Marvel Heroic Roleplaying Event Cheat Sheet

[MHR] Marvel Heroic Roleplaying Event Cheat Sheet

I'm gearing up to run Breakout for a gaming club at the FLGS, and in so doing found Marvel's Events are pretty well-organized as-is. That said, I find "useful-at-the-table" notes and summaries to be a great way to breakdown a pre-made adventure/scenario and get use out of the paper it's printed on, rather than never referring to it and killing trees for no reason. More importantly, there are enough moving bits in Marvel when you consider Scene Distinctions and various options for spending Doom Dice to add enemies or events to a scene that it's worth having a cheat sheet.

An example of how this translates to at-the-table use is that I can, at a glance, know what Scene Distinctions to write down on index cards (folded into "tents" and placed so everyone can see them at the table). Furthermore, it consolidates all the special uses of the Doom Pool for any given Scene, so I don't forget something in play or glance over important text that's buried in a paragraph of fluff in the book.

So I came up with what appears below for Breakout. I'm not posting this just to show off, but more to see what other people do to prep Marvel, and how it might help develop my own Events later on, once I've finished all the pre-made ones.

Let me know what you think.

Event Milestones (BR3)

*Liberate the Sentry

*Round Up the Fugitives

*SHIELD Super-agent

ACT ONE: BREAKOUT AT THE RAFT (BR4)

  • Doom Pool 2d6

  • 67 highly trained SHIELD agents (Expert SHIELD Agent BR7)

  • Foggy Nelson: acts as a mobile Scene Distinction; d8+ effect die can knock Foggy out and deliver =d Emotional Stress to his defender

  • Get Me My Gear BR14: d6+ doom die to re-power

  • The Man is Keeping Us Down BR15: villains begin with Drugged d10 or Dampened d10 complication; d10+ doom die to remove

Landing Deck

  • Open to the Elements

  • Reinforced Entry Bay Doors

Underwater Levels

  • Very Dark

  • Maze of Hallways

(Holding Cells):

  • Extraordinary Security Features

  • Power-Neutralizing Agents

Elevator Shafts & Air Ducts

  • Good Places to Hide

  • Enclosed Space

Power Plant

  • Stark Technology

  • Cheap Tech

Unlockables (BR18)

  • 5/10 - Unlock the Sentry

  • 5/10 - Unlock Champion Clearance with SHIELD

  • 5/10 - Unlock Redemption of a Raft Inmate

Buildup: Getting to the Action (BR8)

  • Electro BR9

  • (Optional) Chang to an Action Scene, adding Hydro-Man and Living Laser as a Team with Electro. For large groups, or split parties, add Silver Samurai and Mentallo as Buddies.

Action: Nefarious Escape (BR11)

  • Setting: Landing Deck?

  • Count Nefaria BR11

  • (Optional) Add Tiger Shark BR46 and Armadillo BR34 (remember chained together Complication), Living Laser BR 42, or Grey Gargoyle BR40

Action: Carnage In the Dark (BR12)

  • Setting: Underwater Levels

  • Carnage BR12

  • d10+ doom to spawn a Symbiote of Spawn BR13 that infects a non-powered inmate

  • (Optional) Add Cutthroat BR39, Jigsaw BR41, or Razor-Fist BR45 to take advantage of the chaos Carnage sows

Action: The Villainous Mob (BR14)

  • Setting: ?

  • Mob of Minor Villains BR14

  • (Optional) d6+ doom to power a villain from the Get Me My Gear list during the fight

  • (Optional) Add an opposing Mob of Minor Villains for a three-way fight

Transition: Talking to Bob (BR16)

Transition: Mopping Up and Investigation (BR17)

ACT TWO: INTO THE SAVAGE LAND (BR20)

  • Doom Pool 2d6

The Jungle

  • Dangerous Flora and Fauna

  • Tropical Wilds

Remnants of Civilization

  • Super-Science Domes

  • Overgrown

The Higher Ground

  • Covered in Grassy Plains

  • Strewn with Rubble

Action: Dinosaurs! (BR24)

  • Setting: The Jungle

  • Gigantic T-Rex BR25

  • Pack of Raptors BR25

Transition: After the Dinosaurs (BR25)

Action: Mutate Attack! (BR26)

  • Setting: any

  • Mob of Mutates BR26

  • As soon as Doom Pool +2d or Mob is defeated: add Barbarus BR26, Brainchild BR27, Lupo BR27, and Vertigo BR27

Transition: Captured (BR28)

  • (Optional) Brainchild’s Machines BR30

Action: Sauron! (BR28)

  • Setting: The Higher Ground

  • Sauron BR29

  • Any undefeated mutates from Mutate Attack! (Barbarus, Brainchild, Lupo, and Vertigo)

  • Heroes have Embarrassingly Restrained d12 Complication

  • d8+ doom to add Amphibius BR31, Whiteout BR31, or Worm BR31; d10+ for all three at once

  • d6+ for a Mob of Mutates

  • (Optional) As soon as Doom Pool +2d to have Black Widow and SHIELD Agents BR32 arrive to kill Sauron

Action: Rogue SHIELD Strike Team! (BR32)

  • Setting: Remnants of Civilization

  • Black Widow (Yelena Belova) BR32

  • SHIELD Strike Team BR32

  • (Optional) Black Widow has Sniper Rifle d8 Resource; Black Widow can use Explosive Bullets d8 Stunt