[ Home | House Rules | Jeff Dee Art Gallery | Links Page | Sitemap | V&V Cover Gallery ]

V&V Emporium

WOLVERINE

Print Version

Identity: Logan

Group Affiliation: The X-Men

Base of Operations: "Xavier's School for Gifted Youngsters" (1407 Graymalkin Lane in Salem Center, Westerchester County, New York)

First Appearance: INCREDIBLE HULK #180

Side: Good

Sex: Male

Age: Undetermined

Height: 5' 3"

Hair: Black

Eyes: Black

Level: 10th

Experience: 54,000

Training: +1 Self Control


POWERS:

1. Bionics (Adamantium-laced Skeleton): Wolverine's skeleton has been fused with Adamantium. For all intents and purposes, Adamantium is virtually indestructable. As such, this grants Wolverine the following abilities:
      a. Claws: In each of Wolverine's forearms, there is a set of three retractable Adamantium claws. When Wolverine extends his claws, he takes 1 point of damage per claw (he takes this damage only when he first extends his claws).

No. of Claws Used: To Hit: Damage: PR Cost:
1 +2 HTH +1d10 2
2 +4 HTH +2d10 4
3 +6 HTH +3d10 6
Double-Swipe Attack
(all 6 claws)
+12 HTH +6d10 12

Note: Wolverine's claws are deadly weapons and the stats clearly reflect that.
      b. Reinforced Skeleton: Wolverine's skeleton grants him 4 Points of Invulnerability against physical HTH attacks. Any physical HTH attacks (i.e. punch or kick) against Wolverine receive 1d4 damage in return. Wolverine does an additional 1d4 damage in any physical HTH attack (i.e. punch or kick). This additional HTH bonus is not included in his claw attack!

2. Heightened Agility A +10

3. Heightened Charisma A +12

4. Heightened Defense (Extensive Martial Arts Training): -4 to be hit

5. Heightened Endurance B +42

6. Heightened Expertise (Extensive Martial Arts Training): +4 to be hit with all hand held (ancient) weapons.

7. Heightened Senses: Wolverine's senses are superhumanly acute and grant him a x5 bonus multiplier to all Detect Hidden and Danger rolls. He also gains the following abilities:
      a. Enhanced Hearing: Wolverine can hear into the ultrasonic range.
      b. Enhanced Smell: Wolverine's sense of smell is as sensitive as a dog's and he can recognize a person by their scent alone. He can instantly recognize individual scents equalling twice that of his Int score - 28 people.
      c. Track by Scent: Wolverine must make an Int roll per hour (on d20, -1 per hour of trail) or else lose the trail.

8. Mutant Power (Healing Factor): Wolverine automatically regenerates at the end of his turn as per the Regeneration power (he is unable to regenerate Psychic damage). He is also virtually immune to poisons and most drugs. For each turn that a toxin is in Wolverine's system, he must make an End saving throw on d20. He fails such a saving throw if he rolls a 20. This means the toxin has had an effect on Wolverine and he takes normal damage from the poison.

9. Natural Weaponry (Extensive Martial Arts Training): +4 to hit, +8 Damage

10. Weakness (Low Self-Control): In the heat of battle, Wolverine must make an Intelligence saving throw (on d20) or fly into a beserker rage. Over the years Wolverine has learn to control his beserker rages to some degree (+2 Self Control bonus to his initial Intelligence saving throw - this bonus doesn't help him once he has succumbed to a beserker rage).
      When in a beserker rage, he does not hold back (fights to kill) or roll with punches. To recover from his beserker rage, Wolverine must make another Intelligence save at the end of each turn. Alternatively, Wolverine will recover from his beserker rage when there is no one left to kill. He also gets a Intelligence save if he is confronted by someone he considers a friend (recommended only for the very brave or foolhardy).

11. Weakness (Prejudice): Life isn't easy for a mutant in the Marvel Universe.


CHARACTER DATA:

Weight: 195 lbs. Basic Hits: 4 Agility Mod: Nil
Strength: 16 Endurance: 56
Agility: 22 Intelligence: 14
Charisma: 24 Reactions from:   Good: +4     Evil: -4
Hit Mod. (1.4) (7) (2.2) (1.1) = 23.716 Hit Points: 95
Damage Mod.: +2 Healing Rate: 6.8
Accuracy: +4 Power: 108
Carrying Capacity: 880 lbs. Basic HTH Damage: 1d8
Movement Rates: 94" ground.
Det. Hidden: 50% Det. Danger: 70%
Inventing Points: 14.0 Inventing (42%):

Knowledge Areas:  Espionage, Military & Philosophy (Bushido).

Origin and Background: (Canadian) See 'The Official Handbook of the Marvel Universe #14' (Deluxe Edition). Note that this conversion does not take any recent comic events into account (i.e. Wolverine losing his body's Adamantium, the Origin mini-series, etc.).

Training Bonuses:
      2nd Level:  +1 Accuracy with Unarmed HTH Combat
      3rd Level:  +1 Damage with Unarmed HTH Combat
      4th Level:  +1 Accuracy with Unarmed HTH Combat
      5th Level:  +1 Damage with Unarmed HTH Combat
      6th Level:  +1 Self Control
      7th Level:  +1 Knowledge Area (Philosophy/Bushido)
      8th Level:  +1 Self Control
      9th Level:  +1 Damage with Unarmed HTH Combat
      10th Level:  +1 Accuracy with Unarmed HTH Combat

Legal Status: Citizen of Canada, now permanent resident in the United States; no criminal record.


[ Home | House Rules | Jeff Dee Art Gallery | Links Page | Sitemap | V&V Cover Gallery ]

Valid CSS!   Valid XHTML 1.0 Transitional

Wolverine and his likeness are a trademark of Marvel Comics. The Wolverine V&V conversion copyright © 2003 - 2008 V&V Emporium.
The Wolverine image is used without permission (all rights reserved).