[M&M] The Uncanny X-Men (PL10)

Chaldfont

First Post
I have been reading the Essential X-Men, reprints of the classic days of the late 70's and early 80's X-Men. They are great stories and its cool to see how these now famous characters came about.

In order to introduce my players to Mutants & Masterminds, I thought I would run an X-Men game. I've seen a couple versions of stats for the X-Men, but these are usually high PL representing the heroes at the height of their careers. But I want to play them as they were when Charles Xavier first invited them to his school. I want to play them as starting M&M characters--PL 10.

So here is my take on the X-Men, PL10. I know the fanboys will want to tear up my stats, quoting issue number and all, but my intent is to just get close.
 

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Cyclops

Cyclops PL 10 (circa 1980)

Str 16
Dex 16
Con 18
Int 12
Wis 16
Cha 16
(34 pp)

Saves: Fort +3, Ref +7, Will +7, Dmg +3
BAB +4, Melee +6, Ranged +7 (12 pp)
Dodge Base +6, Defense 19 (12 pp)

Skills: Diplomacy +13, Pilot +10, Drive +10. (24 pp)
Feats: Dodge, Attack Focus (eye beams), Point Blank Shot, Far Shot, Leadership, Inspire, Precise Shot, Rapid Shot, Evasion, Attack Focus (unarmed). (20 pp)

Powers:
Eye Beams (src: mutation, 30 pp)[Energy Blast +10 extras: area, deflection; flaw: uncontrolled without ruby quartz lenses]
Strike +5 (src: training, 10 pp)
Amazing Save (Reflex) +4 (src: training, 4 pp)
Amazing Save (Will) +4 (src: training, 4 pp)

Attacks:
eye beams +8/+10S
unarmed +8/+8S
 

Wolverine

Wolverine PL 10 (circa 1980)

Str 18
Dex 16
Con 20
Int 12
Wis 18
Cha 16
(40 pp)

Saves: Fort +7, Ref +7, Will +9, Dmg +5 (+13 vs bludgeoning).
BAB +3, Melee +7, Ranged +6 (9 pp).
Dodge Base +3, Defense 16 (6 pp).

Skills: Spot +10, Listen +10, Survival +9, Speak Japanese. (18 pp)
Feats: Attack Focus (claws), Dodge, Great Fortitude, Rapid Strike, Track, Indomitable Will. (12 pp)

Powers:
Adamantium-laced Skeleton (src: tech, 26 pp)
[Amazing Save (Damage) +8 (flaw: only vs bludgeoning); Natural Weapons (claws) +8; Super-Strength +4; Penetrating Attack x3]
Regeneration +10 (src: mutation, 30 pp) [power stunts: Immunity (aging, disease, poison), Scent, Endurance]
Amazing Save (Reflex) +4 (src: training, 4pp)
Amazing Save (Will) +5 (src: training, 5pp).

Attacks:
Claws +8/+14L
unarmed +7/+8S

Notes: I'm still not happy with these stats. Do they do justice to Wolverine's legendary tracking abilities? Would some Super-Senses be in order? What about his incredible psychic defenses? Is Indomitable Will and a Will save of +9 good enough? What about the cool Regeneration extras? I considered adding Durability as a power stunt too.

On the cost of Adamantium Skeleton: As this is one big power package, I discounted 8 pp for the flaw on Amazing Save (Damage).
 

Colossus

Colossus PL 10 (circa 1980)

Str 20
Dex 14
Con 18
Int 10
Wis 12
Cha 12
(26 pp)

Saves: Fort +6, Ref +6, Will +5, Dmg +4.
BAB +8, Melee +13, Ranged +10 (24 pp).
Dodge Base +3, Defense 15 (6 pp).

Skills: Craft (painting) +4, Jump +17, Speak Russian, Profession (farmer) (20 pp).
Feats: Attack Focus (unarmed), Attack Focus (grappling), Great Fortitude, Improved Grapple, Improved Pin, Power Attack, Improved Critical (unarmed), All-out Attack, Dodge, Heroic Surge, Takedown Attack, Rapid Takedown (24 pp).

Powers:
Alternate Form (organic steel) +10 (src: mutation, 50 pp) [power stunts: Immunity (disease, poison, pressure, suffocation, starvation, fire, cold, acid, electricity, radiation)]
Amazing Save (Reflex) +4 (src: training, 4 pp)
Amazing Save (Will) +4 (src: training, 4 pp)

Attacks:
unarmed +14/+15S

Notes: Colossus gains Super-Strength and Protection +10 when in his alternate form.
 

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