Site hosted by Angelfire.com: Build your free website today!

Marvel RPG Characters

FORGE
Unrevealed
Height: 6’0”
Weight: 180 lbs.
Eye Color: Brown
Hair Color: Black
Species: Mutant
Cost: 105W 1R

ABILITIES
Intelligence: 7
Strength: 2
Agility: 3
Speed: 2
Durability: 3

Energy
W 3/R 14(i)


Forge, found here

ACTIONS
Invention: 8
(Intelligence Bonus)

  • All inventions count as "tech you know", or Base Invention Factor x4, regardless of circumstances. Forge has likely built everything at least once.
  • As Forge's mind can subconsciously peer into the future, he will know the results of an experiment before it is finished. He will know whether something would work, or is not possible, and thus decide if time is well-spent on pursuit. He does not necessarily comprehend this fact, and he cannot literally "see into the future".

    Technology: 8
    (Intelligence Bonus)

    Close Combat: 5
    (Intelligence Bonus or Weapon Modifier)

  • Martial Arts
  • Military Fighting Styles
  • Ranged Combat: 5
    (Weapon Modifier)

  • Handguns
  • Rifles
  • Advanced Firearms
  • Mastery of Magic: 2

  • Forge will only use this power in dire circumstances. He prefers the surety of science.
  • Summoning: 4
    (Intelligence Bonus)

  • Efficient (for every two stones spent from your pool, add one free stone, but this total can still only equal your Action number, plus Ability Bonus, if purchased)
  • Forge can summon spirits of the dead, nature spirits, and demons
  • Forge will only use this power in dire circumstances. He prefers the surety of science.
  • General Knowledge: 6
    (Intelligence Bonus)

  • Physics
  • Engineering
  • Cybernetics
  • Surgeon
  • Temporal/Dimensional Mechanics
  • Future-Tech
  • Social Skills: 4
    (Intelligence Bonus)

  • Government Dealings (Contracting)
  • Shamanism/Mystic Circles
  • MODIFIERS
    Mutant: human appearance, with cybernetic accents
    Magical Defense (+4)
    Wealth (5)
    Team Affiliation: X-Men, X-Factor

    EQUIPMENT
    Pulse Rifle: (+4) energy gun. 2x damage.
    Cybernetics: Forge has a bionic right leg and right hand. While these do not increase his natural ability, they do give access to a number of hidden compartments.
    Mutant Suppressor System: Though none are currently confirmed to exist, Forge does know how to construct devices to suppress mutant powers. One never knows if he might be carrying one.
    Miscellaneous Gear: As an avid inventor, Forge might have any of many gizmos on hand. He could build stealth gear, target-specific weapons that nullify specific powers (Anti-Hulk Gun ignores Hulk's Toughness), or even devices that allow teleportation or time travel. It all depends on what Forge needs at the time.
    Base: Forge's workshop, containing his tools, inventions, and even a working time machine.

    It was while thinking of Forge that I went off on a tirade involving the horrible description of using Inventing. The book does a bad job of explaining how it is supposed to work. For the example of the book, Mr. Fantastic wants to build a jet-belt. Here is how I broke it down:

    Stretch wants a belt that can fly at Mach speed, carry a passenger, and protect them from the high speed or incoming attacks.

    (Total Aspect Stones) 6 stones of flying + 2 stones of carrying + 6 stones of defense, in the form of an energy barrier = 14 stones.

    (Total Invention Factor) Tech he knows (x4) + Permanent (+6) + make a Modifier/self-powered (+3) + benefits others advantage (+3) x(4+6+3+3) = 16 stones

    14 x 16 = 224 Total Invention Stones (p.52-53)

    Now, apparently cost of Actions is completely irrelevant, because Flight 6 couldn't cost 6 stones if you wanted it to, based on the above text. It's either A#+2 or A#-1, with tech discount, so 9 or 3 white stones. Certain benefits are also, apparently, not valid. Force fields usually double defense stones, but Force Field 3 (6 defensive stones) would be only 3, while 6 stones of Force Field would be 12 protection. Also, that makes me wonder how one might price Modifiers, if they don't have a M#, but just a cost. This Action is one I like to try and use, but the book does a horrible job of explaining it. I'll give an example below. Here is how I would price Forge's Neutralizer Gun.

    (TAS) 2 stones of Suppress Mutant Powers (for Range=2) + 5 stones for permanent effect + 1 stone for "curable"/reversible = 9
    (TIF) Tech he knows (x4; I deem Forge always knows, as he subconsciously sees into the future) + 6 (permanent) +3 (self-powered) = 13
    (TIS) 9x13=117

    So, Forge could build this weapon in approximately nine days (117/13; book Forge is I6 and Inv7). Somehow, I find it disgusting that it could be done so fast. This assumes, of course, that options purchased are "+CL", such as the +5 CL for permanent effect of SMP. If each option only costs an extra +1 Aspect stone, we'd be sitting at 4x13 = 52, in which case, Forge would be don in four whole days. Not bad for a gun that otherwise costs 40 white stones, huh?

    Site Links

    Back to Marvel RPG Characters