TEXT: 1
  Arcane•Marks Presents
  by Talon
  
  2
  INTRODUCTION
  	
  In	the	early	days	of	roleplaying	there	was	
  AD&D	and	then	there	was…	well,	AD&D.		But	in	1984,	
  that	changed	with	the	release	of	TSR’s	innovative	new	
  game,	Marvel Superheroes.		Needless	to	say,	the	world’s	
  Marvelites	were	more	than	a	little	excited.		Here	was	their	
  chance	to	take	their	characters	out	of	the	dungeons	and	
  into	the	gritty	streets	of	the	Marvel	Universe,	where	they	
  could	become	heroes	like	Spider-Man,	Doctor	Strange	or	
  even	the	ever-popular	Wolverine.
  	
  But	as	it	turned	out,	the	system,	for	many,	was	less	
  than	exciting.		Reviews	were,	but	sales	dropped	off,	even	
  after	the	release	of	an	advanced	set	and	a	Second	Edition	
  a	few	years	later.		Eventually,	TSR	was	forced	to	drop	its	
  Marvel Superheroes	 line,	 consigning	 it	 to	 the	 doom	 of	
  retailers’	discount	boxes.
  	
  But	that	hasn’t	stopped	us	Marvelites.		Despite	the	
  fact	that	the	“MSH”	Roleplaying	Game	has	something	of	a	
  cult	following	among	gamers,	some	Marvelites	have	gone	
  searching	for	alternatives	to	the	failed	game	system,	and	
  there	are	many	choices…	HERO,	GURPS,	even	the	ever-
  present	d20.		While	any	of	these	may	be	excellent	choices	
  for	a	game	set	in	the	
  Marvel	
  Universe,	
  still	 others	 are	 still	
  looking…	 searching	
  for	
  that	
  perfect	
  system	to	replace	the	
  old	MSH	game.
  	
  W e l l ,	
  search	
  no	
  more,	
  true	
  believer,	
  for	
  West	 End	 Games’	
  D6	 System	 is	 back!	
  The	
  D6	
  System	
  is	 a	 reworking	 of	
  WEG’s	 popular	 Star 
  Wars 
  Roleplaying 
  Game,	
  originally	
  introduced	 in	 1987,	
  and	 possesses	 just	
  the	flexibility	needed	
  to	 adapt	 the	 original	
  TSR	 Marvel	 game.		
  Now,	 with	 the	 2004	
  release	of	the	newest	
  D6	
  games	
  from	
  the	 new,	 improved	
  West	 End	 Games,	
  the	 Marvel	 Universe	
  is	
  primed	
  for	
  a	
  comeback!
  Within	these	
  pages,	you’ll	find	the	process	for	setting	up	your	own	D6	
  Marvel Superheroes	campaign,	rules	for	creating	characters	
  with	 amazing	 super-powers	 and	 special	 abilities	 as	 well	
  as	a	character	sheet	specifically	created	to	handle	your	D6	
  Marvel	 Superhero	 character.	 	 So	 dust	 off	 those	 6-siders,	
  load	 up	 your	 web-shooters	 and	 polish	 your	 adamantium	
  claws,	because	it’s	time	to	return	to	the	Marvel	Universe!	
  Excelsior!
  A NOTE FROM THE AUTHOR
  The	following	is	a	summary	of	the	rules	presented	
  in	 West	 End	 Games’	 D6 Adventure	 handbook	 (2004	
  edition)	with	a	few	adjustments	to	the	system	to	make	it	
  more	appropriate	to	the	Marvel	universe	setting	as	well	as	
  to	recall	aspects	of	the	original	TSR	Marvel Superheroes 
  RPG.		It	is,	by	no	means,	comprehensive,	and,	except	where	
  noted	here,	the	D6	Adventure	book	should	be	considered	
  the	 definitive	 source	 for	 rules	 regarding	 the	 D6	 System.	
  The	 Marvel Superheroes D6 Roleplaying Game	 may	 be	
  played	 without	 the	 D6 Adventure	 handbook,	 but	 I	 don’t	
  recommend	it.		Like	all	RPGs,	the	D6	System	is	a	complex	
  set	of	detailed	gaming	rules.		Repeating	them	all	here	would	
  be	impractical.
  Also,	 please	 note	 that	 this	 virtual	 book	 was	
  written	 and	 produced	 by	 a	 fan	 of	 both	 D6	 and	 Marvel	
  Comics	for	non-profit	
  entertainment	
  only.	
  As	 such,	 we	 would	
  like	to	make	it	known	
  that	no one	associated	
  with	 the	 creation	 of	
  this	 manual	 intends	
  the	
  inclusion	
  of	
  copyrighted	 material	
  to	 represent	 a	 claim	
  to	 those	 copyrights.	
  The	d6	System	is	the	
  registered	 copyright	
  of	
  Purgatory	
  Publishing	
  and	
  all	
  characters	
  and	
  artwork	shown	herein	
  are	
  the	
  registered	
  copyrights	
  of	
  the	
  Marvel	Entertainment	
  Group.	 	 We	 thank	
  both	
  West	
  End	
  Games	 and	 Marvel	
  Comics	
  for	
  their	
  (however	 unwitting)	
  contributions	 to	 this	
  game.
  T
  h
  i
  s	
  publication	may	NOT	
  be	 sold	 in	 any	 form,	
  virtual	or	physical.
  
