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Table of Contents
Chapter 1: Judging
Page 5
Chapter 2: Campaigns
Page 57
Chapter 3: Characters and Supporting Cast
Page 75
Index:
Page
Chapter 1: Judging
Definition: What is a Judge?
Any role-playing game, adventure, store bought module or
accessory is only as good as the Judge who uses it. The Judge is
the key to the entire operation; without him (or her), the best
RPG in the world becomes no more than interesting reading.
So, what is a Judge? A Judge is the stage-setter, the taleteller, the mediator and the narrator. The Judge fills in the
background, describes what the player characters see and operates
the non-player characters, ranging from threats to the universe,
to small-time crooks, to innocent bystanders, to other heroes and
forces of the law. The Judge decides if a characters action is
successful or if a villain escapes. The Judge provides the
challenges for the heroes and the information that lets them
triumph.
To say that the Judge works against the players, since he runs
the bad guys, is at best misleading and at worst, flat wrong.
Rather the Judge works with the players to the enjoyment of
everyone. Judges who act only in an adversarial manner toward
players will soon find themselves with no players.
The specific roles of the Judge are:
Role play the various non-player characters (NPCs) the
player characters encounter.
Answer the players questions and clarify statements.
Describe the situation to players, from the player
characters viewpoint.
Handle game mechanics.
Make rulings when called upon in game situations.
Describe situations: The Judge is the eyes, ears and other senses
of the players. The Judge tell the players what they see from
the viewpoint of the characters. If a hero walks by a bank in
the middle of a hold-up the Judge might say, You see a brown
sedan in front of the Last National Bank, its engine running.
Looking through the plate glass window into the bank, you see a
pair of men in stocking masks with handguns making an illegal
withdrawal. The bank patrons are lying on the floor. From the
players viewpoint, a third robber just inside the door is not
visible, so the Judge makes no mention of him until the player
character is in a position to sense him (or the third robber
makes himself known by attacking the hero).
Answer questions and clarify statements: In any described
situation, there will always be questions. Its the nature of
the game for the characters to try to gather as much information
as possible because it a) gives them the best chance to
understand the situation and react accordingly, and b) it eats up
time until they or their comrades can come up with an idea to
handle the situation. With both of these practices in mind, the
best type of answers to give are clear and brief, again, based
upon what the characters in the game can see. In the above
example, the player may ask: Do I see any other robbers in the
bank? The Judge should respond: None that you can see. Such
answers have the dual purpose of creating the illusion of reality
(the players are not omniscient) and driving the players crazy
(the players are not omniscient). 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 the character is observing for that round 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 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, trying to sound like the character you are
portraying. Voice can transmit clues as well as anything else.
Judging Situations
Judging and Character Generation:
The first hurdle for a Judge is when the players begin to
design their own characters. For first time Judges it is
recommended that pre-generated characters be used. After a few
gaming sessions, when everyone has a good grasp of the game
mechanics, give your players the option of creating their own
heroes.
Creating characters is fairly straight forward. The Judge is
called into the process when dealing with limitations.
Limitations are a method of controlling a strong Power or Ability
in the characters hands. Pre-generated characters already have
their limitations stated in their character descriptions.
Suggested limitations, and the maximum rank to which a Power
should be raised by these limitations, are detailed on pages 2425 of the Players Handbook.
In general, when assigning limitations, the Judge should think of
them as annoying or difficult, not impossible. Wall Crawling
that only works in deep space is nearly useless to the player
with that Power, in particular if the player is creating a
character for use in an urban style campaign. Use the
limitations to form the tenor of your own campaign, and to
prevent Powers that are too strong from upsetting campaign
balance.
If a player is raising a Power by accepting limitations, the
player may reject the Judges limitation and choose to have his
Power at the original un-enhanced level (no second chances). A
player may not reject a limitation when a limitation is called
for by the Power. Powers that require limitations are generally
more powerful than most. The Judge should set the limitation
according to the initial Power Rank of the limitation requiring
Power. (This is a case where taking a Power at a relatively low
rank - with a minor limitation - and increasing it later through
Advancement is in the players best interest.)
10
Ranges:
Fighting
Impaired
Normal
Enhanced
Superhuman A
Superhuman B
Metahuman A
Metahuman B
Cosmic
<= 0
<= 5
<= 5
1 - 5
1 - 20
6 - 25
6 - 20
6 - 25
21 - 40
26 - 40
21 - 35
26 - 45
41 - 60
41 - 60
36 - 50
46 - 60
61 - 80
61 - 75
51 - 75
61 - 75
81 - 100 76 - 100 76 - 100 76 - 100
101 - 125 101 - 125 101 - 125 101 - 125
126+
126+
126+
126+
Ranges:
Impaired
Normal
Enhanced
Superhuman A
Superhuman B
Metahuman A
Metahuman B
Cosmic
Reason
Agility
Intuition
Strength
Psyche
Endurance
Spirit
GENERAL
<= 5
<= 5
<= 5
<= 5
NA
- 25
6 - 20
6 - 25
6 - 25
<= 25
- 40
21 - 40
26 - 40
26 - 40
26 - 40
- 60
41 - 60
41 - 60
41 - 60
41 - 60
- 75
61 - 75
61 - 75
61 - 75
61 - 75
- 100 76 - 100 76 - 100 76 - 100 76 - 100
- 125 101 - 125 101 - 125 101 - 125 101 - 125
126+
126+
126+
126+
126+
6
26
41
61
76
101
primary
could be a
grappling
Hero
Power
Cost
100
150
200
350
750
1250
1250 + 50/point above 125
17
Judging Combat
The greatest amount of judging involves conflict, in particular
with the player characters on one side and the Judge controlled
non-player characters on the other. The basic format for
battling in laid out in Chapter 2 of the Players Handbook, but a
quick summary appears below.
