Marvel RPG Rules Quick Read (29 Mar 24)
Marvel RPG Rules Quick Read (29 Mar 24)
CHAPTER 4 – COMBAT
Outlines phases involved in combat includes taking a turn 26-41
Sequence of Play Starts on page 26, 1. Positions, 2. Initiative, 3. Start round, 4. Take turns in order of
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initiative, 5. Any “waiting” go, 6. Combat ends.
- Positions Outlines line of sight, earshot and range. 26-27
- Initiative Outlines the initiative process and bonus rounds/surprise 27-28
- Taking a Turn Clarifies characters take a standard action, a movement action and a reaction. Also
(?starting a round?) discusses “no action required” for common things, like reloading, turning on lights, etc., 28-29
(?starting combat?) and at GM discretion.
-- Delaying Things Discusses holding turn (waiting for a set trigger) – fixes turn in initiative for rest of
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combat. If two characters “wait” for same trigger, go by initiative.
-- Reserving Action Discusses tying to “Reaction” 29
- Standard Actions Discusses 7 standard actions (attack, dodge, escape, grab, help, move, use a power) a
29-31
character can take (during combat)
- Reactions Discusses 7 reactions (escape, fastball, help, interpose, ram, release, skulk) characters
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can take (during combat)
- Movement Action Discusses how to move, covers basic speeds, combining modes, gliding, swing-lining,
31-32
teleporting, lift/carry, sneak/hide, towing, terrain and falling prone.
- Basic Speeds Starts at run of 5’, then add +1/5 Agility. Climb, Jump, swim = 1/2 run. Jump is ONLY
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for horizontal – NOT vertical.
- Combining Types of speeds can be split between modes. When done always use lowest mode as
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overall for any combined movement.
- Lift/Carry Can carry anything equal to or smaller than own size. Smaller has no impact, equal
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reduces mode by 1/2.
TOPIC SUMMARY PAGES
CHAPTER 4 – COMBAT (continued)
- Sneak/Hide Reduces speed by 1/2, spotted by VIG check against defender’s AG 32
- Fall Prone Causes “trouble” for melee checks against defender and gives attacker an “edge”,
causes “trouble” for any ranged attacks against defender. Can crawl at 1/2 normal, costs 32
one space (foot?) to standup.
- Falling Discusses what happens if turn ends in mid air. It says “x1 DMG multiplier for 3 spaces
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fallen, assume a “space” 5’ that is x1 DMG for each 15’ fallen -2 with max of x20.
-- Additional falling There are additional rules for controlled landing, odd landings and diving.
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rules.
- Dealing Damage Discusses seven “topics”; Damage Types, Effects of Damage; Stacking DMG
33-34
multipliers; Fantastic Damage; Damage Reduction; Knockback; and Holding Back
-- Damage Types There are two, physical (reduces health) and mental (reduces focus) 32
-- Fantastic Damage Equals x2 DMG, see PG 12-13 for specifics on “fantastic rolls”.
-- Effects of DMG They say effects, they actually mean impact – 33
*** Zero Health If at zero Health it means unconsciousness and ranged attacks hit w/10 or better roll.
All “close attacks” hit automatically. Close will be defined as within 5’ for ranged 33
and/or within melee range for melee attacks. Double health DMG = Death
*** Zero Focus If at zero Focus it means demoralized and character has “trouble” on all checks.
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Double Focus DMG = Shattered, i.e., catatonic w/fear & stress
- Stacking Damage Damage multipliers DO NOT stack, use the best. Example, club gives +1 to DMG
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multiplier, but the power “Mighty 2” gives a +2 DMG multiplier. You only 2, not 3.
- Fantastic Damage Equals x2 DMG, see PG 12-13 for specifics on “fantastic rolls”. 34
- Damage Reduction Subtracts from the an enemy damage multiplier. Does NOT stack, so use best you have. 34
- Knockback Characters w/Might power also gain a knockback on Fantastic rolls. Must pick between
knockback OR double damage – can’t have both. The KB throws defender back 5
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spaces for every DMG multiplier. If objects are in the path of KB, both defender and
objects take damage.
- Holding Back Heroes can choose to do non-lethal damage instead of killing damage. 35
WEAPONS Provides chart for typical weapons types, clarifies again the DMG multipliers do NOT
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stack…you only get the best of them.
- Additional Provides additional rules for rifles, shotguns, submachine guns, frag grenades and flash-
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Weapon Rules bang grenades.
- Ammo Section states you never run out of ammo for firearms or bows and reloading does NOT
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take an action. NOTE: In regards to specialty rounds, we will keep track.
Lethal vs. non Unless specifically trying to kill an adversary, heroes will always stop at 1 point from
causing death of a defender if not using a weapon. If using a weapon, they can state they 36
intend non-lethal damage (stopping at 1 point from death).
HEALING Section covers impact of loss of health and focus and recovery. Resting recovers health
and focus = to rank for each hour they rest. Recovery is double if they sleep. Also
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explains (again) how Karma can be used for regaining health/focus. Goes into more
detail on Unconscious, demoralized, killed and shattered.
CONDITIONS Covers some typical conditions which may impact players/opponents, they include:
Ablaze, Bleeding, Blinded, Deafened, Demoralized, Grabbed, Paralyzed, Pinned, Prone, 37-38
Shattered, Stunned, Surprised and Unconscious.
