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X-Men: The Next Generation campaign on Hero Central


MilkmanDan

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Thanks, Log!

 

I haven't read the character, but based on the pics I hope you get in.

I hope so too. She's the secret daughter of Apocolypse and Mystique, put up for adoption, attended MEF and then disappeared, seeking to go work for and with Dr. McCoy. "It's not my fault they stuck me in MEF. I didn't much like their constant monitoring, probing questions, demonstrate your Mutant Power, do this test, that test, weekly blood tests, don't ever use your power except when authorized, and so on. Restrictions, restrictions. Do you know what I mean?"

 

I think I misposted her date of birth. Subject to modification. She should be 18 or 19 in-game.

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

 

OK, my first choice. Kinda steps on Sterio, so I will be working up my second choice.

 

Phobos & Deimos

 

Danielle Moonstar and Willie Gillis were both telepathic with animals but not with other humans. Or so they thought, until the first time their eyes met. Almost instantly their poweres created a Soul Bond between them. They married, and had twin sons, Dan and Will Moonstar-Gillis. From a very early age the boys acted as if they were one mind in two bodies, anything that one learned the other knew instantly. The boys grew up around their father's veterinary practice and helping him maintain his robot dogs (Willie was a cyberpath as well as an animal telepath). But their mother never fully trusted the Mutant Equality Foundation and the reforms they brought about. She insisted the boys spent some time on the Rez, learning the traditional ways of her people and survival skills, "just in case." When McCoy sent out the message through the M.O.N.S.T.E.R. allums that the X-Men was reforming, the boys decided to take the opportunity to meet their parent's old mentor and see if their hound abilities might be useful to the new group.

 

Will and Dan are both seven feet tall and well muscled. Their skin is mocha, slightly darker than either parent. They have no hair anywhere on their bodies, not even eyelashes. Their ears are slightly pointed, and their canine teeth larger than average, but neither enough to be distinctive. They both have a vestigial tail a few inches long that is not apparant when they are fully clothed. They both have a "birthmark" shaped like a sideways figure eight below their deltoid, Will on his left arm, Dan on his right. Those who are sensitive to such things say the "birthmarks" detect, very faintly, of Cosmic Energy.

Think I posted the file in the wrong format before. That's been edited. Just in case I'll post the character(s) here as well.

 

Deimos & Phobos

Val Char Points Total Roll Notes

10 STR 0 50 19- HTH Damage 10d6 END [3]

20 DEX 30 20 13- OCV 7 DCV 7

15 CON 10 15 12-

10 BODY 0 10 11-

13 INT 3 13 12- PER Roll 12-

18 EGO 16 18 13- ECV: 6

15 PRE 5 15 12- PRE Attack: 3d6

14 COM 2 14 12-

 

 

10 PD 0 30 30 PD (20 rPD)

3 ED 0 23 23 ED (20 rED)

4 SPD 10 4 Phases: 3, 6, 9, 12

13 REC 0 13

30 END 0 30

45 STUN 2 45

9" Running 6 9"

2" Swimming 0 2"

10" Leaping 0 10" Total Characteristics Cost: 84

 

Cost Powers END

X-Men package

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

3 2) Paramedics 12-

2 3) Mutants and Mutant Menaces: KS 11-

3 4) Teamwork 13-

3 5) Stealth 13-

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

 

100 Two Bodies, One Mind: Duplication (creates 500-point form), Cannot Recombine (+0) 0

7 Twinbond: Mind Link , One Specific Mind, Any distance, Psychic Bond (15 Active Points); Only With Others Who Have Mind Link (-1) 0

 

25 Group Mind Link: Mind Link , Human class of minds, Specific Group of Minds, Number of Minds (x8) 0

 

75 Telepathy: Multipower, 75-point reserve

3u 1) Fear aura: +35 PRE, only to resist PRE attacks or to make fear-based PRE attacks (+0) (35 Active Points)

7u 2) Telepathy 11d6 (Animal, human & machine, Additional Class of Minds and Additional Class of Minds classes of minds) (75 Active Points) 7

7u 3) Ego Attack 5 1/2d6 (Animal, human & machine, Additional Class of Minds and Additional Class of Minds classes of minds) (75 Active Points) 7

7u 4) Mind Control 11d6 (Animal, human & machine, Additional Class of Minds and Additional Class of Minds classes of minds) (75 Active Points) 7

5u 5) Clairsentience (Sight, Hearing, Smell/Taste And Touch Groups), x32 Range (8,000") (75 Active Points); Only Through The Senses Of Others (-1/2) 7

10 Hound: Detect A Large Class Of Things 12- (Unusual Group)

Notes: Detect and analyze mutants and mutant abilities 0

 

60 Armor (20 PD/20 ED) 0

18 Mental Defense (22 points total) 0

52 +40 STR, Reduced Endurance (1/2 END; +1/4) (52 Active Points) (Modifiers affect Base Characteristic) 2

 

5 Life Support (Longevity: Immortal) 0

31 Healing 1 BODY, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (70 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4) 0

3 Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, 10d6 +v/5 Strike; You Fall, Target Falls; FMove

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

4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 65 STR vs. Grabs

3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 60 STR for holding on

 

Talents

20 Animal Friendship

20 Universal Translator 12-

 

Skills

3 Breakfall 13-

10 Survival (Arctic/Subarctic, Temperate/Subtropical, Tropical, Desert, Mountain) 12-

1 WF: Bows

14 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Artificial Intelligence, Mainframes and Supercomputers, Military Computers) 13-

 

Total Powers & Skills Cost: 516

 

Total Cost: 600

 

450+ Disadvantages

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

5 Distinctive Features: vestigial tail: (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10 Distinctive Features: alopecia universalis: (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

25 Psychological Limitation; Code vs. Killing: (Very Common, Total)

Notes: Extends to non-human animals and AI's

20 Psychological Limitation: Committed to ecology, habitat preservation, animal welfare (Very Common, Strong)

10 Social Limitation: Vegetarian: (Very Frequently, Minor, Not Limiting In Some Cultures)

10 Vulnerability: 2 x STUN Cosmic (Uncommon)

10 Vulnerability: 2 x Effect Cosmic (Uncommon)

50 Custom Disadvantage: An aggrigate 50 points of hunteds to be determined by GM.

 

Total Disadvantages Points: 150

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

 

Here is Kyudo Kat, my submission:

 

BACKGROUND

Benjamin Stearns was born in Pasadena. An obvious mutant from birth, he was abandoned by his parents. He grew up in an orphanage and in a series of foster homes. He grew up on the streets more than receiving much guidance until his 16th year. Unlike other mutants he didn't manifest any significant powers. At 16, he was caught shoplifting and sentenced to a boot camp for youthful mutant offenders. The MEF ran the camp for troubled youth, but the camp was administered by various known supergroups on a rotating schedule. Luckily for Benjamin, The West Coast Avengers were helping out while he was there. He caught Hawkeye's eye -- Ben, unlike any of the other mutants in the camp, showed no sign of powers. Hawkeye undertook to befriend the young catman. After getting out of the camp, Benjamin straightened his life out, finished high school, and got into college where he studied mechanical and electronic engineering. Hawkeye's skill in archery and his own interest in the martial arts lead Ben to study Jujitsu and Kyudo (the art of the Bow) while in college, becoming a master of both styles by the time he graduated. following in Hawkeye's footsteps, Benjamin made a variety of unique arrows as a way to practice his engineering skills. His Zen calm makes him a unflappable presence (High PRE) and helps him resist mental coercion (High EGO). His training has put him in the peak of human physical condition.

 

With his skills second only to Hawkeye, Ben adopted the name Kyudo Kat and set about heroing in Los Angeles. A skilled detective, he has a legal detective liscence and doesn't bother to have a 'secret identity.' In the last few years, he has managed to upset the Yakuza by spoiling several of their plots. Only a few months ago, he managed to disrupt a major plot of the Hellfire Club in Van Nuys. It was this event that brought Kyudo Kat to the attention of Hank McCoy. McCoy has asked Sterns to join his New X-Men as a trainer and member. as Hank put it, "Kyudo Kat can remind us that all of us should use any ability, no matter how limited, to the betterment of mankind."

 

Rumors have circulated among the X-Men both old and new that Ben's parent(s) could be Feral or Wild Child, or perhaps both, longer shots suggest Hank "Beast" McCoy is Ben's mutant Parent. Ben has no idea, but doesn't dismiss it either. Some wilder speculation suggests Kitty Pryde. (Its not true, but that doesn't stop the rumors).

 

APPEARANCE:

A fit, well muscled man with feline facial features including slit pupils, a feline split lip, whiskers and large ears, plus a long tail. usually seen in either a brown trenchcoat and suit, or a tiger-striped jumpsuit. Both are made from a high-tech, Kevlar-like substance that bends easily. He also usually carries a high tech compound bow and a quiver of many specialized arrows.

