Marvel Multiverse RPG Cheatsheet

RULES OVERVIEW

Also see:
https://www.marvel.com/rpg
https://www.reddit.com/r/MarvelMultiverseRPG/
https://app.roll20.net/compendium/marvel616/Core%20Rulebook
https://app.demiplane.com/nexus/marvelrpg/rules

Matt Forbeck’s 2023 version of role-playing game rules borrows bits from previous games (TSR’s Marvel Superheroes FASERIP system, WotC’s Dungeons & Dragons 5th edition, and others). Instead of d20+modifiers vs. difficulty class, the system uses 3d6+modifiers vs. target number, getting a bell curve effect to rolls and making modifiers more impactful on checks. However, the skeleton of the system will be quick for D&D players to recognize.

Note that Rank also implies a degree of “plot armor” and heroic aptitude. For example, a pistol in the hands of an ordinary patrol cop might do (1d6x2)+1 damage (for 3 to 13 Health), but in the hands of The Punisher, that same pistol might do (1d6x5)+4 damage (for 9 to 34 Health).

ABILITY SCORES
* Melee: Strength, brawling, punching, throwing.
* Agility: Dexterity, shooting, dodging, acrobatics.
* Resilience: Health, constitution, stamina, tenacity.
* Vigilance: Focus, initiative, perception, investigation.
* Ego: Charisma, personality, resisting mind control.
* Logic: Intelligence, reason, memory, invention.

RANKS (kinda like D&D level tiers)
* Rank 1: Rookie (ordinary normals) (J. Jonah Jameson, Aunt May, Night Nurse)
* Rank 2: Protector (elite normals, street-level heroes) (Daredevil, Echo, Bullseye)
* Rank 3: Champion (minor “local” superheroes) (Black Widow, Hellcat, Ms. Marvel)
* Rank 4: Legend (moderate “national” superheroes) (Black Panther, Captain America, Iron Man, Parker’s Spider-Man, Wolverine)
* Rank 5: Mythic (major “planetary” superheroes) (Doctor Doom, Thor, Scarlet Witch)
* Rank 6: Cosmic (“godlike” superheroes) (Captain Marvel, Hulk, Professor X, Thanos)

OTHER STATS…
* Ability Combat Modifier (= ability score)
* Ability Non-Combat Modifier (= ability score, possibly modified by powers)
* Ability Damage Multiplier (= rank, possibly modified by powers)
* Ability Damage Modifier (= ability score, possibly modified by powers)
* Ability Defense Score (= 10 + ability score, possibly modified by powers)
* Health (= Resilience x 30; min. 10) (like D&D physical hit points)
* Focus (= Vigilance x 30; min. 10) (like energy points, or “mental” hit points)
* Initiative Modifier (= Vigilance) (“E” = edge, kinda like D&D advantage)
* Speed (= base 5 if Agility 0 to 4, or base 6 if Agility 5 or more, plus Size modifier)
* Climb, Jump, Swim Speed (= half base Speed rounded up, possibly modified by powers)
* Flight, Glide, Swingline Speeds (available only from powers)
* Backstory: Origin and Occupation grant Traits and Tags
* Traits: grants Edges or Trouble; # = Origin base + Rank
* Tags: role-playing notes (Heroic, Secret Identity, etc.)
* Power Sets and Basic Powers: various superpowers

d616 Dice (3d6): Roll two white d6s and one red d6 (the dMarvel or dM die). If the red d6 (dM) rolls 1 or “Marvel,” its value equals 6 and the outcome has a Fantastic result. Add up dice + one ability score (or modifier). A total equal to or greater than the Target Number or target’s Defense equals success.
* Edge (E): Re-roll any one die and use higher result.
* Trouble: Re-roll one highest die and use lower result. (If dM is tied with other dice as highest, re-roll dM.)
* Multiple edge and trouble modifiers stack and/or cancel each other out before a roll.

Non-Combat Tasks: Target number (TN) on action checks. Add an adventure’s Rank to find the minimum d616 result needed for success. (For example, in a scenario designed for Rank 4 characters, a Challenging check would be TN 14.)
* 4 + Rank … Trivial
* 6 + Rank … Easy
* 8 + Rank … Routine
* 10 + Rank … Challenging
* 12 + Rank … Difficult
* 14 + Rank … Ridiculous
* 16 + Rank … Absurd
* n/a … Impossible (GM’s call)

Combat Attacks: Ability vs. target’s Ability defense. (Some traits allow targets to swap abilities for defense scores.)
* Close combat, Melee vs. Melee defense (or Agility defence if target has Evasion).
* Ranged combat, Agility vs. Agility defense (or Melee defense if target has Brawling).
* Most magic, Ego vs. Ego defense (or Logic defense if target has Integrity).
* Most psionics, Logic vs. Logic defense (or Ego defense if target has Wisdom).
* Some powers target Resilience or Vigilance as noted in their descriptions.

Combat Rounds: For Initiative, rolling 1 or “Marvel” on the dM gives one bonus round to act before normal rounds, then characters act in order of Initiative totals (highest first to lowest last). During a turn, each character may do one move and one action, and between turns, one reaction. (Various traits and powers may allow additional options.)

Spaces and Speed: For range and distance, one space equals 5 feet/1.5 meters, or for area, one 5 ft. x 5 ft./1.5m x 1.5m square. Speed measures number of spaces crossed per move during a 5-second round. Non-combat movement may be higher.

Damage: Based on red dM die x ability multiplier + ability score; multiplier may be lowered by a target’s damage reduction (if x0 or less, no damage regardless of bonus).
* Types: Melee (close), Agility (ranged), Ego (magic, other powers), Logic (psionic powers, some tech).
* Reduces target’s Health and/or Focus.
* Regain 1 Health and 1 Focus per hour of rest; double rate if sleeping. Use Karma for faster recovery. (Also faster with Healing Factor trait or Brain Drain/Leech Life powers.)

Conditions: Another possible effect from hazards or powers.
* Ablaze: 5 Health damage at end of each turn until fire put out.
* Bleeding: 5 Health damage at end of each turn until wound is treated.
* Blinded: Speed halved, concentration powers requiring line of sight end, trouble on checks requiring sight, enemies gain edge.
* Deafened: Powers requiring earshot end, trouble on checks requiring hearing.
* Demoralized: Concentration powers end, trouble on all action checks.
* Grabbed: Neither grabbed target nor grabber may move unless carrying the other, trouble to target either character, attacking to hit either has edge.
* Paralyzed: Cannot move or take any actions that require Melee or Agility checks, Agility defense 10 against ranged attacks, close attacks automatically hit.
* Pinned: As grabbed, but suffer trouble on Melee and Agility checks, cannot use movement actions.
* Prone: Trouble on Melee attacks, close attackers gain edge on target, ranged attacks suffer trouble. One space of movement to stand.
* Shattered: Permanently stunned, cannot take actions, speak only haltingly.
* Stunned: Concentration powers end, cannot take any actions, all attacks on target gain edge. Lasts for 1 round.
* Surprised: Cannot act in initial bonus round; if later, attacks on target gain edge for one round.
* Unconscious: Concentration powers end, cannot take actions, all defenses reduced to 10, close attacks automatically hit target.

Karma: Use 1 point to…
* Gain 1 Edge on a task (reroll a die, use best roll).
* Make a recovery combat roll vs. target number 10, using Resilience to heal Health or Vigilance to recover Focus. If successful, regain rolled total x rank (5). A Fantastic result (1 on red dM die) doubles recovery.
* Help another to make a recovery roll.

If Heroic tag, Karma resets to character’s rank after a full sleep (8 hours). Role-playing “negative” traits also earns Karma points, as might monologuing for non-Heroic characters.

TRAITS, TAGS, AND POWERS

Specific rules apply over general rules as described here, such as changing actions per turn, swapping abilities used for tasks or defenses, spending Focus for special manuevers, causing conditions with attacks, and so forth. Powers and other effects that increase or reduce damage do not stack.

Below are shorthand descriptions on how various traits, tags, and powers affect the game rules. These summaries are just a rough reference; specific Focus costs, ranges, durations, and other details are fully described in the core rulebook.

(In cases where a magic superpower bears similarity to a more commonly-known Dungeons & Dragons spell, a comparison may be suggested.)

NOTE: Character of Special Training origin (“super-normals”) may only pick a select set of Basic powers, plus Martial Arts, Melee Weapons, Ranged Weapons, Shield Bearer, and/or Tactics powers.

