- 1.0 Overview
- 1.1 Universal Table
- 1.2 Stats And Characteristics
- 2.0 MSHRPG Character Generation
- 2.1.1 Power Notes
- 2.2 Power Stunts
- 2.3 Active & Passive Powers
- 2.4 Power Range
- 2.5 Plant Powers
- 2.6 Skills/Talents List
- 2.7 Martial Arts Styles
- 2.8 Flaws List
- 3.0 Combat Overview
- 3.1 Combat Tactics
- 3.2 Offense And Defense
- 3.3 Defensive Actions
- 3.4 Hand-to-Hand Combat
- 3.5 Endurance
- 3.6 Pushing Character Limits
- 3.7 Combat Sequence
- 4.0 Material Strength
- 4.1 Movement
- 4.2 Arms and Armor
- 4.3 Throwing Range
- 4.4 Intensities
- 5.0 Feats
- 5.1 Slam, Stun, and Kill
- 5.2 Health, Recovery & Death
- 6.0 Experience
- 6.1 +rolling - Frequently Used Commands
- 7.0 Books of Magic
This MUX uses the Marvel Super Heroes Role Playing Game for stats, combat, and to assist in judgement for combat and other encounters withinthis game.
It is NOT necessary to learn this system especially if you never intend to enter combat and stick strictly to a social environment. Additionally, stats will be placed on the character by staff for your benefit.
Go to:
http://www.classicmarvelforever.com/download/download_netbooks.htm
Third row, Expert Judges, Expert Players, Expert Powers books.
The books are free and legal to download (public domain). Feel free to peruse them, but note the MU has altered a few rules as seen in subsequent chapters of NEWS MSHRPG and NEWS POWERS.
1.0 Overview
It is not required to use this, however if you wish feel free:
Abbreviation | Name | Number |
Sh0 | Shift 0 | (0) |
Fe | Feeble | (2) |
Pr | Poor | (4) |
Ty | Typical | (6) |
Gd | Good | (10) |
Ex | Excellent | (20) |
Rm | Remarkable | (30) |
In | Incredible | (40) |
Am | Amazing | (50) |
Fn | Fantastic | (60) |
Sp | Spectacular | (70) |
Mn | Monstrous | (80) |
Wn | Wondrous | (90) |
Un | Unearthly | (100) |
ShX | Shift X | (150) |
ShY | Shift Y | (250) |
ShZ | Shift Z | (500) |
Cl1000 | Class 1000 | (1000) |
Cl3000 | Class 3000 | (3000) |
Cl5000 | Class 5000 | (5000) |
B | Beyond | (infinite) |
You may also want to consult http://sniktbub.wikidot.com/universal-table
1.1 Universal Table
FASERIP
You may be wondering what F.A.S.E.R.I.P. is. Well, those are your characteristics. You can find many more details in the players handbook found at http://www.classicmarvelforever.com/download/download_netbooks.htm , third row, Expert Edition Players Handbook. But for brevity and ease of understanding, here's a simplified list:
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Footnote: Remember, this is not necessary to learn. Numbers are for clarification in a consent based environment.
Characteristics
Fighting:
- A measure of raw combat ability
- Used to determine if the character lands a blow in hand-to-hand (called Slugfest) combat
- Used to determine if a character evades a blunt attack
- Used to determine if a multiple combat attack or other FEAT involving hand-to-hand combat is successful
- Used to determine the secondary ability known as Health
Agility:
- A measure of dexterity and nimbleness
- Used to determine if the character hits with a thrown or aimed weapon at a distance
- Used to determine if the character dodges a missile attack
- Used to determine if the character catches an object, holds onto a ledge, or successfully performs actions that require quick action or coordination
- Used to determine how well a character handles a vehicle
- Used to determine the secondary ability known as Health
Strength:
- A measure of physical muscle power
- Used to determine damage inflicted in slugfest combat
- Used to determine success and damage in wrestling combat and success in Grabbing, Escaping, and Blocking maneuvers
- Used to determine success in destroying materials
- Used to determine if a character can lift a heavy object or perform other acts that require physical power
- Used to determine the secondary ability known as Health
Endurance:
- A measure of personal toughness and physical resistance
- Used to determine normal moving speed
- Used to determine success in charging attacks
- Used to determine success in avoiding the effects of disease, poison, and gas
- Used to determine success in matters that require the character to perform actions over a long period of time, such as holding one's breath
- Used to determine the secondary ability known as Health
- Used to resist the effects of Slams, Stuns, and Kill results directed against the hero
- Used to determine the amount of Health regained by a wounded individual
Reason:
- A measure of intelligence and the capacity for logical thought
- Used to determine the character's success in building things
- Used to determine the character's success in understanding unknown technology and languages
- Used to determine the secondary ability known as Karma
Intuition:
- A measure of wisdom, wits, common sense, and battle reflexes
- Used to discover clues
- Used to determine who may act first in combat (Initiative)
- Used to detect hidden or potentially dangerous items, as well as in situations where the character plays a hunch
- Used to resist effects of emotion control powers, spells, and abilities
- Used to determine the secondary ability known as Karma
Psyche:
- A measure of mental strength and willpower
- Used to show resistance to mental and will-dominating attacks
- Used to determine resistance to magical attacks
- Used to determine initial Magical abilities for those characters who wield magic
- Used to determine the secondary ability known as Karma Secondary Abilities
Health:
- Used to determine the amount of physical damage the character can absorb before losing consciousness and potentially dying
- Does not have a rank or rank number, but rather is the sum of the rank numbers of the character's Fighting, Agility, Strength, and Endurance
- Lost through combat, accidents, attacks, and other potentially dangerous and life-threatening situations
- Recovered after damage is taken, 10 turns after damage is inflicted
- Regained through normal healing by the Endurance rank number of points per day (in crisis situations, Health may be figured as regained by the hour or turn. See the table under Healing)
- If reduced to 0, the character is unconscious and may begin to lose Endurance ranks. (See Life, Death, and Health)
Experience:
- Used by the hero as a measure of experience, allowing the hero to perform actions that may otherwise be impossible
- Gained through performing heroic and basically "honorable" acts
- Lost through performing selfish, harmful, or "dishonorable" acts
- May be spent by the player-character to perform actions otherwise impossible or unlikely. These include modifying die rolls, staying alive, building things, using magical abilities, and raising the hero's ability rank numbers and ranks through advancement
Resources:
- A measure of how wealthy a character is, and how the character may use that wealth
- Generated when the character is created
- Presented as a rank with a rank number (replacing the Resource Points of the MARVEL SUPER HEROES Original Set)
- Used to determine if a character can afford a particular item or service
- See under Resource FEATs in the next chapter for full effects of Resources
Popularity:
- A measure of the character's reputation in that character's normal environment
- Generated when the character is created
- Represented as a rank and rank number. Heroes generally have positive Popularity. Villains generally have negative Popularity
- Used to determine reactions of large groups of people and neutral NPCs
Ranks
Fighting
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Agility
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Strength
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Endurance
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Reason
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Intuition
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Psyche
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Popularity
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Resources
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Marvel Super Heroes Point Buy Spreadsheet
The original system of the game was to focus only on +sheets and not worry with +trait based applications. That quickly changed when it was realized that people struggled with learning a +sheet/MSHRPG gaming system and thus became a backup/just for fun dice rolling experience. Below is the table used to generate characters based on spending points to buy powers and characteristics.
Powers and Talents are detailed on the mux when you type +list/powers all and +list/talents all. Flaws are also available by seeing +list/flaws all. Or you can find them here by clicking Power List, Flaws List, Skills List
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Maximum of Fantastic (60) in any given field.
250 point spending limit.
2.0 MSHRPG Character Generation
Some power sets need more clarification. This section covers individual powers to give better detail than the MSHRPG can offer.
Telekinesis
- This power is not considered a Psionic Power. It is a kinetic power as it does not run off of psionic energy nor does it target the mind.
- TK is not inherently tactile; however this can be bought as a power stunt and circumvents the need to see target. But is still reduced by range limiters.
Phasing
- The Desolid character must hold one's breath to remain desolid.
- The Desolid character cannot take action against the physical environment directly.
- If the Desolid character has a projectile weapon, the weapon's projectile will become solid the moment it leaves the contact with the character. Thrown weapons will also act the same. Items placed inside a target and then released will also become solid and do damage to the target. All items of the above nature will be at -2CS to damage due to them coming back into the physical realm.
- Energy Emissions will remain intangible. Especially those of the Energy Sheath variety. However, this is defined in Rank.
- For Example: Desolid Gal has Phasing at Good (10) rank and she has Photon Emission at Amazing (50) rank. She is able to blast a target with 50-10=40 points of damage. But remember, Desolid Gal cannot phase through anything above Good (10) material Strength. So when a villain walks up to her with his Incredible Body Armor (40) punching her with his Monstrous (75) strength. She's going to feel it at 65 points of damage to her pretty little mug.
- Psionic abilities will work just fine while being phased. No modifiers or alterations needed.
- Flight is taken as a Power Stunt and is called Airwalk. It is designed around the ability to walk upon molecules of the atmosphere/environment and prevents the person from falling.
- Gravitons (Marvel Gravity) still effects the target so they don't go flying off into space. However, on the opposite side of that coin, they are not pulled into the core of the planet.
- Magic is useable, but defined by the type of effect presented.
Darkforce
- Darkforce manipulation does not require you to purchase Energy Emission due to it's nature. To emit it, you are technically pulling it from another dimension and 'controlling' it to strike another person. Note, if you are within a dimensionally shielded area that is above your power rank, pulling from the Darkforce Dimension will be impossible. And if your power rank is above the shielding level, then the resulting energy will be calculated as follows:
- Power Rank - Shielding = Effect
- Gateway is not allowed in this power as a stunt. Teleportation (Self and/or Others) is allowed.
Plasma
- Plasma is a great and very powerful power set. However there needs to be a few details pointed out:
- When choosing plasma projection, you will need to choose one of the following types.
- list item
- Radioactive
- Fiery
- Magnetic
- Photonic
- However, this power cannot be reduced in rank. And therefore always does Maximum Damage to the target.
Energy Transformation
- As with many powers in this book, they leave a lot open for discussion and translation. Energy Transformation is a power that allows you to transform into any energy and thus power stunt off of it to have massive amounts of power.
- There needs to be a few guidelines to this power framework and here they are:
- Choose one type of power to transform into.
- The initial power stunts you receive off this power are:
- Resistance to the power that you are currently transformed into at rank
- Energy Emission limited to producing the power: IE: Electricity Boy can power the toaster. This is not an attack power.
- Energy Control limited to your own form. Meaning, it maintains your cohesiveness and prevents you from scattering the energy to all corners of the galaxy.
- You may only use power stunts when in that form. And you are only resistant to the energy when in that particular energy form up to your rank vs. the opposing energy rank.
- For example: Energy Lad has power stunts of emission/projection, control, rocket flight and energy sheath. All of these powers are directly reflective to the energy type that the person is maintaining.
Energy Conversion
- The ability to convert one form of energy into another.
- Conversion of Kinetic to Potential or Potential to Kinetic is not within the range of this power.
- A character with the Speed Power suddenly decides to run in a circle very fast, creating a whirlwind.
- Or a character with Leaping Power decides to use his powerful leg muscles to disrupt the ground, knocking over an opponent.
- Or the wall-crawler decides to use his stick-to-it-ness to grapple a thief.
These are Power Stunts.
Certain Powers, such as weather elemental controls, almost entirely consist of these stunts.
Essentially, a power stunt is anything special you can do with your power. In the case of the Human Torch, his power is Fire Manipulation and Generation. With that power he has a number of stunts he can perform. Such as Flame Cages, Flame Projection, Rocket Flight, Nova (explosion), Damage Sheath, and so on.
In regards to Power Advancement: A Power Stunt permits the hero to use his or her Power in a fashion that has hitherto not been used. When a hero wishes to attempt the stunt, he describes the stunt to the Scene Judge. The Judge then states if the stunt is possible, given the character's level of Power, and what FEAT would required. The player then spends 100 Experience points to try the stunt. The player will then roll the FEAT to see whether or not they are successful in the application of this new stunt.
Purchase of a new stunt (without having to use die rolls to check success) is 1500 experience points. See NEWS XP for details.
2.2 Power Stunts
In this section we will cover the limit in number of powers running at the same time. First we define the types of powers, active, persistent, and passive.
Active - A power that requires you to turn on, activate, trigger, or focus. A few examples are: Energy Blast, Mind Blast, Possession, Telepathy, Gravity Manipulation, Telekinetic Grab, Punch/Kick/Head-butt, Entangle (becomes passive after launch), etc.
Persistent - Flight, Energy Sheath, Force Field, Mind Link, Swimming, Hyper-Running, etc.
Passive - Many Detections, Energy Absorption, True Invulnerability, Body Armor, Resistance, etc.
A hero (or villain) may have 1 Active, 2 Persistent, and as many Passive powers as they possess active at one given time. This limitation, of course, can be bought off through the expenditure of experience points per extra action.
For Example: Graviton has the ability to manipulate gravitons to perform 6 stunts at the same time. He is able to:
1. Hold aloft his 2mi x 2mi floating island
2. Maintain a force field around that land mass
3. Fly himself
4. Maintain a force field around himself
5. Project graviton blasts
6. Entangle several individuals in two separate clumps.
2.3 Active & Passive Powers
1 Area = 132 feet (44 yards). Unobstructed.
Power Ranges:
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Area of Effect:
1 square mile = 28 million square feet 1 cubic mile = 147 billion square feet |
Characters that base their concept on plant life have a few good options to consider. Instead of being the generic mutant, they can be of a Vegetative origin. In this their foundation could be something like:
Vegetable: The hero is an intelligent, mobile plant. He can be of any nature but for game purposes the hero is assumed to be a man-shaped plant. His physiology is based on photosynthesis. The plant-man doesn't need to eat anything except a bit of fertilizer occasionally. Prolonged deprivation of light and water reduces the hero's Strength and Endurance -1CS per day after an initial three days. Plants have no legal rights. This can be a real problem. The Plant Hero may be a mutant, a modified plant, a member of a species of intelligent plant life, or a human or other being who was somehow transformed into a plant. A permanent result of Induced Vegetation could create such a character. Man-Thing is an example of the last type.
