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Expert Net Edition Judges Handbook

Expert Net Edition Judges Handbook - Classic Marvel Forever€¦ · The Marvel Super Heroes Advanced Set (also called MSHAS — if you can pronounce that) is the next step in the

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Page 1: Expert Net Edition Judges Handbook - Classic Marvel Forever€¦ · The Marvel Super Heroes Advanced Set (also called MSHAS — if you can pronounce that) is the next step in the

Expert Net Edition

Judges Handbook

Page 2: Expert Net Edition Judges Handbook - Classic Marvel Forever€¦ · The Marvel Super Heroes Advanced Set (also called MSHAS — if you can pronounce that) is the next step in the

Welcome to the next step.

The Marvel Super Heroes Advanced Set (also called MSHAS — if you can pronounce that) is the next step in the evolution of one ofthe most popular heroic RPGs of all time. While the Marvel Super Heroes Original Set (MSHOS -the yellow box) was a down-anddirty,cola-and-pretzels, dirt-simple introduction to role-playing, this product is different.

This product assumes you know what you’re doing.

Unlike the Original Set, this set starts with the basic assumption that you have played RPGs before, most likely the Original Set. (Forthose who have wandered into this book despite the big letters declaring that this is an Advanced set, don’t worry — we summarizethe major points from the previous set as we go along, both for your benefit and players of the Original who don’t want to be flippingbetween two books.) You know what role-playing is. You’ve had characters that could web-spin up a storm, could wall-crawl with thebest of them, and those that were the best at what they did (snikkt!). Now you’re ready for more than your standard going toe-to-toewith the Hulk. This set of two books (a 96-page Players’ Book and a 64-page Judge’s Book), along with additional cards, maps, andstand-ups is for you.

Don’t let the size of this product, the amount of text included, put you off. Some is familiar ground, further explanations of FEAT rollsand abilities that have developed in the two years since the creation of MSHOS. Ideas that have worked their way in by a variety ofsupport products, by a number of different hands, are brought together here, clarified, and codified. Most are new expansions on therules of the game, retaining the basic mechanics of the game but breaking them out into a fuller campaign sense, Resources.Popularity. The new Contacts section, All of these are brand new, designed to add depth to your characters and campaigns.

The nature of your own heroes is changed, as we fill in the gaps in the Universal Table, allowing for more rapid advancement, andconcentrating on the hero that YOU want to create. New combat strategies are dealt with, along with the use of Powers in combat.

But before I spin off into comic-book hyperbole, let me state: this is an expansion, not a revision. Certain game mechanics have beenmodified, but the game is designed to retain the flavor and basic rules of the original, and any adventure written previously for theOriginal Set should be equally at home with the Advanced Set, The only difference is the players have a lot more options available tothem, The Original Set is neither reduced nor outdated by this product, and will remain as an introduction to Role-Playing, the startingpoint from which this only offers new frontiers and options.

This new book provides a lot of options. New combat tactics, including blindsiding, shockwaves, and the ever-loving fastball special.New equipment, new weapons, and new vehicles, New ways for the characters to spend their money, New things to build. A lot ofnew Powers, and more information on the old ones,

All in all, there is enough in here to give you, the players, a new lease on your super-heroic lives, and enough ideas to keep you, theJudge, hopping. Of course, the Judge’s Book contains a similar amount of information on how to handle the players. Fair is fair.

As noted above, this book comes from the thoughts, comments, and input of a number of sources. Kim Eastland developed the magicsystem in the form which you see here and beyond, Jerry Epperson provided the basis for the section on building and invention.David E. Martin provided the ideas for Plant Control. The Turning Page and Polaris Comics gave us help with support materials, ChrisMortika supplied us with one of our favorite sections — and least-known super-heroes, Kate Novak, Roger Moore, Joe Karpierz, DaveCollins, Ed Sollers, Steve Winter, and Harold Johnson provided feedback in an incredibly short time. Margie Neville and PeterSanderson of Marvel Comics Group provided review, comment, and official approval. Most of the Mighty Marvel bullpen fieldedquestions ranging from the mundane to the bizarre. Karen, Jeff, Dennis, Diesel, Colleen and Betty slaved away through the longhours to convert the original manuscript into a readable, presentable form,

And most important of all, thanks to those who have sent comments and questions, wrote long epistles, and button-holed me atconventions, who offered support and ideas and started me thinking on this project in the first place. A special thanks to you. This isthe result of your effort and input as much as mine, The MARVEL SUPER HEROES Role-Playing Game is a growing entity, a gamethat should continue to grow as long as people are interested in telling the tales of their favorite heroes.

This is the next step in that growth.

Jeff Grubb10 March, 1986

Game design by Jeff GrubbEditing by Karen MartinGraphic design by Dennis KauthTypography by Betty ElmoreCartography by Dave LaForceCover art by Alex RossInterior art by Jeff Butler and the Marvel BullpenLayout by Colleen O’Malley

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JUDGE’S BOOK

ISBN 0-88038-368-2TSR, Inc.

PRODUCTS OF YOUR IMAGINATION 6871XXX1902PDF Version 1.5

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Table of Contents1: What is a Judge?. . . . . . . . . . . . . . . . . . . 3Judging Situations . . . . . . . . . . . . . . . . . . . . . 4FEATs and Intensities` . . . . . . . . . . . . . . . . . . 4Judging Combat . . . . . . . . . . . . . . . . . . . . . . 7Judging and Healing . . . . . . . . . . . . . . . . . . 10Judging Power Stunts . . . . . . . . . . . . . . . . . 11Fire and Ice . . . . . . . . . . . . . . . . . . . . . . . . . 12Contacts and Resources . . . . . . . . . . . . . . . 13Judging and Building Things . . . . . . . . . . . . 14Special Requirements . . . . . . . . . . . . . . . . . 14Judging and Other Dimensions . . . . . . . . . . 152: Campaigns . . . . . . . . . . . . . . . . . . . . . . . 17The Marvel Universe—An Overview. . . . . . . 17Running a Marvel Universe Campaign . . . . . 17A Marvel Universe of Your Very Own . . . . . . 17Running Adventures . . . . . . . . . . . . . . . . . . 17Night of the Dreadnoughts . . . . . . . . . . . . 18Running the Bad Guys. . . . . . . . . . . . . . . . . 19Villains and Karma. . . . . . . . . . . . . . . . . . . . 20Villains, Popularity, and Resources . . . . . . . 21Random Events . . . . . . . . . . . . . . . . . . . . . . 21Final Summary for Judges . . . . . . . . . . . . . . 223: Characters . . . . . . . . . . . . . . . . . . . . . . . 23Heroes . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23Villains. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42Entities of Great Power . . . . . . . . . . . . . . . . 54Animals, Aliens, and Supporting Cast. . . . . . 58Character Sheet . . . . . . . . . . . . . . . . . . . . . 64Index . . . . . . . . . . . . . . . . . . inside back cover

This book is protected under the copyright laws of the United States ofAmerica. Any reproduction or other unauthorized use of the material orartwork contained herein Is prohibited without the express writtenconsent of TSR, Inc., and Marvel Comics Group. Distributed to thebook trade in the United States by Random House, Inc., and in Canadaby Random House of Canada, Ltd. Distributed to the toy and hobbytrade by regional distributors.The names of characters herein are fictitious and do not refer to anypersons living or dead. Any descriptions including similarities topersons living or dead are merely coincidental. All Marvel charactersand the distinctive likenesses thereof are trademarks of the MarvelComics Group, MARVEL SUPER HEROES and MARVEL SUPERVILLAINS are trademarks of the Marvel Comics Group, a division ofCadence Industries Corporation. All Rights Reserved. Game designcopyright ©1986 TSR, Inc. All Rights Reserved. Printed in U.S.A.

TSR, INC.POB 756Lake Geneva WI 53147

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Any role-playing game, adventure, or store-bought module or accessory is only asgood as the Judge that uses it. The Judgeis the key to the entire operation; withouthim (or her, for there are excellent judges ofboth genders), the best RPG in the worldbecomes no more than interesting reading.

So, what is a Judge? A Judge is the stage-setter, the tale-teller, the mediator,and the narrator. The Judge fills in thebackground, describes what the playercharacters see, and operates the non-player characters, ranging fromultimate menaces to the universe to small-time crooks to innocent bystanders toother heroes and forces of the law. TheJudge decides if a character's action issuccessful or if a villain escapes. TheJudge provides the challenges for theheroes and the information that lets them triumph.

To say that the Judge works against theplayers, since he (or she) runs the badguys, is misleading and downright wrong.Rather, the Judge works with the players toproduce a pleasing, entertaining tale thatcan be related later with a smile ("Hey,remember the time I had Teflon Kid andchallenged Spider-Man to a duel?").

Entertainment is the key. The Judge andplayers, working together, produce thescript for their own comic book. Together,Judge and players produce a final productworth talking about.

The specific roles of the Judge are:• Describe the situation to players, fromthe player-characters' viewpoint.

• Answer the player's questions andclarify statements. • Role-play the various non-playercharacters (NPCs) the player-charactersencounter. • Handle game mechanics. • Make rulings when called upon in gamesituations.

Describe situations: The Judge is the eyes,ears, and other senses of the players. TheJudge tells the players what they see fromthe viewpoint of the characters. If a herowalks by a bank in the middle of a hold-upthe Judge might say, "You see a brownsedan in front of the Last National Bank, itsengine running. Looking through the plateglass window into the bank, you see a pairof men in stocking masks with handgunsmaking an illegal withdrawal. The bankpatrons are lying on the floor." From theplayers' viewpoint, a third robber just insidethe door is not visible, so the Judge makesno mention of him until the player-characteris in a position to sense him (or the thirdrobber makes himself known by attackingthe hero).

Answer questions and clarify statements: Inany described situation, there will always bequestions. It's the nature of the game forplayers to try to gather as much informationas possible because it a) gives them thebest chance to understand the situation andreact accordingly, and b) it eats up time untilthey or their comrades can come up with anidea to handle the situation. With both ofthese practices in mind, the best type ofanswers to give are clear and brief, again,based upon what the characters in the

game can see. In the above example, theplayer may ask "Do I see any other robbersin the bank?" The Judge would respond,"None that you can see." Such literalanswers have the dual purpose of creatingthe illusion of reality (the players are notomnipotent) and driving the players crazy(the players are not omnipotent). As a ruleof thumb, if a player looks for exact details,changes position to gather moreinformation, or asks more than threegeneral questions, the Judge can rule thatthat character's action for that round isobserving and go to the next round.

Role-Play the NPCs: A non-player-character is any character not controlled bythe players. This includes all the bad guys,as well as the innocent bystanders, theforces of the law, animals, and otherheroes as well. In role-playing the NPCs,the Judge gets a chance to do a little play-acting, so have fun. Use different voicesand accents, try to sound like the characteryou are portraying (be it Doctor Doom orthe Irish Chief o' Police). Voice can transmitclues as well as anything else.

Often the decisions of the NPCs aredetermined by die rolls, particularly in thecase of Popularity FEATs. Work theseresults into your character. If a characterhas been Friendly to the players throughoutthe adventure, and suddenly gets a bad dieroll, that character does not suddenlybecome Hostile (in most circumstances).The character would like to help, but doesnot know the information, cannot give it out,is uninterested, has a pressing engage-ment, or simply changes the subject.

Finally, when role-playing NPCs, use thesame approach for what they know as forwhat the players know. Their information islimited as well. A low-level flunky might notknow exactly what Doctor Octopus is up toand no matter what prodding the playersbring to bear he cannot reveal more.

Handle Mechanics: The Judge runs thecombats, determines what everyone isdoing in a single round, and handles theattacks for the NPCs. The Judge alsodetermines what FEAT rolls need to madeat which time. The standard mechanics thatare the Judge's province are handled in thenext section.

Make Rulings: This is the hardest of theJudge's jobs, since there will always bedecisions where the Judge must make ajudgment call, where the rules could permiteither of two results. Whether actions are

3

1: WHAT IS A JUDGE?

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possible, whether a character can attempt aPower stunt, what type of result is required,whether a character can add a Power,Talent, or Contact, all are judgment calls theJudge must make in ordinary play. The thingabout such calls is that what you allow anddo not allow is up to you. You can have a"wa-hoo" campaign with every characterperforming all manner of Power stunts, or ahard. gritty game where character interactionis supreme and characters do not try to usetheir Powers in new and strange ways.

The other thing about making such rulingsis that the Judge should be fairly conversantin the rules. The Judge does not have to bean absolute expert in all manner of Powers,but should be knowledgeable about whatthey do (especially the ones the playerscontrol). Being able to find the rule you arelooking for in the books is more importantthan remembering the rule verbatim. Theplayers will quickly become absoluteexperts on their characters' Powers. and, inthe case of those running denizens of theMarvel Universe, will acquire examples oftheir characters pulling off some incrediblePower stunt or another.

While there will be self-appointed expertson all manner of Powers, there will also bethose playing the game who have read justenough to know what is going on, andenjoy playing the game. This is the otherreason the judge should be aware of hisruleset—not every player will inform theJudge of what he or she can and cannotdo, until (perhaps) after the fact. Beingaware of your players' potential and how itaffects your campaign is critically important.

Judging SituationsJudging and CharacterSituationsThe first "hurdle" for a Judge is when theplayers begin to design their owncharacters. For first-time Judges it isrecommended that pre-generated characterschosen from those listed on cards be used.After a few encounters to give you a feel forthe game, give your players the option ofcreating their own heroes.

Creating generated characters is fairlystraight-forward. The Judge is called intothe process when dealing with limitations.

Limitations are a method of controlling apowerful or enhanced Power in the playercharacter's hands. Pre-generated

characters already have their limitationsstated in their character descriptions (forexample, Nightcrawler's "Blending" Poweronly functions in dark locations). Suggestedlimitations, and the maximum rank to which aPower should be raised by these limitations,are detailed on page 9 of the Players’ Book.

In general, when assigning limitations, theJudge should think of them as difficult butnot impossible. Wall-crawling that onlyworks in deep space is nearly useless tothe player with that Power. in particular ifthe player is creating a character for anurban-style campaign. Use the limitationsto form the tenor of your own campaign,and to prevent Powers that are too strongfrom upsetting the balance.

If a player is raising a Power by acceptinglimitations, the player may reject theJudge's limitation and choose to have hisPower at the original unenhanced level (nosecond chances). A player may not soreject a limitation when the limitation iscalled for by the Power. Powers thatrequire limitations are generally morepowerful than most. The Judge should setthe restriction according to the initial Powerrank of the limitation-requiring power. (Thisis a case where taking a Power at arelatively low rank — with a minor limitation— and increasing it through experience isin the player's best interest.)

To determine the limitations on a characterattempting to raise multiple Powers with asingle limitation. take the highest maximumrank and raise it by +1CS for eachadditional Power being raised to determinea suitable limitation. If a character had threePowers, the highest of which would beraised one rank to Excellent, but wishes toraise all three Powers by a limitation, thenthe Judge would look under the Maximumof Incredible table for suitable limitations.

Judge's Option: If most or all of acharacter's super-human Powers arecombined under a single limitation, theJudge may assign as a limitation the PowerAlter Ego. How can an Alter Ego. definedas a Power. be a limitation? In this case theJudge controls the transformation from theAlter Ego to the hero and vice versa, eitherby some action, word, deed. or situation. Inaddition, there may be unique situations(such as exposure to exotic radiation, orbeing struck by lightning) that may force atransformation from hero to alter egoinvoluntarily. The player may negate theseeffects by "purchasing" the Alter Ego Powerat the level equal to the maximum of the

modified Powers.

Character Modeling: Modeled charactersare probably the most difficult to create.because they are a joint project betweenthe Judge and the player. Either the playerhas some favorite hero that has not beencovered. or has created one of his ownwith Powers beyond the bounds of thosecovered in this text.

As noted in the Players' Book, the playercan "set" the abilities of a hero by checkingthe character's abilities against those of thecharacters and descriptions listed in thePower Roster Tables. The Power Rostersare a guideline only.

For characters native to the MarvelUniverse. this table is fairly complete. Justabout everyone has fought everyone elsein the Marvel Universe, so a good idea ofcomparative strengths and weaknesseshas already been established. Forcompletely original characters, no suchhistory of their actions exists. As arecommendation to Judges, be prepared toknock down the initial abilities of these"new" characters by one rank each. This isfor no reason other than to provide somegrowth for the character in the campaign.

Powers for modeled characters may besimilar to those listed in the Players’ Book,derived from those Powers. or similar toPowers that are noted specially forparticular Marvel Super Heroes. Totallyoriginal Powers may be developed, but it ishighly recommended that such Powershave a limitation equal to the initial Powerrank +1CS.

Finally, modeled characters should havetheir initial Karma and Health set as pre-generated characters if they have a "trackrecord" in the Marvel Universe (even sobrief a one as the Osprey). If a modeledcharacter is completely new to the MarvelUniverse, set initial ability scores at theminimum values, as for generatedcharacters (with the equivalent lowering ofHealth and Karma).

FEATS andIntensitiesThe success of character actions is basedon the FEAT roll. A player may be trying fora green, yellow, or red result on a particularFEAT to determine success. What color isneeded is determined by the Intensity of theFEAT. So who determines the Intensity?

4

JUDGING SITUATIONS

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5

Power Rosters

EnduranceRank DescriptionFB Reduced or impaired abilityPR Minimal ability or exerciseTY Occasionally exercise GD Moderate exerciseEX Regular exerciseRM Intensive exerciseIN Enhanced abilitiesAM Enhanced and trained abilities

MN Rarely tires, great fortitude

UN Immeasurable, never tires

FN Super-human staminaSP Super-human stamina with training

WN Godlike

IntuitionRank DescriptionFB Unaware of surroundings, limited or impaired sensesPR A little slow on the uptakeTY Normal human levelsGD Above average intuitionEX Fine eye for detailRM Detective skills or backgroundIN Strong empathic sense; gut feelingAM Deep intuition

MN Superhuman senses

UN In touch with universe, cannot be blind-sided

FN In tune with all surroundings, strong hunchesSP Enhanced senses

WN Senses beyond extraordinary

ReasonRank DescriptionFB Couch potato, uneducatedPR Primary school education. Limited exposure to technologyTY Secondary school educationGD Bachelor's degree equivalentEX Master's degree equivalentRM Doctorate equivalentIN Multiple disciplinary, advanced degreesAM Genius: Level 1; can understand alien tech

MN Alien genius - Improve and modify alien technologies

UN Knows all human and alien technologies

FN Genius: Level 2 (Multi-focus); create leading techSP Alien genius

WN Near Omnipotence

FightingRank DescriptionFB No training or abilityPR Normal human abilityTY Minimal training or natural ability GD Some formal trainingEX Regular, formal trainingRM Superior talentIN Superior talent with trainingAM Master of several forms

MN Super-human maximum potential

UN Super-human with intensive training

FN Maximum human potentialSP Enhanced Human potential, Extensive experience

WN Super-human with some training, master of all racial forms

StrengthRank DescriptionFB Able to press up to 50 lbs.PR Able to press up to 100 lbs.TY Able to press up to 200 lbs.GD Able to press up to 400 lbs.EX Able to press up to 800 lbs.RM Able to press up to 2000 lbs. (1 ton)IN Able to press up to 10 tonsAM Able to press up to 25 tons

MN Able to press up to 80 tons

UN Able to press up to 100 tons

FN Able to press up to 50 tonsSP Able to press up to 65 tons

WN Able to press up to 90 tons

AgilityRank DescriptionFB Physically limitedPR Clumsy, inaccurateTY Normal human reactionsGD Some training in dexterity and accuracyEX Intensive training in dexterity and/or accuracyRM Olympic athleteIN Olympic gymnastAM Maximum human potential

MN Super-human sense of dexterity and accuracy

UN Movement and reactions in a flash, rarely misses

FN Super-human sense of dexterity or accuracySP Enhanced human potential

WN Super-human potential with extensive training

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The Judge does.

Standard Intensities and the abilities towhich they apply are listed on the IntensitiesTable. These are the basics, the defaultconditions, of these various objects andsituations. If the ability of the character is ofa higher rank (not rank number) than theIntensity, a green or better result indicatessuccess. If the ability of the character is ofequal rank of the Intensity, a yellow result orbetter is needed. If the Intensity is greaterthan the ability or Power, then a red result isneeded. There can be Automatic FEATs andImpossible FEATs as well.

Determining Automatic and ImpossibleFEATs: The Players' rules state that aFEAT can be considered Automatic if theIntensity is three ranks lower than theAbility being checked, and Impossible if theIntensity is more than one rank above theone being checked. This is a general rulefor handling FEATs, though the Judge maybend it at his discretion. A Judge may askfor a FEAT roil for Automatic actions, orpermit a FEAT for impossible actions underlimited circumstances:

• If time is of vital import to an automaticaction being permitted. • If the action being impossible wouldresult in certain death of the character.

Example: If a hero had an Intuition of Mon-strous, finding a hidden passage would beautomatic. But, since time is of the import,the Judge can call for an Intuition FEAT, withfailure indicating the door is found nextround. Similarly, if the entrance to the room issuddenly sealed and the room fills with toxicgas, such that the only way for the player tosurvive is to find the hidden door, the Judgemay permit a FEAT roll to find the door eventhough the hero's intuition may be Typical orless, making the FEAT impossible.

This brings up one of the basic guidelines ofJudges: "Give the Players an Even Break."This is not to say the Judge should givethem what they want on a silver platter—they have to work (and spend Karma) for it,only that situations will exist where theJudge may have to permit them attempts tosurvive. What happens in a situation whichis unprepared or uncalled for, such asSpider-Man wall-crawling on a rain-lashedsteel surface, or an invisible character beingpursued by heat-tracing devices? At this

point the Judge has to wing it.

As Judge, first determine in your mind whatthat FEAT Intensity should be, withoutregard to the abilities of the charactermaking that FEAT. A rain-lashed surfacewould be a bit more slick than a normal steelsurface listed as Good in the Intensity tablesand under wall-crawling), but less slick thana surface coated with oil (Remarkable).Hazarding a guess, the FEAT Intensity mightbe Excellent. In the second case, unless thecharacter can Power stunt into the range ofheat radiation, the missiles will find theinvisible hero. If the hero tries to Powerstunt, he may have a Power rank -1CSchance of evading the missiles.

In cases where there is too much informationmissing, go to a "default condition." This isthe last resort of Intensities, and states that,it the Intensity is unknown and likely unknow-able, the Intensity of the FEAT is equal to theability of the character trying to make theFEAT. In other words, a yellow FEAT rollresult is needed for success. Since mostimportant Intensities are usually determinedin advance by the Judge or in the adven-ture itself, this "default condition" helps to

6

Resources Rank DescriptionFB Reduced circumstances, unemployed, on Social Security or allowancePR Freelance, poor credit risk, lower middle class, studentsTY Salaried employment, middle class GD Professional employment, middle classEX Small inheritance, small business, upper middle class, Avenger's stipendRM Large business or chain of businesses, established trust fund, upper classIN Small corporation, millionaireAM Medium corporation, multimillionaire

MN Multi-national corporation, government branch or military of major country, billionaire

UN Major country, mega-corporation

FN Large corporation, small countrySP Medium country, huge corporation

WN Multibillionaire, Great Britain

PsycheRank DescriptionFB Easily dominated or programmedPR Young, untrained, or hampered in sense of willTY Normal human willpowerGD Resist ordinary mesmerismEX Some experience with mental control and/or mystic forcesRM Trained in resisting outside will-dominating forcesIN Highly trained, or possessing great strength of willAM Intensive training with mental powers

MN Intense training in mental powers, with experience

UN a closed mind, practically uncontrollable by outside means

FN Indomitable willpowerSP Enhanced willpower

WN Among the most focused wills

PopularityRank DescriptionFB Reclusive, little knownPR Known to law enforcementTY Known to local populaceGD Liked by law enforcementEX Known to mass mediaRM Liked by general publicIN Liked by mass mediaAM Household name

MN Living (or non living) legend

UN Living Icon

FN MegastarSP Worldwide fame/acclaim

WN Interstellar/dimensional fame

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7

JUDGING COMBAT

speed play while not slowing down theplayers. (Of course, there is no rule sayingyour have to tell the players it is a defaultcondition — this is merely a shortcut youcan use.)

Judging CombatThe greatest amount of judging involvesconflict, in particular with the player-characters on one side and the Judge-controlled NPCs on the other. The basicformat for battling is laid out in the Players'section, but bears repeating here:

1) The Judge determines actions. 2) The Players determine and stateactions. 3) Initiative is rolled. 4) Pre-Action rolls are made. 5) Actions of the side that has initiativeare made and resolved. 6) Actions of the side that lost initiativeare made and resolved.

When the Judge determines the actions ofthe characters he controls, he is effectivelyrole-playing those characters. As such, theJudge's actions are limited to what thosecharacters may know or see. The Judgemay know that Spider-Man is hangingdirectly above the head crook in theshadows of the warehouse, but since thehead crook does not know this, said crookcould not act on this knowledge until theplayer running Spider-Man does somethingto bring attention to himself.

The Judge mentally commits to his actionbefore asking the players what theircharacters are doing. The Judge can writedown the actions if he wishes, either as areminder of special actions the charactersshould perform or to keep track ofcharacter actions in long, multi-characterbattles, The Judge should not change hismind after committing, even if the Playerspull some trick that destroys the villain'splans. The simple fact is that the Judgeholds most of the cards, and has a largesupply of bad guys, challenges, andtroubles with which to besiege the heroes.

There will be situations where the players maygrab initiative and likely negate or foil the badguys' actions. In this case, the Judge maycheck to change actions in the Pre-actionsection of the turn. Such changes are alwaysAgility FEATs, with the limitations as for player-characters noted in the Players' section. Anychange of actions requires a yellow FEAT, andany actions in that remaining turn are at -1CS,whether or not the action was changed.

Example: Turk (NPC) and Daredevil (PC)are in a fight in a barroom. There is a gunlying on the floor. You (the Judge) decideTurk (the character you control) shouldmake a dive for the gun. The Daredevilplayer decides to kick the loose gun awayand tells you so. The Daredevil playergrabs initiative. Daredevil will likely kick thegun away before Turk reaches it, so it istime to reexamine Turk's options. UsingDaredevil's distraction to dive for coversounds like a good idea. Make a yellowAgility FEAT for Turk. Success indicates theattempt to change his action is successful,and Turk can try to dive behind a table(Agility FEAT at -1CS). Failure indicatesthat Turk dove for the gun, which waskicked away by Daredevil. Turk is flat onthe floor in front of Daredevil. and -1CS onany actions he takes that round. At the startof next round Turk no longer has the -1CS,but you, the Judge, should decide Turk'saction in this situation.

If, in the above example, the Judge deter-mined to go ahead with Turk trying for thegun, on the off chance that Daredevil mightmiss the kick, no penalty would apply, thoughif the gun were kicked away Turk would be inthe same general position as if he tried andfailed (on the floor in front of Daredevil).

The Pre-Action part of the turn is whencertain actions may occur that are not con-trolled by initiative. These include timed de-vices, such as bombs exploding, trap doorsopening, and timed bank vaults unlocking.These actions can occur here because theymay catch the villains and heroes alike off-guard, negating their actions for a round.

Column Shifts in combat: The Column ShiftTable summarizes the various factors thatmay shift the column in combat. ColumnShifts may be applied to hits, to damage, orto all FEATs.

Column shifts that affect hits shift theresults column used to the right or left,depending on whether the shift is positiveor negative. An attack using Amazing Agilitythat receives a +1CS will be resolved onthe Fantastic column instead. Make allcolumn shifts before the dice are rolled.

Column shifts that affect damage alter theamount of damage inflicted depending onwhether the shift was to the right (positiveCS) or to the left (negative CS). A positiveCS to damage raises the damage to thelowest rank number in the applicable rankrange Ian attack inflicting Excellent (17)damage that gets a +1CS to damage is

raised to Remarkable (26), one of Poor (4)raised +2CS is Good (8)). A negative CS todamage lowers the damage to the standardrank number of the rank below. (An attackof Excellent (17) damage that gets a -1CSto damage inflicts Good (10) damage.)

Column shifts that affect all FEAT rollsaffect all FEATs in the noted round.Damage is not a FEAT roll, so it is notaffected, but Endurance FEATs, defensiveFEATs, and any Power stunts are.

Special Situations in Combat: The tablealso lists certain situations where externalfactors may affect the combat situation.

Dancing in the Dark: There are two types ofdarkness — Night and Dark. A Nightsituation is a reduction of available light,though light sources exist (city lights, themoon, the stars), while a Dark situation isone involving the elimination or totalreduction of light (in a cavern orwindowless building with the lights out, anovercast night in the country).

Night is considered Typical Intensitydarkness for FEAT rolls. Maximum sightrange is 5 areas, so weapons and Powersmay not be fired beyond that range. Firingin darkness is done at -1CS, though normalmelee combat may take place.

Dark conditions are considered ExcellentIntensity darkness unless stated otherwise(by Darkness Generation Powers, forexample). Normal sight is limited to theimmediate area of the character (about 2feet). All FEAT rolls are -2CS when in Darkconditions, including combat and use ofPowers.

Combat and Weather: Atmosphericconditions may also affect fighting. asnoted in the cases below. For intensities,see the Intensity Table.

Fog: Fog reduces normal sight to 1 area.Those firing weapons, using distancePowers. or throwing objects receive a -1CSpenalty for fighting in fog.

Rain: Firing objects, using distancePowers. or throwing objects receives a -1CS penalty. A heavy rain extends thispenalty to all FEATs. Rains slicken normalsurfaces. so FEATs involving climbing orwall-crawling and control FEATs forvehicles are at -1CS.

Heat: High temperatures reduce thefighting effectiveness of those involved. A

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Intensity Tables

Fighting FEATsMaking 2 attacks/round Remarkable intensityMaking 3 attacks/round Fantastic intensity

Agility FEATsCatching a falling object Feeble intensityWalking a balance beam Good intensityUsing a dodge manuever against bullets Excellent intensityCatching thrown objectsWalking a tightrope Remarkable intensityAttempting to dodge bursts of bullets Incredible intensityCatching arrows in flight Fantastic intensityDodging laser fire of energy weapons Monstrous intensityCatching bullets in flight Unearthly intensity

Strength FEATsLifting up to 50 lbs. Feeble intensityLifting 51-100 lbs. Poor intensityLifting 101-200 lbs. Typical intensityLifting 201-400 lbs. Good intensityLifting 401-800 lbs. Excellent intensityLifting 801-2000 lbs. (1 ton) Remarkable intensityLifting 1-10 tons Incredible intensityLifting 10-25 tons Amazing intensityLifting 25-50 tons Fantastic intensityLifting 50-65 tons Spectacular intensityLifting 65-80 tons Monstrous intensity

Reason FEATsSimple machines Feeble intensityComplex machines Poor intensityCommunication by gesturesAppliances Typical intensitySimple Electronics Good intensityCommon Vehicles Excellent intensityComputer design and programming Remarkable intensityAbility-modifying devices Incredible intensityStardrive, Time Travel Fantastic intensityTeleportation Monstrous intensity

Obvious items (number of people present, Poor intensitycondition of room)Detail work (position of objects, Excellent intensitythings missing or added)Discovering “typical” hidden door Excellent intensityor secret passageSense "wrongness" about an area, Incredible intensityperson, or objectSense presence of others that may be Monstrous intensityhidden, concealed, invisible, or astral

Psyche FEATsIntensity of standard hypnosis and Good intensitymesmerismIntensity of standard mind control Remarkable intensitydevicesIntensity of standard terran magic Incredible intensityIntensity of standard Asgardian magic Monstrous Intensity

Other IntensitiesA single match Feeble intensityCampfire Poor intensityBurning room Typical intensityBurning house Excellent intensityBurning warehouse and supplies Remarkable intensityBurning non-explosive chemicals Incredible intensityInside of a blast furnace Amazing intensityBurning explosive chemicals Monstrous intensityInteror of a volcano Unearthly intensitySurface of a star Class 1000 intensityCommon Cold Feeble intensityCommon Flu Good intensity

Radiation, Ancient A-bomb blast Feeble intensityRadiation, Recent A-bomb blast Excellent intensityInterior of an active nuclear reactor Spectacular intensityRadiation of a vial of plutonium Incredible intensityRadiation of A-bomb blast Monstrous intensitySlickness of ordinary concreteSlickness of ordinary brickwork Feeble intensitySlickness of glass and steel Typical intensitySlickness of polished steel alloys Good intensitySlickness of surface covered with ice Excellent intensitySlickness of surface covered with oil Remarkable intensitySlickness of non-stick surfaces Incredible intensitySlickness of frictionless surfaces Class 1000 intensityDarkness under night conditions Typical IntensityDarkness under dark conditions Excellent intensityDarkness under “typical” Darkforce Remarkable intensityVision through normal fog Typical intensityEffects of normal rainshower Good IntensityEffects of normal thundershower Remarkable intensityEffects of normal thunderstorm Incredible intensityEffects of high winds Incredible intensityEffects of normal tornado Spectacular intensityEffects of normal hurricane Wondrous intensityHeat, 90 degrees F Good intensityHeat, 120 degrees F Excellent IntensityHeat, 150 degrees F Remarkable intensityCold, 30 degrees F Good intensityCold, 0 degrees F Excellent IntensityCold, -30 degrees F Remarkable intensityCold, interplanetary space Monstrous intensityCorrosive, mild acid Good intensityCorrosive, standard acid Excellent intensityCorrosive, concentrated acid Incredible+ intensityStunning, ordinary house current Excellent intensityStunning, “typical” protection devices Remarkable intensityStunning, Lightning bolts Incredible intensityStunning, High tension wires Amazing intensity

8

Lifting 80-90 tons Wondrous intensityLifting 90-100 tons Unearthly intensityLifting 100+ tons Shift X intensity

Intuition FEATs

Endurance FEATsAir pollution alert Feeble intensityTear gas Typical intensitySnake venom Good intensitySpider venom Excellent intensityExposure to vaccum Wondrous intensity

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Column Shift TableModifiers to HitThese are organized from negative CS to positive CS, in ascending order.

If target dodges successfully -2CS, -4CS, or -6CS

For multiple attacks on a single roll -4CSTarget moving faster than 10 areas/round -4CSAgility attacks in Melee -3CSTarget less than 1/4-inch tall -3CSTarget between 1/4-inch and 1 inch tall -2CSShooting through objects to hit target -2CSTarget moving between 5 and 10 areas/round -2CSTarget between 1 and 6 inches tall -1CSWith any weapon beyond 1 area -1CSWith any power beyond maximum range -1CSTarget moving up to 5 areas/round -1CSUnderwater -1CSDistance attacks in rain -1CSFiring bow without Bow skill -1CSDistance attacks in night conditions -1CSDistance attacks in fog conditions -1CSCharging attack, moving 1, 2, or 3 +1, +2,

areas before striking or +3CS1 round after successful evasion +1CS or +2CSCatching attempt that gets "miss" result +1CSTarget between 7 and 16 feet tall +1CSTarget between 17 and 22 feet tall +2CSTarget over 22 feet tall +3CSOpponent Held or Partially Held +1CSAttack by ambush +1CSAiming attack +1CSShooting attack with Gun skill +1CSThrown weapon with Thrown Weapon skill +1CSFiring Bow with Bow skill +1CSBult weapon attack with Blunt Weapon +1CS

Skill

Sharp weapon attack with Sharp Weapon +1CSSkill

Oriental weapon atack wih Oriental Skill +1CSShooting or Thrown attack with +1CS

Marksmanship SkillMelee weapon attack with Weapons Master +1CS

SkillSlugfest attack with Martial Arts B skill +1CSGrappling attack with Martial Arts C skill +1CSThrown object attack with Thrown +1CS

Objects SkillBlindsiding attack +2CSLuring target +2CSSpecialized weapon attack +2CSGrappling attack with Wrestling skill +2CSPoint Blank range +3CSFlying character who is Diving +4CS

Modifiers to Damage

Successful Block -6CS, -4CS, or -2CS

Flames up to 2 areas away -6CSFlames up to 1 area away -3CSAttacks in Cold (-0) weather -1CSWeapon's material strength greater +1CS

than character's StrengthUnsuccessful Block +1CSSpecific attacks against Enhanced Senses +1CS

Modifiers to FEAT Rolls

Unsuccesfful multiple combat -3CSactions attempt

Character at less than full Endurance -2CSDark conditions -2CSWhen in partial hold -2CSWhen Dodging -2CSSuccessful multiple combat -1CS

actions attemptIn Hot (90+ degrees) weather -1CSIn Cold (-0 degrees) weather -1CSAided by character of similar power +1CS

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temperature over 90 degrees Fahrenheit, orGood Intensity, results in a -1CS for allFEATs. Higher heats may result in those inthe area checking every 10 rounds to avoidheat prostration if the Intensity of the Heat isgreater than the Endurance of the character.

Cold: Similarly, cold temperatures affectfighting ability. For temperatures below 0degrees Fahrenheit (Good Intensity), allFEATs and damage are at -1CS. Materialstrengths are also reduced by one rank dueto cold (except for ice, of course).

Underwater Combat: Battle underwaterreduces thrown objects by half range, andmissile weapons are useless unlessspecifically designed to operateunderwater. Powers operate at half rangeas well. Melee combat occurs as for Flight(more info in Players section), with alllimitations, and at -1CS to hit. Characterswith Water Breathing or Swimming Powerare not limited in fighting and performingactions underwater, and may act normally.

Combat in space and zero gravity: Zerogravity situations place their ownrestrictions on combat. All missile attacksand thrown objects have line of sight range.Any character may be stunned or slammedin zero-gee. Certain characters can survivein deep space for extended periods of time,not requiring to eat or breathe. Others mustdeal with Monstrous Intensity cold and totallack of air in space.

Judging Combat Results — Staggers,Slams, and Great Slams: Several resultson the Battle Effects Table refer to thechance of Staggering or Slamming anopponent, or bestowing upon the charactera Great Slam result. In these cases, ifdamage was inflicted, the attacker gets tochoose the direction of the stagger, slam orgreat slam. Naturally the Judge may wishto not slam his player-characters into wallsevery time they get into combat. so theJudge can use the table below todetermine direction of such attacks:

Roll 1d10 Direction1-2 Straight back3-4 Back and right 5-6 Back and left 7 Straight right8 Straight left9 Straight up10 Straight down

Directions are taken from the target's pointof view. Straight back means the directionthe character came from or the direction

the character was facing away from.Straight right and left are at 90 degrees tothat position, Back left and Back right are45 degrees to that position. Straight up andStraight down are just what they sound like.Characters may take additional damage forcharging into walls and other obstructionsat high velocity, but do not take damage forbeing knocked through the floor in a"straight down" result. If the force of theblow is insufficient to knock a characterthrough the floor, the character isStaggered instead.

