MARVEL SUPERHEROES ROLEPLAYING GAME CHEAT SHEET ABILITIES RANKS and RANK VALUES RANK RANK AMOUNT Feeble (FB) 01 Poor (PR) 02-03 Typical (TY) 04-06 Good (GD) 07-10 Excellent (EX) 11-20 Remarkable (RM) 21-30 Incredible (IN) 31-40 Amazing (AM) 41-50 Fantastic (FN) 51-60 Spectacular (SP) 61-70 Monstrous (MN) 71-80 Wonderous (WN) 81-90 Unearthly (UN) 91-100 • • • Primary Abilities: Measurements for a character’s physical and mental capacity – Ability Equivalents can be found on pg. 10 o Fighting: Combat ability o Agility: Reflexes and dexterity, eye-hand coordination o Strength: Physical power o Endurance: Stamina, resist toxins and disease o Reason: Knowledge and comprehension o Intuition: Wisdom and perception o Psyche: Mental strength and willpower Secondary Abilities: Measurements that are factored outside of a character’s personal build o Health: The amount of damage that can be sustained; Fighting + Agility + Strength + Endurance o Karma: The amount of die result modification that can be applied; Reason + Intuition + Psyche o Resources: The amount of wealth a character has; generation is made on the Robot Ability table (below) o Popularity: The amount of notoriety a character has; begins at 0 and can go into the negative Special Abilities: Measurements and qualities that make a character unique in the world o Powers: Enhanced abilities that are often not afforded to common creatures o Talents: Learned skills and understandings a character possesses o Contacts: Friends and trusted associates of the character. ORIGIN GENERATION • Character Types: There are three types of characters in the world o Mortals: This type fits both mundane humans and humans that have been enhanced via exterior influences o Robots: This type fits android, robotic, cyborg, and exo-suit/battle-suit qualities o Mutants: This type fits creatures that originate Abilities from natural genetic enhancements RANK Feeble (FB) Poor (PR) Typical (TY) Good (GD) Excellent (EX) Remarkable (RM) Incredible (IN) Amazing (AM) Fantastic (FN) Spectacular (SP) Monstrous (MN) Wonderous (WN) Unearthly (UN) PRIMARY ABILITIES MORTALS ROBOTS 01-04 01-03 05-10 04-10 11-20 11-20 21-40 21-30 41-60 31-40 61-80 41-50 81-95 51-60 96-99 61-70 00 71-80 XXXXX 81-90 XXXXX 91-96 XXXXX 97-99 XXXXX 00 MUTANTS 01-04 05-10 11-21 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 XXXXX XXXXX • Special Abilities: Measurements and qualities that make a character unique in the world o Beginning Special Abilities: Initially determined with a percentile roll for Powers, Talents, and Contacts Powers: Enhanced abilities that are often above those of the standard people • Mortals typically have no Powers, yet begin with 1 additional Talent and Contact • The designation of Powers includes all forms of extraordinary ability; mutation, psionic, magic, cosmic, etc. Talents: Learned skills and understandings a character possesses Contacts: Friends and trusted associates of the character. d100 01-10 11-40 41-70 71-90 91-00 • • SPECIAL ABILITIES POWERS TALENTS CONTACTS 1 5 1 2 4 2 3 3 3 4 2 2 5 1 1 Talents afford a +1 CS (basic) and can be improved allowing for +2 CS (specialized), and +3 CS (mastered) Contacts – Who does the Character know? Below is a list of general aspects; however, the details should be refined. % 01-20 21-40 41-60 61-80 81-00 CONTACT TYPE Criminal Government/Law Professional Scholastic Superhuman CONTACT DESCRIPTION Criminal and underworld elements Local, provincial, state, country, or national government Elements of guild, craft, and business Academics and sciences - school, college, or university Superpowered group or individual RESOURCES Typical Good-Amazing Excellent Poor Varies INFORMATION Good Excellent Incredible Amazing Varies GAMEPLAY • Initiative: The highest Agility + Intuition wins o Surprise Actions: To surprise a target opposed Intuitions are checked, one for stealth and one to detect If surprised, to target loses the use of Intuition in generating Initiative • Feats: o Universal Table: Feats are made on the Universal Table by cross-referencing Intensities to find the required result o Types of Feats: Automatic Feats: Actions and Intensities that are 2 CS or more lower than the requisite Ability Easy Feats: Action and Intensities that are 1 CS lower than the requisite Ability, GREEN Feat Moderate Feat: Actions and Intensities that are equal to the requisite Ability, YELLOW Feat Difficult Feats: Actions and Intensities that are 1 CS higher than the requisite Ability, RED Feat Improbable Feats: Actions and Intensities that are 2 CS or more higher than the requisite Ability o Ability Feats: Carrying: Based on the Strength Ability • Lifting: is +1 CS Strength for a duration equal to the Endurance Rank – 1 CS each turn Jumping: Based on the Strength Ability • Area Distance: A range roughly equal to 23 feet (7 meters) JUMPING DISTANCES RANK DISTANCE per TURN Feeble (FB) – Typical (TY) Within 1 Area Good (GD) – Excellent (EX) 1 Area Remarkable (RM) – Incredible (IN) 2 Areas Amazing (AM) – Fantastic (FN) 3 Areas Spectacular (SP) – Monstrous (MN) 4 Areas Wonderous (WN) – Unearthly (UN) 5 Areas Holding Breath: Based on Endurance, equal to the Endurance Rank Value in turns • Suffocation: If unable to breathe, the character will lose 1 CS of Endurance per turn • Intense Activity: The Endurance Rank Value in minutes between break periods Resources: Resource Feats can be attempted once each week o Power Feats: Power Shifts: Some Powers can afford changes to conditions where Intensity values may be shifted • BLUE equals a – 1 CS • WHITE equals no CS • GREEN equals a +1 CS • YELLOW equals a +2 CS • RED equals a +3 CS Permanence: This is an optional rule and subject to Judged discretion • RED: With a RED result, the Power effect has resulted in a permanent game change o Material Strength Feats: This might be called for the check if an item suffers breakage RANK Feeble (FB) Poor (PR) Typical (TY) Good (GD) Excellent (EX) Remarkable (RM) Incredible (IN) Amazing (AM) Fantastic (FN) Spectacular (SP) Monstrous (MN) Wonderous (WN) Unearthly (UN) MATERIAL STRENGTH MATERIAL EXAMPLES Tissue, Rice Paper Cloth, Paper, Unstable Molecules Glass, Wood, Leather, Standard Plastic Crystal, Soft Metals (gold, brass, tin), Ice, Carbonite Concrete, Iron, Bulletproof Glass, Dolovite, Plastisteel Reinforced Concrete, Steel, Transparisteel Solid Stone, Doonium, Duranium Granite, Gemstone, Kryptonite, Durasteel High-strength Steel, Beskar, Valorium, Nyix, Cargonite, Tritanium Titanium, Uru, Neosteel Diamond, Vibranium, Cortosis, Arcanium, Omnium Carbonadium, Nth Metal Adamantium, Adamantite, Promethium, Quantum-crystalline, Mythril Talent Feats: Most Talents afford +1 CS to the applicable Action o Popularity Feats: The mood of a community is determined by the story situation and the Judge o Resource Feats: A measure of the quality of life a character can hold Expensive items of minus 1 Rank or equal Rank can be purchased once a game week o Combined Feats: Assisted Feats that are within 1 Rank of each other afford +1 CS for the highest Rank Value o Multiple Feats: A – 2 CS is cumulatively imposed for every Feat following the first (– 2 CS, – 4 CS, – 6 CS, etc.) Movement: The distance something can move during 1 turn, non-powered or enhanced o Area Distance: A range roughly equal to 23 feet (7 meters) Areas per Mile: 230 o Water: Movement distance in and under water is 1 Area per turn o • GROUND MOVEMENT RANGE RANK DISTANCE per TURN Feeble (FB) 1 Area Poor (PR) – Excellent (EX) 2 Areas Remarkable (RM) – higher 3 Areas • • Healing: The character can heal a number of Health equal to the Endurance Rank value per day, can be divided to the hour o Endurance Loss: The loss of Endurance Ranks affects all Feat Rolls with an equal CS loss No Endurance Rank is unconsciousness with death 1d10 turns afterward (Judge’s discretion) Popularity: Fame can be lost easily and may not ever be regained, below are some cumulative examples POPULARITY COST METHOD POPULARITY LOSS Unlawful/Immoral, Nuisance –5 Unlawful/Immoral, Non-violence – 15 Unlawful/Immoral, Violence – 30 • Karma: A value for the character to adjust the results of any check in the game at a ratio of 1 Karma point per 1 die number o Rated Karma: The Karma value provided by summing the RIP is replenished every game day o Gaining Karma: Karma can be gained during play Some Karma gaining events call for Popularity to be awarded, this award can be positive or negative GAINING KARMA METHOD KARMA VALUE Easy objectives 5 Moderate objectives 25 Difficult objectives 50 Opponent: Up to Excellent 50 Opponent: Up to Fantastic 100 Opponent: Up to Unearthly 150 Game Award 50 Storyteller Award 100 o Advancement Karma/Karma Pool: Karma can be saved in a Karma Pool for character advancement, the amount chosen to do so, is moved from the Secondary Ability slot, into a Karma Pool slot. This Karma Pool amount is then spent on the following table for character advancement. METHOD Ability Advancement Power Addition Talent Addition Contact Addition Resources Advancement • POPULARITY 0 +/- 1 +/- 3 +/- 1 +/- 3 +/- 5 +/- 1 0 KARMA COST 10 x Rank Value for each Column Shift 3000 (new Powers begin at FB1 Rank Value) 1000 500 500 per Rank Value point Universal Table Results: o Universal Table Colors Explained Blue equals a catastrophe White equals a failure Green equals a minor success Yellow equals a success Red equals a major success o Universal Table Definitions: Slam = The result is based on the damaged target’s Endurance • Staggered = Target is knocked back a few steps • Prone = Target is knocked back and falls prone, suffering an additional -1CS to actions while prone • 1 Area = Target is knocked back 1 Area • 1+Stun = Target is knocked back 1 Area and suffers possible Stun effects • No = Target successfully shirks Slam effects Stun = The result is based on the damaged target’s Endurance • 10-100 = Target suffers incapacitation for 1d10x10 Turns • 1d10 = Target suffers incapacitation for 1d10 Turns • 1 = Target suffers incapacitation for 1 Turn • -1 CS = Target suffers -1 CS on the next Turn • No = Target successfully shirks Stun effects Kill = The result is based on the damaged target’s Endurance • Die = Target has suffered fatal injury regardless of remaining Health • Stun = Target suffers possible Stun effects • -1E = Target suffers -1 Endurance Rank loss until healed • -3E = Target suffers -3 Endurance Rank loss until healed • No = Target successfully shirks Kill effects o Column Shift (CS) Examples: Following are special situations where a +CS or – CS can be imposed CS Modifiers to Attack • Moving Target, 1-3 Areas per turn = – 1 CS • Moving Target, 4-10 Areas per turn = – 2 CS • Moving Target, faster than 10 Areas per turn = – 3 CS • Target Size, less than 1 inch = – 3 CS • Target Size, between 1 inch and 6 inches = – 2 CS • Target Size, between 6 inches and 24 inches = – 1 CS • Target Size, between 7 feet and 15 feet = +1 CS • Target Size, between 15 feet and 30 feet = +2 CS • Target Size, greater than 30 feet = +3 CS • Talent, performing an Action without an applicable Talent = – 1 CS • Talent, performing an Action with an applicable Talent = +1 CS • Limited Visibility = – 1 CS • Environmental Conditions, light = – 1 CS (example - regular rain fall) • Environmental Conditions, moderate = – 2CS (example - rainstorm) • Environmental Conditions, heavy = – 3 CS (example - hurricane force wind and rain) • Restricted Mobility, prone = – 1 CS • Restricted Mobility, restrained = – 2 CS • Flanking = +1 CS • Aiming = +1 CS • Ambush or Blindsiding = +2 CS • Point Blank (touchable) = +3 CS • Cover = – 3 CS CS Modifiers to Damage • Attacks against weak points = +1 CS • Thermal Damage over an Area away = – 3 CS • Dodge/Evasion: (character chooses defense versus offense) o Blue = Autohit, character might be knocked prone o White = Autohit, character hit o Green = – 1 CS damage o Yellow = – 3 CS damage o Red = – 6 CS damage CS Modifiers to Feat rolls • Assisted: character is aided by another of no less than – 1 CS of similar ability = +1 CS o Cumulative example, four characters with Amazing Strength, would be Monstrous Strength • Disease, minor = – 1 CS for 50 hours minus the character’s Endurance Rank value • Disease, moderate = – 1 CS for 100 hours minus the character’s Endurance Rank value • Disease, major = – 1 CS for 1d100 weeks minus the character’s Endurance Rank value • Feats under Ability duress, are – 1 CS for the duration of the period of the stressful situation • Poisoned, irritant toxin = – 1 CS for 1d10 turns • Poisoned, minor toxin = – 1 CS for 1d10 minutes • Poisoned, moderate toxin = – 1 CS for 1d10 hours • Poisoned, major toxin = – 1 CS for 1d10 days • Poisoned, severe toxin = – 1 CS, cumulative, for 1d10 hours CS Modifiers, Other • Contacts, a win-win situation = +1 CS • Contacts, possible danger involved for the contact = – 1 CS • Popularity, adoration (50 or more popularity): +2 CS • Popularity, friendly (up to 50 popularity): +1 CS • Popularity, neutral (0): No CS change • Popularity, unfriendly (up to – 50 popularity): – 1 CS • Popularity, hostility (– 50 or less popularity): – 2 CS • Power Stunts = 100 Karma and perform at – 1 CS • Vehicles, immediately slowing from maximum speed = – 3 CS • Vehicles, stunts = – 2 CS • Vehicles, evasive maneuvers = – 1 CS EXTRAS • Common People of the World: An NPC might include multiple occupational fields o Occupational Field: The notes and the figures given below are for the average individual Student: People who are engaged in higher learning, above high-school Athlete: People who pursue athletics as a carrier or serious hobby or exercise Community Defense: People who are either law enforcement or community security forces Healthcare Worker: People knowledgeable in medical practice, trauma intervention, and surgical procedure Business Professional: People involved in the everyday operation of the community Trade Worker: Military: People who serve in a para-military, combat-trained, and national security capacity Scientist/Doctor: Individuals who are considered experts in studies of sciences • • Resources and Cost: Judge’s discretion – mundane items = up to TY, uncommon items = up to RM, rare items = IN and up Equipment o Encumbrance: This is measured against the character’s Strength o Weaponry: Following are a few tables of standard weapons that can be found in the game world. • Unarmed Damage: Without a weapon = The value of the Strength Ability Rank • Melee Weapon Damage: The weapon damage + Strength • Ranged Weapon Damage: The weapon damage o Range: Accurate distance, in Areas, for weapon effectiveness, out of range targets add – 1 CS for Difficulty o Load: How much ammunition does the weapon carry d100 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 WEAPONRY Dagger/Knife (one-handed) Dueling Sword (one-handed) Long Sword/Ax (two-handed) Club/War Club (one-handed) Maul/Great Sword (double-handed) Polearm/Spear (double-handed) Whip/Chain (one-handed) Hatchet/Tomahawk (one-handed) Energy Blade/Stun Baton/Taser Bow/Crossbow (double-handed) ‘Back-up Gun’ (one-handed) Handgun (one-handed) Energy Pistol (one-handed) Shotgun (double-handed) Carbine (double-handed) Rifle (double-handed) Submachine Gun Machine Gun (double-handed) Sniper Rifle (double-handed) Energy Rifle (double-handed) o DAMAGE PR + STR TY + STR GD + STR TY + STR GD + STR EX + STR PR + STR TY + STR RM Intensity GD TY EX RM EX EX RM EX IN RM IN RANGE 1 1 1 1 1 1 1 1 1 3 2 2 5 1 3 5 2 3 13 15 LOAD 1 SPECIAL NOTE Can be thrown 1 Can be thrown 1 Can be thrown and trip Can trip Can be thrown Can Stun versus Damage/Charge (plasma) 1 1 1-3 5-20 500 5-8 15 1-30 15-50 200 1 500 Concealable Charge ammunition (plasma) Charge ammunition (plasma) Ammunition – The following is a table of ammunition types Explosives: Ammunition can be made into explosives, applying multipliers to its effective radius d100 01-20 21-40 41-60 61-80 81-00 AMMUNITION Standard Load Expanding Fragmentation Incendiary Flash/Gas/Concussion NOTES 0 +1 CS damage if target has no armor Affects 1 Area radius TY fire damage, affects 1 Area radius RM Intensity, affects 1 Area radius o Armor – This is a table of common armor types. Talents: Lists the Talents that are reduced by -1 CS Material Strength: The MS is the amount of physical damage the armor can absorb Weapon damage is first done to the armor’s Material Strength then any residual goes against Health d100 01-20 21-40 41-60 61-80 81-00 o d100 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 ARMOR TYPE Ultra-lite Light Medium and Shields Heavy Helmets TALENTS None None Reflexes Reflexes and Stealth Awareness WEIGHT FE PR TY GD FE EXAMPLES Ballistic Weave Studded Armors Layered Armors, Any type of shield Plated Armors Any type of helmet Gear – This is a table of standard tools, consumables, and generally useful items. COMMODITY – Average Weight of each is at Judge’s discretion Panacea – A natural healing fluid or salve used to mend wounds, 1 vial = 20 (EX) Health Rations – 3 meals of common food products Canteen – 1 gallon/1 liter of potable water Outfit, Hazardous Environment – A suit to providing EX resistance to radiated and toxic atmospheres Outfit, Extreme Cold – An insulated set of clothing providing EX resistance to severe cold weather Survival Kit – A kit with a blanket, fire starter, utility knife, small pot, flashlight Medical Kit – A kit with salve, bandages, suture set, splint, surgical tools Professional Kit – A tool kit of various items used in a trade Inhibitors – Specialized restraints designed to neutralize Powers (various Intensities are available) Nullifiers – Specialized restraints designed to neutralize Technology (various Intensities are available) • Crafting: Crafting does not only pertain to material objects; this can also account for processes and procedures concerning how something is done. Crafting is done in two ways; Invention and Repair o Invention is coming up with a new method or improvement on a process Time of Development = the total cost of the item in days or 100 minus the character’s Reason in days • Total cost equals the Material Strength of items for construction + the Ability Ranks the item is to perform Assistance = If assisted by another with a Reason of – 1 CS from the Inventor, the time is halved o Repairs of an item require a number of hours equal to the Resource Rank Value of the damaged item The proper tools and equipment are required to repair an item • Dwellings: Dwelling details are determined by the Judge d100 01-20 21-40 41-60 61-80 81-00 • DWELLING Apartment (Condominium) Cottage (Manor) House (Mansion) Store (Office) Warehouse (Factory) NOTES Resources = PR (GD) +1 CS per additional bedroom Resources = TY (EX) +1 CS per 100 Areas of land Resources = GD (RM) +1 CS per additional bedroom Resources = GD (EX) +1 CS per 100 employees Resources = EX (IN) +1 CS per function (storage, research, production, and assembly) Speed: Speeds are composed from the surface, to the inner and outer atmospheres (figures match Power Ranges table) RANK SURFACE Feeble (FB) Poor (PR) Typical (TY) Good (GD) Excellent (EX) Remarkable (RM) Incredible (IN) Amazing (AM) Fantastic (FN) Spectacular (SP) Monstrous (MN) Wonderous (WN) Unearthly (UN) Touch 1 Area 5 Areas 10 Areas 20 Areas 30 Areas 40 Areas 50 Areas 60 Areas 70 Areas 80 Areas 90 Areas 100 Areas INNER ATMOSPHERE Touch 1 Area 10 Areas 20 Areas 40 Areas 80 Areas 160 Areas 1 mile 10 miles 20 miles 40 miles 80 miles 160 miles OUTER ATMOSPHERE 1 Area 20 Areas 50 Areas 100 Areas 200 Areas 1 mile 10 miles 25 miles 50 miles 100 miles 250 miles 500 miles 1,000 miles • Vehicles – o Speed: Measured in Ranks on the Table above (similar to the Power Range Table) Accelerating and Slowing: Increasing and decreasing Speed is done 1 CS per turn Crash results if a vehicle fails to slow to TY (5) or less, the damage sustained equals the sum of all Speed Ranks Damage sustained from a crash covers a radius equal to the sum of all applicable BS amounts, in Areas o Durability: A measurement of the damage a vehicle can sustain before becoming inoperable (similar to Health) Substantial Damage: Loss of half the vehicles Durability, vehicle loses power to Modifications (if applicable) o Build Slots (BS): The amount of space allowed for Modification/s that can be applied to a vehicle Parenthesis denotes the full possible Build Slot allowed for larger craft BS also relates to a vehicles size, where each BS equals 1 Area (see crash damage, above) o Notes: Anything that the storyteller or players should know VEHICLE d100 NAME 01-10 Mount 11-20 Jump-jet 21-30 Motorcycle 31-40 Car/Truck 41-50 Cargo Transport 51-60 Boat/Ship 61-70 Heli-craft 71-80 Jet Craft 81-90 Orbital Craft 91-00 Galactic Craft • SPEED GD (surface) PR (surface) AM (surface) IN (surface) RM (surface) EX (surface) RM (inner) AM (inner) FN (outer) UN (outer) BS 0 0 1 1 (2) 2 (3) 2 (7) 3 (7) 3 (5) 3 (13+) 10 (30+) MS Various PR TY GD GD GD GD EX RM EX DURABILITY Various 30 50 100 100 170/200 80 80 80 150 NOTES Beast of burden, depends on the animal device allowing for extended jumps and falls two or three wheels four or more wheels four or more wheels, cargo space Watercraft, cargo space, lifeboat Flight, vertical takeoff/landing, cargo space Flight, Flight, cargo space, escape pod Armored vehicle, may be weaponized Vehicle Modifications – o Mod Type: various vehicle modifications exist, the ones listed are common o Cost: displays the appropriate Build Slot/s (BS) required for the modification o Notes: Cumulative notation depicts that the Modification can be purchased more than once for a Vehicle Directional notation depicts that energy power may be redirected from one system to another MODIFICATIONS d100 MOD TYPE 01-05 Armored Hull 06-10 Engine Core, Tuned 11-15 Engine Core, Anti-grav 16-20 Shield, Stock 21-25 Shield, Premier 26-30 Machine Cannon 31-35 Missile Turret 36-40 Charge Bomb 41-45 Plasma Cannon 46-50 Ion Cannon 51-55 Computer Upgrade 56-60 Medical Bay/Service Bay 61-65 Scanner Array 66-70 Scrambler 71-75 Cloaking Device 76-80 Tractor Beam 81-85 Gravity Well 86-90 Escape Pod/Lifeboat 91-95 Cargo Bay 96-00 Containment Cell COST 1 1 1 1 2 1 2 2 1 3 1 2 2 3 3 3 3 1 2 2 NOTES Cumulative, adds 25 to vehicle Durability Directional, provides +1 CS to Speed Directional, allow for anti-gravity and hover ability Directional, adds Excellent shield vs Energy Directional, adds Incredible shield vs Energy Cumulative/Directional, Amazing damage Cumulative/Directional, Fantastic damage, explosion radius = 3 Area Cumulative/Directional, Spectacular damage, explosion radius = 5 Area Cumulative/Directional, Amazing