Marvel Universe RPG Core Rules PDF

This Marvel Universe RPG core rules PDF review is part of my “Best Tabletop RPGs of All Time” article. If you want to check out more TTRPGs and see how other top-tier tabletop RPGs are ranked, visit that page.


My Review – 89 / 100

Bar chart comparing game attributes: attributes on x-axis, stacked bars with black, medium blue, and light blue sections show ratings.

The version of the Marvel Universe that I reviewed is the Marvel Universe RPG core rules RPG – playtest version – as at the time of this review, the full game was not yet available. Speaking of, the full game is supposed to come out in 2022, so if you like the sound of it, you may not have to wait long.


The only thing I wasn’t 100% sure about with the Marvel Universe RPG is that this game feels like it better suites a series of one-shot game sessions, as opposed to a full tabletop RPG campaign.


Not that Marvel Universe can’t be an in-depth story building game. There just aren’t a ton of rules or directions for facilitating that, at least within the playtest rulebook.


Still though, this game gets top marks. It’s come in 4th place on my list of top TTRPGs.

Uniqueness of Marvel Universe RPG: (8/10)

There are no dice used in Marvel Universe. That alone is an extremely unique element of the game. The game’s designers wanted a very simple, straightforward, rules-light game, focused on roleplaying a superhero (or villain), and not the mechanics of the game system, itself. I think that Marvel Universe RPG accomplishes that goal. 


The game is played in a series of “Panels.” It’s as if if you and your gaming group were reading and co-creating a comic book, as you game. It’s a very cool concept.


When it comes to stats, basically, your character has HP. Then, you also have energy points, called “Red Stones” that are used to do any kind of action. If you have enough Red Stones to fuel your desired action, it succeeds. There’s a little more complexity to it, factoring in Difficulty and Resistance, but that is the fundamental mechanics of gameplay.


It’s a little amazing to me that a full-fledged RPG that also represents something as large as Marvel gets by with only 2 (basically) character “stats.” However, I’m also impressed.


You can use Red Stones both on your “turn” (your character’s Panel in the comic book page), and during other character’s Panels. Though you end up using most of your Red Stones during your Panel to complete whatever action is most important to you, it sometimes helps to leave a few Red Stones for involvement in someone else’s Panel which allows you to help them, or complete other important functions during their shining moments.


You can either play one of the 42 characters from the marvel universe, or create your own. There are also tons of powers for you to use, and rules for all kinds of superhero related things (power armor, flying, etc.).


For myself, I’m pretty sure that I would have more fun playing this game by trying out each of the 42 heroes/ villains included in the rulebook for a session or two each than I would playing one character for a long campaign. The game is just better set up to sample heroes and villains than to create your own lengthy “comic book series” with them, in my opinion.


Brawling Game Type

Marvel Universe RPG also a game mode called “Brawling.” From the rulebook: “it allows players to answer age-old questions: who would win in a fight, the Thing or the Hulk? Spider-Man or Wolverine?” This is incredibly cool.


In this game mode, rather than playing out Panels as you would in the normal style of storytelling play, two players sit down and fight – without need for a game master – to determine once and for all, who would win between their heroes/ supervillains. Honestly, this is probably what anyone would want, playing a Marvel superheroes game.


Yes. Just, yes. I love it.


No Dice – Good or Bad?

The only thing I can say as to why Marvel Universe did not get a 10/10 from me in this section is that there is a reason most tabletop RPGs use dice. Though I love that Marvel Universe doesn’t from a standpoint of uniqueness, gamers who play Marvel Universe RPG will find themselves missing the random dice element present in most TTRPGs, at least from time to time.


Dice are part of what makes TTRPGs unpredictable and high-drama. When it comes down to what people actually enjoy from their tabletop games, most really do prefer dice, or a random dice-like element of surprise.


Ease of Learning the Game: (8/10)

Whenever I come across TTRPGs that are easy to teach new players, I always let out a sigh of relief. Easy-to-teach games makes it easier to create tabletop gaming groups. Simple as that.