1) The Judge determines actions.
2) The Players determine actions.
3) Roll Initiative.
4) Pre-Action rolls are made.
4a) Timed events take place.
5) The actions of the side that won Initiative take place if
those actions are still possible.
6) The actions of the side that lost Initiative take place if
those actions are still possible.
When the Judge determines the actions of the characters he
controls, he is effectively role-playing those characters. As
such, the Judges actions are limited to what those characters
may know or see. The Judge may know that Spiderman is hanging
directly above the head crook in the shadows of the warehouse,
but since the head crook does not know this, said crook could not
act on this knowledge until the player running Spiderman does
something to draw attention to himself.
The Judge notes what actions his characters are going to preform
before asking the players what their characters are doing. He
may write these down if he wishes. Writing things down takes
time, but helps keep track of things in long multi-character
battles. The Judge should not change his mind after committing,
18
even if the Players pull some trick that destroys the villains
plans. The Judge has a large supply of bad guys, challenges and
troubles with which to besiege the heroes, so a little honesty
wont hurt.
There will be situations where the players may grab Initiative
and negate the bad guys actions. In this case the Judge may
change actions in the Pre-Action section of the turn. This is
described on page 33 of the Players Handbook and works the same
way. A Yellow Agility FEAT is required to change an action and a
-5 penalty applies to any FEATs after the attempt to change
actions.
The Pre-Action part of the turn is when certain actions occur
that are not controlled by Initiative. These include timed
devices, such as explosions, trap doors opening and bank vaults
unlocking. These actions can occur here because they may catch
the villains and heroes alike off guard, negating their actions
for the round.
Column Shifts in combat: The tables presented on pages 26-27 of
this book detail shifts to the FEAT roll made for various
conditions the heroes may encounter. Column shifts may be
applied to hits, to damage or to all FEATs.
A bonus shifts the rank number to the right on the Universal
Table. This makes the attempted action easier. A penalty moves
the rank number to the left. (Possibly going below 0.) Shifts
are primarily involved in specific situations. (Trying to lift
an object on a slippery incline may result in a -5 or -10 shift.)
Shifting of ranks may make certain FEATs Automatic or Impossible.
There is no limit to the amount of penalties that can apply to a
FEAT. However no amount of bonuses may increase a FEAT by more
than one class above its initial ability. Make sure all column
shifts are made before rolling the dice.
Column shifts that affect damage are adjusted by the amount shown
on the Modifiers to Damage chart on page 27.
19
Column shifts that affect all FEAT rolls affect all FEATs in the
noted round. Damage is not a FEAT roll, so it is not affected,
3
but most combat FEATs, defensive FEATs and Power Stunts are.
20
21
For
23
Intensity Table
Teleportation
Fighting FEATs
Attack 2x per round
Attack 3x per round
Intuition FEATs
Obvious Items
5 Intensity
Details
20 Intensity
Hidden doors
20 Intensity
Secret passages
20 Intensity
Sense wrongness about person or
object
40 Intensity
Sense invisible
55 Intensity
Sense astral form
55 Intensity
25 Intensity
50 Intensity
Agility FEATs
Catch Falling object 0 Intensity
Balance Beam
15 Intensity
Dodge Single Bullet
20 Intensity
Catch Thrown Objects
25 Intensity
Shoot 2x per round 25 Intensity
Walk Tight Rope
25 Intensity
Dodge Multiple Bullets
40 Intensity
Catch Arrow in Flight
50 Intensity
Shoot 3x per round
50 Intensity
Dodge Laser or Energy Weapons
55 Intensity
Catch Bullet
60 Intensity
Strength FEATs
Mass equals Intensity
Endurance FEATs
Air Pollution Alert
Police Tear Gas
Typical Snake Venom
Typical Spider Venom
Exposure to Vacuum
Reason FEATs
Simple Machines
Complex Machines
Charades
Appliances
Basic Electronics
Common Vehicles
Computer Programming
Ability Modifying Devices
Star Drive
Time Travel
0 Intensity
10 Intensity
15 Intensity
20 Intensity
55 Intensity
0 Intensity
5 Intensity
10 Intensity
10 Intensity
15 Intensity
20 Intensity
25 Intensity
40 Intensity
50 Intensity
50 Intensity
Psyche FEATs
Typical Hypnosis
Typical Mind Control
55 Intensity
15 Intensity
25 Intensity
Spirit FEATs
Typical Mesmerism
15 Intensity
Typical Earth Magic
35 Intensity
Typical Asgardian Magic
55 Intensity
Other Intensities:
Fire
Single Match
0 Intensity
Campfire
10 Intensity
Burning room
15 Intensity
Burning house
20 Intensity
Burning warehouse
25 Intensity
Burning non-explosive chemicals
40 Intensity
Blast furnace
50 Intensity
Burning explosive chemicals
55 Intensity
Interior of a volcano
60 Intensity
Surface of a star
125 Intensity
Interior of a star
250+ Intensity
Common Cold
Common Flu
Engineered Virus
24
10 Intensity
15 Intensity
25+ Intensity
Radiation,
Ancient A-bomb Blast
Recent A-Bomb Blast
Vial of Plutonium
Interior of Nuclear Plant
1 Intensity
20 Intensity
40 Intensity
50 Intensity
Slickness,
Ordinary Concrete
0 Intensity
Water Covered Surface 15 Intensity
Ordinary Brickwork 0 Intensity
Soap Covered Surface
20 Intensity
Ordinary Woodwork
5 Intensity
Oil Covered Surface