  3
  THE MARVEL 
  SUPERHEROES D6 SYSTEM
  As	the	name	implies,	the	D6	RPG	System	utilizes	
  but	one	type	of	die:		the	standard	ordinary	d6,	making	it	a	
  rather	simple	game	to	learn	and	play.		Here	is	a	basic	review	
  of	the	rules.		For	a	more	detailed	lesson	on	how	to	play	
  the	game,	it	is	suggested	that	your	purchase	a	copy	of	West	
  End’s	 D6	Adventure,	 D6Fantasy	 or	 D6	 Space	 rulebooks,	
  which	are	currently	available	at	a	game	retailer	near	you.
  THE GAME
  Like	most	other	roleplaying	systems,	D6	is	a	game	
  that	requires	a	minimum	of	two	people	to	play,	one	being	
  the	Gamemaster	(GM),	who’s	in	charge	of	telling	the	story	
  and	playing	the	NPC’s	(non-player	characters)	and	the	other	
  being	a	player	who	controls	one	or	more	player-characters	
  (P«’s).
  THE DICE
  The	dice	determine	what	your	character	can	and	
  cannot	do.		When	faced	with	a	situation	where	there	is	a	
  chance	 your	 character	 might	 fail,	 the	 GM	 will	 call	 for	 a	
  roll	to	determine	success,	and	you	roll	the	number	of	D6’s	
  as	determined	by	your	character’s	appropriate	skill	and/or	
  attribute	 number.	 	 The	 numbers	 represent	 the	 number	 of	
  dice	rolled	and	are	measured	on	a	specific	scale.
  Each	die	can	be	broken	up	into	three	pips.		These	
  pips	can	be	added	to	other	pips	in	the	form	of	pluses.		Thus,	
  the	die-scale	reads	as	follows:		1D,	1D+1,	1D+2,	2D,	2D+1,	
  2D+2,	3D,	3D+1,	etc…
  For	 example,	 let’s	 say	 your	 hero,	 the	 mutant	
  swashbuckler,	Nightcrawler,	has	a	Acrobatics	skill	of	8D+1.	
  That	means	in	order	to	pull	off	that	daring	maneuver,	he	
  rolls	8d6	and	adds	one	to	the	total.
  This	roll	is	compared	to	a	difficulty	set	by	the	GM.	
  THE WILD DIE
  When	you	roll	your	dice	to	perform	an	action,	or	
  a	“feat”	as	it	was	called	in	the	original	Marvel	game,	make	
  sure	one	die	is	a	different	color	or	otherwise	distinguishable	
  from	the	rest.		This	die	is	the	wild die.		If,	when	rolled,	this	
  result	is	a	six,	the	six	is	added	to	the	total	and	the	wild	die	
  is	rolled	again,	adding	the	new	number	to	the	total.		If	the	
  second	roll	is	also	a	six,	it	is	added	and	the	wild	die	is	rolled	
  yet	again.		This	will	continue	until	a	number	other	than	six	
  is	rolled.
  If,	on	the	first	roll	of	the	wild	die,	the	result	is	a	
  one,	then	the	die	must	be	rolled	again,	this	time	by	itself.		If	
  the	new	roll	is	a	1-5,	then	a	mishap	occurs,	and	you	subtract	
  not	only	the	wild	die	from	your	total,	but	the	next	highest	
  die	as	well.		If	the	second	roll	is	a	six,	then	a	complication	
  has	occurred.		This	means	that	not	only	do	you	lose	the	two	
  dice	just	 as	you	 would	 have	with	 a	 mishap,	but	the	GM	
  gets	to	make	up	some	horrible,	but	nonlethal,	fate	for	you.	
  Perhaps	your	web-shooter	jams	at	just	the	wrong	moment.		
  Whoops!		Should	have	packed	more	fluid!
  The	 wild	 die	 is	 rolled	 for	 all	 rolls,	 including	
  damage	rolls.		If	your	roll	is	but	1D,	then	that	die	is	wild.
  And,	 that’s	 basically	 it.	 	 More	 rules	 regarding	
  Karma	 Points,	 Character	 Points	 and	 Popularity	 will	 be	
  discussed	in	the	character	creation	section.
  CHARACTER CREATION
  As	 with	 almost	 every	 other	 RPG	 system	 in	
  existence,	the	first	step	in	a	Marvel Superheroes	D6	game	is	
  character	creation.		Using	West	End	Game’s	highly	adaptive	
  D6	RPG,	you	too	can	be	a	hero	in	the	Marvel	Universe.		All	
  you	have	to	do	is	follow	these	simple	guidelines.
  ATTRIBUTES
  There	are	7	attributes	associated	with	the	Marvel 
  Superheroes	D6	Roleplaying	Game.		They	are:
  FIGHTING
  The	fighting	attribute	represents	your	hero’s	basic	
  abilities.		All	combative	skills	are	based	on	this	attribute.
  AGILITY
  The	agility	attribute	is	the	measure	of	your	hero’s	
  basic	coordination	and	includes	things	like	aiming,	dodging	
  and	web-slinging.
  STRENGTH
  Strength	measures	your	hero’s	physical	strength.	
  It	is	this	attribute	that	will	determine	how	much	he	can	lift	
  and	how	much	damage	his	punch	does.
  ENDURANCE
  The	 endurance	 attribute	 determines	 how	 much	
  physical	damage	your	hero	can	take	before	crying	uncle.
  REASON
  Reason	is	raw	brainpower	and	intelligence.		This	
  attribute	determines	if	your	hero	is	a	brain	or	a	brute.
  INTUITION
  Intuition	 is	 a	 combination	 of	 wisdom,	 wits	 and	
  battle-savvy.	 	 Skills	 involving	 perception	 fall	 under	 this	
  attribute.
  D6 Difficulty chart
  Level of Difficulty
  Number Range
  Very Easy
  1-5
  Easy
  6-10
  Moderate
  11-15
  Difficult
  16-20
  Very Difficult
  21-25
  Heroic
  26-30
  Legendary
  31+
  
  4
  PSYCHE
  Psyche	is	your	character’s	willpower	or	force	of	
  will	and	is	used	in	mental	attacks	or	magic.
  Look	familiar?		That’s	because	the	attributes	for	
  the	Marvel Superheroes D6 Roleplaying Game	are	exactly	
  the	same	as	the	abilities	in	the	original	Marvel Superheroes 
  RPG,	that	is,	“FASERIP.”		Since	he	D6	system	is	a	skill-
  based	game,	the	application	of	these	abilities	has	changed,	
  but	the	basic	attributes	have	remained.		Cool,	huh?
  So	what	does	on	do	with	these	attributes?		Well,	
  read	on,	Marvelite,	and	you’ll	soon	learn…
  STARTING DICE
  The	first	step	in	creating	your	hero	is	to	determine	
  his	attribute	ratings.		Your	hero	has	21D	to	allocate	among	
  his	attributes	(as	determined	by	the	following	formula:	#	
  of	Attributes	x	3	=	starting	attribute	dice).		Most	humans	
  have	an	attribute	range	of	1D-5D,	so	you	may	not	raise	any	
  attribute	past	5D	(before	applying	super-powers,	of	course).
  Remember,	your	attribute	dice	may	be	split	up	into	
  pips	if	you	wish	them	to	be.
  SKILL DICE
  Just	
  as	
  with	
  attributes,	
  you	 have	 a	 starting	 number	 of	 dice	
  to	 allocate	 to	 skills.	 	 This	 number	
  will	 be	 determined	 by	 the	 GM,	
  but	 is	 generally	 seven	 for	 starting	
  characters.	 	 Established	 heroes	 like	
  Spider-Man	 and	 Captain	 America	
  will	 have	 a	 lot	 more	 than	 that.	 	 A	
  base-level	 character	 may	 not	 begin	
  with	more	than	3D	is	any	single	skill.
  You	 may	 allocate	 your	
  starting	 skill	 dice	 as	 you	 see	 fit,	 as	
  long	as	you	remember	that	each	skill	
  must	relate	to	one	of	your	attributes.		
  Remember	 that	 these	 dice	 may	 also	
  be	split	into	pips.		A	complete	skill	list	
  can	be	found	below.		You	may	invent	
  specialized	skills	like	“web-slinging”	
  if	 your	 character-concept	 calls	 for	
  such,	 provided	 your	 GM	 approves.	
  Also,	your	super-powers,	should	your	
  character	possess	them,	may	have	need	of	a	specific	skill	
  related	to	their	use.		Discuss	this	option	with	your	GM.
  Additionally,	 some	 skills	 have	 Advanced	 Skills	
  attached	 to	 them.	 	 Advanced	 Skills	 are	 a	 type	 of	 skill-
  specialization	 that	 requires	 special	 training	 and	 possible	
  years	of	study	to	learn.		To	allocate	dice	to	an	Advanced	
  Skill,	you	must	first	allocate	a	number	of	pips	into	its	parent	
  skill	equal	to	twice	the	number	of	pips	in	the	skill’s	parent	
  Attribute,	rounded	down.		For	example,	a	character	has	a	
  Reason	of	3D+1	(7	pips).		In	order	to	allocate	any	dice	into	
  the	Surgery	skill,	the	character	must	first	allocate	6D+2	(14	
  pips)	into	First	Aid.		Generally,	Advanced	Skills	may	only	
  be	used	to	perform	extremely	specific	actions.
  SKILL LIST
  FIGHTING SKILLS
  Brawling	(basic	forms	unarmed	combat)	
   
  -Advanced: Martial Arts	(specific	forms	of	
  unarmed	combat;	for	every	3D	allocated	to	Martial	
  Arts,	gain	a	+1	to	unarmed	attack	damage	verses	any	
  opponent	who	does	not	also	possess	this	skill)
  Energy Weapons	(firing	energy	weapons	like	laser	or	
  plasma	rifles)
  Melee Weapons	(fighting	with	melee	weapons	such	
  as	swords	or	clubs)
  Missile Weapons	(firing	projectile	weapons	such	as	
  pistols	or	rifles)	
  Throwing	(attacking	with	thrown	weapons,	like	a	
  rock	or	grenade)
  AGILITY SKILLS
  Acrobatics	(tumbling,	twirling,	balancing)
  Boating	(the	operation	of	water-vehicles)
  Contortion	(twisting	the	body	as	to	escape	from	
  bonds)
  Dodge	(Avoiding	danger	such	as	
  from	attacks	or	a	booby	trap)
  Driving	(the	operation	of	land-
  vehicles)
  Flying	(maneuvering	through	the	air	
  under	one’s	own	power)
  Hide	(concealing	yourself	or	objects	
  from	sight)
  Jumping	(leaping	over	obstacles	or	
  over	distances)
  Lockpicking	(opening	mechanical	
  locks	or	disabling	small	traps)
  Piloting	(the	operation	of	air	
  vehicles)
  	
