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MARVE SUPER HEROES

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En este publicacion encontraremos la describcion de algunos personajes de marvel

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1: Heroes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2Definition: What Is a Hero? . . . . . . . . . . . . . . . . . . . . . . . . . . .2Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2Character Creation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4Character Modeling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .122: FEATs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14Time Scale - the Turn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14Initiative . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14The FEAT Roll Revisited . . . . . . . . . . . . . . . . . . . . . . . . . . . .14Types of FEATs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15Making FEATs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15Types of FEATs II . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19Life, Death, and Health . . . . . . . . . . . . . . . . . . . . . . . . . . . . .313: The Campaign . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33Karma . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33Popularity and Contacts . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40Resources . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40

4: Hardware, Magic, and More . . . . . . . . . . . . . . . . . . . . . . . .41Equipment: Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .41Vehicles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46Setting Up House . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55Magic In the Marvel Universe . . . . . . . . . . . . . . . . . . . . . . . . .61Hardware- Building, Modifying,and Allen Technology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65The Resource FEAT and Building . . . . . . . . . . . . . . . . . . . . .68Time and Building Things . . . . . . . . . . . . . . . . . . . . . . . . . . . .68Success! or — Eureka! I have found it! . . . . . . . . . . . . . . . . .68Kit-Bashing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .69Modifying Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .69Programming and Reprogramming . . . . . . . . . . . . . . . . . . . .69Appendix A: Powers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .71Appendix B: Talents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .89Appendix C: Contacts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .92Character Sheet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .94Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .95Power Listing . . . . . . . . . . . . . . . . . . . . . . . . .inside back coverUniversal Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . .back cover

Table of Contents

This book is protected under the copyright laws of the United States of America. Any reproduction or other unauthorized use of the material or artwork contained herein Is prohibited without the expresswritten consent of TSR, Inc., and Marvel Comics Group. Distributed to the book trade in the United States by Random House, Inc., and in Canada by Random House of Canada, Ltd. Distributed to the toyand hobby trade by regional distributors.

The names of characters herein are fictitious and do not refer to any persons living or dead. Any descriptions including similarities to persons living or dead are merely coincidental . All Marvel characters andthe 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 CadenceIndustries Corporation. All Rights Reserved. Game design copyright 01 1986 TSR, Inc. All Rights Reserved. Printed in U.S.A. PRODUCTS OF YOUR IMAGINATION and the TSR logo are trademarks ownedby TSR Inc. 019N TSR Inc. All Rights Reserved.

PLAYERS BOOKPDF Version 1.1

Definition: What is a Hero?A hero is an individual who uses his talentsand abilities for the good of others asopposed to his own good. In the MARVELSUPER HEROES Role-Playing Game theplayers take on the roles of heroes in theMarvel Universe. A hero who is beingcontrolled by a player is called a Player-Character or PC. One that is being run bythe Judge, including most opponents andsupporting characters, is called a Non-Player Character or NPC.

AbilitiesCharacters in the MARVEL SUPERHEROES game are defined by theirabilities. These abilities determine theirchances of performing certain actions inthe game. There are three types of abilities:primary, secondary, and special. Abilitiesare usually given a rank and rank numberto define their levels of power.

The primary abilities are the seven alreadyfamiliar to players of the MARVEL SUPERHEROES Original Set: Fighting, Agility,Strength, Endurance, Reason, Intuition,and Psyche. These primary abilities areshared by almost all characters in theMarvel Universe -- they are a measuringstick of how well a character can performcertain acts. Primary abilities are alsocalled fixed abilities because while theymay be improved over time, they do notnormally change from adventure toadventure. All primary abilities have a rankand rank number.

Secondary abilities are Health, Karma,Resources, and Popularity. These aresometimes called variable abilities, as theymay change within the course of a singleadventure. All normal individuals and mostcharacters the players encounter havesecondary abilities. Secondary abilities maybe defined by ranks or separate numbers.

Special abilities are skills and abilities thatare not common to all characters, andindeed may be unique to a particularcharacter. These include all Powers,Talents, Equipment, and Contacts. Specialabilities use rank numbers or modifyexisting rank numbers.

Ranks and Rank Numbers: Abilities areoften defined by a word (Amazing,Incredible) known as the ability's rank. Inthe MARVEL SUPER HEROES OriginalSet, each rank had a rank number; whichwas used to determine effects such asHealth, starting Karma, and damageinflicted. In the MARVEL SUPER HEROESAdvanced Set each ability has a rank andrank number, but that number must bewithin a range available for that rank. Whena rank number is not defined (a weaponinflicts Good damage), use the StandardRank Number. Check the table below:

Ranks labeled "Shift" are normally used foractions that are moved by modifiers aboveor below the Feeble and Unearthly rankson the Universal Table. Class 1000, 3000,5000, and Beyond levels are not availableto most heroes, but are used to define suchpowerful universal forces as Eternity andGalactus.

The rank range includes all the ranknumbers for that range. A character with aStrength of 15 can be said to have GoodStrength. The Hero rank numbers abovethe rank range are for use with existingheroes in the Marvel Universe. Spider-Man,for example, has Remarkable Fightingability (his initial rank number is 30). A newhero entering the Marvel Universe withRemarkable Fighting ability would have arank number of 26. This is becauseestablished characters in the MarvelUniverse can be assumed to have beenimproving their skills over some time.

Let's look at those abilities in detail.

Primary Abilities

Fighting:• A measure of raw combat ability • Used to determine if the characterlands a blow in hand-to-hand (calledSlugfest) combat • Used to determine if a characterevades a blunt attack • Used to determine if a multiple combatattack or other FEAT involving hand-to-hand combat is successful • Used to determine the secondary abilityknown as Health

Rank Shift 0FeeblePoorTypicalGoodExcellentRemarkableIncredibleAmazingMonstrousUnearthlyShift XShift YShift ZClass 1000Class 3000Class 5000Beyond

Rank Range

01-23-45-78-1516-2526-3536-4546-6263-6788-125126-175176-350351-UP100030005000

StandardRank Number

0246102030405075100150200500100030005000

Infinite

2

1: HEROES

Agility:• A measure of dexterity and nimbleness • Used to determine if the character hitswith a thrown or aimed weapon at adistance • Used to determine if the characterdodges a missile attack • Used to determine if the charactercatches an object, holds onto a ledge, orsuccessfully performs actions thatrequire quick action or co-ordination • Used to determine how well a characterhandles a vehicle • Used to determine the secondary abilityknown as Health

Strength:• A measure of physical muscle power • Used to determine damage inflicted inslugfest combat • Used to determine success anddamage in wrestling combat andsuccess in Grabbing, Escaping, andBlocking maneuvers • Used to determine success indestroying materials • Used to determine if a character can lifta heavy object or perform other acts thatrequire physical power • Used to determine the secondary abilityknown as Health

Endurance:• A measure of personal toughness andphysical resistance • Used to determine normal movingspeed • Used to determine success in chargingattacks • Used to determine success in avoidingthe effects of disease, poison, and gas • Used to determine success in mattersthat require the character to performactions over a long period of time, suchas holding one's breath • Used to determine the secondary abilityknown as Health • Used to resist the effects of Slams,Stuns, and Kill results directed againstthe hero • Used to determine the amount ofHealth regained by a wounded individual

Reason:• A measure of intelligence and thecapacity for logical thought • Used to determine the character'ssuccess in building things • Used to determine the character'ssuccess in understanding unknowntechnology and languages • Used to determine the secondary abilityknown as Karma

Intuition:• A measure of wisdom, wits, commonsense, and battle reflexes • Used to discover clues • Used to determine who may act first incombat (Initiative) • Used to detect hidden or potentiallydangerous items, as well as in situationswhere the character plays a hunch • Used to resist effects of emotion controlpowers, spells, and abilities • Used to determine the secondary abilityknown as Karma

Psyche:• A measure of mental strength andwillpower • Used to show resistance to mental andwill-dominating attacks • Used to determine resistance tomagical attacks • Used to determine initial Magicalabilities for those characters who wieldmagic • Used to determine the secondary abilityknown as Karma

Secondary Abilities

Health:• Used to determine the amount ofphysical damage the character canabsorb before losing consciousness andpotentially dying • Does not have a rank or rank number,but rather is the sum of the ranknumbers of the character's Fighting,Agility, Strength, and Endurance • Lost through combat, accidents,attacks, and other potentially dangerousand life-threatening situations • Recovered after damage is taken, 10turns after damage is inflicted • Regained through normal healing bythe Endurance rank number of pointsper day (in crisis situations, Health maybe figured as regained by the hour orturn. See the table under Healing) • If reduced to 0, the character isunconscious and may begin to loseEndurance ranks. (See Life, Death, andHealth)

Karma:• Used by the hero as a measure ofexperience, allowing the hero to performactions that may otherwise beimpossible • Does not have a rank or rank number.Starting Karma is determined when thecharacter is created by the sum of theInitial rank numbers of the character'sReason, Intuition, and Psyche

• Gained through performing heroic andbasically "honorable" acts • Lost through performing selfish,harmful, or "dishonorable" acts • May be spent by the player-character toperform actions otherwise impossible orunlikely. These include modifying dierolls, staying alive, building things, usingmagical abilities, and raising the hero'sability rank numbers and ranks throughadvancement

Resources:• A measure of how wealthy a characteris, and how the character may use thatwealth • Generated when the character iscreated • Presented as a rank with a ranknumber (replacing the Resource Pointsof the MARVEL SUPER HEROESOriginal Set) • Used to determine if a character canafford a particular item or service • See under Resource FEATs in the nextchapter for full effects of Resources

Popularity:• A measure of the character's reputationin that character's normal environment • Generated when the character is created • Represented as a rank and ranknumber. Heroes generally have positivePopularity. Villains generally havenegative Popularity • Used to determine reactions of largegroups of people and neutral NPCs

3

• Used to gain favors, information, andequipment from Contacts

Special Abilities

Powers:• Super-human abilities possessed byindividual heroes and villains in theMarvel Universe • Used to perform actions above andbeyond the limits of normal mortals • Each Power is individual. Powers mayhave a rank number, or modify anexisting primary or secondary ability rank • May be improved through expenditureof Karma. New Powers may be added ata risk to the player character • Full list of powers found in Appendix A

Talents:• Non-super-human abilities that may bepossessed by characters in the MarvelUniverse • Used to perform specialized actions ata specific benefit • Are individual; modify an existingprimary or secondary ability rank, orprovide special abilities • May be learned as a hero gainsexperience • Full list of Talents found in Appendix B

Contacts:• Represent social, political, and personalfriends and allies through whom thecharacter may gain information andequipment • Have no rank number. Contacts areconsidered as Friendly to the characterfor purposes of determining reactions • May be increased through spending ofKarma, or performing missions for thatContact • Standard Contacts are described in fullin Appendix C

Character Creation

In the MARVEL SUPER HEROES OriginalSet, there was an assumption that mostcharacters the players would run would befrom among those available in the originalset and its accessories. The MARVELSUPER HEROES Advanced Set allowsthree types of characters: pregeneratedcharacters based on those in the MarvelUniverse and used specifically for theMARVEL SUPER HEROES Game;generated characters created by theplayers; and modeled characters which arefrom the Marvel Universe but do not have"official" stats generated by TSR. Thelabels "pregenerated:' "generated:' and"modeled" have no bearing once playbegins.

Pregenerated Characters

The character cards provided with this setare for the most popular individuals in theMarvel Universe. These cards may be cutup and used by players and Judges withthe game. Their presentation is outlined asabove for primary, secondary, and specialabilities, and where space permits, somebackground is given. Full backgrounds forthese characters, as well as theirpersonalities and any restrictions on theirPowers, are listed starting in Chapter 3 ofthe Judge’s Book.

Pregenerated characters have theadvantage of being "ready-to-play" as wellas being a recognized part of the MarvelUniverse. When playing an official Marvelcharacter, however, the player is free fromall effects of the ever-changing MarvelUniverse except those that the Judgechooses to inflict upon the player (Forexample, a player running the originalGuardian will not be fated to die of a suitmalfunction, but by the same token aplayer running She-Hulk would not benefitfrom an improvement of abilities after thecharacter becomes a player-character)When running a character of the MarvelUniverse, the player's decisions guide thatcharacter's actions and reactions.

Pregenerated characters always have theStandard Rank Number as their startingrank number. This represents the fact thatthe heroes noted have had someadventuring history before play in theMARVEL SUPER HEROES Campaignbegins. Therefore, when She-Hulk'sStrength is stated as Monstrous, it is set ata rank number of 75 as opposed to 63, themaximum rank number at which a

generated character may start. Ranknumbers may be improved with time andexperience as normal.

In addition to having his starting ranknumbers set at the standard value asopposed to the minimum, the pregeneratedcharacter's Health and initial Karma will behigher as a result of the higher abilityranks. The character's Resources andPopularity also reflect the hero's status inthe books he or she appears in at the timeof this writing.

The pregenerated character's Powers,Talents, and Contacts are described asspecific to that hero. Nightcrawler's wall-crawling is different from Spider-Man's, andthe German X-Man's teleport is differentfrom that of Cloak. The Powers, Talents,and Contacts sections are for that heroalone. Descriptions that apply to generatedheroes (such as alien, robot, mutant) mayor may not apply to the hero in question.

Included in this set are a number of sheetsthat may be cut out for use as referencecards for pregenerated heroes. Abilities aresummarized along the left hand side,including rank number and rank. In theupper right the Health, initial Karma,Resources, and Popularity are listed, withspace below for changes. The Powers,Talents, and Contacts are provided in verybrief form below. Note: These abilities areprovided in limited form only, for easy usein play. The full powers, etc. tailored to thathero are explained under that hero’s entryin the Judge’s Book.

While checking out the cards, note that fourof them are blank, one side noting only theabilities without numbers, the other a greyscreen of several heroes. These are foryour own use as cards for generated ormodeled heroes. Permission to photo-copy

4

CHARACTER CREATION

these four cards is given for those playerswho don’t want to mess up their existingcopies.

Pregenerated characters, once brought intothe game, are treated as any other type ofcharacter.

Generated Characters

The following system is for creating newcharacters in the Marvel Universe.Generated characters have an advantagein that they are individuals created by theplayer and in that form they are unique.Their disadvantages are that they begin thecampaign weaker than pregeneratedcharacters, they lack the background of theMarvel Universe, and their powers aremore standardized than those ofpregenerated characters.

Character generation has five steps:• Generate an origin • Generate primary abilities • Generate secondary abilities • Generate special abilities • Fill in the blanks

Starting from the top...

Origins

The MARVEL SUPER HEROES game hasfive types of origins. each with certainadvantages and disadvantages. Origins areused only for generated characters as abase for those characters. Pregeneratedcharacters have their own specific origins.

The player desiring a generated charactermust either choose an origin from thosebelow or roll on the table below for anorigin. Those that roll on the table musttake the specific type of hero rolled. (Nosecond thoughts.)

• Altered Humans: Altered Humans areeveryday people like you and me (well. me,anyway) who have been accidentally orpurposefully exposed to weird radiation,secret formulas, or chose to be instructedin strange and powerful talents. TheFantastic Four, Hulk, Nick Fury, and DoctorStrange are examples of altered humans.

• Altered humans roll their random ranksfor primary abilities on Column 1 of the

Random Ranks Table. • After the primary ability ranks are rolled.Altered humans may raise any singleprimary ability rank by one rank.

• Mutants: Mutants are members of therace of Home Superior, a new race of manborn from the race of Homo Sapiens (that'sus). Mutant powers often (though notalways) first manifest themselves in theteen-age years. Mutants are generallyfeared and disliked by the populace atlarge. Examples of mutants include the X-Men, X-Factor, and New Mutants. Whencreating a mutant character:

• Random ranks are rolled on Column 1of the Random Ranks Table. • Mutants gain one additional Power, upto the total number of Powers availableto the Hero (maximum of 5). • Resources are reduced by one rank. • Starting Popularity is always 0. • Mutants gain and lose Popularity at aslower rate than other character types. • Endurance is raised by one rank. • The majority of a mutant's Powers areinborn as opposed to equipment-based. • They may be affected by mutantdetection and mutant nullificationdevices.

• High Technology: Also called Hi-TechWonders, these heroes derive their abilitiessolely through equipment, whether thatequipment is mystical or technological innature, such as Iron Man or CaptainBritain. High technology heroes start withlower primary ability scores and in additionmay not use their powers without theirequipment; however. they receive manyother benefits.

• High technology heroes roll on column3 of the Random Ranks Table. • The initial Reason is raised by tworanks (If Good is rolled, then initialreason is Remarkable). • Initial Resources are set at Good, oroptionally rolled. • High technology heroes must have atleast one Contact, and they mustdeclare what that Contact is beforestarting play. This Contact represents theorganization that the player-characterworks for (or, if Resources are highenough, owns). • At least one Talent chosen by theplayer must be Scientific or professionalin nature. • If, when generating Powers, the hightech wonder chooses Body Armor as aPower, the high technology hero maychoose to have all his Powers combinedinto a battlesuit (a la Iron Man). Check

under the Body Armor entry for theseeffects. Effects are rolled on Column 6 tosee how the armor affects the Fighting,Agility, Strength, and Endurance of theplayer-character.

• Robots: Robots are artificially-createdsentient beings, including organicconstructs, clones, life-model decoys,mystically-powered golems, synthezoids,androids. and robots. Examples of suchbeings include Machine Man, Vision,Jocasta, the evil Ultron, and the roboticform of Deathlok (the original cyborgDeathlok is an altered human).

• Robots roll their primary abilities oncolumn 4 of the Random Ranks Table. • Popularity is reduced to 0 (like mutants,robots have a hard time being acceptedby the populace at large). They suffer nofurther penalty regarding earningPopularity. • All player-character robots may healnormally, simulating internal repairfunctions. • There is no Karma loss for killing a robotor allowing a robot to be deactivated. Arobot may potentially be reactivated afterit has "died." A "dead" robot must bereactivated by outside forces, and willreturn with Karma set at 0.

• Aliens: "Alien" is a blanket termrepresenting those individuals from othercivilizations. planets. dimensions or races ofman. These may include Home Mermanus(but not Home Superior), Asgardians,Denizens of the Dark Dimension,

Dice Roll01-3031-6061-9091-9596-00

OriginAltered HumanMutantHi-TechRobotAlien

5

6

Atlanteans, Olympians, Eternals, Kree,Skrulls, and Shi'ar, as well as races thathave yet to be discovered in the MarvelUniverse. Aliens have the potential of beingincredibly powerful, but have limitedsecondary abilities. The followinggeneration system is for super-poweredaliens whose races have not beenencountered before.

• Alien characters roll their primaryabilities on column 5 of the RandomRanks Table. • Alien powers may be natural or theresult of Equipment carried. The playermust declare whether any Power isinborn to his race or external. • Aliens gain one less Power (minimumof two). • Starting Resources are set at Poor. • An alien character starts with oneContact (maximum). This is usually thealien's home race, dimension, or people.Those characters who do not choose therace as one of their Contacts areconsidered outcasts of that race, planet,or dimension (note to Judges: Outcastsare usually hunted down by others oftheir race).

Generating Primary Abilities

Each origin uses one of the followingcolumns on the Random Ranks Table. Rollfor each of the seven primary abilities onthis table.

Ability Modifier Table

Unless noted otherwise, no ability may bemodified in any fashion below Feeble orabove Monstrous.

Example 1: For a first hero. I'd like tocreate an Altered Human, and as suchbypass the Origins table. Going to thePrimary Abilities table, I roll once for eachability, with the following results:

Now, looking at the description of AlteredHumans above. one primary ability may beraised. I'm more than a little concernedabout the low Strength, but I can get morebonus to my Health by raising Fighting fromGood to Excellent. initial Rank numbers arethe minimum for that rank. The AlteredHuman's initial stats are:

Example 2: This time, I'm going to roll anorigin on the table. I roll a 33 and get a

Mutant character. The dice are rolled onthe Random Ranks Table:

Hmmmm. A more powerful character thanthe first, but ot-nay oo-tay ight-bray, if youtake my meaning. Raising the Enduranceby one rank, as noted for all Mutantcharacters, this character's stats are:

Example 3: Let's look at a high tech hero.The random rolls on the Primary abilitytable give the following results:

Under the High-tech description, theReason (already this character's mostwinning feature) is raised by two ranks,from Remarkable to Amazing). Thecharacter's initial stats are:

FASERIP

81

268

4635

GDFERNGDAMPRTY

GOODFEEBLE REMARKABLE GOODREMARKABLEPOORTYPICAL

(Roll a 43)(Roll a 04)(Roll a 00)(Roll a 50)(Roll a 96)(Roll a 09)(Roll a 38)

Fighting:Agility:Strength:Endurance:Reason:Intuition:Psyche:

FASERIP

3685

46188

INGDTYAMFEGDGD

INCREDIBLEGOODTYPICALINCREDIBLEFEEBLEGOODGOOD

(Roll a 85)(Roll a 22)(Roll a 12)(Roll a 87)(Roll a 02)(Roll a 37)(Roll a 21)

Fighting:Agility:Strength:Endurance:Reason:Intuition:Psyche:

FASERIP

16538

162626

EXTYPRGDEXRMRM

GOODTYPICALPOORGOODEXCELLENTREMARKABLEREMARKABLE

(Roll a 36)(Roll a 12)(Roll a 07)(Roll a 38)(Roll a 45)(Roll a 67)(Roll a 72)

Fighting:Agility:Strength:Endurance:Reason:Intuition:Psyche:

ModificationReduce by one rankRemain unchangedIncrease by one rankincrease by two ranksIncrease by three ranksIncrease by four ranks

Dice 01-1516-5051-7071-8586-9596-00

3High

Technology01-0506-1011-4041-8081-9596-00——————

4Robots

01-0506-1011-1516-4041-5051-7071-9091-9899-00

5Aliens

01-1011-2021-3031-4041-6061-7071-8081-9596-00

FeeblePoorTypicalGoodExcellentRemarkableIncredibleAmazingMonstrous

InitialRank

Number

1358

1626364663

1Mutants, Altered

Humans01-0506-1011-2021-4041-6061-8081-9697-00——

2NormalFolks

01-0506-2526-7578-9596-00————————

Rank Name

FeeblePoorTypicalGoodExcellentRemarkableIncredibleAmazingMonstrous

Generating Secondary Abilities

Generating Health: Total the initial ranknumbers of the Fighting, Agility, Strength,and Endurance abilities. This is the startingHealth of the character.

Generating Karma: Total the initial ranknumbers of the hero's Reason, Intuition,and Psyche abilities. This is the startingKarma of the character.

Generating Resources: Initial Resourcesare Typical (Poor for aliens), modified by aroll on the Ability Modifier Table. Hightechnology heroes may choose to haveinitial Resources at Good, or take a chancewith Typical plus the roll. StartingResources may be further modified bybuying additional Powers, Contacts, orTalents.

When a character is first generated, thehero may "purchase" additional Powers,Talents, and Contacts up to his maximumallowance, by reducing his startingResources. This "purchase" must be madeafter the number of Powers, Talents, andContacts is determined, but before anyspecific choices are made. Such Resourcedeductions are permanent.

• For each additional Talent or Contact"purchased" above the initial number,reduce initial Resources by one rank. • For each additional Power gained,reduce the Resources by two ranks. • Remember that mutants are alwaysreduced by one rank in Resources.

Resource reductions lower than the Feeblerank are not permitted.

Generating Popularity: Initial Popularity is10 for most heroes, 0 for Mutants androbots. The Judge may leave it at that, ormay raise or lower initial Popularity by thefollowing factors:

• Raise Popularity by 10 if identity ispublicly known • Lower Popularity by 5 if identity is secret• Lower Popularity by 5 if hero hangs out

with known mutants, but is not a mutant • Lower Popularity by 5 if hero isgenerally unpopular (aliens have thistrouble, but a player may choose to havehis hero be ugly)

Heroes may start with negative Popularity.Using this negative Popularity may result inloss of Karma. (Click here for more info onPopularity FEATs.) A secret ID may neverstart with negative Popularity.

Secret IDs

When determining initial Popularity, theplayer must decide whether or not hischaracter has a Secret ID. Secret IDs arenot a requisite of the super hero trade, andgroups like the Fantastic Four have longsurvived without them. A Secret ID meansthat no one really knows who is behind thatmask, and as such the hero can have anormal civilian life.

A character with a secret ID has two entriesin the Popularity column. One applies to hiscostumed identity, the other to his everyday"secret" ID. Both start at the same set level,but the actions of the hero in his uniformresult in popularity gains on his "hero" sideof the column, and actions when not incostume on his "secret" side. In other words,a hero may be regarded as a nebbish in thereal world, but in reality is a respected hero.Conversely, the hero may be hunted by thepopulace for a crime he did not commit,while his secret 10 allows him to go to thegrocery store without being attacked.

A character's Karma is not split between thesecret and hero identities, nor are Health,inborn or natural Powers, or Talents. Acharacter with a secret ID may split hisContacts between his secret ID and hisheroic identity. They should be noted as such(for example, Peter Parker has severalContacts in the Daily Bugle, but Spider-Mancould not get advice, much less the time ofday, from Jolly Jonah Jameson).

Examples of determining secondary abilities:

Example 1: Our Altered Human from theprevious set of examples. His Health is thesummation of his initial fighting, Agility,Strength, and Endurance. His Karma is thesummation of his initial rank numbers forReason, Intuition, and Psyche. His initialresources am Typical, with a modification onthe Ability Modifier table. The roll is a 27, nochange. Popularity is 10. Our Altered Humanhas no secret ID, so it starts at 20. Oursecondary abilities for our Altered Humanare therefore:

Example 2: Our Mutant from the previousset of examples. Health and Karma are thesummation of the appropriate rank numbers.Initial Resources are Typical, with a roll of 84on the Ability Modifier table raising it toExcellent. This is reduced to Good for beinga mutant character. Popularity is 0, with asecret lD reducing that to -5. The mutant'ssecondary abilities are:

Example 3: Our High Technology Hero fromthe previous set of examples. Health andKarma are the summation of appropriaterank numbers. initial Resources are Good.A roll on the Ability Modifier table gives a68, which raises those resources toExcellent. Popularity is set at 10, reducedto 5 because the player wants the hero tohave a secret ID. Initial Popularity for bothsecret and public ID is 5.

The High-tech is heading for low stats. I'mlooking to snag Body Armor when powerscome up, both because it would make agood example and it will add to his survival.

Generating Special Abilities

Generating Powers: The number of Powersinitially available to the hero is determinedby a dice roll on the Powers, Talents, andContacts Table. Each category (Powers,Talents, and Contacts) is rolled separately.

Powers, Contacts, and Talents Table

The number before the slash representsthe initial number of Powers (or Talents, orContacts), while the number after the slashis the maximum number of Powers. Initialnumber of Powers represents the numberof Powers the hero has. Maximum numberof Powers represents the absolutemaximum number of Powers with which the

Dice Roll01-2021-8061-9091-00

Powers2/43/44/45/5

Talents1/62/53/44/4

Contacts0/41/42/43/4

HealthKarmaResourcesPopularity

4354Excellent (16)(5)/(5)

HealthKarmaResourcesPopularity

9517Good (8)(-5)/(0)

HealthKarmaResourcesPopularity

3268Typical (5)(20)

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hero may start the game, including Powersgained through the sacrifice of Resourceranks.

Roll the percentile dice once for eachPower on the Power Categories Tablebelow. The Power Categories Tabledetermines only the general type of Powerthe hero has, such as Mental Powers, orPowers that aid movement. The player thengoes to the list of those powers andchooses the Power he or she will use withthe character. Notice that some of theentries have numbers to their left. If youare a fan of ultimate random roll, take a tensided-die and roll once under that column,then take that Power for your character.(No, you won't get some of the betterpowers, but that's what happens when youlet the dice think for you.)

Powers are only here in fist form. A fullsummary of these Powers is found inAppendix A. They are located there onlybecause it doesn't make sense to occupythe bulk of the early part of the book withmiles of power descriptions. Note that thesePower descriptions are generic in nature,and that individual pre-generated charactersmay have their own "quirks" and specialtieswith a Power (just having Teleport does notturn your hero into Nightcrawler).

Certain Powers are marked by a star.These Powers count as two Powers, as theabilities therein are rare or powerful orboth. If the hero does not have the numberof Powers available, the player cannotchoose this Power.

Certain other Powers list a second Powerin their description. These are BonusPowers. If the player chooses one of thesePowers for his or her hero, the hero gainsthe bonus Power as well. This Power takesthe place of the player's next die roll. Thehero may drop other Powers in order tomake room for a Bonus Power, but shouldnot have more Powers than originallyrolled. Most Powers require a Power rank.

Such Power ranks for all heroes are rolledon column 4 of the Random Ranks Table.Some Powers will have a minimum ormaximum initial rank. These are noted inthe Power Listings in Appendix A.

Power Categories Table

Dice Roll Power Category01-05 Resistances08-10 Senses11-15 Movement18-25 Matter Control26-40 Energy Control41-55 Body Control56-70 Distance Attacks71-75 Mental Powers76-90 Body Alterations/Offensive91-00 Body Alterations/Defensive

Power Listings

Resistances 1. Resistance to Fire and Heat2. Resistance to Cold3. Resistance to Electricity4. Resistance to Radiation5. Resistance to Toxins6. Resistance to Corrosives7. Resistance to Emotion Attacks8. Resistance to Mental Attacks9. Resistance to Magical Attacks

10. Resistance to DiseaseInvulnerability *

Senses 1. Protected Senses2. Enhanced Senses3. Infravision

Cosmic Awareness*Combat Sense*

4. Computer Links5. Emotion Detection6. Energy Detection

Magic Detection7. Magnetic Detection

Mutant Detection8. Psionic Detection9. Astral Detection

10. Tracking Ability

Movement 1-2. Flight

3. Gliding4. Leaping

5-6. Wall-Crawling7. Lightning Speed

Teleportation*8. Levitation9. Swimming

10. ClimbingDiggingDimensional Travel*

Matter Control 1-2. Earth Control3-4. Air Control5-6. Fire Control7-8. Water Control

9-10. Weather ControlDensity Manipulation OthersBody Transformation OthersAnimal Transformation -- Others

Energy Control 1-2. Magnetic Manipulation3-4. Electrical Manipulation5-6. Light Manipulation7-8. Sound Manipulation

9. Darkforce Manipulation10. Gravity Manipulation

Probability Manipulation*Nullifying Power*Energy ReflectionTime Control*

Body Controls 1. Growth2. Shrinking

Density Manipulation - SelfPhasing

3. Invisibility4. Plasticity

Elongation5. Shape-Shifting

Imitation6. Body Transformation*7. Animal Transformation- Self8. Raise Lowest Ability9. Blending

Power Absorption10. Alter Ego

Distance Attacks 1. Projectile Missile2. Ensnaring Missile3. Ice Generation4. Fire Generation5. Energy Generation6. Sound Generation7. Stunning Missile8. Corrosive Missile9. Slashing Missile

Nullifier Missile10. Darkforce Generation

Mental Powers 1. Telepathy2. Image Generation*3. Telekinesis

Mind Control*Emotion Control*

4. Force Field Generation5. Animal Communication and Control

Mechanical IntuitionAnimal Empathy

6. Empathy

8

7. Psi-Screen8. Mental Probe

Animate DrawingsPossession*Transferral*

9. Astral Projection10. Psionic Attack

Precognition*PostcognitionPlant ControlUltimate Skill

Body Alterations/Offensive 1-3. Extra Body Parts

4. Extra Attacks5. Energy Touch6. Paralyzing Touch

7-8. Claws9. Rotting Touch

10. Corrosive TouchHealth-Drain Touch*Blinding Touch

Body Alterations/Defensive 1-3. Body Armor

4. Water Breathing5. Absorption6. Regeneration7. Solar Regeneration

8-9. Recovery10. Life Support

PheromonesDamage TransferHealingImmortality*

Powers may be natural or be the result ofhi-tech or mystical equipment. Equipmentthe hero starts with is consideredspecialized for that hero, and if others use

that equipment they will do so at adisadvantage. (Example -- anyone can useCap's Shield to hide behind. but bouncing itoff three walls is another matter) Checkunder the Building Things section for othersusing a hero's own equipment. A playermay invest some common item (sword,handgun. locket, etc.) with powers in thisfashion. All other abilities of that item arethe same, with the material strength raisedaccording to the Ability Modifier Table,adding 15 to any die roll (30 becomes 45).High technology heroes gain all theirpowers through equipment; mutants musthave more natural Powers than equipment;and all other types may use a mixture ofthe two. (The definition of equipment isthings that may be removed from the hero.Wolverine's bones and claws are artificial,as is Deathlok's armament, but these areintegral parts of these heroes and are notconsidered equipment.)

Limitations: Certain Powers described inAppendix A require the character to take alimitation. In addition, a player dissatisfiedwith his initial Power ranks may attempt toraise them by limiting that Power. Forexample, a Power that only operates atnight, in sunlight, does a set amount ofdamage when a variable is permitted, runsout at odd moments, or has no effect on acommon item may be considered to belimited. The Judge may then choose toallow that power to be raised in rank underits limitation. Note to the players: In hisbooklet, the Judge is instructed to placeharsh limitations on those Powers that areraised in this fashion, according to the initialrank of the Power. Therefore this option isbest used to raise the odd Feeble–rankedability to Poor by a mild limitation instead of

trying to raise Monstrous abilities toUnearthly. Powers that require a limitationare not raised. though the limitation mustbe of the same rank as the power rank.

Use the following guidelines for raisingPower ranks through limits. Only one limitmay be possessed by any given characterand no more then three Powers should beraised by that limit. In addition, there aremaximum ranks to which a Power may beraised by limitations. Here are someexamples.

Maximum of ExcellentPower is limited to daytime use Power is limited to nighttime use Power may only be used three times/day Power does not work in temperaturesbelow 0 degrees Fahrenheit

Maximum of RemarkablePower does not affect one type ofmaterial it would normally affect Power does not work in presence of flame Power may only be used two times/day Power does not affect a certain color

Maximum of IncrediblePower does not affect organic material Power does not affect inorganic matter Power requires a vocal component Power cannot inflict less than Power rank damage Power requires two free hands

Maximum of AmazingPower affects only one type of matter Power affects only one type of character(demons, robots. mutants, etc.) Power only works once/weak Power fails to operate half the time (rollof 5 or less on in-sided die)

Maximum of MonstrousPower only works outside of atmosphere Power only works in below 0 temperature Power knocks hero unconscious for 1-10rounds

9

Maximum of UnearthlyPower only functions in anotherdimension Power only functions on Astral Plane Power may be used once, period Power negates use of all other powersfor one week Power only works at very high (200 +)temperatures

Players, being the crafty lot they are, willundoubtedly find situations where theselimitations are advantages (Example -- Aflame weapon that only affects mutants hitsJuggernaut while he is carrying Aunt May,leaving her unharmed). The Judge will takethis into account when allowing limitations.

Generating Talents: Generate the number ofTalents on the Powers, Talents. and ContactsTable. The number before the slash is theinitial number, while the second number isthe maximum of initial Talents. For eachTalent gained, roll on the Talent category,and choose one Talent in that category.

Talent Categories

Talents are listed in Appendix B. Skills thatrequire random rolls are determined onColumn 2 of the Random Ranks Table.Most Talents will modify an existing ability.

Weapon Skills1-2. Guns3-5. Thrown Weapons

6. Bows7-8. Blunt Weapons

9. Sharp Weapons10. Oriental Weapons

Marksman*Weapons Master*Weapons Specialist*

Fighting Skills1. Martial Arts A2. Martial Arts B3. Martial Arts C4. Martial Arts D5. Martial Arts E6. Wrestling7. Thrown Objects8. Tumbling

9-10. Acrobatics

Professional Skills1. Medicine*2. Law

Law-Enforcement3. Pilot4. Military5. Business/Finance6. Journalism7. Engineering8. Crime9. Psychiatry

10. Detective/Espionage

Scientific Skills 1-2. Chemistry3-4. Biology5-6. Geology

7. Genetics8. Archeology9. Physics

Computers10. Electronics

Mystical and Mental Skills or Abilities 1-2. Trance3-5. Mesmerism and Hypnosis6-7. Sleight of Hand8-9. Resist Domination

Mystic Origin*10. Occult Lore

Other Skills 1-2. Artist3-4. Languages5-6. First Aid7-8. Repair/Tinkering

9-10. TriviaPerformerAnimal Training*Heir to Fortune*Student*Leadership*

Each hero gets a number of initial Contactsas rolled on the Maximum Initial Powers,Talents, and Contacts Table. Certainindividuals get specific Contacts at start.High technology heroes must use oneContact slot for their "support." Aliens canhave only one initial Contact, no matterwhat skills are chosen. Heroes who havemore initial Contacts (as the result ofTalents) than slots must discard theexcess.

A hero may have fewer chosen Contactsthan slots -- the others may appear asneed be. For each Contact. the hero mustprovide a name (Example, early in hiscareer, Prof. X had a Contact in the FBI,Fred Duncan). The hero's Contact isconsidered Friendly to the hero for NPCreactions, and may provide equipment andmaterial according to that Contact's rank,Contacts are defined in full in Appendix Cfor the Marvel Universe, but the playersmay choose from the following generaltypes.

A character with a secret 10 may assign hisContacts either to his secret ID (noted by anS), his heroic identity (noted by an H), orboth (no notation). The advantage of havingthe secret lD making Contacts is that itprovides less risk to the hero. If your Contactdoes not know you are really a hero, thenyou cannot be called upon to do heroic acts.

Types of Contacts

ProfessionalMedicineLawLaw-EnforcementMilitaryBusiness World

TalentCategoryWeapon SkillsFighting SkillsProfessional SkillsScientific SkillsMystic and Mental SkillsOther Skills

DiceRoll01-2021-4546-6566-8586-9091-00

10

JournalismCrimeEngineeringPsychiatryDetective/EspionageHero GroupArtist/Performer

ScientificChemistryBiologyGeologyGeneticsArcheologyPhysicsComputersElectronics

PoliticalLocalStateNationalOther NationalInternationalPlanetary

MysticReligionOccult LoreMythology

Now we’ll assign some Special abilities.

Example 1: Our friend the Altered Humanfrom the previous examples rolls on thePowers, Talents, and Contacts Table, andgets four initial Powers, which is also hismaximum from reducing Resources. He rollsfour times on the Power Categories Tabletable and gets: Body Alterations/ Offensive,Resistances, Matter Control and (yuck)Resistances again. These are the currentoccupants of the four slots available. If theplayer takes a Power that requires two slots,or a Bonus Power made available byanother Power, the list gets bumped downone (and the second resistance falls out --no great loss). Looking over the list, ourAltered Human takes the following:

Body Alterations/Offensive: The hero takesEnergy Touch at (roll on the Random RanksTable, column 4: 42) Excellent Power Rank.

Resistances: The hero takesInvulnerability, and chooses Fire as the itemto which he has Class 1000 resistance. Thiscounts as two slots. so the secondresistance is bumped from the list. Furtherresistances could have been madeInvulnerabilities as well.

Matter Control: Going with his immunity toflame, our altered human chooses FireControl as his matter control Power. Hehopes to pump his Karma into Power Stuntsto use as missile weapons, while beingprotected from damage by the flame by hisown invulnerability. Note that the hero doesnot have Fire Generation, and must supplysome source of flame to control.

The Hero gets two Talents, and may haveup to five by reducing Resources by onerank for each Talent gained. He rolls a 27:Fighting skill and a 64: a Professional Skill.

Fighting Skill: Not being a very strongfighter, the hero opts to try to get the dropon an opponent and takes Martial Arts E.

Professional Skill: Medicine and Law-Enforcement require two slots and are assuch unusable. He chooses Military as askill, gaining a Contact in that field.

The hero rolls a 03 for Contacts No initialContacts. The hero does get a Contactfrom the Military skill and informs the Judgethat he wants as a Contact the commanderof a local army post (hopefully a readysource of flamethrowers for him to use hispowers with).

The bare bones -- the numbers -- of thishero are now complete, but already we areseeing the direction in which the hero maygrow.

Example 2: We rolled this mutant uprandomly and will continue it as such. Ourmutant gets two Powers, but because sheis a mutant that number is raised to three.Working with the random rolls we get:(67) Distance Attacks (9) Slashing Missile(28) Energy Controls (1) MagneticManipulation (93) Body Alterations(Defensive) (2) Body Armor

Slashing Missile has (roll on Column 4: 36)Good Power rank. The character controllingthe hero suggests the limitation that theslashing missile only operates in conjunctionwith the Magnetic Manipulation Power. TheJudge agrees that is a reasonable limitation.Power rank is Excellent (the initial ranknumber would be 16).

Magnetic Manipulation has (97) AmazingPower rank.

Body Armor has (52) Remarkable Powerrank, rolled on table 4. It will absorb 26points of physical damage, and 6 points ofEnergy damage.

The Mutant Hero rolls 3 Talents. Rolledrandomly they are:

(91) Other Skills -- Trivia. The playercreating leaves this blank until she thinkssomething up.

(00) Other Skills -- Sleight of Hand. Couldthe trivia be Stage Magic?

(75) Scientific Skills -- Archeology.

The Mutant hero has one Contact at start.Having the choice (this is the first choicefor the character). the player chooses aHero Group, as yet unnamed. as her

Contact. Never know when being able toring up the X-Men will be handy.

Example 3: Finally, our High-TechnologyHero. The hero rolls three Powers.Determining their types, they are: EnergyControl, Body Alterations/Defensive, andBody Control.

Energy Control: Energy Reflection lookslike a good power for a High-Tech wonder.According to the power description. theplayer must choose what type of energy hereflects, and of the types available chooseslasers. The hero reflects energy from laserweapons at Unearthly rank.

Body Alterations/Defensive: The benefitsof the High Tech hero taking Body Armoroutweigh all other options available. Thehero gains (roll - 93!) Amazing Body Armor,and in addition modifies his physical abilitiesas determined on the Ability Modificationtable.

Fighting (02) -1CS, From Good toTypical Agility(77) +2CS, From Feeble to Typical Strength (37) Unchanged, RemainsRemarkable Endurance(86) +3CS, from Good toIncredible

All new ranks are set at their lowest ranknumbers. The Health of the hero whenwearing the suit is 72. The EnergyReflection powers are built into the suit.

Body Control: OK. just to see how far wecan bend the system, let's take AnimalTransformation -- Self, something that ahigh-tech hero would not normally consider.Hmmm.... OK, the body suit can transformupon command into the form of a largeleopard, but sacrifices Body Armor (asprotective plates move about) and EnergyReflection (alteration in the suit's protectivepigments to match fur) in doing so. Thestats for the robot-leopard would be as for anormal leopard.

The character rolls three Talents, one ofwhich must be professional or scientific innature. The choice is Scientific -Electronics. The other two are rolledrandomly:(46) Professional Skill (02) Weapon Skill

The player chooses Business/Finance asthe professional skill and Guns as theweapon skill, to offset those times when thesuit is not available.

The hero rolls 3 Contacts, one of whichmust be stated initially, as required forhigh-tech heroes. With ExcellentResources, the hero has a small electronicsfirm (business/finance) that he can rely on

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for equipment. (Judge-set Resource level:Remarkable.) The hero is an equal partnerwith an NPC.

Filling in the Blanks

At this stage you have a bunch of wordsand numbers, the bare bones of a hero.Now, as you created the hero, you noticedcertain leanings, such as an interest inscience, or Powers that revolve aroundflame, etc. This points out where you fill inthe blanks and flesh out the character.

Run down this quick checklist, answeringthe following questions about yourcharacter.

• What is the character's fighting name? • What is the character's alter ego, if any? • Is the character male, female, or what? • How tall is the character? • What does the character look like? Isthe hero physically good-looking orstrange-looking (note Popularity shift inthe latter case)? • Where does the character operate?Where does the hero live? • Does the hero have any Contacts otherthan the ones provided by the generationsystem? • Check the hero's Resources. Where isthis guy getting money like that? • Does the hero wear a costume? Whatdoes it look like? • Last, and optionally, what is the hero'sspecific origin? If you, the player, makeup an origin, it saves the Judge thetrouble of creating one for you. Judgesby and large create very nastybackgrounds for heroes without statedorigins, so when super-poweredorganizations come hunting for you, atleast you know who they are.

Example 1: Introducing our Altered Human:Commander Salamander, otherwise knownas Emihl Hickman, a former officer in the USarmed forces who was exposed to strangechemicals in the course of an army trainingcourse (Project 52334453A: OperationVictor, Most Secret security rating). Thelanky red-haired Hickman found himself ableto control existing flame, while immune tothe effects of fire himself. He kept thesepowers secret, but they were revealed to theworld when he rescued the basecommander Roger Price, from a burningammunition shed. Commander Salamanderoperates in the tri-city area as a freelanceoperative, and is currently employed by afireworks company. He relies on Roger to"lose" the occasional flamethrower in thepaperwork so he can use it on big jobs.

Example 2: Her name is Lodestone,otherwise known as Jenny Hopkins, nativeof Moundsville, Ohio. Her magnetic powersfirst appeared while on a dig in that city withher father, archeologist Alvin Hopkins. Thefirst flaring of her powers occurred whenshe and her father were arguing on the digsite, with the result that all metallic objectson the site were ripped from the ground andhurled across the river. The two are not ongood terms. After leaving her father, shedrifted, worked as a magician's assistant,and made the acquaintance of ProfessorCharles Xavier, who left her a number tocall if she had any trouble. Her body armoris a form of dense flesh hardened by hermagnetic manipulation, and she carries aset of steel daggers that she throws andcontrols magnetically, allowing her to maketrick shots and shooting curves. Sheoperates in the tri-state area, but considersattempting to join the X-Men.

Example 3: Douglas Cook is bright, strong,and not incredibly dexterous. To cure hisfumble-fingered nature, the bearish beardedman opened a electronics firm with a friendfrom business school. The firm has beenmildly successful, but not the howlingsuccess that he hoped for. Working in hisspare time to correct his problems, Cookinvented the Linearly Enhanced OperativePower and Agility Research Device:LEOPARD. This armor increased Cook'sAgility and Endurance at a cost to hisnatural fighting abilities. The LEOPARDappears as a dull-metal suit of armor with aleopard's head, and has special circuitrythat allows Doug to manipulate itsappearance to be that of a real leopard. AsLEOPARD, Douglas Cook operates in thetri-state area, seeking to do good deedsand provide enough cash to keep hiselectronics shop in business.

The above examples have been created outof whole cloth, based upon nothing morethan the stats provided and a fewassumptions. Note that the backgroundscreated do not provide for new skills (IfHickman was in the army, why not give himGun skill?), but do provide for additionalgrowth in play.

Character Modeling

Given the length, breadth, and depth of theMarvel Universe, there will be heroes forwhom we haven't written official versions. Forthis reason, character modeling is the bestway of simulating these characters for yourcampaigns. This method of charactergeneration also works pretty well for those

characters you have invented yourself,without having to rely on tables. Charactermodeling takes place as the result of theplayer answering a series of questions, andcomparing the ranks of established heroes toset the ranks for the hero being modeled.

There is a tendency for all players to"overrate" their individuals, but keep this inmind: a super-powerful character requiressuper-powerful foes, and the stakes go up asyou progress in power. The Judge may reviewa character's abilities, and downgrade them athis option. Whether a modeled character isused or not is solely up to the Judge of thegame in question (this also works for multiple-Judge Campaigns, by the way).

The creation of the modeled character issimilar to that of the generated charactersave that instead of rolling randomly, theprecise abilities are chosen by the player. Allreferences to minimum Powers, number ofContacts, and types of Powers are ignoredwhen modeling. We are seeking to create acharacter most like the character in the book.

Modeling Primary Abilities

The MARVEL SUPER HEROES System hasthe advantage in that the effects of abilitiesare not precise numbers, but rather grayboxes. In modeling, this prevents longarguments over "who is stronger, WonderMan or Thor?" To model primary abilities,compare established heroes to the modeledone for that ability and slot your heroaccordingly. Compare what you visualizeyour hero's Fighting ability (ability to land ablow) as to others. When you hit the level of"gee, that character is better than I am" dropback one rank. That's where your characterstarts. This initial rank number is thestandard rank number for that ability. IgnoreTalents and Powers when doing this -- acharacter that does not require air to survivecould still have a low Endurance. Performthis for Fighting, Agility, Strength, Endurance,Reason, Intuition, and Psyche.

As an example, let's take one of the mostobscure individuals of the Marvel Universe -The Osprey (the who?). The Ospreyappeared in FF #177, answering anadvertisement placed by the Trapster, Wizard,and Sandman, looking for a new fourth forthe Frightful Four. Applicants included TexasTwister and Captain Ultra, who have bothgone on to being heroes in their own right.The Osprey, just as a regular guy in flashyoutfit with non-operative wings, applied. TheFrightful Four (er... Three) took him as aserious applicant until they discovered he had

12

absolutely no super-powers. A piquedWizard attached one of his disks to thewould-be applicant and sent him into theSouth Bronx, never to be seen again.

Until now. of course. The Osprey managedto elude this certain deathtrap bydiscovering how to control the Wizard'sdisk. After a long time, the Osprey managedto transform the disk into a workable flyingsystem, using the wings for thrust and thedisk for lift. Recognizing that otherapplicants have entered the popular andprofitable profession of heroics. the Ospreydecided to fight for truth, justice, and all therest of that stuff. The above is woven ofwhole cloth, and is not official MarvelHistory, but provides a base for our model.

OK, moving into the primary abilities.Osprey is a fairly normal guy who has notbeen exposed to gamma rays. cosmicradiation, or radioactive spiders. If he weregenerated (and he's not) he'd be a Hi-TechWonder. His powers derive from the suithe wears. Let's review his primary abilities.

Fighting: Well, he's no Captain America.but he's not too shabby. So he's betweenTypical (Rick Jones) and Good (InvisibleWoman and Human Torch). Given that hispowers are not such that work at adistance, I'll give him Good.

Agility: Let's be honest -- any fool who wouldnot dodge out of the way when Wizard istrying to attach an anti-grav disk would havetroubles. Opsrey is probably a normaleveryday guy at best -- Typical Agility.

Strength: Again, we are talking about anormal human with no great powers.Typical to Good. and since I'm a player. nota Judge, I'll give him Good Strength.

Endurance: Any combat the Osprey wouldbe in would be a charging type, so a lowEndurance would do him no good. By thesame token, he's not Spider-Man. Let's puthim at Excellent Endurance.

Reason: He's modified the Wizard's anti-grav disk, but isn't on the ball enough tohave created any real powers for himself --he probably could not design a car enginebut could perform a good tune-up. Ospreyhas Good Reason.

Intuition: No great shakes (look at Agility forwhy). Typical Intuition.

Psyche: Anyone who walks into a meetingof the Frightful Four has moxie andwillpower, if not too much common sense.Psyche is Excellent at best.

Judge's Input — I Show the primaryabilities to a Judge. The Judge knocksdown the Strength but lets the Endurancestand. (Endurance helps survival most ofall.) The Primary abilities are:Fighting: GoodAgility: TypicalStrength: TypicalEndurance: ExcellentReason: GoodIntuition: TypicalPsyche: Excellent

Modeling Secondary Abilities

Health is the summation of the initial ranknumbers of Fighting, Agility, Strength, andEndurance (For Osprey, Health = 42).

Karma is the sum of the initial ranknumbers of Reason, Intuition, and Psyche.(For Osprey, Karma = 36.)

Resources start at Typical, If no informationis available, consider them Typical;

otherwise, set them according to the rostervalues (Osprey has no such information sohe has Typical Resources.)

Popularity starts at 5, modified as in thegenerated character. Since Osprey isneither a mutant nor particularly ugly, butdoes maintain a secret ID, his Popularity is0 (In other words. Osprey -- who?).

Recapping for Osprey—Health = 34 Karma = 29 Resources = Typical Popularity = 0

To define the special abilities, checkagainst the information provided in theappendices as a base for your character'sPowers. The key words are "as a base." Asyour character is not the result of randomrolls, it is an individual. Modify the abilitiesto fit your character's individual Powers andabilities.

Osprey has one Power: Flight derived fromWizard's disks. Now, if the Wizard's statsare available, we can check out hisabilities, but let's assume that we have tostart from ground zero. Wizard can moveup to 140 mph (OHOTMU #12) with hisdisks; this is Excellent flying speed. Ospreyhas this speed, and may levitate in place.He steers and banks by means of his largewings. So Osprey's Power is:

Flight: Osprey flies up to Excellent speed(10 areas/round) and may levitate in place.These Powers are in his costume.

Generating Talents: Compare the list inAppendix B with that provided by the hero'sappearance. If no Talents are available, theplayer may roll Talents randomly. Ospreydoes not have any listed Talents (maybetailoring, even if he has bad taste). Rollingan the table, Osprey gets the benefit of twoTalents, and chooses Electronics (to helphim repair the disk) and Piloting (to fit inwith his Flight abilities).

Generating Contacts: Give the hero any andall Contacts that he has in his previouslypublished stories. In FF 1177, Osprey hasno Contacts (the Frightful Four do notcount!), so is assumed at start to have none.

A final note on character modeling: If youfind that your character has three or moreUnearthly-plus stats; you may have acharacter that is too tough for mostcampaigns, and is geared towards a morecosmic campaign. Consider this a warning.

13

At this point you have your Marvel SuperHero, either from those provided or one ofyour own creation. Now let's talk about howthe character is used in the game.

In the role-playing situation, you are cast asyour hero. You, the player, are a puppeteer,controlling the actions and reactions of yourcharacter. Your character is limited in whathe or she can do as a result of thecharacter's abilities. Any time you checkagainst these abilities to see if you completean action, you are making a FEAT roll.

Time Scale -- The Turn

The MARVEL SUPER HEROES game isplayed in turns, also called rounds. Eachturn is six seconds of "real" time (about theamount of time that takes place in a panelof a comic story). There are therefore tenturns to a minute, and 600 turns to an hour.

Turns are only important when time is acrucial factor, such as situations where thehero must find a bomb before it explodes,chase down a suspect, or battle with anopponent. Most of the time, the Judge willnot have the players run through periods ofwaiting. If the heroes decide to wait tenminutes for a bus, the Judge does not runthrough all 100 6-second turns of that wait(unless, of course, a villain pounces uponthe heroes as they wait, at which point timeis suddenly crucial).

A turn proceeds in the following fashion:

1) The Judge determines what ishappening in the world around theheroes, involving those characters andactions not controlled by the players. Henotes these to himself, or, if he wishes,

writes them down (writing things down isgenerally time-consuming, but helps inkey situations).

2) The players in turn determine what theirheroes are doing. Player's may performmore than one action during a turn, butthis may limit the success of otheractions. The players tell the judge whattheir characters are doing.

3) Roll Initiative. Initiative is only importantwhen one action may change or overrideanother action. The side with the highestinitiative has its actions take place first.Initiative is usually used in combat andother damage-inducing situations.

4) Pre-Action rolls are made. In certainsituations, such as defensive actions(dodging, blocking, and evading), a FEATroll may be made before anyone oneither sides takes any actions. These arePre-Action FEATS and are rolled at thistime. Certain moderator planned actions(such as explosions) may occur at thistime. See Changing Actions, below.

5) The actions of the side with initiativetake place. Run either the Judge's or thePlayer's actions, depending on whichside got the high initiative.

6) The actions of the side that got the lowerroll take place. Run the remaining side'sactions.

Initiative

After each side has decided its intendedactions for a turn, each side rolls forinitiative. The side with the higher roll isconsidered to have "won" initiative, and

gets to move first (similar to winning thetoss before a football game). All of oneside's actions take place before the othersides. At the start of the next round, roll forinitiative again, provided there are still atleast two combatants whose actions willinterfere with each other.

Initiative Modifier: Each side adds to itsinitiative mil a modifier based upon thehighest Intuition on that side. This mayallow a side with a low roll to gain initiative.A roll of "1" is always considered to be a"1." The initiative modifier is based on thecharacter's rank number:

Changing Actions: After making aninitiative roll, an action that sounded so gooda moment ago sounds like not such a greatidea afterwards. Example: Both you and anopponent dive for a gun kicked across thefloor. You roll a 1 for initiative. It may be timeto re-examine your options. Changing anaction requires a yellow Agility FEAT, andany FEATs made after changing are at apenalty of one column shift to the left(-1CS).The roll for changing actions takes place inthe pre-action phase of the turn.

Negating Actions: Losing the initiativemay negate certain actions. These are lostand may not be performed during that turn.For example, if you are knocked out beforeyou can land a blow, you do not get achance to take your action.

The FEAT Roll RevisitedLong-time players of the MARVEL SUPERHEROES Original game should be veryfamiliar with the concept of FEAT rolls. Thesuccess of any action is determined by aFEAT roll. Quickly summarizing, you makea FEAT roll in the following fashion:1) Determine the Ability, Power, or Talent

you are checking. 2) Find out the rank of that Ability, Power,

or Talent. 3) Roll percentile dice. 4) Cross-reference the number you roll

against the Ability's rank. This gives ared, yellow, green, or white result.

5) Usually (but not always), a colored resultmeans the action was a success, with

Initative Modifier

0123456

Intuition RankNumber0 to 1011 to 2021 to 3031 to 4041 to 5051 to 7575 and up

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2: FEATS

the color determining the degree ofsuccess. A white result is usually (butnot always) a failure in the attempt.

