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X-men characters


Agent333

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A little while back I started making HERO versions of the x-men as a mental exercise. This grew into doing a few solo-rpg sessions and running a few full scale combats. I've had so much fun I thought I'd share my write-ups with you guys and maybe give a little of my inspiration energy to my fellow heroes and heroines on the messageboard. (Originally I intended these writups for new players who want to play a character "like" wolverine or cyclops. Think of these as quick-start templates)

 

A few things to take note of, these X-men have no connection to any established continuity save one of my own making. I've included the disadvantages I used for each, but they are by no means an attempt to accurately replicate the original character. All these characters were built to my champaign's specifications for supers games: 250 point base + 100 points in disadvantages. I also allow beginning characters to have up to 5 "Quirks" (1 point flaws described in GURPS) that may be purchased past the Disadvantage limit.

 

Also, these charcters were built with my house rules. Where these rules pop up I'll give an explanation at the end of the character listing. As always, disregard what you don't like or would never allow in your game. In almost every case, changing these powers back to the official rules will increase the point total of the character.

 

First up, my favorite canadian

 

WOLVERINE

 

Val: Char: Cost

20 STR 10

20 DEX 30

30 CON 40

20 BODY 20

13 INT 3

13 EGO 6

18 PRE 8

10 COM 0

20 PD 16

20 ED 14

4 SPD 10

15 REC 10

60 END 0

50 STN 5

Total Cost = 170

 

 

Super Powers

30 Adamantium Claws Multipower (A: 45); Restrainable (-1/4),

Does no Knockback (-1/4)

3u. #1) Swipe HKA 2D6; 0 END (+1/2) [4DK w/ Str and M.Strk] 0

3u. #2) Slice HKA 2D6; Armor Piercing (+1/2) [3 ½ DK w/ MS] 4

3u. #3) Stab HKA 2D6; Penetrating (+1/2) [3 ½ DK w/ MS] 4

3u. #4) Slash HKA 3D6 [5DK+1 w/ STR and Martial Strike] 4

7 Adamantium Skeleton Armor +10 PD/ +10 ED;

Only vs. Body (-1), Only to prevent broken bones (-2)

6 Heightened Senses +2 to all Perception

14 Heightened Smell +2 to Smell Perception; Discriminatory

And Tracking Scent

11 Healing Factor Regenerate 1 BODY/ turn; regrow limbs

Healing 1D6, Regrow limbs; Persistent (+1), Self Only (-1/2)

Extra Time: one turn (-1¼)

10 Instant Healing Damage Resistance 10 PD/ 10 ED

34 Recuperative Physiology Life Support verses Extreme

Heat/Cold, High Radiation, High/Low Pressure,

Extended Breathing (1 END/ 5 minutes),

Longevity (400 years), Immunity to All Poisons/Toxins

and All Disease/Bio-Warfare

Martial Arts (Unique form)

4 Marital Strike +0, +2, 10D6 (+3 DC to KA)

4 Charge +0, -2, 10D6 +v/5, Full move (+3 DC to KA)

4 Martial Escape +0, +0, 55 STR to escape grab

16 +4 DC w/ Martial Art

1 Use Martial Art w/ CLAWS

 

Skill/ Talent/ Perqs

4 +2 OCV w/ Martial Strike

 

2 WF: Common Melee

2 WF: Common Missile

2 WF: Common Martial Art Weapons

2 WF: Small Arms

3 Stealth 13-

3 Climbing 13-

6 Survival (Arctic, Mountain, Temperet) 12-

5 Concealment 13-

3 Streetwise 13-

3 Interrogation 13-

 

 

Disadvantages

Dis Fea: Detects as a Mutant -10

Soc Lom: Mutant minority -10

Phys Lim: Heavy Metal Skeleton (Inf, Slgt) -5

Psy Lim: Code of Honor and Justice (Stng) -20

Psy Lim: Overconfidence (VCom,Mod) -15

Psy Lim: Code vs. Killing (Un Com, Mod) -5

Enraged when BODY halved (Un Com, 11-, 11-) -15

Hunted by Black Ops Military Org. (More, NCI, 8-) -20

Qrk: Cannot remember own past -1

Qrk: Hates/picks on bullies -1

Qrk: Smokes Cigars constantly -1

Qrk: Sucker for Red-headed girls -1

Qrk: Prefers beer over any other liquid (including water) -1

 

Character Total = 355 points

 

House Rules:

Surprisingly, I don't think I used any house rules for Wolvie. I've made extensive use of the rule that allows Martial damage to add to advantaged attacks without being reduced in effect. This doesn't go over well in some campaigns, so remember to adjust his claws final damage if you disallow this option. His Claws are bought with the restrainable limitation to simulate that certain holds and restraints render his claws ineffective.

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Re: X-men characters

 

I agree. This is a classic example of building a guy on few points who can do a ton. In my campaign world, Wolive would be about 450-500 or so, but that largely comes from adding depth(lots of contacts, perks, and skills). But this is a great 350 point version that covers just about everything.

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Re: X-men characters

 

Here's my version of Rogue, but note that she doesn't have the same powers as Rogue. I built her along the lines of Mimic from the Marvel comic "Exiles". Once she has touched a character their powers are hers to use whenever she wants.

