+ Reply to Thread
Results 1 to 3 of 3

Thread: Marvel's Ultimate Universe: Marvel Girl

  1. #1
    Join Date
    Jan 2004
    Location
    Columbus, OH
    Age
    31
    Posts
    142
    Rep Power
    7

    Marvel's Ultimate Universe: Marvel Girl

    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 Marvel Girl as a High Powered 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 Marvel Girl when the X-Men leave on their world tour, prior to their confrontation with Proteus (that is, issue #13). At this point, she’s only had Phoenix-related visions, and they are currently suppressed by medication and Xavier’s telepathy. So no massive jump in power from the Phoenix force… yet.

    MARVEL GIRL (Jean Grey)

    STR 13 (Roll 12-, Lift 150 kg, 2 1/2d6 damage) (3 points)
    DEX 14 (Roll 12-, OCV: 5/DCV: 5) (12 points)
    CON 15 (Roll 12-) (10 points)
    BODY 10 (Roll 11-) (0 points)
    INT 18 (Roll 13-, PER Roll 13-) (3 points)
    EGO 23 (Roll 14-, ECV: 8) (26 points)
    PRE 20 (Roll 13-, PRE Attack: 4d6) (10 points)
    COM 18 (Roll 13-) (4 points)

    PD 4 (Total: 12 PD, 8 rPD) (1 point)
    ED 4 (Total: 12 ED, 8 r ED) (1 point)
    SPD 3 (Phases: 4, 8, 12) (6 points)
    REC 8 (4 points)
    END 36 (3 points)
    STUN 25 (0 points)

    Total Characteristic Cost: 83

    Running: 6”
    Leaping: 2”
    Swimming: 2”
    Flight: 10”

    POWERS

    Regarding Mental Powers: Several of the Ultimate Titles (and Marvel Universe titles, for that matter) have made it a point that human minds and mutant minds differ psionically. So, for my Ultimate Universe game, “Human” and “Mutant” are considered two different classes of minds. For balance purposes, humans and mutants can take the “Additional Class of Mind: Human/Mutant” Adder at no cost.

