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X-Men GURPS stats (long)

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Russ Brown

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Nov 4, 2000, 3:00:00 AM11/4/00
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Some one asked for these a couple of weeks ago. Sorry I wasn't able
to put them up sooner, but I've been off saving the universe-you now
can all sleep easier.


The Usual Disclaimer: "X-Men, Colossus, Rogue, Gambit, Magneto, High
Evolutionnary, Galactus, Marvel Universe and (presumably) Piotr
Nikolaievitch Rasputin" are the trademarked and copyrighted property
of
Marvel Entertainment, a New World company ; GURPS (and maybe the Blue
Demon) is a trademark of Steve Jackson Game. No challenge to these
rights
is intended by the author.
It could have been avoided, but
"A-certain-metallic-Russian-character-from-a-well-known-m*t*nt-team"
did
not sound right. This article's sole purpose is the enjoyment of GURPS
gamers everywhere ; it can therefore never be used for any kind of
profit.
It may be freely distributed as long as it is not modified, that this
disclaimer is not edited and that you keep my name on it. Now that the
Copyright Secret Police is satisfied, enjoy.

These are X-Men conversions to GURPS Supers. I'll start
posting
them two by two, and started with characters with few skills to keep
it
simple.

COLOSSUS
A powerhouse such as Piotr Nikolaievitch is probably too
powerful
for most GURPS Supers game (he could take on the Blue Demon
single-handedly) ; these are simply his stats in the Marvel Universe.
Piotr
is a 807 points character.

Flesh Form : Metal form :

ST 16 Basic dmg 1d+1/2d+2 ST 288 Basic
dmg 29d=
/31d
DX 13 Speed 7,25 Move 7 DX 13 Speed
6,8
IQ 12 IQ 12 Move 6
HT 16 6'6", 250 lbs HT 30 7'5",
500 lbs
Stun damage (optional) : 80 for flesh form, 150 for organic steel
form.

Combat stats :
Stun damage (optional) : 80 (flesh), 150 (metal)
Dodge 8 (flesh), 7 (metal) Brawling parry 11 Judo parry 10
Flesh form : Brawling punch 1d, skill 15 ; Brawling kick 1d+2, skill
13 ;
Judo throw 1d-2
Metal form : Brawling punch 29d+1, skill 15 ; Brawling kick 29d+3,
skill 13
Metal form : PD 4, DR 93

Advantages Disadvantages
5 Attractive -20 Social Stigma (mutant, -4)
1 +1 rep, hero, -10 Honesty
small class, 10- -15 Pacifism : cannot kill
15 Cbt reflexes -10 Vow : fight for Xavier's dream
16 Strong Will +4 -15 Sense of duty toward humanity
10 Toughness +1 -20 Ennemy : any anti-mutant=
organisation, 9-
4 Fearlessness +2 -20 Ennemy : X-Men ennemies, 9-
25 Hard to kill +5 -1 Humble
4 Breath holding 2
5 Fit

Quirks
-1 Somewhat immature and insecure - outside of combat.
-1 Proud of his russian roots ; use russian terms
-1 Intensely loyal to his friends
-1 Deeply scarred by the death of all his relatives
-1 Quiet, artistic soul

Skills
Level Points Skill
13 6 Artist
10 0,5 Poetry
11 0,5 Sculpting
14 2 Swimming
12 2 Throwing (+2ST for distances)
15 4 Brawling
13 4 Judo
12 1 English
11 0,5 Computer operation
13 2 Mind block
10 0,5 Agronomy
11 4 Tactics
11 0,5 Driving -cars
11 0,5 Driving - farm equipement
12 1 Piloting (multi-engine jet)

Powers
Points Power
102 Enhanced Strength (doesn't affect skills, jumping, Fatigue
only vs
physical exertion, only while in Body of Metal : -40%)
206 Enhanced Health +5 (only while in Body of Metal, doesn't
affect
skills :
-25%)
108 Body of Metal-12
176 DR +80 (only while in Body of Metal, -20%)
16 Doesn't Breathe (only while in Body of Metal, -20%)
8 10 pts Pressure support (only while in Body of Metal, -20%)


ROGUE
Like Piotr, Rogue is probably too tough for most GURPS Supers
games;
these are simply his stats in the Marvel Universe. Rogue is a 682
points
character, but her absorbtion power is not factored in this figure
(see
below). As you may note, she has many advantages and disadvantages in
common with Colossus. You could probably call this the "X-Men
disadvantages
package".

