Infections, desperate measures, henchmen, resize clarifications, and starship rules — Secret Wars Expansion.
🩸 Self-Sacrifice — (p.164)
A hero out of Focus to spend who is (or would become) demoralized may declare self-sacrifice.
Effect: no longer demoralized until the battle ends; the Focus-spend cap is lifted; may spend Focus below 0, down to shattered but not past it. Each Focus spent after the declaration costs
1 Health, applied at the end of the battle (ignoring Damage Reduction and Elemental Protection).
If not killed, the hero must make an
Absurd Resilience check: fail = killed anyhow; success = Health falls to 0 and they fall unconscious.
👥 Henchmen — (p.154)
Fast Narrator-built mooks, weaker than their boss. Usually
Rank 1–2 (Rank 3 at most, for high-rank villains); always a lower rank than their boss.
Ability scores total
up to 5 × rank (simplest: each = rank, except one — often Logic — at 0).
One trait per rank; one power per rank (respecting prerequisites). Apply tags that fit the concept; otherwise skip tags.
🧟 Hunger Virus — (p.164)
Bite/scratch + at least 1 damage → immediate
Resilience vs. TN 25 (no action).
Fantastic: immune for 1 day.
Success: protected from that bite only.
Fail: infected — the virus incubates almost instantly and deals
dMarvel ×3 Health damage per round, ignoring Health Damage Reduction.
Healing powers can stave it off but
cannot cure it — the Cure-All power does not affect it at all. Resurrect revives a zombie only temporarily.
🪚 Amputation — (p.165)
If the infecting bite was not a Fantastic success, roll
1d6: 1 = left leg, 2 = right leg, 3–4 = left arm, 5–6 = right arm.
Amputate within
12 rounds: a helper attacks the infected character and needs a
Fantastic success. TN drops to 10 if the victim holds still; Damage Reduction still applies; self-amputation has trouble. The attack must deal at least
half the infected part's full Health. Success ends the infection. Narrator decides lasting effects (e.g. Mobility Issues).
🧟♂️ Undead Life — (p.165)
A victim who dies from the Hunger transforms into a zombie that hungers for living flesh. Their
Health returns to full and they gain the
Monstrous: Marvel Zombie origin.
🐺 Lycanthropy — (p.166)
Bite/scratch + at least 1 damage → immediate
Resilience vs. TN 25.
Fantastic: immune for 1 day.
Fail: fully cursed
dMarvel hours later (a Marvel result = end of combat). Those aware of their condition can transform willingly.
No known cure —
Cure-All does not affect it. The victim gains the
Monstrous: Werewolf origin (plus the Extraordinary Origin trait for free if they already had an origin).
🕷️ Spider-Virus — (p.166)
Bite/scratch + at least 1 damage from anything carrying it (even a bedbug). Characters with an origin other than Special Training are immune. Immediate
Resilience vs. TN 25 (Fantastic = 1-day immunity; success = protected from that bite).
Fail: gains the
Weird Science origin (+2 ranks; Mighty 1, Jump 1, Spider-Sense, Wallcrawling, Webcasting, Webslinging; +2 Resilience & Vigilance, +3 Melee & Agility).
Then
Resilience vs. TN 12 under great stress or a Spider-Queen mental attack: fail = third stage (giant spider form: Additional Limbs + Enhanced Senses 1, loses other powers, bound to the Spider-Queen's hive mind). Airborne within 2 spaces; on Spider-Island it affects the super-powered too (immune: Spider-Powers, symbiotes, synthetics).
📐 Resize Clarifications — (p.195)
Flight: most speeds are recalculated when size changes, but
Flight Speed does not change — the character flies at their regular Flight Speed no matter their size.
Growing Into Spaces: little-or-smaller occupants stay put (they can share the space). Average-or-larger characters are shoved to the fewest adjacent spaces possible. If what they push against is unmovable, the growing character moves their own center instead. Crushing someone = throwing yourself at them:
Agility vs. their Agility defense; failure damages the attacker, success damages both.
