up to 10 prisoners for short periods. one rank by wearing adequate headgear. such are used by organizations such as
Seats two. Hulkbusters. They are normally equipped
The SWAT in SWAT Van stands for Special with a stun cannon, as firing weapons with
Weapons And Tactics, and these babies are The Motor 1i'ike is a motorized tricycle, and recoil (such as LAW or Light Artillery) would

52
require a Control FEAT to prevent tipping The El includes the elevated trains of
over. Any attack on a walker vehicle Chicago and New York, and the Light Rail
requires a Control FEAT by the operator to Systems of cities such as Pittsburgh and
determine whether it remains upright. Seats San Francisco. Cost for these systems is
four to eight persons. Feeble, and they are primarily used by
commuters. Els have the restrictions of all
The Borer is not really a land vehicle, but a Railed vehicles, and carry up to 80 people
subterranean vehicle. It allows speedy per car.
travel through the underground. If moving
at Poor speed, its passage leaves a tunnel Monorail systems are popular in
that others may follow; otherwise it leaves amusement parks, as well in major
churned earth behind it. Villains who live industrial parks such as the former SI
deep within the Earth, such as Mole Man, Industrial Park on Long Island. As the
use the Borer as standard equipment. system gains its power from the line it
Because of its construction, with the travels on, breaking that line results in the
forward screw, the borer can make an vehicle coming to an immediate halt. crash. Finally, blimps include both balloons
Edged Attack for Incredible damage. and those airships with an internal frame -
The Hovercraft is the only notable mention the latter are properly called dirigibles.
The Train is the most common form of the of the Ground Effect Vehicle. This vehicle is
Railed vehicles. All Railed vehicles cannot neither fish nor fowl, as it rides on a cushion Traffic Copters are fairly common in the
change th~ir direction other than forward of air, handles as does an Air type, but goes airspace over American cities, and this type
and backward, and may only change out of control as an off-road vehicle. also includes private vehicles and medivac
Speed. Control FEATs only concern sudden Hovercraft move at a maximum Speed of copters as well. Helicopters have VTOL
deceleration. If the track is removed or Good off road, over broken ground, or in ability (Vertical Take-off and Landing), and
destroyed, the vehicle will immediately go stormy weather. as such may drop to O speed without losing
out of control without chance of regaining control.
control. Trains may be bulk carriers, or Private Planes generally represent small
passenger lines, such as Amtrak. The train propeller-driven aircraft used by individuals. Battle Copters are heavy duty versions of
maintains a "crew" of 5, and in the case of The private plane seats 5 with little the Traffic Copter, can carry a squad of 15
passenger trains, 3 or more cars that may problem. men plus crew, and are armed with
each carry 100 people or more. Train costs Machine Guns (alternately lasers). All
vary, but between cities with regular Corporate Jets represent the more modern Copters have VTOL abilities, and may hover
service, a ticket is Typical Cost. turbo-prop jets that more powerful in place.
corporations use for their top executives.
The Bullet Train includes all of the new, Corporate Jets have a crew of two and may WWI and WWII planes are still available in
high-speed versions of trains, and is used carry up to 20 people in comfort. some countries, among collectors, and in
exclusively for passengers. Capacity and the possession of nut-cases like Arcade.
limitations are similar to the normal train. The Military Jet is the modern fighter of the WWII planes include (but do not do justice
Such trains are in use in France and Japan, skies, laden with electronic detection gear to) a variety of fighters, including the
where Cost for a trip is Poor. None have and weaponry. Military jets carry machine Corsair, the Spitfire, and the Zero. WWII
been built in the United States as yet. guns (alternately lasers), as well as up to 4 bombers include the large,
missiles with launchers in the jet itself punishment-taking craft like the Flying
(missiles would be separate purchases). Fortress and Junkers bombers. WWI planes
consist of light, fragile craft including the
Commercial Jets include the large jet-driven Spad, the Neuport, the Fokker triplane, and
aircraft, such as the DC-10, the Tristar, and the Sopwith Camel.
the 707s and 747, as well as cargo planes.
A Commercial jet can carry upwards of 100 V10L Jets exist in several air forces, and
people. Cost varies between cities, but for have been used with efficiency by the RAF
flights in the same country, cost is Good, in the Falkland war. VTOL jets have the
Excellent for international travel. capabilities of jet fighters , with the added
ability to hover and take off vertically.
Blimps include everything from the
Hindenberg to the modern airships that The Ultralight is a small glider powered by a
huckster for tire companies. Blimps may gasoline engine. Its mylar wings make it
remain in place (0 movement) without incredibly fragile, and it offers little
danger of crashing, but unlike other aircraft, Protection to the rider. It is, however,
are more susceptible to winds. Blimps may relatively inexpensive, portable, and makes
take off vertically or horizontally. Early little noise.
airships used explosive hydrogen for lifting
(Amazing explosion), but helium is Gliders include hang gliders and
universally used today. If the Body of the paragliders (parachutes designed to allow
airship is reduced to 0, the craft does not the wearer to steer). Gliders will normally
have enough lift to remain aloft, and will fall 3 floors per round, but can travel 6 ·
TM

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

54
SETTING UP HOUSE

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

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

55
most HQs and reduced them to Headquarters
"packages." The hero or team may pick up Size Material
Ty pe Cost
a standard package, or modify what is
1 BR Apartment Fe/Ex Small Gd
available to suit his needs. 2 BR Apartment Pr/Ex Small Gd
3 BR Apartment Gd/Rm Small Gd
Each package lists its cost, the amount of Pr
Cottage(2 rooms) Pr/Gd Small
space (either in rooms or areas) it would Small Ty
Small House(4 room) Ty/Ex
take up, and what is found in that package. Mid-sized Ty
Medium House(8 room) Ty/Rm
Packages are used to set up housekeeping, Ex/In Mid-sized Gd
Large House(12 room)
and also for replacements in case of fire, Rm/Am Large Ex
Small Manor(18 room)
flood, and Galactus dropping in for dinner. In/Mn Deluxe Ex
Large Manor(24 room)
Mansion(30 +room) Am/Mn Deluxe Ex
Costs are for a fairly nice selection of Mid-szed Ex
Office(3 room) Gd/Rm
material. The heroes may acquire Ty/Rm Small Gd
Storefront(4 room)
something less expensive and/or reliable (in Mid-sized Ex
Office Suite(6 room) Ex/In
the case of a living room, the furniture Mid-sized Ex
Office Floor(12 room) Rm/Am
doesn't match -in the case of a In/Mn Large Ex
2 " "(24 room)
second-hand danger room, it goes berserk Mid-sized
Brownstone Ex/Rm Gd
more often than usual), at -1 CS of price. Ex
Office Building, 4flr Rm/Am Large
Very high quality packages (a Library Rm
Office Building, Stir In/Mn De!uxe
Package stocked with first editions) may be Deluxe Rm
Office Building, 12flr Am/Un
+ 1CS or + 2CS. Equipment may also be Mn/ShX Deluxe Rm
Office Building, 20flr
picked up by pieces, and for certain types Un/ShZ Deluxe Rm
Office Building, 30 +firs
of equipment this is the only way of Mid-sized
Small Warehouse Ty/Rm Ty
acquiring it. Gd/In Large Ty
Medium Warehouse
Large Warehouse Ex/Am Deluxe Gd
Rented, furnished places often have their Mid-sized Rm
Small Factory Gd/In
own packages installed. This is included in Ex/Am Large Rm
Medium Factory
the rent, though the hero is responsible for Rm/Mn Deluxe In
Large Factory
their replacement in case of damage or
theft. ("Let me get this straight, Mr. Grimm. atlases). Remarkable Cost adds globe, by large groups to keep track of former
You threw a what through the where to hit microfiche or microfilm reader, computer villains and modi operandi. Performs its
who?") terminal (only useful if building has task with Remarkable ability. (Example: ·
computer room or is linked up to computer). Buildings are disappearing, leaving large
Living Room Package Cost: Good Special or rare volumes, such as the Book holes in the ground. A check with the crime
Occupies one room. Consists of sofa, two of the Vishanti, the Necronomicon, or files computer indicates this has been a
easy chairs, two end tables, coffee tables, Amazing Fantasy #15, would have to be previous tactic of the Mole Man.) Super
two lamps (ceiling table or floor). At obtained separately. hero groups on good terms often share their
Excellent Cost add television, stereo set-up, crime files. Room cost includes terminal,
or piano. At Remarkable Cost add all three. Computer Room Cost: Remarkable chairs, lights.
Occupies one room. Includes computer itself
Dining Room Package Cost: Good and a terminal for access, or terminal and Workshop Package Cost: Remarkable
Occupies one room. Consists of table, four communication equipment for access to Occupies one or more rooms. Basic
chairs, ceiling lamp. Excellent Cost add computer outside the building. This computer equipment for metal and woodworking:
large table, bureau and four more chairs. is capable of performing simple tasks lathes, drills, saws and fire extinguisher.
Remarkable Cost add china cabinet, set of (calculation, information retrieval, monitoring) Incredible Cost includes laser guided
good china and sterling tableware. with Excellent ability. Incredible Cost buys a instruments. Amazing Cost includes all of
computer with Jhis at Remarkable ability. the above and automatic processing
Kitchen Package Cost: Good Occupies Computers with higher forecasting and materials (an automatic factory, in effect, for
one room. Consists of sink, stove (gas or processing abilites, such as the one running simple goods).
electric), four cabinets, dishware and the old Baxter Building and artificial computer
stainless tableware, counterspace. This intelligences, are unique designs. Laboratory Package Cost: Remarkable
version is standard equipment with most Occupies one or more rooms. Basic lab
residential housing. At Excellent Cost add Co mmunications Room Cost: Remarkable equipment: scales, sinks, common
refrigerator, dishwasher, or microwave, plus Occupies one room. Includes chair, chemicals, microscope. At Incredible Cost
a fire extinguisher. At Remarkable Cost add short-wave monitor, tap-in for computer include computer capable of analysis with
all three and freezer. net,works, police band. At Incredible Cost Incredible ability, or clean room (prevent
includes national security alert equipment germs from escaping lab). At Amazing Cost
Library Package Cost: Excellent Occupies and visual display screens. include both, plus poison analysis and
one room. Consists of two easy chairs, serum dispenser (Excellent effects against
table, desk, straight chair, and up to five Crime Flies Room Cost: Excellent known poisons only). Certain pieces, such
bookcases on general subjects (texts Occupies one room. Basically a separate as electron micro-probes and stellar mass
readily available, and including computer with a specialized task at detectors, may be purchased separately (in
encyclopedias, world histories, and information processing and retrieval. Used general, such items are Incredible Rank
.purchases).

56
Office Package Cost: Good Occupies one Medical Package Cost: Remarkable
or more rooms. Includes desk, three chairs, Occupies one room. Equivalent of
two lamps. Excellent Cost doubles the emergency room care, no heavy
material, adds file cabinet, typewriter. At equipment, standard antidotes and
Remarkable Cost, add computer terminal, medication. Incredible Cost: X-ray, clean
double previous material, add hanging room, operating room, pathology.
plants, decorative art. (Additional rooms.) Amazing Cost: as
above, plus cryogenics. Note: The Auto-doc
Rec Room Package Cost: Excellent and other life-saving devices are generally
Occupies one or more rooms. Consists of experimental on Earth. The one in the
unmatched sofa and easy chairs, pool table X-Men's possession is of Shi'ar hybrid
or ping pong table or TV. Remarkable Cost technology, is one of the most powerful
contains all of above, video and/or pinball available, and is limited to Excellent healing
machines (hot tub is optional, only in ability.
California). Amazing Cost has all of above
plus computer-assisted holographic Power Room Cost: Remarkable Occupies
entertainment projector. one room. Buildings are generally assumed
to draw their power from outside sources,
Gym Package Cost: Excellent Occupies with the resulting danger of black-outs and
one or more rooms. Consists of typical power overloads. Heroes who wish a
weight-lifting equipment, Universal gym, back-up source or alternate source (say, to
lockers. Remarkable Cost includes rings, power a Monstrous-strength ray-gun) must
even and uneven parallel bars, short horse. install their own power supply. At this level
Incredible Cost includes separate locker the generator purchased will provide a
and steam rooms (two additional rooms), 12-hour supply of power. Incredible Cost
diagnostic displays. Amazing Cost includes brings a 24-hovr supply of power and an
boxing area, robotic opponents, and automatic cut-in 2 rounds after power fails. system. Remarkable Cost: automatic
electronic-based weights capable of Amazing Cost brings solar-powered cells, burglar alarms with palm-print"scan, can
reaching 100 tons, and must occupy at removing need of external power in normal activate defense systems. Incredible Cost:
least 3 areas. situations. full body scan with benign identification
program as to hostility. Can activate
Pool Package Cost: Remarkable outdoors, Garage Package Cost: Good Occupies one defense systems.
Incredible indoors Occupies 2 or more room. Servicing for a single ground vehicle,
areas, and extends 1 floor downward. including repair facilities and fire Defense Package Cast: Excellent Will
Consists of standard olympic swimming extinguisher. Excellent Cost may service up protect one or more areas. Pre-set
pool, diving boards, and sun room to three ground vehicles, and Remarkable defenses consisting of entangling tentacles
(alternately, sun roof which is retractable). up to 12 ground vehicles. or nets or lasers or stun rifles, or
concussive rifles or pit traps, with the
Danger Room Cost: Incredible Duplicates Hangar Package Cost: Excellent Occupies maximum of Remarkable Strength or
Remarkable Cost Gym package with one area per vehicle using that hangar. Intensity. Remarkable Cost: defenses
additional active dangers and security Servicing for a single air vehicle, including activated by Security package, consists of
systems. "Threats" may be of any general repair facilities. Each different vehicle one type as above of Incredible Strength.
type, but no "threat" may exceed Incredible requires its own hangar package. Incredible Cost: as above, intensities are of
in strength, Intensity, or damage. Amazing Amazing Strength. Multiple defense
Cost: as Incredible, with threats increased Dock Package Cost: Remarkable Occupies mechanisms may protect the same
to Amazing strength, Intensity, or damage. three areas per sea or sub vehicle. establishment (example, the WCA
Some limited holographic illusion Servicing for a single sea or sub vehicle, compound consists of net-filled pits, stun
generation at the Excellent rank. This including drydock facilities. Each sea or sub rifles disguised as trees, and a passive
represents the danger room of the type vehicle requires its own dock package. alarm system in the Security Package).
originally possessed by the X-Men and now Specialized defense packages may be
used by the Hellions. The current X-Men Porches, storage, bathrooms, and designed.
danger room is a unique hybrid design closets These are assumed in the cost of
using Shi'ar technology, and has the building, according to its design. These Trophy Room Package Cost: Excellent
holographic abilities that outshine those rooms cost nothing, and no package exists Occupies one room. Contains showcase,
listed here. other than what the heroes decide to stuff lighting, frames to display mementos, and
into the closets. may be used as a reception hall or gallery.
Conference Room Package Cost: At Remarkable Cost, contains capability to
Remarkable Occupies one room. Contains Security Packages Cost: Good - one handle potentially dangerous exhibits at the
material for assembling of heroes, or Security package to a door or window. Incredible level.
alternately for news conferences and Occupies no space. Consists of hand-set
presentations. Contains large table and up burglar alarms on windows and doors, Imprisonment Package Cost: Excellent
to 10 normal chairs, or platform, speaker, coupled with mechanical locks. Excellent Occupies one room. Contains standard
and 30 ordinary chairs. Wood paneling Cost: Automatic burglar alarms with restrain ing devices, including bars of
available at Incredible Cost. computer-code or card identification

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

Fire Extinguishers inflict no damage Intuition FEAT to hear the shot and know its with a plastic or metal body. The Halogen
normally, but against fire are of Good location. flashlight has a brighter bulb and more
Intensity (eliminate fire of Typical Intensity concentrated beam, and blinds with a more
or less in the same area on a green FEAT, Sniper Sights are built into the sniper rifle powerful Intensity. Normal flashlight has a
of Good Intensity on a yellow, and up to and the target pistol, and added to any range of two areas, the halogen three.
Excellent on a red). Against characters with other weapon eliminate the penalty for
flaming powers, such as the Human Torch, range for weapons. The user of a weapon Infra-Red Goggles are similar to infra-red
the extinguisher causes a FEAT roll against with a sniper sight automatically has an sights; these permit normal vision up to 5
that Intensity to retain flame. initiative roll of 10 (last in the round). Its use areas away in dimly lit areas.
is considered illegal (Other Crime).
.Fire Hoses have been used as riot control Polarized Lenses are goggles that provide
devices, and inflict 10 points Blunt Attack at Infra-Red Sights are a modification similar Good resistance to light attacks. If exposed
a range of one area, and can be considered to the sniper sight, may be used for any to a bright light, they darken for 1 round,
as fire bursts. Against fire and flaming missile weapon. These sights permit the then lighten to allow normal sight.
characters, the water from a fire hose is user to see up to 5 areas in the dark.
considered Remarkable Intensity. Mace is a small one-area weapon that
A Tripod includes all devices used to steady shoots a mist of Typical Intensity tear gas at
The Silencer is a device that may be added a rifle, automatic rifle, assault rifle, or a single target adjacent to the user. It does
to a pistol or rifle which inflicts damage on machine gun to aid in its firing, and may be not require an Agility FEAT to hit, though
the Shooting table, excluding the gyro-jet used by laser, stun, and concussion the target must make an Endurance FEAT
·and all lasers, stunning and concussion versions of those weapons. A weapon with to avoid the effects.
weapons. The silencer operates by a tripod receives a + 1CS to hit, provided it
dispersing the gases from the shot that is resting on the ground or other steady The Gas Mask allows the wearer to breathe
creates the crack of the pistol. Using a surface. and act normally in conditions of smoke,
silencer reduces maximum range by one tear gas, or knock-out gas. It does not allow
rank for the weapon, but the target (and Flashlights are common to all readers. The clear vision in these areas, however, only
those around him or her) must make an normal flashlight is the type most common, normal movement.

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

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

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

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

Personal Energies Universal Energies Movement Powers


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

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

63
KARMA AWARDS/ADVANCEMENT

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

64
HARDWARE

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

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

66
Note on arming vehicles: The best modify the result by + 1CS. Example: Arcade wishes to construct a
approach is often to build the vehicle first, duplicate of Doug Ramsey in order to lure
then add any armament, either from off the To determine maximum ranks, calculate the Kitty Pryde into a trap. The android has the
shelf, or by building it separately. It is results if the inventor (choose one if a group following stats:
cheaper to build the tank, then add the light effort) were wearing the suit. If an inventor Fighting: Poor
artillery and machine guns, than to build the with a Strength of Good built a suit that Agility: Typical
entire operation all at once. modified Strength by + 1CS, the maximum Strength: . Typical
Strength would be Excellent. Endurance: Excellent
Power Suits This category includes all Reason: Good
items that modify the wearer's seven basic Example: A character is building a Power No Psyche or Intuition .. The Reason ability
abilities. The applicable ranks are the item's suit made of Excellent materials, providing reflects a programmed set of reactions and
material strength or Body Armor (whichever Typical Body Armor, and duplicating the a library of languages to duplicate Doug's
is higher), and the final stats of the modified Flight power at Good rank. The suit abilities. The android is made of Good
abilities. modifies Strength by + 2 CS, and material. Effective cost is Excellent + 1CS
Endurance by + 1CS. Effective cost is (Good material) + 1CS (Good Reason)
Other modifiers: Excellent + 1CS (Good flight) + 2CS + 1CS (duplicate of existing being) or
+ 1 CS for every Power added (if Power (Strength) + 1CS (Endurance) for an Amazing cost.
is within one of, or higher than, the Amazing effective cost. The inventor has
highest stat, it becomes an applicable Good Strength and Typical Endurance, so Other items are built in the same fashion as
rank, and this modifier is ignored) the maximums of the suit are Excellent for listed above. Always consider the material
both. Were the suit constructed to provide strength of the item, and any ranks the item
Example: You wish to build a Excellent Strength and Endurance, cost has as the result of its performance.
super-powered suit of Good material, would be prohibitive (Excellent +2CS (one
providing Excellent Body Armor, raising Excellent) + 2CS (second Excellent) + 1CS For example, the Missile falls outside the
your Strength to Amazing and Endurance to (Good Flight), for Unearthly effective cost. normal weapon requ irements. Its applicable
Incredible. Effective cost is Amazing + 1CS ranks are Body, Control, Speed, and
(for the Incredible) or Monstrous cost. The Robots and other mechanical constructs Damage. Similarly, explosives have one
Good material and Excellent Body Armor that duplicate or imitate the abilities of living rank number, that being their effective cost
have no effect on the effective cost. creatures are constructed along similar (over-the counter explosives are more
lines. Applicable ranks to figure effective expensive, but have less of a tendency to
Example: You wish to build a cost are those the robot possesses; if the blow up before you want them to).
super-powered suit of Excellent material robot has no Fighting ability, none is
that provides Good Body Armor, raises counted. Non-player robots (things built by Important: Items which duplicate powers
Strength to Remarkable, and duplicates the player characters) rarely have Intuition and that are not readily reproducible by 1980's
powers of Flight at the Excellent rank, with Psyche abilities, and those that do are technology always have an applicable rank
Force attack (Repulsors) at the Remarkable considered free-willed individuals of Monstrous added to every1hing else. If
rank. The effective cost is Remarkable (examples: Ultron, Delphine Courtney, and you want to build a Teleporter, duplicating
(highest rank) + 2CS (other Remarkable) the original Human Torch). Non-Player the power at the Poor rank, there will be an
+ 1CS (one of the Excellent ranks) + 1CS robots (those with limited programming) are additional applicable rank of Monstrous
(the other Excellent rank) for Unearthly considered to have Typical Reason, those because we currently do not have
cost. who are able to talk Good Reason. For the teleporters in our society. Likewise, a device
effects of this Reason, see Programming that flies by means of jet engines would not
Compare the two examples. It costs more under the Modification section. suffer this penalty, but one which provided
to build a power suit with more options than flight by anti-gravity devices would.
one that has certain speci!'llized functions. Other modifiers:
This is why such suits are normally -1 CS if the being is humanoid Example: The players wish to develop a
restricted in their capabilities. (Remember + 1CS if the being is supposed to imitate medical scanner which would monitor the
- Hi-tech heroes such as Iron Man exist a specific individual patient and diagnose the patient's ailment.
outside this way of constructing items.) Early forms of this type of "diagnostic bed" ·
Example: The X-Men build a humanoid exist, so the Monstrous limitation does not
Power Suit Option An alternate method of robot to serve as a sparring partner for apply. The bed and its components are
building a Power Suit revolves around those Colossus. The Robot has the following made of Good material, and the device
suits that modify the ability by column shifts stats: should be able to provide medical opinions
as opposed to setting higher levels. A Fighting: Excellent with Excellent Reason. The effective cost
harness that would increase the wearer's Agility: Excellent would be Excellent + 1CS for the materials
Strength by + 1CS (Excellent max) would Strength: Monstrous or Remarkable. If the device needed to be
be of this type. Endurance: Incredible able to scan through the 3-inch steel hide of
Reason: Typical the team 's resident bulldozer (Incredible
For building Power Suits of this type, figure Has no Intuition, or Psyche. Made of armor), the cost would be Incredible.
the effective cost using the material Incredible Strength materials (has
strength or Body Armor rank (whichever is Incredible Body Armor as a result). Effective
higher), and the Power ranks of any powers cost is Monstrous -1 CS for Humanoid
that are given to the suit. For every shift form, or Amazing cost.
that the suit modifies a primary ability,

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

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

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

70
APPENDIX A

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

71
Cosmic Awareness: The hero possessing red FEATs at the Judge's option. to catch the track, but once on the trail,
this Power is in tune with the universe to FEAT rolls should only be required when
some degree, allowing him to perceive Magic Detection: The hero with this Power there is a chance of losing the track. This
other powerful entities and to detect can detect magjc. When magic is in force will depend on the nature of the tracking
weaknesses in opponents. Individuals with around the hero, make a Power rank FEAT ability. For example, a hero who tracks by
Class 1000 primary abilities or better within roll. White means failure; check again next scent may have t9 make another FEAT
10 miles of the hero will always be noticed round. A green result indicates recognition (perhaps yellow or red) if the trail leads
by the hero. In addition, making a Power that there is magic in the area, a yellow through a stockyard or perfume plant, while
rank FEAT with this Power allows the user result the individual or individuals involved one who tracks by the heat left from his
to gain a + 1CS on FEATs against an in the magic, and a red result the type of prey's footsteps must check when the .
opponent by finding the weak point in an spell or magic involved. Spells that mask or individual passes through a stream.
opponent or structure. mislead the spell-casting may reduce these
chances at the Judge's option. Movement Powers As the heading notes,
Combat Sense: This Power rank may be all Powers within this section influence the
used instead of Intuition for determining Magnetic Detection: The hero with this character's ability to move, whether by
surprise, instead of Fighting for blocking, Power can detect the magnetic field of expanding the existing abilities, or providing
instead of Agility for dodging, and instead of Earth (and likely other planets as well), as new capabilities. It is up to the player, when
Strength for escaping. The minimum level well as aberrations of that field (created by creating his character, to create the basis
of this Power is the Intuition rank of the large iron deposits, huge electro-magnetic for how the hero has the given ability. Flight
character. doomsday devices, etc.) with Power rank can be accomplished by a number of
ability. It is difficult for a hero with this methods. If a character flies by wings, what
Computer Links: The character with this Power to become lost. happens when those wings are impeded? If
Power may communicate with and retrieve a character has rocket-boots, what if the
information from computer systems with Mutant Detection: The hero with this Power boots are clogged by a foam-gushing
Power rank ability. The hero must be able to is attuned to the specific mental radiation arrow? ·
access the computer in some way; usually given out by mutants. The range is
this is by means of an implant relayed to a dependent on the Power rank of the Flight: The hero with this Power can move
predetermined computer. If attempting to individual. (See the Power Rank Range through the air under his own power. The
break into a new computer, compare this Table). This Power reflects the conscious method of flight (wings, rockets,
Power rank with the Reason of the will to detect mutants. unconscious graviton manipulation, etc'.) is
computer or mechanical being. This Power left for the player to define, though it should
also allows the reprogramming of simple Psionic Detection: The hero with this be defined before play begins. The
robots (but not Player Character robots Power is attuned to exceptional mental character's speed is determined by the
under normal circumstances). radiation in general, and as such can detect Power rank of the individual (see Movement
the use of paranormal abilities including in Chapter 2). Agility is used to determine
Emotion Detection: The hero can detect mindreading, thought-casting, mental actions while flying, including changing
emotion in others with Power rank ability. control and attacks, whether by course and dodging. Winds (including wind
This 'Power may be a limited form of technological or of mutant orgin (but not Powers) of greater Intensity than the hero's
Empathy, or merely the ability to catch the those of magical origin). The hero can Power rank will cause the hero to lose
subtle physiological clues that indicate a detect these abilities only when they are in altitude. The hero may gain one additional
person is under stress, lying, or worried. use, by making a Power rank FEAT roll. area (44 yards) for each 15 feet (1 story)
Success with this FEAT roll indicates the Make a check each round the hero is in dropped, and is slowed by one area of
hero detects only the target's emotional range of psionic activity until the hero speed for each 30 feet (two stories)
state, not the cause of it. (The target may makes the FEAT or psionic activity ceases. climbed. (A hero who can fly 10 areas may
be lying, but the hero with this Power is The FEAT is green if the hero is specifically climb 30 stories in a single round.)
able to detect only that the individual is checking for psionic activity, yellow if not
worried, the heartbeat pattern is up, etc.) paying specific attention. Gliding: The hero has the ability to glide,
Targets trying to conceal their emotional dropping 1 story (15 feet) for every turn in
state use their Intuition as an Intensity rank Astral Detection: The hero with this Power the air. The distance covered per turn is set
to determine the type of FEAT required. can see the forms of creatures operating in by the Power rank as for flying. The Gliding
Detecting non-human emotions - those of the astral plane, including ectoplasm of hero cannot climb, but can maintain level
robots and aliens, for instance - should be those adepts who can astrally project. This flight by making an Agility FEAT (failure
done at a higher shift. is an automatic ability: the individual can indicates loss of 2 stories (30 feet)). The
always recognize that an astral form is method of gliding is set by the· Judge and
Energy Detection: The hero with this Power nearby. Use the Power rank FEAT to player. The gliding Power may be severely
is able to identify specific types of energy determine if the individual can note the affected by winds, and winds of greater
and track energy trails. The hero can features of the astral individual, such that Intensity than the glider's speed may halt,
identify the general "type" of energy the individual can be recognized or later down, or move backward the hero who
(particles, x-rays, light, exhaust of a nuclear identified. glides, and will at least reduce the hero's
engine, etc.) with Power rank ability, and speed by as many ranks as the Intensity is
can track the energy trail of that specific Tracking Ability: Through use of heightened above Feeble.
type with Power rank ability per hour. Faint senses, learned abilities, or mutant Powers
trails or common types of energy with the hero with this Power can track another
confusing patterns may require yellow or individual's path. Make a Power rank FEAT

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

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

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

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

76
attack of that energy up to Unearthly Initial use of this Power creates up to 2 Shrinking: The hero with this Power can
damage or Intensity inflicts no damage on duplicates. After the Power Stunt is make himself smaller, while retaining the
the character. The attack may be reflected automatic, a new Power Stunt may original strength and abilities. The hero's
in the round it occurs against the attacker increase that number by one (you have . .Strength is unaffected by the shrinking. In
or another target within Power rank range. to have three duplicates down before addition, the hero may have a column shift
The damage of the attack is as for the you can summon four). Death of a modifier that reflects the increase in attacks
original attacker. The hero reflecting the duplicate is considered to be death of a against larger (normal-sized) foes and the
attack makes an Agility FEAT to determine character, and though the original may reduction suffered by such foes atacking
if the reflection hits its target. A hero does be unharmed, Karma is lost. Whether the hero.
not lose Karma from the results of a such death will result in the eventual
reflected attack. If the hero is attacked with death of the "original" character is up to Column
more than Unearthly damage, the hero will the Judge. Rank Height Shift
reflect 100 points of that damage Feeble 48 inches (112
elsewhere, and take the remainder. Body Controls This category of Powers original size) 0
includes those which allow the hero to Poor 24 inches (1/4" ") 0
Time Control: Time control is a powerful significantly modify his own form , becoming Typical 12 inches (1/a" ") 0
Power. Should the hero choose it, it will larger, smaller, lighter, or different in Good 6 inches (1l1a" ") 1
count as two Powers, and the hero will appearance. While these modifications may Excellent 3 inches (1'32" ") 1
recieve an automatic limitation from the have combat applications, they are not Remarkable 1 inch ( 1'100" " ) 2
Judge (who is encouraged to be fiendish in primarily offensive or defensive in nature. Incredible .5 inch (1'200" ") 2
this matter). Time Control allows the Amazing .25inch (1/400 " '1 2
character to perform Power Stunts involving Growth: The hero with this Power can grow Monstrous .1 (1'1 000 ,, " ) '3
time, as limited by the laws of the Marvel taller at will. The limit of growth is Unearthly .01 ( 1/100 00" " ) 3
Universe. Each Power Stunt must be determined by the Power rank, as noted on Shift X + Special
gained separately, and the hero starts with the table below. The hero may use his
no Power Stunts initially. Such stunts Power rank instead of Strength when Shrinking Power in Shift X capability, or
include: performing Feats of Strength, including multiple shifts that reduce the individual's
• Speeding up time surrounding the wrestling combat. Charging, slugfest, and size below one ten-thousandth of original
hero, permitting him Lightning Speed of missile attacks on an enlarged character all size, cross the Pym barrier and throw the
this Power rank. receive positive column shifts to hit. individual into a subatomic "Microverse"
• Slowing down tinie for all within one Characters that experience growth usually (see Microverses in the Judge's Book).
area, allowing the hero Multiple Attacks but not always draw their additional mass Further reductions are apparently not
of this Power rank. from an unknown source. Characters with possible once in the Microverse.
• Slowing down the time for an injured, growth are not slowed or impaired by their
dying, or poisoned character. One turn added mass. Density Manipulation - Self: The hero with
passes for the character so affected as this Power can alter his mass at will.
the Power rank number of turns pass for Rank Height Plus to be Hit Density may range from Shift 0 (almost
the others (if used in combat, treat as Feeble 8 feet +1 cs intangible) to the Power rank of the Ability.
Multiple Attacks as noted above). Poor 10 feet +1CS The hero who has altered mass weighs as
• "Travelling in Time" According to Typical 12 feet +1 cs much as a character with that strength
present theories on time in the Marvel Good 14 feet +1 cs could lift. (A hero with Feeble Density would
Universe, the past is immutable. When a Excellent 16 feet +1 cs weigh 50 lbs, while one with Shift 0 would
character travels back in time, that Remarkable 18 feet + 2CS be effectively weightless).
character is actually shunted to an Incredible 20 feet + 2CS
alternate dimension where the des'ired Amazing 22 feet +2CS An individual gains Body Armor equal to his
actions are occuring. By going back in Monstrous 25 feet +3CS current Power rank. In addition, the
time and "changing the past" one Unearthly 30 feet +3 cs character may inflict charging damage
creates a divergent reality but does not Shift X 40 feet +3 cs using the Power rank instead of the
change the " original" past of his time Shift Y 50 feet +3CS Stren.gth ability, and may affect materials of
line. Similarly, travel into the future will Shift Z 100 feet +3CS lesser material strength than the current
put the character into an alternate future ,_, Power rank. In the Shift 0 state the hero
dimension, which may not be the actual For Unearthly+ individuals with this Power, may not initially pass through solid items
future of his character (see Time Travel a strength of at least Monstrous is requ ired (see Phasing), but is immune to physical
in the Judges Book). to support the body, or else 30 feet is the attacks (though not energy or force
• Summoning Duplicates: These maximum the hero may assume on Earth. attacks).
duplicates may be summoned from the
past, future, or alternate dimensions Finally, the hero with this Power may A high density may slow the character
(information on which of the three is not choose (as a limitation) to have the Power down. If the density of the character is
available to the player at start). The always in effect. This means the Power is higher than the individual's Endurance,
dopplegangers have identical stats and raised one rank initially, but the hero is fixed both Fighting and Agility suffer a -1 CS
abilities to the character that summoned at that size, permanently (an Alter Ego may penalty.
them, despite the chance for still be normal size). A hero with a
advancement. These duplicates may not permanent size of 12 feet may find trouble
use Time Control abilities of their own. maintaining a secret ID.

77
One Power Stunt developed by density • Phasing in, striking, and phasing back voice (Mr. Fantastic would make a very
manipulators is to solidify inside a target. out in a single round (only attacks made pale Skrull).
Those heroes with Density Manipulation at the instant of the phaser's attack will • Bouncing: similar to the Leaping
may not do so initially, but may develop the affect the hero). Power, with the hero able to fall a
ability as time goes by. Solidifying inside a • Phasing in part of the body, allowing number of floors equal to his Power rank
non-living object will result in possible the remainder to remain out of phase or number without damage, and to leap as
damage to the object. Treat the character's vice versa (always a red Power FEAT). if possessing that Power at -1 CS.
Power rank as Strength to determine the
FEAT needed (if any) against the material Finally, unless the hero does not require air, Elongation: Elongation is similar to the
strength. Disrupting the material will result the duration of any given phase is that of Power of Plasticity, but differs primarily in
in damage to the hero equal to the material the hero's ability to hold his breath. While that it allows the character to extend his
strength of the target. the hero could phase into a vaccuum, that body and limbs over a number of areas
hero would have to leave before having to (Doctor Ocotpus and Machine Man both
This Power Stunt may also be applied breathe again. have Elongation without Plasticity, while Mr.
against living targets. In this case, make a Fantastic has both these Powers and can
FEAT against the Endurance of the target. If Invisibility: The hero with this Power can elongate any part of himself.) The character
the target makes a successful FEAT, no make his body invisible to normal sight. with this Power may attack non-adjacent
damage is inflicted. If the target fails, the This Power does not negate location by foes in close combat types of attacks
target takes damage equal to the Power other senses, or nor does it initially negate (slugfest, grappling, etc.). The target of
rank and must make a second Endurance location by heat or ultraviolet sources. The these attacks may only make close attacks
FEAT to avoid losing consciousness. hero still has mass and substance (coating against the part of the opponent that is
the hero with dust or paint reveals the true attacking, and as such may not benefit from
Phasing: This is similar to Density form, as does fog or rain). The hero may Kill, Stun, and Slam results. A character
Manipulation, save that it pulls the remain invisible as long as desired, and the with this Power may extend a number of
molecules of a body out of phase with those Power rank has no effect on whether the yards equal to his Power rank number. For
of the surrounding area, allowing the hero hero becomes invisible under normal the sake of consistency, use the following
to "phase" through solid items. While circumstances. The Power rank is used in table:
phased, the hero is immune to physical and connection with various Power Stunts that
most energy attacks, but is still subject to may be developed: Rank Number
the effects of mental attacks and magic. • Making others invisible on touch Number of Yards Areas
The hero may pass through other objects if • Making others invisible over Power Up to 22 Up to 22 1/2
the Power rank exceeds the material rank range (you must first master Up to 44 Up to 44 1
strength of the object, and may pass invisibility on touch) Up to 66 Up to 66 11/2
through force fields of lower material • Making invisible objects visible (FEAT Up to 88 Up to 88 2
strength by making a green FEAT roll. The roll determined by the Intensity of the Up to 100 Up to 100 3
phasing individual may not pass through opponent's invisibility; if there is no Over100 Over100 5
materials of greater material strength, or stated rank, consider it to be Good rank
force fields of equal or greater material invisibility) Shape-Shifting: This Power allows the hero
strength than the hero's Power rank. • Making part of a specific part of the to radically modify his shape to resemble
body invisible (clothing, a mask, a hand, other objects or beings, to the point of being
While the hero cannot be affected by etc.) that object to all appearances (touch, taste,
physical attacks during a round, the hero • Extending that invisibility to more than etc.). The degree of success of the shape
may similarly not make physical attacks, the physical body, thereby effectively change is determined by a Power rank
with one major exception, which is treated becoming undetectable by heat vision, FEAT against the investigating creature's
as a Power Stunt. Phasing has a ultraviolet, and so forth Reason, Intuition, or Psyche, whichever is
detrimental effect on electronic devices. higher (compare with Imitation). A character
Phasing through such a device (like a Plasticity: The body of the hero with this may not gain more than half his height or
computer) will cause a malfunction. In Power is slightly elastic and malleable, and shrink to half his original size. Only obvious,
affecting robotic beings or hi-tech heroes, the hero manipulates his body as he sees visible physical Powers may be gained by
use the hero's Endurance (for robots) or fit. The hero with this Power may also shifting shape (claws, gliding membranes,
Reason (for equipment) to determine the choose Elongation as a bonus Power, etc.). True super powers may not be gained
effects. Failure of an Endurance.or Reason placing that Power in the next slot without a in this fashion. A character who
FEAT results in the loss of an amount of random roll. The plasticity of the body shape-shifts may be able to develop other
Health equal to the Power rank. To serves as Power rank Body Armor. In Power Stunts:
otherwise attack, the hero may phase in, addition, the<hero with this Power may • Develop claws and/or teeth, allowing
strike, and then phase back out (depending develop Power Stunts: the shape-shifting character to inflict
on initiative, this may take three turns). • Using the Power rank instead of Agility Edged Attack damage.
for catching falling items and • Develop Gliding Power (but not true
The effect on electrical items is considered individuals. The character with this flight) at - 2 Power rank ability.
a Power Stunt. Other Power Stunts include: Power takes no damage from a falling • Duplicate material strength to the point
• Affecting another being in contact. character landing on him. of providing Body Armor of the material
• Walking on air, at normal speed. • Limited imitation and disguise abilities strength of the object imitated - 1CS or
• Phasing inside an ally, granting that at - 2CS for detection. Plasticity will the Power rank - 2CS, whichever is
ally the phasing abilities. alter appearance, but not skin color or less.

78
Imitation: Not the sincerest form of flattery, state: solid, liquid, gas, or energy. The hero standard + 1CS.
but a specialized form of Shape-shifting that gains an additional + 1 (for a + 2CS shift at
allows the hero to duplicate the appearance start) if he limits himself to a particular type Power Absorption: This is not the
of other humanoid forms, up to the limits of of matter or energy (granite, water, absorption of energy, but the acquiring of
Shape-shifting (half-again or half of original knock-out gas, or heat energy). other individuals' super-human Powers and
size). The character with Imitation may abilities. Only those naturally occurring
duplicate the appearance, voice, and A hero who is damaged while in powers and abilities may be absorbed,
mannerisms (but not Powers, Talents, or transformed state takes damage as normal, though Robot PCs with this Power may
abilities) of a specific individual. The hero but if destroyed in this form may reintegrate duplicate items of technology as well. The
must have seen the individual previously for if any Health remains. (Conversely, if character must touch the target in order to
a sufficient period to duplicate him. The dropped to 0 Health, the character could gain those abilities, and the target may
success of the imitation is determined by a not reintegrate until some of the damage make a Psyche or Endurance FEAT to avoid
Power rank FEAT, against the Reason, healed naturally or from outside influence.) the effect. The type of FEAT is determined
Intuition, or Psyche of the person being The pieces may integrate only if within one by the player when the character is created
fooled, whichever is lower. area. (The Absorbing Man once (that is, not oh a case by case basis). The
transformed into glass and was shattered, maximum of any ability so acquired is
A hero with imitative Powers may attempt to then waited until most of his body arrived at limited to the Power rank of the Power
duplicate a character with high Popularity a dump to reintegrate. Nitro, who Absorption (got that?). If a Power or ability
and/or powerful Contacts. If successful, the maintained a gas state, was neutralized by is of a higher rank (a character with Good
character may be treated as if he has that being split into two parts.) Power rank tries to grab Thor's Unearthly
Popularity, and his actions would be Strength), then the hero making the attempt
ascribed to the character he is imitating. (Of Animal 7i'ansformation - Self: This Power must make a successful Psyche FEAT or be
course, the imitated character will allows the hero to assume the form of a knocked out by the backlash for 1-10
eventually find out and likely come looking normal animal (check the list in the Judge's rounds, and would only gain Good Strength
for you ...) Book), with all applicable Powers of that in the process.
animal. Weight and height are that of a
Body Transformation - Self is similar to normal version of that particular animal. A character starting with this Power may
Body Transformation - Other, with the The animal's Reason, Intuition, and Psyche only acquire one Power or ability, stated
added advantage of normal mobility and may be that of either the character or the before the attack is made. If a limitation on
cognizance while in the transformed state. animal, but if any are of the animal, then a the Power absorption is taken, a second
The character that is in this state gains Power rank FEAT must be made. It requires Power may be drained. Further Powers and
Body Armor equal to the material strength a Power rank FEAT to make the abilities may be added as Power Stunts.
of the material, or the Power rank, transformation from hero to animal, but it (Draining three powers or abilities at a time
whichever is lower. In addition, the may be made without such a roll if a single would have to be gained permanently
character gains any special functions of animal type is chosen (Wolfbane only before four Powers may be drained.)
that material. Examples include: becomes a wolf, and as such makes no
• Becoming water of another liquid such check). Any other super-human While the Power-absorbing hero has the
allows that character to move as a liquid Powers are lost while in animal form. Power or ability of another, the character
through tight spaces, pipes, etc. from whom he took it cannot use it (if the
• Lodestone makes the character Raise Lowest Ability: Not really a Power by character it was stolen from had a higher
magnetically attractive at a Strength any means, but a method of immediate rank than the Power rank of the Power
equal to his Power rank. self-improvement for a character that may thief, that ability is reduced by that amount).
• Becoming Vibranium bestows the be suffering from terminally low stats in a Characters with basic abilities reduced to
Powers of that substance. Becoming critical area (say, a Feeble Strength in a below Feeble are unconscious for 1-10
Adamantium only grants the Power rank character with Body Armor, who carries a rounds.
Body Armor, unless the Power rank was mystic sword). Only one of the seven
above Class 1000. abilities may be modified in this fashion, There are a number of limitations that may
• Becoming a vapor or gas allows the and then only the lowest one (if two are be assumed with this Power, including:
character to fly at Power rank speed, but lowest, the hero gets to choose which one • Only functions on Powers
makes him particularly vulnerable to is modified). The ability is raised 20 points. • Only functions on Talents
wind and air control attacks(+ 2CS for The hero may then choose his next Power • Only functions on Abilities
effect). The character retains control from this complete list. • Takes memories as well, but if target's
over his consciousness. The Intensity of Psyche is higher than the hero's, the
concealment or, if necessary, knock-out Blending: The hero has the ability to hero must make a Psyche FEAT to
or poison abilities of the gas is equal to change his shade to blend in with his determine who controls the hero's mind.
the Power rank. surroundings, and has in effect a • Transfer may be permanent.
• Becoming an energy state grants the specialized form of Invisibility. The hero Permanent transfer results in Karma
Powers of that energy state at Power (and his uniform, if made of unstable reduced to 0, and effects of memories
rank -2CS. Energy states include fire, molecules) are hidden with Power rank as noted in the above example,
cold, X-rays, radio waves, or other ability, and will not be detected until the regardless of level of the target's Psyche
radiation. character moves or acts. Should a hero (this occurred to Rogue, with the result
choose a limitation (such as the Power only that in periods of stress, Carol Danvers'
The hero gains an additional + 1CS if he works on night, or only in forests), the personality comes to the fore).
confines his body transformation to one Power is raised + 2CS, as opposed to the

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

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

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

82
• Pleasure - The target feels incredibly coming down, but those inside are recommended against living targets.
good and non-hostile. The feeling is so unharmed by that attack. The wielder of the
overwhelming that the character cannot force field must make a Psyche FEAT roll Animal Communication and Control: A hero
do anything but sit contentedly for 1-1 O against the Intensity of the attack or with this Power can talk to animals and
round, and for the remainder of the become unconscious for 1-10 rounds. influence their actions. The hero gains a
duration of the Emotion Control is + 1CS if she chooses to influence only a
Friendly to the hero with this Power. A force field is most effective against particular type (or class), such as sea life or
energy attacks, less effective against all birds. This is increased to + 2CS if she
A character under Emotion Control may others. Treat the amount of protection narrows it further, to a particular class or
gain additional chances to break the control against other forms of attack at ten points family such as bony-skeletoned fishes or
if placed in a Karma-losing situation, similar less than the listed rank number. If the rank falcons. Choosing to influence a specific
to breaking the Mind Control Power. For number is Excellent (21), the force field can animal (Chucky the Falcon, or Leo the
PCs under the effects of Emotion Control, absorb 21 points of energy-type damage, Lionfish) gives the hero a +3CS. In the latter
see the section in Chapter 4. including heat, force, and similar case, the animal is a companion of the hero
non-physical attacks. Against all other types at the start of the campaign. A character who
Force Field Generation: The hero with this it can absorb up to 11 points. selects one of these limitations may also
Power can create force fields that will converse with animals that are one step more
protect himself and possibly other allies. It Force Field Generation may be used for general, but no further, with a loss of -1 CS.
is not necessarily a Power of the mind, but Power Stunts only if the force field is The character with Chucky the Falcon can
since its most powerful practitioner, the projected. Personal force fields cannot be also converse with falcons in general, at
Invisible Woman, has it as a mental ability, it used for Power Stunts. Power Stunts using + 2CS (the Power rank raised to + 3CS minus
is included here. a projected force field include: one for generality), but not with birds that are
• Force missiles of - 1CS range and not falcons.
The hero with this Power can generate a damage, attacking on the Force column.
force field that covers an area equal to the • Forming a "cushion" of invisible force , Communication with animals is considered
"tens" place of the rank number. A resilient enough to absorb up to Power automatic with these Powers, and the types
character with a rank number of 70 may rank damage from a fall or crash for all which benefit from a + 2CS modifier are
cover 7 areas. For every area covered those involved. considered Contacts (always Friendly).
beyond the first, the strength of the force • Enhanced movement, by means of Otherwise animal reactions are Neutral to
field is reduced by one rank, so that a force forming a column of force and allowing it Hostile. Communication with Hostile
field encompassing 7 areas would reduce to topple and elongate in a given animals is chancy at best.
the effects by - 6CS. direction. The ability may rise a number
of floors per round equal to the Power The Power rank reflects the ability of the
A hero may choose to have a personal rank - 2CS as Levitation, or Fly at a hero to control the actions of the animal in
force field at + 1CS instead of being able to maximum of Typical speed. question. Make a Popularity FEAT for any
project force fields. This choice is made at • Entrap others in the force field, as if requests the hero makes of the animals,
the start of play, and as such cannot be protecting one's self, up to the using Power rank instead of Popularity.
changed. Characters with individual force limitations of the Power. Therefore, if a hero controls crocodiles with
fields cannot engage in Power Stunts using • · Make a Grabbing attack up to Power Amazing(50) ability the result is rolled on
this option. rank range .away (use Power rank as the Amazing column. Failure indicates the
Strength for determining success.). animal may turn on the controller. Animals
A force field operates as a form of Body • Create a bubble of force inside a small which are Contacts (always friendly) never
Armor. If the amount of damage incurred in opening and expand it to inflict up to turn on the controller.
a round from all forms of attack is less than Power rank damage, avoiding the
the rank number, then that damage is effects of Body Armor resulting from Note on communications: Animals have no
absorbed without harm to those within the battle suits. The suit must have some language, per se, but do communicate by a
area. If the amount is greater, the force field opening, and this would not be number of verbal and non-verbal signals.
is breached. If there is a Monstrous (75) Communication is considered to be a
force field, then up to 75 points in a turn super-human ability to recognize those
may be absorbed. At 76 points the force signals and make one's own desires and
field fails. A personal force field is wishes clear, as limited by the animals
considered to replace Body Armor, such intelligence level.
that damage that gets around a personal
force field is not absorbed by Body Armor. Mechanical Intuition: This is a specific form
(You cannot layer Body Armor with a force of Ultimate Skill that affects repairs,
field to become a tank, though the two inventing, and building things. The
together give you options.) character with this Power has a strong
intuitive knowledge of machinery.
What occurs with a failing force field · Regardless of Reason, any rolls for
depends on its type. A personal force field determining whether an invention works or
shuts off, and the excess damage is taken not are at Unearthly Rank. No modifiers
by the user, including any effects from the may be added to this roll. The character
battle effects table. The failure of a with this Power must still provide Resources
projected force field resu lts in the force field for these inventions in the standard fashion.

