Name: Sabretooth (by Tim Larson) Base OCV (DEX/3): 8 Player: Marvel Comics (tel002@acad.drake.edu) Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 8 28 STR 10 x1 13 Adjustment: 25 DEX 10 x3 33 Final DCV: 28 CON 10 x2 26 Levels: +3 H-t-H 21 BODY 10 x2 12 11 INT 10 x1 1 DEX: 25 SPD: 6 14 EGO 10 x2 8 ECV(EGO/3): 5 23 PRE 10 x1 13 PD: 14 rPD: - 10 COM 10 x1/2 - ED: 14 rED: - 14 PD (STR/5) 6 x1 7 END: 56 14 ED (CON/5) 6 x1 7 STUN: 49 6 SPD (1+DEX/10) 3.5 x10 25 BODY: 21 13 REC (STR/5)+(CON/5) 11 x2 4 56 END (CONx2) 56 x1/2 - Range -4 -8 -16 -32 -64 -128 49 STUN (BODY) + 49 x1 - RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 149 Maneuver Phase OCV DCV effect box cross +0 +2 STR+2d6 CHA Roll = 9 + CHA/5 Run (6"): 9"x2 NC choke -2 +0 2d6 NND1 STR Roll: 15 Swim (2"): karate chop -2 +0 1/2 d6 HKA DEX Roll: 14 Jump (L/H): judo disarm -1 +1 +10 STR to INT Roll: 11 disarm EGO Roll: 12 PER Roll: is an INT Roll POINTS: 361 XP: SAVED: Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill real ID: Victor Creed 0 5 EC-mutant 15 disc, tracking smell 15 25% P/E Damage Red. 8(5) +4 sight PER; only 7 +4 DEX to offset darkness, psych lim: must have 5 +5 CON -1/2 psionic calming or 5 +5 BODY be a "wild man" 5(3) Density Increase; (vc, str) 20 persistent, +1; always 24 unknown skills hunting Wolverine on, -1/2 (uc, str) 10 casual killer (vc,s) 20 32 1d6+1 d6 HKA (2 1/2 hunted: Wolverine d6 w/ STR); +1 STUN 3,3 breakfall, lightsleep (As, 8-) 10 mult., +1/2 6 END 3 combat sense 3,3 stealth*, survival* watched: anti-mutant 3 tracking* lobby (As, NCI, 8-) 7 3 +1 to * Canadian government 3 +1 PER (More, NCI, 8-) 10 6 +3" running 15 +3 H-t-H 17 commando training 3 LS: toxins, poisons 3 LS: disease 2 LS: retarded aging 20 regeneration-2/Turn 5 8-pt mental defense 3 KS: intel. agencies Background/Personality: Victor Creed is evidently another mutant enhanced through the Weapon X program, like Wolverine. For a time it seemed as if Creed was Wolverine's father, but this is not the case. While working for the government he was given the codename Sabretooth. He has developed a special antipathy for Wolverine, hunting him down, trying to provoke him into losing the humanity that Wolverine has sought so hard to regain. In Wolverine #90 he succeeded, when Wolverine popped a claw right into Creed's brain even though Sabretooth was at his mercy. This has seemingly caused a behavioral change in Sabretooth, but only time will tell. Identifying Quote: Powers/Tactics: Sabretooth is your typical Marvel feral fighter. Sometimes he's portrayed as something of a bonehead, and at other times he's extremely cunning. Appearance: Sabretooth is tall, burly, and blond. His canine teeth are long and pointed. His fingernails are actually semi-retractable claws. Name: Shaman (by Tim Larson) Base OCV (DEX/3): 7 Player: Marvel Comics (TEL002@acad.drake.edu) Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 7 13 STR 10 x1 3 Adjustment: 20 DEX 10 x3 30 Final DCV: 24 CON 10 x2 28 Levels: 13 BODY 10 x2 6 18 INT 10 x1 8 DEX: 20 SPD: 5 15 EGO 10 x2 10 ECV(EGO/3): 5 16 PRE 10 x1 6 PD: 3+ rPD: - 10 COM 10 x1/2 - ED: 5+ rED: - 3 PD (STR/5) 3 x1 - END: 48 5 ED (CON/5) 5 x1 - STUN: 37 5 SPD (1+DEX/10) 3.0 x10 20 BODY: 13 8 REC (STR/5)+(CON/5) 7 x2 2 48 END (CONx2) 48 x1/2 - Range -4 -8 -16 -32 -64 -128 37 STUN (BODY) + 32 x1 5 RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 118 Maneuver Phase OCV DCV effect CHA Roll = 9 + CHA/5 Run (6"): STR Roll: 12 Swim (2"): DEX Roll: 13 Jump (L/H): INT Roll: 13 EGO Roll: 12 PER Roll: is an INT Roll POINTS: 367 XP: SAVED: Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill secret ID: Michael 270(90) 6d6 Major Trans- 12 paramedic 18- Twoyoungmen 15 form; 0 END, +1/2; 4 KS: medicine 14- UBO (pouch), +1/4; 3 PS: doctor watched: the spirits trigger (looking into 1 licensed MD (MoP, NCI, 8-) 10 pouch), +1/4; NND, +1; OAF, -1; semi- 2 unknown skills independent, -1 90 VP Pool cost 42 VPP Control cost; cosmic, +2; OAF, -1; semi-independent, -1; must conform with deity's wishes, -1/4 4 L: English 0 L: Sarcee Background/Personality: Michael Twoyoungmen is a Native Canadian who turned his back on his tribal traditions for most of his life. He instead became a doctor, a surgeon, and one of the best at that. Before his grandfather died the old shaman tried to get Michael to be his apprentice, but Michael wouldn't listen. Then, however, Michael's wife Kathryn became quite ill, and all his skill couldn't save her. Grief-stricken and angry his daughter Elizabeth turned away from him. He would not see her again until events led to a startling revelation. Michael became a recluse, living alone in the wilderness...until one day he heard a call. That call was from his grandfather's spirit. Over time the wise man taught Michael all he knew. Michael gained the ability to cast spells using a special "medicine pouch" that opened up into a myraid of dimensions. From the pouch he could pull almost anything. After a time, Michael got a visit from Nelvanna, goddess of the Northern Lights. With his aid she gave birth to a special child, Narya...who would become known as Snowbird. While he lived in "civilization" Michael's neighbours were Claire and Ramsey MacNeil. Indeed, Elizabeth ended up living with the MacNeils. Approximately one year after Snowbird's birth, the MacNeils' daughter Heather came by to visit...and