ST 214 Basic dmg 22d/24d
DX 15 Speed 8,25 Move 8
IQ 11
HT 18 5'8" 120lbs

Combat stats :
Stun damage (optional) : 90
Dodge 9 Brawling parry 11
Brawling punch 22d-1, skill 15 ; Brawling kick 22d+1, skill 13
PD 2, DR 44

Advantages Disadvantages
15 Beautiful -20 Social Stigma (mutant, -4)
1 +1 rep, hero, -15 Pacifism : cannot kill
small class, 10- -10 Vow : fight for Xavier's
dream
15 Cbt reflexes -15 Sense of duty toward
humanity
5 Charisma +1 -20 Ennemy : anti-mutant=
organisations, 9-
10 High Pain Thresold -20 Ennemy : X-Men ennemies, 9-
10 Immunity to disease -5 Secret Identity
4 Strong Will +1 -10 Phobia : terrified about a
possibl=
e
4 Fearlessness +2 permanent absorbtion like happened
with Ca=
rol
25 Hard to kill +5
5 Fit
5 Pressure support

Quirks
-1 Thick southern accent
-1 A romantic at hearth
-1 Wants to have a normal life, but her powers prevent her to do
so
-1 Somewhat impulsive
-1 Confused over her feelings for Gambit and Magneto

Skills
Level Points Skill
8 0,5 Animal Handling
13 0,5 Riding (horses)
15 1 Swimming
13 1 Throwing (+2 ST for distances)
16 4 Flight
15 1 Brawling
14 0,5 Knife
15 0,5 Guns (TL7 shotgun)
12 2 Cooking
10 0,5 Computer operation
10 1 Russian (mind-taught)
10 0,5 First aid (TL7)
10 1 Survival (swampland)
11 1 Area Knowledge (Mississipi)
10 4 Tactics
14 1 Driving (car)
13 0,5 Piloting (multi-engine jet)
11 2 Mind block

Powers
Points Power
214 Enhanced Strength (doesn't affect skills, jumping, Fatigue
only vs
physical exertion +20%)
132 DR +44
50 PD +2
90 Super Flight (move 94)
???? Rogue's Infamous Absorbtion Power. I've been trying for 2 or 3
hours to make it fit in GURPS Supers, and the result is an hideously
complex, thoroughly unbalanced page full of percentages and cryptic
notions
that breaks most rules in the book. The point total of the various
powers
needed to represent Rogue's power is high enough to build a complete
super-hero team, which is not too sensible since she rarely use it.
So, I'd
advise to throw the book out by the window on this one and simply play
Rogue's power in the following way :
- She must absorb the attributes, memories, advantages,
skills,
super-abilities, racial abilities, psionic powers and spells of
anybody who
comes into direct, flesh-to-flesh contact with her. She always absorb
everything, and it is a perfect copy of the original (for instance,
she
absorbs the original skill rating, irrespective of her own stats,
unlike
the mimic skill power ; she also absorbs powers with all enhancements
and
limitations attached). She can choose not to absorb a value if her own
are
higher (for instance, she would probably not choose to duplicate a 4
IQ).
She can morph her body, for instance to sprout wings or extra arms.
Also,
if her target has 19+ Will, she will absorb its Quirks.
- She can use every capabilities with full proficiency. The
memories, however, can only be accessed with a specific effort in most
cases. It is a subconscious protection set by Rogue psyche to prevent
her
form being overflowed. For instance, when she kissed Gambit, she
subconciously probed the memories acquired from him for any dirt,
desesperatly wanting to prove that he was a perfect man. She instantly
was
aware of the terrible memory that caused her to leave the X-Men
because she
subconsciously wanted to.
- The power lasts for 60 times the lenght of the
flesh-to-flesh
contact. A casual brush (1/2 second) would thus have effects lasting
30s.
If she hit somebody in combat for absorbtion purposes, Rogue absorbs
for
1d6 x10 seconds. However, if the initial contact is too long, there
may be
a permanent absorption. The target permanently lose all superhuman
power,
all skills and all memories (and probably some advantages), while
Rogue
permanently gain those and acquired a limited Split-personnality
disadvantage. It has happened once with Carol Danver, and Rogue is
terrified that it might happen again, as this is a highly traumatic
experience.
- She cannot absorb mecanical abilities, such as those of
robots or
those granted by cybernetic implants. Energy beings such as the late
Wonder
Man are also immune to her powers.
- This is not a "mimic" power, but a "mimic and drain" power.
Her
target drops unconscious, and his psyche is tabula rasa during the
duration
of the power.
- If Rogue tries to absorb a really BIG GUN (like Magneto, the
High
Evolutionnary, Galactus=8A), she does not absorb anything. Both
persons are
violently knocked back and take 4d6x5 stun. This is really a plot
device,
so I won't define what constitutes a really BIG GUN.
- If Rogue absorbs somebody whose Will is above 150% her own
(18
Will), there is a risk that the absorbed personnality will submerge
her.
Substract Rogue's Will to the absorbed Will and start a Quick Contest
of
Will ; the winner take over Rogue's body. The loser may try a Quick
Contest
of Will every minute to take over. In any case, Rogue regains control
at
the end of the absorption. During the absorbtion, some disadvantages
are
absorbed : the controlling person retains his personnality and all of
the
attached disadvantages, while Rogue, even when in control, is
influenced by
the personnality of the one inside the mind (and will, for instance,
act
like a Bully, a Miser, an Unlucky person, etc. She may even experience
hysterical Blindness, and so on).

