Character Profile

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In the *Marvel* Multiverse Role-Playing Game, you can create your own hero from scratch, or you can take on the role of any of the legendary Marvel heroes you already know and love. You decide what your hero does within the game, and your hero’s profile (as recorded on your character sheet) helps determine how well they do it.

Here’s how characters work, as described through a set of statistics and descriptions we call a character profile. See the profile for Spider-Man (Peter Parker) by way of example.

When you create your own character, you can fill in the top part of the character sheet with whatever details you like. These usually don’t influence the game’s mechanics, but they can affect how other characters in the game see them and interact with them.

## CHARACTER DATA

Such details can also provide intriguing subject matter for adventures or stories that feel personal—and therefore the most important—to the characters involved.

* **Codename:** The character’s publicly known name (if it’s different from their real name).
* **Real Name:** The character’s regular/secret name.
* **Gender**
* **Height**
* **Weight**
* **Eyes**
* **Hair**
* **Skin**
* **Distinguishing Features:** Anything out of the ordinary.
* **Occupation:** How the character spends their days.
* **Teams:** Any teams or organizations the character is associated with.
* **Base:** The place the character works/lives.
* **History:** A short biography.
* **Personality:** Some notes on how the character acts.

## RANK

A character’s rank measures their experience, training, and raw power. It also determines how many points a player can spend on ability scores and how many power sets, powers, and traits a hero can pick. It also works with the character’s archetype to determine their action modifiers, Health, and Focus.

As you play your character, their rank can increase over time, allowing you to improve existing abilities.

Virtually all the characters in the Marvel Universe have a rank of between 0 and 25. Your character doesn’t have to begin at the lowest rank, and they’re unlikely to reach ranks where they focus on galactic issues rather than ones on Earth. Your Narrator can tell you what rank to start at and what your character’s rank cap might be.

If your Narrator is planning a campaign in which you play young S.H.I.E.L.D. operatives, you might start at rank 1, but if you’re going to join the Avengers to fight off a Skrull invasion, you might start at rank 10, 15, or even 20. Sometimes the Narrator might even assign different ranks to heroes in your player group to emulate teams like the Avengers, which features heroes with a wide range of ranks.

Here are some rank benchmarks.

* **Rank 1:** You’re just getting started. A day ago, a week ago, a month ago, you thought you were a normal person, but now things are changing fast.
* **Rank 5:** Some of your powers have manifested, and you have gained some experience. You could guard a neighborhood—just like Daredevil guards Hell’s Kitchen—or join a team like the Defenders to protect a city.
* **Rank 10:** You are an experienced and formidable super hero. You could protect a city—like Spider-Man protects New York—or join a nationally renowned team like the Champions or Alpha Flight.
* **Rank 15:** You are one of the most powerful super heroes in the nation. You could be your country’s champion, like the Black Panther or Captain America, or you could join an internationally known team like the Avengers, the Fantastic Four, or the X-Men.
* **Rank 20:** You are one of the most powerful super heroes on the planet. Like Thor or Doctor Strange, you could protect the globe all by yourself, and even elite teams like the Avengers would eagerly welcome you to the ranks.
* **Rank 25:** You are powerful enough to intervene in interstellar conflicts and single-handedly change the outcome. Like Captain Marvel or the Silver Surfer, you make choices that decide the fate of entire star systems.

## ARCHETYPE

Many different types of super heroes and super villains inhabit the Marvel Universe. Each of them brings their own style and strategy into play. For instance, Doctor Doom uses his fiendish inventions and sorcerous powers to defeat his foes, while the Thing relies on brute force and sheer toughness to clobber his enemies. In game terms, Doctor Doom and the Thing have different archetypes.

Two characters can have similar powers and yet have totally different archetypes. A character’s powers describe the amazing things they can do. Their archetype determines the way they use those powers.

A character’s archetype works with their rank to determine their available power sets, action modifiers, defenses, Health, and Focus.

There are six archetypes:

### Blaster

Fast but fragile, blasters rely on accurate, powerful shots to defeat their enemies. If bruisers are the tanks of the battlefield, blasters are the artillery.

