Вы находитесь на странице: 1из 62

REVISED

MARVEL
SUPER HEROES
NTH EDITION
BY JAYSON JOLIN

ADVENTURE
MARVEL
SUPER HEROES
NTH EDITION
ADVENTURE BOOK
Written by Jayson Jolin

NOTE: THIS IS A FAN-BASED WORK USING ART UNDER THE TERMS OF FAIR USE.

The Marvel Super Heroes: Nth Edition is a fan-created game based on the MARVEL SUPER HEROES RPG by TSR, Inc. It is intended for entertainment purposes only and not for sale.
All use of Marvel Comics Group trademarks are used without permission but for private non-commercial use. All use of artwork are used without permission from the artists but for private
non-commercial use.

The names of characters herein are fictitious and do not refer to any persons living or dead. Any descriptions including similarities 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 Industries Corporation. All Rights Reserved. All artwork are the property of Marvel Comics Group and the artist that produced them

TABLE OF CONTENTS
FEATS 6
MAKING FEATS 7
THE FIVE OUTCOMES 7
BLUE RESULT: CRITICAL FAILURE 7
WHITE RESULT: FAILURE 7
GREEN RESULT: SUCCESS 7
YELLOW RESULT - CRITICAL SUCCESS 7
RED RESULT: RESOUNDING SUCCESS 8
BENEFITS AND COSTS 8
MINOR BENEFIT 8
MAJOR BENEFIT 8
MINOR COST 8
MAJOR COST 8
NEGATIVE SUCCESS 8
RANKS AND INTENSITIES 9
THE RANKS TABLE 9
THE UNIVERSAL TABLE 10
ANATOMY OF THE UNIVERSAL TABLE 10
Shifting Off The table 10
COLUMN SHIFTS 11
COMBINED FEATS 11
THE RESULTS TABLE 11
DRAMA POINTS 12
EARNING DRAMA POINTS 13
COMPELLED DISTINCTIONS 13
MORAL ACTIONS 13
CONCEDE A CONFLICT 13
SPENDING DRAMA POINTS 13
INVOKE A DISTINCTION 13
COMPEL A DISTINCTION 14
RESIST A COMPEL 14
HINT FROM THE JUDGE 14
PUSHING AN ABILITY 14
DRAMA POINTS FOR NON-PLAYER CHARACTERS 14
DISTINCTIONS 15
OVERVIEW 15
INVOKING DISTINCTIONS 15
TYPES OF DISTINCTIONS 15
CREATING PERSONAL DISTINCTIONS 15
CREATING SCENE DISTINCTIONS 16
Judge-created scene distinctions 16
Player-created scene distinctions 16
USING DISTINCTIONS 16
INVOKING COLUMN SHIFTS 17
COMPELS 17
ADJUSTING DISTINCTIONS 17
IN-PLAY ALTERNATION OF AN OPPONENT’S PERSONAL DISTINCTIONS17
COST OF PERSONAL DISTINCTIONS 17
RUNNING A SESSION 18
TIME IN THE GAME 19
ANATOMY OF A PAGE 19
THE THREE ACTIONS 20
OVERCOME 20
PERMANENT OVERCOMES 21
CREATE AN ADVANTAGE 21
CREATING / DISCOVERING AN ADVANTAGE 21
MULTIPLE WAYS TO OVERCOME 21
USING THE ADVANTAGE 21
IN SUMMARY 21
ATTACK 21
PANEL AND FREE ACTIONS 21
CHALLENGES, CONFRONTATIONS AND COMBAT 22
RUNNING CHALLENGES 22
RUNNING CONFRONTATIONS 22
CHARM, CONTROL, AND PERSUASION 22
RUNNING COMBAT 23
MULTI-TARGET ACTIONS 23
CHANGING ACTIONS 24
MANEUVERS 25
OTHER CONSIDERATIONS 29
ATTACKS VERSUS DAMAGING ADVANTAGES 29
BLINDSIDING: GETTING SURPRISED IN COMBAT 30
PUSHING 30
FIGHTING WHILE PRONE 30
HEALTH, INJURY, HEALING AND DEATH 32
HEALTH 33
SANITY 33
EFFECTS OF DAMAGE ON HEALTH 33
LOSING ENDURANCE 33
WHEN TO MAKE THE FEAT 33
ROLLING A KILL RESULT ON AN ATTACK 34
EFFECTS OF DAMAGE ON SANITY 34
RAISING THE DEAD 34
MAKIGN A CHARACTER PLAYABLE AGAIN 34
OTHER CONSIDERATIONS 34
HEALING DAMAGE 34
RECOVERING LOST HEALTH AND SANITY 34
RECOVERING ENDURANCE 35
RECOVERING WILL 35
STUN AND SLAM 35
STUN 35
SLAM 36
USELESS ABILITIES 36
COMPLICATIONS 36
BASICS 36
CREATING COMPLICATIONS 36
FAILED ROLL 36
SAVING HEALTH / SANITY 36
SAVING ENDURANCE / WILL 36
GROWING COMPLICATIONS 37
BOCHED FEATS 37
HEALTH / SANITY GROWTH 37
ENDURANCE / WILL GROWTH 37
MAXIMUM INTENSITY 37
HEALING COMPLICATIONS 37
THOSE “PERMANENT” COMPLICAITONS 37
MOVEMENT AND RANGE 38
MEASURING DISTANCE 39
NORMAL MOVEMENT 39
HUMAN SPEEDS 39
VEHICLE SPEEDS 39
JET SPEEDS 39
SUPERSONIC 39
HYPERSONIC 39
SUB-LIGHT 40
RULES FOR MOVEMENT 40
MOVEMENT AS AN ACTION 40
MOVEMENT AND ACCELERATION 40
TURNING 40
OBSTRUCTIONS 41
RAMMING 41
MOVEMENT THROUGH BARRIERS 41
UPWARD AND DOWNWARD MOVEMENT 41
LEAPING 41
FLIGHT 41
FALLING / FUMBLING 41
SAFELY STOPPING A FALL 42
SWIMMING 42
SUFFOCATION AND DROWNING 42
Teleportation 42
TELEPORT SICKNESS 42
TELEPORTING INSIDE A TARGET 42
MOVEMENT IN SPACE 42
SUBLIGHT VS WARP 43
GENERAL RULES 43
EXHAUSTION 43
THROWING RANGE 44
RANGES FOR POWERS 44
DETERMINING THE RANGE OF A POWER 44
Zone rules 44
POINT-BLANK RANGE 44
PERCEPTION AND DISTANCE 44
APPENDIX: INTENSITIES 46
SAMPLE INTENSITIES 47
FIRE AND FLAME 47
HEAT AND COLD 47
ILLNESSES AND POISONS 47
RADIATION 48
FRICTIONLESS SURFACES 49
DARKNESS AND EXTREME LIGHT INTENSITIES 49
WEATHER 49
ELECTRICITY 50
UNDERWATER MOVEMENT 50
MATERIAL STRENGTH 50
MATERIAL STRENGTH AND THICKNESS 50
BIBLIOGRAPHY 54
GAME SYSTEMS 55
OTHER INFLUENCES 55
INDEX 57
Jayson Jolin FEATs

!6
Marvel Super Heroes Nth Edition Jayson Jolin

FEATS
The Marvel Super Heroes: If the player opts to take a
Nth Edition measures success or Negative Success instead (see
failure in actions by rolling FEATs. A Negative Success, below), the Blue
FEAT represents any action at Result translates as Success with a
which a character has a percent Major Cost.
chance of success or failure. FEAT
stands for Function of Exceptional WHITE RESULT: FAILURE
Ability or Talent.
A White Result denotes that
the character failed in whatever task
MAKING FEATS he set out to accomplish. If the Re-
sults Table does not list the price of
Characters accomplish Failure players and the Judge are
FEATs by following the procedure encouraged to define the failure in
outlined below. All FEATs in the the most dramatic way possible.
game are resolved in the same way,
though the effects of those resolu- If the player opts to take the
tions may differ. Negative Success option (see be-
low), the character gets a Success
1. Find your Rank (see pg. 11). with a Minor Cost.
2. Find the Intensity (See pg. 11).
3. Determine the number and sign
THE FIVE OUTCOMES GREEN RESULT: SUCCESS
of Column Shifts (CS).
4. Find the Column Shift on the The character succeeds at
As described above, there
Universal Table (back cover). the task he was attempting.
are five possible outcomes for any
5. Roll Percentile Die.
given FEAT, corresponding to a
6. Do one of the following: YELLOW RESULT -
FEAT Color on the Universal Table.
1. Combat: Find the FEAT CRITICAL SUCCESS
This section goes into greater detail
Color on the Results Table.
regarding each of these outcomes.
2. Noncombat: Use the FEAT The character not only suc-
Color Result to determine
BLUE RESULT: CRITICAL ceeds, but gains an extra Minor
the Degree of Success.
FAILURE Benefit for his trouble (see Benefits
and Costs, below). This is usually
For noncombat actions any pre-defined on the Results Table;
success equal to or higher than a As with the White Result
otherwise, the players and Judge
Green FEAT equals success and (see below), a Blue Result denotes
have the following options:
either a White or Blue FEAT equals a failure to achieve the desired goal.
failure. However, the Judge may In addition, however, the hero also
experiences a minor cost on top of • Boost: Gain a +1CS to the next
rule that the action actually has De- action the player takes that
grees of Success; higher rolls merit failure. See Benefits and Costs,
Scene.
better results and some failures are below. For combat and some other
situations, the Blue Result’s minor • Gifted Boost: Give another char-
more problematic than others. In acter (PC or NPC) a +1CS to their
such instances, use the following to cost will be pre-defined. For exam-
next action that Scene.
determine the Degree of Success: ple, many of the combat actions
leave the character Exposed to at- • Free Invoke: The player or a PC/
NPC or his choosing may invoke a
• Blue: Critical Failure tack. Most others will be deter-
known Distinction for free (e.g.,
• White: Failure mined by the Judge and the players
without paying a Drama Point).
• Green: Success together based on the situation at
• Yellow: Critical Success hand. Players and Judges are en-
A character may have a Talent,
• Red: Resounding Success couraged to collaborate on finding
Power or Stunt that dictates a sepa-
the most dramatic outcome possi-
rate benefit for the ones listed here
Combat actions are resolved on the ble.
or in the Results Table. In that in-
Results Table. See Running A Ses- stance, the player has the choice of
sion for more information. which benefit he elects to use.
!7
Jayson Jolin FEATs
Negative Success. The Punisher
RED RESULT: RESOUND- Example: Mandy is playing Captain succeeds in deactivating the bomb,
ING SUCCESS Marvel (Carol Danvers). She’s try- but in doing so triggers a secondary
ing to repel a Kree invasion of the trap that seals the vault and begins
The character not only succeeds, Earth. While her fellow Avengers to fill it with poison gas. The Intensi-
but gains an extra Major Benefit for fight Kree forces, Captain Marvel ty of the poison starts off at Useless,
his trouble (see Benefits and Costs, infiltrates the command ship and but builds gradually each Page until
below). This is usually pre-defined reaches the fleet commander. She it reaches Incredible Intensity. The
on the Results Table; otherwise, the makes an eloquent, impassioned Punisher must now find a way to
players and Judge have the follow- plea which also shows the benefit stop the gas from filling the room or
ing options: the Kree would gain for keeping find a way to open the vault door.
Earth as an ally rather than as an
occupied world. At the end of her
• Boost: Gain a +2CS to the next
action the player takes that speech, she makes a FEAT to per-
Scene. suade the commander, and gets an
Extraordinary success. She con-
• Gifted Boost: Give another char-
acter (PC or NPC) a +2CS to their vinces the commander, and gains a
next action that Scene. Boost to her next request; to be es-
corted to the Kree home-world
• Free Invokes: The player or a PC/
NPC or his choosing may get two where she can negotiate the treaty
free Invokes on a Distinction (e.g., between the Kree and humankind.
without paying a Drama Point) or
one free Invoke to be used in a MAJOR BENEFIT
later Scene.
As with Yellow Results, a character A Major Benefit provides a greater
MAJOR COST
may have a Talent, Power or Stunt advantage on top of normal suc-
that dictates a separate benefit for cess, to be exercised before the end
A Major Cost hampers a character
the ones listed here or in the Re- of a Scene. The most common ex-
in some large way. Another name
sults Table. In that instance, the amples are listed above and in the
for a Major Cost is Resounding Fail-
player has the choice of which ben- Results Table’s Red Results.
ure. Major Costs are not listed on
efit he elects to use. the Results Table; they only come
Example: Using the scenario
about as a result of the character
BENEFITS AND COSTS above, Mandy rolls a Red Result
opting for a Negative Success on a
instead of a Yellow Result. Because
Blue Result.
Mandy got a Resounding Success
When a character succeeds
on her FEAT, Captain Marvel’s at-
with greater than a Green Result, he Example: The Punisher is trying to
tempt to convince the Kree com-
can gain an extra bonus to his suc- diffuse a bomb inside a bank vault
mander to halt the invasion of Earth
cess called a Benefit. Likewise, and gets a Blue Result. Jon, the
so impressed the commander that
when a character fails with a Blue Punisher’s player, elects to take a
he is willing to bring you before the
Result or takes an Negative Suc- Negative Success, resulting in a
rulers of the Kree Empire and assist
cess, he suffers a Cost on top of the Major Cost for success. The Pun-
you to convince them to sign a
failure or success of the FEAT. Both isher succeeds in deactivating the
peace treaty with Earth.
Benefits and Costs come in two fla- bomb, but in doing so triggers a
vors; Minor and Major. Judges and secondary trap that seals the vault
players should use those examples MINOR COST and a poison gas bomb goes off,
and those listed on the Results Ta- filling the room instantly with Incred-
ble to come up with unique Benefits A Minor Cost hampers a character ible Intensity poison gas. The Pun-
and Costs as they see fit; the Blue in some small way. The most com- isher must now find a way to quickly
Results on the Results Table repre- mon examples are listed above and open the vault door before he suc-
sent Minor Costs. in the Results Table’s Blue Results. cumbs to the poison.
Minor Costs can either take place as
a result of a Blue Result or because
MINOR BENEFIT
the character opted for a Negative
NEGATIVE SUCCESS
Success on a White Result.
A Minor Benefit provides a slight In several places up to now
advantage on top of normal suc- we have noted the possibility of a
Example: The Punisher is trying to
cess, to be exercised before the end character taking a Negative Suc-
diffuse a bomb inside a bank vault
of a Scene. The most common ex- cess instead of settling on a failed
and gets a White Result. Jon, the
amples are listed above and in the
Punisher’s player, elects to take a
Results Table’s Yellow Results.
!8
Marvel Super Heroes Nth Edition Jayson Jolin
FEAT Roll. Just what does that within a given Rank listed below the The primary component of
mean? primary Rank Number for that Rank. the Ranks Table are the playable
Any move along the Ranks Table is Ranks. These range from Pathetic
Well, role-playing games called a Column Shift (RS). When to Invincible in order of increasing
are about telling interesting stories, comparing Ranks with Intensities, potency from left to right. These are
and, frankly, often failing at a roll the Column Shifts between them are the Ranks (and Intensities) most
stalls the story, or isn’t interesting. imposed upon the Universal Table in often encountered during play.
Sometimes, in order to keep the order to determine the difficulty of
story moving, the characters need to the FEAT.
succeed. However, since we don’t
just want to let the characters al- Us
ways succeed, we call for FEAT Useless
Rolls to see what happens. When 0
the needs of the story come to
0
cross-purposes with the need to
keep players from just waltzing The Useless Rank is not a playable
through the story unchallenged, Rank; the lowest Rank a character
players may call for a Negative Suc- may play is Pathetic. The purpose
cess, or Success with a Cost. of the Useless Rank is to provide a
point for character Attributes and
Negative Success is just Powers to descend to when they
what it sounds like; you get to suc- power down or otherwise become,
ceed, but you pay for it! If you elect well, useless. We’ll discuss this
Negative Success on a White Re- more in later chapters.
sult, you pay a Minor Cost. If you
elect Negative Success on a Blue HUMAN RANGE
Result you pay a Major Cost. Pa Fe Pr Ty Gd Gt Ex
Pathe Feebl Typica Excell
Poor Good Great
tic e l ent

RANKS AND 5 10 15 20 25 30 35 In order to make things


clearer, we’ve broken down the
01-
08-
13-
18-
23-
28-
33-

INTENSITIES 07 12 17 22 27 32 37 Ranks Table into ranges of ability.


