TEXT: 1
  marvel.com
  TM & © 2012 Marvel & Subs.
  Margaret Weis Productions, the MWP Logo, Cortex System (and all derivatives), the Cortex Plus logo,  
  and the Heroic Roleplaying logo are trademarks of Margaret Weis Productions, Ltd.  
  Cortex Plus and Heroic Roleplaying system © 2012 Margaret Weis Productions, Ltd.  
  www.margaretweis.com
  TM
  Design
  Dave Chalker
  Additional Design and 
  Development
  Cam Banks
  Jeremy Keller
  Adam Minnie
  Editing
  Amanda Valentine
  Based on Marvel  
  Heroic Roleplaying by
  Cam Banks (design lead)
  Rob Donoghue
  Matt Forbeck
  Will Hindmarch 
  Philippe-Antoine Ménard
  Jesse Scoble
  Playtesting
  Piledrivers:  
  Fred Hicks
  Adam Minnie
  Quinn Murphy
  Danny Rupp
  Layout
  Jeremy Keller
  Graphic Design Concepts
  John Harper
  Art
  Marvel Bullpen
  RANDOM DATAFILE
  GENERATOR
  E
  veryone loves dice. We love them because they push the action 
  along into often unexpected places, inspiring us to create more 
  exciting stories. So why aren’t the dice a part of creating hero data-
  files in MARVEL HEROIC ROLEPLAYING? Surely there’s a way to let 
  the dice shake things up before the game even starts. Great news, 
  True Believers! With this bonus content, there is.
  The original Marvel Super Heroes RPG from TSR had three ways to 
  choose a character: pick one of the character cards included in the 
  game, model an existing character idea or concept by assigning stats 
  and powers, or break out the dice. The MARVEL HEROIC ROLEPLAYING 
  Operations Manual includes the first two. But we know how much 
  fun random generators can be, so we decided to make that third 
  option a reality.
  You’ll still need the Operations Manual for this Random Datafile 
  Generator to work, but using these tables and charts with a blank 
  datafile or scratch paper, you’ll be whipping up crazy super heroes 
  in no time!
  As an added bonus, the Random Datafile Generator can serve as 
  a guide for assigning Power Sets, power traits, Specialties, and other 
  variable traits, even if you don’t use dice to roll up new heroes. 
  We’ve done our best to emulate the source material, but feel 
  free to adjust or tweak the tables as you and your friends like for 
  your MARVEL HEROIC ROLEPLAYING games.
  
  2
  OPERATIONS MANUAL
  OVERVIEW
   
  X Roll your Origin (or Origins), which determines the 
  number of Power Sets you have, as well as additional 
  benefits for that Origin.
   
  X Roll your Affiliations.
   
  X Roll to determine the makeup of your Power Sets; this 
  gives you a spread of dice for your power traits within 
  those Power Sets.
   
  X For each Power Set, roll the theme of that Power Set.
   
  X For each power trait in a Power Set, roll on that theme’s 
  table. Repeat until all power traits are assigned.
   
  X Assign SFX and Limits to your Power Set(s).
   
  X Name your Power Sets.
   
  X Assign and roll your Specialties.
   
  X Roll and create your Distinctions and Milestones.
   
  X Name your new hero.
  ORIGINS
  Roll 1d12:
   
  1-2:  Mutant: One Power Set. Add an additional SFX. After 
  rolling them all, step up one of the traits in your Power 
  Set. You automatically have the Mutant Limit.
   
  3: Mutant: Two Power Sets. After rolling them all, step 
  up one of the traits in your primary Power Set. You 
  automatically have the Mutant Limit on at least one 
  Power Set. 
   
  4-5: Altered Human: One Power Set. Add an additional SFX. 
  Add an additional power trait at d8 to your primary 
  Power Set and an additional Expert Specialty.
   
  6: Altered Human: Two Power Sets. Add an additional 
  power trait at d8 to your primary Power Set and an 
  additional Expert Specialty.
   