Famous blasters include Bullseye, Cyclops, Hawkeye, and the Human Torch. If you want to fight foes from a safe distance and enjoy reducing enemy bruisers to smithereens, play a blaster.

### Bruiser

Large, tough, and strong, bruisers are the tanks of the Marvel Universe. No other character can absorb as much punishment as a bruiser, and only strikers can hit harder in close combat.

Famous bruisers include Colossus, Juggernaut, the Hulk, and the Thing. If you want to wade invincibly into battle and clobber your enemies, play a bruiser.

### Genius

Geniuses are inventors, strategists, and manipulators who use their superior intelligence to outsmart or outmaneuver their foes. Famous geniuses include Doctor Doom and Mister Fantastic.

If you enjoy taking charge of the battlefield and winning through wits and will, play a genius.

### Polymath

Good at everything they do, polymaths are well-rounded champions with broad capabilities. What they lack in specialization they make up for in flexibility.

Famous polymaths include Iron Man, Spider-Man, and Thor. If you want to be broadly capable in a range of roles, play a polymath.

### Protector

Protectors are confident heroes who assist, defend, and support their allies. While they don’t deal the raw damage of a blaster or a striker, protectors act as force multipliers through crowd control and other powers.

Famous protectors include Doctor Strange, the Invisible Woman, and Professor X. If you want to guide, defend, and support your allies, play a protector.

### Striker

Strikers are strong, agile heroes who excel at close-quarters combat. Though not as tough as bruisers, strikers hit harder and move faster, making them the shock troops of the superhuman battlefield.

Famous strikers include Daredevil, Elektra, Iron Fist, and Wolverine. If you want to get face-to-face with your enemies, hit first, and hit hard, play a striker.

## ABILITY SCORES

There are six abilities: Might, Agility, Resilience, Vigilance, Ego, and Logic. By no coincidence, the initials of these spell MARVEL.

The average score for any ability is 0. Standard human-level abilities range from –4 (in the case of an extremely ill person) to +4 (the limit of human ability). Super-powered characters can push the numbers far beyond that though.

### Might

*Might* measures physical strength. The Hulk is famous for his high Might. It’s an important score for characters who like to fight. Might affects:

* Might action checks for things like breaking down doors, punching, and weightlifting.
* Might defense, which helps against being grappled, thrown, or otherwise knocked around.
* The damage dealt with fists, melee weapons, and some powers.

### Agility

*Agility* represents coordination and reaction time. Spider-Man is renowned for his high Agility. It’s an important score for those who shoot at things or dodge attacks. Agility affects:

* Agility action checks for things like acrobatics, driving, and blasting enemies at range.
* Agility defense, which helps with dodging or avoiding attacks.
* The damage dealt with ranged weapons and some powers.

### Resilience

*Resilience* measures stamina, toughness, tenacity, and pain tolerance. The Thing has an exceptional Resilience. It’s an important score for those who regularly wind up in the thick of fights. Resilience affects:

* Resilience action checks for things like resisting torture and enduring extreme conditions.
* Resilience defense, which helps against being poisoned, infected, or harmed through other means.
* A character’s Health at each rank.

### Vigilance

*Vigilance* represents situational awareness, mindfulness, and discipline. Wolverine scores high in Vigilance. It’s an important score for people who wind up in dangerous spots. Vigilance affects:

* Vigilance action checks for things like investigating crime scenes and searching for hidden objects.
* Vigilance defense, which helps against being surprised or ambushed.
* A character’s Focus at each rank.

### Ego

*Ego* measures energy, self-confidence, personal magnetism, and force of personality. Professor X has a high Ego. This ability score is vital for leaders of all kinds. Ego affects:

* Ego action checks for things like intimidating or persuading people and using psychic powers.
* Ego defense, which protects against psychological trauma and mind control.
* The damage dealt when using some powers.

