My Big, Fat Caped Wedding [Cortex Plus]

[color=#4000FF][size=200]MY BIG, FAT CAPED WEDDING[/size][/color]

[size=129][color=#4000FF]Style:[/color] Superheroes; X-Men; Marvel Universe;

[color=#4000FF]Synopsis:[/color] The Player-Characters are all member of the X-Men and were invited to the wedding of Cyclops and Emma Frost. When they want to personally congratulate the two betrothed, there is an ‘incident’ however …

[color=#4000FF]Characters:[/color] Forge (John Silvercloud), Hellion (Julian Keller), Iceman (Robert Drake), Rogue (Marie D’Ancanto), Shadowcat (Kitty Pryde), Tempus (Eva Bell) and optional Princess Powerful (Molly Hayes)*.[/size]

* will only be available, if there are 4+ players

[size=129][color=#4000FF]System:[/color] Marvel Heroic Roleplaying [Cortex Plus]

[color=#4000FF]Dice:[/color] D4, D6, D8, D10, D12[/size]

[color=#0000FF][size=150]Disclaimer:[/size][/color]

[ul]
[li]This is just a oneshot for the Thursdays’ Indie Bar* Group[/li]
[li]I will probably dm this in 2 weeks or so? dunno :nerd: [/li]
[li]I will a use a “Rogue” version with no permanent imprints (no “Ms. Marvel”; no “Sunfire”)[/li]
[li]I will a use a “Shadowcat” version with no “Lockheed” (her pet dragon)[/li]
[li]I will post something about the RPG System and the [color=#0000FF]Characters[/color] listed above later.[/li][/ul]

[size=85]* ™ by Alrik[/size]

Sounds interesintg! Count me in!

How does the system compare to the old one we played with H?

It’s a completely different beast that has very little in common with the original, or any of the other games in between. This one mainly draws on the Fate school of gaming, with a few quirky ideas (such as an interesting initiative system) thrown in.

Unfortunately for the game, the fiendish Doctor Licensing threw it into the Chasm of Discontinuation after a very brief run.

(I’ll take “In” as a Distinction, too, please.)

Basically what -H- said.

It is very fast and freeform (and therefore very Bar Group * friendly I suppose).
The only thing that those two have in common is, that you supposed to play official Marvel Heroes instead of creating your own superheroes.

Initially I thought about using Mutants & Masterminds 3rd Edition for this scenario, but I wanted to try out the Marvel Heroic Roleplaying rules for some time.

The same System (Cortex Plus) is also used in the Leverage, Smallville and the Firefly RPGs.

[size=85]* ™ by Alrik[/size]

Sounds intriguing. Count me in. Two weeks from now might work.

Will probably have to skip this week…

Btw: Indie Bar Group. Yes indeed.


No need for overcompensation since 1984.

[color=#0000FF][size=150]FORGE (John Silvercloud)[/size][/color]

[size=120][color=#0000FF]History:[/color][/size]

Forge was raised from an early age in the traditions of Cheyenne medicine men, but when his mutant power to intuitively invent things manifested, he chose to pursue military service instead.
During one of his tours of duty, enemy forces wiped out his entire squad. Seeking to use his shamanistic training for revenge, he gathered the spirits of his fallen comrades together and opened a mystic gateway. A horde of demons poured forth before Forge realized his error in judgment. He called in an air strike to eliminate the demons, but lost his leg and hand in the process. Afterward, Forge swore to never again use magic to solve his problems.
Recruited by S.H.I.E.L.D. as an inventor and engineer, Forge contributed to the Helicarrier’s design, as well as various other technological marvels. One such device, a power neutralizer, was used by Henry Peter Gyrich to strip away the mutant powers of Ororo Munroe, AKA Storm. This complicated relations between Forge and the X-Men, though ultimately Storm regained her powers and Forge became one of the X-Men himself. During his tenure with the X-Men, Forge confronted the Adversary, a being he had unwittingly released years ago when he opened the mystic gateway. Forced once again to use his magic, Forge used the spirits of the X-Men to seal the gateway shut permanently.
He later spent time acting as a government operative before returning to Xavier’s team as their chief technician. After M-Day, Forge retained his mutant powers, and has used them to inquire into the cause of the Decimation, to no avail.
Most recently he assisted the New X-Men in battling the future sentinel Nimrod, a threat he only now realizes he had a part in creating.

[size=120][color=#0000FF]Personality:[/color][/size]

Forge possesses a grim responsibility 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.

[size=120][color=#0000FF]Abilities & Resources:[/color][/size]

Forge’s mutant talents offr him a way of understanding and using technology in an entirely intuitive manner. He doesn’t necessarily have the kind of scientifi or technological training that many others have, but he doesn’t need it; he understands weapons, equipment, machines, electronics, and other inventions on a subconscious level, allowing him to literally build anything. Given ample resources, he can come up with a gadget or device for any situation.
Forge is also trained in Cheyenne mystic ritual, allowing him to open and seal mystic portals, summon or gather together spirits, and commune with nature. He rarely falls back on these talents, however, preferring to use technology as a solution.
As well as the X-Men and related teams, Forge maintains many high-level government contacts, including some within S.H.I.E.L.D. and international peacekeeping forces. His patents and past successes continue to keep him well stocked in tech supplies and tools.

[spoiler=STATS]Affilations:

[ul][li][size=125]SOLO: d6; BUDDY: d10; TEAM: d8;[/size][/li][/ul]

Destinctions:

[ul]
[li][size=125]CRACK SHOT[/size][/li]
[li][size=125]INTUITIVE INVENTOR[/size][/li]
[li][size=125]WEIGHT OF THE WORLD[/size][/li][/ul]

Power Set:[ul]

[li][size=150]MUTANT TECHNO-SHAMAN[/size][list]

[*][size=120]ENHANCED SENSES: d8[/size][/li]
[li][size=120]EXPERT SORCERY: d8[/size][/li]
[li][size=120]MIMIC: d8[/size][/li]
[li][size=120]MYSTIC RESISTANCE: d6[/size][/li][/ul]