I’d feel very comfortable teaching Marvel Universe RPG to just about any new player.


The information with Stones (Red Stones and White Stones) is a little confusing. The game’s designer did leave a lot of examples throughout the rulebook, but it’s still not always clear as to what players are supposed to do in certain situations.


I’d have liked if there were different terms besides just “White Stones” and “Red Stones” in the rulebook. When reading, you’ll find terminology like simply “Stones,” where it’s hard to tell exactly what’s being referenced.


It seems, when reading the rulebook, that when simply “Stones” is mentioned, what’s really meant is “Red Stones.” However, the ambiguity is unnecessary. This isn’t a major, major point, but it does lower the marks a bit.

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Marvel Universe RPG Presentation: (8/10)

I’ve never been a huge fan of rulebooks which feature large numbers of rule usage examples which are provided directly in-text. What I mean is, you’re reading about a rule, then you see a separate text box that gives an example of how that rule actually plays out, in-game.


On the one hand, it’s kind of nice to get clarification on rules. But the downside is that in-text examples are also distracting. It’s also annoying when you understand the rule from the instruction provided, but then there’s an (unnecessary) further explanation of that rule in a separate text box.


Besides that though, the rulebook is easy to understand. Important sections in the book are clearly marked, and the presentation on the whole is top-tier.


If you can get past the rule clarifications/ examples (when you don’t need them), then you’ll enjoy this rulebook quite a bit.


Marvel Lore: (10/10)

We’re talking about the entire Marvel Universe, here. When you play Marvel Universe RPG, you can bring in any of your favorite superheroes or villains from any of Marvel’s extensive library of amazing comic books, movies, and more.


And not only that, you can bring in plot lines from any of your favorite stories, as well. Want to re-enact a specific part of a movie you love? Go for it. Want to see who would win in an epic battle between your favorite characters? This RPG is here for you.


Combat in Marvel Universe RPG: (8/10)

When you take an action or attack someone in Marvel Universe RPG, if the number of Red Stones you use in that action/ attack is higher than the target’s defending Stones, your attack hits. Damage dealt is then determined by the number of leftover Red Stones (the number of Stones you used in your attack minus the number of Stones the defender used in their defense).


What’s a little odd to me is that 1-3 Red Stones over the defender deals 1damage. To do 2damage from an attack, you must be 4-6 Red Stones over. These numbers are reasonable enough to follow. It is kind of a bummer though that if you’re at 3 Stones over, but not 4, you miss out on dealing another full point of damage.


Combat in Marvel Universe is surprisingly simple and straightforward (especially compared to many other TTRPGs out there). This is really a storytelling game when it comes to combat, and there aren’t really “tactical” options, , but the game is so thematic and fun that its combat category still gets a high score.


Game “Flow”: (8/10)

When it comes down to it, Marvel Universe RPG is a very simple game. I mean that in a good way. There’s not a lot of substance to it when it comes to rules and game mechanics. But similar to the Cypher System in this regard, the vibe is right.


I think the game’s designer found a really good place of mixing a rules-light approach with an emphasis on “building pages in a comic book.”


I only drop the score in this category a little because (as I’ve mentioned, above) I don’t think this is a game I’d want to play for a long campaign. I do think Marvel Universe is an amazing game for one-shot gaming sessions, or short tabletop RPG campaigns, though.


I’m certain I could easily put together a group of people for a superhero/ villain gaming event using this game system. We’d probably just play a few sessions here and there, between our other ongoing tabletop RPG campaigns played using other RPGs.

Green and black graphic with the text

Marvel Universe RPG Artwork: (9/10)

The art’s cool – I really enjoy it. Very comic book style, which is very fitting. Very dynamic. Stylistically, the art is fitting for the game’s vibe, and all the artwork fits together.


Marvel Universe also does not leave you hanging as it features a lot of artwork throughout the book. Some of the artwork is not crafted in the most modern art style though, and it’s honestly not quite as high quality as other games.


