System Crash Course

This is a crash course in the Marvel system for those who are unfamiliar with it, and should be a good refresher for those who are familiar with it. For those unfamiliar with the terminology, CS = Column Shift = moving a step to the left (negative number) or to the right (positive number) from a given rank on the attached chart.

The Core System (FEAT checks)

Almost all rolls in Marvel are some kind of FEAT check, and are done using two 10-sided dice. One die is always the tens digit and one die is always the ones digit. Rolls of 0 on the tens die mean the face value of the ones die with the exception of 0 on both, which equals 100. For those familiar with D&D, this is the exact same thing as a d% roll.

The attached file Chart.jpg should help clarify some of the language used when discussing FEAT checks. As can be seen on the chart, depending on the character's Rank in an ability, White, Green, Yellow, or Red results are possible. These results typically indicate the degree of success.

When making a FEAT check to accomplish a task, the task in question is given an Intensity equal to some Rank. The result required for success will depend on where the character's appropriate ability falls on the chart relative to the Intensity of the task being attempted.

If the Intensity for the task is more than -3 CS from the character's Rank in the appropriate ability, success is automatic (no roll is required).

If the Intensity for the task is less than the character's Rank in the appropriate ability, a Green result is required for success.

If the Intensity for the task is equal to the character's Rank in the appropriate ability, a Yellow result is required for success.

If the Intensity for the task is +1 CS from the character's Rank in the appropriate ability, a Red result is required for success.

If the Intensity for the task is more than +1 CS from the character's Rank in the appropriate ability, the task is impossible for the character to carry out successfully without something extraordinary occurring. See Attempting the Impossible below.

Some example intensities are included in the attached file Intensities.jpg. Note that not all of these intensities will be adhered to strictly, as some of them are bullocks.
Example 1: Ethel the Aardvark (whose secret ID is White Guy from Nearby) has a Strength of Excellent. He attempts to lift an object weighing 50 lbs. Since this is a Feeble Intensity FEAT, and Excellent is more than three columns away from Feeble, he lifts it automatically (no check). When he tries to pick up two of these objects at once (equalling 100 lbs), it is a Poor Intensity FEAT, meaning he needs to roll a Green result to successfully lift them. 10 of these objects (500 lbs) at once would be an Excellent Intensity FEAT, requiring a Yellow result from Ethel, and 20 of these objects (1000 lbs, half a ton) would be a Remarkable Intensity FEAR, requiring a Red result. Anything more than 1 ton would be Impossible for Ethel.

When making Power checks, a Green result gives a result Intensity of -1 CS of the Power Rank, a Yellow result gives a result Intensity equal to the Power Rank, a Red result gives a result Intensity equal to +1 CS of the Power Rank, and an Impossible result gives a result Intensity equal to +2 CS of the Power Rank.

Attempting the Impossible: A character may attempt an Impossible FEAT so long as its Intensity is +2 CS from the character's Rank in the appropriate ability. By spending 1 Plot (Plot is used for advancement, among other things, and will be covered in another email… this is replacing Karma for those who are more familiar with Karma, but will be rewarded based off of different standards) prior to rolling, the player guarantees success at an Impossible FEAT if they roll a perfect 100. Succeeding in this gives an instant 3 Plot award to the player, as well as refunding the 1 Plot spent. If a perfect 100 is not rolled, the 1 Plot is spent as normal and the character fails at the task.

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