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Hero datafiles.

Posted by WatcherFor group 0
Watcher
GM, 20 posts
Sat 27 Jun 2020
at 21:44
  • msg #1

Hero datafiles

Put your datafiles in this thread
Squirrel Girl
player, 7 posts
Sat 27 Jun 2020
at 22:37
  • msg #2

Hero datafiles

SQUIRREL GIRL
Doreen Green

AFFILIATIONS
Solo D8
Buddy D6
Team D10

DISTINCTIONS
Chipper Personality
The Slayer of All That Breathes
Universally Loved

POWER SETS
SQUIRRELY
Enhanced Reflexes D8
Enhanced Strength D8
Leaping D8
Squirrel Control D10
Wall-Crawling D8
SFX: Claws. Step back the highest die in an attack action pool to add a d6 and step up TYPE stress inflicted.
SFX: I Win! Activate an opportunity and spend 2d10 from the doom pool to end a scene (as per OM17) with Squirrel Girl as the victor.
Limit: So Sleepy! Shutdown any Squirrely power to gain 1 pp Activate an opportunity to recover that power.
Limit: Mutant. When affected by mutant-specific complication or tech, gain 1pp.

TIPPY-TOE AND FRIENDS!
A Mass of Fur and Teeth 3D6
SFX: Squirrels! Activate an opportunity and spend 1pp to add a d6 to A Mass of Fur and Teeth for the rest of the scene.
SFX: They’re Everywhere! Against multiple targets, for each additional target add a d6 and keep an additional effect die.
Limit: Tippy-Toe, NO! A Mass of Fur and Teeth may be targeted individually or by Area Attack SFX. d8 physical stress inflicted removes a die from A Mass of Fur and Teeth power. Recover A Mass of Fur and Teeth power after a Transition Scene.

SPECIALTIES
Combat Master D10
Psych Expert D8
Tech Master D10
Vehicles Expert D8

MILESTONE: PUPPY LOCKJAW
You agreed to keep puppy Lockjaw safe. Why is the little guy so good at getting into trouble?!

1XP When you use the special Puppy Lockjaw scene Distinction in a pool
3XP When you finish a scene with the Puppy Lockjaw Distinction at d8
10XP When you say "^#*!#^% it! This dog can take care of itself!" and leave Lockjaw to fend for itself, or stick it out and finish protecting Puppy Lockjaw from all the hazards he seems attracted to and give him back to the Inhumans.

BIO
Doreen Green is a bubbly, happy teenager, who inconceivably has bested some of the mightiest heroes and villains in the world. With the ability to speak to and control any squirrel in the vicinity, she overwhelms her opponents, who have included Iron Man, Doctor Doom, Thanos, and others. She is a darling of the media, who fawn over her combat prowess and her delightful personality.
This message was last edited by the player at 23:57, Fri 17 July 2020.
Armadillo
player, 8 posts
Sat 27 Jun 2020
at 22:55
  • msg #3

Hero datafiles

Armadillo
Antonio Rodriguez

AFFILIATIONS
Solo d8
Buddy d6
Team d10

DISTINCTIONS
Anger Issues
Monstrous Appearance
Trying To Make It Right

POWER SETS
ARMORED BODY
Burrowing d8
Superhuman Durability d10
Superhuman Stamina d10
Superhuman Strength d10

SFX: Claws: Step back the highest die in an attack pool to add d6 & a step up to physical stress inflicted

SFX: Invulnerability: Spend a PP to ignore a physical stress or trauma.

Limit: Hair-Trigger Temper. Step up emotional stress from
opponents hurling insults or mocking to gain 1 PP.

SPECIALTIES:
Combat Expert: 8

NOT MY FIRST RODEO
1 XP: When you declare someone an old ally or foe.
3 XP: When you aid your old ally or take trauma from your old foe.
10 XP: When you declare your old ally is an enemy, or vice versa.

HERE WE GO AGAIN
1 XP-When you activate your Hair Trigger Temper Limit.

3 XP-When you decide that a complicated situation is best solved with drastic action.
[This includes deciding to fight someone you just tried to de-escalate with, jumping off a tall building because you’re upset, sign up for mystery-experiments to solve a money problem, etc.]