On the Ranks Table the ranges are
All abilities in Marvel Super SUPERHUMAN RANGE separated by thick black lines; this
Heroes: Nth Edition have either a does not mean that crossing from
Rm St Sp In Am Fa Ma
Rank or an Intensity. A Rank mea- Rema
one range to another is in some way
Stunni Spect Incred Amazi Fanta Marv
sures the potency of an ability to rkabl
ng acular ible ng stic elous
more difficult, only that the character
e
act; it is how effective the character has moved into a new “weight class”
40 45 50 55 60 65 70
is in that area of ability. Conversely, as it were.
38-
43-
48-
53-
58-
63-
68-

an Intensity measures resistance to 42 47 52 57 62 67 72


change. The same ability may Within the range of Rank
serve as a Rank in one action and Numbers is a Standard Rank
METAHUMAN RANGE Number listed above the range on
an Intensity in another; it all de-
Uc Sh Ph As Wo Tm Mn the Universal Table. That Standard
pends on whether you are attempt-
ing to affect change or resist it. Unca Shock Pheno Astoni Wond Treme Mons Rank Number refers to the most
nny ing menal shing rous ndous trous common Rank Number for that
From this point forward unless we
75 80 85 90 95 100 105 Rank. Published material for ac-
are speaking about Intensities
specifically the text will refer to 73-
78-
83-
88-
93-
98-
103-
complished heroes will show that
77 82 87 92 97 102 107 primary Rank Number to reflect their
Ranks.
years of experience. New charac-
INHUMAN RANGE ters created by players will always
THE RANKS TABLE start with the lowest Rank Number
Un Ow Sr At Ga Cs Iv
Other Astro
in the Rank’s range.
Ranks are shown on the Unear Galac Cosm Invin
worldl Stellar nomic
Ranks Table, displayed above the thly
y al
tic ic cible
Example: Captain America
Universal Table from left to right in 110 115 120 125 130 135 140 has Remarkable (40) Agility, making
increasing order of power from Use- 108- 113- 118- 123- 128-- 133- 138- him slightly superhuman in that
less to Beyond. Ranks have a 112 117 122 127 132 137 143
area. A newly-created character
name and a Rank Number. Rank that had Remarkable Rank Agility
Numbers have a range of values would, because of his inexperience,
!9
Jayson Jolin FEATs
start out with a Rank Number of Ex FEAT against that entity (and at this Shifts from left to right, from -9CS to
(38). power level we might as well call it +9CS, with No Shift as the central
an entity), automatically adjust the column.
Also on the Ranks Table are position on the Universal Table by
the Shifts and the Classes. Like -1CS for each Class Shift. At the intersection of any
Useless Rank, the Shifts and Class- given Row and Column you will find
es are not typically playable Ranks Example: Mr. Fantastic has ac- a box containing one of six colors;
(hence they are in grey on the quired a brain-boosting piece of Blue, White, Black, Green, Yellow
Ranks Table). cosmic technology from Galactus and Red. These are the FEAT Col-
and is attempting to outsmart a new- ors. When you make a FEAT the
X Y Z AA BB ly-discovered entity called Quanta in result of a roll on percentile dice
Shift Shift Shift Shift Shift order to save his family. Although (2d10) is compared with the Rank of
150 200 300 400 500 Mr. Fantastic’s Incredible (55) Rea- the ability used to make the FEAT.
144-17
5
176-250 251-350 351-450 451+ son has been augmented all the The intersecting FEAT Color deter-
way to Cosmic (135) , he’s facing an mines the FEAT Result, as ex-
entity with Class 2000 Reason. plained above.
The Shifts exist primarily for
Normally, he’d roll on the -8CS col-
those cases when a Rank Shift
pushes an ability’s Rank above In-
umn of the Universal Table. How- Shifting Off The table
ever, because Quanta is a cosmic
vincible (such as with Talents). Shift
being with Class 2000 Rank ability, If the Column Shift modifier
BB is the highest Rank to which you
he has to add an additional -2CS to is ever -10CS or lower, the result is
can Rank Shift; no amount of Rank
the normal Column Shift, for a total Automatic Success. Likewise, if the
Shifting can bridge the divide be-
of -10CS. Reed has to roll a 96 or Column Shift is ever +10CS or
tween Shift BB and Class 1000.
better to succeed; he has a 95% higher, the result is an Impossible
chance of failure. For his family’s FEAT, or Automatic Failure.
1K 2K 3K 4K 5K sake, Reed better have plenty of
Class Class Class Class Class
1000 2000 3000 4000 5000 Drama Points and some good Dis-
tinctions to Invoke!

6K 7K 8K 9K B Entities with Ranks in the


Class Class Class Class Beyond
6000 7000 8000 9000 Classes range cannot have those

Ranks shifted; these Ranks cannot
be affected by Talents or other modi-
fiers. Judges should have plenty of
The Classes represent the room amongst the Classes to create
abilities of the nearly-all-powerful varied entities with different levels of
aspects of the Marvel Universe. power, so that not all entities look
Use them to represent the gravity exactly the same.
wells of black holes, the sheer pow-
er of gamma-ray bursts, or the abili-
ties of cosmic beings such as Eter- THE UNIVERSAL
nity or Death. The Classes can also
represent true immunity to some TABLE
quality or substance.
Take a look at the back
There is a gap between the cover of this book. There you will
Shifts and the Classes on the Ranks find the core element of the Marvel
Table. This conveys the simple fact Super Heroes: Nth Edition: The
that no amount of Column Shifting Universal Table.
can shift a Rank from one side of
Above the Universal Table
that divide to the other. The Class- ANATOMY OF THE you will find the Ranks And Intensi-
es are simply too potent for other
characters to even contemplate, let
UNIVERSAL TABLE ties Table (Ranks Table for Short).
Here you will find listed all of the
alone compete against.
The Universal Table is di- Ranks in the game, starting with the
vided into Rows and Columns. The weakest Rank and getting more
That being said, should a
Rows are labeled by the numbers powerful as you progress to the right
situation arise when non-entity
you roll on your Percentile Die rang- of the table. The Ranks Table also
characters encounter a being with
ing from 01 to 100 in a descending lists the Primary Rank Number and
Ranks in the Classes section of the
order. The Columns list Column
Ranks Table and need to make a
!10
Marvel Super Heroes Nth Edition Jayson Jolin
the Rank Number Range for each Shifts based on environmental con- General Normal Pushing
Effect Attacks
Rank. ditions and other factors.
Above the Ranks Table you GE NA Pu
Action Action Resistance
will find the Results Bar. These are
used in Combat for determining the COMBINED FEATS Crit. Fail Exposed
Failure Miss
Agony
No
result of a Combat FEAT. Descrip-
tions of the results’ meanings are Success Hit +1CS
Characters can work to-
found in the Maneuvers section of Critical Extra +2CS
gether to achieve better results in
the next chapter. appropriate situations. One charac- Resound Double +3CS
ter acts as the primary and the rest Grab Grapple Escape Ram

act as support.
Gb Gp Es Rm
Action Action Action Action
The supporting characters
Exposed Exposed Gripped Prone
each make a Support FEAT to Cre-
ate An Advantage. If they succeed, Miss Miss Miss Miss
the primary character may Invoke Disarm Partial Partial Hit
those Distinctions as normal (paying Unready Hold Escape Extra
Drama Points to do so). If the sup- Ready Damage Reverse Double
porting characters gained any free Stop Trip Trip
Invokes they may of course pass Ranged

those to the primary character. So Tp TR


Action Action Action

The Judge can declare a Both Fall Exposed


limit to the number of participants in Stun Miss Miss
a Combined FEAT as necessary, Fall Trip Trip
though the availability of Drama Stop Extra Extra
Points should normally serve as the Ready Double Double
only buffer to participation. Dodging Blocking Resisting Catching

Do Bl Rs Ca
THE RESULTS TABLE Action Action Effect Action
+1CS Extra -8CS Autohit
Above the Universal Table None Autohit -6CS Miss
and the Ranks Table you will find -2CS Block -4CS Damage
the Results Table. Here you will find -4CS +1CS -2CS Catch
the most common combat results -6CS +2CS +1CS Reverse
encountered in the game. While not Stun? Slam? Kill? RECOVER?
exhaustive, it will get you and your
players through most game situa- St Sl Ki Rv
tions. Resistance Resistance Resistance Resistanc
e

Remember that Blue Re- Knockout Stun Expire -1CS


sults on the Results Table are Minor Stunned Gr. Slam Double No
COLUMN SHIFTS Costs, Yellow Results are Minor Dazed Slam Trauma +1CS
Benefits, and Red Results are Major No Stagger Stable +2CS
Column Shifts (CS) repre- Benefits. Alert No Recover +3CS
sent movement to the left or right on
the Universal Table. When compar- For more information on
ing Ranks and Intensities, the differ- each entry on the Results Table see
ence between these quantities di- the Maneuvers section of Running A
rectly translate into the base Col- Session.
umn Shift for the FEAT.

A character Invoking one of


his Distinctions may modify the Col-
umn Shift on the Universal Table, as
described in the Drama Points and
Distinctions chapters. Modifiers can
also implement further Column

!11
Jayson Jolin Drama Points

!12
Marvel Super Heroes Nth Edition Jayson Jolin

DRAMA POINTS
Whether to represent catch-
ing a lucky break or a surge of COMPELLED DISTINCTIONS
adrenaline, Drama Points give SPENDING DRAMA
POINTS
characters aid they sorely need. As described in the Distinc-
Drama Points give greater story tions chapter below, all characters
control to players, allowing them to have three Distinctions that describe
change the random effect of the You can spend Drama
their personalities, history, or other
dice. Drama points can be spent in Points in any of the following ways.
defining traits that make them
a number of ways by both players Keep in mind that to gain any really
unique to other characters. Distinc-
and Judges. They are distinct from powerful effect you may have to
tions can apply as a bonus to a
Adventure Points, which are used spend multiple Drama Points, so
FEAT if Invoked, but can also serve
to improve or change a character’s spend them wisely.
as a detriment if Compelled. If the
statistics (see Advancement in the player has his Distinction Com-
Character Book). pelled, he can gain a Drama Point
for his trouble.
All characters start play
with one Drama Point. You can
earn more Drama Points for your
MORAL ACTIONS
hero as you play. How do you do
Since Drama Points are
that? I’m glad you asked...
supposed to help heroes and hinder
villains, those characters that per-
form strong moral actions (such as
saving civilians or eschewing a self-
ish reward and risking personal loss
for the good of others) earns a Dra-
ma Point for his trouble.

However, the flip side of this


is that those committing immoral
actions (such as killing, stealing or
otherwise harming others) lose a
Drama Point over this infraction of
INVOKE A DISTINCTION
morality. No character can have
fewer than zero Drama Points.
A player may spend a DP to
Invoke a Distinction after making the
CONCEDE A CONFLICT initial FEAT. Players normally only
Invoke a Distinction if they are dis-
If you surrender in a fight, satisfied with the result of the FEAT.
you get a Drama Point for your trou- Invoking has the effect of improving
ble, but your opponent gets to de- the FEAT by one Color Result.
cide your fate. Judges, you should
never punish players for conceding Example: Jon has to make
EARNING DRAMA a conflict; don’t kill off their charac- an important FEAT Roll to en-
ters. They should have a negative
POINTS
sure that a super-weapon does
consequence for losing the fight, but not destroy Midtown. He really
not as bad a consequence as they doesn’t want to fail this FEAT.
All characters start each would have if they had fought to the He has Reason at St (45) and
Story with one Drama Point. They bitter end and lost. the super-weapon’s complexity
can earn more as they play by doing makes it an Intensity of Am (60).
one of the following: When a character concedes He needs to roll a 66 to suc-
the conflict, his opponent gets what ceed. He rolls a 40. Not wanti-
• Take a Compelled Distinction he wanted from the character. If it is ng to fail this roll, he spends a
• Perform a Moral Action. a fight, the character’s participation Drama Point to step up the fail-
• Concede A Conflict in the fight ends, period.
!13
Jayson Jolin Chapter Title
ure to a Negative Success. The another player or Judge-controlled of action, though avoid leading the
Judge smiles; Jon has managed character, if you know what that Dis- players safely on the path to victory;
to stop the super weapon from tinction is. You can discover a tar- that prevents them from experienc-
firing, but his actions have get’s Distinction with a successful ing any drama or discovery and
primed the self-destruct, which FEAT using the appropriate At- makes for a dull story.
will have enough power to wipe tribute. You pay that Drama Point to
out Midtown anyway. He’d best the person controlling the character PUSHING AN ABILITY
figure out how to stop that you Compelled. You can also volun-
countdown! tarily Compel your own Distinction, If a character’s Attribute or
and the Judge will give you a Drama Power Rank isn’t enough to do the
Invoking a Distinction re- Point for your trouble. See the Dis- job, he may spend a Drama Point to
places the old system of spending tinctions chapter for more informa- push the Trait using the Pushing
Karma on a FEAT. tion on Compelling Distinctions. Column on the Results Table. See
Pushing in the next chapter for more
RESIST A COMPEL details.

If a player wishes, he can


prevent a Compel from taking place. DRAMA POINTS FOR
This means that he not only does
not earn a Drama Point from the NON-PLAYER
Compel, but he must spend a Dra-
ma Point to stop the Compel. That
CHARACTERS
point goes to whomever initiated the
The Judge can use Drama
Compel.
Points for his characters in exactly
the same way as players can.
HINT FROM THE JUDGE However, Judge-controlled charac-
ters don’t start with a free Drama
You can spend a Drama Point like PCs do. Instead, the
Point to get a hint or clue from the Judge starts with a pool of Drama
Judge as to what you should do Points he can use equal to the
next. This can be really helpful number of PCs at the table plus
when the player is in a bind and the one. From that initial pool he can
story is slowing down as a result. earn more Drama Points for his
characters in the same way as PCs.
The Judge should make
COMPEL A DISTINCTION sure the clue is not a dead giveaway Judges have an unlimited
but isn’t too vague either. A good number of Drama Points for award-
You can also pay a Drama rule of thumb is to give one simple ing characters in play; this is sepa-
Point to Compel a Distinction for sentence worth of information per rate from the DP’s he has for his
Drama Point spent. You can even own characters.
provide a suggestion as to a course

!14
Marvel Super Heroes Nth Edition Jayson Jolin

DISTINCTIONS
Characters and settings are different Distinctions may be used tency to overcome (see the Intensi-
more than just a collection of sta- on a single FEAT so long as each ties chapter). Any attack on the In-
tistics. Each individual character, Distinction is justified. tensity that eliminates it also elimi-
location or item has something that • Anyone can make use of anyone’s nates the Distinction.
makes that thing unique. Some- Distinctions at any time (Invoking
thing that sets it apart. Marvel Nth their own or Compelling someone Complications are a kind
Edition represents that thing as a else’s). If a character has his Dis- of Distinction that occur when a
Distinction. tinction Compelled, he may cancel character takes an injury of some
that Compel by spending a Drama sort other than Health or Sanity
Point. damage. They are more often
OVERVIEW • Invoking a Distinction costs a Compelled than Invoked and are
Drama Point. Compelling a Dis- meant to make life harder for the
Players and Judges use tinction grants a Drama Point. hero. See Health, Injury, Healing,
Distinctions to add flavor to the and Death for more information.
game, to draw focus to those as- A Distinction may also be
pects of a character or location that Compelled. Compelling a Distinc-
play a central roll in that thing’s tion means using it in a way harmful
makeup, and to shape the story in a to the character. We’ll go more into
natural way. Distinctions do this by that below.
giving the player the ability to modify
the result of a FEAT if he can justify
how the Distinction applies to that TYPES OF
FEAT.
DISTINCTIONS
INVOKING DISTINCTIONS Distinctions come in two
flavors; Personal Distinctions and
Once a character has made Scene Distinctions. They function
a FEAT, he can choose to us a identically; anyone can Invoke or
Scene or Personal Distinction to Compel either type of Distinction.
alter it. This is called Invoking the The only difference lies in assign-
Distinction. Invoking a Distinction ment; Scene Distinctions stem from
means using it in a beneficial way. aspects of a scene or setting while
He does so by spending a Drama Personal Distinctions stem from as-
Point to step up the Column Shift on pects of a character or item.
the Universal Table by +2CS. Play-
ers can spend more than one Dra- Personal Distinctions get
ma Point on a single FEAT if they
desire. All the use of Distinctions
assigned to a character or item at CREATING
PERSONAL
character creation or through the
does is change the Column Shift; course of advancement. Personal
the player does not get to re-roll the
FEAT.
Distinctions have no Rank / Intensi-
ty. If another character attempts to
DISTINCTIONS
replace or eliminate a Personal Dis-
Remember these key rules A Distinction should distin-
tinction (which normally requires
about using Distinctions: guish that character from other
quite a bit of work or a special pow-
characters. When choosing a Dis-
er, see below), use the appropriate
• The character can only Invoke tinction, remember that it should
Resistance Attribute as the Intensity
one of his own Distinctions after both have positive and negative
of the FEAT.
making a FEAT. consequences for the character;
• The player must be able to justify sometimes the trait can come in
Scene Distinctions get
the use of the Distinction and re- handy, other times it can mess the
assigned to a scene by the Judge
late that to the story. character up.
prior to play or by the characters
• No Distinction may be used more during play via their actions. They
than once per FEAT, but multiple have Intensities based on their po-
!15
Jayson Jolin Chapter Title
Write each Distinction either
as a phrase or a quote the character We will go more into High As play progresses, the
might say. For example, Spider- Concepts, Troubles and other per- Judge may see opportunities to add
Man might have the following Dis- sonal Distinctions in the Character new Scene Distinctions. Judges
tinctions: section. can declare new Scene Distinctions
at any time, but must give all players
• With Great Power Comes Great a Drama Point if the Scene Distinc-
Responsibility. CREATING SCENE tion was not present at the start of
• The Typical Parker Luck the Scene. This reflects that the
• Tangled Web Of Taunts DISTINCTIONS Judge is essentially Creating An Ad-
vantage without having to roll for it.
The first Distinction speaks As with Personal Distinc-
to Peter’s character; he will always tions, Scene Distinctions should tie Player-created scene
try to use his powers responsibly, to what makes that location unique.
What gives that location character?
distinctions
which can be useful when his repu-
tation is on the line or when he’s What history does it have? What
Players can “discover” hid-
trying to get other to trust him. It obstacles are inherent to that loca-
den Scene Distinctions or create
can also cause him difficulty be- tion?
new ones by taking a Create An Ad-
cause that sense of responsibility
vantage action. If they get a Yellow
can allow others to lure him into Scene Distinctions can be
or Red Result, they can get one or
traps. This first Distinction is called transitory. A museum that Bustles
more free Invokes of that new Dis-
the hero’s High Concept. With Crowds Of Tourists during the
tinction. Otherwise, they must pay a
day might be Full of Deep and
Drama Point to Invoke it.
The second Distinction de- Creepy Shadows at night. Charac-
scribes how Peter often blames his ters can use their abilities to alter

USING
poor choices or strategies on bad Scene Distinctions by making
luck. It usually works against Peter, FEATs. More on that below.
but occasionally his decisions just DISTINCTIONS
happen to work in his favor despite Judge-created scene
himself. This Distinction is called distinctions A player may either Invoke
his Trouble. his own Distinctions, or he may In-
All Scenes start with some voke or Compel those of other char-
Finally, the last Distinction Scene Distinctions, which the Judge acters. Invoking a Distinction al-
refers to Spider-Man’s perchance to should tell all players about if they ways cost a Drama Point, even if
use glib taunts to befuddle his foes. are obvious to them. Typically, a the Distinction proved unnecessary.
This can help him obviously by mak- Scene will start with between one Compelling a Distinction always
ing his opponents make mistakes and three Scene Distinctions. earn the Compelled player a Drama
(thus making his roll easier) but it These are free for the Judge to cre- Point regardless of whether that Dis-
can also backfire and give his foes ate, as they are simply part of the tinction actually hampered the char-
greater resolve to beat him. setting. acter. The player who Compelled

