A scene can have 1 or 2 Scene Traits to begin with, with more added or removed as the story develops. Scene Traits are often sensory or environmental conditions that provide color: things like "Dark Narrow Alley", "On Fire", "Pitch Black", "Screaming Civilians", etc). A Scene Trait can be invoked by any PC or NPC and used instead of one of their own Traits to draw a card when performing a Feat, Stunt or Favor check.
Add up all of the PC's Q Scores + any unspent XP they possess + values of any Nemesis Complications. This is the number of Build Points you as GM have in your budget.
Mooks are a dime a dozen; 12 Mooks cost 10 BP.
Each subgroup of Mooks draws their own initiative card.
They perform Feat checks by:
Play a single card from the GM's hand
Draw the top card from the deck for the Mooks' Trait (usually the word used to describe their role— how such a minor character would be listed in the credits of a movie: cop #2, soldier #3)
A ♠ played or drawn for the Trait adds 2 points; cards in the other two off-suits are still only worth 1 point.
Add a bonus for the number of mooks participitating in that Feat (ex: five Mooks opening fire on Domino this turn would add +5.)
A mook is dispatched by playing a single red chip against them.
Spend BPs as per char gen rules to create the "Named" NPCs (villains & their lieutenants). They use the same rules for Feats and Letters as PCs.
Spend BPs to create Set Pieces and Props-- Tools which all of the NPCs and Mooks can potentially use and add to their action checks: secret lairs, doomsday devices, etc.
GM can also save BPs and spend them during session to buy Chips: 1 BP = 3 Chips in any color combo.
A typical encounter should cost about 20-25% of the budget.
An encounter to conclude a session that includes a "level boss" NPC should cost 30-50% of the budget.
A climactic encounter with the super villain nemesis of an entire story arc should cost half the budget or more.
A typical session will be 2-4 encounters, with interlude scenes in between where the PCs prep, investigate, heal and recharge, etc.
Sample session:
The first session for four brand-new 21 point PCs = 84 BP budget: "The Latverian Job"
First encounter: fight the Mechanical Minions of Doctor Doom on the streets of the capital- 20 BP for 24 Mooks
Second encounter: assault on Castle von Doom- 20 BP for 24 Mooks, 44 BP for Dr Doom.
The "sweet spot" is 5-10 XP per player each session.
POTENTIAL NEW XP SPENDS?
Purchase an oft-used Letter of Credit item as a Deed of Trust: a Deed is essentially a permanently-owned Letter of Credit which can convert cards played through it into the Deed's suit. Deeds represent the most iconic and character-defining items of the MCU— Thor's hammer Mjolnir, Tony Stark's Iron Man armor, Captain America's vibranium alloy shield.
How often a Deed can be invoked depends on its XP cost, and each step must be purchased in succession to create more powerful Deeds that can be used more frequently:
25 XP: Once per Session
+25 XP / 50 XP outright buy: Once per Turn (the Deed can be used by the player once during each of their storytelling turns.)
+50 XP / 100 XP outright buy: At Will (the Deed can convert cards whenever desired, during both the own turn or during other players' turns as part of a supporting or defensive action.)
A Deed can have multiple suits assigned to it if further XP are invested in it.
Example: Mjolnir is an At Will ♣ and ♠ Deed, costing 200 XP to purchase
A Deed's initial cost can be reduced by 5 XP if it is attached to a Tool of the Trade; if that Tool's bonus is ever reduced to 0, the player can not invoke the Deed's power until the Tool is repaired.
Example: Iron Man's Mark III armor is a Tool +10; it'll cost him 20 XP to also make it a Once per Session ♣ Deed.
Unlike Letters of Credit, Deeds of Trust cannot be removed from play by spending Plot Points against them. Note however, that certain storytelling situations may come up where it will be dramatic to have a Deed be unavailable to a character for a time.
Purchase an oft-used Letter of Introduction or Letter of Intent face card as a Sidekick or Signature Stunt. This essentially allows the player to perform another Feat Check during their turn without having the requisite face card in their hand.
How often a Sidekick/Signature Stunt can be invoked depends on its XP cost, and each step must be purchased in succession to create characters that can be called upon more frequently/Stunts that can be used more often:
25 XP: Once per Session
+25 XP / 50 XP outright buy: Once per Turn (it can be used by the player once during each of their storytelling turns.)
The Sidekick's/Signature Stunt's power level (the comparable face card associated with it) depends on the amount of XP invested into it, and each step must be purchased in succession to increase ability to the next tier:
10 XP: Jack of a particular suit
+15 XP / 25 XP outright buy: Wild Jack (the Strong Suit is whatever the player desires for the Feat they're about to perform).
