Glossary/Index

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Characters have six different abilities: Might, Agility, Resilience, Vigilance, Ego, and Logic.

**Ability Defenses** see Chapter 5

The target number for an action check against that ability. To calculate this, add your character’s ability score to their defense score.

**Ability Modifier** see Chapter 5

The sum of the character’s action modifier and ability score for each ability. This is added to any action check using that ability.

**Ability Scores** see Chapter 5

How good a character is with one of the six abilities. For most people these range from –4 to +4. Super heroes can have much higher scores.

**Action Check** see Chapter 2

A d616 roll to determine if a character succeeds at something, after adding action modifiers and circumstantial modifiers. If it meets or beats the target number, it succeeds.

**Action Modifier** see Chapter 2

A modifier to a character’s action check, based upon their archetype and rank.

**Archetypes** see Chapter 5; Chapter 6

One of the six types of characters: Blaster, Bruiser, Genius, Polymath, Protector, and Striker.

### B

**Backstory** see Chapter 5; Chapter 7

The character’s origin and profession.

**Blaster** see Chapter 6

An archetype that specializes in ranged attacks.

**Bleeding** see Chapter 4

A character that takes 10 or more damage from a piercing or slashing attack starts bleeding. They lose 5 Health at the end of each of their turns. The bleeding can be stopped with a Logic vs. TN 20 check, or any time the character recovers at least 1 Health.

**Blinded** see Chapter 4

Any conditions or powers that require sight end. The character’s Speed is reduced by half for all modes but teleportation. They have trouble on action checks that require sight, and enemies have an edge on all action checks against them that require sight to defend against.

**Bonus Round** see Chapter 4

Characters that get a fantastic success on their initiative check get a round to themselves before the regular combat.

**Botched Roll** see Chapter 2

A d616 result of a 1 on every die. This counts as a result of 3 and is an automatic failure.

**Bruiser** see Chapter 6

An archetype that specializes in fight attacks and taking damage.

### C

**Circumstantial Modifier** see Chapter 2

A modifier to an action check based upon the circumstances surrounding the check.

**Conditions** see Chapter 4

One of a number of unusual states for the character.

### D

**d616** see Chapter 2

The name of the game’s system, and also the dice you roll in the game: 3d6, with an off-color die designated as the Marvel die.

**Damage** see Chapter 3

The number of Health or Focus points an attack takes from a target. Expressed as 3d6, often plus a bonus. The Marvel die counts as a 6 for damage rolls, but edge and trouble do not affect such rolls.

**Damage Resistance (DR)** see Chapter 4

The amount of damage a character can subtract from listed types of damage done to them.

**Damage Types** see Chapter 4

Damage is broken into two types (Health and Focus) and 10 common subtypes (acid, bashing, cold, energy, heat, force, piercing, psychic, shock, and slashing).

**Deafened** see Chapter 4

Any conditions or powers that require hearing end immediately. The character cannot use an easy action to communicate. They have trouble on all action requiring hearing.

**Defense Score** see Chapter 6

The base number for the character’s ability defense, based upon their archetype and rank.

**Demoralized** see Chapter 4

The character is burnt out. Any conditions or powers the character was maintaining or sustaining end, and they have trouble on all actions. Outside of combat, someone can rally them with a Logic vs. TN 20 check. On a success, the rallied character’s Health returns to 1. Otherwise, they rally on their own in 1d6 hours.

### E

**Easy Actions** see Chapter 4

A simple action that only requires a bit of attention.

**Edge** see Chapter 2

A condition favorable to your action check. Allows you to reroll one of your dice and keep the better result.

### F

**Failure** see Chapter 2

An action check result that is less than the target number.

**Fantastic Damage** see Chapter 4

A damage roll with a fantastic result. Can deal knockback.

**Fantastic Failure** see Chapter 2

A failure that includes a fantastic roll. (“No, but…”)

**Fantastic Roll** see Chapter 2

A d616 roll in which the Marvel die is a 1. Count that die as a 6 instead. This may trigger bonus results.