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

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

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

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

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

COMMENTS OR
QUESTIONS?

TM
88
APPENDIX B

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

89
TALENTS

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

90
character gains a + 1CS to Reason FEATs items. This + 1CS may be added to any group, such that he is a benefit to the team.
involving items of a magical nature. other bonuses gained from other Talents, so Any Karma Pool to which the character
that an Engineer with Tinkering Talent belongs receives a 50-point bonus,
Mystic Background: In the Marvel would gain a + 2CS on repair. provided the character with this Talent is
Universe, all humankind has the potential recognized as the " team leader." A Karma
for developing magical Powers. This Trivia: This is a general category that Pool may only have one recogn ized leader,
"Talent" shows that the character has some covers any one subject desired by the though more than one character with
background with magical forces. Heroes character. On that subject, the character Leadership may belong to one group. When
may have derived their powers from these gains + 1CS to all Reason FEATS. (Say, the the "Leader" of a group leaves, the 50
forces if they choose this Talent. A character is into collecting Spores and points are deducted from the Karma Pool,
character with this Talent may have Magical Fungus. A Trivia Talent would be: Trivia/ but the leader does not receive them for
Powers (see Magic), with the approval of Spores and Fungus). Trivia categories personal use (the bonus points only exist as
the Judge. If the Judge allows magical should be specific (old movies, military a part of the pool).
player characters, then any of the initial history, sports, rock music, comic books) as
Powers created may be spells, and should opposed to general (all knowledge) or Other Skills: The above is not a complete
be noted as deriving from Personal, covered by other Talents. list, but may serve as a basis for other
Universal, or Dimensional energies. Talents that may be developed and
Performer: The character is someone who proposed by players (for example: Botany
Other Talents This is a catchall category acts, sings, dances, mimes, or otherwise as a scientific Talent). Any new Talents that
for all the other types of Talents the uses his Talents to entertain (this is related may be added should be no more powerful
character may gain. These often have some to the Artist, the key difference being that than a + 1CS to an ability, and not be
form of background of special nature. the Artist may leave the scene of creation; cumulative with other Talents (Juggling may
the Performer is identified with that creation grant a + 1CS on catching items, but may
Artist: The character with an artist directly). A Performer receives 10 karma not be added to the bonuses gained from
background creates works of art, either for points for a week's worth of performance, the Thrown Objects Talent).
himself or for sale to others. This includes whether in a play, doing a nightclub routine,
painting, sculpting, and writing. A single or working for a movie.
work takes 1-10 weeks, and upon
completion grants the artist Karma points Animal Training: The character with this
equal to 10 times the number of weeks. The Talent has the ability to train animals to
character must allocate some time daily at perform certain stunts. The individual does
his work. not have Animal Empathy or
Communications and Control, but may
Languages: The character with this Talent teach an animal a trick based on the
has a natural understanding of languages. Reason FEAT roll. If the hero with this
The character gains 1 additional language Talent does have Animal Empathy or
at start, and made add other languages at Animal Communications and Control as
half the cost of a Talent (500 points Powers, these Powers are raised by + 1CS.
regardless of who teaches it). Characters
without languages Talent must gain this Heir to Fortune: This is not a Talent, but a
Talent first to learn other languages. The situation which brings the character into a
gaining of additional languages assumes lot of money. The minimum Resources of a
someone is available to teach these character with this Talent is Remarkable (if
languages. A Player character with this your character is making Excellent
Talent does not have to assign a language Resources or less, do not take this Talent).
at start, but may fill one in later as need be. This " Talent" may not be gained by a
character after the generation process is
First Aid: The medicine Talent notes that finished , and may only be ch9sen by
the loss of Endurance ranks may be halted characters being generated.
by someone checking on the dying
character and administering some form of Student: Similar to Heir to Fortune, this
aid. The First Aid Talent grants the Talent may only be chosen at the start of
character this immediate halt to Endurance play, and may not be gained through
rank loss, the recovery of one rank experience. The Student character has no
immediately (one use only per situation), other initial Talents, but may gain other
and in addition, the hero with this Talent can Talents at a discounted price. New Talents
stabilize a dying character at Shift O Health cost 1000 Karma points if learned from
up to 5 rounds after that character reaches another player character, 800 if learned
that level. from outside. Students may maintain
Advancement Totals for a Talent along with
Repair!Tinkering: The character with this other forms of Advancement funds.
Talent gains a + 1CS to any Reason FEATs
involving the repair and modfication of Leadership: The hero with this Talent has
existing items, but not the building of new the brains and understanding of a cohesive
TM

91
APPENDIX C

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

92
CONTACTS

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

93
INDEX regaining, 32 Healing, 32
Contacts Health
A definition, 4 definition, 4
Ability FEATs, 15, 16 generating, 1O loss of, 32
(see also Fighting, Agility, Strength , use with Popularity, 40 High-technology heroes, 5
Endurance, Intuition , and Psyche) see also Appendix C Holding fire, 30
Ability Modifier Table, 6 Control FEATs - see Vehicles, driving
Acceleration Crashes, 50-51 I
in flight, 21 Initiative, 14
in vehicle, 47 D Modifier Table, 14
Actions while moving - see Movement Deceleration Intuition
Addition, 39 in flight, 21 definition, 3
Contact, 39 Power, 39 Talent, 39 in vehicle, 50 FEATs, 58
Advancement, 38-39 Defensive Actions Impaired abilities, 32
Ability, 38-39 Popularity, 38-39 Power, Block, 27-28
38-39 Resource, 38-39 Catching, 28 K
Agility Claws, 29 Karma
definition, 3 FEATS, 14, 21 , 22, 27, 28, Combined Attacks, 30 Awards, 33-36
30, 50, 58, 60 Dodging, 27 gaming, 36
Aiming, 31 Double-Teaming, 30 magic-use, 65
Aliens, 5 Evading, 27 personal, 35
Altered Humans, 5 Disabilities, 32 definition, 3
Ambush, 31 Distance Attacks - see Appendix A, 80 in combat, 31
Ammunition Table, 44 Diving, 21 losses, 34-35
Awards - see Karma Drowning, 2.2 Pools, 37
adding to, 37
B E dissolving/leaving, 37-38
Bank loans, 19 Effective Cost, 66 Locking, 38
Blindsiding, 30 Effects Results, 28 losses, 37
Block - see Defensive Actions Endurance spending, 38
Body Alterations definition, 3 Advancement, 38-39
Defensive - see Appendix A, 87 FEATs,22, 23, 24, 28,41,45, 46, 50, building things, 38
Offensive - see Appendix A, 86 58, 63 die rolls, 38
Body Armor, 29 Energies, 63-64 modifying combat results, 38
see also Appendix A Energy Attacks - see Ranged Attacks Power stunts, 38
Breaking things, 16 Energy Control Powers - see Appendix Summary Listing, 37
Building A, 74
power suits, 67 Entangling weapons, 30 L
robots, 67 Eyeballing, 20 Leaping, 23
special requirements for, 68 Exhaustion, 22 Table, 24
success at, 69 Lifting things (Strength FEAT), 16
time requirements for, 68 F Limitations, 9
vehicles, 66-67 Falling, 21 Long-distance movement - see
weapons, 66 Fastball Special, 30 Movement
FEAT rolls Table, 23
c Ability - see specific ability Luring, 31
Catching - see Defensive Actions automatic, 16
while falling - see Falling impossible, 16 M
Characters making, 15-16 Magic, 61-65
creation/generation, 4-13 types, 15 limitations on spells (Table), 65
generated, 5-12 Fighting Material Strength Table, 17
modelled, 12-13 definition, 2 Matter Control Powers - see Appendix
origins, 5 FEATs, 27, 30 A, 73
pre-generated, 4-5 Flight Mental Powers - see Appendix A, 81
Charging (Endurance), 26-27 and Gliding, 21-22 Modeling characters, 12-13
Charity awards, 36 and Fight, 31 Contacts, 13
Claws - see Defensive Actions, see also Force Attacks - see Ranged Attacks Primary abilities, 12
Appendix A Force Field, 29 Powers, 13
Column Shifts (CS) Secondary abilities, 13
positive, 16 G Special abilities, 13
negative, 16 Gaming awards - see Karma Talents, 13
for magicians, 64 Grabbing - see Wrestling Movement
Combat Grappling - see Wrestling actions while moving, 20
Fighting - see Slugfest Groundstrike, 30 area, 19
Agility - see Ranged Attacks Growth, 29 downward, 21
Combined/Multiple FEATs, 18-19 eyeballing and the quarter-inch rule,
Consciousness H 20
losing, 31 Headquarters, 55-58 long-distance, 22

95
ranged, 19 Range modifiers, 25 Sundries, 58-61
turning while moving, 20 Range ranks, 66 Swimming, 22
upward, 20 . Ranks and rank numbers, 2
Movement Powers - see Appendix A, ·. Rationales, 39 T
72 Reason Tactics, 29-30
Multiple combat actions, 30 definition, 3 Talent Categories Table, 10
Multiple targets, 30 .FEATs, 17, 32, 45, 61 , 67, 66, 68, 69, Talents
Mutants, 5 70 definition, 4
Recovery, 32 FEATs, 15, 17
N Repairs, 70 generating, 10
Negative Popularity, 18 Resistances - see Appendix A, 71 see also Appendix B
effects on heroes, 41 Resources Teleporting, 23
definition, 4 Throwing - see also Ranged Attacks
p FEATs, 15, 16, 18,38,66, 68 Range table, 25
Point blank range, 31 for building, 68 Turning
Popularity Robots, 5 in flight, 22
awards and penalties table, 40 reactivation, 5, 32 on ground, 20
definition, 3 Room packages, 56-58 in vehicle, 50
FEATS, 15, 17,34,36,38,40,63,64 Round - see Turn Turns (game time), 14
negative, 7, 18
using, 17 s u
Power Categories Table, 8 Salaries, 60 Universal Table, back cover
Powers, Contacts and Talents Table, 7 Secondary abilities, 3-4, 7, 13
Power listings, 8, inside back cover Secret IDs, 7 v
Power Rank Range Table, 16 Senses - see Appendix A, 71 Vehicles, 47-55
Powers Shielding, 31 and combat, 51
definition , 4 Shifts - see Column shifts crashes - see Crashes
FEATS, 15, 16, 17, 29, 38 Shockwave, 30 damage to, 51
stunts, 17, 38, 64 Shooting - see also Ranged Attacks driving, 47, 50
Primary abilities, 2-3, 12 at moving target, 31 listing of specific, 52-55
Psyche to neutralize, 30 out of control, 50
definition, 3 to stun, 30
FEATs, 29, 63 Shrinking, 29 w
Pulling punches, 30 Slugfest, 23-24 Weapons
Special abilities, 4 , 13 Shooting, 41-44
a Speed FEATS, 23 Melee, 45
Quarter-inch rule, 20 Stairs, 21 Other, 45-46
Standard rank number, 2 Weight Intensity Table, 16
R Strength Wrestling (Strength)
Random Ranks Table, 6 definition, 3 Grabbing, 26
Ranged Attacks, 24-25 FEATs, 16,23,24, 28,29,30,38, 50 Grappling, 26

This book I• protected under the eopyrlght laws of the United States of America. Any reproduction of other unauthorized u se of the material or artworlt contained herein Is prohibited
without the expreaa written conaent of TSR, Inc, and Marvel Comics Group. Distributed to the book trade In the United Stat es by Random House Inc, and In Canada by Random House of
Canada, Ltd. Distributed to the toy and hobby trade by regional dlstrlbuters.

The namea of character• used herein era fictitious and do not refer to any persons living or deed. Any deacrlptlona Including almllerltles to persona living or deed are merely coincidental.
All Marvel Character• and the dlatlnctlve llkeneaaes thereof are trademarlts of the Marvel Comics Group. MARVEL SUPER HEROES, MARVEL SUPER VIU.AINS, MARVEL UNIVERSE,
POWER PACK, ETERNITY, GALACTUS, SPIOER·MAN, GUARDIAN, SHE·HULK, NIGHTCRAWLER, X·MEN, CLOAK, FANTASTIC FOUR, HULK, NICK FURY, DOCTOR STRANGE, HOMO
SUPERIOR, X-FACTOR, NEW MUTANTS , MACHINE MAN, VISION, JOCASTA, ULTRON, IRON MAN, CAPTAIN BRITAIN, DEATHLOK, HOMO MERMANUS, ASGARD, DARK DIMENSION,
ATLANTIS, OLYMPUS , ETERNALS, KREE, SKRULL, SHl'AR, JUGGERNAUT, AUNT MAY, PROFESSOR CHARLES XAVIER, FRED DUNCAN, COMMANDER SALAMANDER, EMIHL HICKMAN,
ROGER PRICE, LODESTONE , JENNY HOPKINS, ALVIN HOPKINS, DOUGLAS COOK, LEOPARD, INHUMANS, WONDER MAN, THOR, OSPREY, TRAPSTER, WIZARD, SANDMAN, FRIGHTFUL
FOUR, TEXAS TWISTER, CAPTAIN ULTRA, CAPTAIN AMERICA, RICK JONES, INVISIBLE WOMAN, HUMAN TORCH, FLY, VIBRANIUM , AOAMANTIUM , DAILY BUGLE, S.H.1.E.L.O. ,
HELICARRIER, TONY STARK, J. JONAH JAMESON, PETER PARKER, VULTURE, LANCE BANNON, RHINO, MS. ARBOGAST, MRS. MUGGINS, STARK INTERNATIONAL, OBADIAH STANE,
VISION, SUNSPOT, SHAMAN, BAXTER BUILDING, ANGEL, STORM, VANISHER, SIDEWINDER, CAPTAIN MARVEL, BLASTAAR, HERALDS OF GALACTUS, MISTER FANTASTIC, DOCTOR
OCTOPUS, DAREDEVIL, BEN GRIMM , ICEMAN, BULLDOZER, BLACK KNIGHT, SILVER SAMURAI, ROGUE, FRANKLIN RICHARDS, MOON KNIGHT, DOCTOR DOOM, SCORPION, PUPPET
MASTER, JUSTIN HAMMER, CARNELLIA, MARVEL GIRL, CYCLOPS, APOCALYPSE, IRON MONGER, NOW MAGAZI NE, CRIMSON DYNAMO, BOX, WYATT WINGFOOT, HERCULES, CAPTAIN
OUTRAGEOUS, TERMINUS, ALBEDO MAN , MARVEL TWO-IN-ONE, AVENGERS, DEFENDERS, POTATO SALAD MAN, H.U.B.E.R.T., BETHANY CABE, BRUCE BANNER, JOHNNY STORM,
WASP, QUINJET, PUNISHER, HULKBUSTERS, MOLE MAN, SKYMOBILE, HAWKEYE, WEST COAST AVENGERS, WAKANOA, OMNI.JET, ALPHA FLIGHT, POGO PLANE, FANTASTICAR,
FLYING BATHTUB, HEROES FOR HIRE, SANCTUM SANCTORUM, SUPER SKRULL, T ' CHALLA, BLACK PANTHER, SAVAGE LANO, DARKHOLO, VISHANTI, CEREBRO, FORGE, SENTINELS,
JIM RHODES, ABSORBING MAN, WRECKING CREW, MAGIK, LOKI, ANCIENT ONE, CLEA, ULTERIOR MOTIVE MAN, OORMAMMU, IKONN, CYTTORAK, HOGGOTH, RAGGAOORR,
SERAPH IM , FALROTH, MINDLESS ONE, SORCERER SUPREME, WATOOMB, FALTINE, MUNNOPOR, SATANNISH , AMTOR, NIRVALON, OSHTUR, BALTHAKK, IKTHALON, OYZAKK, OENAK,
DAVEROTH, CYNORIARR, SET, O'SPAYRE, NIGHTMARE, AGGAMOTTO, COLOSSUS, ARCADE, DOUG RAMSEY, KITTY PRYDE, RADIOACTIVE MAN, OARKFOR<:e, HENRY PYM, MACHINE
MAN, ELECTRO, RED SKULL, HERCULES, MAN· THING, LIMBO, and the distinctive likenesses thereof are trademarlta of the Marvel Comi cs Group. Copyright 01 986 Marvel Comics Group, a
di vision of Cadence lnduatrlea Corporation . All Rights Re..rved. Printed in the USA. Game design copyright 01 918 TSR Inc. All Right• Reserved.

TSR, Inc.
POB756
Lake Geneva, WI 53147
ISBN 0-88038-368-2
TSR, Inc. 6871XXX1901
PRODUCTS OF YOUR IMAGINATION' "

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

The Marvel Super Heroes Advanced Set (also called MSHAS - if you can pronounce that) is the next step in the evolution of one of
the most popular heroic RPGs of all time. While the Marvel Super Heroes Original Set (MSHOS -the yellow box) was a
down-and-dirty, cola-and-pretzels, dirt-simple introduction to role-playing, this product is different.

This product assumes you know what you' re doing.

Unlike the Original Set, this set starts with the basic assumption that you have played RPGs before, most likely the Original Set. (For
those who have wandered into this book despite the big letters declaring that this is an Advanced set, don't worry - we summarize
the major points from the previous set as we go along, both for your benefit and players of the Original who don't want to be flipping
between two books.) You know what role-playing is. You've had characters that could web-spin up a storm, could wall-crawl with the
best of them, and those that were the best at what they did (snikkt!). Now you're ready for more than your standard going toe-to-toe
with the Hulk. This set of two books (a 96-page Players' Book and a 64-page Judge's Book), along with additional cards, maps, and
stand-ups is for you.

Don't let the size of this product, the amount of text included, put you off. Some is familiar ground, further explanations of FEAT rolls
and abilities that have developed in the two years since the creation of MSHOS. Ideas that have worked their way in by a variety of
support products, by a number of different hands, are brought together here, clarified, and codified. Most are new expansions on the
rules of the game, retaining the basic mechanics of the game but breaking them out into a fuller campaign sense. Resources.
Popularity. The new Contacts section. All of these are brand new, designed to add dej:>th to your characters and campaigns.

The nature of your own heroes is changed , as we fill in the gaps in the Universal Table, allowing for more rapid advancement, and
concentrating on the hero that YOU want to create. New combat strategies are dealt with, along with the use of Powers in combat.

But before I spin off into comic-book hyperbole, let me state: this is an expansion, not a revision. Certain game mechanics have been
modified, but the game is designed to retain the flavor and basic rules of the original, and any adventure written previously tor the
Original Set should be equally at home with the Advanced Set. The only difference is the players have a lot more options available to
them. The Original Set is neither reduced nor outdated by this product, and will remain as an introduction to Role-Playing, the
starting point from which this only offers new frontiers and options.

This new book provides a lot of options. New combat tactics, including blindsiding, shockwaves, and the ever-loving fastball special.
New equipment, new weapons, and new vehicles. New ways for the characters to spend their money. New things to build. A lot of
new Powers, and more information on the old ones.

All in all, there is .enough in here to give you , the players, a new lease on your super-heroic lives, and enm.1gh ideas to keep you, the
Judge, hopping. Of course, the Judge's Book contains a similar amount of information on how to handle the players. Fair is fair.

As noted above, this book comes from the thoughts, comments, and input of a number of sources. Kim Eastland developed the
magic system in the form which you see here and beyond. Jerry Epperson provided the basis for the section on building and
invention. David E. Martin provided the ideas for Plant Control. The Turning Page and Polaris Comics gave us help with support
materials. Chris Mortika supplied us with one of our favorite sections - and least-known super-heroes. Kate Novak, Roger Moore,
Joe Karpierz, Dave Collins, Ed Sollers, Steve Winter, and Harold Johnson provided feedback in an incredibly short time. Margie
Neville and Peter Sanderson of Marvel Comics Group provided review, comment, and official approval. Most of the Mighty Marvel
bullpen fielded questions ranging from the mundane to the bizarre. Karen , Jeff, Dennis, Diesel, Colleen and Betty slaved away
through the long hours to convert the original manuscript into a readable, presentable form.

And most important of all, thanks to those who have sent comments and questions, wrote long epistles, and button-holed me at
conventions, who offered support and ideas and started me thinking on this project in the first place. A special thanks to you. This is
the result of your effort and input as much as mine. The MARVEL SUPER HEROES Role-Playing Game is a growing entity, a game
that should continue to grow as long as people are interested in telling the tales of their favorite heroes.

This is the next step in that growth.

/~,J/-
Jeff Grubb
10 March, 1986
SUPER JUDGE'S BOOK
HERU~'G

TSR, Inc.
ISBN 0·88038-368·2 PRODUCTS OF YOUR IMAOINATION' "' 6871XXX1902
Table of Contents
1: What Is a Judge? . . . . . . . . . . . . . . . . . . 3
Judging Situations . . . . . . . . . . . . . . . . . . . . 4
FEATs and Intensities . . . . . . . . . . . . . . . . . . 4
Judging Combat . . . . . . . . . . . . . . . . . . . . . . 7
Judging and Healing .. . .... . .... . ... . . 10
Judging Power Stunts ................. 11
Fire and Ice .......................... 12
Contacts and Resources ............... 13
Judging and Building Things ............ 14
Special Requirements .......... . .... . . 14
Judging and Other Dimensions .......... 15
2: Campaigns ................... . .... 17
The Marvel Universe - An Overview ..... 17
Running a Marvel Universe Campaign . . .. 17
A Marvel Universe of Your Very Own ...... 17
Running Adventures ................... 17
Night of the Dreadnoughts .. . . ........ 18
Running the Bad Guys ................. 19
Villains and Karma .................... 20
Villains, Popularity, and Resources ....... 21
Random Events ...................... 21
Final Summary for Judges ... . .... . . . ... 22
3: Characters .............. ..... ..... 23
Heroes ............................. 23
Villains ............................. 42
Entities of Great Power ................. 54
Animals, Aliens, and Supporting Cast ..... 58
Character Sheet ...................... 64
Index ................... inside back cover

This book is protected under the copyright laws of the United States of
America. Any reproduction or other unauthorized use of the material of
artwork contained herein is prohibited without the express written con·
sent ot TSR, Inc., and Marvel Comics Group. Distributed to the book
trade in t he United States by Random House, Inc. , and in Canada by
Random House of Canada, Ltd. Distributed to the toy and hobby trade by
regional distributors.
The names of characters used herein are fictitious and do not refer to any
person living or dead. Any descriptions including similarities to persons
living or dead are merely coincidental. All Marvel characters and the dis·
tinctive likenesses thereof are trademarks of the Marvel Comics Group.
MARVEL SUPER HEROES and MARVEL SUPER VILLAINS are trade·
marks ofthe Marvel Comics Group, a division of Cadence Industries Cor·
pofation. All Rights Reserved. Game design copyright "'1986 TSR, Inc.
All Rights Reserved . Printed In U.S.A.

TSR, Inc.
POB 756
Lake Geneva, WI 53147

TM
WHAT IS A JUDGE?

the game can see. In the above example,


the player may ask "Do I see any other
robbers in the bank?" The Judge would
respond, "None that you can see." Such
literal answers have the dual purpose of
creating the illusion of reality (the players
are not omnipotetent) and driving the
players crazy (the players are not
omnipotent). As a rule of thumb, if a player
looks for exact details, changes position to
gather more information, or asks more than
three general questions, the Judge can rule
that that character's action for that round is
observing and go to the next round.

Role-Play the NPCs: A non-player-character


is any character not controlled by the
players. This includes all the bad guys, as
well as the innocent bystanders, the forces
of the law, animals, and other heroes as
well. In role-playing the NPCs, the Judge
gets a chance to do a little play-acting, so
have fun. Use different voices and accents,
TM try to sound like the character you are
Any role-playing game, adventure, or • Answer the player's questions and portraying (be it Doctor Doom or the Irish
store-bought module or accessory is only as clarify statements. Chief o' Police). Voice can transmit clues as
good as the Judge that uses it. The Judge • Role-play the various non-player well as anything else.
is the key to the entire operation; without characters (NPCs) the player-characters
him (or her, for there are excellent judges of encounter. Often the decisions of the NPCs are
both genders), the best RPG in the world • Handle game mechanics. determined by die rolls, particularly in the
becomes no more than interesting reading. • Make rulings when called upon in case of Popularity FEATs. Work these
game situations. results into your character. If a character
So, what is a Judge? A Judge is the has been Friendly to the players throughout
stage-setter, the tale-teller, the mediator, Describe situations: The Judge is the eyes, the adventure, and suddenly gets a bad die
and the narrator. The Judge fills.in the ears, and other senses of the players. The roll, that character does not suddenly
background, describes what the player Judge tells the players what they see from become Hostile (in most circumstances).
characters see, and operates the the viewpoint of the characters. If a hero The character would like to help, but does
non-player characters, ranging from walks by a bank in the middle of a hold-up not know the information, cannot give it out,
ultimate menaces to the universe to the Judge might say, "You see a brown is uninterested, has a pressing
small-time crooks to innocent bystanders to sedan in front of the Last National Bank, its engagement, or simply changes the
other heroes and forces of the law. The engine running. Looking through the plate subject.
Judge decides if a character's action is glass window into the bank, you see a pair
successful or if a villain escapes. The Judge of men in stocking masks with handguns Finally, when role-playing NPCs, use the
provides the challenges for the heroes and making an illegal withdrawal. The bank ~ same approach for what they know as for
the information that lets them triumph. patrons are lying on the floor." From the what the players know. Their i~formation is
players' viewpoint, a third robber just inside limited as well. A low-level flunky might not
To say that the Judge works against the the door is not visible, so the Judge makes know exactly what Doctor Octopus is up to
players, since he (or stie) runs the bad no mention of him until the player-character and no matter what prodding the players
guys, is misleading and downright wrong. is in a position to sense him (or the third bring to bear he cannot reveal more.
Rather, the Judge works with the players to robber makes himself known by attacking
produce a pleasing, entertaining tale that the hero). Handle Mechanics: The Judge runs the
can be related later with a smile ("Hey, combats, determines what everyone is
remember the time I had Teflon Kid and ·Answer questions and clarify statements: doing in a single round, and handles the
challenged Spider-Man to a duel?"). In any described situation, there will always attacks for the NPCs. The Judge also
be questions. It's the nature of the game for determines what FEAT rolls need to made
Entertainment is the key. The Judge and players to try to gather as much information at which time. The standard mechanics that
players, working together, produce the as possible because it a) gives them the are the Judge's province are handled in the
script for their own comic book. Together, best chance to understand the situation and next section.
Judge and players produce a final product react accordingly, and b) it eats up time
worth talking about. until they or their comrades can come up Make Rulings: This is the hardest of the
with an idea to handle the situation. With Judge's jobs, since there will always be
The specific roles of the Judge are: both of these practices in mind, the best decisions where the Judge must make a
• Describe the situation to players, from type of answers to give are clear and brief, judgment call, where the rules could permit
the player-characters' viewpoint. again, based upon what the characters in either of two results. Whether actions ·are

3
JUDGING SITUATIONS

possible, whether a character can attempt a characters already have their limitations the modified Powers.
Power stunt, what type of result is required, stated in their character descriptions (for
whether a character can add a Power, example, Nightcrawler's " Blending" Power Character Modeling. Modeled characters
Talent, or Contact, all are judgment calls the only functions in dark locations). Suggested are probably the most difficult to create,
Judge must make in ordinary play. The limitations, and the maximum rank to which because they are a joint project between
thing about such calls is that what you allow a Power should be raised by these the Judge and the player. Either the player
and do not allow is up to you. You can have limitations, are detailed on page 9 of the has some favorite hero that has not been
a " wa-hoo" campaign with every character Players' Book. covered, or has created one of his own with
performing all manner of Power stunts, or a Powers beyond the bounds of those
hard, gritty game where character In general, when assigning limitations, the covered in this text.
interaction is supreme and characters do Judge should think of them as difficult but
not try to use their Powers in new and not impossible. Wall-crawling that only As noted in the Players' Book, the player
strange ways. works in deep space is nearly useless to the can "set" the abilities of a hero by checking
player with that Power, in particular if the the character's abilities against those of the
The other thing about making such rulings player is creating a character for an characters and descriptions listed in the
is that the Judge should be fairly urban-style campaign. Use the limitations to Power Roster tables below. The Power
conversant in the rules. The Judge does not form the tenor of your own campaign, and Rosters are a guideline only.
have to be an absolute expert in all manner to prevent Powers that are too strong from
of Powers, but should be knowledgeable upsetting the balance. For characters native to the Marvel
about what they do (especially the ones the Universe, this table is fairly complete. Just
players control). Being able to find the rule If a player is raising a Power by accepting about everyone has fought everyone else in
you are looking for in the books is more limitations, the player may reject the the Marvel Universe, so a good idea of
important than remembering the rule Judge's limitation and choose to have his comparative strengths and weaknesses has
verbatim. The players will quickly become Power at the original unenhanced level (no already been established. For completely
absolute experts on their characters' second chances). A player may not so original characters, no such history of their
Powers, and, in the case of those .running reject a limitation when the limitation is actions exists. As a recommendation to
denizens of the Marvel Universe, will called ior by the Power. Powers that require Judges, be prepared to knock down the
acquire examples of their characters pulling limitations are generally more powerful than initial abilities of these " new" characters by
off some incredible Power stunt or another. most. The Judge should set the restriction one rank each. This is for no reason other
according to the initial Power ran k of the than to provide some growth for the
While there will be self-appointed experts limitation-requiring power. (This is a case character in the campaign.
on all manner of Powers, there will also be where taking a Power at a relatively low
those playing the game who have read just rank - with a minor limitation - and Powers for modelled characters may be
enough to know what is going on, and enjoy increasing it through experience is in the similar to those listed in the Players' Book,
playing the game. This is the other reason player's best interest.) derived from those Powers, or similar to
the Judge should be aware of his ruleset - Powers that are noted specially for
not every player will inform the Judge of To determine the limitations on a character particular Marvel Super Heroes. Totally
what he or she can and cannot do, until attempting to raise multiple Powers with a original Powers may be developed, but it is
(perhaps) after the fact. Being aware of your single limitation, take the highest maximum highly recommended that such Powers
players' potential and how It affects your rank and raise it by + 1CS for each have a limitation equal to the initial Power
campaign is critically important. additional Power being raised to determine rank + 1CS.
a suitable limitation. If a character had three
Judging Situations Powers, the highest of which would be
raised one rank to Excellent, but wishes to
Finally, modelled characters should have
their initial Karma and Health set as
raise all three Powers by a limitation, then pre-generated characters if they have a
Judging and Character the Judge would look under the Maximum " track record " in the Marvel Universe (even
Generation of Incredible table for suitable limitations. so brief a one as the Osprey). If a modelled
The first " hurdle" for a Judge is when the character is completely new to the Marvel
players begin to design their own Judge's Option: If most or all of a Universe, set initial ability scores at the
characters. For first-time Judges it is character's super-human Powers are minimum values, as for generated
recommended that pre-generated combined under a single limitation, the characters (with the equivalent lowering of
characters chosen from those listed on Judge may assign as a limitation the Power Health and Karma).
cards be used. After a few encounters to Alter Ego. How can an Alter Ego, defined as
give you a feel for the game, give your
players the option of creating their own
a Power, be a limitation? In this case the
Judge controls the transformation from the
FEATS and,
heroes. Alter Ego to the hero and vice versa, either
by some action, word, deed, or situation. In
Intensities
Creating generated characters is fairly addition, there may be unique situations The success of character actions is based
straight-forward. The Judge is called into (such as exposure to exotic radiation, or on the FEAT roll. A player may be trying for
the process when dealing with limitations. being struck by lightning) that may force a a green, yellow, or red result on a.particular
transformation from hero to alter ego FEAT to determine success. What color is
Limitations are a method of controlling a involuntarily. The player may negate these needed is determined by the Intensity of the
powerful or enhanced Power in the player effects by "purchasing" the Alter Ego FEAT. So who determines the Intensity?
character's hands. Pre-generated Power at the level equal to the maximum of

4
Power Rosters
Fighting
Rank Description Examples
FB No Training or ability Children MN Able to press up to 80 tons Thing
Elderly She-Hulk
PR Normal Human ability Professor X UN Able to press up to 100 + tons Hulk
Mastermind T.hor
TY Minimal training or Vindicator
Natural ability Dr. Octopus Endurance
GD Some formal training Captain Marvel
Hawkeye FB Reduced or impaired ability Elderly
Police Officers Disabled
EX Regular, formal training Cyclops PR Minimal ability or exercise Children
Nightcrawler TY Occasional exercise Normal humans
Armed Forces GD Moderate exercise Black Knight
RM Superior talent Spider-Man Mockingbird
She-Hulk EX Regular exercise Daredevil
IN Superior Talent with training Nick Fury Human Torch
Wolverine RM Intensive exercise Captain America
AM Maximum Human potential Captain America Cyclops
Silver Surfer JN Enhanced Abilities Spider-Man
MN Super-Human maximum potential Galactus Doctor Doom
Mephisto AM Enhanced and Trained Abilities She-Hulk
Warriors of Asgard Loki
UN Super-human with intensive Thor MN Rarely tires, great fortitude Hulk
training Hercules Thing
UN Never tires Silver Surfer
Agility Thor

FB Physically limited Disabled Reason


Elderly
PR Clumsy, inaccurate Children FB Couch Potato. Good grasp of Hulk
TY Normal Human reactions Mister Fantastic native language, simple Klaw
Baron Mordo machines
GD Some training in dexterity and Colossus PR Limited exposure to technology, Aurora
accuracy Invisible Woman Understands complex machines
EX Intensive training in dexterity Captain Marvel TY Operate 1980 Technology Captain Marvel
and/or accuracy Cyclops Daredevil
RM Olympic Athlete Hawkeye GD Repair and install 1980's Captain America
Iron Man technology, comprehend terran Doctor Strange
IN Olympic Gymnast Captain America languages
Daredevil EX Modify existing 1980's technology Beast
AM Super-human sense of dexterity Spider-Man Box
or accuracy Nightcrawler RM Understand advanced 1980's Shadowcat
MN Super-human sense of dexterity Silver Surfer Technology including computer/ Vulture
and accuracy Mephisto circuitry design
UN Movement and reactions in a flash, Odin IN Understand non-terran Iron Man
rarely misses Celestials technologies Professor X
AM Create leading-edge technologies, Mister Fantastic
Strength such as stardrive or time travel Doctor Doom
MN Improve and modify advanced Mephisto
FB Able to press up to 50 lbs Children alien technologies
Elderly UN In effect, IS an alien technology Watcher
PR Able to press up to 100 lbs Normal humans
Mastermind Intuition
TY Able to press up to 200 lbs Doctor Strange
Invisible Woman FB Unaware of surroundings, Man-Thing
GD Able to press up to 400 lbs Daredevil !impaired or imited senses
Human Torch PR A little slow on the uptake Iceman
EX Able to press up to 800 lbs Captain America TY Normal human levels Black Knight
Maximum human ability Angel
RM Able to press up to 2000 lbs(1 ton) Beast GD Above average intuition Captain Marvel
Doctor Doom Human Torch
JN Able to press up to 10 tons Iron Man EX Fine eye for detail Nick Fury
Spider-Man Mister' Fantastic
AM Able to press up to 50 tons Rogue RM Detective skills or background Cyclops
Electro Spider-Man

5
'
IN Strong empathic sense; gut feeling Captai(I America PR Freelancer, poor credit risk, Spider-Man
Doctor Doom lower middle class, students Daredevil
AM In tune with surroundings, strong Professor X TY Salaried employment, middle class Iceman
hunches in regards to subjects Ben Urich
MN Senses beyond all normal Daredevil GD Professional employment, Doctor Strange
limitations Wolverine middle class Foggy Nelson
UN In touch with universe, cannot be Watcher EX Small inheritance, small business, Box
blindsided upper middle class, Avenger's Captain America
stipend Tony Stark
Psyche Circuits Maximus•
RM Large business or chain of Angel
FB Easily dominated or programmed Dreadnought businesses, established trust fund, Wasp
PR Young, untrained, or hampered in Rogue upper class TSR, Inc.
sense of will Aurora
Williams Electronics •
TY Normal human willpower Captain Marvel Cordco •
Human Torch IN Standard corporation, millionaire Kingpin
GD Resist ordinary mesmerism Captain America
Stark/Slane International•
Daredevil Fantastic Four, Inc.
EX Some experience with mental Beast Brand Corporation •
control and/or mystic forces Nightcrawler AM Large corporation, small country Doctor Doom
AM Trained in resisting outside will- Hulk Mandarin
dominating forces Mr. Fantastic A.1.M.
IN Highly trained, or possessing great Spider-Man MN Multi-national corporation, Annihilus
strength of will Wolverine government branch or military of Aoxxon
AM Indomitable willpower Marvel Girl major country, billionaire S.H.l.E.L.D.
Doctor Doom playboy Great Britain
MN Intense training in mental powers, Professor X UN Major country, mega-corporation United States
experience in wielding those Loki Soviet Union
powers
CL1000 +Extra-dimensional realm, galactic Shi'ar
UN A closed mind, practically Doctor Strange empire or entity Asgard
uncontrollable by outside means Mephisto Galactus
• These organizations are either out of
Resources business or under uncertain ownership, and
FB Reduced circumstances, Aunt May are included as examples.
unemployed, on Social Security Power Pack
or allowance

The Judge does. • If time is of vital import to an automatic this point the Judge has to wing it.
action being permitted.
Standard Intensities and the abilities to • If the action being impossible would As Judge, first determine in your mind what
which they apply are listed on the result in certain death of the character. that FEAT Intensity should be, without
Intensities Table on page 8. These are the Example: If a hero had an Intuition of regard to the abilities of the character
basics, the default conditions, of these Monstrous, finding a hidden pasage would making that FEAT. A rain-lashed surface
various objects and situations. If the ability be automatic. But, since time is of the would be a bit more slick than a normal
of the character is of a higher rank (not rank import, the Judge can call for an Intuition steel surface (listed as Good in the Intensity
number) than the Intensity, a green or better FEAT, with failure indicating the door is tables and under wall-crawling), but less
result indicates success. If the ability of the found next round. Similarly, if the entrance slick than a surface coated with oil
character is of equal rank of the Intensity, a to the room is suddenly sealed and the (Remarkable). Hazarding a guess, the FEAT
yellow result or better is needed. If the room fills with toxic gas, such that the only Intensity might be Excellent. In the second
Intensity is greater than the ability or Power, way for the player to survive is to find the case, unless the character can Power stunt
then a red result is needed. There can be hidden door, the Judge may permit a FEAT into the range of heat radiation, the missiles
Automatic FEATs and Impossible FEATs as roll to find the door even though the hero's will find the invisible hero. If the hero tries to
well. Intuition may be Typical or less, making the Power stunt, he may have a Power rank
FEAT impossible. -1cs chance of evading the missiles.
Determining Automatic and Impossible
FEATs: The Players' Book states that a This brings up one of the basic guidelines In cases where there is too much
FEAT can be considered Automatic if the of Judges: "Give the Players an Even information missing , go to a "default
Intensity is three ranks lower than the Break." This is not to say the Judge should condition." This is the last resort of
Ability being checked, and Impossible if the give them what they want on a silver platter Intensities, and states that, if the Intensity is
Intensity is more than one rank above the - they have to work (and spend Karma) for unknown and likely unknowable, the
one being checked. This is a general rule it, only that situations will exist where the Intensity of the FEAT is equal to the ability
for handling FEATs, though the Judge may Judge may have to permit them attempts to of the character trying to make the FEAT. In
bend it at his discretion. A Judge may ask survive. What happens in a situation which other words, a yellow FEAT roll result is
for a FEAT roll for Automatic actions, or is unprepared or uncalled for, such as needed for success. Since most important
permit a FEAT for imp0ssible actions under Spider-Man wall-crawling on a rain-lashed Intensities are usually determined in
limited circumstances: steel surface, or an invisible character advance by the Judge or in the adventure
being pursued by heat-tracing devices? At itself, this "default condition" helps to

6
JUDGING COMBAT

speed play while not slowing down the Example: Turk (NPC) and Daredevil (PC) damage that gets a + 1CS to damage is
players. (Of course, there is no rule saying are in a fight in a barroom. There is a gun raised to Remarkable(26), one of Poor(4)
your have to tell the players it is a default lying on the floor. You (the Judge) decide raised + 2CS is Good(S)). A negative CS to
condition - this Is merely a shortcut you Turk (the character you control) should damage lowers the damage to the standard
can use.) make a dive for the gun. The Daredevil rank number of the rank below. (An attack
player decides to kick the loose gun away of Excellent(17) damage that gets a -1 CS
Judging Combat and tells you so. The Daredevil player grabs
initiative. Daredevil will likely kick the gun
to damage inflicts Good(10) damage.)