Ease of Purchase: (10/10)

Marvel Universe (as of the time of this writing) is not yet available for purchase. I do need a placeholder stat for this section though, so given that we’re talking about Marvel here, I’m just going to go ahead and give top marks. I think since we’re talking Marvel, it’s safe to assume that they’ll do a good job on this.


Price & How Many Books Do You Need to Play: (10/10)

Same thing for this section as with “Ease of Purchase” immediately above.


Fame & Availability of Supplemental Material: (10/10)

Especially since the Marvel movies started coming out over 10 years ago, the Marvel franchise is incredibly famous. It has to be one of the most well-known names in all of Western society. That being the case, you can certainly find people who will want to game with you.


Marvel Universe RPG Core Rulebook is Published By:

Marvel


Man in blue shirt and tan pants smiles, sits on a green railing against a dark wall.

Jacob Tegtman

Dear reader, I hope you enjoyed my article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

Man in blue shirt and tan pants smiles, sits on a green railing against a dark wall.

Jacob Tegtman

Dear reader, I hope you enjoyed my article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

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By Jacob Tegtman December 12, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=1GBbHsUFBR8 Transcription Visit the Final Fantasy Tabletop Roleplaying Legend Edition Website . Final Fantasy fans… it’s finally happening. A brand-new tabletop RPG built specifically to capture the tactical, job-swapping, limit-breaking chaos we love from the Final Fantasy series. But… for those of you who are familiar with Final Fantasy d20, and other predecessors to this Legend Edition, why make a whole new system when Final Fantasy Tabletop RPGs have already existed in the past? And what makes the Final Fantasy Legend Edition so special? Today, we’re diving in to the game that aims to become the definitive way to play in Ivalice—or any Final Fantasy world—at your table. Oh, and did I mention that this is a professionally-designed game book and PDF assets for every conceivable part of your game – and it’s all 100% free? That’s right, free. This is a passion project brought to you by Mildra the Monk and his amazing team that they’ve been working on for years. It’s absolutely incredible what they’ve put together, and you can get it for your table today – at no cost. Hey everyone, welcome back to ETTRPG—your home for tabletop news, deep dives, and world-building inspiration. If you love Final Fantasy, Tactics-style combat, or job systems with way too many builds to ever be able to properly enjoy it all, today’s video is for you. So, Final Fantasy TRPG: Legend Edition is a spiritual successor to the long-running Returners’ Final Fantasy RPG and its offshoots like Final Fantasy 4e and Omega Fantasy. But this isn’t just a rehash—this is a completely modernized, research-driven rebuild of the whole system. The devs, among them Mildra the Monk, who has been a big supporter of us at Eternity TTRPG for years, spent three years dissecting the games, the lore, the combat, and all the unique systems that Final Fantasy fans love. The result? An intermediate-complexity tabletop RPG laser-focused on recreating the true Final Fantasy experience – at the table—without any confusing crunch, or decade-old legacy rules. Ok, as I mentioned, there are other Final Fantasy tabletop systems already. But here’s what it boils down to for why it was worth it for Mildra and his team to create this new system. Number one: Simplicity None of the previous games fully capture the mythos of Final Fantasy while still giving players complete setting freedom . Where earlier systems often tied you to a specific world, tone, or era, Legend Edition was built around a single core design principle, which is: “Mythos over setting.” This means the rules capture the soul of Final Fantasy—Summons, Jobs, elemental affinities, cinematic abilities—but they don’t lock you to Ivalice, Gaia, Spira, or any one timeline. Using this game system, you can: Recreate your favorite Final Fantasy world. Mash up multiple games. Or build your own world entirely from scratch. This is FF energy, but not FF rails , that makes it such a big deal. So, moving on, What Makes Legend Edition Stand Out? The first piece is: Ridiculously Modular Character Building. In the future, I plan to do more videos on Final Fantasy Legend Edition. But let’s content ourselves today by summarizing – at least for this section – that there’s 