took her new husband, one James MacDonald Hudson along. Heather ended up discovering Narya's rather unique nature, and Jimmy invited them both to join Department H. It is interesting to note that while Snowbird was an active part of the group involved in First Flight, Shaman was not. Shaman served faithfully in Alpha until their second meeting with Omega Flight. During this encounter Talisman had to enter the pouch, and was nearly killed as a result. This led to Shaman suffering a crisis of confidence... and he gave up the pouch. His grandfather taught him a new way, and after passing certain tests he gained new abilities. For a time, Shaman even utilized his daughter's Circlet of Enchantment as the second Talisman. This proved to be temporary, however. Indeed, eventually Shaman returned to his use of the medicine pouch. Shaman went AWOL from Alpha around the time that other members were unwillingly (and accidentally) sucked away from headquarters by Laura Dean. It's unknown what he was up to at that time. He eventually returned to the team during the events that became known as the Infinity Crusade. Shaman made his first appearance in Uncanny X-Men #120. Powers/Tactics: Shaman is capable of using his medicine pouch to create an almost infinite array of magical feats. He has also earned the right to request aid from the spirits that his religion believes inhabit everything on Earth. For example, he has called on the North Wind for travel purposes, and animated statues to serve as warriors. Michael Twoyoungmen is also one of the most gifted surgeons to ever practice medicine in Canada. Writer's Notes: The preceding information is courtesy of Dwayne "Keeper of the Alpha Flight flame" MacKinnon, 910252m@dragon.acadiau.ca. He maintains a compilation of Alpha Flight history, and graciously consented to allow me the use of it for this purpose. The pouch's Transform traps a person's soul in an alternate dimension, leaving the body a mindless shell until the soul is found and can be restored to the body. The NND defense is possession of special "cosmic" abilities... being a deity (hey, that's not too uncommon in Marvel) or having similarly bizarre origins might save you. The "semi-independent" limitation means that while the one-of-a-kind pouch can be "permanently" taken from him, the spirits would probably end up helping him regain it. Also, only mystics would probably be able to use it anyway. The "must conform" limitation is similar to, but less restrictive than, the "deity mentality" disad I've seen on fantasy cleric VPP's. He has to live up to the proper ethics, but is not bound as rigidly as fantasy clerics generally are to use their powers a certain way. Name: She-Hulk (by Sam Bell) Base OCV (DEX/3): 6 Player: Marvel Comics (Samuel.Bell@Eng.Sun.Com) Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 6 80 STR 10 x1 65 Adjustment: 18 DEX 10 x3 24 Final DCV: 53 CON 10 x2 86 Levels: +2 combat, +2 HtH 20 BODY 10 x2 18 18 INT 10 x1 8 DEX: 18 SPD: 5 13 EGO 10 x2 6 ECV(EGO/3): 4 23 PRE 10 x1 13 PD: 35 rPD: 20 20 COM 10 x1/2 5 ED: 35 rED: 20 35 PD (STR/5) 15 x1 20 END: 106 35 ED (CON/5) 11 x1 24 STUN: 84 5 SPD (1+DEX/10) 2.8 x10 22 BODY: 20 26 REC (STR/5)+(CON/5) 26 x2 - 106 END (CONx2) 106 x1/2 - Range -4 -8 -16 -32 -64 -128 85 STUN (BODY) + 84 x1 - RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 291 Maneuver Phase OCV DCV effect CHA Roll = 9 + CHA/5 Run (6"): 9"x2 NC STR Roll: 25 Swim (2"): 2"x2 NC DEX Roll: 13 Jump (L/H): 195"x2 INT Roll: 13 98"x2 NC EGO Roll: 12 PER Roll: is an INT Roll POINTS: 580 XP: SAVED: Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill public ID: Jennifer 10 10 Growth (+1 BODY, +1 Walters STUN, +5 STR, -1 KB); persistent, +1 psych lim: CVK 20 20 20 PD/ED Damage believes she is in a Resistance comic book (sometimes) 12 LS: pressure, temp, 20 radiation, disease dist feat: huge and 20 1/2 END on STR, +1/4 green (unc) 15 6 +3" running 5 PS: lawyer 14- 180 +180" superleap 4 KS: criminal law 13- 3 criminology 13- 3 deduction 13- 16 +2 with all combat 10 +2 hand-to-hand Background/Personality: Identifying Quote: Power/Tactics: Name: Speedball (by Tim Larson) Base OCV (DEX/3): 6 Player: Marvel Comics (TEL002@acad.drake.edu) Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 6 13 STR 10 x1 3 Adjustment: 18 DEX 10 x3 24 Final DCV: 28 CON 10 x2 36 Levels: 10 BODY 10 x2 - 13 INT 10 x1 3 DEX: 18 SPD: 5 10 EGO 10 x2 - ECV(EGO/3): 3 15 PRE 10 x1 5 PD: 3 rPD: - 12 COM 10 x1/2 1 ED: 6 rED: - 3 PD (STR/5) 3 x1 - END: 36 6 ED (CON/5) 6 x1 - STUN: 31 5 SPD (1+DEX/10) 2.8 x10 22 BODY: 10 8 REC (STR/5)+(CON/5) 8 x2 - 36 END (CONx2) 56 x1/2 -10 Range -4 -8 -16 -32 -64 -128 31 STUN (BODY) + 31 x1 - RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 84 Maneuver Phase OCV DCV effect punch +0 +2 STR+2d6 kick -2 +1 STR+4d6 CHA Roll = 9 + CHA/5 Run (6"): 6"x2 NC block +2 +2 block,abort STR Roll: 12- Swim (2"): 2"x2 NC throw +0 +1 STR+v/5, DEX Roll: 13- Jump (L/H): opp falls INT Roll: 12- 42" Ho, 21" Ve, x32 dodge - +5 dodge,abort EGO Roll: 11- PER Roll: is an INT Roll POINTS: 340 XP: SAVED: Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill secret ID: Robert 30 EC: extra-dimensional 20 comic book martial "Robbie" Baldwin 15 kinetic force arts 30(13) desolid; 0 END, psych lim: playfully +1/2; only vs phys. sarcastic (com, mod) 10 damage, -1; takes KB, hormonal (com, mod) 10 -1/4 0 END 50(47) +40" superleap; 0 END, +1/2 0 END 3 SS: general science x16 NC; must have hi- 3 SS: physics 12- KE collision to initiate, -1/4 DNPC: mother (norm, 245(89) 20d6 EB v PD; 8-) 10 Damage Shield, +1/2; Indirect, +3/4; 0 END, +1/2; only when attacked, -1/4; only up to opponent's DC, -1/2; 11- act., -1 2 LS: extreme heat 6 +3 w/ superleap 18 +6d6 HA 40(20) Mental Defense; only vs telepathy, -1 5 Instant Change Background/Personality: It all started with an experiment. Robbie Baldwin worked at Hammond Labs, in Springdale, CT, as a gofer. He was curious about the top secret experiment that was going on and decided to sneak in and watch, as did Dr. Benson's cat, Niels (of course, we all know what curiousity did to the cat...). Unfortunately, the energies involved went out of control and washed over Robbie and Niels, changing Robbie's life forever (Niels, not so much). The extradimensional energy gave Robbie a permanent field of kinetic energy around him, protecting him from many forms of harm, including any sort of physical attack, extreme heat, and unknowing to Speedball himself, telepathy. Of course, there was a down side to all of this. Robbie now found himself avoiding any sort of physical contact, because almost the slightest force would send Robbie bouncing uncontrollably, and starting the "Speedball effect", which gave him his costume and altered voice. Speedball was (and still is) one of the core New Warriors. He decided to join the team when he was in New York with his mother, shopping for a new television set. He happened to see the other Warriors battling Terrax on the TVs in the store. Realizing the important thing (that teams like that get all the babes...) Robbie ditched his mother and went to join the fray. Robbie was once very paranoid about keeping his double life secret from everyone, including his family. That has loosened a lot over the past few years. He told his mother after rescuing her in Brazil from the Force of Nature and Project: Earth. Later, his identity has been discovered by his father, Carlton La Froyge (now known as Hindsight), the Poison Memories (who stole Namorita's address book), and most recently Rina Patel, who saw Robbie, as Speedball, die sometime in what appears to be the recent future. Unfortunately, as of this writing, very few details are known of whether this death will pass or not, or if it will be as permanent as Captain Marvel's or more like Superman's (ooh, four different people, all claiming to be Speedball!). Powers/Tactics: Since joining the Warriors, Robbie has gotten a lot more control over his powers. He's gone from bouncing uncontrollably, to bouncing controllably, to using his powers to punch much more powerfully than a normal human, to using his "speedballs" as a distance attack. He also seems to be able to hold the Speedball effect in better, once punching a locker full force without any change at all (except for a few speedballs appearing). His "desolid" is vulnerable to physical attacks that don't connect with high kinetic energy, such as someone pushing a knife into him slowly rather than slashing at him with it. His damage shield represents his ability to absorb the kinetic energy of attacks, bouncing off nearby objects until he comes back to crash into the attacker. Writer's Notes: The preceding information is courtesy of Kurt Onstad, hbmns001@dewey.csun.edu. He maintains the unofficial Speedball home page from which most of this information came, and has graciously answered numerous questions pertaining to the accuracy of this writeup. This writeup represents Speedball in the earlier parts of the New Warriors run. Name: Spiderboy (by Gerry Saracco) Base OCV (DEX/3): 8 Player: Amalgam Comics (GSaracco@aol.com) Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 8 35 STR 10 x1 25 Adjustment: 24 DEX 10 x3 42 Final DCV: 25 CON 10 x2 30 Levels: +2 with HtH 20 BODY 10 x2 20 15 INT 10 x1 5 DEX: 24 SPD: 6 15 EGO 10 x2 10 ECV(EGO/3): 5 20 PRE 10 x1 10 PD: 20 rPD: - 14 COM 10 x1/2 2 ED: 20 rED: - 20 PD (STR/5) 7 x1 13 END: 50 20 ED (CON/5) 5 x1 15 STUN: 55 6 SPD (1+DEX/10) 3.4 x10 26 BODY: 20 12 REC (STR/5)+(CON/5) 12 x2 - 50 END (CONx2) 50 x1/2 - Range -4 -8 -16 -32 -64 -128 55 STUN (BODY) + 50 x1 5 RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 203 Maneuver Phase OCV DCV effect d strike +1 +3 f tackle +0 -1 CHA Roll = 9 + CHA/5 Run (6"): 8"x2 NC gr throw +0 +2 STR Roll: 16 Swim (2"): legsweep +2 -1 DEX Roll: 14 Jump (L/H): 12"x2 h m block +2 +2 INT Roll: 12 6"x2 v m dodge - +5 EGO Roll: 12 m grab -1 -1 PER Roll: is an INT Roll m throw +0 +1 reversal -1 -2 POINTS: 451 XP: SAVED: s throw +2 +1 Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill secret ID: Pete Ross 15 13 STR+10 Clinging 15 acrobatics 20- 20 2 BODY Regeneration 15 breakfall 20- hunted: King Lizard 4 +2" Running 3 climbing 14- (AsPow, 8-) 10 24(19) +12" Running; only 3 combat driving 14- Bizarnage (MoP, 8-) 15 when moving up walls 3 deduction 12- with Clinging, -1/4 3 sleight of hand 14- psych lim: CVK (co,to) 20 5 +5" Superleap 3 stealth 14- thrillseeker (co,st) 15 2 AK: Skartaris 11- devoted to justice (vc, 75(37) Multipower; OIF 2 AK: Tamajor 11- tot) 25 web-shooter gun, -1 3 KS: Project Cadmus 4u 4d6 Entangle stops 12- rep: superheroic idol to Sight group; 0 END, 10 c: Project Cadmus 14- millions (ext,14-) 20 +1/2 3 c: Sue Storm 12- 4u 4d6 Flash vs Sight 3 c: Insect Queen (Mary watched: Daily Bugle group, 0 END Jane Watson) 12- (MoP, NCI, mild, 8-) 8 2u 20"x8 NC Swinging; 0 6 +2 w/ web-shooters Project Cadmus (MoP, END 10 +2 with HtH NCI, 8-) 10 10(8) Instant Change, IIF 39 martial arts 1 press pass 3 bump of direction 5 defense maneuver Background/Personality: Name: Spiderman (by George Ruban) Base OCV (DEX/3): 10 Player: Marvel Comics (gmn@cs.bu.edu) Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 10 40 STR 10 x1 30 Adjustment: 30 DEX 10 x3 60 Final DCV: 23 CON 10 x2 26 Levels: 12 BODY 10 x2 4 20 INT 10 x1 10 DEX: 30 SPD: 6 12 EGO 10 x2 4 ECV(EGO/3): 4 20 PRE 10 x1 10 PD: 20 rPD: - 16 COM 10 x1/2 3 ED: 20 rED: - 10* PD (STR/5) 8 x1 2 END: 46 10* ED (CON/5) 5 x1 5 STUN: 44 6 SPD (1+DEX/10) 4.0 x10 20 BODY: 12 13 REC (STR/5)+(CON/5) 13 x2 - 46 END (CONx2) 46 x1/2 - Range -4 -8 -16 -32 -64 -128 44 STUN (BODY) + 44 x1 - RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 174 Maneuver Phase OCV DCV effect CHA Roll = 9 + CHA/5 Run (6"): STR Roll: 17 Swim (2"): DEX Roll: 15 Jump (L/H): INT Roll: 13 EGO Roll: 11 PER Roll: is an INT Roll POINTS: 369 XP: SAVED: Disadvantages Base155+Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill secret ID: P. Parker 15 105(70) Multipower; 0 END, poor 5 +1/2; IAF webshooters, -1/2 hunted: 5u 5 DEF entangle; takes JJJ, 11-, less, NCI 15 no BODY from attacks, Venom, Green Goblin, +1/2; 1 BODY, -1/2 HobGoblin, as, 8- 10 5u 7 DEF entangle; 1 Doc Ock, Kingpin, others BODY, -1/2; as Pow, 8- 10 4u 7d6 EB vs PD reputation: 14-, because 15(10) 15" swinging; IAF of JJ Jameson 15 webshooters, -1/2 20(13) +10 PD/ED, must 3 stealth 15- psych lims: make DEX roll, -1/2 3 acrobatics 15- CVK, total, common 20 15 +15 STR clinging 3 breakfall 15- must get involved, vc, 32 danger sense 17- 7 shadowing 13- strong 20 1 radio hearing; spider 3 bugging 13- sense freq. only, -2; 3 electronics 13- rivalry: professional 5 Link danger sense, -1/2 3 scientist (Lance B./Flash T.) 3 inventor 3 S:polymer physics 14- 2 S:physics 13- 2d6 unluck 10 3 press pass DNPC: Aunt May, 11-, inc 20 3 AK: Manhattan 14- Mary Jane or Gwen 1 PS: photographer 11- Stacy, normal, 8- 10 0 L: English Writer's Notes: STR: Can pick up a truck - but not Brick (Thing) class. DEX, SPD: Faster, more agile than almost all heros. Martial artist class. CON: Improved metabolism, especially in early stories. INT: Always an 'A' student. PRE: Can scare criminals. COM: "Cute." PD: Has suffered broken limbs from 'normal' attacks.* Webbing Multipower: Theoretically has charges, but rarely runs out. IAF: Villains who "figure out" that the webbing comes from devices usually destroy the Web-Shooters handily. 1 BODY: There are rarely cases of someone "chipping away" at the webbing - normally it is either torn or not. Slot 1: Webbing rope. Slot 2: Webbing cocoon. A Brick can tear it, but Spider-Man himself has trouble. Slot 3: Web ball. Can knock out a thug. Other webbing uses: parachute, trampoline, snuffing fires, lifting things, blinding by covering eyes, shield... should be considered special effects. Swinging: Bought outside the Multipower, so can swing and web someone at same time.* +PD/ED: "dodging & rolling with the blow" (There's actually an 'only if aware of attack' in there, but that really isn't a limit for him :-).* Tracers: linked in the sense that a Flash against Radio hearing will knock out Danger Sense - common plot device. * from suggestions by Andy Pearlman, apearlma@panix.com Background / Description: Bitten by a radioactive spider, Peter Parker gained the spider's agility, wall clinging, and proportional strength, as well as a strange danger sense. A polymer physics prodigy, he made artificial wrist web shooters. When letting a thief get away cost the life of his uncle Ben, Parker devoted his life to fighting crime. Red costume, webbing pattern, spider chest emblem, huge mirrored lenses over eyes, full mask. Tactics: The combination of Danger Sense, Stealth, Acrobatics, high SPD (which he is not ashamed to use for Dodging), and high DCV (should be one of the most agile heroes around) make him hard to hit by even the toughest villains, should he not want them to. Villains who know him fairly well are often forced to resort to threatening innocents in order to be able to hurt him at all - he will take damage himself, rather than see an innocent hurt. For that matter, he will go to great lengths to see that even villains are not killed: he has constant fights with the Punisher, Morbius, and such, who would rather kill than capture criminals. For offense against equal foes he relies mostly on his Strength. He uses his webbing mainly for incidental purposes: webbing up a defeated villain, distracting a too-powerful villain, catching falling masonry, knocking out a normal thug, or transportation. He web-swings around the city, looking for crime to thwart. He is often fairly subtle: if there isn't a victim in immediate danger, he will often shadow a villain to his lair, sometimes marking him with a thrown adhesive Spider-Tracer, which he can pick up as if by radar. If losing a battle, he will also usually try to mark the villain with a tracer, to find the villain later. J. Jonah Jameson is a newspaper publisher who considers Spider-Man to be a criminal, and can occasionally (temporarily?) convince law enforcement