- Plants have zero Resources.
- Plants automatically possess Absorption Power of Good rank in the form of enhanced photosynthesis.
- Plants have -2CS Fighting.
- Plants gain +2CS Endurance.
- Plants have no initial Contacts; the exception is if the Plant was created by scientific means, in which case creator may be contact.
There are several powers directly associated with plant focused characters. They are:
Plant Control: The hero can impart limited movement and self-awareness to normally unintelligent plants. The plants obey simple commands, and possess rudimentary communication and senses. The hero can accelerate the plants' growth somewhat, but cannot make it exceed normal limits on size or shape.
Rank determines the number of plants affected and the duration of the control. Exceeding the number of controlled plants decreases the duration -1CS per additional 10. Controlled plants have their own characteristics and ranks that are increased to the hero's Power rank, where applicable.
Plant Growth: The hero has the ability to make plants grow nearly instantaneously, and far larger than normal. The Power can force a seed to sprout immediately and gives it the ability to thrive, even in the absence of normal nutrients (light, soil, and water).
The hero can affect existing plants and seeds or use seeds and sprouts carried with him. In the latter case, the player must make a list of the types of seeds the hero carries oust as a weapons specialist needs a list of those with which he is proficient).
This Power does not change the natural abilities of the affected plants; it only enhances them up to the Power's rank. This Power requires the player to develop some rudimentary knowledge of botany, since the more the player knows about plants, the more stunts the hero can perform.
Typical plants used with this Power are:
- Poison ivy: rash incapacitates foes
- Kudzu: vines entangle targets
- Briar: forms impassable barriers
- Goldenrod: hayfever city
- Oak: instant support for damaged buildings
- Venus flytrap: Catch and hold foes
Power rank determines the speed of plant growth and the rank of the affected plant's abilities. Growing a plant in normal conditions (adequate light, soil, and water) requires a Typical Intensity FEAT. Growing plants in less than adequate conditions (insufficient light, soil, or water; typical urban conditions) requires a Remarkable 39 Intensity FEAT. Growing plants in openly hostile conditions (no light, soil, or water) requires an Unearthly Intensity FEAT. Because their metabolism is accelerated by this Power, the plants quickly die. The lifespan is 1/8 normal. As a rule of thumb, the player can use these guidelines for normal and accelerated lifespans:
House plants-6 months/2 days Shrubbery-5 years/3 weeks Trees-1 00- 1000 years/1 -10 years
The point of this is that your hero doesn't have to worry about filling the city with giant plants left over from old battles. He might still be in trouble with the Park Department, though?
Communication with Plants: The hero can speak with plants. Anything that has a vegetable physiology can be affected by this Power, such as grass, trees, and the Man-Thing. When using the Power, the hero imparts some of his intelligence and Psyche to the plant to facilitate communication. The greater the complexity of the plant, the easier it is to communicate with. A green FEAT communicates with trees and local ecosystems; in the latter, all the plants speak as if a chorus that only the hero can hear. A yellow FEAT communicates with shrubs, vines, and bushes. A red FEAT communicates with simple plants and fungi; if the hero has Hyper-hearing, it can be combined with this Power to permit communication with plankton and bacteria. Combining the Power with Sensory Link enables the hero to share the experiences of plants, even those on alien worlds if the latter Power's rank is high enough.
A problem can develop if the hero begins to identify too closely with plants. He might find salads offensive. Worse, he may begin to suffer anguish when plants are harmed in his presence.
Optional Powers include Communication with Animals, Communication with Non-living Matter, Plant Control, and Plant Growth.
Plant Mimicry: This is a form of Power duplication. The hero can duplicate the natural abilities of any plant. The body does not significantly change, aside from the instantaneous appearance of chlorophyll in the hero's skin whenever he uses this Power.
Some plant "powers" include:
- Photosynthesis: The hero can survive without eating by converting sunlight to food.
- Fragrance: The hero can summon and control insects.
- Rooting: The hero can become immovable.
- Poison Touch: The hero can have adverse effects on anyone touching him, from rashes to death.
The hero must state what plant power he is attempting. Players should also study up on their botany, since the more plants they know about, the more powers they can have. Successful duplication is determined by a Power rank FEAT; normal plants require green FEATs, alien plants require yellow FEATs, and magical plants require red FEATs. Duration ranges from one minute to indefinite.
Self-Vegetation: The hero can alter both his shape and physiology to become any desired plantform. The degree of change can vary wildly. At the least, the hero's body changes into a similarly-shaped "plantman;" at higher ranks the hero may assume normal or alien plant shapes.
When in plant-form, the hero is immune to attacks that specifically affect animal life (nerve gas, pheromones, etc.) but is vulnerable to attacks that affect plant life (herbicides, light-blocking, etc.).
When in plant form, the hero doesn't need to eat normal food; rather he uses photosynthesis to gain desired energy. This requires the availability of water, air, and sunlight. The plant-hero has different statistics for the physical Abilities; the mental Abilities remain unchanged.
Other associated powers are as follows:
Absorption Power: (Solar Energy Absorption) The hero can absorb a specific type of energy and actually gain Health points by converting the energy into Self-Healing. The hero gains a number of Health points equal his Power rank number each time he is hit by his specific form of absorbable energy. This addition to Health quickly heals any damage the hero had suffer, and acts as a buffer to absorb consequent damage.
In the absence of life-sustaining materials, this Power can act as a substitute for air, water, and food. The hero converts energy into healing power for the damage he's taking from suffocation, dehydration, starvation, and any other unpleasant results of not living careful. Unfortunately, this requires a steady supply of energy to convert. Consider Galactus. He is perpetually starving. He uses this Power to absorb the energy of life-forces and convert it into his own life force. Yet, draining ten billion life-forces only sustains him for a single year, at most. Your hero won't last anywhere near as long.
There is the danger that your hero A actively seek out energies he can absorb and heal himself with. The danger occurs if the energy type is a dangerous one that does great damage wherever it occurs. For example, consider a character whose Absorption Power affects hard radiation. In the absence of other superbeings who possess Radiation Powers, the character might resort to breaking into reactors or even purposefully detonating nuclear bombs to get I energy he needs. (And you thought muties had a public image problem.)
If the hero possesses an Energy Emission Power, he cannot use it directly to affect himself.
Mind Transferral: The hero has the ability to switch minds from one body to another. In the case of plant physiology, this would involve shifting the character's mind from one plant to another and shifting the target plant's form to resemble the original heroes. This would require sufficient mass in the target to achieve. The hero's own mind and body need not be included in any switching that occurs. The Power operates much like Mental Duplication, in that the hero reshapes the brains of his targets to conform to those he is switching. In effect, the target believes he is the switched mind and thus effectively is that new person. The accuracy of such transfers is 100%. Because of the nature of this Power, the hero can also transfer one mind into several people simultaneously, with each believing he is the real person. Transferral switches mental abilities, Talents, and mental Powers. Physical Powers are not transferred, nor are physical abilities, Popularity, Resources, or Contacts. The Power rank determines the range at which the Power can initially function and the duration of its effects. Ranges are shown on column A of the Range Table. Duration is given for a single mind-to- 38 mind transfer. If the hero attempts to transfer one mind to multiple bodies, the duration decreases -2CS for each additional body.
Regeneration: The hero can rapidly recover from any wound. Cuts quickly close and disease symptoms disappear. The hero heals at an accelerated rate equal to the Power rank number times the normal amount of time. For example, a Typical rank can heal six times as fast as normal, an Unearthly rank heals at a hundredfold rate, and so on. With time, the hero can regrow large areas of lost tissue, especially severed limbs. Lost limbs or organs require a red FEAT. It cannot repair losses that resulted in the hero's death unless the hero is revived. If such a fatal loss and subsequent revival occurs, the hero requires life-support equipment to give his Power time to function.
Serial Immortality: A character with this Power can suffer damage, get sick, age, and even die. None of it is permanent to the character, though. When the hero's body dies from any cause, the unique nature of his lifeforce enables it to transfer to a new body. He can also transfer some but not all of his Powers to the new body. The hero loses all Karma with the death of the old body. There are five forms of Serial Immortality, each with a different means of rebirth and Power transferral. The player must choose one of these methods, either selecting for himself or letting the die decide.
- Newborn
- Premade
- Re-animation
- Spontaneous Creation
- Parasite
Lack of Weakness: Because the vegetative hero does not have internal organs, the hero does not suffer double damage of bullseye piercing attacks and typical internal trauma that someone with normal human physiology would.
Grafting: This is the single most likely candidate for raw abuse and grossing out your fellow players. This Power is strictly Mad Scientist material. (it does have its good side, too, though.) The hero can perform psionically augmented surgery on a subject. The hero can operate on, dissect, rearrange, and perform transplants without the need for normal medical -techniques to ensure success. No matter how crude the conditions in which the operation is performed or how messy it proves to be, the subject's lifeforce is preserved. There is no major blood loss nor is there any need for extensive recuperation. This Power is strongly related to the Healing forms of Bio-Physical control and can be used to cure others of physical damage. Unfortunately, the Power lends itself to abuse. Those possessing this Power tend more toward Doctor Frankenstein than Doctor Schweitzer. Such characters might see people as machines to be rearranged at their whim. This Power permits the character to perform acts beyond 20thcentury medical science (like brain transplants). If two or more brains are combined, the resulting character shows traits of both. The Power rank determines the success of the operation. A green FEAT ensures success of a routine operation, like simple surgery (anything that might be done at a clinic). A yellow FEAT is required for more elaborate work transplants, grafting, anything requiring a large hospital. Outright medically impossible acts such as brain transplants and body part rearrangement (after which all the parts still work-hands where feet should be, and that kind of thing) require a red FEAT. Success means the result is alive; it may not be pretty, but it's breathing. A hero with this Power will use it to heal. A villain will use it to fill his lair with a variety of ex-human nightmares.
Pheromones: This is an aerosol version of Hypnotic Control. The hero's body can create and emit chemicals capable of altering a target's behavior. These chemicals vaporize instantly on contact with air and are received by the target's nose. The complexity of the commands can vary with the rank of the Power. The hero can readily affect anyone within twenty feet of him.
The Power rank decreases -1CS with each additional twenty feet. The Power cannot affect those unable to smell it. This includes would-be targets who are upwind, behind a force-field, have their own air supply, don't breathe, or breathe but have no sense of smell. The last example includes a hero with the power of Lung Adaptability.
When the hero is created, the player must decide whether the Power functions automatically or deliberately. The automatic form lowers the Power rank -2CS.
Spike Growth: The hero has the ability to form spikes or thorns out of his or her own body. They can be used as weapons and inflict piercing damage based on material strength vs physical strength.
Recovery: The hero has the ability to recover lost endurance ranks based on solar energy absorption or other plant life giving elements (CO2/H20).
Empathy: The plant hero is like any other plan and can detect the emotions of those around her. She may wilt when someone yells at her or perk up when she is around happy people.
Resistances: The plant hero can be resistant to toxins and diseases. While on the opposite end of that could be vulnerable to pesticides or herbicides.
Poison Touch: The plant hero could secrete dangerous chemicals that would render damage to his or her target.
2.5 Plant Powers
Specialities represent skills, resources, and contacts and can be used to create Resources or Stunts. They are rated at d6 (novice), d8 (expert), and d10 (master). You actually have some versatility there. If you are concerned that you don't have enough dice in your pool, you may substitute 2d6 for a d8 skill or 2d8 for a d10 skill.
EXAMPLE: Tigra is trying to track a suspect through a nightclub. She decides the club's Packed with People Distinction is working against her by hiding the scent and wants to increase her odds of getting a high TOTAL, so makes the call to roll her Crime Specialty at 2d6 instead of 1d8. Two dice, she reasons, give a better chance at a decent number than one, in this situation.
Here's a list of Specialties along with a brief description of each.
- Acrobatics: Dancings, gymnastics, vaulting, flipping, and contortion.
- Arts and Crafts: Everything from drawing to sculpting, cooking to basket-weaving.
- Athletics: Throwing, hitting a ball, skateboarding, climbing, and other such feats.
- Business: Running a company or working in one.
- Combat: Kung fu (and other type of) fighting.
- Cosmic: Knowledge of aliens and the universe at large.
- Covert: Spy stuff. Some overlap with crime.
- Crime: Criminal stuff. Some overlap with covert.
- Media: Journalism, performing, editorializing, writing.
- Medical: Making people better. Or giving informed opinions on the body.
- Menace: What Wolverine does best. No, not pissing people off. Scaring them.
- Mystic: Knowledge of the occult, the demonic, and the strange.
- Nature: Survival, gardening, tree identification, animal handling, and the like.
- Politics: How to get elected, campaign, and work the system.
- Psych: Dealing with people. From manipulation to leadership to actual psychology.
- Science: Physics, chemistry, and that sort of thing.
- Tech: Engineering, computers, electronics, mechanics.
- Vehicles: Driving and flying and boating, oh my!
Martial Arts A: This form of martial arts concentrates on using an opponent's strength against him, and is typical of oriental- American forms such as judo and karate. The practitioner of this type of martial arts can Stun or Slam an opponent regardless of their comparative Strengths and Endurances.
Martial Arts B: This form of martial arts is keyed on offense and inflicting damage in short, quick bursts, and includes such disciplines as boxing. The practitioner of this form of martial arts gains a +1CS to Fighting ability when engaged in unarmed combat.
Martial Arts C: This form of martial arts concentrates on holds and escapes. The practitioner of this form gains a + 1CS to his Strength for Grappling attacks (including damage), a + 1CS to Strength for Escaping and a +1CS to Agility for purposes of Dodging.
Martial Arts D: This meditative form of martial arts searches out the weak spots of the opponent's defenses and strikes against them. The practitioner of this form of attack may ignore the effects of Body Armor (though not force fields) for determining Stun and Slam results. The attack by the character with this Talent does not have to inflict damage to force a check for possible Stun and Slam. The disadvantage is that the target of this attack must be studied for two rounds before the effects may be brought into play. The character with this Talent does not have to attack the character, only watch him in battle for two rounds previous to attacking.
