Marvel Ultimate Sourcebook (Gambit)

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Re: Marvel Ultimate Sourcebook (Yunus, Northstar, Vindicator)

Postby Cinder » Sat Sep 01, 2012 9:08 pm

You are the man Libra. I am back one day and you manage some encouragement. Thank you.

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Re: Marvel Ultimate Sourcebook (Yunus, Northstar, Vindicator)

Postby Cinder » Wed Sep 12, 2012 4:01 pm

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Wolfsbane
Real Name Rahne Sinclair
Height: 4’ 10”
Weight: 90 lbs.
Power Level: 8

STR: +1 (12), DEX: +1 (12), CON: +2 (14)
INT: +1 (12), WIS: +3 (16), CHA: +1 (12)

Tough: +2, Fort: +4, Ref: +4, Will: +4

Skills: Acrobatics 4 (+5), Athletics 4 (+5), Concentration 2 (+5), Notice 2 (+5), Search 4 (+5), Sense Motive 2 (+5), Stealth 4 (+5), Survival 2 (+5)

Powers:
Morph 1
• Morph: single appearance
• Metamorph 2

Attack Bonus: +4 (Ranged: +4, Melee: +4, Grapple: +5)

Attacks:

Melee Attack: +4 (Unarmed Attack: Damage 1)

Defense: +4 (Flat-footed: +2), Knockback: -1

Initiative: +1

Languages: English

Totals: Abilities 18 + Skills 6 (24 ranks) + Feats 0 + Powers 3 + Combat 16 + Saves 6 + Drawbacks 0 = 49


Lupine Hybrid
Height: 5’ 2”
Weight: 120 lbs.


STR: +5 (12/20), DEX: +6 (12/22), CON: +5 (14/20)
INT: +1 (12), WIS: +3 (16), CHA: +1 (12)

Tough: +7, Fort: +7/+8, Ref: +9, Will: +4

Skills: Acrobatics 4 (+10), Athletics 4 (+9/+10), Concentration 2 (+5), Notice 4 (+7/+10), Search 2 (+3/+7), Stealth 4 (+10), Survival 4 (+7)

Feats: Animal Empathy, Endurance (+4), Improved Grab, Improved Grapple, Prone Fighting

Powers:

Bite (Strike 1)
- Improved Grab
- Improved Grapple
- Mighty

Claws (Strike 3)
- Mighty
- Inaccurate

Hybrid Lupine Form
• Enhanced Trait 51
○ Traits:
- Attack Bonus +5 (+9),
- Defense Bonus +5 (+9)
- Strength +8 (20, +5)
- Dexterity +10 (22, +6)
- Constitution +6 (20, +5)
- Fortitude +1 (+8)
- Intimidate +8 (+9)
- Athletics +1 (+10)
- Handle Animal +8 (+9)
- Notice +3 (+10)
- Search +4 (+7)

* Handle Animal Limited to Lupines

Protection 2

Super-Senses 5
- Extended (Hearing) 1
- Low-light vision
- Scent
- Tracking: Scent 1 (half speed)

Attack Bonus: +4/+9 (Ranged: +4/+9, Melee: +4/+9, Grapple: +9/+14)

Attacks: Bite (Strike 1), +9 (DC 21), Claws (Strike 3), +7 (DC 23), Unarmed Attack, +9 (DC 20)

Defense: +4/+9 (Flat-footed: +5), Knockback: -3

Initiative: +6

Languages: English

Totals: Abilities 18 + Skills 6 (24 ranks) + Feats 3 + Powers 65 + Combat 16 + Saves 6 + Drawbacks 0 = 114




Lupine
Height: 32’ at shoulder
Weight: 100 lbs.

STR: +1 (12), DEX: +2 (14), CON: +2 (14)
INT: +1 (12), WIS: +3 (16), CHA: +1 (12)

Tough: +2, Fort: +5, Ref: +5, Will: +3

Skills: Acrobatics 4 (+6), Athletics 4 (+5), Concentration 2 (+5), Intimidate 9 (+10), Notice 7 (+10), Search 9 (+10), Sense Motive 2 (+5), Stealth 8 (+10), Survival 12 (+15)

Feats: Attack Specialization (Claws (Strike 4)), Attack Specialization 2 (Bite (Strike 2)), Improved Grab, Improved Grapple, Improved Grapple, Improved Trip

Powers:

Bite
•Strike 2
- Attack Specialization 2
- Improved Grab
- Improved Grapple
- Mighty
○ AP: Claws
• Strike 4 (Alternate
- Attack Specialization
- Improved Grapple
- Mighty

Speed 2 (Speed: 25 mph, 220 ft./rnd)

Super-Senses 4
- Low-light vision
- Scent
- Tracking: Scent 2 (normal speed)

Attack Bonus: +4 (Ranged: +4, Melee: +4, Grapple: +5)

Melee Attack: +4 (Unarmed Attack: Damage 1)
Melee Attack: +6 (Bite: Strike 3)
Melee Attack: +4 (Claws: Strike 5)

Defense: +4 (Flat-footed: +2), Knockback: -1

Initiative: +2

Languages: None

Totals: Abilities 20 + Skills 15 (57 ranks) + Feats 1 + Powers 14 + Combat 16 + Saves 6 + Drawbacks 0 = 72




Sasquatch
Height: 10'
Weight: 2000 lbs.
Power Level: 10

STR: +10 (12/30), DEX: +6 (12/22), CON: +8 (14/26), INT: +1 (12), WIS: +3 (16), CHA: +1 (12)

Tough: +11/+13, Fort: +9/+12, Ref: +9, Will: +4

Skills: Acrobatics 4 (+10), Athletics 4 (+14/+15), Concentration 2 (+5), Notice 4 (+7/+10), Search 2 (+3/+7), Stealth 4 (+6), Survival 4 (+7)

Tough: +11/+12, Fort: +11/+14, Ref: +9, Will: +4

Skills: Acrobatics 4 (+10), Athletics 4 (+14/+15), Concentration 2 (+5), Notice 4 (+7/+10), Search 2 (+3/+7), Stealth 4 (+6), Survival 4 (+7)

Feats: Animal Empathy, Endurance (+4), Improved Grab, Improved Grapple, Power Attack, Prone Fighting, Withstand Damage

Powers:

Bite
• Strike 1
- Improved Grab
- Improved Grapple
- Mighty

Claws
Strike 3
- Inaccurate
- Mighty

Hybrid Lupine Form
• Enhanced Trait 51
○ Traits:
- Attack Bonus +5 (+9),
- Defense Bonus +5 (+9)
- Strength +8 (20, +5)
- Dexterity +10 (22, +6)
- Constitution +6 (20, +5)
- Fortitude +1 (+8)
- Intimidate +8 (+9)
- Athletics +1 (+10)
- Handle Animal +8 (+9)
- Notice +3 (+10)
- Search +4 (+7)


Mutant Growth Hormone
• Container, Passive 15
- Total Fade
- Fades (Recovered with Mutant Growth Hormone injection)
- Slow Fade 2 (5 minutes) - [after 6 hours, benefits fade]
○ Traits
- Strength +2 (30, +10)
- Constitution +4 (28, +9)
- Fortitude +2 (+14)
- Intimidate +1 (+12)
- Power Attack
- Withstand Damage
Growth 4
Immunity 1 (Cold)
Leaping 3
. . Protection 1
- Impervious [8 extra ranks])
Super-Strength 5
Protection 2

Super-Senses 5
- Extended (type): Hearing 1
- Low-light vision
- Scent
- Tracking: Scent 1 (half speed)

Attack Bonus: +3/+8 (Ranged: +3/+8, Melee: +3/+8, Grapple: +18/+28)

Melee Attack: +8 (Unarmed Attack: Damage 10)
Melee Attack: +6 (Claws: Strike 13)
Melee Attack: +8 (Bite: Power 11)

Defense: +3/+8 (Flat-footed: +4), Size: Medium/Large, Knockback: -14

Initiative: +6

Drawbacks: Normal Identity, uncommon, Weakness, very common, moderate -2

Languages: English

Totals: Abilities 18 + Skills 6 (24 ranks) + Feats 3 + Powers 145 + Combat 16 + Saves 4 - Drawbacks 5 = 187

Last edited by Cinder on Sat Sep 22, 2012 1:38 pm, edited 1 time in total.

