Allandrel
Feb 21st, '04, 12:09 AM
Standard Opening: I’m preparing to run a game set in Marvel’s Ultimate Universe. I’ve been roleplaying for ten years, but I’m new to the Hero System. To help prepare for my game, and more importantly to help learn the ins and outs of the system, I’m statting up the entire Ultimate Universe. What I’m looking for here is feedback and suggestions on how to get the effects I want using the Hero system, rather than precisely replicating the abilities of the characters (though I’d like to do that, too).
(In addition, whenever I lack information about a character’s abilities, I’m going to fall back on the assumption that they’re pretty much the same as their Marvel Universe counterpart.)
Regarding point ranges: I’m building Professor X as a Cosmically Powerful Superheroic character. For my Ultimate Universe, Legendary Physical Primary Characteristics go from 18-25, with 26+ as superhuman. Legendary Mental Characteristics go from 21-30, with 31+ as superhuman.
The following Profile represents Professor X when the X-Men leave on their world tour, prior to their confrontation with Proteus (that is, issue #13).
PROFESSOR CHARLES FRANCIS XAVIER
STR 10 (Roll 11-, Lift 100 kg; 2d6 damage) (0 points)
DEX 11 (Roll 11-, OCV: 4/DCV: 4) (3 points)
CON 15 (Roll 12-) (10 points)
BODY 12 (Roll 11-) (4 points)
INT 25 (Roll 14-, PER Roll 14-) (15 points)
EGO 40 (Roll 17-, ECV: 13) (60 points)
PRE 30 (Roll 15-, PRE Attack: 6d6) (20 points)
COM 12 (Roll 11-) (1 point)
PD 3 (Total: 3 PD, 0 rPD) (1 point)
ED 4 (Total: 4 ED, 0 rED) (1 points)
SPD 4 (Phases: 3, 6, 9, 12) (19 points)
REC 8 (6 points)
END 50 (10 points)
STUN 25 (0 points)
Total Characteristic Cost: 150
Running: 0”/4”
Jumping: 0”
Swimming: 1”
POWERS
Levitation: Flight 1” (2 Active Points); Increased Endurance (x4 END, -1 ½), No Noncombat Movement (-1/4) (1 point)
Powerful Mind: Mental Defense 20 (12 Active Points) (12 points)
Telekinesis: TK (STR 10), Fine Manipulation (40 Active Points); Increased Endurance (x3 END, -1) (20 points)
Brainstorming: Variable Power Pool (10 point pool), Control Cost 5 (15 Active Points); Linked to Mind Scan (-1/4), VPP Mimics target’s Skills (user’s choice, -1), Skill Rolls may only be as high as Target’s Rolls (-1/2) (12 points)
Telepathic Powers: Variable Power Pool (200 point pool) Control Cost 100, Powers Can Be Changed as a Half-Phase Action (+1), No Skill Roll Required (+1) (500 Active Points), Telepathy-Effect Powers Only (-1/4) (400 points)
Sample Telepathic Powers:
1) Mass Hallucination: Mental Illusion 15d6, Area Effect (radius, +1), MegaArea (1” = 1 km, +1/4) (191 Active Points); Concentration (1/2 DCV, -1/4), Power Stops Working if Mentalist is Stunned (-1/2) (109 Real Points)
2) Hormone Control: Mind Control 10d6, Reduced Endurance (0 END, +1/2), Telepathic (+1/4) (87 Active Points); Set Effect: Only to Control Emotions (-1/2) (58 Real Points)
3) Erase Memories: Minor Transform 8d6 (remove or change target’s memories, requires subconscious-level result with Telepathy to heal), BOECV (+1), Works against EGO, not BODY (+1/4), Reduced Endurance (1/2 END, +1/4) (200 Active Points); Concentration (1/2 DCV, -1/4), Extra Time (Full Turn, -1 ¼) (80 Real Points)
4) Mass Paralysis: Entangle 5d6, BOECV (+1), Personal Immunity (+1/4), Takes no damage from Physical Attacks (+1/4), Area of Effect (Radius, +1) (175 Active Points); Cannot Form Barriers (-1/4), Stops Functioning if Mentalist is Stunned (-1/2), Concentration (0 DCV, -1/2) (78 Real Points)
Wheelchair: Running 4”, Reduced Endurance (0 END, +1/2) (12 Active Points); OIF (-1/2), Only on Appropriate Terrain (-1/2) (6 points)
Cerebro: MegaScale (1” = 1 km) to VPPs, Reduced Endurance (0 END, +1/2) (135 Active Points); OIF (Immobile, -1 ½) (54 points)
Total Power Cost: 505
SKILLS
+5 with Telepathic Powers (15 points)
+1 Overall Skill Level (10 points)
Analyze: Psionic Abilities 14- (3 points)
Bureaucratics 15- (3 points)
Computer Programming 14- (3 points)
Conversation 15- (3 points)
Deduction 14- (3 points)
High Society 15- (3 points)
