Now in its eighteenth year, Free RPG Day for 2025 took place on Saturday, June 21st. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.
Monday, 23 June 2025
[Free RPG Day 2025] The Avengers Expansion Preview
Sunday, 18 August 2024
Marvel Merc Mayhem
Deadpool Role-plays the Marvel Universe opens with an eight-page comic strip that introduces each of the Player Character options for the scenario—and not just for the Narrator, but also the players which can read this strip to get an idea of how each of the cast should be played. Then it is into the scenario and explaining what the Narrator requires to run it. This is no more than the Marvel Multiverse Role-Playing Game core rulebook, from which the Narrator will need to draw several NPC villains who will appear in the scenario. The advice for the Narrator is to keep it moving and to keep it light and not too serious. This affects the tone of Deadpool Role-plays the Marvel Universe, but it is more tongue in cheek and slyly snide, rather than in your face and obnoxiously insulting. So, it is not adult in tone and thus is suited for a teenage audience.
The scenario starts with the Player Characters individually hired by Deadpool and asked to meet at a shipyard. This triggers the first action scene in the scenario as the Player Characters have to make a run in between and over the shipping containers, all whilst under attack, before they get to meet up with their employer. At this point, Deadpool explains that he is trying to set up his mercenary agency, but all of a sudden, the pool of soldiers for hire seems to be shrinking and he suspects that something or someone is behind it. Deadpool wants the Player Characters to investigate and if they are successful, he might have more work for them. This assignment will take the Player Characters around the world and back again, starting in New York at the Lower Manhattan Mercenary Job Expo. This is a fun scene in which the Player Characters get to attend a jobs fair where the possible employers are A.I.M., The Hand, Hydra, Latveria, and others, and sell themselves as well as investigate who might be hiring all of the hired guns. The persons or organisations responsible are present, but the other potential employers lend themselves to further missions for the Player Characters to undertake beyond the pages of Deadpool Role-plays the Marvel Universe. Subsequent chapters will see the Player Characters participate in an underground tournament over the skies of Madripoor, before having to fight to save the day, and lastly, confront the scenario’s actual villain in a deathtrap maze!
There are a few notes on continuing the adventure after Deadpool Role-plays the Marvel Universe, but the scenario is rounded out with all of the write-ups for its Player Characters and some of its NPCs. The others appear in the pages of the Marvel Multiverse Role-Playing Game core rulebook. Included here is the new Power, ‘Power Slider’. This specifically for the version of She-Hulk which appears in the scenario as her power wanes when she gets angry. ‘Power Slider’ is for powers that change due to certain circumstances or situations.
Physically, Deadpool Role-plays the Marvel Universe is bright, colourful, and exciting, with lots of Marvel Universe artwork as you expect and want. The writing is decent and if you are not reading the Deadpool dialogues in the style of Ryan Reynolds, then you are not fulfilling that secret contractual obligation you signed when you purchased the book. In which case, Ryan Reynolds’ lawyers will be in contact with you shortly.
Deadpool Role-plays the Marvel Universe is an action-packed, fun scenario for Marvel Multiverse Role-Playing Game which should take a session or two to play through. Although the players could create their own, it gives a chance for the players to roleplay some lesser-known characters from the Marvel Universe and throw them up against a threat that Deadpool could deal with, but honestly can’t be bothered. Which makes for a good one-shot and the chance for the players to make these lesser lights their own rather than necessarily adhering to their portrayal on the page or on the screen.
Monday, 8 July 2024
[Free RPG Day 2024] X-Men Expansion Preview
Now in its seventeenth year, Free RPG Day for 2024 took place on Saturday, June 22nd. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.
The bulk of the Marvel Multiverse X-Men Expansion Preview is dedicated not to the X-Men, but a team which it always preferred to keep secret—X-Force. As explained in this potted history, X-Force carried out the tasks which the X-Men could not. As the leading protectors of Mutants in the Marvel Universe, the X-men had to be heroic and be seen to be heroic—in all senses of the word. Not so the X-Force. Its members could use force, subterfuge, and militant means to carry out its mission of dealing with threats to Mutant-kind. They could even kill if necessary. A cross between spies, vigilantes, and special forces operatives, they did the dirty work that the X-Men could never do and never sanction. In game terms, this means that members of X-Force are not always heroic and their operations often stray into morally grey areas. The history of the X-Force includes seven different line-ups and details locations important to the team, such as the Xavier Institute for Higher Learning, S.H.I.E.L.D. Helicarrier Pericles, and Cavern-X. Floor plans for the latter, a case base in Arizona, are also included.