**Fantastic Success** see Chapter 2

A fantastic roll that meets or beats the target number. (“Yes, and…”)

**Fight Damage** see Chapter 3

The standard amount of damage a character inflicts in close combat.

**Focus** see Chapter 3

A measure of the character’s mental fortitude.

**Focus Damage** see Chapter 4

Damage done to a character’s Focus. A character with 0 Focus is demoralized. A character that has lost double their Focus is shattered.

**Focus, Spending** see Chapter 8

Some powers cost Focus. A character cannot spend more Focus at once than twice their rank, nor can they spend enough Focus to bring them to 0 Focus or less.

### G

**Genius** see Chapter 6

An archetype that specializes in smarts and science.

**Grabbed** see Chapter 4

The character cannot move unless they can carry the grabber with them. Ranged attacks against the character have trouble. On a botch, the attack hits the grabber. (If the attacker doesn’t care who is hit, they have an edge, but the target is chosen randomly.) The character can use their standard action to escape with an Agility/Might vs. Agility/Might check.

**Grabbing** see Chapter 4

The character has grabbed another character. They can make Might vs. Might attacks against the target. Ranged attacks against the grabber have trouble. On a botch, the attack hits the grabbed character. (If the attacker doesn’t care who is hit, they have an edge, but the target is chosen randomly.) If the character is strong enough to throw the grabbed character, they can carry them along on their move. The grab can be maintained with an easy action.

### H

**Healing** see Chapter 4

A character not unconscious, demoralized, or worse regains lost Health and Focus equal to their rank every hour they take it easy. For every hour they sleep, they regain double that.

**Health** see Chapter 3

A measure of the character’s physical fortitude. A character with 0 Health is unconscious. A character that has lost double their Health is dead.

**Health Damage** see Chapter 4

Damage done to a character’s Health.

**Holding A Turn** see Chapter 4

A character delays their turn until later in a round.

### I

**Initiative** see Chapter 4

The order in which the characters involved in a combat act. Higher numbers go first.

**Initiative Check** see Chapter 4

A special action check each character in a combat makes at the start to determine the order in which they take their actions.

**Initiative Modifier** see Chapter 3

The higher of the character’s Agility or Vigilance score, added to their initiative check.

**Interpose** see Chapter 4

A reaction in which a character steps between an ally and an attacker.

### K

**Karma** see Chapter 3

A measure of the character’s luck, equal to half the character’s rank, rounded up.

**Killed** see Chapter 4

The character is dead. This is often not permanent.

**Knockback** see Chapter 4

If a character gets a fantastic damage roll, they can knock their target back 5 feet for every 10 points of damage.

### M

**Maintained** see Chapter 8

A power that can remain active once activated. It usually requires an easy action each turn to keep going.

**Making Holes** see Chapter 4

The character can knock a hole in an object.

**Marvel Die** see Chapter 2

The off-color die in a d616 roll. If you roll a 1 on it, you get a fantastic result.

**Marvel Multiverse** see Chapter 1

The setting for the game. A set of related Marvel universes.

**Movement Actions** see Chapter 4

An action a character uses to move. A character can move twice in a turn by using both their movement action and their standard action.

### O

**Objects** see Chapter 4

Inanimate things the characters can interact with, including attacking and using as improvised weapons.

**Origins** see Chapter 7

A collection of traits related to how a character acquired their powers.

### P

**Paralyzed** see Chapter 4

The character cannot move or take actions or use powers that require Might or Agility. Their Agility defense is reduced to 10, and enemies have an edge on physical attacks against them.

**Pinned** see Chapter 4

The character has trouble on Might and Agility checks and cannot move.

**Playtesting** see Chapter 1

Testing a game’s rules through actual play sessions.

**Plowing Through** see Chapter 4

A character is thrown or knocked through an object.

**Polymath** see Chapter 6

An archetype that specializes in nothing but is equally good at lots of things.

**Powers** see Chapter 8

A super-power.

