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This is not a conversion of one rules system to another, but rather a set of rules to convert the cardplay rules for the new Marvel Super Heroes game to use dice instead. This page is presented because not everyone likes using cards, or as one friend put it, "Revolutionary cardplay system my ass!"
Standard stuff (paper, pencils, friends, a table, a roof so your statsheets don't get wet if it rains, etc.). Also, put the "fate deck" up and get some dice. For the actual gameplay itself all you need are a few 6-sided and 10-sided die (one of each for each player and the Narrator). For character creation, however, you should have a 4-sided and a 20-sided.
OK, instead of 10 cards, you have 10 rolls. Your first roll is for calling. Roll the 20-sided on this chart:
1: Adventurer 2: Animal Nature 3: Exemplar 4: Explorer 5: Gloryhound |
6: Guardian 7: Idealist 8: Investigator 9: Majesty 10: Mentor |
11: Outcast 12: Peace of Mind 13: Protector 14: Repentant 15: Responsibility of Power |
16: Soldier 17: Thrill Seeker 18: Uncontrolled Power 19: Vestige of Humanity 20: Youthful Exuberance |
You have the option of taking the calling you rolled, or rejecting it. If you take the calling, then you get 10 dice rolls, and you can swap any dice roll of your choice for another roll (but you must take that roll even if it's worse). If you reject the calling you rolled, you get 9 rolls. NOTE: If you're going to use a villainous calling, you may as well skip this step and just go with the 9 rolls
Now, you have to assign at least one of your rolls to each of the four attributes.Roll 1D10 and 1D4. The 10-sided represents the value of the card. The 4-sided represents the suit. 1 is strength, 2 is agility, 3 is Intellect, and 4 is Willpower. Assign the value to the attribute and then assign a code to it. If the suit you rolled is the same as the attribute you are rolling for, the code is C, if it is different, it is D. You now have 6 rolls left (5 if you rejected your calling)
From here on out, you roll for the "card" but now you use two 10 sided. Before rolling, you must call which die is for the value and which is for the suit. Now suit rolls use this chart:
1-2: Strength
3-4: Agility
5-6: Intellect
7-8: Willpower
9-10: Quake II, er I mean Doom
For each roll, you apply the value and suit to an attribute or to a power. The rules are unchanged at this point. You can only add 2 more rolls to each attribute. Rememebr to adjust attribute codes and power stunts as you would if you were using the cards.
Of course, you can spend a high non-doom roll on the edge/hand size stuff or take a hindrance to try to get another roll. To get another roll for a hindrance, you have to do an aura read. This is where your 6-sided comes in. You only get the extra roll for a positive read.
1-2: Negative
3-4: Neutral
5-6: Positive
Resolving Actions (Cardplay to Diceplay)
For each action, players and GM roll for a single "card". Use the suit chart from above and roll for value as normal. (The PCs are basically using the NPC rules the Narrator used to use). Use trump and edge rules as normal for cardplay.
Any time a player rolls a doom, the Narrator jots that 1/4 of that value down on a tally sheet (round down), and can use any or all of those doom rolls to boost any of his rolls (I divided the doom since the players can't avoid playing doom rolls)
A final note: In the real cards system, non-doom cards can only go to 9, while doom cards go all the way to 10. You can rule that any non doom roll of ten is rerolled, or that non-doom 10s count as 9, or just leave the non-doom 10s in there. It's your call
Excelcior! Or maybe Caesar's Palace?