All this is old news. We have a few moreclarifications, expansions, and revisions forthe Advanced Set.

The Updated Universal Table

Check out the table. It looks similar to theone provided in the Original MARVELSUPER HEROES Set, and indeed itcontains all the information of the original.plus a few other things.

First, instead of one number, each abilityhas a rank range as opposed to a singlerank number. Previously, a RemarkableStrength had a rank number of 30, rain orshine. Now, a Strength anywhere from 26to 35 is considered to be Remarkable, andFEATs using Remarkable Strength use thiscolumn. The Standard Rank Numbers(used with pregenerated characters) arelisted above the Rank Range.

Second, there are more columns in thistable than the previous one. There are nowa Shift Y and Shift Z beyond Shift X, toallow the super-heavyweights (like anangry Hulk) to reach higher levels. Note theseparation between Shift Z and Class1000. You cannot shift in normalcircumstances above Shift Z.

There are three additional columns aboveClass 1000, to help better define the morepowerful cosmic individuals of the MarvelUniverse. Class 3000 and Class 5000 willbe beyond the reach of most Marvel player

characters, and the Beyond level will bepossessed only by the most powerfulbeings, those capable of wiping out auniverse with a mere thought.

Despite these additions, the Universal Tablefunctions the same way as previously. ThePlayer rolls the dice, and cross-referencesthe number with his rank for a result.

Types of FEATs

The following are the different types ofFEATs called for in the course of the game.

• Ability FEATs are those that rely on oneof the seven primary abilities (Fighting,Agility. Strength. Endurance, Reason,Intuition, and Psyche). These FEATsmay be raised or lowered by Talents orthe existing situation.

• Power FEATs are those that rely on onethe hero's individual Powers: a characterwith Water Control of Amazing checkson the Amazing column to determinesuccess.

• Talent FEATs are those that rely on thehero's Talents, where the Talent modifiesa specific ability for FEATs.

• Popularity FEATs are those used insocial interaction, and use the Popularityrank, and may be modified by Contacts.

• Resource FEATs are used in connectionwith the character's Resource rank, anddetermine if the character can afford aspecific item or piece of equipment.Think of this as a "Credit Check," fornow -- we'll explain it further below.

Making FEATsIn the past, the standard procedure hasbeen to allow all FEAT rolls, limited only bythe Judge's discretion, Spider-Man cannotlift a 747, but can probably lift a privateplane. Can he lift a corporate jet? This hasbeen a Judge's prerogative. In any event,the player needed only make a green FEATto succeed.

In the Advanced Set, we add the idea ofIntensity to determine whether certainFEATs are feasible or not, and the type ofresult needed for the FEAT to succeed.

If a FEAT does not have a given, statedintensity, assume that any color resultmeans success. Combat FEATS havevarying degrees of success, and as suchare discussed in full in the combat section.

An Intensity is set as a rank (Unearthly,Monstrous, etc.). Compare the requisiteability against the intensity to determine thecolor of the FEAT required for success. If

the Intensify rank is greater than the Abilityrank, only a red result will be successful. Ifthe two are equal, a yellow result is neededfor success. If the Ability rank is greaterthan the Intensity rank, then a green FEATis needed. Option: if unstated, the Judgemay declare the Intensity to be Typical.

A summary of FEAT Intensities is providedin the Judge's Book. There are items withvariable Intensity levels, such as poisonsand gases. That information and the effectsof these items are covered under their ownareas in the Judge's Book.

Automatic FEATs: Certain actions can beassumed to be automatically successful.Picking up a normal chair is a simple act.and would not require a FEAT roll todetermine its success. (Picking up a chairwhile dodging bullets and defusing a bombsimultaneously will require a FEAT roll.More on multiple actions later.) In general,if an item is more than three ranks lower inIntensity than the requisite Ability. the FEATcan be considered automatic, with theJudge's permission. The sole purpose forAutomatic FEATs is to prevent the gamefrom being dominated by die rolls. TheJudge always has the power to ask forFEAT rolls. In some cases. items likePoisons may require FEATs regardless ofthe Intensity,

Impossible FEATs: (Optional Rule) As aguideline, any action more than one rankabove the ability may be consideredimpossible. The Resource FEAT is alwayslimited in this fashion (check it out).

Shifting the Rank: Certain situations mayresult in the shifting of a column to the rightor left. A shift to the right is considered apositive shift (+1, +2, or +3CS, or columnshift). A shift to the left, making the FEATmore difficult, is considered a negative shift(-1, -2, or -3CS). Column Shifts are primarilyinvolved as per specific situations (trying tolift an object on a slippery incline may resultin a shift of -1 or -2CS). Those involved incombat are discussed in the combat section.

Shifting of ranks may make certain FEATsautomatic (or impossible). No FEAT may beshifted to the left below Shift 0 or to theright above Shift Z. Anything in the Class1000. Class 3000, Class 5000 or Beyondcolumns may not be shifted, except inspecific circumstances listed for that FEAT.

Types of FEATs IINow that we've looked at the mechanics ofmaking FEATs, let's look at the specifictypes we talked about briefly above: AbilityFEATs, Power FEATs, Talent FEATs,Popularity FEATs and Resource FEATs.

15

FEAT ROLLS

Ability FEATs

Ability FEATs are those that come directlyfrom the seven basic abilities: Fighting,Agility, Strength. Endurance, Reason,Intuition, and Psyche. When making anAbility FEAT, the specific ability is normallynoted in the text (such as a Psyche FEATin regards to Mind Control). Often a specificcolor FEAT is required, such as a yellowEndurance FEAT. The particular FEATs thatapply to specific abilities are noted in theAbilities section in the last chapter. Twotypes of Ability FEATs should be discussedin detail at this time, both of which revolvearound the Strength ability. The first is theproblem of lifting things, the secondbreaking through other items.

Lifting Things: The Strength ability,combined with the Intensity of an object'sweight, determines how much the charactercan lift. As noted above, lifting a weightmore than three ranks below thecharacter's Strength can be consideredautomatic, those one rank below thecharacter's Strength require a green FEAT;those of equal Intensity to the character'sStrength require a yellow FEAT; those onone rank higher require a red FEAT; andthose beyond one rank higher areimpossible.

Weight Intensity:

Feeble Up to 50 poundsPoor Up to 100 poundsTypical Up to 200 poundsGood Up to 400 poundsExcellent Up to 800 poundsRemarkable Up to 2000 pounds (1 ton)Incredible Up to 10 tonsAmazing Up to 50 tonsMonstrous Up to 80 tonsUnearthly Up to 100 tonsShift X Up to 250 tonsShift Y Up to 500 tonsShift Z Up to 1000 tons

Example: Spider-Man's Strength is set atIncredible (40). (The Amazing Spider-Manrefers to his Agility.) He could lift something ofup to 400 pounds without effort underordinary circumstances (them may becircumstances which would require a FEATroll). From 400 to about 1 ton is a greenFEAT roll. From 1 ton up to 10 tons requiresa yellow FEAT roil. Over 10 tons (but no morethan 50 tons) would require a red FEAT roll,and likely require spending of Karma.

Breaking Things: Most inanimate objectshave a "damage-resistance'' intensity,which we have called in the past the

material strength of an object. Since thatmakes more sense than "damageresistance intensity:' we will use it here.

To break through, rip up, or generallydamage a material, a character must makea Strength FEAT against that materialstrength. Success indicates a two-foot-widehole, maximum, carved in the side. Thematerial strength of the material determinesthe result needed for a successful FEAT(green, yellow, or red).

The listed values are for materials betweentwo inches and 12 inches thick. If thematerial is less than 2" thick, lower thematerial strength by one rank. If thematerial is between 1 and 2 feet thick, raisethe material strength by one rank. If thematerial strength is over 2 feet thick, raisethe material strength by 2 ranks forpurposes of determining damage.

Example: Ice is listed as Typical material.One inch of ice is a Poor material. Two feetof ice is a Good material. Three feet ormore is an Excellent material.

Note that this is an indication of resistanceagainst damage from blows, not againstother types of damage. (See Fire and Ice inthe Judge's Book).

Power FEATs

Power FEATs are similar to Ability FEATs,save that the player uses the Power insteadof the Ability to pull off the FEAT: Powers andtheir uses are listed in the back of the book.

For example, Wall-Crawling is a Power,whether by molecular charge suppression(Spider-Man), suction cups (the late Fly), ormicroscopic molecular hooks (Nightcrawler),

and has a Power rank. The Wall-CrawlingPower rank is used to determine FEATswhen using that Power (sticking to a oil-soaked steel wall, for example).

Most powers have a range. Some arestated as "touch" or only operating over agiven distance. Those that are notspecifically stated as having a particularrange use the Power Rank to determinetheir range from the table below:

Power Rank Range Table

Power Rank Range in AreasShift 0 Touch onlyFeeble Touch onlyPoor 1 areaTypical 2 areasGood 4 areasExcellent 6 areasRemarkable 8 areasIncredible 10 areasAmazing 20 areasMonstrous 40 areasUnearthly 60 areasShift X 80 areasShift Y 160 areasShift Z 400 areasClass 1000 100 milesClass 3000 10,000 milesClass 5000 1,000,000 milesBeyond Unlimited

Therefore, someone with Remarkablemagnetic manipulation could affect objects8 areas away, while a character (one wouldhope a non-player character) with Class5000 magnetic manipulation couldmanipulate items on the Moon.

There are some cases when a hero mayuse a Power in a way it was not originallyintended to carry out a certain task. Theseare known as Power Stunts.

For example, a character with the SpeedPower suddenly decides to run in a circlevery fast, creating a whirlwind. Or acharacter with Leaping Power decides touse his powerful leg muscles to disrupt theground, knocking over an opponent. Or ourexample above, the wall-crawler decides touse his stick-to-it-ness to grapple a thief.These are Power Stunts. Certain Powers,such as weather elemental controls, almostentirely consist of these stunts.

The players will, without a doubt, come upwith an innumerable amount of stunts fortheir Powers (and the Judge will be toldhow to decide if a Power Stunt is possiblein his Judge’s Book). The basic question to

16

be asked is: Has this hero done this sort ofthing before?

If you are playing an established MarvelSuper Hero, the question of whether he hasdone this stunt before or not is determinedfrom the Marvel Comics themselves. Eachtime you can spot him using this particularstunt, that counts as one time. Example: Inone issue of X-Men, Nightcrawler uses hispower to make three quick teleports, behindthree separate opponents. He does it againseveral issues later. This means he haspulled this Power Stunt twice.

If you are playing a hero of your owncreation, or a hero that you have neverseen perform this stunt, this means youhave never performed it before. In eithercase, the Judge may say "no" to a stunt, ithe feels it unbalances the character.

The type of FEAT (made against the Powerrank) needed to make a Power Stunt isdetermined by the number of times yourcharacter has tried it.

• Never tried it — red FEAT roll • Tried it up to three times — yellow

FEAT roll • Tried it more than three times — green

FEAT roll

In addition, a character making a PowerStunt must lay out 100 Karma points tomake the roll (in addition to any other Karmahe may spend -- see Karma). Spending theKarma does not guarantee success; it onlyensures that yes, the character can try thestunt. If the stunt is ruled impossible by theJudge, no Karma is spent.

If a player character has tried a stunt morethen ten times, it is considered to be part ofhis or her bag al tricks for that Power, anda FEAT roll is not necessary to say if it is

possible (this is similar to purchasinganother Power in full, but allowing the playerto use the Power as he is paying for it).

Failing the FEAT means the Power Stunthas failed. The manner of failure willdepend entirely on the situation. For thewall-crawler trying to grapple, the Powermay fail to operate. For the speedsterrunning in circles, the whirlwind may beuncontrollable. For Nightcrawler trying atriple 'port, he may get only one guy. TheJudge is instructed that while the failuremay be life-endangering, it should not beinitially or immediately deadly.

Talent FEATs

Talents are used in two fashions. In the firstcase, they may modify the abilities of thecharacter in specific instances.

For example, take the Science andProfessional Talents. A Talent in Biologygives you a +1CS on Reason FEATs whichinvolve Biology. The players areencouraged to use this whenever they canget away with it, within reason. While saidcharacter with Biology cannot identify thepresence of radiation any better than thenext guy, he can look at the plant life andfrom that deduce (with his +1CS) that thereis or was a radiation source in the area.(The moral of the story is, players shouldget creative when using Talents.)

Certain Talents do not modify Talent FEATs.They either provide for specific abilities(such as First Aid) or special backgrounds(such as Mystic Origin or Heir to Fortune).

Popularity FEATS

The Popularity FEAT is slightly modifiedand expanded in the Advanced Set.Negative Popularity, which has appeared inseveral support products, is now made an

official part of the system. The idea ofContacts is also brought in.

A Popularity FEAT is used whenever youwant to get something from someone else.This may be borrowing a car from a friend,getting a hot tip from a police sergeant,finagling a favor from a newspapercolumnist, or prying information from astoolie, as well as getting special equipmentfrom the government or persuading aterrorist to surrender. Popularity is ameasure of personal charm, charisma, andgood looks, combined with the hero'sreputation for honesty and fair play (Spider-Man is a nice guy, but thanks to the DailyBugle he usually can't get the time of day).

Using Popularity: When dealing one onone with a non-player character, that NPCusually has a predisposition to the hero ofeither Friendly, Neutral, Unfriendly, orHostile. Friendly characters andorganizations include:

• Close friends and relatives of the hero • Listed Contacts for the hero

Neutral characters and organizationsinclude:

• People who have never met the hero,but have heard about him

• Other heroes, unless they haveworked together before

• Large groups of strangers

Unfriendly characters and organizationsinclude:

• People who have never met or heardof the hero

• Total strangers • Individuals with opposite Popularity

(negative if the hero is positive, andvice versa)

• Neutral characters whom the characterhas offended, perhaps by not returningsomething

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Updated Material Strength Table

Material Strength Rank MaterialsFeeble Cloth, glass, brush, paperPoor Normal plastics, crystal, woodTypical Rubber, soft metals (gold, brass, copper), ice, adobe, computer chipsGood Brick, aluminum, light machinery pieces, asphalt, high strength plasticsExcellent Concrete, Beta cloth, iron, bullet-proof glassRemarkable Reinforced concrete, steelIncredible Solid stone, Vibranium, volcanic rockAmazing Osmium steel, granite, gemstonesMonstrous Diamond, super-heavy alloysUnearthly Adamantium steel, certain mystical and enchanted elementsClass 1000-5000 Materials of these material strength ranks are virtually indestructible, such as Cap's shield or Thor's

hammer

Hostile characters and organizationsinclude:

• People who are actively opposing thehero and his goals

• Sworn enemies

Enemies and people the character has hurtare considered totally Hostile, and will notunder normal circumstances even listen tothe hero, much less go along with hisideas. (There are exceptions to this. Forexample, if the character is gettingsomething out of the deal, he may be morewilling to go along with it).

A Popularity FEAT is rolled against thecharacter's Popularity rank number. Thisdetermines in which rank it will fall(example: a Popularity of 45 is rolled on theIncredible column).

Friendly targets require a green FEATNeutral targets require a yellow FEATUnfriendly targets require a red FEATHostile targets are impossible FEATs

The effects of success or failure depend onthe group and the thing sought. A failure fora Friendly group is a polite refusal, usuallywith a good reason ("I'm sorry, but theS.H.I.E.L.D. Helicarrier is not available -company policy.") A failure for a Neutralgroup is a curt refusal and potential for thegroup becoming Unfriendly. A failure for anUnfriendly group means the individual orgroup turns ugly, and the hero may beattacked.

Column Shifts in Popularity FEATs: Thenature of the request will influence thecolumn being used. Here are someguidelines for the players:

The target benefits +2CSThe target is placed in danger -3CSThe item in question is of up to Good value -1CSThe item in question is of up to Remarkable value -2CSThere is a good chance theitem will not be returned -2CS

The item is unique -3CS

Popularity FEATs are used only whendealing with NPCs (whether by players orother NPCs). A Popularity FEAT is neverused against the players to force them toperform actions against their wills (normally).

Let's take some examples.

Captain America, with a Popularity ofUnearthly (100) is present when a fire

breaks out in a theater. He changes intocostume and shouts for the panicky peopleto head in an orderly fashion for the firedoors. The crowd is Neutral, but benefitsfrom the action (they survive). The roll isUnearthly + 2CS, or Shift Y. A yellow FEATis needed. failure would indicate that part ofthe crowd listened, but a few weren'tpaying attention, and would rush this wayand that, looking for a quick way out.

Tony Stark as Iron Man (Popularity 20) isfighting a mutant, and is aware the FederalGovernment has a neutralizer ray. (Actually,all of Forge's power-neutralizer ray-gunshave been destroyed.) He has associates inthe U.S. Government, in the Department ofDefense. He must convince the Departmentof Defense (Contact -- at that point Neutral)to give him the ray gun. The column isshifted -3 CS because the item is unique,and another - 2CS because there is achance the DOD will never see it again (theynever did). The roll for Stark to get thedevice is Neutral, or green on the Shift 0column.

Spider-Man wants some information from J.Jonah Jameson. Jameson is Unfriendly, butSpidey convinces Jonah that he might getkilled, which is to Jonah's benefit. Theinformation does not cost, and Spider-manrolls on the Incredible (40) column hopingfor a red result. (Note: Secret IDs have aseparate Popularity from public IDs. IfPeter Parker wanted the information,Jameson would be Neutral, and Parkercould get the info more easily.)

Finally, notice in one of the above examplesthat Spider-Man convinces Jonah themission is dangerous. This is not done onany die roll, but rather in conversationbetween the player and the Judge. The playmight go something like this:

Player (Spidey): Ah, come on, J.J., whereis the Vulture hiding out?

Judge: (rolling die, getting a white result)Even if I knew, I wouldn't tell you, wall-crawler! Now get out of my office before Icall the cops!

Player: Oooo-kay, it's fine by me. I mean, Idon't really want to fight him anyway. Imight lose and get hurt.

Judge: Get hurt? (rolls again, gets a redresult) Hummmmphff! Well, it's against mybetter judgment, but if one costumed clownwill take out another, it's all right with me.Lance Bannon spotted him in Central Park,near the sheep meadow. Goodbye and

good riddance!

Negative Popularity: There arecharismatic bad guys like Doctor Doom,whose very evil bends others to their will.There are also those powerful characterssuch as Rhino and Juggernaut, from whompeople flee. Finally, there are heroes, whothrough bad press or prejudice (mutants)suffer from a negative Popularity.

Negative Popularity operates as positivePopularity, save that it ignores whether thetarget is friendly, neutral, or unfriendly.Everything is a yellow FEAT. The onlymodifier that comes into play is if therequest is in the target's best interests("Run, you dolts!" is in the target's interest).Characters with negative Popularity cannever approach individuals other thanContacts for items and favors (which is whytheft is always a major pan of criminalbehavior) .

A Negative Popularity is represented as aminus "-" before the word, such as "-Typical" (-5 Popularity). A character withnegative Popularity suffers penalties inreceiving Karma.

Resource FEATs

Resources are modified in the AdvancedSet to cut down on the paperwork. Asthings stood previously in the Original Set,characters gained Resources like money.They had a physical amount of Resourcepoints, and everything cost a certainamount of RPs. This may work for PeterParker, who has to make the rent everymonth, but for millionaire Tony Stark whocan buy roadsters out of petty cash, this isa bit harder to handle.

For this reason the Advanced Set createsthe Resource FEAT. All items have aResource rank instead of a cost. This isroughly equivalent to the previous set cost.The Resource ranks of most commonitems are listed in Chapter 4: Hardware,Magic, and More.

To purchase anything, a character mustmake a Resource FEAT. This is theequivalent of a credit check, or rattling thepiggy bank, or checking the bank accountto see how much cash is available. This isover and above that amount necessary toget by on.

A Resource FEAT may be made by acharacter once per week. If a ResourceFEAT has been made by a character in theprevious seven days, any Resource FEATs

18

following automatically fail ("Hello, Ms.Arbogast? Put that Borneo deal on holduntil next week -- I just bought a newTriumph TR-7.").

A Resource FEAT is figured in almost thesame fashion as a normal FEAT, with oneimportant exception. A lone character maynot try to purchase an item with a higherrank than his Resource rank. Other rulesapply -- if a Resource rank is three rankslower, the purchase is automatic; if one ortwo less than the Resource rank, a greenFEAT is needed, and if equal, then a yellowFEAT is needed.

Success indicates the hero may purchasethe item in question. Failure indicates theitem is more expensive than he can afford.He cannot try for any other item of thatrank or higher for the next week. Then hecan make another attempt for that item, oranother item (this represents the idea ofsaving up for a purchase).

Bank Loans Option: Characters maypurchase something up to one rank higherthan their Resource rank through a lendinginstitution. The character then has to worryabout making a Resource FEAT each monthof two ranks less for as many months as therank number of the item. Failure to payresults in the bank taking back the item inquestion. There are other institutions thatlend money. They employ seven-foot tallgentlemen named Guido to collect.

Example: Peter Parker has a PoorResource rank, and his apartment buildingrent is Poor as well. He makes a yellowFEAT roll to see if he can pay his rent.Failure indicates he cannot pay that week

and may try to make it up the next week(providing he gives Mrs. Muggins a decentexcuse for not tossing him out). Successmeans that he keeps Mrs. Muggins off hisback for another month.

Example: Tony Stark has an ExcellentResource rank. He wants to buy a car witha Good rank. He can do so with a greenFEAT (failure indicates a cash flow problem-- he doesn't have it at the moment). Hecan pay for a night on the town (Typical)without making a FEAT roll.

Example: Tony Stark used to run StarkInternational, a Large Corporation withIncredible Resources. Incredible Resourcesallow them to buy their boss a car for office use, but they may have to borrowmoney from the banks to rebuild thedamage done by Iron Man's battle withObadiah Stane.

Combined and Multiple FEATs

Combined Actions: Individuals may helpeach other in performing FEATs (lifting acar, researching the function of an aliendevice, etc.). Check the ability bothcharacters are using. If the lower of the twocharacters is within one rank of the higher,the character with the higher abilityreceives a +1CS benefit to the FEAT. Thisbenefit may be used in cases of usingcomplementary Powers for the same FEATas well, provided that Power aids thesituation .

Example One: Vision, with Amazing(50)Strength, helps She-Hulk (Monstrous(75)Strength) pull up an overturned crane. Thecolumn checked for the FEAT is Unearthly(Monstrous shifted one to the right).

Example Two: Sunspot, withRemarkable(30) Strength, helps She-Hulklift up the crane. The column checked isstill Monstrous, since Sunspot's Strength issignificantly lower than She-Hulk's

Example Three: Shaman summons a windof Amazing (50) intensity to help She-Hulklift the crane. Should the Judge decide thatthe power complements the ability that isbeing checked, the FEAT is rolled on theUnearthly column. Otherwise, it is rolled onthe Monstrous column. (If the Judge hasgood reason, such as the wind blowing upa lot of stinging dust, he may make theFEAT an Amazing FEAT owing to theadded difficulty).

More than one action in the same round:In noncombat situations, characters who

perform more than one action in the sameround may do so with the note that theactions may require a larger FEAT thanpreviously.

A character may perform up to threenoncombat actions in a round, or onecombat action and one non-combat action(for multiple combat operations, check inthe Combat section). The difficulty of theFEATs is raised, however.

If both actions are Automatic, they bothmay be performed in a single round withouteither FEAT being increased.

If the tougher action requires a greenFEAT, then both actions will require yellowFEATs to succeed.

If the tougher action requires a yellowFEAT, then both actions will require redFEATs to succeed.

If the tougher action requires a red FEATthen both actions may not be performed inthe same round (or rather, both will fail).

Movement Previously, we have kept movement anddistances relatively simple. The mainplaying area or map has been divided intoareas, which limit movement. These areashave varied in size according to the spaceavailable, and a hero would move throughtwo large areas at the same rate as twosmall areas.

In the MARVEL SUPER HEROESAdvanced Set, we retain that idea of areasfor normal movement on the map. Inaddition, we provide the option of rangedmovement, for use with or without themaps provided.

Area Movement

Area movement is for use on the mapsprovided with this product and other MARVELSUPER HEROES products, or maps createdby the Judge using areas. Areas are definedby dotted lines on the maps, and also by theedges of buildings and changes in elevation.An area of open space is about 44 yards.Enclosed spaces, walls, trees, and shrubsmay reduce the size of an area.

A character's Endurance normallydetermines the number of areas he canmove through in a turn.

• Those characters with a currentEndurance of Feeble may only move

19

MOVEMENT

one area per turn. • Those characters with Endurances

between Poor and Excellent may movetwo areas per turn.

• Those characters with Endurances ofRemarkable or higher may move threeareas per turn.

In addition, Powers may allow a hero tomove faster than his Endurance limits.Also, vehicles will allow faster movementthan is normally possible.

When using fold-up figures, the forwardcorner of the hero is considered to be theexact location of the hero. When usingcounters, the tip of the arrow is the exactlocation. When using miniatures, considerthe leading edge of the figure's base to bethe exact location.

Ranged Movement

With the MARVEL SUPER HEROESAdvanced Set, we introduce the idea ofRanged Movement. One of the cut-outsheets is a range ruler, marked in half-areasegments. One area is about half a cityblock, or 44 yards for our purposes. Forthose familiar with the idea of rulers, 1 areaequals about 2 " on our outdoor maps.Maps of smaller areas have a scaleprovided to indicate the range in areas.

Using ranged movement the hero canignore the defined areas on the map. Thecharacter may move in any direction,subject to intervening walls, type of ground,and elevation.

Endurance also affects ranged movement.

• A hero with a current Endurance ofFeeble may move only one area perturn, a maximum of 44 yards.

• A hero with an Endurance of Poor toExcellent may move a maximum oftwo areas per turn, or 88 yards.

• A hero with an Endurance of Remarkableor better may move a maximum ofthree areas per turn or 132 yards.

As with area movement, ranged movementmay be further increased by devices orPowers.

Ranged movement is more exact than areamovement, but is more complex. In areamovement, how far the hero can move islimited by the area borders on the map. inRanged movement, the character maymove more freely, but is further limited bythe terrain passed through.

When using ranged movement, divide themovement into "legs." Each "leg" of themove represents a straight line from onepoint to another, as well as moving throughdoors (or windows or walls, for that matter).Thinking of the "legs" of a movement as theshots taken on a golf course gives an ideaof how it works.

When the character moves from point topoint along the leg, measure the distancebetween the points. That is the number ofareas that the hero has spent getting frompoint A to point B. Round fractions up. If thedistance A to B is greater than one area onthe marker but less than 1 1/2 areas, thehero has "spent" 1 1/2 areas getting frompoint A to point B.

If one of the legs passes through adoorway, an additional t12 area is added(this is assuming the door is closed butunlocked — a locked door must beunlocked or broken down). Therefore, if aleg of f 1/2 areas passes through adoorway, that leg is really two areas.

Likewise, an open window or other similar,easily accessed opening can be entered ata similar cost.

If the window (or door) is closed, or there isan obstruction (a tree, rock, statue, or wall),the hero (if she wants to keep moving)must break through that material. Breakingthings is explained above in the FEATsection. How far a hero may move afterbreaking through a wall or similarobstruction is determined by the strength ofthe material broken through.

• If the material is of up to Poor material,one area is lost.

• If the material is up to Excellentmaterial, two areas are lost.

• If the material is up to Incrediblematerial, three areas are lost.

• Materials of greater than Incrediblematerial rank will cause the characterto stop after breaking through.

The above supposes we are dealing withnormal walls and similar material,anywhere up to 6". Dealing with thickermaterials may be modified by the Judge.

When a character has moved the amountof areas allowed, that character's moveceases. If the character's "movementallowance" expires by moving through adoorway, wall, or window, the move isfinished with the character standing in thatdoorway, window, or opening in a wall.

Turning: The character can make any turn

up to 90 degrees from his direction of travelwithout loss of speed. Making a turngreater than that (for example, using thecity map in this box, heading west on 8thAvenue and turning northeast on Lincoln)reduces the character's speed by half. Ifthe character does not have the speed tomake the turn, that character ends his turnwhere the turn was to take place. At thestart of a turn, the characters may move inany direction they see fit. Vehicles havedifferent limitations according to their type.(see Vehicles, particularly under Crashes.)

Other actions while moving: If the characteris performing other actions while moving,his or her movement rate is reduced byhalf. This does not apply to charging, butdoes apply to other actions taken at theend of a round (running up and engaging afoe in slugfest).

Eyeballing and the quarter-inch rule: Whenusing the range system, it may not benecessary to measure off every movementand motion of the hero. If a hero can runfrom New York to Chicago in six seconds,it's a good bet he or she can move to thenext room in a turn. Unless the Judge callsfor it, measurement can quickly becomeoptional among experienced players.

With the ranged movement system, however,the exact location is more important thanwith the area movement system. It is nowimportant if a hero is on the northeast,northwest, southeast or southwest corner of8th and Grant. The arrows on the markers,corners of the fold-up figures, etc., determinethe exact location, and it is from these pointsthat the ranged movement is measured. It isa simple fact of life that in any game withcounters, maps, markers, slices of pizza,whatever, things get moved accidentally. Forthis reason, the Quarter-inch rule can beused. If a hero is within a quarter-inch of thelocation he is heading for, the Judge shouldconsider the move complete. What thisprevents is reducing movement to an exactscience. It isn't, and a hero should not beprevented from reaching a runawayapplecart just because the measure may bea little off.

Vertical Movement

There are two types of vertical movement:Up and Down (hold the applause, please).

Upward Movement: There are a number oftypes of upward ground movement, includingclimbing up buildings, walking up stairs, andriding in elevators. Raising your elevation byuse of wings and rockets is defined as

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Flying, and is talked about later on. Vertical distances are determined in floors,continuing the tradition set forth in theoriginal set. Each floor is 15 feet, or 5yards, in height (let's have some highceilings, here).

Climbing is the scaling of vertical surfacesby abilities or by Powers that permit suchabilities (Spider-Man's wall-crawling forexample). For a character without suchpowers to climb, enough projections orfootholds must be available. (Climbing anormal building would be impossible formost mere mortals, but a drainpipe mightmake matters easier). A character mightclimb one floor in altitude per round underfavorable conditions (under unfavorableconditions, the Judge may require AgilityFEATs to avoid falling). Certain super-powers such as wall crawling may modifythis.

Then there are things such as stairs,ladders, and fire escapes. A character mayascend these structures at one floor/round,with no chance of falling off or down (ofcourse. the bad guys they are pursuingmay decide to push things down on them,but that's another barrel of monkeysentirely).

Lastly, there are elevators. Elevators moveat different speeds: old ones rattle along at5 floors per round (up or down); mostnormal ones move at 10 floors per round,and the fastest (attached to most ultra-modern buildings. secret HQs, and the like)move at 20 per round. The newer elevatorsoperate off runners at the corners, so theold trick of cutting the elevator cables onlyworks in older buildings.

Downward Movement: Moving down in anelevator has the same rate as moving up.Racing down stairs is the normalmovement speed, with one floor equalingone area. Climbing down is one area perround, with the noted Agility FEATs anddetermination of impossibility.

The major type of downward movement iscalled Falling. Falling has the followingrates:

• First round: 3 floors/round • Second Round: 6 floors/round • Third Round: 10 floors/round • Fourth and following rounds: 20

floors/round

Falling in itself causes no damage. It is thesudden stopping when the character's body

connects with the sidewalk that may inflictdamage. Treat such a situation as aCharging attack on an inanimate object,with the ground's material strength acting asthe Body Armor of the target. If the damageis taken by the material, the shock may beabsorbed; otherwise the hero takes damagefrom the fall equivalent to the distance.

A character falling off the top of a 10-storybuilding will fall 3 stories the first round, 6floors the second, and the remaining 1story in the third round.

Example: She-Hulk is flung out of the 33rdstory of the Baxter Building by anopponent. Not having the ability to fly, She-Hulk falls 3 stories in that first round. Shestarts the beginning of the second round atthe 30th story falling rapidly. As her actionshe twists her body into a diving shape (soas to minimize danger to passersby). Thatsecond round she falls to the 24th story.The third round she falls to the 14th story.The fourth round she lands in front of theBaxter Building, acting as a ramming attackat 20 areas per round. Her Body Armor isIncredible. while the material strength ofthe road is only Excellent. The road gives.and She-Hulk walks away from the fall withonly her pride damaged.

Catching items as falling: New York Cityconveniently places light posts, flagpoles,and cornices in locations where fallingheroes can usually find them whileplummeting to their supposed deaths.Catching a nearby lightpost, flagpole, etc.is an Agility FEAT of intensity equal to thespeed of the fall (a character falling at 20floors/round is up against an Excellent

Intensity FEAT).

Catching people while falling: See“Catching” in the Combat section.

Those people for whom falling from highdistances is a common occurrence (fighterpilots, for example) often wear parachutes.It takes one round for a parachute todeploy. Parachutes slow the fall to threefloors per round, provided they are notoverloaded (most normal parachutes canhold two normal people. More recentinventions allow parachutes to glide.Ordinary chutes will drift with the wind.Chutes are made of Feeble strengthmaterial, and a shredded chute will be ofno good to the character using it.

Flight and Gliding

Ordinary people do not fly (watch, I'll get anargument on this one). There are vehicles andPowers that allow flight. Vehicles are coveredin their own section. The following deals withflight resulting from super-human Powers.

The ability of flight is determined by thecontrolled imbalance of the forces of thrust,drag, weight, and lift. This is more complexthan we need for our purposes. The mainthing to consider here is the idea thatmovement through the air, unlikemovement along the ground, is often athigher speeds; it is often harder to turnwhile flying. For speeds of characters withFlying Powers, see the Long DistanceMovement Table on page 23.

Acceleration: A flying character cannot reachhis ultimate speed in a single round, unlessthat character's Powers specifically permit it.The first round of flight, the character canmove up to his movement as limited byEndurance (1,2 or 3 areas). The speed canbe increased by that increment each rounduntil maximum speed is reached.

Example: Storm. when she had herpowers, could attain Incredible speed,reaching 20 areas a turn. She has AmazingEndurance, so she may accelerate up to 3areas a turn. On the first turn of flight Stormmoves 3 areas. on the second 6, on thethird 9, the fourth 12, the fifth 15. and thesixth 18. on the seventh turn and every turnafterwards Storm can move 20 areas.

Deceleration: Slowing down while in flightis a bit simpler. A character in flight mayalways halve his current speed (how fasthe moved the previous round), roundingfractions up. (A character moving 15 areascould slow to B areas.) A character that

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stows to 0 areas may fall, unless the natureof that character's Powers is such that thecharacter could hover in place. (Storm, forexample, gains her flight Powers by controlof winds, and as such may hover, whileCannonball, who has his Powers bychemical reaction, may not hover in place.)

Landing: A character landing after movingat high speed may have difficulties. Thosemoving at more than 3 areas per roundmust make an Agility FEAT, with failureindicating a Slam result. (Click here formore info about Charging.) Those heroeswho can hover in place, or reducethemselves to 0 speed, do not have toworry about landing.

Altitude: Each floor or height is consideredan area for purposes of movement. If acharacter moves forward three areas andup two floors, a total of five areas areconsidered to be moved. Similarly, acharacter that moves two areas forwardand four floors down has moved six areas.

Diving Option: When gaining height you movemore slowly, and when descending you pickup speed. The above rule for Altitude reflectsthe loss in speed, but at the Judge's option,the players may use the following for Diving.For each three floors in height reduced, thehero's speed is increased by one area.Example. Angel is moving at 6 areas perround. He charges (dives) for the full sixareas. Angel now can move an additional twoareas, either downward or horizontally. (Acharacter who dives 9 areas may use theadditional three areas to continue diving,gaining another area, for 13 total.) Diving maybe used in Charging combat. Pulling out of adive requires an Agility FEAT.

Obstructions: With normal groundmovement, it is assumed that thecharacters can open doors and the like.Such actions are not available to flyingcharacters. If a door or window is closed,the character has the choice of stopping toopen it. or going through it. The sameapplies to walls.

Turns: Any turn of up to 90 degrees by aflying character counts as moving into anarea. For example, if a character movesfrom area A to adjacent area B, then turnsto area C, he has moved 3 areas (move toB, turn, and move to C). This applies toboth ranged and area movement.

If a character attempts a turn of 90 degreesor more. she must make an Agility FEATroll. Failure indicates that the individual didnot overcome the forward momentum of the

flight and continues in the original direction.This applies to vertical and horizontal turns,and includes pulling out of a dive at the lastmoment. turning alongside buildings. andskimming close to surfaces.

Low Altitude Flight: If a hero is flying atrelatively low altitudes (less than 2 storiesup) or in close quarters (inside orsurrounded by tall buildings). the maximumspeed in flight is equal to the speed thehero can move on the ground with thatPower rank (that is, ground speed). Storm.for example. moves 20 areas per turn bythe air. If in a closed space (such as insidean office) or close to the ground, hermaximum speed would be 7 areas perround. The hero may exceed that speed,up to his or her maximum air speed, but allactions in that range (between 7 and 20areas per turn for Storm) require AgilityFEATs to perform.

Gliding: Gliding is a special form of flyingusing Powers or equipment such as para-glides, parachutes that permit some limitedcontrol). A character that glides drops 1floor for every round in the air, but movesthe number of areas stated per round. (Ifno number of areas is stated, then themovement is Typical -- 6 areas per round).A character who is gliding may also travelas fast as the wind speed.

Swimming and Water Movement

Unless otherwise stated. assume that mostheroes can swim. Swimming. however, isslow, a maximum of one area per round,unless other Powers increase that rate.Those heroes who can fly at their Powerrank speeds use the Water column for thatspeed, with a maximum of 9 areas perround (Monstrous).

Surface movement is similar to landmovement, except the heroes or vehiclesinvolved must float (that is. must keep thewater from getting inside the boat).

As an aside. here is a good place to mentiondrowning. Characters can hold their breath anumber of rounds equal to their Endurancerank number. At this point. they must make agreen Endurance FEAT. The next round,they must make a yellow Endurance FEAT.In each following round, they must make ared Endurance FEAT or start drowning.Drowning results in unconsciousness, andloss of one Endurance rank per round. WhenEndurance reaches 0 the character dies.

Long Distance Movement

Long distance movement applies to bothranged and area movement, and providesthe maximum distance a character with agiven speed can move. Different speedsare provided for Air speeds and Land/Waterspeeds.

The speed of sound (Mach l)is about 750mph, Mach 2 (twice the speed of sound) is1500 mph. and Mach 5 is roughly 3750mph (actually slightly higher, but closeenough for these numbers). Thoseindividuals that move at Interplanetary orhigher speeds are limited to Mach 5 in theatmosphere. Interplanetary speeds are setat 2500D mph or so (Blastaar can reachthese speeds). Those individuals with NearLight capabilities include Captain Marveland the Heralds of Galactus. The Heraldsalso may possess the ability to open pathsinto hyperspace for interspacial travel.Those with Class 5000 abilities havephysical transportation that verges onintergalactic teleportation. Those craft thatmove through hyperspace are moving atClass 5000 speeds.

Exhaustion and the Long-DistanceRunner: The above table indicates that theweakest human can move at 15 mph,which if true in and of itself means thatAunt May can make the four minute mile.This is, of course, not so, and thoughhumans have been clocked at 27 mph inthe dash, normal speed over the longdistance is limited. These rules applyprimarily to ground movement, but areapplicable to swimming characters andthose who fly under their own Power (asopposed to those aided by technological

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items).

In general, a hero can move withoutstopping for a number of rounds equal to hisEndurance rank. A hero with an Enduranceof Excellent can move 2 areas per turn 130mph) for 20 turns (2 minutes) withoutchecking for exhaustion. At that point, makea green Endurance FEAT. Success indicatescontinuing for another equal length of turns,failure means stopping for 1-in turns. Afteranother Endurance rank number of turns, ayellow FEAT is made, with failure resulting inresting for 2-20 turns. After a thirdEndurance rank number of turns is made, ared FEAT is made, with failure resulting inresting for 3-30 turns. Rest must come afterthe fourth set of turns, or the character willfall down for 3-30 turns.

Summary:

After rank number of turnsgreen Endurance FEAT or rest

1-10 turns After 2 x rank number of turns

yellow Endurance FEAT or rest 2-20 turns

After 3 x rank number of turnsred Endurance FEAT or

rest 3-30 turns After 4 x rank number of turns

automatic rest 3-30 turns

Example: Captain America has an Enduranceof Remarkable. He can run long distances at45 mph or so (in the game system). His ranknumber is 30, so he can maintain this pacefor three minutes, before making a FEAT roll.If successful, he makes a second FEAT roll at6, then 9, and must rest after 12 minutes ofrunning top speed. That "rest" must take theform of stopping for 3-30 turns.

Heroes may avoid this problem by moving atslower speeds. If moving at speed two rankslower, no Endurance check is needed.Captain America need not make a checkmore than once per hour if moving at 15 mph.

Exceptions to the above: All this applies tothose heroes who move by their ownactions, such as running, swimming orflying. Those who fly by means of devices,those in vehicles, and any and all robotsare immune to this effect, as are those withUnearthly or higher Endurances.

Speed FEATs: There are occasionallytimes when a character must move fasterthan he or she has ever moved before, inorder to save a life. A hero may move theequivalent of one additional area (by areaor ranged movement) if the hero makes ayellow Strength FEAT roll. A green resultindicates the FEAT was unsuccessful, and awhite result indicates the hero, ah, trippedand lost control, and will continue movingthat direction as if a Slam result wascounted against the character. A hero maynot increase his or her speed more thanone area/round (15 mph) in any attempt.

Teleporters: There are an increasingnumber of heroes and villains withteleportation Powers, including Cloak,Vanisher, Nightcrawler, and Sidewinder. Forthis reason, a few notes on teleporters areincluded here.

The Teleporter Power rank number indicatesthe maximum distance the hero or villain can'port as if the character were flying. Unlikeflying, the distance between the two iscovered instantaneously without the heropassing between those points. No speed isinvolved, unless that character was moving

before the 'port. Multiple 'ports require anEndurance FEAT, with failure indicatingdizziness for 1-10 rounds (inability to 'port).Most individuals with teleportation ability canteleport their entire bodies and a smallamount they are carrying. Carrying otherswhen teleporting results in dangers for boththe carrier and the carried. Carrying others isconsidered a Power Stunt, and may begained in that fashion. Until the Power Stuntis mastered, the character must make anEndurance FEAT or be unconscious for 1-l0rounds. Similarly, those teleported must makea red Endurance FEAT or be unconscious for1-10 rounds. Those heroes who arefrequently teleported reduce this to a yellowFEAT the second time, and a green FEAT thethird, such that an immunity is built up.

Teleporting into an object poses dangers tothe teleporter. If a character teleports intoan object, the character takes damageequal to the material strength of the object.Body Armor does not protect the user fromthis damage. An Endurance FEAT must bemade, with success indicating theteleporter may move away from thelocation (usually to his or her original spot)and become unconscious for 1-10 rounds.Failure of this Endurance FEAT indicatesunconsciousness and loss of Endurancelevels, with potential death resulting fromdropping to the Shift 0 rank.

Leaping: Leaping is a specialized form ofmovement that is tied to Strength as opposedto Endurance. A character may jump as manyfeet as her rank number without difficulty. Usethe table below for areas.

Leaps of up to the stated distance arepossible by a green Strength FEAT (thoseof half the listed values may be assumedautomatic). Leaps across one additionalarea may be made by a red Strength FEAT.Leaps down are effectively a controlled fall,and represent the maximum distance thehero can fall and take no damage, providedthe hero lands on his feet. This simulatesthe hero jumping off a building as opposedto being knocked off -- the fatter case is nota controlled fall and as such is not coveredunder these rules.

CombatIn the MARVEL SUPER HEROES OriginalSet, physical combat was dependent onone of four abilities, depending on the typeof attack made.

• Those attacks involving hand-to-handweapons refer to the Fighting ability. • Those attacks involving thrownweapons or use of Powers over a

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COMBAT

Land/Water Air Rank area/round MPH/MPM area/round MPH/MPMFeeble 1 15/.25 2 30/.5Poor 2 30/.50 4 60/1Typical 3 45/.75 6 90/1.5Good 4 60/1 8 120/2Excellent 5 75/1.25 10 150/2.5Remarkable 6 90/1.5 15 225/3.75Incredible 7 10511.75 20 300/5.00Amazing 8 120/2.00 25 375/6.25Monstrous 9 135/2.25 30 450/7.50Unearthly 10 150/2.50 40 600/10.0

Shift X 12 180/3.00 50 7501f2.5Shift Y 14 210/3.50 100 1500/25.0Shift Z 16 240/4.00 200 3750/62.5

Class 1000 32 480/8.00 InterplanetaryClass 3000 50 750/12.5 Near-LightClass 5000 100 1500/25.0 Teleportation

distance refer to the Agility ability. • Those attacks involving Grappling,holding an opponent, or wrestling referto the Strength ability. • Those attacks involving charging andramming refer to the Endurance ability.

The MARVEL SUPER HEROES AdvancedSet will elaborate on each type of attackform, and define some specialized tricksthat are often used in comic books.

Slugfest (Fighting Ability Combat)

Slugfest combat is a general term referringto hand-to-hand combat. it is the mostcommon form of battling, and includes bothattacks with the bare fists, and those withblunt and edged weapons.

For Slugfest combat to occur, thecombatants must generally be adjacent.(This may be defined by the counter arrowstouching, the points of the stand-up counterstouching. or the miniatures touching at thebase, or by any other method deemedworthy by the Judge. Certain Powers. suchas elongation, may allow a character toengage non-adjacent targets (examples areMr. Fantastic and Doctor Octopus).

Slugfest combat is resolved on the UniversalTable using the attacker's Fighting ability. Theresult (white, green, yellow. or red) is thennoted on the Effects Table directly above theResults Table. There are two columns ofresults depending on whether the individualused a blunt attack or edged attack.

A Blunt Attack is an attack with bare hands,flat of a blade. or other blunt weapon. Thisreplaces the Slugfest column in the OriginalSet. A character making a blunt attack may

score a hit, darn, or stun result. A herousing blunt attack may always choose toinflict less damage than maximum. A heromay choose to pull his punch, doing lessthan full damage, or inflict a lesser colorresult (yellow instead of red).

• A character scoring a Miss resultinflicts no damage. He has missed thetarget and normally will not have anyfurther effect (also see Luring).

• A character scoring a Hit result inflictsher Strength rank number in damageto the opponent.

• A character scoring a Stun resultinflicts her Strength rank number indamage, and may in addition Slam theopponent.

• A character scoring a Stun resultinflicts his Strength rank number indamage, and may in addition Stun hisopponent.

A character using bare hands (or gauntlets,etc.) inflicts his Strength rank number indamage. A character using a blunt weaponinflicts up to that item's material strength; ifthe material strength of the item is greaterthan the Strength rank of the user, the user'sStrength rank is increased to the lowestvalue of the next rank for damage. Aunt May(Feeble Strength) uses a lead pipe (Excellentmaterial) in the drawing room on Col.Mustard. Aunt May would inflict two pointsdamage normally, but inflicts three points(minimum damage of next higher rank)instead. Daredevil (Good Strength) using thesame lead pipe would inflict 16 pointsdamage (minimum damage of next higherrank), and the Thing (Monstrous Strength)would inflict Excellent damage (20 points).(That is why Ban Grimm does not normallyuse lead pipes in combat -- when he uses a

blunt weapon, its purpose is usually to reacha non-adjacent target, and he has apreference for lightpoles.)

An Edged Attack is an attack with claws.teeth, or edged weapons such as knives,swords, or hatchets. This is the renamedversion of the Hack 'N Stash column of theOriginal Set. A character making an edgedattack may score a Hit, Stun. or Kill result.An edged attack will always inflict aminimum of the damage listed for thatweapon. A character who can normallyinflict higher damage may inflict damageequal to his Strength or the materialstrength of the weapon, whichever is less.Such damage may not be reduced in effect.

• A character scoring a Hit result inflictsdamage as set for that particularedged attack (click here to see infoabout Weapons).

• A character scoring a Stun result mayinflict damage as set for that weaponor attack form, and may in additionStun his opponent.

• A character scoring a Kill result inflictsdamage as set for that weapon, andmay in addition Kill his opponent.

Body Armor, force fields. and other Powersmay affect the ultimate success anddamage in any form of Fighting combat.

Ranged Attacks (Agility Combat)

Ranged Attacks is the common term referringto attacks over a long distance, includingprojectile and energy weapons, and thosePowers that allow the inflicting of damageover a distance. Captain Marvel's energyattacks, the Hulk's rock-throwing, Storm'slightning bolts, and Captain America's shieldare all examples of ranged attacks.

Characters do not have to be adjacent inorder to make ranged attacks. In general,ranged attacks start at the attacker. andproceed in a direct line to the target (yes,Captain America has on many occasionsbounced his shield oft several targets to hitsomeone from behind, but this is a PowerStunt using his abilities).

When using area movement, range isdetermined by the number of areas themissile, energy blast. or whatever passesthrough from start to finish in a straight line. Ifthe missile passes through a corner ofanother area, that area is counted. In addition,each floor of elevation is counted as an area.

When using ranged movement, treat themissile, energy blast, etc., as a moving

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Strength Leap in Feet/Areas (of Floors)Up Across Down

Feeble 2'/0 2'/0 3'/0Poor 4'/0 4'/0 8'/0Typical 6'/0 6'/0 9'/0Good 10'/0 10'/0 15'/1Excellent 20'/1 20'/0 30'/2Remarkable 30'/2 30'/0 45'/3Incredible 40'/2 40'/0 60'/4Amazing 50'/3 50'/0 75'/5Monstrous 75'/5 75'/.5 105'/7Unearthly 100'/6 100'/1 150'/10

Shift X 150'/10 150'/1 225'/15Shift Y 200'/13 200'/2 300'/20Shift Z 500'/33 500'/4 750'/50

CL 1000 1000'/60 1000'/8 1500'/100CL 3000 3000'/180 3000'/25 4500'/300CL 5000 5000'/300 5000'/40 7500'/500

character for purposes of determining range.Doorways would not cost extra (bullets donot stop, open doors, and pass through), butmay stop a missile attack. Count each floorof difference as an area, but for firing from ahigh place to a low place, range can beextended by using the diving option.

Whether ranged or area movement is usedto determine the range of a power orweapon, a direct line is taken from attackerto target. That line may pass throughintervening structures, such as walls,windows, doors, and other obstacles. Thequestion of whether a given substance willdeflect a bullet or let it pass through isfraught with peril, but use common senseand the following general guidelines:

• A higher material strength will passthrough a lower material strength( alead bullet through a glass pane).

• An energy beam will inflict damage onthe intervening structure first, then onthose areas behind (an Unearthly (100point) energy beam hits a brick wall --Good Material -in points are lost, thenthe 90 point energy beam passes on).

• Physical weapons will lose momentumas they pass through physical material.Treat this as for movement throughthat material for normal characters.

• Both physical and energy weaponslose their accuracy as they passthrough intervening material. Anyweapon passing through an interveningstructure suffers a -2 CS (shooting anexecutive through a window will havethis effect, as will tossing rocks through

a curtain at an unseen adversary).

Ranged attack is resolved on the UniversalTable using the attacker's Agility ability. Theresult is then noted on the Effects Table.

There are five different types of rangedattack listed on this table: Shooting(including most projectile weapons), EdgedThrowing, Blunt Throwing, Energy Powers,and Concussive Powers (Force Attacks).

A Shooting Attack is the most "normal" formof ranged attack, and consists of using aprojectile weapon like a handgun, rifle, orother implement of destruction that is alltoo common in the USA. A charactermaking a shooting attack may score aMiss, Hit, Bullseye, or Kill result. A ShootingAttack may never be reduced by theattacker in effect or damage.

• A character scoring a Miss resultmisses the intended target. The missilecontinues to fly, and the Judge may, ifhe deems circumstances warrant it,make a second roll to see if the attackhits another target in the same generalarea and path of the weapon (this iswhy shooting into a crowd or a gasolinestorage shed is known as "a bad idea").

• A character scoring a Hit result willinflict damage according to theweapon. Some specialized weaponsinflict no damage, but instead call foran Endurance FEAT (Mercy Bullets).

• A character scoring a Bullseye resultdoes damage as for a normal Hit result.A Bullseye is used if the character isshooting for a particular part of thetarget (the opponent's shooting hand,for example, in order to disarm him).The nature and result of a Bullseye isleft to the Judge, but it should berequired for targets of less than onefoot square and should never be fatal.

• A character scoring a Kill result maykill his or her opponent. Check on theKill result table. Note that there is agreater chance of killing with ashooting, edged weapon, or energyattack than for any other type.

An Edged Throwing Attack involvesthrowing a sharp, edged weapon such as aknife or shuriken at the target. A charactermaking this attack may score a Miss, Hit,Stun, or Kill result. An edged throwingattack may never be reduced in effect (fromred to yellow, for example), but a playermay inflict less damage.

• A character scoring a Miss resultmisses the intended target. The missilemay hit another target as noted for

Shooting. • A character scoring a Hit result will

inflict damage as for the listed weapon. • A character scoring a Stun result will

inflict damage, and in addition have apossibility of Stunning the opponent for1-10 rounds.

• A character scoring a Kill result maypotentially kill his opponent.

A Blunt Throwing Attack involves throwinga dull, blunt weapon such as a rock, bus, orlarge, concave disk at the opponent. Acharacter may score a Miss, Hit, Bullseye,or Stun result. These are as described inthe sections above. A blunt thrown weaponinflicts damage equal to the Strength of thethrower, or the material strength of thethrown item, whichever is less. A bluntthrown weapon can be reduced in effect ordamage.

An Energy Attack involves those Powersthat use energy to shock or damage thetarget as well as weapons that simulatethose abilities, and include fire blast,lightning bolts, and most forms of radiation.Energy Powers have no physicalcomponent. A character using an energyattack may score a Miss, Hit, Bullseye, orKill result. These are described in thesections above. All forms of energy attackhave a maximum damage. A player mayreduce the damage inflicted by an energyattack, but not the effect (from red toyellow, for example).

A Force Attack involves those Powers thatuse a physical manifestation of energy toinflict damage, and include the plasma-jetting repulsors used by Iron Man, someforms of radiation, the Invisible Woman'sforce fields, and Iceman's battering ram. Acharacter using a force attack may score aMiss, Hit, Bullseye, or Stun result, asexplained above or in the sectionsfollowing. A character may choose to inflictless damage with a force attack thanmaximum, but may not reduce the effects(from red to yellow, for example).

Body Armor, force fields, and use ofPowers may affect the ultimate successand damage of a ranged attack.

Range Modifiers: There are limits to thedistance a weapon can travel and stilleffectively hit its target and inflict damage.This is the missile's range (not to beconfused with ranged movement). Weaponshave a range listed by areas. Powers havea range determined by their Power rank.Thrown items are dependent on the

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thrower's Strength. The range availableaccording to the Power rank is set on thetable under Power FEATs. Throwing rangeis noted below.

Strength Rank Range in Areas

Shift 0 0Feeble 1Poor 1Typical 1Good 2Excellent 3Remarkable 4Incredible 5Amazing 6Monstrous 7Unearthly 8

Shift X 10Shift Y 15Shift Z 20

Class 1000 LOSClass 3000 LOSClass 5000 LOS

This represents the maximum throwingrange of an item. For Powers, the rangemay exceed the listed amount, but forevery additional area, the chance to hit isreduced by -1CS. A character withUnearthly fire blasts may use that power,along with his Excellent Agility, up to 6areas away. At 7 areas away, the chance isreduced to only Good, at 8 areas Typical,and so on. A chance cannot be reducedbelow Shift 0, but once the ability entersthat realm the character is at maximumdistance, unless that ability is noted asbeing at LOS (Line of Sight -- if thecharacter can see it, he can try to hit it).

For weapons, for each area traveled,reduce the effect by -1 CS to hit (a Rifle hasa range of 15. For a target 4 areas away,the chance to hit is reduced by 4 columnshifts). In the Marvel Universe, weapons arenot nearly as effective at long distances.

Wrestling

Wrestling combat refers to a form of hand-to-hand combat in which the character attemptsto restrain, hold or grapple with an opponent,or forcibly remove an item from thatcharacter's possession. It is less effectivethan Slugfest combat, but has the advantageof restraining the opponent's actions.

As with Slugfest combat, the opponents in awrestling attack must be adjacent, or havePowers, weapons, or abilities that allow the

attacker to reach the defender. DoctorOctopus' arms, or a bit of web-ball flung outto snatch the Maltese Falcon from theopponent's hand, would fall under thiscategory.

Wrestling combat is resolved on theUniversal Table using the attacker's Strengthability. The result is noted on the EffectsTable, and is determined whether the attackis Grappling, Grabbing, or Escaping.

A Grappling Attack is an attack designed tolimit the movement abilities of theopponent. A Grappling attack may score aMiss, Partial Hold, or Hold result.

• A Miss indicates the attacker has failedto hold onto the opponent. The attackermay not make other attacks this round.

