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Marvel universe roleplaying game pdf download

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How did she end up at her current position? What would she like to achieve in life? Calculate your Inabilities. See next page Inability Scores. Choose your Talents. See page 10 Talents. Write down your equipment. See page 23 Items List. Write these down. Join a Crew. Together with the Crew, find yourself a ship. Come up with a name for your ship. The scores typically range from 1 to 10, where a 1 is practically unable to fail, and 10 is almost sure to screw everything up imperially.


Each inability is a factor in different situations. The stupidity of the commanding officers tends to affect the performance of the whole crew. Only a character with a low Obliviousness score will be able to approximate weights, notice a beeping light on the computer screen, or track a Plingon scout on a jungle planet. It affects both manual dexterity, like piloting a starship, as well as gymnastic agility, like kicking an enemy Korg in the power conduit.


Very clumsy characters tend to have butter fingers with computers, and trip on their own shoelaces when running. Repulsiveness The Repulsiveness of the character measures her lack of charisma, magnetism, sex appeal, and force of personality. A particularly repulsive character is probably hideously ugly both on the outside and the inside. Captains, diplomats and merchants will find things difficult if they are very repulsive.


Weakness measures how soon the character tires when running, how much she can lift, and how easily she gets ill. Determining your scores The Inability Scores can be determined randomly, or by simply assiging them manually. In general, the latter method creates more balanced characters, while the random method can result in unexpectedly high and low numbers, which might give you interesting roleplay ideas.


To generate the Inability Scores randomly, roll a die five times, and add 2 to each roll. Write these results down. You now have five numbers between 3 and 8. Assign them to the Inabilities any way you see fit. Then add bonuses from Character Class and Culture. You now have your Inability Scores. To pick the Inability Scores yourself, assume that each score is 3, and add bonuses from Character Class and Culture.


Then divide 12 points between the five Inabilities. Make sure none of them ends up greater than 10 or less than 1. If after Character Class and Culture bonuses, some Score is already 0 or less, raise it to 1 before assigning any points.


You now have your Ability Scores. They represent the basic personality or archetype of your character. You may choose one character class, and then expand the personality any way you like. No character is exactly the stereotype of a character class. Remember, these are not your average science fiction heroes. Sort of. She is the most likely cause of everything going wrong. Incompetent Idiots can be illiterate Science Officers, Plingons misguidedly convinced of their ability with any weapon, or androids who think they can fake having human feelings.


Typically, they tend to boast all the time, never looking at their own faults. Psychotic LoudMouths can be Vulgar actors gloating about the glory of the Way of Logic, Torrion programmers constantly blowing their own horn on chatboards, or even P-Fleet doctors desperate to prove they can perform brain surgery blindfolded.


She then takes this out by passive aggressive behavior and sarcastic comments. Frustrated Grouches can be smart, but low-caste Romuclan scientists who take their misery out on their test subjects, Lardassian soldiers who forever regret not applying for art school instead, and P-Fleet Captains forced to endure one idiotic stellar cartography mission after another.


The Helmswoman , Commander Ivanovitsa, Mr. This also affects where everybody sits on the bridge. When there are less than seven Player Characters, some members might be given multiple functions. The Captain typically takes care of most situations involving ship-to-ship communication.


The most important Inabilities for the Captain are Stupidity and Repulsiveness. Pilots are typically young officers only recently stationed on the ship. The most important Inability for the Pilot is Clumsiness. Transferring power from life support to guns. The Ops Officer also takes care of communicating inside and outside the ship. The most important Inabilities for Ops are Repulsiveness and Clumsiness.


Oy gevalt! The Chief Engineer can stay in Engineering, or work remotely from the Bridge. For some reason, Engineers tend to be cursed with silly accents. In combat this means she is the one with information of enemy vessels, and of maggot holes and other space phenomena. On Away Teams she operates the Scientific Drycoder, analyzing gases, radiation, and such things.


Targeting the orphan transport shuttle She also leads the Away Team in combat situations. P-Fleet regulations require communications to be operable from both the Ops and Tactical stations.


On occasion, this has been known to cause rivalry between the two officers. The Medical Officer also diagnoses alien diseases and gets to come up with impromptu cures for them. Seating To enhance the experience, the GM can have the players take seats around the gaming table according to the relative positions of their crewstations on a starship bridge.


Typically, this will mean in relation to the main telly, represented by the GM the Captain directly opposite the GM, the Science Officer to the left, the Pilot at the front left, Ops at the front right, and Tactical somewhere behind the Captain.


