Transcript
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SECTION 1: INTRODUCTION

The heroes are the best Earth has to offer:the Amazing Spider-Man™, the UncannyX-Men™, the Mighty Avengers™, theIncredible Hulk™, the Fantastic Four™, andthe dangerous Magneto™.

Their foes are the most dangerous vil-lains on Earth: Doctor Doom™, Kang theConqueror™, the Lizard™, Doctor Octo-pus™, the Enchantress™, the AbsorbingMan™, Molecule Man™, the mad robotUltron™, the Wrecking Crew™, and theenigmatic Galactus™.

All are summoned to a patchwork worldbuilt by the mysterious Beyonder, a beingof ultimate power from beyond tne uni-verse.

This is the story of their conflict, theirvictories and defeats. This is the tale of theSECRET WARS™ adventure.

MARVEL SUPER HEROES™ SECRETWARS is a special adventure for use withthe MARVEL SUPER HEROES™ Role-Playing Game, based on the 12-issue Lim-ited Series from Marvel Comics.

This book is protected under the copyright laws of the United States of America. Any reproduction or other use of the material or artwork contained herein is prohibited without the express written con-sent of TSR Inc. and the Marvel Comics Group. Copyright 1984 Marvel Comics Group. All Rights Reserved. Game Design Copyright 1984 TSR Inc. All Rights ReservedAll Marvel characters and the distinctive likenesses thereof are trademarks of the Marvel Comics Group. MARVEL SUPER HEROES and MARVEL SUPER VILLAINS are trademarks of the Marvel Com-ics Group. ® Copyright 1984 Marvel Comics Group, a division of Cadence Industries Corporation. All Rights Reserved. Printed in U.S.A.The names of characters used herein are fictitious and do not refer to any persons living or dead. Any descriptions including similarities to persons living or dead are merely coincidental.DUNGEONS & DRAGONS, PRODUCTS OF YOUR IMAGINATION and the TSR logo are trademarks of TSR, Inc.Distributed to the book trade in the United States by Random House Inc. and in Canada by Random House of Canada Ltd. Distributed to the toy and hobby trade by regional distributors.

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The SECRET WARS adventure is verydifferent from other MARVEL SUPERHEROES Game Adventures, hence itsspecial designation. An adventure is nor-mally outlined in chapters, each chaptercentering around an important battle ordiscovery. SECRET WARS is different inthat it does not have chapters, but is bro-ken down into daily shifts and majorevents.

Since most players may be familiar withthe general story, and the action has somany options, we're presenting theadventure as a campaign background.You can run the adventure along the linesof the Limited Series, or you can branchout on your own. Not all the tales of theSECRET WARS have been told.

You hold in your hands the SECRETWARS Adventure Booklet. This bookletcontains instructions on how to run thecampaign, special instructions for heroesand villains, and notes on the Beyonderand his Battleplanet. The SECRET WARSRoster Booklet contains the statistics and

abilities for the heroes and villainsinvolved in the conflict. The map showstypical outside terrain of the planet, andstandard interiors for battles within Hero-base, Doombase, and Galactus' homeship. Finally, the inside cover contains aquick reference roster of the heroes andvillains.

Because of the complexity of thisadventure, and the huge cast, it is highlyrecommended that you familiarize your-self with these books before beginningplay. It is not necessary for you to know thepowers of all the combatants by heart, butit will help if you know where to find the list-ing of events and descriptions of the roominteriors within this book.

Once you are familiar with the material,read the boxed section on Page 2 as anintroduction to the players, then plungeinto Planned Events 1 and 2, "A Matter ofMagneto" and "First Blood." From thereprepare to go in any direction the playersand events take you. The Secret Warshave begun.

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Players Briefing

Read the following section to thoseplayers unfamiliar with the SECRETWARS epic.

SECTION 2:JUDGE'S BRIEFING

The Beyonder™The Beyonder is an alien being of uni-

maginable power. It is alien not only to thisuniverse, but to this multiverse—literallyfrom a far-removed plane of reality. Itspower is so great that human words (andour game systems) cannot fully describeit. Galactus, with all his world-destroyingpower, is no more than a stinging insect tothe Beyonder. In running the Beyonder,assume that he is supremely powerful andtotally alien. Most of the attributesascribed to men—emotions, morals, phys-ical substance—simply do not exist in thisbeing.

The Beyonder discovered the universesreferred to as the Marvel Multiverse™ veryrecently, and with it the planet Earth, homeof many super-powered beings. Examin-ing the world, the Beyonder witnessed theconflicts between heroes and villains. TheBeyonder formed the following query:"What is it that drives these beings so?Why do they strive for tangible gains andintangible ideas? What is the nature of thisthing called desire?"

To answer these questions, he broughttogether the strongest members of eachgroup to fight a private battle for him.

In gathering his combatants, the Beyon-

der defined good and evil in terms of self-perception. Magneto considers himself agood being, fighting for the rights ofmutantkind, without being a hero. For thisreason he was placed among the "goodguys." Galactus has recently had doubtsabout his purpose and actions, yet con-tinues to destroy life-bearing worlds. Hehas been placed among the villains.Those who consider themselves heroesthe Beyonder lured to his construct inCentral Park, while the villains and heroeswho had self-doubts (including Magneto,Rogue™, Cyclops™, and Lockheed theDragon™) were plucked from around theglobe.

In order to give his kidnapped charges avariety of terrains to fight on, The Beyon-der assembled his Battleplane! frompieces of various existing worlds, includ-ing their native populations. One of theslabs came from the Denver area of Earth.A partial map of the Battleplane! followsthis section.

The HeroesThe heroes available to the players are: Mr.Fantastic™, the Thing™, and the HumanTorch™ of the Fantastic Four™; Wasp™,She-Hulk™, Captain Marvel™, CaptainAmerica™, Thor™, Hawkeye™, and IronMan™ of the Avengers™; Professor X™,Storm™, Nightcrawler™, Rogue, Cyclops,

The siren call came from Central Park.For weeks the area was the source ofpowerful alien energy probes thatshorted detection devices and affectedthe superior senses of Spider-Man andProfessor X™. Then a massive alienconstruct, a high-tech "Stonehenge,"appeared in the midst of the SheepMeadow in Central Park. Your heroeswere drawn to the structure, enteredit...and were gone.

You reappeared in the depths ofspace near an alien galaxy, within aconstruct similar to the one that kid-napped you. An identical device hov-ered nearby. Initial probing indicatedthat it contained evil beings: the deadlyDoctor Doom, the futuristic Kang theConqueror, the Asgardian Enchant-ress, the mad robot Ultron, Spider-Man's foes Lizard and Doctor Octopus,the powerful Molecule Man andAbsorbing Man, the Wrecking Crew,and the enigmatic Galactus.

You barely had time to understandyour surroundings before a great waveswept through the sky, extinguishingthe stars before it like dust before amassive hand. In less than a moment,all that was left of the galaxy was thetwin constructs and a single sun.

Your constructs rushed toward thatsingle sun, and you witnessed the crea-tion of a planet, made of bits and piecesof other worlds far from the destroyedgalaxy. The pieces of other planetscooled to form a single mass and allwas quiet.

Then, a rift appeared in space, emit-ting a light outshining the lone sun. Avoice, alien beyond human compre-hension, spoke: "I am from Beyond," itsaid. "Slay your enemies and all youdesire shall be yours. Nothing youdream of is impossible for me toaccomplish." Somehow, you knew thatthe alien voice spoke the truth.

The great Galactus, eater of worlds,challenged the Beyonder™, DoctorDoom following in his wake. They wereswatted away like insects, fallingtoward the planet. Then the rift closed,and the Beyonder was gone. The con-structs moved toward different parts ofthe planet. Your heroes were teleportedto the newly-created planet, to do battlewith their greatest foes. The SecretWars have begun.

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Wolverine™, Colossus™, and Lockheed ofthe X-Men; the Hulk™, Spider-Man, andMagneto. Their abilities are listed in theSECRET WARS Roster Booklet and maybe removed or photocopied for use.

Given the large number of heroes, youcan judge this adventure in a number ofways. We suggest one of the following;use the method best suited to you andyour players.

1. Each player takes one hero. TheJudge runs the rest as NPCs. This placeseach player's favorite hero on center stage(and is good for inexperienced players),but requires a great deal of work by theJudge.

2. Each player takes a team or group ofheroes. This allows a group to fight a full-scale war. A typical team arrangementcould be:

• Professor X and the X-Men (Cyclops,Rogue, Wolverine, Nightcrawler, andColossus).

• Captain America and the Avengers(Wasp, Captain Marvel, She-Hulk andHawkeye).

• Iron Man, the Hulk, and Storm.• Spider-Man and the Fantastic Four (Mr.

Fantastic, Thing, Human Torch).• Thor (If possible, Thor works best as an

NPC—the Judge controls his actions).• Magneto (Usually players do not control

"villain" characters; in this case Mag-neto is considered a hero).

3. A short version, or "Little Wars."Each player takes one hero of his choice.The Judge then picks an equivalent villainfor each hero, PLUS Doom as leader ANDGalactus. With a small group, this type ofadventure will not be as epic as the full-scale battle, but it will be easiest for newJudges and players.

A large section is devoted to handling theheroes and villains in the SECRET WARSsetting. Tips for running heroes as NPCsare included.

All heroes and villains begin the adven-ture with the amount of Karma listed ontheir sheet. Karma pools can only beformed by heroes under the control of thesame player. (If a single player controlsseveral heroes, it is recommended thatthe player form a Karma pool for theheroes.) If the players are running individ-ual heroes, no Karma pools may beformed.

Finally, a note about healing. Heroeswill in general regain their Endurance ranknumber of points after two shifts of rest.The medical machines in Herobase canrestore an Endurance rank amount ofHealth for each shift in use. If Herobase isdestroyed, the heroes may discover thealien village where Zsaji is capable of heal-ing most wounds (see Zsaji in the RosterBooklet and Heroes' Notes).

Running Events

As stated above, this adventure is notbroken down into chapters. It is run indays, each day broken down into "shifts."Each day consists of four shifts: Morning(dawn to noon), Afternoon (noon to dusk),Evening (dusk to midnight), and Night(midnight to dawn). During any shift,Events may occur to the heroes, or theymay initiate action on their own.

Events can be Planned (occurring at aspecific time in the campaign) or Random(can occur during any shift). For example,the adventure begins in the Morning shiftof Day One with the Planned Event "TheMatter of Magneto." Events are coveredin detail starting on Page 7.

At the beginning of each day, ask theplayers what their hero or group of heroeshas planned for the day. For example, theplayers may decide "Hulk, Captain Amer-ica, and Mr. Fantastic will be on monitorduty in the morning, while Spider-Man andShe-Hulk will take the Afternoon shift."

Divide such work assignments into oneof the four shifts. Any character onassigned duty in the same area two shiftsin a row will become tired, distracted, andgenerally less watchful (shift threecolumns to the left on Intuition checks).Characters may be unassigned, but ifcombat erupts, they will be placed ran-domly in the complex, or may not be avail-able for several rounds. (See BASES.)

Once the day's tasks are assigned (writ-ing them down may help), roll for a Ran-dom Event. Random Events can occur inaddition to Planned Events in the sameshift, unless they contradict (for example,if a Planned Event requires a villain to be

at a certain place during a shift, ignore anyRandom Event that would place himsomewhere else in the same shift.) A vil-lain's sneak attack (Random Event) couldoccur the morning of Galactus' ship arriv-ing (Planned Event). If the heroes havesplit into separate groups, roll once on theRandom Event table for each group.

The Beyonder originally envisioned theconflict as a straightforward battle inwhich one "team" eliminated the other.The varied personalities of the heroes andvillains precludes that, so that a differentmeasure of victory is needed.

If, by Day 9, the Beyonder is still active,and has not been defeated or depoweredby any of the heroes or villains, he willmake his judgment. If the heroes haveslain all the villains, they will be returned toearth with NO KARMA, as they have vio-lated their internal moral codes to achievetheir desires. (This does not apply to Wol-verine.) If the villains have slain theheroes, the adventure is over. If remnantsof the original two groups survive, thegroup with the highest Karma value total isthe winner. Specific Karma awards for cer-tain actions are detailed at the end of thisbooklet.

Beginning the Adventure

The heroes and villains make landfallabout 10 miles from their respectivebases. Run the Planned Events "The Mat-ter of Magneto," and "First Blood." Fol-lowing these events, direct the heroes toHerobase (and Magneto to his fortress, ifhe is a player character) and let them setup shop. From this point on, the playersare in charge of their heroes' destiny.

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SECTION 3: THE BATTLEPLANET

The Beyonder, seeking to create a variedterrain for his kidnapped specimens, hastaken slices of a number of worlds in othergalaxies. These slices, taken like labora-tory slides, include the native planet's ter-rain, lifeforms, and civilizations, if any.One of the planets Beyonder took a piecefrom was Earth, in the Denver area.

Below is a map of a typical section of theBattleplanet, most importantly the areaswhere the heroes and villain set down.There are other areas, with additional lifeand civilizations, that are not noted on themap.

Each sector of the map has a differenttype of terrain. In addition, certain sectorshave particular structures that the heroesand villains can use.

The scale on the map is 1 hex equalling20 miles. To find the distance from point topoint, merely count the number of hexesbetween them. In open terrain, the charac-ters can see up to two hexes away. In for-est or jungle, line-of-sight is restricted tothe hex the heroes are in.

The major sectors are:

1. The Heroes' Plain. The sector con-sists of gentle, rolling hills dominated byweird layered geological formations. TheHerobase is located in this sector.

2. Mountain Ranges. These mountainsrival the Andes in height. The border withother terrain consists of sheer drop-offsand cliffs.

3. Rolling Hills. This semi-mountainoussector is the location of Zsaji's village. Thehighest peak in the area is Mount Galac-tus. It is from here that The Eater of Worldswill summon his worldship and here alsothat he will build his world-destroyingmachine.

4. Volcanic Plains. This region is geolog-ically stable, though vents and fissuresare common. Lush oases of tropical palm-like plants hoard the available water. Atthe center of these plains is Doombase.

5. Plain of Worms. A nightmare land-scape of pinkish "worms" clusteredaround hot pools of salt water and mud-holes. The landscape writhes, but whetherit is alive or only a radical geological for-mation is a matter of conjecture. Toweringabove the terrifying terrain is the fortresswaiting to be claimed by Magneto.

6. Plain of Fire. This entire sector con-sists of blazing plains and pits, broken byspires of black obsidian. Any unprotectedcreature in this sector will suffer Mon-strous fire damage each round he is here.

7. The Swamp. This alien swamp isinhabited by swarms of buzzing insectsand reptilian beings. (The reptiles have amaximum rank of Good for Fighting, Agil-ity, Strength, and Endurance, and a maxi-mum Health of 40.) The major danger isfrom quicksand, which pulls downwardwith Incredible Strength. If the Lizardescapes from his compatriots, he willcome here to hide out.

8. Twisted Plains. The layered geologi-cal formations of this sector are similar tothose near Herobase, but are more pro-nounced and reddish-orange in color. Thissector may be a collection of similar ter-rain from different worlds, as the terrainbreaks abruptly in steep cliffs.

9. Blasted Desert. This sector is a flat,empty wasteland of hard-packed sand.Characters here can see 3 hexes in anydirection, but objects appear closer thanthey really are; the heat distorts vision.

10. Denver. This four-block suburbanpart of Denver is located 200 miles east ofDoombase. Only a few of the inhabitantshave left the city, due to the strangeness ofthe surrounding terrain. The few that haveleft include Miss MacPherran (Titania),Miss Rosenberg (Volcana), and the NewSpider-Woman.

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SECTION 4: BASES

The Beyonder has provided large alienfortresses to be used by the opposingforces. The hero group and the assembledvillains each have a base. (If Magnetooperates seperately from the hero group,he too will have a fortress.) In addition,Galactus will summon his worldship, TaaII, from across the universe.