TRAITS
* Abrasive: Edge to Ego to intimidate.
* Anathema (list types): Rank 3 attack damage when touching harmful exposure.
* Audience: Ego check to gain info or resources from a group.
* Battle Ready: Adds 30 Focus to character’s base.
* Beguiling: Edge to Ego vs. targets attracted to them.
* Berserker: Edge on attacks; +2 to Melee, Resilience, Ego; -2 Agility; no ranged weapons; after last enemy, lose 5 Focus.
* Big: -1 to Melee, Agility defenses; +1 to run Speed; increase reach by 2.
* Bloodthirsty: Must make Challenging Ego check to keep from killing unconscious foe.
* Breathe Different: Lose 1 Health per minute in normal Earth air.
* Clinician: Edge to Logic for medical checks.
* Clueless: Trouble on Vigilance to spot hidden; enemies’ Agility gain edge to sneak.
* Combat Expert: Edge on Melee attacks against enemies of Rank 1.
* Combat Reflexes: One additional reaction each turn.
* Connections (list types): Can make Ego checks for favors from specified group.
* Dealmaker: Edge on action checks to make deals.
* Determination: No trouble when demoralized, aka below 1 Focus.
* Eidetic Memory: Player may ask GM to remind known details.
* Enduring Constitution: Go without sleep for 48 hours, edge on Resilience vs. fatigue.
* Enhanced Physique: Treat as one size bigger for lift, carry, swing, throw actions.
* Extra Occupation: Choose another occupation.
* Extraordinary Origin: Choose another origin.
* Famous: Edge to Ego to favorable groups, trouble to disagreeable groups.
* Fearless: Edge to action checks vs. fear.
* First Aid: Edge on Logic check to stop bleeding.
* Font of Information: Edge on Logic checks for knowledge.
* Free Running : Edge on Agility for acrobatics while moving.
* Fresh Eyes: Edge on Logic checks when facing new action for the first time.
* Gearhead: Edge on Logic checks to figure out how any machine works.
* Glibness: Edge on Ego to persuade others speaking to for the first time.
* God Heritage: Edge when deadling with subject of divine godhood domain.
* Gullible: Others gain edge on Ego to persuade you of something.
* Honest: Trouble on Ego check to lie, but edge on friendly checks when truthful.
* Interrogation: Edge on Ego or Logic when asking questions.
* Inventor: Edge on Logic when creating or repairing things.
* Investigation: Edge on Vigilance to spot clues, Logic to interpret clues; double if access to forensics lab.
* Iron Will: Enemies have trouble on Ego to control character; edge to break mind control.
* Legal Eagle: Edge on Logic checks when dealing with legalities.
* Leverage: Edge on Logic checks to investigate people, Ego checks to persuade investigated targets)
* Loner: Cannot be given an edge via assistance from non-teammates.
* Monster: Edge to intimidate someone.
* Out of Shape: Treat as one size smaller for lift, carry, swing, throw actions.
* Piloting: Edge on Agility to control move of any type of air, land, or water vehicle.
* Presence: Edge on Ego checks to get others’ attention or voluntarily do things.
* Public Speaking: Edge on Ego checks when attempting to persuade groups.
* Pundit: Edge on Ego or Logic when giving opinion via media.
* Quick Learner: Edge on next try to repeat a failed action on next turn.
* Scientific Expertise: Edge on Logic when dealing with scientific research; double if acces to lab.
* Signature Attack (note attacks): Edge on using particular kind of weapon or power.
* Situational Awareness: Edge on initiative checks.
* Skeptical: Others get trouble on Ego checks to persuade character.
* Small: +1 to Melee, Agility defenses; -1 to run Speed.
* Sneaky: Edge on Agility when sneaking around; enemies trouble on Vigilance checks to detect)
* Stranger: Trouble when trying to decipher customs or pass as local.
* Surprising Power: Gain a power without rank, origin, or power prerequisites.
* Tech Reliance: When damaged to unconscious, instead lose tech powers and stay 1 Health.
* Weakness (list types): Attacks suffered from specific substance ignore damage reduction, ignore Healing Factor.
* Weird: Edge to Ego to favorable groups, trouble to disagreeable groups.

TAGS
* A.I.: Backup copies of mind available elsewhere.
* Alien Heritage: Not native to Earth, may know interstellar lore.
* Alternate Form (list forms): Only use powers in certain forms.
* Amphibious: Breathe, see, and hear normally underwater.
* Auditory Issues: Trouble hearing.
* Authority: Legal status in society.
* Backup: Can call on organization for immediate backup at any time.
* Black Market Access: Can buy and sell hard-to-find and illegal things.
* Chaotic: Trained by cosmic-level primal chaos.
* Convict: Has well known criminal record.
* Cursed: Affiliated with Hell.
* Deceased: Technically dead in legal records.
* Dependents: Must frequently check on others who rely on character.
* Enemy (list enemies): Sworn to defeat the character.
* Eternally Immortal: Doesn’t age, can be resurrected from death at South Pole.
* Extreme Appearance: Cannot easily hide identity as unusual.
* Green Door: Gamma mutate returns to life after death, effectively immortal.
* Headquarters: Safe space available to heal, work, store equipment, and so forth.
* Heroic: Able to use Karma for action edges or rapid Health or Focus recovery.
* Hounded: Part of group persecuted for simply being themselves.
* Hunted: Sought by law enforcement for accused crimes.
* Imageless: Casts no reflection, and image cannot be captured by cameras.
* Immunity (list types): Unharmed by the usual effects of substance or exposure.
* Inhuman Genes: May develop superpowers when exposed to Terrigen Mists.
* Krakoan: Citizen of island nation, may also be resurrected if killed.
* Lab Access: Has equipment, supplies, and tools for technical work.
* Linguist (list languages): Fluent in these languages.
* Lunar Transformation: Werewolf compelled to hunt anyone during full moon.
* Mohd Wy’ry: Accumulated memories driving an Eternal insane.
* Mentor: Older person available for advice, answers, training.
* Mute: Character cannot speak verbally, but can communicate otherwise.
* Mysterious: Source of superpowers is not known or understood.
* Obligation (list types): Duty to certain people, places, or organizations who rely on them.
* Poor: Little access to money and struggles to make ends meet.
* Powerful: Access to resources of the character’s entire community.
* Public Identity: Easy to ask openly for help, but enemies can find friends, and family.
* Radioactive: Constant low levels of radiation can be picked up by Geiger counter.
* Rich: Access to plenty of money, most anything legally available can be bought.
* Secret Identity: Must take precautions to protect friends and family from enemeis.
* Signature Weapon (note weapon): Well known for using a specific type of weapon.
* Sorcerous: Study of traditional magic.
* Streetwise: Knows about various criminal enterprises and how to deal with them.
* Supernatural: Superpowers are magical or based on something magical.
* Villainous: Cares little for the rights or lives of others.
* Vision Issues: Trouble seeings, from full blindness to just astigmatism.
* Worshipped: Considered by others to be a god.
* X-Gene: Mutant genes cause character to develop superpowers.
* Young: Under 18 years old, may lack access to adult legal rights.

BASIC POWERS
* Accuracy 1: Boosts Agility damage multiplier and non-combat checks by 1.
* Accuracy 2: Boosts Agility damage multiplier and non-combat checks by 2.
* Accuracy 3: Boosts Agility damage multiplier and non-combat checks by 3.
* Accuracy 4: Boosts Agility damage multiplier and non-combat checks by 4.
* Additional Limbs: Gain edge in Melee and Agility checks.
* Anger: Use Focus to boost Melee damage, suffer Logic defense penalty and cannot concentrate.
* Brawling: Use Melee defense vs. Agility attacks instead of Agility defense.
* Brilliance 1: Boosts Logic damage multiplier and non-combat checks by 1.
* Brilliance 2: Boosts Logic damage multiplier and non-combat checks by 2.
* Brilliance 3: Boosts Logic damage multiplier and non-combat checks by 3.
* Brilliance 4: Boosts Logic damage multiplier and non-combat checks by 4.
* Combat Trickery: Once per battle, use Focus to gain an automatic 1 on dM, cannot be affected by trouble.
* Discipline 1: Boosts Ego damage multiplier and non-combat checks by 1.
* Discipline 2: Boosts Ego damage multiplier and non-combat checks by 2.
* Discipline 3: Boosts Ego damage multiplier and non-combat checks by 3.
* Discipline 4: Boosts Ego damage multiplier and non-combat checks by 4.
* Disguise: Character looks like someone else (like D&D Alter Self).
* Energy Absorption: Health damage turns into extra Focus for character to use.
* Environmental Protection: Immune to harm from cold, heat, pressure, radiation, vacuum.
* Evasion: Use Agility defense vs. Melee attacks instead of Melee defense.
* Flight 1: Gain fly speed; outside combat, fly speed x3 (like a bird).
* Flight 2: Gain fly speed; outside combat, fly speed x50 (like an aircraft).
* Group Flight: Carry others while flying.
* Healing Factor: Regain Health equal to character’s Resilience every turn.
* Heightened Senses 1: Superior senses, x2 sensory range, edge on Vigilance checks, others suffer trouble to sneak on character.
* Heightened Senses 2: Radar-like senses, x4 sensory range, double edge on Vigilance checks, others suffer double trouble to sneak on character.
* Iconic Weapon: Special bonuses for using a specific weapon.
* Inspiration: Ally within earshot gains edge on all checks for one turn.
* Integrity: Use Logic defense vs. Ego attacks instead of Ego defense.
* Mighty 1: Strength to lift about a ton, as 1 size bigger to lift/carry/swing/throw. Boosts Melee damage multiplier and non-combat checks by 1, and gain option to cause knockback.
* Mighty 2: Strength to lift a bus (several tons), as 2 sizes bigger to lift/carry/swing/throw. Boosts Melee damage multiplier and non-combat checks by 2, and gain option to cause knockback.
* Mighty 3: Strength to lift a house (10s of tons), as 3 sizes bigger to lift/carry/swing/throw. Boosts Melee damage multiplier and non-combat checks by 3, and gain option to cause knockback.
* Mighty 4: Extreme superhuman strength (100s of tons), as 4 sizes bigger to lift/carry/swing/throw. Boosts Melee damage multiplier and non-combat checks by 4, and gain option to cause knockback.
* Reinforced Skeleton: Gain Health damage reduction 1.
* Shape-Shift: Character changes form and gains natural abilities of new form. (Like D&D Polymorph.)
* Slow-Motion Dodge: Reaction to give attackers trouble on ranged attack.
* Sturdy 1: Gain Health damage reduction 1; if reduced to less than 1, no damage at all.
* Sturdy 2: Gain Health damage reduction 2; if reduced to less than 1, no damage at all.
* Sturdy 3: Gain Health damage reduction 3; if reduced to less than 1, no damage at all.
* Sturdy 4: Gain Health damage reduction 4; if reduced to less than 1, no damage at all.
* Uncanny 1: Gain Focus damage reduction 1; if reduced to less than 1, no damage at all.
* Uncanny 2: Gain Focus damage reduction 2; if reduced to less than 1, no damage at all.
* Uncanny 3: Gain Focus damage reduction 3; if reduced to less than 1, no damage at all.
* Uncanny 4: Gain Focus damage reduction 4; if reduced to less than 1, no damage at all.
* Wisdom: Use Ego defense vs. Logic attacks instead of Logic defense.
* Wisecracker: Ego vs. Ego defense of one target within earshot to cause Focus damage.