The Engineer and the M. Double Fists: On a successful Weakness roll, the character can render the enemy unconscious with a successful unarmed melee attack, instead of causing damage. The infamous Vulgar Butt Pinch has a similar effect. She might have been brought up in some sort of New Age community on Vulgarus.


She is immune to radiation from the Star Crystal and all hallucination attacks, such as the Halluwhip and the Polpotian Medusa. By overcoming her Repulsiveness, she can convince a Star Crystal to leave. Or, she can inform the follower of any religion, quest, prophecy or the like, that she is the Chosen One, the Savior, or whatever equivalent the person is waiting for.


Inspirational Speech: Once per game session the Character can make a speech to convince 11 others of her point of view. If the Character is the Tactical Officer, and performs manual targeting, roll against Stupidity. If she fails, subtract 10 from the Attack Roll. Quick Shot: If the character makes a successful Clumsiness roll, she gets to shoot a gun twice during a Combat Round.


Quote the Rules: With a successful Stupidity test, the character can remember a point of PFleet regulations by heart. This way the character can force the rest of the crew to abandon the suggested course of action. In non-P-Fleet crews, the rules can be religious maxims, the pirate code, or something else.


The player has to come up with the regulation on the spot, and explain it in-character. Special Maneuver: The character has an unbeatable maneuver they can perform in space combat. This talent can not be used by the Captain, except when there is a superior officer to comment to. With a failed Stupidity test, this is something the others had for some reason overlooked. This Talent can only be used successfully only once per session, but otherwise, keep on trying.


They might get promoted or demoted based on the evaluation of their performance in P-Fleet. Experience In some roleplaying games your character gets better all the time. In the Star Wreck Roleplaying Game, your character gets worse, and just learns to cover up better by having a wider array of party tricks.


This is measured in Experience Levels. At the beginning, your Character is Experience Level 1. After every two Sessions, your Character gains one Experience Level. Sometimes the GM can decide that this happens sooner or later than that! When gaining a Level, you must add one point to one Inability Score, and you get to pick one new Talent.


For example, your Character might become just a little Clumsier, but learn a special maneuver that allows the Character to appear less clumsy at some point when it really matters. Or they could be something completely unconnected, like becoming Weaker, but learning to Quote the Rules at others. Promotion Sometimes the Character can gain or lose Rank.


This is completely up to how well 12 the Character is liked by her superior officers, but as a rough guideline, no more than one Character should be promoted or demoted during one Session. Higher ranking PCs can promote or demote the other Characters until the level of Commander. The ranks of Commander and Captain can only be changed by an Admiral or a higher-ranking officer. Many Captains are very afraid of being promoted to Admirals, as this typically means the loss of their field commission.


Demotion should be at least as common in Star Wreck adventures as promotion. In other words, they are only at war with the Lardassians and the Korg, with occasional aggression towards the Ferrets and the Torrions.


For some reason, most non-human cultures in the universe bear a close physical resemblance to humans. In fact, it seems that they tend to look like humans with pieces of plastic glued to their foreheads. This is something that has baffled PRepublic scientists for centuries. Similarly strange is the fact that all intelligent non-human cultures have a millennia-old unified world government, one language and one culture. Culture historians within the P-Republic have been working around the clock to crack this mystery!


Both facts remain a source of great pride to patriotic humans. Although the P-Republic consists of many cultures, species and planets, humans are by far the most dominant culture within the P-Fleet. Plingons typically grow their hair long only after the ridges start appearing. Regardless of age, all Plingons smell really bad.


For Plingons, being a skilled warrior is paramount to anything else. Homosexual love between warriors is the noblest form of love, far beyond love for family, Empire, and husband or wife.


Marriages between a male and a female warrior are frowned upon, as one spouse should always remain home to take care of the children. The Plingons believe in several gods of war and victory, but the supreme of them all is the First Plingon Emperor, Kickass the Bloodthirsty. The Fleet commander is the Grand Boss, and is directly responsible to the Empress.


All popular first names are also House names. Imperial Guard Points Special Power: Can always have one more weapon hidden about their person, even when naked. Only another Plingon can find them all in a body cavity search. Other cultures usually just call it the Vulgar Way. Yoga on Vulgarus. These days the Church also welcomes non-Vulgar members.


Vulgars see love and sexuality as something embarrassing, and pretend not to possess any feelings or needs at all. When asked about their private lives, they will claim that Vulgars are in heat only once every seven years, and will then perform their ceremony of procreation most clinically. The human parents of the numerous half-Vulgars around the Galaxy tend to disagree. Why are they smiling? This will possibly never be revealed to any non-Korg. The Korg Commune is simultaneously at war with all other cultures hoping to assimilate them.


