Marvel Multiverse Role-Playing Game: Update 1.3 Summary
We’ve clarified some rules, and continued to streamline the game in Update 1.3.
Here’s a quick summary.
UPDATE – 11/21/22
• Might is now Melee. The new name reflects the ability’s purpose better.
• The number of ability points a character gets per rank has changed. These
are mostly much lower.
• We’re getting rid of Action Modifiers, which were the ability score plus Rank.
Now we’re just using the ability score.
• Defense scores are now 10+ the ability score.
• Health and Focus are now 25x Resilience/Vigilance.
• The initiative modifier is now the character’s Vigilance score.
• Running Speed is now 5 + 1 for every 5 points of Agility, modified by Size.
• Effects from powers, traits, weapons, or any other item that add to or
subtract from damage multipliers do not stack.
• Add the character’s ability modifier to damage rolls.
• Damage Reduction now affects the attacker’s damage multiplier rather than
being a flat number.
• Characters can heal their Health or Focus at any time by spending a Karma
point.
• Weapons now add to the damage multiplier. We also added rules for
grenades.
• We updated the falling damage rules.
• We added a number of reaction maneuvers.
• Characters who are not heroic can gain and spend Karma but do not start
with any.
© 2022 MARVEL
• We altered the number of power sets and powers a character can have per
rank. This mostly went up.
• We clarified how concentration works with powers.
• We clarified a bunch of powers and added a few new ones too.
• We changed the number of extra traits a character gets per rank.
• We changed a number of traits to tags and made the number of tags you can
have unlimited.
• We removed a couple traits and turned Combat Trickery into a power.
© 2022 MARVEL
.
RULES CHANGES
T to all our playtesters— ▶ Resilience: Health
both public and private—for their ▶ Vigilance: Focus (and Initiative)
invaluable feedback. Most people seemed to ▶ Ego: Magical combat
like the major revisions from our previous ▶ Logic: Psychic combat
update ( . ), so we’re going to try a few more
radical changes this time around too. You may notice that we changed Might to
Melee. This helps to bring the ability name
Remember, what you see here is a in line with its purpose.
playtest. There’s no guarantee what will
make it into the final rules. Ability Scores
ABILITIES Original rules on pages – .
Original rules on page . We’re changing the number of Ability
Points you get at each rank.
Each of the abilities has a certain use in
the game. To clarify, they are: This reduces the points for each rank
above Rank by points.
▶ Melee: Close combat
▶ Agility: Ranged combat
RULES UPDATE 1.3 modifier scores, just use the character’s
Vigilance instead.
Action Modifiers
RUNNING SPEED
Original rules on page .
Original rules on page .
We’re getting rid of these. You don’t add
your rank to your modifiers anymore. You In Update . , we changed this, but with
just use your ability scores instead. the removal of action modifiers, we need
to tweak it again.
AS P
A character’s Running Speed is their
Rank Ability Points base Speed ( spaces) + point for every
points in Agility. On top of that, add + for
Defense Scores every step of size above average or take –
for every step of size below average.
Original rules on page .
DAMAGE
In Update . , we asked you to add to
your character’s action modifier to get their We’re making a few tweaks to various parts
ability defense score. Now you just add to of the damage rules to bring them in line
each ability score to get the corresponding with the current system.
ability defense.
Damage Multiplier
Example: Captain America (Steve Rogers)
has a Melee score is + . His Melee defense Original rules on page .
score is then .
Instead of talking about fight damage
HEALTH and ranged damage or any other kind
of damage, we’re consolidating those to
Original rules on page . a single number: the character’s damage
multiplier. We represent this on the
To calculate a character’s Health, multiply character profile as dMarvel (the Marvel
their Resilience by . The minimum is die result) × X.
Health, even if the character’s Resilience
is less than . A character’s basic damage multiplier
(that X) is their rank, but some powers—
FOCUS like Super-Strong or a few of the new ones
in this update—can add to it. These may
Original rules on page . give a character a bonus to their damage
multiplier for certain types of attacks and
To calculate a character’s Focus, multiply should be kept track of separately. Many
their Vigilance by . The minimum is characters, though, only ever have to use
Focus, even if the character’s Vigilance one kind of damage multiplier.
is less than .
Things that grant bonuses to damage
INITIATIVE MODIFIER multipliers do not stack.
Original rules on page . Damage Modifiers
In Update . , we changed this so that you Original rules in Rules Update . .
always used a character’s Vigilance modifier
score. Since we’re getting rid of those Previously, to calculate damage, you
multiplied your rank by your Marvel die
and added the ability modifier for the
ability you used with the attack.
In Update . , we asked you to ignore
the modifier.