Each of these bases is a huge con-struct. (Herobase is the size of 541/2 Pen-tagons.) Only a small portion of a base isrepresented on the interior map providedwith the adventure. Important rooms aremarked as sectors, A to Z. Other roomsmay be designated by the Judge as theneed arrises. These sectors vary frombase to base. The four bases being con-sidered here are Herobase, the villain'slair called Doombase, Magneto's fortress,and Galactus' worldship, Taa II.

The three Battleplanet bases have win-dows of Excellent material, walls ofIncredible material, and high strengthwalls of Amazing material. Taa II has win-dows of Incredible material, walls ofAmazing material, and high strength wallsof Unearthly material.

The map is geomorphic—the exits onboth sides line up. If a "running battle"takes place in one of the bases, you canexit heroes off one side of the map, only tobring them "back on" at the exact oppo-site location. The sector areas will gener-ally prove to be similar no matter whatsection they are in.

The random number before the sector isused if a dice roll is needed to place char-acters randomly as called for by theEvents section.

Notes on the various areas:

Living Quarters. These are designedfor humanoid beings and include sleepingareas, facilities, and communications tothe other areas.

Monitor Rooms. The monitors areAmazing technology. Multiple screenspermit the surveillance of three areas atonce, with further scanning of ten otherareas at one time. The landbased moni-tors cannot penetrate other fortresses, norcan they penetrate the hull of Taa II, butcan scan anywhere else on the planet.Monitors on Taa II can scan any part of theplanet, including all land-based HQs.

Storage. If someone is looking for aparticular item (say, magnifying goggles)in a general Storage room, he will find it ifhe makes a successful Yellow IntuitionFEAT roll. If the Storage room is specifiedfor a certain type of item (Weapons,Robots, Vehicles, Chemicals Storage), auseful item of the specified type will befound on a successful Green IntuitionFEAT roll; a successful Red Intuition FEATroll is needed to find any other type of itemhere. Use Table 25 on page 37 of the

MARVEL SUPER HEROES CampaignBook to find the technology rank of anyitem found, raising the rolled level by one,but exclude anything above Monstrous.

Galactus' Robotic Storage. This iswhere the guard robot, the "Cat," is kept.It will remain here unless Galactus sendsit to fight someone. The "Cat" also acts asguard for the Security Vault (Section A).

Lounge and Meeting Rooms. Theseare places for heroes or villains to gathertogether. Lounges have soft cushions,recliners, and plant life, while meetingrooms have stricter chairs and small moni-tors for reference.

Auxiliary Bridge and Computer.Located on Taa II, these items are Shift Xrank technology. Anyone operating eitherof these devices will be noticed automati-cally by Galactus, who will send his "Cat"

after the culprit (if the "Cat" is stillaround), or mentally remove him, an actthat will cause Unearthly damage to thesubject(s) in the process.

Machinery. These are large, impressivemachines that keep the fortress or baserunning. Damaging the machines willcause a break-down on a roll of 1 on onedie, given the redundency of the struc-tures. A breakdown will cause damage tothe machinery type listed, or an area cho-sen by the Judge (lights, heating, or air cir-culation).

Sonic Labs. Located on Taa II, theselabs are designed for use by those withReasons of Excellent or better. Klaw, theMaster of Sound, is imprisoned in Galac-tus' Sonic Lab. (See Klaw™ in the VillainsSection.) Any tampering with the machin-ery will release Klaw automatically.

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Labs. To use a Lab, a character mustfirst understand its equipment. The equip-ment on Herobase, Doombase, and Mag-neto's Fortress is Amazing technology.Once figured out, any research is carriedout at the Amazing level. The Labs on TaaII are of Unearthly technology. All inven-tions may be built or "kit-bashed" with theresources available equal to the Reasonability of the character involved. (Thisreflects that most of what the heroes andvillains need is available, it is only a ques-tion of understanding it.)

Auto-Docs. These are self-containedhealing units that will help heroes and vil-lains regain lost Health and Endurance.An auto-doc restores the Endurance ranknumber of the subject per shift. A charac-ter whose Endurance rank has beenreduced regains 1 Endurance rank pershift.

Auto-Kitchen. These are self-con-tained food processors. Magneto also hasa version that provides chilled, aged wine.

Psycho-Stasis and Prisoner Holding.Herobase has a psycho-stasis device ofAmazing technology that, once figuredout, will hold prisoners of up to Unearthlyability and prevent them from using theirpowers. The other bases have prisoner

holding devices of less humane design:binder cuffs that deliver Monstrous dam-age to anyone stressing them, and aninhibitor field that nullifies powers of lessthan Unearthly rank.

Gun Turrets. The automated turrets ofHerobase are armed with weapons thatcause Amazing damage, and are con-trolled from the Fire Control Room. Theturrets of Doombase have Unearthlyweapons. Doombase turrets are not auto-mated; they must be manned by gunners,who use their Agility to aim the weapons.Magneto's fortress and Taa II have no tur-reted weapons.

Fire Control. The Fire Control rooms ofHerobase allow the user to control threeturrets at once, using his or her Agilityrank to aim all the weapons.

Vehicle Storage and Docks. Eachvehicle area facility has 1 -5 vehicles of var-ious makes and types (flyers, flying subs,walkers, halftracks, hovercraft, etc.). Usethe same procedure as for Storage todetermine the abilities of any one particu-lar vehicle. No vehicle will have a body,control, or speed of less than Good.

Security Vaults. These special areasare trapped with Unearthly-potency gas,to prevent theft. The Security Vault on TaaII is the housing for the Ultimate Nullifier,

which is also guarded by Galactus' "Cat."The Ultimate Nullifier. This is a power-

ful device that automatically eliminatesboth the wielder and any object thewielder can fully understand. Within theSecret Wars, it has the following effect:only Reed Richards or Doctor Doom coulduse it with effect on Galactus, as only theycan perceive fully the being that is Galac-tus. Even then, they would succeed onlyon a Red Reason FEAT roll, and in anyevent be disintegrated themselves. Nocharacter (not even Galactus) can use theUltimate Nullifier on the Beyonder, as thatbeing is beyond even Galactus' full com-prehension.

The power of the Ultimate Nullifier islimited only by the understanding of theperson using it. Galactus therefore takesspecial measures to guard the weapon.Galactus will immediately detect anyonewho breaks into the Ultimate Nullifier'sSecurity Vault (regardless of any precau-tions the trespasser might take). If thetrespasser is not stopped by the vault'sgas-trap, he will be attacked by Galactus'"Cat." If the "Cat" is defeated or is notavailable, Galactus will mentally removethe trespasser from his ship, an act thatwill cause Unearthly damage to the tres-passer in the process.

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SECTION 5: EVENTS

There are two types of significant actionpossible in the wars: the actions of playercharacter heroes, and the actions ofNPCs. As Judge, you handle the actionsof player characters. The actions of NPCsare described in this section, and arecalled "Events."

There are two types of Events: PlannedEvents and Random Events. There aretwelve Planned Events that occur over thenine-day period of the Secret Wars. Theseare the major actions of the NPCs of theSecret Wars, and they occur at the timeand location stated in the description ofeach event. Random Events are rolled forat the beginning of each day. Before theMorning shift, roll once on the RandomEvent Table below. If a Random Event ismarked by a star (*), it means that oncethe event occurs, it cannot occur again. Ifthe event is rolled again, treat it as noevent.

Planned Events

Day 1, Morning "A Matter of Magneto"Day 1, Afternoon "First Blood"Day 1, Evening "Doom Takes Charge"Day 1, Night "Call of Galactus"Day 2, Morning to Night "The Tempest"Day 3, Morning "Sneak Attack"Day 4, Afternoon "The Worldship"Day 6, Morning "When a Spider Calls"Day 7, Afternoon "And now Galac-

tus"Day 8, Morning "And Doom Against AH"Day 9, Evening "The Beyonder's

Judgement"Day 10, Morning "Going Home"

Random Events

Roll once each morning. Cross out eventsmarked by the star (*) once they occur.Treat a crossed-out number as "no event"if it is rolled again.

Die Roll Event1 Lesser Tempest*2 The Hunt3 Betrayal*4 Magneto Calls*5 Hearts and Minds6 A Thunder God Missing

Refugees8 The Trap*9 Patrol

10 My Dinner with Galactus*

Planned Events

"A Matter of Magneto"

Read the following to the players immedi-ately after planetfall:

This event occurs immediately uponplanetfall. Let the heroes set up within twoareas of the area marked "A." Magnetobegins in Area "B."

Inform the players running members ofthe Fantastic Four, the Avengers, and IronMan that there is a Karma bonus for driv-ing off or defeating Magneto (see Karma,page 16). The X-Men or Magneto do notreceive any bonus if Magneto remains orany heroes are defeated. Thor, if run as anNPC, will not interfere unless Magnetoseriously hurts someone. If Magneto is aplayer character, he acts as he chooses. IfMagneto is an NPC, he will try to fly awayafter the second round, riding lines ofmagnetic force at Remarkable speed. Ifcombat occurs, and lasts more than sevenrounds, begin the attack in "First Blood."

The heroes start within two areas of "B,while the villains begin at least four areasaway from "B." The villains' battle tacticsare found within this book, and the badguys' abilities are summarized on theinside cover. In addition, make the follow-ing notes:

The villains have already found theirbase; Kang, Bulldozer, and Piledriver areusing weapons they found there.

Kang is carrying an electron beamweapon that fires beams of Unearthly con-cussive power (treat as Slugfest damage).Body armor has full effect against thebeam. The weapon has a range of 3 areas.Kang cannot use his force field when firingthis weapon.

Bulldozer and Piledriver are piloting a

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"First Blood"The Beyonder has chosen to place thenotorious Magneto among the heroes.Magneto—the Mutant Master of Mag-netism. He is an avowed enemy ofhumanity, who fear him and his kind.He believes mutants are the next stepof human evolution, destined to rule.This attitude has made him an enemyof many super hero groups, includingthe X-Men, Fantastic Four, and Aveng-ers. Will you accept him now as one ofyou—as a hero?

Iron Man gets the warning first, hisinternal radar tracking an approachingunidentified object. Suddenly the foecrests the ridge! It is the villains, lack-ing their greatest strength—Doom,Galactus, and Ultron, but still capableof dealing deadly damage withEnchantress, Molecule Man, the Liz-ard, the Wrecking Crew, and AbsorbingMan. Their leader is Kang, secondedby Doctor Octopus.

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"Sneak Attack"

tripedal gunnery platform armed with twohigh-energy electron beam cannons.Each cannon has the same characteris-tics as Kang's weapon, described above.The platform has these statistics: controlExcellent; speed Good; body Remark-able.

Molecule Man will hang back in the bat-tle. Despite his Unearthly power, he willnot attack unless attacked. He will flee ifattacked in hand-to-hand combat, usinghis power to trap his opponent's legs in theearth.

The Lizard is even less enthused by theidea of combat. He will flee if three or morevillains are put out of action.

The villains intend to wipe out theheroes now, before the heroes get theirbearings. Without Doom or Ultron, goingup against the likes of the Hulk, the Thing,and Thor, the villains have their work cutout for them.

"Doom Takes Charge"This event does not directly involve theplayers. This is a note to you, the Judge.While the other villains were attacking theheroes in "First Blood," Doom entered thevillains' base, re-programmed Ultron toobey his orders, and installed a disintegra-tor ray in Ultron's body. (At the Judge's

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option, the "disintegrator" can actually bea teleportation ray.) With Ultron to supporthim, Doom takes command of the villainswhen they return from the "First Blood"encounter. Also note that the RandomEvent "Betrayal" can occur after this time.

"Call of Galactus"

Anyone within four hexes of Galactus, orobserving him on monitors, will see thehuge humanoid raise himself up from thespot where he lay following his conflictwith the Beyonder. Galactus flies to a highpeak and remains motionless. (Note toJudge: Galactus is summoning his World-ship. He will not pay any attention to theoutside world, unless he is attacked, untilthe ship arrives.)

"The Tempest"The formation of a planet from the piecesof other worlds will create problems. Oneproblem is the sudden mixing of atmo-spheres, the raising of new mountains,and a sudden increase in volcanic activity.As the Battleplane! settles, these rivalforces of nature create a huge storm thatbuffets the planet mercilessly.

The rain and wind cause Unearthly

damage to the unprotected and the thun-der causes Monstrous damage to thoseoutside. Thor can control the Tempest inhis area if he makes a successful Yellowpower FEAT roll, roll once per shift (award30 Karma for each shift that he controlsthe Tempest). The X-Man Storm can elimi-nate the Tempest's effects in her immedi-ate area if she makes a successful Redpower FEAT roll; give her the same Karmaaward as for Thor if she succeeds. Galac-tus is unaffected by the Tempest. All otherheroes and villains must take shelter fromthe violence of the storm.

Doctor Doom will use power siphonedfrom the Tempest to create his new allies,Titania and Volcana.

There is a 30% chance per shift that theTempest will have some effect on Hero-base. If Herobase is affected, roll a die andconsult below.

1-3 A massive bolt of lightning creates anelectrical surge in the equipment. Avital piece of equipment (Judge'schoice) is inoperable until repaired.Characters with Monstrous Reasoncan automatically repair damagedequipment: all other characters mustmake a successful Reason FEAT rollto repair the damage. Repairs takeone shift.

4-6 Winds collapse a section of the base.Roll a random location for eachGROUP of heroes, and for the locationof the cave-in. Those in the affectedsector are subjected to the high windsuntil they leave the damaged area.

7-10 Landslide! Rain and lightning dis-lodge a massive piece of real estatethat bounces down the mountaintowards the heroes. Unless stopped(by Thor, Hulk, etc...) the landslide willhit a random area, rendering it totallyinoperable and causing Monstrousslugfest damage to those within thearea.

Dawn comes up like thunder, revealingthe plans of the enemy. A small blip onthe horizon quickly swells to becomean enemy vehicle, set to ram the HQ!

Place the heroes still in the base who arenot on assigned shifts randomly throughthe complex. The villains' ship will ram arandom area of the fortress, breaching thewall and causing Monstrous chargingdamage to everyone in the affected area.

Make a Yellow Intuition FEAT roll foreach hero in the Monitor Room (Room A)for the Evening shift. If a roll succeeds, thehero can alert the base, and the heroesmay react before the enemy ship strikes. Ifthe Intuition rolls fail, the villains have twofree rounds to move about the complex.During this time the heroes cannot moveor fight. The bad guys will spread fromtheir ship, wreaking havoc wherever pos-sible. Any heroes knocked uncon-

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scious will be left for dead.The attackers will consist of all the vil-

lains from "First Blood" who are available,plus Titania, Volcana, Doom, and Ultron.Ultron and the Molecule Man will responddirectly to Doom's orders. Wrecker andany of his team will be assigned to freeingprisoners from the Psycho-Stasis cells(Section P). Molecule Man will remain withDoom at the ship. If attacked, he will bringhis full power against the attacker.

If the heroes are driven from the fortressand exit off the mapsheet to regroup. Mol-ecuie Man will exert his powers to the limitand drop a mountain range on them. Themountains are so vast that the heroes can-not get out from underneath before themountains fall. All heroes must make asuccessful Red Intuition FEAT roll to sur-vive by finding some pocket beneath themass. Encourage them to spend Karmafor this purpose.

The heroes have four rounds to escapebefore they are crushed or suffocated.Any hero with Unearthly power can blast apath to freedom in one round. For exam-ple, the Hulk's strength, Thor's hammer,Iron Man's repulsors, or Captain Marvel'senergy blast could free the heroes. (TheHuman Torch cannot use his flame if he isunder the mountain, since the flame wouldconsume all the oxygen there and suffo-cate everyone.)

