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by Steve Perrin and Karl Maurer

hen confronted with a character-building set


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of rules like Superworld, Champions, or u?
Supergame, the player is left with the
thought, "these powers look neat and all, @
but none of them seem to do exactly what I saw (fill-in-the-
R
blank) do in issue 141 of Superguy magazine. How come?"
The answer is that the power usually can be duplicated,
L
!t
but it takes an act of imagination to do the job. The impor-
tant thing is not to look at the name of the power, but the
effect of the power. Do you want Bubbleman to send out
D
bubbles that do 5D6 damage to anyone they hit? Don't
look for Superbubbles on the powers list. Take Energy
Projection, and on the Description Line of the character
form write, "bubbles of kinetic energy." If the character
has claws, don't look for claws on the weapons list. Instead,
give the character 2D6 of kinetic damage, and give it the
modifier as only usable in hand-to-hand attacks. How about
a transmutation attack, where the character can change
a substance to another? If he just uses it to get things like
walls out of the way, it can be a simple energy projection.
If he converts the substance to glassy hands with which to illustrated bv Luise Perenne
imprison somebody, call it snare projection. If he uses it
to lift people off their feet, call it Telekinesis. If all ofthe
above are involved, then buy all the powers for the char-
acter described above. In short, if a power is not described THE ANGEL (Warren one Y ,)
\\orthington III) is one
(Warren Worthington
of the: original X-Men. Karl chose to
ro describe
describe / |
in the rules. it is probably because you are thinking of a him here
here because he has rvorked with his his I I
collection of effects as a single power, rather than breaking formerr teammates frequentll, of late, particu-
particu- / |
it down into its component parts. When any power has larly during the (
luring the Dark Phoenir sequence and the )
been reduced to basics, its effects will be found in the Hiddenn Land adventure described in the first
first L-/
few issues of Marvel Fanfare.
power descriptions.
To give him some protection in Super*,orld terms, we have
To demonstrate what can be done with creative use of assumed that he has some protection as a.rmor. Also, he has re-
the rules, one of my ardent playtesters, Karl Maurer, has covered from some a\\'esome q'ounds in his time, and Karl has
built Marvel's X-Men and their statistics are presented be- assumed that his mutant lvigor cives him t}re regenerate power.
low along with his and my comments on how they were His adaptability to temperarure is nrostll acquired during his
many high-flying jaunts Ln the cold outer atmosphere.
built using the Superworld rules.
The following descriptions are given in the same format STR 22 CON 17 SIZ l.i I\T 16 PO\\ 15 DI]X 24 CHA 15
as found in the original Superworld rules. Players will find Original Hero Points - I l0 Totrl Hero Points - 143
some of the power costs strange, as they were done under MOVE - 241460 meters
HIT POINTS 17
the new revisions found elsewhere in this issue. ARMOR - Kinetic 6: Elet-rrtrntr:netic l. Rrdiauon l
Two assumptions have been made in figuring out all ABSORPTION - None
these characters. The first assumption is that all the powers ENERGY POINTS -. Personrl 1-r r

are bought with the initial Hero Points and Disability Bonus WEAPON Rarrye in rtte le rs ,1 iia-. I' Dontage Parry
Fist 0 Si:r
' 1D_3+1p6 80ti
Polnts available. The other is that the skills of the charac- POWERS (cost in Hero Poini:r - Ciiti;:..iisrrcs (10): Arntor
ters have increased greatly over the years through the usual (10); Adaptation versus ient:er:iu:3 rnlr r15t: I-lidrt (33);
Basic Role-Playl'ng experience increase system. The X-Men Speed 2 (40): Regenerrre i iu:r r i-< r. F_n:irr r I 7r
shown are as in the current X-Men, with all their exper- SKILLS Acrobaric's in Alr 9'r-. (,::rii.. Sr'r'.. Listen 60r;.
ience available to enhance their skills. Spot Hidden 50'.. Thrtu 6,,r'
DISABILITIES (bonus poilirr \1r::ri r-< r: Reck_less (5):
In describing the X-Men, certain assumptions had to be Code vs Ki]ling t5 ): .{Ci:::btii:. i.:su j len.tperature onl1,
:nade about their powers. Several of them are shown as (8); Hot-tempered (-< t: \\'iil:. !:::t: lr: ;i ntrr mlke normal
life impossible (,i)
iaving armor, which is actually their costumes. In most
:ases this armor is very slight, but allows them to avoid
)Lrme damaqe.