 

ROGUE

 

Val: Char: Cost

30STR 20

20DEX 30

20CON 20

10BODY 0

13INT 3

13EGO 6

13PRE 3

16COM 3

10PD 4

10ED 6

4SPD 10

10REC 0

40END 0

35STN 0

Total Cost = 105

 

Super Powers

14 Life Drain Energy Blast 1D6; NND [not vs. targets with

Power Defense 20+, Force Fields or non-organic bodies] (+1),

Does Body (+1), Damage Shield (+1 ¼), Autofire [10 shots]

(+2), 0 END (+1), Always On (-1/2), Must have skin to

Skin contact (-1/2), Target takes ½ damage with a

Successful EGO roll (-1/4), Only does Body damage

after target is Knocked Out (-1/4)

 

157 Stolen Powers Variable Power Pool (active: 100);

No Skill Roll (+1), Only to copy skills or powers of

Life Drain victims (-1/4), Powers or Skills may only be

Equal or less than the level possessed by victim when

Last touched (-1/2)

20 Stolen Flight 10†Flight 2

30 Stolen Toughness Armor +10 rPD/ +10 rED

 

4 Physical Training Running +2â€

 

Skill/ Talent/ Perq

10 +2 w/ Melee

3 Acrobatics 13-

3 Breakfall 13-

3 Stealth 13-

3 Concealment 12-

3 Streetwise 12-

 

Disadvantages

Dis Fea: Detects as Mutant -10

Soc Lim: Mutant minority -10

Dis Fea: Features altered whenever VPP

Is used (easily, noticed) -5

Phys Lim: manifests the Psychological Limitations

of persons copied at one level of intensity less

(Frequently, Slightly) -10

Psy Lim: Code verses Killing (Com, Strong) -15

Psy Lim: Afraid to touch others (com, mod) -10

Psy Lim: Protective of Innocents (com, totl) -20

Enraged when friends or innocents are hurt

(Uncommon, 8-, 14-) -5

Hunted by Brotherhood of Mutants (More, 8-) -15

Qrk: Speaks with a southern accent -1

Qrk: Likes green clothing -1

Qrk: Will never dye the white stripe in her hair -1

Qrk: Often shy and withdrawn -1

Qrk: Enjoys an occasional “good scrap†-1

 

 

Character Total = 355 points

 

House Rules:

Rogue busts a lot of rules here. First is the Life Drain which is built using the house rule that Damage Shield costs a straight (+1) without adding Continuous (notice I added the +1/4 advantage to Damage Shield that allows her to use it without a Grab attack). Second is the use of Autofire to give Rogue what effectively becomes a 10D6 NND attack. This is a big no-no. Third is the "skin to skin contact" limitation, I'm sure it's value is less elsewhere (I couldn't find an official reference) but it imposes a negative modifier in combat depending on the amount of skin covered by the opponents clothing [anywhere from bikini (-0 OCV) to typical superhero costume (-2 OCV) and normal clothing with only head and hands exposed (-4 OCV)]

 

There should also be a STOP sign on her VPP. In play, this makes her one of the most powerful X-men, bar-none. I've allowed her to mix and match the abilities she's gained from her teammates and opponents. A combination of Colossus' Strength with Wolverine's Constitution and claws makes her a formidable brick capable of 6D6 HKA. I suggest for lower levels of play to limit either the amount of characters that can be copied at one time or allow her to only replicate 1/2 the active points of the copied power.

 

With a little work, I think many gamers could mold this charcter into a more accurate version of Rogue. This is merely my preferred version of her (were I writing the X-men, that is). This version is where I would have Rogue just after permanently draining, in this case: killing, another mutant and gained a portion of their strength, flight and toughness. For SFX of experience spent, allow Rogue to accumulate the powers of those she has reduced to zero BODY or below and buy these powers outside of her VPP. She can still express the powers of her victims with her VPP, but must fight against any contrary Psych Limitations they possessed when doing so.

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Re: X-men characters

 

7 Adamantium Skeleton Armor +10 PD/ +10 ED;

Only as. Body (-1), Only to prevent broken bones (-2)

 

I'm not sure how this would work. How would you apply it in play? It's got to do something other than influence special effects, otherwise why is it worth points?

 

30 Adamantium Claws Multipower (A: 45); Restrainable (-1/4),

Does no Knock back (-1/4)

 

I've seen Wolverine do lots of knockback, against Razorfist. Then again, both were acting like bricks with normal or even does-no-body attacks, so I think your writeup is better than the comic. :)

 

You haven't given him many skills - probably just the ones he has used when I was reading him, or seeing him on the big screen. Good call. (I think he knows Japanese too, but this is no big deal. Simple is good.)

 

An excellent portrait in Champions points! And you're making a good argument for our way of building a character. Next, please!

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Re: X-men characters

 

CYCLOPS

 

Val: Char: Cost

15 STR 5

23 DEX 39

20 CON 20

13 BODY 6

20 INT 10

15 EGO 10

18 PRE 8

16 COM 3

10 PD 7

10 ED 6

5 SPD 17

10 REC 6

50 END 5

30 STN 0

Total Cost = 142

 

Super Powers

64 Optic Blast Multipower (active: 81); Restrainable (-1/4)

6u. #1) Standard Blast 10D6 EB vs. Physical; 0 END (+1/2) 0

6u. #2) Strong Blast 13D6 EB vs. Physical; ½ END (+1/4) 3

6u. #3) Full Power 16D6 Energy Blast vs. Physical 8

6u. #4) Sweeping Glance 8D6 EB; Autofire (+1/2), ½ END (+1/2) 2/shot

6u. #5) Swath 8D6 EB; Area Effect: Cone [4â€] (+1) 8

6u. #6) Focused 10D6 EB; Armor Piercing (+1/2) 7

2u. #7) Cut 1D6 RKA; Penetration x2 (+1) 3

2u. #8) Weld 1D6 Major Transform; Variable (+1/2) 2

6u. #9) Smash Through Tunneling 1†through 14 DEF;

½ END (+1/4), Ranged (+1/2), No non-combat move (-1/4) 3

3u. #10) Shove Telekinesis STR 50; Affects whole object (-1/4),

Only to throw target away from attacker (-1) 7

5u. #11) Toss 10D6 Dispel Knockback Resistance;

Does KB (+1/4), Double KB (+3/4), ½ END (+1/4) 3

 

6 Micro weave Kevlar Suit Damage Resistance 10 PD/ 10 ED; OIF (-½)

9 Willpower PD +12/ ED +12; Activation +1 (-3/4), Must Be Aware of Attack (-1/4), Stun Only (-1/2)

 

4 Physical Training Running +2â€

 

Martial Arts Training

4 Punch/ Kick +0, +2; 5D6

4 Block +2, +2; block

4 Dodge ---, +5; dodge

 