We’re going back to something like what
we had in Update . . Since we got rid of
2
ability modifiers, though, you just add your Spider-Man takes another shot at Iron Man
ability score to the damage roll instead. and gets a fantastic success. This makes his
damage (dMarvel × ) + . Iron Man’s Armor
On the character profile, we represent reduces that to (dMarvel × ) + .
this as (dMarvel × X) + Y.
Iron Man switches over to his Hulkbuster
Example: Captain America’s Melee score is , armor, which grants him Armor . Spider-
so his Melee damage modifier is + . Since he’s Man hits him again, but this time, the Armor
Rank , his damage for Melee is (dMarvel × ) + .
reduces his attack multiplier to , so only
Damage Reduction Spider-Man’s + damage modifier gets through.
Original rules on page . HEALING
Originally called damage resistance, this Original rules on pages – and
came with a flat number that reduced the Rules Update . .
amount of damage the character takes, and
it was o en pretty powerful. As of Update . , if a hero is knocked out or
demoralized during combat, they can spend
We’re changing it. Now, instead of a Karma point to make an action check to
reducing the attacker’s damage result, it recover Health or Focus.
reduces the attacker’s damage multiplier.
In the case of powers like Armor or Shield, Characters can now do this outside of
this reduces the damage multiplier by for combat too, even without their Health
every level in the power. or Focus reaching . They just spend the
point of Karma to make the recovery roll
If the damage multiplier is reduced to whenever they like. They can spend as
or less, the damage multiplier does no much Karma as they like in this way.
damage, but the damage modifier from the
attacker’s ability still does. Common Weapons
If the attacker gets a result that increases
the damage (like double damage), figure Original rules on page . Modified in
the damage increase before applying the Rules Update . .
damage reduction.
Things that grant damage reduction We’re revising the damage for common
do not stack. weapons. They all do standard Health
damage now, but they also get a damage
Example: Spider-Man (Miles Morales) multiplier bonus. This does not stack with
punches Iron Man (Tony Stark) and hits. any other damage multiplier bonus, so
Spider-Man’s Melee damage is (dMarvel × ) don’t add them together. Instead use the
+ . Iron Man’s Armor reduces the damage greater of the two.
multiplier by , so the damage that gets
through is (dMarvel × ) + instead. Rifle: Attacks with this weapon against
targets spaces away or less have trouble.
CW Range (Squares) Damage Multiplier Bonus RULES UPDATE 1.3
Weapon Reach +
Reach +
Pistol Reach+ +
Rifle +
Shotgun +
Submachine Gun —
Frag Grenade +
Flash-Bang Grenade +
Club +
Knife
Sword
3
RULES UPDATE 1.3 Note that most characters only have a
single reaction per turn.
Shotgun: This weapon can attack up
to two targets in adjacent spaces to which Aid Teammate
the attacker can draw a line of sight. Make
a single attack roll and compare it to the Trigger: A teammate (someone on the
Agility defense scores of both targets. Split same team as the character, as listed
the damage from that roll equally.
on their character sheets) fails an
Submachine Gun: This weapon can
attack up to three targets in adjacent spaces action check.
to which the attacker can draw a line of E ect: The teammate gains an edge on
sight. Make a single attack roll and compare that action check.
it to the Agility defense scores of the targets.
Split the damage from that roll equally. Break Webbing
Attacks with this weapon against targets
spaces away or less have trouble. (Reloading Trigger: The character has been
no longer requires an action.) paralyzed by webbing.
E ect: The character can make an
Frag Grenade: This weapon a ects all immediate Melee check (TN ) to break
targets within spaces of where it lands and
to which the grenade (not its thrower) has out of the webbing.
a line of sight. Make a single attack roll and
compare it to the Agility defense score of Fastball Special
the targets. Each of them takes the regular
amount of damage. This was formerly a power (see page )
but is now a reaction maneuver.
On a failed action check, the grenade
still winds up somewhere. Roll d to see Trigger: An ally throws or fires the
how many spaces away from its intended character at an enemy and succeeds at
target it lands. It’s up to the Narrator which their Agility check.
direction it goes. E ect: The character makes a fight
attack at the enemy they were thrown
Flash-Bang Grenade: This works much or fired at. If the attack is a success, the
like a frag grenade, but it does no Health enemy takes double damage. If the attack
damage. Instead, compare the attack roll is a fantastic success, the enemy takes
against the target’s Vigilance. Those who are triple damage.
a ected are blinded and stunned for round.
Ram )
Falling
This was formerly a power (see page
Original rules on page . but is now a reaction maneuver.
If a character is falling, at the end of their Trigger: The character moves their full
turn, they fall up to spaces. speed in a straight line toward an enemy
and then uses their standard action for
To calculate falling damage, the a ected additional movement.
character’s player makes a standard action E ect: The character makes a fight
check. The damage multiplier for the roll is attack at the enemy they moved into.
