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15 point X-men

Your heroes, villains, vehicles, and HQs
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Saker
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15 point X-men

Post by Saker »

Colossus
15 points (10 Stats, 5 Powers )
Piotr Nikolaievitch Rasputin (Russian: Пётр "Питер" Николаевич Распутин) was born on the Soviet collective farm, called the Ust-Ordynski Collective, near Lake Baikal in Siberia. Piotr grew up with his dear brother, the famous cosmonaut Mikhail Rasputin, and his beloved younger sister, Illyana Rasputina and would pass the time drawing or painting, a hobby he was immensely talented in. Piotr's superhuman powers emerged at the age of 13. At first, he was content simply to use these powers to aid his family and the other people of the Collective. After a transformed Piotr rescued his sister Illyana from a runaway tractor, he was contacted by Professor Charles Xavier, founder of the X-Men, when Professor Xavier was organising a new team of mutant X-Men to help him rescue the original X-Men from the sentient island of Krakoa. Piotr agreed to leave the farm community in which he had been born and raised to go to America with Professor Xavier and stay at his School for Gifted Youngsters. Professor Xavier gave Piotr the code name "Colossus" and Piotr aided Professor Xavier's other new recruits in their battle against Krakoa.

Mental Malfunction: Then comrades, let us end this battle, once and for all!

Brawn 3 Agility 1 Mind 1
x1 Defence, x1 Mental Defence, x3+8 Soak

Powers
  • * Growing (Density Increase) 2 (Density increase to 1000lb (lift 500lb); +5 Result bonus to Brawn rolls.) (2pts)
    * Heightened (Brawn) 1 (+3 Result bonus to Brawn rolls. x3 Lift.) (1pts)
    * Immunity 2 (Immune to 2 sources of harm.) Suffocation & starvation (2pts)
Skills
Mental Skills: Humanities/Art x1
Physical Skills: Athletics/Throwing x1
Advantages & Disadvantages
Instant Change: You can instantly change from normal identity to super identity.
Normal: You are a normal person (Brawn x1+3 and Agility 1) when not in super form.
Other
Priority: x1, Defence: x1, Mental Defence: x1, Soak: x3+8, Hits: 100

Lift: 15 tons, Run: 3 squares, Jump: 9 squares, Climb: 3 squares, Swim: 3 squares
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Saker
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Post by Saker »

Cyclops
15 points (6 Stats, 9 Powers )
Scott Summers is the oldest son of Major Christopher Summers (AKA Corsair), a test pilot in the U.S. Air Force and his wife Katherine Ann. His younger brother is Alex, known today as the mutant Havok. One night, Scott woke up and destroyed the roof of the hospital with his optic blast. When Scott woke up again, a year had passed. Upon recovering, Scott was placed in the State Home for Foundlings, an orphanage in Omaha, Nebraska. There he was subjected to batteries of tests and experiments by the orphanage's owner, Mr. Milbury, an alias for Mr. Sinister. As a teenager, Scott began to suffer from severe headaches and he was sent to a specialist (again Sinister in disguise), who provided him with lenses made of ruby-quartz. Soon after, Scott's mutant power erupted from his eyes as an uncontrollable blast of optic force. Scott's display of power had attracted the attention of the mutant telepath Professor Charles Xavier, who teamed up with FBI agent Fred Duncan to find Scott. Scott was rescued from Winters' clutches and was enlisted by Professor Xavier as the first member of the X-Men, a team of young mutants who trained to use their powers in Professor Xavier's dream for human/mutant equality.

Mental Malfunction: Listen to me... You can't kill an idea. It always comes back. Resurrected. Or reborn... into a different form.

Brawn 1 Agility 1 Mind 1
x1 Defence, x1 Mental Defence, x1 Soak

Powers
  • * Optic Blasts: Special Attack (Ranged) 5 (Range 5; Small Arc 4, x4 to hit, x4 damage.) (6pts)
    • * Enhancement: Variable When you use this power, you can trade levels of this power for points in Area or Range effects.
    * Boost (Mind) 3 (Increase Mind by 3 with optic blasts.) (3pts)
Skills
Mental Skills: Military/Tactics x1
Physical Skills: Pilot/Control x1
Advantages & Disadvantages
Versatile: Once per issue you can perform a Power Stunt without spending a Hero Die.
Freak: You look very obviously weird.
Other
Priority: x1, Defence: x1, Mental Defence: x1, Soak: x1, Hits: 100

Lift: 50 lbs, Run: 3 squares, Jump: 1 squares, Climb: 1 squares, Swim: 1 squares
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Post by Saker »

