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X-Men: The Next Generation campaign on Hero Central


MilkmanDan

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Re: X-Men: The Next Generation campaign on Hero Central

 

Here's my build for Sub-Zero the son of Iceman & Opal Tanaka...Let me know what you all think. Still working out the kinks in his b-ground.

 

[b]Sub Zero - Joshua Drake[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
20    STR     10   20      13-       HTH Damage 4d6  END [2]
23    DEX     39   23      14-       OCV 8 DCV 8
20    CON     20   20      13-
20    BODY    20   20      13-
15    INT     5   15      12-       PER Roll 12-
18    EGO     16   18      13-       ECV: 6
20    PRE     10   20      13-       PRE Attack: 4d6
16    COM     3   16      12-
8    PD      4   8/28             8/28 PD (0/20 rPD)
8    ED      4   8/28             8/28 ED (0/20 rED)
5    SPD     17   5                 Phases:  3, 5, 8, 10, 12
20    REC     24   20
60    END     10   60
55    STUN    15   55
18    RUN      0   18"                END [4]
2    SWIM     0   2"                END [1]
4    LEAP     0   4"                4" forward, 2" upward

[b]CHA Cost: 197[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
75     [b][i]Ice/ Cold Creation and Manipulation[/i][/b]: Multipower, 75-point reserve - END=
4u     1)  [b][i]Arctic Attack[/i][/b]: EB 6 1/2d6, Hole In The Middle (+1/4), Area Of Effect (4" Radius; +1) (74 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2) - END=7
7u     2)  [b][i]CO2 Blast[/i][/b]: Suppress Fire 10d6, Reduced Endurance (0 END; +1/2) (75 Active Points) - END=0
5u     3)  [b][i]Damn Its Cold[/i][/b]: Change Environment 4" radius, -10 Temperature Level Adjustment, -2 Dex Roll and all Skill Rolls based on Dex, Long-Lasting 20 Minutes, Multiple Combat Effects, Personal Immunity (+1/4) (75 Active Points); No Range (-1/2) - END=7
5u     4)  [b][i]Freeze[/i][/b]: Entangle 6d6, 6 DEF, Cannot Be Escaped With Teleportation (+1/4) (75 Active Points); Vulnerable (Fire & Heat; -1/2) - END=7
7u     5)  [b][i]Frostbite[/i][/b]: EB 7d6, NND (LS: Safe Environment- Intense Cold; +1) (70 Active Points) - END=7
7u     6)  [b][i]Ice Ball[/i][/b]: EB 15d6 (75 Active Points) - END=7
7u     7)  [b][i]Ice Cage[/i][/b]: Entangle 3d6, 4 DEF, Area Of Effect (4" Radius; +1) (70 Active Points) - END=7
7u     8)  [b][i]Ice Spike[/i][/b]: RKA 4d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points) - END=3
4u     9)  [b][i]Ice Supports[/i][/b]: Telekinesis (40 STR), Reduced Endurance (1/2 END; +1/4) (75 Active Points); Conditional Power Only to Brace or support objects (-1/2), Physical Manifestation (-1/4) - END=3
5u     10) [b][i]Ice Wall[/i][/b]: FW (15 PD/10 ED; 4" long and 2" tall) (71 Active Points); Vulnerable (Fire; -1/2) - END=7
4u     11) [b][i]Icey Coating[/i][/b]: HA +8d6, Reduced Endurance (0 END; +1/2) (60 Active Points); Hand-To-Hand Attack (-1/2) - END=0
4u     12) [b][i]Icey Fog[/i][/b]: Darkness to Sight and Smell/Taste Groups 4" radius, Personal Immunity (+1/4), Reduced Endurance (1/2 END; +1/4) (67 Active Points); No Range (-1/2) - END=3
7u     13) [b][i]Snow in your Eyes[/i][/b]: Sight Group Flash 10d6, Reduced Endurance (0 END; +1/2) (75 Active Points) - END=0
      - END=
13     [b][i]Freeze to a Surface[/i][/b]: Clinging (30 STR) - END=0
63     [b][i]Icey Coating[/i][/b]: (Total: 75 Active Cost, 63 Real Cost) Armor (20 PD/20 ED) (60 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 48) [b]plus[/b] Hearing Group Flash Defense (5 points) (Real Cost: 5) [b]plus[/b] Sight Group Flash Defense (10 points) (Real Cost: 10) - END=6
3     [b][i]Icey Metabolism[/i][/b]: LS  (Longevity: 200 Years; Safe in Intense Cold) - END=0
29     [b][i]Skating On Icey Feet[/i][/b]: Running +12" (18" total), x4 Noncombat - END=3
6     [b][i]Stong Mental Discipline[/i][/b]: Mental Defense (10 points total) - END=0

