Marvel Heroic RPG - Civil War - X-Men
Marvel Heroic RPG - Civil War - X-Men
Marvel Heroic RPG - Civil War - X-Men
CONTENTS
EVENT SUPPLEMENT HERO DATAFILES
Archangel................................................XM58
X-MEN.........................................................XM01
Beast.........................................................XM60
Structure of the Event Supplement.......XM02
Bishop......................................................XM62
After House of M...................................XM04 Caliban.....................................................XM64
Playing Mutants in the Civil War.......XM08 Cannonball.............................................XM66
Colossus..................................................XM68
The Xavier Institute.............................XM12
Cyclops....................................................XM70
The X-Men...............................................XM14
Domino....................................................XM72
Students and Trainees:
Dust..........................................................XM74
The New X-Men.................................XM15
Elixir..........................................................XM76
The 198...................................................XM20
Emma Frost.............................................XM78
Office of National Emergency
Forge........................................................XM80
(O*N*E)................................................XM32
Hellion.....................................................XM82
Expanding Civil War: Scenes
Iceman.....................................................XM84
with the Xavier Institute.................XM38
M ...............................................................XM86
Action: Field Trip with O*N*E............XM39
Magma.....................................................XM88
Action: 198 Breakout...........................XM41
Marvel Girl..............................................XM90
Action: Battle In Nevada......................XM43
Mercury....................................................XM92
X-Factor Investigations . ...................XM46 Micromax................................................XM94
M-Town after M-Day ...........................XM51 Multiple Man..........................................XM96
Expanding Civil War: Scenes with Mystique..................................................XM98
X-Factor Investigations...................XM52 Nightcrawler........................................XM100
Action: You Lied To Us!........................XM54 Omega Sentinel..................................XM102
Psylocke...............................................XM104
Rockslide..............................................XM106
To get the most out of this Civil War Rogue....................................................XM108
Event Supplement, you need the Civil War Sabra.....................................................XM110
Event Book and a copy of the Operations Sabretooth...........................................XM112
Manual (Included with the MARVEL HEROIC Shadowcat...........................................XM114
ROLEPLAYING Basic Game or Premium Shatterstar...........................................XM116
Edition Event Books). Siryn......................................................XM118
Strong Guy...........................................XM120
Surge.....................................................XM122
Wolfsbane............................................XM124
X-23.......................................................XM126
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www.margaretweis.com
I
EVENT SUPPLEM
XM04 House of M
XM12 X-Factor
Based on
Civil War: X-Men by David
Hine & Yanick Paquette
X-Factor by Peter David &
Dennis Calero
Development
Cam Banks
Matthew Gandy
and Philippe-Antoine Ménard
Editing
John Adamus
Sally Christensen
and Amanda Valentine
Art Direction
Jeremy Keller
Layout
Daniel Solis
XM01
STRUCTURE
OF THE EVENT
SUPPLEMENT
This book presents various teams and organizations for you
to use as you see fit. Each chapter serves as both an expansion
of the Civil War Sourcebook chapter of the Civil War Event Book
and as a supplement to the storyline presented in the three
Acts of that book.
A fter an off the cuff comment from the Wasp triggered a repressed
memory of her lost children, Wanda Maximoff—the Scarlet Witch—
had a nervous breakdown; this unleashed her Chaos Magic power upon
the Avengers, resulting in the death of several team members and the
breakup of the legendary team.
Magneto recovered his daughter and brought her to Genosha to have
her shattered psyche rebuilt by the concerted efforts of Charles Xavier
and Doctor Strange. Unfortunately, the combined skills of Xavier and
Strange weren’t enough to help her. The pair held a meeting with the
Avengers and the X-Men to decide Wanda’s fate.
Eavesdropping on the conversation, Wanda’s brother Pietro, AKA
Quicksilver, assumed such talks would result in Wanda’s death. He
sped to Genosha to urge Magneto to save her life. Magneto remained
unsure of the best course of action. When the Avengers and X-Men
came to Genosha to check in on Wanda, everything went white.
M-DAY
November 2nd. The world reverted back
to how it had been before the first change
with one significant difference: millions
of mutants lost their X-gene in an instant.
Magneto and Quicksilver were not among
them. Very few people knew about the
House of M events; the general populace
never knew why nearly every mutant seem-
ingly lost their powers at the same moment.
Initial estimates claimed that only 198 mu-
tants still retained their powers after M-Day.
Even though the true number may actually
be somewhat higher, this official statistic is
now an identifying group. The 198 are, for
better or worse, the public face of extinction.
MUTANT MILESTONES
Mutant heroes may choose from among these Milestones in
addition to those on their datafiles or those related to the Event.
Disciple of X
Even if Professor X no longer is present, you strive to live by
his standards of tolerance and understanding as key to mutant
survival.
1 XP when you discuss non-violent means of opposing
oppression.
3 XP when you create an asset that helps a mutant overcome
human oppression.
10 XP when you either pledge your life to non-violence as a
means of mutant survival or publicly disavow Xavier’s
teachings and seek another way to serve mutant-kind.
MUTANT UNLOCKABLES
Mutant heroes playing this Event can spend XP to unlock
the following:
XX[5 XP/10 XP] Virtuous/Dangerous Mutant: An action you’ve
taken has made you a public face, giving you a reputation
either for heroism or villainy. Any mutant can spend 5 XP to
gain a fourth reputation-based Distinction until the end of
the next Act. For 10 XP, this Distinction lasts for the entirety
of the Event. Examples of such Distinctions are One Of The
Good Ones or Dangerous Mutant.
XX[5 XP] Desperate Evolution: For 5 XP any mutant can unlock
a temporary surge of energy for survival. Until the end of the
Scene the hero steps up any Stunt dice created with mutant
powers. This can be unlocked again once the Scene ends.
XX[10 XP] Mutant Messiah: 10 XP unlocks the hero’s influence
within the mutant community. Powerful mutant leaders know
who the character is and consider the character crucial to
mutant survival. The Watcher and player determine which
mutants take note of the hero. Once in an upcoming Scene, the
player can choose to either unlock one of those characters for
immediate use or the player can choose to have the mutant
arrive to take out one enemy and then leave the battle.
XX[10 XP] Agent of O*N*E: You’ve gained the trust of the Office of
National Emergency, who agree to let you “police your own.”
You gain access to the O*N*E informational network, person-
nel, and tech. Once per Act, you can call in a d10 resource to
assist you until the start of the next Transition Scene.
PLAYING AS AN X-MAN
Playing as a member of the X-Men means you start out being
known to all the humans and mutants in the world. You represent
your race, and everyone looks to you for answers and direction.
Both sides in the Civil War want your support. How do you deal
with O*N*E? How has M-Day changed you?
PLAYING AS A STUDENT OR
NEW X-MAN
Being one of the X-Men means having great power coupled
with the burden of protecting both humanity and your kind from
all dangers. Being a student or one of the New X-Men means
having the same burden, but with less power. Moreover, you’re
a constant target: the list of people looking to go head to head
with the X-Men is very small, but there are many who would
attack teenagers without full control of their powers. You have
limited protection in the Institute, but the entire world knows
where to find you. Maybe you need to escape the school to
survive, or you could always join the Anti-SHRA forces…
Affiliations
Distinctions
Solo
Japan, joining Xavier’s School in an
Buddy Heroic Ambition effort to learn how to better master
Team Technophile her powers. She is capable of generat-
ing incredible fields of energy to form
PSYCHIC EXO-ARMOR a protective shell around her body.
Power Sets
Distinctions
Solo
ly shipped off to Xavier Institute for
Buddy One Big Arm his own safety when his mutation first
Team Put Me On The Team! manifested. There, he excelled and was
chosen for Northstar’s Alpha Squadron.