!16
Marvel Super Heroes Nth Edition Jayson Jolin
the Distinction must pay the Drama for the cost of making such
Point to the player who suffered the changes.
Compel. ADJUSTING However, opponents can
often make temporary changes to a
Harriet, Bob and Mary are DISTINCTIONS character’s list of Personal Distinc-
playing a game session, with tions. This is a normal FEAT to
Mary as the Judge. Harriet de- Eventually some character overcome a character’s natural re-
cides to Compel one of Bob’s will attempt to modify, create or sistance to such changes (using the
character’s Distinctions. Bob eliminate a Scene Distinction. appropriate Resistance Attribute as
accepts the Compel, and Harriet Characters do this by making a the Intensity of the FEAT). The
must give Bob a Drama Point. FEAT against an Intensity defined rules about making narrative sense
by the Judge. If the FEAT suc- of such alterations is particularly
The person Invoking the ceeds, the character may alter the important here.
Distinction does so after the FEAT Distinction. Any change to a Personal
Roll, describing how the Distinction Distinction can be overcome by a
applies to the FEAT. Any attempt to eliminate a FEAT against the attacker’s attack
Distinction must occur in a way that Intensity. That Intensity reduces by
INVOKING COLUMN SHIFTS makes narrative sense. You cannot -1CS for each attempt, until the
eliminate a Distinction caused by a change is undone.
A character can use his Dis- force field, for example, unless you
tinctions to Invoke a Column Shift, manage to deactivate the field (us-
boosting the FEAT’s location on the ing the appropriate tools), short it COST OF PERSONAL
out, disrupt it with a sufficiently
Universal Table by +2CS. Players
may also Invoke a Column Shift powerful blow, or find a way around DISTINCTIONS
against an opponent with one of the it. Trying to persuade the force field
opponent’s own Distinctions, impos- to shut down by talking to it would At character creation play-
ing a -2CS to his roll. If a player not make narrative sense, so such ers must choose three Distinctions
does impose an Invoke on a target an attempt would fail automatically for their characters. This does not
in this way he must hand his oppo- (though it might make for some se- have a cost in Blocks. However, if
nent a Drama Point. riously funny role-playing). they want to change their Distinc-
tions, that’s another story.
COMPELS IN-PLAY
Changing a Distinction re-
ALTERNATION OF AN
quires expenditure of Action Points.
In addition to Invoking, a OPPONENT’S PERSONAL This is a form of lateral leveling.
Distinction can be Compelled. DISTINCTIONS Replacing an old Distinction with a
When you Compel a Distinction, if new one costs 5 Action Points. The
the character accepts the Compel, A character’s Personal Dis- Judge, as always, has final say as
no FEAT is made; instead, a nega- tinctions cannot be removed or to what Distinctions he will allow,
tive consequence is narrated for that changed during play without spend- though Judges are encouraged to
character. It is essentially accepting ing Adventure Points to do so. See let players have a large say in the
automatic failure, but in exchange Cost of Personal Distinctions below new Distinctions; they have to play
for a Drama Point. them, after all, for good and for ill.


!17
Jayson Jolin Running A Session

!18
Marvel Super Heroes Nth Edition Jayson Jolin

RUNNING A SESSION


Now that you understand Finally, a Story is a single Roll Initiative
the basics of how to make FEATs, adventure, with an Inciting Incident,
it’s time to look at the mechanics of a series of Scenes leading to a Cli- Each player rolls for Initia-
a typical game session. max and finally a Conclusion. tive. Use the Rank in Initiative (not
the Rank Number and counting
Useless as zero) as the base, and
TIME IN THE GAME ANATOMY OF A add 1d10 to that base.

The basic unit of time in PAGE Example: A hero with In-


combat is the Panel. A Panel rep- credible Rank Initiative has a base
resents a single action for a given During a Scene, any Actions Initiative of 11 (since Incredible is
character, often the equivalent of a are resolved in Pages in which the 11th Rank on the Rank Table). If
single comic book panel. It refers to players take Panels during which he rolls 1d10 and gets an 9, he has
the frame of reference for that mo- they resolve Actions. Pages can a final Initiative of 20.
ment in time; that of the character. contain dozens of Panels depending
Every active character gets to take on the number of participants and Players roll Initiative once
at minimum one single Panel in a the number of Panels each partici- for each Panel they have in the
Page. pant takes. The Judge should run Page; if they roll the same value
the Pages as follows: twice, the two Actions occur one
A Page is a single run of the after the other. Subtract one from
Panels for all participating charac- Declare Initiative Sacrifices Initiative (not the Initiative Rank) for
ters, taken in Initiative Order. It is each successive roll in a Page.
roughly equal to a page or two of a If any character plans on
comic book. A Page lasts six sec- taking more than one Panel in this Example: A character has Great
onds in real time. Page, he must declare that intent Initiative, thus giving him an Initia-
now. The character must declare tive of 6. He decides to take all
A Scene is a succession of how many Panels he intends to use three of his Panel Actions this Page.
Pages that convey a portion of a that Page. Any Action he takes will His first Initiative Roll will be
story, usually moving that story thus suffer a negative CS Modifier 1d10+6, his second will be 1d10+5,
along. Confrontation Scenes in- equal to the number of extra Panels and his final will be 1d10+4.
volve direct action by the heroes he took. The number of extra pan-
that typically end in Disasters, els cannot exceed half the charac- If two characters roll the
though Resolution Scenes allow ter’s Rank in Initiative. So if a char- same value, either highest Initiative
heroes to regroup and prepare new acter has Great (35) Initiative, he Rank wins or re-roll. In the case of
Goals for future Scenes. can have no more than three Panels Contest Confrontations, the two
in a Page (because Great is the 6th characters act on the lower-rolling
Rank, and half of six is three). character’s Panel. 

!19
Jayson Jolin Running A Session


Panel-By-Panel Actions OVERCOME • Green Result: You succeed at
overcoming whatever obstacle
Play proceeds in Initiative Characters perform an was in your path.
order. The acting Player makes his Overcome action whenever they • Yellow Result: You succeed at
character’s Action, rolling percentile must remove an obstacle blocking overcoming the obstacle and gain
dice (2D10). If the FEAT succeeds, their success. By “remove” do not an additional minor benefit.
if an attack he inflicts his Effect think we mean “destroy;” you can • Red Result: You succeed at
Rank on the target, whom may then overcome a pack of crates in your overcoming the obstacle and gain
have to roll for Stun, Slam or Kill (or path by leaping over them just as an additional major benefit.
for other effects as determined by easily as by crashing through them
the Power used); otherwise the de- (the latter would be an Attack action, Example: Jubilee is trapped in a
gree of success determines the re- see below). Obstacles overcome in burning warehouse. The only exit is
sult. Finally, the next character in this way remain for others to over- blocked by crates that fell during an
the Initiative order gets to act unless come unless the action the charac- earlier explosion. She knows that
prohibited by a prior character’s Ac- ter took specifically removes the the crates are too heavy to move
tion. obstacle permanently (such as pick- and are on fire anyway. She de-
ing up the crates and setting them cides to try to pick her way over the
THE THREE ACTIONS out of the path, dispersing the angry crates, avoiding any flames from
crowd, etc). Actually destroying an any burning crates, to try and reach
The FEAT System breaks obstacle requires the character to the exit on the far side. The Judge
down actions into three generic make an Attack action (see below). decides that the crates are unstable
types: and also some of them are on fire,
To perform an Overcome making crossing them a task of
• Overcome An Obstacle action, use the Rank of the obstacle Great Intensity. Jubilee must use
• Create An Advantage as the Intensity of the FEAT. Some her Good Deft to successfully cross
• Attack obstacles will have multiple Ranks over the crates.
depending on the action the player
Defense is not considered is making; the crates might have Jubilee needs to roll a 56 or
an action, as characters defend with Amazing Intensity weight but only better to get a Green Result. She
their Rank as the Intensity automati- require a Good Intensity Agility rolls a 16; she fails. Karen, the
cally. They can, however, forego all FEAT to get over or around. Char- player running Jubilee, decides she
actions that Panel by declaring they acters can discover alternate op- would rather get Jubilee out of here,
are using the Dodge Maneuver. tions for Overcoming the obstacle so she opts to succeed at a minor
See Maneuvers for more details. by making a Discover An Advantage cost. Karen describes how Jubilee
action, if the Intensity is not obvious. makes it to the far side of the pile of
Characters perform these crates but missteps as she de-
three actions using their Attributes • Blue Result: You either fail and scends, falling and suffering a
and Powers. Not all Attributes and suffer an additional minor cost or Sprained Ankle. The Judge or other
Powers can perform all Actions; see you succeed at a major cost. players will be able to Compel that
their individual descriptions for the • White Result: You either fail at injury until it heals. As usual, if they
actions they can perform. the task you were attempting or do, Karen will receive a Drama Point
you succeed at a minor cost. for her trouble.

!20
Marvel Super Heroes Nth Edition Jayson Jolin
PERMANENT OVERCOMES rain, and using your webbing to USING THE ADVANTAGE
make the floor too sticky to cross.
Usually, Overcoming an These are just a few examples, The whole point of creating
obstacle merely means finding a we’re sure you’ll invent many more! the Advantage is to make use of it
way to get past it. It is still there for during the scene. The Advantage
the next person to also have to CREATING / DISCOVERING becomes essentially a Ranked
Overcome. If the character wants to AN ADVANTAGE Scene Distinction; it must be Over-
permanently disable the obstacle, come like any other obstacle, but it
he must get a Red Result; perma- • Blue Result: You either fail or can also be Invoked or Compelled
nently Overcoming the obstacle you succeed but someone op- like any other Scene Distinction.
(dispelling it) is considered a Major posed to you (including the Judge) This is one way that Advantages as
Benefit. gets two free Invokes. Power Tricks or as Constructs differ
• White Result: You either fail or from actual Powers or Constructs
CREATE AN ADVANTAGE you succeed but someone op- (or Attributes). Because they are
posed to you (including the Judge) Scene-dependent and temporary,
So how did that obstacle get gets one free Invoke. they are subject to the ebb and flow
there in the first place? Someone • Green Result: You succeed at of the Scene, hence their ability to
came along and Created An Ad- creating the Advantage. You must be Compelled and Overcome.
vantage. Alternatively, the hero pay a Drama Point to Invoke it.
could try to Discover An Existing • Yellow Result: You succeed at IN SUMMARY
Advantage. creating the Advantage and you
get one free Invocation. So to summarize, to Create
To create an Advantage, • Red Result: You succeed at cre- An Advantage, you first choose the
declare the Intensity a foe would ating the Advantage and you get Intensity of any Overcome FEAT
have to Overcome to eliminate the two free Invocations. other characters would have to beat
Advantage and make a FEAT in order to get past the Obstacle,
against that Intensity using the ap- MULTIPLE WAYS TO and then make a FEAT yourself to
propriate Attribute or Power. OVERCOME create it. Once created, the Advan-
tage becomes a Scene Distinction
Discovering an existing Ad- Just because the player that may be Invoked or Compelled
vantage works a little differently. created an Advantage with a certain until it is permanently Overcome or
The player isn’t creating the Intensi- Overcome Intensity doesn’t mean until the Scene ends.
ty that she or other heroes must that creative players won’t see al-
Overcome; that is decided by the ternative ways to approach the new ATTACK
Judge, as the Intensity technically Obstacle. In fact, we guarantee
exists before the player makes the they will. So what happens to that This one is pretty straight-
FEAT. Instead, the Intensity of a Intensity the player (or Judge) cre- forward; you Attack a target with
Discover FEAT is based on the ated? your Attribute or Power. Different
Judge’s determination of how obvi- Attributes and Powers can attack in
ous or hidden the alternate path Players may attempt to find different ways. Fighting and Shoot
may be. After all, how heavy an a way around the original Advantage are the Attributes used for making
object is might be easy to determine by making a Discover An Advantage physical attacks, but you could use
but a secret passage might be very FEAT. Essentially, they are looking Cunning to make an emotional at-
tough to spot. for a different path to take; they are tack that threatens someone’s Sani-
trying to discover an existing Scene ty. See Running Combat below,
The resulting Advantage is Distinction based on the original particularly the Maneuvers section.
a temporary Distinction, usually, Scene Distinction they are trying to
though not universally, a Scene Dis- Overcome. The Judge sets the In-
tinction, that can be Invoked or tensity of this second FEAT; de- PANEL AND FREE
Compelled. The Rank serves as the
ACTIONS
pending on what the characters try,
Intensity necessary to overcome the the new FEAT may have a higher or
Distinction (see Overcome Actions, lower Overcome Intensity than the
above). original FEAT. If the resulting Over- We also distinguish be-
come Intensity is still too high for the tween Panel Actions and Free Ac-
Example Advantages in- player, they can choose to Over- tions. A Panel Action is one that
clude setting traps, parking vehicles come the original Scene Distinction takes a full Panel to complete. Free
in a roadway to form a blockade, or try again to find another hidden Actions effectively take no time or
using your weather powers to whip Scene Distinction. so little time that they don’t require a
up a buffeting wind or a blinding full Panel. Each Free Action taken
!21
Jayson Jolin Running A Session
on top of a Panel Action in a single CHARACTER ATTITUDE TABLE CHARACTER ATTITUDE TABLE
Panel adds +1CS to the Intensity of ATTITUDE MEANING ATTITUDE MEANING
any FEAT taken that Panel. Move-
Totally The target will take extreme Totally In The target will take extreme
ment, for instance, is a Free Action if
Opposed risks to oppose the action/ Favor Of risks for the hero. He’ll
moving at up to half your Movement belief. He thoroughly believe statements that
-5CS +5CS
Rank. You get one Panel Action per despises the character. directly contradict prior
Panel. Extremely The target will take extreme knowledge. He considers
Opposed risks to oppose the action/ the character among his
belief. He hates the best friends.
CHALLENGES,
-4CS
character. CHARM, CONTROL, AND
CONFRONTATIONS Very
Opposed
The target will take
moderate risks to oppose
PERSUASION
AND COMBAT -3CS the action/belief. He
considers the character a
One of the most important
forms of Confrontation, the conver-
foe.
So you now know there are sations between characters can
Opposed The target will take slight
three types of Actions. When do lead to or prevent Combat. It can
-2CS risks to oppose the action/
you use them? Actions take place belief. He finds the
convince villains that their plans
during Challenges, Confrontations character unlikable. conflict with their own self-interest
and Combat. Slightly The target will argue
and intimidate whole armies so as to
Opposed against the action/belief. turn them from battle. Sometimes a
RUNNING CHALLENGES -1CS He finds the character character’s mere presence can turn
slightly unlikable. the tide.
Challenges are, in theory, Neutral The target will take no
the simplest form of Action. You +/-0CS action of any kind; he has The FEAT itself represents
don’t have to spar with another intel- no opinion about the claim/ the end result of a conversation,
ligent opponent; rather, you must
task/person. threat or appeal, each of which may
interact with your environment. Slightly The target will go along take differing amounts of time to
Agreeable with suggestions he’s accomplish. If appropriate, the
+1CS inclined to accept anyway, Judge can apply modifiers to the
To complete a Challenge, and accept statements that
roll an Action FEAT against the In- Intensity based on the weight of new
don’t contradict prior evidence presented, the established
tensity set by the Judge (see the knowledge and seem
Intensities Chapter) for details). and agreed-upon background
plausible and accurate. He
Usually a Challenge is handled as knowledge shared by both parties
finds the character likable.
an Overcome Action, though players and the strength of the character’s
Agreeable The target will take slight
can Create or Discover any number argument and conviction. If the
+2CS risks to help the hero. He’ll
of Scene Distinctions to assist them believe statements that
FEAT involves a bribe, the amount
in making their Overcome FEAT. seem slightly implausible of the bribe and whether or not the
but don’t contradict prior target feels insulted by the bribe
should also factor into the calcula-
RUNNING knowledge. He finds the
very likable. tion.
CONFRONTATIONS Very The target will take
Agreeable moderate risks for the hero. The structure of a FEAT in
Confrontations occur when +3CS He’ll believe statements persuasive dialogue is the same as
facing another character in a non- that seem implausible but with other FEATs. However, the
violent interaction. The character don’t contradict prior results will vary depending on what
pits his Ability Rank against his foe’s knowledge. He considers you are trying to accomplish. There
Ability Intensity. the character a friend.
are three basic kinds of persuasion
Extremely The target will take great attempts; Action, Belief, and Com-
Confrontations and Chal- Agreeable risks for the hero. He’ll
fort (the ABC’s of persuasion).
lenges can sometimes look alike. +4CS believe statements that
When diffusing a bomb, is that a seem highly implausible but
don’t contradict prior
Persuasion to Action simply
Challenge or a Confrontation? It’s means convincing a target character
knowledge. He considers
actually a form of Confrontation to perform a task, regardless of
the character a close friend.
since you must defeat the efforts of whether that task is in the best in-
another character, albeit indirectly terest of that target. Persuasion to
(through the foe’s Create an Advan- Belief convinces the target character
tage FEAT made earlier). to accept as true some claim, re-
gardless of whether or not it is in
fact true. Finally, Persuasion to
!22
Marvel Super Heroes Nth Edition Jayson Jolin
Comfort means to get your target to
change their attitude towards a third
party (or yourself). After all, if you
can get them to like you they’ll prove
easier to sway, and if you can get
them to hate your enemies they’ll
more likely go along with your re-
quests to target that enemy.

All of these are handled in a


similar manner; how does the FEAT
change your target’s attitude to-
wards the proposition? The target’s
starting attitude is chosen by the
Judge based on that Judge Charac-
ter’s role in the story (or the player if
it is his character).

