There is a lot of confusion with the Wolverine writeups as well as each one is a little bit different in wording than the others, so I approached this writeup the same way as I did Sabertooth. Combed through all the "Official" sourced and compiled what was there. then I made a couple of Minor modifications to more accurately reflect what we have seen (and been told) is the "Official" Wolverine of today. again for most writeups the origianls are in italics and bold is from the revised basic campaign book (TSR6900) This writeup includes the upgrades when he was re-captured by the Weapon X program and when he was captured and modified by Apocalypse.
WOLVERINE
James Howlett (Logan)
Fighting Amazing (50)
40
Agility Remarkable (30)
Strength Excellent (20)
10 20
Endurance Amazing (50)
30 40
Reason Good (10)
6
Intuition Monstrous (80)
75
Psyche Incredible (40)
Health: 150
110 130
Karma: 130
121
Resources: Ex (20)
Popularity: 0
KNOWN POWERS:
Adamantium Skeleton: Adamantium is the strongest substance known to man. Strips of this material have been surgically integrated into Logan's skeleton. As a result he has Excellent body armor against physical attacks (though he can be cut and does bleed) and typical protection against edged damage, he is +1CS to damage with his fists (as blunt attacks, before considering martial arts talents), charging, or any combat which uses his body as a weapon and he can Stun or Slam opponents of a higher Endurance than his Strength. An Opponent striking a hard part of Wolverine’s body (such as the Jaw) would take typical blunt damage. Nothing can cut through Wolverine's bones.
Claws: Wolverine has three foot-long claws of solid Adamantium a Class 1000 material, mounted into the back of each hand and forearm. He can pop them out individually or as a group at the slightest whim. Wolverine can do up to Monstrous damage with these claws on the Edged Attack column. He will strike for no more than Remarkable damage if he is fighting another human. Wolverine's claws are unbreakable.
Power Stunt: Wolverine is often the projectile in a Fastball Special. When he is used as a projectile, Wolverine should be treated as Unearthly material.
Heightened Senses: Monstrous sense of Smell and Incredible Hearing
Power Stunt - Tracking: Wolverine's sense of smell, allows him tracking at Monstrous ability. He can track by smell, much like a bloodhound. He can remember previous scents, can detect illusions by their lack of odor, and identify people by their scents.
Hide in shadows: Wolverine's knowledge of oriental ninja skills is so advanced that he can stand stock still in a shadowed area and a character looking for him would have to make an Incredible Intuition FEAT roll to locate him; otherwise treat him as though he is invisible.
Intimidation: Nobody can intimidate like Wolverine. Anyone being interrogated by him suffers a -2 CS to psyche for resisting talking.
Regeneration: Wolverine recovers 50 points of Endurance every minute (10 turns, or 5 points per turn). This Regeneration is only possible if Wolverine has complete rest. His Regenerative powers seem to function even when his Health is reduced to 0.
Recovery: Should Wolverine lose Endurance ranks, he may recover one per day, providing he makes an Unearthly FEAT roll.
Resistances: Wolverine has Unearthly Resistance to Toxins, Gases, Drugs, and Disease. He cannot get drunk in a conventional manner.
Animal Empathy: Wolverine has an Amazing rapport with predatory mammals. He can communicate with them on a basic level and they usually leave him alone. However, he cannot control any animal's actions.
Invisibility to Machines: (This power was temporary and only for use if playing wolverine after the Fall of the Mutants and before the formation of X-men teams Gold and Blue) Wolverine and the other X-Men who fought with Roma against the Adversary were rewarded with UN rank invisibility to cameras and other mechanical devices. Wolverine cannot be photographed and will not be detected by sensors or robots, including ordinary Sentinels. Mechanical Creatures such as Vision, Widget, or Cyborg would have to make a Psyche FEAT against the Unearthly intensity of this power to be able to see him (otherwise attacking at a - 4 CS to hit.)
Special: When in battle with Sabertooth and Lady Deathstrike all green and yellow Fighting hit checks are considered to be a "Hit". Red is considered a "Stun" unless a natural 100 is rolled which results in a "Kill".
LIMITATIONS:
Berserk: Wolverine has the ability to “go berserk” He prefers not to do so, but if he must he can enter this state at will. When berserk, Wolverine ignores all stun results, all attacks are at + 1 CS to hit and his Psyche is considered Unearthly for resisting the effects of mind control. Wolverine must make a Yellow Psyche FEAT roll to come out of this state, and may only do so when no danger is present. If someone Wolverine trusts is present to help him, he only needs a Green FEAT roll.
Reduced Regeneration and Resistance: (These Limitations only occur if playing Wolverine after the X-men abandoned the Reaver base and before the Formation of X-Men teams Gold and Blue.) Wolverine's immune system is out of control. The effects of this are as follows:
Regeneration reduced to one point per hour. Resistance reduced to AM. His body is attempting to reject his skeleton and claws, so Wolverine suffers frequent body pains. Every time a FEAT roll is made (including combat rolls), make an Endurance FEAT to avoid 1- 10 rounds of intense pain, during which time Wolverine is - 2CS on all actions.
TALENTS: Wolverine has the following talents:
Weapon Skills:
Guns, Thrown Weapons, Sharp Weapons, Oriental Weapons Master, Weapon Specialist: - Claws, Paired Weapons - Claws
Fighting Skills:
Boxing, Brawling, Martial Arts A-F, H-J, Wrestling, Thrown Objects, Acrobatics, Tumbling, Quick Striking
Combat modifiers:
+3 to initiative when using his claws.
+2 to initiative in all melee situations.