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Re: Marvel Ultimate Sourcebook (Vindicator, Wolfsbane)

Postby Cinder » Thu Sep 13, 2012 3:24 pm

Last edited by Cinder on Wed Nov 21, 2012 3:30 pm, edited 1 time in total.

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Re: Marvel Ultimate Sourcebook (Vindicator, Wolfsbane)

Postby Cinder » Sat Sep 22, 2012 2:11 pm

Image
Jubilee
Real Name: Jubilation Lee
Height: 5’ 5”
Weight: 105 lbs.
Power Level: 8

STR: +0 (10), DEX: +3 (16), CON: +1 (12)
INT: +0 (10), WIS: +2 (14), CHA: +3 (16)

Tough: +1/+5, Fort: +4, Ref: +7, Will: +6

Skills: Acrobatics 2 (+5), Athletics 5 (+5), Bluff 5 (+8), Concentration 4 (+6), Diplomacy 2 (+5), Escape Artist 4 (+7), Gather Information 4 (+7), Notice 5 (+7), Search 7 (+7), Sense Motive 5 (+7), Sleight of Hand 4 (+7), Stealth 4 (+7)

Feats: Accurate Attack, Attack Specialization 2 (Firecracker (Damage 10)), Attack Specialization 2 (Roman Candle (Blast 10)), Defensive Roll 4, Dodge Focus 5, Precise Shot 2

Powers:

Fireworks
• Light Control 10
- Action 2 (free)

Immunity 1
- Own Powers 1

Roman Candle
• Blast 10
- Attack Specialization 2
AP: Firecracker
• Damage 10
- Attack Specialization 2
- Burst Area 6 (30 ft. radius - General)
- Thrown (Range: 50 ft.)
AP: Sparkler
• Affliction 8
- 1st stage: impaired
- 2nd stage: disabled
- 3rd stage: unaware
- Resisted by: fortitude
- Perception Area (General)
- Sense-Dependent (Sight)
AP: Strobe
• Affliction 8
- 1st stage: dazed
- 2nd stage: stunned
- 3rd stage: unconscious
- Resisted by: fortitude
- Perception Area (General)
- Sense-Dependent (Sight)

Attack Bonus: +2 (Ranged: +2, Melee: +2, Grapple: +2)

Attacks:

Area Attack: - (Strobe: Affliction 8 )
Area Attack: - (Sparkler: Affliction 8 )
Ranged Attack: +6 (Firecracker: Damage/Burst 10/6)
Ranged Attack: +6 (Roman Candle: Blast 10)

Defense: +10 (Flat-footed: +3), Knockback: -2

Initiative: +3

Languages: English

Totals: Abilities 18 + Skills 13 (51 ranks) + Feats 12 + Powers 66 + Combat 14 + Saves 11 + Drawbacks 0 = 134


Mutant Growth Hormone Boosted Jubilee

Power Level: 10

STR: +0 (10), DEX: +3 (16), CON: +1 (12)
INT: +0 (10), WIS: +2 (14), CHA: +3 (16)

Tough: +1/+10, Fort: +4, Ref: +7, Will: +6

Skills: Acrobatics 2 (+5), Athletics 5 (+5), Bluff 5 (+8), Concentration 4 (+6), Diplomacy 2 (+5), Escape Artist 4 (+7), Gather Information 4 (+7), Notice 5 (+7), Search 7 (+7), Sense Motive 5 (+7), Sleight of Hand 4 (+7), Stealth 4 (+7)

Feats: Accurate Attack, Attack Specialization (Firecracker (Damage 10+2)), Attack Specialization (Roman Candle (Blast 10+2)), Attack Specialization 2 (Firecracker (Damage 10+2)), Attack Specialization 2 (Roman Candle (Blast 10+2)), Defensive Roll 4, Dodge Focus 5, Precise Shot 2

Powers:

Fireworks
• Light Control 15
- Action 2 (free)

Immunity 1
- Own Powers 1
Immunity 1
- Light Powers 10

Roman Candle
• Blast 12
- Attack Specialization 3
AP: Firecracker
• Damage 12
- Attack Specialization 3
- Burst Area 7 (35 ft. radius - General)
- Thrown (Range: 50 ft.)
AP: Sparkler
• Affliction 10
- 1st stage: impaired
- 2nd stage: disabled
- 3rd stage: unaware
- Resisted by: fortitude
- Perception Area (General)
- Sense-Dependent (Sight)
AP: Strobe
• Affliction 10
- 1st stage: dazed
- 2nd stage: stunned
- 3rd stage: unconscious
- Resisted by: fortitude
- Perception Area (General)
- Sense-Dependent (Sight)

Flight 3

Force Field
- Impervious 5 extra ranks

Blur
- Partial Concealment from all visual senses

Attack Bonus: +2 (Ranged: +2, Melee: +2, Grapple: +2)

Attacks:

Area Attack: - (Strobe: Affliction 10)
Area Attack: - (Sparkler: Affliction 10)
Ranged Attack: +8 (Firecracker: Damage/Burst 12/7)
Ranged Attack: +8 (Roman Candle: Blast 12)
Melee Attack: +2 (Unarmed Attack: Damage 0)

Defense: +10 (Flat-footed: +3), Knockback: -10

Initiative: +3

Languages: English


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Re: Marvel Ultimate Sourcebook (Wolfsbane, Jubilee)

Postby DuesPo » Sun Oct 07, 2012 3:58 pm

<insert hero worship here>

I've been RP'ing for over a decade and just ran into M&M yesterday for the first time. I also happened to be learning about this new (new for me) Ultimate Marvel universe. So I was naturally looking to build an Ultimate Marvel universe for my group but lo and behold I've stumbled onto a work of art already in the process of being wrote. Thank you Cinder and keep up the great work!

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Re: Marvel Ultimate Sourcebook (Wolfsbane, Jubilee)

Postby Cinder » Tue Oct 09, 2012 3:21 pm

Thank you kindly sir or madam.

This project sometimes feels like I am doing it for nothing, and then someone like you comes along and makes it worthwhile.

Since you are admittedly new, I should give you a couple of pieces of information regarding this project. If you are already aware of these things, I apologize in advance.

1. The Sourcebook is for Second Edition Mutants and Masterminds, not 3e/DC.
In my opinion it is the superior edition, although 3e has many good qualities including Affliction (Some of which I adopt). I worry that many folks came to MnM after 3e came out and adopted it assuming it was the most recent and therefore superior edition, without giving 2e a chance. Others (including many many fine ATT posters) made an informed choice to adopt it and I would never question their preference, I simply don't share it.

