Wolverine
Character Name: Wolverine
Alternate Identities: Logan, James Howlett, Patch
Player Name: NPC
CHARACTERISTICS
Val Char Base Points Total Roll Notes
30 STR 10 20 30 15- HTH Damage 6d6 END [3]
30 DEX 10 60 30 15- OCV 10 DCV 10
30 CON 10 40 30 15-
18 BODY 10 16 18 13-
18 INT 10 8 18 13- PER Roll 19-
23 EGO 10 26 23 14- ECV: 8
35 PRE 10 25 35 16- PRE Attack: 7d6
12 COM 10 1 12 11-
25 PD 6 19 25 25 PD (10 rPD)
25 ED 6 19 25 25 ED (10 rED)
6 SPD 4.0 20 6 Phases: 2, 4, 6, 8, 10, 12
16 REC 12 8 16
60 END 60 0 60
110 STUN 48 62 110
6" Running 6 0 6"
2" Swimming 2 0 2"
6" Leaping 6 0 6" 324 Total Characteristics Points
CHARACTER IMAGE
QUOTE
EXPERIENCE POINTS
Total earned: 771
Spent: 771
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 1121
MOVEMENT
Type Total
Run 6"
Swim 2"
H. Leap 6"
V. Leap 3"
DEFENSES
Type Amount
Physical Defense 25
Res. Phys. Defense 10
Energy Defense 25
Res. Energy Defense 10
Mental Defense 25
Res. Mental Defense 0
Power Defense 10
 
COMBAT INFORMATION
OCV: 10 DCV: 10
 
Combat Skill Levels:
+4 with HTH Combat
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Basic Strike 1/2 +1 +0 8d6 Strike
Charge 1/2 +0 -2 8d6 +v/5 Strike, FMove
Choke Hold 1/2 -2 +0 Grab One Limb; 2d6 NND
Counterstrike 1/2 +2 +2 8d6 Strike, Must Follow Block
Crush 1/2 +0 +0 10d6 Crush, Must Follow Grab
Defensive Block 1/2 +1 +3 Block, Abort
Defensive Strike 1/2 +1 +3 6d6 Strike
Defensive Throw 1/2 +1 +1 Block, Target Falls
Disarming Throw 1/2 +0 +0 Grab Weapon, 35 STR to take weapon away; Target Falls
Fast Strike 1/2 +2 +0 8d6 Strike
Grappling Block 1/2 +1 +1 Grab One Limb, Block
Grappling Throw 1/2 +0 +2 8d6 Strike; Target Falls; Must Follow Grab
Joint Break 1/2 -1 -2 Grab One Limb; HKA 1d6 +1 , Disable
Joint Lock/Throw 1/2 +1 +0 Grab One Limb; 1d6 NND ; Target Falls
Killing Strike 1/2 -2 +0 HKA 1d6 +1
Killing Throw 1/2 -2 +0 HKA 1d6 +1 , Target Falls
Legsweep 1/2 +2 -1 7d6 Strike, Target Falls
Martial Block 1/2 +2 +2 Block, Abort
Martial Disarm 1/2 -1 +1 Disarm; 40 STR to Disarm
Martial Dodge 1/2 -- +5 Dodge, Affects All Attacks, Abort
Martial Escape 1/2 +0 +0 45 STR vs. Grabs
Martial Flash 1/2 -1 -1 Flash 4d6
Martial Grab 1/2 -1 -1 Grab Two Limbs, 40 STR for holding on
Martial Strike 1/2 +0 +2 8d6 Strike
Martial Throw 1/2 +0 +1 6d6 +v/5, Target Falls
Nerve Strike 1/2 -1 +1 2d6 NND
Offensive Strike 1/2 -2 +1 10d6 Strike
Reversal var -1 -2 45 STR to Escape; Grab Two Limbs
Root 1/2 +0 +0 45 STR to resist Shove; Block, Abort
Sacrifice Disarm 1/2 +2 -2 Disarm, 40 STR to Disarm
Sacrifice Lunge 1/2 +2 -2 6d6 +v/5; FMove
Sacrifice Strike 1/2 +1 -2 10d6 Strike
Sacrifice Throw 1/2 +2 +1 6d6 Strike; You Fall, Target Falls
Shove 1/2 +0 +0 45 STR to Shove
Takeaway 1/2 +0 +0 Grab Weapon, 40 STR to take weapon away
Takedown 1/2 +1 +1 6d6 Strike; Target Falls
Weapon Bind 1/2 +1 +0 Bind, 40 STR
RANGE MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
DISADVANTAGES
Cost  Disadvantage
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
15 Enraged: If Friends Are Injured (Uncommon), go 11-, recover 11-
20 Hunted: Genocide 8- (Mo Pow, NCI, Harshly Punish)
15 Hunted: Brotherhood of Evil Mutants 8- (Mo Pow, Harshly Punish)
10 Hunted: Sabertooth 8- (As Pow, Harshly Punish)
25 Psychological Limitation: Protector of Innocents (Very Common, Total)
15 Psychological Limitation: Casual Killer (Common, Strong)
15 Psychological Limitation: Vengeful (Common, Strong)
5 Psychological Limitation: Animalistic Emotions (Uncommon, Moderate)
10 Reputation: Killer, 8- (Extreme)
10 Rivalry: Professional (Sabertooth; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry)
150 Total Disadvantages Cost