  7: Non-Human: One Power Set. Add two additional SFX 
  and an additional Limit.
   
  8:  Non-Human: Two Power Sets. Add an additional SFX 
  and an additional Limit to the primary Power Set.
   9-10: Trained Human: One Power Set. Gain two more 
  Specialties, one at Expert, and one at Master. 
   
  11: Trained Human: Two Power Sets. At least one must 
  represent equipment, and have the Gear or other Limit 
  representing its status. Gain one more Specialty at 
  Master.
   
  12: Roll twice. Take the higher number of Power Sets of-
  fered, re-rolling any duplicate Origins. Take all other 
  benefits or Limits.
  ORIGIN 
  EXPLANATIONS
  Mutants are those who have an 
  activated mutant gene granting 
  them some kind of ability or abilities. 
  Example: Wolverine and the X-Men. 
  Altered Humans were once or-
  dinary people; they were changed 
  by another force to possess innate 
  powers. Example: Spider-Man and 
  the Fantastic Four.
  Non-Humans are those who are 
  not human, including aliens, robots, 
  and Asgardians. Often, their abilities 
  aren’t that unusual to others where 
  they come from.  Example: Thor and 
  the Vision.
  Trained Humans are those whose 
  super powers are the results of fan-
  tastic technology or intense per-
  sonal training.  Example: Iron Man 
  and Hawkeye.
  Rolling a 12 on the Origins table 
  can turn up some strange results. 
  Come up with the most appropri-
  ate story you can without worrying 
  too much about the contradiction. A 
  Trained Human + Non-Human could 
  be someone who started human but 
  had their body replaced by a robot 
  body, or perhaps an alien who some-
  how acquired all the memories of a 
  Trained Human. An Altered Human + 
  Mutant might have been involved in 
  an accident that grants powers, but 
  also triggered a latent mutant gene 
  at the same time. 
  ORIGIN: 
  ALTERED HUMAN
  One Power Set
  Add one d8 power trait
  Add one Expert Specialty
  5
  
  3
  RANDOM DATAFILE GENERATOR
  AFFILIATIONS 
  Roll 1d6:
   
  1: Solo d10, Buddy d8, Team d6
   
  2: Solo d10, Team d8, Buddy d6
   
  3: Buddy d10, Solo d8, Team d6
   
  4: Buddy d10, Team d8, Solo d6
   
  5: Team d10, Buddy d8, Solo d6
   
  6: Team d10, Solo d8, Buddy d6
  PRIMARY POWER 
  SET
  Roll 1d12:
   
  1: One power trait at d10. Add an additional SFX.
   
  2:  Two power traits at d8.
   
  3:  One power trait at d10, another at d8.
   
  4:  Three power traits at d8.
   
  5-6:  One power trait at d10, two at d8.
   
  7-8:  Two power traits at d10, one at d8.
   
  9:  Two power traits at d10, and two at d8.
   
  10:  Two power traits at d10, and three at d8.
   
  11:  Three power traits at d10, and two at d8.
   
  12:  Roll twice, gaining the benefits of both.
  SECONDARY POWER SET  
  (IF TWO)
  Roll 1d10:
   
  1-3: Two power traits at d8. 
   
  4-5:  One power trait at d10.
   
  6-7:  One power trait at d10, another at d8.
   
  8-9:  Two power traits at d10.
   
  10:  Roll twice, gaining the benefits of both.
  BLANK DATAFILE
  Affiliations
  	
  Solo		
  	
  Buddy		
  		
  Team		
  Milestones
   1 XP  when...
   3 XP  when...
   10 XP  when...
  Name:
  Distinctions
  4      
  +1 PP
  or
  8
  [You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
  Specialties
  Power	Sets
  SFX/Limits:
  SFX/Limits:
  FERAL MUTANT
  d10
  d8
  d6
  1
  PRIMARY POWER SET
  Three d10 power traits 
  Two d8 Power Traits
  (Add one d8 Power Trait  
  from Origin)
  11
  11
  Affilliations
  p. OM63
  Power Sets
  p. OM70
  