    Telepathic Powers: Multipower, 75-point reserve (75 Active Points); Concentration (1/2 DCV, -1/4), Extra Time (Delayed Segment, -1/4) (50 points)
    1) Psychometry: Retrocognitive Clairsentience (Sight and Hearing Groups), Reduced Endurance (0 END, +1/2) (75 Active Points); Concentration (0 DCV throughout use of power, -1), Extra Time (5 minutes, -2), Limited Power: Only to see person associated with Focus (-1), OAF (-1), Retrocognition Only (-1), Time Modifiers (-1/2) (1 point, fixed)
    2) Ego Attack 6d6, Reduced Endurance (1/2 END, +1/4) (75 Active Points); Concentration (1/2 DCV, -1/4), Extra Time (Delayed Phase, -1/4) (5 points, fixed)
    3) Mental Illusions 12d6, Reduced Endurance (1/2 END, +1/4) (75 Active Points); Concentration (1/2 DCV, -1/4), Stops Working if Mentalist is Knocked Out (-1/4), Extra Time: Full Phase (-1/2), Limited Power: 4 dice only to cause target to remember illusion as real (-1 ½) (3 points, fixed)
    4) Mind Scan 10d6, +5 to Attack Roll, Reduced Endurance (1/2 END, +1/4) (75 Active Points); Cannot Attack Through Link (-1), Concentration (1/2 DCV, -1/4), Extra Time (Full Phase, -1/2), Limited Power: 4 dice only to make Mind Scan undetectable by target (-1 ½) (2 points, fixed)
    5) Mind Control 12d6, Telepathic (+1/4) (75 Active Points); Concentration (1/2 DCV, -1/4), Stops Working if Mentalist is Knocked Out (-1/4), Extra Time (Full Phase, -1/2), Limited Power: 4 dice only to make target remember actions as natural (-1 ½) (3 points, fixed)
    6) Telepathy 12d6, Reduced Endurance (1/2 END, +1/4) (75 Active Points); Concentration (1/2 DCV, -1/4), Extra Time (Delayed Segment, -1/4), Limited Power: 4 dice only to make Telepathy undetectable by target (-1 ½) (4 points, fixed)
    Telekinetic Powers: Multipower, 90-point reserve (90 points)
    1) Flight 12”, 2x Noncombat Movement, Useable Underwater (+1/4) (30 Active Points) (3 points, fixed)
    2) Force Field (7 PD, 7 ED), Protects Carried Items, Reduced Endurance (1/2 END, +1/4) (30 Active Points) (3 points, fixed)
    3) Force Wall (12 PD, 12 ED, 7” size), Reduced Endurance (1/2 END, +1/4) (90 Active Points) (18 points, flexible)
    4) Artery Pinch: Ranged Killing Attack 2d6+1, AVLD (Mental Defense, +1 ½) (87 Active Points); Concentration (1/2 DCV, -1/4), Limited Power: Does No STUN (-3/4) (4 points, fixed)
    5) Telekinetic Bubble: Life Support (Self-Contained Breathing, Safe Environment: Low Pressure/Vacuum, High Pressure, High Radiation), Area Effect (4” Radius, +1) (30 Active Points); Costs Endurance to Activate (-1/4) (2 points, fixed)
    6) Missile Deflection (all ranged attacks), At Range (Adjacent hexes, +1/2) (30 Active Points) (3 points, fixed)
    7) Delicate Telekinesis: Telekinesis (STR 25), Fine Manipulation, Reduced Endurance (1/2 END, +1/4) (59 Active Points); Concentration (1/2 DCV, -1/4) (9 points, flexible)
    8) Brute Telekinesis: Telekinesis (STR 48), Reduced Endurance (1/2 END, +1/4) (90 Active Points); Concentration (1/2 DCV, -1/4) (14 points, flexible)
    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)
    Mind Link (any willing target, up to 8 targets), (30 Active Points); Concentration (1/2 DCV, -1/4), Nonpersistent (-1/4), Extra Time (Full Phase, -1/2) (15 points)
    Gain Perception: Clairsentience (Sight and Hearing Groups) (30 Active Points); Linked to Mind Link (-1/4), Only to Use Senses of Subject (-1) (13 points)
    Share Perception: Clairsentience (Sight Group and Hearing), Persistent (+1/4), Reduced Endurance (0 END, +1/2), Useable By Other (+1/4) (50 Active Points); Linked to Mind Link (-1/4), Only through Marvel Girl’s Senses (-1) (22 points)
    Mental Defense 20 (15 Active Points) (15 points)
    X-Men Uniform: Armor 16 (8 PD, 8 ED) (24 Active Points); Activation Roll 13- (-3/4), OIF (-1/2) (11 points)

    Total Power Cost: 302 points

    SKILLS

    +3 with Telekinetic Attacks (9 points)
    +1 with All Combat (8 points)

    Combat Piloting 12- (3 points)
    Conversation 13- (3 points)
    Deduction 13- (3 points)
    KS: Mutant Affairs 11- (2 points)
    KS: Mutant Powers 11- (2 points)
    Martial Arts: M. Dodge, M. Escape, M. Strike (12 points)
    Mechanics 13- (3 points)
    Paramedics 13- (3 points)
    Persuasion 13- (3 points)
    Security Systems 13- (3 points)
    Systems Operation 13- (3 points)
    Teamwork 12- (3 points)
    TF: Small Motorized Ground Vehicles, Combat Aircraft (1 point)