  -Advanced: Astronautics	(the	
  operation	of	space-vehicles)
  Riding	(controlling	and	riding	
  domesticated	mounts)
  Sleight-of-Hand	(nimbleness	of	
  fingers	in	use	of	pick-pocketing,	
  stage-magic,	etc.)
  Sneak	(moving	in	such	a	way	as	to	
  remain	unseen	and/or	unheard)
  	
  STRENGTH SKILLS
  Climbing	(scaling	various	surfaces)
  Lifting	(moving	heavy	objects;	extra	damage	to	STR-
  based	weapons)
  Swimming	(moving	through	liquid)
  ENDURANCE SKILLS
  Running	(moving	across	the	ground	on	your	own	two	
  feet)
  Stamina	(physical	endurance	and	resistance	to	pain,	
  fatigue,	etc.)
  
  5
  REASON SKILLS
  Business	(the	understanding	and	implementation	of	
  business	practices)
  Demolition	(using	corrosives	and	explosives	to	
  achieve	a	specific	effect)
  Forgery	(creating	and	notice	false	documents	in	
  various	media)
  Language	[specific	language]	(understanding	a	
  foreign	language,	both	written	and	spoken)
  First Aid	(administering	medicinal	aid	for	minor	
  injuries,	diseases,	etc.)
  	
  -Advanced: Surgery	(performing	complicated	
  medical	procedures)
  Navigation	(charting	a	course	using	fixed	references	
  such	as	stars	or	maps)
  Scholar	[specific	field	of	study]	(represents	education	
  in	a	specific	field	of	study	such	as	mathematics,	
  science,	history	or	mechanics)
  Security	(installing,	or	bypassing	electronic	security	
  systems)
  Tech	(operating	or	designing	technical	equipment	
  such	as	computers)
  INTUITON SKILLS
  Artist	(creating	works	of	visual	art)
  Con	(deceiving	others)
  Disguise	(changing	your	physical	appearance)
  Gambling	(playing	and	cheating	at	games	of	chance)
  Investigation	
  (gathering	
  information,	
  research,	
  organizing	clues,	etc.)
  Know-How	 (the	 ability	 to	 “figure	 out”	 how	 to	 do	
  something	you’ve	never	done;	also	a	“catch-all”	skill	
  representing	basic	proficiencies	like	cooking	or	sewing)
  Mechanics	 (building	 or	 repairing	 mechanical	 or	
  technical	machinery)
  Perception	(noticing	the	not-so-obvious)
  Search	 (purposefully	 looking	 for	 hidden	 objects	 or	
  people)
  Streetwise	(dealing	with	and	understanding	urban	and	
  criminal	life)
  Survival	(surviving	in	wilderness	environments)
  Tracking	(following	the	trail	of	a	person	or	animal	or	
  following	a	person	without	being	noticed)
  PSYCHE SKILLS
  Animal Handling	(controlling	animals)
  Charm	 (using	 friendliness,	 flattery	 and	 seduction	 or	
  influence	others)
  Command	(effectively	organizing	a	team	effort)
  Intimidation	 (influencing	 others	 through	 presence,	
  threats	or	fear)
  Magic	 [alteration, apportation, conjuration or 
  divination]	(the	ability	to	manipulate	magic	forces	and	
  cast	magical	spells)
  Persuasion	 (influencing	 others	 through	 bribery	 or	
  discourse)
  Power [specific super-power]	(the	ability	to	use	your	
  powers	efficiently)
  Willpower	 (ability	 to	 withstand,	 pain,	 temptation,	
  mental	attacks	or	other	people’s	attempts	to	manipulate	
  you	through	persuasion,	charm	or	intimidation)	
  SKILL SPECIALIZATIONS
  Along	with	skill	dice,	your	hero	also	receives	three	
  free	specializations.		Specializations	are	sort	of	like	“sub-
  skills”	that	further	specialize	a	specific	skill.		For	instance,	
  Captain	 America	 has	 the	 Throwing	 skill.	 	 He	 is	 further	
  specialized	under	that	in	“shield-throwing.”
  For	 each	 specialization,	 the	 character	 gains	 an	
  additional	die	above	that	of	the	skill	code	involved.		Thus,	
  if	Cap’s	Throwing	skill	is	5D+1,	his	shield	throwing	skill	
  is	6D+1,	a	full	die	higher.		After	the	initial	allocation	of	
  dice,	however,	the	relationship	between	the	specialization	
  and	its	parent	skill	ends,	and	the	specialization	is	considered	
  a	separate	skill	from	then	on	for	the	purposes	of	character	
  advancement.		However,	it	is	impossible	for	a	skill	to	rise	
  higher	than	its	specialization.		The	specialization	must	be	
  raised	first.
  MAKING IT ALL WORK
  Now	that	you	have	your	attributes	and	skills,	it’s	
  time	to	put	them	all	together.		You	see,	every	skill	is	related	
  to	an	attribute,	and	thus,	starts	with	your	attribute	rating.		
  The	dice	you	allocated	to	your	skills	adds	to	your	attribute	
  dice.		For	example,	Spider-Man	has	an	agility	of	5D.		Since	
  Acrobatics	is	an	agility	skill,	his	player	allocates	2D	to	it,	
  making	the	total	7D.		Thus,	Spidey’s	Acrobatics	skill	is	7D.	
  Makes	sense,	right?
  KARMA
  Karma	is	a	way	of	controlling	your	character’s	fate	
  and	luck	to	a	certain	degree.	It	is	measured	in	the	form	of	
  points,	aptly	called	“Karma	Points	(KP).”
  Karma	 can	 be	 spent	 to	 ensure	 that	 a	 roll	 has	 a	
  better	chance	of	being	successful.		When	a	KP	is	spent,	all	
  the	character’s	die-pools	for	that	round	are	doubled.		That	
  means	if	Spider-Man	spends	a	KP	at	the	beginning	of	the	
  round,	all	his	skill	and	attack	ratings	are	doubled	for	one	
  round.		This	means	his	normal	Acrobatic	skill	&d	becomes	
  14	D.		Not	to	shabby,	eh?		However,	there	are	a	few	catches.
  -	Karma	can	only	be	spent	at	the	beginning	of	a	
  round,	before	any	rolls	are	made.	
  -Karma	does	not	apply	to	damage	rolls	unless	that	
  damage	is	strength	related	(such	as	that	done	by	firsts	or	
  with	melee	weapons).		In	such	cases,	only	the	dice	provided	
  by	the	Strength	attribute	are	doubled,	not	the	damage	bonus	
  provided	by	the	weapon.
  -Spending	Karma	has	to	be	heroic.		Technically,	
  you	 may	 spend	 Karma	 on	 any	 roll,	 but	 spending	 it	 on	
  mundane	 actions	 is	 bad,	 and	 spending	 it	 on	 evil	 actions	
  is	downright…well,	evil.		You	are	the	hero,	after	all	(see	
  below	for	details)
  