of this. Other hunteds are villains Spidey has defeated in the past. In his secret identity, Parker mostly sells pictures of Spider-Man in action, gotten using an automatic set-up camera, often to JJJ. Name: Spiderman (by Sam Bell) Base OCV (DEX/3): 15 Player: Marvel Comics (Samuel.Bell@Eng.Sun.Com) Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 15 43 STR 10 x1 33 Adjustment: +4 44 DEX 10 x3 102 Final DCV: 19 33 CON 10 x2 46 Levels: +3 overall 15 BODY 10 x2 10 23 INT 10 x1 13 DEX: 44 SPD: 9 20 EGO 10 x2 20 ECV(EGO/3): 7 20 PRE 10 x1 10 PD: 18 rPD: - 12 COM 10 x1/2 1 ED: 18 rED: - 18 PD (STR/5) 9 x1 9 END: 66 18 ED (CON/5) 7 x1 11 STUN: 53 9 SPD (1+DEX/10) 5.4 x10 36 BODY: 15 15 REC (STR/5)+(CON/5) 15 x2 - 66 END (CONx2) 66 x1/2 - Range -4 -8 -16 -32 -64 -128 53 STUN (BODY) + 53 x1 - RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 291 Maneuver Phase OCV DCV effect d strike 1/2 +1 +3 STR strike m strike 1/2 +0 +2 STR+2d6 CHA Roll = 9 + CHA/5 Run (6"): 9"x2 NC o strike 1/2 -2 +1 STR+4d6 STR Roll: 18 Swim (2"): block 1/2 +2 +2 block,abort DEX Roll: 18 Jump (L/H): m dodge 1/2 - +5 abort INT Roll: 14 EGO Roll: 13 PER Roll: is an INT Roll POINTS: 697 XP: SAVED: Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill secret ID: Peter 15 165(132) Multipower; IIF 35(28) Multipower; IIF Parker webshooters, -1/4 webshooters, -1/4 5u 8d6 EB vs PD; 0 END 3u 20"x4 NC Swinging; 0 13u 10d6 Entangle imperv. END, +1/2 psych lim: CVK (c,s) 15 to sight group; 0 END 1u 5"x2 NC Gliding; 0 with Great Power comes 12u 10d6 Entangle; 0 END END, +1/2 Great Responsibility 6u Darkness vs sight (c,s) 15 group; UAO, +1; at 5 defense maneuver range, +1/2; 0 END, 1 press pass +1/2; uncontrolled, 6 acrobatics, breakfall +1/2 6 climbing, stealth hunted: Venom (As, 8-) 10 3 contortionist 18- Green Goblin or 47 Danger Sense; any 3 criminology 14- Hobgoblin (As, 8-) 10 area, mystical 17- 3 deduction 14- 10 Clinging 3 inventor 14- reputation: suspected 10 6 +3" running 3 electronics 11- criminal (11-) 8 +8" superleap 3 mechanics 11- 11 1/2 END on STR 8 AK: NY City 17- DNPC: Mary Jane 4 PS: photographer 13- (comp, 14-) 20 3 scientist formerly Aunt May 2 chemistry (incomp, 11-) 2 physics 22 comic book martial 2 biochemistry phys lim: web fluid may arts 2 biophysics run out (very inf) 5 30 +3 overall levels 20(13) +4 DCV; based on danger sense, -1/2 Background/Personality: Identifying Quote: Powers/Tactics: Writer's Notes: The darkness is for when Spiderman webs over someone's face. The reasonably common way to turn it off is to destroy it, treating it as a 10d6 entangle. I made the web-shooters 0 End because they almost never run out, even when he's been swinging around Manhattan all day. I gave him a 5pt disad so a GM could say "You're low on fluid, you've only got enough for about 10 more entangles". Name: Storm (by Tim Larson) Base OCV (DEX/3): 7 Player: Marvel Comics (TEL002@acad.drake.edu) Adjustment: +1 with some Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 7 10 STR 10 x1 - Adjustment: 22 DEX 10 x3 36 Final DCV: 19 CON 10 x2 18 Levels: 12 BODY 10 x2 4 16 INT 10 x1 6 DEX: 22 SPD: 6 13 EGO 10 x2 6 ECV(EGO/3): 4 19 PRE 10 x1 9 PD: 20 rPD: - 18 COM 10 x1/2 4 ED: 20 rED: - 20 PD (STR/5) 2 x1 18 END: 58 20 ED (CON/5) 4 x1 16 STUN: 35 6 SPD (1+DEX/10) 3.2 x10 28 BODY: 12 11 REC (STR/5)+(CON/5) 6 x2 10 58 END (CONx2) 38 x1/2 10 Range -4 -8 -16 -32 -64 -128 35 STUN (BODY) + 27 x1 8 RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 173 Maneuver Phase OCV DCV effect d strike +1 +3 STR+1d6 o strike -2 +1 STR+5d6 CHA Roll = 9 + CHA/5 Run (6"): m block +2 +2 block,abort STR Roll: 11 Swim (2"): m throw +0 +1 STR+v/5+1d6, DEX Roll: 13 Jump (L/H): opp. falls INT Roll: 12 EGO Roll: 12 'Flight': 11"x8 NC PER Roll: is an INT Roll POINTS: 441 XP: SAVED: Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill psych lim: CVK 20 75(60) Multipower; 1/2 8 EC: weather control claustrophia (uc,tot) 15 END; incantations 9(7) Missile Deflection must control emotions 6u 12d6 EB (lightning I) projectiles at +1; lest they control 6u 7d6+1 EB; indirect, adjacent, +1/2; costs her (vc, mod) 15 +3/4 (lightning II) END, -1/2 1 END 2u 22 STR TK; AE cone, 112(55)Change Environment +1; only to throw in 32" radius; any target to ground, -2 weather-related effect, (wind blast) 4 END +1 1/2; 1/2 END, +1/4; 6u Darkness vs sight incantations, -1/4; full group, 5" radius (fog) phase to start or 3u 6d6 Entangle; no change, -1/2 4 END effect on flying/ x8 radius; x3 END, -1; leaping, -1/4; full full turn, -1/2 15 END phase, -1/2 (iciness) 13 11"x8 NC gliding 5u 40 STR TK; no punch/ squeeze, -1/4 (vortex) 7 lockpicking 15- 5 Instant Change 3 sleight of hand 13- 15 Sense Disturbances in 3 stealth 13- Nature, 360 Degree 17 martial arts 1 useable w/ staff 3 +1 w/ EBs & Entangle 4 +1 DC (already added) 1 AK: Cairo 11- real ID: Ororo Monroe 0 60(34) AE radius Linked to vortex MP slot 4 L: English (c. fl.) Background/Personality: Ororo was a thief in the streets of Cairo before being recruited by Charles Xavier to be a member of the X-Men. One of her first missions was to help rescue the original X-Men team. She later became their leader for a time, and then field leader of one team of X-Men. Storm has a strong faith, and is a calm, capable leader. Powers/Tactics: Ororo has a comprehensive control of the weather, and can use it to her fullest