SSS-Druid
First Post
Rock. These are simply amazing. 
At the risk, however, of nitpicking, just something you might want to be aware of from an old hand at Marvel gaming.
Nightcrawler: Nightcrawler's teleport range is actually about a half-mile. It is very draining on him (though he is accustomed to it) and can send others into unconsciousness if they haven't trained with him on withstanding its rigors (as the X-Men have).
Colossus: Colossus has very minute resistance to electricity, but actually attracts it; I remember (somewhat fondly) in the early days of Storm and Colossus working together both of them being surprised to find that when Storm launched lightning too close to him, it would often arc and hit him.
He isn't very resistant to it, though.
Gambit: Gambits ability to imbue items with kinetic energy has a lot to do with the strength of the item. Something that is very lightweight and easily destroyed (like cards) doesn't do as much damage as something made of tougher material, but it is faster to imbue. That's why he uses cards instead of knives - cards can be "charged" to their full kinetic potential in the blink of an eye, but a rock or dagger would take longer to fully charge, and the items only detonate if they are fully charged. My suggestion would be some kind of weakness to the power, that limits how many extra d6 of damage it can do based on its hardness. IE - Hardness 1 and under is limited to +1d6; Hardness 2-5 is limited to +2d6, etc.
Also, when he first appeared, Gambit possessed some very minor mind/emotion control powers that he used with some skill. This was in the days when Nanny & Orphanmaker had reduced Storm to a child, and the rest of the X-Men thought she was dead. He used this ability against Nanny, but she threw it off. I'd suggest some kind of basic ability that grants hefty bonuses to Bluff/Diplomacy rolls, but can be resisted with a Will save.
Just some ideas. They look awesome!

At the risk, however, of nitpicking, just something you might want to be aware of from an old hand at Marvel gaming.

Nightcrawler: Nightcrawler's teleport range is actually about a half-mile. It is very draining on him (though he is accustomed to it) and can send others into unconsciousness if they haven't trained with him on withstanding its rigors (as the X-Men have).
Colossus: Colossus has very minute resistance to electricity, but actually attracts it; I remember (somewhat fondly) in the early days of Storm and Colossus working together both of them being surprised to find that when Storm launched lightning too close to him, it would often arc and hit him.

Gambit: Gambits ability to imbue items with kinetic energy has a lot to do with the strength of the item. Something that is very lightweight and easily destroyed (like cards) doesn't do as much damage as something made of tougher material, but it is faster to imbue. That's why he uses cards instead of knives - cards can be "charged" to their full kinetic potential in the blink of an eye, but a rock or dagger would take longer to fully charge, and the items only detonate if they are fully charged. My suggestion would be some kind of weakness to the power, that limits how many extra d6 of damage it can do based on its hardness. IE - Hardness 1 and under is limited to +1d6; Hardness 2-5 is limited to +2d6, etc.
Also, when he first appeared, Gambit possessed some very minor mind/emotion control powers that he used with some skill. This was in the days when Nanny & Orphanmaker had reduced Storm to a child, and the rest of the X-Men thought she was dead. He used this ability against Nanny, but she threw it off. I'd suggest some kind of basic ability that grants hefty bonuses to Bluff/Diplomacy rolls, but can be resisted with a Will save.
Just some ideas. They look awesome!