REPTILIAN As one of the few students remaining
Power Sets
Distinctions
Solo
Emma Frost’s answer to the New Mu-
Buddy Communication Expert tants. He was one of the few members
Team I Know Already! of the team to survive the brutal attack
by Trevor Fitzroy. He then affiliated
EMOTIONAL CONTROL himself with the New Mutants and
Power Sets
Psych Master
Distinctions
Combat Expert
Distinctions
Affiliations
Solo
Wales, Megan Gwynn was sent off to
Buddy Future Sorcerer Supreme? Xavier Institute after her powers man-
Team Mutant/Fairy Hybrid ifested during a car accident. Megan
worked under Wolfsbane’s instruc-
FAIRY TRAPPINGS tion until she left the school. She now
Power Sets
Mystic Expert
Distinctions
Solo
Buddy Genius Student
Team Junior Instructor
Specs
Distinctions
Solo
velop at puberty, Nicholas’s powers
Buddy Grrrr! appeared shortly after birth. After his
Team I’m Not A Kid! parents’ deaths, anti-mutant assassins
attempted to hunt him down. He found
WOLF-MAN refuge in Xavier Institute, as well as a
Power Sets
Combat Expert
Distinctions
Solo
forced Alchemy to create massive
Buddy Reluctant Hero amounts of gold to destabilize Earth’s
Team Troll Slayer economy and return the world to an
age where trolls reigned supreme. X-
MUTANT ALCHEMIST Factor saved him and offered
Power Sets
Distinctions
Solo
keeper in Asia with a bodybuilding
Buddy Cloned Marauder hobby. Her time in Asia enraged her
Team Former Soldier and fueled her mutant powers. She
joined Mr. Sinister’s team of Maurad-
SEISMIC MUTANT ers responsible for the massacre of the
Power Sets
Distinctions
Solo
Morlock. Her fellow Morlocks per-
Buddy Smoke & Mirrors suaded her to use her hallucinatory
Team Unscrupulous smoke powers to brainwash Power
Pack into believing that the Morlocks
DREAM SMOKE were their parents. The X-Men inter-
Power Sets
Distinctions
Solo
of five brothers that can combine
Buddy Five Become One themselves. They have been sub-
Team Might Of A Nation ject to numerous plots because of
their powers’ unique collectivist
COLLECTIVE MUTANT nature. At times, they have dem-
Power Sets
Combat Expert
Distinctions
Solo
that protects her body. She has been
Buddy Limited Sense Of Touch a member of many Canadian super-
Team Unusual Marriage teams. She met, fell in love, and even-
tually married the fellow Canadian op-
DIAMOND BIO-FIELD erative and mutant inventor Madison
Power Sets
ERG Unknown
Eye Patch Erg possesses the power to absorb
Affiliations
Distinctions
Solo
energy around him and redirect it as
Buddy Morlock a powerful attack through one of his
Team Two-Bit Thug eyes. He was a longtime member of the
Morlocks and present for the Mutant
AMBIENT ENERGY MUTATION Massacre. He survived and spent time
Power Sets
Combat Expert
Distinctions
manifested, they burned away all of
Buddy Nothing But Bones his body, leaving him living flame held
Team Unpredictable together by nothing but his bones.
He was employed by the Dark Beast
ORGANIC FLAME COMPOSITION against Generation X and later clashed
Power Sets
Distinctions
Solo
Buddy Drug Runner
Team Just Blue Skin
Specs
Crime Expert
Distinctions
Solo
mutant, but that doesn’t explain the
Buddy Not A Mutant hideous, sentient, tentacled maw in
Team Unsettling Appearance his chest. When given a person’s ge-
netic material, it creates a tiny doll-like
THE FREAK homunculus that may be used to ma-
Power Sets
LEECH Unknown
Child Leech’s inhuman green appear-
Affiliations
Distinctions
Solo
ance and unusual powers manifested
Buddy Little Green Morlock in early childhood. His parents aban-
Team Vulnerable doned him; the Morlocks raised him.
When Mr. Sinister’s Marauders initiat-
POWER SUPPRESSION ed the Mutant Massacre of his people,
Power Sets
Mystic Expert
Distinctions
Solo
Wildkat Club in Mutant Town. She used
Buddy Mutant Town Refugee her powers and looks to great effect for
Team Stubborn Survivor raucous crowds of rival gangs, bigots,
and thugs. She survived a bombing at
PREHENSILE HAIR the club with minor injuries. Having
Power Sets
Distinctions
Solo
human-elephant hybrid, granting him
Buddy Ex-Bad Guy enhanced physical prowess. He was a
Team Power Breeds Respect member of the Exodus-led Brother-
hood of Evil Mutants. The X-Men de-
MAMMOTH MUTANT feated the newest Brotherhood with
Power Sets
Distinctions
Solo
Mutant Town where he used his Ome-
Buddy Loner ga-level mutant powers sparingly to
Team Wary eke out a living. He had few friends
and did not seek out human or mutant
MOLECULAR MANIPULATION contact. His abilities allow him almost
Power Sets
Distinctions
Solo
for her mutant powers. Despite her
Buddy Cowgirl powers, she often prefers to rely on
Team Merc Lookin’ For Work her guns in a fight. She entered the
mercenary world as a bodyguard and
COWGIRL ARSENAL became acquainted with Deadpool.
Power Sets
TOUGH MUTANT
Enhanced Strength Superhuman Durability
Superhuman Stamina
SFX: Second Wind. Spend a doom die to recover physical
stress of an equal die size.
Limit: Mutant. When affected by mutant-specific complica-
tion or tech, step up the lowest die in the doom pool
or add a d6 doom die.
Specs
Distinctions
Solo
incarnation of the Brotherhood of Evil
Buddy Stuttering Speech Mutants. Abandoned by Magneto, the
Team Unusual Appearance team changed names and worked for
different villainous employers, such
MUTANT EYES as Mandril and Red Skull. Peepers
Power Sets
Distinctions
Solo
Mutant Massacre. He has a gelatinous
Buddy Morlock body that surrounds a skeleton, and
Team Revenge For The Massacre is able to control those with whom he
is in physical contact. Russian mutant
GELATINOUS MUTATION Mikhail Rasputin took Sack to an al-
Power Sets
Distinctions
TECHNOFORMATION
Advanced Weaponry Technology Mastery
SFX: Weapon Upgrades. When using a Technoformation
power to create assets, add a d6 and step up the
effect die.
Limit: Jury-Rigged. Shutdown a Technoformation power to
step up the lowest die in the doom pool or add a d6
doom die. Spend a doom die to recover that power.
Specs
Distinctions
Solo
abused her until her
Buddy Strong-Willed powers manifested and
Team Tragedy Magnet gave her the courage to
run away. She encoun-
MUTANT ANTI-FRICTION FIELD tered, and later dated,
Power Sets
Distinctions
PLAYING A SENTINEL
SQUAD O*N*E PILOT
Playing as a member Sentinel Squad
O*N*E—whether you’re human or mutant—
means you have substantial power at your
fingertips. Your duty is to police and protect
the mutants at the Xavier Institute from en-
emies within and without. Despite the expected
separation between the mutants at the school
and O*N*E, it’s difficult to avoid forming alliances
and even friendships with those you’re charged to
protect. In that case, what would you do if some of your
friends decided to escape? What do you do if there are
groups that want to make some of the less savory mutants
at Xavier’s pay for their crimes?
Distinctions
Solo
Buddy No-Nonsense Leader
Team Semper Fi
Distinctions
Solo
Buddy Mutant Ally
Team No-Nonsense Director
Specs
Dr. Valerie Cooper spent years in Washington D.C. working with various agencies and commissions to
halt the oncoming mutant and superhuman threat. Over time, working with mutants and super heroes as
a liaison and representative, she grew sympathetic to their interests. She set up the Office of National
Emergency but was passed over for the Director’s position by General Lazer. She now acts as the voice
of reason, an ally to the X-Men but unwilling to put up with opposition to O*N*E.
