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Marvel: Avengers Alliance Agent

Marvel: Avengers Alliance Agent

Postby Mystrich » Sat May 26, 2012 10:17 pm

So I'm obsessed with the facebook game Marvel: Avengers Alliance where your Agent fights alongside various Marvel Super Heroes, so I thought I'd write up some stats for a generic, but skilled agent (boosted with the game's plot point, Iso-8).

Name: Agent (Name)

Affiliation:
Solo [d6] Buddy [d8] Team [d10]
-------------------------------------------
Distinction - 1d4+1PP or 1d8
-Anti-Super training
-S.H.I.E.L.D. Agent
-Out of his league

-------------------------------------------
Power Sets

Iso-8 Power-ups
Enhanced Durability [d8] | Enhanced Strength [d8]
Enhanced Stamina [d8] | Enhanced Reflexes [d8]
SFX:
-Counterattack: On a reaction against Physical Stress attack action, inflict Physical Stress with your effect die at no PP cost or spend a PP to step it up by +1.
Limits:
-Exhausted: Shutdown Iso-8 Power-ups and gain 1 PP. Recover by activating an opportunity or during a Transition Scene.


S.H.I.E.L.D.'s Best Tech
Advanced Weaponry [d10] | Enhanced Durability [d8]
Technology* [d8] |
SFX:
-Area Attack: Add a d6 and keep an additional effect die for each additional target when using Advanced Weaponry
-Rejuvenation Serum: Add Technology to your dice pool when helping others recover stress. Spend 1 PP to recover your own or another's physical or mental stress or step back your own or another's phsical or mental trauma by -1.
-Tactical Enhancements: Add a d6 and step up your effect die by +1 when using Technology to create assets
Limits:
-Gear: Shutdown S.H.I.E.L.D.'s Best Tech and gain 1PP. Take an action vs doom pool to recover.

-------------------------------------------
Specialties
Tech Expert
Covert Expert
Combat Expert

-------------------------------------------
Milestones

A Hero Without Powers
1xp when...you lead a team of heroes who each have at least one Power Trait rated d10 or higher
3xp when...you defeat a super-powered (one skill at d10) foe without any team member becoming stressed out
10xp when...you defeat a foe with at least one powet trait at Godlike without any team member becoming stressed out or leave it to a group of real heroes

S.H.I.E.L.D. Agent
1xp when...go on a S.H.I.E.L.D. sponsored mission
3xp when...you act against the orders of S.H.I.E.L.D. for the good of others
10xp when...you choose to stand wither with S.H.I.E.L.D. or with the rest of your team when they're in opposition



*Technology is a custom power that works otherwise identically to Sorcery (the biggest difference being that it's not magical in nature). It represents future/alien/advanced technology of comics that can do a variety of things. It rarely harms directly, but can make a wide variety of complications and assets.

Gadgets d6: Various devices that allows the user to work inside the laws of physics, but more than a normal human. The iconic example would be a Utility Belt.

Advanced Tech d8: Devices that might be able to change, though not break, the laws of physics. For example reversing gravity in a localized area. Usually of alien or near (within the next few hundred years) future origin.

Super Tech d10: Far off future or alien tech that can truly distort the laws of physics and nature. Could create portals to other dimensions or non-dimensional space or turn one substance completely into another through molecular rearranging.

Cosmic Tech d12: Truly world or universe altering devices that can bend reality to their will. These devices will likely never be made by humans, but rather the various supreme forces in the universe.
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Mystrich
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Re: Marvel: Avengers Alliance Agent

Postby cassius335 » Sun May 27, 2012 3:44 am

Hmm... after seeing this I might have to tweak my "Agent Wilkinson" build and stick that in here.

The idea of a Technology power is nice, btw. Might need to borrow that for another of my characters.

EDIT: Ok, here we go...