Inventor 14- (3 points)
KS: Mutant Affairs 14- (2 points)
KS: Mutant Powers 14- (2 points)
KS: Philosophy 14- (2 points)
KS: Psionics 14- (2 points)
Language: Epsilon-Omega (idiomatic, native accent) (English is native) (4 points)
Oratory 15- (3 points)
Paramedics 14- (3 points)
Persuasion 15- (3 points)
PS: Teacher 14- (3 points)
SS: Biology 14- (3 points)
SS: Genetics 14- (3 points)
Security Systems 14- (3 points)
Scholar (3 points)
Well-Connected (3 points)
PERKS
Contacts: Many, many contacts of varying influence (30 points)
Money: Filthy Rich (15 Active Points); Limited: Funding from Hellfire Club sponsors (-1/2) (10 points)
Reputation: Civil Rights Leader 14- (+4, known to the general public) (9 points)
TALENTS
Eidetic Memory (5 points)
Speed Reading x100 (6 points)
Total Skill, Perk and Talent Cost: 145 points
Total Cost: 800
DISADVANTAGES
Distinctive Features: Mutant (Concealable, Major Reaction, Detected only be genetic scan or test) (5 points)
Hunted: Proteus 8- (More Pow, Limited Area, Professor X has Public Identity, Kill) (15 points)
Hunted: S.H.I.E.L.D. 14- (More Pow, NCI, Professor X has Public Identity, Watched) (25 points)
Physical Limitation: Paralyzed below waist (Frequently, Fully) (20 points)
Psychological Limitation: Code vs. Killing (Common, Total) (20 points)
Psychological Limitation: Code vs. Violating Free Will (Very Common, Strong) (20 points)
Psychological Limitation: Driven to pursue his dream at any cost (Common, Total) (20 points)
Psychological Limitation: Emotionally Detached (Common, Moderate) (10 points)
Reputation: Telepathic Threat 11- (Extreme) (15 points)
Social Limitation: Mutant (Frequently, Major) (15 points)
Social Limitation: Public Identity (Frequently, Severe) (20 points)
Social Limitation: Hiding Magneto from the world (Occasionally, Severe) (15 points)
Total Disadvantage Points: 200
Base Points: 600
Total Points: 800
As one of the five most powerful characters yet detailed in the Ultimate Universe, Professor Xavier has the highest point total I've yet worked with.
As ridiculously powerful as I have written Xavier, I still think that I maybe ought ot bring up his VPP further. He can manage the "paralyze all minds within a ten block radius," but not at an appropriate strength level.
Patrick J McGraw
(In addition, whenever I lack information about a character’s abilities, I’m going to fall back on the assumption that they’re pretty much the same as their Marvel Universe counterpart.)
Regarding point ranges: I’m building Professor X as a Cosmically Powerful Superheroic character. For my Ultimate Universe, Legendary Physical Primary Characteristics go from 18-25, with 26+ as superhuman. Legendary Mental Characteristics go from 21-30, with 31+ as superhuman.
The following Profile represents Professor X when the X-Men leave on their world tour, prior to their confrontation with Proteus (that is, issue #13).
PROFESSOR CHARLES FRANCIS XAVIER
STR 10 (Roll 11-, Lift 100 kg; 2d6 damage) (0 points)
DEX 11 (Roll 11-, OCV: 4/DCV: 4) (3 points)
CON 15 (Roll 12-) (10 points)
BODY 12 (Roll 11-) (4 points)
INT 25 (Roll 14-, PER Roll 14-) (15 points)
EGO 40 (Roll 17-, ECV: 13) (60 points)
PRE 30 (Roll 15-, PRE Attack: 6d6) (20 points)
COM 12 (Roll 11-) (1 point)
PD 3 (Total: 3 PD, 0 rPD) (1 point)
ED 4 (Total: 4 ED, 0 rED) (1 points)
SPD 4 (Phases: 3, 6, 9, 12) (19 points)
REC 8 (6 points)
END 50 (10 points)
STUN 25 (0 points)
Total Characteristic Cost: 150
Running: 0”/4”
Jumping: 0”
Swimming: 1”
POWERS
Levitation: Flight 1” (2 Active Points); Increased Endurance (x4 END, -1 ½), No Noncombat Movement (-1/4) (1 point)
Powerful Mind: Mental Defense 20 (12 Active Points) (12 points)
Telekinesis: TK (STR 10), Fine Manipulation (40 Active Points); Increased Endurance (x3 END, -1) (20 points)
Brainstorming: Variable Power Pool (10 point pool), Control Cost 5 (15 Active Points); Linked to Mind Scan (-1/4), VPP Mimics target’s Skills (user’s choice, -1), Skill Rolls may only be as high as Target’s Rolls (-1/2) (12 points)