If the attack is a success, the character
for every spaces fallen, up to a maximum takes regular damage, and the enemy
damage multiplier of . takes double damage. If the attack is a
fantastic success, the enemy takes triple
REACTION MANEUVERS damage and is knocked prone.
Several powers are only usable with a Retaliate
reaction. There are two standard maneuvers
any character can use: Interpose and Skulk. Trigger: The character is harmed by
(See page of the Playtest Rulebook.)
an attack.
We’re adding some new ones. These are E ect: The character can attack the
reactions that any character can attempt,
given the right circumstances. enemy who harmed them.
4
KARMA ▶ You can only concentrate
Only characters with the tag heroic start on one power that requires
out with Karma, but other characters concentration at a time.
can earn Karma by doing good things—
even if they are not generally heroic Armor
people. This includes villains, like Doctor
Doom or Killmonger, and antiheroes, like Original rules on page .
the Punisher.
Each level of Armor you have now grants a
To get any use out of the Karma they damage reduction of , which reduces the
earn, these nonheroes should spend it that attacker’s damage multiplier by .
same day. Otherwise, a er they have a full
night’s sleep, their earned Karma vanishes. We’re also limiting the maximum
Armor level for powers to . There may
POWERS be some exceptions (as with Iron Man’s
Hulkbuster armor in the example under
Original rules in the Powers damage reduction).
chapter, pages – .
Body Sheet
We’re adding a number of new powers.
At the moment, these are listed as utility Original rules on page .
powers (Power Sets: None), but we may
restrict them to certain power sets in the Instead of o ering a damage reduction of
Core Rulebook. , this now reduces the attacker’s damage
Power Sets and Powers multiplier by .
We’re going to try a slightly di erent table Body Sphere
for giving characters power sets and powers.
Use the table below to determine how many Original rules on pages – .
power sets and powers a character has at
any given rank. Instead of o ering a damage reduction of
, this now reduces the attacker’s damage
PSP Powers
multiplier by .
Rank Power Sets
Brawling
Concentration RULES UPDATE 1.3
This is a new power.
Original rules in Rules Update . .
The character is hard to shoot.
There are a few things about concentration Power Sets: None
we should clarify: Prerequisites: None
Action: None
▶ Being knocked back or prone Duration: Permanent
E ect: The character can use their Melee
immediately ends concentration. defense score against Agility attacks too.
▶ A character can voluntarily end Brilliance
concentration at any time for free. This is a new power. A character can have
Doing so does not require an action. it up to four times: Brilliance – .
The character is brutally smart.
Power Sets: None
Prerequisites: None
Action: None
Duration: Permanent
E ect: Each level of this power adds
a + bonus to the character’s damage
multiplier with Logic-based attacks. The
character also gains a + bonus to Logic
ability checks other than attacks.
5
RULES UPDATE 1.3 Flexible Bones
Combat Trickery Original rules on page .
This was originally a trait, but we’re Instead of o ering damage reduction, each
turning it into a utility power. level of Flexible Bones you have now reduces
the attacker’s damage multiplier by .
The character is a tricky one!
Power Sets: None Integrity
Prerequisites: None
Action: Reaction This is a new power.
Trigger: The character makes an attack
that does not have a fantastic result. The character can think their way through.
Duration: Instant Power Sets: None
E ect: Once per battle, during an attack, Prerequisites: None
the character can change the Marvel die Action: None
to produce a fantastic result. Do this a er Duration: Permanent
all edges and trouble have been applied E ect: The character can use their Logic
to the attack. defense score against Ego attacks too.
Discipline Lightning Barrage
This is a new power. A character can have We’re changing this so that it does half
it up to four times: Discipline – . damage to each a ected foe.
The character is a master of self-control. Accuracy
Power Sets: None
Prerequisites: None This is a new power. A character can have
Action: None it up to four times: Accuracy – .
Duration: Permanent
E ect: Each level of this power adds The character is an ace with ranged weapons.
a + bonus to the character’s damage Power Sets: None
multiplier with Ego-based attacks. The Prerequisites: None
character also gains a + bonus to Ego Action: None
ability checks other than attacks. Duration: Permanent
E ect: Each level of this power adds
Effect Resistance a + bonus to the character’s damage
multiplier with Agility-based attacks.
Original rules on page . The character also gains a + bonus to
Agility ability checks other than attacks.
Since we got rid of damage subtypes, we’re
getting rid of this power too. Reinforced Skeleton
Evasion Original rules on page .
This is a new power. Instead of offering damage reduction,
this now reduces the attacker’s damage
The character is hard to hit. multiplier by .
Power Sets: None
Prerequisites: None Shield
Action: None
Duration: Permanent Original rules on pages – .