Distinctions
Buddy Mutant Hater
Team Zero Tolerance
O*N*E TECH
Power Sets
Distinctions
created the newest squad of Senti-
Buddy Soldier nels. However, rather than mindless
Team automatons designed for killing or
capturing mutants, these were cre-
ated as gigantic suits for humans to
Specs
STEALTH PACKAGE
Invisibility
SFX: Hide in Plain Sight. If you do not have Superhuman
Strength or Pulsar Beams in your dice pool, double
Invisibility.
Limit: They’ve Spotted Us. If you use Superhuman Strength
or Pulsar Beams in your dice pool, shutdown Stealth
Package. Spend a doom die to recover Stealth Package.
TORCH PACKAGE
Autocannon Flamethrowers
SFX: Area Attack. Against multiple targets, for each additional
target add a d6 and keep an additional effect die.
SFX: Burst of Fire. Against a single target, step up or double
Autocannon die. Remove the highest rolling die and
use three dice for the total.
Limit: Overheat. Shutdown Torch Package to step up the
lowest die in the doom pool or add a d6 doom die.
Spend a doom die to recover Torch Package.
Jumpy As Heck
AFTERMATH
No matter how this ends, there are bound to be hurt feelings
and strained relationships. Conflicts that emerged during the
Scene will boil over in a Transition Scene, and O*N*E is definitely
not pleased. Dr. Cooper is very upset because a perceived loss
of control will cause her superiors to send in someone who
doesn’t have the mutants’ best interests at heart. Any mutant
that wants to help Cooper rein in the situation will get some
support from the agency.
AFTERMATH
When the Scene ends, regardless of the outcome, Lazer is
captured at O*N*E headquarters. The death of mutants, espe-
cially if killed in the bunker, eventually leads to the complete
shutdown of O*N*E; the X-Men will be mandated to take over
protection of the remaining mutants. If the massacre is avoided,
O*N*E adjusts its mission statement, allowing more freedom to
the mutants under its charge. Heroes need to decide what their
relationship with the agency will be going forward.
Distinctions
Distinctions
Buddy Depressed
Team Unresolved Relationships
Specs
Distinctions
and brother to the Scarlet Witch. Ini-
Buddy House Of M Guilt tially part of the Brotherhood of Evil
Team Smugly Arrogant Mutants, he reformed his ways, serv-
ing as an Avenger and member of X-
MUTANT KICKSTARTER Factor. He married Crystal, a member
Power Sets
TIME MANIPULATION
Enhanced Reflexes Enhanced Senses
Enhanced Speed Time Mastery
SFX: I Saw It Coming. On a successful reaction against a
physical attack action, inflict physical stress with the
effect die. Spend a doom die to step it up.
SFX: I Told Myself. If a pool includes a Time Manipulation
power, spend a doom die to reroll.
SFX: Terrigen Surge. Step up or double any Time Manipu-
lation power for one action. If the action fails, step
back that power. Spend a doom die to recover that
power.
Limit: Stolen Powers. If a pool includes a Time Manipula-
tion power, both 1s and 2s on those dice count as
opportunities, but only 1s are excluded from being
used for totals or effect dice.
Specs
XM57
ARCHANGEL
Affiliations PP
Solo Buddy Team
STRESS / TRAUMA
Distinctions Apocalyptic Legacy
Astute Businessman or
Mutant Spokesperson +1 PP
XP
Personality
As a child of wealth, Angel lived an indulgent,
carefree existence as a playboy. During his original
tenure at Xavier Institute of Higher Learning, Angel
was an inattentive student more interested in Jean
Grey’s attentions than his lessons. Though he hid his
mutation from the public, he felt less of an outcast
than many of his teammates, reveling in adventuring
and super heroics.
After being transformed into Archangel, Warren
became dark and brooding, lamenting his trans-
formation and mourning his loss of innocence.
Warren’s shifting back and forth between his Angel
and Archangel forms did not hamper his romantic
relationships, though, which included teammates
Husk and Psylocke.
As he matured, Archangel became a public
spokesperson for mutantkind and took an active
hand running Worthington Industries. Recently, his
appearance has returned to his original form, but
the scars on his soul remain unhealed.
STRESS / TRAUMA
Distinctions Genetic Activist
Renaissance Beast or
Smartest Man In The Room +1 PP
Personality
Beast’s personality has changed
wildly based on his current state of
mutation. In his more human-looking
guise, he tended to be bookish and
fairly serious. After he turned himself
into a blue-furred creature, he started
to joke and wisecrack more, to cover
up his insecurity about looking less
human. In his current furry blue feline
form he’s a combination of the two–
prone to academic musings as well as
self-deprecating witticisms and bon
mots. In any form, Hank McCoy is a
dedicated scientist and a loyal friend.
STRESS / TRAUMA
Make A Difference or
Mutant Policeman +1 PP
History
Lucas Bishop was born into a reality in which
the original X-Men team was slain by the Sentinels.
With no organized force to stop them, the Sentinels
rounded up all mutants and imprisoned them in
Mutant Relocation Camps. Each mutant was given
a large M-shaped tattoo above their eyes to identify
them. Human and mutant alike rose up against the
Sentinels, overthrowing them. Bishop eventually
became a member of the Xavier Security Forces,
charged with capturing and punishing criminal
mutants. Bishop and his two partners followed and
killed the escaped mutant criminals that had opened
a portal back to the X-Men’s timeline, but Bishop’s
friends were killed in the process, stranding Bishop
in a world he had difficulty adapting to.
When Onslaught, a psychic merging of Xavier
and Magneto, attempted to destroy the X-Men,
Bishop absorbed the massive energy, saving all
of their lives. He stepped back into a familiar
role, becoming a protection officer in District
X, a neighborhood in Manhattan set aside for
mutants. He worked closely with govern-
ment forces to ensure the protection of its
citizens. Lately, he has maintained strong ties
with the Office of National Emergency, or
O*N*E, helping them manage the survivors
of M-Day.
Personality
Bishop is a stern and serious man dedicated
to doing what he believes is right, no matter what
anyone else thinks. This frequently leads him to
confrontations with others, as his actions can turn
lethal if he believes it necessary. Coming as he does
from a nightmarish future, Bishop constantly fears
that the events of his own timeline’s history are
taking place in the present he now inhabits, and
does anything he can to prevent their recurrence.
STRESS / TRAUMA
Loyal Friend or
Morlock Survivor +1 PP
Personality
Caliban was a simple soul fond of speaking in
the third person. As a lonely outcast Morlock, he did
not understand social norms. His limited combat
prowess made him feel small and useless, pow-
erless against the Marauders that slaughtered his
friends. Under Apocalypse’s genetic augmen-
tation, Caliban’s personality shifted back and
forth between his original demeanor and an
angry, threatening nature. Despite the changes,
Caliban’s good and heroic nature usually shines
through. His personality has become less aggres-
sive and more heroic, but with Apocalypse’s treat-
ments, it’s unclear whether Caliban will ever
truly be free of what was done to him.
STRESS / TRAUMA
Distinctions Kentucky Coalminer
Off like a Rocket or
Tactical Leader +1 PP
XP
History
Sam Guthrie was born and raised in Kentucky,
the firstborn in a large family. His father died after
succumbing to black-lung from the mines, and Sam
became the family’s support system. On his first day
in the mines, he and another man became trapped;
Sam’s powers manifested, blasting a way out of
the cave-in. This caught the eye of Donald Pierce,
who was forming a team to combat the X-Men. Sam
joined him, but quickly rejected his plan and turned
to Xavier, who placed him in the first class of New
Mutants.