    PERKS

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

    Total Skill and Perk Cost: 65 points
    Total Cost: 450 points

    DISADVANTAGES

    Dependence: Ametriptalyne (must take one pill daily or suffer Incompetence-inducing visions) (Common) (0 points)
    Distinctive Features: Mutant (Concealable, Major Reaction, Only Detected by Genetic Scan or Test) (5 points)
    Hunted: Hellfire Club 11- (More Pow, NCI, Marvel Girl has Public Identity, Use as Vessel for Phoenix Force) (25 points)
    Hunted: S.H.I.E.L.D. 11- (More Pow, NCI, Marvel Girl has Public Identity, Watched) (20 points)
    Hunted: Sinister 8- (More Pow, Marvel Girl has Public Identity, Capture) (20 points)
    Physical Limitation: Migraines (Infrequently, Fully Impairing) (15 points)
    Psychological Limitation: Code vs. Killing (Common, Total) (20 points)
    Psychological Limitation: In Love with Cyclops (Common, Strong) (15 points)
    Social Limitation: Mutant (Frequently, Major) (15 points)
    Social Limitation: Public Identity (Frequently, Major) (15 points)

    Total Disadvantage Points: 150
    Base Points: 300
    Total Points: 450

    Marvel Girl has fully a hundred more Base Points than her fellow teenagers, and she needed every one of them. Bloody psychics.

    Marvel Girl has given me more trouble than... well, anybody else short of Xavier. I'm pretty pleased with what I've managed to develop, with partially-Limited powers that excel at not being detected.

    Eventually I'll need to write up a Phoenix version of Jean. I anticipate: "Phoenix Force: 150-point Cosmic VPP."

    Patrick J McGraw

  2. #2
    Join Date
    Nov 2003
    Location
    Charlotte, NC
    Age
    41
    Posts
    162
    Rep Power
    7
    Your Artery Pinch needs "Does Body (+1)"

    I haven't commented on your conversions much in general ... but IMO the characteristics have been a bit low for most of them. I also would be surprised if Jean were stronger than Bobby, but you have Iceman with only a 10 str.

    Philosophically I also think that their armor should *not* have the activation roll. Yes it doesn't cover their entire body but that doesn't automatically mean activation roll ... just that a called shot can bypass the armor.

    IMO it also might not be a bad idea to take the flight & force field out of the MP.

    Also wouldn't be out of character to combine both MP pools as one large 'psychic powers' pool. I don't ever really recall her using big TK stuff like the force wall while simultaneously reading someone’s mind.

  3. #3
    Join Date
    Jan 2004
    Location
    Columbus, OH
    Age
    31
    Posts
    142
    Rep Power
    7
    Originally posted by Vanderbilt_Grad Your Artery Pinch needs "Does Body (+1)"
    AVLD's only do STUN... rrr. Maybe I'll go back to the Ego Attack that Does BODY.

    I havn't commented on your conversions much in general ... but IMO the characteristics have been a bit low for most of them. I also would be surprised if Jean were stronger than Bobby, but you have Iceman with only a 10 str.
    Keep in mind that the Ultimate X-Men are a bunch of inexperienced teenagers. I'm also working with a lower range of characteristics than the CU.

    As for the STR issue, Bobby is only fifteen and doesn't seem fully developed yet. He has a strictly average physique. Jean has definite muscle tone.

    Philosophically I also think that their armor should *not* have the activation roll. Yes it doesn't cover their entire body but that doesn't automatically mean activation roll ... just that a called shot can bypass the armor.
    I'm not using the Called Shot rules in my campaign; hence the Activation Rolls.

    IMO it also might not be a bad idea to take the flight & force field out of the MP.
    She doesn't use them all the time, and appears to drop them when focusing on other things. They seemed appropriate to the MP.

    Also wouldn't be out of character to combine both MP pools as one large 'psychic powers' pool. I don't ever really recall her using big TK stuff like the force wall while simultaneously reading someone’s mind. [/B]
    I have considered it. I don't like the idea of combining TP and TK into a single framework; Marvel has always made quite a distinction between the two.

    On the other hand, I see your point. She usually focuses on just a few things at a time.

    Patrick J McGraw

+ Reply to Thread

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

     

Similar Threads

  1. Marvel Universe...
    By i3ullseye in forum General Roleplaying
    Replies: 27
    Last Post: Sep 6th, '03, 12:26 AM
  2. Marvel Universe to Champions conversion.
    By Irishman in forum Champions
    Replies: 18
    Last Post: Jun 2nd, '03, 05:58 AM

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts