Marvel Super-Heroes (comics) - Wikipedia
Jack "King" Kirby was an American comic book artist, writer, and editor, widely regarded as one Kirby returned to Marvel briefly in the mid-to-late s, then ventured into . superhero, and for which Kirby was told to mimic creator C.C. Beck's drawing style, the Create a book · Download as PDF · Printable version. The Marvel Universe is a fictional universe where the stories in most American comic book titles . However, they rarely encounter modern Marvel superhero characters. .. to be the Creator of all existence and all realities of the Marvel Universe and possibly beyond. .. Create a book · Download as PDF · Printable version. A Year of Marvels: April Infinite Comic ( - Present) · A Year of Marvels: August Age of Heroes () · Age of Innocence: The Rebirth of Iron Man ( ).
Daredevil was blind and Iron Man had a weak heart. Some of Lee's creations became symbols of social change — the inner turmoil of Spider-Man represented '60s America, for example, while The Black Panther and The Savage She-Hulk mirrored the travails of minorities and women. Well, you get a little bit older and you're too old to read fairy tales. But I don't think you ever outgrow your love for those kind of things, things that are bigger than life and magical and very imaginative.
Inhe became Marvel's publisher and editorial director; four years later, 72 million copies of Spider-Man were sold. A Spider-Man series ran briefly in Both characters were featured in animated TV series as well.
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A Marvel movie empire would emerge after that, one of the most lucrative mega-franchises in cinema history, with the recent Avengers: You taught us that there are no limits to our future as long as we have access to our imagination. Within a few months, the editor and art director quit, leaving the year-old Lee with creative control over the company, which grew and was renamed Atlas Comics and, finally, Marvel. Lieber changed his name, thinking Lee would be used for "silly little comics" and his real name would be reserved for novels.
His early work largely reflected popular movies — westerns, crime dramas, romance, whatever was the rage at the time. He worked for about 50 cents per page. Fans hail Marvel's Chinese superhero comics After a stint in the Army during World War II, writing for training films, he was back at Marvel to begin a long and admittedly boring run of assembly line comic book production.
Comics in the s were the subject of Senate hearings pushed by the Comics Code Authority, which frowned on gore and characters that questioned authority.
Major comic book companies adopted the code as a form of self-regulation to avoid sanctions. Lee said he was also working for a publisher who considered comics as fare only for children. I wasn't taking pride in my work and I wanted to quit. But my wife said, 'Look, why don't you do the kind of comics you want for a change? The characters were normal people changed into reluctant superheroes through no fault of their own.
Lee knew his work was different, proudly noting that stories were drawn out over several issues not to make money but to better develop characters, situations and themes.
He didn't neglect his villains, either. One, the Moleman, went bad when he was ostracized because of his appearance, Lee wrote, adding it was "almost unheard of in a comic book" to explain why a character was what he was.
Lee's direct influence faded in the s as he gave up some of his editorial duties at Marvel. But with his trademark white mustache and tinted sunglasses, he was the industry's most recognizable figure.
But if everyone's favorite web-slinger managed to foil one of Doctor Doom's plans and the word got out, he would enjoy a temporary Popularity boost. Since mutants were generally feared and distrusted in the Marvel Universe, these characters start with a Popularity of 0 and have a hard time improving this attribute.
Character creation[ edit ] The game was intended to be played using existing Marvel characters as the heroes. In addition, the Basic Set Campaign Book also allowed players to create original heroes by simply describing the desired kind of hero, and working together with the GM to assign the appropriate abilities, powers, and talents.
Stan Lee, creator of a galaxy of Marvel superheroes, dies | Life & Art | China Daily
The Ultimate Powers Bookby David Edward Martin, expanded and organized the game's list of powers, making a fairly comprehensive survey of comic book-style super-powers. Players were given a wide variety of body types, secret origins, weaknesses, and powers. The UPB gave a much greater range to characters one could create. Additionally, the book suffered from editing problems and omissions; several errata and partial revisions were released in the pages of TSR's Dragon magazine in issue "The Ultimate Addenda to the Ultimate Powers Book", issue "The Ultimate Addenda's Addenda", issue "Death Effects on Superheroes", and issue "Son of the Ultimate Addenda".
