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Marvel Multiverse RPG CheatSheet V 2.3

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0% found this document useful (0 votes)
266 views3 pages

Marvel Multiverse RPG CheatSheet V 2.3

Uploaded by

nhkngskbqn
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Dylan Muirhead Aug .

21 2023

Marvel Multiverse RPG


-Cheat Sheet-
Core Mechanics
Rolling D616
-Only 3 dice, make one a different colour. This is your Marvel
Dice.
-Rolling a 1 is considered a Fantastic roll, which gives added
positive dramatic effects both when successful or failing rolls. The
best outcome is rolling a 616, which is an instant success.
-When in combat a Fantastic Success deals Double Damage!
-Every Action Check is tested against a Target Number.

Rank Challenging TN

1 11

2 12

3 13

4 14

5 15

6 16

Ability Scores
Melee - Physical hand to hand offence and defense
Agility - Acrobatics, driving, ranged attacks, dodging
ranged attacks, run speed
Resilience - Withstanding extreme conditions, defence
against poison or infection, Character HP
Vigilance - Investigation, searching, defence from being
surprised or ambushed, Characters focus, Initiative Mod.
Ego - Intimidation, persuading, psychic powers, defence
against psychological trauma and mind control
Logic - Inventing gadgets, solving puzzles, using complex
weapons, defence against being confused, tricked, use of
telepathic powers

Focus - Concentration and willpower, mental health


Karma - You can spend a point of karma to gain edge, give trouble, can recover HP (Resilience Check TN 10,
take result multiplied by rank) or Focus (Vigilance Check TN 10)
Dylan Muirhead Aug . 21 2023

Earning Karma:
-Player role-played excellently, rescued someone, went out of their way to help someone, made and inspiring
speech, shouted out their catchphrase at appropriate moments, one of the characters challenging traits came into
play

T N Modifiers:
-Think of how each character could handle the situation and either add or subtract to TN .
(Note: Impossible does not need to be rolled for as it is in fact Impossible

Adjective TN Modifier

Trivial -6

Easy -4

Routine -2

Challenging 0

Difficult 2

Ridiculous 4

Absurd 6

Adding your dice up:


-Take your added number from your dice roll + your ability score
+ Edges or Troubles
-These either have you reroll your lowest dice and take the higher
number for an +EDGE+ or your highest dice for the lower number
for a (Trouble) - These can stack and be added narratively -
Example :you are tied up and in a really dark room you would
have 2 trouble.
-Combat damage number is added with your dice roll multiplied by
Rank + Ability score

Combat:
-Combat consists of one action and a movement per turn, You
can also hold your turn till just the right moment
-Standard Actions - Attack, Dodge, Escape, Grab, Help, Move,
use a power -Page 29
-Reactions : Each character gets one reaction overturn, which
happens when triggered -Page 31
Dylan Muirhead Aug . 21 2023

Movements:
-Your speed , swim, jump, should be on your character sheet for others such as Gliding, Swinging,
Teleporting, Lifting and Carrying, Sneaking and Hiding, Towing , Terrain and Falling Prone can be found +
Page 32
-Dealing Damage Reduction: Take the Targets or Characters Damage Reduction and subtract it from your
Rank multiplier.
+Example: if you are rank 4 and the target has Reduction 2 your damage is now: Dice roll multiplied by
2 plus Ability score
-Knock back: If the character has Mighty, and gets a Fantastic Success on a close attack . They can knock
the target 5 times the damage multiplier in that many spaces.
+Example: Rank 5 Character gets a Fantastic success , they can push the target 25 spaces. +If lets say
the target has reduction 1 then, the multiplier is 4 now and can push 20 spaces.

Healing:
-A character who is not dead or shattered regains lost health and
focus equal to their rank every hour they take it easy. Every hour
they sleep they regain double that.
-Recovery: You can spend 1 Karma point ,which in combat is an
action, make a Resilience Check to recover health and make a
Vigilance Check to regain Focus. The TN for both is 10. If it fails
nothing happens. If successful add it like damage but then regain
that health or focus.
-Unconscious: when your health is 0, you cannot make any actions and your defences are changed to 10.
Any close combat attacks against you automatically hit. +ally can roll Logic to awaken character and
returns to 1 HP.
-Demoralized: When your focus is 0, any power the character is concentrating on ends. You gain Trouble
on ALL Action Checks. +Ally can roll Ego to rally character and they return to 1 FP.

Additional rules in the core book:


-Team Maneuvers: Page 38
-Objects: Object Sizes, improvised weapons, attacking objects, piloting
through objects: Page 39-41
-Weapons: Page 34, also see Page 65 under signature weapons and
page 104 Iconic weapon power.
-Falling Damage: Page 32 - roll 1 multiplier for every 3 spaces fallen.

Conditions: Below also page 37-38

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