Martial Arts E: This form of martial arts encourages quick striking to catch the opponent off-guard. Heroes with this form of Martial Arts are at a + t to initiative rolls in unarmed combat.
2.7 Martial Arts Styles
Flaws are something that limits your character in some way. These can be physical, in regards to powers, or psychological. A physical flaw could be deafness, missing limb, crippling disease, or even smoking. A power flaw could be an ice-wielder being more susceptible to heat, someone who is invulnerable being vulnerable to gases, etc. For psychological flaws, anything from being obsessed with killing a certain person to having multiple personalities would count.
Keep in mind that not all flaws are necessarily bad, but simply limit the character. Extreme protectiveness could be a flaw. A hero could have always leap to protect children, which could put them into some sticky situation.
All powered characters must have some type of flaw concerning their powers. This includes any characters using advanced technology (there must be a way to disable the technology they use). All characters must also have personality flaws. Being a human or mortal is not a flaw, for all you normal humans.
Accidental change
Age (very young or old)
Berserk
Dependence on X
Dependent NPC
Destitute
Distinctive feature
Enraged
Hunted by X
Physical limitation (missing limb)
Psychological limitation (phobias)
Public identity
Reputation
Rivalry
Susceptibility to X
Unlucky
Vulnerability to X (ice, fire, etc)
Watched by X
2.8 Flaws List
EDIT Me for Fighting Red FEAT and multiple attacks
Everyone gets a turn. It's not based on phases or segments. At the beginning of each round, everyone rolls initiative. The battle then commences. Highest number goes first. If a character has the power of "Extra Attacks", that character can go more than once in the round at their initiative and at any other time thereafter until the next round. Initiative can be saved during a round, but goes away at your initiative in the next round. A round consists of everyone in the battle performing an action.
Combat Overview
In MSHRPG there is only a To-Hit roll involved and no damage dice thrown.
As noted before, combat can be 'drawn out' (made lengthy) by the GM if waves and waves of bad guys, or some really tough bad guy, are presented. This would require the players to come up with creative ways of using their abilities to defeat the villain.
For Example: The Avengers (Iron Man, Hawkeye, Tigra, Mockingbird, and Wonderman) faced off against Graviton (an ultra powerful bad guy with gravity manipulation who cannot be beaten outright due to his power level). During this encounter, Graviton pinned Wonderman at the bottom of a swimming pool, while he restrained Iron Man, Hawkeye, and Tigra to a concrete wall. This situation lasted until the next issue and drew out some time. Mockingbird having not encountered Graviton yet, arrived and in her normal guise then pretended to be a bartender on the property and served Graviton drinks laced with a sedative. This knocked him out and thus released the heroes from their trapped position. Graviton was then taken into custody and the heroes won the day.
<this would result in each hero gaining 150 XP points>
Attacks
As noted on the Universal Table's top row ( http://sniktbub.wikidot.com/universal-table ) there are various types of attacks available to a character.
Each attack utilizes a different aspect of the character. Such as an Energy Blast uses Agility to as it's to-hit modifier. While Blunt Attacks use the Fighting rank.
Luckily, 90% of this combat system is coded for you and all you have to know is a few things about your own character to utilize the combat system.
The details for these +rolls are located in the +help files. See +help +roll and NEWS FUC for details.
3.0 Combat Overview
In the next several sections we have provided a list of various combat tactics that super heroes and super villains often use. Feel free to use them at your next opportunity.
Non-Adjacent Weapon Combat: In most cases, two characters must be next to each other in order to engage in Slugfest combat, though an exception is noted if the character has a weapon that will reach.
Super-strong opponents are always grabbing lampposts, columns. and buses to smash one another For this type of combat. the attacker and target do not have to be adjacent. but should be within 1 area of each other (unless the attackeris using something massive like the Concorde to strike his or her opponent). The attacker must be able to lift the object he is using, and if the target's material strength or Body Armor is higher, the weapon may be shattered and the item useless.
Holding One's Fire: If a player has initiative, his character may hold off hisattack until an opponent is within the best possible range. In other words, the opponent (loser of initiative) may move according to his plans, but the attacker does not have to attack until the opponent is about to strike. (A good example is a character defending against a Charging opponent. That character chooses to hold his attack until the opponent is right on top of him. then lets loose.)
Pulling Punches: This has been covered above but bears repeating: It is possible to inflict less damage than maximum for some attacks, and it is possible to select a lower effect than the color rolled for other attacks. Attack forms where reduced damage is available are Blunt Attacks, Throwing Blunt, Energy Powers, Force Powers, and Grappling. and any farm of attack that uses the magic code phrase "inflicts up to a certain level of damage." Attack forms where it is possible to have lesser effects than found on the Battle Effects Table (for example, lessening a Stun to a Slam) are Blunt Attacks. Force Powers, Energy Powers, Grappling, and Charging. Multiple Targets: A character may affect multiple targets by making a single attack that will affect multiple targets, or by making separate attacks against the attackers.
Single Roll option: Under certain circumstances a character may affect a number of adjacent foes. All targets must be adjacent to the character in question.
Attack forms that may use this type of attack are Blunt Slugfest, Escaping, and Energy and Force Powers. A single roll is made to affect all the individuals in the area at a - 4CS. Those results are applied to all in that area. Multiple Combat Actions: Occasionally heroes may make more than one attack in the same round, attacking the same target or different targets. Any character can make multiple attacks, provided that character makes a Fighting FEAT roll in the Pre-Action roll. The intensity of the FEAT depends 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 is made at -3CS.
The above applies to Slugfest attacks and Shooting only. Certain Powers may permit multiple attacks as Power Stunts without invoking this rule.
Entangling Weapons: There are a number of bolos, nets, and webbing designed as weapons to entangle a foe. These hit with an Agility FEAT, but if they hit, the target must make an Agility FEAT against the material strength of the net, webbing, etc. Failure indicates the target is enmeshed and may escape by breaking bonds as a Strength FEAT, or slipping the bonds, if the character has applicable abilities.
Groundstrike: The Groundstrike is a tactic used by individuals with Energy Powers to inflict concussive damage to a target without fear of instant death.The idea is to use the Power to bowl over an opponent and do damage with the rock and earth brought up by the attack. If the material strength is less thanthe damage inflicted, the target will take damage equal to the material strength. In addition. if the material is relatively thin, the strike may opena hole, causing the target to fall through (Agility FEAT to avoid). The chief function of the Groundstrike is that damage is inflicted on the Force Power Table. It's disadvantage is that it is hard on the surrounding territory.
Shooting to Neutralize: It's often a good idea to try to shoot a weapon out ofa miscreant's hand. This requires a Bullseye result, and while it inflicts damage. a Kill result is treated as a Bullseye as well. This is one of the few cases where a Kill result may be reduced. It may be used only to knock an opponent's weapon out of his hand. Shooting to Stun: A trick shot, involving grazing the target in such a way as to knock him out. This is a Bullseye resultfor Shooting combat. A Bullseye result is treated as a Stun, but a Kill is still a Kill result.
Combined Attack: A single character may be unable to pierce an enemy's Force Field or Body Armor, but two or more individuals striking at the same spot may be able to affect the foe. As with combined material Strength FEATs, the two must inflict damage within in points of each other. The higher total is raised to the next rank of damage, at the lowest point (88 for Unearthly, etc.) providing the individual with the lower damage ability makes an Agility FEAT (the one with the higher FEAT must score a normal hit). This applies to Slugfest, Charging, and Energy and Force Powers.
Double-Teaming: A form of combined attack where one attacker holds the target and the other hits him. The first attacker must get a Hold or Partial Hold on the target. The second attacker then gets a +1CS on attacks (but a miss on the target may hit the Grappling attacker — make a second roll as if attacking that character).
Fastball Special: A special form of Charging attack developed by Messrs. Logan and Rasputin of Westchester County. New York, which involves the more powerful of the two using the less powerful as a Missile weapon. The attack supposes the throwing character can lift and throw the thrown character. The attack uses the thrower's Agility to hit, or the thrown's Fighting ability. whicheverthe players involved choose. Damage is done by the thrown character as determined by Endurance, or by a normal Slugfest attack, with the thrown character gaining benefits as for a Charging attack. (Plusses for Speed.)
Shockwave: A version of the Groundstrike used by those with Edged or Blunt Slugfest attacks. The attacker must have a Strength at least two ranks higher than the material he is standing on; he then strikes at the ground with fists,legs, etc.. setting up a shockwave that will travel up to 2 areas away in any direction. Those in the path of the Shockwave are attacked by as if by a Charge of the attacker's Strength. No damage is done by a Shockwave attack (though incidental damage may be inflicted by damaged buildings, bridges falling down, etc.) but targets may be stunned or slammed if these results are rolled.
Blindsiding: A character who is taken by surprise has a greater chance of being affected by an attack than one who is expecting it. A Blindsiding attack gains a +2CS to hit. and the character hit by a Blindsiding attack may not add Karma to any die rolls to determine if the attack Slams, Stuns, or Kills. The Judge has final say on Blindsiding, but guidelines are:
if the character is taken unaware from behind, the character is distracted, the attacker is playing possum (the target does not anticipate an attack), the attack comes from an unsuspected quarter (an ally or supposed friend makes the attack). Characters with extraordinary senses (like Daredevil) or danger senses (like Rogue, Franklin Richards, and Spider-Man) cannot be Blindsided
in normal circumstances. Under special circumstances, though, Blindsiding these characters can be possible. Spider- Man was once Blindsided by Aunt May, as his vaunted spider-sense did not recognize the dear sweet lady with the lead pipe as a threat — let this be a lesson to us all…
Shielding: This tactic involves putting something between the target and the attacker, usually an inanimate abject but sometimes, in the case of hero leaping into the fray to stop an attack on another individual, a character himself.
In the first case, the hero may decide to use something as a shield as an initial action or as a changed action after initiative is rolled. if it is an initial action, the hero may perform another action in addition to the action.
If a changed action, the hero may perform no other action that round than shielding. In either case, all other FEATs attempted in that round, including combat are -2CS unless the object used as a shield is a device or object commonly used by the hero in that way (the hero is comfortable using the device defensively). The material strength of the item is used as a form of Body Armor against the attack (if a garbage can lid is used as a shield, it will provide Poor (4) protection). This applies only to physical attacks and similar attacks that may be deflected in this manner. This form of defense may be used against Slugfest, Throwing, Shooting, and Charging attacks, but not Grappling and Grabbing attacks. The hero may also provide a form of shielding to other targets within the same area (or within a half-area for ranged movement) by putting his own body in the way of an attack directed against another. The hero may make this decision only in the decision section of the turn,and then if the hero is closer to the target than the attacker (therefore it is only useful against Shooting, Throwing, and Charging attacks). The hero (or an object the hero is carrying, as in the first section) interposes himself in the line of fire and is considered the target instead of the intended target.
Example: Spider-Man is standing next to the Mayor when he sees the barrel of a sniper rifle sticking out of a window. Spidey acts to shield the Mayor, making himself the target of the attack. Were Captain America standing next to the Mayor in this situation, then he could bring up his shield (a common object used for this purpose) to protect the Mayor and himself (the attack is considered to be against Captain America, but his shield may deflect it).
Flight and Fight: A few additional rules apply to characters engaged in combatwhile in Flight:
- A character in flight can be slammed regardless of the character's comparative Endurance. This is because the character is not moored to anything.
- A character in flight may Charge with normal limitations. If the flying character is engaged in a Power dive (dropping straight down), the character can gain a column shift of +4CS (with resulting possible damage for self as well). This applies only to flying characters intent on diving at the target, not to characters leaping, jumping, or falling from high distances (they receive the +3 CS maximum).
Firing at a Moving Target: A character who is moving is harder to hit. A - 1CSapplies to any target moving up to five areas that round; a -2CS applies to those against targets moving up to 10 areas that turn, and -4CS to those moving faster. The exception to this is attack on a character who is Charging directly at the firer — other than the target getting rapidly larger, there is no difference in location.
Ambush: OK, how many times have you seen this in the comics — the bad guy is right around the corner, pistol drawn, waiting for Moon Knight to come aroundthe corner and… Blam! The Ambush is an attack set up against a certain location. As soon as any character enters that location, the attack occurs. Karma is spent when the attack is set up, not made. An Ambush gains a + 1CS to hit.
Aiming (Optional): This form of attack is for use with Shooting, Throwing, and Powers, in situations where the attacker has the luxury of spending a turn aiming his weapon without firing. A character Aiming for a turn gains a +1CS to hit.
Point Blank Range: There are sometimes cases where a firer would have to be really trying to miss — you know, repulsor up against the bad guy's head, etc. A Shooting character who is adjacent to a nonfighting opponent gains a +3CS to hit that opponent. If the opponent is fighting, or engaged in Slugfestor wrestling, there is a - 3CS to hit with Missile weapons. Whether or not a target is fighting is determined when the attacker fires. If the attackergets initiative in the round the opponent tries to escape, the attacker has a +3CS - otherwise, he has a -3CS.
Luring: Luring is a tactic by which the character makes himself a target in order to encourage his opponent into attacking him, whether to keep the opponent from attacking others, lead the character into an uninhabited area, or to persuade the opponent to throw a punch or make a charge, only to jump out of the way at the last moment. A character trying to Lure states so. The opponent gets a +2CS on attacks, but at the moment of attack, the defender can pull a defensive move of his or her choice. If the attack misses, the lured character will hit whatever was directly behind the luring character (the character's choice).
Using Karma in Combat: Karma is delved into deeply in the next chapter, but since it has an important effect on combat it should be mentioned here. Karmais used to manipulate the die rolls on the Universal Table. When a character decides to spend Karma, the player simply announces it. You automatically spend 10 Karma points by saying that simple phrase. You can spend more, but 10 points is the requirement for making the statement. On the die roll you are modifying (always the one immediately after the announcement), you add the number of points equal to the amount of Karma you spend (at least 10, theamount you spent to start with). Other uses of Karma are described in the Karma section.
