Captain America: Civil War – The Amazing Spider-Man’s Strength

As described by Tony Stark when talking to Peter Parker, and based on catching the car using webbing as a modifier to his roll, Spider-Man in the MCU has Amazing Strength. Smile.


The traditional MSHRPG Spidey would have Amazing AGILITY. MCU version seems to have both.

#Foresee Alpha: “I want to play Spider-Man”.

Several families are starting to run Foresee Alpha for the kids, either as a weekend thing or some week nights using miniatures (toys not wargaming) to help play.

It’s come up several times and the ‘veteran’ parents running a game handle it no problems- a Spider-Man (or Wolverine or Iron Man) type character is easily do-able in Foresee as it is in the original game that inspired it.

However one new-to-GMing parent ran into difficulties by getting hung up on the SETTING rather than the character.

Use the Saturday Morning Cartoon test: contemporaneous with the Dungeons and Dragons cartoon was a Spider-Man cartoon. Neither of them were setting dependent since the situations are classic slapstick, nonlethal combat and mysteries, nothing whatsoever to do with what the villains say in the shows, which is all over the top and murderous. Playground level violence.

So in that context, it doesn’t matter that a Spider-Man type character isn’t in New York and that his Entanglement and Wall-Crawling will be used against a dragon or a horde of orcs. What matters is letting a child use his or her imagination, which these days includes teaching them how to, considering most schools are now marxist conformity factories.

Model the character – give it the appropriate powers – Wall-Crawling, Combat Awareness, Entanglement (webbing). Give it some extra Brawn and Coordination (but not too much, always leave room for improvement).

Help the child see that being bitten by a “magical” spider is equivalent to the pseudo-scientific origin from the original Marvel comics.

Include the character directly in play quickly- don’t get hung up on background. Children love telling their own stories anyway and there will undoubtedly be some kind of fan movie running in the child’s head already!

Get to a simple combat situation quickly. Make sure the enemy is tough enough to go a few rounds with ALL the characters being played so everyone gets a chance to think about what they want to do.

And Spider-Man is stalking a fantasy roleplaying world! (again).

If a scientist does it in a comic, rest assured there’s a wizard out there who can and would do the same. Likewise inheriting magical armor, a magical indestructible shield (whether you’re a cavalier or the living symbol of Liberty), and so on.

With such a small change, a lot of existing superheroes and villains work extremely well in a fantasy setting.

I am not urging people to rip off existing characters, but it is a fact that a lot of children will begin wanting to play a known character that they love. So let them. 🙂


MSHRPG: Kaiju rules

Kaiju (Jap. “strange beast”) are giant monsters – although they needn’t be giant they usually are – that rampage cross the Earth, preferentially cities.

MSHRPG has some data on kaiju type monsters but it’s very unsatisfying. These are after all the pinnacle of pseudo-evolution, easily the largest entities heroes and villains are ever likely to encounter let alone battle.

Also Marvel characters such as Fin Fang Foom need to be given the awesome presence their size requires. Likewise any adaptation for eg the Dungeons and Dragons cartoon requires giant monsters to have giant powers!

The size related rules here could also be used for any other giant characters, other than those that shunt energy into another dimension like Pym Particle users. They don’t have the same applicable fantasy physics for obvious reasons. All giant characters that don’t use Pym physics and which somehow evade other effects of the square cube law should have the effects herein implemented.




All giants (kaiju, titans, greek gods rocking it out etc.) have their height in feet as a Giant Rating. This Rating is given a power score like any other power or talent.

The rating is given from the tallest significant point on the entity to the ground, exclusing thin whip like tentacles antenna, etc.

For example a 50 metre (165 foot) kaiju sea lizard has 600 foot long tentacles. The tentacles are tiny compared to the bulk of the monster so it is easy to understand that the Giant Rating of the creature is Unearthly (165) and not based on the attenuated tentacles.


