From: [tel 002] at [dunix.drake.edu] (Tim "Spock" Larson)
Newsgroups: rec.games.frp.super-heroes
Subject: GNBoRH: section P-Q
Date: 6 Dec 1995 15:29:34 -0600



Name: Professor X        (by Tim Larson)            Base OCV (DEX/3): 6       
Player: Marvel Comics       ([TEL 002] at [acad.drake.edu]) Adjustment:               
Val  Characteristic  Base  Cost  Max  Pts           Final OCV:                
                                                    Base DCV (DEX/3): 6       
 12  STR             10    x1           2           Adjustment:               
 18  DEX             10    x3          24           Final DCV:                
 25  CON             10    x2          30           Levels:                   
 13  BODY            10    x2           6
 20  INT             10    x1          10           DEX: 18    SPD: 6   
 29  EGO             10    x2          38           ECV(EGO/3): 12  
 15  PRE             10    x1           5           PD: 7      rPD: -   
 10  COM             10    x1/2        -            ED: 7      rED: -   
  7  PD (STR/5)        2   x1           5           END:  62      
  7  ED (CON/5)        5   x1           2           STUN: 42       
  6  SPD (1+DEX/10)  2.8   x10         12           BODY: 13       
 10  REC (STR+CON)/5   7   x2           6
 62  END (CONx2)      50   x1/2         6     Range -4 -8 -16 -32 -64 -128
 42  STUN (BODY +     32   x1          10     RMod  0  -2 -4  -6  -8  -10
      STR/2 + CON/2)                                COMBAT MANEUVERS
     Characteristic cost:             156     Maneuver Phase OCV DCV effect
                                                                    
                                                                    
CHA Roll = 9 + CHA/5      Run (6"): 1"x2 NC                         
STR Roll: 11              Swim (2"):                                
DEX Roll: 13              Jump (L/H):                               
INT Roll: 13                                                        
EGO Roll: 15                                                        
PER Roll: is an INT Roll                                            
                                                                    
POINTS: 730  XP:      SAVED:                                        

Disadvantages Base   +Pts Pts Power/Perk/  END/Roll Pts Power/Perk/  END/Roll
                         |     Talent/Skill        |     Talent/Skill
secret ID: Charles     15 100 Multipower; 1/2 END,                           
           Xavier             +1/4                                           
                          20m 8d6 Ego Attack        10  +2 ECV               
dist feat: bald (ec)    5                    5 END  10(5) +2 ECV; only to    
                          20m 15d6 Mental Illusion;     offset penalties, -1 
phys lim: can't walk          AE using Mind Scan    3   KS: mutants      13- 
  (freq, fully)        20     lims, +0; +2 ECV      3   scientist            
                                             5 END  3   SS: mutagenics   14- 
psych lim: committed      20m 15d6 Mind Control; AE 3   SS: biology      14- 
  to dream of better          using Mind Scan lims, 3   SS: psi surgery  14- 
  future (vc,s)        20     +0; +2 ECV     5 END  3   SS: genetics     14- 
 protective of X-Men      20m 15d6 Mind Scan at +2                           
  (c,s)                15 20m 16d6 Telepathy; AE                             
 CVK (c,str)           15     using Mind Scan lims, 24  8 AK's               
                              +0             5 END  24  unknown skills       
                          20m 8d6 mental Flash                               
                          5u  Invis. to mental      2   PS: teaching     11- 
                              senses, no fringe                              
                                             2 END                           
                          12m Desolid; 0 END, +1/2; 2   security clearance   
                             leaves body behind, -1 18  contacts             
                          20m 3d6 Entangle; based   52  200B+100D followers, 
                             on ECV, +1; transp. to     x5 (original X-Men)  
                            attack, +1/2; vs EGO    13  hoverchair           
                            not STR, +1/2    5 END                           
                          7m  2d6 STUN Aid; ranged, 80  the X-Mansion, 400-pt
                              +1/2           2 END      (?) base             
                                                    10  wealthy              