[ul][li]SFX: Built to Spec. When you activate an Opportunity to create a COMBAT or TECH Resource, step up the Resource die. If another player gives you 1PP, their hero may also use this resource.[/li]
[li]SFX: Technological Intution. When using MIMIC to create technology based Assets or Complications add d6 and step up your effect die.[/li]
[li]SFX: We Can Rebuilt Him. When helping cyborgs or robots recover stress, add ENHANCED SENSES to your dicepool. Spend 1PP to recover your own or another robotic or cybernetic character’s physical stress or step back your own or another cybernetic or robotic character’s physical trauma.[/li]
[li]Limit: Prototype. When you create an Asset or Complication with MIMIC, shutdown MIMIC until the Asset or Complication is eleminated, removed, or recovered.[/li]
[li]Limit: Reluctant Medicine Man. If your dicepool includes EXPERT SORCERY, both 1s and 2s create Opportunities, but only 1s are excluded from being used as totals or effect dice.[/li]
[li]Limit: Mutant. Earn 1 PP when affected by mutant-specific Milestones and tech.[/li][/ul][/*:m][/list:u]

Specialties:

[ul]
[li][size=120]COMBAT EXPERT: d8[/size][/li]
[li][size=120]MYSTIC EXPERT: d8[/size][/li]
[li][size=120]SCIENCE MASTER: d10[/size][/li]
[li][size=120]TECH MASTER: d10[/size][/li]
[li][size=120]VEHICLES EXPERT: d8[/size][/li][/ul]

Milestones:

[ul]
[li][size=125]MODERN MEDICINE MAN[/size][list]
[*] 1XP: when you discuss how technology could help a situation, or how magic cold make it worse. [/li]
[li] 3XP: when you use SCIENCE MASTER or TECH MASTER to create an Asset.[/li]
[li]10XP: when you either destroy something dangerous that you helped to create, or realize that your technology is causing trouble because it has no soul and begin to use magic in your technological efforts.[/li][/ul]

[/:m]
[li][size=125]S.H.I.E.L.D. OPERATIVE[/size][ul]
[
] 1XP: when you discuss past work you have done for S.H.I.E.L.D… [/li]
[li] 3XP: when you help a mutant to evade S.H.I.E.L.D. or other government forces.[/li]
[li]10XP: when you either take a high ranking position with S.H.I.E.L.D., so that you can make the world a better place, or vow to never work with S.H.I.E.L.D. again, considering the organisation an enemy to mutantkind.[/li][/ul][/*:m][/list:u][/spoiler]


Crippled me. Took…my…haaaaands!!!

[size=150][color=#0000FF]HELLION (Julian Keller)[/color][/size]

[color=#0000FF][size=120]History[/size][/color]

Julian Keller was born with a silver spoon in his mouth. His parents tried to keep his mutant powers quiet, but when Julian refused, he was sent to join Xavier’s School for Gifted Youngsters. There, he quickly earned a place leading Emma Frost’s team of students known as the Hellions, showing creativity and skill in the use of his telekinetic powers.
Hellion often found himself in trouble, fighting not only super villains, but the FBI and the New Mutants as well. He caused an incident at the airport in an attempt to take some of his friends to his home in California, causing his parents to disown him.
Following the devastating M-Day incident, Julian competed with remaining powered students for positions on the new team Emma was assembling. He was ordered to eliminate X-23 from the competition, but when he refused, Surge was made leader as his punishment.
He recently lost his two hands, but received cybernetic replacements he controls with his telekinetic powers.

[color=#0000FF][size=120]Personality[/size][/color]

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 attitude. 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.

[color=#0000FF][size=120]Abilities & Resources[/size][/color]

Julian can create fantastic surges of telekinetic energy, which cause his hands and eyes to glow green. He has mastered his ability, able to create fields of energy, fly at incredible speeds, and even affct multiple objects from a great distance away.
As a member of the New X-Men, Julian has the resources of the Xavier Institute at his disposal, including the Blackbird, medical facilities and multiple other supplies the school provides.

[spoiler=STATS]Affilations:

[ul][li][size=125]SOLO: d6; BUDDY: d8; TEAM: d10;[/size][/li][/ul]

Destinctions:

[ul]
[li][size=125]BRASH & BOLD[/size][/li]
[li][size=125]SHORT TEMPERED [/size][/li]
[li][size=125]WE ARE THE FUTURE[/size][/li][/ul]

Power Set:[ul]

[li][size=150]TELEKINETIC FIELD[/size][list]

[*][size=120]SUPERHUMAN DURABILITY: d10[/size][/li]
[li][size=120]SUPERSONIC FLIGHT: d10[/size][/li]
[li][size=120]TELEKINETIC BLAST: d8[/size][/li]
[li][size=120]TELEKINETIC MASTERY: d10[/size][/li][/ul]

[ul][li]SFX: Absorb the Blow. When using SUPERHUMAN DURABILITY in your dicepool, redirect physical stress to mental stress at no cost. Spend 1PP to step back redirected stress.[/li]
[li]SFX: Area Attack. Against multiple targets add d6 and keep an extra die for each additional target.[/li]
[li]SFX: Multipower. Add more then one TELEKINETIC FIELD power die to your pool. Step back each TELEKINETIC FIELD power die in your pool once for each die beyond the first.[/li]
[li]SFX: Telekinetic Constructs. When using a TELEKINETIC FIELD power to create Assets, add d6 and step up your effect die.[/li]
[li]Limit: Conscious Activation. While stressed out, asleep or unconscious shutdown TELEKINETIC FIELD. Recover TELEKINETIC FIELD, when you recover that stress or wake up. If you take mental trauma, shutdown TELEKINETIC FIELD until you recover that trauma.[/li]
[li]Limit: Mutant. Earn 1 PP when affected by mutant-specific Milestones and tech.[/li][/ul][/*:m][/list:u]

Specialties:

[ul]
[li][size=120]BUSINESS EXPERT: d8[/size][/li]
[li][size=120]COMBAT EXPERT: d8[/size][/li]
[li][size=120]MENACE EXPERT: d8[/size][/li][/ul]

Milestones:

[ul]
[li][size=125]FROST’S DISCIPLE[/size][list]
[*] 1XP: when you put down an ally or seek advice from Emma Frost. [/li]
[li] 3XP: when you let someone know, that you are better than him or her.[/li]
[li]10XP: when you form a mutant team for Emma Frost to lead, or find the flaws in Frost’s philosophy and seek out another mutant leader.[/li][/ul]

[/:m]
[li][size=125]LADY’S MAN[/size][ul]
[
] 1XP: when you flirt with a female mutant. [/li]
[li] 3XP: when you help an ally with romantic troubles.[/li]
[li]10XP: when you either dedicate yourself to one relationship, or break off a relationship, ending a romance.[/li][/ul][/*:m][/list:u][/spoiler]


Ice ice baby.