Energy damage (plasma) Cumulative/Directional, disable electronics in 3 Area radii, for 1d10 rounds Directional, +3 CS to all Reason checks via vehicle computer Directional, +3 to all medical/healing checks and life support Directional, Excellent Rank Lifeforce, Energy, and Power detection Directional, Excellent Rank Stealth vs Lifeforce, Energy, and Power detection Directional, Excellent Illusion Generation to simulate invisibility Directional, Remarkable Rank magnetic pull Directional, Remarkable gravitational field, 3 Area radii Cumulative, a small vehicle for emergency egress Cumulative, compartment for cargo up to 1 ton Cumulative/Directional, lockup unit, Amazing nullifier or inhibitor field APPENDIX: Attributes • Attribute Equivalents – The following table reflects the approximate level of achievement a Rank Value affords. VALUE Feeble (FB) Poor (PR) Typical (TY) Good (GD) Excellent (EX) Remarkable (RM) Incredible (IN) Amazing (AM) Fantastic (FN) Spectacular (SP) Monstrous (MN) Wonderous (WN) Unearthly (UN) VALUE Feeble (FB) Poor (PR) Typical (TY) Good (GD) Excellent (EX) Remarkable (RM) Incredible (IN) Amazing (AM) Fantastic (FN) Spectacular (SP) Monstrous (MN) Wonderous (WN) Unearthly (UN) VALUE Feeble (FB) Poor (PR) Typical (TY) Good (GD) Excellent (EX) Remarkable (RM) Incredible (IN) Amazing (AM) Fantastic (FN) Spectacular (SP) Monstrous (MN) Wonderous (WN) Unearthly (UN) FIGHTING (F) DESCRIPTION No training Minimal training Infrequent training Casual training Regular training Intensive training Focused training Master level training Maximum human potential Superhuman combatant Enhanced combat training Heightened combat ability Near precognitive combat prowess ENDURANCE (E) DESCRIPTION Minimal exercise Occasional exercise Regular exercise Rigorous exercise Intensive exercise Regular training and ability Enhanced training and ability Focused training and ability Maximum human potential Super-human constitution Heightened stamina training Near undefeatable resilience Improbable fortitude PSYCHE (P) DESCRIPTION Easily dominated Untrained mind Mundane human mind Resist ordinary mesmerism Limited willpower training Moderate willpower training Rigorous willpower training Intensive willpower training Maximum human potential Super-human willpower Heightened tenacity Indomitable force of will Near insuperable resolve AGILITY (A) DESCRIPTION Impaired ability Clumsy and inaccurate Normal human reflexes Some training in dexterity Intensive training in dexterity Focused training in dexterity Extreme training in dexterity Olympic level dexterity Maximum human potential Superhuman dexterity Enhanced agility training Heightened reflex training Improbable legerdemain REASON (R) DESCRIPTION Uneducated Primary education Associates degree Bachelor’s degree Master’s degree Doctoral degree Multiple degrees Genius level/limited exposure Genius level/wide exposure Super-genius Super-genius comprehension Super-genius deduction Improbable intellect RESOURCES (RES) DESCRIPTION Poverty Lower Class Lower-Middle Class Middle Class Middle-Upper Class Upper Class High Upper Class Corporation National Corporation Small Nation Multi-National Corporation Large Nation Global Financial Network STRENGTH (S) DESCRIPTION 25 lbs 50 lbs 100 lbs 200 lbs 400 lbs 700 lbs 1100 lbs 1500 lbs 1 ton 10 tons 25 tons 50 tons 100 tons INTUITION (I) DESCRIPTION Unaware of surroundings Limited senses Normal human senses Above average perception Fine details Improved detection Strong empathic senses Deep level awareness Maximum human potential Super-human awareness Enhanced sensory training Intense sensory training Improbable cognizance POPULARITY (POP) DESCRIPTION Unrecognizable Known among acquaintances Known in the neighborhood Known across the