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X-Men
Mar 19, 2014 13:36:41 GMT -8
Post by Claire Redfield on Mar 19, 2014 13:36:41 GMT -8
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X-Men
Mar 19, 2014 13:36:57 GMT -8
Post by Claire Redfield on Mar 19, 2014 13:36:57 GMT -8
MAGNETOAffiliations: S OLO D8, B UDDY D6, T EAM D10 Distinctions:M ASTER OF M AGNETISMH OLOCAUST S URVIVORS ARCASTIC S AVIORPower Sets:ELECTROMAGNETIC MANIPULATIONE NHANCED R EFLEXES D8, E NHANCED S ENSES D8, E NHANCED S TRENGTH D8, G ODLIKE D URABILITY D12, M AGNETIC P ULSE D10, M AGNETIC S UPREMACY D12, P SYCHIC R ESISTANCE D10, S UPERSONIC F LIGHT D10, T ELEPATHY D6, T RANSMUTATION D8 SFX: Area Attack. Against multiple targets, for each additional target add a D6 and keep an additional effect die. SFX: Burst. Step up or double a ELECTROMAGNETIC MANIPULATION die against a single target. Remove the highest rolling die and add 3 dice for your total. SFX: Invulnerable. Spend a Plot Point to ignore physical stress or trauma unless caused by mystic attacks. SFX: Multipower. Use two or more ELECTROMAGNETIC MANIPULATION powers in a single dice pool. Step back each power in the pool once for each additional power. SFX: Versatile. Split MAGNETIC SUPREMACY into 2D10 or 3D8. Limit: Exhausted. Shutdown any ELECTROMAGNETIC MANIPULATION power to gain a Plot Point. Recover power during a Transition Scene or by activating an opportunity . Limit: Mutant. Earn a Plot Point when affected by mutant-specific complications or tech. MAGNETO'S COSTUMEE NHANCED D URABILITY D8, P SYCHIC R ESISTANCE D12 SFX: Immunity. Spend a Plot Point to ignore stress, trauma or complications from psychic attacks. Limit: Gear. Shutdown MAGNETO'S COSTUME and gain 1 PP. Take an action vs. the Doom pool to recover. Specialties: C OMBAT E XPERT D8, C OVERT E XPERT D8, M EDICAL E XPERT D8, M ENACE M ASTER D10, S CIENCE M ASTER D10, T ECH M ASTER D10 Milestones:PROTECTOR OF MUTANTKINDBelieving in Scott's ability to unite mutants the world over, you have pledged yourself to his cause. Rather than a destroyer of humans, you are a protector of mutants and a savior to those who desire peace.1 XP when your inspiration leads your fellow mutants to victory. 3 XP when you take trauma in the process of protecting humans from mutants or mutants from humans. 10 XP when you peacefully resolve a critical situation in human-mutant politics, or when you unleash your power in defense of your people and become feared by the world once more. ID: Erik Lensherr (Secret) History:Born to a Jewish family in Germany during the 1920s, Erik faced hardship growing up in a tumultuous time. Eventually his family fled to Poland, but they were captured during the Nazi invasion of the country. His family was murdered in the Warsaw Ghetto, while Erik himself survived thanks to his burgeoning mutant powers. He was later sent to Auschwitz, from which he escaped during the 1944 revolt. Erik married and had three children, one of whom died in an attack by a mutant-hating mob, and the other two went on to be the heroes known as Quicksilver and the Scarlet Witch. Erik met and befriended Charles Xavier sometime after, and their debates over conflicting views of human-mutant strife drove them apart. Embittered by his tragic past, Erik began to believe that mutants were the next step in evolution of mankind. Determined to ensure that no such atrocities were committed against his people again, he took on the name Magneto and waged war on those who would oppress mutants. His old friend Charles had founded a team of mutant heroes called the X-Men and set them against Magneto as their philosophical differences ever warred with one another. Magneto fought the X-Men many times, established an asteroid base, even joined the X-Men for a time. Always driven by his desire to do right by mutantkind but bearing the scars of the past, Magneto and his Brotherhood of Mutants were a mighty force in mutant history. In recent years, Magneto made an effort to reconcile with his children and grandchildren, and even joined the X-Men in creating Utopia, a place where mutants can live free of persecution. While still a dangerous and driven man, Magneto is not the mutant terrorist he once was, and counts as allies many of Earth's disenfranchised super-beings, including the likes of Namor, the Sub-Mariner. He currently serves as a valuable member of Scott's team of