                          21  23-pt Mental Defense; 3   bureaucratics    12- 
                              hardened, +1/4        3   conversation     12- 
                          7   Flash Def. vs mental  3   high society     12- 
                          20(13) +2 SPD; only for   3   oratory          12- 
                              mental actions, -1/2  3   L: French            
                                                    3   L: German            
                                                    3   L: Hebrew            
                          -10 -5" running                                    

Background/Personality:
Powers/Tactics:  Professor X will almost always be in his hoverchair, so
don't forget the vehicle rules.  He avoids physical confrontation as much
as possible, letting the X-Men run interference for him.  Note that his
physical SPD is only a 4, but 6 for mental actions (including his powers).
Writer's Notes:  "AE using Mind Scan limitations" is an idea from the  GM's
Discretion  article of AC #25.  The security clearance fringe benefit is
from  Dark Champions .  I've used my 10 pts per die house rule for the Aid.

The Hoverchair
      value    cost
STR   10       -
BODY  10       -
Size  1 hex    -
DEF   6        12(10 : protects passenger on 11-, -1/4)
DEX   18       24
SPD   5        26
Move  8"       4
      1" Flt   2
               --
               66 / 5 = 13


Name: Psylocke ([d t hompso] at [magnus.acs.ohio-state.edu]) Base OCV (DEX/3): 7       
Player: Marvel Comics    (by David G. Thompson)     Adjustment:               
 Val  Characteristic      Base  Cost  Pts           Final OCV:                
                                                    Base DCV (DEX/3): 7       
  15  STR                 10    x1      5           Adjustment:               
  20  DEX                 10    x3     30           Final DCV:                
  18  CON                 10    x2     16           Levels:   +2 w/ combat    
  10  BODY                10    x2     - 
  13  INT                 10    x1      3           DEX: 24    SPD: 5   
  20  EGO                 10    x2     20           ECV(EGO/3): 7   
  20  PRE                 10    x1     10           PD: 7      rPD: -   
  20  COM                 10    x1/2    5           ED: 7      rED: -   
   7  PD (STR/5)            3   x1      4           END:  36      
   7  ED (CON/5)            4   x1      3           STUN: 30       
   5  SPD (1+DEX/10)      3.0   x10    20           BODY: 10       
   7  REC (STR/5)+(CON/5)   7   x2     - 
  36  END (CONx2)          36   x1/2    2     Range -4 -8 -16 -32 -64 -128
  31  STUN (BODY) +        27   x1      4     RMod  0  -2 -4  -6  -8  -10
          (STR/2) + (CON/2)                         COMBAT MANEUVERS
     Characteristic cost:             122     Maneuver Phase OCV DCV effect
                                              m dodge         -  +5 Dodge,Abort
                                                                    
CHA Roll = 9 + CHA/5      Run (6"): 6"x2 NC   m escape       +0  +0 +15 STR vs
STR Roll: 12              Swim (2"): 2"x2 NC                         Grab
DEX Roll: 13              Jump (L/H):         m strike       +0  +2 STR+2d6
INT Roll: 12                                                        
EGO Roll: 13                                  k strike       -2  +0 1/2 d6 HKA
PER Roll: is an INT Roll                                            
                                              takeaway              
POINTS: 405  XP:      SAVED:                                        

Disadvantages Base120+Pts Pts Power/Perk/  END/Roll Pts Power/Perk/  END/Roll
                         |     Talent/Skill        |     Talent/Skill
private ID: Elizabeth     75  Multipower                                     
            Braddock    0 15m 12d6 telepathy; *                              
                          15m 10d6 mind scan at +5;                          
dist feat: Asian features      *             4 END                           
  w/ English accent    10 15m 12d6 mental illusion;                          
 purple hair           10      *             4 END                           
 mutant (ec, major)    10 15m 15d6 mind control                              
                          7u  10d6 HA; AVLD mental,                          
hunted: the Hand              +1 1/2         7 END                           
     (MoPow, 11-)      20 14m 8d6 telepathy; *;                              
 sentinels, Mojo, other       invisible, +1/2                                
  XMen foes            30 6m  mind link w/ anyone,                           
                              x8 minds              5   combat sense  13-    
psych lim: thrill-                                  9   acrobatics,breakfall,
  seeker (com, mod)    10 11  15-pt mental defense      climbing      13-    
 loyal to XMen (c, s)  15                           7   concealment   14-    
 devious, unfathomable                              3   contortionist 14-    
  personality          10                           9   acting, high society,
                                                        seduction     13-    
rivalry: brother Brian,                             3   lockpicking   13-    
  aka Captain Britain                               3   security sys  12-    
  (friendly)            5 16  +2 with combat        3   system oper   12-    
                          22  ninjutsu maneuvers    4   PS: assassin, fashion
                          8   +2 DC                      model        11-    
                          1   use art w/ swords     2   KS: ninjutsu  11-    
                          1   use art w/ karate wpn 1   TF: Blackbird aircraf
                          5   well off              7   WF: common melee, mar
                          1   passport               arts, small arms, thrown