"The Worldship"

The afternoon sky is darkened as amighty starship, dwarfing the Battle-planet, appears in the sky. Only theHuman Torch has seen it before. It iscalled Taa II, and it is the home ofGalactus!

When Taa II arrives, Galactus begins prep-arations to destroy the Battleplanet, usingits energy and the energy of the Worldshipto contend with the Beyonder. During thisperiod the heroes may attempt to gainGalactus' attention and reason with him.(The means for contacting Galactus aregiven in the description of the event "AndNow Galactus!") Galactus may grantRichards an audience and a chance toescape if Random Event 10 is rolled.

Doctor Doom recognizes that the arrivalof the Worldship is an opportunity to gaingreat power. He will not personally engagein any attacks from this point on, concen-trating instead on entering the ship.

If Galactus is attacked, communicatedwith, if the Battleplanet is endangered bythe actions of others, or if there is a full-scale battle between heroes and villains inhis vicinity, Galactus will be distractedlong enough for Doom to enter Taa II unde-tected. While aboard the ship, Doomlearns a great deal and frees Klaw fromimprisonment. Four shifts after Doom (oranyone else) enters Taa II, Galactus will

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discover the intruder and remove him byforce.

If the heroes or villains attack Galactus,he will send his "Cat" down from the shipto take care of the problem.

"When a Spider Calls"

The morning routine is broken by thearrival of a stunning beauty in yourcamp. She calls herself Spider-Woman, and demonstrates her power.

Information on the new Spider-Woman™ isgiven in the Roster Booklet. Treat her asan NPC unless she is accepted into agroup of heroes. She may at that time beadded to any team that has lost or is miss-ing members.

"And Now Galactus!"

Galactus has spent the past severaldays assembling a world-convertermachine, capable of draining allenergy from the planet, thus killing theinhabitants and giving Galactus the vic-tory in the Beyonder's game.

The heroes are in danger of imminentdestruction, as is everyone else on theplanet. Galactus may be deterred by sev-eral things.

1. Full scale attack. Galactus will set the"Cat" on those who attack him. If the"Cat" is destroyed or is not available,Galactus will enter the fray—trying to killanyone who hurts him. Remind anyoneconsidering such an attack that Galactushas several Class 1000 abilities.2. Negotiation. Reed Richards may con-vince Galactus to delay his action by mak-ing a successful Red Intuition roll topersuade Galactus. Professor X and Mag-neto, by combining their mental powers,can persuade Galactus by making twosuccessful Red Intuition rolls; treat theircombined Intuition as Monstrous. Anyother character must make three success-ful Red Intuition rolls to persuade Galac-tus. If negotiation is successful, Galactuswill delay destroying the world for 1 day.Failure means that Galactus sets the"Cat" on them.3. Damaging the Planet. Many parts ofthe Battleplanet are geologically unstable,and the characters with force beams orenergy powers, including Iron Man,Cyclops, the Human Torch, and Magneto,could render the planet dangerouslyunstable. If this is done, Galactus will stophis work to repair the damage, taking fourshifts. Then he will return to work on hisconverter. (Doom will dispatch MoleculeMan and four villains your choice to do thisif the heroes do not do so by Day 7, eve-ning.)

"And Doom Against All"

This event is subject to two previousevents. Galactus must be around, havingcompleted his machinery, and Doom musthave visited Taa II.

If Doom has perished in combat,assume that he has programmed Ultron todo his dirty work for him. If Doom andUltron are both dead, Kang, Doctor Octo-pus, or another villain could have discov-ered enough of Doom's plan to put it intooperation. No matter what, at least one vil-lain should be available to implement theplan. If all villains have been defeated ordestroyed by this point, the heroes findDoom's plans on a computer tape, with amemorandum stating that this is the onlyway to defeat Galactus and the Beyonder.Whether the heroes choose to use theplans is up to them.

Doom has used the information gath-ered from Taa II to learn that Galactusintends to siphon off the Beyonder'spower, destroying Taa II in the process.Doom's mechanism is designed to stealsome of the Beyonder's power and all ofGalactus's power so that Doom (or hisagent) can become a god-like creature,wielding cosmos-shattering power. SinceDoom is a mortal, the Beyonder's powerwould give him abilities of Unearthly inevery category. His body armor, forcefield, and power bolts would also becomeUnearthly.

Once Doom has gained this power, heoffers the others a choice: he will granttheir greatest desires and return them toEarth if only they agree to surrender theirfree wills to him. As proof of his power, hereturns Denver to Earth and resurrectsany slain villains.

NOTE: If Ultron or another of Doom'sagents acquire this power, they do thesame thing. However, if Doom is resur-rected, he refuses to submit, and workswith the heroes to defeat the godlikeenemy.

The villains then make a Yellow PsycheFEAT roll. Failure indicates that they agreeto go along with Doom, and they are trans-ported to Earth. If they succeed, theyretain their free will and join the heroes infighting Doom. Galactus always retainshis free will, but his power is severelyreduced. Let the players run Galactus, butall his stats are at his lowest power levels.Galactus is unconscious for the first fiverounds after the transfer.

Let the players decide whether they willaccept Doom's offer. If they do, they areimmediately returned to Earth, but theywill never gain new Karma. All Karma theyearn is given to Doom, instead. In addi-tion, they are forever at Doom's beck andcall as a super-police force to enforceDoom's will. Doom creates a Utopia onEarth for his followers—and a hell forthose who do not.

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It is unlikely that Doom can be defeatedin normal combat. The following methodscan be used to defeat Doom.

1. Scientific wizardry. Reed, Banner,or one of the bad guys who refuses to aidDoom can create a "reverse siphon" bykit-bashing. This takes 5 rounds of work ifthey have Doom's plans (available fromany of Doom's lackeys). Success meansthat Doom returns to normal, and theBeyonder (justly shaken) makes his judge-ment.

2. New allies. If the heroes attack,Doom concentrates on Galactus first. Thisshould give the others a little breathingroom. If Molecule Man has chosen not tofollow Doom (the heroes may talk to himand/or supply Karma to help him in theFEAT), he can eliminate Doom's powerbolts, body armor, and force fields, sincethey are molecular in nature. Galactus canendow any one of the heroes/villains withthe Power Cosmic to become as one of hisheralds. This means that all abilities andpowers become Monstrous. Powersalready Monstrous become Unearthly,and powers that are Unearthly becomeShift X. Galactus remains at his lowestpower levels after this act.

3. The return of the Beyonder. TheBeyonder is shaken but not destroyed byDoom's treachery. He returns 15 roundsafter Doom makes his offer to the party. Hestill has enough power to deprive Doom ofhis stolen power. If there are any heroesalive and free when the Beyonder returns,he resurrects any dead and sends all ofthe heroes back to Earth. The Beyonderleaves Doom on the Battleplanet andretires to Beyond to think about what hashappened here.

"The Beyonder'sJudgment"If, by Day Nine, there is no clear victor inthe Secret War, the Beyonder will makethe following ruling.

If the forces of evil proved themselvesstrong enough to challenge a mighty soulsuch as he, they are the winners of hiscontest. They did not complete hisrequirements, however, and as such donot get their hearts' desire. They are onlyreturned to their home planet. The heroesare stranded on the Battleplanet, whichthe Beyonder programs to respond to theirwishes until they die. Then the Beyonderretreats to his own dimension.

If the forces of evil have slain all theheroes, the Beyonder will grant themgreat power. All their stats and abilitiesbecome Unearthly and they are returnedto Earth. The Earth will become a battle-field for a mighty collection of near-unbeatable foes, who will level the land intheir fights with each other as well as thesurviving super heroes.

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If the forces of good have slain all the vil-lains (including Galactus), they will bereturned to Earth. They get no Karma ifthey violated their own internal values towin. They are granted the wish of beingaccepted as normal beings—they aredepowered for 1-10 months each. Duringthis time, however, old earth-bound ene-mies may take advantage of the hero'sdepowering to rob, steal, and perhaps getrevenge.

If neither side has triumphed, and if nei-ther side has challenged the Beyonder,the Beyonder calls the contest to a close.He has gained enough information on thenature of desire to retreat for a while andmeditate on what he has learned. As hedoes not wish his kidnapped subjects tokill each other in his absence, he sendsthe side with the highest Karma total backto Earth. The losers are stranded on theBattleplanet, and must find their own wayhome.

"Going Home"

If the players' heroes are stranded on theBattleplanet (either by having a lowerKarma total or letting the villains scare offthe Beyonder), read the following:

The sun rises over the Battleplanet, theonly star left in an entire galaxy. Thewar is over, the planet is at peace. You,however, are trapped here on thisplanet, a world that promises adven-ture and excitement. You will never seeEarth again.

The heroes may remain on the Battle-planet as long as they wish. Though thisadventure is over, the planet is a widecompilation of different terrains, peoples,and challenges for the heroes to adven-ture in. As Judge, you can create yourown sections of this patchwork planet forthe heroes to discover. However, reduceall heroes' Karma by 10 for every day theyspend on the planet after the contestends.

If the heroes wish to get back to Earth(especially if the villains have alreadydeparted for there), they can cobbletogether a reverse teleporter. To do thisthey must:

1. Locate one of the constructs thatbrought them to the Battleplanet. The pairof the constructs have crashed on the mapsomewhere. (You as Judge decide.) Theymay be guarded, at your option, depend-ing on how badly hurt the heroes are.

2. Locate the parts necessary to con-vert it to a Monstrous teleporter. They mayfind these parts in any fortress or in Taa II(if it still exists), or they can completely dis-mantle Iron Man's armor for the circuitry.

3. Using their Reason Ability asResources, begin to build an UnearthlyTeleporter. This teleporter may take addi-tional power from Thor's hammer orNightcrawler's mutant powers.

4. Double-check the circuits.5. Test it.

If the teleporter succeeds, each team willreappear in Central Park, where they dis-appeared from. An equal number of dayshave passed in the meantime.

If the teleporter fails, one group will berandomly teleported around the world.Make a Psyche FEAT roll for each team,based on its lowest member. The firstteam who fails the roll will appear onEarth, but not in Central Park, Use yourown judgment or the following table:

1-2 Siberia3-4 Japan5-6 Amazon Jungle7 Wakanda8 London9 Latveria10 Australian Desert

How they get home from there is theirproblem.

Random Events

"Lesser Tempest." This is a smaller ver-sion of the great Tempest that kept every-

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one indoors on Day 2. The weather willcause Remarkable damage to unshel-tered characters. Characters who attemptto fly in this storm must make a successfulGreen Agility FEAT roll to avoid crashing.The X-Man Storm can control this weatheron a successful Green power FEAT roll.Thor can control the Tempest automati-cally."The Hunt." One villain decides to dis-obey the general order of togetherness tobreak into the hero stronghold and settle afew old scores. Roll a ten-sided die todetermine the villain and target.The villain will slip into the complex duringthe Evening or Night shift of that day, andstalk the hero. Make an Intuition FEAT rollfor the hero; if it fails, the hero is surprisedby the attack (Karma cannot be spent onthis roll). If the "stalked" hero is notpresent or is an NPC, let a player charac-ter hero discover the villain.

"Betrayal." Doom's allies are tired of thetin-plated tyrant and stage a small palacecoup. Doom is forced to flee and his ship isstruck by an energy bolt from Doombase.Making his way to the heroes, a woundedDoom (Health = 45) offers to help defeatthe Beyonder. He will lay out his proposedplan—breaking into Taa II, using its tech-nology to siphon off the Beyonder's powerthrough Galactus. What Doom does notstate outright is that he intends to seizethe power himself.

If the heroes work with Doom, they willsacrifice 50 Karma each. In addition, theywill find Doom hot-tempered, desiring tolead, and willing to desert them as soon ashe has healed.

Any characters loyal to Doom, such asVolcana, Titania, Molecule Man, andUltron, will turn against him at this time.Ultron will regain his former programmingand set up a fourth headquarters based onRobotic Life.

"Magneto Calls." Run only if the X-Menhave not left Herobase. Magneto appearsto Professor X (or the head X-Man), offer-ing to team up against Doom and the othervillains. There is a 100 Karma reward forProfessor X if he agrees, and 50 for eachX-Men who agrees. (If Magneto is a playercharacter, the player can make this offer atany time, if he chooses to make it at all.Any NPC X-Men will automatically acceptthe offer.)

"Hearts and Minds." Many of the villainshave second thoughts about the wholeaffair with the Beyonder and with theirleader. Check to see if they remain loyal.Make a Popularity FEAT for each againstthe leader's Popularity. The leader is Doc-tor Doom. If he is dead or captured, theleader will be either Kang or Doctor Octo-pus, in that order. Failure means that the

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villain will no longer be available for patroland duties that take him or her away fromthe main base. Make a new loyalty checkfor each villain every shift. The villains fallback into line immediately if one isdefeated, imprisoned, or killed by theleader.

"A Thunder God Missing." (If Thor is anNPC, this event will occur as described. IfThor is a player character, the player mustdecide what to do when this event isrolled.)

Thor is called away, either by a meetingwith the Enchantress or (if the Enchant-ress is dead) an instability in the polarreaches. If the Enchantress is held pris-oner by any faction she will be immedi-ately freed. In either case, Thor gains 100Karma while on this mission, and is gonefor four shifts.

"Refugees." A group of alien refugees,humanoid in nature, will appear at thehero's base seeking shelter. (Their arrivalsets off any alarms.) There will be 10-100refugees, and one of them may have apower or weapon useful by the heroes(Judge's choice, but healing powers or anUnearthly rank weapon is recommended).The aliens are humanoid but not human,and their intentions are not hostile. Theydo not speak English, however.

"The Trap." The villain's leader will senda messenger (an expendable one, such asone of the Wrecking Crew) under a flag oftruce to one group of player characterheroes, asking for a parley. The villainleader proposes to meet the heroes,alone, at area D on the Outdoor Map, todiscuss handling the Beyonder and tap-ping Galactus' power. This is actually anambush. Once the heroes arrive at thatarea, Doom will attack them. The Enchant-ress will use her teleportation powers tobring the other villains as reinforcementsto any area 3 away from D.

"Patrol." Four of the bad guys loyal to thevillain leader will test the heroes'defenses, hoping to pick off one or two,commando style. Any lone hero in the wil-derness will be a target for an attack. Oth-erwise it will be an assault similar to the"Sneak Attack" Planned Event. The fourwill be fearless if they outnumber the foe.

In addition to their powers, the villains willbe manning an alien hovercraft (controlExcellent; speed Monstrous; body Good).The craft is armed with an electron beamcannon that fires beams of Unearthly con-cussive power (treat as Slugfest damage).Body armor has full effect against thebeam. The cannon has a range of 3 areas.

"My Dinner With Galactus." Run onlyafter Taa II has arrived. If rolled before thattime, treat as "Magneto Calls." Galactussends a robotic messenger to Reed andany of the surviving Fantastic Four. It willinform them that Galactus plans to destroythe planet and Worldship in order to battlethe Beyonder. As Reed had once aidedhim, so too does Galactus offer his aid—aship will be provided to carry the heroessafely away from the planet. The Battle-planet, with all its villains and innocents,will be destroyed. (Make sure the heroesunderstand that they will lose all Karma ifthey agree to Galactus' proposal.)

If the heroes accept Galactus' offer,read the following:

Secured in your space vehicle, you wit-ness the last act of this final war. Underthe effect of Galactus' machines, boththe Battleplanet and Taa II explode in aflaming conflagration of energy that isabsorbed by Galactus. Swollen to mas-sive proportions, Galactus' cry ringsout across space, a challenge to theBeyonder. The great light appearsagain, the rift in space. As he did oncebefore, Galactus launches himself intothe rift. Before, he was repulsed. Thistime the barriers do not stop him.Galactus pierces them and enters theBeyonder's realm. There is a flash, andthen both are gone, the rift closed. Youare floating alone in a void.