[size=150][color=#0000FF]ICEMAN (Robert “Bobby” Drake)[/color][/size]

[size=120][color=#0000FF]History:[/color][/size]

Bobby’s powers fist manifested when he froze a bully solid. Cyclops was sent to recruit him, but a mob closed in on both young mutants. Professor Xavier saved them from the angry crowd and Bobby joined the X-Men as Iceman, where he quickly became best friends with Beast. Iceman was involved in their early encounters against numerous foes and was one of the original X-Men captured by the island of Krakoa. After that incident he left the team to join the Champions, and later the Defenders, at times alongside fellow original X-Men comrades Beast and Angel. Eventually, the original X-Men all reunited as X-Factor.
Bobby was kidnapped by Loki to use in a plan alongside Frost Giants. Iceman was rescued, but not before his powers were augmented to such an extent that he needed a dampening belt to safely use them. His powers stabilized and he rejoined the X-Men, where a confrontation with the mutant Mikhail made Bobby realize he had not yet tapped the full extent of his powers. When a comatose Emma Frost hijacked Iceman’s body and demonstrated even further abilities he had never thought to use, Iceman’s confience was shaken. He fought Black Tom, triggering his secondary mutation, which left him a being of pure ice. Iceman resolved to embrace his powers and explore their full potential. After M-Day, it appeared that Iceman’s powers had been stripped from him, but it turned out to be a self-imposed mental block.

[color=#0000FF][size=120]Personality:[/size][/color]

As the youngest of the original team, he was unsure of himself 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 lacking confience. He is one of the few Omega Class mutants in the world, and ought to be unrivaled 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.

[color=#0000FF][size=120]Abilities & Resources:[/size][/color]

Iceman can lower the temperature around him and gather moisture to create ice. Originally, this manifested as a snowman-like appearance and later as translucent ice. He often made sleds of ice to replicate fling, but can now propel himself with ice and through moisture. He can use his ice to bulk himself up for battle, to create weapons and objects, and to hinder or bind his foes; he can reassemble himself if his ice form is broken, and can sense others by the change in heat they produce. As an original member of the X-Men, he is well known in the mutant community and counts much of the X-Men as close friends. He has connections to other heroes from when he was on the Champions and Defenders. Iceman can rely on countless heroes to answer his call should there ever be a need.

[spoiler=STATS]Affilations:

[ul][li][size=125]SOLO: d6; BUDDY: d10; TEAM: d8;[/size][/li][/ul]

Destinctions:

[ul]
[li][size=125]HAPLESS ROMANTIC[/size][/li]
[li][size=125]HEROIC PRANKSTER[/size][/li]
[li][size=125]TERRIFYING POTENTIAL[/size][/li][/ul]

Power Set:[ul]

[li][size=150]CRYOKINESIS[/size][list]

[*][size=120]ENHANCED DURABILITY: d8[/size][/li]
[li][size=120]ENHANCED SENSES: d8[/size][/li]
[li][size=120]ENHANCED SPEED: d8[/size][/li]
[li][size=120]ENHANCED STAMINA: d8[/size][/li]
[li][size=120]ICE BLAST: d8[/size][/li]
[li][size=120]ICE MASTERY: d10[/size][/li]
[li][size=120]INTANGIBILITY: d6[/size][/li][/ul]

[ul][li]SFX: Area Attack. Against multiple targets add d6 and keep an extra die for each additional target.[/li]
[li]SFX: Ice Constructs. When using a CRYOKINESIS power to create Assets, add d6 and step up your effect die.[/li]
[li]SFX: Immunity. Spend 1PP to ignore stress, trauma, or Complications from cold-based attacks.[/li]
[li]SFX: Multipower. Add more then one CRYOKINESIS power die to your pool. Step back each CRYOKINESIS power die in your pool once for each die beyond the first.[/li]
[li]SFX: Omega-Level Mutant. Double or step up a CRYOKINESIS power for one action. If that action fails, add a die to the Doom Pool equal to the normal rating of that power die.[/li]
[li]Limit: Exhausted. Shutdown any CRYOKINESIS power to gain 1PP. Activate an Opportunity or participate in a Transition Scene to recover that power.[/li]
[li]Limit: Mutant. Earn 1 PP when affected by mutant-specific Milestones and tech.[/li][/ul][/*:m][/list:u]

Specialties:

[ul]
[li][size=120]BUSINESS EXPERT: d8[/size][/li]
[li][size=120]PSYCH EXPERT: d8[/size][/li][/ul]

Milestones:

[ul]
[li][size=125]LIVING UP TO THE ICE[/size][list]
[*] 1XP: when you discuss how you can use your powers. [/li]
[li] 3XP: when you take stress when using your powers.[/li]
[li]10XP: when you either seek out a mentor to help you unlock your full mutant potential, or abandon your friends and teammates in your quest to reach your limits.[/li][/ul]

[/:m]
[li][size=125]ORIGINAL X-MAN[/size][ul]
[
] 1XP: when you discuss your adventures during your first years with Professor X. [/li]
[li] 3XP: when you rebel against Professor X’s philosophy.[/li]
[li]10XP: when you either join a group of mutants, who are not the X-Men, or join a non-mutant superhuman team.[/li][/ul][/*:m][/list:u][/spoiler]


Good night, sugah!

