Multiple Man
Character Name: Multiple Man
Alternate Identities: James 'Jamie' Madrox
Player Name: NPC
Val Char Base Points Total Roll Notes
18 STR 10 8 18 13- HTH Damage 3 1/2d6 END [2]
18 DEX 10 24 18 13- OCV 6 DCV 6
18 CON 10 16 18 13-
11 BODY 10 2 11 11-
18 INT 10 8 18 13- PER Roll 13-
12 EGO 10 4 12 11- ECV: 4
15 PRE 10 5 15 12- PRE Attack: 3d6
12 COM 10 1 12 11-
8 PD 4 4 8/20 8/20 PD (0/12 rPD)
8 ED 4 4 8/20 8/20 ED (0/12 rED)
4 SPD 2.8 12 4 Phases: 3, 6, 9, 12
10 REC 8 4 10
36 END 36 0 36
30 STUN 29 1 30
9" Running 6 6 9"
3" Swimming 2 1 3"
3" Leaping 4 0 3 1/2" 100 Total Characteristics Points
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 200
Disad Points: 135
Total Points: 325
Type Total
Run (6) 9"
Swim (2) 3"
H. Leap (4") 3 1/2"
V. Leap (2") 1 1/2"
Type Amount
Physical Defense 8/20
Res. Phys. Defense 0/12
Energy Defense 8/20
Res. Energy Defense 0/12
Mental Defense 0
Power Defense 0
OCV: 6 DCV: 6
Combat Skill Levels:
Maneuver Phase OCV DCV Effect
Block 1/2 +2 +2 Block, Abort
Clinch 1/2 -1 -1 Grab Two Limbs, 28 STR for holding on
Cross 1/2 +0 +2 5 1/2d6 Strike
Hook 1/2 -2 +1 7 1/2d6 Strike
Jab 1/2 +2 +1 Strike
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
Cost  Disadvantage
20 Accidental Change: If Struck 14- (Common)
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
15 Hunted: Brotherhood of Evil Mutants 8- (Mo Pow, Harshly Punish)
20 Hunted: Genocide 8- (Mo Pow, NCI, Harshly Punish)
20 Psychological Limitation: Adventure Seeker (Very Common, Strong)
20 Psychological Limitation: Code Against Killing (Common, Total)
15 Social Limitation: Secret ID (Frequently, Major)
15 Susceptibility: If Duplicate Is Killed 3d6 damage Instant (Uncommon)
135 Total Disadvantages Cost

Character Name: Multiple Man
Alternate Identities: James 'Jamie' Madrox
Player Name: NPC
Cost  Name
2 AK: Home Town 11-
3 Acting 12-
3 Climbing 13-
3 Concealment 13-
3 Conversation 12-
3 Deduction 13-
2 KS: Boxing 11-
0 Language: English (Idiomatic)
0 PS: Player's Choice 11-
3 Paramedics 13-
3 Persuasion 12-
3 SS: Genetics 13-
3 Shadowing 13-
3 Stealth 13-
27 Teamwork 25-
0 TF: Small Motorized Ground Vehicles
61 Total Skills Cost
Cost  Power END
75 Multiple Me: Duplication (creates 32 250-point Duplicates) 0
40 Single-Minded: Mind Link , Duplicates Only, Any distance, Number of Minds (x32), Psychic Bond 0
29 Protective Costume: Armor (12 PD/12 ED); IIF (-1/4) 0
144 Total Powers Cost
Cost  Maneuver
Boxing, Modern
1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
2) Clinch: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 28 STR for holding on
3) Cross: 1/2 Phase, +0 OCV, +2 DCV, 5 1/2d6 Strike
4) Hook: 1/2 Phase, -2 OCV, +1 DCV, 7 1/2d6 Strike
5) Jab: 1/2 Phase, +2 OCV, +1 DCV, Strike
6) Weapon Element: Cestus
20 Total Martial Arts Cost