Ranged Weapons — Unintended Targets:A missile weapon that misses its intendedtarget does not generally evaporate, butcontinues on its intended course to thelimits of its range. Similarly, if a hero orvillain fires into a melee. missing one targetdoes not guarantee missing other targets.For this reason. the Judge may use theUnintended Target rules.

When firing into a melee (group ofcharacters fighting, grappling, or in closecontact with each other), if a ranged attackmisses the original target, the Judge shouldcheck other adjacent targets for a hit. Thecheck may be made in any order availablefor adjacent characters, but any potentialtargets among those Friendly to the firershould come first, and then others. Theserolls are made at -2CS to hit (as theoriginal firer was not aiming at them).

Example: Spider-Man is engaged inwrestling combat with three goons and theFabulous Frog-Man. an "ally" of the web-slinger. A fourth goon fires a handgun intothis melee aiming at Spider-Man. The shotmisses. The Judge then checks for one ofthe goons (the order is up to the Judge —whoever is closest to the fourth goon,whoever is the biggest target, alphabeticalorder. whatever) to see if he is hit. This rollis at -2CS. A miss indicates a check for thesecond goon on the same result column. Ifa miss, then a check for the third goon.Finally. if that one misses, check to see ifthe bullet hits the Fabulous Frog-Man, whois not on the same side as the goon whofired the gun.

Similarly, if a missile weapon misses itstarget, it will continue to the limits of itsrange, or until it hits something. Weaponsand Powers that are Line-of-sight in rangediminish in potency as they travel farther,so that if such a Power or missile leavesthe area of play without hitting anything.consider the missile to have caused noadditional damage.

Targets in the line of fire of missile attacksare attacked if the original target is missedat -2CS to hit. Use common sense here. Ifthe Human Torch fires a fireball at aDreadnought standing in front of a broadside of a barn, a shot that misses theDreadnought will likely hit the barn. No rollis needed in this case. The -2CS isdetermined only for small or movabletargets that could possibly be missed bythe blast.

In cases where stray shots hit windows,buildings, and fire hydrants, use a commonsense version of the FEAT roll to determineif damage was inflicted. In general, if thedamage rank of the attack was greater thanthe material strength rank, some damagewas done. If not, no damage was done. Ifthe two are equal. roll (if it's important) ayellow FEAT for damage.

The above paragraph notes "some damageis done.” How much is some? If thesituation is critical (the stray shot maypuncture a pressurized tank filled withvolatile chemicals), figure damage normally.If the situation is non-critical (just ripping upsections of New York in a general slugfest)assume the material is sufficientlydamaged to count against the character inBad Karma for destroying property.

Example: Cyclops fires a beam of hisExcellent Intensity eye-blasts at a dodgingMastermind. The ruby beam continues upto its maximum 1 area range. then is nolonger damaging. It strikes a window in thatrange, it will break. If the beam hits a wallof Incredible strength steel alloy, it will inflictno damage. If the beam hits a brick wall.and the strike may be critical (more thanjust damaging the neighborhood—say thebrick wall is holding up a decayingbuilding), check to see if the force beamknocks over the wall.

Area attack weapons (grenades, webbing,explosive devices) affect all targets in thearea of the attack, friend or foe.

Judging andHealingTen turns after taking damage, thedamaged individual regains his Endurancerank number as Recovery. For every hourafter that, the individual regains hisEndurance rank number as Healing(doubled if the character is undergoingbedrest or medical attention). These ratesof healing and recovery are according to

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the character's current rank number, or ifthat character has lost Endurance ranks,according to the rank number of thereduced value.

The Judge may handle such recovery andhealing of Health in two fashions. Underthe first method, the recovered Health isawarded in a block of points at the definedtime. Ten turns after the damage is taken,Endurance is recovered. At precisely onehour, the Endurance rank number of Healthpoints is healed. Being attacked by anyoneone turn before the healing or recoverytakes place negates the effects untilanother similar period of time has passed,but the hero regains Health in large blocks.

The second method states that the herorecovers as stated at the ten turn mark, butthat healing occurs gradually over a period ofrest (no running around, jumping off buildings.flying, or beating up agents of H.Y.D.R.A.).Under this method, merely figure the amountof time the hero has spent resting, and thatamount of Health is regained.

Recovery/Healing by RestingFb 2 pts/hr. 1 pt/300 turns (1/2 hr)Pr 4 pts/hr. 1 pt/150 turns (15 min.) Ty 6 pts/hr. 1 pt/100 turns (10 min.) Gd 10 pts/hr. 1 pt/60 turns (6 min.) Ex 20 pts/hr. 1 pt/30 turns (3 min.) Rm 30 pts/hr. 1 pt/20 turns (2 min.) In 40 pts/hr. 1 pt/15 turns (1 1/2 min.)Am 50 pts/hr. 1 pt/12 turns (72 sec.)Fn 60 pts/hr. 1 pt/10 turns (1 min.)Sp 70 pts/hr. 1 pt/9 turns (54 sec.) Mn 80 pts/hr. 1 pt/8 turns (48 sec.) Wn90 pts/hr. 1 pt/7 turns (42 sec.)

1 (36 sec.)

Finally, note that Recovery can occurnormally for a single character once perday. regardless of the number of times thatcharacter is attacked and wounded. Thecharacter may still Heal normally, but acharacter may only Recover from injuriesonce in a single 24-hour period.

Judging PowerStuntsPlayers are by and large as deviouslycreative and cunning a group of people ascan be found, and the group that you as theJudge encounter will likely be better thanmost. As such creative and cunning souls,they will come up with as many ways to usetheir abilities as possible. Power stunts opena door to a wide variety of abilities andduplication of other Powers without having

those Powers. As judge, you monitor thatdoor. and the types of stunts you permit inyour campaign will in part set the tone ofyour campaign. The kind of campaign youassemble depends completely on yournature and that of your players.

Power stunts should not be forced on theplayers by the Judge; rather, they shouldbe generated by players coming up withunique answers to dangerous situations. orexperimenting with their Powers on theirown.

The player comes up with a Power stunt,OKs it with the Judge, spends the Karmaand tries the stunt. The question then is,how do you as the Judge determine if aPower stunt is possible?

A number of listed Powers have possiblePower stunts listed as potential abilitiesusing that Power. These are only possiblestunts using these Powers, and are not"automatic" Power stunts for anyone whogains these Powers. The listed Powerstunts are options available to characterswith those Powers.

Players running pre-generated characterswith a history in the Marvel Universe canfind a listing of their most common Powerstunts under those Powers. They are notlimited to those stunts alone, and often intheir appearances in the Marvel Universeexhibit other stunts that they may perform,As a general guideline, if a pre-generatedhero has performed a Power stunt at leasttwice in his own book, it indicates a truemanifestation of that Power stunt (asopposed to one totally due to circumstanceor outside influences). and may beattempted by player characters. The type ofFEAT result needed (green, yellow, or red)is determined as noted on page 17 of thePlayers' Book.

But what about situations outside thosesuggested for various random Powers ordetailed in character's listings or theiradventures? At this point. the Judge earnshis keep and his name: he makes ajudgment on whether the FEAT is possible.

This decision should be based upon thesituation and what the player is trying tohave his hero do. As a general rule. theeffects of a Power stunt should never be ofgreater effect than the Power it is derivedfrom, and will usually be of one rank lowerthan the Power it is derived from. TheJudge must ask the question, is what theplayer asking reasonable?

Example: Several heroes with superiorspeed. like Quicksilver or Northstar, canrun in a circle very quickly and generate awhirlwind as a Power stunt. Beast also hasa "speed" Power that he uses to sprint forshort distances; The two Powers are bothSpeed related, but Beast's is at a muchmore severe and limited rank. For Beast totry the "create a whirlwind" Power stuntwould make little sense. and the Judgewould reject it on that count—it does notmake sense the way the characteroperates. A character with a more powerfulspeed factor might try it, but generate aless powerful column of air and as such beless successful than the two speedsters.

The above example was an "easy call:'creating a Power stunt that most charactersfamiliar with the Beast would not try. Therewill be situations where it is purely ajudgment call on your part. Rather thanspend a lot of time weighing pros and cons(and delaying the game) to decide if acertain Power stunt is possible, use thefollowing method to determine itspossibility:

• Take the Power rank of the ability beingused for the Power stunt. • Make a FEAT roll for that stunt,privately. • If the result is white, inform the playerthat the hero may try the stunt. It will notwork. The 100 Karma point "price tag" isrefunded to the player • If the result is green, inform the playerthat the hero may try the stunt, but it willnot work and he knows it. The Powerstunt will not work. • If the result is yellow. inform the playerthat the hero may try the stunt.Conditions exist that make it possible inthis specific situation, but theseconditions may not exist the next time hetries the stunt. • If the result is red, inform the player thatthe hero may try the stunt. Determinethe result needed as noted in PowerFEATs in the Players' section.

Use the above method only when you, theJudge, are stumped or willing to give arandom chance for the attempted stunthappening. It you rely on random die rollsfor every possible stunt. you will end upwith a random number of Power stuntsworking. In general, use common sense todetermine if a Power stunt is possible (oreven needed), and rely on the randommethod as a last resort.

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JUDGING POWER STUNTS

Un 100 pts/hr. pt/6 turnsShX 150 pts/hr. 1 pt/4 turns (24 sec.) ShY 200 pts/hr. 1 pt/3 turns (18 sec.)ShZ 500 pts/hr. 1 pt/turn (avg) (6 sec.)

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Fire and IceThe following sections deal with particularattack forms and endangering situations,and how the Judge should handle them.

Fire: As with most other generally harmfulthings, fire has different Intensitiesaccording to the size and combustiblematerial (use the Heat Intensity Table). Thisis the damage inflicted to those in the fire.Those up to an area away from the tire take-3CS damage, while those up to 2 areasaway take -6CS damage. Force fields canresist the Heat energy, as can Body Armor(though it may make the owner of thatprotection uncomfortable), and in addition,there are heroes with resistance topredetermined amounts of heat and flames.

Fire spreads one area per round if there issufficient combustible material. A fire set ina protected hearth without nearby papersto ignite is not going anywhere, while a firein a hanger containing jet aircraft fuel hasexplosive results.

A fire's Intensity can be reduced by deprivingit of air, cooling its heat, or depriving it of fuel.Normal fire extinguishers are of GoodIntensity against fire (they reduce the fire'sIntensity by 10 points) in a single area. Nor-mal Fire Hoses have Remarkable Intensityand a range of 1 area. Other amounts ofwater have effects according to the amountof water used. (Thor summoning a Mon-strous storm to douse the flames will haveMonstrous success—he will also have aMonstrous-strength downpour on his hands.)A fire deprived of fuel burns itself out in anumber of rounds equal to its intensity.

Effects of fire on a material vary accordingto the material in question. If the flames arelower than the material strength, the fire willnot damage the material, though it willcarry the heat through its substance (hencean iron bar with one end in a fire can burnsomeone grabbing the other end). If theflames are of a higher Intensity than thematerial strength, then make a FEAT roll tosee if the material is "broken" (in this caseburned through or melted). The materialstrength of a burning substance is reducedby -1CS for FEATs against it.

Ice: The effects of extreme cold on Combatare discussed in the Judging Combatsection earlier. This section deals with theproperties of frozen water by itself.

Ice is a Typical-strength material in thick-nesses of up to 6 inches. and is +1CS

(Good Strength) for greater thicknesses.Certain Powers such as Ice and ColdGeneration may produce "stronger" typesof ice. This material strength is onlyeffective against physical attacks. Againstheat and fire attacks. Ice has FeebleIntensity or material strength, and. in caseof ice produced by Powers or otherwise oftougher material strength, of -2CS to thelisted material strength.

Example: Ice of Remarkable strength isattacked by brute force, also ofRemarkable Strength. The attacker has tomake a yellow Strength FEAT to break theice. If the attacker had Remarkable FlamePowers, a green FEAT would be needed,as the material strength would be Good(Remarkable- 2CS).

Prolonged exposure to ice and cold isdetrimental to the Health of the character.Those in icebound conditions may resistthe cold for as many turns as theirEndurance rank numbers. Past that point.make an Endurance FEAT every tenminutes against Good Intensity (greaterIntensity if the characters are in colderareas. Check the Intensity Table). Failureindicates the character passes out, and hasto make Endurance FEATs each round orbegin to lose Endurance ranks.

Poisons and Toxins: The Intensity tables listseveral noted or common toxins. but theheroes may encounter other poisons indealing with forces of evil. Poisons have anIntensity rank, and those subjected to toxinmust make an Endurance FEAT againstthat Toxin. Failure indicates immediateunconsciousness for 1-10 rounds and lossof an Endurance rank. At the end of 1-10turns, the hero makes a second EnduranceFEAT at his lowered rank, with the effectshalting if the hero makes the FEAT, andcontinuing to lose Endurance if the herofails. If the hero's Endurance reaches Shift0 as a result of toxins and poison, thecharacter dies. Losses of Endurance frompoisons override other Endurance losses(from losing all Health, or Kill results), and acharacter may only lose one rank of Healthper round, maximum, regardless of cause.Poison damage cannot be negated byoutside help unless that help has training(first aid or medicine) and available anti-toxins, but can be halted by the affectedcharacter making an Endurance FEAT.

Radioactivity: Many attack forms areradiation-based, such as some of theenergy attacks of Captain Marvel and thoseof Radioactive Man. This has short-term

effects and inflicts its damage in one shot.Long-term radiation deals with the after-effects of atomic weapons, and conditionsfound around radioactive materials andinside nuclear reactors. Long-termradioactivity is a toxin, and its effects are asnoted for toxins and poisons above. Acheck should be made once per hour afterinitial exposure. Chemical tags treated todetect radioactivity normally detect that ofTypical Intensity or higher.

Diseases: Diseases fall into two generalcategories: minor diseases and major(debilitating) diseases. Minor diseases arethose that have a short term and. with restand normal healing, allow completerecovery. These include colds, influenza,and most non-fatal illnesses. If the hero is,in the Judge's opinion, susceptible to aminor disease, have that hero make anEndurance FEAT against the Intensity ofthe disease (most minor diseases have anIntensity of Typical—for variety, use theAbility Modifier Table to raise or lower theeffects). Failure indicates the hero has aminor disease. A minor disease lasts 1-10days, the hero feels rotten. and all FEATrolls are at -1CS. Spending a full dayresting reduces the effects by two days.Example: Spider-Man spends an afternoonchasing Doctor Octopus through thesewers of New York in February. In theJudge's opinion. this is a good time tocheck for a minor disease. Spider-Man failsan Endurance FEAT. Spidey's got the flu for(roll randomly) eight days — four, if hestays in bed for two full days. During thistime, all FEAT rolls are at -1CS.

Major diseases, on the other hand. are rarer.usually long-term, and often fatal. A major dis-ease may be the result of some radical eventthat happened to the character, such as:

• Long-term exposure to radiation • Exposure to carcinogenic substances • Exposure to diseases to which theindividual was previously unexposed • Exposure to alien environments

In any case, major disease rolls should berare, and limited to only the most extremeconditions for player-characters. (Spider-Man walking through a crashed alien shipmight not merit such a check, but Spider-Man fighting the Punisher in a burningasbestos factory might.)

A major disease has a cycle of 1-10months. during which time the charactermust make weekly Endurance FEATs.Failing any FEAT results in loss of oneEndurance rank. If that rank drops belowFeeble, the character dies. With each drop

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JUDGING SPECIAL SITUATIONS

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in Endurance, all FEATs performed by thatindividual drop by one rank as well (a two-rank Endurance loss results in -2CS on allFEATs). If the character is still alive at theend of 1-10 months, he or she will make afull recovery in 1-10 weeks. Playercharacters also have a Typical chance ofcatching a major disease (roll againstEndurance).

Holding Your Breath: In a great number ofsituations. such as underwater, in space, orin a gas-filled room, the hero holding his orher breath is a good idea. This is obviouslyan Endurance FEAT, but how is it handled?

Based on what we know about automaticand impossible FEATs, here is what wecome up with:

• Each round a character holds his or herbreath, make an Endurance FEAT.Failure indicates the hero must breathein the next round or pass out for 1-10rounds (during which normal breathingwill take place, if possible). • Take the number of rounds the herohas been holding his or her breath as arank number. The Intensity of therequired FEAT is that Rank. (Holdingyour breath for 8 rounds is a GoodIntensity FEAT.) • More than three ranks below the hero'sEndurance in Intensity is an AutomaticFEAT. (A character with RemarkableEndurance can hold her breath for 4rounds without any sweat.) • From one to three ranks below theHero's Endurance requires a greenFEAT. • Intensity equal to the Endurancerequires a yellow FEAT. Intensity onerank greater requires a red FEAT. • If the Intensity is more than one rankgreater it is an Impossible FEAT. If thehero has been holding her breath thislong, she will automatically have tobreathe or suffer the consequences. (Inour Remarkable example, this is 46rounds. about 4-1/2 minutes.)

Note that sudden exposure to vacuum orsubmergence allows the hero to hold his orher breath. but being blindsided by a gasattack does not until the hero has resistedthe effect of the gas for one round.

Drowning: A character that cannot breatheunder water and can no longer hold his orher breath starts to drown. Drowninginvolves unconsciousness and loss of oneEndurance Rank per round until Shift 0 isreached and the character dies. Charactersrescued from the water in that time after

drowning starts will recover upon beingremoved with a successful EnduranceFEAT (at the reduced level). Otherwise. acharacter with Medicine or First Aid Talentsmay revive the character.

Vacuum: Similar in effects to Drowning,save that normal functions resume oncethe characters are brought back into aviable atmosphere. In addition, airlessspace has the effect of Monstrous cold,though any kind of Force Field negates thateffect on those within. See under JudgingCombat in Space and Zero-Gravity.

Contacts andResourcesGeneral Resource ranks are listed in thePower Rosters as a guidepost for characterabilities. in addition, characters may haveaccess to additional Resources throughtheir Contacts.

The type of aid a Contact can providedepends entirely on the situation, theContact. and the kind of aid requested. Thetypes of aid are:

Services: Services include things like apilot flying the characters somewhere, thedoctor providing emergency surgery at thedrop of a forcep, or a newsman showing upto cover a super-market opening. Servicesin the line of the NPC's profession are inthe targets' best interest, and as such gaina +2CS for response from Contacts.

Example: The Avengers need a doctor todiagnose Sub-Mariner's fainting spells.Jarvis has a Doctor as a Contact, so incalling the doctor gains a +2CS to theFEAT. He needs a green FEAT since this isa Contact. The tainting spells are a result ofthe flu that's going around, and Subbyshould be all right provided he rests andgets plenty of fluids.

Information: One of the invaluable sourcesof data for the heroes is their Contacts,whether they are in the papers, the halls ofgovernment, or the street. Information allowsthe heroes to pick up clues and understandwhat is going on behind the scenes whilethey are out chasing bad guys.

Gathering information from Contacts ismodified by column shifts as for any otherPopularity FEAT. In addition, when dealingwith a Contact, the type of informationgained depends on the color-result of theFEAT roll.

White result—No information available Green result—Takes 1-10 hours todiscover: no or partial informationavailable Yellow result—Takes 1-10 hours todiscover desired information Red result—Information desired at hand

This table may be used for gatheringinformation from individuals other thanContacts, by raising the colors required onenotch for Neutral NPCs, and two notchesfor Unfriendly NPCs. This means theUnfriendly NPCs will at best lose yourrequest and misfile your information, butthat is how a bureaucracy works.

Use common sense with the table above.Common or well-known information wouldbe available with no need to check (youdon't have to roll to check time andtemperature). Similarly. a Contact will onlyknow about things limited in his field orexperience. Calling up a Contact at theDaily Bugle about an invasion from theDark Dimension may be met with disbelief(if not howls of laughter).

Equipment: This is the good stuff.Borrowing a 747 on the strength of yourslightly-expired Avengers ID card. Droppingin on your old friend Nick Fury and seeing ifhe has a lunar lander he can spare.Checking out the Wasp's wardrobe closetfor costume ideas. Getting hold of thingsyour money can't buy and you don't havetime to build.

The amount and type of equipment will varyfrom Contact to Contact and depend onwhat the player-character is after and whohis Contact is in the organization.Organizations are generally able to lend outmaterials that cost less than their ownResource rank (use the Power Rosters as aguide). Organizations will have equipment ofhigher Resource rank, but this is the resultof long hours and years of work. Further,any such item that exceeds the Resourcerank is considered a Unique item for thepurpose of column shifts. (No, you can'tborrow the S.H.I.E.L.D. Helicarrier. A bunchof cockroaches blew it up, anyway.) Withinthese limits, the heroes may try to get asmuch as they can out of the organizations.

Judging Floating Contacts: A player mayleave certain initial or gained Contact slotsempty when first acquired. in order to fillthem in later as the campaign exists. Thismay result in the players suddenly turningup a long-lost uncle in the military, or afriend from high school that works for the

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Daily Bugle. In other words, a fortuitousContact appears just as the hero needshim.

That's OK.

Developing Contacts as the gameprogresses adds more dimension to thecharacters than if the Contacts were thrust,fully formed, onto them at the start. It helpsthe Judge transmit information, and givesthe player-character some roots in thereality of the campaign. Also, the player-characters will not generally have thatmany floating Contacts, so any one that istied down is one less that will suddenly popup at a later date.

Such "instant Contacts" should generallybe at a medium level. Putting an "oldfriend" in Doc Ock's mob is dangerous toboth the Contact and the Hero who mustgo in and rescue the Contact when Ockfinds out. Also, any Criminal Contacts maycross up the player-characters wheneverthe Judge feels like it, leading them into atrap in order to clear the Contact's ownneck.

If it is necessary to provide the abilities andstatistics of a Contact (the Contact getsinvolved in a firefight), use the listedabilities under the Supporting Cast sectionas a guide, or, if you have the time, createa Normal Person from column 2 of theGenerating Primary Abilities table. TheContact will always have the talent that thecharacter picked him for in the first place.

Contacts and Judging: It appears that a

character can get by with a little help fromhis (or her) friends, and in general,Contacts should be able to help the player-characters. The reverse should also betrue, and it is through Contacts that Judgescan draw heroes into adventures.Whenever a hero calls on a Contact forinformation, aid, services, or equipment,the Judge should make a secondPopularity FEAT, in private, unmodified byKarma. If this FEAT is any color result (notwhite), note the Contact on a piece ofpaper to the side of the game for later use.Do this for all Contacts called on as playproceeds, noting if the heroes call on themmore than once for aid.

Example: Captain America (Popularity100—Unearthly) needs a skymobile to getacross town quickly, and borrows one fromhis friend and Contact, Nick Fury. Afterrolling to see if there is one available Nickcan spare, the Judge makes a second rollon the Unearthly column to see it the Headof S.H.I.E.L.D. will want something inreturn. A green result comes up, and theJudge notes it to the side as a possiblestart for a future adventure.

When creating his own adventures, theJudge can go to this Contact list for ideasand suggestions. Make a FEAT on the ShiftX column for each Contact noted. If theContact has only been called upon once, ared result is needed to "activate" theContact. If the Contact has been tappedtwice by the players, a yellow result willActivate, and if three or more, a greenresult will do it.

An "activated" Contact reverses thesituation on the players in the next gamingsession or next adventure: that Contact willapproach the heroes with a problem, idea,or emergency. Examples include:

• A Journalist calls in a hot breaking storyto the Hero HQ, asking for help. • A Doctor-Contact is reported missingfrom his home. • A military experiment has gone awry. • S.H.I.E.L.D. calls up the hero's secret ID,saying there is a problem only the herocan solve, and sends him on a mission. • Kingpin sends the hero information on aMaggia smuggling operation that iscutting into his profits.

It should be clear that the more powerfulthe Contact, the more trouble that Contactcan get the hero in. The Contact thatapproaches the hero will be expecting aid,and if the hero does not help, that Contactwill be lost (the character will become

Neutral the next time the player-characterneeds help, and pointedly remind him thatthe hero was not willing to help whenPuffin, his poodle, was kidnapped by maddog-barbers).

Judging andBuilding ThingsThe Hardware section breaks down thebasic costs of research and developmentfor the various and nefarious inventions theheroes create. An invention (in particular,one of great power) may need a certainitem, substance, or ability to power it. Thisis called a Special Requirement.

A special requirement is both a safety valveto keep the hi-tech wonders from inventingeverything under the sun and a way ofproviding a basis for adventuring in muchthe same way Contacts serve. The FantasticFour entered the Negative Zone in order toget Annihilus' Cosmic Control Rod to helpthe birth of young Franklin Richards, andvarious organizations have tried to minevibranium from the Savage Land (though forthem to do so would require parkas andsnow shovels after its recent destruction).

Special RequirementsTo determine whether a specialrequirement is needed, consider thefunction of the item. If it duplicates a Powerthat cannot be duplicated by "real life"technology (Teleport, for example), there isalways a requirement for that item. If theeffective cost is greater than Remarkable,there is a chance that a requirement will beneeded. Make a FEAT roll for the effectivecost and look at the table below.

Result Remarkable+ Monstrous+White No Special One Special Green One Special One SpecialYellow One Special Two SpecialsRed Two Special Three Specials

The Judge may always overrule the dierolls in cases where the result contradictscommon sense. If the players are buildinga very large and expensive floatingplatform, and three specials are required,the Judge may reduce that number. TheJudge may also reduce or eliminate thespecials required in cases where speed isof the essence (as in kit-bashing).

When a special is called for, the Judgeshould make up something that ties into thedevice. Options include:

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• A special material or alloy—forexample. a sonic device may requireWakandan vibranium, or a device ofUnearthly material strength may needsecondary adamantium.

• A specific component—for electronicdevices, a certain tailored piece ofcircuitry may have to be developed asa separate invention of no less thanthe effective cost -1CS, or acquired(villains get what they need the old-fashioned way—they steal it).

• A consultant who is knowledgeable inthe field—in dealing with size control.Henry Pym may be called on. while inmatters of radiation, Michael Morbius,Bruce Banner. or Doctor Octopus arethe field experts. Getting these expertsto consult is the players' problem.

• A unique process to fire the reaction—zero gravity, solar flares, exposure tocosmic radiation, even magic might bea requirement. Tell the players what isrequired ("Gee, to finish the seals inthe spacecraft you need a heat sourceof at least Unearthly Intensity."). Letthem figure out how to deal with it.

• A device to use as a model—this isparticularly useful when trying toduplicate another invention, or a hero'sPowers. The instruments needed toanalyze this model may be ratherexpensive as well.

One of the reasons for specialrequirements is to put the inventor intoadventure situations, as well as justify theactions of the villains who commit majorcrimes in order to finish their doomsdaydevices. Use the requirements asspringboards for further adventures.

(Example: The characters need extremecold to test a device, and they set out forAntarctica. There they find an alien spaceship, still operational. And still inhabited…)

Judging and OtherDimensionsThe Astral Dimensions are dimensionsmade of quasi-material ectoplasm asopposed to physical matter, and as suchare difficult for physical beings to enter.These may be penetrated by individuals inastral form, either by the Mental Power (aswith Professor X) or mystical ability (as withDoctor Strange).

Individuals in astral form may enter anastral dimension by making a Power rankFEAT, Powerful mentalists and magicianschoose to duel in the Astral Plane whenpossible, as effects of the Astral Plane donot reach into other planes. and so allowthem use of large amounts of Powerwithout inflicting peripheral damage.

Magic operates in the Astral Dimensions asin the normal worlds, but at -1CS foreffects. Magical items on the body of anindividual that enters the Astral Dimensionalso have astral analogues, and may beused as well. Mental Powers areunaffected, but other super-human Powersmay not be used. Any form of energy ormatter control or telekinetic Powers may beused to manipulate the ectoplasm intouseful shapes (as a Power stunt).

Damage on the Astral Plane is reflected inreductions of the individual's Health. AsHealth is reduced, the body the characterhas left behind may perish, as may alsohappen if he leaves the body unguarded fortoo long. Should the body perish. the astralform must make a Psyche FEAT ordissipate as well, and may not reformunless it has a suitable body to inhabit. Thelate Waiter Langkowski had his astral formrescued but lost his body, and so for a brieftime he inhabited the Box armor.

Mystic Dimensions operate by natural lawsthat make the dimension amenable tomagical effects and mystic operations.Asgard, Olympus. and the Dark Dimensionare all mystic dimensions.

Mystic dimensions are accessed primarilythrough magical or mystical dimensionaltravel, though natural or mutateddimensional Powers may also provideaccess. Access to any particular mystic

plane is a Power stunt, and reaching adifferent mystic dimension consists of aseparate Power stunt. Just because a herocan reach Asgard does not indicate he canreach the Dark Dimension as easily. Anastral form may reach another dimension,but remains astral (though it may be visiblein the mystic plane).

Mystic dimensions are more amenable tomagic-use, but mages from other planesmust adapt their own magics to the naturalmagical laws of the plane. Hence a magein a non-native plane is -1CS on all magicalattacks and FEATs.

Because dimensional travel allows thephysical body to pass into another plane,ail abilities and Powers should pass intothat plane as well. The natural laws of aplane may affect Powers, increasing orreducing them in specific cases. Forexample, the solar energy in Asgard wasintense enough to increase the New MutantSunspot's Powers there.

Microverses are alternate dimensionsreached by reduction in sire (throughcompressing the space between atoms) toan atomic or subatomic level. Once acertain point of reduction has been reached(called the Pym barrier, in game terms ShiftX or higher), the shrinking individual is castinto another universe, where the reductionimmediately stops.

Microverses differ from the normal universein that different physical laws are inoperation. Though the planets of thesemicro-worlds may be Earthlike in nature,

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OTHER DIMENSIONS

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their arrangement is not necessarily in theform of planets orbiting a sun, but mayappear as flat landscapes or twisted beltsof planetoids resembling DNA molecules.

Individuals can escape a microverse byrapid expansion of the same degree thatoriginally reduced them. Several nexus-points have been discovered to variousmicroverses, and certain individuals haveaccess to technology that allows them totravel between our continuum and theirs(such as Henry Pym and the FantasticFour).

Negative Zone: The Negative Zone is ananti-matter universe that was originallydiscovered and accessed on Earth byReed Richards of the Fantastic Four. Thedevices by which he accessed this Zonewere contained in the Baxter Building, andwith that building's destruction, the Zoneportal was placed in near-Earth orbit, andthen finally dosed. Whether the zone canbe accessed by others is a matter ofdebate.

Anti-matter and matter explode when theycollide, so there is a distortion area betweenthe Zone itself and our universe. Thisdistortion area converts matter that enters to

anti-matter and vice versa so that livingbeings may travel between the two universes.A Force Field will negate this distortion.

The Negative Zone is the home of anumber of races. Unlike our space, thespace of the Negative Zone supports life.and various mutated monsters make theirlairs in rocky areas of the Zone. TheNegative Zone is the home of Annihilus,who lives to destroy our universe by linkingit with his own.

Alternate Earths: There exist a wide varietyof alternate and parallel Earths to that ofthe "mainstream" Marvel Earth (the onethat is home to most of the heroes in thisbook). Several heroes have come intocontact with the alternate universes throughvisits. or by contact with emissaries (andsometimes attackers) from these planes.Travel between alternate Earths can bedone by Dimensional Travel, each alternateEarth being a separate Power stunt.

In running a Marvel Super Heroescampaign, the players and Judge arecreating their own Alternate Marvel Earthwhere the adventures of their characterstake place.

Time Travel: The precise workings of timetravel in the Marvel Universe have not beenfully explained, and there are severaltheories currently under consideration. Itdoes appear possible to travel into yourown past, future, or into a past or future ofa similar Earth-like dimension (such as byusing the Time Machine of Doctor Doom orReed Richards).

A character operating in the past cannotchange his own past, which continues toexist as it had before. Any actions thecharacter takes to modify the past insteadcause a divergent timeline to exist, parallelto the character's "original" timeline. Afuture cannot be negated by moving intothe past, and upon return to his own time,the character will find his world unchanged.

Similarly, there are many "alternate futures"that a character may reach from thepresent time, such as the divergent realitiesof Phoenix and Deathlok. The main timeline of the Marvel Universe can take anynumber of alternate future paths. and thefate of those who live in it has yet to berevealed.

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At this point, you should have all thecomponent pieces of the game—characters, combat, and the Judging toknow how to run them. Now comes puttingall the pieces together into a full Campaign.In particular. a campaign based in or nearthe Marvel Universe.

The MarvelUniverse — AnOverviewWhat makes the Marvel Universe, and theEarth of the Marvel Universe, so special?

First, there was a visit in mankind's dimpast by a powerful space-god race knownas the Celestials. The Celestials tookprimitive man and created two relatedraces, Eternals and Deviants. TheCelestials also put a half-twist in one of thegenes of Marvel Universe humanity as well,giving mankind the potential to mutate in apositive manner under increased ambientradioactivity. The slight rise in backgroundradioactivity since the war accounts for theever-growing number of Mutants that arepopping up in the Marvel Universe, as wellas the genetic potential that convertedBruce Banner into the Hulk and created theFantastic Four. It may be speculated thatthe Celestials are unique to Marvel-Earth'sdimension, and similar dimensions, such asthat of the Squadron Supreme. evolved afar fewer number of heroes as a result.

Second, Marvel Earth is the home of morethan the human race. In addition toEternals and Deviants. there are the Kree-spawned lnhumans and the aquatic peopleof Atlantis.

Third. Marvel Earth is aligned with theCosmic Axis, a great wheel of inter-dimensional power that makes Earth criticalto other-dimensional beings, includingAsgard, Olympus. Limbo, and Mephisto'srealm, and the Dark Dimension of our own.

Lastly, Marvel Earth is located neat aprominent natural warp nexus-point, a gapinto hyperspace that makes it easy to travelbetween the stars. This warp nexus-point isused by the Shi'ar, Skrulls, and Kree,bringing them into interactions with thenatives of Marvel Earth.

For these reasons, Marvel Earth is the placeto be for a heroic campaign. It has a richbackground and the potential for a greatnumber of super-powered heroes and foes.

Running a MarvelUniverse CampaignThe Marvel Universe is a rich tapestry witha history that encompasses 25 years ofhundreds of comic-titles, and finds its rootsin the Captain America comics of WWII. Ifyou are new to this universe, here are afew things that will help you. The MarvelSaga is a concise history of the MarvelUniverse. The Official Handbook of theMarvel Universe is an encyclopediccatalogue of major characters. The MarvelIndexes are a Summary of "what has gonebefore" in the major titles of the MarvelUniverse, an issue-by-issue summary ofthe plots of such luminaries as Spider-Manand the Fantastic Four. Finally, there arethe Marvel Comics themselves—the MarvelUniverse is a continually growing entity.filled with new ideas and adventures as theheroes develop and grow.

A Marvel Universe of Your Very OwnThe old comic line of "What If?" played withthese possible variant universes, where theAvengers never happened, Spider-Manjoined the Fantastic Four, or Jane Fosterfound the Hammer of Thor.

Similarly, when you begin a Marvel Universecampaign, you are creating your own "WhatIf" line. Your player-characters are tree fromwhat happens in the "mainline" MarvelUniverse after the campaign has started,and in addition, you can add your ownembellishments, villains, and actions. In youruniverse, Doctor Doom may reform andbecome a good guy, or the Red Skull maystill be alive. And just because some greatmisfortune occurs to a character in a comicbook, that same misfortune does not have tooccur to the characters in your universe.Your universe can reflect actions in theMarvel Universe, and benefit from its historyand heritage, but is not tied down to it.

Now that you have a whole Universe to playwith, where do you start? It's highly recom-mended you start with the Heroes' mainstomping ground. wherever that may be.

Most of the heroes are grouped in NewYork City. with contingents on the WestCoast and in Canada. You do not have torun a New York-style campaign unless youwant to. In fact, you can base your heroesin your home town.

The Marvel Universe Earth is, except for

the existence of super-powered heroes andvillains, very similar to our own Earth.(Earth-Reality? No, that's too silly.) There isa New York City in both Earths of similarappearance and construction. There arealso Chicagos, Pittsburghs, Birminghams,and San Franciscos in both Earths. If youwant to run a campaign in a familiar area,use the neighborhood you know. TheOriginal Marvel Super Heroes Game thisdesigner ran was based in West Lafayette,Indiana.

So if you are inclined in that direction,create a Marvel-Universe version of yourhome town. Any maps you have of the areacan be used to show locations of yourheroes in battle (1 area = 1/20th of a mile).There will be differences, of course, sincethe Marvel-city is not the real world. TheHero's secret base on the 23rd floor of anoffice building is in reality an Engineeringoffice. and the Invading forces from Saturntore up the Marvel Earth Version of theriverside park, not the real one.

The City maps provided in this andprevious products can be used to createyour own space for bad guys and goodguys to battle. The maps do not have torepresent New York (though most of themdo in our encounters) but can simulateanywhere you want to have the heroesduke it out with villains. In addition, you canuse the maps for models of your owncampaign city.

Using New York as opposed to a generalarea is up to the Judge, and each has itsown advantages. In a known city you canuse a well-known location that all the playersare familiar with as a backdrop for a crime,and tie in small crimes that occur about thecity with the campaign. Using New York(assuming you the Judge are not a native ofNew York) is advantageous in that it is faraway, and the battles are (for the most part)imaginary, plus the fact that New York iscrawling with super-powered foes andfelons. Either option works just as well.

Running AdventuresOnce you have the world and the players,you need a script for them to follow: anadventure. An adventure is a set ofpreplanned encounters that make up anevening's (or several evenings') enjoyableplaying of the Marvel Super Heroes gamesystem. As Judge you can set up your ownadventures. or use ones that have beenpublished by TSR as adventures or basesfor your own designs.

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2: CAMPAIGNS

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TSR produces a wide variety of productsfor use with the Marvel Super Heroes gamesystem. The Adventure Module line(signified by MH in the upper left corner)stars specific heroes in particularadventures. The Accessory Line(designated MHAC in the upper left corner)provides various rosters, Judge's Screens,additional fold-ups, and non-hero specificadventures. The Special Line (MHSP)features special adventures like thosebased on Secret Wars and Secret Wars II.The Guidebook line (designated MA) isdesigned specifically for the Marvel SuperHeroes Advanced Set and consists of fullguidebooks to the major groups of theMarvel Universe (X-Men, Avengers, etc.)plus adventures for those groups in large-scale source-book formats.

All of the above products are compatiblewith the Marvel Super Heroes Advancedset. though only the MA series is designedspecifically for the Advanced Set. Thismeans there is a wealth of informationavailable for the starting Judge to use.