The X-Men and Magneto are copyright @ tSgZ Marvet Comics Group
AUGUST I982 51
STORM (Ororo Munroe) is the highest point character, and yet
one of the easiest to do. She has displayed other abilities than SPRITE (Kitty Pride) the irrepressible teenybopper of the group,
those shou'n upon occasion, but they can still be interpreted as presented some problems in being done for Superworld.'Nhtle
slight variations on those shown. Insubstantiality accounts for her ability to walk through walls,
we were stumped on how to account for her Vision-like ability
STR i5 CON 18 SIZ 14 INT 19 POW 20 DEX 18 CHA 20 to "Solidify" within someone's body. Finally, we decided tlat
Original Hero Points - 126 Total Hero Points - 151 it was effectively an Electromagnetic attack in that it attacked
MOVE - 241160 the electrical system of the nerves. This allows her to remain
HIT POINTS _ 15 insubstantial and still use her attack, which she could not do if
ARMOR - Electromagnetic 5; Radiation 2 she were using a physical attack.
ABSORPTION - Kinetic 3;Electromagnetic 8;Radiation 3 You will note that Kitty is the only team member to have a
ENERGY POINTS - Personal 200 Fly Plane skill. This is not because she is the only one who can,
WEAPON Range in meters Attack Damage Parry but because, unlike the others (who have a universal 70% sktll),
Lightning Proj. l5m 80% 9D6 she is untrained in this art and only has a 05% skill.
15m 80% 9D6
50% tD3+1D6 STR 12 CON 15 SIZ 10 INT 20 POW 15 DEX 17 CHA 15
POWERS (cost in Hero Points) - Armor (7); Absorptjon (28); Origind Hero Points - 99 Total Hero Points - 114
Recharge (10);
Energy (20);
Flight (20); Lightning Projec- MOVE _ 24
tion (27); Wind Projection (27); Assorted Skills (12) HIT POINTS - 15
SKILLS - Acrobatics 25%; Fne Maaipulation 90%; Fnst ARMOR - Kinetic 3;Electromagnetic 10; Radiation 3
Aid 50%; Grapple 70%; Listen '10%; Move Quieiy 10%; ABSORPTION - None
Spot Hidden 60% ENERGY POINTS - Personal 100
DISABILITIES (Bonus Points) - Mutant (5); Moral Code WEAPON Range in meters Attack Damage Parry
vs. Killing (5); Claustrophobia (5); Kinetic Absorption Disrupt Touch 0 50% 7D6
only works on non-material projections (5); Radiation POWERS (cost in Hero Points) - Characteristics (5);Insubstan-
Absorption only works when concentrating on it (5) tiality (20); Disrupt Touch (EM Projection) (21); Speed 1
(20); Armor (16); Assorted Skils (21)
SKILLS - Acrobatics 30%; Computer Programming 90%; Fly
Plane 05%; Speak & Write Russian 80%; Speak & Write Ger-
man80%
DISABILITIES (Bonus Points) - Mutant (5); Code vs Kil-
ling (5); Disruption touch only works when insubstantial and
at touch (5)

WOLVERINE (Logan) is the classic case of a character doing


an incredible amount of damage with a merely decent strength.
This is due both to his claws and to his martial arts. Again, here
we bought kinetic projection with no range to give the claw ef-
fect. Wolverine is another high poilt character, mostly because
of the large range of senses he has. You will note that he does
not have the Code vs Killing that the rest of the group does. Usu-
ally he will not use his claws to their full, but if he berserks they
come all the way out and he goes for a kill.
PROFESSOR X (Professor Charles Xavier) is the leader of the
X-Men and tleir reason for being. He brought together the ori- STR 18 CON 28 SIZ 13 INT T7 POW 16 DEX 18 CHA 15
ginal X-Men into Professor Xavier's School for Gifted Children,
and formed them into the super-team they have become. He is
Original Hero Points I - 12 Total Hero Points - 144
MOVE _ 24
supposedly the ultimate authority in the X-Men, though mem-
bers like Wolverine are willing to contest the point. His mentalist
HIT POINTS - 28
ARMOR - Kinetic 9; Electromagnetic 4; Radiation 4
powers were easy to develop under Superworld. Note that his ABSORPTION - None
Telekiresis can be used as kinetic armor, if need be. ENERGY POINTS - Personal 50
WEAPON Range in meters Attack Damage Pany
STR8 CON 16 SIZ 13 INT22 POW22 DEX 13 CHA 13 Claws 0 80% 4D6+2D6 80%
Origiral Hero Poiats - 107 Total Hero Points - 132 Fist 0 85% lD3+2D6 85%
MOVE _ 12
POWERS (cost in Hero Points) - Characteristics (13); Armor
HIT POINTS _ 16
(17); Energy (5); Recharge (10); Kinetic Projection - Claws
ARMOR - None (Telekinesis can act as Kinetic 20) (12); Adaptability to Temperature (13); Martial Arts I (20);
ABSORPTION - None
ENERGY POINTS - Personal 200 Regeneration I (13); Speed 1 (20); Hearing 1 (3); Smell I
(3); Taste I (3); Touch I (3); Vision 1 (3); Ultrasonic Hear 1
WEAPON Range in meters Attack Damage Parry (3); Infravision (3)
Telepatly 15+ meters POWvsPOW Special
Telekinesis 15+ meters 80% Per Thrown Auto
SKILLS - Acrobatics 90%;Cljlnb 1j%;Filst Aid 507o; Fist 80%;
Grapple 50%;Hide 70%;Jump'10%;LisIen 907o; Move Quiet-
Object
POWERS (cost in
Hero Points) - Telepathy (40); Telekinesis
ly 70%; Spot Hidden 80%; Speak & Write Japanese 757o,
Russian 60%,German 50%,Frcnch 85%
(20); Mindblock (10); Recharge (18)
DISABILITIES (Bonus Points) - Mutant (5); Reckless (5);
SKILLS - First Aid807 Loner (5); Berserks if teammate hurt or humiliated unless
DISABILITIES (Bonus Points) - Mutant (5); Paraplegic, - can- he makes an INTx2 ro11 (5); Claws have no range (5);Adap-
not walk, tied to wheelchair (10); Code vs. Killing (5); Re- tability is only vs. Temperature (7)
current Nightmares (5)
SPECIAL - Mentor of the X-Men

