Você está na página 1de 4

MARVEL HEROIC ROLEPLAYING GAME HOUSERULES

COMBAT INITIATIVE
Order of action is determined through a roll-off at the beginning of each round
of combat. The base dice for this is a D4, which may be substituted for any
higher tiered Sense power that a character possesses. The order of play is
then undertaken from highest–lowest, with any ties resolved through
additional roll-offs, made on any dice agreed upon by all involved.

BS RULE
Each player (including the Watcher) has at their disposal two Time Outs per
game session, to call a vote on any action they deem questionable. If the
group vote goes against the caller, they forfeit either a remaining Time Out
or 3 XP/D8 from the Doom Pool.

TAUNTS
Mechanically akin to standard Complications, but Emotional rather than
Physical. A Taunt’s effect dice is only treated as a Complication if the
taunted tries to ignore it and act against anyone other than the taunter,
against whom the dice may be ignored (unless a Distinction marks such
targets as prone to such humiliation, wherein they suffer a persistent d4 in
their dice pool until the matter is resolved). Taunts may be shaken off/lose
their sting, reflected in their being stepped down at the start of each
subsequent round (when the action returns to the taunted), but may be
stepped back up by continued verbal abuse. These attacks may be undertaken
with a maximum effect of d6, or a higher level of Menace or Psych, if either
Specialty is possessed by the taunter (in the pool of any attacker instead).

UNTRAINED SPECIALTIES
Any area of expertise may be attempted by a character, but at a D4 level (even
amateurs sometimes get lucky), unless an existing Specialty or Power can be
incorporated into the narrative of the action, in which case this dice may be
stepped up to a D6 (rookie level) at the cost of 1 XP. Characters may not
access any resources from such uses.

FAME/INFAMY
Starting at a default of D6, Fame represents the renown of a character. The
die will step up or step down depending on their actions during the adventure.
Did they complete their mission, cause too much collateral damage, exceed
their mandate? If they consistently mess up, then the die moves from being an
asset to a complication (and is thus rolled against them whenever their
reputation is involved). Failure in the
missions result in the Fame value being
stepped down twice. Those who go inactive
will see their Fame slip (step down)
gradually, to a maximum complication value
of d8.

Progression: d12 Asset > d10 Asset > d8


Asset > d6 Asset > n/a (default) > d6
Complication > d8 Complication > d10
Complication > d12 Complication.

SPECIALTY – HIGH-LIFE
Most heroes can look hot when the need arises, but you set any social
spectacle ablaze. You have had training in making the most of the spotlight,
and know how to make a purposeful impression (without wanton destruction).
 A High-Life Expert is the equivalent of a rising star, known nationally,
and is comfortable acting as the spokesperson for a team/cause that
they believe in.
 A High-Life Master is a superstar who thrives on the attention and
adoration of others, and is likely known internationally. They are
recognisable almost anywhere.
 High-Life Stunts include grandstanding, the ability to charm,
distractions, and acting.
 High-Life Resources include the ability to engage in entertainment
media circuses, access to exclusive venues, contacts in both of these
areas (press and club hosts), host spectacular gatherings, and access to
luxury goods.

SPECIALTY – MEDIA
You have a working knowledge of modern mass media and communications,
along with the access to make them work for you, and you may well be a
celebrity yourself. Whether you are a famous actor, an anonymous blogger
with a massive following, a spin-doctor, a newspaper reporter, a social media
guru, or a popular author, you know how to use your savvy, reputation, and
contacts to reach a larger population.
 A Media Expert is on their way up (or perhaps down) in their ability to
affect some segment of the public consciousness. You may be known
regionally or nationally, and you have some means of swaying many (but
never all) people to see an issue differently.
 A Media Master is at the peak of their social and cultural influence, or
has reached such a great height as to never be truly forgotten. Your
media reach extends to many parts of the world, and you can obtain
worldwide coverage for your message or activities.
 Media Stunts include revealing or concealing major secrets, getting
someone to recognize you, swaying opinions, creating distractions,
influencing crowds, or making strange events look as if they're all part
of a film shoot.
 Media Resources include getting the time or attention of public
figures, contacts in news or entertainment media, access to exclusive
events or locations, video equipment, making or breaking reputations,
the loan of a formal outfit from a major designer, keeping something in
the news, and creating or contributing to particularly succesful projects
for public consumption (such as a hit movie or a multi-part political
expose).

SPECIALTY – POLITICS
You have experience dealing with the world of politics, from handling lobbyists
to getting bills passed into law to blocking legislation and getting legislators
in your pocket. You can double-talk with the best of them and can read the
current political climate and the will of the people, turning policy into action
(or inaction) as required.
 A Politics Expert is the equivalent of a congressional aide, local
politician, a lobbyist for a marginally influential group or similarly
influential person in government.
 A Politics Master has the experience and fortitude of a national
politician, ambassador, major
lobbyist or leader and knows
exactly how to ensure his
party gets things done while
stumping his political
opponents.
 Politics Stunts include
detailed analysis of political
climates, giving speeches
that sway voters and peers
alike, blocking legislation
and pushing a law through a
legislative vote.
 Political Resources include
contacts amongst lobbyists,
news media, political and
government officials and other related areas, as well as legal documents
and the ability to pressure those in power for release of otherwise secret
information.

POWER SET: MARVEL ZOMBIES


Bite d8 Superhuman Durability d10
SFX: Infectious Bite. On a successful Bite attack, inflict a d6 Complication
"Undead". Each scene, increase the complication by one die step. If
complication exceeds d12, afflicted gains Undead power set.
SFX: Irrelevant Organs. Against an attack not specifically targeting the brain,
spend 1pp to ignore Stress.
SFX: Immunity. Spend 1pp to ignore stress or complications from natural
starvation, dehydration, suffocation, exhaustion, et cetera.
Limit: Decomposition. Can not naturally reduce stress during transition
scenes.
Limit: The Hunger. Each scene that you do not eat, suffer d6 complication
Irrational. When complication exceeds d12, every action taken must be
towards consuming flesh

POWER SET: PEERLESS TRAINING


[Peak-level attributes] D6
SFX: Unleashed.
SFX: Focus.
SFX: Specialist. Any time you don't roll a PEERLESS TRAINING Power Trait,
add a second Specialty to your roll for free.
Limit: Out Of Your Depth. Turn any PEERLESS TRAINING power trait into a
complication for a PP. Recover by activating an opportunity or during
transition.

CHASES
The character who is fleeing creates a distance asset such as “Far Away”, “In
my dust”, or “Getting away.” This asset die is added to all rolls opposing any
action taken against him that would be affected by distance or range. If this
asset is raised above d12, the character escapes. Pursuers may use
appropriate traits to act against this asset. If they remove it, they have caught
up to the fleeing character.

PERSISTENT CAMPAIGN ASSETS: WAR AND PEACE


d12 WAR! > d10 Troop Build-Up > d8 Weapon-Making > d6 Harsh Rhetoric >
d0 Status Quo > d6 Peace Talks > d8 Disarmament > d10 Demobilization >
d12 Peace Accord

MILESTONES: I (Heart)
NY
It’s your city, everyone
loves it, why not play on
that? After all, you are an
important feature…
1 xp: When you spend time
out in the city enjoying
yourself, or wear “I <3 NY”
merchandise.
3 xp: When you battle at a
famous NYC landmark or
become a tourist attraction
yourself, in some capacity.
10 xp: When you either
become earn your own
merchandise line that
resembles the iconic
design, or anything
associated with you
becomes an object of
hatred within or outside the
city.

Você também pode gostar