Unofficial Handbook of the Marvel Heroic Roleplaying Game

Postby Unknown Blitz » Tue Mar 27, 2012 1:07 pm

Hey guys,

I figured I would start a compliation of homemade datafiles for MHR. I will start off with my rendition of an early Venom (Flash Thompson). The Symbiote Power Set is based off the Carnage datafile from Breakout.


Venom (Flash Thompson)

Affiliations
Solo d10 Buddy d6 Team d8

Distinctions
Decorated War Veteran
Recovering Alchoholic
Loyal

Power Sets

Armed to the Teeth
Handgun d6
Automatic Rifle d8
Grenade d8
SFX: Spray and Pray- Add a d6 and keep an additional effect die for each additional target
SFX: Burst Fire- Step Up or Double an Automatic Rifle die against a single target. Remove the highest rolling die and add 3 dice for your total.
Limit: Gear- Shutdown Armed to the Teeth and gain 1 PP. Take an action vs. doom pool to recover.
Limit: Out of Ammo- Shutdown any Armed to the Teeth power to gain 1 PP. Recover power by activating an opportunity or during a transition scene.

The Symbiote
Enhanced Durability d8
Shapeshift d8
Stretching d8
Superhuman Reflexes d10
Superhuman Stamina d10
Superhuman Strength d10
Tentacles d8
Wallcrawling d6
Web-slinging d8
SFX: Feed. On any successful action that includes Tentacles, step up physical stress by +1.
SFX: Multipower. Use two or more Symbiote powers in your dice pool, at –1 step for each additional power.
Limit: Fire and Sonic Vulnerability. When making a reaction against fire-based or sonic-based actions, the symbiote takes emotional stress equal to the effect die of the attack, regardless of whether he also takes physical stress. If it’s stressed out by emotional stress, it flees immediately. Shutdown symbiote powers, activate an opportunity to recover.
Limit: Symbiote Control. When Flash takes emotional or mental trauma, the Symbiote takes control. When the Symbiote is in control, it uses the doom pool for all actions and opposes the heroes and other characters.

Specialties
Combat Master d10
Covert Expert d8
Menace Expert d8

Milestones

Living with the devil
1XP when you first keep yourself from becoming emotionally stressed out in a combat where you take emotional stress
3XP when you have been bonded to the symbiote for more than 48 hours
10XP when you reach a friendship/sincere understanding with the symbiote or the symbiote takes control
Last edited by Unknown Blitz on Tue Mar 27, 2012 1:50 pm, edited 1 time in total.
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Postby Unknown Blitz » Tue Mar 27, 2012 1:19 pm

One of my favorite teams from a few years ago who never got the props they deserved. Presenting:

The Slingers

Dusk (Cassie St. Commons)

Affiliations
Solo d10 Buddy d6 Team d8

Distinctions
Goth
Born With a Silver Spoon
Undead

Power Sets

Shadow Mastery
Teleport d10
Shadow Control d8
Enhanced Stamina d8
Clairvoyant Senses d6
SFX: Regeneration- Spend 1 Plot Point to recover your physical stress and step back your physical trauma by -1

Specialties
Mystic Expert
--------------------------------------
Hornet (Eddie McDonough)


Affiliations

Solo d6 Buddy d10 Team d8

Distinctions
Victim of Cerebral Palsy
Science Whiz
Confident

Power Set

Powered Harness
Subsonic Flight d8
Enhanced Strength d8
Laser Beams d8
Sedative Darts d6
Limit: Power Surge- Shutdown highest-rated power and gain 1 Plot Point. Take an action vs. the doom pool to recover.