The X-Men and Magneto are copyright @ tgAZ Marvel Comics Group
38 DIFFERENT WORLDS
NIGHTCRAWLER (Kurt Wagner) is one of the most visually COLOSSUS (Peter Rasputin) is the Russian member of the now
appealing/horrifying of the X-Men. His powers are easy to simu- international X-Men, and is a basic muscle mal. All of his powers
late with Superworld, so simple that we did not even take some come from his changeover into his armored form, so we chose to
disadvantages we could have (such as Invisibility only working give him all his STR and SIZ increases from the Density and
in shadows) because we did not need the points. The stretching Growth powers, rather thar tacking on extra STR to the basic
with the tail is there to account for his acrobatics using the tail. character. Colossus actually comes out as one of the higher point
In effect, it justifies the prehensile ability of the tail, and allows characters, even though his powers seem quite basic and simple.
him to grab objects with it for swinging while holding onto some
poor civilian. STR 67 CON 15 SIZ 44 INT 15 POW 15 DEX 14 CHA 12
Normal form - STR 27 ; SIZ l7
STR 15 CON 15 SIZ 10 INT 16 POW 18 DEX 20 CHA 10 Original Hero Points - 106 Total Hero Points - 150
Original Hero Points - 104 Total Hero Points - 124 MOVE _ 24
MOVE - 241500 HIT POINTS _ 15
HIT POINTS _ 15 ARMOR - Kinetic 18;Electromagrretic 8, Radiation 8
ARMOR - Kinetic 3;Electromagnetic 3;Radiation 5 ABSORPTION - None
ABSORPTION - None ENERGY POINTS - Personal 70
ENERGY POINTS - Personal 300 WEAPON Range in meters Attack Damase parry
WEAPON Range in meters Attack Damage parry Fist o 80% lD3+6D6 80
Fist 0 75% 1D3+1D6 7S7o POWERS (cost in Hero Points)
POWERS (cost in Hero Points)
-
Armor (28); Characteristics (3)
energy cost (20); Teleport 30 SIZ
- Invisibility in shadows at no Energy (7); Growth 1 (17); Density 2 (68); Recharge (10);
points
(30); Stretching lm Adaptability (17)
with Tait (3); Wall Walking (11); +lsm Vision (3); Armor SKILLS - Climb 70%; First Aid 50To; Grapple 60%; Jump 607o;
(l l); Skils (l); Characteristics (5); Energy (30) Move Quietly l5%; T\row'1 0%
SKILLS: Acrobatics 90%; Cltrnb 70%;Fne Manipulation 20%; DISABILITIES - Mutant (5); Moral Code vs Killing (5); Waits
First Aid 60%; Gnpple 8o%; Hide B0%; Iump 60%:Listen for orders unless INTx2 rolled (5); Overprotective of Sprite
60%; Move Quietly 60%; Spot Hidden 60%; Throw 60%; (5); Armor costs energy to activate (14); Recharge only
Speak Germar 80%, English 1l%,Russjan 50Vo works when in normal form (5); -10% Move Quiefly (2);
DISABILITIES (Bonus Points) - Mutaat (5); Appearance is -I5%to Hide (3)
full-time, denying normal life (10); Code vs. Killing (5) SPECIAL - Armor and Characteristics show effects of Densitv
SPECIAL - Skills have been increased through experience, not and Growth.
bought with Hero Points.