Sunday, 30 June 2024
Getting Marvelous
The Marvel Multiverse Role-Playing Game leaps into the mechanics first. It uses what the game calls the Marvel 616 System. This is named for Marvel-616, the universe where the majority of the stories are told in the Marvel comics and the Marvel Cinematic Universe. That conceit aside, the Marvel 616 System uses three six-sided dice. The middle one of these is called the Marvel die and is either a die of a different colour or an official Marvel Multiverse die which has the Marvel logo on the six face. To have his hero undertake an action, a player rolls the three dice or ‘d616’, adds the relevant ability score, and if it is equal to, or exceeds, the Target Number succeeds. A Target Number typically ranges between eleven and sixteen, but can be further adjusted depending upon how trivial or absurdly difficult the action is. There are three possible special outcomes. One is if the result on the Marvel die is the Marvel logo or a six on the die of a different colour. This is a Fantastic Success and will typically double damage inflicted in combat or grant an ‘Edge’ or bonus on the hero’s next action. It is possible to roll a Fantastic Failure, meaning that the result on the Marvel die is the Marvel logo, but that the roll has failed. This means that although the action has failed, something beneficial has still happened to the hero. This is handled as a narrative effect. There is no critical failure mechanic. There is however, an ‘Ultimate Fantastic Roll’. This is a roll of a six on the two standard dice and the Marvel logo on the Marvel die, which guarantees a success on the action no matter how difficult, and enables the hero to ignore any Troubles besetting him. The dice can also be modified by Edges and Troubles. An Edge comes from favourable circumstances and allows one die per Edge to be rerolled and the highest value used, whilst a Trouble comes from unfavourable situations and forces a player to reroll one of his highest dice results per Trouble and use the lowest value. Edges and Troubles cancel each other out.
Combat uses the same mechanics, beginning with rolling for initiative. This roll cannot fail, as it determines the order in which the combatants act. The fun wrinkle here is that if a Hero or a villain rolls a Fantastic Success, then they have a bonus round in which only they act! A Hero can take one standard action, such as attack, dodge, escape, grab, move, and so on per turn, as well as a reaction like escape, fastball special, help teammate, skulk, and more. Attacks are made against a defender’s Defence Scores—derived from his abilities—and the damage determined by the result of the roll of the Marvel Die, which is then multiplied by the attacker’s Rank. The multiplier for the damage can be altered by the attacker’s powers and decreased by the defender’s powers. It is easy for a Hero to inflict sufficient damage to kill, but the default assumption is that any character with the Heroic Tag will hold back sufficiently to inflict enough damage to take a defender out of a fight, but not kill him. If the Heroes or villains are members of a team, then together they can also perform a team manoeuvre, such as “Avengers Assemble!”, once per fight, which can be an offensive, defensive, or rally team manoeuvre. It costs Focus per participant to activate a manoeuvre. The rules also cover attacking and ploughing through objects, whilst a knockback effect requires the Mighty power and a Fantastic Success to succeed.
Some twenty powers—or rather power sets—are described in Marvel Multiverse Role-Playing Game, from Elemental Control, Illusion, and Magic to Telepathy, Teleportation, and Weather control. Each power consists of at least one basic power and then extra powers which alter or improve the basic power. These are ranked, so that the basic power is Rank 1 and then the other Rank 2, Rank 3, and so on. For example, Phase Self is the Rank 1 power for Phasing, but Phase Object and Partial Phase are Rank 2. In addition, there are Basic Powers. These include Brawling, Combat Trickery, Flight, Iconic Weapon, Mighty, and more. Most require the Special Training Origin to have, but Special Training is the means by which highly skilled characters, such as Hawkeye or Shang-Chi, can be created. Overall, the powers and power sets cover most of the hero types that a player might want to design, but what they are not, is necessarily flexible. Each power does a set thing and what a Hero is in general not trying to do is push the envelope beyond those limits. There is scope for it narratively, at least, if a player rolls a Fantastic Success.