The heroes will have to find a way home ontheir own at this point. If they take thisoption, further adventures can be createdby the Judge as they pass throughunknown space looking for a blue-greenplanet named Earth.

Possible only after "Betrayal" Random Event; treat as no event if it occurs before "Betrayal."

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SECTION 6:RUNNING HEROES

This section concerns the special effectsthe Battleplanet and the events of the warhave on the various heroes. The sectionalso includes notes on running heroes asNPCs.

If you, the Judge, are running heroes,use the following guidelines:

1. Don't take up the limelight with theNPCs. This adventure is for the players'enjoyment and their heroes should be atcenter stage. This means that NPCheroes, even if more powerful, should letthe player heroes run things. NPC heroesshould be willing to help as long as therequest does not involve certain death forthe NPC hero or killing his opponent.

2. Let the players make the decisions.As Judge, you are privy to a great deal ofinformation that would not be available tothe heroes under your control. Discouragethe players from leaning on the NPCs forinformation and support. A great way toprevent your players from asking forunreasonable help or information is togive them several answers from differentNPCs, none of which may be correct!

3. NPC heroes spend no Karma,unless instructed to by the players. Thismakes the player character heroes moreeffective in the long run than their NPCallies. However, NPC heroes will alwaysspend Karma to stave off dying or toreduce the effectiveness of a killingattack.

Each hero has his own quirks and abilities,some of which are affected by events onthe Battleplanet. When dealing with theheroes, remember the following notes onthe characters. Keep this information inmind when assigning Karma for good play.

The Winsome WASP™. Although she isthe leader of the Avengers, the Wasp hasdelegated her leadership to CaptainAmerica for the duration of the Secret War.Wasp has changed a great deal from her"dippy Van Dyne" days, and can usuallybe found in forefront of the battle. She andthe She-Hulk are close friends, and ifsomething happens to She-Hulk, theWasp will attempt to seek out the guiltyparty (+50 Karma if she does so).

The Savage SHE-HULK™. Not as savageas in her early days and intent on making thegrade as a super hero, Jennifer will try tostay in her She-Hulk form when on the Bat-tleplanet. She is close friends with Janet VanDyne (the Wasp), and if something happensto the Wasp, Jennifer will attempt to seek outthe guilty party and avenge her (+100 Karmaif she does so). Jennifer is also concernedabout the actions of her cousin, Bruce Ban-ner (the Hulk).

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CAPTAIN MARVEL™. The newestAvenger, Monica Rambeau is not a leader,but a good follower. While Captain Marvelis in her energy form, Magneto can use hisEnergy Control powers on her to contain,dissipate, or control her (if that becomesnecessary).

CAPTAIN AMERICA™. The Living Leg-end of World War Two is again in a full-scale war. Despite the bizarre armamentof his foes, Cap can use his knowledge oftactics to second-guess the enemy. On asuccessful Yellow Intuition FEAT roll, hecan guess the villains' moves one shift inadvance. Do not tell this to the player run-ning Captain America, but be prepared toallow the attempt if Cap turns his tacticalbrilliance to the subject.

The Mighty THOR™. Thor is one of themost powerful heroes present, with highHealth, limited body armor, and unmatchedbattle skills. Since Thor is so powerful, it isrecommended that he be held in reserve asan NPC, or if run by a player, then Thor isrun alone (he is a god, after all, and abovethe petty squabbling of those he calls hisallies). Thor makes excellent cavalry tocharge over the hill and drive off the badguys (within the Limited Series, the thun-der-god faced Doctor Octopus, Ultron, theAbsorbing Man, Titania and the WreckingCrew by himself). Thor's hammer cannotbreak through the Beyonder's shield intoother dimensions.

Note that Thor can be called away by hisfellow Asgardian, the Enchantress, in theEvents section, and if run as an NPC, maynot be present at every confrontation.

HAWKEYE™. The Avengers' archer hastwo problems: a limited weapon and aloved one at home. At the start of theadventure, Hawkeye has only thosearrows listed in his roster description avail-able for use. As each arrow is used,scratch it off the sheet. Hawkeye will soonhave to carve new, normal arrows, or relyon the skills of Reed Richards to kit bashhigh-tech arrows. In addition, Hawkeye isnewly married, and his wife, Mockingbird,is back on Earth. Subtract 10 Karma fromhis total for every Morning shift he is on theBattleplanet after the first morning—hewants to wrap this up and go home (a sen-timent shared by Colossus, Cyclops, andMr. Fantastic).

The Invincible IRON MAN™. Iron Man isat this time James Rhodes, Tony Stark'sformer pilot. He uses the suit but is notfully versed in how to handle it or repair it.Treat the suit as Incredible technology torepair.

PROFESSOR X™. Charles Xavier hasrecently regained the ability to walk, and isslowly strengthening himself through prac-tice and exercise (which is why his abilitiesare significantly different from those in theCampaign Book of the MARVEL SUPERHEROES Game.) Xavier is testing his

ability to lead (+20 Karma for every battlehe is in), but still has doubts about alteringthe thoughts of anyone else. Professor Xwill lose ALL his Karma if he tries this,whether successful or not.

STORM™. The air of the Battleplanet isthicker, more easy to manipulate, than thatof Earth. Storm can modify the weather atMonstrous level, and in addition carry peo-ple through the air in her slip stream (asuccessful Green FEAT roll is required;her power rank is shifted one to the left foreach person above three she tries tocarry.) When carrying passengers, sheflies at Excellent speed.

NIGHTCRAWLER™. Kurt Wagner hasalways been a religious person. He hascome to terms with many powerful beingswho have styled themselves as gods, butnow is confronted with a being that dwarfseven their power. Where is the boundarybetween mere super-powers and a truegodhood? This disturbs Kurt's outlook onlife. For each Morning shift he remains onthe Battleplanet after the first morning,subtract 20 Karma to reflect this unease.

ROGUE™. Rogue is in a ticklish posi-tion—her past career with the New Broth-erhood of Evil Mutants brought her intodirect conflict with Captain America andthe Avengers. She now serves with the X-Men, and is placed in the hero camp.Rogue's divided loyalties (and her desireto be on the winning side) work againsther. When in combat with the villains, sheloses 20 Karma.

CYCLOPS™. As with Hawkeye, ScottSummers is a new husband, taken fromhis honeymoon by the Beyonder to be partof this war. Each Morning shift after thefirst morning that Cyclops is on the planet,subtract 10 Karma from his score.

WOLVERINE™. Like Captain America,Wolverine is a fighter. Unlike Cap, Wolver-ine has no bad feelings about killing incombat. In this adventure, Wolverine suf-fers no Karma penalty for slaying an"Evil" opponent. Inform the player run-ning Wolverine of this in his first fight. Wol-verine will still lose Karma for killingheroes (including Magneto), or for lettinginnocents die.

COLOSSUS™. Peter Rasputin is alsoseparated from his heart's desire, KittyPryde, back on Earth—subtract 10 Karmaevery Morning shift he is still on the Planetafter the first morning.

LOCKHEED THE DRAGON™. Kitty's"pet" Lockheed has his own mind andfeelings on the matter of being grabbedand sent off into another galaxy. He willwander off after the "First Blood" Event,and will reappear if the X-Men are in greatneed. Treat the dragon as an NPC.

The Incredible HULK™. Bruce Bannercurrently controls the Hulk, but that con-trol is eroding due to the stresses of thewar and other forces on Earth. The Hulk

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cannot top Unearthly Strength whileBruce's personality is in control. If Bannersurrenders his mind to the "Savage Hulk,"the Hulk can attain his full power, but willreact in typical Hulk fashion: attack any-thing that threatens, friend and foe, thenbound away from anyone for 3 shifts tobrood. ("Hulk not care about silly war,Hulk want to be left alone!") Banner willregain control after three shifts havepassed.

The Amazing SPIDER-MAN™. LikeHawkeye, Spider-Man has a high-techweapon with a limited number of uses (hiswebshooters). After each major use (alarge amount of webbing shot off, a com-bat, or a large distance covered bywebswinging), make a Reason FEAT roll.If it fails, the webshooters have run dry. NoKarma can be spent on this roll. In addi-tion, Spidey's outfit (one of the few notmade of unstable molecules) will sufferthe wear and tear of combat. The creaturethat can replace Spider-Man's outfit is in arandom location at Doombase. This outfithas the webshooting abilities of the old,and can change shape at Spidey's mentalcommand.

MR. FANTASTIC™. Leader of theFantastic Four, Reed is troubled by beingseparated from his wife during her secondpregnancy. He suffers a 10 point Karmaloss each Morning shift he spends on theplanet after the first.

13

The THING™. The properties of the Bat-tleplanet allow the Thing to change intoBen Grimm and back to the Thing. Thischange can occur in stress periods, suchas at the beginning of combat. At thesetimes, make a Psyche FEAT roll for theThing; add no Karma. If the roll is success-ful, the Thing becomes Ben Grimm (this isBen's subconscious working overtime—he does not like being the Thing, thoughhe sees the value in combat). After thestress is over, make another check to seeif he reverts. After the third such change,Grimm can change from Ben-form toThing-form and back at will, but will lose30 Karma every time he changes from BenGrimm to the Thing.

Ben GrimmF A S E R I PEx Gd Gd Gd Gd Gd RmHealth: 50 Karma: 50Resources: Remarkable Popularity: 80

The HUMAN TORCH™. The Battle-planet is the home of Zsaji, the AlienHealer. If the Torch and Zsaji meet, the pairwill have an immediate attraction to eachother. Should something happen to her,Torch will seek out the guilty party, or lose100 Karma.

MAGNETO™. Magneto is placed withinthe hero group because he perceives him-self as a just, fair, and powerful mutant. IfMagneto is an NPC, play him as an arro-gant, angry individual who will insist on

being the leader, and is accustomed tobeing obeyed. Enemies are to be killed, asper the Beyonder's instructions. Ifcrossed, Magneto will fight unless badlyoutnumbered and outpowered. Check theEvent "A Matter of Magneto..." If a playeris running Magneto (who, like Thor, shouldbe run alone), impress upon the playerthese facts of Magneto's personality. Mag-neto will lose all Karma if a mutant dies(this refers to Professor X or any of the X-Men), but Magneto will not suffer Karmaloss for any other characters dying.

Magneto's magnetic powers can affectIron Man's and Doctor Doom's armor, Wol-verine's claws and skeleton, Colossus'armored form, Captain America's shield,Ultron's robot body, and any other objectsmade of iron or steel; check the RosterBooklet for which heroes and villain'scarry such weapons or equipment. Mag-neto's energy control powers can affectCaptain Marvel's electromagnetic form.His force field can stop Thor's hammer ifhe concentrates and does nothing else.

The New SPIDER-WOMAN™. The newSpider-Woman was in Denver when it wascaptured, and came with the real estate.She is unknown to all the assembledheroes and is trying to join them and getoff the planet. She is not practiced in hermind-web power as yet, so make a PsycheFEAT roll each time she uses it—failureindicates that she falls unconscious fromthe strain for 1-10 rounds.

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14

SECTION 7: RUNNINGTHE VILLAINS

Handling the bad guys is slightly differentfrom working with NPC heroes. The vil-lains will always be under your control,with one special exception (see thePlanned Event "And Doom Against AH").

Add the Karma of all the villains (exceptGalactus) together to form one Karmapool. This makes it easier to handle the vil-lains, and easier to determine who winsthe war, if a Karma comparison is neces-sary. The villains will spend Karma as fol-lows:

1. A villain will spend Karma to save hisown life if he suffers a "Kill" result on theBattle Effects Chart. If he is reduced to 0Health and fails his Endurance FEAT roll,he will spend Karma from the pool to pro-long his life until rescued.

2. The leaders (Doctor Doom, Kang,and Doctor Octopus) will also spendKarma defensively to prevent or reducedamage to themselves or to escape.

3. Doom, Kang, Ultron, and DoctorOctopus will spend Karma if needed forkit-bashing or inventing items.

4. Galactus will spend his own Karma toreduce the effects of attacks against him.He will also spend Karma to stay alive.

Keep in mind when running the villainsthat they are not a unified force like mosthero groups, but rather a collection of badguys with their own ambitions. Severalevents have been included in the RandomEvent table to reflect that. Certain villainsand villainesses have natural allianceswith others, so that the actions of one willaffect others.

Further Notes

ABSORBING MAN'". Crusher Creel is aviolent man placed in a situation where hisviolence will be rewarded. He welcomesthe chance to beat the heroes and collectthe reward promised by the Beyonder. Heis immune to damage from most energyrays, and could conceivably absorb Cap-tain Marvel's powers, given a chance. Hewill try to absorb the greatest strengthmaterial available at hand before goinginto combat.

The Absorbing Man is more of a followerthan a leader. He does not like nor trust

Doom, but will follow his directions.DOCTOR DOOM™. Doom is a master

planner. He will join the bad guys duringthe event "Doom Takes Charge," andremain in control until he is betrayed orcaptured. Doom will accompany his allieson any attacks until Taa II appears—afterthat he will attempt to break into Galactus'ship in order to find the means to defeatthe Beyonder.

Doom will enter Taa II if Galactus' atten-tion is momentarily diverted by communi-cation, battle, or effects of the heroes orvillains in damaging the Battleplanet. IfDoom reaches the ship, he will find Klawand part of the information he needs.Doom will be expelled three shifts after-wards, and will spend three shifts process-ing the data he has collected. If he has theopportunity, he then will be able to reducethe Beyonder to near mortal power andincrease his own abilities. See the Event"...And Doom Against AH"

Doom is haughty and proud, with a mindas warped as the twisted face beneath hismask. He is accustomed to a position ofpower, with others carrying out his orders.Ultron, Molecule Man, Titania, and

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Volcanna are loyal to him, but Doom doesnot care if they live or die, as long as hisplans succeed.

DOCTOR OCTOPUS™. This long-timefoe of Spider-Man will lead a direct assaultif necessary, but would prefer to attackfrom stealth and usually from behind. Hehas a fair understanding of the alien tech-nology, but he is not the technical geniusthat Doom is. Octopus feels he is capableof taking command if the mad tyrant of Lat-veria stumbles or is betrayed.

ENCHANTRESS™. A native of Asgard,as is the hero Thor, the seductive Enchant-ress holds a special place in her heart forthe thunder-god. She will not directlyattack him, but will let other villains do so.In combat, the Enchantress prefers theuse of spells and distance weapons tobrute force, but she will engage in hand-to-hand combat if attacked in this manner.The Enchantress cannot summon, enlistthe aid of other-dimensional beings, oruse dimensional energies while on theBattleplanet.

Two of the Enchantress' spells are ofgreat importance. The first is her telepor-tation spell, which will allow her and up toa dozen allies to travel instantaneouslyfrom point to point. She must make a suc-cessful Yellow Psyche FEAT roll to tele-port. The attempt is exhausting, and shewill be unable to use her magic during thenext shift. The second important spell isher mind-blank spell, which creates psy-chic interference of Shift X level. This spellblocks telepathic probes, and she will useit immediately if Professor X probes the vil-lains' defenses.

The Enchantress is uncertain of the lead-ership of the mortal named Doom, but can-not escape the planet.

GALACTUS™. The Eater of Worlds is anenigma, and is partially removed from themundane toils of the others placed in thevillains' camp. Galactus is as over-matched by the Beyonder as most meremortals are overwhelmed by his presence.Yet he has a plan. Following his initialdefeat by the Beyonder, Galactus calls hisWorldship, Taa II. His intention is to usethe power and technology of Taa II and theenergies of the Battleplanet to gain thestrength to confront the Beyonder. This actwill destroy both his Worldship and theplanet, including the combatants, goodand evil. He can be delayed from theseactions by force, reason, or threateninghis resources, as noted in the Event "MyDinner With Galactus."