advantage. Between her ability to ride the wind currents, and controlling the currents she rides, she can glide nearly indefinitely (although her control is not as good as a true flyer). She tries to remain aloft to be a worse target and fights defensively, so as to injure as little as possible and prevent injury to herself and comrades. Writer's Notes: While Storm has a high point total and can create some quite sweeping effects, her capacity to do damage is not really any more than other X-Men, simply more varied. Likewise, her defenses are not very strong; she tends to go down if someone gets a lucky shot at her. Name: Storm (by Sam Bell) Base OCV (DEX/3): 9 Player: Marvel Comics (Samuel.Bell@Eng.Sun.Com) Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 9 18 STR 10 x1 8 Adjustment: 26 DEX 10 x3 48 Final DCV: 18 CON 10 x2 16 Levels: +2 Overall 15 BODY 10 x2 10 18 INT 10 x1 8 DEX: 26 SPD: 5 20 EGO 10 x2 20 ECV(EGO/3): 7 23 PRE 10 x1 13 PD: 8 rPD: - 24 COM 10 x1/2 7 ED: 8 rED: - 8 PD (STR/5) 4 x1 4 END: 36 8 ED (CON/5) 4 x1 4 STUN: 33 5 SPD (1+DEX/10) 3.6 x10 14 BODY: 15 7 REC (STR/5)+(CON/5) 7 x2 - 36 END (CONx2) 36 x1/2 - Range -4 -8 -16 -32 -64 -128 33 STUN (BODY) + 33 x1 - RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 152 Maneuver Phase OCV DCV effect d strike +1 +3 STR+3d6 m strike +0 +2 STR+5d6 CHA Roll = 9 + CHA/5 Run (6"): o strike -2 +1 STR+7d6 STR Roll: 13 Swim (2"): DEX Roll: 14 Jump (L/H): block +2 +2 block,abort INT Roll: 13 EGO Roll: 13 Flight: 20"x8 NC dodge - +5 abort PER Roll: is an INT Roll m escape +0 +0 +30 STR vs POINTS: 821 XP: SAVED: grabs Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill dist feat: black woman 71 EC: weather; all 0 140 20"x8 NC flight; 0 w/ white hair and END and persistent; END, +1/2; UAO, +1; x8 blue eyes 5 misc. lims, -1/4 mass, +3/4 0 END 71 Change Environment 6 10-pt Mental Defense hunted: misc mutant (wind level 4) x32 hunters (AsP, NCI, range; x32 R, 1 minute 12 breakfall, climbing, 11-) 20 delay; x512 R, 1 day sleight of hand, delay stealth 14- psych lim: claustrophobia 71 CE (rain level 4) x32 9 lockpicking 17- (uc, total) 15 R; x32 R, 1 min delay; 3 paramedics 13- CVK 20 x512 R, 1 day delay 3 sec. systems 13- 71 CE (temp level 4) x32 3 streetwise 14- R; x32 R, 1 min delay; 9 survival: African x512 R, 1 day delay plains 14- 4 L: English 112 Multipower 9u 6d6 RKA; 1/2 END, +1/4; no KB, -1/4 6u 18d6 EB; 1/2 END; no 26 martial arts STUN, -3/4; no BODY, 12 +3 DC (already added) -1/4 6 END 11u 1d6 REC Drain + 1d6 END Drain + 1d6 STUN 20 +2 Overall Drain; NND vs LS-heat, +1; invis to sight, +1/2; AE hex, +1/2; 1/2 real ID: Ororo Monroe END, +1/4; recover 5 pts/min, +1/4 5 END Background/Personality: Powers/Tactics: Writer's Notes: The Control Environment stuff is from Hero System Almanac 2. Go buy it. She can change the weather over the mat at will, within 1024 hexes (1.27 miles) in 1 minute, and over a 650 mile radius within 1 day. The limitations one the EC are: only on Earth, must work within local weather extremes, sometimes gets out of control (altogether worth about 1/4). The SFX on the persistant is that weather slowly reverts if she is stunned or KO'ed. The rec/end/stun drain is the dehydration attack she used against Magneto in his Antarctic base around issue 113. (mmillman@ptdcs2.intel.com) Name: Superman (by Miq Millman) Base OCV (DEX/3): 33 Player: DC Comics Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 33 385 STR 10 x1 370 Adjustment: 98 DEX 10 x3 264 Final DCV: 103 CON 10 x2 186 Levels: 45 BODY 10 x2 70 38 INT 10 x1 28 DEX: 98 SPD: 14 17 EGO 10 x2 14 ECV(EGO/3): 6 60 PRE 10 x1 50 PD: 175 rPD: 175 20 COM 10 x1/2 5 ED: 175 rED: 175 175 PD (STR/5) 76 x1 98 END: 206 175 ED (CON/5) 21 x1 153 STUN: 290 14 SPD (1+DEX/10) 10.8 x10 32 BODY: 45 97 REC (STR/5)+(CON/5) 97 x2 - 206 END (CONx2) 206 x1/2 - Range -4 -8 -16 -32 -64 -128 290 STUN (BODY) + 287 x1 3 RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 1273 Maneuver Phase OCV DCV effect CHA Roll = 9 + CHA/5 Run (6"): 6"x2 NC STR Roll: 86 Swim (2"): 2"x2 NC DEX Roll: 29 Jump (L/H): INT Roll: 17 EGO Roll: 12 Flight: very fast PER Roll: is an INT Roll POINTS: 3385 XP: SAVED: Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill secret ID: Clark Kent 15 10(7) Density Increase; 0 END persistent, +1; vulnerability: always on, -1/2 x2 effect from magic 30 1119 373"x2 NC flight; 0 psych lim: END, +1/2 CVK 20 10 FTL 1 LY/yr galactically stupid (never uses full power, 175 resistant PD/ED ever) 3340 175 PD/ED hardened x2, +1/2 DNPC: 120 7/8 res. physical Ma Kent (incomp, 8-) 15 damage reduction 100 VP Pool cost Pa Kent (incomp, 8-) 15 60 3/4 res. energy 150 VP Conrol cost; damage reduction cosmic, +2 susceptibility: 3d6/seg from Kryptonite 192 0 END STR; +1/2 30 150 senses Multipower 15u 6 1/2 d6 RKA; 0 END, +1/2 (heat vision) 12u 10d6 EB; 0 END, +1/2; AoE cone, +1; explo- sive, +1/2; reduced by range, -1/4 (cold superbreath) 2u N-ray vision not thru lead Writer's Notes: The VPP is to do all the little things like fly fast enough to go back in time, or be invisible, etc. Please note that this is the pre-Crisis planet-pushing Superman. Name: Superman (by Eric Langendorff) Base OCV (DEX/3): 25 Player: DC Comics (eric.langendorff@3do.com) Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 25 125 STR 10 x1 115 Adjustment: 75 DEX 10 x3 195 Final DCV: 90 CON 