• Blue: The target’s attitude wors-


ens by two levels.
• White: The target’s attitude wors-
ens by one level.
• Green: No change in Attitude.
• Yellow: The target’s attitude im-
proves by one level.
• Red: The target’s attitude
improves by two levels.

So how do you judge the


target’s attitude and its game ef-
fects? The Character Attitude Table
to the right shows the different atti-
tude types and their meanings. The
Judge and Players should keep
track of any attitudes determined for • De- order to perform another action (and
given tasks as they may come up at termine the number of Panels thus forfeiting his earlier attempt).
any time. Keep in mind that though each character will use this Page. FEATs that take multiple Panels to
the table lumps the ABC’s together • Roll Initiative for each Panel in perform take place on the last Panel
you should evaluate each separate- play. All players declare their in- of the sequence. So if a FEAT re-
ly. The listed modifier should apply tended Panel Actions at this time. quired seven Panels of effort, the
to the Target Number for any rolls • Roll any pre-combat defense ac- FEAT would take place on the sev-
made against a character with the tions (such as Block or Dodge). enth Panel. Exceptions can be
stated attitude. made for those actions that a char-
For Each Panel Played... acter could reasonably stop and
RUNNING COMBAT • Determine the Action the charac- then pick up again later, such as
ter will perform. research interrupted by a firefight.
In Combat, characters face • Make any FEAT rolls for that Ac-
tion.
one another in violent interactions.
• Apply any Damage or other Ef-
MULTI-TARGET ACTIONS
The Results Table details many of
the Maneuvers and effects of a suc- fects.
Characters may target mul-
cessful Combat Action. A number of • Resolve any other business for
this Panel. tiple targets within their range of
factors can go into combat, but they attack. Simply divide the Blocks in
all boil down to the same rules for the attack Attribute amongst the tar-
FEATs as all other Actions. If an Action that a character
started on a Panel has a duration of gets, then make an attack FEAT
longer than the time between his against each target. Damage is
Before Each Page Begins... likewise divided up amongst the tar-
current Panel and the next Panel
• Make any Recoveries from prior gets so attacked. For unarmed
Pages the character must either forfeit
subsequent Panels until his task is combat “in range” is any Area adja-
completed or cease his attempt in cent to the character if he is not
!23
Jayson Jolin Running A Session
moving that Panel or along his path ments or the like). Failure means
if he is moving. For ranged attacks, forfeiture of that Panel.
it is anyone within the Power’s
range, but that range also reduces Example: One of the thugs in the
by -1CS per target. above fight had intended to grab
Captain America’s shield, hoping
Example: Captain America wants to that this would even the odds a bit
attack three thugs during his Panel. more. However, he took damage
They are all in close range, so he’ll from both Captain America and
be using his Stunning Fighting. Captain Marvel, so he’s decided that
That is a total of 9 Blocks. They are discretion is the better part of valor
all Typical Ranked Thugs, so Cap and now wants to flee. Since he’s
feels that he can take down all three already committed to the attack, he
by dividing his Fighting up equally must make a Typical Agility FEAT
between the three of them; that is against his Typical Initiative to
three Blocks each, or Typical Rank. change tactics. He succeeds, and
Each attack must thus roll a 51 or spends his Panel running away.

better to succeed. Cap must also
decide before the attack how he will
distribute his Remarkable Might. He
decides to put two Blocks into each
target, for Poor damage to each if
he succeeds.

Cap hits the first and third thug, but


misses the second. He still has to
divide his Might in damage up be-
tween the three thugs, since he ex-
pended the effort in the attack. So
the two thugs he hit suffer Poor (15)
damage from the attack.

Captain Marvel flies in and joins the


fight, firing beams of energy at the
thugs. She targets one of the thugs
Cap hit and the thug he missed.
She has Great Shooting. She di-
vides this in two to target each thug
at Typical Rank. She splits her en-
ergy beam’s Rank equally between
both targets. She manages to hit
both thugs, doing Great (30) Dam-
age to each thug.

CHANGING ACTIONS

If, for whatever reason, the


successful FEAT of a character in
an earlier Panel would negate your
intended action but not take you out
of the fight, you may make a FEAT
to change your action appropriately.
Since you are trying to oppose your
own momentum, the FEAT Intensity
equals your Initiative Rank. You roll
with either your Agility (for physical
tasks), your Reason (for intellectual
tasks) or your Cunning (for argu-

!24
Marvel Super Heroes Nth Edition Jayson Jolin
• Auto-hit - The Block failed and the hero is automatically hit
MANEUVERS attack automatically hits, (the attacker still has to
doing Rank damage. make his FEAT to see to
Characters can attempt to • Block - The attack is Blocked. It what degree he succeeds,
do special tricks to get certain re- automatically fails and the but a White or Blue result
sults in combat. These Maneuvers character may attempt to to hit is treated as a
come in handy as set ways to re- Block another attack. Green result).
solve certain combat actions. A • +1CS - The attack is Blocked and • Miss - The hero has missed catch-
character can purchase bonuses in the character gains a ing the object. If the object
a set of Maneuvers (see Talents) at +1CS to his next Block. he was trying to catch
the same cost as a Talent; they • +2CS - The attack is Blocked and was directed against him
count as a kind of Talent in this re- the character gains a as an attack, the attack
gard. +2CS to his next Block. proceeds at a +1CS to hit.
• Damage - The hero caught the
Keep in mind that these If you took no damage from the at- object, but might damage
maneuvers, while described in tack you Blocked, you may continue it as a result. Treat the
terms of Physical Combat Actions, to Block any incoming attacks until catch as a damage-inflict-
could theoretically be used in any you either take damage or reach ing attack on the object or
form of Physical, Psychological or your next Panel. character being caught.
Presence Action. You merely must The character may not
provide the appropriate description pull his punch.
Brace
of the Maneuver in terms of the rel- • Catch - The object is caught with
evant Action. no ill effects to the hero
This Free Action is an attempt to attempting the catch or
Blocking steady one’s self before making a the object or character
ranged attack. A successful Brace being caught.
Bl reduces the Range Modifier by -2CS
Action
• Reverse - The character may
only for purposes of hitting (not throw the caught object in
Extra damaging) the target. If you Brace the same Panel in which
Autohit and Fire in the same Panel, you he caught the object.
Block only gain a -1CS reduction of the
+1CS Range Modifier.
+2CS Catching
Block (Pre-Action Phase)
Ca
You attempt to deflect, parry or oth- Action

erwise prevent an attack from con- Autohit


necting without yourself trying to get Miss
out of the way. Blocking is a Free Damage
Action, with each successful Block Catch
imposing a cumulative -1CS penalty Reverse
to the character’s next Standard Catch
Action.
The character attempts to catch an
Roll on the Block Column before object that is thrown at him. If the
your attacker makes his attack Cover
item is a weapon or otherwise
FEAT. Use the attacker’s Action meant to damage him, a successful
FEAT as the Intensity of the FEAT to You aim your weapon at your target
Catch will prevent damage from oc-
determine the Target Number. Use (regardless of weapon type) but do
curring at all.
the Block Column on the Universal not fire. In essence, you keep the
Table to determine the Result. target covered by your weapon, re-
• Auto-hit - The object the hero tried
to catch hit the hero in- maining prepared to attack at any
• Extra - Not only did the attack au- stead. In the case of a time.
tomatically hit, but the falling object, this is as if
attacker gets to choose to Cover provides no bonus to
the object made a Ram
inflict either Stun or Slam either attack or effect. However,
attack against the charac-
as well. once you have established Cover,
ter at the speed of the fall.
In the cases of shooting you may fire/use your weapon at
or thrown weapons, the any time afterward, even during an-

!25
Jayson Jolin Running A Session
other character’s Panel. The attack damage done exceeds both the Escape

is considered to hit before your tar- Health / Integrity of the item and any
get completes his action. armor or Body, the remaining dam- Es
Action
age strikes the person behind it.
Gripped
Dive For Cover (Pre-Action Dodging Miss
Phase) Partial
Do
Escape
Action
This maneuver allows you to leap to Reverse
the safety behind a nearby object, or +1CS
None Escape
out of the area of an attack that
does damage over an area. Once -2CS
-4CS
The character attempts to escape
completing this maneuver, the char-
the Grapple of another character.
acter is considered Prone at the end -6CS
This can be done only once the oth-
of his Action. Dodge (Pre-Action Phase) er character already has a hold on
you; for avoiding getting caught in
Treat as the Dodge maneu- The character uses his entire Panel the first place, use Dodge.
ver with the following exceptions. to get out of the way of any incom-
The character can move at his max- ing attacks, whether up close or at
imum movement power Rank to es- • Gripped - Your efforts have result-
range. He makes this FEAT Roll ed in your captor getting a
cape during this maneuver. Howev- before his attacker makes his attack better grip on you. You
er, for each Rank of distance he FEAT. He may use his attacker’s have -1CS to your next
tries to move, reduce his next Action Action Rank as the Intensity for this Escape FEAT.
Rank by -1CS. attempt. If you elect to Dodge on • Miss - The character remains
someone else’s Panel you forego Grappled.
So for example, if your hero your next Panel as a result.
must move 45 yards to reach cover • Partial - The character goes from
Grabbed to Partial if cur-
(Stunning distance), any Dive For • +1CS - The character zigs when rently Grabbed, and from
Cover is at -9CS. If the cover is he should zag, and actu- Partial to Escape if cur-
only 15 yards away (Poor distance, ally makes any incoming rently in a Partial grip.
the Dive for Cover is only at -3CS. attacks easier. • Escape - The character escapes
• None - The Dodge has no effect. from his captor’s grip.
Any object, whether a con- • -2CS - The Dodge provides a
struct or another character, can pro- • Reverse - The character may take
-2CS to the Rank of any an additional Action be-
vide cover for your character. How- incoming attacks until the fore his next Panel includ-
ever, how much cover depends on character’s next Panel. ing attempting to reverse
its size; if it is as large or larger than • -4CS - The Dodge provides a the hold on his former
the character it can provide full cov- -4CS to the Rank of any captor. Any Actions other
er; the attacker must either blast his incoming attacks until the than making a Grapple
way through the barrier, change his character’s next Panel. are at -2CS.
position, or perform some kind of • -6CS - The Dodge provides a
trick shot that can overcome that -6CS to the Rank of any
barrier (such as bouncing a shield incoming attacks until the Grab
off of several surfaces and striking character’s next Panel.
the foe from behind, a task best de- Gb
fined as an Advantage). If the item Action
Dodge works against all incoming
is smaller than the hero, it only pro- Exposed
attacks from the time it is rolled until
vides partial cover. If the cover is the character’s next Panel. The re- Miss
1CS smaller than the hero, 25% of duction applies to the actual attack, Disarm
the damage to Health is done to the not to the effect’s potency. So a Unready
character instead of the cover (split Dodge made by Spider-Man against Ready
the damage). At 2CS difference one of the Green Goblin’s pumpkin Grab
50% of the damage gets through, bombs would reduce the Goblin’s
3CS difference allows 75% of the Shoot (which applies to all ranged This Action will result in disarming
damage to get through, etc. attacks, including thrown attacks). It your opponent of his weapon or
Normally, an item providing would not reduce the damage done other item, in hopes of gaining pos-
cover takes any damage without by the pumpkin bombs if he hits. session yourself.
allowing the character behind it to
take any damage (except as noted
above). However, if the amount of
!26
Marvel Super Heroes Nth Edition Jayson Jolin
• Exposed- The target not only re- catch the target but the catch is Any Might-based move-
tains his weapon but now clumsy and the target suffers a ment is shut down.
has a +1CS to hit you -2CS to his next action if he’s • Damage - You not only have a
next Round. friendly, and is in a Partial Hold if Hold on the target but can
• Miss - The target retains posses- not. A Reversal means that the inflict an Attack on the
sion. target (if a friendly) can act nor- target as well in the same
• Disarm - You relieve the target of mally, but if a foe the character is Panel as the Grapple.
his weapon, sending it considered to have him in a Hold. This does not count as an
flying. It lands nearby. Action, so suffers no CS
• Unready - You gain possession of Grapple
penalty.
the item but cannot use it
until you use an Action to Gp
Once the hero has Grap-
ready the item. Action pled a target he can not take any
• Ready - You gain possession of Exposed actions against any other targets
the item and can use it Miss
that require use of his limbs. A
immediately. Grapple is considered to require two
Partial
limbs to maintain a Hold. Using only
Hold
one limb to maintain a Hold requires
Grab By / Catch By Damage
a -2CS to the FEAT. If he uses
Grapple more than two limbs (such as wrap-
The character rushes at a person ping his legs around the target as
and grabs/catches them. This can The character attempts to put the well or if he has Extra Limbs to em-
simulate a tackle or an attempt to target in a hold or pin him to the ploy), each additional limb used im-
catch a falling person while flying ground, or you attempt to improve proves the FEAT by +1CS.
towards them. This is treated as a your hold on a target.
Grapple or a Catch (depending on Maintaining the hold counts
the special effect) with the following • Exposed - The Grapple fails and as an Action. Inflicting damage on
exceptions: any foes get a +1CS to the grappled target is a Free Action,
their FEATs against you putting the character at -1CS to his
until your next Panel. If Might Intensity for resisting Escape
you were trying to get a attempts.
better grip, you lose your
grip and the target es-
capes. Haymaker
• Miss - You fail to Grapple your foe.
If you currently have hold A Haymaker is essentially a Strike,
and you were trying to but one that sacrifices protection for
gain a better grip, you damage. See Strike below for more
retain your prior hold. information.
• Partial - You gain partial restraint
of your target. He may When you make a Haymak-
still take actions but at a - er, you may increase your Effect
2CS penalty to all but Es- Rank in damage by between +1CS
cape FEATs. He must and +3CS. You choose the bonus
make a FEAT using either you wish to impose.
his Might or Might-based
Movement Power against However, you must accept a
your Might Intensity to be +CS modifier to any attack made
able to move, and if he against you until your next Panel
• The attacker’s attack Attribute suf- does move you go with equal to the +CS modifier to the
fers a penalty equal to the differ- damage you inflict. You cannot im-
him. Partial Hold does
ence in his current movement prove the damage done by more
not restrict all Movement
Rank and the target’s current that +3CS in this manner. If the
Powers, such as some
movement Rank. Judge permits, you can alter other
forms of Flight.
• The attacker gains a CS modifier Hold - You have fully restrained Powers in this manner.

equal to his attack penalty to im- your foe. He can do noth-
prove his Might only for the pur- ing other than make an
poses of grabbing the target. Escape FEAT or use
• In the case of Catching a hero, a Powers that do not rely on
Catch result lets the character freedom of movement.
!27
Jayson Jolin Running A Session
Hipshot

The character gets to act first, or at


least earlier in the initiative order
than normal. Before the action of
the character he wishes to interrupt,
the character using Hipshot elects to
increase his place in the initiative
order by 1 for every -1CS he is will-
ing to take to his next FEAT.
He can do this for each Panel he
has on a Page. So if the character
he wishes to beat is three Panels
prior to his Panel, he can take a
-3CS to his action in order to go
first.

Pull A Punch • Hit - You inflict Strength plus Ar- Actions (such as speaking). For
eas of movement damage each Panel that the character Sets
You attempt to do less damage than on your target. he gains a +1CS to his Action’s Tar-
normal. You may voluntarily reduce • Extra - In addition to damage, you get Rank to a maximum of +5CS.
your Effect Rank by any amount, can either Stun or Slam He can fire and maintain his Set,
provided that you also reduce your your target. allowing his bonus to continue after
Action Rank by the same amount. • Double - In addition to damage, his shot. If he performs any other
This represents the difficulty in con- you both Stun and Slam action he loses the bonus for Set.
trolling a punch into which you do your target.
not put all of your effort. Characters can both Set and Brace
If the target has any Body simultaneously, gaining benefit from
Ram Armor or similar protection, the both maneuvers. Characters cannot
Rank in Body Armor represents the set up multiple panels in a page per
Rm amount of unabsorbed damage that the Initiative rules and then forego
Action is reflected back at the attacker. If them just to Set; they only get one
Prone the attacker also has Body Armor, Panel per page when Setting.
Miss his is protected as normal, and the
Normal
Hit excess damage is simply absorbed Attacks
Extra without damage. NA
Double Action
Pleas note the difference Exposed
Ram between a Ram and a Grab By. In Miss
the former case, you are essentially
The character charges through his Hit
plowing into your target like a batter-
target, using his whole body to inflict Extra
ing ram, having no intention to
damage. The character makes a Double
grapple them afterward. In the latter
Deft FEAT to hit the target. Any Strike
case, you are trying to ensnare your
damage done equals the greater of target while moving, with damage
the character’s Might or Armor, plus A Strike is simply an attack that is
being a secondary effect.
2 points of damage per Span meant to do Damage. Strikes hit on
crossed before hitting the target. the Normal Attack column on the
Set Results Table.
• Prone - You not only miss, but trip
over your own feet. You The character elects to take extra • Exposed - Your attack failed and
end the Panel in a Prone time in setting up his next ranged left you open to attack
position, and thus at -2CS attack, foregoing one or more of his from others. Your foes
to any FEATs until you Panels to improve his chances of get a +1CS to hit you until
use an Action to return to hitting his target. your next Panel.
your feet. • Miss - You failed your Action.
• Miss - You miss your target. During the time that he performs a • Hit - Your Action succeeds, and
Set, he can perform no other Ac- you may inflict damage on
tions of any kind apart from Free your opponent.
!28
Marvel Super Heroes Nth Edition Jayson Jolin
tually a single Action, they must be
rolled separately.

