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Thread: Marvel's Ultimate Universe: Storm

  1. #1
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    Marvel's Ultimate Universe: Storm

    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 Storm as a Standard Superheroic character. For my Ultimate Universe, Legendary Primary Characteristics go from 18-25, with 26+ as superhuman.

    The following Profile represents Storm when the X-Men leave on their world tour, prior to their confrontation with Proteus (that is, issue #13).

    STORM (Ororo Munroe)

    STR 13 (Roll 12-, Lift 150 kg, 2 ½ d6 damage) (3 points)
    DEX 18 (Roll 13-, OCV: 6/DCV: 6) (24 points)
    CON 15 (Roll 12-) (10 points)
    BODY 13 (Roll 12-) (6 points)
    INT 13 (Roll 12-) (3 points)
    EGO 17 (Roll 12-, ECV: 6) (14 points)
    PRE 13 (Roll 12-, PRE Attack: 2 ½ d6) (3 points)
    COM 20 (Roll 13-) (5 points)

    PD 5 (Total: 13 PD, 8 rPD) (2 points)
    ED 8 (Total: 16 ED, 8 rED) (5 points)
    SPD 3 (Phases: 4, 8, 12) (2 points)
    REC 6 (0 points)
    END 30 (0 points)
    STUN 30 (2 points)

    Total Characteristic Cost: 79 points

    Running: 7”
    Leaping: 2 1/2”
    Swimming: 2”

    POWERS

    Weather Control: Elemental Control, Base 30 points (30 Active Points) (30 points)
    1) Weather Alteration: Change Environment (2” radius: up to -3 to PER rolls for Sight, +/- 3 Temperature Levels), Long-Lasting (1 hour), Varying Effect (any weather effect, +1), MegaArea (1” = 1 km, +1/4), Reduced Endurance (1/2 END, +1/4) (80 Active Points: 30 base + 50 remaining); Extra Time (1 Turn, -1 1/4), Side Effect (Weather changes unintentionally dependent on Storm’s mood, -1/4) (20 points)
    2) Wind Rider: Flight 15”, x8 Noncombat Movement, Useable Underwater (+1/4), Reduced END (1/2 END, +1/4) (60 Active Points: 30 base + 30 remaining); Conditional Power: Requires a substantial volume of air/water (-1/4) (24 points)
    3) Wind Storms: Telekinesis (STR 40), Reduced END (1/2 END, +1/4) (75 Active Points: 30 base + 45 remaining); Affects Whole Object (-1/4), Limited Power: Cannot Grab (-1/4), Conditional Power: Requires a substantial volume of air (-1/4) (26 points)
    4) Weather Attack: Energy Blast 8d6, Indirect (from the sky, +1/4), Variable Special Effect (weather-based effects, +1/4), Variable Advantage 1/2* (+1), Reduced Endurance (1/2 END, +1/4) (110 Active Points: 30 base + 80 remaining); Extra Time (Delayed Phase, -1/4), Conditional Power: Only works during appropriate weather conditions (-1/4) (53 points)
    Weather Sense: Detect Weather Patterns (Discriminatory, Analyze) (20 Active Points)
    X-Men Uniform: Armor 16 (8 PD, 8 ED) (24 Active Points); Activation Roll 13- (-3/4), OIF (-1/2) (11 points)
    Mental Defense Training: Mental Defense 10 (7 Active Points) (7 points)
    Athletic: Running +1” (2 Active Points) (2 points)

    *The Variable Advantage chosen must be appropriate to the special effect chosen. For example, a hailstorm would use Area Effect, and a Lightning Bolt would use Penetrating or Autofire.