  6
  REGAINING KARMA
  Karma	 can	 only	 be	 regained	 at	 the	 end	 of	 the	
  game	session	(or	otherwise	when	the	GM	allows	it)	and	is	
  awarded	 by	 the	 GM.	 	As	 a	 rule,	
  you	will	always	have	one	Karma	
  point.		Thus,	if	you	only	had	one	to	
  begin	with,	you	get	that	one	back.	
  However,	if	you	spent	it	on	an	act	
  of	great	heroism,	such	as	staying	
  at	 the	 controls	 of	 your	 crashing	
  Blackbird	 airplane	 so	 that	 your	
  teammates	 may	 escape,	 you	 not	
  only	get	back	the	point	you	spent,	
  but	the	GM	may	award	you	with	
  an	additional	point	as	well.		If	the	
  point	was	spent	on	a	mundane	or	
  selfish	 roll,	 such	 as	 getting	 that	
  perfect	 photo	 of	 Spidey	 to	 sell	
  to	the	Daily	Bugle,	you	will	still	
  get	the	original	point	back,	but	no	
  additional	point.
  And,	 finally,	 spending	
  a	 point	 on	 an	 evil	 act,	 such	 as	
  collapsing	 a	 building	 full	 of	
  innocent	 people	 just	 to	 stop	
  Doctor	Doom	from	getting	away,	
  will	not	only	earn	you	your	initial	
  point	 back	 but	 earn	 you	 a	 Bad	
  Karma	point	as	well.
  BAD KARMA
  Bad	
  Karma	
  (BK)	
  measures	 the	 amount	 of	 evil	
  that	exists	within	your	character.	
  Marvel Superheroes	 D6	 is	 about	
  playing	 heroes,	 so,	 generally,	
  committing	 acts	 of	 unspeakable	
  cruelty	and	evil	is	not	in	character.	
  However,	 if	 your	 character	 feels	
  the	need	to	commit	these	acts,	the	
  GM	will	reward	your	efforts	with	
  a	BK	point.
  Bad	 Karma	 affects	 not	
  only	your	character’s	personality	
  but	 his	 playability	 as	 well,	 for	
  every	time	he	receives	a	BK	point,	
  the	player	rolls	a	D6	(this	die	is	
  not	wild).		If	the	total	is	equal	to	or	
  lower	than	the	total	number	or	BK	
  points	 your	 character	 currently	
  has,	he	“turns	to	evil,”	becoming	
  -GASP!-	...a	villain!		Some	GM’s	
  will	allow	you	to	continue	playing	this	character	in	hopes	of	
  redemption	or	even	just	to	add	spice	to	the	game,	but	most	
  will	require	you	to	hand	the	character	over,	consigning	him	
  to	the	role	of	villainous	NPC.
  CHARACTER POINTS
  As	your	hero	continues	to	fight	the	forces	of	evil,	
  he	will	eventually	become	better	
  at	 it.	 	 That’s	 where	 Character	
  Points	come	in.		Character	Points	
  (CP)	 represent	 your	 character’s	
  experience,	 and	 can	 even	 be	
  called	 upon	 to	 give	 him	 a	 little	
  extra	boost	when	he	needs	it.
  Character	 Points	 can	 be	
  used	in	two	ways.		The	first	way	
  is	character	advancement.		At	the	
  end	of	each	story,	or	“issue,”	the	
  GM	will	hand	out	a	CP	experience	
  award	based	on	your	performance	
  during	 the	 game.	 	 This	 usually	
  numbers	from	5	to	12,	depending	
  on	 how	 fast	 the	 GM	 wants	 the	
  group	to	advance.		To	spend	your	
  CP’s	 to	 advance	 your	 skill	 dice,	
  you	must	pay	the	amount	before	
  the	“D”	in	CP’s,	per	pip.		That’s	
  all.		So,	if	Rogue’s	player	wanted	
  to	raise	her	Flying	skill	from	6D	
  to	7D,	it	would	cost	her	18	CP’s,	
  6	for	the	+1,	another	6	for	the	+2	
  and	a	third	6	to	get	to	7D.		Get	it?		
  Attributes	may	be	raised	at	the	CP	
  cost	of	current	rating	X	10.		Doing	
  so	 automatically	 raised	 all	 skills	
  related	 to	 that	 attribute	 by	 the	
  same	amount.
  But,	 don’t	 spend	 all	 y	
  our	 CP’s	 on	 skills	 now!	 	 It’s	 a	
  good	 idea	 to	 save	 5	 or	 6	 to	 use	
  during	 the	 game.	 	 How?	 	 Well,	
  that’s	the	cool	part.		During	game-
  play,	 character	 points	 may	 be	
  spent	to	add	an	additional	die	to	
  any	roll	that	is	not	a	damage	roll	
  (excluding	damage	that	is	strength	
  related).		This	may	be	done	after	
  the	 roll	 is	 totaled,	 but	 you	 can’t	
  spend	more	than	3	per	round,	nor	
  for	any	action	under	the	influence	
  of	Karma.		So,	as	you	can	see,	it’s	
  a	good	idea	to	keep	as	many	CP’s	
  as	you	can	afford.		Don’t	neglect	
  your	character’s	skills,	but	keep	a	
  few	on	hand.
  MOVEMENT RATES
  Your	character’s	base	movement	rate	represents	the	
  number	of	meters	he	can	walk	in	a	straight	line	in	one	combat	
  
  7
  round.		(By	the	way,	a	combat	round	in	this	game	has	not	
  set	amount	of	“game	time”	assigned	to	it.		The	round	is	over	
  when	all	characters	have	taken	their	actions.)		Generally,	
  the	average	human’s	base	move	rate	is	10.		Characters	with	
  alternate	
  modes	
  of	 travel,	 such	 as	
  flying	 or	 super-
  speed,	 will	 have	
  separate	
  move	
  rates	
  for	
  those	
  skills.	 	 To	 move	
  farther	
  than	
  10	
  meters	 in	 a	 single	
  round,	
  such	
  as	
  when	
  running,	
  you	 must	 make	
  a	 Running	 check	
  against	a	difficulty	
  of	 5	 for	 every	 10	
  meters	you	want	to	
  go.		For	instance,	a	
  character	 wanting	
  to	 run	 30	 meters	
  in	one	round	must	
  make	 a	 Running	
  skill	check	against	difficulty	15.		Failure	means	the	character	
  cannot	go	farther	than	his	base	movement	rate	and	may	trip	
  on	a	mishap.
  Characters	swim	at	1/2	the	base	move	with	a	Swim	
  check	at	difficulty	5	(+5	for	every	movement	beyond	the	
  first).		You	may	climb	at	your	normal	movement	rate	at	a	
  Climbing	difficulty	of	5	(+10	for	every	additional	one-half	
  of	the	base	climbing	move-rate,	rounded	up).
  Jumping	distance	equal	one	quarter	of	your	base	
  movement-rate,	 rounded	 up	 at	 a	 Jumping	 difficulty	 of	 5	
  (+10	 for	 every	 two	 meters,	 vertically	 or	 horizontally).		
  Getting	a	running	start	adds	+5	to	the	skill	check	for	every	
  round	the	character	runs	in	a	straight	line,	up	to	a	maximum	
  of	+10	(two	rounds).
  HEALTH AND DAMAGE
  Your	character’s	health	is	recorded	on	his	health-
  chart.		There	are	generally	7	stages	of	health:		healthy,	5	
  wound	 levels	 and	
  dead.		Only	the	5	
  wounds	 are	 listed	
  on	 the	 character	
  sheet.	 	 As	 your	
  hero	takes	damage	
  (and	 they	 often	
  do),	 he	 begins	 to	
  take	 penalties	 to	
  his	 skill	 or	 action	
  rolls	
  determined	
  by	 the	 level	 of	
  the	wounds.		This	
  wound	 level	 is	
  calculated	
  by	
  comparing	
  the	
  damage	 total	 to	
  your	
  character’s	
  Resistance	
  Total	
  (the	 sum	 of	 his	
  Endurance	
  plus	
  armor).	 	 Optionally,	 the	 player	 may	 choose	 to	 roll	 his	
  character’s	 Endurance	 by	 spending	 a	 Karma	 Point	 (the	
  dice	are	not	doubled,	however).			The	difference	between	
  the	 damage	 and	 resistance	 total	 is	 then	 run	 through	 the	
  following	chart.
  Of	course,	wound-penalties	don’t	count	for	future	
  Endurance	 rolls	 to	 soak	 damage.	 	Also,	 for	 any	 damage	
  taken	 past	 Stunned,	 a	 knock	 down	 result	 is	 added	 to	 the	
  damage,	meaning	your	character	is	knocked	off	his	feet	and	
  looses	any	subsequent	action	he	might	have	had.
  WOUND LEVELS
  Condition
  DMG ≥ Endurance Roll by:
  Effect
  Stunned
  1-3
  -1D	this	&	next	round
  Wounded
  4-8
  -1D	to	all	actions,	lose	next	action
  Severely 
  Wounded
  4-8**
  -2D	to	all	actions,	lose	next	action
  Incapacitated
  9-12
  -3D	to	all	actions,	roll	Stamina	(15)	to	remain	
  conscious,	lose	next	action
  Mortally 
  Wounded
  13-15
  Unconscious	and	dying.		Roll	endurance	every	
  round.		Character	dies	when	roll	is	less	than	#	
  of	minutes	unconcious.
  	