E ect: The character can use their Agility
defense score against Melee attacks too. Each level of Shield you have now grants a
damage reduction of , which reduces the
Fastball Special attacker’s damage multiplier by .
This has been changed to a We’re also limiting the maximum Shield
reaction maneuver. level for powers to . There may be some
exceptions (as with Captain America’s shield).
6
Super-Strong As for how many traits you get per
rank, we’ve changed that a bit. It’s now
Original rules on page , under Mighty. trait per rank.
Modified in Rules Update . .
Challenging Tags
We changed how the fight damage bonus
for Super-Strong works in Update . , but Just like with traits, you can have
we’re going to make another change—this challenging tags. When they come up and
time to the Melee ability checks for things a ect the game, the Narrator can give the
other than attacks. These used to be + for a ected character Karma.
each level of Super-Strong (Mighty). We’re
reducing that to + . Extra Tags
Titanic Frame There’s no limit to the number of tags a
character can have. Some characters are
Original rules on page . more complex than others and so can wind
up with many more tags. Others are more
The bonus to all Melee checks other than straightforward and only have a few tags.
attacks is now + .
It’s up to you as to how many you want
Wisdom your character to have. Just keep in mind
that the tags you pick should fit well with
This is a new power. your character concept.
The character knows their own mind. TAGS
Power Sets: None
Prerequisites: None This is our current list of tags. Many of them
Action: None were formerly traits, but we’ve also added
Duration: Permanent a few new ones.
E ect: The character can use their Ego
defense score against Logic attacks too. There will be more in the Core
Rulebook, along with guidelines for how
TRAITS AND TAGS to create your own.
Original rules on pages – . ▶ Alien Heritage
▶ Authority
We’re converting the current traits into two ▶ Black Market Access
di erent things: traits and tags. ▶ Blind
▶ Deaf
Traits have mechanical e ects in the ▶ Dependents
game, and tags have only narrative e ects. ▶ Enemy
▶ Extreme Appearance
For instance, secret identity is a ▶ Gamma Mutate
tag. It describes something important ▶ God Heritage
about the character, but it doesn’t have a ▶ Green Door
mechanical e ect. ▶ Hard of Hearing
▶ Headquarters
We’re also eliminating some traits, and ▶ Heroic
we’re evaluating whether certain traits ▶ Hounded
should be powers and vice versa. ▶ Hunted
▶ Krakoan
T Traits ▶ Lab Access RULES UPDATE 1.3
▶ Leader
Rank
7
RULES UPDATE 1.3 Linguist
▶ Linguist You can choose this as many times as you
▶ Mentor like, and the character can speak one new
▶ Mute language each time.
▶ Obligation
▶ Poor Weapon
▶ Powerful
▶ Prescription Pad The character has a weapon or type of
▶ Public Identity weapon that they prefer.
▶ Rich
▶ Secret Identity TRAITS
▶ Streetwise
▶ Supernatural The following traits have been changed.
▶ Vision Issues
▶ Weapon Combat Finesse
▶ Worshipped
▶ X-Gene We’re removing this trait.
Gamma Mutate Combat Trickery
Gamma radiation does not harm the We’re turning this into a utility power.
character. Instead, it’s the source of their
powers. This automatically comes with the Debate Champ
Green Door tag.
We’re removing this trait.
Heroic
Enhanced Physique
This tag now a ects whether the character
starts with Karma. Note that the tag itself We’re changing this so that the bonus to the
doesn’t have any mechanics, but the character’s Melee, Agility and Resilience
mechanics of Karma rules depend on the tag. caps at + each.
8
Marvel Multiverse Role-Playing Game: Update 1.2 Summary
We made a lot of changes in Update 1.2. Here’s a quick summary.
UPDATE – 8/31/22
Ranks changed from 1–25 to 1–6. Ranks are meant to be a narrative
representation of a hero’s power level, not an experience-point-based level
system.
Characters have more Ability Score Points.
Ability Score Caps are lower.
We eliminated Archetypes entirely.
Each Action Modifier is now a character’s Ability plus their Rank.
Each Defense Score is now a character’s Action Modifier plus 10.
Karma now equals a character’s Rank.
The Power formerly known as Mighty is now Super-Strong. Characters with
this power add their Super-Strong level to their Rank to decide their
damage multiplier. Let’s look at Captain Marvel for example:
Fight Damage: dMarvel x 10
10 = Rank 6 + Super Strength 4
The Initiative Modifier is now equal to a character’s Vigilance Action
Modifier.
There are now only three kinds of actions: Move, Action, Reaction.
Maintained and Sustained powers now last by Concentration.
Health is now equal to a character’s Resilience Modifier multiplied by 20.
© 2022 MARVEL
Focus is now equal to a character’s Vigilance Modifier multiplied by 20.
The stats for weapons changed to fit the new Damage rules.