ELEMENTAL CONTROL POWERS
* Elemental Barrage: Ego vs. Resilience defense of all targets within 50 feet of a point.
* Elemental Barrier: Creates wall that can be attacked to end; when first made, Agility vs. Agility defense of those in the way to place them on either side.
* Elemental Blast: Agility vs. ranged target’s Agility defense, use Focus to boost damage.
* Elemental Burst: Agility vs. ranged target’s Agility defense, special effect on Fantastic result.
* Elemental Form: Character’s body made of element, reforms after Health back to 1 or more.
* Elemental Grab: Ego vs. target’s Melee defense to grab.
* Elemental Infusion: Close attack gains special effect on Fantastic result.
* Elemental Prison: Ego vs. targets’ Agility defense to trap them within elemental cage.
* Elemental Protection 1: Ignore a type damage of 10 or less; if 11 or more, protection ends but character unharmed.
* Elemental Protection 2: Ignore damage of 20 or less; if 21 or more, protection ends but character unharmed.
* Elemental Protection 3: Ignore damage of 30 or less; if 31 or more, protection ends but character unharmed.
* Elemental Protection 4: Ignore damage of 40 or less; if 41 or more, protection ends but character unharmed.
* Elemental Push: Ego vs. target’s Agility defense to move target, possibly knock prone.
* Elemental Reinforcement: If damage gets through elemental power, choose to lose Focus instead of Health and keep protection active.
* Elemental Ricochet: On Fantastic result, extra ranged attack on another target.
* Elemental Sphere: Ego defense vs. ranged attacks, Elemental Protection affects area.
* Elemental Suffocation: Ego vs. grabbed target’s Resilience defense to pin target.
* Supernova: Ego vs. Resilience of all targets within 50 feet, option to use Focus to boost damage and chance of special effect.

ILLUSION POWERS
* Animated Illusion: Create a control a visual-only moving image.
* Darkness: Target area becomes too dark to see and negates light.
* Dazzle: Ego vs. target’s Vigilance defense to blind, possibly damage.
* Deafen: Ego vs. target’s Vigilance defense to deafen, possibly damage.
* Extend Invisibility: Make something or something invisible.
* Flare: Ego vs. nearby targets’ Vigilance defenses to cause blindness.
* Grand Illusion: Create an area sound and sight illusion.
* Group Invisibility: Character’s Ego defense equals number of others made invisible.
* Illumination: Make one object or area glow bright life. (Like D&D Light spell.)
* Invisibility: Character becomes invisible, gains edge to sneak, observers suffer trouble. (Unlike in D&D, attacking doesn’t spoil basic invisibility.)
* Mirror Images: Character gets illusory duplicates that can draw away attention or attacks.
* Silence Area: Nearby area silenced, none inside can hear and those outside cannot hear into area.
* Silence Self: Character gains edge on Agility to sneak, enemies suffer Vigilance trouble to perceive character.
* Static Illusion: Creat a non-moving visual light hologram at a point within 250 feet.

MAGIC POWERS
* Astral Form: Enter trance, fly spirit body into Astral Plane, spy on mortal realm.
* Brain Drain: Ego vs. grabbed target’s Vigilance to cause Focus damage and recover Focus points.
* Exorcism: Ego vs. possessor’s Ego defense to end a possession power.
* Leech Life: Ego vs. grabbed target’s Resilience defense to deal Health damage and character recovers Health.
* Sense Supernatural: Detect location and status of nearby supernatural creatures, Ego check vs. Vigilance defense to sense resisting targets.

MAGIC (CHAOS) POWERS
* Hex Bolt: Ego ranged attack vs. target’s Agility, causing force damage, possibly cause trouble. (Like D&D Eldritch Blast.)
* Jinx: Ego vs. nearby target’s Ego defense to cause trouble on all actions, possible lose next standard action.
* Powerful Hex: Use Focus to simulate the effects of any other power; permentant powers have concentration duration.
* Probability Manipulation Hex: Nearby ally making a check with trouble eliminates all trouble and instead gains an edge.
* Protection Hex: Ego check becomes character’s defense against any attack, possibly also granting Health damage reduction.

MAGIC (DEMONIC/CURSED) POWERS
* Hellfire Chains: Ego vs. target’s Agility defense to grab and cause Health damage; Ego to grabbed target’ Resilience to cause Health and Focus damage.
* Penance Stare: Ego vs. target’s Ego defense to cause Focus damage, possibly paralyze, and special rules if shattered.
* Possess Vehicle: Character magically controls touched vehicle and engulfs it in damaging hellfire.
* Possession: Ego with trouble vs. Ego defense of target with no Focus left to seize control of target’s body.
* Senses Sin: Ego vs. Ego defense to detect target’s worst past actions, possible intensions on future bad actions.

MAGIC (SORCERY) POWERS
* Bolts of Balthakk: Ego ranged attack vs. target’s Agility, causing electricity damage. Spend Focus to boost damage. (In other words, a D&D lightning cantrip.)
* Crimson Bands of Cyttorak: Ego vs. target’s Melee defense to paralyze and pin (like D&D Hold Person).
* Dispelspell: Ego vs. opponent’s Ego defense to end magical effect.
* Flames of the Faltine: Ego ranged attack vs. target’s Agility, causing fire damage. Spend Focus to boost damage. (In other words, a D&D fire cantrip.)
* Icy Tendrils of Ikthalon: Ego ranged attack vs. target’s Agility, causing cold damage, possibly paralyzing target. (In other words, a D&D cold cantrip.)
* Images of Ikonn: Create illusionary duplicates of a person, or character gains double edge on Ego checks against illusions.
* Mists of Morpheus: Ego vs. target’s Vigilance defense to cause stun, possibly sleep.
* Mists of Munnopor: Creates obscuring fog, also prevents flying, gliding, or webslinging.
* Shield of the Seraphim: Attacks causing 20 damage or less are ignored, 21 or more ends shield but target unharmed.
* Summon Portal: Open doorway between any two points in the multiverse.
* Vapors of Valtorr: Create dark cloud nearby, Ego vs. one target’s Vigilance defense to cause Health damage, possibly blind target.
* Winds of Watoomb: Gust of wind reduces speed of all within range, blows away smoke, plus allows Focus to reinforce Shield of the Seraphim protection.

MARTIAL ARTS POWERS
* Always Ready: Gains one additional reaction per round, only for Martial Arts powers.
* Attack Stance: Doubles Melee ability bonus to damage.
* Banging Heads: Melee attack vs. two targets within reach.
* Brace For Impact: Use Focus to negate Health damage caused by an enemy’s attack.
* Chain Strikes: Make close attack, plus bonus attack on Fantastic result.
* Counterstrike Technique: Via Attack Stance, cause half close attack damage back at attacker.
* Crushing Grip: Melee vs. grabbed target’s Resilience defense for Health damage and possible pin.
* Defense Stance: Attackers suffer trouble to close attack character.
* Do This All Day: As action, recover 2 Health for each 1 Focus used.
* Fast Strikes: Melee attack targets two close targets within reach for half damage, or normal damage on Fantastic result.
* Flying Doublekick: Close attack against two targets within reach for full damage.
* Focused Strike: Boost damage by using Focus on a close attack.
* Grappling Technique: Close attack grabs and damages a target, possible pin.
* Leaping Leglock: Close attack to grab and damage target, possible stun; either way, both character and target knocked prone.
* Leg Sweep: Close attack to damage and knock target prone, possibly stun as well.
* Regain Focus: As action, recover Focus equal to character’s Vigilance.
* Reverse Momentum Throw: Reach past enemy and punch from behind, clse attack with edge, possible stun.
* Spin and Throw: Melee vs. grabbed target to damage, knock prone and move to new space; Fantastic result also pinned and stunned.
* Unflappable Poise: Close attacks on character suffer trouble; if using Defense Stance, double trouble.
* Untouchable Position: If attacked, all other close attacks on character suffer trouble.

MELEE WEAPON POWERS
* Exploit: Melee vs. target’s Resilience defense score, ignore Health damage reduction.
* Fast Attacks: Melee attack targets two close targets within reach for half damage, or normal damage on Fantastic result.
* Focused Fury: Gain edge on close attack and boost damage by using Focus.
* Furious Attacks: Make close attack against two targets within reach, use Focus to boost damage.
* Hit and Run: Close attack with edge, and gain extra movement distance on a hit.
* Riposte: As reaction, close attack on attack who just missed with an attack.
* Unstoppable Assault: Melee vs. Melee defense of all targets within reach, option to spend Focus to half move and make extra attacks.
* Vicious Attack: Close attack, Fantastic result causes bleeding (ongoing damage).
* Whirling Frenzy: Agility vs. Agility defense of every target within reach.

OMNIVERSAL TRAVEL (DIMENSIONAL) POWERS
* Dimensional Portal: Open a doorway between dimensions. (like D&D Gate).
* Dimensional Travel: Ego vs. target’s Vigilance defense to send target to another dimension (like D&D Banishment).
* Dimensional Travel Other: Teleport self and other to another dimension (like D&D Plane Shift).
* Dimensional Travel Together: Teleport to another dimension.

OMNIVERSAL TRAVEL (MULTIVERSE) POWERS
* Multiversal Portal: Opens doorway into another universe (timeline, alternate reality).
* Multiversal Travel: Ego vs. target’s Vigilance defense to send target to another universe.
* Multiversal Travel Other: Teleport self and other to another universe.
* Multiversal Travel Together: Teleport self to another universe (timeline, alternate reality).

