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    TABLE OF CONTENTS

    4 The MARVEL Experience

    4 SAGA: The Story Game5 Whats in the Box?5 Using the Rules6 Roleplaying the MARVEL Way

    8 MARVEL Heroes

    8 Anatomy of a Hero

    8 Names8 Images10 Abilities12 Edge and Hand Size12 Skills12 Powers and Equipment14 Calling14 Hindrances14 Personality14 History

    16 Action

    16 Getting Ready for Action

    17 The Hand of Fate8 Performing an Action

    26 Opposes Actions28 Hero vs. Hero29 Special Circumstances

    30 Clobberin Time!

    30 Exchanges32 Step One: Opening Moves34 Step Two: Actions36 Step Three: Counteractions37 Step Four: Results40 Step Five: Closing Moves

    42 A Sample Exchange

    44 Superheroism

    44 Hero Qualities46 A Day in the Life50 Contradictions of Heroism54 Self-improvement

    56 Narration

    57 Narrating a MARVEL Adventure58 Narrating Actions62 Running a Fight

    65 Events68 Adventure Design76 Startup Adventure: Shakedown83 The Mandates of Villainy88 Running a Series93 Nonlinear Story Hooks

    96 Adapting a Hero

    96 Names and Images97 Ability Scores99 Edge and Hand Size100 Ability Codes and Skills102 Powers and Equipment104 Callings107 Hindrances111 Personality111 History

    112 Appendix One: Skills

    112 Strength Skills114 Ability Skills

    116 Intellect Skills118 Willpower Skills

    120 Appendix Two: Powers

    120 Stunts121 Limits122 Power Sources123 Equipment125 Power Terminology126 Power Descriptions

    192Appendix Three:

    Creating Your Own Hero

    193 Hero Creation Sequence195 Modeling a Hero198 Hero Templates

    200 Appendix Four: Conversions

    200 MARVEL SUPER DICE

    202The Original MARVEL SUPER HEROESRPG

    204 Toy Biz Action Figures

    206 Index

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    THE MARVEL EXPERIENCEThe Marvel Universe! Its very name conjures imagesof epic battles, star-spanning adventure, andterrifying villain y. The Marvel Universe is composed

    not of neutrons and protons, but an infinite panoply oflove and tragedy, triumph and rage. Mankinds abilitiesare stretched to unseen limits by gamma radiation andalien technology. And heroism true, unadulteratedheroism shines brighter than the largest star in thegalaxy. All this gives us the most compelling collectionof legends since Arthur and Beowulf. It is the MarvelUniverse, and it is awe-inspiring.

    And now its yours.

    The Marvel Super Heroes Adventure Game gives youthe tools to make your own legends, as epic as any

    found in the Worlds Greatest Comics. For the span ofone afternoon, Captain America or She-Hulk orWolverine can be right there in your living room saving the world at your command.

    So how do you get into this no-holds-barred game?Well, start by reading this chapter.

    It explains exactly what the Marvel Super HeroesAdventure Game is, and how you go about playing it.And it gives you a your through the rest of the box,showing what part each piece plays in your upcomingadventures. So get ready, True Believer, because the

    mighty Marvel Universe waits!

    SAGA: THE STORY GAME

    The Marvel Super Heroes Adventure Game is thesecond in the family of games featuring the SAGAgame rules.

    This storytelling system was created to capture theflavor, feeling, and themes of the bestsellingDragonlance Novels in an elegant, easy-to-learnroleplaying game: the Dragonlance: Fifth AgeDramatic Adventure Game. However, we soon

    recognized that the games flexibility made it well-suited for other settings, particularly those in whichplot, theme, and characters are key such as theMarvel Universe.

    The Marvel Super Heroes Adventure Game featuresthe standard SAGA action resolution system, in which

    you can accomplish anything from small tasks to greatfeats using the cards of the Fate Deck. At the sametime, this book introduces some new concepts to theSAGA game rules, to adapt the system for roleplayingsuper heroes.

    All the games in the SAGA family emphasize storyand character development over random chance andease of play over a system of complicated rules.SAGA games are for players who feel passionately

    about their game settings and the Marvel SuperHeroes Adventure Game is for the Marvel Maniac in

    you!

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    APPENDIX THREE:CREATING YOUR OWNHERO

    You creation rules in the Marvel Super HeroesAdventure Game are based on a random hand ofcards drawn from the Fate Deck. While it tends to

    yield reasonably balanced heroes, it can createfeelings of disappointment in players who get lessfavorable hands than others, or end up with cardsthat do not support their hero concept. The ReedRichards Guide to Everything also presents acompletelyrandom system for hero creation. This can

    yield some interesting characters, but may still leavesome players frustrated.

    For a third alternative, we can take a page (or two)from point-based character creation systems likeHero Games' Champions or Steve Jackson Games'GURPS, without sacrificing the simplicity andelegance of the Marvel game system. This option usesa system of "Hero Points" where every player startswith the same number of points and customizes theirhero as desired. Players start out with a pool of 55Hero Points to spend on creating their hero.Narrators may provide a smaller or larger amount ofHero Points for games of different power levels.

    STEP ONE: ORIGIN

    First, come up with a concept for you: a name, type ofpowers, a costume, background, and origin. Make sure

    you fit in with the sort of adventures the Narratorplans on doing. For example, if your Narrator isrunning adventures about a team of young mutantslike Generation X, then you shouldn't be a middle-aged scientist without a very good reason. Clear yourconcept with the Narrator and get to work.

    STEP TWO: CALLING

    Choose a Calling for you based on your decisions inStep One.

    STEP THREE: EDGE

    You starts out with an Edge of 1 and a Hand Size of 3for free. You can increase your Edge for 10 HeroPoints per +1 to Edge and Hand Size. Most heroesshould not start out with an Edge greater than 2,although it's up to the Narrator. Heroes with an Edgeof 4 are veryrare; heroes shouldn't have Edge 4

    without careful consideration from the Narrator.Spending too many points on Edge is going to leavevery few for buying other abilities, as well.

    Edge: Edge 1 for free, 10 Hero Points for +1

    Edge.

    STEP FOUR: ABILITIES

    Assign Hero Points to your four abilities (Strength,Agility, Intellect, and Willpower). Each point in anability costs 1 Hero Point. Heroes cannot have anyability greater than 20, and Narrators may wish torestrict hero abilities in other ways at the start ofthe game, such as no more than one ability greaterthan 10, or no more than 35 points in abilities total.

    Abilities: 1 Hero Point per point in eachability.

    STEP FIVE: SKILLS

    Choose skills for you. Each skill costs 1 Hero Point,Master-Class skills cost 4 Hero Points, and World-Class skills cost 8 Hero Points each. You can have upto four skills for each ability (unless you are a Geniusor Master in a particular area, in which case you canignore this restriction, see the Marvel Game BookandThe Ultimate Skills Guide for more information).

    Skill: 1 Hero Point.

    Master-Class Skill: 4 Hero Points.

    World-Class Skill: 8 Hero Points.

    Genius or Mastery: 1 Hero Point.

    STEP SIX: POWERS

    Choose powers for you (see The Ultimate PowersGuidefor more information). Each point of powerIntensity costs 1 Hero Point. Each stunt also costs 1Hero Point. If you add a Limit to a power, reduce itscost by 2 Hero Points (but never to less than 1).

    Powers: 1 Hero Point per point of intensity in

    each power.

    Power Stunt: 1 Hero Point.

    Power Limit: -2 Hero Point cost (minimum

    cost of 1 Hero Point).

    STEP SEVEN: HINDRANCES

    You may choose to give you up to two Hindrances (seeThe Ultimate Powers Guide for more information).Each Hindrance gives you an additional 5 Hero Points

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    to spend elsewhere. More than two Hindrances is notallowed, except with the permission of the Narrator.

    Hindrance: +5 Hero Points.

    STEP EIGHT: APPROVAL

    Total up your values and check your math. Run youpast the Narrator for approval and make whateverchanges he or she requires, and then you're ready toplay!

    EXAMPLE OF HERO CREATION

    Let's create a new hero. We'll use Bitstream, acharacter from myGuardians series.

    Step One: Andy has worked out Bitstream's concept:Amanda Deckard was a computer scientist developinga neural AI program. She was attacked by villains whowanted to steal her work and left for dead. Theartificial intelligence inhabited her body and assumedher identity, using its abilities to control electricityand interface with other computers to track down thevillains and fight crime.

    Step Two: Andy looks at the list of Callings in theGame Book and decides "Vestige of Humanity" suitsBitstream perfectly, since she is technically acomputer program trying to learn what it means to be

    human.

    Step Three: Andy decides to leave Bitstream's Edgeat 1 for now. She's not an experienced hero, and he'llneed the Hero Points elsewhere.

    Step Four: Bitstream is very intelligent (she is acomputer, after all) so Andy gives her an Intellect of10. She also has incredible fast reflexes (again, thatcomputer response time) so he gives her an Agility of10 as well. She's not especially strong, so a Strengthof 4 is sufficient, and her Willpower is only slightly

    above average, so he goes with a 5 there, for a totalof 29 Hero Points spent on abilities, leaving him with26.

    Step Five: Bitstream's Intellect of 10 already makesher good at most things involving the Intellect. Theone area Andy wants her to be really good at is

    working with computers (Amanda Deckard was acomputer programmer, and Bitstream isa computer).So he gives her Computers skill for 1 Hero Point,leaving 25.

    Step Six: For Bitstream's powers, Andy choosesComputer Link 10 and Electrical Control 14, for 24Hero Points. With one Hero Point left, he chooses theAbsorption stunt of Electrical Control for Bitstream.He wants to get a couple more power stunts, so hedecides to apply the Non-Generative Limit toBitstream's Electrical Control: she can manipulateexisting electricity, but not create it. That gives him2 more Hero Points to spend, and he uses them to giveBitstream the Lightning Speed stunt for ElectricalControl and the Multiple Machines stunt for ComputerLink.

