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PLAYERS BOOK
PDF Version 1.1
Table of Contents
1: Heroes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
Definition: What Is a Hero? . . . . . . . . . . . . . . . . . . . . . . . . . . .2
Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
Character Creation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
Character Modeling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
2: FEATs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
Time Scale - the Turn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
Initiative . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
The FEAT Roll Revisited . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
Types of FEATs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
Making FEATs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
Types of FEATs II . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19
Life, Death, and Health . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31
3: The Campaign . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33
Karma . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33
Popularity and Contacts . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40
Resources . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40
4: Hardware, Magic, and More . . . . . . . . . . . . . . . . . . . . . . . .41
Equipment: Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .41
Vehicles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46
Setting Up House . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55
Magic In the Marvel Universe . . . . . . . . . . . . . . . . . . . . . . . . .61
Hardware- Building, Modifying,
and Allen Technology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65
The Resource FEAT and Building . . . . . . . . . . . . . . . . . . . . .68
Time and Building Things . . . . . . . . . . . . . . . . . . . . . . . . . . . .68
Success! or — Eureka! I have found it! . . . . . . . . . . . . . . . . .68
Kit-Bashing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .69
Modifying Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .69
Programming and Reprogramming . . . . . . . . . . . . . . . . . . . .69
Appendix A: Powers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .71
Appendix B: Talents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .89
Appendix C: Contacts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .92
Character Shoot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .94
Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .95
Power Listing . . . . . . . . . . . . . . . . . . . . . . . . .inside back cover
Universal Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . .back cover
This book is protected under the copyright laws of the United States of America. Any reproduction or other unauthorized use of the material or artwork contained herein Is prohibited without the express
written consent of TSR, Inc., and Marvel Comics Group. Distributed to the book trade in the United States by Random House, Inc., and in Canada by Random House of Canada, Ltd. Distributed to the toy
and hobby trade by regional distributors.
The names of characters herein are fictitious and do not refer to any persons living or dead. Any descriptions including similarities to persons living or dead are merely coincidental . All Marvel characters and
the distinctive likenesses thereof are trademarks of the Marvel Comics Group, MARVEL SUPER HEROES and MARVEL SUPER VILLAINS are trademarks of the Marvel Comics Group, a division of Cadence
Industries Corporation. All Rights Reserved. Game design copyright 01 1986 TSR, Inc. All Rights Reserved. Printed in U.S.A. PRODUCTS OF YOUR IMAGINATION and the TSR logo are trademarks owned
by TSR Inc. 019N TSR Inc. All Rights Reserved.
1
:
HEROES
Rank
Shift 0
Feeble
Poor
Typical
Good
Excellent
Remarkable
Incredible
Amazing
Monstrous
Unearthly
Shift X
Shift Y
Shift Z
Class 1000
Class 3000
Class 5000
Beyond
Rank
Range
0
1-2
3-4
5-7
8-15
16-25
26-35
36-45
46-62
63-67
88-125
126-175
176-350
351-UP
1000
3000
5000
Standard
Rank Number
0
2
4
6
10
20
30
40
50
75
100
150
200
500
1000
3000
5000
Infinite
Definition: What is a Hero?
A hero is an individual who uses his talents
and abilities for the good of others as
opposed to his own good. In the MARVEL
SUPER HEROES Role-Playing Game the
players take on the roles of heroes in the
Marvel Universe. A hero who is being
controlled by a player is called a Player-
Character or PC. One that is being run by
the Judge, including most opponents and
supporting characters, is called a Non-
Player Character or NPC.
Secondary abilities are Health, Karma,
Resources, and Popularity. These are
sometimes called variable abilities, as they
may change within the course of a single
adventure. All normal individuals and most
characters the players encounter have
secondary abilities. Secondary abilities may
be defined by ranks or separate numbers.
Ranks labeled "Shift" are normally used for
actions that are moved by modifiers above
or below the Feeble and Unearthly ranks
on the Universal Table. Class 1000, 3000,
5000, and Beyond levels are not available
to most heroes, but are used to define such
powerful universal forces as Eternity and
Galactus.
The rank range includes all the rank
numbers for that range. A character with a
Strength of 15 can be said to have Good
Strength. The Hero rank numbers above
the rank range are for use with existing
heroes in the Marvel Universe. Spider-Man,
for example, has Remarkable Fighting
ability (his initial rank number is 30). A new
hero entering the Marvel Universe with
Remarkable Fighting ability would have a
rank number of 26. This is because
established characters in the Marvel
Universe can be assumed to have been
improving their skills over some time.
Special abilities are skills and abilities that
are not common to all characters, and
indeed may be unique to a particular
character. These include all Powers,
Talents, Equipment, and Contacts. Special
abilities use rank numbers or modify
existing rank numbers.
Abilities
Characters in the MARVEL SUPER
HEROES game are defined by their
abilities. These abilities determine their
chances of performing certain actions in
the game. There are three types of abilities:
primary, secondary, and special. Abilities
are usually given a rank and rank number
to define their levels of power.
Ranks and Rank Numbers:
Abilities are
often defined by a word (Amazing,
Incredible) known as the ability's rank. In
the MARVEL SUPER HEROES Original
Set, each rank had a rank number; which
was used to determine effects such as
Health, starting Karma, and damage
inflicted. In the MARVEL SUPER HEROES
Advanced Set each ability has a rank and
rank number, but that number must be
within a range available for that rank. When
a rank number is not defined (a weapon
inflicts Good damage), use the Standard
Rank Number. Check the table below:
Let's look at those abilities in detail.
The primary abilities are the seven already
familiar to players of the MARVEL SUPER
HEROES Original Set: Fighting, Agility,
Strength, Endurance, Reason, Intuition,
and Psyche. These primary abilities are
shared by almost all characters in the
Marvel Universe -- they are a measuring
stick of how well a character can perform
certain acts. Primary abilities are also
called fixed abilities because while they
may be improved over time, they do not
normally change from adventure to
adventure. All primary abilities have a rank
and rank number.
Primary Abilities
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
2
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 co-ordination
• Used to determine how well a character
handles a vehicle
• Used to determine the secondary ability
known as Health
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
• 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
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
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
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)
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
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
Karma:
• Used by the hero as a measure of
experience, allowing the hero to perform
actions that may otherwise be
impossible
• Does not have a rank or rank number.
Starting Karma is determined when the
character is created by the sum of the
Initial rank numbers of the character's
Reason, Intuition, and Psyche
3
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