 

Kyudo Kat
Val	Char	Cost	Roll	Notes
20	STR	10	13-	Lift 400.0kg; 4d6 HTH damage [2]
20	DEX	30	13-	OCV: 7/DCV: 7
20	CON	20	13-
20	BODY	20	13-
20	INT	10	13-	PER Roll 13-
20	EGO	20	13-	ECV: 7
20	PRE	10	13-	PRE Attack: 4d6
20	COM	5	13-
8	PD	4	Total: 8/33 PD (0/25 rPD)
8	ED	4	Total: 8/33 ED (0/25 rED)
4	SPD	10	Phases:  3, 6, 9, 12
10	REC	4
50	END	5
50	STUN	10	Total Characteristics Cost: 162
Movement:	Running: 6"/[Noncombat]"
Leaping: 4"/[Noncombat]"
Swimming: 2"/[Noncombat]"

Cost	Powers	END
43	Advanced Kevlar Tiger-striped Catsuit: Armor (25 PD/25 ED) (75 Active Points); OIF (-1/2), Real Armor (-1/4)	0
8	Laser targetting scope on Bow: Penalty Skill Levels:  +4 vs. Range Modifier with All Attacks (12 Active Points); OIF (-1/2)	
7	Bow as Staff: Hand-To-Hand Attack +3d6 (15 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2)	1
2	Two Sets of Ears: +2 PER with Normal Hearing	0
50	Trick Arrows: Multipower, 75-point reserve,  (75 Active Points); all slots OIF (Quiver+bow; -1/2)	
4u	1)   Normal Arrows: Energy Blast 12d6, 32 Charges (+1/4) (75 Active Points); OIF (Quiver+bow; -1/2), Beam (-1/4)	[32]
3u	2)   Serrated Arrows: Killing Attack - Ranged 5d6 (75 Active Points); 8 Charges (-1/2), OIF (Quiver+bow; -1/2), Beam (-1/4)	[8]
4u	3)   Net Arrow: Entangle 5d6, 5 DEF, Area Of Effect (One Hex; +1/2) (75 Active Points); 8 Charges (-1/2), OIF (Quiver+bow; -1/2)	[8]
3u	4)   Sonic Arrow: Drain Forcefield or forcewall 4d6+1,  One a time (+1/4), Ranged (+1/2) (75 Active Points); 8 Charges (-1/2), OIF (Quiver+bow; -1/2), Beam (-1/4)	[8]
3u	5)   Acid Arrow: Drain Armor or Damage Resistance 4d6+1, , One a time (+1/4), Ranged (+1/2) (75 Active Points); 8 Charges (-1/2), OIF (Quiver+bow; -1/2), Beam (-1/4)	[8]
3u	6)   Monomolecular Tipped Arrow: Energy Blast 10d6, Armor Piercing (+1/2) (75 Active Points); 6 Charges (-3/4), OIF (Quiver+bow; -1/2), Beam (-1/4), No Knockback (-1/4)	[6]
3u	7)   Taser Arrow: Energy Blast 15d6 (75 Active Points); 6 Charges (-3/4), OIF (Quiver+bow; -1/2), Beam (-1/4)	[6]
3u	8)   Explosive Arrow: Energy Blast 10d6, Explosion (-1 DC/2"; +3/4), Nonselective Target (-1/4) (75 Active Points); 6 Charges (-3/4), OIF (Quiver+bow; -1/2)	[6]
3u	9)   Flash Bulb Arrow: Sight Group Flash 7d6, Area Of Effect (4" Radius; +1) (70 Active Points); 4 Charges (-1), OIF (Quiver+bow; -1/2)	[4]
3u	10)  Glue Arrow: Change Environment 2" radius, -2 DCV, -2 OCV, -6" of Running, -8" of Leaping, Multiple Combat Effects (74 Active Points); 4 Charges (-1), OIF (Quiver+bow; -1/2)	[4]
3u	11)  Smoke Arrow: Darkness to Sight and Hearing Groups 7" radius (75 Active Points); 4 Charges (-1), OIF (Quiver+bow; -1/2)	[4]

Martial Arts: [Martial Art Name]
Maneuver	OCV	DCV	Notes
Archery 
2	1)   Weapon Element:  Bows, Crossbows -- Can only be used with the 'Normal' arrows in the MP
5	2)   Far Shot	+1	-1	Strike
5	3)   Offensive Ranged Disarm	+1	-1	Disarm, +2 DC to Disarm
4	4)   Quick Shot	+1	+0	Strike, +2 DC
3	5)   Defensive Shot	-1	+2	Strike
4	6)   Offensive Shot	-1	-1	Strike, +4 DC

Jujitsu
2	1)   Weapon Element:  Empty Hand, Staffs
5	2)   Disarming Throw	+0	+0	Grab Weapon, 55 STR to take weapon away; Target Falls
4	3)   Martial Dodge	--	+5	Dodge, Affects All Attacks, Abort
3	4)   Legsweep	+2	-1	11d6 Strike, Target Falls
4	5)   Fast Strike	+2	+0	12d6 Strike
4	6)   Martial Strike	+0	+2	12d6 Strike
5	7)   Offensive Strike	-2	+1	14d6 Strike
24	8)   +6 HTH Damage Class(es)


Perks
10	Vehicles & Bases: Base
13	Vehicles & Bases: Racing Cycle
8	Contact: Hawkeye (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact) 12-
3	Fringe Benefit:  Black Belt, Private Investigator License

Skills
20	+4 with DCV
20	+4 with Ranged Combat
20	+4 with HTH Combat
5	Combat Driving 14-
5	Streetwise 14-
5	Tracking 14-
3	AK: Internet 12-
3	Acrobatics 13-
3	Acting 13-
3	Breakfall 13-
3	Bureaucratics 13-
3	Climbing 13-
3	Combat Piloting 13-
3	Linguist
3	1)   Language:  Chinese (completely fluent; literate) (4 Active Points)
0	2)   Language:  English (idiomatic; literate) (5 Active Points)
3	3)   Language:  Japanese (completely fluent; literate) (4 Active Points)
3	4)   Language:  Spanish (completely fluent; literate) (4 Active Points)
3	Paramedics 13-
3	Concealment 13-
3	Deduction 13-
3	Electronics 13-
3	Fast Draw 13-
3	Forensic Medicine 13-
3	High Society 13-
3	Inventor 13-
3	Jack of All Trades
1	1)   PS: Private Eye (2 Active Points) 11-
1	2)   PS: Sensei (zen archery, Jujitsu) (2 Active Points) 11-
1	3)   PS: Teaching (2 Active Points) 11-
3	Weaponsmith (Bows, Crossbows) 13-
3	Mechanics 13-
3	Persuasion 13-
3	Scholar
1	1)   KS (2 Active Points) 11-
1	2)   KS (2 Active Points) 11-
1	3)   KS (2 Active Points) 11-
1	4)   KS: The Superhuman World (2 Active Points) 11-
3	Scientist
2	1)   SS:  Electrical Engineering 13- (3 Active Points)
2	2)   SS:  Mechanical Engineering 13- (3 Active Points)
2	3)   SS:  Nanotechnology 13- (3 Active Points)
2	4)   SS:  Physics 13- (3 Active Points)
3	Security Systems 13-
3	Sleight Of Hand 13-
3	Stealth 13-
3	Tactics 13-
3	Teamwork 13-
2	CK: Los Angeles 11-
2	WF:  Bows, Clubs, Crossbows, Fist-Loads, Unarmed Combat
1	TF:  Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles, X-Jet

Total Powers & Skills Cost: 438
Total Cost: 600

450+	Disadvantages
20	Normal Characteristic Maxima
10	Distinctive Features: Mutant:  (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
15	Distinctive Features:  Looks Feline: cat-shaped face, tail, extra pair of ears (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10	Dependent NPC:  Students 8- (Normal)
15	Hunted:  Yakuza 8- (As Pow, NCI, Harshly Punish)
20	Hunted:  Hellfire Club, Esp. Andrew Shaw 8- (Mo Pow, NCI, Harshly Punish)
15	Hunted:  New X-Men 14- (As Pow, NCI, Watching)
10	Social Limitation:  Mutant without Mutant Powers (Frequently, Minor)
15	Psychological Limitation:  Protective of innocents (Common, Strong)
15	Psychological Limitation:  Determined to prove he is as good as the powered Mutants (Common, Strong)
5	Psychological Limitation:  collects Cat memorabilia (Uncommon, Moderate)

Total Disadvantage Points: 600
[img=http://www.geocities.com/screwysquirrel69/kyudo-7.jpg]

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

 

Here's a list of all the submissions so far. A * means that I've seen a charsheet + background. No * means I've seen background only. If the character isn't listed, it's because I haven't actually seen a background, just a name.

 

If I missed anyone, please correct me. :o

 

--------------------

Sketch:

Hellion II (son of Kurt Wagner/Nightcrawler and Amanda Sefton/Daytripper)

Teleporter/Sorcerer

 

Comic:

Grey Golem (son of ???)