Character Name: Multiple Man
Alternate Identities: James 'Jamie' Madrox
Player Name: NPC
Hair Color: Brown
Eye Color: Blue
Height: 5' 11"
Weight: 155 lbs
James Madrox was the only son of two researchers working at the Los Alamos Research, Center in New Mexico. In the course of their work, his parents were exposed to enough specific radiation to produce subtle alterations in their genetic material. Thus their son was born a mutant. Moments after birth, Madrox's power became evident: when the doctor spanked him, the concussive force caused him to multiply into two identical physical beings. (The second self merged with the first in a few minutes.) Shaken by the bizarre phenomenon, on the advice of Professor Charles Xavier, the Madrox family moved to a farm on Kansas where they could raise the boy in privacy. Dr. Madrox created a special suit for his son which insulated the boy from kinetic forces over the critical threshold point which caused replication, and forced the boy to wear it constantly. As Madrox grew up, he was not aware of his mutant power, but only of the strangeness of his being forced always to wear the same clothes.

When he was fifteen, his parents were killed by a tornado. Madrox spent the next few years of his life alone caring for his parents' farm. Then, malfunctioning control elements in the suit caused a power surge that released his inhibited power and caused the suit to begin absorbing ambient electrical energy. Confused and frightened, Madrox set out to find help, eventually arriving in New York City. There the Fantastic Four and Professor Xavier found him. Reed Richards of the Fantastic Four helped repair the uniform's components, and Xavier took him into custody for a short time to teach him how to control his replication powers. When asked to join Xavier's mutant adventurers, the X-Men, Madrox declined, preferring to accept Dr. Moira MacTaggart's offer to be a lab assistant at her mutation research complex on Muir Isle off the coast of Scotland.

Madrox remained on Muir Island for many years, leaving only once to join mutant heroine Siryn in looking for the missing X-Men protégé's Sunspot and Warlock on behalf of Professor X. This led them into a brief romance and joining with the mutant runaways calling themselves the Fallen Angels. Madrox returned to Muir Island after these brief adventures.

During a brief time when the X-Men had disbanded, their villain the Shadow King managed to take mental control over all the mutants and researchers living at Muir Island. Madrox helped the reforming X-Men to defeat the villain and agreed to join Havok and Polaris who formed the government-sponsored mutant team X-Factor, having by this time gained enough control over his powers to avoid wearing his protective suit.
Madrox possesses the mutant ability to create identical physical duplicates of himself when violently struck (or when he strikes himself). It is not yet known precisely how Madrox's power works: although the duplicate bodies seem to "split off" from within him, he does not undergo a mitosis process like that of cells, creating identical entities each with half the mass of the original. Each duplicate possesses the same mass as the original. He does not appear to be transmuting nearby elements into his likeness either. If he is indeed converting energy to matter, the expected devastating release of energy must be shunted elsewhere since it is not in evidence.

Upon sufficient impact, Madroxs "splits off" a single duplicate. Although he can "create" multiple selves consecutively, he cannot bring into being more than one duplicate at a time. The maximum number of duplicates of himself Madrox can "create" consecutively before taxing his ability is not yet known. (He once produced twenty of them.) Each of the duplicates is capable of independent thought, feeling, and action, although they are telepathically linked from formation to absorption. If one is traumatic for all existing counterparts. It is not known if death to the original body would automatically kill all of the duplicates. Each of the copies possesses the, original's power, and are capable of duplicating themselves at will, as well.

Madrox's duplicates remain in existence for as long as he wills them to. When he wills them out of existence, they are seemingly "absorbed" back into his body. It is not yet known whether they always automatically disappear if the original is rendered unconscious. Madrox still wears his suit on occasion when he wishes to prevent unwanted or unexpected replications.

Paraphernalia: Madrox's costume is designed to absorb kinetic energy so that he will not create duplicates through accidental impacts. When it malfunctioned years ago it began absorbing ambient electrical energy. It could also absorb intense heat. Madrox could use this absorbed electrical energy to increase his strength. Whether or not Madrox can still absorb electricity and heat since his costume was repaired is unknown.
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