**Power Sets** see Chapter 8

A collection of related super-powers. In this rulebook, these include Battlesuit, Blades, Cybernetics, Firearms, Energy Control, Martial Arts, Plasticity, Shield Bearer, Spider-Powers, Super-Strength Tactical Master, and Weather Control. The *Core Rulebook* will have many more.

**Prepared** see Chapter 4

The character has an edge on their next standard action. This ends if they use their reaction, take damage, or gain most other conditions.

**Professions** see Chapter 7

A collection of traits related to a character’s occupation.

**Prone** see Chapter 4

The character is on the ground. They have trouble on all Might checks, and fight attacks against them have an edge. Ranged attacks against a prone character count as if they are one Size less (a –2 circumstantial modifier).

**Protector** see Chapter 6

An archetype that specializes in team coordination and defense.

### R

**Range** see Chapter 4

The distance between a character and their target, listed in feet.

**Ranged Damage** see Chapter 3

The standard amount of damage a character inflicts with a ranged attack.

**Rank** see Chapter 3

A character’s relative power. Runs from 1 to 25.

**Rank Caps** see Chapter 5; Chapter 10

The highest rank a character can reach.

**Reach** see Chapter 4

The maximum distance a target can be away from a character to engage it in fight combat. Usually 5 feet.

**Reactions** see Chapter 4

An action taken in response to another character’s action.

**Reserving An Action** see Chapter 4

A character declares an action they will use as a reaction if something happens to trigger it that round.

**Role-Playing Game** see Chapter 1

A game in which you take on the role of a character in dramatic adventures.

**Round** see Chapter 4

A period of time (roughly five seconds) in which each character has one turn.

**Running Speed** see Chapter 3

A character’s Running Speed is 25 plus their Agility. Each Size step they are away from Average adds or subtracts 5.

### S

**Session Zero** see Chapter 1

The first meeting for a group of players, in which they establish the kind of game they want to play.

**Shattered** see Chapter 4

The character’s mind is gone. They are frozen in place by fear and stress.

**Size** see Chapter 4

The character’s relative size. Most characters are Average.

**Skulk** see Chapter 4

A reaction in which a character puts an ally between them and an attacker.

**Sneaking** see Chapter 4

Ranged attacks against a prone character count as if they are one Size less (a –2 circumstantial modifier). This stacks with being prone.

**Spaces** see Chapter 10

On a map/board, a space equals five feet.

**Speed** see Chapter 3

How fast a character can move in a round, using a given movement mode, listed in feet.

**Standard Actions** see Chapter 4

An action that requires most of a character’s attention, like attacking.

**Striker** see Chapter 6

An archetype that specializes in fast attacks.

**Stunned** see Chapter 4

Any conditions or powers the character was using end. They can only use easy actions. Attacks have an edge against them.

**Success** see Chapter 2

An action check result that meets or beats the target number.

**Surprised** see Chapter 4

The character cannot use reactions.

**Sustained** see Chapter 8

A power that automatically stays active once activated.

### T

**Target Numbers** see Chapter 2

The number a player needs to meet or beat to succeed on an action check.

**Traits** see Chapter 7

Minor elements that help define a character. A trait that challenges a character during a game can earn them karma.

**Trouble** see Chapter 2

A condition unfavorable to your action check. Allows your opponent to reroll one of your dice and keep the worse result.

**Turn** see Chapter 4

A character’s chance to act during a round. They get one easy action, one standard action, and one movement action, plus a reaction, each round.

### U

**Ultimate Fantastic Roll** see Chapter 2

A d616 roll of 616, if the Marvel die is the middle result. This counts as a result of 18 and is the best possible roll.

**Unconscious** see Chapter 4

The character is knocked out. While unconscious, they cannot take any actions, their defenses are reduced to 10, and enemies have an edge on all attacks against them. Outside of combat, someone can awaken them with a Logic vs. TN 20 check. On a success, the awakened character’s Health returns to 1. Otherwise, they awaken on their own in 1d6 hours.

**Utility Powers** see Chapter 8

A power not connected to a power set.

### W

**Webbing** see Chapter 8

Fired by many Spider-Powers. Requires a Might check vs. TN 22 to break free from it.