[color=#0000FF][size=150]ROGUE (Anne Marie D’Ancanto)[/size][/color]

[size=120][color=#0000FF]History:[/color][/size]

Anna Marie’s past is a long, troubled, and storied one. Her mother disappeared when she was young, so she was raised by her strict disciplinarian aunt. She ran away from home, meeting a boy her age. When she kissed him for the fist time, her mutation activated, nearly killing him. She was soon approached by Mystique, who took her in as an adopted daughter with her partner Destiny. Mystique had formed a Brotherhood of Mutants, and wished to use Rogue’s abilities to further their cause. On Rogue’s fist mission, she battled Ms. Marvel, draining away her powers and memories, leaving Carol Danvers in a coma. They battled the X-Men multiple times, eventually renaming their group the Sisterhood of Mutants.
Rogue began to experience Ms. Marvel’s personality coming to the forefront, and she saw her life for what it really was. She fled, arriving at the doors of Xavier Institute, begging for help. She joined the X-Men, and fought against her former allies. There she met Remy LeBeau, also known as Gambit, and the two fell in love. Unable to touch one another, the two had a difficult relationship. After battling Vargas, a powerful mutant, both she and Gambit were left powerless. Over time, her powers returned, though she never regained the powers of Ms. Marvel. She absorbed Sunfire’s powers while he was on the cusp of death, and was soon after given command of an X-Men team by Cyclops.

[size=120][color=#0000FF]Personality:[/color][/size]

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 fircely loyal to her friends and partners. Her personality can change rapidly, especially if she is sharing the same head-space as someone whose life energy she has absorbed.

[size=120][color=#0000FF]Abilities & Resources:[/color][/size]

Rogue has the ability to absorb the life energy of others through touch. Upon contact, she can use what powers they have, while sapping their life force and absorbing their psyches. If she holds on long enough, she can kill the victim. It is unknown how many powers she is capable of absorbing, though when she absorbs too many, the minds that crowd into hers can render her unconscious.

[spoiler=STATS]Affilations:

[ul][li][size=125]SOLO: d10; BUDDY: d6; TEAM: d8;[/size][/li][/ul]

Destinctions:

[ul]
[li][size=125]SENSE OF RESPONSIBILITY[/size][/li]
[li][size=125]SOUTHEREN BELLE[/size][/li]
[li][size=125]UNTOUCHABLE[/size][/li][/ul]

Power Set:[ul]

[li][size=150]POWER ABSORPTION[/size][list]

[*][size=120]LEECH: d10[/size][/li]
[li][size=120]MIMIC: d12[/size][/li][/ul]

[ul][li]SFX: Drain Vitality. When using LEECH to create a POWER LOSS Complication on a target, add a d8 and keep an extra effect die for physical stress.[/li]
[li]SFX: Memory Flash. Spend 1 PP to use any SFX or Specialty belonging to a target on whom you have inflicted a POWER LOSS Complication for your next roll.[/li]
[li]SFX: What’s Yours is Mine. On a successful reaction against an action that involves physical contact, convert your opponents effect die into a POWER LOSS Complication. If your opponent’s action succeeds, spend 1PP to use this SFX.[/li]
[li]Limit: Uncontrollable. Change any POWER ABSORPTION power into a Complication to gain 1PP. Activate an Opportunity or remove the Complication to recover that power.[/li]
[li]Limit: Zero Sum. LEECH requires skin-to-skin contact with the target. MIMIC only doublicates powers on whom you have inflicted a POWER LOSS Complication. MIMIC-based Assets created based on the target’s power are limited in size to the POWER LOSS Complication afflicting the target.[/li]
[li]Limit: Mutant. Earn 1 PP when affected by mutant-specific Milestones and tech.[/li][/ul][/*:m][/list:u]

Specialties:

[ul]
[li][size=120]ACROBATIC EXPERT: d8[/size][/li]
[li][size=120]COMBAT EXPERT: d8[/size][/li]
[li][size=120]COVERT EXPERT: d8[/size][/li][/ul]

Milestones:

[ul]
[li][size=125]FORMER EVIL MUTANT[/size][list]
[*] 1XP: when you discuss your history with the Brotherhood of Evil Mutants. [/li]
[li] 3XP: when you deal stress to a member or former member of the Brotherhood of Evil Mutants. [/li]
[li]10XP: when you either gather the Brotherhood of Evil Mutants to lead them, or lead against the Brotherhood of Evil Mutants.[/li][/ul]

[/:m]
[li][size=125]SOUTHERN REBEL[/size][ul]
[
] 1XP: when you offer someone sass, attitude, or southern charm. [/li]
[li] 3XP: when you disobey orders from a prominent mutant leader.[/li]
[li]10XP: 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.[/li][/ul][/*:m][/list:u][/spoiler]

Big Story Spoiler coming up:

[spoiler=Big Story Spoiler #1]
Help! I’m stuck!

[color=#0000FF][size=150]MYSTIQUE (Raven Darkholm)[/size][/color]

[size=120][color=#0000FF]History:[/color][/size]

Raven Darkholm, real name unknown, was born some time prior to the beginning of the 20th century. For years, she and her companion Irene Adler (AKA Destiny), strove to keep Irene’s prophetic visions fom coming true. In the course of this quest, Mystique steadily grewmore and more convinced, that only mutants like herself would survive the coming days of darkness. This as well as her own natural tendency towards deception and social engineering led her to adopt a series of alternate identities, rising high among various social organisations including the US Department of Defense.
She and Irene adopted the young mutant Anna Marie D’Ancanto, AKA Rogue, raising her to share their commitment to a futre of mutant survival. The three formed a core of a Brotherhood of Evil Mutants, battling the X-Men and earning infamy for their terrorist actions.
After Rogue left the group, the US Government recruited Mystique’s team as a special ops unit known as Freedom Force and granted them clemency. Destiny died on a mission and Mystique went on to alternate between covert operations both for and against the law. Most recently, she joined the X-Men under the guise of a young trainee mutant, hoping to drive a wedge between Rogue and the other X-Men.

[size=120][color=#0000FF]Personality:[/color][/size]

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 rearely invites 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, depenting on the individual orthe circumstances. Mystique’s decades of experience in dealing with others grats her an uncanny insight to the person other expect her to be, and thus she is able to exploit those expectations at any moment.