In a radius around where the character walks or crawls, the ground trembles and shakes with the equivalent of a minor earthquake. This automatically lowers every normal sized character’s ground movement rate by -1 CS for every 25 full points of Giant Rating the Kaiju character has. The Kaiju can also deliberately cause an earth tremor with a range equal to one step lower than its Giant Rating- for example an Unearthly Giant Rating has a Monstrous Earthshaking range. On a white Earthshaking power check the Kaiju does not slow the small characters in range by any greater amount than the automatic -1 CS. Green power check = -2 CS, Yellow power check = -3 CS and a Red power check immobilises all characters in range other than Kaiju for 2-20 rounds. People in vehicles have all effects doubled. Hovering and flying Kaiju don’t cause the Earthshaking effect unless or until they are on the ground.



Kaiju are so massive that they cause local weather deterioration around them, with a range equal to their Giant Rating. This weather deterioration causes high winds, cloudy skies and lightning. The lightning is random in effect but the total Weatherwarp effect is equivalent to a severe thunderstorm with random weather effects.



Any Kaiju can pick up any object that is two power steps or smaller in size than its own Giant Rating, automatically. Making a successful power check on its Strengh, the Kaiju can fling such an object with a range equal to the Kaiju’s Endurance rating.



Any Kaiju can make a Wrestling check on its Fighting score- in other words using its Fighting score to make a check as if Wrestling- to tear apart any inanimate object one step lower in size than its own Giant Rating. This tearing apart results in the object being ripped to pieces with a maximum number of similar sized pieces equal to the Giant Rating of the object, or for human and smaller objects 1-100 pieces.



Kaiju are so massive, with so much friction at ground level as they move, that they automatically cause Unearthly damage to all materials with which they are brought into contact, including buildings, all forms of restraint, concrete, steel, force fields, bare earth and even the seabed.


The above is a start, the main thing is to make big creatures awe inspiring, even in a superheroic game. They are meant to be existential threats. Under the existing rules Cloverfield would be a non-event; using some of the stuff above it becomes more like the movie.

MSHRPG: Dungeons and Dragons Cartoon: Alien Race: Beholder (aka “Watchman” aka “Vigilante”)

Dungeon Master describes the beholder as “a foul and evil beast that came up from the Underworld and destroyed all things of beauty.” It is a creature that fires assorted energy beams and tentacles from its eleven eyes and guards a portal home. It’s lair is dubbed the Valley of the Beholder; a once beautiful valley that it has rendered barren. Sir John defeats the beholder with a flower that Diana gave him, it promptly deflates and sinks into a fissure, revealing an ocular style portal home.
The Beholder is an alien from a race of eleven-tentacled cycloptic spherical tyrannical monsters.
There are sub-breeds of Beholders including blind albino dwarves, troll-like even more monstrous creatures and there is said to be a planet-sized Beholder out in the eldritch stars somewhere…
All normal Beholders are apex predator carnivores. They use their various energy rays to “tenderise” or alter meat for nutritional reasons but basically they will kill and eat any sentient or nonsentient life form that is made out of meat.
They are also a paranoid and extremely violent race which attacks on sight and rarely enters into discussions with non-Beholders unless they have encountered impressive, famous or obviously very powerful beings. They are violent, not suicidal.
Middle of the bell curve Beholder
Fighting Good (10)
Agility Excellent (20)
Strength Good (10)
Endurance Good (10)
Reason Excellent (20)
Intuition Good (10)
Psyche Good (10)
Health 50
Karma 40
Resources 6
Popularity -30
Known Powers:
The Beholder has twelve eyes: one on the end of each of its eleven tentacles, and a large central eye. The large central eye simply provides vision. Each of the eyestalks has a different power. Each eyestalk is considered a tail and the power emits from its “tip”, the eye. The Beholder is a devastating opponent because it can use all eleven eyestalks each combat round. Each makes a separate attack to hit using range combat rules and the Beholder’s statistics, as though it is firing a range weapon.
All eyestalk powers have Good range, Type A. NOTE THIS. None of the eyestalk powers have differing ranges. All have Good range. Other effects of each power’s Rank are unchanged.
Eye:   Power:
1 EE1 Cold Generation, Rank: Remarkable
2 EE7 Kinetic Bolt, Rank: Amazing
3 EE10 Plasma Generation, Rank: Remarkable
4 EE4 Fire Generation, Rank: Monstrous
5 EC14 Light Control, used only to create illusions and manipulate ambient light, Rank: Monstrous
6 EC11 Gravity Manipulation, Rank: Good
7 DT22 Weakness Detection, Rank: Unearthly
8 DT20 True Sight, Rank: Monstrous
9 MCo5 Ionization, Rank: Good
10 MCo3 Disintegration, Rank: Excellent
Other powers:
Beholder Physique:
*Magic Resistance
A Beholder reduces all damage from magic attacks -2 CS.
*Body Armor
A Beholder’s tough leathery hide provides Excellent protection from all physical attacks.
Weaknesses / Limitations:
My Reputation Precedes Me:
Beholders are so hideous, and their behaviour matches their ugly exterior so well, that whenever they first enter an inhabited area they must make a Red FEAT check on their Psyche or local heroes will immediately gather to destroy it as soon as word reaches them that a Beholder is present.
Leaves Are Free, Leave Them Be:
Beholders can be instantly destroyed by the touch of Sir John’s Flower, an unique bloom that grows in The Realm. A character need only touch this flower to a Beholder to instantly destroy it. No damage needs to be cause by the flower, the character merely needs to succeed in touching the Beholder with the flower.
Dropping the flower on the Beholder would also theoretically work although the Beholder would have every opportunity to fire rays at whatever flower-based missile was shot at it. Throwing an unaerodynamic flower at a Beholder is pretty silly unless the person throwing it has some jaw dropping powers at work.
Xenophobic Homicidal Mania:
Just as non-Beholders have learned at their cost that a Beholder must be destroyed on contact lest it in turn destroy them, this is based on basic Beholder psychology. Beholders hate and on some level fear all non- floating spheroid forms of life. This unreasoning hatred means Beholders will not live in peace with any other races. They are also suspicious of their own kind. This means Beholders can never have contacts in any normal sense, can never team up with other villains or monsters, and are so violent that they will attack any non-Beholder who they believe is weaker than them on sight. They will not retreat from a battle unless it is obvious to them that they have a real chance of losing. They are basically nazi bullies. Brave up to a point; merciless; vicious.