His long relationship with the FantasticFour gives Reed Richards a chance oftalking to him. Galactus' powers are suchthat a mental command can move moun-tains, level hills, and do up to his highestRank Number of damage to one character,depending on the strength of abilities.Galactus is loath to kill in this fashion, as

15

such would be a loss of life that he cannotabsorb.

KANG™. Kang the Conqueror is akin toDoctor Doom in that he is proud, haughty,and accustomed to having his ordersobeyed. If he survives, he will plot to over-throw Doom. This anger towards Doommay be capitalized upon by the heroes.

In addition to the weapons within hisarmor, Kang has access to the alien tech-nology provided by the Beyonder. He car-ries a high energy force-beam projectorthat causes Unearthly slugfest damageand has a range of 3 areas. He cannot usehis force field when firing this weapon.

KLAW™. If Doom (or another character)enters Taa II, he or she will discover themechanism holding the sound-body ofKlaw in sector R. Klaw was trapped inGalactus' machine after his sonic formwas absorbed by the Dazzler, who wasthen recruited and modified by Galactus.The ordeal of being captured first by Daz-zler, and then by Galactus' machines hastaken a heavy toll on Klaw's mind—his willto fight is gone, and he is mentally unbal-anced.

Klaw will fight only if attacked, or directlyordered to fight by Doom, who must staywithin three areas of Klaw in order to com-mand him. Klaw fears both Doom andGalactus.

LIZARD™. The Lizard is a brutish crea-ture, much like the original Hulk. The Liz-ard prefers small battles, one-on-one, asopposed to large-scale melees. Lizard willbe in the "First Blood" Event, but afterthat encounter will seek to escape fromboth sides. Any lone hero may encounterthe Lizard in the swamp, at your option.The hero would start in area D, the Lizardtwo areas away.

MOLECULE MAN™. Owen Reece issimultaneously the weakest and mostpowerful of the villains. He has the lowestHealth and no protective body armor orforce field, but can literally move moun-tains. The only limits of his ability are yourimagination, Owen's Psyche FEAT rolls,and Reece's limited understanding oftechnology.

Reece was undergoing therapy regard-ing his villainy when taken by the Beyon-der. He has a new father figure in DoctorDoom, whose orders he will follow to theletter. There is a chance the heroes canreason with Owen if they get him awayfrom Doom, so Doom will keep Owen withhim as much as possible in combat. Owenwill try to avoid physical combat, and willnot use his power if it endangers othersthan heroes. He will avoid hand-to-handcombat, as it tends to be rather messy.

During the war, Owen builds a relation-ship with the super-villainess Volcana. Hehas deep feelings for the woman, and willreact violently if she is hurt or endangered,seeking revenge.

TITANIA™. Formerly Mary "Skeeter"MacPherran, Doom used the power of theTempest and the alien technology to giveher great physical strength and invulnera-bility. She revels in her new power, andseeks to prove herself to the others. Shewill always seek out the toughest-lookingmale hero in combat, usually the Thing,the Hulk, or Thor. Titania loyally obeysDoom's commands.

ULTRON™. The deactivated Ultron wasrecovered and reactivated by the Beyon-der, then crippled by Galactus. Doom hasreactivated the robot, but reprogrammed itto follow only his commands. If capturedand deactivated again, Ultron can bereprogrammed as an Unearthly technol-ogy.

In addition to its normal weaponry,Doom has added a "disintegrator" ray toit. The disintegrator is actually a trans-porter that teleports its victims to a holdingcell in Doombase.

Ultron, unless reprogrammed, willremain loyal to Doom. If the BetrayalEvent occurs after Doom is in full chargeof the villains, Ultron evades Doom's pro-gramming and regains its insane hatred ofall life. Ultron escapes, destroying anyonein its way, and sets up its own robotic base.Doom has placed input into Ultron so thatif he, Doom, is defeated, Ultron can carryout his mission to defeat the Beyonder.

VOLCANA™. As with Titania, Volcanagained her powers when Doom harnessedthe Tempest with alien technology. She isgenerally loyal to Doom, impressed by hischarisma, and will follow his orders. Sheprefers to use her plasma powers at a dis-tance, however, as opposed to enteringinto hand-to-hand conflict. In her short car-reer as a super-powered villain, she hasfallen for Owen Reece, the Molecule Man.Should anything happen to Reece,Volcanna will try to seek out and slay thosewho hurt Owen.

The WRECKER™ and the WRECKINGCREW™ (Thunderball, Piledriver, and Bull-dozer). This foursome has workedtogether against Thor without much suc-cess. The other three members recognizethe Wrecker as their leader, and will followhis orders. The Wrecker does not carewho is in supreme command, as long astheir team wins the Beyonder's contest.He will follow Doom, Kang or Doctor Octo-pus, and take over leadership only if theother three have been neutralized, cap-tured, or killed.

The Wrecking Crew prefers to work as ateam, ganging up on one powerful hero ifpossible. If any of the members of the creware captured, the survivors will try to seekthem out and spring them. If any of thecrew is killed, the survivors will seekvengence on the killer, regardless of anyorders to the contrary, as described in the"Hunt" Event.

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6860XXX150916

6860

394-54172-3TSR0600

ISBN 0-88038-184-1

Designed by Jaunty Jeff GrubbEdited by Ebullient Ed SellersGraphic Design by Raffish Ray SilbersdorfFront Cover by Mike ZeckBack Cover by Bob LaytonIllustrations by Jeff Butler, Bob Layton,

and Mike ZeckMaps by David S. "Diesel" LaForceInterior Illustrations: Roster Book

Jeff Butler, John Byrne, Dave Cockrum,Kerry Gammill, Mark Gruenwald, BobLayton, Luke McDonnell, Al Milgrom,Keith Pollard, Walt Simonson, Paul Smithand Ron Wilson.

Interior Illustrations: Adventure BookMike Zeck and Bob Layton

KARMA AWARDS:THE SECRET WARS

Karma can prove to be one method ofdetermining who wins the Secret War. Forthis reason, Karma awards are summa-rized here.

Normal campaign awards for obliga-tions, responsibilities, and the like are notmade in this adventure. Most of the "sup-porting cast" for a hero is back on Earth.Certain heroes (notably Hawkeye,Cyclops, Mr. Fantastic, and Colossus) willsuffer a penalty for remaining on the Bat-tleplanet because of the situation at home.

In large-scale combat involving dozensof super-powered beings, it is difficult totell overall winners and losers. Use the fol-lowing figures to determine Karma:

For each character on a side to survivecombat in a conscious state *100

For each character unconscious -50For each opponent unconscious or

captured *100In addition, add the opponent's highest

rank number to this award for each oppo-nent that is captured.If a hero kills a villain, that hero's Karmadrops to 0. In addition, any other hero con-trolled by the same player loses 100Karma. If the killing hero was part of aKarma pool, then the pool drops 200points as well. (Example: if Hulk and IronMan are controlled by the same player,and Hulk kills Doctor Octopus, then Hulkloses all Karma, and Iron Man loses 100Karma). The exceptions to this rule areWolverine (who loses nothing for killing vil-lains, nor does his Karma pool), and Mag-neto (who loses Karma only if a mutantdies—any other heroes controlled by thesame player lose Karma, however.)

For purposes of Karma awards, con-sider the end of a battle to be when oneside or the other escapes, or are all ren-dered unconscious, or are placed in aposition where they cannot fight back.

For villains, find the total and add it tothe total pool. For heroes, divide it amongthe players in the game. They in turn mayassign it to specific heroes they control, or

may form a common pool from which allheroes may draw.

Finally, certain actions gain Karma forcertain heroes.

If the FF, AVENGERS, and IRON MANdrive off Magneto inEvent 1 .100 each

THOR: controls Tempest +30/ShiftSTORM:controls Tempest +30/ShiftPROFESSOR X: Joins Magneto +100X-MEN: Join Magneto +50 eachTHOR: Answers Enchantress' call +100WASP: Avenges She-Hulk +50SHE-HULK: Avenges Wasp +100HUMAN TORCH: Avenges Zsaji +100PROFESSOR X: Fights in battle +20PROFESSOR X: Tries mind alteration . . .-ALLROGUE: Fights villains -20NIGHTCRAWLER: Each Morning -20CYCLOPS: Each Morning -10MR. FANTASTIC: Each Morning -10COLOSSUS: Each Morning -10HAWKEYE: Each Morning -10WOLVERINE: Kills Villains NO LOSSBEN GRIMM: Becomes Thing -30MAGNETO: Lets a Mutant Die -ALLALL PLAYERS: Playing in character

(Judge's Opinion) +30/Day

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Official Game Accessory

HOW TO USE THE ROSTER BOOKLET

This booklet contains the statistics and abili-ties of the majority of the heroes and all thevillains that were a part of the SECRETWARS™. The following heroes are notincluded: Spider-Man™, Mr. Fantastic™, TheThing™, The Human Torch™, Captain Mar-vel™, Captain America™, and Wolverine™.Their abilities and powers can be found inthe MARVEL SUPER HEROES™ Role Play-ing Game boxed set and are not duplicatedhere.

Each entry is broken down as follows:the hero's name and identity; a summaryof his ability ranks and variable abilities;his powers and talents; and finally a back-ground section. The hero's name is his"business name" when fighting crime (orcommitting crimes, in the case of villains).A hero's ability ranks and variable abilitiesare as defined in the MARVEL SUPERHEROES rule books. Powers and talentsare those specially tailored to that hero-similar powers are not always handled thesame way. Finally, the background section

briefly summarizes the character's originand how he or she was drawn into theSECRET WARS.

This text can also serve as a referencetext for adventures within your ownMARVEL SUPER HEROES campaign, asit contains more than 30 important heroesand villains in the Marvel Universe. Whenassigning characters, either photocopynecessary pages for your players, or per-mit them to copy the information on theirCharacter Information Sheets. Photo-copying material in this book for privateuse only is permitted. Cutting up the bookis not recommended, as the individualheroes and villains will tend to get mis-placed.

As Judge, familiarize yourself with thecharacters and get a general idea of theirpowers and limitations. It will help to knowHawkeye is packing a flame-killer arrow ifhe's attacked by Volcana, or that Klaw'sReason ability has been diminished by hislong stay in the bowels of Galactus's ship,

or that Jim Rhodes is Iron Man at the timeof the SECRET WARS. Knowing where tofind the information is more important thanknowing the exact information (anothergood reason not to cut up the book).

You should note that certain charactershave special limitations placed uponthem, either due to the nature of theSECRET WARS Battleplanet, or becausethey are separated from loved ones left onEarth. Such limitations are noted in theHeroes and Villains sections of the Adven-ture Booklet. The characters should bemade aware of these limitations as theydevelop, but not told them at the start ofthe adventure.

The basic abilities and powers of all theheroes and villains are listed on the Sum-mary Chart inside the cover of thismodule. This allows you an easy refer-ence in combat.

Herein are the Earth's mightiest heroesand most fiendish villains—The combat-ants in the SECRET WARS.

This book is protected under the copyright laws of the United States of America. Any reproduction or other use of the material or artwork contained herein is prohibited without the express written con-sent of TSR, Inc. and Marvel Comics Group. ©Copyright 1984 Marvel Comics Group. AH Rights Reserved. Game Design ©Copyright 1984 TSR, Inc. All Rights Reserved.All Marvel characters and the distinctive likenesses thereof are trademarks of the Marvel Comics Group. MARVEL SUPER HEROES and MARVEL SUPER VILLAINS are trademarks of the Marvel Com-ics Group. ©Copyright 1984 Marvel Comics Group, a division of Cadence Industries Corporation. All Rights Reserved. Printed in U.S.A.The names of characters used herein are fictitious and do not refer to any persons living or dead. Any descriptions including similarities to persons living or dead are merely coincidental.DUNGEONS & DRAGONS and PRODUCTS OF YOUR IMAGINATION are trademarks of TSR, Inc.Distributed to the book trade in the United States by Random House Inc. and in Canada by Random House of Canada Ltd. Distributed to the toy and hobby trade by regional distributors.

1

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CYCLOPS™Scott Summers, adventurer

Fighting: EXCELLENTAgility: EXCELLENTStrength: TYPICALEndurance: REMARKABLEReason: EXCELLENTIntuition: REMARKABLEPsyche: REMARKABLE

Health: 76Karma: 80Resources: GOODPopularity: 5

Powers:

OPTIC BLASTS. Scott's eyes constantly emit aruby-colored beam of force which he controlswith an adjustable visor or with special glasses.The beam causes Amazing slugfest damagewhen on the narrowest setting. The narrowbeam has a range of three areas. Cyclops maywiden the opening in his control-visor to take inmultiple targets, though all these target must bein the same area. The wide beam causes Excel-lent slugfest damage to everyone in the targetarea. The range of this wide beam is one area.Cyclops fires his optic blasts with IncredibleAgility.

Talents: Scott is an accomplished pilot.

Background: Scott Summers and his brotherAlex were orphaned at a young age when theirparents were captured by the alien Shi'ar. Scottwas the first mutant recruited by ProfessorCharles Xavier. Scott has led both the old andnew X-Men, and has usually demonstrated alevel-headed attitude toward leadership. Afterthe death of his long-time love, Jean Grey (whowas Marvel Girl of the original X-Men and laterPheonix), Scott fell in love with and marriedMadelyne Pryor, a pilot for his grandparent'sAlaskan airline. Scott was on his honeymoon inHawaii when he was pulled (literally) into servicein the SECRET WARS.

Health of his armored form is below 60; if it isbelow 60, Peter's human form has that level ofHealth. If Peter is hurt in human form, that dam-age is carried over to his armored form. If Peteris knocked unconscious, he reverts to humanform.

2. In steel form Colossus gains Amazing bodyarmor, Monstrous resistance to heat and cold,and Remarkable resistance to radiation andelectricity.

Background: Peter Rasputin was born nearLake Baikal in the Soviet Union. His mutantpowers manifested themselves in his teens, andthe young Russian was recruited by Professor Xinto the X-Men. At the time of the SECRETWARS, Peter has a sweetheart relationship withKitty Pryde (Ariel), and his younger sister Illyanais a member of the New Mutants. Kitty andIllyana are back on Earth, and Colossus thinksabout them often.

COLOSSUS™Peter Rasputin, student

Fighting: GOODAgility: GOODStrength: EXCELLENT [MONSTROUS]Endurance: EXCELLENT [AMAZING]Reason: TYPICALIntuition: TYPICALPsyche: EXCELLENT

Health: 60 [145]Karma: 32Resources: POORPopularity: 10

Powers:

ARMORED FORM. Peter can convert his bodyto organic osmium steel at will, turning himselfinto an armored giant. In armored form, he hasthese powers:

1. Peter's Strength, Endurance, and Healthare raised to the bracketed levels. Damage toPeter's armored form is healed when hechanges to human form, unless the current

2

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HAWKEYE™Clint Barton, Avenger

Fighting: GOODAgility: REMARKABLEStrength: GOODEndurance: EXCELLENTReason: TYPICALIntuition: GOODPsyche: TYPICAL

Health: 70Karma: 22Resources: TYPICALPopularity: 45

Powers:

EXTRAORDINARY VISION. Hawkeye hasRemarkable vision, hence his name.

IMPAIRED HEARING. Hawkeye wears a hear-ing aid to correct damage from an earlier adven-ture. His Intuition is Poor when listening.

BOW SKILL. Hawkeye has Monstrous Agilitywith a bow, and Amazing Agility with anyweapon that requires an Agility FEAT in combat.His bow has a 75-lb pull and a range of 7 areas.