  **A	character	becomes	Severely Wounded	if	the	difference	is	between	4	and	8	and	he	is	already	Wounded.
  
  8
  HEALING
  Natural	healing	occurs	at	the	following	rate:
  Stunned:	1	minute
  Wounded/severely	wounded:	3	days
  Incapacitated:	2	weeks
  Mortally	Wounded:	5	weeks
  After	the	required	amount	of	time	has	passed,	the	
  character	may	make	an	Endurance	roll	in	order	to	heal	one	
  wound-level.		Wound	penalties	do	not	count	for	this	roll.	
  Application	of	the	first-aid	skill	allows	for	a	second	roll.	
  For	the	results	of	this	roll,	see	the	“Wounds	Healing”	chart	
  on	Page	65	of	D6 Adventure.	
  POPULARITY
  Popularity	 is	 a	 numerical	 rating	 that	 represents	
  the	hero’s	standing	wit	the	general	populace	of	the	Marvel	
  Universe.		This	rating	is	used	as	a	guideline	to	determine	how	
  ordinary	folks	react	to	your	character’s	heroic	actions.		Some	
  heroes,	like	the	X-Men,	are	generally	feared	and	distrusted	
  and	will	have	very	low	popularity	ratings	no	matter	what	
  they	do.		Other	characters,	like	good	ol’	Captain	America,	
  are	 revered	 as	 icons	 of	 truth	 and	 justice	 and	 generally	
  loved	by	the	people.		These	characters	would	have	a	much	
  higher	popularity	and,	as	a	result,	a	
  generally	easier	time	of	things	when	
  it	comes	to	dealing	with	the	media,	
  police	 and	 other	 representatives	 of	
  the	normal	population.
  POPULARITY TYPES
  Popularity	 in	 the	 Marvel 
  Superheroes D6 game	comes	in	two	
  forms:	 	 fame	 and	 infamy.	 	 Fame	
  is	 a	 representation	 of	 how	 much	
  people	like	your	hero.		Infamy	is	a	
  representation	 of	 the	 people’s	 fear	
  and	 distrust.	 	 It	 is	 possible	 to	 have	
  both	at	once	(Daredevil	and	Spider-
  Man	 are	 good	 examples	 of	 heroes	
  with	both).
  Popularity,	 both	 fame	 and	
  infamy	is	rated	on	a	scare	of	0-20.	
  At	0,	your	hero	is	virtually	unknown.	
  At	 20,	 he’s	 a	 household	 name.		
  Maybe	he	has	his	own	line	of	official	
  merchandise.		See	the	chart	below	to	see	how	your	hero	
  compares.
  Popularity	is	awarded	by	the	GM	at	the	end	of	an	
  adventure,	based	on	your	character’s	actions.		The	amount	
  is	 totally	 up	 to	 him/her,	 but,	 unless	 it	 was	 fairly	 grand	
  (like	single	handedly	saving	the	world	from	Galactus),	it	
  generally	 won’t	 be	 very	 much.	 	 Fame	 is	 a	 slow	 thing	 to	
  build,	after	all.
  Popularity	directly	effects	game	play	by	modifying	
  certain	die-rolls.		In	any	situation	where	the	GM	feels	that	
  the	 character’s	 Popularity	 would	 affect	 the	 outcome,	 the	
  player	applies	a	modifier	of	+/-1	per	5	points	of	Popularity.	
  Fame	 gives	 a	 positive	 modifier	 and	 infamy,	 a	 negative	
  modifier.		The	total	of	a	character’s	fame	and	infamy	scores	
  equals	his	Popularity	rating.
  POPULARITY AND MUTANTS
  Mutants,	those	born	with	the	infamous	“X-Factor”	
  gene,	 giving	 them	 strange	 and	 wondrous	 powers,	 are	
  generally	mistrusted	and	feared	inn	the	general	population.		
  As	such,	all	mutant	characters	start	with	an	infamy	rating	
  of	5,	just	for	being	born.		This	initial	infamy	score	does	
  not	count	towards	the	character’s	overall	Popularity	rating.		
  In	addition,	mutants	tend	to	gain	infamy	for	doing	heroic	
  deeds	that	would	earn	other	heroes	fame.		This	does	not	
  mean	they	are	“evil,”	just…infamous.
  POPULARITY CHART
    Rating
  Level
  Example Hero
  0
  Who?
  Chamber,	Jubilee
  2
  Unknown
  The	Leader,	Sister	Grimm
  4
  Newcomer
  Spider-Girl,	X-23
  6
  One-time	headliner
  Silver	Sable,	Electra
  8
  Occasional	headliner
  Iron-Fist,	Luke	Cage
  10
  “I	think	I	heard’a	him...”
  Dr.	Strange,	Beast
  12
  Known/Feared
  The	Punisher,	Daredevil
  14
  Well	known
  Wolverine,	Ms.	Marvel
  16
  Regular	headliner
  Spider-Man,	The	Hulk
  18
  Houshold	name
  Captain	America,	Iron-Man
  20
  World	hero/villain
  Mister	Fantastic,	Dr.	Doom
  