As co-leader of the team with Danielle Moonstar,
the newly dubbed Cannonball and the New Mutants
gathered new teammates, including Magik, Domino,
Rictor and several others, during their adventures.
Sam began dating Tabitha, also known as Boom
Boom around this time.
Sam then joined X-Force, a secret team of deadly
heroes charged with dealing with threats in a far
more lethal manner than the X-Men engage in. After
battling Apocalypse, Sam joined the X-Men, work-
ing alongside Wolverine; he defeated Gladiator,
a powerful Shi’ar warrior, in single combat—a
feat only Hulk and Thor were able to accom-
plish before.
Personality
Sam is the quintessential southern
gentleman, with a quick wit and warm
smile As the eldest child, he feels
responsible for his family’s well-
being and sees himself as a bit of a
father figure to his younger siblings.
Responsibility weighs heavily on his
shoulders, and he takes everything he does as
a member of the X-Men very seriously.
STRESS / TRAUMA
Quick To Anger or
Russian Farmboy +1 PP
XP
Personality
Piotr Rasputin is a simple and caring soul
often forced into violent situations. He is shy,
trusting, and somewhat guileless, though ca-
pable of tremendous rage when he sees his
friends hurt or innocents suffer. He is also
selfless, bravely putting himself in harm’s
way time and time again to protect
those weaker than himself. He
prefers to hide his deeper emo-
tions behind a stoic exterior, al-
though his artistic talents pro-
vide an outlet for his friends to
appreciate.
Given the tumultuous events of the
past few years, particularly his death and resurrec-
tion, he has an even greater appreciation for the
fragile joys of love and the living. Whether he con-
tinues his relationship with Kitty Pryde or reunites
with his sister Illyana are open questions at this
point in his life.
STRESS / TRAUMA
Distinctions I Don’t Have Time For This
Tactical Genius or
Uncompromising +1 PP
XP
Personality
Cyclops behaves like the stern and no-nonsense
leader he believes he needs to be. He has no real
life outside of his responsibilities, sacrificing his per-
sonal needs to his perceived duties time and again.
Selfless, he is devoted to safeguarding mutantkind
from all threats and proving they can coexist with
mankind.
Summers has lost the love of his life, Jean Grey,
more than once, he has developed an antagonistic
relationship with his former mentor, and he’s seen
enemies become friends and friends become ene-
mies. Even his current girlfriend, Emma Frost, used to
be a mortal foe. Fostering his sense of self-reliance
has left him with serious trust issues, and on an emo-
tional level, he is very, very alone. Worse, he sees
even this condition as necessary for his situation.
STRESS / TRAUMA
Femme Fatale or
Hardened Mercenary +1 PP
SFX: Domino Effect. On a successful reaction against a physical stress attack action,
8
inflict physical stress with your effect die. Spend 1 pp to step it up.
SFX: Second Chance. If your pool includes a Probability Manipulation power, spend
10
1 pp to reroll.
12
Limit: Exhausted. Shutdown Superhuman Reflexes to gain 1 pp. Activate an opportunity
or participate in a Transition Scene to recover that power.
Limit: Mutant. When affected by mutant-specific complications or tech, earn 1 pp.
M
4
6
Specialties Combat Master Covert Master
8
Menace Expert Psych Expert
10
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
12
Personality
Domino spent most of her adult life fighting for
money, for herself, or for a cause. Her toughness and
fortitude can be intimidating. She is not afraid to get
her hands dirty and works particularly well with
Cable. She uses weapons and tactics that
some of her fellow mutants might find
unsettling, but she does so out of
mission necessity rather than
cruelty or sadism.
STRESS / TRAUMA
Village Hero or
Voice In The Wind +1 PP
XP
Personality
Sooraya is a quiet and reserved young woman,
preferring to let others take charge. Extremely intro-
verted, she is uncomfortable around other people,
humans and mutants alike. While she prefers less
deadly methods, she can and will strip flesh from
bone with her power to take down increasingly
dangerous enemies. Sooraya is an observant Sunni,
wearing the traditional abaya and niqab seen in the
Middle East to cover her face and body.
STRESS / TRAUMA
Distinctions Former Reaver
Impulsive Hero or
Power Over Life & Death +1 PP
XP
Personality
Joshua is a very passionate and friendly young
man that thinks with his heart rather than his head.
This leads him to make some fairly rash decisions,
much to the chagrin of his instructors and fellow
students. His previous involvement with the Reavers
has left some students unsure of his loyalties, and
his flip-flopping interest between Wallflower and
Wolfsbane left neither woman happy. Joshua is a
dedicated team player, constantly seeking to prove
himself around much more powerful team mem-
bers. The destructive side of his powers causes him
distress; when his golden skin turns coal-black, he
sees it as a badge of shame for all to see.
STRESS / TRAUMA
No Secrets From Me +1 PP
OMEGA-CLASS TELEPATH P
Enhanced Senses Mind Control 4
Psychic Blast Psychic Resistance 6
Telepathy 8
SFX: Area Attack. Against multiple targets, for each additional target add a d6 and keep
10
an additional effect die.
12
SFX: Multipower. Add more than one Omega-Class Telepath power die to your pool.
Step back each Omega-Class Telepath power die in your pool once for each die
beyond the first. M
SFX: Psychic Healing. When helping others recover stress, add Telepathy to your dice
pool. Spend 1 pp to recover your own or another’s mental or emotional stress or
4
step back your own or another’s mental or emotional trauma. 6
Limit: Mutant. When affected by mutant-specific complications or tech, earn 1 pp.
8
Specialties Business Master Crime Expert 10
Psych Master Science Expert 12
Tech Expert E
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
4
Milestones HELLFIRE LEGACY 6
1 XP when you use your powers to assert your will.
3 XP when your Criminal Past gets you in trouble with allies. 8
10 XP when you reveal a major betrayal—real or staged—that either costs you greatly
or leads to the ruination of an ally. 10
ICE QUEEN 12
1 XP when you point out something noble you’ve done for others.
3 XP when you use extreme or wicked means to a good end.
10 XP when you ask a teammate for forgiveness, or demonstrate that the ends you’ve XP
achieved justify your means.
Personality
Emma Frost is not a nice
person. She is domineering,
manipulative, ruthless, some-
times cruel, and far less encum-
bered by the moral scruples she
perceives as hampering her team-
mates. Frost carries a monumental
case of survivor’s guilt—not only has
she watched most of the students she’s
been responsible for die, she also help-
lessly witnessed first-hand the death of
millions in Genosha. This changed her in
ways she doesn’t yet have the emotional
tools to accept fully. While she has come
a lot closer to the side of the angels while
working with the X-Men, she retains most of
the ice queen persona that helped her survive in her
life before Xavier’s school. She is still trying to find a
stable equilibrium between her own nature and the
role she’s chosen to play in her new environment,
and there have been a few stumbles along the way.
The deep love she has developed for Summers
is a new feeling for her, and one she’s exploring
with great caution. Emma is not a woman to accept
second place gracefully, and living in the shadow
of the (currently) deceased Jean Grey rankles her
STRESS / TRAUMA
Distinctions Crack Shot
Intuitive Inventor or
Weight of the World +1 PP
Vehicles Expert 10
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 12
E
Milestones MODERN MEDICINE MAN
4
1 XP when you discuss how technology could help a situation or how magic could
make it worse. 6
3 XP when you use Science Master or Tech Master to create an asset.
10 XP when you either destroy something dangerous that you helped create or realize 8
that your technology is causing trouble because it has no soul and begin to use
magic in your technological efforts. 10
S.H.I.E.L.D. OPERATIVE 12
1 XP when you discuss past work you have done for S.H.I.E.L.D.
3 XP when you help a mutant evade S.H.I.E.L.D. or other governmental forces.
10 XP when you either take a high ranking position with S.H.I.E.L.D., so that you can make XP
the word a better place, or vow to never work with S.H.I.E.L.D. again, considering
the organization an enemy to mutantkind.
