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X-Men Baddies

X-Men Baddies

Postby Dark Koala » Sun May 06, 2012 11:05 am

I'm preparing to run an X-Men campaign soon, and thought I'd share the datafiles I cobbled together for several oft-used X-Men villains. So, without further ado, here's a Mark IV Sentinel.


SENTINEL

AFFILIATIONS
Solo d8, Buddy d6, Team d10

DISTINCTIONS
Mutant Hunter, Mindless Automaton, Giant Robot

POWER SETS
Robotic Systems - Superhuman Strength d10, Superhuman Durability d10, Energy Blast d10, Robotic Senses d8
- SFX: Area Attack. Add a d6 and keep an additional effect die for each additional target.
- SFX: Grappling Cable. Add d6 and step up effect die by +1 when inflicting an entangled complication on a target.
- Limit: System Failure. Shutdown any Robotic Systems power to step up or add a d6 to the doom pool. Recover power by spending a d6 from the doom pool.

SPECIALTIES
Combat Expert d8, Menace Expert d8
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Re: X-Men Baddies

Postby Dark Koala » Sun May 06, 2012 11:10 am

Next up, the Master of Magnetism himself.

MAGNETO

AFFILIATIONS
Solo d10, Buddy d6, Team d8

DISTINCTIONS
Mutant Supremacist, Holocaust Survivor, Megalomaniac

POWER SETS
Master of Magnetism - Magnetic Control d12, Supersonic Flight d10, Forcefield d10, Enhanced Senses d8
- SFX: Area Attack. Add a d6 and keep an additional effect die for each additional target
- SFX: Invulnerable. Spend a d6 from Doom to ignore Physical Stress or Trauma
- SFX: Multipower. Use two or more Master of Magnetism powers in a single dice pool at -1 step for each additional power.
- SFX: Versatile. Split Magnetic Control into 2d10 or 3d8
- Limit: Mutant. Add a d6 to Doom when affected by mutant-specific Milestones:or tech.
- Limit: Exhausted. Shutdown any Master of Magnetism power to gain d6 to Doom. Recover power by activating an opportunity.

Magneto’s Helmet - Psychic Resistance d12
- SFX: Psychic Immunity. Spend a d6 from Doom to ignore stress, trauma or complications from psychic attacks.
- Limit: Gear. Add a d6 to Doom and Shutdown Magneto's Helmet. Spend a die from Doom to recover.

SPECIALTIES
Combat Expert d8, Covert Expert d8, Menace Master d10, Psych Expert d8, Science Master d8, Tech Master d10
Last edited by Dark Koala on Tue May 08, 2012 6:33 pm, edited 1 time in total.
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Re: X-Men Baddies

Postby Dark Koala » Sun May 06, 2012 11:14 am

SABRETOOTH

AFFILIATIONS
Solo d10, Buddy d8, Team d6

DISTINCTIONS
Violent Savage, Short-Tempered, Cunning

POWER SETS
Feral Mutant - Enhanced Reflexes d8, Enhanced Strength d8, Godlike Stamina d12, Superhuman Senses d10
- SFX: Claws. Add d6 to your dice pool for an attack action and step back the highest die in pool by -1. Step up Physical Stress inflicted by +1.
- SFX: Healing Factor. Spend a d6 from the doom pool to recover your physical stress and step back your physical trauma by -1.
- Limit: Mutant. Add a d6 to Doom when affected by mutant-specific Milestones or tech.

Weapon X Program - Enhanced Durability d8, Psychic Resistance d8
- SFX: Adamantium Skeleton. On a successful reaction against an edged or blunt attack action, either convert opponent’s effect die into a Weapon X Program stunt or step back effect die by –1 and inflict as physical stress. Spend a d6 from the doom pool to use this stunt if opponent’s action succeeded.
- SFX: Fearsome. Add d6 and step up effect die by +1 when using Weapon X Program powers to inflict emotional stress.
- SFX: Immunity. Spend 1 PP to ignore telepathy or mind control.
- Limit: Heavy Metal. On a magnetic attack or while swimming, change any Weapon X Program power into a complication and add a d6 to the doom pool. Activate an opportunity or remove the complication to recover the power.
- Limit: Toxic Metal. If Superhuman Stamina is shutdown, take d10 physical stress at the beginning and end of every Action Scene.