Beast
15 points (14 Stats, 1 Powers )
Henry "Hank" McCoy was born and raised in Dunfee, Illinois, the son of Norton and Edna McCoy. His father worked at a nuclear power plant where he was exposed to massive amounts of radiation during an accident. Norton was completely unharmed, but the radiation affected his genes and, as a result, his son was born a mutant. Unlike most mutants, Henry showed signs of mutation from birth: unusually large hands and feet, coupled with unusual strength and agility. A prodigy, Hank was also endowed with an innate superhuman intellect and during adolescence further increased his powers of simian-like augmented agility, reflexes, and strength. While attending Bard College, thanks to his powers, Henry became a star football player as a teenager and earned the nickname Magilla Gorilla. Hank hid his mutation and thirst for knowledge in plain sight - until the school asked him to leave after he was exposed as a mutant. Hank's remarkable athletic abilities and brilliance attracted the notice of Professor Charles Xavier, who was forming the original X-Men. Xavier offered Hank, who excelled in the classroom, the chance for unlimited academic opportunities at his prestigious School for Gifted Youngsters.

Mental Malfunction: Oh, my stars and garters!

Brawn 3 Agility 2 Mind 2
x2+3 Defence, x2 Mental Defence, x3 Soak

Powers
  • * Heightened (Agility) 1 (+3 Result bonus to Agility rolls. Triple lifting benchmarks.) (1pts)
Skills
Mental Skills: Medicine/Genetics x2, Technology/Invent x2
Physical Skills: Athletics/Acrobatics x3
Advantages & Disadvantages
Frightening Presence: +2 dice bonus to intimidate or frighten others.
Freak: You look very obviously weird.
Other
Priority: x2+3, Defence: x2+3, Mental Defence: x2, Soak: x3, Hits: 100

Lift: 5 tons, Run: 6 squares, Jump: 9 squares, Climb: 3 squares, Swim: 3 squares
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Post by Saker »

Quicksilver
15 points (6 Stats, 9 Powers )
Pietro Maximoff was kidnapped from Serbia and brought to Wundagore Mountain, base of the High Evolutionary, he and his twin sister, Wanda, were the children of Romany couple, Django and Marya Maximoff. The High Evolutionary supposedly abducted the twins when they were babies and experimented on them, once he was disgusted with the results, he returned them to Wundagore, disguised as regular mutants. As adolescents, Wanda and Pietro discovered that they had unusual superhuman abilities. One day, Wanda accidentally caused a house to burst into flame through her hex powers, which she could not yet control. Superstitious townspeople began chasing her, thinking she was a witch. Despite Pietro's attempt to defend her, they were soon overpowered and were about to become victims of mob violence when Magneto came to their rescue. Magneto pressed them into service in his Brotherhood of Evil Mutants, costumed them, and named them the Scarlet Witch and Quicksilver.

Mental Malfunction: Super-Speed. Google it.

Brawn 1 Agility 1 Mind 1
x1 Defence, x1 Mental Defence, x2 Soak

Powers
  • * Super Speed 5 (Extra two panels (or +2 Agility) per page. +2 Priority. Tiring.) (5pts)
    * Disarm Expert 2 (+2 Dice bonus to attacks to disarm or break a gadget. Can swap a disarm for damage any time you make attack by 10.) (2pts)
    * Boost (Brawn) 1 (Increase Brawn by 1 when using Super Speed.) (1pts)
    * Healing 1 (Take one panel action to heal self of 1x2d6 damage; heal 10 hits/hour.) (1pts)
Skills
Mental Skills: Security/Disabling Security Alarms & Cameras x1
Physical Skills: Athletics/Running x1
Other
Advantages & Disadvantages
Quick-Thinking: Once per issue perform an interrupt action without spending a Hero Die.
Unpleasant Quality (Impatient): -2 Dice Penalty on social rolls
Priority: x3, Defence: x1, Mental Defence: x1, Soak: x2, Hits: 100

Lift: 50 lbs, Run: 3 squares, Jump: 4 squares, Climb: 2 squares, Swim: 2 squares
Last edited by Saker on Sat Sep 22, 2018 7:34 pm, edited 2 times in total.
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Saker
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Post by Saker »

Nightcrawler
15 points (10 Stats, 5 Powers )
Nightcrawler is a mutant born with fine blue-black fur covering his body, two fingers with an opposable thumb on each hand and only two toes, each longer than a normal human being's, on each foot and a third toe-like projection on his heel, as well as pronounced, fang-like canine teeth, yellow eyes, pointed ears, and a 3 1⁄2-foot-long (1.1 m) prehensile pointed tail which can support his weight.