X-Men. Personality:Once a man driven by anger and hatred of those whose bigotry had persecuted both sides of his family heritage (Jew and mutant), Magneto has always fought for the greater good of homo sapiens superior. He no longer believes in dominating or destroying mankind, but rather in protecting mutants, and despite being in his physical prime, has a fatherly quality to his interactions with his people. As an experienced mutant of immense power, others look up to him for guidance and protection. In turn, Magneto fully believes in Scott Summers as the man to unite mutants and lead them into a future free of fear. He is fiercely devoted to his ideals and will stop at nothing to protect those under his care — and he considers all mutants under his care, whether they know it or not. Abilities and Resources:Magneto is an Omega-class mutant, one of the most powerful mutants — one of the most powerful beings, period — on the planet. His chief power is his mastery of magnetism, which has increased over the years to the point that he can alter the electromagnetic force which exists between subatomic particles. His power over the entire electromagnetic spectrum is nearly limitless. He can use that control to create impenetrable force fields, hurl concussive blasts, manipulate metallic and even non-metallic objects, and fly by manipulating magnetic fields. He has refined this power enough that he can even manipulate iron particles within organic bodies. Through superior willpower and latent psychic powers, Magneto is highly resistant to psychic attack on his own. However, the helmet he wears provides more complete resistance, rendering him immune to even the psychic powers of someone like Professor X. His costume, actually formed of metal particles pulled from the surrounding area, provides him with some enhanced durability in addition to his own powerful force fields.
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X-Men
Mar 19, 2014 13:37:08 GMT -8
Post by Claire Redfield on Mar 19, 2014 13:37:08 GMT -8
PHOENIXAffiliations: S OLO D10, B UDDY D6, T EAM D8 Distinctions:O NE W ITH THE P HOENIXB EARER OF C OSMIC B URDENSF IERY P ASSIONSPower Sets:PHOENIX FORCEC OSMIC F LAMES D12, C OSMIC S UPREMACY D12, G ODLIKE D URABILITY D12, G ODLIKE S ENSES D12, G ODLIKE S TAMINA D12, M IND C ONTROL D10, P SYCHIC R ESISTANCE D12, S PACE F LIGHT D12, T ELEKINETIC S UPREMACY D12, T ELEPATHY D12, T ELEPORT D12, T RANSMUTATION D12 SFX: Area Attack. Against multiple targets, for each additional target add a D6 and keep an additional effect die. SFX: Constructs. Add a D6 and step up your effect die by +1 when using PHOENIX FORCE to create assets. SFX: Energy Absorption. On a successful reaction against an energy attack action, convert your opponent's effect die into a PHOENIX FORCE stunt or double a PHOENIX FORCE power by +1 for your next action. Spend 1 PP to use this stunt if your opponent's action succeeds. SFX: Healing. Add TELEPATHY to your dice pool when helping others recover stress. Spend 1 PP to recover your own or another's stress or step back your own or another's trauma by -1. SFX: Immunity. Spend 1 PP to ignore stress, trauma or complications from aging, poisons, disease or radiation. SFX: Invulnerable. Spend 1 PP to ignore physical stress or trauma unless caused by psychic attacks. SFX: Second Wind. Before you make an action including a PHOENIX FORCE power, you may move your physical stress die to the Doom pool and double the PHOENIX FORCE die for this action. Limit: Dark Phoenix. When the Doom pool includes at least 2D12 or when Phoenix takes emotional or mental trauma, activate DARK PHOENIX. Limit: Growing Dread. Both 1 and 2 on your dice count as opportunities when using a PHOENIX FORCE power, but only 1s are excluded from being used for totals or effect dice. Limit: Mutant. Earn 1 PP when affected by mutant-specific complications and tech. DARK PHOENIXThe Dark Phoenix is an embodiment of destruction, the incredible power of the Phoenix Force unchecked by humanity. On the occasions when Dark Phoenix is unleashed, whole worlds can pay the price. When manifested, the Dark Phoenix uses the Doom pool for its Affiliations and loses her Distinctions. She opposes anyone in the vicinity, lashing out with fiery wrath. The Dark Phoenix does not take stress directly, but rather her Affiliation dice may be targeted like a mob's dice. If the Doom pool is reduced to less than 2D12, Jean regains control over the Phoenix and returns to her normal self. Specialties:C OMBAT E XPERT D8, C OSMIC M ASTER D10, M ENACE E XPERT D8, P SYCH G RANDMASTER D12, S CIENCE E XPERT D8 Milestones:HEAL THE UNIVERSEAs the host of the mighty Phoenix Force, you are the guardian of generations past, present and yet unborn.1 XP when you heal an ally's stress rated D12 or higher, or heal an ally's trauma. 