* 1/2 END, +1/4
Background/History: Psylocke first appeared in Marvel Comics ca. 1985-86 as a
supporting character, Captain Britain's sister.  Although she was not really
a superhero at that point, she did have inborn telepathic powers.  After one
of Captain Britain's enemies gouged out her eyes, she received a pair of
artificial replacements from Mojo (New Mutants Annual #2).  She then joined
the X-Men, filling the team's need for a telepath since Xavier was on an
extended absence and the resurrected Jean Grey was then with X-Factor.
During this period, Psylocke began wearing a practical suit of body armor and
a hooded cloak; and her general nature was prudent to the point of
stuffiness.  Then, in a confusing sequence of events ca.  Uncanny X-Men 
#249-58, Psylocke fell into the clutches of the ninja clan known as the Hand,
who, with the help of Mojo's wicked handmaiden Spiral, temporarily brain-
washed Psylocke and transformed her into an assassin with a Japanese body.
At the time, it appeared that the transformation was merely a physical
facelift; but later developments (ca.  X-Men  #19-22) revealed that the Hand
had actually transferred her mind (including psi-powers) into a different
body.  In the bargain, she inherited martial arts skills, as well as an
outrageously sexy costume and a new, wilder personality streak.  (Confused
yet?  Most readers certainly were.)  In the most recent issues, the Marvel
writers apparently have decided to drop the ninja-aspect of Psylocke's
abilities, although so far she still has a ninja-type costume.  The Japanese
body seems to be here to stay, since her original body (with the Japanese
woman's mind in it) recently died of the so-called Legacy Virus.  The write-up
presented here is based on the way Psylocke was between  Uncanny X-Men  #256
and about  X-Men  #18.
Personality:  Psylocke's foremost trait during this period was *mystery*;
because at first, no one was sure exactly what the Hand had done to her, or
whether she was really even the same person.  Most of the X-Men had serious
doubts over her loyalty.  She soon revealed a taste for thrills, as well
as a kind of ruthlessness not seen in her old self.  She also managed to
combine a sense of aloofness, bordering on arrogance, with steamy sexuality
that almost led to an affair with Cyclops.  All in all, she was not
especially likeable; but boy, was she interesting.
Identifying Quote:  Here I go.  Alone.  Armed.  Facing impossible odds.
Crawling through a ventilation duct.  As Jubilee would no doubt say: 'Eat
your heart out, Bruce Willis!'
Powers/Tactics:  Although there has been a lot of debate among fans on
r.a.c.xbooks about whether Psylocke is really a mutant, the consensus seems
to be that she is.  Her telepathic powers seemed somewhat reduced by her
transformation, although they still remained impressive.  (Following the
death of her other body, her psi-powers seem to have returned to their old
level, but the writers claim her ninja skills have vanished.)  Apart from
martial arts skills, she also displayed a new ability to channel the
"focused totality of her psi-powers" into a hand-to-hand attack that she
called her "psychic knife", which appeared as a glowing spike of energy
projecting from her fist.  (Although the attack was always a head-shot, this
appeared to be more of a special effect than a limitation.)  The effect was
to disrupt victims' voluntary motor functions, leaving them limp, drooling,
and helpless.  Like any ninja, Psylocke preferred to attack from surprise
whenever possible.  Her thrill-seeking nature, however, seemed to prompt
her to resort to physical combat in some cases where a more subtle mental
attack might have been wiser (e.g., vs. Magneto in X-Men #1).  Although she
fought using Japanese swords on at least one occasion, she never seemed to
carry any weapons on a regular basis.
Appearance:  Psylocke appears as a tall, voluptuous Japanese woman, age
indefinite but perhaps about 30, with purple hair.  (She took to dying it
that color long ago while working as a fashion model.)  Her costume consists
of a skimpy black leotard with a narrow red belt, fingerless gloves, arm-
bands, and a strange kind of wrap-top sandal/boots that leave her upper
thighs bare.  If only other artists would take the time to draw her the way
Jim Lee did! 