For astrocartographical reasons, they mostly engage in battle with the P-Fleet. The Korg are born a biological lifeform, with cybernetic parts added during childhood. The Korg have their sexual needs eliminated with chemistry, and the babies are conceived and birthed in machines onboard Korg Boxes. However, the right chemicals can inspire the Korg into very powerful performances, at least according to P-Fleet porn mags, videos and halludeck programs.


The Korg ships are cubic in shape, and are often called simply Korg Boxes. The ships have no captains, or indeed any ranks, since all Korg are equal, and simply parts of the central hive mind. It is unclear whether a single Korg is an individual or not, or if one simply communicates with the Commune.


Thus, a Korg number can be, for example, They dress in scarves, gold jewelry, vests, and caftans, and often act as travelling thieves, peddlers, or money-lenders. The PR Department of the Ferret Corporation is quick to point out that they have no connection with any possible stereotypes of any ancient Earth cultures.


None whatsoever. The very idea is insulting. Then they will try to cheat you out of your money, the little bastards. The creation of sentient androids with posichronic brains is not commercially viable.


Yet, some have been created for specific purposes, by the likes of Professor Noony Jansson, Dr. Lukas Anakinsky, and several private entrepeneurs.


Lardassians and Ferrets often employ androids for physical labor, and some are seen in the P-Republic. The Plingons and the Korg, on the other hand, find androids disgusting. Even so, Ferrets try to maintain good relations with all other cultures, or at least good enough for trading at reasonable prices.


Their only sworn enemy are the Pirates of Torrion. Although many androids are simply used as sex slaves, some also work on starships as crewmembers.


Obviously, they can never have emotions towards anybody. The Ferret Corporation roams the space in their Sweatships battling for free trade and slavery. Android names: Androids are typically given whatever name suits their creator, but some common ones include iBall, Info, Iron Maiden, Laptop, and Robbie. Adaptability Points the Korg ability to adapt to gun settings makes them temporarily invulnerable to damage Ferrets despise love, warmth, and other such emotions, thinking the only worthy goal in life is the acquisition of property.


For millennia, Romuclus has been governed by a fourchambered Senate, with a different chamber for each caste. The casteless have no political power. Or, indeed, any power. Originally Romuclus was an Empire, but the seat of the Emperor has long since been abolished. What counts is not what you know or who you are, but who you know and what you do. The Romuclans have more or less successfully employed similar tactics to foreign policy as well, fighting wars and making loose alliances with the P-Republic, the Lardassians and the Plingons.


When their duties and ambitions permit it, Romuclans are a passionate people. They eat well, smoke the most expensive hallucinatory herbs, and like to hold grand orgies where no desire is too perverse! Although a Romuclan is always willing to lie herself out of a tough spot, and thinks rigid opinions are a sign of political cripples, there is one principle all Romuclans swear by.


They hate the Vulgars! A Lardassian will always try to get the dominant position in any situation, be it tactical or social. Since they look like fat pandas in ill-fitting armor, the attempts are rarely successful.


For Lardassians the state is always more important than the individual. The Greater Lardassian Nation is often called a fascist military dictatorship by some liberal hippie cultures, like the Vulgars.


The Lardassian Spaceforce are known as fierce fighters in space, yet almost powerless in face-to-face combat. The Lardassians have often been at war with the Romuclans, but at the moment are committed to war with the P-Republic. Although Lardassians are considered disgusting by all other cultures, they manage to tolerate each other enough to keep the species going.


Unfortunately, the sacred three-way marriage is something the state expects of every individual, and divorce is unheard of. This results in almost all Lardassians being stuck in guilt-ridden, unhappy, sexless marriages. Most children are born due to adultery, which is, naturally, punishable by death.


They have green, blue or yellow skin, with hair often in shock pink, orange, blue, purple, silver, white or black. They are typically androgynous, bisexual, and polyamorous, loving and leaving as they please. Consequently, the Torrions have no real sense of family, but children are expected to take care of themselves from a very young age.


Or something. The Torrion pirates are mortal enemies of the Ferret Corporation. Although Torrions are rarely employed in the P-Fleet, they are often found as entertainers, merchants and prostitutes. Combat is divided into rounds. During each round, every Player Character and each Enemy will get a chance to act. The lowest one acts first, then the second lowest one, and so on.


If multiple combatants have the same Clumsiness, Player Characters go first, then Enemies. Scenery plays a huge part in the Marvel Universe Miniature Game.


