X-MEN
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Wouter VlemmingsOroro Munroe
F A S E R I P
Ex Rm Ty Am Gd Rm Rm
20 30 6 50 10 30 30
Health:106 Karma:70
Resources:Gd Pop:0
Known Powers:
Weather Control: Mn ability
-Flight: Ex, up to 5 passengers
-Protection from Weather: Am
-Weather Prediction: Am
-Create Fog: Am intensity and thickness
-Lightning Bolts for up to Mn damage
-Create Am strength winds (cyclones etc.)
-Reduce weather effects with Am ability,
failure means the effects will increase.
Talents: Leadership, Lockpicking, Pick Pockets, Escape
techniques, general thieving, Knives, Guns, Aerial Combat
Martial Arts A, C, Multi-lingual (Russian, English and Kenyan)
Resist Domination
Scott Summers
F A S E R I P
Ex Ex Gd Rm Gd Rm Ex
20 20 10 30 10 30 20
Health:80 Karma:60
Resources:Gd Pop:0
Known Powers:
Optic Blasts: Up to Mn Force damage at 3 areas. For
each area beyond decrease damage by 1 rank.
-Break Fall: Short controlled bursts to slow the fall
with only Ty damage on target.
-Attack multiple targets on a successful Agility FEAT.
Up to 8 targets if sufficient reflectors are available.
Damage is decreased to Am
-Wide Angle Beam for In damage to 2 entire areas.
-Transform energy into optic blasts. Cyclops must
make a Red Psyche FEAT to do so or he takes normal
damage.
Partial Immunity: Cyclops is immune to his brother
Havok's plasma blasts.
Equipment: Ruby Quartz visor, should they be damaged
he cannot control his blasts when he opens his eyes.
Talents: Leadership, Spacecraft & Aircraft Pilot, Spatial
Geometry, Martial Arts A, C, Multi-lingual (Russian,
English, Japanese.)
Jean Grey
F A S E R I P
Gd Gd Ty Rm Gd Ex Am
10 10 6 30 10 20 50
Health:56 Karma:80
Resources:Gd Pop:0
Known Powers:
Telekinesis: Am
-Create mental force shield of Am strength.
-Am force bolts
-move objects with Am strength.
-Fly at Rm airspeed. With up to 10 others
the speed is reduced to Gd.
Telepathy: Mn
-Am mind probe
-Mn project thought
-In Mental Command
-Am Mental Bolt.
Talents: Resist Domination
F A S E R I P
Ex Ex Am Am Ty Gd Ty
20 20 50 50 6 10 6
Health:140 Karma:22
Resources:Gd Pop:0
Known Powers:
Flight: Rm
Body Armor: In
Resistance: Am vs. Drugs and Disease
Combat Sense: In intuition
Power Absorption: Un on physical contact.
If Rogue has contact for 1 round she gains
the individuals memories, abilities, talents and
powers for 6-60 rounds. The target falls unconscious.
-machines are immune as are energy beings.
-If any of the victims ranks are Sh-Y or greater
she must make a End FEAT vs slam and stun.
-If any absorbed ability is Mn or greater she must
make a Psyche FEAT or be overcome by that
persons personality.
-If Rogue maintains contact for more than 1 round
she must make a Psyche FEAT or permanently
take over the powers with a loss of 1 rank psyche.
Talents: Bilingual (Russian, English), Martial Arts A, C
Detective/Espionage
Remy LeBeau
F A S E R I P
Rm In Gd Rm Gd Rm In
30 40 10 30 10 30 40
Health:110 Karma:80
Resources:Gd Pop:0
Known Powers:
Energy Charge: Gambit can charge objects with
energy to explode on impact. The maximum charge
depends on the size of the object, normal knife-sized
objects do up to In damage although he has once
charged an anchor for SH-X damage. The items
retain the energy for 2-20 rounds.
Mental Powers: Gambit may posses yet undefined mental
powers of which emotion control may be one. He does
posses the ability to reject mental probes, and a
limited form of astral body at Am ability.
Talents: Crime, Acrobatics, Thrown Objects, Staff,
Martial Arts C
Beast
Henry McCoy
F A S E R I P
In Am Rm In Rm Ex Ex
40 50 30 40 30 20 20
Health:160 Karma:70
Resources:Gd Pop:5
Known Powers:
Climbing: In
Feet: use as hands, +1CS wrestling
Lightning Speed: Rm speed.
Balance: fall up to 30' without damage
Leaping: Am
-"Banked Shot": Rm dodging while making an
In charging attack.
Talents: Biochemistry, Genetics, Electronics, Acrobatics,
Tumbling, Martial Arts C, Multi-lingual (almost all)
F A S E R I P
Rm Rm Ex In Gd Rm Rm
30 30 20 40 10 30 30
Health:120 Karma:70
Resources:Gd Pop:0
Known Powers:
Energy Absorption: Am ability to absorb energy
and use it to power his energy blasts. He can
absorb Mn if he makes a yellow and Un if he makes
a Red End.FEAT.