2. The Timeline and my presentation of the 1610 universe "ends" prior to the Ultimatum event.
In my opinion the event went poo-poo on the universe.
Objectively, it seems that running in a campaign world where most of the developed characters have just died gives one less material to work with it. The timeline gives at least 3+ years of events to follow along with. If my campaign survives to the point were the Ultimatum events approach I will publish an adventure giving my heroes a chance to avoid it, or even possibly experience it and fix it (via time travel probably - I am laying the groundwork for such right now with an 1610 days of future so and such.)

Regardless of the two aforementioned caveats the post has a ton of useful info that is not edition specific and can be used even by someone embracing the Ultimatum Event. I hope at least that much is helpful. I always thought that this is kind of a Marvel Paragons (which is a MnM sourcebook similar to the television show Heroes where the world is just becoming aware of supers). Kind of a place to start for GMs who don't want to fight with decades of Marvel baggage.

Thanks again,

Cinder

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Re: Marvel Ultimate Sourcebook (Wolfsbane, Jubilee)

Postby Cinder » Sat Oct 13, 2012 1:10 pm

August 13, 2008

Damn he hated that nickname. “It’s Crusher,” He said through a swollen lip and a mouth full of blood.

The big one slugged him, and the little one taunted him. “Right, right. ‘Crusher Creel.’ Didn’t anyone ever tell you that you can’t give yourself a nickname? Cause man, everybody else only remembers you as the absorbing man.”

This time when he heard the name, Carl tested the zip ties that kept his ankles and hands secured to the chair. His chance of snapping the hard plastic was probably even less than breaking the chair and the chances of even a big man like him snapping that old strong wood was zero. Less than zero; no chance. It was a familiar outlook for him. He had been favored in fights once a long time ago, but now he was just another has-been riding long odds to punch-drunk dementia, his grave, or probably both.

“I understand though, that name is pretty lame.” The little one did the talking, the big one did the hurting. That was until their boss got here to do the ending. He continued, “I mean, I would be pissed too if the only people who remembered me at all remembered me as a punching bag. “

He hated being reminded of the Manuel Torres fight. Truth was: the little bastard was right. Few remembered him and those that did remembered him from that fight: a bloody mess refusing to quit, even when good sense and a swollen mug told him to lie down and die. He forgot the name of the writer, although he promised himself the day he read the article that he would not. The guy said he was like a super hero, except his power was absorbing punishment. He had to admit that he had always been stubborn, and that day was like a little snapshot of his life. He just refused to give in, refused to accept losing. Of course he lost anyway. And he pissed blood for three days. Didn’t mean he accepted it. In fact to this day he didn’t accept it. He knew he lost the fight on points, no argument there. What he didn’t accept was the idea of lying there while some other fighter stood over him. If he could suck breath, he was going to keep fighting. In fact he had never been knocked out, technical sure, but even now, still fighting into his thirties, he had never been counted out. His chances on that night against the heavyweight champ were less than zero and tonight tied to chair in a warehouse by the docks, guilty as Cane, they were worse. Still he hadn’t counted himself out against Torres and he didn’t count himself out right now.

The boss showed up after a couple more of rounds worth of being beaten and belittled. He was almost sorry that it ended. The insults and the pain he could take, the finality of the boss-man’s intentions was truly frightening.

“Mr. Creel,” the boss-man said as polite as a white gloves. “You know why you are here?”

“All three of us will never forget why I’m here,” Carl spoke as his tongue found a gap in his molars and tried to determine if it was one or two teeth wide.

“But, Mr. Creel, there are four of us here.” He responded smiling at how clever he was.

“Not these two mooks. I mean me, you, and your wife. None of us will ever forget that I f@cked her . . . well.”

The big one was about to smack him around some more, but the boss-man stopped him. He motioned to the little one, who dragged a small, but obviously heavy crate closer towards them. He removed the lid and paused. The boss-man spoke. “Yes, Mr. Creel, what you say is true I am afraid. I have already dealt with my wife. Now I deal with you. Tell me, have you ever heard the term Ball and Chain? Of course you have. You are not the slow-witted mongrel that you appear to be.” He continued as he motioned to the big one, who bent down to retrieve something from the crate. “You seemed to ask for it, well now I give you my ball and chain gladly. I hope that the literal nature of my gift does not disappoint.”

The big one pulled it from the box. It was just as boss-man had said. The ball fell to the ground and stopped dead, as if it was too heavy to bounce. The manacle at the other end of the chain made him wish for a dozen zip ties.

Soon, despite his struggles, they secured the thing to his arm. They dragged him towards the edge of the dock. The two legs of the chair that were still on the ground made a scraping sound on the concrete. He looked up at the night sky and began to do something that he had never done, give up. He knew now that there was no way out of this. He was going to die strapped to a chair and a ball and chain. Seemed like over kill in his opinion. No one would find the body. No one would look. He was just another chump who would leave no one behind to mourn. When they got him to the edge of the dock, he expected they would give him one more chance to beg or to say something obstinate. He was wrong. He didn’t even have time to get his last words in order when they shoved him off. Weightless, spinning in the air he realized that he was wrong. He had not truly given up, because for some pointless reason he held his breath.

He hit the water chair-first and it snapped. He flexed his free arm and legs and finished it off. He was still connected to parts of it, but it was the damn ball and chain that would finish him. It pulled him towards the bottom. He sank further trailing after the round weight. He anticipated reaching the bottom. It never came. The ball sank further dragging him along like a bloodhound. Soon something unexpected happened. He would have thought it amazing, but he always felt that the word should be reserved for good things. This was not exactly good, kind of a out of the frying pan . . . holy shit were am I kind of situation. The ball hit the ground heavily and once again did not move. The thing was: it hit the ground, not the bottom. He fell after it, several gallons of water accompanying him, like someone dumped him out a giant bucket. When he got the water out of his eyes, it wasn’t night anymore. He got to his feet.

When he oriented himself, before him stood a man. He was thin with raven black hair. His expression was strange, as if he knew something that other men did not and was endlessly pleased with this realization. The man spoke “You are a fighter.” He said. It was not a question.

“I . . . uh been in a scrape or two. Excuse me man, but, uh, what the f@ck is going on?” Carl answered spitting out bloody sea water. He looked over the man, liking him less all the time. That look, it was like the guy was up to something. Carl had seen the type before: this little punk was too clever by half. He hated clever. Clever guys like him always thought that their little plans would help them when it came time for exchanging knuckles. In his experience, everyone has a plan until they get punched in the face.

“I have need of a fighter, a warrior. You seem to enjoy the more violent aspects of the mortal experience.” The raven-haired man said smiling more broadly.

“It ain’t my favorite aspect of ‘the mortal experience.’ That would be the ladies my friend.” Carl said. He seemed to be physically unable to agree with a person like this.

The raven-haired man laughed. It unnerved Carl in a way that he was unprepared for. He moved closer to the man and saw that he had a few stones in his hand. He was rotating them around his palm. Carl was sure that when the little stones touched there was a small blue light like flint touching metal. Each one had a different strange symbol on them.

“What are those, they help you relax?” Carl said realizing that he had frozen in his tracks when he noticed them.