Name: Psylocke           (by Sam Bell)              Base OCV (DEX/3): 9       
Player: Marvel Comics     ([Samuel Bell] at [Eng.Sun.Com]) Adjustment:               
 Val  Characteristic      Base  Cost  Pts           Final OCV:                
                                                    Base DCV (DEX/3): 9       
  18  STR                 10    x1      8           Adjustment:               
  26  DEX                 10    x3     48           Final DCV:                
  18  CON                 10    x2     16           Levels:                   
  15  BODY                10    x2     10
  23  INT                 10    x1     13           DEX: 26    SPD: 6   
  23  EGO                 10    x2     26           ECV(EGO/3): 8   
  23  PRE                 10    x1     13           PD: 8      rPD: -   
  28  COM                 10    x1/2    9           ED: 8      rED: -   
   8  PD (STR/5)            4   x1      4           END:  36      
   8  ED (CON/5)            4   x1      4           STUN: 33       
   6  SPD (1+DEX/10)      3.6   x10    24           BODY: 15       
   7  REC (STR/5)+(CON/5)   7   x2     - 
  36  END (CONx2)          36   x1/2   -      Range -4 -8 -16 -32 -64 -128
  33  STUN (BODY) +        33   x1     -      RMod  0  -2 -4  -6  -8  -10
          (STR/2) + (CON/2)                         COMBAT MANEUVERS
     Characteristic cost:             175     Maneuver Phase OCV DCV effect
                                              m strike  1/2  +0  +2 STR+2d6
                                              d strike       +1  +3 STR strike
CHA Roll = 9 + CHA/5      Run (6"): 7"x2 NC   m escape  1/2  +0  +0 +15 STR vs
STR Roll: 13              Swim (2"):                                 grabs
DEX Roll: 14              Jump (L/H):         m throw        +0  +1 STR + v/5
INT Roll: 14                                  m block   1/2  +2  +2 block,abort
EGO Roll: 14                                  m dodge         -  +5 abort
PER Roll: is an INT Roll                      disarm    1/2  -1  +1 +10 STR
                                                                     disarm
POINTS: 396  XP:      SAVED:                  spin kick      -2  +1 STR+4d6

Disadvantages Base   +Pts Pts Power/Perk/  END/Roll Pts Power/Perk/  END/Roll
                         |     Talent/Skill        |     Talent/Skill
dist feat: purple hair  5 75  Multipower; 1/2 END                            
                          6u  12d6 Telepathy;                                
hunted: misc. mutant          visible signature,                             
  haters (AsP,NCI,11-) 20     -1/4           4 END                           
                          7u  12d6 Mind Scan 4 END                           
                          6u  12d6 Mind Control;                             
psych lim: incredibly         visible signature,                             
  confused character          -1/4           4 END                           
  conception           20 5u  5d6+1 AVLD, Mental,                            
                              +1 1/2; no range,                              
                              -1/2                                           
                                                                             
                          35(23) 2 1/2 d6 (8d6 net) 5   defense maneuver     
                              AVLD, +1 1/2; 1/2     3   fast draw        14- 
                              END, +1/4; no range,  3   breakfall        14- 
                              -1/2           5 END  3   climbing         14- 
                                                    3   stealth          14- 
                                                    9   shadowing        14- 
                                                    3   concealment      14- 
                                                    3   paramedic        14- 
                                                    3   sec. systems     14- 
                                                    4   L: Japansese         
                                                    2   PS: model            
                                                                             
                                                    33  ninjitsu             
                                                    1   MA useable w/ katana 
real ID:  Betsy           10  14-pt Mental Defense  12  +3 DC w/ ninjitsu    
          Braddock      0 2   +1" running                                    


Background/Personality:
Identifying Quote:
Powers/Tactics:  The 'Visible Signature' is the butterfly-shaped energy 
field that appears over her target's face when the artist remembers.