  9
  REASOURCES
  Your	 character’s	 Resources	 score	 represents	 his	
  general	 wealth	 and	 his	 ability	 to	 purchase	 equipment	 he	
  may	need	in	his	heroic	activities.		To	better	represent	the	
  availability	 of	 real-world	 funds,	 Marvel Superheroes	 D6	
  uses	an	arbitrary	system	to	represent	your	character’s	ability	
  to	 access	 funds.	 	All	 characters	 start	 with	 3D	 Resources	
  score	that	is	then	modified	by	the	following	chart.
  After	 character	 creation,	 your	 Resources	 can	
  be	raised	by	spending	Character	Points	at	a	cost	of	10	x	
  number	before	the	“D”.		There	is	no	limit	on	how	high	your	
  Resources	can	be	raised.	
  To	determine	if	you	can	afford	to	buy	a	particular	
  item,	 roll	 your	 Resources	 score	 verses	 the	 item’s	 Price	
  Difficulty.		Success	indicates	that	you	are	able	to	purchase	
  the	item.		If	the	price	is	lower	than	your	Resources	score,	
  then	no	roll	is	required.
  For	more	information	of	Resources	and	equipment	
  prices,	see	chapter	14	of	the	D6 Adventure	rulebook	(note	
  that	 in	 D6 Adventure,	 “Resources”	 is	 synonymous	 with	
  “Funds”).
  SUPER POWERS!
  (OR “WHAT MAKES HEROES 
  SUPER”)
  Most	 heroes	 in	 the	 Marvel	 Universe	 have	 some	
  sort	of	super	power	or	other	natural	(or	unnatural)	ability	
  that	 makes	 them	 unique	 among	 humans.	 	 However,	 the	
  possession	of	these	powers	is	not	a	prerequisite	for	a	Marvel 
  Superheroes	D6	character.		Some	heroes,	such	as	Nick	Fury	
  or	the	Punisher	(hero	such	as	he	is…)	get	along	quite	well	
  without	them.
  Most	 players,	 however,	 will	 opt	 to	 create	 a	
  character	 who	 posses	 abilities	 outside	 the	 human	 norm.	
  These	 powers	 are	 purchased	 with	 Power	 Points	 that	 are	
  only	available	to	the	character	at	character	creation	(unless	
  your	GM	says	otherwise).		These	have	no	use	after	the	game	
  has	begun	and	any	Power	Points	remaining	after	character	
  creation	are	lost.		So,	while	it’s	not	required,	it	is	highly	
  recommended	that	you	spend	them	all.
  Your	 GM	 will	 decide	 exactly	 how	 many	 Power	
  Points	your	character	begins	with,	determined	by	the	basic	
  level	or	power	he	wants	his	campaign	to	have.	Generally,	a	
  starting	hero	is	given	15	Power	Points	from	which	to	draw	
  his	powers.	
  Each	power	has	a	Power	Point	number	listed	with	
  it.	This	number	represents	the	cost	of	a	single	Rank	in	that	
  power.		The	number	of	ranks	equals	the	overall	potency	of	
  the	power	in	all	numerical	effects.		This	includes	damage,	
  range,	distances,	area	of	effect,	etc.		Any	combination	of	
  powers	is	possible,	but,	to	keep	with	the	spirit	of	Marvel	
  Comics’	characters,	it	is	recommended	that	your	character’s	
  powers	be	related	to	each-other	in	some	way,	usually	tied	
  to	 the	 character’s	 theme	 (notice	 how	 Spider-Man	 has	 all	
  spider-based	powers.		His	theme	is	“spiders”	and	his	powers	
  reflect	that).		Generally,	once	your	character’s	powers	have	
  been	purchased,	they’re	set	and	cannot	be	changed,	but,	as	
  an	optional	rule,	your	GM	may	allow	you	to	purchase	new	
  powers	with	Character	Points.		These	new	powers	cost	10	
  x	the	normal	cost	of	the	power.		For	example,	the	power,	
  Teleportation,	has	a	base	cost	of	3	Power	Points	at	character	
  creation	or	30	Character	Points	after	game-play	has	begun.	
  Powers	purchased	after	character	creation	must	have	GM	
  approval	and	usually	some	in-game	reason	for	manifesting,	
  a	reason	usually	tied	to	the	character’s	Origin	(see	below).
  Below	 is	 a	 list	 of	 example	 super-powers	 and	
  their	 base	 cost.	 	 This	 is,	 by	 no	 means,	 a	 comprehensive	
  list.		Players	are	encouraged	to	be	creative	when	selecting	
  their	character’s	powers.		If	you	want	a	character	with	a	
  power	that	isn’t	on	the	list,	speak	to	the	GM.		Assuming	he	
  approves	of	the	power,	he	will	assign	it	a	base	cost.
  Full	 descriptions	 of	 most	 of	 these	 powers	 can	
  be	found	in	chapter	2	of	West	End	Games’	D6 Adventure	
  rulebook.
  EXAMPLE SUPER POWERS
  Accelerated	Healing	(“Healing	Factor”)	(3)
  Animal	Control	(2)
  Armor-Defeating	Attack	(2)
  Atmospheric	Tolerance	(2)
  Attack	Resistance	(2)
  Attribute	Scramble	(4)
  Blur	(3)
  Combat	Sense	(3)
  Confusion	(4)
  Darkness	(3)
  Elasticity	(1)
  Enhanced	Sense	(3)
  Environmental	Resistance	(1)
  Extra	Body	Part	(0)
  Fast	Reactions	(3)
  Fear	(2)
  Flight	(6)
  Glider	Wings	(3)
  Hardiness	(1)
  Hypermovement	(1)
  Immortality	(7)
  Immunity	(1)
  Increased	Attribute	(2)
  Infravision/Ultravision	(1)
  Intangibility	(5)
  Invisibility	(2)
  Iron	Will	(2)
  STARTING RESOURCE MODS
       Characteristic
  Modifier
  1D in Psyche
  -1D
  1D in Reason
  -1D
  4D+ in Psyche
  +1D
  4D+ in Reason
  +1D
  8D+ in Business skill + highest 
  specialization
  +1D
  
  10
  Life	Drain	(5)
  Longevity	(3)
  Luck,	Good	(2),	Great	(3)
  Master	of	Disguise	(3)
  Multiple	Abilities	(1)
  Natural	Armor	(3)
  Natural	Melee	Weapon	(2)
  Natural	Magic	(1)
  Natural	Ranged	Weapon	(3)
  Paralyzing	Touch	(4)
  Omnivorous	(2)
  Possession,	Limited	(8),	Full	(10)
  Power	Cosmic	(15)
  Quick	Study	(3)
  Sense	of	Direction	(2)
  Shapeshifting	(3)
  Silence	(3)
  Skill	Bonus	(1)
  Skill	Minimum	(4)
  Teleportation	(3)
  Transmutation	(5)
  Uncanny	Aptitude	(3)
  Ventriloquism	(3)
  Wall-Crawling	(3)
  Water	Breathing	(2)
  Youthful	Appearance	(1)
  ENHANCEMENTS
  Powers	 may	 be	 modified	 by	 the	 application	 of	
  Enhancements.		Each	Enhancement	raises	the	base	cost	of	
  the	power	it’s	being	applied	to	by	the	number	listed	in	the	
  parenthesis.	
  The	following	is	a	list	of	example	Enhancements.
  Additional Effect	(1)
  Extended Range	(3)
  Magically Empowered	(4;	1	per	additional	rank)
  Multiple Targets	(2)
  LIMITATIONS
  The	 costs	 of	 powers	 can	 be	 lowered	 by	 the	
  application	of	Limitations	to	the	powers.		These	represent	
  disadvantages	 or	 other	 limitations	 placed	 on	 the	 power’s	
  use.	To	apply	Limitations	to	your	powers,	lower	the	power’s	
  base	cost	by	the	number	in	the	parenthesis.
  The	following	is	a	list	of	example	Limitations:
  Ability Loss	(3;	1	per	additional	rank)
  Allergy (3;	1	per	additional	rank)
  Burn-Out (1)
  Cybernetics	(0)
  Debt	(3)
  Flaw	(1)
  Minor Stigma	(3)
  Others Only (2;	1	per	additional	rank)
  Price	(1)
  Restricted	(1)
  Side Effect	(2)
  Singularity	(1	per	Power)
  Super-Science	(2)
  	
  Descriptions	of	individual	Powers,	Enhancements	
  and	 Limitations	 can	 be	 found	 in	 chapter	 2	 of	 the	 D6 
  Adventure	rulebook.		Note	that,	in	D6 Adventure,	“Powers”	
  are	called	“Special	Abilities.”
  ORIGINS
  	
  When	creating	a	Marvel Superheroes	D6	
  character	with	super	powers,	one	of	the	most	important	
  things	to	consider	is	the	origin	of	those	powers.		Here	is	a	
  list	of	the	original	Marvel Superheroes	origins	choices	and	
  a	character	example	of	each:
  Altered Human	(Spider-Man,	Captain	America)
  Mutant	(The	X-Men,	The	New	Mutants)
  High-Tech	(Iron-Man,	Ant-Man)
  Robot	(The	Vision,	Jocasta)
  Alien	(Captain	Marvel,	The	Sub-Mariner,	Thor)
  Magician	(Dr.Strange,	Clea)
  Note	 that	 it	 is	 possible	 to	 have	 a	 combination	
  of	Origins.		Wolverine,	for	example,	is	a	Mutant	that	has	
  