10 x2 160 Levels: 45 BODY 10 x2 70 20 INT 10 x1 10 DEX: 75 SPD: 10 88 EGO 10 x2 30 ECV(EGO/3): 8 75 PRE 10 x1 65 PD: 45 rPD: 45 hd 16 COM 10 x1/2 3 ED: 37 rED: 37 hd 45 PD (STR/5) 25 x1 20 END: 200 37 ED (CON/5) 18 x1 19 STUN: 160 10 SPD (1+DEX/10) 8.5 x10 15 BODY: 45 43 REC (STR/5)+(CON/5) 43 x2 - 200 END (CONx2) 180 x1/2 10 Range -4 -8 -16 -32 -64 -128 160 STUN (BODY) + 153 x1 7 RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 719 Maneuver Phase OCV DCV effect CHA Roll = 9 + CHA/5 Run (6"): 25"x4 NC STR Roll: 34 Swim (2"): 15"x4 NC DEX Roll: 24 Jump (L/H): INT Roll: 13 Flight: 50"x256 EGO Roll: 27 PER Roll: is an INT Roll POINTS: 1597 XP: SAVED: Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill secret ID: Clark Kent 15 31 STR 1/2 END, +1/4 8 cont: Lois Lane 17- DNPC: Lois Lane (8-) 5 21 PD/ED hard, +1/4 8 c: Perry White 17- Perry White (8-) 5 51 45/37 Damage Resist; 6 c: Professor Emil Jimmy Olsen (8-) 5 hardened, +1/4 Hamilton 15- Ron Troupe (8-) 5 185 50"x256 NC Flight; 0 6 c: Guardian/Cadmus 15- Ma & Pa Kent (8-) 5 END, +1/2 4 c: White House 13- Lana Lang (8-) 10 14 4c FTL 4 c: JLA 13- floating (11-) 15 43 +19"x2 NC Running 1 c: Lex Luthor; only hunted: Brainiac (8-) 5 18 +13"x2 NC Swimming as Kent, -1 11- Darkseid (8-,minor) 5 176(42) +63 EGO; not vs 2 c: Supergirl 11- Doomsday (8-) 5 mental powers, -2 5 c: Gangbuster, Batman, Lex Luthor (14-) 15 30 LS: full Green Lantern, Wonder Mr Mxyzptlk (11-) 10 5 IR vision Woman, Superboy 8- the Cyborg (8-) 10 9 x1000 Micro vision 1 press pass rep: (14-, extreme) 20 20 N-Ray, not vs lead 10 eidetic memory psych lim: CVK 20 21 +14 telescopic vision 3 AK: Metropolis 13- honorable 20 3 ultrasonic hearing 3 AK: Smallville 13- loves Lois Lane 15 12 +8 telescopic hearing 3 persuasion 24- susc: 3d6/seg from 12 +4 PER 3 KS: Krypton 13- Kryptonite 25 8 +4 hearing PER 3 KS: Kryptonian tech 1.5d6 Drain/ph from K; 24 12-pt Flash Def, 3 PS: journalist 13- affects all powers, +2; sight and hearing affects all physical 10 Power Defense 75 15d6 EB (heat) 7 END characteristics, +2 125 20 10" KB resistance 180(72) 12d6 EB; 1/2 END, 1d6 Drain from magic; vs 15 Lack of Weakness +1/4; AE 27" thin all powers and physical 30 +10 w/ flight cone, +1; x2 KB, +3/4; characteristics 50 34 800 hex, 15 BODY, 30 no STUN/BODY, -1; no DEF base (For of Sol) range, -1/2 8 END Background/Personality: Powers/Tactics: Appearance: Writer's Notes: And here's the third in my collection of "real" superheroes. The world's premier superhero. The one who started the institution. Faster than a speeding bullet, etc. Pulled from the pages of DC comics right after a slight metabolic crisis, it's: Superman, Clark Kent, Kal-El of Krypton. Name: Super Soldier (by Gerry Saracco) Base OCV (DEX/3): 8 Player: Amalgam Comics (GSaracco@aol.com) Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 8 80 STR 10 x1 70 Adjustment: 25 DEX 10 x3 45 Final DCV: 30 CON 10 x2 40 Levels: 25 BODY 10 x2 30 15 INT 10 x1 5 DEX: 25 SPD: 6 15 EGO 10 x2 10 ECV(EGO/3): 5 30 PRE 10 x1 20 PD: 45 rPD: 45 18 COM 10 x1/2 4 ED: 45 rED: 45 30 PD (STR/5) 16 x1 14 END: 80 30 ED (CON/5) 6 x1 24 STUN: 100 6 SPD (1+DEX/10) 3.5 x10 25 BODY: 25 30 REC (STR/5)+(CON/5) 22 x2 16 80 END (CONx2) 60 x1/2 10 Range -4 -8 -16 -32 -64 -128 100 STUN (BODY) + 80 x1 20 RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 333 Maneuver Phase OCV DCV effect d strike 1/2 +1 +3 STR strike CHA Roll = 9 + CHA/5 Run (6"): fly tckl 1/2 +0 -1 STR+v/5,you STR Roll: 25 Swim (2"): fall, opp DEX Roll: 14 Jump (L/H): falls INT Roll: 12 Flight: 20"x2 NC EGO Roll: 12 crush 1/2 +0 +0 STR+4d6, PER Roll: is an INT Roll follow grab root 1/2 +0 +0 +15 STR to POINTS: 685 XP: SAVED: resist shove, block, abort Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill secret ID: Steve? 15 PD/ED hardened, +1/4 10 360-degree hearing Kent? 15 37 30 PD/ED Dmg Resist; 15 +10 telescope hearing hardened 3 ultrasonic hearing hunted: Hydra (LsP, NCI, 20 25% P/E Dmg Reduction 16 +4 hearing & ultra- 11-) 15 20 10-pt Flash Defense, 15 +10 telescopic sight hearing/sight groups 6 x100 micro vision phys lim: powers slowly 10 5" KB resistance 8 +4 sight PER fading due to K-rad 10 Lack of Weakness (all, great) 20 10 Power Defense 16 martial arts loses powers under red 15(10) 5 PD/ED Armor; OIF 3 breakfall 14- sun (inf, full) 15 costume, -1/2 3 concealment 12- 30(17) 10 PD/ED Armor; 3 conversation 15- psych lim: CVK (c, t) 20 OIF shield; 15- act., 2 KS: Hydra 11- superpatriot (c,str) 15 -1/4 2 KS: journalism 11- unfamiliar with much of 18(12) 4d6 HA; 0 END, 2 KS: WWII 11- modernity (com,mod) 10 +1/2; OIF shield 2 KS: U.S. Super-Soldier honorable (com,tot) 20 project 11- devoted to justice 37(17) 2d6 HKA; 1/2 END, 2 PS: reporter 11- (v common, total) 25 +1/4; no KB, -1/4; hunting Green Skull only vs inanimate 1 press pass (uncom, str) 10 objects, -1 1 END 20 1/2 END on STR 4 END rep: US foremost super- 45 20"x4 NC Flight hero (ext, 14-) 20 4 END susc: K-rad, 2d6/phase (uncommon) 20 vuln: x2 effect from from magic 20 x2 STUN from K-rad (unc) 10 x2 BODY from K-rad 10 Background/Personality: Powers/Tactics: Appearance: Writer's Notes: I gave him the No KB HKA attack to represent his ability to smash through non-living objects (ie robots, walls, vehicles etc). Name: Swoop (by Tim Larson) Base OCV (DEX/3): 6 Player: Marvel Comics (TEL002@acad.drake.edu) Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 