Character Name: Wolverine
Alternate Identities: Logan, James Howlett, Patch
Player Name: NPC
SKILLS
Cost  Name
3 Acrobatics 15-
3 Acting 16-
3 Breakfall 15-
3 Climbing 15-
3 Combat Driving 15-
3 Combat Piloting 15-
10 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Mainframes and Supercomputers, Military Computers) 13-
3 Concealment 13-
3 Conversation 16-
3 Deduction 13-
10 Defense Maneuver I-IV
4 Gambling (Card Games, Dice Games) 13-
3 Instructor 13-
3 Interrogation 16-
3 Linguist
1
1) Language: Cheyenne (fluent conversation)
0
2) Language: English (Idiomatic)
1
3) Language: Farsi (fluent conversation)
1
4) Language: French (fluent conversation)
1
5) Language: German (fluent conversation)
3
6) Language: Japanese (idiomatic)
2
7) Language: Lakota (completely fluent)
2
8) Language: Mandarin (completely fluent)
2
9) Language: Ninja Clan Codes and Symbols (Fluent Conversation; Literacy)
2
10) Language: Russian (completely fluent)
2
11) Language: Spanish (completely fluent)
1
12) Language: Thai (fluent conversation)
1
13) Language: Vietnamese (fluent conversation)
3 Mechanics 13-
3 PS: Teacher 13-
3 Paramedics 13-
3 Persuasion 16-
3 Scholar
1
1) KS: Esponage World 11-
2
2) KS: Kenjutsu 13-
1
3) KS: Local Underworld 11-
1
4) KS: Mercenary World 11-
1
5) KS: Ninjutsu or Karate (character's choice) 8-
7
6) KS: Scents 18-
3 Shadowing 13-
3 Sleight Of Hand 15-
3 Stealth 15-
3 Streetwise 16-
12 Survival (Arctic/Subarctic, Temperate/Subtropical, Tropical, Desert, Mountain, Urban) 13-
6 TF: Common Motorized Ground Vehicles, Combat Aircraft, Helicopters, Large Planes, Small Planes, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles
3 Tactics 13-
3 Teamwork 15-
9 Tracking 16-
3 Traveler
1
1) AK: Canada 11-
2
2) AK: Cold LAke, Alberta, Canada Area 13-
1
3) AK: Madripore 11-
1
4) AK: Muir Island 11-
1
5) CK: New York City 11-
2
6) CuK: Japanese Culture 13-
2
7) CuK: Madripoor Culture 13-
23 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Small Arms, Early Percussion Firearms, Flintlocks, Flying Claw/Guillotine, Garrote, General Purpose/Heavy Machine Guns, Grenade Launchers, Homemade Weapons, Hook Sword, Kiseru, Lajatang, Off Hand, Pendjepit, Rope Dart, Staffs, Three-Section Staff, Urumi, Wind and Fire Wheels
20 +4 with HTH Combat
208 Total Skills Cost
TALENTS
Cost  Name
9 Ambidexterity (no Off Hand penalty)
3 Bump Of Direction
22 Combat Sense (Discriminatory, Sense) 13-
32 Danger Sense (immediate vicinity, any danger, Function as a Sense) 19-/13-
3 Lightsleep
10 Resistance (10 points)
79 Total Talents Cost
 
