Marvel Heroic Roleplaying Cheat Sheets Landscape

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 Marvel Heroic Roleplaying Cheat Sheet HERO’S CHEAT SHEET  DICE (OM6) D4 > D6 > D8 > D10 > D12  Step Up: switch out the die for one to the right.  Step Back: switch out the die for one to the left. ROLLING YOUR DICE (OM6, OM47) 1. Declare your intent; to oppose (ATTACK), help (SUPPORT) or heal (RECOVER). 2. Build your DICE POOL. 3. Spend any PLOT POINTS (PP) on your pool. 4. Roll your dice. 5. Set aside OPPORTUNITIES (dice that rolled a 1). 6. Add together two dice for your TOTAL. 7. Choose one other die as your EFFECT DIE. 8. Spend any PP on your results. 9. Declare your final total, effect die, and opportunities. 10. The Watcher may activate your opportunities. You get a PP. 11. The Watcher or another player rolls dice in opposition. The Watcher rolls dice from their Datafiles for reactions to Attacks, or Doom Pool against Support or Recovery actions. 12. Compare totals to see which side wins. BUILD YOUR DICE POOL (OM7)  One AFFILIATION (based on current grouping).  One DISTINCTION (from your Datafile or from t he Scene), either as a D8 or a D4 (using D4 gets you 1 PP).  One POWER from each of your POWER SETS.  One SPECIALTY. Expert D8 may substitute 2D6 instead; Master D10 may substitute 2D8 or 3D6 instead.  One of your opposition's STRESS or TRAUMA dice, if any.  One of your opposition's COMPLICATION dice, if any.  One ASSET, if any.  One PUSH die, STUNT, or RESOURCE, if any. ADJUSTING EFFECT D ICE (OM22)  If your total's value is 5+ higher than your opponent's total, step up your effect die once for every 5 points over. If you step it up past D12, you may use a second effect die from your roll.  If you try to hurt your opponent but their effect die size is larger than yours, step back your effect die. USING EFFECT DICE (OM22)  Create a trait equal to your effect die size:  STRESS is used to hurt a target and lasts until recovered.  COMPLICATIONS  are similar to Stress but only last 1 scene.  ASSETS are used to help; last up to one scene, can be given to another hero, and starts at least at D6.  Step or back a trait (except TRAUMA). If STRESS or COMPLICATIONS exceed D12, target cannot take actions until recovered.  Shut down or remove a trait if your effect die size is equal or larger (except TRAUMA). RECOVERY (OM53) Stress and Trauma can be stepped back automatically at the beginning of new Transition Scenes and Acts, and further stepped back by recovery actions. DURING TRANSITION SCENES (OM40)  You may step back all stress by one at the beginning of the Scene.  You may make recovery rolls. AT THE START OF A NEW ACT  You may step back all Trauma by one at the beginning of a new Act. PLOT POINTS - PP (OM10)  You start every session with at least 1 PP, and there's no limit to how many you can earn during the game. EARNING PP  Use a DISTINCTION negatively (for a D4).  Activate a LIMIT on a Power Set.  Have an OPPORTUNITY on your dice activated by the Watcher or another player to add to t he Doom Pool. SPENDING PP ON YOUR DICE ROLL  Add a D6 PUSH die. Make it a D8 if the Watcher rolled an opportunity.  Add in an extra trait froma trait group (i.e. another power from a Power Set, or another Distinction, etc.).  Add a D8 STUNT die for your Power Set or Specialty. Make it a D10 if the Watcher rolled an opportunity.  Activate certian SFX in a Power Set.  * Add one of your own STRESS DICE 9but step up that Stress die after your roll). SPENDING PP ON YOUR RESULTS  Add in an extra die from your roll to your TOTAL.  Keep an extra EFFECT DIE.  Activate an OPPORTUNITY rolled by the Watcher.  Activate certain SFX in a Power Set.  Use an effect die from a reaction roll.  Change STRESS you've taken to another type. SPENDING PP IN A TR ANSITION SCENE  Add a RESOURCE DIE linked to a Specialty; D6 for Expert, D8 for Master. Lasts until the end of the next Action Scene. ADVICE FOR PLAYERS  Hit your MILESTONES to get XP!  Get PLOT POINTS!  Spend PLOT POINTS!  Do COOL THINGS!  Have fun!