Name: Puck               (by Tim Larson)            Base OCV (DEX/3): 9       
Player: Marvel Comics       ([TEL 002] at [acad.drake.edu]) Adjustment:               
 Val  Characteristic      Base  Cost  Pts           Final OCV:                
                                                    Base DCV (DEX/3): 9       
  25  STR                 10    x1      9           Adjustment:      +2       
  28  DEX                 10    x3     54           Final DCV:       11       
  26  CON                 10    x2     22           Levels: +1 H-t-H          
  14  BODY                10    x2      8
  16  INT                 10    x1      6           DEX: 28    SPD: 6   
  15  EGO                 10    x2     10           ECV(EGO/3): 5   
  15  PRE                 10    x1      5           PD: 9      rPD: 4   
  10  COM                 10    x1/2   -            ED: 9      rED: -   
   5  PD (STR/5)            5   x1     -            END:  52      
   5  ED (CON/5)            5   x1     -            STUN: 43       
   6  SPD (1+DEX/10)      3.8   x10    12           BODY: 14       
  10  REC (STR/5)+(CON/5)  10   x2     - 
  52  END (CONx2)          52   x1/2   -      Range -4 -8 -16 -32 -64 -128
  43  STUN (BODY) +        40   x1      3     RMod  0  -2 -4  -6  -8  -10
          (STR/2) + (CON/2)                         COMBAT MANEUVERS
     Characteristic cost:             129     Maneuver Phase OCV DCV effect
                                                                    
                                                                    
CHA Roll = 9 + CHA/5      Run (6"):                                 
STR Roll: 14              Swim (2"):                                
DEX Roll: 15              Jump (L/H):                               
INT Roll: 12                                                        
EGO Roll: 12                                                        
PER Roll: is an INT Roll                                            
                                                                    
POINTS: 380  XP:      SAVED:                                        

Disadvantages Base   +Pts Pts Power/Perk/  END/Roll Pts Power/Perk/  END/Roll
                         |     Talent/Skill        |     Talent/Skill
secret ID: Eugene      15 3   EC-genetic alteration 52  all martial maneuvers
  Milton Judd             3   +6 STR                    from the BBB         
                          7   +5 CON                12  +3 DC                
                          7   +1 SPD                5   +1 hand-to-hand      
                          17  25% P/E Damage                                 
                              Reduction             3   acrobatics       15- 
                          17(11) Shrinking (1/2     3   breakfall        15- 
                             height, 1/8 mass, +2   3   concealment      12- 
                             DCV, -2 PER against,   3   disguise         11- 
                             +3" KB); 0 END pers.,  3   lockpicking      15- 
                             +1; always on, -1/2    3   paramedic        12- 
                                                    3   security systems 12- 
                                                    3   shadowing        11- 
                          2   4 PD Damage Resist.   3   sleight of hand  15- 
                                                    3   stealth          15- 
                          3   linguist              3   streetwise       12- 
                          33  13 languages (at 3    3   tracking         12- 
                              and 4 point levels)   3   PS: intell. agent    
                          2   L: French (no acc)    5   KS: mystic rituals   
                          3   L: Russian (no acc)                        14- 
                          3   L: Japanese (c fl)    6   KS: literature   15- 
                          0   L: English (dialects)                          
                                                                             
                                                                             
                                                                             
                          3   traveler                                       
                          18  9 CK's                                         
                          24  12 AK's                                        