A Hero in the Marvel Multiverse Role-Playing Game has a Rank, which determines how much damage he can suffer, how many points can be assigned to ability scores, and how many powers and traits he can have. The Rank ranges from Rank 1 and Rookie to Rank 6 and Cosmic. He has six abilities. These are Melee (which also covers strength), Agility, Resilience, Vigilance, Ego, and Logic, and together they form the acronym, M.A.R.V.E.L. They can be zero or less, but they can be much higher. Each works as a straight modifier in the Marvel 616 System. Health is how much damage a Hero can suffer, whilst Focus represents his concentration and willpower. A Hero has karma equal to his Rank. Karma is spent to inflict Trouble on a villain or to give a Hero an Edge. Once used, it is earned through good roleplaying, being heroic, use of a Hero’s catchphrase at the appropriate time, and if a Trait causes the Hero a problem.
A Hero will have several Traits and Tags. Traits typically provide an Edge, whilst Tags are roleplaying hooks. For example, Ms. Marvel has the Traits of Determination, Glibness, Honest, and Quick Learner, and the Tags of Heroic, Inhuman Genes, Mentor: Captain Marvel, Obligation: School, Secret Identity, and Young. Glibness allows her to talk to anyone for the first time and persuade them to give her a hand, which gives her an Edge of her Ego checks, whilst Obligation: School will cause her problems if she fails to attend school or do her homework. A Hero’s Traits and Tags are derived from the two elements of his Backstory, his Origins and Occupation.
Creating a Hero is a matter of a player making choices based upon the Hero’s Rank, assigning Ability points, and then choosing Origins and Occupation, followed by powers. Notably, if a Hero has powers from fewer Power Sets rather than more, he gains a bonus number of powers. A player can also choose to reduce the number of powers his hero has to increase his abilities or add traits.
Codename: Mother Penitencia
Rank: 2
Karma: 2
Real Name: Violetta Santillan
Occupation: Health Care Worker
Origin: Magic: Demonic
Base: Chicago
Melee 1 Defence Score 11
Agility 0 Defence Score 10
Resilience 2 Defence Score 12
Vigilance 1 Defence Score 11
Ego 3 Defence Score 13
Logic 3 Defence Score 13
Health 60 Focus 90
Powers
Magic (Demonic): Sense Sins, Penance Stare, Hellfire Chains
Magic: Sense Supernatural
Teleportation: Blink, Teleport 1, Blink Barrage
Brawling
Tags: Chaotic, Supernatural, Obligation: Family, Obligation: Night School, Heroic
Traits: Clinician, First Aid, Out of Shape, Skeptical, Secret Identity
Background: Violetta Santillan is in her thirties, a health care worker who works in a care facility. She has been studying to be a doctor, but illness in the family meant she had to drop out of school and then she had a family of her own. As the children have got older, she has been trying to go back to school to study. After one of the residents died, he left her a book. When she opened it, she was suddenly cast into Hell and told that she would be the next wielder of the powers of penitence. She is deeply conflicted about her new role, especially as it transforms her, her eyes blazing black, black horns curling from her head, her fingernails turning jet black. So far, she has stopped a couple of attempted robberies at the care facility, and dealt with a street robbery. Worse, she is taunted by the demon, Irzollath, who claims that the gift of penitence was not hers to take and taunts her to act immorally.
Almost a fifth of Marvel Multiverse Role-Playing Game is dedicated to detailing its powers and power sets, whilst two fifths are dedicated to detailing the one-hundred-and-twenty-eight heroes and villains. The chapter on the Marvel Multiverse itself packs in a lot of information, covering history, the current state of Earth-616, other universes and dimensions, and moving between. However, it is a broad overview at best. For the Narrator there is solid advice on setting up and running a game, the scope of a game—from single issues to ongoing series, as well as on how to handle some of the more difficult aspects of the setting and super heroics. This includes interdimensional and time travel, mind control, illusions, and more, as well as hero death—and return. Oddly, this chapter is also where social interaction is covered, which essentially boils down to Logic and Ego attacks versus a target’s Logic Defence or Ego Defence. Overall, the Narrator advice is more than decent.