  4
  OPERATIONS MANUAL
  Mutant:
   
  1-4: Common Powers
   
  5-6: Uncommon Powers
   
  7-9: Psychic Powers
   
  10: Mystic Powers
  Altered Human:
   
  1-4: Common Powers
   
  5-7: Uncommon Powers
   
  8: Technological Powers
   
  9: Mystic Powers
   
  10: Psychic Powers
  Non-Human:
   
  1-5: Common Powers
   
  6-7: Uncommon Powers
   
  8: Technological Powers
   
  9: Mystic Powers
   
  10: Psychic Powers
  Trained Human: 
   
  1-4: Common Powers
   
  5-7: Technological Powers
   
  8-9: Mystic Powers
   
  10: Uncommon Powers
  Then for each power trait (start with the 
  largest die size first), roll on the correspond-
  ing table. If you roll a power trait you already 
  possess within the same Power Set—and it’s 
  not an option with multiple choices—roll 
  again on that table.
  Roll 1d10 on the corresponding table:
  COMMON POWERS 
  TABLE
   
  1:  Attack Power (Step back the power 
  trait’s die. Choose between Weapon 
  or type of Energy Blast. This option 
  can be rolled multiple times.)
   
  2:  Durability
   
  3:  Movement-Based Power (Step back 
  the power trait’s die. Choose be-
  tween: Airwalking, Burrowing, 
  Flight, Leaping, Speed, Swimming, 
  or Swingline. This option can be 
  rolled multiple times.)
   
  4:  Reflexes
   
  5:  Resistance (Choose an Energy type. 
  If you have Elemental Control, you 
  must choose that same Energy. 
  This option can be rolled multiple 
  times.)
   
  6:  Senses
   
  7:  Stamina
   
  8:  Strength
   
  9:  Roll on Uncommon Powers for this 
  power trait only.
   
  10:  Re-roll on your Origin’s table to the 
  left, re-rolling any Common Powers 
  result, for this power trait only.
  POWER TRAITS
  For each Power Set, roll 1d10 on the appropriate table for the Origin of the hero (in the 
  case of multiple Origins, pick between them) to determine the general thematic group of 
  the powers in that Power Set. 
  ALTERED HUMAN 
  THEMATIC GROUP:
  Common Powers
  3
  POWER TRAITS:
  Heat Resistance d10
  cold Resistance d10
  stRetcHing d10
  enHanced duRability d8
  enHanced stRengtH d8
  Weapon d6
  5
  5
  9
  2
  8
  1
  (+
  9 )
  Power Traits
  p. OM71
  
  5
  RANDOM DATAFILE GENERATOR
  UNCOMMON 
  POWERS TABLE
   
  1:  Elemental Control Power (Step back 
  the power trait’s die. Choose from 
  one of the following: Air, Cosmic, 
  Darkforce, Earth, Electric, Fire/
  Heat, Gravity, Ice/Cold, Kinetic, 
  Light, Magnetic, Sonic, Technology, 
  Weather, or Water. This option can 
  be rolled multiple times.)
   
  2: Intangibility
   
  3: Invisibility
   
  4: Mimic
   
  5: Animal Control
   
  6: Plant Control
   
  7: Shapeshifting
   
  8: Size-Changing
   
  9: Stretching
   
  10: Teleport
  MYSTIC POWERS 
  TABLE
   
  1-2: Sorcery
   
  3: Blast (Choose Energy or another 
  specific elemental type. This option 
  can be rolled multiple times.)
   
  4: Elemental Control Power (Choose 
  from one of the following: Air, 
  Cosmic, Darkforce, Earth, Electric, 
  Fire/Heat, Gravity, Ice/Cold, Kinetic, 
  Light, Magnetic, Sonic, Weather, 
  or Water. This option can be rolled 
  multiple times.)
   
