So, as I mentioned in the podcast, the best DM’s often engage in the practice of bricolage, artfully lifting and re-appropriating pre-existing characters and ideas into their own game for the enjoyment of all, either as a condition of a pre-existing fantasy game world (like having Eliminister the Sage of Shadowdale drop in on your Forgetten Realms game) or taking your favorite fictional characters and making a thinly-disguised version of them for your own games.

I didn’t get any submissions for this, to my chagrin, but I had a fairly ambitious idea in place even before I began working on this to pull off in case this happened. So, without further ado, here is not one or two or three or four but five different characters that could function as a rival NPC party in three different systems.

Photobucket

My choice has been to do the original five X-Men (Cyclops, Beast, Angel, Iceman, and Jean Grey) in different settings. Although it may seem obvious to do this in one of the myriad superhero RPG settings (Mutants & Masterminds, or one of the sundry Marvel universe games,) that would be too easy (and too direct a translation.)

The format I’m going to be using for this is as follows: I talk a little bit about what I know and have researched about the character. Then, I’ll present some stat write-ups with brief backgrounds adapted to three particular settings. For these X-Men write-ups, all five will be from the same three settings: Dark Heresy, D&D 3.5 (Eberron in particular, for reasons that will become more and more apparent as they come out,) and Exalted. Each of these settings isn’t exactly known for super-heroes, but that’s part of the challenge and fun. Future installments will include different systems.

Photobucket

Cyclops has been the field leader, and more recently head leader, of the X-Men for almost the entirety of their run. He grew from a conflicted young man worried about controlling his power and the impact on his relationships to a confident and stoic field leader. In an interview for Wizard magazine along with Geoff Johns (I forget the month,) Grant Morrison mentioned his love for the character, noting in addition to his repression how Cyclops decided to be a superhero in his teens and more or less has stuck to it with vigor.

Scottius Summersisle of Adeptes Chi
Imperial World Cleric (Blessed Ignorance, Hagiography, Liturgical Familiarity, Superior Origins)

WS 26
BS 43
S 26
T 35
Ag 30
Int 28
Per 30
WP 44
Fel 30

Basic Skills: Common Lore (Imperial Creed), Common Lore (Imperium,) Common Lore (War,) Speak Language (Low Gothic, High Gothic,) Literacy, Trade (Copyist), Trade (Valet)

Talents: Awareness, Melee Weapon Training (Primitive,) Pistol Training (SP), Thrown Weapon Training (Primitive,) Resistance (Cold,) Simple Advances (Willpower and Ballistic Skills)

Wounds: 11
Fate Points: 3
Movement: 3/6/9/18

Equipment: Sword, Autopistol and1 clip, 5 Throwing Knives, Flak Vest, Aquila necklace, Ecclesiarchy robes, 4 candles, charm (skull,) backpack, Autoquill, Data-Slate, Lascutter, Magnoculars
105 throne gelt

Appearance: Svelte/1.85m, 70 kg, 21 years old, Fair Skin, Brown Hair, Brown Eyes, Devotional Scar

Background: Backwater World

Divination: “Mutation without, corruption within.” (Nightsider mutation)

Raised on a low-sunlight planet, Scottius Summersisle was raised in an orphanage before turning to the service of the Emperor. He feared his mutation would keep him from serving efficiently, and perhaps that’s the reason he has been chosen as part of Inquisitor Xavier’s Adeptes Chi, an order of mutant inquisitors serving the Emperor by battling and routing out heresy and mutation with great fervor. Summersisle himself tries to show his fervor to the Emperor by leading his Inquisitors to bigger and bigger glories.

One-Eyed Somners
Human Marshal 2/Paladin 2 Lawful Good (CR 3)
Abilities
Str 13 Dex 14 Con 14 Int 10 Wis 14 Cha 14

BAB: +3
Melee: +4
Ranged: +5

Saves: For +10, Ref +4, Will +7
AC 18tin, Flat-Footed 16, Touch 12
30 HP

Skills: Bluff +7, Diplomacy +18, Intimidate +4, Knowledge (Nobility and Royalty) +5, Knowledge (Religion) +2, Ride 5, Sense Motive +7, Speak Language (Dwarf, Elf, Gnome, Halfling)

Languages Known: Common, Dwarf, Elf, Gnome, Halfling

Feats: Aberrant Dragonmark (Burning Hands 1/day,) Skill Focus (Diplomacy,) Point-Blank Shot, Knight Training (Marshal)

Class Abilities: Minor Aura, Aura of Good, Detect Evil, Smite Evil 1/day, Major Auras +1, Divine Grace, Lay on Hands (4 HP)