### Logic

*Logic* represents powers of reason and insight. Mister Fantastic has a high Logic score. It’s an important score for the smartest people around. Logic affects:

* Logic action checks for things like inventing gadgets, solving puzzles, and using complex weapons.
* Logic defense, which helps against being confused, befuddled, or tricked.
* The damage dealt by complex weapons and some powers.

### Ability Checks

A character’s ability score is added to any action check made using that ability. A character also has ability modifiers based on their archetype, and those modifiers increase with rank. To figure a character’s total action modifier for an ability check, add the character’s ability score to their archetype’s rank modifier.

### Ability Defenses

Ability defenses are also based on a character’s archetype, and they increase with rank too. Add the character’s ability score to that base score to come up with the final number. Some powers can also modify a character’s defenses.

The Ability defense score is the Target Number an attacker rolls against when the character uses that ability as their defense. For instance, if the Human Torch tries to hit Spider-Man with a ball of fire, the Torch makes an Agility attack. Spider-Man defends with his Agility, so the Torch’s attack roll must meet or beat Spidey’s Agility defense to hurt him.

## HEALTH

A character’s Health measures their capacity to endure physical damage and keep fighting. It can be temporarily lowered by physical damage.

Health is determined by the character’s archetype and rank. In addition, multiply the character’s Resilience ability score by their rank and add that to their Health.

## FOCUS

A character’s Focus represents their capacity for concentration and willpower. It can be temporarily lowered by psychic damage or the use of certain powers.

Focus is determined by the character’s archetype and rank. In addition, multiply the character’s Vigilance ability score by their rank and add that to their Focus.

## KARMA

Karma represents that wild mix of luck, grit, and destiny that seems to intervene in the lives of heroes and villains. Major characters—including all PCs—usually have Karma equal to half their rank, rounded up.

After a character makes an action check, they can spend a point of Karma to gain an edge on the check.

When an enemy makes an action check that affects a character, the target can spend a point of Karma to give the attacker trouble on the check.

A character cannot spend more than 1 point of Karma on any given action check.

A character’s Karma resets to its standard number each time they get a decent night’s sleep.

### Earning Karma

The Narrator can give a character a point of Karma for several reasons, at their discretion. Some examples:

* The player did an excellent job role-playing the character.
* The character rescued someone.
* The character went out of their way to help someone.
* The character made an inspiring speech.
* The character shouted their catchphrase at an appropriate moment.
* One of the character’s challenging traits came into play.

A character can have more Karma than their starting number, but if they fail to spend it before their Karma resets, they lose the excess.

## INITIATIVE MODIFIER

A character’s Initiative Modifier helps determine when they can act during combat. Their Initiative Modifier is the greater of their Agility or Vigilance score. Some powers can affect an Initiative Modifier too.

## SPEED

A character’s Speed determines how fast they can move with a particular mode of movement. By default, all characters can run, swim, and climb.

The base Running Speed for most characters is 25 feet per round. This can be modified by the character’s Agility and Size.

Add the character’s Agility score to their Running Speed. For example, a character with Agility 4 adds that to the base running Speed of 25 to make it 29.

For every step of Size the character is away from Average, add or subtract 5 feet from their Running Speed. For example, a character that’s Big (one step above Average) has a Running Speed of 30.

To continue the example, a Big character with Agility 4 has a running Speed of 34.

A character’s base Swimming Speed and Climbing Speed are half their running Speed.

Some powers can affect a character’s base Speed. Other powers can grant additional modes of movement—like flying or swinglining—each with their own base Speed.

## DAMAGE

Damage is expressed as *Xd6*, which means, roll X dice and add their results together to get the total damage. Sometimes you add a damage modifier too, which is expressed as *Xd6+Y*. For example, 3d6+12 means “roll three dice and add up their results, then add 12 to that to get the final total.”

The most dice you ever need to roll for damage are three (3d6). You just roll the dice and total them up. If you roll less than three dice, you can pick which dice to use.

The Marvel die works normally on damage rolls (count a 1 as a 6). However, edges and trouble do not apply to damage rolls.

### Fight Damage

A character’s Fight Damage determines how much damage they can deal to enemies with punches, kicks, melee weapons, and other close combat techniques. The amount of damage they can do depends on their archetype and rank.