The weight of the object


counts as Might for purposes of re-
ducing its Throwing Range. Sub-
tract the object’s “Throwing Range”
from the character’s Throwing
Range to determine how far it trav-
els.
Trip Trip
Ranged

Tp TR
Action Action
Fall Exposed
Miss Miss
Trip Trip
Extra Extra
Double Double
Trip

The character trips his target, send-


ing him to the ground. The target is
prone, and must spend an Action to
right himself. Attack just as you
would for a normal Strike but a
Green FEAT means the target is
Prone but has taken no damage.
Extra allows you to either do dam-
age, Stun, Slam or Kill, and Double
• Extra - In addition to damage, you The character throws an object or
allows any two of those options.
can can choose to inflict person at a target. If that target is
one of the following op- an empty spot on the terrain, hitting
tional effects: Stun, Slam
or Kill.
that specific area is of Typical Inten-
sity. Hitting a person uses that per- OTHER
• Double - In addition to damage, son’s Agility as the Intensity. Hitting CONSIDERATIONS
you can can choose to an object such as a large Construct
inflict two of the following will use the appropriate Attribute for Here are a few additional
optional effects: Stun, that Construct for the Intensity. considerations when running your
Slam or Kill. game.
You must already have hold
Column Results of your foe to Throw him (at least
having a Partial Hold on him). If you ATTACKS VERSUS
• Stun - You may have Stunned have a Partial Hold rather than a DAMAGING ADVANTAGES
your opponent. He must Hold, reduce your Might Rank by
roll on the Stun? Column. -2CS for purposes of determining Some Advantages created
• Slam - You may have Slammed throwing Range. using Create An Advantage result in
your opponent. He must Scene Distinctions that can cause
roll on the Slam? Column. A character can elect to damage. How is this not an applica-
• Kill - You may have mortally Shove his foe instead of throw him. tion of the Attack Action?
wounded your opponent. Shoving does not require having a
He must roll on the Kill? Hold or a Partial Hold, but you are at The difference is in how the target
Column. -4CS to your Might for range pur- character avoids getting hit. With
poses. Attack Actions, the target’s defense
is mainly a passive use of one of his
If you wish to Shove a per- Attributes as an Intensity (unless he
Throw son into something else, a second Dodges or something). With Scene
FEAT must be made against the Distinctions the target is actively
second target. Although this is ac- attempting to Overcome the Distinc-
!29
Jayson Jolin Running A Session
tion, and the damage is the conse- new combatant enters
quence of failure. the fray that no one saw
coming.
For example, in the Weather Con-
trol Power in the Character Book, Catching
the Messy Weather Advantage someone off-guard is
could be use to create a Scene Dis- an application of the
tinction where damaging hail blast Create An Advantage
down on a path covering several action using Agility (and
Areas. Characters hoping to dodge Stealth if they have that
the hail to get down the path must Talent). If that happens,
make an Agility FEAT or be struck the defending character
by hail. So long as they are in one is Blindsided, which has
of the Areas affected, they must the following effects:
continue to make those Agility
FEATs. Damage would be based on • Drama Block: The
the Intensity established by the cast- target cannot spend
ing character. Drama Points on any
FEATs for the rest of
BLINDSIDING: GETTING that Page.
• Easy Prey: The target’s defense who is prone has his Fighting Rank
SURPRISED IN COMBAT and movement Rank reduced.
against the attack is negated; he
is at Useless Rank for this attack Think of it like a temporary Hinder-
Sometimes a character gets
only. ance that all characters have; when
caught off-guard in combat; he is prone, we suffer penalties as fol-
surprised by an opponent who
Some Powers eliminate any lows:
makes an unpredictable move, or a
possibility of being Blindsided, such
as Spider-Man’s Spider-Sense. • Flat On Your Back or Stomach:
Futile (-5CS)
• On Your Hands And Feet but Hori-
PUSHING zontal: Incompetent (-4CS)
• On Your Knees, Hands On The
A character may have situ- Ground: Untrustworthy (-3CS).
ations where he needs to push his
• On Your Knees, Vertical: Inept
abilities beyond their limits to (-2CS)
achieve their goals. In those cases,
• Crouching: Hampered (-1CS).
characters can make an Endurance
FEAT to Push their abilities beyond Some Martial Arts train
the limits of their normal stats. fighters to fight while prone. Others
(such as Spider-Man) have Powers
If they intend to do so, they which allow them to ignore this
must spend a Drama Point. Then penalty. In either case, buy for that
they must make the Endurance character a Talent whose Grade
FEAT on the Pushing Column of the counteracts the above Penalty. For
Results Table against the Intensity example, at Expert (+3CS), a char-
they will try to overcome with their acter with Prone Fighting can ignore
Action FEAT. However, the Pushed the penalties for Crouching and both
Attribute will suffer a penalty equal variants of On Your Knees, and re-
to the bonus it received for a num- duce the penalty for the remaining
ber of Pages equal to the bonus. two Prone positions.
Characters can opt for a lesser
bonus than they roll if they choose. One good thing about being
Prone; it makes it harder for your
FIGHTING WHILE PRONE foes to target you with Ranged at-
tacks. Attackers targeting you suffer
Bipeds like ourselves prefer the same penalty to Shoot that you
to fight upright. However, some- experience to Fighting and Move-
times we are knocked to the ment.

ground. While down, we are not at
our best in combat. A character
!30
Marvel Super Heroes Nth Edition Jayson Jolin

!31
Jayson Jolin HEALTH, INJURY, HEALING AND DEATH

!32
Marvel Super Heroes Nth Edition Jayson Jolin

HEALTH, INJURY, HEALING AND DEATH


Heroics and adventuring are Damage done to Health comes from with the Intensity equal to the
risky undertakings. In their never- physical attacks like punches, bul- amount by which the damage ex-
ending battle for truth and justice, lets or laser blasts. ceeded the character’s Health (start-
heroes can take some nasty blows. ing with Useless (00) Rank). This
When that happens, unless the hero Intensity is called Agony and is es-
has sufficient protection, she will SANITY sentially negative Health (or Sanity).
take some kind of damage. Take
too much, and the hero could per- When a character loses If the FEAT fails the charac-
ish. Sanity, he is slowly coming un- ter loses Endurance, and may even
hinged. He may become emotional, perish. Each time he loses En-
Worse, all the drama that react irrationally or become forget- durance, all Endurance FEATs, in-
comes from adventuring can really ful. Damage done to Sanity usually cluding his next FEAT on the Kill
wear a hero down. Sometimes psy- comes from things like stress Column, use this lowered Rank.
chological damage from losses, caused by insults, threats, or direct
ridicule, and constant bad press in mental assault by mental powers. WHEN TO MAKE THE FEAT
the Daily Bugle, can make a hero
question her career choice. In the A character taking damage The FEAT takes place at the
end, some heroes might actually to Sanity may instead have suffered end of every Page, after all charac-
crack under the pressure. some form of humiliation and grows ters have made their actions, until
dissident; his confidence grows one of two things happens: Either
This section deals with the weaker. Damage of this type typi- the character Stabilizes or he Ex-
physical and psychological damage cally stems from attacks on a char- pires.
that heroes can take, and how such acter’s reputation, public humiliation,
injuries play out in game terms. or rarely some kinds of powers that Kill?

affect social standing.


Characters can suffer phys- Ki
ical damage to their Health, which if Resistance

sufficiently depleted can cause their


Endurance to drop. Lose too much
EFFECTS OF DAMAGE Expire
Double
Endurance and you perish, period. ON HEALTH Trauma
Stable
Likewise, characters can When a character takes a Recover
suffer psychological damage to their hit, the attacker’s Effect Rank Num-
Sanity. Lose too much of that, and ber becomes the damage inflicted
your Will begins to deplete, until and subtracts from the character’s • Expire: The character dies; he is
your mind finally snaps and you suf- Health. Loss of Health represents out of the game perma-
fer a permanent mental breakdown. strain on the character’s constitu- nently unless he has a
tion, cuts, gashes, bruises and the resurrection power of
Finally, characters can take like. some type.
Complications that represent im-
• Double: The character loses
pairments they have earned via ad- LOSING ENDURANCE double his normal En-
venturing. These can heal gradually
durance Loss, and the
over time, but can cause trouble for If Health ever drops to zero character must roll the
any hero that has one until she re- the character is Taken Down. This FEAT again next Page.
covers. means he is out of the fight; he may • Trauma: The character loses one
be unconscious or simply too Rank of Endurance, and
HEALTH
wounded to continue. Characters the character must roll the
so Taken Down are at the mercy of FEAT again next Page.
those around them until their Health • Stable: The character stabilizes
A character’s Health repre- recovers. and no longer has to
sents his overall physical well-being. make Health FEATs on
Health derives from the average of In addition, a character who the Kill Column unless he
the Ranks Numbers of Fighting, is Taken Down must make an En- suffers further damage.
Agility, Might, Endurance and Shoot. durance FEAT on the Kill Column

!33
Jayson Jolin HEALTH, INJURY, HEALING AND DEATH
• Recover: The character stabi- His friends and family will likely OTHER CONSIDERATIONS
lizes as above plus he check him into an institution. Alter-
recovers a bit, healing natively, the character withdraws A character restored in this
back 1CS of Endurance. into seclusion, having become inca- manner loses any Drama Points he
pable of dealing with the outside accumulated; he starts his new life
If ever the Endurance Rank world. His reputation has likely fall- with no Drama Points. If he had any
drops to Useless (00) Rank the en into ruin, and all of his allies will equipment stolen or powers nulli-
character Expires as though he’d likely have abandoned him (apart fied, those must be restored in the
rolled a Blue FEAT Result. In other from a few truly devoted allies like normal manner.
words, he’s dead. the other PC’s).
The Judge may impose a
ROLLING A KILL RESULT ON minimum “dead” time before the
AN ATTACK RAISING THE DEAD player may restore the character.
The duration of such a waiting peri-
Of course, the other way to In the comics, people die od is left to the Judge’s discretion,
wind up rolling on the Kill Column is and tend to stay dead, but heroes based on common sense and dra-
to get a Yellow or Red Result on an and villains rise again and again like matic sense.
attack and choosing Kill as one of a phoenix (and sometimes as the
your extra effects (the other two op- Phoenix). The insane likewise claw
tions are Stun and Slam, see their way back to sanity and rebuild HEALING DAMAGE
below). In such a case, the charac- their lives. The socially-withdrawn
ter is taking Endurance without be- regain their confidence and step out Characters don’t just get
ing Taken Out. If you do this, you into the light once more. A player whittled down to no Health and per-
start to accumulate Endurance loss- may achieve this for her character ish. Almost all characters have
es even if your Health has not yet as well, but it will cost her. some ability to heal.
reduced to Useless! Apart from
that, all of the above rules apply. MAKIGN A CHARACTER RECOVERING LOST HEALTH
PLAYABLE AGAIN AND SANITY
In such a case, if the char-
acter took any actions that Page In order to return a trauma- A character may recover his
other than resting, his Endurance tized character to the game a player Health Rank at a rate of his current
FEAT suffers a penalty equal to the must purchase the Attribute that he Endurance Rank Number (thus En-
number of actions taken. lost (Endurance or Will) once more. durance Loss affects healing) per
If the character does not have hour (the equivalent of 600 Pages).
Of course, certain Powers enough Adventure Points to restore Some Powers may increase this
may overrule Expiring, particularly the lost Attribute to its former level, rate. Sanity recovers at the same
Immortality. And in comics, death is he has two options. rate and with the same limitations
rarely permanent, anyway. See
using the Will Rank.
Raising The Dead, below. First, he can opt to restore
the Attribute but at a lower level than Characters who wish to heal
before. This makes some story
EFFECTS OF DAMAGE sense; a character returning from
back Health or Sanity must first heal
back any Physical or Mental Agony
ON SANITY the dead suffered great trauma, and
thus probably isn’t in the best shape
they have accrued. Healing back
Agony makes Endurance FEATs on
when he returns. the Kill Column easier. A character
Psychological damage sub-
who has reduced his Agony to Use-
tracts from Sanity in the same way Second, the character can less Rank but has not stabilized his
as physical damage subtracts from sacrifice some Blocks from other Endurance Loss must still make En-
Health. This represents rattling a Attributes or Powers to restore the durance FEATs until he does stabi-
character’s confidence, embarrass- lost Attributes. They character can lize that loss or dies.
ing him in public, or confusing him. pull from as many other abilities as
he likes, even from Talents or If a character suffers dam-
Sanity loss depicts growing Stunts. This can also make story age before the full hour has
mental instability. If the character sense, since the trauma could have elapsed, the clock is reset and the
ever drops to Useless (00) Sanity, caused both physical and psycho- character must wait another full hour
he must roll a Will FEAT on the Kill? logical damage up to and including for recovery. However, at the
Column. If the character’s Will ever memory loss. Judge’s discretion, players may
Expires, the character has gone
break down their recovery into
mad, and is incapable of coherence.
!34
Marvel Super Heroes Nth Edition Jayson Jolin
smaller increments of time so that RECOVERING ENDURANCE the Kill Column above. Now, let’s
they at least earn back some of their talk about Stuns and Slams.
Health or Sanity before the applica- Endurance normally recov-
tion of new damage. ers once per game week, assuming
the character does not rest. Resting
Captain America has an under medical supervision improves
Endurance Rank of Remarkable recovery time to once per Day.
(40), and during a fight with a
squad of Hydra agents has tak- The act of recovery requires
en thirty points of damage. After an FEAT using current Endurance
defeating them but before his versus any remaining Agony (if
hour has elapsed he encounters Agony is healed, the FEAT is at
another squad of Hydra agents Useless Intensity).
and takes another injury.

STUN
RECOVER?

Rv
Resistance The character has suffered a seri-
-1CS ous hit and may get knocked out.
No
Stun?
+1CS
+2CS
St
+3CS Resistance

No character can heal back more Knockout


Endurance than their Base En- Stunned
durance listed on their character Dazed
sheet. No
Alert
RECOVERING WILL
• Knockout - You fall unconscious.
Will recovers identically to Make an Endurance FEAT
Endurance. Will recovers one (for physical damage) or
Rank per week, or one Rank per Will FEAT (for mental
day under proper psychological damage) each Page using
Because he can reasonably
counseling. the damage you took
heal one point of Health every
15 Pages, and it has been 400 (after defenses) as the
Intensity. Success means
Pages worth of time since his
last injury, the Judge allows him
STUN AND SLAM you wake up. If you fail
to recovery 26 Health before you remain unconscious.
sustaining the new damage. In addition to dealing out Reduce the Intensity by
damage, attacks can have addition- 1CS each Page until you
Any character who under- al effects. Hit a character hard wake up. You must still
goes bed rest and medical supervi- enough, and he’ll get woozy or even succeed the FEAT even if
sion can double the rate of healing get knocked out. A well-placed the Intensity reduces to
starting in the first hour he receives punch can also knock a target off Useless unless the Inten-
treatment and ending when he his feet and send him flying. Any sity also falls into Auto-
ceases that treatment. Any charac- time a character’s attack succeeds matic FEAT range.
ter possessing a Talent related to with a Yellow or Red Result, the • Stunned - The hit has really taken
healing back either Health or Sanity character may choose to inflict a it out of you. You take a
can make a FEAT to effect even Stun, Slam, Kill, or any combination CS penalty of 1D10 that
faster healing. Certain Powers may of two of those three options, on the fades by 1CS per Page
also aid in healing; look to the de- target. That target must make a Re- until you recover.
scription of that Power for how it sistance FEAT on one or two of the • Dazed - The hit has left you
affects the healing rate.
 Stun, Slam or Kill Columns. woozy. You take a CS
penalty of 1/2 D10 that
This Resistance FEAT uses fades by 1CS per Page
the attack’s Effect Rank as the In- until you recover.
tensity. We’ve already discussed

!35
Jayson Jolin HEALTH, INJURY, HEALING AND DEATH
• No - You suffer no Stun effect of may be brought to Useless Rank.
any kind and may act as Unless otherwise noted elsewhere, A character can have only
normal on your next Pan- a character reduced to Useless one Minor Physical Complication,
el. Rank cannot use that Attribute. If a one Major Physical Complication,
• Alert - Not only are you not character targets a foe with a defen- one Minor Psychological Complica-
Stunned, but the punch sive ability reduced to Useless, the tion and one Major Psychological
drove you to greater fo- attacker uses Useless as the Inten- Complication at a time. So, for ex-
cus. Whether due to sity of the FEAT. ample, you cannot have two Minor
rage, fear, or some other Physical Complications but you can
emotion, you now are at have a Minor Physical Complication
+1CS to your next FEAT. COMPLICATIONS and a Minor Psychological Compli-
cation. So what happens when you
SLAM In addition to normal in- need to create a Complication but
juries, characters can take a Com- there’s already one in that slot?
Your attacker hit you so plication that represent miscella- We’ll answer that question shortly.
hard that you may have been sent neous injuries not covered by the But first, let’s go over acquiring
flying. At the very least, it may have above Health and Sanity rules. A them.
knocked you to the ground. Complication imposes a cost on a
character if Compelled, or a modifier FAILED ROLL
Slam? to a roll if invoked by another char-
acter. In either case, the invoking or The first way a character
Sl compelling player or Judge hands a can gain a Complication is to opt for
Resistance
Drama Point to the targeted player. Negative Success on a failed Over-
Stun come FEAT. The Complication is
Gr. Slam
BASICS just one of the bad things that can
Slam happen to the character as a cost of
Stagger Complications come in two “success.” If the character rolled a
No flavors, minor and major, just like Blue Result, he suffers a Major
the two types of costs they repre- Complication. Otherwise he suffers
• Stun - Not only did the hit send sent. A Minor Complication imposes a Minor Complication.
you flying (Grand Slam), a minor cost on the character in
but you may also suffer place of a roll or a -2CS to the FEAT The Complication must re-
Stun. Make a FEAT on for which it is Invoked. A Major late in some way to the attempted
the Stun Column. Complication imposes a major cost FEAT. It can be either physical or
• Grand Slam - The character goes or a -4CS to the FEAT for which it is psychological in nature. In either
flying back as though Invoked. case, the Base Intensity to heal the
moving at Ground Speed Complication is Typical Intensity.
equal to the attacker’s CREATING
Might Rank.
COMPLICATIONS SAVING HEALTH / SANITY
• Slam - The character is knocked
back 1d10 yards. Players may wish to miti-
Characters can take Com-
• Stagger - The target is only gate the effect of a hit by taking a
plications any time they might feasi-
knocked backwards a few Complication. The character can
bly suffer an injury, whether physical
yards and is no longer reduce the damage taken by the
or psychological. A Complication
considered adjacent to attack by up to half the Rank Num-
can occur in one of the following
the character. ber; the points subtracted from the
ways:
• No -You do not get knocked back attack becomes the Base Intensity
at all by the attack. of any attempt to heal the Complica-
• As the result of Negative Success tion.
for a Blue Result (Major Complica-
For Slams and Grand
tion) or a White Result (Minor
Slams, subtract the target’s Weight SAVING ENDURANCE /
Complication) on an Overcome
in ground speed from the distance WILL
FEAT.
travelled. If the result is zero or
less, treat as Stagger. • In an attempt to reduce the Health
or Sanity done by an attack (Minor Likewise, players may wish
Complication) to mitigate loss of Endurance or
USELESS ABILITIES • In an attempt to reduce the En- Will. They may exchange each CS
durance Loss or Will Loss taken of such loss you prevent for +1CS to
Occasionally an Attribute or (Major Complication). the Complication (the first +1CS
Power other than Endurance or Will raising the Intensity to Pathetic).
!36
Marvel Super Heroes Nth Edition Jayson Jolin
ENDURANCE / WILL
GROWING GROWTH
COMPLICATIONS
For increasing Major Com-
A Complication can grow plications due to Endurance or Will
harder to heal over time if aggravat- Loss, the procedure is identical to
ed. As stated earlier, a character creating new Major Complications.
can only have one of any of the four Each CS of such loss you prevent
types of Complications at a time. for +1CS to the Complication.
However, if you have an existing
Complication you can elect to make MAXIMUM INTENSITY
it worse.
If the Intensity of the Com-
BOCHED FEATS plication ever exceeds +9CS of the THOSE “PERMANENT”
Rank used to heal it (e.g., the FEAT
COMPLICAITONS
If you fail another Overcome falls off the Universal Table and be-
FEAT the Complication grows in comes an Impossible FEAT) the
Some characters, such as
Intensity by +1CS. Otherwise the character is Taken Out. He is inca-
Professor Xavier and his inability to
rules for failed FEATs are the same. pable of functioning due to the
walk, have what appear to be per-
Complication and must heal enough
manent Complications. Actually,
HEALTH / SANITY GROWTH to be able to make FEATs again (at
those are not Complications so
least +9CS or less).
much as Hinderances. We talk
You can increase the Inten- about Hinderances more in the
sity of an existing Minor Complica- HEALING COMPLICATIONS Character Book, but basically a
tion in the same way through reduc- Hinderance is a kind of anti-Talent
tion of Health or Sanity damage. Minor Complications heal that permanently hampers a charac-
The procedure is the same; add the just like Health or Sanity, and Major ter’s use of his Attributes or Powers.
amount you subtracted from the Complications heal just like En- See the Talents chapter in he Char-
Damage Rank Number to the exist- durance or Will. The rules for med- acter Book for more details.