MSHRPG: Power: KARMA LIST (from My Name Is Earl)

My Name Is Earl is an American television comedy series created by Greg Garcia that aired on the NBC television network from September 20, 2005, to May 14, 2009, in the United States. It was produced by 20th Century Fox Television and starred Jason Lee as the title character, Earl Hickey. The series also stars Ethan Suplee, Jaime Pressly, Eddie Steeples, and Nadine Velazquez.

Most episodes from the first season, then only a few from the rest, begin with Earl presenting the premise of the series:

You know the kind of guy who does nothing but bad things and then wonders why his life sucks? Well, that was me. Every time something good happened to me, something bad was always waiting round the corner: karma. That’s when I realized that I had to change, so I made a list of everything bad I’ve ever done and one by one I’m gonna make up for all my mistakes. I’m just trying to be a better person. My name is Earl.


Earl bought a “scratch and win” lottery ticket at the start of the series which proves to be worth $100,000. However he was immediately hit by a car and watched the ticket blow away. While Earl recovered in hospital, his wife, Joy, divorced him, and Earl was introduced to the concept of Karma while watching an interview with singer Trace Adkins on “Last Call with Carson Daly“. He decided to try to make up for all the bad things he has done and makes a written list of 259 items. After leaving the hospital he started on his list and right away he found the lost $100,000 scratcher. Figuring karma works well, he resolved to continue making up for items on the list (“Pilot“).


Karma is earned in a manner similar to experience points in other games when playing MSHRPG. Karma is used as nonrefundable points spent to increase power levels, gain new powers, and so on.

The dark comedy of My Name Is Earl involves slapstick and magic realism and so by its nature involves what MSHRPG would call superpowers. The Powers in My Name Is Earl can be created as normal under the MSHRPG system. But there is one colossal difference.

Whatever powers are selected or rolled begin at Feeble rank, and can only be improved at the time of character creation by spending an amount of Karma as per if they were improved during play. This Karma debt, no matter how massive, is imposed on each character. This debt is then divided by 259, rounded up. Each of these 259 “entries” or packets of negative Karma are an item on his or her Karma List. This List is how the Karma can be paid off. 259 separate adventures, each of them relating to one list entry, must be successfully completed.