25 Intensity
Glass and Steel
10 Intensity
Non-Stick Surfaces 40 Intensity
Smooth Steel Alloys
15 Intensity
Frictionless Surfaces 125 Intensity
Darkness
Night
Dark
Typical Darkforce
10 Intensity
20 Intensity
30 Intensity
Corrosive,
Mild Acid
15 Intensity
Standard Acid
20 Intensity
Concentrated Acid
40+ Intensity
Antimony pentafluoride in solution with
Hydrofluoric Acid
55+ Intensity
Stunning,
House current
20 Intensity
Typical protection devices
25 Intensity
Factory current
30 Intensity
Lightning bolt
40 Intensity
High Tension wires
50 Intensity
Stasis Ray
55 Intensity
Modifiers to Hit
Successful Combat Dodge
-30, -20, -10 Penalty
Failed Combat Dodge
+10 Bonus
Multiple attacks on one roll
10 Intensity
15 Intensity
25 Intensity
40 Intensity
25+ Intensity
50 Intensity
60 Intensity
-20 Penalty
Target moving,
Speed 30+
Speed 26 - 30
Speed 21 - 25
-20 Penalty
-10 Penalty
-5 Penalty
Temperature
Heat, 35 C / 95 F 15 Intensity
Heat, 50 C / 122 F
20 Intensity
Heat, 65 C / 149 F
25 Intensity
Cold, 0 C / 32 F
15 Intensity
Cold, -20 C / -4 F
20 Intensity
Cold, -40 C / -40 F
25 Intensity
Cold, Interplanetary Space
55 Intensity
25
-15 Penalty
-10 Penalty
-5 Penalty
+5 Bonus
+10 Bonus
+15 Bonus
Modifiers to Damage
Block
Str. -25, -15, -5 or +5 Damage
Cold conditions
-5 Damage
Attack Vulnerability
+5 Damage
+15 Bonus
Ranged Attacks
in Light Rain
at Night
in Fog
-5 Penalty
-5 Penalty
-5 Penalty
All Attacks
Underwater
in Darkness
in Heavy Rain
-5 Penalty
-10 Penalty
-5 Penalty
26
Direction
Straight Back
Back and Left
Back and Right
Straight Left
Straight Right
Straight Up
Straight Down
Bullet proof vests, flak suits, bomb disposal gear, S.H.I.E.L.D issue body
armor and similar items are all considered conventional forms of Body Armor.
27
29
31
33
If the result is Red, inform the player that the hero may
try the stunt. Determine the result needed as noted in
Power FEATs in the Players Handbook.
Use the above method only when you, the Judge, are stumped or are
willing to give a random chance for the attempted Stunt
happening. If you rely on random die rolls for every possible
Stunt, you will end up with a random number of Power Stunts
working. In general, use commons sense to determine if a Power
Stunt is possible (or even needed), and rely on the random method
as a last resort.
\
Fire
|
X
|
If R (in Range Points) > X then replace
|Intensity|
R with X for areas outside the flames.
\ _____ /
For small, high Intensity fires, set R
|----|
to whatever value seems appropriate.
Radius R
| X |
|X-15|
|X-50|
0
1
2
3
4
5
6
and so on...
|
| X-5|
|X-30|
|X-75|
Fire Spreads up to one meter per round if there is sufficient
combustible material. A fire will increase in Intensity one
point per round with a successful Intensity FEAT, also provided
there is sufficient combustible material. Sufficient heat can
cause some materials to spontaneously combust as well. A fire
set in a protective hearth without nearby papers to ignite is not
going anywhere, while a spark hitting a pool of gasoline has
explosive results. Let common sense be your guide when it comes
to determining the spread of fires and their Intensity.
35
36
Cmon, you would have to physically restrain Spiderman to keep him in bed
for four days. The man just does not know how to relax.
38
targets best interest, and as such gain a +10 Bonus for response
from Contacts.
Information: One of the invaluable sources of data for the
heroes is their Contacts, whether they are in the papers, the
halls of government, or the street. Information allows the
heroes to pick up clues and understand what is going on behind
the scenes while they were out chasing bad guys.
Gathering information from Contacts is modified by shifts as for
any other Popularity FEAT. In addition, when dealing with a
Contact, the type of information gained depends on the result of
the FEAT Roll.
Black Result - No information available
Gray Result - 1-10 hours, False or No information available
White Result - 1-10 hours, No information available
Green Result - 1-10 hours, No or Partial information available
Yellow Result - 1-10 hours to find desired information
Red Result - Information desired at hand
The table above may be used for gathering information from
individuals other than Contacts, by shifting the result down one
color for Neutral NPCs and down two colors for Unfriendly NPCs.
This means the Unfriendly NPCs will at best lose your request and
misfile your information, but that is how a bureaucracy works.
Use common sense with this table. Common or well-known 6 info is
available with no need to check (you dont have to roll to check
time and temperature) within 1-10 rounds. Similarly, a Contact
will only know about things in his field of expertise. Calling
up a Contact at the Daily Bugle about an invasion from the Dark
Dimension may be met with disbelief (if not howls of laughter).
Equipment/Resources: This is the good stuff. Borrowing a 747 on
the strength of your slightly-expired Avengers ID card. Dropping
in on Nick Fury (if he is alive this week) and seeing if he has a
lunar lander he can spare. Checking out the Wasps wardrobe
Well-known is a relative, not an absolute term. The top speeds for various
aircraft may be well-known to a fighter pilot Contact, but not to a reference
librarian Contact. However, both may eventually come up with the same data.
41
Talent that the player character picked him for in the first
place.