Mental Malfunction: Odd how even in the face of tragedy, there are often such wonders -- such miracles -- to be found.

Brawn 1 Agility 3 Mind 1
x3 Defence, x1 Mental Defence, x1 Soak

Powers
  • * Teleportation 2 (Teleport 20 squares as a move; teleport to near state with concentration (tens of miles).) (1pts)
    • * Limitation: Only Teleport 1 when concentrating
    * Super Speed 3 (Extra panel (or +1 Agility) per page. +1 Priority. Tiring.) (2pts)
    • * Limitation: Not usable out of combat
    * Clinging 1 (Cling to surfaces.) (1pts)
    * Nightvision : Super Senses 1 (1pts)
Skills
Mental Skills: Humanities/Religion x1
Physical Skills: Athletics/Acrobatics x3, Escapology/Contortion x3, Stealth/Hiding x3
Advantages & Disadvantages
Frightening Presence: +2 dice bonus to intimidate or frighten others.
Freak: You look very obviously weird.
Other
Priority: x4, Defence: x3, Mental Defence: x1, Soak: x1, Hits: 100

Lift: 50 lbs, Run: 9 squares, Jump: 1 squares, Climb: 9 squares, Swim: 1 squares, Teleport: 20 squares
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Post by Saker »

Iceman
15 points (6 Stats, 9 Powers )
Organic-Ice Form: Ability to not only cover his body with ice, but to actually become organic ice.[82] Though the appearance is similar, Iceman is now actually translucent in his ice form. Iceman is virtually indestructible in this form, allowing him to reform his body should it become shattered.

Mental Malfunction: My name is Robert Drake. Iceman. I've been an X-Man, an X...Factor-ian, a Defender, a Champion (don't ask). I've been a super hero since before I was old enough to shave. I've stood side by side with the toughest, most powerful heroes in the known universe and always held my own. But today... today I need to be something more. So go ahead, call me a joke if you want. Label me the X-Man with the lamest power ever. But a man of untapped potential? Don't you dare ever call me that again!

Brawn 1 Agility 1 Mind 1
x1 Defence, x1 Mental Defence, x2 Soak

Powers
  • * Cold : Immunity 1 (Immune to cold.) (1pts)
    * Thermal vision : Super Senses 1 (1pts)
    * Organic-Ice Form : Armor 1 (+1 to Brawn to Soak damage.) (1pts)
    * Cryokinesis : X Mastery 2 (Call and control things of type X: up to 1 mile, 10sq. (Mind or Level Check 10); up to 10 miles, 100sq. (Mind or Level Check 20); ) (1pts)
    • * Limitation: Situational Only control of ice.
    * Blizzard : Special Attack (Ranged) 2 (Agility +2DM to Hit and Mind +0DM to Damage; total x3 to hit, x3 damage.) (3pts)
    • * Enhancement: Range (Close) Range of 5 squares.
    * Boost (Mind) 2 (Increase Mind by 2 using ice powers.) (2pts)
Skills
Mental Skills: Commerce/Accounting x1
Physical Skills: Athletics/Skating x1
Advantages & Disadvantages
Instant Change: You can instantly change from normal identity to super identity.
Freak: You look very obviously weird.
Other
Priority: x1, Defence: x1, Mental Defence: x1, Soak: x2, Hits: 100

Lift: 50 lbs, Run: 3 squares, Jump: 1 squares, Climb: 1 squares, Swim: 1 squares
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Post by Saker »

Angel
15 points (10 Stats, 5 Powers )
Warren Kenneth Worthington III is the mutant son of the wealthy Warren K. Worthington Jr. and his wife Kathryn, neither of whom were aware that their son had developed a pair of large feathered wings extending from his back enabling him to fly.

Mental Malfunction: Savior... killer... harbinger of hope or destruction. I am unsure who-- or what-- I am. But I'd like to find out.

Brawn 2 Agility 2 Mind 1
x2 Defence, x1 Mental Defence, x2 Soak

Powers
  • * Flight 2 (Fly 10 squares per panel.) (1pts)
    • * Limitation: Actual Wings
    * Cold & Altitude : Resistance 1 (Half effect (or double endurance) against 2 sources of harm.) (1pts)
    * Sight : Keen Senses 1 (+3 to Mind for one sense.) (1pts)
    * Hearing : Keen Senses 1 (+3 to Mind for one sense.) (1pts)
    * Martial Arts Mastery (Grappling Style) 1 (Get reversal of 10+, even on foe's panel. +1 multiplier on wrestling rolls.) (1pts)
Skills
Mental Skills: Outdoor/Direction Sense x1
Physical Skills: Athletics/Acrobatics x3
Advantages & Disadvantages
Resources: You are wealthy.
Freak: You look very obviously weird.
Other
Priority: x2, Defence: x2, Mental Defence: x1, Soak: x2, Hits: 100