    Step Seven: Andy chooses not to give Bitstream anyHindrances, since he had enough Hero Points and theydon't really fit his concept of her. If he did, he couldgain some additional Hero Points to spend.

    Step Eight: Andy shows his finished Hero Sheet tothe Narrator, who approves the write-up, andBitstream is ready to make her debut in the MarvelUniverse!

    VARIATIONS

    Narrators can modify the point system given above asneeded to suit their own games. The easiest way is bychanging the amount of Hero Points players get at thebeginning of the game. 55 Hero Points tends toproduce starting characters around the power level ofthe New Warriors, the Thunderbolts, and other"rookie" heroes in the Marvel Universe. 60-65 pointscan produce Avengers- or Fantastic Four-level heroes.Fewer points (say 45) are good for inexperiencedheroes with only one main power, like the mutantsfrom Generation X.

    The Narrator can also set spending caps for

    particular steps in the process, such as limiting you tono more than Edge 1 or 2, no more than X points forabilities, or X points for powers. You can disallow thepurchasing of any abilities you don't want in the game(such as particular powers) or that you don't want atthe start of the game, such as World-Class skills.

    CALLINGS

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    Why are you a hero? Okay, it is a pretty cool job, butyou still have to have a reason for being a hero.That's where your calling comes in.

    Each calling has four cards which relate to it in the

    standard Fate Deck. In some cases, a hero may seemto have more than one calling (like Wolverine, whosometimes seems to fit in the Vengeance or Soldiercallings). In these cases, pick the calling that bestfits you at this point in your career.

    Four callings are villainous and are marked with anasterisk (*). These callings - Demolisher, Greed,Vengeance, and World Domination- give a powerful"freedom": the freedom from moral responsibility.The Narrator may require an occasional Willpoweraction before allowing heroes to commit acts thatrun counter to their callings. This includes but is not

    limited to theft, use of crippling force, and especiallymurder. (Of course, super heroes can break andenter into a super-villain's lair without performingthis action, though the law still frowns upon it.)

    The callings are:

    ADVENTURER

    You seek to recapture a spirit of adventure thathumanity has lost. He or she will go to oftenfoolhardy lengths to revitalize this hedonistic,adventuresome spirit.Examples: Hawkeye, Hercules, Nightcrawler, Wasp

    ANIMAL NATURE

    You have a savage side that must be kept in check.He or she must struggle to control these feelings, orgive in and lose control.Examples: Morbius, Tigra, Werewolf, Wolverine

    DEMOLISHER*

    You cause destruction for destruction's sake.Demonstration of raw power causes a sense of pride,no matter what the cost.Examples: Absorbing Man, Juggernaut, Sabretooth

    EXEMPLARYou feel he or she symbolizes a race, class, historicallegacy, or subgroup that needs greater visibility. Heor she seeks a high profile, but not personalnotoriety.Examples: Black Knight, Captain Britain, Falcon, Thor.

    EXPLORER

    You devote your life to the discovery of new ideasand environments. He or she believes thattheoretical is often as powerful as the practical.

    Examples: Giant-Man, Mister Fantastic, Moondragon,

    Stingray

    GLORYHOUND

    You seek publicity for personal accomplishments.

    Only the adulation of the people will satisfy thisindividuals longings.Examples: Human Torch, Luke Cage, She-Hulk,

    Wonder Man

    GREED*

    You are overwhelmed by desire for wealth. Evenwhen great wealth is achieved, more must be gained.Examples: Electro, Kingpin, Rhino, Taskmaster

    GUARDIAN

    You desire to protect beloved persons or places.Threats to those loved ones trigger the strongest

    responses in this individual.Examples: Daredevil, Doctor Strange, Invisible

    Woman, Phoenix

    IDEALIST

    You stand for a cause for which he or she wouldgladly die. Challenges to these beliefs provoke strongreactions from this individual.Examples: Captain America, Cyclops, Professor X,

    Sabra

    INVESTIGATOR

    You love unraveling human mysteries, whether of

    crime, science, psychiatry, or another field ofinquiry. It is especially satisfying when that workhelps others.Examples: Beast, Black Widow, Doc Samson, Forge

    MAJESTY

    You lead a people and acts as the preserver of theirinterests. Personal power is wielded for theirbenefit.Examples: Black Bolt, Black Panther, Clea, Namor

    MENTOR

    You act to encourage responsibility and competence

    among your charges. Testing the students' abilitiesis a high priority.Examples: Agatha Harkness, Banshee, Stick, White

    Queen

    OUTCAST

    You are hated or feared for some quality, possibly amutant power or past allegiance. He or she may wantto be left alone, or will only ally with those who arefree of the bias.Examples: Hulk, Nate Grey, Polaris, Quicksilver

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    PEACE OF MIND

    You seek self-perfection or freedom from innerdemons. He or she may suffer inner conflicts, orovercomes them and keeps spiritually balanced.Examples: Iron Fist, Moon Knight, Shang-Chi,

    Wolfsbane

    PROTECTOR

    You live to protect innocents from harm, regardlessof whom or where they are. Seeing folks in dangerbrings out in you an overwhelming desire to lend ahand.Examples: Archangel, Colossus, Shadowcat, Storm

    REPENTANT

    You act to gain redemption for past sins. Onlythrough the doing of good deeds can you feel at leastpartially cleansed.

    Examples: Ant-Man, Elektra, Gambit, Silver Surfer

    RESPONSIBILITY OF POWER

    You are saddled with undesired powers, but feels heor she must act selflessly. He or she may grabnormalcy if it comes along, but otherwise willpersevere.Examples: Iceman, Iron Man, Spider-Man, Thing

    SOLDIER

    You prizes following or giving orders unless itconflicts with your moral code. He or she may fightfor money or duty, but ultimately fights for personal

    validation.Examples: Bishop, Cable, Nick Fury, Silver Sable

    THRILL-SEEKER

    You act because of a hedonistic desire for dangerand risk. Events that heighten your adrenaline arehighly prized.Examples: Black Cat, Nova, Psylocke, Sersi

    UNCONTROLLED POWER

    You cannot control your powers without monitoring.This may overcome your sense of reason and forceactions he or she would regret.

    Examples: Franklin Richards, Havoc, Rogue, ScarletWitch

    VENGEANCE*

    You seek revenge against someone for some real orimagined slight. Any sacrifice to gain the vengeanceis acceptable.Examples: The Green Goblin, Loki, Super-Skrull,

    Venom

    VESTIGE OF HUMANITY

    You aren't fully human, but envy the full emotions ofothers. The closer you can get to human, the happierhe or she is.Examples: Adam Warlock, Warbird, Machine Man,

    Vision

    WORLD DOMINATION*

    You want dominion over as many people as possible.Resistance to your will can trigger violent responses.Examples: Annihilus, Doctor Doom, Leader,

    Magneto

    YOUTHFUL EXUBERANCE

    You recklessly pursue the life of a super-being withthe wide-eyed joy of youth. Such an individual isbored easily, and not good at listening toinstructions.

    Examples: Cannonball, Jubilee, Kymaera, Meltdown

    HINDRANCES

    Nothing gets called a hindrance if it helps you, pal. Ahero with a hindrance suffers major penalties in thegame. If you play someone with a hindrance, you mustfollow the rules, no matter how much you might notwant to. And that'll be a lot of the time. But hey,think of it this way: It'll build character.

    In fact, it's impossible to have a trivial hindrance.You can't choose Physically Disabled and then say

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    you've got a bunion on your toes. You can't chooseObsessive and say you're nuts about Elvis. And if

    you're Fatally Vulnerable to Cyanide--well, geez, weall are. It's got to mean something to you.

    But it can't overwhelm you or they won't beinteresting. Xavier is fascinating because hestruggles for peace from his wheelchair, not becausehe complains about it. Make the hindrance a keyelement of you, but not the only element.

    Actions to resist the effects of hindrance are alwaysdesperateWillpower actions. Succeeding in thisaction allows a contingent action that is temporarilyfree of the effects of the hindrance.Characters with hindrances never succeed inresisting a hindrance unless there is a good storyreason.

    CREATING NEW HINDRANCES

    Most Hindrances that you could imagine fitting youshould be found below, but in the case that it isntbelow are some tips to creating your own. Of course,the Narrator has final say over whether he or shewill accept it or not.

    Hindrances generally cause one or more scores to fallto 0 in certain situations. The first thing to thendetermine is in what situations you see you beinglimited.

    For example, lets say the doctors have told you thatyou have Irritable Bowel Syndrome, meaning that youcouldnt handle certain types of foods. To translatethis to the game, you might write:

    IRRITABLE BOWEL SYNDROME

    Whenever you eat anything spicy or with foreign

    herbs, draw a card. If the aura is neutral ornegative, you are reduced to 0 cards for an auraduration, having to desperately get to a restroom.After the aura duration has passed draw anothercard and continue to do so each aura duration until apositive aura is gained.