OMNIVERSAL TRAVEL (TIME TRAVEL) POWERS
* Instant Replay: Once per battle, character completely rerolls one failed check.
* Time Portal: Open a doorway between points in time and space.
* Time Travel: Ego vs. target’s Vigilance defense to send target to another point in time and space.
* Time Travel Other: Move self and another to a different point in time and space.
* Time Travel Together: Move to another point in time and space.
* Time-Out: Character and allies in nearby area act normally while the rest of the universe is frozen in time for several seconds.
* Time-Out Bubble: Grabbed target frozen in time for several seconds.
* Time-Out Tag: Character acts normally while the rest of the universe is frozen in time for several seconds.

PHASING POWERS
* Disrupt Electronics: Spoil a Tech Reliant power or electronics for one turn.
* Disrupt Nerves: Ego vs. target’s Resilience defense to stun for one round.
* Disrupt Person: Ignore target’s Health damage reduction for a close attack.
* Partial Phase: Portions of character’s body and clothing tangible or intabgible.
* Phase Object: Character touches something and makes it intangible.
* Phase Other: Touched target and other in contact in a chain becomes intangible.
* Phase Self: Character becomes intangible, unaffected by anything physical, but still moves as if subject to gravity.
* Phase Walk: Character becomes intangible and can walk on air.
* Quick Phase: As reaction, character becomes intangible.

PLASTICITY POWERS
* Body Sheet: Gain Health Damage Reduction 3 and Glide Speed.
* Body Sphere: Grant Health Damage Reduction 3 to allies within, or envelop an enemy.
* Bounceback: Ignore fall damage and even add Jump distance as reaction.
* Coiling Crush: Melee attack to paralyze target, damage on Fantastic result and subsequent turns versus target’s Resilience.
* Extended Reach 1: Character’s reach x4 normal.
* Extended Reach 2: Character’s reach x10 normal.
* Flexible Bones 1: Gain Health damage reduction 1, also Agilty edge for contortion and escape.
* Flexible Bones 2: Gain Health damage reduction 2, also Agilty double edge for contortion and escape.
* Flexible Fingers: Reshape fingers and hands into lock picks or simple tools.
* Reverse Punch: While Defense Stance is active, if attacker’s close attack misses, a reaction knock attacker prone and reflect half attacker’s damage.
* Rubberneck: Character’s neck can lengthen and twist head away from body to get line of sight to target.
* Slip Free: The character is impossible to restrain. Reaction, trigger: the character is grabbed or pinned, instant. The character is not grabbed or pinned.
* Stilt Steps: Stretch legs to double run speed and climb speed.

POWER CONTROL POWERS
* Boost Powers: Use Focus to increase effects of nearby ally’s superpowers.
* Bump Power: Use Focus to increase effect of nearby ally’s superpower.
* Clone Moves: Use Focus to duplicate a Basic, Martial Arts, Melee Weapons, Ranged Weapons, Shield Bearer, or Tactics power known to another nearby.
* Clone Powers: Use Focus to duplicate superpowers of another nearby.
* Copy Ability: Use Focus to duplicate a nearby character’s ability.
* Copy Power: Use Focus to duplicate a nearby character’s superpower.
* Copy Trait: Use Focus to duplicate a nearby character’s trait.
* Dampen Power: Ego vs. Ego defense to reduce or halve target’s power effects.
* Shut Down Powers: Ego vs. Ego defense of target within 100 feet to remove all superpowers, duration lasts for concentration.
* Steal Powers: Ego vs. grabbed target’s Ego to remove target’s powers and gain use of those powers for the duration of concentration.
* Swipe Power: Ego vs. Ego defense to remove one superpower from a grabbed target and gain its use for duration of concentration.

RANGED WEAPON POWERS
* Covering Fire: Agility vs. target’s Vigilance defense for Health and Focus damage.
* Dance Of Death: Agility ranged attack vs. every target within 50 feet.
* Double Tap: Fantastic result on ranged attack leaves target bleeding (ongoing damage).
* Fast Hands: Character gains one extra reaction per round, only for use with a Ranged Weapons power.
* Headshot: Make ranged attack with trouble to cause double damage, possible stun.
* Killzone: As reaction, make one ranged attack on each target within sight that moves during each target’s turn.
* Orchestra Of Overkill: Agility vs. Agility defense of all seen targets within 50 feet, possibly left bleeding (ongoing damage).
* Point-Blank Parry: Reaction ranged attack against enemy within 10 feet who misses with an attack.
* Return Fire: Reaction to declared attack, Agility vs. target’s Vigilance defense to cause Focus damage, possible stun.
* Slow-Motion Shoot-Dodge: Split Agility ranged attack at two targets, incoming attacks suffer trouble, then character falls prone.
* Snap Shooting: Split Agility ranged attack at two targets, possibly leaving target bleeding (ongoing damage).
* Sniping: Ranged attack at target 100 feet or more away, cannot move that turn, Fantastic result causes triple damage.
* Stopping Power: Ranged attack, on Fantastic success double damage and make another ranged attack on same target.
* Suppressive Fire: Agility vs. target’s Vigilance defense to cause Focus damage, possible stun.
* Weapons Blazing: Ranged attack vs. two targets, on Fantastic result make bonus attack against another target.

RESIZE POWERS
* Grow 1: Become huge size (height 24 feet).
* Grow 2: Become gigantic size (height 100 feet).
* Grow 3: Become titanic size (height 400 feet).
* Grow 4: Become gargantuan size (height 1,600 feet).
* Growing Attack: Make a close attack while using grow power.
* Macrodimensional Travel: Character enters the Macroverse.
* Microdimensional Travel: Character enters subatomic realms.
* Resize Object: Grow or shrink an object within reach.
* Resize Other: Character resizes a touched or grabbed person.
* Shrink 1: Character shrinks down to little size (height 1.5 feet/45 cm).
* Shrink 2: Character shrinks down to tiny size (height 4 inches/10 cm).
* Shrink 3: Character shrinks down to miniature size (height 1 inch/2.5 cm).
* Shrink 4: Character shrinks down to microscopic size (height 0.25 inch/0.6 cm).
* Shrinking Dodge: Reaction to shrink and cause attackers to suffer trouble on attacking the character.

SHIELD BEARER POWERS
* Brace For Impact: Use Focus to negate Health damage caused by an enemy’s attack.
* Do This All Day: As action, recover 2 Health for each 1 Focus used.
* Hurled Shield Bash: Ranged attack, shield bounces back to character after attack.
* Hurled Shield Block: Nearby ally gains health reduction from attack targeting Agility, then shield bounces back to character.
* Hurled Shield Deflection: Attacks vs. Agility suffer trouble to target a nearby ally, then shield bounces back to character.
* Immovable: Reduce knockback by character’s Melee defense.
* Rico-Shield: Ranged attack, if hits possibly knocks target prone and gain extra attack on another target.
* Shield 1: Character gains Health damage reduction 1.
* Shield 2: Character gains Health damage reduction 2.
* Shield 3: Character gains Health damage reduction 3.
* Shield 4: Character gains Health damage reduction 4.
* Shield Bash: Use shield to make a close attack on enemy within reach.
* Shield Deflection: As reaction, attacks on character’s Agility defense have trouble.
* Shield Wall: Attacks against character suffer trouble if character does not move.

SPIDER-POWERS
* Jump 1: Gain jump speed equal to run speed.
* Jump 2: Gain jump speed equal to rank x run speed; outside combat, speed x 3.
* Jump 3: Gain jump speed equal to rank x run speed; outside combat, speed x 50.
* Spider-Dodge: Agility attacks vs. character suffer trouble, plus on a miss leap at Jump speed.
* Spider-Pheromones: Edge on Ego checks to persuade attracted people or intimidate non-attracted people within 25 feet.
* Spider-Sense: Edge on initiative checks plus Vigilance checks to preceive danger. Boost to Agility defense, and enemies suffer trouble on Agility attacks.
* Spider-Strike: Attack one or two close targets, on Fantastic result damage and paralyze with webbing, then run, jump, or climb at half speed.
* Venom Blast: Ranged attack to cause electrical damage, possible stun.
* Wallcrawling: Climb speed equal to regular speed, and never lose grip on surface.
* Webcasting: Ranged attack up to 50 feet to paralyze target with webbing, possibly also pin.
* Webgliding: Glide speed equal to double Run speed.
* Webgrabbing: Ranged attack up to 50 feet to grab target with webbing, possible also pin.
* Webslinging: Swingline speed equal to Run speed x3.
* Webtrapping: Make small area difficult terrain that requires an Agility check (target number 20) to avoid getting paralyzed if entered.

SUPER-SPEED POWERS
* Blazing Fast Fists: Gain edge on all Melee attacks.
* Blur: Move quickly so all attacks on character suffer trouble.
* Catch Bullets: Agility vs. attacker’s attack to negate a nearby ranged attack that uses projectiles.
* Lightning Actions: Gain one extra standard action and one extra reaction each turn, plus dM automatic 1 on initiative.
* Molecular Destabilization: Melee attack to make a nearby object expolide, causing regular damage in 10-foot radius.
* Run On Water: Run speed across surfacea of water, must keep running to avoid sinking.
* Speed Blast: Ranged attack to leave target stunned, possibly knocked prone.
* Speed Run 1: Fast as a car, run speed x rank; outside of combat, x3 as fast.
* Speed Run 2: Fast as a jet, run speed x rank; outside of combat, x50 as fast.
* Speed Swim: Fast as a speedboat, swim at run speed x rank; outside of combat, x3 as fast.

