Some like Champions with its crunch. Some like Villains and Vigilantes. For me it is neither. If I am going for a superhero system it has to be Marvel Superheroes. In my mind nothing else even comes close. The Marvel system does a great job of recreating the comic books. Henceforth I will refer to it as MSH.
One huge advantage the system currently enjoys is the wealth of information available for the game, most notably at Classic Marvel Forever. To put it bluntly there is no shortage of material for the Judge to pick from. TSR then Wizards of the Coast apparently let the copyright expire and it went into the public domain. Woot!
The Marvel system is a breeze. Many fans know it as Marvel FASERIP. FASERIP stands for the attributes in the game: Fighting, Agility, Strength, Endurance, Reason, Intuition, and Psyche. The first four are combined to create the character’s Health score and the latter three are combined to determine the character’s Karma. Health is analogous to Hit Points while Karma is akin to Luck Points in other systems. Characteristics range from Feeble (2) to Beyond (unlimited) with most being somewhere between Typical (6) and Monstrous (75). Once you start getting above Unearthly (100) it starts to get a bit dodgy, but I think a skilled Judge can pull it off. In Marvel there is always someone tougher than yourself or your group.
Talents are likewise well thought out and easy to use. Equipment is straightforward and does not bog the game down. In a way the entire rule set is an early version of Savage Worlds when one thinks about it: keep it Fast, Furious and Fun. MSH does just that.
While there are powers listed in the rule book the best route to go is to use the Ultimate Powers Handbook (do not forget the errata from Dragon Magazine issues 134 and 151). Powers are always something of a weak spot in MSH. The main problem is you pick a grouping (say Defensive) and then roll to see what you get. I think it works because otherwise everyone would be picking the same powers (can you say every character with Danger Sense, Cosmic Awareness, True Flight, Regeneration and Invulnerability?). That said in my groups we just picked powers after rolling for the number of them and it always seemed to work out.
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| "Don't leave super hero HQ without me." |
Most of my experience with the game was in high school where we played it irregularly, which is a shame as it is a fine system. Most of my characters were mutants as I liked characters who actually had powers. This is probably because I also disliked DC comics whose heroes were typically non powered as typified by Batman. One of my gaming crew from back in the day was a big fan of the rule set but paradoxically a big fan of DC and created his own version of Batman he tried to foist on me. I had none of that and preferred to play my own characters.
Task resolution is handled via a well thought out system of green, yellow and red intensities. The task becomes harder as it goes from green to red and requires a higher percentile dice roll. Speaking of which, being based on a d100 makes it easy to use and visualize for players where their scores lie. It also works perfectly with the ranking system from Feeble (2) up to Unearthly (100) in the attributes. One would guess they did this on purpose.
As noted above the Judge is spoiled for choice. He has a vast amount of material to draw on in the Marvel Universe before even writing his own stuff. The Basic line and the Advanced line cover all of the main material from the Bronze Age of comics in the 80s to the early 90s.
If I were to play today I think a hi-tech wonder character ala Ironman would hold the most interest for me. There is just something about being able to tinker with one’s battle suit and adding more gizmos than R2-D2 that is appealing.
No matter what your inkling you really cannot go wrong with Marvel Super Heroes as it is a great system.
What is your favorite super hero RPG?