3 XP when you step up a telepathic complication past D12 on someone in order to save their life, or suffer emotional trauma while facing a psychic threat. 10 XP when you sacrifice your life or your happiness in order to ensure those of another. ID: Jean Grey (Public) History:Experiencing a tragedy at a young age awakened Jean's mutant telepathic powers. She grew ever more withdrawn and haunted until Professor Charles Xavier approached her to join his School for Gifted Youngsters. Xavier helped Jean master her psychic powers and focus them toward a greater good. Taking on the codename "Marvel Girl," Jean joined the first team of X-Men, a heroic mutant team dedicated to fighting evil mutants and mutant oppression. After several years, Professor X removed psychic blocks he had placed on Jean's telepathic abilities and she came into her full mutant power. The early years saw Jean and Scott Summers, a.k.a. "Cyclops," begin a relationship, face many dangers and even the apparent death of Xavier. While on a mission in space, Jean encountered the enigmatic Phoenix Force, a manifestation of the primal force of life itself. She later joined with it to the save the lives of the X-Men, and the Phoenix Force took over her body for a time. Tragedy struck when the wicked mutant Mastermind corrupted the Phoenix and gave rise to Dark Phoenix. After consuming a star and dooming an entire world, facing trial by the Shi'ar and the possible collateral damage of her teammates, Jean sacrificed her own life to rid the world of Dark Phoenix. In the otherworldly White Hot Room, Jean met Death and learned of the Phoenix's true purpose. Returning to life, Jean helped found X-Factor to carry on Xavier's original dream of helping mutants understand and control their powers. Her relationship with Scott remained troubled for some time, and Jean had many adventures as part of X-Factor before rejoining the X-Men. She helped defeat the psychic entity Onslaught and struggled to maintain control of her growing Phoenix powers. In a battle with the mutant Xorn, Jean sustained mortal wounds and died once more. A berserk Phoenix Force later resurrected her into the Dark Phoenix, but with the help of her friends Jean was able to regain control and return to the White Hot Room. She remains gone to this day but not forgotten. Personality:Jean is a passionate woman whose powers enhance her empathic nature. Kindness and compassion drive her to help people in need and protect those who cannot protect themselves, even at great cost to herself. She fully believes in Xavier's dream of peace between mutants and humans, despite the strife of a lifetime spent fighting to bring it about. Thoughtful and understanding, Jean is an emotional pillar upon whom all her friends and family lean. In their darkest hour, they know Jean will be there to light the way. Abilities and Resources:As an Omega-level mutant, Jean was one of the most powerful psychics in the world after mastering her powers. Gifted with telepathic and telekinetic powers, Jean could affect the battlefield and the psyches of friends and foes with her power, creating force field, manipulating heavy objects and the minds of enemies. With the discovery of the Phoenix Force, Jean's powers grew immensely. The infinite powers of universal life energies bolstered her psychic powers beyond even Omega-level mutants, and as she gained control over the Phoenix Force, her powers became cosmic in scope. With the Phoenix Force, Jean can fly unaided through space, heal herself or others and summon "cosmic flames" that can burn what even the hottest star cannot. Her senses are enhanced by the cosmic perspective of the Phoenix Force, allowing her to sense minds and phenomena unknown to mortals. Her telekinetic power is so great that she can even manipulate matter and energy on a subatomic level. From her home within the White Hot Room, as White Phoenix of the Crown she can even see across time to help direct the course of fate.