Contacts and Judging: It appears that a character can get by
with a little help from his friends, and in general, Contacts
should be able to help the player characters. The reverse should
also be true, and it is through Contacts that Judges can draw
heroes into adventures. Whenever a hero successfully calls on a
Contact for information, aid, services or equipment, the Judge
should make a second Popularity FEAT, in secret, unmodified by
Karma. If the result is a color, note the Contact on a piece of
scratch paper for later use. Do this for all Contacts used as
play proceeds, noting if the heroes call on a particular Contact
more than once.
Example: Captain America (Popularity 100) needs a skymobile to
get across town quickly, and borrows one from his friend and
Contact, Nick Fury (who is alive this week). After coughing one
up, the Judge makes a second Popularity FEAT to see if the head
of S.H.I.E.L.D. will want something in return. A green result
comes up, and the Judge notes it to the side as a possible start
for a future adventure.
When creating his own adventures, the Judge can go this Contact
list for ideas and suggestions. Make a FEAT roll on the 85-86
column of the Universal Chart for each Contact noted. If the
Contact has only been called one once, a Red FEAT is needed to
activate the Contact. If the Contact is tapped twice, a Yellow
FEAT will serve, and if the Contact has been used three or more
times, a Green FEAT will do it.
An activated Contact reverses the situation on the players in
the next gaming session or next adventure: that Contact will
approach the heroes with a problem, idea or emergency. Examples
include:
A Journalist calls in a hot breaking story to the hero HQ,
asking for help.
A Doctor Contact is reported missing from his home.
A military experiment goes awry.
43
44
45
Special Requirements
The table below will show you how many special requirements a
device will require. Check once for any number of applicable
ranks that are 40 or less. Check once for each applicable rank
from 41 to 80, but not more than twice for any given device.
Finally, check once for each applicable rank of 81 or more.
Applicable Rank
Result:
40
41-80
81+
Green or less: No SpecialNo SpecialOne Special
Yellow:
No SpecialOne Special
Two Specials
Red:
One Special
Two Specials
Three Specials
Please note that a device with a lot of powerful abilities can
wind up with a lot of Special Requirements. The big bruiser
robot on page 220-221 of the Players Handbook requires at least
2 Special Requirements and could possibly have as many as 10!
The Judge may always overrule the die rolls in cases where the
result contradicts common sense. The Judge may also reduce or
eliminate Special Requirements in cases where speed is of the
essence (as in kit bashing).
When a Special Requirement is called for, the Judge should make
up something that ties into the device. Options include:
A special material or alloy - for example, a sonic device
may require Wakandan Vibranium, or a device with a Material
Strength of 60 may need secondary Adamantium.
A specific component - for electronic devices, a certain
tailored piece of circuitry may have to be developed as a
separate invention with a Cost of the applicable rank -5, or
acquired some other way. (Villains get what they want the
old fashioned way - they steal it.)
A consultant who is knowledgeable in the field - in
dealing with size control, Henry Pym may be called on, while
in matters of radiation, Michael Morbius, Bruce Banner and
Doctor Octopus are the field experts. (Reed Richards once
consulted with Doc Ock on a problem with radiation.)
Getting these experts to consult is the players problem.
46
Characters with Psyche in the Superhuman Range or better may attempt a Red
Psyche FEAT to maintain the integrity of their Astral Forms. This is
considered living through sheer force of will.
48
50
51
What explanations that have been given have frequently been determined later
to be false or misleading. If not both.
52
53
54
Chapter 2: Campaigns
At this point, you should have all the component pieces of the
game - characters, combat, and the Judging ability to know how to
play. Now comes putting all the pieces together into a full
Campaign. In particular, a campaign based in or near the Marvel
Universe.
In
Most heroes are grouped in and around New York City, with a few
heroes on the West Coast and in Canada. You do not have to run a
New York style campaign unless you want to. In fact, you can
base your heroes in your home town.
The Marvel Universe Earth is, except for the existence of super
powered heroes and villains, very similar to our own Earth.
There is a New York City in both Earths of similar appearance and
construction. There are also Chicagos, Pittsburghs, Birminghams,
and San Fransiscos in both Earths. If you want to run a campaign
in a familiar area, use the neighborhood you know. The first
Marvel Super Hero Game this designer played in was based in
Philadelphia, Pennsylvania.
If you are inclined in that direction, create a Marvel Universe
version of your home town. Any maps you have of the area can be
used to show locations of your heroes in battle. There will be
differences of course, since the Marvel city is not the real
world. The Heros secret base under the Main Library is in
reality just a storage area, and the Masters of Evil tore up the
Marvel Earth version of Riverside Park, not the real one.
Using New York City as opposed to your hometown has its
advantages and disadvantages. In your home city, you can use a
well known location that all players are familiar with as a
backdrop for a crime, and tie in small crimes that occur about
the city with the campaign. Using New York City (unless you live
in NYC) is advantageous in that it is far away, the battles are
(for the most part) imaginary, plus the fact that New York is
crawling with super-powered foes and felons. Either option works
just as well.
Running Adventures
Once you have the world and the players, you need a script for
them to follow: an adventure. An adventure is a set of
preplanned encounters that make up an evenings (or several
evenings) play for the Marvel Super Heroes game system. As
Judge you can set up you own adventures, use ones that have been
published by TSR as adventures, or use a published adventure as
the basis for your own design.
57
59
61
The Judge may create his own bad guys to deal with the
specialized heroes in his campaign. Villains are generated in
the same fashion as heroes and may be pre-generated or modeled.