POWERS
Cost  Power END
112 Claws: Killing Attack - Hand-To-Hand 3d6 (4d6 w/STR), Reduced Endurance (0 END; +1/2), Armor Piercing (x2; +1)0
40 Animal Empathy: Mind Control 8d6 (Animal class of minds), Reduced Endurance (0 END; +1/2); Only Against Mammalian Carnivores (-1/2)0
36 Regeneration: Healing 5d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Self Only (-1/2)0
20 Claw Block: Missile Deflection (Any Ranged Attack)0
18 Keen Senses: +6 PER with all Sense Groups0
13 Telepathic Resistance: Mental Defense (25 points total); Only Works Against Telepathy (-1/2)0
13 Sharp Ears: Ultrasonic Perception (Hearing Group), Targeting0
10 Immune to Diseases: Life Support (Immunity All terrestrial diseases and biowarfare agents)0
10 Immune to Poisons: Life Support (Immunity All terrestrial poisons and chemical warfare agents)0
10 Rapid Healing: Damage Resistance (10 PD/10 ED)0
Keen Nose
10
1) Targeting with Normal Smell
0
5
2) Tracking with Normal Smell
0
5
3) Discriminatory with Normal Smell
0
5
4) Analyze with Normal Smell
0
8 Sturdy Body: Lack Of Weakness (-8) for Normal Defense0
10 Sturdy Body: Power Defense (10 points)0
5 Nightvision0
2 Extended Lifespan: Life Support (Longevity 400 Years)0
332 Total Powers Cost
MARTIAL ARTS MANEUVERS
Cost  Maneuver
Advanced Martial Arts
3
1) Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 8d6 Strike
4
2) Charge: 1/2 Phase, +0 OCV, -2 DCV, 8d6 +v/5 Strike, FMove
4
3) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
4
4) Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 8d6 Strike, Must Follow Block
4
5) Crush: 1/2 Phase, +0 OCV, +0 DCV, 10d6 Crush, Must Follow Grab
5
6) Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
5
7) Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 6d6 Strike
3
8) Defensive Throw: 1/2 Phase, +1 OCV, +1 DCV, Block, Target Falls
5
9) Disarming Throw: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 35 STR to take weapon away; Target Falls
4
10) Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 8d6 Strike
5
11) Grappling Block: 1/2 Phase, +1 OCV, +1 DCV, Grab One Limb, Block
3
12) Grappling Throw: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike; Target Falls; Must Follow Grab
5
13) Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 1d6 +1 , Disable
4
14) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 1d6 NND ; Target Falls
4
15) Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
5
16) Killing Throw: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 , Target Falls
3
17) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls
4
18) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4
19) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm
4
20) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4
21) Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs
4
22) Martial Flash: 1/2 Phase, -1 OCV, -1 DCV, Flash 4d6
3
23) Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on
4
24) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike
3
25) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls
4
26) Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
5
27) Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike
4
28) Reversal: var Phase, -1 OCV, -2 DCV, 45 STR to Escape; Grab Two Limbs
4
29) Root: 1/2 Phase, +0 OCV, +0 DCV, 45 STR to resist Shove; Block, Abort
4
30) Sacrifice Disarm: 1/2 Phase, +2 OCV, -2 DCV, Disarm, 40 STR to Disarm
4
31) Sacrifice Lunge: 1/2 Phase, +2 OCV, -2 DCV, 6d6 +v/5; FMove
5
32) Sacrifice Strike: 1/2 Phase, +1 OCV, -2 DCV, 10d6 Strike
3
33) Sacrifice Throw: 1/2 Phase, +2 OCV, +1 DCV, 6d6 Strike; You Fall, Target Falls
4
34) Shove: 1/2 Phase, +0 OCV, +0 DCV, 45 STR to Shove
5
35) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 40 STR to take weapon away
3
36) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 6d6 Strike; Target Falls
4
37) Weapon Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, 40 STR
29
38) Weapon Element: Axes, Maces, Hammers, and Picks, Blades, Chain & Rope Weapons, Clubs, Empty Hand, Fist-Loads, Flails, Flying Claw/Guillotine, Garrote, Homemade Weapons, Hook Sword, Karate Weapons, Kiseru, Lajatang, Mourn Staff, Ninja Weapons, Off Hand, Pendjepit, Polearms and Spears, Rings, Rope Dart, Spread-The-Water Knife, Staffs, Staffs, Three-Section Staff, Two-Handed Weapons, Urumi, War Fan, Wind and Fire Wheels
178 Total Martial Arts Cost

Character Name: Wolverine
Alternate Identities: Logan, James Howlett, Patch
Player Name: NPC
APPEARANCE
Hair Color: Black
Eye Color: Brown
Height: 5' 3"
Weight: 300 lbs
Description:
BACKGROUND
James Howlett, the mutant now known as Wolverine, was born into privilege in Alberta, Canada, during the late 19th century, the second son of John and Elizabeth Howlett. Young James' mother was distant and remote due to the untimely death of her first son. Growing up, the sickly James was close friends with the red-headed Rose, his companion and tutor, and "Dog," the son of the Howlett’s cruel groundskeeper Thomas Logan.

Dog’s growing obsession with Rose finally prompted him to attack her -- forcing James’ father to fire Thomas, and evict him and Dog from their home on the Howlett estate. The groundskeeper and his son stole into the mansion the next night and attempted to convince Mrs. Howlett to leave with them. Apparently, Thomas and Elizabeth Howlett had been engaged in an ongoing affair. When John Howlett interrupted their discussion, Thomas shot and killed his former employer. At the shock of seeing his father murdered, James manifested his latent mutant abilities, and bone claws jutted from the back of each hand. The beast within the boy unleashed at last, James attacked and killed Thomas, and slashed Dog’s face. Completely unhinged by the violence, Elizabeth took her own life.

