Basic Set - Fireden

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Basic SetDesign: Jeff GrubbEditing: Steve WinterAble Assistance: Timothy B. Brown and Steven E. SchendCover Art: Jeff ButlerInterior Art: Jeff Butler and the Marvel BullpenTypography: Angeli ka LokotzCartography: Dennis KauthDesign & Production: Paul HanchetteS pecial Thanks: William W. Con nors, Jon Pickens, J i m WardTSR, I nc .PO. Box 756Lake GenevaWI 53 1 47U.S.A.TSR, Inc.PRODUCTS Of YOUR IMAGINATION""TSR Ltd .1 20 Church EndCherry H i ntonCambridge CB1 3LBUnited KingdomThis book i s protected under the copyright law o f the United States o f America. Any reproduction or unauthorized use o f the material o r artwork herein i s prohibited withoutthe express written consent of TSR, Inc. and Marvel Entertainment Group, Inc.MARVEL SUPER HEROES is a trademark of the Marvel Entertainment Group, Inc. All Marvel characters, character names, and the distinctive likenesses thereof aretrademarks of the Marvel Entertainment Group, Inc. "'Copyright 1991 Marvel Entertainment Group, Inc. All Rights Reserved.The TSR logo and PRODUC TS OF YOUR IMAGINATION are trademarks owned by TSR, Inc. Game Design CopyrightPrinted in the U.S.A.")1991TSR, Inc. All Rights Reserved.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.6900XXX1902

Table of ContentsIntroduction. 3Heroes (and Other Characters) . . . . . . 4Abilities . ." . " . 4Ranks and Rank Numbers. 5Variable Abili ties.6Powers .7Talents. .8FEATs9Column Shifts. . . . 1 0Intensities.10Intensity Table . .12Material Strength. . . 12Karma. .13.Running the Game. . . .Running an Adventure.Running Campaigns . .Karma Awards.Karma Losses.Karma Pools and Groups.Character Advancement (Optional) .Karma Awards Table . .Running Popularity (Optional)Running Resources.Running Weapons.Weapons Chart. .Running Vehicles . .Vehicles Table.Types of VehiclesOptional Rules for Vehic les.Running Magic. .141415.1 616. 16. 16. 1 7.17.17. 1820.21.222324. . 25.26. .272728. .28. 29.3131.3435373838.39. . 4040.4 142.42. 4243.43.44.2.AppendicesPowers AppendixTalents AppendixMini-Adventures.Character Generation in theMARVEL SUPER HEROES'" Role-Playing GameGenerating Characters.O rigins . . .Origin Table.Major Abilities.Random Ranks Table. . .Variable Abilities. .Powers & Talents.Powers Available TablePower Categories Table.Powers List.Talents Available Table.Talents List.Last Step-Filling In the Blanks.Final Note. . .Combat. .,Health and Combat.Types of Combat .Fighting Combat-Slugfest .Agility Combat-Ranged AttacksRange Tables .Strength Combat-Rassling.Endurance Combat-Charging .Defensive Actions (Optional). .Slams, Stuns, and Kills.Life, Death, and Health.Regaining Consciousness.Healing. .Recovering Lost EnduranceUsing Powers in Combat. .Tactics (Optional).MovementClutter and CrowdsVertical MovementFlight .Swimming .Leaping .Speed Table . .454545454646474747. 47484949. 5050.5151.5960.