Skill/ Talent/ Perq

2 WF Com Melee

9 +3 w/ Optic Blasts

8 +4 vs. Range w/ Optic Blasts

7 Tactics 15-

3 Leadership 13-

3 Optic Blast Tricks [DEX based] 14-

9 Climbing, Breakfall, Teamwork 14-

3 Combat Driving (small ground vehicles) 14-

3 Combat Piloting (Combat Aircraft) 14-

5 TF: Motorcycles, Small Motorboats,

Large/Small planes and Helicopters

3 System Operations 13-

2 Navigation (air) 13-

2 P.S. Aircraft Mechanic 11-

 

Disadvantages

Dis Fea: Detects as Mutant -10

Soc Lim: Mutant minority -10

Phys Lim: Depends on Visor for Control

[Effectively blind and can only use first

three slots in MP without visor] (Inf, Grtly) -10

Psy Lim: Heroic (Very Common, Strong) -20

Psy Lim: Protective of Innocents (VC, Stng) -20

Psy Lim: In love with Jean Grey (VC, Total) -0

Hunted by the Brotherhood of Mutants

(More Powerful, 8-) -15

Watched by the U.S. Government

(More, NCI, 11-) -15

 

 

Character Total = 350 points

 

House Rules:

The only thing you might want to remove from Cyclops is the "Toss" ability in his MP. I just wanted it so Scott could pop Sentinels off their feet like he does in the cartoon (also make a bad surprise for Juggernaut) :D

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Re: X-men characters

 

7 Adamantium Skeleton Armor +10 PD/ +10 ED;

Only as. Body (-1), Only to prevent broken bones (-2)

 

I'm not sure how this would work. How would you apply it in play? It's got to do something other than influence special effects, otherwise why is it worth points?

 

You got me, I asked myself this as well. But, it's in the HERO FAQ section under "Questionite Skeleton". I think it comes into play if opponents have Logan in a grab and go to use a "bonebreak" ability or I could see it being applied by the GM to Logan being in a high-speed crash where the BODY damage would normally bust him up to FUBAR levels. Mostly I use it as an excuse to allow him a post segment 12 recovery when his STUN is at -20 to -29.

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Re: X-men characters

 

Marvel Girl (Jean Grey)

 

Val: Char: Cost

10 STR 0

20 DEX 30

20 CON 20

10 BODY 0

20 INT 10

25 EGO 30

20 PRE 10

20 COM 5

3 PD 1

4 ED 0

5 SPD 20

10 REC 8

40 END 0

25 STN 0

Total Cost = 134

 

Super Powers

10 Telekinetic Powers Elemental Control (active: 20)

10 a.) Telekinetic Flight 10†Flight 2

10 b.) Telekinetic Shield Force Field +7 PD/ +7 ED; 0 END 0

5 Psychic Defenses Mental Defense (10pts)

 

60 Telekinesis Multipower (active: 60)

6u. #1) Telekinetic Manipulation I Telekinesis STR 40 6

6u. #2) Telekinetic Manipulation II Telekinesis STR 32,

Fine Manipulation 6

6u. #3) Telekinetic Manipulation III Telekinesis STR 26;

0 END (+1/2) 0

6u. #4) Telekinetic Punch 12D6 EB vs. Physical 6

3u. #5) Enhanced Flight +10†Flight, 4x NCM 2

2u. #6) Enhanced Shield Force Field +13 PD/ +13 ED 2

 

50 Telepathic Powers Multipower (active: 50)

5u. #1) Psychic Communications Telepathy 10D6 5

5u. #2) Mental Assault EGO Attack 5D6 5

5u. #3) Psychic Domination Mind Control 10D6 5

5u. #4) Inflict Hallucinations Mental Illusions 10D6 5

2u. #5) Psychic Search Mind Scan 10D6; Concentrate: 0 DCV (-1) 5

2u. #6) Mindsense Detect Minds (mental sense group),

Discriminatory, Analyze, Targeting 0

3u. #7) Psychic Communication Mind Link with up to four

minds at once, No LOS 0

 

 

Skill/ Talent/ Perq

6 +2 w/ Telekinesis

3 Psychic Tricks [iNT based] 13-

3 Paramedic 13-

3 Teamwork 13-

2 Sci: Biology 11-

 

Disadvantages

Dis Fea: Detects as a Mutant -10

Soc Lim: Mutant minority -10

Psy Lim: Heroic Nature (VC, Strong) -20

Psy Lim: Protective of Innocents (VC, Stng) -20

Psy Lim: In love with Scott Summers (VC, Total) -0

Phys Lim: Loses control of powers when

Stressed (Infrequently, Greatly) -10

Enraged if attacked mentally (Un, 11-, +0) -15

Hunted by Brotherhood of Mutants

(More, 8-) -15

Qrk: Chronic Nightmares -1

Qrk: Avid Hello Kitty collector -1

Qrk: Unconsciously scans peoples thoughts -1

Qrk: Irrational attraction to Wolverine -1

Qrk: Closet Fashion Designer -1

 

 

Character Total = 355 points

 

House Rules:

Rules wise, I'm not entirely sure that it's okay to have one Power framework enhance a seperate one. Personally, I see nothing wrong with this, particularly in light of naked advantages in multipowers that enhance a characters STR.

 

Also, like many of the X-men, Marvel Girl is mostly a character built around a set of powers. Because of this, I didn't leave much room for skills. If you want to increase her skills reduce some of her characteristics (like EGO, INT and PRE to 18 and EGO to 23) to shore up the difference.