[b]POWERS Cost: 262[/b]

[b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
     Dragon Style
5      1)  Backfist (Def Strike):  1/2 Phase, +1 OCV, +3 DCV, 4d6 Strike
5      2)  Dargon Claw Strike (Off Strike):  1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike
4      3)  Dragon's Fangs (Choke Hold):  1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
4      4)  Dragon's Scale (Mart Block):  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
3      5)  Dragon's Tail (Leg Sweep):  1/2 Phase, +2 OCV, -1 DCV, 5d6 Strike, Target Falls
4      6)  Roundhouse (Mart Strike):  1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike
4      7)  Strength of the Dragon (Mart Escape):  1/2 Phase, +0 OCV, +0 DCV, 35 STR vs. Grabs

[b]MARTIAL ARTS Cost: 29[/b]

[b][u]Cost[/u]   [u]SKILLS[/u][/b]
6      +2 Martial Arts
5      +1 with DCV
6      +2 Ice/ Cold Powers
3      Acrobatics 14-
3      Breakfall 14-
3      Climbing 14-
3      Conversation 13-
8      KS: Dragon Style 17-
3      Linguist
3      1)  Language:  Cantonese (completely fluent; literate) (4 Active Points)
3      2)  Language:  German (completely fluent; literate) (4 Active Points)
3      3)  Language:  Japanese (completely fluent; literate) (4 Active Points)
3      4)  Language:  Korean (completely fluent; literate) (4 Active Points)
3      5)  Language:  Mandarin (completely fluent; literate) (4 Active Points)
3      6)  Language:  Russian (completely fluent; literate) (4 Active Points)
0      7)  Native Language:  English (idiomatic; Literate) (4 Active Points)
3      Oratory 13-
7      PS: Martial Arts Instructor 16-
3      Stealth 14-
3      Streetwise 13-
3      Tactics 12-
3      Teamwork 14-
1      TF:  X-Jet
3      Paramedics 12-
2      KS: Mutan & Mutanat Menaces 11-

[b]SKILLS Cost: 86[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
2      Fringe Benefit:  Accredited Instructor, Black Belt
5      Money:  Well Off
2      Fringe Benefit:  International Driver's License, Passport
10     Vehicle/Base Donation
1      Fringe Benefit:  Dual Citizenship (Japan & U.S.A.)

[b]PERKS Cost: 20[/b]

[b][u]Cost[/u]   [u]TALENTS[/u][/b]
3      Ambidexterity (-2 Off Hand penalty)
3      Lightning Reflexes: +2 DEX to act first with All Actions

[b]TALENTS Cost: 6[/b]
[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
10     Distinctive Features:  Mutant (Not Concealable; Extreme Reaction; Detectable Only By Technology Or Major Effort; Not Distinctive In Some Cultures)
15     Physical Limitation:  Wierd Bio-Chemistry, requires special medical attention (Frequently, Greatly Impairing)
20     Psychological Limitation:  Honorable (Very Common, Strong)
15     Psychological Limitation:  Will Never Break His Word (Common, Strong)
15     Psychological Limitation:  Will Not Kill (Common, Strong)
20     Psychological Limitation:  Won't Allow Bystanders Come to Harm (Common, Total)
15     Social Limitation:  Secret Identity (Frequently, Major)
20     Vulnerability:  2 x BODY Fire or Heat (Common)
20     Vulnerability:  2 x STUN Fire or Heat (Common)

[b]DISADVANTAGES Points: 150[/b]