Again the laugh. “Yes, I suppose they relax me, but they should cause my enemies to do anything but. They are power Creel; Power that can be shared. I mean to create some mischief, are you game? I can return you to your watery grave if you wish to remain the contrarian.”

The boss man had said he was not slow-witted and right now he had to agree, “Uh, no I like having my feet on solid ground. Whatever you got up your sleeve, I guess I’m in.”

The raven haired man opened his hand and the three stones floated up from it.

“What you doing there Chris Angel?” Carl said as the earlier sense of unease once again overtook him.

“They can make you powerful beyond your imagining.” Was all the man said as his face became illuminated by the now-growing blue energy Carl had glimpsed earlier.

“What will they do to me?” he said, not afraid, but not comfortable either.

“We will learn that together.” The Raven haired man said and this time he was not smiling. “You are known as the Absorbing Man, are you not?”

“Yeah, I guess, but I hate that name.” Carl said becoming angry.

“There is power in a name Creel. I believe that in your case, it will be quite literal.” The raven haired man’s words hung in the air as Carl’s world erupted in pain . . .

Image

Absorbing Man
Real Name: Carl “Crusher” Creel
Height: 6’ 4”
Weight: 365 lbs.
Power Level: 13

STR: +4 (18), DEX: +0 (10), CON: +4 (18)
INT: +0 (10), WIS: +1 (12), CHA: +0 (10)

Tough: +6, Fort: +7, Ref: +5, Will: +3

Skills: Athletics 3 (+7), Bluff 7 (+7), Intimidate 12 (+12), Knowledge (streetwise) 7 (+7), Notice 4 (+5)

Feats: All-Out Attack, Attack Focus (melee) 3, Challenge - Improved Feint, Defensive Attack, Improved Initiative 2, Power Attack, Startle, Toughness 2, Withstand Damage

Powers:
Ball and Chain
• Easy to Lose Device 1
Strike 2
- Extended Reach (5 ft.)
- Mighty
- Variable Descriptor (Same as Object Mimicry)

Object Mimicry 15

Attack Bonus: +7 (Ranged: +7, Melee: +10, Grapple: +14)

Melee Attack: +10 (Unarmed Attack: Damage 4)

Defense: +8 (Flat-footed: +4), Knockback: -3

Initiative: +4

Languages: English

Totals: Abilities 18 + Skills 9 (33 ranks) + Feats 13 + Powers 93 + Combat 30 + Saves 10 + Drawbacks 0 = 174


Energy Form

Absorption 8
- Absorbs: energy,
- Effect: healing
- Limited (Energy Type Absorbed)

Damage 8
- Linked to Affliction 7
- Aura (Concentration)
- Duration 2 (sustained)

Affliction 7
- Linked to Damage
- 1st stage: dazed
- 2nd stage: stunned
- 3rd stage: unconscious
- Resisted by: fortitude

Blast 12
- AP to Linked Damage/Affliction

Immunity 12
- Energy Type Absorbed
- Critical hits

Insubstantial 3
- Energy

Attacks:

Melee Attack: +10 (Unarmed Attack/Aura: Damage 11 / Affliction 7)
Melee Attack: +10 (Ball and Chain: Damage 13 / Affliction 7)

Aura Attack: - (Energy Aura: Damage 8 / Affliction 7)

Ranged Attack: +7 (Blast: Damage 7 / Affliction 7)





Gaseous Form

Growth 8
- Linked to Obscure and Suffocate
- Dispersal

Obscure 2
- Linked to Suffocate and Growth
- affects: sight, hearing & smell
- Radius: 10 ft.
- Drawback (Radius Limited to Dispersal Size)

Suffocate 12
- Linked to Obscure and Growth
- Burst Area (10 ft. radius - General)
- Drawback (Radius Limited to Dispersal)

Flight 2

Gust
• Move Object 10
- Action (move)
- Range (touch)

Immunity 2
- Suffocation (all)

Insubstantial 2
- Gaseous

Grapple: +14 / +18 / +22 [Medium/Large/Huge]

Melee Attack: +10 / +9 / +8 (Unarmed Attack: Damage 4)
Melee Attack: +10 / +9 / +8 (Gust: Move Object 10)
Melee Attack: +10 / +9 / +8 (Gas Attack: Obscure 2 / Suffocate 12 )

Defense: +8 / +7 / +6 Flat-footed: +4 / +3 / +3, Knockback: -3 / -7 / -11
[Medium/Large/Huge]




Liquid Form

Growth 8
- Linked to Snare and Suffocate
- Dispersal

Snare 10
- Linked to Growth and Suffocate
- Burst Area (10 ft. radius - General)
- Engulf
- Limited to Entangle result

Suffocate 10
- Linked
- Burst Area (10 ft. radius - General)
- Custom Drawback (Radius Limited to Dispersal))

Blast 12
- AP to Linked Growth / Snare / Suffocate
- Linked to Elongation
- Knockback 12

. Elongation 5
- AP to Linked Growth / Snare / Suffocate
- Linked to Blast

Immunity 4
- Critical hits
- Suffocation (all)

Immunity 40
- Lethal physical damage
- Nonlethal physical damage
- Limited - Half Effect

Insubstantial 1
- Fluid

Grapple: +14 / +18 / +22 [Medium/Large/Huge]

Melee Attack: +10 / +9 / +8 (Unarmed Attack: Damage 4)
Melee Attack: +10 / +9 / +8 (Drown Attack: Snare 10 / Suffocate 10)

Ranged Attack: +7 / +6 / +5 (Blast: Damage 12)(+24 to Knockback)

Defense: +8 / +7 / +6 Flat-footed: +4 / +3 / +3, Knockback: -3 / -7 / -11
[Medium/Large/Huge]




Particulate Form
Damage 12
- Linked to Growth and Obscure
- Burst Area (10 ft. radius - General)
- Custom Drawback (Radius Limited to Dispersal)

Growth 8
- Linked to Damage and Obscure
- Dispersal

Obscure 2
- Linked to Damage and Growth
- Affects: 3 sense types - sight, hearing & smell
- Radius: 10 ft.
- Custom Drawback (Radius Limited to Dispersal)

Blast 12
- AP to Linked Growth / Damage / Obscure
- Linked to Elongation

. Elongation 5
- AP to Linked Growth / Damage / Obscure
- Linked to Blast

Immunity 2
- critical hits)

Immunity 40
- Lethal physical damage
- Nonlethal physical damage
- Limited - Half Effect)

Insubstantial 1
- Fluid

Obstruction
• Affliction 10
- 1st stage: hampered
- Action 2 (free)
- Alternate Save (Reflex)
- Burst Area (50 ft. radius - General)
- Limited Degree 2

Grapple: +14 / +18 / +22 [Medium/Large/Huge]

Melee Attack: +10 / +9 / +8 (Unarmed Attack: Damage 4)
Melee Attack: +10 / +9 / +8 (Particulate Storm Attack: Obscure 2 / Damage 12)

Ranged Attack: +7 / +6 / +5 (Blast: Damage 12)

Defense: +8 / +7 / +6 Flat-footed: +4 / +3 / +3, Knockback: -3 / -7 / -11
[Medium/Large/Huge]




Solid Form
Weight: 3650 lbs.