• A Partial Hold indicates the attackerhas grabbed onto an arm, leg, or otherpart in such a way that will limit actionsbut not reduce them in full. Theattacker may choose exactly what shehas grabbed onto. The target mayperform any normal actions, but at a -2CS penalty, and may not move if theattacker's Strength is equal to orgreater than the target's. No damage isinflicted in a Partial Hold.

• A Full Hold indicates the attacker hasplaced the target in a position wherethe target is fully restrained fromaction, and may damage the target.The target is considered held until theattacker releases the target or thetarget escapes. The attacker mayperform one action in addition tomaintaining the hold, and may inflict upto the Strength level of damage to thetarget (subject to Body Armor).

Escaping is an action used by individualsplaced in a hold to slip free of the opponentand possibly reverse the damage. Acharacter making an escape may Miss,Escape, or Reverse the Hold.

• A character scoring a Miss result maymake no other action that turn, and isconsidered held.

• A character scoring an Escape result isfree of the hold. The character maymove at half speed, but may notperform any other actions.

• A character scoring a Reverse is freeof the hold and in a position to do oneof the following: Move up to halfdistance. attempt to Grapple theformer attacker, or perform any otheraction at a -2 CS.

A Grabbing Attack is an attack geared attaking a possession away from anopponent, like a gun, bomb, or MalteseFalcon. A character making a Grabbingattack may score a Miss, Take, Grab, orBreak result. These results may havediffering effects depending on the relativeStrengths of the combatants. Grabbingcombat normally does not inflict damage.

• A Miss result indicates the item inquestion is not in your character'spossession. If the item was in anothercharacter's possession, it still is. If theitem was in no one's possession, theitem is knocked loose and will be up toone area away in any direction.

• A Take result indicates the attacker hasfull possession of the item if hisStrength is equal to or greater than thetarget's (use material strength forthings that are glued or clampeddown). If not, consider as a miss.

• A Grab result indicates the attackerhas taken possession of the item,whether or not the Strength of theopponent was higher.

• A Break result indicates the attackerhas succeeded, and may either departwith the item immediately or, potentially,set off the item. A second roll is madeagainst the material strength of the iteminvolved. If a color (red, green oryellow) result is made, then the attackermay either use the item or move up tohalf his or her speed away (round up). Ifa white result is made, the item isdamaged, broken, or goes off. This willvary from item to item -- a glass vasedrops to the floor, a gun fires in arandom direction, a bomb explodes or

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loses its safety device, etc. This variesfrom case to case, but the Judge isencouraged to be as creative andupsetting as his players will let him getaway with.

Body Armor has no effect on the initial hitof a Grappling attack, as no damage isdone initially.

Charging (Endurance Attack)

Charging combat is a form of attack thatcombines movement and combat. Whereasmaking any other attack or action halvesmovement, a charging character may makehis full movement and still strike. Chargingis a favored method for heroes trying toclose the distance between themselves andan opponent with a range weapon, andcertain individuals such as Rhino,Juggernaut, and Bulldozer make this theirpreferred form of attack.

A character must move at least one area tomake a charging attack, but may move hisentire movement rate to reach the combat.For each area the character moves throughbefore reaching combat, the attacker gets a+1 CS, up to a maximum of +3 CS(Endurance for figuring this may not beraised beyond Shift Z in any event).

Charging attacks are resolved on theUniversal Table, checking under theCharging column of the Effects Table. Thecharacter making a charging attack mayscore a Miss, Hit, Slam, or Stun.

• A character scoring a Miss resultinflicts no damage. In addition, thecharacter continues his move for halfthe character's speed (round up) afterthe attack. Any change in directionwould require an additional AgilityFEAT. If the straight line passes intosome material obstacle, the charactermakes an attack on that obstacleinstead. The attacked character mayreturn the attack only if his action wasoriginally following the charge.

• A character scoring a Hit result inflicts upto his maximum current Endurance or hisBody Armor rank in damage, whicheveris higher, plus two additional points ofdamage for every area covered in theattack. (A character moving 10 areas withan Endurance of Good (10) hits anunarmored opponent at top speed, inflicts10 + 2x10 = 30 points of damage.)

• A character scoring a Slam resultinflicts damage as for a hit, and inaddition may Slam an opponent.

• A character scoring a Stun result inflicts

damage as for a hit, and in addition mayStun the opponent. The attacker mayinflict up to his Endurance or BodyArmor in damage, but additionaldamage from speed is fixed. Theattacker may also choose a lesser effectthan that rolled.

Body Armor may influence the damage of acharge attack. If the defender's Body Armoris greater than the damage inflicted by theattacker, the damage is rebounded onto theattacker. If the attacker's Body Armor isgreater than the rebounded damage,neither side takes damage. (Stuns andSlams still apply.)

Example: The character making the attackabove has Good Body Armor, and makesthe attack at 10 speed with Good Enduranceon an opponent with Excellent Body Armor.The first 20 points of that are covered by thetarget's Body Armor, and as such arereturned to the user. The attacker takes 20points, 10 of which are absorbed by his ownbody armor. The attacker therefore takes 10points from his own attack.

Charging inanimate objects is handled in asimilar manner, with the item's materialstrength counted as Body Armor. Chargingthrough a Good strength wall will inflict 10points of damage on the attacker, unlessthat damage is absorbed by Body Armor.This applies to characters who are slammedthrough walls, charge past a target into awall, or fail to pull out of a dive.

Defensive Actions

Previously in the MARVEL SUPERHEROES Original Set there was oneconscious action that a character couldtake to avoid damage: the dodge. In theMARVEL SUPER HEROES Advanced Setthere are three actions that may be used toavoid various attacks; these defenses aretied to different abilities.

Dodging is an Agility Ability, and reducesthe attacking column shift. A character whois Dodging may move only half his speed inany turn, may not engage in a chargingattack, and may perform only one otheraction that turn, maximum (includingmaking an attack).

A character who is Dodging makes anAgility FEAT at the start of the turn, as soonas Initiative is determined. That FEAT willdetermine the reduced effect of attacks onthe character. The result may be no shift, a-2, -4, or -6CS shift on any attacks stated inthe first part of the round. This means that

the character may only dodge attacks ofwhich he is aware. A character may notdodge an unexpected attack, such as asniper who suddenly appears, an ally whomakes an attack, or someone behind thecharacter. (Blindsiding)

Powers may modify this rule, the mostnotable being the Spider-Sense possessedby the Amazing Spider-Man.

In any event, a character who is making aDodging attack makes any FEAT rolls inthat turn at a -2 CS penalty.

Dodging is usually used against rangedattacks and charging attacks. It has no effectagainst Slugfest and wrestling attacks(though the character may dodge to avoidranged attacks in conjunction with adjacentattacks -- this has no effect on those adjacentother than to penalize the dodging character).

Evading is a Fighting FEAT that is used bycharacters who are playing for time, lookingfor a weak spot in the opponent's attackand hoping to avoid getting their bodiessplattered over the countryside.

Evading is an effective defensive tactic onlyagainst adjacent attackers, such as thoseengaged in Slugfest or wrestling combat.Only a single opponent may be Evaded.

A character who chooses to Evadeannounces that intention during thedeclaration phase of the turn. If both sidesare evading, no actual combat occurs — bothopponents are engaged in a flurry of feintsand parries and no real blows are landed.

The Evading character makes no attacksthat round, but rolls on the Universal Tableand checks the Evasion column in theEffects Table. The results are Auto-Hit,Evasion, Evasion +1, and Evasion +2.

• An Auto-hit indicates the characterzigged where he should have zagged,placing him in the direct line of fire ofthe opponent. The result of theopponent's attack will be at least agreen result, even if a white result wasrolled (it is still possible to be missedby a wrestling hold in this fashion, butSlugfest will always hit).

• An Evasion result indicates the characterdodged the blow from that particularattacker. The attacker does no damage.

• An Evasion +1CS or +2CS indicates thecharacter dodged the blow as in theEvasion result, and also put himself inthe position to deal a better-placed blowagainst the foe. In the next round, an

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attach made by the character againstthat attacker will receive a +1CS or +2CSbonus to hit (but not damage). Thisapplies to only the first attack in that nextround on that attacker, and may not besaved from round to round or increased.

Block is a defensive ability that uses theStrength ability to lessen the damage ofphysical attacks, which include Grappling,Slugfest, Edged and Blunt Throwingattacks, Force attacks (but not Shootingand Energy attacks) and Wrestling (but notCharging).

The Block move is an attempt to meetforce with force, and use the individual'sStrength as a form of Body Armor against aspecific attack. The character using a blockmay take no other action, but may shieldothers behind him. Normal Body Armor, butnot Force Fields, still apply to defense.

The character using the block maneuverdoes not attack but counts his Strength asBody Armor, provided the force can bephysically resisted (use common sensehere -- a fire cannot be blocked, but a pillarof ice can). Roll on the Universal Tableagainst Strength to determine the effects.The notation -6CS, -4 CS, -2 CS, and +1CSindicates the level of Body Armor gainedtaken from the Strength of the character.

Example: A character with an AmazingStrength wishes to block a punch thrown byan opponent with Monstrous Strength(Fighting ability is used to hit, but Block hasno effect on this). The character gets agreen FEAT, -4 CS, which provides himwith equivalent Body Armor of Good. Thecharacter takes 65 points damage. If thehero had made a red FEAT roll, thecharacter would have totally blocked theattack (Monstrous Body Armor againstMonstrous damage attack).

The Catching maneuver is a movedesigned to let the hero catch falling objectsand teammates, as well as catch objectsthat are thrown and tired at them. It usesthe Agility ability to make this maneuver.

The catching maneuver can only bedirected against one item at a time. Theattempt to catch the item is made on theUniversal Table, with Auto-hit, Miss,Damage, and Catch results.

• An Auto-hit result means the object thehero tried to catch hit the hero instead.In the case of a falling object, this is as ifthe object made a charging attackagainst the character at the speed of the

fall. In the cases of shooting or thrownweapons, the hero is automatically hit (awhite result to hit is treated as a greenresult).

• A Miss result indicates the hero hasmissed catching the object. If theobject he was trying to catch wasdirected against him as an attack, theattack proceeds at a +1CS to hit.

• A Damage result indicates the herocaught the object, but might damage itas a result. Treat the catch as adamage-inflicting attack on the objector character being caught.

• A Catch result indicates the object iscaught with no ill effects to the heroattempting the catch or the object orcharacter being caught.

A character suffers -3CS on all attempts tocatch objects directed against the characterspecifically. In addition, certain types ofcatches require a minimum Agility.

• Hero must have an Unearthly Agility tocatch small, fast-moving items (likebullets).

• Hero must have an Amazing Agility tocatch large, thin, projectiles (likearrows) .

• Hero must have at least RemarkableAgility to attempt to catch other thrownprojectiles.

• Hero may have any Agility to try tocatch a falling character or object.

Effects Results: Slam, Stun, and Kill

Most effects of combat are covered in thesections describing that form of attack.Several combat forms share the Slam, Stun,and Kill results. They are explained herein.

For any one of these three results to beeffective on a target, the attacker mustinflict some damage on the target. If thecharacter's Body Armor, force field, ornatural invulnerabilities prevent the form ofattack from hurting the character, then theeffects of the Slam, Stun, or Kill arenegated. Important: In borderline caseswhere the sum total of the attacker'sdamage is balanced by the target'sdefenses, such that one more point isneeded to affect the target, the target maybe affected by Slams, Stuns, and Kills.

The Slam result is possible as the result ofBlunt Attacks and Charging and refers tothe physical knocking down or away of anopponent. There are three types of Slamunder the Advanced Set rules. The subjectof a Slam result rolls on the Universal Tablefor an Endurance FEAT, checking the result

on the Effects Table. The result may be NoSlam, Stagger, 1 Area, or Great Slam.

• No Slam -- the target is not affected bythe slam. The target still takes damageas for a normal hit.

• Stagger -- The target is knocked backa step or two, perhaps knocked to oneknee, but is fully capable of engagingin combat next round. The Staggerresult indicates the target takes thedamage of a hit and is no longerconsidered adjacent to his attacker.There is no further damage unless thesituation demands it. (Say, the target ison the edge of a cliff and staggers overthe precipice -- a great way for villainsto meet obscure deaths.)

• 1 Area -- The target is knocked onearea away (ranged or area movement).If the attacker inflicted any damage onthe target, the attacker chooses thedirection of the Slam (any compassdirection or straight up or down). If nodamage was inflicted, the defenderchooses the direction (most likelyavoiding fellow teammates, buildings,and other large, nasty items).

• Grand Slam -- The target is knockedaway with a speed equal to theStrength of the attacker taken asground speed. (A hit with UnearthlyStrength sends the victim 10 areas.)The direction is determined as for 1Area Slam.

A character slammed into a building takesdamage as if he were making a chargingattack at that building. Buildings and otherobstructions affect the speed of thecharacter as for normal movement.

The Stun result has the potential of taking ahero out of the fight for a number of rounds.A character may be stunned as result of anySlugfest attack, Throwing attack, Forceattack, and Charging attack. The target rollsan Endurance FEAT on the Universal Table,and checks the result on the Effects Table(is this getting familiar, guys?). There arethree types of Stun results.

• 1-10 rounds -- The character isknocked out for 1-10 rounds (roll adie). During this time a character maytake no actions.

• 1 round -- The character is knockeddown and may take no action nextround. The character is still conscious,but as the apparent result is the sameas 1-10 rounds, a character can playpossum and keep his ears open.

• No effect -- just what it means, thecharacter is not affected by the Stun

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result. The Kill result is potentially the mostdangerous for the user (and definitely thetarget). A Kill result may be checked for asthe result of an Energy attack, an Edgedattack in Slugfest, or a Shooting attack. Itmay also be called for by reducing acharacter's total health to 0 -- see Life,Death, and Health, following.

The target receiving a Kill result makes anEndurance FEAT on the Universal Table,checking under the Kill column of the BattleTable. There are three results on this table.

• An Endurance Loss indicates that thecharacter's Endurance is reduced byone rank. The character is dying (checkunder Life, Death, and Health), and willcontinue to lose Endurance at one rankper turn until the situation is cleared.

• The E/S result indicates the character isaffected as an Endurance Loss only if themethod of attack was Edged attack inSlugfest or a Shooting attack. Any otherattack form is considered No Effect.

• No Effect: The character takes damageas listed for the attack form, but is notslain.

A Kill result has detrimental effects on theattacker as well as the target. A hero whokills will lose all Karma (check under theKarma section in the next chapter).

Powers in Combat

Usually a character's superhuman Powerscan be wielded in combat, depending on thecircumstances. Those that depend onconcentration may be prevented, while thosepowers that derive from a weapon may befoiled if the hero is kept from that weapon.This section covers a few of the morecommon Powers that turn up in combat.

Body Armor: The key to withstanding attacks,a character's Body Armor reduces potentialdamage by the Power rank number of thearmor. If a character has Monstrous(75)Body Armor, then any and all attacks reducethe damage by 75. Damage reduced below 0is counted as no damage, and the targetcannot be affected by a Stun, Slam, or Killresult from that attack. For example, if adagger (10 points damage) is thrown at ahero with Amazing (50) Body Armor, there isno effect from the attack even it the attackerrolled a Kill result. Body Armor protects thecharacter from each and every physicalattack. If five goons inflict 10 points damageon the hero with Excellent Body Armor, thennone of those attacks succeed.

The above applies to all attack forms exceptEnergy Powers. The rank number of BodyArmor is reduced by 20 points when dealingwith this attack form. This means a BodyArmor of Excellent (25) is reduced toTypical (5), a Body Armor of Monstrous (87)becomes Monstrous (67), and a BodyArmor of Good (10) provides no protectionat all against attacks on the Energy column.

Force Fields are another common form ofdefense encountered in combat, and rangefrom the personal (protects the user only)Force Fields used by Iron Man andVindicator to the projected (protects user,others, or large areas) Force Fields of theInvisible Woman. Force Fields protect asBody Armor, but are effective againstEnergy attacks at the listed level, and are -10 against all other attacks. A Force Fieldtakes the damage instead of the hero.

A Force Field can be overloaded bydamage exceeding that of the Power rank,treating that Power rank as the materialstrength of the wall. What happens if theForce Field is overloaded depends on thetype of Force Field.

• If the Force Field is personal in nature,the system switches off or overheats.The hero is affected by excess damage,and may be stunned or slammed.

• If the Force Field is projected innature, the user must make a PsycheFEAT roll against the intensity of theattack or become unconscious. TheForce Field hangs around long enoughto protect those within.

A character with Force Field and BodyArmor may use one or the other againstany attack, but not benefit from both at thesame time. If a Force Field is projected bya third party in front of the character withBody Armor, the Force Field takes damageand, if it collapses, full damage is inflictedon those within. In this case Body Armor isapplicable to reducing damage.

Resistances: A hero with a resistanceagainst a certain attack form is permittedan additional defensive roll — whenattacked, the hero may make a FEAT rollagainst the attack, treating the damage asthe Intensity of the attack. If successful, theattack inflicts no damage. if the FEAT fails,the Resistance still provides Body Armoragainst that attack form.

Claws: Claws are given a Power rank and amaterial strength. The first refers to thedamage inflicted with them, the second to thematerials they can affect. The favoriteexample is Wolverine, whose Class 1000

material claws only inflict Good damageagainst materials without a material strengthrank. Against materials with a materialstrength rank, including the outer suit ofTitanium Man, Wolverine shreds withUnearthly ability. As far as damage goes, heinflicts 10 points and checks the Edged AttackTable when attacking. This same approach istaken for swords (Black Knight, SilverSamurai) and other sharp pointy items, andfor the effects of Corrosive and Rotting Touch.

Claws and other sharp instruments do notaffect Force Fields with their materialstrength. They would inflict their normaldamage in overloading that Force Field.

Growth: Larger targets are easier to hitthan normal ones. in Charging, Slugfest,and Missile (Shooting and Throwing)combat, the following modifiers apply to hit:Up to 7 feet tall No ModifierUp to 18 feet tall +1CSUp to 22 feet tall +2CSOver 22 feet tall +3CS

This modification only applies to thechance to hit, not to the damage done.

The character with Growth Power alsogains a similar modifier to any StrengthFEATs, including wrestling combat.Damage is raised by a similar amount.

Shrinking: Smaller opponents are harder tohit, and strike more easily against arelatively larger foe. When attacking asmaller foe, the attacker suffers the columnshift listed, while the smaller foe gains a shifton his attacking. This applies to Slugfest andMissile combat only in both cases.

Attacks Reduction Against Attacks ByDown to 6 inches No NoDown to 1 inch -1CS +1CSDown to 1/4 inch -2CS +2CSSmaller than 1/4" -3CS +3CS

Tactics

The above sections talk about most normalcombat situations. Of course, anything thatuses characters with superior Powers canhardly be called normal. To covet a lot ofthe "special cases:' this section will look ata few of the more interesting tactics thathave turned up over the years.

Non-Adjacent Weapon Combat: In mostcases, two characters must be next to eachother in order to engage in Slugfestcombat, though an exception is noted if thecharacter has a weapon that will reach.

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Super-strong opponents are alwaysgrabbing lampposts, columns. and buses tosmash one another For this type of combat.the attacker and target do not have to beadjacent. but should be within 1 area ofeach other (unless the attacker is usingsomething massive like the Concorde tostrike his or her opponent). The attackermust be able to lift the object he is using,and if the target's material strength or BodyArmor is higher, the weapon may beshattered and the item useless.

Holding One's Fire: If a player has initiative,his character may hold off his attack untilan opponent is within the best possiblerange. In other words, the opponent (loserof initiative) may move according to hisplans, but the attacker does not have toattack until the opponent is about to strike.(A good example is a character defendingagainst a Charging opponent. Thatcharacter chooses to hold his attack untilthe opponent is right on top of him. thenlets loose.)

Pulling Punches: This has been coveredabove but bears repeating: It is possible toinflict less damage than maximum for someattacks, and it is possible to select a lowereffect than the color rolled for other attacks.Attack forms where reduced damage isavailable are Blunt Attacks, Throwing Blunt,Energy Powers, Force Powers, andGrappling. and any farm of attack that usesthe magic code phrase "inflicts up to acertain level of damage." Attack formswhere it is possible to have lesser effectsthan found on the Battle Effects Table (forexample, lessening a Stun to a Slam) areBlunt Attacks. Force Powers, EnergyPowers, Grappling, and Charging.

Multiple Targets: A character may affectmultiple targets by making a single attackthat will affect multiple targets, or bymaking separate attacks against theattackers.

Single Roll option: Under certaincircumstances a character may affect anumber of adjacent foes. All targets must beadjacent to the character in question. Attackforms that may use this type of attack areBlunt Slugfest, Escaping, and Energy andForce Powers. A single roll is made to affectall the individuals in the area at a - 4CS.Those results are applied to all in that area.

Multiple Combat Actions: Occasionallyheroes may make more than one attack inthe same round, attacking the same targetor different targets. Any character can

make multiple attacks, provided thatcharacter makes a Fighting FEAT roll in thePre-Action roll. The intensity of the FEATdepends on the number of attacks desired:

Making 2 attacks in the same round -Remarkable Intensity FEAT

Making 3 attacks in the same round -Amazing Intensity FEAT

All multiple attacks are made at -1CS to hit.If the Fighting FEAT fails, only one attack ismade at -3CS.

The above applies to Slugfest attacks andShooting only. Certain Powers may permitmultiple attacks as Power Stunts withoutinvoking this rule.

Entangling Weapons: There are a numberof bolos, nets, and webbing designed asweapons to entangle a foe. These hit withan Agility FEAT, but if they hit, the targetmust make an Agility FEAT against thematerial strength of the net, webbing, etc.Failure indicates the target is enmeshedand may escape by breaking bonds as aStrength FEAT, or slipping the bonds, if thecharacter has applicable abilities.

Groundstrike: The Groundstrike is a tacticused by individuals with Energy Powers toinflict concussive damage to a targetwithout fear of instant death. The idea is touse the Power to bowl over an opponentand do damage with the rock and earthbrought up by the attack. If the materialstrength is less than the damage inflicted,the target will take damage equal to thematerial strength. In addition. if the materialis relatively thin, the strike may open ahole, causing the target to fall through(Agility FEAT to avoid). The chief functionof the Groundstrike is that damage isinflicted on the Force Power Table. It'sdisadvantage is that it is hard on thesurrounding territory.

Shooting to Neutralize: It's often a good ideato try to shoot a weapon out of a miscreant'shand. This requires a Bullseye result, andwhile it inflicts damage. a Kill result istreated as a Bullseye as well. This is one ofthe few cases where a Kill result may bereduced. It may be used only to knock anopponent's weapon out of his hand.

Shooting to Stun: A trick shot, involvinggrazing the target in such a way as to knockhim out. This is a Bullseye result forShooting combat. A Bullseye result is treatedas a Stun, but a Kill is still a Kill result.

Combined Attack: A single character may

be unable to pierce an enemy's Force Fieldor Body Armor, but two or more individualsstriking at the same spot may be able toaffect the foe. As with combined materialStrength FEATs, the two must inflictdamage within in points of each other. Thehigher total is raised to the next rank ofdamage, at the lowest point (88 forUnearthly, etc.) providing the individual withthe lower damage ability makes an AgilityFEAT (the one with the higher FEAT mustscore a normal hit). This applies to Slugfest,Charging, and Energy and Force Powers.

Double-Teaming: A form of combined attackwhere one attacker holds the target and theother hits him. The first attacker must get aHold or Partial Hold on the target. Thesecond attacker then gets a +1CS onattacks (but a miss on the target may hitthe Grappling attacker -- make a secondroll as if attacking that character).

Fastball Special: A special form of Chargingattack developed by Messrs. Logan andRasputin of Westchester County. New York,which involves the more powerful of the twousing the less powerful as a Missile weapon.The attack supposes the throwing charactercan lift and throw the thrown character. Theattack uses the thrower's Agility to hit, or thethrown's Fighting ability. whichever theplayers involved choose. Damage is doneby the thrown character as determined byEndurance, or by a normal Slugfest attack,with the thrown character gaining benefits asfor a Charging attack. (Plusses for Speed.)

Shockwave: A version of the Groundstrikeused by those with Edged or Blunt Slugfestattacks. The attacker must have a Strengthat least two ranks higher than the materialhe is standing on; he then strikes at theground with fists, legs, etc.. setting up ashockwave that will travel up to 2 areasaway in any direction. Those in the path ofthe Shockwave are attacked by as if by aCharge of the attacker's Strength. Nodamage is done by a Shockwave attack(though incidental damage may be inflictedby damaged buildings, bridges fallingdown, etc.) but targets may be stunned orslammed if these results are rolled.

Blindsiding: A character who is taken bysurprise has a greater chance of beingaffected by an attack than one who isexpecting it. A Blindsiding attack gains a+2CS to hit. and the character hit by aBlindsiding attack may not add Karma toany die rolls to determine if the attackSlams, Stuns, or Kilts. The Judge has finalsay on Blindsiding, but guidelines are: if the

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character is taken unaware from behind,the character is distracted, the attacker isplaying possum (the target does notanticipate an attack), the attack comes froman unsuspected quarter (an ally or supposedfriend makes the attack). Characters withextraordinary senses (like Daredevil) ordanger senses (like Rogue, FranklinRichards, and Spider-Man) cannot beBlindsided in normal circumstances. Underspecial circumstances, though, Blindsidingthese characters can be possible. Spider-Man was once Blindsided by Aunt May, ashis vaunted spider-sense did not recognizethe dear sweet lady with the lead pipe as athreat -- let this be a lesson to us all...

Shielding: This tactic involves puttingsomething between the target and theattacker, usually an inanimate abject butsometimes, in the case of hero leaping intothe fray to stop an attack on anotherindividual, a character himself.

In the first case, the hero may decide to usesomething as a shield as an initial action oras a changed action after initiative is rolled.if it is an initial action, the hero may performanother action in addition to the action. If achanged action, the hero may perform noother action that round than shielding. Ineither case, all other FEATs attempted inthat round, including combat are -2CSunless the object used as a shield is adevice or object commonly used by thehero in that way (the hero is comfortableusing the device defensively). The materialstrength of the item is used as a form ofBody Armor against the attack (if a garbagecan lid is used as a shield, it will providePoor (4) protection). This applies only tophysical attacks and similar attacks thatmay be deflected in this manner. This formof defense may be used against Slugfest,Throwing, Shooting, and Charging attacks,but not Grappling and Grabbing attacks.

The hero may also provide a form ofshielding to other targets within the samearea (or within a half-area for rangedmovement) by putting his own body in theway of an attack directed against another.The hero may make this decision only inthe decision section of the turn, and then ifthe hero is closer to the target than theattacker (therefore it is only useful againstShooting, Throwing, and Charging attacks).The hero (or an object the hero is carrying,as in the first section) interposes himself inthe line of fire and is considered the targetinstead of the intended target.

Example: Spider-Man is standing next to

the Mayor when he sees the barrel of asniper rifle sticking out of a window. Spideyacts to shield the Mayor, making himselfthe target of the attack. Were CaptainAmerica standing next to the Mayor in thissituation, then he could bring up his shield(a common object used for this purpose) toprotect the Mayor and himself (the attack isconsidered to be against Captain America,but his shield may deflect it).

Flight and Fight: A few additional rulesapply to characters engaged in combatwhile in Flight:

• A character in flight can be slammedregardless of the character'scomparative Endurance. This is becausethe character is not moored to anything.

• A character in flight may Charge withnormal limitations. If the flyingcharacter is engaged in a Power dive(dropping straight down), the charactercan gain a column shift of +4CS (withresulting possible damage for self aswell). This applies only to flyingcharacters intent on diving at thetarget, not to characters leaping,jumping, or falling from high distances(they receive the +3 CS maximum).

Firing at a Moving Target: A character whois moving is harder to hit. A - 1CS appliesto any target moving up to five areas thatround; a -2CS applies to those againsttargets moving up to 10 areas that turn,and -4CS to those moving faster. Theexception to this is attack on a characterwho is Charging directly at the firer -- otherthan the target getting rapidly larger, thereis no difference in location.

Ambush: OK, how many times have youseen this in the comics -- the bad guy isright around the corner, pistol drawn,waiting for Moon Knight to come aroundthe corner and... Blam! The Ambush is anattack set up against a certain location. Assoon as any character enters that location,the attack occurs. Karma is spent when theattack is set up, not made. An Ambushgains a + 1CS to hit.

Aiming (Optional): This form of attack is foruse with Shooting, Throwing, and Powers,in situations where the attacker has theluxury of spending a turn aiming hisweapon without firing. A character Aimingfor a turn gains a +1CS to hit.

Point Blank Range: There are sometimescases where a firer would have to be reallytrying to miss -- you know, repulsor upagainst the bad guy's head, etc. A Shooting

character who is adjacent to a nonfightingopponent gains a + 3CS to hit thatopponent. If the opponent is fighting, orengaged in Slugfest or wrestling, there is a- 3CS to hit with Missile weapons. Whetheror not a target is fighting is determinedwhen the attacker fires. If the attacker getsinitiative in the round the opponent tries toescape, the attacker has a + 3CS -otherwise, he has a -3CS.

Luring: Luring is a tactic by which thecharacter makes himself a target in order toencourage his opponent into attacking him,whether to keep the opponent from attackingothers, lead the character into an uninhabitedarea, or to persuade the opponent to throw apunch or make a charge, only to jump out ofthe way at the last moment. A charactertrying to Lure states so. The opponent gets a+2CS on attacks, but at the moment ofattack, the defender can pull a defensivemove of his or her choice. If the attackmisses, the lured character will hit whateverwas directly behind the luring character (thecharacter's choice).

Using Karma in Combat: Karma is delvedinto deeply in the next chapter, but since ithas an important effect on combat it shouldbe mentioned here. Karma is used tomanipulate the die rolls on the UniversalTable. When a character decides to spendKarma, the player simply announces it. Youautomatically spend 10 Karma points bysaying that simple phrase. You can spendmore, but 10 points is the requirement formaking the statement. On the die roll youare modifying (always the one immediatelyafter the announcement), you add thenumber of points equal to the amount ofKarma you spend (at least 10, the amountyou spent to start with). Other uses ofKarma are described in the Karma section.

Life, Death, and Health This is one of the most important sectionsyet covered. In combat, we noted thatvarious attack forms inflicted various types ofdamage -- a strike with the bare fists inflictsup to the attacker's maximum Strength. Thismay be modified by Body Armor, tactics, andother stuff, but the end result is a number,which is deducted from your Health score.What happens when Health reaches 0?

Well, your character just might perish.

A character that reaches 0 Health becomesunconscious and stays that way for at least1-10 rounds. The player rolls an EnduranceFEAT for the character and consults the Kill

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LIFE, DEATH, AND HEALTH

column of the Effects Table. If the result isno effect, the character is Stunned for 1-10rounds and may regain consciousness. Ifthe result is Endurance Loss. the characterbegins to lose Endurance ranks.

A character loses one Endurance rank perturn. The loss is temporary, but for furtherEndurance checks the rank number isconsidered to be the highest for that rank.One rank is lost per turn until the characterreaches Shift 0. When the character slipsbelow Shift 0, that character is dead.Deceased. Pushing up daisies. Beyond themortal ken. Extreme measures must betaken to bring that character back into play.Fold up the character's sheet and put him inthe Hall of Fame. (However, see Immortality.)

How do you avoid this situation if yourcharacter is the one who may pass fromthis mortal coil?

• Spend Karma. You can stabilize yourEndurance for one round by spending50 points. This is a stopgap measureat best. (This is a change from theOriginal set.)

• Spend a lot of Karma. You can gainanother Endurance FEAT when youslip a level by spending 200 Karmapoints. If you succeed, you areunconscious.

• Help from your friends. If a friend, ally,enemy,- or passerby attempts to aidyou. the loss of Endurance is halted.The character is still unconscious, andwill be for 1-10 more hours. Aid isdefined as first aid, summoning help,

pulling the character to safety, or evenchecking to see if the character is OK.A character with First Aid and MedicineTalents may be able to aid individualswho have reached Shift 0 Health.

Regaining Consciousness: A characterunconscious from the result of a Stunregains consciousness in 1-10 turns, andmay act normally from there on. Acharacter with 0 Health is unconscious for1-10 turns, then can make a EnduranceFEAT Failure indicates the character is stillunconscious; check again in 1-10 turns.Success indicates the character hasregained consciousness, and has Healthequal to his Endurance rank.

Recovery: Ten turns after a character takesdamage, he regains Health equal to theEndurance rank number. provided thecharacter is not knocked unconscious. ThisRecovery only applies if the character is notfurther damaged within that time period. If acharacter is damaged, steps out, and then isdamaged again before Recovery takesplace, then only Healing is possible.Recovery may take place only once per day.

Healing: A character normally heals hisEndurance rank number in the hour (600turns) following the last damage. If thecharacter takes further damage during thatperiod, then the time is measured from thatpoint. Characters with special abilities may beable to heal for greater amounts or at fasterrates. This rate is doubled by bedrest andmedical supervision (doctors or hospitals).

Robots and Reactivation: Robot PCs andNPCs that are knocked down to 0 Healthand lose all Endurance Ranks are not"dead" in a conventional sense. but may berebuilt by other characters, if they may retainmost of the parts and personality. Repairingsuch a character would require a ReasonFEAT of intensity equal to the highest Abilityor Power rank of that character (if the Visionis deactivated. as he apparently was once incrossing Annihilus' Force Field, repairing himis an Unearthly intensity FEAT). Therepaired character returns to play, but hasno Karma. Reactivating a robot takes anumber of days equal to the highest Powerrank of the character (the Vision would take10D days). Robots may suffer disabilities.

Impaired Abilities: A character who has lostEndurance ranks has a -2CS until theEndurance is returned to original levels. OneEndurance rank is healed per week innormal action. One Endurance rank ishealed per day if the character is in ahospital or under a doctor's care. Endurancecannot be healed to a higher rank numberthan the character had before the damage.

Disabilities: A character who slips to Shift 0in Endurance is in danger of having one ormore of his abilities impaired. For such acharacter, roll for each physical abilityabove Good (Green FEAT). Failureindicates that that ability is now reduced tothe next lowest printed number (from anMonstrous (61) to an Amazing (50)). Theseabilities may be modified upwardsafterwards only by experience.

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Chapter One dealt with your character,whether pregenerated or created on thespot. Chapter Two ran through the basicFEATs, combat, and movement, and what acharacter can do in a turn. In this chapter weexpand into the realms of the campaign itself,including Karma, Contacts, and advancement.

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

Karma is also a spendable experiencepoint. In other words, it is gained by theplayer, and may be spent by the player tomake sure certain actions happen whenthey are supposed to (example: CaptainAmerica, with only one chance, bounceshis shield off three walls and hits the levernecessary to prevent the detonation of theZ-bomb). Karma is also spent to completetechnological items, accomplish PowerStunts, and to advance the character inabilities and power.

Gaining (and Losing) Karma

Karma awards are made at specific timesduring an adventure.

• Karma is awarded at the end of abattle or conflict.

• Karma is awarded at the completion ofa task.

• Karma is awarded at the conclusion ofthe game adventure or gaming session.

In the first case, Karma is not awardedwhile there is still combat going on, orwhen there is potential for immediatecombat. This prevents heroes fromchewing through the lower-level flunkies,then using the Karma gained to take on theorganization's mastermind. As long as oneof the player character heroes is in combat,Karma will not be awarded for that battle.

Certain actions are rewarded immediatelyafter they occur. Stopping a crime, rescuingsomeone, or preventing a disaster arerewarded as soon as they occur, as areKarma losses from committing a crime, ortaking a life.

At the conclusion of the game adventure,Karma awards should be made for the playto date. Conclusion means either the endof a planned adventure or the end of theevening's play. Karma awards for itemssuch as good role-playing should not bedelayed from session to session (if only

because Judges have terrible memories).

Karma may be awarded to individuals or toa group. Definition is determined by thenumber of characters required to performthe action, defeat the bad guy, or rescuethe innocent. If more then one person isresponsible (such as one character holdsthe building steady while a second clearsthe streets and a third checks thecollapsing structure for people trappedinside), the award should be split evenly, ifone character is doing all the work, thenthat character should get all the credit.When making group awards, the amount isevenly divided between the activeparticipants (drop fractions). If three peopleperform actions that earn 100 Karmapoints, each gets 33 Karma points. Awardsfor good role-playing are always toindividuals. The decision of whether Karmais awarded to the individual or group, aswell as the amount, is the final province ofthe Judge. Karma earned by groups maybe placed in that group's Karma pool evenif other members of the pool's group werenot present.

Karma is gained and lost through threegeneral types of actions: Heroic Actions,Personal Actions, and Gaming Actions.

Heroic Actions are those actions thecharacter undertakes as 8 hero: catchingcriminals, rescuing innocents, battling theforces of evil, and general acts of heroicderring-do. Similarly, Karma is lost(reducing the player's Karma total) forunheroic acts. Heroic actions are listed inthe summary at the close of this section,but the general types are as follows.

Stopping or preventing crime: The heroreceives an amount for preventing a

criminal action from occurring, or stoppingIt while in the process of occurring. Thevarious criminal acts are listed in theOriginal Set, and summarized here.

• Violent crimes are crimes involvingdamage to people, and include murder,assault, and kidnapping. Attacking asuper-powered hero is not in itself aviolent crime, for Karma purposes, butattacking a hero in his secret ID is.

• Destructive crimes are violent crimesdirected against property as opposedto people. Arson, bombings, riots,vandalism, attacks on super-poweredheroes, and rampages fall under thiscategory.

• Theft is removal of property withoutthreat or injury. Shoplifting,pickpocketing, break-ins, andembezzling are theft.

• Robbery is theft with violence orimplied violence. Mugging, bankrobbery, and store stick-ups arerobbery. Whereas theft is usually donewithout the target's knowledge, robberyinvolves a face-to-face confrontation.

• Misdemeanors include all minorcrimes, including gambling, carryingconcealed weapons, possession ofdrugs, and driving offenses.

• National offenses are those crimes thatthreaten the security of the nation, andinclude treason, hijacking, acts ofterrorism, and drug and weaponsmuggling.

• A local conspiracy is a plot or plan tobreak the law, affecting one company,city, or region. Meeting to plan arobbery is a local conspiracy.

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3: THE CAMPAIGN

• A national conspiracy is a plot or planto break the law on a national level,usually concerning taking over thatcountry.

• A global conspiracy is directed againstthe entire world, and usually is onlyused by those individuals and groupswho dream of world power and alienraces intent on conquering the world.

• Other crimes are those crimes that donot fit into any set category, andinclude selling drugs, forgery,counterfeiting, and fraud.

Arresting criminals: Often there are caseswhen a hero is not on the scene when acrime occurs (best example is Spider-Mannot being around when his Uncle Ben wasshot by the burglar). If the hero bringsthose responsible for a crime to justice, thisis known as Arresting the Criminal, In mostcases, a hero does not have officialsanction from the governments to makearrests. The best the hero can do is bringthe perpetrator to justice, along withenough evidence to make a case againstthe creep. If the villain is released as aresult of a court decision, the hero still getsthe award for the arrest. The classes ofcrimes are as listed above.

Rescues: Saving another life is worth 20Karma points flat, It doesn't matter if theperson is Aunt May falling off the BrooklynBridge or Doctor Doom falling into the core ofhis cyclotron. To most heroic characters alllife has value, even that of evil characters. Amaximum of 100 points may be awarded forany one action involving rescue (Iron Mansaves a 747 filled with people from crashing— he gets 100 points max).

Award for Foes: In addition to all otherawards, the hero receives Karma forbattling and defeating opponents. Such anopponent is usually a criminal or villain.This award may be made only if theopponent has an ability or Power ofRemarkable or higher (small fry do notcount). The award is equal to the highestrank number of the opponent.

Example 1: The lone hero comes upon aliquor store hold-up. The two thugs arerunning for the getaway car. The herodrops down on the thugs and knocks themout, to the cheers of the bystanders. Shehas stopped a robbery (20) and arrestedthe criminals (10). She gets 30 points forher actions.

Example 2: The lone hero comes upon aliquor store that has been held up. The

owner says the robber wore the outfit of theScorpion. The hero tracks Scorpion down.discovers proof of the crime, arrests him,and turns him over the authorities. Thehero did not stop the crime, but did arrestthe criminal (10), who has a Remarkable +ability (Amazing damage with tail (50)), sothe hero receives 60 points.

Example 3: Three heroes tracking down arash of thefts (four to a rash; three or lessis an itch of thefts) stumble across a groupof three villains plotting to hold the city ofSan Francisco hostage. The heroes breakin and knock out the criminals. They havearrested the criminals of four thefts (20points), stopped a local conspiracy (30)and arrested the participants (15j, and thevillains all have high Strengths (Incredible,40 each). The heroes get 185 points, splitthree ways for 55 points each.

Example 4: A rampaging monster withMonstrous (75) Endurance is trying to pushover an office building filled with people. Ateam of five heroes tries to prevent it.Three heroes attack the monster, whichthey drive off into the East River. The othertwo heroes help evacuate the building. Allheroes would benefit from stopping a crimeof destruction (20), and from rescue (100Karma points). No points are awarded fordefeating the monster, as it was just drivenoff, or for "arresting" the monster as it's stillat large. 120 points are spread among fiveheroes for 24 each. or added in total totheir group Karma pool.

Losses for Heroic (or Unheroic) Acts:Heroes may also lose Karma as a result oftheir actions. Such losses are alwaysindividual in nature, and Karma may notdrop below 0. These unheroic actions aresummarized on the Karma Table as well,and are detailed below.

Committing crimes: A player characterloses twice the listed Karma points for anycrime he commits. even if the hero hasgood reason or there are extenuatingcircumstances concerning the crime. A herois sometimes charged with a crime she didnot commit. This has no effect on herKarma (as the hero knows she is innocent).This only applies to crimes the herocommits, even if she was under the controlof outside forces.

Example: Puppet Master controls a hero'smind. forcing him to rob Fort Knox. Whilethe hero breaks Puppet Master's hold,returns the money, and convinces theauthorities that he is a good guy. the factremains that he robbed Fort Knox. andloses 20 Karma points as a result.

Note: Holding on to the devices of super-powered villains without the permission ofthe arresting body is considered to be theft.(Bad guys got rights. too.) Make aPopularity FEAT to see if the hero maykeep the devices after the trial.

Permit crime to occur: There are timeswhen a hero may choose not to interferewith a situation, or be unable to interferewith a criminal activity. This is generally notlooked upon favorably in heroic circles, anda Karma loss equal to that of arresting thecriminal is ascribed to the hero.

Example: The hero must rush a vial of anti-toxin across town to save a life (rescue -worth 20 points). En route he spots a catburglar breaking into a penthouseapartment (theft -- 10 for preventing, 5more for arresting). He decides that a life ismore important and gets to the hospitalwith seconds to spare. He gets 20 points.but loses 5 for not preventing the crime (hecan regain those points by tracking downthe cat burglar, now long gone).

Defeats: When a hero gets beaten up by abad guy or guys, he seems ineffective inhis job, and this reflects on his Karma. Ifthe defeat occurs in a private area (noother witnesses). the hero loses 20 Karmapoints. If the defeat occurs with more thanthree witnesses (in a park, an office, or onnational TV). the loss is 40 Karma points.

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KARMA

Property destruction: When titans clash, theinsurance rates go through the roof. Super-powered characters getting down to casescan level whole city blocks. Villainsgenerally don't care, but heroes like toavoid excess destruction. For every areathat takes damage (broken walls, windows,fallen roofs, damaged pavements, wreckedcars and sewage lines), each hero involvedloses 5 points.

Example: Three heroes fight the rampagingHulk. in the process a city block of sevenareas is leveled. The heroes each lose 35points (and probably another 40 each for apublic defeat, as the Hulk is one toughcustomer).

Death: Almost all heroes have a codeagainst killing, acid this is reflected by thefact that if a hero kills an opponent, orthrough his actions allows a person to die,all Karma for the character is reduced to 0.Karma that has been spent foradvancement, building things, or influencingdie rolls previous to the death is unaffected,but with the death, all current Karma isreduced to 0. New Karma may be earnedfrom this point, but the Karma is lost, even ifthe character slain is later returned to life.Accidental deaths and deaths resulting fromthe hero not being in control of his actionsdo not mitigate this effect.

Example: Iron Man's armor is controlled byJustin Hammer, and causes him to fire hisrepulsor ray into the Carnellianambassador, killing him on national TV. IronMan's Karma is reduced to 0, despite thebet that it is not his fault.

Noble deaths, mysterious deaths, and self-destruction: These are borderline caseswhere the circumstances of death are fuzzyto say the least. A noble death is onewhere the character chooses to sacrificeherself for others (Marvel Girl taking thecontrols of a crashing space shuttle inorder to save Scott Summers and histeammates). A mysterious death is onewhere no body is found, and is a favoritefor villains who appear to be about to die.Self-destruction involves those caseswhere the death would result no matterwhat the hero does. For these cases, a set50 point penalty per hero is ascribed.

Example of noble death: The SpaceShuttle, carrying the X-Men, is plunging toits fiery doom. Marvel Girl volunteers to tryto pilot it down, though the cosmic radiationwill fry her. She knocks out a protestingCyclops, and sacrifices her life to save herfriends. Her friends lose 50 Karma pointsonly, as this was a noble death. They donot regain that amount when it turns outshe really survived the crash.

Example of mysterious death: The heroestrap the dangerous Apocalypse in a burningwarehouse as the madman rants about hisnew genetic hierarchy. Suddenly the floorgives way, plunging him into the infernobefore the heroes can react. No one couldsurvive the heat, and no body is found inthe ashes. The heroes take a 50 pointpenalty each, though Apocalypse may havesurvived the fire.

Example of sell-destruction: Iron Man defeatsObadiah Stane, who is wearing the IronMonger armor. As a final act, Iron Mongerturns his repulsors on himself as opposed toadmitting defeat to Iron Man. Iron Man's totalis reduced by 50 Karma points.

Personal Karma Awards: In addition toheroic actions in their caped and cowledcrusader alter egos, most player charactershave a home life of some form, as well asnon super-powered friends and allies.These friends, allies, and relationships arethe source of additional Karma for the hero,known as personal Karma. Personal Karmais awarded to the individual hero (no groupawards). Earning personal Karma consistsof making commitments and followingthrough on those commitments. A hero whoexists in a vacuum, without friends, iscutting himself out of an interesting way ofearning Karma.

Personal commitments: The character,either as hero or secret ID, can make a

commitment to meet someone at a certaintime and place. This may be a personalappearance, making a date with a girlfriend,going shopping with a relative, or making apoker game. For each instance of a heromaking commitments and seeing themthrough, the hero receives 5 Karma points.

Weekly award: In addition to specificcommitments, heroes in their everyday livesreceive Karma points for making the normaldaily commitments. These will vary accordingto the heroes. Those with employment mustlive up to the terms of that employment (likeshowing up for the job, as a long absencefighting in the Skrull Galaxy may result in aloss of Karma and a change in Resourcestatus). Heroes with families should beexpected to spend some time with thosefamilies. (The Richardses have beenspending a lot of time fighting menaces andleaving their son Franklin alone -- this is badKarma.) Heroes with wives or husbands aresimilarly expected to spend some timetogether to receive this reward, in domesticsituations as opposed to everyday situations.A character who to the Judge's satisfactionhas completed his normal tasks as employee/employer/husband/wife/parent may receivethis award of up to 10 Karma points.

Example 1: Spider-Man, in his identity ofPeter Parker, not only-manages to getfreelance photos in on time to make anissue of NOW magazine, but makes adinner date with Mary Jane and drops in onhis Aunt May. At week's end, the charactergains 10 Karma for making his normalcommitments, as well as an additional 5 forshowing up for the date with Mary Jane.

Example 2: Iron Man, in his identity of TonyStark, is needed to sign various papers forthe continued survival of his company. ironMan spends the week fighting the CrimsonDynamo in the Sahara Desert, and doesnot even check in. Iron Man receives noaward for the week (and his control of thecompany may be jeopardized by his failureto pay attention to business), and losesKarma for not showing up.

Karma loss for breaking commitments: Oneway of gaining personal Karma is to makeand show up for commitments. Failure toshow up for these commitments results in aKarma loss, as does leaving thesecommitments early (sorry, you can't justtouch base and take off). Failure to showup for a commitment will result in a loss of10 Karma points, leaving early a loss of 5Karma points. Karma levels may neverdrop below 0.

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Example 1: Reed Richards has scheduleda meeting of the Baxter Building tenants fornoon on Friday. On Thursday he iskidnapped by Doctor Doom, and does notescape until Monday. Regardless of thesituation, he loses 10 Karma points forfailing to show up (and probably has thetenants ticked off as well).

Example 2: She-Hulk and Wyatt Wingfootare out on the town when suddenly a newsreport comes in about a giant plate ofsuccotash eating Yankee Stadium, She-Hulk calls it a night early in order to battlethe evil mixed vegetable, but will suffer a 5Karma point loss for only partially honoringa commitment.

Charities: One easy way of earningpersonal Karma is through charity work.There are three types of charity that a herocan be involved with: personal appearance,act of charity, and donation.

Personal appearance involves the heroshowing up for a function the proceeds ofwhich will be donated to a worthy cause. Acharity will request or accept this type ofwork on a red Popularity FEAT, mainlybecause such charities are often used astargets at which super-powered foes geteven with and humiliate the hero. The herowho makes a charity appearance willreceive Karma points equal to hisPopularity rank number (maximum of 20).No more than one charity appearance perweek per hero or group can be counted inthis fashion.

Act of charity: A hero may also use hisPowers to benefit the common good, or aworthy cause, in a non-combat or non-emergency situation. Heroes should berewarded according to the situation and thetype of FEAT needed to complete the task.Tasks which are automatic net 10 points,those which would require a green FEAT 20,a yellow FEAT 30, and a red FEAT 40 points.

Donation: In the Original Set, a bonus of 1Karma point per 100 Resource pointsdonated was set. With the removal ofbookkeeping for Resources, this must bemodified. In order to make a donation, theplayer must state what is being donatedand make the appropriate Resource FEATif necessary. The Karma award is equal tothe rank number of that FEAT (if no FEATis required, 10 Karma points are awarded).

Example 1: Box hauls a Canadiandestroyer off the shoals of Newfoundland.This is an act of charity requiring a red

FEAT roll, so he receives 40 points forperforming it successfully.

Example 2: Spider-Man uses his webbingto temporarily hold the scaffolding togetheroutside an office building until it is welded.This is an act of charity, but no FEAT isrequired. 10 points are awarded.

Example 3: Tony Stark kicks in for a newwing of a medical center, an Incredible rankdonation made possible by StarkInternational. Stark receives 40 points forthe donation, and an additional 20 pointsfor showing up as Iron Man at the grandopening.

Example 4: Spider-Man is gathering moneyfor a program to give toys to small children atChristmas. The organization, wary of his rep,turns down his offer to make publicappearances, but Parker still manages todonate a few bucks to the cause (PoorFEAT) and in doing so gains 4 Karma points.

Negative Popularity FEAT rolls: Heroesare supposed to be good guys, but if theirPopularity drops below 0 in the range,people may follow their orders out of fearas opposed to loyalty. Each time a playercharacter hero with a negative Popularityscore uses that Popularity to influenceanother character, the hero loses Karmaequal to his or her Popularity rank number.For example, if a hero with -15 Popularityuses that Popularity to scare away a groupof panic-stricken passers-by, preventingthem from being damaged by a falling wall,he receives Karma for the rescue (100points max), but loses 15 points of it due tohis negative Popularity score.

Gaming Awards: A player may gainKarma for his character through good role-play and running his character in aninteresting and intelligent way, There are nonegative gaming awards in the AdvancedSet, as the assumption is made (at least bythe designer) that you guys know whatyou're doing. Three examples of gamingawards are:

Role-Play Award: At the end of anadventure or gaming session, the Judgemay award personal Karma to players whohave shown a good knowledge of thecharacter's personality. For charactersfrom the Marvel Universe, this means therole-playing is in line with how thecharacter is presented (Hercules is loudand boisterous; Wolverine, while notcontinually going into murderous rages, isshort-tempered and threatening). For

characters created by the players, theseawards are given in light of the player'sstated motives and previous actions.(Captain Outrageous, "the hero who fearsno evil," running from a fight with Terminusmay be making an intelligent decision, butstill is not acting in character.) The Judgemay award up to 10 points in this fashion.

Stump the Judge Award: The characterscontrolled by the players have super-human Powers, and with the addition ofPower Stunts, may be able to use them innew and different ways. In other words,while the Judge may figure the players willget out of a deathtrap in a certain fashion,they may surprise him by coming up withsome new and different way. The Judgeshould make an award of no greater than15 points to those players who come upwith new, imaginative ways of dealing withsituations (once done, of course, it's nowlonger new, so once per stunt).

Humor Award: Let's face it: one of the keyreasons for role-playing is the gatheringtogether of diverse people with the intent ofswapping bad jokes. Laughing in the faceof danger is a trademark of some heroes,but even Wolverine and Captain Americaget in a wry chuckle from time to time. TheJudge should award 5 points to any playerwho can come up with a joke, pun, orhumorous situation so dastardly that playmust cease while everyone takes a deepbreath and tries to recover a sense ofdirection.

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Karma Pools

A Karma pool is formed by a group ofheroes as a common source of Karma.Each hero may donate as much of his ownKarma as he wishes. Any member of thegroup may then use the Karma in that poolto manipulate die rolls and build things,though Karma in a Karma pool may not beused for advancement (sorry, no "let's chipin and give Albedo Man another rank ofBody Armor").

Who may form a pool: Two or moreconsenting player character heroes maycontribute up to their present Karma levelsto form a Karma pool. Others may join in thepool, adding Karma as they join. A charactermay leave the pool, taking back a shareequal to that of any other member with him(a Karma pool of two is divided two ways,one of four characters will give the leavingcharacter one-fourth of the total pool).

Temporary pools: Karma pools are generallyconsidered to be formed at the start of anadventure and disbanded at the adventure'send (either end of the mission or end of thegaming session). For randomly gathered,heroes, such as those that appear in MarvelTwo-in-One, this is normal.

Permanent pools: Heroes who adventuretogether over a long period of time (severalgaming sessions) may form a permanentKarma pool. This is the basis of the super-powered groups, such as the Avengers,Defenders, or X-Men. Such pools are kepttrack of by one player, and all members of thepool may draw from that pool, even if other

members are not present. Players may settheir own restrictions as to how much peoplemay take out of the pool, who may join, andother by-laws, according to the situation.

Adding to the Karma Pool: Any groupawards may be added to the Karma pooldirectly, or split into equal shares for thosewho belong to the pool. Individual awardsare made to the player's character directly.They may contribute to the pool of theirown volition ("Ah, guys, the Pool is a littlelow, shall we all chip in 50 Karma points?").

Karma pool losses: Individual losses aretaken from the individual first, then from theKarma pool he belongs to. For example, ifWolverine is publicly defeated for -40Karma points, but has only 30 points onhim, he loses the 30 and the remaining 10comes out of the X-Men Karma pool hebelongs to. A group loss (everyone

defeated) may be taken out of the Karmapool as one character, spreading the blamearound a little and reducing the individualdamage.

If a member of a Karma pool kills acharacter, or through his actions causesthe death of another, both his individualKarma and that of the Karma pool to whichhe belongs is reduced to 0. (This is why theX-Men kept such an eye on Wolverine allthese years.) Noble deaths, mysteriousdeaths, and self-destruction are handled asfor individual characters.

Dissolving and Leaving a Karma Pool: Acharacter may only belong to one Karmapool at a time, and to join another mustleave the one he previously belonged to. Atthat time the hero takes his equal share ofthe remaining Karma in the original pool. Ifall members choose to divide up the Karma

37

Karma Summary Listing

-10 -5

-10 -5

- 5/area -ALL

-50 -50 -50 +5 -5

+10 +Pop

(max.20)+10-40

+Res - Pop

+10 +15

+5

Permit Robbery Permit Misdemeanor Permit National Offense Permit Other Crimes Property Destruction Death Noble Death Mysterious Death Self-Destruction Making Commitment Failing Commitment Weekly Award Charities: Personal Appearance

Charities: Act of Charity Charities: Donation Negative Popularity Gaming Award: Role-Playing Gaming Award: Stump the Judge Gaming Award: Humor

15 5

20 100

30 40 50 75

100 -60-40-20 -10 -40 -10 -40 -20 -15 -10

-5

Other Crimes -- Stop/Prevent Other Crimes -- Arrest Rescue Multiple Rescues(5 +)Defeating Remarkable Foe Defeating Incredible Foe Defeating Amazing Foe Defeating Monstrous Foe Defeating Unearthly Foe Commit Violent CrimeCommit Destructive CrimeCommit Theft Commit Misdemeanor Commit National Offense Commit Other Crimes Public Defeat Private Defeat Permit Violent Crime Permit Destructive Crime Permit Theft

30 15 20 10 10

5 20 10

5 5

20 10 30 15

40 20

50 25

Violent Crime -- Stop/Prevent Violent Crime -- Arrest Destructive Crime -- Stop/Prevent Destructive Crime -- Arrest Theft -- Stop/Prevent Theft -- Arrest Robbery -- Stop/PreventRobbery -- Arrest Misdemeanors -- Stop/Prevent Misdemeanors -- Arrest National Offense -- Stop/Prevent National Offense -- Arrest Local Conspiracy -- Stop/Prevent Local Conspiracy -- Arrest National Conspiracy —Stop/PreventNational Conspiracy -- Arrest Global Conspiracy —Stop/Prevent Global Conspiracy -- Arrest

in a pool, then the Karma pool dissolves.The Karma returns in equal shares to eachmember of the pool, who may use it as hesees fit (including advancement). A Karmapool cannot be reformed then until after thenext gaming session.

