Marvel Super Heroes – Optional Character Creation

Hello everyone, I am here again sharing my house rules for Marvel Mondays. I created these house rules in the late 90’s and have had a fair amount of playtesting with them using the Advanced Set rules for MSHRPG. I have since lowered the starting ranks to what you see here since it was easy to make characters that were on par with Hulk and Thor in the original writeup. The basis of the system presented here is that instead of random rolling everything, you are assigned an allotment of ranks and you can trade them off and shift them around to get the character you want. I have also streamlined stunts a bit. Check it out and let me know what you think. ‘Nuff said!

OPTIONAL CHARACTER CREATION
RULES FOR MSHRPG

F.A.S.E.R.I.P.:
You get 2 Attributes at Typical (6), 3 at Good (10) and 2 at Remarkable (30).
Add 3 ranks anywhere after modifying for Origin. Maximum starting rank is Unearthly (100) in any Attribute, Power, Resources or Popularity after all modifiers.

  • Health: Total sum of F.A.S.E
  • Karma: Total sum of R.I.P.
  • Resources: Begin at Good (10). Ranks may be traded off to increase number of Talents or Contacts.
  • Popularity: Begin at Good (10). +10 if identity is public, -5 if identity is secret, -5 if you hang with Mutants, –10 if you’re a Mutant or Robot, -5 if Alien or frightening (like Ghost Rider). All modifiers are cumulative (so a frightening mutant who hangs out with mutants and goes by a secret identity has a starting Popularity of –15).

Origin:
Choose any one.

  • Altered Human – May raise any one Attribute by +1 rank. Mutant – Gain +1 power at Remarkable (30), +1 rank to Endurance, –1 rank from Resources.
  • Hi-Tech – Must use 2 attribute ranks to increase Reason, +2 ranks to Resources.
  • Robot – Add +3 ranks to Attributes, dead robots may be “reactivated” at zero Karma.
  • Alien – Add +4 ranks to Attributes and lose 1 Power Choice OR choose an alien starting package from page 60 of the Judges Book. Beginning contacts must be from home world/dimension unless the alien is a renegade with only enemies on his home world.

Powers:
Begin with 4 Powers at Remarkable (30).
Choose 2 Power Stunts (at –2 CS) plus any granted by the power descriptions. 

  • You may drop 1 power choice to raise another power to Amazing (50).
  • Remember that some powers cost 2 choices (Invulnerability, Cosmic Awareness, Combat Sense, Teleportation, Dimensional Travel, Probability Manipulation, Nullifying Power, Time Control, Body Transformation, Image Generation, Mind Control, Emotion Control, Possession, Transferal, Precognition, Health-Drain Touch, Immortality).

Talents:
Choose any 6.

  • Talents may be traded for Contacts or ranks in Resources, Popularity or increase a Power Stunt (not to exceed the Power’s Rank).
  • Powers Stunts may be purchased with 2 Talent choices.
  • Powers may be increased by spending 2 Talent choices per Power Rank (Increasing a Power also increases related Power Stunts).
  • New Powers may be purchased with 3 Talent choices (6 if power counts as two) and begin at Remarkable (30).
  • Remember that some talents cost 2 choices (Marksman, Weapons Master, Weapons Specialist, Medicine, Mystic Origin, Animal Training, Heir to Fortune, Student, Leadership).

Contacts:
Choose any 2.

  • You must choose at least 2 be they patrons, allies, confidants, friends, or family. List each contact along with their home location and type of aid that they may grant.

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Marvel RPG System Revised

Here are some of the house-rules I use when I run Classic Marvel Superheroes on Roll20 for my game group. If you play in my games bookmark this page, otherwise enjoy this sample, there is more to come. 

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Marvel RPG System Revised – Feat rolls and Time & Movement

Feat Rolls general rules. Most feat rolls have a stated Intensity. A character may assist another if they have Abilities within one rank for a +1CS (p.19).

  • If the Intensity is MORE THAN 3 Ranks lower than your Ability, the feat is automatic.
  • If the Intensity is LOWER than your ability, you need a GREEN feat roll.
  • If the Intensity is HIGHER than your ability you need a RED feat roll.
  • If the Intensity is MORE THAN 1 Rank higher than your Ability, the feat is impossible.

Resource feats house rules: Each resource feat made reduces the resource rank for the week. The Resource rank is restored (all penalties removed) at the end of each week when the characters funds are replenished (TGIF).

  • If an item’s cost is more than 3CS lower than the Resource rank, the feat is automatically successful and the Resource rank is now at –1CS penalty.
  • If the Cost intensity is lower than the Resource Rank, then a Green FEAT roll is required and the Resource feat is now at a –2CS penalty.
  • If the cost intensity is 1CS higher as the Resource rank, then a Red FEAT roll is required and the Resource feat is now at a –6CS penalty.
  • If an item’s cost is more than 1CS higher than the Resource rank, the feat is automatically failed and the Resource rank is now at –1CS penalty.

Movement in “Areas” is based on Endurance or on a Movement Power. NOTE; 40 Areas = 1 mile

  • Feeble = 1 area/ turn.
  • Poor – Excellent = 2 areas / turn.
  • Remarkable or higher = 3 areas / turn.

Movement through a window or door costs 1 area of move. (If this ends the character’s move then he is standing in the window or doorway).

Breaking through a door, wall or other obstruction requires a Strength feat against the material strength of the obstruction and costs additional areas based on the material.

  • Up to Poor cost 1 area.
  • Up to Excellent costs 2 areas.
  • Up to Incredible costs 3 areas.
  • Greater than Incredible causes the character to stop movement and lose all momentum.

While moving the character can turn up to 90 degrees without losing momentum. Any turn greater than that cuts movement in half (possibly ending the move). Taking another action while moving reduces the move by half (minimum one).

Time is based on 6 second “Turns” (about the time of one comic panel).

  1. Judge determines actions of NPCs and other events.
  2. Players state their intended actions for the turn.
  3. Initiative is determined on 1d10 + Intuition modifier.
  4. Dodge, Block, Evade and Change Action* rolls are made.
  5. Each participant now takes their actions in initiative order.

​Changing an action requires a YELLOW Agility feat and then all actions thereafter are made at a –1CS penalty.

​On a green the character may choose to take no action.

​On a white the character must follow through with the original intended action.

Multiple actions in a turn:

A character may move half speed and still take one action without penalty.

Moving at full speed uses the entire turn (character may Charge an opponent).

Multiple “non-combat” actions in a turn are increased in difficulty by one color rank (p19).

Multiple targets; A single attack using Slugfest, Energy, or Force may affect multiple adjacent targets with one roll at –4CS. This may also be used to Escape multiple grapplers at –4CS.

Multiple Attacks Characters may make additional attacks with a successful Fighting feat roll:

  • Remarkable intensity for 2 attacks,
  • Amazing intensity for 3 attacks.
  • If this roll is successful the attacks are made at –1CS each.
  • If the roll is failed only one attack is made at a –3CS penalty.