3.1 Combat Tactics
Rogue, one of the X-Men's bricks, stands her ground as Arclight charges. The women engage in hand-to-hand combat. Arclight gets the initiative and swings first. Arclight +rolls a green feat with her attack; that is a HIT result.
Arclight's strength is 30. Rogue's armor is 40. Arclight did not exceed 40 in her attack. Therefore, no damage is delivered in the attack.
Rogue then +rolls to punch Arclight. She rolls a Green result and the hit is successful. Rogue's strength is Amazing/50. Arclight wears Good/10 armor. 50-10=40. Rogue just punched Arclight for 40 damage.
Looking at this scenario, you may wonder if Arclight stands a chance against Rogue. The answer is 'yes'.
However, it is not because Arclight can 'push' her strength to 40, it's because of other +roll results in the Yellow and Red intensity.
Had Arclight rolled a Yellow result, then Rogue would have been forced to check whether or not she was 'slammed'. A slam attack is when someone is hit so hard that they are knocked back a few feet to hundreds of yards. Go here to see the details.
Further, if Arclight rolled a Red result, then Rogue would have been forced to check whether or not she was 'stunned'. A stun attack is when someone is hit so hard that they are dazed, confused, nearly unconscious. When stunned, a character is unable to attack, run away, or do anything for that round. Essentially, they are laying on the floor with stars circling their head. Go here for details on stunning attacks.
In the MSHRPG System, when you have a power at a certain rank, it always does that rank in damage. Unless you desire it to do less.
For Example: Plasma-Man has the power of Plasma Generation/Projection at Unearthly (100) rank. He is able to reduce that to Excellent (20) rank and not be lethal. FYI: A normal human will have 24 points of health, a super-human may have around 100 plus points of health (Health is determined from the numbers in FASE characteristics). Therefore, if PM attacks a normal human, he'd normally reduce his attack to Excellent (20) and just knock the normal out.
When in combat against a super powered foe, one would normally let loose with all their power.
For Example: Plasma-Man is fighting against Resistant Girl. RG has super strength of Amazing (50) and Resistance to Damage at Monstrous (80). Therefore, when Plasma-Man blasts RG with his Unearthly (100) blast, her 80 defense is taken off the top and she takes 20 points of damage. She isn't out of the battle just yet, but if he keeps it up, she will be.
Claws and Strength vs. Body Armor:
Attacker Strength: 30
Claws Material Strength: 100
Defender Body Armor: 50
In this case, if the material strength/edge is greater than the body armor, it CAN penetrate the body armor on a GREEN, YELLOW or RED FEAT. However, in the situation listed above If a GREEN FEAT is rolled, the attacker would do 20 (-1CS) damage; If a YELLOW FEAT was rolled, he would have done 30 damage, and if a RED FEAT was rolled, he would have done 40 (+1CS) damage.
3.2 Offense And Defense
Active Defenses
Dodging
Dodging is an Agility Ability, and reduces the attacking column shift. A character who is Dodging may move only half his speed in any turn, may not engage in a charging attack, and may perform only one other action that turn, maximum (including making an attack).
A character who is Dodging makes an Agility FEAT at the start of the turn, as soon as Initiative is determined. That FEAT will determine the reduced effect of attacks on the character. The result may be no shift, a -2, -4, or -6CS shift on any attacks stated in the first part of the round. This means that the character may only dodge attacks of which he is aware. A character may not dodge an unexpected attack, such as a sniper who suddenly appears, an ally who makes an attack, or someone behind the character. (Blindsiding)
Powers may modify this rule, the most notable being the Spider-Sense possessed by the Amazing Spider-Man.
In any event, a character who is making a Dodging attack makes any FEAT rolls in that turn at a -2 CS penalty.
Dodging is usually used against ranged attacks and charging attacks. It has no effect against Slugfest and wrestling attacks (though the character may dodge to avoid ranged attacks in conjunction with adjacent attacks — this has no effect on those adjacent other than to penalize the dodging character).
Evading
Evading is a Fighting FEAT that is used by characters who are playing for time,looking for a weak spot in the opponent's attack and hoping to avoid getting their bodies splattered over the countryside.
Evading is an effective defensive tactic only against adjacent attackers, such as those engaged in Slugfest or wrestling combat. Only a single opponent may be Evaded.
A character who chooses to Evade announces that intention during the declaration phase of the turn. If both sides are evading, no actual combat occurs - both opponents are engaged in a flurry of feints and parries and no real blows are landed.
The Evading character makes no attacks that round, but rolls on the Universal Table and checks the Evasion column in the Effects Table. The results are Auto-Hit, Evasion, Evasion +1, and Evasion +2.
- An Auto-hit indicates the character zigged where he should have zagged, placing him in the direct line of fire of the opponent. The result of the opponent's attack will be at least a green result, even if a white result was rolled (it is still possible to be missed by a wrestling hold in this fashion, but Slugfest will always hit).
- An Evasion result indicates the character dodged the blow from that particular attacker. The attacker does no damage.
- An Evasion +1CS or +2CS indicates the character dodged the blow as in the Evasion result, and also put himself in the position to deal a better-placed blow against the foe. In the next round, an attack made by the character against that attacker will receive a +1CS or +2CS bonus to hit (but not damage).This applies to only the first attack in that next round on that attacker, and may not be saved from round to round or increased.
Blocking
Block is a defensive ability that uses the Strength ability to lessen the damage of physical attacks, which include Grappling, Slugfest, Edged and Blunt Throwing attacks, Force attacks (but not Shooting and Energy attacks) and Wrestling (but not Charging).
The Block move is an attempt to meet force with force, and use the individual's,Strength as a form of Body Armor against a specific attack. The character using a block may take no other action, but may shield others behind him. Normal Body Armor, but not Force Fields, still apply to defense.
The character using the block maneuver does not attack but counts his Strength as Body Armor, provided the force can be physically resisted (use common sense here — a fire cannot be blocked, but a pillar of ice can). Roll on the Universal Table against Strength to determine the effects. The notation -6CS, -4 CS, -2 CS, and +1CS indicates the level of Body Armor gained taken from the Strength of the character.
Example: A character with an Amazing Strength wishes to block a punch thrown by an opponent with Fantastic Strength (Fighting ability is used to hit, but Block has no effect on this). The character gets a green FEAT, -4 CS, which provides him with equivalent Body Armor of Good. The character takes 50 points damage. If the hero had made a red FEAT roll, the character would have totally blocked the attack (Fantastic Body Armor against Fantastic damage attack).
Catching
The Catching maneuver is a move designed to let the hero catch falling objects and teammates, as well as catch objects that are thrown and tired at them. It uses the Agility ability to make this maneuver.
The catching maneuver can only be directed against one item at a time. The attempt to catch the item is made on the Universal Table, with Auto-hit, Miss, Damage, and Catch results.
- An Auto-hit result means the object the hero tried to catch hit the hero instead. In the case of a falling object, this is as if the object made a charging attack against the character at the speed of the fall. In the cases of shooting or thrown weapons, the hero is automatically hit (a white result to hit is treated as a green result).
- A Miss result indicates the hero has missed catching the object. If the object he was trying to catch was directed against him as an attack, the attack proceeds at a +1CS to hit.
- A Damage result indicates the hero caught the object, but might damage it as a result. Treat the catch as a damage-inflicting attack on the object or character being caught.
- A Catch result indicates the object is caught with no ill effects to the hero attempting the catch or the object or character being caught.
A character suffers -3CS on all attempts to catch objects directed against the character specifically. In addition, certain types of catches require a minimum Agility.
- Hero must have an Unearthly Agility to catch small, fast-moving items (like bullets).
- Hero must have an Amazing Agility to catch large, thin, projectiles (like arrows) .
- Hero must have at least Remarkable Agility to attempt to catch other thrown projectiles.
- Hero may have any Agility to try to catch a falling character or object.
Passive Defenses (alternate combat style)
In combat, the attacker and defender roll against one another. The attacker uses their attack (to-hit) rank and rolls for the FEAT colored result. The defender rolls their related defense rank defense (to-defend) roll. Passive do not stack with Active Defenses.
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Wrestling combat refers to a form of hand-tohand combat in which the character attempts to restrain, hold or grapple with an opponent, or forcibly remove an item from that character's possession. It is less effective than Slugfest combat, but has the advantage of restraining the opponent's actions.
As with Slugfest combat, the opponents in a wrestling attack must be adjacent, or have Powers, weapons, or abilities that allow the attacker to reach the defender. Doctor Octopus' arms, or a bit of web-ball flung out to snatch the Maltese Falcon from the opponent's hand, would fall under this category.
Wrestling combat is resolved on the Universal Table using the attacker's Strength ability. The result is noted on the Effects Table, and is determined whether the attack is Grappling, Grabbing, or Escaping.
Grappling
This maneuver has two stages. The initial grappling (grab the other character) in the first round. Then in the second round, maintain the grab as well as doing damage to character.
Initial Grapple
+roll/gp <target>
A Grappling Attack is an attack designed to limit the movement abilities of the opponent. A Grappling attack may score a Miss, Partial Hold, or Hold result.
- A Miss indicates the attacker has failed to hold onto the opponent. The attacker may not make other attacks this round.
- A Partial Hold indicates the attacker has grabbed onto an arm, leg, or other part in such a way that will limit actions but not reduce them in full. The attacker may choose exactly what she has grabbed onto. The target may perform any normal actions, but at a -2 CS penalty, and may not move if the attacker's Strength is equal to or greater than the target's. No damage is inflicted in a Partial Hold.
- A Full Hold indicates the attacker has placed the target in a position where the target is fully restrained from action, and may damage the target. The target is considered held until the attacker releases the target or the target escapes. The attacker may perform one action in addition to maintaining the hold, and may inflict up to the Strength level of damage to the target (subject to Body Armor).
Body Armor has no effect on the initial hit of a Grappling attack, as no damage is done initially.
Subsequent Grapple
+roll/gm <target>
During this period, the grappling character will want to do something with the grappled character. There are many options but the grappler must discern whether or not he/she can maintain the hold. Therefore the +roll will result in various outcomes. If the hold is maintained, and the grappler has the advantage, then he/she can do any of the following:
Squeeze: Apply damage
Perform a hold
Perform a takeaway
Throw the opponent
Escaping
Escaping is an action used by individuals placed in a hold to slip free of the opponent and possibly reverse the damage. A character making an escape may Miss, Escape, or Reverse the Hold.
- A character scoring a Miss result may make no other action that turn, and is considered held.
- A character scoring an Escape result is free of the hold. The character may move at half speed, but may not perform any other actions.
- A character scoring a Reverse is free of the hold and in a position to do one of the following: Move up to half distance. attempt to Grapple the former attacker, or perform any other action at a -2 CS.
Grabbing
A Grabbing Attack is an attack geared at taking a possession away from an opponent, like a gun, bomb, or Maltese Falcon. A character making a Grabbing attack may score a Miss, Take, Grab, or Break result. These results may have differing effects depending on the relative Strengths of the combatants. Grabbing combat normally does not inflict damage.
A Miss result indicates the item in question is not in your character's possession. If the item was in another character's possession, it still is. If the item was in no one's possession, the item is knocked loose and will be up to one area away in any direction.
- A Miss result indicates that the attacker completely missed grabbing the item in question.
- A Partial Grab result indicates that the attacker and target both have the object in question. However the target has a greater control over it. In the next round, a strength vs strength roll will determine the result. In this roll, the attacker's strength is at a -1CS.
- A Full Grab result means that the attacker and target both hold the item in question equally and have equal chance in a strength vs strength roll to see who can successfully claim said object.
- A Potential Break result means that the attacker has a greater grasp of the object in question. A strength vs strength roll must be made, however if the attacker rolls a Red FEAT result, the object will be damaged or broken completely. The target (original holder of item) takes a -1CS strength to his or her roll.
Charging (Endurance Attack)
Charging combat is a form of attack that combines movement and combat. Whereas making any other attack or action halves movement, a charging character may make his full movement and still strike. Charging is a favored method for heroes trying to close the distance between themselves and an opponent with a range weapon, and certain individuals such as Rhino, Juggernaut, and Bulldozer make this their preferred form of attack.
A character must move at least one area to make a charging attack, but may move his entire movement rate to reach the combat. For each area the character moves through before reaching combat, the attacker gets a +1 CS, up to a maximum of +3 CS (Endurance for figuring this may not be raised beyond Shift Z in any event).
Charging attacks are resolved on the Universal Table, checking under the Charging column of the Effects Table. The character making a charging attack may score a Miss, Hit, Slam, or Stun.
- A character scoring a Miss result inflicts no damage. In addition, the character continues his move for half the character's speed (round up) after the attack. Any change in direction would require an additional Agility FEAT. If the straight line passes into some material obstacle, the character makes an attack on that obstacle instead. The attacked character may return the attack only if his action was originally following the charge.
- A character scoring a Hit result inflicts up to his maximum current Endurance or his Body Armor rank in damage, whichever is higher, plus two additional points of damage for every area covered in the attack. (A character moving 10 areas with an Endurance of Good (10) hits an unarmored opponent at top speed, inflicts 10 + 2x10 = 30 points of damage.)
- A character scoring a Slam result inflicts damage as for a hit, and in addition may Slam an opponent.
- A character scoring a Stun result inflicts damage as for a hit, and in addition may Stun the opponent. The attacker may inflict up to his Endurance or Body Armor in damage, but additional damage from speed is fixed. The attacker may also choose a lesser effect than that rolled.
Body Armor may influence the damage of a charge attack. If the defender's Body Armor is greater than the damage inflicted by the attacker, the damage is rebounded onto the attacker. If the attacker's Body Armor is greater than the rebounded damage, neither side takes damage. (Stuns and Slams still apply.)
Example: The character making the attack above has Good Body Armor, and makes the attack at 10 speed with Good Endurance on an opponent with Excellent Body Armor. The first 20 points of that are covered by the target's Body Armor, and as such are returned to the user. The attacker takes 20 points, 10 of which are absorbed by his own body armor. The attacker therefore takes 10 points from his own attack.