  5: Movement-Based Power (Choose 
  from one of the following: 
  Airwalking, Flight, or Speed. This 
  option can be rolled multiple 
  times.)
   
  6: Senses
   
  7: Teleport
   
  8: Transmutation
   9-10: Roll on Uncommon Powers for this 
  power trait only.
  PSYCHIC POWERS 
  TABLE
   
  1-2: Telepathy
   
  3: Psychic Blast
   
  4: Elemental Control Power (Choose 
  from one of the following: Cosmic, 
  Electric, Fire, Gravity, Ice, Kinetic, 
  Light, Magnetic, or Water. This 
  option can be rolled multiple 
  times.)
   
  5: Invisibility
   
  6: Mind Control
   
  7: Animal Control
   
  8: Psychic Resistance (Or if you have 
  Elemental Control, choose the 
  same kind of Resistance as the type 
  controlled.)
   
  9: Senses
   
  10: Teleport
  TECHNOLOGICAL 
  POWERS TABLE
   
  1: Attack Power (Choose between 
  Weapon or Blast. If Blast, choose 
  specific type. This option can be 
  rolled multiple times.)
   
  2: Durability
   
  3: Invisibility
   
  4: Movement-Based Power (Choose 
  from Burrowing, Flight, Leaping, 
  Speed, Swimming, or Swingline. 
  This option can be rolled multiple 
  times.)
   
  5: Reflexes
   
  6: Senses
   
  7: Stamina
   
  8: Strength
   9-10: Roll on Uncommon Powers for this 
  power trait only.
  
  6
  OPERATIONS MANUAL
  SFX AND LIMITS
  Each Power Set automatically comes with one SFX and one 
  Limit. These numbers might be modified by your Origin, Power 
  Set, or other factors.
  These are not rolled, since various combinations of power 
  traits may make certain SFX and Limits unworkable. The follow-
  ing are some suggested SFX by character type:
   
  X Single Power Set: Unleashed, Versatile
   
  X Many power traits: Focus, Multipower 
   
  X Few power traits: Affliction, Constructs, Counterattack
   
  X Mutant: Dangerous, Unleashed
   
  X Altered Human: Absorption, Counterattack
   
  X Trained Human: Focus, Second Wind
   
  X Technological Power Set: Afflict, Area Attack, Boost, 
  Burst 
   
  X Psychic Power Set: Constructs, Unleashed
   
  X Mystic Power Set: Constructs, Healing
  Limits are also chosen similarly, though some Limits may be 
  required (usually Mutant or Gear.)
  Some good Limits by character type:
   
  X Mutant: In addition to the required Mutant Limit, Con-
  scious Activation is common.
   
  X Altered Human: Exhausted.
   
  X Technological Power Set: Gear, Exhausted (as Power 
  Surge)
   
  X Mystic Power Set: Growing Dread, Uncontrollable
   
  X Psychic Power Set: Conscious Activation, Uncontrollable
   
  X Two Power Sets: Mutually Exclusive
   
  X Powerful heroes: Growing Dread, Uncontrollable
  After this, name each of your Power Sets.
  P
  P
  4
  6
  8
  10
  BLANK DATAFILE
  Affiliations
  	
  Solo		
  	
  Buddy		
  		
  Team		
  Name:
  Distinctions
  4      
  +1 PP
  or
  8
  Power	Sets
  SFX/Limits:
  SFX/Limits:
  FERAL MUTANT
  SFX:
  Multipower
  LIMIT:
  Exhausted
  enHanced duRability 
  d8 
  enHanced stRengtH 
  d8 
  cold Resistance 
  d10 
  Heat Resistance 
  d10
  stRetcHing 
  d10 
  Weapon 
  d6
   SFX: Multipower. Use two or more Molten skin powers in your dice pool, at –1 step 
  for each additional power.
   Limit: Exhausted. Shutdown any Molten skin power and gain 1 PP. Recover power 
  by activating an opportunity or during a Transition Scene.
  MOLTEN SKIN
  SFX
  p. OM88
  Limits
  p. OM92
  