50+ Jobs drawn from across the franchise. Included are fan favorites and long-time classics such as Dragoon, Black Mage, Thief, Time Mage, Gunbreaker, and dozens more. Using these 50+ Jobs, you do in fact have over 25,000 job combinations available to you, as a player. And these aren't “same-y” class splashes. The track-based advancement system makes each mix feel meaningful, distinct, and highly customizable. Oh—and there are 14 playable races taken from the Final Fantasy universe , each with their own unique ability. This is one of the most flexible JRPG-inspired character engines out there. The second big item that makes the Legend Edition Stand Out is Streamlined, Row-Based Combat, like your favorite Final Fantasy games from back in the day. Legend Edition offers an easy-to-learn row-based combat system that keeps the spirit of classic Final Fantasy battles while speeding everything up. You still get things like: Elemental affinities, Status effects, Skills with cinematic alt uses, And powerful Limit break moments. But, the math is way smoother than you’d expect. You won’t need a calculator, like if you took Final Fantasy I directly to your table. Next up is that the book provide you with Mythos-Driven Campaign Systems. Final Fantasy stories, across all games even back to the originals, are political. Big factions, world tension, and meaningful alliances are core to the franchise. Legend Edition builds this directly into play with: A Reputation & Affiliation system . You also have what’s called “The Holdings system” to build your very own base. The game comes with expanded NPC creation rules, and a robust Skill Game system for non-combat set pieces. This is the stuff that makes your campaign feel like a Final Fantasy game, not just another “game like D&D,” but with a “Final Fantasy” sticker slapped on their for flavor. As if all of the core game’s features are not enough, The Expansion Books Are pretty Wild. The Ultimania Expansion adds: 28 new races , 4 new jobs , 300+ sample items , Airship & Mecha creation systems , plus More Skill Games and Affiliations. Meanwhile, the Enemy Intel Field Guide brings you 200 full NPC stat blocks , a Fully detailed bestiary, and Drop-in encounter prep tools. Basically, everything you need as a Dungeon Master to prep your game with maximum Final Fantasy feel, and minimal effort. Additionally, if you want to run FF Tactics, FFIX, FFX, or even a fully original world—these books give you all the toys for each of those specific settings. Wrapping it all up, Legend Edition emulates the cinematic spirit of Final Fantasy with its Big narrative beats, Cutscene-worthy skill moments, Dramatic faction politics, Summons that feel truly mythic, and Job classes that are meaningful extensions of character identity. If you’ve ever said “I wish Final Fantasy had a premier tabletop version,” this is the game you need to try out at your table, next. So, if you’ve made it this far, I think you and I both know it’s time for you to download your free copy of Final Fantasy Legends Edition. I’ve got that link in the video description below. But I want to hear from you: what do you think? Does Legend Edition finally deliver that top-quality Final Fantasy tabletop experience we’ve all been waiting for? And if so, what will be the first Job class you’ll try out? Let me know in the comments. Hit like, subscribe, and share this video with your party. Let’s get Mildra and his team the recognition on this masterpiece that they truly deserve. Until next time—may your crits be big, and your summons be even bigger.
Undead figures in a city at night, with one playing a stringed instrument under a large, crescent moon.
By Jacob Tegtman December 6, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=RwDiy7u-wUo Transcription In Kalero, the canyon walls sing.  Not literally — but if you listen closely, as the desert wind slips through the stone crypts and carved tombs, you’ll hear something. A rhythm. A pulse. A beat. And when the Crooked Moon dips behind the cliffs, figures begin to emerge — their bones glowing with blue light, their skulls crowned with curls or braids, their steps half-dance, half-swagger. These are the Relicborn — the living memories of Kalero. Dressed in vibrant fabrics, lacquered patterns, and sometimes… a flashy swashbuckler’s cape or rapier at their side. Today on Eternity TTRPG, we’re diving into one of the most joyful, most soulful, and most stylish ancestries in all of Druskenvald. Crooked Moon continues to be one of my favorite adventure supplements of all time, and you can pick it up on D&D Beyond. Whether