Marshall Auras: Minor: Art of War
Major: Motivate Attack

Equipment:
Breastplate +1
Masterwork Composite Longbow (+2 Strength bonus)
Masterwork Longsword
40 Arrows
Quiver
Backpack
–8 days trail rations
–Lantern, Bullseye
–4 flasks of oil
–10’ silk rope
–Elixir of Vision
–Crowbar
–Silver Holy Symbol
–3 potions of Cure Light Wounds
Heavy Warhorse, Military Saddle, Studded Leather Barding
37 gp, 6 sp

A youthful veteran of the Last War, Somners lost an eye in a Cyran attack on his unit. During this conflict, his aberrant dragonmark manifested itself, helping him to incinerate his attacker and lead his troops to victory. In seeking to understand this, he turned to the Sovereign Host and became a devotee of Aureon, hoping to understand just what was happening to him. It was around this time he fell in with the aberrant-marked of House Tarkanan, where his quiet leadership helped him to draw a group of similar like-minded members of the House towards a career as adventurers, helping to seek out other Aberrant-marked like them. He serves as the team’s leader and provides ranged support more often than not.

Í-Ska-Tu, The Glaring Ruby Eye of the Sun
Motivation: Lead the outcast Anathema of the world so they may coexist with mortals peacefully
Intimacies: The Sage (Paternal Affection,) Immaculate Order (Hatred,) Lady Grey (seemingly unrequited affection)
Exaltation: Solar
Caste: Dawn
Anima: A giant Ruby Red Eye opens above him and radiates golden light

Attributes:
Physical:
Str: 3
Dex: 4
Sta: 4
Social:
Cha: 3
Man: 2
App: 2
Mental:
Per: 3
Int: 3
Wits: 3

Abilities:
Dawn
Archery: 4
Martial Arts: 3
Melee: 2
Thrown: 4
War: 3
Zenith
Integrity (Favored): 2
Presence: 1
Resistance (Favored): 1
Twilight
Lore: 1
Night
Athletics: 1
Awareness (Favored): 4
Dodge (Favored): 2
Eclipse
Linguistics: 1 (Native: Frosttongue, Other: High Realm)
Socialize: 1
Sail (Favored): 1

Combat:
Clinch: Spd 6, Acc 7, Dmg 3B – P, Def -, Rate 1
Kick: Spd 5, Acc 7, Dmg 6B, Parry DV 3, Rate 2
Punch: Spd 5, Acc 8, Dmg 3B, Parry DV 5, Rate 3
Orhichalcum Long Powerbow: Spd 6, Acc 9, Dmg 7L, Rate 3, Range 400

Backgrounds:
Orhichalcum Long Powerbow (Artifact 3)
Orhichalcum Breastplate (Artifact 1)
The Red Jade Visor (Artifact 3, custom-designed per the rules in Oadenol’s Codex): This Orhichalcum Slotted helmet, in addition to providing the protection, has a special ruby visor that helps the viewer gain a heightened sense of awareness. The wearer first commits 8 points of Essence, but, after that point, they gain an additional 1 die in Perception-based rolls involving sight, as well as 1 automatic success to any Archery or Thrown rolls.
Mentor 2 (The Sage)

Charms:
AWARENESS
First Awareness Excellency
Keen Sight Technique
DODGE
Shadow Over Water
RESISTANCE
Ox-Body Technique [x1]
ARCHERY
Essence Arrow Attack
(Righteous Judgment Arrow)
Phantom Arrow Technique
THROWN
Returning Weapon Concentration
Spirit Weapons
WAR
Second War Excellency
Rout-Stemming Gesture

Virtues:
Com: 4
Con: 2
Tem: 2
Val: 4
Virtue Flaw: Red Rage of Compassion

Willpower: 9
Essence: 2
Personal Essence: 1/15
Peripheral Essence: 35
Committed: 14

Dodge DV: 4
Dodge MDV: 6

Soak:
L: 2
B: 4
Armor:
L: 8 [H3]
B: 6 [H3]

-0/-1/-1/-1/-2/-2/-2/-2/-4/I

Born in the North, Í-Ska-Tu loss his parents in a tragic airship attack, he dropped down to the ground, trying to shield his brother Ahlex from the fall. The two were kept in an Immaculate orphanage run by the mysterious Essex, who has been discovered to be a foul Akuma serving the Yozi She Who Lives in Her Name through her aspect as The First One. The young man Exalted upon leaving the orphanage and stumbling into the tomb of his previous incarnation as a mighty First Age general, which led him to the attention of The Sage, a powerful wizard whose full intentions and motives are a mystery. The Glaring Ruby Eye of the Sun has embraced his help and assistance in learning to control his new powers, and has become the reluctant field leader of a mixed circle of so-called “Anathema.”

Advertisements