Back when I first started playing roleplaying games, I was a big fan of the original Marvel Super-Heroes RPG from TSR (particularly in its Advanced Set incarnation by the inimitable Jeff Grubb). The game was simple, evocative, and easy to use.
I'm also an admirer of the work of Stefan O'Sullivan. His Freeform Universal Do-it-yourself Gaming Engine (FUDGE) has many of the same qualities of Marvel Super-Heroes: a simple, straightforward system based on descriptive terms rather than a lot of hard numbers.
For quite some time, I've tinkered with the idea of combining the best of the two systems in some way. This page contains some rough ideas along those lines, what I'm calling the Superlative System for ease of reference. Folks are naturally free to play around them them further. If you do, I'd love to hear about your results, so drop me an e-mail.
The Marvel Super-Heroes RPG is copyright TSR, Inc. FUDGE is copyright Stefan O'Sullivan. No infringement of either property is intended.
The Superlative System measures all abilities and powers using basically the same set of ranks, but adjusted for the FUDGE scale, as follows:
| Rank | Modifier |
Examples |
| Terrible | -3 |
Incapable or otherwise impaired. |
| Feeble | -2 |
Weak; Aunt May's Strength, Man-Thing's Reason |
| Poor | -1 |
Below average; Rogue's Psyche, Dazzler's Reason |
| Typical | +0 |
Average; the Invisible Woman's Strength, the Human Torch's Reason |
| Good | +1 |
Above Average |
| Excellent | +2 |
Highly Talented or Trained; Maximum human Strength |
| Remarkable | +3 |
Extraordinary Talent or Training; Maximum human Agility |
| Incredible | +4 |
Low-level superhuman; Spider-Man's Strength, Nightcrawler's Agility |
| Amazing | +5 |
Mid-level superhuman; Iron Man's Strength, Spider-Man's Agility |
| Monstrous | +7 |
Upper-level superhuman; the Thing's Strength, Professor X's Psyche |
| Unearthly | +10 |
Unequalled power; the Hulk's Strength, the Silver Surfer's Power Cosmic |
| Shift X | +15 |
Beyond the power of most characters |
| Shift Y | +20 |
Beyond the power of most characters |
| Shift Z | +50 |
The limit of earthly powers (megaton nuclear blast, antimatter explosion) |
| Class 1000 | +100 |
Low-level Cosmic Power |
| Class 3000 | +300 |
Mid-level Cosmic Power |
| Class 5000 | +500 |
High-Level Cosmic Power |
| Beyond | Infinite |
Omnipotent |
The primary ability scores remain the same: Fighting, Agility, Strength, Endurance, Reason, Intuition, and Psyche.
The Health score is eliminated to accomodate the new damage system (below) and the Karma score is eliminated in favor of a new Karma system. Resources and Popularity remain essentially unchanged.
Powers are measured according to the same ranking system and talents still provide a +1 bonus for actions involving them (or more, convert the talent's column-shift modifier into a dice roll modifier).
Actions are resolved using the relevant ability or power rank. Roll 4dF (a FUDGE dice roll) and compare the result against the difficulty rank of the task. Subtracting the difficulty from the action result provides the Margin of Success (MoS) or Margin of Failure (MoF). This replaces FEAT rolls using the Universal Chart.
Combat actions are resolved in much the same way: the attacker rolls 4dF plus the relevant ability (Fighting for melee attacks, Agility for ranged attacks). The difficulty of the roll is the target's relevant ability (Fighting or Agility for melee attacks, Agility for ranged attacks). A MoS of +1 or better results in a hit.
Alternately, both combatants can roll with the result of the roll determining the difficulty for the opponent's roll, resolving attack and defense simultanteously. Ties mean neither opponent affects the other significantly.
In either case, characters can choose to adopt an offensive, defensive, or neutral stance. An offensive stance allows the player to subtract up to two ranks from the character's defense and add them to the result of the attack roll. A defensive stance allows the player to subtract up to two ranks from the characters attack rank and add them to defense. This may give characters different results for attack and defense, which can result in things like simultaneous hits or misses.