In running a prepackaged adventure, feelfree to manipulate it as you like to fit theplaying styles. character abilities, andcapabilities of your players. An adventuresuch as Murderworld (MH-3), designed withthe Fantastic Four in mind, can be modifiedto fit your own group of heroes in Omahawith a minimum of fuss. The basic plotoutline, for those who missed it, was that "amysterious someone" hires Arcade, themaster assassin, to put the heroes on ice,while that "someone" breaks into the hero'sHQ --there are a few more twists. but thatis the gist. In addition, the adventures inthe MA books are created to be specific toa particular type of group (mutants, heroesbanded together as Avengers, etc.) but notto any particular heroes.

When creating your own adventures, keepin mind that an adventure is basically astring of encounters (combat or otherwise)organized around a common theme. Anadventure should have the potential forresolution in the space of a few gamingsessions. with a definite resolution.

An Encounter is made up of three parts: aProblem, a Conflict, and a Resolution.

The problem is the "hook" that brings theplayers into the Encounter. and likely carriesthe adventure to the next encounter as well.A problem can be made known to the herothrough a number of means. Heroes can bein the area of a disturbance, either in their

secret IDs or in costume, and be expectedto do something about the situation. Theproblem can be an unexplained mysterythat the hero happens upon, such as a rashof disappearing buildings in the area. Theproblem can be purely hero-oriented, suchas an old foe coming back to getvengeance or a new one seeking to provehe is the "top gun" by bouncing a big namehero off an office building. Finally. theproblem can be created by an invention(Special Requirements) or by a Contact witha problem (which may be another mystery).

The conflict is the meat of an Encounter.where the heroes act and react. Conflict isthe action phase of the Encounter, but is notnecessarily a fight scene (though it often is).Conflict may involve talking to NPCs,gathering information. performing researchon clues, or seeking help. it also involvesfighting back against the villains that mayhave jumped you, walking into traps, andavoiding the effects of deathtraps.

The resolution is the part of the encounterthat ties up the encounter. the aftermath ofthe battle or discovery of the mystery. At theclose of a session of conflict and action,Karma is awarded, wounds are healed, thestatus of Contacts, Popularity, and Resour-ces may be affected. The players shouldhave a feeling at the end of an Encounterthat they have accomplished something(even if that "something" is to decimate mostof the East Side in a mistaken battle).

Heroes are often first assembled by acommon threat they all respond to, such asthe Avengers were by a reported rampageof the Hulk. If you are pulling disparateheroes together for the first time, this is arecommended introduction.

Night of the DreadnoughtsProblem: A group of small-time crooksbreak into a warehouse. In searchingthrough the materials stored there, theyopen a few large crates. Inside they find anumber of large, silvery robots(Dreadnoughts—their stats are on page45). Unable to find any way of operatingthe robots, they search the rest of thebuilding. While their backs are turned, theeyes of the Dreadnoughts glow and thedisconnected robots slowly begin to move.

Getting started: Inform your players that it isa warm summer evening in the city, a perfecttime for long walks and theatres. Also aperfect time for leisurely criminal activity. Askyour players where they are limiting them

only to the fact they must be on one of thetwo maps provided in the Original andAdvanced sets (the two maps join alongHayes Street), The warehouse described inthe problem is the Overton storage facility, soif you want to make sure they will be in thatarea. go ahead. The heroes may be in theirsecret IDs, "on patrol" in their costumedidentities, or making a connection with aContact. That part is up to them.

The hero closest to the Overton StorageWarehouse will see a man running from thebuilding and down the street, shouting atthe top of his lungs. He is followed by ahuge, silvery robot that is studded withspikes. The man is very scared, but tiring,and the robot is catching up. Ask the playerwhat his hero is doing. From the OvertonStorage area there are loud explosions thatcan be heard for blocks (notifying the restof the assembled heroes that something isup). There are gunshots and the loudringing of burglar alarms (the thug runningdown the street sprung the alarm whenleaving the warehouse).

There are three robbers who broke into thestorage warehouse through a skylight (theirropes and tools are still there). They havethug stats (page 62) and are named Morris.Lawrence. and Curly (or Hubert, Dewey,and Louis, if you prefer). They are armedwith handguns, and have found that theseare woefully inadequate againstDreadnought armor.

There are as many Dreadnoughts as thereare heroes involved on the map plus two.The Dreadnoughts have the followingprogramming: Eliminate anyone witnessingtheir activation, then proceed to GuthrieMansion map in this set. corner ofBuchanan and 7th). They are to blast thecornerstone away and take that cornerstoneto the fountain in Buchanan Park wherethey are to dump it into the Fountain. TwoDreadnoughts are to remain behind to takecare of the thugs still in the warehouse,while the others move on the Mansion.

Initial Conflict is saving the thug, Moe, whois about to be killed in the middle of thestreet by a Dreadnought Second Conflict isto save Larry and Curly (let's assume theyare hiding on top of a tall stack of crateswith two Dreadnoughts toppling the basewhen the heroes enter). How do you theJudge know this? You the Judge make itup, as the idea of providing backgroundand what the heroes see—the key fact isthat the other two thugs are not deceased(yet) when the heroes enter. If the hero (or

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heroes) save Morris, he will tell them abouthis friends in the warehouse beingthreatened by the big "Sentanels" (as Moecalls them). If not. the alarms andexplosions (Dreadnoughts ripping thebuilding up looking for Larry and Curley)should bring the heroes running.

The Dreadnoughts will engage the heroesone-to-one, with any extra robots continuingto move down the street to the Mansion. Itwill take them two turns to carve the blockout of the wall. if they get to the fountainand dump it in, it will "mysteriously vanish"(dissolve? Be pulled through a secretcompartment? Be teleported away?).

(As an aside, the Advanced Set map doeshave some dandy areas where heroes canset up their urban bases, including theGuthrie Mansion and One Simon Tower.)

Resolution: If the Dreadnoughts defeat theheroes, they will drop the cornerstone inthe fountain and then return to their lairs inthe Overton Storage area (now ashambles, though Larry and Curley mayhave escaped). They are not interested inkilling or capturing any heroes, just gettingthem out of the way of their mission.

The three thieves can tell the police and theheroes what happened in the warehouse,but will not really want to hang around. Allthree will thank the heroes and try to fadeinto the woodwork as quickly as possible(which gives the heroes the added problemof defeating the Dreadnoughts and keepingan eye on the thieves—they are robbers,after ail, and turning them over to the policemeans additional Karma). Play the robbersfor humor value—they are obviously out oftheir league messing with silver-platedrobots and guys in long underwear.

Defeating the Dreadnoughts leaves theheroes with their first victory as a team(surely someone will suggest stayingtogether—if nothing else, the press willrefer to them as Robot-busters orsomething). They also will have a lot ofscrap metal and a bunch of questions. Whoput the Dreadnoughts in the storage area?Who activated them? What was theirmission? What was important about thatcornerstone? This is the grist for futureencounters that make up a full campaign.

OK, OK. not to leave you hanging. TheJudge can go in a number of directionswith this beginning, according to the styleof campaign he wants to run. Here aresome suggestions.

• The cornerstone is hollow, and containspapers placed there by the late SamGuthrie. These papers show definiteproof of criminal activities by the Kingpinof Crime. Either the Kingpin or. morelikely. one of his lieutenants. discoveredthe location of the papers and arrangedto have the Dreadnoughts go after them.

• The cornerstone contains informationabout a Plodex survivor in the Mid-West. The Master of the World is afterthat information, and using hisadvanced technologies, activated theDreadnoughts which were stored in thewarehouse by the Maggia, and bentthem to his will.

• The Red Skull is alive (aw, come on),and setting up operations in the area.The cornerstone contains nothing, andthe purpose of the exercise was to testthe capabilities of the heroes in thearea. Television spy eyes have beenplanted along the battle route.

• As above. save the Dreadnoughts wereactivated by a mysterious benefactorwho needs a team of super-poweredheroes to handle emergencies in thearea. This mysterious benefactor paidto have the three thieves (actors) breakin, and will cover the damages incurredin the battle, as well as provide ameeting place for the heroes. TheMysterious Benefactor is 1)a harmlesseccentric, 2) a golden age hero nowretired, 3) a mad scientist, 4) a villainseeking to use the heroes as hispawns, 5) an alien or extra dimensionalstudent examining this race of beingsat close range, or 6) all of the above.

• The whole thing was a terribleaccident; the robots were accidentallyactivated, and were not meant to trashmost of the area.

This should give you a few ideas on how tohandle the situation. Pick one or (notingthat players will probably be reading this aswell), make up your own.

Running the Bad GuysAs Judge, you are responsible for runningall the non-player-character in thecampaign. all the individuals not directlycontrolled by the players. Of theseindividuals, the most interesting (andcertainly the most deadly) are the villains.

The villains of the Marvel Universe areamong the mast nefarious and intriguing ofthose found anywhere. They span from themischievous (Loki) to the sinister (Kingpin).Each of these villains has his own way of

perpetrating his crimes and getting what hewants out of the world (which sometimes isto rule it).

The point is, the Marvel Super Villains areas unique and individualistic as MarvelSuper Heroes. Only the most simple ofrobots use nothing but brute force to reachtheir ends (which is why they were used inthe example above). Doctor Doom's way ofhandling a problem is not Doctor Octopus'swhich is not Baron Mordo's. When runninga villain, try to capture the flavor of thatvillain. Kingpin makes sure he is not theone caught red-handed and acts throughhis agents. Doctor Octopus is driven bymanic rages and pathological fears ofSpider-Man. Crimson Dynamo serves theSoviet State. And so on. When running avillain role-play that villain. just as youexpect the Players to role-play their heroes.Doom may not take a certain actionbecause he is Doom. For example, heonce spared the lives of the Fantastic Fourbecause a battle might damage hispriceless art collection. Doom may be aworld-dominating maniac, but he has class.Play him that way.

Villains also plot. It is the villains' plots thatmake up the mysteries the heroes mustsolve. What is Doctor Doom up to? Whyare electrical supplies disappearing withouta trace? A good way of planning anadventure is to figure out a villain's plot.Villain's plots have a number of options,including:

• Defeating a hero that has defeated himbefore.

• Testing a hero's abilities in case hewants to use the hero, or the herofights him.

• Acquiring Material Resources forfurther criminal activities.

• Taking over the world (always a favorite). • Acquiring some special requirement for

a particular invention, usually aninvention that involves taking over theworld/defeating the heroes/increasingthe villain's own Powers to the pointwhere he can rule the world.

Here are a few villain conventions.

The Cat's-paw: The villain has someoneelse perform his dirty work for him. Thisworks best for planners with a largeorganization like Kingpin, but other villainsuse cat's-paws as well. Doctor Doom hascreated or modified a number of villains totest and defeat the Fantastic Four. Often acat's-paw is unaware of who is using who,and this provides a level of mystery as well.

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The Proclamation: Villains are as aware oftheir negative reps as the heroes are oftheir positive ones, and many will go togreat lengths to maintain the negativePopularity. The Titanium Man broadcastinga challenge to Iron Man from RockefellerCenter is such a proclamation.

The Deathtrap: Long-time readers are wellaware that, once the villain defeats thehero, the villain does not just rub the heroout, even if the hero is a long-time foe. Thevillain places the hero in a Deathtrapsituation. A Deathtrap is any situation thatplaces the hero's life in danger. The villaingains Karma for putting the hero in adeathtrap, whether the hero escapes or not.

Deathtrap design: Deathtraps are situationswhere the Judge can threaten the hem andforce loss of Karma and Health, but shouldnot be air-tight killers. There should alwaysbe a way out a deathtrap (and, given theingenuity of the players, there usually is away the Judge did not consider). Adeathtrap that works too well bumps off theplayer-characters, which is not veryentertaining. An ideal deathtrap should foilthe player's obvious forte and force theplayer to think (and likely spend Karma) inorder to escape (or to survive long enoughto be rescued).

The Judge may create his own bad guys todeal with the specialized heroes in hiscampaign. Villains are generated in thesame fashion as good guys, and may bepre-generated, generated, or modeled.

Villains' abilities, Powers, and Talents aregenerated as for heroes, though the Judgemay deliberately select particular abilities tofit his own situation or the opponents thevillain will meet. (For example, make surean opponent of Captain Marvel hasDarkforce Powers, or the guy squaring offversus Sub-Mariner in the North Atlanticcan breathe water, or does not need tobreathe at all!)

The Judge selects the Contacts for villains.If a villain has criminal Contacts, the Judgemay provide him with 1-10 henchmen toserve as the villain's goons and hired help.

New villains start with 0 Popularity, thoughmay quickly drive it into the negative. Thosewith a secret identity (no one knows thatrespected stock analyst Dennis McDennis isreally—The Corporate Raider!) maymaintain normal relations and Contactsthrough that identity, though the Contacts ofthe secret ID may be severed if the villain's

true identity is revealed.

Generated villains begin play with TypicalResources, unless other modifiers (orJudge's intentions) increase that amount.The Judge should modify the Resourcerank to fit his campaign, but the Resourcesof a bad guy should always be such thatthe criminal has motivation to engage inrobbery to maintain his standard of living.

Finally, as for generated heroes, fill in theblanks for your bad guy. Who is this guy,anyway? Why does he want to take over theworld/beat up the good guys/make himselfrich? Does he have any pet peeves orphobias? Would he emulate anyone in par-ticular in his criminal style? How would thehero first encounter him? In answering thesequestions, the Judge should be able to makea villain that the heroes will not soon forget.

Villains and KarmaThe Judge should not have to keep track ofKarma for every NPC in his campaign, onlyfor the major bad guys, as they are the oneswho spend it most often. Ordinary criminalswill possess the Karma listed in their stats,as will super-powered villains the first timethey appear (or their actions and plots firstoccur, for those using cat's-paws).

Villains receive Karma as follows:• Karma for committing crime equal to

the hero's total for preventing thatcrime. Mass counts of robbery assault,or murder count as one total for Karma.

• Defeating Heroes as for heroesdefeating the villain.

• Placing heroes in Deathtrap situations.The villain does not receive Karma forkilling heroes (surprise), but gets anamount equal to that for defeatingheroes if they are placed in aDeathtrap situation. The villain losesnothing if the hero escapes or isrescued from that deathtrap.

• Bragging. Villains are by and large aninsecure lot, and feel they must sharethe vital points of their recent decisionto take over the world with listeners ofworthy caliber (usually heroes inDeathtrap situations). Give the villain20 Karma points for doing so.However, the Judge is obligated topass on useful information to thePlayers in this fashion—such as whereto find the villains when they haveescaped the deathtrap.

Villains lose Karma by:• Being Defeated, as for the Heroes. In

addition, being defeated reduces thevillain's Popularity by 30 points,regardless of whether it was a public orprivate defeat. This reduction is alwaystoward zero. (A villain with a -40Popularity is reduced to -10 Karma.)

• Being convicted for a crime, equal tothe amount of successfully carrying outthat crime.

• The villain loses 10 Karma points permonth in prison or other incarcerationor restraint (in other words—out ofaction). A villain cannot earn additionalKarma when so incarcerated.

• A villain loses 30 Karma points forkilling, including slaying lackeys,henchmen, and other underlings thathave displeased them. (This flagrantspending of Karma is the hallmark ofshort-tempered villains such as DoctorDoom and the Red Skull.)

A villain may form a special type of KarmaPool with his henchmen and cat's-paws thatare working for him. In this Karma pool, allvillainous Karma earned by the gang iskept, but only the leader of the gang (thehead villain or mastermind or the operation)may spend it. Any member may leave thepool, taking his "share" with him, though ifthe villain immediately disposes of thetraitor, that Karma is retained in the pool.

Villains spend Karma in four specificsituations:

• To build things. Hi-tech villains willchannel their Karma into the rapidcompletion of their latest world-threatening device, and in additionspend Karma to make sure it worksproperly. Villains therefore rob both toacquire special requirements forinventions and to enhance their ownKarma to make them work.

• To reduce damage. A villain who mayspend Karma may spend 40 points toreduce the effects of an attack by onecolor rank. This spending must occurbefore the attack is made, though theplayers do not have to be informed ofthis expenditure. If such spending isdone, the villain reduces a red attackto yellow, and a yellow to green, butgreen and white results still apply. Thisprevents the heroes from destroyingthe villains in one Karma-laden shot,forcing them to reduce the villain'sKarma total in battle.

• To arrange an Escape or MysteriousDeath. Good villains are hard to comeby, and if one is forced into a full-fledgedretreat by the heroes, the Judge shouldtry to keep the villain among the living.

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The Judge may spend all the Villain'sremaining Karma (no less than 100 points)to effect an escape or mysterious death.The villain can escape by dropping throughthe floor on a previously unrevealed lift,being teleported away by a third party, orthrough a twist of fate (a collapsing wall)separating him from the heroes longenough to make good an escape. Amysterious death will vary according to thevillain in question. Some will findthemselves in an inescapable trap of theirown devising, others will be "crushed" byfalling debris or caught in an explosion withno remains found, or, in cases of Ultron,almost totally destroyed to recreatethemselves later. The good Doctor Doom isa master of the mysterious death, as hehas been irrevocably sent off to die at leasta dozen times, but always survived. Allsuper-powered villains will seek to maintaina 100-Karma-point buffer to make this formof escape.

• Judge's Prerogative. This is adangerous area, so treat it with care.The Judge may have villains spendKarma when it is absolutely essentialfor the villain to perform particularactions successfully. Such actionscannot be directed against the playerheroes ("I'm going to score a Kill resulton Spider-Man"), though they mayendanger the hero ("I'm going to hit thebutton opening the cage of theRogerian slime monster across theroom"). Judges should use this optionwith the greatest care.

Villains, Popularity, andResourcesAs noted above, villains prefer the fear that alarge negative Popularity provides, and assuch will try to maintain that rep. Villains'changes in Popularity are summarized below.Defeated by hero -30 PopDefeating hero +10 Pop Defeating other villain +5 Pop Imprisoned -5 PopMaking Proclamation orchallenge +5 Pop

These numbers are larger than those forplayer-characters, because villains get lessplay in general than player-characters.

Villains acquire Resources to makepurchases and fund inventions. A singlerobbery of a target will provide a one-shotuse of that target's Resource rank. If thevillain robs a bank and gets away, he canuse that Resource rank (Judge-determinedaccording to amount—use the Power rank

as a guide) to purchase other items. This isa shorthand guide to what villains canacquire. Remember, villains also rob forspecial requirements for their inventions, asthis provides both the Resources and therequirement in one fell swoop.

Random EventsA plot that runs through several encountersto a set resolution is entertaining, but theJudge may want to spice things up withRandom Encounters aimed specifically atthe heroes. MHAC6, New York, New York,provides one method of generating randomevents and presents a large number ofsuggested encounters. These are small"one-shot" adventures that should take upan evening of play or less, and may deterthe characters from moving too quicklythrough the main adventure you haveplanned.

New York, New York concentrates on urbanencounters, mostly combat situations. Amore free-form method of encounters is tocreate a group of small one-shotencounters to throw at the heroes, alone orin groups, to keep them occupied andprovide a good way of gaining Karmawithout fighting Galactus. You, the Judge,can create a number of these for yourheroes, as a list, similar to the ones below.When you feel you need a randomencounter (say, at the start of the game, orwhen the hero is heading home for theevening, or trying to get across town for animportant appointment) roll a ten-sided die,look down the list, and run that encounterthe next time the hero or heroes are in asituation to which it applies (for example,as Power Outage is better at night, when itis rolled, wait until dark to spring it). Onlyone random event should be in operation ata time. Here are some examples.

1) The Robbery: The hero is in the vicinityof a store (pick one) when the alarm goesoff. Three thugs come out of the store,guns blazing, holding bags of loot. Theyrun to the end of the block, where a fourthman is waiting with a car, the enginerunning. The car will head for the farthestedge of the map, and if it makes it, the trailwill be test.

2) The Contact: The hero gets a note fromone of his Contacts to see him. This can bea springboard for another adventure, as theContact may have some mystery to presentto the hero, or disappear himself before thehero can reach him.

3) Burglary: It is night and a burglar alarmsiren goes off down the street. Looking inthat direction, the heroes see a group ofseven enforcers quickly loading a truck withgoods from an open store (furs, jewelry,frozen meat, etc.).

4) Media attack: A full fledged assault onthe hero's good name by a paper or othermedia operation. -5 Popularity.

5) Windfall!: A Resource Modifying FEAT.The hero has been named in the will of anadmirer. Raise the Hero's Resources byone Rank (maximum Remarkable). Saidinheritance may also include other items,such as an old house in the country said tobe haunted; a pendant that is a mysticartifact with a powerful curse, sought by amore-powerful evil entity; or a clause in thewill saying that the money is forthcomingonly if the hero performs a certain act.

6) Police on the Beat: The hero encounterstwo of New York's finest on foot patrol, or apair in a squad car. The police only hasslethe hero if he is wanted by the police, orhas a negative Popularity. Otherwise, theyare friendly, and pass on information aboutthe area (such as a rash of cat burglaries,or the fact O'Malley thought she saw aflying saucer three days back).

7) Rampaging Villain: Out of nowhere hecomes! (And to nowhere he may go.) Somevillain is out to prove himself the A-Number-1 Head Honcho bad guy by beating upsome hero. This can be any of the less-powerful villains (such as Blacklash orElectro, but not someone like Kingpin orDoctor Octopus --they have better things todo with their time), or a character of yourown devising (creating your own villains issimilar to hero creation, and has anadvantage in that the heroes don't knowwho this guy is).

8) Power Outage: The lights go out in athree-block section of the map—a faultycircuit. A mixture of helping people out ofelevators and general good deeds andarresting common criminals seeking tomake hay while the lights don't shine.

These are only examples, and the Judge isencouraged to come up with his own smallencounters to season the campaign,tailored to his particular operation and whatthe players are doing.

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Final Summary forJudges In summary, there are no fool-proof rules forjudging the Marvel Super Heroes game, orany other role-playing game. The best wecan do is provide examples, instances, andguidance in how to run combat, special situ-ations, and the campaign in general. Here area few guideposts this Judge has used in hiscampaigns, which may work in yours as well.

Give the Players an Even Break: This hasbeen said before, and it applies. The Judgehas all the cards and most of theinformation. He knows where the hiddentraps are and how badly wounded bothheroes and villains are. Wiping out heroeswholesale is a problem, in particular withsuch world-destroying guns as Galactuswandering around. Give the players a wayout of that infallible Deathtrap (MarvelSuper Villains are not infallible, thoughJudges usually are), Send in the Cavalry ifthe heroes are being too badly chewed up(but reduce their Karma if they need Thordropping by to handle a group of streettoughs), Remember that the campaign isonly as good as the Judge and players.

No Buffaloes: Those familiar with the originalbooks know this one. Just as you should notride roughshod over the players, do not letthem ride roughshod over you, Your rulingsare just that—rulings. Decisions that youhave made under the circumstances of thegame. Right or (perhaps proved later)wrong, they are the way the game is playedin your campaign. You control the amount ofinformation in the campaign, and can restrictas necessary for your adventures.

Be Prepared: Players are a sneaky bunch,end will always surprise you with someaction they believe you haven't thought of(hence the Karma award when you arecaught flat-footed), in such cases, besensible, be reasonable, and be prepared, ifa villain is going up against Captain Marveland knows it, perhaps a Darkforce-projectingdevice or ally may be called for. Similarly, ifSpider-Man comes calling, shouldn't thedetection devices include the walls as wellas floors? Prepare your adventures so youhave a good idea what should come next,no matter what the players do.

Patience is a Virtue: Let the players come totheir own decisions, correct or not. Withmany players, there will always be an inter-play between the player characters, as towho will lead, which way to go, which clue to

follow, or who to attack with what. This is partof the game, and there is no need to rush theplayers into your latest deathtrap—they willcome along eventually of their own volition. AJudge who provides the information and sitsback waiting for player response is aseffective (if not moreso) as one who rushesthe players into one slugfest after another.

The remainder of this book is filled with avariety of characters from the MarvelUniverse, for use in your campaign,including Heroes, Villains, Entities of GreatPower (Big Guns), Animals, Alien Races,and members of the Supporting Cast.

The heroes are summarized on the card-sheets provided, and are presented here infull. The cards, which may be cut along thedotted lines, are for use by the players as ahandy reference, and include a fewadditional cards to be used by the playersfor their own creations. Note that along thebase of each of these sheets is a range-marker for those who use ranged distancesas opposed to area markers.

While on the subject of the card-sheets, thereare four panels that contain the AdventureFold-Up figures for use in the campaign.These figures may be assembled as follows:

• Cut apart each figure along the solidlines indicated in black.• To make it easier to fold the figure on astraight line, you should “score” the lineof the fold. “Scoring” is creating a creasein the paper on the line of the fold byusing an artist’s stylus or an old ballpointpen that has dried up. To score, use aruler to help you draw a straight line andthen, using the stylus or an old pen,draw along the fold line pressing downto leave a crease in the paper. Thismakes it easier to fold the paper.• When gluing, spread the glue evenlyover the flap and then wrap the figurearound. Place it against the indicatedsurface and hold it together. A paper clipwill hold the figure until it has dried.

The character stats listed here include asummary of the abilities for each character.The initial Power ranks for these abilities,and all abilities and Powers of these char-acters, are set at the mid-point or averagevalue for when play begins. They may beincreased through normal advancement, andthe character cards modified accordingly.

The Health, Karma, Popularity, and Resourceranks are similarly starting values and maychange over the course of the campaign.

Powers are listed as “Known Powers”: thatwhich it is known the hero can do, and thePower stunts that the hero normally per-forms. An exhaustive list of Power stuntswould triple the size of this section, so thoseparticular stunts that the characters haveused on occasion are not listed, and left tothe players to develop.

Talents are summarized and noted to theTalents section of the Players’ Book whenpossible, When dealing with a Talent thatdoes not exist in the Players’ Book, it isexplained in full.

Contacts are initial Contacts and based onthe history of the character and those thatthe character has relied upon in the past.Other Contacts may be argued, but theseare the starting Contacts for suchcharacters: others may be added as playprogresses. For example, Bruce Bannermay retain some Contacts in the Military asa result of his long service on variousprojects including Hulkbusters, but that isnot listed under his entry of the Hulk, and ifthe player running Banner desires such aContact he must pay for ft.

The Background section provides acomplete a history as space permits for thehero, villain, or entity, to give the players afeeling of the character’s roots and his orher motivations for role-playing.

The sections on Aliens, Animals, andSupporting Cast are similarly presented,but in a shortened form to put as many aspossible in the text.

Finally, it should be noted that the abilities,ranks, and powers may be different fromprevious works, and that future mentions ofthese characters may differ in small waysfrom those that have appeared here. Thisis because the Marvel Universe is not anunliving thing that may be carved up andexamined, but a living creative entity that isstill evolving over time. Player charactersusing these heroes should not benefit fromfurther changes after play has begun, butshould not be penalized by furtherreductions in abilities that may occur to thecharacters in the future, (Just becauseStorm loses her abilities in the“mainstream” Marvel Universe, does notmean that she will lose them in YOURversion of the Marvel Universe.) As theMarvel Universe continues to evolve, TSRproducts will try, with the help of the MarvelComics Group, to stay on top of the latestdevelopments, twists, and turns in the livesof people that make up that Universe.

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ANGELWarren Kenneth Worthington III

F EX(20) Health: 90A RM(30)S GD(10) Karma: 26E RM(30)R GD(10) Resources: Rm(30)I TY(6)P GD(10) Popularity: 10

KNOWN POWERS:

Flight: Angel flies by means of two birdlikewings, aided by his aerodynamic body andbone structure. He can fly at Typical airspeeds (6 areas/round). Acceleration andfatigue are handled as in Running. While inflight, he may carry up to 200 pounds withoutstraining, though greater weights require aStrength FEAT roll. Angel’s flight is relativelysilent, such that he may blindside opponentson the ground who are unaware of him.

TALENTS: Angel is skilled in Aerial Combatand Martial Arts B. Despite his control of alarge corporation, Worthington’s businessskills seem minimal, as he depends ontalented underlings to run things.

CONTACTS: Warren Worthington III is thechairman of the board of WorthingtonIndustries, a major corporation. WorthingtonIndustries is the parent company of X-FactorMutant Control Services, which is a cover forX-Factor, the original X-Men. Angel was thesponsor and part-time leader of two defuncthero groups, the Champions of Los Angeles— Iceman, Hercules, Black Widow, Darkstar,and Ghost Rider (Johnny Blaze) — and theDefenders — Iceman, Beast, Gargoyle,Valkyrie, Andromeda, and Cloud.

BACKGROUND: Angel’s wings and flyingability appeared in his teens, and all of theoriginal X-Men, only Worthington had aprevious career as a crime-fighter beforejoining the team. As the Avenging Angel,Worthington battled criminal activities for ashort time before being recruited by Cyclopsand Iceman. Angel left the team after anumber of new recruits had joined, but hisadventuring spirit encouraged him to form andfund other super-powered teams, includingthe Champions of Los Angeles and the newDefenders, He is currently the major sponsorof X-Factor (a division of WorthingtonIndustries), as well as a member of that team.

AURORAJeanne-Marie Beaubier

F EX(20) Health: 66A EX(20)S TY(6) Karma: 18E EX(20)R PR(4) Resources: Ty(6)I GD(10)P PR(4) Popularity: 6

KNOWN POWERS:

Flight: Though Aurora’s Powers are currentlygreatly reduced, she may still fly at the speedof sound (Shift X Speed). While in flight shehas Good Body Armor.

Light Generation: Beaubier can generate lightof Monstrous Intensity. Targets blinded by thislight are -3CS on all FEATs for 1-10 roundsafterwards.

Non-Detection: Aurora cannot be as a mutant,since those mental waves (psionic “signature”used by Professor Xavier, Cerebro, and Sen-tinels) are suppressed with Class 1000 ability.She registers as a normal human on mutantdetectors.

LIMITATIONS: Jeanne-Marie is a classic caseof multiple personalities. Two distinctpersonalities have already appeared, and sheis currently manifesting a third. The originalpersona, Jeanne-Marie, is shy, reclusive,prim, stern, and speaks English with a heavyaccent. Her Aurora personality is moreaggressive, fun-loving, and adventurous. Hercurrent persona is a mixture of these two (andleans toward Aurora), but stress may result inswitching personalities (Psyche FEAT to avoidthis effect).

Jeanne-Marie loses the use of her Powers for1-10 rounds upon contact with her brother,Northstar.

CONTACTS: Aurora is a founding member ofAlpha Flight.

BACKGROUND: Jeanne-Marie and herbrother, Jean-Paul, were twins separatedsoon after birth. Jeanne-Marie was raised in avery strict religious school for girls, and it wasthere that her Powers first manifestedthemselves, She was disbelieved and firmlypunished for her tales of flying, and so thesuper-powered persona fractured off in a splitpersonality. Located by Wolverine andrecruited into Department H, Aurora wasreunited with her brother (Northstar). Auroraand Northstar originally had similar Powers,but Jeanne-Marie’s were modified by herlover, Sasquatch.

3: CHARACTERS

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BEASTHenry McCoy

F IN(40) Health: 130A IN(40)S RM(30) Karma: 50E EX(20)R EX(20) Resources: Rm(30)I GD(10)P EX(20) Popularity: 10

KNOWN POWERS:

Modified Body Parts: Beast’s feet are well-developed and may be used as hands tohandle objects or to attack.

Climbing: Due to his simian stance andcapabilities, Beast can climb with Remarkableability.

Lightning Speed: Beast can move at up toareas per round, accelerating to that speed ina single round.

TALENTS: Hank McCoy is an expert inBiochemistry, Genetics, and Electronics. Heuses Acrobatics, Tumbling, and Martial Arts Cin combat.

CONTACTS: The Beast is a current memberof X-Factor, and a former member of theAvengers and Defenders. His Contacts withhis former employer, Brand Corporation, andwith with universities where he has acted as acampus speaker, are tenuous at best.

BACKGROUND: Hank’s large feet andsimian stature were noticable at birth, butHank led a relatively normal life, evenbecoming a football star in high school.Recruited into the original X-Men, Hank hassince served with the Avengers andDefenders and is now a member of X-Factor.During his brief employment with the BrandCorporation, Hank was further mutated into ablue-furred, ape-like form. He has since beengiven a more humanoid form throughexperiments by a former co-worker.

BLACK KNIGHTDane Whitman

F RM(30) Health: 70A EX(20)S GD(10) Karma: 22E GD(10)R GD(10) Resources: Ex(20)I TY(6)P TY(6) Popularity: 40

KNOWN POWERS:

Body Armor: Black Knight wears a full ofchain mail armor, providing him with Goodprotection from physical attacks.

Unique Weapon—Ebony Sword: Merlinhimself forged and enchanted the BlackKnight’s sword. It is made of Unearthlymaterial strength meteoric iron, and in theBlack Knight’s hands inflicts 10 points Edgeddamage, or 16 points Blunt damage with theflat of the blade. The sword has special anti-magical properties, allowing it to deflect spellsand energy as if it were a shield of UnearthlyStrength, as well as cut through mysticbarriers and ensnarements as if they werenormal materials. The sword has a blood-curse on it: if the wielder takes a life, hebecomes more violent and bloodthirsty(Psyche FEAT to avoid this effect).

Limited Teleport: Through ceremony orcomplete concentration (red Psyche FEAT),the Black Knight may summon his sword tohim or teleport himself to the sword with Class3000 ability, crossing time and dimensions todo so.

Atomic Steed: Brought back from Mountain bythe Beast, this device was repaired by Daneand is used as his mount, The vehicles’ statsare:Control Speed Body ProtectionRM ShX EX None

TALENTS: Dane is a Weapons Specialist withhis sword (+2CS), and has Horsemanshipskills (used to control his Atomic Steed),Whitman is also an accomplished geneticist.

CONTACTS: Black Knight is a member of theAvengers, and a close ally of Doctor Strange,He still has ties to the extra-dimensional realmof Avalon.

BACKGROUND: Dane Whitman inherited thepersona of Black Knight from his criminaluncle, Nathan Garrett, Determined to use thePowers of the Ebony Sword for good, Whit-man joined the Avengers following a long stayin the 12th century, and is a member of thecurrent team.

BOXRoger Bochs

F RM(30) Health: 220A RM(30)S MN(80) Karma: 40E MN(80)R EX(20) Resources: Ex(20)I GD(10)P GD(10) Popularity: 10/6

KNOWN POWERS:

Body Armor: All of Box’s abilities from hisBody Armor. When not in his armor, RogerBochs has the following stats:F A S E R I PPR PR TY GD EX GD GD

The armor provides Amazing protection fromphysical and energy attacks, and MonstrousResistance to Heat, Cold, and Radiation,Bochs merges physically with the Box armor(takes 1 round), Remaining too long insideBox may cause the merger to be permanent.Make a Psyche FEAT for each hour after thefirst three to leave the armor.

Flight: Box flies by means of jet-thrusters inthe legs, and can fly at Incredible speeds. Ifused as a weapon, the boots inflictRemarkable damage.

Recovery: The Box armor’s internal circuitsallow it to regain lost Endurance ranks at alimited rate. In addition, Madison Jeffries, whohas the ability to manipulate metals, canrepair Unearthly damage to the Box armor.

Computer Link: The Box armor allows theuser to tap into available computer hardwarewith Remarkable ability.

Sensors: Box has active detection gear thatranges from microwave to hard radiationdetection. He has Amazing infravision, radar,and radiation detection. His on-board radiohas a 200-mile range across all standardbands, and can jam other radio sources within5 areas with Incredible Intensity.

TALENTS: Roger Bochs is an expert in Elec-tronics, He has Engineering and Repair/Tink-ering ability to help build and maintain Box.

CONTACTS: Bochs was a member of BetaFlight and is a current member of AlphaFlight. He is also the owner of Bochs Elec-tronics, a private firm with RemarkableResources.

BACKGROUND: Handicapped Roger Bochs’plans for a powerful robotic suit came to theattention of James Hudson, who recruitedBochs and his invention into Beta Flight. Boxlater joined the main team.

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HEROES

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CAPTAIN AMERICASteve Rogers

F FN(60) Health: 150A IN(40)S EX(20) Karma: 60E RM(30)R GD(10) Resources: Ex(20)I IN(40)P GD(10) Popularity: 100/6

KNOWN POWERS:

Unique Weapon—Shield: Cap’s chief weapon isa disk made of adamantium and vibranium. Theshield is Class 3000 material, and is immune toharm from any damage save that of magic andpsionics, Captain America uses this weapon asa shield, though he is still subject to the effectsof Stuns and Slams while using it. CaptainAmerica may throw his shield up to 3 areasaway, inflicting Remarkable damage. One ofCap’s established Power stunts is to bouncethe shield off a number of hard surfaces andhave it return to him the following round.

Motorcycle: Cap’s motorcycle is a DavidsonCustom Special, built by Jonathan Coulsonand further modified by S.H.I.E.L.D. Thevehicle has the following stats:Control Speed Body ProtectionGD RM TY NoneCaptain America wears protective headgearwhile on the road (lessens damage fromcrashes by -1CS).

Van: Cap’s van is a custom-built van modifiedby the Wakandan Design Group. The van hasthe following stats:Control Speed Body ProtectionGD EX RM EXThe van contains first aid kits, a storage areafor the cycle, fire fighting equipment, an on-board computer with cruise control, auto-mobile information files, and a terminal whichallows him to tap into a national computer net.The van has changeable license plates and acrystal film paint job that allows it to appearred, white, blue, or yellow.

TALENTS: Cap is a Weapons Specialist withhis shield, receiving a +2CS in FEATs usingit. He is skilled in all the martial arts available,as well as having leadership, artist, andmilitary skills.

CONTACTS: He is a vital member of theAvengers, has a long-standing relationshipwith the U.S. Army, and is a friend of NickFury of S.H.I.E.L.D.

BACKGROUND: At the start of WWII, SteveRogers was injected with the Super SoldierFormula, An accident at the end of the warfroze him in an iceberg and he was laterrescued by the Avengers. Cap sees himselfas a hero for all of America.

CAPTAIN MARVELMonica Rambeau

F GD(10) Health: 70A EX(20)S TY(6) Karma: 22E RM(30)R TY(6) Resources: Ex(20)I GD(10)P TY(6) Popularity: 20/5

KNOWN POWERS:

Body Transformation: Energy, Monica cantransform her entire body into any form ofelectro-magnetic energy, including visiblelight, cosmic radiation, gamma rays, X-rays,ultraviolet and infrared radiation, neutrinos,and microwaves and radio waves, She mayperform a number of Power stunts at up toUnearthly ability with these transformations,including:

• Light of Unearthly Intensity• lnvisibility of Unearthly rank• Projection of intangible illusions of herself• Transmitting radio messages without a set• Overloading sensor devices with

Unearthly ability• Passing through objects as X-rays with

Unearthly ability (may be blocked byforce fields) While in energy form CaptainMarvel may not be harmed by physicalattacks, but may be hurt by magicalattacks, psionic attacks, and energyattacks of the same type as her currentenergy state, She may shift energystates at will.