Charging inanimate objects is handled in a similar manner, with the item's material strength counted as Body Armor. Charging through a Good strength wall will inflict 10 points of damage on the attacker, unless that damage is absorbed by Body Armor. This applies to characters who are slammed through walls, charge past a target into a wall, or fail to pull out of a dive.
3.4 Hand-to-Hand Combat
10 is the magic number.
When using a power at 100% for 10 rounds, one must make an endurance FEAT for each subsequent round thereafter to maintain that power. For simplicity sake, this will be a green feat for the next 10 rounds, a yellow feat for the subsequent 10 rounds, and a red feat for any thereafter.
If a power is used at 50% or less, that first 10 rounds becomes 20 rounds and 20 (green), then 20 (yellow), then subsequent rounds (red).
Failure of any of these FEATS results in a forced rest for:
Green - 1-10 Rounds
Yellow - 2-20 Rounds
Red - 3-30 Turns (yes turns (#x10 minutes))
This applies to the following, but is not limited to, types of active powers:Force Field, Flight, Energy Blast, Fighting powers, Energy Sheath, Mental Possession, Telepathy, Mind Blast, Darkforce item creation, etc.
Powers that are persistent are akin to the following: Darkforce Armor Creation, Energy Absorption, Mind Link/Rapport, True Invulnerability, Body Armor, Armor Skin, and the like.
3.5 Endurance
If your character has experience to burn, they may alter various factors.
Energy Attacks
Your character may have a Light Blast ranked at 50. But the target character has a 50 armor and you realize that your character can do no damage to said target. If you like, you can have your character PUSH him/her self beyond normal limits and do more damage. But this comes at a cost. The ratio is 10:1. That is 10 experience points spent gives you an additional 1point of damage. So, if your character had 100 experience points to burn, the character could do an additional 10 points of damage. So instead of 50 points their next attack would do 60. But note, the character still has to +roll a successful hit to deliver said damage.
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Altering rolls is also an option that uses a similar ratio as noted above. This applies when in combat and you really need to score a 'yellow' or 'red' result. In this case, the character would spend 10:1 to alter their own die rolls. That is for every 10 points of experience spent, they can alter the die result + or - 1 point.
One should note however, they are to choose how many points they want to invest in the roll before they actually roll. So one can invest 100 points (maximum) to alter the roll +10 points and still miss their mark. It's the risk that one may or may not be willing to take. The points are not refunded.
Another example of pushing involves doing damage to objects of great material strength (strength table). For example: Fire-Lass can generate Fantastic/60 ranked flame. Based on the material strength chart, her flame can damage anything below that rank (59 or less).
It should be noted, that it does rank damage minus the material rank per round. Therefore, Fire-Lass blasts Solid Stone (Incredible/40) wall with her Flame Generation/60 and does 20 points of damage to the stone wall. The stone wall will typically have rank (40) hit points as well. Therefore, it will take 2 rounds for Fire-Lass to blast a hole in the wall. The hole will normally be 6' diameter.
If she were to come up against a wall of Osmium Steel, she would need to push her ability. Osmium Steel has a hardness rank of Fantastic/60 and Fire-Lass can generate a rank of Fantastic/60 damage. Therefore, regardless of how long she blasted the wall, she would never penetrate it. Therefore, Fire-Lass would have to 'push' her ability. If she wanted to do Spectacular/70 damage, she would need to spend 100 experience points per round to achieve and maintain the 70 rank.
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Strength Variables
Lifting Things: The Strength ability, combined with the Intensity of an object's weight, determines how much the character can lift. As noted above, lifting a weight more than three ranks below the character's Strength can be considered automatic, those one rank below the character's Strength require a green FEAT; those of equal Intensity to the character's Strength require a yellow FEAT; those on one rank higher require a red FEAT; and those beyond one rank higher are impossible.
Example: Spider-Man's Strength is set at Incredible (40). He could lift something of up to 400 pounds without effort under ordinary circumstances (ther may be circumstances which would require a FEAT roll). From 400 to about 1 ton is a green FEAT roll. From 1 ton up to 10 tons requires a yellow FEAT roil. Over 10 tons (but no more than 25 tons) would require a red FEAT roll, and likely require spending of Karma.
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Based on the example listed above one can now rationalize why characters such as Hercules, Thor, Wonder-Man and others with Unearthly (Class 100) strength can lift over 100 tons. Because they 'push' their strength. See Strength intensities on this page for details.
Passive Defenses can not be pushed.
<see News Death and News Tactics for other ways to spend experience>
3.6 Pushing Character Limits
Combat Sequence Example:
Mockingbird (+sheet Mock) vs Madame Masque (+sheet mas)
Scene: Mockingbird finds Madame Masque in a warehouse down by the seaport. They are 3 areas away from one another (area = 15 feet). The heroine yells to the villainess, “Stop!”. Madame Masque has no intention of surrendering or doing anything that Mockingbird desires so she draws her blaster.
Round One
Mechanics: The scene is entering combat so both parties need to roll initiative. (+roll/init).
Mechanics: Mockingbird rolls a 6 and Madame Masque rolls a 4.
Mechanics: Mockingbird has a movement score of 2. This means she can cover a distance of 2 areas in 1 round and still take an action. If she were to opt for a double move, she could cover 4 areas. She knows she cannot cover the distance in time before Madame Masque fires her blaster so she will throw one of her Javelins while moving into one of the tall crate lined hallways of the warehouse. She will then type her attack +roll/th equipment/javelins=Madame Masque . The result will read that she scored a Green result and does 10 points of damage to Madame Masque. The damage is only 10 because Madame Masque wears 20 points of physical armor and Mockingbird’s Javelin does 30 points. (30-20=10). This means that Madame Masque now has 70 of her 80 health points.
Scene (Mockingbird poses): Realizing that she cannot cover the distance, Mockingbird throws one of her javelins and strikes Madame Masque. Mock then disappears between the tall stacks of crates and will begin trying to weave herself within the maze while hoping to draw closer to Madame Masque for the next attack.
Mechanics: Without a shot, Madame Masque will need to close on Mockingbird or obtain line of sight (LoS). Therefore, she will rush forward to the edge of the crate alleyway. Masque moves 3 areas per round. This means she can cover the distance to the opening and still have an attack or an action. It is then up to the judge whether or not the winding of the crates is enough to obscure Mockingbird from the Line of Sight. The judge (or emitter of the scene) decides that there was an opportunity for Mockingbird to have turned just after entry, and since it was her intention to ‘weave’ through the crates, then she is out of sight. Madame Masque can then claim to do a double move and move another 2 or 3 areas into the crates hoping to pick up Mock’s trail. As you can tell, this will take OOC communication between the players and the judge. The judge will then tell Masque to roll an Intuition FEAT. This roll will determine if she can pick up Mock’s trail. The player types +roll/feat I and scores a White result. This tells everyone that she doesn’t have a clue where she’s going.
Scene (Masque poses): Being struck with Mockingbird’s javelin, Madame Masque is unable to get off her shot in time before Mockingbird ducks between the crates. Masque rushes forward, weapon to the ready and rounds the corner to find Mockingbird still out of sight. She penetrates the twisting crate alleyway and realizes that she has no clue where Mockingbird went. She maintains a vigil, and is ready for action.
End of Round
Round Two & Three
Mechanics: With the scene set, the players only need to decide who goes first. That is up to the initiative roll. Both players type +roll/init .
Mechanics: Mockingbird rolls 8. Madame Masque rolls 4.
Mechanics: Mockingbird had full intention of circling back around to engage Masque. She will spring the attack. Mockingbird has a fighting rank of Remarkable (30) which accounts for her weapons expert skill and she carries Battle Staves that do 20 points of damage. She fully intends to smack Masque and she rolls her attack +roll/ba equipment/battle_staves=Madame Masque . She scores a Red result and the code automatically rolls to see if Madame Masque is stunned. The stun roll reveals that Masque is stunned for 1 round. This means that Masque does not get to act this round and Mockingbird will act twice. Instead of writing up a pose for the first and another for the second, Mock decides to roll another attack. She types +roll/ba equipment/battle_staves=Madame Masque and scores a Green result. Meaning she hit again. The problem is, Madame Masque has body armor that’s equal to Mockingbird’s attack. Therefore, Madame Masque did not take any physical damage, just stun damage. This implies that Mockingbird needs to step up her game and come up with a different attack.
Scene (Mockingbird poses): Leaping from the shadows, Mockingbird lets loose a stunning bash to Madame Masque’s head and then follows it with another attack to the villainess’ midsection. Neither causing damage, but definitely getting Masque’s attention.
End of Round
Round Four (round three showed Mockingbird acting twice since Masque was stunned)
Mechanics: Once again the players roll for initiative. (+roll/init)
Mechanics: This time Mockingbird scores a 3 and Madame Masque scores a 9. Masque goes first and she still has a blaster.
Mechanics: Wanting to shoot Mockingbird and get some distance on her, Masque notes that she intends to step away and shoot Mockingbird. She rolls +roll/fo equipment/blaster=Mockingbird . She scores a Green result and it does 20 points of damage to Mockingbird. Mockingbird wears 20 points of armor and Masque’s blaster does 40 points. (40-20=20). Mockingbird is reduced from 66 health points to 46 health points. Ouch.
Scene (pose by Masque): Madame Masque leaps back to try to get some space; she manages 10 feet before shooting Mockingbird square in the gut with her force blaster.
Mechanics: Mockingbird wants payback, but she realizes that she has to be smart about the combat. She has far fewer hit points, weaker attack, and equal armor than Madame Masque. So she intends to disarm Masque before the villain can shoot her again. She will need to close the distance (which is doable) and then she types +roll/gb to see if she can snatch the weapon. She scores a Grab (yellow) result. Consult the Wrestling MSHRPG page for detailed information on Grabbing objects. In this case, Mockingbird just snatched the weapon out of Masque’s hand. Mask is furious. It should also be noted, Grabbing an item is also her attack action. So she does not get another attack this round.
Scene (Mockingbird pose): Knowing that she needs to disarm Masque, Mockingbird rushes forward, and using her martial skill, snatches the blaster out of Masque’s grip.
Mechanics: It is now Masque’s turn. She’s disarmed, but she’s not a weakling. She has mad Martial Skills and intends to use them against Mockingbird. Masque chooses to roll a Hand to Hand attack and picks kick. She types +roll/hth Masque . She hits hard, but not hard enough to stun Mockingbird. Since Masque does not have super strength and she’s not using a weapon, then she will only do 10 damage which bounces off Mockingbird’s armor.
Scene (Masque’s pose): Masque rushes forward, raises her leg and kicks Mockingbird.
End of Round
Round Five
Mechanics: Initiative is rolled again. Mockingbird rolls 9 and Madame Masque rolls 4.
Mechanics: With the blaster in hand, Mockingbird chooses to use it against Masque. She does not have the blaster in her +sheet write-up so she must improvise. Ranged attacks use Agility to determine whether or not there is a hit on the target. Mockingbird will then need to roll +roll/feat A . The A is for agility. She scores a Red result. She then consults the Universal Table to discover that a Red is a Stun. Therefore Masque is instructed to type +roll/st . She obtains a Blue result and it lists that Madame Masque is stunned for 11 rounds. This is essentially the end of the combat and the end for Madame Masque’s nefarious criminal activities.
Scene (Mockingbird poses): After being kicked, Mockingbird turns Masque’s very on blaster against her. She pulls the trigger and the blast strikes and stuns the criminal mastermind.
Scene (Madame Masque poses): Madame Masque is struck by her very own blaster. She cringes and drops to the hard concrete floor with a thud.
End Combat
Combat Sequence Example Number Two
Ranged Attacks
Wasp (+sheet JVD) vs Whirlwind (+sheet WW)
Scene: Whirlwind is ripping down the middle of the westbound side of 32nd street. He’s being a real jerk using his arm blades to rip the sides of motor vehicles he passes between. It’s broad daylight and there’s not a cloud in the sky. Police tried to give chase, but they got stuck in traffic. So the Avengers were called in. The Wasp is first on the scene and she swoops in from above and behind wanting to get the drop on Whirlwind.
Mechanics: Because Wasp is tiny, the Judge decides that Whirlwind will need to make a successful Yellow Intuition FEAT to detect her. He types +roll/feat I to get a result of Green. Not good enough. Therefore, Wasp gets a surprise attack before initiative is rolled.
Mechanics: Wasp will close to within range (40 feet based on her 40 rank Sting (energy blast)). She will then type +roll/en Wasp_Sting=Whirlwind . She will score a Green result, which is a hit, and do 40 damage to the villain. Whirlwind does not have resistance to energy attacks, therefore he now has 50 of his 90 health points left.
Scene (Wasp’s pose): Zipping around a building, Wasp spots Whirlwind wreaking havoc down 32nd street. She dives down to get within range, but still maintains a 39 foot distance high and behind. She aims and releases a Wasp-Sting ™ to strike the villain in the back. Pzzzzat!
Scene (Whirlwind’s pose): Just minding his own business, having a great day out among the people and the chirping birds, Whirlwind wasn’t doing anything but a little malicious vandalism when he was wrongfully attacked by one whom calls herself a heroine. How dare she! Blasted in the back, Whirlwind was taken completely by surprise and he careens into the side of a Dodge Charger. Skipping off the vehicle, he whips around and tries to spot his assailant.
Mechanics: Wasp has size on her side, at least for this first round. She is 39 feet away and 5 inches tall. Therefore Whirlwind will need to make a successful Intuition FEAT; a Green result will do. He types +roll/feat I and scores a Yellow result. He spots her. It is now time to roll initiative and enter combat.
Round One
Mechanics: Both characters type +roll/init to determine who goes first. Wasp rolls 3 and Whirlwind rolls 7. Whirlwind goes first.
Mechanics: Whirlwind knows that he can only take one, maybe two more hits from Wasp before he goes down. She hits hard. He will need to make this fast. Whirlwind’s attack. He continues moving down the street (at half his speed) and will attack with his shuriken throw. Therefore Whirlwind will roll his attack twice since he has two shuriken throws per round. He types +roll/ea equipment/shuriken=Wasp twice. The first is a Green Result doing 30 damage, the second is a Yellow result doing 30 damage and requiring Wasp to automatically roll for Stun. She fails the roll and the system reports that she is stunned for 1 round. Being 39ish feet in the air and stunned is going to hurt when she hits the ground. She will then type +roll 1d10 and score a 3, thus taking an additional 3 points of damage upon ground strike. Therefore, in this attack, Wasp took 30+30+3=63 damage. That puts her down to 17 health points out of her original 80. Additionally, she loses the opportunity to act in the next round.