The greatest amount of judging involves away before Turk reaches it, so it is time to Column shifts that affect all FEAT rolls
conflict, in particular with the re-examine Turk's options. Using affect all FEATs in the noted round.
player-characters on one side and the Daredevil's distraction to dive for cover Damage is not a FEAT roll, so it is not
Judge-controlled NPCs on the other. The sounds like a good idea. Make a yellow affected, but Endurance FEATs, defensive
basic format for battling is laid out in the Agility FEAT for Turk. Success indicates the FEATs, and any Power stunts are.
Players' Book, but bears repeating here: attempt to change his action is successful,
1) The Judge determines actions. and Turk can try to dive behind a table Special Situations in Combat The table
2) The Players determine and state (Agility FEAT at -1 CS). Failure indicates also lists certain situations where external
actions. that Turk dove for the gun, which was factors may affect the combat situation.
3) Initiative is rolled. kicked away by Daredevil. Turk is flat on the
4) Pre-Action rolls are made. floor in front of Daredevil, and -1 CS on Dancing in the Dark: There are two types
5) Actions of the side that has initiative any actions he takes that round. At the start of darkness - Night and Dark. A Night
are made and resolved. of next round Turk no longer has the -1 CS, situation is a reduction of available light,
6) Actions of the side that lost initative are but you, the Judge, should decide Turk's though light sources exist (city lights, the
made and resolved. action in this situation. moon, the stars), while a Dark situation is
one involving the elimination or total
When the Judge determines the actions of If, in the above example, the Judge reduction of light (in a cavern or windowless
the characters he controls, he is effectively determined to go ahead with Turk trying for building with the lights out, an overcast
role-playing those characters. As such, the the gun, on the off chance that Daredevil night in the country).
Judge's actions are limited to what those might miss the kick, no penalty would apply,
characters may know or see. The Judge though if the gun were kicked away Turk Night is considered Typical Intensity
may know that Spider-Man is hanging would be in the same general position as if darkness for FEAT rolls. Maximum sight
directly above the head crook in the he tried and failed (on the floor in front of range is 5 areas, so weapons and Powers
shadows of the warehouse, but since the Daredevil). may not be fired beyond that range. Firing
head crook does not know this, said crook in darkness is done at -1 CS, though
could not act on this knowledge until the The Pre-Action part of the turn is when normal melee combat may take place.
player running Spider-Man does something certain actions may occur that are not
to bring attention to himself. controlled by initiative. These include timed Dark conditions are considered Excellent
devices, such as bombs exploding, trap Intensity darkness unless stated otherwise
The Judge mentally commits to his action doors opening, and timed bank vaults (by Darkness Generation Powers, for
before asking the players what their unlocking. These actions can occur here example). Normal sight is limited to the
characters are doing. The Judge can write because they may catch the villains and immediate area of the character (about 2
down the actions if he wishes, either as a heroes alike off-guard, negating their feet). A// FEAT rolls are - 2CS when in Dark
reminder of special actions the characters actions for a round. conditions, including combat and use of
should perform or to keep track of character Powers.
actions in long, multi-character battles. The Column Shifts In combat The Column Shift
Judge should not change his mind after Table summarizes the various factors that Combat and Weather: Atmospheric
committing, even if the Players pull som9 may shift the column in combat. Column conditions may also affect fighting , as noted
trick that destroys the villain's plans. The Shifts may be applied to hits, to damage, or in the cases below. For Intensities, see the
simple fact is that the Judge holds most of to all FEATS. Intensity Table.
the cards, and has a large supply of bad
guys, challenges, and troubles with which Column shifts that affect hits shift the Fog: Fog reduces normal sight to 1 area.
to beseige the heroes. results column used to the right or left, Those firing weapons, using distance
depending on whether the shift is positive Powers, or throwing objects receive a
There will be situations where the players or negative. An attack using Amazing Agility -1CS penalty for fighting in fog.
may grab initiative and likely negate or foil that receives a + 1CS will be resolved on
the bad guys' actions. In this case, the the Monstrous column instead. Make all Rain: Firing objects, using distance Powers,
Judge may check to change actions in the column shifts before the dice are rolled. or throwing objects receives a -1CS
Pre-action section of the turn. Such penalty. A heavy rain extends this penalty to
changes are always Agility FEATs, with the Column shifts that affect damage alter the all FEATs. Rains slicken normal surfaces,
limitations as for player-characters noted on amount of damage inflicted depending on so FEATs involving climbing or wall-crawling
page 14 of the Players' Book. Any change whether the shift was to the right (positive and control FEATs for vehicles are at
of actions requires a yellow FEAT, and any CS) or to the left (negative CS). A positive -1cs.
actions in that remaining turn are at -1 CS, CS to damage raises the damage to the
whether or not the action was changed. lowest rank number in the applicable rank Heat: High temperatures reduce the
range (an attack inflicting Excellent (17) fighting effectiveness of those involved. A

7
Intensity Tables
Psyche FEATs:
Fighting FEATs:
Intensity of "Typical" hypnosis and Good Intensity
Making 2 attacks/round Remarkable Intensity mesmerism
Making 3 att~cks/round Amazing Intensity Intensity of "Typical" mind control Remarkable Intensity
devices
Aglllty FEATs: Intensity of "Typical" terran magic Incredible Intensity
Intensity of "Typical" Asgardian magic Monstrous Intensity
Catch a falling object Feeble Intensity
Walk a balance beam Good Intensity
Other Intensities
Use a dodge maneuver against bullets Excellent Intensity
Catching thrown objects Remarkable Intensity A single match Feeble Intensity
Walk a tightrope Remarkable Intensity Campfire Typical Intensity
Attempt to dodge bursts of bullets Incredible Intensity Burning room Good Intensity
Catch arrows in flight Amazing Intensity Burning house Excellent Intensity
Dodge laser fire or energy weapons Monstrous Intensity Burning warehouse and supplies Remarkable Intensity
Catch bullets in flight Unearthly Intensity Burning non-explosive chemicals Incredible Intensity
Inside of a blast furnace Amazing Intensity
Strength FEATs: Burning explosive chemicals Monstrous Intensity
Interior of volcano Unearthly Intensity
Lifting up to 50 lbs. Feeble Intensity
Surface of a star Class 1000 Intensity
Lifting 51-100 lbs. Poor Intensity
Common Cold Typical Intensity
Lifting 100-200 lbs. Typical Intensity
Common Flu Good Intensity
Lifting 201-400 lbs. Good Intensity
Lifting 401-800 lbs. Excellent Intensity Radiation, ancient A-bomb blast Feeble Intensity
Lifting 800-2000 lbs.(1 Ton) Remarkable Intensity Radiation, recent A-bomb blast Excellent Intensity
Lifting 1-10 tons Incredible Intensity Interior of active nuclear reactor Amazing Intensity
Lifting 10-50 tons Amazing Intensity Radiation of a vial of plutonium Incredible Intensity
Lifting 50-80 tons Monstrous Intensity Radiation of A-bomb blast Monstrous Intensity
Lifting 80-100 tons Unearthly Intensity Slickness of ordinary concrete Feeble Intensity
Lifting 100 + tons Shift X + Intensity Slickness of ordinary brickwork Feeble Intensity
Slickness of glass and steel Typical Intensity
Endurance FEATs: Slickness of polished steel alloys Good Intensity
Slickness of surface covered with ice Excellent Intensity
Air Pollution Alert Feeble Intensity
Slickness of surface covered with oil Remarkable Intensity
Tear Gas Typical Intensity
Slickness of non-stick surfaces Incredible Intensity
Snake Venom Good Intensity
Slickness of frictionless surfaces Class 1000 Intensity
Spider Venom Excellent Intensity
Darkness under night conditions Typical Intensity
Exposure.to Vacuum Unearthly Intensity
Darkness under dark conditions Excellent Intensity
Darkness under "typical" Darkforce Remarkable Intensity
Reason FEATs:
Vision through normal fog Typical Intensity
Simple Machines Feeble Intensity Effects of normal rainshower Good Intensity
Complex Machines Poor Intensity Effects of normal thundershower Remarkable Intensity
Communicate by Gestures Typical Intensity Effects of normal thunderstorm Incredible Intensity
Appliances Typical Intensity Effects of high winds Incredible lnterisity
Simple Electronics Good Intensity Effects of normal tornado Amazing Intensity
Common Vehicles Excellent Intensity Effects of normal hurricane Unearthly Intensity
Computer Design and Programming Remarkable Intensity Heat, 90 degrees F Good Intensity
Abilify-Modifying Devices Incredible Intensity Heat, 120 degrees F Excellent Intensity
Stardrive, Time Travel Amazing Intensity Heat, 150 degrees F Remarkable Intensity
Teleportation Monstrous Intensity Cold, 30 degrees F Good Intensity
Cold, 0 degrees F Excellent Intensity
Intuition FEATs: Cold, - 30 degrees F Remarkable Intensity
Cold, interplanetary space Monstrous Intensity
Obvious items(number of people Poor Intensity Corrosive, mild acid Good Intensity
present, condition of room) Corrosive, standard acid Excellent Intensity
Detail work(position of objects, Excellent Intensity Corrosive, concentrated acid Incredible+ Intensity
things missing or added) Stunning, ordinary house current Excellent Intensity
Discover "typical" hidden door or Excellent Intensity Stunning, "Typical" protection devices Remarkable Intensity
secret passage Stunning, lightning bolts Incredible Intensity
Sense "wrongness" about area, Incredible Intensity Stunning, high tension wires Amazing Intensity
person, or object
Sense presence of others that may be Monstrous Intensity
hidden, concealed, invisible, or astral

8
Column Shift Table Sharp Weapon attack with Sharp Weapon +1CS
Modifiers to Hit: Skill
Oriental Weapon attack with Oriental Skill +1CS
These are organized from negative CS to positive CS, in Shooting or Thrown attack with + 1CS
ascending order. Marksmanship Skill
Melee weapon attack with Weapons Master +1CS
If target Dodges successfully -2CS, -4CS, Skill
or -6CS Slugfest attack with Martial Arts B +1CS
For multiple attacks on single roll -4CS Grappling attack with Martial Arts C +1CS
Target moving faster than 10 areas/round -4CS Thrown object attack with Thrown +1CS
Agility attacks in Melee -3CS Objects Skill
Target less than 1/4-inch tall -3CS Blindsiding Attack +2CS
Target between 1/4-inch and 1 inch tall -2CS Luring target +2CS
Target between 1 and 6 inches tall - 1CS Specialized Weapon attack +2CS
Shooting through objects to hit target - 2CS Grappling Attack with Wrestling Skill +2CS
Target moving between 5 and 10 areas/round - 2CS Point Blank range +3CS
Unintended targets in Ranged Attacks -2CS Flying character who is Diving +4CS
With any weapon beyond 1 area -1CS
With any Power beyond maximum range -1CS Modifiers to Damage
Target moving up to 5 areas/round - 1CS
Underwater - 1CS Successful Block -6CS, -4CS,
Distance Attacks in Rain - 1cs or -2CS
Fire bow without Bow Skill - 1CS Flames up to 2 areas away -6CS
Distance Attacks in Night conditions -1CS Flames up to 1 area away -3CS
Distance Attacks in Fog conditions - 1CS Attacks in Cold ( - O} weather - 1CS
Charging Attack, moving 1, 2, or 3 + 1CS, +2CS, Weapon's material strength greater + 1CS
areas before striking or +3CS than character's Strength
1 round after successful Evasion + 1CS or +2CS Unsuccessful Block +1CS
Catching attempt that gets " Miss" result + 1CS Specific attacks against Enhanced Senses + 1CS
Target between 7 and 16 feet tall + 1CS
Target between 17 and 22 feet tall Modifiers to FEAT rolls
+2CS
Target over 22 feet tall +3CS Unsuccessful multiple combat -3CS
Opponent held or partially held + 1CS actions attempt
Attack from ambush + 1CS Character at less than full Endurance -2CS
Aiming attack + 1CS Dark conditions -2CS
Shooting attack with Gun skill +1CS When in partial hold -2CS
Thrown weapon with Thrown Weapon Skill +1CS When Dodging -2CS
Fire Bow with Bow Skill + 1CS Successful multiple combat - 1CS
Blunt Weapon attack with Blunt Weapon + 1CS actions attempt
Skill In Hot (90 degrees+} weather - 1cs
In Cold ( - 0} weather - 1CS
Aided by character of similar power +1CS

9
temperature over 90 degrees Fahrenheit, or character was facing away from . Straight Targets in the line of fire of missile attacks
Good Intensity, results in a -1 CS for all right and left are at 90 degrees to that are attacked if the original target is missed
FEATs. Higher heats may result in those in possition, Back left and Back right are 45 at - 2CS to hit. Use common sense here. If
the area checking every 10 rounds to avoid degrees to that position. Straight up and the Human Torch fires a fireball at a
heat prostration if the Intensity of the Heat Straight down are just what they sound like. Dreadnought standing in front of a broad
is greater than the Endurance of the Characters may take additional damage for side of a barn, a shot that misses the
character. charging into walls and other obstructions Dreadnought will likely hit the barn. No roll
at high velocity, but do not take damage for is needed in this case. The - 2CS is
Cold: Similarly, cold temperatures affect being knocked through the floor in a determined only for small or movable
fighting ability. For temperatures below O "straight down" result. If the force of the targets that could possibly be missed by the
degrees Fahrenheit (Good Intensity), all blow is insufficient to knock a character blast.
FEATs and damage are at -1CS. Material through the floor, the character is
strengths are also reduced by one rank due Staggered instead. In cases where stray shots hit windows,
to cold (except for ice, of course). buildings, and fire hydrants, use a common
Ranged Weapons - Unintended Targets: sense version of the FEAT roll to determine
Underwater Combat: Battle underwater A missile weapon that misses Its Intended if damage was inflicted. In general, if the
reduces thrown objects by half range, and target does not generally evaporate, but damage rank of the attack was greater than
missile weapons are useless unless continues on its intended course to the the material strength rank, some damage
specifically designed to operate underwater. limits of its range. Similarly, if a hero or was done. If not, no damage was done. If
Powers operate at half range as well. Melee villain fires into a melee, missing one target the two are equal, roll (if it's important) a
combat occurs as for Flight (see Players' does not guarantee missing other targets. yellow FEAT for damage.
Book), with all limitations, and at - 1CS to For this reason, the Judge may use the
hit. Characters with Water Breathing or Unintended Target rules. The above paragraph notes "some damage
Swimming Power are not limited in fighting is done." How much is some? If the
and performing actions underwater, and When firing into a melee (group of situation is critical (the stray shot may
may act normally. characters fighting, grappling, or In close puncture a pressurized tank filled with
contact with each other), if a ranged attack volatile chemicals), figure damage normally.
Combat in space and zero gravity. Zero misses the original target, the Judge should If the situation is non-critical Oust ripping up
gravity situations place their own check other adjacent targets for a hit. The sections of New York in a general slugfest)
restrictions on combat. All missile attacks check may be made in any order available assume the material is sufficiently damaged
and thrown objects have line of sight range. for adjacent characters, but any potential to count against the character in Bad
Any character may be stunned or slammed targets among those Friendly to the firer Karma for destroying property.
in zero-gee. Certain characters can survive should come first, and then others. These
in deep space for extended periods of time, rolls are made at - 2CS to hit (as the Example: Cyclops fires a beam of his
not requiring to eat or breathe. Others must original firer was not aiming at them). Excellent Intensity eye-blasts at a dodging
deal with Monstrous Intensity cold and total Mastermind. The ruby beam continues up
lack of air (see Space in the next section). Example: Spider-Man is engaged in to its maximum 1 area range, then is no
wrestling combat with three goons and the longer damaging. If it strikes a window in
Judging Combat Results - Staggers, Fabulous Frog-Man, an "ally" of the that range, it will break. If the beam hits a
Slams, and Great Slams: Several results web-slinger. A fourth goon fires a handgun wall of Incredible strength steel alloy, it will
on the Battle Effects Table refer to the into this melee aiming at Spider-Man. The inflict no damage. If the beam hits a brick
chance of Staggering or Slamming an shot misses. The Judge then checks for wall, and the strike may be critical (more
opponent, or bestowing upon the character one of the goons (the order is up to the than just damaging the neighborhood -
a Great Slam result. In these cases, if Judge - whoever is closest to the fourth say the brick wall is holding up a decaying
damage was inflicted, the attacker gets to goon, whoever is the biggest target, building), check to see if the force beam
choose the direction of the stagger, slam or alphabetical order, whatever) to see if he is knocks over the wall.
great slam. Naturally.the Judge may wish to hit. This roll is at -2CS. A miss indicates a
not slam his player-characters into walls check for the second goon on the same Area attack weapons (grenades, webbing,
every time they get Into combat, so the result column. If a miss, then a check for explosive devices) affect al/ targets in the
Judge can use the table below to determine the third goon. Finally, if that one misses, area of the attack, friend or foe.
direction of such attacks: check to see if the bullet hits the Fabulous

Roll 1d10 Direction


Frog-Man, who is not on the same side as
the goon who fired the gun.
Judging and
1-2
3-4
Straight back
Back and right Similarly, if a missile weapon misses its
Healing
5-6 Back and left target, it will continue to the limits of its Ten turns after taking damage, the
7 Straight right range, or until it hits something. Weapons damaged individual regains his Endurance
8 Straight left and Powers that are Line-of-sight in range rank number as Recovery. For every hour
9 Straight up diminish in potency as they travel farther, so after that, the individual regains his
10 Straight down that if such a Power or missile leaves the Endurance rank number as Healing
area of play without hitting anything, (doubled if the character is undergoing
Directions are taken from the target's point consider the missile to have caused no bedrest or medical attention). These rates
of view. Straight back means the direction additional damage. of healing and recovery are according to
the character came from or the direction the

10
JUDGING POWER STUNTS

the character's current rank number, or if those Powers. As Judge, you monitor that Example: Several heroes with superior
that character has lost Endurance ranks, door, ar:id the types of stunts you permit in speed, like Quicksilver or Northstar, can run
according to the rank number of the your campaign will in part set the tone of in a circle very quickly and generate a
reduced value. your campaign. The kind of campaign you whirlwind as a Power stunt. Beast also has
assemble depends completely on your a " speed" Power that he uses to sprint for
The Judge may handle such recovery and nature and that of your players. short distances. The two Powers are both
healing of Health in two fashions. Under the Speed related, but Beast's is at a much
first method, the recovered Health is Power stunts should not be forced on the more severe and limited rank. For Beast to
awarded in a block of points at the defined players by the Judge; rather, they should be try the "create a whirlwind" Power stunt
time. Ten turns after the damage is taken, generated by players coming up with would make little sense, and the Judge
Endurance is recovered. At precisely one unique answers to dangerous situations, or would reject it on that count - it does not
hour, the Endurance rank number of Health experimenting with their Powers on their make sense the way the character
points is healed. Being attacked by anyone own. operates. A character with a more powerful
one turn before the healing or recovery speed factor might try it, but generate a less
takes place negates the effects until The player comes up with a Power stunt, powerful column of air and as such be less
another similar period of time has passed, OKs it with the Judge, spends the Karma successful than the two speedsters.
but the hero regains Health in large blocks. and tries the stunt. The question then is,
how do you as the Judge determine if a The above example was an " easy call,"
The second method states that the hero Power stunt is possible? creating a Power stunt that most characters
recovers as stated at the ten turn mark, but familiar with the Beast would not try. There
that healing occurs gradually over a period A number of listed Powers have possible will be situations where it is purely a
of rest (no running around, jumping off Power stunts listed as potential abilities judgment call on your part. Rather than
buildings, flying , or beating up agents of using that Power. These are only possible spend a lot of time weighing pros and cons
H.Y.D.R.A). Under this method, merely stunts using these Powers, and are not (and delaying the game) to decide if a
figure the amount of time the hero has " automatic" Power stunts for anyone who certain Power stunt is possible, use the
spent resting, and that amount of Health is gains these Powers. The listed Power following method to determine its
regained. stunts are options available to characters possibility:
with those Powers.
Recovery/Healing by Resting • Take the Power rank of the ability being
Fb 2 pts/hr. 1 pU300 turns (1/2 hr.) Players running pre-generated characters used for the Power stunt.
Pr 4 pts/hr. 1 pU150 turns (15 min.) with a history in the Marvel Universe can • Make a FEAT roll for that stunt,
Ty 6 pts/hr. 1 pU100 turns (10 min.) find a listing of their most common Power privately.
Gd 10 pts/hr. 1 pU60 turns (6 min.) stunts under those Powers. They are not • If the result is white, inform the player
Ex 20 pts/hr. 1 pt/30 turns (3 min.) limited to those stunts alone, and often in that the hero may try the stunt. It will not
Rm 30 pts/hr. 1 pt/20 turns (2 min.) their appearances in the Marvel Universe work. The 100 Karma point "price tag"
In 40 pts/hr. 1 pt/15 turns (1 1/2 min.) exhibit other stunts that they may perform. is refunded to the player.
Am 50 pts/hr. 1 pU12 turns (72 sec.) As a general guideline, if a pre-generated • If the result is green, inform the player
Mn 75 pts/hr. 1 pU8 turns (48 sec.) hero has performed a Power stunt at least that the hero may try the stunt, but it will
Un 100 pts/hr. 1 pU6 turns (36 sec.) twice in his own book, it indicates a true not work and he knows it. The Power
Shx 150 pts/hr. 1 pU4 turns (24 sec.) manifestation of that Power stunt (as stunt will not work.
Shy 200 pts/hr. 1 pt/3 turns (18 sec.) opposed to one totally due to circumstance • If the result is yellow, inform the player
Shz 500 pts/hr. 1 pUturn (avg) (6 sec.) or outside influences), and may be that the hero may try the stunt.
attempted by player characters. The type of Conditions exist that make it possible in
Finally, note that Recovery can occur FEAT result needed (green, yellow, or red) this specific situation, but these
normaly for a single character once per day, is determined as noted on page 17 of the conditions may not exist the next time
regardless of the number of times that Players' Book. he tries the stunt.
character is attacked and wounded. The • If the result is red, inform the player
character may still Heal normally, but a But what about situations outside those that the hero may try the stunt.
character may only Recover from injuries suggested for various random Powers or Determine the result needed as noted in
once in a single 24-hour period. detailed in character's listings or their Power FEATs in the Players' Book.
adventures? At this point, the Judge earns
Judging Power his keep and his name: he makes a
judgment on whether the FEAT is possible.
Use the above method only when you; fhe
Judge, are stumped or willing to give a
Stunts This decision should be based upon the
random chance for the attempted stunt
happening. If you rely on random die rolls
Players are by and large as deviously situation and what the player is trying to for every possible stunt, you will end up with
creative and cunning a group of people as have his hero do. As a general rule, the a random number of Power stunts working.
can be found, and the group that you as the effects of a Power stunt should never be of In general, use common sense to determine
Judge encounter will likely be better than greater effect than the Power it is derived if a Power stunt is possible (or even
most. As such creative and cunning souls, from, and will usually be of one rank lower needed), and rely on the random method as
they will come up with as many ways to use than the Power it is derived from. The a last resort.
their abilities as possible. Power stunts - Judge must ask the question, is what the
open a door to a wide variety of abilities and player asking reasonable?
duplication of other Powers without having

11
JUDGING SPECIAL SITUATIONS

Fire and Ice thicknesses of up to 6 inches, and is + 1CS


(Good Strength) for greater thicknesses.
effects and inflicts its damage in one shot.
Long-term radiation deals with the
The following sections deal with particular Certain Powers such as Ice and Cold after-effects of atomic weapons, and
attack forms and endangering situations, Generation may produce "stronger" types conditions found around radioactive
and how the Judge should handle them. of ice. This material strength is only materials and inside nuclear reactors.
effective against physical attacks. Against Long-term radioactivity is a toxin, and its
Fire: As with most other generally harmful heat and fire attacks, Ice has Feeble effects are as noted for toxins and poisons
things, fire has different Intensities Intensity or material strength, and, in case above. A check should be made once per
according to the size and combustible of ice produced by Powers or otherwise of hour after initial exposure. Chemical tags
material (see Intensity table under "other tougher material strength, of - 2CS to the treated to detect radioactivity normally
Intensities"). This is the damage inflicted to listed material strength. detect that of Typical Intensity or higher.
those in the fire. Those up to an area away
from the fire take -3CS damage, while Example: Ice of Remarkable strength is Diseases. Diseases fall into two general
those up to 2 areas away take -6CS attacked by brute force, also of Remarkable categories: minor diseases and major
damage. Force fields can resist the Heat Strength. The attacker has to make a yellow (debilitating) diseases. Minor diseases are
energy, as can Body Armor (though it may Strength FEAT to break the ice. If the those that have a short term and, with rest
make the owner of that protection attacker had Remarkable Flame Powers, a and normal healing, allow complete
uncomfortable), and in addition, there are green FEAT would be needed, as the recovery. These include colds, influenza,
heroes with resistance to predetermined material strength would be Good and most non-fatal illnesses. If the hero is,
amounts of heat and flames. (Remarkable - 2CS). in the Judge's opinion, susceptible to a
minor disease, have that hero make an
Fire spreads one area per round if there is Prolonged exposure to ice and cold is Endurance FEAT against the Intensity of the
sufficient combustible material. A fire set in detrimental to the Health of the character. disease (most minor diseases have an
a protected hearth without nearby papers to Those in icebound conditions may resist the Intensity of Typical - for variety, use the
ignite is not going anywhere, while a fire in cold for as many turns as their Endurance Ability Modifier Table to raise or lower the
a hanger containing jet aircraft fuel has rank numbers. Past that point, make an effects). Failure indicates the hero has a
explosive results. Endurance FEAT every ten minutes against minor disease. A minor disease lasts 1-10
Good Intensity (greater Intensity if the days, the hero feels rotten, and all FEAT
A fire's Intensity can be reduced by characters are in colder areas). Failure rolls are at -1 CS. Spending a full day
depriving it of air, cooling its heat, or indicates the character passes out, and has resting reduces the effects by two days.
depriving it of fuel. Normal fire to make Endurance FEATs each round or Example: Spider-Man spends an afternoon
extinguishers are of Good Intensity against begin to lose Endurance ranks. chasing Doctor Octopus through the sewers
fire (they reduce the fire's Intensity by 10 of New York in February. In the Judge's
points) in a single area. Normal Fire Hoses Poisons and Toxins. The Intensity tables opinion, this is a good time to check for a
have Remarkable Intensity and a range of 1 list several noted or common toxins, but the minor disease. Spider-Man fails an
area. Other amounts of water have effects heroes may encounter other poisons in Endurance FEAT. Spidey's got the flu for
according to the amount of water used. dealing with forces of evil. Poisons have an (roll randomly) eight days - four, if he stays
(Thor summoning a Monstrous storm to Intensity rank, and those subjected to toxin in bed for two full days. During this time, all
douse the flames will have Monstrous must make an Endurance FEAT against that FEAT rolls are at -1 CS.
success - he will also have a Toxin. Failure indicates immediate
Monstrous-strength downpour on his unconsciousness for 1-1 O rounds and loss Major diseases, on the other hand, are
hands.) A fire deprived of fuel burns itself of an Endurance rank. At the end of 1-10 rarer, usually long-term, and often fatal. A
out in a number of rounds equal to its turns, the hero makes a second Endurance major disease may be the result of some
Intensity. FEAT at his lowered rank, with the effects radical event that happened to the
halting if the hero makes the FEAT, and character, such as:
Effects of fire on a material vary according continuing to lose Endurance if the hero • Long-term exposure to radiation
to the material in question. If the flames are fails. If the hero's Endurance reaches Shift • Exposure to carcinogenic substances
lower than the material strength, the fire will O as a result of toxins and poison, the • Exposure to diseases to which the
not damage the material, though it will carry character dies. Losses of Enduranc,e from individual was previously unexposed
the heat through its substance (hence an poisons override other Endurance losses • Exposure to alien environments
iron bar with one end in a fire can burn (from losing all Health, or Kill results), and a In any case, major disease rolls should be
someone grabbing the other end). If the character may only lose one rank of Health rare, and limited to only the most extreme
flames are of a higher Intensity than the per round, maximum, regardless of cause. conditions for player-characters.
material strength, then make a FEAT roll to Poison damage cannot be negated by (Spider-Man walking through a crashed
see if the material is "broken" (in this case outside help unless that help has training alien ship might not merit such a check, but
burned through or melted). The material (first aid or medicine) and available Spider-Man fighting the Punisher in a
strength of a burning substance is reduced anti-toxins, but can be halted by the burning asbestos factory might.)
by -1 CS for FEATs against it. affected character making an Endurance
FEAT. A major disease has a cycle of 1-1 O
Ice: The effects of extreme cold on Combat months, during which time the character
are discussed in the Judging Combat Radioactivity. Many attack forms are must make weekly Endurance FEATs.
section earlier. This section deals with t9e radiation-based, such as some of the Failing any FEAT results in loss of one
properties of frozen water by itself. / energy attacks of Captain Marvel and those Endurance rank. If that rank drops below
of Radioactive Man. This has short-term Feeble, the character dies. With each drop
Ice is a Typical-strength material in

12
CONTACTS AND RESOURCES

in Endurance, all FEATs performed by that drowning starts will recover upon being White result - No information available
individual drop by one rank as well (a removed with a successful Endurance FEAT Green result - Takes 1-10 hours to
two-rank Endurance loss results in - 2CS (at the reduced level). Otherwise, a discover: no or partial information
on all FEATs). If the character is still alive at character with Medicine or First Aid Talents available
the end of 1-10 months, he or she will make may revive the character. Yellow result - Takes 1-1 O hours to
a full recovery in 1-10 weeks. Player discover desired information
characters also have a Typical chance of Vacuum: Similar In effects to Drowning, Red result - Information desired at hand
catching a major disease (roll against save that normal functions resume once the
Endurance). characters are brought back into a viable This table may be used for gathering
atmosphere. In addition, airless space has information from individuals other than
Holding Your Breath: In a great number of the effect of Monstrous cold, though any Contacts, by raising the colors required one
situations, such as underwater, in space, or kind of Force Field negates t.hat effect on notch for Neutral NPCs, and two notches
In a gas-filled room, the hero holding his or those within. See under Judging Combat in for Unfriendly NPCS. This means the
her breath is a good idea. This is obviously Space and Zero-Gravity. Unfriendly NPCs will at best lose your
an Endurance FEAT, but how is it handled? request and misfile your information, but

Based on what we know about automatic


Contacts and that is how a bureaucracy works.

and impossible FEATs, here is what we


come up with:
Resources Use common sense with the table above.
Common or well-known information would
• Each round a character holds his or General Resource ranks are listed in the be available with no need to check (you
her breath, make an Endurance FEAT. Power Rosters as a guidepost for character don' t have to roll to check time and
Failure indicates the hero must breathe abilities. In addition, characters may have temperature). Similarly, a Contact will only
in the next round or pass out for 1-10 access to additional Resources through know about things limited in his field or
rounds (during which normal breathing their Contacts. experience. Calling up a Contact at the
will take place, if possible). Daily Bugle about an invasion from the Dark
• Take the number of rounds the hero The type of aid a Contact can provide Dimension may be met with disbelief (if not
has been holding his or her breath as a depends entirely on the situation, the howls of laughter).
rank number. The Intensity of the Contact, and the kind of aid requested. The
required FEAT is that Rank. (Holding types of aid are: Equipment. This is the good stuff.
your breath for 8 rounds is a Good Borrowing a 747 on the strength of your
Intensity FEAT.) Services: Services include things like a slightly-expired Avengers ID card. Dropping
• More than three ranks below the hero's pilot flying the characters somewhere, the in on your old friend Nick Fury and seeing if
Endurance in Intensity is an Automatic doctor providing emergency surgery at the he has a lunar lander he can spare.
FEAT. (A character with Remarkable drop of a forcep, or a newsman showing up Checking out the Wasp's wardrobe closet
Endurance can hold her breath for 4 to cover a super-market opening. Services for costume ideas. Getting hold of things
rounds without any sweat.) in the line of the NPC's profession are in the your money can't buy and you don't have
• From one to three ranks below the targets' best interest, and as such gain a time to build.
Hero's Endurance requires a green + 2CS for response from Contacts.
· FEAT. The amount and type of equipment will vary
• Intensity equal to the Endurance Example: The Avengers need a doctor to from Contact to Contact and depend on
requires a yellow FEAT. diagnose Sub-Mariner's fainting spells. what the player-character is after and who
• Intensity one rank greater requires a Jarvis has a Doctor as a Contact, so in his Contact is in the organization.
red FEAT. calling the doctor gains a + 2CS to the Organizations are generally able to lend out
• If the Intensity is more than one rank FEAT. He needs a green FEAT since this is materials that cost less than their own
greater it is an Impossible FEAT. If the a Contact. The fainting spells are a result of Resource rank (see the Power Rosters for a
hero has been holding her breath this the flu that's going around, and Subby guide). Organizations will have equipment
long, she will automatically have to should be all right provided he rests and of higher Resource rank, but this is the
breathe or suffer the consequences. (In gets plenty of fluids. result of long hours and years of work.
our Remarkable example, this is 46 Further, any such item that exceeds the
rounds, about 4-112 minutes.) Information: One of the invaluable sources Resource rank is considered a Unique item
of data for the heroes is their Contacts, for the purpose of column shifts. (No, you
Note that sudden exposure to vacuum or whether they are in the papers, the halls of can 't borrow the S.H.l.E.L.D. Helicarrier. A
submergence allows the hero to hold his or government, or the street. Information bunch of cockroaches blew it up, anyway.)
her breath, but being blindsided by a gas allows the heroes to pick up clues and Within these limits, the heroes may try to
attack does not until the hero has resisted understand what is going on behind the get as much as they can out of the
the effect of the gas for one round. scenes while they are out chasing bad organizations.
guys.
Drowning. A character that cannot breathe Judging Floating Contacts: A player may
under water and can ·no longer hold his or Gathering information from Contacts is leave certain intial or gained Contact slots
her breath starts to drown. Drowning modified by column shifts as for any other empty when first acquired, in order to fill
involves unconsciousness and loss of one Popularity FEAT. In addition, when dealing them in later as the campaign exists. This
Endurance Rank per round until Shift 0 is with a Contact, the type of information may result in the players suddenly turning
reached and the character dies. Characters gained depends on the color-result of the up a long-lost uncle in the military, or a
rescued from the water in that time after FEAT roll. friend from high school that works for the

13 I
character can get by with a little help from Neutral the next time the player-character
his (or her) friends, and in general, Contacts needs help, and pointedly remind him that
should be able to help the t~e hero was not willing to help when Puffin,
player-characters. The reverse should also his poodle, was kidnapped by mad
be true, and it is through Contacts that dog-barbers).
Judges can draw heroes into adventures.
Whenever a hero calls on a Contact for
information, aid, services, or equipment, the Judging and
Judge should make a second Popularity
FEAT, in private, unmodified by Karma. If
Building Things
this FEAT is any color result (not white), The Hardware section breaks down the
note the Contact on a piece of paper to the basic costs of research and development
side of the game for later use. Do this for all for the various and nefarious inventions the
~ontacts called on as play proceeds, noting heroes create. An invention (in particular,
1f the heroes call on them more than once one of great power) may need a certain
for aid. item, substance, or ability to power it. This
is called a Special Requirement.
Example: Captain America (Popularity 100
- Unearthly) needs a skymobile to get A special requirement is both a safety valve
across town quickly, and borrows one from to keep the hi-tech wonders from inventing
his friend and Contact, Nick Fury. After everything under the sun and a way of
rolling to see if there is one available Nick providing a basis for adventuring in much
TM the same way Contacts serve. The
can spare, the Judge makes a second roll
on the Unearthly collumn to see if the Head ~antastic Four entered the Negative Zone
Daily Bugle. In other words, a fortuitous of S.H.l.E.L.D. will want something in 1n order to get Annihilus' Cosmic Control
Contact appears just as the hero needs return. A green result comes up, and the Rod to help the birth of young Franklin
him. Judge notes it to the side as a possible start Richards, and various organizations have
for a future adventure. tried to mine vibranium from the Savage
That's OK. Land (though for them to do so would
When creating his own adventures, the require parkas and snow shovels after its
Developing Contacts as the game Judge can go to this Contact list for ideas recent destruction).
progresses adds more dimension to the and suggestions. Make a FEAT on the Shift
characters than if the Contacts were thrust X column for each Contact noted. If the Special Requirements
fully formed, onto them at the start. It help; Contact h~s only been called upon once, a
To determine whether a special requirement
the Judge transmit information, and gives red result 1s needed to "activate" the
is needed, consider the function of the item.
the player-character some roots in the Contact. If the Contact has been tapped
If it duplicates a Power that cannot be
reality of the campaign. Also, the twice by the players, a yellow result will
duplicated by "real life" technology
player-characters will not generally have Activate, and if three or more, a green
(Teleport, for example), there is always a
that many floating Contacts, so any one result will do it.
requirement for that item. If the effective
'that is tied down is one less that will cost is greater than Remakable, there is a
suddenly pop up at a later date. An "activated" Contact reverses the
chance that a requirement will be needed.
situa.tion on the players in the next gaming
Make a FEAT roll for the effective cost and
Such "instant Contacts" should generally session or next adventure: that Contact will
look at the table below.
be at a medium level. Putting an "old approach the h~roes with a problem, idea,
friend" in Doc Ock's mob is dangerous to or emergency. Examples include:
Result Remarkable+ Monstrous+
both the Contact and the Hero who must go • A Journalist calls in a hot breaking
White No Special One Special
in and rescue the Contact when Ock finds story to the Hero HQ, asking for help. · Green One Special One Special
out. Also, any Criminal Contacts may cross • A Doctor-Contact is reported missing
Yellow One Special Two Specials
up the player-characters whenever the from his home.
Red Two Special Three Specials
Judge feels like it, leading them into a trap • A military experiment has gone awry.
in order to clear the Contact's own neck. • S.H.l.E.L.D. calls up the hero's secret
The Judge may always overrule the die rolls
ID, saying there is a problem only the
in cases where the result contradicts
If it is necessary to provide the abilities and hero can solve, and sends him on a
common sense. If the players are building a
statistics of a Contact (the Contact gets mission.
very large and expensive floating platform,
involved in a firefight), use the listed • Kingpin sends the hero information on
and three specials are required, the Judge
abilities under the Supporting Cast section a Maggia smuggling operation that is
may reduce that number. The Judge may
as a guide, or, if you have the time, create a cutting into his profits.
also reduce or eliminate the specials
Normal Person from column 2 of the required in cases where speed is of the
Generating Primary Abilities table (Players' It should be clear that the more powerful
. essence (as in kit-bashing).
Book, page 6). The Contact will always the Contact, the more trouble that Contact
have the talent that the character picked can get the hero in. The Contact that
When a special is called for, the Judge
him for in the first place. approaches the hero will be expecting aid
should make up something that ties into the
and if the hero does not help, that Contact
device. Options include:
Contacts and Judging. It appears that a will be lost (the character will become

14
OTHER DIMENSIONS

• A special material or alloy - for further adventures. (Example: The


example, a sonic device may require characters need extreme cold to test a
Wakandan vibranium, or a device of device, and they set out for Antarctica.
Unearthly material strength may need There they find an alien space ship, still
secondary adamantium. operational. And still inhabited ...)
• A specific component - for electronic
devices, a certain tailored piece of
circuitry may have to-be developed as a Judging and Other
separate invention of no less than the
effective cost -1 CS, or acquired
Dimensions
(villains get what they need the The Astral Dimensions are dimensions
old-fashioned way - they steal it). made of quasi-material ectoplasm as
• A consultant who is knowledgeable in opposed to physical matter, and as such are
the field - in dealing with size control, difficult for physical beings to enter. These
Henry Pym may be called on, while in may be penetrated by individuals in astral
matters of radiation, Michael Morbius, form, either by the Mental Power (as with
Bruce Banner, or Doctor Octopus are Professor X) or mystical ability (as with
the field experts. Getting these experts Doctor Strange).
to consult is the players' problem.
• A unique process to fire the reaction - Individuals in astral form may enter an
zero gravity, solar flares, exposure to astral dimension by making a Power rank
cosmic radiation, even magic might be a FEAT. Powerful mentalists and magicians
requirement. Tell the players what is choose to duel in the Astral Plane when
required ("Gee, to finish the seals in the possible, as effects of the Astral Plane do
spacecraft you need a heat source of at not reach into other planes, and so allow plane is a Power stunt, and reaching a
least Unearthly Intensity."). Let them them use of large amounts of Power without different mystic dimension consists of a
figure out how to deal with it. inflicting peripheral damage. separate Power stunt. Just because a hero
• A device to use as a model - this is can reach Asgard does not indicate he can
particularly useful when trying to Magic operates in the Astral Dimensions as reach the Dark Dimension as easily. An
duplicate another invention, or a hero's in the normal worlds, but at -1CS for effects. astral form may reach another dimension,
Powers. The instruments needed to Magical items on the body of an individual but remains astral (though it may be visible
analyze this model may be rather that enters the Astral Dimension also have in the mystic plane).
expensive as well. astral analogues, and may be used as well.
Mental Powers are unaffected, but other Mystic dimensions are more amenable to
One of the reasons for special requirements super-human Powers may not be used. Any magic-use, but mages from other planes
is to put the inventor into adventure form of energy or matter control or must adapt their own magics to the natural
situations, as well as justify the actions of telekinetic Powers may be used to magical laws of the plane. Hence a mage
the villains who commit major crimes in manipulate the ectoplasm into useful in a non-native plane is -1 CS on all
order to finish their doomsday devices. Use shapes (as a Power stunt). magical attacks and FEATs.
the requirements as springboards for
Damage on the Astral Plane is reflected in Because dimensional travel allows the
reductions of the individual's Health. As physical body to pass into another plane, all
Health is reduced, the body the character abilities and Powers should pass into that
has left behind may perish, as may also plane as well. The natur.al laws of a plane
happen if he leaves the body unguarded for may affect Powers, increasing or reducing
too long. Should the body perish, the astral them in specific cases. For example, the
form must make a Psyche FEAT or solar energy in Asgard was intense enough
dissipate as well, and may not reform to increase the New Mutant Sunspot's
unless it has a suitable body to inhabit. The Powers there.
late Walter Langkowski had his astral form
rescued but lost his body, and so for a brief Microverses: Microverses are alternate
time he inhabited the Box armor. dimensions reached by reduction in size
(through compressing the space between
Mystic Dimensions operate by natural laws atoms) to an atomic or subatomic level.
that make the dimension amenable to Once a certain point of reduction has been
magical effects and mystic operations. reached (called the Pym barrier, in game
Asgard, Olympus, and the Dark Dimension terms Shift X or higher), th e shrinking
are all mystic dimensions. individual is cast into another universe,
where the reduction immediately stops.
Mystic dimensions are accessed primarily
through magical or mystical dimensional Microverses differ from the normal universe
travel, though natural or mutated in that different physical laws are in
dimensional Powers may also provide operation. Though the planets of these
access. Access to any particular mystic micro-worlds may be Earthlike in nature,

15
their arrangement is not necessarily in the to anti-matter and vice versa so that living Time Travel: The precise workings of time
form of planets orbiting a sun, but may beings may travel between the two travel in the Marvel Universe have not been
appear as flat landscapes or twisted belts of universes. A Force Field will negate this fully explained, and there are several
planetoids resembling DNA molecules. distortion. theories currently under consideration. It
does appear possible to travel into your own
Individuals can escape a microverse by The Negative Zone is the home of a number past, future, or into a past or future of a
rapid expansion of the same degree that of races. Unlike our space, the space of the similar Earth-like dimension (such as by
originally reduced them. Several Negative Zone supports life, and various using the Time Machine of Doctor Doom or
nexus-points have been discovered to mutated monsters make their lairs in rocky Reed Richards).
various microverses, and certain individuals areas of the Zone. The Negative Zone is the
have access to technology that allows them home of Annihilus, who lives to destroy our A character operating in the past cannot
to travel between our continuum and theirs universe by linking it with his own. change his own past, which continues to
(such as Henry Pym and the Fantastic exist as it had before. Any actions the
Four). Alternate Earths: There exist a wide variety character takes to modify the past instead
of alternate and parallel Earths to that of the cause a divergent timeline to exist, parallel
Negative Zone: The Negative Zone is an "mainstream" Marvel Earth (the one that is to the character's "original" timeline. A
anti-matter universe that was originally home to most of the heroes in this book). future cannot be negated by moving into
discovered and accessed on Earth by Reed Several heroes have come into contact with the past, and upon return to his own time,
Richards of the Fantastic Four. The devices the alternate universes through visits, or by the character will find his world unchanged.
by which he accessed this Zone were contact with emissaries (and sometimes
contained in the Baxter Building, and with attackers) from these planes. Travel Similarly, there are many "alternate
that building's destruction, the Zone portal between alternate Earths can be done by futures" that a character may reach from
was placed in near-Earth orbit, and then Dimensional Travel, each alternate Earth the present time, such as the divergent
finally closed. Whether the zone can be being a separate Power stunt. realities of Phoenix and Deathlok. The main
accessed by others is a matter of debate. time line of the Marvel Universe can take
In running a Marvel Super Heroes any number of alternate future paths, and
Anti-matter and matter explode when they campaign, the players and Judge are the fate of those who live in it has yet to be
collide, so there is a distortion area between creating their own Alternate Marvel Earth revealed.
the Zone itself and our universe. This where the adventures of their characters
distortion area converts matter that enters take place.

