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|Dex: 08||Str: 05||Bod: 08||Motivation: Unwanted Power|
|Int: 07||Wil: 10||Min: 08||Occupation: Lone Wolf, Adventurer, X-Man|
|Inf: 08||Aur: 05||Spi: 08||Resources: 006|
|Init: 027||HP: 100|
Powers: Analytical Smell/Tracking Scent: 09, Claws: 11, Extended Hearing: 05, EV: 06, Invulnerability: 10, Iron Will: 04, Mind over Matter: 03, Regeneration: 08, Systemic Antidote: 04
Bonuses and Limitations:
- Martial Arts skill includes Natural Weapons (+1)
- Iron Will can be added to AV to break free of mental control (+2)
- Misc. If Wolverine ever loses his Regeneration power, he’ll inflict 1 RAP of Physical Killing Damage on himself whenever he pops his retractable Claws (-1)
- Whenever Iron Will is used as a power, the Rage Drawback’s severity increases by one rank, INT is dropped by 2 APs and BODY is increased by 1 AP, 20 pts
- Iron Will usage represents entering a ’Berserker Rage‘ and can be entered practically at will
- Mind over Matter is the version presented in the BOH:SE rules
Skills: Acrobatics: 07, Animal Handling*: 08, Charisma (Persuasion, Interrogation): 08, Charisma (Intimidation): 10, Martial Arts: 08, Martial Arts (Natural Weapons): 09, Military Science (Demolition, Field Command, Cartography): 05, Military Science (Camouflage, Danger recognition): 07, Military Science (Tracking): 10, Thief: 08, Vehicles: 06, Weaponry: 08
Advantages: Area Knowledge (Canadian Wilderness, Madripoor), Expertise (Bushido code, Canadian Ice Hockey championships), Iron Nerves, Languages (German, Japanese, Russian, Spanish, French, Farsi, presumably others), Lightning Reflexes, Misc. Advantage (Wolverine’s bones and claws, laced with Adamantium, have a BODY of 25 APs against any attack specifically designed to break, cut, etc. his bones, 10 pts), Omni-Connection, Rank (Captain, retired), Scholar (Survival), Sharp Eye, Schtick (Wounds Rejection (Low)), Slowed Aging
Connections: Alpha Flight (High), Archie Goodwin (High), Black Widow (High), Canadian Armed Forces Intelligence Division (Low), Elektra (Low), Jean Grey (High), Jessica Drew (High), Jubilation Lee (High), Kitty Pride (High), Madripoor Police (High), SHIELD (Low), Storm (High), Street (Low), Vindicator and Puck (High), Xavier Teams esp. The X-Men (High), Yashida Clan (High), Yukio (High)
Drawbacks: Attack Vulnerability (-1 CS OV/RV against Magnetic Attacks due to carrying an Adamantium Skeleton, 8 pts only), Archenemies (Donald Pierce, Sabretooth), Mistrust (Mutant, sometimes only), Serious Rage (Catastrophic formerly), Misc. Drawback (Amnesia and Memory Implants, 5pts)
Wolverine’s Adamantium Claws
Wolverine has a pair of Natural (+0), Innate (+1) bone claws inside his lower arms. These consist of three separate claws that can be extended for one feet from the back of his hands, by simple muscle impulses, either one at a time or all at once ; they are thus Retractable (+0). These bone claws have, like the rest of his body, been laced with Adamantium. They therefore have a BODY of 25 APs for all purposes of breaking and their Claws value has been increased from 7 APs to 11 APs. His claws are exceptionally sharp, but are not as lethal as one might be lead to believe ; they can damage soft or hard damage alike, but damage applied isn’t very great. Superhuman opponents aren’t immediately killed by the claws and heavy steel doors aren’t destroyed although they are almost always damaged (thus they have the Armour-Piercing Limitation; +2 on EV, but only 1/2 RAPs gained).
The healing game
Wolverine is famous for his ability to heal. He often has Power Complication subplots that mainly alter his Regeneration and Invulnerability scores - such Subplots tend to be rather long, ranging over several adventures. For this reason, people who have only read about his adventures during a relatively short period (within an extended arc) will have a different take on his abilities than others. On occasions when his Regeneration score is decreased or neutralized alltogether, he will also loose his healing Schtick completely. One could argue that he did not have this Schtick during his adventures in Madripoor in the 1980s. OTOH, when his Regeneration score has been buffed it has sometimes been accompanied by one of the Appearance Drawbacks (like when Magneto ripped out his Adamantium Skeleton and he reverted to a more animalistic state). In general it is true that his regenerative abilities slowly increase over the years.
Many stories have shown inconsistencies in how his regeneration works. For example, early on in the story arc he has been severely damaged and incapacitated by relatively minor threats. Later on, when he really needed to get going to ’complete the adventure‘, he simply chose to ignore similar damage to a larger degree than what would be expected by mere HP expenditure. This is exactly the type of thing that his healing Schtick represents and allows. The Schtick also helps, along with Regeneration, Invulnerability and HPs, with handling a lot of the more recent extreme regeneration issues, such as healing up from having been blasted or burn into a mere skeleton. Nobody regenerates like Wolverine when he really wants to heal up and get going.
The Regeneration power and the APs presented in this writeup represent his average ability throughout all eras and all stories, and might vary (GM call) depending on which era of Wolverine he’s using.