Welcome to the MARVEL SUPER HEROESTM Basic Settro's wrist with his web-shooters. At the same time, Elec tro wants to nail Spider-Man with his energy blast. Therules tel l you who gets to do his thing first, and whetherhe does it right. ( Hey, even Spidey m isses so metimes.)All the rules are in this book. However, not everyt hingin this book is a rule. We've included a lot of helpful hintsand exam ples of how to play this game. We also showyou how to create a ch aracter of yo ur own , fight badguys, and for new J udges, how to run an adventure.The other book is the Campaign Book. It contains lotsof neat stuff: game statistics for the major heroes of theM arvel Un iverse with explanations of their powers, agoodly smattering of villains (with hi nts for the J udge onhow to handle them), plus soldiers, policemen, and otheri m portant N PCs .The two maps show typical M arvel comic territory-astandard cityscape which can be used in any adventure.The l arge cards i ncl uded i n the box are of two types.The fi rst is a set of ch aracter cards which contain sum marized stats for all the major heroes of the M arvel U n i verse. Cut these apart with a scisso rs , then give eachplayer the card for wh atever hero he is playing . The sec ond item is a set of " Stand-ups" which, when folded andglued, can be used as playing pieces in the game.Last (and not least) are the fun ky-looking ten-sidedd ice. They're cal led perce ntile d ice and can be used twoways. Yo u can roll a n u m ber from 1 to 1 0 (with one die)or 1 to 1 00 (with two d ice) . When ro lling from 1 to 1 0 , a"0" means " 1 0." When roll i n g two dice, choose one dieto represent 1 0s (usually the darker one), and one torepresent 1 s (u sually the lighter one). If the dark diecomes up 5 and the light die comes up 7, the n u mberroll ed i s 57. If the dark die is 2 and the light die is 0, thenumber is 20. If the dark die is 0 an d the light die is 5,the number rol l ed i s 05, or just 5. If both dice ro ll 0, thenumber is 1 00.OK, with al l that out of the way, let's talk about . . .All the fu n beg i ns here.This is the MARVEL SUPER H E RO ES!" Basic Set rulebook. It is designed for first-time role-players, the gu ys(and gals) who have been fo llowing the Marvel Un iversefor years and want to try their hand at deal ing withth reats to h u m anity l i ke Doc Ock and Kingpin. Those ofyou who have played role-playing games before, ju sthang on for a mom ent-this is old hat for you-as we layout the basi cs.A ro le-playi n g game is a game where people play therole of another i n d ividual (we l l , d u h !) . Yo u get a ch anceto be an actor playing the part of a spaceman, a barbar i an prince, or i n this case, the Amazi ng Spi der-Man . Mostsimply put, it's cowboys and indians for grown-u ps . In stead of running around the back yard , you're sittingaround the table with friends, munch ies, and these rules,having a good time.One player is the J u dge. His job is to get the ball roil ing, set up the scene, run the bad guys and their nefari ous plots, the police, the sol diers, and the passe rsby whoshout, " Look, up in the sky ! " (oo ps, sorry, that's anothercompany) .T h e other players (cal led b y the d u l l but functionalname " players") run the heroes, the main characters ofthe story. As a pl ayer, you get to fo i l the plots of the badgu ys as Spider-Man, Sh e-H ulk, Captain America, or evena hero you c reated you rself. A character that is con trolled by a player is cal led a player character. Charac ters controlled by the J udge are called nonplayercharacters, or N P Cs.Role playing is two parts actiong, two parts story tel ling.The J udge has the framework of the story, but it is whatthe players do and say that gets things rolling. I m agine acomic book where the reader makes things up as hegoes alon g . N ow i m agine several readers, all makingt h i n gs up together at the same time and you get the idea.The rules tell the Judge and the players how to decidewhat happens. I mag ine Spider-Man trying to snag Elec-3

thump, or otherwise inju re someone else (usually a badHeroes(and other characters)guy), either with your bare hands or with weapon. Cap tain America is a good example of a character with ahigh Fighting ability. Even though he has no real superpowers, his prowess lets him hold his own against morepowertul opponen .Agility is the ability to aim well and move with dexterityand coordination. It measures the ability to hit a targetwith a thrown item (like a baseball or a shield) or a mis sile weapon (like an arrow or a gun). It also involves theability to get out of the way when something is thrown orfired at you. Characters with high Agility can vau lt, som ersault, dodge, and weave their way through a battle andusually hit what they aim at. A good example of a charac ter with high agility is Spider-Man, who in addition to hisnimble fighting style (and snappy patter) is also a goodshot with his web-shooters.Pull out the Campaign Book and look up Spider-Man'sentry. It states that Spider-Man has Remarkable