-------------

Agent Wilkinson

Affiliations: Solo D6 Buddy D8 Team D10

Distinctions:
S.H.I.E.L.D. Special Agent
Superhero Fanboy
Dual Tonfa's Are Awesome

ISO-8 Enhancements
D8 Enhanced Strength D10 Superhuman Reflexes D8 Enhanced Durability D8 Enhanced Stamina D6 Leaping D6 Night-Vision


SFX: Area Attack: Add D6 and keep an additional effect die for each additional target.
SFX: Access Inventory: Add D6 and step up your effect die +1 when using your Covert Expert to create a S.H.I.E.L.D.-related asset or resource.
SFX: Healing Item: Pay 1PP to recover your or another's physical stress or step back your or another's physical trauma -1.
SFX: Friend To All Superheroes: When you interact with a superhero, you may include Psych Expert and Metahuman Expert in the same die-pool for free.
SFX: Try Not To Die: When you include Superhuman Reflexes in a reaction die pool, you may add D6 to the Doom Pool (instead of paying a PP) to keep an additional total die.

Limit: Exhausted: Shutdown an ISO-8 Enhancements power to gain 1PP. Recover by activating an opportunity or during a transition scene.
Limit: Mercy: When you would inflict trauma, instead earn 1PP (Stress Out occurs normally)
Limit: Low-Self Esteem: When you take emotional stress or a complication related to your self-confidence, step it up +1 and gain 1PP.

Assault Shotgun
D8 Ranged Weapon


SFX: Mookshredder: When targeting a single mob with Area Attack, add D8's instead of D6's.
SFX: Boom: Step up all effect die +1 each when inflicting a "Knocked Over" (or similar) complication on all hit targets.
SFX: "That'll take the fight out of them a bit...": Step back all your effect die -1 each to inflict an additional "D6 Weaken" complication on all hit targets. This complication is automatically persistant, but cannot be stepped up.

Limit: Recoil: Ranged Weapon cannot be used in the same die pool as a Cryo-Tonfa power or Pyro-Tonfa power.
Limit: Gear: Shutdown Assault Shotgun and gain 1PP. Take an action vs Doom Pool to recover.

Cryo-Tonfa
D6 Freezing Weapon D6 Melee Attack Resistance


SFX: Cryo by Name...: Step up effect die +1 when inflicting a "Chilled" complication on a target.
SFX: Cryo-Tonfa Counter-Attack: On a successful reaction against a melee attack, inflict D8 physical stress or a complication equal to your effect die (at no PP cost).
SFX: These Two Go Great Together: When you use either both Burning Weapon and Freezing Weapon or both Melee Attack Resistance powers in the same die pool, keep an additional total die for free.

Limit: Hot and Cold?: When you inflict a "Chilled" complication on a target (or step up an existing one), step back any "Burning" complication on that target by -1.
Limit: Gear: Shutdown Cryo-Tonfa and gain 1PP. Take an action vs Doom Pool to recover.

Pyro-Tonfa
D6 Burning Weapon D6 Melee Attack Resistance


SFX: ...Pyro by Nature: Step up effect die +1 when inflicting a "Burning" complication on a target.
SFX: Pyro-Tonfa Counter-Attack: On a successful reaction against a melee attack, inflict D8 physical stress or a complication equal to your opponents effect die (at no PP cost).
SFX: Smackdown: On an action against a single target you may replace Burning Weapon and Freezing Weapon in the same die pool with a D10, inflicting physical stress. After the action, take D6 physical stress.

Limit: Hot and Cold?: When you inflict a "Burning" complication on a target (or step up an existing one), step back any "Chilled" complication on that target by -1.
Limit: Gear: Shutdown Pyro-Tonfa and gain 1PP. Take an action vs Doom Pool to recover.

Specialities
D8 Combat Expert, D8 Covert Expert, D8 Crime Expert, D8 Psych Expert, D8 Metahuman Expert


Milestones

Leading The Alliance
"The 'Cassius Registration Act' is an email address, a password and whatever contact number you answer most frequently. I'm also on Twitter."


1XP: When you recruit a new hero to the Avengers Alliance.
3XP: When you lead a Team into battle OR follow Captain America into battle as part of a Team.
10XP: When you capture one of S.H.I.E.L.D.'s Most Wanted and/or retrieve a powerful piece of magic/tech/both for S.H.I.E.L.D. use.

All The Pretty People...
1XP: When you meet a superhero you've never met before.
3XP: When a scene involves you going on a date with a superhero or when a scene involves... well, "afterwards".
10XP: When you start a long-term relationship with a superhero and/or marry one (ideally the latter involves the former!)