🚀 Starship Rules — (pp.182–184)
Starships as HQs: large starships work like regular vehicles but are big enough to serve as mobile headquarters — use headquarters traits and tags, plus the starship-specific ones below.
Faster-Than-Light Travel: Exo-Space (Hyperspace/Subspace — leave reality, re-enter elsewhere; tricky to navigate) ·
Wormholes (tunnels between two fixed points; natural ones last anywhere from eons to moments) ·
Teleportation (instant; portals work like wormholes) ·
Stargates (devices creating wormholes between two points; galactic empires network them).
Starship Battles: work like vehicle battles, but the stakes are higher — a disabled starship in space may mean everyone inside dies. A ship that stops working loses shields but keeps its momentum (speed + direction); it maintains life support unless destroyed.
Getting Spaced: destroyed ship = no life support; occupants without Environmental Protection take
dMarvel Health/round from asphyxiation (DR doesn't apply).
Moving in Zero-G: characters who can fly or swingline move normally. Otherwise they can't change direction unless they push off something — they float in a straight line at their last speed. Grabbable surfaces = use Climb Speed; a single push-off point = Jump Speed.
Explosive Decompression: Fantastic-success damage punctures the hull — everyone in the holed compartment has trouble on all actions for 1 round, then auto-repairs seal it.
Boarding: smash in with a damaging Fantastic attack (hole seals in 1 round), or attach boarding equipment (both ships within 10 spaces and stationary; Agility vs. TN 10 if resisted, must deal ≥1 damage).
Teleporting: shields block it. Treat the operator as having Teleport 2 + Teleport Other + Teleport Blind.
Starship Size (Team Rank 1–6): Average/Big/Huge/Gigantic/Titanic/Gargantuan — passengers 1/2/5/20/80/320 — Health 100/200/300/400/600/1000. Flight 36 with a star drive, 24 without. Cozy tag drops one size; Roomy bumps up one size. Ships can squeeze double passenger capacity.
🧊 Cosmic Cube — (p.170)
A containment unit filled with energy drained from the all-powerful Beyonders. The energy is sentient and can fulfill the wishes of the person who holds and commands it. The sentience interprets and fulfills the user's will as best it can — but it can misunderstand, so the user must literally be careful what they wish for.
A Cosmic Cube can be used to change reality, but it cannot affect the past or alter a person's soul. It can edit memories or create a new version of a person to make them think the past was different, but the original person's soul and the original timeline remain intact.
🛡️ Celestial Armor — (p.170)
A gigantic battle suit that serves not to give the wearer power but to help control and contain them. Celestials are beings of energy from outside the Multiverse; their armor lets them exist within reality and interact with it while keeping them and their surroundings relatively safe.
Inside: mechanical and electronic systems plus automated defenses. Celestials rarely die, but leave their armor behind — it can be repurposed (Avengers Mountain was originally the armor of the Celestial Progenitor).
🏭 Elemental Converter — (p.170)
Galactus keeps this massive device stored on the Taa II. It transforms a planet's energy into a form easier for Galactus to consume — a food processor on a planetary scale. Takes roughly 24 hours to assemble (half that in a rush).
Galactus usually protects it, but if drawn away or distracted, the Converter can be dismantled or destroyed — only a temporary reprieve, as he can rebuild it.
🎭 Eternity Mask — (p.171)
Fashioned from a bit of the fabric of the universe. Anyone who wears it has their powers increased to make them an equal match to any foe they face — but it does not reduce the wearer's existing powers, abilities, Health, or Focus.
Grants the wearer all the powers of any foe they face, boosts ability scores and Health/Focus to the foe's numbers, and grants the Intuition power. Wearing it does not guarantee victory — only an equal footing. It does not work when the user intends to commit evil acts.
👑 Galactus' Armor — (p.171)
Like Celestial armor, designed to help Galactus contain and control the incredible power he wields. He can survive without it, but interacting with matter without destroying it is harder.