Personality
Forge possesses a grim responsibil-
ity toward mutants, feeling that he owes
them his service, much as he once owed the
government. His approach to his work is one
centered on gut feeling and instinct, and as such he
can often make terrible mistakes or become caught
up in his feelings toward his friends and allies. Most
of the time, Forge masks his guilt or cynicism with
a mask of maturity and even-temperament, helping
others without raising a fuss. When the situation
is dire, his military training kicks in, and he rarely
remains on the sidelines. At other times, however,
he is content to let his colleagues lead the way.
STRESS / TRAUMA
Distinctions Brash & Bold
Short-Tempered or
We Are The Future +1 PP
XP
Personality
Julian is a loose cannon, often going against
orders he doesn’t agree with. This can lead to clashes
not only with those in command over him, but also
those under him. He has a remarkable talent for
leadership in spite of his arrogance and bold at-
titude. When those who oppose him push him, he
often finds ways of punishing them through passive
aggressive means. Julian’s romantic interests have
ranged from Wind Dancer, to the Stepford Cuckoos,
to X-23.
STRESS / TRAUMA
Heroic Prankster or
Terrifying Potential +1 PP
XP
Personality
As the youngest of the origi-
nal team, he was unsure of him-
self and adapted by becoming
the team’s resident prankster.
Iceman has had a number of
failed romances; behind his
exuberance and smiles, Iceman
is a man deeply troubled with
his own powers and sorely lack-
ing confidence. He is one of the
few Omega Class mutants in
the world, and ought to be unri-
valed by most of his teammates,
but his powers have languished;
the breakthroughs he experiences
are often inspired by the ideas of
others. Iceman went back to college
for an accounting degree, seeking an
identity outside of his powers. If he ever
overcomes his trepidations about unleashing
his full potential, Iceman may be one of the most
powerful X-Men of all time.
Distinctions Haughty
Mutant Rights Activist or
STRESS / TRAUMA
Perfection Is My Mutant Power +1 PP
SO MUCH POTENTIAL 12
1 XP when you discuss your mutant powers.
3 XP when you hide how many superhuman abilities you possess.
10 XP when you either decide to seek out a way of unlocking your incredible potential,
XP
or decide to hide your extensive mutant abilities and your potential behind your
snarky attitude.
Personality
M’s aristocratic upbringing, plethora of powers,
and tremendous trauma in her early life made her
snarky, superior, and abrasive. She is unapologetic
to the point of arrogance about her abilities, wealth,
culture, and expensive tastes. M is blunt and sar-
castic and completely willing to cause angst and
problems amongst her friends as much as her foes.
She is happy to bluntly refuse unnecessary or un-
wanted social engagement. However, beneath the
difficult persona, M does want to be a hero. Because
of her time as Penance, she empathizes with those
are trapped and helpless. She is quick to aid her
teammates, even as they wonder if she cares, but
will leave friends on their own in awkward and dif-
ficult (but not dangerous) situations to prove a point.
STRESS / TRAUMA
Distinctions Ancient Customs
Nova Roma Nobility or
Walking Volcano +1 PP
Science Expert 10
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 12
E
Milestones CHILD OF A LOST CIVILIZATION 4
1 XP when you express confusion or contempt for the ways of the uncivilized modern
world compared to Nova Roma. 6
3 XP when you make your Nova Roman heritage the central issue of a confrontation
or conflict.
8
10 XP when you either deny your heritage or Nova Roma’s existence, or you abandon 10
your allies to return to Nova Roma.
12
TECTONIC SHIFT
1 XP when you use Earth Mastery in a die pool and succeed.
3 XP when you use your Lava Eruption SFX and fail, adding to the doom pool. XP
10 XP when you either cause or stop a natural disaster that threatens many innocent
people.
Personality
Magma is a fiercely loyal ally and friend. Due
to troubles with being emotionally influenced
in her past, she hates
being manipulated and
will make every effort
to break free of such
control. Magma has a
good heart and often
sees the best in people,
even if they don’t see it
themselves. Raised in a
classical, noble family, she
has a strong sense of pride and
honor, and it can occasionally get her into
trouble. She also fears her powers raging
out of control and endangering people
around her, particularly if she’s near a vol-
cano or fault line. She will err on the side
of caution rather than risk inflicting harm.
STRESS / TRAUMA
This Isn’t My Reality +1 PP
Specialties 8
Combat Expert Cosmic Expert
10
Menace Expert Tech Expert
Vehicles Expert 12
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] E
4
Milestones HOUND
1 XP when you discuss how to hunt down a mutant. 6
3 XP when you discuss how to get away from someone hunting down mutants.
10 XP when you either gather a group of mutants to hunt down fellow mutants once
8
again, or gather a group of mutants to help hunted mutants get away from those
who would hunt them down.
10
OMEGA 12
1 XP when you discuss your potential power.
3 XP when you hide your potential power.
10 XP when you either seek out other mutants of your power level, in order to make XP
sweeping changes to the world, or decide to hide your power levels and attempt
to live a humble life.
Personality
Rachel is bitter and broken from her time as a
Hound and the decimation she’s seen in her own
future. She makes her intentions and beliefs well
known, and isn’t afraid to confront people. She is
wary about the occupation of the X-Mansion by the
O*N*E Sentinels, if only because of the frightening
reminder of her own timeline. Rachel recently lost
all of her family, who were slain by the Shi’ar Death
Commandos in an attempt by the Shi’ar Empire to
eliminate the Phoenix bloodline. This has under-
scored her feeling of isolation, even when surround-
ed by friends and allies.
STRESS / TRAUMA
Distinctions Approval-Seeker
Go With The Flow or
I Don’t Want To Be Different +1 PP
Psych Expert 8
XP
Personality
Cessily is insecure, feeling rejected by her
parents and those around her. As a result, she
constantly seeks approval from others. Since her
capture and torture, she has become much more
quiet and introspective, fearful of the world
around her. Despite this, she craves friend-
ships and the company of those in her team.
STRESS / TRAUMA
Distinctions Behind The Façade
Not So Secret Agent or
This Needs A Soundtrack +1 PP
XP
History
Once a humble disc jockey, Scott Wright was
assigned to the British security agency FI6. While
staking out a museum targeted by a thief, he at-
tacked Rachel Grey, AKA Marvel Girl, by mistaking
her for the thief while the real thief escaped. During
another stakeout, Scott battled Nightcrawler and
the bizarre mercenary group known as the Technet,
who were working with the Inter-Regional Police
Taskforce. The thief’s master was discovered to be
Necrom, the Sorcerer Supreme of an extra-dimen-
sional race. Scott was held in reserve while other
agents were sent in to capture Necrom; they were all
butchered. Scott charged in, hoping to stop Necrom
himself, but was imprisoned by Necrom’s force field.
He shrank, hoping to avoid detection, but passed out
from the strain. Necrom left him for dead, but Scott
was later able to join the other heroes in defeating
Necrom once and for all.
Scott spent some time in the USA as an employee
of the Brand Corporation, and helped the Avengers
battle Kang the Conqueror’s invading armies. He
kept his mutant powers after M-Day, and has signed
up as part of an international mutant team on loan
to the Office of National Emergency.
Personality
Scott is an arrogant but affable man, hiding the
fact that he’s a middle aged, overweight, balding
disc jockey with no business being a super hero. He
has installed a sound system into his suit to listen to
music while he fights, and attempts to keep things
light and jovial with his dry British wit.