PHOENIX II
I hope you've got GURPS Psionics, because you'll need it with
the
lady ! If you use the 2nd edition, you may find some discrepancies (I
only
have the 1st edition), and all corrections are welcome. Jean is a 889
points character. Or maybe a whole lot more, if the Phoenix energy is
still
inside her....
You have to do some strange stuff with the rules to represent
her
TK shield (see sidebar, Supers p32). Basically, everyone in her hex
(or
behind it) as PD+3, DR +39 ; everybody in her left or right hex (or
behind
those) has PD+2, DR +10.

ST 10 Basic dmg 1d-2/1d
DX 12 Speed 6,25 Move 6
IQ 13
HT 13 5'6" 110lbs

Combat stats :
Stun damage (optional) : 65
Dodge 7 Brawling parry 9 Judo parry 9
Brawling punch 1d-3, skill 12 ; Brawling kick 1d-1, skill 10 ; Judo
throw
1d-2, skill 12

Advantages Disadvantages
25 Very Beautiful -10 Social Stigma (mutant, -4)
1 +1 rep, hero, -15 Fanaticism (Xavier's Dream)
small class, 10- -15 Pacifism : cannot kill
15 Charisma +3 -15 Sense of duty toward humanity
10 Alertness +2 -20 Enemy : any anti-mutant
organisation, 9-
15 Empathy -20 Enemy : X-Men ennemies, 9-
15 Intuition -5 Secret Identity
32 Strong Will +8 -24 Dependents (average parents,
6-)
6 Fearlessness +3
15 Combat Reflexes
25 Hard to kill +5
5 Fashion sense
5 Fit
25 Extra Life
15 Mindlink : Scott
5 Mindlink : Logan

Quirks
-1 Deeply in love with Scott, but attracted to Wolverine
-1 Manages not to get too cynical despite being a telepath
-1 The emotional rock of the team - caring and charismatic
-1 Seemingly perfect (pure, tough, beautiful, smart,
self-sacrificing,
loving....)
-1 Much tougher than she would seem

Skills
Level Points Skill
11 0,5 Swimming
12 1 Brawling
12 4 Judo
12 0,5 Cooking
13 1 Professional skill : modelling (ex-fashion model)
13 1 First aid (TL7)
13 1 Computer operation
11 1 History
11 1 Litterature
11 1 Psychology (14 with Empathy)
12 2 Diplomacy
14 2 Savoir faire
13 4 Tactics
18 2 Mind block
15 1 Detect lies
12 0,5 Bicycling
11 0,5 Driving (car)
14 4 Piloting (multi-engine jet)

Psionic abilities
Level Points Skill
13 4 Astral projection
13 4 Astral sight
20 18 Telekinesis
16 10 Emotion sense
16 10 Illusion
20 18 Mental blow (2d)
16 10 Mental stab (4 HT)
17 12 Mental shield
16 10 Mindwipe
16 10 Psi sense
20 18 Telereceive
20 18 Telescan
20 18 Telereceive
20 18 PK shield (final PD 3, final DR 39, see note above)

Powers
Points Power
30 Astral Projection- 10
255 Telekinesis- 58 (1/2 power for speed determination, -20% ; PK
shield
works against energy attacks, +10%)
110 Telepathy- 22
3 ESP- 1
75 PD +2 (Only on PK shield, -30%, area effect[wall], +80%))
45 DR+10 (0nly on PK shield, -30%, area effect [wall], +80%)


CYCLOPS
Scott is a 525 points character, as his power came out
surprisingly
inexpensive. Don't let this low value fools you, as Scott is among the
most
skilled and experienced X-Man, and a master tactician.

ST 14 Basic dmg 1d/2d
DX 13 Speed 7 Move 8
IQ 12
HT 15 6'3" 195lbs

Combat stats :
Stun damage (optional) : 75
Dodge 8 Boxing dodge 10 Boxing parry 12 Judo
parry 12
Boxing punch 1d+1, skill 17 ; Judo throw 1d-2, skill 16
+1 attack or parry per round (GURPS MA2 p65)

Advantages Disadvantages
5 Attractive -10 Social Stigma (mutant, -4)
1 +1 rep, hero, -15 Fanaticism (Xavier's Dream)
small class, 10- -15 Pacifism : cannot kill
20 Charisma +4 -15 Sense of duty toward humanity
15 Alertness +3 -20 Enemy : any anti-mutant
organisation, 9-
15 Combat reflexes -20 Enemy : X-Men ennemies, 9-
10 Mathematical ability -10 Enemy : Mister Sinister, 6-
16 Strong Will +4 -5 No sense of Humor, 9-
1 Self defense HtH -5 Compulsive behavior : hides his
emotions
2 Fearlessness +1 -5 Secret Identity
25 Hard to kill +5
5 Composed
5 Fit
3D Spatial Sense