As an ability bonus, add the character’s Might to their Fight Damage. This is normally shown as an additional +X after the basic Fight Damage entry.

### Ranged Damage

A character’s Ranged Damage determines how much damage they deal to enemies when using powers like fire bolts and mind blasts, as well as when using ranged weapons. Like with Fight Damage, it depends on the character’s archetype and rank.

As an ability bonus, add the character’s Agility to their Fight Damage. This is normally shown as an additional +X after the basic Fight Damage entry.

## SIZE

A character’s size determines how large they are compared to an ordinary person. Most characters are Average size, but certain powers or traits can lead to a character being bigger or smaller. The “Combat” chapter covers this in more detail.

## POWER SETS AND POWERS

Powers are special abilities—such as flight, super-strength, or telepathy—that are beyond the capabilities of ordinary people.

A character’s rank determines how many powers they have. Powers are organized into collections of closely related abilities known as *power sets*. In addition, some powers—known as *utility powers*—are available to any character.

## BACKSTORY

Every character has a personal history that affects who they are today: their backstory. There are two major elements to this: origins and professions. Each of them gives the character a package of traits that affect how the character works in the game.

### Origin

Superhumans abound in the Marvel Universe, and they all have intriguing origins that help explain their powers. Some of them were born with their powers. Others gained them accidentally, through some strange and often unrepeatable scientific experiment or mishap. Still others acquired their powers through years of hard work or diligent study. And some don’t really have powers at all but instead rely on technological wizardry that puts them on par with aliens and mutants.

There are several kinds of origins. They include:

* **Alien:** The character is an alien, related to aliens, or has been affected by aliens. *Example:* Captain Marvel.
* **High Tech:** The character’s powers arise from high-tech devices beyond the limits of modern-day engineering. *Example:* Iron Man.
* **Magic:** The character’s powers arise from supernatural means. Example: Doctor Strange.
* **Mutant:** The character’s powers spring from them being a member of the subspecies *Homo sapiens superior. Example:* All of the X-Men.
* **Special Training:** The character’s powers come from long hours of intense practice. *Example:* Hawkeye.
* **Weird Science:** The character’s powers rose from a scientific experiment or accident that’s hard—if not impossible—to reproduce. *Example:* Spider-Man.

Each of these origins come with a specific package of traits, as described on the character sheets. It’s possible to have more than one origin in special cases.

### Profession

Characters generally have lives before they gain powers, and many of them try to maintain those lives even after their world changes. The things they do are called professions, and they each come with a package of traits that the character picks up from them.

Here are a dozen common professions:

* **Criminal:** Like Ant-Man (Scott Lang) or Gambit
* **Doctor:** Like Doctor Strange or Thor (Jane Foster)
* **Lawyer:** Like She-Hulk or Daredevil
* **Journalist:** Like Spider-Man (Peter Parker) and Venom (Eddie Brock)
* **Investigator:** Like Jessica Jones or Misty Knight
* **Outsider:** Like Thor (Thor Odinson) or Spider-Man 2099
* **Ruler:** Like Black Panther (T’Challa) or the Sub-Mariner
* **Scientist:** Like the Hulk or Mister Fantastic
* **Soldier:** Like Captain America (Steve Rogers) or Wolverine
* **Spy:** Like Black Widow (Natasha Romanoff) or Nick Fury
* **Student:** Like Spider-Man (Miles Morales) or Ms. Marvel (Kamala Khan)
* **Tycoon:** Like Iron Man or Sunspot

## TRAITS

Traits include talents, skills, circumstances, minor super-powers, vulnerabilities, and other traits that affect a character’s capabilities. Most of these are positive things, but some are negative, while others are a bit more complicated. The elements of a character’s backstory grant them a number of traits. They can also have others over and above those that aren’t necessarily affiliated with origins or professions.

A character’s rank determines how many additional traits they can choose. A character doesn’t need to add any negative traits, but when they do, they often gain additional traits to balance things out.

Some traits are available to anyone, while others are restricted.