------

Notes:

*Metahuman Expert is pretty much what it sounds like.
*Smackdown is basically there to try and mitigate high-levels of Durability.
*Boom is probably excessive, but it's what I want to be doing with a shotgun, so there...
cassius335
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Re: Marvel: Avengers Alliance Agent

Postby jonesy » Fri Jun 01, 2012 10:01 am

Have you thought about statting up the weapons, equipment and uniforms?
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Re: Marvel: Avengers Alliance Agent

Postby N01H3r3 » Fri Jun 01, 2012 12:34 pm

Personally, I wouldn't have gone with a broad Iso-8 Enhancement power set, but rather one from a choice of the roles within the game mechanics.

Blaster Training
Enhanced Senses d8, Enhanced Reflexes d8
*SFX: Critical Strike - Add a d6 and step up effect die by +1 when inflicting physical stress on enemies with a Durability power.
*SFX: Heavy Firepower - Step up or double any asset, resource or power trait related to firearms for one action, and then shutdown that die. Test against Doom to recover.
*Limit: Tactically Inflexible - Gain 1PP and turn any firepower-related asset, resource or power into a complication.

Bruiser Training
Enhanced Durability d8, Enhanced Strength d8
*SFX: Furious Resurgence - On a successful reaction against any physical melee attack, use the effect die to create a Bruiser Training stunt or step up a Bruiser Training power by +1 for one action. Spend 1 PP to use this SFX on a failed reaction.
*SFX: Second Wind
*Limit: Brute Force and Ignorance - Gain 1PP and step up physical stress inflicted by heavy ranged weapons.

Infiltrator Training
Enhanced Senses d8, Enhanced Reflexes d8
*SFX: Combat Reflexes - On a successful reaction against a physical attack, use your effect die to inflict physical stress on your attacker at no PP cost.
*SFX: Stealthy Strike - When attacking an enemy who is unaware of your presence, step up effect die by +1.
*Limit: Favour the Shadows - Gain 1PP and step back your highest dice on any reaction made when forced to act in the open.

Scrapper Training
Enhanced Strength d8, Enhanced Reflexes d8
*SFX: Brawler - When making a melee-based attack action, step up or double Enhanced Strength or any melee weapon related asset, resource or power trait for that action. If the action fails, gain an "over-extended" complication equal to the die's normal rating.
*SFX: Double Strike - Add a d6 and step back effect die by -1. Select an additional effect die from your pool, which may not be larger than the first effect die.
*Limit: Up-close And Personal - Gain 1PP and add highest-rolling die on an action to Doom when attacking an enemy with Superhuman or Godlike durability.

Tactician Training
Enhanced Senses d8, Enhanced Reflexes d8
*SFX: Tactical Insight - When spending PP to add additional effect dice, step up those additional effect dice by +1.
*SFX: Assistance - Add a d6 and step up effect die by +1 when creating tactical assets for allies.
*Limit: Big Picture Thinker - Gain 1PP and step down highest-rated die on reactions against stealthy or unseen attacks.
N01H3r3
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Re: Marvel: Avengers Alliance Agent

Postby cassius335 » Fri Jun 01, 2012 1:50 pm

N01H3r3 wrote:Personally, I wouldn't have gone with a broad Iso-8 Enhancement power set, but rather one from a choice of the roles within the game mechanics.


Nice idea... what about Generalist, though?
cassius335
d6
 
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Re: Marvel: Avengers Alliance Agent

Postby jonesy » Sat Jun 02, 2012 11:54 am

How about stats for Coulson's Revenge?
jonesy
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Re: Marvel: Avengers Alliance Agent

Postby cassius335 » Sat Jun 02, 2012 6:29 pm

jonesy wrote:How about stats for Coulson's Revenge?


That I can do...

COULSON'S REVENGE

D10 Blast

SFX: Appropriated Asguardian Tech: Pay 1PP to step up or double Blast for one action.
SFX: Ignores Defense: When you include Blast in your die pool, your opponent cannot include Durability in the reaction pool.
SFX: So That's What That Does: Add D6 Doom to keep a second effect die, using it to inflict a knockback (or similar) complication on the same target as the first effect die (additional effect die after that are handled normally).
Limit: Experimental: [As Growing Dread]
Limit: Gear

If COULSON'S REVENGE isn't the only Weapon on your datafile, you maybe want some version of Mutually Exclusive on there as well... Coulson was weilding his gun two-handed...
cassius335
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