Quirks
-1 Deeply in love with Jean, only relaxes when alone with her
-1 Unmercilessly drives himself and others to their maximum
-1 Born leader, always takes charge
-1 Has complex, sometimes conflictual ties to his little brother
Alex
-1 Loves to fly, loves solitude (his idea of a perfect house was
a cabin
in a remote Alaskan spot with an airstrip beside.)

Skills
Level Points Skill
11 1 Running
13 1 Swimming
17 24 Boxing
16 24 Judo
18 1 Arm lock
15 18 Mechanic (jet and propellor plane engines)
11 1 Russian (mind-taught)
11 1 Japanese (mind-taught)
12 1 First aid (TL7)
12 1 Climbing
15 2 Hiking
11 3 Survival (artic, desert, woodland)
12 1 Computer operation
12 1 Electronic operation (communications)
13 2 Mind block
13 1 Mathematics
10 1 Physics
12 4 Diplomacy
17 12 Leadership
12 4 Strategy (land)
20 20 Tactics (+2 to initiative rolls)
12 4 Intelligence analysis
12 1 Driving (car)
18 44 Piloting (all kinds of ultralights, gliders, props,
jets,
helicopters, space shuttles)
22 44 Optic blast
1 14 Orienteering

Powers
Points Power
25 DR+100 against Havok's cosmic blasts.
122 Optic blast-5 (LC:5, like a laser but does crushing damage)
(Continuous Beam +50%, Rapid Fire x4 (+160%), Doesn't Harm user
(+20%),
Fan-6 (+60%), Richochet-10 (+200%), Always On (-40%), increased range
x 4
+40%, total modifiers +450%)
Remember that the Continual Beam advantage allows Cyke to
cumulate
his attacks - so his 5d6 Optic Blast is really a 20d6 optic blast if
he
shoots only one target. If he keeps looking at something long enough,
he'll
eventually blow it to smithereens if its DR is under 120. Another neat
trick is to shoot four blasts, which all ricochet 10 times while
fanning
(ouch), per second. He most recently used it in a 1996 issue of
X-Force
(which was pretty lame, by the way) to take out a small army of SHIELD
agents.

Now, if only someone could explain me why there is no generic
crushing energy attack in GURPS Supers....

GAMBIT
For those who wonders about such things, Gambit's French,
while
atrocious at first, as grown to be remotedly correct- guess they've
found
somebody who speaks some French. Remy's family name, "LeBeau",
actually
means "Handsome one". Remy is a 621 points character.

ST 14 Basic dmg 1d/2d
DX 24 Speed 9,5 Move 9
IQ 12
HT 14 6'1" 175lbs

Combat stats :
Stun damage (optional) : 70
Dodge 11 Brawling parry 15 Staff parry 16
Brawling punch 1d, skill 22 ; Brawling kick 1d+2, skill 20
+1 attack or parry per round (GURPS MA2 p65)
Thrust with bo staff 1d+3 crush, swing 2d+3 crush. Reach 1,2 for
both.
Damage with thrown objects vary (cards are 1d-3 cutting, +5d area
effect blast)

Advantages Disadvantages
15 Handsome -10 Social Stigma (mutant, -4)
1 +1 rep, hero, -5 Pirate's code of honor
small class, 10- -5 Compulsive carousing
20 Charisma +4 -10 Sense of duty toward friends
10 Alertness +2 -20 Enemy : any anti-mutant
organisation, 9-
15 Combat reflexes -20 Enemy : X-Men ennemies, 9-
5 Double-jointed -10 Enemy : New Orleans clans, 6-
16 Strong Will +4 -10 Pacifism : Cannot harm
innocents

10 Voice -20 Unknown Secret (well, it's a
secret)
15 Enhanced Dodge +1
4 Fearlessness +2
25 Hard to kill +5
5 Fit

Quirks
-1 Use lots of French words in a charming way (I really should
try it,
mes belles)
-1 Has a complicated soap opera affair with Rogue
-1 Flirtatious, romantic, insists that he is irresistible
-1 Flippant and friendly, but will stay close-mouthed about his
past
-1 A modern swashbuckler and Robin Hood