10 XP- When you decide to try to break the cycle, and make it stick. [Sit out a jailbreak because you’ll just end up in jail again, let go a grudge because it’ll just end badly for everyone, forgive someone who wronged you, join Vil-Anon]

XP: 2


Height: 7'6" Weight: 540 lb.

BIO:
Antonio Rodriguez was made The Armadillo by mad scientist Dr. Malus, in order to make money to treat his wife's terminal illness. (She recovered and then left him for her hairdresser. Long story.)

Since then, he has been a criminal, a superhero (The 50 State Initiative's Texas Rangers), served several prison sentences, been a famous professional wrestler (US-style wrasslin' and Mexican lucha libre) and MMA fighter, begged for money on the street, been on TV (The New Warriors' reality show) and has fought or worked for just about everyone at some point or another. Sometimes, both. (Try him!)

He and his girlfriend recently moved to the West Coast- she had work, he has... history.

And he has money, but can't access it, superheroing hasn't worked out well yet, super*villaining* is out now... so, odd jobs.

https://www.writeups.org/armadillo-marvel-comics/
This message was last edited by the player at 17:39, Wed 08 July 2020.
Conan
player, 12 posts
Sat 27 Jun 2020
at 23:35
  • msg #4

Hero datafiles

Conan

AFFILIATIONS
Solo: d10
Buddy: d6
Team: d8

DISTINCTIONS
Wanderer From the Hyborian Age
"...A thief, a reaver, a slayer, with gigantic melancholies and gigantic mirth..."
A Panther’s Instinctive Grace

POWER SETS
CIMMERIAN HERITAGE

Enhanced Reflexes d8, Enhanced Stamina d8, Enhanced Strength d8

SFX: Berserk. Add a doom die to your next attack action. After your action, step up the doom die and return it to the doom pool.

SFX: Hardened by the Desolate North. Spend 1 PP to ignore stress, trauma, or complications inflicted by cold, exposure, deprivation, shock, surprise, fear, or concern for others.

SFX: Mighty Thews. Step up or double a Cimmerian Heritage power for one action, then step back to 2d6. Recover power by activating an opportunity or during a Transition Scene.

SFX: Wolf-like Stamina. Before you make an action including a Cimmerian Heritage power, you may move your physical stress die to the doom pool and step up that power by +1 for this action.

SFX: Heaps of Dead Men Thigh-Deep. Against multiple opponents, for every additional target add a d6 and keep an additional effect die.

Limit: Distrust of Cities. Earn 1 PP and step up Mental Stress or a Complication related to being in a civilization.

Limit: Quick to Rage. Gain 1 PP and step-up Emotional Stress (or take d6 Emotional Stress) when ‘civilized’ men offer insult to you or to an ally or when an opponent goads or enrages you.

THE FRUITS OF PLUNDER

Weapon d8, Armor d6

SFX: Riddle of Steel. Spend 1 PP to reroll an action including your Weapon die.

SFX: Dangerous. Add a d6 to your dice pool for an attack action. Step down the largest die in the pool by -1. Step up Physical Stress inflicted by +1.

Limit: Gear. Shutdown any Fruits of Plunder power and gain 1 PP. Take an action vs. the Doom pool to recover gear.

Limit: Weary with Endless Slaughter. Step-up Physical Stress (or take d6 Physical Stress) to step or double your Weapon die for one roll (spend 1 PP to do both).

SPECIALTIES:
Combat Master d10, Covert Expert d8, Crime Expert d8, Menace Master d10, Mystic Expert d8

Height: 6'6" Weight: 215lbs

BIO:
Conan is a Cimmerian. He was born on a battlefield and is the son of a village blacksmith. Conan matured quickly as a youth and, by age fifteen, he was already a respected warrior who had participated in the destruction of the Aquilonian fortress of Venarium. After its demise, he was struck by wanderlust and began adventuring, encountering skulking monsters, evil wizards, tavern wenches, and beautiful princesses. He roamed throughout the Hyborian Age nations as a thief, outlaw, mercenary, and pirate.