[size=120][color=#0000FF]Abilities & Resources:[/color][/size]

Mystique can alter her outward appearance to look like anyone, male or female, old or young. She can change her voice, even her scent, though those with extraordinary senses can occasionally tell her apart (Wolverine for instance, has detectedher in the past.) Her command over her own biology also grants her greater reflexes and stamina, to the point that she possesses a degree of immunity to various biological attacks and the process of aging. Even though she is over a century old, her body still appears young unless she chooses otherwise.
Mystique is a skilled covert operative, terroristm, and weapons expert. Her mastery of human behavior and body language grants her considerable advantage in maintaining disguises, even beyond her shapeshifting powers. With years of insider information and contacts, she’s usually able to acquire cutting-edge technology and resources available only to high-ranking agents of government or industry.[/spoiler]

[spoiler=Big Story Spoiler #2]Affilations:

[ul][li][size=125]SOLO: d10; BUDDY: d8; TEAM: d6;[/size][/li][/ul]

Destinctions:

[ul]
[li][size=125]ADAPT OR DIE[/size][/li]
[li][size=125]FICKLE DECIEVER[/size][/li]
[li][size=125]OLDER THAN SHE LOOKS[/size][/li][/ul]

Power Set:[ul]

[li][size=150]MUTANT METAMORPH[/size][list]

[*][size=120]ENHANCED DURABILITY: d8[/size][/li]
[li][size=120]ENHANCED REFLEXES: d8[/size][/li]
[li][size=120]SHAPESHIFTING: d8[/size][/li]
[li][size=120]SUPERHUMAN STAMINA: d10[/size][/li][/ul]

[ul][li]SFX: Immunity. Spend 1PP to ignore stress, trauma, or Complications from toxins and disease.[/li]
[li]SFX: Peerless Shifter. When using SHAPESHIFTING to create Assets add a d6 and step up your effect die.[/li]
[li]SFX: Skin Deep. When taking an action to confuse, decieve or threaten a target, step up or double SHAPESHIFTING. After rolling your dicepool, remove the highest die and keep three dice for your total.[/li]
[li]SFX: Second Wind. Before you take an action including a power, you may move your physical stress die to the Doom Pool and step up your Power Die for this roll.[/li]
[li]Limit: Emotional Scarring. Step up or double emotional stress or trauma used in an action or reaction against you to gain 1PP. If you do, the stress and trauma will reduce to its original die rating after it is used against you. [/li]
[li]Limit: Mutant. Earn 1 PP when affected by mutant-specific Milestones and tech.[/li][/ul][/*:m][/list:u]

Specialties:

[ul]
[li][size=120]BUSINESS EXPERT: d8[/size][/li]
[li][size=120]COMBAT EXPERT: d8[/size][/li]
[li][size=120]COVERT MASTER: d10[/size][/li]
[li][size=120]CRIME MASTER: d10[/size][/li]
[li][size=120]MENACE EXPERT: d8[/size][/li]
[li][size=120]PSYCH EXPERT: d8[/size][/li]
[li][size=120]TECH EXPERT: d8[/size][/li][/ul]

Milestones:

[ul]
[li][size=125]DOPPELGANGER[/size][list]
[*] 1XP: when you ask questions or seek out information, that will help you take someone’s place. [/li]
[li] 3XP: when you take someone’s place during a time, when they would have made a significant leadership or romantic decision. [/li]
[li]10XP: when you either create an international incident while masquerading as a world leader, or prevent such an incident by using your mimicry.[/li][/ul]

[/:m]
[li][size=125]MUTANT SURVIVAL[/size][ul]
[
] 1XP: when you discuss the possibility of mutantkind going extinct. [/li]
[li] 3XP: when you take someone’s place in order to benefit mutantkind.[/li]
[li]10XP: when you either take steps towards the destruction of humanity in order to save your people, or accept that mutant survival is linked to human survival.[/li][/ul][/*:m][/list:u][/spoiler]


What is this, the 90s? They have to throw a Japanese angle on EVERYTHING!

[color=#0000FF][size=150]SHADOWCAT (Kitty Pryde)[/size][/color]

[size=120][color=#0000FF]History:[/color][/size]

A genius and computer prodigy whose mutant abilities manifested when she was thirteen years old, Katherine “Kitty” Pryde joined the X-Men despite interference from Emma Frost and the Hellfire Club. The youngest member admitted to the team, she has grown up in a world of costumed heroes, fantastic battles, and travels to alien locales. During those trying years she has matured greatly, adapting to the many extreme and exotic experiences with great aplomb. She helped S.H.I.E.L.D. and worked with the New Mutants while proving to Professor Xavier she should retain her place in the X-Men proper. During a period of time when she thought the X-Men were dead, Kitty joined another group of heroes, Excalibur.
At Emma Frost’s request, Kitty returned to the Xavier school as a teacher and potential safeguard against Frost returning to her villainous old ways. Early in her new tenure, she discovered her onagain, offagain boyfriend Colossus alive again, after believing him to be dead for the previous two years. They are exploring a return to their previous relationship.

[size=120][color=#0000FF]Personality:[/color][/size]

Kitty is strong-willed to the point of occasionally being headstrong. Her natural self-confience has grown through surviving multiple near-death experiences, enduring possession by ninja ghosts, resisting attempted demonic corruption from an inherited soulsword, and facing the loss of friends and loved ones. She is precocious, witty, and charming, though her exuberant and snarky sense of humor can grate occasionally on her teammates. Kitty is also extremely loyal to those people she considers her friends, regardless of circumstances or practical demands.

[size=120][color=#0000FF]Abilities & Resources:[/color][/size]

Shadowcat can render her body intangible, phasing out of synch with physical matter around her. This lets her walk through walls and even slowly
walk on air itself. She can extend this effct to those she touches, rendering them intangible while she remains in contact with them. When passing through objects with active electrical filds, her phasing interferes destructively, shorting out electrical devices with often pyrotechnic side-effcts. While phased, she is immune to most violence directed at her, with the exception of some disruptive energy emissions. On occasions where her abilities have been pushed beyond her normal limits in terms of amount of time or mass she has phased, or when her normal control has been interfered with by magic or other phasing powers, she has remained trapped in an intangible state for a period of time.
Even without her powers, Kitty is an impressive individual. A genius-level intellect, she has exceptional aptitude in computer science, mechanics, and electronics. Her combat training is extensive, including a considerable background in Japanese martial arts, thanks to previous possession by the ghost of the ninja master Ogun. She speaks several languages and has professional-level dance training.

