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Marvel Multiverse Role-Playing Game

Compendium

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Determine Positions

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Most of the time, a character’s exact position doesn’t matter that much, but during combat, it can become a matter of life or death. When a combat starts, the players work together to figure out where everyone involved in the combat is located.

If you’re using a battlemat or virtual tabletop, place the figures or icons where they belong in those spaces. In general, only one character is allowed in each space, but this is more a matter of practicality than anything else. It helps keep the fight from turning into a pileup.

If you’re working with theater of the mind, simple descriptions of the characters’ positions can be enough. The Narrator just has to be able to keep everything straight in their head during the battle. To make it easier, the Narrator can use a small map or diagram of their own without showing it to the rest of the players.

Line of Sight

Many Powers and attacks require the character to be able to see their target. This is called having a Line of Sight.

If it’s unclear if a character can see a particular thing, they should make a Vigilance check against a TN the Narrator assigns. Under ideal circumstances, anything within 200 spaces is considered within Line of Sight for attacks, although the maximum range for a ranged Attack is often much less than this.

In any case, the maximum distance for a Line of Sight can vary wildly with conditions like weather, darkness, flashing lights, and more.

In most cases, the Narrator can simply state whether or not the character can see their target. Other characters generally block Line of Sight, although Narrators can make exceptions for characters of unusual size, characters who are flying and so on.

If a target is using something or someone for cover—like partially hiding around a corner or a car—but can still be seen, attacks against that target have Trouble.

Earshot

Some Powers and attacks require the character to be able to hear or speak to their target. This is called being within Earshot.

If it’s unclear if a character can hear a particular thing, they should make a Vigilance check against a TN the Narrator assigns. Under ideal circumstances, anything within 100 spaces is within Earshot. This can vary wildly with conditions like background noise, volume of the sound that needs to be heard and even the condition of the speaker’s voice.

In most cases, though, the Narrator can simply state whether or not the character and their target can hear each other.

Range

Some Powers and attacks have a range listed in spaces.

  • Any attacks within this range are treated normally. Just roll for them like any other check.
  • Any attacks up to double this range have Trouble.
  • Attacks beyond double the range are impossible.

For example, if the range is 20 spaces, attacks at targets within 20 spaces are treated normally. From 21 to 40 spaces, they have Trouble. Beyond that, the Attack can’t be made.

Attributes

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