  11
  been	enhanced	by	science,	making	him	an	Altered	Human/
  Mutant	(or,	of	you	prefer,	“Altered	Mutant).
  MAGIC AND PSIONICS
  Magic,	 such	 as	 that	 used	 by	 Dr.	 Strange,	 the	
  Sorcerer	Supreme,	and	Psionics,	like	that	used	by	Professor	
  Xavier,	 Jean	 Grey	 or	 Emma	 Frost	 of	 the	 X-Men,	 have	
  their	 own	 set	 of	 complex	 systems	 that	 exist	 outside	 of	
  the	application	of	normal	super-powers.		Even	though	the	
  Origins	of	a	psionic	character’s	powers	may	be	the	same	
  as	other	heroes’	power	(as	is	the	case	of	Xavier,	Grey	and	
  Frost,	who	are	all	mutants),	the	complexity	of	such	abilities	
  demands	the	application	of	a	unique	set	of	rules.		These	
  rules	can	be	found	in	the	D6 Adventure	rulebook	and	it	is	
  recommended	that	any	player	wishing	to	play	a	character	
  with	such	abilities	refer	directly	to	that	volume.
  OPTIONAL RULE:
  ADVANTAGES AND DISADVANTAGES
  No	one	is	perfect,	even	heroes.		The	optional	rule	
  of	advantages	and	disadvantages	offers	the	player	a	chance	
  to	make	his	hero	a	little	more	human…even	if	he’s	a	mutant.
  Advantages	 and	 Disadvantages	 are	 listed	 by	
  rank.	 	 Each	 rank	 in	 an	 Advantage	 or	 Disadvantage	 is	
  worth	one	skill	die	per	number.		Advantages	cost	skill-dice	
  while	Disadvantages	give	you	skill-dice.		Thus,	a	Rank	1	
  Advantage	costs	one	die	from	your	skill-dice	total	while	a	
  Rank	4	Disadvantage	gives	you	four	skill-dice.
  The	 Rank	 value	 of	 a	 specific	 Advantage	 or	
  Disadvantage	you	want	your	character	to	have	is	up	to	the	
  GM,	although	a	comprehensive	list	of	examples	and	costs	
  may	be	found	in	chapter	2	of	the	D6 Adventure	handbook.
  CHARACTER CREATION 
  SUMMARY
  Well,	there	you	have	it:		The	Marvel	Susperheroes/
  D6	Character	Creation	System.		Pretty	simple,	huh?		Let’s	
  review,	just	to	make	sure…
  Step One:		Concept.		Who	are	you?		Where	are	you	
  from?		How	did	you	get	into	the	hero	gig?
  Step Two: 	Attributes.		You	have	21D	to	assign	to	
  your	attributes,	which	are	fighting,	agility,	strength,	
  endurance,	reason,	intuition	and	psyche.
  Step Three:		Skills.		You	have	7D	to	10D	to	allocate	
  to	skills	(the	exact	number	is	decided	by	the	GM).
  Step Four:		Karma.		Every	character	starts	the	game	
  with	1	Karma	point.
  Step Five:		Character	Points.		Every	character	starts	
  the	game	with	5	character	points.
  Step Six:	 	 Movement	 Rate.	 	 The	 average	 human	
  move	rate	is	10.
  Step Seven:	 	 Popularity	 and	 Resources.	 	 Unless	
  otherwise	 called	for,	 all	characters	start	 with	 fame	
  
  12
  and	 infamy	 ratings	 of	 0	 (Mutants	 start	 with	 5	
  infamy).		Your	character’s	starting	Resources	score	
  is	3D	(modified	by	certain	ability	scores).
  Step Eight:	 	 Super	 Powers.	 	 Your	 GM	 will	 give	
  you	 a	 specific	 amount	 of	 Power	 Points	 to	 allocate	
  to	super	powers,	should	your	concept	call	for	them.		
  The	number	for	beginning	heroes	is	usually	15.
  Step Nine:	 	 Advantages	 and	 Disadvantages.	 	 If	
  you	 opt	 to	 give	 your	 character	 advantages	 and	
  disadvantages,	now	is	the	time	to	do	that
  OPTIONAL RULE:
  THE MASTERDECK
  	
  One	of	the	most	unique	things	about	West	End’s	
  original	Masterbook	System,	the	precursor	to	the	generic	
  D6	 System,	 was	 the	 incorporation	 of	 the	 Masterdeck,	 a	
  deck	of	108	cards	that	could	be	used	to	enhance	game	play.	
  Officially,	the	D6	System	does	not	use	the	cards;	however,	
  West	 End	 does	 give	 the	 following	 rules	 for	 adding	 this	
  element	to	the	game:
  	
  “....You	can	convert	any	card	that	gives	a	bonus	
  to	an	action	(Formula:		Masterbook	Value/3	Quotient	and	
  remainder;	 the	 quotient	 becomes	 the	 die	 code	 and	 the	
  remainder	the	number	of	pips).		For	example,	the	double-
  cross	 card	 gives	 a	 +6	 bonus	 to	 any	 action	 that	 directly	
  betrays	 the	 rest	 of	 the	 party.	 	 Using	 the	 formula,	 the	 +6	
  becomes	a	+2D	(6/3	=	2	remainder	0).
  	
  Plot	cards	can	be	used	as	normal.		For	example,	
  the	 common	 ground	 card	 allows	 a	 character	 to	 establish	
  ‘common	 ground’	 with	 an	 otherwise	 alien	 or	 unknown	
  group.
  	
  Treat	any	life	points	as	[Karma]	points.		The	word	
  ‘hand’	replaces	the	word	‘pool’	throughout.”
  INITIATIVE
  	
  On	 the	 GM’s	 side,	 the	 cards	 can	 be	 used	 to	
  determine	initiative.		At	the	beginning	of	each	round,	the	
  GM	 flips	 a	 card	 and	 reads	 off	 the	 initiative	 stated	 there,	
  either	heroes	or	villains.		On	the	heroes’	turn,	the	characters	
  take	their	actions	in	the	order	of	highest	agility.
  	
  Without	 the	 cards,	 initiative	 is	 determined	 by	
  opposed	agility	rolls.
   
  (Editor’s Note: I highly recommend using the cards 
  if you have access to them.  The MasterBook “MasterDeck” 
  is best, but the original Torg deck will work just as well.  
  They add a very cool aspect to the game and are a lot of fun 
  for all.  Trust me on this one.)
  