Flight: While in her energy state, Marvel maytravel at Class 3000 (near light) speeds, Shemay move up to 50 areas in a round, butattacking still takes a round.

Energy Attacks: When in an energy state,Captain Marvel may project a concentratedblast of Force or Energy of up to Monstrousstrength.

TALENTS: Monica Rambeau has LawEnforcement as a talent.

CONTACTS: Monica Rambeau is a formermember of the New Orleans Harbor Patrol.She gained her Powers when rescuingphysicist Andre LeClaire, and is a currentmember of the Avengers.

BACKGROUND: Monica Rambeau gainedher Powers when she destroyed a discoveryof Prof, LeClaire’s that was being used as aweapon. Taking the name Captain Marvel (norelation to the Kree captain), she sought outthe Avengers for aid in controlling her Powers,and is now part of the current team.

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CLOAKTyrone Johnson

F TY(6) Health: 76A GD(10)S EX(20) Karma: 36E lN(40)R TY(6) Resources: Fe(2)I EX(20)P GD(10) Popularity: -3

KNOWN POWERS:

Dark Dimension Control: Cloak’s of darknessshould not be confused with the Dark Dimen-sion, a extra-dimensional realm ruled by Clea.Cloak’s darkness is an extra-dimensional spacethat may or may not be related to the Dark-force. He may ensnare victims in his cloak,plunging them into his dark dimension, with asuccessful wrestling attack. They may alsoenter if they make a charging or grapplingattack on Cloak. Inside the dimension, thecharacter is confronted with his deepest fears ofAmazing Intensity, and in addition loses 1 En-durance rank and 5 points of Health a round.Upon leaving the cloak, the target must make aPsyche FEAT or be paralyzed by fear for 1-10turns. Health lost by targets is absorbed byCloak to restore his Health, up to his maximum.

Body Armor: Cloak’s non-corporealityprovides Amazing protection from physicaland energy attacks, He is still subject tomagical and mental attacks as normal,

Darkness Generation: Cloak can release hisdarkness into our dimension, covering up tothree areas with Amazing Intensity darkness,Those unable to see in this total darkness andthose without light-bearing Powers are -3CSon all FEATS,

Teleport: Cloak may move within his dimensionof darkness, effectively teleporting with Un-earthly ability and a maximum range of a half-mile. Unless protected by Dagger’s light (which“feeds” the hunger of the cloak), those teleport-ed with Cloak are affected by the dimension.

LIMITATION: Cloak’s darkness has a hungerfor the living light contained in living bodies.His effects on criminals, as well ascontributions from Dagger’s own Powers, feedthis hunger, but if 24 hours pass with no suchlight, Cloak will have to make a Psyche FEATagainst Good Intensity desire to absorb thatlight from another, criminal or not.

CONTACTS: Cloak is Dagger’s partner, andworked with Mayhem. He is not on goodterms with Father Delgado.

BACKGROUND: Cloak’s origin is similar toDagger’s, and he shares her vigilante attitude(double all Karma awards for preventing/solvingdrug-related crime).

COLOSSUSPeter Nikolaievitch Rasputin

F GD(10) Health 150A GD(10)S MN(80) Karma 32E AM(50)R TY(6) Resources: Pr(4)I TY(6)P EX(20) Popularity: 0

KNOWN POWERS:

Body Transformation: Peter Rasputin cantransform his body into an organic form ofosmium steel. His stats while in that form arelisted above. His normal abilities are:F A S E R I PGD GD EX EX TY TY EX

Peter may transform in a single round.Damage taken in human form carries over intoarmored form. Damage taken in armored formis healed in transformation, unless Peter’sHealth in armored form is below 60, in whichcase that Health is used once transformed. IfPeter is stunned or knocked unconsciouswhile in armored form, he reverts to humanform. While in armored form, Colossus hasminimal need to breathe, and as such canhold his breath for an indefinite time.

Body Armor: Colossus’ steel-like hide providesAmazing protection from physical attacks, andIncredible protection from energy attacks.

Resistances: In armored form, ColossusMonstrous Resistance to Fire and Cold, andRemarkable Resistance to Electricity(conductive) and Radiation.

TALENTS: In his career as an X-Man,Colossus has Martial Arts A, B, and ResistDomination skills. He also has artist skill, andpaints to relax.

CONTACTS: Peter Rasputin is a member ofthe X-Men. His little sister, Illyana, is amember of the New Mutants, His exactrelationship with the Soviet government of hishomeland is unknown,

BACKGROUND: Piotr Rasputin firstdemonstrated his mutant abilities inadolescence on the Ust-Ordynski collective inSiberia. He was recruited by Professor X toform his second team of X-Men, and hasserved with the team since then. He hasserved as the team’s strongman since then,but is often plagued by self-doubt as to hisabilities and contributions.

CYCLOPSScott Summers

F EX(20) Health: 76A EX(20)S TY(6) Karma: 80E RM(30)R EX(20) Resources: Gd(10)I RM(30)P RM(30) Popularity: 6

KNOWN POWERS:

Optic Blasts: Summers’ eyes constantly emita ruby-colored beam of pure concussive forcefrom his eyes. These ruby beams inflictExcellent Force damage at a range of I area,Using a specially-constructed visor, he mayproject a beam of up to Fantastic Intensity upto three areas distant. This beam can affect asingle target or multiple targets. Targets indifferent areas are treated as multiple attacksand require a Fighting FEAT to hit. Cyclopsreceives a +2CS to hit with his optic blasts,and may bounce his beam off materials ofhigher material strength than the currentPower rank used as a Power stunt (eachtarget in the path of a multiple “bounce”requires a separate Agility FEAT to hit; onemiss negates any other attacks or bounces).Cyclops is invulnerable to his own optic blasts(and the effects of his brother, Havok), butmay still be stunned and slammed by them.

TALENTS: Scott is an accomplished Pilot ofaircraft, As a member of the X-Men, he hasdeveloped Leadership, Martial Arts A and C,and Resist Domination Talents.

CONTACTS: Cyclops has led the presentteam of X-Men as well as the original team(now known as X-Factor). He is not on goodterms with Magneto, the X-Men’s currentmentor. Scott’s father, Alexander Summers, isthe leader of a group of intergalactic freedomfighters known as the Starjammers. Scoff’sbrother is the mutant hero Havok, a memberof the X-Men.

BACKGROUND: Scott and his brother werepushed out of their parents’ plane when it wasattacked by a Shi’ar scout ship. The boys hada parachute, but the fall injured Scott,crippling that section of his mind that wouldlater be needed to control his mutant Powers.These Powers surfaced in his teens, and theyouth was recruited by Professor X to be theteam leader of his X-Men. Scoff has servedas team leader for both old and new teams.He left the group to marry Madelyne Pryor,who resembled his former love Jean Grey,thought dead, Upon Jean’s return, he left hiswife to become a member of X-Factor.

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DAGGERTandy Bowen

F EX(20) Health: 76A EX(20)S TY(6) Karma: 30E RM(30)R GD(10) Resources: Fe(2)I GD(10)P GD(10) Popularity: 2

KNOWN POWERS:

Light Generation: Dagger can generate light ofRemarkable lntensity, filling up to 2 areas, Thislight can stun opponents who fail an Endur-ance FEAT for 1 round, and gives those whoare attacking her glowing form a -2CS to hit.

Light Daggers: Dagger can generate andthrow daggers of “living light.” These daggersinflict Excellent damage, and can penetrateup to Good Body Armor (they have no effecton Body Armor of higher rank), The targetmust make an Endurance FEAT againstExcellent Intensity. Failure indicatesunconsciousness for 1-100 rounds and -3CSon all FEATs by the target for 3 days. Successindicates only a -1CS for 1-10 rounds,

Targets hit by these light daggers are purgedof foreign substances, provided thosesubstances are not long-term mutations oralterations (no effect on Hulk or CaptainAmerica), Individuals with negative Popularitymay “repent” while under the effects of thelight daggers, This “repenting” reducesnegative Popularity to 0, and eliminates anyKarma possessed by the target. NPCs’“repentance” is determined by a Psyche FEATagainst Excellent Strength,

Dagger may fire up to 4 daggers in a singleround at up to 4 separate targets in the samearea. She may control the flight of thesedaggers up to 4 areas away,

TALENTS: Tandy Bowen was a talenteddancer before her transformation, and usesher Talents in a unique fighting style thatcombines Acrobatics, Tumbling, and MartialArts C.

CONTACTS: Tandy is the partner of Cloak,and the sometime partner of Mayhem, a super-powered vigilante. Dagger and Cloak takerefuge in the church run by Father Delgado.

BACKGROUND: Tandy Bowen was a youngrunaway who was kidnaped and used as ahuman test animal for a new Maggia drug.This drug modified her body, turning her into acreature of light. As Dagger, Tandy huntsdown drug-related criminals and punishesthem (double all Karma awards forpreventing/ solving drug-related crimes).

DAREDEVILMatthew Michael Murdock

F IN(40) Health: 110A IN(40)S GD(10) Karma: 96E EX(20)R TY(6) Resources: Pr(4)I MN(80)P GD(10) Popularity: 6

KNOWN POWERS:

Enhanced Senses: Murdock’s senses of taste,hearing, and smell have been enhanced tothe Monstrous rank, He can identifysubstances by taste, read raised printing on apage, or track by a specific odor on a Powerrank FEAT roll, Overloading these senses(excessive noise, for example) reduces hisIntuition by -1CS, and any FEATs againstspecific attacks are at -2CS, Murdock useshis enhanced hearing in a Power stunt todetermine if a character is lying (he listens foran erratic heartbeat) with Fantastic ability.

Radar Sense: In addition to his enhancedsenses, Murdock has developed anomnidirectional sense that operates asprimitive radar, He can “see” three-dimensional images up to 3 areas away,regardless of light conditions. Rapidmovements and chaotic conditions reduce thisPower and Intuition by -2CS, Daredevilcannot be blindsided.

Weapon—Billy Club: Daredevil carries a billyclub made of Incredible Strength material thathe wields or throws for Excellent Bluntdamage. Internal workings that permitted theclub to shoot a line have been removed.

LIMITATION: Murdock is blind. He isunaffected by light-based attacks, illusions,and hypnosis for this reason.

TALENTS: Daredevil is a master ofAcrobatics and possesses Martial Arts A, B,and E. He is a specialist with his Billy Cluband receives a +2CS to hit with it, Thoughdisbarred, Murdock retains his legal training.

CONTACTS: Murdock’s old partner, FoggyNelson, is still active in law, and Murdock isalso close to reporter Ben Urich of the DailyBugle. Daredevil also had extensive contactsin the criminal world, including a small-timehood named Turk Barrett,

BACKGROUND: Matthew Murdock lost hissight in a truck accident involving radioactivematerial. This accident provided him with hisradar sense, which he used to becomeDaredevil.

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DOCTOR STRANGEStephen Strange

F GD(10) Health: 66A EX(20)S TY(6) Karma: 185E RM(30)R GD(10) Resources: Gd(10)I MN(80)P UN(100) Popularity; 10

KNOWN POWERS:

Magical Ability: Doctor Strange is the SorcererSupreme of the Earth Dimension. He may useany listed Power as a spell, subject to thelimitations of Personal, Universal, and Dimen-sional energy restrictions. He uses theseabilities at the Amazing level, unless otherwisenoted as Power stunts. In addition, DoctorStrange regularly uses the following spells:

• Alteration—Appearance (P)—as a minorillusion of Fantastic Intensity that changesthe Doctor’s appearance and that of hiscompanions, usually hiding their costumes• Astral Projection (P)—as Power of samename, with Unearthly ability• Levitation (P)—as Power of same name,with Incredible ability• Shield—Individual (P) as Personal ForceField, able to repel magical attacks• Telepathy (P)—as Power of same name,with Unearthly ability• Conjure (U)—a specialized Teleport ofAmazing Intensity that brings the item,character, or being to the caster. The beingin question may make a Psyche FEAT toavoid the conjuration• Eldritch Beams/Bolts (U)—As Force orEnergy Missile weapon, of Amazing powerand range• Dimensional Aperture (D)—Creates anopening into, and permits passage to andfrom, another stated dimension, withMonstrous ability, Requires a FEAT rollonly for unfriendly or hostile dimensions orunwilling travelers• Mists of Morpheus (D)—Generates vaporsof Wondrous Intensity, which induce sleepin those failing an Endurance FEAT in twoareas. Strange is unaffected, unless hechooses to undergo the mists, in whichcase he sleeps deeply for 1 -10 hours butheals as it three days have passed underfull hospital rest• Spell of Silence (U)—Prevents subject ofspell from speaking of certain matters orsubjects. Only characters of Amazing orgreater Psyche may receive a FEAT roll toavoid its effects

Cloak of Levitation: A magical devicepresented to Dr, Strange by his mentor andlater destroyed and reconstructed, the Cloakpermits Flight of Shift X Speed (a small spellallows the doctor to breathe at this speed),The Cloak may be commanded to performdiscrete actions, and in combat it hasIncredible material strength and may act as ifit possesses Incredible Strength.

Eye of Agamotto: An occult object containedwithin an amulet worn by the Doctor andcontrolled by a psychic link. The Eye hasseveral functions:

• Serves as a combination of all DetectionPowers with Class 1000 ability, and inaddition reveals illusions, enchantments,and disguises• Provides a +2CS on all Mental Powersused by the Doctor• Places one unconscious target in samearea in suspended animation (no actions orloss of Health) with Monstrous ability• Opens a Dimensional Aperture withUnearthly ability

Orb of Agamotto: Another powerful mysticartifact, the Orb has Class 3000 MagicDetection (as the Power), and may be used toview any place known to the user.

TALENTS: Doctor Strange was a notedsurgeon before becoming the SorcererSupreme, and retains his Medicinal Talents,He is an expert on Occult and MythologicalLore, and has been taught Martial Arts A andE by his manservant, Wong,

CONTACTS: Doctor Strange’s mentor wasthe Ancient One, who has since merged withthe universe but on rare occasions hasreturned to advise, Strange’s own pupil Cleais now the ruler of the Dark Dimension,Among the beings that Strange calls upon towork his Dimensional spells are Cyttorak,Raggadorr, the Seraphim, and the Vishanti(Agamotto, Hoggoth, and Oshtur), all of whomare considered Friendly entities for thepurposes of conjuration.

BACKGROUND: Stephen Strange was atalented and egotistical surgeon who lost hisfine motor skills in a car crash. Sinking intoalcoholism, Strange heard of the Ancient One,and sought him out for a cure. Instead,Strange became the Ancient One’s pupil andinherited from him the mantle of SorcererSupreme. He operates out of GreenwichVillage, seeking out magical threats to theEarth dimension.

NICK FURYNicholas Joseph Fury

F IN(40) Health: 100A EX(20)S GD(10) Karma: 50E RM(30)R EX(20) Resources: Am(50)I EX(20)P GD(10) Popularity: 50

KNOWN POWERS:

Body Armor: Nick normally wears a protectivevest of Kelvar armor at all times, giving himTypical protection from attacks.

Weapons: Nick uses a variety of weaponsavailable in the S.H.I.E.L.D. armory, includingmachine pistols and force pistols. His person-alized weapon is a needle gun, which shoots astream of finely honed slivers up to 6 areasaway for Excellent damage on the EdgedThrowing column, The needle gun contains300 rounds, is made of Excellent Strengthmaterials, and has mother-of-pearl handgrips.

TALENTS: Fury has acquired a number oftalents in his careers in the Military andEspionage fields, He is a Pilot of air and spacecraft, a demolitions expert (+1CS on allmatters involving explosives), is trained in FirstAid, is a skilled Marksman, and has WrestlingTalent and Martial Arts A, B, D, and E.

CONTACTS: Nick Fury is the ExecutiveDirector of S.H.l.E.L.D. (SupremeHeadquarters International Espionage Law-Enforcement Division), an espionageorganization with Monstrous Resources. Hehas ties with various parts of the U.S.Government, as well as old ties with OSS(now ClA), military, and M15 (England’s spyorganization).

BACKGROUND: Nick Fury first madeheadlines during World War 11 as a Sergeantand leader of his team of “HowlingCommandos.” During that time he wasinjected with the “Infinity Formula” — a serumthat has slowed down his aging process so heremains in top form today. Following the war,Fury engaged in numerous military andespionage operations, until he was contactedby a still-mysterious Board of Directors tocreate and direct S.H.I.E.L.D. Since that time,Fury has remained the head of S.H.I.E.L.D.operations, overseeing an espionage networkthat includes major bases in most cities in thefree world, an orbital space station, and, untilrecently, a flying fortress known as theHelicarrier. The original was destroyed, but asmaller version, the Behemoth, is still inoperation. Fury has recently discoveredwidespread corruption in his organization, andhas been working toward eliminating it.

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HAWKEYEClint Francis Barton

F GD(10) Health: 70A RM(30)S GD(10) Karma: 22E EX(20)R TY(6) Resources: Gd(6)I GD(10)P TY(6) Popularity: 45

KNOWN POWERS:

Enhanced Senses: Hawkeye has Remarkablevision.

Protected Senses: Hawkeye is 80% deafwhen not wearing his hearing aids, giving himExcellent protection from sonic attacks butmaking him unable to hear normal soundsmore than one area away,

Unique Weapons—Arrows: Hawkeye’s quivercontains 36 shafts, 12 of these are standardshafts (Throwing Blunt — 20 points). 6 arebroad-blade heads (Shooting — 20 points),and the remainder may be equipped withspecialty heads. Hawkeye has a range of 7areas, and may call his shots as a Powerstunt. His specialty heads are:

• Explosive — Amazing Grenade damage• Tear Gas — Excellent Intensity, 1 area• Electro-arrow — Amazing electrical damage• Smoke Bomb — Covers one area in smoke• Sonic — Excellent Intensity sonic attack;stuns all in target area for 5 rounds• Flare — Lights 2 areas with RemarkableIntensity light• Acid Arrow — Remarkable Intensity• Cable — Fired 3 areas, lncredible line• Putty — Remarkable Strength adherence,carries line up to 2 areas• Bola — Successful hit indicates targetgrappled by Incredible Strength cable• Net — Successful hit indicates all targetsin area bound by Remarkable Strength net• Rocket — Range of 15 areas, may usewith other heads• Boomerang — returns to firer in one round

Skymobile: Hawkeye’s sky-cycle stats are aslisted in the Player’s Book.

TALENTS: Hawkeye is a Weapons Specialistwith Bow and a Marksman, giving him +3CSwith his weapon to hit, He also is trained inMartial Arts A and E.

CONTACTS: Hawkeye is the leader of theWest Coast Avengers.

BACKGROUND: Inspired by Iron Man,Hawkeye decided to use his bowmanship forgood. The brash bowman has made good,married the hero Mockingbird, and is leader ofhis own team.

HERCULESHeracles of Olympus

F UN(100) Health: 320A EX(20)S UN(100) Karma: 50E UN(100)

R GD(10) Resources: Ty(6)I GD(10)P RM(30) Popularity: 70

KNOWN POWERS:

Body Armor: The natives of Olympus aredenser and tougher than the inhabitants ofthe Earth dimension, Hercules has Excellentprotection from physical damage.

Resistance to Fire: Hercules has ExcellentResistance to Fire.

Invulnerability: Like all Olympians, Herculesdoes not age nor is he susceptible to disease(Class 1000 Resistance to Disease).

Immortality: Olympians are immortal in thisplane, and as such, if reduced to 0 Health andShift 0 Endurance, do not die, Their Karmareserves (including that in pools with others)are reduced to 0, and they automaticallybegin healing, In the dimension of Olympusand in other planes, the immortal Olympians(including Hercules) may be slain.

Weapon—Golden Mace: This enchantedadamantine weapon, forged for Hercules bythe Olympian Hephaestus, is made of Class1000 material, and in Hercules’ hands inflictsShift X damage.

TALENTS: Hercules is a master of wrestling,sharp weapons, and blunt weapons, and hasa +1CS when using these attack forms, Inancient Greece he was also a master of theBow, but now has a personal dislike for it,

CONTACTS: Hercules is the son of Zeus,ruler of the extra-dimensional realm ofOlympus, home of the Greek “gods.” He is aformer member of the defunct Champions ofLos Angeles and a member of the Avengers.

BACKGROUND: The modern hero Herculesis the same being who was written about inancient Greece, Son of Zeus and a mortalwoman, Hercules performed many tasksbefore becoming a true immortal in Olympus,Hercules today is a member of the Avengers,and lives for adventure to bestow his “gift” (amighty punch) on miscreants.

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THE HULKRobert Bruce Banner

F RM(30) Health: 220A GD(10)S UN(100) Karma: 38E MN(80)R FE(2) Resources: Fe(2)I TY(6)P RM(30) Popularity: -10/10

KNOWN POWERS:

Body Armor: Hulk’s gamma-irradiated skinprovides him with Monstrous protection fromphysical attacks and Fantastic protection fromenergy attacks.

Astral Detection: Hulk may detect beings inthe Astral Plane with Unearthly ability.

Invulnerability: Hulk is Invulnerable to Cold,Heat, Fire, and Disease, giving him Class1000 Resistance to these items,

Leaping: Hulk can leap 40 areas in a singleround, with Class 5000 ability.

Adrenaline Surge: The listed abilities are for theHulk under “normal” circumstances. Hulk’sFighting ability and Strength may be raised by+1CS, to a maximum of Shift Z to hit and dam-age under special circumstances, Every roundHulk is in combat with the same opponent orgroup of opponents, he receives this shift. If theopponent or opponents are defeated, Hulk’sabilities return to normal in the next round.

Special Detection: For some unknown reason,the Hulk is able to locate the place he was“born” — Desert Base, New Mexico — withClass 3000 ability,

Alter Ego: Hulk has been able to revert to hisalter ego, Bruce Banner, in the past, Banner’sstate are:F A S E R I PPR TY TY TY RM GD TY

TALENTS: Hulk has no talents, Banner is anexpert in physics and radiation.

CONTACTS: Hulk has no contacts, Banner isthe leader of the Hulkbusters, and has closeties with the Avengers and Fantastic Four (thelatter through his cousin, Jen Walters).Banner’s close friend is Rick Jones.

BACKGROUND: Banner was caught in theblast of the first gamma bomb test,transforming him into a supremely powerfulbut mindless creature called the Hulk. Bannerhas been in varying degrees of control of theHulk, but Is currently free of the being, withthe result that the Hulk is a rampaging beast.

HUMAN TORCHJohnny Storm

F GD(10) Health: 60A EX(20)S GD(10) Karma: 26E EX(20)R GD(10) Resources: Rm(30)I GD(10)P TY(6) Popularity: 50

KNOWN POWERS:

Body Armor: The Human Torch wraps himselfin a sheath of flame that serves as IncredibleBody Armor against all material weapons,unless those weapons have a materialstrength of Amazing or greater, All energy,blunt, grappling, and charging attacks affectJohnny normally, but the attacker may sufferup to Incredible damage if he touches theflaming form,

Generate Fire: Johnny can generate flameover all or part of his body, up to Unearthlylntensity, without difficulty, He can shoot flameup to 3 areas away.

Control Fire: Johnny has Unearthly controlover all forms of fire. He may perform anumber of Power stunts using this ability,including absorbing heat and flame, producingmultiple flaming images, and creating flamingcages.

Invulnerability: Johnny has Class 1000Resistance to Heat and Flame.

Flight: The Human Torch may fly at up toExcellent speeds (10 areas/round).

Nova Flame: As a Power stunt using his FireGeneration Powers, Johnny can explode in aburst of super-heated flame, inflicting up to500 points damage to everything in his area,and 150 points in every area up to 5 areasaway. His flames are reduced to Feeble for 1-10 rounds afterwards, and unless he makes ared Endurance FEAT, the Torch passes out for1-10 rounds.

TALENTS: Johnny is an expert mechanic, anauthority on automobile design, and a racecar driver.

CONTACTS: Johnny Storm is a foundingmember of the Fantastic Four, and also countsas friends the Avengers and Spider-Man.

BACKGROUND: Johnny Storm was apassenger on the rocket trip that created theFantastic Four, Normally hot-headed andbrash, Johnny was the youngster of the team,but has matured over the years.

ICEMANRobert Drake

F GD(10) Health: 66A GD(10)S TY(6) Karma: 20E RM(30)R GD(10) Resources: Ty(6)I PR(4)P TY(6) Popularity: 6

KNOWN POWERS:

Ice Generation: Iceman has Ice Generationabilities of Remarkable level, allowing him togenerate ice in any region with sufficientwater vapor (including desert terrain). Drakecan perform a number of Power stunts.

• Create Shields of Remarkable protection• Create Weapons of Remarkable materialstrength. Wielding such a weapon, Drakeis +1CS to damage, making either anedged or blunt attack.• Create structures and supports ofRemarkable material strength, These ice-constructs have a basic lifespan of 5rounds (4 rounds in hot weather, 15 roundsin cold) +1-10 rounds,• Project Cold with Remarkable ability, up to3 areas distant• Create areas of Remarkable Intensityslickness

Invulnerability: Drake has Class 1000Resistance to Cold, Body Armor: By “icingup,” Bobby provides Remarkable protectionfor himself from physical attacks. He hasGood protection from energy attacks, but heatand fire-based attacks weaken his armor bythe rank number of the attack.

Movement: By creating ice slides, Bobby canmove at 4 areas/round (Typical groundspeed).

TALENTS: Bobby is skilled with thrownweapons (+1CS to hit, usually snowballs). Healso has training as an accountant.

CONTACTS: Iceman is a member of X-Factor, and a former member of theChampions of LA and the Defenders.

BACKGROUND: Iceman’s mutant abilitiessurfaced in adolescence, and he became theyoungest of the original X-Men. Since then hehas served in a number of teams. He is morewary now of creating massive ice construc-tions, from the damage their weight and melt-off can cause.

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INVISIBLE WOMANSusan Storm Richards

F GD(10) Health: 46A GD(10)S TY(6) Karma: 40E EX(20)R GD(10) Resources: Rm(30)I EX(20)P GD(10) Popularity: 50

KNOWN POWERS:

Invisibility: Sue Richards can make herselfinvisible with Excellent rank ability. She hasperformed the following Power stunts anumber of times: Made others invisible, madeportions of an object invisible, and madeinvisible things visible. No Karma needs to bespent for these stunts.

Force Fields: The Invisible Woman can form aprojected Force Field of Monstrous Strengthover one area, reduced by -1CS in strengthfor each additional area it encompasses. TheInvisible Woman may project her force fieldaround herself or others, and can soften it tocreate a cushion that can absorb up toMonstrous damage. Unless the field ismentally braced (1 round), Sue suffers a Stunand Slam results of attacks on the field. Thefield drops if Sue is incapacitated.

Flight: This is an established Power stunt ofSue’s Force Field Power. By creating acolumn of invisible force beneath her andallowing that column to topple and elongate,Sue can “fly” at 2 areas/round. She may carryothers with her, up to a total weight of 10 tons.

TALENTS: Susan has Performer abilities,and, due to the nature of her Powers, MartialArts E.

CONTACTS: Susan is a founding member ofthe Fantastic Four, and in addition has closeties with the Avengers (who put up the groupwhen the Baxter Building was destroyed) andthe Sub-Mariner (who still carries a torch forMrs. Richards).

BACKGROUND: Sue Storm was a passengeron the flight that gave the Fantastic Four theircosmic-ray-derived Powers. First as theInvisible Girl, and more recently as theInvisible Woman, Sue has been the backboneof the team. She is married to Reed Richardsand they have a son, Franklin.

IRON MANAnthony Stark

F EX(20) Health: 160A RM(30)S lN(40) Karma: 66E SP(70)R IN(40) Resources: Ex(20)I EX(20)P TY(6) Popularity: 20

KNOWN POWERS:

All of Iron Man’s Powers derive from hisstate-of-the-art armor, Tony Stark’s normalstats are:F A S E R I PTY TY PR TY IN EX TY

Body Armor: The Iron Man Mark VI armor ismade of Remarkable Strength materialstiffened by a personal force field, This armorprovides Amazing protection from physicalattacks, Incredible Resistance to Corrosives,Amazing Resistance to Heat and Cold,Monstrous protection from energy attacks,and Unearthly protection from radiation andelectrical attacks.

Force Field: In addition to the force fieldstiffening the armor, energy may be shuntedfrom other systems to provide the suit with apersonal force field of Wondrous protectionfrom physical damage and Unearthlyprotection from energy damage.

Flight: The armor generates an anti-gravityfield. Stark uses thrusters in the boots andbackpack for steering, The armor can exceedMach 1 speeds, and is considered to move atShift X speed, a maximum of 50 areas perround flying in clear areas. The boot thrustersmay be used as weapons, inflictingRemarkable damage at a range of 1 area,

Repulsors: The main armament of the suit isa pair of medium density plasma projectors,located in the gauntlets, which may inflict upto Amazing damage at a range of 10 areas.

Pulse-Bolts: An intensified and experimentalversion of the repulsors, the pulse bolts inflictSpectacular damage at a range of 10 areas.

Disruptor Field: A secondary weapon systemprojected from the gauntlets, with a range of 2areas, this is a wide spectrumelectromagnetic/gravitic beam that disruptselectrical devices with Remarkable Intensity.

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Energy Absorption: Up to 400 points ofenergy damage may be absorbed and storedfor up to 4 rounds, and redirected through anyavailable weapons systems as Monstrousdamage or Intensity. Retaining such energybeyond 4 rounds requires an EnduranceFEAT, or there is an involuntary discharge,inflicting Good damage to all within one area(including the wearer, whose Body Armor isineffective in this case).

Protected Senses: The armor providesAmazing protection from sonic and light-intensity attacks. Polarized lenses drop overthe eye slits in event of a light-based attack,causing one round of blindness (no othereffects).

Chest-beam: Another weapons system, thisone mounted in the front of the chest, canperform several functions: RemarkableIntensity light, Energy beam of Amazingdamage, or Thermal (energy) beam ofIncredible Intensity. All functions have a rangeof 3 areas.

Air Supply: The suit has an internal air supplythat will last up to 2.5 hours.

ECMs: The armored suit has Remarkableprotection from electronic detection, andUnearthly protection against hostile signals(including disruption beams). A holographicprojector provides Remarkable Blendingability (as the Power).

LIMITATION: Tony Stark is an alcoholic,though is currently not drinking.

TALENTS: Stark is skilled in Electronics andBusiness, and has Engineering skill as well,which he uses to test new devices.

CONTACTS: Iron Man is a founding memberof the Avengers, and Stark supports theorganization through a trust fund in his latemother’s name. He is the former head ofStark International (disposition of thatcorporation is undisclosed), has set up a nowaero-space company on the West Coast, haslong-running contacts with S.H.I.E.L.D.through its director, Nick Fury, and is a well-known figure among the jet set.

BACKGROUND: Tony Stark was wounded byCommunist insurgents in Southeast Asia, andbuilt the first suit of Iron Man armor to savehis own life. Since then the armor has beenmodified through 6 distinct models, thoughadditional tinkering is always being done. Thecurrent suit is a recent development, followinga period when Stark slid deeply into hisalcoholism and passed his armor to another.

MAGNETOReal Name Unrevealed

F GD(10) Health: 120A RM(30)S GD(10) Karma: 100E SP(70)R IN(40) Resources: Am(50)I GD(10)P AM(50) Popularity:

KNOWN POWERS:

Magnetic Control: Magneto manipulates ironand iron-based alloys with Unearthly ability.He has used this ability to perform a variety ofPower stunts.

• Scrambling non-sentient machinery withUnearthly ability• Inflicting Shift X (126) damage to sentientiron-based or alloyed characters• Detect magnetic fields with Monstrousability• Use metal objects to attack or enwrapothers (damage no greater than materialstrength of the object manipulated)• Use magnetic fields to manipulate non-ferrous objects, with Monstrous ability

Energy Control: Magneto may manipulateother forms of energy to a lesser degree. Hehas in the past manipulated light, heat, radiowaves, X-rays, and gamma rays withMonstrous ability and effects, but rarely doesso.

Force Field: Magneto may use his magneticPowers to project a force field of Unearthlystrength over one area. Magneto may use hismagnetic and energy Powers through thisforce field.

Flight: By manipulating the magnetic/graviticlines of force, Magneto may fly at Remarkable(15 areas/round) speeds.

TALENTS: Magneto’s Reason is +1CS inmatters of Electronics and Genetics. Inaddition, he has Engineer talent, allowing himto construct new devices.

CONTACTS: Magneto has cut most of hisprevious criminal contacts. He is a member ofthe X-Men and the mentor of the NewMutants.

BACKGROUND: Magneto began his careerwith the intention of protecting the mutantminority by dominating the human majority.The XMen repelled several of his attempts.Coming to realize that his actions increasedthe fear and hatred of mutants, Magneto haschanged his approach and has inherited theX-Men and New Mutant teams from CharlesXavier.

MARVEL GIRLJean Grey

F GD(10) Health: 56A GD(10)S TY(6) Karma: 80E RM(30)R GD(10) Resources: Ty(6)I EX(20)P AM(50) Popularity: 0

KNOWN POWERS:

Telekinesis: Jean has telekinetic Powers ofIncredible Intensity, allowing her to move objectsof up to 10 tons by force of her mind. She canalso perform precise detail work. Power stuntsshe has exhibited using this ability include:

• Flight at Remarkable speed by levitatingherself and others• Levitation of others as an attack (StrengthFEAT to avoid if opponent is able to holdon to something)• Using objects as thrown weapons withIncredible range and inflicting Incredible ormaterial strength damage, whichever is less

Force Fields: By telekinetically deflectingattacks, Marvel Girl simulates a force field thatprovides Incredible protection from energyattacks and Excellent protection againstphysical attacks. She must will such a fieldinto being, and it lasts as long as sheconcentrates on it.

Force Bolts: By projecting a wave oftelekinetic force, Jean can inflict up toIncredible Force damage up to 3 areas away.

TALENTS: As a former X-Man, Jean hasResist Domination talent. In her brief periodswhen not a hero, she was a fashion model.

CONTACTS: Jean is a member of X-Factor. Herformer contacts from before the appearance ofPhoenix are negated and must be regained.

BACKGROUND: Jean Grey’s mutant abilitieswere awakened early by trauma, and the girlwas trained by Professor Xavier before theformation of his X-Men. She later joined thatteam and served as a mutant heroinealongside Iceman, Beast, Angel, and Cyclops.On one mission with the “new” X-Men, Jeanchose to pilot a rescue shuttle through a solarradiation storm. The shuttle crashed in JamaicaBay, and while most of the team survived, Jeanwas apparently reborn as Phoenix. Actually,this was an alien energy force that used Jean’sbody and mind as a template. After Phoenix’sdeath, the energy cocoon protecting Jean wasdiscovered by the Avengers who releasedJean. Her telepathic abilities were lost. Jeanhas been instrumental in the reforming of theoriginal X-Men as X-Factor.

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MISTER FANTASTICReed Richards

F GD(10) Health: 42A TY(6)S TY(6) Karma: 110E EX(20)R FN(60) Resources: Rm(30)I EX(20)P RM(30 Popularity: 50

KNOWN POWERS:

Plasticity: Mr. Fantastic has a pliable,malleable body, giving him Plasticity ofMonstrous rank. He may use this Plasticity fora number of Power stunts, including Imitationat Incredible rank ability and Leaping (rather,bouncing) with Fantastic ability.

Elongation: Mr. Fantastic may also stretch hisbody up to 5 areas away (Shift X ability). Hemay attack non-adjacent foes in this fashion.

Body Armor: Mr. Fantastic’s malleable formserves him as natural Body Armor ofRemarkable protection against physicalattacks and Good protection against energyattacks.

TALENTS: Reed Richards is an expert in thefields of Electronics and Physics. He is also,through long experience, an expert ondimensions and dimensional travel (+1CS onall FEATs involving dimensional travel).Finally, he is a world-class inventor(Engineering Talent).

CONTACTS: Reed Richards is a foundingmember and current leader of the FantasticFour, and is on excellent terms with theAvengers. Reed’s father, Nathaniel Richards,is ruler of a kingdom in another dimension.

BACKGROUND: Reed Richards was abrilliant scientist who invested the bulk of hisfortune in an experimental star drive of hisown design. When complimentarygovernment funding was threatened, Reedlaunched the ship early, despite warnings onthe strength of the shields and cosmicradiation, with a crew of Ben Grimm, Reed’sfiancee Sue Storm, and her brother Johnny.The ship encountered heavy cosmic radiation,which pierced the shields and transformed thecrew into the Fantastic Four. Determined touse their powers for the common good, theFF are the oldest super-hero group still inexistence. Reed is the chairman of FantasticFour, Inc., husband of the Invisible Woman,and has a son, Franklin.

MOCKINGBIRDBarbara Morse Barton

F EX(20) Health: 56A EX(20)S TY(6) Karma: 32E GD(10)R EX(20) Resources: Ty(6)I TY(6)P TY(6) Popularity: 30

KNOWN POWERS:

Body Armor: Mockingbird’s costume is madeof Kevlar armor backed by woven Beta cloth.it provides Excellent protection from physicalattack and Good Resistance to Fire.

Unique Weapons — Battle Staves: Morsecarries a pair of hollow steel-alloy poles inholsters on her forearms. She receives a+2CS to hit with these poles. The poles aremade of Remarkable material, and may beused in a number of ways.

• Blunt weapons inflicting Good damage• Blunt thrown weapons, range of 4 areas,Good damage• Fired from springs in the forearms up to 3areas away, inflicting Excellent damage.She may bounce them off solid objects andhave them return as a Power stunt.• Telescoped and fitted together, they forman 8-foot-long vaulting pole.

TALENTS: Mockingbird is knowledgeable inBiology, Law Enforcement, and Detective/Espionage Talents. In combat, she usesAcrobatics, Martial Arts B and C, and, asnoted above, is a Weapons Specialist with herstaves.

CONTACTS: Mockingbird is a formeroperative of S.H.I.E.L.D., and a currentmember of the West Coast Avengers.

BACKGROUND: Barbara Morse wasrecruited by S.H.I.E.L.D. soon after hergraduation. Soon suspecting corruption in thespy organization, she adopted the identity ofHuntress (later Mockingbird — for a CIAoperation involving Nick Fury), to seek outthat corruption. Following her revelations andreorganization at S.H.I.E.L.D., Bobbi becamea free agent. On one mission she crossedweapons with Hawkeye, the two fell in love,and eloped. Mockingbird is now a member ofthe West Coast Avengers.