STR: +13 (18/36)

Tough: +9/+14, Fort: Immune

Skills: Athletics 3 (+17)

Density 9
- Immovable 3
- Super-Strength 3

Immunity 30
- Fortitude saves

Immunity 4
- Critical hits
- Suffocation (all)

Protection 4
- Impervious [5 extra ranks]

Grapple: +23/+26

Melee Attack: +10 (Unarmed Attack: Damage 13)
Melee Attack: +10 (Ball and Chain: Damage 15)


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Re: Marvel Ultimate Sourcebook (The Origin of Absorbing Man)

Postby Cinder » Wed Nov 21, 2012 3:27 pm

I have been working on this, see what everyone thinks:

Gods in the Ultimate Universe wrote:In the beginning of the universe there was only The One. He created the universe and allowed it to develop according to his predetermined rules, but at first he took no part, choosing instead to allow the universe to develop as it would.

Eventually The One chose to populate the universe with beings that were more like himself than the lower beings that were developing naturally. He created a celestial being to plant such life throughout the universe. This being, called The First, went forth to propagate deific life throughout the universe. He created gods on thousands of worlds. The final world was Earth. He created many gods there as well. However, as his task was almost finished he created two gods he loved more than all the others: The sisters Oshtur and Gaea. When his mission was finished he moved to the center of the universe and slept.

In time Dagon and his sister/consort Hydra were birthed by one of the Elder Gods, the name now given to those Earth gods created by The First. The Elder God who gave birth to Dagon and Hydra was Cthulhu, brother of Chthon. Many Elder Gods gave birth to lesser gods at this time and they are often referred to The Great Old Ones.

The gods of Earth grew in power and eventually they began to quarrel. It was because of one of these conflicts that Set killed Oshtur, becoming the first murderer in Earth’s history. Set learned that he could kill a god and, by devouring her corporeal form, steal her power. Nearly all the other gods on earth began the practice of killing and devouring each other. Through this act the cannibal gods were transformed into another form; that, they named Demon. Only Gaea and few other lesser gods managed to resist the urge of cannibalism.

Gaea knew that soon only one god would remain and that survivor would have the power of all the gods of Earth. She reached out to the
center of the universe and touched The First’s consciousness. Despite his vow to The One not to interfere directly with any of the planetary gods, The First, came to the aid of Gaea, who, along with her sister, he loved above all others. When he saw what Set and the others had done, he became wild with rage. He could not harm Set himself, but he could still exert his will. He lay with Gaea and impregnated her with a son. He also raised Oshtur from the dead. By her rebirth she was transformed and granted far greater power. The First named her Phoenix. When she saw the terrible power that she had become and what her death had begun on earth, Phoenix fled setting out into space.

Gaea gave birth to her son who she named Elder, so he would have power over the pantheon known as the Elder Gods. As he had both the
power of these Elder Gods and The First, he was able to defeat the demons. He knew that he could not destroy them entirely. He tapped into the power of The First and created the first parallel dimensions. He banished their power and consciousnesses to these alternate dimensions and consumed their corporeal bodies. Elder’s great power allowed him to avoid becoming a demon for a time. However, his own power swelled to such a great degree that he knew eventually he would succumb and become a Demon. He expelled the power from himself and in doing so created the creatures that would evolve into the more well-known pantheons of earth, like the Greeks, Romans, and others. After this final act Elder went to live in the sun and slept.

Meanwhile, Phoenix encountered her first populated planet. She learned that she had such great power that she could defeat the entirety of other planet’s pantheons, who are, on this planet, called the Outer Gods. She did so to countless worlds. In her mind, it was a mercy. She saved them from degrading into the demon forms that the Earth Gods had become. Others had already done as the Earth gods had and become Demons. These she took pleasure in destroying.

However, some of these planets were inhabited and those inhabitants had great power themselves, having been shepherded by their gods. Those inhabitants banded together to fight Phoenix. The conflict lasted thousands of years. Eventually a wounded and fearful Phoenix returned to Earth with the horde of a thousand worlds in pursuit. Before they could destroy her, The First arrived, once again summoned by Gaea. When he saw what Phoenix had become, he was ashamed. He called Elder forth who repulsed the attacking horde. The First placed her in another dimension, accessible only from the center of the earth, and bid Elder to watch over her prison.

There she sleeps until this day.


The above is a story commonly known to the arcane scholars of Earth. Many believe that it is merely a story, others know better.
Among these is the religious group known as the Shi'ar. Their beliefs state that all of the Earth was originally a prison created by ancient alien civilizations to hold the Phoenix. They believe that the Phoenix's presence at the core of the Earth led to the creation of life on Earth, and the Phoenix's direct influence resulted in all major steps of evolution for man, including the creation of Mutants. The Hellfire Club is an off-shoot of the Shi'ar religion that believes the Phoenix only desires destruction. Both groups beliefs' are near to the truth, but like many stories, the details have become lost over the millennia.

The Hellfire Club performed a rite that accessed the power of the Phoenix. They manipulated a powerful psychic called Jean Grey, whose mutant ability allows her to access a small portion of the Phoenix's power. They paid for the ritual with their lives, or so it seems . . .

Image

Cinder's Note wrote:
The above serves several purposes. The first is to rectify the stories of the Ult X-Men books with a more conventional view of the gods in the Ultimate Universe. The second is to encompass the stories of the Ult FF books regarding Hydra. I thought that it would be interesting to make these creatures aspects of the deity. That led to the incorporation of Cthulhu and Dagon. (Obviously my deity system owes something to Lovecraft) It makes more sense, IMO, that the destruction of Atlantis was because of tangling with a god, rather than some random poorly conceived creature that lays eggs. Sometimes this thread is about trying to do a better job than the actual writers did. Hubris perhaps, but this is my thread. Ha Ha. The third reason to adopt this into your campaign is to clean up the god of the week thing that seems to have happened in the last several decades of 616 marvel. If one looks at deities of the 616, it is clear that when a writer felt like it, they created a new god. Mine only has a few. The One. The First. Everyone else falls into the sub categories and helps know who is more powerful than the others. I did not want to have to deal with so many the deity-level powers. The forth thing is to make the Earth matter more. Why are all these aliens showing up? Why are all these massively powerful characters bothering with "a little backwater" like Earth? It is because alternate dimensions started here and the first favored the Earth.

As to the powers like death, entropy, infinity, etc. I expunged them. They are all aspects of The One's power. Convenient right?

As to the Alien Gods (I call them the Outer Gods, thanks again Howie and friends), they are all dead. Of course one or two might have escaped the Phoenix's wrath and might show up for revenge or generic havoc.
Last edited by Cinder on Sun Nov 25, 2012 11:10 am, edited 3 times in total.

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Re: Marvel Ultimate Sourcebook (The Origin of Absorbing Man)

Postby Cinder » Wed Nov 21, 2012 3:28 pm

Mutant Growth Hormone

Mutant Growth Hormone is a dangerous drug with incredible effects and addictive properties. Although the fact is unknown to even most experts, it was refined from a natural hormone secreted by homo superiors by Charles Xavier, Erik Lehnsherr, Moira MacTaggert and others. The street drug version often contains Fentanyl, Testosterone, and Dopamine as well.

A few users are granted temporary abilities such as flight, durability, and/or enhanced strength, among others. The majority of users still experience a nearly unparalleled state of euphoria and all users suffer an incredible risk of addiction. In homo superiors it can cause power enhancement bringing about secondary, even tertiary mutations.

It is known colloquially as Banshee in Europe and FX in the United States. The latter name comes from the Factor X, or more commonly X Factor, the name scientists have given to the meta-human gene.