At one point in his wandering, Conan came face-to-face with the modern Marvel Universe when the Scarlet Witch crashed into his ancient home, the distant past of the Hyborian Age. After assisting the Scarlet Witch and the Avengers, Conan found himself in the present day, and left to wander the Savage Land. There he met up with Wolverine, Dr. Voodoo, the Punisher, Elektra, and Venom, who teamed together to defeat the Hand and evil Marrow God.
This message was last edited by the player at 13:13, Mon 29 June 2020.
Speedball
player, 5 posts
Sun 28 Jun 2020
at 21:39
  • msg #5

Hero datafiles

SPEEDBALL

AFFILIATIONS
Solo d4
Buddy d6
Team d10

DISTINCTIONS
Boundless Energy
Colorful Force Bubbles
Quick with a Joke

POWER SETS
SPEEDBALL EFFECT
Kinetic Blast d8
Leaping d8
Superhuman Durability d10

SFX: Invulnerability. Spend 1 PP to ignore physical stress or trauma.

SFX: Kinetic Crash. If using Leaping in a pool to inflict physical stress on an opponent, double it for that action. Afterward add your second-highest rolling die from that action to the doom pool.

SFX: Rebound Attack. On a successful reaction against a kinetic-based attack action, convert opponent’s effect die into a Speedball Effect stunt or step up Kinetic Blast until used in an action. If opponent’s action succeeds, spend 1 PP to use this SFX.

SFX: Versatile. Replace your Superhuman Durability die with 2d8 or 3d6 on your next roll.

Limit: Uncontrollable. Change any Speedball Effect power into a complication to gain 1 PP. Activate an opportunity or remove the complication to recover that power.

SPECIALTIES
Acrobatics Expert d8
Combat Expert d8

MILESTONES
BOUNCE
• 1 XP when you discuss how you used your powers in a creative way in the past.
• 3 XP when you use Speedball Effect to create an asset for your team or a complication for your enemy.
• 10 XP when you either end directly a global threat using the Speedball Effect Power Set or use your XP to create a new way to use the Speedball Effect.

GOOFBALL
• 1 XP when you make a joke of a serious situation.
• 3 XP when you use humor to help a teammate deal with a serious situation during a Transition Scene.
• 10 XP when you either set aside humor for an entire act because a situation has become too serious for laughs or make a joke in the midst of a truly terrible tragedy, hoping to help cope with the pain through humor.

History
Robbie is the son of a district attorney and an actress; his parents often forced him into the middle of their arguments. An after-school intern at Hammond Labs, Robbie became intrigued by an experiment involving an extra-dimensional energy source. When he snuck in to observe the experiment, he was unwittingly exposed to the otherworldly energy. Robbie became Speedball and cut his teeth against a host of hometown villains. He soon expanded his area of adventures to New York City. In New York—on the day Terrax attacked—Speedball assisted the group of young heroes that became the original New Warriors.

Speedball’s time with the New Warriors included team-ups with notable heroes such as Spider-Man, Daredevil, and the Fantastic Four. The New Warriors fought against powerful foes such as Juggernaut, and the White Queen and her Hellions, in addition to battles of great cosmic importance. He’s been part of every incarnation of the team, including the newest reality-television based incarnation.

Personality
When Speedball’s powers initially manifested, their unpredictability led others to see him as a joke. Speedball embraced it and relished being a goofball and prankster. On the New Warriors, Speedball provides a light-hearted counterbalance to more serious teammates, including Night Thrasher’s dour thirst for justice and vengeance. Speedball genuinely loves being a super hero, even if sometimes he wishes his powers were more formidable.

Speedball’s immature antics help hide his determination to master his unusual powers and contribute to his team. He’s succeeded in steadily gaining more control—and use—of his Speedball Effect. Speedball has evolved from a slapstick hero barely in control of his powers to a more focused teammate, without losing his exuberance or sense of humor. Beneath his bubbly demeanor, however, those that know him often wonder if there’s an undercurrent of something less pleasant.

Abilities & Resources
Robbie developed his powers after exposure to radiation at Hammonds Labs. Whenever he’s exposed to kinetic force, his body gains size and mass and is surrounded by chromatic “speed bubbles” that protect and redirect any force used against him. Impacts that would have harmed him now cause him to bounce harmlessly in another direction. Initially even minor exposure to impact would cause his powers to manifest, but he’s since learned to control his powers. At times, he’s shown the ability to project his force bubbles as a blast or extend his field beyond his own body to protect others.