Magnetic Master/Brick

 

E84

Singularity (Son of Fred J. Dukes/The Blob and Eleen Watson)

Brick/Gravity Control

 

Jim Gettman

Compassion (daughter of ???)

Darkness/Desol

 

Hermit

* Stereo (son of Jamie Maddox/Multiple Man and Theresa Cassidy/Syryn)

Duplicator/Sonic Blaster

 

Squall

Rook (son of Scott Summers/Cyclops and Emma Frost/White Queen)

Eyebeams/Brick

 

QuerySphynx

Crux (daughter of Jon Silvercloud/Forge and Raven Darkholm/Mystique)

Shapeshifting Robot girl

 

Keyes_bill

*Tara (daughter of Neal Shaara/Thunderbird III)

Blaster

 

* Adamant (son of Sebastian Shaw/Black King and Tessa/Sage)

Absorbing Brick/Human Computer

 

McCoy

* Deimos/Phobos (sons of Danielle Moonstar/Mirage and Willie Gillis)

Quick Bricks

 

* Hip Hop (son of Mortimer Toynbee/Toad and Joanna Cargil/Frenzy)

Martial Artist/Gadgeteer

 

Corven Ren

* Sub Zero (son of Bobby Drake/Iceman and Opal Tanaka)

Ice Blaster/Martial Artist

 

Randi

* Rose Red (daughter of Raven Darkholm/Mystique and Apocalypse)

Teke/Tepe

 

Mike Sama

Union Jack (son of Brian Braddock/Captain Britain)

Brick

 

Psychonaut Raz

* Colossus II (son of Piotr Rasputin/Colossus and Nereel of the Savage Land)

Brick

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

 

McCoy

* Deimos/Phobos (sons of Danielle Moonstar/Mirage and Willie Gillis)

Quick Bricks

 

* Hip Hop (son of Mortimer Toynbee/Toad and Joanna Cargil/Frenzy)

Martial Artist/Gadgeteer

Back when he was in M.O.N.S.T.E.R., Willie went by the nom de guerre of Dogpound. See the New Mutants novels Crossroads and Genegoths.

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

 

Gaaah. Ya know, I put off posting this campaign for a while, had had the idea for a few months. Partially because of time, and partially because I was dreading having to weed through all the good submissions. Will try to post some specific comments on characters later, assuming the decorating of the ol' Christmas tree doesn't take long.

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

 

Gray Golem

Val Char Cost Roll Notes
60 STR   50   21- Lift 100 t; 12d6 [6]
20 DEX   30   13- OCV: 7/DCV: 7
39 CON   58   17-
12 BODY   4   11-
38 INT   28   17- PER Roll 17-
29 EGO   38   15- ECV: 7
20 PRE   10   13- PRE Attack: 4d6
12 COM    1   11-
12  PD    -       Total: 35 PD (30 rPD)
 8  ED    -       Total: 31 ED (30 rED)
 4 SPD   10       Phases: 3, 6, 9, 12
20 REC    -
62 END   -8
62 STUN   -
---
211 Total Characteristic Cost

Movement: Running: 6"/12"
Leaping: 6"/12"
Swimming: 2"/4"

Cost Powers END
11  5d6 Absorb Cold > SPD (+1/2: Reduced Fade -1/minute; -1: Limited Phenomena, -2: Lost if Temperature Rises above -150) “Neural Superconductivity” 45 AP [-]
22  5 rPD / 5 rED Armor (+1/2: Hardened x2) "Case-hardened Alloy Mimicry" 22 AP [-]
10  Clinging "Induced Dipole" 10 AP [-]
 7  7 rPD / 7 rED Damage Resistance “Steel Mimicry” 7 AP [-]
 4  11- Find Weakness with Grab (-1: Only Affects Metal, -1/2: RSR Metallurgy) “Metal Affinity” 10 AP [-]
 7  High Range Radio Perception/Transmission (Radio Group; -1/2 Affected as Hearing, -1/4: IIF) ”X-Men Radio Earpiece” 12 AP [-]
10  N-Ray Vision, Analyze Metals Stopped by solid electrical insulators (-1/2: Only Sees Metals) “Metal Awareness” 15 AP [-]
 3  Extra Limbs (-1/4: Limited Manipulation; -1/2: OIF Ferromagnetic Material of Opportunity) “Metal Tentacles” 5 AP [-]
 4  5 pts Hearing Flash Defense (-1/4: IIF) “X-Men Filtered Earpieces” 5 AP [-]
44  Life Support Self Contained Breathing, All Safe Environments, All Immunities, Immortal Longevity “Noble Metal Qualities” 44 AP [-]
 7  5 pts Mental Defense, total 11 pts (+1/2: Hardened x2) "Machine Intelligence Interference" 7 AP [-] 
 7  5 pts Power Defense (+1/2: Hardened x2) "Slowly Gained, Slowly Lost" 7 AP [-] 
22  Electrometallic Copycat: Elemental Control, 22 AP [-]
 5  1.a) 4x DI (+1/2: 0 END; -2: Limited to Available Magnetic Powder Up To 6.4 tonnes) "Ferromagnetic Accretion" 30 AP [0]
 2  1. Growth (+1/2: 0 END; -2: Limited to Available Magnetic Powder Up To 6.4 tonnes -1/4: Linked to DI) “Ferromagnetic Accretion" 15 AP [0]
23  2) 15" Flight (+1/2: +1/4 Variable Advantage) "Magnetic Levitation" 45 AP [3]
22  3) 18 rPD / 18 rED Force Field (+1/4: Costs Endurance Only To Activate) "Magnetic Mimicry" 44 AP [4]
11  4) 9 rPD / 9 rED Force Wall (-1/2: No Range, -1/2: OIF Ferromagnetic Material of Opportunity) “Ferromagnetic Husk” 45 AP [4]
17  5) 2d6 Healing (Regeneration 2 BODY/Turn +2.5; -1.75) “Metal Memory” 70 AP [0]
13  6) Invisibility Sight Group, Infrared, Radar & Ultraviolet (+1/2: 0 END; -1/4: Bright Fringe, -1/2: Lockout All Other EC Powers) "Transparent Aluminum Optics" 46 AP [0]
10  7) 6" Stretching (+1/4: Does Not Cross Intervening Space, +1/4: ½ Endurance; -1/4: Limited Body Parts -- Metal Tentacles, -1/4: No Noncombat Stretching, -1/4: No Velocity Damage, -1/2: OIF Ferromagnetic Objects of Opportunity) "Ferromagnetic Extrusion" 45 AP [2]
---
261 Total Powers

Perks
10 X-Men Vehicles & Base

Talents
 3 Lightning Calculator
 3 Perfect Pitch
 4 Speed Reading x10

Skills
 6 +2 with Judo
 3 Acting 13-
 4 AK: Latin America, China 17-
 3 Breakfall 13-
 2 CK: Cairo 17-
 3 Cryptography 17-
 3 Deduction 17-
 3 Electronics 17-
 2 Gambling: Board Games 17-
 3 KS: Music 17-
 5 LS: Arabic, Cantonese, French, Portuguese, Spanish
10 Martial Art: Judo
   Cost Maneuver OCV DCV Notes
    4  Escape   +0  +0  75 STR vs. Grabs
    3  Grab     -1  -1  70 STR Grab Two Limbs; 
    3  Takedown +1  +1  12d6 Strike; Target Falls
 3 Mimicry 17-
 3 Oratory 13-
 - PS: Musician 11- (Everyman)
 3 SS: Metallurgy 17-
 3 Skill Enhancer: Linguist
 3 Skill Enhancer: Traveler
 3 Shadowing 17-
 3 Sleight of Hand 13-
 2 Survival: American Hinterlands
 3 Tracking 17-
 3 Ventriloquism 17-

X-Men Training
 1  1) TF: X-Men Blackbird
 3  2) Paramedics 17-
 2  3) KS: Mutants & Mutant Menaces 11-
 3  4) Stealth 13-
 3  5) Teamwork 17-
---
108 Total Skills

Total Cost: 600

450+ Disadvantages
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
20 Hunted: Unknown 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
20 Hunted: Unknown 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
10 Hunted: Unknown 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
10 Physical Limitation: Affected As Both Human and Machine Class of Minds, Machine Mind Half Can Impair Emotions (Frequent, Slightly)
15 Psychological Limitation: Competitive (Common, Strong)
15 Psychological Limitation: Distrustful (Common, Strong)
15 Psychological Limitation: Code Against Killing (Common, Strong)
10 Psychological Limitation: Scientific Curiousity (Common, Moderate)
10 Rivalry: Professional (Whoever is most aggressive of the New X-Men; Rival is As Powerful; Rival is a Player Character; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Public ID (Musician Gregory Helm, Gray Golem) (Frequently, Major)

 

Background/History: Alexander and Lorna Helm raised their son like he was a sacred trust, a gift to them from some benefactor they could never thank enough. Two college professors, they were delighted when Greg demonstrated precocious mental development almost from the start. Mathematics, music, and laughter seemed to be his special talents. The small family had twelve golden years of love and grace during which Greg grew and explored his sheltered world.