[spoiler=STATS]Affilations:

[ul][li][size=125]SOLO: d6; BUDDY: d10; TEAM: d8;[/size][/li][/ul]

Destinctions:

[ul]
[li][size=125]GIRL NEXT DOOR[/size][/li]
[li][size=125]SPIRITED KID[/size][/li]
[li][size=125]WIZKID[/size][/li][/ul]

Power Set:[ul]

[li][size=150]PHASING[/size][list]

[*][size=120]AIR WALKING: d6[/size][/li]
[li][size=120]INTANGIBILITY: d10[/size][/li][/ul]

[ul][li]SFX: Disruption. When including INTANGIBILITY as part of an attack action against tech-related targets, add d6 and step up effect die.[/li]
[li]SFX: Reactive Power. Spend 1 PP to add a PHASING power to another character’s dice pool before rolling. If that character takes physical stress, take d6 mental stress.[/li]
[li]SFX: Versatile. Replace INTANGIBILITY die with 2d8 or 3d6 on your next roll.[/li]
[li]Limit: Phantom. Earn 1 PP and change INTANGIBILITY into a complication, when you take physical trauma. Recover that trauma to recover that power.[/li]
[li]Limit: Mutant. Earn 1 PP when affected by mutant-specific Milestones and tech.[/li][/ul][/*:m][/list:u]

Specialties:

[ul]
[li][size=120]ACROBATIC EXPERT: d8[/size][/li]
[li][size=120]COMBAT EXPERT: d8[/size][/li]
[li][size=120]COSMIC EXPERT: d8[/size][/li]
[li][size=120]COVERT EXPERT: d8[/size][/li]
[li][size=120]SCIENCE EXPERT: d8[/size][/li]
[li][size=120]TECH EXPERT: d8[/size][/li]
[li][size=120]VEHICLES EXPERT: d8[/size][/li][/ul]

Milestones:

[ul]
[li][size=125]IN OVER YOUR HEAD[/size][list]
[*] 1XP: when you fist use your Reactive Power SFX.[/li]
[li] 3XP: when you fist add one of your own stress dice to one of your own action rolls. [/li]
[li]10XP: when you stress out a villain on an action roll not using your INTANGIBILITY power die.[/li][/ul]

[/:m]
[li][size=125]HEAD OVER HEART[/size][ul]
[
] 1XP: when you profess your interest in a chosen hero. [/li]
[li] 3XP: when you talk your chosen hero out of a dangerous course of action.[/li]
[li]10XP: when you either break off your relationship because your chosen hero risked their life (or others) for yours, or you convince your partner to break it off with you.[/li][/ul][/*:m][/list:u][/spoiler]


Time’s up.

[size=150][color=#0000FF]TEMPUS (Eva Bell)[/color][/size]

[size=120][color=#0000FF]History:[/color][/size]

Eva Bell is a new mutant that appeared in Gold Coast, Australia. She has the power to stop time, and was rescued by Cyclops, Emma Frost, and Magneto after her mutation emerged unexpectedly.
Eva wished to go home to Golden Coast, Australia to make sure her mother was safe. Not long after arriving, the Avengers assembled outside Eva’s home. Eva revealed all her life she looked up to Captain America and she tried to talk to him but the Avengers continued to pursue Cyclops under the charges of him murdering Xavier. The new students stared and Eva stared on as Cyclops and Emma call out the Avengers for their part in the problem as Eva remained close to her mother. Eventually the Avengers were about to attack, but Eva out of reflex, traped the Avengers in a time bubble, sealing them away for hours. Eva and the new students watched on as Cyclops proclaimed he will save the mutants and the humans that support them but will not sit back against those who hound mutant-kind. Eva said her goodbyes to her mother with Cyclops telling her Eva would be safe.
Eva is training with Magik while being observed by Emma and Scott, but she isn’t allowed to use her powers at the time. Losing control of her powers, Eva disappeared during a training exercise in Tabula Rasa. Reappearing shortly thereafter, she seemed older and far more weathered, but refused to offer an explanation.

[size=120][color=#0000FF]Personality:[/color][/size]

Unlike a lot of other X-men, she is pretty happy, that she is a mutant. She loves her role as an X-Men and has jumped the call. She played with the though of being a superhero long before her powers showed themselves. As child Eva stated that if she got super-powers she would “try hard to be like Captain America except Australian”. She is still confused, since the incident, when the X-Men had been attacked by the Avengers.
Since she has been rescued by the X-Men, she has an extremely obvious crush on Cyclops, to the point where all the students knew.

[size=120][color=#0000FF]Abilities & Resources:[/color][/size]

Eva is a new mutant activated after the Phoenix dispersion, and has been called “Near Omega-Level”.
Eva’s primary mutant ability is to control time and space. She does this by creating a temporal bubble that freezes whatever is inside. Her powers have shown they can reach the span of a city block and last up to twenty hours. She has shown the ability to create multiple bubbles at once, trapping separate foes in them. When using her powers at first, she was shown getting dizzy due to her lack of control. But as her training continues the side effect of her abilities has seemed to subside.
While being trained in fighting by Magik, she learned that she has the ability to send the people she traps through time. Eva is able to displace time within the “Time Bubbles” for about a minute.
Doctor Strange once showed up in her bubble and explained that no one can stop time completely, not even her, but he’s never seen anyone this strong at it. He was only able to talk to her in the bubble by speeding up time for himself.

[spoiler=STATS]Affilations:

[ul][li][size=125]SOLO: d10; BUDDY: d6; TEAM: d8;[/size][/li][/ul]

Destinctions:

[ul]
[li][size=125]HEAD OVER HEELS[/size][/li]
[li][size=125]TEEN PRODIGY[/size][/li]
[li][size=125]THIS ISN’T MY TIMELINE[/size][/li][/ul]

Power Set:[ul]

[li][size=150]TIME BUBBLES[/size][list]

[*][size=120]TELEPORT: d6[/size][/li]
[li][size=120]TIME MASTERY: d10[/size][/li][/ul]