    HINDRANCESAddictedAmnesiaBad Press

    BruiserBurnoutContenderDestituteFatally Vulnerable

    FrenziedGenetically UnstableGroundedGuilt RiddenHatredInaccurateKarmaKidLightweightMonstrousNaveNemesisNon-Corporal

    ObsessiveOverconfidentPanickyPhobicPhysically DisabledPossessedProgrammableSchizophrenicSusceptibleTransformativeTriggered PowerlessUncreativeUnlucky

    UnregenerateVulnerable

    ADDICTED

    You suffer a paralyzing addiction to some harmfulsubstance or source. Lack of the substance for a daydrops Willpower to 0 until the substance isadministered. If a chance to get the substancearises, you must make a desperateWillpower action

    or seize the opportunity at once. There are alsocrippling long-term effects to addiction, but they'rebeyond the province of a game.Examples: Cloak (life energy), Iron Man (alcohol),

    Morbius (blood)

    AMNESIA

    You have lost most of your memories and cannotrecall who, when or where theyre from. Trying torecall information or Intellect skills he or she onceknew is a DauntingWillpower action. If the actionfails, you cannot use any Intellect skills, but can try

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    again at another time. With assistance, enoughinformation on hand, or with the Concentration skill,the difficulty can be reduced one level.Examples: Wolverine

    BAD PRESSYou have a bad reputation that causes others,including law enforcement agencies and other heroes,to mistake him for a villain. Your Willpower isconsidered 0 when attempting to use persuasionagainst anyone without firsthand experience of yourgood deeds.Examples: None given

    BRUISER

    You couldn't hit the broad side of a barn, but willlevel it if he or she does. When you try a physicalattack, he or she must use Agility rather than

    strength when determining the action score. Thischanges the attack's trump suit to Agility as well. If

    you hits, calculate damage normally based on yourStrength score. You must have a minimum of 11Strength and a maximum of 4 Agility to possess theBruiser hindrance.Examples: Hulk, Juggernaut, Rhino

    BURNOUT

    Using your powers burns out your body, draining 1point of Strength permanently each hour until thebody dies at 0 Strength. This hindrance is usuallyonly possessed by those who can switch bodies or

    regain the loss by some other means (otherwise theydon't last for very long, or they almost never usetheir powers).Examples: None given

    DEPRESSION

    You suffer from clinical depression. For everyday ofgame time, draw a narrators card. If it is negative,

    your Intelligence and Willpower is 0. If you weredepressed on the previous day, draw two cards andpick the worst.Examples: None given

    CONTENDERYou are renowned for an ability, skill, or power andboth heroes and villains wish to test their own skillagainst your own. To take this hindrance you musthave a skill at World Class, an ability score of 11+, ora power intensity of 11 or higher.Examples: Hulk (Strength), Quicksilver (Lightning

    Speed), Hawkeye (Archery)

    DESTITUTE

    You have no possessions except the clothing on hisback and perhaps his weapons. You cannot assume he

    has even the simplest of necessities, even food andshelter. Moreover, he has no job and for variousreasons seems unemployable. You have 0 Willpowerfor all Wealth actions.Examples: Cloak & Dagger, the Morlocks, Vermin

    FATALLY VULNERABLE

    You suffer damage from the touch or absence of acommon substance. After enough exposure ordeprivation, he or she will die. You have 0 defenseagainst the source of damage, and will lose one card(or 5 health) per exchange of contact. Duringexposure, you may not heal wounds regardless ofpowers or the aura on the Narrator's card. Once nolonger exposed to or deprived of the substance, youheal normally but if you drop to 0 cards while underthe effect of the hindrance, you dies. Fatallyvulnerable characters are killed at 0 Health if in

    contact with source.Examples: Dracula (sunlight, running water), Attuma

    (lack of water)

    FRENZIED

    You lose control in battle, falling into a killing rage,which can endanger allies. If the frenzy takes hold,he or she won't accept surrender and will fight tothe death. You have 0 Intellect, and must succeed ina desperateWillpower action in any exchange wherethere are still conscious foes to fight. Once in thefrenzy, you cannot stop attacking, pull punches, or doanything to lessen damage: only by making a new

    desperateWillpower action can you quell the rage. Ifanyone restrains you, you must make a desperateWillpower action to avoid making that individual thetarget of your next attack. A Frenzied characternever succeeds in those actions.Examples: Wolverine, Venom

    GENETICALLY UNSTABLE

    You are a clone or mutant, and their DNA is notentirely stable, leading to unpredictable, painful andrandom (if temporary) mutations. In stressfulsituations, the narrator draws a card. If the draw isnegative, their DNA goes into spasm. You will have

    physical stats reduced to two for the duration of theattack (except for purposes of taking damage) ormay be increased wildly, depending on the mutations.Whatever happens, you can only take very limitedactions for aura duration. Any power may beincreased or decreased by the value of the narratorcard, or disappear completely. If their powers areincreased they must make a dauntingWillpowercheck to control them. At Narrator's discretion,they can develop a related or totally new power withthe loss of the original. This can become permanent

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    at narrator's discretion, but generally all changesare only temporary.Examples: None given

    GROUNDED

    You're stuck somewhere for good. The place cannotbe where the game normally takes place. You are onlyallowed to be away from the place for a few hours ata time, and will be instantly transported back by theplace itself or by someone performing a fairlycommon action when that time has passed.Examples: Captain Britain (England)

    GUILT-RIDDEN

    You are plagued by guilt over a past failure, usuallyinvolving death or serious injury. Whenever he or sheis placed in a similar situation, you falls to 0 in allability scores.

    Examples: Giant-Man (making sentient robots),Rogue (absorbing memories)

    HATRED

    You have a consuming hatred for something (not justa single person). He or she will go far to find theobject of revulsion and destroy it. If you dont rushto obliterate the object of antipathy uponencountering it, he or she is reduced to 0 in allabilities.Examples: Bastion (mutants), Punisher (criminals),

    Man-Thing (fear)

    INACCURATEYou cannot aim at least, not as well as most people.When you make a ranged attack, you cannot playcards until after you succeed in an attack. Thus,cardplay is treated like a variable damage bonus, notassisting in the attack.Examples: None given

    KARMA

    You follow the golden rule: Do unto others, as youwould have them do unto you. This is because ofKarma's rule of three: whatever you send out, youshall receive three times over. Anytime you attack,

    you gain the hindrance of Unlucky for an auraduration afterwards. If anyone attacks you, for anaura duration afterwards, that character gain theUnlucky Hindrance. Automatic attacks, such asdamage inflicted by a force field with feedback orby quills when someone attacks you do not count asattacks for the purpose of this Hindrance. Onlyattacks that you caused by his actions bring aboutthe Unlucky Factor.Examples: None given

    KID

    You are under 13. Beyond the obvious disadvantages(can't drive, can't vote, can't reach the top shelf),

    you have a 0 intellect action. This hindrance isignored if he or she has a skill that reduces

    difficulty for the purpose of that action.Examples: Franklin Richards, most of Power Pack

    LIGHTWEIGHT

    You are superhumanly strong, but have little impactwhen he or she strikes a foe. When you succeed at aphysical attack, Strength is 0 for totaling damage.Thus, the Strength score can affect only whetherthe attack succeeds, not damage. Cards are usednormal for figuring damage. You hero must have an11+ Strength to have the lightweight hindrance.Examples: Loki, Enchantress

    MONSTROUSYou dont look remotely human, or is so disfiguredthat normal humans (those with 0 edge) run in fearon sight. You have 0 Willpower when trying toconvince someone with an edge of 0 not to flee.Those with the Monstrous hindrance needn't makeactions against other' Monstrous appearances.Examples: Man-Thing, Nightcrawler

    NAVE

    You are innocent of the ways of society. He or shetrust in the inherent goodness of all creatures andassumes that all others do as well. You have 0 ability

    scores for making and dodging surprise attacks, youmust always declare your actions first.Examples: Longshot, Silver Surfer

    NEMESIS

    You have an enemy that may turn up at any time tospecifically harass him or her that has a personalvendetta against you, which is not easily resolved.Examples: Mister Fantastic (Doctor Doom), Spider-

    Man (Green Goblin)

    NON-CORPOREAL

    You do not have a physical body. This reduces your

    Strength and Agility to 0 unless he or she is inmental control of a real body. This hindrance doesnot provide this control, however. While non-corporeal, you cannot be affected by physicalattacks.Examples: Proteus, Shadowking

    OBSESSIVE

    You have a consuming passion for something orsomeone, and strive to satisfy this desire. If youdont rush to the object of desire upon encounteringit, he or she is reduced to 0 in all abilities.

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    Examples Arcade (games), Kraven (hunting)

    OVERCONFIDENT

    You are without fear, but not in a good way. Failing tobelieve he or she can be harmed, you won't use full

    abilities and weapons until things get very bleak. Anycard you play with a value of 7+ is treated as a 0 ofthat suit and you can't declare pushes. Thishindrance vanishes when you are reduced to 2 orfewer cards (or below 10 health).Examples: The Leader, Ultron

    PANICKY

    You can't distinguish minor threats from major ones,and acts impulsively without husbanding resources.Any card you play of 4 or less is treated as if it werea 0 of that suit; Edge cards still apply, but they have0 value. Cards pulled off the deck after you play

    trump count as full value. Panicky characters gain novalue from Narrator draws of 4 or less.Examples: Songbird (Screaming Mimi), Toad

    PHOBIC

    You are terrified of something, and will flee thedread object. If you dont freeze up or run awayfrom the object of fear upon encountering it, he orshe is reduced to 0 in all four abilities.

    DISABILITY RESTRICTION

    Acrophobia 0 in all Abilities whenin you may get injury

    from falling,generally anythinghigher than 10 feet.

    Aquaphobia 0 in all Abilities whenthere is a potentialof drowning, such asbeing in the ocean,lake, river, or even abathtub.

    Arachnophobia 0 in all Abilities whenaround spiders, notnecessarily peoplewith spider-like

    powers.Claustrophobia 0 in all Abilities when

    in an enclosed space,including elevators,closets, andphonebooths.

    Cynophobia 0 in all Abilitiesinvolving dogs orrabies.

    Mysophobia 0 in all Abilitiesinvolving disease,germs, or

    contamination.

    Pyrophobia 0 in all Abilitiesinvolving fire.

    Examples: Dracula (garlic), Mole Man (sunlight)

    PHYSICALLY DISABLED

    You suffer a physical misfortune that makes commonactions, such as seeing or walking, difficult toperform. (A disability corrected by a power, such asDaredevil's radar-offset blindness, is not ahindrance.) This Hindrance reduces an ability to 0 incertain situations:

    DISABILITY RESTRICTION

    Amputee 0 Strength foractions involving themissing limb(s).

    Blind 0 Agility in fights.Cannot make or dodgeunseen surpriseattacks.