Lift: 400 lbs, Run: 6 squares, Jump: 4 squares, Climb: 2 squares, Fly: 10 squares, Swim: 2 squares
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Post by Saker »

Marvel Girl
15 points (8 Stats, 7 Powers )
Jean Elaine Grey was born the second daughter of John and Elaine Grey. She had an older sister, Sara Grey-Bailey. John Grey was a professor at Bard College in upstate New York. Depictions of Jean's childhood and her relations with her family have shown a stable, loving family life growing up. Jean's mutant powers of telepathy and telekinesis first manifest when her best friend is hit by a car and killed. Jean mentally links with her friend and nearly dies as well. The event leaves her comatose, and she is brought back to consciousness when her parents seek the help of powerful mutant telepath, Charles Xavier. Xavier blocks her telepathy until she is old enough to be able to control it, leaving her with access only to her telekinetic powers. Xavier later recruits her as a teenager to be part of his X-Men team as "Marvel Girl", the team's sole female member.

Mental Malfunction: We come into this world alone and we leave the same way. The time we spent in between - time spent alive, sharing, learning together... is all that makes life worth living.

Brawn 1 Agility 1 Mind 2
x1 Defence, x4 Mental Defence, x1 Soak

Powers
  • * Mind Shield 1 (+2 to Mind to resist mental attacks.) (1pts)
    * Telekinesis 3 (Attack using Mind x2 vs Agility, inflicting 3DM damage.) (3pts)
    * Telepath 3 (Telepathic; read and send thoughts, visual range. If mind protected, requires Mind Contest.) (3pts)
Skills
Mental Skills: Medicine/Genetics x3
Physical Skills: Pilot/Control x1
Advantages & Disadvantages
Versatile: Once per issue you can perform a Power Stunt without spending a Hero Die.
Uncontrollable Powers: Your powers have 50% chance not to work properly. You have difficulty turning your powers off.
Other
Priority: x1, Defence: x1, Mental Defence: x4, Soak: x1, Hits: 100

Lift: 50 lbs, Run: 3 squares, Jump: 1 squares, Climb: 1 squares, Swim: 1 squares
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MrJupiter
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Post by MrJupiter »

Saker, I really enjoy the 15-point, character takes on these well known mutants. Too bad Quicksilver doesn't have the points for at least a level of or two of Super Running to really speed him up. Also, is there a reason that he doesn't have any advantages or disadvantages? It seems like Quick-Thinking might be a handy choice to this speedster.
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Saker
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Post by Saker »

Thanks. Yes, with 15 points, you have to get to the essentials. And, I've not been able to make a credible Wolverine with 15-points.

As with Quicksilver, I couldn't think of a good disad to offset quick-thinking.
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MrJupiter
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Post by MrJupiter »

Hey, Saker. BAM #5 (Basic Action Magazine) has a disadvantage listed on page 12 called, Unpleasant Quality (-2 Dice Penalty on social rolls). I'm not sure why it didn't make it into the updated BASH: ULTIMATE EDITION rules (as Fearless, Duty, and Physically Challenged did), but this might be useful for balancing out the Quick-Thinking advantage. From reading wiki write-ups on Quicksilver, it seems that Unpleasant Quality (Impatient) would make a good option. Pietro is quoted as saying...

"Have you ever had a day where you are at the ATM and you are in a hurry because you're running late but the person in front of you doesn't know how to use the ATM and they're taking forever? Now imagine what it must be like to spend every day surrounded by people who don't know how to use the ATM."
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Saker
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Post by Saker »

Thanks. Mr. Jupiter.

I've edited Quicksilver above.

cheers
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Sijo
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Post by Sijo »

Saker: Remember that there is an Optional Rule where Advantages can be bought with Character Points (and Disadvantages earn you CP). I use this rule when adapting existing characters because they are often not strictly balanced.
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BASHMAN
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Post by BASHMAN »

Mr. Jupiter-- I think it was because you could simply take "Susceptibility: Awkward in Social Situations" and apply it to Mind rolls for that.
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BASHMAN
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Post by BASHMAN »

Something I've been doing is letting characters just take an Extra Setback as a Disadvantage-- one that you are allowed to take more than once.

So someone with 3 Advantages and no other Disads could take "Unlucky x3" and start with 3 extra Setbacks per Issue.

Inversely, you could give someone extra Hero Points to start in the same way.
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