SUPER-STRENGTH POWERS
* Banging Heads: Melee attack vs. two targets within reach.
* Clobber: Make close attack; double damage and prone on Fantastic result.
* Crushing Grip: Melee vs. grabbed target’s Resilience defense for Health damage and possible pin.
* Ground Shaking Stomp: Melee vs. Agility defenses of those in nearby area to cause half damage, possibly knocked prone.
* Immovable: Reduce knockback by character’s Melee defense.
* Jump 1: Gain jump speed equal to run speed.
* Jump 2: Gain jump speed equal to rank x run speed; outside combat, speed x 3.
* Jump 3: Gain jump speed equal to rank x run speed; outside combat, speed x 50.
* Quick Toss: Character throws a grabbed person at another target as a ranged attack.
* Smash: Gain +1 Melee damage bonus, plus option to use Focus to further boost damage.
* Unrelenting Smash: Melee vs. Melee defense of all targets within reach, option to spend Focus to half move and make extra attacks.

TACTICS POWERS
* Advance: Allies within earshot gain Ego bonus to movement toward enemy.
* Battle Plan: Grant edge Vigilance number of allies within earshot.
* Change of Plans: Use Focus to negate trouble for an ally’s action.
* Combat Support: Once per battle, use Focus so ally gains an automatic 1 on dM, cannot be affected by trouble.
* Focus Fire: Up to Vigilance number of allies gain edge vs. the same target.
* Hit the Dirt: Allies within earshot may fall prone to avoid an attack.
* Keep Moving: As a reaction, one nearby demoralized or stunned ally recovers.
* On Your Feet: All prone allies instantly stand up (unless somehow unable).
* Operations Center: Don’t move and give edge to Vigilance number of nearby allies.
* Rally on Me: Vigilance number of allies within earshot can move toward the character at half speed, recover Focus if reaching character.
* Scatter: As reaction, allies in earshot move away from character at half speed and fall prone, may avoid attacks.

TELEKINESIS POWERS
* Group Levitation: Lift others and fly at running speed.
* Levitation: Character gains fly speed equal to run speed.
* Telekinetic Attack: Logic vs. nearby target’s Melee defense to cause Health damage.
* Telekinetic Barrier: Creates wall that can be attacked to end; when first made, Logic vs. Agility defense of those in the way to place them on either side.
* Telekinetic Crush: Logic vs. grabbed target’s Resilience defense to cause Health damage, possibly pin.
* Telekinetic Grab: Logic vs. target’s Melee defense to grab target, possibly pin.
* Telekinetic Manipulation: Psionically handle physical objects; Logic vs. opponent’s Agility defense if opposed.
* Telekinetic Protection 1: Attacks causing 10 damage or less are ignored, 11 or more ends shield but target unharmed.
* Telekinetic Protection 2: Attacks causing 20 damage or less are ignored, 21 or more ends shield but target unharmed.
* Telekinetic Protection 3: Attacks causing 30 damage or less are ignored, 31 or more ends shield but target unharmed.
* Telekinetic Protection 4: Attacks causing 40 damage or less are ignored, 41 or more ends shield but target unharmed.
* Telekinetic Reinforcement: Take Focus damage instead of Health damage and leave telekinetic protection intact.
* Telekinetic Sphere: Telekinetic protection as an area effect.
* Telekinetic Toss: Logic vs. grabbed character’s Agility defense to throw the target, possibly knocking them prone.

TELEPATHY POWERS
* Animal Bond: Telepathy to a specific animal companion.
* Animal Communication: Speak with animals of a specific type.
* Borrow Senses: See, hear, feel through a telepathic link or bond.
* Cloak: Create mental invisibility to hide nearby allies using Logic defense.
* Cloakgroup: Create mental invisibility to hide the character using Logic defense.
* Command: Logic vs. Logic to make target of telepathic link obey an order.
* Domination: Logic vs. target’s Logic defense, make target of telepathic link that has no Focus left obey all further commands.
* Edit Memory: Logic vs. target’s Logic defense, make target of telepathic link remember different thoughts.
* ESP: Sense location and superpowers of others nearby.
* Fool: Mentally appear as someone else in the minds of others, but cannot deceive electronic surveillance.
* Grand Fool: Mentally make a group appear as someone else in the minds of others, but cannot deceive electronic surveillance.
* Grand Mirage: Create a full-sensory illusion in the minds of those linked in a telepathic network.
* Information Upload: Subject of telepathic link gains use of character’s knowledge-based trait or tag.
* Machine Telepathy: Communicate to tech devices (super wi-fi); Logic check vs. security.
* Memory Blip: Logic vs. telepathic-linked target’s Logic defense to erase a memory from within the past hour.
* Mental Punch: Melee attack vs. target causes Focus damage instead of Health damage.
* Mental Shelter: Extend Uncanny power’s Focus damage reduction to nearby allies.
* Mind Interrogation: Logic vs. telepathic-linked target’s Logic defense to force answer to one question.
* Mind Reading: Logic vs. telepathic-linked target’s Logic defense to read surface thoughts, possibly force answer to question.
* Mirage: Telepathic-linked target experiences full-sensory hallucination.
* Orders: Logic vs. telepathic linked target’s Logic defense to follow a complex set of commands.
* Telepathic Blast: Logic vs. target’s Logic defense to cause Focus damage.
* Telepathic Link: Communicate with the mind of another anywhere in the same dimension; required for using some other telepathic powers.
* Telepathic Network: Group communication with the minds of several others, anywhere in the same dimension.
* Telepathic Possession: Logic vs. Logic defense of a target without any Focus left to take control of the target’s body.

TELEPORTATION POWERS
* Blink: Reaction to avoid an incoming attack by teleporting short distance away.
* Blink Barrage: Teleport rapidly to give trouble to opponents targeting character.
* Blink Defense: Ego vs. attacker’s Agility to avoid or reverse a ranged attack.
* Teleport 1: Character moves to a known clear space up to rank x 50 feet away, or outside of combat, rank x 500 feet away.
* Teleport 2: Character moves to a known clear space up to rank x 50 feet away, or outside of combat, roughly rank x 1 miles away.
* Teleport Blind: Move to an unknown clear space up to rank x 50 feet away, or outside of combat, rank x 500 feet away.
* Teleport Object: Character can teleport while carrying another object.
* Teleport Other: Ego vs. grabbed target’s Vigilance defense to teleport the target.
* Teleport Together: Character can teleport while holding onto another.
* Teleportal: Create a doorway allowing teleportation between two points up to roughly rank * 1 miles apart.

WEATHER CONTROL POWERS
* Control Fog: Create obscuring cloud or dispel any fog in nearby area.
* Control Weather 1: Use Focus to make a rain shower for several miles around.
* Control Weather 2: Use Focus to make a storm for several miles around.
* Control Weather 3: Use Focus to make a thunderstorm for several miles around and add reaction use to Elemental Blast (Electricity).
* Control Weather 4: Use Focus to make raise a hurricane for several miles around and add reaction use to Elemental Blast (Electricity).
* Thunder: Ego vs. Resilience defenses of all within 50 feet to deafen them, possibly stun as well. cess, the character is also stunned for one round.
* Weather Chill: Drop temperature in mile radius down to 0 Farenheit/-17 Celsius.
* Weather Warm: Raise temperature in mile radius up to 100 Farenheit/36 Celsius.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
OTHER RULES OF NOTE

COMMON WEAPONS

Weapon damage multiplier adds to the character’s base but doesn’t stack, so use the higher bonus in such cases. All weapons here cause Health damage unless otherwise noted. Superpowers, including melee and ranged weapon powers, tend to grant much better modifiers.

Pistol
* Examples: Beretta 92, Glock 17, Heckler & Koch P30L
* Range: 10 spaces (50 feet / 15 meters)
* Damage: +1 damage multiplier bonus

Bow
* Range: 15 spaces (75 feet / 22 meters)
* Damage: +1 damage multiplier bonus

Rifle
* Examples: M16/AR-15, AK-47
* Range: 20 spaces (100 feet / 30 meters)
* Damage: +1 damage multiplier bonus
* Attack suffers trouble vs. targets at ranges of 5 spaces (50 feet / 15 meters) or less.

Sniper Rifle
* Example: 21 DTA Stealth Recon Scout
* Range: 40 spaces (100 feet / 30 meters)
* Damage: +1 damage multiplier bonus
* Attack suffers trouble vs. targets at ranges of 5 spaces (50 feet / 15 meters) or less.

Shotgun
* Examples: Mossberg 500, Remington 870, 9 Kel-Tec KSG
* Range: 6 spaces (30 feet / 9 meters)
* Damage: +1 damage multiplier bonus
* Can attack two targets in adjacent spaces with single attack roll, split damage equally.

Submachine Gun
* Examples: Heckler & Koch MP5, Uzi
* Range: 10 spaces (50 feet / 15 meters)
* Damage: +1 damage multiplier bonus
* Can attack three targets in adjacent spaces with single attack roll, split damage equally.
* Attack suffers trouble vs. targets at ranges of 5 spaces (50 feet / 15 meters) or less.

Frag Grenade
* Example: M67 U.S. military hand grenade
* Range: 10 spaces (50 feet / 15 meters)
* Damage: always x2 (ignore character’s damage multiplier); x4 to space where it lands on Fantastic result
* Attack requires a Challenging Agility check (target number 10 + rank) to land in the desired spot; roll 1d6 spaces distant if failing check.
* Grenade affects all characters within 2 spaces (10 feet, 3 meters), Agility check from before vs. each target’s Agility defense.
* Each targets takes dM x 2 damage; on a Fantastic result, targets in the space where the grenade landed take dM x 4 damage.

Flash-Bang Grenade
* Example: M-84 stun grenade (common among military, rare/illegal among police)
* Range: 10 spaces (50 feet / 15 meters)
* Damage: None (blinded and stunned)
* Attack requires a Challenging Agility check (target number 10 + rank) to land in the desired spot; roll 1d6 spaces distant if failing check.
* Grenade affects all characters within 2 spaces (10 feet, 3 meters), Agility check from before vs. each target’s Vigilance defense. Those affected are blinded and stunned for one round. (Blinded and Stunned Conditions: Speed halved, concentration powers end, cannot take any actions, trouble on checks requiring sight, enemies gain edge.)