Base Pts: 450
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 600



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Re: X-Men: The Next Generation campaign on Hero Central

 

This idea is too big a hoot not to share... mind you, the NPC has appeared in the Avengers Next Gen campaign, but I think this could still work... check with the Bunny

does anyone like the idea of playing Peter Henry Gyrich's Mutant son or daughter? :)

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Re: X-Men: The Next Generation campaign on Hero Central

 

I just want to say, for the record, that the thought of either the Blob or the Toad reproducing conjures nasty images. :idjit:

 

Also, I am definitely going to create a submission for this game :thumbup:

 

Kitty Pryde has no kids, eh? :think:

 

 

 

 

 

 

...What about grandkids? :D

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Re: X-Men: The Next Generation campaign on Hero Central

 

OK, second attempt. Got some points left over, will take a Mystery Power and Mystery disad if needed.

 

It is difficult to imagine an odder couple than Mortimer Toynbee and Joanna Cargill. She's tall, he's short. She's African-American, he's British. She's know for her temper, he's known as a yes-man. He's twice her age. They had only three things in common, they were mutants, they wer followers of Magneto, and they were in love.

 

When Cargill got pregnant, they married, put their criminal carreers beind them, changed their names, and lived incognito in Jamaca, New York. Mortimer supported his family by working as a handyman, and later own his own "fix it shop," an appliance and computer repair business. Joanna was a stay-at-home Mom until their son was in middle school, then she took a job in construction.

 

From the time he was old enough to understand they impressed on their son Erik that there were some secrets that could not be discussed outside the family, such as their mutant powers and criminal past. But despite their efforts to raise their son as a law abiding citizen, he seemed to be continually one step ahead of the law, always working some sceme of scam or questionable deal.

 

In desperation, Joanna wrote to Professor X, coming clean about their current identies, and calling in a favor as a former X-Man to get Charles' help putting their son on the Straight and Narrow. The Post Office being what it is, it arrived two days after he died.

 

Eric, or HipHop as he calls himself, inheirated his mother's resistance to damage, and his father's super-strong legs. He is highly acrobatic, and a master of the Brizilian Martial Art of Capoeira, and during combat will often stand on his hands to use his legs to best effect. He has also learned "tinkering" from his father, and has studied his notes on the alien technology Mortmer had reverse-engineered.He carries some electronic components in case he needs to fix something, bypass high-tech security, or adapt his powers. He is an accomplished street preformer, and enjoys dancing, rapping, and turning found/improvised objects into percussion insterments (think Stomp!).

 

HipHop

Val Char Points Total Roll Notes

10 STR 0 70 23- HTH Damage 14d6 END [4]

29 DEX 57 29 15- OCV 10 DCV 10

20 CON 20 20 13-

10 BODY 0 10 11-

18 INT 8 18 13- PER Roll 13-

13 EGO 6 13 12- ECV: 4

15 PRE 5 15 12- PRE Attack: 3d6

12 COM 1 12 11-

 

 

14 PD 0 38 38 PD (24 rPD)

4 ED 0 33 33 ED (29 rED)

5 SPD 11 5 Phases: 3, 5, 8, 10, 12

18 REC 0 18

40 END 0 40

55 STUN 0 55

9" Running 6 9"

2" Swimming 0 2"

21" Leaping 7 21" Total Characteristics Cost: 121

 

Cost Powers END

X-Men package

1 1) X-Jet: TF: X-Jet: Small Planes

3 2) Paramedics 13-

2 3) Mutants and Mutant Menaces: KS 11-

3 4) Teamwork 15-

3 5) Stealth 15-

10 6) vehicles and base : Custom Power (10 Active Points) 0

 

37 +60 STR, Reduced Endurance (1/2 END; +1/4) (75 Active Points); Custom Modifier (Below the waist only, no lift, grab, punch or throw; -1) 3

99 Armor (24 PD/29 ED), Hardened (+1/4) (99 Active Points) 0

 

27 Gadgeteering: Power 25-

82 Gadget pool: Variable Power Pool, 55 base + 27 control cost, (82 Active Points)

0 1) Affects Desolidified Any form of Desolidification (+1/2) for up to 70 Active Points of STR (35 Active Points) Real Cost: 35 3