ARROWS. At the start of the SECRET WARSadventure, Hawkeye has the following assort-ment of arrows in his quiver:

12 Blunt-tipped arrow (Excellent Slugfest dam-age)

6 Sharp-headed arrows (Excellent Shootingand Throwing damage)

4 Explosive (Amazing damage); effect is simi-lar to high explosive grenade

4 Smoke (Covers 1 area)3 Electrical (Amazing damage)3 Tear Gas (Excellent Potency)2 Flare (2-area radius light or Good fire dam-

age)1 Cable (Incredible material; length 2 areas)1 Flame-killer (Amazing smothering effect or

damage to flaming targets)

Talents: Hawkeye has trained under CaptainAmerica, and is skilled in several martial arts.

Background: Hawkeye became proficient withthe bow when he was growing up in a circus. Hebegan his career as a villain, but soon switchedover to the good guys, joining the Avengers. Hisbrash, head-strong personality has moderatedsomewhat since his recent marriage to BarbaraMorse, the Mockingbird.

THE HULK™Robert Bruce Banner, physicist

Fighting: REMARKABLEAgility: GOODStrength: UNEARTHLYEndurance: MONSTROUSReason: REMARKABLEIntuition: GOODPsyche: TYPICAL

Health: 215Karma: 46Resources: FEEBLEPopularity: 1

Powers:

DENSE FLESH. The Hulk's tough, massivebody gives him Monstrous protection from phys-ical attacks and Amazing protection fromenergy attacks.

EXTRAORDINARY SENSE. The Hulk can seeforms in the Astral Plane. He has no other psy-chic powers.

LEAPING. The Hulk has Unearthly leaping abil-ity, and after the first leap can double his normaldistance on the second. He uses this power pri-marily for long-distance travel, but can use it incombat (treat as a charging attack).

ADRENALINE SURGE. The statistics aboveare for the Hulk at normal times. When angered,the Hulk undergoes a surge of adrenaline whichwill raise his Fighting ability to Amazing and hisStrength ability to Shift X (raise his abilities byone level each round). If severely provoked, theHulk can reach Class 1000 Strength, at theJudge's discretion (usually only when con-fronted with a Class 1000 obstacle). The Hulkloses half of all his Karma when he undergoesthis adrenaline surge, and will tend to be unsta-ble, vicious toward foes and wary of friends. Atthe time of the SECRET WARS, Bruce Banner'spersonality is in control of the Hulk. Using theadrenaline surge causes the Hulk to lose controland revert to his brute personality. When usingthe adrenaline surge (and for three rounds afterthat), the Hulk's Reason = Feeble, Intuition = Typ-ical, and Psyche = Remarkable.

Talents: Dr. Banner's studies specialize in radi-ation applications and nuclear physics. His rea-son is Incredible in these fields.

Background: A gamma-bomb test irradiatedDr. Banner, turning him into the savage Hulk. Atthe time of the SECRET WARS, Banner controlshis Hulk-form, but that control is slipping, mak-ing him irritable and angry.

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IRON MAN™James Rhodes, mercenary

Fighting: EXCELLENTAgility: EXCELLENTStrength: TYPICAL [INCREDIBLE]Endurance: TYPICAL [MONSTROUS]Reason: GOODIntuition: EXCELLENTPsyche: TYPICAL

Health: 52 [155]Karma: 36Resources: GOODPopularity: 70

Powers:

All of Iron Man's powers derive from his steel-alloy armor. The armor increases his Strength,Endurance, and Health to the bracketed levelsand has the following powers:

BODY ARMOR. The armor provides Amazingprotection from physical damage, as well asUnearthly resistance to radiation and Remark-able resistance to heat, cold, and acid.

FLIGHT. The jets in Iron.Man's boots enablehim to fly at Monstrous speed.

REPULSORS. Each gauntlet contains a plasmaprojector capable of causing Amazing damage.A repulsor has a range of 10 areas.

CHEST LAMP. The high-intensity lamp allows

Iron Man to see in darkness or blind an unsus-pecting foe for 1-10 rounds. The victim canavoid blindness by making a successful Endur-ance FEAT roll.

AIR SUPPLY. When sealed, the armor containsenough air for 2 hours underwater or in totalvacuum.

FIRE EXTINGUISHER. The armor can spray aone area foam that has a Remarkable effect onfires.

ENERGY ABSORPTION. The armor canabsorb up to an Unearthly amount of electricityin one round, and channel it out through therepulsors. The electrical blast has a range of 10areas. The armor's storage pods can contain upto three rounds of Unearthly absorption. Thearmor can be modified to absorb other forms ofenergy.

OVERRIDE. Iron Man can remove the armor'ssafety interfaces to channel all his power intoone round of Unearthly Strength or Unearthlyrepulsor damage. Following the round, make aYellow FEAT roll on the Shift 0 column—failuremeans that the armor is immobilized by damageand must be repaired.

Background: The Iron Man armor was.designed by inventor Tony Stark. James "Rho-dey" Rhodes was given the suit when Stark losthis battle with alcoholism. At the time of theSECRET WARS, Rhodey is still learning to usethe armor effectively.

MAGNETO™Magnus, mutant leader

Fighting: GOODAgility: REMARKABLEStrength: GOODEndurance: MONSTROUSReason: INCREDIBLEIntuition: GOODPsyche: AMAZING

Health: 125Karma: 100Resources: AMAZINGPopularity: 10

Powers:

MAGNETIC CONTROL. Magneto is the MutantMaster of Magnetism. He can mentally manipu-late iron and iron-based materials (such as steeland adamantium) with Unearthly power. He canassemble complicated machinery by force ofwill and manipulate ferrous objects at any dis-tance he can directly see.

ENERGY CONTROL. In addition to his mag-netic powers, Magneto has Monstrous controlover all forms of electro-magnetic energy: heat,light, electricity, ultraviolet, gamma rays, X-rays,radio waves, and even gravitons. He can projectthese energies to any distance in direct sight.Magneto can use these energies to causeAmazing damage from a distance, or Monstrousdamage when touching the victim.

FORCE FIELD. Magneto can generate a forcefield of Unearthly rank around 1 area; the forcefield becomes one rank weaker for each addi-tional area it encloses. This field is different frommost force fields because Magneto can use hisenergy attacks and magnetic manipulationpowers through this field. This force field iseffective against physical, energy, and mentalattacks.

FLIGHT. By manipulating the normal magneticfield of a planet, Magneto can fly at Remarkablespeed.

ASTRAL PROJECTION. Magneto has somelimited mental powers. He can project his spiritinto the astral plane; his power rank is Typical.

TELEPATHY. Another of Magneto's mentalpowers is his Typical telepathy. This is usuallysufficient to control a weak or badly defeatedmind.

Talents: Magneto has Amazing reason in thesciences of genetics and electronics.

Background: Magneto is devoted to the preser-vation of mutantkind, Homo Superior. To thatend he will take actions he deems necessary tohelp mutants, including the enslavement of the"normal" majority, Homo Sapiens. He believesthat his goals justify the use of force and vio-lence. This attitude has brought him into conflictwith Professor X, the X-Men, and other heroes.

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NIGHTCRAWLER™Kurt Wagner, adventurer

Fighting: EXCELLENTAgility: AMAZINGStrength: TYPICALEndurance: REMARKABLEReason: GOODIntuition: EXCELLENTPsyche: EXCELLENT

Health: 106Karma: 50Resources: POORPopularity: 2

Powers:

TELEPORTATION. Nightcrawler can moveinstantaneously from point to point, his move-ment accompanied by a cloud of sulfuroussmoke and a "Bamf" noise. He can teleport upto 2 miles east or west, 3 miles north or south,and 2 miles vertically. If Kurt teleports nearthese limits, or carries additional weight whileteleporting, he must make a successful Endur-ance FEAT roll or fall unconscious for 1-10rounds. Anyone accompanying Kurt on a tele-port must make a successful Yellow EnduranceFEAT roll to stay conscious. Nightcrawler nor-mally does not teleport to locations he cannotsee. Kurt can perform a second action in theround he teleports if he makes a successfulEndurance FEAT roll.

PREHENSILE TAIL. Nightcrawler can supporthis own weight with his tail, or use the tail as anadditional grasping limb.

INDIGO FUR. Nightcrawler's dark fur allowshim to blend into deep shadow. Anyone lookingfor him in the dark (without infravision) shifts hisIntuition two columns to the left.

Talents: Kurt is a skilled acrobat and fencer. Heshifts one column to the right when fighting witha sword. He is also skilled in first aid, electron-ics, and mechanical repair.

Background: Kurt Wagner was born in theBavarian Alps and raised by a gypsy circus.When local townspeople accused him of beinga demon, the young German was rescued byProfessor Xavier and recruited into the X- Men.Kurt is a deeply religious and caring young man,but he uses a flippant attitude to hide his truefeelings.

PROFESSOR X™Charles Xavier, geneticist

Fighting: FEEBLEAgility: GOODStrength: TYPICALEndurance: REMARKABLEReason: INCREDIBLEIntuition: AMAZINGPsyche: MONSTROUS

Health: 48Karma: 165Resources: REMARKABLEPopularity: 20

Powers:

TELEPATHY. Xavier is the world's most power-ful telepath; his power rank is Unearthly. He canread the thoughts of others and contact othersentient minds at a range of 250 miles normally,or up to 500 miles if he makes a successfulEndurance FEAT roll. He can alter the thoughtsof one person per turn, but only if that person isin Xavier's presence (same area). Xavier cangenerate mental illusions, make himself appearinvisible, or induce temporary paralysis in oth-ers. Xavier must make a successful FEAT roll touse his telepathic powers; his Unearthly powerrank is shifted one column to the left for eachrank of the victim's Psyche above Typical. (Forexample, if Xavier tried to alter the thoughts ofsomeone with an Incredible Psyche, Xavier'spower rank would be Remarkable.)

Altering the minds of others is anethema tothe Professor—he loses all Karma if he attacks

in this fashion, unless the victim is attackingXavier (you must decide when any other use ofmind alteration is justified).

MENTAL BOLTS. Xavier can attack any livingtarget within two areas with bolts of mentalforce. These attacks use his Monstrous Psycherank and the slugfest column of the BattleEffects Table. These bolts cause up toUnearthly damage, and are unaffected by bodyarmor or force fields (except mentally-createdforce fields).

MUTANT DETECTION. Professor X is sensitiveto the mental wave-lengths of fellow mutants.He can detect another mutant four areas awayautomatically. This range is boosted signifi-cantly by Cerebro, a mind-enhancing devicelocated in his mansion.

ASTRAL FORM. Xavier can separate his astralself from his body and enter nearby mysticplanes. His ability rank is Monstrous.

Talents: Xavier is skilled in electronics and is aleading authority in genetics.

Background: Charles Xavier is the founder andmentor of the X-Men. His actions haveremained behind the scenes until recently,when he regained his ability to walk. Now he canlead his team from the forefront, and he intendsto do so.

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ROGUE™(Real name unrevealed), adventurer

Fighting: GOODAgility: EXCELLENTStrength: AMAZINGEndurance: GOODReason: POORIntuition: GOODPsyche: POOR

Health: 90Karma: 18Resources: POORPopularity: 0

Powers:

POWER ABSORPTION. Rogue automaticallyabsorbs the powers and abilities of other beingsby touching her skin to theirs. If an opponenttries to avoid her touch, Rogue mustmake a successful FEAT roll, using her Amazingpower rank, to touch the opponent. Each roundof contact transfers all the victim's abilities toRogue for four rounds. During this time the vic-tim is unconscious. Contact beyond one roundis dangerous, because the victim's personalityand memories, as well as his abilities, may betransferred to Rogue permanently. Rogue must

make a successful Psyche FEAT roll to avoid apermanent transfer. Failure indicates that thevictim's mind is wiped clean, Rogue takes onthe victim's personality, and her Psyche is low-ered one rank. If her Psyche ever drops belowFeeble, Rogue goes mad and must be con-trolled by the Judge.

Rogue can possess the powers of more thanone victim at once. However, she cannot absorbartificial abilities or extreme physical differ-ences (such as Nightcrawler's tail). Her powerdoes not affect robots.

FLIGHT. Rogue can fly at Good speed, an abil-ity she drained permanently from Ms. Marvel.

BODY ARMOR. Another theft from Ms. Marvel,Rogue has Incredible body armor.

CONFLICTING PERSONALITIES. Becauseshe has two separate thought patterns, Roguehas Unearthly resistance to mental probes andmental attacks.

Background: Rogue grew up on the lower Mis-sissippi, but most of her background remains amystery. She was formerly a member of the NewBrotherhood of Evil Mutants, but after sheabsorbed permanently the powers and memo-ries of Carol Danvers (Ms. Marvel), Rogue lostcontrol of her abilities. She has sought help fromProfessor X, but she is unsure about herself asa "hero."

SHE-HULK™Jennifer Walters, lawyer

Fighting: REMARKABLEAgility: EXCELLENTStrength: AMAZINGEndurance: AMAZINGReason: TYPICALIntuition: GOODPsyche: EXCELLENT

Health: 150Karma: 36Resources: EXCELLENTPopularity: 30

Powers:

DENSE FLESH. She-Hulk's dense flesh pro-vides her with Incredible body armor.

LEAPING. She-Hulk can make Remarkableleaps of up to 3 areas distance by using herpowerful leg muscles.

ALTER EGO. Like the Hulk, She-Hulk has aweaker alter ego. She can change from oneform to another at will, but prefers her She-Hulkform. She retains a similar personality in bothforms, though the She-Hulk is usually moreshort-tempered and action-oriented. Exposureto gamma radiation will force her to change fromone form to another unless she makes a suc-cessful Endurance FEAT roll.

Jennifer WaltersF A S E R I PTy Ty Pr Gd Gd Gd Ty

Health: 26Karma: 26Resources: ExcellentPopularity: 10

Talents: Jennifer was a lawyer before her trans-formation into the She-Hulk. Her Reason isExcellent in matters of the Law.

Background: Jennifer Walters was involved ina gangland shooting, and saved only by a bloodtransfusion from her cousin, Dr. Bruce Banner(the Hulk). Banner's gamma-irradiated bloodgave her the ability to transform into the She-Hulk. Jennifer became a crime-fighter on theWest Coast. She moved recently to New York tojoin The Avengers.

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SPIDER-WOMAN™(Real name unrevealed)

Fighting: GOODAgility: AMAZINGStrength: INCREDIBLEEndurance: REMARKABLEReason: GOODIntuition: TYPICALPsyche: REMARKABLE

Health: 130Karma: 46Resources: GOODPopularity: 7

Powers:

WALL-CRAWLING. Spider-Woman sticks to allsurfaces automatically as she desires, allowingher to walk up walls and hang from ceilings. Shemust make a successful Agility FEAT roll toadhere to a wet or slippery surface.

PSYCHIC WEB. Through intense concentra-tion, Spider-Woman can create a psychic web.This web radiates from Spider-Woman in alldirections, and imprisons anyone within itsrange, friend or foe. Within the area Spider-Woman is occupying, the web is a Monstrousmaterial, while in immediately adjacent areas itis a Remarkable material, and two areas awaythe web is a Typical material. The web is a phys-ical manifestation that can be ripped or shred-

ded. The web disappears if Spider-Woman isknocked unconscious. Spider-Woman canmove when projecting this web only if shemakes a Red Psyche FEAT roll; the web disap-pears if she fails the roll.

Background: The full background of the NewSpider-Woman is unrevealed at the time of theSecret Wars. It is known that she is relativelynew at super-powered adventure, having usedher powers three or four times before the war.She was caught when the part of Denver shewas in was taken by the Beyonder to completethe Battleplanet.