Fighting,Amazing Agility, Incredible St rength, a Health of 160,Karma of 70, sticks to walls with Amazing ability, and hasPhotography talent.Golly, what does all that mean?As you may have picked up, role-playing games usetheir own jargon, their own code-words for things. Youknow some of it already: Judge, PC, NPC, percentiledice. Hang on tight, 'cause here comes a whole bunchmore.In order to understand how powerful heroes are (andto compare them to other heroes and villains), we de scribe them fou r ways: with major abilities, superhumanpowers, talents, and variable abilities. These form thebasic description of the hero in much the same way asheight, weight, and eye color forms a basic description ofyou or me (well, you anyway).Strength measures how much weight a hero can lift,as well as how much damage he can do with his barehands and how effective he is at grabbing and wrestlingan opponent (as opposed to just punching his lights out).Characters with really high Strength, like Thor or theHulk, can juggle railroad cars (if they feel like it).Endurance reflects physical toughness and staminaand the ability to resist poison, knock-out drops, gas, andsimilar things. It also measures how long a character canhold his breath, how far he can run, and (if the situ ationcomes up) many walls he can be punched through be fore blacking out. An excellent example of someone withhigh Endu rance is the Thing, who takes a licking andkeeps on kicking.Reason is raw brain power and intelligence. It reflectsnot only the ability to think logically, but to understandand use complicated equipment. Reed Richards (Mr.Fantastic of the Fantastic Four) has a very high Reason,and as a result can usually be found tinkering aroundwith new inventions that no one else understands.Intuition is a combination of wisdom, wits, commonsense, and battle savvy. It comes into play when thecharacter tries to find something that is hidden, figure outwhat's bothering him, or decide whether danger ispresent. In combat, the first move often goes to the char acter with the highest Intuition rank. A character withhigh Intuition, like Wolverine, is more aware of hisAbilitiesLet's start with the major abilities, or just "abilities" forshort. Every hero, villain, and ordinary person in theMarvel Universe has seven abilities: Fighting, Agility,Strength, Endurance, Reason, Intuition, and Psyche. Toeach of these abilities we assign a rank. The rank is aword that describes how tough the character is with thatparticular ability. The ranks, in order, are: Feeble, Poor,Typical, Good, Excellent, Remarkable, Incredible,Amazing, Monstrous, and Unearthly. (It is also possible toshift off this scale on the high or low end; more on thatlater.) What it all boils down to is that a character withMonstrous Strength is stronger (a lot stronger) than acharacter with Excellent Strength. At the same time, thecharacter with Excellent Strength is stronger than JoeBag-o-donuts with his Typical Strength. Similarly, a char acter with Amazing Reason is smarter than someonewith Remarkable Reason.The abilities themselves are described below.Fighting is the ability to punch, poke, jab, kick, trip,4

surroundings (and threats in his surroundings) than hisoppone nts .Psyche (pronounced S I-key) measures willpower orforce of wil l . I t i s used i n mental attacks and magic. A highPsyche does not necessarily mean the ch aracter hasg reat magical abilities or mental powers (he may havenone), but it does mean the character has some protectionag ainst suc h attacks. Examples of characters with highPsyche ranks i nclude the master mutant telepath, Profes sor X, and Earth's sorcerer supreme, Doctor Strange.RemarkableIn cred ibleAmazingMon strousUnearthlyShift XShift YShift ZClass 1000Class 3000Class 5000Ranks and Rank NumbersRank No.o24610201 001 502005001 00030005000Normal human limitEnhanced hu manEnhanced human limitBeyond human , as the Ranksays; so good it's scaryRealms of the Gods.Further increases*Further increases*Further i ncreases*Cosm i c Level* *Cosmic Level * *Cosmi c Level * ** N ot used by player ch aracters in itial ly, but may be usedfor bad guys and in special situations (see FEATS)* * Not available to player ch aracters (or most in habitantsof Earth). The guys who hang out in this neighborhoodare cosmic entities and embod iments of universal forces.Even su perheroes norm ally fight g uys like these withtheir hats (grab it and run).Each of a hero's seven abilities has a rank. A rankreflects the hero's profi ciency in that ability. Other heroesand villains with the same rank have about the sameamount of power as that character; some will be a littlebetter, some a little worse. For example , Thor and theg reen H u lk are both powerhouses in Stren gth-most ofthe ir matches have been stand-offs. Both have Unearthlyran k in Strength.Each rank has a name which indicates its power rela tive to the other ran ks . At the lowest end of the scale areFeeble, Poor, and Typical . The high end boasts ranksl i ke Amazing, Mon strous, and U n earthly.Besides