  7
  RANDOM DATAFILE GENERATOR
  SPECIALTIES
  Roll 1d10:
   
  1-2:  Two Expert Specialties
   
  3-4:  One Expert Specialty and One Master Specialty
   
  5-6:  Two Expert Specialties and One Master Specialty
   
  7-8:  Three Expert Specialties
   9-10: Three Expert Specialties and One Master Specialty
  Plus any bonuses granted for Origins.
  Before rolling to determine what your Specialties are, you 
  may assign some Specialties automatically: 
   
  X If you have Mystic Powers, you must take the Mystic, 
  Cosmic, or both Specialties. 
   
  X If you have Psychic Powers, you must take the Psych, 
  Menace, or both Specialties.
   
  X If you have Technological Powers, you must take the 
  Science, Tech, or both Specialties.
   
  X If you have any Uncommon Powers, you may take the 
  Cosmic Specialty.
   
  X You may take the Combat Specialty regardless of Powers.
  You choose if the above assigned Specialties are Expert or 
  Master (if available.) Then for each other Specialty available, roll 
  on the following table. Choose whether it’s going to be for your 
  Expert or Master Specialty before rolling. Re-roll any duplicates.
  Roll 1d10:
   
  1:  Acrobatic
   
  2:  Business
   
  3:  Covert
   
  4:  Crime
   
  5:  Medical
   
  6:  Menace
   
  7:  Psych
   
  8:  Science
   
  9:  Tech
   
  10:  Vehicle
  SPECIALTIES:
  One Expert Specialty
  One Master Specialty
  Add one Expert Specialty 
  (from Origin)
  4
  SPECIALTIES:
  science expeRt
  business expeRt
  Medical MasteR
  8
  2
  5
  P
  1
  1
  1
  1
  1
  BLANK DATAFILE
  Affiliations
  	
  Solo		
  	
  Buddy		
  		
  Team		
  Milestones
   1 XP  when...
   3 XP  when...
   10 XP  when...
  Name:
  Distinctions
  4      
  +1 PP
  or
  8
  [You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
  Specialties
  Power	Sets
  SFX/Limits:
  SFX/Limits:
  FERAL MUTANT
  business expeRt 
  d8 
  Medical MasteR 
  d10 
  science expeRt 
  d8 
  Specialties
  p. OM96
  
  8
  OPERATIONS MANUAL
  DISTINCTIONS, 
  MILESTONES, 
  AND FINISHING 
  TOUCHES
  By this point, you should have an idea of who your character 
  is. The last two steps are to drive home that concept; therefore 
  they are less random. 
  DISTINCTIONS
  Round out your character by choosing three Distinctions. Roll 
  on the following table to get a category for each Distinction. It’s 
  OK to have multiple of the same category. 
  Roll 1d6:
   
  1:  Personality Trait: Natural Leader, Quick to Anger, 
  Uncompromising, etc.
   
  2:  Outlook or Reputation: Hardheaded Futurist, 
  Misunderstood Menace, Never Grows Up, etc. 
   
  3:  History/Backstory: Criminal Past, Mysterious Destiny, 
  Texas Farmboy, etc.
   
  4:  Catchphrase or Title: Defender of Justice, “I Don’t 
  Believe In No Win Scenarios”, “Smash!”, etc.
   
  5:  Notable Feature: Alluring, Cutting Edge Tech, World-
  Class Intellect, etc.
   