Energy Blasts: Rm, up to Un when powered by
absorbed energy.
Equipment: Guns up to In damage.
Talents: Law Enforcement, Guns, Marksman
F A S E R I P
Ex Gd Ex In Ty Ty Gd
20 10 20 40 6 6 10
Health:90 Karma:22
Resources:Gd Pop:0
Known Powers:
Ice Body: Iceman's entire body is composed of ice,
it gives him the following powers:
-Ice Generation: MN (and all powerstunts)
-Elongation: Gd
-Body Armor: In
-Shape alteration: Ex
-Self-Healing: up to Mn damage/turn
-Molecular Conversion: Am ability to freeze someone
water molecules inside his body.
Talents: Accounting
Cannonball
Sam Guthrie
F A S E R I P
Gd Gd Gd Rm Ty Gd Gd
10 10 10 30 6 10 10
Health:60 Karma:26
Resources:Gd Pop:0
Known Powers:
Flight: Rm
Force Field: when in flight Cannonball is surrounded
by a Mn strength force field.
-make Mn charging attacks
-Force Field expansion: Am protection at 2 areas
for 1 round while not flying.
Talents: Mining, Tumbling
F A S E R I P
Gd Rm Gd Mn Rm Ex In
10 30 10 75 30 20 40
Health:125 Karma:90
Resources:Gd Pop:-5 (0)
Known Powers:
Magnetic Control: Un
Force Field: Un, -1CS each additional area.
Flight: Rm
Energy Control: Mn
Magnetic Detection: Am
Should Joseph regain his memories of being Magneto
and the control over his powers they will increase by 1CS.
Talents:
Psylocke
Betsy Braddock
F A S E R I P
Am In Ex Rm Gd Rm Am
50 40 20 30 10 30 50
Health:140 Karma:90
Resources:Ex Pop:0
Known Powers:
Psylocke's powers were altered when she first was
exposed to the Siege Perilous and later to the
Crimson Dawn. The later exposure has probably
increased her ninja abilities (hence her high fighting),
what the exact effects were is unknown.
(New power) Shadow Transportation: Psylocke can merge
with the shadows with Am ability and teleport through them
up to 3 areas.
Telepathy: Am
-Psychic knives: being the summation of
her psionic energy they do Am (psychic) energy
damage to a living target and the target is
required to make a Psyche FEAT vs. Ex intensity
when a hit is scored, vs. In intensity when a
stun is scored, and vs. Mn intensity when a kill
is scored.
-Psychic Detection: In, this means Psylocke cannot
be surprised in addition to the normal use of this
power.
-Mental Probe: In, by anticipating what her opponent
is going to do Psylocke gets +1CS on her attacks,
dodges or evasions. Every round she must make
a power FEAT vs. the opponents Psyche so people
with a Psyche higher than Am are immune.
Talents: Martial Arts A, B, C, D, E, Tumbling, Acrobatics
Stealth, Thieving, Espionage, Oriental Weapons
Contacts: X-teams, Brian Braddock (Brittanic) her brother.
Onslaught
Charles Xavier/Erik Lensherr/Franklin Richards
F A S E R I P
Rm Rm Un Cl1000 Un Sh-Y Cl1000
30 30 100 1000 100 200 1000
Health:1160 Karma:46
Resources:In Pop:-20
Known Powers:
Mental Powers: Onslaught possesses all of Xavier's
mental powers at Sh-Z rank, this includes
Mind Blast, Telepathy, Mental Probe, Mental
Invisibility, Mind Control, Power/Psionic
Detection.
Astral Travel: Onslaught can enter the astral
plane at will and can force people with him
with CL1000 ability. By doing this he can
take his material body with him.
Psionic Armor: Onslaught has some kind of psionic
armor that acts as Mn protection vs. all
attacks and Sh-X vs. mental.
Flight: Un
Reality Alteration: Cl1000, with Franklin Richards inside him
Onslaught has also access to Franklin's Powers this gives
him reality alteration.
Magnetic Control: Sh-X
EM-pulse: probably as a part of Magneto's powers Onslaught
was able to send an EM-pulse of Sh-X intensity over
the whole of New York. This shorted out all sorts
of electrical equipment and did Un damage to all
electronically based heroes (like Iron Man and Vision)
Internal Dimension: Onslaughts interior is a pocket dimension
which exists partly on the astral plane and partly on
the material plane. It's a Sh-Z prison and Onslaught can
use the powers of those trapped inside at their fullest
potential.
Onslaught probably has a few more yet undefined powers at
ranks from Mn to Cl1000.