If he removes his helmet, he remains solid; if he removes the whole suit, he transforms back into his natural state: a humanoid form of pure energy.
💎 Infinity Stones — (pp.171–172)
From the First Cosmos; each works fully only in its home universe (elsewhere they function but may shatter if pushed). Currently: Power (Violet), Mind (Yellow), Reality (Red), Soul (Orange), Space (Blue), Time (Green), Death (Black).
Each grants its listed powers plus unlimited Focus (spend up to 30 at once for narrative purposes). A single stone grants +1 rank; each stone within 100 spaces of another grants +1 rank to all the stones' users (max Rank 6).
Death: knows the location of everyone about to die; teleport anywhere; escort the dead; instantly kill with a touch (cannot spare the dying).
Mind: all Telekinesis + Telepathy powers (no prereqs); travel through dreams; construct psychic weapons; Brilliance 4, Uncanny 4.
Power: all Elemental Control (all types), Power Control, Super-Strength powers (no prereqs); Mighty 4, Sturdy 4.
Reality: alter physical reality; change size/density/composition; all Elemental Control (all types), Luck, Phasing, Resize, Teleportation (no prereqs); Flight 2, Mighty 4, Sturdy 4.
Soul: examine/reach into souls to damage, heal, or alter; all Healing + Telepathy (no prereqs); conjure soul-based constructs; Discipline 4, Uncanny 4.
Space: travel in space; control positions of things; teleport anything any size over unlimited distances; all Teleportation (no prereqs).
Time: slow, speed up, freeze time; age or youthen people/things; see past and future; all Omniversal Travel (Time) + Sixth Sense (no prereqs).
🧤 Infinity Gauntlet — (p.172)
When the Infinity Stones are gathered together and controlled by a single person, they grant unlimited power and the user becomes Rank X. A right-handed golden glove with a slot per finger plus one on the back of the hand.
Makes its user one of the most powerful beings in the universe — only Eternity, Infinity, the Living Tribunal, and the One Above All can counter it. The user is effectively omnipotent: remake all reality in their universe at will. The only limits are their imagination and, perhaps, their arrogance.
⚛️ ISO-8 — (p.172)
Also known as neutronium. A material usually found in Exo-Space — the pure creative force from which reality is created. Earth-15513 (the universe that held Battleworld) had large amounts; the Elders of the Universe fought over it, assembling it into an ISO-Sphere.
In game terms, each shard grants a user a pool of
100 Focus points to use at will, without normal rank-based limitations. Once consumed, the shard vanishes.
🔮 ISO-Sphere — (pp.172–173)
Uses Celestial technology to collect and control ISO-8. Fills like a ball of glass with liquid; when complete, forms a transparent, spiked casing hovering near its controller. Takes 1,000 ISO-8 shards to fill — nearly impossible under most circumstances.
Functions much like a Cosmic Cube, limited only by its user's imagination. If two people struggle for control, the one with the stronger desire becomes its controller.
💜 M'kraan Crystal — (p.173)
A purple crystal the size of a truck, on a planet near the galaxy's center, guarded by Jahf and Modt. Serves as the Nexus of All Realities — those who enter can travel to any other universe in the Multiverse or to the Panoptichron; even a shard grants this to its holder.
Supposedly houses the White Hot Room. Said to exist in all universes simultaneously — destroying it could wipe out the Multiverse.
🚪 Siege Courageous — (p.173)
A door-sized portal the controller can use to teleport to any other place on the same planet. The user must know the intended destination but need not have been there before. When activated, a similar portal opens in the new location; it remains open on both sides until deactivated, and can be deactivated from either side.
☄️ Ultimate Nullifier — (p.173)
A pistol-sized weapon that can theoretically destroy the universe. When fired, it eliminates whatever target the user wishes — but if the user's mind isn't powerful enough, it eliminates them as well. A Rank X user could fire it without dying and even make it so the target never existed.
Galactus normally keeps it on his starship, the Taa II, and can recall it at will. (See The Cataclysm of Kang for more on this weapon.)