Karma[ edit ] The game's equivalent of experience points was Karma, a pool of points initially determined as the sum of a character's three mental attributes Reason, Intuition, and Psyche.
The basic system allowed players to increase their chances of success at most tasks by spending points of Karma. For example, a player who wanted to make sure he would hit a villain in a critical situation could spend however many Karma points were necessary to raise the dice roll to the desired result.
Additional Karma points were distributed by the referee at the end of game sessions, typically as rewards for accomplishing heroic goals, such as defeating villains, saving innocents, and foiling crimes. Conversely, Karma could be lost for unheroic actions such as fleeing from a villain, or failing to stop a crime: In the Advanced Game, Karma points could also be spent to permanently increase character attributes and powers at a relatively moderate cost, ten times the attribute number raised, powers were steeper, at twenty times the number.
The Karma system thus united two RPG mechanics—"Action" or "Hero" points which allow players to control random outcomes and character advancement e. Though this system could frustrate both referees and players the former because a player willing and able to spend Karma could effectively overcome any challenge at least once; the latter because advancement was slow compared with most other RPGsit had the virtue of emulating two central features of super-hero comics, namely, that heroes almost always win, even in improbable circumstances, and that heroes' power levels remain mostly static.
Furthermore, the system encouraged players to keep their characters' behavior to the equivalent concept of their alignment by giving an incentive to behave heroically and morally correct. Game mechanics[ edit ] Marvel Superheroes was driven by two primary game mechanics: Both essentially influenced the difficulty of an action. A column shift is used when a character is attempting an exceptionally hard or easy action.
A column shift to the left indicates a penalty, while a shift to the right indicates a bonus.
For example, Reed Richards Mr. Fantastic has an Intuition of Excellent, making him significantly more perceptive than the average person whose Intuition is Typical two ranks lower. The GM might determine that spotting a trap hidden beneath a few sticks and leaves will be fairly easy, and give the player running Mr. His Intuition will be treated as Remarkable the next column to the right.
However, a trap buried underground might be considerably harder to spot, and the GM might give the player a -1 column shift penalty. In this case, Mr. Fantastic's Intuition will only be treated as Good the column to the left.
The column for each ability is divided into four colors: A white result is always a failure or unfavorable outcome. In most cases, getting a green result was all that was needed to succeed at a particular action. Yellow and red results usually indicated more favorable results that could knock back, stun, or even kill an opponent. However, the GM could determine that succeeding at an exceptionally hard task might require a yellow or red result. Additional rules in the "Campaign Book" of the Basic Setand the subsequent Advanced Setused the same game mechanic to resolve non-violent tasks.
For example, if a superhero needs to figure out how to operate a piece of alien technology, the hero would have to succeed at a Reason roll, where the chance of success is modified by the complexity of the device.
- Marvel Super Heroes (role-playing game)
- Marvel Universe
- Meet the Marvel Super Heroes: 2nd Edition
Official game supplements[ edit ] Main article: MSH even received its own column in the at the time TSR-published gaming magazine, Dragoncalled "The Marvel-phile", which usually spotlighted a character or group of characters that hadn't yet appeared in a published game product. Reception[ edit ] Steve Kenson commented that "it's a testament to the game's longevity that it still has enthusiastic fan support on the Internet and an active play community more than a decade after its last product was published.
Even more so that it continues to set a standard by which new superhero roleplaying games are measured. Like modern comic book writers and artists following the greats of the Silver Age, modern RPG designers have a tough act to follow. This version, written by Mike Selinkerwas published in the late s as a card-based version of the Marvel role-playing game though a method of converting characters from the prior format to the SAGA System was included in the core rules.