ing Complication Intensity Number ical care and healing powers are
to generate a new Intensity. likewise identical.

!37
Jayson Jolin Movement And Range

!38
Marvel Super Heroes Nth Edition Jayson Jolin

MOVEMENT AND RANGE


Eventually your characters power. Peak human Might is Excel- Area Yard MPH MPM
will wish to move around their world. lent Rank. Thus it follows that the s s
This chapter explores how the game fastest a human can run is Excellent Jet Speeds
handles distance, the various Rank Speed on the Movement Ta- Uncanny 30 330 113 2
means of movement available to ble. Shocking 40 440 150 3
characters and the effects of range Phenomena 50 550 188 3
on the use of Powers and on per- Areas Yard MPH MPM l
ception. s Astonishing 75 825 281 5
Useless 0.5 5 2 0 Wondrous 100 1,100 375 6
Human
MEASURING Pathetic 1 11 4 0
Tremendou
s
125 1,375 469 8

DISTANCE Feeble
Poor
2
3
22
33
8
11
0
0
Monstrous 150 1,650 563 9

Those that have played pri-


Typical 4 44 15 0 SUPERSONIC
Good 5 55 19 0
or incarnations of Marvel Super He-
roes will remember that the earlier Great 6 66 23 0 You move so fast that you
games measured movement in Ar- Excellent 7 77 26 0 break the sound barrier! Definitely
eas, with each Area equalling ap- not something you want to do in an
proximately 44 yards. For the Nth VEHICLE SPEEDS area with restricted movement.
Edition, we have reduced the mea-
sure of Area movement to equal At this range of Ranks, Areas Yards MPH MPM
eleven yards. characters can move at speeds Supersonic
normally only accessible to high- Unearthl 200 2,200 750 13
way-rated vehicles such as cars and y
NORMAL motorcycles. Otherwor 400 4,400 1,500 25

MOVEMENT
ldly
Area Yard MPH MPM Stellar 800 8,800 3,000 50
s s Astrono 1,200 13,200 4,500 75
Characters can move a Vehicle mical
number of Areas based on their Galactic 1,600 17,600 6,000 100
Remarkable 8 88 30 1
Might Rank or the Rank of one of Cosmic 2,000 22,000 7,500 125
their Movement Powers. Consult Stunning 10 110 38 1
Invincibl 4,000 44,000 15,000 250
the following Movement Tables to Spectacular 12 132 45 1
e
determine the maximum number of Incredible 14 154 53 1
Areas a character can travel per Amazing 16 176 60 1
Page. Remember, a Page consists Fantastic 18 198 68 1
HYPERSONIC
of approximately six seconds of Marvelous 20 220 75 1
game time. You move so fast that, if you
have this Rank in Flight, you could
JET SPEEDS theoretically move between the
We’ve broken down the
Movement Table into sections based worlds of a single solar system.
Characters at this range of However, this kind of movement still
on several categories of speed;
Ranks move as fast as jet-propelled assumes you are on a planet (see
Human Speed, Vehicle Speed, Jet
vehicles or vehicles with enhanced Movement In Space, below).
Speed, Supersonic Speed, Inter-
(and often illegal) engines. You def-
planetary Speed and Sub-light
initely want to keep the acceleration Areas Yards MPH MPM
Speed. Speeds exceeding the
rules in mind when moving at these
speed of light (Beyond Rank) are Interplanetary
speeds in crowded areas.
handled by the Warp Flight Power. Shift X 5,000 55,000 18,750 313
Shift Y 10,000 110,000 37,500 625
HUMAN SPEEDS Shift Z 15,000 165,000 56,250 938
Shift AA 20,000 220,000 75,000 1,250
This is how fast a normal Shift BB 25,000 275,000 93,750 1,563
human can run under your own

!39
Jayson Jolin Movement And Range
SUB-LIGHT Accelerating to a stop in a
controlled manner works the same
You move so fast that you way in reverse (the word accelera-
approach or actually achieve the tion means change in speed, not
speed of light. You have to deal increase in speed, so applies to
with the affects of time dilation and both speeding up and slowing down
other relativistic effects at these as well as changes in direction while
speeds. If you are moving inside an moving at constant speed; decelera-
atmosphere you had best have tion is not a real word). Sometimes,
some kind of protection against the however, you have to stop in a hur-
MOVEMENT AS AN ACTION ry. Accelerating to a stop in a hurry
friction caused as you pass through
the atmosphere. This is as fast as requires an Agility FEAT against
A character can move at your current movement Intensity on
any character can go without the
half his Combat speed as a Free the Stop Column of the Results Ta-
Warp Flight Power (see Movement
Action. Moving faster than that re- ble.
In Space, below).
quires a Panel Action.
Movement takes an entire The Stop Column reads as
Areas Yards MPH MPM
Page to complete. A character with follows:
Sub-Light more than one Panel that Page is
50,000 550,000 187,500 3,125
Class considered to be moving during any Stop
1000 extra Panels.
100,000 1,100,000 375,000 6,250
Class So
2000
150,000 1,650,000 562,500 9,375
MOVEMENT AND Action
Class Both
3000 ACCELERATION
Stun
200,000 2,200,000 750,000 12,500
Class
Fall
4000 Characters cannot typically
500,000 5,500,000 1,875,000 31,250 get up to full speed in a single Page. Stop
Class
5000 Characters accelerate based on Ready
Class 1,000,000 11,000,000 3,750,000 62,500
their Endurance Rank (not Rank
6000 Number). A Character with Typical • Both: The character must make
10,000,000 110,000,000 37,500,000 625,000
Class Rank Endurance, for example, ac- a FEAT both on the Stun
7000 celerates at a maximum of 4 Areas and Kill Columns of the Re-
50,000,000 550,000,000 187,500,000 3,125,000
Class per Page or their maximum Move- sults Table.
8000 ment Rank, whichever is higher.
100,000,000 1,100,000,000 375,000,000 6,250,000
• Stun: The character must make a
Class Someone with Amazing Rank En- FEAT on the Stun Column
9000
178,830,000 1,967,130,000 670,612,500 11,176,875
durance can accelerate at 12 Areas of the Results Table.
Beyond per Page. • Fall: The character falls prone.
He takes damage equal to
At the Interplanetary and higher Example: A character with the lesser of the Rank of
speeds, Judges may wish to in- Monstrous Might and Excellent movement at the time of the
crease the size of an Area so as to Endurance can move 150 Areas crash or the material
make mapping movement more per Page, or 563 mph. He ac- strength of the object into
manageable. When characters wish celerates from a standing posi- which he crashed.
to engage each other within that tion at 7 Areas per Page, mean- • Stop: The character stops as
large area, force them to slow to, at ing after four Pages he is only desired, taking no damage.
minimum, supersonic speeds and traveling at 28 Areas per Page. He cannot take another
divide up that larger Area into nor- It will take him 22 Pages to action until his next Panel.
mal Area units. reach 150 Areas per Page. • Ready: The character stops, and
may take an additional ac-
Example: Another character tion this Panel (the stop
RULES FOR has Amazing Flight and Incredi- does not count as a Panel
MOVEMENT ble Endurance. He can fly at a
maximum of 16 Areas per Page
Action but rather a Free
Action) at -1CS to any
or 60 mph. He accelerates at FEATs made for spending a
The rules for specific modes 11 Areas Per Page, so it will Free Action.
of movement can be found in the only take him two Pages to get
description of those Powers in the up to full speed. TURNING
Powers chapter. What follows are
A character may change
rules for movement in general.
direction up to 45 degrees in any
!40
Marvel Super Heroes Nth Edition Jayson Jolin
available direction at no penalty dur- 180° (walking on a ceiling), which his normal running speed. Standing
ing his Page. Every 45 degrees has a difficulty of +9CS and a still his distance is half that (round
beyond that counts as a Free Acton. speed reduction of -9CS before up). So a character with Excellent
In addition, the speed Rank drops calculating in adequate handholds Might can leap 7 Areas per Page at
by 1CS per 45 degrees of accelera- and other factors. This presumes a run, but only 5 yards per Page
tion beyond the first. Once the adequate traction and, at higher from a standing position.
character resumes a straight path degrees of incline, handholds and
he may follow the standard rules for footholds (stairs and ladders). If Attempting to leap vertically
gathering speed. the character is free-climbing us- halves the distance. So at a run the
ing “natural” hand and foot rests above character can leap 5 Areas at
OBSTRUCTIONS such as ledges or rock outcrop- a run and 2 Areas from a standing
pings, add an additional +1CS to position. Characters with over Un-
Not all paths are clear of the intensity. earthly Rank Leaping can leap over
barriers, obstructions or difficult ter- • Slickness: If a material is natural- a mile at a running jump, and those
rain. The character has a choice; ly slippery or has a slick coating with over Otherworldly Rank can do
he can plow through the object by such as ice or freshly-fallen rain, so at a standing jump!
Ramming (see Maneuvers) or he crossing that terrain gets harder.
can attempt to avoid the obstruction. See Slickness in the Intensities FLIGHT
chapter for these modifiers.
Avoiding obstructions or It goes without saying that a
handling rough terrain requires an RAMMING character with the Flight Power can
Agility FEAT to Overcome the ob- move through three-dimensional
stacle. The Judge should determine Ramming is described in space under his own power. Flight
the Intensity as follows: the Maneuvers section of Running A follows all of the acceleration and
Session. Go to page 28 for details. turn mode rules already established.
Obstructions: Determine the size In brief, Ramming consists of any
of the obstruction based on the attempt to slam into or through an- FALLING / FUMBLING
equivalent Rank for the Growth other object.
Power. Use that size as the base Characters that lose their
Intensity. This is for a single, large MOVEMENT THROUGH grip, fall unconscious while flying,
obstruction such as a vehicle or a
BARRIERS etc., will end up falling. The rate of
building. For lots of small obstruc- fall will depend on how long the
tions, or clutter, see Terrain, below. character has fallen.
If you successfully ram
through a barrier such as a door or • First Page: 45 yards (9 Spans)
Terrain: Clear, open terrain with per Page
a wall, you lose some momentum.
good traction can be passed without • Second Page:90 yards (18 Spans)
Find the object’s Rank on the
a FEAT (or if it is important to note, per Page.
Movement Table and subtract half
at Useless Intensity). Various things • Third Page: 150 yards (30 Spans)
that Rank’s Areas per Page from the
can modify this, such as slippery per Page.
character’s own Areas per Page for
conditions or slick materials. Even • Fourth Page and beyond: 300
that Page. Of course, if you fail to
the incline of a path can make yards (60 Spans) per Page.
ram through the object, your Areas
things harder for the traveller.
per Page drops to zero.
• Clutter: The path the character If the fall goes unopposed,
wishes to take has an uneven sur- the character hits the ground and
face, is strewn with boulders and UPWARD AND DOWNWARD
performs an unintended Ramming
debris, or is overgrown with brush MOVEMENT attack against it. See Ramming for
or some similar clutter. For light more details.
clutter, add +1CS to +2CS to the As noted in Terrain, move-
Intensity. For moderate clutter, ment along an incline increases the A character can improve his
add between +3CS and +4CS. FEAT necessary to make the climb chances to survive a fall by making
For heavy clutter, add +5CS or up or down that incline. But what a Deft FEAT to control the fall. If the
more. about other upward movement, character jumped downward he
• Incline: People can handle an such as leaping and flight? We’ll does not have to make this FEAT; it
incline of up to 30° without penal- handle each of these below. is already a controlled fall. If the
ty. More than that, and things FEAT succeeds the character can
start getting tougher. Ever 15° LEAPING fall a distance equal to their vertical
beyond the first 30° adds a +1CS running leaping distance +1CS.
and reduces movement speed by A character can leap hori-
-1CS. The maximum incline is zontally at a run a distance equal to
!41
Jayson Jolin Movement And Range
Example: Our character with similarly cut off from air, he must
the Monstrous Might also has make an Endurance FEAT on the If you fail the FEAT and choose in-
Excellent Deft. He’s fallen from Kill Column every Panel that he re- stead to take Negative Success,
a jet, and wants to make a Deft mains without oxygen. If the char- one of the options available to you
FEAT to control his descent. If acter can be brought to a place with as Minor Cost is teleportation sick-
he succeeds, he will be able to air to breathe, he stops losing En- ness. And one of the options for a
survive a fall of up to 100 Areas durance Ranks and will regain con- Major Cost is teleporting inside of an
(Might +1CS, Areas / 2). Any sciousness in 1-10 Pages. object.
further and the distance fallen,
minus the first 100 areas, is If the character fell uncon- TELEPORT SICKNESS
used to calculate the character’s scious while under water he has
Ram attack against the ground. water in his lungs; that must be If a character suffers tele-
cleared by making a First Aid FEAT portation sickness, he is nauseous
SAFELY STOPPING A FALL against the number of Endurance and may be unable to act. Have the
Ranks lost. So if the character lost character make an Endurance FEAT
If a character can reach out five Ranks of Endurance, the First on the Stun Column against the dis-
and grab a protruding structure such Aid FEAT must beat Good Intensity. tance Intensity. The character re-
as a flagpole or ledge, or has a covers from Teleportation Sickness
power such as Clinging, he can at- Teleportation just like any other Stun effect.
tempt to halt his fall. To succeed at
grabbing a handhold in range re- A character who can tele- TELEPORTING INSIDE A
quires a Deft FEAT with an intensity port doesn’t travel the distance be- TARGET
equal to the current speed of de- tween any two points. He just tar-
scent on the Sprint column of the gets a location with his Power as If a character teleports in-
Movement Table. So a character though he were making an attack side of an object, both the character
falling at 60 Areas per Page must against that Area, with the distance and the object take damage. The
make a Deft FEAT against Astonish- travelled as the Intensity. Teleporta- character takes damage equal to
ing Intensity. tion is normally a Standard Action. the object’s Body, or if the target is a
character the damage is equal to
SWIMMING • Blue: You miss your target Area the target’s Endurance. The object
or the person / object you were takes damage equal to the charac-
Unless the player puts a trying to hit by a wide margin. Roll ter’s Endurance.
limitation on their character, assume 2d10 to determine how many Ar-
all characters can swim. Swimming eas away from your target you In addition, any living tar-
is slow compared to running, how- materialize. gets must make an Endurance
ever. Characters move half their • White: You miss your target Area FEAT on the Kill Column for each
Areas of movement per Page if they or the person/ object you were Panel they remain merged. This
rely on Might for swimming. Taking trying to hit. Roll 1d10 to deter- FEAT is a Free Action, and does
the Swimming Power allows them to mine how many Areas away from penalize any Standard Action made
swim at their normal Power Rank. your target you materialize. by the characters (including any at-
Flight may substitute for swimming, • Green: You materialize in the tempt to unmerge themselves).
but as with Might the Rank is re- correct area.
duced by half. • Yellow: You materialize in the Teleporting out of this en-
correct area and may make a tanglement is a Standard FEAT, but
SUFFOCATION AND second Standard Action. Any requires an Escape FEAT using the
Free Actions taken this Panel only Teleportation Rank against the tar-
DROWNING
apply to the second Standard Ac- get’s Endurance Intensity. It thus
tion. requires a Yellow or better Result for
When a character holds
• Red: You get all the benefits of a the teleporter to free himself from
their Breath, each Panel for which
Yellow Result, and you gain an this trap.
they do so (not Page) contributes to
automatic bonus to your second
a Suffocation Intensity (on land) or a
Standard Action: if you rolled a
Drowning Intensity (in water). The MOVEMENT IN SPACE
Green Result you gain a Minor
character must start making En-
Benefit, if you rolled a Yellow Re-
durance FEATs on the Stun Column The rules above concern
sults you get either two Minor
to continue to hold his breath. movement on a planet or similar
Benefits or one Major Benefit, and
location where the traveller is mov-
if you rolled a Red Result you can
Should the character pass ing relative to a stationary (or seem-
get either Three Minor Benefits or
out in a place without a source of ingly stationary) reference point.
Two Major Benefits.
oxygen or while in a chokehold or However, in space, literally every-
!42
Marvel Super Heroes Nth Edition Jayson Jolin
thing is in motion, and thus we have speed, the percent, or the multiplier, Example: Silver Surfer wants to
to handle movement in terms of rel- represents the Intensity of a move- make a hard right turn at 45° in
ative speed. Thus, the speed chart ment FEAT. Success means that the space of two Panels. He’s
shown above only makes sense the craft will accelerate to that new got Sublight Flight at Amazing
when planet bound. In space, we speed. The difference between the (60) Rank. That makes the
use the following rules. Rank and Intensity (not Rank Num- base Intensity Stunning, plus an
ber and Intensity Number) is the additional +9CS for the sharp-
SUBLIGHT VS WARP number of Pages it takes to reach ness of the turn, for a total of
that new speed. The vehicle can Astonishing (90) Rank. This
The FEAT System generally then move at that speed without means he must roll on the -6
recognizes three modes of move- exerting any more effort (or fuel) Column, requiring an 81 or bet-
ment; Planetary (described above), until the next change in accelera- ter to succeed. He only rolls a
Sublight and Warp. Sublight means tion. 66. That would succeed on a
anything over 187,000 mph but less -3CS, or an Uncanny Intensity,
than the speed of light. Warp of Accelerating to a different so the Surfer managed to only
course means moving at hyper-light direction works in a similar way. turn 30°.
speeds. Although there is some What matters here is the angle of
overlap between Planetary and Sub- the change and the span of time you
light in general a person with a make it. If you make the change in EXHAUSTION
movement Power in one mode can’t angle over a number of Panels
race with a person with a power in equal to your Power Rank the Inten- This is a good place to talk
another mode. Neither Sublight nor sity is equal to Useless Rank. Each about exhaustion. As a player takes
Warp speeds can be used in an at- step faster increases the Intensity actions he can become tired from
mosphere. Likewise, Planetary by +1CS. Additionally, each 5° of over-exertion. A character can act
cannot be used in space. direction change beyond the first 5° for a number of consecutive Pages
change adds an additional +1CS. equal to his Endurance Rank (not
GENERAL RULES Failure means that the character Rank Number) before he starts to
succeeded to turn a lesser number accumulate Exhaustion. Exhaustion
In either Sublight or Warp of degrees (equal to the Intensity is an Intensity that he must roll
speeds, what matters is your rate of that would have led to at least a against every Panel he continues to
acceleration, not speed. Your rank Green Result, minimum 0°). Critical act once he starts accumulating Ex-
in either mode of movement repre- Failure results in loss of control, haustion, which starts at Pathetic
sents your acceleration efficiency. sending the character off in a ran- Rank and accumulates by +1CS per
The higher the rank, the more effi- dom direction within 20° of his origi- Panel until he either stops to rest or
ciently and rapidly you can alter nal heading (roll 2D10 for the de- passes out. Exhaustion is rolled on
your acceleration. grees, once for the x-axis and once the Stun Column. Resting reduces
for the y-axis), forcing the character the Exhaustion Intensity by -1CS
Actual speed is in percent of to make a FEAT against the base per Page rested. Exhaustion heals
the speed of light (between 1% and Intensity of the turn (before adding automatically between Scenes.
100% for Sublight) or for Warp a in degrees of turn) in order to regain
multiplier of the speed of light. control.
When trying to reach a certain