a name, each Rank also has a rank number.This number is constant-it never varies, up or down. Forexam ple, Unearthly Stren gth is always 1 00, regardless ofwhether we're talking about the Hul k's Strength or Thor'sStrength . (We'll cover the use of these rank num bers alittle later, when we talk about Health and damage.)The ran ks, in order, are: Feeble, Poor, Typical, Good ,Exce llent, Rem arkable, I ncredible, Amazing, Mon strous,and U n earthly. There are add itional shift ranks above andbelow these. The ran k numbers and their descriptionsare:RankShift 0FeeblePoorTy picalGoodExcel lent30405075Coming back to Spider-Man, we now know the fol low ing:H is Fighting ability is Remarkable, which is above thehuman average. I n a fistfight with a typical goon, hewon't even work up a sweat. Ag ainst Captain America(whose Fighting ability is Amazi ng, two ranks better),Spidey had best be light on hi s feet.Spider-Man's Agil ity is Amazin g , as in "The AmazingSpider-M an." This is his best ab i lity, and reflects hislightning-qu ick reflexes and deadeye aim with his web shooters. He is much more agile and accurate than nor mal humans and better than the bulk of his fellowsuper-powered fel lows.Spider-Man 's Strength is Incred ible, which while farabove even the best of normal human ity, is sti l l no matchfor the weight-lifti ng abil ities of the Thing, Thor, or theH ulk.Spider-Man 's Endurance is also In credible, makinghim much to ugher than a normal human, but again lessso than the N orse god of th un der.With a Reason of Excellent, Spider-Man is within thetopmost ranks of normal human ity, but still withi n therealm of common folk. He is no m atch for Reed Ri chard s, but is still awfully sharp.DescriptionNo nexistent*Far below averageBelow averageAverage H u manAbove averageOlym pic-level5

Spider-M an's Intuition is only Good, which is surprisingconsidering his ability to leap out of harm's way in theby adding the rank numbers of the first four abilities:Fighting, Agility, Strength, and Endurance. If all theseabilities were Good (with a rank number of 10 each), thennick of time. Actually, his talent there is connected to asuper power: his Spider Sense. In other situations, orwhen he is unable to use his Spider Sense, Spidey'sIntuition is only Good-which is why when he loses hisSpider Sense, he su ddenly has big problems with hisfoes.Finally, Spider-Man's Psyche is Incredible. While hedoes not have mental or magical powers on par withthe hero's Health would be 1 0 10 10 1040.When a hero gets hit, struck, beaten, tripped, orthrown off a tall building, the amount of damage he takes(in points) is subtracted from his Health. Health is re gained by resting and healing from the effects of beingbatted around. Should H ealth reach 0, the hero isknocked out.For more information about Health and combat, seethe combat chapter (" It's Clobbering Time").Karma. Karma is like Health in that it is a number, nota Rank. Karma reflects a hero's control over l u ck andfate, and his ability to make the crucial die roll, strike thelucky punch, or generally perform the hair-raising actionwhich al lows him to save the world (or at least his ownskin).A hero's initial Karma is determined by adding togetherProfessor X or Doc Strange, Spider-Man has a greatsense of willpower and resistance to mental or magicaldomination. Hence this high Psyche.Variable AbilitiesAll characters in the M A RVEL SUPER HEROES'" Ba sic Set also have variable abilities, also called variables.They are four in nu mber, and are called variable abilitiesbecause they can change during the course of play. Thevariable abilities are:the rank numbers of the remaining three major abilities:Reason, Intu ition, and Psyche. A character with GoodRank in all these areas has Karma1 0 10 10Health. Health is a measure of how physically fit thehero is and how much damage he can take. Unlike themajor abilities, Health has no rank, only a number. This isusually between 8 and 400. The starting Health of a hero 30.Karma can increase or decrease over the course of thegame. When a hero acts heroically, catching bad guysand performing feats of derring-do, his Karma increases.is listed on his (or her) character card, but is determined6

When he behaves i n a coward ly or i rresponsible way, orlets bad guys get away, his Karma decreases. This isexplained in pai nfu l detail in the Karma sect ion.Karma can be spent to change die rolls and to give thehero a better ch ance to be reall y heroic. Check the nextsection, FEATS, for the effect of using Karm a.Final ly, Karma can be spent to i ncrease abi l ities andgain talents.Resources. Reso urces is a reflection of how wealthyan dlor we ll-con nected a character is: how easily can hebuy a n ew carlget necessary lab equipment/take theS H I E LD hel icarrier out for a spi n . It has both a Ran k anda rank n u m ber. Rath er than forcing players to keep com plicated records of their cha racters' finances (which istoo m uch like real life) , the Reso u rce ab ility is checkedwhen purchasing m ajor items.Resou