STORM™Ororo Munroe, adventurer

Fighting: EXCELLENTAgility: REMARKABLEStrength: TYPICALEndurance: AMAZINGReason: TYPICALIntuition: EXCELLENTPsyche: GOOD

Health: 106Karma: 36Resources: POORPopularity: 4

Powers:

WEATHER CONTROL. Storm has the power tomanipulate weather patterns, creating wind,rain, lightning, and other effects at will. Herpower rank is Amazing, and she may cause upto Amazing damage per round with weatherattacks. If Storm is using her power at maximumlevel for more than four rounds, she must makea successful power FEAT roll each followinground to keep the storm under control. If shefails the roll, the storm goes wild, causing Mon-strous damage to those in the area until thestorm is brought under control. If Ororo isknocked unconscious, any weather she has cre-ated clears, unless it is of Amazing intensity; inthis case a successful power FEAT roll meansthat the weather clears, failure means that theweather goes wild.

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FLIGHT. By controlling the wind, Storm can flyat Excellent speed. She can create enoughwind to carry others, if she makes a successfulpower FEAT roll; her power rank is shifted onecolumn to the left for each person over threeshe tries to carry.

Talents: Ororo is a skilled lockpick, thief, andescape artist. Her Agility is Incredible when sheis using this talent.

Background: Ororo was born in America, butmoved to Cairo as a child. Her parents werekilled in an air raid, and Ororo grew up on thestreets of Cairo. As her powers matured, shewandered the African continent, finally beingworshipped as a goddess in Kenya. Professor Xcontacted her there when forming the new X-Men. She has led the X-Men since Scott Sum-mers' departure. Storm has undergone somesignificant changes since she assumed themantle of leadership, and is not happy with theidea of giving it up to Xavier.

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THOR™Thor, Prince of Asgard, God of Thunder

Fighting: UNEARTHLYAgility: EXCELLENTStrength: UNEARTHLYEndurance: UNEARTHLYReason: TYPICALIntuition: EXCELLENTPsyche: AMAZING

Health: 320Karma: 76Resources: EXCELLENTPopularity: 100

Powers:

DENSE FLESH. Thor's tough skin gives himExcellent body armor.

UNIQUE WEAPON. Mjolnir, Thor's hammer, isforged of mystical uru metal, a Class 1000 mate-rial. Thor's Fighting ability is Shift X when heuses the hammer. Mjolnir has the followingpowers:

1. Returns. Thor can throw the hammer up to10 areas. The hammer will return to his hand inthe round that he throws it.

2. Worthiness. Only those living beings pureof heart may wield the hammer. A worthy being(other than Thor) must have at least Remark-able strength and 1000 Karma. If Thor becomesvillainous or cowardly, he too must attain the1000 Karma level before being able to wield itagain. A non-living force with Remarkablestrength may also wield the hammer.

3. Weather Control. Thor has Unearthly con-trol of weather, and can create storms and light-ning that cause Monstrous damage each round.He can also fire lightning bolts of Monstrousrank directly from the hammer.

4. Dimensional Travel. By whirling his ham-mer in a predetermined manner, Thor can opena mystic rift that allows him to enter other dimen-sions (such as Asgard, Olympus, or Limbo) orteleport across the globe.

5. Flight. By throwing his hammer and grab-bing the thong, Thor can fly by being pulled byhis hammer. Thor mentally controls his flightpath. He flies with Amazing speed, and cancarry up to 100 tons in flight.

6. Shield. By spinning his hammer swiftly,Thor can deflect missiles and energy beams ofRemarkable strength or less.

Background: The son of Odin and Gaea, Thorwandered the earth for many years in mortalform before his father revealed his heritage.Thor holds a love for both Asgard and Midgard(Earth). Thor is a founder of the Avengers, andwas with the group when they were kidnappedfor the Secret Wars.

WASP™Janet Van Dyne; heiress

Fighting: GOODAgility: EXCELLENTStrength: TYPICALEndurance: GOODReason: EXCELLENTIntuition: EXCELLENTPsyche: GOOD

Health: 46Karma: 50Resources: EXCELLENTPopularity: 65

Powers:

SHRINKING. The Wasp has Incredible shrink-ing abilities, allowing her to reduce her body tohalf an inch in height. She retains her Fightingability and combat Strength at this size,although she can carry only a half-ounce ofweight.

FLIGHT. At her smallest size, a pair of wingsunfold from the Wasp's back, letting her fly withGood Speed.

WASP'S STINGS. Janet's wrists haveimplanted bio-electric blasters capable of caus-ing Remarkable damage. The sting's range islimited to the area the Wasp is in.

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INSECT COMMUNICATION. Janet can com-municate with and control insects; her powerrank is Typical.

Talents: none.

Background: Heiress Janet Van Dyne gainedher powers from the research of her partner andlater husband, Henry Pym. The two were bothmembers of The Avengers™ until their divorceand Pym's subsequent retirement. Janet hasproved a capable leader of The Avengersdespite the "dizzy brunette" act she puts on.She has expensive tastes and an obsession forfine clothing.

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ZSAJI™Alien healer

Fighting: TYPICALAgility: GOODStrength: GOODEndurance: MONSTROUSReason: TYPICALIntuition: EXCELLENTPsyche: MONSTROUS

Health: 101Karma: 101Resources: nonePopularity: 20

Powers:

HEALING. Zsaji may heal by the laying on ofhands, up to Monstrous damage (75 points) perperson per day. She can heal as many people asshe chooses. The healing is complete, including

the mending of broken bones and torn cartilage.She may rescue someone from the brink ofdeath at a great personal risk. To save a charac-ter who is losing Endurance ranks, Zsaji mustmake a red Endurance FEAT roll. Failure indi-cates that Zsaji has given her life in exchange.Success restores the injured character's Endur-ance, and leaves both Zsaji and the injuredcharacter with 10 Health points. After restoringsomeone's Endurance, Zsaji cannot heal againfor two days.

Talents: none.

Background: Zsaji's people were taken to theBattleplanet when the land their village occu-pied was taken by the Beyonder. Trapped in astrange world, they kept to their village as thewar began. If they are contacted by heroes inneed of healing, Zsaji will aid the heroes as bestshe can. If Johnny Storm (the Human Torch) ispresent, she will become romantically involvedwith him.

GALACTUS'S "CAT"™Guard robot

Fighting: MONSTROUSAgility: AMAZINGStrength: MONSTROUSEndurance: AMAZINGReason: POORIntuition: TYPICALPsyche: TYPICAL

Health: 250Karma: 16Resources: nonePopularity: none

Powers:

BODY ARMOR. The "Cat" has Monstrous bodyarmor which protects against all physical,energy, and magical attacks. The robot's eyesand mouth aren't protected by body armor. The"Cat" can take damage from hits in either ofthese weak spots. (Hitting the robot's eyes ormouth requires a called shot attack.)

PARALYZING FOAM. The "Cat" can belch ayellow paralyzing foam from its mouth, with arange of two areas. This foam has Unearthlypotency. Everyone in the target area must makea successful Red Endurance FEAT roll to avoidbeing paralyzed for a shift. Those avoidingparalysis still lose their next round of actions.This foam only affects living creatures, andwhile able to penetrate cloth and most naturalbody armor, has no effect on substances suchas Iron Man's armor.

Talents: none.

Background: The "Cat" is a 20-foot-tall robotcreated by Galactus for guarding his massivebase Taa II, and dealing with any vermin thatcould inconvenience him. It has no separate willother than the programming given it by Galac-tus.

LOCKHEED THE DRAGON™Alien creature

Fighting: TYPICALAgility: REMARKABLEStrength: FEEBLEEndurance: GOODReason: ?Intuition: EXCELLENTPsyche: EXCELLENT

Health: 48Karma: 40Resources: nonePopularity: 4

Powers:

FLIGHT. Lockheed flies at Typical Speed (6areas per round), and can hover in place.

FLAME BREATH. Lockheed can breathe a rib-bon of flame, causing Remarkable damage, at atarget up to one area away. He may use hisflame breath more than once per day, if hemakes a successful Endurance FEAT roll eachtime; failure means he cannot attempt to use hisflame breath for the remainder of the day.

Talents: none.

Background: While exploring another planet,the X-Men discovered Lockheed. He returnedwith them to Earth, becoming fond of KittyPryde. Kitty and the X-Men are Lockheed'sfriends, not his owners. While he thinks primar-ily about eating, he will leap into a fight to defendhis friends.

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ABSORBING MAN™Carl "Crusher" Creel, criminal

Fighting: EXCELLENTAgility: TYPICALStrength: GOOD (Varies)Endurance: EXCELLENT (Varies)Reason: POORIntuition: POORPsyche: TYPICAL

Health: 56Karma: 14Resources: POORPopularity: 1

Powers:

ABSORPTION. Creel can take on the proper-ties of any material he touches, giving him theStrength, Endurance, and body armor equiva-lent rank of the material he absorbed. (If hegrabbed a steel girder, he would gain Remark-able Strength, Endurance, and body armor.)Each time Creel changes form, adjust hisHealth to the new sum of his Fighting, Agility,Strength, and Endurance (in this case Health =86). His Strength and Endurance are limited to amaximum of Unearthly (100), even if Creelabsorbs Class 1000 material. He can remain inhis transformed state as long as he wishes.

If the absorbed material is holding or emittingenergy (such as a battery, steam turbine, or pipeof liquid oxygen), he absorbs the energy proper-ties as well. He absorbs that energy immedi-ately, thereby gaining body armor equal to thedamage it would cause. Creel is not hurt by the

energy he absorbs. He can retain absorbedenergy for a maximum of 10 rounds.

Creel can also absorb physical properties ofan object. If he touches a spiked mace, he willget both the strength of iron and spikes. He mayenlarge by touching a building.

Lastly, Creel can take on the physicalstrength and properties of another character bytouching that character. He can gain Thor'sStrength, Endurance, and body armor by touch-ing the Thunder God. He cannot control anynew abilities—he could duplicate the Vision'sdensity changes but not control them. Creeldoes not steal the abilities of a person hetouches; he merely copies them.

WEAPON. Creel was carrying a prisoner's balland chain during his transformation. This magi-cal weapon will change as he changes, if he istouching it when he transforms. His Fightingability is shifted one column to the right when heuses the ball and chain as a weapon.

Talents: none.

Background: Crusher Creel gained his powersby Loki's enchantment. Loki hoped that theAbsorbing Man could defeat Thor. Creel hasmet defeat at the hands of Thor and the Aveng-ers on several occasions, and is eager to getrevenge.

DOCTOR DOOM™Victor Von Doom, monarch of Latveria

Fighting: REMARKABLEAgility: EXCELLENTStrength: REMARKABLEEndurance: INCREDIBLEReason: AMAZINGIntuition: INCREDIBLEPsyche: AMAZING

Health: 120Karma: 140Resources: AMAZINGPopularity: 40

Powers:

Doctor Doom's powers are derived from hisnuclear-powered, computer-assisted, ironarmor.

BODY ARMOR. Doom's armor provides himwith Incredible body armor.

FORCE FIELD. Doom's armor can project aMonstrous force field around him. The forcefield is effective against all physical and energyattacks, including magnetism, but excludingmagical and psionic attacks.

FORCE BEAMS. Doom's gauntlets areequipped with miniature particle accelerators.These shoot beams of Amazing energy toRemarkable distance (7 areas).

FLIGHT. Doom has a jet-pack built into hisarmor, allowing him to fly at Excellent speed inthe atmosphere.

AIR SUPPLY. When sealed, the armor containsenough air for 4 hours underwater or in totalvacuum.

Talents: Victor Von Doom is a scientific geniuswho has built time machines, space craft, robotservants and guards, mind control devices, andinnumerable super-weapons. His reason isMonstrous when inventing things.

Background: Victor Von Doom was born ofgypsy parents in the Balkan country of Latveria.Self-taught in Western science and gypsymagic, the young Doom attended Empire StateUniversity, where he first encountered ReedRichards. Despite Richards' warning, Doomcontinued with experimentation to contact thespirit world. The experiment ended in disaster,an explosion that permanently disfigured hisface.

Doom fled to Tibet, where an order of monkstaught him their secrets and forged his first suitof armor. Returning to his native Latveria, Doomsoon took over that country, ruling it with an ironfist, and nurturing a deep hatred for ReedRichards and the Fantastic Four.

Shortly before the heroes were transported tothe Beyonder's Battleplanet, Doom was appar-ently destroyed in one of his plots. The questionof whether this was a permanent death which hecould now avoid, or a seeming death is open fordebate.

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DOCTOR OCTOPUS™Otto Octavius, criminal mastermind

Fighting: POORAgility: GOODStrength: REMARKABLEEndurance: EXCELLENTReason: EXCELLENTIntuition: TYPICALPsyche: EXCELLENT

Health: 64Karma: 46Resources: GOODPopularity: 3

Powers:

TENTACLES. Doctor Octopus gains his nom ducrime from the four artificial tentacles grafted tohis midsection. These tentacles are made ofAmazing rank steel, and each ends in three pin-cers of Remarkable material.

Each tentacle has Remarkable Strength. Twotentacles working together may lift with Incredi-ble strength. These tentacles can reach anypart of the area the Doctor is in. Doc Ock canattack twice per round, attacking different tar-gets if he chooses. He may attack with three orfour tentacles by making a successful Endur-ance FEAT; if he fails, he cannot attack in thenext round. When multiple attacks are hittingthe same target, make one roll to attack, butincrease the damage if more than one tentacle

is used— Remarkable for one, Incredible fortwo, Amazing for three, and Monstrous for allfour.

Octopus can use his tentacles to move overlong distances, up to 4 areas per round, ignor-ing structures under 2 stories in height. He canscale sheer surfaces at 3 stories per round, pro-vided he can grasp or punch handholds in thesurface.

Talents: Otto Octavius is a specialist in mechan-ics, radiation, and robotics. His Reason is Incredi-ble in these areas.

Background: Otto Octavius was a brilliantresearcher whose tentacle-harness permittedhim to handle radioactive materials from a safedistance. A nuclear accident bonded the har-ness to Octavius' nervous system, allowing himto control the arms through direct mental com-mand. Turning to a life of crime, Doctor Octopuswas defeated repeatedly by Spider-Man, forwhom he possesses an incurable hatred.

ENCHANTRESS™Amora, sorceress of Asgard

Fighting: EXCELLENTAgility: EXCELLENTStrength: AMAZINGEndurance: AMAZINGReason: GOODIntuition: INCREDIBLEPsyche: AMAZING

Health: 140Karma: 100Resources: REMARKABLEPopularity: 20

Powers:

DENSE FLESH. As do all Asgardians, Amorahas extremely dense mass, her lithe formweighing 450 Ibs. This provides her with Goodbody armor.

MAGIC. The Enchantress has Amazing magicalpowers, allowing her to cast energy bolts andshields of Amazing rank, as well as a wide vari-ety of Asgardian spells, including illusion gener-ation, conversion of one element into another,and teleportation through or across dimensions,all at Amazing ability. She can also cast a mind-blank spell, at Shift-X level, which protects.everyone in her area from telepathic probes andmental attacks.

ALLURE. Most of the Enchantress' magic isdevoted to her ability to charm men. Any mortalbeing who kisses the Enchantress must make asuccessful Yellow Psyche FEAT to avoid beingenslaved; the victim's Psyche is shifted fivecolumns to the left. Immortal beings such asThor would have to make a successful GreenPsyche FEAT roll, without a column shift.Enslaved beings will serve Amora faithfully forone week, after which they will be free. Certainevents will allow an enslaved character to makean immediate Psyche FEAT roll; success meansthat the character has broken Amora's control.These events are: Amora ordering the characterto do something that is against his normalbeliefs; Amora kissing the character againbefore the week of service is over; the charactersees Amora using her magic to harm someone.

Talents: none.

Background. An Asgardian of unknown parent-age, Amora studied magic under Karnilla,Queen of the Norns, but was expelled when sheproved too undisciplined. Since that time shehas grown in magical power, mostly due toseducing Asgardian magicians and learningtheir secrets. As the Enchantress, Amora isdevoted to the good life and having her ownway. Anyone who denies her what she wants isto be enslaved or disposed of.