0 2) Armor Piercing (+1/2) for up to 70 Active Points of STR (35 Active Points) Real Cost: 35 3

0 3) Does x1 1/2 Knockback (+3/4) for up to 70 Active Points of STR (52 Active Points) Real Cost: 52 5

Capoeira

5 Armado da Costa (Spin Kick) / Parafuso (Jumping Spining Kick): 1/2 Phase, -2 OCV, +1 DCV, Strike + 4d6

4 Bencao (Front Thrust Kick) / Asfixiante (Punch): 1/2 Phase, +0 OCV, +2 DCV, 16d6 Strike

4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

4 Cabecada (Head Butt): 1/2 Phase, +1 OCV, +0 DCV, Strike +2d6

4 Cocorinha / Esquiva / Queda de Quatro : 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

4 Dedeira (Eye Gouge): 1/2 Phase, -1 OCV, -1 DCV, Sight Group Flash 4d6

4 Meia lua de Frente / Queixada (Crescent Kick): 1/2 Phase, +0 OCV, +2 DCV, 16d6 Strike

3 Rasterira / Banda / Tesoura / Arrastao (Legsweep / Takedown): 1/2 Phase, +2 OCV, -1 DCV, 15d6 Strike, Target Falls

5 Voo-do-morcego (Flying Kick): 1/2 Phase, -2 OCV, +1 DCV, Strike + 4d6

 

 

Talents

3 Perfect Pitch

4 Double Jointed

15 Combat Sense 13-

 

Skills

3 Acrobatics 15-

3 Breakfall 15-

3 Bribery 12-

3 Bureaucratics 12-

3 Climbing 15-

8 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Mainframes and Supercomputers) 13-

3 Concealment 13-

2 Forgery (Documents) 13-

3 Gambling 13-

3 Mechanics 13-

4 PS: Dancing 13-

4 PS: Rap 13-

4 PS: Percussion 13-

3 Security Systems 13-

3 Seduction 12-

3 Shadowing 13-

3 Sleight Of Hand 15-

11 Streetwise 16-

1 WF: Blades

50 +5 Overall

 

Total Powers & Skills Cost: 446

 

Total Cost: 567

 

450+ Disadvantages

10 Distinctive Features: Mutant: (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)

10 Distinctive Features: Affects a Rasta Accent, but is faking: (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

20 Enraged when confronted by bigots: (Common), go 11-, recover 11-

20 Psychological Limitation: Code vs Killing: (Very Common, Strong)

15 Psychological Limitation: morally ambivalent: (Very Common, Moderate)

50 Custom Disadvantage; 50 Pts GM assigned hunteds

25 Custom Disadvantage: Mystery disad

 

Total Disadvantages Points: 150

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Re: X-Men: The Next Generation campaign on Hero Central

 

Powers you will only see if..

 

Stepping Slicks that suck you in if you touch them and expel you elsewhere in time and space if.. Illyana Rasputin and Fred Dukes couldn't keep their hands off each other.

 

Playing cards that reshape you physically if.. Masque and Gambit admitted their love.

 

A psychic woman who could alter her density from diamond to disappearance if.. Kitty Pryde's DNA intermixed with Emma Frost's during a freak phasing incident that caused accidental spontaneous homozygous cloning.

 

The world's most powerful psychic master of metal and magnetism if.. Charles Xavier and Magneto decided their love for one another must result in a child, even if they both are male and Moira scowled at the unholiness of such a union.

 

A mutant who can absorb and use all your powers, by creating duplicates with those powers if.. Rogue and Maddrox got drunk one night.

 

A mutant who shoots unstoppable hairy projectiles out their mouth if.. Sam Guthrie overcame his shyness around Catseye.

 

Geeks could get lucky if.. Cypher weren't dead, and he got lucky with Tarot.

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Re: X-Men: The Next Generation campaign on Hero Central

 

Background

 

Subject: Mutant 60506, Codename Red Rose

Surname: Roberts; Christened: Rosa Rachel

Date of Birth: Uncertain, listed as July 12, 2001.