Talents: all scientific and mental
Contacts: Xavier has contacts in his mutant underground and
the various X-Groups.
Post
Tremain
F A S E R I P
In Ex Mn Un Ty Gd Rm
40 20 75 100 6 10 30
Health:235 Karma:46
Resources:Gd Pop:-5
Known Powers:
Post has some relation with the techno-organic virus,
probably as a result from a bloodtransfusion he got
from Cable a long time ago, since then Onslaught has
increased his powers.
Body Armor: Mn
Cloaking Device: Am invisibility
Sensor devices: Am tracking and evaluation of opponents.
Counter Device: Used to counter powers used to attack
him at Mn ability, he can transform the attack
and reverse its effects upon the attacker.
For instance Cold becomes Heat.
Energy Weapons: Post can transform the rocky/organic
substance covering parts of his body into up
to 4 In damage energy weapons.
Limitation: These devices although part of his 'techno'
organic body can be disabled, they have Mn material
strength.
Regeneration: In (4 per round)
'Elemental' Control: Post has some sort of link with
the earth, this link boosts his regeneration to
Sh-Y (20 per round) and increases his health to
1000, he can also transform the ground to his
rocky/organic substance to attack up to 4 times
in a 3 area range.
Limitation: Although his contact with the earth greatly
increases his powers it leaves him vulnerable to
attacks directed upon this earth. This is only
when he uses this bond. Attacks on the earth
effect him as though he was attacked personally
and he doesn't have the benefit of Body Armor.
Talents: Espionage, Wrestling, Resist Domination
Contacts: Onslaught
Juggernaut
Cain Marko
F A S E R I P
Rm Pr Un Un Ty Pr Gd
30 4 100 100 6 4 10
Health:234 Karma:20
Resources:Ty Pop:-30
Known Powers:
Invulnerability: The Juggernaut has body armor that gives Un
protection and a CL3000 force field covering his entire body
that protects against physical and energy attacks, radiation,
toxins, corrosives, cold, heat, and gasses. It provides Mn
protection vs. magical attacks but none against psionic
attacks. Juggernaut wears an Un material helmet and
skullcap of mystic material, these provide Un protection
against psionic attacks.
Self-Sustenance: No need to eat, breathe or drink and he
is unaffected by disease.
Regeneration: Juggernaut can recover 100 points of health
but only in a round he is not injured again.
Movement: Juggernaut can move 2 areas/round and he
should be treated as CL1000 material to be stopped. He
pays no attention to force field or objects of less than
In strength. Those of greater force will slow him down
to 1 area/round.
Talents: Military Background
Mr.Sinister
F A S E R I P
Rm Ex In Mn In Rm Un
30 20 40 75 40 30 100
Health:165 Karma:170
Resources:In Pop:0
Known Powers:
Invulnerability: Mr.Sinister can control the flow of his
body molecules in such extend that he suffers -1 CS
damage in addition to body armor of Rm rank.
Regeneration: Ex, 2 per round
Recovery: Un
Telepathy: Un
-force bolts of Un intensity.
-force shields of Un intensity.
-Mental Blocks: the victim must make an Un Psyche
FEAT to be able to harm Mr.Sinister. This power takes
a year of preparation of the subject.
-Erase/create memories: Un ability, uninterrupted concentration
for 2 rounds.
-Astral Travel: Sinister has +2CS in astral space.
Morphing: Mn
-limited shapechange: human form, Mn ability.
Equipment:
Base: Sinister can mentally control every aspect of his base
and form restrains or weapons with Mn ability.
Mutant Detection Device: Un
Talents: Medicine, Engineering, Psychiatry, Bio-Chemistry,
Genetics, Cloning, Computers, Electronics, Resist Domination,
Leadership
Exodus
Bennet Du Paris
F A S E R I P
Ex Ex Rm Mn Ex Rm Am
20 20 30 75 20 30 50
Health:145 Karma:100
Resources: Rm Pop:-20
Known Powers:
Flight: Rm
Energy Blasts: Mn
Telekinesis: Mn
-Force Shields of Mn strength
-Force Bolts of Mn strength
Telepathy: Mn
-Psi-screen: Un
-Mental Bolts: Mn
-Mental Power increase: Exodus' faith in the path he is
following allows him to temporarily increase his already
impressive powers.
Exodus can increase his Telepathy and
telekinesis for 1d10 round by +2CS if he succeeds in an
Am psyche FEAT or by spending 100 karma.
Energy absorption: Am
-Exodus can drain 50 points of energy from a victim
with energy or psionic powers, he can use it to decrease
the energy or psionic powers of his victim by 1 CS/round, which
in turn increases his powers by 1CS
or to directly drain health to add to his own.
The use of this power temporarily decreases his psyche by 1CS,
which is why he doesn't use this power often.