STRESS / TRAUMA
What Haven’t I Done? +1 PP
Personality
Madrox is defined by his childhood ex-
periences and his remarkable mutant power.
He lived in “isolation” for years, but in real-
ity he lived with countless dupes, making
for a highly unusual and schizophrenic
adolescence. His dupes, and his ability to
recall their memories and experiences,
grant him the remarkable opportunity to
do just about anything. At nearly every
fork in the road, the Multiple Man is able
to take both. However, the ability to avoid
choices has made Madrox fearful and hesi-
tant those few times when his actions bear
real consequences. He became a private
eye as a way to break the monotony of his
fragmented vast life. Recently, with his
dupes’ reliability in question, Madrox has
been forced to rely more on himself and less
on his multitudes of dupes. He’s a reluctant
and thoughtful leader, fearful of making mis-
steps at critical junctures, but he takes the re-
sponsibility seriously.
STRESS / TRAUMA
Distinctions Adapt or Die
Fickle Deceiver or
Older than She Looks +1 PP
Personality
Mystique is a woman of powerful ambition and
confidence, although she has at times wavered
or lost sight of her goals. A cipher to many, she is
guarded and rarely invites others into her inner
circle of trust. Because of her mutant power, she
can rapidly adopt new identities and appearances,
and has the acting skill to pull them off. Mystique
can come across as seductive, dismissive, vicious,
or protective, depending on the individual or the
circumstances. Mystique’s decades of experience in
dealing with others grants her an uncanny insight
into the person others expect her to be, and thus she
is able to exploit those expectations at any moment.
STRESS / TRAUMA
Demonic Appearance or
Devout Catholic +1 PP
Milestones ROMANTIC E
1 XP when you woo an ally or enemy. 4
3 XP when you spend a Transition Scene with a romantic entanglement.
10 XP when you either break off a romantic relationship, or seek to enter into a more 6
permanent partnership and ask your love to marry you.
8
SWASHBUCKLER
1 XP when you offer quips during deeds of swashbuckling and derring-do.
10
3 XP when you offer more serious philosophical insights.
12
10 XP when you save the world with swordplay, or set the sword aside for other ways
to resolve conflicts.
XP
Personality
Kurt is a dichotomy of serious philosopher and
happy-go-lucky adventurer. He often acts before
thinking things through, preferring to imagine him-
self as an Errol Flynn-like hero. He is dedicated to
his Catholic faith, believing it gives him strength,
while fully understanding the irony of a Catholic
who looks like the Devil. He has become comfortable
with himself, hardly ever using the image inducer
created for him to disguise his appearance.
STRESS / TRAUMA
Sentinel Programming +1 PP
Personality
Karima is a practicing
Hindu and dedicated law
enforcement officer who strug-
gles with the dramatic changes
forced by her transformation.
Her human soul is at odds
with her artificial intel-
ligence protocols and
cybernetics. Never one
to give up or turn down a
plea for help, Karima is
STRESS / TRAUMA
True Brit +1 PP
History lift large masses of material with her mind, and re-
Elizabeth Braddock was born into a noteworthy strain targets psychically. Since her older brother
British family. Her father, Sir James Braddock, was Jamie resurrected her, she’s been nearly impervious
one of the United Kingdom’s leading scientists, and to psychic tampering. Betsy is one of the world’s
her twin brother, Brian, later became the super hero foremost martial arts masters, skilled in kendo, nin-
Captain Britain. Betsy worked as a charter pilot until jutsu, and many other forms, made
her older brother, Jamie, was injured in a crash. She even more capable due to her
and her brother, Brian, rushed to the scene, only to heightened awareness and
be attacked by the villainous Dr. Synne. As a result reflexes. As a former pilot,
of the ensuing conflict, Betsy’s innate precognitive she is also an accomplished
talents greatly increased, allowing her to escape aviator. Prior to her history
Synne’s clutches. with the X-Men, Betsy was
Betsy became a model, but was soon recruited a member of the British
by S.T.R.I.K.E., the UK’s counterpart of S.H.I.E.L.D. She covert agency S.T.R.I.K.E.
used her modeling job as a cover for her covert op- and retains much of that
erations, dealing with the Hellfire Club among other training. She enjoys all of
organizations. Betsy became the new Captain Britain the benefits of being
for a time. After an encounter with Mojo and the New part of the X-Men,
Mutants, Betsy joined the X-Men, where she took on including access
the code name of Psylocke. When the X-Men were all to the Xavier
believed dead, Betsy was captured and brainwashed Institute and its
by a Japanese crime lord, her mind switched with many residents
a Japanese assassin known as Kwannon. She still and hero teams.
possesses Kwannon’s body; the real Kwannon, in
Betsy’s body, died from the Legacy Virus.
While helping the X-Men search for the prophetic
diaries of the dead mutant precog, Destiny, Betsy
was killed. Years later, she mysteriously came back
to life, appearing on the spot where she died. The
circumstances of her resurrection remain unclear,
although after the events of M-Day, she is certain
they have something to do with her reality-warping
brother Jamie.
Personality
Betsy has a sharp tongue, and even sharper wit.
Her upper-class British sensibilities frequently shine
through. She is fiercely protective of her twin, Brian
Braddock, AKA Captain Britain; she is willing to do
anything for him, and has similar affection for her
insane older brother Jamie. Having been to other
dimensions, died, come back to life, and had her
body switched with that of a ninja assassin, Betsy
is no longer surprised by extraordinary situations.
STRESS / TRAUMA
Distinctions I’ll Take On Anyone!
Like A Rock or
Pop Culture Aficionado +1 PP
XP
History
Santo joined the Xavier Institute soon after ac-
quiring his mutant powers. There, he was placed
within the Hellions training squad. When his
squad made a deal with the Kingmaker,
Santo was transformed into a World-
class Champion in the Superhuman
Wrestling League. The group turned
against the Kingmaker, and Santo was
destroyed, blasted into thousands of
pieces. Hellion reassembled him via
telekinesis, and they were able to
defeat the Kingmaker.
Hot on the heels of the mutant
population’s decimation from the
events of M-Day, William Stryker
attacked the school, killing dozens
of de-powered mutants. Santo felt
responsible for their deaths, believing
he could have saved them. Santo was assigned to
the New X-Men, who fended off another attack by
Stryker’s forces that resulted in the death of Stryker.
The X-Men were able to track Stryker’s connec-
tions to Nimrod. During the ensuing battle, Nimrod
seemingly destroyed Santo; but he survived and re-
formed his body into a larger and more rugged form.
Personality
Santo is a brash and loud-mouthed young man,
prone to issuing challenges and threats. At various
times Santo has claimed he could take down Thing,
the Hulk, Hulkling and many other, powerful op-
ponents. He was once a school bully, and his rough
edges show. Beneath his serious and dangerous ex-
terior, however, there is a warm heart; he uses his
appearance and personality to keep others at bay.
STRESS / TRAUMA
Untouchable +1 PP
Specialties 12
Acrobatic Expert Combat Expert
Covert Expert E
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 4
Milestones FORMER EVIL MUTANT
6
1 XP when you discuss your history with the Brotherhood of Evil Mutants. 8
3 XP when you deal stress to a member or former member of the Brotherhood.
10 XP when you either gather the Brotherhood of Evil Mutants to lead them, or lead a 10
team against the Brotherhood.
12
SOUTHERN REBEL
1 XP when you offer someone sass, attitude, or Southern charm.
3 XP when you disobey orders from a prominent mutant leader. XP
10 XP when you either lead a team of mutants in accordance with current mutant
leadership, or lead a team of mutants against the laws of mutantkind.
Personality
Rogue is a Southern belle, through and through.
Her rebellious nature and tendency to get into
trouble as a child is what earned her
the name Rogue, and it stuck. Rogue is
fiercely loyal to her friends and part-
ners. Her personality can change rap-
idly, especially if she is sharing the same
head-space as someone whose life energy
she has absorbed.