(Optional Rule) Locking Karma Pools — Asstated above, heroes may set their ownbylaws regarding the spending of Karma.One such law may be the locking of a Karmapool. A lock should be agreed to by allmembers of the group. Karma placed into thelocking Karma pool may not be withdrawn bythe members. It may only be used by theindividual to modify die rolls. Such a lockingKarma pool may only be dissolved by aunanimous vote of those who belong.

Spending Karma

Karma may be spent from its reserve for anumber of purposes: manipulating die rolls,changing results, advancement, buildingthings, and Power Stunts. Karma spent inany of these fashions is lost and may notbe recovered. A player may not spendmore Karma than his character normallyhas. Karma may not drop, throughspending or loss resulting from actions,below 0 under normal conditions.

Spending Karma to manipulate die rolls:Whenever making a FEAT roll, the playermay change the die roll by declaring, beforecombat begins, that she is spending Karmaon the result. At this point, the player iscommitted to spend at least 10 Karmapoints (or her remaining reserve, if less than10). After rolling the dice, a number equal tothe amount of Karma spent is added to theresult (at least 10 points, or the amountremaining). The player does not have todeclare how much Karma is spent on theroll, only that she will be spending Karma.

Certain FEATs may not be manipulated byKarma. Resource FEATs may not be somanipulated, nor may Popularity FEATs.FEATs resulting from being Blindsided orsuffering an unexpected attack may not bemodified by Karma (if Arcade suddenlypumps your jet full of knock-out gas, youcannot spend Karma, unless you had someprevious warning of the attack).

Example 1: A character with Typical Strengthmust make a red Strength FEAT. He has 30Karma points listed on his sheet. Heannounces he spends Karma and rolls thedice. He rolls a 68. He spends the full 30,bringing the roll up to a final result of 98 — asuccess. The character has no Karma left.

Example 2: The same as above, with theplayer rolling a 98. The FEAT succeeds, butthe player still takes 10 points off his total,as he declared he was spending Karma.The character has 20 Karma points left.

Example 3: The same as above, with theplayer rolling a 13. No amount of availableKarma will modify the roll to the point wherethe FEAT succeeds, so the player lets theroll stand. The 10 points for declaring theuse of Karma are still subtracted, leavingthe character with 20 Karma points.

Optional Rule: In order to speed play, theJudge may ask for Karma to be spent inincrements of 5 points.

Modifying Results in Combat: In most typesof combat, the attacking character maychoose to reduce the effect of his attack(from a red result to a yellow result). Certainattacks may not be voluntarily reduced ineffect: Edged Attack, Shooting, and Energy(those attacks with a possible Kill result). Theplayer may reduce these effects by spendingKarma. An expenditure of 50 Karma pointsmay reduce the result by one color (from redto yellow, for example). This expenditure mayonly be made immediately after the rollgenerating the effect, and before any otherdie rolls, such as the Endurance FEAT to seeif the character survives.

Power Stunts: Power Stunts are describedin full under Power FEATS in Chapter 2. APower Stunt permits the hero to use his orher Power in a fashion that has hitherto notbeen used. When a hero wishes to attemptthe stunt, he describes the stunt to theJudge. The Judge then states if the stunt ispossible, given the character's level ofPower, and what FEAT would required. Theplayer then spends 100 Karma points to trythe stunt. Any additional Karma tomanipulate the die roll may be spent now,according to the rules laid out above.

Example: A first time player is running theVision, and wishes to increase his normaldensity inside an opponent, stunning theopponent without seriously damaging him.This is a common Power Stunt the Visionuses, so would be a green FEAT roll. TheJudge states the character would have to hithis target, and the defender would make anEndurance FEAT against the Intensity of thedensity control used. The player agrees andspends 100 Karma points. The player thenstates he is spending Karma to hit, so another10 points are automatically spent. The hit issuccessful in any event, and the Vision hasspent 110 Karma points on this attack.

Building Things: Karma is also spent in theprocess of building things, as outlined inChapter 4. Karma may be used to determinethe success of an experiment or invention. Inthis case and this case only, the playermaking the roll must determine how muchKarma is being spent before rolling the dice(as opposed to the mere declaration of howmuch is to be spent, with an automaticspending of 10 Karma points). If the playerdoes not declare the amount for this successroll, then 10 points are assumed to be spent.

Advancement: Characters may put Karmaaside for advancement. This Karma is put intoa separate fund and is considereduntouchable by the player for normal use (andis similarly unaffected by negative Karmamodifiers). Any Karma put aside is placedthere with a specific purpose, and may onlybe spent for that purpose. Karma is placed inAdvancement funds usually at the end ofadventures or gaming sessions, but never inthe middle of combat or during an adventure(in other words, "quiet time:' as opposed to theheat of the chase). Advancement is describedin full in the next section.

Advancement

As characters develop in the MARVELSUPER HEROES RPG, they may increasein levels, Powers, and abilities. This isknown as advancement.

In order to advance, individual players mustcreate a separate listing or fund of Karma.Karma placed in that column will be usedfor a specific type of Advancement: AbilityAdvancement, Resource Advancement,Popularity Advancement, PowerAdvancement, Power Addition, TalentAddition, or Contact Addition.

• Ability Advancement is the increase ofany of the seven primary abilities(FASERIP).

• Resource Advancement is the increaseof the Resource ability, and reflectsthat the character is spending time andenergy increasing his wealth.

• Popularity Advancement is an attemptto increase the character's Popularityrank, via the old PR campaign. Giventhe fluid nature of Popularity, this isused in cases where the hero hassuffered from a smear campaign orother negative Popularity modifiers.

• Power Advancement is the increase insuperhuman abilities the characteralready possesses, and reflects a finehoning of those abilities.

38

ADVANCEMENT

• Power Addition is the gaining of newPowers, either through experimentation,latent abilities coming to the fore, orfurther modification of the character.

• Talent Addition is the gaining of a newTalent from those listed on the TalentTable, or the development of a new Talent.

• Contact Addition is the gaining ofadditional Contacts, and reflects apreviously unrevealed or newly gainedContact. As campaign play itself oftencreates new Contacts, thisadvancement pool is not often used.

Karma put aside must be put them for one ofthe seven purposes above. A character maynot have an Advancement fund set up formore than one of the seven purposes, but,after making a purchase in one area, maymove the remaining Karma to another area.

Ability Advancement: Raising an ability byone rank number costs 1D times the currentrank number of that ability. Raising an abilityto the next highest rank (from Excellent(25)to Remarkable(26), for example) is calledCresting. When cresting into the next rank,an additional 400 Karma points are spent.

Example: Potato Salad Man has beenputting Karma aside for ability advancement.He has a Reason of Good (14). It will costhim 140 Karma points to advance toGood(l5). It will cost him 150 points plus 4M)more for Cresting to reach the next ranknumber (550 total) of Excellent (16).

Rationales: A character may raise anyability to Excellent without having to explainhimself. Raising an ability beyondExcellent, or more than one rank above theoriginal, may take some explaining by theplayer. What the Judge is looking for is areason why the character is gettingstronger, brighter, quicker, etc.

Example: She-Hulk, when she firstappeared, could lift about 50 tons. puttingher in the Amazing Strength category. Acouple years later, she's working out on theThing's weight machines, pressing 75 tons,putting her in the Monstrous category. TheRationale for her increase is merely thatshe has been working out. Should herStrength continue to increase to Unearthly,this change may be due to further mutationsfrom the gamma rays, or additionalexposure or eating her cheery oats.

Resource Advancement reflects anincrease in Resource rank. The individualnumbers of a Resource do not reflect any

change, but only when the characteradvances to the next rank is that changeapparent. Cost is 10 times the ranknumber, plus 200 points for Cresting.

Popularity Advancement reflects aconcentrated effort to increase thecharacter's Popularity score, and isreflected both by the addition of Karma aswell as in specific acts the character mustperform. Raising Popularity by one ranknumber costs 10 times the current ranknumber. There is no Cresting cost to raisefrom one Popularity rank to the next. Inaddition, the character must haveperformed one publicized act of charity inthe past three weeks. (Such acts mayincrease Popularity in and of themselves --this merely provides another avenue forKarma-rich but press-poor characters.)

Power Advancement: Abilities under thecharacter's Powers may be increasedthrough expenditure of Karma. Cost is 20times the rank number gained, and the costfor cresting is 500 additional points. Anyadditional increase of rank beyond the firstshould require a rationale similar to that ofthe Ability advancement.

Example: Coldboy has Cold Resistance ofAmazing(60). It costs him 60 times 20, or1200 Karma points to raise it toAmazing(61), and an additional 61 times 20(1220) plus 500 (for 1720j to gainMonstrous(63) resistance. Note that thismethod requires spending large amounts ofKarma to advance at high levels. This isintentional, as a world filled with Thors maybe a bit tedious.

Power Addition: Heroes may increase theirPowers by spending Karma. The cost of anadditional Power is 3000 plus 40 times thestarting rank number. New Powers (asopposed to Power Stunts, which arerelatively cheap) must have a rationale ofsome type. Exception: Robotic charactersmay be modified at a cost of 3000 plus 10times the starting rank number, providedthat someone is capable of modifying theirform. The procedure is the same as forreactivating robots. A third party must havesufficient Reason to include a Power of thatrank. H.U.B.E.R.T. may be modified, butcharacters would have a great deal ofdifficulty with the synthezoid known as theVision.

Talent Addition: Heroes may add to theTalents they have by spending Karma intothe advancement pool and seeking training.Additional Talents must always have arationale. If your character wants to learnMartial Arts D, she must find someone toteach her. Characters may learn from otherplayer characters at a cost of 2000 points,or from NPCs at a cost of 1000 points perTalent. (This is to get them out the house.)

Contact Addition: Heroes may add to theContacts they have by spending into thisadvancement pool and seeking out theContacts. Such Contacts should fall intotwo categories: contacts the hero has metor dealt with, and contacts that existed inthe time previous to the start of play. (Thor,for example, had several adventures beforehis connections with Asgard were revealed-- in game terms, the player of Thor savedup his Karma and picked up the Contact.) Ifthe Contact is one the character hasencountered, that Contact should beFriendly or Neutral (not Unfriendly orHostile). Contacts cost 500 points plus 10times the Resource rank number of theContact. A brief list of Contacts for theMarvel Universe are listed in Appendix C.

39

Popularity and Contacts Popularity, like Karma, is a variable ability,and may be increased or decreasedaccording to the situation. Popularity is ameasure of the hero's reputation and publicImage, whereas Karma is the hero'ssuccess within the cosmic scheme ofthings, in general. Popularity depends onwhat your hero does in public, and how thepress reacts to him. Popularity is awardedon a day-to-day basis, as it takes time forinformation to move through the media.

As a hero performs actions for the publicgood. and those actions are reported to thepublic at large, the hero's PopularityIncreases. If the hero is accused of evilacts, or failing to protect the populace, hisPopularity may drop. Popularity may reacha negative value, unlike Karma.

Popularity Awards and Penalties

Action Award/PenaltyDefeat normal villains +0Defeat costumed villain +2 PopDefeated in public -5 PopAccused of crime -1/2 totalCleared of charges +10Found guilty of charge -remainingMedia attack -5Charity work +1Rescues +2

All of the above are for public acts.Defeating Doctor Doom and preventing himfrom blowing up the world is good Karma,but unless someone reports it to the world,it won't result in any additional Popularity.Certain actions will be withheld from thepublic as they would have a disastrouseffect on the general population.

Defeat normal villains: Normal villains aredefined as goons, thugs, young toughs.and henchmen. Heroes are assumed to beabove the normal range of humancapabilities, so defeating normal villains, aswell as those with no ability or Power thatexceeds Excellent, grants no additionalPopularity.

Defeat costumed villain: Battling anddefeating another costumed character,particularly one with negative Popularity. isconsidered good for the image. Two pointsof Popularity are added.

Defeated in public: When you're a winner,everyone loves you; when you lose, you'rea bum. A hero who is defeated in publicloses 5 points of Popularity.

Being accused, found guilty, and cleared ofcrimes: The reporting of an accusation ofcriminal behavior by an organized andrespected agency of government (includingthe FBI and police force, but not includingother national governments or newspapers)will result in the loss of half the hero'sPopularity. If the charge is cleared (hero isnot guilty), then the hero regains 10 points ofPopularity (which may exceed his earliertotal). If the charge is round true (the heromay still be innocent, in the case of a frame),all remaining Popularity is reduced to 0.

Media attack: A media attack is an eventthat the players have little control over, endis a Judge-generated event. In a mediaattack, a publishing entity (newspaper,magazine, or TV channel) makes the herolook dangerous. foolish, or ineffective.Capturing a costumed crook in such a waythat results in a media attack gives a resultof + 2-5, or - 3 total.

Acts of charity: A publicly reported act ofcharity is defined as in the Karma section,and results in one point added to thePopularity score.

Self-promotion: Endeavors of the hero topromote her own image are known as PRcampaigns, and are reflected by thecoupling of good deeds and spending ofKarma under the Advancement section.Acts of charity tied into Self-promotion andPopularity advancement have no effect onPopularity other than to fulfill therequirement for advancement.

Mutant Penalty: Any award or penalty ofPopularity is reduced by one in value forcharacters who are recognized or declaredmutants (do not really have to be mutants).This applies even to longtime Avengers,like The Scarlet Witch. In other words,mutants do not gain any Popularity fromcharitable acts, only one point for catchingcriminals, and lose only four points forbeing publicly defeated.

Popularity and Secret IDs: A characternormally begins play with a single Popularityrank number -- this reflects his Popularityboth as a hero and a person. If the playerswish, they may keep separate account oftheir gained Popularity to reflect the differencebetween the two. This option is only availableto those characters with secret IDs.

Any Popularity award or penalty is ascribedto the persona that performed it. If theheroic ID rescued a child from a burningbuilding. the heroic ID would benefit from

the raise in Popularity, while the non-heroicID would not. Similarly, if the hero wasaccused of a crime in his secret ID, onlythe secret ID's Popularity would suffer.

If a hero with a secret ID has that IDrevealed to the world it is no longer secret),then the Popularity becomes that of thelower of the two values. (Revealed to theworld means it is common knowledge. Thefact that Bethany Cabe knows who IronMan is is very different from the Daily Bugleknowing that the Hulk is Bruce Banner)

Heroes with Negative Popularity: A herowho has been arrested, defeated, and/orsubjected to a smear campaign may findhimself in the negative Popularity category.In this case, all contacts are consideredautomatically Neutral as opposed toFriendly, and any use of Popularity FEATsresults in a loss of Karma.

Gaining and Losing Contacts: Contacts aregenerally gained through the expenditure ofKarma. In some cases. joining a group orgaining official government sanction willgrant certain automatic Contacts. Theseare separate exceptions that are dealt withby the Judge and given to the players asspecific opportunities.

Contacts may be lost through the heroperforming actions that are not in theContact's best interest. This indiscretionmust be known to be effective. Farexample, hiding a criminal wanted by theFBI may endanger the character's contactwith the FBI. In such situations, the Judgewill make a Popularity FEAT for thecharacter, modified by circumstance. If theFEAT fails, the hero will lose that Contact(the organization becomes Neutral or, if thecrime was severe, Unfriendly or Hostile).Regaining the good graces of a lostContact will cost half the cost of buying thatContact. and reflects that certain membersof the organization may think the hero isOK, or that the organization was wrong.

ResourcesResources may be increased through thespending of Karma, and under specificcircumstances laid down by the Judge.Resources may be similarly deducted bythe Judge in campaign situations.

40

POPULARITY/CONTACTS

Chapters One through Three have dealtwith the material necessary for almost everycharacter in the MARVEL SUPER HEROESCampaign: the character, standard actions,movement, and combat, and Karma. Nowcomes the fun part -- the specialized "flash"that makes the adventures of DoctorStrange different from those of Iron Man.This chapter deals with specialized sectionssuch as magic, available hardware, buildingand modifying items, and vehicles.

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

The tables found on pages 42-43 list all thecommon, readily available weapons andrelated material used by criminals.subversive societies, law enforcementagencies, and the military. Specializedweapons may be created by invention ormodification. (see the sections listedEquipment: Inventions and Equipment:Modifying.)

Shooting Weapons is the general term forall forms of handguns, rifles, bows,blasters, and missile or energy firingweapons, and range from handguns tobattleship armament.

Price indicates the Resource rank of theweapons, from Poor to Unearthly. ThisResource rank reflects the price if the itemis available at all (lasers cannot be pickedup at the local pawnshop). Items that aregained through criminal contacts (on theblack market) are + 1CS in cost (aConcussion Pistol, acquired through theblack market, has an Amazing Resourcerank rather than the listed value ofIncredible).

Range is the maximum range of theweapon in question. For each area beyondthe first, the weapon receives a -1CS to hit.This is different from ranged Powers, inwhich Range is set as effective number ofareas. Example: a Thug with a rifle fires at atarget five areas away with Excellent ability.The thug receives a - 4CS to hit as a resultof the range. if the thug were striking with aPower (including such specialty items as arepulsor blast), then there would be nopenalty to hit from range.

Damage lists the reduction of Health usingstandard damage. Stun weapons havespecial effects for damage, as they projecta listed Intensity of Stunning force.

Type indicates the Results column used.Most of these weapons use the Shootingcolumn, but lasers use the Energy columnand Concussion weapons use the Forcecolumn.

Rate is the number of shots that may befired per round. Multiple shots requireseparate die rolls, but are taken at thesame time in the combat phase. Certainweapons fire bursts, which affect up tothree adjacent targets, with one roll madefor all targets. Some weapons are noted toscatter, which indicates all targets withinone area of the target will be hit for thatdamage.

Shot indicates the number of shots theweapon can fire before it must be reloaded.That takes one round, though certaintalents. such as Sow skill, may negate this.

Material indicates the material strength ofthe item. Scientific weaponry such aslasers tends to be more fragile and moreexpensive than the low-tech equivalents,and as such is not used by the man on thestreet.

The common weapons are listed below.

The Cheap Handgun is the weapon ofchoice of most low-level criminals. It iseasy to use, sufficiently deadly, and most of

all, inexpensive. The hero breaking up aliquor store robbery would most likelyencounter this type of weapon. The cheaphandgun takes only standard ammunition.

The Handgun/Pistol is the next mostcommon weapon, and like the cheaphandgun. is easily concealed. A number ofmakes and models exist, noted by thedifferent number of shots available. Whenthe number is not predetermined (the textstates a 9-shot pistol), assume thechambers hold 6 shots.

The Target Pistol is the most finelybalanced and accurate of the pistols. Theuser of a target pistol suffers no penalty forrange when firing with two hands. Itsdrawback is that the target pistol fires oneshot, then must be reloaded.

The Variable Pistol has an advantage inthat it may be set in the field to a specifictype of ammunition, and changedaccording to need. Most handguns firestandard ammunition, and must bemodified to fire other types as well. Theguns carried by the Punisher are ofVariable type.

A GyroJet Pistol fires a miniature rocket,which may affect one or more targetsaccording to ammunition type. Gyro-jets willonly fire one type of ammunition, and gyro-jet ammunition will not fit any other type ofgun. Possession of gyro-jet equipment isrestricted. and its use is illegal (treat asOther Crime).

41

4: HARDWARE, MAGIC, & MORE

42

EQUIPMENT: WEAPONS

The Laser Pistol, Concussion Pistol, andPlasma Beam Handgun are weapons usedby high-tech spies and subversiveorganizations, including S.H.I.E.L.D. andA.I.M. Their possession is illegal byunauthorized persons (Other Crime). Allthree types operate from power packs.

The standard Stun Pistol fires a stunningbeam of Typical Intensity, and the targetmust make an Endurance FEAT or passout for 1-10 turns. It operates from a powerpack.

The Machine Pistol is the most powerfulform of one-handed weapon and firesbursts (affects up to three adjacent targets).It is used by the military as well asgovernment and subversive organizations.Possession by ordinary folk is illegal (OtherCrime).

The Rifle and Hunting Rifle are standardsfor their types: relatively long. two-handedweapons (may be fired one-handed at -2CS). The hunting rifle is merely a highergrade of rifle.

The Sniper Rifle, like the target pistol,suffers no penalty for firing up to maximumrange. It is used by criminals as well as themilitary.

The Assault Rifle is the version of the rifleused by the military.

The Laser, Stun and Concussion Rifles arelarger versions of their handgun equivalents.The stun rifle fires a beam of RemarkableIntensity. All use power packs. All are illegal.

The Automatic Rifle is a military weaponthat fires bursts. A Semi-Automatic versionwith similar stats may be altered to firenormal shots. Possession outside ofgovernment-recognized agencies is illegal(Other Crime).

The Shotgun is a one- or two-barreledweapon that fires bursts. It is often loadedwith non-lethal cartridges (such as rocksalt) that will not inflict Killing damage(ignore Kill results). One or both barrelsmay be fired.

The Riot Gun is a smaller version of theshotgun, and fires grenade-like missiles andcanister shot (treat as grenades). Riot gunsmay be fired one-handed at -1CS to hit.

The Grenade Launcher is a militaryweapon that fires grenades a set distancewith no penalty for range. Privatepossession is illegal (Other Crime).

Name

Cheap HandgunOne-handed,no special ammo

Handgun/PistolOne-handed

Target Pistol Variable Pistol

One-handed, maychange ammotype in field

GyroJet PistolOne-handed, firesgyro-jet ammo,illegal

Laser PistolOne-handed,power pack, illegal

Stun PistolOne-handed,power pack, TypicalIntensity stunning

Concussion PistolOne-handed,power pack

Plasma BeamHandgun, One-handed, powerpack

Machine PistolBursts, one-handed, military

Rifle Hunting Rifle Sniper Rifle Assault Rifle

Military Laser Rifle

Power pack,illegal

Stun RifleRemarkableIntensity stunning,power pack,illegal

Table of Equipment

Shooting Weapons

Range

Fe

Ty

Ty Gd

Ex

Rm

Rm

In

Am

Ex

Ty Gd Gd Ex

Rm

Rm

Price

2

3

5 3

5

10

2

4

7

3

10 10 10 7

4

5

Damage

6

6

6 6

10

10

*

10

20

20

10 10 15 10

20

*

Type

S

S

S S

S

E

*

F

F

S

S S S S

S

*

Rate

1

1

1 1

1 per 2

1

1

1

1

1

1 1 1 2

1

1

Shots

6

6,8,9

1 6,8,9

3

10

10

5

10

6

4 6,7,8

4 20

20

20

Material

Pr

Ex

Ex Ex

Gd

Pr

Pr

Ty

Ex

Ex

Gd Gd Gd Gd

Ty

Ty

Heading Definitions Name: Name of the weapon Price: Price rank to meet or beat when making a Resource FEATRange: Effective Range in areas Damage: Amount of damage inflicted by standard weapon of the type listed. Weapons that

inflict special or variable damage are marked with a *. Type: Effects Column on the Universal Table. The types are S = Shooting F - Force E

=Energy Rate: Number of shots that may be fired on one round. 1 = fire one shot/round 2 = fires 2

shots/round 1 per 2 = fires one shot every other round Shot: Number of shots a weapon can fire before it must be reloaded. In effect. the number

of consecutive rounds of firing. Material: Material strength of the weapon.

Notes:One-handed: The weapon can be fired

one-handed without penalty Illegal: Possession of this weapon outside

of certain authorized groups is amisdemeanor.

Military: Possession of this weapon outsideof the military and certain authorizedgroups is a crime (Other Crime).

Power pack: This weapon operates from apower pack, as opposed to usingstandard ammunition.

Bursts: This weapon may affect multipleadjacent targets.

Scatters: This weapon affects all within onearea of the target.

Two men to fire: Two persons are requiredto fire this weapon effectively. One mayfire, with the result of the firing rate beinghalved and a - 2CS to hit.

Stationary: This weapon does not move,but it can turn in place.

The Sub-Machine Gun is a military weaponthat fires bursts, and may be fired one-handed at - 2CS to hit.

The Machine Gun is a military weapon thatfires bursts, but may not be fired one-handed.

The Flamethrower is a military weapon thatshoots a jet of flaming jelly, affecting alltargets in the area. The fire burns forIncredible (40) points damage the first round,and continues to burn for 10 points damageeach round until put out For 1-10 rounds).

The Bazooka is an old-style militaryweapon, still used in small armies and bycriminals as well as in old WWII movies. Ithas recently been replaced by the LAW. Itrequires two men to fire.

LAW stands for Light Anti-tank Weapon,and is the replacement for the Bazooka onthe battlefield. It requires one man to fire.

Light Artillery is a blanket term for projectileweapons above the Bazooka/LAW classbut still moveable by a normal man, andincludes mortars.

Stun, Concussion, and Laser Cannons arethe largest version of the pistols and riflesof the same name. They must be stationaryto fire, and all rely on power packs. Stuncannon fires bursts of Incredible Intensity.

Heavy Artillery refers to large mobileweapons that require horses or vehicles tolug around. They must be stationary to fire.Fire affects all in target area.

43

Name

Concussion RiflePower pack, illegal

Automatic RifleMilitary, bursts

ShotgunBursts

Riot GunFire one-handed at -1CS

Grenade LauncherMilitary

Sub-Machine GunFire one-handed at-2CS, bursts,military

Machine GunBursts, military

FlamethrowerFire burns for 10points/damage/round, scatters,military

BazookaTwo men to fire,military

LAWMilitary

Light ArtilleryTwo men tooperate, military

Stun CannonTwo men to fire,one-man firing at -1CS to hit,Incredible Intensitystunning, bursts,power pack

Concussion CannonPower pack

Laser CannonPower pack

Heavy ArtilleryTwo men to fire,scatters, military

Superheavy ArtilleryStationary, twomen to fire,military

Missile LauncherFires missiles ofvarious capabilities,military

Regular BowTwo-handed

Long BowTwo-handed

Compound BowTwo-handed

Crossbow, Fire one-handed at -2CS

Material

Gd

Gd

Gd

Ex

Gd

Gd

Gd

Ty/Gd

Gd

Gd

Ex

Rm

Rm

Ex

Rm

In

Rm

Pr

Ty

Gd

Ty

Shots

12

20

2

6

1

7

20

5

1

6

20

10

10

10

30

30

10

1

1

1

1

Rate

1

1

1,2

1

1

1

1

1

1 per 2

1

1

1

1

1

1

1

1

1

1

1

1 per 2

Type

F

S

S

S

1 per 2

S

S

E

S

S

S

*

F

E

S

S

*

S

S

S

S

Damage

10

15

20

15

*

25

30

30

40

40

40

*

40

30

50

50

*

6

10

15

10

Price

7

5

3

2

4

7

10

2

4

4

10

10

15

20

40

80

*

5

6

7

3

Range

Rm

Ex

Gd

Gd

Ex

Rm

In

In

In

Am

Am

Am

Am

Am

Mn

Un

In

Pr

Ty

Ex

Gd

Super-Heavy Artillery is reserved for largeimmobile weapons, most often battleshipand railroad guns. They require a crew ofat least two men to fire.

The Missile Launcher is a military weaponthat fires missiles (see Missiles), and mayrange from small launchers similar to theLAW to missile equivalents of the HeavyArtillery.

Finally, shifting back down to morepersonal weapons, Bows are two handed-weapons, though the Crossbow can befired one-handed at a -2CS to hit. BothBows and Crossbows have a -1CS to hit,unless the wielder has Bow Talent.

Ammunition: Damage listed for eachweapon is for standard ammunition. Stun,concussion, and laser weapons operatefrom power packs, and may not use othertypes of ammunition. Gyro-jets may onlyuse gyro-jet ammunition, though there areseveral warhead types.

There are several types of specializedammunition, the first of which is MercyShot. Mercy bullets inflict no damage, butspread a Remarkable Intensity knock-outdrug over the skin of the target. If the bulletinflicts damage to the target, the drug takeseffect, knocking those affected out for 1-10rounds.

Of a more deadly nature is AP Shot. Armor-piercing bullets reduce the target's BodyArmor by 2 CS (from Good to Poor, forexample) for purposes of hitting anddamage. This type of ammunition has noeffect on force fields (including the force-field stiffened armor of Iron Man).

Less lethal is Rubber Shot, a type ofammunition that inflicts slugfest damage asopposed to shooting damage. Ignore Slamresults in using rubber bullets. ExplosiveShot inflicts twice normal (listed) damagefor the weapon. If the weapon fires burstsor scatters, all in the area are affectedwhen using explosive shot.

Canister shot is a special type ofammunition, similar to the shot-gun shell inthat it may be loaded with a number ofcartridges for various effects, all for thesame cost. The player should specify thetype of canister desired when purchasing.Gas Canisters: contain Incredible IntensityTear Gas. Cover one area. Knock-Out Canisters: contain Remarkable Intensity Knock-Out gas.Cover one area.

Smoke Canisters: contain ExcellentIntensity smoke. Cover one area. Explosive Canisters: inflict double damageto all in target area, normal damage to all inadjacent areas. Incendiary Canisters: inflict damage aslisted for weapon in fire, which burns at thatIntensity for 1-10 rounds.

Heat-Seeker Ammunition seeks out thehottest source in line to the target. Willtrack the hottest source up to maximum ofthe weapon's range, and suffers no penaltyfor range. If several targets are of the sameheat, then it will determine a targetrandomly. This ammunition type is onlyavailable for Gyro-Jet Pistols.

44

Name

StandardStandardStandardStandardStandardStandardStandardStandardStandardStandardStandardStandard

Power PackPower PackPower Pack

Mercy ShotMercy ShotMercy ShotMercy Shot

AP ShotAP ShotAP Shot

Rubber ShotRubber Shot

Explosive ShotExplosive ShotExplosive Shot

Canister Shot

Canister ShotCanister ShotCanister Shot

StandardExplosiveHeat-SeekerExplosive H-S

Weapon

All HandgunsAll RiflesAssault RifleAutomatic RifleSub-Machine GunMachine GunShotgunBazookaLAWLight ArtilleryHeavy ArtillerySuperheavy Artillery

PistolRifleCannon

HandgunRifleAssault RifleAutomatic Rifle

HandgunSniper RifleLAW, Bazooka

HandgunRifle

HandgunRifleBazooka

LAW, Bazooka, Riot gunLight ArtilleryHeavy ArtillerySuperheavy Artillery

Gyro-jetGyro-jetGyro-jetGyro-jet

Cost

FeFeFeFeFePrFeFeFePrTyGd

TyGdEx

FeFeFeTy

FeFeFe

FeFe

TyTyGd

Gd

GdExRm

PrPrPrGd

Rounds

50503020 (1 clip)7 (1 clip)20 (1 clip)1011111

1 pack1 pack1 pack

1010520 (1 clip)

10 rounds10 rounds1 round

40 rounds40 rounds

10 rounds10 rounds1 round

1 round

1 round1 round1 round

5 rounds1 round1 round1 round

Name: Type of ammunition Weapon: Specific type of weapon used Price: Resource Rank Amount: Standard packaging of that type of ammunition. (You cannot purchase half a clip ofAutomatic Rifle standard.)

Ammunition Table

Melee Weapons

The common melee weapons listed on thetable on page 45 are listed according toCost rank, normal (minimum) damage, typeof damage (Edged Attack (EA), EdgedThrowing , Blunt Attack (BA), BluntThrowing , Grappling (Gp) or Grabbing(Gb)), and normal material strength.

When attacking with an object in a BluntAttack, the hero inflicts damage equal tohis Strength or the material strength of theitem, whichever is less. When attackingwith a weapon designed for combat, thecharacter will always inflict damage of theeffects type listed and always a minimum ofthe damage listed (a knife will always inflictat least 10 points). A powerful charactermay inflict up to his Strength or the materialstrength of the object in damage,whichever is less. Example: Wonder Manwith his bare hands can inflict up to 100points of damage in slugfest. With a normalknife he can inflict a minimum of 10 pointsEdged Attack, and a maximum of 20 points(Excellent material) damage. That is whyWondy doesn't carry a knife.

Note: If a weapon hits a material of highermaterial strength (knife against the Hulk'sskin), there is a chance of it breaking as ifpurposely attempting to break the weapon.Make a Breaking FEAT roll, comparing thematerial strength of the object and eitherthe Strength of the wielder or the materialstrength or Body Armor of the target.Example: Black Knight attacks Hulk with aregular sword (his Ebony Blade is beingpolished). Sword is Excellent material,Hulk's Body Armor is Monstrous, and BlackKnight's Strength is Good. The attack inflictsno damage, and a second check is made,Good Strength breaking an Excellentmaterial sword, to see if the blade breaks.

A Knife is defined as any blade weaponwith a blade up to 12 inches. May bethrown as a thrown object.

Swords are considered one-handed bladeweapons with blades over 12 inches long.Not normally thrown.

Great Swords are two-handed bladeweapons. They may be wielded one-handed at - 2CS to hit.

Axes are any chopping weapon, includingfire axes, that may be wielded with onehand.

Great Axes are two-handed choppingweapons, used by medieval-type folk.

A Spear is considered as any thrusting bladewith a handle over one foot long, and isnormally thrown or wielded with two hands.

Clubs are standard blunt weapons, andinclude makeshift weapons such chairs andtables.

Shuriken are also called throwing stars.Maximum range of these stars is threeareas.

The Boomerang is a flat, curved throwingstick. Only a character with Throwing talentmay cause a Boomerang to return to hishands.

Whips can make Grappling or Grabbingattacks from a distance, as if the whip hada Strength equal to its material strength.Example: a villain using a leather whip triesto entangle a charging hero. The villainrolls a Grappling attack on the Typicalcolumn. The result would then be a Miss,Partial hold, or Full hold.

Other Weapons

Grenades on the price list refers to thosestandard types of grenades available. Allgrenades are usable by military andgovernment organizations but theirownership and use by private citizens (andcriminals) is illegal (Other Crime).

Fragmentary Grenades inflict RemarkableEdged Attack damage to all in the same area.

Smoke Grenades release ExcellentIntensity smoke. All FEATs within thesmoke-filled area are made at -2CS.

Tear Gas Grenades release TypicalIntensity Tear Gas.

Knock-Out Grenades release knock-out

gases of various Intensities. Health isunaffected by knock-out gas.

Flash Grenades create a flash of up toAmazing intensity Those facing the flashare affected.

Concussive Grenades inflict 40 points ofdamage as a Blunt Attack, to all in the area

Sonic Grenades inflict 20 points of Energydamage to all in area; in addition, all mustmake an Endurance FEAT againstExcellent Intensity Stunning.

Missiles are expensive propositions. Inaddition to a missile launcher, the usermust purchase the missile itself, thespecific payload to be used, and the controlsystem This restricts missiles to those whocan afford or invent them.

A missile without a control device will fly in astraight line to its target's location at the time ofthe firing, and hit those in that area on the Shift0 column (individuals who are not choosyabout their targets often do this while loadingup on the explosives). Aircraft Bombs (like thetype in old 8-52 movies) an missiles withoutcontrol devices (the "launcher" is in the planeitself -they are "launched" straight down).

There are three readily available types ofmissiles:

The Standard MissileBody Control Speed

Ex Rm Ex

The High-Tech MissileBody Control Speed

Ex In Ex

The High-Speed MissileBody Control Speed

Ex In Am

45

Name

KnifeSwordGreat Sword

Two-HandedAxeGreat Axe

Two-HandedSpearClubShurikenBoomerangWhip, leatherWhip, metal

Price

FePrGd

Gd Ex

Fe Fe Fe Pr Pr Gd

Damage

101015

515

10 1010 10 010

Type

EA,ETEAEA

EAEA

EA,ETBA,BTETBTGp,GbGp,Gb

Strength

ExExEx

Gd Gd

GdGdExGd TyGd

Melee and Thrown Weapons

46

VEHICLES

These three types come in a variety offorms, and a character cannot be able toidentify an approaching missile's typeunless he is familiar with the variousmakes.

Example: Given his background in weaponsresearch, Tony Stark may be able to makea Reason FEAT to determine what a type ofmissile is, but Johnny Storm cannot.

Control Systems:Wire-guided: The missile is controlled bywire leading from the tail of the missile(Feeble material). The Wire-guided missilehas the Agility of the controller to hit.Severing the wires causes the missile tobehave as if it has no control. Range of 10areas, maximum, but no penalties for range.

Tele-Guided: The missile is guided by acamera in the nose of the missile, and theoperator may be up to 5 miles away. Usethe Control of the missile or the Agility ofthe controller (whichever is lower) todetermine Control FEATs for this type ofmissile.

Computer-Guided: The missile is program-med internally for a specific target. its abilityto determine the target is considered Poor ifmultiple similar targets are available.

Radio-Linked: Also called a homing missile.The missile tracks on a specificwavelength, either directed from its paint offiring or issuing from the target. Destructionof a tracer or cessation of the signalcauses the missile to go out of control.

Heat-Seeking: This form of guidance will"lock on" to the highest flame source in itspath (usually a jet-engine or flaming hero).The missile will only be sidetracked by ahigher source of heat.

The PayloadsStandard Missile Payload inflicts 40 pointsEA damage to all in the target area.

Concentrated Explosive inflicts 40 pointsEA damage to target only.

High Explosive inflicts 70 points EAdamage to all in target area, and 20 pointsto those in adjacent areas.

Incendiary inflicts 40 points Energy damageto all in area, and burns for Good Intensityfor each round afterward until put out.

Gas Payload contains Amazing Intensitytear or knock-out gas, which will affect all inthe area.

Name

Grenade, FragmentGrenade, SmokeGrenade, Tear GasGrenade, Knock-outGrenade, Knock-outGrenade, Knock-outGrenade, FlashGrenade, ConcussiveGrenade, Sonic

Missile, StandardMissile, High-techMissile, High-speedMissile Control, Wire-guidedMissile Control, Tele-guidedMissile Control, ComputerMissile Control, RadioMissile Control, Heat SeekerMissile Payload, StandardMissile Payload, Concentrated ExplosiveMissile Payload, High Exp.

Missile Payload, IncendiaryMissile Payload, GasSmoke, fill one areaTear Gas, fill one areaKnock-Out Gas, fill one area(also explosives)

Other Weapons Cost

Cost

ExGdExInAmMnExRmIn

AmMnMnRmInAmInRmRmRm

Am

InAmGdExExRmRmInInAmAmMnMnUn

Special Damage

RM damage, Scatter-2 CS for FEATsTypical IntensityGood IntensityExcellent IntensityRemarkable IntensityAmazing Intensity40 points BA20 points Energy

40 points, Scatter40 points, one target

70 points Scatter20 points, adjacent40 points fireAmazing Intensity- 2CS on FEATsTypical intensityFeeble IntensityPoor IntensityTypical intensityGood intensityExcellent IntensityRemarkable IntensityIncredible IntensityAmazing IntensityMonstrous IntensityUnearthly Intensity10 points BA

Gases

Smoke: Smoke, whether from fire ormissiles, is usually considered to be ofExcellent Intensity to see through. AllFEATs performed while in a Smoke-filledarea are at -2CS.

Tear Gas: Most tear gas is considered tobe Typical intensity. Those failing theEndurance FEAT roll against this gas maytake no actions other than movement untilthey leave the area, nor for one roundafter leaving that area.

Knock-Out Gas: Knock-Out gas is listed invarious Intensities, as it is a favorite deviceto knock out bad guys and good guys.Those in the same area as knock-out gasmust make an Endurance FEAT or beknocked out for 1-10 rounds.

VehiclesNot all characters have their own garagefilled with neat vehicles, but most comeinto contact with this necessary type ofequipment in some way (as weapons ifnothing else). The table on pages 48-49lists the more common and well-knowncraft in use.

Vehicles are defined by six statistics: Type,Cost, Control, Speed, Body, and Protection.

The Type of a vehicle is a handy definitionof the general purpose. A Blimp, theConcorde, and the Avengers Quinjet areall basically airborne craft, and so areclassified as "air" types. Vehicles of thesame Type are normally bound by thesame general rules regarding control anddamage.

Road vehicles are those designed primarilyto be driven on relatively flat surfaces (likeroads), and include most vehicles found inmodern cities. Road vehicles sufferpenalties for Control and Speed when off-road (like cutting through the park in yourluxury lime).

Off-Road vehicles are land vehiclesdesigned to handle broken ground betterthan road vehicles. Some recreationalvehicles and military equipment fall underthis category.

Railed vehicles follow a predetermined pathor track; the most common example isTrains. A Railed vehicle that runs off thetrack has disastrous effects.

GEV means Ground Effect Vehicle, whichis basically the hovercraft. GEVs exhibitproperties of both Air and Off-RoadVehicles, and as such deserve their ownentry

Air vehicles travel mainly through thefriendly skies, and include all forms ofaircraft from gliders to the Concorde.

Space vehicles are those which arecapable of sustained space travel in orbit orbetween planets.

Water vehicles are boats of everydescription. from sailboats to carriers. Theirmain limitation is the danger of sinking.Submersible vehicles are those designed totravel underwater, and are represented bythe submarine. Subs are similar to watervehicles in the danger of sinking.

The Cost of a vehicle is represented in theCost column. It is often possible to buy aused (and therefore unreliable) version forone less than listed (a used sedan costsExcellent rather than Remarkable, andsmall countries can get their own usedbattleships for Monstrous cost).

The other four "Statistics" of a vehicledetermine how well the vehicle performsunder most situations. The Control stat is ameasure of how well the vehicle respondsto moving in different directions and makingsudden stops. Speed is a note of themaximum safe speed of the vehicle. Body isthe amount of damage the vehicle cansustain before a chance exists of systemfailure (the vehicle breaks down). Protectionis a new attribute for vehicles, andrepresents the amount of equivalent BodyArmor the vehicle provides for those within.

Driving Lesson (Using Vehicles)

The Control attribute of a vehicle representshow well the vehicle handles, makes turns,and generally performs. In certainsituations. an operator of the vehicle mustmake a Control FEAT to perform a certainaction. This FEAT refers to the character'sAgility, or the vehicle's Control, whichever isless. Situations where such FEATs arerequired are determined by type:

• Road Vehicles make Control FEATs forsudden stopping, traveling off-road,turns of 90 degrees or more, or anysudden action at higher than listedSpeed.

• Off-Road Vehicles have the limitationsof road vehicles except for travelingoff-road.

• Railed Vehicles check for sudden stops,only.

• GEVs check Control as Off-Road andAir vehicles.

• Air Vehicles check Control for suddenturns (including dodging), turns of upto 45 degrees (one-eighth of a circle),and Take-off and landing in non-normalsituations (landing on an airfield doesnot require a Control FEAT. Landing ona fog-enshrouded runway or with twoengines dead does).

• Space Vehicles check Control for take-off, landing, and sudden movements.

• Water Vehicles and Subs check Controlonly for sudden changes in course.

Failure to make a Control FEAT isdescribed in Out of Control .

Example: The Wasp, with her Agility ofExcellent, is flying the Quinjet, with a Controlof Remarkable. Coming out of a fog bank andseeing the Empire State Building loomingstraight ahead, Wasp must make a suddenchange of direction. She makes a FEAT rollusing her Agility as opposed to the vehicle'sControl, because her Agility is the lesser ofthe two values. Were Captain America at thecontrols, with his Incredible Agility, he wouldhave to make a FEAT roll against theQuinjet's Control, which is the lesser of thetwo. The FEAT roll would be green in mostnormal cases, but if there were othercircumstances (say, the ship was damaged),it might be a yellow or red FEAT to avoidsmashing into the Empire State Building.

Speed indicates the maximum safe speedfor the vehicle in question. Similar to flyingmovement, all vehicles must obey certainrules of acceleration and deceleration.Vehicles accelerate in 2 areas/roundstages, as if they were characters of

Excellent Endurance. Their current Speedrank is considered to be that equal to theareas moved or the next highest on thelong-distance movement table. (see pagexx).All vehicles use the Land/Water column,save for GEV, Space, and Air types, whichuse the Air column.

Example of Acceleration: A hero withAmazing Endurance and no othermovement-related powers is chasing aJeep. Both are moving from a standingstart. In the first round, the hero moves 3areas, determined by his Endurance. TheJeep moves 2 areas in the first turn, andaccelerates to 4 areas in the second turn(Good speed). The Jeep then moves 4areas per turn each turn afterwards.Machines, of course, unlike heroes, neverget tired.

Note on Air vehicles: Most aircraft musthave a section of open space (a runway) toattain the speeds necessary to achieveflight. Air vehicles must be moving at aground speed of equal rank to their listedair speed before they can take off. ACommercial jet must make Monstrousground speed 19 areas/round) before it cantake off. During this time the Air vehicle isconsidered a Ground vehicle for purposesof control. (Sub-note: Vehicles that launchfrom very short runways, such as aircraftcarriers and the top of the Avengers'mansion, use catapults that fling the craft atthe necessary speeds over the water (orover Central Park, as the case may be).)

Normal Deceleration is similar. A vehiclemay drop its speed by two ranks eachround until Shift 0 is reached (a mini-carmoving at Good speed 14 areas/round)slows to Poor (2 areas/round), then to a fullstop). A vehicle may drop its speed by 3ranks in a round by making a Sudden Stop(with the attendant Control FEAT).

Example: A vehicle moving at Good speedmoves 4 areas in a round. In the nextround it may slow normally to 2areas/round. and come to a complete stopin the third round. The vehicle can slow toone area/round in the second round bymaking a sudden stop. If the stop stillbrings it into conflict with a solid object(Crash), it will be moving at Feeble speed

Note for Air vehicles: An Air vehicle has tobe moving at the ground equivalent of its airrank speed (a plane with a speed of Shift Xmust be moving at 12 areas/round to makea safe landing (making a landing at higherthan that speed requires a Control FEAT)).

47

48

Name

Sedan Mini-Car Sports Car Luxury Car Security Lime Van Convertible Taxi Bus Police Car Police Van SWAT Van Semi Sleeper Armored Car Fire Truck

Includes Fire Hoses, Hook and Ladder)

Ambulance Rocket Car Bicycle Motorcycle Motor Trike Pickup Truck Jeep ATV Snowmobile Heavy Truck Tractor Bulldozer Tank (Includes Light Artillery

mount and Machine Gun) SPG (Includes Heavy Artillery

mount and Machine Gun) Armored Carrier

Includes Machine gun Walker

Includes Stun Cannon Borer

Type

Road Road Road Road Road Road Road Road Road Road Road Road Road Road Road Road

Road Road Off-RoadOff-RoadOft-RoadOff-RoadOft-RoadOff-RoadOff-RoadOff-RoadOff-RoadOff-RoadOff-Road

Off-Road

Off-Road

Off-Road

Off-Road

Cost

Rm Ex In In Am Rm Rm Ex In Rm Rm In Rm In In In

Rm Am Pr Ex Rm Rm Rm Rm Ex In Rm In Am

Mn

Am

In

In

Control

Ty Gd Ex Pr Ty Pr Ty Ty Pr Gd Ty Ty Ty Ty Ty Ty

Gd Fe Gd Ty Rm Ty Gd Rm Gd Pr Gd Ty Ex

Ty

Gd

Gd

Pr

Speed

Gd Gd Rm Gd Ex Gd Gd Gd Gd Ex Gd Gd Ex Ex Ty Ex

Ex ShZ Ty Ex Gd Gd Ex Gd Gd Ty Ty Ty Ty

Pr

Gd

Gd

Ty

Body

Gd Pr Pr Ex Re Gd Gd Ty Ty Ty Ty Rm Ex Ex Rm Gd

Gd Pr Fe Pr Gd Gd Gd Gd Ty Ex Gd Ex In

Rm

In

Rm

Rm

Protection

Pr Fe Pr Gd Re Gd Fe Pr Ty Ty Ty Ex Gd Ex Rm Ty

Gd Pr 0 0 0 Ty Pr Ty Rm Gd 0 Ty Rm

Ex

Rm

Rm

Rm

Heading Definitions

Name: Name of the Vehicle Type: General "type" of the vehicle

Road — Craft which travel on hard, flat surfaces Off-Road — Craft which travel on rough ground with no penalty Railed — Craft which travel on predetermined paths GEV — Ground Effects Vehicles — those that ride on a cushion of air Air — Craft which normally are airborne Space — Craft which are space-worthy — these craft are usually but not always airworthy as well Water — Craft which ride on the top of the water Sub — Craft which normally travel beneath the water's surface * — Indicates the craft is compartmented

Cost: the Resource Rank of the craft Control: Ability of the craft to respond to sudden changes in direction and speed Speed: the rank representing the maximum safe speed of the craft Body: amount of damage the craft may take before failing to operate; its personal body armor and material strength Protection: amount of Body Armor the craft provides to normal riders. Some craft provide no protection to the rider.

Vehicles

Name

Train Bullet Train El Monorail Hovercraft Private Plane Corporate Jet Military Jet, Includes 4 missiles

of various types, Machine GunCommercial Jet Blimp Traffic Copter Battle Copter WWII Plane

Includes machine gun, 2 bombs WWII Bomber

Machine Guns, 100 bombs WWI Fighter

Includes Machine Guns VTOL Jet

Includes four Missiles Ultra-Light Gliders Autogyro Air Car Skymobile Flying Car Quinjet Concorde Omnijet Pogo Plane Fantasticar SRC "Blackbird" Space Shuttle Lunar Shuttle Space Ship

Raft Rowboat Sailboat Racing Sloop Motorboat Yacht Speedboat Patrol Boat, Includes Light

Artillery, Machine Guns Hydrofoil Jetskis Ocean Liner Destroyer, Includes Light Artillery,

Heavy Artillery Battleship, Includes Super Heavy

Artillery Carrier, Does not include air craft,

includes Missiles Submarine

Includes 8 Missiles Mini-Subs

Missile or laser armed

49

Type

Railed Railed Railed Railed GEV Air Air Air

Air Air Air Air Air

Air

Air

Air

Air Air Air Air Air Air Air Air Air Air Air Air Air Space Space Space*

Water Water Water Water Water Water Water Water

Water Water Water Water*

Water*

Water*

Sub*

Sub

Cost

In Am In In In In Am Mn

Mn Am In Am Am

In

In

Mn

Ex Ex Rm In Rm Am Am Mn Am Am In In Am Mn Am Un

Fe Ty Gd Rm Gd In Rm Rm

In Rm Am Mn

Un

Un

Am

In

Control

Fe Pr Pr Pr Ex Ty Ty Ex

Gd Fe Gd Ex Gd

Ty

Rm

Rm

Ex Ty Ex Ex Ex Rm Rm Ty Ex Ex Ex Gd Rm Ty Gd Ex

Ty Gd Pr Gd Ex Ty Gd Gd

Ty Ex Gd Ty

Ty

Ty

Gd

Ex

Speed

Ex In Ty Ex Rm Am Am ShX

Mn Pr Ex Ex Rm

Ex

Gd

Un

Ty Ty Ex Pr In Am ShYShX ShYShYIn Rm ShYShZ Cl1000Cl3000

Fe Fe Pr Gd Ex Gd In Rm

In Ex Ty Ty

Pr

Pr

Pr

Gd

Body

Gd Gd Gd Ex Gd Fe Pr Ty

Ty Fe Fe Ty Ty

Gd

Pr

Ty

Fe Fe Pr Gd Ex Ex Ex Gd Ex Ex Gd Ex Ex Rm Rm Ex

Pr Ty Fe Pr Ty Ty Ty Gd

Ty Gd Rm Ex

Rm

Ex

Rm

Gd

Protection

Gd Gd Gd Gd Gd Ty Ty Ty

Ty 0 Fe Gd Ty

Gd

0

Ty

0 0 Pr Gd 0 Gd Gd Gd Gd Gd Ty Ty Gd Rm Rm Ex

0 Fe 0 Pr Pr Ty Pr Ty

Ty 0 Gd Ex

Ex

Ex

Ex

Gd

Vehicles

Air Vehicle Ascent and Descent: Air vehiclesmay climb and descend as do flyingcharacters. The only exception is that if the"floors" climbed or descended are greaterthan the forward areas moved by the plane, aControl FEAT is required to maintain controlof the plane. Failure in either case indicatesthe aircraft is going into a fall until control isregained (for downward movement, speed isconsidered to be speed of the aircraft).

Example: A military Jet is standing on itstail. climbing 50 floors in a single turnwithout any "forward" movement. A ControlFEAT is required for the pilot to maintaincontrol, or else the ship goes into a fallingspin starting at the end of that round (let'shear it for the right stuff).

Speeding: A character may exceed the listedsafe speed, at the danger of losing control ofthe vehicle. The speed may be exceeded byone rank. with the following limitations:

• All actions with the vehicle. including allturns, climbs, and descents, require aControl FEAT.

• Any FEATs required are at one colorhigher for success: a required greenFEAT now requires a yellow FEAT, ayellow requires red, but a red remainsred to succeed.

Turns: All vehicles may make turns of up to90 degrees in a fashion similar to flyingcharacters: that is, the turn itself counts asone area for movement to reflect thenecessary slowing to make the turn. Turnsof more than 90 degrees are consideredVehicle Stunts.

Vehicle Stunts: In these rules, we havetried to make general statements regardingthe various types, but by no means do theytake into account the various actions thatany viewer of action-TV shows knows theymay take. Examples include the "Boot-leg"turn for the hero's sports car, and theImmelman turn (loop-the-loop for yougroundlings). For this reason Vehicle Stuntsare included as an open-ended option.

A Vehicle Stunt is proposed by the playerwhose character is proposing the stunt,and the Judge determines if a) the stunt ispossible with the vehicle in question. b) theplayer is capable of pulling the stunt off. Inthe first case, common sense is required. ASports car is more amenable to flips andBoot-legs (intentionally losing control of thecar. spinning 180 degrees, and headingback in the direction you came from), whilethe mini-car is severely less so. Whether a

747 can survive a barrel roll is a matter ofdebate, since no one has tried it (nor doesthe author wish to try,. even in the spirit ofinvestigation).

A character with an applicable Talent orbackground, or using a Power to aid thework, should need a green or yellowchance to pull oft a FEAT. A relative novicewould require a red FEAT to succeed.

No Karma needs to be spent to attempt aVehicle Stunt, though should the FEAT fail.the craft is automatically out of control.

Body is the protection of the vehicle itself.Damage inflicted on the vehicle must passthrough the Body to inflict damage. (seeCrashes and Vehicles in Combat )

The Protection statistic is a new one to thosefamiliar with the Original MARVEL SUPERHEROES game. It reflects the amount ofprotection the vehicle provides to the rider orriders. This is the equivalent of Body Armorfor all those within the vehicle, if they are thesubject of attack (as opposed to an attack onthe vehicle itself). The passengers of certainvehicles cannot be attacked without theattacker getting past the body. (see Crashesand Vehicles in Combat )

Out of Control

If a character fails the Control or AgilityFEAT required to maintain control, the craftis considered out of control. Karma may notbe spent to regain control of an out-of-control craft. Out-of-control vehicles behavedifferently according to Type.

Road, Off-Road, Railed, and GEV craftwhich go out of control continue to moveforward at the speed they were travelingbefore (though they may spin or wobbleaccording to their type and situation). Thecharacter may try to regain control in thenext round. If control is not regained, speedis reduced by one rank (most vehicles ofthese types require active participation bythe driver to move them forward -- like thedriver's foot on the gas pedal) and anotherFEAT is made. If that should fail. Speed isreduced another rank and another attemptmay be made the next round to regaincontrol. This continues until the vehiclecomes to a complete stop, the drivingcharacter regains control, or the vehiclehits something (see Crashes .).

Water and Sub types move forward in astraight line without reducing speed. untilcontrol is regained, or the vehicle hitssomething (see Crashes .).

Air vehicles on the ground (taking off andlanding) are treated as Road vehicles. Thosethat lose control in the air continue to movein a straight line without reducing speed, andbegin to lose altitude as if falling (3 floors (45feet) in the first round. 6 floors (90 feet) thesecond, 10 floors (150 feet) the third, and 20floors (300 feet) every round thereafter). The"driving" character may try to regain control,but any such FEATs are yellow FEATs atleast. The out-of- control status continuesuntil the character regains control or thevehicle hits something (see Crashes ).

Crashes

A Crash is a situation where a vehicle hitsanother object. usually at high speed. Acrash often but not always results in thevehicle coming to a sudden and oftendamaging stop.

When a crash occurs. compare thematerial strength of the object and theBody of the vehicle. Make a Strength FEATroll to determine if the object is damagedas if the vehicle had a "strength" equal toits Speed or Body, whichever is lower. If thevehicle "makes" this FEAT roll. the vehiclecontinues on its path, its Speed reduced bythe rank of the material.

Example: A sedan (Good Body) moving atExcellent Speed hits a concrete pillar(Excellent material). Making a FEAT roll ofGood versus Excellent material. a red resultwill break the pillar, reducing the sedan'sspeed to 0. Making a white, yellow. or greenFEAT means the post does not break, butthe car does. Its speed is reduced to 0 andpassengers may take damage.