Scene (Whirlwind’s pose): Maintaining his movement, albeit half his normal speeds. Whirlwind throws two shuriken toward the flitting Wasp. Both strike true and do some significant damage to the heroine. Such that she will find herself stunned by the attack.
Scene (Wasp’s pose): Struck twice by the deadly blades of the Whirlwind, Wasp finds herself hurt badly and stunned due to the significance of the blow. She falls from the sky, strikes the back windshield of a Ford Probe and rolls off onto the street. Luckily traffic is stopped due to the hostilities going on, otherwise she may risk subsequent injury from being run over.
End Round
Round Two
Mechanics: Both characters will roll for initiative. Wasp scores a 2 and Whirlwind scores an 8. Wasp can’t seem to get a break.
Mechanics: Wasp did not get to act in the last round because she was stunned. Further, since Whirlwind won the initiative he will act first again.
Mechanics: Three things to consider here; Whirlwind isn’t an outright killer, he likes to make the heroes look like saps, and he also has a canonical crush on Wasp. So he’s not going to search for the tiny body of the Wasp and step on it like an offending bug. Instead, he will take this time to play the good villain and escape to fight another day. Plus, he can’t take many more of her hits.
Scene (WW poses): Knowing what’s best for him and suspecting that the other Avengers will soon arrive, Whirlwind chooses to make his escape. Spinning faster now, he speeds away as fast as he can travel.
Scene (Wasp poses): Having spent the last 6 seconds counting all of her lucky stars, Wasp finally rises from her supine position between a car tire and the curb. She stands, brushes herself off and flies upward to address the approaching police officer. Flitting around his face, she scans around the area while she asks, “Did you see which way he went?”..
End Round
End Scene
Combat Sequence Example Three
Defensive Maneuvers (Dodge, Evade, Block)
- Dodge – A means to try and avoid a ranged attack.
- Evade – A means to try and avoid a hand to hand attack.
- Block – A means to try and resist or deflect a force based attack.
Consult http://sniktbub.wikidot.com/defensive-actions for further details.
Sunspot (+sheet SU) vs Marvel Boy (+finger AST)
Scene: In a typical Marvel fashion where miscommunication and egos get in the way, Sunspot finds himself answering to a distress call inside the Waldorf Astoria Hotel. Rushing inside, he notes a costumed individual who has his hand raised in a threatening gesture toward the bell clerk demanding to know what room someone is staying within. Taking it as the threat that he’s here to address, Sunspot yells, “Hey, you in the cape, hold it right there!” Sunspot is only 2 areas away inside the lobby of the hotel. There is a clear path between them and people start spreading out to watch the fight.
Scene: Marvel Boy turns, his cape whips around behind him, and sees the black mottled form of Sunspot. Not recognizing the mutant and knowing that people in black are evil, Marvel Boy pulls up his force field and gets ready to engage the enemy.
Round One
Mechanics: It is now time to enter combat and the characters roll for initiative (+roll/init). Sunspot scores a 6 and Marvel Boy scores a 4. Sunspot acts first.
Mechanics: Sunspot will close the distance and punch MB. Sunspot will +roll/hth Marvel Boy and score a Green result to do 10 points of damage. (50 strength attack – 40 force field = 10 points of damage).
Scene (Sunspot poses): Rushing forward, Sunspot balls up his fists and when in hand to hand range, punches Marvel Boy in the chest. His force field stops most of the damage inflicted.
Mechanics: Marvel Boy will attack with his TK Blast by typing +roll/fo telekinesis/Tk_blast=Sunspot and score a Green result to inflict 10 damage. (40 TK attack – 30 body resistance=10 points of damage).
Scene (Marvel Boy poses): Yelling, “Oh no you did not!!!”, Marvel Boy will retaliate with his own type of attack, a Telekinetic Blast that strikes back at Sunspot blasting him.
End of Round
Round Two
Mechanics: Initiative time again. (+roll/init). Sunspot rolls 3 and Marvel Boy rolls 4. Marvel Boy goes first.
Mechanics: Marvel Boy indicates secretly to the judge that he wants to fight defensively. The Judge will ask Sunspot what he wants to do (essentially saying that Marvel Boy is holding his round). Sunspot will want to punch again (he will +roll/hth Marvel Boy and get a result). Marvel Boy intends to use Evade to ‘bob and weave’ in hopes of avoiding Sunspot’s next attack and gaining a bonus to his own attack. Therefore he types +roll/ev . Doing his results in a Red result which gives him +2CS to his next attack which will occur in round three.
Mechanics: Sunspot will be informed that his next attack will miss since Marvel Boy’s Evasion Roll wasn’t a Autohit or Hit +1CS result.
End of Round
Round Three
Mechanics: Initiative. Marvel Boy rolls 8, Sunspot rolls 4.
Mechanics: In the last round, Marvel Boy fought defensively using Evasion. This essentially meant that all he did that round was dodge Sunspot’s attack and look for a better opportunity to hit. He rolled successfully and now has a +2CS to this round’s attack. +2CS means he gets a bonus to his attack rank. Marvel Boy will use his TK Blast again but instead of it being based on his Agility of Good (10) it will be based on two columns to the right of Good which is Remarkable (30). Because this is not directly coded in the system, one will need to consult the Universal Table for details.
Mechanics: Marvel Boy wants to blast Sunspot with his increased attack rank. Instead of typing +roll/fo Telekinesis/TK_Blast=Sunspot, he will do a manual attack to base it on Remarkable. So he will type +roll RM and score a Yellow FEAT result. Consulting the Universal Table, one will look under the Force Column and determine that a Yellow FEAT result is a Bullseye. Bullseye is translated by the Judge. If it’s a called shot, then the attacker will have accomplished something (like disarming). But in this case, the Judge will rule that Sunspot will need to roll for stun (+roll/sl).
Mechanics: Sunspot will roll well enough to get a result that states, “Not Slammed”. Therefore he will be able to act this round after Marvel Boy poses.
Scene (Marvel Boy poses): Having spent the last second or three observing Sunspot, Marvel Boy sees his ‘in’ and will swing upward with a TK Strike that hits Sunspot.
Mechanics: Sunspot will strike back. He doesn’t want to miss and wants to do enough damage that Marvel Boy will be put out of the battle. However, Sunspot only strikes for 50 points and Marvel Boy’s shield is 40. So the most he can do is 10 points. Except when it comes to Stun damage. Therefore, Sunspot wants to shoot for the stun. Meaning he will have to roll a Red FEAT result. To ensure this happens, he announces before he +rolls, “I’m spending XP to get a Red result!”. By saying that he’s spending XP, he automatically spends 10 points regardless of how many points he will need to buy to reach his red Fighting result. His fighting is Good (10) and he needs to roll a 98 or better to score a Red result.
Mechanics: Sunspot types +roll/hth Marvel Boy and scores a 65. He needs 33 points to reach 98 so he spends an additional 23 points to add to his original 10 and scores a Stun Result. However, Marvel Boy still needs to roll to see if he’s actually stunned.
Pose (Sunspot poses): Growing angrier by the second, Sunspot draws back and punches, landing it squarely against Marvel Boy’s force field. If the field wasn’t up, he would have been nailed in the face.
Mechanics: Marvel Boy then types +roll/sl to determine if he is slammed. He will succeed his roll and gain a result of “Not Slammed”. However he did take another 10 points of damage from that most recent attack.
Scene (Marvel Boy Poses): Nailed, Marvel Boy takes some damage from the punch delivered by Sunspot. He steps back, but not out of range, trying to cushion the blow.
End of Round
Round Four
Mechanics: Sunspot is down to 76/96 health points. Marvel Boy is down to 13/36.
Mechanics: Initiative. Sunspot rolls 9 and Marvel Boy rolls 8.
Mechanics: Sunspot announces that he’s fighting defensively and will move at half his speed because of this. This does not prevent him from attacking. He will want to hit Marvel Boy and be done with the fight. But he doesn’t want to take more damage and potentially be stunned. So he chooses defense mixed with his offense.
Mechanics: Sunspot will type +roll/hth Marvel Boy and score a White FEAT which translates to Miss.
Scene (Sunspot poses): Stepping with Marvel Boy, Sunspot intends to knock the crap out of Marvel Boy, instead he misses and wiffs.
Mechanics: Marvel Boy will need to make this count. So he announces that he wants to spend XP to modify his roll result. He wants a Red FEAT to have the chance to stun, so he will need to have enough to score a 98 in his +roll to achieve this. Marvel Boy types +roll/fo telekinesis/TK_Blast=Sunspot and scores a 78. Therefore he only needs to add 10 points to the 10 points he spent for announcing. He blasts Sunspot.
Mechanics: Because Sunspot was fighting defensively, he gets to type +roll/do and will gain a result of -2CS. This translates to shifting Marvel Boy’s attack rank down 2 columns on the Universal Table to the left. In doing this, it adjusts the attack from a Red to a Yellow FEAT result. Thus not acquiring the Stun Marvel Boy desired, but still does damage and potential slam.
Mechanics: Sunspot is required to type +roll/sl and obtains a Not Slammed result.
Scene (Marvel Boy poses): Another TK blast is emitted from Marvel Boy’s gesture. The attack strikes, but Sunspot remains ever steadfast. Marvel Boy calls out during his attack, “Stand down, miscreant!”
End of Round
Round Five
Mechanics: Marvel Boy 13/36 health and Sunspot 66/96 health.
Mechanics: Initiative. Marvel Boy scores 7 and Sunspot scores 9.
Mechanics: Sunspot suspects he’s close to finishing off Marvel Boy. So he attacks again. Not having the XP to spend on every attack, he opts for another standard attack roll. He types +roll/hth Marvel Boy and will score a Green FEAT result. A solid hit. Marvel Boy will be dropped from 13 health points to 3 health points and must do something or else he’s going to go down in the next round.
Scene (Sunspot poses): “Never!” is yelled in return as Sunspot draws back and lands another punch against Marvel Boy’s Force Field allowing just a fraction of the damage to leak through.
Mechanics: Marvel Boy is desperate. He knows he’s about to drop. Being the hero he is, he chooses not to run away but to fight it out. He cannot allow all of these innocents with their camera phones to be left alone with the evil Sunspot. So he once again calls out that he’s spending XP and wants to get a Red result. He types +roll/fo telekinesis/tk_blast=Sunspot and will roll a 94. He only needs to spend 4 points to reach 98, but since he was required to spend 10 when he announced, he scores a 104 on the roll. Which is definitely a Red FEAT. Sunspot automatically rolls for a stun result and the system reports that Sunspot is stunned for 6 rounds.
Scene (Marvel Boy poses): For all the marbles, Marvel Boy strikes out with a determined look on his face as he yells, “GO DOWN!”. The strike rings true and Sunspot is hit with such force that he will be stunned.
Scene (Sunspot poses): Sunspot is knocked back, falls to the floor and is stunned. Unable to react, he’s down for the count (at least of 6) and will have issues focusing and forming words. Other than ‘ow’.
End of Round
Mechanics: Because Sunspot will be down for 6 Rounds, Marvel Boy can tag him 6 more times until he’s fully unconscious (without having to roll a to-hit) or really whatever Marvel Boy wants to do. When someone with limited health and armor is stunned, the fight is pretty much over.
End of Scene
3.7 Combat Sequence
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What is an Area?
1 Area = 132 feet (44 yards). Unobstructed.
1 Area = 40 meters. Unobstructed.
1 Area = ~6 hexes.
In real life, a normal person can run 17mph which translates to 24 feet per second. A round lasts 6 seconds so a normal person can run 150 feet per round.
When considering the round (in game terms), a character has the ability to move and act (attack/move). Therefore, the remaining 18 feet is sacrificed to account for an action such as an attack (blasting your enemy with eye beams of death).
The term (Unobstructed) means the character can cover that distance as long as they have a clear path. If the path has crates, furniture, walls etc are not in the way. If there are obstructions, then the number is reduced. Keep in mind, this also translates to areas being reduced in size due to obstacles. For example, inside a building or structure, an area may be as little as 15 feet.
By Air, Land, or Sea (Hyper-Running or Lightning Speed)
Based on powered movement & Hyper-Running, one uses the following table:
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Normal Movement
Based on regular running speeds, which utilizes Endurance Rank, use the
following table:
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Based on the strength of a character who DOES NOT have superleap, the leaping
distance of a character is factored on this table:
Strength Based Leaping
Based on the strength of a character who DOES NOT have superleap, the leaping
distance of a character is factored on this table:
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Super-Speed
Super Speed: A sort of combination of Hyper-Speed and Hyper-Running, the Super speedster is a class of speedster above the normal class of parahuman that can merely run fast or have quickened reflexes. A speedster with Super speed lives in a sort of speeded up reality from the one everyone else does. Air provides almost no resistance. Fast objects to the normal eye are sluggish to them. Most often, these characters have touched what is known in the DC Universe as the Speed Force, the energy that provides the power for all known Super speedsters.
This power does not merely confer quick movement, but also allows a character to perform tasks at a greatly reduced time rate. The power rank number is treated as a multiplier to show how much more quickly a task can be accomplished (as per Hyper-Speed in the UPB; however, no +2CS cannot be applied as a limitation for having a body that is not prepared for the rigors of living a Super speed lifestyle, as having the Super speed power suggests that the character is, in fact, adapted. If the character is not adapted, the character is either dead or can only attain a Feeble rank without special equipment.).
Super speed costs 3 slots to attain. In addition, a player can— during character creation— opt to spend any number of slots to buy power stunts for the power, provided that the power rank of Super speed meets the requirement for the power stunt. Power stunts are listed further down.
