Sunday, September 22, 2013

Marvel Super Heroes House Rules

Rule 1...The GM is mostly right.

Rule 2...The Player has a right to some say so as well (don't be afraid to ask).

Rule 3...The GM decides where the line is between these two.

Rule 4... Be A Hero or don't play.       


Damage and Effects
    Whenever a yellow FEAT is made but not required on an attack the damage is increased by 1d10 points.  If the attack is a called shot this bonus is normally ignored.
   
    Whenever a red FEAT is made but not required on an attack the damage is increased by a Full Shift and optionally an additional 1d10 damage (if the attack warrants it)

    If a character takes damage from an attack that is 3 or more shifts higher than his ENDURANCE a stun result is possible then and there.  A character's PSYCHE is used instead if the attack is mental in nature.

Dodge FEATs
    Any character who's Agility stat indicates ability to avoid a given form of attack may make a power FEAT to avoid the attack.  EG
            A character with Incredible agility can avoid single bullets on a Yellow FEAT.  Automatic weapons fire
                      can be evaded on a RED FEAT.
            A character with Amazing agility can avoid single bullets on A GREEN FEAT, and multiple bullets on a
                      YELLOW FEAT roll, and Energy weapons on a RED FEAT roll.
            A character with Monstrous agility can automatically dodge Single bullets.  Multiple bullets or Automatic
                     weapon Fire requires a Green FEAT roll to avoid.  If multiple Attackers fire automatic weapons at
                     the target he may avoid them on a Yellow FEAT.  Lasers and other energy Weapons can be avoided
                    on a RED FEAT.
            A character with Unearthly Agility may automatically dodge All bullets fired at him/her.  Energy weapon
                   attacks may be dodged on a GREEN FEAT.
     A character who dodges will Reduce the Effective Level of a given attack based on the success of the
dodge. 
        White FEAT     - Zigged when you should have zagged - attack gets +1 shift
        Green FEAT    - Attack loses one column shift
        Yellow FEAT    - Attack loses two column shifts
        Red FEAT    - Attack misses completely

Instant Karma
    40 points    Buy an enemies attack down by 1 column shift
   100 points   Make an enemies attack that is targeting a friend or innocent miss and hit you instead
                     That enemy gets 50 karma
   100 points   Make an enemy monolog , that enemy gets the 100 karma

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