To prevent the player knowing everything, some or all of the entires on the Karma List should be created by the Judge to form the backbone of the campaign. For example The Animal has a Karma List. The player has explained that The Animal is an ex-football player who has been bitten by every animal, amphibian and reptile in a zoo after a drunken rampage. Somehow the alcohol, mystical experience and infected bites have combined to give The Animal an invulnerable body, super strength, a vague sense of unease (Feeble danger sense) and an animal and reptile hide costume (Feeble body armor). Knowing this, the Judge will create adventures and mini-campaigns for The Animal that fit into the player’s origin story for his character. Some other adventures will be from periods when the drunken frat boy “blanked out” and can’t even properly remember what happened.

Other adventures and shared adventures with other heroes earn Karma normally, but all Karma earned in normal adventures must go to a single Karma List entry until it is fully paid off, with any extra Karma earned in that adventure wasted.

Example: The Animal earns 70 Karma on a random adventure. He is paying off Karma List Entry #77: defenestrated a chorus girl. He has 55 left to pay off to clear that entry. He has to spend all 70 Karma to clear the entry, and 15 Karma is lost and gone forever. Serves him right!Image

No matter how high the Karma debt of each entry on the list, it has to be 259 Entries long, and the bigger the debt the better- this is a comedy (or awful horror) Power.

Example: Mike “The Animal” Switgorski has just generated his character. He has four powers with no limitations, but two of them are worthless at Feeble rank. The other two he will live with even at Feeble rank- for the comedy value. But the two he needs to work well he intends to boost to Incredible rank each. This creates a massive Karma debt, especially since he is adding power stunts to one of them. The total Karma cost is divided by 259, rounded up. He now has 259 packets of Karma from his debt with each packet costing 300 Karma, rounding up. He needs to go on 259 successful adventures or mini-campaigns, each of which must earn him 300 or more Karma to cross one item off his “list”.  Basically, this horrible man is never going to pay off his debt in the normal course of events…


MSHRPG: Dungeons and Dragons cartoon: Power: Omnipresence

dungeon_master_3“How does he DO that?”

The Dungeonmaster, and several other mystical or high level beings, have an uncanny habit of popping up out of nowhere, no matter the previous location of the character or the distance they would have to span.

Power: Omnipresence

Omnipresence is a “precursor” or “meta-” power, because without another power with which it would be used, such as teleportation, telekinesis or sense based powers, it is of little use.

Omnipresence is the power of being, in a virtual sense, “everywhere at once”. Another way of describing this power is “Imminence” – the character may be apparently physical and in a single place, but in reality the character is actually everywhere, with only a fraction of their energy manifesting what seems to be a normal physical form. Using a peculiar quirk of the physics principle known as the Observer Effect, a character with Omnipresence can safely travel to any location in range where anyone or any sentient animation or machine that they are familiar with (acquaintance, casual study of person or better level of knowledge) happens to be at the time.

The character simply nominates that they want to “go to X” where X is the character or sentient machine etc. to whom they wish to travel and they appear next to that character in the new area.

With no FEAT roll required, the character can automatically relocate (with no other power use required) from whatever area they currently occupy to any other area within Feeble range.

With a green FEAT roll the character can relocate to any area within the Power rank of the character’s Omnipresence BUT ONLY IF THEY HAVE A TRAVEL RELATED POWER.

When using Omnipresence at white or green level of success, there is no guarantee of safety when the character arrives at the new location. Wherever possible the Omnipresence assisted movement will not lead to the character’s automatic death or injury, but the travel may well put them in almost immediate threat from a monster or character that can sense magical or spacetime disturbances, or if the new location is inside a castle, monster infested forest or undead infested graveyard all normal encounters and hazards of the new location take immediate effect.

If their travel related power is a vehicle, steed, running or flying or any other type of movement which “takes time” Omnipresence will if necessary temporarily shift the power rank of the travel power to whatever it would have to be to arrive at the new location within one turn. This might mean that for one turn a horse or character or car travels at hyperspeed, or that a dimensional door temporarily warps space and time just enough for the “impossible” travel to occur.