James suffered a severe breakdown; his mutant abilities "healed" his mind as well as his body, blocking all memories of his last months at the Howlett estate. Because Rose and James were blamed for the deaths at the mansion, she spirited him away to a British Columbia mining colony. Rose gave James the name "Logan," so that his real identity would remain unknown.

The frail "Logan" grew into a strapping young man at the mine and became known for his strength and ferocity. He spent a great deal of time among the wolves in the nearby wilderness, discovering he had more in common with the wild beasts than his fellow man. Bullied incessantly, Logan acquired the nickname "Wolverine" thanks to his tenacity and refusal to back down from a challenge.

Logan’s happiness at the camp came to an end when Dog tracked him down. Finally remembering the night of his father’s death, Logan fought Dog savagely. During the struggle, Logan accidentally impaled Rose on his claws, killing her. Wracked by grief over the death of the woman he truly loved, he fled into the woods. Logan was not seen again for many years, but the legend of the man called Wolverine had begun.

The rest of Logan’s life is shrouded in mystery, peppered with half-truths and anecdotal reports of unconfirmed sightings. His healing factor seems to act against the effects of aging -- which would explain why, as a man of more than 120 years, he appears to be in his mid-30s.

In the latter half of the 20th century, the Canadian government subjected Logan to a bizarre battery of experiments intended to forge the ultimate killing machine. Weapon X scientists grafted the indestructible metal adamantium to Logan's skeleton and bone claws, and introduced memory implants that shaped his past to suit their ends. Combined with the earlier effects of his healing factor, these false memories have made it impossible for Logan to discern fact from fiction when recalling his former life. He now knows little of his past, save that it was fraught with pain and loss.

Wolverine was working as an operative for the Canadian government when he accepted Professor X’s offer to join the X-Men. Logan chose to stay on partly due to his belief in Xavier’s vision for the co-existence of humans and mutants, and partly because of his attraction to Jean Grey. During his time with the X-Men, Logan has worked to regain his lost memories, but virtually every answer leads him to even more new questions.

Although he would rarely admit it, Logan remains with the X-Men because he feels the team is the closest thing he has to a family in the world. Serving with the X-Men has given Logan what he had been missing for so long: a cause worth fighting for. Still somewhat uncontrollable and unpredictable in battle, and prone to an occasional berserker rage, Wolverine has proven to be a tremendous asset to the team; he continues to make his home in Xavier’s mansion. Beneath his brutish exterior, Wolverine will always be the scared, insecure boy who lashed out at the world all those years ago, doomed never to make peace with his troubled past.
POWERS/TACTICS
Wolverine is a mutant with a number of enhancements to his physiology. Wolverine possesses heightened senses, making him capable of seeing things at a maximum distance greater than that of a normal human. His hearing is enhanced in a similar manner, and he is able to recognize people and objects by scent, even if that person or object is hidden. Logan can use these enhanced senses to track anyone, with an impressive degree of success.

He possesses retractable bone claws that are housed in his forearms, they are part of his skeleton system. At will Wolverine can release these claws through his skin between the knuckles on each hand. The skin between the knuckles tears and bleeds, but bleeding is quickly halted by his healing factor. The claws are naturally sharp and tougher than that of normal human bone structure. This allows Wolverine to be able to cut through most types of flesh and natural materials. (Note: While Wolverine possessed his adamantium skeleton, his claws were able to cut through almost any material without any fear of damage to the claws.)

Lastly, Wolverine possesses an accelerated healing factor based on his physiology. While most normal humans heal injuries over a long period of time, Wolverine's healing factor speeds up that natural process. Wolverine's natural healing has been advanced to the point where he can heal extensive injuries (such as broken limbs) in a matter of hours to days. This factor gives him a higher resistance to poisons and toxins, and he can recover from almost any injury. The more extensive the injury, the longer the healing time will be.

Due to his extensive training as a CIA operative, a Samurai, and as a member of the Weapon X program, Wolverine is a master of multiple forms of martial arts, weapons, and vehicles. He is also a trained expert in computers, explosives, and assassination techniques.

Wolverine is not immortal, however. If the injuries are extensive enough, especially if they result in the loss of vital organs, large amounts of blood, and/or loss of physical form (such as having flesh burned away by fire or acid), Logan can die.

Wolverine, again due to his healing factor, has an enhanced resistance to disease, as well as an extended life span. Despite Wolverine's chronological age, he is still as healthy and physically fit as a man in his prime
PERSONALITY/MOTIVATION
CAMPAIGN USE
DESIGN NOTES
Created: Mon, 10 Feb 2020 13:33:34

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