Notes for Super-Speedsters:
Movement:
Characters with super speed move at a base movement equivalent to their power rank on the Space Movement table on the ground, as shown below. They can move up to nine areas per round in water. Even Super speedsters who have the power stunt of running across water can move only at a rate of 9 areas per round maximum when immersed in water, as opposed to running across it.
Super-Speed Table
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Any Super speedsters with a power rank of Typical or above have an aura that surrounds them and protects them from excess heat and friction when they move; this aura seems to be a by-product of the Speed Force which empowers them, and can slightly blunt physical attacks, as well as the effects of windburn and friction-heat. In game terms, Super speedsters are afforded Excellent protection vs. Physical Attacks, and Incredible vs. Heat and Friction, due to the aura that the Speed Force provides them.
Combat Actions: (power stunt)
Super speedsters are also capable of a great many actions a combat round. This ranges from snatching weapons from the criminal element to performing machinegun type blows against various targets. The numbers of actions the character may take before receiving negatives for multiple actions are as follows:
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Super Speed rank can be used for extra attack attempts but is different in the following way. Feeble, Poor, Typical, Good and Excellent need to roll a red to get two attacks. Remarkable, Incredible, Amazing and Monstrous, need to roll a yellow for two, and a Red for three. Unearthly, Shift-X, Shift-Y, and Shift-Z need to roll a green for two, and a yellow for three. Class 1000+ needs only to roll a green for three.
The Limitation of the Super Speedster:
A Super speedster is after all a living breathing being, and like any living breathing being becoming winded becomes a factor. Any Speedster can run at half speed and not worry about becoming winded, much like a marathon runner going for a pleasant two-mile jog. When running at full speed, energy reserves start becoming an issue. A speedster may run at above half their normal speeds up to full speed for as many combat rounds equal to their Endurance rank. To push beyond that limit requires Endurance feats. (See Endurance tab for details)
Example: Impulse has an Endurance rank of Incredible and a Super Speed rank of Shift-X. He can run at 40,000 miles an hour for most of the day and just be mildly tired. When he pushes past that limit, say, 40,001 that's when he starts eating up time on his endurance. He can run at 40,001+ speeds for 40 turns, or 4 minutes of time. After reaching turn 41, he needs to make a green endurance FEAT to continue on for ten more rounds. To push beyond that, he needs a Yellow endurance FEAT for the next five rounds. To push beyond that, he needs to roll a Red endurance FEAT for every two rounds more he wants to push himself. Once a failure in the endurance FEAT occurs, the Speedster becomes to fatigued to continue on at any level of super speed. They need to bloody well rest up, for a minimum of twenty-four hours, despite any hyper healing. No Super Speed Power stunts may be attempted during this rest period.
Feeling the Burn: Super Speedsters have one more remarkable trick that they can pull over regular metahuman runners. If they truly push themselves, they can run at +2CS higher than their rank. But such ability does have its drawbacks. The character must roll and Endurance FEAT every 3 rounds or pass out. Once they awaken, they must follow the penalties listed above for tiring themselves out. Of course this assuming, that in their passing out, they don't smash into anything at such high velocities, and become the longest skid mark that was once alive.
Perils of Speed: If for any reason a speedster reaches Class 3000 speeds, they feel the calling of the Speed Force. Big Deal you say? Guess again. The Speed force is the nirvana for any Speedster, where most past speedsters; once they shuffle on, join. Upon reaching Class 3000 speed, the character is faced with a perilous choice, enter nirvana or turn away from heaven. Joining the Speed Force effectively ends the character's play in the game, so we're assuming you'll resist. Here's a list of things you can do to accomplish this:
Make a Psyche Feat Roll of at least: Incredible intensity. This basically means, that the character blinked in the face of God, got the willies or for that matter didn't think their time on Earth or whatever planet your playing on, was done.
If the speedster has a loved one, as in someone they are totally gone for, would die for, they receive a +3CS to their psyche for this FEAT.
If the Speedster is on a world-threatening mission when he brushes the barrier, they are allowed a +2CS to their Psyche for the FEAT roll. (Love is more powerful, so nyeah.)
If the Speedster is part of a Telepathic Team Link, the other characters can help him fight off the urge to join with the speed force. (Mainly because the speedster is a powerful member of the team, and they don't want to get their asses kicked.) For this occurrence, the Speedster gets +1CS for every friend in the team link that urges him away from his eternal reward.
Another Speedster can push them away break their momentum. However, there is a 40% chance this will result in the pushed Speedster being thrust forward in time 6d10 years in the future. (Imagine, coming out of the speed force SIXTY YEARS IN YOUR OWN FUTURE! Hope your playing a solo game, otherwise your GM is gonna be pissed.) Example: Savitar and Max Mercury. Read the Dead Heat TPB trust us.
Breaking Grapples: Speedsters can use their power rank -1CS to break grapples instead of their strength. Slippery little devils, ain't they?
Catching Attempts: Sppedsters can use the Super Speed rank as well, with no penalty, though to catch bullets, you must have an Incredible rank or higher. Catching bullets is always a green FEAT no matter what the rank, catching multiple bullets may result in needing a Yellow or Red, and each bullet caught takes one action to perform. IT is the GM's choices whether you need to roll a FEAT roll for each bullet, or for just bullets shot from different attackers.
A Speedster that has ranks of Amazing or above gain the power stunt of Invisibility by moving extremely fast. Those trying to spot the speeding speedsters must make a Red Intuition FEAT to notice them, unless they have a power that would ordinarily catch such things, such as Combat Sense, Chi Awareness, Life form detection, Omni directional vision, or Infravision due to the heat the speedster puts off.
Power Stunts:
Create Cyclones: These tornadoes will inflict power rank damage or Good blunt, whichever is lower, or Power Rank intensity Stun/Slam attacks. The Speedster must specify which effect they are going for when using this in combat.
Water Running: Once the speedster accomplishes this power stunt they will have the ability to move so fast over water, that they barely break the surface tension. They may run at regular speeds above the water. Remarkable ranked or lower may not attempt this stunt.
Wall Running: with every 100 feet of approach, the speedster may run vertically for 500 feet.
Vibrate Through Solid Objects: this allows the character to vibrate through materials less than their power rank. However, characters that run at Class 1000 speeds or faster cause such objects to explode, inflicting material strength edged damage to all in one area.
Cushion of Air: by spinning their arms or legs rapidly, Speedsters can create a cushion of air of power rank; this power is the equivalent to levitation.
Extend Aura: What kind of whimp stunt is this you ask? Well what good would it do for your character to run over Feeble speeds with a passenger, only to wind up giving them no chance to breathe and burn their skin off their bodies? This power stunt can only be used to protect one passenger.
Lending Speed:
Stealing Speed: (Must have a rank equal to or greater than Shift Y): The speedster may decrease any objects velocity by stealing speed from it. This means any moving object, from butterflies to supersonic jets. This power does not work on other Speedsters. Characters with Shift Y-Z power rank can steal up to half the target's velocity per round. Characters with Class 1000 power rank can steal up to 3/4 of the target's velocity per round. Characters with Class 3000 power rank can stop a target cold. The speedster however, must be moving alongside the target in order to perform this stunt.
Spectrum Shifting: Speedsters with ranks above Unearthly can run so quickly as to cause light to begin to slow, and experience Red Shift. Which will allow them to view the lower spectrum of light that is normally invisible to the unaided human eye.
Invisibility: For those with Incredible or less power rank, they can purchase this power stunt. However, those with Feeble to Good can be seen on a Green intuition, and those with Excellent to Incredible can be noticed with a yellow Intuition.
Shockwave: Speedsters, who have learned the Vibratory power stunt, can also learn the ability to rapidly create shockwaves through most materials with Power Rank intensity.
Costume storage: (Amazing rank or higher only) Speedsters can actually gain the power stunt to hide their costume in a confined space, such as a ring, by whipping up a super speed whirlwind to compress the costume into the confined space. Or, you can just skip this power stunt and wear your uniform under normal clothes like Superman does.
4.1 Movement
Item | Resource Cost | Quality/Damage | Range | Notes |
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Armor Padded Super Suit | Excellent (20) | Resist Physical (10), Resist Energy (6) | N/A | Not Unstable Molecules. Can be purchased from Black Market. Can be obtained from Avengers, X-Men, or Fantastic Four if character is a team member. May be purchased from Hero Outlet store in Fantastic Four HQ. |
Unstable Molecule Uniform | Incredible (40) | Resist Environmental Cold (10) | N/A | Can be purchased from Black Market. Can be obtained from Avengers, X-Men, or Fantastic Four if character is a team member. May be purchased from Hero Outlet store in Fantastic Four HQ. |
Knife | Feeble (2) | Excellent (20) Strength Good (10) Damage | N/A | |
Sword | Poor (4) | Excellent (20) Strength, Good (10) Damage | N/A | |
Great Sword | Good (10) | Excellent (20) Strength, Good (15) Damage | Two Handed | |
Spear | Feeble (2) | Good Strength, Good Damage | Strength Dependent | |
Shuriken | Feeble (2) | Excellent Strength, Good Damage | Strength Dependent | |
Cheap Handgun | Feeble (2) | Typical Damage | Feeble | 6 Shot |
Handgun | Typical | Typical | Typical | |
Machine Pistol | Excellent | Excellent (20) | Excellent | One handed, shoots bursts of 5, 6 volley each magazine |
Rifle | Good | Good | Typical | 4 shots |
Hunting Rifle | Good | Good | Good | 7 shots |
Sniper Rifle | Good | Good (15) | Excellent | 4 shots |
Assault Rifle | Good | Good (10) | Excellent | 20 shots |
Based on Strength, the Thrown Object can travel many areas. See table for details.
1 Area = 132 feet (44 yards)
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The Marvel Universe is filled with all sorts of threats. Many of them great, while others are commonplace. When a Judge threatens a character with a danger, then that danger needs to have a specific rank. Such ranks or threats are called Intensities (or sometimes FEAT Intensities).
An Intensity is the nature or rank of the threat.
For example, when a fireman runs into a burning house, he's faced with Excellent/20 intensity heat. Or when a Cub Scout is roasting marshmallows over a campfire, that is rated as Poor/4 intensity heat.
To this end, we have provided the table below to help gauge intensities.
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FEATS and Intensities
The success of character actions is based on the FEAT roll. A player may be trying for a green, yellow, or red result on a particular FEAT to determine success. What color is needed is determined by the Intensity of the FEAT. So who determines the Intensity?
The Judge does.
Standard Intensities and the abilities to which they apply are listed on the Intensities Table. These are the basics, the default conditions, of these various objects and situations:
- Target rank is More than Two Ranks Below Attacking rank – Automatic Success
- Target rank is One Rank Below Attacking rank – Red FEAT
- Target rank is Equal to the Attacking rank – Yellow FEAT
- Target rank is One Rank Above Attacking rank – Green FEAT
- Target rank is More than One Rank Above attacking rank – Failure/Impossible
Example: The Paladin's stun gun fires at Incredible (40) rank.
- A normal human has a Typical (6) endurance. Typical is four column shifts to the left (Or 4 ranks lower than) of Incredible (see Universal Table). Meaning that if shot, the normal human will be automatically stunned for 1d40 rounds (based on the rank of the stun).
- A highly skilled human has a Remarkable (30) endurance. Remarkable is one column shift to the left of Incredible (40). Meaning that if shot, the skilled human will need to roll a Red FEAT based on their endurance (+roll/feat e). If they roll anything less than a Red (Yellow, Green, White, Blue) they will then be stunned for 1d40 rounds.
- Spider-Man has Incredible (40) endurance. Paladin's stun gun and Spidey's endurance are of the same rank. If Spidey were struck with the stunning blast, he would have to roll a Yellow FEAT to avoid being stunned. If he rolled a Green, White, or Blue Feat, he would be stunned for 1d40 rounds.
- Rogue has an Amazing endurance. Paladin's stun gun is a lower rank than her endurance. If she were struck by a stunning blast from his gun, she would need to roll a Green FEAT to overcome being stunned. If she rolled a White or Blue result, then she would be stunned for 1d40 rounds.
- In this example, anyone with a greater than 1 column shift (Fantastic (60) and above) endurance will not be required to roll against the Paladin's stunning attack as the weapon is not powerful enough to stun those targets.
There can be Automatic FEATs and Impossible FEATs as well.
Determining Automatic and Impossible FEATs:
The Players' rules state that a FEAT can be considered Automatic if the Intensity is three ranks lower than the Ability being checked, and Impossible if the Intensity is more than one rank above the one being checked. This is a general rule for handling FEATs, though the Judge may bend it at his discretion. A Judge may ask for a FEAT roil for Automatic actions, or permit a FEAT for impossible actions under limited circumstances:
- If time is of vital import to an automatic action being permitted.
- If the action being impossible would result in certain death of the character.
Example: If a hero had an Intuition of Monstrous, finding a hidden passage would be automatic. But, since time is of the import, the Judge can call for an Intuition FEAT, with failure indicating the door is found next round. Similarly, if the entrance to the room is suddenly sealed and the room fills with toxic gas, such that the only way for the player to survive is to find the hidden door, the Judge may permit a FEAT roll to find the door even though the hero's intuition may be Typical or less, making the FEAT impossible.
5.0 Feats
SLAM
A slam occurs when your character is physically hit, either by charging or some other physical (blunt) assault.
Syntax: +roll/sl
Results:
10+Slam - The character is knocked 10 areas away and then needs to roll on the Stun result (+roll/st) to see how long the character is stunned for.
Gr. Slam - The target is knocked away with a speed equal to the Strengthof the attacker taken as ground speed. (A hit with Unearthly Strength sends the victim 10 areas.) The direction isdetermined as for 1 Area Slam.
1 Area - The target is knocked one area away (ranged or area movement). If the attacker inflicted any damage on the target, the
attacker chooses the direction of the Slam (any compass direction or straight up or down). If no damage was inflicted, the defender chooses the direction (most likely avoiding fellow teammates, buildings, and other large, nasty items).
Stagger - The target is knocked back a step or two, perhaps knocked to one knee, but is fully capable of engaging in combat next round. The Stagger result indicates the target takes the damage of a hit and is no longer considered adjacent to his attacker. There is no further damage unless the situation demands it. (Say, the target is on the edge of a cliff and staggers over the precipice.)