 

He had decided by age five that he would be a surgeon, in particular a flight surgeon in space.. and a world-famous stage magician. Greg was still practicing palming coins when it happened. You'd think that with a silverthroated voice, endless musical talent and invention, a perfect ear and stellar skills with whatever instrument he picked up, Greg would focus on those areas instead of the comparatively difficult practice of prestidigitation. Coins stuck to him.

 

It was not long before young Greg Helm was evaluated as a mutant, rated, pigeonholed, and sent off to a 'special' school. Where he wasn't special, not by a long measure, compared to the others with greater powers. He obtained a keen insight into the envy humans felt toward mutants. Greg began to malinger and act out. His interest in science was not killed completely, but it turned inward and private, as did most of his thoughts. It may have been that with exposure to more advanced computers, Greg was more and more trapped in machine-like thought-processes, with the confusion that would naturally result.

 

Certainly, on the outside, Greg put on a cheerful exterior. The first rule of stage magic, after all, is never let the audience know what you're really doing. Greg was preparing. He'd reviewed the actual history of mutants and the struggles they invariably faced, and knew he would need to step outside society's box and evaluate mutant life for himself, independently.

 

So Greg prepared. He learned languages, studied maps and books on travel, worked out how he would get around, how he would avoid detection, how he would survive and keep body and soul together, alone. It took years, and careful focus. He studied Judo as it seemed the most anonymous of the martial arts, enough to get out of trouble without using mutant powers, and then run away, if conflict came. As for his mutant gifts, Greg channeled his considerable genius into making the most of the least. He found he could mimic in his own flesh properties of any metal. He wasn't 'magnet boy'. He was a mutant who could harness every property of any metal he'd ever touched.

 

This put a new spin on his plans. Greg began to chart the locations of advanced metals the world over. Where would he find something stronger? Something more ductile? With greater magnetic dipole? Something more durable? Could he become as ageless as gold? Were there transparent metals? Could he use these powers to do work too dangerous for ordinary people? Was he immune to radiation? To heavy metal poisoning? Would tungsten contact make him heat-proof? He could become the ultimate fireman, astronaut, undersea explorer. He knew he had parents out there somewhere. Would finding them, too, help him learn more of who he could be?

 

What started as a petulant scheme to run away turned into a mission, a purpose in life, to become a better mutant.. and a better person.

 

When he was sixteen, Greg left school. He hiked cross-country, avoided attention, mingled with other young people. His musical talent and a guitar earned him some coins, or he could juggle and do some card tricks, and when that didn't work, he was a capable laborer on farms, and when that didn't work, he survived on the land, gathering and hunting. Helm stayed below the radar, kept his nose clean, and fit in, for as long as it took to gather supplies for the next leg of his journey.

 

Greg never discovered the secret of Vibranium. Or who his mother really was. Adamantium eluded him, too. As did his father's identity. Helm made the necessary contact with most non-radioactive metals by eighteen. He discovered he might have a sibling. Superstrength and magnetic levitation got him close enough by nineteen to come into contact with depleted uranium and a few medical isotopes, but he's unsure how those exposures will translate into powers. With his power, sometimes it takes months or years for new abilities to emerge. He's still miffed that all his experiments with mercury gained him was the power to make his head change size with the temperature. And although superconductivity appeared to be a powerful asset, it only works in temperatures as cold as the chill of space.

 

It was transparent aluminum that brought Greg to the X-Men. Invisibility has been his dream for a long time. That ability emerged almost immediately on contact with the substance. Unfortunately, for reasons Greg does not fully understand, it locks out all his other mutant powers while he is invisible.

 

Personality/Motivation: Greg Helm is a flawed genius who sometimes is given to all the same failings as any person. He's felt deep envy that threatened to turn him down a destructive and dark path. He's had rage take him over, and greed. He's coveted the powers and possessions of others. It's been a long voyage of personal discovery to bring him, again and again, back into the light, but not without a cost. Greg's mind has developed too many definitively machine-like properties to be clearly human.

 

He's been tempted to theft, but never succumbed. He's seen people who deserved to be punished, but did not set himself up in judgement over them. He's felt the corrupting influence of power, and learned to walk away. He balances this with the abyss that is a life of pure cold logic. Helm retains the idealism of the dreamer he was as a child, which saves him from the worst.

 

And he recognizes, for all its good intentions, any effort or institution can become the enemy of its own goals, if the people it is meant to help don't want that help.

 

Quote: "Don't worry. I'm not here to help you."

 

Powers/Tactics: Who carries six tons of iron filings around? Not even Gray Golem, who is capable of becoming a living monolith by wearing it like a second skin. He has, due to the ability of his flesh to imitate any metal he has ever had significant contact with, plenty of raw physical power and durability, a virtually impenetrable magnetic shield he can levitate on, and other abilities without resorting to such an extreme measure. At need, he can also abandon all these powers in exchange for limited invisibility. Tactically, Gray Golem is an anchor man who will run interference, absorb damage to protect others, and apply his considerable strength to set up targets for the team or where lifting is needed. At the X-Men's base, he will access the strength-multiplying reservoir of tons of powdered iron, as a bastion of defense. It is too cumbersome to take with the team on away missions.

 

Campaign Use: Gray Golem is built to make it a much worse idea to attack the X-Men's base than to let the X-Men come to the villain, from the villain's point of view. Away from the base, Gray Golem's proximal in ability levels to Rogue while she was an X-Man, though he lacks her ability to absorb the powers and psyches of people.. unless they're metal people, possibly. As a medium level, with about a ton of metal powder, Gray Golem can become somewhat Colossus-like, only without the noble character, the great drawing skills, and the accent. This medium level might be usable on rare occasions away from the base, where it would be practical to have this much loose metal in appropriate form available. His superconducting abilities are mainly theoretical, for flavor only.

 

Appearance: Greg looks like.. well.. he fits the general sort of appearance of a street magician: dark hair, slim build, dark eyes, clean-cut enough that you might trust him if he walked up to you and said "pick a card." If facing combat situations, Gray Golem wears armor fashioned from myriad chains that move under his control. In monolithic form, he resembles a vaguely human-shaped ten-foot tall hulking heap of iron filings.

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

 

Cypher

Real Name: Christopher Ramsey

Occupation: Mega-Techie/Universal Translator

Identity: Public

Legal Status: Dual Citizen of Canada and the United States (and Registered Superhuman?) with No Criminal Record

Other Aliases: None

Place of Birth:

Marital Status: Single

Known Relatives: Storm (Surrogate Mother), Original Cypher (Biological Father), Black Panther (Adoptive Father), associated family

Group Affiliation: X-Men

Base of Operations: Vancouver, BC, Canada

First Appearance: X-Council #1

Origin: X-Council #1

 

History: The man currently known as Cypher is the "son" of the original Cypher, which is to say that he is a mysterious clone of him who's origins are unclear. Cypher's unknown benefactor created him out of gametes artificially generated from that DNA that were artificially placed into the womb of Storm. Ororo was contacted by Cypher's benefactor in the form of a bizarre "angel", telling her of the artificial insemination in dramatic Christ-like fashion. Black Panther and Storm raised them among their own under the name Christopher Ramsey, thinking perhaps he was the one referred to as having a special destiny by The Watcher, especially since much care had apparently been given to ensuring that he had the same mutation as his "father". Earlier in his life, he was told he was "adopted" and the son of the first Cypher.

 

Chris "Cypher" Ramsey went through high school with a calm and assertive attitude and a natural sense of presence and leadership about him, becoming President of the Student Council by a narrow vote. He soon discovered that the other members of the Student Council were also mutants, and like him, had abilities that weren't well-suited to combat but more towards investigation. In this situation, a lot of odd things started happening at his school, and the Student Council, which the members liked to jokingly call the X-Council, had to solve gritty teen mysteries. Cypher operated as the leader of the group and his ability to universally translate, as well as his natural genius for computers and technology, came in handy, as did a deductive skill he learned as he went. He also acquired a dry, understated sense of humor.

 

During this time, Cypher's encounters with techno-organic tech continued, his antagonists just seeming to gain access to it, each disappearing, melting, or exploding before he can get it back home to analyze in any deeper. However, this connection to him, and it's connection to his origins, makes him believe he is being manipulated by his creator, causing him to thrust his attention into technology in order to try to understand more fully these encounters during the time he has to dissect them alone.

 

After he graduated high school, involving a messy falling out with his then girlfriend, he moved to Canada to pursue more advanced technology research, translating anything to anything for a cost to stay afloat.

 

Just recently, as Cypher was wandering Stanley Park at night, a one-man sized alien pod from space crash landed hard and fast. Recognizing the techno-organic tech from previous encounters, he quickly entered, suddenly becoming attacked by alien tech.