Skills
Level Points Skill
15 4 Bard
18 0,5 Dancing
22 16 Acrobatics
18 0,5 Swimming
18 1 Throwing (+3 ST for distances)
22 16 Throwing art
22 2 Brawling
18 0,5 Knife
22 16 Staff (w/enhanced parry (6pts)).
17 14 Precognitive parry (unusual background 25, since he
does not
have the prerequisites. Check GURPS Martial Arts 2nd
ed., p39)
12 1 Cooking
11 1 English
22 1 Climbing
15 8 Electronics (security systems)
11 1 Survival (swampland)
11 0,5 Computer operation
13 2 Mind block
12 1 Area Knowledge (New Orleans)
15 4 Carousing
18 10 Fast-talk
12 2 Gambling
14 1 Savoir-faire
16 6 Sex appeal
11 2 Tactics
10 1 Detect lies
25 16 Escape
15 8 Holdout
15 8 Lockpicking
14 4 Pickpocket
15 8 Shadowing
19 2 Sleight-of-hand
20 2 Stealth
15 8 Streetwise
19 1 Driving (car)
20 1 Motorbike

Powers
Points Power
42 Fireball-5 (-10% will not set fires (it's kinetic energy),
+50%
area effect (1-hex ring), -0% can only be used with thrown objects
(does
not reduce cost, since he always seems to have something handy- and
since
it means he doesn't have to buy a skill with his power. Nice try,
Remy.))
? Wether or not Gambit's abilities to convince peoples is a
super-power is debatable. As far as I can remember, he only used it on
Nanny, a mentally unstable and probaby quite suggestible woman (and it
failed, thanks to Orphan-Maker), and it has not been used since. I
chose
to simply make it a high Fast-talk skill, supplemented by lots of
Charisma
and a Voice. At least, I'm certain this stays into Gambit's character
concept.


BISHOP

Bishop is a 647 points character. If you really want to
understand
him, get the Bishop limited serie, and that X-Men annual where he
threatened to blow his own head off with his gun rather than be taken
hostage, so that his team-mates could complete their mission.
BTW, he's a good role-model for roleplaying a pro
shadowrunner,
special agent, solo, or whatever.

ST 17 Basic dmg 1d+2/3d-1
DX 14 Speed 7,5 Move 9
IQ 12
HT 16 6'6", 275lbs

Combat stats :
Stun damage (optional) : 80
Dodge 8 Boxing Dodge 10 Boxing parry 13
Boxing punch 1d+3
+1 attack or parry per round (GURPS MA2 p65)
PD 2, DR 20 (body armor)

Advantages Disadvantages
5 Attractive -10 Social Stigma (mutant, -4)
1 +1 rep, hero, -5 Displaced in time
small class, 10- -15 Fanaticism (Xavier's Dream)
5 Charisma +1 -15 Sense of duty toward innocents
5 Alertness +1 -20 Enemy : any anti-mutant
organisation, 9-
15 Combat reflexes -20 Enemy : X-Men ennemies, 9-
10 High pain threshold -10 Enemy : Mountjoy, 6-
8 Strong Will +2 -10 Pacifism : Cannot harm
innocents

10 Toughness +1 -5 Compulsive behavior (military
efficiency)
6 Fearlessness +3 -10 No Sense of Humor
25 Hard to kill +5
5 Fit

Quirks
-1 Tough, direct, intense and often agressive
-1 Thinks that Gambit might be the mysterious "Traitor"
-1 Has trouble understanding the value of R&R
-1 Always refers to the way things were done in his future
-1 "M" tattoo over right eye

Skills
Level Points Skill
16 2 Running
13 0,5 Swimming
12 1 Throwing (ST +2 for distances)
16 2 Fast-draw (his guns)
20 16 Guns
19 32 Boxing
16 2 Disarming
12 2 Armoury/TL8 (personnal weapons)
10 1 Autohypnosis
12 1 First aid
13 1 Climbing
16 2 Hiking
13 2 Survival (arctic, desert)
12 1 Computer operation
12 2 Mind block
10 0,5 Criminology
14 4 Intimidation
13 4 Leadership
13 6 Tactics
11 2 Intelligence analysis
12 2 Interrogation
14 2 Stealth
12 2 Streetwise
13 1 Drive (car)
14 1 Drive (motorbike)
11 1 No-landing extraction
12 2 NBC warfare/TL8
12 2 Orienteering
20 32 Energy blast

Powers
Points Power
300 Absorption-30 /generic Energy (absorbed point can only fuel is
energy
blast,-20% ; absorption battery has double normal capacity,
+20%).
Bishop cannot absorb most forms of kinetic energy fast enough
to defend
against them, but he has been known to absorb the kinetic
energy of
snow
falling on his body to build up a blast (over several hours,
however).
Bishop can absorb up to 30 dice, and his absorption battery
can hold 360
points. Once it is full, he has DR 60 against generic energy.
3 Energy blast (LC: 5, as a laser but crushing damage) (cannot
be used
unless fueled by absorption battery, -50%, can be used to
enhance
punching damage, +20%).