Transcript of Marvel Heroic Roleplaying Cheat Sheets Landscape

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 Marvel Heroic Roleplaying Cheat Sheet

HERO’S CHEAT SHEET  

DICE (OM6)

D4 > D6 > D8 > D10 > D12  Step Up: switch out the die for one to the right.

  Step Back: switch out the die for one to the left.

ROLLING YOUR DICE (OM6, OM47)

1.  Declare your intent; to oppose (ATTACK), help

(SUPPORT) or heal (RECOVER).

2.  Build your DICE POOL.

3.  Spend any PLOT POINTS (PP) on your pool.

4.  Roll your dice.

5.  Set aside OPPORTUNITIES (dice that rolled a 1).

6.  Add together two dice for your TOTAL.

7.  Choose one other die as your EFFECT DIE.

8.  Spend any PP on your results.

9.  Declare your final total, effect die, and

opportunities.10.  The Watcher may activate your opportunities.

You get a PP.

11.  The Watcher or another player rolls dice in

opposition. The Watcher rolls dice from their

Datafiles for reactions to Attacks, or Doom Pool

against Support or Recovery actions.

12.  Compare totals to see which side wins.

BUILD YOUR DICE POOL (OM7)

  One AFFILIATION (based on current grouping).

  One DISTINCTION (from your Datafile or from t he

Scene), either as a D8 or a D4 (using D4 gets you 1

PP).  One POWER from each of your POWER SETS.

  One SPECIALTY. Expert D8 may substitute 2D6

instead; Master D10 may substitute 2D8 or 3D6

instead.

  One of your opposition's STRESS or TRAUMA 

dice, if any.

  One of your opposition's COMPLICATION dice, if

any.

  One ASSET, if any.

  One PUSH die, STUNT, or RESOURCE, if any.

ADJUSTING EFFECT DICE (OM22)

  If your total's value is 5+ higher than your

opponent's total, step up your effect die once for

every 5 points over. If you step it up past D12, you

may use a second effect die from your roll.

  If you try to hurt your opponent but their effect

die size is larger than yours, step back your effectdie.

USING EFFECT DICE (OM22)

  Create a trait equal to your effect die size:

  STRESS is used to hurt a target and lasts until

recovered.

  COMPLICATIONS are similar to Stress but

only last 1 scene.

  ASSETS are used to help; last up to one

scene, can be given to another hero, and

starts at least at D6.

  Step or back a trait (except TRAUMA). If STRESS or

COMPLICATIONS exceed D12, target cannot take

actions until recovered.  Shut down or remove a trait if your effect die size

is equal or larger (except TRAUMA).

RECOVERY (OM53)

Stress and Trauma can be stepped back automatically

at the beginning of new Transition Scenes and Acts,

and further stepped back by recovery actions.

DURING TRANSITION SCENES (OM40)

  You may step back all stress by one at the

beginning of the Scene.

  You may make recovery rolls.

AT THE START OF A NEW ACT

  You may step back all Trauma by one at the

beginning of a new Act.

PLOT POINTS - PP (OM10)

  You start every session with at least 1 PP, and

there's no limit to how many you can earn during

the game.

EARNING PP

  Use a DISTINCTION negatively (for a D4).

  Activate a LIMIT on a Power Set.

  Have an OPPORTUNITY on your dice activated by

the Watcher or another player to add to t he

Doom Pool.

SPENDING PP ON YOUR DICE ROLL

  Add a D6 PUSH die. Make it a D8 if the Watcher

rolled an opportunity.

  Add in an extra trait froma trait group (i.e.

another power from a Power Set, or another

Distinction, etc.).

  Add a D8 STUNT die for your Power Set or

Specialty. Make it a D10 if the Watcher rolled an

opportunity.