you’re a player wanting a character with flair, you’re a DM craving new cultural flavor for your campaign, or you’re just a lore-nerd who loves stylish undead — this one’s for you. The Relicborn are a species native to Kalero, a province lined with towering canyon walls carved into catacombs and mausoleums. But despite being born from tombs, they are anything but gloomy. These are living skeletons , decorated with any number of colors, hand-painted motifs, and glowing patterns. Their bones are encased in a translucent magical substance that gives them full humanoid shape. And if your Relicborn wants big curly swashbuckler hair? Yes. They can actually grow it from their skulls. Where they come from is unique: they’re formed in the crypts of Kalero, rising from ancestral memory and celebratory magic rather than necromancy. Theirs is not a culture of undeath — it’s a culture of joy , reflection , and honoring the past through celebration. Every Relicborn is essentially a walking festival — a living memory kept alive through music, dance, and stories. Relicborn society is built on a delicate balance: the energy of a vibrant celebration and the quiet reflection of ancestral remembrance. Imagine communities built along canyons, with lantern-lit walkways leading into ancient tomb-shrines. Families gather at night to play music, tell stories, and dance under blue and purple moonlight — while their ancestors' spirits look on. Their festivals can last days. Their moments of silence last just as long. They thrive in community — in the stories of who came before, and who they themselves will become. Relicborn live roughly 250 years , and when their time ends… they simply collapse gracefully into a pile of bones, returning to the crypts that first birthed them. All of the fun roleplaying stuff aside, let’s break down how their mechanics reflect their culture, starting with the most signature ability: Dance of Death As a bonus action, you make a DC 15 Charisma Performance or Instrument check. If you succeed, your next attack roll this turn has advantage . If you succeed by 5 or more? You roll one of your Hit Dice (without spending it!) and gain temporary hit points . This is perfect for swashbucklers, bards, rogues — anyone who wants to flavor combat like a deadly dance. Next, they have: Eternal Party Relicborn don’t sleep. Instead, they complete a long rest in four hours so long as they spend it in revelry — music, storytelling, gentle dancing, or shared celebrations. Imagine your party taking a rest and your Relicborn swashbuckler quietly jamming with a bone flute while keeping watch. This one’s pretty good: Moment of Remembrance When a creature you see within 30 feet fails a d20 test, you can use your reaction to add 1d4 to their roll. Once you turn a failure into a success, you can’t use it again until a rest. Relicborn are bursting with character potential. They have Incredible aesthetics. From glowing bones to swashbuckler outfits — you can lean into a Day-of-the-Dead style undead, a pirate, a festival style, or something Gothic. If you were to play a Relicborn… What would your glowing bones look like when you’re afraid, happy, or angry? And when your long life ends — what do you hope those you care about remember about you? Drop your ideas in the comments. And if you enjoyed this deep dive into the Relicborn, hit like, subscribe, ring the bell, and join me next time as we explore another Crooked Moon ancestry. Until then — Keep the music playing. Keep the celebrations bright. And may every memory lead you to your next dance.
Dark illustration of a crooked, spooky house under a full moon. Title
By Jacob Tegtman December 2, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=Kl3c6djcgbo Transcription Imagine your character in a folk-horror saga — not just another adventurer, but someone with a personal fate, a hidden thread that drags them deeper into shadows and tragedy… or redemption. That’s exactly what Fateweaving brings to Druskenvald in The Crooked Moon. The Crooked Moon isn’t just another D&D book. It’s a 600-plus-page folk-horror campaign that plops players into a sun-starved realm of nightmares, rituals, and haunted rails. Welcome back to Eternity TTRPG, your home for deep-dive D&D news breakdowns, world-building insights, and tools to level up your tabletop storytelling. Whether you’re a forever-DM, a lore-monster, or someone who appreciates a well-crafted adventure, we tackle the big ideas behind the games you love. And today, as with many videos I’ve created over the past several months, The Crooked Moon gives us plenty to sink