  6:  Profession: Ace Reporter, Billionaire Playboy, Russian 
  Superspy, etc.
  You’ll want to customize the Distinction to your hero. See 
  OM111 for examples of how to make good Distinctions.
  DISTINCTIONS:
  MisundeRstood Menace
  Medical genius
  tHings aRe about to eRupt!
  2
  6
  4
  PP
  ST
  BLANK DATAFILE
  Affiliations
  	
  Solo		
  	
  Buddy		
  		
  Team		
  Name:
  Distinctions
  4      
  +1 PP
  or
  8
  Power	Sets
  FERAL MUTANT
  DOCTOR VOLCANO
  d10
  d8
  d6
  enHanced duRability 
  d8 enHanced stRengtH 
  d8 
  cold Resistance 
  d10 Heat Resistance 
  d10
  d10 Weapon 
  d6
  MOLTEN SKIN
  MisundeRstood Menace
  Medical genius
  tHings aRe about to eRupt!
  Distinctions
  p. OM67
  
  9
  RANDOM DATAFILE GENERATOR
  MILESTONES
  Your hero starts with two Milestones. To determine what 
  kind they are, roll on the table below. It’s OK to have multiple 
  of the same category.
  Roll 1d10:
   
  1-2:  Affiliation Milestone: Choose your highest or lowest 
  Affiliation die and create a Milestone based on that. 
  For example, someone with a Team d10 might take a 
  Milestone about keeping his team together. Someone 
  with a Team d6 might take a Milestone about resisting 
  joining a team.
   
  3-4:  Origin Milestone: Create a Milestone based on your 
  Origin. For example, a Mutant Origin could involve 
  being a self-hating mutant. A Trained Human might 
  make a Milestone based on keeping up with mutants 
  and gods in a team.
   
  5-6:  Power Milestone: Create a Milestone that relates to one 
  of your Power Sets. A hero with a Mystical Power Set 
  might make a Milestone around mastering the arcane 
  arts. A hero with Uncontrollable Powers might make a 
  Milestone about keeping those powers under control.
   
  7-8:  Distinction Milestone: Create a Milestone that relates 
  to one of your Distinctions. These include personal 
  Milestones like succumbing to an addiction, or having 
  the past come back to haunt your hero.
   9-10: Specialty Milestone: Create a Milestone that relates 
  to one of your Specialties, particularly if you have 
  a Master-level Specialty. A dedicated doctor with 
  Medical Master who is attempting to cure a danger-
  ous disease might make this kind of Milestone.
  See OM113 for guidelines on creating Milestones and triggers 
  for each step of 1 XP/3 XP/10 XP.
  Finally, decide if your hero has a public or private identity, 
  and give your super hero a name.
  10
  HEROIC ROLEPLAYING
  Milestones
   1 XP  when...
   3 XP  when...
   10 XP  when...
   1 XP  when...
   3 XP  when...
   10 XP  when...
  [You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
  MILESTONES:
  Origin Milestone
  Power Milestone
  3
  5
  FINDING PATIENT ZERO
  FREAK OF MEDICAL SCIENCE
  you follow a lead pertaining to the origin of the Volcan Virus.
  you confront one of the infected people who caused you to 
  contract the Virus.
  you find Patient Zero and turn him in to government officials or 
  let him go.
  you use your Misunderstood Menace distinction for a d4 and a PP.
  use of your powers results in stress to an ally or an innocent.
  you find a cure for your Volcan Virus and regain your normal life or 
  refuse a cure and embrace your new identity as a hero or villain.
  Milestones
  p. OM105
  
  10
  HEROIC ROLEPLAYING
  PP
  XP
  STRESS / TRAUMA
  P
  4
  6
  8
  10
  12
  M
  4
  6
  8
  10
  12
  E
  4
  6
  8
  10
  12
  BLANK DATAFILE
  Affiliations
   
  Solo  
   
  Buddy  
    
  Team  
  Milestones
   1 XP  when...
   3 XP  when...
   10 XP  when...
   1 XP  when...
   3 XP  when...
   10 XP  when...
  Name:
  Distinctions
  4      
  +1 PP
  or
  8
  [You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
  Specialties
  Power Sets
  SFX/Limits:
  SFX/Limits:
  FERAL MUTANT
  
  11
  HERO DATAFILE
  History
  Personality
  Abilities & Resources
  ID:
  
SOURCE: textdata/thevault/_Player Books/mhr-randomdatafiles.pdf