STRESS / TRAUMA
Trained By Mossad +1 PP
PEAK OF PERFECTION
Enhanced Reflexes Enhanced Speed
P
Enhanced Stamina Superhuman Durability
4
Superhuman Strength
SFX: Dangerous. Step back the highest die in your attack action pool to add a d6 and 6
step up physical stress inflicted.
SFX: Healing Factor. Add Enhanced Stamina to your dice pool when helping others 8
recover stress. Spend 1 pp to recover your own or another’s physical stress or step
back your own or another’s physical trauma. If you assist in recovering another’s 10
physical trauma, the person gains one power of any kind at random as a d6 until
the next Transition Scene. Step back your Superhuman Durability until the end 12
of a Transition Scene.
SFX: Immunity. Spend 1 pp to ignore stress, trauma, or complications from poison, M
disease, or fatigue.
Limit: Exhausted. Shutdown any Peak Of Perfection power to gain 1 pp. Activate an 4
opportunity or participate in a Transition Scene to recover that power.
Limit: Mutant. When affected by mutant-specific complications or tech, earn 1 pp.
6
8
Specialties Acrobatic Expert Combat Expert 10
Covert Expert Tech Expert 12
Vehicle Expert E
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
4
Milestones ISRAELI SUPER-SOLDIER 6
1 XP when you discuss the political situation in Israel.
3 XP when you compare the political situation in Israel to the plight of mutantkind. 8
10 XP when you either dedicate your efforts to aiding the state of Israel, or dedicate
your efforts to aiding mutantkind. 10
XAVIER’S DREAM 12
1 XP when you discuss Xavier’s Dream.
3 XP when betray Xavier’s Dream in order to destroy an enemy to mutantkind.
10 XP when you either dedicate yourself to the ideals of Xavier’s Dream, or dedicate XP
your life to killing all enemies of mutantkind.
History
Ruth Bat-Seraph was born in a top-secret kib-
butz, raised to serve as a mutant Mossad agent for
the Israeli government. She was trained in all kinds
of warfare, while learning to master her flourishing
mutant powers. Her first mission was to engage the
Hulk, who was mistakenly believed to be working for
terrorists. Later, her son was killed during a terrorist
attack. Ruth violated orders and sought out her son’s
killer, bringing him to justice. She focused primarily
on domestic affairs in Israel, but was revealed to be
a member of the Mutant Underground organized by
Xavier when Operation: Zero Tolerance was activat-
ed. Ruth has frequently worked alongside the X-Men,
especially when dealing with Magneto. Assigned
to the X-Corporation’s Paris branch, she left when
the facility was bombed and shut down. She was
with Xavier and the X-Men as they investigated the
Sentinel attack on Genosha, and has since retained
close ties with the team.
Personality
Ruth Bat-Seraph is a woman with a purpose. Her
Mossad training influences her personality, giving
her an air of danger. Ruth still mourns the death of
her son, Jacob, seeking to do justice in his name with
the life she leads. She subscribes to Xavier’s ideals
of peace between humanity and mutants, and hopes
to someday live to see that dream fulfilled.
STRESS / TRAUMA
Distinctions
Century-Long Grudges or
Savage Survivor +1 PP
Psych Expert 10
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] 12
E
Milestones MUTANT TERRORIST
4
1 XP when you threaten anyone you see as making mutantkind’s place in the world
weaker or less stable. 6
3 XP when you kill or maim a human who speaks out against mutants.
10 XP when you either gather a new incarnation of the Brotherhood of Evil Mutants in 8
order to take over the world, or curb your bloodlust in order to lead an X-Men
team. 10
WEAPON X 12
1 XP when you discuss ops you have done with your fellow Weapon X agents.
3 XP when you separate yourself from a team so that you can do a job the right way.
10 XP when you either kill someone who was associated with the Weapon X Program, XP
or rescue another Weapon X agent from the clutches of the program.
Personality
Victor Creed has been called a sadist, a vi-
cious killer, and a psychopathic monster,
though in recent years he has toned
much of this down, if only to get what
he wants. He hates being
caged or watched, but his
past is so extensive that
there are hundreds of
people at all levels of the
covert and criminal world
that would love to see him
dead or incapacitated. His
anti-authoritarian streak is a mile wide, and he de-
lights in threatening and bullying the weak. When
he has a cause, however, he is fearless, driven, and
unstoppable. Professor Xavier once sought him out
as a member of the X-Men, and if Creed would rein
in his primal instincts, he might be a considerable
asset to them.
STRESS / TRAUMA
Spirited or
Tech Prodigy +1 PP
Distinctions Dimension-Hopper
Mysterious Origin or
STRESS / TRAUMA
Warrior-Born +1 PP
GENETIC ENGINEERING
4
Enhanced Durability Enhanced Senses 6
SFX: Adaptive Learner. Step up or double a Specialty for your next action. Count both 1s
12
and 2s on your dice as opportunities for this action only, but only 1s are excluded
from your total or effect dice. M
SFX: Bred for the Arena. Before you make an action including a Genetic Engineering
power, move your mental or emotional stress dice to the doom pool and step up
4
the Genetic Engineering power for this action.
6
Limit: Hollow Bones. Step up physical stress inflicted by brute force to gain 1 pp.
Limit: Mutant. When affected by mutant-specific complications or tech, earn 1 pp. 8
Specialties 10
Acrobatic Expert Combat Master
12
Cosmic Expert Menace Expert
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6] E
4
Milestones LIBERATED
1 XP when you discuss being imprisoned. 6
3 XP when you liberate someone who is enslaved or imprisoned.
10 XP when you either dedicate your warrior life to freeing all sentient beings who
8
are enslaved, or choose to forget your origins, making the Mojoverse seem like
a distant bad dream.
10
MOJO-MADE KILLER 12
1 XP when you talk about your home, the Mojoverse.
3 XP when you make an awkward social mistake because of your otherworldliness.
10 XP when you either embrace the emotional expectations of Earthlings, or shun them, XP
remaining the cold, distant warrior Mojo created you to be.
History Personality
Shatterstar was artificially created and trained Shatterstar was created to be a gladiator and
for televised combat 100 years in the future of the raised for that sole purpose. He is serious about war-
Mojoverse. He escaped from his time and dimen- fare and does not believe in anything less than full
sion to Earth to recruit the X-Men to help free his effort in combat. Headstrong and proud, Shatterstar
world, but ended up finding Cable and the New often engages the most powerful and respected ad-
Mutants instead. He agreed to join X-Force and aid versary he can find to test his own mettle. Shatterstar
Cable in exchange for help freeing his world. While still hopes to free his homeworld from the rule of
with X-Force he discovered he had strange memo- Mojo V, although his troubles on Earth have side-
ries of an Earth mutant named Benjamin Russell. tracked him considerably. Despite his extended
He was then captured along with Cable and forced time on Earth, his alien upbringing leads him to be
into gladiatorial combat in the Mojoverse. During confused by many Earth traditions and culture. He
the games he was mortally wounded, but saved has an amazing intellect and ability to learn, having
by Mojo’s majordomo, Spiral, and transported to a taught himself Spanish by watching TV. Shatterstar
mental health facility in Vermont. There, he encoun- has a liberated sexual attitude that is completely
tered the comatose Benjamin Russell, who looked unfettered by Earth morality and notions.
strangely identical to Shatterstar.