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Re: X-men characters

 

GAMBIT

 

Val: Char: Cost

20 STR 10

26 DEX 48

20 CON 20

15 BODY 10

18 INT 8

13 EGO 6

18 PRE 8

18 COM 4

10 PD 6

10 ED 6

5 SPD 14

10 REC 4

40 END 0

35 STN 0

Total Cost = 145

 

Super Powers

40 Kinetic Charging Multipower (active: 60);

OIF [small/ medium object of opportunity] (-1/2)

4u. #1) Quick Charge EB 8D6 vs. Physical; 0 END (+1/2) 0

4u. #2) Strong Charge EB 12D6 vs. Physical 6

4u. #3) Shrapnel Charge RKA 4D6 vs. Physical 6

 

40 Kinetic Tricks Multipower (active: 60); OIF (-1/2)

[Note: all modifiers and powers add to the above MP]

4u. #1) Crescent Throw Fully Indirect (+3/4), ½ END (+1/4) 3

3u. #2) Kinetic Transfer Double Knockback (+3/4) 6

4u. #3) Fast Dealer Autofire [5 shots] (+1/2), ½ END (+1/2) 0 or 3 per shot

3u. #4) Fifty-two Card Pick-up +12D6 EB; 2x END (-1/2) 12

4u. #5) Big Boom Explode (+1/2), -1 DC/ 3†(+1/2) 6

2u. #6) Little Boom Area Effect: One Hex (+1/2) 3

4u. #7) Boom Trap Trigger [object moved or under pressure] (+1/4)

Explode (+1/2), -1 DC/ 2†(+1/4) 6

4u. #8) Boom Bomb Time Delay (+1/4), Explode (+1/2),

-1 DC/ 2†(+1/4) 6

 

11 Kinetic Boost Strength +20; Non-persistent (-1/4),

No Figured Characteristics (-1/2) 2

12 Collapsible Staff HA +4D6; 0 END (+1/2), OAF (-1),

Hand Attack (-1/2) 0

6 Armored Clothing Damage Resistance 10 PD/ 10 ED; OIF (-1/2)

 

6 Physical Training Running +3†[9" Total]

 

Skill/ Talent/ Perq

3 Acrobatics 14-

3 Breakfall 14-

3 Climbing 14-

3 Stealth 14-

3 Lockpicking 14-

3 Contortionist 14-

3 Sleight of Hand 14-

3 Concealment 13-

5 Gambling 14-

3 Persuasion13-

3 Seduction 13-

3 Streetwise 13-

 

5 +1 w/ Melee

6 +2 w/ Kinetic Charging Multipower

4 +2 vs. Range w/ Kinetic Charging

 

Disadvantages

Dis Fea: detects as a Mutant -10

Soc Lim: Mutant minority -10

Psy Lim: Overconfident (Common, Strong) -15

Psy Lim: Scoundrel’s Honor (Com, Total) -20

Psy Lim: Dismissive of Authority (Cm, St) -15

Hunted by Brotherhood (More, 8-) -15

Hunted by Assassins Guild (As, 8-) -10

Rivalry with other thieves -5

Quirk: Womanizer -1

Quirk: Loves a challenge -1

Quirk: Scoundrel -1

Quirk: Procrastinator -1

Quirk: Curses in Cajun-French -1

 

 

Character Total = 355 points

 

House Rules:

Gambit is a REALLY big rule-breaker. His first MP has three slots that can be enhanced by almost any of the naked advantages in the second MP. I did this because I felt that most times Gambit only throws a basic EB or occasional RKA. However, there are times he does "gawd-almighty" with his cards or whatever flotsam he gets his hands on. These explosions and other attacks never seem to do any less damage than his standard attack (in fact, the opposite seems true). So, in his case, I allowed this triple stop-sign ability of enhancing one power with a naked advantage. To keep Gambit in line with the rules, remove the first multipower and add a 12D6 EB to all the slots in the second MP (you might also add the 4D6 RKA and 8D6 EB zero END in this MP).

 

Also, the GM should make allowances for the attack used corresponding to the type of object Gambit has. Lightweight objects (like playing cards) typically do Normal damage, while heavy or glass-like objects (lead pipes, trash-can lids, pane of glass) can do Killing Damage

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Re: X-men characters

 

Not entirely OT: AIR' date=' it was the write-ups of the X-Men in [u']Different Worlds #23[/u] that prompted me to first buy Champions, lo, some 22 years ago:)

 

SWEET!

 

If you can, scan 'em and share 'em. I got into Superhero RPGs because I wanted to play THOR and fight Doctor Doom (THOR would SO get owned!)

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Re: X-men characters

 

Something to consider on gambit:

 

Replace the 2 MP's with this power:

 

12d6 EB, VarAdvantage +1 (+2), OIF (-1/2)=120 real points

 

It is the same cost, easier to have on the sheet, only one thing it cannot do (The x2 Damage), and does not bend any of the rules...

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Re: X-men characters

 

Colossus

 

Val: Char: Cost

(18) 60 STR 43*

(18) 18 DEX 24

(15) 25 CON 26*

(13) 18 BODY 14*

(13) 13 INT 3

(12) 12 EGO 4

(15) 15 PRE 5

(14) 14 COM 2

(5) 25 PD 11*

(5) 25 ED 16*

(4) 4 SPD 12

(7) 20 REC 5*

(30) 50 END 0

(30) 60 STN 0

Total Cost = 165

 

* = OHID (-1/4)

Characteristics in parenthesis are Peter's normal values

 

Super Powers

9 Tireless ½ END for 60 STR; OHID (-1/4) 3

13 Osmium Steel Body Damage Resistance 20/ 20;

OHID (-1/4), Visible (-1/4)

12 Osmium Steel Body Normal and Resistant Defenses

Hardened (+1/4), OHID (-1/4), Visible (-1/4)

16 Osmium Steel Body Knockback Resistance -10â€;

OHID (-1/4)

36 Osmium Steel Body Life Support: Total; OHID (-1/4),

8 Osmium Steel Body Lack of Weakness -5;

Normal and Resistant Defenses; OHID (-1/4),

 

48 Brick Tricks Multipower (active: 60); OHID (-1/4)

2u. #1) Distance Throw Strength +60; Only to

determine throwing distance (-2) 6

3u. #2) Rend and Tear HKA 2D6; 0 END (+1/2) 0

2u. #3) Wrap ‘em Up Entangle 6D6/ 6 DEF; OIF

[materials at hand] (-1/2), Extra Time: Full Phase (-1/2),

No Range (-1/2), Defense depends on materials

used (-1/2) 6

2u. #4) Brace for Impact Missile Deflection (all attacks)