Birthplace of Record: Chicago, IL.

Birth Mother: Unknown (Raven Darkholme). Adopted Mother: Annabelle Lee Roberts nee Merriweather.

Real Father: Unknown (Apocolypse). Adopted Father: Jacob Adam Roberts.

Adopted Siblings: One younger brother, Jeffrey Adam Roberts.

 

Until age twelve, the most notable qualities of the adopted daughter of Doctors Jacob and Annabelle Roberts were prodigal mathematical and science abilities and an IQ beyond all standard measuring methods.

 

At age eleven, the subject evinced abilities which she kept secret, but which had been observed nonetheless. When confronted with recorded video of her abilities, she admitted to them, but stated that she was unsure of them as yet, and that she wanted a better handle on them before reporting them to her adopted parents.

 

Transfer to MEF allowed steady development of this Rank Five talent into a phenomenal ability to sense and alter (reshape) matter and energy... and she also has exhibited powerful psychic abilities. After seven years at MEF, she left suddenly, just after her eighteenth birthday. She simply did not show up for classes one day, and it is feared that she may have been abducted, or that she may have fled to avoid oversight of development of her abilities.

 

Lengthy efforts to investigate the whereabouts of this subject in the intervening two years have been unsuccessful. It is unknown if Roberts acted on her own or if she had help to effect this disappearance.

 

In addition to her mutant power, Rosa Roberts was an outstanding student, mastering mathematics and several sciences while at MEF and showing a keen interest in mutant genetics. She worked out regularly to keep her girlish figure, as she stated on many occasions, and always excelled at whatever she studied, having taken all the standard classes to acquire a well-rounded education.

 

Indirect observations of this subject before and during her time at MEF have shown that she has continued to train and extend the potential of her mutant gift. It is possible that she plans to use technology to augment her genetic abilities, hence her keen interest in sciences, but there is no evidence to back this speculation.

At peak effort, Mutant 60506 is capable of altering and redirecting tons of matter and megawatts of energy. Her upper limits have never been fully ascertained.

 

Limitations: Unknown.

 

Her defenses appear to be largely dependent upon her extreme toughness, though she has been known to block or dodge attacks, as well.

 

Her instructors at MEF list her as Rank Five talent.

 

Testing at MEF for psychic potential indicates high abilities, possibly rivaling Xavier.

 

Psychological Profile: Ambitious and coldly logical. When asked what she wants to do with her life, she has repeatedly stated "Make the world a better place and help people to be all that they can be."

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Re: X-Men: The Next Generation campaign on Hero Central

 

Genevieve "Jenny" Worthington: "Spitfire", daughter of Warren Worthington and Jeanne-Marie Beaubier.

She's not French, but she is Canadian.

 

 

Yes, Bunneh, Mrs Bunneh, Serpentissimus, Hermit and MilkmanDan -- I'm back.

 

And good to see you again too, Log. ;)

Um...have you run into Hazard in the New Thunderbolts game? He's a son of Longshot too; Longshot and Spiral.

 

Good to hear you're back, hope you're feeling much better Louise.

 

I'm not directly running either campaign ATM, but I'll just toss out that Hazard could be an interesting X-Man. Hasn't been introduced in T-bolts yet, so easy enough to port over if desired.

 

Awwww...dammit. Back to the drawing board.

 

Who's to say Longshot didn't father more than one kid?

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Re: X-Men: The Next Generation campaign on Hero Central

 

Still working on something... if Log doesn't stick with the Dazzler route I may try to do something with her son. Alison was a cool character when they introduced her, although I didn't follow the character much.

 

Like Comic, I get squicked easily. I'm thinking Alison had a child out of wedlock. The father is ... dun dun DUN... a secret.

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Re: X-Men: The Next Generation campaign on Hero Central

 

So.. one of the key elements of the X-Men has always been their rivalries.

 

Should we start worrying about PC rivals?

 

And I do not get squicked easily.

 

Watch.. Hela and Taterdemalion's half-deity/half-mutant offspring Taterela. Who has a touch that causes, um.. clothes to shred.

