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The X-Men

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Allow me a little divertissement. Nothing official, just to show how it could be done.

The X-Men

For Revolution D100

The X-Men are a Trademark of Marvel. The version of the X-men provided here is inspired by the Claremont&Byrne stories of the 80s.


Scott Summers

STR 14 | CON 18 | DEX 16 | INT 15 | WIL 16 | CHA 15

Toughness 9, Might +1, Strike Rank 15, Exertion Points 38, Move 5

Punch 70%, SR 15, 3/2 to Att/Def, Damage 1d2+1d2
Beam 108%, SR 36, 5/- to Att/Def, Damage 10d4, Range C (25), bash (effect), stun (effect)

Skills: Athletics [Balance, Climb, Dodge, Swim, Take Cover] 74%, Close Combat [Martial Arts (Deflect, Evade)] 70%, Communication [Language: English, Command] 68%, Concentration [Willpower] 61%, Drive [Car, Motorcycle] 61%, Knowledge [Literacy] 60%, Operate [Electronics] 61%, Perception [Hearing, Vision] 61%, Pilot [Aircraft] 61%, Ranged Combat [Beam (Bash, Marksmanship, Intercept Projectiles, Fast Reaction, Stun)] 78%, Survival [First Aid, Endurance] 63%.

Powers: Project Energy 10 (the beam is equivalent to kinetic energy but does d4s of damage and not d2s).

Equipment: Ruby Quartz Visor.

Motivations: Leading the X-Men is my sacred duty, an honour that Xavier himself bestowed on me 70%, Will my power ever stop being a threat to my loved ones? 30%, Eternal love for Jean Grey 30%.

Notes: The Marksmanship stunt gives Cyclops a Bonus to hit with the beam. The Fast Reaction stunts allows him to treat the Project Energy power as an automatic weapon, striking with a Ranged Attack Opening Move.




Pyotr Nikolaevitch Rasputin

STR 22 | CON 15 | DEX 13 | INT 12 | WIL 13 | CHA 12

Toughness 9 [15], Might +3 [+9], Strike Rank 18, Exertion Points 28, Move 5

Punch 92%, SR 18, 3/2 to Att/Def, Damage 1d2+3d2 [1d2+9d2]

Skills: Agility [Brawn, Climb, Dodge, Swim, Throw (Fastball Special)] 81%, Close Combat [Brawl, Club, Maul] 92%, Communication [Language: English/Russian] 62%, Knowledge [Literacy: Latin/Cyrillic] 54%, Perception [Hearing, Vision] 55%, Pilot [Aircraft] 55%, Survival [Endurance, First Aid] 59%.

Armour: [16/0+] in iron form.

Powers: Alternate Form (Strong +6, Toughness +6, armour 16/0+, Absorb Heat, Cold, Energy, Kinetic, Radiation 5, Absorb Electricity 3, Skin of Life 3).

Motivations: I will never fail the X-Men! 70%, I miss my country and my family 50%, My brother gave his life for the Motherland, can I do the same for Xavier’s dream? 30%.

Notes: The values in square brackets refer to the iron form. The Fastball Special stunt allows Colossus to throw Wolverine.



Ororo Munroe

STR 13 | CON 16 | DEX 16 | INT 17 | WIL 18 | CHA 18

Toughness 8, Might +1, Strike Rank 15, Exertion Points 34, Move 5

Punch 79%, SR 15, 3/2 to Att/Def, Damage 2d2
Kick 79%, SR 17, 5/- to Att/Def, Damage 3d2
Lightning 95%, SR 17, 5/- to Att/Def, Damage 10d6, Range Short (50), electric
Wind 95%, SR 17, 5/- to Att/Def, Damage -, Range Short (50), bash (auto)

Skills: Agility [Balance, Climb, Dodge, Swim, Take Cover] 82%, Close Combat [Club, Dagger, Martial Arts (Evade, Kicking)] 79%, Communication [Language: Arabic/English/Swahili, Command, Status: African goddess] 65%, Concentration [Absorb Cold, Flight, Project Lightning, Project Cold, Project Kinetic, Willpower] 95%, Knowledge [Literacy: English/Arabic, Streetwise] 64%, Operate [Electronics, Lockpicking] 63%, Perception [Hearing, Vision] 75%, Stealth [Conceal, Hide, Sleight, Sneak] 63%, Survival [Endurance, First Aid, Jungle] 63%.

Powers: Flight 10, Project Lightning 10, Project Kinetic 6 (no damage, knockback only), Project Cold 4, Absorb Lightning 10, Absorb Cold 5. Powers marked also as Traits under the Concentration skill must be activated normally, the others are "always on".