Unfortunately, Marvel Multiverse Role-Playing Game is not without its issues. One is a matter of choice, given the number of heroes and villains in the roleplaying, there is likely to be characters missing for some reader. Notably, both Silver Surfer and Kate Bishop are missing from the list, whereas Titania of Gamma Fight is included. The A.I.M. Agent, Average Civilian, and Night Nurse are the only Rank 1 characters listed, but not police officer. The writing tends towards the succinct, leaving Narrator and players alike unclear as how powers work or in particular, tags, work. In this, Marvel Multiverse Role-Playing Game is better suited to the experienced Narrator, who is likely to be more aware of the storytelling style of roleplaying. The powers could have been better organised. The powers are listed alphabetically rather than by power set, and the power set trees, showing the reader what power he needs to choose for his Hero before getting the one he wants, placed at the back. So, there is a lot of flipping back and forth during creation and there are no page numbers listed in the power set trees making it even more awkward. Lastly, there is no scenario in the book, unfortunately. In this, and in the lack of an example of play, the Marvel Multiverse Role-Playing Game does not necessarily serve the Marvel fan coming to roleplaying for the first time. More experienced roleplayers will have no issue picking up and playing the Marvel Multiverse Role-Playing Game, but may want to look at other superhero roleplaying games if they want more choices and greater flexibility.
Physically, the Marvel Multiverse Role-Playing Game is a fantastic looking book. How could it not be? After all, it has access to, and does draw from an incredible back catalogue of artwork. A nice touch is that the chapters are colour-coded for ease of access. However, it does need a slight edit in places.
The Marvel Multiverse Role-Playing Game does give what you want with a roleplaying game based on a huge comic book universe and franchise. It lets you play your favourite heroes from the Marvel universe, but it also lets you create your own heroes and take them on their own adventures in the Marvel universe. It feels fantastically comprehensive in the choice of Marvel heroes to play and the types of Marvel-style heroes to create and play. Overall, the Marvel Multiverse Role-Playing Game is a very solid, very serviceable, and very playable superhero roleplaying game that will be appreciated by fans of the Marvel Universe.
Saturday, 25 November 2023
Quick-Start Saturday: Marvel Multiverse Role-Playing Game Playtest Rulebook
Quick-starts are a means of trying out a roleplaying game before you buy. Each should provide a Game Master with sufficient background to introduce and explain the setting to her players, the rules to run the scenario included, and a set of ready-to-play, pre-generated characters that the players can pick up and understand almost as soon as they have sat down to play. The scenario itself should provide an introduction to the setting for the players as well as to the type of adventures that their characters will have and just an idea of some of the things their characters will be doing on said adventures. All of which should be packaged up in an easy-to-understand booklet whose contents, with a minimum of preparation upon the part of the Game Master, can be brought to the table and run for her gaming group in a single evening’s session—or perhaps two. And at the end of it, Game Master and players alike should ideally know whether they want to play the game again, perhaps purchasing another adventure or even the full rules for the roleplaying game.
Alternatively, if the Game Master already has the full rules for the roleplaying game the quick-start is for, then what it provides is a sample scenario that she still run as an introduction or even as part of her campaign for the roleplaying game. The ideal quick-start should entice and intrigue a playing group, but above all effectively introduce and teach the roleplaying game, as well as showcase both rules and setting.
What is it?
The Marvel Multiverse Role-Playing Game Playtest Rulebook is not as its name suggests a quick-start. Instead, it is an introduction to and preview of the rules and a then chance to provide feedback to the designers of the roleplaying game, the fifth to be based on the Marvel Universe. It includes the rules combat and action as well as the means for players to create superheroes of their own, ten superheroes from the Marvel Universe, and a short scenario.
The rules are clearly explained, but more complex and detailed than would be found in a quick-start.
If the pre-generated superheroes in the Marvel Multiverse Role-Playing Game Playtest Rulebook are used, its, ‘Enter; Hydra’, can be played through in one session. If the players want to create their own, another session will be required.
What else do you need to play?