 

Okay, not enough? Abomination's child with Black Widow, Black Russian. He has the power to breath through his gills in pure liquid vodka.

 

Uhm.. Er.. Annalee and Caliban.. well, okay, that's dangerous territory for non-squick-making reasons.

 

And I haven't even gotten around to the Skrull-mutant combination platter.

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Re: X-Men: The Next Generation campaign on Hero Central

 

Union Jack

 

Brian Braddock isn't a mutant, he is however Captain Britain and does have super powers. Everything said that he wasn't a mutant and there wouldn't be much of a chance that his children would be a mutant. His sister Betsy told him that being a super hero negated the odds and he was going to have a mutant child, after all she was a mutant so the genes were floating around. He laughed at her when she made the joke. Less than 2 years later his son Bruce Jackson Braddock was born.

 

Bruce showed all the intelligence of his physicist father and was growing into the build more akin to Captain Britain and less of Brian Braddock. By age 12 Brian figured has his sister had been right all along, Bruce was becoming far more than a natural athlete and Brian confirmed it when he caught his son working out in the car garage, bench pressing one of the sports cars.

 

By age 16 Bruce was a bit of a terror at the private school he went to. While in no means a bully, Bruce had a strong sense of right and wrong and also had gained a mischievous streak that had only been magnified by the lessons he had learned from his aunt Betsy. While rarely caught he had been caught a couple of times and his father decided that he should be sent somewhere that was more used to dealing with someone with Bruce's ability, which now meant the MEF.

 

Thanks to his aunt Betsy he didn't end up going to a MEF school but instead dropped out of the sports team he had been on and focused more on his studies earning himself several scholarships and a bachelors degree in materials engineering by the age of 21. When the call came out for the X-men to reform Bruce, decided to answer the call and make sure that a Braddock was on the current team.

 

He's currently working at getting a PHD in Materials Engineering at NYU and spends his time alternating between the X manor and New York to finish his doctoral classes.

 

Powers

Bruce possesses superhuman strength, endurance, reflexes and speed. His healing is also enhanced, although not to the extent of someone like wolverine, recovering from serious wounds in a matter of a day or two. Also while not superhuman his senses and intellect are both nearing the top end of the human spectrum.

 

Appearance

Standing around 6 foot 2 Bruce is a well muscled man in the prime of his life. Blond hair, blue eyes and a dazzling smile make him seem like the poser boy for herodom. In uniform he has a basic dark blue body suit trimmed with red, possessing a cowl style mask similar to his fathers mask that he wears as Captain Britain. The only other thing the suit possesses is s small British flag on the sleeve, in the same location as the flag on a soldiers fatigues. Out of costume he often falls under the 'preppy look' with lots of polo shirts and khakis, he will on occasion dress down or up as the situation demands it.

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Here are Rose's files...

 

Do you want us to apply to the game on Hero Central? You have to turn on apps for me to do that.

 

Revised char:

Red Rose

Player: Randi

Val	Char	Cost
30	STR	20
30	DEX	60
30	CON	40
11	BODY	2
30	INT	20
30	EGO	40
30	PRE	20
20	COM	5