We defined lethal vs. nonlethal damage.
We eliminated damage modifiers.
Double damage is the default result for a Fantastic Roll.
Downed heroes can use Karma to recover Health or Focus in battle.
We eliminated damage subtypes.
We eliminated botches.
For Trouble, the person rolling the dice now just rerolls the highest die.
Movement is expressed in 5-foot spaces rather than feet.
Many powers will now cost Focus to use.
We revised all the current character profiles to fit this, and we released a
new profile for Shang-Chi.
© 2022 MARVEL
.
RULES CHANGES
T our playtesters—both public ▶ Rank —Champion: A hero
and private—for their invaluable feedback.
We tried out a few small improvements in the who protects a major city, such
previous update, and that seemed to go well. as Spider-Man.
This time, we’re making some ▶ Rank —Legend: A hero who
major changes.
protects an entire nation, such as
While most playtesters already love Captain America.
the game as it stands, we’re dedicated to
streamlining it and making it as accessible ▶ Rank —Mythic: A hero who
and fun as it can be.
walks among the gods, such as Thor.
To that end, we’d like to try out these
rules changes. ▶ Rank —Cosmic: A hero who can
RANKS influence the course of a galaxy,
such as Captain Marvel.
Original rules on pages &
To convert from the previous system,
Instead of running from to , the new divide the old rank by and add . If
ranks go from to . you wind up with a fraction, round
normally (i.e., round up if it’s ½ or more;
▶ Rank —Rookie: A regular person otherwise, round down).
or a brand-new hero. Example: Captain America (Steve Rogers) was
Rank . He is now Rank .
▶ Rank —Protector: A character
who protects a neighborhood, such
as Daredevil or Iron Fist.
RULES UPDATE character’s Action Modifier to get their
Ability Defense Score.
Ability Scores
Example: Captain America’s Might Action Modifier
Original rules on pages – is + . His Might Defense Score is then .
The Ability Score Points table now KARMA
looks like this:
Original rules on page
AS P
A hero’s starting Karma is now equal
Rank Ability Points to their Rank.
Note that there are now more Ability INITIATIVE
Points available at each Rank above than
there were with the old Ranks. Original rules on page
Ability Score Caps A character’s Initiative Modifier is now
always their Vigilance Action Modifier.
Original rules on pages – ,
ACTIONS
The standard Ability Score Cap is now +
plus the character’s Rank for all Abilities. Original rules on pages –
For a Rank character, this keeps the Ability
Score Cap at + . A Rank character has an There are now three types of things
Ability Score Cap of + . a character can do in a turn, and each
character gets one of each per turn.
Power Sets and certain Powers and
Traits can still a ect Ability Score Caps. ▶ Move
However, these are now lower too. ▶ Action
▶ Reaction
▶ A + to a cap is now + .
▶ A + to a cap is now + . You can use your Action to make a second
▶ A + to a cap is now + . Move. This e ectively allows you to Move
twice in a turn—sprint—at the cost of
Action Modifiers performing a regular Action.
Original rules on page You cannot use your Move to take a
second Action.
Instead of using Archetype Action Modifiers
from an archetype table, simply add your Easy Actions vs. Actions
character’s Rank to your Ability Scores to get
your Action Modifiers for each ability score. Original rules on page
Example: Captain America’s Might is + . Adding his We’ve eliminated Easy actions, so
Rank of to that makes his Might Action Modifier + . characters can now do whatever small
things they would like during a turn
Defense Scores without worrying about limits on them
beyond common sense.
Original rules on page
It’s up to the Narrator to determine when
Instead of using Archetype Defense Scores something a character wants to do rises to
from an archetype table, just add to your the level of an Action. As a rule of thumb,
anything that requires an Action Check
during a character’s turn is an Action.
Some examples:
▶ Shouting at a teammate:
not an Action.
▶ Unholstering a weapon:
not an Action.
2
▶ Reloading a pistol, rifle, or ARCHETYPES RULES UPDATE
shotgun: not an Action. Original rules on pages –
▶ Reloading a submachine We’ve eliminated Archetypes and the
massive tables that go with them. Just use
gun: an Action. the new rules under “Ranks” instead.
▶ Attacking someone: an Action. HEALTH
▶ Trying to intimidate
Original rules on page
someone: an Action.
To calculate a character’s Health, multiply
▶ Opening a door: not an Action. their Resilience Modifier by .
▶ Kicking down a bolted door: an
FOCUS
Action for most characters.
Original rules on page
POWER DURATIONS
To calculate a character’s Focus, multiply
Original rules on page their Vigilance Modifier by .
There are now four di erent types of Spending Focus
durations for a power (rather than five).