Specialties
Science Expert d8
Tech Expert d8
--------------------------------

Prodigy (Ritchie Gilmore)

Affiliations

Solo d10 Buddy d6 Team d8

Distinctions
Athletic
Cold-Hearted
Aspiring Leader

Power Sets

Mystic Costume
Superhuman Strength d10
Superhuman Durability d10
Enhanced Leaping d8
Enhanced Stamina d8
Speed d6


Specialties
Combat Expert d8
Menace Expert d8
-----------------------------------

Ricochet (Johnny Gallo)

Affiliations

Solo d6 Buddy d8 Team d10

Distinctions
Hidden Secret
Wisecracker
Heroic Heart

Power Sets

Mutant
Superhuman Reflexes d10
Danger Sense d8
Leaping d6
Limit: Mutant- Earn 1 Plot Point when affected by mutant specific Milestones and tech

Throwing Discs
Explosive Disc d8
SFX: Trick Bounce- Step Up or Double an Explosive Disc die against a single target. Remove the highest rolling die and add 3 dice to your total.
Limit: Out of discs- Shutdown any Throwing Discs power to gain 1 Plot Point. Recover power by activating an opportunity or during a Transition Scene.

Specialties
Acrobatic Expert d8
Combat Expert d8
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Postby Unknown Blitz » Tue Mar 27, 2012 1:34 pm

Box (Madison Jeffries)

Affiliation
Solo d8 Buddy d6 Team d10

Distinctions
Machine Minded
Retired Soldier
Visionary

Power Sets

Box Armor
Superhuman Durability d10
Superhuman Strength d10
Growth d10
Subsonic Flight d8
Shapeshifting d8

Technopsionics
Technokinesis [Elemental Control (Technology)] d8
Technopathy d8
Cybernetic Senses d8
SFX: Constructs- Add a d6 and step up your effect die by +1 when using Technopsionics to create assests.
Limit: Mutant- Earn 1 PP when affected by mutant-specific Milestones and tech.
Limit: Mutually Exclusive- Shutdown Box Armor to activate Technopsionics. Shutdown Technopsionics to recover Box Armor.

Specialities
Tech Master d10
Science Expert d8
Combat Expert d8

Milestones

Yeah, Yeah I'll Be Right There
1 XP when you reveal a new stunt associated with your Science or Tech Specialities
3 XP when you successfully elminate a threat by targeting it with your Science or Tech Specialities
10 XP when you either ignore a critical situation in order to finish a project or abandon a critical project in order to help a non-combatant or teammate.


In terms of personality, he can often be cool or stand-off-ish, especially when he is working on a project. He often seems to be more comfortable around machines than he is people.

In terms of his powers, I figured there would be a way to stunt off his shapeshifting to create the cannon or what not like he did in the comics. Shapeshifting I felt was the best fit to enable him to morph the armor into various forms, even vehicles. The Box Armor, due to his abilities was incredibly diverse in its capabilities.

His two power sets are mutually exclusive due to the fact that if he tries to alter something while inside his armor, it just ends up adding to the suit.

This version has his old Alpha Flight armor included, though currently he is one of the X-Club (the Utopia think tank) and does not really use the armor that I have seen. It is included for the sake of completeness.
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Postby hankd » Tue Mar 27, 2012 3:02 pm

I posted this on the Cortex forum, but might as well put it here... here's a version of Nova, circa Annihilation, before he gets replaced by the official version when that supplement comes out. :)

Nova (Richard Rider)

Affiliations
Solo D10 Buddy D6 Team D8

Distinctions
Wartime Leader
Kid From Hempstead
Last Of The Nova Corps

Power Sets

Nova Prime
Energy Blast D8
Superhuman Durability D10
Space Flight D12
Superhuman Stamina D10
Superhuman Strength D10
Enhanced Reflexes D8
SFX: Multipower. Use two or more Nova Prime powers in your dice pool, at −1 step for each additional power.
SFX: Area Attack. Target multiple opponents. For each additional target,
add D6 to your pool and keep +1 effect die.
SFX: Fly-Through. Double Superhuman Strength for an action, then
add second-highest rolling die from that action to the doom pool.
Limit: Moody. Earn 1 PP and step up emotional stress caused by doubt,
guilt or self-worth by +1.