Another Mojoverse denizen, Longshot, trans- Abilities & Resources
ferred Shatterstar’s soul into Benjamin and the two Shatterstar’s engineered abilities exceed a
merged into one individual, both mind and body. normal human’s ability in almost every way. In ad-
This incident along with others has led some to dition to his augmented physical abilities he is an
surmise that Shatterstar is somehow the child of expertly trained combatant and showman, made for
Longshot and Dazzler. Shatterstar traveled with the the televised dystopia of Mojoworld. Shatterstar’s
mutant Rictor to Mexico to end his family’s arms blades can penetrate materials that normal weap-
dealing; sometime during Shatterstar’s tenure with ons cannot. He can discharge sonic energy through
X-Force and travels with Rictor, they had developed his blades, though he prefers to rely on his combat
romantic feelings for one another. Shatterstar was prowess. He can use his swords and the mental
lured to Madripoor to take place in a tournament, image of a person linked to him (an “anchor”) to
but it was actually a ruse by Spiral to draw him into teleport a small group, but he must wait for an ex-
an alternate reality where she ruled the world. He tended period of time before teleporting again.
successfully liberated that world from that Spiral’s Shatterstar has been a member of X-Force and
rule and then rejoined his X-Force companions. shares potential familial connections with Longshot
and Dazzler. The X-Men know of Mojoworld’s
plight and are sympathetic to Shatterstar’s cause.
Shatterstar’s teammates have relied on his stal-
wart support and in a pinch he can likely rely on
them; he is especially close to Rictor, who lost
his mutant powers after M-Day.
STRESS / TRAUMA
Distinctions Fiery Temper
Irish Lass or
Strong Willed +1 PP
XP
Personality
Siryn spent her youth being groomed to be an
obedient subordinate, but since breaking away
from her Uncle Black Tom’s grasp she has shown
great willpower and perseverance. She is unafraid
to express her opinion and has overcome a number
of injuries that have disrupted her mutant powers.
She is comfortable with her background as a super
villain, as daughter to a hero, and as a woman of
Irish descent. When situations become heated or
personal, Siryn’s willingness to disagree can quickly
become an opportunity for her temper to get the
best of her; the connection between her voice and
her powers can lead her to accidentally unleash
sonic screams. Siryn’s will and temper make her a
fearless ally to her friends and a terrible foe to those
that have wronged her.
STRESS / TRAUMA
Protect The Little Guy or
Snarky +1 PP
XP
Personality
Guido is at heart the nerdy boy with glasses. He
remembers being bullied and often uses his own
size to stick up for the vulnerable. He grew up an
underdog and an outcast and is quick to support
those that are outmatched. His massively muscled
and disproportionate body makes him appear oafish,
an opinion he sometimes purposefully reinforces.
Nonetheless, Strong Guy possesses a keener intel-
lect than he is given credit for. Loyal to a fault,
Guido is happiest supporting his friends and
lending a hand rather than taking a lead role.
It was no accident that he was the first person
to join Madrox’s P.I. enterprise.
Fast Talker
STRESS / TRAUMA
Distinctions
I Can’t Control This or
Street-Smart +1 PP
XP
History
Noriko Ashida was a Tokyo native who fled the
country when her powers manifested themselves.
Making her way to New York, she lived homeless
on the streets until she learned of Xavier’s school.
When she showed up at the gates of the school, she
was confronted by Hellion; he sent her away, think-
ing she was a drug-addicted homeless girl. Elixir
gathered some friends to search for her, finding her
in Salem Center buying the drugs she needed in
order to keep her powers under control. She was
subdued by Wallflower and taken back to the school,
where Beast created a pair of special gauntlets de-
signed to absorb and dissipate the energy she drew
from the air. She gained acceptance from the group
when she cleverly figured out how to cause a cata-
tonic Elixir to heal himself by jolting him with her
electric energy. Noriko began a relationship with
Prodigy, and though his powers were lost in the
M-Day incident, Noriko continued her relationship
with him. Shortly thereafter, Forge created a newer,
more effective set of gauntlets for her to wear.
Personality
Noriko is a quiet and reserved girl, unsure how
to handle her powers, and constantly in fear of ac-
cidentally harming someone with them. The built up
electrical energy can cause her mind to race, and she
will often begin speaking faster than anyone else
can understand. Noriko is a very forgiving person,
willing to set aside her own misgivings if it means
making friends.
STRESS / TRAUMA
Distinctions Advice Is Free
Religious Code or
Wild Side +1 PP
XP
Personality
Wolfsbane has come to terms
with the traumas of her upbringing,
overcoming a number of prejudices
towards other mutants and doubts
about herself, and becoming mostly
comfortable with her faith. However,
her wolf-form creates more animal-
istic urges that conflict with her per-
sonal ethos. It is a constant battle for
her to restrain the ferocity and instinc-
tive nature of the wolf, and, at times, her
actions during the heat of battle prompt
her to undertake another round of soul
searching. She takes on the role of conscience
when her friends are in danger of making mis-
takes, as she knows the price of failing to meet
your own standards all too well.
STRESS / TRAUMA
Distinctions Clone Experiment
Killer Instinct or
Wolverine’s Watchdog +1 PP
SFX: Berserk. Add a doom die to your next attack action. After your action, step up the
P
doom die and return it to the doom pool. 4
SFX: Healing Factor. Spend 1 pp to recover your own physical stress or step back your
own physical trauma. 6
SFX: Immunity. Spend 1 pp to ignore stress, trauma, or complications from disease,
drugs, and poisons, 8
SFX: Slice & Dice. Against a single target, step up or double a Feral Mutant die. Remove
the highest rolling die and use three dice for your total. 10
Limit: Mutant. When affected by mutant-specific complications or tech, earn 1 pp.
12
M
Specialties Acrobatic Expert Combat Master 4
Covert Master Menace Expert 6
8
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
10
12
Milestones THE BEST AT WHAT SHE DOES
1 XP when you lead your team in battle.
E
3 XP when you teach a teammate the art of hand-to-hand combat.
10 XP when you either kill an opponent in front of your team, or declare you will never 4
take another life.
6
LOGAN’S DNA
1 XP when you stalk an enemy like a predator stalking prey.
8
3 XP when you take an ally out for a night out on the town.
10
10 XP when you either find Wolverine and demand he be your mentor, or disavow any
part of Logan’s traditions or legacy and seek out your own path. 12
XP
Personality
Laura bears many of the same personality traits
as her originator, Wolverine. She is serious and
deadly, willing to take the lives of those who stand in
her way. She is steadily learning to become human,
however, rejecting her past as a mindless kill-
ing machine. She is obsessively protective of
Wolverine, following him on numerous mis-
sions against his will and often leaving him
unaware of her presence. Her defensiveness
can often take over reflexively, such as
when she attacked Bishop for attacking
Wolverine during a training exercise.
XM128
TM
CREDITS
The Illuminati (Concept Team)
Cam Banks (design lead), Rob Donoghue,
Matt Forbeck, Will Hindmarch,
Philippe-Antoine Ménard, and Jesse Scoble.
Licensing
Jamie Kampel (Marvel), Christi Cardenas (MWP).
Special Thanks
D. Vincent Baker, Jessica Banks, the Bear Swarm! Podcast, Brian Michael Bendis, Dungeon Crawler
Radio, Jeff Grubb, Hugh Hawkins, Fred Hicks, Steve Kenson, Paul Marcinkevage, Nearly Enough Dice
Podcast, Clinton R. Nixon, Brian Overton, the Podge Cast, Mike Selinker, Source Comics & Games, Dave
Thomas, Clark Valentine, Vigilance Press Podcast, Margaret Weis, and Jennifer Wong.
marvel.com
TM & © 2012 Marvel & Subs.
Margaret Weis Productions, the MWP Logo, Cortex System (and all derivatives), the Cortex Plus logo,
and the Heroic Roleplaying logo are trademarks of Margaret Weis Productions, Ltd.
Cortex Plus and Heroic Roleplaying system © 2012 Margaret Weis Productions, Ltd.
www.margaretweis.com