Background/Personality:  Eugene Milton Judd was born about the turn of the
century (i.e., early twentieth century).  As a soldier of fortune, he did
many things...until the day he was commissioned to steal the Black Blade of
Baghdad.  The Blade was a prison for an ancient sorcerer called Raazer, and
Judd accidentally freed him.  Judd managed to trap the sorcerer once again,
using the light from his life force and a few tricks learned from eastern
mystics.  However, by the time he was done the Black Blade had shrunk him
down to about 3' in height.  However, Raazer's presence in his body rendered
Puck immortal, although in near-constant pain.  Through the years he
eventually free-lanced for a number of intelligence agencies, encountering
the likes of Wolverine and Natasha Romanova, the Black Widow.  However, at
one point he slipped up, and was convicted of murder.  That's when James
MacDonald Hudson found him.  Hudson arranged for Judd's release, on the
condition that he never kill again.  Hudson apparently believed that Judd's
experience would be valuable in Department H, although Judd had no super-
human abilities.  [Note: Judd broke his vow once, to kill Deadly Ernest. - 
DMK]  Eventually Raazer was released from Puck's body permanently when Judd
came in contact with the Firefountain of Svartalfheim.  Reverting to old
age, Judd was transported to Tibet by Loki, who was trying to win the favour
of They Who Sit Above in Shadow.  Once there, Judd decided to try to find
adventure on other plains of existence.  To do so he sought out the High
Llama of a Buddhist temple, a renowned mystic.  However, he did so as the
Chinese military was attacking the temple. In the confusion the Llama
offered Judd a choice:  go to other dimensions, or save his friends, who
were trapped in the dimension of the Dreamqueen.  Judd chose his friends,
and was instrumental in the Dreamqueen's defeat.  However, Judd was
captured by the 'Queen.  She used her abilities to make him young once again
and tortured him extensively.  Then she abandoned him and attacked
the Earth once more. She did not return. Judd remained stranded until
Alpha passed through on their way home; the being known as Llan the
Sorcerer had trapped them in another dimension.  Puck accompanied his
friends back.  Once there, however, Puck began experiencing the effects
of the Dreamqueen's torture.  (Puck had made himself well by mentally
influencing the other dimension.  That cure wore off on Earth.)  While
in the hospital, he was kidnapped by agents of the Master and used as a
guinea pig for the Master's genetic experiments.  Using the Master's
equipment, Walter Langkowski was able to reverse most of the damage but
the result was that Puck was once again 3' tall.  However he was young, and
super-humanly strong and tough.  (The experiment made him short again, but
with extremely dense flesh.)  Since that time Judd has served Alpha Flight
very capably.  Puck first appeared in Alpha Flight #1.  The character was
created by John Byrne.
Powers/Tactics:  Puck's flesh has the density of rubber, rendering him
super-humanly strong and tough. On top of that, he is an expert in
espionage and language and has experience with some minor mystic rituals.
He is also one of the best hand-to-hand combatants in Alpha Flight.
Writer's Notes:  The preceding information is courtesy of Dwayne "Keeper
of the Alpha Flight flame" MacKinnon, [910252 m] at [dragon.acadiau.ca.]  He
maintains a compilation of Alpha Flight history, and graciously consented
to allow me the use of it for this purpose.

                         ([j--ck--y] at [gladstone.uoregon.edu])
Name: Pulse              (by Chad Riley)            Base OCV (DEX/3): 9       
Player: Marvel Comics                               Adjustment:               
 Val  Characteristic      Base  Cost  Pts           Final OCV:                
                                                    Base DCV (DEX/3): 9       
  15  STR                 10    x1      5           Adjustment:               
  26  DEX                 10    x3     48           Final DCV:                
  30  CON                 10    x2     40           Levels: +3 w/ Multipower  
  20  BODY                10    x2     20
  18  INT                 10    x1      8           DEX: 26    SPD: 6   
  15  EGO                 10    x2     10           ECV(EGO/3): 5   
  15  PRE                 10    x1      5           PD: 20     rPD: 10  
  20  COM                 10    x1/2    5           ED: 50     rED: 50  
  10  PD (STR/5)            3   x1      7           END:  60      
  40  ED (CON/5)            6   x1     34           STUN: 43       
   6  SPD (1+DEX/10)      3.6   x10    24           BODY: 20       
  10  REC (STR/5)+(CON/5)   9   x2      2
  60  END (CONx2)          60   x1/2   -      Range -4 -8 -16 -32 -64 -128
  43  STUN (BODY) +        43   x1     -      RMod  0  -2 -4  -6  -8  -10
          (STR/2) + (CON/2)                         COMBAT MANEUVERS
     Characteristic cost:             208     Maneuver Phase OCV DCV effect
                                                                    