 

Awakening in a hospital, Cypher now had a voice in his head... the playful female voice of an artificial intelligence that was now inside him in the form of nanites. Speaking a bizarre alien language that only Cypher could possibly understand, this tech began to speak to him of an ancient underwater civilization that used this powerful technology to explore the land, paranoid of 'monsters of the land' that their culture had prevalent in their fairy tales. So, the nanites are capable of creating a powerful, charged exoskeleton over the body, and producing some interesting weapons and other gadgets. It also serves as a life support system since the underwater people needed to be able to exist and breathe above the water, and since they came in many physiologies, the system is modular, working great in Cypher's body. However, the system has to be activated into "suit mode", causing a thick black exoskeleton and a slick mask to cover his body, before he can use most of the nanites' benefits.

 

Cypher can talk to the AI of the system, but it seems to be under the impression that Cypher is a 'military drone' and can only access information on a 'need to know basis', so even he isn't sure of it's full capabilities.

 

Soon after, Hank McCoy announced the reformation of the X-Men. Convinced it was no coincidence, Cypher went back to the States, seeking his destiny.

 

Personality: Cypher maintains a friendly yet dry and somewhat cynical demeanor with his colleagues, but makes a point of hiding his weaknesses and more complex emotions from others out of an awkwardness over expressing himself. He does however socialize well and makes acquaintances easily... but hard friends need to do a lot to earn his true loyalty and make him open up or admit something.

 

Height: 5'10"

Weight: 198 lbs.

Eyes: Blue

Hair: Blonde

 

Strength Level: With the suit on, Cypher's strength is enhanced to above-average, below-brick levels. Normally, he's a bit of a nerd and is of below average strength.

 

Known Superhuman Powers: Cypher's natural mutation is that of the Universal Translator, making him able to understand, speak, read, and write, any language he encounters instantly. Once he speaks the alien words necessary to activate his nanosuit, it becomes like a powered armour with more gadgety flavour to it.

 

(thanks for the template, Sketchpad, hope you don't mind)

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

 

Back when he was in M.O.N.S.T.E.R.' date=' Willie went by the [i']nom de guerre[/i] of Dogpound. See the New Mutants novels Crossroads and Genegoths.

 

Huh. Marvel Database doesn't bring up entries for Dogpound, Willie Gillis, or MONSTER. I'm curious. Can you find a link to any of them? :think:

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

 

Hellion II

 

[b]Hellion II - Hanzi Logan Wagner[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
14    STR     4   14      12-       HTH Damage 2 1/2d6  END [1]
35    DEX     75   35      16-       OCV 12 DCV 12
15    CON     10   15      12-
12    BODY    4   12      11-
13    INT     3   13      12-       PER Roll 12-
20    EGO     40   20      13-       ECV: 7
20    PRE     10   20      13-       PRE Attack: 4d6
16    COM     3   16      12-
6    PD      3   6/11             6/11 PD (0/5 rPD)
6    ED      3   6/11             6/11 ED (0/5 rED)
7    SPD     25   7                 Phases:  2, 4, 6, 7, 9, 11, 12
12    REC     12   12
70    END     20   70
35    STUN    8   35
6    RUN      0   6"                END [1]
2    SWIM     0   2"                END [1]
3    LEAP     0   2 1/2"                2 1/2" forward, 1" upward

[b]CHA Cost: 220[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
5     [b][i]Night Sight[/i][/b]: Nightvision - END=0
12     [b][i]Shadow Blending[/i][/b]: Invisibility to Sight and Hearing Groups ; Only in Darkness/Shadows (-1/2), Requires A Stealth Roll  (-1/2) - END=2
60     [b][i]Sorcery[/i][/b]: Variable Power Pool (Magic Pool), 40 base + 20 control cost - END=
50     [b][i]Soul Sword[/i][/b]: Multipower, 75-point reserve, Requires A Sorcerey Roll  (-1/2) - END=
7u     1)  [b][i]Cut Magical Ties[/i][/b]: Dispel Magic 7d6, Affects Desolidified Any form of Desolidification (+1/2), all Magical powers simultaneously (+2) - END=7
7u     2)  [b][i]Exorcism by Blade[/i][/b]: Dispel Summon 15d6, Affects Desolidified Any form of Desolidification (+1/2) - END=7
7u     3)  [b][i]Slash[/i][/b]: Killing Attack - Hand-To-Hand 2d6+1 (2 1/2d6 w/STR), Affects Desolidified Any form of Desolidification (+1/2), Armor Piercing (+1/2) - END=7
50     [b][i]Teleportation Mastery[/i][/b]: Multipower, 75-point reserve, all slots Requires A Teleportation Mastery Roll  (-1/2) - END=
5u     1)  [b][i]Basic Teleport[/i][/b]: Teleportation 30", x8 Increased Mass; Requires A Teleportation Mastery Roll  (-1/2) - END=7
2u     2)  [b][i]Combat Teleportation[/i][/b]: +8 with DCV; Costs Endurance (-1/2), Requires A Teleportation Mastery Roll  (-1/2) - END=4
5u     3)  [b][i]Far Range T-Port[/i][/b]: Teleportation 18", MegaScale (1" = 1,000 km; +1); Requires A Teleportation Mastery Roll  (-1/2) - END=7
3u     4)  [b][i]Fury of Punches[/i][/b]: Energy Blast 7d6, Autofire (5 shots; +1/2); Requires A Teleportation Mastery Roll  (-1/2) - END=5
3u     5)  [b][i]Fusalage Attack[/i][/b]: Energy Blast 7d6, No Normal Defense (Teleportation; +1); No Range (-1/2), Requires A Teleportation Mastery Roll  (-1/2) - END=7
3     [b][i]Teleportation - Favorite Spots[/i][/b]: Teleportation: Fixed Location (3 Locations) - END=0
10     [b][i]Hellion Costume[/i][/b]: Armor (5 PD/5 ED); OIF: Costume (-1/2), Activation Roll 14- (-1/2) [b]plus[/b] Life Support  (Safe in Intense Cold; Safe in Intense Heat); OIF: Costume (-1/2) - END=0

[b]POWERS Cost: 229[/b]

[b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
     Commando Training
3      1)  Akido Throw:  1/2 Phase, +0 OCV, +1 DCV, 2 1/2d6 +v/5, Target Falls
4      2)  Boxing Cross:  1/2 Phase, +0 OCV, +2 DCV, 4 1/2d6 Strike
4      3)  Escape:  1/2 Phase, +0 OCV, +0 DCV, 29 STR vs. Grabs
4      4)  Hold:  1/2 Phase, -1 OCV, -1 DCV, Grab Three Limbs, 24 STR for Holding On
     Fencing
5      1)  Ballestra:  1/2 Phase, +2 OCV, -2 DCV, Weapon, +1D6 HKA Strike, Half Move Required
5      2)  Lunge:  1/2 Phase, +1 OCV, -1 DCV, Weapon, +1D6 HKA
5      3)  Takeaway:  1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 24 STR to take weapon away
4      4)  Void:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

[b]MARTIAL ARTS Cost: 34[/b]

[b][u]Cost[/u]   [u]SKILLS[/u][/b]
9      +3 with Soul Sword

3      Acrobatics 16-
3      Breakfall 16-
3      Climbing 16-
3      Combat Piloting 16-
10      Defense Maneuver I-IV 
7      Disguise 14-
3      Fast Draw 16-
3      Feint 16-
3      KS: Mutants and Mutant Menaces 12-
6      Language:  German (imitate dialects; literate)
4      Language:  Darktongue (completely fluent; literate)
3      Navigation (Air, Dimensional) 12-
3      Paramedics 12-
3      Persuasion 13-
3      Shadowing 12-
9      Sorcery 16-
3      Stealth 16-
5      Tactics 13-
3      Teamwork 16-
11      Teleportation Mastery 16-
4      TF:  Common Motorized Ground Vehicles, Combat Aircraft, Two-Wheeled Motorized Ground Vehicles, X-Jet

[b]SKILLS Cost: 104[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
10      Vehicles & Bases

[b]PERKS Cost: 10[/b]

[b][u]Cost[/u]   [u]TALENTS[/u][/b]
3      Bump Of Direction

[b]TALENTS Cost: 3[/b]
[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
10     Dependent NPC:  Girlfriend of the Week 8- (Normal)
10     Distinctive Features:  Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
15     Distinctive Features:  Black Fur (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
15     Hunted:  Belasco 8- (Mo Pow, Harshly Punish)
35     Mystery Hunteds
15     Psychological Limitation:  Swashbuckler (Common, Strong)
15     Psychological Limitation:  Follows Xavier's Dream (Common, Strong)
20     Psychological Limitation:  Overconfident (Very Common, Strong)
10     Reputation:  MEF Troublemaker, 11-
5     Unluck: 1d6

[b]DISADVANTAGES Points: 150[/b]

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

 

Real Name:Hanzi Logan Wagner

Occupation: Adventurer

Identity: Public

Legal Status: Legal Resident of United States with No Criminal Record

Other Aliases: None

Place of Birth:

Marital Status: Single

Known Relatives: Kurt Wagner (Father), Amanda Sefton-Wagner (Mother), James Howlett (Wolverine, Godfather), Raven Darkholme (Mystique, Grandmother)

Group Affiliation: X-Men

Base of Operations: New York City, NY

First Appearance: X-Men Presents - Hellion #1

Origin: X-Men Presents - Hellion #1

 

History: One of the last students to stand by Xavier before he closed the school, Kurt Wagner, formerly known as Nightcrawler, decided that he would carry on his former teacher's dream as a solo hero. Staying in New York, he battled evil mutants and became something of an urban myth, protecting Hell's Kitchen alongside of Daredevil, while providing spiritual advice to those in need at a local mission.