Melee Weapons…
* Club (reach; +1 dmg. mlt. bonus)
* Knife (reach; +1 dmg. mlt. bonus)
* Knife, thrown (5 spaces / 25 feet / 7.5 meters; +1 dmg. mlt. bonus)
* Sword (reach +2 dmg. mlt. bonus)

House Rules…

* The “Rambo First Blood Part II Ram-Bow” Rule: Arrows may be fitted with explosive arrowheads. Use the frag grenade rules except for bow’s range of 15 spaces (75 feet / 22 meters).

* Electroshock/TASER: For handheld devices, Melee attack vs. target’s Resilience defense, range is reach, hit does no damage but leaves the target Stunned for one round.

If using a version that fires electrodes, range 5 spaces (25 feet/7.5 meters) and Agility attack vs. target’s Agility or Resilience defense (whichever is greater).

In both cases, any protection granting Health damage reduction -x2 or better blocks an electroshock weapon’s effect. GMs may rule characters with Elemental Control (Electricity) are also immune.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
APPENDIX A: d616 DICE ODDS

Kudos to AnyDice.com and @cooperjer on Reddit via https://www.reddit.com/r/MarvelMultiverseRPG/comments/uf96hf/d616_distribution_vs_3d6_distribution/

Remember it’s not really a 3d6 system; in d616 a 1 on the red die counts as a 6. Below are the percentage chances of rolling at least the given number. (In game terms, target number minus character’s check modifiers equals the minimum roll needed.)

Min. Needed Roll … Percent Chance
* 3 or more … 100%
* 4 or more … 100%
* 5 or more … 99.07%
* 6 or more … 97.69%
* 7 or more … 94.91%
* 8 or more … 90.28%
* 9 or more … 83.33%
* 10 or more … 73.15%
* 11 or more … 61.11%
* 12 or more … 48.15%
* 13 or more … 35.19%
* 14 or more … 23.15%
* 15 or more … 13.89%
* 16 or more … 7.41%
* 17 or more … 3.24%
* 18 or more … 0.93%

Regardless of total, there’s always a 16.67% percent change of scoring a Fantastic result.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
APPENDIX B: SPECIAL TRAINING ORIGIN “SUPER NORMAL” POWER SETS

BASIC POWERS
* Accuracy 1: Boosts Agility damage multiplier and non-combat checks by 1.
* Accuracy 2: Boosts Agility damage multiplier and non-combat checks by 2.
* Brawling: Use Melee defense vs. Agility attacks instead of Agility defense.
* Brilliance 1: Boosts Logic damage multiplier and non-combat checks by 1.
* Brilliance 2: Boosts Logic damage multiplier and non-combat checks by 2.
* Combat Trickery: Once per battle, use Focus to gain an automatic 1 on dM, cannot be affected by trouble.
* Discipline 1: Boosts Ego damage multiplier and non-combat checks by 1.
* Discipline 2: Boosts Ego damage multiplier and non-combat checks by 2.
* Disguise: Character looks like someone else (like D&D Alter Self).
* Evasion: Use Agility defense vs. Melee attacks instead of Melee defense.
* Iconic Weapon: Special bonuses for using a specific weapon.
* Inspiration: Ally within earshot gains edge on all checks for one turn.
* Integrity: Use Logic defense vs. Ego attacks instead of Ego defense.
* Mighty 1: Strength to lift about a ton, as 1 size bigger to lift/carry/swing/throw. Boosts Melee damage multiplier and non-combat checks by 1, and gain option to cause knockback.
* Mighty 2: Strength to lift a bus (several tons), as 2 sizes bigger to lift/carry/swing/throw. Boosts Melee damage multiplier and non-combat checks by 2, and gain option to cause knockback.
Polymorph.)
* Slow-Motion Dodge: Reaction to give attackers trouble on ranged attack.
* Sturdy 1: Gain Health damage reduction 1; if reduced to less than 1, no damage at all.
* Sturdy 2: Gain Health damage reduction 2; if reduced to less than 1, no damage at all.
* Uncanny 1: Gain Focus damage reduction 1; if reduced to less than 1, no damage at all.
* Uncanny 2: Gain Focus damage reduction 2; if reduced to less than 1, no damage at all.
* Wisdom: Use Ego defense vs. Logic attacks instead of Logic defense.
* Wisecracker: Ego vs. Ego defense of one target within earshot to cause Focus damage.

MARTIAL ARTS POWERS
* Always Ready: Gains one additional reaction per round, only for Martial Arts powers.
* Attack Stance: Doubles Melee ability bonus to damage.
* Banging Heads: Melee attack vs. two targets within reach.
* Brace For Impact: Use Focus to negate Health damage caused by an enemy’s attack.
* Chain Strikes: Make close attack, plus bonus attack on Fantastic result.
* Counterstrike Technique: Via Attack Stance, cause half close attack damage back at attacker.
* Crushing Grip: Melee vs. grabbed target’s Resilience defense for Health damage and possible pin.
* Defense Stance: Attackers suffer trouble to close attack character.
* Do This All Day: As action, recover 2 Health for each 1 Focus used.
* Fast Strikes: Melee attack targets two close targets within reach for half damage, or normal damage on Fantastic result.
* Flying Doublekick: Close attack against two targets within reach for full damage.
* Focused Strike: Boost damage by using Focus on a close attack.
* Grappling Technique: Close attack grabs and damages a target, possible pin.
* Leaping Leglock: Close attack to grab and damage target, possible stun; either way, both character and target knocked prone.
* Leg Sweep: Close attack to damage and knock target prone, possibly stun as well.
* Regain Focus: As action, recover Focus equal to character’s Vigilance.
* Reverse Momentum Throw: Reach past enemy and punch from behind, clse attack with edge, possible stun.
* Spin and Throw: Melee vs. grabbed target to damage, knock prone and move to new space; Fantastic result also pinned and stunned.
* Unflappable Poise: Close attacks on character suffer trouble; if using Defense Stance, double trouble.
* Untouchable Position: If attacked, all other close attacks on character suffer trouble.

MELEE WEAPON POWERS
* Exploit: Melee vs. target’s Resilience defense score, ignore Health damage reduction.
* Fast Attacks: Melee attack targets two close targets within reach for half damage, or normal damage on Fantastic result.
* Focused Fury: Gain edge on close attack and boost damage by using Focus.
* Furious Attacks: Make close attack against two targets within reach, use Focus to boost damage.
* Hit and Run: Close attack with edge, and gain extra movement distance on a hit.
* Riposte: As reaction, close attack on attack who just missed with an attack.
* Unstoppable Assault: Melee vs. Melee defense of all targets within reach, option to spend Focus to half move and make extra attacks.
* Vicious Attack: Close attack, Fantastic result causes bleeding (ongoing damage).
* Whirling Frenzy: Agility vs. Agility defense of every target within reach.

RANGED WEAPON POWERS
* Covering Fire: Agility vs. target’s Vigilance defense for Health and Focus damage.
* Dance Of Death: Agility ranged attack vs. every target within 50 feet.
* Double Tap: Fantastic result on ranged attack leaves target bleeding (ongoing damage).
* Fast Hands: Character gains one extra reaction per round, only for use with a Ranged Weapons power.
* Headshot: Make ranged attack with trouble to cause double damage, possible stun.
* Killzone: As reaction, make one ranged attack on each target within sight that moves during each target’s turn.
* Orchestra Of Overkill: Agility vs. Agility defense of all seen targets within 50 feet, possibly left bleeding (ongoing damage).
* Point-Blank Parry: Reaction ranged attack against enemy within 10 feet who misses with an attack.
* Return Fire: Reaction to declared attack, Agility vs. target’s Vigilance defense to cause Focus damage, possible stun.
* Slow-Motion Shoot-Dodge: Split Agility ranged attack at two targets, incoming attacks suffer trouble, then character falls prone.
* Snap Shooting: Split Agility ranged attack at two targets, possibly leaving target bleeding (ongoing damage).
* Sniping: Ranged attack at target 100 feet or more away, cannot move that turn, Fantastic result causes triple damage.
* Stopping Power: Ranged attack, on Fantastic success double damage and make another ranged attack on same target.
* Suppressive Fire: Agility vs. target’s Vigilance defense to cause Focus damage, possible stun.
* Weapons Blazing: Ranged attack vs. two targets, on Fantastic result make bonus attack against another target.

SHIELD BEARER POWERS
* Brace For Impact: Use Focus to negate Health damage caused by an enemy’s attack.
* Do This All Day: As action, recover 2 Health for each 1 Focus used.
* Hurled Shield Bash: Ranged attack, shield bounces back to character after attack.
* Hurled Shield Block: Nearby ally gains health reduction from attack targeting Agility, then shield bounces back to character.
* Hurled Shield Deflection: Attacks vs. Agility suffer trouble to target a nearby ally, then shield bounces back to character.
* Immovable: Reduce knockback by character’s Melee defense.
* Rico-Shield: Ranged attack, if hits possibly knocks target prone and gain extra attack on another target.
* Shield 1: Character gains Health damage reduction 1.
* Shield 2: Character gains Health damage reduction 2.
* Shield 3: Character gains Health damage reduction 3.
* Shield 4: Character gains Health damage reduction 4.
* Shield Bash: Use shield to make a close attack on enemy within reach.
* Shield Deflection: As reaction, attacks on character’s Agility defense have trouble.
* Shield Wall: Attacks against character suffer trouble if character does not move.