our teeth into. What sets Crooked Moon’s System apart from the standard “roll dice, then fight monsters” is the optional system called Fateweaving — a way to bind each character’s past, motivations, and desires directly into the core of the campaign. Fateweaving gives each character a Thread of Fate — one of 13 possible personal arcs. At character creation (or early on), each player picks a Thread that defines a personal goal: lost memories, cursed lineage, spiritual duty, monstrous ambition — you name it. Then, throughout the campaign’s story, the GM weaves in six Narrative Touchpoints specific to that Thread. These form a full character arc , culminating in a personal climax and catharsis that runs parallel to the main story – they’re something much greater than just “side quests.” The first touchpoint, Incitement , ties a character’s personal quest to the campaign’s opening (often aboard the spectral Ghostlight Express or within the Crooked House). As the story progresses, the character meets allies or NPCs connected to their fate, uncovers secrets, faces a personal trial, then pushes through to their own climax — all while the main horror unfolds. In the end, during the epilogue, each character receives Catharsis — the emotional and narrative payoff for their arc. This means every player is actively living their own horror-tale inside the larger one of your full campaign. You might ask: why bother with all this Fate Weaving stuff? It does add potential complexity to your campaign, after all. So why not just run a normal campaign? It’s because Fateweaving transforms The Crooked Moon – or, any campaign you’re running –into a deeply personal story, for the players. It gives each character agency and meaning — their choices and their backstories matter. It increases emotional engagement for players : horror, hope, tragedy — when stakes are personal, every failure and every success resonates. It helps GMs balance player spotlight : with distinct Threads, you can weave in scenes tailored to each player without derailing the main plot. For players who love roleplay and character development — this is the sweet spot. Let’s pick an example Fateweaving Thread — say the Thread of Deliverance – and run through it really quick, just to give you an idea for how this works. The character begins lost, ejected from the spectral train, given only a broken compass. (this is the “Incitement” step) Later, at a trading post, a shady merchant hints he knows of strange artifacts. (this then, is the “Connection” step) On a creepy riverboat, the character recovers the first piece of a broken family heirloom. (with the “Discovery” step) In a haunted cemetery sanctuary, they wrestle the second piece from a statue’s grasp. (the “Confrontation” step) After the final boss — the Crooked Queen — they reclaim the last piece, reforge the heirloom, and choose either to become a ferryman of souls… or walk away free. (culminating in the “Climax + Catharsis” step) Suddenly, your campaign isn’t just “we stopped the big bad.” It’s the players’ story. Their redemption. Their choices. And in this case – even their soul. If you want to try out Crooked Moon’s Fateweaving system, here’s some very easy ways to get started: L et your players pick Threads early in the campaign – or, if you’re already running one, let them pick at your next session – then collaborate to weave their backstories into the world you’re running. Keep the Touchpoints flexible: treat them as narrative prompts — adapt to what your players do rather than forcing them. Be generous with spotlight time: Fateweaving only works if each character actually plays their arc, and gets to express their character through each important moment. Use Touchpoint rewards to drive engagement: use boons, stat bonuses, and narrative closure — they reinforce the importance of the arc. Don’t be afraid to deviate: mix endings, merge threads, or create custom ones — Crooked Moon’s Fateweaving system is meant as building blocks for you, not a cage you have to live in. If you run your next horror campaign in Druskenvald — or any other world where Crooked Moon’s spooky setting fits — consider using Fateweaving. It’s not just good for story… it’s the kind of DM fuel that turns players into protagonists, and campaigns into personal sagas . That’s it for today! If you enjoyed this breakdown, don’t forget to hit like, subscribe, and ring the bell for more RPG-craft content. And hey — maybe share in the comments which Threads of Fate you’d gravitate toward first. Thanks for watching.
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