A QUICK FIGHT
Fighting without using the Universal Table
By Jeroen Erinkveld & Martijn Wijngaards

(June 2006)

 


 

The greatest setback of still playing the good old 1980s Marvel Superheroes Roleplaying Game is the use of the Universal Table. It takes the player ages to battle. A split second action in the game often costs you minutes to work out in reality.

But not anymore! We give you somewhat of a solution for quick fighting in the classic Marvel RPG!

 
How does it all work?

Fighting is about hitting and taking damage? When using an edged weapon, you can make quite a mess; a Kill is possible. When Aunt May fights the Hulk, she probably loses. That's all there is, right? Not with our old Universal Table. First, fighting is a question of searching and... some more searching. Combat in the Classic Marvel RPG-system is very timeconsuming. Plus there are circumstances that the Hulk, when throwing a natural 01 with his two d10s, might lose from Aunt May. If she uses the right weapon that is.

It has to be said that the Universal Table is among the most precise RPG fighting systems around. But it's strength is it's weakness; time is essential when staying alive in battle. That's why we are coming up with a new fighting system in which you can use all of your old material and your trusted 2d10. When you want to experience the full Quick Fight Manner, some additional, different dice would be handy. The best is to have 5d10, 5d20, 1d8, 1d6, 1d4, and a coin lying around. Plus, paper and a pencil is quite vital.

Fighting and Evading
Throw and read the 2d10 as usual, but use this formula instead of checking the Universal Table:

Throw + Fighting ability (or Power) + Talents + Weapon

Write the score down. Then your evading opponent makes the same roll. Write this result down too.

When the result of the attacker's roll is 50% or less than the score of his opponent, there is a Hit.

Dealing damage
When the result of the attacker's roll was even you're opponent has to check for a Stun, when the number was odd there could be a Slam (Blunt Attack) or a Kill (Edged Attack). Every hit means a check!

You can deal damage in the way you used to do, but you can also use dice to roll a more exact amount. When you choose the latter option, check the Modifier Dice Table for the number of dice you need for rolling. Okay, that last option adds to the time, but maybe also to the fun.

The value of 'lifesavers' like Armours, Powers or Talents will be subtracted from the Damage points, just as in the original system.

Non-Slugfest Attacks
If you want to Charge or make a Strength- or Ability-based attack, just use the same formula as above, but fill in the right ability. Enjoy.

 

Modifier Dice

Rank

Dice

0

No dice

FE

Coin

PR

1d4

TY

1d6

GD

1d10

EX

1d20

RM

3d10

IN

2d20

AM

2d20 + 1d10

MN

3d20 + 1d10 + 1d10/2

UN

5d20

X

5d20 +5d10

Y

1d10 x 5d10

Z

1d10 x 5d10

1000

10x5d20

3000

30x5d20

5000

50x5d20

 

Need some help? Click here for downloading our Quick Fighting Reference Table.

 
Click here if you want to see the old Universal Table.
 
Why should I use this system?

Pros

  • The feel is great! Action will be what it uses to be: Action.
  • No TY Player Characters who resist Class 1000 gods with lucky throws.
  • It really works. (No, really!) We've tested this system in fights with characters of various strengths and numbers (e.g. Sabretooth vs Psylocke, Wolverine vs 5 Hand ninjas) and everything worked out 'real'.
  • All other rules still apply.
  • (Note: D20 just isn't the right system when dealing with super heroes, but it's Armour Class feature is brilliant.)

Cons

  • The Universal Table remains the most precize system when dealing with violence and damage.