+2 attacks per round without penalty if attacking only one target with claws. If attacking two separate targets, make a Remarkable intensity FEAT versus Fighting. If the FEAT is failed, -2CS penalty to both attacks. The extra attack can be used to parry as well. The target for this attack must be studied for one round beforehand
+1 to initiative rolls in unarmed combat
+1 extra attack the target for this attack must be studied for one round beforehand
+3CS for Fighting hand to hand
+3CS to hit in a Grappling attack
+3CS to his Strength for damage
+2CS to Fighting with his Adamantium claws
+2CS with all Throwing attacks (both Edged and Blunt)
+2CS in Catching thrown attacks.
+2CS to Agility for purposes of Dodging.
+2CS to Strength for Escaping
+1CS to Agility when using all guns
+1CS Evading,
+1CS to Endurance when recovering health, rest is not needed.
+1CS bonus to Endurance to resist being Stunned or Slammed.
+1CS to hit with swords, daggers (unless thrown), and spears, but excludes claws and other natural weapons
+1CS to Fighting or Agility when using the following weapons: Shuriken, crossbows, Sais (treat as swords), and oriental swords and daggers (including the katana and the Kris).
+1CS on all Fighting Feats involving attempting multiple attack rolls.
Can Stun or Slam an opponent regardless of their comparative Strengths and Endurances.
Blunt hand-to-hand attacks may be resolved on the Edged attacks column.
Ignore the effects of Body Armor (though not force fields) for determining Stun and Slam results the target of this attack must be studied for two rounds.
Wait until all actions are declared before declaring his/her actions. This Talent is limited to melee combat only.
Make an Agility FEAT to land feet-first after any fall that does not inflict damage
Professional Skills:
Military: The hero has had some dealings with one of the armed services. In military matters, the hero gets a +1CS to all FEAT rolls, and in addition may take a member of the armed services as a Contact.
Detective/Espionage: The hero with this Talent has been trained to notice small clues in solving crimes. The character with this Talent gains a + 1CS to discover clues to a crime, and in addition gains a Contact in crime, law enforcement, law, or espionage.
Criminology: The hero with this Talent has an understanding of the criminal mind and behavior, either from studies or first-hand observation. The character with this Talent gains a +1CS on all Reason and Intuition Feats involving criminal practices ("If I were a crook, where would I hide?"). The hero also gains a Contact in either the police or crime areas.
Mystic and Mental Skills:
Resist Domination: This is a Psi-Screen that may be developed by the individuals without that Power. This permits the
Character to resist mental attacks as if the character had a mental power of Psyche +1CS. The Talent is passive in nature, and does not grant any other particular benefit. A character with Mental Probe may be able to discern where the character gained this Talent, but nothing else.
Other talents:
Driving: The hero has been trained to drive a vehicle, such as a car, truck, van, or motorcycle. +1 CS to all actions involving driving a vehicle.
Escape Artist: The hero with this Talent is skilled at escaping Traps, Such As Getting out Of Dangerous Places, squirming Out Of Ropes, and Undoing Handcuffs From Behind. The hero gains a +1 CS when dealing with situations that require lock-picking, untying knots, and minor contortionism.
Motorcycle: The hero with this Talent gains a +1 CS bonus to Agility when piloting any and all forms of motorcycles.
Street Smarts: This is the measure of common sense that the hero has in regards to understanding street slang and street etiquette. The character with this Talent gains a +1 CS to Popularity, Reason, and Intuition when in the situation where they are needed to act as a guide or researching what street etiquette is appropriate in this city.
Survival: The character can use this Talent when he/she is dealing with the Rigors of Natural Challenges in the Outdoors such as Finding Direction, Food, Water, Shelter, And Dealing With A Frigid (Cold) or Hot (Desert) Climate (+1 CS To All Actions Involving These Matters).
Language: English, Japanese, Russian
He has been a commando and knows how to rappel and the best methods of penetrating an installation.
Wolverine has Remarkable night sight.
CONTACTS: Wolverine's organizational contacts include
Canadian Armed Forces Intelligence Division (from being one of their agents),
The X-Men
Alpha Flight
Mariko Yashida, head of Japan's powerful Clan Yashida, is Wolverine's lady and could help him with contacts in
Japan
Co-owner of the Princess Bar
Avengers
Nick Fury
BACKGROUND:
How Logan gained his skeleton is a mystery. He was found in the Canadian Rockies and became a super powered
Agent for that country. He left Canada to join the X-Men, and has remained with that team ever since. Wolverine is short-tempered, hard-edged, and thinks nothing of taking drastic (Karma-reducing) steps to get the job done.
RUNNING WOLVERINE: Over the years Wolverine's wild, brutal style of fighting has created great friction within the X- men. (Angel left the group for good because of Wolverine.) As time passed, Logan learned to control himself, primarily through the oriental martial arts philosophies and because of his increased affection for his new X-Men 'family,' especially Kitty Pryde. He is a man with a samurai's sense of honor and a wolverine's instinct for survival. It is not surprising that in
Rachel Summer's future timeline, Wolverine is still free when all the other X-Men have been caught or killed.
"See what we learned today Mr. Scruffy? Solve a man's problems with violence help him for a day. TEACH a man to solve his problems with violence, help him for a life time!" - Belkar Bitterleaf to Mr. Scruffy the cat
"Just because you post a lot doesn't mean you know what the hell you're talking about" - Me
"I say a lot of things sometimes that don't come out right, And I act like I don't know why I guess a reaction is all I was looking for. You looked through me, you really knew me like no one has EVER looked before. Baby on your own you take a cautious step, Do you wanna give it up?" Shine - Mr. Big
"Nothing's forgotten. Nothing's ever Forgotten" Robin of Locksley
Snake Eyes is Batman if Batman used an Uzi and Trench Knives when he wanted to be LESS dangerous. - Brotherless One
Edited 7 time(s). Last edit at 06/25/2013 02:54AM by The_Skycutter.