Speedball has been a staple of every incarnation of the New Warriors and can count on many of them to back him up, even when they’re not active teammates. Speedball was close with all the New Warriors, but maintains stronger ties to Nova and Rage.
Moondragon
player, 12 posts
Goddess of The Mind
Dragon of The Moon
Mon 29 Jun 2020
at 03:45
  • msg #6

Hero datafiles

MOONDRAGON
Heather Douglas

AFFILIATIONS
Solo: d10
Buddy: d8
Team: d6

DISTINCTIONS
Disciplined Mind
Dragon Within
Haughty Attitude
(d4 +1PP or d8)

POWER SETS

PSIONIC POTENTIAL
Mind Control d10
Psychic Resistance d10
Superhuman Durability d10
Telepathy d12
Psychic Blast d10
Psychic Senses d10
Telekinesis d8

SFX: Area Attack: Against multiple targets, for each additional target add a d6 and keep an additional effect die.

SFX: Autonomic Immunity: Spend 1PP to ignore stress or complications to poison, hunger, thirst, or fatigue.

SFX: Mental Illusions: When inflicting an illusion-based complication on a target, add a d6 and step up the effect die.

SFX: Pushing The Limit: Step up or double a PSIONIC POTENTIAL for one action. If the action fails, step back that power. Spend a PP to recover that power.

LIMIT: Tainted By The Dragon. If a dice pool includes a PSIONIC POTENTIAL power, both 1s and 2s on those dice count as opportunities, but only 1s are excluded from being used for totals or effect dice.

SHAO-LOM MONK TRAINING
Enhanced Durability d8
Enhanced Speed d8
Enhanced Reflexes d8
Enhanced Stamina d8

SFX: Focus. Replace two dice of equal size in a pool containing a SHAO-LOM MONK TRAINING power with one stepped up die.

SFX: Pama Strike. When making a close combat attack action against a single target, step up or double ENHANCED REFLEXES. Remove the highest rolling die and use three dice for the total.

LIMIT: Emotional Isolation. Gain a PP to step up emotional stress due to alienation and loneliness.

SPECIALTIES

Combat Master d10
Medical Expert d8
Science Master d10
Cosmic Expert d8
Psych Master d10
Vehicle Expert d8
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6.]


MILESTONES

ADVISOR
1 XP when you give advice to a hero.
3 XP when you aid a hero during a Transition Scene.
10 XP when you either trust an advisee to make a monumental decision, or use your telepathic powers to ensure they overcome their own weakness.

DRAGON OF THE MOON
1 XP when you discuss past victories.
3XP when you use your powers to create complications for your enemies.
10 XP when you either are possessed by The Dragon of The Moon, or gain a victory over an even greater enemy and take that enemy’s name as your own.
Iceman
player, 3 posts
Thu 2 Jul 2020
at 22:20
  • msg #7

Hero datafiles

ICEMAN

Robert "Bobby" Louis Drake [secret]

Affiliations
Solo d6
Buddy d10
Team d8

Distinctions
Hapless Romantic
Heroic Prankster
Terrifying Potential

Power Sets
CRYOKINESIS
Enhanced Durability d8
Enhanced Senses d8
Enhanced Speed d8
Enhanced Stamina d8
Ice Blast d8
Ice Mastery d10
Intangibility d6
SFX: Area Attack. Against multiple targets, for each additional target add a d6 and keep
an additional effect die.
SFX: Constructs. When using a Cryokinesis power to create assets, add a d6 and step
up your effect die.
SFX: Immunity. Spend 1 PP to ignore stress, trauma, or complications from cold-based
attacks.
SFX: Multipower. Add more than one Cryokinesis power die to your pool. Step back
each Cryokinesis power die in your pool once for each die beyond the first.
SFX: Omega-Level Mutant. Step up or double any Cryokinesis power for one action. If
that action fails, add a die to doom pool equal to the normal rating of that power
die.
Limit: Exhausted. Shutdown any Cryokinesis power to gain 1 PP. Activate an opportunity
or participate in a Transition Scene to recover that power.
Limit: Mutant. When affected by mutant-specific complications or tech, earn 1 PP.

Specialties
Business Expert d8
Psych Expert d8

Milestones
LIVING UP TO THE ICE
1 XP when you discuss how you can use your powers.
3 XP when you take stress when using your powers.
10 XP when you either seek out a mentor to help you unlock your full mutant potential,
or abandon your friends and teammates in your quest to reach your limits.