rces are variable because they can ch ange,often regard less of how successful the player characterhas been in his heroic identity. When playi ng the game, ahero may suddenly win the lottery or lose a fortune. TheJ u dge controls how m uch is spent and how.Populariy. The last of the variables, Popularity, is areflection of how popular the ch aracter is with the nativesof the Marvel U n iverse.A high Popularity ran k ind icates that most individualsl i ke and ad m i re that hero and what he h as done. Be cause of this, people are often willing to lend help (apasserby is more l i kely to lend his car to Captain Amer ica, the living legend of WWI I , than to the Submari ner,who has a reputation for bei n g nasty, haug hty, short tempered , and dis respectful of other people's property).Popularity, like Resou rces, is represented by a Ran k .For heroes with secret identities, that Rank appl ies onlyto the costumed, h e ro ic identity, not the alter-ego. Cap tain America gets more respect than Steve Rogers. Se cret identities are considered to have a Popularity ofTypical unless otherwise noted .Popularity, l i ke Resources, is controlled by the Judge.It can shift d ramatically, depen ding on the character'sactions and whether the Daily Bugle is out to g ive g rief tothe local heroic com m u n ity.Flipping t h rough the Campaign Book, you ' l l notice thata number of the villains have a n egative Popularity score.This reflects the fact that they can often get what theywant just by aski n g , but because everyone fears them,not because anyone respects them . It's one of the pricesof being a bad guy (pity the poor, un happy vill ain) .Checking with Spider-Man again , we see that he has aHealth of 1 60 (30 50 40 40) , which is in the mid range as far as costumed super h eroes go and far betterthan most mere mortals (which are in the 20 to 60 range),but far below such heavy h itters as the Thing (200Health) and Thor (320 Health).Spider-Man 's starting Karma is 20 1 0 4070.Agai n , above the common crowd , but Spidey spendsKarma hands over fisticuffs in h is continual batt le againstevi l (and just making ends meet). Actually, Spider-Man isbetter in starting Karma than most heroes , but he needsmore of it to s u rvive.Spider-Man 's Resou rces are cu rrently Typical (6) . Theyare a darn sight better then they have been in the past,but nowhere near the plush heig hts of Tony Stark or evenReed Richards. Finances are tight, but M r. and Mrs.Parker can afford the rent (by living with friends) andfood . Big pu rchases are usually out of the q u estio n ,though occasionally Parker can wran g l e plane tickets outof J. Jonah Jameson to cover i m portant stories.Spider-Man's Popularity see-saws al l over the place(remem ber, this is popu larity in the Marvel Un iverse, notthe wall-crawler's popularity in our world). Currently it islisted at Remarkable (30). ConSidering he l ives in NewYo rk, he's a fai rly popu lar g uy, but enoug h people buythat " Spider-Man , threat or menace" hokum that theDaily Bugle has been pushing for years that some arewary of h i m . PowersPowers-that is, superhuman abil ities-are what makeMarvel 's super hero (and super villain) characters sosuper. Each hero and vill ain descri bed in the CampaignBook has a list of powers tailored j ust for h i m . There isalso a list of "standard " powers at the end of this bookfor those wishing to create their own Marvel super hero.Powers are usually descri bed in terms simi lar to abili ties. They are given a ran k and rank n u m ber. For exam ple, co nsider th ree characters with wall-crawl ing ability(able to scale sheer su rfaces); Spider-Man, Black Widow,7

aged in combat. S p idey fi res his web-shooters withAmazing accuracy (his Agility ran k) . The web strandsharden very quickly (the book states they have Mon strous strength, so they must be tough). The spider trac ers are tracking devices that Spider-Man can follow withAmazing (50) abil ity.In summary, Spider-Man is a pretty handy guy: capa ble in a fistfight because of his Spider-Sense, able toscurry up walls and dodge out of the way, and with a n iftyweapon which can net up the bad guys plus a trackingdevice for the ones who try to get away.and N i g htcrawler. Both Spider-Man and N i ghtcrawlerhave wall-crawling at the Amazing rank, meaning thatt hey can stick to walls pretty wel l . Black Widow has wall crawl ing as wel l , but only at the Remarkable ran k. W hatdoes t his mean? Only that while all t hree can scale verti cal walls pretty easily, if confronted with a very sli pperysurface (like a rain-sl ickened glass skyscraper), the mu tant N i g htcrawler and the no nmutant Spider-Man stand abetter chance of holding on t han Black Widow, who de rives her wall-crawli n g power from her suit.When readi n g the character descriptions, also notet h at so me powers, such as Black Widow's wall-crawlingand Spider-Man's web-shooting, are marked as equip ment. This means they are not in nate powers (part andparcel of the hero), but rather come from some device orgizmo. The