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NIGHTCRAWLERKurt Wagner

F EX(20) Health: 106A AM(50)S TY(6) Karma: 50E RM(30)R GD(10) Resources: Pr(4)I EX(20)P EX(20) Popularity: 0

KNOWN POWERS:

Teleportation: Nightcrawler may teleport withShift X ability, with a range of 3 milesnorth/south and two miles east/west orvertically. Teleports at these limits require anEndurance FEAT to avoid exhaustion anddisorientation (no actions for 1 -10 rounds).Teleporting into a solid object results in thatobject inflicting material strength damage asan Edged attack. Nightcrawler’s Power stuntsinclude:

• Multiple ‘ports, allowing him to attackmore than one non-adjacent target in thesame area. Consider as Multiple Attacks,using Power rank instead of Fighting todetermine success.• Carrying others. Those being carried mustmake an Endurance FEAT versusExcellent Endurance to avoid beingknocked out for 1-10 rounds. The X-Menmay teleport with Kurt (I per round) withoutharm. Kurt’s teleports are accompanied bya sulfurous small and a bamfing noise.

Prehensile Tail: Kurt may use his tail as athird hand with normal Agility.

Wall-crawling: Kurt adheres to surfaces withAmazing ability.

Blending: This Power is only used in darkareas, where Nightcrawler’s indigo skincannot be seen.

TALENTS: Kurt Wagner is a master ofTumbling and Acrobatics, in addition to MartialArts C and Resist Domination talents learnedas an X-Man. He also has First Aid,Electronics, Repair/Tinkering, and SharpWeapons (prefers the epee) talents.

CONTACTS: Kurt Wagner is a member of theX-Men, but maintains a love of (and contactswith) the circus world. He has recently left hischildhood sweetheart, but rescued the newQueen of Ruritania (Amazing Resources)soon afterwards.

BACKGROUND: Wagner was rescued froman irate mob by Professor Xavier to be a partof his “new” X-Men, and has served with theteam ever since, including a brief stint asleader.

NORTHSTARJean-Paul Beaubier

F EX(20) Health: 90A EX(20)S EX(20) Karma: 22E RM(30)R TY(6) Resources: Ex(20)I TY(6)P GD(10) Popularity: 10/20

KNOWN POWERS:

Flight: Northstar can fly at near-light Speed(Class 3000), though in atmosphere henormally restricts that movement to Shift Z(200 areas/round, or 16 areas/round incluttered areas). While in flight Northstar hasExcellent Body Armor.

Rapid Attacks: Northstar can land multipleblows against the same target, gaining a+3CS shift to damage and stunning (but notslamming) with that Intensity. (Treat Slamresults as Stuns.)

LIMITATION: Contact with his sister negatesuse of his Powers. In addition, sudden contactforces an Endurance FEAT for both or theybecome unconscious. Both effects last 1-10rounds.

TALENTS: Jean-Paul is a world-classchampionship skier.

CONTACTS: Jean-Paul was a foundingmember of Alpha Flight. In addition, in hisearly years he was a member of a “freeQuebec” Sepratiste movement.

BACKGROUND: Jean-Paul was separatedfrom his twin sister Jeanne-Marie at an earlyage, and grew up without having been toldabout her. Jean-Paul discovered his mutantPower in his teens, and used his ability toshift the kinetic motion of his atoms in onedirection to win several medals and trophiesin championship skiing. His records caughtthe attention of James Hudson, who deducedthat Northstar was a mutant and recruited himinto Alpha Flight. Northstar, a vain, pompous,and pretentious individual, remains with theteam mainly because of his love for hisrediscovered sister, Aurora, and concern forher physical and mental health.

PHOENIXRachel Summers

F GD(10) Health: 70A GD(10)S GD(10) Karma: 120E IN(40)R GD(10) Resources: Pr(4)I RM(30)P MN(80) Popularity: 0

KNOWN POWERS:

Telekinesis: Phoenix may move objects withMonstrous telekinetic strength, whichencompasses both fine motor skills(manipulation of small items) and gross motorskills (throwing large objects). A frequentPower stunt is to form a Telekinetic ForceField of Amazing Strength.

Force Bolts: Using her telekinetic abilities toform bolts of pure force, Rachel may striketargets with up to Amazing damage andrange. These bolts strike on the Forcecolumn.

Mental Screen: Similar to the Psi-Screen, thisform of protection provides Amazing protectionfrom mental and emotion-based attacks.

Telepathy: While not on par with Xavier,Rachel is an accomplished telepath, withAmazing ability. Power stunts she has used inthe past include Mental Probes, manipulationof recent memories, and telepathically linkinga team’s minds.

Mutant Detection: Similar to Xavier, Rachel candetect mutant brain wavelengths with Amazingrange and ability. This ability made her usefulin her dimension as a mutant-hunting “hound.”

TALENTS: Her experiences in her own worldhave taught Rachel Acrobatics, as well asMartial Arts C and E. She has the ResistDomination ability as well.

CONTACTS: Rachel is a member of the X-Men,and may still maintain some contacts in the un-derground of her home world, should it still exist.

BACKGROUND: Rachel is a native of analternate timeline, the daughter of Jean Greyand Scott Summers. In that timeline, theSentinels were reactivated and took overNorth America. The remaining X-Men diedtrying to stop them, but Rachel was sent intoour dimension to prevent it from happeningagain. Rachel is a member of the X-Men, andis rather high strung, not only because she isamong people she knows are dead in hertimeline, but because the past is not the samehere as in her world, and her parents areunaware of her.

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PROFESSOR XCharles Xavier

F PR(4) Health: 50A GD(10)S TY(6) Karma: 180E RM(30)R IN(40) Resources: Rm(30)I AM(50)P WN(90) Popularity: 10

KNOWN POWERS:

Telepathy: Charles Xavier is one of theworld’s most powerful telepaths, withUnearthly Power rank ability. Due to a shift inthe world’s magnetic field, his Powers areslightly reduced, but he can contact the mindsof others and read their surface thoughts at arange of 250 miles without difficulty. He canalter the thoughts of other beings (he is loatheto do so — he loses all personal Karma if thisoccurs), as well as generate mental illusionsand induce imaginary paralysis in sentientbeings, all with Unearthly ability.

Mental Bolts: In combat, Xavier uses bolts ofmental energy that attack with a range of 2areas, and inflict up to Unearthly damage onthe Force column. This form of attack ignoresBody Armor but not Force Fields.

Mutant Detection: Mutants project a distinctmental wavelength to which Xavier is attuned.Unaided, his Mutant Detection has Monstrousrange and ability. Enhanced by his Cerebromachine, that range is worldwide. Xavier canidentify those mutants who are known to him.

Astral Projection: Xavier can enter the astralstate with Wondrous ability.

Psi-Screen: As the world’s premier telepath,Xavier has a psi-screen of Shift Z. In addition,he teaches his students the ResistDomination skill to increase their own survivalchances.

TALENTS: Xavier is skilled in Electronics,and is considered an expert in Genetics. Hehas Engineering ability.

CONTACTS: Professor X is the mentor of theNew Mutants and X-Men, though he iscurrently working with the Starjammers andhis ladylove, empress Lilandra of the Shi’ar, Aformer love is research geneticist MoiraMacTaggart.

BACKGROUND: Professor X formed theoriginal X-Men as a group of mutants bandedtogether for their own protection and to offsetpublic fears of a “mutant menace”. Xavier iscurrently fighting alongside the Starjammers,leaving care of his charges to Magneto.

PUCKEugene Judd

F RM(40) Health: 90A EX(20)S GD(10) Karma: 56E EX(20)R TY(6) Resources: Ty(6)I EX(20)P RM(30) Popularity: 6

KNOWN POWERS:

Mystic Prison: Puck’s body and psyche arethe prison of a powerful magical being knownas Razer. This is a Class 1000 mystic spell.Razer cannot escape without Judd’spermission. Razer can make his presenceknown by inflicting pain on Judd (PsycheFEAT to avoid being unable to perform otheractions in that round). Should Razer escapehis prison, his stats are:F A S E R I PMN EX GD MN TY TY MN

Razer has Amazing Body Armor in hisgaseous form, Remarkable DarknessGeneration, and wields an ebony blade thatreduces Endurance by one rank and reducesthe target in size by half a foot each time itstrikes. Once released, Puck returns to his 7foot stature and true age, and Razer may berecontained on a successful Psyche FEAT byJudd. While containing Razer, Judd does notage or does very slowly.

TALENTS: Judd has picked up a number oftalents in his long and checkered adventuringcareer, including Tumbling, Acrobatics, OccultLore, Languages, and Martial Arts B, C, andD. He also has a unique fighting style involvingspinning himself in cartwheels and chargingthe opponent. When making this attack, Puckmakes a Charging attack using his FightingAbility +1CS, and inflicts Endurance damage.Judd also has Detective/Espionage abilities.

CONTACTS: Judd’s early contacts in the fieldof espionage are not revealed, nor are hispresent standings with them. Judd rosethrough the ranks of Gamma and BetaFlights, and is now a member of Alpha Flight.

BACKGROUND: Puck is the oldest memberof Alpha Flight, though he is apparentlyageless as a result of his curse. In 1939 hesought to steal the Black Blade of Bagdad,unaware it was a mystical prison for Razer.Accidentally freeing Razer, Puck sacrificedhimself to become a living container forRazer’s force. Since then, the now diminutiveJudd has served various masters, finallyending up a recruit in Department H. Havingrisen through the ranks, Judd is now amember of Alpha Flight.

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ROGUEReal Name Unrevealed

F GD(10) Health: 100A EX(20)S FN(60) Karma: 20E GD(10)R TY(6) Resources: Pr(4)I GD(10)P PR(4) Popularity: 0

KNOWN POWERS:

Power Absorption: Rogue absorbs the Powers,memories, and Talents of other beings onflesh-to-fiesh touch. She cannot control theabsorption, and it occurs automatically againstbeings of less than Unearthly Psyche. Eachround of contact results in 4 rounds of posses-sion, during which time the target is uncon-scious. Contact beyond 1 round is dangerous:Rogue must make a Psyche FEAT to avoideffecting a permanent transfer. Failure of thatFEAT results in the target’s mind and Talentsbeing wiped clean, and the target’s Powersand persona are permanently Rogues. As aresult, Rogue’s Psyche drops one rank: shouldthat Psyche reach 0, she ceases to be avail-able as a Player Character. If Rogue affectsmultiple victims, she may take the best Powersand abilities. She may absorb body modifica-tions such as wings and tails. She may notaffect energy creatures or those protected byartifical Body Armor.

Flight: Rogue has Excellent flight abilities, andcan move 10 areas/round.

Body Armor: Rogue’s flesh has Incredibleprotection against Physical attacks andExcellent protection against Energy attacks.

Combat Sense: Rogue has a Seventh Senseof the Incredible rank, that may be usedinstead of Intuition in combat situations.Rogue cannot be blindsided.

Psi-Screen: Multiple conflicting personalitiesgive her a Class 1000 Psi-Screen.

LIMITATION: Rogue’s Flight, Body Armor, andSeventh Sense abilities were originally Ms.Marvel’s, whom Rogue permanently drained.

TALENTS: Ms. Marvel had the following talents;Military, Journalism, and Detective/Espionage. Inaddition, Rogue has Martial Arts E.

CONTACTS: Ms. Marvel had Contacts inS.H.I.E.L.D. Rogue is a member of the X-Men,and a former member of the Brotherhood ofEvil Mutants (now the Freedom Force).

BACKGROUND: Rogue left Mystique’sBrotherhood and sought out Professor X tohelp her control her Powers, and hasremained with the X-Men since then.

SHADOWCATKatherine Pryde

F EX(20) Health: 56A GD(10)S TY(6) Karma: 46E EX(20)R RM(30) Resources: Ty(6)I GD(10)P TY(6) Popularity: 0/10

KNOWN POWERS:

Phasing: Kitty can move her body out ofphase with her surroundings with Incredibleability, allowing her to pass through solidobjects. The amount of time she may remainout of phase is the length of time she canhold her breath. Shadowcat cannot beharmed when phasing by physical and mostenergy attacks, but can be harmed by multi-dimensional, magical, psionic, or out-of-phaseattacks. Force fields require a FEAT roll topass through. Kitty has developed a numberof stunts using this Power.

• Moving on air as it solid ground. Mayengage in normal movement regardless oflack of floors.• Disruption of electrical equipment. Non-sentient equipment is disrupted on a Powerrank FEAT roll. Sentient electronic beingsmust make an Endurance FEAT or beknocked out for 1-10 points and suffer 30points of damage. Battle-suits, computers,and other systems with back-up systemsare out for 10 rounds.• Reduce others to out-of-phase status, ontouch. They remain out-of-phase as longas she is in contact with the character.• Wielding out-of-phase objects asweapons, then letting go, bringing theminto phase. Such objects will inflict materialstrength damage on the target, rolled onthe Edged Attack column, regardless of thetype of weapon.

LIMITATION: Kitty is near-sighted. Anythingbeyond 3 areas is blurry and indistinct. Shehas yet to get corrective lenses.

TALENTS: Kitty is a computer whiz andhacker par excellence, receiving a +1CS onmatters of computers. In her training with theXMen, she has developed Martial Arts C, E,and Resist Domination Talent.

CONTACTS: Kitty is a member of the X-Men,and has contacts with the New Mutants viaher roommate, Magik. Her boon companion isan alien dragon named Lockheed.

BACKGROUND: Kitty Pryde was recruitedinto the X-Men following the death of Phoenix.The youngest of the X-Men, she has provedher worth to the team time and again.

SHAMANMichael Twoyoungmen

F GD(10) Health: 50A GD(10)S GD(10) Karma: 110E EX(20)R EX(20) Resource: Ex(20)I AM(50)p IN(40) Popularity: 20

KNOWN POWERS:

Spirit Magic: Shaman has magical Powers ofAmazing level, but is limited strictly toDimensional energies spells and entreaties.He may only cast spells by appealing tospecific Indian and Inuit spirits. Morespecifically, he may only appeal to spirits forPowers that those spirits naturally possess(asking house spirits for information about thehouse, wind spirits for the Power of Flight).Finally, he may only appeal to a particularspirit or group of spirits once in 24 hours.Shaman has no Contacts among these spell-granting spirits, and must deal individuallywith them, but as long as he has his familiar,only Hostile spirits will attack him.

Eagle Crest: Shaman’s hat transforms into theshape of an eagle, which acts as a familiar.The spirit eagle may fly at Monstrous speeds,and enter the Astral Plane. Non-hostile spiritswill not attack Shaman (as the result of afailed entreaty) as long as the eagle ispresent. The eagle’s stats are as those of anormal bird, but it cannot be slain.

Spirit Staff: By means of this staff Shamanmay battle beings in the astral, spirit, or otherplanes, including out-of-phase and intangiblebeings. The staff has Monstrous materialstrength, and in Shaman’s hands inflictsExcellent damage, ignoring Body Armor.

TALENTS: Doctor Twoyoungmen retains hismedical training, and in addition is a master ofmystic lore, in particular lore concerningCanadian and Inuit (known as Eskimo) tribes.

CONTACTS: Shaman is a founding memberof Alpha Flight and the father of Talisman. Hismystic abilities have given him the contacts ofthe Inuit Pantheon, as he helped deliverSnowbird into this dimension. The InuitPantheon is trapped behind a mystic forcefield and cannot directly interact with humans.

BACKGROUND: Physician MichaelTwoyoungmen turned to the mystic sorcery ofhis ancestors when his medical skills failed tosave the life of his wife. Following a crisis ofhis faith, he has returned with new abilities.

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SHE-HULKJennifer Walters

F RM(30) Health: 190A EX(20)S MN(80) Karma: 36E FN(60)R TY(6) Resources: Ex(20)I GD(10)P EX(20) Popularity: 30

KNOWN POWERS:

Body Armor: She-Hulk’s gamma-ray-thickenedhide gives her Incredible Body Armor, withExcellent protection from energy attacks.

Leaping: She-Hulk’s powerful legs give herShift Z Leaping ability, able to leap 4 areasareas in a single bound.

Resistances: She-Hulk has AmazingResistance to Heat and Cold, and ExcellentResistance to Disease.

Alter Ego: (No longer in use) She-Hulk hadthe ability to transform herself from her green-hued state to Jennifer Walters. She had morerecently chosen to remain in She-Hulk form,and was locked in that form when sheprevented the nuclear core of the crashedS.H.I.E.L.D. Helicarrier from exploding.Jennifer Walters’ stats were:F A S E R I PTY TY PR GD GD GD TY

TALENTS: She-Hulk retains her knowledge ofthe law from before her transformation, and inaddition is training in Martial Arts C.

CONTACTS: A native of California, JenWalters is still a member of the bar (legalsystem), and her father is Sheriff of LosAngeles County. She is a joint member ofboth the Fantastic Four and Avengers, andremains close to her cousin Bruce Banner(the Hulk).

BACKGROUND: Attorney Jennifer Walterswas shot by hoods and saved from death onlyby an emergency transfusion from her cousin,Bruce Banner. Banner’s gamma-irradiatedblood affected Walters, turning her into theShe-Hulk. Though branded a menace initially,SheHulk eventually cleaned up her reputationand established herself as a hero alongsidethe Avengers and Fantastic Four.

SILVER SURFERNorrin Radd

F AM(50) Health: 330A MN(80)S UN(100) Karma: 140E UN(100)R EX(20) Resources: Pr(4)I MN(80)P IN(40) Popularity: 20

KNOWN POWERS:

Power Cosmic: Silver Surfer has the ability tochannel and manipulate huge quantities ofcosmic Power with Unearthly ability and effect,in Line-of-sight range. This Power is both greatand far-reaching, in that a number of Powerstunts may developed using this Power.

• Power Blasts of Unearthly Force or Energy• Raising any single ability score (his ownor another’s) to Unearthly for 1 -10 rounds• Healing up to Unearthly damage (thoughhe has no effect on Endurance Ranklosses)• Reconstruct existing matter in his ownfashion (he cannot transmute elements)• Perceive any energy source of more thanUnearthly levels, anywhere on the planetSurfer has no need to eat or breathe.Other Power stunts may be developed. AllKarma losses to the Surfer are TRIPLED.

Flight: Silver Surfer can fly at up to Class 5000speeds in space. In atmospheric conditions,he flies at Shift Z speeds maximum, He nor-mally uses a surfboard made of Unearthlymaterial to fly, which he may control mentally.

Body Armor: Surfer has Monstrous protectionfrom energy and physical attacks, which hemay boost to Unearthly for 1 -10 rounds. Heis Invulnerable to Heat and Cold (Class 1000Resistance) and may survive in space for longperiods of time.

LIMITATIONS: The Surfer is bound to Earthand cannot leave our atmosphere.

TALENTS: Norrin Radd was a space pilot. Inaddition, his meditative practices give himMartial Arts D.

CONTACTS: Surfer is a native and hero ofZenn-La. He is on good terms with theFantastic Four, as well as being on as good aset of terms as possible with Galactus.

BACKGROUND: Space Pilot Norrin Raddoffered his services to Galactus the World-Eater in return for sparing his world, and wastransformed by Galactus into the Silver Surfer.Rebelling against his master, the Silver Surferjoined forces with the Fantastic Four andprotected Earth from the Eater of Worlds.

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SPIDER-MANPeter Parker

F RM(30) Health: 170A FN(60)S IN(40) Karma: 70E IN(40)R EX(20) Resources: Pr(4)I GD(10)P IN(40) Popularity: 30/6

KNOWN POWERS:

Wall-Crawling: Spider-Man can adhere tovertical and upside-down surfaces withAmazing ability.

Spider-Sense: Spider-Man has a CombatSense of Amazing at all times. This spider-sense determines potentially dangeroussituations and warns the hero by a mental“buzzing.” The Intensity of the buzzing isdetermined by the rank of the potential danger.Spider-Man cannot be blindsided while thisform of Combat Sense is in effect, and mayperform defensive actions if he makes asuccessful Intuition FEAT roll. If this sense isdenied him, then his Intuition is as listed, andall Agility FEATs are at -1CS for success.

Web-Shooters: Hidden beneath the wrists ofhis costume are a pair of devices that shoot astream of ensnaring webbing. The webbinghas Incredible Strength in the round it wasfired, and hardens to Spectacular Strength inthe next round. Spider-Man uses the webbingto restrain opponents, make swing-lines (cantravel 3 areas/round in this fashion), asmissiles inflicting Excellent Blunt Throwingdamage, and make shields of Spectacularmaterial strength. The webbing dissolves afterone hour.

Spider-Tracer: Spider-Man carries a numberof small homing signals shaped like spiders,tuned to his Spider-Sense. He may track themwith Amazing ability up to a mile away.

TALENTS: Parker is a graduate studieschemist who supports himself by photography.

CONTACTS: As Parker, Spider-Man hascontacts in the Daily Bugle and with his AuntMay. As Spider-Man, Parker is a loner, but ongood terms with Doctor Strange and theHuman Torch as well as other heroes.

BACKGROUND: Parker gained his amazingabilities after being bitten by a radioactivespider. He first turned his thoughts to makinga profit, but with the death of his Uncle Benhas learned that with great power comesgreat responsibility. He now devotes himselfto fighting for good.

STORMOroro Munroe

F EX(20) Health: 106A RM(30)S TY(6) Karma: 36E AM(50)R TY(6) Resources: Pr(4)I EX(20)P GD(10) Popularity: 0

KNOWN POWERS:

Weather Control: Storm had the mutant abilityto manipulate existing weather patterns withFantastic ability. Power stunts she performedwith this ability included:

• Fog and rain of Fantastic Intensity• Amazing Strength winds• Raise or lower temperature with Fantasticability• Predict weather up to three days inadvance• Reduce weather effects by Amazing ranknumber Should Ororo regain her Powers,she must relearn these Power stunts, at acost of 50 Karma points per attempt. Whenusing this Power, Ororo’s moods wereoften reflected by the weather.

Flight: By using her wind Power, Ororo was ableto fly at Incredible speeds (20 areas/ round).She carried others by making a Weather ControlFEAT at -1CS per person carried.

LIMITATION: At the time of this writing Ororohas lost her mutant abilities. Her Agility isGood, her Endurance Excellent, and herHealth is 56. She may not use her super-human Powers.

TALENTS: Ororo is a skilled thief, escapeartist, and lockpick, and receives a +1CS toAgility FEATs involving these actions. She hasMartial Arts A and C, and is skilled in AerialCombat (+1CS versus other flying targets).She has the Resist Domination ability and hasdeveloped Leadership.

CONTACTS: Storm is the team leader of theX-Men and titular ruler of the Morlocks, agroup of mutants living beneath New York City.

BACKGROUND: Ororo Munroe is thedaughter of an American photojournalist and aKenyan tribal princess. Orphaned in a war-related incident, Ororo learned to survive as athief on the streets, and in her teens traveledsouth on foot. At the foot of Mount Kilimanjaroshe was regarded as a goddess for hermutant Powers, and it was there Professor Xrecruited her for his new X-Men. She servedwith the team and is today, as team leader,despite the fact her Powers were taken fromher by a mutant “neutralizer.”

SUB-MARINERNamor of Atlantis

F IN(40) Health: 190A RM(30)S MN(80) Karma: 76E IN(40)R TY(6) Resources: Gd(10)I RM(30)P IN(40) Popularity: 6

KNOWN POWERS:

Body Armor: Sub-Mariner’s flesh canwithstand the pressures of the deep ocean,providing him with Good protection againstphysical attacks.

Resistance to Cold: Namor’s physiology alsoprotects him from extreme cold. He hasExcellent Resistance to Cold.

Swimming: Namor may maintain a speed of 4areas/round while swimming (Good waterspeed).

Flight: Namor may fly at 4 areas/round (PoorAir speed) by unknown means.

Water Breathing: Namor can breathe water aswell as air.

LIMITATION: Dehydration. If Sub-Mariner isnot immersed in water, in a dampenvironment, or partially wet, he suffers a —1CS penalty per hour on each physical abilityand Power. His Health is unaffected. If totallydeprived of moisture (by artificial means —even a desert has some ambient moisture),Namor loses 1 Health point per hour, and mayperish of dehydration. Immersion in waterrestores the lost Health and eliminates thepenalty.

TALENTS: Namor is skilled in UnderwaterCombat and suffers no penalties for fighting inthat environment. He is an expert with Edgedweapons, and is also knowledgable on thevariety of sea life.

CONTACTS: Namor is the former Prince ofAtlantis, and commands some respect in thatunderwater kingdom. He is a current memberof the Avengers, and an ally of varying worthto the Fantastic Four (he still carries a torchfor Sue Richards).

BACKGROUND: The son of Princess Fen ofAtlantis and an American sea captain, Namoris a hybrid homo sapien/homo mermanus withexceptional Powers and abilities. Proud andhaughty, he fought alongside the Allies inWWII, but has frequently attacked the surfaceworld for offenses real and imagined. He iscurrently a member of the Avengers.

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THINGBenjamin “Ben” J. Grimm

F IN(40) Health: 220A GD(10)S WN(90) Karma: 50E MN(80)R GD(10) Resources: Ex(20)I GD(10)P RM(30) Popularity: 50

KNOWN POWERS:

Body Armor: Ben’s skin has mutated into athick, rock-like hide, which provides Incredibleprotection against physical attacks andExcellent protection against energy attacks.

Resistance to Fire: This same thick hideprovides Incredible protection from fire andfire-based attacks.

Protected Senses: Ben has no visible ears,but his hearing is unimpaired. He hasRemarkable protection from sonic and sound-based attacks.

Alter Ego (no longer in use): Ben Grimm hadon occasion reverted to his original humanform, whether by treatment, the effects of theenvironment, or personal attitudes. The AlterEgo had all the talents and contacts but noPowers.F A S E R I PEX GD GD GD GD GD RM

The Thing has lost the ability to revert to hishuman form at the time of this writing.

TALENTS: Ben is an accomplished pilot ofboth air and space craft. He is, in addition,well-versed in combat and has Martial Arts Band Wrestling Talents.

CONTACTS: Ben is a founding member ofthe Fantastic Four, and has also served as anally of the West Coast Avengers. At othertimes, he has worked as a star attraction forthe Unlimited Class Wrestling Federation andProject PEGASUS, a US government agencydedicated to investigating new and powerfulenergy sources.

BACKGROUND: Ben Grimm was the pilot onthe fateful space shot that created theFantastic Four. Altered by cosmic radiationinto his present rocky form, Ben considershimself a hideous mockery of a man, andthough his strength has saved the team timeand again, he feels alienated from hispartners.

THORThor of Asgard

F UN(100 Health: 320A EX(20)S UN(100 Karma: 76E UN(100R TY(6) Resources: Ex(20)I EX(20)P AM(50) Popularity: 75

KNOWN POWERS:

Body Armor: All Asgardians have denser fleshthan mere mortals, which provides Excellentprotection from physical attacks and Typicalprotection from energy attacks.

Unique Weapon: Thor wields a hammer madeof the mystic material Uru, a Class 3000material. The enchantments on this mysticmallet grant Thor additional Powers.

• Thor may throw the hammer up to tenareas away, with the hammer returning inthe following round.• By throwing the hammer and catching itsthong, Thor may fly at up to Shift XSpeeds, and by spinning it, hover in place.• By spinning the hammer, Thor may use itas a shield of Remarkable strength.• Only one who is worthy may lift thehammer of Thor. The wielder (other thanThor) must have 1000+ Karma,Remarkable Strength, and positivePopularity. A non-living object must have atleast Remarkable Strength to lift thehammer.• The Hammer provides Unearthly rankWeather Control. Thor uses this Power tosummon storms and lightning.• Dimensional Travel: By spinning thehammer, Thor may move into adjacentdimensions with Unearthly ability. With thecurrent separation of Asgard and Earth,travel between the two is a red FEAT.

TALENTS: Thor receives a +1CS with EdgedWeapons, and is a Weapons Specialist (+2CSto hit) with Mjolnir.

CONTACTS: Thor is the son of the lost rulerof Asgard, Odin, and the primal Earth spiritGaea. He is also a founding member of theAvengers.

BACKGROUND: Trapped by aliens in a cavein Norway, Dr. Donald Blake discovered theHammer of Thor, transforming him into theAsgardian warrior. It was later revealed thatThor had been transformed into Blake toteach him humility. Thor tries to serve as aprotector of both Asgard and Midgard (Earth).

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TIGRAGreer Grant Nelson

F EX(20) Health: 130A IN(40)S IN(40) Karma: 56E RM(30)R TY(6) Resources: Ty(6)I RM(30)P EX(20) Popularity: 26

KNOWN POWERS:

Enhanced Senses: Tigra’s senses of vision,hearing, and smell are at Monstrous level.She may track opponents with Amazing abilityusing these skills, but suffers a — 1CS onFEAT rolls against attacks of these types.

Night Vision: Tigra has Incredible rank infra-vision, and can perceive objects clearly evenin almost total darkness (some dim light mustbe available). She suffers no penalties whenfighting in the dark.

Claws: Tigra’s hands and feet end in claws ofGood material strength that inflict GoodEdged Attack damage. She may make normalblunt attacks as well.

Empathy: Tigra can detect the emotions ofothers with Excellent ability. In addition, shecommunicates on an emotional level with catsand cat-like creatures with a +2CS.

Lightning Speed: Tigra can move three areasper round, accelerates to that speed in oneround, and can run without tiring as ifpossessing Monstrous Endurance.

Alter Ego: Tigra may transform herself backinto her human form by means of a cat amuletshe wears on her top. This amulet mysticallychanges her physical form. She retains herstats and abilities. This mystic disguise has aRemarkable rank.

TALENTS: Greer Nelson is trained in Biology.

CONTACTS: Tigra is a member of the WestCoast Avengers. She was given her presentpowers by the Cat People, an extra-dimensional race, who see her as their warriorand agent on this plane.

BACKGROUND: Greer Nelson first operatedas the hero Cat, using a powered suit, whenshe was grievously injured and saved by theCat People who bonded her spirit with that ofone of their legendary heroes. This cat/humanhybrid now experiences an increasing amountof cat-like behavior in her actions.

VINDICATORHeather McNeil Hudson

F TY(6) Health: 96A IN(40)S RM(30) Karma:40E EX(20)R GD(10) Resources: Gd(10)I EX(20)P GD(10) Popularity: 6

KNOWN POWERS:

Personal Force Field: All of Vindicator’ssuper-human Powers derive from thebattlesult she wears. Made of Good Strengthmaterial, the suit provides no intrinsicprotection, but is equipped with a PersonalForce Field that provides Amazing protectionfrom physical attack and Incredible protectionfrom all energy attacks. The force field mustbe activated to provide this protection, and isconsidered “on” when in flight or combat.

Flight: Vindicator flies by manipulatingelectromagnetic energy, and can reach Shift XSpeeds in this fashion.

Energy Bolts: The Vindicator battlesuit canproject bolts of Incredible Force with a rangeof 10 areas.

Digging: The original purpose of the suit wasfor oil exploration. Due to this, Heather maytunnel 3 areas per round (2 areas if forming atunnel for others to follow).

Protected Senses: Heather wears a set ofprescription goggles that provides Remarkableprotection from light-based attacks.

LIMITATIONS: Heather is nearsighted.Without her glasses or goggles she is -2CS tohit, and cannot clearly make out imagesfarther than 1 area away.

TALENTS: Heather has developedLeadership skill.

CONTACTS: Heather is the leader of AlphaFlight, and maintains close contacts with theCanadian government.

BACKGROUND: Heather McNeil was asecretary at Am-Can Petrochemical whenJames Hudson stormed out after a dispute overhis cybernetic helmet invention. Hudson laterretrieved the only prototype of the helmet anddestroyed the plans. McNeil discovered this,and convinced the Canadian government tosupport Hudson’s creation of a team ofCanadian heroes. Hudson and McNeil marriedsoon after, and Heather supported her husbandin his later formation of Alpha Flight. WithHudson’s death in battle, Heather led the team,finally taking up the role of Vindicator with a suitdesigned by Roger Bochs and Madison Jeffries.

WASPJanet Van Dyne

F GD(10) Health: 60A EX(20)S GD(10) Karma: 40E EX(20)R GD(20) Resources: Rm(30)I EX(20)P GD(10) Popularity: 50

KNOWN POWERS:

Shrinking: Wasp can shrink with Incredibleability, reaching a minimum size of 1/2 inch. Inthis minimum size she can attack for normaldamage at +2CS to hit, but normal-sizeopponents are at -2CS to hither.

Flight: When Wasp shrinks, wings extrudefrom her back, allowing her to fly 4areas/round (Poor Speed). These wingsremain with Wasp between the half-inch and4 foot mark, allowing her to fly when almostfully-grown. She retains her Strength whenreduced in size, but her wings prevent herfrom lifting any extra weight when flying.

Insect Communication: Wasp possesses theability to communicate and command allforms of insect life at Typical ability. This is aseldom-used Power, as it does not fit in withher self-image.

Wasp Sting: The Wasp can generate bio-electric bolts of energy from her hands,inflicting up to Remarkable energy damage ata range of 1 area maximum.

TALENTS: Janet Van Dyne is anaccomplished businesswoman, and hasExcellent Reason in business matters. Shehas learned Martial Arts D and Aerial Combat(+1CS fighting against another airborneopponent) in her career as a hero.

CONTACTS: Janet Van Dyne is chairpersonof the current team of Avengers. She is onGood terms with her ex-husband, biologistHenry Pym, and is a major shareholder in anumber of companies, including NEVELL.

BACKGROUND: Janet Van Dyne was givenher Powers by biologist Hank Pym, and thepair were founding members of the Avengers.Janet and Hank married and then divorced,and while Janet leads the present team, Hankhelps the West Coast Avengers on sciencematters. Jan’s “Ditzy Brunette” act conceals avery shrewd business mind and an able leader.

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WOLVERINELogan

F IN(40) Health: 110A RM(30)S GD(10) Karma: 126E RM(30)R TY(6) Resources: Ty(6)I MN(80)P IN(40) Popularity: 0

KNOWN POWERS:

Regeneration: Wolverine recovers 30 pointsof Endurance every minute (10 turns, or 3points per turn). This regeneration is onlypossible if Wolverine has complete rest.

Recovery: Should Wolverine lose Enduranceranks, he may recover one per day, providinghe makes an Unearthly FEAT roll.

Resistances: Wolverine has UnearthlyResistance to Toxins and Disease. He cannotget drunk in a conventional manner.

Claws: Wolverine has three foot-long claws ofsolid adamantium, a Class 1000 material.Against living targets, Wolverine wields hisclaws for Excellent Edged Attack damage.

Tracking: Wolverine’s acute sense of smellcoupled with his knowledge of the wildernessand hunting give him Monstrous tracking ability.

Adamantium Skeleton: Wolverine’s skeleton issomehow impregnated with molecules ofadamantium. He is +1CS to damage in blunt,charging, or any combat which uses his bodyas a weapon. He may stun or slam anyopponent that he can damage.

TALENTS: Wolverine’s background includesservice in the military and in espionageorganizations. He has Martial Arts B, C, D,and E, and is experienced with orientalweapons. He has the Resist Dominationtalent as well.

CONTACTS: Wolverine is a member of the X-Men, and has good relationships with theCanadian group Alpha Flight through its leader,Heather Hudson. Logan’s long-time love isMariko Yashida, matriarch of the powerful(Amazing Resources) Yashida clan of Japan.

BACKGROUND: How Logan gained hisskeleton is a mystery. He was found in theCanadian Rockies and became a super-powered agent for that country. He leftCanada to join the X-Men, and has remainedwith that team ever since. Wolverine is short-tempered, hard-edged, and thinks nothing oftaking drastic (Karma-reducing) steps to getthe job done.

WONDER MANSimon Williams

F GD(10) Health: 210A RM(30)S WN(90) Karma: 18E MN(80)R TY(6) Resources: Pr(4)I TY(6)P TY(6) Popularity: 30

KNOWN POWERS:

Body Armor: Williams’ super-hard skinprovides Amazing protection from all forms ofdamage, including physical and energydamage. Mental attacks are resolved normally.

Invulnerability: Wonder Man has Class 1000Resistance to Heat and Cold.

Life Support: Wonder Man does not requirefood, water, or air to survive, and isconsidered to have Class 1000 Life Supportfor this reason. He can survive in deep spacefor short periods with no ill effect.

Flight: Wonder Man flies at 8 areas per round(Good Air Speed) by means of a jet-poweredflying belt. Wondy can hover in place usingthis belt.

TALENTS: Simon Williams is a performer withsporadic experience in stunts, stage, andchildren’s TV shows. He is also abusinessman of middling worth.

CONTACTS: Wonder Man is a member of theWest Coast Avengers, and is also a knownface in Hollywood society.

BACKGROUND: Simon Williams inherited hisfamily’s electronics firm at an early age.Unfortunately, this was a result of poormanagement and the superior designs ofcompetitors, including Stark International.Simon was caught embezzling funds from hisfirm and soon fell in with Baron Zemo’soriginal Masters of Evil. Given his super-human Powers by Zemo, Williams, asWonder Man, infiltrated the Avengers asZemo’s agent. In combat with the Masters ofEvil, Williams could not betray the Avengers,and apparently gave his life to save them. Inreality, Zemo’s process placed him insuspended animation. Wonder Man returnedto the Avengers, but his inordinate fear ofdeath prevented him from reaching his fullpotential as a person or a hero. Conqueringthat fear, Wonder Man has joined the WestCoast Avengers and serves, alongside IronMan, as that team’s resident muscle.

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ANNIHILUSAnnihilus of Anthros, Negative Zone

F IN(40) Health: 220A IN(40)S FN(60) Karma: 70E MN(80)R RM(30) Resources: Sp(70)I GD(10)P RM(30) Popularity: -30

KNOWN POWERS:

Body Armor: Annihilus’ insectoid hide provideshim with Incredible protection from physical orenergy attack.

Flight: Annihilus can move at RemarkableSpeeds (10 areas/round) in atmosphericconditions. He can move at higher rates (upto Class 1000) in space, using the CosmicControl Rod.

Cosmic Control Rod: As Annihilus’ chiefweapon and source of his power, the CosmicControl Rod allows the wielder to manipulatevast amounts of cosmic energy. With thisenergy, the wielder may perform variousfunctions.

• The wielder does not age, and is Invulner-able to Disease, Radiation, Heat and Cold.• The wielder may increase any onephysical ability to Unearthly rank.• The wielder may fire bolts of cosmicenergy (either Force or Energy) of up toUnearthly Power rank.• The wielder may manipulate non-organicmatter (but not transmute elements) withUnearthly ability. If deprived of the CosmicControl Rod, Annihilus is -3CS on all FEATs,and in addition begins to age and loseEndurance at a rate of one rank per week.

Minions: As the conqueror of a large sectionof the Negative Zone, Annihilus commands anarmy of alien creatures. Typical stats for theseminions are:F A S E R I PRM TY GD PR PR PR PR

These creatures may have claws, wings, and,occasionally, superior powers, though nothingabove the Remarkable level. Such Minionsare often armed with energy pistols(Remarkable damage).

TALENTS: Annihilus has Engineering Talent.