!43
Jayson Jolin Movement And Range
the shifting pushes the Deft Rank vs above, the radius would then be 5.5
THROWING RANGE Intensity off the Universal Table, the Areas), line (a box-shaped Zone
character cannot hit his target. typically 1 area wide), cone, hex, or
Characters determine how square.
far they can throw an object based DETERMINING THE RANGE
Such Zones are centered
on the character’s Might as the OF A POWER
Rank and the weight of the object on the attacking character. Any
being thrown as the Intensity. character within that Zone must
A Power’s Range is based
make an Agility FEAT to avoid the
on the Attribute used to aim it.
First, a character’s unen- attack on either a Yellow or Red Re-
When a player creates a Power at
cumbered throwing potential in Ar- sult, and take damage on a Green
character creation, he determines
eas for a hypothetical weightless Result or less (and an Extra on a
which Attribute aims that Power dur-
object is determined by his Might White Result and a Double on a
ing attacks. The Attributes available
Rank Number. Remember that an Blue Result).
to aim a Power are:
Area in this game is 11 yards, not 44 • Fighting: Close - The Power hits
yards as in previous editions of this anyone that the character can POINT-BLANK RANGE
game. reach out and touch with his limbs
(or melee weapon, if appropriate). If a character uses a range-
Next, find the Weight Inten- • Shoot: Range - The character based Power within a half-Area of a
sity Number and subtract that from can hit any target within the Pow- target, that target is considered to
the Might Rank Number. If this er’s Rank range. be at Point-Blank range. Such at-
drops the Rank Number to zero or • Observe: Line of Sight - If the tacks do extra damage but the at-
less the character can only drop the character can see his target, he tack must be made with Fighting
item at his own feet. can attack it. rather than Agility. Targets may
• Cunning: Zone - The character therefore use Fighting to defend
Example: The Thing has Un- can hit any target within range of a against the attack, including any
canny (75) Might and wants to targeted Zone. Maneuvers they’d normally use in
throw a boulder of 4 tons, or So a character whom aims his Pow- slugfest combat. If successful the
Stunning (45) Intensity. He can er with Cunning can make Area at- attack does +1CS damage.
throw the boulder a maximum of tacks with that Power, while some-
30 Areas, or 330 yards. one with an otherwise identical
Power targeting with Fighting can PERCEPTION AND
Example: Spider-Man tries to
throw a similar boulder. He has
only make Close attacks with that
Power.
DISTANCE
Spectacular (50) Might, so he
can only throw the boulder 5 Perception grows more dif-
Zone rules ficult as distance increases; fine de-
Areas (55 yards).
tails are lost and only vague gener-
We discussed attempting to alities remain at all clear. Eventual-
RANGES FOR hit multiple targets in a single Panel
on page 25. Those rules apply to
ly, even if there are no other ob-
structions, the curve of the Earth
POWERS attacks targeting people either with itself gets in the way, blocking the
Close, Ranged or LOS Powers. view entirely.
Zone attacks work a little differently.
Powers that have a Ranged
effect, e.g. those that base their at- For every Area beyond the
Area attacks don’t target
tacks on Shoot, derive their ranges one in which the character is cur-
people at all; rather they target a
from their Rank Numbers just like rently standing all perception FEATs
Zone. A Zone is defined as any
for throwing ranges, but since the drop by -1CS. If this modifier push-
space enclosed by a perimeter in
Power is essentially throwing a es the attempt off the edge of the
Areas. A Power’s Range is used to
weightless object, that Rank is un- Universal Table, the object is so dis-
determine the length of that perime-
adjusted. Thus a Flame Blast of tant that the character cannot glean
ter, rather than the straight-line
Excellent (35) Rank has a range of any useful information about it and
length of a Power’s Range. So if a
35 Areas. may not be able to see it at all. Cer-
character has Excellent (35) Rank in tain Powers may extend a person’s
an Area Power, he can target any
This range represents the normal range of perception.

character within a zone with a
maximum distance that a character
perimeter of 35 Areas. The shape
can hit a target with an unmodified
of that Area should be defined at the
Deft. For each +1CS to the Power’s
time of character creation. Some
Range, reduce the Deft by -1CS. If
examples include circle (in the
!44
Marvel Super Heroes Nth Edition Jayson Jolin

!45
!46
Marvel Super Heroes Nth Edition Jayson Jolin

APPENDIX: INTENSITIES

The Judge must assign In- radiation; see the Radiation section than normal rate. Each Rank of
tensities to the tasks that the char- later in this chapter for details. Heat or Cold in air temperature
acters perform. Doing so can seem causes a +1 to Fatigue per Page for
FIRE INTENSITIES
a daunting task. Just how difficult is all those exposed to it.
it to put out a burning car, or out- Burning Typical Intensity
think a madman? Room Of course, direct exposure
to a heat source or to cold-based
The following Intensities Burning Great Intensity attacks can cause damage just like
Tables give the Judge someplace to House any other attack. Characters only
start answering those questions. suffer extra Fatigue from such at-
Burning Excellent Intensity
However, as a general rule, you can tacks if they are purchased with the
Warehouse
deduce the correct Intensity from Causes Fatigue Rider.
and Supplies
the following question: How difficult
would the average man find this Burning non- Spectacular Intensity HEAT AND COLD INTENSITIES
task? Your everyday tasks such as explosive
using a phone or driving a car in chemicals Heat, 90 Good Intensity
normal traffic should default to a degrees F
Typical Intensity. If only slightly Inside a blast Amazing Intensity
more difficult, a Good Intensity will furnace Heat, 120 Great Intensity
work. Slightly less? Use Poor In- degrees F
Burning Fantastic Intensity
tensity. And so on. explosive Heat, 150 Excellent Intensity
chemicals degrees F

SAMPLE Interior of a Marvelous Intensity Cold, 30 Good Intensity


volcano
INTENSITIES degrees F
Surface of Invincible Intensity Cold, 0 Great Intensity
Following you will find some star degrees F
common examples of Intensities,
which you can use to extrapolate Cold, -30 Excellent Intensity
As dangerous as the flames
other Intensities. If you cannot find degrees F
may prove, the truly deadly aspect
an Intensity, a good rule of thumb is of fire can often be the smoke emit- Cold, Spectacular Intensity
to consider how powerful the ability ting from the burning material. interplanetar
would be if it were Might, and then Smoke has two effects, it reduces y space
use that Rank as the Intensity. Fi- visibility and can fill and burn the
nally, if all else fails, assume an In- lungs, causing suffocation. The In-
tensity of Typical. tensity of the Fire breeds smoke of - ILLNESSES AND POISONS
2CS Intensity. Any area filled with
FIRE AND FLAME smoke inflicts its effects on those Characters use Health to
within it unless they have Powers or resist illnesses, diseases, poisons
Flames cause burns on gear that negate those effects. The and toxins. Different illnesses and
contact and tend to spread when smoke can often spread faster and toxins have different Intensities
they come in contact with flammable farther than the fire, so even areas based on toxicity or how infectious
sources. The Other Intensities Ta- clear of fire may be choked with the disease really is.
ble shows the damage possible by dense smoke. If given an opportuni-
various sources of flame. To extin- ty to vent, that smoke will decrease The Intensities below reflect
guish the flame you must reduce in Intensity by -1CS per yard from its only the difficulty of the illness in-
that flame’s Intensity to Useless. source. fecting you once you are exposed.
If the infection is airborne, the Judge
should roll a FEAT against the
Some “fires” are not com- HEAT AND COLD Health of the character once that
bustion at all but rather nuclear fu-
sion, such as that in the heart of a character enters into an infected
Exposure to environments area based on the percent of the
star. Such “fires” often also emit where air temperatures are at their population that has the disease, us-
extremes causes Fatigue at a higher ing that percentage as the Rank
!47
Jayson Jolin Intensities
Number for the attack. For CORROSIVES AND POISONS
pathogens that must be ingested or If the concentration of the
INTENSITIES
otherwise require exchange of bodi- disease ever increases +12 or more
ly fluids for transmission, the char- Corrosive, Good Intensity Ranks above the character’s Health,
acter is considered to automatically mild acid it becomes a Major Disease. Major
have been “hit” by the attack if he Diseases cannot be cured by Health
partakes in an activity that would Corrosive, Great Intensity FEATs unless aided by sufficient
expose him to that disease. standard acid medical treatment (Combined FEAT
with the character performing the
Corrosive, Spectacular Intensity
Health FEAT as the primary and the
DISEASE INTENSITIES concentrated
acid person performing the Medical
Common Feeble Intensity FEAT as the secondary).
Cold Food Pathetic Intensity
Poisoning Anyone suffering a Major
Common Flu Good Intensity Disease must make an Health FEAT
Alcohol Feeble Intensity on the Kill Column against a rank
Malaria Great Intensity equal to the RS difference between
Pesticides Typical Intensity
the Health Rank and the disease’s
Typhoid Excellent Intensity
Chloroform Good Intensity Intensity. These FEATs must occur
Rabies Remarkable Intensity no more frequently than once per
Cobra Venom Great Intensity week. A Red result means the
Leprosy Stunning Intensity character reduces the disease’s Ma-
Mustard Gas Excellent Intensity jor Disease Rank by -1RS. If the
AIDS Spectacular Intensity character recovers sufficiently to
Poisonous Remarkable Intensity
eliminate the difference between his
Smallpox Incredible Intensity Plants
Rank and the Major Disease Rank,
Bubonic Amazing Intensity Chlorine Gas Stunning Intensity the disease ceases to be a Major
Plague Disease and he begins rolling
Curare Spectacular Intensity FEATs on a daily basis to fight the
Ebola Virus Fantastic Intensity disease once more.
Cyanide Incredible Intensity
Mega-Viruses Marvelous+ Intensity
The description of the dis-
Nerve Gas Amazing Intensity
ease (and any Riders it may pos-
As for Poisons and Toxins, Disease/ sess) determine the exact effect of
Poison
those that require ingestion again Recovery the disease on the character once
automatically “hit” if consumed. Action infected. This may include in-
Otherwise, the character must either Kill creased Fatigue, negative RS modi-
suffer an attack by another charac- Worsen fiers to physical actions, or other
ter using those poisons or toxins No effects.
(such as poison darts or acid spit) or Change
fail a Deft FEAT to avoid accidental- Improve RADIATION
ly coming into contact with them if in Greatly
the environment. The Intensities of Improve
The following information
some common poisons are included Kill: As per Worsen, but also the refers to the normal effects of radia-
below. character must roll on the Kill Col- tion. Radiation as a means of ac-
umn against the newly-increased quiring superhuman abilities is a
While corrosives only last Intensity. staple of comic book fiction, but for
for as long as the character remains • Worsen: The poison or disease most people, even most super hu-
exposed to them, diseases and poi- increases in strength by mans, radiation remains deadly in
sons have to work their way through +1RS. the extreme.
the body before they are purged. • No Change: The Intensity of the
Once in their system, characters poison or illness does not In addition to the immediate
can attempt to make daily Health change at all. damage from radiation blasts or nu-
FEATs against the Intensity of the • Improve: The Intensity decreases clear explosions, radiation lingers in
poison or disease. Use the follow- by -1RS as a result of the the environment for millions of
ing table to resolve such FEATs. character’s immune system. years. Exposure to heavy doses or
• Greatly Improve: The character’s even low doses over long periods
immune systems reduces the can lead to radiation poisoning,
Intensity by 1/2D10 Ranks. cancer and death.

!48
Marvel Super Heroes Nth Edition Jayson Jolin

SLICKNESS INTENSITIES DARKNESS INTENSITIES


Radiation acts like a Dis-
ease or Toxin for the purposes of Slickness of +1CS Darkness under Typical Intensity
succumbing to its effects and recov- ordinary night conditions
ering from them. See Illness and concrete
Poisons above for more information. Darkness under Great Intensity
dark conditions
Slickness of +2CS
ordinary
RADIATION INTENSITIES Darkness under Excellent Intensity
brickwork
“typical”
Radiation, Feeble Intensity Darkforce
Ancient A- Slickness of +3CS
bomb blast glass and steel Vision through Typical Intensity
normal fog
Radiation, Great Intensity Slickness of +4CS
Recent A- polished steel
bomb blast alloys
Anyone who cannot Over-
come the Intensity of Darkness is
Interior of an Amazing Intensity blinded. They cannot make any
active nuclear Slickness of +1CS to +3CS
Observe FEATs. In addition, attack-
reactor surface covered
by ice ing that relies on sight, a Targeting
Sense, suffer a penalty equal to the
Radiation of a Spectacular Intensity
difference between the Darkness
vial of Slickness of +1CS to +3CS
plutonium surface covered
Intensity and the character’s Ob-
in oil serve, minimum -0CS.
Radiation of Fantastic Intensity
A-bomb blast The character can attempt
Slickness of +5CS
non-stick to make an Observe FEAT using a
non-Targeting Sense, such as hear-
FRICTIONLESS SURFACES surfaces
ing, to locate her target. Each de-
Slickness of +6CS or more
gree of success reduces the dark-
Some surfaces are easer to ness penalty by 1CS, while a Blue
frictionless
walk on and cling to than others. A FEAT Result worsens it by 1CS.
surfaces
slippery surface will make fighting
more difficult, and will make it hard- Sight is the only default Tar-
er to climb or use wall-crawling.
DARKNESS AND EXTREME geting Sense. Characters can make
another Sense a Targeting Sense by
Characters taking actions LIGHT INTENSITIES means of a Rules Exception Stunt.
on slippery surfaces suffer a nega- Conversely, characters can take a
tive CS modifier to any FEATs per- Characters have a certain Hinderance on Sight to make it non-
formed while on that surface. If that level of light in which they can see Targeting.
FEAT fails, they must immediately optimally. Either increase that light
make a second FEAT against the level significantly or reduce it too
greatly and vision becomes difficult WEATHER
Slickness Intensity to avoid falling.
Failure means they are Prone until or even impossible.
The primary effect of
their next Panel.
The Rank of light or dark- weather on characters are to de-
ness adds to the Range Modifier for crease visibility in a manner similar
Characters attempting to
determining if a character can hit his to darkness, make surfaces slick,
use a power such as Clinging to
target or even see it with a Percep- and provide challenges to move-
adhere to a surface must make a
tion FEAT. This reduced visibility ment in the form of high winds.
FEAT to continue to cling to that
surface before making any other remains until something returns the
light levels to normal human toler- Characters in driving storms
Actions that Panel. This FEAT is at
ances. Certain Powers or Con- with heavy rains or winds suffer a
+1CS if the character is on the
structs may aid in reducing or elimi- Column Shift penalty to all actions
ground (clinging to the ground to
nating such penalties. Note that equal to the Rank Shift between
avoid being knocked over, for ex-
Powers or Constructs designed to their Rank and the storm’s Intensity
ample) but at -1CS if on an inverted
aid against darkness may not pro- (this stacks if there is both wind and
surface like a ceiling.
tect against high-intensity light and rain).
vice versa.