It was in this mission where he ran into his old lover, Amanda Sefton, who herself had sought Kurt out to insure his safety. The two quickly fell in love again and, within the year, were married. Together, they forged a new life together, one that had Kurt playing hero less and less. To fill the space of his former antics, Amanda suggested that he write memoirs of his adventures with the X-Men. Intrigued by the idea, he began writing, but, by the time he had finished his first book, he was no longer writing about his past, but rather of a fantasy warrior he named Freebooter. As soon as the book was published, it was an instant hit, breaking the NY Times book list at #1. It was also around this time that he and Amanda became parents to a mutant boy they named Hanzi Logan Wagner (Logan after the child's godfather). Lke his father, Hanzi was born with a thin coat of fur, but unlike his father, his fur was coal black and his eyes were an eerie green.

As the years went on, Kurt had written several adventures of Freebooter, as well as other stories, and occasionally snuck out of the house to help his friends fight one evil or another. But he always made sure that he had time for his family. Kurt quickly taught his son how to fit in and to not be afraid of what people may say, while his mother home schooled him in general education and a touch of magic. By the time Hanzi was twelve, he asked that he be allowed to attend a school with other children. Though Kurt protested at first, Amanda insisted that he placed in a MEF Academy to learn about his abilities, as well as to interact with others.

While at the MEF, Hanzi never felt entirely welcome. Though there were others with obvious mutations like himself, he found that many of the kids there didn't accept him because he hadn't been in school with them. On one incident, when Hanzi was 14, a fellow student made a claim that Nightcrawler was a coward for not helping the MEF. Outraged, Hanzi lashed out with incredible agility, beating the child within an inch of his life. Suspended for the violence, Kurt and Amanda called Hank McCoy to examine the child. Within a few weeks, Hank learned that Hanzi had gained powers similar to his father: teleportation, great agility and blending fur. But, he'd also been granted the ability to summon forth a sword of magic like his mother had been able to, as well as having a natural affinity for magic and a type off night-sight.

Not returning to the MEF Academy, Hanzi decided to study with his mother for a bit, learning what magic that he could from her, as well as getting some hand to hand training in with his godfather. When Hank McCoy had called forth for a new team of X-Men, Hanzi, with the blessing of both parents, answered, taking on the name of Hellion.

 

Height: 5'9"

Weight: 187 lbs.

Eyes: Green

Hair: Black

 

Strength Level: Hellion possess the strength of a man his age and build who works out regularly in gymnastics and acrobatics.

 

Known Superhuman Powers: Hanzi Wagner can teleport an unknown distance. It's been suggested that his limits are a bit less than his father's, but only time will tell. He also has the ability to blend into shadows with uncanny ease, as well as having inhuman reflexes and an ability to see quite a distance in the dark. Because of his talents for magic, he can summon forth a blade akin to a soul sword, as well as having a healthy dose of magic at his disposal.

 

Paraphernalia: Upon taking up his role as an adventurer, his mother made him a costume with some of the material from his father's old outfits. The costume provides him with some environmental guard, in addition to working with his natural blending ability.

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

 

Kinda new player, tell me what you think of this, please:

 

Cypher

Player: 

Val    Char    Cost
8    STR    -2
20    DEX    15
20    CON    20
15    BODY    10
30    INT    20
25    EGO    30
20    PRE    10
15    COM    3

5/25    PD    3
5/25    ED    1
6    SPD    10
18    REC    24
70    END    0
29    STUN    0

8"    RUN    4
4"    SWIM    2
3 1/2"    LEAP    2
Characteristics Cost: 152

Cost    Power
48    Nanosuit: Multipower, 60-point reserve,  (60 Active Points); all slots Only In Heroic Identity (Must Speak To Activate Suit Mode; -1/4)
5u    1)  Blast Mode: Energy Blast 12d6 (60 Active Points); Only In Heroic Identity (Must Speak To Activate Suit Mode; -1/4)
3u    2)  Strike Mode: Hand-To-Hand Attack +12d6 (60 Active Points); Hand-To-Hand Attack (-1/2), Only In Heroic Identity (Must Speak To Activate Suit Mode; -1/4)
5u    2)  Suspension Cables: Entangle 6d6, 6 DEF (60 Active Points); Only In Heroic Identity (Must Speak To Activate Suit Mode; -1/4)
5u    4)  Flashbang Mode: Sight  Group Flash 12d6 (60 Active Points); Only In Heroic Identity (Must Speak To Activate Suit Mode; -1/4)
3u    5)  Cloak Mode: Invisibility to Sight , Hearing  and Smell/Taste  Groups , No Fringe (40 Active Points); Only In Heroic Identity (Must Speak To Activate Suit Mode; -1/4)
5u    6)  Warp Mode: Teleportation 20", x32 Noncombat (60 Active Points); Only In Heroic Identity (Must Speak To Activate Suit Mode; -1/4)
36    Telekinesis (30 STR) (45 Active Points); Only In Heroic Identity (Nanosuit; -1/4)
48    Armor (20 PD/20 ED) (60 Active Points); Only In Heroic Identity (Suit Mode; -1/4)
50    Nano-Healing: Healing BODY 5d6, Reduced Endurance (0 END; +1/2) (75 Active Points); Self Only (-1/2)
4    Infrared Perception (Sight Group) (5 Active Points); Only In Heroic Identity (Nanosuit; -1/4)
4    Ultraviolet Perception (Sight Group) (5 Active Points); Only In Heroic Identity (Nanosuit; -1/4)
12    +5 DEX (15 Active Points); Only In Heroic Identity (-1/4)
16    +2 SPD (20 Active Points); Only In Heroic Identity (-1/4)
12    +30 END (15 Active Points); Only In Heroic Identity (-1/4)
19    Life Support  (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing)
10    Bases and Vehicles: Custom Power  (10 Active Points)
10    Knockback Resistance -6" (12 Active Points); Only In Heroic Identity (Nanosuit; -1/4)
Powers Cost: 295


Cost    Skill
3    Bugging 15-
3    Bureaucratics 13-
3    Combat Driving 13-
12    Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Artificial Intelligence, Mainframes and Supercomputers) 16-
3    Conversation 13-
5    Cramming 
1    Criminology 8-
3    Deduction 15-
3    Demolitions 15-
3    Electronics 15-
1    Forensic Medicine 8-
3    Inventor 15-
3    Lipreading 15-
3    Mechanics 15-
3    Paramedics 15-
3    Security Systems 15-
3    Shadowing 15-
3    Stealth 13-
3    Teamwork 13-
1    TF: X-Jet
2    KS: Mutants and Menaces 11-
4    KS: Computers and Technology 16-
3    Analyze:  Combat 15-
3    Climbing 13-
Skills Cost: 77

Cost    Perk
10    Money:  Wealthy
15    Advanced Tech
5    Computer Link
Perks Cost: 30

Cost    Talent
40    Universal Translator 22-, Difficult To Dispel (x2 Active Points; +1/2) (40 Active Points)
6    Speed Reading (x100)
Talents Cost: 46

Total Character Cost: 600

Pts.    Disadvantage
10    Distinctive Features:  Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
10    Social Limitation:  Nerdy (Frequently, Minor)
20    Dependent NPC:  Glowy the Nano-Kitty 11- (Incompetent)
15    Psychological Limitation:  Needs to Prove Himself (Common, Strong)
10    Psychological Limitation:  Obsessed with Origins/Purpose (Uncommon, Strong)
10    Psychological Limitation:  Speaks in Weird Languages Randomly (Common, Moderate)
15    Dependence:  Electricity Powers Gain 11- Activation Roll (Very Common, 20 Minutes)
15    Enraged:  Father is Insulted (Uncommon), go 11-, recover 11-
15    Susceptibility:  Airborne Spores, 2d6 damage per Turn (Uncommon)
15    Hunted:  His Creator 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
15    Accidental Change:  Nanosuit Activates when Frightened 11- (Common)
Disadvantage Points: 150
Base Points: 450
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0

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

 

Huh. Marvel Database doesn't bring up entries for Dogpound' date=' Willie Gillis, or MONSTER. I'm curious. Can you find a link to any of them? :think:[/quote']

http://www.marvunapp.com/Appendix2/adriancastorp.htm

 

M.O.N.S.T.E.R.