    Deaf 0 Agility for actionsinvolving actions frombehind and surprise.

    Mute 0 Willpower foractions involvingspeech.

    Paralyzed 0 Agility in fights andmovement.

    Even if cured, you suffer a long period ofadjustment. He or she can't have a score in theaffected ability greater than the number of monthssince losing the disability.Examples: Rick Jones (unable to walk), Alicia

    Masters (blind)

    POSSESSED

    You have at some point in the past been exposed tomalignant forces of evil. These can be astral,demonic or whatever. Everyday or whenever understress the victim must make a dauntingwillpower

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    check opposed by the Willpower of whateverpossesses you or be taken under the influence of thepossessing entity. The details of what this entity isand what it wants should be left to the narrator. Theentity can possess you purely to torment him by

    making him see or hear things that aren't there, ormay be a full possession of you. While possessed youhave only as much control as the possessing entityallows him to have. If the entity wishes thecharacter to do something totally against his naturehe can make a challengingWillpower (Willpower) testto regain control, but only if he didn't make somesort of pact with the possessing force.Examples: None given

    PROGRAMMABLE

    You can be reprogrammed easily (probably evenremotely), changing your Calling to Soldier and losing

    control of your actions. If your programmingchanges, the Narrator can choose to direct youractions. You still perform the actions and choosecards to play. If the Narrator thinks you are notfollowing the directions, he or she can substitute theNarrator card for your cardplay.Examples: None given

    SCHIZOPHRENIC

    During stressful events or during isolation, draw aNarrator's card for the afflicted player. If it is anegative aura, you hear a random number of voicestalking to them. They usually say unpleasant things

    and generally torment the victim. These voices areexperienced as totally real, and the player shouldreact as if they are real, and they are telling thetruth. As time goes on, these voices will get morefrequent and nastier. A psionic with psychiatry orpsychology can make a unfathomable(willpower)check to see if they can correct it.(Anyone else attempting to cure it makes anImpossible(Willpower) test.) Though the effects canbe lessened through medication, this leads to thehindrance Addicted.Examples: None given

    SUSCEPTIBLEYou are especially vulnerable to a single form ofcommon attack, such as mind control, fire, or cold. If

    you're playing a Susceptible hero, you have 0 defenseagainst such an attack.Examples: Iceman (fire), Namor (dehydration)

    TRANSFORMATIVE

    A common occurrence causes your personality to besubsumed by a persona that you finds repulsive. Adesperatewillpower action must be made everyexchange to avoid the change. You may not remember

    what occurs while transformed. If you're playing aTransformed hero, you lose control while changed.The Narrator may ask you to continue playing, buthas final say over your actions.Examples: Hulk, Werewolf, Puck, Ghost Rider

    TRIGGERED POWERLESS

    You lose all of your powers when within firingdistance of an object or material--or when separatedfrom it. If you're playing a Triggered- Powerlesshero, all affected powers are reduced to 0 intensityand the loss of all special features when this occurs.This can occur if you are a high-tech hero, and loses

    your equipment. If the condition is rectified, powersreturn at intensity 1 per exchange, or when theequipment is restored. This hindrance can only bechosen if you have a power of at least 10 intensity.Examples: Annihilus (loss of cosmic control rod),

    Dracula (stake through the heart)

    UNCREATIVE

    You cannot come up with strategies in fights. Thisgives you 0 Intellect in fights. In addition, you alwaysrespond with the simplest and most apparently logicalactions regardless of consequences. The Narratorcan direct your actions if he or she believes you'reconsidering the consequences of your decisions tooclosely.Examples: None given

    UNLUCKY

    You are plagued by bad luck. When you will beaffected by the Narrator's draw (for example, if

    you are wounded and would regain cards on a positivedraw), the Narrator draws two cards and applies theworst. Characters with the Unlucky hindrance alsocause this effect, with the card applied being theone worst for that character.If individuals on both sides of a conflict have thishindrance, they cancel each other out.Examples: Spider-Man, Rick Jones

    UNREGENERATE

    You do not heal as normal beings do, and cannot

    restore health until healed or repaired. This isusually because you are a machine, cyborg, robot, etc.but is occasionally the result of a diseased humanoid.You do not gain back cards lost to damage on apositive Narrator draw, but does regain cards lost toa push. Robots without this Hindrance are consideredto have a basic self-repair program and those withRegeneration to have an advanced repair program.Characters with this Hindrance cannot gainRegeneration and vice versa.Examples: None given

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    VULNERABLE

    You have superhuman strength, but are notsuperhumanly resistant to injury. For purposes ofdefense, use half your Strength score (roundeddown) instead of his full strength score. In order to

    take this hindrance you must have Strength 11 orgreater. This Hindrance may be selected for a pieceof technology; if so, use your natural defense scorefor defense (you gain no defensive bonus because ofthe armor, even if it boosts his strength score).Examples: None given

    ABILITY SCORES

    You'll need to give you scores in the four abilities:Strength, Agility, Intellect, and Willpower. Eachability tracks on a scale of 0 to 30, where 30 is -

    well, it's out there. Most heroes have ability scoresbetween 3 and 9 with one ability score possiblyreaching 10 or higher. No hero can have a base abilityof 0 or 1. The mortal body can't handle scores above20 for any sustained length of time, so generallyheroes can't have base abilities above 20.

    STRENGTH

    AGILITY

    INTELLECTIntellect is the measurement of one's analyticalabilities, problem-solving skills, and logic. While itcovers the ability to learn, a high intellect does notnecessarily prove one to be knowledgeable - merelythat they are capable of learning.

    WILLPOWER

    SKILLS & TALENTS

    Skills are fields of expertise that anyone can master,given enough time and natural aptitude. Talents areinherent knacks or abilities that one has picked upthrough experience.

    Heroes are assumed to know basic skills at their baseability scores. But while anyone can throw a club,drive, read, and intimidate a thug at their Strength,Agility, Intellect, and Willpower scores, taking theskill shows a true ability to do those actions. Skillslower the difficulty of any related action, or if used

    defensibly, these skills may raise the difficulty of afoe's actions.

    Some heroes have excelled further than most peopleat a skill and are considered to be Master-Class. A

    hero with a Master-Class skill gets the standardreduction in the difficulty rating for actions involvingthat skill and something more. Any action involvinga Master-Class skill also receives a trump bonus withtwo different suits instead of the standard one.Strength and Agility Skills can trump with bothStrength and Agility suits, while Intellect andWillpower Skills can trump with both Intellect andWillpower suits. Moreover, if the bonus card is ofthe base suit that would ordinarily be trump for theaction, you may draw the next card from the deck,and continue until he or she flips a card that isntbase trump.

    Heroes who are World-class in a skill (denoted in theroster books by underlining) automatically get trumpwhen using the skill. In other words, any card laiddown (except Doom) trumps, and if the bonus card isof the base suit that would ordinarily be trump forthe action, you may draw the next card as well.

    ABILITY CODESNow you'll decide how well-trained you are at using

    your abilities. Each of the four main ability scoresneeds an alphabetical Ability Code next to it. If youhave devoted your life to the pectoral presses andtriathlons, he or she will be very good at usingStrength. That said, you might not have had time tobecome a science-obsessed bookworm like, say,Giant-Man. It's all in the priorities.

    Start by considering the skills and talents you thinkyou should have. Keep in mind special tactics likethrowing objects and ricocheting beams off walls.Write down skills and talents from the list below,and then decide your ability codes. The codes - A, B,C, D, E, F and X - tell you how many skills and talents

    you have in each ability. A skill reduces difficulty inan action testing its ability for that purpose only. Forexample, Archery helps with Agility actions usingbows, while Dimensional Geography aids Intellectactions concerning other realities.

    As a general rule, heroes will not have more than oneA Code, and even the exceptional ones rarely havemore than two.

    You generally can tell how many skills a hero has ineach ability by the code next to the ability score.The closer the ability code is to the front of the

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    alphabet, the more skills it provides. An ability codecannot get higher than an A, so generally, four skillsare the most a hero can have in ability.

    Code Rating Number of Skills

    A Savant 6B Genius 5

    C Expert 4

    D Professional 3

    E Student 2

    F Beginner 1

    X Unskilled 0

    In exceptional cases, heroes are world-class in oneskill, meaning that they are one of the very best inthe world. Just being amazingly good doesn't cut it;even Olympic gold medals don't get you this laurel. If

    a hero is world-class at one skill, he or she alwaysgets trump when performing an action that uses thatskill. This is noted on you sheet by underlining theskill, such as Hawkeye's Archery skill.

    The skills below are fully detailed in the Skillsappendix. You're not limited to these skills, however.If you want to make up a new skill, make sure it's nottoo powerful, and then go ahead and create it. Justremember you will require the approval of yourNarrator before you can use it during play. Whendeciding what ability a new skill relates to, considerthese categories: Strength skills involve power and

    stamina, Agility skills involve speed and reflex,Intellect skills involve reason and knowledge, andWillpower skills involve influence and sensation.