Bishop wears some light armor, protecting all areas except the
head
with PD 2, DR 20. He replaced his XSE gun with some kind of energy
carbine
(10d cr., snap 12, acc 7, 1/2d 300, max 2200, RoF 3, shots 20/C, ST
12, Rcl
-1), and once used a plasma hold-out pistol. Wether he always has the
pistol on him his doubtful, as it has not been seen since (still, it
would
make sense).

STORM
Ororo is a 880,5 points character. Emphasis on the 0,5. She's
perfect. What else ?

ST 12 Basic dmg 1d-1/1d+2
DX 15 Speed 8 Move 8
IQ 14
HT 17 5'11" 127lbs

Combat stats :
Stun damage (optional) : 85
Dodge 8 Brawling parry 10, judo parry 10, knife parry 8, staff
parry 10
Brawling punch 1d-2, skill 16 ; Brawling kick 1d, skill 14
Lightning 20d, skill 18

Advantages Disadvantages
25 Very Beautiful -10 Social Stigma (mutant, -4)
1 +1 rep, hero, -15 Pacifism : Cannot kill
small class, 10- -10 Odd looks (-2 reaction, 9-)
20 Charisma +4 -10 Sense of duty toward friends
10 Alertness +2 -20 Enemy : any anti-mutant
organisation, 9-
24 Strong Will +6 -20 Enemy : X-Men ennemies, 9-
4 Fearlessness +2 -30 Severe claustrophobia
25 Hard to kill +5
5 Clerical invest : considered a demi-goddess in Tanzania and
Kenya
5 Fit
10 Bioelectric shock
15 Destinity : Fated to become one of the 12 great mutant leaders

Quirks
-1 Strong African roots, likes to hike in Africa, wears African
clothes and jewels
-1 Close to nature, loves the open sky, can only live surrounded
with
plants
-1 Regal and strong-willed
-1 Feels kinship with the underworld, runaways and underdogs

Skills
Level Points Skill
16 4 Flying
14 0,5 Swimming
16 2 Brawling
17 1 Feint (brawling)
15 2 Hit location (brawling)
16 4 Judo
17 1 Guns/TL7
16 2 Knife
15 2 Hit location (knife)
16 4 Staff
15 2 Hit location (staff)
15 2 Hobby (gardening)
13 2 Arab
13 2 Russian (mind taught)
13 2 Swahili
14 4 English
13 2 First aid
17 2 Hiking
13 4 Naturalist
13 2 Survival (plains)
12 1 Tracking
13 1 Computer operation
17 2 Mind block
13 4 Ecology/instinctive
12 2 Diplomacy
14 4 Leadership
14 2 Savoir faire
14 6 Tactics
16 4 Escape
12 1 Holdout
16 8 Lockpicking
15 4 Pickpocket
14 1 Stealth
13 2 Streetwise
14 1 Driving
14 12 Call hail
14 12 Control temperature
16 20 Control weather
16 20 Control wind
18 20 Lightning
16 12 Wind jet

Powers
Points Power
14 Temperature tolerance, and DR+8 against weather effects
81 Flight (move 96), only in an atmosphere (-10%)
12 Call hail-12
40 Control temperature-40 (+/-200degreesF)
98 Control weather and wind- 14 (increased area x9 (200km zone),
+180%,
uncontrollable (affects and is affected by her mood), -30%,
can predict
weather for the next 4 days, +5%)
120 Lightning-20
80 Wind jet-16

ICEMAN
Iceman recently discovered what character points are, and
started
improving his abilities. I think he's currently developping Claws and
Hard
to Kill, and added them. Bobby is a 997 points character. Another
listmember (who likes him much more than I do) tells me that he's
improved
his abilities beyond that, so I guess this profile is slightly out of
date.
Hope we can improve it... And before you ask, yes, even with this
point
total he's the weakest X-Men since Jube left (he's got no kewl
advantages,
and is not even a very good accountant). Basically, he is NOT
cost-effective.

ST 12 Basic dmg 1d-1/1d+2
DX 12 Speed 6,5 Move 6,5
IQ 10
HT 14 5'8" 145lbs

Combat stats :
Stun damage (optional) : 70
Dodge 6 Brawling parry 8
Flesh form : Brawling punch 1d-2, skill 12; Brawling kick 1d, skill 10
Ice form : Brawling punch 1d, skill 12; Brawling kick 1d+2, skill 10,
claws
1d+4 cut (would never impale someone), skill 12, -4 to grapple/be
grappled.
A big baseball bat made out of ice would strike for 1d+4 crushing,
skill
13.
Ice form : PD 2, DR 25

Advantages Disadvantages
35 Hard to kill +7 -10 Social Stigma (mutant, -4)
5 Fit -15 Pacifism : Cannot kill
-10 Sense of duty toward friends
-20 Enemy : any anti-mutant
organisation, 9-
-20 Enemy : X-Men ennemies, 9-
-5 Delusion : "I Have No Potential
For Growth"