Telepathic Powers: Variable Power Pool (200 point pool) Control Cost 100, Powers Can Be Changed as a Half-Phase Action (+1), No Skill Roll Required (+1) (500 Active Points), Telepathy-Effect Powers Only (-1/4) (400 points)
Sample Telepathic Powers:
1) Mass Hallucination: Mental Illusion 15d6, Area Effect (radius, +1), MegaArea (1” = 1 km, +1/4) (191 Active Points); Concentration (1/2 DCV, -1/4), Power Stops Working if Mentalist is Stunned (-1/2) (109 Real Points)
2) Hormone Control: Mind Control 10d6, Reduced Endurance (0 END, +1/2), Telepathic (+1/4) (87 Active Points); Set Effect: Only to Control Emotions (-1/2) (58 Real Points)
3) Erase Memories: Minor Transform 8d6 (remove or change target’s memories, requires subconscious-level result with Telepathy to heal), BOECV (+1), Works against EGO, not BODY (+1/4), Reduced Endurance (1/2 END, +1/4) (200 Active Points); Concentration (1/2 DCV, -1/4), Extra Time (Full Turn, -1 ¼) (80 Real Points)
4) Mass Paralysis: Entangle 5d6, BOECV (+1), Personal Immunity (+1/4), Takes no damage from Physical Attacks (+1/4), Area of Effect (Radius, +1) (175 Active Points); Cannot Form Barriers (-1/4), Stops Functioning if Mentalist is Stunned (-1/2), Concentration (0 DCV, -1/2) (78 Real Points)
Wheelchair: Running 4”, Reduced Endurance (0 END, +1/2) (12 Active Points); OIF (-1/2), Only on Appropriate Terrain (-1/2) (6 points)
Cerebro: MegaScale (1” = 1 km) to VPPs, Reduced Endurance (0 END, +1/2) (135 Active Points); OIF (Immobile, -1 ½) (54 points)
Total Power Cost: 505
SKILLS
+5 with Telepathic Powers (15 points)
+1 Overall Skill Level (10 points)
Analyze: Psionic Abilities 14- (3 points)
Bureaucratics 15- (3 points)
Computer Programming 14- (3 points)
Conversation 15- (3 points)
Deduction 14- (3 points)
High Society 15- (3 points)
Inventor 14- (3 points)
KS: Mutant Affairs 14- (2 points)
KS: Mutant Powers 14- (2 points)
KS: Philosophy 14- (2 points)
KS: Psionics 14- (2 points)
Language: Epsilon-Omega (idiomatic, native accent) (English is native) (4 points)
Oratory 15- (3 points)
Paramedics 14- (3 points)
Persuasion 15- (3 points)
PS: Teacher 14- (3 points)
SS: Biology 14- (3 points)
SS: Genetics 14- (3 points)
Security Systems 14- (3 points)
Scholar (3 points)
Well-Connected (3 points)
PERKS
Contacts: Many, many contacts of varying influence (30 points)
Money: Filthy Rich (15 Active Points); Limited: Funding from Hellfire Club sponsors (-1/2) (10 points)
Reputation: Civil Rights Leader 14- (+4, known to the general public) (9 points)
TALENTS
Eidetic Memory (5 points)
Speed Reading x100 (6 points)
Total Skill, Perk and Talent Cost: 145 points
Total Cost: 800
DISADVANTAGES
Distinctive Features: Mutant (Concealable, Major Reaction, Detected only be genetic scan or test) (5 points)
Hunted: Proteus 8- (More Pow, Limited Area, Professor X has Public Identity, Kill) (15 points)
Hunted: S.H.I.E.L.D. 14- (More Pow, NCI, Professor X has Public Identity, Watched) (25 points)
Physical Limitation: Paralyzed below waist (Frequently, Fully) (20 points)
Psychological Limitation: Code vs. Killing (Common, Total) (20 points)
Psychological Limitation: Code vs. Violating Free Will (Very Common, Strong) (20 points)
Psychological Limitation: Driven to pursue his dream at any cost (Common, Total) (20 points)
Psychological Limitation: Emotionally Detached (Common, Moderate) (10 points)
Reputation: Telepathic Threat 11- (Extreme) (15 points)
Social Limitation: Mutant (Frequently, Major) (15 points)
Social Limitation: Public Identity (Frequently, Severe) (20 points)
Social Limitation: Hiding Magneto from the world (Occasionally, Severe) (15 points)
Total Disadvantage Points: 200
Base Points: 600
Total Points: 800
As one of the five most powerful characters yet detailed in the Ultimate Universe, Professor Xavier has the highest point total I've yet worked with.
As ridiculously powerful as I have written Xavier, I still think that I maybe ought ot bring up his VPP further. He can manage the "paralyze all minds within a ten block radius," but not at an appropriate strength level.
Patrick J McGraw