Containment Suit/“Worldmind”
Superhuman Senses D10
SFX: Immunity. Spend 1 PP to ignore stress, trauma, or complications from
extreme conditions of outer space.
Limit: Gear. Shutdown Worldmind and gain 1 PP. Take an action
versus the doom pool to recover gear.

Specialities
Combat Expert D8
Cosmic Master D10

Milestones
Acts of a Hero
1 XP when you give support to another hero.
3 XP when you take trauma to save a non-combatant or convince an opponent to attack you rather than a non-combatant.
10 XP when you either sacrifice yourself for your allies or fight until you’re
the last hero to fall.

Leader of the Resistance
1 XP when you first lead a team into action.
3 XP when you defeat a foe without any team member becoming stressed
out.
10 XP when you either convince a hero to join the team or disband your
existing team.
Last edited by hankd on Mon May 21, 2012 12:42 pm, edited 1 time in total.
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Postby Unknown Blitz » Tue Mar 27, 2012 3:24 pm

Ghost (Name Unknown)

Affiliations
Solo d10 Buddy d6 Team d8

Distinctions
Paranoid
Hacker
Industrial Saboteur

Power Sets

Ghost-Tech
Invisibility d10
Intangibility d10
Cybernetic Senses d8
Airwalking d6
SFX: Disruption- When including Intangibility as part of an attack action against tech-related targets, add d6 and step up the effect die +1.
Limit: Gear- Shutdown Ghost-Tech and gain 1 PP. Take an action vs. doom pool to recover.
Limit: Phase Limitations- Invisibility and Intangibility may never be used together in the same dice pool.

Specialties
Tech Master d10
Science Expert d8
Covert Expert d8


One of my favorite characters in the current Marvel Universe. Jeff Parker's writing relating to Ghost in Thunderbolts has been absolutely great. He transformed an Iron Man villain into one of the coolest, most enigmatic anti-heroes in modern comics in my opinion.
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Postby Cam » Tue Mar 27, 2012 3:31 pm

Just a quick word of note: I won't be looking in this thread myself, as there's a good chance one or more of the datafiles you folks post are slated for publication in an upcoming book (seriously - we have hundreds and hundreds and hundreds of characters slated to appear, including many obscure ones). If that's the case, I can't be confusing my team's version of the character with one that somebody else has made. That doesn't mean you can't post your own characters, but don't be surprised if I'm not giving feedback. :)

Cheers,
Cam
Design | Development | Special Projects
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Postby Sinister » Tue Mar 27, 2012 4:58 pm

Hairbag
Team D10 Buddy D8 Solo D6
Distinctions: Minons of Sinister

Enhanced Strength D8
Enhanced Stamina D8
Enhanced Speed D8
Enhanced Reflexes D8
Razor Fangs/Talon Weapon D10
Body Quills D8
Enhanced Senses D8

SFX: Quill Explosion. Area Effect. Add a d6 and keep +1 effect die for each target.

Combat Master D8

Gorgeous George
Team D10 Buddy D8 Solo D6
Distinctions: Minons of Sinister

Ooze D12
Shrinking D10

SFX: Encase or Constrict. When using an Ooze power George can keep an extra effect die to creating the complication “encased in Ooze” by spend a Doom Die.
SFX: Adhere. George can stick to surfaces.

Combat Master D8

Ruckus:
Team D10 Buddy D8 Solo D6
Distinctions: Minons of Sinister

Sound Wave D12

SFX: Loud Noise. Spend a die from the doom pool to double Sound Wave.

Specialties:




Ramrod
Team D10 Buddy D8 Solo d6
Distinctions: Minons of Sinister

Wood Shrinking/Growing D10

Combat Master D8









Slab
Team D10 Buddy D8 Solo D6
Distinctions: Minons of Sinister

Superhuman Strength D10
Superhuman Durability D10

SFX. Extra-Demensional Bio Mass. Step up or double Superhuman Strength or Durability. Spend a doom die to do both.

