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

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