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Hazards[]

Hazards are non-sentient threats that nevertheless pose a substantial challenge to the heroes to deal with them.

They do not have Affiliation, Distinction, or Specialty Dice.  Instead they have a Hazard Pool that fluctuates in size much like the Doom Pool.    Hazards take an action in the action order just like any other character, rolling the Hazard Pool plus any appropriate Power Die and Asset Die.  You may also add one Stress die and one Complication die from among those on potential targets, but those targets must be assigned effect dice after the roll is made (see below).

Hazards can receive Complications, but cannot be Complicated out of the scene.  Only Stress can deal with them.  They may be totally immune to certain kinds of stress (usually Emotional and Mental).

All Hazards have the following SFX and Limits.  [COLOR} means add appropriate thematic language to the SFX/Limit to match the Hazard's theme.

SFX: Multi-Attack - All dice not used for the total are effect dice; assign one per potential target.  If you used a Stress or Complication die, the source of that die must be one of the targets.

SFX: Immunity to Most Damage - you need to stunt around this immunity or use [COLOR] attacks.

SFX: Spread/Increase/Grow - On an opportunity, instead of adding a d6 to the Doom Pool, you may add 2d6 to or step up the lowest 2 dice in the Hazard Pool.

Limit: Hunger/Need/Fuel - If the Hazard starts its turn with the same dice as it ended the last turn, step down the highest Hazard Pool die.

Limit: Stress - whenever the Hazard takes Stress, remove the largest die from the Hazard Pool equal to or smaller in size than the Stress inflicted.  A Hazard may targeted with the same roll with more than one Stress Effect die. If there is no die that can be removed, step down the smallest die in the Hazard Pool. If the Hazard Pool is ever empty, the Hazard is dealt with and removed from the scene.

Examples[]

Forest Fire[]

Hazard

Powers[]

  • Flames d8

SFX[]

  • Multi Attack: All dice not used for the total are effect dice; assign one per potential target.  If you used a Stress or Complication die, the source of that die must be one of the targets.
  • Immunity to most Damage: You need to stunt around this immunity or use Water/Cold attacks. 
  • Spreading the Flame: On an opportunity, instead of adding a d6 to the Doom Pool, you may add 2d6 to or step up the lowest 2 dice in the Forest Fire Hazard Pool. 

Limit[]

  • Endless Hunger: If Forest Fire starts its turn with the same hazard dice it has ended its last turn step down the highest hazard die.  
  • Stress - whenever the Hazard takes Stress, remove the largest die from the Hazard Pool equal to or smaller in size than the Stress inflicted.  A Hazard may targeted with the same roll with more than one Stress Effect die. If there is no die that can be removed, step down the smallest die in the Hazard Pool. If the Hazard Pool is ever empty, the Hazard is dealt with and removed from the scene.

Black Death[]

Hazard

Powers[]

  • Deadly disease  d8

SFX[]

  • Multi Attack: All dice not used for the total are effect dice; assign one per potential target.  If you used a Stress or Complication die, the source of that die must be one of the targets.
  • Only a Cold: Black Death only inflicts Illness-related complications. 
  • Immunity to most Damage: You need to stunt around this immunity or use a Cure asset/resource or healing power. 
  • Contagious Disease: On an opportunity, instead of adding a d6 to the Doom Pool, you may add 2d6 to or step up the lowest 2 dice in the Hazard Pool.

Limit[]

  • Endless Hunger: If  Black Death starts its turn with the same hazard dice it has ended its last turn step down the highest hazard die.  
  • Stress - whenever the Hazard takes Stress, remove the largest die from the Hazard Pool equal to or smaller in size than the Stress inflicted.  A Hazard may targeted with the same roll with more than one Stress Effect die. If there is no die that can be removed, step down the smallest die in the Hazard Pool. If the Hazard Pool is ever empty, the Hazard is dealt with and removed from the scene.
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