Quirks
-1 Whiner
-1 Has problems with his bigot father
-1 Rather immature, still likes practical jokes (formerly an
Odious PH)
-1 Mostly Normal Guy (shouldn't this be a disad ? :-))

Skills
Level Points Skill
14 16 Skiing (used for Matter Surfing)
14 16 Throwing
13 4 Axe/mace (used for ice weaponry)
12 1 Brawling
10 1 First aid
12 2 Climbing
10 4 Accounting
10 1 Computer operation
10 2 Mind block
9 2 Tactics
11 1 Driving (car)
12 16 Cool
15 20 Frost jet
15 20 Ice wall
15 20 Icy surface
13 20 Shape ice

Powers
Points Power
25 Body of Ice (fire does 150%)
188 PD+2, DR +20 (only while in Body of Ice, -20%), Invulnerable
to cold/ice
40 Claws (long ice claws, developped after Frost took over his
body)
5 Ice skates
54 Ice surfing, move 26 (can flight at any height as long as he
can
support
his ramps, +18%, ice ramps do not vanish immediatly, -10%)
20 Cool-20 (-200degreesF)
24 Frost jet-4
14 Ice sphere-2 (May use normal Throwing skill, +20%)
300 Ice wall-50 (increased area (yeah, I know, this break the
rules. But
this guy once frozed up a demonic version of the Empire State
Building)
x4 for a 14-hex radius per second, +200%). This raises a
question: is
being able to freeze big chunks of moisture worth 600 points
(that's a
66d laser, folks) ? I think not, a applied a new limitation :
(be real
!, -50%).
80 Icy surface-20, 4-hex radius per second.
60 Shape ice-50 (so as to affect his whole ice walls) (can be
used to
create ice objets and personnal shield, +20%-)


PSYLOCKE
Psylocke is awfully underused -she's really a GREAT character
(well, *I* like her). Althought everybody keeps forgetting this,
Psylocke
has great physical strength for her size, is a former spy, a telepath
and
is a ninjutsu expert. Besides, you can't beat a ninja with fashion
sense
:-). Elizabeth is a 821 points character ; you could could call this stats
the "Claremont's Psylocke", as later writers seem to have some kind of
bias
against her and made her weaker and more emotional than she really is.
She
apparently was recently changed by the Crimson Dawn, but I have no
info on
this yet. BTW, you need GURPS Cyberpunk, Supers, Psionics and Martial
Arts
(!) for this profile.

ST 15 Basic dmg 1d+1/2d+1
DX 15 Speed 7,5 Move 7,5
IQ 12
HT 15 5'11" 155lbs

Combat stats :
Stun damage (optional) : 75
Dodge 8 Parry : karate 13, judo 13, katana 13, staff 11, short
sword 9, agressive parry 11
Karate punch 1d+2, skill 18 ; Karate kick 1d+4, skill 16 ; Judo throw
1d-2,
skill 18
Psi-dagger: 4d+1/7d-1, see GURPS Psionics p23 for rules
+1 attack or parry per round (GURPS MA2 p65)

Advantages Disadvantages
25 Very Beautiful -10 Social Stigma (mutant, -4)
1 +1 rep, hero, -10 Vow (fight for Xavier's Dream)
small class, 10- -10 Pacifism : cannot harm
innocents
5 Charisma +1 -15 Sense of duty toward humanity
20 Alertness +4 -20 Enemy : any anti-mutant
organisation, 9-
24 Strong Will +6 -20 Enemy : X-Men ennemies, 9-
2 Fearlessness +1 -5 Secret Identity
15 Combat Reflexes -15 On the Edge
25 Ninjutsu -5 Little sense of humor
25 Hard to kill +5
5 Fashion sense
1 Cool
5 Fit
15 Destinity : Fated to become one of the 12 great mutant leaders

Quirks
-1 Angry young woman
-1 Likes violence- it gives her something to focus on, and a
release
-1 Ice queen (except with Warren)
-1 Likes to be in control
-1 English upper class accent and diction

Skills
Level Points Skill
18 24 Karate (primary)
18 24 Judo (primary)
17 8 Stealth (primary)
18 16 Katana (primary)
16 8 Throwing (primary)
17 16 Acrobatics (primary)
18 8 Jumping (primary)
15 4 Staff (secondary)
17 4 Shortsword (secondary)
16 4 Cimbing (secondary)
16 2 Swimming (secondary)
13 4 Acting (secondary)
14 2 Escape (secondary)
11 2 Tactics (secondary)
18 4 Blind fighting
13 6 Mental strength
13 1 Skiing
17 1 Guns/TL7
12 1 Professional skill : modelling
10 1 Tea ceremony
15 2 Mind block
12 1 First aid
15 2 Hiking
12 1 Computer operation
13 2 Savoir-faire
12 2 Shadowing
14 1 Drive (car)