The ten pre-generated superheroes in Marvel Multiverse Role-Playing Game Playtest Rulebook consist of three six-sided dice per player, one of which should be a different colour to the other two.
Who do you play?
The six Player Characters in the Marvel Multiverse Role-Playing Game Playtest Rulebook consist of the Black Panther, Captain America, Captain Marvel, Groot, Iron Man, Rocket Raccoon, Spiderman, Storm, Thor, and Wolverine.
How is a Player Character defined?
A Player Character in the Marvel Multiverse Role-Playing Game Playtest Rulebook—and thus the Marvel Multiverse Role-Playing Game—has a Rank, Archetype, scores in six abilities, Health, Focus, Karma, Power Sets and Powers, as well as a Backstory and Traits. Rank ranges in value from one and ordinary human to twenty-five. Rank 5 is equal to Daredevil, Rank 10 to Spiderman, Rank 15 to Captain America, Rank 20 to Doctor Strange, and Rank 25 to Captain Marvel. Rank determines how many points a player has to spend during character creation and the values of various secondary factors. Archetypes include Blaster, Bruiser, Genius, Polymath, Protector, and Striker, and suggest how a superhero’s powers might work. The six abilities Might, Agility, Resilience, Vigilance, Ego, and Logic, their initials spelling out ‘Marvel’. Backstory includes Origin and Profession, which grant Traits that Traits cover talents, skills, circumstances, vulnerabilities, minor superpowers, and more.
How do the mechanics work?
Mechanically, the Marvel Multiverse Role-Playing Game Playtest Rulebook—and thus the Marvel Multiverse Role-Playing Game—uses the d616 System. To have his character undertake an Action Check, a player rolls three six-sided dice, adds an Action Modifier, whether from ability or a power, and if the result is equal to or higher than the Target Number—which can range between eight and forty. One of the three six-sided dice is a different colour. This is the Marvel die. If the result on the Marvel die is a one and those on the other dice is any number except one, it counts as a Fantastic Roll, triggers a triumph result, and the one on the Marvel die counts as six towards the total. The Ultimate Fantastic roll is a six on both of the standard dice a one on the Marvel die. This means the task automatically succeeds and ignores any Trouble. A roll of one on all three dice is a Botched Roll and counts as a failure.
How does combat work?
Combat in the Marvel Multiverse Role-Playing Game Playtest Rulebook details initiative, the various types of movement, use of firearms—mostly the province of NPCs and villains, numerous conditions, and damage inflicted to objects, including ploughing through them. It covers most of the typical eventualities that might turn up in a superhero roleplaying game.
Focus represents a superhero’s mental fortitude, but also has to be spent to activate certain powers.
What do you play?
Yes and no. There numerous types of powers not included, such magic, phasing, psionics, and teleportation. Beyond the ten heroes included, there are also no stats or details of actual Marvel Universe villains. Of course, space is limited in the Marvel Multiverse Role-Playing Game Playtest Rulebook, but the inclusion of a villain would have been useful.
There is also no PDF version available.
Is it easy to prepare?
The core rules presented in the Marvel Multiverse Role-Playing Game Playtest Rulebook are relatively easy to prepare. There is a lot of information in the Marvel Multiverse Role-Playing Game Playtest Rulebook though and it is tightly packed, so it require a close read through.
It helps that it includes a good combination index and glossary and a reference sheet for Action Checks for the Narrator.
Is it worth it?
Yes and no. Yes, because it does include everything necessary to play at least a single session and even a few more should the Narrator and her players want to create their superheroes and associated villains and run a few sessions of the roleplaying game. No, because it is not readily available in PDF. This is a shame because the Marvel Multiverse Role-Playing Game does need an introduction or quick-start and the Marvel Multiverse Role-Playing Game Playtest Rulebook would fit that bill.
Where can you get it?
The Marvel Multiverse Role-Playing Game Playtest Rulebook is available through retail at comic book shops and on Kindle.