TM
16
At this point, you should have all the Running a Marvel existence of super-powered heroes and
component pieces of the game - villains, very similar to our own Earth.
characters, combat, and the Judging to Universe Campaign (Earth-Reality? No, that's too silly.) There is
know how to run them. Now comes putting a New York City in both Earths of similar
The Marvel Universe is a rich tapestry with
all the pieces together into a full Campaign. appearance and construction. There are
a history that encompasses 25 years of
In particular, a campaign based in or near also Chicagos, Pittsburghs, Birminghams,
hundreds of comic-titles, and finds its roots
the Marvel Universe. and San Franciscos in both Earths. If you
in the Captain America comics of WWII. If
you are new to this universe, here are a few want to run a campaign in a familiar area,
The Marvel things that will help you. use the neighborhood you know. The
Original Marvel Super Heroes Game this
The Marvel Saga is a concise history of the
Universe - Marvel Universe. The Official Handbook of designer ran was based in West Lafayette,
Indiana.
the Marvel Universe is an encyclopedic
An Overview catalogue of major characters. The Marvel
So if you are inclined in that direction,
What makes the Marvel Universe, and the Indexes are a Summary of "what has gone
before" in the major titles of the Marvel create a Marvel-Universe version of your
Earth of the Marvel Universe, so special? home town. Any maps you have of the area
Universe, an issue-by-issue summary of the
plots of such luminaries as Spider-Man and can be used to show locations of your
First, t here was a visit in mankind's dim heroes in battle (1 area = 1/20th of a mile).
past by a powerful space-god race known the Fantastic Four. Finally, there are the
Marvel Comics themselves - the Marvel There will be differences, of course, since
as the Celestials. The Celestials took the Marvel-city is not the real world. The
primitive man and created two related Universe is a continually growing entity,
filled with new ideas and adventures as the Hero;s secret base on the 23rd floor of an
races, Eternals and Deviants. The office building is in reality an Engineering
Celestials also put a half-twist in one of the heroes develop and grow. ·
office, and the Invading forces from Saturn
genes of Marvel Universe humanity as well, tore up the Marvel Earth Version of the
giving mankind the potential to mutate in a A Marvel Universe of
riverside park, not the real one.
positive manner under increased ambient Your Very Own
radioactivity. The slight rise in background The· old comic line of " What If?" played The City maps provided in this and previous
rad ioactivity since the war accounts for the with these possible variant universes, products can be used to create your own
ever-growing number of Mutants that are where the Avengers never happened, space for bad guys and good guys to battle.
popping up in the Marvel Universe, as well Spider-Man joined the Fantastic Four, or The maps do not have to represent New
as the genetic potential that converted Jane Foster found the Hammer of Thor. York (though most of them do in our
Bruce Banner into the Hulk and created the encounters) but can simulate anywhere you
Fantastic Four. It may be speculated that Similarly, when you begin a Marvel want to have the heroes duke it out with
the Celestials are unique to Marvel-Earth's Universe campaign, you are creating your villains. In addition, you can use the maps
dimension, and similar dimensions, such as own " What If" line. Your player-characters for models of your own campaign city.
that of the Squadron Supreme, evolved a are free from what happens in the
far fewer number of heroes as a resu lt. "mainline" Marvel Universe after the Using New York as opposed to a general
campaign has started, and in addition, you area is up to the Judge, and each has its
Second, Marvel Earth is the home of more can add your own embellishments, villains, own advantages. In a known city you can
than the human race. In addition to Eternals and actions. In your universe, Doctor Doom use a well-known location that all the
and Deviants, there are the Kree-spawned may reform and become a good guy, or the players are familiar with as a backdrop for a
lnhumans and the aquatic people of Red Skull may still be alive. And just crime, and tie in small crimes that occur
Atlantis. because some great misfortune occurs to a about the city with the campaign. Using
character in a comic book, that same New York (assuming you the Judge are not
Third, Marvel Earth is aligned with the misfortune does not have to occur to the a native of New York) is advantageous in
Cosmic Axis, a great wheel of characters in your universe. Your universe that it is far away, and the battles are (for
inter-dimensional power that makes Earth can reflect actions in the Marvel Universe, the most part) imaginary, plus the fact that
critical to other-dimensional beings, and benefit from its history and h~ritage, New York is crawling with super-powered
including Asgard, Olympus, Limbo, and but is not tied down to it. foes and felons. Either option works just as
Mephisto's realm, and the Dark Dimension well.
of our own. Now that you have a whole Universe to play
with, where do you start? It's highly Running Adventures
Lastly, Marvel Earth is located near a recommended you start with the Heroes'
prominent natural warp nexus-point, a gap Once you have the world and the players,
mairi stomping ground, wherever that may
into hyperspace that makes it easy to travel you need a script for them to follow: an
be.
between the stars. This warp nexus-point is adventure. An adventure is a set of
used by the Shi'ar, Skrulls, and Kree, preplanned encounters that make up an
Most of the heroes are grouped in New York
bringing them into interactions with the evening's (or several evenings') enjoyable
City, with contingents on the West Coast
natives of Marvel Earth. playing of the Marvel Super Heroes game
and in Canada. You do not have to run a
system. As Judge you can set up your own
New York-style campaign unless you want
For these reasons, Marvel Earth is the place adventures, or use ones that have been
to. In fact, you can base your heroes in your
to be for a heroic campaign. It has a rich published by TSR as adventures or bases
hometown.
background and the potential for a great for your own designs.
number of super-powered heroes and foes. The Marvel Universe Earth is, except for the

17
TSR produces a wide variety of products for either in their secret IDs or in costume, and limiting them only to the fact they must be
use with the Marvel Super Heroes game be expected to do something about the on one of the two maps provided in the
system. The Adventure Module line situation. The problem can be an Original and Advanced sets (the two maps
(signified by MH in the upper left corner) unexplained mystery that the hero happens join along Hayes Street). The warehouse
stars specific heroes in particular upon, such as a rash of disappearing desclbed in the problem is the Overton
adventures. The Accessory Line buildings in the area. The problem can be storage facility, so if you want to make sure
(designated MHAC in the the upper left purely hero-oriented, such as an old foe they will be in that area, go ahead. The
corner) provides various rosters, Judge's coming back to get vengeance or a new heroes may be in their secret IDs, " on
Screens, additional fold-ups, and non-hero one seeking to prove he is the " top gun" by patrol" in their costumed identities, or
specific adventures. The Special Line bouncing a big name hero off an office making a connection with a Contact. That
(MHSP) features special adventures like building. Finally, the problem can be part is up to them.
those based on Secret Wars and Secret created by an invention (see Special
Wars II. The Guidebook line (designated Requirements) or by a Contact with a The hero closest to the Overton Storage
MA) is designed specifically for the Marvel problem (which may be another mystery). Warehouse will see a man running from the
Super Heroes Advanced Set and consists building and down the street, shouting at
of full guidebooks to the major groups of the The conflict is the meat of an Encounter, the top of his lungs. He is followed by a
Marvel Universe (X-Men, Avengers, etc.) where the heroes act and react. Conflict is huge, silvery robot that is studded with
plus adventures for those groups in the action. phase of the Encounter, but is not spikes. The man is very scared, but tiring,
large-scale source-book formats. necessarily a fight scene (though it often is). and the robot is catching up. Ask the player
Conflict may involve talking to NPCs, what his hero is doing. From the Overton
All of the above products are compatible gathering information, performing research Storage area there are loud explosions that
with the Marvel Super Heroes Advanced on clues, or seeking help. It also involves can be heard for blocks (notifying the rest of
set, though only the MA series is designed fighting back against the villains that may the assembled heroes that something is
specifically for the Advanced Set. This have jumped you, walking into traps, and up). There are gunshots and the loud
means there is a wealth of information avoiding the effects of deathtraps. ringing of burglar alarms (the thug running
available for the starting Judge to use. down the street sprung the alarm when
The resolution is the part of the encounter leaving the warehouse).
In running a prepackaged adventure, feel that ties up the encounter, the aftermath of
free to manipulate it as you like to fit the the battle or discovery of the mystery. At the There are three robbers who broke into the
playing styles, character abilities, and close of a session of conflict and action, storage warehouse through a skylight (their
capabilities of your players. An adventure Karma is awarded, wounds are healed, the ropes and tools are still there). They have
such as Murderworld (MH-3), designed with status of Contacts, Popularity, and thug stats (page 62) and are named Morris,
the Fantastic Four in mind, can be modified Resources may be affected. The players Lawrence, and Curly (or Hubert, Dewey,
to fit your own group of heroes in Omaha should have a feeling at the end of an and Louis, if you prefer). They are armed
with a minimum of fuss. The basic plot Encounter that they have accomplished with handguns, and have found that these
outline, for those who missed it, was that " a something (even if that " something" is to are woefully inadequate against
mysterious someone" hires Arcade, the decimate most of the East Side in a Dreadnought armor.
master assassin, to put the heroes on ice, mistaken battle).
while that "someone" breaks into the There are as many Dreadnoughts as there
hero's HQ -there are a few more twists, Heroes are often first assembled by a are heroes involved on the map plus two.
but that is the gist. In addition, the common threat they all respond to, such as The Dreadnoughts have the following
adventures in the MA books are created to the Avengers were by a reported rampage programming: Eliminate anyone witnessing
be specific to a particular type of group of the Hulk. If you are pulling disparate their activation, then proceed to Guthrie
(mutants, heroes banded together as heroes together for the first time, this is a Mansion (map in this set, corner of
Avengers, etc.) but not to any particular recommended introduction. Buchanan and 7th). They are to blast the
heroes. cornerstone away and take that cornerstone
Night of the Dreadnoughts to the fountain in Buchanan Park, where
When creating your own adventures, keep they are to dump it into the Fountain. Two
Problem: A group of small-time crooks
in mind that an adventure is basically a Dreadnoughts are to remain behind to take
break into a warehouse. In searching
string of encounters (combat or otherwise) care of the thugs still in the warehouse,
through the materials stored there, they
organized around a common theme. An while the others move on the Mansion.
open a few large crates. Inside they find a
adventure should have the potential for
number of large, silvery robots
resolution in the space of a few gaming Initial Conflict is saving the thug, Moe, who
(Dreadnoughts - their stats are on page
sessions, with a definite resolution. is about to be killed in the middle of the
45). Unable to find any way of operating the
street by a Dreadnought. Second Conflict is
robots, they search the rest of the building.
An Encounter is made up of three parts: a to save Larry and Curly (let's assume they
While their backs are turned, the eyes of
Problem, a Conflict, and a Resolution. are hiding on top of a tall stack of crates
the Dreadnoughts glow and the
with two Dreadnoughts toppling the base
disconnected robots slowly begin to move.
The problem is the " hook" that brings the when the heroes enter). How do you the
players into the Encounter, and likely Judge know this? You the Judge make it
Getting started: Inform your players that it is
carries the adventure to the next encounter up, as the idea of providing background and
a warm summer evening in the city, a
as well. A problem can be made known to what the heroes see - the key fact is that
perfect time for long walks and theatres.
the hero through a number of means. the other two thugs are not deceased (yet)
Also a perfect time for leisurely criminal
Heroes can be in the area of a disturbance, when the heroes enter. If the hero (or
activity. Ask your players where they are

18
BAD GUYS

heroes) save Morris, he will tell them about • The cornerstone is hollow, and what he wants out of the world (which
his friends in the warehouse being contains papers placed there by the late sometimes is to rule it).
threatened by the big "Sentanels" (as Moe Sam Guthrie. These papers show
calls them). If not, the alarms and definite proof of criminal activities by the The point is, the Marvel Super Villains are
explosions (Dreadnoughts ripping the Kingpin of Crime. Either the Kingpin or, as unique and individualistic as Marvel
building up looking for Larry and Curley) more likely, one of his lieutenants, Super Heroes. Only the most simple of
should bring the heroes running. discovered the location of the papers robots use nothing but brute force to reach
and arranged to have the Dreadnoughts their ends (which is why they were used in
The Dreadnoughts will engage the heroes go after them. the example above). Doctor Doom's way of
one-to-one, with any extra robots continuing • The cornerstone contains information handling a problem is not Doctor Octopus's
to move down the street to the Mansion. It about a Plodex survivor in the Mid-West. which is not Baron Mordo's. When running
will take them two turns to carve the block The Master of the World is after that a villain, try to capture the flavor of that
out of the wall. If they get to the fountain information, and using his advanced villain. Kingpin makes sure he is not the
and dump it in, it will "mysteriously vanish" technologies, activated the one caught red-handed and acts through
(dissolve? Be pulled through a secret Dreadnoughts which were stored in the his agents. Doctor Octopus is driven by
compartment? Be teleported away?). warehouse by the Maggia, and bent manic rages and pathological fears of
them to his will. Spider-Man. Crimson Dynamo serves the
(As an aside, the Advanced Set map does • The Red Skull is alive (aw, come on), Soviet State. And so on. When running a
have some dandy areas where heroes can and setting up operations in the area. villain ro/e-p/aythat villain, just as you
set up their urban bases, including the The cornerstone contains nothing, and expect the Players to role-play their heroes.
Guthrie Mansion and One Simon Tower.) the purpose of the exercise was to test Doom may not take a certain action
the capabilities of the heroes in the because he is Doom_. For example, he once
Resolution: If the Dreadnoughts defeat the area. Television Spy-eyes have been spared the lives of the Fantastic Four
heroes, they will drop the cornerstone in the planted along the battle route. because a battle might damage his
fountain and then return to their lairs in the • As above, save the Dreadnoughts were priceless art collection. Doom may be a
Overton Storage area (now a shambles, activated by a mysterious benefactor world-dominating maniac, but he has class.
though Larry and Curley may have who needs a team of super-powered Play him that way.
escaped). They are not interested in killing heroes to handle emergencies in the
or capturing any heroes, just getting them area. This mysterious benefactor paid to Villains also plot. It is the villains' plots that
out of the way of their mission. have the three thieves (actors) break in, make up the mysteries the heroes must
and will cover the damages incurred in solve. What is Doctor Doom up to? Why are
The three thieves can tell the police and the the battle. as well as provide a meeting electrical supplies disappearing without a
heroes what happened in the warehouse, place for the heroes. The Mysterious trace? A good way of planning an
but will not really want to hang around. All Benefactor is 1) a harmless eccentric, 2) adventure is to figure out a villain's plot.
three will thank the heroes and try to fade a golden age hero now retired, 3) a mad Villain's plots have a number of options,
into the woodwork as quickly as possible scientist, 4) a villain seeking to use the including:
(which gives the heroes the added problem heroes as his pawns, 5) an alien or • Defeating a hero that has defeated him
of defeating the Dreadnoughts and keeping extradimensional student examining this before.
an eye on the thieves - they are robbers, raoe of beings at close range, or 6) all of • Testing a hero's abilities in case he
after all, and turning them over to the police the above. wants to use the hero, or the hero fights
means additional Karma). Play the robbers • The whole thing was a terrible him.
for humor value - they are obviously out of accident; the robots were accidentally • Acquiring Material Resources for
their league messing with silver-plated activated, and were not meant to trash further criminal activities.
robots and guys in long underwear. most of the area. • Taking over the world (always a
favorite).
Defeating the Dreadnoughts leaves the This should give you a few ideas on how to • Acquiring some special requirement for
heroes with their first victory as a team handle the situation. Pick one or (noting a particular invention, usually an
(surely someone will suggest staying that players will probably be reading this as invention that involves taking over the
together - if nothing else, the press will well), make up your own. world/defeating the heroes/increasing
refer to them as Robot-busters or the villain's own Powers to the point
something). They also will have a lot of Running the Bad Guys where he can rule the world.
scrap metal and a bunch of questions. Who
As Judge, you are responsible for running
put the Dreadnoughts in the storage area? Here are a few villain conventions.
all the non-player-characters in the
Who activated them? What was their
campaign, all the individuals not directly
mission? What was important about that The Cat's-paw. The villain has someone
controlled by the players. Of these
cornerstone? This is the grist for future else perform his dirty work for him. This
individuals, the most interesting (and
encounters that make up a full campaign. works best for planners with a large
certainly the most deadly) are the villains.
organization like Kingpin, but other villains
OK, OK, not to leave you hanging. The use cat's-paws as well. Doctor Doom has
The villains of the Marvel Universe are
Judge can go in a number of directions with created or modified a number of villains to
amoung the most nefarious and intriguing
this beginning, according to the style of test and defeat the Fantastic Four. Often a
of those found anywhere. They span from
campaign he wants to run. Here are some cat's-paw is unaware of who is using who,
the mischievous (Loki) to the sinister
suggestions. and this provides a level of mystery as well.
(Kingpin). Each of these villains has his own
way of perpetrating his crimes and getting

19
VILLAINS AND KARMA

The Proclamation: Villains are as aware of through that identity, though the Contacts of addition, being defeated reduces the
their negative reps as the heroes are of the secret ID may be severed if the villain's villain's Popularity by 30 points,
their positive ones, and many will go to true identity is revealed. regardless of whether it was a public or
great lengths to maintain the negative private defeat. This reduction is always
Popularity. The Titanium Man broadcasting Generated villains begin play with Typical toward zero. (A villain with a -40
a challenge to Iron Man from Rockefeller Resources, unless other modifiers (or Popularity is reduced to -1 O Karma.)
Center is such a proclamation. Judge's intentions) increase that amount. • Being convicted for a crime, equal to
The Judge should modify the Resource the amount of successfully carrying out
The Deathtrap: Long-time readers are well rank to fit his campaign, but the Resources that crime.
aware that, once the villain defeats the of a bad guy should always be such that the • The villain loses 1O Karma points per
hero, the villain does not just rub the hero criminal has motivation to engage in month in prison or other incarceration or
out, even if the hero is a long-time foe. The robbery to maintain his standard of living. restraint (in other words - out of
villain places the hero in a Deathtrap action). A villain cannot earn additional
situation. A Deathtrap is any situation that Finally, as for generated heroes, fill in the Karma when so incarcerated.
places the hero's life in danger. The villain blanks for your bad guy. Who is this guy, • A villain loses 30 Karma points for
gains Karma for putting the hero in a anyway? Why does he want to take over the killing, including slaying lackeys,
deathtrap, whether the hero escapes or not. world/beat up the good guys/make himself henchmen, and other underlings that
rich? Does he have any pet peeves or have displeased them. (This flagrant
Deathtrap design: Deathtraps are phobias? Would he emulate anyone in spending of Karma is the hallmark of
situations where the Judge can threaten the particular in his criminal style? How would short-tempered villains such as Doctor
hero and force loss of Karma and Health, the hero first encounter him? In answering Doom and the Red Skull.)
but should not be air-tight killers. There these questions, the Judge should be able
should always be a way out a deathtrap to make a villain that the heroes will not A villain may form a special type of Karma
(and, given the ingenuity of the players, soon forget. Pool with his henchmen and cat's-paws that
there usually is a way the Judge did not are working for him. In this Karma pool, all
consider). A deathtrap that works too well Villains and Karma villainous Karma earned by the gang is
bumps off the player-characters, which is kept, but only the leader of the gang (the
The Judge should not have to keep track of
not very entertaining. An ideal deathtrap head villain or mastermind or the operation)
Karma for every NPC in his campaign, only
should foil the player's obvious forte and may spend it. Any member may leave the
for the major bad guys, as they are the ones
force the player to think (and likely spend pool, taking his "share" with him, though if
who spend it most often. Ordinary criminals
Karma) in order to escape (or to survive the villain immediately disposes of the
will possess the Karma listed in their stats,
long enough to be rescued). traitor, that Karma is retained in the pool.
as will super-powered villains the first time
they appear (or their actions and plots first
The Judge may create his own bad guys to Villains spend Karma in four specific
occur, for those using cat's-paws).
deal with the specialized heroes in his situations:
campaign. Villains are generated in the • To build things. Hi-tech villains will
Villains receive Karma as follows:
same fashion as good guys, and may be channel their Karma into the rapid
• Karma for committing crime equal to
pre-generated (see pages 42 to 53 for a completion of their latest
the hero's total for preventing that crime.
handy variety with this set), generated, or world-threatening device, and in
Mass counts of robbery, assault, or
modelled. addition spend Karma to make sure it
murder count as one total for Karma.
works properly. Villains therefore rob
• Defeating Heroes as for heroes
Villains' abilities, Powers, and Talents are both to acquire special requirements for
defeating the villain.
generated as for heroes, though the Judge inventions and to enhance their own
• Placing heroes in Deathtrap situations.
may deliberately select particular abilities to Karma to make them work.
The villain does not receive Karma for
fit his own situation or the opponents the • To reduce damage. A villain who may
killing heroes (surprise), but gets an
villain will meet. (For example, make sure spend Karma may spend 40 points to
amount equal to that for defeating
an opponent of Captain Marvel has reduce the effects of an attack by one
heroes if they are placed in a Deathtrap
Darkforce Powers, or the guy squaring off color rank. This spending must occur
situation. The villain loses nothing if the
versus Sub-Mariner in the North Atlantic before the attack is made, though the
hero escapes or is rescued from that
can breathe water, or does not need to players do not have to be informed of
deathtrap.
breathe at all!) this expenditure. If such spending is
• Bragging. Villains are by and large an
done, the villain reduces a red attack to
insecure lot, and feel they must share
The Judge selects the Contacts for villains. yellow, and a yellow to green, but green
the vital points of their recent decision to
If a villain has criminal Contacts, the Judge and white results still apply. This
take over the world with listeners of
may provide him with 1-10 henchmen (see prevents the heroes from destroying the
worthy caliber (usually heroes in
Thugs for stats) to serve as the villain's villains in one Karma-laden shot, forcing
Deathtrap situations). Give the villain 20
goons and hired help. them to reduce the villain's Karma total
Karma points for doing so. However, the
in battle.
Judge is obligated to pass on useful
New villains start with 0 Popularity, though • To arrange an Escape or Mysterious
information to the Players in this fashion
may quickly drive it into the negative. Those Death. Good villains are hard to come
- such as where to find the villains
with a secret identity (no one knows that by, and if one is forced into a full-fledged
when they have escaped the deathrap.
respected stock analyst Dennis McDennis retreat by the heroes, the Judge should
is really - The Corporate Raider!) may try to keep the villain amoung the living.
Villains lose Karma by:
maintain normal relations and Contacts
• Being Defeated, as for the Heroes. In

20
The Judge may spend all the Villain 's as a guide) to purchase other items. This is that direction, the heroes see a group of
remaining Karma (no less than 100 points) a shorthand guide to what villains can seven enforcers quickly loading a truck wi~h
to effect an escape or mysterious death. acquire. Remember, villains also rob for goods from an open store (furs, jewelry,
The villain can escape by dropping through special requirements for their inventions, as frozen meat, etc.).
the floor on a previously unrevealed lift, this provides both the Resources and the
being teleported away by a third party, or requirement in one fell swoop. 4) Media attack: A full fledged assault on
through a twist of fate (a collapsing wall) the hero's good name by a paper or other
separating him from the heroes long
enough to make good an escape. A Random Events media operation. -5 Popularity.

mysterious death will vary according to the A plot that runs through several encounters 5) Windfall!: A Resource Modifying FEAT.
villain in question. Some will find to a set resolution is entertaining, but the The hero has been named in the will of an
themselves in an inescapable trap of their Judge may want to spice things up with admirer. Raise the Hero's Resources by one
own devising, others will be " crushed" by Random Encounters aimed specifically at Rank (maximum Remarkable). Said
falling debris or caught in an explosion with the heroes. MHAC-6, New York, New York, inheritance may also include other items,
no remains found, or, in cases of Ultron, provides one method of generating random such as an old house in the country said to
almost totally destroyed to recreate events and presents a large number of be haunted; a pendant that is a mystic
themselves later. The good Doctor Doom is suggested encounters. These are small artifact with a powerful curse, sought by a
a master of the mysterious death, as he has " one-shot" adventures that should take up more-powerful evil entity; or a clause in the
been irrevocably sent off to die at least a an evening of play or less, and may deter will saying that the money is forthcoming
dozen times, but always survived. All the characters from moving too quickly only if the hero performs a certain act.
super-powered villains will seek to maintain through the main adventure you have
a 100-Karma-point buffer to make this form planned. 6) Police on the Beat: The hero encounters
of escape. two of New York's finest on foot patrol, or a
• Judge's Prerogative. This is a New York, New York concentrates on urban pair in a squad car. The police only hassle
dangerous area, so treat it with care. encounters, mostly combat situations. A the hero if he is wanted by the police, or
The Judge may have villains spend more free-form method of encounters is to has a negative Popularity. Otherwise, they
Karma when it is absolutely essential for create a group of small one-shot are friendly, and pass on information about
the villain to perform particular actions encounters to throw at the heroes, alone or the area (such as a rash of cat burglaries,
successfully. Such actions cannot be in groups, to keep them occupied and or the fact O'Malley thought she saw a
directed against the player heroes ("I'm provide a good way of gaining Karma flying saucer three days back).
going to score a Kill result on without fighting Galactus. You, the Judge,
Spider-Man"), though they may can create a number of these for your 7) Rampaging Villain: Out of nowhere he
endanger the hero ("I'm going to hit the heroes, as a list, similar to the ones below. comes! (And to nowhere he may go.) Some
button opening the cage of the Rogerian When you feel you need a random villain is out to prove himself the ·
slime monster across the room"). encounter (say, at the start of the game, or A-Number-1 Head Honcho bad guy by
Judges should use this option with the when the hero is heading home for the beating up some hero. This can be any of
greatest care. evening, or trying to get across town for an the less-powerful villains (such as Blacklash
important appointment) roll a ten-sided die, or Electro, but not someone like Kingpin or
Villains, Popularity, and look down the list, and run that encounter Doctor Octopus - they have better things to
Resources the next time the hero or heroes are in a do with their time), or a character of your
situation to which it applies (for example, as own devising (creating your own villains is
As noted above, villains prefer the fear that Power Outage is better at night, when it is similar to hero creation, and has an
a' large negative Popularity provides, and as advantage in that the heroes don't know
rolled, wait until dark to spring it). Only one
such will try to maintain that rep. Villains' random event should be in operation at a who this guy is).
changes in Popularity are summarized time. Here are some examples.
below. 8) Power Outage: The lights go out in a
Defeated by hero - 30 Pop 1) The Robbery: The hero is in the vicinity three-block section of the map - a faulty
Defeating hero +10 pop of a store (pick one) when the alarm goes circuit. A mixture of helping people out of
Defeating other villain +5 Pop off. Three thugs come out of the store, guns elevators and general good deeds and
lmprissoned - 5 Pop arresting common criminals seeking to
blazing, holding bags of loot. They run to
Making Proclamation or the end of the block, where a fourth man is make hay while the lights don't shine.
challenge +5 Pop. waiting with a car, the engine running. The
car will head for the farthest edge of the These are only examples, and the Judge is
These numbers are larger than those for map, and if it makes it, the trail will be lost. encouraged to come up with his own small
player-characters, because villains get less encounters to season the campaign,
play in general than player-characters. 2) The Contact: The hero gets a note from tailored to his particular operation and what
one of his Contacts to see him. This can be the players are doing.
Villains acquire Resources to make a springboard for another adventure, as the
purchases and fund inventions. A single Contact may have some mystery to present
robbery of a target will provide a one-shot to the hero, or disappear himself before the
use of that target's Resource rank. If the hero can reach him.
villain robs a bank and gets away, he can
use that Resource rank (Judge-determined 3) Burglary: It is night and a burglar alarm
according to amount - use the Power rank siren goes off down the street. Looking in

21
SUMMARY FOR JUDGES

Final Summary For This is part of the game, and there is no and may change over the course of the
Judges need to rush the players into your latest
deathtrap - they will come along
campaign.

In .summary, there are no fool-proof rules for eventually of their own volition. A Judge Powers are listed as "Known Powers": that
judging the Marvel Super Heroes game, or who provides the information and sits back which it is known the hero can do, and the
any other role-playing game. The best we waiting for player response is as effective (if Power stunts that the hero normally
can do is provide examples, instances, and ~ot moreso) as one who rushes the players performs. An exhaustive list of Power stunts
g_uidance in how to run combat, special into one slugfest after another. would triple the size of this section so those
situations, and the campaign in general. particular stunts that the character~ have
Here are a few guideposts this Judge has The remainder of this book is filled with a used on occasion are not fisted, and left to
used in his campaigns, which may work in variety of characters from the Marvel the players to develop.
yours as well. ~niverse, for use in your campaign,
including Heroes, Villains, Entities of Great Talents are summarized and noted to the
Give the Players an Even Break This has Power (Big Guns), Animals, Alien Races, Talents section of the Players' Book when
been said before, and it applies. The Judge and members of the Supporting Cast. possible. When dealing with a Talent that
has all the cards and most of the does not exist in the Players' Book it is
information. He knows where the hidden The heroes are summarized on the explained in full. '
traps are and how badly wounded both card-sheets provided, and are presented
heroes and villains are. Wiping out heroes here in full. The cards, which may be cut Contacts are initial Contacts and based on the
wholesale is a problem, in particular with along the dotted lines, are for use by the history of the character and those that the
such world-destroying guns as Galactus players as a handy reference, and include a character has relied upon in the past. Other
wandering around. Give the players a way few additional cards to be used by the Contacts may be argued, but these are the
out of that infallible Deathtrap (Marvel players for their own creations. Note that starting Contacts for such characters: others
Super Villains are not infallible, though along the base of each of these sheets is a may be added as play progresses. For example,
Judges usually are). Send in the Cavalry if range-marker for those who use ranged Bruce Banner may retain some Contacts in the
the heroes are being too badly chewed up distances as opposed to area markers. Military as a result of his long service on various
(but reduce their Karma if they need Thor projects including Hulkbusters, but that is not
droping by to handle a group of street While on the subject of the card-sheets, listed under his entry of the Hulk, and if the
toughs). Remember that the campaign is there are four panels that contain the player running Banner desires such a Contact
only as good as the Judge and players. Adventure Fold-Up figures for use in the he must pay for it.
campaign. These figures may be
No Buffalos. Those familiar with the orginal assembled as follows: The Background section provides a
books know this one. Just as you should not • Cut apart each figure along the solid complete a history as space permits for the
ride roughshod over the players, do not let fines indicated in black. hero, villain, or entity, to give the players a
the~ ride roughshod over you. Your rulings • To make it easier to fold the figure on a feeling of the character's roots and his or
are JUst that - rulings. Decisions that you straight line, you should "score" the line her motivations for role-playing.
have made under the circumstances of the of the fold. " Scoring" is creating a
game. Right or (perhaps proved later) wrong, crease in the paper on the fine of the The sections on Aliens, Animals, and
they ar~ the way the game is played in your fold by using an artist's stylus or an old ~upporting Cast are similarly presented, but
campaign. You control the amount of ballpoint pen that has dried up. To m a shortened form to put as many as
information in the campaign, and can restrict score, use a ruler to help you draw a possible in the text.
as necessary for your adventures. straight fine and then, using the stylus or
an old pen, draw along the fold fine Finally, it should be noted that the abilities
Be Pr~pare<f. Players are a sneaky bunch, pressing down to leave a crease in the ranks, and powers may be different from '
and will always surprise you with some action paper. This makes it easier to fold the previous works, and that future mentions of
they believe you haven't thought of (hence the paper. these characters may differ in small ways
Karma award when you are caught • When gluing, spread the gtue evenly from those that have appeared here. This is
flat-footed). In such cases, be sensible, be over the flap and then wrap the figure because the Marvel Universe is not an
reasonable, and be prepared. ff a villain is around. Place it against the indicated unliving thing that may be carved up and
going up against Captain Marvel and knows s~rface and hold it together. A paper clip examined, but a living creative entity that is
will hold the figure until it has dried. sti~I evolving over time. Player characters
it, perhaps a Darkforce-projecting device or
ally may be called for. Similarly, if Spider-Man using these heroes should not benefit from
comes calling, shouldn't the detection devices The character stats fisted here include a further changes after play has begun, but
include the walls as well as floors? Prepare summary of the abilities for each character. should not be penalized by further
your adventures so you have a good. idea The initial Power ranks for these abilities reductions in abilities that may occur to the
what should come next, no matter what the and all abilities and Powers of these ' characters in the future. (Just because
players do. characters, are set at the mid-point or Storm loses her abilities in the
average value for when play begins. They "mainstream" Marvel Universe, does not
Patience is a Virtue: Let the players come may be increased through normal mean that she will lose them in YOUR
to their own decisions, correct or not. With advancement, and the character cards version of the Marvel Universe.) As the
many players, there will always be an modified accordingly. Marvel Universe continues to evolve, TSR
interplay between the player characters as products will try, with the help of the Marvel
to who will lead, which way to go, which' The Health, Karma, Popularity, and Comics Group, to stay on top of the latest
clue to follow, or who to attack with what. Resource ranks are similarly starting values developments, twists, and turns in the lives
of people that make up that Universe.

22
3:CHARACTERS

ANGEL AURORA
Warren Kenneth Worthington Ill Jeanne-Marie Beaubier

F EX(20) Health: 90 F EX(20) Health: 66


A RM(30) A EX(20)
s GD(10) Karma: 26 s TY(6) Karma: 18
E RM(30) E EX(20)
R GD(10) Resources: Rm(30) R PR(4) Resources: Ty(6)
I TY(6) I GD(10)
p GD(10) Popularity: 10 p PR(4) Popularity: 6

KNOWN POWERS: KNOWN POWERS:

Flight Angel flies by means of two birdlike Flight Though Aurora's Powers are currently
wings, aided by his aerodynamic body and greatly reduced , she may still fly at the speed
bone structure. He can fly at Typical air of sound (Shift X Speed). While in flight she
speeds (6 areas/round). Acceleration and has Good Body Armor.
fatigue are handled as in Running. While in
flight, he may carry up to 200 pounds without Light Generation: Beaubier can generate light
straining, though greater weights require a of Monstrous Intensity. Targets blinded by this
Strength FEAT roll. Angel 's flight is relatively light are -3CS on all FEATs for 1-10 rounds
silent, such that he may blindside opponents afterwards.
on the ground who are unaware of him.
Non-Detection: Aurora cannot be as a mutant,
TALENTS: Angel is skilled in Aerial Combat since those mental waves (psionic " signature"
and Martial Arts B. Despite his control of a used by Professor Xavier, Cerebra, and
large corporation, Worthington 's business Sentinels) are suppressed with Class 1000
skills seem minimal, as he depends on ability. She registers as a normal human on
talented underlings to run things. mutant detectors.

CONTACTS: Warren Worthington Ill is the LIMITATIONS: Jeanne-Marie is a classic case


chairman of the board of Worthington of multiple personalities. Two distinct
Industries, a major corporation. Worthington personalities have already appeared, and she
Industries Is the parent company of X-Factor is currently manifesting a third. The original
Mutant Control Services, which is a cover for persona, Jeanne-Marie, is shy, reclusive, prim,
X-Factor, the original X-Men. Angel was the stern, and speaks English with a heavy
sponsor and part-time leader of two defunct accent. Her Aurora personality is more
hero groups, the Champions of Los Angeles agressive, fun-loving, and adventurous. Her
- Iceman, Hercules, Black Widow, Darkstar, current persona is a mixture of these two (and
and Ghost Rider (Johnny Blaze) - and the leans toward Aurora), but stress may result in
Defenders - Iceman, Beast, Gargoyle, switching personalities (Psyche FEAT to avoid
Valkyrie, Andromeda, and Cloud. this effect).

BACKGROUND: Angel's wings and flying Jeanne-Marie loses the use of her Powers for
ability appeared in his teens, and all of the 1-10 rounds upon contact with her brother,
original X-Men, only Worthington had a Northstar.
previous career as a crime-fighter befor.e
joining the team. As the Avenging Angel, CONTACTS: Aurora is a founding member of
Worthington battled criminal activities for a Alpha Flight.
short time before being recruited by Cyclops
and Iceman. Angel left the team after a BACKGROUND: Jeanne-Marie and her
number of new recruits had joined, but his brother, Jean-Paul, were twins separated soon
adventuring spirit encouraged him to form and after birth. Jeanne-Marie was raised in a very
fund other super-powered teams, including the strict religious school for girls, and it was there
Champions of Los Angeles and the new that her Powers first manifested themselves.
Defenders. He is currently the major sponsor She was disbelieved and firmly punished for
of X-Factor (a division of Worthington · her tales of flying, and so the super-powered
Industries), as well as a member of that team. persona fractured off in a split personality.
Located by Wolverine and recruited into
Department H, Aurora was reunited with her
brother (Northstar). Aurora and Northstar
originally had similar Powers, but
Jeanne-Marie's were modified by her lover,
Sasquatch.

23
BEAST BLACK KNIGHT BOX
Henry McCoy Dane Whitman Roger Bochs

F IN(40) Health: 130 F RM(30) Health: 70 F RM(30) Health: 210


A IN(40) A EX(20) A RM(30)
s RM(30) Karma: 50 s GD(1 0) Karma: 22 s MN(75) Karma: 40
E EX(20) E GD(10) E MN(75)
R EX(20) Resources: Rm(30) R G0(10) Resources: Ex(20) R EX(20) Resources: Ex(20)
I G0(1 0) I TY(6} I GD(10)
p EX(20) Popularity: 10 p TY(6) Popularity: 40 p GD(10) Popularity: 10/6

KNOWN POWERS: KNOWN POWERS: KNOWN POWERS:

Modified Body Parts: Beast's feet are Body Armor. Black Knight wears a full of chain Body Armor. All of Box's abilities from his
well-developed and may be used as hands to mail armor, providing him with Good protection Body Armor. When not in his armor, Roger
handle objects or to attack. from physical attacks. Bochs has the following stats:
FAS ER IP
Climbing. Due to his simian stance and Unique Weapon - Ebony Sword. Merlin PR PR TY GD EX GD GO
capabilities, Beast can climb with Remarkable himself forged and enchanted the Black
ability. Knight's sword. It is made of Unearthly The armor provides Amazing protection from
material strength meteoric iron, and in the physical and energy attacks, and Monstrous
Lightning Speed: Beast can move at up to Black Knight's hands inflicts 10 points Edged Resistance to Heat, Cold, and Radiation.
areas per round, accelerating to that speed in damage, or 16 points Blunt damage with the Bochs merges physically with the Box armor
a single round. flat of the blade. The sword has special (takes 1 round). Remaining too long inside
anti-magical properties, allowing it to deflect Box may cause the merger to be permanent.
TALENTS: Hank McCoy is an expert in spells and energy as if it were a shield of Make a Psyche FEAT for each hour alter the
Biochemistry, Genetics, and Electronics. He Unearthly Strength, as well as cut through first three to leave the armor.
uses Acrobatics, Tumbling, and Martial Arts C mystic barriers and ensnarements as if they
in combat. were normal materials. The sword has a Flight. Box flies by means of jet-thrusters in
blood-curse on it: if the wielder takes a life, he the legs, and can fly at Incredible speeds. If
CONTACTS: The Beast is a current member becomes more violent and bloodthirsty used as a weapon, the boots inflict
of X-Factor, and a former member of the (Psyche FEAT to avoid this effect). Remarkable damage.
Avengers and Defenders. His Contacts with
his former employer, Brand Corporation, and Limited Teleport Through ceremony or Recovery. The Box armor's internal circuits
with with universities where he has acted as a complete concentration (red Psyche FEAT), allow it to regain lost Endurance ranks at a
campus speaker, are tenuous at best. the Black Knight may summon his sword to limited rate. In addition, Madison Jeffries, who
him or teleport himself to the sword with Class has the ability to manipulate metals, can repair
BACKGROUND: Hank's large feet and simian 3000 ability, crossing time and dimensions to Unearthly damage to the Box armor.
stature were noticable at birth, but Hank led a do so.
relatively normal life, even becoming a football Computer Link The Box armor allows the
star in high school. Recruited into the original Atomic Steed: Brought back from Mountain by user to tap into available computer hardware
X-Men, Hank has since served with the the Beast, this device was repaired by Dane with Remarkable ability.
Avengers and Defenders and is now a and is used as his mount. The vehicles' stats
member of X-Factor. During his brief are: Sensors: Box has active detection gear that
employment with the Brand Corporation, Hank Control Speed Body Protection ranges from microwave to hard radiation
was further mutated into a blue-furred , RM ShX EX None detection. He has Amazing infravision, radar,
ape-like form . He has since been given a more and radiation detection. His on-board radio
humanoid form through experiments by a TALENTS: Dane is a Weapons Specialist with has a 200-mile range across all standard
former co-worker. his sword ( + 2CS), and has Horsemanship bands, and can jam other radio sources within
skills (used to control his Atomic Steed). 5 areas with Incredible Intensity.
Whitman is also an accomplished geneticist.
TALENTS: Roger Bochs is an expert in
CONTACTS: Black Knight is a member of the Electronics. He has Engineering and
Avengers, and a close ally of Doctor Strange. Repair/Tinkering ability to help build and
He still has ties to the extra-dimensional realm maintain Box.
of Avalon.
CONTACTS: Bochs was a member of Beta
BACKGROUND: Dane Whitman inherited the Flight and is a current member of Alpha Flight.
persona of Black Knight from his criminal He is also the owner of Bochs Electronics, a
uncle, Nathan Garrett. Determined to use the private firm with Remarkable Resources.
Powers of the Ebony Sword for good,
Whitman joined the Avengers following a long BACKGROUND: Handicapped Roger Bochs'
stay in the 12th century, and is a member of plans for a powerful robotic suit came to the
the current team. attention of James Hudson, who recruited
Bochs and his invention into Beta Flight. Box
tater joined the main team.

24
CAPTAIN AMERICA CAPTAIN MARVEL
Steve Rogers Monica Rambeau

F AM(50) Health: 140 F GD(10) Health: 70


A IN(40) A EX(20)
s EX(20) Karma: 60 s TY(10) Karma: 22
E RM(30) E RM(30)
R GD(10) Resources: Ex(20) R TY(6) Resources: Ex(20)
I IN(40) I GD(10)
p GD(10) Popularity: 100/6 p TY(6) Popularity: 20/5

KNOWN POWERS: KNOWN POWERS:

Unique Weapon - Shield: Cap's chief Body Transformation: Energy. Monica can
weapon is a disk made of adamantium and transform her entire body into any form of
vibranium. The shield is Class 3000 material, electro-magnetic energy, including visible light,
and is immune to harm from any damage save cosmic radiation, gamma rays, X-rays,
that of magic and psionics. Captain America ultraviolet and infrared radiation, neutrinos,
uses this weapon as a shield, though he is still and microwaves and radio waves. She may
subject to the effects of Stuns and Slams while perform a number of Power stunts at up to
using it. Captain America may throw his shield Unearthly ability with these transformations,
up to 3 areas away, inflicting Remarkable inc luding:
damage. One of Cap's established Power • Light of Unearthly Intensity
stunts is to bounce the shield off a number of • Invisibility of Unearthly rank
hard surfaces and have it return to him the • Projection of intangible illusions of herself
following round. • Transmitting radio messages without a set
• Overloading sensor devices with

Motorcycle: Cap's motorcycle is a Davidson Unearthly ability
Custom Special, built by Jonathan Coulson • Passing through objects as X-rays with
and further modified by S.H.l.E.L.D. The Unearthly ability (may· be blocked by force
vehicle has the following stats: fields)
Control Speed Body Protection While in energy form Captain Marvel may not
GD RM TY None be harmed by physical attacks, but may be
Captain America wears protective headgear hurt by magical attacks, psionic attacks, and
while on the road (lessens damage from energy attacks of the same type as her current
crashes by -1 CS). energy state. She may shift energy states at
will.
Van: Cap's van is a custom-built van modified
by the Wakandan Design Group. The van has Flight While in her energy state, Marvel may
the following stats: travel at Class 3000 (near light) speeds. She
Control Speed Body Protection may move up to 50 areas in a round, but
GD EX RM EX attacking still takes a round.
The van contains first aid kits, a storage area
for the cycle, fire fighting equipment, an Energy Attacks: When in an energy state,
on-board computer with cruise control, Captain Marvel may project a concentrated
automobile information files, and a terminal blast of Force or Energy of up to Monstrous
which allows him to tap into a national strength.
computer net. The van has changeable
license plates and a crystal film paint job that TALENTS: Monica Rambeau has Law
allows it to appear red, white, blue, or yellow. Enforcement as a talent.

TALENTS: Cap is a Weapons Specialist with CONTACTS: Monica Rambeau is a former


his shield, receiving a +2CS in FEATs using it. member of the New Orleans Harbor Patrol.
He is skilled in all the martial arts available, as She gained her Powers when rescuing
well as having leadership, artist, and military physicist Andre LeClaire, and is a current
skills. member of the Avengers.