Original rules on page
▶ Permanent: This is always on and
A character can spend up to five times their
never costs Focus to use. Rank in Focus on a single action. They
cannot spend enough points to reduce their
▶ Instant: The power requires an Focus to less than .
Action to use, and the e ect is DAMAGE
over instantly.
Original rules on page
▶ round: The power requires
This remains the same as it was in Rules
an Action to use, and the Update . . The difference is that the
e ect lasts till the start of the Ranks are smaller now, so the damage
character’s next turn. is smaller too.
▶ Concentration: The power requires This should make it easier to figure out
damage, as the most you should have to
an Action to use, and the e ect multiply in most cases is × . The only
lasts (with no Action cost) until the exceptions are when an attack does double
character’s concentration is broken damage or if a character has the Super-
or they willingly end it. Strong power (formerly known as Mighty).
All powers that had Maintained Lethal vs. Nonlethal Damage
or Sustained durations now have
Concentration. Barefisted characters are presumed to
be doing nonlethal damage unless they
Breaking Concentration declare otherwise. This means that the
amount of damage they do stops when
Things that can break a character’s the target’s Health reaches . They cannot
concentration include: accidentally kill a foe this way.
▶ Losing all their Health. Characters using weapons may do lethal
▶ Losing all their Focus. or nonlethal damage as they choose, but
▶ Being stunned. the default is lethal.
▶ Being blinded, if the power requires
line of sight.
▶ Being deafened, if the power
requires hearing a target.
▶ Being paralyzed, if the power
requires a Might or Action check.
▶ Using another power with an
Action (not a Reaction).
3
RULES UPDATE Fantastic Damage
Common Weapons Original rules on page
Original rules on page If you get a Fantastic Roll on an attack, the
standard e ect is to do double damage
We’re revising the damages for common with the attack.
weapons. They all do standard
Health damage now. Any powers that do double damage with
no extra e ects on a Fantastic Roll still do
WR Range (Spaces) double damage, but they also apply the
regular amount of damage to the target’s
Weapon Reach Focus. (We will tweak these all later, but
Pistol Reach this should serve for now.)
Rifle Reach +
Shotgun Knockback
Submachine Gun
Club Original rules on page
Knife
Sword When figuring out how much knockback
an attack might do, make sure to deduct
Rifle: Attacks with this weapon against any Damage Reduction first.
targets spaces away or fewer have Trouble.
Healing
Shotgun: This weapon can attack up
to two targets in adjacent spaces to which Original rules on pages –
the attacker can draw a line of sight. Make
a single attack roll and compare it to the If a hero is knocked out or demoralized,
Agility Defense Scores of both targets. Split they can spend a Karma point to make an
the damage from that roll equally. Action Check to recover.
Submachine Gun: This weapon can For a Health recovery, make a Resilience
attack up to three targets in adjacent Action Check. For a Focus recovery, make
spaces to which the attacker can draw a a Vigilance Action Check. The Target
line of sight. Make a single attack roll and Number is .
compare it to the Agility Defense Scores of
all targets. Split the damage from that roll On a success, treat the roll like a Damage
equally. Attacks with this weapon against roll, but instead of deducting the points
targets spaces away or fewer have Trouble. of damage, the character regains them. A
Reloading requires an Action. Fantastic roll gives double that amount back.
Damage Modifiers You cannot spend additional Karma on
this check to reroll a die.
Original rules in Rules Update .
If a member of a character’s team is
Previously, to calculate damage, you down and the character could normally
multiplied your Rank by your Marvel communicate with them, they can spend a
die and added the Action Modifier for the point of Karma on their turn to give their
ability you used with the attack. teammate a chance to recover too.
Now: Ignore the modifier. Do not add it. Damage Types
Just use Rank times Marvel die for damage.
This should make the math simpler. Original rules on page
We’re reducing damage to two types: Health
and Focus. We’re removing subtypes.
TROUBLE
Original rules on pages on –
Currently, when a character has Trouble,
their foe’s player can choose the die to
reroll in an Action Check. Now instead, the
4
a ected character’s player simply rerolls Focus Costs
the highest die and uses the lower result.
We are reworking many of the powers so that
A 1 on the Marvel die is always considered characters have to spend Focus to use them.
the highest die. We need to tweak each of them, but in general:
In case of a tie between two highest dice, ▶ Permanent powers do not require
the reroller gets to choose which die to reroll.
spending Focus.
BOTCHES
▶ Focus costs for other powers vary by
Original rules on page
their Rank requirement as shown on
We’re removing this. If you roll three ’s, it’s the table below. If there’s a variable
just a not-so-good roll. Because you got a cost to the power, this is the minimum
on the Marvel die, that’s actually a total of . that must be spent to activate it.
This means the worst roll you can get is PC F
two ’s on the regular dice and a on the
Marvel die, which totals . Rank Focus Cost
Requirement —
MOVEMENT
Split Attacks
Original rules on page
Several powers split attacks into two.