Talents: Leadership
X-Cutioner
Carl Denti
F A S E R I P
Rm Rm In Am Ex Rm Rm
30 30 40 50 20 30 30
Health:150 Karma:80
Resources:Ex Pop:0
Known Powers:
Carl Denti has collected a wide variety of equipment
from varies of the X-Men greatest foes, he uses them
to destroy 'evil' mutants. He probably has a lot
of other equipment but this is what he has exhibited
up to date:
Shi'ar Body Armor: This boosts his stats which are
otherwise normal human and gives him Rm
body armor.
Teleportation Device: Am teleportation
Sentinel propulsion unit: allows him to boost his
jumps which gives him Am jumping.
Z'noxx sensors: Am mutant detection, DNA scans
and they increse his other senses to Rm.
Neuro Gloves: claw-like gloves that can do
Ex edged damage and can emit a neuro-stun
charge at touch which forces the target
to make an End FEAT vs. In intesity or
be stunned for 1-10 rounds.
Shi'ar Psi-Lance: In psionic energy up to 2 areas.
Z'noxx energy scythe: Mn energy/edged damage
Force Field: Mn
'Piggy-Backing' device which allows him to tune
in on someone others teleportation device and
follow that person with Am ability
Talents: Police, Espionage, Exotic device (+1CS)
Contacts: FBI (quit to hunt mutants)
Ozymandias
F A S E R I P
Gd Ty In Un Rm In Am
10 6 40 100 30 40 50
Health:156 Karma:120
Resources:0 Pop:0
Known Powers:
Ozymandias's entire body is made out of stone
which gives him Rm Body Armor.
Precognition: Ozymandias has a limited form of
precognition which allows him to etch
people playing import roles in things to
come into the rock. He sees images of the
world but he doesn't believe them because
they are so much different then to world he
has known those thousand years ago.
Senses: Although blind Ozymandias's senses are
so good he 'sees' with In ability.
Animate Rock: Un, Ozymandias can animate rock
etchings which can have a maximum of
Un abilities and have 100 health.
Talents: Stone Etching
Contacts: Apocalypse (who imprisoned him but whom
he now serves)
Gene Nation
Gene Nation is a team of former Morlocks from a pocket
dimension to where Mikhail Rasputin transported them.
Marrow
Sarrah
F A S E R I P
Rm Ex Ex Rm Ty Gd Gd
30 20 20 30 6 10 10
Health:100 Karma:26
Resources:Ty Pop:-10
Known Powers:
Regeneration: Rm (3 per round)
Bone Knives: Marrow can rip bones from her body
to use as knives, she also can let bones
pierce through her elbows to make additional attacks.
Her knives do Ex edged damage and she can make
one additional attack with her elbows for Rm edged
damage. She can form up to 6 knives which grow
back at a rate of 1 per hour.
Recovery: Rm, Marrow has an additional heart which
gives her recovery of End ranks until also
this heart is destroyed.
Talents: Weapon Specialist(knives), Leadership
Contacts: Gene Nation
Sack
F A S E R I P
Gd Ty Gd Rm Ty Ty Ty
10 6 10 30 6 6 6
Health:56 Karma:18
Resources:Gd Pop:-10
Known Powers:
Body Armor: Sack looks like a corpse with a slimy substance
covering him which gives him Gd body armor.
Absorption: Sack can absorb a host body, he can posses
it with Rm ability and retain the original look or
he can use it to heal himself and add the health
of the host body to his. When he does this the host body
dies, when he leaves the host body without really
absorbing it the host most make an endurance check vs.
a kill result.
Talents:
Contacts: Gene Nation
Vessel
F A S E R I P
Ex Ty Rm In Pr Ty Ty
20 6 30 40 4 6 6
Health:96 Karma:16
Resources:Gd Pop:-10
Known Powers:
Body Armor: Ex
Psionic Absorption: Vessel can absorb the residual
energy of recently deceased people, he uses this
energy to increase his strength and health. For
each point of Psyche thus absorbed he gains a point
of strength and health. His maximum strength is Un.
Talents:
Contacts: Gene Nation
Reverb
F A S E R I P
Ty Ty Ty Ex Gd Ex In
6 6 6 20 10 20 40
Health:38 Karma:70
Resources:Gd Pop:-5
Known Powers:
Telepathy: only exhibited power stunts
-Psionic Detection: In
-Mind Blast: In
Talents:
Contacts: Gene Nation
Hemingway
F A S E R I P
Rm Ty Mn Mn Fe Pr Ty
30 6 75 75 2 4 6
Health:186 Karma:12
Resources:Gd Pop:-10
Known Powers:
Body Armor: Rm
Back Protection: Hemingway has sharp bones
sticking out of his back, anyone attacking
his back must make an agility FEAT or take
Ex edged damage
Talents:
Contacts: Gene Nation
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