Mechanics

Benefits:

Homo sapiens who take Banshee have a 5% of chance of manifesting powers from Banshee.

Homo superiors who take Banshee receive vast enhancement to their existing abilities or may undergo what is known as a secondary mutation, which may grant entirely new abilities.

Increases PL by +2
Gives up to 75 pp to spend
-Note not all characters will gain all 75 pp.

Adds Container 15
• Extra: Total Fade
• Flaw: Fades (Recovered with Banshee injection)
• Power Feat: Slow Fade 2 (5 minutes) - [after 6 hours, benefits fade]

Character Drawbacks:

Normal Identity +3 pp

Weakness (Banshee Use)
• Very Common +3 pp
• Moderate (-1 cumulative penalty to all checks, attack rolls and defense for every 5 hours without a Banshee dose) +1 pp
• Time Adjustment (5 hours) -2 pp

Characters who take Banshee, even once, make a Constitution save each day of use with a DC equal to 10 + 1 for every dose. Characters who succeed still suffer the above weakness however the effects wear off after 24 hours. Failure results in permanent addiction and suffering the weakness.

Addicted Characters:

Characters that go into withdrawal from Banshee make a Constitution save DC 10 + 1 per 5 hours without Banshee, in addition to the weakness above. Failure causes the character to fall into a coma. Failure by five or more causes death. Success stabilizes the character. Characters with medical supervision cannot die from withdrawal.

Recovered Addicts:

Addicted Characters who stabilize are considered recovered. Addicted Characters make a Constitution save each week DC 10 + 1 per week addicted. Addicted Characters receive a bonus of +1 to this roll per month of successful saves. Characters in active treatment receive a +5 to this roll. Failure causes a relapse.

Relapsed Addicts:

A player whose character relapses loses control of their character. The Game Master controls the character until they find and use Banshee. At that time, the player regains control.
Last edited by Cinder on Fri Apr 19, 2013 8:45 pm, edited 1 time in total.

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Re: Marvel Ultimate Sourcebook (The Ultimate Gods)

Postby Cinder » Sat Dec 01, 2012 9:33 am

LIMITED LUCK (FORTUNE, RANKED)

For each Rank in this feat, you have two extra Hero Points over the normal starting amount. However, these Hero Points can only be used to fuel a specific effect, usually another feat or a power stunt from a specific power, chosen at the time you take this feat. You cannot have more ranks in this feat than one half the campaign's power level.
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Re: Marvel Ultimate Sourcebook (The Ultimate Gods)

Postby Cinder » Sat Dec 01, 2012 9:41 am

REDUCED ACTION (GENERAL, RANKED)

This feat allows you to reduce the action of another feat. For example you may reduce a feat's action from a standard action to a move action or from a move action to a free action. This feat may be taken multiple times to reduce a feat's action further or applied to another feat. This feat has no affect on movement feats or feats that have special action times, such as ritualist or inventor.

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Re: Marvel Ultimate Sourcebook (The Ultimate Gods)

Postby Cinder » Sat Dec 01, 2012 11:24 am

Image
Magneto
Real Name: Erik Lensherr
Height: 6’2”
Weight: 195 lbs.
Power Level: 14

STR: +1 (12), DEX: +1 (12), CON: +1 (12)
INT: +6 (22), WIS: +5 (20), CHA: +5 (20)

Tough: +1/+15, Fort: +5, Ref: +5, Will: +13

Skills: Bluff 7 (+12), Computers 4 (+10), Concentration 9 (+14), Diplomacy 5 (+10), Disable Device 4 (+10), Intimidate 11 (+16), Knowledge (life sciences) 8 (+14), Knowledge (technology) 6 (+12), Language 4 (+4), Notice 5 (+10), Sense Motive 5 (+10)

Feats: Assessment, Attack Focus (ranged) 4, Attack Specialization 2 (Magnetic Blast (Blast 15)), Cult Hero (Radical Mutants +4 / General Population -2 ), Inspire 3 (+3), Inventor, Leadership, Limited Luck 4 (Power Stunts of Magnetic Control), Luck 7, Master Plan

Powers:

Magnetic Control 14
- Damaging
- Accurate 3

AP: Electromagnetic Pulse b]
• Nullify 14
- counters: all electronic effects
- Nullifying Field (70-700 ft. radius)
- Selective
- Progression, Increase Area 3

AP: [b]Magnetic Blast

• Blast 15
- Cone Area (Targeted)

AP: Magnetic Field Manipulation
• Telekinesis 11
- Damaging
- Perception
- Accurate

AP: Metal Snare
• Snare 14
- Burst Area (General)
- Selective
- Custom (Break DC and Toughness limited to available metal)
- Medium

Magnetic Flight
• Flight 8

Magnetic Forcefield
• Force Field 14
- Impervious

Power Mastery
• Enhanced Trait 4
- Limited Luck 4 (Power Stunts of Magnetic Control)

Sense Magnetic Fields
• Super-Senses 12
- Awareness: Magnetic Awareness (Mental)
- Detect: Magnetic Fields (Mental) 2 (ranged)
- Extended: Detect (Magnetic Fields) 5
- Penetrates concealment: Detect (Magnetic Fields)

Device 2 (Hard to lose)
Immunity 10
- mental effects


Attack Bonus: +5 (Ranged: +9, Melee: +5, Grapple: +6)

Attacks:

Area Attack: - (Magnetic Snare: Snare 14)
Area Attack: - (Electromagnetic Pulse: Nullify 14)
Ranged Attack: +13 (Magnetic Blast: Blast 15)
Melee Attack: +5 (Unarmed Attack: Damage 1)
Perception Attack (Magnetic Field Manipulation: Damaging Telekinesis 11)
Perception Attack (Magnetic Control: Damaging Telekinesis 14)**

*Limited to metal

Defense: +8 (Flat-footed: +4), Knockback: -14

Initiative: +1

Languages: English, German, Epsilon-Omega, Other Language, Other Language

Totals: Abilities 38 + Skills 17 (68 ranks) + Feats 21 + Powers 117 + Combat 26 + Saves 16 + Drawbacks 0 = 235

Origin

Erik Lensherr is a Mutant Supremacist with virtual mastery over magnetic fields, although he would bristle at the term. He prefers terms such as “post-human” or Homo Superior. In the early 1990s, he approached telepath Charles Xavier after hearing of his work with other post-humans. Lensherr and Xavier found each other fascinating, as both looked to the future of post-humans. They became close friends and developed an ideology regarding post-humans as mankind's next step in evolution. Eventually, both men left their wives to found the Brotherhood of Mutants, a safe haven for persecuted mutants.

In 1992, the Brotherhood relocated to a remote Pacific island, called the Savage Land, to found a new civilization. Erik even devised a new language for this new world, called Epsilon-Omega, based on Esperanto and featuring its own script.

Increasingly convinced humanity would not peacefully relinquish the planet to the Homo Superior, Erik became more radical, regarding the Savage Land's citizens as an army. Abandoning his human name, Erik took the title Magneto. Realizing that Xavier didn't agree with his views, a paranoid Magneto took to wearing a helmet to prevent psychic intrusion into his mind. Xavier finally fled with a handful of followers. Magneto chose to punish Xavier impaling him with a metal spike which left him a paraplegic. Soon after, Magneto led the Brotherhood in an anti-human campaign of political assassinations and terrorist bombings. In his first great act of terrorism, on February of 2008 Magneto bombed Capitol Hill.