In the future, all movement will be When this happens, rather than making
expressed in -feet spaces rather than feet. two attack rolls, make a single attack roll
and compare it to the appropriate Ability
Every step in Size away from Average Defense Scores of both targets. Split the
gives or takes away space from a damage from that roll equally.
character’s Running Speed.
Attack Stance
For every full points of a character’s
Agility Action Modifier, add space to their Original rules on page
Running Speed.
The Fight Damage bonus is now figured
POWERS by doubling the character’s e ective
Rank for damage purposes. This does not
Original rules on pages – stack with other damage bonuses.
Rank Requirements Battle Plan
All Rank requirements for any power Original rules on page
convert like this:
The potential number of characters
RR C a ected is up to the character’s Ego
Action Modifier.
Former Rank Current Rank
Requirement Requirement Blow Away
Original rules on page RULES UPDATE
The distance the target can be blown away
is spaces times the character’s Rank.
5
RULES UPDATE the air. Such allies must remain within
spaces times the character’s Rank.
Blow Back
Healing Factor
Original rules on page
Original rules on page
The distance the target can be blown back
is spaces times the character’s rank. The character regains Health equal to
their Resilience Action Modifier at the
Control Fog end of every turn.
Original rules on page Hurled Shield Bash
The character creates a thick fog for up to Original rules on page
yards per rank.
Range: spaces times the character’s Rank.
Control Weather
Hurled Shield Block
Original rules on page
Original rules on page
All levels of Control Weather now a ect
a region up to miles across per the Range: spaces times the character’s Rank.
character’s Rank.
Hurled Shield Deflection
Flight 1
Original rules on page
Original rules on page
Range: spaces times the character’s Rank.
The Rank Requirement is now Rank .
Using the new Rank system to Jump 2
determine a character’s Flying Speed Original rules on page
lowers that number substantially, which
is fine. Replace the original rule with this: Using the new Rank system to determine
a character’s Jump Speed lowers that
E ect: The character can fly. Their number substantially, which is fine.
combat Flight Speed is equal to their Rank Replace the original rule with this:
times their Running Speed. Outside of
combat, they can move three times as fast. E ect: The character’s combat Jump
Speed is equal to their Rank times their
Flight 2 Running Speed. Outside of combat, they
can move three times as fast.
Original rules on page
Mighty
The Rank Requirement is now Rank .
Original rules on page
Focus Fire
We’re going to change the name of this
Original rules on page to Super-Strong so it doesn’t get confused
with Might.
The potential number of characters
a ected is up to the character’s Ego Also, the Fight Damage bonus for each
Action Modifier. level of the power is now figured by adding
a bonus to the character’s Rank. This does
Ground-Shaking Stomp not stack with other damage bonuses:
Original rules on page ▶ Super-Strong : +
▶ Super-Strong : +
Targets a ected by this power must now ▶ Super-Strong : +
be within the character’s reach, plus their ▶ Super-Strong : +
Rank in spaces. Damage is equal to half
the standard damage for the Might attack. Example: Spider-Man is Rank and has Super-
Strong . When figuring damage, add + to his Rank,
Group Flight so his damage roll is now dMarvel × .
Original rules on page
For every point of Ego Action Modifier the
character has, they can hoist one ally into
6
Nature Sense Titanic Frame
Original rules on page Original rules on page
The character can predict the weather for The Fight Damage bonus now adds + to
one week per Rank. the character’s e ective Rank for damage
purposes. This does not stack with other
Operations Center damage bonuses.
Original rules on page Webbing
The potential number of characters a ected Original rules on page
is up to the character’s Ego Action Modifier.
The Target Number for a Might check to
Rally on Me free a character from webbing is now .
Original rules on page TRAITS
The potential number of characters Original rules on pages –
a ected is up to the character’s Ego
Action Modifier. They can regain Focus In the future, we are going to be converting
equal to times the character’s Rank. the current Traits into two sets: Traits
(which have numerical e ects) and Tags
Rico-Shield (which have narrative-only e ects). This
should help players keep track of which
Original rules on page ones may a ect action checks.
Range: spaces times the Also, the following Traits have changed.
character’s Rank.
Combat Expert
Shield 1 Damage
Original rules on page
Original rules on page
This grants the character an Edge against
Action: Action, Reaction Rank foes.
Duration: Concentration
E ect: The character has Combat Finesse
Reduction (Health).
Original rules on page
Shield 2
The character can use their Agility
Original rules on page instead of their Might for Fight
attack checks.
Action: Action, Reaction
Duration: Concentration Damage
E ect: The character has
Reduction (Health).
Shield 3 Damage
Original rules on page
Action: Action, Reaction
Duration: Concentration
E ect: The character has
Reduction (Health).