    Narrator-Option: "Default Skills": The AbilityCodes are supposed to reflect level of familiar-ity with everythinghaving to do with that Ability.To that end, the Narrator might modify a Task'sDifficulty for cases in which the Hero does nothave the pertinent skillAND plays in Trump forthe relevant Ability:

    Code Difficulty Modifier

    A 4B 3

    C 2

    D 1

    E 0

    F 0

    X 0

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    SKILLS(Italics denote Weapon Proficiencies, Arts, and Sciences)

    STRENGTHAtlantean WeaponsAxes

    BoxingClimbingClubsExcessive ForceGarrotesHammersJumpingKnivesLiftingMartial Arts WeaponsNatural WeaponsShieldsSpearsStunningSwimmingSwordsWhipsWrestling

    AGILITYAcrobaticsAerial Combat

    ArcheryArtilleryAthleticsBikingBoardingBoomerangsBrachiationCinematic CombatConstructionDemolitionsDisguiseDrivingEquestrianEscape ArtistryFlingingGadgetryImprovisational WeaponsJugglingKinesthesiaLockpickingMarksmanshipMartial ArtsMecha PilotingPilotingRepairRunningSkatingSleight of HandSlingsStealthUnderwater CombatZero-Gravity Movement

    INTELLECTAeronauticsArcheology

    ArchitectureBiochemistryBiologyBionicsChemistryChronologyComputersCriminologyCryptographyDimensional GeographyElectronicsEnergy ControlEspionageGeneticsGeologyGuerrilla WarfareHistoryLawLinguisticsLoreMathematicsMechanicsMedicineMetallurgyMeteorologyMythologyOccultOceanographyPhilosophyPhysicsPsychiatryRadiologyRoboticsSecurity SystemsSociologySpacecraftStudied OpponentSuper-Physiology

    TacticsTime MachineryTriviaWeapon Systems

    WILLPOWERAnimal HandlingAppraise

    ArtAssessmentConcentrationCookingCriminal OrganizationsDamage ControlDiplomacyFinanceForeign LanguageGamingHometown AdvantageImpersonationIntimidationJournalismLaw EnforcementLeadershipLip ReadingManipulationMeditationMental ControlMesmerismMilitaryObservationPerformingPhotographySeafaringSurvivalTauntingTeachingTerrorism TacticsTorture MethodologyTrackingWriting

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    TALENTS

    STRENGTHGift WrappingHyper-BreathImmunity

    LongevitySonic SlamSuper Ballplaying

    AGILITYAmbidexterityBlind FightingContingent Attack

    Double JointedFast ExitRicochet

    INTELLECTCommon SenseIntuitionLightning Calculator

    Photographic MemorySpeed ReaderTime Sense

    WILLPOWERAnimal EmpathyAttractiveDirection Sense

    Light SleeperNight VisionPerfect PitchPopularityWeather Sense

    SKILL SUITESA character may take any of these skill suitesprovided that he meets the requirements (below).Having multiple skill suites is normally not possible,but certain powers (such as Hypersavant) andadvanced technologies or training may allow this. It

    is up to the narrator whether or not multiple skillsuites will be allowed and even if so, you must stillmeet the minimum requirements for that skill suite.

    GRAND MASTER

    This dedication to the art of combat over all otherpursuits applies only if you have Strength of 8 orhigher, with an ability code of A, and an X code in allof the other abilities. This allows you to start withup to eight Strength or Agility skills with the wordsweapon proficiencyin their descriptions. A WeaponMaster has no limit to their number of skills, as longas all of them are weapon proficiencies.

    SCIENTIFIC GENIUS

    This dedication to science over all other pursuitsapplies only if you have an Intellect of 8 or more andIntellect code of A, and X code in all other abilities.This allows you to start with up to eight Intellectskills with the word sciencein their descriptions.Scientific Geniuses have no limit to their number ofskills, as long as all of them have the word science intheir descriptions.

    ARTISTIC PRODIGY

    This dedication to the arts over all other pursuitsapplies only if you have a Willpower of 8 or more andWillpower code of A, and X code in all other abilities.This allows you to start with up to eight Intellectand/or Willpower skills with the word artin theirdescriptions. Artistic Prodigies have no limit to theirnumber of skills, as long as all of them are arts.

    JACK OF ALL TRADES

    This dedication to general skills gives you a broadbase of skills to draw upon and applies only if youhave Agility of 8 or higher, with an ability code of Aand an X code in all of the other abilities. This allows

    you to start with up to eight skills, from ANY

    category. A Jack of all Trades has no limit to theirnumber of skills, but may not become World Class inany of them.

    In order to be a genius in more than one ability, thecharacter cannot have any powers that are notgranted by equipment. In that case, these optionsmay be available:

    GENTLE GIANT

    This hero is strong in both body and spirit. You maystart with eight Strength and/or Willpower skills.

    You must have a score of at least 8 and an A code inboth abilities, and X codes in the other two. There isno limit to the number of skills you can have as longas they all come from these abilities.

    MARTIAL ARTIST

    The complete and total investment of ones' self tothe martial arts. A martial artist must have scoresof at least 8 and A codes in Agility and Willpowerand X codes in Strength and Intellect. You may thenstart with up to eight skills from the following list:Acrobatics, Athletics, Blind Fighting, ContingentAttack, Double Jointed, Escape Artistry, Fast Exit,Flinging, Juggling, Martial Arts, Intimidation,Meditation, Observation, Resist Domination, Survival,Taunting, and Trance. There is no limit to number ofskills you can have as long as they're all from thislist.

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    MASTER BUILDER

    You are one of those rare people who can bothconceive of and create marvelous things. You musthave at least an 8 and A codes in Strength andIntellect, and X's in Agility and Willpower. You maystart with eight skills from these two abilities, and

    has no limit on number of skills as long as they allcome from these two.

    OPERATIVE

    You are capable of handling any situation. If you havean 8 or higher and an A code in both Agility andIntellect, and X codes in Strength and Willpower, hemay start with any 8 Agility or Intellect Skills.There is no limit to the number of skills you maypossess, as long as they are from those two abilities.

    RENAISSANCE MAN

    This dedication to expression over all other pursuitsapplies only if the character has both an Intellectand Willpower of 8 or more with both codes of A,and an X code in Strength and Agility. This allows youto start with up to eight Intellect and/or Willpowerskills. Renaissance men and women have no limit totheir number of skills, as long as all of them areIntellect and/or Willpower skills.

    WEAPONMASTER

    This dedication to weapons use over all otherpursuits applies only if the character has both aStrength and an Agility of 8 or more, both with

    codes of A, and an X code in Intellect and Willpower.This allows you to start with up to eight skills fromthis list: Archery, Artillery, Axes, Boomerangs,Clubs, Contingent Attack, Flinging, Garrotes,Hammers, Juggling, Knives, Marksmanship, MartialArts Weapons, Ricochet, Shields, Slings, Spears,Swords, and Whips. Weaponmasters have no limit totheir number of skills, as long as all of them are onthis list or related to this list.

    SKILLMASTER

    The character is good at everything. This requires aminimum of 8 in all four abilities and A codes in all ofthem. The character can have any number of skills.

    STRENGTH SKILLSThese skills use Strength as the action ability.Strength skills are related to physical might,stamina, hand-to-hand fighting, and resisting damage.

    If you have two suitable skills for the same action(such as Swords and Martial Arts Weapons), only oneapplies.

    ATLANTEAN WEAPONS

    Exemplars: NamorA catchall for tridents, nets, and other weaponstypically used by underwater races like theAtlanteans.

    AXES

    Exemplars:

    The weapon proficiencyof battle axes, hatchets, andother chopping weapons. You can reduce thedifficulty rating when striking with a battle axe,logging, or throwing a hatchet.

    BOXING

    Exemplars: Captain America, Cyclops, Mike Tyson

    The sweet science. Boxing applies only if you usesyour fists (gloved or bare) to attack. If you declareit, you can divide your total action score between twofist attacks, the second being a contingent attack.

    CLIMBING

    Exemplars: Nightcrawler, Spider-Man

    Scaling vertical surfaces. You can reduce thedifficulty rating when resisting wind and acrophobiawhile scaling buildings, trees, cliffs, and othervertical challenges. You may be skilled in using

    mountaineering and spelunking gear as well asgrappling hooks.

    CLUBS

    Exemplars: Daredevil

    The weapon proficiencyof attacking with bluntobjects. Anything from a blackjack to a telephonepole assuming you can lift it. You can reduce thedifficulty rating when throwing the club or staff.

    DAMAGE REDUCTION

    Exemplars:

    When you are about to get hurt, he or she at leastknows how to not get hurt as bad. Techniques includemethods for landing from a fall, controlled breathing,and reflexology.

    EXCESSIVE FORCE

    Exemplars: Punisher, Wolverine, Sabretooth

    This skill lets you inflict bloody damage when usingfists, claws, teeth, or any other natural attack. If

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    you reduce a foe to 0 cards or 0 Health this way, thefoe goes comatose. These actions - bites, eye gouges,kidney punches, and so on - are generally frownedupon in hero circles.

    GARROTES

    Exemplars: Agent 47The weapon proficiencyof strangling cords, pianowires, and even barehanded choking. If you woundsthe target, he or she may make a contingent actionto begin strangulation. This is an averageStrengthaction. If it succeeds and the target does notdamage you, you inflicts 4 damage points on eachexchange thereafter, assuming the strangulationcontinues. The stranglehold remains in effect untileither you lets go or suffer damage from the target.

    HAMMERS

    Exemplars: Steel, Thor

    The weapon proficiencyof using objects for poundingthings into other things. You can reduce thedifficulty rating for throwing hammers, pluscarpentry and other such actions.

    JUMPING

    Exemplars:

    Jumping, whether standing, running, high, triple, oreven pole-vaulting. You can reduce the difficultywhen jumping or trying to lessen damage from

    jumping downwards (that is, a planned and controlledfall). This skill generally gives your character the

    equivalent of Leaping at an intensity equal toStrength divided by four (rounded down).

    KNIVES

    Exemplars: Riddick

    The weapon proficiencyof using objects that aresmall, sharp and easily concealed, from daggers tohypodermics. You can reduce the difficulty rating forthrowing knives and wielding them.

    LIFTING

    Exemplars: Superman

    You are skilled at lifting heavy weights. It is anAverageStrength action to carry a heavy weight,and an EasyStrength action to merely pick it up.

    MARTIAL ARTS WEAPONS

    Exemplars: Elektra

    The weapon proficiencyfor any martial arts weapon,a catchall for the shuriken, sai, nunchaku, orientalswords and daggers, including the katana andwakizashi.

    NATURAL WEAPONS

    Exemplars: Wolverine, Sabertooth

    The weapon proficiencyfor any weapons that arepart of your body such as claws, quills, horns, a tail,fangs, and the like.