ORIGINAL X-MAN
1 XP when you discuss your adventures during your first years with Xavier.
3 XP when you rebel against Xavier’s philosophy.
10 XP when you either join a team of mutants who are not the X-Men, or join a non-mutant superhuman team.
This message was last edited by the player at 22:51, Thu 02 July 2020.
Machine Man
player, 4 posts
Tue 22 Sep 2020
at 16:55
  • msg #8

Hero datafiles

AFFILIATIONS
Solo  d10
Buddy d6
Team  d8

DISTINCTIONS
More than Just a Machine
My Robot Brain Needs Beer
Sentient Android

Power Sets
MECHANICAL BODY
Cybernetic Senses       d6
Enhanced Reflexes       d8
Enhanced Speed          d8
Enhanced Stamina        d8
Flight                          d6
Superhuman Durability   d10
Superhuman Strength     d10
Stretching                   d8

SFX: Immunity. Spend 1 PP to ignore stress, trauma, or complications from aging, dehydration, disease, poison, starvation, or vacuum.

SFX: Multitasking. Add more than one Mechanical Body power die to your pool. Step back each Mechanical Body power die in your pool once for each die beyond the first.

SFX: Swiss-Army Fingers. When using a Mechanical Body power to create assets, add a d6 and step up your effect die.

Limit: Needs a Recharge. Shutdown any Mechanical Body power to gain 1 PP. Activate an opportunity or participate in a Transition Scene to recover that power.

SPECIALTIES
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
Cosmic Expert  d8
Science Expert d8
Tech Expert    d8

MILESTONES
FLESHY ONES
1 XP when you threaten an organic creature.

3 XP when you help a fleshy ally recover from stress during a Transition Scene.

10 XP when you either decide that humanity is well worth learning from and attempt to gain empathy or decide that humanity is mad and decide to be a cold, calculating robot with no emotions that don’t involve beer.

SELF-HATRED, OR JUST FUN?
1 XP when you discuss the destruction of equipment, architecture, or robots.

3 XP when you create an asset, complication, or stunt that involves destroying inanimate objects.

10 XP when you either decide that it’s your duty to hunt down rogue robots or that you can’t do violence to your comrades anymore.
US Agent
player, 21 posts
Thu 1 Oct 2020
at 08:18
  • msg #9

Hero datafiles

U.S.AGENT
John F. Walker

Affiliations
Solo    d10
Buddy    d8
Team    d6

Distinctions
Ex-Soldier
Temperamental
Uncompromising Patriot

Power Sets
SUPER-PATRIOT
Enhanced Durability    d8
Enhanced Reflexes    d8
Superhuman Stamina    d10
Superhuman Strength    d10
SFX: Charge! Step or double any Super-Patriot power for an action, then step back that power. Activate an opportunity to recover.
SFX: Second Wind. Before you make an action including a Super-Patriot power, move your physical stress die to the doom pool and step up the Super-Patriot power by +1 for this action.
SFX: Berserk. Borrow a die from the doom pool for an attack action. Step up the doom die by +1 and return to the doom pool.
Limit: Patriot. Step up emotional stress taken from government officials, popular opinion, or being compared to Captain America to gain a PP.

VIBRANIUM SHIELD
Superhuman Durability    d10
Weapon    d8
SFX: Shield Throw. Step up or double Weapon for one action. If the action fails, shutdown Vibranium Shield. Activate an opportunity to recover.
Limit: Gear. Shutdown Vibranium Shield to step up the lowest die in the doom pool or add a d6 doom die. Spend a doom die to recover Vibranium Shield.

Specialties
Acrobatic Expert    d8
Combat Expert    d8
Menace Expert    d8

Milestones
MENTOR THE HERO... JUST LIKE CAP
1 XP when you choose to aid a specific hero for the first time, in Captain America's name
3 XP when you aid a stressed-out hero in recovery, or cause the stress
10 XP when you either give the leadership of the team to your chosen hero or force your chosen hero to resign or step down from the team... just like Cap

EXTREME BUT NECESSARY METHODS
1 XP when you choose the most unnecessarily-violent way to take care of a foe
3 XP when you use Berserk for the first time
10 XP when you are defeated by or surrender to a team coming to take you in on the basis of your violent methods
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