                                                                    
CHA Roll = 9 + CHA/5      Run (6"):                                 
STR Roll: 12              Swim (2"):                                
DEX Roll: 14              Jump (L/H):                               
INT Roll: 13                                                        
EGO Roll: 12              Flight: 20"x2 NC                          
PER Roll: is an INT Roll                                            
                                                                    
POINTS: 490  XP:      SAVED:                                        

Disadvantages Base   +Pts Pts Power/Perk/  END/Roll Pts Power/Perk/  END/Roll
                         |     Talent/Skill        |     Talent/Skill
dist feat: never seen     75  Multipower-energy     5   member of Imperial   
  w/o suit, Imperial             manipulation           Guard                
  Guardsman            10 7u  15d6 EB        7 END  5   well-off             
                          7u  10d6 EB; explosion,                            
hunted: enemies of Shi'ir     +1/2           7 END  3   computer programming 
  Empire (MoP, NCI,       7u  10d6 EB; affects      3   systems operation    
  11-)                 25     desolid, +1/2  7 END  3   security systems     
 Starjammers (AsP,        3u  Missile Deflection vs 3   tracking         13- 
  11-)                 15     all missiles at +5    3   tactics          13- 
                                                    3   combat pilot     14- 
psych lim: completely                                                        
  loyal to Shi'ir         30(20) 10 PD/ED Armor;                             
  Emperor (bushido)    25     OIF, -1/2                                      
 jealous of Gladiator  15 20  40 rED Damage Resist.                          
 protective of friends 15 40  20"x2 NC Flight       2   TF: Shi'ir vehicles  
                          30  LS: full              2   WF: Shi'ir small arms
public ID:             10                                                    
                          20(13) universal trans-   15  +3 w/ Multipower     
reputation: honorable         lator; OIF            6   +2 w/ block, dodge,  
  lapdog of Empire (ext,  10(7) HRRH; OIF, -1/2         disarm               
  14-)                 25                                                    
 unable to leave his                                                         
  suit (8-)            10                                                    
                                                                             
rival: Gladiator       10                                                    
                                                                             
watched: Shi'ir Emperor                                                      
  (MoP, NCI, 14-)      15                                                    


Writer's Notes (Pulse):  Pulse, like Titan, is barely presented but it is
worth mentioning that he might be an energy being in a suit (like Wildfire).
Like Cyclops he fires his beams from his visor.
Writer's Notes (Wildfire):  Wildfire is very similar except that he takes
3d6/Turn if his suit is ruptured and has a 20 strength.  His special effect
is radioactive fire.  Of course, change references to IG to LSH.