[ul][li]SFX: Almost Omega-Level. Double or step up a TIME BUBBLES power for one action. If that action fails, add a die to the Doom Pool equal to the normal rating of that power die.[/li]
[li]SFX: Area Attack. Against multiple targets add d6 and keep an extra die for each additional target.[/li]
[li]SFX: Reactive Power. Spend 1 PP to add TELEPORT to another character’s dice pool before rolling. If that character takes physical stress, take d6 mental stress.[/li]
[li]SFX: Temporal Stasis. When using TIME MASTERY to create a SLOWED Complication, add d6 to your dicepool and step up your effect die.[/li]
[li]Limit: Only Make It Worse. If your dicepool includes TIME MASTERY, both 1s and 2s create Opportunities, but only 1s are excluded from being used as totals or effect dice.[/li]
[li]Limit: Time Out. You can only use your TELEPORT power to travel to places, that you would be able to reach physically given enough time.[/li]
[li]Limit: Uncontrollable. Change your TIME MASTERY power into a Complication to gain 1PP. Activate an Opportunity or remove the Complication to recover that power.[/li]
[li]Limit: Mutant. Earn 1 PP when affected by mutant-specific Milestones and tech.[/li][/ul][/*:m][/list:u]

Specialties:

[ul]
[li][size=120]COSMIC EXPERT: d8[/size][/li]
[li][size=120]COVERT EXPERT: d8[/size][/li][/ul]

Milestones:

[ul]
[li][size=125]SECRET LIFE OF EVA BELL[/size][list]
[*] 1XP: when you wonder if an action that you are about to take will cause damage to the timeline.[/li]
[li] 3XP: when you take reckless action regardless of the integrity of the timestream. [/li]
[li]10XP: when you find a way back to your own time, and you either decide to return home, or forsake your own time to live your days in your new home.[/li][/ul]

[/:m]
[li][size=125]X PHILOSOPHY DISCIPLE[/size][ul]
[
] 1XP: when you discuss non-violent means of opposing oppression. [/li]
[li] 3XP: when you create an Asset that helps a mutant overcome human oppression. [/li]
[li]10XP: when you either pledge your life to nonviolence as a means of mutant survival or publicly disavow Professor X’s teachings and seek another way to serve mutant-kind.[/li][/ul][/*:m][/list:u][/spoiler]


Is this what you meant by “taking the bus to school”?

[color=#0000FF][size=150]PRINCESS POWERFUL (Molly Hayes)[/size][/color]

[size=120][color=#0000FF]History:[/color][/size]

Discovering that her parents were part of the supervillain group, The Pride, Molly and the other children of the Pride’s members ran away from home. The youths then discovered their parents had long ago made a pact with the creatures known as the Gibborim to save their childrem at the cost of all other human life. Fleeing their parents and trying to come to terms with these revelations, these “Runaways” formed a tight nit group more like a family than a gang of wayward kids. Like all the other members of the Pride Molly’s parents were lost in the final battle. Since then, Molly has encountered various heroes and villains. Both have foudn themself surprised by the cute little girl, who can punch a hole in a battleship. For her part, Molly enjoys her role as the unlikely bruiser.

[size=120][color=#0000FF]Personality:[/color][/size]

Molly is a precocious, spunky, twelve-year old girl trying not to hard to dwell on the fact that her partens were super villians, who tried to destroy the world for their own ends. She sees teammates as older silblings, except if they join later, that she might decide that they are the “baby” of the team, instead of her".
She is a good kid at heart, secretly very concerned becoming like her folks. She is also a mutant hero fangirl, loving high-profile mutant-heroes like Dazzler. She used to have a huge crush on Wolverine, but she is less certain about their inebitable future marrage since punching him into the street, when they first met.
Perhaps more than enything, Molly hates being treated like “a baby”. She expects inclusion in whatever her fellows are doing and has no patience for being laughted at for her age or apparant helpessness. Such actions tend to result in Molly shoing off what makes her more capeable than your avarage preteen girl. That said, Molly is a preteen girl, and often acts that part. It’s sometimes that part involves dinosaurs, killer robots, and punching super villians into through walls.

[size=120][color=#0000FF]Abilities & Resources:[/color][/size]

Despite her age, Molly’s mutation makes her one of the strongest females on Earth. She is also very resistant to damage. Unfortunatly she does not possess more endurance or energy than your average kid. Early in her powers’ manifestation, that meant she’d often fall asleep quickly after exercising her strength. Recently she is been able to use her powers for longer periods, though overexertion is still an issue. She is a cute kid, whose only skill is making friends. She also has an astonishing array of funny hats.
Oher than her fellow Runaways, Molly does not know a lot of folks who haven’t tried to kill, kidnap or imprison her. Also non of teh other Runaways trust adult heroes much, who often seem to want to split them up or turn them over to child services. Of course as a young mutant she could likely count on the X-Mens help, assuming she stops punching Wolverine through buidings.

This character will only be available, if there are 4+ players.

[spoiler=STATS]Affilations:

[ul][li][size=125]SOLO: d6; BUDDY: d10; TEAM: d8;[/size][/li][/ul]

Destinctions:

[ul]
[li][size=125]ADOLESCENT BRUISER[/size][/li]
[li][size=125]ADORABLE ANNOING[/size][/li]
[li][size=125]PRINCESS POWERFUL![/size][/li][/ul]

Power Set:[ul]

[li][size=150]PRETEEN MUTANT POWERHOUSE[/size][list]

[*][size=120]SUPERHUMAN DURABILITY: d10[/size][/li]
[li][size=120]SUPERHUMAN STRENGTH: d10[/size][/li][/ul]

[ul][li]SFX: Molly Smash! Spend 1PP to double or step up a PRETEEN MUTANT POWERHOUSE power for one action. Then step back SUPERHUMAN STRENGTH. Recover it during a Transition Scene or with an Opportunity.[/li]
[li]SFX: Versatile. You may convert the die of a PRETEEN MUTANT POWERHOUSE power like it would be a Specialty [d10 to 2d8 or 3d6; d8 to 2d6;].[/li]
[li]Limit: Nap Time. Leave to current scene by falling asleep to gain 1PP. Wake up during the next Transition Scene.[/li]
[li]Limit: Mutant. Earn 1 PP when affected by mutant-specific Milestones and tech.[/li][/ul][/*:m][/list:u]

Specialties:

[ul]
[li][size=120]PSYCH EXPERT: d8[/size][/li][/ul]

Milestones:

[ul]
[li][size=125]EVERYONE’S LITTLE SIS[/size][list]
[*] 1XP: when you ask an older superhero for advice, or inform them that their are gross for their romantic activity.[/li]
[li] 3XP: when you ask an older superhero to aid you during a Transition Scene. [/li]
[li]10XP: when you either biddy up with an older superhero and declare yourself their sidekick, or take a younger superhero under your wing and act as their older silbling.[/li][/ul]

[/:m]
[li][size=125]PUNCH FIRST, THINK LATER[/size][ul]
[
] 1XP: when you either warn someone, that you are going to punch them, or talk about other superheros or villians you have punched in the past. [/li]
[li] 3XP: when you inflict physical stress on a foe by punching them through something else. [/li]
[li]10XP: when you either save the world by punching out a global level threat with a d12 in a Power Set, or use PRETEEN MUTANT POWERHOUSE to create an Asset, so an ally can take down said global level threat.[/li][/ul][/*:m][/list:u][/spoiler]

Dips on tempus… :wink:

updated all the characters with STATS (hidden in the spoilers)

I even included their Milestones (one way to gain XP), even though it’s a One-Shot, because they are so nice :nerd:


Behold! Optic Blast!