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X-Men
Mar 19, 2014 13:37:27 GMT -8
Post by Claire Redfield on Mar 19, 2014 13:37:27 GMT -8
"I'm the Juggernaut! Ain't nothin' — ain't nobody — can beat me!" JUGGERNAUTAffiliations: S OLO D10, B UDDY D8, T EAM D6 Distinctions:N OTHING S TOPS THE J UGGERNAUTA VATAR OF C YTTORAKB ROTHERLY J EALOUSYPower Sets:CRIMSON GEM OF CYTTORAKE NHANCED S PEED D8, G ODLIKE D URABILITY D12, G ODLIKE S TAMINA D12, G ODLIKE S TRENGTH D12, P SYCHIC R ESISTANCE D12 SFX: Area Attack. Against multiple targets, for each additional target add a D6 and keep an additional effect die. SFX: Healing Factor. Spend a Doom die to recover your physical stress and step back your physical trauma by -1. SFX: Immunity. Spend a Doom die to ignore stress, trauma or complications from aging, poisons, disease, radiation, or environmental conditions. If P SYCHIC R ESISTANCE is active, Juggernaut can also use Immunity on psychic attacks. SFX: Invulnerability. Spend a Doom die to ignore physical stress or trauma unless caused by psychic attacks. SFX: Unstoppable. If Juggernaut is moving, no complication based on slowing or restricting his movement may step up past D12 or step back his unstoppable motion asset beyond D6. Limit: Helmet. Shutdown P SYCHIC R ESISTANCE and gain a Doom die. Take an action vs. the Doom Pool to recover. Limit: Growing Dread. Both 1 and 2 on your dice count as opportunities when using a CRIMSON GEM OF CYTTORAK power, but only 1s are excluded from being used for totals or effect dice. MYSTIC FORCE FIELDG ODLIKE D URABILITY D12 SFX: Immunity. Spend a Doom die to ignore stress, trauma or complications from physical attacks. Limit: Conscious Activation. If stressed out, asleep or unconscious, shutdown MYSTIC FORCE FIELD. Recover MYSTIC FORCE FIELD when stress is recovered or you awake. If physical trauma is taken, shutdown MYSTIC FORCE FIELD until trauma is recovered. Specialties:C OMBAT E XPERT D8, C RIME E XPERT D8, M YSTIC E XPERT D8, M ENACE M ASTER D10 ID: Cain Marko (Public) History:Cain Marko served in Korea, alongside his stepbrother Charles Xavier. As though drawn by fate, on patrol Marko discovered a hidden temple dedicated to a being called Cyttorak. Within the temple was a strange ruby, and inscribed upon it an incantation: "Whosoever touches this gem shall be granted the power of the Crimson Gem of Cyttorak! Henceforth, you who read these words, shall become ... forevermore ... a human juggernaut!" Marko read the words aloud and truly was he transformed into a juggernaut, as the mystical might of Cyttorak infused Marko's body. Presumed dead, Marko reappeared sometime later and attacked the X-men. Aided by the Human Torch, the X-men managed to stop Juggernaut by removing his helmet and rendering him vulnerable to psychic attack. The immortal Juggernaut battled the X-men and other heroes many times, even suffering the wrath of Eternity as he was banished to Cyttorak's dimension. Eventually the Juggernaut returned and continued to clash with Earth heroes, especially Xavier and his mutant team. Truly a rogue force, Juggernaut also battled other villains and stranger entities, never truly taking anyone's side but his own. Juggernaut even joined the X-men