+15 XP / 25 XP outright buy: Queen of a particular suit
+25 XP / 50 XP outright buy: Wild Queen
+25 XP / 50 XP outright buy: King of a particular suit
+50 XP / 100 XP outright buy: Wild King
The initial cost for a Sidekick/Signature Stunt can reduced by 10 XP if a restriction is placed upon it: its use is tied to one of the character's Attributes, and that rating is reduced when the minion is called upon; it is tied to a Tool, and if that Tool is reduced to 0 you lose use of it; etc.
Example: Doctor Strange is the Summoner Supreme— he can call upon a Wild King once per turn. This ability is linked to his "Sorcery" ♠ Attribute, so every time he summons an extra-dimensional being that score is reduced by 1. This ability cost him 140 XP.
Characters who have stats rated in the double digits are said to possess Omega-levels of power. Armed with these Attributes and Tools alone, such characters are often able to achieve Astounding Successes no matter what cards they have in their hands or what the luck of the draw is for a Trait.
However, with the proper training and motivation, such characters are capable of even greater things... of achieving Successes beyond the ken of "average" heroes!
By spending 50 XP, a player can add a new "Epic" tier to their Success Chart, allowing them to earn 10 Chips on Successes 31+. (They now earn 5 Chips on Successes 21-30.)
Further 50 XP expenditures can unlock even higher tiers of success, as per the chart below. Each tier must be purchased in succession.
The GM is given a budget of creation points with which to create the NPC enemies. This budget is equal to the sum of all of the character’s Issue #1 Collector’s Values. So, in a session with four starting characters, the GM’s budget will be $1.24 (4 x 31¢ = 124).
Rounds of Play:
Round 1: What?
The call goes out! Something bad is happening and the heroes need to help!
The GM has a Budget (equal to the sum of all of the character’s Collector’s Values) with which to build the opposition (see page XX, Building the Opposition).
The GM will purchase an enemy (or enemies) for the heroes to combat during the 1st Round... these will be the minions of whichever mysterious supervillain is revealed during the next round (see below). The GM should spend approximately one-third to one-half of their available budget on adversaries and challenges to be confronted in the 1st Round.
The GM begins the session by setting up the what and where of the danger that's afoot: perhaps a city is being held for ransom with a doomsday device! A scientist has been kidnapped! A robot army is on the march! (see ‘An Adventure is in the Cards’ for adventure seeds).
The heroes need to spring into action and figure out how to stop them!
Everyone at the table plays a card from their hand to determine Initiative. High cards go first. On a tie-- compare the comparably suited Attributes of the characters, and the higher goes first (ex: a 10 Hearts played by hero with Social 6 beats a 10 Diamonds played by hero with a Mental 4). If that's still a tie, the players should just rochambo (rocks/scissors/paper) for it!
Each player will now take a turn describing what their hero does to combat the menace posed by the minions. On their turn, the GM gets to fight back.
Round 2: Who?
The heroes now need to uncover who is behind the plot. Going clockwise around the table, each player gets to perform a scene in which their hero beats the bushes, runs forensic experiments, etc. in an effort to discover who is behind the nefarious deeds put into gear in Round 1. Each player gets one turn to perform an Action or Feat Check, and to play any Letters. Any and all of these can be used to represent their investigation scene in the story.
Once every player has had their investigation scene, they will now bid for right to reveal the Nemesis and claim this Issue as part of their series. The GM will run this Auction, and whichever player wins must pay for it using the Change they have in their hands. This Change is added to the pot, and the GM also gets to add this amount to their Budget.
The session being played becomes the next Issue in the series of whomever wins the Auction. This player now gets to decree who is behind the plot—their investigation proves beyond a shadow of a doubt, that the mastermind is their dreaded Nemesis! They can now briefly describe to the rest of the group a backstory and some powers for their hero’s Nemesis, although the GM will still be responsible for stating up the Nemesis.
Once you have won the Nemesis Auction, check off the ‘0’ Nemesis Complication on your character sheet. You will not be able to bid in any future Auctions until every other player in the gaming group has had their own chance in the spotlight… so for the next several sessions, you'll be a guest star in the Issues of the other heroes' comics.
Round 3: Why?
The heroes will now go forth and do battle with the Nemesis and their minions. The GM will spend the remainder of their Budget building the Nemesis and any remaining Henchmen and Minions.
Everyone plays Initiative cards, and a battle royale ensues.
This round is called Why? because invariably, the Nemesis will monologue during their turn, and bloviate about their scheme.
Round 4: And How!
Once the heroes have defeated the Nemesis and his Minions, it is time for them to earn their reward. All Change spent by the players (and NOT the GM!) during the session as Offensive, Defensive and Plot Change is placed into a container or bag called The Pot.
At the end of the session, the heroes must discard any unspent Change they have remaining in their hands. The Change in The Pot is totaled, and divided amongst the players to reward them for a job well done.
The player who won the Auction gets to claim half of The Pot as their Pocket Change reward. The other half of The Pot is divided evenly between the rest of the players in the session as their heroes’ Pocket Change rewards, with any remainder going to a player chosen by the GM as a bonus for excellent role playing.