Villains abilities, Powers and Talents are generated as for
heroes, though the Judge may deliberately select particular
abilities to fit his own situation or the opponents the villain
will meet. (For example, make sure an opponent of Photon has
Darkforce or Energy Manipulation Powers, or the guy fighting the
Sub-Mariner in the North Atlantic can breath water, or does not
need to breath at all.)
The Judge selects the Contacts for villains. If a villain has
criminal Contacts, the Judge may provide him with 1-10 henchman
(see Thugs for stats) to serve as the villains goons and hired
help (read: cannon fodder).
New villains start with 0 Popularity, though may quickly drive it
into the negative. Those with a secret identity may retain
normal relations and Contacts through that identity, though the
Contacts of the secret ID may be severed if the villains true
identity is revealed.
Finally, as for generated heroes, fill in the blanks for your bad
guy. Who is this guy anyway? Why does he want to take over the
world/beat up the good guys/make himself rich? Does he have any
pet peeves or phobias? Would he emulate anyone in particular in
his criminal style? How would the hero first encounter him? In
answering these questions, the Judge should be able to make a
villain that the heroes will not soon forget.
Examples of villain types:
the Conqueror.
63
Ability suggestions:
Villain - Normal
F
A
S
E
R
I
P
S
15-30
Talents: All but one are Combat related
15-40
15 or 25+
Powers:
15-25 OR STR -51 Defensive Power or Body Armor
10-20
1 Ranged Attack
5-25
10-25
1 Special attack that either is of 50
5-20
Intensity or is rolled on the 50 Column
to hit
5-15
10-15
5-15
10-20
15-20
15-20
10-20
10-20
64
Conquerors are those who wish to take over the world (or other
worlds) by any means available. They may truly believe that only
their leadership can save the planet from some horrible fate.
Occasionally, they may even be right. A Conquerors Power will
tend to be technological in nature, but they will use any source
of Power they can find, of whatever nature, to reach their goals.
Conquerors tend to have large organizations that work for them
and sufficient Resources that they only will steal Unique items
or Special Requirements. On the other hand, they will kidnap
someone who has information or skills they want at the drop of a
hat. Conquerors will always have the Leadership Talent and often
have one or more super powered henchmen. Frequently, these
henchmen were created by the Conqueror personally. Conquerors
are not afraid of physical combat with worthy opponents and are
experts at arranging mysterious deaths for themselves when
their grandiose schemes fail.
Villain - Conqueror
F
A
S
E
R
I
P
S
20-45
20-40
20-30
25-50
20-50
15-40
20-55
20-50
Talents:
At least 3 + Leadership
Powers:
1 Ranged Attack
1 Attack with Damage of 25 to 55
Body Armor and/or Force Field
At least 1 other Power
Resources: 61 or higher.
65
66
68
Offer Value:
No offer
No offer
Rank -20
Rank -15
Rank -10
Rank -5
69
70
71
72
Chapter 3:
Supporting Cast
Supporting Cast:
This section details a large, but not exhaustive, list of other
individuals that may be found in the Marvel Universe, including
wildlife, alien life, low life, and everyday life.
Animals: This section details a selection of various animals
found in nature and in zoos. Some villains use the more
dangerous ones as traps in their lairs. Animals with N/a for
Strength do not inflict enough damage to do more than annoy a
human sized target. However groups of animals with N/a for
Strength can inflict significant damage from multiple hits.
Animals with N/a for Reason may have intelligence, but it is of a
type not understood by humanity at large. Animals with N/a for
Intuition always lose initiative and act last in the round. If
an animal is listed as inflicting EA damage without a listed
amount, the damage is equal to their Strength. Some animals have
Land and Water speeds listed. Those that do not use their
Endurance (and number of legs) to figure movement speed normally.
Alligator
FIG
AGI
5
15
STR
25
END
20
REA
N/a
INT
N/a
PSY
N/a
SPI
N/a
Health
65
Karma
N/a
AGI
10
STR
15
END
20
REA
4
INT
10
PSY
5
SPI
5
Health
55
Karma
24
STR
1
END
2
REA
N/a
INT
N/a
PSY
N/a
SPI
N/a
Health
7
Karma
N/a
END
1
REA
N/a
INT
4
PSY
N/a
SPI
N/a
Health
6
Karma
4
Bat, Flock of 10
FIG
AGI
STR
15
5
2
END
15
REA
N/a
INT
4
PSY
2
SPI
2
Health
37
Karma
8
Powers + Abilities:
AGI
10
STR
25
END
25
REA
1
INT
5
74
PSY
N/a
SPI
N/a
Health
75
Karma
6
STR
60
END
60
REA
5
INT
5
PSY
5
SPI
5
Health
265
Karma
20
END
2
REA
N/a
INT
N/a
PSY
N/a
SPI
N/a
Health
7
Karma
N/a
Bird, Flock of 10
FIG
AGI
STR
END
15
10
2
10
REA
N/a
INT
5
PSY
N/a
SPI
N/a
Health
37
Karma
5
FIG
2
AGI
15
STR
0
END
15
REA
2
INT
10
PSY
N/a
SPI
5
Health
32
Karma
17
REA
N/a
INT
N/a
PSY
N/a
SPI
N/a
Health
50
Karma
N/a
INT
N/a
PSY
N/a
SPI
N/a
Health
215
Karma
N/a
INT
N/a
PSY
N/a
SPI
N/a
Health
223
Karma
N/a
INT
N/a
PSY
N/a
SPI
N/a
Health
235
Karma
N/a
Powers and Abilities: Size +10 to be hit, Body Armor 20, Horns 55
EA, Combat Tail 60 EA, Land Speed 10
76
Dinosaur, Velociraptor
FIG
AGI
STR
END
40
20
25
40
REA
N/a
INT
5
PSY
N/a
SPI
N/a
Health
140
Karma
5
Powers and Abilities: Bite 25 EA, Arm Claws 20 EA, Foot Claws 35
EA, Land Speed 17
77
INT
5
PSY
5
SPI
5
Health
252
Karma
20
INT
21
PSY
10
SPI
40
Health
460
Karma
81
78
Dog
FIG
15
AGI
10
STR
10
END
15
REA
2
INT
10
PSY
N/a
SPI
N/a
Health
50
Karma
12
STR
10
END
10
REA
10
INT
15
PSY
10
SPI
15
Health
50
Karma
50
STR
3
END
20
REA
N/a
INT
10
PSY
N/a
SPI
5
Health
53
Karma
15
STR
43
END
55
REA
2
INT
5
79
PSY
N/a
SPI
N/a
Health
178
Karma
7
AGI
3
STR
N/a
END
1
REA
N/a
INT
N/a
PSY
N/a
SPI
N/a
Health
4
Karma
N/a
STR
26
END
26
REA
3
INT
10
PSY
5
SPI
5
Health
78
Karma
23
END
20
REA
N/a
INT
N/a
PSY
N/a
SPI
N/a
Health
40
Karma
N/a
bees), the Intensity can be 15, 20 or even higher. Some, but not
all, Insect Swarms fly at speed 10. Warning: Some characters
have allergic reactions to insect bites and stings. These
characters must make an Yellow Endurance FEAT each round they are
attacked by an insect swarm or suffer an allergic reaction. This
reaction can be mild to severe, with extreme cases resulting in
the loss of Endurance and death.
