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Margaret Weis Productions, Ltd.

Fan-Made Datafiles

The Marauders

The Marauders

Postby Duck Call Lass » Mon May 14, 2012 10:48 am

For my upcoming game set in Los Angeles.


THE MARAUDERS

SCALPHUNTER

Affiliations: Solo d6, Buddy d4, Team d8

Distinctions:
Tactician
Cold-Blooded Killer

Power Sets:

MUTANT PHYSIOLOGY
Enhanced Reflexes d8
Superhuman Stamina d10
SFX: Regeneration. Spend d6 from the doom pool to recover your physical stress and step back your physical trauma by -1.
SFX: Resurrection. When killed, spend d10 or higher from the doom pool to come back to life.
Limit: Mutant. Step up or add d6 to the doom pool when affected by mutant-specific Milestones and tech.

ADAPTABLE WEAPONRY
Enhanced Durability d8
Weapon d8
Machine Control d8
SFX: Technoforms. Add d6 and step up your effect die by +1 when using MACHINE CONTROL to create weapon and ammunition assets.
Limit: Gear. Shutdown ADAPTABLE WEAPONRY and step up or add d6 to the doom pool. Spend d6 from the doom pool to recover.
Limit: Mutant. Step up or add d6 to the doom pool when affected by mutant-specific Milestones and tech.

Specialties:
Combat Master d10
Covert Expert d8
Crime Expert d8
Tech Expert d8


ARCLIGHT

Affiliations: Solo d4, Buddy d6, Team d8

Distinctions:
Veteran
Haunted by Wartime Experiences

Power Sets:

SEISMIC STRENGTH
Superhuman Strength d10
Superhuman Durability d10
Superhuman Stamina d10
Seismic Mastery d10
SFX: Ground Slam. Target multiple opponents. For every additional target, add d6 and keep +1 effect die.
SFX: Multipower. Use two or more SEISMIC STRENGTH powers in a single dice pool at -1 step for each additional power.
Limit: Mutant. Step up or add d6 to the doom pool when affected by mutant-specific Milestones and tech.

Specialties:
Combat Expert d8
Covert Expert d8


PRISM

Affiliations: Solo d6, Buddy d4, Team d8

Distinctions:
Fragile
Cold-blooded Killer

Power Sets:

CRYSTALINE BODY
Energy Resistance d12
Enhanced Durability d8
SFX: Reflection. On a successful reaction against an energy attack action, convert your opponent's effect die into a CRYSTALINE BODY stunt. Spend d6 from the doom pool to use this stunt if your opponent's action succeeds.
SFX: Area Attack. Target multiple opponents. For every additional target, add d6 and keep +1 effect die.
SFX: Energy Immunity. Spend d6 from the doom pool to ignore stress, trauma, or complications from energy attacks.
Limit: Easily Shattered. When you take physical, non-energy stress, step up the effect die by +1.
Limit: Mutant. Step up or add d6 to the doom pool when affected by mutant-specific Milestones and tech.

Specialties:
Combat Expert d8


RIPTIDE

Affiliations: Solo d6, Buddy d4, Team d8

Distinctions:
Brutal
Overconfident

Power Sets:

SUPERSPINNING
Air Influence d6
Superhuman Reflexes d10
Speed d6
Limit: Mutant. Step up or add d6 to the doom pool when affected by mutant-specific Milestones and tech.

BONE GROWTHS
Weapon d8
SFX: Area Attack. Target multiple opponents. For every additional target, add d6 and keep +1 effect die.
SFX: Dangerous. Add a d6 to your dice pool for an attack action and step back highest die in pool by -1. Step up physical stress by +1.
Limit: Mutant. Step up or add d6 to the doom pool when affected by mutant-specific Milestones and tech.

Specialties:
Acrobatic Master d10
Combat Expert d8


HARPOON

Affiliations: Solo d6, Buddy d4, Team d8

Distinctions:
Inuit
Hunter

Power sets:

CHARGED SPEARS
Weapon d10
SFX: Dangerous. Add a d6 to your dice pool for an attack action and step back highest die in pool by -1. Step up physical stress inflicted by +1.
SFX: Impaled. Add a d6 and step up your effect die by +1 when inflicting Restrained complications on a target.
Limit: Mutant. Step up or add d6 to the doom pool when affected by mutant-specific Milestones and tech.
Limit: Gear. Shutdown CHARGED SPEARS and step up or add d6 to the doom pool. Spend d6 from the doom pool to recover.