Example: The Quinjet (Excellent material)moving at Monstrous Speed slams into theEmpire State Building (concrete - Excellentmaterial). The Quinjet makes a "strength"FEAT roll to break through the wall,needing a yellow FEAT to succeed. Shouldthe Quinjet make the FEAT roll, its speed isreduced by 5 ranks (from Monstrous toTypical). Passing through the building at areduced Typical Speed, the Quinjet hits aTypical Strength interior wall. Another FEATroll is made, with a yellow or red resultindicating the wall has been broken downand the ship's speed has been reduced to0. (Don't laugh. a bomber hit that famousstructure, with similar results).

If the vehicle "fails" that FEAT roll, thevehicle comes to a complete stop, withresultant damage to the occupants.Damage is figured as follows:

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Take the material strength of the objectstruck or the Speed of the vehicle,whichever is higher. This is the baseamount of damage of the crash.

Reduce the amount of damage by theProtection of the vehicle. This is theamount of damage each passenger takesin the crash.

Roll an "attack" on the material strengthor Speed (whichever is higher) to determinedamage. A white result indicates nodamage. If the characters were safelystrapped down (wearing seat belts, helmets,crash webbing, etc.) this is a Blunt Weaponattack. If not, this is an Edged Attack. Again,no Karma may be added this roll, thoughcharacters may add Karma to negate theeffects of Stun, Slam, and Kill results. Example: Let us say the sedan ramming theconcrete post fails the roll to break through.The Speed was Excellent, as was the materialstrength, so the base damage is 20 points.The protection of a sedan is Poor, whichreduces damage to (20-4=) 16 points base.The sedan has two passengers, one of whomis buckled up. Two attacks are made, one oneach passenger: a Blunt Attack on the securedpassenger, an Edged Attack on the unbeltedpassenger. (Safety lesson here, kids.)

Example: "Crash positions, everyone!" shoutsthe Wasp at Black Knight and the Thing, asthe Quinjet slams into the building. Damageis Monstrous (75), reduced by Excellent (20)to 55 points. Blunt attacks are made againstall three passengers. Black Knight's armorabsorbs another 10 points of the damage, sohe takes 45 points, and since he (rolls) gets ared result, is Slammed (forward) into thebuilding one area, into a wall (not his day).Thing has Incredible(40) Body Armor,reducing his damage to 15 points, and witha yellow result, there is a possible Stun(makes the Endurance FEAT). Wasp wouldtake the full 55 points of damage, reducingHealth to 0. However, the attack on hergets a white result, so her crash webbingholds and leaves her unharmed. (DaneWhitman may have a few choice wordsabout women drivers when he comes to.)

Damage to the Vehicle (or driving away from the crash)

When a vehicle undergoes a crash, ortakes damage as a result of being hit by anattack, there is a chance that the vehiclewill be less maneuverable than it wasbefore, and may go out of control. For anaircraft, this may represent something froma hole in the wing to losing part of thefuselage, while for a road vehicle it may bea flat tire, shattered windshield, or a bullet

in the engine block or gas tank. Thephysical details of the crash are left to theJudge, given the situation and vehicle inquestion.

When a vehicle suffers damage, check thetable below, as to whether the vehiclesuffers any long-term effects. Comparewhether the damage inflicted is greater,equal to, or less than the Body of thevehicle. Make a FEAT roll against the Bodyof the vehicle that has taken damage.

Damage Greater than BodyRed -- Body -1CS, damage Yellow -- Speed -1CS, Control FEATGreen -- Control -1CS, Control FEATWhite -- All -1CS, Out of Control

Damage Equal to BodyRed -- No damage to vehicle,

passengers Yellow -- Body -1CS, damage to

passengers Green -- Speed -1CS, Control FEATWhite -- Control - 1CS, Control FEAT

Damage Less than BodyRed, Yellow -- No damage Green -- Body -1CS, Control FEATWhite --Control -1CS, damage to

passengers, Control FEAT

What the results mean: A -1 Body, Control,or Speed indicates that that stat is reducedby one rank until repaired. A Control FEATresult indicates that a Control FEAT mustbe made or the craft goes out of control. AnOut of Control result indicates the craft isautomatically out of control. Damage topassengers indicates damage inflicted topassengers from the attack as in a crash.(This is for attack only. Damage in a Crashto passengers has already beendiscussed.)

If Control is reduced below Feeble, thevehicle is out of control. If Speed isreduced below Feeble, the vehicle stopsmoving (a way of stopping bank robbers,but results in a crash if used on a plane). IfBody is reduced to 0, the passengersreceive no protection. If Sea or Sub type, itwill begin to sink. If Air type, any action willrequire a Control FEAT.

Vehicles in Combat

Vehicles may be used in combat, and maybe shot at, attacked, and used to attack ina number of ways.

When shooting at a vehicle, the attackermust decide whether to shoot at the vehicleitself or at the passengers. Shooting at thevehicle may stop the vehicle, while it maybe easier to stop the driver. Any passengershot at would require a Bullseye shot to hit,and would in addition have equivalent BodyArmor to the Protection of the vehicle(unless the hero negates this -- convertinga sedan to a convertible by ripping openthe roof).

Vehicles can be used as a Charging attack,with the attack rank being either the Bodyor Speed rank of the vehicle, whichever islower. This would be considered a crashsituation, and while the attacker wouldhave a +1CS advantage (the target is notfixed), there are cases where the vehiclewould not survive the encounter but thetarget would.

Specific Vehicles

Sedans is the term for most standardautomobiles, concentrating on the mid-sized representatives of Detroit steel.Sedans seat about 5, according to thecommercials (two sets of twins and a mannamed Murray).

Mini-Cars are those of a smaller size thanthe sedan, and include most compacts ofthe American companies, as well as the stillextant VW Beetle and newer imports suchas the Yugo and the Hyundai. These seatfour in tight quarters.

Sports Cars include most of the jazzy littlenumbers the detectives on TV zip aroundin. They have a higher safe speed andbetter control than the family car, but aremade of lighter materials and more easilydamaged. Sports cars carry two normally.three or four with crowding (the Trans Amback seat is not designed for the humanform).

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Luxury Cars are the gas-guzzling hugecars, and range from a mid-sized Cadillacto the huge vehicles with wet bars inside.Their big trouble is that they steer likerocks. Luxury cars seat from 5 up to about10 for the largest monsters.

Security Limo is a variant of the luxury car.with stronger materials, thicker plating aboutthe passenger compartment, bullet-proofglass. and a higher protection value tothose within. Seating is as for Luxury Cars.

Vans are large, box-like vehicles on asedan wheelbase. They have theadvantage of space (about 8 bodies), andthe back may be covered to preventunwanted eyes seeing in. Both CaptainAmerica and Punisher have modified vans.

A Convertible is a sedan with a top thatfolds down. With the top up, it has similarprotection to a sedan. Include cars with T-top roofs as well in this category.

The Taxi is that ever-present vehicle ofNew York and other major cities, and issimilar to a sedan (carries about threepassengers in addition to the driver). Yourstandard Yellow Cab fare is a Typical costfor getting crosstown. (Note -- Taxi driversare normally a tough, friendly lot, but theirtemperaments can be frayed when theycarry super-powered individuals who maybe attacked at any moment by their foes.)

Buses are another major form of masstransportation for the city, and is a Feeblecost for a trip to the suburbs. City andSchool buses rarely make their full speedon their runs, while those of cross-countrycompanies run at top Speed between cities(Cost between Poor and Typical,depending on location of cities). Busescarry up to 80 people.

Police Cars are the vehicles of theconstabulary, usually with a little morepower under the hood and better-cared forthan the standard sedan. Police cars seat5, but often have a grill between the frontand back seats to prevent the passengersfrom getting to the driver (and vice-versa).

The Police Van is to the van as the PoliceCar is to the sedan. This vehicle oftencarries additional armament for teams introuble, including Riot Guns and gascanisters. The back part of the van cancarry up to 1D prisoners for short periods.

The SWAT in SWAT Van stands for SpecialWeapons And Tactics, and these babies

are portable armories of ten riot guns, tensniper rifles, ten flak jackets. and a widesupply of smoke, tear gas. and knock-outgas grenades (sorry. weapons andbatteries not included in purchase of thevehicle). Carries about ten people.

The Semi is the two-piece truck commonon the nation's highways, carting thenation's food from city to city at highspeeds. The forward Tractor can bedetached from the Trailer, and has statssimilar to the van. The rear trailer may beof a number of types, either to haulproduce, mask secret operations. or carryequipment. The Tractor portion seats about3 comfortably. Sleeper tractors can hold aking-size bed in the compartment behindthe driver, and thus can carry considerablymore people.

Armored Cars are favorite targets ofcriminals, and normally sport a team of twoguards in the front, and an optional maninside, Armored Cars are also used fortransporting powerful criminals who areunder arrest.

Fire Trucks are large trucks used to carrymen and materials to fires. Each carries upto a dozen men, along with hose. hooksand ladders, nets, and fireproof suits.

An Ambulance is a van equipped with amore powerful engine and gear to handlemost medical emergencies. Ambulancesoperate both in conjunction with hospitalsand as separate Para-medic services.Driving Note: Ambulances, Fire Trucks, andPolice Vehicles with their top-lights flashinghave right of way over other vehicles.

A Rocket Car is the fastest land vehicle in theworld, and is only used in large areas wherethere is not much to hit, like the BonnevilleSalt Flats. As a road vehicle, it is fairlyuseless due to its lack of maneuverability.This does not stop certain young souls frommodifying their cars with Rocket Packs toduplicate this one's Speed benefits.

A Bicycle is the standard. man-driven two-wheeled vehicle. It is faster than walking formost people.

The Motorcycle is the marriage of the carand bicycle. Due to its precarious balance.a Motorcycle that goes out of controlcannot be brought under control until itcomes to a stop. Cycle riders may reducedamage by one rank by wearing adequateheadgear. Seats two.

The Motor Trike is a motorized tricycle, andhas the advantage over the motorcycle inthat it has greater stability. A motor trikethat goes out of control can have controlregained while still in motion.

The Pick-Up and Jeep are four-wheel drive offroad vehicles. Four wheel drive does notprevent you from getting stuck, it only getsyou stuck in worse places (quote by DirtbuggyDoug Niles). The Jeep has been a workhorsefor the Army for years. and is only now beingreplaced by another vehicle with similar stats.

ATV means All-Terrain Vehicle, and is acatch-phrase for the wide variety ofmultiple-tired and treaded vehicles usedboth by ordinary citizens and secretsubversive societies.

Snowmobiles are ATVs for the snow. Theyhave a Control of Feeble when on ice ornon-snow terrain. Snowmobiles range from2 person to ten person major vehicles.

Heavy Trucks include dump trucks andother heavy construction equipment.

A Bulldozer is another typical constructionvehicle. The blade on the front makes asuitable battering ram, and is made ofRemarkable strength material.

Tank is a nice generic term for mostvehicles that carry light artillery, regardlessof their make and nationality. The typicaltank carries one piece of Light Artillery and1-2 machine guns as standard equipment.There are modified versions available,including those mounted with LaserCannons, Stun Cannons, or ConcussionCannons instead of Light Artillery, andcarrying lasers instead of machine guns.

SPG means Self Propelled Gun, a piece ofHeavy Artillery on its own halftrack. SPGsdo not have the Protection of the tank, buthave more range and firepower.

The Armored Carrier is an armored troop-carrying vehicle (about 20 peoplemaximum). The armored carrier operatesan treads, and carries two machine guns(lasers in some cases).

The Walker is a curious form of off-roadvehicle in that it does not have wheels ortreads, but rather two or more legs thatsimulate human or animal movement. Suchdevices are generally experimental and assuch are used by organizations such asHulkbusters. They are normally equippedwith a stun cannon, as firing weapons withrecoil (such as LAW or Light Artillery) would

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require a Control FEAT to prevent tippingover. Any attack on a walker vehiclerequires a Control FEAT by the operator todetermine whether it remains upright. Seatsfour to eight persons.

The Borer is not really a land vehicle, but asubterranean vehicle. It allows speedytravel through the underground. If movingat Poor speed, its passage leaves a tunnelthat others may follow; otherwise it leaveschurned earth behind it. Villains who livedeep within the Earth, such as Mole Man,use the Borer as standard equipment.Because of its construction, with theforward screw, the borer can make anEdged Attack for Incredible damage.

The Train is the most common form of theRailed vehicles. All Railed vehicles cannotchange their direction other than forwardand backward, and may only changeSpeed. Control FEATs only concern suddendeceleration. If the track is removed ordestroyed, the vehicle will immediately goout of control without chance of regainingcontrol. Trains may be bulk carriers, orpassenger lines, such as Amtrak. The trainmaintains a "crew" of 5, and in the case ofpassenger trains, 3 or more cars that mayeach carry 100 people or more. Train costsvary, but between cities with regularservice, a ticket is Typical Cost.

The Bullet Train includes all of the new,high-speed versions of trains, and is usedexclusively for passengers. Capacity andlimitations are similar to the normal train.Such trains are in use in France andJapan, where Cost for a trip is Poor. Nonehave been built in the United States as yet.

The EI includes the elevated trains ofChicago and New York, and the Light RailSystems of cities such as Pittsburgh and SanFrancisco. Cost for these systems is Feeble,and they are primarily used by commuters.Els have the restrictions of all Railedvehicles, and carry up to 80 people per car.

Monorail systems are popular inamusement parks, as well in majorindustrial parks such as the former SIIndustrial Park on Long Island. As thesystem gains its power from the line ittravels on, breaking that line results in thevehicle coming to an immediate halt.

The Hovercraft is the only notable mentionof the Ground Effect Vehicle. This vehicle isneither fish nor fowl, as it rides on acushion of air, handles as does an Air type,but goes out of control as an off-roadvehicle. Hovercraft move at a maximumSpeed of Good off road, over brokenground, or in stormy weather.

Private Planes generally represent smallpropeller-driven aircraft used by individuals.The private plane seats 5 with little problem.

Corporate Jets represent the more modernturbo-prop jets that more powerfulcorporations use for their top executives.Corporate Jets have a crew of two andmay carry up to 20 people in comfort.

The Military Jet is the modern fighter of theskies, laden with electronic detection gearand weaponry. Military lets carry machineguns (alternately lasers), as well as up to 4missiles with launchers in the jet itself(missiles would be separate purchases).

Commercial Jets include the large jet-driven aircraft, such as the DC-10, theTristar, and the 707s and 747, as well ascargo planes. A Commercial jet can carryupwards of 100 people. Cost variesbetween cities, but for flights in the samecountry, cost is Good, Excellent forinternational travel.

Blimps include everything from theHindenberg to the modern airships thathuckster for tire companies. Blimps mayremain in place (0 movement) withoutdanger of crashing, but unlike other aircraft,are more susceptible to winds. Blimps maytake off vertically or horizontally. Earlyairships used explosive hydrogen for lifting(Amazing explosion), but helium isuniversally used today. If the Body of theairship is reduced to 0, the craft does nothave enough lift to remain aloft, and will

crash. Finally, blimps include both balloonsand those airships with an internal frame -the latter are properly called dirigibles.

Traffic Copters are fairly common in theairspace over American cities, and this typealso includes private vehicles and medivaccopters as well. Helicopters have VTOLability (Vertical Take-off and Landing), andas such may drop to 0 speed without losingcontrol.

Battle Copters are heavy duty versions ofthe Traffic Copter, can carry a squad of 15men plus crew, and are armed withMachine Guns (alternately lasers). AllCopters have VTOL abilities, and mayhover in place.

WWI and WWII planes are still available insome countries, among collectors, and inthe possession of nut-cases like Arcade.WWII planes include (but do not do justiceto) a variety of fighters, including theCorsair, the Spitfire, and the Zero. WWIIbombers include the large, punishment-taking craft like the Flying Fortress andJunkers bombers. WWI planes consist oflight, fragile craft including the Spad, theNeuport, the Fokker triplane, and theSopwith Camel.

VTOL Jets exist in several air forces, andhave been used with efficiency by the RAFin the Falkland war. VTOL jets have thecapabilities of jet fighters, with the addedability to hover and take off vertically.

The Ultralight is a small glider powered bya gasoline engine. Its mylar wings make itincredibly fragile, and it offers littleProtection to the rider. It is, however,relatively inexpensive, portable, and makeslittle noise.

Gliders include hang gliders andparagliders (parachutes designed to allowthe wearer to steer). Gliders will normallyfall 3 floors per round, but can travel 6

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areas in that time. Individuals skilled ingliders can rise by use of thermals(columns of warm air, usually found overdesert and parking lots) at a rate of 1 floorper round, but this requires a Control FEAT.

An Autogyro is a small, one-man planesimilar to the ultralight, but is a relative of thehelicopter. The Autogyro has VTOL abilities.

Air Car represents all one-man vehiclesthat float by means of electro-magneticfield, columns of air, or gravimetrics. Thesevehicles are generally better for movingvertical distances than linear ones, and assuch rise 10 floors in a single round. Aircars have VTOL abilities.

The best example of a Skymobile craft wasoriginally designed for Hawkeye, and hasbecome a standard piece of equipment forthe West Coast Avengers, as that sunnyclimate is more conducive to the exposednature of the craft. It is an airbornemotorcycle with VTOL capabilities, and canlift upwards of half a ton.

Flying Car represents the model used byS.H.I.E.L.D. as a standard vehicle. While onthe ground, it has the capabilities of a Groundvehicle, and has the Control and Speed listedonly when airborne. (Body remains same inboth cases.) The S.H.I.E.L.D. flying vehicle isarmed with a forward Stun Cannon and arear LAW, the latter of which occupies mostof the trunk space.

Quinjet, designed by the Wakanda DesignGroup and built by Stark International,represents a durable long-distance vehicleused by the east and west coast teams ofthe Avengers. It seats 7, including a crew of2. The vehicle has VTOL abilities, but wasuntil recently launched by a catapult thatflung the craft over Central Park.

Concorde represents all versions ofsupersonic passenger craft, which includesa Soviet version and an American SSTwhich never got off the ground. Used forlong-distance hauls of 200 + passengers.Travel from Paris to New York is aRemarkable cost.

The Omni-Jet, built through Canadiancontractors far use by Alpha Flight, is thatteam's version of the Quinjet. It seatsseven and has VTOL abilities, and iscapable of hovering in place. The teamcurrently has only a single OmniJet, thoughmore are being contracted for.

The Pogo Plane was one of the first VTOL

craft, and was designed by Reed Richards. Itdiffers from most other VTOLs in that it landsand takes off in a vertical position (hence itsnickname). The plane seats four. Unlike mostother VTOLs, it cannot hover in place.

The Fantasticar is another of Richards'designs, and serves its purpose as a shortand medium range carrier. The Fantasticarseats six, and the two side seats are smallminiplanes that may break off from themother craft and move separately. The crafthave the following stats: Control: In, Speed:Ex, and Body: Ty

SRC stands for Short Range Carrier, andrepresents a general type of air cushion andanti-grav vehicles used for short distances.The most famous of these craft is theoriginal Flying Bathtub used by the FantasticFour, but similar types of craft have beendeveloped by other organizations.

Blackbird is the name of the X-Men's RS-150 Lockheed. A relative of the effectivespyplane, the Blackbird has been modifiedby alien (Shi'ar) technology to its presentstate. It will seat ten, and carries noweapon. The Blackbird, as result of itsShi'ar modifications, is capable of VTOL,though others of that type are not.

The Space Shuttle represents those near-space reusable craft similar in design tothose operated by NASA and some privateindustries. In the atmosphere, the Shuttlehas the attributes of an aircraft. Theshuttles are designed only to reach nearspace, the realm of most satellites. Theycannot reach the moon.

The Lunar Shuttle, of the type used by theInhumans, allow travel from Earth to themoon or a similar distance. In theatmosphere, the vehicle depends onpowerful retroengine to land safely.

The stats provided for the Space Ship arefor a generic type, used by most interstellarcivilizations of one kind or another Thereare a number of different types withdifferent armament, and when a specifickind of ship is used, its stats will beprovided. Armament varies as well, andusually but not always includes severallaser cannons. Space ships have 1-100compartments, depending on size.

The Raft represents the simplest of thewater vehicles, no more than the floating ofbound logs or wreckage. It may bepropelled by oars or by wind power, neitherwith any great efficiency.

The Rowboat includes all those oaredvehicles designed for that purpose (asopposed to rafts, which may be jury-rigged). Rowboats are moved by oarpower,and include rowboats as well as canoesand life rafts. Rowboats hold upwards of 20people in the latter case, though 4-5 is themore normal number.

The Sailboat includes all manner of smallsailing vehicles, including the sunfish andsailfish craft that dot the waterways. For allsailing vehicles, the speed is increased onecolumn shift to the right when moving in thesame direction as the wind, and may notexceed the listed speed when movingagainst the wind.

The Racing Sloop is the larger, ocean-going sailboat that is used for long-distanceruns. The Sloop may have an engine aswell (motorboat stats). Seats up to 5comfortably.

The Motorboat is the standard rowboat witha motor attached. It includes shuttles,dinghies and other small craft.

The Yacht is the large pleasure craft versionof the motorboat. Most carry up to 10 incomfort, and have all the comforts of home.

The Speedboat is the more streamlined,powerful version of the motorboat. It isused as a pleasure craft, and also formissions requiring quick entrance and exit.Seats about 4 comfortably.

The Patrol Boat includes those craft of theharbor patrol and Coast Guard, as well assmall military craft. Most are armed withone piece of light artillery, f-3 machineguns, and carry a crew of up to 10.

The Hydrofoil is among the fastest of watercraft. It attains its high speed by risingabove the water on skis, reducing the dragfrom the boat in the water. Thedisadvantage is that any successful attackon the hydrofoil results in a Control FEATto see if control is lost. If control is lost on aHydrofoil at greater than Excellent speed,the craft will crash into the water.

Jetskis are small one-man sea equivalentsof the snowmobile. Some may be modifiedto carry weapons, and others have beenmodified to give flight and underwaterabilities.

Ocean Liners include the modern cruiseships and the passenger liners of the daysof the Titanic. They are compartmented toprevent sinking in case of being holed (40

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compartments). The Ocean Liner carriesupwards of 300 people. Cost of a typicalcruise is Remarkable Passage across theocean on a less-than-class line (read:tramp steamer) is Excellent.

Destroyers include all military ships fromthe patrol boat up to the battleship. Thesecraft have 20 compartments, and carry acrew of about 150 trained seamen. Mostdestroyers carry between 0-3 pieces ofheavy artillery and 1-4 pieces of lightartillery, though some of the more modernones have been equipped with missiles.

Battleships are the floating platforms for thebig guns, the super-heavy artillery. All thedreadnoughts from WWI and battlewagonsfrom WWII fit into this category, but their useis reduced in the modern navy, replaced bythe carrier. There will be 2-4 super heavyartillery pieces, 4-6 heavy artillery on the ship.The ship is compartmented 1:40 compart-ments) and carries upwards of 1000 men.

Carriers are aircraft-bearing ships (aircraftavailable separately), and are armed withmissiles as well. Similar to battleships, thecarriers have 40 compartments and carryup to 100 men.

Submarines run the gamut from WWII U-Boats to modern craft armed with powerfulmissiles. The "standard" sub is armed with8 missiles, and in addition carries a supplyof about 20 torpedoes (treat as underseamissiles). Modern subs have 5compartments and carry about 50 men.

Mini-subs are one- or two-man craft thatmay be launched from specially designedships. These subs are faster and moremaneuverable than the sub itself, and arearmed with missiles or laser-rifles.

Setting Up House(Headquarters and equipmentthat does not move or blow up —usually)This section is devoted to that chief most ofheroic requirements: setting up a base ofoperations that may provide an adequatedefense against foes and be a meetingplace for other heroes. Many heroes, suchas Spider-Man and Daredevil. operate outof their homes. while most groups, such asthe Avengers and Alpha Flight, have theirown separate headquarters. Many thingsgo into making a building a home, and thissection should cover the bulk of them.

Buildings: The building is the frame into

which all the headquarters equipment isplaced. It should have enough space for allequipment, plus extra space for theinhabitants and living quarters. if required.Let common sense decide if the territory isgetting too crowded for the members,rather than any set rules. Heroes tend tobe pack rats, acquiring bits and pieces fromprevious adventures, interestingtechnologies and half-finished experimentsand mementos from old ex-foes. Were itnot for villains scheming to destroy theHQs, heroes would have to hold garagesales in order to clear the equipment out.

An easy way to determine if the buildinghas sufficient room is to take an inventoryof what is inside. List the rooms and themajor equipments therein (no, don't botherabout hairbrushes and the like). This givesyour heroes the idea of where to find thatcosmic ray-blaster when the super-Skrulldrops In unexpectedly.

Heroes seeking an HQ may rent an existingstructure, buy an existing structure, or buildtheir own. The FF have done all three,starting out renting the top 5 floors of theBaxter Building, then buying the structureoutright, and most recently building a newBaxter Building after the original wasdestroyed. Building your own HQ costs asmust as buying. though the time must befigured using the building rules.

Buildings are defined by a number offactors: original purpose, number of floors,running water and power, how close it is toschools, etc. While all these are important,the key is size, cost, and material strength ofthe structure. These are noted on this table.

Size is a general statement. Small quartersare suitable for one or two heroes with asmall amount of equipment, and has two,maybe three areas or rooms. Mid-sizedhousing is suitable for two or three heroes,any support crowd (offices would fit intothis area). and runs no more than 5 areasor rooms. Large is suitable for a number ofheroes and equipment, and has 10 or moreareas spread over two floors. Deluxe is thelargest size, and is for heroes with severalvehicle types, trophy rooms, and livingquarters. It has 20 + areas spread through3 or more floors. Spider-Man's lodgings arean example of Small dwelling. The Heroesfor Hire offices were Mid-sized, the Angel'splace used by the Defenders in ColoradoLarge, and the Avengers' mansion, BaxterBuilding, and Doctor Strange's sanctumsanctorum are Deluxe. (The last measuresinterior size, not exterior.)

Cost is a reflection of location as well assire of the structure. The listed prices arefor a building in most American cities andtheir suburban surroundings. If the heroesare apartment hunting in Manhattan or thericher suburbs, raise prices by 1CS. If theheroes settle down in a relatively secludedspot. like Colorado, Tamarind Island, orLake Geneva, shift cost down by 1CS. Costis presented in two values. The first is thecost if the character is renting. payable bythe month. The second is if the character isbuying or building (in the case ofapartments, this is dealing in condos).

Material strength is considered to be thestrength of the walls and floors. For thesake of simplicity, wall and floor strengthare noted as one in the same, but there willbe situations where they may be different:in particular, dealing with large pieces ofequipment. A floor can support a load equalto its material strength + 2CS over time.and a higher amount for temporary periods(people walking on it). Material strength isconsidered similar through-out, thoughlight-weight openings (windows, doors) willcreate weak spots that a hero (or villain)can crash through.

Room Packages

Once you have the building itself, you needto stock it with the various requirements forcivilized life. Rather than sending would-besuper-hero teams to various furnishingstares to price materials, we haveorganized the standard rooms found in

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SETTING UP HOUSE

most HQs and reduced them to "packages:'The hero or team may pick up a standardpackage, or modify what is available to suithis needs.

Each package lists its cost, the amount ofspace (either in rooms or areas) it wouldtake up, and what is found in that package.Packages are used to set uphousekeeping, and also for replacements incase of fire, flood, and Galactus dropping infor dinner.

Costs are for a fairly nice selection ofmaterial. The heroes may acquire somethingless expensive and/or reliable (in the case ofa living room, the furniture doesn't match -inthe case of a second-hand danger room, itgoes berserk more often than usual), at -1CS of price. Very high quality packages (aLibrary Package stocked with first editions)may be + 1CS or + 2CS. Equipment mayalso be picked up by pieces, and for certaintypes of equipment this is the only way ofacquiring it.

Rented, furnished places often have theirown packages installed. This is included inthe rent, though the hero is responsible fortheir replacement in case of damage or theft.("Let me get this straight, Mr. Grimm. Youthrew a what through the where to hit who?")

Living Room Package Cost: GoodOccupies one room. Consists of sofa, twoeasy chairs, two end tables, coffee tables,two lamps (ceiling table or floor). AtExcellent Cost add television, stereo set-up,or piano. At Remarkable Cost add all three.

Dining Room Package Cost: GoodOccupies one room. Consists of table, fourchairs, ceiling lamp. Excellent Cost addlarge table, bureau and four more chairs.Remarkable Cost add china cabinet, set ofgood china and sterling tableware.

Kitchen Package Cost: GoodOccupies one room. Consists of sink, stove(gas or electric), four cabinets, dishwareand stainless tableware, counterspace.This version is standard equipment withmost residential housing. At Excellent Costadd refrigerator, dishwasher, or microwave,plus a fire extinguisher. At RemarkableCost add all three and freezer.

Library Package Cost: Excellent, Occupiesone room. Consists of two easy chairs,table, desk, straight chair, and up to fivebookcases on general subjects (textsreadily available, and includingencyclopedias, world histories, and atlases).

Remarkable Cost adds globe, microfiche ormicrofilm reader, computer terminal (onlyuseful if building has computer room or islinked up to computer). Special or rarevolumes, such as the Book of the Vishanti,the Necronomicon, or Amazing Fantasy#15, would have to be obtained separately.

Computer Room Cost RemarkableOccupies one room. Includes computer itselfand a terminal for access, or terminal andcommunication equipment for access tocomputer outside the building. This computeris capable of performing simple tasks(calculation, information retrieval, monitoring)with Excellent ability. Incredible Cost buys acomputer with this at Remarkable ability.Computers with higher forecasting andprocessing abilities, such as the one runningthe old Baxter Building and artificial computerintelligences, are unique designs.

Communications Room Cost:Remarkable Occupies one room. includeschair, short-wave monitor, tap-in forcomputer net-works, police band. AtIncredible Cost includes national securityalert equipment and visual display screens.

Crime Files Room Cost: ExcellentOccupies one room. Basically a separatecomputer with a specialized task atinformation processing and retrieval. Used

by large groups to keep track of formervillains and modi operandi. Performs its taskwith Remarkable ability. (Example: Buildingsare disappearing, leaving large holes in theground. A check with the crime filescomputer indicates this has been a previoustactic of the Mole Man.) Super hero groupson good terms often share their crime files.Room cost includes terminal, chairs, lights.

Workshop Package Cost: RemarkableOccupies one or more rooms. Basicequipment for metal and woodworking: lathes,drills, saws and fire extinguisher. IncredibleCost includes laser guided instruments.Amazing Cost includes all of the above andautomatic processing materials (an automaticfactory, in effect, for simple goods).

Laboratory Package Cost: RemarkableOccupies one or more rooms. Basic labequipment: scales, sinks, common chemicals,microscope. At Incredible Cost includecomputer capable of analysis with incredibleability, or clean room (prevent germs fromescaping lab). At Amazing Cost include both,plus poison analysis and serum dispenser(Excellent effects against known poisonsonly). Certain pieces, such as electron micro-probes and stellar mass detectors, may bepurchased separately (in general, such itemsare Incredible Rank purchases).

56

HeadquarterssType1 BR Apartment2 BR Apartment3 BR ApartmentCottage (2 rooms)Small House (4 room)Medium House (8 room)Large House (12 room)Small Manor (18 room)Large Manor (24 room)Mansion (30+ room)Office (3 room)Storefront (4 room)Office Suite (6 room)Office Floor (12 room)2 Office Floors (24 room)BrownstoneOffice Building, 4 floorsOffice Building, 8 floorsOffice Building, 12 floorsOffice Building, 20 floorsOffice Building, 30+ floorsSmall WarehouseMedium WarehouseLarge WarehouseSmall FactoryMedium FactoryLarge Factory

CostFe/ExPr/ExGd/RmPr/GdTy/ExTy/RmEx/InRm/AmIn/MnAm/MnGd/RmTy/RmEx/InRm/AmIn/MnEx/RmRm/AmIn/MnAm/UnMn/ShXUn/ShZTy/RmGd/InEx/AmGd/InEx/AmRm/Mn

SizeSmallSmallSmallSmallSmallMid-sizedMid-sizedLargeDeluxeDeluxeMid-sizedSmallMid-sizedMid-sizedLargeMid-sizedLargeDeluxeDeluxeDeluxeDeluxeMid-sizedLargeDeluxeMid-sizedLargeDeluxe

MaterialGdGdGdPrTyTyGdExExExExGdExExExGdExRmRmRmRmTyTyGdRmRmIn

Office Package Cost: GoodOccupies one or more rooms. Includesdesk, three chairs, two lamps. ExcellentCost doubles the material, adds file cabinet,typewriter. At Remarkable Cost, addcomputer terminal, double previousmaterial, add hanging plants, decorative art.

Rec. Room Package Cost: ExcellentOccupies one or more rooms. Consists ofunmatched sofa and easy chairs, pool tableor ping pong table or TV. Remarkable Costcontains all of above, video and/or pinballmachines (hot tub is optional, only inCalifornia). Amazing Cost has all of aboveplus computer-assisted holographicentertainment projector.

Gym Package Cost: ExcellentOccupies one or more rooms. Consists oftypical weight-lifting equipment, universalgym, lockers. Remarkable Cost includesrings, even and uneven parallel ban, shorthorse. Incredible Cost includes separatelocker and steam rooms (two additionalrooms), diagnostic displays. Amazing Costincludes boxing area, robotic opponents,and electronic-based weights capable ofreaching 100 tons, and must occupy atleast 3 areas.

Pool Package Cost: Remarkable outdoors,Incredible indoors Occupies 2 or moreareas, and extends 1 floor downward.Consists of standard Olympic swimmingpool, diving boards, and sun room(alternately, sun roof which is retractable).

Danger Room Cost: IncredibleDuplicates Remarkable Cost Gym packagewith additional active dangers and securitysystems. "Threats" may be of any generaltype, but no "threat" may exceed Incrediblein strength, Intensity, or damage. AmazingCost: as Incredible, with threats increasedto Amazing strength, intensity or damage.Some limited holographic illusion generationat the Excellent rank. This represents thedanger room of the type originallypossessed by the X-Men and now used bythe Hellions. The current X-'Men dangerroom is a unique hybrid design using Shi'artechnology, and has holographic abilitiesthat outshine those listed here.

Conference Room Package Cost:Remarkable Occupies one room. Containsmaterial for assembling of heroes, oralternately for news conferences andpresentations. Contains large table and upto 10 normal chairs, or platform, speaker,and 30 ordinary chairs. Wood panelingavailable at Incredible Cost.

Medical Package Cost: RemarkableOccupies one room. Equivalent ofemergency room care, no heavy equipment,standard antidotes and medication.Incredible Cost: X-ray, clean room, operatingroom, pathology. (Additional rooms.)Amazing Cost: as above, plus cryogenics,Note: The Auto-doc and other life-savingdevices are generally experimental on Earth.The one in the X-Men's possession is ofShi'ar hybrid technology, is one of the mostpowerful available, and is limited to Excellenthealing ability.

Power Room Cost: RemarkableOccupies one room. Buildings are generallyassumed to draw their power from outsidesources, with the resulting danger of black-outs and power overloads. Heroes whowish a back-up source or alternate source(say, to power a Monstrous-strength ray-gun) must install their own power supply. Atthis level the generator purchased willprovide a 12-hour supply of power.Incredible Cost brings a 24-hour supply ofpower and an automatic cut-in 2 roundsafter power fails. Amazing Cost bringssolar-powered cells, removing need ofexternal power in normal situations.

Garage Package Cost: GoodOccupies one room. Servicing for a singleground vehicle, including repair facilitiesand fire extinguisher. Excellent Cost mayservice up to three ground vehicles, andRemarkable up to 12 ground vehicles.

Hangar Package Cost: ExcellentOccupies one area per vehicle using thathangar. Servicing for a single air vehicle,including repair facilities. Each differentvehicle requires its own hangar package.

Dock Package Cost: RemarkableOccupies three areas per sea or subvehicle. Servicing for a single sea or subvehicle, including drydock facilities. Eachsea or sub vehicle requires its own dockpackage.

Porches, storage, bathrooms, andclosets These are assumed in the cost ofthe building, according to its design. Theserooms cost nothing, and no package existsother than what the heroes decide to stuffinto the closets.

Security Packages Cost: Good -- oneSecurity package to a door or window.Occupies no space. Consists of hand-setburglar alarms on windows and doors,coupled with mechanical locks. ExcellentCost: Automatic burglar alarms with

computer-code or card identificationsystem. Remarkable Cost: automaticburglar alarms with palm-print scan, canactivate defense systems. Incredible Cost:full body scan with benign identificationprogram as to hostility. Can activatedefense systems.

Defense Package Cost: ExcellentWill protect one or more areas. Pre-setdefenses consisting of entangling tentaclesor nets or lasers or stun rifles, orconcussive rifles or pit traps, with themaximum of Remarkable Strength orIntensity. Remarkable Cost: defensesactivated by Security package, consists ofone type as above of Incredible Strength.Incredible Cost: as above, intensities are ofAmazing Strength. Multiple defensemechanisms may protect the sameestablishment (example, the WCAcompound consists of net-filled pits, stunrifles disguised as trees, and a passivealarm system in the Security Package).Specialized defense packages may bedesigned.

Trophy Room Package Cost: ExcellentOccupies one room. Contains showcase,lighting, frames to display mementos, andmay be used as a reception half or gallery.At Remarkable Cost, contains capability tohandle potentially dangerous exhibits at theIncredible level.

Imprisonment Package Cost: ExcellentOccupies one room. Contains standardrestraining devices, including bars of

57

Remarkable material strength. AtRemarkable Cost, restraining devices madeof Incredible Strength. At Incredible Cost,restraining devices at Amazing Strength andExcellent Strength inhibitor restraints.

Fire Protection Package Cost: ExcellentOccupies no space. Sprinkler system thatmay cover up to 10 rooms, provides Goodprotection from fire. Remarkable Cost: foam-projectors that provide Excellent protectionfrom fire, covers up to 10 rooms. FireProtection Packages automatically activateon heat or smoke, and must be modified toavoid extinguishing flaming heroes.

Multiple Rooms: Different rooms of thesame type must be bought separately.Players may construct a multiple number ofbedrooms, according to what they canafford. Heroes may have back-up systemsof the same type to take over in case ofdamage (example: a back-up crime file inthe basement in case the one upstairs getswiped out in a hurricane).

Salaries, Sundries, and OtherEquipment

Found on this table are a number of otheritems that do not normally fit under theclassification of weapon, vehicle, orheadquarters package. They includecommon tools, modifications to weaponsand vehicles, entertainment items, salaries,and items unique to the Marvel Universe.

Fire Extinguishers inflict no damage normally,but against fire are of Good Intensity (eliminatefire of Typical Intensity or less in the same areaon a green FEAT, of Good Intensity on ayellow, and up to Excellent on a red). Againstcharacters with flaming powers, such as theHuman Torch, the extinguisher causes a FEATroll against that Intensity to retain flame.

Fire Hoses have been used as riot controldevices, and inflict 10 points Blunt Attack ata range of one area, and can beconsidered as fire bursts. Against fire andflaming characters, the water from a firehose is considered Remarkable Intensity.

The Silencer is a device that may be addedto a pistol or rifle which inflicts damage onthe Shooting table, excluding the gyro-jet andall lasers, stunning and concussion weapons.The silencer operates by dispersing thegases from the shot that creates the crack ofthe pistol. Using a silencer reducesmaximum range by one rank for the weapon,but the target (and those around him or her)must make an Intuition FEAT to hear the

shot and know its location.

Sniper Sights are built into the sniper rifleand the target pistol, and added to anyother weapon eliminate the penalty forrange for weapons. The user of a weaponwith a sniper sight automatically has aninitiative roll of 10 (last in the round). Itsuse is considered illegal (Other Crime).

Infra-Red Sights are a modification similarto the sniper sight, may be used for anymissile weapon. These sights permit theuser to see up to 5 areas in the dark.

A Tripod includes all devices used to steadya rifle, automatic rifle, assault rifle, ormachine gun to aid in its firing, and may beused by laser, stun, and concussion versionsof those weapons. A weapon with a tripodreceives a +1CS to hit, provided it is restingon the ground or other steady surface.

Flashlights are common to all readers. Thenormal flashlight is the type most common,with a plastic or metal body. The Halogen

flashlight has a brighter bulb and moreconcentrated beam, and blinds with a morepowerful Intensity. Normal flashlight has arange of two areas, the halogen three.

Infra-Red Goggles are similar to infra-redsights; these permit normal vision up to 5areas away in dimly lit areas.

Polarized Lenses are goggles that provideGood resistance to light attacks. If exposedto a bright light, they darken for 1 round,then lighten to allow normal sight.

Mace is a small one-area weapon thatshoots a mist of Typical Intensity tear gasat a single target adjacent to the user. Itdoes not require an Agility FEAT to hit,though the target must make an EnduranceFEAT to avoid the effects.

The Gas Mask allows the wearer tobreathe and act normally in conditions ofsmoke, tear gas, or knock-out gas. It doesnot allow clear vision in these areas,however, only normal movement.

58

ItemFire ExtinguishersFire HosesSilencerSniper SightsInfra-red sightsTripodFlashlight, normalFlashlight, halogenInfra-red GogglesPolarized LensesMaceGas MaskAsbestos SuitRadiation SuitFlak JacketBeta ClothFlare PistolCameraPersonal ComputerCaltropsHandcuffsInhibitor bandsNullifier bandsStasis RaySpear GunScuba GearRoller SkatesRocket Pack

Salary, Butler or HousekeeperSalary, SecretarySalary, PilotSalary, Lawyer

PriceTyExGdGdGdTyFeGdExGdTyTyExInExRmGdGdGdTyTyRmInMnGdGdTyRm

TyTyGdGd

NotesExcellent IntensityIncredible IntensityReduces range one areaRemoves penalty for range, fire lastSees in dark+ 1CS to hitTypical IntensityRemarkable IntensitySees in DarkGood protection from lightRemarkable Intensity

Remarkable Fire Prot.Incredible Radiation Prot.Good Body ArmorTypical Body ArmorGood damage, incendiary

Poor ReasonControl FEATExcellent material-7CS-7CSAmazing StunningAs crossbow underwater2 hours breathingMove as vehicleFlight, Ex speed

Other Stuff

Asbestos Suit is a flame-resistant suit usedby firemen and others dealing in fiery andhigh temperature situations. It providesRemarkable protection from heat and fire,and is made of Good material.

Flak Jackets are worn by police in specialsituations and by SWAT teams. Thesejackets provide Good protection fromphysical damage.

Beta-Cloth is a light-weight material wornby agents of S.H.I.E.L.D. It provides Typicalprotection from physical attacks, Excellentprotection from heat and radiation.

Radiation Suits are used by techniciansexposed to high radiation situations, and areof Good material, lined with lead. Theyprovide Incredible protection against radiation.

Flare Pistols fire a burning charge that lightsthe sky, either to provide illumination (lightingall areas within three) or as a signal device(fired 10 floors straight up). Used as aweapon, the device has a range of two areas,

and inflicts Good damage. The charge isincendiary and will ignite flammable material.

Camera represents the standardphotographer's tool. More expensiveversions are available with higher definition.Camera accessories would include film(Feeble cost), flash (normal or halogen, asflashlight), and special lens, such astelephoto lens (Good cost).

The Personal Computer listed here is thetype commonly available to most Americans,and is a tool, not an artificial intelligence,unlike some more powerful computers. Thepersonal computer may be considered tohave Poor Reason for problem solving,analysis, etc. as it is only as smart as theinformation placed inside it. At ExcellentCost, the user can get a modem that linkshis machine into a net with other machines.

Caltrops are small, dart-like jacks that arescattered to avoid pursuit. They inflict PoorEdged Attack on those that step on them(but are non-lethal -- no Kill results). For

road and off-road vehicles that use tires,the caltrop acts as an Edged Attack ofExcellent damage, and immediately forcesa Control FEAT.

Handcuffs are a standard restraining deviceused by the police forces of the world toprevent actions by criminals in custody.They are made of Excellent material.

Inhibitor Bands interfere with the use ofnatural abilities. including those of mutantsand altered humans. The hero suffers a -5CS on all physical abilities (FASE), and a- 7CS on the use of all Powers. Talents andmental abilities (but not Powers) remainuntouched. No ability may drop belowFeeble. Technological and magical powersare not affected.

Nullifier Bands interfere with the working ofhigh-tech power suits in much the sameway as Inhibitor bands affect mutants. If thestrength of a character wearing a suit ofpowered armor (such as Vindicator, IronMan. or Guardsman) is reduced to Feeble.the suit freezes up and the character isimmobilized.

The Stasis Ray is an expensive device thatoften shows up in the defenses ofmastermind villains. It projects a ray ofMonstrous Intensity stunning, and thosewho are held by the ray are immobilized foras long as the ray is in effect. It is rarelyportable, and requires a massive drain ofpower to maintain. It has been used byfuturistic geniuses such as Kang theConqueror.

The Spear Gun is similar to the crossbow instatistics, but may fire its bolts underwaterfor their full distance without penalty.

Scuba Gear allows the wearer to breathetanked air for 2 hours. and as such dive tomoderate depths in the ocean. The hosesand mask are made of Good material, andthe tanks are made of Remarkablematerial. If the tanks are punctured, theywill explode for Remarkable damage to allin the same area.

Roller Skates are used by a variety of heroesfrom Dazzler to Iron Man. Standard skatesallow the hero to move at listed speed as itEndurance was three ranks higher.

Rocket Pack, warn either as a belt-pack ora back-pack, allows the wearer to fly atExcellent speeds. All limitations on flightapply to the wearer, and Agility FEATsrequired are at one CS lower.

59

ItemSalary, BodyguardSalary, MechanicSalary, computer specialistSalary, scientistSalary, cookSalary, groundskeeperSalary, 10 workersSalary, 50 workersSalary, 100 workersSalary, 150 workers

Night on the TownBroadway ticketsDinner and MovieRespectable ClothingRented TuxPurchased suit or TuxHalston originalFur coat20 comic booksOriginal ArtUnstable MoleculesWankandan Vibranium, 6 oz.Antarctic Vibranium, 6 oz.True Adamantium, 1 Ib.Secondary Adamantium, 1 Ib.Translation DeviceMystic TextsUnderwater Breathing PillsPym's Reduction FormulaMutant analyzerMutant NeutralizerRobot, standardRobot, SentryRobot, Talent

PriceTyTyExExTyTyExRmInAm

GdExTyPrTyGdRmInTyGdInAmUnShXUnInInInInAmUnInInAm

Notes

Last 4 hours

Salaries represent the payment of the listedservices. Their abilities are generally self-evident (a pilot will always have pilot ability,a computer specialist computer talent). Thelisting for number of workers are forgeneral numbers of people, whetherconstruction workers, office employees, orsecurity guards.

Sundries list various Costs the players mayencounter in everyday life. They areintended as guidelines. and the Judge mayset a cost for certain items based upon thesituation.

Robots represent the preprogrammed,simplistic devices used as security guardsor in danger rooms. It does not includerobot player characters such as thesynthezoid Vision, nor free-willed entitiessuch as Ultron.

The Standard Robot is only capable ofsimple tasks, and has no special abilitiesother than to record what transpires beforeits recorders and perform simple tasks. TheH.E.R.B.I.E. series was a modified form ofthe standard robot. All Standard robotabilities are Typical.

The Sentry Robot has a bit more program-ming and firepower. It is programmed toidentify hostile threats (that is — anythingnot in its bank) and open fire. Sentry robotscome equipped with Good Strength lasers,though some may be additionally armed.All sentry robot abilities are Good.

The Talent Robot is a robot specificallydesigned for a certain purpose, and itsprogramming reflects that purpose. TheAvengers' fire-fighting robots or the roboticopponent the Black Knight uses areexamples of talent robots. Such robots mayhave one ability at Remarkable level. Allothers are Excellent.

Final note on robots: Certain robots maybe custom built. These are reflected in theBuilding Things section.

Unstable Molecules are a discovery ofReed Richards, and are used to provideclothing and uniforms that will adapt to theabilities and size of the character. Unstablemolecules provide no additional protectionto the wearer, but allow the use of super-powers without ill effect. The uniforms ofthe Fantastic Four, the Wasp, and theoriginal outfits worn by the New X-Menwere made of this material.

Vibranium is a metallic substance that

occurs in two related isotopes. There aretwo types. Wakandan vibranium is foundonly in that isolated African kingdom. and itsexistence had been kept secret from theoutside world for years. Wakandanvibranium is a sound absorber. and a 6 ozlump will absorb all the sound in a singlearea. Sonic attacks are reduced by 5 ranksfor effect. A gun with a vibranium silencerwould be totally silenced. Antarcticvibranium, the other form of the substance.weakens the bonds of metal atoms, causingthem to melt. A 6 oz. lump will cause allmetal in an area to become liquid (materialstrength FEAT to avoid). Wakandanvibranium is only rarely available due to thesubstance being kept by the Wakandanpeople and entrusted to the care of theirruler, T'Challa, better known as BlackPanther. Antarctic vibranium is only slightlyless available since the destruction of itssource, the Savage Land. Both forms haveIncredible material strength.

Similar to vibranium, there are two forms ofAdamantium. True adamantium is a mixtureof chemical resins whose exact nature is agovernment secret; it has Class 1000material strength, sufficient to resist theattack of an atom bomb. Secondaryadamantium is less expensive, but while stillvery strong, is of Unearthly materialstrength and may be destroyed by the morepowerful heroes of the Marvel Universe. Itshould be noted that Captain America'sshield is stronger than true adamantium,and is made of an adamantium/vibraniumalloy of unknown creation and consistency.

Translation devices are used by ReedRichards and others to converse withstrange creatures from other worlds. Thetranslation device handles most knowninternational and galactic languages, but anadvanced model (Cost +1CS) would beneeded to analyze an unknown tongue.Translation for known languages is

instantaneous, for unknown languages 10plus 1-10 rounds.

Underwater breathing pills are anotherinvention of Reed Richards, and allow air-breathers to breathe water for up to 4hours. The pills also permit thosecharacters with inborn flame abilities to usethose abilities under water.

Mystic Texts is a blanket term for thoseless-powerful magical books that magesacquire to aid them in their work. Whilesuch a mystic book would not hold thesecrets of the Darkhold or the Book of theVishanti, they may possess some spellusable to the mage. Such books are foundin old collections, in the effects of wizards,and as such are not for sale at your localWaldenbooks .

A Mutant Analyzer is a portable device thatmay be used to identify mutants at adistance. Range is one area. A mutantanalyzer cannot detect a specific person asa mutant, but only that a mutant is present.The X-Men's Cerebro unit is a large scaleversion of this device, but the portableattachments function as listed. Similardevices have been developed by Forgeand installed in various versions of theSentinels.

A Mutant Neutralizer is a device thatremoves inborn abilities temporarily orpermanently. The range of the device is 3areas, and the target gets an Endurance

60

FEAT to avoid the effects. Standard time ofeffect is 1-10 rounds without power (abilitiesdrop to Excellent, no super-human powerspermitted, but Talents and Contacts areunaffected). The mutant Forge, working forthe Department of Defense, has developeda neutralizer with potentially permanenteffects. The only model of this neutralizerwas destroyed by Jim Rhodes (Iron Man II).

Magic in the Marvel Universe Magic in the Marvel Universe is a can ofworms that, once opened, may provedifficult to contain. For the player runningthe likes of Doctor Strange volumes maybe written on the various magic wielders,spells, and creatures, while for those thatare more interested in the abilities ofSpider-Man and his foes, such informationis of mild interest at best.

Rather than devote an inordinate amount ofspace to the magic-wielding character, thisdesigner would highly recommend to thoseinterested in the full workings of magery tocheck out another product currentlyavailable: the Realms of Magic book(MHAC-9) by Kim Eastland. This excellenttext deals with magic at its fullest, with allits specialized spells and incantations, aswell as providing the stats for thosecharacters who wield magic.

What follows here is a simplification of Mr.Eastland's work, suitable for use with theAdvanced Set in general. If the heroes arenon-magical in nature and/or rarely run upagainst the likes of a powerful sorcerer,these rules should suffice. Mr. Eastland'swork delves deeper into the nature of magic,defines a number of spells that are notsimulations of super-human Powers, andtalks at length of dimensions and the beingsthat may be invoked in casting dimensionalenergy spells. As such it will disagree withwhat is noted here in places. in such cases,the Judge should determine which systemhe is operating by, and let that systemcontrol the mages of his campaign.

Magic in the Advanced Set is a duplicationof super-human Powers from a magicalbase. Whereas a full mage may summonthe Images of Ikonn, a character using thissystem may duplicate the illusion Power.Thus the cards for Doctor Strange andShaman list Powers as opposed to spells,but all those Powers derive from the use ofspells (much as all of Iron Man's Powersderive from his armor -- both Tony Starkwithout his armor and Stephen Strangewithout his abilities are mere mortals).

A character with magical abilities chooseswhich Powers (if any) are magical. Powerranks are generated normally, and theseare considered the Power rank of the spell,or the Spell rank. When casting the spell,abilities such as Psyche are used todetermine success. The effects are thendetermined by the Power rank of that ability.Example: a character with ExcellentPsyche and Remarkable Mind Control as aspell attempts to control another's mind. Incasting the spell (seeing if it is successful),use the Excellent rank. After the spellsucceeds, the Mind Control is consideredof Remarkable Intensity to break.

The concentration of this section is on themagic-wielder, the one who casts truespells. The human who has been alteredby magic, such as the Absorbing Man orthe Wrecking Crew, is considered anAltered Human. (It is magic, not gammarays, cosmic rays, or the attentions ofpowerful beings, that gave them theirPower.) Those individuals who wield itemsof great power, such as Black Knight, aremore related to the Hi-Tech hero, save thatthe items are mystical in nature as opposedto the products of Stark International. Theindividual who throws spells is a uniquefigure, and may be of any origin. There aremagic-wielding humans (Doctor Strange),mutants (Magik), high technologycharacters (Doctor Doom) and aliens(Loki). In theory, any human being has thepotential to learn to use magic, but thatlearning is a long and difficult road to travel.

Mystical Origin is a Talent that a charactermay gain, and indicates the character hassome potential to wield magical power.

Such characters must have a Psyche ofGood in order to pursue their abilities in themagical arena. The character must alsoseek out a master who can train the hero inmysticism. Doctor Strange sought out theAncient One, Clea sought out DoctorStrange, and so forth. A character whowishes to enter magical training must havea master. The master will normally be anNPC created by the Judge, and the Judgeis under no obligation to make the masterimmediately or easily available. A characterwho is not interested in developing hismagical abilities may still use the mysticalorigin for Reason FEATs involving arcanelore. For example, though early in hercareer the Scarlet Witch used her mutantabilities in a magical fashion, it was onlylater that she exploited her magicalbackground and became a true spell-caster.

A magic-wielding hero's Powers are dividedinto three general categories, depending onwhat energies they use. There are threetypes of energy available: Personal,Universal, and Dimensional.

Personal Energies are those that derivefrom the character's spirit, mind, and body.In general, these spells are those thataffect only the wielder or someone he ismystically linked to (such as by hypnotism).Powers that rely on personal energiesinclude thought projection, astral form, andmental probe.

Universal Energies are those ambient to thecharacter's home dimension, and are tappedby the mage. Illusions, most forms of attack,and teleportation use Universal Energies.

Dimensional Energies are those native toother dimensions, either being a part of thedimension itself (such as the Rings ofRaggador), or granted by powerful beingsnative to another dimension (such asDormammu or Ikonn). These energies areinvoked by spells and entreaties to thesePowers.

61

MAGIC

Personal Energies

Resistances

Resistance to Gold Resistance to Corrosives Resistance to Disease Resistance to Electricity Resistance to Emotion Attacks Resistance to Fire and Heat Resistance to Radiation Resistance to Toxins

Senses

Combat Sense Enhanced Senses Infravision Protected Senses Astral Detection Emotion Detection Energy Detection Magic Detection Magnetic Detection Psionic Detection Tracking Ability

Body Alterations — Defensive

Absorption Body Armor Healing Pheromones Recovery

Mental Powers

Astral Projection Emotion Control Empathy Mental Probe Mind Control Postcognition Psi-Screen Psionic Attack Telepathy

Body Control Powers

Blending Imitation Invisibility Shape-Shifting

Movement Powers

Flight Gliding Levitation Lightning Speed Swimming

Universal Energies

Matter Control Powers

Air Control Earth Control Fire Control Water Control Weather Control Density Manipulation

Senses

Astral Detection Emotion Detection Energy Detection Magic Detection Magnetic Detection Psionic Detection Combat Sense Cosmic Awareness Enhanced Senses Infravision Protected Senses Tracking Ability

Energy Control Powers

Electrical Manipulation Gravity Manipulation Light Manipulation Magnetic Manipulation Sound Manipulation Energy Reflection

Mental Powers

Animal Control and Communication Animal Empathy Animate Drawings Emotion Control Force Field Generation Image Generation Mind Control Precognition Psi-Screen Telekinesis Transferal

Distance Attacks

Corrosive Missiles Ensnaring Missiles Nullifier Missiles Projectile Missiles Slashing Missiles Stunning Missiles Ice Generation Fire Generation Energy Generation Sound Generation

Movement Powers

Climbing Digging Flight Gliding Leaping Lightning Speed Teleportation Swimming Wail-Crawling

Resistance Powers

Resistance to Cold Resistance to Electricity Resistance to Energy Attacks Resistance to Fire and Heat Resistance to Mental Attacks Resistance to Radiation

Body Alterations — Offensive

Blinding Touch Corrosive Touch Energy Touch Health-Drain Touch Paralyzing Touch Rotting Touch Claws Extra Attacks Extra Body Parts

Body Alterations — Defensive

Absorption Damage Transfer Healing Recovery Regeneration Water Breathing

Body Control Powers

Animal Transformation — Self Animal Transformation — Others Blending Body Transformation — Self Body Transformation — Others Density Manipulation — Self Elongation Growth Imitation Invisibility Phasing Plasticity Power Absorption Shape-Shitting Shrinking

62

Magical Powers TableThe table lists all the available Powers, and is geared towards the magic-wielding character. it will help the character define what energiesmust be used for a particular spell: personal, universal, or dimensional.