6 46 STR 10 x1 21 Adjustment: -1 18 DEX 10 x3 24 Final DCV: 5 36 CON 10 x2 52 Levels: 17 BODY 10 x2 10 18 INT 10 x1 8 DEX: 18 SPD: 6 14 EGO 10 x2 8 ECV(EGO/3): 5 28 PRE 10 x1 8 PD: 26 rPD: 25 10 COM 10 x1/2 - ED: 27 rED: 25 21 PD (STR/5) 6 x1 15 END: 72 22 ED (CON/5) 7 x1 15 STUN: 51 6 SPD (1+DEX/10) 2.8 x10 32 BODY: 17 13 REC (STR/5)+(CON/5) 13 x2 - 72 END (CONx2) 72 x1/2 - Range -4 -8 -16 -32 -64 -128 51 STUN (BODY) + 49 x1 - RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 193 Maneuver Phase OCV DCV effect CHA Roll = 9 + CHA/5 Run (6"): 10"x2 NC STR Roll: 18 Swim (2"): DEX Roll: 13 Jump (L/H): INT Roll: 13 EGO Roll: 12 Flight: 14"x8 NC PER Roll: is an INT Roll POINTS: 441 XP: SAVED: Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill psych lim: likes to 20(13) Growth (x4 mass, 65 Multipower cause fear in battle +10 STR, -2" KB; +2 6u 8 1/2 d6 EB; expl., (c,s) 15 BODY/STUN, -1 DCV, +1 +1/2 6 END PER against); 0 END 3u 4d6+1 HKA v ED; OAF pers., +1; always on thermal sword, -1; reduced. penetration 38(30) 14"x8 NC flight; (3.5 d6 v ED, 3.5 d6 dino mode only, -1/4 v PD w/ STR), -1/4; {403 km/h noncombat} robot mode only, -1/4 20(11) 20 PD/ED Damage Resistance; 12- act. 4 +2 w/ flight 15(9) 5 PD/ED armor; 12- activation, -3/4 98(65) x25 max range on EB slot, +1/2; 0 END 10(7) +10 PRE; only to on this advantage; cause fear, -1/2 Linked, -1/2 {16 km = 8000"} 8 +4" running 27 Transformer package Background/Personality: Enjoys watching enemies scatter before him as he dives down from sky...considers spreading fear his greatest weapon. This Dinobot's kind, good-natured side disguised by his horrifying form...even his comrades shy away. Identifying Quote: Fear can hit targets unreachable to bullets. Powers/Tactics: Flies at 250 mph...air-to-air missile launcher under each wing fires missiles equivalent of 5000 lbs TNT, 8 mile range. As robot, uses launchers and 4000¡ C thermal sword. Fragile wings vulnerable to enemy firepower. Appearance: Swoop is a robotic pterodactyl. Writer's Notes: Swoop's activation rolls on his defenses are lower than most Transformers' to represent his delicate wings, which are less resistant to damage than the glass/tire areas of a "typical" Transformer. Name: Synch (by Tim Larson) Base OCV (DEX/3): 7 Player: Marvel Comics (tel002@acad.drake.edu) Adjustment: Val Characteristic Base Cost Pts Final OCV: Base DCV (DEX/3): 7 12 STR 10 x1 2 Adjustment: 20 DEX 10 x3 30 Final DCV: 18 CON 10 x2 16 Levels: 13 BODY 10 x2 6 13 INT 10 x1 3 DEX: 20 SPD: 5 10 EGO 10 x2 - ECV(EGO/3): 3 13 PRE 10 x1 3 PD: 12 rPD: 9 12 COM 10 x1/2 1 ED: 13 rED: 9 3 PD (STR/5) 2 x1 1 END: 46 4 ED (CON/5) 4 x1 - STUN: 29 5 SPD (1+DEX/10) 3.0 x10 20 BODY: 13 7 REC (STR/5)+(CON/5) 6 x2 2 46 END (CONx2) 40 x1/2 3 Range -4 -8 -16 -32 -64 -128 33 STUN (BODY) + 28 x1 5 RMod 0 -2 -4 -6 -8 -10 (STR/2) + (CON/2) COMBAT MANEUVERS Characteristic cost: 92 Maneuver Phase OCV DCV effect CHA Roll = 9 + CHA/5 Run (6"): 6"x2 NC STR Roll: 11 Swim (2"): DEX Roll: 13 Jump (L/H): INT Roll: 12 EGO Roll: 12 Flight: 11"x2 NC PER Roll: is an INT Roll POINTS: 275 XP: SAVED: Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll | Talent/Skill | Talent/Skill real ID: Everett 14 Detect Mutant, ranged 19 undetermined skills Thomas 0 and discriminatory w/ 0 CK: St. Louis 8- +1 PER 0 L: English psych lim: overconfident (c,m) 10 phys lim: 56(37) 23 PD/ED force minor (inf, slight) 5 field; 1/2 END, +1/4; only to max of target's defenses, -1/2 90 mimic VP Pool cost 45(23) VP Control cost; mimic in order of Active Points, -1/2; only to max of target's powers, -1/2 Background/Personality: Synch is one of several young mutants who were detected by Professor Xavier with the aid of Cerebro. Xavier had plans for recruiting these mutants to be his next generation of students. These plans were prematurely activated by the appearance of a group of techno- organic mutacidal beings known as the Phalanx who accessed Xavier's records to discover the locations of the youngsters. Banshee, Sabretooth, Emma Frost and Jubilee went after them to save the young mutants, some of whom didn't even know of their powers. Ultimately most of the kidnapped teens were rescued and joined the school under the instruction of Banshee and Emma Frost. Synch is very confident in his abilities and his control of them. This write-up reflects Synch at the time of Generation X #14. Identifying Quote: Power/Tactics: Everett bio-sympathically "synchs" with nearby mutagenic auras, essentially giving him the powers of the other mutant. To do this he must concentrate (i.e. use his Detect) to lock on from a distance, or else he has no control and simply duplicates the powers of the most powerful mutant in the vicinity. Evidently he can retain the mimicked powers until he doesn't want to any longer or the mimicked person moves beyond his range (which has not yet been determined). He can use his synch aura to scan for mutants and determine the general nature of their powers, as well. When using his powers, his synch field fluctuates in rainbow hues about him. So far he has exhibited the ability to use the sonic scream of Banshee, retain the bulk and strength of Sabretooth, and duplicate the powers of his teammates Skin, Jubilee, and Chamber. His defenses aren't really very high; he relies on having his aura duplicate those of others.