X-Men Skill Program/X-Men Skills


These are the essential skills that X-Men need. One is either allowed to take it as a skill program or to take individual skills, whichever they see fit in their best interests.
Shi'ar Technology
Pilot:Blackbird
Mutant Biology
X-Men History
Danger Room Operation
Danger Room Programming
Danger Room Repair
X-Men HtH



Shi'ar Technology
This is the basic understanding and use of the advanced technology of the Shi'ar. This does not include repair, maintanence, or piloting Shi'ar warbirds nor is it a history of the Shi'ar race. This skill is just a basic understanding and use of weapons, computers, and the basic technology available within the mansion.
Base Skill: 15% +4% per level of experience


Pilot: Blackbird
Training includes flying, arieal combat strategies, maneuvering, and basic jet systems of the highly advanced Blackbird(Weapon Systems is needed for a working knowledge of the weapon systems).
Required Skill: Shi'ar Technology
Base Skill: 35% +5% per level of experience


Mutant Biology
This is the basic understanding of cells, anatomy, physiology, evolution, and genetics of mutants and their powers. Characters will know how to read x-rays, use microscopes, and identify new forms of bacteria.
Base Skill: 30% +4% per level of experience


X-Men History
This skill covers all there is to know about the X-Men, their battles, powers they possess, enemies and similair effects. Also includes the different mutant varients, what powers they possess, mutant lore and myths, etc. A character will also be able to recognize mutants by their power signature, as well as names of infamous and famous mutant "leaders" and similar facts.
Base Skill: 35% +5% per level of experience


Danger Room Operation
A knowledge or how the Danger Room works, along with the skills to operate the periphals like keyboards, danger level, etc. Characters can follow Danger Room instructions, retrieve information, and similar basic Danger Room operations. However, this does not include programming sessions.
Required Skills: Shi'ar Technology
Base Skill: 30% +5% per level of experience


Danger Room Programming
Advanced Danger Room knowledge that includes programming, designing, debugging, and testing Danger Room sessions. Required Skills: Shi'ar Technology, Danger Room Operation
Base Skill: 25% +4% per level of experience


Danger Room Repair
Knowledge of the internal electronics and Shi'ar technology of the Danger Room. The character can attempt to repaiar or sabotage the Danger Room. Note that figuring out the problem is one roll and the actual repair is a second roll. A failed roll means the repair is faulty and adds another hour of repair and -10 to the next roll. This happens for each failed roll. Six failed rolls means the character has spent 6 hours on the problem and now is -60 to his repair roll( a roll of 01 is always successful).
Required Skills: Shi'ar Technolgy
Base Skill: 20% +4% per level of experience


X-Men Hand to Hand
This combat style is a style created by Logan(Wolverine), Gambit, Kitty & Psylocke. It's very pragmatic, using the philosophy "whatever works". It also relies strongly on teamwork to take foes out quickly. Techniques range from brute powers, assualt of vital points, joint locks and even throwing techniques. Any advantage will also be used without a second thought, much like Jujitsu. Stance is whatever is comfortable for the character, formless fighting, similar to Jeet Ken do.
Attribute Bonuses: +3D6 to SDC, +2 to PS, +1 to PP
Limitations: Takes a 1 full year to 1 1/2 years to fully grasp and understand.
  1. Four attacks/actions per melee(the automatic two is included), snap kick 1D6 damage, knife hand 2D4 damage, +2 to parry and dodge, +3 to roll with punch, +1 to strike on team attacks(a team attack is when two or more characters attacks in unison, one right after another. Sometimes charactesr may have to hold actions for this to work. For every attacker in team attacks add bonus(four attackers will add +3 to their stike rolls including other bonuses) The downfall is characters who dodge any attack will negate a team attack. Rolling with punch and Parry is allowed.)
    Basic and Special Moves: Maintain balance, disarm, break fall, body flip/throw, knee and elbow strikes 1D6 Damage, pull punch, roll with punch/fall/impact, normal kick 2D4 damage, and holds. Also usual strike, parry and dodge.
  2. +1 strike, +1 dodge, +2 roll with punch
  3. +1 on initiative and critical strike from behind, +1 maintain balance
  4. +1 attack, +1 team attack, +2 damage, +1 pull punch, +1 disarm
  5. Palm strike 2D4 damage, +1 dodge, leap attacks and jump kick
  6. Critical strike on natural roll of 18, 19, or 20
  7. +1 strike, +1 body flip/throw, +2 disarm
  8. +1 attack, +1 maintain balance, +2 team attack
  9. Critical flip/throw on natural 17-20
  10. +2 initiative, +1 parry and dodge, +2 body flip/throw
  11. +1 attack, +1 team attack, +2 pull punch
  12. +1 initiative, +1 strike, +1 parry and dodge
  13. +2 damage, +2 pull punch, +2 break fall
  14. +1 attack, +3 team attack
  15. Deathblow!


Home
Back