Dimensional Energies (And entities com-monly entreated)

Resistance Powers

Resistance to Magical Attacks (Satannish,Oshtur) Invulnerability (Various)

Senses

Astral Detection (Various) Cosmic Awareness (Aggamotto) Enhanced Senses (Aggamotto, Nirvalon) Magic Detection (Various) Psionic Detection (Various) Tracking Ability (Various)

Movement Powers

Climbing (Various) Digging (Various) Dimensional Travel (Hoggoth, Seraphim,Various) Flight (Seraphim, Various, ElementalSpirits) Leaping (Various) Lightning Speed (Watoomb) Swimming (Various, Elemental Spirits) Teleportation (Watoomb) Wall-Crawling (Various)

Matter Control Powers

Air Control (Vaitorr, Wattomb, ElementalSpirits) Earth Control (Elemental Spirits) Fire Control (Faltine, Elemental Spirits) Water Control (Munnopor, Elemental Spirits) Weather Control (Munnopor, Satannish,Elemental Spirits) Density Manipulation (Various)

Body Control Powers

Animal Transformation (Various) Body Transformation (Various) Blending (Ikonn, Various) Growth (Various) Phasing (Various) Shrinking (Various) Shape-Shifting (Various)

Energy Control Powers

Time Control (Various) Nullifying Power (Amtor, Various) Darkforce Manipulation (DarkforceDimension) Light Manipulation (Nirvalon, Seraphim) Probability Manipulation (Various)

Distance Attacks

Darkforce Generation (Darkforce Dimension) Energy Generation (Seraphim, Faltine,Oshtur, Balthakk) Fire Generation (Faltine, Falroth, ElementalSpirits) Ice Generation (Ikthalon, Various) Sound Generation (Various) Corrosive Missile (Bromagdon, Various) Ensnaring Missile (Raggadorr, Cytorrak,Dyzakk, Various) Nullifier Missile (Various) Projectile Missile (Denak, Daveroth, Various) Slashing Missile (Denak, Cyndriarr,Hoggoth, Various) Stunning Missile (Various)

Mental Powers

Animal Communication and Control (Set,for reptiles; various) Animate Drawings (Ikonn, Various) Emotion Control (D'Spayre, Nirvalon, Various) Force Field Generation (Cytorrak,Seraphim, Various) Image Generation (Ikonn) Mind Control (Nightmare, Munnopor, Various) Possession (Various) Postcognition (Various) Precognition (Aggamotto, Various) Telekinesis (Various) Ultimate Skill (Various)

Body Alterations — Defensive

Body Armor (Seraphim, Various) Extra Body Parts (Various) Immortality (Various, but always exacting ahigh price) Life Support (Various)

The table on pages 62-63 lists thosegeneral Powers available to generatedcharacters, and which energies they relyon. Certain Powers may rely on more thanone energy type, and the player maychoose which his hero has. Certain MarvelSuper Heroes are listed as having Powersthat may use more than one energy (notedas P, D, or U on the cards). in that case,the player may choose which type ofenergy the character draws upon.

Each type of energy has its ownadvantages and disadvantages.

Personal Energies are automaticallyavailable, but may only be used on thewielder or on a willing target. A greenPsyche FEAT is required for success.(There may be cases where the target isrestrained but less than willing. In thosecases, a red FEAT would be required forsuccess.) Spells that use personal energyrequire no chanting or gestures to succeed.Use of personal energies has some effecton the wielder. For each turn of Power use,the caster loses one Health point. If Healthis reduced to 0 as the result of theseactions, the mage becomes unconscious.Do not allow an Endurance FEAT, unlessother circumstances (say, the hero losesconsciousness above an active nuclearreactor) merit it.

The success of spells using UniversalEnergies depends on the type of spell. Allspells that affect the Psyche or abilities ofthe target grant that target a Psyche FEATto avoid the effect, treating the caster'sPsyche as the Intensity of the attack. If thePsyche FEAT is successful, the attackingmagic-wielder's Psyche is reduced by onerank for 1-in turns. If Psyche is reducedbelow Good, the caster loses the ability tocast spells. Universal spells require agesture or chant to cast, and the castermust have his hands and mouth free.

Spells that rely on Dimensional Energiesmay duplicate those of personal anduniversal effects, but draw their energy froman outside source. Those extra-dimensionalentities that are listed as the magic-wieldingcharacter's Contacts are consideredFriendly to the mage's actions, and may becalled on to work the listed spells. Thosethat are not listed are considered Neutral orUnfriendly Contacts, and those that themage has personally offended areconsidered Hostile. Dimensional energyspells automatically have an initiative roll ofin and require both chanting and gesturesto entreat the force to respond.

63

Example: The good Doctor Strange haslisted on his card as Contacts the Vishanti,Cyttorak, Hoggoth, Raggadorr, andSeraphim. He is considered Friendly tothese Powers. Ikonn is not listed, thoughDoe Strange does have Illusion Powersthat draw on him. He is considered Neutral.Dormammu, whom Strange called on earlyIn his career end later discovered to be anevil force (a real sludge-bucket), is Hostile.

To cast a spell requiring dimensionalenergies, make a Popularity FEAT treatingthe caster's Psyche as Popularity. If theFEAT is successful, the dimensional energyit, granted, and the spell goes off as noted.If the FEAT is unsuccessful, there will stillbe a magical effect, but it will be ofsignificantly less power, and may haveother effects as well:

• It the being is Friendly to the mage(listed as a Contact), the spell goes offat 3 column shifts less powerful thanthe listed power. Example: Thecharacter has a distance EntrapmentPower which he refers to as theCrimson Bands of Cyttorak, atAmazing (47) rank. The entity is listedas a Contact, but the Psyche FEATfails. The spell goes off, but is only ofExcellent(20) rank Strength.

• If the being is Neutral to the mage, thecall will go unanswered. The spell willfail. Example: Doctor Doom attemptsto summon the Flames of Falroth toreintegrate his body Falroth does notgive two hoofs about this Doom fellow,so that when the FEAT fails, nothinghappens.

• If the being is Unfriendly to the mage,the Judge must make a decision. Itmay respond either as Neutral orHostile. Look at the hero's involvementwith that being. Has he called on itbefore? Was it once a Contact? Is thesituation dire? If all else fails, theJudge rolls a single die: on a result of1-7 the entity or power is Neutral, if 8-10 the entity is Hostile.

• If the being is Hostile to the mage,retribution is swift and sure and totallyup to the Judge. If the being is hatefulof all life, a gate may be opened,allowing it to enter this dimension. If thecaster is in combat, the being calledupon may aid the opponent. If the beingis rather a dimension that the mage hasgotten on the bad side of (such asRaggadorr), the caster may suddenlyfind himself sucked into that dimension,before that being, or tossed into anotherdimension entirely. It is not a good ideato attempt to summon Hostile beings.

Shifts for casting SpellsA number of conditions may affect thecasting of spells, resulting in column shifts.These shifts are made at the time of thecasting, and may reduce a spell belowFeeble to Shift 0, At Shift 0, a spell isimpossible. All Shifts are cumulative.

-1CS • if the target of the spell is from adifferent dimension than the caster• if the caster is in astral form

-2CS • if the target is more than 30' insize or occupies more than onearea

+1CS • if the area in which the spell iscast is familiar to the mage or tothe Powers he invokes (home turfadvantage)

+2CS • if the spell is cast in ceremony• if the form of the spell comesfrom an ancient book or tomefound during the campaign

+3CS • if the target of the spell is awilling subject for dimensional anduniversal energies

A ceremony is an established ritual bywhich certain actions are taken to achievedesired results. Ceremonies are only usedfor Universal and Dimensional energies. Aceremony takes a number of rounds equalto the rank number of the spell being cast.

Example: A magic-wielding hero casts a forcebolt, an Eldritch Bolt, at a Mindless One thathas stumbled into our dimension. The mage'sPsyche is Amazing, and the force is Good.The character rolls to hit on the Amazing -1CSor Incredible rank, and it hits inflicting Gooddamage. (The -1CS is because the MindlessOne is a native of another dimension — thedread dominion of Dormammu, to be exact.)

Example: A mage seeks to ensorcel anunwilling victim and read her mind. Using amental probe (Incredible (41)) with hisPsyche of Excellent (12), the mage decidesto call on Hoggoth for aid (Personal energieswill not work on an unwilling victim). He setsup a ceremony for Hoggoth, giving him a+2CS to cast the spell. The ceremony iscast with Incredible chance of success(Excellent +2CS), and Incredible Intensity ifit succeeds. The mage makes a PopularityFEAT, treating the Psyche as Popularity,and, if he gets a green result, ensorcels thetarget with Incredible Intensity.

Special: Eldritch Bolts and Shields. Insteadof rolling random Powers, any startingmage may choose Eldritch Bolts and

Eldritch Shields as spells, each replacingthat which would be a random Power roll.The initial Power ranks of these spells arealways the Psyche rank and rank numberof the character.

Eldritch Bolt Is a bolt of magical power, andincludes all manner of spells such asDoctor Strange's Bolt of Bedevilment. Therange is as determined in the spell rangetable below, and damage is equal to thePower rank, with the following difference::the bolt may reduce Health or Karmavalues (in the latter case, the target'seffectively out of luck). If the bolt attacksHealth, treat it as a Force attack.

The Eldritch Shield is a shield of mysticalenergy that provides the caster withmystical Body Armor equal to the caster'srank number. This is also proof againstmagical attacks or those attacks whicharise from magic.

If an attacker directs his attacks against theshield Itself, treat the attack as an attemptto break the material, with the attacker'sbolt supplying the strength end thedefender's shield the object that may bebroken. The mage whose shield Is brokenthat round takes no damage, but has noshield until he raises it the next round. AnEldritch Shield will protect Its caster from allforms of magic of up to the Psyche of thecaster.

Karma Awards, Popularity, andAdvancement

Characters who have true magic abilities(as opposed to those with mystic origins,the potential to gain magic, or usingmagical items) gain Karma at the standardrate. All Karma losses are at twice thestandard rate. The reason for this is thus:A sorcerer, no matter what his background,is more aware that all things are part of agreater whole, that bread cast upon thewater comes back a hundredfold, and youreap only what you sow. In other words,Karma counts twice as much against thembecause they are more aware of itseffects.

On the plus side, the cost for a mage toperform Power Stunts using his spells isreduced. It costs an "ordinary" super hero(if there is such a thing) 100 points toattempt a Power Stunt. It costs a mageonly 10 points of Karma if the stunt usesPersonal or Universal energies, 50 points ifusing Dimensional energies.

64

KARMA AWARDS/ADVANCEMENT

A mage advances in ability ranks and gainstalents as do non-magical characters. Amage may gain new spells in two ways:through normal advancement, where costsare halved in Karma, and through locationof new spells.

New spells may be found in mystic texts,unearthed in ancient ruins, or taught byindividuals of higher ability than the magein question. The first time a spell is cast500 Karma points are spent, regardless ofthe effects of that spell. After that, the magehas added that spell to his repertoire ofusable spells. The spell itself is usuallyvague about the level of its Power. i.e., Ifyour mage finds a book promising controlover the waters of the world it may rank inPower from Feeble to Unearthly, or mayhave some unknown requirement or deadlycurse. The written spell itself will not revealthis information. There may exist legends,tales, and support material (like instructionsheets) for the spell itself, but likely as notthese material may be erroneous orfraudulent.

Contacts in other planes cost twice thenormal Karma cost of Contacts to reflectthe powerful nature of these Contacts. Thehero must have existing contact with theseplanes in some form, whether by physicallyencountering them (a hazardous endeavor)or by invoking their names in spells andcalling upon their dimensional energies(another dangerous endeavor if dealingwith powerful, Hostile beings).

Note: Only some powerful extra-dimensional beings grant magical Powers.For example, Odin of Asgard was the rulerof a tribe of gods that controlled its mysticrealm, similar to Dormammu. Yet as of thiswriting, it has been hundreds of years sinceany have called upon the All-father forspell-like abilities, and whether they wouldbe granted those spells now is an unknownpoint.

Magical Abilities and Limitations

n the original set of Marvel Super Heroeswas a table delineating magical abilitiesand limits using these Powers. The tablebelow replaces that table, and refers tolimits as set to the Power rank of the spellbeing cast as opposed to the Psyche of thecaster.

This effects table only applies where theeffects are needed — for example, therange of a spell is in question, or how longan enchantment can last before it must berenewed or expire. A mage may alwayschoose to inflict less damage with hisspells, or to have less duration or areaaffected.

All mages have an "ear" for magical power,and as such are aware of its use withintheir general region. The casting of a spellthat will affect a ten mile area will alert anymage of that power level or higher in thatarea, as well as those powerful entities that

may have agents operating in that area.Similarly, the casting of spells that willaffect all of the Earth will definitely come tothe attention of Doctor Strange, who is thatEarth's sorcerer supreme (indeed, one ofhis prime tasks in that roll is to protectEarth's dimension from invasion anddamage by other mystics), and magicallymessing with a dimension will come to theattention of the great Powers of magery.

Hardware: Building, Modifying,and Alien TechnologyDespite the wide variety of items that areoffered in the earlier sections, players willoften want to have tailor-made items to fittheir needs. These items may be morepowerful, have better or different powersthan the original, or be something totallyoutside the realm of normally availableitems. This section deals with buildingitems and modifying existing items, bothover a long period and upon demand (thelatter is known as kit-bashing).

Note: Hi-tech heroes rely on devices,whether magical or technological in nature,to provide their super-human abilities.These items possessed by the hi-tech heroat the start of the campaign are notaffected by the rules herein. Hi-techabilities are increased and modified as forany other heroic character.

If another character is using the devicesinherent to a high technology hero, thecharacter using those devices must make aReason FEAT to correctly use the device.The FEAT is always a green FEAT, withfailure resulting in the character hitting thewrong button, activating the wrong system,or pointing the weapon in the wrongdirection. Results of these actions varyaccording to situation, and may range froma -1CS or -2CS to hit or effectiveness, orthe damaging of the system itself.

Similar rules apply to characters encounteringalien technology for the first time. In this case,a Reason FEAT is made against a standardRemarkable Intensity. Once that FEAT ismade, the player can use the alien device innormal situations, and another Reason FEATis called for only in extenuating circumstances(such as when the character tries a PowerStunt or Vehicle Stunt with the device).

The key requirement of building an item isits Effective Cost. Effective cost determinesthe Resources required to make an item,the amount of time that must be spent tobuild an item, and whether or not that item

65

HARDWARE

SpellRank

Shift 0FEPRTYGD

EXRMINAMMNUNShift XShift YShift ZClass1000Class3000Class5000Beyond

Durationof Effect

None1 round1 round1 round1 round

1 minute1 hour1 day1 month1 yearPerm.Perm.Perm.Perm.

Perm.

Perm.

Perm.Perm.

Area ofEffect

NoneTouchTouchTouchSameArea1 Area2 Areas5 Area12 Areas1 sq. mi.10 sq. mi.1 planet1 planet1 planet

1 dimen.

1 dimen.

5 dimen.ALL

StandardDamage

None24610

2030405075100150200500

1000

3000

5000Infinite

*Perm. — Permanent

works. A hero may attempt to build andevice that has a higher effective cost thanhis Reason.

Effective cost is determined in the followingfashion. Take the highest applicable ranknumber for that item. For every applicablerank that is equal to that rank, add a +2CS.For every applicable rank that is one ranklower than that rank add a +1 CS. This givesthe base cost for all types of items. Ranks oftwo or more CS below have no effect oneffective cost. Further modifiers may alterthe effective cost, according to the item.

What is an applicable rank, anyway? It isone of those ranks that define theperformance of the item.

• In the case of vehicles, applicableranks are Control, Speed, Body, andProtection

• In the case of weapons, applicableranks are generally Damage, Range,and Material strength.

• In the case of items that enhanceabilities (such as power suits),applicable ranks are those abilities thatare modified, and the material strengthor Body Armor.

• In the case of robots and other artificialbeings, the applicable ranks are thelisted abilities and any additionalPower ranks.

• In the case of all other things, theapplicable ranks are material strengthand Power ranks involved. The morean item does, the more applicableranks it involves, and the more it willcost to build.

In addition, certain specific functions of theitem may shift the effective cost upwards ordownwards. Certain special items may berequired to finish a device (such as anAlludium Q-36 Space Modulator). Theserequirements are described in full below.

Upon finding the effective cost, the playerwhose character is building the item makesa Resource FEAT to determine if he canafford it (for more expensive items it maybe necessary to use his Contacts). If thecharacter can afford the item, work begins.

The time for invention takes as long in daysas the item's effective cost rank number(something that costs Typical takes 6days). Upon completion of the time andcost requirements, a Reason FEAT is madeto determine if the invention really works.

Breaking down this process into its steps,the first concerns the general type of item

that is being built, and the additionalmodifiers to its effective cost.

Weapons are defined by Range, MaterialStrength, and Damage. Range is set fromthe following table. If the weapon fallswithin that range, it has that rank.

* Weapons that inflict damage only ontouch do not have a applicable cost rank,and in fact, reduce the total cost by -1CS. For example, a Monstrous Strengthsword would have a -1CS, for AmazingCost, in the final cost of the item.

Figuring the damage rank is easy — findthe amount of damage the weapon inflictsunder normal circumstances, treat that as arank number, and the weapon has that rankdamage. Weapons that do not inflictdamage but require ability FEATs (such asstun cannons) use Intensity rank asopposed to damage rank. Example: ahandgun inflicts 6 points of damage withstandard ammunition. This is Typicaldamage, so the damage rank of thehandgun is Typical. A stun pistol has nodamage rank, but an Intensity rank ofGood. Its damage rank for the purposes offiguring effective cost is Good.

The material strength rank is the setmaterial strength of the device, and reflectsthe amount of damage the weapon cantake. It is possible to build handguns anddaggers of Feeble material, but they can beeasily damaged.

Other modifiers to Effective Cost:• If weapon must be touched to the target

to inflict damage, modify by -1CS.• Items that are thrown such as

grenades or Shuriken ignore the rangemodifier (but do not gain the -1 shift for

having to touch the target).

Examples of weapons building: Building amachine gun as listed on page 43:

Effective cost is Incredible +1CS (forRemarkable damage) for cost of Amazing.

Example: A Laser rifle from page 42:

Effective cost is Excellent +1CS (Goodrange) for Remarkable effective cost (asexpensive as the standard listed price, butremember, these things are illegal).

Example: A Knife from page 45:

Effective cost is Excellent +1CS (gooddamage) -1 CS (melee weapon) forExcellent Cost. Costs much less to buy one.

Vehicles: The applicable ranks for vehiclesare: Speed, Control, Body, and Protection.Vehicles are of a set type (Road, Off-Road,etc.) determined at the start of construction.

Other shifts:+1CS Occupies more than one area

(compartmented vehicles alwaysoccupy as many areas as thereare compartments)

-1CS If craft offers no protection+1CS If craft is GEV

Example: Building your own Sedan

The price of building this sedan is Good+2CS (for the other good ability) +1CS (forTypical Protection) or an Incredible effectivecost to build a car from scratch. Keep this inmind when borrowing the car. it is cheaperto buy them from a major company, whichmanufactures a lot of standardized types.

Example: Building your own Skymobile

The price of building is Incredible, -1CS(Excellent Control and Body neither addnor subtract, but there is no Protection) fora Remarkable cost.

ExcellentIncredibleExcellent0

ControlSpeedBodyProtection

PoorGoodGoodTypical

ControlSpeedBodyProtection

GoodNo ModifierExcellent

Inflicts 10 points damageCan be thrownMaterial Strength

ExcellentGoodTypical

Inflicts 20 points damageRange of 4 areasMade of Typical material

RemarkableIncredibleGood

Inflicts 30 points damageRange of 10 areasMade of Good strengthmaterial

Rank*PoorTypicalGoodExcellentRemarkableIncredibleAmazingMonstrousUnearthlyShift XShift YShift ZClass 1000Class 3000Class 5000

Range RanksRange in AreasTouch12345-67-89-11f2-2021-40(1 mile)41-6061-80 (2 miles)81-160 (4 miles)161-400 (10 miles)10-100 milesIntercontinentalInterplanetary

66

Note on arming vehicles: The bestapproach is often to build the vehicle first,then add any armament, either from off theshelf, or by building it separately. It ischeaper to build the tank, then add the lightartillery and machine guns, than to buildthe entire operation all at once.

Power Suits This category includes allitems that modify the wearer's seven basicabilities. The applicable ranks are theitem's material strength or Body Armor(whichever is higher), and the final stats ofthe modified abilities.

Other modifiers:+1 CS for every Power added (if Poweris within one of, or higher than, thehighest stat, it becomes an applicablerank, and this modifier is ignored)

Example: You wish to build a super-powered suit of Good material, providingExcellent Body Armor, raising your Strengthto Amazing and Endurance to Incredible.Effective cost is Amazing +1CS (for theIncredible) or Monstrous cost. The Goodmaterial and Excellent Body Armor have noeffect on the effective cost.

Example: You wish to build a super-powered suit of Excellent material thatprovides Good Body Armor, raises Strengthto Remarkable, and duplicates the powersof Flight at the Excellent rank, with Forceattack (Repulsors) at the Remarkable rank.The effective cost is Remarkable (highestrank) + 2CS (other Remarkable) +1CS(one of the Excellent ranks) +1CS (theother Excellent rank) for Unearthly cost.

Compare the two examples. It costs moreto build a power suit with more options thanone that has certain specialized functions.This is why such suits are normallyrestricted in their capabilities. (Remember— Hi-tech heroes such as Iron Man existoutside this way of constructing items.)

Power Suit Option: An alternate method ofbuilding a Power Suit revolves aroundthose suits that modify the ability by columnshifts as opposed to setting higher levels. Aharness that would increase the wearer'sStrength by +1CS (Excellent max) wouldbe of this type.

For building Power Suits of this type, figurethe effective cost using the materialstrength or Body Armor rank (whichever ishigher), and the Power ranks of anypowers that are given to the suit. For everyshift that the suit modifies a primary ability,

modify the result by +1CS.

To determine maximum ranks, calculate theresults if the inventor (choose one if agroup effort) were wearing the suit. If aninventor with a Strength of Good built a suitthat modified Strength by +1CS, themaximum Strength would be Excellent.

Example: A character is building a Powersuit made of Excellent materials, providingTypical Body Armor, and duplicating theFlight power at Good rank. The suitmodifies Strength by +2CS, and Enduranceby +1CS. Effective cost is Excellent +1CS(Good flight) +2CS (Strength) +1CS(Endurance) for an Amazing effective cost.The inventor has Good Strength andTypical Endurance, so the maximums ofthe suit are Excellent for both. Were thesuit constructed to provide ExcellentStrength and Endurance, cost would beprohibitive (Excellent + 2CS (one Excellent)+2CS (second Excellent) +1CS (GoodFlight), for Unearthly effective cost.

Robots and other mechanical constructsthat duplicate or imitate the abilities of livingcreatures are constructed along similarlines. Applicable ranks to figure effectivecost are those the robot possesses; if therobot has no Fighting ability, none iscounted. Non-player robots (things built byplayer characters) rarely have Intuition andPsyche abilities, and those that do areconsidered free-willed individuals(examples: Ultron, Delphine Courtney, andthe original Human Torch). Non-Playerrobots (those with limited programming) areconsidered to have Typical Reason, thosewho are able to talk Good Reason. For theeffects of this Reason, see Programmingunder the Modification section.

Other modifiers:-1CS if the being is humanoid +1CS if the being is supposed to imitate

a specific individual

Example: The X-Men build a humanoidrobot to serve as a sparring partner forColossus. The Robot has the followingstats:

Has no Intuition, or Psyche. Made ofIncredible Strength materials (hasIncredible Body Armor as a result).Effective cost is Monstrous -1CS forHumanoid form, or Amazing cost.

Example: Arcade wishes to construct aduplicate of Doug Ramsey in order to lureKitty Pryde into a trap. The android has thefollowing stats:

No Psyche or Intuition. The Reason abilityreflects a programmed set of reactions anda library of languages to duplicate Doug'sabilities. The android is made of Goodmaterial. Effective cost is Excellent +1CS(Good material) +1CS(Good Reason)+1CS (duplicate of existing being) orAmazing cost.

Other items are built in the same fashionas listed above. Always consider thematerial strength of the item, and any ranksthe item has as the result of itsperformance.

For example, the Missile falls outside thenormal weapon requirements, its applicableranks are Body, Control, Speed, andDamage. Similarly, explosives have onerank number, that being their effective cost(over-the counter explosives are moreexpensive, but have less of a tendency toblow up before you want them to).

Important: Items which duplicate powersthat are not readily reproducible by 1980'stechnology always have an applicable rankof Monstrous added to everything else. Ifyou want to build a Teleporter, duplicatingthe power at the Poor rank, there will be anadditional applicable rank of Monstrousbecause we currently do not haveteleporters in our society. Likewise, adevice that flies by means of jet engineswould not suffer this penalty, but one whichprovided flight by anti-gravity deviceswould.

Example: The players wish to develop amedical scanner which would monitor thepatient and diagnose the patient's ailment.Early forms of this type of "diagnostic bed"exist, so the Monstrous limitation does notapply The bed and its components aremade of Good material, and the deviceshould be able to provide medical opinionsExcellent with Excellent Reason. Theeffective cost Excellent would be Excellent+1CS for the materials Monstrous orRemarkable. If the device needed to beIncredible able to scan through the 3-inchsteel hide of Typical the team's residentbulldozer (Incredible armor), the cost wouldbe Incredible.

PoorTypicalTypicalExcellentGood

Fighting:Agility:Strength:Endurance:Reason:

ExcellentExcellentMonstrousIncredibleTypical

Fighting:Agility:Strength:Endurance:Reason:

67

Example: The hero team wishes to developa device that would scan alternatedimensions. Such a device does not existin the "real world," so the first applicablerank is Monstrous. It is made of Excellentmaterials, and must punch through intoanother dimension with Amazing ability.Effective cost is Monstrous +1CS orUnearthly.

Other modifiers to Effective Cost:+2CS if the device cannot normally be

seen +1CS if the device is pocket-sized +1CS if the device is portable +1CS if the device occupies more than

one area

Special Requirements for Inventions

Often a device may require a specific itemto work properly. This is a SpecialRequirement. The special requirement isset up for the Judge as a safety mechanismto prevent too many wonders of technologyfrom floating around, and to provide a basefor hero (and villain) actions.

Devices which have an effective cost underRemarkable rarely need a specialrequirement. Those with an effective cost ofRemarkable or higher may have one specialrequirement, while those of Monstrous orhigher effective cost will always have atleast one special requirement.

Special Requirements are set by the Judgeas specific items for completion of the work,and the Judge's Book delineates heroptions. The special requirement may be aparticular circuit, a secondary inventionrequired to make the item work, a newmethod of producing an item, a special alloyor substance with specific unique properties,or an existing device to use as a model.

The Resource FEAT and Building(Or, how am I going to PAY for allthis?)Once effective cost is calculated, theplayer(s) involved make a Resource FEAT.This FEAT may be out of one character'spocket, a combined FEAT if two charactershave Resources within one rank of eachother, or as a result of using Contacts withsufficient Resources to create the device.

Example: An interstellar destabilizationdetector is calculated as having aMonstrous cost. The Resource FEAT maybe made as follows:

• A single character with Resources ofMonstrous makes the FEAT roll.

• Two characters with AmazingResources, or one with Amazing aidedby one with Incredible Resources,make a single FEAT.

• A character with insufficient funds, butwith Contacts in an organization withMonstrous Resources, persuadesthem to fund the project. A hero withGood funds but Contacts with theDepartment of Defense convincesthem that this is a good idea(Popularity FEAT — possibly morethan one). Contacts providing thefunding may have their own restrictionsor requirements to any suchagreement.

If the Resource FEAT fails, the hero may notmake another attempt before the next week.Cost is not prohibitive, but the characterdoes not have the money right now.

Time and Building ThingsThe effective cost determines the time itwill take in days to complete the product,assuming normal working conditions. Therank number of the effective cost rank isthe number of days the project will take (anitem with an effective cost of Typical wouldtake 6 days, one of Unearthly 100 days).

The time represented is for one man, workingalone, with regular stops for eating, sleeping,and other necessities. Conditions may reducethe time according to the situation:

• If the inventing character (the onewhose Reason will be used to makethe FEAT) has aid (a lab assistant), thetime is halved.

• If the inventing character's assistant hasa Reason within one rank of theinventor's then time is quartered (this iswhy brilliant scientists always seem tohave searched out equally brilliant, butoften morally corrupt, lab assistants). Ifthe inventor works straight through, timeis again halved. An inventor along withhis brilliant lab assistant of equalReason, working around the clock on aproject of Excellent effective cost (20days normally) would complete theproject in 2-112 days. Working straightthrough indicates other short-cuts, aswell as a lack of attentiveness todetails, and may result in a negativecolumn shift upon completion (success).

• Work performed by NPCs based on theplayer character's requests or designswill always take the maximum amountof time. This includes situations where

the hero has hired or persuadedsomeone else to do the work. A heromay only work on one project at a time,though he may have several inventionsbeing developed by others.

Success! or — Eureka! I havefound it! (Now, where did I putthat plutonium...)After making the Resource FEAT andspending the amount of time required forthe invention, the inventor makes a ReasonFEAT roll to determine if the invention issuccessful. Use the hero's Reason, or thehighest Reason of those heroes involved,with the following modifications:

+1CS for assistance, no less than onerank lower (maximum of +1)

+1CS for each applicable talent (examples— electronic for building a robot,piloting for building a plane;maximum of +3CS from talents)

-1CS if time was shortened by rushing -1CS for each special requirement in the

invention (Maximum of -3CS) +1CS if the device existed previously

from a failed experiment or fromkit-bashing)

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The inventor makes the Reason FEAT andreads the result from the list below, If theeffective cost is greater than the Reason ofthe inventor (after all shifts), then the resultis read as one color less than the onerolled. (Red becomes yellow, yellow green,and green becomes white).

White Result: You missed something, but adouble check shows what it is. Start again.No Resource FEAT is needed, but theamount of time is he same, and a specialrequirement is added.

Green Result: It flies, Wilbur, but not forlong. The device will fail in 1-in turns.Failure may result in destruction ordamage, depending on the situation.Repairs done as for White result.

Yellow Result. Working prototype. Operatesat -1CS for all abilities until fine tuned. Finetuning takes 1-10 additional days.

Red Result: Success! The device doesexactly what it was designed for.

Karma and Success: Karma may be addedbefore the die roll, but in this case, and thiscase only, the amount of Karma should bedetermined before the roll is made.

Kit-BashingAll of the above is very good when youhave the time to work on a device, or haveothers work on it for you. What happenswhen Terminus pops up, and you need thatdevice to help you defeat him?

You start kit-bashing — taking what isavailable and working with it to getsomething that will save the day.

Kit-bashing is conducted similarly to normalinvention, but at a highly collapsed timescale,at the expense of Karma. Expenditure of tenpoints of Karma will reduce one day ofnormal work to one round. If a device has

Monstrous (75) effective cost, then it wouldtake 75 days under normal circumstances. Atan expenditure of 750 Karma points, thismay be reduced to 75 turns.

Kit-bashing may be used to rush a projectto completion. If you are on day 5 of ananti-Skrull product requiring 10 days, andthe Skrulls invade, you can complete theproject in 5 turns by kit-bashing. If any partof the device is kit-bashed, the entiredevice suffers the effects of kit-bashing.

Kit-bashed devices will succeed on aReason FEAT of the inventor, but will onlyoperate for 1-l0 rounds before becominginoperative (depending on the device -some may be inoperative in particularlyspectacular fashions). If the inventor cansalvage the pieces, he will receive a bonuson future FEAT rolls to duplicate the device.

Karma for kit-bashed devices may bepulled from any sources available to theinventor, including his own fund of Karma,Karma pools he belongs to, and Karma thathas been set aside for Advancement. Alliesof the inventor may contribute their Karmaas well, if they are assisting.

Modifying Items Often, a full design is not necessary, as anexisting weapon, device, or vehicle may bemodified to perform the actions necessary.This is known as modification, and is oftenless expensive than full-fledged invention.Modification is also used to smooth out therough edges of inventions, and improvethem slowly.

Only one modification may be made at atime. If you wish to improve the Speed andControl of your convertible, first you mustimprove the Speed, then in a separatemodification improve the Control. If youwish to add weaponry or flight capabilities,these would be separate modifications.

Modifications that alter abilities have aneffective cost of the new ability rank, butmay only be made one rank at a time. if youwished to increase the Body Armor of apower suit from Good to Remarkable, youmust modify it first to Excellent, then makea second modification to Remarkable.

Modifications that give abilities that the devicepreviously did not have (such as Flight for anoff-road vehicle, or adding machine guns toyour jeep) are handled according to situation.In cases where the modification is easilymade (adding Light Artillery to a tank), theeffective cost is Typical (it is effectively

installation only). In cases where somemodification of the device itself would need tobe made (flight for the off-road Vehicle),effective cost is equal to the new poweradded, but never less than Good effectivecost. Remember that modifying devices forpowers not reproducible by moderntechnology (a gun that only hits peoplethinking of crime) are Monstrous, at minimum.

Time and success of a modification aredetermined as for any invention. Failuremay damage the original device as well.Modifications may be kit-bashed.

Programming and Reprogramming Computers and the programming of roboticNPCs present special problems, and assuch are dealt with separately Suchdevices are assigned Reason abilities, butpossess no creative thought or personalityof their own (player character robots are,as always, an exception). The "Reason"ability reflects the amount of informationthe device has, and the ease with which itmay be accessed. A computer with vastinformation with its data trapped behindcodewords, split into various files, andunable to access important programs is as"dumb" as a home computer.

Computers are only as smart as theinformation they get, and can only answera direct inquiry. Gaining information from acomputer is easy, if the proper passwordsare known. The fact that passwords areusually restricted to those with need toknow is the restriction of the computer.Most computers have a restriction ofExcellent. Those with sensitive informationhave restrictions of Remarkable or higher.NPC robots have restrictions andinhibitions as listed for their Reasons.

Information may be taken from a computerwith a Reason FEAT, green if passwordsare known, red if they are not. Robots andcomputers may be reprogrammed, again ata Reason FEAT. Time is equal to therestriction rank number in turns. Example:Nightcrawler reprograms a bunch ofArcade's androids to attack Arcade. Thistakes 10 rounds each (Good Reason), andrequires a Reason FEAT for each robot.

Repairs

Long-term repairs are made at repaircenters. Heroes intent on making repairsmay invest in a repair center. The cost ofthe center is equal to the effectiveness ofthe repair center. A repair center of Goodcost may repair at the Good level; one of

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Remarkable cost will repair at theRemarkable level.

If a damaged device (usually a vehicle,sometimes a robot, and rarely a weapon) isbrought in, it can be repaired. Damageddevices are those that are reduced inabilities because of beings hitting on them.A repair center can restore the device byone rank if a Reason FEAT is made, usingthe Reason of the repair person or thevalue of the Repair center, whichever islower. Karma may be added. Effective costis as for modifications, but time ismeasured in hours as opposed to days.

Example: A Self Propelled Gun made awrong turn when fighting the Hulk and losttwo ranks of Body, from Remarkable toGood. The repair center is of Incredibleability, and the tech on duty has a Reason ofRemarkable. The center must restore theGood Body to Excellent, and finally toRemarkable. This will take one man 20 hoursfor the first, 30 for the second. (Time may bereduced by assistance.) Repairs areautomatic as long as the rank of the center ishigher than that of the device. Otherwise aFEAT (Reason of repair person) is needed,with failure resulting in the damage beingbeyond the ability of the shop to repair.

Repairs in the field may be made with aReason FEAT of the repairing character.The Intensity of damage is equal to theoriginal stat that is trying to be repaired.Field repairs will last for 1-10 hours beforeshaking loose again (damage reduced tooriginal with an additional rank of damage).

Devices which have had abilities reducedto below Feeble are beyond hope — theycannot be repaired. Their materials may besalvaged for use in new inventions alongsimilar lines, with the resulting bonus to theroll for success.

The following is a description of the Powersavailable to generated characters, whichare listed on pages 8-9 of this book. Thesesummaries are general descriptions of thePowers. Specific heroes native to theMarvel Universe may have their ownspecialized versions of these Powers.

Resistances Resistances are powers thatprotect the hero from specific forms ofattack, such as fire, cold, radiation, or toxin.All damage caused by that type of attack isreduced or negated, according to the typeof Resistance.

Resistance to Fire and Heat: All damagefrom fire and heat-based attacks is reducedby the Power rank number. Further. any fireof less than this Power rank has no effecton the hero. (Example -- the hero with aResistance to Fire/Heat of Amazing (50)rank could walk through super-heatedsteam of Incredible (40) Intensity without illeffect.)

Resistance to Cold: All damage from cold-based attacks is reduced by the Powerrank number. Further, ice and cold of lessthan this Power rank may be ignored.Physical items made of ice may still affectthe hero. A hero with Resistance to Coldwould not be easily frozen by Iceman, butcould still be hit with a club made of ice.

Resistance to Electricity: All damageresulting from electrical-based attacks isreduced by the Power rank number.Further, electricity of less than this Powerrank is ignored by the hero. The hero mustdecide if this Power is conductive or non-conductive in nature. Conductive resistanceallows energy to pass through the hero intothose the hero is touching (like a copperwire). Non-conductive resistance stops theenergy at the contact point, allowing thosebeing touched or held to be unharmed likerubber insulation).

Resistance to Radiation: All damageresulting from radiation-based attacks,including but not limited to X-rays, alphaand beta particles, and gamma rays, isreduced by the Power rank number. Mostnon-concussive energy rays used by super-powered individuals may be so reduced(i.e.: this resistance would provideprotection from Captain Marvel in X-rayform. but not from Radioactive Man's force-based attacks). Any radiation of a lowerIntensity than the hero's Power rank has noeffect on the hero.

Resistance to Toxins: This Power rank isalways a minimum of one rank greater thanthe hero's Endurance rank (if the random rollsets this Power as less than this statedminimum, it is raised to Endurance rank+1CS). This rank is used instead ofEndurance for all FEATs involving poison, andis not reduced by damage or effects of poison.Failing a FEAT with this Power will meanEndurance drops by one rank, but this Powerrank does not drop. It will be used next turn atits normal level for determining further effects.

Resistance to Corrosives: This resistancereduces the amount of damage from acidsand other caustic agents, including but notlimited to rust, rot, acids. salt deterioration.and destructive microbes. The hero withthis Power may ignore acids and corrosivesof less than this resistance's Power ranknumber in Intensity, and may reducedamage from higher level acids by thePower rank number.

Resistance to Emotion Attacks: This Powerrank will be no less than one rank higherthan the character's initial Intuition, andshould be raised to that rank +1CS if alower rank is rolled. Any Emotion-relatedattacks that affect the Intuition, includingillusions, emotion-control, and dominancemust overcome this rank as opposed to theIntuition of the individual.

Resistance to Mental Attacks: Thisresistance is similar to that of resistance toemotion attacks, but is used against attacksthat affect the Psyche from psionic (but notmagical) sources. This Power rank will beno less than one rank higher than theindividual's Psyche, and should be raised tothat rank +1CS if a lower rank is rolled.

Resistance to Magical Attacks: Thisresistance is similar to that of Resistance toEmotion Attacks. but is used againstattacks that affect the Psyche from magicaland extra-dimensional sources. Further, allmagical damage-inflicting attacks arereduced by this Power rank number. Unlikethe Resistances to Mental Attacks andEmotion Attacks, this Power rank may belower than the Psyche initially, making theindividual more vulnerable to certain typesof magical attack (but less vulnerable todamage-inflicting magical attacks).

Resistance to Disease: The individual withthis resistance is less susceptible to diseasethan other heroes with the sameEndurance. Included are common diseases,as well as the effects of biological warfareand vampirism. The individual's rank in this

Power is no less than one rank above theindividual's Endurance. (Any roll of lessthan that rank should be raised to theEndurance Rank +1CS.)

Invulnerability: The hero with this Power istotally unaffected by one or more of theattack forms listed above. The initialchoosing of Invulnerability counts as twochoices, but every additional choice inResistances may be changed to anInvulnerability. (Example -- A hero beinggenerated picks up Invulnerability to Fire,counting it as two slots. She then getsanother resistance, and choosesResistance to Cold. She may then chooseto be Invulnerable to Cold instead at noadditional cost.)

Invulnerability means that the hero inquestion has a Class 1000 resistance tothat attack form.

Senses Powers in the Senses category arethose that permit the hero some exoticmethod of detection, either by protecting orexpanding the existing senses, or providingsenses that outstrip the limits of othernormal senses.

Protected Senses: One or more of the hero'sbasic senses are protected from attack. Thehero ignores potentially damaging attacks ofless than the Power rank in intensity level. Inmany cases, this considers the effects ofspecially polarized goggles that preventbeing suddenly blinded by high Intensitylight. or earplugs or headgear that reduce theeffects of sonic attacks.

Enhanced Senses: One or more of thehero's five normal senses (hearing. sight,smell, touch, taste) is increased to thePower rank level. Use this rank instead ofIntuition to discover clues, spot items. anddetermine initiative (in the case of Hearing).These extra-ordinary senses are morevulnerable to attack. such that attacksagainst them are at +1CS. Examples ofsuch attacks include bright lights for sight,sonic attacks for hearing. traps activated bytouch, or knock-out gases for smell.

Infravision: The individual with this abilitycan see in the dark. In most normaldarkness, this sight range is 5 areas. ThisPower has a rank because there arepotentially high-intensity darknesses thatmay foil this Power (for example. theDarkforce). If the Intensity of the darknessis higher than the rank of the infravision,sight is limited to only the immediate area(within 2 feet).

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APPENDIX A

Cosmic Awareness: The hero possessingthis Power is in tune with the universe tosome degree, allowing him to perceiveother powerful entities and to detectweaknesses in opponents. Individuals withClass 1000 primary abilities or better within10 miles of the hero will always be noticedby the hero. In addition, making a Powerrank FEAT with this Power allows the userto gain a + 1CS on FEATs against anopponent by finding the weak point in anopponent or structure.

Combat Sense: This Power rank may beused instead of Intuition for determiningsurprise, instead of Fighting for blocking,instead of Agility for dodging, and insteadof Strength for escaping. The minimumlevel of this Power is the Intuition rank ofthe character.

Computer Links: The character with thisPower may communicate with and retrieveinformation from computer systems withPower rank ability. The hero must be ableto access the computer in some way;usually this is by means of an implantrelayed to a predetermined computer. Ifattempting to break into a new computer,compare this Power rank with the Reasonof the computer or mechanical being. ThisPower also allows the reprogramming ofsimple robots (but not Player Characterrobots under normal circumstances).

Emotion Detection: The hero can detectemotion in others with Power rank ability.This Power may be a limited form ofEmpathy, or merely the ability to catch thesubtle physiological clues that indicate aperson is under stress, lying, or worried.Success with this FEAT roll indicates thehero detects only the target's emotionalstate, not the cause of it. (The target may belying, but the hero with this Power is able todetect only that the individual is worried, theheartbeat pattern is up, etc.) Targets trying toconceal their emotional state use theirIntuition as an Intensity rank to determine thetype of FEAT required. Detecting non-humanemotions -- those of robots and aliens, forinstance -- should be done at a higher shift.

Energy Detection: The hero with this Poweris able to identify specific types of energyand track energy trails. The hero canidentify the general "type" of energy(particles, x-rays, light, exhaust of a nuclearengine, etc.) with Power rank ability, andcan track the energy trail of that specifictype with Power rank ability per hour. Fainttrails or common types of energy withconfusing patterns may require yellow or

red FEATs at the Judge's option.

Magic Detection: The hero with this Powercan detect magic. When magic is in forcearound the hero, make a Power rank FEATroll. White means failure; check again nextround. A green result indicates recognitionthat there is magic in the area, a yellowresult the individual or individuals involvedin the magic, and a red result the type ofspell or magic involved. Spells that mask ormislead the spell-casting may reduce thesechances at the Judge's option.

Magnetic Detection: The hero with thisPower can detect the magnetic field ofEarth (and likely other planets as well), aswell as aberrations of that field (created bylarge iron deposits, huge electro-magneticdoomsday devices, etc.) with Power rankability. It is difficult for a hero with thisPower to become lost.

Mutant Detection: The hero with this Poweris attuned to the specific mental radiationgiven out by mutants. The range isdependent on the Power rank of theindividual. (See the Power Rank rangetable). This Power reflects the consciouswill to detect mutants,

Psionic Detection: The hero with this Poweris attuned to exceptional mental radiation ingeneral, and as such can detect the use ofparanormal abilities including mindreading,thought-casting, mental control and attacks,whether by technological or of mutantorigin (but not those of magical origin). Thehero can detect these abilities only whenthey are in use, by making a Power rankFEAT roll. Make a check each round thehero is in range of psionic activity until thehero makes the FEAT or psionic activityceases. The FEAT is green if the hero isspecifically checking for psionic activity,yellow if not paying specific attention.

Astral Detection: The hero with this Powercan see the forms of creatures operating inthe astral plane, including ectoplasm ofthose adepts who can astrally project. Thisis an automatic ability: the individual canalways recognize that an astral form isnearby. Use the Power rank FEAT todetermine if the individual can note thefeatures of the astral individual, such thatthe individual can be recognized or lateridentified.

Tracking Ability: Through use of heightenedsenses, learned abilities, or mutant Powersthe hero with this Power can track anotherindividual's path. Make a Power rank FEAT

to catch the track, but once on the trail,FEAT rolls should only be required whenthere is a chance of losing the track. Thiswill depend on the nature of the trackingability. For example, a hero who tracks byscent may have to make another FEAT(perhaps yellow or red) if the trail leadsthrough a stockyard or perfume plant, whileone who tracks by the heat left from hisprey's footsteps must check when theindividual passes through a stream.

Movement Powers As the heading notes,all powers within this section influence thecharacter's ability to move, whether byexpanding the existing abilities, or providingnew capabilities It is up to the player, whencreating his character, to create the basisfor how the hero has the given ability. Flightcan be accomplished by a number ofmethods. If a character flies by wings, whathappens when those wings are impeded? Ifa character has rocket-boots what if theboots are clogged by a foam-gushingarrow?

Flight: The hero with this Power can movethrough the air under his own power. Themethod of flight (wings, rockets,unconscious graviton manipulation, etc.) isleft for the player to define, though it shouldbe defined before play begins. Thecharacter's speed is determined by thePower rank of the individual. (seeMovement in Chapter 2). Agility is used todetermine actions while flying, includingchanging course and dodging. Winds(including wind Powers) of greater Intensitythan the hero's Power rank will cause thehero to lose altitude. The hero may gainone additional area (44 yards) for each 15feet(l story) dropped, and is slowed by onearea of speed for each 30 feet (two stories)climbed. (A hero who can fly 10 areas mayclimb 30 stories in a single round.)

Gliding: The hero has the ability to glide,dropping 1 story (15 feet) for every turn inthe air. The distance covered per turn is setby the Power rank as for flying. The Glidinghero cannot climb, but can maintain levelflight by making an Agility FEAT (failureindicates loss of 2 stories (30 feet)). Themethod of gliding is set by the Judge andplayer. The gliding Power may be severelyaffected by winds, and winds of greaterIntensity than the glider's speed may halt,down, or move backward the hero whoglides, and will at least reduce the hero'sspeed by as many ranks as the Intensity isabove Feeble.

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POWERS

Leaping: The hero with this Power can leapgreat distances. Use the table on page 24,Chapter 2, replacing Strength with this Powerrank. This Power rank will always be at leastthe Strength of the character + 1CS. If alower rank is rolled, raise it to this minimum.

Wall-Crawling: The hero can move alongvertical and upside-down surfaces as if theywere normal surfaces. This Power rankindicates how strong the adhesion is (themechanism -- suction cups, atomic fieldsuppressors, etc. -- is left to the player). Thehero will use the Power rank to determine theability to stick, according to the Intensity of theslipperiness of the surface. Some examples:

Lightning Speed: The hero with this Powercan move as a vehicle with a speed equalto the Power rank, as opposed to hisdistance per round being limited byEndurance. This Power will always be atthe Endurance rank +1CS. If a lower rank isrolled, raise it to this minimum. LightningSpeed is assumed to apply to groundmovement, but may be applied to any of thefollowing Powers, if the hero has them in hispossession : Flight, Gliding, Wall-crawling,or Digging. Characters with Lightning Speedcan turn at maximum speed without penalty,and Agility FEATs may be made either withthe Agility ability or with this Power rank.Characters with Lightning Speed canaccelerate to full speed in a single round,and decelerate from full speed to full stop inthe space of one area.

Teleportation: The hero with TeleportationPower can move instantaneously frompoint to point without physically crossingthe distance between. The exact method ofthis crossing is left to the player and Judge,but generally in the Marvel Universeconsists of the character entering anotherdimension, moving through that dimension,and returning to another location.Nightcrawler, Magik, Sidewinder, and Cloakall have different methods of teleportation,but all operate by this mechanism. Eachtime the hero teleports, make a Power rankFEAT roll. Failure indicates the hero arrivesat his or her location, but is disoriented bythe experience, and may take no action inthe following round. The teleporting heromay carry either all individuals in his area or

someone the hero is touching up to hisStrength limitations (this decision must bemade when the character is created).Those carried by a teleporter must make agreen Endurance FEAT or he disorientedfor 1-10 rounds. Those teleported from anarea must make a yellow Endurance FEATor be disoriented for 1-10 rounds.

If the Hero teleports into a solid object(because he was unaware of its presence),make an Endurance FEAT. Failure resultsin damage equal to twice the materialstrength of the object teleported into(Strength for living creatures). Successindicates another, random (Judge-determined) 'port, with the hero beingunconscious for 1-10 rounds.

A Power Stunt that is used by teleporters isa version of multiple attacks, by which thehero teleports quickly from place to place,both dodging attacks and faints andparrying to do damage to one or moretargets. Teleporters who attempt this trickmay make multiple teleports in the samearea (note that "area-teleporters" may nottry this trick), and attack one or moretargets. Such teleporters trying this trick areconsidered to be Dodging for purposes ofattacks upon them, and may deliver up totwice their normal number of attacks.

Levitation: This Power allows the hero tomove vertically unaided, and usually has amagical or mental origin. It does not allowtrue flight, but is immune to the effects ofwind or air control Powers, unless the herowith the Power so chooses. The hem with thePower moves vertically a number of storiesdetermined by the Power rank as speed. (Ahero with Incredible levitation can move 20areas vertically in a round.) Horizontalmovement is possible by pushing off fromother surfaces, or levitating while moving.

Swimming: All heroes are assumed to becapable of swimming (or at least remainingafloat and treading water) if free ofimpediments (inability to swim would be aminor limitation in the Talents section). TheSwimming Power shows that the hero canmove through the water at high speeds, asin the Lightning Speed Power applied towater. This Power does not negate theneed to breathe, but the hero who gains itmay choose Water Breathing as a BonusPower without a roll.

Climbing: The hero with this Power canscale vertical (but not upside-down) surfacesas if possessing the Wall-Crawling Powerwith Lightning Speed. The speed of the

climbing is determined by the Power rank,and the surface must have sufficienthandholds or cracks (even those ofmortared bricks will do). In addition, the herocan move through tangled pipes, vines, andother areas that require manual dexterityusing this Power instead of the hero's Agility.

Digging: The hero can move below groundby digging a tunnel. The hero may chooseClaws as A Bonus Power if he has thisPower. Normal movement is as for normalground vehicle speed, half if the hero isdigging a tunnel well-supported enough toallow others to follow (otherwise the tunnelcollapses behind the hero as she digs).The hero may dig through materials oflower material strength rank than his Powerrank, but not those of equal or greater rank.

Dimensional Travel: This Power allows thecharacter to break through into otherdimensions. The hero does thisautomatically, but must make a Power rankFEAT if under pressing conditions (2000rabid barbarian rabbits are bearing downon the hero). A Power rank FEAT is alwaysrequired if the hero is heading for aparticular alternate dimension or universe.

Dimensional destinations are created as forPower stunts. If a hero has developed theability to reach Limbo through a Powerstunt, reaching the dread dominion ofDormammu is a separate stunt. At start, thehero has one dimension or alternateuniverse to where he can travel.

Ability to reach a specific location in agiven dimension is a red Power rank FEAT.Returning to a familiar location of the nativeplane is a yellow Power rank FEAT. Karmamay be added to these FEAT rolls.

Matter Control Powers These powersaffect specific types of inanimate oranimate matter (substance as opposed toenergy) outside the body of the hero. Theyinclude the various elemental powers, aswell as the ability to animate objects andtransform items and people.

Earth Control: The hero with this Powercan manipulate natural or semi-naturalmineral items. The range and ability ofthese modifications are determined by thehero's Power rank. (see Range of Powerslisted in Chapter 2). This Power is limited tonaturally occurring materials (dirt, rock,stone), or semi-natural materials that are ofconsistent nature (concrete, asphalt, andglass). Radically altered items such assteel alloys and artificially constructed

RankFeebleFeebleTypicalGoodRemarkableIncredibleClass 1000

MaterialOrdinary ConcreteOrdinary BrickworkGlass and Steel Steel AlloysSurface Coated with OilNon-stick SurfacesFrictionless Surfaces

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mechanisms (including computers, guns.and vehicles), and living or once livingthings (rubber, wood. or flesh) are beyondthe scope of this Power.

The Earth Control Power allows the hero tomanipulate an amount of material up to thehero's Power rank taken as Strength inevery round. The material may be used asa weapon (inflicting material strengthdamage), or shield (of material strength).

The player running a hero with this Power isable to develop a number of Power stunts.The hero starts with no stunts other than themere manipulation of myriad materials. Powerstunts that may be developed can include:

• Digging (moving earth out of the way). • Earthquake-type attack (All targets in a

given area. damage equal to hero'sPower rank).

• Create "earth beings" of stone or rock,with physical abilities whose ranknumber sum does not exceed thePower rank number, with Body Armorof material strength rank.

• Transportation (creating a wave ofearth that moves, carrying the heroalong) of Power rank Speed.

• Levitation (building a pillar of earthbeneath the hero).

• Entrapment(opening the earth beneathan opponent's feet, or wrapping stonearound them).

Air Control: The hero with this Power hasthe ability to manipulate air, winds, and(potentially) weather. The hero can createshields of wind up to Power rank damagethat are effective against all physical missileattacks of that rank or lower. The hero canalso use air as a distance weapon, inflictingup to the Power rank of damage, butrepelled by any form of Force Field,including shields made of air. The hero canalso generate winds of Power rank Intensity.

The hero with Air Control may also developPower stunts for this Power. A characterwith Air Control begins with one Powerstunt. which may be:

• Flight: at Power rank speed. • Limited Weather Control: Tornadoes of

Power rank Intensity and damage,controlled by Power rank FEAT.

• Limited Weather Control: SummonStorm.

• Limited Weather Control: Summon Fog. • Lightning of Power rank range and

damage. • Reducing existing Weather Conditions

with Power rank ability, as for eachtype of weather.

Fire Control: The hero with this Power cancontrol existing fire sources. He can intensifythe fire up to the levels of his Power rank, ormay reduce the Intensity of the fire by thesame amount, reducing fire damage by therank number. The hero with this Power canmanipulate flame, so as to form a fieryshield that will inflict the Power rank numberof damage on those who cross it, but cannotinitially use the Fire Control to affect targetsat a distance. (That requires the powerDistance Attacks - Fire Generation.)

The hero with Fire Control can developPower stunts using this Power as timegoes on:

• Using existing flame as a missileweapon.

• Creating shapes from flame of Powerrank number Health and damage.

• Writing words with flame in the sky. • Creating entrapment devices of Power

rank damage. • Controlling heat to a Power rank degree. • Absorbing heat and flame within an

area as if Fire Resistance of thatPower rank number.

Water Control: The hero with Water ControlPowers can use available liquid water forspecific effects. The water can be used asa missile weapon, inflicting Power rankdamage at 1 area range. The water canalso be used as a shield, having no effecton physical weapons, but reducing energy,force, and fire attacks by the rank numberof the Power. The hero with Water Controlmay develop Power stunts. including:

• Creation of watery "servants" of Powerrank Health and Abilities.

• Using water to speed ships and watervehicles, at Power rank Speed.

• Creating bubbles of air to allow othersto survive underwater.