MAGNETO proved very hard to build under Superworld rules,


purely for the number and quality of powers he must have to
truly rank as someone capable of dealing with all the X-Men at
once. The only way to create him in all his power and glory was
CYCLOPS (Scott Summers) was the leader of the X-Men for to take the information that he was operating in postwar pales-
their lrst incarnation, and through most of the career of the cur_ tine and assume he has had much experience using his powers
rent X-Men until the death of Jean Grey (phoenix). As of this since then, allowing for many characteristic increase rolls from
writing, he has rejoined his teammates, but the current leader- sheer statistical necessity. He has had many years as a criminal
ship is still officially in the hands of Storm. Since Cyclops can_ and refugee yeius of constant fighting to maintain his free-
not help gtve orders, he was given the psychological disad-
-
dom. He has had chances for lots of characteristic rolls. and the
vantage of^bg-t
"Must be leader." characteristics have increased commensurately. It is a measure of
, .-The trickiest power in Cyclops' repertofue was his oft_used his luck that his INT and POW have both increased (due to eood
ability to parry attacks with his eye-beam. We ended up buying characteristic increase rolls page 3) to beyond the normal limit
armor usable with a parry and also costing Energy. He-has also -
of 25 in each characteristic. This is what leads to his phenomenal
been known to use the eyebeam as a flying aeviJe, Ut this was initial Hero Poirts of 165
so far-fetched that we left it out. Note that the lesser power
eyebeams use very little energy, but a full blast bolt will suck STR 20 CON 30 SIZ 14 INT 27 POW 27 DEy' 30 CHA 23
out his energy and leave him helpless in very little time. Original Hero Points
MOVE
- 165 Total Hero Points - 259
STR 15 CON 20 SIZ 15 INT 18 POW 18 DEX
- 24ls00
15 CHA 18 HIT POINTS _ 30
Original Hero Points
MOYE
I - 13
Total Hero points _ 145 ARMOR (forcefield) - Kinetic 16; Radiation 16
- 24 ABSORPTION - Electromagnetic 20
HIT POINTS _ 20 ENERGY POINTS - Personal 180
ARMOR - Kinetic 3 (21); Electromagretic 3 (21); Radia- WEAPON Range in meters Attack Damage Parry
tion 3 (21) Magnetic Proj. 15m 90Vo 9D6
ABSORPTION - None
ENERGY POINTS - Personal 180 1D3+lD6 70%
WEAPON Range in meters Attack Damase paty POWERS (cost in Hero Points)
Beam l5m BO% - Characteristics (6); Absorption
Eye 9D6 g0% (40); Armor (16); Energy (18); Energy Projection 9 (27);
(kinetic energy) Flight (14); Mindblock 10 (10); Recharge 10 (10); Regener-
Fist 0 7s% lD3+lD6 757o ation l. (30); Snare Projection 6 (18); Speed I (20); Tele-
POWERS (cost in Hero Points) kinesis 40 (40)
Parry Armor -
- Characteristics
Eye Beam (21);Eneryy
(6);Armor (9);
(1g); Recharge (10); SKILLS: General Knowledge 85%; Physics 65%;Disguise S5%;
Martial Arts (20); Kinetic projection Eye Beam (4t)*; As- Fine Manipulaton 55%; First Aid 55%; Jump 95%;-Cltnb
sorted Skills (19)
-
957o; Hide 80%; Spot Hidden 95%; Move Quietly 75%;Speak
SKILLS - Acrobatics 60%; Cltrnb 55%; First Aid, S}%;Grapple Russian 95%, Hebrew 907o, German 95%, Enghsh 85%
!!p; niae 557o; Jump 60%; Listen 50%; Throw 80%; Spot DISABILITIES (Bonus Points) Forceheld costs 16 per melee
Hidden 40%; Speak & Write Russian 60%; Speak & Write -
round (8); Energy dissipates at 5 per melee round (10);
German 40Vo Recharge only works on ground (5); TK is at ll2 Strensth
DISABILITIES - Mutant (5); Must be Leader (5); Code vs for non-magnetic materials (5); Snare is at ll2 Strength ior
Killing (5); Power always ON, can be destructive (10); non-magnetic materials (5); Villain (10); Disdains Normals
ermor uses 7 points of Energy for
a 2l-pt (7) (5); Hates Arabs (5); Hates Nazis (5);Hates Communists (5);
^_*Pgv_
SPECIAL .- * First 5D6 of eyebeams are bought armor
at twice the Megalomaniac (5); Paranoid (5);Must Gloat over Victims (5);
price for Energy expenditure of I per D6. bther 4D6 cost Must manipulate others (5); Revenge motivated (5); Reck-
3 per D6 as usual. less (5) O

The X-Men and Magneto are copyright @ lg82 Marvet Comics Group
AUGUST I982 39

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