+5 OCV 0

3u. #5) Smash Through Tunneling 1†through 18 DEF;

No non-combat Movement (-1/4) 4

2u. #6) Arm Sweep AE: one hex (+1/2) for 60 STR;

Can be blocked (-1/4) +2

 

2 Stratospheric Throw Megahex for 60 STR (+1/4); OHID (-1/4),

Only affects distance thrown (-1), 10x END (-4) 10

 

Skill/ Talent/ Perq

8 PSL +4 vs. throwing unbalanced and unaerodynamic objects/ people

3 Climbing 13-

3 Strength Tricks [DEX based]13-

3 Hoist [iNT based] 12-

4 K.S. Art History 13-

5 Artist (sketching and painting) 13-

1 P.S. Farmer 8-

 

 

Disadvantages

Dis Fea: Detects as Mutant -10

Soc Lim: Mutant (Occasional, Minor) -10

Phys Lim: Metal Body (Frequently, Slightly) -10

Psy Lim: Fearlessly Heroic (VC, Stng) -20

Psy Lim: Protective of Innocents (Com, St) -15

Psy Lim: Overconfidence (Com, Mod) -10

Hunted by Brotherhood of Mutants (More, 8-) -15

Vulnerable to Magnetic Powers (2x effect) -10

 

 

Character Total = 350 points

 

House Rules:

The Artist skill is an INT based skill that allows the PC to create works of art (2pts base, +1to roll/ 2pts, each additional category of art +1pt). The better the roll the more complete the artist has captured their own vision.

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Re: X-men characters

 

Nice job all round...one thing you should add to Cyke however..especiall if you plan on writing up his brother' date=' is Cyke's ability to absorb Havok's plasma bolt's..also all of the X-Men should have some metnal defense...It's part of Prof. X's training[/quote']

 

Yeah, the Personal Immunity would have to go on on the MP and at the time I just didn't have the points. If Havok and Cyke duke it out, claim GM's Fiat and let the attacks be ineffective.

 

The Prof's Mental Defense training is something I'd like to make available to players if they were at the school for a length of time. The most basic way I could think of building it would be MD with the "Mind Control Only" limitation. Anyone know how much that's worth?

 

Something to consider on gambit:

 

Replace the 2 MP's with this power:

 

12d6 EB, VarAdvantage +1 (+2), OIF (-1/2)=120 real points

 

It is the same cost, easier to have on the sheet, only one thing it cannot do (The x2 Damage), and does not bend any of the rules...

 

Good call! :thumbup:

 

That's the best alternative to what I did. Only difference is that the different advantages allowed would have to be pre-approved into a list like the MP has. GMs take note!

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Re: X-men characters

 

Wouldn't Willpower be better off as Mental Defense?

 

This is one of those hokey powers similar to "My armor simulates my dodging". Cyke was getting KOed on a regular basis with his 10PD/ED. So, I gave him additional armor with the SFX "I can't give up, the X-men need me!" kind of thing. I needed Normal Defense for him and this was the first idea for a SFX I had. YMMV.

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Re: X-men characters

 

NIGHTCRAWLER

 

Val: Char: Cost

15 STR 5

30 DEX 60

20 CON 20

10 BODY 0

13 INT 3

10 EGO 0

15 PRE 5

8 COM -1

8 PD 5

4 ED 0

6 SPD 20

10 REC 6

40 END 0

28 STN 0

Total Cost = 123

 

Super Powers

5 Yellow Eyes Nightvision

4 Dark Blue Fur Concealment +5; Self Only (-1/2), Only in

Shadows or darkness (-1)

6 Devil Tail Extra Limb; Inherent (+1/4)

10 Wall Walking Clinging

10 Acrobatic Evasion +3 DCV vs. All; Acrobatics Roll (-1/2)

60 Teleportation Multipower (active: 60)

6u. #1) Combat BAMF Teleportation 15â€, Position Shift,

No Relative Velocity; 0 END (+1/2) 0

6u. #2) Distance BAMF Teleportation 30†6

6u. #3) Group BAMF Teleportation 20â€, 16x mass 6

6u. #4) Attack BAMF Teleportation 15â€; Usable as Attack (+1) 6

 

20 Teleport Combat Maneuvers Multipower (active: 30);

Linked to Teleportation (-1/2)

2u. #1) Flurry of BAMFs STR 15 w/ Autofire [5 shots] (+1),

Accurate (+1/2), ½ END (+1/2) 10

1u. #2) BAMF-by STR 15 w/ Area Effect: Radius (+1),

6†Radius (+1/2), Selective (+1/2), 2X END (-1/2) 8

 

14 Teleportation Nausea 1D6 EB; Damage Shield (+1),

Autofire (+1 ½), NND [not vs. teleporters or power defense] (+1),

½ END (+1/2), Linked w/ Attack BAMF (-1/2), Only vs.

Targets teleported with attacker (-1/4) 5

 

Acrobatic Combat Martial Art

4 Punch/ Kick +0, +2; 10D6

3 Throw +0, +1; 8D6 +v/5

3 Grab -1, -1; 50 STR

20 +5 Damage Classes to MA

 

12 Swift Running +6†[12" total]

9 Bounding Leaping +9†[12" total]

 

 

Skill/ Talent/ Perq

3 Acrobatics 15-

3 Breakfall 15-

3 Climbing 15-

3 Stealth 15-

3 Contortionist 15-

3 Teamwork 15-

3 Concealment 12-

2 Performance (Circus Acrobatics) 12-

 

 

Disadvantages

Dis Fea: Detects as Mutant -10

Dis Fea: Dark-blue Devil man (effort, react) -15

Soc Lim: Mutant minority -10

Psy Lim: Fearlessly Heroic (VC, Strong) -20

Psy Lim: Thrill seeker (Common, Strong) -15

Psy Lim: Code vs. Killing (Common, Total) -15

Hunted by Brotherhood of Mutants (More, 8-) -15

 

 

Character Total = 350 points

 

House Rules:

Nightcrawler bends the rules with his Teleport Combat Maneuvers MP. In particular is the Autofire on his Strength with the Accurate (+1/2) advantage attached. Normally this is a no-no and you may want redo this one with a Hand Attack instead.