for a time, and though his powers diminished, his strength proved most valuable in their many battles. As it always did, the life of crime and chaos eventually drew Juggernaut back in and Cyttorak fully restored his powers. Now, as ever, Cain Marko remains an unstoppable force of nature. Personality:Marko is something of a loose cannon. His hatred for his stepbrother has driven him to crime and battling the X-men on many occasions, and yet he is not a remorseless killer. Indeed, he does not kill anyone if possible. His temper often lands him in trouble, but always he weathers the storm. At times, he has even aided his stepbrother or other heroes against greater threats, and has shown remorse for destruction he's caused in the past. At one point, this even led to him temporarily taking on the Uni-Power to undo damage he'd caused. As Juggernaut, he is proud of his unmatched strength and often all too ready to proclaim that nothing can stop him. Abilities and Resources:The Crimson Gem of Cyttorak grants Marko the vast magical powers of Cyttorak. As an avatar of the god, the Juggernaut is one of the most physically powerful beings in the universe. He is immortal and supremely durable, capable of withstanding nearly any force in the universe. His strength is nearly limitless, and he can overpower even mighty beings like Thor and the Hulk. In the extremely rare case something is able to harm Juggernaut, he can regenerate with frightening speed. He is vulnerable to psychic attacks but his helmet prevents that, though canny (and uncanny) opponents often exploit this weakness by removing or destroying the helmet. Sustained by the mystical powers of the gem, Juggernaut requires neither air nor sustenance to live. For those rare occasions where he needs it, he can also call upon a nigh-impenetrable force field to supplement his own durability. Once moving, the Juggernaut cannot be stopped except by the most extreme forces in the universe, typically mystical in origin.
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X-Men
Mar 25, 2015 4:08:14 GMT -8
Post by Claire Redfield on Mar 25, 2015 4:08:14 GMT -8
"At last... freedom! Now behold my mighty hand!" ONSLAUGHTAffiliations: Solo D10/D10/D10/D10 • Buddy D8/D8/D8 • Team D6/D6/D6Distinctions: Born of Hatred Being of Pure Consciousness Seeker of Psychic AscendancePower Sets: Electromagnetic Blast D12 • Godlike Durability D12 • Godlike Senses D12 • Godlike Stamina D12 • Godlike Strength D12 • Electromagnetic Supremacy D12 • Space Flight D12 • Telekinetic Supremacy D12 SFX: Area Attack. Against multiple targets, for each additional target add a D6 and keep an additional effect die. SFX: Mastery of Magnetism. When using Psychokinetic God to create assets, add a D6 and step up your effect die. SFX: Invulnerable. Spend a doom die to ignore physical stress or trauma unless caused by mystical attacks. SFX: Multipower. Add more than one Psychokinetic God power to your dice pool. Step back each Psychokinetic God power die in your pool once for each die beyond the first. Limit: Fueled by Hatred. If a pool includes a Psychokinetic God power, both 1s and 2s on those dice count as opportunities, but only 1s are excluded from being used for totals or effect dice.