Lions
FIG
AGI
20
15
STR
15
END
20
REA
3
INT
11
PSY
N/a
SPI
N/a
Health
70
Karma
14
STR
5
END
15
REA
3
INT
10
PSY
5
SPI
5
Health
45
Karma
23
INT
N/a
PSY
N/a
SPI
N/a
Health
83
Karma
N/a
81
SPI
5
Health
200
Karma
24
END
2
REA
N/a
INT
N/a
82
PSY
N/a
SPI
N/a
Health
6
Karma
N/a
Rat, Pack of 10
FIG
AGI
STR
20
10
2
END
20
REA
N/a
INT
N/a
PSY
N/a
SPI
N/a
Health
52
Karma
N/a
REA
N/a
INT
1
PSY
5
SPI
N/a
Health
117
Karma
6
INT
11
PSY
10
SPI
5
Health
160
Karma
26
REA
N/a
INT
N/a
PSY
N/a
SPI
N/a
Health
60
Karma
N/a
Snake, Poisonous
FIG
AGI
STR
END
REA
INT
PSY
SPI
Health
Karma
15
5
0
5
N/a
N/a
N/a
N/a
25
N/a
Powers + Abilities: Poison, Intensity 5 to 25 depending on
species.
Notes: Constrictor snakes grapple their victims and then crush
them to death. Poisonous snakes are smaller, but their poison
makes them dangerous in a different way. Both varieties will
attack if threatened or if controlled by an outside force.
83
Wolves
FIG
AGI
20
15
STR
15
END
15
Powers + Abilities:
REA
2
INT
10
PSY
N/a
SPI
N/a
Health
65
Karma
12
END
60
Powers + Abilities:
REA
10
INT
15
PSY
10
SPI
10
Health
220
Karma
45
Notes: Great whales include the Blue Whale, Sperm Whale and other
whales in excess of 18 meters long. They are powerful, but
usually not very hostile. Whales have been hunted nearly to
extinction.
Whale, Killer
FIG
AGI
STR
26
10
43
END
58
Powers + Abilities:
damage.
REA
5
INT
15
PSY
10
SPI
5
Health
209
Karma
35
STR
51
END
45
REA
15
INT
15
84
PSY
20
SPI
20
Health
156
Karma
70
STR
31
Known Powers:
Cold 20
END
26
REA
10
INT
10
PSY
10
SPI
10
Health
83
Karma
40
underwater dweller) with the Water Breathing Power can breath air
normally.
Atlanteans scavenge lost technology and magic from the sea floor
and as such have access to lost treasures from Atlantis and
Deviant technology, but most are not inventors in their own
right.
Any Atlantean hero must take Edged Weapons or Blunt Weapons as
his first Talent.
Denizen of the Dark Dimension
FIG
AGI
STR
END
REA
INT
10
15
10
10
10
15
PSY
15
SPI
15
Health
45
Karma
55
END
20
REA
N/a
INT
N/a
PSY
N/a
SPI
N/a
Health
66
Karma
N/a
86
87
Deviants
FIG
AGI
15
10
STR
10
END
15
REA
10
INT
5
PSY
5
SPI
5
Health
50
Karma
25
Actually, the unfit were placed in suspended animation and kept for
nefarious purposes.
88
Eternals
FIG
AGI
15
20
STR
46
END
55
REA
20
INT
26
PSY
26
SPI
20
Health
196
Karma
92
89
More than 100 Eternals can form the Uni-Mind, an energy creation
that resembles a huge brain with FASERIPS abilities of 125 each
and all standard Eternal Powers (except Teleportation) at a 125
Power Rank. This creation is used as a parliamentary device to
gather a consensus for Eternal affairs. The Uni-Mind also has
offensive Powers, but when it challenged the Celestials, it was
destroyed and the controlling force, Zuras, was slain. Less than
100 Eternals can create a Uni-Mind (the minimum required seems to
be 12), but this Uni-Mind will be of considerably less Power.
