In my last post, I went over Jean Grey and her recent history and datafile. This time, we will be discussing everyone’s favorite blue, furry scientist: Hank McCoy, Beast. Except, he’s not blue, he has no fur, and he isn’t a scientist.
Welcome to X-Men Comics!
Hank McCoy’s trip to the future has been easier than most of his compatriots. There is, of course, the horror of how his future-self looks and the fact his future-self almost died on an operating table, but, comparatively, he got off light. Only one who has it easier is Iceman.
For those of who at home wondering why he isn’t blue, Beast originally did not have such an appearance. His only visible mutation was his large feet and inhuman athleticism and acrobatics. Back in the bronze age, he took a drug that was intended to remove his mutation and, accidentally, turned himself blue and furry.
Young Hank McCoy has found his role in the future a bit belittling. While a scientific genius in his day, all of his knowledge is now twenty years out of date. Whereas modern Beast is one of the smartest beings alive, Young Hank McCoy, while still a scientist, gets simple things wrong simply because the science has change in the last two decades. This lead him to pursue a different field of study to create a new role for himself: the realm of magic.
Studying under Doctor strange, he learned the powers of sorcery and tries his best to apply the scientific method to the world of mystic and magic. Still a novice, he has made many mistakes, not the least of which being dangerous pacts with powerful beings.
Right now, he’s trying to best to work alongside the team as their operate out of Madripoor. His obsession with the occult has lead to some arguments between him and Cyclops, who does not understand magic and fears it. And this is not even mentioning the fact he still has feelings for Jean.
Henry McCoy [public]
20 Years Behind The Times
[d4 (+1 PP) or d8]
Disciple of Doctor Strange
Adept Sorcery d8
Mystic Resistance d10
SFX: Alliterative Invocations. When using a stunt to create magical assets or complications, add a d6 and step up your effect die.
SFX: Area Attack. Against multiple targets, for every additional target add a d6 and keep an additional effect die.
SFX: Multipower. Add more than one Disciple of Doctor Strange power to your pool. Step back each Disciple of Doctor Strange die in your pool once for each die beyond the first.
Limit: Calling In The Pact. When the doom pool includes 2d12 or or you take mental trauma, move all stress and trauma to the doom pool and activate The Beast.*
Limit: The Extent of Sorcery. When you add Adept Sorcery to any pool, you may only create assets and complications as your effect.
Enhanced Durability d8
Enhanced Senses d8
Enhanced Stamina d8
Superhuman Reflexes d10
Superhuman Strength d10
SFX: Oh My Stars and Garters! Spend 1 pp to add a doom die to your next attack action. After your action, step back the doom die and return it to the doom pool.
Limit: Mutant. When affected by mutant-specific complications or tech, earn 1 pp.
Hank has made a pact with dangerous cosmic forces to grow his knowledge and power. Most notably, the Goblin Queen has left a mark on him. It’s a source of shame and insecurity for Hank. When the Goblin Queen takes advantage of this, she can transform Hank into a horrid beast that resembles a mixture of his future-self and a demon. While manifested, the Beast uses the current doom pool in place of an Affiliation die for all dice pools, similar to a Large Scale Threat. Dice added to or spent out of the doom pool affect the Beast’s power. The Beast’s dice may be targeted like a Large Scale Threat’s Affiliation dice with successful actions against him reducing the doom pool. If the doom pool is reduced to two dice, the Beast reverts back to Hank McCoy and all emotional stress and trauma are recovered.
Acrobatic Master d10
Combat Expert d8
Medical Expert d8
Mystic Expert d8
Science Expert d8
Tech Expert d8
[You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
Magic Is The New Science
1 XP when you discuss the nature of magic and attempt to understand it through the lens of science.
3 XP when you do a powerful display of magic might that scares onlookers and friends.
10 XP when you either forgo magic and attempt to return to the study of science or toss yourself further into magic and make a powerful, dangerous pact with a new being.
Once An X-Men…
1 XP when you talk to someone about how guilty you feel about your decisions and when you lament about what you can’t tell your team .
3 XP when you get into an argument with your team about your life choices.
10 XP when you either decide to leave the team or reconcile with your team and let them inside your world.
*Consider this element optional. It’s not 100% accurate to the comics, as this usually only comes up when the Goblin Queen directly intervenes. However, I think it is an interesting element to add to the game.