Intangibility D12 • Invisibility D10 • Mind Control D12 • Psychic Blast D12 • Psychic Resistance D12 • Telepathy D12 SFX: Your Will is Broken. Add a D6 and step up your effect die when inflicting a psychic complication on a target. SFX: Monstrous Astral Presence. Against a single target, step up or double a Psionic Entity die against a single target. Remove the highest rolling die and add 3 dice for your total. SFX: Behold my Mighty Hand!. Double any Psionic Entity power for one action. If the action fails, step back that power. Spend a doom die to recover that power. SFX: The Will of a God. Spend a doom die to ignore any stress, trauma, or complications caused by mental or social attacks, or toxins, fatigue, and radiation. SFX: Omniscience. If a dice pool includes a Psionic Entity power, spend a doom die to reroll. SFX: Astral Form. Spend a doom die to ignore physical stress caused by anyone attacking your astral form by mundane means. Limit: Astral Projection. When your dice pool includes Intangibility or Invisibility, adding a power from your Psychokinetic God power set costs a doom die. Limit: Epic Arrogance. Step up the lowest die in the doom pool or add a D6 doom die to step up complications from opponents that manage to use Onslaught's overconfidence against him or otherwise anger him.Specialties: Combat Expert D8 • Menace Grandmaster D12 • Psych Grandmaster D12 • Science Expert D8ID: None • Base: Negative Zone • Group Affiliations: NoneHistory: When Professor Xavier telepathically attacked Magneto's, the psychic backlash resulted in merging Xavier's suppressed emotions and Magneto's lifelong anger into a psychic entity. Calling itself Onslaught, the entity at first remained hidden as it set into motion a plan to merge the whole of humanity into a collective consciousness—one ruled by Onslaught himself. Onslaught encountered Nate Gray, X-Man, and Franklin Richards, seeking to exploit their power in reshaping the world. Eventually the X-Men freed Xavier from Onslaught, at which point he became an independent entity made of pure psionic energy. Onslaught took control of a host of Sentinels and cut Manhattan off from the rest of the world. There the battle for humanity began. The X-Men, the Fantastic Four, and the Avengers all engaged Onslaught, their combined powers and abilities barely able to hold back the monster. Onslaught sought to use Franklin and Nate to augment his own powers, allowing him to merge all of humanity into a collective consciousness. Once the Hulk tore free his armor, Onslaught evolved into his true form: one of pure energy. The heroic sacrifice made by the Fantastic Four and the Avengers stopped Onslaught before he could complete his plan.
Onslaught later returned when the Scarlet Witch unleashed her power against mutants across the glob. The scattered energies of Onslaught returned to Earth along with this mutant energy, and he once again took form. He sought out Franklin Richards and the two battled with vast psychic powers, but eventually with the sacrifice of Nomad (Rebecca Barnes), Onslaught vanished into the Negative Zone. There he remains, seemingly immortal, always looking for a way to return to the mortal plane....Personality: Born of the mingling hatred, suppressed negativity, and suffering of both Magneto and Charles Xavier, Onslaught is a monstrous being. He desires ascendance to the pinnacle of a psychic plane after merging the minds of all humanity into one collective. Onslaught is malicious and delights in tormenting his lesser foes. Remorse is alien to him, as he is literally an entity made up of dark psychic forces. He feels no pain, fear, or loss, but instead seethes in anger and sadistic glee. He will stop at nothing to achieve his goals, and all living things are mere puppets in his dreams of ascension.Abilities & Resources: Onslaught is a being of nearly unimaginable power. At his core he possesses the full mutant powers of both Professor X and Magneto. Unlike those from whose minds he was born, Onslaught is not mortal at base. Instead, he is a being made of purely psionic energy. This renders him impervious to the frailties of living creatures. His physical power is sufficient to overwhelm even the Hulk or Juggernaut, and his psychic powers allow him to accomplish nearly anything. He can easily defeat even Jean Gray in psychic conflict, connect to millions of minds across the glob, control the actions of others, erase their memories, or summon illusions pulled from their darkest fears. With telekinetic power Onslaught can lift or destroy huge objects, as well as project blasts of electromagnetic power. He wields power on a global scale, allowing him to overcome whole teams of Earth's most powerful heroes in direct battle. On the astral plane he reigns nearly supreme, able to mold its planar energies as he sees fit. Possessing the memories and abilities of Xavier and Magneto also grants him formidable combat skills.
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