CONTACTS: Annihilus has no contacts.

BACKGROUND: Annihilus is an insectoidbeing who mastered control of the CosmicControl Rod. He is completely paranoid,fearing his own death (through theft of the rod).

BARON MORDOKarl Amadeus Mordo

F TY(6) Health: 48A TY(6)S TY(6) Karma: 100E RM(30)R GD(10) Resources: Ty(6)I RM(30)P FN(60) Popularity: -5

KNOWN POWERS:

Magical Ability: Baron Mordo is a powerfulsorceror who may wield most Powers listedas available as magic spells with AmazingPower rank. He has the following spellsavailable to him at all times.

• Astral Projection (P) as Power, withMonstrous ability.• Shield, Individual (P) as Personal ForceField, repels magical attacks• Telepathy (P), as Power, at Unearthly rank• Conjure (U), a specialized teleport ofIncredible Intensity that brings the item,character, or being to the caster. The targetmay make a Psyche FEAT to avoid thisteleport.• Eldritch Beams/Bolts (U), as Force or Ener-gy attack of Fantastic Intensity and range• Mesmerism (U), as Hypnotism ofMonstrous Intensity.• Necromancy (U), creation of Zuvembiesfrom corpses, with Incredible ability. Statsare:

F A S E R I PGd Ty Gd Pr N/A N/A N/A

• Teleportation (U), as Power, at Unearthlyrank• Demonic Entreaty (D), adds +1CS to effectsof any spells if he entreats any powerfulextra-dimensional being of an evil nature.

TALENTS: Mordo is a master of sorcerousand occult lore. His Reason is +1CS whendealing with these matters.

CONTACTS: Mordo may entreat the followingbeings as Friendly: Denak, Ikonn, Satannish,and Valtorr. He has no allies, though hasserved as a lackey for Dormammu.

BACKGROUND: Mordo was the AncientOne’s disciple before the arrival of StephenStrange. The Ancient One recognized thatMordo was motivated only by lust for power,yet accepted him in order to keep watch onhim. Strange discovered Mordo’s plan to slaythe Ancient One and stopped it. Mordo left theAncient One’s tutelage, but remains a rival ofDr. Strange, and the two have foughtrepeatedly. Mordo’s goal is to defeat Strangeand be Sorceror Supreme of the EarthDimension.

BEETLEAbner Jenkins

F GD(10) Health: 70A GD(10)S RM(30) Karma: 56E EX(20)R EX(20) Resources: Ex(20)I RM(30)P TY(6) Popularity: -10

KNOWN POWERS:

Body Armor: All of Jenkins’ super-humanPowers derive from his microwave-poweredarmor. Jenkins’ normal stats are:F A S E R I PGD GD TY TY EX RM TY

The armor provides Excellent protection fromphysical attacks and Remarkable protectionfrom energy attacks. As it is powered bymicrowaves, he jams microwave transmissionswithin 3 areas with Incredible Intensity.

Wall-Crawling: Suction cups on the glovesand feet allow Beetle to wall-crawl withExcellent ability.

Flight: Beetle normally flies at Poor Speed (4areas/turn). This is raised to Good Speed (8areas/turn) if power is shunted from all othersystems. The wings are made of mylar (Goodmaterial strength).

Electro-Bite: By placing the second and thirdfingers of each gauntlet together, Beetle mayfire an Excellent electrical (Energy) attack upto 10 areas away.

Battle Computer: Mounted in the chestplate ofthe battle-suit, Beetle’s battle computer can beprogrammed with the fighting styles of particularfoes, so that Beetle can anticipate their move-ments and attack accordingly. Against program-med foes, Beetle is +2CS on Fighting FEATs,+1CS on Agility FEATs, and +2CS on IntuitionFEATs, including initiative. The fighting stylemust be filmed and analyzed by computer to beprogrammed for these abilities. Programs existfor Spider-Man, Daredevil, Iron Man (TonyStark, old suit), and Captain America.

TALENTS: Beetle has Electronics andRepair/Tinkering skill.

CONTACTS: Beetle is a former employee ofJustin Hammer and a former member ofEgghead’s Masters of Evil.

BACKGROUND: Jenkins was a mastermechanic who turned to crime to alleviate theboredom in his life. Working as a super-human criminal for more powerful masters,Beetle is always trying to increase his “rep.”

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VILLAINS

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BLACKLASHMark Scarlotti

F RM(30) Health: 80A GD(10)S GD(10) Karma:34E RM(30)R EX(20) Resources: Ty(6)I GD(10)P PR(4) Popularity: -8

KNOWN POWERS:

Body Armor: Blacklash’s steel mesh body suitprovides Good protection from physical attacksand Excellent protection from energy attacks.

Whips: Blacklash’s arsenal centers around apair of specially designed titanium whips.These whips are stored in holders in hisgloves. He may use these custom-designedwhips in a number of ways.

• As whips, with +2CS (WeaponsSpecialist), for Remarkable Blunt weapondamage. They may grapple an opponentas with Incredible Strength.• As nunchaku, for two separate attacks atExcellent damage each.• If wound about an opponent, the whipmay detatch from its handle and explodefor Incredible damage to target (Excellentto all within one area). The concussionexplosion may be timed up to 3 rounds.• The whip may be stiffened to form avaulting pole allowing 1 -story vaults.• The whip may be spun to form a Shield ofExcellent protection. The whips are madeof Incredible strength material.

Other weaponry:• Gravity Bolo: Bolo with artificial gravitydevices. If it hits a target, the target is helddown with Amazing Strength. Made ofAmazing strength material.• Necro-Lash: If this whip grapples a target,Blacklash can channel Amazing Intensityelectricity through it to the target.

TALENTS: As noted above, Blacklash is aWeapons Specialist with his whips. He is alsotrained in Martial Arts A, C, and E, and inengineering, specializing in weapon design.

CONTACTS: Blacklash has criminal contacts,though those with the Maggie are no longeras good as they once were.

BACKGROUND: Mark Scarlotti was recruitedby the Maggie out of college as a weaponsdesigner. Equipping himself as Whiplash,Scarlotti battled Iron Man to an even draw onseveral occasions. He cut his Maggie ties togo fully freelance, but has since experiencednumerous defeats. He is seeking to re-establish his credentials with the Maggia.

BOOMERANGFred Myers

F EX(20) Health: 80A RM(30)S GD(10) Karma: 26E EX(20)R GD(10) Resources: GD(10)I GD(10)P TY(6) Popularity: -5

KNOWN POWERS:

Boomerangs: Myers carries at least sevenboomerangs prominently on his costume,each with special properties. Unless otherwisenoted, they are of Excellent material strength.

• Shatterang — detonates on contact,Amazing damage to all in one area.• Gasarang — Monstrous Intensity tear gas,affects one area.• Razorangs — Incredible material strength,inflict Remarkable Edged Throwingdamage.• Bladerangs — similar to Razorangs, butinflict Incredible Edged Throwing damage,and have no effect on Body Armor of Goodor higher or equivalent material strength.• Screamerangs — Excellent Intensity sonicattack• Gravityrang — creates local gravity fieldof Incredible Intensity• Reflexrang — solid-weighted boomerang.Bullseye result on Blunt Throwing columnindicates target must check for Stun or beknocked over. Myers can throw his ‘rangsso they will return to him with no risk ofdamaging himself.

Flight: Myers has boot-jets that allow him tofly at Poor Speed (4 areas/round) max, and ifused as a weapon, inflict Remarkabledamage to his opponent.

TALENTS: Myers is a Weapons Specialistwith his boomerangs, gaining a +2CS to hit.He also has a +1CS to hit with other thrownobjects.

CONTACTS: Boomerang is a freelancecriminal operative with Contacts in most mobs.

BACKGROUND: Myers was a talentedbaseball pitcher from Australia who waskicked out of the major leagues for takingbribes. Initially equipped by the Secret Empireas a costumed agent, Myers practiced hisskills with the boomerang and equippedhimself with his specially-built arsenalprovided by Justin Hammer in exchange for apercentage of the take. Myers bills himself asa freelance assassin, “the killer who keepscoming back.”

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CRIMSON DYNAMODimitri Bukharin

F RM(30) Health: 190A IN(40)S AM(50) Karma: 40E SP(70)R GD(10) Resources: Gd(10)I EX(20)P GD(10) Popularity: 5/(25)

KNOWN POWERS:

Body Armor: All of Bukharin’s Powers aregained through the Crimson Dynamo armor hewears. Bukharin’s stats without the armor are:F A S E R I PTY GD TY EX GD EX GD

The Crimson Dynamo is constructed of acarborundum matrix alloy (Amazing materialstrength) that provides Amazing protection fromphysical and energy attacks, and FantasticResistance to Fire, Heat, and Cold. The suithas Unearthly Resistance to Radiation.

Flight: Mini turbo-fans in the armor’s bootsallow the wearer to fly at Good Speeds (8areas/round), and, if used as weapons, inflictExcellent Force damage to targets in thesame area.

Blasters: Electrical discharge from the glovesinflicts Incredible damage at a range of 3 areas.

Air Supply: The armor has an internal airsupply for 1 hour, but its Chemical/Biological/Radiation system will function for450 hours before failing.

Sensors: The upmoded Dynamo armor haslight amplifier lenses (Incredible Infravision),wide band communicator, and microwavedetector (Excellent).

ECMs: The Dynamo armor may jam ordinaryradar with Incredible ability.

Shoulder Rams: The shoulder joints of thearmor are heavily armored to protect the sealsand allow a +1CS on damage from chargingattacks.

TALENTS: Bukharin has Detective/EspionageSkill from his service in the KGB.

CONTACTS: Bukharin serves the SovietState and KGB, and may draw Resourcesfrom them.

BACKGROUND: Bukharin is the fifth man tobear the name and armor of the CrimsonDynamo, but the first to wear this improvedsuit. His loyalty to the state is unquestioned,and he will fight to protect it.

DOCTOR DOOMVictor Von Doom

F RM(30) Health: 120A EX(20)S RM(30) Karma: 150E IN(40)R FN(60) Resources: Am(50)1 IN(40)P AM(50) Popularity: -40

KNOWN POWERS:

Body Armor: Doctor Doom’s Powers arederived from his nuclear-powered, computer-assisted, titanium-alloy armor. He neverremoves this armor. Doom’s armor provideshim with Incredible protection from physicalattack.

Force Field: The armor can project aMonstrous Intensity personal force fieldaround him. The force field is effective againstall physical and energy attacks, includingmagnetism, but not against magical andpsionic attacks.

Force Beams: Doom’s gauntlets are equippedwith miniature particle accelerators. These fireforce beams of Fantastic Intensity and range.

Flight: Doom has a jet-pack built into hisarmor, allowing him to fly at Excellent Speed(10 areas/round) in the atmosphere.

Air Supply: When sealed, the armor containsenough air for 4 hours.

Transfer: This is an ability taught or providedhim by the Ovoid race, by which Doom mayexchange his consciousness with another hu-man’s. Doom does this with Incredible ability.As far as it is known, Doom has performedthis transfer twice in his career, but prefers hisown body.

Magic: Doom is self-taught in magic, and hasnever had a mentor. He has no “friendly”extra-dimensional Contacts, nor has he everevinced any Personal abilities. He may usemagical items correctly, if they have beenproperly researched.

• Eldritch Beams/Bolts (D): As force or energyattacks of Amazing Power rank and range.

Weapons: Doom carries a 9 mm Mauser (treatas Handgun) for dispatching of sundry tasksunworthy of his armor’s weapon systems.

Robots: Doom uses a wide variety of devices,but is most noted for his warrior robots and im-itation Doom robots. Warrior robots are obviouslynon-human, and have the following stats:F A S E R I PEX GD GD EX PR PR PR

Warrior robots have Good Strength Body Ar-mor, carry Force or energy blasters of Remark-able Intensity and travel in patrols of ten.

Imitation Doom robots with combat capabili-ties have the following stats:F A S E R I PEX EX EX RM EX EX EX

These imitation Dooms have RemarkableBody Armor, Amazing Intensity force fields,and Incredible Strength force beams.

Doom robots that operate in a diplomaticfunction have the following stats;F A S E R I PGD GD GD EX EX RM RM

Equipped with Remarkable Body Armor, andGood Intensity force beams, Doom robots areprogrammed to think as if they were Dr.Doom, save for when in the presence of thereal Doctor Doom or another Doom android.

Other Equipment Doom is the inventor of atime machine capable of sending up to oneton of material forward or backward in time, orinto an alternate time line. He has alsodeveloped a shrinking gas of Class 1000Intensity.

TALENTS: Victor Von Doom is a scientificgenius who has built time machines, spacecraft, robot servants and guards, mind controldevices, and innumerable super-weapons. HisReason is +1CS in all applied sciences andoccult lore, and he has Engineering andRepair/Tinkering skills, as well as ResistDomination.

CONTACTS: Doom needs no allies, but hason occasion used super-powered pawns inhis baffles. Doom is recognized as the ruler ofLatveria, and as such enjoys diplomaticimmunity, in addition to numerous defensetreaties with the United States government.

BACKGROUND: Victor von Doom is a self-taught tyrant, who rose from humblebeginnings as the son of gypsies to hispresent status as an international madman.Doom is a technological genius, and iscontinually modifying his armor with newinventions and devices. He is a man of honorand his word, and specializes in schemes todestroy his enemies. He has three goals inlife: to rule the entire world; to destroy his rivalReed Richards; and to rescue the spirit of hismother, which is trapped in a netherworlddimension. He is not someone to offend, ashe will take the time and effort to hunt downand destroy his enemies.

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DOCTOR OCTOPUSOtto Octavius

F TY(6) Health: 66A GD(10)S RM(30) Karma:46E EX(20)R EX(20) Resources: Gd(10)I TY(6)P EX(20) Popularity: -5

KNOWN POWERS:

Tentacles: Doctor Octopus can mentally controla harness with four tentacles worn at his waist.This device is made of titanium steel (Fantasticmaterial strength) and the tentacles end inpincers made of Remarkable strength material.

Doc Ock can use his tentacles in combat in anumber of ways.

• He may make up to four multiple attackson a successful Fighting FEAT.• He may engage in blunt attack, wrestling,or a combination of those attack forms.• He may attack non-adjacent foes up toone area away.• A single tentacle has Remarkable Strength.• Multiple tentacles used to attack haveIncredible Strength.• Multiple attacks are resolved on a singledie roll, but are at +1CS for each arm used.• If Doc Ock uses two of his arms forbracing, his Endurance to avoid Stuns andSlams is +2CS.

Doc Ock’s arms may be used to carry him upto 4 areas/round, and may rise above 2-storybuildings. Punching handholds in buildingslets him move vertically 3 stories per round.

Ock is in constant mental contact with histentacles, and may command them from greatdistances (a range of 900 miles has beenreported). He has tactile sensation throughthese arms, and, if the arms are damaged,must make an Endurance FEAT or pass outfor 1-10 rounds. The arms do not have to beattached to receive mental commands.

TALENTS: Doc Ock has skill in mechanics,robotics, and radiation research. He also hasEngineering and Repair/Tinkering skills.

CONTACTS: Doctor Octopus maintainscriminal contacts as a leader of his owncriminal gang.

BACKGROUND: A freak nuclear accidentgave Otto Octavius control over his tentacle-like harness and warped his mind towardscriminal activity. Since that time he hashatched numerous criminal plots, usuallyfoiled by Spider-Man, so that Doc Ock equallyhates and fears the wall-crawler.

DREADNOUGHT

F RM(30) Health: 160A EX(20)S IN(40) Karma: N/AE SP(70)R FB(2) Resources: N/AI EX(20)P FB(2) Popularity:

KNOWN POWERS:

Body Armor: The Dreadnought robot isconstructed of Amazing Strength titaniumsteel, which provides Amazing protection fromphysical attacks and Remarkable protectionfrom energy attacks. Dreadnoughts haveSpectacular Resistance to Heat, Cold, andRadiation attacks. Their limited programmingcauses mental attacks and illusions directedagainst them to fail. They are equipped withsimulated human senses of hearing, sight, andsmell, and so may be attacked in this fashion.

Weapon Systems: The Dreadnought isequipped with a host of weapon systems.

• Flame-throwers located in gauntlets:Range 1 area, Incredible fire damage,sufficient fuel for 6 attacks• Sharpened spikes fired from knuckles:Range 4 areas, Typical shooting damage,maximum of 8 such attacks• Electrical Field: range Contact only,Amazing electrical damage• Gamma ray projector behind eyes: Range3 areas, Incredible Intensity• Freon gas dispenser in mouth: Range 2areas, Amazing Intensity cold, 2 roundsattack before reloading is necessary

TALENTS: Dreadnought robots have notalents. However, their programming isdesigned to simulate Martial Arts B, that of anAmerican boxer.

CONTACTS: None. Dreadnoughts are usedas lackeys and don’t know any better.

BACKGROUND: The Dreadnought robot wasdesigned by HYDRA for use againstS.H.I.E.L.D., but later the Nefaria CrimeFamily of the Maggia under Madame Masquebought the plans and began manufacturingtheir own Dreadnoughts. Dreadnoughts areperfect guards, following orders fromauthorized individuals (voice-printidentification) without complaint. In fact theydon’t talk very much and have no individualpersonality, creativity, or interests (unlike moredangerous robots, like Nimrod). Their highIntuition is the result of their combat-orientedprogramming.

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ELECTROMaxwell Dillon

F GD(10) Health: 100A EX(20)S EX(20) Karma: 36E AM(50)Ft GD(10) Resources: Ty(6)I EX(20)P TY(6) Popularity: -12

KNOWN POWERS:

Electrical Generation: Electro has the ability togenerate and channel large quanitities ofelectrostatic energy, with Amazing ability. Heuses this to perform various Power stunts.

• Fire bolts of lightning from his fingertips.His range is 5 areas, and he is +1CS to hit.These bolts inflict Incredible damage togrounded targets, Good damage toinsulated or otherwise ungrounded targets.• Administer an electric shock on touch ofMonstrous energy damage. Electro mustgrapple his target to do so.• Ride lines of high electro-magnaticpotential (such as power lines) withMonstrous ground speed (9 areas/turn). Hemust accelerate to that speed in normalfashion, and may move along verticalsurfaces.• Override electrical systems with Amazingability, including shutting down alarms andreprogramming electrical ly-poweredrobots. Targets with an Endurance stat maymake an Endurance FEAT againstAmazing Intensity to avoid the effects.

Invulnerability: Electro has Class 1000Resistance to all forms of Electrical energy,and in addition Excellent Resistance to otherforms of energy.

TALENTS: Dillon has no applicable talents.

CONTACTS: Dillon has served as a partnerIn crime with a great variety of villains: Dr.Octopus, Sandman, Kraven, Vulture,Mysterlo, Leapfrog, Matador, Gladiator, Stilt-Man, Wizard, Trapster, Blizzard, and thePurple Man. He is considered to haveCriminal connections.

BACKGROUND: Maxwell Dillon gained hissuper-human Powers when a bolt of lightningtransformed him into a living electricalcapacitator. Seeking to turn his abilities tomonetary gain, he began a career as acostumed criminal, and has fought the likes ofSpiderMan, the Fantastic Four, CaptainAmerica and Falcon. Electro is a team player,often joining forces with other powerfulcriminals to take on heroes.

HOBGOBLINReal Name Unrevealed

F EX(20) Health: 130A RM(30)S IN(40) Karma: 50E IN(40)R EX(20) Resources: Ex(20)I GD(10)P EX(20) Popularity: -20

KNOWN POWERS:

Body Armor: Hobgoblin’s costume is made ofinsulated chainmall, providing Excellentprotection from physical attacks andRemarkable protection from energy attacks.

Weapon Systems: Hobgoblin uses a widevariety of weapons. His throwing blades,bombs, and grenades are carried in a pouch,with a maximum of 12 of these items.

• Glove Blasters: Range 2 areas,Remarkable energy damage• Random Firing mechanism. Fires series ofbolts in a general direction (activator onchest). Bolt hits at -1CS for Remarkabledamage, 2 area range, but negates effectsof Dodging and any form of Combat Sense(including Spider-Sense).• Pumpkin bombs: Explode for Excellentdamage, may explode on contact or up to2 rounds after thrown (detonationdetermined by timer on bomb).• Goblin grenades: Grenades with lightplastic mantle that makes them resemblewraiths in flight. These grenades have avariety of charges.• Smoke Grenades: standard• Knock-Out Gas: Incredible Intensity• Incendiary: Incredible Intensity Heat• Spider-Sense Negator: Unearthly Intensity,removes spider-sense for 24 hours• Throwing Bats: Bat-winged blades inflictGood Edged Thrown damage. Multipleblades may be tossed, but at -1CS to hitper blade tossed in that round.

Transportation: Hobgoblin uses a lightweightGoblin Glider with the following stats:Control Speed Body ProtectionIn Ty Gd None

He also has a specially designed battlevanwith full communications relays and auto-pilot,equipped with a Force Cannon of RemarkableStrength on top. Other stats are:Control Speed Body ProtectionIn Rm In In

TALENTS: Repair/Tinkering ability.

BACKGROUND: Finding a cache of equip-ment previously owned by the Green Goblin,an unknown individual seeks to become theboss of all crime as the Hobgoblin.

KINGPINWilson Fisk

F RM(30) Health: 100A GD(10)S EX(20) Karma: 40E IN(40)R GD(10) Resources: ln(40)I EX(20)P GD(10) Popularity: 31

KNOWN POWERS:

Body Armor: Through his fighting disciplines,Fisk has Poor Body Armor.

Weaponry: Kingpin has been known to carry afew weapons for his own defense. He usuallycarries a walking stick made of Remarkablematerial containing a 3-shot laser, range of 2areas, which inflicts Excellent Intensity energydamage. The walking stick also carries twodoses of an Amazing Intensity sleep gas(range 1 area, Endurance FEAT or sleep for 1-10 hours). Kingpins diamond stickpin alsocontains a dose of sleep gas, which may beused against opponents Kingpin is grappling.

Minions: Kingpin rarely travels alone, andmaintains a private army of goons (check outthug stats on page 62) for fighting practicesessions, small duties, and delaying heroeswho invade his turf.

TALENTS: Fisk practices a grueling regimenthat keeps him in top fighting form. His greatmass is muscle, not fat, and Kingpin has MartialArts A, B, and C, as well as Wrestling skill.

CONTACTS: Kingpin has Criminal Contacts,and prides himself on knowing what is goingon in his city in crime. His contacts alsoinclude Business/Finance in his role as WilsonFisk, humble spice dealer. His agents caninfiltrate most businesses, law enforcementagencies, and other organizations.

BACKGROUND: Wilson Fisk rose from self-described poverty to ruthless ruler of thelargest independent crime operation on theEast Coast. He considers the City of New Yorkhis fiefdom, with himself as the feudal lorddispensing favors and ordering punishments.Kingpin has no criminal record, as he has hisorganization perform the dirty work for him,leaving him a respected member of thebusiness community (though the public knowsKingpin is Fisk, nothing has been proven).

Kingpin is a deadly opponent, and has hiredsuper-powered operatives as agents andassassins. Upon discovering the secretidentity of his foe, Daredevil, Kingpin used hisconnections to stop his bill payments, turn offhis utilities, and have him thrown out of work.Then he blew up his house. Nice guy.

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KLAWUlysses Klaw

F GD(10) Health: 130A EX(20)S RM(30) Karma: 14E SP(70)R FB(2) Resources: Ty(6)I TY(6)P TY(6) Popularity: -3

KNOWN POWERS:

Body Transformation: Klaw’s organic body hasbeen irreversibly replaced with a material sonicenergy form. Though solid, this form does notneed to eat, drink, breathe, or sleep. It cannotbe damaged except in certain specific cases.

• Exposure to vaccuum inflicts Remarkabledamage each round (sound must have amedium to travel through).• Attacks with weapons of sound-dampeningvibranium inflict full and normal damage.• Presence of more than 10 lbs of sound-absorbing vibranium causes EnduranceFEAT or loss of all Health.• Sonic attacks will reduce Klaw’s Health byan amount equal to the Intensity of theattack. Klaw may not be affected by otherphysical and energy attacks, though hemay still be stunned or slammed (killresults are considered stuns). He hasIncredible rank Body Armor for determiningthe effects of physical attacks. ShouldKlaw’s Health be reduced to 0, he losescorporeal shape and is absorbed by hissonic converter.

Sonic Converter: Klaw’s right hand has beenreplaced with a prosthetic device made ofmolybdenum steel and vibranium (Incrediblematerial strength). This device can manipulatesound in distinct fashions.

• Sonic blasts of Incredible Intensity at arange of 10 areas.• Projecting Sonic force fields of IncredibleStrength• Creation of Sonic objects of Remarkablematerial strength• Create “sound creatures,” quasi-livingbeings of solid sound that Klaw maycontrol. These creatures take damagenormally, and have these stats:

F A S E R I PTY TY RM RM N/A N/A N/A

Destroying the sonic converter forces Klaw tomake a FEAT roll or become unconscious.

TALENTS: Klaw is a former physicist.

BACKGROUND: Klaw was changed into hispresent form by leaping into a massive sonicconverter. He has fought the FF and Avengersnumerous times.

KRAVENSergei Kravinoff

F IN(40) Health: 140A RM(30)S RM(30) Karma: 66E IN(40)R EX(20) Resources: Gd(10)I IN(40)P TY(6) Popularity: -10

KNOWN POWERS:

Running: Kraven can move up to 4areas/round when running.

Weapons: Kraven uses a number of weaponsin his “hunts:’ usually hidden in the terrainwhere he intends to hunt his prey.

• Axes (10 points Edged Thrown weapon)• Manacles (Remarkable strength, Bullseyeresults in automatic Grapple)• Spears (10 points Edged Thrown weapon)• Whips (Typical strength)• Darts (2 area rangs, Typical damage)• Knock-out potions of Amazing Intensity(used to coat weapons)• Poison gas of Good Intensity• Vest containing narcotic dust sprayer(victim-3CS on all FEATs), must beadjacent to target to use. AmazingIntensity.• Electro-Blaster: Incredible Energy attack,one area range, used infrequently• Kraven NEVER uses bows or guns.

TALENTS: Kraven is a master chemist,specializing in herbal poisons and paralytics.He has Martial Arts A, D, and E, and in additionknows a Nerve Punch. Individuals who areStunned in blunt attack combat must make anEndurance FEAT against Remarkable Intensityor be stunned for 2-20 rounds. Finally, Kravenis able to train wild animals, and often has oneor two lions or tigers in his lair who respond tohis verbal command.

CONTACTS: Kraven has no allies ororganizations he feels he can depend on.

BACKGROUND: Kraven is a hunter who hasstalked the deadliest animals of Earth and issearching for a new challenge. The hunting ofsuper-human prey excites him, and he hasentered this country illegally a number oftimes in order to battle the likes of Spider-Manand Tigra. Kraven seems to be torn betweenhis desire for excitement and his sense ofhonor, and often allows an opponent toescape if the kill would not be honorable.

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LEADERSamuel Sterns

F GD(10) Health: 56A GD(10)S TY(6) Karma: 125E RM(30)R AM(50) Resources: Rm(30)I RM(30)P IN(40) Popularity: -15

KNOWN POWERS:

Increased Mental Capacity: The Leader’ssuper-developed brain is his chief gamma-raymutation. His logic is always accurate, and hishunches are usually true. He has total recallof anything he has seen or read.

Weapons: Leader has developed a number ofweapons and other inventions for his world-conquering bids, including:

• Stun Pistols of Amazing Intensity• Force Rifles of Amazing Intensity• Entangling gun that fires an Amazingstrength cable• Mind Control devices of Remarkable rank,range of 5 areas• Omnivac—a sentient computer with aReason of Incredible which maintainsLeader’s base of operations, an orbitingspace station with Monstrous laser defenses

Minions: Disappointed with human lackeys,Leader has created his own set of plasticrobots known as “humanoids.” These pinkishhuman-form creations have the following stats:F A S E R I PTY TY CID GD FB FB FB

These humanoids have spongy, elastic bodiesthat provide Amazing protection from physicalattacks and Remarkable protection fromenergy attacks. Humanoids have been knownto combine into larger humanoids. For everyten humanoids that are combined, thephysical stats (F, A, S, E) are raised by +1CS,along with recalculated Health for the newform. Physical abilities may reach a maximumof Unearthly in this fashion, provided enoughhumanoids are available. Leader controlsthese humanoids by mental command.

TALENTS: Leader’s incredible intellect giveshim all scientific talents, though he specializesin gamma radiation. Leader also hasEngineering and Repair/Tinkering skills.

CONTACTS: None

BACKGROUND: High-school drop-out SamSterns was explosed to gamma radiation,which mutated his brain and gave him agreenish hue. Seeking to establish himself asa criminal mastermind, Leader has engagedin several schemes to take over the world. Inthe most recent attempt Leader was believedslain, but no body was found.

LIZARDCurtis Connors

F EX(20) Health: 140A RM(30)S IN(40) Karma: 44E AM(50)R PR(4) Resources: Gd(10)I GD(10)P RM(30) Popularity: 3/-10

KNOWN POWERS:

Body Armor: All of Connors’ super-humanPowers result from his Lizard incarnation. Asthe Lizard, his alligator-like hide providesGood protection from physical attacks.

Tail: As the Lizard, Connors grows a 6 1/2-foot-long tail. He is +1CS to hit with this tail,and inflicts Amazing damage.

Wall-Crawling: The pads and retractableclaws on Lizard’s hands and feet give himIncredible ability to adhere to verticalsurfaces, and in addition allow him to inflictdamage on the Edged Attack column.

Reptile Control: Lizard communicates andcontrols other forms of reptile life withAmazing ability. His maximum range of thiscontrol is 1 mile.

Alter Ego: Lizard’s human alter ego, CurtisConnors, is a noted biologist and biochemist.He has the following stats:F A S E R I PTY TY TY GD RM GD TY

TALENTS: Lizard has no talents. Connors isan expert in biology, biochemistry andherpetology (reptile study), and retains hisMedical Talent.

CONTACTS: Lizard has no contacts. Connorshas contacts with Spider-Man.

BACKGROUND: Army surgeon Curt Connorslost his right arm as a result of a gangrenouswar wound. Researching the regenerationproperties of certain reptiles, Connors injectedhimself with the compound that controlled thatregeneration. Connors regained his lost arm,but the chemical further mutated him into areptilian form of almost mindless rage. As theLizard, Connors baffled Spider-Man on anumber of occasions, and has been “cured” ofhis affliction, only to become the Lizard again.He has currently reverted to his human form,though how long he will remain in that form isup to debate.

LOKILoki Laufeyson of Asgard

F RM(30) Health: 150A EX(20)S AM(50) Karma: 120E AM(50)R EX(20) Resources: Rm(30)I EX(20)P MN(80) Popularity: 25

KNOWN POWERS:

Dense Flesh: Loki is the diminutive son of anAsgardian frost giant. His superhuman fleshaffords him Excellent protection from physicaland energy attacks.

Mental Abilities: Loki possesses a number ofhighly developed mental powers that are non-magical in origin. They include:

• Thought-casting—Loki may communicatetelepathically (but not read minds) withClass 1000 ability, reaching acrossdimensions. He may plant suggestions withAmazing ability.• Enhanced Senses—allowing him toperceive happenings in distant regions andother dimensions.• Project a mental image of himself, similarto astral projection.

Magical abilities: Loki has developed a hostof magical Powers over the long years. Hislevel of mastery is Monstrous unlessotherwise stated.

• Shape-Shifting, Unlimited (P)—Loki cantransform himself into any size animal orplant, gaining the stats and abilities (butretaining his Health).• Imitation (P)—as the Power with Unearthlyability. Loki does not gain Powers or abilities.• Matter Rearrangement andTransformation (U)—Loki may altermaterial with Unearthly ability (cannotaffect materials of more than Unearthlymaterial strength, such as adamantium) aswell as made molecular changes.• Animate Objects (U)—as the Power, withUnearthly ability.• Eldritch Blasts (U)—Loki can fire bolts ofup to Monstrous force or energy damage,up to 10 areas away.• Shield, Personal (U)—as personal forcefield, providing Monstrous protection fromphysical, energy, and mystical attacks.• Enhancement (U)—Loki can increase theabilities of others (usually mortals he usesas pawns) and invest them with temporarymysticbased powers. Loki may enhance upto the Monstrous rank in this fashion. Makea Psyche FEAT roll for nature of enhance-ment; Loki may add Karma to the roll:

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• White result—2 abilities raised +2CS• Green result—3 abilities raised +2CSplus one random Power• Yellow result—3 abilities raised +3CSplus two random Powers• Red result—4 abilities raised +3CS plusthree random Powers This enhancementlasts as long as Loki concentrates on thespell, and may be made permanent onlyby use of Magical talismans.

• Dimensional Travel (D)—Loki may movebetween the dimensions with Monstrousability, and, given a powerful enoughtalisman, cast spells between thedimensions as well.• Life Protection (D)—Loki’s body can beinjured, even slain, without affecting the lifeforce of the Asgardian god of mischief. Theprecise workings of this spell have not yetbeen revealed, but Loki may suffer a Killresult and still reanimate his body at a latertime. Massive destruction of his form(chopping it into little pieces and jumpingon them) may kill him.

Magic Talismans: Loki’s spell abilities only lastas long as he concentrates on them. Thisproves unfortunate to the enhanced agent ifLoki gets distracted while the agent is incombat with Thor. For this reason, Loki usestalismans to effect powerful and long-lastingchanges. A Talisman has a rank equal to thehighest ability of its possessor, or the highestrank of the item itself. This Talisman Rank willallow Loki to maintain spells of lower ranks. Forexample, Loki used the Sword of Surtur (aboutClass 1000) to transform Thor into a frog, butcould not affect Mjolnir with this talisman.

TALENTS: Loki knows extensive occult andmythological lore. He is not adept at physicalattacks.

CONTACTS: Loki is the adopted son of Odin,and uses this connection to get away with allsorts of mischief in Asgard. He also has tieswith the Frost Giants and other Asgardianenemies.

BACKGROUND: Loki was found by Odinupon his defeat of the Frost Giants andadopted as a companion to Odin’s son ThorLoki’s sibling rivalry with Thor grew into adeep hatred, and Loki’s later life has beendevoted to his acquisition of power, both totake over Asgard and to destroy his hatedbrother. Loki is known as a god of mischief,as well as a god of evil, since most of hisactions seem directed at harassing hisopponents with style. As a near-immortal, Lokibecomes bored easily, so an enhanced agentmay find his powers stripped after the first orsecond failure.

MADCAPReal Name Unrevealed

F GD(10) Health: 60A EX(20)S GD(10) Karma: 66E EX(20)R TY(6) Resources: Pr(4)I RM(30)P RM(30) Popularity: 0

KNOWN POWERS:

Regeneration and Recovery: Madcap hasShift Y Regeneration and Recovery Powers,and is able to regain 20 points of Health in asingle turn. Madcap cannot be slain, and mayattempt to regain lost Endurance by a FEATroll every ten turns. Stun results against himare considered Slams and, considering hisRecovery abilities, Madcap never spendsKarma to make Endurance FEAT rolls.

Emotion Control: Madcap has a specializedform of emotion control that operates atUnearthly level. To make this form of emotionalattack Madcap must make eye contact with histarget (to this end he wears garish clothing anduses “weapons” such as a bubble gun toattract attention). The target must make anIntuition FEAT, with failure resulting in thecharacter acting crazy for 10 rounds plus 1-10rounds. In game terms, inform players thattheir characters are pleasantly looney, andaward Karma for good role-playing. Whileunder the effects of Madcap’s Power, theaffected heroes may not engage in combat, butmay find themselves in dangerous situationsas a result of their actions (tap-dancing up theon-ramp of an interstate may prove perilous). Ifthe character succeeds with the FEAT, he isstill light-headed and performs all FEATs at -1CS for the next 1-10 rounds.

Weapon—Bubble Gun: This is an ordinarybubble gun with no special properties, whichMadcap uses to call attention to himself. Helets people believe it is the bubbles that causelooney behavior.

TALENTS: None Revealed

CONTACTS: None admitted to

BACKGROUND: Madcap gained his Powerswhen the church bus he was riding wasrammed by an AIM tanker truck containingCompound X07. Hurled clear of the explosion,he was the sole survivor of the crash, a factwhich shattered his belief in a rationaluniverse. He was driven deeper into insanityby the discovery he was resistant to pain andcould recover instantly. Dressing himself ingaudy clothes, Madcap set out to prove thatthings happen without cause and effect, thereis no justice or reason, and everyone shouldbe mad as a March hare.

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MANDARINReal Name Unrevealed

F RM(30) Health: 90A EX(20)S GD(10) Karma: 60E RM(30)R IN(40) Resources: Am(50)I GD(10)P GD(l 0) Popularity: -12

KNOWN POWERS:

Force Field: Mandarin’s costume projects athin, powerful force field of MonstrousIntensity. He may not fire his weaponrythrough the field, but may attack physically,gaining a +2CS to damage when it isemployed.

Weapons: Mandarin’s ten rings, recoveredfrom a crashed alien ship and modified, arethe source of his Power. Their abilities, fromleft hand, little finger to the right are:

• Ice Blast—Remarkable Intensity cold,Endurance FEAT to avoid being stunned;Range 2 areas.• Mento Intensifier—Remarkable MindControl, Range 1 area.• Electro-Blast—Remarkable energy attack,Range 3 areas.• Flame-Blast -Remarkable Intensity heat,Range 2 areas.• White Light—Remarkable Intensity light orradiation up to 5 areas away• Mafter-Rearranger—Remarkable Intensitymatter manipulation, but not transmutation.This ring cannot work on force fields.• Impact Beam—Incredible Force attack,Range 2 areas.• Vortex Beam—Remarkable Air Control,permitting flight by the user at Excellentspeeds and other Power stunts.• Disintegration—Monstrous disintegration,with no effect on living targets. One arearange, and requires 20 minutes to rechargeafter use.• Black Light—Remarkable Intensity Dark-force, 2 area range. Mandarin has a strongpsionic link with his rings, such that only hemay use them, and may monitor activityoccuring around them should they beremoved.

TALENTS: Mandarin has Martial Arts A, D, andE. He is also skilled in Electronics, Biochem-istry, Engineering, and Repair/Tinkering.

CONTACTS: None

BACKGROUND: Mandarin, a long-time foe ofIron Man, derives his Power from the rings (ofmodified alien technology) he wears.Mandarin seeks the destruction of Iron Manand subjugation of the West.

MANDROID

F GD(10) Health: 70A GD(10)S RM(30) Karma: 18E EX(20)R TY(6) Resources: N/AI TY(6)P TY(6) Popularity: 0

KNOWN POWERS:

Body Armor: The Mandroid armor’s osmiumsteel construction provides Incredibleprotection from energy and physical attacks.