  Activate certian SFX in a Power Set.  * Add one of your own STRESS DICE 9but step up

that Stress die after your roll).

SPENDING PP ON YOUR RESULTS

  Add in an extra die from your roll to your TOTAL.

  Keep an extra EFFECT DIE.

  Activate an OPPORTUNITY rolled by the Watcher.

  Activate certain SFX in a Power Set.

  Use an effect die from a reaction roll.

  Change STRESS you've taken to another type.

SPENDING PP IN A TRANSITION SCENE

  Add a RESOURCE DIE linked to a Specialty; D6 for

Expert, D8 for Master. Lasts until the end of the

next Action Scene.

ADVICE FOR PLAYERS

  Hit your MILESTONES to get XP!

  Get PLOT POINTS!

  Spend PLOT POINTS!

  Do COOL THINGS!

  Have fun!

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 Marvel Heroic Roleplaying Cheat Sheet

WATCHER’S CHEAT SHEET  

DICE (OM6)

D4 > D6 > D8 > D10 > D12  Step Up: switch out the die for one to the right.

  Step Back: switch out the die for one to the left.

ROLLING YOUR DICE (OM6, OM47)

1.  Declare your intent.

2.  Build your DICE POOL.

3.  Spend any DOOM DICE on your pool.

4.  Roll your dice.

5.  Set aside OPPORTUNITIES (dice that rolled a 1).

6.  Add together two dice for your TOTAL.

7.  Choose one other die as your EFFECT DIE.

8.  Spend any DOOM DICE on your results.

9.  Decluare your final total, effect die, and

opportunties.

10.  Players may activate your opportunities byspending a PP.

11.  A player rolls dice in opposition.

12.  Compare totals to see which side wins.

BUILDING YOUR DICE POOL (OM7)

  One AFFILIATION (based on current grouping).

  One DISTINCTION (from your Datafile or from the

Scene), either as a D8 or a D4 (using D4 adds a D6

DOOM).

  One POWER from each of your POWER SETS.

  One SPECIALTY.

  One of your opposition's STRESS or TRAUMA 

dice, if any.  One of your opposition's COMPLICATION dice, if

any.

  One ASSET, if any. When another villain wants to

SUPPORT, don't roll. Just take an action and give

them one of the supporting villain's traits as an

ASSET.

  One PUSH die, STUNT, or RESOURCE, if any.

ADJUSTING EFFECT DICE (OM22)

  If your total's value is 5+ higher than your

opponent's total, step up your effect die once for

every 5 points over. If you step it up past D12, you

may use a second effect die from your roll.

  If you try to hurt your opponent but their effect

die size is larger than yours, step back your effectdie.

USING EFFECT DICE (OM22)

  Create a trait equal to your effect die size:

  STRESS is used to hurt a target and lasts until

recovered.

  COMPLICATIONS are similar to Stress but

only last 1 scene.

  ASSETS are used to help; last 1 roll, can be

given to another hero, and starts at least as

a D6.

  Step or back a trait (except TRAUMA). If STRESS or

COMPLICATIONS exceed D12, target cannot take

actions until recovered.  Shut down or remove a trait if your effect die size

is equal or larger (except TRAUMA).

ACTION ORDER (OM35)

1.  The Watcher chooses a hero to go first or spends

a die from the Doom Pool (remember Reflexes,

Senses, Speed).

2.  After the chosen hero acts, his player chooses

who acts next.

3.  Everyone, including the Watcher characters, must

act once before anyone can act again.

4.  The Watcher may interrupt the action order, butplay always continues with the interrupted player.

ASSET

  Established When: Effect Die rolled vs. the enemy

or the Doom Pool

  Duration: The current Action Scene. 1 PP to add 1

additional Action Scene.

  Notes: Add to a fellow Hero’s Dice Pool; may be

used by fellow Hero.

COMPLICATION

  Established When: Effect Die rolled vs. the

enemy.

  Duration: The current Action Scene. 1 PP to add 1

additional Action Scene.