If the character has a travel related power that involves “instantanteous” travel such as portals, teleportation and so on then Omnipresence is simply modifying the distance and ability to travel to a previously unknown location of the power.

A yellow FEAT roll on Omnipresence finds the safest possible area within the new location for the character, even if this is not right next to the character being used as the Observer Effect focus.

Alternatively, a yellow FEAT roll will allow the Omnipresence user to lock on to any one location of any one member of a super team or equivalent group of no more than eight characters but only as if a green FEAT roll was made- for example a yellow FEAT roll takes the user safely to the side of Iron Man, or a yellow FEAT roll treated as green success takes the character to a random member of the current Avengers team. If a team has more than eight members currently active then the power chooses randomly from the first eight listed members.

Red FEAT success with Omnipresence creates a Zone of Calm sufficient for the character to appear within if a specific person is nominated or alternatively is treated as yellow success if a team is nominated.

The Zone of Calm is a small area within which the character appears. It endures for a period of time equal to the power rank for Omnipresence or until the character moves out of it. The Zone of Calm is Feeble in range around the character, a Feeble radius centred on where the character first appears. It is immobile and the moment the character moves out of range of it the Zone of Calm instantly disappears. The Zone of Calm applies to the character, and at the character’s choice, anyone else entering the Zone whom the character wishes to extend the effect to. This facilitates the character when they wish to instruct or communicate with the character or team they are visiting.

Consequences of failure: a failure to make the FEAT required results in Omnipresence being unusable for 2-20 turns (2d10). Any form of critical failure, whether modified or naturally rolled, results in Omnipresence being unusable until the next Karma award (or penalty) for the character.

MSHRPG: Weapons Locker: Magic Item: SHIELD OF THE CAVALIER


shield of the cavalier

One of the magical totems given to the heroes by the Dungeon Master is a shield. Whomever receives and accepts this item inherits the role of The Cavalier.
The shield is golden in colour and bears the motif of a white eagle’s head upon a black disc, looking to the left.

In heraldry the shield would be described as: Or, on a roundel sable an eagle’s head erased  contourné,  Argent. (Or [gold], on a roundel sable [black] an eagle’s head erased [uneven neck line] contourné [looking to the left] Argent [white/silver].) A roundel sable could be replaced with the terms gunstone, pellet or ogress.

The shield has a forcefield that can absorb or deflect attacks.
Normally the forcefield is contracted around the shield itself with Eric crouched behind it, but it can be expanded as a dome to protect other people. The forcefield has a glowing energy signature.
Force Field
The shield can generate a magical energy field of Monstrous rank.  The energy of this shield is interdimensional, coming from an adjacent mystical dimension of unknown characteristics.
The shield gives rank protection against all attacks and extremes in  environment. The shield’s force field has Feeble range. The field can be modified instantaneously by act of will of the owner to allow or
block the passage of air or any other gas, colloidal cloud or airborne particles of which the owner is aware.
The shield’s force field can protect a single area at full strength.
If the Judge allows it, the user of the Shield of the Cavalier can extend the area covered. For each doubling of the area the shield protects with its field, the rank drops by -2CS.
The Shield of the Cavalier will only work for its owner, the person who was offered and who accepted it as their own item of power. The owner must be conscious and directing their will to activate the force field and to maintain it once it is activated.
The force field of the shield is effectively limitless in energy but its major limitation is the owner’s conscious mind and will. Any distraction lowers it. This means that if the owner is talking to team mates or enemies, a green Psyche FEAT is required to maintain the force field. If the owner has to do anything other than use the shield a yellow Psyche FEAT is required to do any physical activity other than hold or focus on the shield, and that is for simple physical activity or actions. Operating a vehicle or doing anything that could potentially require a FEAT roll to complete successfully requires a red FEAT on Psyche to maintain the force field at the same time.
If the owner of the Shield of the Cavalier makes a red FEAT roll on their unmodified Psyche the shield can also levitate itself and anything standing or placed on it as though it had its own Amazing Strength, with Excellent range radius from the owner, whether the owner is holding the shield or not.