!49
Jayson Jolin Intensities

WEATHER INTENSITIES ELECTRICITY INTENSITIES MATERIAL STRENGTH

Effects of Good Intensity Stunning, ordinary Great Intensity A commonly-faced Intensity


normal rain household current is the material strength of a Con-
shower struct or Set Piece. The Material
Stunning, “typical” Excellent
Strength Table shows material
protection devices Intensity
strengths for common items. This is
Effects of Excellent Intensity
Stunning, Lighting Spectacular the Intensity to damage the item, not
normal
thundershow Bolts Intensity to lift it; the exact weight of an item
er is left to the Judge to determine.
Stunning, High- Amazing
Effects of Spectacular Intensity tension wires Intensity MATERIAL STRENGTH AND
normal THICKNESS
thunderstorm PROTECTION RS MODIFIER

Not Grounded +2RS The listed material strengths


Effects of Spectacular Intensity presumes a thickness of about three
high winds Poorly Grounded +1RS inches. However, sometimes the
material you are dealing with is
Grounded None much thicker or thinner than that.
Effects of Amazing Intensity
normal Well Grounded -1RS
For every halving of thickness, re-
tornado duce the material strength by -1CS.
For every doubling of thickness, in-
Effects of Marvelous Intensity
UNDERWATER MOVEMENT crease the material strength by
normal +1CS.
hurricane Conditions underwater
make for difficult combat actions. All For this reason, thicker ma-
Actions by those underwater suffer terials may prove too tough to get
a -1CS penalty. through in a single punch or blast.
ELECTRICITY However, if the hero chooses to tar-
In addition, the increase in get the material in layers, he can
Electrical energy flows pressure can cause damage to he- slowly work his way through the ma-
through people rather than simply roes. At the surface, pressure is terial.
striking them, causing damage in- negligible and causes no damage
ternally as well as externally in the (or, to put it another way, damage So for example, an Amazing
form of burns. Grounded characters done is Shift Zero intensity). Every Rank material two feet thick would
are better protected from harm than 1,000 feet the character descends have Uncanny material strength to
ungrounded characters, as shown in into the depths, the character must punch through all at once. Howev-
the Electrical Intensities Table be- endure a pressure attack of +1RS er, if the hero tries to get through
low. Intensity every Panel they spend at one inch at a time, he can whittle
that depth. If at depths greater than away at merely Spectacular material
Electricity will conduct Shift BB Intensity consider the dam- strength, though it will take him at
through metals, allowing a character age to be at Shift BB, but add +5 to least 24 Panels to do so.
with electrical powers to transmit the actual Rank Number damage
their attacks along metal beams or done for each +1RS beyond Shift This rule also works for
other metallic surfaces, which is BB. slowing down people with Intangibili-
useful as a way of attacking non- ty. They can eventually get through
adjacent foes. nearly any material, though thicker
materials may take more time to
traverse.

!50
Marvel Super Heroes Nth Edition Jayson Jolin

Rank Materials

Pathetic Brush, Paper

Feeble Cloth, Glass

Poor Plastics, Crystal, Soft Wood

Typical Rubber, Soft metals (gold, brass, copper), Ice, Adobe, Computer chips.

Good Brick, Aluminum, Light machinery pieces, Asphalt, High-strength plastics.

Great Concrete, Beta cloth

Excellent Iron, Bullet-proof glass.

Remarkable Reinforced Concrete, Low-Grade Steel

Stunning Stone, Volcanic Rock, Mid-Grade Steel

Spectacular Vibranium, High-Grade Steel

Incredible Osmium (Organic) Steel, Granite, Gemstones

Amazing Titanium Steel, High-Grade Gemstones

Fantastic Diamond, Super-heavy alloys

Marvelous Low-grade Adamantium, Spider-silk

Uncanny Adamantium, Certain mystical and enhanced elements, Certain composite materials.

Shocking High-grade Adamantium

Phenomenal Hyper-dense stone from deep underground.

Astonishing Silver Surfer’s Surfboad

Unearthly Patrionium (the composite that forms Captain America’s Shield), Uru metal

Stellar No known comparable

Galactic No known comparable

Cosmic No known comparable

Invincible No known comparable

!51
Jayson Jolin Intensities

AGILITY FEATs Might FEATs


Catching a falling object. Feeble Intensity Lifting 101-250 tons Shocking Intensity

Walking on a balance beam. Good Intensity Lifting 251-500 tons Phenomenal Intensity

Using the Dodge maneuver Great Intensity Lifting 501-750 tons Astonishing Intensity
against bullets.
Lifting 751 - 1,000 tons Wondrous Intensity
Catching a thrown object. Excellent Intensity
Lifting 2-5 ktons Tremendous Intensity
Walking a tightrope. Remarkable Intensity
Lifting 6-10 ktons Monstrous Intensity

Attempting to dodge bursts Stunning Intensity Lifting 11-25 ktons Unearthly Intensity
of bullets.
Lifting 26-50 ktons Otherworldly Intensity
Catching arrows in flight. Amazing Intensity
Lifting 51-100 ktons Stellar Intensity

Dodging laser fire or energy Fantastic Intensity Lifting 101-250 ktons Astronomical Intensity
weapons.

Catching bullets in flight. Marvelous Intensity Lifting 251-500 ktons Galactic Intensity

Lifting 501-750 ktons Cosmic Intensity


Might FEATs
Lifting 751 - 1,000 ktons Invincible Intensity
Lifting up to 25 lbs. Pathetic Intensity
Lifting 2-5 megatons Shift X Intensity
Lifting 26-50 lbs. Feeble Intensity
Lifting 6-10 megatons Shift Y Intensity
Lifting 51-100 lbs. Poor Intensity
Lifting 11-25 megatons Shift Z Intensity
Lifting 101-200 lbs. Typical Intensity
Lifting 26-50 megatons Shift AA Intensity
Lifting 201-400 lbs. Good Intensity
Lifting 51+ megatons Shift BB Intensity
Lifting 401-800 lbs. Great Intensity

Lifting 800-1,000 lbs. Excellent Intensity ENDURANCE FEATs


Lifting 1,001-2,000 lbs. Remarkable Intensity Air pollution alert Feeble Intensity

Lifting 2-5 tons Stunning Intensity Tear gas Typical Intensity

Lifting 6-10 tons Spectacular Intensity Snake venom Good Intensity

Lifting 11-25 tons Incredible Intensity Spider venom Great Intensity

Lifting 26-40 tons Amazing Intensity Exposure to vacuum Marvelous Intensity

Lifting 41-60 tons Fantastic Intensity

Lifting 61-80 tons Marvelous Intensity

Lifting 81-100tons Uncanny Intensity

!52
Marvel Super Heroes Nth Edition Jayson Jolin

REASON FEATs Will FEATs


Simple logic puzzle Typical Intensity Uncharismatic Speaker Feeble Intensity

Normal logic puzzle Good Intensity Bland Speaker Poor Intensity

Advanced logic puzzle Great+ Intensity Average Speaker Typical Intensity

Typical crime scene Good Intensity Practiced Speaker Good Intensity

Complicated crime scene Excellent Intensity Charismatic Speaker Great Intensity

Professional Speaker Excellent+ Intensity


“Typical” mad genius’ Great Intensity
riddles Standard hypnosis Great Intensity
Advanced mad genius’ Excellent+ Intensity
Standard mind-control Excellent Intensity
riddles
devices
Reverse-Engineer modern Excellent Intensity
Standard terran magic Spectacular Intensity
technology

Reverse-Engineer near- Remarkable Intensity


Standard Asgardian Fantastic Intensity
future technology
magic
Reverse-Engineer future Stunning Intensity
technology

Reverse-Engineer far- Spectacular+ Intensity


future technology

OBSERVE FEATs
Extremely Obvious Pathetic Intensity

Obvious Feeble or Poor Intensity

Normal Circumstances Typical Intensity

Partially-Obscured or Good or Great Intensity


Easily Missed

Obscured or Very Easy Excellent+ Intensity


To Miss

CUNNING FEATs
Gullible Audience Poor Intensity

Average audience Typical Intensity

Skeptical Audience Good Intensity

Educated And Skeptical Great Intensity


Audience

Highly Educated and Excellent+ Intensity


Very Skeptical Audience

!53
Jayson Jolin bibliography

!54
Marvel Super Heroes Nth Edition Jayson Jolin

BIBLIOGRAPHY
Many works inspired the production of the current iteration of the FEAT System and the Marvel Super Heroes: Nth
Edition. Some works had greater influence than others, but all played a part in the development of this work.

I just want to say at this point that although I made many changes to the Marvel Super Heroes game by TSR, Inc.
due to what I felt were weaknesses in the FASERIP System, my conversion of FASERIP into the FEAT System in no way
should imply that I have anything but respect for those who created that system. The production of a role-playing game,
as I have learned first-hand, requires tremendous effort and discipline, as well as a love for the medium. I thought then
and think now that the FASERIP System and Marvel Super Heroes were extremely fun and workable systems. My pro-
duction of the FEAT System in place if the FASERIP System merely represents my own opinions of where the original
system could be made stronger, leaner and lead to even greater enjoyment.

GAME SYSTEMS
DC Adventures Hero’’s Handbook. Green Ronin Publishing, 2002-2010. www.greenronin.com
Doctor Who Role-Playing Game. FASA Corporation, 1985
Fate Core System. Evil Hat Productiosn, 2013. www.evilhat.com
Hero System, 6th Edition. Hero Games, 2009. www.herogames.com
Marvel Super Heroes Advanced Set, TSR, Inc, 1986. company.wizards.com

OTHER INFLUENCES
Various Marvel Comics titles including All-New X-Men, Amazing Spider-Man, Avengers, Avengers Assemble, Captain
America, Captain Marvel (Carol Danvers), Incredible Hulk, Indestructible Hulk, Invincible Iron Man, New Warriors (original
series), Scarlet Spider (Kaine), West Coast Avengers, Uncanny Avengers, Uncanny X-Men, and X-Men.


!55
Jayson Jolin Chapter Title

!56
Marvel Super Heroes Nth Edition Jayson Jolin

INDEX
A Escaping, 26 Area, 38
Acceleration, 39 Exhaustion, 41 Stopping, 42
Action Turning, 39
Attack, 22 F Multiple Combat Actions, (See Mul-
Create An Advantage, 22 FEATs tiple Panels).
Free, 22-23 Automatic, 11 Multiple Panels, 24, 29
Overcome, 21-22 Failing, 8 Multiple Targets, 22
Panel, 22-23 Impossible, 11
While Moving, 22, 39-40 Making, 8 N
Adventure Points (See Character Fighting FEATs, (See Combat) Negative Success, 9-10
Book) Flight, 40 No Shift, 11
Agility FEAT, 61 Normal Attacks (see Strike)
Area, 38 G
Area Attacks (See Zone) Gaming Awards (See Adventure O
Attribute, Points, Drama Points) Observe, (See Character Book)
(See also Fighting, Agility, Grab, 26-27 Offensive Actions (See Normal Ac-
Might, Endurance, Shoot, Will, Grapple, 27 tions, Grab, Grapple, Ram, Trip
Observe, Reason, Cunning in - Close, Trip - Ranged)
the Character Book) H Outcome
Headquarters (See Base) The Five, 8-9
B Healing, 32-36
Base, 51 Health, 32 P
Blindsiding, 29 Hinderances,(See the Character Pages, 20
Block, 25 Book) Panels, 20
Body, 48 Point-Blank Range, 42
Brace, 25 I Powers, (See Character Book)
Impaired Abilities,(See Useless Abil- Pulling Punches, 27
C ities) Pushing, 30
Catching, 25 Initiative, 20
Challenge, 23 Intensity, 10 R
Column Shift, 11-12 Intensities (Examples), 56-62 Ramming, 28, 40
Combat, 24 Ranged Attacks, 42
Combined FEATs, 12 J Rank, 10
Complications, 35-36 Jumping, (See Leaping) Rank Number, 10
Confrontation,23-24 Ranks Table, 10
Control, 43 K Reason FEATs, 62
Cost - Major, 9 Karma (See Adventure Points, Dra- Recover, 33-34
Cost - Minor, 9 ma Points) Repairs, 45-46
Cunning FEAT, 62 Kill, 32 Resisting Escape, 27
Resources, 44
D L Results Table, 12
Defensive Actions (See Dodge, Leaping, 40 Running, 38
Block, Escape) Lifting Things (See Might)
Distinctions, 16-18 S
Dive For Cover, 26 M Sanity, 32
Dodge, 26 Maneuvers, 25-29 Scene, 20
Downward Movement, 40-41 Material Strength Table, 60 Shifts (See Column Shifts)
Drama Points, 14-15 Mass, 48 Shoot, (See Character Book)
Drowning, 41 Might Size, 48
Lifting Things, 60 Slam, 35
E and Movement, 38 Standard Rank Number, 10
Endurance Movement Stopping, 42
FEATs, 61 Acceleration, 39 Strike, 28-29
Losing & Recovering, 32-34 Actions While Moving, 39-40 Stun, 35
!57
Jayson Jolin Chapter Title
Stunts, (See Character Book) Wrestling, (See Grabbing, Grappling
and Escaping)
T
Talents, (See Character Book)
Teleportation, 41
Throwing, 42
Trip - Close, 29
Trip - Ranged, 29
Turning, 39

U
Universal Table, back cover
Useless Abilities, 10, 35

V
Vehicles, 52-53

W
Weapons, 53
Will FEATs, 62

Z
Zone Attacks, 42

NOTE: THIS IS A FAN-BASED WORK USING ART UNDER THE TERMS OF FAIR USE.
This fan-based reworking of the Marvel Superheroes RPG in no way is intended by the author to infringe on any copyrights held by
Marvel Comics, TSR Inc., Wizards of the Coast, or any of the artists, writers or other participants who worked on the original Marvel
Super Heroes Basic Set, Marvel Super Heroes Basic Set Revised, Marvel Super Heroes Advanced Set, or any of the supplements to
those works. While the art used in the production of this fan-based work is used without the express consent of the original artists or
copyright holders, use by the author is based on the author’s understanding of Fair Use and the author has no intent to infringe on any
copyrights held by those artists or copyright holders. No use of any characters from the Marvel Comics cannon is intended to infringe
on the copyrights held over those characters, their names, or their likenesses, by Marvel Comics.

!58
General Normal Pushing Grab Grapple Ram Stop Trip Trip Dodging Blocking Resisting Catching Escape Stun? Slam? Kill? RECOVER?
R
E Effect Attacks Ranged
S GE NA Pu Gb Gp Rm So Tp TR Do Bl Rs Ca Es St Sl Ki Rv
U
L Action Action Resistance Action Action Action Action Action Action Action Action Effect Action Action Resistance Resistance Resistance Resistance
T
S Blue Crit. Fail Exposed Agony Exposed Exposed Prone Both Fall Exposed +1CS Extra -8CS Autohit Gripped Knockout Stun Expire -1CS
T
White Failure Miss No Miss Miss Miss Stun Miss Miss None Autohit -6CS Miss Miss Stunned Gr. Slam Double No
A Green Success Hit +1CS Disarm Partial Hit Fall Trip Trip -2CS Block -4CS Damage Partial Dazed Slam Trauma +1CS
B
L Yellow Critical Extra +2CS Unready Hold Extra Stop Extra Extra -4CS +1CS -2CS Catch Escape No Stagger Stable +2CS
E
Red Resound Double +3CS Ready Damage Double Ready Double Double -6CS +2CS +1CS Reverse Reverse Alert No Recover +3CS

Us Pa Fe Pr Ty Gd Gt Ex Rm St Sp In Am Fa Ma Uc Sh Ph As Wo Tm Mn
Remark- Spectacu- Marvel- Phe- Astonish- Tremen- Mon-
Useless Pathetic Feeble Poor Typical Good Great Excellent Stunning Incredible Amazing Fantastic Uncanny Shocking Wondrous
able lar ous nomenal ing dous strous
R 0 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 105
A
N 01- 08- 13- 18- 23- 28- 33- 38- 43- 48- 53- 58- 63- 68- 73- 78- 83- 88- 93- 98- 103-
K 0
07 12 17 22 27 32 37 42 47 52 57 62 67 72 77 82 87 92 97 102 107
S

T Un Ow Sr At Ga Cs Iv X Y Z AA BB 1K 2K 3K 4K 5K 6K 7K 8K 9K B
A Other- Astro-
B Unearthly Stellar Galactic Cosmic Invincible Shift Shift Shift Shift Shift Class Class Class Beyond Class Class Class Class Class Beyond
worldly nomical
L
E 110 115 120 125 130 135 140 150 200 300 400 500 1000 2000 3000 4000 5000 6000 7000 8000 9000 ∞
128--
108-112 113-117 118-122 123-127 133-137 138-143 144-175 176-250 251-350 351-450 451+
132

No
-9CS -8CS -7CS -6CS -5CS -4CS -3CS -2CS -1CS +1CS +2CS +3CS +4CS +5CS +6CS +7CS +8CS +9CS
Shift
01
02 - 03
04 - 05
06 - 08
09 - 10
11 - 15
16 - 20
21 - 25
26 - 30
U 31 - 35
N
36 - 40
I
V 41 - 45
E
R 46 - 50
S
A 51 - 55
L 56 - 60
T 61 - 65
A
B 66 - 70
L
E
71 - 75
76 - 80
81 - 85
86 - 88
89 - 91
92 - 93
94 - 95
96 - 97
98 - 99
100

Вам также может понравиться