Specialties:
Combat Master d10
Menace Expert d8


SCRAMBLER

Affiliations: Solo d8, Buddy d4, Team d6

Distinctions:
Vain
Psychopath

Power sets:

SCRAMBLING TOUCH
Disruption Touch d10
Enhanced Reflexes d8
SFX: Scrambled Powers. Add a d6 and step up your effect die by +1 when attacking a target's superpowers. Shutdown, or step back by the same amount, each power in the target's power set.
Limit: Mutant. Step up or add d6 to the doom pool when affected by mutant-specific Milestones and tech.

Specialties:
Acrobatic Expert d8
Combat Expert d8
Crime Expert d8


BLOCKBUSTER

Affiliations: Solo d6, Buddy d4, Team d8

Distinctions:
Overconfident
Brawler

Power sets:

ENORMOUS PHYSICAL MASS
Superhuman Strength d10
Superhuman Durability d10
Superhuman Stamina d10
SFX: Mighty Blow. Spend d6 from the doom pool to step up or double SUPERHUMAN STRENGTH for one action.
Limit: Mutant. Step up or add d6 to the doom pool when affected by mutant-specific Milestones and tech.

Specialties:
Combat Expert d8
Menace Expert d8


VERTIGO

See BR27.
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Re: The Marauders

Postby Duck Call Lass » Mon May 14, 2012 7:27 pm

Here are my updated datafiles for the Marauders, in PDF format:

http://boldpueblo.com/users/caoimhe/campaigns/marvel/MHR-Marauders.pdf
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Re: The Marauders

Postby Wraith » Fri May 18, 2012 1:53 pm

That's a great data set for the Marauders. Do you have any plans to do a data set for Mr. Sinister or Vertigo?
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Re: The Marauders

Postby Spatula » Fri May 18, 2012 1:55 pm

Wraith wrote:That's a great data set for the Marauders. Do you have any plans to do a data set for Mr. Sinister or Vertigo?

Vertigo is in Breakout in Act 2.

Does Mr. Sinister actually have defined powers?
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Re: The Marauders

Postby Wraith » Fri May 18, 2012 2:00 pm

Thanks. I didn't notice Vertigo in the rules book.

The only powers I've seen him use in the comics is he seems to be strong and almost impossible to kill because of his ability to regenerate. I'd probably give him Godlike Stamina, Enhanced Strength, Enhanced Durability and maybe make him a Science and Tech Master.
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Re: The Marauders

Postby chaosnet » Fri May 18, 2012 2:07 pm

yeah, he probably has geneticized himself to perfection. I think he also has a measure of psychic resistance or some such but for the most part he's an egghead mastermind that uses his minions to do his dirty work.
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Re: The Marauders

Postby aumshantih » Mon Jan 14, 2013 12:40 pm

Namaste Duck Call Lass:
Unsure if this is the right thread to respond, but your version of the Marauders were excellent in the "Mutant Massacre" issue I ran yesterday. Thank you again and again.

My players (all of whom were captured and replaced by Sinister clones) may feel otherwise.
aum shanti shanti shantih.
"The world is like the impression left by the telling of a story." -
from the Yoga Vāsiṣṭha
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Re: The Marauders

Postby WarriorXIII » Mon Feb 04, 2013 8:37 pm

There is a Mr Sinister Datafile in the forums somewhere here on the site. I found it through the exploring infinity site on their page with a large list of datafiles they have gathered and have links to. Here is the link to the EI site: http://exploring-infinity.com/marvel-heroic-roleplaying/lost-files-of-marvel-unofficial-datafile-index/

Probably not a great representation of the comic Sinister, it has some of his goons from the 90s X-men Cartoon with it. It is a good start however.

And i guess by this point in time you may have already found it, been awhile i just noticed since anyone posted in this thread but its been said now and the link to the EI site provided for ease.
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Re: The Marauders

Postby WarriorXIII » Mon Feb 04, 2013 8:42 pm

Also thanks for the datafiles, im thinking about using them in an Event im going to run.
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