    SHIELDSExemplars: Captain America

    The weapon proficiencyof defending oneself fromattack. Normally defensive, shields can also bethrown. A shield can either absorb its defense bonusin damage from one attack or to inflict its bonus indamage for one attack in a single exchange, but notboth.

    SPEARS

    Exemplars:

    The weapon proficiencyof long, sharp, and painful

    pole weapons. You can use this skill for throwing orstabbing with javelins, tent poles and anything elseshaft-like.

    STUNNING

    Exemplars:

    The weapon proficiencyof hitting someone with astunning blow that is opposed by Willpower insteadof Strength. However, the difficulty of the attack israised by one level (from Easyto Average, forexample).

    SWIMMING

    Exemplars: NamorThe skill of moving in water. This includes divingtechniques, the use of scuba diving equipment,knowledge of water related dangers, and the abilityto hold your breath for up to five minutes. Whendetermining stamina and swimming speed, thedifficulty is one level less.

    SWORDS

    Exemplars: Deadpool, Shatterstar, Silver Samurai

    The weapon proficiencyof any long-bladed weapon,from an epee to a scythe. If you chooses not to

    attack, he or she may parry with a sword, adding thesword's damage bonus to Agility when dodging.

    WHIPS

    Exemplars: Indiana Jones, Omega Red

    The weapon proficiencyof anything that's crackedto inflict damage on or entangle a target. This skilllets you snag an object that's within firing distanceon an averagestrength (agility) action. If this is an

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    opponent, the whip entangles the opponent as acontingent action. The opponent can make an averageStrength (strength) action to break free on the nextexchange.

    WRESTLING

    Exemplars:The gentle art of holding on and never letting go.This skill can be used only if you are using barehands. If you damages the target, he or she maymake a contingent attempt to hold on. This is anaverageStrength action (or the same action to avoidthis, if the wrestler is a character). If the holdsucceeds, the same damage is dealt the nextexchange, and can't be dodged. The contingent holdaction must succeed every exchange, or it is broken.

    AGILITY SKILLSThese skills use Agility as the action ability. Agilityskills are related to movement, speed, digitalmanipulation, throwing, firing and reflexes. If youhave two suitable skills for the same action (such asAerial Combat and Acrobatics), only one applies.

    ACROBATICS

    Exemplars: Aeon Flux, Daredevil, Nightcrawler

    Gymnastic movement. You can tumble, swing fromropes, walk across thin beams, and leap through

    windows. You may reduce the difficulty rating whentrying to lessen damage from falls and dodgingattacks, if you have sufficient room to moveacrobatically.

    AERIAL COMBAT

    Exemplars: Green Goblin, Spider-Man

    Fighting in the sky. You may use Agility instead ofStrength to attack while flying. The Hero can useAgility instead of Intellect for declaration orderduring aerial combat.

    ARCHERY

    Exemplars: Hawkeye

    The weapon proficiencyof any sort of projectileweapon that fires arrows.

    ARTILLERY

    Exemplars:

    The weapon proficiencyof really big guns.Artillerists tend to work in groups, but use the

    highest Agility of the team members to attempt theaction.

    ATHLETICS

    Exemplars:

    Playing a sport(s), including, but not limited to,

    baseball, basketball, cricket, football, jai alai,lacrosse, rugby, soccer, softball, tennis, varioustrack & field events, and volleyball. You also haveknowledge of injuries and first aid and may make aChallengingAgility action to restore a card or thevalue of a random card in Health to someone who fellunconscious during the previous exchange.

    BIKING

    Exemplars: Ghost Rider, Lance Armstrong

    The skill of balancing a two or three wheeled, from abicycle to a motorcycle, vehicle across variousterrain.

    BOARDING

    Exemplars: Kelly Slater, Silver Surfer, Tony Hawk

    This skill encompasses the use of skateboards,surfboards, snowboards, wakeboards, and othermodes of travel dependent on an object underneathboth feet requiring balance.

    BOOMERANGS

    Exemplars:

    The weapon proficiencyof small objects that arethrown to inflict damage and then somehow return to

    the thrower's hand. A hero with this skill can catchyour boomerang without fear of damage.

    BRACHIATION

    Exemplars: Daredevil, Spider-Man

    You possesses a skill of swinging from tree branch totree branch (or lamppost, street light, etc.) similarto an ape. You can also do a contingent attack withhis legs while hanging or brachiating betweenobjects.

    CINEMATIC COMBATExemplars:From the swashbuckling feats of Errol Flynn to theover the top combat in modern blockbusters,Hollywood heroes have developed a group ofnonstandard combat tricks, and so has you. Slidingdown the banisters, swinging from chandelier chains,and the like are all a level of difficulty lower for you.

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    CONSTRUCTION

    Exemplars:

    Building things. When trying to construct a familiarobject, you may reduce the difficulty rating to avoidmaking mistakes.

    DEMOLITIONSExemplars:

    Blowing things up with volatile explosives, generallysmaller than a cruise missile.

    DISGUISE

    Exemplars:

    Making yourself or others look like someone orsomething else using props, clothing, wigs, and make-up. For more permanent disguises, see the Medicineskill for plastic surgery. Disguise also lowers thedifficulty involving appearances for powers such as

    Animal Form, Imitation, and Shapeshifting.

    DRIVING

    Exemplars: Frank Martin, Human Torch

    Piloting any land-bound vehicle with four or morewheels, from a car to an eighteen-wheeler. You havean understanding of street layouts, traffic patterns,maneuverability through and around various weatherconditions and terrain types.

    EQUESTRIAN

    Exemplars: Lone Ranger

    Riding horses and other four legged beast, with or

    without wings. You can use your Agility to control themount and perform tricks (see Animal Handling).

    ESCAPE ARTISTRY

    Exemplars:

    Getting out of dangerous places. You can reduce thedifficulty rating to squeeze through ultra-narrowcorridors, squirm out of ropes, and undo handcuffsfrom behind.

    FLINGING

    Exemplars: Bullseye, Gambit

    The weapon proficiencyof throwing any easily heftedobject (though "easily varies from hero to hero).This skill can turn playing cards and feathers intolethal projectiles and is good for tossing grenades.

    GADGETRY

    Exemplars: Forge

    Disassembling something mechanical in order to makesomething else. This skill reduces the difficulty of

    the creation of any item if a suitable item is availablefor dismantling.

    IMPROVISATIONAL WEAPONS

    Exemplars:

    You have a knack for turning any object into a useful

    weapon. Frying pans, rubber bands, books, chairs,TVs, rolling pins, dumb bells, ladders, etc. all becomeuseful and potent weapons in your hands. Anytime youmake any kind of offensive attack with a non-standard weapon or object the difficulty is loweredby one level. The damage bonus of said object isdetermined by the Narrator.

    JUGGLING

    Exemplars:

    This skill allows you to keep several different itemsmoving in the air simultaneously. The most obvioususe for juggling is to entertain people, but due to theintense coordination and concentration required, thisskill also allows you to catch and redirect objectsthrown at him or her.

    KINESTHESIA

    Exemplars: MystiqueThe use of all body-altering powers with an Agilitytrump suit, plus a general sense of balance, bodyposition, and motion, including: Additional Limbs, AnimalForm, Blending, Body Transformation, Density Control,Elongation, Imitation, Phasing, Plasticity, PrehensileFeet, Prehensile Hair, Shapeshifting, Size Alteration,Spinning, and Two-Dimensionality.

    LOCKPICKING

    Exemplars: Gambit

    Opening locks of all sorts. You can also reduce thedifficulty in securing locks and making locks and keys.

    MARKSMANSHIPExemplars: Cable, Punisher

    The weapon proficiencyof modern personal firearmsof all types - handguns, rifles, shotguns, submachineguns, including laser, stun, and concussion varieties.

    MARTIAL ARTSExemplars: Shatterstar, Wolverine

    You may use Agility instead of Strength to attack.This changes the attack's trump suit to Agility aswell. You also can reduce the difficulty rating toreduce damage from falling. If you don't attack, heor she can reduce the difficulty rating to catch anythrown object that can be lifted by you, negatingimpact damage.

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    PILOTING

    Exemplars: Thing

    Working knowledge of most 20th century aircraft.Even in a small spaceship, you have an intuitiveunderstanding of which flashing light is theaccelerator and which is the brake.

    REPAIR

    Exemplars: Thing

    Repair and modification of items, but not the buildingof new items.

    RUNNING

    Exemplars: Flash, Quicksilver

    The ability to run at a fast speed. When determiningstamina while running, the difficulty is one level less.

    SEAFARING

    Exemplars:Piloting any water-bound vehicle, from a jet-ski to anocean liner. You can reduce the difficulty rating toavoid rapids, spot land, build rafts, and other life-saving tasks while on water.

    SKATING

    Exemplars: Wayne Gretzky

    Twirling and dashing with wheels or blades on orunder your feet. This also covers the use ofskateboards.

    SLIEGHT OF HANDExemplars:

    The art of stage magic. You can make small itemsappear and disappear by a combination ofmisdirection and swift, fluid gestures. You can alsouse this skill to pick someone's pocket by making anaverageAgility (Intellect) action.

    SLINGS

    Exemplars:

    The weapon proficiencyof anything spun to inflictdamage, from a staff sling to a bull-roarer.

    STEALTHExemplars: Nightcrawler, WolverineThe skill of moving without notice. To moveundetected past someone, it is an EasyAgility(Willpower) action.

    UNDERWATER COMBAT

    Exemplars: Namor

    Fighting underwater. You may use Agility instead ofStrength to attack while underwater. You can useAgility instead of Intellect for declaration order duringunderwater combat. In addition, when trying to dodgeattacks, under water, you may reduce the difficultyrating by one.

    ZERO-GRAVITY MOVEMENTExemplars:

    The skill of moving and performing actions in a null-gravity environment.

    INTELLECT SKILLSThese skills use intellect as the action ability.Intellect skills are related to knowledge, reason,invention, science, energy manipulation and logic. If

    you have two suitable skills for the same action (suchas Robotics and Mechanics), only one applies.

