RULES, PART ONE: CHARACTER SHEET

It might be a good idea to save your character sheet for handy reference during the game. If you already know the Marvel Saga Adventure Game, you don’t need to read this message. If you aren’t familiar with the Marvel game, and if you’re not sure about this whole "Role Playing" thing in the first place, you should probably keep this Rules message handy as well (or maybe print it out.)

I’ll go through the Character Sheet bit by bit after this little Template:


CODE NAME (E-venger player)
(Real Name)
Strength: 4X Intellect: 4X
Agility: 4X Willpower: 4X
Edge/Hand: 0/2

Skills:

Powers/Equimpment:

Calling:

Personal History:

Appearance:


CODE NAME:
Whether you are Ant-Man or Zemo

(E-venger player):
Whether you are Baloo, Biscuit, or Brian

(Real Name):
Whether you are Clint Barton or Nathan Garrett

Strength: 4X
This is your Strength Ability score. Strength is used a lot in this game, and is a measure of your character’s brute force as well as general toughness. You use it to hit people, lift things, jump high, and even to resist fatigue and battle damage. Normal people have a score 3-4, Olympic atheletes will range 8-9, maximum humans are 10, and super enhanced characters average 12-13. Hulk-type levels would go 17 and upwards. (The numbers after any of these scores don’t really matter much in game play. They basically tell you how skilled your character is in that Ability-- i.e. how many skills you have. X=none, D=1, C=2, B=3, A=4.)

Intellect: 4X
This is your Intellect Ability score. Intellect (think: Mental Strength) is a measure of your character’s IQ, and you use it to research in the lab, quote Shakespeare, (insert any science here,) as well as mentally control energies. Normal people have a score 3-4, professors will range 7-8, maximum humans are 10, and super enhanced characters average 12-13. Only cosmic-level characters will go beyond that.

Agility: 4X
This is your Agility Ability score. Agility is used a lot in this game, and is a measure of your character’s reflexes as well as general nimbleness and manual dexterity. You use it to dodge people, throw things, jump fly or flip around, and even in controlling certain body-transformation powers. Normal people have a score 3-4, Olympic atheletes will range 8-9, maximum humans are 10, and super enhanced characters average 12-13. Spider-Man’s 15 I believe. My reference isn’t here.

Willpower: 4X
This is your Willpower Ability score. Willpower (think: Mental Agility) is a measure of your character’s mental fortitude as well as creative reasoning. You use it to anaylize art, bluff your poker-friends, taunt or intimidate lower classmates, resist mental domination as well as control telepathy and such. Normal people have a score 3-4, actors or CEO’s will range 7-8, maximum humans are 10, and super enhanced characters average 12-13. Only cosmic-level characters will go beyond that.

Edge/Hand: 0/2
This will be explained more in the RULES, TWO message, but basically the Edge is a value of your character’s experience as an adventurer, and gives you, well, an edge in combat situations. The Hand size tells you how many cards you play with (Cards being the basis of Doing Things in the game.) Normal humans have an Edge/Hand of 0/2, Inexperienced Adventures have 1/3, Experienced Adventures 2/4, Seasoned Warriors 3/5 (most characters are at 1/3 in this game.)

Skills:
These will be broken down per Ability (S, A, I, W) to detail any special talents your characters have. Basically, skills reduce the difficutly of doing that particular action. A skill of Geology, for example, will make it easier for a character to answer specific geology-related questions. A skilled Archer will hit the bullseye easier. Some Skills are a bit more creative, and there’s a little index, below.

Powers/Equimpment: None (0)
This will detail your powers. The Description first, with the Intensity in paranthesis. Gravity Control (3), for example, is a still a versitle power, allowing flight, lifting assistance, etc. (you’re controlling gravity for goodness sake!) but can be resisted by normal humans with a Strength of 3 and can’t break through strong metals at all. A Telepathy (15) will open all but the more cosmic minds to you. A brief description of specific power details will follow the power’s listing, if needed.

Calling:
A personality detail. This is the reason your character got into adventuring in the first place. In one word, this best sums up how your character acts: Thrill-seeker, Gloryhound, Soldier, etc. This is what I hold you to in writing what your character does. A Soldier wouldn’t go out of his way as a Guardian would.

Personal History:
Well, duh.

Appearance:
Duh again.