CONTACTS: He is a vital member of the BACKGROUND: Monica Rambeau gained


Avengers, has a long-standing relationship her Powers when she destroyed a discovery of
with the U.S. Army, and is a friend of Nick Fury Prof. LeClaire's that was being used as a
of S.H.l.E.L.D. weapon. Taking the name Captain Marvel (no
relation to the Kree capt_ain), she sought out
BACKGROUND: At the start of WWII, Steve the Avengers for aid in controlling her Powers,
Rogers was injected with the Super Soldier and is now part of the current team.
Formula. An accident at the end of the war
froze him in an iceberg and he was later
rescued by the Avengers. Cap sees himself as
a hero for all of America.

25
CLOAK COLOSSUS CYCLOPS
Ty ro ne Johnson Peter Nikolaievitch Rasputin Scott Summers

F TY(6) Health: 76 F GD(10) Health 145 F EX{20) Health:76


A GD(10) A GD(10) A EX(20)
s EX(20) Karma: 36 s MN(75) Karma32 s TY(6) Karma: SO
E IN(40) E AM(50) E RM(30)
R TY(6) Resources: Fe(2) R TY(6) Resources: Pr(4) R EX(20) Resources: Gd(10)
I EX{20) I TY(6) I RM(30)
p GD(10) Popularity: - 3 p EX(20) Popularity: 0 p RM(30) Popularity: 6

KNOWN POWERS: KNOWN POWERS: KNOWN POWERS:

Dark Dimension Controt. Cloak's of darkness Body Transformation: Peter Rasputin can Optic Blasts: Summer's eyes constantly emit
should not be confused with the Dark transform his body into an organic form of a ruby-colored beam of pure concussive force
Dimension, a extra-dimensional realm ruled by osmium steel. His stats while in that form are from his eyes. These ruby beams inflict
Clea. Cloak's darkness is an listed above. His normal abilities are: Excellent Force damage at a range of 1 area.
extra-dimensional space that may or may not FAS ER I P Using a specially-constructed visor, he may
be related to the Darkforce. He may ensnare GD GD EX EX TY TY EX project a beam of up to Amazing Intensity up
victims in his cloak, plunging them into his to three areas distant. This beam can affect a
dark dimension, with a successful wrestling Peter may transform in a single round. single target or multiple targets. Targets in
attack. They may also enter if they make a Damage taken in human form carries over into different areas are treated as multiple attacks
charging or grappling attack on Cloak. Inside armored form. Damage taken in armored form and require a Fighting FEAT to hit. Cyclops
the dimension, the character is confronted is healed in transformation, unless Peter's receives a +2CS to hit with his optic blasts,
with his deepest fears of Amazing Intensity, Health in armored form is below 60, in which !lnd may bounce his beam off materials of
and in addition loses 1 Endurance rank and 5 case that Health is used once transformed. If higher material strength than the current
points of Health a round. Upon leaving the Peter is stunned or knocked unconscious Power rank used as a Power stunt (each
cloak, the target must make a Psyche FEAT or while in armored form, he reverts to human target in the path of a multiple "bounce"
be paralyzed by fear for 1-10 turns. Health lost form. While in armored form, Colossus has requires a separate Agility FEAT to hit; one
by targets is absorbed by Cloak to restore his minimal need to breathe, and as such can miss negates any other attacks or bounces).
Health, up to his maximum. hold his breath for an indefinite time. Cyclops is invulnerable to his own optic blasts
(and the effects of his brother, Havok). but may
Body Armor. Cloak's non-corporeality Body Armor. Colossus' steel-like hide still be stunned and slammed by them.
provides Amazing protection from physical provides Amazing protection from physical
and energy attacks. He is still subject to attacks, and Incredible protection from energy TALENTS: Scott is an accomplished Pilot of
magical and mental attacks as normal. attacks. aircraft. As a member of the X-Men, he has
developed Leadership, Martial Arts A and C,
Darkness Generation: Cloak can release his Resistances: In armored form, Colossus and Resist Domination Talents.
darkness into our dimension, covering up to Monstrous Resistance to Fire and Cold, and
three areas with Amazing Intensity darkness. Remarkable Resistance to Electricity CONTACTS: Cyclops has led the present
Those unable to see in this total darkness and (conductive) and Radiation. team of X-Men as well as the original team
those without light-bearing Powers are -3CS (now known as X-Factor). He is not on good
on all FEATS. TALENTS: In his career as an X-Man, terms with Magneto, the X-Men's current
Colossus has Martial Arts A, B, and Resist mentor. Scott's father, Alexander Summers, is
Te/eport. Cloak may move within his Domination skills. He also has artist skill, and the leader of a group of intergalactic freedom
dimension of darkness, effectively teleportlng paints to relax. fighters known as the Starjammers. Scott's
with Unearthly ability and a maximum range of brother is the mutant hero Havok, a member
a half-mile. Unless protected by Dagger's light CONTACTS: Peter Rasputin is a member of of the X-Men.
(which "feeds" the hunger of the cloak), those the X-Men. His little sister, lllyana, is a
teleported with Cloak are affected by the member of the New Mutants. His exact BACKGROUND: Scott and his brother were
dimension. relationship with the Soviet government of his pushed out of their parents' plane when it was
homeland is unknown. attacked by a Shi'ar scout ship. The boys had
LIMITATION: Cloak's darkness has a hunger a parachute, but the fall injured Scott,
for the living light contained in living bodies. BACKGROUND: Piotr Rasputin first crippling that section of his mind that would
His effects on criminals, as well as demonstrated his mutant abilities in later be needed to control his mutant Powers.
contributions from Dagger's own Powers, feed adolescence on the Ust-Ordynski collective in These Powers surfaced in his teens, and the
this hunger, but if 24 hours pass with no such Siberia. He was recruited by Professor X to youth was recruited by Professor X to be the
light, Cloak will have to make a Psyche FEAT form his second team of X-Men, and has team leader of his X-Men. Scott has served as
against Good Intensity desire to absorb that served with the team since then. He has team leader for both old and new teams. He
light from another, criminal or not. served as the team's strong-man since then, left the group to marry Madelyne Pryor, who
but is often plagued by self-doubt as to his re5embled his former love Jean Grey, thought
CONTACTS: Cloak ls Dagger's partner, and abilities and contributions. dead. Upon Jean's return, he left his wife to
worked with Mayhem. He is not on good terms become a member of X-Factor.
with Father Delgado.

BACKGROUND: Cloak's origin is similar to


Dagger's, and he shares her vigilante attitude
(double all Karma awards for
preventing/solving drug-related crime).
26
DAGGER DAREDEVIL
Tandy Bowen Matthew Michael Murdock

F EX(20 Health: 76 F IN(40) Health: 110


A EX(20) A IN(40)
s TY(6) Karma: 30 s GD(10) Karma: 91
E RM(30) E EX(20)
R GD(10) Resources: Fe(2) R TY(6) Resources: Pr(4)
I GD(10) I MN(75)
p GD(10) Popularity: 2 p GD(10) Popularity: 6

KNOWN POWERS: KNOWN POWERS:

Light Generation: Dagger can generate light Enhanced Senses: Murdock's senses of taste,
of Remarkable Intensity, filling up to 2 areas. hearing, and smell have been enhanced to the
This light can stun opponents who fail an Monstrous rank. He can identify substances
Endurance FEAT for 1 round , and gives those by taste, read raised printing on a page, or
who are attacking her glowing form a - 2CS to track by a specific odor on a Power rank FEAT
hit. roll. Overloading these senses (excessive
noise, for example) reduces his Intuition by
Light Daggers: Dagger can generate and - 1CS, and any FEATs against specific attacks
throw daggers of "living light." These daggers are at -2CS. Murdock uses his enhanced
inflict Excellent damage, and can penetrate up hearing in a Power stunt to determine if a
to Good Body Armor (they have no effect on character is lying (he listens for an erratic
Body Armor of higher rank). The target must heartbeat) with Amazing ability.
make an Endurance FEAT against Excellent
Intensity. Failure indicates unconsciousness Radar Sense: In addition to his enhanced
for 1-100 rounds and -3CS on all FEATS by senses, Murdock has developed an
the target for 3 days. Success indicates only a omnidirectional sense that operates as
- 1CS for 1-10 rounds. primitive radar. He can "see"
three-dimensional images up to 3 areas away,
Targets hit by these light daggers are purged regardless of light conditions. Rapid
of foreign substances, provided those movements and chaotic conditions reduce this
substances are not long-term mutations or Power and Intuition by - 2CS. Daredevil
alterations (no effect on Hulk or Captain cannot be blindsided.
America). Individuals with negative Popularity
may " repent" while under the effects of the Weapon - Billy Club: Daredevil carries a billy
light daggers. This "repenting" reduces club made of Incredible Strength material that
negative Popularity to 0, and eliminates any he wields or throws for Excellent Blunt
Karma possessed by the target. NPCs' damage. Internal workings that permitted the TM
"repentance" is determined by a Psyche club to shoot a line have been removed.
FEAT against Excellent Strength.
LIMITATION: Murdock is blind. He is
Dagger may fire up to 4 daggers in a single unaffected by light-based attacks, illusions,
round at up to 4 separate targets in the same and hypnosis for this reason.
area. She may control the flight of these
daggers up to 4 areas away. TALENTS: Daredevil is a master of
Acrobatics and possesses Martial Arts A, B,
TALENTS: Tandy Bowen was a talented and E. He is a specialist with his Billy Club
dancer before her transformation, and uses and receives a + 2CS to hit with it. Though
her Talents in a unique fighting style that disbarred , Murdock retains his legal training.
combines Acrobatics. Tumbling, and Martial
Arts C. CONTACTS: Murdock's old partner, Foggy
Nelson, is still active in law, and Murdock is TM
CONTACTS: Tandy is the partner of Cloak, also close to reporter Ben Urich of the Daily
and the sometime partner of Mayhem, a Bugle. Daredevil also had extensive contacts
super-powered vigilante. Dagger and Cloak in the criminal world, including a small-time
take refuge in the church run by Father hood named Turk Barrett.
Delgado.
BACKGROUND: Matthew Murdock lost his
BACKGROUND: Tandy Bowen was a young sight in a truck accident involving radioactive
runaway who was kidnaped and used as a material. This accident provided him with his
human test animal for a new Maggia drug. radar sense, which he used to become
This drug modified her body, turning her into a Daredevil.
creature of light. As Dagger, Tandy hunts down
drug-related criminals and punishes them
(double all Karma awards for preventing/
solving drug-related crimes). TM

27
DOCTOR STRANGE Cloak of Levitation: A magical device NICK FURY
Stephen Strange presented to Dr. Strange by his mentor and Nicholas Joseph Fury
later destroyed and reconstructed, the Cloak
F GD(10) Health: 66 permits Flight of Shift X Speed (a small spell F IN(40) Health: 100
A EX(20) allows the doctor to breathe at this speed). A EX(20)
s TY(6) Karma: 185 The Cloak may be commanded to perform s GD(10) Karma: 50
E RM(30) discrete actions, and in combat it has E RM(30)
R GD(10) Resources: Gd(10) Incredible material strength and may act as if R EX(20) Resources: Am(SO)
I MN(75) it possesses Incredible Strength. I EX(20)
p UN(100 Popularity: 10 p GD(10) Popularity: 50
Eye of Agamotto: An occult object contained
KNOWN POWERS: within an amulet worn by the Doctor and KNOWN POWERS:
controlled by a psychic link. The Eye has
Magical Ability. Doctor Strange is the several functions: Body Armor. Nick normally wears a protective
Sorcerer Supreme of the Earth Dimension. He • Serves as a combination of all Detection vest of Keivar armor at all times, giving him
may use any listed Power as a spell, subject to Powers with Class 1000 ability, and in Typical protection from attacks.
the limitations of Personal, Universal, and addition reveals illusions, enchantments,
Dimensional energy restrictions. He uses and disguises Weapons: Nick uses a variety of weapons
these abilities at the Amazing level, unless • Provides a + 2CS on all Mental Powers available in the S.H.l.E.L.D. armory, including
otherwise noted as Power stunts. In addition, used by the Doctor machine pistols and force pistols. His
Doctor Strange regularly uses the following • Places one unconscious target in same personalized weapon is a needle gun, which
spells: area in suspended animation (no actions or shoots a stream of finely honed slivers up to 6
• Alteration - Appearance (P) - as a loss of Health) with Monstrous ability areas away for Excellent damage on the
minor illusion of Amazing Intensity that • Opens a Dimensional Aperture with Edged Throwing column. The needle gun
changes the Doctor's appearance and that Unearthly ability contains 300 rounds, is made of Excellent
of his companions, usually hiding their . Strength materials, and has mother-of-pearl
costumes Orb of Agamotto: Another powerful mystic handgrips.
• Astral Projection (P) - as Power of same artifact, the Orb has Class 3000 Magic
name, with Unearthly ability Detection (as the Power), and may be used to TALENTS: Fury has acquired a number of
• Levitation (P) - as Power of same name, view any place known to the user. talents in his careers in the Military and
with Incredible ability Espionage fields. He is a Pilot of air and space
• Shield - Individual (P) as Personal Force TALENTS: Doctor Strange was a noted craft, a demolitions expert ( + 1CS on all
Field, able to repel magical attacks surgeon before becoming the Sorcerer matters involving explosives), is trained in First
• Telepathy (P) - as Power of same name, Supreme, and retains his Medicinal Talents. Aid, is a skilled Marksman, and has Wrestling
with Unearthly ability He is an expert on Occult and Mythological Talent and Martial Arts A, B, 0, and E.
• Conjure (U) - a specialized Teleport of Lore, and has been taught Martial Arts A and
Amazing Intensity that brings the item, E by his manservant, Wong. CONTACTS: Nick Fury is the Executive
character, or being to the caster. The being Director of S.H.1.E.L.D. (Supreme
in question may make a Psyche FEAT to CONTACTS: Doctor Strange's mentor was Headquarters International Espionage
avoid the conjuration the Ancient One, who has since merged with Law-Enforcement Division), an espionage
• Eldritch Beams/Bolts (U) - As Force or the universe but on rare occasions has organization with Monstrous Resources. He
Energy Missile weapon, of Amazing power returned to advise. Strange's own pupil Clea is has ties with various parts of the U.S.
and range now the ruler of the Dark Dimension. Among Government, as well as old ties with OSS (now
• Dimensional Aperture (D) - Creates an the beings that Strange calls upon to work his CIA), military, and MIS (England's spy
opening into, and permits passage to and Dimensional spells are Cyttorak, Raggadorr, organization).
from , another stated dimension, with the Seraphim, and the Vishanti (Agamotto,
Monstrous ability. Requires a FEAT roll Hoggoth, and Oshtur), all of whom are BACKGROUND: Nick Fury first made
only for unfriendly or hostile dimensions or considered Friendly entities for the purposes headlines during World War II as a Sergeant
unwilling travelers of conjuration. and leader of his team of "Howling
• Mists of Morpheus (D) - Generates Commandos." During that time he was
vapors of Monstrous Intensity, which BACKGROUND: S~ephen Strange was a injected with the " Infinity Formula" - a serum
induce sleep in those failing an Endurance talented and egotistical surgeon who lost his that has slowed down his aging process so he
FEAT in two areas. Strange is unaffected, fine motor skills in a car crash. Sinking into remains in top form today. Following the war,
unless he chooses to undergo the mists, in alcoholism, Strange heard of the Ancient One, Fury engaged in numerous military and
which case he sleeps deeply for 1-10 hours and sought him out for a cure. Instead, espionage operations, until he was contacted
but heals as if three days have passed Strange became the Ancient One's pupil and by a still-mysterious Board of Directors to
under full hospital rest inherited from him the mantle of Sorcerer create and direct S.H.l.E.L.D. Since that time,
• Spell of Silence (U) - Prevents subject of Supreme. He operates out of Greenwich Fury has remained the head of S.H.l.E.L.D.
spell from speaking of certain matters or Village, seeking out magical threats to the operations, overseeing an espionage network
subjects. Only characters of Amazing or Earth dimension. that includes major bases in most cities in the
greater Psyche may receive a FEAT roll to free world, an orbital space station, and, until
avoid its effects recently, a flying fortress known as the
Helicarrier. The original was destroyed, but a
smaller version, the Behemoth, is still in
operation. Fury has recently discovered
widespread corruption in his organization, and
has been working toward eliminating it.

28
HAWKEYE HERCULES
Clint Francis Barton Heracles of Olympus

F GD(10) Health: 70 F UN(100) Health: 320


A RM(30) A EX(20)
s GD(10) Karma: 22 s UN(100) Karma: 50
E EX(20) E UN(100)
R TY(6) Resources: Gd(6) R GD(10) Resources: Ty(6)
I GD(10) I GD(10)
p TY(6) Popularity: 45 p RM(30) Popularity: 70

KNOWN POWERS: KNOWN POWERS:

Enhanced Senses: Hawkeye has Remarkable Body Armor. The natives of Olympus are
vision. denser and tougher than the inhabitants of the
Earth dimension. Hercules has Excellent
Protected Senses-. Hawkeye is 80% deaf protection from physical damage.
when not wearing his hearing aids, giving him
Excellent protection from sonic attacks but Resistance to Fire: Hercules has Excellent
making him unable to hear normal sounds Resistance to Fire.
more than one area away.
Invulnerability. Like all Olympians, Hercules
Unique Weapons - Arrows: Hawkeye's does not age nor is he susceptible to disease
quiver contains 36 shafts. 12 of these are (Class 1000 Resistance to Disease).
standard shafts (Throwing Blunt - 20 points).
6 are broad-blade heads (Shooting - 20 Immortality. Olympians are immortal in this
points), and the remainder may be equipped plane, and as such, if reduced to 0 Health and
with specialty heads. Hawkeye has a range of Shift 0 Endurance, do not die. Their Karma
7 areas, and may call his shots as a Power reserves (including that in pools with others)
stunt. His specialty heads are: are reduced to 0, and they automatically begin
• Explosive - Amazing Grenade damage healing. In the dimension of Olympus and in
• Tear Gas - Excellent Intensity, 1 area other planes, the immortal Olympians
• Electro-arrow - Amazing electrical (including Hercules) may be slain.
damage
• Smoke Bomb - Covers one area in Weapon - Golden Mace: This enchanted
smoke adamantine weapon, forged for Hercules by
• Sonic - Excellent Intensity sonic attack; the Olympian Hephaestus, is made of Class
stuns all in target area for 5 rounds 1000 material, and in Hercules' hands inflicts
• Flare - Lights 2 areas with Remarkable Shift X damage.
Intensity light
• Acid Arrow - Remarkable Intensity TALENTS: Hercules is a master of wrestling,
• Cable - Fired 3 areas, Incredible line sharp weapons, and blunt weapons, and has a
• Putty - Remarkable Strength adherence, + 1CS when using these attack forms. In
carries line up to 2 areas ancient Greece he was also a master of the
• Bola - Successful hit indicates target Bow, but now has a personal dislike for it.
grappled by Incredible Strength cable
• Net - Successful hit indicates all targets CONTACTS: Hercules is the son of Zeus,
in area bound by Remarkable Strength net ruler of the extra-dimensional realm of
• Rocket - Range of 15 areas, may use Olympus, home of the Greek " gods." He is a
with other heads former member of the defunct Champions of
·• Boomerang - returns to firer in one Los Angeles and a member of the Avengers.
round
BACKGROUND: The modern hero Hercules
Skymobile: Hawkeye's sky-cycle stats are as is the same being who was written about in
listed in the Player's Book. ancient Greece. Son of Zeus and a mortal
woman, Hercules performed many tasks
TALENTS: Hawkeye is a Weapons Specialist before becoming a true immortal in Olympus.
with Bow and a Marksman, giving him +3CS Hercules today is a member of the Avengers,
with his weapon to hit. He also is trained in and lives for adventure to bestow his "gift" (a
Martial Arts A and E. mighty punch) on miscreants.

CONTACTS: Hawkeye is the leader of the


West Coast Avengers.

BACKGROUND: Inspired by Iron Man,


Hawkeye decided to use his bowmanship for
good. The brash bowman has made good,
married the hero Mockingbird, and is leader bf
his own team.
29
THE HULK HUMAN TORCH ICEMAN
Robert Bruce Banner Johnny Storm Robert Drake

F RM(30) Health: 215 F GD(10) Health: 60 F GD(10) Health: 56


A GD(10) A EX(20) A GD(10)
s UN(100 Karma: 38 s GD(10) Karma: 26 s TY(6) Karma: 20
E MN(75) E EX(20) E RM(30)
R FE(2) Resources: Fe(2) R GD(10) Resources: Rm(30) R GD(10) Resources: Ty(6)
I TY(6) I GD(10) I PR(4)
p RM(30) Popularity: -10/1 O p TY(6) Popularity: 50 p TY(6) Popularity: 6

KNOWN POWERS: KNOWN POWERS: KNOWN POWERS:

Body Armor. Hulk's gamma-irradiated skin Body Armor. The Human Torch wraps himself Ice Generation: Iceman has Ice Generation
provides him with Monstrous protection from in a sheath of flame that serves as Incredible abilities of Remarkable level, allowing him to
physical attacks and Amazing protection from Body Armor against all material weapons, generate ice in any region with sufficient water
energy attacks. unless those weapons have a material vapor (including desert terrain). Drake can
strength of Amazing or greater. All energy, perform a number of Power stunts.
Astral Detection: Hulk may detect beings in blunt, grappling, and charging attacks affect • Create Shields of Remarkable protection
the Astral Plane with Unearthly ability. Johnny normally, but the attacker may suffer • Create Weapons of Remarkable material
up to Incredible damage if he touches the strength. Wielding such a weapon, Drake is
Invulnerability. Hulk is Invulnerable to Cold, flaming form. + 1CS to damage, making either an edged or
Heat, Fire, and Disease, giving him Class blunt attack.
1000 Resistance to these items. Generate Fire: Johnny can generate flame • Create structures and supports of
over all or part of his body, up to Unearthly Remarkable material strength. These
Leaping. Hulk can leap 40 areas in a single Intensity, without difficulty. He can shoot flame ice-constructs have a basic lifespan of 5
round , with Class 5000 ability. up to 3 areas away. rounds (4 rounds in hot weather, 15 rounds
in cold) + 1-10 rounds.
Adrenaline Surge: The listed abilities are for Control Fire: Johnny has Unearthly control • Project Cold with Remarkable ability, up
the Hulk under " normal" circumstances. over all forms of fire. He may perform a to 3 areas distant
Hulk's Fighting ability and Strength may be number of Power stunts using this ability, • Create areas of Remarkable Intensity
raised by + 1CS, to a maximum of Shift Z to including absorbing heat and flame , producing slickness
hit and damage under special circumstances. multiple flaming images, and creating flaming
Every round Hulk is in combat with the same cages. Invulnerability. Drake has Class 1000
opponent or group of opponents, he receives Resistance to Cold.
this shift. If the opponent or opponents are Invulnerability. Johnny has Class 1000 Body Armor. By "icing up," Bobby provides
defeated, Hulk's abilities return to normal in Resistance to Heat and Flame. Remarkable protection for himself from
the next round . physical attacks. He has Good protection from
Flight The Human Torch may fly at up to energy attacks, buf heat and fire-based
Special Detection-. For some unknown reason, Excellent speeds (10 areas/round). attacks weaken his armor by the rank number
the Hulk is able to locate the place he was of the attack.
"born" - Desert Base, New Mexico - with Nova Flame: As a Power stunt using his Fire
Class 3000 ability. Generation Powers, Johnny can explode in a Movement By creating ice slides, Bobby can
burst of super-heated flame, inflicting up to move at 4 areas/round (Typical ground speed).
Alter Ego: Hulk has been able to revert to his 500 points damage to everything in his area,
alter ego, Bruce Banner, in the past. Banner's and 150 points in every area up to 5 areas TALENTS: Bobby is skilled with thrown
stats are: away. His flames are reduced to Feeble for weapons ( + 1CS to hit, usually snowballs). He
FAS ER IP 1-10 rounds afterwards, and unless he makes also has training as an accountant.
PR TY TY TY RM GD TY a red Endurance FEAT, the Torch passes out
for 1-10 rounds. CONTACTS: Iceman is a member of X-Factor,
TALENTS: Hulk has no talents. Banner is an and a former member of the Champions of LA
expert in physics and radiation. TALENTS: Johnny is an expert mechanic, an and the Defenders.
authority on automobile design, and a race car
CONTACTS: Hulk has no contacts. Banner is driver. BACKGROUND: Iceman's mutant abilities
the leader of the Hulkbusters, and has close surfaced in adolescence, and he became the
ties with the Avengers and Fantastic Four (the CONTACTS: Johnny Storm is a founding youngest of the original X-Men. Since then he
latter through his cousin, Jen Walters). member of the Fantastic Four, and also cou nts has served in a number of teams. He is more
Banner's close friend is Rick Jones. as friends the Avengers and Spider-Man. wary now of creating massive ice
constructions, from the damage their weight
BACKGROUND: Banner was caught in the BACKGROUND: Johnny Storm was a and melt-off can cause.
blast of the first gamma bomb test, passenger on the rocket trip that created the
transforming him into a supremely powerful· Fantastic Four. Normally hot-headed and
but mindless creature called the Hulk. Banner brash, Johnny was the youngster of the team,
has been in varying degrees of control of the but has matured over the years.
Hulk, but is currently free of the being, with the
result that the Hulk is a rampaging beast.

30
INVISIBLE WOMAN IRON MAN
Susan Storm Richards Anthony Stark

F GD(10) Health: 46 F EX(20) Health: 165


A GD(10) A RM(30)
s TY(6) Karma: 40 s IN(40) Karma: 66
!= EX(20) E MN(75)
R GD(10) Resources: Rm(30) R IN(40) Resources: Ex(20)
I EX(20) I EX(20)
p GD(10) Popularity' 50 p TY(6) Popularity: 20

KNOWN POWERS: KNOWN POWERS:

Invisibility. Sue Richards can make herself All of Iron Man's Powers derive from his
invisible with Excellent rank ability. She has state-of-the-art armor. Tony Stark's normal
performed the following Power stunts a stats are:
number of times: Made others invisible, made FAS ER I P
portions of an object invisible, and made TY TY PR TY IN EX TY
invisible things visible. No Karma needs to be
spent for these stunts. Body Armor. The Iron Man Mark VI armor is
made of Remarkable Strength material
Force Fields: The Invisible Woman can form a stiffened by a personal force field. This armor
projected Force Field of Monstrous Strength provides Amazing protection from physical
over one area, reduced by -1 CS in strength attacks, Incredible Resistance to Corrosives,
for each additional area it encompasses. The Amazing Resistance to Heat and Cold,
Invisible Woman may project her force field Monstrous protection from energy attacks, and
around herself or others, and can soften it to Unearthly protection from radiation and
create a cushion that can absorb up to electrical attacks.
Monstrous damage. Unless the field is
mentally braced (1 round), Sue suffers all Stun Force Field". In addition to the force field
and Slam results of attacks on the field . The stiffening the armor, energy may be shunted
field drops if Sue is incapacitated. from other systems to provide the suit with a
personal force field of Monstrous protection
Flight This is an established Power stunt of from physical damage and Unearthly
Sue's Force Field Power. By creating a column protection from energy damage.
of invisible force beneath her and allowing that
column to topple and elongate, Sue can "fly" Flight The armor generates an anti-gravity
at 2 areas/round. She may carry others with field. Stark uses thrusters in the boots and
her, up to a total weight of 10 tons. backpack for steering. The armor can exceed
Mach 1 speeds, and is considered to move at
TALENTS: Susan has Performer abilities, Shift X speed, amaximum of 50 areas per
and, due to the nature of her Powers, Martial round flying in clear areas. The boot thrusters
Arts E. may be used as weapons, inflicting
Remar~able damage at a range of 1 area.
CONTACTS: Susan is a founding member of
· the Fantastic Four, and in addition has close Repu/sors-. The main armament of the suit is a
ties with the Avengers (who put up the group pair of medium density plasma projectors,
when the Baxter Building was destroyed) and located in the gauntlets, which may inflict up
the Sub-Mariner (who still carries a torch for to Amazing damage at a range of 10 areas.
Mrs. Richards).
Pulse-Bolts-. An intensified and experimental
BACKGROUND: Sue Storm was a passenger version of the repulsors, the pulse bolts inflict
on the flight that gave the Fantastic Four their Monstrous damage at a range of 10 areas.
cosmic-ray-derived Powers. First as the
Invisible Girl, and more recently as the Disruptor Field". A secondary weapon system
Invisible Woman, Sue has been the backbone projected from the gauntlets, with a range of 2
of the team. She is married to Reed Richards areas, this is a wide spectrum
and they have a son, Franklin. electromagnetic/gravitic beam that disrupts
electrical devices with Remarkable Intensity.

31
Energy Absorption: Up to 400 points of energy MAGNETO MARVEL GIRL
damage may be absorbed and stored for up to Real Name Unrevealed Jean Grey
4 rounds, and redirected through any available
weapons systems as Monstrous damage or F GD(10) Health: 125 F GD(10) Health: 56
Intensity. Retaining such energy beyond 4 A RM(30) A GD(10)
rounds requires an Endurance FEAT, or there s GD(10) Karma: 100 s TY(6) Karma: 80
is an involuntary discharge, inflicting Good E MN(75) E RM(30)
damage to all within one area (including the R IN(40) Resources: Am(50) R GD(10) Resources: Ty(6)
wearer; whose Body Armor is ineffective in this I GD(10) I EX(20)
case). p AM(SO) Popularity: -1 O p AM(SO) Popularity: O

Protected Senses: The armor provides KNOWN POWERS: KNOWN POWERS:


Amaz.i ng protection from sonic and
light-intensity attacks. Polarized lenses drop Magnetic Control: Magneto manipulates iron Telekinesis: Jean has telekinetic Powers of
over the eye slits in event of a light-based and iron-based alloys with Unearthly ability. He Incredible Intensity, allowing her to move
attack, causing one round of blindness (no has used this ability to perform a variety of objects of up to 10 tons by force of her mind.
other effects). Power stunts. She can also perform precise detail work.
• Scrambling non-sentient machinery with Power stunts she has exhibited using this
Chest-beam: Another weapons system, this Unearthly ability ability include:
one mounted in the front of the chest, can • Inflicting Shift X (126) damage to sentient • Flight at Remarkable speed by levitating
perform several functions: Remarkable iron-based or alloyed characters herself and others
Intensity light, Energy beam of Amazing • Detect magnetic fields with Monstrous • Levitation of others as an attack (Strength
damage, or Thermal (energy) beam of ability FEAT to avoid if opponent is able to hold
Incredible Intensity. All functions have a range • Use metal objects to attack or enwrap on to something)
of 3 areas. others (damage no greater than material • Using objects as thrown weapons with
strength of the object manipulated) Incredible range and inflicting Incredible or
Air Supply. The suit has an internal air supply • Use magnetic fields to manipulate material strength damage, whichever is
that will last up to 2.5 hours. non-ferrous objects, with Monstrous ability less

ECMs-. The armored suit has Remarkable Energy Control'. Magneto may manipulate Force Fields-. By telekinetically deflecting
protection from electronic detection, and other forms of energy to a lesser degree. He attacks, Marvel Girl simulates a force field that
Unearthly protection against hostile signals has in the past manipulated light, hea•• radio provides Incredible protection from energy
(including disruption beams). A holographic waves, X-rays, and gamma rays with attacks and Excellent protection against
projector provides Remarkable Blending ability Monstrous ability and effects, but rarely does physical attacks. She must will such a fie.Id
(as the Power). so. into being, and it lasts as long as she
concentrates on it.
LIMITATION: Tony Stark is an alcoholic, Force Field: Magneto may use his magnetic
though is currently-not drinking. Powers to project a force field of Unearthly Force Bolts: By projecting a wave of telekinetic
strength over one area. Magneto may use his force, Jean can inflict up to Incredible Force
TALENTS: Stark is skilled in Electronics and magnetic and energy Powers through this damage up to 3 areas away.
Business, and has Engineering skill as well, force field.
which he uses to test new devices. TALENTS: As a former X-Man, Jean has
Flight. By manipulating the magnetic/gravitic Resist Domination talent. In her brief periods
CONTACTS: Iron Man is a founding member lines of force, Magneto may fly at Remarkable when not a hero, she was a fashion model.
of the Avengers, and Stark supports the (15 areas/round) speeds.
organization through a trust fund in his late CONTACTS: Jean is a member of X-Factor.
mother's name. He is the former head of Stark TALENTS: Magneto's Reason is +1CS in Her former contacts from before the
l(lternational (disposition of that corporation is matters of Electronics and Genetics. In appearance of Phoenix are negated and must
undisclosed), has set up a new aero-space addition, he has Engineer talent, allowing him be regained.
company on the West Coast, has long-running to construct new devices.
contacts with S.H.l.E.L.D. through its director, BACKGROUND: Jean Grey's mutant abilities
Nick Fury, and is a well-known figure among CONTACTS: Magneto has cut most.of his were awakened early by trauma, and the girl
the jet set. previous criminal contacts. He is a niember of was trained by Professor Xavier before the
the X-Men and the mentor of the New formation of his X-Men. She later joined that
BACKGROUND: Tony Stark was wounded by Mutants. team and served as a mutant heroine
Communist insurgents in Southeast Asia, and alongside Iceman, Beast, Angel , and Cyclops.
built the first suit of Iron Man armor to save his BACKGROUND: Magneto began his career On one mission with the "new" X-Men, Jean
own life. Since then the armor has been with the intention of protecting the mutant chose to pilot a rescue shuttle through a solar
modified through 6 distinct models, though minority by dominating the human majority. radiation storm. The shuttle crashed in
additional tinkering is always being done. The The X·Men repelled several of his attempts. Jamaica Bay, and while most of the team
current suit is a recent development, following Coming to realize that his actions increased survived, Jean was apparently reborn as
a period when Stark slid deeply into his the fear and hatred of mutants, Magneto has Phoenix. Actually, this was an alien energy
alcoholism and passed his armor to another. changed his approach and has inherited the force that used Jean's body and mind as a
X-Men and New Mutant teams from Charles template. After Phoenix's death, the energy
Xavier. cocoon protecting Jean was discovered by the
Avengers who released Jean. Her telepathic
abilities were lost. Jean has been instrumental
in the reforming of the original X-Men as
X-Factor.
32
MISTER FANTASTIC MOCKINGBIRD
Reed Richards Barbara Morse Barton

F GD(10) Health: 42 F EX(20) Health: 56


A TY(6) A EX(20)
s TY(6) Karma: 100 s TY(6) Karma: 32
E EX(20) E GD(10)
R AM(50) Resources: Rm(30) R EX(20) Resources: Ty(6)
I EX(20) I TY(6)
p RM(30 Popularity: 50 p TY(6) Popularity: 30

KNOWN POWERS: KNOWN POWERS:

Plasticity. Mr. Fantastic has a pliable, Body Armor. Mockingbird's costume is made
malleable body, giving him Plasticity of of Kevlar armor backed by woven Beta cloth. It
Monstrous rank. He may use this Plasticity for provides Excellent protection from physical
a number of Power stunts, including Imitation attack and Good Resistance to Fire.
at Incredible rank ability and Leaping (rather,
bouncing) with Amazing ability. Unique Weapons - Battle Staves: Morse
carries a pair of hollow steel-alloy poles in
Elongation: Mr. Fantastic may also stretch his holsters on her forearms. She receives a
body up to 5 areas away (Shift X ability). He +2CS to hit with these poles. The poles are
may attack non-adjacent foes in this fashion. made of Remarkable material, and may be
used in a number of ways.
Body Armor. Mr. Fantastic's malleable form • Blunt weapons inflicting Good damage
serves him as natural Body Armor of • Blunt thrown weapons, range of 4 areas,
Remarkable protection against physical Good damage
attacks and Good protection against energy • Fired from springs in the forearms up to 3
attacks. areas away, inflicting Excellent damage.
She may bounce them off solid objects and
TALENTS: Reed Richards is an expert in the have them return as a Power stunt.
fields of Electronics and Physics. He is also, • Telescoped and fitted together, they form.
through long experience, an expert on an 8-foot-long vaulting pole. TM
dimensions and dimensional travel ( + 1CS on
all FEATs involving dimensional travel). Finally, TALENTS: Mockingbird is knowledgeable in
he is a world-class inventor (Engineering Biology, Law Enforcement, and Detective/
Talent). Espionage Talents. In combat, she uses
Acrobatics, Martial Arts B and C, and, as
CONTACTS: Reed Richards is a founding noted above, is a Weapons Specialist with her
member and current leader of the Fantastic staves.
Four, and is on excellent terms with the
Avengers. Reed's father, Nathaniel Richards, CONTACTS: Mockingbird is a former
is ruler of a kingdom in another dimension. operative of S.H.l.E.L.D., and a current
member of the West Coast Avengers.
BACKGROUND: Reed Richards was a
brilliant scientist who invested the bulk of his BACKGROUND: Barbara Morse was
fortune in an experimental star drive of his recruited by S.H.l.E.L.D. soon after her
own design. When complimentary government graduation. Soon suspecting corruption in the
funding was threatened, Reed launched the spy organization, she adopted the identity of.
ship early, despite warnings on the strength of Huntress (later Mockingbird - for a CIA
TM
the shields and cosmic radiation, with a crew operation involving Nick Fury), to seek out that
of Ben Grimm, Reed's fiancee Sue Storm, and corruption. Following her revelations and
her brother Johnny. The ship encountered reorganization at S.H.l.E.L.D., Bobbi became
heavy cosmic radiation, which pierced the a free agent. On one mission she crossed
shields and transformed the crew into the weapons with Hawkeye, the two fell in love,
Fantastic Four. Determined to use their and eloped. Mockingbird is now a member of
powers for the common good, the FF are the the West Coast Avengers.
oldest super-hero group still in existence.
Reed is the chairman of Fantastic Four, Inc.,
husband of the Invisible Woman, and has a
son, Franklin.

TM

33
NIGHTCRAWLER NORTHSTAR PHOENIX
Kurt Wagner Jean-Paul Beaubier Rachel Summers

F EX{20) Health: 106 F EX(20) Health: 90 F GD(10) Health: 70


A AM(SO) A EX(20) A GD(10)
s TY(6) Karma: 50 s EX(20) Karma: 22 s GD(10) Karma: 115
E RM(30) E RM(30) E IN(40)
R GD(10) Resources: Pr(4) R TY(6) Resources: Ex(20) R GD(10) Resources: Pr(4)
I EX(20) I TY(6) I RM(30)
p EX(20) Popularity: o p GD(10) Popularity: 10/20 p MN(75) Popularity: 0

KNOWN POWERS: KNOWN POWERS: KNOWN POWERS:

Teleportation: Nightcrawler may teleport with Flight Northstar can fly at near-light Speed Telekinesis: Phoenix may move objects with
Shift X ability, with a range of 3 miles (Class 3000), though in atmosphere he Monstrous telekinetic strength, which
north/south and two miles east/west or normally restricts that movement to Shift Z encompasses both fine motor skills
vertically. Teleports at these limits require an (200 areas/round, or 16 areas/round in (manipulation of small items) and gross motor
Endurance FEAT to avoid exhaustion and cluttered areas). Whi le in flight Northstar has skills (throwing large objects). A frequent
disorientation (no actions for 1-10 rounds). Excellent Body Armor. Power stunt is to form a Telekinetic Force Field
Teleporting into a solid object results in that of Amazing Strength.
object inflicting material strength damage as Rapid Attacks. Northstar can land multiple
an Edged attack. Nightcrawler's Power stunts blows against the same target, gaining a Force Bolts. Using her telekinetic abilities to
include: +3CS shift to damage and stunning (but not form bolts of pure force, Rachel may strike
• Multiple 'ports, allowing him to attack slamming) with that Intensity. (Treat Slam targets with up to Amazing damage and
more than one non-adjacent target in the results as Stuns.) range. These bolts strike on the Force column.
same area. Consider as Multiple Attacks,
using Power rank instead of Fighting to LIMITATION: Contact with his sister negates Mental Screen: Similar to the Psi-Screen, this
determine success. use of his Powers. In addition, sudden contact form of protection provides Amazing
• Carrying others. Those being carried forces an Endurance FEAT for both or they protection from mental and emotion-based
must make an Endurance FEAT versus become unconscious. Both effects last 1-10 attacks.
Excellent Endurance to avoid being rounds.
knocked out for 1-10 rounds. The X·Men Telepathy. While not on par with Xavier,
may teleport with Kurt (1 per round) without TALENTS: Jean-Paul is a world-<:lass Rachel is an accomplished telepath, with
harm. championship skier. Amazing ability. Power stunts she has used in
Kurt's teleports are accompanied by a the past include Mental Probes, manipulation
sulfurous smell and a bamfing noise. CONTACTS: Jean-Paul was a founding of recent memories, and telepathically linking
member of Alpha Flight. In addition, in his a team's minds.
Prehensile Tail: Kurt may use his tail as a third early years he was a member of a " free
hand with normal Agility. Quebec" Sepratiste movement. Mutant Detection-. Similar to Xavier, Rachel
can detect mutant brain wavelengths with
Wall-crawling. Kurt adheres to surfaces with BACKGROUND: Jean-Paul was separated Amazing range and ability. This ability made
Amazing ability. from his twin sister Jeanne-Marie at an early her useful in her dimension as a
age, and grew up without having been told mutant-hunting "hound."
Blending. This Power Is only used in dark about her. Jean-Paul discovered his mutant
areas, where Nightcrawler's Indigo skin cannot Power in his teens, and used his ability to shift TALENTS: Her experiences in her own world
be seen. the kinetic motion of his atoms in one direction have taught Rachel Acrobatics, as well as
to win several medals and trophies in Martial Arts C and E. She has the Resist
TALENTS: Kurt Wagner is a master of championship skiing . His records caught the Domination ability as well.
Tumbling and Acrobatics, in addition to Martial attention of James Hudson, who deduced that
Arts C and Resist Domination talents learned Northstar was a mutant and recruited him into CONTACTS: Rachel is a member of the
as an X-Man. He also has First Aid, Alpha Flight. Northstar, a vain, pompous, and X-Men, and may still maintain some contacts
Electronics, Repair/Tinkering, and Sharp pretentious individual, remains with the team in the underground of her hof(le world, should
Weapons (prefers the epee) talents. mainly because of his love for his it still exist.
rediscovered sister, Aurora, and concern for
CONTACTS: Kurt Wagner is a member of the her physical and mental health. BACKGROUND: Rachel is a native of an
X-Men, but maintains a love of (and contacts alternate timeline, the daughter of Jean Grey
with) the circus world. He has recently left his and Scott Summers. In that timeline, the
childhood sweetheart, but rescued the new Sentinels were reactivated and took over
Queen of Ruritania (Amazing Resources) soon North America. The remaining X-Men died
afterwards. trying to stop them, but Rachel was sent into
our dimension to prevent it from happening
BACKGROUND: Wagner was rescued from again. Rachel is a member of the X-Men, and
an irate mob by Professor Xavier to be a part is rather high strung, not only because she is
of his " new" X-Men, and has served with the among people she knows are dead in her
team ever since, including a brief stint as timeline, but because the past is not the same
leader. here as In her world, and her parents are
unaware of her.

34
PROFESSOR X PUCK
Charles Xavier Eugene Judd

F PR(4) Health: 50 F RM(40) Health: 90


A GD(10) A EX(20)
s TY(6) Karma: 165 s GD(10) Karma: 56
E RM(30) E EX(20)
R IN(40) Resources: Rm(30) R TY(6) Resources: Ty(6)
I AM(50) I EX(20)
p MN(75) Popularity: 10 p RM(30) Popularity: 6

KNOWN POWERS: KNOWN POWERS:

Telepathy. Charles Xavier is one of the world's Mystic Prison: Puck's body and psyche are
most powerful telepaths, with Unearthly Power the pri_son of a powerful magical being known
rank ability. Due to a shift in the world's as Razer. This is a Class 1000 mystic spell.
magnetic field, his Powers are slightly Razer cannot escape without Judd's
reduced, but he can contact the minds of permission. Razer can make his presence
others and read their surface thoughts at a known by inflicting pain on Judd (Psyche FEAT
range of 250 miles without difficulty. He can to avoid being unable to perform other actions
alter the thoughts of other beings (he is loathe in that round). Should Razer escape his
to do so - he loses all personal Karma if this prison, his stats are:
occurs), as well as generate mental illusions FAS ER IP
and induce imaginary paralysis in sentient MN EX GD MN TY TY MN
beings, all with Unearthly ability.
Razer has Amazing Body Armor in his TM
Mental Bolts: In combat, Xavier uses bolts of gaseous form , Remarkable Darkness
mental energy that attack with a range of 2 Generation, and wields an ebony blade that
areas, and inflict up to Unearthly damage on reduces Endurance by one rank and reduces
the Force column. This form of attack ignores the target in size by half a foot each time it
Body Armor but not Force Fields. strikes. Once released , Puck returns to his 7
foot stature and true age, and Razer may be
Mutant Detection: Mutants project a distinct recontained on a successful Psyche FEAT by
mental wavelength to which Xavier is attuned. Judd. While containing Razer, Judd does not
Unaided , his Mutant Detection has Monstrous age or does very slowly.
range and ability. Enhanced by his Cerebro
machine, that range is worldwide. Xavier can TALENTS: J udd has picked up a number of
identify those mutants who are known to him. talents in his long and checkered adventuring
career, including Tumbling, Acrobatics, Occult
Astral Projection: Xavier can enter the astral Lore, Languages, and Martial Arts B, C, and TM
state with Monstrous ability. D. He also has a unique fighting style
involving spinning himself in cartwheels and
Psi-Screen: As the world's premier telepath, charging the opponent. When making this
Xavier has a psi-screen of Shift z. In additio·n, attack, Puck makes a Charging attack using
he teaches his students the Resist Domination his Fighting Ability + 1CS, and inflicts
skill to increase their own survival chances. Endurance damage. Judd also has
Detective/Espionage abilities.
TALENTS: Xavier is skilled in Electronics,
and is considered an expert in Genetics. He CONTACTS: Judd's early contacts in the field
has Engineering ability. of espionage are not revealed, nor are his
present standings with them. Judd rose
CONTACTS: Professor X is the mentor of the through the ranks of Gamma and Beta Flights,
New Mutants and X-Men, though he is and is now a member of Alpha Flight.
currently working with the Starjammers and
his lady-love, empress Lilandra of the Shi'ar. A BACKGROUND: Puck is the oldest member
former love is research geneticist Moira of Alpha Flight, though he is apparently
MacTaggart. ageless as a result of his curse. In 1939 he
sought to steal the Black Blade of Bagdad,
BACKGROUND: Professor X formed the unaware it was a mystical prison for Razer.
original X-Men as a group of mutants banded Accidentally freeing Razer, Puck sacrificed
together for their own protection and to offset himself to become a living container for
public fears of a "mutant menace." Xavier is Razer's force. Since then, the now diminutive
currently fighting alongside the Starjammers, Judd has served various masters, finally
leaving care of his charges to Magneto. ending up a recruit in Department H. Having
risen through the ranks, Judd is now a
member of Alpha Flight.