Number of
Eternals
12-25
26-50
51-99
Abilities and
Power Ranks
60
75
100
STR
20
END
26
REA
15
INT
15
PSY
15
SPI
10
Health
82
Karma
55
90
AGI
10
STR
20
END
20
REA
15
INT
15
PSY
10
SPI
10
Health
65
Karma
50
STR
20
END
26
REA
10
INT
10
91
PSY
15
SPI
15
Health
72
Karma
50
Known Powers:
Cold 20
Known Talents:
Mystic Origin
STR
*
END
*
REA
15
INT
15
PSY
15
SPI
5
Health
Varies
Karma
50
STR
51
Known Powers:
END
55
REA
10
INT
10
PSY
26
92
SPI
26
Health
201
Karma
72
93
Shiar
FIG
AGI
15
15
STR
26
END
15
REA
15
INT
15
PSY
15
SPI
10
Health
71
Karma
55
STR
10
END
10
REA
15
INT
10
PSY
10
SPI
10
Health
45
Karma
45
others, but many of the Powers those forms possess. The reformed
Skrull Empire is just now discovering how useful mutant Skrulls
can be.
Supporting Cast: The following list is of supporting players for
your campaign: common criminals, goons that are used by major
villains, as well as the forces of conventional law and order and
normal folks. This handy reference deals with common types,
talents and equipment. For variety, you can add 0-5 points
(1/2d10, round down) to various abilities to create individuals
as opposed to always using generic people.
Thug
FIG
15
AGI
10
STR
10
END
10
REA
5
INT
5
PSY
5
SPI
5
Health
45
Karma
20
Health
50
Karma
28
Talents: None.
Equipment: May carry Guns or Knives.
Notes: Run of the mill criminal rank and file.
Henchman
FIG
AGI
15
10
STR
10
END
15
REA
6
INT
10
PSY
6
SPI
6
95
END
10
REA
5
INT
5
PSY
5
SPI
5
Health
45
Karma
20
Talents: None.
Equipment: Knives, Blunt Weapons, occasionally Guns.
areas uses motorcycles.
Notes: A Younger version of the standard thug.
to make up for low Fighting ability.
Enforcers
FIG
AGI
15
10
STR
15
END
10
REA
10
INT
10
PSY
10
SPI
10
In rural
Travels in packs
Health
50
Karma
40
Talents: Intimidation.
Equipment: Brass Knuckles, Knives, Guns and other conventional
weapons.
Notes: Large, tough goons used by criminal organizations as
soldiers in their battles against each other and as threats in
shaking down merchants.
Hit Men
FIG
AGI
10
15
STR
10
END
15
REA
10
INT
11
96
PSY
10
SPI
10
Health
50
Karma
41
AGI
15
STR
10
END
15
REA
10
INT
10
PSY
10
SPI
10
Health
55
Karma
40
Talents: Law-Enforcement
Equipment: Handgun, Handcuffs, Billy Club
Notes: Standard agent of law enforcement. Walks a beat or
patrols in a squad car. May make arrests.
SWAT Operative
FIG
20
AGI
15
STR
15
END
10
REA
10
INT
11
PSY
15
SPI
10
Health
60
Karma
46
97
Soldier
FIG
AGI
20
15
STR
10
END
15
REA
10
INT
10
PSY
5
SPI
10
Health
60
Karma
35
STR
15
END
15
REA
10
INT
11
PSY
10
SPI
10
Health
55
Karma
41
END
20
REA
10
INT
15
PSY
10
SPI
15
Health
55
Karma
50
STR
10
END
15
REA
15
INT
10
98
PSY
10
SPI
10
Health
40
Karma
45
STR
10
END
15
REA
15
INT
15
PSY
15
SPI
15
Health
45
Karma
60
Talents: Medicine
Equipment: Black bag (Advanced First Aid kit, weighs 15 Kg and
contains more stuff than you would believe.)
Notes: Doctors are the conventional method of stopping the loss
of Endurance for critically wounded characters, as well as taking
care of diseases and illnesses. There are diseases that are
beyond present technology to cure, and the special problems of
super powered individuals may require specialized treatments.
Scientist
FIG
AGI
5
10
STR
5
END
10
REA
20
INT
15
99
PSY
10
SPI
10
Health
30
Karma
55
STR
10
END
10
REA
12
INT
15
PSY
10
SPI
10
Health
35
Karma
47
Talents: Law.
Notes: Most hero groups (and a whole bunch of villains) have a
lawyer on retainer: that is, they pay the man to be around when
they need representation in court. Hiring a lawyer is a 30+
Resource FEAT, though there are avenues available to those who
cannot afford this.
Businessman
FIG
AGI
STR
5
10
10
END
10
REA
10
INT
10
PSY
10
SPI
10
Health
35
Karma
40
Talents: None.
Notes: Your typical New Yorker. Standard human stats. Good for
crowds or endangered passers-by. Includes politicians,
secretaries, ice-cream vendors and the entire spectrum of normal
everyday people.
100
Federal Agents
FIG
AGI
STR
15
20
15
END
15
REA
15
INT
15
PSY
15
SPI
15
Health
65
Karma
60
Random Characters
One of the largest changes in these rules was to get rid of what
I considered unnecessary randomness in character creation. I
feel characters are better when designed, instead of being
created by random dice rolls. On the off chance that whoever
reads this does not agree, here are rules for determining random
characters.
The Player's Handbook contains tables for random Origins (page
13), Powers (Pages 20-24) and Talents (Pages 26-27). So that
leaves initial ability ranks, the number of Powers, Talents and
Contacts and Power Ranks as open questions.
Each origin uses one of the columns on the Random Ranks Table on
the next page. Roll for each of the eight primary abilities.