  Notes: Add them to anyone’s die pool who

opposed the character with a Complication.

RESOURCE

  Established When:

1.  Transition Scene by spending 1 PP (Expert

D6, Master D8).

2.  Activate a Watcher Opportunity by spending

1 PP to create during an Action Scene(Expert D6, Master D8).

  Duration: Until the next Transition Scene.

  Notes: Can only be used by t he player that

created the Resource.

PUSH or STUNT

  Established When:

1.  Spend 1 PP to add a D6 Push, or D8 Stunt if

you come up with a cool narration.

2.  Activate a Watcher Opportunity to step up a

Push to D8 or Stunt to D10.

  Duration: One use; cannot be extended.

  Notes: Can only be used by t he player that

created the Push/Stunt.

ADVICE FOR WATCHERS

  Help heroes hit their Milestones!

  Buy opportunities for PP!

  Spend the doom pool!

  Challenge the heroes!

  Have fun!

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 Marvel Heroic Roleplaying Cheat Sheet

DOOM POOL (OM14)

  When you roll the Doom Pool as opposition, add

any appropriate traits (such as SCENE

DISTINCTIONS, COMPLICATIONS, or STRESS) to

the Doom Pool.

  Whenever you spend a D12 from the Doom Pool,

give all affected heroes 1 XP.

STARTING DOOM POOL

  Standard - 2D6

  High Stakes - XD8

  Catastrophic - XD10

  Global Scale - 3DX

  Cosmic Scale - 4DX

GROWING THE DOOM POOL

  When a player rolls an OPPORTUNITY, hand thema PP to add a D6 Doom or step up the lowest die.

  If a player rolls MULTIPLE OPPORTUNITIES, do the

above multiple times.

  Add EFFECT DICE from a villain's action to the

Doom Pool (choose a die, unless a Hero can

oppose it, then – and only then – roll against

them to get the Effect Die).

  When a villain uses a DISTINCTION as a D4, add a

D6 Doom or step up the lowest die.

  When a villain activates a LIMIT on one of their

Power Sets, add a D6 Doom or step up the lowest

die.

SPENDING DOOM BEFORE THE ROLL

  (D=) Add a Doom die to a villain's dice pool.

  (D6+) Activate certain villain SFX.

SPENDING DOOM AFTER THE ROLL

  (D=) Add an extra die from the roll to the TOTAL.

  (D=) Keep an extra EFFECT DIE from you roll when

attacking multiple targets.

  (D6+) Use an effect die from a REACTION ROLL.

  (D6+) Activate certain villain SFX.

SPENDING DOOM DURING A SCENE

  (D8+) Create a new SCENE DISTINCTION.

  (D6 or D= highest of heroes’ Reflexes, Senses or

Speed) Interrupt the action order with a Watcher

character.

  (D= highest Affiliation in play) Split the party,

readjusting their AFFILIATION dynamics.

  (D varies) Activate SCENE or EVENT effects.

  (D6+) Activate a hero's LIMIT. You must first offer

to pay the player 1 PP instead.

  (2D12) End the scene immediately. Give all

affected heroes 2 XP, in this case.

STRESS (OM22)

  When rolling against someone, if their STRESS

affects their ability to succeed, add 1 of their

stresses to your dice pool.

  Stress starts out equal to the effect die size that

inflicted it.

  If you already have Stress of a certain type andtake more of it, compare the old and new Stress

dice size. If the new die is larger, replace the old

with the new. If the new die is equal to or less

than the old, step up the old die.

  Once any Stress exceeds D12, the character is

stressed out and can't take any actions until they

recover.

  If a hero roleplays how they are stressed out, the

Watcher may reward them a Plot Point.

TRAUMA

  Anyone who is stressed out gains a D6 of Trauma

(emotional, mental, or physical) that takes longer

to recover from.

  Trauma or Stress (not both) can be added to

opposing die pools.

  If you're already stressed out in a Scene and take

more Stress, it translates directly t o Trauma.

  If any Trauma is stepped up beyond D12, your

character dies.