master of these high-tech wonders is IronMan, who is continually refi n i n g and upgrad ing his suit ofarmor to keep it on the cutting edge of technology. Thedisadvantage of basing your powers on eq ui pment, asI ron Man has learned, is that others can steal the eq uip ment from you.Some powers have a rank for the intensity of their ef fect. This power rank is used to determine what happenswhen t hat power is used . A bolt of I ncredible electricityi nflicts In credible dam age (40 points) . Body armor ofRem arkable ra nk protects agai nst attacks of up to Re markable damage (30 points).Looking to Spi der-Man again, re member that we men tio ned his Amazing Wall-Crawling power (w hich is prettydarn good , considering that you and I can't stick to wallsat all). In addition , he has as a natural (or un natural !)abil ity his Spider Sense, which is also Amazing. Thedescription of S pidey states that his Spider Sense re places I ntuition in determi n i n g i n itiative (this givesSpider-Man an advantage in combat) and that Spider Man can dodge out of harm's way if he makes a success ful Spider Sense FEAT roll .FEAT roll? Don 't worry, we ' l l explai n that i n the nextchapter. Suffice it to say t hat S pider-Man is a hard d udeto sneak up o n .B ut wait (as t h e ads say), th ere's more. Spider-Manal most never goes anywhere without packing his trustyweb shooters and spider tracers. Both of these areequipment, so they can be taken away from him or dam-TalentsTalents are special abil ities and powers for those of uswho haven't been exposed to gamma radiation or bittenby a radioactive spider. All t hat is involved in getting atalent is hard work and intense study. (People who 'vebathed in gamma rays and been bitten by g lowing spi ders can have talents, too; they just don't brag about it.)A talent gives a temporary boost to an abil ity rank.When using an abil ity to do something that the characterhas a talent for, that character's abi lity is treated as onerank higher than usual. For exam ple, Iron Man i s a prettysm art fellow, with Incredi ble Reason (40). He also has atalent i n Electronics. That means, when working withelectronics, his Reason is considered Amazi ng (50)-onerank high er than it is. This increase is known as a columnshift and is explai ned further in the FEATs section.S p ider- Man is listed as havi ng three talents: Photogra phy, Chemistry, and Weapons Specialist (with his web shooters). When Spider-Man (or Peter Parker) tries to doanything related to photography (taking the perfect pic ture, setting up his automatic cam era) or chemistry (mak ing a new chem ical com pounds or isolating a moleculefor study), his abil ities are one ran k higher. Further, whenusing his web-shooters (for any reason at all), his Ag ilityis raised from Amazing (50) to Monstrous (75).N ow we have a pretty full picture of Spider-Man (t he" I n Brief" section rounds out his character, gives him anorigin, and tells us why he is a hero) . Spider-Man isquick, agile, and strong, aided by a special ability thatwarns him of danger, and weapons that ensnare his op ponents in a strong web. H e's especially good with t h at8

used in various cases are listed below.Fighting: Attacking with bare hands or a weapon, ortrying specific fighting tricks (like hitting mu ltiple oppo nents).Agility: Throwing th ings , aiming weapons, dodging ,jumping, acrobatics, and using powers from a d istance.Strength: Lifting t hings, breaking things, wrestling orrestraining an opponent.Endurance: Avoiding the effects of poison or bei ngreduced to 0 Healt h , chargi ng an opponent .Reason: Understandi ng and operat i ng techno logy,i nventing things, learning new languages.Intuition: Sensing danger, finding hidden objects.Psyche: Using magic, avoiding mag ical effects, resist ing mental control.In addition to the seven basic abilities , the followingother variables and powers also use FEATs.Power: The rank of a particular power determ ines itssuccess. Exceptions are t hose powers (such as electricbolts) which req uire Agi l ity to see if they hit their target.Popularity: Used in those situations where the h ero'sPopularity determines whether he can succeed-such aswhen he is trying to calm a crowd or borrow an in crediblypowerful scientific gadget from a governm ent lab.Resource: A Resource FEAT is used to see if the char acter can afford to buy somethi ng , such as a new car, anew space telescope, or a secret base located some where in M anhattan .FEAT Example: Spider-Man is swinging through down town M anhattan when he sees a small dog dodge outi nto the middle of the street , in front of a delivery truck.The player running Spider-Man decides to rescue thesmall dog by swinging down and grabbing it as hepasses.What Spidey is doing is an Ag il ity FEAT (the J udgem akes this decision , using com

Heroes (and other characters) Pull out the Campaign Book and look up Spider-Man's entry. It states that Spider-Man has Remarkable Fighting, Amazing Agility, Incredible Strength, a Health of 160, Karma of 70, sticks t