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GALACTUS™Galactus, eater of worlds

Fighting: MONSTROUSAgility: MONSTROUSStrength: CLASS 1000Endurance: CLASS 1000Reason: UNEARTHLYIntuition: UNEARTHLYPsyche: CLASS 1000

Health: 2,150 (Varies)Karma: 1,200 (Varies)Resources: CLASS 1000Popularity: 0

Powers:

ARMOR. Galactus' armor provides Unearthlyprotection from all physical or energy attacks,but not from magical attacks.

ENERGY CONTROL. Galactus controls andalters energy with Shift X ability. He can projectconcussive bolts causing 150 points of Slugfestdamage, create force fields of Shift X rank, tele-port other objects across time and space, andreconstruct matter.

TELEPATHY. Galactus has Unearthly telepathicpowers.

TELEKINESIS. Galactus has Unearthly teleki-netic powers, and can assemble complexmachinery or destroy objects by telekinesis.

GALACTIC HUNGER. In order to maintain hisabilities, Galactus must feed on the biosphere oflife-bearing or potentially life-bearing planets.This feeding must take place about once amonth at the present, and results in the com-plete destruction of that planet.

Galactus normally assembles convertermachinery by telekinesis to consume the bio-sphere, but if pressed by his hunger, he candestroy the planet by himself (a process thatleaves him unconscious for 1-10 weeks).

If prevented from feeding, Galactus weakens.In the first month all abilities at Class 1000 willdrop to Shift X. In the second month, all Shift Xabilities will drop to Unearthly, and at his weak-est, in the third month all abilities will drop toMonstrous.

Talents: none.

Background. Galactus is the sole survivor ofthe universe that existed before the big bang.He was a space explorer granted mind-stagger-ing powers by the primal energy that becameour universe. Galactus is not an evil being in itsown sense, but an amoral force of the universe,eating the worlds of others not out of malice, butmerely of hunger.

KANG™True name unknown, conqueror

Fighting: TYPICALAgility: GOODStrength: REMARKABLEEndurance: INCREDIBLEReason: AMAZINGIntuition: REMARKABLEPsyche: GOOD

Health: 86Karma: 90Resources: MONSTROUSPopularity: 8

Powers:

ARMOR. Kang's armor provides him withRemarkable protection against physicalattacks.

FORCE FIELD. Kang's armor can generate aforce field of Unearthly power, effective againstall types of energy. He can extend the force fieldto enclose one full area.

ENVIRONMENTAL INDEPENDENCE. Thearmor has a complete life-support system thateliminates Kang's need to eat or sleep while hewears it.

12

GAUNTLETS. Kang's gauntlets contain anti-gravity projectors that enable him to lift objectswith Remarkable Strength. These gauntlets canfire energy bolts of Remarkable power, with arange of 5 areas.

DEVICES. Kang usually has at his disposal anumber of devices either of his own design orlooted from his future empire in the 30th cen-tury. These devices will always have a maxi-mum of Monstrous effect.

Talents. Kang is a technical wizard and inven-tor, in addition to possessing 10 centuries ofknowledge on his normal foes. His reason isMonstrous for inventing things.

Background. Kang may or may not be adescendent of the 20th century tyrant DoctorDoom, but with the aid of Doom's time machine,found in his era, Kang has lived under severalalternate guises, including Rama-Tut of the 3rdMillennium BC, the Scarlet Centurion of the late20th Century AD, and Kang of the 40th CenturyAD. His time-travelling and world-conqueringhave created many manifestations of Kang theConqueror, one of which is fated to becomeImmortus, the Master of Limbo.

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KLAW™Ulysses Klaw, criminal

Fighting: GOODAgility: EXCELLENTStrength: TYPICALEndurance: MONSTROUSReason: FEEBLEIntuition: TYPICALPsyche: TYPICAL

Health: 111Karma: 14Resources: TYPICALPopularity: 3

Powers:

BODY TRANSFORMATION. Klaw's body iscomposed of living sound. Though solid, he hasno need to eat, drink, breathe or sleep. His onlyrequirement is a medium in which sound canexist—exposure to a vacuum would cause himRemarkable damage each round.

BODY ARMOR. Klaw's body is not made of nor-mal matter, and he has the equivalent of Incredi-ble body armor. This body armor has no effecton attacks that affect sound, or on materialsmade of sound-dampening vibranium (such asCaptain America's shield). If reduced to 0Health, Klaw's form dissipates and is absorbedby his sound converter.

SOUND CONVERTER. With this device, Klawcan project sonic blasts of Incredible power to a

range of 10 areas. In addition, victims of theblast must make a successful Red EnduranceFEAT roll to avoid deafness lasting one day.

The converter is made of Incredible ranksteel; if the converter is destroyed, Klaw's bodywill dissipate.

SOUND OBJECTS. Klaw can create objectsmade of sound. He may create fixed objects ofRemarkable strength and "sound animals" withthe following abilities:

F A S E R I PTy Ty Rm Rm Fb Fb Fb

Health: 72

These "sound creatures" appear in the areaKlaw is in, but may move up to 10 areas awayand stay under his command. Klaw must keepthe "sound creatures" in sight to control them.The "sound creatures" dissipate immediately ifKlaw stops controlling them.

Talents: none.

Background. Ulysses Klaw was a physicistworking on sound energy to matter conver-sions. His experiments required a large amountof vibranium, which he attempted to steal, beingfoiled by the young T'Challa (Black Panther).Later conflicts converted Klaw into a being ofsound, and finally imprisoned him in Galactus'ship. Klaw's Reason, normally Good, has deteri-orated during his imprisonment in Galactus'ship.

LIZARD™Curtis Connors, biologist

Fighting: EXCELLENTAgility: REMARKABLEStrength: INCREDIBLEEndurance: AMAZINGReason: POORIntuition: GOODPsyche: REMARKABLE

Health: 140Karma: 44Resources: GOODPopularity: 3

Powers:

TOUGH HIDE. The Lizard's hide is tougher thana cured alligator skin, providing him with Goodbody armor.

TAIL. When using his 61/2-foot tail as a weapon,the Lizard may cause up to Amazing damage.

WALL-CRAWLING. The pads of Lizard's handsand feet are similar to those of a gekko lizard,giving him Incredible ability to climb and adhereto vertical surfaces.

SPEED. The Lizard can move up to 4 areas in asingle round. He can jump over a two-storybuilding easily (no FEAT roll required).

13

REPTILE CONTROL. The Lizard can communi-cate telepathically with reptiles and control allreptiles within one mile of himself; his powerrank is Amazing.

ALTER EGO. The Lizard's human alter- ego, Dr.Curtis Conners, has the following abilities:

F A S E R I PTy Ty Ty Gd Rm Gd Ty

Health: 28Karma: 46Resources: GoodPopularity: 10

When in human form, Conners does not havea right arm. His Reason in reptile biology isIncredible.

Talents: none.

Background. Curt Connors was a noted expertin reptile biology, his interest in reptilian regen-eration abilities inspired by the loss of an arm inthe Korean War. Dr. Connors isolated the regen-eration compound, but in testing on himself wastransformed into the lethal Lizard, a bestialcreature of limited intelligence. Though tempo-rarily cured several times, Connors has revertedto his lizardlike form.

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MOLECULE MAN™Owen Reece, criminal

Fighting: FEEBLEAgility: POORStrength: POOREndurance: GOODReason: GOODIntuition: POORPsyche: MONSTROUS

Health: 20Karma: 89Resources: EXCELLENTPopularity: 1

Powers:

MOLECULAR CONTROL. Owen Reece hasUnearthly control over molecules. He can men-tally transform, rearrange, or convert moleculesas he wishes. This includes materials that arenormally impervious due to force fields or Class1000 materials (such as Captain America'sshield or Thor's hammer). All uses of his powerrequire a successful power FEAT roll.

Molecule Man cannot affect living organicmatter, nor is he very skilled at arranging mole-cules into working mechanical objects (he oncedisintegrated Iron Man's armor, but when forcedto rebuild it, gave him an armored three-piecesuit). The limits of Molecule Man's powers areonly those of his conception and the above limi-tations.

Talents: none.

Background. Owen Reece was a laboratorytechnician for the Acme Atomic Corporationwhen he was bombarded by strange radiation ina nuclear accident. The accident granted thetimid Reece the mighty powers that he pos-sesses. The Molecule Man is a meek, rather dis-turbed individual. At the time of the Secret Wars,Reece was undergoing analysis to help himdeal with his powers. He will often try to let nat-ure take its course without his interference, butwill use his powers to impress his friends, defeathis enemies, and dominate those who insulthim; he is very sensitive to being called a "nerd'.'

Designed by Jaunty Jeff GrubbEdited by Ebullient Ed SellersGraphic Design by Raffish Ray SilbersdorfFront Cover by Mike ZeckBack Cover by Bob LaytonIllustrations by Jeff Butler, Bob Layton,

and Mike ZeckMaps by David S. "Diesel" LaForceInterior Illustrations: Roster Book

Jeff Butler, John Byrne, Dave Cockrum,Kerry Gammill, Mark Gruenwald, BobLayton, Luke McDonnell, Al Milgrom,Keith Pollard, Walt Simonson, Paul Smithand Ron Wilson.

Interior Illustrations: Adventure BookMike Zeck and Bob Layton

TITANIA™Mary "Skeeter" MacPherran

Fighting: AMAZINGAgility: GOODStrength: UNEARTHLYEndurance: MONSTROUSReason: GOODIntuition: GOODPsyche: GOOD

Health: 235Karma: 30Resource: GOODPopularity: 10

Powers:

BODY ARMOR. Titania's transformed fleshserves as Monstrous body armor against physi-cal attacks, and provides Amazing resistance toheat, flame, cold, energy attacks, and acids.

Talents: none.

Background. "Skeeter" MacPherran was apetite young lady who suffered from jokes abouther size. When the portion of Denver she was inwas taken by the Beyonder to form his Battle-planet, MacPherran took it as an opportunity.She was contacted by Doctor Doom, who har-nessed the force of the initial Tempest to trans-form her into Titania. The transformation addedtwo feet of height and 75 pounds of muscle toher scrawny frame. MacPherran intends to useher powers to dominate those weaker than her-self. Her most likely targets will be the strongestmale available.

14

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15

ULTRON™Ultron, insane robot

Fighting: EXCELLENTAgility: REMARKABLEStrength: INCREDIBLEEndurance: UNEARTHLYReason: INCREDIBLEIntuition: GOODPsyche: POOR

Health: 190Karma: 54Resources: REMARKABLEPopularity: 0

Powers:

ARMOR. Ultron's body is made of pure ada-mantium, a Class 1000 material. It cannot bedamaged by most forces in the universe, Galac-tus and the Molecule Man being notable excep-tions.

BLASTERS. Ultron's hands can project beamsof radiation, electricity, or flame. These blastscause Monstrous damage, and have a range of4 areas.

TRACTOR BEAMS. Issuing from Ultron'shands, these beams can attract objects from upto 10 areas away. The beams are equivalent toRemarkable Strength.

ENCEPHALO BEAM. Only effective in an adja-cent area, this beam will effect all people in thearea, causing them to fall asleep unless theymake a successful Endurance FEAT roll.

POWER ABSORBER. This device can drain allthe energy from any artificially-powered device.The absorber's power rank is Unearthly. In thepast this device drained all the energy from IronMan's armor. There is no danger that theabsorbed energy will overload Ultron's powersupply. Ultron itself is powered by an internalnuclear fusion reactor.

Talents: none.

Background. Ultron was created by HenryPym, and accidently given an artificial creativeintelligence. Ultron possesses a deep psycho-pathic hatred of organic life. Its hatred for Pymand Janet Van Dyne (the Wasp) is extremelystrong. Deactivated numerous times in battleswith the Avengers, Ultron was reactivated whenkidnapped by the Beyonder.

VOLCANA™Marsha Rosenberg

Fighting: EXCELLENTAgility: INCREDIBLEStrength: EXCELLENTEndurance: REMARKABLEReason: GOODIntuition: GOODPsyche: GOOD

Health: 110Karma: 30Resources: GOODPopularity: 5

Powers:

FIERY BODY. When Volcana is in her plasma-based form, she has Amazing protectionagainst hand-held or missile weapons. Weap-ons made of less than Amazing material willmelt on contact, causing no damage to Volcana.Anyone who touches her plasma-body suffersAmazing damage. Volcana suffers normal dam-age from unarmed attacks.

THERMAL ENERGY BLASTS. Volcanna canshoot thermal energy blasts with Incredible agil-ity. The blast causes Unearthly damage, andhas a range of 10 areas.

FIRE RESISTANCE. Volcana has Unearthlyresistance to heat and fire.

ALTER EGO. Volcana can transform herselffrom plasma-state to normal, and must do so toeat or sleep. In her normal state Volcana's abili-ties are as follows:

F A S E R I PTy Ex Ty Gd Gd Gd Gd

Health: 42Karma: 30Resources: GoodPopularity: 5

Talents: none.

Background. A native of Denver, MarshaRosenberg was trapped in the area of that citythat the Beyonder removed from earth andtransplanted onto his Battleplanet. There shewas contacted by Doctor Doom and trans-formed, using the energies of the initial Tem-pest, into her plasma state. While pleased withher transformation, she is not as intent on prov-ing herself as her partner, Titania.

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WRECKING CREW™

WRECKER™Dirk Garthwaite, criminal

Fighting: INCREDIBLEAgility: EXCELLENTStrength: INCREDIBLEEndurance: REMARKABLEReason: TYPICALIntuition: TYPICALPsyche: GOOD

Health: 130Karma: 22Resource: TYPICALPopularity: 10

THUNDERBALL™Dr. Elliot Franklin, physicist

Fighting: REMARKABLEAgility: REMARKABLEStrength: INCREDIBLEEndurance: REMARKABLEReason: EXCELLENTIntuition: GOODPsyche: TYPICAL

Health: 130Karma: 36Resources: GOODPopularity: 5

6860XXX1508 16

6860

394-54172-3TSR0600

ISBN 0-88038-184-1

PILEDRIVER™Brian Calusky, farmhand

Fighting: REMARKABLEAgility: GOODStrength: INCREDIBLEEndurance: REMARKABLEReason: POORIntuition: POORPsyche: TYPICAL

Health: 110Karma: 14Resources: POORPopularity: 3

BULLDOZER™Sgt. Henry Camp, U.S. Army

Fighting: EXCELLENTAgility: GOODStrength: INCREDIBLEEndurance: INCREDIBLEReason: TYPICALIntuition: POORPsyche: TYPICAL

Health: 110Karma: 16Resources: POORPopularity: 3

Powers:

DENSE FLESH. All members of the WreckingCrew have Excellent body armor.

WEAPONS. The Wrecker possesses a steelwrecking bar that has been enchanted toUnearthly material. The Wrecker's Fighting abil-ity is shifted one column to the right when usingthe bar.

Thunderball carries an iron wrecking ballmade of Remarkable material. His Fighting abil-ity is shifted one column to the right when usingthe ball in combat.

Bulldozer wears a helmet of Remarkablesteel. His Strength is shifted one column to theright when calculating damage from his charg-ing attack.

Talents: none.

Background. The Wrecker gained his powersby accident. Already acting as a vandal,Garthwaite was inadvertently granted super-human powers by'Karnilla, Queen of the Norns,when he interrupted a spell between her andLoki. The Wrecker, with far more power than henow has, was defeated by Thor and imprisoned.The Wrecker escaped with three fellow inmatesand recovered the iron bar that was both thesymbol and the focus of his power. The bar wasstruck by lightning while all four convictsgripped it, dispersing Wrecker's abilities amongthe four. Since that time the Wrecking Crew hasacted together and as individuals, but alwayswith a total lack of success.

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