Following this attack on Washington, the U.S. government unleashed robotic Sentinels on the mutant population in retaliation. When Xavier's new students, the X-Men, interfered, Magneto learned Xavier had survived, and sent Wolverine to slay his former friend. He also had Jenna Bush kidnapped. This temporarily halted the Sentinel campaign and the X-Men soon rescued her.

In April of 2008, American authorities located the Savage Land and foolishly launched a massive Sentinel attack. Magneto used his ability to manipulate the mechanical components of the Sentinels to reprogramming them to assault Washington. While the Sentinels wreaked great destruction of the US capital, Magneto dragged President Bush naked on to the White House lawn. The X-Men intervened, and Magneto was defeated when his son Pietro, convinced that genocide was going too far, removed his helmet, leaving him vulnerable to Xavier's powers. Xavier claimed to have killed Magneto, but had instead secretly brainwashed him, hoping to rehabilitate him.

For some time an amnesiac Erik lived peacefully as a Manhattan social worker looking after disabled children; however, in November of 2008, the Brotherhood eventually learned he was alive, and restored his memories. Magneto resumed the bombing campaign, bombing Chicago among other acts of terrorism.
Magneto even destroyed the Brooklyn Bridge and eventually attacked the Triskellion. During the attack, he wiped the Triskelion computers of all information concerning the Brotherhood. He also shot his son Quiksilver in the knee caps, making Wanda watch as a punishment for their betrayal of the Brotherhood ideals. During the attack on the Triskelion the loss of power caused many prisoners to escape and Bruce Banner turned into the Hulk, escaping briefly eating six of the staff.

Gathering every mutant he could into a floating Arctic Citadel, Magneto hatched a new plan to make war on the human population. His powers enhanced by a machine of the mutant inventor Forge's design, Magneto intended to reverse Earth's magnetic field, leaving humanity to perish in the ensuing environmental chaos. Magneto entered the device and began to reverse the earth’s magnetic poles. At the same time a force of Brotherhood mutants attacked Camp X-Factor, a prison for post-human at Guantanamo Bay, and released all of the post-humans there including Xavier. Before Magneto could complete his plan, the X-Man Cyclops interrupted Magneto and revealed that he had signaled the other X-men. The others arrived and a fight ensued. The post-human, Shadow Cat used her phasing powers to sabotage the amplification device, but not before Magneto managed to use it to destabilize a nuclear reactor just north of Miami. The plant neared meltdown as some of the mutants from Camp X-Factor arrived to save the inhabitants of the surrounding area. Back at the floating citadel, the X-men defeated Magneto and prevented him from taking his own life. Marvel Girl, a psychic powered X-Man, allowed the Phoenix Force to take control and uprooted the entire nuclear reactor and plant from the ground. She then levitated it up into the sky and contained the explosion and subsequent radiation with her powers.

Magneto was then turned over to the Ultimates. As a result of the X-men’s efforts the White House arranges for a pardon and makes the decision to bring the X-men under government authority.

Several months later, while attempting to aid the Chicago Fire Department, another magnetically powered post-human Polaris lost control of her powers and accidently killed several firemen and bystanders.

Polaris was taken into SHIELD custody. Her magnetic powers forced them to house her in the same cage as Magneto.

Four students of the Academy of Tomorrow, Havok, Northstar, Cannonball and Susnpot, attempted to liberate Polaris. They were opposed by the Ultimates and The X-men. However, it was revealed be merely a diversion orchestrated by Magneto.

During the fight a shape-changing post-human Mystique and Forge manage to sneak into the Triskelion and release Magneto. Magneto also released many of the Triskellion prisoners. These events caused SHIELD to end its allegiance with the X-men thereby revoking all funding. Magneto ultimately escaped the Triskellion by putting a disguised Mystique in his place.

Eventually Magneto ordered the illusion creating post-human Mastermind to replace Mystique in impersonating Magneto, allowing her to rejoin the Brotherhood to continue his war on humankind.
Last edited by Cinder on Sat May 04, 2013 8:27 am, edited 1 time in total.

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Re: Marvel Ultimate Sourcebook (Magneto with Origin)

Postby Cinder » Sat May 04, 2013 8:15 am

Image
Punisher
Real Name: Frank Castle
Height: 6’5”
Weight: 240 lbs.
Power Level: 10


STR: +4 (18), DEX: +3 (16), CON: +4 (18)
INT: +1 (12), WIS: +2 (14), CHA: +0 (10)

Tough: +8, Fort: +8, Ref: +7, Will: +8

Skills: Acrobatics 4 (+7), Athletics 6 (+10), Bluff 8 (+8), Disable Device 9 (+10), Drive 7 (+10), Escape Artist 5 (+8), Gather Information 10 (+10), Intimidate 12 (+12), Investigate 6 (+7), Knowledge (streetwise) 14 (+15), Knowledge (tactics) 12 (+13), Notice 8 (+10), Sense Motive 8 (+10), Stealth 7 (+10), Survival 8 (+10)

Feats: Assessment, Attack Focus (ranged) 3, Chokehold, Equipment 6, Fearsome Presence 5, Finishing Blow, Improved Aim, Improved Critical (Heavy Pistol (Damage 4)), Improved Critical (Knife (Damage 1)), Improved Critical 4 (Sniper Rifle (Damage 6)), Improved Initiative, Power Attack, Quick Draw 2, Startle, Tough 4, Track

Powers:

Weapons Array
• Array 9

Assault Weapon
• Damage 5
- Autofire (interval 2, max +5)
- Ranged

Fragmentation Grenade
• Damage 5
- Explosion Area (General)
- Thrown

Heavy Machine Gun
• Damge 6
- Autofire
- Ranged

Heavy Pistol
• Damage 4
- Improved Critical
- Ranged

Knife
• Damage 1
- Improved Critical
- Mighty

Knock-Out Grenade
• Affliction 4
- 1st stage: dazed
- 2nd stage: stunned
- 3rd stage: unconscious
- Resisted by: fortitude
- Cloud Area (General)
- Thrown

Smoke Grenade
• Obscure 4
- Affects: visual senses

Sniper Rifle
• Damage 6
- Improved Critical 4
- Ranged

Tear Gas Grenade
• Affliction
- 1st stage: visually impaired, sickened
- 2nd stage: visually disabled, nauseated
- 3rd stage: visually unaware, unconscious
- resisted by: fortitude
- Cloud Area (General)
- Thrown

Equipment: Undercover Vest, Weapon Array

Attack Bonus: +9 (Ranged: +12, Melee: +9, Grapple: +13)

Attacks:

Ranged Attack: +12 (Assault Weapon: Autofire Damage 5)
Ranged Attack: +12 (Heavy Machine Gun: Autofire Damage 6)
Ranged Attack: +12 (Heavy Pistol: Damage 4) (19-20)
Ranged Attack: +12 (Sniper Rifle: Damage 6) (16-20)

Thrown Attack: +12 (Fragmentation Grenade: Area Damage 5)
Thrown Attack: +12 (Knock-Out Grenade: Area Affliction 4)
Thrown Attack: +12 (Tear Gas Grenade: Area Affliction 4)


Melee Attack: +9 (Unarmed Attack: Damage 4)
Melee Attack: +9 (Knife: Damage 5)