Life Support: The wearer of the suit cansurvive on filtered air for two months, and inaddition has Amazing Resistance to Heat andRadiation.

Weapons Systems: The Mandroid suit isequipped with a number of weapons systems.

• Neuro-Stunner—range I area, projectsIncredible Intensity stunning.• Tracker/Repeller fields—range 3 areas,may manipulate objects at a distance withRemarkable Strength. It may also generatea personal force field of Amazing Intensity,but may not fire other weapons systems.• Laser Torch—Range of 7 areas, inflictsExcellent Energy damage.• Punch-Blasters—Range of 1 area, inflictsRemarkable Force damage.

Sensors: The Mandroid armor hasRemarkable Protected Senses, and hasInfravision of 3 areas, radar/sonar ofRemarkable ability, and full range radio/communications system, includingloudspeakers for crowd control.

Remote Control: Should the wearer be injuredor knocked out, the suits may be programmedfor specific action(usually escape).

TALENTS: According to the wearer, usuallymilitary, detective/espionage, or lawenforcement.

CONTACTS: None

BACKGROUND: The Mandroid armor is thesuper-suit of choice for organizations that maybe going up against super-powered foes.Designed by Tony Stark and later producedby Stane International, plans have also falleninto the hands of criminal elements, and theymay have constructed their own suits.S.H.I.E.L.D. currently has 5 operational suits,which they use for hazardous missionsinvolving the capture of super-human beings.

MASTERReal Name Unrevealed

F RM(30) Health: 100A EX(20)S EX(20) Karma: 80E RM(30)R IN(40) Resources: In(40)I GD(10)P RM(30) Popularity: 0

KNOWN POWERS:

Plodex Technology: The Master has access tothe technology of an advanced, hostile raceknown as the Plodex. The Master has usedthis technology to create for himself severalinstallations and devices to aid him in worldconquest. A typical installation is of Hugecapacity, and is defended by grapples ofIncredible strength and laser and forcecannon of Amazing Intensity. The stats of hisSubmersible vehicle, now destroyed, were:Control Speed Body ProtectionEx Gd Rm Rm

The Master controlled his installations directlyby means of controls built into his cybernetichelmet, and as such was aware of anyactivities within those areas. This contact maybe broken by damaging his helm.

Immortality: As long as the Master remainedwithin his Plodex-programmed sanctuary, themachines provided him with virtualimmortality. Whether that ability continuesnow that he has been removed from the maincomplex is unknown.

TALENTS: The Master has Martial Arts A, D,and E, and is an expert in the alientechnology of the Plodex. He also hasRepair/Tinkering.

CONTACTS: None

BACKGROUND: The Plodex are anaggressive, hostile alien race that conquersother planets by imitating the dominant lifeform. The Plodex ship send to Earth wasdamaged and released its preprogrammedeggs early, but still summoned the mostdominant life form to its location in the Arctic.This was a successful Ice Age hunter whohad been cast our from his tribe. The Plodexship captured the hunter and destroyed him instudy, keeping his mind alive (but insane) inits memory banks. That hunter overcame hisinsanity and took control, reintegrating hisbody in its present form. With this new form,and the technology of the Plodex at hisdisposal, the hunter retitled himself Master ofthe World. The Master’s motives seemshaped by his hatred of the Plodex and hisdesire to rule.

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MASTERMINDJason Wyngarde

F PR(4) Health: 44A TY(6)S PR(4) Karma: 120E RM(30)R GD(10) Resources: Gd(10)I GD(10)P UN(100) Popularity: -10

KNOWN POWERS:

Illusion Generation: Mastermind is a mutantwith the ability to generate three-dimensionalillusions with visual, olfactory, and tactilecomponents, with Unearthly ability. His Poweris such that those confronted with an illusionmust make an Intuition FEAT to disbelieve.Damage caused by Mastermind’s illusions isimaginary, but reduction to 0 Health orEndurance by illusionary attacks results inunconsciousness for 1-10 rounds. Masterminduses his Power in the following stunts.

• Creates multiple images of himself, one ofwhich may or may not be his real form• Become invisible by blending with thebackground, with Unearthly ability• Creates imaginary entrapment devices. Ifbelieved, these items have the apparentmaterial strength of the actual item(unfortunately, most steel alloys are similarin feel, so that bands of Adamantium wouldhave only Incredible strength).• Mask his own or another’s appearancewith Unearthly ability• Creates illusions of attack forms (flames,giant scissors, etc.) within 10 areas

Mastermind’s illusions appear to all within thetarget area. He cannot selectively affectcertain targets. His illusions do not appearover cameras or technological devices.

Weapons: Mastermind was equipped for awhile with a “Mindtap mechanism” thatallowed him to broadcast illuiions directly intoone particular mind, with +2CS ability. He alsocarries a handgun.

TALENTS: None revealed

CONTACTS: Wyngarde retains his contactsin the circus.

BACKGROUND: Carnival mentalist JasonWyngarde was recruited by Magneto to formhis original Brotherhood of Evil Mutants. Sincethe folding of that group, Wyngarde hasworked as an independent, attempting tosubvert Phoenix as his bid for entry into theHellfire Club. He has learned to work behindthe scenes, playing mind games with hisopponents.

RED GHOSTIvan Kragoff

F GD(10) Health: 90A EX(20)S GD(10) Karma: 46E AM(50)R RM(30) Resources: Rm(30)I TY(6)P GD(10) Popularity:

KNOWN POWERS:

Intangibility: Red Ghost may break down theatoms of his body to form an intangible,translucent, mist-like form. In this form, Kragoffmay pass through solid objects with Amazingability in a manner similar to Shadowcat. Whileintangible, Kragoff may not be affected byphysical or energy attacks, and while intangiblehe may go for extended periods without need-ing to eat, drink or breathe (unlike Shadowcat,who must breathe even while in phase-form).Red Ghost may make inanimate objectsintangible with Amazing ability, on touch.

Minions: Kragoff is served by three “super-apes” with the following abilities:

MIKLHO: Gorilla with super-strengthF A S E R I PGD GD AM IN FB FB FB

Miklho has Incredible protection againstphysical and energy attacks.

IGOR: Baboon with shape-changing PowersF A S E R I PGD EX TY IN FB FB FB

Igor can change shape into forms roughly thesame size as a baboon, with Amazing ability.

PEOTOR: Orangutan with Magnetic abilitiesF A S E R I PTY EX TY IN FB FB FB

Peotor has Amazing Intensity MagneticControl, and uses that Power to attract andrepel objects as with Amazing Strength.

The super-apes have little initiative, and mustbe controlled by a third party (usually Kragoffor one of his agents) to perform specific tasks.

TALENTS: Kragoff is a scientist specializingin cosmic radiation.

CONTACTS: None

BACKGROUND: Soviet scientist Ivan Kragoffand his crew of simians gained their Powers ina cosmic radiation storm similar to that whichcreated the Fantastic Four, Now a criminal inexile, Kragoff is trying to work on his planswithout interference of super-powered foes.

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RED SKULLJohann Schmidt

F EX(20) Health: 80A EX(20)S GD(10) Karma: 120E RM(30)R RM(30) Resources: ln(30)I EX(20)P SP(70) Popularity: -75

KNOWN POWERS:

Weapons: In his career, Red Skull used anumber of weapons and devices. Theyincluded:

• “Dust of death,” a Remarkable Intensitypoison that causes those who fail theEndurance FEAT to resemble a Red Skull.He may fire the dust in pellet-form from aspecially-designed handgun.• “Skull infection”: A mutated disease ofremarkable Intensity that causes the victimfailing an Endurance FEAT to resemble theRed Skull and be more susceptible to hismind control devices (-3CS on all PsycheFEATs).• Mind Control devices of Amazing Intensity• “Sleepers”: Preprogrammed war machinesbuilt by the Third Reich in the event of theirdefeat to be used against the allies. Thesemachines were controlled by the Red Skullfor his plans of world domination. These“Sleepers” are giant robots with Monstrousphysical stats, and Incredible materialstrength.

TALENTS: The Red Skull has Marksmanshipand Martial Arts A, C, and E. He also hasLeadership ability.

CONTACTS: Red Skull has used many lessercriminals as his pawns over the years, andretained a reputation among criminalscientists. His closest “ally” is the master ofgenetic manipulation, Arnim Zola.

BACKGROUND: Bellboy Johann Schmidtwas chosen by Adolf Hitler to become a“Perfect Nazi,” and was totally immersed inNazi training and beliefs. As the Red Skull,Schmidt exceeded Hitler’s expectations incruelty and evil, rivaling the madness of Hitlerhimself. Kept in suspended animation untilrecently, Skull returned to battle his oldnemesis, Captain America, a number of times.In their final battle, The Red Skull’s life-sustaining formula ran out, and he died of oldage. His body was burned by his daughter,but the nature of the Red Skull’s evil is soeternal it is unknown whether the world hasseen the last of the Red Skull.

SCORPIONMacDonald Gargan

F RM(30) Health: 150A IN(40)S IN(40) Karma: 22E IN(40)R TY(6) Resources: Ty(6)I TY(6)P GD(10) Popularity: -15

KNOWN POWERS:

Wall-crawling: Scorpion may crawl alongvertical surfaces with Excellent ability,provided he can get a grip on the surface(unlike SpiderMan, Scorpion cannot climb aglass wall, but he can climb masonry orconcrete).

Body Armor: Scorpion’s insulated costumeprovides Excellent protection from physicalattacks and Remarkable protection fromelectrical attacks.

Scorpion’s Tail: Scorpion’s costume isequipped with a seven-foot-long tail, whichGargan controls cybernetically. This tail ismade of Incredible-strength material and hasa number of uses and properties.

• Used as a blunt weapon, the tail inflictsAmazing blunt attack damage, with +1CSto hit.• Coiled as a spring, the tail allows Garganto Leap as if having Amazing Strength.• The tip of his tail is equipped with aplasma projector capable of inflictingRemarkable Energy damage at a range of10 areas.

TALENTS: Gargan is a former privatedetective, and despite his madness hasDetective/Espionage ability.

CONTACTS: Gargan is primarily a loner,given the fact his primary residence is themental institution from which he escapes.

BACKGROUND: J. Jonah Jameson offeredGargan ten thousand dollars to undergomutagenic modifications that would turnGargan into a super-powered opponent thatcould combat and defeat Spider-Man. After thetransformation that increased Gargan’sphysical abilities, it was discovered that thesemodifications affected Gargan’s mind as well.Gargan’s mental stability and ability todistinguish right from wrong quickly eroded,and Scorpion became a super-powered villain.Scorpion was defeated by Spider-Man anumber of times and placed in a mentalinstitution by Jameson, who feels responsiblefor Gargan’s fate. Gargan agrees that Jamesonis responsible, and has broken out a number oftimes to take his revenge on Jameson.

TITANIUM MANBoris Bullski

F RM(30) Health: 200A RM(30)S SP(70) Karma: 40E SP(70)R GD(10) Resources: Gd(10)I EX(20)P GD(10) Popularity: -30

KNOWN POWERS:

Body Armor: All of Comrade Bullski’s Powersderive from the the titanium/titanium steelarmor he wears. Bullski’s normal abilities are:F A S E R I PGD EX GD RM GD EX GD

The armor provides Incredible protection fromphysical attacks, and Monstrous protectionfrom energy aftacks. The armor has MonstrousResistance to Heat, Cold, and Radiation.

Flight: All-titanium jet engines in the suit’s bootsallow Titanium Man to fly at Monstrous Speed(30 areas/round). If used as weapons, theseboot-jets inflict Remarkable force damage.

Weapons Systems: The Titanium Man armoris equipped with systems, including:

• Gauntlet-Blasters of Amazing Forcedamage at a range of 10 areas.• Helmet-mounted heat beam, inflictingIncredible Heat (Energy) damage at arange of 5 areas.• Gauntlet-mounted tractor beam, allowingthe wearer to exert Incredible Strength at arange of 5 areas.• Radar Rings of coiled metal fired at arange of 5 areas which, if they hit, Grapplethe opponent with Remarkable Strength.

Cloaking Device: Creates an Illusion (ofInvisibility) of Amazing Intensity over thewearer of the armor. May be used as an ECMas well against radar devices.

TALENTS: Boris Bullski is skilled inbureaucracy and Detective/Espionage.

CONTACTS: After a lengthy period of exile,Titanium Man has renewed ties with a factionin the Soviet government which may providehim with Amazing Resources.

BACKGROUND: Bullski was an out-of-favorSoviet official who sought to regain the party’sgood graces by building the Titanium Manarmor and defeating Iron Man. After severaldefeats, Bullski went freelance in his vendettaagainst the armored avenger. A recentreverse in a battle with Beta Ray Bill mayhave destroyed Bullski and/or the armor, butthat is uncertain at this writing.

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ULTRON-11

F EX(20) Health: 200A RM(30)S AM(50) Karma: 54E UN(100)R IN(40) Resources: Rm(30)I GD(10)P PR(4) Popularity: 0

KNOWN POWERS:

Body Armor: The exposed surfaces of Ultron’sbody are pure adamantium, a Class 1000material that provides Invulnerability tophysical and energy attacks. His joints andinternal workings are less resistant, so haveonly Shift X protection from bullseye missile orwrestling attacks directed against them. Ultronis Invulnerable to Heat, Cold, Radiation, andCorrosives.

Weapons Systems: Ultron possesses anumber of weapons systems developed overthe years, including:

• Concussion Blasters mounted in thehands capable of inflicting up to MonstrousForce damage at a 4 area range.• Tractor Beams mounted in the hands,allowing Ultron to exert RemarkableStrength up to 10 areas away.• Induction installed within armor that allowsUltron to absorb external energy withUnearthly ability. An unlimited amount ofenergy may be stored, and upon absorbingit Ultron regains that amount of Health andis +1CS on all FEATs for 1 -10 roundsfollowing the absorption.• Encephalo Beam mounted in Ultron’shead allows him Mind Control Powers ofIncredible ability. Ultron uses this ability toput antagonists to sleep, and to controlminds to help him rebuild his body.

TALENTS: Ultron’s programming is extensiveenough for him to be considered to haveEngineering and Repair/Tinkering Talents.

CONTACTS: Ultron has no Contacts, thoughhe has used super-powered felons as pawnsbefore. Ultron maintains a large number ofcomplexes across the country where hestores additional bodies and repair programsto restore his form after defeats.

BACKGROUND: Ultron-I was developed as asentient robot with open-ended programmingdesigned by Hank Pym. Ultron soon became along-running foe of the Avengers, continuallyrefining his body and programming with the long-range goals of destroying his “Father”—Pym—and destroying organic life on Earth.His most recent incarnation was destroyed byWonder Man, but he may yet return.

VULTUREAdrian Toomes

F EX(20) Health: 110A RM(30)S EX(20) Karma: 50E IN(40)R RM(30) Resources: Ty(6)I GD(10)P GD(10) Popularity: -3

KNOWN POWERS:

Flight: Vulture takes his name from the flyingharness he wears, an electro-magneticantigravity generator that allows him to flysilently at Typical Air Speed (6 areas/round). Hemay blindside unsuspecting opponents fromabove, as his flight makes no noise. Vulture iswelltrained with his wings, such that he maymake airborne FEATs at +1CS for success.

LIMITATION: Vulture’s harness raisesToomes’ abilities to the listed levels. Oncedeprived of the harness, Toomes’ abilitiesreturn to more normal levels. In game terms,Toomes’ physical abilities (and resultantHealth) are reduced by 1CS per week for thefirst two weeks with no further effect after thattime. They are regained immediately upondonning his wings.

TALENTS: In addition to his prowess with hiswings, Toomes is an expert in Electronics.

CONTACTS: Toomes maintains criminalcontacts at the street level, and has onseveral occasions organized gangs of thugsto help him in his crimes.

BACKGROUND: Adrian Toomes invented aflying harness that boosted his abilities. Hefirst used it to harass and terrorize hisembezzling business partner. The feeling ofpower Toomes enjoyed in his robberies werematched by his increase in wealth, and asVulture, Toomes began a long criminal career.Despite several defeats at the hands ofSpider-Man, Vulture remains a crafty foe.Toomes has retired from his career on severaloccasions, but has returned to crime, usuallyspurred on by some airborne pretender to hisaerial abilities. Other individuals, using thedesigns of the Vulture suit, have endeavoredto set themselves up as heirs to the Vulture’sthrone, but he has always returned to dealwith such pretenders.

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54

ENTITIES

Entities of Great Power

The following characters are major forces inthe Marvel Universe, the ones that playersshould encounter very rarely at best, as theywill likely be overmatched if they attempt tofight them directly. These great Powers havetheir own rules and laws by which they play,unknown to us mere mortals.

CELESTIALS

F SP(70) Health: 6170A UN(100)S CL3000 Karma: 3000E CL3000R CL1000 Resources: CL3000I CL1000P CL1000 Popularity: N/A

KNOWN POWERS:

Body Armor: Celestials have Class 3000protection against physical and energyattacks. They have Class 3000 Resistance toHeat, Cold, Radiation, Toxins. Disease, andCorrosives. A Celestial cannot be slain, evenif reduced to 0 Health or Endurance. In thisstate, a necessary component of their armormay be removed, placing them in suspendedanimation until that piece is restored.

Energy Powers: Celestials have Class 1000abilities to manipulate all forms of energy,including all forms of radiation, light, andpsionic power. They may perform any energy-related Power at Class 1000 ability, includingforce and energy rays, force fields, all mentalPowers, teleportation, levitation, and weathercontrol. Five or more Celestials ay combinetheir forces to gain a +1CS (to lass 3000) ineffect. Following their last visit to Earth, theCelestials used their Powers to eradicate allmemory and evidence of their presence fromthe minds of mankind.

BACKGROUND: The origin of the armor-cladCelestials is unknown, nor has anyone seenwhat they look like beneath their distinctive2000-foot-high armor. They are a star-faringrace that locates nascent sentient races andmanipulates their genetic make-up, thenreturns in the future to judge whether they area threat. If judged a threat to the universe,then that race is destroyed. On Earth, theCelestials created the alternate human racesof Eternals and Deviants, and placed thepotential for benign mutation in mainlinehumanity. In other visits, they sank Lemuria toprevent the success of the Deviant line, andthreatened to seal the dimensional nexus toprevent the interference of extra-dimensionalbeings. The Celestials are enigmatic, andexcept for their master plan, take no notice ofthe life they tower over.

DEATH

F CL5000 Health: 20000A CL5000S CL5000 Karma: UnlimitedE CL5000R CL5000 Resources: N/AI CL5000P CL5000 Popularity: -1000

KNOWN POWERS:

Death can use any of the Powers listed withinthese books as it sees fit at Class 5000 ability.It does not usually use these Powers directly,as it prefers to operate through other agentsor to wait for its prey to fail and eventually die.Death may manifest itself as a humanoidbeing of either gender, but is normallypresented as female.

BACKGROUND: The origin and true natureof Death is unknown. It is apparently one ofthe basic forces of the universe, along withEternity. Death is the name of the universe’sconception of “death-forces:’ and embodiesthe principles of mortality and decay.

Death’s motives are unknown and unknow-able. However, it has appeared on severaloccasions under defined circumstances toachieve certain ends. These ends include:

• Challenging those who create the undead,creatures that are neither alive nor deadand as such not under its control. Thisincludes those who create vampires andzuvembies.• Presiding over the death of a long-lived orimmortal being. Death has engaged in agame of chance with an Elder of theUniverse for the spirit of another Elder.• Dealing with extradimensional beings ofthe “Death-god” type, such as Hela. Theprecise relationship between Death andsuch “deathgods” is unclear; such godsseem to be agents of Death in that theyactively harvest individuals in return for apercentage of the take.• Appearing to those capable of wieldinggreat destructive power, such as Galactusor Thanos of Titan. These individuals, whilenot agents of death, have served it well bydestroying a great deal of life. Death hasalso appeared, and was destroyed for ashort time, by the Beyonder. Whether thiswas in its own interests is unknown.

One specific way of dealing with Death isshown by those with Valkyrie Powers, such asMirage of the New Mutants. The Valkyriegained their special position as choosers ofthe slain through an unknown agreement, butcan apparently stave off Death even thoughthe individual who is dying would normallypass into the great beyond.

ETERNITY

F CL5000 Health: 20000A CL5000S CL5000 Karma: UnlimitedE CL5000R CL5000 Resources: UnlimitedI CL5000P CL5000 Popularity: 0

KNOWN POWERS:

Eternity may perform any of the Powers oractions listed in these books with Class 5000ability, though it does not do so with anyregularity. Eternity’s form cannot be perceivedunless it so wish es it, as it is an abstract being.

BACKGROUND: The origin and precisenature of the abstract being known as Eternityis unknown and unknowable. It is the sumtotal of collective consciousness of all livingthings in the universe, the embodiment oftheir life as Death is the embodiment of theending of that fife.

Unlike Death, which Eternity refers to as itssibling, Eternity does not often take an activehand in the dealings of the trillons of lives thatmake up its total. However, since controllingthe being Eternity allows the controller towield Eternity’s unlimited Powers over thebeings that make it up, this entity is a targetfor extra-dimensional attackers of variousabilities. Often Eternity can deflect suchattacks without significant exertion, but onoccasion has had to bring its own servantsinto play. While not as organized as the“death-gods” that serve Death, these servantsare usually powerful individuals, such asDoctor Strange, who may combat theattackers on their own mortal levels. Theseservants have a vested interest in seeingEternity survive intact, as their own existencemakes Eternity possible.

As Eternity is the sum total of all living forces,destruction of Eternity may eradicate thegame universe, and with it all otherquasiphysical entities. The two exist aspartners, not competitors, and Death hasnever shown any rivalry against its “sibling.”Eternity, for its part, has rarely shown anyinterest in the pieces that make it up, though itgiven sufficient threat (on the level of theBeyonder) would willingly sacrifice part of itsinfinite existence (and the planets, stars, andlifeforms that make up that existence) to foilsuch a foe.

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GALACTUS

F SP(70) Health: 4140A SP(70)S CL1000 Karma: 3000E CL3000R CL1000 Resources: CL3000I CL1000P CL1000 Popularity: -1000

KNOWN POWERS:

Body Armor: Galactus’ armor provides Shift Xprotection from physical and energy attacks.In addition, Galactus is Invulnerable to Heat,Cold, Corrosives, Toxins, Disease, andRadiation.

Energy Manipulation: Galactus has Class3000 ability to manipulate all forms of energy.He has used that ability for a number ofPower stunts.

• Transform and transmute living and non-living matter.• Project Energy or Force with unlimitedrange.• Teleportation of self or other objects• Creation of Force fields• Endow others witMk portion of his power• Manipulate objects as if having UnearthlyTelekinesis• Flight at Class 3000 Speeds

Galactus does not use his Powers at fulllevels of ability as they drain his cosmicenergies, preferring to rely on histechnologies.

Telepathy: Galactus has Unearthly Telepathy,but may only read a mind that is not beingread by another.

Technology: Galactus has an unbelievableamount of technological devices available tohim, noted by the high Resources rating. Hehas a spherical shuttle ship that may carryhim between the stars, and carries equipmentto allow him to eat planets without expendingany of his own energies. His solar system-sized world ship, Taa 11, was destroyed in aconflict with the Beyonder.

LIMITATION: Hunger. In order to survive,Galactus must consume the bio-energies ofplanets that support (or have the potential tosupport) life. Galactus’ hunger is so severe hemust feed every 30 Terran days or begin tosuffer reductions in abilities. Use of his Powersat full abilities reduce this time by 1 Terran dayfor each instance. After 30 days Galactus’ Class3000 abilities will slip to Class 1000, withresultant reduction of Power and Health. Afteranother 30 Terran days, all Class 1000 abilitiesdiminish to Shift Z (one of the few cases whensuch a shift is possible). After 90 days, theylessen to Shift Y, and so on. It is theoretically

possible for Galactus to die of starvation, butupon reaching the Shift X level, he will take any measures necessary to prolonghis life. Galactus may devour a planet’senergies by using specially-built devices, or byabsorbing the energy (the last leaves Galactusimmobile for 1-10 days). The process takes 24hours to initiate and complete.

BACKGROUND: Galan of Taa survived thedestruction of his universe and the big bangthat created ours. Created at the same timeas the entities of Death and Eternity, Galactuscan be considered a sibling of these two greatpowers. Galactus is spurred by his greathunger, and must consume planets to survive.His desire to consume Earth has brought himinto conflict with Earth heroes on a number ofoccasions. On the last occasion, ReedRichards saved Galactus’ life and theEarthwoman Frankie Raye volunteered toserve as his Herald (see below).

NOVAFrankie Raye of Earth

F AM(50) Health: 330A MN(80)S UN(100) Karma: 130E UN(100)R EX(20) Resources: N/AI SP(70)P IN(40) Popularity: -50

KNOWN POWERS:

Fire Generation and Control: Nova maygenerate and wield flame with Shift Z ability,and may perform all Power stunts listed forFire Generation and Fire Control in thePlayers’ Book.

Body Armor: Nova has Unearthly protectionfrom physical and energy attacks. She isInvulnerable to Heat, Cold, Flame, andDisease, and can survive without air or food.She is normally wrapped in fire of AmazingIntensity, so that weapons of less than thismaterial strength will melt and personsgrappling will take Amazing damage.

Flight: Nova can fly at Class 3000 Speeds,opening jumps into hyperspace to span thestars.

BACKGROUND: Frankie Raye is the step-daughter of the man who originally createdthe android Human Torch of WWII, and wasthe girlfriend of Johnny Storm. She gained herown flaming Powers from exposure tochemicals. When Galactus visited Earth last,Raye offered to serve as his Herald. TheDevourer of Worlds agreed and increased herPowers to their present levels. She hasserved him as such since then.

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HELAHela of Hel and Niffleheim

F AM(50) Health: 1200A AM(50)S UN(100) Karma: 170E CL1000R RM(30) Resources: Mn(75)I IN(40)P UN(100) Popularity: -75

KNOWN POWERS:

Body Armor: As all Asgardians, Hela hasGood protection from physical and energyattacks. In her province as a Death Goddess,she is Invulnerable to Heat, Cold, Disease,Radiation, Corrosives, and Toxins.

Death-Goddess Powers: Hela is a servant ofthe quasi-physical being Death, through anunknown pact or arrangement. Her provinceis the dead of Asgard, and she ruies over thedeceased spirits in Niff leheirn and Hel (the“honorable dead” dwell in the realm ofValhalla). As a death-goddess, Hela has thefollowing Powers:

• Complete control over the dead ofNiffleheim and Hel (Class 3000 MindControl).• Class 5000 Illusion Powers, includingmasking the nature of the lands of Hel.• Death touch—Target must makeEndurance FEAT against Class 1000Intensity or begin losing Endurance levels.• Aging Rays—Unearthly Intensity rays shotfrom the hands that age the target 100years per hit. Sustained combat willdestroy longlived Asgardians.• Hand of Glory—Attack of Unearthly mysticstrength delivers as Edged attack. Canscar even tough Asgardian flesh.• Flight and Levitation at Unearthly rank.

LIMITATION: Hela preserves her own lifeforce by means of a cape and headress.Depriving her of this garment results in herStrength and Endurance being reduced toFeeble, and the goddess of death unable touse any of her super-human Powers. It isunknown whether she herself can die, or, ifthis would occur, whether Death itself wouldclaim the occupants of her realms or assign anew Asgardian deathgoddess.

BACKGROUND: Hela is said to have beenborn in a half-living, half-dead state, andrequires her mystic garments to functionnormally. She is always seeking to expandher realm, and while mortal souls are beyondher responsibility, she has trafficked in them inthe past.

MEPHISTO

F MN(80) Health: 3240A MN(80)S MN(80) Karma:260E CL3000R MN(80) Resources: CL3000I MN(80)P UN(100) Popularity: -1000

KNOWN POWERS:

Body Armor: Mephisto’s body has Amazingprotection from physical and energy attacks.He is Invulnerable to Toxins, Disease, Heat,Cold, and Corrosives.

Mystic Powers: Mephisto has a number of 11“super-Powers” he may wield with Unearthlyability. They include, but are not limited to:

• Increase any physical ability to Unearthly• Fire bolts of mystic force• Levitate, fly, and teleport• Invisibility and Illusion Generation• Growth (self and others)• Matter manipulation and transmutation• Dimensional Travel (when in anotherdimension, Mephisto’s maximumEndurance is Unearthly) Mephisto may useother Powers listed in the Judge’s Book.However, he cannot• Engage in Mind or Emotion control, or useany Power that forcibly brings one’s willunder his control• Engage in Telepathy or in any way read orscan the thoughts of sentient beings

BACKGROUND: Mephisto is among the mostpowerful of the extradimensional creaturesknown as demons, and is the ruler of a pocketdimension he refers to as Hell. Mephisto isnot the ultimate force of evil as presented inseveral faiths, but portrays himself as such abeing in order to exploit the mortal masses.

Mephisto seeks the voluntary surrender ofhuman spirits to him, and to that endencourages despair and misery. Of particularinterest are the spirits of exceptionally moraland heroic characters of great power, such asThor and the Silver Surfer. Their defeat wouldbe a great boon to his Powers, and as suchhe often sends his agents to contest andharass them (Mephisto’s power may belimited outside of his pocket dimension, hencehis reduction of ability by -1CS).

Mephisto draws strongly upon mortals’ beliefin his power to strengthen that power; hencehis guise as the supreme evil. Mephisto maybe slain, even fully destroyed, but willeventually return to existence based on thestrength of mortals’ beliefs in him.

ODINOdin of Asgard

F UN(100) Health: 3250A UN(100)S AM(50) Karma: 3080E CL3000R IN(40) Resources:Class 1000I IN(40)P CL3000 Popularity: +90

KNOWN POWERS:

Body Armor: As a powerful Asgardian, Odinhas Excellent protection from physical andenergy attacks. He also is Invulnerable (in hisnative Asgard) to Disease, Fire, Cold,Corrosives and Toxins. In battle situations,Odin wears armor that provides him withAmazing protection from physical and energyattacks.

Mystic Powers: Odin is the most powerful ofhis race and may perform the following:

• Place enchantments; of up to Unearthlypower on objects. Such a spell lasts untilhe rescinds the enchantment or it isnegated by mystic power of Class 1000 +.• Dimensional Travel at Unearthly rank.• Project his image across space anddimensions with Unearthly ability.• Absorb or Restore Health of Asgardianson touch. Absorbed Health may increasehis total Health. He has no effect on thoseclaimed by Hela.

Weapons: Odin carries two weapons, bothmade of Class 1000 Uru metal:

• Gungir, a spear inflicting Amazing damage• Thrudstock, a mace inflicting Shift Xdamage

Servants: In addition to ruling the poeple ofAsgard, Odin has several special minions:

• Munin: A Raven (stats as Eagles) whoflies at Monstrous speeds and survey therealm for its lord.• Sleipnir: Odin’s eight-legged steed movesat Unearthly speeds, and may span thedimensions with him.• Mimir: An “all-seeing” well of knowledge, abeing with Class 1000 Resources as far asknowledge is concerned. Mimir has its ownpriorities, and has been known to lie.

LIMITATIONS: Odin must sleep once per yearfor a week or lose Endurance Ranks at therate of one per week.

BACKGROUND: There are several stories asto the origin of Odin, ruler of Asgard and mostpowerful of the Asgardian gods. He served asthat land’s lord until his recent disappearancein battle with the fire-demon Surtur.

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SHAPER OF WORLDS

F SP(70) Health: 320A SP(70)S MN(80) Karma: 7000E UN(100)R CL1000 Resources: Class 50001 CL1000P CL5000 Popularity: 0

KNOWN POWERS:

Body Armor: The Shaper of Worlds hasMonstrous protection from physical attacks,and Amazing protection from energy attacks,By manipulating reality, he can becomeinvulnerable to any form of damage.

Reality Manipulation: The Shaper of Worldshas Illusion Generation Powers of Class 5000ability, such that for most of the normal world,his illusions are indistinguishable from reality.His initial range is one area, but increases atone area per turn, so that at the end of 21Terran hours he can convert a planet the sizeof Earth to his reality. It remains in that statefor 4 Terran years, at which point it reverts toits initial state (unless the Shaper himselfnegates the change).

The Shaper, however, has no imagination,and as such depends on the dreams andimaginations of others to form templates forhis worldshaping. Upon choosing such atemplate, he begins to manipulate reality tothat mold with his Illusion Powers. If helatches onto a mind that wishes to be king ofthe world, reality is suitably manipulated inthat fashion. Grandiose, interesting, andunusual dreams intrigue him. If convinced thatthe dream is bad or harmful, the Shaper maynegate it.

LIMITATIONS: Shaper moves by means of atractor-like device that may or may not be partof his body. He moves 1 area/turn. He spanscosmic distances in his starship (Class 5000movement).

BACKGROUND: The Shaper of Worlds is theadult version of the energy of the typecaptured in the Terran Cosmic Cube. Anybeing possessing such a nascent cube-energy may manipulate Reality in a similarmanner, but only as long as he or sheconcentrates on it. The Shaper has the soulof an artist but no inherent creativity of hisown, so must rely upon the dreams of othersas models for the worlds he creates. While hemay prolong the illusion of a world beyond the4-year mark, he does not normally performsuch alien work. His last appearance on Earthwas to help the Terran Cosmic Cube “hatch,”from which may evolve a similar reality-manipulating being.

THE WATCHERUatu of the Lunar Blue Area

F AM(50) Health: 250A AM(50)S AM(50) Karma: 300E UN(100)R UN(100) Resources: Un(100)I UN(100)P UN(100) Popularity: 0

KNOWN POWERS:

Mental Abilities: The race of Watchers mayuse all Mental Powers listed in the Player’sBook with Unearthly ability. When a Watcheris involved with another mind, he providesthat mind with Class 1000 protection fromother mental attacks.

Energy Manipulation: Watchers maymanipulate energy at Class 1000 level,allowing them a number of Power stunts.

• Teleport at Class 5000 level, spanninggalactic distances• Generate force fields of Class 1000Strength• Alter their form with Class 1000 ability• Fire force blasts of up to Class 1000damage• Raise physical abilities to Unearthly

Body Armor: Watchers have Class 1000protection from physical and energy attacks.They are Invulnerable to Heat, Cold,Radiation, Corrosives, Toxins, Disease, andMental and Magical Powers.

BACKGROUND: The Watchers are anancient race that evolved early in the life-spanof our universe. The Watchers sought to aidthe primitive races around them, but after adisastrous encounter with a race to whomthey gave nuclear technology (which the raceused to create genocidal weapons), they arenow committed to observing. They seethemselves as the cosmic recorders of thepassing of this universe, not the rulers, and tothat end do not interfere with their charges,even if that results in massive disaster. AdultWatchers are entrusted with a Solar Systemto monitor.

Uatu, the Watcher of the Sol system, is ajuvenile deliquent amoung his people. He hasmore than once interfered on behalf of thehumans of Terra to warn them of danger orindirectly point out solutions to world-shattering threats. Uatu seeks to aid indiscreet fashions, such that appeals for directaid will be ignored. However, he may reveal tothe heroes the location of the solution.

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Animals, Aliens, Criminals, and OtherSupporting Players

This section details in full a large, but notexhaustive, list of other individuals that maybe found in the Marvel Universe, includingwildlife, alien life, low life, and everyday life.

Animals

AlligatorF A S E R I PPr Gd Rm Ex Fb Fb Fb

Health = 64These large, lethal lizards are normallypeacable, but have been known to attack iftheir territory is threatened, they sense ameal, or are commanded by a morepowerful being with animal control abilities,such as the Lizard. Alligators inflict Edgedattack damage with their teeth. They move1 area per turn on land, 2 areas per turn inwater. These stats also apply to thecrocodile or other cold-blooded lizards.Alligators are found in tropical rivers and, inthe sewers of New York City.

ApeF A S E R I PTy Ty Gd Ex Fb Ty Pr

Health = 42Apes describe man’s close cousins: thechimp, the orangutan, and gorilla (gorillaStrength = Excellent, Health = 52). Thesecreatures have human-like hands, and canmanipulate tools.

ArmadilloF A S E R I PFb Fb Fb Fb Fb Fb Fb

Health = 8 (and this is being generous)Armadillos are natives of Texas and othersouth-western states. They are slow (1area in about 3 turns) and have FeebleBody Armor from their protective shell.(They also answer mail.) Unprepossessingas individuals, in huge herds they are evenless so. Armadillos attack on the Bluntattacks column, but cannot score Slam orStun results against human-sized targets.Armadillo stats apply to most other forms ofsmall, inoffensive life.

Bat, IndividualF A S E R I PFb Pr Fb Fb Fb Pr Fb

Health = 10

Bats, Flock of TenF A S E R I PGd Pr Fb Gd Fb Pr Fb

Health = 26Bats are winged mammals who have radar-

like senses that allow them to navigate atnight with Remarkable ability. They arenormally harmless unless surprised orcontrolled by an external force. A single batinflicts Edged attack damage, but cannotscore Kill results, while a flock inflictsEdged attack damage in full to reflect thelarge number of possible bites per round.Bats are found throughout the US. Theymove at 3 areas/turn.

BearF A S E R I PGd Ty Rm Rm Fb Pr Fb

Health = 76Bears include the grizzly, brown bear, andpolar bear. These large carnivores have beenknown to attack unwary tourists, and inflictEdged attack damage with their teeth andclaws as well as Grappling attacks (Hugs).They move 2 areas/round at top speed.

BehemothF A S E R I PAm Ty Un Un Pr Pr Pr

Health = 256Behempth is a name fpr a large variety ofsea monsters capable of walking on land,and include the whale-like Giganto used bythe Sub-Mariner in his initial invasion of thesurface world, and the spawn of thatcreature. These beasts move 1 area/roundon the surface and 3 areas/round in water.Behemoths have Amazing protection fromphysical and energy attacks, and inflictBlunt attack damage. They can becontrolled by certain devices available toAtlantean technology.

Bird, individualF A S E R I PFb Fb Fb Fb Fb Fb Fb

Health = 8

Bird, Flock of tenF A S E R I PGd Ty Fb Ty Fb Pr Fb

Health = 24The description applies to all non-huntingbirds, ranging from sparrows to ducks togeese. Birds attack on the Edged attackcolumn, but individuals cannot get Stun orKill results. Birds fly up to 4 areas/turn, andare inoffensive against human targetsunless controlled by outside forces.

CatF A S E R I PFb Gd Fb Gd Fb Ty Fb

Health = 24Cats include most ordinary house cats andsmall wild cats. They inflict Edged attackdamage with their claws, but cannot score

a Kill result against human targets. Theymove 2 areas/turn.