No Slam - The target is not affected by the slam. The target still takes damage as for a normal hit.
STUN
Syntax: +roll/st
Results:
10-100 - This result indicates how long your character will be stunned for. 10-100 rounds.
1-10 - This result indicates how long your character will be stunned for. 1-10 rounds.
1 - Your character is stunned for the remaining of the round he/she is in and will not be able to act in the subsequent round.
No - No stun is taken nor does your character lose a round or action.
KILL
When your character has taken killing damage beyond any body resistance, you are required to roll a kill result. Killing Damage is when the character reaches 0 (zero) health or when the attacker is striking with an attack that can do killing damage. When the character reaches 0 health the character goes unconscious.
Syntax: +roll/ki
Results:
Die - This result takes you to 0 Health, regardless of whether or or not the attacker's power rank would reduce you to that level. However, you still have the chance for life. Your Endurance rank will drop one Column per round if you are not healed, revived, regenerated, or spend experience points to aid your health.
En. Loss - An Endurance Loss indicates that the character's Endurance is reduced by one rank. The character is dying, and will continue to lose Endurance at one rank per turn until the situation is cleared.
E/S - The E/S result indicates the character is affected as an Endurance Loss only if the method of attack was Edged attack in Slugfest or a Shooting attack. Any other attack form is considered No Effect.
No Effect - The character takes damage as listed for the attack form, but is not slain.
5.1 Slam, Stun, and Kill
This is one of the most important sections yet covered. In combat, we noted that various attack forms inflicted various types of damage — a strike with the bare fists inflicts up to the attacker's maximum Strength. This may be modified by Body Armor, tactics, and other 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 becomes unconscious and stays that way for at least 1-10 rounds. The player rolls an Endurance FEAT for the character and consults the Kill column of the Effects Table. If the result is no effect, the character is Stunned for 1-10 rounds and may regain consciousness. If the result is Endurance Loss; the character begins to lose Endurance ranks.
A character loses one Endurance rank per turn. The loss is temporary, but for further Endurance checks the rank number is considered to be the highest for that rank. One rank is lost per turn until the character reaches Shift 0. When the character slips below Shift 0, that character is dead. Deceased. Pushing up daisies. Beyond the mortal ken. Extreme measures must be taken to bring that character back into play. Fold up the character's sheet and put him in the Hall of Fame. (However, see Immortality.)
How do you avoid this situation if your character is the one who may pass from this mortal coil?
- Spend Experience Points: You can stabilize your Endurance for one round by spending 50 points. This is a stopgap measure at best.
- Spend a lot of Experience Points: You can gain another Endurance FEAT when you slip a level by spending 200 Karma points. If you succeed, you are unconscious.
- Help from your friends: If a friend, ally, enemy,- or passerby attempts to aid you; the loss of Endurance is halted.
The character is still unconscious, and will be for 1-10 more hours. Aid is defined as first aid, summoning help, pulling the character to safety, or even checking to see if the character is OK. A character with First Aid and Medicine Talents may be able to aid individuals who have reached Shift 0 Health.
If Endurance Ranks have been lost during a injury, then bones have been broken, internal injuries sustained and healing will take much longer as it falls into the Impaired Abilities and Disabilities sections below.
Regaining Consciousness: A character unconscious from the result of a Stun regains consciousness in 1-10 turns, and may act normally from there on. A character with 0 Health is unconscious for 1-10 turns, then can make an Endurance FEAT Failure indicates the character is still unconscious; check again in 1-10 turns. Success indicates the character has regained consciousness, and has Health equal to his Endurance rank.
Recovery: Ten turns after a character takes damage, he regains Health equal to the Endurance rank number; provided the character is not knocked unconscious. This Recovery only applies if the character is not further damaged within that time period. If a character is damaged, steps out, and then is damaged again before Recovery takes place, then only Healing is possible. Recovery may take place only once per day.
Healing: A character normally heals his Endurance rank number in the hour (600 turns) following the last damage. If the character takes further damage during that period, then the time is measured from that point. After that initial hour, Characters will gain health equal to their endurance rank per day. Characters with special abilities may be able to heal for greater amounts or at faster rates. This rate is doubled by bedrest and medical supervision (doctors, auto-docs, or hospitals). The auto-doc functions to provide characters the ability to heal twice their Endurance rank in a single day.
Robots and Reactivation: Robot PCs and NPCs that are knocked down to 0 Health and lose all Endurance Ranks are not "dead" in a conventional sense. but may be rebuilt by other characters, if they may retain most of the parts and personality. Repairing such a character would require a Reason FEAT of intensity equal to the highest Ability or Power rank of that character (if the Vision is deactivated. as he apparently was once in crossing Annihilus' Force Field, repairing him is an Unearthly intensity FEAT). The repaired character returns to play, but has no Karma. Reactivating a robot takes a number of days equal to the highest Power rank of the character (the Vision would take 100 days). Robots may suffer disabilities.
Impaired Abilities: A character who has lost Endurance ranks has a -2CS until the Endurance is returned to original levels. One Endurance rank is healed per week in normal action. One Endurance rank is healed per day if the character is in a hospital, auto-doc, or under a doctor's care. Endurance cannot be healed to a higher rank number than the character had before the damage. In this case, broken bones and internal injuries have been sustained. In this situation, it takes longer for the character to heal - but not as long as a normal human.
Disabilities: A character that slips to Shift 0 in Endurance is in danger of having one or more of his abilities impaired. For such a character, roll for each physical ability above Good (Green FEAT). Failure indicates that that ability is now reduced to the next lowest printed number (from a Fantastic (61) to an Amazing (50)). These abilities may be modified upwards afterwards only by experience.
Death
You will note your character has Health points. When another character attacks your character, that character stands to lose health.
A character can not drop below 0 health regardless of the attack the character has taken.
At 0 Health, your character is unconscious and considered 'dieing'. At this time, the character will begin to take Endurance loss.
Consult the Universal Table http://sniktbub.wikidot.com/universal-table to determine how long your character has to live. Your character will lose one column of endurance per round. When that character has reached Shift 0 endurance, that character will die.
For example: If the character has an Excellent (20) endurance, then that character will die in 5 rounds.
Prevention of death is very simple. Three options are available for this.
- You may spend 100 experience points to render your character at 1 health and full endurance. This will stabilize the character and he/she will remain unconscious for another 10 rounds.
- Another character with the first aid ability can 'render aid' to the fallen character and prevent further endurance loss maintaining the character at 0 health for 10 rounds when that fallen character will then gain their endurance rank in health. (40 endurance + 10 rounds = 40 health)
- Healing, regeneration, or some form of life giving means. If the character possesses regeneration (ala Wolverine) then the character will gain health points according to the rank of regeneration they possess. If another character is able to 'heal' the fallen character, then that too is an option for survival.
Experience (XP) is awarded for completing tasks, defeating foes, role play (during GM moderated scenes), and other feats of wonder.
Experience is subtracted for doing alignment opposing events. For example;
Heroman stops a robbery, he is given 30 experience points. However, in the process, he casually kills one of the bank robbers or he pockets some of the loot because 'it costs money to be as cool as he is'. Therefore, Heroman will have points subtracted from his initial award.
Note, all experience is inversed for villain type activities.
See table on page 37 of the Expert Players Book for a guideline of experience awarding (note Karma = Experience - the word experience is used for MU purposes.).
Experience can be spent to raise attributes, resource, popularity and power ranks.
EXPERIENCE SPENDING
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*crest cost - x10 points to move from one Titled Rank
REWARDS
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Cresting
Cresting - the act of moving a character's power rank from one column to the next higher up. For example. Incredible Strength crests from 45 to 46 and thus becomes Amazing Strength.
A character may crest a particular power, characteristic, or talent only ONCE without a major story element.
This means; the character's individual FASERIP ranks can all be made to move up one rank each. If the character has any powers, they may only move up one rank each. etc.
A 'major story element' is something along the lines of:
- radiation accident - The character falls into a nuclear reactor gaining a new potential. However ends up glowing green.
- power brokers - The character pays a significant amount of money (resources) to a genetics lab that rewrites the character's DNA. This may have secondary issues such as 'character has to work for an organization for a limited period', or may grow antennae.
- secondary mutation - Think Beast. He's gone through several mutations, each altering his physical or mental form in some way or another. This also applies to characters like She-Thing, the Thing (spikey version), Warbird (once Ms Marvel, once Binary), and so on.
The purpose of this is to prevent Many-Mini Thors and Hercules' running around the grid. It also gives the opportunity to bring depth to the character beyond 'super-ham'.
Note, Stunts may never exceed their origin power rank. But they can advance from 1-<origin rank> and crest as much as available.
Cresting costs 10x the rank title of the cresting target. IE: Cresting from Incredible (40) to Amazing (50) costs 500 points just to move from rank. This is on top of the 100 points per point moved from 40-50.
Just a footnote.
XP Awards are given based on the theme/threat/idea of the scene. Not a conglomeration of several events that the players are just piling on top of one another to get extra XP. A few examples:
-If it's a social scene, then everyone gets 10 points.
-If it's a scene where the heroes stop a bank robbery they're awarded 20 points with a bonus of +10 if the criminals are taken to jail.
-If staff emits a villain like Ultron (who is an Unearthly foe) and you're able to defeat him, you will be awarded 100 points. Please note; I don't foresee a lot of characters actually being able to defeat Ultron. Logs like that implore me to read them. If you're found twinking, you'll be awarded -100 points and then staff will decide whether or not the scene will be retconned. See NEWS TWINK.
-If the scene's focus is rescuing a hostage (IE: Dr Doom kidnapped Sue again so the F4 has to go save her), then the heroes are awarded 20 points per character saved with a max award of 100 points. Note: Saving or rescuing someone isn't sticking a tampon up their nose to stop the bleeding. Nor is it saving 100 people from a burning building. That's what the fire department is for. Though a creative application and may be awarded +5 points, it's not a rescue.
-If the HEROIC characters allow the criminal to escape, are defeated, allow property destruction (or cause it themselves), die in the line of duty, or commit crimes, then they are awarded negative XP. Meaning, XP is taken away from them. If VILLAINS do these things, they're awarded XP.
-Emitters are awarded an extra 10 points for emitting a scene. See NEWS EMIT.
6.0 Experience
Syntax +roll
+roll #d#
+roll <sh0 fe pr ty gd ex rm in am fn sp mn wn un x y z cl1000 cl3000 cl5000 b>
+roll/init
+roll/<gb es do ev bl ca st sl ki>
+roll/<gp ch th hth> <target>
+roll/<ba ea sh te tb en fo psy> <power[/stunt]>=<target>
+roll/feat <f a s e r i p>
Usage: The first command generates a 1d100 dice roll and displays the results to the room. The second command will roll #d# (ie, 1d12). The third command will roll for rating, returning the results of the appropriate column/rating roll. /init will roll 1d10 initiative, factoring in any initiative bonus.
The following commands will roll the appropriate attack type, with the addition of a target or power/power stunt if required. The results of the attack roll are displayed to the room, along with any damage if the attack is successful. It does not take any armor into account when calculating damage.
+roll/feat f Fighting Feat (success or failure along with magnitude)
+roll/feat a Agility Feat (success or failure along with magnitude)
+roll/feat s Strength Feat (success or failure along with magnitude)
+roll/feat e Endurance Feat (success or failure along with magnitude)
+roll/feat r Reason Feat (success or failure along with magnitude)
+roll/feat i Intuition Feat (success or failure along with magnitude)
+roll/feat p Psyche Feat (success or failure along with magnitude)
+roll/<type> <power</stunt»=<target>
Blunt Attacks (BA) - when dealing with blunt weapons such as hitting things
with Thor's hammer
Edged Attacks (EA) - when dealing with edged weapons such as Black Knight's
Sword
Shooting Attacks (SH) - when dealing with attacks such as Nick Fury's
needle-gun.
Throwing Edged (TE) - when dealing with attacks such as Bullseye's razor
sharp knives.
Throwing Blunt (TB) - when dealing with attacks such as throwing Thor's
Hammer.
Energy (EN) - when dealing with attacks such as Havok's Plasma.
Force (FO) - when dealing with attacks such as Iron Man's repulsors.
Psychic (PSY) - when dealing with attacks such as Xavier's mind blast.
+roll/<type> <target>
Charging (CH) - when Hercules rushes a target such as a wall or another
character to knock them back.
Hand-To-Hand (HTH) - Punching or Kicking a target.
Throwing (THR) - In a game like this, someone could walk along and pick up a
random object - such as a car - and toss it at someone else. Additionally
a person can toss another person. Damage is calculated by the GM. Often
based on material strength of the thrown item.
Grapple (GP) - it is a wrestling move. Grabbing an opponent (not to be confused with grabbing an object which is another roll entirely).
Sustained Grapple (GM) - Once you have grappled someone, in the next round you must roll against their Strength to maintain the grapple and have a chance to do damage or throw the opponent.
Grabbing (GB) - This attack regards taking an object from another person.
Entangling (ENT) - For characters such as Spider-Man who cast webbing and those who wish to trap others such as the Trapper/Pasteball Pete, this attack is for them. It only displays whether or not the attack was successful. Those involved will then need to consider entangle strength of attack and so on in subsequent rounds.
+roll/<type>
Escaping (ES) - whether or not a character can break free of a Grapple
Dodging (DO) - whether or not a character can dodge an energy blast,
force blast, thrown or shot attack.
Evading (EV) - whether or not a character can dodge a fighting type attack.
(Hand to hand, hammer, sword, baseball bat, etc)
Blocking (BL) - whether or not a character can prevent a successful hit from
a hand to hand, hammer, sword, baseball bat, etc. type of attack.
Catching (CA) - whether or not a character can catch a falling object or
falling person.
Stun (ST) - after being hit, this determines whether your character is
stunned or not.
Slam (SL) - after being hit, this determines whether your character is
slammed or not. Slam is being knocked back.
Kill (KI) - after being hit, this determines whether your character is killed
or not.
6.1 +rolling - Frequently Used Commands
Personal Magic Spell List
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Universal Magic Spell List
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Dimensional Magic Spell List
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