30	PD	24
30	ED	24
5	SPD	10
12	REC	0
60	END	0
41	STUN	0

6"	RUN	0
2"	SWIM	0
6"	LEAP	0
Characteristics Cost: 265

Cost	Power
120	Psi Powers: Variable Power Pool, 60 base + 60 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (150 Active Points); Limited Class Of Powers Available: Limited to this list, ± Advantages & Limitations and slots can be varied (-1/2)
0	1) Clairsentience (Sight Group And Normal Hearing), x32 Range (5,600"), Discriminatory, Mobile Perception Point (can move up to 6" per Phase) (60 Active Points); OAF: Small Crystal Sphere (-1) Real Cost: 30
0	2) Clairsentience (Sight Group), MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) (55 Active Points); OAF: Small Crystal Sphere (-1) Real Cost: 27 [Notes: Primarily to "Look Before You Leap" as a prelude to teleporting.]
0	3) Ego Attack 6d6 (60 Active Points) Real Cost: 60
0	4) Mental Entangle: Entangle 2d6, 2 DEF, Takes No Damage From Attacks Limited Group (+1/4), Works Against EGO, Not STR (+1/4), Cannot Be Escaped With Teleportation (+1/4), Based On EGO Combat Value (Mental Defense applies; +1) (55 Active Points); Cannot Form Barriers (-1/4) Real Cost: 44
0	5) Flash: Sight and Mental Groups Flash 11d6 (60 Active Points) Real Cost: 60
0	6) TK Flight: Flight 15", Position Shift, x4 Noncombat = 60", Reduced Endurance (1/2 END; +1/4), Usable Underwater (+1/4) (60 Active Points) Real Cost: 60
0	7) Force Field (12 PD/12 ED), Reduced Endurance (0 END; +1/2), Invisible Power Effects (Fully Invisible; +1) (60 Active Points) Real Cost: 60
0	8) Force Wall (8 PD/8 ED), Reduced Endurance (0 END; +1/2) (60 Active Points) Real Cost: 60
0	9) Healing BODY 5 1/2d6, Can Heal Limbs (60 Active Points) Real Cost: 60
0	10) Holographic Illusions: Sight Group and Normal Hearing Images 1" radius, +/-9 to PER Rolls, Reduced Endurance (0 END; +1/2) (60 Active Points) Real Cost: 60
0	11) Invisibility to Sight and Hearing Groups , No Fringe, Reduced Endurance (0 END; +1/2) (52 Active Points) Real Cost: 52
0	12) Mental Illusions 12d6 (60 Active Points) Real Cost: 60
0	13) Mind Control 9d6, Telepathic (+1/4) (56 Active Points) Real Cost: 56
0	14) Mind Link , Any Willing Target, No LOS Needed, Number of Minds (x8) (40 Active Points) Real Cost: 40
0	15) Mind Scan 8d6, +10 ECV (60 Active Points) Real Cost: 60
0	16) Missile Deflection (Telekinetic) (Any Ranged Attack), Missile Reflection, Reflect At Any Target (50 Active Points) Real Cost: 50
0	17) Shape Shift  (Sight, Touch and Hearing Groups, limited group of shapes: Human and Human-like forms), Cellular, Imitation, Costs END Only To Change Shape (+1/4) (57 Active Points) Real Cost: 57
0	18) Telekinesis (40 STR) (60 Active Points) Real Cost: 60 [Notes: Optional: Fine Control and/or Porous at reduced TK STR.]
0	19) Telepathy 12d6 (60 Active Points) Real Cost: 60
0	20) Combat Teleport: Teleportation 8", x4 Increased Mass, Safe Blind Teleport (+1/4), Armor Piercing (x2; +1) (58 Active Points) Real Cost: 58
0	21) Teleportation 4", No Relative Velocity, Position Shift, x16 Noncombat = 64", x4 Increased Mass, Safe Blind Teleport (+1/4) (60 Active Points) Real Cost: 60
0	22) Teleportation 5", x4 Increased Mass, Safe Blind Teleport (+1/4), MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) (60 Active Points) Real Cost: 60
0	23) Mental Transform: Major Transform 1d6+1 (Changes Memories or Psych Lim Disads, Healed back by dispel, drain, suppress, transfer or reverse transform), Improved Results Group (+1/4), Verses EGO, Not BODY (+1/4), Based On EGO Combat Value (Mental Defense applies; +1) (50 Active Points) Real Cost: 50
0	24) Major Transform 2 1/2d6 (Anything into Anything, Healed back by dispel, drain, suppress, transfer), Improved Results Group: Any (+1/4), Improved Target Group: Any (+1/4) (60 Active Points) Real Cost: 60
0	25) Instant Change: Cosmetic Transform 2d6 (Clothing into Any Clothing, Healed back by dispel, drain, suppress, transfer), Improved Results Group: Any Clothing (+1/4) (12 Active Points); Clothes and Accessories Only (-1/2), Self Only (-1/2) Real Cost: 6
22	Damage Resistance (15 PD/15 ED), Hardened (x2; +1/2) (22 Active Points)
15	Hardened (x2; +1/2) (15 Active Points) applied to PD
15	Hardened (x2; +1/2) (15 Active Points) applied to ED
47	Life Support  (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep)
11	Regeneration: Healing 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) [Notes: Cannot resurrect if body is placed in total darkness, until such time as exposed to light.]
4	Mental Defense (10 points total)
10	Power Defense (10 points)
20	Energy Sense: Detect A Large Class Of Things 15- (Sight Group), Discriminatory, Analyze [Notes: Built in: Enhanced Perception, Range, Sense, Targeting. Rose can sense energy, any kind of energy, from weak bioelectric fields to intense, powerful nuclear reactions. She can see power levels in mutants and even analyze their powers, how strong they are, what rank they are. She has not told anyone of this ability as yet, instead using it to identify surveillance and tracking devices the MEF used to keep an eye on her.]
10	Sight Group Flash Defense (10 points)
1	Teleportation: Fixed Location: X-Base (1 Locations)
Powers Cost: 275