Equipment: Concealed lockpicks.

Motivations: Nature and I are one thing 70%, Will I ever overcome my fear of enclosed spaces? 50%, Mutant, hero, goddess: do I really know who I am? 30%.

Note: The Lightning Bolt and Gust of Wind attacks are in fact Project [Energy] powers and require a Power Use Opening Move and a Concentration Action. Storm’s weather control powers can be emulated by applying extended activation rules to her Project powers.



Kurt Wagner

STR 15 | CON 15 | DEX 23 | INT 16 | WIL 18 | CHA 11

Toughness 8, Might +1, Strike Rank 19, Exertion Points 33, Move 5

Punch 98%, SR 19, 3/2 to Att/Def, Damage 2d2
Kick 98%, SR 21, 5/- to Att/Def, Damage 3d2
Sabre 98%, SR 26, 7/4 to Att/Def, Damage 1d8+1d2, Parry 3, impale (advantage), slash (auto), triple wield

Skills: Agility [Acrobatics, Climb, Dodge, Jump, Swim, Take Cover, Throw] 98%, Close Combat [Club, Martial Arts (Acrobatics, Evade, Kicking), Sword (Triple Wield)] 98%, Communication [Language: English/German)] 63%, Concentration [Teleport, Willpower] 64%, Drive [Car, Motorcycle] 69%, Knowledge [Literacy, Occult, Religion] 62%, Perform [Circus] 52%, Perception [Hearing, Night Vision] 64%, Pilot [Aircraft] 69%, Ride [Horse] 71%, Stealth [Hide, Sneak] 69%, Survival [First Aid, Endurance] 61%.

Powers: Darkness Adaptation (Improve Hide when in shadows), Peculiar Body Structure (Improve Acrobatics/Climb/Dodge/Jump), Teleport 6 (Short Range, up to 2 targets of M size class, including himself), Unpredictable Target (equivalent to Shimmer 6 if unrestrained), Wall Movement.

Motivations: Only a pure heart can counter the fear that my demonic appearance inspires 70%, Eternal gratitude to Xavier for giving me a last chance 50%, Even in the darkest hour, I can cheer 30%.

Notes: Nightcrawler does not usually wield weapons as he does not wish to hurt his opponents, but if he does, he can wield one sabre per hand and an additional one with his tail. Teleport must be rolled only if he wishes to carry a passenger.




STR 17 | CON 28 | DEX 18 | INT 15 | WIL 16 | CHA 13

Toughness 11, Might +2, Strike Rank 18, Exertion Points 44, Move 6

Punch 95%, SR 18, 3/2 to Att/Def, Damage 3d2, Parry 4
Kick 95%, SR 20, 5/- to Att/Def, Damage 4d2
Claws 125%, SR 21, 3/2 to Att/Def, Damage 1d6+2d2, Parry 4, impale (effect), slash (auto), double wield

Skills: Athletics [Balance, Brawn, Climb, Dodge, Jump, Run, Swim, Take Cover] 101%, Close Combat [Claws (Dual Wield), Club, Kenjutsu, Martial Arts (Deflect, Evade, Kicking)] 95%, Communication [Insight, Language: English/ Japanese, Status: Secret Agent] 61%, Drive [Car, Motorcycle] 61%, Knowledge [Literacy: Latin/Kanji, Spycraft] 56%, Perception [Acute Hearing, Acute Vision, Acute Smell, Night Vision, Track] 91%, Pilot [Helicopter, Aircraft] 63%, Ranged Combat [Handgun] 66%, Stealth [Hide, Sneak] 61%, Survival [First Aid, Endurance, Forest, Streetwise] 73%.

Powers: Animal Instincts (Improve Hearing/Vision/Smell/Track/Claws), Animal Rage (Fanaticism), Regeneration (Healing 1 per round, Improve Endurance), Unbreakable Bones (Absorb Kinetic 4, Immunity to Slash).

Equipment: Retractable claws, can carry field agent equipment but usually refrains from using firearms.

Motivations: Xavier and the X-Men are the only ones who treated me as a person and not as a weapon 70%, Will I always live afraid of succumbing to my feral instincts? 50%, “I’m the best there is at what I do. But what I do isn’t very nice…” 30%.

Note: Adamant claws are superior in quality to any non-supernatural weapon. Wolverine will not go into Animal Rage voluntarily as this may make him dangerous to his allies, too.