After rolling, add 1/2(1d10) Rounded Down to each ability, but
remember the following limitations...
Strength for any 'normal' person is capped at 20
Endurance for any 'normal' person is capped at 25
Endurance must be at least 1
High Tech Characters and Mages 10 may only have 1 physical or 2
mental abilities start in the Enhanced class, all other abilities
must be Normal or Impaired.
Altered Humans add 5 points to the primary ability of their
choice.
Mutants add 5 points to their Endurance
High Tech Characters add 10 points to their Reason
10
Yes, I know.
101
Altered Humans
Mutants
Normal Folk
High Technology
Mages
Robots
Aliens
01-05
01-05
01-05
01-05
01-10
06-10
06-25
06-10
06-10
11-20
11-20
26-75
11-40
11-15
21-30
13
21-40
76-95
41-80
16-40
31-40
18
41-60
96-00
81-95
41-50
41-60
23
61-70
96-00
51-60
61-65
28
71-80
61-70
66-70
33
81-88
71-80
71-75
38
89-96
81-90
76-80
43
97-00
91-98
81-95
99-00
96-00
53
102
Modification
Reduce by 5 points
No change
Increase by 5 points
Increase by 10 points
Increase by 15 points
Increase by 20 points
Increase by 25 points
11
This is because Powers are normally a lot more useful than Talents or
Contacts.
103
Powers
Talents
Contacts
01-20
21-60
61-90
91-00
104
may be rolled
Table with
on the
wish to be
If a character rolls the same talent more than once, they have
multiple levels in that talent, if the talent's description
allows.
Any Talent with a Cost of 20 or more Hero Points counts as two
talents. As with Powers, such Talents tend not to be randomly
rollable.
Contacts are never randomly rolled. However, they can have Rank
numbers. This will either indicate the quality of information
and services the contact can provide or the level of Resources
the character can access through that Contact.
In the first case, roll on the "High Technology" column of the
Random Ranks Table and add 2d10 with a minimum of 15 and a
maximum of 40. This represents the Contacts maximum skill level
(with any applicable Talent bonuses) in whatever area of
expertise they being used for.
Resource based Contacts use the "Robot" column of the Random
Ranks Table, double the result and add 1d10, with a minimum of
20. (The maximum of 116 may sound nice, but the more you ask
from a Contact, the more the Contact will eventually ask from
you.
105
Not all Contacts have or need Rank Numbers. Judges should use
their judgment (surprise, surprise) in determining when to use a
Contact's Rank.
Random Equipment Table
Roll
01-25
26-55
56-57
81-00
Bonus Equipment
None
10 Hero Points
20 Hero Points
50 Hero Points
Random Equipment:
Many, but not all characters, carry small pieces of gear that are
useful, but that shouldn't really count as Powers. This includes
standard basic weapons like a knife, quarterstaff, gun or even a
bow. (But not the special arrows that Hawkeye carries.) It
could also be things like first aid kits, flashlights,
communication links, homing devices, lock picks, smoke bombs and
other tools of the trade. Basically, things you can buy, instead
of things you must invent.
The above table gives a randomly generated character a budget for
such gear. Most non-combat gear is worth 10 Hero Points, with
weapons being purchased using the rules from Chapter 8 of the
Player's Handbook.
A character doesn't have to use their entire allowance, but if
they go over, the excess is considered as equipment purchased
with Resources, with the replacement costs of such.
106
107
108
H
Healing, 31, 32
Holding Breath, 41, 42
Index:
A
Ability Modifier Table, 105
Adventures, 60-61
Alter Egos, 11
I
Ice, 38
Intensity examples, 25, 26
B
Battlesuits, 109
Body Armor
Add Ons, 49, 50
Optional rules 24, 28
Building Things, 47-50
J
Judge's Role, 5-9
Judge's Summary, 73
L
Limitations, 10, 11
C
Campaigns, 57-60
The Marvel Universe, 57, 58
Character
Modeling, 11-13
Types, 13, 14
Combat
Balancing Scenarios, 31
Judging 19-24, 28-30
Contacts
Activated, 45, 46
Floating, 44, 45
Information from, 42, 43
Resources from, 43, 44
Services from, 42
Creative Rulebreaking, 16, 17
M
Marvel Universe, 57
Miscellaneous/Unique
Weapons, 15, 16
Equipment 14, 15
Powers, 16
Modifiers
To Damage, 27
To Feat Rolls, 27
To Hit, 26, 27
N
Nexus of All Realities, 54, 55
NPC Design, 7, 8
O
Other Dimensions, 50-55
Alternate Earths, 53
Astral, 50, 51
Macroverses, 53
Microverses, 52
Mystic, 51, 52
Negative Zone, 53
D
Deathtraps, 63, 64
Diseases, 39-41
F
FEATs 17-19
Automatic, 18
Impossible, 18
Intensities, 25
Fire, 36,37
109
P
Poisons, 38,39
Power Stunts, 33-35
R
Random Characters, 103-109
Alternate Random Aliens, 109
Random Equipment Table, 108
Random Number of Powers,
Talents and Contacts Table,
106
Random Contact Rank Numbers,
107-108
Random Rank Number Table, 104
Random Resources, 105
Radioactivity, 39
S
Special Requirements, 47-49
Supporting Cast 75-103
Aliens, 97-97
Animals, 75-87
Supporting Players, 97-103
T
Time Travel, 54
V
Vacuum 42
Vehicle Compartments, 47
Villains
And Karma, 68-71
Escape 70
Mysterious Death, 70, 71
Popularity, 71
Resources, 71, 72
Types, 65-67
Conqueror, 67
Normal, 65, 66
Plotter, 66
110