Combat Master D8



Bio Robots
Team D10 Buddy D8 Solo D6

Injector D10 Saw Blade D10 Stealth Field d12 Enhanced Durability D8
Flight D8

SFX: Stealth Field. On any action keep one extra effect die. It then becomes a complication to attempt to target the Bio Bot.
SFX: Non Living. The bot cannot suffer emotional or mental stress.
SFX: Paraylis Serum. If the attack is successful spend a doom dice to make the target parayalized for the next turn. The effect die is taken as a complication to all reactions.

Combat Master D8
Menance Master D8


Mr. Sinister

Team D10 Buddy D8 Solo D8

Master of Minions
Scientific Master Mind
Villain with a Plan


Godlike Durability D12
Force Blast D10
Shapeshifting D10
Psychic Resistance D10
Enhanced Strength D8
Telekensis D6
Mind Control D8

SFX: Molecular Reconstruction. Spend a doom die to remove all physical stress.
SFX: Contingency Plan. Reset the doom pool to 2D10 once a scene.


Science Master D10
Menace Expert D8
Tech Expert D8



Wonder Man
Team D8 Buddy D6 Solo D10

Superhuman Strength D10
Superhuman Speed D10
Superhuman Stamina D10
Superhuman Durability D10
Superhuman Reflexes D10

SFX: Shake Off. Spend a doom die to recover physical stress.
SFX: Iconic Shift. Stepback a Ionic power to step up another power.
SFX: Spend a Doom die to double an Ionic Power.


Combat Expert D8
Science Expert D8


Hawkeye
Team D8 Buddy D10 Solo D6

Circus Training

Godlike Marksmanship D12
Enhanced Reflexes D8
Superhuman Fencer D10

SFX: Acrobat. Step Up Reflexes as a reaction to ranged attacks.


Quiver of Arrows:

Weapons (special bow): D8

SFX: Net Arrows. Double Weapons when creating a “netted” complication on a target.
SFX: Exploding Arrows. Step up the Effect Die when making an attacking using exploding arrows.
SFX: MutiShot. Area Attack. Add d6 and keep +1 effect die when making area attacks.
SFX: Parry Bow. When being attacked in melee double weapon bow as a reaction.

Scarlet Witch

Team D8 Buddy D6 Team D10

Probability Control

Godlike Hexing D12
Chaos Magic D10

SFX: Hexbolt. Stepback Godlike Hexing to inflict stress and a complication on a target. Spend a doom die to keep +1 effect die.

Sorcery D8
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Postby vitruvian » Tue Mar 27, 2012 6:23 pm

Sinister wrote:Wonder Man
Team D8 Buddy D6 Solo D10

Superhuman Strength D10
Superhuman Speed D10
Superhuman Stamina D10
Superhuman Durability D10
Superhuman Reflexes D10

SFX: Shake Off. Spend a doom die to recover physical stress.
SFX: Iconic Shift. Stepback a Ionic power to step up another power.
SFX: Spend a Doom die to double an Ionic Power.


Combat Expert D8
Science Expert D8


When did Wonder Man get so weak? He's always supposed to have been at Thing, calm Hulk, or near to Thor strength levels.

For Clint and Wanda, you omitted any Specialties, which seemed a bit odd.
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Postby Sinister » Tue Mar 27, 2012 7:13 pm

To be fair, these were written as NPCs not full datafiles. I was using the avengers being angry at the party.
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Postby vitruvian » Tue Mar 27, 2012 11:03 pm

Sinister wrote:To be fair, these were written as NPCs not full datafiles. I was using the avengers being angry at the party.


Ah, okay. Still, I'd probably have let him have his Godlike Strength and Durability D12s, since he's a close match for Ben Grimm in both departments, but made him (and the other Avengers) all minor instead of major Watcher characters (so D8/D6/D4 Affiliations), and removed the Combat Expert Specialty, on the theory that he never really learned to fight without relying entirely on his powers.
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