TACTICS POWERS
* Advance: Allies within earshot gain Ego bonus to movement toward enemy.
* Battle Plan: Grant edge Vigilance number of allies within earshot.
* Change of Plans: Use Focus to negate trouble for an ally’s action.
* Combat Support: Once per battle, use Focus so ally gains an automatic 1 on dM, cannot be affected by trouble.
* Focus Fire: Up to Vigilance number of allies gain edge vs. the same target.
* Hit the Dirt: Allies within earshot may fall prone to avoid an attack.
* Keep Moving: As a reaction, one nearby demoralized or stunned ally recovers.
* On Your Feet: All prone allies instantly stand up (unless somehow unable).
* Operations Center: Don’t move and give edge to Vigilance number of nearby allies.
* Rally on Me: Vigilance number of allies within earshot can move toward the character at half speed, recover Focus if reaching character.
* Scatter: As reaction, allies in earshot move away from character at half speed and fall prone, may avoid attacks.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
APPENDIX C: SPACES TO MEASURED DISTANCES

* 1 spaces = 5 feet = 1.5 meters
* 2 spaces = 10 feet = 3 meters
* 3 spaces = 15 feet = 4.5 meters
* 4 spaces = 20 feet = 6 meters
* 5 spaces = 25 feet = 7.5 meters
* 6 spaces = 30 feet = 9 meters
* 7 spaces = 35 feet = 10.5 meters
* 8 spaces = 40 feet = 12 meters
* 9 spaces = 45 feet = 13.5 meters
* 10 spaces = 50 feet = 15 meters
* 11 spaces = 55 feet = 16.5 meters
* 12 spaces = 60 feet = 18 meters
* 13 spaces = 65 feet = 19.5 meters
* 14 spaces = 70 feet = 21 meters
* 15 spaces = 75 feet = 22.5 meters
* 16 spaces = 80 feet = 24 meters
* 17 spaces = 85 feet = 25.5 meters
* 18 spaces = 90 feet = 27 meters
* 19 spaces = 95 feet = 28.5 meters
* 20 spaces = 100 feet = 30 meters
* 21 spaces = 105 feet = 31.5 meters
* 22 spaces = 110 feet = 33 meters
* 23 spaces = 115 feet = 34.5 meters
* 24 spaces = 120 feet = 36 meters
* 25 spaces = 125 feet = 37.5 meters
* 26 spaces = 130 feet = 39 meters
* 27 spaces = 135 feet = 40.5 meters
* 28 spaces = 140 feet = 42 meters
* 29 spaces = 145 feet = 43.5 meters
* 30 spaces = 150 feet = 45 meters

* 1,056 spaces = 5,280 feet = 1 mile = 1.6 km
* 10,560 spaces = 52,800 feet = 10 miles = 16 km

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
APPENDIX D: POSSIBLE SPEED BENCHMARKS (confirm?)

* Speed 5 … ordinary human walking
* Speed 6 … athletic human or big creature walking
* Speed 10 … ordinary human combat running (action + movement to move on turn)
* Speed 12 … athletic human or big creature combat running
* Speed 14 … Australian freshwater crocodile swimming
* Speed 21 … parachuting human falling; roadrunner bird running
* Speed 25 … T-rex dinosaur
— non-combat speeds below —
* Speed 42 … 30 mph (50 kph)
* Speed 57 … 40 mph (65 kph), greyhound, racehorse max. speed
* Speed 71 … 50 mph (80 kph), lion, hare, impala max. burst speed
* Speed 78 … 55 mph (88 kph), ostrich, pronghorn, springbok max. speed
* Speed 85 … 60 mph (95 kph), swordfish swimming
* Speed 100 … 70 mph (115 kph)
* Speed 107 … 75 mph (120 kph), cheetah max. sprint
* Speed 114 … 80 mph (130 kph), typical semi-truck/tractor-trailer cap
* Speed 128 … 90 mph (145 kph)
* Speed 142 … 100 mph (160 kph)
* Speed 178 … 125 mph (200 kph), typical top motorcycle speed
* Speed 192 … 135 mph (215 kph), human falling at terminal velocity
* Speed 285 … 200 mph (321 kph), typical top muscle car speed
* Speed 345 … 242 mph (389 kph), peregrine falcon max. speed in diving flight
* Speed 385 … 270 mph (434 kph), Bugatti or McLaren high-end model max. speed
* Speed 785 … 550 mph (885 kph), .45 automatic “speeding bullet”
* Speed 821 … 575 mph (925 kph), commercial passenger airliner cruising speed
* Speed 1,095 … 767 mph (1,234 kph), Mach 1 speed of sound
* Speed 1,800 … 1260 mph (2,027 kph), Mach 1.6
* Speed 2,285 … 1,600 mph (2,575 kph), F-15 fighter jet max. velocity
* Speed 3,771 … 2,640 mph (4,250 kph), surface-to-air missile (Russian SA-2)
* Speed 10,000 … 7,000 mph (11265 kph), most satellites in geosynchronous orbit

Note: Geosynchronous orbit here is calculated at 22,223 miles (35,786 km) above the surface of the Earth.

Super flyers and speedsters…

If base Speed 5 at medium size…
* Rank 2, Flight 1 or Speed Run 1 = Speed 10, non-combat Speed 30
* Rank 3, Flight 2 or Speed Run 2 = Speed 15, non-combat Speed 750 (“speeding bullet”)
* Rank 4, Flight 2 or Speed Run 2 = Speed 20, non-combat Speed 1,000 (Mach 1)
* Rank 5, Flight 2 or Speed Run 2 = Speed 25, non-combat Speed 1,250
* Rank 6, Flight 2 or Speed RUn 2 = Speed 30, non-combat Speed 1,500 (fighter jets)

If base Speed 6 at medium size, or base 5 and trait: big…
* Rank 2, Flight 1 or Speed Run 1 = Speed 12, non-combat Speed 36
* Rank 3, Flight 2 or Speed Run 2 = Speed 18, non-combat Speed 900 (airliner)
* Rank 4, Flight 2 or Speed Run 2 = Speed 24, non-combat Speed 1,200 (above Mach 1)
* Rank 5, Flight 2 or Speed Run 2 = Speed 30, non-combat Speed 1,500 (fighter jets)
* Rank 6, Flight 2 or Speed Run 2 = Speed 36, non-combat Speed 1,800 (Mach 1.6)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
APPENDIX E: VEHICLES
(from the adventure “The Cataclysm of Kang”)

The following vehicle stats are for a Rank 3 encounter.

Light Armored Vehicle
* Example: SWAT personnel carrier, Humvee with weapon mount
* Speed: 25 (roads only)
* Powers: Sturdy 1, Elemental Burst (Energy), Elemental Blast (Energy)
* Health: 100

Tank
* Example: M1 Abrams w/modified energy cannon
* Speed: 15 (all terrain)
* Powers: Sturdy 2, Elemental Burst (Energy), Elemental Blast (Energy), Elemental Barrage (Energy)
* Health: 200

Attack Helicopter
* Examples: UH-60 Black Hawk, AH-64 Apache
* Speed: 16 (flying)
* Powers: Flight 1, Sturdy 1, Elemental Burst (Energy), Elemental Blast (Energy), Elemental Barrage (Energy)
* Health: 150

Mech Suit Trooper
* Examples: soldiers in book version of Starship Troopers, or grunts from many sci-fi battle films
* Speed: 20 (jump-flight)
* Powers: Might 1, Jump 1, Flight 2, Elemental Blast (Energy), Elemental Burst (Energy), Shield 2, Sturdy 1
* Health: 60

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
APPENDIX F: STARSHIPS
(speculative house rules)

DEFAULT STATS
* Rank 3: +4 ability checks, damage dM x 3 + 4, 12 defense scores
* Rank 4: +6 ability checks, damage dM x 4 + 6, 14 defense scores
* Rank 5: +8 ability checks, damage dM x 5 + 8, 16 defense scores
* Rank 6: +10 ability checks, damage dM x 6 + 10, 18 defense scores

OUTER SPACE SCALE: For starship powers, one space of distance is equal to 1,000 km.

SHUTTLECRAFT OR ESCAPE POD
* Examples: Almost every sci-fi universe.
* Size: 10s of tons (less than a dozen people)
* Speed: 5
* Powers: Environmental Protection, Flight 2, Sturdy 2
* Health: 60
* Focus: 30

STARFIGHTER
* Examples: Nova Corps Star Blaster, Sakaaran Necrocraft, TIE fighter, X-Wing
* Size: 10s of tons (one to three people)
* Speed: 6
* Powers: Elemental Barrage (Energy), Elemental Blast (Energy), Elemental Burst (Energy), Elemental Protection 1 (Energy or Force), Environmental Protection, Flight 2, Sturdy 2
* Optional Powers: Speed Run 1 (“interceptor” class, Speed ranges from 18 to 36 in combat)
* Health: 90
* Focus: 60

PRIVATE FREIGHTER OR PIRATE VESSEL
* Examples: Ravager M-ship (The Milano), Millenium Falcon, Firespray-31-class patrol/attack craft (Fett’s Slave I), Firefly-class transport (The Serenity)
* Size: 100s of tons (about a dozen people)
* Speed: 5
* Powers: Elemental Blast (Energy), Elemental Burst (Energy), Elemental Protection 1 (Energy or Force), Environmental Protection, Flight 2, Sturdy 3
* Optional Powers: Elemental Protection 2 (Energy or Force) (deflector shields), Elemental Reinforcement (reroute auxiliary power), Telekinetic Grab (tractor beam)
* Health: 200
* Focus: 80

LIGHT CRUISER
* Examples: Ravager Construction ships, Dark Elf Flagship, Klingon small Bird of Prey (B’rel class)
* Size: 1,000s to low 10,000s of tons (dozens of people)
* Speed: 5
* Powers: Elemental Barrage (Energy), Elemental Blast (Energy), Elemental Burst (Energy), Elemental Protection 3 (Energy or Force), Environmental Protection, Flight 2, Machine Telepathy, Sturdy 4
* Optional Powers: Elemental Reinforcement (reroute auxiliary power), Healing Factor (damage control systems), Invisibility (cloaking device), Telekinetic Grab (tractor beam), Teleport Other (transporters)
* Health: 400
* Focus: 120