Also, He has another one of those pesky Autofire Damage Shield NNDs for his Teleport Nausea. See my Rogue writeup for comments on this.

Lastly. he has a Skill Called Performance which is based on Presence and is priced like Artist on Colossus' entry. It measures the performers ability to hold an audiences attention and entertain them.

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Re: X-men characters

 

BEAST

 

Val: Char: Cost

30 STR 20

30 DEX 60

25 CON 30

16 BODY 12

23 INT 13

15 EGO 10

15 PRE 5

8 COM -1

15 PD 9

15 ED 10

5 SPD 10

11 REC 0

50 END 0

45 STN 1

Total Cost = 179

 

Super Powers

6 Big Feet Extra Limbs; Inherent (+1/4)

5 Sensitive Eyes Nightvision

9 Sensitive Nose +2 w/ Smell/ Taste, Discriminatory

13 Endurance Training ½ END on 30 STR and 12†Running

15 Tough Skin Armor +5 PD/ +5 ED

10 Ducking and Dodging +2 DCV vs. All Attacks

10 Deductive Hit Find Weakness w/ Punch/ Kick +0

12 Swift Running +6†[12" total]

2 Swift Swimming +3†[5" total

6 Jump Leaping +6†[12" total]

 

Experienced Fighter Martial Arts

4 Punch/ Kick +0, +2; 10D6

3 Grab -1, -1; 50 STR

4 Escape +0, +0; 55 STR

3 Throw +0, +1; 8D6 +v/5

8 +2 Damage Classes to Martial Art

 

Skill/ Talent/ Perq

3 Stealth 16-

3 Climbing 16-

3 Contortionist 16-

3 Teamwork 16-

5 Acrobatics 17-

5 Breakfall 17-

5 +1 w/ DEX skills

3 Computer Programming 14-

3 Demolitions 14-

3 Electronics 14-

3 Inventor 14-

3 Mechanics 14-

3 Security Systems 14-

3 Paramedic 14-

3 Systems Operation 14-

3 Concealment 14-

3 Sci: Biology 14-

3 Sci: Genetics 14-

 

Disadvantages

Dis Fea: Detects as aMutant -10

Dis Fea: Big Hairy and Blue (effort, react) -15

Soc Lim: Mutant minority -10

Psy Lim: Code vs. Killing (Common, Strong) -15

Psy Lim: Scientific Curiosity (Com, Total) -20

Psy Lim: Pacifist (Common, Strong) -15

Hunted by Brotherhood (More, 8-) -15

Quirk: Feels like an outcast -1

Quirk: Uses big words and obscure

quotes constantly -1

Quirk: Needs glasses to read small print -1

 

 

Character Total = 353 points

 

House Rules:

FINALLY! A character made straight out of the book! *whew*

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Re: X-men characters

 

STORM

 

Val: Char: Cost

15 STR 5

23 DEX 39

20 CON 20

13 BODY 6

13 INT 3

13 EGO 6

15 PRE 5

20 COM 5

10 PD 7

10 ED 6

5 SPD 17

10 REC 6

40 END 0

30 STN 0

Total Cost = 125

 

Super Powers

5 See Nature’s Energy Detect Electrical Energy w/ Sight

20 Weather Powers Elemental Control (active: 40)

25 a) Lightning Bolt RKA 2D6; 0 END (+1/2) 0

20 B)Wind Riding Flight 20†4

16 c) Wind Shield Force Field 15 PD/ 15 ED; 0 END (+1/2),

Must be aware of attack (-1/4) 0

78 Weather Powers Multipower (active: 78)

7u. #1) Weather Control I Change Environment 8â€,

+/- 4 Temp Levels, Varying Combat Effects;

Varying Effects [Any Weather Conditions] (+1) 7

4u. #2) Weather Control II Change Environment 8â€,

+/- 4 Temp Levels, Varying Effects [Any Weather] (+1)

Mega Hex [1†= 1km] (+1/4), No Range (-1/2) 6

6u. #3) Air Manipulation I Telekinesis STR 25;

Area Effect: 8†cone (+1), Affects Whole Object (-1/4) 6

6u. #4) Air Manipulation II Telekinesis STR 50;

Affects Whole Object (-1/4) 6

4u. #5) Blizzard Energy Blast 3D6; NND [L.S. Cold or fire powers],

(+1), Area Effect: 5†radius (+1), Continuous (+1),

Limited Range: 20†(-1/4) 6

4u. #6) Call Lightning RKA +2D6+1 to Lightning Bolt [4DK+1]

Indirect on 75 points RKA (+1/4), Only during storms (-1/4) 5

5u. #7) Super Charged RKA +5D6 to Lightning Bolt [7DK],

2x END (-1/2) 14

1u. #8) Weather Sense Clairsentience, Precognition;

No Range (-1/2), Precognition Only (-1), Only to Foresee

Weather (-1), Time Modifiers (-1/2) 4

 

Skill/ Talent/ Perq

5 Leadership 13-

3 Acrobatics 14-

3 Breakfall 14-

3 Climbing 14-

3 Stealth 14-

3 Sleight of Hand 14-

3 Lockpicking 14-

3 Survival (temperate) 12-

 

4 +2 w/ Flight

 

Disadvantages

Dis Fea: Detects as a Mutant -10

Soc Lim: Mutant minority -10

Phys Lim: Unconsciously summons storms

When stressed (Infrequently, Slightly) -5

Psy Lim: Code vs. Killing (VC, Moderate) -15

Psy Lim: Protective of Innocents (VC, St) -20

Psy Lim: Claustrophobia (Un, Total) -15

Enraged if teammates are severely hurt

or mortally wounded (Un, 11-, +3) -10

Hunted by Brotherhood (More, 8-) -15

Quirk: Black woman w/ white hair and blue eyes -1

Quirk: Speaks English w/ African accent -1

Quirk: Gardens to relax -1

 

Character Total = 353 points

 

House Rules:

Storm's MP can be used to enhance the RKA in her EC. Once again, YMMV.