35
ROGUE SHADOWCAT SHAMAN
Real Name Unrevealed Katherine Pryde Michael lWoyoungmen

F GD(10) Health: 90 F EX(20) Health: 56 F GD(10) Health: 50


A EX(20) A GD(10) A GD(10)
s AM(50) Karma: 20 s TY(6) Karma: 46 s GD(10) Karma: 110
E GD(10) E EX(20) E EX(20)
R TY(6) Resources: Pr(4) R RM(30) Resources: Ty(6) R EX(20) Resource: Ex(20)
I GD(10) I GD(10) I AM(50)
p PR(4) Popularity: O p TY(6) Popularity: 0/1 O p IN(40) Popularity: 20

KNOWN POWERS: KNOWN POWERS: KNOWN POWERS:

Power Absorption: Rogue absorbs the Phasing: Kitty can move her body out of Spirit Magic: Shaman has magical Powers of
Powers, memories, and Talents of other phase with her surroundings with Incredible Amazing level, but is limited strictly to
beings on flesh-to-flesh touch. She can not ability, allowing her to pass through solid Dimensional energies spells and entreaties.
control the absorption, and it occurs objects. The amount of time she may remain He may only cast spells by appealing to
automatically against beings of less than out of phase is the length of time she can hold specific Indian and Inuit spirits. More
Unearthly Psyche. Each round of contact her breath. Shadowcat cannot be harmed specifically, he may only appeal to spirits for
results in 4 rounds of possession, during when phasing by physical and most energy Powers that those spirits naturally possess
which time the target Is unconscious. Contact attacks, but can be harmed by (asking house spirits for information about the
beyond 1 round is dangerous; Rogue must multi-dimensional, magical, psionic, or house, wind spirits for the Power of Flight).
make a Psyche FEAT to avoid effecting a out-of-phase attacks. Force fields require a Finally, he may only appeal to a particular
permanent transfer. Failure of that FEAT FEAT roll to pass through. Kitty has developed spirit or' group of spirits once in 24 hours.
results in the target's mind and Talents being a number of stunts using this Power. Shaman has no Contacts among these
wiped clean, and the target's Powers and • Moving on air as if solid ground. May spell-granting spirits, and must deal
persona are permanently Rogue's. As a result, engage in normal movement regardless of individually with them, but as long as he has
Rogue's Psyche drops one rank; should that lack of floors. his familiar, only Hostile spirits will attack him.
Psyche reach o, she ceases to be available as • Disruption of electrical equipment.
a Player Character. If Rogue affects multiple Non-sentient equipment is disrupted on a Eagle Crest. Shaman's hat transforms into the
victims, she may take the best Powers and Power rank FEAT roll. Sentient electronic shape of an eagle, which acts as a familiar.
abilities. She may absorb body modifications beings must make an Endurance FEAT or The spirit eagle may fly at Monstrous speeds,
such as wings and tails. She may not affect be knocked out for 1·10 points and suffer and enter the Astral Plane. Non-hostile spirits
energy creatures or those protected by artifical 30 points of damage. Battle-suits, will not attack Shaman (as the result of a failed
Body Armor. computers, and other systems with entreaty) as long as the eagle is present. The
back-up systems are out for 10 rounds. eagle's stats are as those of a normal bird, but
Flight. Rogue has Excellent flight abilities, • Reduce others to out-of-phase status, on it cannot be slain.
and can move 10 areas/round. touch. They remain out-of-phase as long as
she is in contact with the character. Spirit Staff. By means of this staff Shaman
Body Armor. Rogue's flesh has Incredible • Wielding out-of-phase objects as may battle beings in the astral, spirit, or other
protection against Physical attacks and weapons, then letting go, bringing them planes, including out-of-phase and intangible
Excellent protection against Energy attacks. into phase. Such objects will inflict material beings. The staff has Monstrous material
strength damage on the target, rolled on strength, and in Shaman's hands inflicts
Combat Sense: Rogue has a Seventh Sense the Edged Attack column, regardless of the Excellent damage, ignoring Body Armor.
of the Incredible rank, that may be used type of weapon.
instead of Intuition in combat situations. TALENTS: Doctor Twoyoungmen retains his
Rogue cannot.be blindsided. LIMITATION: Kitty is near-sighted. Anything medical training, and in addition is a master of
beyond 3 areas is blurry and indistinct. She mystic lore, in particular lore concerning
Psi-Screen: Multiple conflicting personalities has yet to get corrective lenses. Canadian and Inuit (known as Eskimo) tribes.
give her a Class 1000 Psi-Screen.
TALENTS: Kitty is a computer whiz and CONTACTS: Shaman is a founding member
LIMITATION: Rogue's Flight, Body Armor, and hacker par excellence, receiving a + 1CS on of Alpha Flight and the father of Talisman. His
Seventh Sense abilities were originally Ms. matters of computers. In her training with the mystic abilities have given him the contacts of
Marvel's, whom Rogue permanently drained. X-Men, she has developed Martial Arts C, E, the Inuit Pantheon, as he helped deliver
and Resist Domination Talent. Snowbird into this dimension. The Inuit
TALENTS: Ms. Marvel had the following Pantheon is trapped behind a mystic force
talents; Military, Journalism, and CONTACTS: Kitty is a member of the X·Men, field and cannot directly interact with humans.
Detective/Espionage. In addition, Rogue has and has contacts with the New Mutants via her
Martial Arts E. roomate, Magik. Her boon companion is an BACKGROUND: Physician Michael
alien dragon named Lockheed. Twoyoungmen turned to the mystic sorcery of
CONTACTS: Ms. Marvel had Contacts in his ancestors when his medical skills failed to
S.H.l.E.L.D. Rogue is a member of the X·Men, BACKGROUND: Kitty Pryde was recruited save the life of his wife. Following a crisis of
and a former member of the Brotherhood of into the X-Men following the death of Phoenix. his faith, he has returned with new abilities.
Evil Mutants (now the Freedom Force). The youngest of the X-Men, she has proved
her worth to the team time and again.
BACKGROUND: Rogue left Mystique's
Brotherhood and sought out Professor X to
help her control her Powers, and has
remained with the X-Men since then.
36
SHE-HULK SILVER SURFER
Jennifer Walters Norrin Radd

F RM(30) Health: 175 F AM(50) Health: 325


A EX(20) A MN(75)
s MN(75) Karma: 36 s UN(100 Karma: 135
E AM(50) E UN(100
R TY(6) Resources: Ex(20) R EX(20) Resources: Pr(4)
I GD(10) I MN(75)
p EX(20 Popularity: 30 p IN(40) Popularity: 20

KNOWN POWERS: KNOWN POWERS:

Body Armor. She-Hulk's Power Cosmic: Silver Surfer has the ability to
gamma-ray-thickened hide gives her channel and manipulate huge quantities of
Incredible Body Armor, with Excellent cosmic Power with Unearthly ability and effect,
protection from energy attacks. in Line-of-sight range. This Power is both great
and far-reaching, in that a number of Power
Leaping. She-Hulk's power1ul legs give her stunts may developed using this Power.
Shift Z Leaping ability, able to leap 4 areas • Power Blasts of Unearthly Force or
areas in a single bound. Energy
• Raising any single ability score (his own
Resistances: She-Hulk has Amazing or another's) to Unearthly for 1-10 rounds
Resistance to Heat and Cold, and Excellent • Healing up to Unearthly damage (though
Resistance to Disease. he has no effect on Endurance Rank
losses)
Alter Ego: (No longer in use) She-Hulk had the • Reconstruct existing matter in his own
ability transform herself from her green-hued fashion (he cannot transmute elements)
state to Jennifer Walters. She had more • Perceive any energy source of more than
recently chosen to remain in She-Hulk form, Unearthly levels, anywhere on the planet
and was locked in that form when she Surfer has no need to eat or breathe. Other
prevented the nuclear core of the crashed Power stunts may be developed. All Karma
S.H.l.E.L.D. Helicarrier from exploding. losses to the Surfer are TRIPLED.
Jennifer Walters' stats were:
FAS ER IP Flight: Silver Surfer can fly at up to Class 5000
TY TY PR GD GD GD TY speeds in space. In atmospheric conditions,
he flies at Shift Z speeds maximum. He
TALENTS: She-Hulk retains her knowledge of normally uses a sur1board made of Unearthly
the law from before her transformation, and in material to fly, which he may control mentally.
addition is training in Martial Arts C.
Body Armor: Sur1er has Monstrous protection
CONTACTS: A native of California, Jen from energy and physical attacks, which he
Walters is still a member of the bar (legal may boost to Unearthly for 1-10 rounds. He is
system), and her father is Sheriff of Los Invulnerable to Heat and Cold (Class 1000
Angeles County. She is a joint member of both Resistance) and may survive in space for long
the Fantastic Four and Avengers, and remains periods of time.
close to her cousin Bruce Banner (the Hulk).
LIMITATIONS: The Sur1er is bound to Earth
BACKGROUND: Attorney Jennifer Walters and cannot leave our atmosphere.
was shot by hoods and saved from death only
by an emergency transfusion from her cousin, TALENTS: Norrin Radd was a space pilot. In
Bruce Banner. Banner's gamma-irradiated addition, his meditative practices give him
blood affected Walters, turning her into the Martial Arts D.
She-Hulk. Though branded a menace initially,
She-Hulk eventually cleaned up her reputation CONTACTS: Sur1er is a native and hero of
and established herself as a hero alongside Zenn-La. He is on good terms with the
the Avengers and Fantastic Four. Fantastic Four, as well as being on as good a
set of terms as possible with Galactus.

BACKGROUND: Space Pilot Norrin Radd


offered his services to Galactus the
World-Eater in return for sparing his world, and
was transformed by Galactus into the Silver
Surter. Rebelling against his master, the Silver
Sur1er joined forces with the Fantastic Four
and protected Earth from the Eater of Worlds.

37
SPIDER-MAN STORM SUB-MARINER
Peter Parker Ororo Munroe Namor of Atlantis

F RM(30) Health: 160 F EX(20) Health: 106 F IN(40) Health: 185


A AM(50) A RM(30) A RM(30)
s IN(40) Karma: 70 s TY(6) Karma: 36 s MN(75) Karma:76
E IN(40) E AM(SO) E IN(40)
R EX(20) Resources: Pr(4) R TY(6) Resources: Pr(4) R TY(6) Resources: Gd(10)
I GD(10) I EX(20) I RM(30)
p IN(40) Popularity: 30/6 p GD(10) Popularity: O p IN(40) Popularity: 6

KNOWN POWERS: KNOWN POWERS: KNOWN POWERS:

Wall-Crawling. Spider-Man can adhere to Weather Control: Storm had the mutant ability Body Armor. Sub-Mariner's flesh can ·
vertical and upside-down surfaces with to manipulate existing weather patterns with withstand the pressures of the deep ocean,
Amazing ability. Amazing ability. Power stunts she performed providing him with Good protection against
with this ability included: physical attacks.
Spider-Sense: Spider-Man has a Combat • Fog and rain of Amazing Intensity
Sense of Amazing at all times. This • Amazing Strength winds Resistance to Colet. Namer's physiology also
spider-sense determines potentially dangerous • Raise or lower temperature with Amazing protects him from extreme cold. He has
situations and warns the hero by a mental ability Excellent Resistance to Cold.
"buzzing." The Intensity of the buzzing is • Predict weather up to three days in
determined by the rank of the potential danger. advance Swimming. Namor may maintain a speed of 4
Spider-Man cannot be blindsided while this • Reduce weather effects by Amazing rank areas/round while swimming (Good water
form of Combat Sense is in effect, and may number speed).
perform defensive actions if he makes a Should Ororo regain her Powers, she must
successful Intuition FEAT roll. If this sense is relearn these Power stunts, at a cost of 50 Flight Namor may fly at 4 areas/round (Poor
denied him, then his Intuition is as listed, and Karma points per attempt. When using this Air speed) by unknown means.
all Agility FEATs are at -1CS for success. Power, Ororo's moods were often reflected by
the weather. Water Breathing. Namor can breathe water as
Web-Shooters-. Hidden beneath the wrists of well as air.
his costume are a pair of devices that shoot a Flight By using her wind Power, Ororo was
stream of ensnaring webbing. The webbing able to fly at Incredible speeds (20 areas/ LIMITATION: Dehydration. If Sub-Mariner is
has Incredible Strength in the round it was round) . She carried others by making a not immersed in water, in a damp
fired, and hardens to Monstrous Strength in Weather Control FEAT at -1 CS per person environment, or partially wet, he suffers a
the next round. Spider-Man uses the webbing carried. -1 CS penalty per hour on each physical
to restrain opponents, make swing-lines (can ability and Power. His Health is unaffected. If
travel 3 areas/round in this fashion), as LIMITATION: At the time of this writing Ororo totally deprived of moisture (by artificial means
missiles inflicting Excellent Blunt Throwing has lost her mutant abilities. Her Agility is - even a desert has some ambient moisture),
damage, and make shields of Monstrous Good, her Endurance Excellent, and her Namor loses 1 Health point per hour, and may
material strength. The webbing dissolves after Health is 56. She may not use her perish of dehydration. Immersion in water
one hour. super-human Powers. restores the lost Health and eliminates the
penalty.
Spider-Tracer. Spider-Man carries a number TALENTS: Ororo is a skilled thief, escape
of small homing signals shaped like spiders, artist, and lockpick, and receives a + 1CS to TALENTS: Namor is skilled in Underwater
tuned to his Spider-Sense. He may track them Agility FEATs involving these actions. She has Combat and suffers no penalties for fighting in
with Amazing ability up to a mile away. Martial Arts A and C, and is skilled in Aerial that environment. He is an expert with Edged
Combat ( + 1CS versus other flying targets). weapons, and is also knowledgable on the
TALENTS: Parker is a graduate studies She has the Resist Domination ability and has variety of sea life.
chemist who supports himself by photography. developed Leadership.
CONTACTS: Namor is the former Prince of
CONTACTS: As Parker, Spider-Man has CONTACTS: Storm is the team leader of the Atlantis, and commands some respect in that
contacts in the Dally Bugle and with his Aunt X-Men and titular ruler of the Morlocks, a underwater kingdom. He is a current member
May. As Spider-Man, Parker is a loner, but on group of mutants living beneath New York City. of the Avengers, and an ally of varying worth
good terms with Doctor Strange and the to the Fantastic Four (he still carries a torch for
Human Torch as well as other heroes. BACKGROUND: Ororo Munroe is the Sue Richards).
daughter of an American photojournalist and a
BACKGROUND: Parker gained his amazing Kenyan tribal princess. Orphaned in a BACKGROUND: The son of Princess Fen of
abilities after being bitten by a radioactive war-related incident, Ororo learned to survive Atlantis and an American sea captain, Namor
spider. He first turned his thoughts to making a as a thief on the streets, and in her teens is a hybrid homo sapien/homo mermanus with
profit, but with the death of his Uncle Ben has traveled south on foot. At the foot of Mount exceptional Powers and abilities. Proud and
learned that with great power comes great Kilimanjaro she was regarded as a goddess haughty, he fought alongside the Allies in
responsibility. He now devotes himself to for her mutant Powers, and it was there WWII, but has frequently attacked the surface
fighting for good. Professor X recruited her for his new X-Men. world for offenses real and imagined. He is
She served with the team and is today, as currently a member of the Avengers.
team leader, despite the fact her Powers were
taken from her by a mutant "neutralizer."

38
THING THOR
Benjamin " Ben" J. Grimm Thor of Asgard

F IN(40) Health: 200 F UN(100 Health: 320


A GD(10) A EX(20)
s MN(75) Karma: 50 s UN(100 Karma: 76
E MN(75) E UN(100
R GD(10) Resources: Ex(20) R TY(6) Resources: Ex(20)
I GD(10) I EX(20)
p RM(30) Popularity: 50 p AM(50) Popularity: 75

KN.OWN POWERS: KNOWN POWERS:

Body Armor. Ben's skin has mutated into a Body Armor. All Asgardians have denser flesh
thick, rock-like hide, which provides Incredible than mere mortals, which provides Excellent
protection against physical attacks and protection from physical attacks and Typical
Excellent protection against energy attacks. protection from energy attacks.

Resistance to Fire: This same thick hide Unique Weapon: Thor wields a hammer made
provides Incredible protection from fire and of the mystic material Uru, a Class 3000
fire-based attacks. material. The enchantments on this mystic
mallet grant Thor additional Powers.
Protected Senses: Ben has no visible ears, • Thor may throw the hammer up to ten
but his hearing is unimpaired. He has areas away, with the hammer returning in
Remarkable protection from sonic and the following round .
sound-based attacks. • By throwing the hammer and catching its TM
thong, Thor may fly at up to Shift X
Alter Ego (no longer in use): Ben Grimm had Speeds, and by spinning it, hover in place.
on occasion reverted to his original human • By spinning the hammer, Thor may use it
form, whether by treatment, the effects of the as a shield of Remarkable strength.
environment, or personal attitudes. The Alter • Only one who is worthy may lift the
Ego had all the talents and contacts but no hammer of Thor. The wielder (other than
Powers. · Thor) must have 1000+ Karma,
FAS ER IP Remarkable Strength, and positive
EX GD GD GD GD GD RM Popularity. A non-living object must have at
least Remarkable Strength to lift the
T he Thing has lost the ability to revert to his hammer.
human form at the time of this writing. • The Hammer provides Unearthly rank
Weather Control. Thor uses this Power to
TALENTS: Ben is an accomplished pilot of summon storms and lightning.
both air and space craft. He is, in addition, • Dimensional Travel: By spinning the
well-versed in combat and has Martial Arts B hammer, Thor may move into adjacent
and Wrestling Talents. dimensions with Unearthly ability. With the
current separation of Asgard and Earth,
CONTACTS: Ben is·a founding member of travel between the two is a red FEAT.
the Fantastic Four, and has also served as an
ally of the West Coast Avengers. At other TALENTS: Thor receives a + 1CS with Edged
times, he has worked as a star attraction for Weapons, and is a Weapons Specialist ( + 2CS
the Unlimited Class Wrestling Federation and to hit) with Mjolnir.
Project PEGASUS, a US government agency
dedicated to investigating new and powerful CONTACTS: Thor is the son of the lost ruler
energy sources. of Asgard, Odin, and the primal Earth spirit
Gaea. He is also a founding member of the
BACKGROUND: Ben Grimm was the pilot on Avengers.
the fateful space shot that created the
Fantastic Four. Altered by cosmic radiation BACKGROUND: Trapped by aliens in a cave
into his present rocky form, Ben considers in Norway, Dr. Donald Blake discovered the
himself a hideous mockery of a man, and Hammer of Thor, transforming him into the
though his strength has saved the team time Asgardian warrior. It was later revealed that
and again, he feels alienated from his Thor had been transformed into Blake to teach
partners. him humility. Thor tries to serve as a protector
of both Asgard and Midgard (Earth).

39
TIGRA VINDICATOR WASP
Greer Grant Nelson Heather McNeil Hudso n J anet Van Dyne

F EX(20) Health: 130 F TY(6) Health: 96 F GD(10) Health: 60


A IN(40) A IN(40) A EX(20)
s IN(40) Karma:56 s RM(30) Karma:40 s GD(10) Karma: 40
E RM(30) E EX(20) E EX(20)
R TY(6) Resources: Ty(6) R GD(10) Resources: Gd(10) R GD(20) Resources: Rm(30)
I RM(30) I EX(20) I EX(20)
p EX(20 Popularity: 26 p GD(10) Popularity: 6 p GD(10) Popularity: 50

KNOWN POWERS: KNOWN POWERS: KNOWN POWERS:

Enhanced Senses: Tigra's senses of vision, Personal Force Field. All of Vindicator's Shrinking. Wasp can shrink with Incredible
hearing, and smell are at Monstrous level. She super-human Powers derive from the battlesuit ability, reaching a minimum size of 1/2 inch. In
may track opponents with Amazing ability she wears. Made of Good Strength material, this minimum size she can attack for normal
using these skills, but suffers a -1 CS on the suit provides no intrinsic protection, but is damage at +2CS to hit, but normal-size
FEAT rolls against attacks of these types. equipped with a Personal Force Field that opponents are at - 2CS to hit her.
provides Amazing protection from physical
Night Vfsforr. Tigra has Incredible rank attack and Incredible protection from all Flight When Wasp shrinks, wings extrude
infra-vision, and can perceive objects clearly energy attacks. The force field must be from her back, allowing her to fly 4
even in almost total darkness (some dim light activated to provide this protection, and is areas/round (Poor Speed). These wings
must be available). She suffers no penalties considered "on" when in flight or combat. remain with Wasp between the half-inch and 4
when fighting in the dark. foot mark, allowing her to fly when almost
Flight Vindicator flies by manipulating fully-grown . She retains her Strength when
Claws: Tigra's hands and feet end in claws of electromagnetic energy, and can reach Shift X reduced In size, but her wings prevent her
Good material strength that inflict Good Edged Speeds in this fashion . from lifting any extra weight when flying.
Attack damage. She may make normal blunt
attacks as well. Energy Bolts: The Vindicator battlesuit can Insect Communication: Wasp possesses the
project bolts of Incredible Force with a range ability to communicate and com mand all forms
Empathy. Tigra can detect the emotions of of 10 areas. of insect life at Typical ability. This is a
others with Excellent ability. In addition, she seldom-used Power, as it does not fit in with
communicates on an emotional level with cats Digging. The original purpose of the suit was her self-image.
and cat-like creatures with a + 2CS. for oil exploration. Due to this, Heather may
tunnel 3 areas per round (2 areas if forming a Wasp Sting. The Wasp can generate
Lightning Speed'. Tigra can move three areas tunnel for others to follow). bio-electric bolts of energy from her hands,
per round, accelerates to that speed in one inflicting up to Remarkable energy damage at
round , and can run without tiring as if Protected Senses: Heather wears a set of a range of 1 area maximum.
possessing Monstrous Endurance. prescription goggles that provides Remarkable
protection from light-based attacks. TALENTS: Janet Van Dyne is an
Alter Ego: Tigra may transform herself back accomplished businesswoman, and has
into her human form by means of a cat amulet LIMITATIONS: Heather is nearsighted. Excellent Reason In business matters. She
she wears on her top. This amulet mystically Without her glasses or goggles she is - 2CS has learned Martial Arts D and Aerial Combat
changes her physical form. She retains her to hit, and cannot clearly make out images ( + 1CS fighting against another airborne
stats and abilities. This mystic disguise has a farther than 1 area away. opponent) In her career as a hero.
Remarkable rank.
TALENTS: Heather has developed CONTACTS: Janet Van Dyne is chairperson
TALENTS: Greer Nelson is trained in Biology. Leadership skill. of the current team of Avengers. She is on
Good terms with her ex-husband, biologist
CONTACTS: Tigra is a member of the West CONTACTS: Heather is the leader of Alpha Henry Pym, and is a major shareholder in a
Coast Avengers. She was given her present Flight, and maintains close contacts with the number of companies, including NEVELL.
powers by the Cat People, an Canadian government.
extra-dimensional race, who see her as their BACKGROUND: Janet Van Dyne was given
warrior and agent on this plane. BACKGROUND: Heather McNeil was a her Powers by biologist Hank Pym, and the
secretary at Am-Can Petrochemical when pair were foundi ng members of the Avengers.
BACKGROUND: Greer Nelson first operated James Hudson stormed out after a dispute Janet and Hank married and then divorced,
as the hero Cat, using a powered suit, when over his cybernetic helmet invention. Hudson and while' Janet leads the present team, Hank
she was grievously injured and saved by the later retrieved the only prototype of the helmet helps the West Coast Avengers on science
Cat People who bonded her spirit with that of and destroyed the plans. McNeil discovered matters. Jan's "Ditzy Brunette" act conceals a
one of their legendary heroes. This caUhuman this, and convinced the Canadian government very shrewd business mind and an able
hybrid now experiences an increasing amount to support Hudson's creation of a team of leader.
of cat-like behavior in her actions. Canadian heroes. Hudson and McNeil married
soon after, and Heather supported her
husband in his later formation of Alpha Flight.
With Hudson's death in battle, Heather led the
team, finally taking up the role of Vindicator
with a suit designed by Roger Bochs and
Madison Jeffries.

40
WOLVERINE WONDER MAN
Logan Simon Williams

F IN(40) Health: 110 F GD(10) Health: 215


A RM(30) A RM(30)
s GD(10) Karma: 121 s UN(100 Karma: 18
E RM(30) E MN(75)
R TY(6) Resources: Ty(6) R TY(6) Resources: Pr(4)
I MN(75) I TY(6)
p IN(40) Popularity: 0 p TY(6) Popularity: 30

KNOWN POWERS: KNOWN POWERS:

Regeneration: Wolverine recovers 30 points Body Armor. Williams' super-hard skin


of Endurance every minute (10 turns, or 3 provides Amazing protection from all forms of
points per turn). This regeneration is only damage, including physical and energy
possible if Wolverine has complete rest. damage. Mental attacks are resolved normally.

Recovery. Should Wolverine lose Endurance Invulnerability. Wonder Man has Class 1000
ranks, he may recover one per day, providing Resistance to Heat and Cold.
he makes an Unearthly FEAT roll.
Life Support Wonder Man does not require
Resistances: Wolverine has Unearthly food, water, or air to survive, and is considered
Resistance to Toxins and Disease. He cannot to have Class 1000 Life Support for this
get drunk in a conventional manner. reason . He can survive in deep space for short
periods with no ill effect. TM
ClawS'. Wolverine has three foot-long claws of
solid adamantium, a Class 1000 material. Flight Wonder Man flies at 8 areas per round
Against living targets, Wolverine wields his (Good Air Speed) by means of a jet-powered
claws for Excellent Edged Attack dama~e. flying belt. Wondy can hover in place using
this belt.
Ti'acking. Wolverine's acute sense of smell
coupled with his knowledge of the wilderness TALENTS: Simon Williams is a performer with
and hunting give him Monstrous tracking sporadic experience in stunts, stage, and
ability. children's TV shows. He is also a
businessman of middling worth.
Adamantium Skeleton: Wolverine's skeleton
is somehow impregnated with molecules of CONTACTS: Wonder Man is a member of the
adamantium. He is + 1CS to damage in blunt, West Coast Avengers, and is also a known
charging, or any combat which uses his body face in Hollywood society. TM
as a weapon. He may stun or slam any
opponent that he can damage. BACKGROUND: Simon Williams inherited his
family's electronics firm at an early age.
TALENTS: Wolverine's background includes Unfortunately, this was a result of poor
service in the military and in espionage management and the superior designs of
organizations. He has Martial Arts B, C, D, competitors, including Stark International.
and E, and is experienced with oriental Simon was caught embezzling funds from his
weapons. He has the Resist Domination talent firm and soon fell in with Baron Zemo's
as well. original Masters of Evil. Given his
super-human Powers by Zemo, Williams, as
CONTACTS: Wolverine is a member of the Wonder Man, infiltrated the Avengers as
X-Men, and has good relationships with the Zemo's agent. In combat with the Masters of
Canadian group Alpha Flight through its Evil, Williams could not betray the Avengers,
leader, Heather Hudson. Logan's long-time and apparently gave his life to save them. In
love is Mariko Yashida, matriarch of the reality, Zemo's process placed him in
powerful (Amazing Resources) Yashida clan of suspended animation. Wonder Man returned
Japan. to the Avengers, but his inordinate fear of
death prevented him from reaching his full
BACKGROUND: How Logan gained his potential as a person or a hero. Conquering
skeleton is a mystery. He was found in the that fear, Wonder Man has joined the West
Canadian Rockies and became a Coast Avengers and·serves, alongside Iron
super-powered agent for that country. He left Man, as that team's resident muscle.
Canada to join the X-Men, and has remained
with that team ever since. Wolverine is
short-tempered, hard-edged, and thinks
nothing of taking drastic (Karma-reducing)
steps to get the job done.

41
VILLAINS

ANNIHILUS BARONMORDO BEETLE


Annihllus of Anthros, Negative Zone Karl Amadeus Mordo Abner Jenkins

F IN(40) Health: 205 F TY(6) Health: 48 F GD(10) Health: 70


A IN(40) A TY(6) A GD(10)
s AM(50) Karma: 70 s TY(6) Karma: 90 s RM(30) Karma: 56
E MN(75) E RM(30) E EX(20)
R RM(30) Resources: Mn(75) R GD(10) Resources: Ty(6) R EX(20) Resources: Ex(20)
I GD(10) I RM(30) I RM(30)
p RM(30) Popularity: - 30 p AM(50) Popularity: - 5 p TY(6) Popularity: -10

KNOWN POWERS: Known Powers: KNOWN POWERS:

Body Armor. Annihilus' lnsectoid hide Magical Ability. Baron Mordo is a powerful Body Armor. All of Jenki ns' super-human
provides him with Incredible protection from sorceror who may wield most Powers listed as Powers derive from his microwave-powered
physical or energy attack. available as magic spells with Amazing Power armor. Jenkins' normal stats are:
rank. He has the following spells available to FAS ER IP
Flight Annihilus can move at Remarkable him at all times. GD GD TY TY EX RM TY
Speeds (10 areas/round) in atmospheric • Astral Projection (P) as Power, with
conditions. He can move at higher rates (up to Monstrous ability. The armor provides Excellent protection from
Class 1000) in space, using the Cosmic • Shield, Individual (P) as Personal Force physical attacks and Remarkable protection
Control Rod. Field, repels magical attacks from energy attacks. As it is powered by
• Telepathy (P), as Power, at Unearthly rank microwaves, he jams microwave
Cosmic Control Rod: As Annihllus' chief • Conjure (U), a specialized teleport of transmissions within 3 areas with Incredible
weapon and source of his power, the Cosmic Incredible Intensity that brings the item, Intensity.
Control Rod allows tM wielder to manipulate character, or being to the caster. The target
vast amounts of cosmic energy. With this may make a Psyche FEAT to avoid this Wall-Crawling. Suction cups on the gloves
energy, the wielder may perform various teleport. and feet allow Beetle to wall-crawl with
functions. • Eldritch Beams/Bolts (U), as Force or Excellent ability.
• The wielder does not age, and is Energy attack of Amazing Intensity and
Invulnerable to Disease, Radiation, Heat range Flight. Beetle normally flies at Poor Speed (4
and Cold. • Mesmerism (U), as Hypnotism of areas/turn). This is raised to Good Speed (8
• The wielder may increase any one Monstrous Intensity. areas/turn) if power is shunted from all other
physical ability to Unearthly rank. • Necromancy (U), creation of Zuvembies systems. The wings are made of mylar (Good
• The wielder may fire bolts of cosmic from corpses, with Incredible ability. Stats material strength).
energy (either Force or Energy) of up to are:
Unearthly Power rank. FAS E R ' I P Electro-Bite: By placing the second and third
• The wielder may manipulate non-organic Gd Ty Gd Pr N/A NIA NIA fingers of each gauntlet together, Beetle may
matter (but not transmute elements) with • Teleportation (U), as Power, at Unearthly fire an Excellent electrical (Energy) attack up
Unearthly ability. rank to 10 areas away.
If deprived of the Cosmic Control Rod, • Demonic Entreaty (D), adds + 1CS to
Annihilus is - 3CS on all FEATS, and in effects of any spells if he entreats any Battle Computer. Mounted in the chestplate of
addition begins to age and lose Endurance at powerful extra-dimensional being of an evil the battle-suit, Beetle's battle computer can be
a rate of one rank per week. nature. programmed with the fighting styles of
particular foes, so that Beetle can anticipate
Minions: As the conqueror of a large section TALENTS: Mordo is a master of sorcerous their movements and attack accordingly.
of the Negative Zone, Annihilus commands an and occult lore. His Reason is + 1CS when Against programmed foes, Beetle is +2CS on
army of alien creatures. Typical stats for these dealing with these matters. Fighting FEATs, + 1CS on Agility FEATs, and
minions are: +2CS on Intuition FEATs, including initiative.
FAS ER IP CONTACTS: Mordo may entreat the following The fighting style must be filmed and analyzed
RM TY GD PR PR PR PR beings as Friendly: Denak, lkonn, Satannish, by computer to be programmed for these
and Valtorr. He has no allies, though has abilities. Programs exist for Spider-Man,
These creatures may have claws, wings, and, served as a lackey for Dormammu. Daredevil, Iron Man (Tony Stark, old suit), and
occasionally, superior powers, though nothing Captain America.
above the Remarkable level. Such Minions are BACKGROUND: Mordo was the Ancient
often armed with energy pistols (Remarkable One's disciple before the arrival of Stephen TALENTS: Beetle has Electronics and
damage). Strange. The Ancient One recognized that Repair/Tinkering skill.
Mordo was motivated only by lust for power,
TALENTS: Annihilus has Engineering Talent. yet accepted him in order to keep watch on CONTACTS: Beetle is a former employee of
him. Strange discovered Mordo's plan to slay Justin Hammer and a former member of
CONTACTS: Annihilus has no contacts. the Ancient One and stopped it. Mordo left the Egghead's Masters of Evil.
Ancient One's tutelage, but remains a rival of
BACKGROUND: Annihilus is an insectoid Dr. Strange, and the two have fought BACKGROUND: Jenkins was a master
being who mastered control of the Cosmic repeatedly. Modro's goal is to defeat Strange mechanic who turned to crime to alleviate the
Control Rod. He is completely paranoid, and be Sorceror Supreme of the Earth boredom in his life. Working as a super-human
fearing his own death (through theft of the Dimension. criminal for more powerful masters, Beetle is
rod). always trying to increase his "rep."

42.
BLACKLASH BOOMERANG
Mark Scarlotti Fred Myers

F RM(30) Health: 80 F EX(20) Health: 80


A GD(10) A RM(30)
s GD(10) Karma: 34 s GD(10) Karma: 26
E RM(30) E EX(20)
R EX(20) Resources: Ty(6) R GD(10) Resources: GD(10)
I GD(10) I GD(10)
p PR(4) Popularity: -8 p TY(6) Popularity: - 5

KNOWN POWERS: Known Powers: TM

Body Armor. Blacklash's steel mesh body suit Boomerangs: Myers carries at least seven
provides Good protection from physical boomerangs prominently on his costume,
attacks and Excellent protection from energy each with special properties. Unless otherwise
attacks. noted, they are of Excellent material strength.
• Shatterang - detonates on contact,
Whips: Blacklash's arsenal centers around a Amazing damage to all in one area.
pair of specially designed titanium whips. • Gasarang - Monstrous Intensity tear
These whips are stored in holders in his gas, affects one area.
gloves. He may use these custom-designed • Razorangs - Incredible material
whips in a number of ways. strength, inflict Remarkable Edged
• As whips, with + 2CS (Weapons Throwing damage.
Specialist), for Remarkable Blunt weapon • Bladerangs - similar to Razorangs, but
damage. They may grapple an opponent inflict Incredible Edged Throwing damage,
as with Incredible Strength. and have no effect on Body Armor of Good
• As nunchaku, for two separate attacks at or higher or equivalent material strength.
Excellent damage each. • Screamerangs - Excellent Intensity
• If wound about an opponent, the whip sonic attack
may detatch from its handle and explode • Gravityrang - creates local gravity field
for Incredible damage to target (Excellent of Incredible Intensity
t o all within one area). The concussion • Reflexrang - solid-weighted boomerang.
explosion may be timed up to 3 rounds. Bullseye result on Blunt Throwing column
• The w hip may be stiffened to form a indicates target must check for Stun or be
vaulting pole allowing 1-story vaults. knocked over.
• The whip may be spun to form a Shield of Myers can throw his ' rangs so they will return
Excellent protection. to him with no risk of damaging himself.
The whips are made of Incredible strength
material. Flight. Myers has boot-jets that allow him to
fly at Poor Speed (4 areas/round) max, and if
Other weaponry. used as a weapon, inflict Remarkable damage
• Gravity Bolo: Bolo with artificial gravity to his opponent.
devices. If it hits a target, the target is held
down with Amazing Strength. Made of TALENTS: Myers is a Weapons Specialist
Amazing strength material. with his boomerangs, gaining a +.2CS to hit.
• Necro-Lash: If this whip grapples a target, He also has a + 1CS to hit with other thrown
Blacklash can channel Amazing Intensity objects.
electricity through it to the target.
CONTACTS: Boomerang is a freelance
TALENTS: As noted above, Blacklash is a criminal operative with Contacts in most mobs.
Weapons Specialist with his whips. He is also
trained in Martial Arts A, C, and E, and in BACKGROUND: Myers was a talented
engineering, specializing in weapon design. baseball pitcher from Australia who was TM
kicked out of the major leagues for taking
CONTACTS: Blacklash has criminal contacts, bribes. Initially equipped by the Secret Empire
though those with the Maggia are no longer as as a costumed agent, Myers practiced his
good as they once were. skills with the boomerang and equipped
himself with his specially-built arsenal
BACKGROUND: Mark Scarlotti was recruited provided by Justin Hammer in exchange for a
by the Maggia out of college as a weapons percentage of the take. Myers bills himself as
designer. Equipping himself as Whiplash , a freelance assassin, "the killer who keeps
Scarlotti battled Iron Man to an even draw on coming back."
several occasions. He cut his Maggia ties to
go fully freelance, but has since experienced
numerous defeats. He is seeking to
re-establish his credentials with the Maggia.