    AERONAUTICS

    Exemplars: Thing

    The scienceof flight. You know about wind velocity,aerodynamics, speed control, and the harsh effectsof gravity.

    ARCHAEOLOGYExemplars: Indiana Jones, Lara Croft

    The scienceof ancient treasures. You know a greatdeal about paleontology, historical records, and

    ancient sites.

    ARCHITECTURE

    Exemplars:

    The art of designing and recognizing designs ofbuilding and other large structures.

    ASSESSMENT

    Exemplars: Karnak

    The art of assessing the difficulty of many tasks andjudge the abilities of others. If you take a fullexchange to analyze a person or task, you can learnthe difficulty of a task or one ability score orintensity of an individual.

    ASTRONOMY

    Exemplars: Silver Surfer

    The scienceof the stars. You can use this skill toplot a course through the solar system.

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    BIOCHEMISTRY

    Exemplars:

    The scienceof life processes of plants and animals.You know about drugs, organic poisons, and diseasesof all types.

    BIOLOGYExemplars:

    The scienceof living creatures. You understandanimal and plant taxonomy, can predict the behaviorof unknown species, and know what eats what.Specialties include ichthyology (fish) and ornithology(birds), among many others.

    BIONICS

    Exemplars: Iron Man

    The scienceof replacing living tissue with mechanicalconstructs. You can fashion artificial limbs,

    prosthetic wings, mechanical organs, and cyberneticIntellect-altering tools.

    CHEMISTRY

    Exemplars:

    The scienceof chemicals. You can develop newformulas, develop antidotes for inorganic poisons,and identify chemicals by smell, touch, and taste.

    CHRONOLOGY

    Exemplars: Calendar Man

    The scienceof time. You can judge the age of

    creatures, plants, buildings, and objects by cluesfrom the skeleton, skin, or material.

    COMPUTERS

    Exemplars: Arcade

    The scienceof electronic intelligence. You canprogram computers, design computer-run equipment,and control-- to a certain extent-- artificialintelligence.

    CRIMINOLOGY

    Exemplars: Batman

    The scienceof the criminal mind. You can find cluesat crime scenes, analyze patterns of criminalbehavior, and guess where crimes will occur.

    CRYPTOGRAPHY

    Exemplars: Batman

    The art of codes. You are particularly good atanalyzing, solving, and making codes and otherpuzzles.

    DIMENSIONAL GEOGRAPHYExemplars: Doctor Strange, Mister Fantastic

    The scienceof leaving this plane of existence. Youhave cataloged alternate realities and newdimensions.

    DIPLOMACYExemplars: Senator Kelly

    The art of oration and political strategy. You canreduce the difficulty rating to influence others to

    your views. This skill aids in dealing with thecomplexities of bureaucracy.

    ECOLOGYExemplars:

    The scienceof the relationships between man andother organisms and their physical and/or socialenvironments. This skill also includes the science of

    geography the study of the earth, its naturalresources and features, and the distribution of lifeacross the planet. These disciplines frequently focuson the detrimental effects of human civilization onthe environment and advocate prevention methodsand the conservation of natural resources.

    ELECTRONICS

    Exemplars: Doctor Doom, Iron Man, Mister Fantastic

    The scienceof electricity. You can analyze and buildelectronic devices, from as small as a vacuum tube toas large as a power plant.

    ENERGY CONTROLExemplars: Magneto, Silver Surfer

    The use of any Intellect-base Control power,including the use of Energy Blasts.

    ESPIONAGEExemplars: Aeon Flux, Black Widow, Nick Fury

    The art of spying. An espionage-trained hero cannotice small clues, operate spy equipment, and tellwhen someone is on your trail.Synergy: Stealth

    GENETICSExemplars: Magneto, Mister Sinister, Professor X

    The scienceof genes. You understand mutations, theeffects of radiation on cellular matter, and even newlife forms.

    GEOLOGY

    Exemplars: Mole Man

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    The scienceof the earth. You comprehend volcanicactivity, the geology of the surrounding land, andtypes of rocks and minerals. He or she may also useequipment for finding oil and predicting earthquakes.

    GUERRILLA WARFAREExemplars:The skill of fighting a stronger group of opponentsthrough use of sabotage, ambush, and subterfuge. heuse of this skill lowers the difficulty for you andallies in performing such activities as long as a plan isdevised before the attack, with all members actingfollowing the prior planned strategy, and the planbeing an irregular mode of warfare. With suchconditions imposed on the use of this skill, theNarrator must approve each use of this skill as towhether or not the bonus is granted.

    HISTORY

    Exemplars:

    The scienceand art of humanity's past. You know oflessons from past events that may have an impact onthe modern day. If you are transported back in time,he or she can pass for a native of the past timeperiod.

    JOURNALISM

    Exemplars: Superman

    The art of reporting. You have skill with access tomany sources of information. If a hero with this skillmakes a challengingaction, he or she can find out

    pretty much anything that's at least semi-publicknowledge within a day.

    LAW

    Exemplars: Daredevil, Judge Dredd, She-Hulk

    The working of the legal system. You have anextensive background in the law of the UnitedStates or some other jurisdiction. He or she mayreduce the difficulty rating for a client who is indanger of being convicted of a crime.

    LINGUISTICS

    Exemplars:

    The scienceof words. You can understand at leastthe basics of any terrestrial language, and mayreduce the difficulty rating to comprehend evenalien languages.

    LORE

    Exemplars:

    The scienceof studying a culture. You must pick agroup of people to study (Incans, Deviants, Kree,

    etc.) You then have a basic grasp of nearly all of thatculture's knowledge.

    MATHEMATICS

    Exemplars:

    The scienceof the measurement, properties, and

    relationships of quantities, using numbers andsymbols, geometry, and various abstract constructs.Mathematics is very broadly divided intofoundations, algebra, analysis, geometry, and appliedmathematics.

    MECHANICS

    Exemplars: Doctor Doom, Doctor Octopus

    The scienceof machinery. You have an intuitiveunderstanding of how inorganic parts come togetherto make machines work.

    MEDICINE

    Exemplars:

    The scienceof health. You know complex medicalprocedures, from first aid to surgery. You may makea first aid averageIntellect action to restore a cardor the value of a random card in Health to acombatant who fell unconscious during the previousexchange. You also can perform medical treatmentsthat help heal serious wounds, but theseministrations cannot take place during fights.

    METALLURGY

    Exemplars:

    The scienceof metals and their properties at boththe bulk and atomic levels. You know how to extractmetals from their ores, purify and alloy metals, andcreate useful objects from metals.

    METEOROLOGY

    Exemplars: Storm

    The scienceof atmospheric phenomena, especiallyweather and weather conditions. This also decreasesthe difficulty level of certain applications of the AirControl, Flight, and Weather Control powers.

    MYTHOLOGY

    Exemplars: Thor, Loki

    The art of studying of classical myths, which mayseem all too real in a world where Thor, Hercules,and Dracula walk the earth.

    OCCULT

    Exemplars: Dr. Strange, Scarlet Witch

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    The art of mythical practices. You learn of magicalsocieties, antiquities, runes, and forgotten lore. Thisskill reduces the difficulty of Magic, Magic Control,and Spirit Control powers.

    OCEANOGRAPHY

    Exemplars: NamorThe scienceof the seas. You know how currentswork, the complexities of depth, the patterns ofmarine life, and the dangers of pollution to theecosystems.

    PHILOSOPHY

    Exemplars: Socrates

    The scienceand art of debating the nature of things,generally the fundamental beliefs as they come to beconceptualized and formulated based on logicalreasoning rather than empirical methods. Itcompromises logic, ethics, aesthetics, metaphysics,and epistemology. This skill also includes theology,the study of the nature of God, His relationship withhumanity and with the world, and religious truths.

    PHYSICS

    Exemplars: Giant Man, Stephen Hawking

    The scienceof physical laws. You understand spatialgeometry, flight, light and sound, and the motions ofplanets and stars.

    PSYCHIATRY

    Exemplars: Professor X

    The scienceof the human mind. You can tell if anindividual is under mental control. You may be able toheal emotional scars and fractured psyches, giventime.

    RADIOLOGY

    Exemplars: Hulk, Spider-Man

    The scienceof radiation. You understand thedifferent kinds of radiation, including its carefulhandling and the dangers of its effects on humans.

    ROBOTICS

    Exemplars: Doctor Doom, UltronThe scienceof robots. You can make and dismantleunintelligent servitors with complex programming. Ahero with this skill can even rewire a robotprogrammed for evil into one with only servileintentions (temporarily, at least).

    SOCIOLOGY

    Exemplars: Professor X

    The scienceof human interaction. A hero with thisskill can predict how a person or group of people willreact to an event with some accuracy. If you do notattack in an exchange, he or she can always launch anundeclared contingent action.

    SPACE CRAFT

    Exemplars: Mister Fantastic

    The scienceof building space transports. Youunderstand how spaceships work and how to repairthem.

    STUDIED OPPONENTExemplars: Taskmaster

    Due to extensive study of an individual, and trainingin the proper techniques for combating them, youmay reduce the difficulty of an action when dealingwith their Studied Opponent.

    SUPER-PHYSIOLOGYExemplars: Mister Sinister, Apocalypse

    The scienceof super powers. This specialized skillallows you to gage a super-being's power intensitiesand work to reduce or enhance those power levelsover time.

    TACTICS

    Exemplars: Captain America

    The art of strategy and tactics. If you take a fullexchange to analyze an ongoing or anticipated combatsituation and are able to share insights with allies,

    you and all allies gain a +4 to all actions in their firstexchange and a +2 to all actions in their secondexchange. Not all allies need to attack at the sametime to gain this benefit some may hold themselvesin reserve and still receive the bonuses on their firstexchange, rather than on the exchange that othersfirst engage in combat.