• Limited Weather Control: create fog ofPower rank Intensity.

• Limited Weather Control: create stormsof Power rank Intensity.

• Melting solid ice as if Water Control

Power was Fire Generation of Powerrank intensity

Weather Control: The hero with this Powerhas the ability to manipulate the forces ofweather Using this Power, the hero canduplicate several Power stunts of othercontrol abilities, and in addition create newstunts as well. Weather Control Powerstunts cost only 50 Karma points, not thenormal 100 points. The hero does notbegin with any Power stunts: all Powerstunts must be developed, and use thehero's Power rank to determine if they aresuccessful.

• Create Fog of Power rank Intensity. • Summon storms of Power rank

Intensity. • Generate winds of Power rank Intensity,

including tornadoes capable of inflictingPower rank number damage.

• Summon Lightning. given stormyconditions of Power rank damage,hitting its target using the Power rankas Agility.

• Lower Temperature, causing those inone area to be -1CS on FEATs, andmaterials to be reduced by one rank inmaterial strength.

• Raise Temperature, causing those inone area to be -1CS on FEATs. IfPower rank is higher than Endurance,target must make an Endurance FEATto avoid heat prostration (unconscious1-10 rounds).

• Detect Weather at Power rank ability(character may determine changes in theweather up to three days in advance).

• Reduce Weather Effects by Powerrank ability.

Animate Objects: The hero with this Powermay cause inanimate objects to move andattack at mental command. Animatedobjects retain their material strength asStrength and Endurance, but have theAgility and Fighting abilities of the Powerrank of the animator. Health is consideredto be the material strength. The movementand types of attack vary according to theobject animated (a statue is able to walk,but an animated boulder rolls). The hero isunable to animate an object of greatermaterial strength than his Power rank, or ofgreater weight than he can lift (usingphysical Strength or other Powers). Someexamples of animated objects include:

• Stone Statue: May move as characterof material strength Endurance. hasBody Armor equal to the materialstrength.

• Furniture: May move up to 2 areas perround, made of Typical material, may

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perform charging or slugfest attacks. • Swords and other weapons: May be

animated and fight as if the animatorwere wielding them. Such items havea Health equal to their materialstrength, and may be knocked out ofthe animator's control by a catching,blocking, or grabbing attack. An itemthat is in possession of another is notnormally able to animated.

• A rope that is animated may make angrappling attack of the animator'sPower rank, but is made of Poormaterial strength.

• Buttons, levers, and other devices maybe activated at a distance by thisPower. (Range determined by thePower rank number). Those deviceswhich require keys, codes, or havespecial safety locks to preventunauthorized tampering may not beactivated by this Power.

Density Manipulation — Others: The herocan alter the density of other individuals ontouch, either increasing the density (andthereby mass) or reducing the density (takeless damage, etc.). The hero must touch histarget, and an unwilling target may make aPsyche or Endurance FEAT (target's choice)to avoid the effects (type of FEAT roll requiredis determined by this Power rank. Effects are:

• Density Reduction: The target becomesvaguely transparent, and as such willbecome both less vulnerable to attacksand less effective in attacking. AllPhysical attacks on the individual in thisstate are reduced by this Power rank,and similarly all physical attacks by theaffected character are reduced by thisPower rank. The affected individualmay not phase, but may be affected bywinds of Good Intensity or greater. Thiseffect lasts for 1-10 rounds, and theaffected individual will be reinstated tohis original state after this time.

• Density Increase: The affected individualincreases in density (and thereforemass) without the increased strength inthe limbs and other structures required tomove that mass. Each round, make anEndurance FEAT (type determined byPower rank as Intensity) or the characterbecomes unconscious. Upon becomingunconscious, make a second EnduranceFEAT or the affected individual begins tolose Endurance ranks at a rate of onerank per round, until another EnduranceFEAT halts the process. Performing anyphysical action while under the effects ofthis Power requires an Endurance FEAT.The effects of this manipulation last for1-10 rounds after being applied.

Body Transformation — Others: The herowith this Power can convert living tissues toother substances, for example, as Warlockturns his opponents to crystal circuitry orGrey Gargoyle his to stone. The hero withthis Power chooses one material and thetransformation duration (up to one hour). Atarget of this Power must be touched, andmay make a Psyche or Endurance FEAT(target's choice) to avoid being convertedinto that substance. While in that form thetarget has no recollection of what hasoccurred, and has the material strength ofthat substance. Flesh-to-flesh contact mustbe made; a foe in a full body-suit would beimmune to this Power.

Heroes who accept a -2CS shift in initialPower may affect non-living tissue as well.In the case of touching a foe in a body suit,the suit would be converted into thematerial in question. Materials of a highermaterial strength than the Power rank areunaffected.

In any event, the target regains his normalform following the transformation, even ifpieces are broken off or dispersed.

Animal Transformation Others: The herowith this Power can transform humantargets into animals and reverse theprocess. The target must be touched, andmust fail a Psyche or Endurance FEAT(target's choice, color of feat determined bythe Intensity of the power). The target thenhas the physical attributes (FASE) of theanimal, but retains the mental attributes(RIP) of the original form. The touch mustbe flesh-to-flesh. Heroes with inbornPowers retain those Powers in their newform (transform Cyclops into a puppy andyou have a puppy with Excellent Strengthoptic blasts).

Energy Controls Energy Controls reflectthose Powers which manipulate the varioustypes of energy that exist -- effectivelythose non-material states outside the

character's own body. These include mostknown energy states.

Magnetic Manipulation: The hero canmanipulate magnetic lines of force. Initially,this gives the hero the ability to move andcontrol metallic objects of up to Power ranksire at Power rank range with Power rankability. As the hero progresses, PowerStunts may be developed. These include,but are not limited to:

• Flight: at Power rank Speed -3CS. • Shocking Touch: At Power rank -1CS. • Affecting non-ferrous metals (like

bullets), though manipulation of Earth'smagnetic field.

• Affecting non-metallic objects throughmanipulation of Earth's magnetic field.(The hero must be able to manipulatenon-ferrous metals first)

• Scrambling non-sentient machinery atPower rank level.

• Affecting sentient robots as shockingtouch, but at Power rank +1CS (nobenefit if robot is non-ferrous).

• Magnetic Field Detection at Powerrank -1CS.

Electrical Manipulation: The hero canmanipulate and control electricity. Initially, thisgives the hero a resistance to electricalattacks equal to this Power rank (raise one ofthe two Powers if Electrical Resistance is alsochosen). As the hero progresses, the heromay develop the following Power Stunts:

• Healing damage through absorption ofelectricity, up to Power rank amountper round.

• Absorbing electrical damage as ifpossessing Resistance to Electricity of -2CS.

• Acting as a conductor between a Powersource and a target, as if possessingResistance to Electricity of -2CS.

• Moving at Power rank speed by ridingthe lines of electrical potential, alongpower lines and through building wiring.

• Storing energy within self anddelivering a shocking touch of Powerrank damage.

Light Manipulation: The hero can generatelight and manipulate existing light energy.Such light is of Power rank Intensity andmay either be cast in a burst, affecting alltargets in the same area, or in a line,affecting a single target. Light used in thisfashion inflicts no damage, but may blindthe targets with Power rank Intensity. PowerStunts that may be developed include:

• Darken or intensify existing lightenergies by +/-1CS per round, withPower rank ability.

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• Create illusions at -3CS. Theseillusions have no aural or tactilecomponents.

• Hypnosis at -2CS against a singletarget or group.

• Create a concentrated, modulatedblast of light (laser) at - 2CS Powerrank range and damage.

Sound Manipulation: The hero canmanipulate existing sonic energies.dampening existing noise by the Powerrank number in Intensity, or increasing thatnoise by one level of Intensity if asuccessful Power rank FEAT is made. Theindividual with this Power may reduce allsonic-based attacks an his form by thePower rank number. A character with thisPower may gain Sound Generation as abonus Power, which would occupy the nextPower slot instead of a randomly rolledPower.

Darkforce Manipulation: The hero with thisPower can manipulate the extra-dimensional energy known as theDarkforce to perform specific actions. Thehero may have one Power Stunt when thecharacter is created; all other Power Stuntsmust be developed in the campaign.

• Flight at Power rank -1CS Speed. • Darkforce Distance Weapon at -1CS

range and damage. • Creation of specific shapes of

Darkforce Ions Power Stunt per shapecreated) of Power rank materialstrength.

• Teleportation, by moving through theDarkforce dimension, at - 2CS Powerrank.

• Create Darkness of Power rankIntensity in three areas. The hero mustconcentrate to manipulate theDarkforce in this fashion, and breakingthat concentration results in theimmediate dissipation of the effects.

Darkforce as used by Cloak is an unknownextra-dimensional energy, and may eitherhave a sentience of its own, be home to ahostile sentience, or both. The Judge maychoose to use this potentially hostile natureof the Darkforce against those who wieldthe Power by applying limitations.

Gravity Manipulation: The hero with thisPower can alter the attractive forces ofgravity. This grants the hero one of thePower Stunts, and gives him the potentialto develop others as the campaigncontinues.

• Flight at Power rank -2CS speed • Levitation at Power rank -1CS speed

• Levitation of others (other targets rollan Agility FEAT to avoid the effects) at-1CS speed

• Reduction of weight (not mass) byPower rank (will offset gain in massfrom Density manipulation, and targetmay be slammed on any hit)

• Increase of weight, acting as an addedload of Power rank weight on thetarget (Strength FEAT rolls to move)

This Power lasts as long as the heroconcentrates (if the Power is inborn) or 5rounds (if Power is result of technology orspell). Any break in concentration results inimmediate negation of the effect.

Probability Manipulation: This is a verypotent Power. and has strict limits. Thehero has the ability to alter the chanceelement effected by the die. Individuals withthis Power include the luck-manipulatorsBlack Cat, Shamrock, Roulette, andLongshot. but not the hex-manipulatorScarlet Witch (though her Power isrelated). A hero with manipulation Powersmust roll a second time:

An individual with Bad Luck Power may callit into play for any roll. On that roll, theorder of the dice is changed — the low dieis always considered the “tens” the high die"ones" (a nine and a one are not 91, butrather 19). Similarly, one with Good LuckPowers will read the high number first.

Given the potential Power of heroes usingthe manipulative Powers to further alter theroll, a limitation to this Power must betaken by the character. This limitation maybe any one of the following, or may be onedevised by the Judge.

• Affects all targets in same area (Goodor Bad).

• Only operates on FEAT rolls involvingnon-living things

• No Karma may be gained in anyencounter using this Power

• All associates of the individual (team-mates, etc.) suffer the effects of BadLuck. Check this with a Psyche FEATrolled every week or so. secretly. Thiseffect will disappear if the individualsstay away from the teammate forabout a week.

• The Judge keeps track of every Goodand Bad affected roil (bad foropponents is good for the hero). TheJudge, if he finds an imbalance, may

ask for any critical die roll to be Goodor Bad to balance things up (no morethan once per hour). The Judgechooses which die rolls to modify.

Good Luck may only affect the hero withthe Power. Bad Luck affects those that areattacking the hero or performing actionsthat would result in damage to the hero.Note that the allies. friends, and relatives ofthe hero with this Power do not benefitfrom this Power, and in fact may bedamaged by its limitations.

Nullifying Power: The hero with thisextremely potent Power can negate theinborn super-human Powers of otherindividuals with Power rank ability.Technological or Magical abilities areunaffected. Those affected must make anEndurance FEAT against the Power rankIntensity or lose those inborn abilities aslong as the hero is in range, or for 1-10rounds. Note that this Power will affect allwithin the range of the Power, and theindividual may use no other inborn super-human Powers while using this Power.

Energy Reflection: This Power grants thehero a limited form of Invulnerability (as thePower) to a specific form of energy. Any

ResultBad LuckGood LuckMay manipulate both types

Roll01-5052-9091-100

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attack of that energy up to Unearthlydamage or Intensity inflicts no damage onthe character. The attack may be reflectedin the round it occurs against the attackeror another target within Power rank range.The damage of the attack is as for theoriginal attacker. The hero reflecting theattack makes an Agility FEAT to determineif the reflection hits its target. A hero doesnot lose Karma from the results of areflected attack. If the hero is attacked withmore than Unearthly damage, the hero willreflect 100 points of that damageelsewhere, and take the remainder.

Time Control: Time control is a powerfulPower. Should the hero choose it, it willcount as two Powers, and the hero willreceive an automatic limitation from theJudge (who is encouraged to be fiendish inthis matter). Time Control allows thecharacter to perform Power Stuntsinvolving time, as limited by the laws of theMarvel Universe. Each Power Stunt mustbe gained separately, and the hero startswith no Power Stunts initially. Such stuntsinclude:

• Speeding up time surrounding thehero, permitting him Lightning Speedof this Power rank.

• Slowing down time for all within onearea, allowing the hero Multiple Attacksof this Power rank.

• Slowing down the time for an injured,dying, or poisoned character. One turnpasses for the character so affected asthe Power rank number of turns passfor the others (if used in combat, treatas Multiple Attacks as noted above).

• Traveling in Time: According to presenttheories on time in the MarvelUniverse, the past is immutable. Whena character travels back in time, thatcharacter is actually shunted to analternate dimension where the desiredactions are occurring. By going back intime and "changing the past" onecreates a divergent reality but does notchange the "original" past of his timeline. Similarly, travel into the future willput the character into an alternatefuture dimension, which may not bethe actual future of his character.

• Summoning Duplicates: Theseduplicates may be summoned from thepast, future, or alternate dimensions(information on which of the three is notavailable to the player at start). Thedopplegangers have identical stats andabilities to the character (hat summonedthem, despite the chance for advance-ment. These duplicates may not useTime Control abilities of their own.

• Initial use of this Power creates up to 2duplicates. After the Power Stunt isautomatic, a new Power Stunt mayincrease that number by one (youhave to have three duplicates downbefore you can summon four). Deathof a duplicate is considered to bedeath of a character, and though theoriginal may be unharmed, Karma islost. Whether such death will result inthe eventual death of the "original"character is up to the Judge.

Body Controls Powers This category ofPowers includes those which allow thehero to significantly modify his own form,becoming larger, smaller, lighter, ordifferent in appearance. While thesemodifications may have combatapplications, they are not primarilyoffensive or defensive in nature.

Growth: The hero with this Power can growtaller at will. The limit of growth is determinedby the Power rank, as noted on the tablebelow. The hero may use his Power rankinstead of Strength when performing Feats ofStrength, including wrestling combat.Charging, slugfest, and missile attacks on anenlarged character all receive positivecolumn shifts to hit. Characters thatexperience growth usually but not alwaysdraw their additional mass from an unknownsource. Characters with growth are notslowed or impaired by their added mass. Rank Height Plus to be HitFeeble 8 feet +1CSPoor 10 feet +1CSTypical 12 feet +1CSGood 14 feet +1CSExcellent 16 feet +1CSRemarkable 18 feet +2CSIncredible 20 feet +2CSAmazing 22 feet +2CSMonstrous 25 feet +3CSUnearthly 30 feet +3CSShift X 40 feet +3CSShift Y 50 feet +3CSShift Z 100 feet +3CS

For Unearthly+ individuals with this Power,a strength of at least Monstrous is requiredto support the body or else 30 feet is themaximum the hero may assume on Earth.

Finally, the hero with this Power maychoose (as a limitation) to have the Poweralways in effect. This means the Power israised one rank initially, but the hero isfixed at that size, permanently (an AlterEgo may still be normal sire). A hero with apermanent sire of 12 feet may find troublemaintaining a secret ID.

Shrinking: The hero with this Power canmake himself smaller, while retaining theoriginal strength and abilities. The hero'sStrength is unaffected by the shrinking. Inaddition, the hero may have a column shiftmodifier that reflects the increase in attacksagainst larger (normal-sized) foes and thereduction suffered by such foes attackingthe hero.

ColumnRank Height ShiftFeeble 48 inches (1/2 0

original size)Poor 24 inches (1/4) 0Typical 12 inches (1/8) 0Good 6 inches (1/16) 1Excellent 3 inches (1/32) 1Remarkable 1 inch (1/100) 2Incredible .5 inch (1/200) 2Amazing .25 inch (1/400) 2Monstrous .1(1/1000) 3Unearthly .01 (1/10000) 3Shift X+ Special

Shrinking Power in Shift X capability, ormultiple shifts that reduce the individual'ssize below one ten-thousandth of originalsize, cross the Pym barrier and throw theindividual into a subatomic "Microverse"(see Microverses in the Judge’s Book).Further reductions are apparently notpossible once in the Microverse.

Density Manipulation Self: The hero withthis Power can alter his mass at will.Density may range from Shift 0 (almostintangible) to the Power rank of the Ability.The hero who has altered mass weighs asmuch as a character with that strengthcould lift. (A hero with Feeble Densitywould weigh 50 Ibs, while one with Shift 0would be effectively weightless).

An individual gains Body Armor equal to hiscurrent Power rank. In addition, thecharacter may inflict charging damageusing the Power rank instead of theStrength ability, and may affect materials oflesser material strength than the currentPower rank. in the Shift 0 state the heromay not initially pass through solid items(Phasing), but is immune to physicalattacks (though not energy or forceattacks).

A high density may slow the characterdown. If the density of the character ishigher than the individual's Endurance,both Fighting and Agility suffer a -1CSpenalty.

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One Power Stunt developed by densitymanipulators is to solidify inside a target.Those heroes with Density Manipulation maynot do so initially, but may develop the abilityas time goes by. Solidifying inside a non-livingobject will result in possible damage to theobject. Treat the character's Power rank asStrength to determine the FEAT needed (ifany) against the material strength. Disruptingthe material will result in damage to the heroequal to the material strength of the target.

This Power Stunt may also be appliedagainst living targets. In this case, make aFEAT against the Endurance of the target.If the target makes a successful FEAT, nodamage is inflicted. If the target fails, thetarget takes damage equal to the Powerrank and must make a second EnduranceFEAT to avoid losing consciousness.

Phasing: This is similar to DensityManipulation, save that it pulls themolecules of a body out of phase withthose of the surrounding area, allowing thehero to "phase" through solid items. Whilephased, the hero is immune to physical andmost energy attacks, but is still subject tothe effects of mental attacks and magic.The hero may pass through other objects ifthe Power rank exceeds the materialstrength of the object, and may passthrough force fields of lower materialstrength by making a green FEAT roll. Thephasing individual may not pass throughmaterials of greater material strength, orforce fields of equal or greater materialstrength than the hero's Power rank.

While the hero cannot be affected byphysical attacks during a round, the heromay similarly not make physical attacks,with one major exception, which is treatedas a Power Stunt. Phasing has adetrimental effect on electronic devices.Phasing through such a device (like acomputer) will cause a malfunction. Inaffecting robotic beings or hi-tech heroes,use the hero's Endurance (for robots) orReason (for equipment) to determine theeffects. Failure of an Endurance or ReasonFEAT results in the loss of an amount ofHealth equal to the Power rank. Tootherwise attack, the hero may phase in.strike, and then phase back out (dependingon initiative, this may take three turns).

The effect on electrical items is considereda Power Stunt. Other Power Stunts include:

• Affecting another being in contact. • Walking on air, at normal speed. • Phasing inside an ally, granting that

ally the phasing abilities.

• Phasing in, striking, and phasing backout in a single round (only attacksmade at the instant of the phaser'sattack will affect the hero).

• Phasing in part of the body, allowing theremainder to remain out of phase orvice versa (always a red Power FEAT).

Finally unless the hero does not require air,the duration of any given phase is that ofthe hero's ability to hold his breath. Whilethe hero could phase into a vacuum, thathero would have to leave before having tobreathe again.

Invisibility: The hero with this Power canmake his body invisible to normal sight.This Power does not negate location byother senses, or nor does it initially negatelocation by heat or ultraviolet sources. Thehero still has mass and substance (coatingthe hero with dust or paint reveals the trueform, as does fog or rain). The hero mayremain invisible as long as desired, and thePower rank has no effect on whether thehero becomes invisible under normalcircumstances. The Power rank is used inconnection with various Power Stunts thatmay be developed:

• Making others invisible on touch • Making others invisible over Power

rank range (you must first masterinvisibility on touch)

• Making invisible objects visible (FEATroll determined by the Intensity of theopponent's invisibility; if there is nostated rank, consider it to be Goodrank invisibility)

• Making part of a specific part of thebody invisible (clothing, a mask, ahand, etc.)

• Extending that invisibility to more thanthe physical body, thereby effectivelybecoming undetectable by heat vision,ultraviolet, and so forth

Plasticity: The body of the hero with thisPower is slightly elastic and malleable, andthe hero manipulates his body as he seesfit. The hero with this Power may alsochoose Elongation as a bonus Power,placing that Power in the next slot without arandom roll. The plasticity of the bodyserves as Power rank Body Armor. Inaddition, the hero with this Power maydevelop Power Stunts:

• Using the Power rank instead of Agilityfor catching tailing items andindividuals. The character with thisPower takes no damage from a fallingcharacter landing on him.

• Limited imitation and disguise abilitiesat -2CS for detection. Plasticity will

alter appearance, but not skin color orvoice (Mr. Fantastic would make a verypale Skrull).

• Bouncing: similar to the Leaping Power,with the hero able to fall a number offloors equal to his Power rank numberwithout damage, and to leap as ifpossessing that Power at -1CS.

Elongation: Elongation is similar to thePower of Plasticity, but differs primarily inthat it allows the character to extend hisbody and limbs over a number of areas(Doctor Octopus and Machine Man bothhave Elongation without Plasticity, while Mr.Fantastic has both these Powers and canelongate any part of himself.) The characterwith this Power may attack non-adjacentfoes in close combat types of attacks(slugfest, grappling, etc.). The target ofthese attacks may only make close attacksagainst the part of the opponent that isattacking, and as such may not benefit fromKill, Stun, and Slam results. A character withthis Power may extend a number of yardsequal to his Power rank number. For thesake of consistency, use the following table:

Rank NumberNumber of Yards AreasUp to 22 Up to 22 1/2Up to 44 Up to 44 1Up to 66 Up to 66 1 1/2Up to 88 Up to 88 2Up to 100 Up to 100 3Over 100 Over 100 5

Shape-Shifting: This Power allows the heroto radically modify his shape to resembleother objects or beings, to the point ofbeing that object to all appearances (touch,taste, etc.). The degree of success of theshape change is determined by a Powerrank FEAT against the investigatingcreature's Reason, Intuition, or Psyche,whichever is higher (compare withImitation). A character may not gain morethan half his height or shrink to half hisoriginal size. Only obvious, visible physicalPowers may be gained by shifting shape(claws, gliding membranes, etc.). Truesuper powers may not be gained in thisfashion. A character who shape-shifts maybe able to develop other Power Stunts:

• Develop claws and/or teeth, allowingthe shape-shifting character to inflictEdged Attack damage.

• Develop Gliding Power (but not trueflight) at -2 Power rank ability.

• Duplicate material strength to the pointof providing Body Armor of the materialstrength of the object imitated - 1CS orthe Power rank -2CS, whichever is less.

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Imitation: Not the sincerest form of flattery,but a specialized form of Shape-shifting thatallows the hero to duplicate the appearanceof other humanoid forms, up to the limits ofShape-shifting (half-again or half of originalsire). The character with Imitation mayduplicate the appearance, voice, andmannerisms (but not Powers, Talents. orabilities) of a specific individual. The heromust have seen the individual previously fora sufficient period to duplicate him. Thesuccess of the imitation is determined by aPower rank FEAT, against the Reason,Intuition, or Psyche of the person beingtooled. whichever is lower.

A hero with imitative Powers may attempt toduplicate a character with high Popularityand/or powerful Contacts. If successful, thecharacter may be treated as if he has thatPopularity, and his actions would beascribed to the character he is imitating. (Ofcourse, the imitated character will eventuallyfind out and likely come looking for you...)

Body Transformation — Self: BodyTransformation — Self is similar to BodyTransformation — Other, with the addedadvantage of normal mobility and cognizancewhile in the transformed state. The characterthat is in this state gains Body Armor equal tothe material strength of the material, or thePower rank, whichever is lower. In addition.the character gains any special functions ofthat material. Examples include:

• Becoming water of another liquidallows that character to move as aliquid through tight spaces, pipes, etc.

• Lodestone makes the charactermagnetically attractive at a Strengthequal to his Power rank.

• Becoming Vibranium bestows thePowers of that substance. BecomingAdamantium only grants the Powerrank Body Armor. unless the Powerrank was above Class 1000.

• Becoming a vapor or gas allows thecharacter to fly at Power rank speed,but makes him particularly vulnerable-to wind and air control attacks( + 2CSfor effect). The character retainscontrol over his consciousness. TheIntensity of concealment or. ifnecessary, knockout or poison abilitiesof the gas is equal to the Power rank.

• Becoming an energy state grants thePowers of that energy state at Powerrank -2CS. Energy states include fire,cold, X-rays, radio waves, or otherradiation.

The hero gains an additional +1CS if heconfines his body transformation to one

state: solid, liquid, gas, or energy, The herogains an additional +1 (for a +2CS shift atstart) if he limits himself to a particular typeof matter or energy (granite, water, knock-out gas, or heat energy).

A hero who is damaged while intransformed state takes damage as normal.but if destroyed in this form may reintegrateif any Health remains. (Conversely. ifdropped to 0 Health, the character couldnot reintegrate until some of the damagehealed naturally or from outside influence.)The pieces may integrate only if within onearea. (The Absorbing Man oncetransformed into glass and was shattered,then waited until most of his body arrived ata dump to reintegrate. Nitro, whomaintained a gas state. was neutralized bybeing split into two parts.)

Animal Transformation — Self: This Powerallows the hero to assume the form of anormal animal with all applicable Powers ofthat animal. Weight and height are that of anormal version of that particular animal.The animal's Reason, Intuition, and Psychemay be that of either the character or theanimal, but if any are of the animal. then aPower rank FEAT must be made. Itrequires a Power rank FEAT to make thetransformation from hero to animal, but itmay be made without such a roll if a singleanimal type is chosen (Wolfsbane onlybecomes a wolf, and as such makes nosuch check). Any other super-humanPowers are lost while in animal form.

Raise Lowest Ability: Not really a Power byany means, but a method of immediateself-improvement for a character that maybe suffering from terminally low stats in acritical area (say, a Feeble Strength in acharacter with Body Armor, who carries amystic sword). Only one of the sevenabilities may be modified in this fashion,and then only the lowest one (if two arelowest, the hero gets to choose which oneis modified). The ability is raised 20 points.The hero may then choose his next Powerfrom the complete list.

Blending: The hero has the ability tochange his shade to blend in with hissurroundings, and has in effect aspecialized form of Invisibility. The hero(and his uniform, if made of unstablemolecules) are hidden with Power rankability, and will not be detected until thecharacter moves or acts. Should a herochoose a limitation (such as the Power onlyworks on night, or only in forests). thePower is raised +2CS, as opposed to the

standard +1CS.

Power Absorption: This is not the absorptionof energy. but the acquiring of otherindividuals' super-human Powers andabilities. Only those naturally occurringpowers and abilities may be absorbed,though Robot PCs with this Power mayduplicate items of technology as well. Thecharacter must touch the target in order togain those abilities, and the target maymake a Psyche or Endurance FEAT to avoidthe effect. The type of FEAT is determinedby the player when the character is created(that is, not on a case by case basis). Themaximum of any ability so acquired is limitedto the Power rank of the Power Absorption(got that?). If a Power or ability is of a higherrank (a character with Good Power ranktries to grab Thor's Unearthly Strength). thenthe hero making the attempt must make asuccessful Psyche FEAT or be knocked outby the backlash for 1-10 rounds. and wouldonly gain Good Strength in the process.

A character starting with this Power mayonly acquire one Power or ability, statedbefore the attack is made. If a limitation onthe Power absorption is taken. a secondPower may be drained. Further Powers andabilities may be added as Power Stunts.(Draining three powers or abilities at a timewould have to be gained permanentlybefore four Powers may be drained.)

While the Power-absorbing hero has thePower or ability of another, the characterfrom whom he took it cannot use it (if thecharacter it was stolen from had a higherrank than the Power rank of the Powerthief, that ability is reduced by thatamount). Characters with basic abilitiesreduced to below Feeble are unconsciousfor 1-10 rounds.

There are a number of Limitations that maybe assumed with this Power. including:

• Only functions on Powers • Only functions on Talents • Only functions on Abilities • Takes memories as well, but if target's

Psyche is higher than the hero's, thehero must make a Psyche FEAT todetermine who controls the hero's mind.

• Transfer may be permanent.Permanent transfer results in Karmareduced to 0, and effects of memoriesas noted in the above example,regardless of level of the target'sPsyche (this occurred to Rogue, withthe result that in periods of stress,Carol Danvers' personality comes tothe fore).

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Alter Ego: This was listed in the Original Setas a limitation, but the advantages oftransforming into a "normal" individual oftenallow a hero to escape a trap that wouldconfound his super-human self. An alter egois not the same thing as a secret 1D(suchas possessed by Spider-Man). It is aseparate persona, also controlled by theplayer. Abilities for this character are rolledas for Normal Folks (column 2 on page 6).

An alter ego has no super Powers, and thehero who creates him must decide if theContacts are enjoyed by the hero, the alterego, or both (being unknown is often anadvantage). Talents remain the same forhero and alter ego. Popularity is split as fora secret 10. Karma is gained and lostseparately by the hero and the alter ego;they cannot spend Karma from eachother's Karma pools.

Transformation from alter ego to hero isimmediate. if the hero chooses a limitation,such as the transformation takes 1-10rounds, requires a specific item, or Talentsare not shared by the two personas, thenone of the hero's Abilities may be raised onerank (Unearthly maximum). This is anexception to the standard rules for alter egos.

Distance Attacks are just what they soundlike: missile weapons that allow the hero tostrike from a distance with less danger ofbeing hit in return. Ranges of these Powersare set as on the Power Range table inChapter 2.

Projectile Missile: A projectile missilerepresents a specially designed weaponthat inflicts damage according to theShooting column. This is usually some formof technological device, but not always.This weapon is specialty designed for thecharacter, and the hero suffers no penaltyfor range when firing it (other individualsthat may get their hands on it would suffersuch a penalty). The hero uses his Agility todetermine if the attack hits. The weapon ordevice has Power rank range and damage,and any increase in its abilities throughadvancement is considered to be fromtinkering and improvement (the device isnot affected by the rules for building andinventing items). Examples of this type ofweapon are specialized handguns, needleguns, wrist-rockets, and portable artillery.

Ensnaring Missile: An ensnaring missile is adevice that makes a form of grapplingattack. The hero making the attack rolls anAgility FEAT to hit, and any hit is consideredto have entangled the opponent. This

entangling is the equivalent of a grapplingattack of Power rank Strength, and theensnarement is considered to have Powerrank material strength. This Power may beincreased in Power rank by accepting anyone of a number of limitations:

• Ensnarement only affects one target • Ensnarement wears off after 1-10

rounds • Ensnarement weakens by one material

strength rank each turn • Ensnarement has a limited number of

charges

Ice Generation: The hero in question maydraw water from the ambient atmosphere(nearby area) and convert it to ice, whichthe hero may then use initially as a missileweapon. He may later develop other usesthrough Power Stunts. The ice missileshave Power rank range, inflict up to Powerrank damage (the hero may throw less-lethal snowballs), and use Agility to hiteither on the Blunt Throwing or EdgedThrowing battle effect column. The heromay gain one additional Power Stunt atstart, and develop others as playprogresses. These include:

• Entrap others in ice of Power rankmaterial strength, up to 2 areas away.

• Give the hero Body Armor of Powerrank -1CS Strength. The armor is athin casing of ice, and as such isvulnerable to fire (fire attacks are+1CS to hit and damage).

• Create columns, walls, and othershapes of Power rank -1CS materialstrength.

• Create ramps of ice that allow the heroto "skate" at Power rank -1CS speed.This does not give the hero the effectsof Lightning Speed (he cannot makequick turns and stops), but it properlysupported, a ramp can rise two floorsper round. These ice ramps are notpermanent, and their melting mayresult in damage of the surroundingarea (with appropriate Karma toss).

• Create slick spots of Power rank -1CSslipperiness.

• Project waves of cold as opposed toice. The cold has Power rank rangeand intensity, and reduces theopponent's FEATs by - 2CS if theintensity is higher than Endurance, -1CS otherwise. This cold may also beused to offset heat damage.

• Absorb cold and ice (effectively meltingthe latter) with Power rank ability andcapacity. Were a hero to absorbMonstrous (75) cold in her area with aAmazing (47) Power rank, then 28points (or Remarkable Intensity cold)would get through.

Fire Generation: The hero with this Powermay project flame with Power rank rangeand damage, using Agility to hit. Damage istaken on the Energy table. Like icegeneration, creation of large amounts offlame may damage the surrounding area ina fashion that leads to loss of Karma. Thehero may choose to inflict less damagewith his flame, or have a lesser effect thanrolled on the Universal table. The herobegins play with the ability to use flame asa missile weapon (fire balls or a jet of fire),plus one Power Stunt. Other stunts may bedeveloped.

• Create a flaming shield. This wall offire surrounds up to one area. Anyonepassing through it takes Power rankdamage from fire. This may be useddefensively or to restrain criminals whoare not wild about getting singed.

• Body transformation into fire at - 2CS.This body transformation grants BodyArmor at the lower rank, as well asFlight at that rank.

• Create flaming images at Power rank -1CS. These images include duplicatesof the flaming form, as well as fire-writing in the sky.

• Control other forms of fire at - 2CS. • Absorb fire and heat at Power rank

level and range (example for absorbingcold).

• Project heat at Power rank -1CS. Theheat projected causes discomfort anda -1CS on all FEATs in the area ofeffect.

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Energy Generation: The hero with thisPower can fire bolts of force that inflictEnergy-type damage, Force-type damage,or either (determined before attack). Onetype is gained initially, and the other may bedeveloped as a Power Stunt at full effect.The bolts hit for Power rank range anddamage, and use Agility to determine if theyhit the target. The hero with EnergyGeneration may choose to inflict lessdamage than determined, whether inamount of Health test, or effects of theattack. (The character may "pull his punch.")

Sound Generation: The hero with thisPower can make sonic attacks of up toPower rank range and damage. Sonicattacks are made on the force column, andcan initially affect only one target at a time.Other Power Stunts may be developedusing this Power:

• A wide-band attack that affects all in agiven area at - 1CS Power rankdamage.

• A Stunning attack that affects a singletarget (or, if possessed, multipletargets), of -1CS intensity The targetmust make an Endurance FEAT orbecome unconscious for 1-10 rounds.

• Flight at -2CS (-1CS if some form ofcontrol such as glider wings or a capsis used to control the glide).

• Creation of sonic walls of Power rank -1CS material strength.

• Absorbing sound of -1CS Power rank,reducing other sonic attacks by thatamount.

• Creating holographic illusions at -2CSPower rank. These creations are semi-real, and can inflict up to Power rank -3CS damage.

Stunning Missile: The hero possesses aweapon, energy bolt, or Power that eitherinflicts damage on the Force column, orinflicts a Stunning attack of Power rankIntensity. One of the two types must bechosen at start, though the other may bedeveloped as a Power Stunt. Range anddamage are determined by the Power rank,though damage and effects may bevoluntarily reduced.

Corrosive Missile: The hero has some formof corrosive, acidic, or matter-hostile attackthat inflicts damage over a long period oftime. A corrosive attack inflicts Power rankdamage the first round, Power rank - 2CSdamage the second, and Power rank -4CSdamage the third. Damage may be halted bywashing the exposed material or area. Thecharacter with this attack may never chooseto inflict less damage. Corrosive attacks may

also affect materials and Body Armor. Makea FEAT roll as if the Power rank of thecorrosive was a an attempt to break thematerial. Success indicates the attack hasburned through or weakened the materialsuch that it is no longer useful or providesno further protection. This FEAT may bemade only on materials of lesser materialstrength than this Power rank. Corrosiveattacks must hit the target, and as suchhave no effect on Force Fields and the like.

Slashing Missile: The hero with this form ofweapon makes attacks on the Throwing,Edged column, and may not reduce theeffect of the attack. The slashing missilehas damage and range equal to this Powerrank. The hero with this Power maydevelop an attack with a result on the BluntThrowing Column as a Power Stunt.

Nullifier Missile: The hero with this type ofattack inflicts no damage, but may nullifyinborn or technological Powers (one or theother) with Power rank Intensity. The effectsof this nullification last for only as long asthe hero concentrates. He can concentrateon only a single target within Power rankrange at a time. Each round, the target maymake a Psyche FEAT (for inborn) orReason FEAT (for hi-tech) against theintensity of this Power to evade its effects.

Darkforce Generation: The character withthis Power may summon the effects of theDarkforce for use as a weapon and fordeveloping Power Stunts. The Darkforceinflicts either up to Power rank damage orhas the effect of a Power rank IntensityStunning attack, affecting the targets for 1-10 rounds. In addition, the character withthis Power can develop all the PowerStunts listed for Darkforce Manipulation,except teleportation. The character withDarkforce Generation may develop thefollowing additional Power Stunt:

• Create Darkness: By allowing theDarkforce into this dimension, the herocan block out up to 3 areassimultaneously with Power rankdarkness. Normal vision is reduced toless than a foot, and those withinfravision, special senses that permitseeing in the dark, or light-Powers mustmake a FEAT against the Intensity ofthe darkness to use those Powers.

Mental Powers The list here explores thechoice available to heroes with extremePowers of the mind. Mental Powers arevery valuable in that they have little visibleeffect, and the hero who is the source isoften undetectable. Their disadvantage is

that widespread and indiscriminate useresults in a loss of Karma.

Ultimate Skill: Ultimate Skill is a specialPower possessed by the hero, making himliterally the "best at what he does." Thehero picks any one Talent on the followinglist. His ability in that Talent is consideredUnearthly, as opposed to modifying theexisting ability by a +1 or +2CS. ThoseTalents that may have Ultimate Skills ate:

• Weapon Skills: All skills • Fighting Skills: All skills • Professional Skills: None • Scientific skills: All skills • Mystic and Mental Skills: None • Other Skills: All except student, heir to

fortune and leadership

The Judge has final ruling on whether aTalent is available for ultimate skill. AsPowers are generated before Talents, thereis a chance that no applicable Talent willappear if the character chooses this Power.If this is the case, the hero may chooseanother mental Power.

Telepathy: The hero with Telepathic Powermay establish mind-to-mind communicationbetween himself and other individuals. Thetelepath only reads surface thoughts, butdoes so without visible or audible signs.

The hero attempting to make telepathiccontact must make a Power rank FEAT.Contact is automatic with willing targetsand unwilling targets who have a lowerPsyche than the hero's. Targets of equalPsyche require a yellow FEAT, and thosewith mental Powers or some form ofpsionic screening a red FEAT. Individualswith a higher Psyche who are unwilling tobe contacted telepathically are impossibleFEATs.

Characters with telepathy may developPower Stunts, including:

• Using the telepathic "push" as a bolt ofmental force of Power rank range anddamage, using the Energy attackcolumn.

• Linking the minds of a team sharing aKarma pool, so that all team membersare aware of each other's actions.Range for this is half that listed forPowers. Non-verbal orders may bepassed, and all characters areconsidered to have the Intuition of thetelepath.

• Performing a mental probe at -2CSPower rank ability.

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Image Generation: The hero with thisPower may create vivid mental images.These images do not register on cameras,film, or in the minds of non-sentient robots.(Player Characters are considered toduplicate human eye and brain patterns,and as such are subject to the effects ofthese Powers, though they gain a +1CS todisbelieve them.)

Heroes with Image Generation may casttheir illusions within the Power rank range,but must be in line of sight of theseillusions. Targets must make an IntuitionFEAT against the intensity of the illusion(the Power rank of the caster). Targets onlygain a FEAT roll if the players runningthose characters decide that the imagesare false. (If they think that yes, that's abrontosaurus walking up Park Avenue, thenas far as they are concerned, that's abrontosaurus walking up Park Avenue.)

Illusions will last as long as the heroconcentrates on them. Illusions inflict nointrinsic damage, but if they are believed,the characters that believe them will takeimaginary damage, with apparent "death"resulting in unconsciousness for 1-10rounds. Since a character who has time toexamine his wounds will find he is not hurt,and the damage is illusionary, most illusioncasters do not make direct attacks but usetheir illusions for subterfuge and deception(perhaps covering a true threat).

Illusions fool characters but do not foolnature. If a hero creates a brick wall, whichthe opponent believes is real, the opponentwill not move through the brick wallbecause he believes it to be real. If thehero creates the illusion of a bridge over achasm, and the character believes in it, thecharacter will still fall into the chasm. In theformer case, it is the limitations of the mindthat dominate. In the latter the laws ofgravity override.

Telekinesis: This Power allows the hero tolift objects and perform other FEATs ofStrength as if the character had a Strengthof the Power rank. The Power rankdetermines the maximum range of thisPower as well. A character with telekinesismay develop various Power Stunts:

• Flight for self and others within onearea at -1CS Power rank, providing thecharacter can lift that amount of weight.

• A Telekinetic Force Field (really a stif-fening of the air) of -2CS Power rank.

• Telekinetic Force Bolts at -1CS Powerrank and range. These bolts attack onthe Force column of the battle effects

table, and use Agility to hit.

Items that are wielded telekinetically attackas if wielded or thrown by someone withStrength equivalent to that Power rank.

Mind Control: Mind Control is the totaloverriding of the conscious mind. Thecharacter's personality remains, but hisactions are controlled by the character withthis power The target may make a PsycheFEAT to avoid this effect against theIntensity of the Mind Control Power rank. Ifthat FEAT fails, the conscious actions of thecharacter are controlled. The target has nomemory of the period he is under control.

The attacker and target must be within 1area initially to effect Mind Control, thoughthe target and attacker may be separatedby miles afterwards. The target will onlyobey the orders of the controller, thoughthose orders may be verbal or telepathic (ifthe controlling character has that Power) innature.

The victim of a successful Mind Controlgains an additional Psyche FEAT roll eachtime he is placed in a Karma-losingsituation. No Karma may be added to anyFEATS while under the control of another,including this one. An additional PsycheFEAT is gained if the victim is placed in alife-threatening situation (that is, thesituation threatens the victim). Karma maybe added to this roll.

Controlling another mind is the psychicequivalent of breaking and entering. The hemloses 10 Karma points whenever this Poweris used. (Heroes may choose to lose moreKarma as a limitation by which they can raisethis Power.) If Karma is gained or lost as aresult of the actions of a mind-controlledcharacter, that gain or loss is ascribed to thehero, as if the mind-controlling hero hadperformed the action himself. (You mind-control the Vulture to bump off Electro. Youlose all Karma for slaying Electro, eventhough Vulture, being a villain, would notnormally lose Karma for doing so.)

A character who has been Mind Controlledis unaware of his actions, knowing only thathe has blanked out for a while. If a PlayerCharacter is under the effects of a MindControl, run him normally, but all actionsmust be OK'd by the controlling character.Naturally, the controlled PC cannot pass onthe information of his state to others.

Emotion Control: Emotion Control is arelated form of Mind Control that acts upon

the subconscious fears and attractions toproduce the required results. Targets of anEmotion Control attack must be in thesame area as the character with thisPower, and may make an Intuition FEAT toavoid the effects, which have a duration of10-100 turns after the initial attack. Theeffects must diminish before another "dose"of Emotion Control may be applied. Robotsand non-human alien beings are immune tothe effects of Emotion Control.

Only one type of emotion may be instilledin a target at a time. The character with thisPower may modify any emotions, but gainsa +2CS if he chooses to modify oneemotion exclusively Such a character isextremely powerful, but may not developother types of Emotion Control as PowerStunts. Those heroes that do not limitthemselves to one particular emotion beginplay with two emotions they can modify,with others that may be developed asPower Stunts.

Emotions may be influenced to reflect onthe user of the Power, or on another target.The types of emotions that may be instilledand manipulated include:

• Respect -- The target treats anindividual as a Friendly Contact.

• Love -- The target is devoted to theindividual, to the point of endangeringhis own life in the other's behalf.

• Fear -- The target is filled with fear, ofan object, a person, or a situation. Thetarget will flee as quickly as possible,and only attack if backed into a corner.

• Hatred -- The target is instilled with agreat hatred, particularly for formerfriends and allies. The target will attackhis former friends.

• Loyalty -- The target will follow theindividual's orders without question,cheerfully providing all necessaryinformation and aid as if to a long-timefriend and ally.

• Doubt -- The target is unsure of hisactions. Intuition is considered to be a10(Good) for purposes of actions.

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• Pleasure -- The target feels incrediblygood and non-hostile. The feeling is sooverwhelming that the charactercannot do anything but sit contentedlyfor 1-10 round, and for the remainderof the duration of the Emotion Controlis Friendly to the hero with this Power.

A character under Emotion Control maygain additional chances to break the controlif placed in a Karma-losing situation, similarto breaking the Mind Control Power. ForPCs under the effects of Emotion Control,see the section in Chapter 4.

Force Field Generation: The hero with thisPower can create force fields that willprotect himself and possibly other allies. Itis not necessarily a Power of the mind, butsince its most powerful practitioner, theInvisible Woman. has it as a mental ability,it is included here.

The hero with this Power can generate aforce field that covers an area equal to the"tens" place of the rank number. Acharacter with a rank number of 70 maycover 7 areas. For every area coveredbeyond the first. the strength of the forcefield is reduced by one rank, so that a forcefield encompassing 7 areas would reducethe effects by - 6CS.

A hero may choose to have a personal forcefield at +1CS instead of being able to projectforce fields. This choice is made at the startof play, and as such cannot be changed.Characters with individual force fields cannotengage in Power Stunts using this option.

A force field operates as a form of BodyArmor. If the amount of damage incurred ina round from all forms of attack is less thanthe rank number, then that damage isabsorbed without harm to those within thearea. If the amount is greater, the forcefield is breached. If there is a Monstrous(75) force field, then up to 75 points in aturn may be absorbed. At 76 points theforce field fails. A personal force field isconsidered to replace Body Armor, suchthat damage that gets around a personalforce field is not absorbed by Body Armor.(You cannot layer Body Armor with a forcefield to become a tank, though the twotogether give you options.)

What occurs with a failing force fielddepends on its type. A personal force fieldshuts off, and the excess damage is takenby the user, including any effects from thebattle effects table. The failure of aprojected force field results in the force field

coming down, but those inside areunharmed by that attack. The wielder of theforce field must make a Psyche FEAT rollagainst the Intensity of the attack orbecome unconscious for 1-10 rounds.

A force field is most effective againstenergy attacks. less effective against allothers. Treat the amount of protectionagainst other terms of attack at ten pointsless than the listed rank number. If the ranknumber is Excellent (21), the force field canabsorb 21 points of energy-type damage,including heat, force, and similar non-physical attacks. Against all other types itcan absorb up to 11 points.

Force Field Generation may be used forPower Stunts only if the force field isprojected. Personal force fields cannot beused for Power Stunts. Power Stunts usinga projected force field include:

• Force missiles of -1CS range anddamage, attacking on the Forcecolumn. Forming a "cushion" ofinvisible force. resilient enough toabsorb up to Power rank damage froma fall or crash for all those involved.

• Enhanced movement. by means offorming a column of force and allowingit to topple and elongate in a givendirection. The ability may rise anumber of floors per round equal to thePower rank - 2CS as Levitation, or Flyat a maximum of Typical speed.

• Entrap others in the force field, as ifprotecting one's self, up to thelimitations of the Power.

• Make a Grabbing attack up to Powerrank range away (use Power rank asStrength for determining success.).Create a bubble of force inside a smallopening and expand it to inflict up toPower rank damage, avoiding theeffects of Body Armor resulting frombattle suits. The suit must have someopening, and this would not berecommended against living targets.

Animal Communication and Control: A herowith this Power can talk to animals andinfluence their actions. The hero gains a +1CS if she chooses to influence only aparticular type (or class), such as sea life orbirds. This is increased to +2CS if shenarrows it further. to a particular class orfamily such as bony-skeletoned fishes orfalcons. Choosing to influence a specificanimal (Chucky the Falcon, or Leo theLionfish) gives the hero a +3CS. in the lattercase. the animal is a companion of the heroat the start of the campaign. A characterwho selects one of these limitations mayalso converse with animals that are onestep more general, but no further, with aloss of - 1CS. The character with Chuckythe Falcon can also converse with falconsin general, at +2CS (the Power rank raisedto +3CS minus one for generality), but notwith birds that are not falcons.

Communication with animals is consideredautomatic with these Powers, and the typeswhich benefit from a +2CS modifier areconsidered Contacts (always Friendly).Otherwise animal reactions are Neutral toHostile. Communication with Hostileanimals is chancy at best.

The Power rank reflects the ability of thehero to control the actions of the animal inquestion, Make a Popularity FEAT for anyrequests the hero makes of the animals,using Power rank instead of Popularity.Therefore, if a hero controls crocodiles withAmazing(50) ability the result is rolled onthe Amazing column. Failure indicates theanimal may turn on the controller. Animalswhich are Contacts (always friendly) neverturn on the controller.

Note on communications: Animals have nolanguage, per se, but do communicate by anumber of verbal and non-verbal signals.Communication is considered to be asuper-human ability to recognize thosesignals and make one's own desires andwishes clear, as limited by the animalsintelligence level.

Mechanical intuition: This is a specific formof Ultimate Skill that affects repairs.inventing, and building things. Thecharacter with this Power has a strongintuitive knowledge of machinery.Regardless of Reason, any rolls fordetermining whether an invention works ornot are at Unearthly Rank. No modifiersmay be added to this roll. The characterwith this Power must still provideResources for these inventions in thestandard fashion.

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Empathy: Empathy is similar to Telepathy,but registers the surface emotions asopposed to the surface thoughts of theopponent, and no emotions may betransmitted back to the target. Thecharacter with this Power must make theFEAT roll to determine its success (indeed,the target may never know). Success isdetermined in a similar matter to Telepathy,but Empathy and Emotion Control Powerswill block its success.

Animal Empathy: This specialized form ofEmpathy extends to all animals in aprimitive form of Animal Communication.The hero with this Power may detect andinfluence the surf ace emotions of theanimal involved, and instill in it fear, hunger,affection, exhaustion, or other emotions ona successful Power rank FEAT.

Psi-Screen: This form of Psi-Screen is aninborn Power that resists mental scans anddomination. All characters with any of themental Powers have this Power at an equallevel to their Psyche (hence the difficultiesin reading their thoughts). A character withthis Power will have a Psi-Screen at +1CShigher than his Psyche at start, and mayincrease it through experience to higherlevels. A character with Psi-Screen mayuse this value instead of the Psyche toresist the effects of any Mental Power thatrequires a Psyche FEAT roil.

This Power differs from the Talent of thesame name in that it may be extended overa number of targets to attempt to protectothers from attacks. Each target protectedrequires a Power rank FEAT. with failureindicating all such Powers are lost for 1-10turns (usually enough time for the opponentto gain advantage). Also, the attacker willbe aware of the protector's mentalpresence.

Mental Probe: This Power is a specific formof Telepathy. A Mental Probe is a search fora specific image in the mind of the target.The hero with this Power must state whatshe is looking for before beginning the scan.

The target makes a Psyche FEAT to resistthe effects of a Mental Probe. If successful,the mind may not be probed again for 24hours. In either case, the target must makea second Psyche FEAT. This FEATdetermines if the Psyche is at - 1CS for thenext 24 hours as well. (Psychicinterrogators may try again just at the 24hour mark, when the mind is capable ofbeing probed but before the Psyche returnsto normal.)

A successful Mental Probe will reveal theinformation known by the individual beingprobed. strictly limited to that character'sknowledge. Probing a guard of a scientificinstallation may not reveal what theinstallation is working on, only that it is"hush-hush," they have a number ofscientists, and they have been shipping alarge number of crocodiles into the plant.

Animate Drawings: The hero with thisPower may animate flat drawings and otherrepresentations, causing them to becomefully operational items. A character mayattempt to animate any drawing, even oneof his own creation. or animate a specifictype or class of object. In the latter case, a+1CS to Power rank is initially given.though the character loses the ability toanimate other drawings (an example of thiswould be Tarot of the Hellions, who drawsher animated figures from a Tarot deck).

The animated drawings will have abilities andPowers according to their nature, but noPower or ability can exceed the Power ranknumber of the hero. No additional Powerscan be given to the animation, unless thecard shows those Powers in operation. Inother words. animating a picture of theInvisible Woman would not give the animationforce fields or invisibility Powers, unless thosePowers were shown in the picture. (And howcan you show invisibility in a picture?)

Animated figures last for 1-10 rounds, theactual amount of time determined secretlyby the Judge. They dissipate at that time,return to their original location, and may notbe animated again for 24 hours. Thefigures also dissipate if they are destroyedor reduced to 0 Health.

Possession: This Power is a specific formof Mind Control in which all actions of thecharacter are assumed by the controller.The controller is in effect "inside" the mindof the character and as such controls allactions without having to give commands.Possession is only possible against targetswith no greater Psyche than the hero'sPower rank. The target may make aPsyche FEAT to avoid the Possession.

A character who is possessed neither gainsnor lose Karma when being possessed.though she may suffer from losses ofPopularity while her body performs actionsthat are not heroic in nature. The charactermay make a Psyche FEAT to escape ifplaced in a life-threatening situation. Thecharacter possessing another may spendher own Karma (but not the Karma of the

possessed character) to influence actions.

Transferral: Transferral is the ultimate formof Possession, in that it allows thecomplete transferral of consciousness witha target within one area. The target'sconsciousness is not put away in the backof the character's mind, but rather movedinto the body of the character with theTransferral Power. Transferral alwaysneeds a red Power rank FEAT to succeed.and may be performed against creatureswith higher Psyches, those with MentalPowers, and alien beings or robots. If thetransfer fails. the attacker is unconsciousfor 1-10 rounds. and may not attempt againfor one day.

When characters transfer consciousness,they also trade the mental abilities, Powers,and Talents. They do not trade physicalabilities or Powers, nor do they tradePopularity, Contacts, or Resources. Thecharacter performing the transferral alsotrades Karma amounts with the target.

For example, if Doctor Doom conducts atransferral with Reed Richards, Doom entersReed's body and vice versa. Doom/Richardsgains Richards' appearance, Contacts,Popularity, Resources, Karma, physicalabilities (Fighting, Agility, Strength, andEndurance), and Powers (stretching). Doomretains his own Talents, knowledge, andmental abilities (Reason, Intuition, andPsyche) and Mental Powers (including thisTransferral Power). Richards/Doom issimilarly switched.

Astral Projection: The hero with this Powermay cause his or her astral form to leavethe body and travel elsewhere, either in thisdimension, or entering other dimensions.The range of astral travel is determined bythe Power rank of the ability. If the ability ismagical in origin, use the magical rangechart on page 65. If not. use the Powerrank range as determined on page 16.

The character in astral form may observeactions in the "normal" world, but may notbe detected by normal means (Astraldetection and Telepathy will reveal thepresence of the astral intruder). Thecharacter may not use his other abilities inthe Astral form against non-astral targets.An astral character is not affected by non-telepathic objects or forms of attack, butmay be affected by Mental Powers (thoselisted under the Mental Powers table,including Force Fields). The astral charactermay phase through solid objects withoutdamaging either character or object.

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While the astral form is separate, the bodyis immobile, in a trance. Damage to thebody will be known to the astral traveler if itis in this dimension, and it is possible forthe body to perish while the astral form isaway. Characters whose bodies haveperished are trapped in astral form.

Astral characters may travel acrossdimensions with Power rank ability.Locating a specific dimension is a PsycheFEAT. In this dimension, the astralcharacter moves up to the limit of his or herrange in a single round. Further separation,or the removal of the astral form from thebody for more rounds than the Power rankof this ability, results in Endurance FEATsfor the body as if it were suffering a lethal(kill result) attack.

Characters with Astral Projection may alsodetect the astral as a Power Stunt, and twocharacters in astral form will be able to seeeach other. Astral combat and otherdimensions are covered in the Judge'sBook.

Psionic Attack: This Power gives the herothe ability to project psionic force blasts atPower rank range and Intensity. The targetof this attack must make a successfulPsyche FEAT or be knocked unconsciousfor 1-10 rounds. Characters with MentalPowers may use their Power ranks insteadof Psyche, and those with Psi-Screen shoulduse that Power rank before any other. ForceField's operate against psionic attack.

Precognition: An accurate divining of thefuture is impossible due to the nature of theMarvel Universe. There are a large varietyof possible alternate futures diverging atany one point, all reading to differentconclusions. The future is also mutable,such that the actions of today may bypassthe future of the timeline that is viewed inthis manner. If a character with Precognition(also called a precog) sees a Quinjet crashin the near future, and no one takes theQuinjets, thereby avoiding the crashes, that"future" is not totally negated; it occurs inanother divergent future.

In game terms, Precognition allows thecharacter to scan these alternative futuresup to a week in advance and choose fromthem an image that may or not come true,and use that information to form his owndecisions. No farther than a week in thefuture may be scanned in this fashion.

Precognition may not be used more thanonce a day. In addition, the character with

Precognition must choose a limitation tothat Power. Suggestions include:

• Power is intermittent -- the Judgechooses when the images appear andwhat they say. (OK this with the Judge;it's a lot of work for him.)