43
CRIMSON DYNAMO DOCTOR DOOM Warrior robots have Good Strength Body
Dimitri Bukharin Victor Von Doom Armor, carry Force or energy blasters of
Remarkable Intensity and travel in patrols of
F RM(30) Health: 195 F (30) Health: 120 ten.
A IN(40) A (20)
s AM(SO) Karma: 40 s (30) Karma: 140 Imitation Doom robots with combat capabilities
E MN(75) E (40) have the following stats:
R GD(10) Resources: Gd(10) R (50) Resources: Am(50) FAS ER IP
I EX(20) I (40) EX EX EX RM EX EX EX
p GD(10) Popularity: 5/(25) p (50) Popularity: -40
These imitation Dooms have Remarkable
KNOWN POWERS: KNOWN POWERS: Body Armor, Amazing Intensity force fields,
and Incredible Strength force beams.
Body Armor. All of Bukharin's Powers are Body Armor. Doctor Doom's Powers are
gained through the Crimson Dynamo armor he derived from his nuclear-powered, Doom robots that operate in a diplomatic
wears. Bukharin's stats without the armor are: computer-assisted, titanium-alloy armor. He function have the following stats:
FAS ER IP never removes this armor. Doom's armor FAS E R IP
TY GD TY EX GD EX GD provides him with Incredible protection from GD GD GD EX EX RM RM
physical attack.
The Crimson Dynamo is constructed of a Equipped with Remarkable Body Armor, and
carborundum matrix alloy (Amazing material Force Field. The armor can project a Good Intensity force beams, Doom robots are
strength) that provides Amazing protection Monstrous Intensity personal force field programmed to think as if they were Dr. Doom,
from physical and energy attacks, and around him. The force field is effective against save for when in the presence of the real
Amazing Resistance to Fire, Heat, and Cold. all physical and energy attacks, including Doctor Doom or another Doom android.
The suit has Unearthly Resistance to magnetism, but not against magical and
Radiation. psionic attacks. Other Equipment Doom is the inventor of a
time machine capable of sending up to one
Flight Mini turbo-fans in the armor's boots Force Beams: Doom's gauntlets are equipped ton of material forward or backward in time, or
allow the wearer to fly at Good Speeds (8 with miniature particle accelerators. These fire into an alternate time line. He has also
areas/round), and, if used as weapons, inflict force beams of Amazing Intensity and range. developed a shrinking gas of Class 1000
Excellent Force damage to targets in the same Intensity.
area. Flight Doom has a jet-pack built into his
armor, allowing him to fly at Excellent Speed TALENTS: Victor Von Doom is a scientific
Blastef'S'. Electrical discharge from the gloves (10 areas/round) in the atmosphere. genius who has built time machines, space
inflicts Incredi ble damage at a range of 3 craft, robot servants and guards, mind control
areas. Air Supply. When sealed, the armor contains devices, and innumerable super-weapons. His
enough air for 4 hours. Reason is +1CS in all applied sciences and
Air Supply. The armor has an internal air occult lore, and he has Engineering and
supply for 1 hour, but its Chemical/ Transfer. This is an ability taught or provided Repairmnkering skills, as well as Resist
Biological/Radiation system will function for him by the Ovoid race, by which Doom may Domination.
450 hours before failing . exchange his consciousness.with another
human's. Doom does this with Incredible CONTACTS: Doom needs no allies, but has
Sensors: The upmoded Dynamo armor has ability. As far as it is known, Doom has on occasion used super-powered pawns In his
light amplifier lenses (Incredible lnfravision), performed this transfer twice in his career, but battles. Doom is recognized as the ruler of
wide band communicator, and microwave prefers his own body. Latveria, and as such enjoys diplomatic
detector (Excellent). immunity, in addition to numerous defense
Magic-. Doom is self-taught in magic, and has treaties with the United States government.
ECMS'. The Dynamo armor may jam ordinary never had a mentor. He has no " friendly"
radar with Incredible ability. extra-dimensional Contacts, nor has he ever BACKGROUND: Victor von Doom is a
evinced any Personal abilities. He may use self-taught tyrant, who rose from humble
Shoulder RamS'. The shoulder joints of the magical items correctly, if they have been beginnings as the son of gypsies to his
armor are heavily armored to protect the seals properly researched. present status as an international madman.
and allow a + 1CS on damage from charging • Eldritch Beams/Bolts (D): As force or Doom is a technological genius, and is
attacks. energy attacks of Amazing Power rank and continually modifying his armor with new
range. inventions and devices. He is a man of honor
TALENTS: Bukharin has Detective/Espionage and his word, and specializes in schemes to
Skill from his service in the KGB. WeaponS'. Doom carries a 9 mm Mauser (treat destroy his enemies. He has three goals in
as Handgun) for dispatching of sundry tasks life: to rule the entire world; to destroy his rival
CONTACTS: Bukharin serves the Soviet unworthy of his armor's weapon systems. Reed Richards; and to rescue the spirit of his
State and KGB, and may draw Resources mother, which is trapped in a netherworld
from them. RobotS'. Doom uses a wide variety of devices, dimension. He is not someone to offend, as he
but is most noted for his warrior robots and will take the time and effort to hunt down and
BACKGROUND: Bukharin is the fifth man to imitation Doom robots. Warrior robots are destroy his enemies.
bear the name and armor of the Crimson obviously non-human, and have the following
Dynamo, but the first to wear this improved stats:
suit. His loyalty to the state is unquestioned, F A S E R I P
and he will fight to protect it. EX GD GD EX PR PR PR

44
DOCTOR OCTOPUS DREADNOUGHT
Otto Octavius
F RM(30) Health: 165
F TY(6) Health: 66 A EX(20)
A GD(10) s IN{40) Karma: N/A
s RM(30) Karma:46 E MN(75)
E EX(20) R FB(2) Resources: N/A
R EX(20) Resources: Gd(10) I EX(20)
I TY(6) p FB(2) Popularity: -10
p EX(20) Popularity: - 5
KNOWN POWERS:
KNOWN POWERS:
Body Armor. The Dreadnought robot is
Tentacles: Doctor Octopus can mentally constructed of Amazing Strength titanium
control a harness with four tentacles worn at steel, which provides Amazing protection from
his waist. This device is made of titanium steel physical attacks and Remarkable protection
(Amazing material strength) and the tentacles from energy attacks. Dreadnoughts have
end in pincers made of Remarkable strength Monstrous Resistance to Heat, Cold, and
material. Radiation attacks. Their limited programming
causes mental attacks and illusions directed
Doc Ock can use his tentacles in combat in a against them to fail. They are equipped with
number of ways. simulated human senses of hearing, sight,
• He may make up to four multiple attacks and smell, and so may be attacked in this
on a successful Fighting FEAT. fashion.
• He may engage in blunt attack, wrestling,
or a combination of those attack forms. Weapon Systems: The Dreadnought is
• He may attack non-adjacent foes up to equipped with a host of weapon systems.
one area away. • Flame-throwers located in gauntlets:
• A single tentacle has Remarkable Range 1 area, Incredible fire damage,
Strength. sufficient fuel for 6 attacks
• Multiple tentacles used to attack have • Sharpened spikes fired from knuckles:
Incredible Strength. Range 4 areas, Typical shooting damage,
• Multiple attacks are resolved on a single maximum of 8 such attacks
die roll, but are at + 1CS for each arm • Electrical Field: range Contact only,
used. Amazing electrical damage
• If Doc Ock uses two of his arms for • Gamma ray projector behind eyes: Range
bracing, his Endurance to avoid Stuns and 3 areas, Incredible Intensity
Slams is + 2CS. • Freon gas dispenser in mouth: Range 2
areas, Amazing Intensity cold, 2 rounds
Doc Ock's arms may be used to carry him up attack before reloading is necessary
to 4 areas/round, and may rise above 2-story
buildings. Punching handholds in buildings TALENTS: Dreadnought robots have no
lets him move vertically 3 stories per round. talents. However, their programming is
designed to simulate Martial Arts B, that of an
Ock is in constant mental contact with his American boxer.
tentacles, and may command them from great
distances (a range of 900 miles has been CONTACTS: None. Dreadnoughts are used
reported). He has tactile sensation through as lackeys and don't know any better.
these arms, and, if the arms are damaged,
must make an Endurance FEAT or pass out for BACKGROUND: The Dreadnought robot was
1-10 rounds. The arms do not have to be designed by HYDRA for use against
attached to receive mental commands. S.H.l.E.l.D., but later the Nefaria Crime
Family of the Maggia under Madame Masque
TALENTS: Doc Ock has skill in mechanics, bought the plans and began manufacturing
robotics, and radiation research. He also has their own Dreadnoughts. Dreadnoughts are
Engineering and Repair/Tinkering skills. perfect guards, following orders from
authorized individuals (voice-print
CONTACTS: Doctor Octopus maintains identification) without complaint. In fact they
criminal contacts as a leader of his own don't talk very much and have no individual
criminal gang. personality, creativity, or interests (unlike more
dangerous robots , like Nimrod). Their high
BACKGROUND: A freak nuclear accident Intuition is the result of their combat-oriented
gave Otto Octavius control over his programming.
tentacle-like harness and warped his mind
towards criminal activity. Since that time he
has hatched numerous criminal plots, usually
foiled by Spider-Man, so that Doc Ock equally
hates and fears the wall-crawler. TM

45
ELECTRO HOBGOBLIN KINGPIN
Maxwell Diiion Real Name Unrevealed Wilso n Fisk

F GD(10) Health: 100 F EX(20) Health: 130 F RM(30) Health: 100


A EX(20) A RM(30) A GD(10)
s EX(20) Karma: 36 s IN(30) Karma: 50 s EX(20) Karma: 40
E AM(50 E IN(30) E IN(40)
R GD(10) Resources: Ty(6) R EX(20) Resources: Ex(20) R GD(10) Resources: ln(40)
I EX(20) I GD(10) I EX(20)
p TY(6) Popularity: -12 p EX(20) Popularity: - 20 p GD(10) Popularity: 31

KNOWN POWERS: KNOWN POWERS: KNOWN POWERS:

Electrical Generation: Electro has the ability Body Armor. Hobgoblin's costume is made of Body Armor. Through his fighting disciplines,
to generate and channel large quanitities of insulated chainmail, providing Excellent Fisk has Poor Body Armor.
electrostatic energy, with Amazing ability. He protection from physical attacks and
uses this to perform various Power stunts. Remarkable protection from energy attacks. Weaponry: Kingpin has been known to carry a
• Fire bolts of lightning from his fingertips. few weapons for his own defense. He usually
His range is 5 areas, and he is + 1CS to Weapon Systems: Hobgoblin uses a wide carries a walking stick made of Remarkable
hit. These bolts inflict Incredible damage to variety of weapons. His throwing blades, material containing a 3-shot laser, range of 2
grounded targets, Good damage to bombs, and grenal'.les are carried in a pouch, areas, which inflicts Excellent Intensity energy
insulated or otherwise ungrounded targets. with a maximum of 12 of these items. damage. The walking stick also carries two
• Administer an electric shock on touch of • Glove Blasters: Range 2 areas, doses of an Amazing Intensity sleep gas
Monstrous energy damage. Electro must Remarkable energy damage (range 1 area, Endurance FEAT or sleep for
grapple his target to do so. • Random Firing mechanism. Fires series 1-10 hours). Kingpin's diamond stickpin also
• Ride lines of high electro-magnetic of bolts in a general direction (a.ctivator on contains a dose of sleep gas, which may be
potential (such as power lines) with chest). Bolt hits at - 1cs for Remarkable used against opponents Kingpin is grappling.
Monstrous ground speed (9 areas/turn). He damage, 2 area range, but negates effects
must accelerate to that speed in normal of Dodging and any form of Combat Sense Minions: Kingpin rarely travels alone, and
fashion, and may move along vertical (including Spider-Sense). maintains a private army of goons (check out
surfaces. • Pumpkin bombs: Explode for Excellent thug stats on page 62) for fighting practice
• Override electrical systems with Amazing damage, may explode on contact or up to sessions, small duties, and delaying heroes
ability, including shutting down alarms and 2 rounds after thrown (detonation who invade his turf.
reprogramming electrically-powered determined by timer on bomb).
robots. Targets with an Endurance stat may • Goblin grenades: Grenades with light TALENTS: Fisk practices a grueling regimen
make an Endurance FEAT against plastic mantle that makes them resemble that keeps him in top fighting form. His great
Amazing Intensity to avoid the effects. wraiths in flight. These grenades have a mass is muscle, not fat, and Kingpin has
variety of charges. Martial Arts A, B, and C, as well as Wrestling
Invulnerability. Electro has Class 1000 • Smoke Grenades: standard skill.
Resistance to all forms of Electrical energy, • Knock-Out Gas: Incredible Intensity
and in addition Excellent Resistance to other • Incendiary: Incredible Intensity Heat CONTACTS: Kingpin has Criminal Contacts,
forms of energy. • Spider-Sense Negator: Unearthly and prides himself on knowing what is going
Intensity, removes spider-sense for 24 on in his city in crime. His contacts also
TALENTS: Dillon has no applicable talents. hours include Business/Finance in his role as Wilson
• Throwing Bats: Bat-winged blades inflict Fisk, humble spice dealer. His agents can
CONTACTS: Dillon has served as a partner in Good Edged Thrown damage. Multiple infiltrate most businesses, law enforcement
crime with a great variety of villains: Dr. blades may be tossed, but at - 1CS to hit agencies, and other organizations.
Octopus, Sandman, Kraven, Vulture, Mysterio, per blade tossed in that round.
Leapfrog, Matador, Gladiator, Stilt-Man, BACKGROUND: Wilson Fisk rose from
Wizard, Trapster, Blizzard, and the Purple Transportation: Hobgoblin uses a lightweight self-described poverty to ruthless ruler of the
Man. He is considered to have Criminal Goblin Glider with the following stats: largest independent crime operation on the
connections. Control Speed Body Protection East Coast. He considers the City of New York
In Ty Gd None his fiefdom, with himself as the feudal lord
BACKGROUND: Maxwell Dillon gained his dispensing favors and ordering punishments.
super-human Powers when a bolt of lightning He also has a specially designed battlevan Kingpin has no criminal record, as he has his
transformed him into a living electrical with full communications relays and auto-pilot, organization perform the dirty work for him,
capacitator. Seeking to turn his abilities to equipped with a Force Cannon of Remarkable leaving him a respected member of the
monetary gain, he began a career as a Strength on top. Other stats are: business community (though the public knows
costumed criminal, and has fought the likes of Control Speed Body Protection Kingpin is Fisk, nothing has been proven).
Spider-Man, the Fantastic Four, Captain In Rm In In
America and Falcon. Electro is a team player, Kingpin is a deadly opponent, and has hired
often joining forces with other powerful TALENTS: Repair/Tinkering ability. super-powered operatives as agents and
criminals to take on heroes. assassins. Upon discovering the ·secret
BACKGROUND: Finding a cache of identity of his foe, Daredevil, Kingpin used his
equipment previously owned by the Green connections to stop his bill payments, turn off
Goblin, an unknown individual seeks to his utilities, and have him thrown out of work.
become the boss of all crime as the Then he blew up his house. Nice guy.
Hobgoblin.

46
KLAW KRAVEN
Ulysses Klaw Sergei Kravinoff

F GD(10) Health: 135 F IN(40) Health: 140


A EX(20) A RM(30)
s RM(30) Karma: 14 s RM(30) Karma: 66
E MN(75) E IN(40)
R FB(2) Resources: Ty(6) R EX(20) Resources: Gd(10)
I TY(6) I IN(40)
p TY(6) Popularity: - 3 p TY(6) Popularity: - 10

KNOWN POWERS: Known Powers: TM

Body Transformation: Klaw's organic body has Running. Kraven can move up to 4
been irreversibly replaced with a material areas/round whe·n running.
sonic energy form. Though solid, this form
does not need to eat, drink, breathe, or sleep. Weapons: Kraven uses a number of weapons
It cannot be damaged except in certain in his "hunts:• usually hidden in the terrain
specific cases. where he intends to hunt his prey.
• Exposure to vaccuum inflicts Remarkable • Axes (10 points Edged Thrown weapon)
damage each round (sound must have a • Manacles (Remarkable strength, Bullseye
medium to travel through). results in automatic Grapple)
• Attacks with weapons of • Spears (10 points Edged Thrown weapon)
sound-dampening vibranium inflict full and • Whips (Typical strength)
normal damage. • Darts (2 area rangs, Typical damage)
• Presence of more than 10 lbs of • Knock-out potions of Amazing Intensity
sound-absorbing vibranium causes (used to coat weapons)
Endurance FEAT or loss of all Health. • Poison gas of Good Intensity
• Sonic attacks will reduce Klaw's Health by • Vest containing narcotic dust sprayer
an amount equal to the Intensity of the (victim -3CS on all FEATs), must be
attack. adjacent to target to use. Amazing
Klaw may not be affected by other physical Intensity.
and energy attacks, though he may still be • Electro-Blaster: Incredible Energy attack,
stunned or slammed (kill results are one area range, used infrequently
considered stuns). He has Incredible rank • Kraven NEVER uses bows or guns.
Body Armor for determining the effects of
physical attacks. Should Klaw's Health be TALENTS: Kraven is a master chemist,
reduced to O, he loses corporeal shape and is specializing in herbal poisons and paralytics.
absorbed by his sonic converter. He has Martial Arts A, D, and E, and in
addition knows a Nerve Punch. Individuals
Sonic Converter. Klaw's right hand has been who are Stunned in blunt attack combat must
replaced with a prosthetic device made of make an Endurance FEAT against
molybdenum steel and vibranium (Incredible Remarkable Intensity or be stunned for 2-20
material strength). This device can manipulate rounds. Finally, Kraven is able to train wild
sound in distinct fashions. animals, and often has one or two lions or
• Sonic blasts of Incredible Intensity at a tigers in his lair who respond to his verbal
· range of 10 areas. command.
• Projecting Sonic force fields of Incredible
Strength CONTACTS: Kraven has no allies or
• Creation of Sonic objects of Remarkable organizations he feels he can depend on.
material strength
• Create "sound creatures," quasi-living BACKGROUND: Kraven is a hunter who has
beings of solid sound that Klaw may stalked the deadliestanimals of Earth and is
control. These creatures take damage searching for a new challenge. The hunting of
normally, and have these stats: super-human prey excites him, and he has
F A S E R 1 · P entered this country illegally a number of times
TY TY RM RM N/A N/A N/A in order to battle the likes of Spider-Man and
Tigra. Kraven seems to be torn between his
Destroying the sonic converter forces Klaw to desire for excitement and his sense of honor,
make a FEAT roll or become unconsciou~. and often allows an opponent to escape if the
kill would not be honorable.
TALENTS: Klaw is a former physicist.

BACKGROUND: Klaw was changed into his


present form by leaping into a massive sonic
converter. He has fought the FF and Avengers
numerous times.

47
LEADER LIZARD LOKI
Samuel Stems Curtis Connors Loki Laufeyson of Asgard

F GD(10) Health: 56 F EX(20) Health: 140 F RM(30) Health: 150


A GD(10) A RM(30) A EX(20)
s TY(6) Karma:125 s IN(40) Karma: 44 s AM(50) Karma: 115
E RM(30) E AM(50) E AM(50)
R AM(50) Resources: Rm(30) R PR(4) Resources: Gd(10) R EX(20) Resources: Rm(30)
I RM(30) I GD(10) I EX(20)
p IN(40) Popularity: -15 p RM(30) Popularity: 31-10 p MN(75) Popularity: 25

KNOWN POWERS: KNOWN POWERS: KNOWN POWERS:

Increased Mental Capacity: The Leader's Body Armor: All of Connors' super-human Dense Flesh: Loki is the diminutive son of an
super-developed brain is his chief gamma-ray Powers result from his Lizard Incarnation. As Asgardian frost giant. His superhuman flesh
mutation. His logic Is always accurate, and his the Lizard, his alligator-like hide provides affords him Excellent protection from physical
hunches are usually true. He has total recall of Good protection from physical attacks. and energy attacks.
anything he has seen or read.
Tail: As the Lizard, Connors grows a 6 Mental Abilities: Loki possesses a number of
Weapons: Leader has developed a number of 1/2-foot-long tail. He is + 1CS to hit with this highly developed mental powers that are
weapons and other inventions for his tail, and inflicts Amazing damage. non-magical in origin. They include:
world-conquering bids, including: • Thought-casting - Loki may
• Stun Pistols of Amazing Intensity Wall-Crawling. The pads and retractable communicate telepathically (but not read
• Force Rifles of Amazing Intensity claws on Lizard's hands and feet give him minds) with Class 1000 ability, reaching
• Entangling gun that fires an Amazing Incredible ability to adhere to vertical surfaces, across dimensions. He may plant
strength cable and in addition allow him to inflict damage on suggestions with Amazing ability.
• Mind Control devices of Remarkable the Edged Attack column. • Enhanced Senses - allowing him to
rank, range of 5 areas perceive happenings in distant regions and
• Omnivac - a sentient computer with a Rep~ile Control: Lizard communicates and other dimensions.
Reason of Incredible which maintains controls other forms of reptile life with • Project a mental image of himself, similar
Leader's base of operations, an orbiting Amazing ability. His maximum range of this to astral projection.
space station with Monstrous laser control is 1 mile.
defenses Magical abilities: Loki has developed a host of
Alter Eg<T. Lizard's human alter ego, Curtis magical Powers over the long years. His level
Minions: Disappointed with human lackeys, Connors, is a noted biologist and biochemist. of mastery is Monstrous unless otherwise
Leader has created his own set of plastic He has the following stats: stated.
robots known as " humanoids." These pinkish FAS ER IP • Shape-Shifting, Unlimited (P) - Loki can
human-form creations have the following stats: TY TY TY GD RM GD TY transform himself into any size animal or
FAS ER IP plant, gaining the stats and abiliiies (but
TY TY GD GD FB FB FB TALENTS: Lizard has no talents. Connors is retaining his Health).
an expert in biology, biochemistry and • Imitation (P) - as the Power with
These humanoids have spongey, elastic herpetology (reptile study), and retains his Unearthly ability. Loki does not gain
bodies that provide Amazing protection from Medical Talent. Powers or abilities.
physical attacks and Remarkable protection • Matter Rearrangement and
from energy attacks. Humanoids have been CONTACTS: Lizard has no contacts. Connors Transformation (U) - Loki may alter
known to combine into larger humanoids. For has contacts with Spider-Man. material with Unearthly ability (cannot
every ten humanoids that are combined, the affect materials of more than Unearthly
physical stats (F, A, S, E) are raised by + 1CS, BACKGROUND: Army surgeon Curt Connors material strength, such as adamantium) as
along with reacalculated Health for the new lost his right arm as a result of a gangrenous well as made molecular changes.
form. Physical abilities may reach a maximum war wound. Researching the regeneration • Animate Objects (U) - as the Power, with
of Unearthly in this fashion, provided enough properties of certain reptiles, Connors injected Unearthly ability.
humanoids are available. Leader controls himself with the compound that controlled that • Eldritch Blasts (U) - Loki can fire bolts of
these humanoids by mental command. regeneration. Connors regained his lost arm, up to Monstrous force or energy damage,
but the chemical further mutated him into a up to 10 areas away.
TALENTS: Leader's incredible intellect gives reptilian form of almost mindless rage. As the • Shield, Personal (U) - as personal force
him all scientific talents, though he specializes Lizard, Connors battled Spider-Man on a field, providing Monstrous protection from
in gamma radiation. Leader also has number of occasions, and has been " cured" physical, energy, and mystical attacks.
Engineering and Repairmnkering skills. of his affliction, only-to become the Lizard • Enhancement (U) - Loki can increase
again. He has currently reverted to his human the abilities of others (usually mortals he
CONTACTS: None form, though how long he will remain in that uses as pawns) and invest them with
form is up to debate. temporary mystic-based powers. Loki may
BACKGROUND: High-school drop-out Sam enhance up to the Monstrous rank in this
Sterns was explosed to gamma radiation, fashion. Make a Psyche FEAT roll for
which mutated his brain and gave him a nature of enhancement; Loki may add
greenish hue. Seeking to establish himself as Karma to the roll.
a criminal mastermind, Leader has engaged In
several schemes to take over the world. In the
most recent attempt Leader was believed
slain, but no body was found.
48
• White result - 2 abilities raised +2CS MADCAP
• Green result- 3 abilities raised +2CS Real Name Unrevealed
plus one random Power
• Yellow result - 3 abilities raised +3CS F GD(10) Health: 60
plus two random Powers A EX(20)
• Red result- 4 abilities raised +3CS s GD(10) Karma: 66
plus three random Powers E EX(20)
This enhancement lasts as long as Loki R TY(6) Resources: Pr(4)
concentrates on the spell, and may be made I RM(30)
permanent only by use of Magical talismans. p RM(30) Popularity: 0
• Dimensional Travel (D) - Loki may move
between the dimensions with Monstrous KNOWN POWERS:
ability, and, given a powerful enough
talisman, cast spells between the Regeneration and Recovery. Madcap has Shift
dimensions as well. Y Regeneration and Recovery Powers, and is
TM
• Life Protection (D) - Loki's body can be able to regain 20 points of Health in a single
injured, even slain, without affecting the turn. Madcap cannot be slain, and may
life force of the Asgardian god of mischief. attempt to regain lost Endurance by a FEAT
The precise workings of this spell have not roll every ten turns. Stun resu lts against him
yet been revealed, but Loki may suffer a are considered Slams and, considering his
Kill result and still reanimate his body at a Recovery abilities, Madcap never spends
later time. Massive destruction of his form Karma to make Endurance FEAT rolls.
(chopping it into little pieces and jumping
on them) may kill him. Emotion Control: Madcap has a specialized
form of emotion control that operates at
Magic Talismans: Loki's spell abilities only last Unearthly level. To make this form of
as long as he concentrates on them. This emotional attack Madcap must make eye
proves unfortunate to the enhanced agent if contact with his target (to this end he wears
Loki gets distracted while the agent is in garish clothing and uses "weapons" such as a
combat with Thor. For this reason, Loki uses bubble gun to attract attention). The target
talismans to effect powerful and long-lasting must make an Intuition FEAT, with failure
changes. A Talisman has a rank equal to the resulting in the character acting crazy for 1O
highest ability of its possessor, or the highest rounds plus 1-10 rounds. In game terms,
rank of the item itself. This Talisman Rank will inform players that their characters are
allow Loki to maintain spells of lower ranks. pleasantly looney, and award Karma for good
For example, Loki used the Sword of Surtur role-playing. While under the effects of
(about Class 1000) to transform Thor into a Madcap's Power, the affected heroes may not
frog, but could not affect Mjolnir with this engage in combat, but may find themselves in
talisman. dangerous situations as a result of their
actions (tap-dancing up the on-ramp of an
TALENTS: Loki knows extensive occult and interstate may prove perilous). If the character
mythological lore. He is not adept at physical succeeds with the FEAT, he is still light-headed
attacks. and performs all FEATs at -1CS for the next
1-10 rounds.
CONTACTS: Loki is the adopted son of Odin,
and uses this connection to get away with all Weapon - Bubble Gun: This is an ordinary
sorts of mischief in Asgard. He also has ties bubble gun with no special properties, which
with the Frost Giants and other Asgardian Madcap uses to call attention to himself. He
enemies. lets people believe it is the bubbles that cause
looney behavior.
BACKGROUND: Loki was found by Odin TM
upon his defeat of the Frost Giants and TALENTS: None Revealed
adopted as a companion to Odin's son Thor.
Loki's sibling rivalry with Thor grew into a CONTACTS: None admitted to
deep hatred, and Loki 's later life has been
devoted to his acquisition of power, both to BACKGROUND: Madcap gained his Powers
take over Asgard and to destroy his hated when the church bus he was riding was
brother. Loki is known as a god of mischief, as rammed by an AIM tanker truck containing
well as a god of evil, since most of his actions Compound X07. Hurled clear of the explosion,
seem directed at harassing his opponents with he was the sole survivor of the crash, a fact
style. As a near-immortal, Loki becomes bored which shattered his belief in a rational
easily, so an enhanced agent may find his universe. He was driven deeper into insanity
powers stripped after the first or second by the discovery he was resistant to pain and
failure. could recover instantly. Dressing himself in
gaudy clothes, Madcap set out to prove that
things happen without cause and effect, there
is no justice or reason , and everyone should
be mad as a March hare. TM

49
MANDARIN MANDROID MASTER
Real Name Unrevealed Real Nam e Unrevealed
F GD(10) Health: 70
F RM(30) Health: 90 A GD(10) F RM(30) Health: 100
A EX(20) s RM(30) Karma: 18 A EX(20)
s GD(10) Karma:60 E EX(20) s EX(20) Karma: 80
E RM(30) R TY(6) Resources: NIA E RM(30)
R IN(40) Resources: Am(SO) I TY(6) R IN(40) Resoµrces: ln(40)
I GD(10) p TY(6) Popularity: O I GD(10)
p GD(10) Popularity: -12 p RM(30) Popularity: 0
KNOWN POWERS:
KNOWN POWERS: Known Powers:
Body Armor. The Mandroid armor's osmium
Force Field: Mandarin's costume projects a steel construction provides Incredible Plodex Technology: The Master has access to
thin, powerful force field of Monstrous protection from energy and physical attacks. the technology of an advanced, hostile race
Intensity. He may not fire his weaponry known as the Plodex. The Master has used
through the field, but may attack physically, Life Support: The wearer of the suit can this technology to create for himself several
gaining a +2CS to damage when it is survive on filtered air for two months, and in installations and devices to aid him in world
employed. addition has Amazing Resistance to Heat and conquest. A typical installation is of Huge
Radiation. capacity, and is defended by grapples of
Weapons: Mandarin's ten rings , recovered Incredible strength and laser and force cannon
from a crashed alien ship and modified, are Weapons Systems: The Mandroid suit is of Amazing Intensity. The stats of his
the source of his Power. Their abilities, from equipped with a number of weapons systems. Submersible vehicle, now destroyed, were:
left hand, little finger to the right are: • Neuro-Stunner - range 1 area, projects Control Speed Body Protection
• Ice Blast - Remarkable Intensity cold, Incredible Intensity stunning. Ex Gd Rm Rm
Endurance FEAT to avoid being stunned; • Tracker/Repeller fields - range 3 areas,
Range 2 areas. may manipulate objects at a distance with The Master controlled his installations directly
• Mento Intensifier - Remarkable Mind Remarkable Strength. It may also generate by means of controls built into his cybernetic
Control, Range 1 area. a personal force field of Amazing Intensity, helmet, and as such was aware of any
• Electro-Blast - Remarkable energy but may not fire other weapons systems. activities within those areas. This contact may
attack, Range 3 areas. • Laser Torch - Range of 7 areas, inflicts be broken by damaging his helm.
• Flame-Blast - Remarkable Intensity Excellent Energy damage.
heat, Range 2 areas. • Punch-Blasters - Range of 1 area, Immortality: As long as the Master remained
• White Light - Remarkable Intensity light inflicts Remarkable Force damage. within his Plodex-programmed sanctuary, the
or radiation up to 5 areas away machines provided him with virtual immortality.
• Matter-Rearranger - Remarkable Sensors: The Mandroid armor has Whether that ability continues now that he has
Intensity matter manipulation, but not Remarkable Protected Senses, and has been removed from the main complex is
transmutation. This ring cannot work on lnfravision of 3 areas, radar/sonar of unknown.
force fields. Remarkable ability, and full range radio/
• Impact Beam - Incredible Force attack, communications system, including TALENTS: The Master has Martial Arts A, D,
Range 2 areas. loudspeakers for crowd control. and E, and is an expert in the alien technology
• Vortex Beam - Remarkable Air Control, of the Plodex. He also has Repair/Tinkering.
permitting flight by the user at Excellent Remote Controt. Should the wearer be injured
speeds and other Power stunts. or knocked out, the suits may be programmed CONTACTS: None
• Disintegration - Monstrous for specific action(usually escape).
disintegration, with no effect on living BACKGROUND: The Plodex are an
targets. One area range, and requires 20 TALENTS: According to the wearer, usually aggressive, hostile alien race that conquers
minutes to recharge after use. military, detective/espionage, or law other plapets by imitating the dominant life
• Black Light - Remarkable Intensity enforcement. form. The Plodex ship send to Earth was
Darkforce, 2 area range. damaged and released its preprogrammed
Mandarin has a strong psionic link with his CONTACTS: None eggs early, but still summoned the most
rings, such that only he may use them, and dominant life form to its location in the Arctic.
may monitor activity occuring around them BACKGROUND: The Mandroid armor is the This was a successful Ice Age hunter who had
should they be removed . super-suit of choice for organizations that may been cast our from his tribe. The Plodex ship
be going up against super-powered foes. captured the hunter and destroyed him in
TALENTS: Mandarin has Martial Arts A, D, Designed by Tony Stark and later produced by study, keeping his mind alive (but insane) in its
and E. He is also skilled in Electronics, Stane International, plans have also fallen Into memory banks. That hunter overcame his
Biochemistry, Engineering, and the hands of criminal elements, and they may insanity and took control, reintegrating his
Repair/Tinkering. have constructed their own suits. S.H.l.E.L.D. body in its present form. Wrth this new form ,
currently has 5 operational suits, which they and the technology of the Plodex at his
CONTACTS: None use for hazardous missions involving the disposal, the hunter retitled himself Master of
capture of super-human beings. the World. The Master's motives seem shaped
BACKGRQUND: Mandarin, a long-time foe of by his hatred of the Plodex and his desire to
Iron Man, derives his Power from the rings (of rule.
modified alien technology) he wears. Mandarin
seeks the destruction of Iron Man and
subjugation of the West.

50
MASTERMIND RED GHOST
Jason Wyngarde Ivan Kragoff

F PR(4) Health: 44 F GD(10) Health: 90


A TY(6) A EX(20)
s PR(4) Karma: 120 s GD(10) Karma: 46
E RM(30) E AM(50)
R .GD(10) Resources: Gd(10) R RM(30) Resources: Rm(30)
I GD(10) I TY(6)
p UN(100) Popularity: -1 O p GD(10) Popularity: - 5

Known Powers: KNOWN POWERS:

Illusion Generation: Mastermind is a mutant Intangibility Red Ghost may break down the
with the ability to generate three-dimensional atoms of his body to form an intangible,
illusions with visual, olfactory, arid tactile translucent, mist-like form. In this form,
components, with Unearthly ability. His Power Kragoff may pass through solid objects with
is such that those confronted with an illusion Amazing ability in a manner similar to
must make an Intuition FEAT to disbelieve. Shadowcat. While intangible, Kragoff may not
Damage caused by Mastermind's illusions is be affected by physical or energy attacks, and
imaginary, but reduction to 0 Health or while intangible he may go for extended
Endurance by illusionary attacks results in periods without needing to eat, drink or
unconsciousness for 1-10 rounds. Mastermind breathe (unlike Shadowcat, who must breathe
uses his Power in the following stunts. even while in phase-form). Red Ghost may
• Creates multiple images of himself, one make inanimate objects intangible with
of which;nay or may not be his real form Amazing ability, on touch.
• Becom&;invisible by blending with the
background, with Unearthly ability Minions: Kragoff is served by three
• Creates imaginary entrapment devices. If "super-apes" with the following abilities:
believed, these items have the apparent
material strength of the actual item MIKLHO: Gorilla with super-strength
(unfortunately, most steel alloys are similar F A S E R I P
in feel , so that bands of Adamantium would GD GD AM IN FB FB FB
have only Incredible strength).
• Mask his own or another's appearance Miklho has Incredible protection against
with Unearthly ability physical and energy attacks.
• Creates illusions of attack forms (flames,
giant scissors, etc.) within 10 areas IGOR: Baboon with shape-changing Powers
FAS ER IP
Mastermind'.s illusions appear to all within the GO EX TY IN FB FB FB
target area. He cannot selectively affect
certain targets. His illusions do not appear Igor can change shape into forms roughly the
over cameras or technological devices. same size as a baboon, with Amazing ability.

Weapons: Mastermind was equipped for a PEOTOR: Orangutan with Magnetic abilities
while with a "Mindtap mechanism" that FAS ER IP
allowed him to broadcast illusions directly into TY EX TY IN FB FB FB
one particular mind, with + 2CS ability. He
also carries a handgun. Peotor has Amazing Intensity Magnetic
Control, and uses that Power to attract and
TALENTS: None revealed repel objects as with Amazing Strength.

CONTACTS: Wyngarde retains his contacts in The super-apes have little initiative, and must
the circus. be controlled by a third party (usually Kragoff
or one of his agents) to perform specific tasks.
BACKGROUND: Carnival mentalist Jason
Wyngarde was recruited by Magneto to form TALENTS: Kragoff is a scientist specializing
his original Brotherhood of Evil Mutants. Since in cosmic radiation.
the folding of that group, Wyngarde has
worked as an independent, attempting to CONTACTS: None
subvert Phoenix as his bid for entry into the
Hellfire Club. He has learned to work behind BACKGROUND: Soviet scientist Ivan Kragoff
the scenes, playing mind games with his and his crew of simians gained their Powers in
opponents. a cosmic radiation storm similar to that which
created the Fantastic Four. Now a criminal in
exile, Kragoff is trying to work on his plans
without interference of super-powered foes.

51
RED SKULL SCORPION TITANIUM MAN
Johann Schmidt MacDonald Gargan Boris Bullskl

F EX(20) Health: 80 F RM(30) Health: 150 F RM(30) Health: 185


A EX(20) A IN(40) A RM(30)
s GD(10) Karma: 125 s IN(40) Karma: 22 s AM(50) Karma: 40
E RM(30) E IN(40) E MN(75)
R RM(30) Resources: ln(30) R TY(6) Resources: Ty(6) R GD(10) Resources: Gd(10)
I EX(20) I TY(6) I EX(20)
p MN(75) Popularity: - 75 p GD(10) Popularity: -15 p GD(10) Popularity: -30

KNOWN POWERS: KNOWN POWERS: KNOWN POWERS:

Weapons: In his career, Red Skull used a Wall-crawling: Scorpion may crawl along Body Armor. All of Comrade Bullskl's Powers
number of weapons and devices. They vertical surfaces with Excellent ability, derive from the the titanium/titanium steel
included: provided he can get a grip on the surface armor he wears. Bullski's normal abilities are:
• "Dust of death," a Remarkable Intensity (unlike Spider-Man, Scorpion cannot climb a FAS ER IP
poison that causes those who fail the glass wall, but he can climb masonry or GD EX GD RM GD EX GD
Endurance FEAT to resemble a Red Skull. concrete).
He may fire the dust in pellet-form from a The armor provides Incredible protection from
specially-designed handgun. Body Armor. Scorpion's insulated costume physical attacks, and Monstrous protection
• "Skull infection": A mutated disease of provides Excellent protection from physical from energy attacks. The armor has
remarkable Intensity that causes the victim attacks and Remarkable protection from Monstrous Resistance to Heat, Cold, and
failing an Endurance FEAT to resemble the electrical attacks. Radiation.
Red Skull and be more susceptible to his
mind control devices (- 3CS on all Psyche Scorpion's Tail: Scorpion's costume is Flight All-titanium jet engines in the suit's
FEATS). equipped with a seven-foot-long tail, which boots allow Titanium Man to fly at Monstrous
• Mind Control devices of Amazing Gargan controls cybernetically. This tail is Speed (30 areas/round). If used as weapons,
Intensity made of Incredible-strength material and has a these boot-jets inflict Remarkable force
• "Sleepers": Preprogrammed war number of uses and properties. damage.
machines built by the Third Reich in the • Used as a blunt weapon, the tail inflicts
event of their defeat to be used against the Amazing blunt attack damage, with + 1CS Weapons Systems: The Titanium Man armor
allies. These machines were controlled by to hit. is equipped with systems, including:
the Red Skull for his plans of world • Coiled as a spring, the tail allows Gargan • Gauntlet-Blasters of Amazing Force
domination. These "Sleepers" are giant to Leap as if having Amazing Strength. damage at a range of 10 areas.
robots with Monstrous physical stats, and • The tip of his tail is equipped with a • Helmet-mounted heat beam, inflicting
Incredible material strength. plasma projector capable of inflicting Incredible Heat (Energy) damage at a
Remarkable Energy damage at a range of range of 5 areas.
TALENTS: The Red Skull has Marksmanship 10 areas. • Gauntlet-mounted tractor beam, allowing
and Martial Arts A, C, and E. He also has the wearer to exert Incredible Strength at a
Leadership ability. TALENTS: Gargan is a former private range of 5 areas.
detective, and despite his madness has • Radar Rings of coiled metal fired at a
CONTACTS: Red Skull has used many lesser Detective/Espionage ability. range of 5 areas which, if they hit, Grapple
criminals as his pawns over the years, and the opponent with Remarkable Strength.
retained a reputation among criminal CONTACTS: Gargan is primarily a loner,
scientists. His closest "ally" is the master of given the fact his primary residence is the Cloaking Device: Creates an Illusion (of
genetic manipulation, Arnim Zola. mental institution from which he escapes. Invisibility) of Amazing Intensity over the
wearer of the armor. May be used as an ECM
BACKGROUND: Bellboy Johann Schmidt BACKGROUND: J. Jonah Jameson offered as well against radar devices.
was chosen by Adolf Hitler to become a Gargan ten thousand dollars to undergo
" Perfect Nazi," and was totally immersed in mutagenic modifications that would turn TALENTS: Boris Bullski is skilled in
Nazi training and beliefs. As the Red Skull, Gargan into a super-powered opponent that bureaucracy and Detective/Espionage.
Schmidt exceeded Hitler's expectations ln could combat and defeat Spider-Man. After
cruelty and evil, rivaling the madness of Hitler the transformation that increased Gargan's CONTACTS: After a lengthy period of exile,
himself. Kept in suspended animation until physical abilities, it was discovered that these Titanium Man has renewed ties with a faction
recently, Skull returned to battle his old modifications affected Gargan's mind as well. in the Soviet government which may provide
nemesis, Captain America, a number of times. Gargan's mental stability and ability to him with Amazing Resources.
In their final battle, The Red Skull's distinguish right from wrong quickly eroded,
life-sustaining formula ran out, and he died of and Scorpion became a super-powered villain. BACKGROUND: Bullski was an out-of-favor
old age. His body was burned by his daughter, Scorpion was defeated by Spider-Man a Soviet official who sought to regain the party's
but the nature of the Red Skull's evil is so number of times and plac!Kl in a mental good graces by building the Titanium Man
eternal it is unknown whether the world has institution by J ameson, who feels responsible armor and defeating Iron Man. After several
seen the last of the Red Skull. for Gargan's fate. Gargan agrees that defeats, Bullski went freelance in his vendetta
Jameson is responsible, and has broken out a against the armored avenger. A recent reverse
number of times to take his revenge on in a battle with Beta Ray Bill may have
Jameson. destroyed Bullski and/or the armor, but that is
uncertain at thls writing.

52
ULTRON-11 VULTURE
Adrian Toomes
F EX(20) Health: 200
A RM(30) F EX(20) Health: 110
s AM(50) Karma: 54 A RM(30)
E UN(100) s EX(20) Karma: 50
R IN(40) Resources: Rm(30) E IN(40)
I GD(10) R RM(30) Resources: Ty(6)
p PR(4) Popularity: 0 I GD(10)
p GD(10) Popularity: - 3
KNOWN POWERS:
KNOWN POWERS: TM
Body Armor. The exposed surfaces of Ultron's
body are pure adamantium, a Class 1000 Flight. Vulture takes his name from the flying
material that provides Invulnerability to harness he wears, an electro-magnetic
physical and energy attacks. His joints and antigravity generator that allows him to fly
internal workings are less resistant, so have silently at Typical Air Speed (6 areas/round).
only Shift X protection from bullseye missile or He may blindside unsuspecting opponents
wrestling attacks directed against them. Ultron from above, as his flight makes no noise.
is Invulnerable to Heat, Cold, Radiation, and Vulture is well-trained with his wings, such that
Corrosives. he may make airborne FEATs at + 1CS for
success.
Weapons Systems: Ultron possesses a
number of weapons systems developed over LIMITATION: Vulture's harness raises
the years, including: Toomes' abilities to the listed levels. Once
• Concussion Blasters mounted in the deprived of the harness, Toomes' abilities
hands capable of inflicting up to Monstrous return to more normal levels. In game terms,
Force damage at a 4 area range. Toomes' physical abilities (and resultant
• Tractor Beams mounted in the hands, Health) are reduced by 1CS per week for the
allowing Ultron to exert Remarkable first two weeks with no further effect after that
Strength up to 10 areas away. time. They are regained immediately upon
• Induction installed within armor that donning his wings.
allows Ultron to absorb external energy
with Unearthly ability. An unlimited amount TALENTS: In addition to his prowess with his
of energy may be stored, and upon wings, Toomes is an expert in Electronics.
absorbing it Ultron regains that amount of
Health and is + 1CS on all FEATs for 1-10 CONTACTS: Toomes maintains criminal
rounds following the absorption. contacts at the street level, and has on several
• Encephalo Beam mounted in Ultron's occasions organized gangs of thugs to help
head allows him Mind Control Powers of him in his crimes.
Incredible ability. Ultron uses this ability to
put antagonists to sleep, and to control BACKGROUND: Adrian Toomes invented a
minds to help him rebuild his body. flying harness that boosted his abilities. He
first used it to harass and terrorize his
TALENTS: Ultron's programming is extensive embezzling business partner. The feeling of
enough for him to be considered to have power Toomes enjoyed in his robberies were
Engineering and RepairfTinkering Talents. matched by his increase in wealth, and as
Vulture, Toomes began a long criminal career.
CONTACTS: Ultron has no Contacts, though Despite several defeats at the hands of
he has used super-powered felons as pawns Spider-Man, Vulture remains a crafty foe.
before. Ultron maintains a large number of Toomes has retired from his career on several
complexes across the country where h.e stores occasions, but has returned to crime, usually
additional bodies and repair programs to spurred on by some airborne pretender to his
restore his form after defeats. aerial abilities. Other individuals, using the TM
designs of the Vulture suit, have endeavored
BACKGROUND: Ultron-1 was developed as a to set themselves up as heirs to the Vulture's
sentient robot with open-ended programming throne, but he has always returned to deal
designed by Hank Pym. Ultron soon became a with such pretenders.
long-running foe of the Avengers, continually
refining his body and programming with the
long-range goals of destroying his "Father" -
Pym - and destroying organic life on Earth.
His most recent incarnation was destroyed by
Wonder Man, but he may yet return.

53
ENTITIES

Entities of Great Power DEATH ETERNITY

The following characters are major forces in F CLSOOO Health: 20000 F CLSOO Health: 20000
the Marvel Universe, the ones that players A CLSOOO A CL500
should encounter very rarely at best, as they s CL5000 Karma: Unlimited s CL500 Karma: Unlimited
will likely be overmatched if they attempt to E CLSOOO E CL500
fight them directly. These great Powers have R CLSOOO Resources: NIA R CL500 Resources: Unlimited
their own rules and laws by which they play, I CL5000 I CL500
unknown to us mere mortals. p CL5000 Popularity: - 1000 p CL500 Popularity: 0

CELESTIALS KNOWN POWERS: KNOWN POWERS:

F MN(75) Health: 6175 Death can use any of the Powers listed within Eternity may perform any of the Powers or
A UN(100) these books as it sees fit at Class 5000 ability. actions listed in these books with Class 5000
s CL3000 Karma: 3000 It does not usually use these Powers directly, ability, though it does not do so with any
E CL3000 as it prefers to operate through other agents or regularity. Eternity's form cannot be perceived
R CL1000 Resources: CL3000 to wait for its prey to fail and eventually die. unless it so wishes it, as it is an abstract
I CL1000 Death may manifest. itself as a humanoid being.
p CL1000 Popularity: NIA being of either gender, but is normally
presented as female. BACKGROUND: The origin and precise
KNOWN POWERS: nature of the abstract being known as Eternity
BACKGROUND: The origin and true nature of is unknown and unknowable. It is the sum total
Body Armor. Celestials have Class 3000 Death is unknown. It is apparently one of the of collective consciousness of all living things
protection against physical and energy basic forces of the universe, along with in the universe, the embodiment of their life as
attacks. They have Class 3000 Resistance to Eternity. Death is the name of the universe's Death is the embodiment of the ending of that
Heat, Cold, Radiation, Toxins, Disease, and conception of " death-forces," and embodies life.
Corrosives. A Celestial cannot be slain, even if the principles of mortality and decay.
reduced too Health or Endurance. In this Unlike Death, which Eternity refers to as its
state, a necessary component of their armor Death's motives are unknown and sibling, Eternity does not often take an active
may be removed , placing them in suspended unknowable. However, it has appeared on hand in the dealings of the trillons of lives that
animation until that piece is restored. several occasions under defined make up its total. However, since controlling
circumstances to achieve certain ends. These the being Eternity allows the controller to wield
Energy PowerS'. Celestials have Class 1000 ends include: Eternity's unlimited Powers over the beings
abilities to manipulate all forms of energy, • Challenging those who create the that make it up, this entity is a target for
including all forms of radiation, light, and undead, creatures that are neither alive nor extra-dimensional attackers of various
psionic power. They may perform any dead and as such not under its control. abilities. Often Eternity can deflect such
energy-related Power at Class 1000 ability, This includes those who create vampires attacks without significant exertion, but on
including force and energy rays, force fields, and zuvembies. occasion has had to bring its own servants
all mental Powers, teleportation, levitation, • Presiding over the death of a long-lived or into play. While not as organized as the
and weather control. Five or more Celestials immortal being. Death has engaged in a " death-gods" that serve Death, these servants
may combine their forces to gain a + 1CS (to game of chance with an Elder of the are usually powerful individuals, such as
Class 3000) in effect. Following their last visit Universe for the spirit of another Elder. Doctor Strange, who may combat the
to Earth, the Celestials used their Powers to • Dealing with extradimensional beings of attackers on their own mortal levels. These
eradicate all memory and evidence of their the "Death-god" type, such as Hela. The servants have a vested interest in seeing
presence from the minds of mankind. precise relationship between Death and Eternity survive intact, as their own existence
such "death-gods" is unclear; such gods makes Eternity possible.
BACKGROUND: The origin of the armor-clad seem to be agents of Death in that they
Celestials is unknown, nor has anyone seen actively harvest individuals in return for a As Eternity is the sum total of all living forces,
what they look like beneath their distinctive percentage of the take. destruction of Eternity may eradicate the game
2000-foot-high armor. They are a star-faring • Appearing to those capable of wi elding universe, and with it all other quasi-physical
race that locates nascent sentient races and great destructive power, such as Galactus entities. The two exist as partners, not
manipulates their genetic make-up, then or Thanos of Titan. These individuals, COl'l}petitors, and Death has never shown any
returns in the future to judge whether they are while not agents of death, have served it rivalry against its "sibling." Eternity, for its
a threat. If judged a threat to the universe, well by destroying a great deal of life. part, has rarely shown any interest in the
then that race is destroyed. On Earth, the Death has also appeared, and was pieces that make it up, though if given
Celestials created the alternate human races destroyed for a short time, by the sufficient threat (on the level of the Beyonder)
of Etwnals and Deviants, and placed the Beyonder. Whether this was in its own would willingly sacrifice part of its infinite
potential for benign mutation in mainline interests is unknown. existence (and the planets, stars, and lifeforms
humanity. In other visits, they sank Lemuria to that make up that existence) to foil such a foe.
prevent the success of the Deviant line, and One specific way of dealing with Death is
threatened to seal the dimensional nexus to shown by those with Valkyrie Powers, such as
prevent the interference of extra-dimensional Mirage of the New Mutants. The Valkyrie
beings. The Celestials are enigmatic, and gained their special position as choosers of
except for their master plan, take no notice of the slain through an unknown agreement, but
the life they tower over. can apparently stave off Death even though
the individual who is dying would normally
pass into the great beyond.