Shield 4 Damage RULES UPDATE
Original rules on page
Action: Action, Reaction
Duration: Concentration
E ect: The character has
Reduction (Health).
7
Marvel Multiverse Role-Playing Game: Update 1.1 Summary
Hydra hooligans have tampered with our Marvel Multiverse Role-Playing Game:
Playtest Rulebook! Marvel’s magnificent Bullpen has been hard at work
correcting these errors in digital editions, but we want readers who bought the
print edition to have the correct information when they play the game. Below is
a list of changes we made to the book, as well as PDF’s of those pages.
UPDATE – 7/11/22
• We made a few changes to damage.
• We included some new powers and traits.
• Page 44: Bruiser chart – The modifiers on Resilience and Logic from levels
20-25 were corrected.
• Page 45: Genius chart – The modifiers on Resilience and Ego from levels 20-
25 were corrected.
• Page 46: Captain Marvel was incorrectly used to represent Polymath. She is a
Blaster. We have replaced the image with one of Spider-Man (Miles
Morales).
• Page 48: In the Striker chart, the modifiers for Ego levels 20 – 25 were
corrected.
• Page 67: The SHIELD BEARER power set was corrected so that Rico-Shield
follows Hurled Shield Bash.
• Page 28 and 118: Shotgun entry — Added the word “three” in “Can attack
up to three adjacent Average-sized targets.”
© 2022 MARVEL
RULES CHANGES Fantastic Damage
▶ Original rule page
We’ve been going through all the wonderful ▶ While the damage roll has been eliminated,
feedback we’ve gotten from our faithful
playtesters, and with your help, we’ve noticed characters can still knock back their
a number of things that could definitely use foes. Just look to the attack roll instead.
improvement. While it’s tempting to try to
address them all at once, it’s better to tackle a If a character gets a fantastic result when
few of them at a time so that we can figure out making their attack roll, they have the
what helps the most. option of dealing knockback to the victim.
To that end, we’d like to try out these rules Reverse-Momentum Throw
changes. We hope to get your feedback by the ▶ Original rule page
end of July so that we can move on to our next ▶ For the power Reverse-Momentum
set of revisions.
Throw, use the damage the initial
Damage attacker would have inflicted if the
attack had succeeded.
Currently, characters have two damage numbers
based upon their archetype and their rank. You Fight Attacks
roll to see if you hit, and then you roll to figure
out the damage, adding in a few modifiers. In the Playtest Rulebook, when you make a Fight
attack, you use the character’s Might against their
We’re going to consolidate those into a single target’s Agility. Might is not meant to represent only
base damage number using the character’s rank strength but instead the character’s overall brawling
and the number they roll on their Marvel die ability, of which strength can play a huge part.
when attacking. This eliminates the damage roll,
which should help speed things up. It also means New Rule: Attack
that — in general — the bigger your attack result, ▶ Original rule page
the more damage you’re likely to do. ▶ When making a Fight attack, use the
New Rule: Damage attacker’s Might against the defender’s
▶ Original rule page Might. Certain powers and traits can alter
▶ If a character’s attack hits, the base
this matchup, but this is the new default.
damage they inflict is equal to their
Rank multiplied by the result on their Traits: Tech Reliance
Marvel die. To that, they add the Ability
score they’re using. The Tech Reliance trait seems to be too powerful as
written, as it gives characters with many powers a
Remember, a on the Marvel die is lot of chances to avoid being knocked out. As such,
treated as a , including in this case. we want to test changing it to a ecting power sets
rather than powers. We also want to eliminate the
For example, Spider-Man option to attack a particular power or power set.
(Peter Parker) levels a punch at
Kingpin. This pits New Rule: Tech Reliance
Spider-Man’s Might modifier of + ▶ Original rule page
against Kingpin’s Might defense of . ▶ The character relies on technology for
Spider-Man rolls on his attack their powers. When they take damage
roll for a total of . He adds that to his that would render them unconscious, they
Might modifier of + for a total of . can instead lose one of their technology-
This is higher than Kingpin’s Might related power sets of their choice. (For this
defense of , so it hits. purpose only, all of a character’s utility
powers are considered a single set.)
Spider-Man multiplies the result of
the Marvel die ( ) times his rank of If the attack that would render the
for points of base damage. He could character unconscious is a fantastic success,
add his Might of to that to get a total the attacker gets to choose the power set to
of points of damage. However, he has be lost instead.
the Combat Finesse trait, which allows
him to add his Agility of instead, for Assuming the character has access
a total of points of damage. He also to parts and tools, lost power sets can
has Mighty , adding another + to his be repaired a er a battle by means of a
damage, bringing it to a total of — challenging Logic check.
almost enough to knock out Kingpin
with a single blow!