Cattle (Herd Animals)F A S E R I PPr Ty Gd Ex Fb Fb Fb

Health = 40Stats for cattle apply to all manner ofsimilar herd animals, including bison,zebras, gnu, and the ever-popularGuernsey Cow. Cattle are by and largeinoffensive, but if spooked (by gunshot, forexample) can stampede (those in the waytake a Charging attack of +3CS Strengthand Endurance to hit).

Dinosaur, Giant Plant-eatingF A S E R I PGd Pr Am Un Fb Fb Fb

Health = 164

Dinosaur, Giant Flesh-eatingF A S E R I PRm Gd In Un Fb Fb Fb

Health = 180

Dinosaur, Giant ArmoredF A S E R I PIn Ty Am Mn Fb Fb Fb

Health = 171These are the flashiest of the large lizardsthat once dominated this Earth. Theysurvived until recently in the Savage Land,and regions of Africa are still said to behome to these beasts. The Giant Plant-Eater includes such favorites as thebrontosaurus. They move 1 area/round,inflict Blunt damage, and, according torecent studies, travel in herds similar tocattle (check under Cattle for stampedes).Giant Flesh-Eaters include the al[0saurusand the tyrannosuarus rex. They inflictEdged attack damage with their teeth andclaws, and move 2 areas/turn. The GiantArmored Dinosaurs include thestegosaurus and triceratops, which haveplates that provide Excellent Body Armor,and inflict Edged attack damage with theirhorns and sharp tails.

Dinosaur, Giant RadioactiveF A S E R I PRm Rm Un Un Pr Pr Pr

Health = 260The Giant Radioactive Dinosaur is a mutant ofunknown origin that survives today in variousinaccessible reaches. The Giant RadioactiveDinosaur has Amazing Body Armor, inflictsEdged attack damage, and breathes a 10-area-long stream of Unearthly radioactiveenergy. This is a moderate example of onesuch creature, though large ones haveplagued Japan and the American West Coast.

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DogF A S E R I PGd Ty Ty Gd Fb Gd Fb

Health = 32The above stats are for guard dogs, andsmaller animals may have lesser stats. Dogsinflict Edged attack damage, move 2areas/turn, and track with Remarkable ability.

DolphinF A S E R I PGd Ex Gd Gd Ty Gd Ty

Health = 50Dolphins are highly intelligent, aquaticmammals that have a language of theirown. Undersea races use the dolphin inmuch the same way as humans use dogsor horses: for transport (swim 3 areas/round), protection (Blunt attack damage),and companionship.

EagleF A S E R I PGd Gd Pr Ex Fb Ty Fb

Health = 44Eagles include all large predatory Terranbirds, including vultures, hawks, owls, andcondors. They are not dangerous unlessthreatened or under the control of anotherindividual. Eagles inflict Edged attackdamage, and fly up to 4 areas/round, at top speed.

Elephant

F A S E R I PGd Gd In Am Fb Pr Fb

Health = 110Elephants include the Indian and Africanvarieties, as well as their prehistoriccousins, the mastodon and mammoth.They move 1 area/turn, and can inflicteither Blunt or (if they have tusks) Edgeddamage.

FishF A S E R I PFb Fb Fb Fb Fb Fb Fb

Health = 8This classificaiton is a catch-all for all sealife not covered elsewhere. Most sea lifehas no special Powers beyond moving 1area/turn, and will rather flee than fight.

HorsesF A S E R I PTy Gd Rm Rm Pr Ty Pr

Health = 76Horses run from Shetland ponies to beer-wagon-pulling Clydesdales. Horses maymake Blunt attacks if threatened, butn0rmally seek to flee threatening situations(such as fires and battles). Horses may betrained to withstand such challenges. They

move 3 areas/turn while carrying a rider.Certain individual horses (usually thoseassociated with heroes) may have superiortalents of higher Reason, Intuition, orPsyche than their brethren.

Insect, SwarmF A S E R I PEx Fb Fb Ex Fb Fb Fb

Health = 44Insects are Iisted as a swarm of about 100creatures, minimum. These insects attackon the Edged Attack column, but cannotget Stun or Kill results. Instead, any insectattack against unprotected flesh (includingthose that get underneath artificial BodyArmor but excluding those against naturalBody Armor) forces the target creature tomake an Endurance FEAT (during the pre-action part of the turn) or be unable toperform any actions or concentrate. TheIntensity of this attack is Typical for mostinsects, but for particularly nettlesomepests (such as red ants, m0squitos, orbees) the Intensity may reach Good orExcellent. Some, but not all, insect swarmsfly at 1 area/turn.

Killer WhaleF A S E R I PRm Ty In Mn Pr Gd Ty

Health = 151Killer Whales are large killers of the deep,mammals adapted to the oceanenvironment as efficient predators. Theyinflict Edged attacks when they bite withtheir toothy jaws, and swim at 3areas/round.

LionsF A S E R I PEx Gd Gd Ex Fb Fb Fb

Health = 60Lions include all the “big cats”—tigers,pumas, and leopards. They are, in theirnatural state, predators which avoid man,though there are “man-killing” versions ofeach. The big cats may be trained to hunt,attack and protect by someone withappropriate skills, such as Kraven the Hunter.Lions and their kin attack on the Edged attackcolumn, and move 2 areas/round.

MonkeysF A S E R I PGd Ty Pr Gd Fb Ty Pr

Health = 30Monkeys, for the purpose of this game,include all small primates not covered underthe Ape category. Monkeys do not possessthe strength of the apes, and cannot makeKill or Slam results in their attacks, but canmanipulate objects and be trained.

Octopus and SquidF A S E R I PEx Rm Gd Rm Fb Fb Fb

Health = 90The above stats; are for the giant-economy-size octopi that underwatergeniuses leave around to threaten heroesand heroes’ allies. The high Fighting andAgility reflects the large number of armsthat may be brought to bear. In addition,octopi may shoot inky clouds of ExcellentIntensity.

Rat, individualF A S E R I PFb Fb Fb Fb Fb Fb Fb

Health = 8

Rat, pack of 10F A S E R I PEx Ty Fb Ex Fb Fb Fb

Health = 48

Rats and other rodents and vermin arefound in sewers beneath every major city.An individual rat attacks on the Edgedattack column, but cannot score Stun or Killresults. A pack of rats also attacks on thiscolumn, and may score Kill results frommultiple attacks. Rats are normally not sobold (they prefer to push around frogs), butwill attack when externally controlled.

SharksF A S E R I PGd Gd Rm In Fb Fb Fb

Health = 90The other standard threat protectingunderwater lairs and sunken treasure issharks. The above stats are for youreveryday killer-type shark. The “GreatWhites” in the movies weigh in at +1CS onall physical abilities. Sharks are drawn byblood in the water, often travel in packs,inflict Edged attack damage, and travel at 3areas/round. Their mortal enemies are thedolphins, and dolphin attacks againstsharks gain a +1CS to hit.

Snake, ConstrictorF A S E R I PTy Ty Ex Ex Fb Fb Fb

Health = 52

Snake, PoisonousF A S E R I PGd Pr Fb Pr Fb Fb Fb

Health = 20Most snakes are fairly small and inoffensive(see Armadillos, above). Large constrictorsnakes (like the anaconda) attack theirprey by grappling attacks, crushing the lifeout of it. Poisonous snakes are smaller, but

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their bite (Edged attack, no Stuns or Kills)carries a deadly venom (Good Intensitypoison). Both varieties will attack ifthreatened, or if controlled by an outsideforce (such as the Lizard).

WolvesF A S E R I PEx Gd Gd Gd Fb Fb Fb

Health = 50Wolves are relatives of dogs, and usuallytravel in packs to bring down their preyWolves move 2 areas/turn, attack on theEdged attack column, and can track withExcellent ability.

Aliens and Non-Human Races

The following listings apply to typicalmembers of the various alien, extra-dimensional, and variant human races thathave appeared in the Marvel Universe.These are typical values only, and thereare superior examples of these variousraces in existence, much the same as thereare a wide variety of humans.

Alien Hero Option: This is an option thatmay be chosen by the player with theJudge’s permission, if the player has rolledthe Alien category. The player “picks” arace with the Judge’s approval. The herohas the listed abilities, modified by a roll onthe Ability Modifier Table, page 5 of thePlayers’ Book, making one roll for eachability. Any Powers possessed by the raceare automatic Powers of the hero,occupying random slots. (A pre-SecretWars Skrull would have Imitation as onePower, filling one random Power slot.)Talents should be chosen with an eyetowards the race involved. As Contacts, thehero may either choose the race he/shebelongs to, or no initial Contacts (in whichcase the character is a renegade).

Characters generated in this fashion tendto be more limited and weaker than thosecreated by the method listed in theCharacter Creation section, but have theadvantage of having an organized andexisting racial background.

AsgardiansF A S E R I PRm Gd In In Gd Gd Ex

Health = 120 Karma = 40

KNOWN POWERS:Body Armor: Good

Asgardians are the most human-lookingand powerful of the intelligent races of

Asgard, a mystic dimension once connectedto Earth by Bifrost, the rainbow bridge. AllAsgardians have Good protection fromphysical and energy attacks, provided bythe denser materials of their worlds. WhileAsgardians are long-lived, they are notimmortal like the Olympians.

Asgard has a warrior society and has comeunder assault by its enemies many times inits recent history. Any Asgardian characterwith Weapons Talents must choose Edgedor Blunt Weapons Skill as his first choice.Gunpowder works in the Asgardiandimensions, but has only recently beenintroduced.

Asgard has Class 1000 Resources thoughlow levels of technology in a 20th-centurysense. With the disappearance of Odin inbattle with the fire demon Surtur, Asgard isruled by Balder the Brave.

AtlanteansF A S E R I PGd Ty Rm Rm Ty Ty Ty

Health = 76 Karma = 18

KNOWN POWERS:Water BreathingSwimming at 2 areas/turnResist Cold: Excellent

The origins of homo mermanus areunknown, though their own legends claimthat the Olympian Poseidon modified themto their present form. In any event, thelargest group of this race has settled theruins of ancient Atlantis on the Atlanticseabed, though there are small settlementsthroughout the ocean. They have been ruledin the past by Namor, the Sub-Mariner,though he has been sent into exile by hisadvisors, and they in turn were overthrownby the Atlantean barbarian Attuma.

Atlanteans are water-breathers, such thatexposure to air is similar to a human’simmersion in water—they can suffocate outof water (Namor, given his half-breedblood, is an exception). Atlanteantechnology has produced water tanks thatoperate as scuba gear in reverse, allowingAtlanteans to survive out of water for up to4 hours before more water is needed.Atlanteans also have a chemical compoundthat allows normal breathing in air, whileturning the flesh from normal blue tohuman flesh-tones. This chemical allowsairbreathing for 24-hours. An Atlanteanhero that gains “water-breathing” ability asa Power can breathe air normally.

Atlanteans scavenge lost technology andmagic from the sea floor, and as such haveaccess to lost treasures of Atlantis andDeviant technology, but most are notinventors in their own right. Any Atlanteanhero must take Edged Weapon or BluntWeapon skill as his first Talent.

Denizen of the Dark DimensionF A S E R I PTy Gd Ty Ty Ty Gd Gd

Health = 28 Karma = 26

KNOWN POWERS: Mystic Origin

The Dark Dimension is a series of pocketdimensions that have been expanded andconquered by the Dread Dormammu. Thisrealm was later ruled by Umar the Unspeak-able, Dormammu’s sister, and presently byClea, Umar’s daughter. The ruler of the DarkDimension is recognized by the flames ofregency about his or her head.

A collection of pocket dimensions withvarious populations, natural laws, andsizes, the Dark Dimension appears as acollection of large floating islands, eachwith its own localized gravity, all connectedby a variety of mystic bridges andpassages. One section of the Dimension iswalled off by a mystical force field—thedomain of the Mindless Ones, anonsentient destructive race.

The Dark Dimension is inherently andpowerfully magical in nature, such thatmagical Powers are +1CS when operatingwithin it, and dimensional apertures may beformed from it to any other knowndimension. The normal citizens of thedimension have no inherent magical ability,but may be easily trained, as magic is asavailable a force as technology is on 20thcentury Earth.

DeviantsF A S E R I PGd Ty Ty Gd Gd Pr Pr

Health = 32 Karma = 18

AVAILABLE POWERS:Strength of +2CS or 2 additional superPowers rolled randomly

When the Celestials first landed on Earth,they modified human genes to produce twodistinct separate races, the Deviants andthe Eternals. The Deviants were createdwith a genetically unstable gene structure,so that each generation will be radicallydifferent from previous generations. AnyDeviant character has the choice of

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additional strength benefits (in addition toany rolled for the character) or twoadditional Powers.

Deviants have a warped sense of beauty,regarding hideousness as attractivenessand vice versa. Corruption is valued.Deviants judged unacceptable are slain bytheir society, so those with exceptionalappearance or Powers may be renegadesat best. They rule large areas ofunderground caverns, with their main basebeing the Lemurian City of Toads. They areat this writing ruled by Kro.

Deviant technology is highly advanced, but the race has yet to understand how tocorrect its genetic curse.

EternalsF A S E R I PGd Ex In Am Ex Rm Rm

Health = 120 Karma = 70

KNOWN POWERS:InvulnerabilityCosmic Energy ManipulationFlight (Unearthly: 40 areas/round)

The Celestials’ other experiment in early hu-manity were the highly advanced and super-humanly powerful Eternals, a long-lived,clearly human-looking race that wields greatPowers of cosmic energy manipulation.

All Eternals are Invulnerable to Heat, Cold,Energy, Electricity, Radiation, Toxins, andDisease. They do not age. They can still beaffected by Stun, Slam, and Kill results, butonly by scattering their ashes over a widearea of space can they be permanentlyslain. They are still vulnerable to mentaland magical attacks.

Eternals can manipulate Cosmic Energy ina number of discrete fashions. Any Eternalcharacter created may be considered todraw his or her individual Power fromCosmic Energy manipulation, including insome cases such forms as Shape-Shifting,Teleportation, and Matter Manipulation.Eternals may project cosmic energy asForce Bolts of Amazing range and Intensity.Eternals may perform Power stunts withtheir cosmic energy abilities to assumeother super-human Powers, though moststay within their self-imposed limits,working to increase their Powers in discretepersonalized areas.

Eternals “fly” by means of Levitation, mentallyprojecting themselves through the air. Theymay lift and carry others with them as well.

More than a hundred Eternals in onelocation can form the Uni-Mind, an energycreation that resembles a huge brain withClass 1000 abilities under the control of theEternal leader. This creation has Class1000 Reason and is used as aparliamentary device to gather a consensusfor Eternal affairs. The Uni-Mind also hasoffensive Powers, but when it challengedthe Celestials, it was destroyed and thecontrolling force, Zuras, was slain. Lessthan 100 Eternals can create a Uni-Mind ofa power equal to their percentage (80Eternals create a Uni-Mind of 80% power).

Eternals have for the most part departedEarth. The Terran Eternals have departedtheir homes in Olympia, Oceana, andPolaria in order to explore the universe asthe Uni-Mind, leaving a handful ofadventurers and renegades behind. AnEternal outpost on Saturn’s moon Titan isruled by Mentor, father of Starfox andThanos, and is still recovering from arecent war.

InhumansF A S E R I PGd Ex Ex Rm Gd Gd Gd

Health = 80 Karma = 30

Inhumans are a divergent human racecreated by the Kree on the model of theEternals. While generally superior tomainstream humanity, the discovery ofTerrigen mist and exposure of the Inhumanpopulace to that chemcial accounts for theirwidespread differences in abilities.

All Inhumans may be considered AlteredHumans when generating Powers andTalents. Inhumans may inherit their traitsfrom their parents, or gain them fromexposure to the mist, either at the wish oftheir parents, or upon reaching the age ofconsent (31 Terran years).

Inhuman technology is highly advanced,particularly in the area of Genetics. TheInhumans’ home city of Attilan wasoriginally in (not under) the Atlantic Oceanat a similar time as Atlantis. They havemoved Attilan twice, once to theHimalayans, and the second time to theBlue Area of the Moon.

KreeF A S E R I PGd Ty Ex Ex Gd Gd Ty

Health = 56 Karma = 26

The Kree are a race of aliens that werecarving an interstellar empire at a time

when the first mammals had appeared onEarth. The Kree are naturally blue-skinned,though a paleskinned mutation hasflourished to the point that the original Kreeare a powerful minority.

Kree possess extremely powerfultechnology including interstellar drive andgenetic manipulation devices, but not timetravel. They are responsible for the TerranInhuman race and the Blue Area of theMoon. They have created powerful roboticSentries that act as recorders andprotectors of their installation. They haveinterest in Earth not only for its nativeraces, but for its location near a naturalspace warp nexus and advantageousposition in regard to the Skrulls.

The Kree are ruled by a group organismmade up of the minds of past rulers, calledthe Supreme Intelligence. Like the Kreethemselves, the Supreme Intelligenceseems limited in imagination, and thedevelopment of the Kree race has hit itsapex.

LemuriansF A S E R I PGd Ty Ex Rm Ty Ty Gd

Health = 66 Karma = 22

KNOWN POWERS:Water BreathingSwimming (2 areas/round)Resist Cold: ExcellentMystic Origin

The Lemurians are a branch of homomermanus that migrated to the PacificOcean and settled in the ruins of ancientLemuria. They are similar to their Atlanticcousins in their air-breathing limitations.

The Lemurians are set apart from theirAtlantic relations by the discovery ordevelopment of the Serpent Crown, anartifact of ancient power that places theuser in mystic contact with Set, ansnakelike elder demon. Veneration of thiscrown and its use in rulership have madethe Lemurians’ skin greenish and scaly. Ithas also given them a greater potential towield magic. They can perform magic of aDimensional type by invoking Set.

The Lemurians are currently ruled byKarthon the Questor. It is unknown whatrelationship, if any, the Lemurians havewith the Deviants and their City of Toads.

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New MenF A S E R I P* * * * Gd Gd Gd

Health = special Karma = 30

The New Men are an artificial race ofmutagenically altered, human-size animals,created by the High Evolutionary, givenhumanequivalent minds andconsciousness. Their initial physical statsare those of their original animal stock(original Armadillo stock is Feeble in allphysical abilities), but the New Men willhave the listed nonphysical abilities, plusany special traits they possessed before.

The New Men were first created onWundergore Mountain, in Trasnia, andtrained by the High Evolutionary in knightlyarts and virtues to combat the demonChthon. The High Evolutionary built atomicsteeds as mounts for these knights. Onewas rescued from the mountain by theBeast and repaired, and is now used by thecurrent Black Knight.

The New Men have left Earth and currentlyhave colonized Wundergore II, a planetorbiting Sirius, the Dog Star.

OlympiansF A S E R I PGd Ex In Am Ty Ty Rm

Health = 120 Karma = 42

KNOWN POWERS:Body ArmorImmortality

The Olympians are the superhuman resi-dents of the pocket dimension of Olympia.Like the Asgardians, who were alsoworshipped as deities by early civilizations,they have Good protection from physicalattack, but unlike the Asgardians, theOlympians are true immortals, and as suchare very difficult to slay.

The pocket dimension of Olympus has itsearthly terminus in Greece, and it was hereand throughout the Mediterranean thatthese beings were venerated. They usedthe Eternals of Olympia as theirrepresentatives among men, which resultedin confusion between the Eternals and theOlympian pantheon (made worse bysimilarity in name and appearance—Zeusand Zuras, Athena and Thena, Mercury andMakkari). The Olympian pantheon is nolonger worshipped save for Neptune/Poseidon, who is venerated by theAtlanteans.

The Olympians are ruled by Zeus, themythological head of the Pantheon.Olympians such as Hercules and Venusstill walk among humans.

Shi’arF A S E R I PGd Gd Rm Gd Gd Gd Gd

Health = 60 Karma = 30

The Shi’ar are an expansionist alien racewhose empire is still developing,emcompassing a wide variety of other alienraces. The Shi’ar themselves aredescended from avian ancestors, andthough mammalian in appearance retainsome avian vestiges.

The Shi’ar are highly advanced, and havewarp drive ships and instanteousteleporters with intergalactic range, calledstargates. Their interest in Earth is basedpurely on its location near a natural spacewarp nexus, and they have in the pastcared as much for Earth’s inhabitants ashumans care about apes gathered near ajungle railway station.

The Shi’ar count a number of alien races intheir empire, with varying degrees offreedom dependent on their loyalty to thethrone. The ruler of the empire commandsthe Imperial Guard, an organization ofsuper-powered aliens (Shi’ar and others)who keep the peace in the empire. Thecurrent ruler of the Shi’ar is calledDeathbird, who desposed her sisterLilandra Neramani from the throne with theaid of the Badoon and Brood, other alienraces. Neramani is on the run fromDeathbird’s forces, with her lover CharlesXavier and the intergalactic freebooterscalled the Starjammers.

SkrullF A S E R I PGd Ty Ty Ty Gd Ty Ty

Health = 28 Karma = 22

The Skrulls are an ancient race with anancient empire. They were not warlikeoriginally, but the long wars with Kree, whostole their original technology, have madethem militaristic and cruel, bending theirtechnology to weapons of war.

Until recently, Skrulls had the natural powerof Shape-Shifting/Imitation with Amazingability. This is due to Celestial interferencein their planet’s history similar to that whichon Earth produced the Deviants andEternais. This modification produced thepresent Skrulls, the race of Dire Wraiths,

and an as-yet-undiscovered (or extinct)race of Skrull Eternals. The skrulls lost theirshape-shifting ability in a recent battle inthe Skrull Civil War, when a bomb wasdetonated which mutagenically locked theirshapes.

Who rules the Skrulls changes with thelocation in the remains of the Empire. Afterthe resolution of the eons-long Kree-Skrullwar (final declaration: a tie), Nova broughtthe Eater of Worlds, Galactus, to the SkrullThroneworld, which he then consumed,destroying most of the Skrull ruling class.Various factions have attempted to seizecontrol of the remains, including planetarygovernors, starship admirals, and galacticpirates. The victor has not been declared,but the battle is being watched by the Kreeand Shi’ar, the other two dominant empiresin our part of the universe.

Thugs, Crooks, and Supporting Cast

The following list is of supporting playersfor your campaign: common criminals,goons that are used by major villains, aswell as the forces of conventional law andorder and normal folks. Normal folks canbe generated randomly on column 2 of thePrimary Abilities table, page 5 in thePlayers’ Book. This handy reference dealswith with common types, talents, andequipment.

ThugF A S E R I PGd Ty Ty Ty Pr Pr Pr

Health = 28 Karma = 12Abilities: NoneNotes: Run of the mill criminal rank andfile. May carry knives or handguns.

HenchmanF A S E R I PGd Ty Ty Gd Pr Ty Pr

Health = 32 Karma = 14Abilities: Weapon skillNotes: These are the product of the“training academy” of Taskmaster, a super-powered villain who specializes in trainingthe henchmen that other super-poweredvillains (such as Doc Ock) use in theirgangs, This training includes some weaponskill, and familiarity with the high-techequipment (blasters, lasers, exoskeletonsthat amplify natural ability) used by thesevillains.

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Young ToughF A S E R I PTy Gd Ty Ty Pr Pr Pr

Health = 28 Karma = 14Abilities: NoneA younger version of the standard thug.Travels in packs to make up for lowFighting ability. Often carries knives andblunt objects, rarely handguns. In ruralareas uses motorcycles.

EnforcersF A S E R I PGd Ty Gd Ty Ty Ty Ty

Health = 32 Karma = 18Abilities: NoneNotes: Large, tough goons used by criminalorganizations as soldiers in their battlesagainst each other and as threats in shakingdown merchants. They carry a variety ofweapons: knives, handguns, clubs, andother heavy instruments of destruction.

Hit MenF A S E R I PTy Gd Ty Gd Ty Ty Ty

Health = 32 Karma = 18Abilities: MarksmanshipNotes: These are specialists, contractedassassins who are used when the needarises, usually against non super-humantargets. These individuals use assault rifleswith sniper sights.

PolicemanF A S E R I PGd Gd Ty Gd Ty Ty Ty

Health = 36 Karma = 18Abilities: Law Enforcement skillNotes: Standard agent of law-enforcement.Walks a beat or patrols in a squad car.Equipment includes a billy club andhandgun. May make arrests.

SWAT OperativeF A S E R I PEx Gd Gd Ty Ty Ty Gd

Health = 46 Karma = 22Abilities: Law Enforcement andMarksmanship skills.Notes: Special Weapons and Tactics teamsare attached to most modern police forces tohandle volatile situations. Members wear flakjackets for protection and are expected tofight under dangerous conditions. In dealingwith super-powered opponents, some SWATteams are equipped with mechanicalexoskeletons and nullifying restraints.

SoldierF A S E R I PEx Gd Ty Gd Ty Ty Pr

Health = 46 Karma = 16Abilities: Military skill and Contacts Notes:Soldiers include elements of the US Army,Navy, and National Guard, trained to fighten masse. They have access to higherdestructive technology (bombs, tanks, etc.).

MercenaryF A S E R I PEx Gd Gd Gd Ty Ty Pr

Health = 50 Karma = 16Abilities: Military and Shooting weapons skillNotes: Mercenaries are trained specialistswho fight for a living (unlike soldiers, who ingeneral serve for a relatively short time).Mercenaries sell their services to thehighest bidders, and drift from war to war insearch of employment.

Fire-FighterF A S E R I PTy Ty Gd Ex Ty Gd Ty

Health = 42 Karma = 22Abilities: First AidNotes: Fire-fighters arrive on the scene of afire with fire trucks and other equipment,including fire hoses, extinguishers,asbestos suits, and other protective gear.

ParamedicF A S E R I PPr Ty Ty Gd Gd Ty Ty

Health = 26 Karma = 22Abilities: First AidNotes: Paramedics operate out of ambu-lances equipped with medication and otherlife-support equipment. Their job is to get thesick and injured to the hospital in stable (orbetter) condition. They carry oxygen, a powersaw, and a hydraulic jack winch.

DoctorF A S E R I PPr Gd Ty Gd Gd Gd Gd

Health = 30 Karma = 30Abilities: MedicineNotes: Doctors are the conventionalmethod of stopping loss of Endurance incritically wounded characters, as well astaking care of diseases and illness. Thereare diseases that are beyond presenttechnology to cure, though, and the specialproblems of super-powered individuals mayrequire equally specialized treatments.

ScientistF A S E R I PPr Ty Pr Ty Ex Gd Ty

Health = 20 Karma = 36Abilities: Any one Scientific TalentNotes: The above stats are for the typicalscientist to be found in a research

institution or on a college campus. Thereare specialists in their fields that havehigher Reason abilities, but they aregenerally loners, usually because theiradvancements are so far beyond thebounds of modern science, or their pettheories are ridiculed, that they reject theestablishment. (Many super-poweredvillains got their start in this fashion.)

LawyerF A S E R I PPr Ty Ty Ty Ty Gd Ty

Health = 22 Karma = 22Abilities: LawNotes: Most hero organizations (and abunch of villains as well) have a lawyer onretainer: that is, they pay the man to bearound when they need representation incourt. The Avengers and Fantastic Fourboth used the services of Murdock andNelson, until that operation folded. Hiring alawyer is an Excellent cost, though thereare avenues available to those who cannotafford this.

BusinessmanF A S E R I PPr Ty Ty Ty Ty Ty Ty

Health = 22 Karma = 18Abilities: VariesNotes: Your typical New Yorker (or SanFranciscan or Clevelander). Standardhuman stats. Good for crowds orendangered passers-by. Includespoliticians, secretaries, ice cream vendors,and the entire spectrum of normal everydaypeople.

Federal AgentsF A S E R I PGd Ex Gd Gd Gd Gd Gd

Health = 50 Karma = 30Abilities: Law Enforcement, MarksmanshipNotes: Federal agents include investigativeagents of the FBI, CIA, OSS, KGB, andother alphabetized agencies. They normallycarry handguns, but generally in the fieldthey act in an information-gatheringcapacity.

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Page 67: Expert Net Edition Judges Handbook - Classic Marvel Forever€¦ · The Marvel Super Heroes Advanced Set (also called MSHAS — if you can pronounce that) is the next step in the

INDEXCCharacter Modeling, 4Combat Column shifts, 7

Table, 9results, 10special situations, 7and weather, 7-8underwater, 10zero-gravity, 10

Contacts“activated”, 14floating, 13-14getting equipment from, 13getting information from, 13

DDeathtraps, 19-20Default condition, 6

Disease, 12Drowning, 13

EEncounters

conflict, 18problem, 18random, 21resolution, 18

FFEATS

automatic, 5impossible, 5

Fire, 12Fold-ups, 22

HHealing, 10Holding one’s breath, 13

IIce, 12Intensities Table, 8

JJudge’s roles, 3

LLimitations

raising single Power, 4raising multiple Powers, 4

NNPCs, 3, 58-63

villains, 19-21, 42-53and Karma gain, 20and Karma loss, 20and spending Karma, 20Popularity, 21

This book is protected under the copyright laws of the United States of America. Any reproduction or other unauthorized use of the material of artwork contained herein isprohibited 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 inCanada by Random House of Canada, Ltd. Distributed to the toy and hobby trade by regional distributers.

The names of characters used herein are fictitious and do not refer to any persons living or dead. Any descriptions including similarity to persons living of dead are merelycoincidental. All Marvel Characters and the distinctive likenesses thereof are trademarks of the Marvel Comics Group. MARVEL SUPER HEROES, MARVEL SUPERVILLAINS, SPIDER-MAN, ARCADE, DOCTOR STRAZE, ODIN, ANCIENT ONE, DOCTOR DOOM, GALACTUS, DOCTOR OCTOPUS, MARVEL UNIVERSE, NIGHTCRAWLER, X-MEN, X-FACTOR, OSPREY, TURK BARRETT, DAREDEVIL, FROG-MAN, HUMAN TORCH, DREADNOUGHT, CYCLOPS, MASTERMIND, INVISIBLE WOMAN, QUICKSILVER,NORTHSTAR, BEAST, VISION, PROFESSOR X, PUPPET MASTER, EMPATH, HELLIONS, NEW MUTANTS, KARMA, THOR, CAPTAIN MARVEL, RADIOACTIVE M AN, PUNISHER,HANK McCoy, HENRY PYM, REED RICHARDS, SKRULLS, KREE, CAPTAIN MAR-VELL, AVENGERS, SUBMARINER, JARVIS, DAILY BUGLE, DARK DIMENSION, NICK FURY,WASP, S.H.I.E.L.D., HELICARRIER, CAPTAIN AMERICA, KINGPIN, PUFFIN THE POODLE, FANTASTIC FOUR, NEGATIVE ZONE, ANNIHILUS, FRANKLIN RICHARDS,VIBRANIUM, SAVAGE LAND, MICHAEL MORBIUS, BRUCE BANNER, THING, CELESTIALS, ETERNALS, DEVIANTS, SQUADRON SUPREME, INHUMANS, ATLANT IS, COSMICAXIS, ASGARD, OLYMPUS, LIMBO, MEPHISTO, SHI’AR, MARVEL SAGA, OFFICIAL HANDBOOK OF THE MARVEL UNIVERSE, MARVEL INDEXES, WHAT IF?, JANE FOSTER,RED SKULL, SECRET WARS, SECRET WARS 11, MURDERWORLD, BLACKLASH, HULK, SAM GUTHRIE, MAGGIA, PLODEX. MASTER OF THE WORLD, BEETLE, LOKI,MADCAP, BARON MORDO, RED GHOST, CRIMSON DYNAMO, SENTINELS, COLOSSUS, TITANIUM MAN, IRON MAN, ROGERIAN SLIME MONSTER, ELECTRO, MARVELCOMICS GROUP, STORM, ANGEL, WARREN KENNETH WORTHINGTON III, WORTHINGTON INDUSTRIES, CHAMPIONS OF LOS ANGELES, ICEMAN. HERCULES, BLACKWIDOW, DARKSTAR, GHOST RIDER, JOHNNY BLAZE, DEFENDERS, GARGOYLE, VALKYRIE, ANDROMEDA, CLOUD, AURORA, JEANNE-MARIE BEAUBIER, CEREBRO,ALPHA FLIGHT, WOLVERINE, SASQUATCH, BRAND CORPORATION, BLACK KNIGHT, DANE WHITMAN, MERLIN, WUNDAGORE MOUNTAIN, DOCTOR STRANGE, AVALON,PERCY OF SCANDIA, BOX, ROGER BOCHS, MADISON JEFFRIES, BETA FLIGHT, BOCHS ELECTRONICS, JAMES HUDSON, STEVE ROGERS, ADAMANTIUM, JONATHONCOULSON, WAKANDA, SUPER SOLDIER FORMULA, MONICA RAMBEAU, PROFESSOR LECLAIRE, CLOAK, TYRONE JOHNSON, DARKFORCE, CLEA, DAGGER, MAYHEM,FATHER DELGADO, PETER RASPUTIN. ILLYANA RASPUTIN, SCOTT SUMMERS, HAVOK, ALEXANDER SUMMERS, STARJAMMERS, MADELYNE PRYOR. CHRISTOPHERSUMMERS, JEAN GREY, TANDY BROWN, MATT MURDOCK, FOGGY NELSON, BEN URICH. STEPHEN STRANGE, SORCEROR SUPREME, MORPHEUS, CLOAK OFLEVITATION, EYE OF AGAMOTTO, ORB OF AGAMOTTO, WONG, CYTTORAK, HOGGOTH, RAGGADORR, SERAPHIM, VISHANTI, HOWLING COMMANDOS, INFINITYFORMULA, BEHEMOTH, HAWKEYE, CLINT BARTON, MOCKINGBIRD. WEST COAST AVENGERS, HERACLES, ZEUS, JENNIFER WALTERS, RICK JONES, HULKBUSTERS,JOHNNY STORM, BOBBY DRAKE, SUE RICHARDS, INVISIBLE GIRL, ANTHONY STARK, STARK INTERNATIONAL, MAGNETO, CHARLES XAVIER, MARVEL GIRL, PHOENIX,MISTER FANTASTIC, NATHANIEL RICHARDS, BOBBI BARTON, HUNTRESS, KURT WAGNER, JEAN-PAUL BEAUBIER, RACHEL SUMMERS, LILANDRA NERAMANI, MOIRAMACTAGGART, FRED DUNCAN, PUCK, EUGENE JUDD, RAZER, GAMMA FLIGHT, DEPARTMENT H, ROGUE, MS. MARVEL, CAROL DANVERS, BROTHERHOOD OF EVILMUTANTS, FREEDOM FORCE, MYSTIQUE. SHADOWCAT, KITTY PRYDE, MAGIK, LOCKHEED, SHAMAN, MICHAEL TWOYOUNGMEN, SNOWBIRD, TALISMAN. SHE-HULK,SILVER SURFER, NORRIN RADD, POWER COSMIC, ZENN-LA, PETER PARKER, MAY PARKER, BEN PARKER, ORORO MUNROE, MORLOCKS, NAMOR, PRINCESS FEN, BENGRIMM, UNLIMITED CLASS WRESTLING FEDERATION, PROJECT PEGASUS, URU, MJOLNIR, GAEA, DONALD BLAKE, TIGRA, GREER GRANT NELSON, CAT, CAT PEOPLE,VINDICATOR, HEATHER MACNEIL HUDSON, AM-CAN PETROCHEMICAL, JANET VAN DYNE, NEVELL, LOGAN, MARIKO YASHIDA, WONDER MAN, SIMON WILLIAMS,WILLIAMS ELECTRONICS, BARON ZEMO, MASTERS OF EVIL. ANTHROS, NEGATIVE ZONE, COSMIC CONTROL ROD, KARL AMADEUS MORDO, DENAK, IKONN,SATANNISH, VALTORR, ABNER JENKINS, JUSTIN HAMMER, EGGHEAD, MARK SCARLOTTI, BOOMERANG, FRED MYERS, DMITRI BUKHARIN, VICTOR VON DOOM,LATVERIA, OTTO OCTAVIUS, I-I.Y.D.R.A., COUNT NEFARIA, MADAME MASQUE, MAXWELL DILLON, SANDMAN, KRAVEN, VULTURE, MYSTERIO, LEAPFRO G, MATADOR,GLADIATOR, STILTMAN, WIZARD, TRAPSTER, BLIZZARD, PURPLE MAN, FALCON, HOBGOBLIN, GREEN GOBLIN, WILSON FISK, KLAW, ULYSSES KLAW, SERGEIKRAVINOFF. LEADER, SAMUEL STERNS. LIZARD, CURTIS CONNORS, AIM, COMPOUND X07, MANDARIN, MANDROID, STANE INTERNATIONAL, JASON WYNGARDE,HELLFIRE CLUB, IVAN KRAGOFF, MIKIHO, IGOR, PEOTOR, SUPER-APES, JOHANN SCHMIDT, SLEEPERS, ARNIM ZOLA, SCORPION, MACDONALD GARGAN, J. JONAHJAMESON, BORIS BULLSKI, BETA RAY BILL, ULTRON, ADRIAN TOOMES, LEMURIA, DEATH. ZUVEMBIES, MIRAGE, THANOS, BEYONDER, ETERNITY, TAA 1 1, FRANKIERAY, NOVA, HERALDS OF GALACTUS, HELA, HEL, NIFFLEHEIM, VALHALLA, GUNGIR, THRUDSTOCK, HUGIN, MUNIN, SLEIPNIR, MIMIR, SURTUR, SHAPER OFWORLDS,COSMIC CUBE, GIGANTO, BIFROST BRIDGE, BALDER THE BRAVE, HOMO MERMANUS, ATLANTEANS, ATTUMA, UMAR, DORMAMMU, CITY OF TOADS, GHAUR, UNI-MIND,ZURAS, OLYMPIA, OCEANA, OLARIA, MENTOR, STARFOX, TERRIGEN MIST, BLUE AREA OF THE MOON, SUPREME INTELLIGENCE, LEMURIANS, SERPENT CROWN, SET,KARTHON THE QUESTOR, NEW MEN, HIGH EVOLUTIONARY, TRASNIA, CTHON, WUNDERGORE 11, ATHENA, THENA, MERCURY, MAKKARI, NEPTUNE, VENUS, IMPERIALGUARD, DEATHBIRD, BADOON, BROOD, DIRE WRAITHS, TASKMASTER, WALTER LANGKOWSKI, MICROVERSE, BAXTER BUILDING, GUARDIANS OF THE GALAXY,DEATHLOK, DENNIS MCDENNIS, DARKFORCE, CORPORATE RAIDER, WATCHER, UATU, POWER PACK, CIRCUITS MAXIMUS, CORDCO, FANTASTIC FOUR INC., ROXXONand the distinctive likeness thereof are trademarks of the Marvel Comics Group, copyright 71966 Marvel Comics Group, a di~ision of Cadence Industries Corporation. AllRights Reserved. Printed in the U,S.A. Game Design Copyright 1986 TSR Inc. All Rights Reserved.

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