• Power only works on people, and theperson must be in contact with theprecog.

• Power only works on objects, and thehero must be holding or using theobject to read its future.

• Power is extremely realistic in itsmanifestation. The Judge presents thereading in such a fashion that theplayer can act and interact, but it hasno effect on the outside world (thehero's friends will see the charactershudder, shiver, talk, and use hisPowers as he reacts to the threat).

• Power only manifests itself in dreams.Judge will pass on information onlywhen character is asleep.

• Power only operates once per image.Until that image comes true, or thetime that image passes, no otherprecognition may be used.

When the Precog uses his Powers (orthose Powers activate), the Judge secretlyrolls a die, comparing the result against thecharacter's Power rank. No Karma may beadded to this roll.

If the result is white, the Judge should givethe character an image, setting, or phraseout of thin air. The Judge is encouraged tolie like Mephisto's Realm when necessary.

Example: The character is trying to precoga gun the Judge intends to use at a bankrobbery. The Judge rolls the die and gets awhite result (failure). He may say that thereis an image of the gun shooting one of theheroes (this may or may not happen, but itis guaranteed to make you players verrrrrycautious).

If the result is green, the Judge should bepartially truthful in his description. (You seea dark-haired man with a hat. If you seehim again, you will know him.)

If the result is yellow, the Judge should befairly honest about the future, as far as heknows it. (You see the gun in the hands of abank robber. The robbery is on 9th Avenue.)

If the result is red, the Judge should givethe player something honestly useful -information that would not normally beavailable. (You see two men talking. Onecalls the other Bruno. They are planning to

knock over a bank. Bruno takes the gun.He drives a 57 Chevy. You see colorfulcostumes at the door of the ban k...etc.)

The Judge will never lay out the entire planto the precog character, no matter what theresults of the die roll.

Precog Option: The above is fairly involved,requires work on the judge's part, andworks best in a planned campaign wherethe Judge has a clear idea what will behappening. The following is a short version,useful only in combat, that Judges may useinstead of the above power. Precogs mayuse this Power as a Power Stunt.

At the start of the turn the precog makes aPower rank FEAT. On a yellow or betterresult, the Judge must tell the precog whathe plans for his (the Judge's) characters todo. The two sides then roll Initiative. If theside that gains initiative has the precog withit, the player running that character mayshare the information with the others, andthey may make their decisions accordingly.

WARNING: Characters with precog Powersoften have unwanted images implanted bythe Judge, whether to foreshadowupcoming adventures, or to throw thecharacter's off balance ("You don'tunderstand!" the hero shouts, "the RedSkull is not Dead!").

Postcognition: The reverse of Precognition,but easier to handle, in that the past isfairly immutable. Postcognition only workson items the character handles. ThePostcog makes a Power rank FEAT, thecolor required determined by the length oftime scanned.

• Within one day -- green • Within one week -- yellow • Within one year -- red • Further back -- no accurate scan pos-

sible, but a red FEAT will give a "feeling"as to the general past of the item.

If the FEAT is successful, a second FEAT ismade to determine what is picked up, asfor Precognition above. The same examplecan be used, only changing the robberyfrom a possible future happening to adefinite past occurrence (the charactersfind the gun at the robbery).

Plant Control: The hero with this Power cancommand the actions of plants, grantingthem temporary Powers of their own,including movement, growth, and arudimentary intelligence. These abilitiesonly exist as long as the hero concentrates.

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The hero cannot control plants with ahigher material strength than his Powerrank. Plant-like creatures with intelligencereceive a Reason FEAT against the hero'sPower rank as Intensity to avoid beingcontrolled.

By mere control, the hero cannot have theplants perform any actions that would notbe normally possible by the plants (thisseverely limits their usefulness). The heromay develop Power Stunts using the plantsin abnormal fashion, including theseexamples:

• Forcing vines to animate with Powerrank Agility, and act as entanglingropes with Power rank materialstrength.

• Creating plant-images that duplicateliving humans with Power rank ability.

• Commanding trees to move and attackas creatures of Power rank numberHealth and Power rank materialstrength Body Armor.

• Command the actions of mushroomsand fungi, which are not proper plants.

• Gather information from plants as torecent passers-by, within 1 day, in aprimitive form of communication.

Body Alterations — Offensive: Thesepowers are severe changes to the body'sstructure and/or chemistry that allow thehero to perform actions that are of greatestbenefit in offensive combat. For hi-techheroes, or those who have weapons withthese powers, these listings reflect devicesthat grant these powers in close combat.

Extra Body Parts: The hero who gains thisPower when the character is generatedmay choose the type and number of bodyparts. Some of these parts may provideBonus Powers. These Powers are thenplaced in the next available slot in Powergeneration, if there is one.

* Additional Arms — Extra attacks as abonus

* Additional Legs, including centaur-likeform — Lightning Speed as a bonus

* Prehensile Tail — Climbing as a BonusPower, and hero may use the tail as alimb with normal (for the hero) Agility.

* Wings — Flight as a Bonus Power at+1CS.

* Combat Tail — Not usable for climbing,but may attack in slugfest for Strength+1CS damage.

* Additional Eyes or Sensory Organs -Enhanced Senses or any detectionPower as a Bonus Power.

* Claws — on either hands or feet, thesegive Claws as a Bonus Power, with

+1CS to their material strength. * Spines — Similar to those on a

porcupine, these quill-like spines maybe shot. Bonus Power of ProjectileMissile at +1CS.

Extra Attacks: This Power is always +1CSbetter than the starting Fighting ability. Usethis Power instead of Fighting to makemultiple attacks. There is no penalty forfailing with this roll, but the individual maymake only one effective attack in that round.

Energy Touch: The hero with this Powermay inflict damage and effects from theEnergy column of the Battle Effects table,with a Bullseye regarded as a possibleStun. The hero may always choose to inflictless damage than is rolled, or to reduce theeffects of the damage. The touch can becarried through conductive material, andmay affect multiple targets in this fashion. Ifthe hero is standing on a steel girder facingoff three goons from HYDRA, and uses theEnergy Touch on the girder (a conductivematerial), all three get shocked. The herowith this Power gains Resistance toElectricity as a Bonus Power.

Paralyzing Touch: Those touched by anindividual with this Power must make anEndurance FEAT against this Power rank, orhe knocked out for 1-10 rounds. This Poweris always in operation, and the user may beknocked out himself by such a touch.

Claws: Claws are... well, claws. Sharppointy items that inflict damage on theEdged Attack column of the battle effectstable. As with most sharp things, they inflictthe listed amount and effect, and cannot bereduced in damage or effect.

The Power rank lists both the damage inflictedby the claws and the material strength. Thedamage cannot be increased from its initialroll except by raising the experience, but theinitial material strength can be increased byaccepting limitations. Grant a + 2CS to thematerial strength of the claws when the heroaccepts any limitations, including limitationsrequired by other Powers.

The effects of claws depend on whetherthey are being wielded against livingcreatures (people) or non-living materials(things). Against living creatures, clawattacks are resolved on the Edged Attackcolumn for Power rank damage. Againstnon-living materials, compare the materialstrength of the claws against the materialstrength of the object. Make a StrengthFEAT roll to determine if the object holds up

to the attack. This applies to Body Armorthat is not natural(inborn) as well as doors,walls, computer terminals, freelancers, andother inanimate objects. This does notapply to Body Armor that is a natural part ofthe character, or to energy constructs suchas force fields.

Example: Everyone's favorite maniac fromCanada, Wolverine, goes up against aSentinel with his Unearthly materialstrength claws which inflict Good damage.If he attacks the Sentinel directly he won'tget too far; the robot's Body Armor is toothick. If he concentrates on the armor,however, he can shred it with a Red FEATroll. This trick would not operate on IronMan (personal Force Field) or the Thing(natural Body Armor).

Rotting Touch: This touch causes organicmaterial to decay. The character inflictsPower rank damage on those he touches.In addition, this touch acts on organicmaterial (wood, rope, cloth) as if an attemptto break the item with Power rank Strength.Resistance to Corrosives will offset theeffects. This Power can be directed againstorganic (natural) Body Armor in order toweaken it, similar to the effect claws haveon inorganic Body Armor.

Corrosive Touch: Similar to Rotting Touch,but affects inorganic materials instead. Thecharacter inflicts Power rank -3CS damageto living targets, affects organic materialswith greatly reduced damage (as for livingtargets), and acts on inorganic material asif breaking it with Power rank Strength.Resistance to Corrosives will offset theseeffects. Similar to Claws, this may chewthrough inorganic Body Armor to affect theindividual beneath.

Health-Drain Touch: The touch of a characterwith this Power transfers a Power rankamount of Health from the target to the hero.Previous damage is healed in an equalamount, up to the maximum Health of thecharacter. Drained Health above that point islost. Characters drained to 0 Health mustmake an Endurance FEAT to avoid dying. ifthey do so, the attack has no further effect.Reversing this process, directing one's ownHealth into others, is a Power Stunt.

Blinding Touch: The touch of this charactercan blind the unprotected target for 1-10rounds. The hero with this Power mustmake a Stun or Slam result to blind. Thetarget receives no attempt to avoid thistouch, unless the target possessesProtected Senses or something similar to

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prevent the touch (such as a helmet withcovered eyeslits).

Body Alterations — Defensive These aremodifications (or devices that simulatemodifications) that have a primarilydefensive nature, either by helping thecharacter survive under tryingcircumstances, or regain Health that is lost.

Body Armor: A hero with Body Armor has anatural resistance to physical damage and,to a lesser extent, energy attacks. BodyArmor does not affect attacks which havean intensity that must be checked against aFEAT roll, unless to require that FEAT theattack passes through the Body Armor.Example: A Sonic attack ignores BodyArmor, as it does not need to pass throughthe Body Armor. A poison-tipped daggermust get through the Body Armor in orderto affect the hero with the poison.

Body Armor absorbs an amount of damagefrom any physical attack equal to the Powerrank number of the Body Armor. BodyArmor of Amazing(49) protects the herofrom 49 points of each physical attack. If anattack does not equal or better the amountof Body Armor, then none of the effects ofthe attack take place. (A dagger hurled atthe Thing will not hurt him, even if a "Kill"result is called for, if the damage from thedagger does not get through his hide.)

Body Armor is proof against physicalattacks, including Blunt and Edged attacks,Shooting, Throwing attacks, Force,Grappling, and Charging attacks. It is lesseffective against Energy attacks, and itsPower rank number is 20 points less thanlisted for any Energy attack. TheAmazing(49) Body Armor would provide 29points damage (in the Remarkable range)protection from Energy attacks.

Body Armor may be natural (also referredto organic or inborn in this text) or artificialmaterial. Natural Body Armor is protectionthat is part of the creature itself, such asthe thick hides of the Thing, Hercules, orthe Hulk, the elastic body of Mr. Fantastic,or the soft form of the Man-Thing. ArtificialBody Armor is made of other materials,which may be bolstered by force fields, andis reflected in the body suits of such heroesas Iron Man, and foes like the Sentinelsand Crimson Dynamo. Certain types ofattack are more effective against one typeof Body Armor than the other (examples:Claws, Rotting Touch). Artificial Body Armorhas the advantage that it can be removed,allowing the hero to have a relatively

normal life. Body Armor may be increasedby one rank by accepting a -1CS to Agility.Agility may never be dropped below Feeble

High technology heroes who choose BodyArmor may choose to have a battle-suit. Allof the hero's other Powers are included inthe suit, and the suit is considered artificialBody Armor. In addition, the hightechnology hero receives potential bonusesto his physical abilities (Fighting, Agility,Strength, and Endurance) when wearingthe suit. The nature of these modificationsis explained under the character generationfor high technology heroes. When a hightech character advances in abilities, hemay choose whether his natural abilities orthose of his suit are advanced.

Water Breathing: This is a wimp Power.Face it. When the great hero parties takeplace, and Ulterior-Motive Man asks youwhat you do, if you say, "I breathe water"you end up wearing a full fishbowl. ThisPower allows you to breathe water (fresh orsalt) as if air. No Power rank is needed forthis Power. In addition, this Power allowsthe hero to see underwater as if on land(vision is reduced in the underwater realm),and survive at great depths. The hero's nextPower may be either Swimming or AnimalCommunication and Control (Sea life). Thehero may choose both, but then onlybreathes water, and will "drown" on dry land(reverse of characters drowning in water).

Absorption Power: The hero with this Powermay absorb a certain specific type of damage(for example, fire-based damage, energydamage, or kinetic (physical) damage). Anyattacks made in the specified mode inflict nodamage; rather the damage is absorbed,healing existing damage and even temp-orarily raising the individual's Health by thePower rank involved. A hero with Health of100 and Amazing (48) Electrical Absorptionmay be hit with a lightning bolt and have hisHealth raised to 148.

Damage above the rank number of thePower does inflict damage, but the pointsof such damage may be redirected towardsopponents in the next round. Any suchabsorbed energy dissipates 10 rounds afterit has been absorbed, and must bedischarged before then or it is lost. Healthloss is taken from the absorbed Power first,then from the actual Health of the hero. Forexample, the character with the Health of100 raised to 148 takes 30 points ofdamage. These points are removed fromthe 48 extra points initially. If the effects ofthe energy wear off, the character still has

100 points of Health.

Regeneration: The hero with this Powerheals faster than the normal rate ofEndurance Rank per day. A hero withRegeneration recovers the Endurance Rankevery 10 turns (one minute), providing thehero does not take additional damage inthat time and is able to rest. A hero restingcannot engage in any other actions whilehealing himself, if that rest is interrupted (14ninja of the Hand rush in on turn 9 of hisrest), the hero must start again to recover.

Solar Regeneration: The hero with thisPower heals as per Regeneration, but onlyheals the Power rank in Health every tenminutes he is in the sunshine. In darkness,inside buildings, and in other similarsituations, the character heals normally.This Power has a minimum Power rank ofthe Endurance of the character + 1CS.

Recovery: The hero with this Powerrecovers from losses of Endurance ranks ata rate of 1 rank per day, and makes aPower rank FEAT to regain the lost rank.The hero with this Power may choose anyResistance as a Bonus Power.

Life Support: The hero with this Power hasthe potential to survive under hostileconditions for longer than normal amountsof time. The Power rank number is theamount of time in turns the hem maysurvive in a hostile environment (deepspace, deep underwater, in lava) beforeany Endurance FEATS must be made. AtShift Z or higher, the individual may survivein hostile environments indefinitely withoutrequiring food, water, or air.

Pheromones: Pheromones are aspecialized form of Emotion Control thataffect the pleasure centers ofthe...ah...opposite sex. When this Power isin operation, female individuals (If the herois male) or male individuals (if the hero isfemale) must make a Psyche FEAT againstthe Power rank number of this Power asIntensity or be considered Friendly to thecharacter. Robots, aliens, and those unableto smell or be affected by the pheromones(behind a force field, for example) are notaffected. Characters that are Hostile will stillbe attracted to the character, but thatattraction will not stop them from putting thehero in a deathtrap, from which the onlyrelease is for the hero to profess his love forthe Hostile character and join her in crime.

Damage Transfer: This Power is a relativeof the Health-Drain Touch, except Health

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may be transferred between two separatetargets on touch, in effect healing one whilereducing the Health of the other. The heromay not regain any Health in this DamageTransfer.

Healing: This Power allows the hero torestore lost Health and Endurance ranks toothers (but not the hero himself). The Powerrank indicates the maximum amount ofHealth that may be restored to one heromaximum, on any one day. For each attemptat healing, the hero must make an EnduranceFEAT -- failure indicates the loss of Karmaequal to the amount of Health being healed.A character without Karma may not Heal.

Endurance ranks may be similarly restoredat a rate of one rank per day per hero. AnEndurance FEAT is required for the healinghero, with the result of a failure being theloss of one Endurance Rank for the hero(the Endurance for the other is healed).This Endurance may only be healednaturally. If the Endurance drops below

Feeble, the healer will perish.

Immortality: The character with this Powerdoes not age or die in a normal fashion.Now, before you all run out and grab thisPower for your young hero, note the fineprint. The hero can still suffer loss ofEndurance ranks as the result of wounds,poisons, and damages, but if the results callfor perishing. then the character is left atShift 0 Endurance but does not die. Thecharacter cannot move or act untilEndurance reaches Feeble, however. sothrowing an Immortal character into an activevolcano will keep him out of the way for awhile. (He cannot heal while taking damage.)

If Endurance reaches Shift 0, or thecharacter otherwise dies, the immortalcharacter loses all Karma, including thatset aside for advancement. The charactermay be out of luck, but at least he has hisHealth. If an immortal character is part of aKarma pool, then an amount of Karma issubtracted as if the character had left the

group. This is done each time the immortalcharacter becomes "dead.

This Power does not have a Power rank. Itcounts as two Powers for any hero whotakes it, unless the character is alien inorigin, in which case the cost is normal(this reflects that a large number of extra-dimensional aliens are effectively immortal).

An immortal character's body will slowlyregenerate lost parts and heal. so thatshort of atomizing the remains andspreading that collection of atoms througha large portion of space, the immortalcharacter will return at some point in thefuture.

Immortality is applicable to the EarthDimension only (including all planets of thisdimension). An immortal character inanother dimension -- such as Asgard orOlympus, but excluding variant or divergentearths --does not age, but may be killednormally while in that dimension.

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Talents differ from powers in that they maybe posessed by everyday citizens of theMarvel Universe, they are generally easilygained, and they generally modify existingabilities or powers as opposed to creatingnew ones. Talents are broken down bygeneral type.

Weapon Skills: The hero with theseTalents is devoted to the ins and outs ofhandling certain types of weapons, and assuch is more proficient with these weaponsthan persons with similar abilities who havenot studied them. Weapon Talents may notbe combined. A character who has a +1CSwith Shuriken as a result of ThrownWeapons Talent gains Oriental WeaponsTalent. The additional +1CS with Shurikenattendant to Oriental Weapons Talent doesnot apply. The character still has a +1 CS.Weapons Talents may be combined withFighting Talents, if applicable.

Guns: Individuals without this Talent fireguns (all handguns, rifles, and submachineguns, including laser, stun. and concussionvarieties) at their Agility rank. Those withthis Talent fire such weapons at +1CS.

Thrown Weapons: Characters with thisTalent toss weapons designed to be thrown(including spears, daggers, Shuriken, disks,and snowballs) at +1CS to their Agility.

Bows: Bows are tricky items to operate,such that those who have not been trainedfire them at - 1CS to their Agility. Thosewith this Talent gain a +1CS to hit with allbows, including crossbows, and may fireand reload in a single round. They may firemultiple arrows on a successful AgilityFEAT.

Blunt Weapons: Characters with this Talentgain a +1CS to hit when attacking with aweapon that resolves attacks on the BluntAttacks column of the Battle Effects Table.

Sharp Weapons: Characters with thisTalent gain a +1CS to hit when attackingwith a weapon that resolves attacks on theEdged Attack column of the Battle EffectsTable. This includes swords, daggers(unless thrown), and spears, but excludesclaws and other natural extensions thatinflict this type of damage.

Oriental Weapons: This a special categorythat grants the character a +1CS toFighting or Agility when using the followingweapons: Shuriken, crossbows, sais (treatas swords), and oriental swords anddaggers (including the katana and the kris).

Marksman: The character with this Talentgains a + 1CS to hit with any distanceweapon that requires line of sight to hit (thecharacter could benefit when firing heavyartillery, but not when controlling a tele-guided missile). Such a weapon in thehands of a marksman does not sufferpenalties to hit from range.

Weapons Master: The character with thisTalent gains a +1CS to hit with any weaponthat requires a Fighting FEAT to hit.

Weapons Specialist: The character withthis Talent gains a + 2CS with a singleweapon of choice. This may be any type ofweapon, missile or melee. The characterwho is a weapon specialist will alsoincrease his initiative when using thisweapon by 1.

Fighting Skills: These Talents areprimarily used in close combat, and usedwithout weapons. Bonuses from theseTalents are cumulative and may becombined with those from other Talents.

Martial Arts A: This form of martial artsconcentrates on using an opponent'sstrength against him, and is typical oforiental- American forms such as judo andkarate. The practitioner of this type ofmartial arts can Stun or Slam an opponentregardless of their comparative Strengthsand Endurances.

Martial Arts B: This form of martial arts iskeyed on offense and inflicting damage inshort, quick bursts, and includes suchdisciplines as boxing. The practitioner of thisform of martial arts gains a +1CS to Fightingability when engaged in unarmed combat.

Martial Arts C: This form of martial artsconcentrates on holds and escapes. Thepractitioner of this form gains a + 1CS tohis Strength for Grappling attacks(including damage), a + 1CS to Strengthfor Escaping and a +1CS to Agility forpurposes of Dodging.

Martial Arts D: This meditative form ofmartial arts searches out the weak spots ofthe opponent's defenses and strikes againstthem. The practitioner of this form of attackmay ignore the effects of Body Armor(though not force fields) for determiningStun and Slam results. The attack by thecharacter with this Talent does not have toinflict damage to force a check for possibleStun and Slam. The disadvantage is thatthe target of this attack must be studied fortwo rounds before the effects may be

brought into play. The character with thisTalent does not have to attack thecharacter, only watch him in battle for tworounds previous to attacking.

Martial Arts E: This form of martial artsencourages quick striking to catch theopponent off-guard. Heroes with this formof Martial Arts are at a + t to initiative rollsin unarmed combat.

Wrestling: The hero with this Talent isproficient in applying holds. It includesfamiliar types of wrestling as well as thesumo forms of the art. The hero with thisTalent gains a + 2CS when makingGrappling attacks, but gains no benefit indamage. (A hero with Martial Arts B and thisTalent gains a +3CS to hit in a Grapplingattack, and a + 1CS for damage.)

Thrown Objects: The hero with this Talentgains a +1CS with all Throwing attacks (bothEdged and Blunt), and +1CS on Catching.This applies to both thrown weapons andnormal items. If the hero has the ThrownWeapons Talent as well, the modification is+2CS when using thrown weapons.

Acrobatics: The hero with this Talent is verylimber and as such gains advantages whenunder attack. The hero has a +1CS whendodging, evading, and escaping.

Tumbling: The hero with this Talent knowshow to fall and land without undue injury.Individuals with this Talent may make anAgility FEAT to land feet-first after any fallthat does not inflict damage.

Professional Skills: Professional skillsreflect general professions. In addition toproviding bonus Column Shifts in their fieldof specialty, the Talents can be used toincrease initial Resource levels throughgainful employment.

Medicine: The hero with this Talent hasextensive knowledge of medicine, and assuch limited Talents in healing. In general. acharacter losing Endurance Ranks as theresult of a lethal situation can have thoselosses stopped by any character checking onhim. The individual with Medicine Talent maybring back characters that have reached theShift 0 level up to 20 turns after they havereached that level. A character with thisTalent may restore one rank of Endurance toa wounded character per week, in addition tonatural healing. Finally, the character withMedicine as a Talent is +1CS on ReasonFEATs that involve medical problems,medications, poisons, and surgery.

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APPENDIX B

Law: The character with this Talent has anextensive background in law (the assumptionbeing US Law, but this may vary accordingto the Judge's campaign). The hero may bea lawyer or capable of applying to pass thebar (Reason FEAT of Good Intensity). Acharacter with Law as a Talent gains a +1CSto all FEAT rolls involving the law, includingcorrect legal procedure. A character withoutLaw gains no benefit to Reason FEATs, andin addition, will have to make Reason FEATsmore often than a character with Law Talent.

Law Enforcement: The character with thisTalent has a background with law-enforcement authorities. This Talentincludes both Gun and Law Talents, andthe character, if still a member of a law-enforcement agency, may legally carry agun and make arrests.

Pilot: The character with this Talent has aworking knowledge of most aircraft, andreceives a +1CS for all FEAT rolls involvingan aircraft that character is controlling(including Control FEATs, Agility FEATs,and Reason FEATs involving aircrafthandling and design). A character with abackground that would permit it (a herowho is an alien) may extend this Talent tospacecraft as well.

Military: The hero has had some dealingswith one of the armed services. In militarymatters, the hero gets a +1CS to all FEATrolls, and in addition may take a member ofthe armed services as a Contact.

Business/Finance: The hero is familiar withthe world of business, corporate finance,and how money works. Initial resources area minimum of Good, and the hero gains a+1CS for FEAT rolls dealing with money.The hero gains a Contact in theProfessional category.

Journalism: The hero with this Talent gainsan additional 2 Contacts to those alreadygenerated. The Contacts should beconnected with the media in some fashion,such as at local newspapers, radio or TVstations, or has sources in lawenforcement, political circles, or snitches ofthe criminal underworld.

Engineering: Engineering includes all thevaried types of that profession dedicated tothe design of functional items: civil,chemical, mechanical, etc. A character withEngineering Talent gains a +1CS to allFEATs involving building things, includingthe Resource FEAT to determine if anobject can be built.

Criminology: The hero with this Talent hasan understanding of the criminal mind andbehavior, either from studies or first-handobservation. The character with this Talentgains a +1CS on all Reason and IntuitionFEATs involving criminal practices ("If Iwere a crook, where would I hide?"). Thehero also gains a Contact in either thepolice or crime areas.

Psychiatry: The hero with this Talent has abackground in studies of the mind, and assuch gains a + 1CS on all FEATs involvingthe mind. This is a popular Talent withthose heroes and villains with MentalPowers, and the character with theseTalents gains a +1CS on FEATs involvingMental Control, Domination, Hypnosis,Emotion Control, and Mental ProbePowers.

Detective/Espionage: The hero with thisTalent has been trained to notice smallclues in solving crimes. The character withthis Talent gains a + 1CS to discover cluesto a crime, and in addition gains a Contactin either crime, law enforcement, law, orespionage.

Scientific Skills: Scientific Skills almostexclusively affect the Reason ability,granting the character with them a +1CS toall Reason FEATs involving that strongpaint. A character can only bring one suchscientific Talent to bear at a time, and assuch the Talents are not cumulative witheach other.

Chemistry: A +1CS on matters of chemistry,including developing new formulas, findingcures for inorganic poisons, and identifyingchemicals by smell, touch, or taste.

Biology: A + 1CS on matters of biology,including animal and plant identification,finding cures for organic poisons, andresearching diseases and their cures.

Geology: A +1CS on matters involving theEarth, including volcanic activity, thegeology of the surrounding land, types ofrocks and their powers, and mineralidentification.

Genetics: A +1CS on matters involving thegenes, including creating new life forms,understanding mutants, and researchingdiseases.

Archaeology: A +1CS on matters involvingthe past, including paleontology, historicalrecords, and ancient myths and legends.

Physics: A +1CS on matters involving

physics and astrophysics, including motion,flight, and the planets and stars.

Computers: A +1CS on matters involvingcomputers, computer-controlled equipment,and artificial intelligences.

Electronics: A +1CS on matters involvingelectronic devices, including their creationand repair.

Mystic and Mental Skills: These Talentsare quasi-Powers, simulating some of theeffects of Powers themselves, while beingavailable in the Marvel Universe to thosecharacters without those abilities.

Trance: The character may place himselfinto a trance. While in a trance thecharacter slows his body functions to sucha level that he may be assumed to bedeceased (Intuition FEAT for the characterchecking). A character in a trance reducesneeds for food and water to a minimallevel, and may regain Endurance ranks atone rank per day.

Mesmerism and Hypnosis: This Talent is aprimitive form of Mind Control at the Powerrank number equal to the Reason of thecharacter with this Talent. Information can begained as per a Mental Probe, and post-hypnotic suggestions may be implantedwithin the victim's mind. Any attempt to forcean individual to do something that he wouldnot normally do, or divulge information thathe would not normally reveal, will cause thehypnotism to break. A hypnotic commandfades in 1-10 hours after it is given.

Sleight of Hand: This is a Talent developedby stage magicians which causes items toappear and disappear by a combination ofmisdirection and swift, fluid gestures. Thecharacter with this Talent may palm smallitems, making them appear or disappearwith Agility +1CS ability.

Resist Domination: This is a Psi-Screenthat may be developed by the individualswithout that Power. This permits thecharacter to resist mental attacks as if thecharacter had a mental power of Psyche+1CS. The Talent is passive in nature, anddoes not grant any other particular benefit.A character with Mental Probe may be ableto discern where the character gained thisTalent, but nothing else.

Occult Lore: The character with this Talenthas a knowledge of magical societies,antiquities, runes, and a generalunderstanding of forgotten lore. The

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TALENTS

character gains a +1CS to Reason FEATsinvolving items of a magical nature.

Mystic Background: In the Marvel Universe,all humankind has the potential fordeveloping magical Powers. This "Talent"shows that the character has somebackground with magical forces. Heroesmay have derived their powers from theseforces if they choose this Talent. Acharacter with this Talent may have MagicalPowers, with the approval of the Judge. Ifthe Judge allows magical playercharacters, then any of the initial Powerscreated may be spells, and should benoted as deriving from Personal, Universal,or Dimensional energies.

Other Talents: This is a catchallcategory for all the other types of Talentsthe character may gain. These often havesome form of background of special nature.

Artist: The character with an artistbackground creates works of art, either forhimself or for sale to others. This includespainting, sculpting, and writing. A singlework takes 1-10 weeks, and uponcompletion grants the artist Karma pointsequal to 10 times the number of weeks.The character must allocate some timedaily at his work.

Languages: The character with this Talenthas a natural understanding of languages.The character gains 1 additional languageat start, and made add other languages athalf the cost of a Talent (500 paintsregardless of who teaches it). Characterswithout languages Talent must gain thisTalent first to learn other languages. Thegaining of additional languages assumessomeone is available to teach theselanguages. A Player character with thisTalent does not have to assign a languageat start, but may fill one in later as need be.

First Aid: The medicine Talent notes that theloss of Endurance ranks may be halted bysomeone checking on the dying characterand administering some form of aid. TheFirst Aid Talent grants the character thisimmediate halt to Endurance rank loss, therecovery of one rank immediately (one useonly per situation). and in addition, the herowith this Talent can stabilize a dyingcharacter at Shift 0 Health up to 5 roundsafter that character reaches that level.

Repair/Tinkering: The character with thisTalent gains a + 1CS to any Reason FEATsinvolving the repair and modification ofexisting items, but not the building of new

items. This +1CS may be added to anyother bonuses gained from other Talents,so that an Engineer with Tinkering Talentwould gain a +2CS on repair.

Trivia: This is a general category thatcovers any one subject desired by thecharacter. On that subject, the charactergains + 1CS to all Reason FEATS. (Say,the character is into collecting Spores andFungus. A Trivia Talent would be: Trivia/Spores and Fungus). Trivia categoriesshould be specific (old movies, militaryhistory, sports, rock music, comic books) asopposed to general (all knowledge) orcovered by other Talents.

Performer: The character is someone whoacts, sings, dances, mimes, or otherwiseuses his Talents to entertain (this is relatedto the Artist, the key difference being thatthe Artist may leave the scene of creation;the Performer is identified with that creationdirectly). A Performer receives 10 karmapoints for a week's worth of performance,whether in a play, doing a nightclub routine,or working for a movie.

Animal Training: The character with thisTalent has the ability to train animals toperform certain stunts. The individual doesnot have Animal Empathy or Communicationsand Control, but may teach an animal a trickbased on the Reason FEAT roll. If the herowith this Talent does have Animal Empathy orAnimal Communications and Control asPowers, these Powers are raised by +1CS.

Heir to Fortune: This is not a Talent, but asituation which brings the character into alot of money. The minimum Resources of acharacter with this Talent is Remarkable (Ifyour character is making ExcellentResources or less, do not take this Talent).This "Talent" may not be gained by acharacter after the generation process isfinished, and may only be chosen bycharacters being generated.

Student: Similar to Heir to Fortune, thisTalent may only be chosen at the start ofplay, and may not be gained throughexperience. The Student character has noother initial Talents, but may gain otherTalents at a discounted price. New Talentscost 1000 Karma points if learned fromanother player character, 800 if learnedfrom outside. Students may maintainAdvancement Totals for a Talent along withother forms of Advancement funds.

Leadership: The hero with this Talent hasthe brains and understanding of a cohesive

group, such that he is a benefit to the team.Any Karma Pool to which the characterbelongs receives a 50-point bonus,provided the character with this Talent isrecognized as the "team leader." A KarmaPool may only have one recognized leader.though more than one character withLeadership may belong to one group.When the "Leader" of a group leaves, the50 points are deducted from the KarmaPool, but the leader does not receive themfor personal use (the bonus points onlyexist as a part of the pool).

Other Skills: The above is not acomplete list, but may serve as a basis forother Talents that may be developed andproposed by players (for example: Botanyas a scientific Talent). Any new Talents thatmay be added should be no more powerfulthan a +1CS to an ability, and not becumulative with other Talents (Juggling maygrant a +1CS on catching items, but maynot be added to the bonuses gained fromthe Thrown Objects Talent).

91

Included below is a partial list of possibleContacts for characters operating in theMarvel Universe or in one of its closevariants. Many of these Contacts areusable in any type of campaign, but hereare noted for their role in the MarvelUniverse.

Each entry for a Contact delineates thetype of aid that may be granted. either ininformation, skills, heroic help, and/orequipment. The more powerful a Contact,the more likely that Contact may interferewith the hero's life. requesting favors,providing missions, and the like. A low levelContact like a snitch in the criminal elementprovides fewer ties to the character thanknowing the President on a first namebasis ("Cap? Hi. This is Ronny. 1 have thisproblem in Central America...:').

Professional Contacts ProfessionalContacts are individuals and groups that mayprovide distinct services, information. orequipment according to their description.Equipment may be provided as if the Contacthad Resources of the rank listed. Equipmentof higher rank may be acquired on higherapproval and in special circumstances.

Medicine: The hero with this Contact has afriend, ally or acquaintance with MedicineTalent, who will provide medical advice andservices either for free or charge anaffordable tee. The Contact may be a doctorat a local hospital or clinic, or a researcherfamiliar with the character's background.

Law: The hero with this Contact has afriend, ally, or acquaintance with LawTalent, who will provide legal assistance fora reduced fee and legal advice to the herofor free. The Contact may be a lawyerwhose firm has been an retainer with thefamily for years, is a personal friend, orwho owes the hero for providing his bigbreak into the profession.

Law Enforcement: The hero with thisContact has a friend, ally, or acquaintancewith Law-enforcement Talent, who is inaddition a member of the law-enforcementprofession. This may include forces of localand state police and the national guard, andmay vary in rank from knowing a patrolman(Excellent rank knowledge of the world atlarge. Remarkable of his beat), being ongood terms with a Detective (Remarkableknowledge of criminal investigation. plusdetective skills), or being well-known to astation captain or commissioner(Remarkable Resources, limited to thatmaterial which police forces normally have).

Note that the higher the Contact. the morelikely the Contact will get in touch with thehero when he needs help.

Military: The character has a Contact in thearmed forces, either of the United States oranother nation. This may range from a low-level sergeant to the Joint Chiefs of Staff.Military Contacts may provide AmazingResources, maximum.

Business World: The character has aContact in the world of business or finance.This may rank from the accountant for theirhero's group to a captain of industry who istrying to build fusion plants across thecountry. Resources available are at theIncredible level.

Journalism: Journalist Contacts are Poor inResources (unless you want to borrow theMobile-Three Action-Camera van) but haveRemarkable knowledge about their field ofexpertise. (If your Contact is a city deskreporter, she may be aware of somethinggoing down on the streets. If the Contact isin entertainment, maybe he has freepasses to the ballet.)

Crime: The character with this Contact hassome connection with the criminalunderworld. This ranges from having asnitch that pass on information about streetaction, such as Turk Barrett is for Daredevil.up to a Contact high in the hierarchy of theMaggia or independent gangs. WARNING:Having criminal Contacts may place thehero in Karma-losing or Contact-losingsituations, with the hero having to choosebetween losing a criminal Contact or losingKarma by aiding the Contact. High-levelcriminal Contacts (Remarkable Resourcesor higher) may seek to manipulate the heroto their own ends (the best example ofwhich is the Kingpin of Crime).

Engineering: The character with thisContact has some connection withsomeone who builds, either independentlyor for a larger corporation. The charactermay aid in the construction of devices.

Psychiatry: The character with this Contacthas some connection with a character inthe fields of psychiatry or psyche-analysis,including doctors devoted to the curing ofthe criminal mind.

Espionage: The character with this Contacthas connections with the world ofespionage. This includes agencies such asthe FBI, CIA, NSA, KGB, Interpol, M15,S.H.I.E.L.D., and the criminal organization

H.Y.D.R.A. Such Contacts provideinformation up to Remarkable level, thoughtop-secret information will be harder toobtain. Equipment may be provided for upto Incredible rank. Amazing for S.H.I.E.L.D.and H.Y.D.R.A. All these agencies have noconcern about using Contact heroes asagents to their own ends, and any hero thatuses a Contact in this area will beguaranteed to receive a request for a returnfavor some time in the near future.

Hero Group: The character has someconnection with, or was or is a member ofor an ally of some existing group of super-powered heroes, and as such may enjoythe privileges thereof. This includes usingtheir equipment. calling them in on anemergency, using their HQ, and benefitingfrom their training. As an example, theMutant Dazzler, while not a member of theX-Men, maintains a good relationship withthem and has benefited from training withthem. The player running this hero maychoose the group, subject to the approvalof the Judge. Excessive liberties taken withthe privileges (cracking up three Quinjets ina row) may result in the contract'srevocation. The other disadvantage (inaddition to being at the group's beck andcall) is that enemies of the hero group areconsidered enemies of this hero as well. Ahero who belongs to a group is alwaysconsidered to have that group as a Contactlance an Avenger, always an Avenger).

Scientific Contacts All scientific skillsput the character in touch with someonewith that scientific ability. The Contact mayhave Resources varying from Good toRemarkable, determined by the Judge. TheContact has the Talent listed as inAppendix B, and a Reason of no less thanExcellent. The scientific skills include:Chemistry, Biology. Geology, Genetics,Archeology, Physics. Computers, andElectronics. Acting and Performing, whilenot "scientific" skills, are Contacts thatperform in a similar fashion (the characterknows someone with that skill).

Political Contacts The heroes withthese Contacts have friends in high places.

Local: The hero has an ally in the localpolitical scene: alderman, mayor, orcouncilman. The Contact may provideinformation on what is going on in theneighborhood.

State: The hero has an ally in stategovernment -- connected with the office ofgovernor, a state representative. or

92

APPENDIX C

someone in one of the state agencies. TheContact may provide Good services andinformation, as well as equipment of up toRemarkable Resource cost.

National: The hero has a Contact innational government -- a congressionalaide, a congressman, representative,member of the Executive Branch or one ofthe myriad number of agencies that infestthe capital. Resources of up to Monstrousin their field may be gained, but the morepowerful the Contact, the more likely thefavor will be called in.

Other National: The hero has a Contact innational government -- someone else's.The hero may be friendly with theleadership or government apparatus of anyother nation, friend or foe. This Contact, ifknown to others, may create difficulties indealing with other political Contacts.

Resources available are as for Nationalgovernment, but the character must beable to communicate with the Contact togain any materials.

International: The hero has Contacts in theUN or in a similar multi-national organization,such as the Common Market of Europe. Thistype of Contact can provide equipment of upto Monstrous Resource rank.

Planetary: This Contact is available to Aliencharacters only. The hem is well-known tothe inhabitants and/or rulers of anotherplanet. and may call on those Resources(up to Unearthly or higher) provided theycan get in contact with those sources.

Mystic Contacts

Mystic Arts: The hero has a Contact withsomeone who is aware of extra-

dimensional powers greater than our own.

Occult Lore: The hero knows someone who"dabbles" in the darker arts, and as suchhas at least a Remarkable Reasoninvolving these matters. The Contact mayprovide advice on mystic writings, spellsand their castings, and curses. The Contactis not necessarily someone of DoctorStrange's category (a true magic-wielder),but most likely a college professor who hasdone copious reading on the subject.

Mythology: Similar to Occult Lore, with thedirection towards recognized mythology:actions of the extra-dimensional beingsknown as gods (Olympians, Asgardians,etc.). The Contact will specialize in one"pantheon" of deities.

93

Character Information Sheet

Player Name

Hero’s Name

Primary Abilities

Special AbilitiesPowers:

Limitation:

Group Affiliation Base of Operations

Hero’s Identity Secret Public Age Origin

F

A

S

E

R

I

P

Secondary AbilitiesInitial Initial Current CurrentRoll Rank Rank Rank Number Health Karma Resources Popularity

F + A + S + E R + I + P

Talents: Contacts:Advancement Fund

Karma

Karma Pool

INDEX

AAbility FEATs, 15,16

(see also Fighting, Agility, Strength,Endurance, Intuition, and Psyche)

Ability Modifier Table, 6Acceleration

in flight, 21in vehicle, 47

Actions while moving — see MovementAddition, 39

Contact, 39 Power, 39 Talent, 39Advancement, 38-39

Ability, 38-39 Popularity, 38-39 Power,38-39 Resource, 38-39

Agilitydefinition, 3 FEATs, 14, 21, 22, 27, 28,30,50,58,60

Aiming, 31Aliens, 5Altered Humans, 5Ambush, 31Ammunition Table, 44Awards — see Karma

BBank loans,19Blindsiding, 30Block — see Defensive ActionsBody Alterations

Defensive — see Appendix A, 87Offensive — see Appendix A, 86

Body Armor, 29see also Appendix A

Breaking things, 16Building

power suits, 67robots, 67special requirements for, 68success at, 69time requirements for, 68vehicles, 66-67weapons, 66

CCatching — see Defensive Actions

while falling — see FailingCharacters

creation/generation, 4-13generated, 5-12modelled, 12-13origins, 5pre-generated, 4-5

Charging (Endurance), 26-27Charity awards, 36Claws — see Defensive Actions,

see also Appendix AColumn Shifts (CS)

positive, 16negative, 16for magicians, 64

CombatFighting — see SlugfestAgility — see Ranged Attacks

Combined/Multiple FEATs, 18-19Consciousness

losing, 31

regaining, 32Contacts

definition, 4generating, 10use with Popularity, 40see also Appendix C

Control FEATs — see Vehicles, drivingCrashes, 50-51

DDeceleration

in flight, 21in vehicle, 50

Defensive ActionsBlock, 27-28Catching, 28Claws, 29Combined Attacks, 30Dodging, 27Double-Teaming, 30Evading, 27

Disabilities, 32Distance Attacks — see Appendix A, 80

Diving, 21Drowning, 22

EEffective Cost, 66Effects Results, 28Endurance

definition, 3FEATs, 22, 23, 24, 28, 41, 45, 46, 50,58, 63

Energies, 63-64Energy Attacks — see Ranged AttacksEnergy Control Powers —

see Appendix A, 74Entangling weapons, 30Eyeballing, 20Exhaustion, 22

FFailing, 21Fastball Special, 30FEAT rolls

Ability — see specific abilityautomatic, 16impossible, 16making, 15-16types, 15

Fightingdefinition, 2FEATs, 27, 30

Flightand Gliding, 21-22and Fight, 31

Force Attacks — see Ranged AttacksForce Field, 29

GGaming awards — see KarmaGrabbing — see WrestlingGrappling — see WrestlingGroundstrike, 30Growth, 29

HHeadquarters, 55-58

Healing, 32Health

definition, 4loss of, 32

High-technology heroes, 5Holding fire, 30

IInitiative, 14

Modifier Table, 14Intuition

definition, 3FEATs, 58

Impaired abilities, 32

KKarma

Awards, 33-36gaming, 36magic-use, 65personal, 35definition, 3in combat, 31losses, 34-35

Pools, 37adding to, 37dissolving/leaving, 37-38Locking, 38losses, 37

spending, 38Advancement, 38-39building things, 38die rolls, 38 modifying combat results, 38Power stunts, 38

Summary Listing, 37

LLeaping, 23

Table, 24Lifting things (Strength FEAT), 16Limitations, 9Long-distance movement —

see MovementTable, 23

Luring, 31

MMagic, 61-66

limitations on spells (Table), 65Material Strength Table, 17Matter Control Powers —

see Appendix A, 73Mental Powers — see Appendix A, 81Modeling characters, 12-13

Contacts, 13Primary abilities, 12Powers, 13Secondary abilities, 13Special abilities, 13Talents, 13

Movement actions while moving, 20 area, 19 downward, 21 eyeballing and the quarter-inch rule, 20long-distance, 22

ranged, 19turning while moving, 20upward, 20

Movement Powers — see Appendix A,72

Multiple combat actions, 30Multiple targets, 30Mutants, 5

NNegative Popularity, 18

effects on heroes, 41

PPoint blank range, 31Popularity

awards and penalties table, 40definition, 3FEATS, 15, 17, 34, 36, 38, 40, 63, 64negative, 7, 18using, 17

Power Categories Table, 8Powers, Contacts and Talents Table, 7Power listings, 8, inside back coverPower Rank Range Table, 16Powers

definition, 4FEATS, 15, 16, 17, 29, 38stunts, 17, 38, 64

Primary abilities, 2-3, 12Psyche

definition, 3FEATS, 29, 63

Pulling punches, 30

QQuarter-inch rule, 20

RRandom Ranks Table, 6Ranged Attacks, 24-25

Range modifiers, 25Range ranks, 66Ranks and rank numbers, 2Rationales, 39Reason

definition, 3FEATS, 17, 32, 45, 61, 67, 66, 68, 69, 70

Recovery, 32Repairs, 70Resistances — see Appendix A, 71Resources

definition, 4FEATS, 15, 16, 18, 38, 66, 68for building, 68

Robots, 5reactivation, 5, 32

Room packages, 56-58Round — see Turn

SSalaries, 60Secondary abilities, 3-4, 7, 13Secret IDS, 7Senses — see Appendix A, 71Shielding, 31Shifts — see Column shiftsShockwave, 30Shooting — see also Ranged Attacks

at moving target, 31to neutralize, 30to stun, 30

Shrinking, 29Slugfest, 23-24Special abilities, 4, 13Speed FEATS, 23Stairs, 21Standard rank number, 2Strength

definition, 3FEATS, 16, 23, 24, 28, 29, 30, 38, 50

Sundries, 58-61Swimming, 22

TTactics, 29-30Talent Categories Table, 10Talents

definition, 4FEATS, 15, 17generating, 10see also Appendix B

Teleporting, 23Throwing — see also Ranged Attacks

Range table, 25Turning

in flight, 22on ground, 20in vehicle, 50

Turns (game time), 14

UUniversal Table, back cover

VVehicles, 47-55

and combat, 61crashes — see Crashesdamage to, 51driving, 47, 50listing of specific, 52-55out of control, 50

WWeapons

Shooting, 41-44Melee, 45Other, 45-46

Weight Intensity Table, 16Wrestling (Strength)

Grabbing, 26Grappling, 26

This book is protected under the copyright laws of the United States of America, Any reproduction or other unauthorized use of the material or artwork contained herein is prohibitedwithout the express written consent of TSR, Inc, and Marvel Comics Group. Distributed to the book trade in the United States by Random House Inc, and in Canada by Random House ofCanada, Ltd. Distributed to the toy and hobby trade by regional distributors.

The names of characters used herein are fictitious and do not refer to any persons living or dead. Any descriptions including s imilarities 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, MAR VEL SUPER VILLAINS, MARVEL UNIVERSE,POWER PACK, ETERNITY, GALACTUS, SPIDER-MAN, GUARDIAN, SHE-HULK, NIGHTCRAWLER, X-MEN, CLOAK, FANTASTIC FOUR, HULK, NICK FURY, DO CTOR STRANGE, HOMOSUPERIOR, X-FACTOR, NEW MUTANTS, MACHINE MAN, VISION, JOCASTA, ULTRON, IRON MAN, CAPTAIN BRITAIN, DEATHLOK, HOMO MERMANUS, ASGA RD, DARK DIMENSION,ATLANTIS, OLYMPUS, ETERNALS, KREE, SKRULL, SHI’AR, JUGGERNAUT, AUNT MAY, PROFESSOR CHARLES XAVIER, FRED DUNCAN, COMMANDER SALAM ANDER, EMIHL HICKMAN,ROGER PRICE, LODESTONE, JENNY HOPKTNS, ALVIN HOPKINS, DOUGLAS COOK, LEOPARD, INHUMANS, WONDER MAN, THOR, OSPREY, TRAPSTER, WIZAR D, SANDMAN, RIGHTFULFOUR, TEXAS TWISTER, CAPTAIN ULTRA, CAPTAIN AMERICA, RICK JONES, INVISIBLE WOMAN, HUMAN TORCH, FLY, VIBRANIUM, ADAMANTIUM, DAIL Y BUGLE, S.H.l.E.L.D.,HELICARRIER, TONY STARK, J. JONAH JAMESON, PETER PARKER, VULTURE, LANCE BANNON, RHINO, MS. ARBOGAST, MRS. MUGGINS, STARK INTERNA TIONAL, OBADIAH STANE,VISION, SUNSPOT, SHAMAN, BAXTER BUILDING, ANGEL, STORM, VANISHER, SIDEWINDER, CAPTAIN MARVEL, BLASTAAR, HERALDS OF GALACTUS, MI STER FANTASTIC, DOCTOROCTOPUS, DAREDEVIL, BEN GRIMM, ICEMAN, BULLDOZER, BLACK KNIGHT, SLLVER SAMURAI, ROGUE, FRANKLIN RICHARDS, MOON KNIGHT, DOCTOR D OOM, SCORPION, PUPPETMASTER, JUSTIN HAMMER, CARNELLIA, MARVEL GIRL, CYCLOPS, APOCALYPSE, IRON MONGER, NOW MAGAZINE, CRIMSON DYNAMO, BOX, WYATT WINGFO OT, HERCULES, CAPTAINOUTRAGEOUS, TERMINUS, ALBEDO MAN, MARVEL TWO-IN-ONE, AVENGERS, DEFENDERS, POTATO SALAD MAN, H.U.B.E.R.T., BETHANY CABE, BRUCE BAN NER, JOHNNY STORM,WASP, QUINJET, PUNISHER, HULKBUSTERS, MOLE MAN, SKYMOBILE, HAWKEYE, WEST COAST AVENGERS, WAKANDA, OMNI-JET, ALPHA FLIGHT, POGO P LANE, FANTASTICAR,FLYING BATHTUB, HEROES FOR HIRE, SANCTUM SANCTORUM, SUPER SKRULL, T’CHALLA, BLACK PANTHER, SAVAGE LAND, DARKHOLD, VISHANTI, CER EBRO, FORGE, SENTINELS,JIM RHODES, ABSORBING MAN, WRECKING CREW, MAGIK, LOKI, ANCIENT ONE, CLEA, ULTERIOR MOTIVE MAN, DORMAMMU, IKONN, CYTTORAK, HOGGO TH, RAGGADORR,SERAPHIM, FALROTH, MINDLESS ONE, SORCERER SUPREME, WATOOMB, FALTINE, MUNNOPOR, SATANNISH, AMTOR, NIRVALON, OSHTUR, BALTHAKK, IK THALON, DYZAKK, DENAK,DAVEROTH, CYNDRIARR, SET, D’SPAYRE, NIGHTMARE, AGGAMOTTO, COLOSSUS, ARCADE, DOUG RAMSEY, KITTY PRYDE, RADIOACTIVE MAN, DARKFORCE , HENRY PYM, MACHINEMAN, ELECTRO, RED SKULL, HERCULES, MAN-THING, LIMBO, and the distinctive likenesses thereof are trademarks of the Marvel Comics Group, Copyright ©1986 Marvel Comics Group, adivision of Cadence lndustries Corporation, All Rights Reserved. Printed In the USA. Game design copyright ©1986 TSR Inc. All R ights Reserved.

TSR, Inc.POB 756Lake Geneva, WI 53147

ISBN 0-88038-368-26871XXXI901

TSR, Inc.PRODUCTS OF YOUR IMAGINATION™

Power Listing Summary

Resistances — p. 71

Resistance to ColdResistance to CorrosivesResistance to DiseaseResistance to Electricity (specify Conductive

or Non-conductive)Resistance to Energy AttacksResistance to Emotion AttacksResistance to Fire and HeatResistance to Magical AttacksResistance to Mental AttacksResistance to RadiationResistance to ToxinsInvulnerability (counts as two Powers, spec-

ify type of Invulnerability)

Senses — p. 71

Astral DetectionEmotion DetectionEnergy DetectionMagic DetectionMagnetic DetectionMutant DetectionPsionic DetectionCombat Sense (counts as two Powers)Computer LinksCosmic Awareness (counts as two Powers)Enhanced SensesInfravisionProtected SensesTracking Ability

Movement Powers — p. 72

ClimbingDigging (Claws as Bonus Power)Dimensional Travel (counts as two Powers)FlightGlidingLeapingLevitationLightning SpeedSwimming Teleportation (counts as two Powers)Wall-Crawling

Matter Control Powers — p. 73

Air ControlEarth ControlFire ControlWater Control

Weather Control (Reduced cost for PowerStunts)

Body Manipulation — Others (specifymaterial, duration)

Density Manipulation — OthersAnimal Transformation — OthersAnimate Objects

Energy Control Powers — p. 75

Darkforce ManipulationElectrical ManipulationGravity ManipulationLight ManipulationMagnetic ManipulationProbability Manipulation (counts as two

Powers, hero must take a limitation)Sound Manipulation (Sound Generation as

a Bonus Power)Nullifying Power (counts as two Powers)Energy ReflectionTime Control (counts as two Powers; hero

must take a limitation)

Body Control Powers — p. 77

Alter EgoAnimal Transformation — SelfBody Transformation — Self (counts as two

Powers)BlendingDensity Manipulation — SelfElongationGrowthImitationInvisibilityPhasingPlasticityPower AbsorptionRaise Lowest AbilityShape-ShiftingShrinking

Distance Attacks — p.80

Darkforce GenerationFire GenerationEnergy GenerationIce GenerationSound GenerationCorrosive MissileEnsnaring MissileProjectile MissileNullifier MissileSlashing MissileStunning Missile

Mental Powers — p.81

Animal Communication and ControlAnimal EmpathyAnimate DrawingsAstral ProjectionEmotion Control (counts as two Powers)EmpathyForce Field Generation (Projected or

Personal)lmage Generation (counts as two Powers)Mechanical IntuitionMental ProbeMind ControlPlant ControlPossession (counts as two Powers)PostcognitionPrecognition (counts as two Powers, hero

must take a limitation)Psionic AttackPsi-ScreenTelekinesisTelepathyTransferral (counts as two Powers)Ultimate Skill

Body Alterations/Offensive — p. 86

ClawsExtra AttacksExtra Body Parts (potential Bonus Powers)Blinding TouchCorrosive TouchEnergy Touch (Energy Resistance as a

Bonus Power)Health-Drain TouchParalyzing TouchRotting Touch

Body Alterations/ Defensive — p. 87

AbsorptionBody Armor (Natural or Artificial,

modification for Hi-Techs)Damage TransferHealingImmortality (counts as two Powers, unless

alien)Life SupportPheromonesRecovery (any Resistance as a BonusPower)RegenerationSolar RegenerationWater Breathing (Swimming and/or Animal

Control as Bonus Powers)

Green

Hit

Hit

Hit

Hit

Hit

Hit

Hit

Miss

TakeM

issH

it-2 C

SE

vasion-4 C

SM

iss1

1 area

E/S

White

Miss

Miss

Miss

Miss

Miss

Miss

Miss

Miss

Miss

Miss

Miss

None

Autohit

-6 CS

Autohit

1-10G

r.S

lamE

n.Loss

Yellow

Slam

Stun

Bullseye

Stun

Hit

Bullseye

Bullseye

Partial

Grab

Escape

Slam

-4 CS

+1 CS

-2 CS

Dam

ageN

oS

taggerN

o

Red

Stun

Kill

Kill

Kill

Stun

Kill

Stun

Hold

Break

Reverse

Stun

-6 CS

+2 CS

+1C

SC

atchN

oN

oN

o

Blunt

Edged

Shooting

Throwing

Throwing

Energy

ForceG

rap-G

rab-E

scap-C

harg-D

odgingE

vad-B

lockingC

atchingS

tun?S

lam?

Kill?

Attacks

Attacks

Attacks

Edged

Blunt

plingbing

inging

ing

BA

EA

Sh

TE

TB

En

Fo

Gp

Gb

Es

Ch

Do

Ev

Bl

Ca

St

Sl

Ki

Fighting

Fighting

Agility

Agility

Agility

Agility

Agility

Strength

Strength

Strength

Endur-

Agility

Fighting

Strength

Agility

Endur-

Endur-

Endur-

anceance

anceance

01-2

3-45-7

8-1516-25

26-3637-45

46-6263-87

88-125126-175

176-350351+

0F

eP

rTy

Gd

Ex

Rm

InA

mM

nU

nX

YZ

Shift

Feeble

Poor

TypicalG

oodE

xce-R

emark-

Incre-A

maz-

Monst-

Unear-

Shift

Shift

Shift

llentable

dibleing

rousthly

02

46

1020

3040

5075

100150

200500

01

02-03

04-06

07-10

11-15

16-20

21-25

26-30

31-35

36-40

41-45

46-50

51-55

56-60

61-65

66-70

71-75

76-80

81-85

86-90

91-94

95-97

98-99

100

10003000

5000B

Class

Class

Class

Beyond

10003000

5000