The Groom.

[size=150][color=#BF8000]CYCLOPS (Scott Summers) [NPC][/color][/size]

[size=120][color=#BF8000]History:[/color][/size]

Oldest son of USAF Major Christopher Summers, young Scott Summers barely survived the Shi’ar attack that took his parents from him. Attempting to save his life, his mother strapped him into the only parachute onboard and pushed him and his younger brother Alex from their father’s burning plane. Orphaned and hospitalized, Scott became a ward of the state, which separated him from his brother and shuttled him from home to home. As he grew older, Summers’ mutant abilities emerged and caused him trouble until Professor Charles Xavier rescued him and became the boy’s teacher and father figure.
As “Cyclops,” Scott Summers was a member of the fist class of X-Men trained by Xavier. He has remained loyal to Xavier’s dream, if not the man himself, at great cost over the years, through two marriages and a revolving roster of X-Men. Eventually he emerged from Xavier’s shadow to take a leadership position, in charge not only of the X-Men but also of the school bearing Xavier’s name.

[size=120][color=#BF8000]Personality:[/color][/size]

Cyclops behaves like the stern and no-nonsense leader he believes he needs to be. He has no real life outside of his responsibilities, sacrifiing his personal needs to his perceived duties time and again.
Selflss, 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 enemies. 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 emotional level, he is very, very alone. Worse, he sees even this condition as necessary for his situation.

[size=120][color=#BF8000]Abilities & Resources:[/color][/size]

Scott Summers is an alpha-level mutant whose eyes act as apertures to an extra-dimensional source of energy. This energy emits in beam form whenever his eyes are open and can only be fitered safely by ruby quartz lenses. Powerful enough to blast easily through reinforced materials and knock aside heavy vehicles, the beam manifests as concussive force rather than heat or radiation. The visor Summers wears gives him precise control over the beam’s size, intensity, and scatter—and he is an expert marksman with his innate attack. Cyclops is immune to the effcts of his own blast — even his closed eyelids are suffient to block its release — and the energy powers of his brother Alex, AKA Havok. However, he cannot control the energy itself; without the visor it bursts from his eyes. It’s unclear whether this lack of control is due to physiological or psychological trauma.
In addition to his mutant power, Cyclops is a gifted tactician, hand-to-hand combatant, and pilot. He has extensive training in a variety of subjects, including telepathically implanted languages. He has access to all of the X-Men’s tech, vehicles, and facility resources.
Summers can call on any number of teams and personal allies, including a telepathic girlfriend, an equally powerful mutant brother, and a father with a spaceship and his own team.
Cyclops is essentially the leader and public spokesman of mutants, at least in the eyes of the public and the government, and this gives him certain political clout and cultural standing.


Seriously, do I really need Mind Control to get my way?

The Bride.

[size=150][color=#BF8000]WHITE QUEEN (Emma Frost) [NPC][/color][/size]

[size=120][color=#BF8000]History:[/color][/size]

The Frost family does not reward weaklings. Emma Frost’s father raised strong-willed and ruthless daughters, but a disappointingly fragile son. Seeing the brother she loved cruelly used as yet another of her father’s object lessons, Emma finally walked away from her family, determined to make her way alone. On her own she learned hard lessons about life that honed her native aggression and ruthlessness even further. Combined with her mutant telepathic abilities, her brutal and ambitious nature eventually earned her a seat as the White Queen, helping Sebastian Shaw seize control of the Hellfire Club from their murderously anti-mutant predecessors. As a member of the Club’s ruling council, she fought against the X-Men on numerous occasions.
Emma also channeled her ambition into molding and teaching new generations of mutants. After watching too many of her charges die — fist in her own school and later on Genosha — she experienced a change in her attitudes and eventually came to Xavier’s school for a second chance and emotional sanctuary. In her time teaching at the school, she’s proven a valuable asset to the X-Men; she’s also developed a strong romantic relationship with the widowed Scott Summers (Cyclops).

[size=120][color=#BF8000]Personality:[/color][/size]

Emma Frost is not a nice person. She is domineering, manipulative, ruthless, sometimes cruel, and far less encumbered by the moral scruples she perceives as hampering her teammates. 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 helplessly witnessed fist-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 fid 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, AKA Pheonix, rankles her tremendously. Frost also remains quite aware that Kitty Pryde, AKA Shadowcat, and a number of her other teammates are a long way from trusting her, regardless of her bond with Summers or her actions with the team thus far.

[size=120][color=#BF8000]Abilities & Resources:[/color][/size]

Frost is a powerful and highly skilled telepath. She can read minds, project her own thoughts, manipulate perceptions, induce pain, control thoughts and actions, and so on. She developed a secondary mutation during the annihilation of Genosha: the ability to transform her body mass into organic diamond. In her diamond form, she gains immense strength and durability with no loss in mobility or flexibility, but she loses access to her telepathic powers while in that form.
Even without her mutant abilities, Emma is a master manipulator. She’s fully aware of her great beauty and shameless in exploiting it and any emotional weaknesses her insight into human psychology might reveal. Emma is also an electronics expert and capable businesswoman.
As a member of the X-Men, and one in a leadership position, she has full access to all of the team’s resources. She also has her own substantial personal wealth.
Emma maintains the many contacts she cultivated before joining the X-Men, including a former intimate relationship with Tony Stark, AKA Ironman.

Kitty still available?

jop

till now, there were only dips called on Tempus and Molly* (* if we will have 4+ players)

kittydips