It blocks line of sight, provides vantage points and obstacles, and can be thrown, destroyed or manipulated by Some scenarios specify unique scenery pieces as part of their setup — these will have their characteristics assigned already. For all other scenery pieces, use the following list as a guide. These values serve only as a guide. Normal-sized characters are classed as Size 2, for example, while large characters like the Hulk are Size 4. Roll to Hit Vs Scenery. Scenery pieces are considered to have a Defense value of 12 versus attacks of all kinds.


Structure Points This numerical value is treated in much the same was as Endurance for characters. Damage Absorption This value represents the natural protection offered by the structure.


When the scenery piece suffers damage, the DA of the piece is deducted from the actual damage taken. For example, if a T1 scenery piece such as a Stop signal is thrown at a T4 piece like a helicopter , the T4 piece would take 1 point of damage instead of 2.


The DA of a T4 scenery piece is 1; the damage caused by a T1 piece is 2. Additional Damage Rules Finally, scenery pieces of T3 or higher cannot be damaged by a melee attack from a character with Strength 1. Scenery Destroyed When the SP of a scenery piece is reduced to 0, the scenery is destroyed and is removed from play. Note: If a model is standing on a scenery piece that is destroyed, the model will immediately fall to the ground, measuring the height from their start position.


The model is placed where the structure used to be, directly beneath where they started, following all the rules for Falling. Whatever happens, the model is Knocked Down. Grabbing and Throwing Any character, if they meet the criteria below, can grab and throw scenery items or other characters as part of their activation. If the character fails to grab his target, the attack fails and the target may not be thrown. Grabbing In addition to the rules above, note that scenery is immune to all effects, and cannot be damaged by an attack with the Mental Nature.


If the target is an enemy character, you must make a Physical melee attack against the target the POW cost is already paid as part of the Grab and Throw action. If the attack fails, the action ends. If the attack succeeds, no damage or effects are inflicted, but the character is thrown instead!


See below. As this is a melee attack, remember that you may use the Overload rule as usual. Measure this line keeping the same facing it had while on the table. Use the actual volume of the thrown object to mark the trajectory of the throw — obstacles clipped by the object may be subject to damage as described later.


Damage If the target is a friendly character, then refer to the Throwing a Friendly Model rules, later. Throwing The throw follows all of the rules for performing a ranged attack, so you must must choose a target to throw the scenery piece or model at!


However, this target must be in line of sight and range but may be: The damage caused by a thrown item is equal. Characters hit by a thrown item are automatically Knocked Down if they receive any damage from the attack.


If the thrown object is a scenery piece, it gains the Overwhelm special rule, below. If you are targeting a scenery piece, no roll To Hit is required. If you are targeting a character, however, then roll To Hit as normal. If successful, a thrown item or character will pass through any scenery piece or model en route to its target, in a dead straight line, without stopping. If a character is a secondary target, it can make an agility roll, if this roll is passed, the character avoids damage if not it will take damage and also become Knocked Down.


He successfully hits. Drax Size 2 is in the way of the throw, and must pass an Agility roll or take damage too! Drax fails the roll and takes damage, causing 2 damage to the container due to his size. The container continues and hits Rocket. After the hit is resolved, 1 more point of damage is inflicted on the container, for a total of three points, destroying it.


Once damage is resolved against this final target, the object is destroyed as described above. Example: A truck Size 3 overwhelms a motorcycle Size 1 and lamppost Size 1 , before stopping on a car Size 2. The objects in the way have a total Size value of 4. If the car had not been in the way of the throw, the truck would have continued on its way and hit the enemy model. Damaging Thrown Items Once the target is hit and any damage has been resolved, the thrown item is destroyed if it was a scenery piece and removed from the game.


Additionally, the thrown item receives damage from any object it hits on the way to its target, taking damage for each object as if the stationary object had been thrown at it. If enough damage is inflicted before the thrown object reaches the target, the object is destroyed. If the thrown object is actually a character model, then the model will suffer X-1 points ] when of Physical Blunt damage [ it hits the target, where X is the strength of the thrower.


A friendly character model that is not KO may be thrown in the same way as an enemy, except that no roll is required to grab the model. If the target is a piece of scenery, no roll To hit is required either, and no damage is caused to the friendly model — simply place it in the new position. It is Knocked Down. It is possible that the character may suffer Falling damage as normal as a result of the throw, and may be Knocked Down accordingly.


Damage is resolved first for the target, then for the thrown character. No item or model can be thrown out of the limits of the game board.


No damage is inflicted by impacting the imaginary line at the edge of the board, although thrown characters are still Knocked Down as normal. Models on Thrown Items If the thrown item is a building or large structure, it is possible that it will have one or more characters on top of it! If this is the case, the characters are not thrown along with the structure.