 

M.O.N.S.T.E.R. stands for Mutants Only Need Sensitivity, Tolerance, and Equal Rights. It was a mutant rights group started at Fontane College (in the words of the Beast) "not to stop [mutant haters] from caging [mutants] –but to keep them from turning [mutants] into things [they] are not –into beings driven by fear and dread –into beasts." The Beast, Art Nichols, and Helen Williams started the group in honor of Adrian Castorp.

 

Professor X supported M.O.N.S.T.E.R., encouraging it as a support group for mutants with smaller and less obvious mutations, the people who were too numerous for Professor X to help directly. Hank McCoy continued to act as advisor to the M.O.N.S.T.E.R. groups when his other duties allowed.

 

Multiple chapters of M.O.N.S.T.E.R. opened up at more than twenty other universities, including Western Pacific University and the University of Colorado Springs. The chapters included mutant members, but also non-mutant supporters, and the "Genogoths", who were sort of like mutant groupies. The Genogoths sometimes acted as the eyes and ears for M.O.N.S.T.E.R., finding new members for them and bringing them in. The Genogoths also monitored the street talk, looking for antimutant activity. People looking for M.O.N.S.T.E.R. for the wrong reasons often contacted the Genogoths first; and sometimes those people were discouraged, and sometimes they had accidents. While the M.O.N.S.T.E.R. chapters may not have always approved of the type of protection the Genogoths provided, the mutants sometimes realized that they actually did need it.

 

In the Generation X Novel: Crossroads, by J. Steven York

 

Generation X journeyed to Seattle, Washington to meet with the chapter of M.O.N.S.T.E.R. at Western Pacific University. The chapter president, Chill, met with Banshee (Sean Cassidy) as part of an effort on Xavier's behalf to show continued support.

 

The only named members of this chapter were:

 

Chill (Peter B. DeMulder)

Chapter president, he accompanied Dog Pound and Recall to Chicago where he got a job working in the cold storage warehouse of Recall's parent's company.

A mutant with low-level ice production and manipulation powers

 

Dog Pound (Willy Gillis)

He accompanied Chill and Recall to Chicago, intending to then continue on to his home in Indiana.

An animal telepath; though a well-built guy, he was not much of a fighter. He also has a small tail at the base of his spine

 

Recall (Scooter McCloud)

The son of wealthy parents who loved him but tried to keep his mutant status secret, he helped Generation X locate a child lost near Devils Tower national monument. He had a crush on Husk (Paige Guthrie), but the two were just close friends, though Husk did briefly let their relationship make Chamber jealous. He became the co-host of the Walt Norman talk show, acting as a counter-point to Norman's mutaphobic views. He also did a feature where he helped people find lost items.

His grandfather was also named Scooter.

A telepathic tracker, able to find lost objects or people anywhere after seeing them or a picture of them once.

 

Generation X also encountered a park ranger in Yellowstone National Park, Michael Timmons, who had been a non-mutant member of the University of Colorado Springs chapter of M.O.N.S.T.E.R.

 

The M.O.N.S.T.E.R. members and alumni in this story wore pins depicting a six-fingered hand, in honor of Adrian Castorp.

 

Chill, Dog Pound, and Recall took a road trip over the summer break and interacted several times with Generation X. The heroes saved them from an assault by mutaphobic rednecks

 

In the novel Genegoths

Chill, Recall, and Dogpound are captured and mind controled by an anti-mutant group. Paige Guthrie broke Recall out of the mind control, and he freed Chill and Dogpound (renamed by their captors Three Dog Night and Top Dog). Their captors had mind-linked Willie to three robotic dogs that he maintained control of after he came back to his own mind, which is why I say he was a cyberpath as well as an animal telepath.

 

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

 

Huh. Marvel Database doesn't bring up entries for Dogpound' date=' Willie Gillis, or MONSTER. I'm curious. Can you find a link to any of them? :think:[/quote']

 

http://www.marvunapp.com/Appendix2/adriancastorp.htm#monster

 

Not a huge amount on Dogpound, but yeah, he's an animal telepath like Moonstar but without the devastating phobia-casting. He too has a tail like McCoy's proposed twins. The books are pretty good too.

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

 

Updated list. A * means that I've seen a charsheet + background. No * means I've seen background only. If the character isn't listed, it's because I haven't actually seen a background, just a name. I removed E84's submission by request.

 

(Please correct me if I missed anyone):

--------------------

Sketch:

* Hellion II (son of Kurt Wagner/Nightcrawler and Amanda Sefton/Daytripper)

Teleporter/Sorcerer

 

Comic:

* Grey Golem (son of ???)

Magnetic Master/Brick

 

Jim Gettman

Compassion (daughter of ???)

Darkness/Desol

 

Hermit

* Stereo (son of Jamie Maddox/Multiple Man and Theresa Cassidy/Syryn)

Duplicator/Sonic Blaster

 

Squall

Rook (son of Scott Summers/Cyclops and Emma Frost/White Queen)

Eyebeams/Brick

 

QuerySphynx

Crux (daughter of Jon Silvercloud/Forge and Raven Darkholm/Mystique)

Shapeshifting Robot girl

 

Keyes_bill

*Tara (daughter of Neal Shaara/Thunderbird III)

Blaster

 

* Adamant (son of Sebastian Shaw/Black King and Tessa/Sage)

Absorbing Brick/Human Computer

 

McCoy

* Deimos/Phobos (sons of Danielle Moonstar/Mirage and Willie Gillis/Dog Pound)

Quick Bricks

 

* Hip Hop (son of Mortimer Toynbee/Toad and Joanna Cargil/Frenzy)

Martial Artist/Gadgeteer

 

Corven Ren

* Sub Zero (son of Bobby Drake/Iceman and Opal Tanaka)

Ice Blaster/Martial Artist

 

Randi

* Rose Red (daughter of Raven Darkholm/Mystique and Apocalypse)

Teke/Tepe

 

Mike Sama

Union Jack (son of Brian Braddock/Captain Britain)

Brick

 

Psychonaut Raz

* Colossus II (son of Piotr Rasputin/Colossus and Nereel of the Savage Land)

Brick

 

Benserwa

* Cypher (clone of Doug Ramsey/Cypher)

Powered Armor

 

Screwy Squirrel

* Kyodo Kat

Martial Artist/Bowmaster

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

 

A few general thoughts and/or questions:

 

Querysphyinx--interesting backstory. Would like to see the writeup for this one, a cool concept.

 

Mikesama, the same with Union Jack.

 

McCoy (who I note I referred to as "Mentor" in a post earlier, which is clearly understandable considering the completely similar nature of your NGD posts, either that or I'm an idiot), how do you view Phobos and Deimos? Are they almost always near each other, finish each others' sentences, things like that? Trying to picture how they'd be RP'd as two characters. Also, for HipHop, how does that 60 STR work if it's not for lifting, grabbing, or striking? Is it just a general "legs only" limitation?

 

Really dig a few of these writeups so far. Rook, Hellion II, Stereo, Adamant, Gray Golem . . . cool.

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

 

Ok, i finally came up with a concept I can sink my teeth into: Tough Guy. He's the son of Strong Guy and Val Cooper. He's a brick with the focus in invulnerability. Unfortunately...I'm out of ideas. He's 525 and I can't think of what else to spend points on. I need TUB.

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

 

McCoy' date=' how do you view Phobos and Deimos? Are they almost always near each other, finish each others' sentences, things like that? Trying to picture how they'd be RP'd as two characters. [/quote']

They think of themselves as a single person, one mind in two bodies. They are always together, through their mind link, no matter what the physical seperation. If the team splits they can go with both, and instantly update the others if anything happens.

 

They very specifically do not do the finish each other's sentences bit. If they are in the same room Will (Phobos) will usually do all the talking, with Dan occasionally nodding in agreement. This has led some people to assume that Will is the "alpha" of the pair, but if Will is not in the room Dan is just as talkative.

 

Also' date=' for HipHop, how does that 60 STR work if it's not for lifting, grabbing, or striking? Is it just a general "legs only" limitation?[/quote']

Yep, legs, and possibly lower abdominals, only. He can kick a car like a soccer ball, but if he tries to pick one up it will slip out of his hands (if his spine doesn't snap).

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

 

I have to admit, I'm not especially hopeful of Gray Golem's chances, overall. For one, there look like a lot of extremely excellent brick concepts applying. Which is a great thing.

 

For another.. Gray seems like a lot of work for a GM. I've left many of his disadvantages mysteries, he has many, many powers with many, many convoluted advantages and disadvantages, which is just a management issue.

 

Also, although he fits the Brick mold perfectly, he also strays into martial arts maneuvers, gadgeteer braininess, a powersuitish power set, and if not mentalist abilities at least mentallist schtick. In other words, he's toe-steppy.

 

Finally, he's way overdefended, and a bit weak offensively for the point level when not in one of two extremely rare circumstances: buried in 6 tons of iron filings, or near zero Kelvin.. which isn't a commonplace campaign situation, I'd hope.