    Total Power Points: 193

    SKILLS

    +1 with All Combat (8 points)
    Thief: +1 with Lockpicking, Security Systems, and Streetwise (3 points)

    Acrobatics 13- (3 points)
    Climbing 13- (3 points)
    Combat Driving 13- (3 points)
    Concealment 13- (3 points)
    KS: Mutant Affairs 11- (2 points)
    KS: Mutant Powers 11- (2 points)
    Language: English (idiomatic, native accent), French (idiomatic, native accent) (Arabic is native) (7 points)*
    Lockpicking 13- (3 points)
    Martial Arts: M. Dodge, M. Escape, M. Strike (12 points)
    Mechanics 12- (3 points)
    Paramedics 12- (3 points)
    Security Systems 12- (3 points)
    Shadowing 12- (3 points)
    Stealth 12- (3 points)
    Streetwise 12- (3 points)
    Survival: Urban 12- (2 points)
    Teamwork 13- (3 points)
    TF: Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles, Combat Aircraft (2 points)

    * French and Arabic are the common languages spoken in Morocco. Since Storm grew up on the streets, and French is the language of the upper classes there, I figured Arabic for her native language. The points work out the same either way.

    PERKS

    Reputation: Super Hero 11- (+2, known to the general public) (4 points)

    Total Skill and Per Cost: 78
    Total Cost: 350 points

    Distinctive Feature: Mutant (Concealable, Major Reaction, Detectable Only by Genetic Scan or Test) (5 points)
    Distinctive Feature: White Hair (Concealable, Always Noticed, Detectable by Sight) (10 points)
    Hunted: Hellfire Club 8- (More Pow, NCI, Storm has Public Identity, Watched) (15 points)
    Hunted: Shadow King 8- (More Pow, NCI, Storm has Public Identity, Enslave) (25 points)
    Hunted: S.H.I.E.L.D. 11- (More Pow, NCI, Storm has Public Identity, Watched) (20 Points)
    Psychological Limitation: Code vs. Killing (Common, Total) (20 points)
    Psychological Limitation: In Love with Beast (Common, Strong) (15 points)
    Psychological Limitation: Underconfident (Common, Moderate) (10 points)
    Social Limitation: Mutant (Frequently, Major) (15 points)
    Social Limitation: Public Identity (Frequently, Major) (15 points)

    Total Disadvantage Points: 150
    Base Points: 200
    Total Points: 350

  2. #2
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    Good write up, storm is the most powerful X-Man, apart fron cerebro Xavier, Major power ,wreck country AAR x1000,000, weather efects, oend, un selective,( 3d6 double KB represents a huricane) quite well )( 120 mAp )

    dont forget she need auto fire 4d6 rka aar, ap, pen,NRM to beat the fighters of UVhicle, and mimic the film.
    Vorsch Drach, child of the ocean

    Accusation...Hero 5, Fred, a mega-scale step in the wrong direction.

    Evidence... Regen, instant change, mega-scale, shape shift, multi form, duplication, multiple power-attacks, flying dodge....

  3. #3
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    Originally posted by Vorsch
    Good write up, storm is the most powerful X-Man, apart fron cerebro Xavier, Major power ,wreck country AAR x1000,000, weather efects, oend, un selective,( 3d6 double KB represents a huricane) quite well )( 120 mAp )

    dont forget she need auto fire 4d6 rka aar, ap, pen,NRM to beat the fighters of UVhicle, and mimic the film.
    This is based on Ultimate X-Men, not the movie. Her "weather attack" power is versatile enough to duplicate any hurricane or other storm, and her MegaArea Change Environment covers the widespread weather effects.

    Patrick J McGraw

  4. #4
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    Hmmm...does Ultimate Storm have claustraphobe? (dunno if I spelled that right) I can't remember reading her having it, but Storm's fear of tight spaces made her character all the more intriguing and interesting to read.

  5. #5
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    Originally posted by SomeAsianKid
    Hmmm...does Ultimate Storm have claustraphobe? (dunno if I spelled that right) I can't remember reading her having it, but Storm's fear of tight spaces made her character all the more intriguing and interesting to read.
    There hasn't been any mention of it, but I can't recall seeing her trapped in any small spaces either, so it is possible.

    Patrick J McGraw

  6. #6
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    HEy man I've really liked your write ups. Very Clean, very to the point and core of the characters. I'm impressed that you are "New" to the Hero system....Let's see scott, or have you already done him?

    Nevermind, found it. Ineresting take on his powers.
    Last edited by Rick; Feb 9th, '04 at 09:26 AM.

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