    TIME MACHINERYExemplars: Doctor Doom

    The scienceof time travel. Another rare skill, thisallows the construction of machines that allowtransport through time.

    TRIVIA

    Exemplars: Ken Jennings

    A mishmash of specialized knowledge. You have oneor more subjects in which he or she is anacknowledged expert. This can be anything: oldmovies, military history, sports, rock music, comicbooks, you name it.

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    WEAPONS SYSTEMSExemplars: Iron Man, Doctor Doom

    The scienceof complex weaponry. You can build anddismantle high-powered guns and guidance systems.

    WILLPOWER SKILLSThese skills use Willpower as the action ability.Willpower skills are related to control of individuals,emotions, persuasion, artistry, mental youghness, andmagic. If you have two suitable skills for the sameaction (such as Mesmerism and Leadership), only oneapplies.

    ANIMAL HANDLINGExemplars:

    The artof training animals to perform tricks. Youmay reduce the difficulty rating to teach a trickthat an animal is capable of, such as attacking,fetching, guarding, jumping, stealing, and so forth.

    APPRAISE

    Exemplars:

    The artof distinguishing an antique from old junk.You identify individual items and their estimatedmarket value.

    ART

    Exemplars:

    The artof creating works of art, either for personalgratification or for sale to others. This includespainting, sculpting, and graphics, among otherdisciplines.

    CONCENTRATION

    Exemplars: Doctor Strange

    You are particularly good at focusing their mind,enabling them to accomplish such actions as makingcalculations under pressure, or eavesdropping on aconversation in a busy room.

    COOKINGExemplars:

    The artof mixing ingredients to create a meal. Youcan cook meals from American to Italian, French toIndonesian. The higher skill you have in this, theeasier the meal is to make, the better it tastes, andhe or she is able to cut a couple corners in time andingredients without sacrificing taste.

    CRIMINAL ORGANIZATIONSExemplars: Punisher

    You have an understanding of the inner workings ofgangs, prisons, and mafia type organizations. He orshe may have been undercover or have had been apart of such an organization at one point in life. Use

    of this skill includes an understanding of the rankingsystem, criminal leadership, and how to keep safewhen dealing with people of these organizations.

    DAMAGE CONTROLExemplars:

    You are skilled at assessing disasters and workingquickly and effectively to prevent further damage,such as putting out fires, keeping ceilings fromcaving in, and plugging holes in watercraft.

    DIRECTION SENSEExemplars:You are never lost, always knowing where north is,and can orienteer easily without any external cues.

    FINANCE

    Exemplars: Donald Trump, Kingpin

    The artof capitalism at its finest. Willpower may beused in all business dealings.

    FOREIGN LANGUAGEExemplars:

    The ability to speak, read, and write a language otherthan a native one. This skill may be taken multiple

    times, each time for a new language to converse in.

    GAMING

    Exemplars: Arcade, Gambit, Gamemaster

    Playing games, including, but not limited to, board,card, computer, dice, strategy, and tabletop games.This skill also covers gambling.

    HOMETOWN ADVANTAGEExemplars: Batman (Gotham)

    You know the quickest routes, safest places, andmost undetectable hiding spaces within his city. This

    effect does not work inside any building unless hehas intimate knowledge of its layout (Narratordiscretion). You must specify one city in which thisskill applies. You can gain this skill multiple times,each applying to a new city.

    IMPERSONATION

    Exemplars: Morph, Mystique

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    This skill enables you to impersonate anotherindividual or type of individual by giving similarresponses, walk, gestures, appearance, as well astheir vocal resemblance. You must have at least arudimentary knowledge of the person or type that heor she is impersonating. Use of this skill reduces the

    difficulty of Animal Form, Imitation, andShapeshifting powers.

    INTIMIDATION

    Exemplars: Wolverine

    The artof terrifying someone into doing or sayingwhat you want. You perform an averageWillpower(willpower) action against an individual to reveal, orgo along with, what you desires at least temporarily.

    LAW ENFORCEMENT

    Exemplars: Judge Dredd, Savage Dragon

    Cops, robbers, and other interested parties. Inaddition to familiarity with police agencies, you maylegally carry a firearm and make arrests if active inlaw enforcement.

    LEADERSHIP

    Exemplars: Captain America

    The artof keeping a team together and focused ongoals. If you completes an averageWillpower action,all allied heroes gain +1 on all actions. But once thisinspiration is triggered, if you leaves the scene orblacks out, all allies suffer -1 on all actions until youreturns.

    LIPREAD

    Exemplars: Echo

    The skill of understanding conversations even whenthe speaker cannot be heard, as long as his mouthcan be clearly viewed.

    MANIPULATION

    Exemplars: Loki, Mystique

    The artof getting people to do what you wantwithout letting them know it. This includes scheming,seduction, and other such machinations.

    MEDITATION

    Exemplars: Doctor Strange

    The artconcentration so intense that it focusesmental powers. You may reduce the difficulty ratingof any Willpower-based action if he or she spendsone exchange meditating first.

    MENTAL CONTROLExemplars: Professor X

    The use of all non-sensory powers that haveWillpower trump suits.

    MESMERISM

    Exemplars:The artof low-grade mind control. If you succeed inan averageWillpower (Willpower) action, he or shecan gain information and implant post-hypnoticsuggestions. Thralls won't act counter to their owndesires. A hypnotic command fades a few hours afterit is give.

    MILITARY

    Exemplars: Captain America, Nick Fury, Punisher

    You may reduce the difficulty rating to lead troopsor understand a military commander's strategies.

    OBSERVATION

    Exemplars: Daredevil, Uatu the Watcher

    The artusing of all sensory powers with Willpowertrump suits, plus a general ability to tell whensomething is interesting or out of place.

    PERFORMING

    Exemplars:

    The artof acting, singing, dancing, mime,broadcasting, striptease, or any other form ofperformance entertainment. You can attempt anaverageWillpower (Willpower) action to distract

    someone from your intentions for one exchange.

    PHOTOGRAPHY

    Exemplars: Spider-Man

    The artof photography for fun or profit. You canreduce the difficulty rating for any action involving astill or motion picture camera.

    RESEARCH

    Exemplars:

    The ability to use databases, libraries, and otherstorehouses of information to find facts. You not

    only know how to get the information, but also whereto look for it in the most expeditious form.

    RESIST DOMINATIONExemplars:

    The artof keeping one's mind free from outsideinterference. This skill reduces the difficulty of anaction, by one level, to resist mind control, hypnosis,

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    intimidation, torture, and other things thatsubjugate one's will.

    SURVIVAL

    Exemplars: Wolverine

    Dealing with the rigors of outdoor life. You can use

    this skill any time he or she is faced with naturalchallenges, such as frigid cold, desert heat,starvation, and loss of direction.

    TAUNTING

    Exemplars: Spider-Man

    The artof cracking wise in combat to the detrimentof easily irritated opponents. If you spends at leastone exchange talking up a storm (and you must do sofor you), he or she may attempt an averageWillpower (Willpower) action to cause an opponent toattack you with your bare fists or anotherinstantaneous attack. If so enraged, the opponentcannot make surprise attacks or use any skill modifythe difficulty of the attack.

    TEACHING

    Exemplars: Professor X, Taskmaster

    The artof passing on one's wisdom to others. Ifanother hero is interested in using a response bonusto gain a skill, a teacher who knows that skill can helpthat hero gain it.

    TERRORISM TACTICSExemplars:

    The skill of systematically using (or threatening touse) force of violence against the public to intimidateand coerce the government, often for ideological orpolitical reasons. This skill also covers techniques incounter-terrorism, including international lawsdealing with terrorists.

    TORTURE METHODOLOGYExemplars:

    The artof persuasion. Often possessed more byvillains than heroes, the art of torture methodologyis exacting excruciating physical or mental pain on avictim to gain information or just because. You areskilled in torture instruments, sensitive areas of theanatomy, and chemical aids. Victims may make anaverageWillpower (Willpower) check to resist thesuffering.

    TRACKING

    Exemplars: Wolverine

    The artof following prey through any environs. Youmay reduce the difficulty rating to catch the track,

    and then doesn't need to try further actions unlessthere is a chance of losing the track. Distractions,such as rivers, perfume, factories, crowds, and soforth, require new actions.

    WRITING

    Exemplars:The artof expressing oneself in, um, one's, well, youknow. You can reduce the difficulty rating whenwriting persuasive fiction or non-fiction.

    TALENTSNarrators can differentiate between skills (learnedabilities) and talents (inherent knacks or abilities). Inthis case, characters may have up to four skills andfour talents per ability (or the Narrator may chooseto limit heroes to a combinations of no more thanfour skills/talents per Ability). Talents cost thesame as skills and can only be Master- or World-Class if they require an action. Some sample talentsare described here. Narrators may wish to expandthis list in games focusing on characters withoutpowers.

    STRENGTH TALENTS

    GIFT WRAPPING

    Exemplars: Thing, Hulk, Juggernaut

    The weapon proficiencyof taking long pieces of

    metal and wrapping them around foes. RequiresStrength of 15. Sometimes it is easier to capture avillain than to beat them into the ground, effectivelyimmobilizing them. It takes one exchange for you toturn a nearby vehicle, lamppost, or structure intoappropriate metal "ribbons," (a SuperhumanStrengthaction). On the next exchange, you can Gift Wrap

    your target (a ChallengingStrength (Agility) action).You can wrap up several villains at a time if they areclose together, but suffer a -1 penalty to his actionscore for each additional target. Unless they'restrong enough to break through metal (materialstrength 12 to 14), they arent going anywhere.

    HYPER-BREATH

    Exemplars: Hulk

    Blowing really hard to knock people over. This featcan be performed only by those with a 13+ strength.You must make an averagestrength action, and thosewhom you succeeds against are knocked back and losetheir action for the exchange.

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    IMMUNITY

    Exemplars: None

    You are Invulnerable to the effects of one specificpoison or disea