Defense: +12 (Flat-footed: +6), Knockback: -4

Initiative: +7

Languages: English

Totals: Abilities 28 + Skills 31 (124 ranks) + Feats 28 + Powers 0 + Combat 42 + Saves 14 + Drawbacks 0 = 143

Background:

One of the NYPD'S finest, Frank Castle refused to stand by while his partner and other officers took bribes from the mysterious underworld figure known as the Owl. Turning them in to Internal Affairs, Frank made himself a target -- the officers he exposed sought revenge, gunning Frank and his family down while they were on a picnic in the park. The sole survivor, Frank became the twisted, murderous vigilante known as The Punisher. Gaining a cult following his extreme brand of justice, the Punisher eventually went too far when he killed one of the cops who had slaughtered his family. Imprisoned on Ryker's Island, the Puinisher continued his work. He killed nine unrepentant criminals, including Jim Washington, a convicted rapist who had been apprehended by Daredevil. Frank, however, had unfinished business and took the first opportunity to escape. Free again, the Punisher killed two more of the crooked cops behind his family's murder, including his former partner, Bruce Greenwood. Greenwood was visiting his attorney, Matt Murdock, at the time. Frank was chased by Daredevil, but managed to escape, nearly killing Daredevil in the process.

Frank tracked Artie Jillette, the Owl’s go-between and the final member of the corrupt cops who had killed his family, to Jillette’s apartment. The Punisher held him at gunpoint, but was unable to kill the man in front of his children. Forcing Artie up to the roof, the Punisher was once more confronted by Daredevil, who appealed to his sense of justice, claiming he would make sure Jillette was sentenced for his crimes. Before the Punisher could consider Daredevil's appeal, Spider-Man appeared blindsiding him. Frank was knocked him out and Artie escaped. Daredevil admonished Spider-Man and ordered him to take the Punisher to the police while he captured Artie. Later, in his alter ego as an attorney, Matt Murdock defended the Punisher in court. Jillette was reunited with the Punisher in jail, where Frank's friends on the inside made sure they were cellmates, ensuring the Punisher's revenge.

While in jail, the Punisher became a cultural phenomenon whose case was much discussed and featured on all forms of media. Unsatisfied with merely avenging his family's death, the Punisher once again escaped to continue his cold-blooded campaign against crime. He encountered Spider-Man while trying to gun down Boomerang. Spider-Man easily defeated the Punisher, and left both Castle and his target for the police. While imprisoned, Frank was among the many vigilantes who were manipulated by the Kingpin into trying to kill the rising mob boss known as the Kangaroo. Proving no jail could hold him, the Punisher came into conflict with Spider-Man, Daredevil, and Moon Knight. Following Kangaroo's arrest, Castle managed to kill Jean DeWolff, a corrupt cop and underling of the Kingpin, before being arrested once again.

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Re: Marvel Ultimate Sourcebook (Gambit)

Postby Cinder » Fri Jan 24, 2014 6:52 pm

Image

Gambit
Real Name:Remy LeBeau
Height:6'2"
Weight:165 lbs.
Power Level: 9

STR: +1 (12), DEX: +0 (10), CON: +1 (12)
INT: +0 (10), WIS: +2 (14), CHA: +2 (14)

Tough: +1/+8, Fort: +5, Ref: +9, Will: +6

Skills:

Acrobatics 10 (+10), Athletics 9 (+10), Bluff 8 (+10), Concentration 3 (+5), Escape Artist 9 (+9), Language 1, Knowledge (streetwise) 12 (+12), Notice 7 (+9), Search 8 (+8), Sense Motive 8 (+10), Sleight of Hand 12 (+12), Stealth 10 (+10)

Feats:

Attack Focus (ranged) 2, Defensive Roll 6, Dodge Focus 5, Equipment 1, Evasion, Improved Initiative, Improved Trip, Precise Shot, Quick Draw, Throwing Mastery (+1), Uncanny Dodge (Visual)

Powers:

Kinetic Projectile
• Kinetic Control 6
- Autofire 2 (interval 1, max +5)
- Range (touch)
- Thrown
- Power Loss 2 (Without medium; Common, minor)

AP: Kinetic Explosion
Damage 10
- Linked to Drain
- Explosion Area (100 ft. explosion - General)
- Action (full)
- Triggered
Drain 10
- Linked to Damage
- Drains single trait (toughness)
- Affects Objects (Only)
- Action (full)

Equipment: Bo, Leather Jacket [+1 Toughness]

Attack Bonus: +10 (Ranged: +12, Melee: +10, Grapple: +11)

Attacks:

Melee Attack: +10 (Unarmed Attack: Damage 1)
Melee Attack: +10 (Bo Staff: Damage 3)
Ranged Attack: +12 (Kinetic Projectile: Thrown Damage 6)
Area Attack: - (Kinetic Explosion: Drain 10; Damage 10)

Defense: +10 (Flat-footed: +3), Knockback: -4

Initiative: +4

Languages: French, English

Totals: Abilities 12 + Skills 24 (96 ranks) + Feats 21 + Powers 18 + Combat 30 + Saves 17 + Drawbacks 0 = 122

Background

Remy "Gambit" LeBeau had a hard upbringing: his father abused him, and he fell into the clutches of an abusive man who trained him as a pickpocket. As a young adult, he fell under the influence of sinister scientist Nathaniel Essex, who controlled him by threatening a woman Remy loved. Remy eventually ended up living in an abandoned subway car beneath New York, performing card tricks for money. One day, he was approached by a young girl who had witnessed a crooked cop named Hammerhead murder her mother; seeing he could perform "magic", she asked Remy to bring her mother back to life. Gambit took her in while he tried to figure out what to do, but Hammerhead snatched her while Gambit slept, sparing LeBeau since his boss Silvermane owed Essex a favor. Gambit tracked Hammerhead down, and,in a savage fight, blew up the top of Hammerhead's metal skull. Gambit rescued the girl and entrusted her to a homeless shelter, feeling she was not safe around him.

Gambit later began losing control of his powers, charging objects unintentionally. The Von Struckers, mutant capitalists who owned Fenris International, fixed his powers in return for his services as a corporate spy. Wishing to recruit the X-Men Rogue, they sent Gambit to kidnap her from Coney Island fairground. After battling her fellow X-Men (notably blowing most of Wolverine's face off), Gambit delivered Rogue to the von Struckers' penthouse, where she stole a kiss from him, thus absorbing his powers and witnessing glimpses of his brutal past. The von Struckers gave her a special suit to control her powers, but she still rejected their job offer. When the von Struckers refused to accept this, Gambit angrily backed her up. ]Working together, Rogue and Gambit overcame the von Struckers and fought their way out through Fenris' Wolfpack guards. They were confronted at the building exit by Wolverine, eager for a rematch, but Rogue stopped the fight before Gambit was killed. The other X-Men had also come to rescue her, but Rogue explained that she had decided to remain with Gambit, and the pair departed.

They worked their way across the States, robbing Fenris holdings along the way, until they ended up in Las Vegas. The super-criminal Juggernaut, looking for Rogue, challenged them outside the Fenris Resort and Casino. Gambit battled him, eventually bringing a construction site down on both their heads. Rogue dug the dying Gambit out, giving him a final kiss as his last request, absorbing his powers and memories; unlike Rogue's normal transfers, this one seems to be permanent. Though Gambit is dead, his spirit lives on inside of Rogue.


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