Name: Quicksilver        (by Tim Larson)            Base OCV (DEX/3): 8       
Player: Marvel Comics       ([tel 002] at [acad.drake.edu]) Adjustment:               
 Val  Characteristic      Base  Cost  Pts           Final OCV:                
                                                    Base DCV (DEX/3): 8       
  13  STR                 10    x1      3           Adjustment:      +5       
  38  DEX                 10    x3     42           Final DCV:       13       
  21  CON                 10    x2     22           Levels:                   
  12  BODY                10    x2      4
  15  INT                 10    x1      5           DEX: 38    SPD: 9   
  11  EGO                 10    x2      2           ECV(EGO/3): 4   
  15  PRE                 10    x1      5           PD: 8      rPD: -   
  14  COM                 10    x1/2    2           ED: 8      rED: -   
   8  PD (STR/5)            3   x1      5           END:  62      
   8  ED (CON/5)            4   x1      4           STUN: 37       
   9  SPD (1+DEX/10)      4.8   x10    -            BODY: 12       
  11  REC (STR/5)+(CON/5)   7   x2      8
  62  END (CONx2)          42   x1/2   10     Range -4 -8 -16 -32 -64 -128
  37  STUN (BODY) +        29   x1      8     RMod  0  -2 -4  -6  -8  -10
          (STR/2) + (CON/2)                         COMBAT MANEUVERS
     Characteristic cost:             120     Maneuver Phase OCV DCV effect
                                              passing strike +1  +0 STR+v/5,
                                               (5)                   FMove
CHA Roll = 9 + CHA/5      Run (6"): 11"x8 NC  sideswipe      -1  +0 STR+v/5,
STR Roll: 12              Swim (2"):           (4)          FMove, target falls
DEX Roll: 14              Jump (L/H):         crash (aka sacrifice movethru :)
INT Roll: 12                                   (5)           +2  -2 STR+4d6+v/5,
EGO Roll: 11                                                FMove, falls, you
PER Roll: is an INT Roll                                    fall, take full dmg
                                              speed chop     +0  +0 STR, +5 STR
POINTS: 342  XP:      SAVED:                   (3)          disarm
                                              dodge (4)       -  +5 dodge,abort
Disadvantages Base   +Pts Pts Power/Perk/  END/Roll Pts Power/Perk/  END/Roll
                         |     Talent/Skill        |     Talent/Skill
hunted: anti-mutant       12  EC-mutant speed                                
  lobbies (Ls,NCI,8-)  10 30(17) +14 DEX; not for                            
                              CV or DEX rolls, -3/4                          
dist feat: foreign        30  +4.2 SPD                                       
  appearance and slight   13  +5"x4 NC running;                              
  accent (ec)           5     0 END, +1/2                                    
                                                                             
                                                                             
                                                                             
                          33(24) STR autofire,                               
                             +1/2; 0 END (only when                          
                             autofiring, -1), +1                             
                          30(20) +4 HA; autofire,   25  +5 DCV               
                              +1/2; 0 END, +1;      4   +1 DC with kinematics
                              linked to autofire        (not added)          
                              STR, -1/2             1   TF: small spaceships 
                                                    1   TF: planes           
                                                    5   Avengers clearance   
                                                    20  skills I don't know  
                                                    0   L: Latverian (native)
                                                    4   L: English           
                                                    3   KS: X-Men tactics    
                                                    3   KS: Avengers tactics 
                          19  STR AoE radius, +1;                            
                              x2 radius, +1/4;                               
                              selective target,                              
real ID: Pietro               +1/4           3 END                           
  Maximoff Lehnsherr    0                                                    


Background/Personality:  Pietro, sometimes called by the Anglicized version
of his name, Peter, is the son of the gypsy mutant Erik Magnus Lehnsherr,
known to the world as Magneto.  He also has a sister, Wanda, who is called
the Scarlet Witch.  During his life he has worked with various superhuman
teams, including the Avengers and the first Brotherhood of Evil Mutants led
by his father, and has associated with the Xavier's "X" teams as well.
Identifying Quote:
Powers/Tactics:  Originally Quicksilver had a Turn Mode on his Running, as
the Angel could turn tighter than he.  The Autofire STR refers to hitting
an opponent multiple times at super speed, of course, and the Area of Effect
STR simulates being able to run through a group hitting everyone you want
to (an improved Moveby - do not use it to bypass barriers Quicksilver could
not normally cross).  Note that these are bought as separate powers, and
aren't used together at the same time (as a -0 disad).  The Autofire is 0
END only when autofiring, representing that it still takes END to lift and
carry, but not to slap someone around at superspeed.  His velocity works
out to about 300 mph (which, the authorities on the 'Net say, is actually
too fast).
Appearance:  Pietro has very blond hair and peaked eyebrows.  His costume
is light blue with white boots and white lightning streaks down the arms
and sides.  He does not wear a mask.
Writer's Notes:  Thanks to George Ruban for his helpful suggestions.