Jean Grey

STR 11 | CON 16| DEX 13 | INT 20 | WIL 23 | CHA 17

Toughness 7, Might -, Strike Rank 12, Exertion Points 39, Move 5

Punch 64%, SR 12, 3/2 to Att/Def, Damage 1d2
Kick 64%, SR 14, 5/- to Att/Def, Damage 2d2
TK Bolt 113%, SR 20, 5/- to Att/Def, Damage 9d2, Range Close (25), stun (auto)

Skills: Agility [Balance, Dodge, Swim, Take Cover] 69%, Close Combat [Martial Arts (Evade, Kick)] 64%, Communication [Language: English, Insight] 77%, Concentration [Might, Range, Targets, Telekinesis (Levitation, Project Kinetic), Telepathy (Dominate), Willpower] 113%, Drive [Car] 63%, Knowledge [Literacy, Medicine] 70%, Operate [Electronics] 63%, Perception [Hearing, Vision] 73%, Pilot [Aircraft] 63%, Survival [First Aid, Endurance] 66%.

Powers: Psionics from the Telepathy and Telekinesis families of powers, Channeling 9.

Motivations: Xavier is my mentor, and his dream is my dream. 70%, Do I really know what limits my powers have? 50%, I love Scott, but what if there is another I am attracted to? 30%.

Notes: this is the real Jean Grey, not the one possessed by the Phoenix Force. She lacks the Overcome Stunt, so her Dominate power suffers one Penalty.



Professor X

Charles Xavier

STR 8 | CON 16| DEX 13 | INT 23 | WIL 22 | CHA 15

Toughness 7, Might -, Strike Rank 11, Exertion Points 38, Move -

Punch 51%, SR 11, 3/2 to Att/Def, Damage 1d2

Skills: Agility [Throw] 59%, Close Combat [Brawl] 51%, Communication [Language: English/German/Hebrew/Russian, Insight, Persuade, Status: Renowned Scientist, Teach] 78%, Concentration [Range, Overcome, Might, Targets, Sensitivity (Location), Telepathy (Dominate), Willpower] 115%, Craft [Electronics, Surgery] 66%, Drive [Car] 76%, Knowledge [Biomedicine (Genetics, Mutations, Neurology, Psychology), Literacy: Latin/Cyrillic/Hebrew, Physics, Psionics] 106%, Perception [Hearing, Vision] 75%, Survival [First Aid, Endurance] 69%.

Powers: Psionics from the Telepathy and Location family, Channeling 9.

Motivations: I have a dream, a world where humans and mutants live together in peace 90% My body is broken, but my mind makes up for my disability 50% How many of my old friends did I fail or betray? 30%

Equipment: Wheelchair. At the Xavier’s Institute for Gifted Youngsters he can use the Cerebro machine to enhance his Location abilities.


Edited by RosenMcStern
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How do you manage these super powers ? Some of them are in the Powers list but not to be found under any Skill.

Ex. Cyclope. Prohect energy 10. Is that the same as the Beam in Ranged Combat ?


Or for Storm:

2 hours ago, RosenMcStern said:

Concentration [Absorb Cold, Project Lightning, Project Cold, Project Kinetic, Willpower]

does not comply to :

2 hours ago, RosenMcStern said:

Powers: Flight 10, Project Electricity 10 (is that the lightning ?), Project Kinetic 6 (no damage, knockback only), Project Cold 4, Absorb Electricity 10, Absorb Cold 5.

I'm a bit confused.

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Corrected. Everything is marked as "lightning" now, and I have clarified that Storm's powers require activation, except Flight and Absorb Lightning (and in fact, depending on how you interpret the comics/movies, even these two might require activation).

Basically, Storm's powers work like the equivalent spells/psionic powers, requiring a Concentration roll to fire a blast of energy or to envelop her in a protective field against that energy source. The difference with spells is that Range and Might are fixed and not depending on Channeling.

Phoenix and Xavier use simple psionics, as in the rules. They have a Channeling score depending on their skill and use it to determine how hard and how far they can strike. In theory, Phoenix can strike farther, or fire at multiple targets, by doing less damage.

Cyclops' beam is a Project Kinetic variant that does D4s. The stunt, as explained in the notes, allows him to fire the beam as a ranged weapon and not as a power. It works exactly like a laser beam except that it uses two of his Exertion Points instead of energy from a clip. His brother Havok fires a different type of discharges which would probably be treated like Storm's bolts, should we wish to define his character, too.

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Fun write-ups.  And the powers and motivations blocks indicate how this system differs from the Big Gold Book.

My favorite X-man was Beast, at least the animated version.  In the comics he kept changing, depending who was writing.  Was he shy and lovelorn?  Brainy and pedantic?  Or a savage animal eager to rend and slay?  Was he just mishappen or furry?  Wait!  Did his fur color and coat length just change?

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