Maneuvers
Level Points Maneuver
11 2 Agressive parry
18 2 Arm lock
16 2 Back kick
14 1 Ear clap
18 1 Elbow strike
20 2 Feint (karate)
20 2 Feint (katana)
15 1 Ground fighting (judo)
14 1 Head butt (1d to the brain)
17 2 Hit location (karate)
17 4 Jump kick (1d+6)
19 1 Knee strike (1d +3)
16 2 Riposte (katana)
17 2 Spin kick
17 2 Stamp kick (1d+5)

Psionics
Level Points Skill
11 2 Astral projection
11 2 Astral sight
11 2 Emotion sense
17 14 Illusion
19 18 Mental blow (2d)
19 18 Mental stab (4 HT)
12 4 Mental shield
19 18 Mindsword (used with Karate skill, does crushing
damage)
13 6 Psi-sense
13 6 Telecontrol
17 14 Telereceive
17 14 Telesend
19 24 Laser ("psi-bolt")

Cybernetics
Points Implant
35 Cybereyes w/ Infravision & Night Sight

Powers
Points Powers
21 Astral projection- 7
120 Telepathy- 20 (+20% : Power x2 in Mindsword form, as it is
"the
focused totality of her telepathic abilities")
72 Laser-8 ("psi-bolts")


ARCHANGEL
Warren is a 1161 points character : having two big shiny
blades
growing from your back costs an awful lot in GURPS (a 12d laser, doing
as
much damage as his wings, would have cost 108pts + skill and would be
far
more useful. Go figure). He's a very interesting character to play, if
you're into somber, introspective, a la White Wolf characters.

ST 19 Basic dmg 2d-1/3d+1
DX 16 Speed 8,75 Move 8
IQ 12
HT 19 6' 150lbs

Combat stats :
Stun damage (optional) : 95
Dodge 9 Brawling parry 12 Wing parry 15
Brawling punch: 2d-2, skill 17 ; Brawling kick: 2d, skill 15
Wing thrust: 10d+2 imp, skill 21 ; Wing slash: 12d+2 cut, skill 21
Feathers 4d, +4d Fatigue if damaged
+1 attack or parry per round with (GURPS MA2 p65)

Advantages Disadvantages
25 Very Handsome -10 Social Stigma (mutant, -4)
1 +1 rep, hero, -10 Vow (fight for Xavier's Dream)
small class, 10- -10 Pacifism : cannot harm
innocents
10 Charisma +2 -15 Sense of duty toward humanity
20 Acute vision +10 -20 Enemy : any anti-mutant
organisation, 9-
8 Strong Will +2 -20 Enemy : X-Men ennemies, 9-
8 Fearlessness +4 -5 Odd look : blue skin (-2
reaction, 9-)
15 Combat Reflexes -15 Berserk (wings)
5 Absolute direction -5 Little sense of humor
15 Danger sense (wings only)
25 Hard to kill +5
5 Fit

Quirks
-1 Brooding, almost apocalyptic (except with Betsy)
-1 Hates Apocalypse
-1 A new man - has lost great wealth and temporal power
-1 Hates his wing- feels he got an alien, deadly metal mass
implanted in him

Skills
Level Points Skill
15 1 Riding (horse)
11 4 Breath control
20 24 Flying
14 1 Skiing
15 1 Sport : Polo
16 1 Swimming
17 2 Brawling (including fighting with wings)
18 1 Guns-TL7 (used one in his Avenging Angel identity)
12 1 First aid
13 2 Computer operation
12 2 Mind block
13 4 Administration
11 2 Diplomacy
12 2 Merchant
14 4 Savoir-faire
11 2 Tactics
16 2 Driving (expensive sport cars)
21 28 Feathers

Powers
Points Powers
110 PD2, DR20 (the Death suit was supposed to be surgically
grafted to
his skin, a fact that seems to have been forgotten. I'll assume he now
uses
an image inducer to make it "disapear", since he's more interesting
that
way).
20 DR+20 vs falling
355 Two strikers (wings), STR 90, DX +4, reach 4 hex, does swing
+2
cutting and thrust +2 impaling. Note that I bought STR with Enhanced
STR,
which contradicts GURPS Supers p74. They have PD +1, DR + 50 and
regrowth
(all bought with -50% : strikers only).
91 Winged flight, move 300
24 Feathers-4 (impaling ranged attack : LC: 6) (increased range
x4,
+40%, fan-10, +100%)
54 Poison-4 (only affects targets damaged by feathers, -0%,
Fatigue
Damage only -20%, does 4d damage in one second and then stops, +100%)


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Decibel A.K.A
rbrown -at- greatplains -dot- com
Programmer, Drummer
"illegitum non carborundum"
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