  13
  CHARACTER EXAMPLE:
  THE AMAZING SPIDER-MAN
  Codename:	Spider-Man
  Real Name: Peter	Parker
  Identity: Secret
  Origin: Altered	Human
  Group Affiliation:	The	
  New	Avengers
  Base of Opperations: New	
  York	City
  SKILLS
  Brawling.....................12D
  Missile	 Wpns.............7D+1
  		-Webshooters.........16D+1
  Acrobatics....................18D
  Contortion......................9D
  Dodge.......................12D+1
  Jumping........................10D
  Sneak.............................9D
  Climbing......................15D
  Lifting.....................10D+2
  Running.....................7D+1
  Stamina..........................8D
  First-Aid........................5D
  Scholar	 [physics]...........8D
  Scholar	[chemistry].........9D
  Scholoar	[biology]	.........5D
  Artist.........................3D+2
  			-Photography..............8D
  Investigation..................5D
  Know-How...............5D+1
  Mechanics.....................4D
  Perception................6D
  Search...................4D+2
  Streetwise.............5D+1
  Tracking..................4D
  Charm......................4D
  Intimidation......3D+2
  Willpower.........5D+1
  ATTRIBUTES
  Fighting...................7D
  Agility..............10D
  Strength.............8D
  Endurance.............6D+1
  Reason...............4D
  Intuition...............3D
  Psyche..................3D
  SUPER-POWERS (145 PPS)
  Power	(cost-per	rank/#	ranks)............................................................................................Effect
  Cobat (“Spider”) Sense	(3/1)...................................Cannot	be	surprised;	always	roll	intitiative
  Environmental Resistance (heights)	(1/4)..........................................+12D	to	resist	vertigo
  Fast Reactions	(3/3)............................................+3D	initiative;	1	extra	action	3x	adventure
  Hardiness	(1/5)...................................................................................+5	to	Resistance	Total
  Increased Attribute: Fighting	(2/15)...............................................................+5D	Fighting
  Increased Attribute: Strength	(2/15)....................................................................+5D	Strength
  Increased Attribute: Agility (2/19)....................................................................+7D	Agility
  Increased Attribute: Endurance	(2/10).....................................................+3D+1	Endurance
  Wall-Crawling	(3/1)..........................................................................Can	stick	to	any	surface
  ADVANTAGES (RANK)
  Employed [freelance	photographer,	high-school	science	teacher;	+2	Resources]	(2)
  Contacts	[Avengers,	X-Men,	Fantastic-Four,	Daredevil,	Dr.Strange]	(3)
  Equipment	[web-shooters:	1000’	range,	STR	10D	webbing]	(2)
  Equipment	[spider-tracers:	one	mile	range;	+10D	tracking]	(1)
  DISADVANTAGES (RANK)
  Bad Luck	[GM	option]	(2)
  Enemy	[J.	Jonah	Jameson	(editor	of	the	Daily	Bugle)]	(1)
  Enemy	[Norman	Osborn	(The	Green	
  Goblin/Iron	Patriot)]	(3)
  Dependant [May	Parker	(el-
  derly	aunt)]	(1)
  Wanted	[Unregistered	Super-
  human]	(1)
  Resistance Total:	23	(6D+6)
  Karma:	25
  Bad Karma:	0
  Character Points:	44
  Popularity: 16	(Fame	6/Infamy	10)
  Resources:	8D+2
  HISTORY
  Peter	Parker	was	a	teenage	“science-whiz”	
  who	was	bitten	by	a	radioactive	spider	while	
  on	a	school	field-trip	and	given	super	“spider-
  powers.”		After	his	Uncle	Ben	was	killed	by	
  a	thief	he	allowed	to	escape,	Peter	vowed	
  to	use	his	abilities	for	good	as	Spider-
  Man.		In	the	years	since,	he	has	made	many	
  enemies,	including	the	maniacal	Green	
  Goblin	and	the	editor	of	The	Daily	Bugle,	J.	
  Jonah	Jameson.		He	is	currently	a	freelance	
  photographer	for	the	paper,	Front Line	and	is	
  a	member	of	the	outlaw	New	Avengers.
  
  14
  CHARACTER EXAMPLE:
  WOLVERINE
  Codename:	Wolverine
  Real Name: James	
  “Logan”	Howlett
  Identity: Secret
  Origin: Altered	Mutant
  Group Affiliation:	X-Men,	
  New	Avengers,	X-Force
  Base of Opperations: 
  N.Y.C.,	San	Francisco,	
  “Utopia,”	Madripoor
  SKILLS
  Brawling.....................14D
  			-Martial-Arts..........15D+2
  Melee	Weapons.............18D
  			-Claws.........................20D
  Missile	Weapons...........10D
  Acrobatics......................5D
  Dodge........................8D
  Hide......................4D
  Jumping.........................4D
  Piloting...................5D
  Sneak.............................8D
  Climbing......................5D
  Lifting.....................6D+2
  Running....................10D+1
  Stamina.........................18D
  Language	[Japanese].......4D
  Language	[French]......3D+1
  First-Aid........................4D
  Scholar	[history].........4D+2
  Scholar	[physics]........3D+1
  Scholoar	[cultures]	......4D+1
  			-Japanese..................5D+1
  Con............................4D
  Investigation..................5D
  Know-How...............6D
  Perception................7D
  Search...................4D+2
  Streetwise.............8D+1
  Survival..................10D
  Tracking..............10D	(+15)
  Intimidation..............8D
  Persuasion...............4D
  Willpower..............10D
  ATTRIBUTES
  Fighting...................8D
  A g i l i t y . . . . . . . . . . . . . . 3 D
  Strength.............4D+1
  Endurance.............10D
  Reason...............3D
  Intuition...............3D
  Psyche..................3D+2
  SUPER-POWERS (150 PPS)
  Power	(cost-per	rank/#	ranks)............................................................................................Effect
  Healing Factor (3/10)......+10	 natural	 healing	 checks:	 no	 crit-failure;	
  healing	 times	 accelerated	 (minutes	 =	 rounds,	 hours	 =	 minutes,	 days	 =	 hours)	
  Armor-Defeating Attack (2/10)..........Claws	ignore	up	to	+10	Resistance	from	armor
  Attack Resistance (disease) (2/5).....................................+5D	Endurance	to	resist	disease
  Enhanced Sense (Smell) (3/5)...............................................+15	to	Tracking		and	I.D.	by	scent
  Hardiness	 (1/4)............................................................+4	 to	 Resistance	 Total
  Increased Attribute: Fighting (2/9).....................................................................+3D	Fighting
  Increased Attribute: Endurance	(2/15)..........................................................+8D	Endurance
  Longevity	(3/1)............................................................................Ages	slower	baseline	humans
  Natural Melee Weapons (2/10)..........................+10	Strength	damage	with	adamantium	claws
  ADVANTAGES (RANK)
  Contacts	[New	Avengers,	X-Men,	Nick	Fury,	Elektra]	(3)
  Contacts	[Dept	H,	Madripoor,	Yakuza]	(2)
  Equipment	[unbreakable,	adamantium-
  laced	skeleton]	(3)
  Culture	[samurai]	(1)
  DISADVANTAGES (RANK)
  Enemy	[Sabertooth]	(3)
  Enemy	[Lady	Deathstrike]	(2)
  Feral [When	Mortally	Wounded,	must	
  make	a	Willpower	roll,	Diff	=	10+dmg	
  rolled	or	enter	an	animal	frenzy;	attack	
  everyone,	ignore	wound-penalties]	(4)
  Wanted	[Unregisterd	Superhuman]	(1)
  Resistance Total:	32	(10D+4)
  Karma:	22
  Bad Karma:	2
  Character Points:	40
  Popularity: 14	(Fame	5/Infamy	9)
  Resources:	10D
  HISTORY
  Born	in	the	late	1800’s,	James	
  Howlett	was	a	weak,	sickly	
  child	until	his	mutant	healing-factor	
  manifested.		Adopting	the	name,	“Logan,”	
  became	an	agent	of	Dept.	H.		Later	that	
  same	organization	“recruited”	him	into	the	
  Weapon	X	program,	lacing	his	bones	and	
  claws	with	unbreakable	adamantium.		Soon	
  after,	he	escaped	and	joined	the	X-Men	
  under	the	codename,	“Wolverine.”		He	has	
  spent	many	years	in	Japan	learning	the	ways	
  of	the	samurai	and	was	briefly	married	to	
  the	Hydra	warlord	and	ruler	of	Madripoor,	
  Viper.		Is	currently	a	member	of	both	the	
  X-Men	and	the	outlaw	New	Avengers.
  
  15
  WORDS, SYSTEM AND LAYOUT BY
  Talon Dunning
  EDITED BY SHANE O'CONNOR
  Cover and interior art by Marvel Comics
  Published December 2009 by 
  Arcane•Marks
  http://www.arcane-marks.com
  This	PDF	was	created	for	entertainment	purposes	only,	out	of	fondness	for	the	original	material.
  It	may	not	be	sold	or	profited	from	in	any	way.
  All	images	and	characters	are	copyright	©	Marvel	Entertainment	Group
  The	D6	System,	D6	logo	and	Masterbook	copyright	©	West	End	Games
  Marvel Superhereos Roleplaying Game	originally	published	by	TSR,	Inc,	©	Wizards	of	the	Coast
  Star Wars	©	Lucasfilm	LTD.
  Use of copyrighted material is not intended as a challenge of the copyrights.
  GET MORE ORIGINAL, FREE GAMING SUPPLEMENTS AT
  EDITION V.2.5
  (DEC 2009)
  
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