TEAM Covers how to work as a team (for benefits). Discusses maneuvers, activating them,
38-39
MANEUVERS offensive ones, defensive ones.
OBJECTS Discusses impact into and use of superpowers against objects. Chart on PG 39 & 73
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gives idea on sizes of objects w/various examples, modifiers and DMG multipliers, etc.
- Attacking Objects Covers basics needed to do this 40
- Plowing Through Covers how heroes/villains impacting on objects affects them. There is a chart for basic
damage to breach typical objects.
TOPIC SUMMARY PAGES
CHAPTER 5 – PC GENERATION
CONCEPT Discusses basic concept of who your hero is and who they might be team up with. 44
BUILDING PC Covers six steps 44
- Rank You get 4 points to spend on abilities or powers for each rank. There might be caps for
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specific Marvel heroes. Starting ranks are based on the game being run
- Ability Scores You get 5 points per rank to spend on ability scores. These points cannot be used for
powers. You can lower scores on a one-for-one swap to raise other scores. Abilities 44
cannot be lowered below -3.
- Ability Defense Base of 10, + whatever the ability score is = defense score. 44
- Backstory See CH 6 (PG 21 & 51-63) 45
- Powers See CH 7 (PG 67-81). Start w/4, +1 if focused. Basic does not count against focus. 45
- Other Scores Discusses Health, Focus, Damages, Initiative Modifier, Size, Speed and Karma. These
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are all previously covered at CH 3 summary above.
- PC Data Discusses items on PC sheet and provides example character. 46-49
- Gaining Ranks Discusses how to climb in rank and references CH 10 (PG 288, “Gaining Ranks”) 49
- Rank Bonuses Provides a chart for developing higher level characters or allowing progression. The
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progression is: +1 Rank = +5 Ability Points, +4 Powers and +1 Karma.
CHAPTER 6 – BACKSTORIES
- Traits/Tags This is already covered above. You get One trait +1/each LVL. Tags are not limited.
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See book for more.
- Origins You “typically” get one origin to start. Provides a list of possible origins for characters
51-57
in the MU. Many of these provide specific tags, traits, occupations and/or even powers.
- Occupations You will have at least one occupation, and may have (not mandatory) 1 additional
57-59
occupation/rank. Occupations may come with either tags or traits (or both).
- Traits The description of traits is covered here. 59-63
- Tags These are “flavor” for the character. You pick them up with selected origins and
occupations and can also select others (w/GM approval). Some tags are restricted to
specific origins.
CHAPTER 7 – POWERS
- Picking Powers This recovers the “4/Rank” and +1 for focusing. It also reemphasizes you can spend
these points on Ability Scores. It also clarifies you can spend them on traits (see “Extra 67
Power Picks”).
- Power Sets Briefly explains you must have the “1” before you can take “2” power. Also provides a
brief description of every powerset (Basic is at the end, PG 75). References a chart with 68-
all available Power Sets on PG 74-78.
List of Powers There is a specific breakout of each Power Set on pages 76-80. 76-80
POWERS Brief explanation of power nomenclature. Clarifies the 1 before 2 thing, explains
durations, breaking concentration, spending focus.
- Spending Focus Characters are limited to spending 5xrank in focus at one time. Also spend more than
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what would reduce below 1 focus.
- Stacking Effects Power effects DO NOT stack with each other or with abilities/items. Always use the
best buff when this occurs. Also, speed effects do not stack.
- Power Detailed descriptions of each power…in alphabetical (not power set) order.
81-131
Descriptions
CHAPTER 8 – PRESET CHARACTERS
Profiles Detailed descriptions of preset characters…in alphabetical order. 133-
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TONY’s WORKSHOP RULES – RULES ADDENDUM
School Provides a way to gain ability/power points and a trait in advance of the new level and
as a way to achieve the level. We’re going with AP, AP, PP, AP, PP, Trait, AP, PP, AP &
PP. Once all 10 are achieved, PC moves to next level. It is acceptable to bank PPs until PG 1
next rank is achieved – in case PC wants a power only available to the next level.
NOTE: The PC needs to recalculate stats for checks each time an ability is increased.
Ultimate Fantastic If an “ultimate” fantastic initiative rolled, in addition to the bonus round, the roller also
Initiative Rolls gets to change the M die to “M” on one ability check accomplished during the bonus 1
round.
Webcasting The break free TN is now 18 instead of 20. 1
Disarm A PC, NPC or enemy can make a close or ranged attack on an object (weapon or other 1-2
item) in an opponents hand, instead of targeting them. This must be done with a
Trouble. If it is a melee attack, and the opponent is already grappled by the attacker,
there is no trouble. The Troubles stack (see entangled Trouble) if an target of the disarm
is grappled by another opponent. On success, target drops targeted object. On Fantastic
roll the attacker can choose to destroy the object. IF the disarm is done by an attacker
who has grappled an opponent, they can choose to destroy or take the object. Disarm
can only be done against handheld objects – not mounted objects. NOTE: If the
object is attached to the opponent (e.g., part of the individual, battle armor, etc.) the
object will not be dropped, but on a Fantastic roll would still be destroyed.
Henchmen A quick way to create Henchmen is to give them 1 Ability Point in all areas but Ego, 1 3
Power and 1 Trait for each Rank assigned to them. It is acceptable for the GM to
modify this rule to increase an ability in one area while lowering it in another. Or to
sacrifice a Power to raise an ability by 1 point.
Battle Slider We will not be implementing this rule set for our games. 4