 

Storm has the Leadership skill [PRE based 3 pts, +1/ 2pts] which allows her gain the atttention of, and lead subordinates on the field of battle. A successful roll allows Storm to reduce PRE attacks against her teammates by -1D6 (-2D6 for a critical roll).

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Re: X-men characters

 

ICEMAN

 

Val: Char: Cost

15 STR 5

23 DEX 39

20 CON 20

15 BODY 10

12 INT 2

13 EGO 6

13 PRE 3

12 COM 1

5 PD 2

5 ED 1

5 SPD 17

13 REC 12

60 END 10

40 STN 7

Total Cost = 135

 

Super Powers

4 Temperature Acclimation Life Support vs. Heat and Cold

20 Ice Powers Elemental Control (active: 40)

20 a.) Ice Body Armor +15 PD/ +15 ED, visible (-1/4)

13 b.) Ice Slides Flight 20â€; Must be within 15†of a solid

Surface (-1/4), Physical Manifestation (-1/4), Side Effect:

Leaves big chunks of ice in his wake (-0) 4

 

60 Ice Powers Multipower (active: 60)

6u. #1) Ice Blast I 12D6 EB vs. ED 6

6u. #2) Ice Blast II 8D6 EB; 0 END (+1/2) 0

6u. #3) Ice Blast III 8D6 EB; Accurate (+1/2) 6

6u. #4) Ice Blast IV 16D6 Dispel; Any one fire power (+1/4) 6

6u. #5) Chilled 6D6 EB; NND [not vs. LS Cold] (+1) 6

3u. #6) Ice Bonds Entangle 6D6/ 6 DEF; Vulnerable to

Fire/ Heat attacks (-1) 6

3u. #7) Ice Block Entangle 4D6/ 4DEF; AE: one hex (+1/2),

Vulnerable to Fire/ Heat Attacks (-1) 6

6u. #8) Ice Walls Force Wall: 6 PD/ 5 ED, 2†long; 0 END (+1/2)

Uncontrolled (+1/2) 0

4u. #9) Ice Sheet Change Environment 32â€, -5 DEX roll to

Move on surface; Personal Immunity (+1/4), Only

Effects targets on the ground (-1/4) 6

6u. #10) Ice Shard RKA 2 ½D6; Armor Piercing (+1/2) 6

4u. #11) Ice Fist HA +8D6; 0 END (+1/2), Hand Attack (-1/2) 0

1u. #12) Reform Body Regeneration 1 Body/ turn, Regrow limbs

 

Skill/ Talent/ Perq

12 +4 w/ Ice Powers

4 +2 vs. Range w/ Ice Powers

5 Rapid Attack (ranged)

 

2 Running +1†[7" total]

 

3 Ice Tricks [iNT based] 11-

3 Teamwork 14-

3 Stealth 14-

3 Persuasion 12-

3 Seduction 12-

3 Conversation 12-

 

Disadvantages

Dis Fea: Detects as Mutant -10

Soc Lim: Mutant minority -10

Psy Lim: Fearlessly Heroic (VC, Strong) -20

Psy Lim: Incorrigible Prankster (Com, Mod) -10

Psy Lim: Overconfident (Very Com, Mod) -15

Psy Lim: Hopeless Romantic (Un, Mod) -5

Hunted by Brotherhood (More, 8-) -15

Vulnerable to Heat/ Fire (1 ½ x STUN) -10

Rivalry with Pyrokinetic Characters -5

 

Character Total = 350 points

 

House Rules:

MP slot #8 Ice Walls is a simulation of how I envisioned Iceman's ice generation power working in comics and animation. I have allowed Iceman to Sweep the creation of these walls to simulate his ability to swath an area with free standing ice walls. These walls can even be used to create temporary bridges and to hold doorways closed. It's considered these walls normally melt rather quickly (reduce PD and ED by half every 5 minutes).

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Re: X-men characters

 

Wouldn't Kurt's skin be a bonus to Stealth? Correct me if I'm wrong (I don't have my rule book handy), but isn't Concealment concealing items on oneself or area? Also, shouldn't Kurt have a KS: Religion? This has always been a core idea behind the character ...

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Re: X-men characters

 

This is a take on Angel that differs from the norm. It's loosely based on Angel as he appeared in Chuck Austen's infamous run on Uncanny X-men last year.

 

ANGEL

 

Val: Char: Cost

30 STR 20

30 DEX 60

25 CON 30

15 BODY 10

13 INT 3

13 EGO 6

16 PRE 6

16 COM 3

25 PD 19

10 ED 5

5 SPD 10

11 REC 0

50 END 0

45 STN 2

Total Cost = 174

 

Super Powers

50 Wings Multipower (active: 75); Restrainable (-1/2)

5u. #1) Combat Flying Flight 20â€, 4x NCM; ½ END (+1/4), Combat

Acceleration/ Deceleration (+1/4) 4

1u. #2) Cruising Gliding 20†0

 

16 Expert Flying +8 Skill Levels w/ Flight

8 Sharp Eyes +2 w/ Sight perception, +4 Telescopic Sight

11 Healing Factor Regenerate 1 Body/ turn, Regrow limbs

11 Healing Blood Healing 1D6 Body; Reset Rate [each turn]

(+1 ½), Gestures (-1/4), Others Only (-1/2), Side Effect: 2D6 EB per use to

Simulate the bleeding damage Angel takes (-1/2) 2

7 Endurance Training ½ END on 30 Strength (+1/4) 1

 

22 Bastard Sword HKA 2D6; 0 END (+1/2), OAF (-1) 0

 

6 Micro-weave Kevlar Suit Damage Resistance 10 PD/ 10 ED:

OIF (-1/2)

 

Aerobatic Fighting Martial Arts

5 Passing Strike +1, +0, 6D6 +v/5, F Move

5 Flying Grab -2, -1, Grab 2 limbs, 40 STR, F Move

5 Passing Throw +0, +0, 6D6 +v/5, F Move, target falls

5 Flying Dodge ---, +4, dodge all, abort, F Move

1 Use MArtial Art w/ Swords

 