 

Still, I'm happy with how he came together as a character sheet, and hope his story's enjoyable to read, regardless of how he fares as a submission. It looks like it will be an outstanding campaign.

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

 

Third choice. If you haven't noticed the pattern I intend to keep submitting until you find one character irrestible.

 

Wildcat (not sold on that name, will consider alternatives)

 

Scott Logan, son of Logan/Wolverine and Jean Grey Summers Logan/Marvel Girl

 

In a different world, Scott Summers and Ororo Monroe Logan fell in battle, yet two more casualities in the long war between H. Sapiens and H. Superior for domination of the planet. Their widowed spouses, Jean Grey Summers and the man known only as Logan, grieved them, comforted each other, and in the fullness of time married. Their first child was a son they named Scott, after Jean's late husband. From a very early age it was apparent that he had inheireted his father's enhanced senses, healing ability, and temperment. But as he neared his teens his mother sensed that he could tap into the same Cosmic energy that she (and her older children) could channel and control. But the first time Scott actually channeled that energy he burst into flames (Spontaneous Human Combustion). Withouth his healing factor he would have died. While he was recovering his mother went into his mind and installed "psychic circuit breakers" so that he could not channel that energy while he was angry or frightened, only when he was calm enough to have the best chance of controling it.

 

But the war between the two species went on, and while still a teenager Scott became an orphan. Even as he honed his physical fighting skills he resented his half-sibs and other mentalist for the ease with which they could control this power that he could only use at the risk of great pain. He could summon more raw power than most of them, why couldn't he always control it?

 

Then one day years later, Sentinels overran the encampment where what was left of Scott's family and friends were living. Scott saw a comerad fall to the ground, uninjured but helpless as a Sentinel aimed its weapon at her. Scott jumped between the two, took a deep cleansing breath, and heard the song of the power growing within his brain. He looked down the barrel of the weapon, and willed his power to change it into something, anything else.

 

 

 

And that was the last he remembered for a long time.

 

 

 

He woke up alone in a wooded area, with no idea of where or how he got there. He could not find his backtrail, or any other sign of a human or Sentinel in the area. It was as if he had been dropped from an airplane without a parachute. Again.

 

He walked until he found runnng water, followed it downstream, and spotted a village miraculously untouched by the Genocidal War. As he lurked on the outskirts, he found that there was no news of the war. Scaveded newspapers had the right date, give or take a day or two, but not only did they not mention the War, they seemed to say that humans and mutants were co-existing!

 

He found a clearing where he could meditate for a few days and, very carefully, used his power to make some clothing and a few gold nuggets. Approperately dressed, he walked into town openly and claimed to have been prospecting in the streams above town. Exchanging his gold for cash, he got on the internet and confirmed what the newspaper had said. The war had not broken out, and a lot of people he remembered as dead were alive, including his father. Clearly, he was not in Kansas anymore.

 

He became obsessed with this reality's version of Wolverine, and began stalking him. He followed him to Professor X's funeral, where he stayed unobserved, and overheard the plan to reconstitute the X-Men. Thinking it would be easier to approch Wolverine as a fellow X-Man than as his long lost son from an alternate universe, he hung around after the funeral to speak to Professor McCoy.

 

 

 

Powers/Tactics: Scott is a killing machine. A single swipe of his claws will put an unarmored human in intensive care if not kill them outright. He has no code against killing, but is not a casual killer either. Deadly as he is in hand to hand, he has no ranged attack except his psionics. He has to calm himself to use his psionics, and if he can't control it the energy turns on him. [Game speak, if he misses his EGO roll he takes a 5d6K side effect.]

 

 

 

Appearance: Scott has his mother's green eyes and red hair, but otherwise has an uncanny resembalance to his father. Slightly shorter than average, he is solidly built. He does not have his father's claws, but his fingernails are almost as hard as corundum, strong enough that he cannot cut them, only shape them with a diamond file.

 

 

 

Wildcat

Val Char Points Total Roll Notes

20 STR 10 20/35 13- / 16- HTH Damage 4d6/7d6 END [2/4]

33 DEX 69 33 16- OCV 11 DCV 11

35 CON 50 35 16-

33 BODY 46 33 16-

13 INT 3 13 12- PER Roll 17-

13 EGO 6 13 12- ECV: 4

20 PRE 10 20 13- PRE Attack: 4d6

10 COM 0 10 11-

 

 

16 PD 12 16 16 PD (16 rPD)

8 ED 1 8 8 ED (8 rED)

6 SPD 17 6 Phases: 2, 4, 6, 8, 10, 12

11 REC 0 11

70 END 0 70

75 STUN 14 75

11" Running 10 11"

2" Swimming 0 2"

6" Leaping 2 6"/9" Total Characteristics Cost: 250

 

Cost Powers END

X-Men package

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

3 2) Paramedics 12-

2 3) Mutants and Mutant Menaces: KS 11-

3 4) Teamwork 16-

3 5) Stealth 16-

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

 

7 +15 STR (15 Active Points); Increased Endurance Cost (x2 END; -1/2), No Figured Characteristics (-1/2) 2

27 Killing Attack - Hand-To-Hand 2 1/2d6 (4d6 / 5d6 w/STR) (40 Active Points); Restrainable (-1/2) 4

67 Healing 5 BODY, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (150 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4) 0

12 Damage Resistance (16 PD/8 ED) 0

 

Enhanced Senses

15 1) +5 PER with all Sense Groups 0

5 2) Nightvision 0

3 3) Ultrasonic Perception (Hearing Group) 0

20 4) Tracking with Smell/Taste Group and Sight Group 0

40 5) Targeting with Hearing Group and Smell/Taste Group 0

40 6) Danger Sense (self only, any danger, Function as a Sense, Targeting Sense) 15-

 

30 Cosmic/Psionic: Multipower, 75-point reserve, (75 Active Points); all slots Side Effects (-1/2), Custom Modifier: not while berserk/enraged (-1/2), Requires An EGO Roll (No Active Point penalty to Skill Roll; -1/4), Concentration (1/2 DCV; -1/4)

3u 1) Pyrokinesis: Killing Attack - Ranged 5d6 (75 Active Points); Side Effects (-1/2), Custom Modifier: not while berserk/enraged (-1/2), Requires An EGO Roll (No Active Point penalty to Skill Roll; -1/4), Concentration (1/2 DCV; -1/4) 7

3u 2) Telekinesis: Telekinesis (36 STR), Affects Porous, Fine Manipulation (74 Active Points); Side Effects (-1/2), Custom Modifier: not while berserk/enraged (-1/2), Requires An EGO Roll (No Active Point penalty to Skill Roll; -1/4), Concentration (1/2 DCV; -1/4) 7

3u 3) Mind blast: Ego Attack 7 1/2d6 (75 Active Points); Side Effects (-1/2), Custom Modifier: not while berserk/enraged (-1/2), Requires An EGO Roll (No Active Point penalty to Skill Roll; -1/4), Concentration (1/2 DCV; -1/4) 7

3u 4) Push: Mind Control 15d6 (75 Active Points); Side Effects (-1/2), Custom Modifier: not while berserk/enraged (-1/2), Requires An EGO Roll (No Active Point penalty to Skill Roll; -1/4), Concentration (1/2 DCV; -1/4) 7

3u 5) Transmutation: Major Transform 2 1/2d6 (Anything into anything else), Improved Results Group (+1/4), Variable Healing Method (+1/2) (70 Active Points); Side Effects (-1/2), Custom Modifier: not while berserk/enraged (-1/2), Requires An EGO Roll (No Active Point penalty to Skill Roll; -1/4), Concentration (1/2 DCV; -1/4) 7

 

Skills

3 Acrobatics 16-

3 Breakfall 16-

3 Climbing 16-

3 Criminology 12-

3 Deduction 12-

3 Forensic Medicine 12-

8 Gambling (Card Games, Dice Games, Sports Betting, Roulette) 12-

3 Parachuting 16-

3 Streetwise 13-

12 Survival (Arctic/Subarctic, Temperate/Subtropical, Tropical, Desert, Mountain, Urban) 12-

3 Tactics 12-

 

Total Powers & Skills Cost: 350

 

Total Cost: 600

 

450+ Disadvantages

30 Enraged in Combat: (Very Common), go 14-, recover 11-

25 Enraged when attacked psionically: (Uncommon), go 14-, recover 14-, Berserk

15 Enraged when taunted : (Uncommon), go 8-, recover 14-, Berserk

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

10 Susceptibility: Takes damage from Flash attacks (all senses) 1d6 damage Instant (Common)

10 Vulnerability: 1 1/2 x STUN Sonics (Common)

10 Vulnerability: 1 1/2 x STUN Sonics (Common)

10 Rivalry: Professional (All other mentalist; Rival is Significantly More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Unaware of Rivalry)

30 Custom Disadvantage:Hunted, GM's option

 

Total Disadvantages Points: 150

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