local area Known across the town Known across the city Known in multiple locales Known across the province Known across borders Known across the nation Internationally known Known across the world Reputation proceeds possibility APPENDIX: Flora and Fauna • Animals ### 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 • MAMMAL Lemur/Loris Macaque Maramoset Gibbon Baboon/Drill/Mandrill Gorilla Orangutan Chimpanzee Mole Rat/Shrew Porcupine/Hedghog Chinchilla/Guinea Pig Cavy/Capybara Common Rat Cave Rat Mouse/Hamster/Mole Gerbil/Kangaroo Rat Squirrel/Chipmunk Marmot/Prairie Dog Vole/Gopher/Lemming Common Bat Fruit Bat Rabbit/Cottontail Jackrabbit/Hare Civet/Caracal/House Cat Ocelot/Bobcat/Cheetah Leopard/Lion/Lynx/Tiger Domestic House Dog W ild Dog/Hunting Dog W olf/Guard Dog Common Bear Cave Bear Hyena/Jackal Skunk/Mongoose/Marten Seal/Sealion/W alrus W easel/Mink/Ferret W olverine/Badger/Otter W hale/Manatee Dolphin/Porpoise Aardvark/Ant-eater Elephant/Rhino Horse/Pony/Mule/Camel Armadillo/Sloth Ox/Cattle/Bison Deer/Antelope/Gazelle Sheep/Goat Kangaroo/W allaby Pig/Boar Megafauna (carnivore) Megafauna (herbivore) Megafauna (omnivore) ### 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 BIRD Duck/Loon/Goose Chicken/Turkey Flamingo Pigeon/Dove Swift Cuckoo Heron/Stork Shorebird Cormorant/Frigate Penguin/Rook Condor/Vulture Falcon/Haw k/Eagle Owl/Ow lette Crow /Raven/Corby Parrot/Toucan Songbird Woodpecker Crane/Hornbill Rhea/Kiwi Emu/Ostrich Cassow arie Hummingbird Gull/Albatross Duck/Loon/Goose Chicken/Turkey Flamingo Pigeon/Dove Swift Cuckoo Heron/Stork Shorebird Cormorant/Frigate Penguin/Rook Condor/Vulture Falcon/Haw k/Eagle Owl/Ow lette Crow /Raven/Corby Parrot/Toucan Songbird Woodpecker Crane/Hornbill Rhea/Kiwi Emu/Ostrich Cassow arie Hummingbird Gull/Albatross Terror Bird/Moa Theropod Cerapod Pterosaur ### 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 REPTILE/AMPHIBIAN Turtle Tortoise Garden Snake Viper Snake Elapid Snake Common Snake Constrictor Alligator/Crocodille Skink Chameleon Tengu Monitor Iguana Spined Lizards Anole Gecko Garden Frog Venomous Frog Garden Toad Common Toad Common Salamander New t Siren/Hellbender Turtle/Tortoise Garden Snake Viper Snake (Asp/Rattlesnake) Elapid Snake (Cobra/Mamba) Common Snake Constrictor Alligator/Crocodille Skink Chameleon Tengu Monitor Iguana Spined Lizards Anole Gecko Garden Frog Venomous Frog Garden Toad Common Toad Common Salamander New t Siren/Hellbender Octopus/Squid Titanoboa/Deinosuchus Plesiosaur Sauropod Thyreophora ### 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 INSECT/ARACHNID Fly/Bee Wasp/Hornet Centipede/Millipede Common House Spider Garden Spider Tarantula Solifugid Venomous Spider Ant Flying Insect Termite Mosquito/Bedbug/Fleas Aphid/Ladybug Common Beetle Goliath Beetle Scorpions Crab/Lobster/Shrimp Moth/Butterfly Dragonfly Grasshopper/Locust Cockroach/Roach Illuminescent Insects Cave Insect Fly/Bee Wasp/Hornet Centipede/Millipede Common House Spider Garden Spider Tarantula Solifugid Venomous Spider Ant Flying Insect Termite Mosquito/Bedbug/Fleas Aphid/Ladybug Common Beetle Goliath Beetle Scorpions Crab/Lobster/Shrimp Moth/Butterfly Dragonfly Grasshopper/Locust Cockroach/Roach Illuminescent Insects Cave Insect Fish/Shark Plesiosaur Mesosaur Mosasaur Plants d100 01-20 21-40 41-60 61-80 81-00 PLANT TYPE Vines Flowers and Grasses Shrubs Trees Fungus and Mosses NOTES Plants that grow in long tendrils and can cling to and climb along vertical surfaces Plants that grow in large patches and in communities Plants that grow in small clusters and can become taller than the average medium sized person Plants that can grow for centuries and tower above the surrounding foliage These encompass numerous forms of low-crawling, plant and fungus growth