Instead, they immediately fall to the ground, measuring the height from their start position. When the structure is removed due to the throw action, the models are placed where the structure used to be, directly beneath where they started, following all the rules for Falling.


Whatever happens, the models are Knocked Down. If throwing a friendly character against an enemy character, however, you must roll To Hit as normal, and follow all of the throwing rules described above. Each character from Knight Models is supplied with its own card. You then select characters that match your choices up to the agreed Level. However, Peter Parker and Miles Morales could be on the same team, as they are different characters both using the Spider-Man identity.


Although a team must comprise Heroes or Villains, Neutral characters can join either side, or even form teams of their own.


Scenarios Players should randomize or simply agree which of them will then set up the gaming area, placing scenery of different size categories, as described earlier, and paying special attention to any restrictions and guidelines imposed by the Deployment section of the scenario rules. The other player may choose whether to set up their models in deployment zone A or B, as illustrated on the Scenario map. The rest of the Scenario rules are presented in the following standard format, for ease of reference: Description: A short narrative explanation of the Scenario.


Each game that you play represents a conflict between opposing sides, and the aim is usually to complete one or more objectives in order to determine a winner.


For this reason, the Marvel Heroes Miniatures Game is structured around scenarios, which provide a variety of gaming set-ups, special deployments and victory conditions to keep each game fresh and challenging.


Game Length: Scenarios tailored to specific factions are included in each character pack. The rules below explain how the scenarios work. This section describes the special rules for the Scenario, if it has any.


Scenario special rules always supersede the core rules of the game when in play. How to play a Scenario Before setting up a game, you first need to choose a scenario. This Section indicates the maximum number of Rounds the Scenario will have. Deployment: Here you will find guidelines and restrictions of setting up the gaming area, and details of where models will be placed.


Many more rules will be found on the various Character Cards. If the Speed value is reduced to 0, the target character cannot move. Roll to Hit for each model affected, friend or foe, within that radius in all directions. Models within the explosive area but not the original target may make an Agility roll. Measure a clear trajectory around any intervening scenery or models. If the trajectory passes through a scenery piece, that object will take damage, but will not block the attack.


Note: You still roll to hit additional Targets. This allows you to activate two characters consecutively, bypassing the usual sequence of play. The character never takes damage from falling but may still become KD. A character that has this ability cannot benefit from this rule. If successful, you can activate another model immediately.


This allows you to activate two characters consecutively, ignoring the usual sequence of play. That model may immediately take its activation. Alternatively, you may use this ability to counter the Perfect Plan ability from an enemy character. Endurance points cannot exceed their starting value in this way.


In addition, the distance this character can be Pushed or thrown is also reduced by X inches. The character may not end their movement in a space occupied by other character.


Mark the exact position of the miniature with a counter. This rule cancels any resistance or immunity abilities the character may have. They must use all of their cunning, strength and ferocity to survive! One player places the scenery however they like.


The other player chooses the deployment zone in which to place their models. Players must alternate placing models in their deployment zone, one at a time, until all models are deployed. These pillars are conduits of incredible power, and must be stopped from falling into the wrong hands. Place the pillars as shown on the map above. The player with most models in their team start deploying in case of a tie, randomly determine which player goes first.


Special Rules A model whose volume is in contact with a Pillar can spend 2 Power counters to align the Pillar to their side, and begin extracting energy. Mark Pillars with different-colored markers or dice to show their current alignment. This Victory Condition is checked only at the end of the Round.


When word gets out, several interested parties converge, seeking to claim the relic for their own ends. A Relic counter should be no larger than a 30mm base. Its as good if not better The 'fluff' is also pretty good Great work, and the GM section is awsome. Nicely done. I thought it was great that you choose to remain respectful to the original concept and scaling system showing a measure of restraint and practicality that most people on this board don't even bother with.


It is obvious that you have a firm grasp of balanced game structure. Once again, I'd just like to say how VERY impressed I am with both the enormity of this product and the level of quality with which it was completed. This page product features full-quality illustrations and highly-detailed retrospectives of characters and locations in Marvel Comics' New York.


I personally oversaw if not created each page's graphic design as well as contributed to well over a third of the character profiles and large sections of text such as the "Introduction to New York" and "The Goblin Legacy. Get all the details on your friendly neighborhood Spider-Man, his friends, enemies, and other vigilantes who roam the streets of Marvel Manhattan.


Take a peek at profiles for over forty super-heroes and super-villains! Download in PDF from Zippyshare This site was designed with the. Role-Playing Games.