The Universal Heroes System: Custom Classic Marvel Super Heroes RPG Rules

The Universal Heroes System is not, oddly enough, an all new gaming platform. In fact, it is the culmination of over twenty years, give or take, of work I have done customizing the (Classic) Marvel Super Heroes Role Playing Game into something that fit my own sensibilities better. I liked the spirit of the rules and a lot of the crunchy bits, but I felt there was a lot left to be desired.

I believed the basic rules could be streamlined a ton, while the character generation system should be greatly expanded, including many more options for players to build their characters with. And this is why I have for you a series of rule supplements for your gaming use. One can easily wield them all in tandem to run a campaign from start to finish, building characters and worlds and running with them. *

In reality one only 'needs' the first three books to experience a full-on campaign, but each further rule set after that creates more and more options both for characters and adventures. They add new paths to power, and new character types to use them, enriching the experience even more. In addition to a random d100 number generator, I proudly present to you the Universal Heroes Rules System!

Part 1: Core Rules - where everything else gets its start. The Universal Heroes Core Rules explain everything from quantifying a character's abilities to how he uses them, whether he's merely taking a stroll or fighting for his life against a gang of super-villains. Everything you need to get a handle on the entire package is presented for your gaming bemusement here.

Part 2: Creative Campaigning - following up on the basic, core of the Universal Heroes Rules System is an extended guide describing just how to use the previous reference to adventure with one's friends... either for a stand-alone tale or for an extended campaign. Creative Campaigning includes advice on Judging a game for one's fellow heroes, and keeping things focused over time.

Part 3: the Textbook Character Cookbook - a massive reference of ideas and possibilities, the Textbook Character Cookbook is a guide to building all manner of heroes, from mutants to freak accidents of science to bizarre inorganic lifeforms. In addition to rules for building such characters, a truly legendary assortment of powers for them to wield is included.

Part 4: the Technical Manual - covering the first 'alternate' source of powers in a game, the Technical Manual describes a means of generating a large array of technology using heroes, as well as the gear they wield both in and out of battle. Included are descriptions of 'classes' of devices, and the means of producing certain effects given a certain rank in each.

Part 5: the Book of Magic - if improbable gadgets, scientific accidents or robotic implants don't strike your fancy, add a dash of spice into your game with the Book of Magic. This tome is designed to provide a means of building all manner of magic-wielding characters for your game, whether they be spell-casters, wielders of sorcerous magic items, or even mystically augmented humans.

Part 6: the Manual of the Psi - another path to power, the Manual of the Psi describes a class of character that wields powers of the mind. Self-taught normal humans, they've learned how to harness the power inherent in their mind and body to perform extraordinary feats that are seemingly possible - and often downright fantastic. Standard psis and several variants are included.

Part 7: the Deionomicon - the final 'basic' path of power in the Universal Heroes Rules, the Deionomicon details how one can make all kinds of immortal characters, from those who are barely less mortal than mortals to those who lord over even other deities with ease. Details regarding such odd topics as ascending to godhood and collecting the power of Faith are described.

Part 8: the Combination Character Cookbook - Combination Characters aren't their own class of hero so much as heroes that combine two classes together in one package. Sometimes these combinations arise through happenstance (part of a character origin) or by intent (a character working to master two paths of power). These are often the most versatile characters in a game.

Part 9: Exobiology 101 - the previous guides assume a human base to your characters; whether genetically, technologically, mystically, psionically, or deionically inclined, they spring from human stock. Exobiology 101 provides the know-how to build alien characters, who either have 'no other powers' or follow a path of power just like human heroes. The better to conquer Earth with...!

Additional Information and Accessories

Introduction: If you're looking for some sort of reason why I'm going to all this bother to revamp the Classic (as they call it these days) Marvel Super Heroes Role Playing Game, this might help. This is just a wee explanation of how this project came about, and why I've never actually managed to finish the thing. Perhaps things will turn out differently this time - good luck to me, eh?

Character Sheets: Herein you can find the standard Universal Heroes System character sheet - at least, standard 'till I go over it and decide if I'm to build something simpler / more complex / whatever. I also included a variety of 'sample' character sheets, so you can see folks from various universes represented by the things - a showcase of what they can do, if you will.

Disclaimer: the sad truth in this day and age is that you can't build on anything, even a game system that's been inactive for 15 years, without making some sort of Legalese clarification of your intentions. I'd rather not get sued, since I am nigh-destitute, so I have made the effort of explaining what I am and am not taking credit for writing here. Silly that I have to, but what can you do?

For reference: the material herein is not at all complete. It's 'living writing', as it were, which is still something I have to bend my head around. It's highly subject to change; if you wish to comment as I create, feel free - I will either justify what I'm doing rationally or go with suggestions and give credit. Most of it's really in my head already, but regardless.

* Well, once they're all done, at any rate. The sections without links are, for example, not remotely ready for public consumption.

- Denny Hill 2, also claiming the name Firebomb (firebomb@technohol.com).

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