Skill/ Talent/ Perq

2 WF Common Melee

3 +1 w/ Martial Arts

3 Acrobatics 15-

3 Breakfall 15-

3 Stealth 15-

3 Teamwork 15-

3 Concealment 12-

3 Navigation (air) 12-

 

Disadvantages

Dis Fea: Detects as a Mutant -10

Soc Lim: Mutant minority -10

Dis Fea: Big Wings (effort, noticed) -10

Psy Lim: Fearlessly Heroic (Com, Total) -20

Psy Lim: Thrill seeker (Common, Strong) -15

Psy Lim: Contempt for Society (Com, Mod) -10

Hollow Boned Vulnerable to Normal

Physical Attacks (Common, 1 ½x Body) -10

Hunted by Brotherhood of Mutants

(More powerful, 8-) -15

Quirk: Restless Nature, always moving -1

Quirk: To relax, flies as high as he can -1

Quirk: Acts like a righteous hero -1

Quirk: Intolerant of mutant bigots -1

Quirk: Closet nudist -1

 

 

Character Total = 355 points

 

House Rules:

 

 

(edit: reduced Flight to balance points. What I get for making a character at 3 a.m.)

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Re: X-men characters

 

Wouldn't Kurt's skin be a bonus to Stealth? Correct me if I'm wrong (I don't have my rule book handy)' date=' but isn't Concealment concealing items on oneself or area? Also, shouldn't Kurt have a KS: Religion? This has always been a core idea behind the character ...[/quote']

 

Well, I didin't buy the Stealth portion of the "Chameleon Skin" that I took his skin power from (found in USPD) because his Stealth is high as it is. Also, Concealment is also for hiding oneslef as well as objects. Many other systems use a Stelth skill for both the Sight and Sound senses one is hiding from. HERO uses a seperate skill for each (check the Bestiary for an explanation of using Concealment with the Self Only limitation).

 

As far as the Religious skill, I didn't see the need to purchase what I consider an everyman skill (K.S. own religeon), but I'll say again that this is not THAT Kurt Wagner. This is a character with the same name and similar stats and disadvantages. ;)

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Re: X-men characters

 

That's all the x-men I've done so far. I've done a few members of the Brotherhood and Magneto and may post them as well. Till then, here's a Sentinel for you to beat up on.

 

SENTINEL MARK I

 

Val: Char: Cost

75 STR 65

20 DEX 30

10 CON 0

10 BODY 0

20 INT 10

0 EGO 0

20 PRE 10

10 COM 0

10 PD 15

10 ED 27

4 SPD 10

--- REC 0

0 END -10

--- STN 0

Total Cost = 147

 

Super Powers

20 Robot Body Knockback Resistance –10â€

15 Robot Body Does Not Bleed (automaton)

45 Robot Body Takes No Stun (automaton)

30 Robot Body Damage Resistance 10 PD/ 10 ED

45 Robot Body Total Life Support

37 Tireless 0 END on 75 Strength

12 Tireless 0 END on 12†Running

1 Tireless 0 END on 2†Swimming

4 Robot Arms Stretching 1â€; 0 END (+1/2), Always Direct

(-1/4), No NCM (-1/4), No Velocity Damage (-1/4)

12 Robot Legs +6†Running

19 Visual Sensors Infrared, Ultra-violet, Microscopic x1000

18 Auditory Sensors Active Sonar, Ultrasonic Hearing

27 Radio Sensors HRRP, Radar

23 Sensor Enhancements +1 w/ All Perception Rolls,

Telescopic w/ Sight and Radar (+10 vs. Range)

27 Mutant Detector Detect Mutant DNA, as a sense, ranged

360 degree, Telescopic (+10 vs. Range), Tracking

32 Onboard Computer System Absolute Range Sense,

Absolute Time Sense, Bump of Direction, Lightning

Calculator, Universal Translator +2

 

120 On-board Weaponry Multipower (active: 120)

12u. #1) Offensive Array EB 12D6 vs. ED; 0 END (+1/2),

Variable SFX (+1/2)

12u. #2) Lethal Array RKA 4D6; 0 END, Variable SFX (+1/2)

9u. #3) Wrap Cables Entangle 6D6/ 6 DEF; 0 END,

Area Effect: One Hex (+1/2), No Walls (-1/4)

12u. #4) Knock Out Gas Drain 6D6 Stun, 0 END, 5/ 5min (+1/2)

6u. #5) Missiles EB 12D6; 0 END; Explode (+1/2),

Deflectable (-1/4), Full Phase (-1/2)

 

60 Flight Capability Multipower (active: 60)

6u. #1) Combat Flight Flight 20â€; 0 END (+1/2)

6u. #2) Sonic Flight Flight 17â€; 0 END, Mega-hex (+1/4)

 

Skill/ Talent/ Perq

30 +3 Overall Skill Level

3 Stealth 13-

3 Tactics 13-

1 Climbing 8-

3 Concealment 13-

2 Lang: English

4 K.S. Mutants 15-

 

Disadvantages

Dis Fea: Big Scary Robot (not con, ext) -25

Psy Lim: Obeys Program Orders (VC, Totl) -25

Phys Lim: Large Body (12’tall, 1,500 lbs) -5

Phys Lim: Affected by Cyberkinesis (EGO 25) -5

Vuln: 2x BODY from electrical attacks -10

Vuln: 2x Effect from Magnetic attacks -10

 

 

Character Total = 780 points

 

House Rules:

These Sentinels are somewhat fragile, considering the average damage the X-men put down. This was intentional since the idea is to simulate the "can dish it out, but can't take it" aptitude they've displayed in animation and early comics. The Mark I Sentinels are meant to be used in groups. For a Quick fight, throw in one Sentinel per X-man present. For a close battle increase this to 2 per. 3 Sentinels per X-man means you better pray the Phoenix shows up soon 'cause you're gonna be toast (at least with 350 point X-men).

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