Shift 0 -40% Remarkable +15%
Feeble -20% Incredible +20%
Poor -10% Amazing +25%
Typical 0% Monstrous +30%
Good +5% Unearthly +35%
Excellent +10% Shift X +40%

Alert Bonus (Rolls Totaling 101 or More)
Sometimes characters become alert at specific moments during certain events. These characters were able to determine the quickest response during this round which offered them a reaction bonus for the next round. Positive equated initiatives over 100 offers the player a +5 Alert Bonus to their Initiative modifier for the next initiative round. If there are no other rounds after the bonus was gained, the character looses the bonus.

Awe Penalty (Rolls Totaling 0 or Less)
Sometimes characters become in awe during certain events. When a player has a negative equated initiative, the result penalizes the player forcing their character in awe. The player looses their turn during this round until they are able to collect their wits for next turn. At the start of the next round, roll for initiative again.

Each turn is six (6) seconds of “real” time (about the amount of time that takes place in a panel of a comic story). There are therefore ten turns to a minute, and 600 turns to an hour. Turns are only important when time is a crucial factor, such as situations where the character must find a bomb before it explodes, chase down a suspect, or battle with an opponent. Most of the time, the Judge will not have the players run through periods of waiting. If the characters decide to wait ten minutes for a bus, the Judge does not run through all 100 6-second turns of that wait (unless, of course, a villain pounces upon the characters as they wait, at which point time is suddenly crucial). A turn proceeds in the following fashion:

1 Roll Initiative. Initiative is only important when one action may change or override another action. The side with the highest initiative has its actions take place first. Initiative is usually used in combat and other damage-inducing situations.

2 The Judge (GM) determines what is happening in the world around your character, involving those characters and actions not controlled by the players. He/She notes these to him/herself, or, if he/she wishes, writes them down (writing things down is generally time-consuming, but helps in key situations).

3 The players in turn announce what their characters are doing. Player’s may perform more than one action during a turn, but this may limit the success of other actions; See Combat & Tactics

4 The actions of the side with initiative take place. Run either the Judge’s or the Player’s actions, depending on which side got the high initiative

5 The actions of the side that got the higher roll take place. Run the remaining side’s actions.

After each player has decided their intended actions for a turn, each player & the Judge rolls for initiative. The person with the highest roll is considered to have “won” initiative, and gets to move first. All other player’s actions take place in sequence from highest to lowest. At the start of the next round, roll for initiative again, provided there are still at least two combatants whose actions will interfere with each other. Karma cannot be used to manipulate initiative. Each player adds to their initiative roll a modifier based upon their character’s
Intuition rank.


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