54
GALACTUS he will take any measures necessary to
prolong his life. Galactus may devour a
F MN(75) Health: 4150 planet's energies by using specially-built
A MN(75) devices, or by absorbing the energy (the last
s CL1000 Karma: 3000 leaves Galactus immobile for 1-10 days). The
E CL3000 process takes 24 hours to initiate and
R CL1000 Resources: CL3000 complete.
I CL1000
p CL1000 Popularity: -1000 BACKGROUND: Galan of Taa survived the
destruction of his universe and the big bang
KNOWN POWERS: that created ours. Created at the same time as
the entities of Death and Eternity, Galactus TM
Body Armor. Galactus' armor provides Shift X can be considered a sibling of these two great
protection from physical and energy attacks. powers. Galactus is spurred by his great
In addition, Galactus is Invulnerable to Heat, hunger, and must consume planets to survive.
Cold, Corrosives, Toxins, Disease, and His desire to consume Earth has brought him
Radiation. into conflict with Earth heroes on a number of
occasions. On the last occasion, Reed
Energy Manipulation: Galactus has Class Richards saved Galactus' life and the
3000 ability to manipulate all forms of energy. Earthwoman Frankie Raye volunteered to
He has used that ability for a number of Power serve as his Herald (see below).
stunts.
• Transform and transmute living and NOVA
non-living matter. Frankie Raye of Earth
• Project Energy or Force with unlimited
range. F AM(50) Health: 325
• Teleportation of self or other objects A MN(75)
• Creation of Force Fields s UN(100) Karma: 135
• Endow others with a portion of his power E UN(100)
• Manipulate objects as if having Unearthly R EX(20) Resources: NIA
Telekinesis I MN(75)
• Flight at Class 3000 Speeds p IN(40) Popularity: - 50
Galactus does not use his Powers at full levels
of ability as they drain his cosmic energies, KNOWN POWERS:
preferring to rely on his technologies.
Fire Generation and Controt. Nova may
Telepathy. Galactus has Unearthly Telepathy, generate and wield flame with Shift Z ability,
but may only read a mind that is not being and may perform all Power stunts listed for
read by another. Fire Generation and Fire Control in the
Players' Book.
Technology. . Galactus has an unbelievable
amount of technological devices available to Body Armor. Nova has Unearthly protection
him, noted by the high Resources rating. He from physical and energy attacks. She is
has a spherical shuttle ship that may carry him Invulnerable to Heat, Cold, Flame, and
between the stars, and carries equipment to Disease, and can survive without air or food .
allow him to eat planets without expending any She is normally wrapped in fire of Amazing
of his own energies. His solar system-sized Intensity, so that weapons of less than this
world ship, Taa II, was destroyed in a conflict material strength will melt and persons
with the Beyonder. grappling will take Amazing damage.

LIMITATION: Hunger. In order to survive, Flight Nova can fly at Class 3000 Speeds,
Galactus must consume the bio-energies of opening jumps into hyperspace to span the
planets that support (or have the potential to stars.
support) life. Galactus' hunger is so severe he
TM
must feed every 30 Terran days or begin to BACKGROUND: Frankie Raye is the
suffer reductions in abilities. Use of his step-daughter of the man who originally
Powers at full abilities reduce this time by 1 created the android Human Torch of WWII,
Terran day for each instance. After 30 days and was the girlfriend of Johnny Storm. She
Galactus' Class 3000 abilities will slip to Class gained her own flaming Powers from exposure
1000, with resultant reduction of Power and to chemicals. When Galactus visited Earth
Health. After another 30 Terran days, all Class last, Raye offered to serve as his Herald. The
1000 abilities diminish to Shift Z (one of the Devourer of Worlds agreed and increased her
few cases when such a shift is possible). After Powers to their present levels. She has served
90 days, they lessen to Shift Y, and so on. It is him as such since then.
theoretically possible for Galactus to die of
starvation, but upon reaching the Shift X level, .

55
HELA MEPHISTO ODIN
Hela of Hel and Niffleheim Odin of Asgard
F MN(75) Health: 3225
F AM(50) Health: 1200 A MN(75) F UN(100) Health: 3250
A AM(50) s MN(75) Karma: 250 A UN(100)
s UN(100) Karma: 170 E CL3000 s AM(50) Karma: 3080
E CL(1000) R MN(75) Resources: CL3000 E CL3000
R RM(30) Resources: Mn(75) I MN(75) R IN(40) Resources: Class 1000
I IN(40) p UN(100 Popu.larity: - 1000 I IN(40)
p UN(100) Popularity: - 75 p CL3000 Popularity: +90
KNOWN POWERS:
KNOWN POWERS: KNOWN POWERS:
Body Armor. Mephisto's body has Amazing
Body Armor. As all Asgardians, Hela has protection from .physical and energy attacks. Body Armor. As a powerful Asgardian, Odin
Good protection from physical and energy He is Invulnerable to Toxins, Disease, Heat, has Excellent protection from physical and
attacks. In her province as a Death Goddess, Cold, and Corrosives. energy attacks. He also is Invulnerable (in his
she is Invulnerable to Heat, Cold, Disease, native Asgard) to Disease, Fire, Cold,
·Radiation, Corrosives, and Toxins. Mystic Powers: Mephisto has a number of Corrosives and Toxins. In battle situations,
"super-Powers" he may wield with Unearthly Odin wears armor that provides him with
Death-Goddess Powers-. Hela is a servant of ability. They include, but are not limited to: Amazing protection from physical and energy
the quasi-physical being Death, through an • Increase any physical ability to Unearthly attacks.
unknown pact or arrangement. Her province is • Fire bolts of mystic force
the dead of Asgard, and she rules over the • Levitate, fly, and teleport Mystic Powers-. Odin is the most powerful of
deceased spirits in Niffleheim and Hel (the • Invisibility and Illusion Generation his race and may perform the following:
"honorable dead" dwell in the realm of • Growth (self and others) • Place enchantments of up to Unearthly
Valhalla). As a death-goddess, Hela has the • Matter manipulation and transmutation power on objects. Such a spell lasts until
following Powers: • Dimensional Travel (when in another he rescinds the enchantment or it is
• Complete control over the dead of dimension, Mephisto's maximum negated by mystic power of Class 1000 + .
Niffleheim and Hel (Class 3000 Mind Endurance is Unearthly) • Dimensional Travel at Unearthly rank.
Control). Mephisto may use other Powers listed in the • Project his image across space and
• Class 5000 Illusion Powers, including Judge's Book. However, he cannot dimensions with Unearthly ability.
masking the nature of the lands of Hel. • Engage in Mind or Emotion control, or • Absorb or Restore Health of Asgardians
• Death touch - Target must make use any Power that forcibly brings one's on touch. Absorbed Health may increase
Endurance FEAT against Class 1000 will under his control his total Health. He has no effect on those
Intensity or begin losing Endurance levels. • Engage in Telepathy or in any way read or claimed by Hela.
• Aging Rays - Unearthly Intensity rays scan the thoughts of sentient beings
shot from the hands that age the target 100 Weapons: Odin carries two weapons, both
years per hit. Sustained combat will BACKGROUND: Mephisto is among the most made of Class 1000 Uru metal:
destroy long-lived Asgardians. powerful of the extradimensional creatures • Gungir, a spear inflicting Amazing
• Hand of Glory - Attack of Unearthly known as demons, and is the ruler of a pocket damage
· mystic strength delivers as Edged attack. dimension he refers to as Hell. Mephisto is not • Thrudstock, a mace inflicting Shift X
·can scar even tough Asgardian flesh. the ultimate force of evil as presented in damage
• Flight and Levitation at Unearthly rank. several faiths, but portrays himself as such a
being in order to exploit the mortal masses. Servants-. In addition to ruling the poeple of
LIMITATION: Hela preserves her own life Asgard, Odin has several special minions:
force by means of a cape and headress. Mephisto seeks the voluntary surrender of • Munin: A Raven (stats as Eagles) who
Depriving her of this garment results in her human spirits to him, and to that end flies at Monstrous speeds and survey the
Strength and Endurance being reduced to encourages despair and misery. Of particular realm for its lord.
Feeble, and the goddess of death unable to interest are the spirits of exceptionally moral • Sleipnir: Odin's eight-legged steed
use any of her super-human Powers. It is and heroic characters of great power, such as moves at Unearthly speeds, and may span
unknown whether she herself can die, or, if Thor and the Silver Surfer. Their defeat would the dimensions with him.
this would occur, whether Death itself would be a great boon to his Powers, and as such he • Mimir: An "all-seeing" well of knowledge,
claim the occupants of her realms or assign a often sends his agents to contest and harass a being with Class 1000 Resources as far
new Asgardian death-goddess. them (Mephisto's power may be limited as knowledge is concerned. Mimir has its
outside of his pocket dimension, .hence his own priorities, and has been known to lie.
BACKGROUND: Hela is said to have been reduction of ability by - 1CS).
born in a half-living, half-dead state, and LIMITATIONS:
requires her mystic garments to function Mephisto draws strongly upon mortals' belief • Odin must sleep once per year for a week
normally. She is always seeking to expand her in his power to strengthen that power; hence or lose Endurance Ranks at the rate of one
realm, and while mortal souls are beyond her his guise as the supreme evil. Mephisto may per week.
responsibility, she has trafficked in them in the be slain, even fully destroyed, but will
past. eventually return to existence based on the BACKGROUND: There are several stories as
strength of mortals' beliefs in him. to the origin of Odin, ruler of Asgard and most
powerful of the Asgardian gods. He served as
that land's lord until his recent disappearance
in battle with the fire-demon Surtur.

56
SHAPER OF WORLDS THE WATCHER
Uatu of the Lunar Blue Area
F MN(75) Health: 325
A MN(75) F AM(50) Health: 250
s MN(75) Karma: 7000 A AM(SO)
E UN(100) s AM(50) Karma: 300
R CL1000 Resources: Class 5000 E UN(100)
I CL1000 R UN(100) Resources: Un(100)
p CL5000 Popularity: 0 I UN(100)
p UN(100) Popularity: 0
KNOWN POWERS:
KNOWN POWERS:
Body Armor. The Shaper of Worlds has
Monstrous protection from physical attacks, Mental Abilities: The race of Watchers may
and Amazing protection from energy attacks, use all Mental Powers listed in the Player's
By manipulating reality, he can become Book with Unearthly ability. When a Watcher is
invulnerable to any form of damage. involved with another mind, he provides that
mind with Class 1000 protection from other
Reality Manipulation: The Shaper of Worlds mental attacks.
has Illusion Generation Powers of Class 5000
ability, such that for most of the normal world, Energy Manipulation: Watchers may
his illusions are indistinguishable from reality. manipulate energy at Class 1000 level,
His initial range is one area, but increases at allowing them a number of Power stunts.
one area per turn, so that at the end of 21 • Teleport at Class 5000 level, spanning
Terran hours he can convert a planet the size galactic distances
of Earth to his reality. It remains in that state • Generate force fields of Class 1000
for 4 Terran years, at which point it reverts to Strength
its initial state (unless the Shaper himself • Alter their form with Class 1000 ability
negates the change). • Fire force blasts of up to Class 1000
damage
The Shaper, however, has no imagination, and • Raise physical abilities to Unearthly
as such depends on the dreams and
imaginations of others to form templates for Body Armor. Watchers have Class 1000
his world-shaping. Upon choosing such a protection from physical and energy attacks.
template, he begins to manipulate reality to They are Invulnerable to Heat, Cold,
that mold with his Illusion Powers. If he latches Radiation, Corrosives, Toxins, Disease, and
onto a mind that wishes to be king of the Mental and Magical Powers.
world, reality is suitably manipulated in that
fashion. Grandiose, interesting, and unusual BACKGROUND: The Watchers are an
dreams intrigue him. If convinced that the ancient race that evolved early in the life-span
dream is bad or harmful, the Shaper may of our universe. The Watchers sought to aid
negate it. the primitive races around them, but after a
disastrous encounter with a race to whom they
LIMITATIONS: Shaper moves by means of a gave nuclear technology (which the race used
tractor-like device that may or may not be part to create genocidal weapons), they are now
of his body. He moves 1 area/turn. He spans committed to observing. They see themselves
cosmic distances in his starship (Class 5000 as the cosmic recorders of the passing of this
movement). universe, not the rulers, and to that end do not
interfere with their charges, even if that results
BACKGROUND: The Shaper of Worlds is the in massive disaster. Adult Watchers are
adult version of the energy of the type entrusted with a Solar System to monitor.
captured in the Terran Cosmic Cube. Any
being possessing such a nascent cube-energy Uatu, the Watcher of the Sol system, is a
may manipulate Reality in a similar manner, juvenile deliquent amoung his people. He has
but only as long as he or she concentrates on · more than once interfered on behalf of the
it. The Shaper has the soul of an artist but no humans of Terra to warn them of danger or
inherent creativity of his own, so must rely indirectly point out solutions to
upon the dreams of others as models for the world-shattering threats. Uatu seeks to aid in
worlds he creates. While he may prolong the discreet fashions, such that appeals for direct
illuslon of a world beyond the 4-year mark, he aid will be ignored. However, he may reveal to
does not normally perform such alien work. the heroes the location of the solution.
His last appearance on Earth was to help the
Terran Cosmic Cube "hatch," from which may
evolve a similar reality-manipulating being.

57
SUPPORTING CAST

Animals, Allens, Criminals, and Other navigate at night with Remarkable ability. move 2 areas/turn.
Supporting Players They are normally harmless unless
surprised or controlled by an external force. Cattle (Herd Animals)
This section details in full a large, but not A single bat inflicts Edged attack damage, F A S E R I P
exhaustive, list of other individuals that may but cannot score Kill results, while a flock Pr Ty Gd Ex Fb Fb Fb
be found in the Marvel Universe, including inflicts Edged attack damage in full to Health= 40
wildlife, alien life, low life, and everyday life. reflect the large number of possible bites Stats for cattle apply to all manner of similar
per round. Bats are found throughout the herd animals, including bison, zebras, gnu,
Animals US. They move at 3 areas/turn. and the ever-popular Guernsey Cow. Cattle
are by and large inoffensive, but if spooked
Alligator Bear (by gunshot, for example) can stampede
F A S E R I P F A S E R I P (those in the way take a Charging attack of
Pr Gd Rm Ex Fb Fb Fb Gd Ty Rm Rm Fb Pr Fb +3CS S\rength and Endurance to hit).
Health = 64 Health= 76
These large, lethal lizards are normally Bears include the griz.zly, brown bear, and Dinosaur, Giant Plant-eating
peacable, but have been known to attack if polar bear. These large carnivores have F A S E R I P
their territory is threatened, they sense a been known to attack unwary tourists, and Gd Pr Am Un Fb Fb Fb
meal, or are commanded by a more inflict Edged attack damage with their teeth Health = 164
powerful being with animal control abilities, and claws as well as Grappling attacks
such as the Lizard. Alligators inflict Edged (Hugs). They move 2 areas/round at top Dinosaur, Giant Flesh-eating
attack damage with their teeth. They move speed. F A S E R I P
1 area per turn on land, 2 areas per turn in Rm Gd In Un Fb Fb Fb
water. These stats also apply to the Behemoth Health = 180
crocodile or other cold-blooded lizards. F A S E R I P
Alligators are found in tropical rivers and, in Am Ty Un Un Pr Pr Pr Dinosaur, Giant Armored
the sewers of New York City. Health= 256 F A S E R I P
Behemoth is a name for a large variety of In Ty Am Mn Fb Fb Fb
Ape sea monsters capable of walking on land, Health = 171
F A S E R I P and include the whale-like Giganto used by These are the flashiest of the large lizards
Ty Ty Gd Ex Fb Ty Pr the Sub-Mariner in his initial invasion of the that once dominated this Earth. They
Health "' 42 surface world, and the spawn of that survived until recently in the Savage Land,
Apes describe man's close cousins: the creature. These beasts move 1 area/round and regions of Africa are still said to be
chimp, the orangutan, and gorilla (gorilla on the surface and 3 areas/round in water. home to these beasts. The Giant
Strength = Excellent, Health = 52). These Behemoths have Amazing protection from Plant-Eater includes such favorites as the
creatures have human-like hands, and can physical and energy attacks, and inflict brontosaurus. They move 1 area/round,
manipulate tools. Blunt attack damage. They can be inflict Blunt damage, and, according to
controlled by certain devices available to recent studies, travel in herds similar to
Armadlllo Atlantean technology. cattle (check under Cattle for stampedes).
F A S E R P Giant Flesh-Eaters include the allosaurus
Fb Fb Fb Fb Fb Fb Fb Bird, Individual and the tyrannosuarus rex. They inflict
Health = 8 (and this is being generous) F A S E R I P Edged attack damage with their teeth and
Armadillos are natives of Texas and other Fb Fb Fb Fb Fb Fb Fb claws, and move 2 areas/turn. The Giant
south-western states. They are slow (1 area Health= 8 Armored Dinosaurs include the stegosaurus
in about 3 turns) and have Feeble Body and triceratops, which have plates that
Armor from their protective shell. (They also Bird, Flock of ten provide Excellent Body Armor, and inflict
answer mail.) Unprepossessing as F A S E R I P Edged attack damage with their horns and
individuals, in huge herds they are even Gd Ty Fb Ty Fb Pr Fb sharp tails.
less so. Armadillos attack on the Blunt Health= 24
attacks column, but cannot score Slam or The description applies to all non-hunting Dinosaur, Giant Radioactive
Stun results against human-sized targets. birds, ranging from sparrows to ducks to F A S E R I P
Armadillo stats apply to most other forms of geese. Birds attack on the Edged attack Rm Rm Un Un Pr Pr Pr
small, inoffensive life. column, but individuals cannot get Stun or Health = 260
Kill results. Birds fly up to 4 areas/turn, and The Giant Radioactive Dinosaur is a mutant
Bat, Individual are inoffensive against human targets of unknown origin that survives today In
F A S E R I P unless controlled by outside forces. various inaccessible reaches. The Giant
Fb Pr Fb Fb Fb Pr Fb Radioactive Dinosaur has Amazing Body
Health = 10 Cat Armor, inflicts Edged attack damage, and
F A S E R I P breathes a 10-area- long stream of
Bats, Flock of Ten Fb Gd Fb Gd Fb Ty Fb Unearthly radioactive energy. This is a
F A S E R I P Health = 24 moderate example of one such creature,
Gd Pr Fb Gd Fb Pr Fb Cats include most ordinary house cats and though large ones have plagued Japan and
Health = 26 small wild cats. They inflict Edged attack the American West Coast.
Bats are winged mammals who have damage with their claws, but cannot score a
radar-like senses that allow them to Kill result against human targets. They

58
Dog Certain individual horses (usually those
F A S E R I P associated with heroes) may have superior Octopus and Squid
Gd Ty Ty Gd Fb Gd Fb talents of higher Reason, Intuition, or FAS ER IP
Health= 32 Psyche than their brethren. Ex Rm Gd Rm Fb Fb Fb
The above stats are for guard dogs, and Health = 90
smaller animals may have lesser stats. Insect, Swarm The above stats are for the
Dogs inflict Edged attack damage, move 2 FAS ER IP giant-economy-size octopi that underwater
areas/turn, and track with Remarkable Ex Fb Fb Ex Fb Fb Fb geniuses leave around to threaten heroes
ability. Health = 44 and heroes' allies. The high Fighting and
Insects are listed as a swarm of about 100 Agility reflects the large number of arms
Dolphin creatures, minimum. These Insects attack that may be brought to bear. In addition,
F A S E R I P on the Edged Attack column, but cannot get octopi may shoot inky clouds of Excellent
Gd Ex Gd Gd Ty Gd Ty Stun or Kill results. Instead, any insect Intensity.
Health = 50 attack against unprotected flesh (Including
Dolphins are highly intelligent, aquatic those that get underneath artificial Body Rat , lndivldual
mammals that have a language of their Armor but excluding those against natural F A S E R I P
own. Undersea races use the dolphin in Body Armor) forces the target creature to Fb Fb Fb Fb Fb Fb Fb
much the same way as humans use dogs or make an Endurance FEAT (during the Health= 8
horses: for transport (swim 3 areas/round), pre-action part of the turn) or be unable to
protection (Blunt attack damage), and perform any actions or concentrate. The Rat , pack of 1O
companionship. Intensity of this attack is Typical for most F A S E R I P
insects, but for particularly nettlesome Ex Ty Fb Ex Fb Fb Fb
Eagle pests (such as red ants, mosquitos, or Health= 48
F A S E R I P bees) the Intensity may reach Good or
Gd Gd Pr Ex Fb Ty Fb Excellent. Some, but not all, insect swarms Rats and other rodents and vermin are
Health = 44 fly at 1 area/turn. found in sewers beneath every major city.
Eagles include all large predatory Terran An individual rat attacks on the Edged
birds, including vultures, hawks, owls, and Killer Whale attack column, but cannot score Stun or Kill
condors. They are not dangerous unless F A S E R I P results. A pack of rats also attacks on this
threatened or under the control of another Rm Ty In Mn Pr Gd Ty column, and may score Kill results from
individual. Eagles inflict Edged attack Health = 151 multiple attacks. Rats are normally not so
damage, and fly up to 4 areas/round, at top Killer Whales are large killers of the deep, bold (they prefer to push around frogs), but
speed. mammals adapted to the ocean will attack when externally controlled.
environment as efficient predators. They
Elephant inflict Edged attacks when they bite with Sharks
F A S E R I P their toothy jaws, and swim at 3 F A S E R I P
Gd Gd In Am Fb Pr Fb areas/round. Gd Gd Rm In Fb Fb Fb
Health= 110 Health = 90
Elephants include the Indian and African Lions The other standard threat protecting
varieties, as well as their prehistoric F A S E R I P underwater lairs and sunken treasure is
cousins, the mastodon and mammoth. They Ex Gd Gd Ex Fb Fb Fb sharks. The above stats are for your
move 1 area/turn, and can Inflict either Health = 60 everyday killer-type shark. The "Great
Blunt or (if they have tusks) Edged damage. Lions include all the "big cats" - tigers, Whites" in the movies weigh in at + 1CS on
pumas, and leopards. They are, in their all physical abilities. Sharks are drawn by
Fish natural state, predators which avoid man, blood in the water, often travel in packs,
F A S E R I P though there are " man-killing" versions of inflict Edged attack damage, and travel at 3
Fb Fb Fb Fb Fb Fb Fb each. The big cats may be trained to hunt, areas/round. Their mortal enemies are the
Health'"' 8 attack and protect by someone with dolphins, and dolphin attacks against
This classificaiton is a catch-all for all sea appropriate skills, such as Kraven the sharks gain a + 1CS to hit.
life not covered elsewhere. Most sea life Hunter. Lions and their kin attack on the
has no special Powers beyond moving 1 Edged attack column, and move 2 Snake, Constricto r
area/turn, and will rather flee than fight. areas/round. F A S E R I P
Ty Ty Ex Ex Fb Fb Fb
Horses Monkeys Health = 52
F A S E R I P F A S E R I P
Ty Gd Rm Rm Pr Ty Pr Gd Ty Pr Gd Fb Ty Pr Snake, Poisonous
Health = 76 Health= 30 F A S E R I P
Horses run from Shetland ponies to Monkeys, for the purpose of this game, Gd Pr Fb Pr Fb Fb Fb
beer-wagon-pulling Clydesdales. Horses include all small primates not covered Health = 20
may make Blunt attacks if threatened, but under the Ape category. Monkeys do not Most snakes are fairly small and inoffensive
normally seek to flee threatening situations possess the strength of the apes, and (see Armadillos, above). Large constrictor
(such as fires and battles). Horses may be cannot make Kill or Slam results in their snakes (like the anaconda) attack their prey
trained to withstand such challenges. They attacks, but can manipulate objects and be by grappling attacks, crushing the life out of
move 3 areas/turn while carrying a rider. trained.

59
it. Poisonous snakes are smaller, but their Asgard, a mystic dimension once Atlanteans scavenge lost technology and
bite (Edged attack, no Stuns or Kills) carries connected to Earth by Bifrost, the rainbow magic from the sea floor, and as such have
a deadly venom (Good Intensity poison). bridge. access to lost treasures of Atlantis and
Both varieties will attack if threatened, or if Deviant technology, but most are not
controlled by an outside force (such as the All Asgardians have Good protection from inventors in their own right. Any Atlantean
Lizard). physical and energy attacks, provided by hero must take Edged Weapon or Blunt
the denser materials of their worlds. While Weapon skill as his first Talent.
Wolves Asgardians are long-lived, they are not
F A S E R I P immortal like the Olympians. Denizen of t he Dark Dimension
Ex Gd Gd Gd Fb Fb Fb F A S E R I P
Health= so Asgard has a warrior society and has come Ty Gd Ty Ty Ty Gd Gd
Wolves are relatives of dogs, and usually under assault by its enemies many times in Health = 28 Karma = 26
travel in packs to bring down their prey. its recent history. Any Asgardian character
Wolves move 2 areas/turn, attack on the with Weapons Talents must choose Edged KNOWN POWERS: Mystic Origin
Edged attack column, and can track with or Blunt Weapons Skill as his first choice.
Excellent ability. Gunpowder works in the Asgardian The Dark Dimension is a series of pocket
dimensions, but has only recently been dimensions that have been expanded and
Ali ens and Non-Human Races introduced. conquered by the Dread Dormammu. This
realm was later ruled by Umar the
The following listings apply to typical Asgard has Class 1000 Resources though Unspeakable, Dormammu's sister, and
members of the various alien, low levels of technology in a 20th-century presently by Clea, Umar's daughter. The
extra-dimensional, and variant human races sense. With the disappearance of Odin in ruler of the Dark Dimension is recognized
that have appeared in the Marvel Universe. battle with the fire demon Surtur, Asgard is by the flames of regency about his or her
These are typical values only, and there are ruled by Balder the Brave. head.
superior examples of these various races in
existence, much the same as there are a Atlanteans A collection of pocket dimensions with
wide variety of humans. F A S E R p various populations, natural laws, and
Gd Ty Rm Rm Ty Ty Ty sizes, the Dark Dimension appears as a
Allen Hero Option: This is an option that Health = 76 Karma = 18 collection of large floating islands, each
may be chosen by the player with the with its own localized gravity, all connected
Judge's permission, if the player has rolled KNOWN POWERS: by a variety of mystic bridges and
the Alien category. The player "picks" a Water Breathing passages. One section of the Dimension is
race with the Judge's approval. The hero Swimming at 2 areas/turn walled off by a mystical force field - the
has the listed abilities, modified by a roll on Resist Colet. Excellent domain of the Mindless Ones, a nonsentient
the Ability Modifier Table, page 5 of the destructive race.
Players' Book, making one roll for each The origins of homo mermanus are
ability. Any Powers possessed by the race unknown, though their own legends claim The Dark Dimension is inherently and
are automatic Powers of the hero, that the Olympian Poseidon modified them powerfully magical in nature, such that
occupying random slots. (A pre-Secret Wars to their present form. In any event, the magical Powers are + 1CS when operating
Skrull would have Imitation as one Power, largest group of this race has settled the within it, and dimensional apertures may be
filling one random Power slot.) Talents ruins of ancient Atlantis on the Atlantic formed from it to any other known
should be chosen with an eye towards the seabed, though there are small settlements dimension. The normal citizens of the
race Involved. As Contacts, the hero may throughout the ocean. They have been dimension have no inherent magical ability,
either choose the race he/she belongs to, or ruled in the past by Namor, the Sub-Mariner, but may be easily trained, as magic is as
no initial Contacts (in which case the though he has been sent into exile by his available a force as technology is on 20th
character is a renegade). advisors, and they in turn were overthrown century Earth.
by the Atlantean barbarian Attuma.
Characters generated in this fashion tend to Deviants
be more limited and weaker than those Atlanteans are water-breathers, such that F A S E R p
created by the method listed in the exposure to air is similar to a human's Gd Ty Ty Gd Gd Pr Pr
Character Creation section, but have the immersion in water - they can suffocate Health = 32 Karma= 18
advantage of having an organized and out of water (Namor, given his half-breed
existing racial background. blood, is an exception). Atlantean AVAILABLE POWERS:
technology has produced water tanks that Strength of + 2CS or 2 additional super
Asgardlans operate as scuba gear in reverse, allowing Powers rolled randomly
F A S E R I p Atlanteans to survive out of water for up to
Rm Gd In In Gd Gd Ex 4 hours before more water is needed. When the Celestials first landed on Earth,
Health= 120 Karma= 40 Atlanteans also have a chemical compound they modified human genes to produce two
that allows normal breathing in air, while distinct separate races. the Deviants and
KNOWN POWERS: turning the flesh from normal blue to human the Eternals. The Deviants were created
Body Armor. Good flesh-tones. This chemical allows with a genetically unstable gene structure.
air-breathing for 24-hours. An Atlantean so that each generation will be radically
Asgardians are the most human-looking hero that gains " water-breathing" ability as different from previous generations. Any
and powerful of the intelligent races of a Power can breathe air normally. Deviant character has the choice of

60
additional strength benefits (in addition to as well. carving an interstellar empire at a time
any rolled for the character) or two when the first mammals had appeared on
additional Powers. More than a hundred Eternals in one Earth. The Kree are naturally blue-skinned,
location can form the Uni-Mind, an energy though a pale-skinned mutation has
Deviants have a warped sense of beauty, creation that resembles a huge brain with flourished to the point that the original Kree
regarding hideousness as attractiveness Class 1000 abilities under the control of the are a powerful minority.
and vice versa. Corruption is valued. Eternal leader. This creation has Class 1000
Deviants judged unacceptable are slain by Reason and is used as a parliamentary Kree possess extremely powerful
their society; so those with exceptional device to gather a consensus for Eternal technology including interstellar drive and
appearance"or Powers may be renegades affairs. The Uni-Mind also has offensive genetic manipulation devices, but not time
at best. They rule large areas of Powers, but when it challenged the travel. They are responsible for the Terran
underground caverns, with their main base Celestials, it was destroyed and the Inhuman race and the Blue Area of the
being the Lemurian City of Toads. They are controlling force, Zuras, was slain. Less Moon. They have created powerful robotic
at this writing ruled by Kro. than 100 Eternals can create a Uni-Mind of Sentries that act as recorders and
a power equal to their percentage (80 protectors of their installation. They have
Deviant technology is highly advanced, but Eternals create a Uni-Mind of 80% power). interest in Earth not only for its native races,
the race has yet to understand how to but for its location near a natural space
correct its genetic curse. Eternals have for the most part departed warp nexus and advantageous position in
Earth. The Terran Eternals have departed regard to the Skrulls.
Eternals their homes in Olympia, Oceana, and
F A S E R p Polaria in order to explore the universe as The Kree are ruled by a group organism
Gd Ex In Am Ex Rm Rm the Uni-Mind, leaving a handful of made up of the minds of past ru lers, called
Health = 120 Karma= 70 adventurers and renegades behind. An the Supreme Intelligence. Like the Kree
Eternal outpost on Saturn's moon Titan is themselves, the Supreme Intelligence
KNOWN POWERS: ruled by Mentor, father of Starfox and seems limited in imagination, and the
Invulnerability Thanos, and is still recovering from a recent development of the Kree race has hit its
Cosmic Energy Manipulation war. apex.
Flight (Unearthly: 40 areas/round)
Inhumans Lemurlans
The Celestials' other experiment in early F A S E R I P F A S E R p
humanity were the highly advanced and Gd Ex Ex Rm Gd Gd Gd Gd Ty Ex Rm Ty Ty Gd
superhumanly powerful Eternals, a Health = 80 Karma= 30 Health = 66 Karma= 22
long-lived, clearly human-looking race that
wields great Powers of cosmic energy lnhumans are a divergent human race KNOWN POWERS:
' manipulation. created by the Kree on the model of the Water Breathing
Eternals. While generally superior to Swimming (2 areas/round)
All Eternals are Invulnerable to Heat, Cold, mainstream humanity, the discovery of Resist Cold: Excellent
Energy, Electricity, Radiation, Toxins, and Terrigen mist and exposure of the Inhuman Mystic Origin
Disease. They do not age. They can still be populace to that chemcial accounts for their
affected by Stun, Slam, and Kill results, but widespread differences in abilities. The Lemurians are a branch of homo
only by scattering their ashes over a wide mermanus that migrated to the Pacific
area of space can they be permanently All lnhumans may be considered Altered Ocean and settled in the ruins of ancient
slain. They are still vulnerable to mental Humans when generating Powers and Lemuria. They are similar to their Atlantic
and magical attacks. Talents. lnhumans may inherit their traits cousins in their air-breathing limitations.
from their parents, or gain them from
Eternals can manipulate Cosmic Energy in exposure to the mist, either at the wish of The Lemurians are set apart from their
a number of discrete fashions. Any Eternal their parents, or upon reaching the age of Atlantic relations by the discovery or
character created may be considered to consent (31 Terran years). development of the Serpent Crown, an
draw his or her individual Power from artifact of ancient power that places the
Cosmic Energy manipulation, including in Inhuman technology is highly advanced, user in mystic contact with Set, an
some cases such forms as Shape-Shifting, particularly in the area of Genetics. The snakelike elder demon. Veneration of this
Teleportation, and Matter Manipulation. lnhumans' home city of Attilan was crown and its use in rulership have made
Eternals may project cosmic energy as originally in (not under) the Atlantic Ocean the Lemurians' skin greenish and scaly. It
Force Bolts of Amazing range and Intensity. at a similar time as Atlantis. They have has also given them a greater potential to
Eternals may perform Power stunts with moved Attilan twice, once to the wield magic. They can perform magic of a
their cosmic energy abilities to assume Himalayans, and the second time to the Dimensional type by invoking Set.
other super-human Powers, though most Blue Area of the Moon.
stay within their self-imposed limits, working The Lemurians are currently ru led by
to increase their Powers in discrete Kree Karthon the Questor. It is unknown what
personalized areas. F A S E R I P relationship, if any, the Lemurians have with
Gd Ty Ex Ex Gd Gd Ty the Deviants and their City of Toads.
Eternals " fly" by means of Levitation, Health= 56 Karma= 26
mentally projecting themselves through the
air. They may lift and carry others with them The Kree are a race of aliens that were

61
New Men The Olympians are ruled by Zeus, the of Skrull Eternals. The skrulls lost their
F A S E R I P mythological head of the Pantheon. shape-shifting ability in a recent battle in the
Gd Gd Gd Olympians such as Hercules and Venus still Skrull Civil War, when a bomb was
Health = special Karma= 30 walk among humans. detonated which mutagenically locked tl}eir
shapes.
The New Men are an artificial race of Shl'ar
mutagenically altered, human-size animals, F A S E R I p Who ru les the Skrulls changes with the
created by the High Evolutionary, given Gd Gd Rm Gd Gd Gd Gd location in the remains of the Empire. After
human-equivalent minds and Health = 60 Karma= 30 the resolution of the eons-long Kree-Skrull
consciousness. Their initial physical stats war (final declaration: a tie), Nova brought
are those of their original animal stock The Shi'ar are an expansionist alien race the Eater of Worlds, Galactus, to the Skrull
(original Armadillo stock is Feeble in all whose empire is still developing, Throneworld, which he then consumed,
physical abilities), but the New Men will emcompassing a wide variety of other alien destroying most of the Skrull ruling class.
have the listed nonphysical abilities, plus races. The Shi'ar themselves are Various factions have attempted to seize
any special traits they possessed before. descended from avian ancestors, and control of the remains, including planetary
though mammalian in appearance retain governors, starship admirals, and galactic
The New Men were first created on some avian vestiges. pirates. The victor has not been declared,
Wundergore Mountain, in Trasnia, and but the battle is being watched by the Kree
trained by the High Evolutionary in knightly The Shi'ar are highly advanced, and have and Shi'ar, the other two dominant empires
arts and virtues to combat the demon warp drive ships and instanteous in our part of the universe.
Chthon. The High Evolutionary built atomic teleporters with intergalactic range, called
steeds as mounts for these knights. One stargates. Their interest in Earth is based Thugs , Crooks, and Supporting cast
was rescued from the mountain by the purely on its location near a natural space
Beast and repaired, and is now used by the warp nexus, and they have in the past The following list is of supporting players for
current Black Knight. cared as much for Earth's inhabitants as your campaign: common criminals, goons
humans care about apes gathered near a that are used by major villains, as well as
The New Men have left Earth and currently jungle railway station. the forces of conventional law and order
have colonized Wundergore II, a planet and normal folks. Normal folks can be
orbiting Sirius, the Dog Star. The Shi'ar count a number of alien races in generated randomly on column 2 of the
their empire, with varying degrees of Primary Abilities table, page 5 in the
Olympians freedom dependent on their loyalty to the Players' Book. This handy reference deals
F A S E R I p throne. The ruler of the empire commands with with common types, talents, and
Gd Ex In Am Ty Ty Rm the Imperial Guard, an organization of equipment.
Health = 120 Karma= 42 super-powered aliens (Shi'ar and others)
who keep the peace in the empire. The Thug
KNOWN POWERS: current ruler of the Shi'ar is ca.lied F A S E R I p
Body Armor Deathbird, who desposed her sister Gd Ty Ty Ty Pr Pr Pr
Immortality Lilandra Neramani from the throne with the · Health= 28 Karma= 12
aid of the Badoon and Brood, other alien Abilities: None
The Olympians are the superhuman races. Neramani is on the run from Notes: Run of the mill criminal rank and file.
residents of the pocket dimension of Deathbird's forces , with her lover Charles May carry knives or handguns.
Olympia. Like the Asgardians, who were Xavier and the intergalactic freebooters
also worshipped as deities by early called the Starjammers. Henchman
civilizations, they have Good protection F A S E R I P
from physical attack, but unlike the Skrull Gd Ty Ty Gd Pr Ty Pr
Asgardians, the Olympians are true F A S E R I p Health • 32 Karma = 14
immortals, and as such are very difficult to Gd Ty Ty Ty Gd Ty Ty Abilities: Weapon skill
slay. Health = 28 Karma'"' 22 Notes: These are the product of the
" training academy" of Taskmaster, a
The pocket dimension of Olympus has its The Skrulls are an ancient race with an super-powered villain who specializes in
earthly terminus in Greece, and it was here ancient empire. They were not warlike training the henchmen that other
and throughout the Mediterranean that originally, b.ut the long wars with Kree, who super-powered villains (such as Doc Ock)
these beings were venerated. They used stole their original technology, have made use In their gangs. This training includes
the Eternals of Olympia as their them militaristic and cruel, bending their some weapon skill, and familiarity with the
representatives among men, which resulted technology to weapons of war. high-tech equipment (blasters, lasers,
in confusion between the Eternals and the exoskeletons that amplify natural ability)
Olympian pantheon (made worse by Until recently, Skrulls had the natural power used by these villains.
similarity in name and appearance - Zeus of Shape-Shifting/Imitation with Amazing
and Zuras, Athena and Thena, Mercury and ability. This is due to Celestial interference
Makkari). The Olympian pantheon is no in their planet's history similar to that which
longer worshipped save for on Earth produced the Deviants and
Neptune/ Poseidon, who is venerated by the Eternals. This modification produced the
Atlanteans. present Skrulls, the race of Dire Wraiths,
and an as-yet-undiscovered (or extinct) race

62
Young Tough Health = 46 Karma = 16 institution or on a college campus. There
F A S E A p Abilities: Military skill and Contacts are specialists in their fields that have
Ty Gd Ty Ty Pr Pr Pr Notes: Soldiers include elements of the US higher Reason abilities, but they are
Health= 28 Karma'"' 14 Army, Navy, and National Guard, trained to generally loners, usually because their
Abilities: None fight en masse. They have access to higher advancements are so far beyond the
A younger version of the standard thug. destructive technology (bombs, tanks, etc.). bounds of modern science, or their pet
Travels in packs to make up for low Fighting theories are ridiculed, that they reject the
ability. Often carries knives and blunt Mercenary establishment. (Many super-powered
objects, rarely handguns. In rural areas F A S E R I P villains got their sta~ in this fashion.)
uses motorcycles. Ex Gd Gd Gd Ty Ty Pr
Health = 50 Karma = 16 Lawyer
Enforcers Abilities: Military and Shooting weapons F A S E R p
F A S E A p skill Pr Ty Ty Ty Ty Gd Ty
Gd Ty Gd Ty Ty Ty Ty Notes: Mercenaries are trained specialists Health = 22 Karma= 22
Health= 32 Karma= 18 who fight for a living (unlike soldiers, who in Abilities: Law
Abilities: None general serve for a relatively short time). Notes: Most hero organizations (and a
Notes: Large, tough goons used by criminal Mercenaries sell their services to the bunch of villains as well) have a lawyer on
organizations as soldiers in their battles· highest bidders, and drift from war to war in retainer: that is, they pay the man to be
against each other and as threats in search of employment. around when they need representation in
shaking down merchants. They carry a court. The Avengers and Fantastic Four
variety of weapons: knives, handguns, Fire-Fighter both used the services of Murdock and
clubs, and other heavy instruments of F A S E R I p Nelson, until that operation folded. Hiring a
destruction. Ty Ty Gd Ex Ty Gd Ty lawyer is an Excellent cost, though there
Health= 42 Karma = 22 are avenues available to those who cannot
Hit Men Abilities: First Aid afford this.
F A S E R I P Notes: Fire-fighters arrive on the scene of a
Ty Gd · Ty Gd Ty Ty Ty fire with fire trucks and other equipment, Businessman
Health = 32 Karma = 18 including fire hoses, extinguishers, F A S E R p
Abilities: Marksmanship asbestos suits, and other protective gear. Pr Ty Ty Ty Ty Ty Ty
Notes: These are specialists, contracted Health= 22 Karma= 18
assassins who are used when the need Paramedic Abilities: Varies
arises, usually against non super-human F A S E R I p Notes: Your typical New Yorker (or San
targets. These individuals use assault rifles Pr Ty Ty Gd Gd Ty Ty Franciscan or Clevelander). Standard
with sniper sights. Health= 26 Karma= 22 human stats. Good for crowds or
Abilities: First Aid endangered passers-by. Includes
Policeman Notes: Paramedics operate out of politicians, secretaries, ice cream vendors,
FAS ER IP ambulances equipped with medication and and the entire spectrum of normal everyday
Gd Gd Ty Gd Ty Ty Ty other life-support equipment. Their job is to people.
Health = 36 Karma = 18 get the sick and injured to the hospital in
Abilities: Law Enforcem~nt skill stable (or better) condition. They carry Federal Agents
Notes: Standard agent of law-enforcement. oxygen, a power saw, and a hydraulic jack F A S E A I P
Walks a beat or patrols in a squad car. winch. Gd Ex Gd Gd Gd Gd Gd
Equipment includes a billy club and Health = 50 Karma = 30
handgun. May make arrests. Doctor Abilities: Law Enforcement, Marksmanship
F A S E R I P Notes: Federal agents include investigative
SWAT Operative Pr Gd Ty Gd Gd Gd Gd agents of the FBI, CIA, OSS, KGB, and
F A· S E R I P Health = 30 Karma = 30 other alphabetized agencies. They normally
Ex Gd Gd Ty Ty Ty Gd Abilities: Medicine carry handguns, but generally in the field
Health = 46 Karma = 22 Notes: Doctors are the conventional method they act in an information-gathering
Abilities: Law Enforcement and of stopping loss of Endurance in critically capacity.
Marksmanship skills. wounded characters, as well as taking care
Notes: Special Weapons and Tactics teams of diseases and illness. There are diseases
are attached to most modern police forces that are beyond present technology to cure,
to handle volatile situations. Members wear though, and the special problems of
flak jackets for protection and are expected super-powered individuals may require
to fight under dangerous conditions. In equally specialized treatments.
dealing with super-powered opponents,
some SWAT teams are equipped with Scientist
mechanical exoskeletons and nullifying F A S E R I P
restraints. · Pr Ty Pr Ty Ex Gd Ty
Health = 20 Karma = 36
Soldier Abilities: Any one Scientific Talent
F A S E R I . p Notes: The above stats are for the typical
Ex Gq Ty Gd Ty Ty Pr scientist to be found in a research

63
INDEX Disease, 12 I
c Drowning, 13 Ice, 12
Intensities Table, 8
Character modeling, 4 E
Combat Encounters J
Column shifts, 7 conflict, 18 Judge's roles, 3
Table, 9 problem, 18
results, 10 random, 21 L
special situations, 7 resolution, 18 Limitations
and weather, 7-8 raising single Power, 4
underwater, 10 F raising multiple Powers, 4
zero-gravity, 1O FEATS
Contacts automatic, 5 N
" activated" , 14 impossible, 5 NPCs, 3, 58-63
floating, 13-14 Fire, 12 villains, 19-21 , 42-53
getting equipment from, 13 Fold-ups, 22 and Karma gain, 20
getting information from, 13 and Karma loss, 20
H and spending Karma, 20
D Healing, 10 Popularity, 21
Deathtraps, 19-20 Holding one's breath, 13
Default condition, 6

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