X-MEN

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Stats generated by Wouter Vlemmings

Storm

Ororo 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

 

Cyclops

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.)

 

Phoenix

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

 

Rogue

 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

 

Gambit

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)

 

Bishop

 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

 

Iceman

 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

 

Joseph

 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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