Cost	Skill
3	Acting 15-
3	AK: Earth Geography (INT-based) 15-
3	Computer Programming 15-
3	Cryptography 15-
3	Deduction 15-
3	Electronics 15-
3	Inventor 15-
3	KS: Mutants and Mutant Menaces (INT-based) 15-
3	Paramedics 15-
3	Security Systems 15-
1	Seduction 8-
3	Stealth 15-
1	Streetwise 8-
3	Teamwork 15-
1	TF:  X-Jet

3	Scientist
2	1)  SS:  Biology (Genetics) (INT-based) 15-
2	2)  SS:  Chemistry (INT-based) 15-
2	3)  SS:  Mathematics (INT-based) 15-
2	4)  SS:  Physics (INT-based) 15-

Everyman Skills
0	1)  AK: Hometown: New York City and Metro Area 8-
0	2)  Climbing 8-
0	3)  Concealment 8-
0	4)  Conversation 8-
0	5)  Language:  English (idiomatic; literate)
0	6)  Persuasion 8-
0	7)  PS: Student 11-
0	8)  Shadowing 8-
0	9)  TF:  Small Motorized Ground Vehicles
0	10) WF:  Clubs, Fist-Loads, Thrown Rocks, Unarmed Combat
Skills Cost: 50

Cost	Perk
10	Vehicles & Bases
Perks Cost: 10


Total Character Cost: 600

Pts.	Disadvantage
10	Distinctive Features:  Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
20	Enraged:  if innocents are harmed (Uncommon), go 11-, recover 11-, if callously and intentionally harmed: Become Enraged 14- and Recover 8-
15	Hunted:  Mystery 8- (Mo Pow, Harshly Punish)
10	Psychological Limitation:  Always Cool and Calm (Uncommon, Strong)
20	Psychological Limitation:  CVK (Common, Total)
15	Psychological Limitation:  Protective of innocents (Common, Strong)
15	Psychological Limitation:  Wants to know who her real parents are (Common, Strong)
20	Reputation:  Rank 5 Mutant, 14- (Extreme)
15	Social Limitation:  Secret ID (Frequently, Major)
10	Watched:  Fellow X-Men 8- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
Disadvantage Points: 150
Base Points: 450
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0

 

-- Randi :nonp:

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Re: X-Men: The Next Generation campaign on Hero Central

 

A mutant who can absorb and use all your powers' date=' by creating duplicates with those powers if.. Rogue and Maddrox got drunk one night.[/quote']

 

Even if the pairing is rather odd - that power build idea is genius.

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Re: X-Men: The Next Generation campaign on Hero Central

 

Still working on something... if Log doesn't stick with the Dazzler route I may try to do something with her son. Alison was a cool character when they introduced her, although I didn't follow the character much.

 

Like Comic, I get squicked easily. I'm thinking Alison had a child out of wedlock. The father is ... dun dun DUN... a secret.

Well, Charm would probably still work now that I think about it. I was going to play off of Longshot's inhuman attractiveness, which is exactly the kind of thing which would get Longshot kids from myriad women, right? But then, it seems to o against his whole innocence angle, too. So... :think:

 

I'm going a different angle. Dazzler's all yours :D

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