SPECIALTIES
Combat Master d10, Covert Master d10, Menace Master d10, Vehicle Expert d8
Last edited by Dark Koala on Tue May 08, 2012 6:34 pm, edited 1 time in total.
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Re: X-Men Baddies

Postby Dark Koala » Sun May 06, 2012 11:16 am

MYSTIQUE

AFFILIATIONS
Solo d10, Buddy d6, Team d8

DISTINCTIONS
Trained Assassin, Deceiver, Heartless

POWER SETS
Shapeshifting - Shapeshifting d8, Enhanced Stamina d8, Reflexes d6
- SFX: Poison and Drug Immunity. Spend a d6 from the doom pool to ignore stress, trauma, or
complications from drugs or poison.
- Limit: Mutant. Add a d6 to Doom when affected by mutant-specific Milestones or tech.

Munitions - Plasma Rifle d8
- SFX: Grenade. Add a d6 and keep an additional effect die for each additional target.
- Limit: Gear. Add a d6 to Doom and Shutdown Magneto's Helmet. Spend a die from Doom to recover.

SPECIALTIES
Acrobatic Expert d8, Combat Expert d8, Cover Master d10, Tech Expert d8
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Re: X-Men Baddies

Postby chaosnet » Sun May 06, 2012 11:29 am

Great write ups, but a couple of quetions:

Is Magneto really a Science and Tech Master? I know he is good, but I'm not sure if he's on the level of Reed Richards (for Science) or Doctor Doom/Tony Stark (for Tech).

When did Sabertooth get adamantium? Also, I thought Sabretooth's Stamina would be equal to Jimmy/Logan's.
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Re: X-Men Baddies

Postby Dark Koala » Sun May 06, 2012 11:53 am

chaosnet wrote:Great write ups, but a couple of quetions:

Is Magneto really a Science and Tech Master? I know he is good, but I'm not sure if he's on the level of Reed Richards (for Science) or Doctor Doom/Tony Stark (for Tech).


Actually, I only listed him as Mastery of Science, with only an Expert in Tech. But the Mastery was, in fact, a mistake. I mean to list it as Expert.

chaosnet wrote:When did Sabertooth get adamantium? Also, I thought Sabretooth's Stamina would be equal to Jimmy/Logan's.


As far as I had known, Creed had always had adamantium. His file on the Marvel Wiki lists it, as does Wikipedia.

Wikipedia wrote:Sabretooth's skeleton and claws were molecularly laced with the indestructible metal adamantium by Apocalypse,[50] who later removed it and bonded it to Wolverine's bones.[51] Later, the Weapon X program bonded adamantium to his bones once more.[52] However, Sabretooth did not have adamantium connective tissues in his joints and wrists, only adamantium bones, therefore his limbs could be severed.[44] According to the official Marvel Comics website, Sabretooth still possessed an adamantium skeleton.


You're probably right about his stamina, though. I could have sworn that I remembered reading somewhere that Wolverine's Healing Factor was stronger than Sabretooth's but now I can't find anything to substantiate that...
Last edited by Dark Koala on Sun May 06, 2012 12:19 pm, edited 1 time in total.
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Re: X-Men Baddies

Postby Beast » Sun May 06, 2012 12:09 pm

I would give him Tech Master, most certainly.

Not so much on Science Master. Magneto used to build devices to create mutants and created robots and such crazy things back in the day. But I never saw him as really the Scientific type. If anything it would be Science Expert.

In addition to his powers, Magneto has many other skills. He is a genius with competence in various fields of advanced science, especially in genetic manipulation, particle physics, engineering, and other fields of technology. He has engineered advanced weaponry, space stations, superpowered humanoid lifeforms, devices that generate volcanoes and earthquakes, devices that block telepathy, and devices that can nullify all mutant powers except for his own. He has reconstructed computerized devices from memory.
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Re: X-Men Baddies

Postby BaronVonStevie » Sun May 06, 2012 8:58 pm

I'd probably put him at "Menace Master d10, Science Expert d8, Tech Master d10" myself. Xavier would be like a mirror image with "Psych Master d10, Science Master d10, Tech Expert d8"
"Risk is our business!" - James T. Kirk
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Re: X-Men Baddies

Postby MidnightBlue » Tue May 08, 2012 11:13 am

Some very interesting files...

Though I don't see Sabertooth with Superhuman Strength. Maybe Enhanced Strength, but mostely I just see him use his claws...not lift cars.

But to each their own.

:)


And yeah, Sabertooth didn't always have adamantium, but he somehow got it in the craze to give EVERYONE access to the most rare element on Marvel Earth.

Wolverine, Sabertooth, Bullseye, Doc Ock, Lady Deathstrike, and I'm sure plenty of others that I'm missing.

Oh...I almost forgot about Daredevil's adamantium body armor...oh and Stilt-Man and Ultron.

Probably a bunch of others too...
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Re: X-Men Baddies

Postby dadiceguy » Tue May 08, 2012 4:58 pm

I dont have an issue with high Science and Tech skills. He did build several impressive bases over the years.
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