Page 1 of 1
System Information
Posted: Thu Mar 19, 2026 5:20 am
by MalakiXanderos
Here's where we put the different categories of greatness, itemized for your easy access and reference. All powers and Talents will be listed here, according to their table grouping in the Marvel Ultimate Power Guide and the Player's Handbook (both available on request).
Primary Abilities (FASE RIP)
Posted: Thu Mar 19, 2026 5:32 am
by MalakiXanderos
Fighting:
• A measure of raw combat ability
• Used to determine if the character lands a blow in hand-to-hand (called "Slugfest") combat
• Used to determine if a character evades a blunt attack
• Used to determine if a multiple combat attack or other FEAT involving hand-to hand combat is successful
• Used to determine the secondary ability known as Health
Agility:
• A measure of dexterity and nimbleness
• Used to determine if the character hits with a thrown or aimed weapon at a distance
• Used to determine if the character dodges a missile attack
• Used to determine if the character catches an object, holds onto a ledge, or successfully performs actions that
require quick action or co-ordination
• Used to determine how well a character handles a vehicle
• Used to determine the secondary ability known as Health
Strength:
• A measure of physical muscle power
• Used to determine damage inflicted in "slugfest" combat
• Used to determine success and damage in wrestling combat and success in Grabbing, Escaping, and Blocking maneuvers
• Used to determine success in destroying materials
• Used to determine if a character can lift a heavy object or perform other acts that require physical power
• Used to determine the secondary ability known as Health
Endurance:
• A measure of personal toughness and physical resistance
• Used to determine normal moving speed
• Used to determine success in charging attacks
• Used to determine success in avoiding the effects of disease, poison, and gas
• Used to determine success in matters that require the character to perform actions over a long period of time, such as holding one's breath
• Used to determine the secondary ability known as Health
• Used to resist the effects of Slams, Stuns, and Kill results directed against the hero
• Used to determine the amount of Health regained by a wounded individual
Reason:
• A measure of intelligence and the capacity for logical thought
• Used to determine the character's success in building things
• Used to determine the character's success in understanding unknown technology and languages
• Used to determine the secondary ability known as Karma
Intuition:
• A measure of wisdom, wits, common sense, and battle reflexes
• Used to discover clues
• Used to determine who may act first in combat (Initiative)
• Used to detect hidden or potentially dangerous items, as well as in situations where the character plays a hunch
• Used to resist effects of emotion control powers, spells, and abilities
• Used to determine the secondary ability known as Karma
Psyche:
• A measure of mental strength and willpower
• Used to show resistance to mental and will-dominating attacks
• Used to determine resistance to magical attacks
• Used to determine initial Magical abilities for those characters who wield magic
• Used to determine the secondary ability known as Karma
Secondary Abilities
Health:
• Used to determine the amount of physical damage the character can absorb before losing consciousness and potentially dying
• Does not have a rank or rank number, but rather is the sum of the rank numbers of the character's Fighting,
Agility, Strength, and Endurance
• Lost through combat, accidents, attacks, and other potentially dangerous and life-threatening situations
• Recovered after damage is taken, 10 turns after damage is inflicted
• Regained through normal healing by the Endurance rank number of points per day.
• If reduced to 0, the character is unconscious and may begin to lose Endurance ranks.
Karma:
• Used by the hero as a measure of experience, allowing the hero to perform actions that may otherwise be
impossible
• Does not have a rank or rank number. Starting Karma is determined when the character is created by the sum of the Initial rank numbers of the character's Reason, Intuition, and Psyche
• Gained through performing heroic and basically "honorable" acts
• Lost through performing selfish, harmful, or "dishonorable" acts
• May be spent by the player-character to perform actions otherwise impossible or unlikely. These include modifying die rolls, staying alive, building things, using magical abilities, and raising the hero's ability rank numbers and ranks through advancement
Resources:
• A measure of how wealthy a character is, and how the character may use that wealth
• Generated when the character is created
• Presented as a rank with a rank number
• Used to determine if a character can afford a particular item or service
Popularity:
• A measure of the character's reputation in that character's normal environment
• Generated when the character is created
• Represented as a rank and rank number. Heroes generally have positive Popularity. Villains generally have
negative Popularity
• Used to determine reactions of large groups of people and neutral NPCs
Special Abilities
Powers:
• Super-human abilities possessed by individual heroes and villains in the Marvel Universe
• Used to perform actions above and beyond the limits of normal mortals
• Each Power is individual. Powers may have a rank number, or modify an existing primary or secondary ability rank
• May be improved through expenditure of Karma. New Powers may be added at a risk to the player character
Talents:
• Non-super-human abilities that may be possessed by characters in the Marvel Universe
• Used to perform specialized actions at a specific benefit
• Are individual; modify an existing primary or secondary ability rank, or provide special abilities
• May be learned as a hero gains experience
Contacts:
• Represent social, political, and personal friends and allies through whom the character may gain information and equipment
• Have no rank number. Contacts are considered as Friendly to the character for purposes of determining reactions
• May be increased through spending of Karma, or performing missions for that Contact
Power Generation (The Process)
Posted: Thu Mar 19, 2026 10:39 am
by MalakiXanderos
Power Generation
Players and Judges are free to use either the original table or the expanded version. For consistency's sake, most players can also use this table to expand or alter previously generated PCs.
Number of Powers: The number of Powers initially possessed by the hero is determined by a dice roll on the following table.
Talents and Contacts are rolled separately.
The number before the slash indicates the initial number of Powers, Talents, or Contacts the hero has.
The number after the slash represents the maximum number allowable.
Players can spend Resource ranks to gain additional Powers, Talents, and Resources.
Each additional Power lowers the Resource rank -2CS.
Each additional Talent or Contact lowers it by -1CS.

- Power Generation Rolls.JPG (15.69 KiB) Viewed 14 times
Defining Powers:
Roll two percentages for each Power. The first determines the Power Class and the second determines the
specific Power Category. Some Powers are marked by an asterisk (*); these count as two Powers because they're such heavyweights.
If you don't have enough openings for such a Power, you can make room for it by discarding already-rolled Powers or spending more Resource ranks.
If you can't make room in either of those ways, discard the Power and roll again.

- Power Class rolls.JPG (23.16 KiB) Viewed 14 times