Players can now spend their Pocket Change to improve their characters (see pg XX, Character Advancement). Pocket Change may also be saved and cashed in and spent as Offensive, Defensive, or Plot Change during future sessions.
Building the Opposition:
The GM gets an initial Budget equal to the sum of all the character’s Collector’s Values. During the session, the GM will earn additional funds based on the auction price of the current Issue, plus any bonuses points provided by players taking one of the Nemesis Complications for their characters.
With this budget, the GM will build Adversaries and Challenges which the characters will need to overcome in Rounds 1 and 3.
Adversaries:
There are four kinds of non-player character adversaries heroes will combat during a session:
Mooks are low powered grunts. They cost a dime a dozen (for 10¢ the GM can buy twelve mooks). Mooks can only take one hit before they are removed from the game-- they are knocked unconscious or otherwise rendered helpless. They no longer count towards Actions performed on their turn, and are fit only to be tied and taken prisoner.
Rather than having individual stats and performing individual Action Checks, the GM should assign a group of mooks to attacking a single Hero, and make an Action Check for the entire group (if a group of five mooks are attacking Phosgene, the GM will make one Action Check for the entire group).
To make an Action Check for mooks, he GM plays a card from their hand and adds a bonus equal to the number mooks in the group. Note that since they do not have any assigned Attributes, any ♠
drawn for a Minion’s Action Check will only be worth 1 point toward Success.
Example: Five gangsters are opening fire on Phosgene, so the GM makes a Physical Action Check. He plays the Seven of Clubs from his hand, yielding a success total of 12 (5+7=12). The GM earns 2¢ with the Check.
On his turn, Phosgene performs a Feat Check, unleashing Chemical Warfare with Rage. He earns 5¢ and dispatches all five gangsters.
Minions are slightly more powerful than mooks, but are usually average people who would be identified by their job function in the closing credits of a movie (‘Cop #1,’ ‘Lab Assistant #2,’ or ‘Soldier #4’). Minions are often the leaders of squads of mooks.
A single minion costs 10¢, and they have 10 creation points, usually allocated as follows: 2 in each of the four Attributes (Average Rank), 1 Trait, 1 Tool +1 (although a minion’s stats could be certainly customized).
Minions can perform Action Checks but not Feat Checks, and they do not have the padding of Complications... if one of their Attributes is reduced to zero, they are knocked unconscious or otherwise rendered helpless. They can no longer perform Actions on their turn (unless they are healed), and are fit only to be tied and taken prisoner.
If acting as leader for a squad of mooks, the minion will perform the Action Check for the entire group (Attribute + Action Card + Trait Card + Tool Bonus) and then get to add an additional bonus equal to the number of mooks under their command.
Example: The professor and seven grad student mooks work on a formula to counteract Phosgene’s chemical weapons. The GM makes a Mental Action Check for the professor: Mental 2, plus he plays the Six of Diamonds from his hand, and draws the four of hearts from the Action Deck for the professor’s ‘Chemistry’ Trait, plus 7 for the grad student assistants, yields a success total of 16 (2+6+1+7=16). The GM earns 3¢ with the Check.
Henchmen are more powerful NPC villains. Like minions, they are actually built by spending creation points to purchase Attributes, Traits, and Tools, with each creation point costing 1¢. Henchmen can perform Action Checks, and if points are spent to purchase a Power Rank (10¢ for Vigilante, 20¢ for Hero, 45¢ for Superhero, etc) they will have powers and their own Villain Deck with which to perform Feat Checks as well.
Examples:
A 62-point giant Robot: 20/10/5/5; Giant robot smash, Lasers; Huge metal body +10, Lasers +10.
A 62-point super villain: 15/9/8/10; Power Rank: Hero (2 cards per Feat Check).
If one of their Attributes is reduced to zero, a Henchmen must check off one of the following Complications:
Injured (cross out one Trait)
Weakness (no Power of that suit)
Doubt (no Motivation of that suit)
Once they have exhausted all of their Complications and take an additional hit to that Attribute, they are knocked unconscious or otherwise rendered helpless. They can no longer perform Actions and Feats on their turn, and are fit only to be tied and taken prisoner. Depending on the circumstances of the story, a GM may instead decree the Henchmen have been killed… or are at least presumed dead.
Nemesis: The Nemesis will have full use of a Villain (nee Hero) Deck, and automatically have a Power Rank of Vigilante for free (and this can be further improved by spending money as per the character creation rules).
If a Nemesis' Attribute is reduced to zero, they must check off one of the following Complications:
Injured (cross out one Trait)
Weakness (no Power of that suit)
Doubt (no Motivation of that suit)
Once they have exhausted all of their Complications and take an additional hit to that Attribute, the Nemesis is either captured (only to escape in a future Issue!) or is presumed dead (only to reappear later!) But a wise Nemesis will often retreat with a shake of their fist and a curse upon their lips, long before they are brought so low…