Damage is based on the base damage of the attack plus the MoS of the attack roll. Subtract the modifier of the target's Body Armor (if any) from this to determine the damage total. Then compare it against the chart below:
| Damage Total | 1-2 |
3-4 |
5-6 |
7+ |
| Effect | Scratch/ |
Hurt/ |
Very Hurt/ |
Taken Out |
A character can suffer up to three Scratched or Bruised results, one Hurt/Stunned, and one Very Hurt/Very Stunned. If a character takes a level of damage already checked off, it becomes one level higher: so a character that has already suffered a Stunned result who suffers another Stunned result is Very Stunned instead.
A Scratched/Bruised result has no game effect; the character took some minor damage, but isn't impaired in any way. A character who is Stunned is at -1 on all actions for 1 round. A character who is Hurt is at -1 on all actions until healed. A character who is Very Stunned is at -2 on all actions for 2 rounds. A character who is Very Hurt is at -2 on all actions until healed. A character who is Taken Out is unconscious (and possibly dying in the case of lethal damage).
There are two types of damage: Lethal and Stun. Stun Damage results from punches and other non-lethal attacks. It causes bruising, stunning, and knockouts, but causes no real lasting harm. Lethal Damage results from bullets, knives, fire, and other potentially lethal sources of damage. It causes wounds (Scratch, Hurt, and Very Hurt results) and can potentially kill.
Characters subtract their Endurance modifier from any Stun Damage that they suffer, but not from Lethal Damage. Body Armor, Force Fields, and other defensive powers subtract their rank from Lethal Damage (and from Stun Damage as well, if their power rank is greater than the character's Endurance). Note that this means characters with negative Endurance modifiers actually take more Stun Damage than normal, they're especially fragile and easily hurt.
This optional rule reflects the difference between charactgers like Spider-Man (who's fairly tough and can take a beating from Dr. Octopus, but can be seriously hurt by a gunshot) and the Thing (who's just plain tough to hurt period).
Superheroes face some serious challenges, ranging from world-beating menaces to trouble in their personal lives. Dealing with these challenges grants heroes a benefit called Karma, which they can use to overcome further challenges or perform heroic feats.
Heroes start each game with a Karma Pool of 0; they have to rely on their wits and their own abilities. As the story unfolds, the heroes may earn Karma by facing various challenges, as follows:
Players can spend their heroes' earned Karma points in various ways during the game:
The Superlative System works best with the "character modeling" option (essentially the same as Subjective Character Creation from FUDGE) wherein the players simply describe their characters in game terms, assigning appropriate ranks to their abilities. Gamemasters wanting a more detailed system can assign a number of "free" character ranks. Heroes start out with abilities of Typical and no powers or talents. They can spend their free ranks to increase ability scores or acquire powers and talents (one rank grants one talent or a power at Typical rank or increases an existing power by one rank).
Superlative System heroes can have various drawbacks called Subplots and Weaknesses. Subplots are story elements that demand some of the character's attention, time, and effort, such as romantic interests, relationships with friends and family, personal issues, maintaining a secret identity, job troubles, and so forth. Weaknesses are flaws, ranging from vulnerability to particular types of attacks (that attack is sure to Take Out the hero), loss of powers when exposed to glowing meteorites, severe phobias or other psychological issues, and so forth.
Players can choose as many Subplots and Weaknesses for their heroes as they wish, subject to the GM's approval. The benefit is that when the GM invokes a Subplot or Weakness in the game, the hero gets a Karma point (in exchange for allowing the GM to hose them with the drawback, essentially). So the more Subplots and Weaknesses a hero has, the more Karma he can potentially earn. GMs may insist that every hero have at least one Subplot or Weakness, providing the GM with a means of limiting the character and awarding Karma, but this is not required.