Friday, 10 March 2023
Triumphant & Super
Triumphant! Super Heroic Role Play Game is a superheroes roleplaying designed to be simple, but at the same time cover most aspects of the genre whilst scaling up and down from street fights to cosmic confrontations and back again. Designed by the author of Barbarians of Lemuria and published by Beyond Belief Games it uses simple dice mechanics with a twist here and there to account for the genre, it has the heroes combat villains and supervillains as well as disasters—natural and unnatural, and is supported with example heroes and villains, rules for random character creation, and advice for the Game Master. If it is lacking anything, it is a setting, although the author has promised a setting in the form of The Sovereign City. Of course, an archetypal campaign based in the Game Master’s hometown or big city of choice is easy to create and run. Running a campaign on a cosmic scale will likely take a bit more effort.
To create a character, the player simply assigns dice to Conditions, Skills, and Powers. The default die type is the D4, representing the average person, but the number of dice, die types, Triumph dice, and Priority die is determined by the Power Level of the campaign. There are four options—Street Vigilantes, Local Guardians, Planetary Champions, and Stellar Defenders. So, a Street Vigilantes campaign might be similar to Daredevil or the Birds of Prey; Local Guardians to Batman or The Defenders; Planetary Champions to The Avengers or the Justice League; and Stellar Defenders to The Guardians of the Galaxy or Legion of Super-Heroes. Mixing these Power Levels up is possible, but difficult to do on more than an occasional basis as in a classic crossover storyline. The process is straightforward enough, a player assigning dice, adjusting the dice for Enhancements and Limitations, selecting Benefits and Drawbacks, and so on. The rulebook does not make the process that easy because there is no single step-by-step breakdown of the process and the player will need to refer to several chapters in the book to work out quite what to do.
Rat Pack
Sawyer Garrett is an ex-army dog handler who retired after several tours in Afghanistan. Preferring a life of quiet she now works with the city pest control dealing with issues in the city sewers. There she began hearing voices, squeaking voices and thought she was going mad. Even after the Veterans Association gave her a clean bill of health, she still thought she was going mad, but then a rat in the sewer actually spoke to her—in her head. Sawyer came to realise that she could communicate with rats, even control them. Soon she made friends with them and they in turn came to see her as a guardian. When members of the homeless began dying more than usual in the sewers and tunnels under the city, the rats told her what was happening and Sawyer discovered that a local gang was selling them a bad batch of drugs on the cheap and it was killing them. It was then that she decided to clean the rats off the streets, only with her better rats by her side.
Rat Pack
Name: Sawyer Garrett
Power Level: Street Vigilantes
Priority Die: D6
Triumph Dice: 5
POWERS
Burrowing D4, Enhanced Senses D6, Mind Control D4/Limitation: Rats Only D8, Mind Read/Send D4/Limitation: Rats Only D8
CONDITIONS
Ego: D4
Health: D6
Mobility: D6
SKILLS
Animal Handling D6/Rats D8, Fighting D6/Boxing D8, Streetwise D6/Sovereign City D8
BENEFITS
Companion, Hideout
DRAWBACKS
Someone Needs Me, Flashbacks
Rat Swarm Companion
POWERS
Burrowing D4, Enhanced Senses D6
CONDITIONS
Ego: D4
Health: D4
Mobility: D6
SKILLS
Fighting D4, Stealth D6
Mechanically, Triumphant! Super Heroic Role Play Game is simple enough. For a Superior to undertake an action, his player rolls the appropriate die for the Skill or Power, aiming to roll high. However, the Power always trumps the Skill and consequently, the Task Difficulty for the Skill roll is always higher than for the Power roll. For example, if Allen Barrington wants to run at thirty miles per hour, but uses his Athleticism Skill, the Task Difficulty for the Skill roll is eight, but if he wants to use his Powers of Super Speed as the Pacer, the Task Difficulty for the Power roll is two. Further, the Task Difficulty for the Power roll is two if he wants to run at sixty miles per hour, six if he runs at two-hundred-and-forty miles per hour, and so on—but these speeds are impossible unless the Superior has the Super Speed Power. In addition, Skills and Powers can sometimes be in sync, which means that a player can roll dice for both the Skill and the Power and the highest result counts.