HEAVY CRUISER
* Examples: Dark Elf Flagship, Star Fleet heavy cruiser ship (USS Enterprise NCC-1701), Klingon battle cruiser (K’t’inga class)
* Size: high 10,000s to 100,000s of tons (hundreds of people)
* Speed: 5
* Powers: Elemental Barrage (Energy), Elemental Blast (Energy), Elemental Burst (Energy), Elemental Protection 4 (Energy or Force), Environmental Protection, Flight 2, Machine Telepathy, Sturdy 4
* Optional Powers: Elemental Reinforcement (reroute auxiliary power), Healing Factor (damage control systems), Invisibility (cloaking device), Telekinetic Grab (tractor beam), Teleport Other (transporters)
* Health: 800
* Focus: 160

SUPERHEAVY CRUISER
* Examples: Kree command warship (The Dark Aster), Imperial Star Destroyer (The Devastator), Star Fleet Galaxy-class ship (Enterprise NCC-1701-D), Klingon heavy attack cruiser (Vor’Cha class)
* Size: millions of tons (thousands of people)
* Speed: 5
* Powers: Elemental Barrage (Energy), Elemental Blast (Energy), Elemental Burst (Energy), Elemental Protection 4 (Energy or Force), Environmental Protection, Flight 2, Machine Telepathy, Sturdy 4
* Optional Powers: Elemental Reinforcement (reroute auxiliary power), Healing Factor (damage control systems), Invisibility (cloaking device), Telekinetic Grab (tractor beam), Teleport Other (transporters)
* Health: 1,500
* Focus: 250

SUGGESTED SPACE CAMPAIGN TECHNOLOGY LEVELS

MODERATE (Rank 3/4): Information Age into early stellar/fusion age. Multiple methods of generating electrical power (nuclear, geothermal, solar). Micro-manufacturing of new materials. Bionic and cybernetic prosthetics, artificial organ replacements. Audio-commanded robots. Arcologies on planet’s surface, permanent settlements in orbital stations. Global digital data networks, broad computer literacy. Sublight spacecraft explore local system.
* Example: Marvel Universe’s Earth-616 society, “cyberpunk”/hard sci-fi settings.

HIGH (Rank 4/5): Slow FTL travel, grav vehicles and structures (starships, hovertanks, air/raft, speeders, floating cities). Fusion power local and common. Manufacturing of superdense materials. Nanosurgery, advanced medicines, growth quickening, implanted neural computers, personality recording. Robots with low autonomy. Instant multilingual translators. Starship meson and fusion weapons. Planet-wide weather control, regional terraforming.
* Example: The Star Wars universe (except for FTL speeds, which are crazy faster), interstellar society shown in the Marvel Cinematic Universe (Knowhere, Nova Corps., Kree Empire).

VERY HIGH (Rank 5/6): Fast FTL travel. Grav belts for personal flight, whole grav-mobile cities. Industrial nanotechnology. Fast cloning of whole bodies, memory erasure, temporary personality transfers, brain transplants. Robots with high autonomy. Pseudo-reality chambers. Meson communicators, starship x-ray laser weapons. Global terraforming (ecopoiesis on barren worlds).
* Example: The Federation in Star Trek: The Original Series (mix of Very/Extremely high).

EXTREMELY HIGH (Rank 6): Very fast FTL travel. Self-aware starships. Exotic custom lifeforms. Artificial people with original minds or permanent copies from previous recordings. Short-range matter transport for cargo and people (regional teleporters). Starship disintegrators, tractor beams, forcefields around elite military starships.
* Example: The Federation in Star Trek: The Next Generation.

ULTRA-HIGH (Rank X): Multi-parsec matter transports for starships. Fast FTL of hundreds of parsecs in moments. Construction of whole artificial worlds (first small planets, later ringworlds then dyson spheres). Fields to block FTL drives. Mobile planets. Hand-held disintegration weapons.
* Example: Galactus and Celestials in the Marvel Multiverse, the Q from Star Trek.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
OCCUPATIONS
* ASSOCIATED TAGS, TRAITS, POWERS

Adventurer
* Tags: Black Market Access.
* Traits: Fearless, Connections: Super Heroes or Villains.

Assassin
* Tags: Streetwise, Vllainous (common).
* Traits: Connections: Criminal, Signature Attack.

Criminal
* Tags: Black Market Access, Streetwise.
* Traits: Connections: Criminal.

Educator
* Traits: Connections: Community, Font of Information, Presence.

Engineer
* Tags: Lab Access.
* Traits: Gearhead, Inventor.

Entertainer
* Traits: Famous, Presence, Public Speaking.

Health Care Worker
* Traits: Clinician, First Aid.

Investigator
* Traits: Connections: Police, Interrogation, Investigation.

Journalist
* Traits: Audience, Connections: Sources, Pundit.

Law Enforcer
* Tags: Authority, Backup.
* Traits: Interrogation, Investigation.

Lawyer
* Traits: Dealmaker, Legal Eagle, Public Speaking.

Leader
* Tags: Authority, Powerful.
* Traits: Presence.

Military
* Traits: Battle Ready, Connections: Military, Situational Awareness.

Outsider
* Traits: Connections: Outsiders, Fresh Eyes, Stranger.

Scientist
* Tags: Lab Access.
* Traits: Inventor, Scientific Expertise.

Spy
* Tags: Black Market Access.
* Traits: Connections: Espionage, Leverage.

Student
* Tags: Mentor, Obligation: School
* Traits: Quick Learner.

Tycoon
* Tags: Rich.
* Traits: Connections: Celebrities, Famous.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ORIGINS
* ASSOCIATED TAGS, TRAITS, POWERS

Alien
* Tags: Alien Heritage, Extreme Appearance (common).

Alien: Kree
* Tags: Alien Heritage, Extreme Appearance (if blue-skinned).
* Traits: Breathe Different, Enhanced Physique.

Alien: Shi’ar
* Tags: Alien Heritage, Extreme Appearance.
* Traits: Enhanced Physique.

Alien: Skrull
* Tags: Alien Heritage, Extreme Appearance (in their natural form).
* Powers: Disguise, Extended Reach, Flexible Bones, Shape­:.hift, Slip Free.

Atlantean
* Tags: Amphibious, Extreme Appearance.
* Traits: Breathe Different, Enhanced Physique.
* Powers: Heightened Senses, Speed Swim.

Deviant
* Tags: Extreme Appearance, Hunted.

Eternal
* Tags: Eternally Immortal, Mahd Wy’ry.

High Tech
* Traits: Tech Reliance.

High Tech: Android
* Tags: A.I., Extreme Appearance (common).
* Traits: Tech Reliance.

High Tech: Battle Suit
* Tags: Extreme Appearance (common when in Battle Suit).
* Traits: Tech Reliance.

High Tech: Cybernetics
* Tags: Extreme Appearance (common).
* Traits: Tech Reliance.

High Tech: Pym Particles
* Traits: Tech Reliance (at first).
* Powers: Grow land/or Shrink 1 (at least).

Inhuman
* Tags: Inhuman Genes.

Magic
* Tags: Supernatural.

Magic: Chaos Magic
* Tags: Chaotic, Supernatural.

Magic: Demonic
* Tags: Cursed, Supernatural.

Magic: Sorcery
* Tags: Sorcerous, Supernatural.

Monstrous
* Traits: Monster.

Monstrous: Vampire
* Tags: Alternate Forms: Bat/Mist/Wolf, Deceased, Imageless.
* Traits: Anathema: Garlic/Holy Symbols (including Holy Water)/Sunshine, Bloodthirsty, Monster, Weaknesses: Silver/Wood.
* Powers: Animal Communication: Bats/Rodents, Command, Healing Factor, Leech Life, Mighty 1. Sturdy 2, Telepathic Link.
* Limitation: Unless the character has another origin, they cannot choose other powers.

Monstrous: Werewolf
* Tags: Alternate Form: Werewolf/Wolf, Extreme Appearance (in werewolf form), Lunar Transformation.
* Traits: Berserker, Monster, Weakness: Silver.
* Powers: Evasion, Healing Factor, Heightened Senses, Mighty 1, Sturdy 2.
* Limitation: Unless the character has another origin, they cannot choose other powers.

Mutant
* Tags: Hounded, Krakoan, X-Gene.

Mythic
* Tags: Supernatural.

Mythic: Asgardian
* Tags: Supernatural. Worshipped.
* Traits: God Heritage, Enhanced Physique.

Mythic: Olympian
* Tags: Supernatural, Worshipped.
* Traits: God Heritage, Enhanced Physique.

Special Training
* Traits: Determination.
* Limitation: Unless the character has another origin, they cannot choose powers that grant them superhuman abilities. Allowed power sets include Martial Arts, Melee Weapons, Ranged Weapons, Shield Bearer and Tactics. They can also choose basic powers a regular human could reasonably have. See the Basic powers list on page 80.

Spirit of Vengeance
* Tags: Alternate Form: Ghost Rider, Cursed, Supernatural. Powers: Elemental Protection 2, Environmental Protection, Healing Factor, Hellfire Chains, Mighty 2, Penance Stare, Possess Vehicle, and Sense Sins. They should select most of the rest of their powers from the Magic: Demonic and Elemental Control: Hellfire sets.
* Limitation: The character should be at least Rank 4. Unless the character has another origin, they cannot choose other powers.

Symbiote
* Traits: Anathema: Extreme Heat/Extreme Sonics.
* Powers: Environmental Protection, Mighty 1.

Unknown
* Tags: Mysterious.

Weird Science
* Traits: Weird.

Weird Science: Gamma Mutate
* Tags: Extreme Appearance (common in gamma mutate form), Green Door, Immunity: Gamma Radiation, Radioactive.
* Traits: Weird.