A Superior also has Triumph dice to enhance his actions. These can be used to negate damage, bounce back if a Condition is reduced to zero, takedown more Extras, increase the roll on a die to its maximum, to protect nearby civilians, to Bump a die up and reroll it, and to temporarily add an Enhancement or remove a Limitation. All of these require the player to roll the Triumph die beforehand and the player can only chose one of these effects if the result is even. Otherwise, the Triumph die is returned to the Superior’s pool. Alternatively, a Triumph die can simply be used to perform a Power Stunt not usually related to a Power or the Superior can make a Spectacular Recovery if all three of his Conditions have fallen to zero. The Game Master has Villainy dice for his Supervillains and these work in the same fashion, except that the Game Master to roll an odd result instead of an even one for them to work. Villainy dice can also be spent to make Deadly Attacks, create a Meat Shield using an innocent bystander or not so innocent minion, and either make a Miraculous Escape or suffer a Mysterious Death.
Combat and action scenes use opposed rolls. For example, Torchlight with his Power of Energy Control (Light) D6 faces a pair of bruisers or Extras armed with submachine guns and a Skill of Shooting D4. To attack them, Torchlight’s player would roll for Energy Control (Light) D6, whilst the Game Master would roll the Mobility D4 Condition for the thugs to avoid the attack. When it comes to the thugs shooting back, the Game Master would roll Shooting D4 for the thugs, whilst Torchlight could attempt to blind them with his Energy Control (Light) D6. In combat, the Priority die is used to determine order action, and the rules cover aiming, delaying actions, taunts, offensive and defensive stances, teamwork—which requires that the Superiors practice during Downtime, knockback, mobs, minor Superiors, and more, all supported by an example of combat. Damage itself reduces a Superior’s Conditions, effectively limiting his capacity to respond. Throughout a combat, a Superior can only really use a Power, Skill, or Condition the once to defend or attack, but ideally, a Superior should have a decent array of options to choose from and a player should be inventive in deciding how his Superior uses them. Disasters are handled in a similar fashion which makes interacting with them as dynamic as combat.
Downtime covers the various options that the Superiors can undertake when not actively adventuring. These include Personal actions such as Charity, Patrolling, Publicity, or simply Work; Training which can be Solo or Teamwork; and Research & Development, which covers Devices, Investigation, and Team HQ. The latter is designed using the same number and type of dice as per the Power Level of the campaign, adding facilities such as a Secure Cell or a Magical Workshop. In this way, it becomes, at least mechanically, much like a Player Character with abilities of its own that the team members can work with to patch up a wound in the Medical Centre or gain alerts or the very latest surveillance in the Communications and Security Centre. Similar to how a Superior can grow and change, a team’s headquarters can also be improved and upgraded. Another Downtime activity is the design and building of gadgets, which requires time spent on raising funds and doing the design work before a device can be built. Gadgets built this way can also be upgraded. Alternatively, Triumphant! does suggest how a Gadgeteer Power could work in the game, enabling a Superior to build and devices on the go that emulate other Powers, have limited uses, or is simply just the once, for that exact situation. Either way, the gadget rules are designed with both simplicity and flexibility in mind, much like the rest of the roleplaying game’s Powers. This includes Powers which can often be difficult to handle in superhero roleplaying games such as magic and summoning.
For the Game Master there is advice on running combat and disasters, handling NPCs from innocent bystanders to supervillains, and designing adventures. The advice is solid, but not extensive and nor is backed up with a scenario. There is though a handful of sample Superiors which the Game Master can use as NPCs or ready-made Player Characters. There are also tables for a player or the Game Master to create a Superior randomly.
Physically, Triumphant! Super Heroic Role Play Game is cleanly and decently laid out. The artwork is decent too, done in a mix of colour and black and white.
Triumphant! Super Heroic Role Play Game provides a comprehensive means to handle most superheroic situations and Powers in a relatively uncomplex fashion. There is still some complexity given the abilities and powers that the roleplaying game has to cover, but that is down to the nature of the genre and Triumphant! does a good job of making it as simple as possible. Where Triumphant! does come up short is in not making it as easy as it should be for the player to create a Superior and in not exploring the differences in the types of scenarios that can be run at the different Power Levels and thus campaign types. Consequently, Triumphant! Super Heroic Role Play Game very much assumes some familiarity with the genre upon the part of both the player and the Game Master, but get past that and what you have is a solid, medium-to-lightweight roleplaying game with the means to create and play a superhero game.