Hyper Score Marvel: Cyclops

Welcome to Hyper Score Marvel (#23!) where every week I use Hypercorps 2099 to put together an iconic hero or villain from the world’s most popular superhero universe! Unlike previous posts, this series is no longer dual-system and from here on out will only feature statblocks for the Pathfinder Roleplaying Game (although all previous 22 posts also have D&D 5e versions).

Last week we had Emma Frost and next we’ve got Daredevil, then Luke Cage, Iron Fist, Jessica Jones, Punisher, Mr. Fantastic, Human Torch, Doctor Doom, Invisible Woman, and Loki. More requests are always welcome however–I’ll get to them all eventually! The full cast (as well as all my other statblocks) are easily accessible in big ol lists over on the index page and run the gamut from Squirrel Girl to the Infinity Gauntlet. Also–there are free PDFs for Hypercorps 2099 (the freebie Primer PDF covers Hyper Score up to 3 and for the full Hyper Score rules [and 2099 Kathmandu and cast of hypercorp operators and class archetypes and so on] check out the core book).

If you spot a way this can improve, share the info! I’m on Twitter @MikeMyler2, Facebook, Google+, and you can leave messages below the post. Thanks!

Thanks! 😀

cyclops x-men pathfinder.png

CYCLOPS         CR 16—XP 76,800

Male human brawler 4/monk (sensei) 3 [hs 7; hypernaut 3]
Medium humanoid (human, hyper)
Init +12; Awareness +11

DEFENSE
AC 32, bullet 32, touch 27, flat-footed 26 (+1 brawler, +5 deflection, +5 Dex, +1 dodge, +3 hyper, +5 natural, +2 Wis)
hp 103 (4d10+3d8+42+21); Hyper Bonus +3
Fort +14, Ref +15, Will +8; +2 vs. enchantments
DR 2/–
Hyper Flaw always active (optic blast; without his visor Cyclops is blind or automatically attacks whatever he looks at), maximum force (Cyclops’ optic blasts cannot deal less than 3d8+6 damage to anything it touches that is not Cyclops, Havok, or ruby quartz)

OFFENSE
Speed 30 ft.
Melee unarmed +14/+9/+9/+4 or +12/+12/+7/+7/+2 (1d8+5)
Ranged optic blast ranged touch +16/+11/+11/+6/+6 or +14/+14/+9/+9/+4 (3d8+6 force plus bull rush, Range 400 ft.)
Special Attacks advice 5 rounds/day (inspire competence +2, inspire courage +1), grit (2; gunslinger’s dodge), hyper bonus +3, optic blast, knockout strike 1/day (DC 17), martial flexibility (move action, 5/day) [frequently for Combat Reflexes, Ricochet Shot Deed, Targets of Opportunity], stunning fist 4/day (DC 14)
Hypernaut Spell-Like Ability (CL 14th; concentration +18)
At will—optic blast (DC 16 when used as line)

STATISTICS
Str 14, Dex 20, Con 18, Int 10, Wis 14, Cha 18
Hyper Dexterity 1 (Dexterous Warrior), Hyper Constitution 1 (Hyper Tough), Hyper Charisma 2 (Hyper Confident: Diplomacy, Hyper Merit 2/day)
Base Atk +6; CMB +12 (+13 trip); CMD 35 (36 vs. trip)
Feats Amateur Gunslinger [B], Alertness [B], Blind-Fight [H], Combat Expertise [B], Dodge [B], Improved Unarmed Strike [B], Point-Blank Shot, Point-Blank Master (optic blast) [H], Precise Shot, Shot on the Run, Toughness, Weapon Finesse, Weapon Focus (optic blast), Weapon Specialization (optic blast) [H]
Skills Acrobatics +9, Athletics +10, Awareness +10, Diplomacy +11 (rolls twice and takes the best result), Intimidate +9, Knowledge (local, nature, technology) +8, Linguistics +6, Perform (oratory) +8, Search +6, Sense Motive +8, Stealth +12, Use Technology +1, Vehicular Use +12
Languages English, French, German, Spanish
SQ AC bonus +1, brawler’s cunning, brawler’s flurry, hyper attack 2, hyper focus 3/day, hyper initiative, hyper mortality, hyper rest, insightful strike, maneuver training (monk), maneuver training (trip +1), martial training, unarmed strike
Gear X-Men combat suit [+5 ring of deflection and +5 amulet of natural armor], communicator, ruby quartz visor, X-Wing (Model 8; armored skycar with at will invisibility)

SPECIAL ABILITIES
Optic Blast (Hyper) Cyclops is constantly absorbing ambient energy, using it to psionically focus the constant stream of extradimensional force that pours from his optic nerves. In addition to the normal damage his optic blast attack deals, if Cyclop’s attack roll exceeds his opponent’s CMD, he can push his opponent back as if from the bull rush combat maneuver or knock that target prone as if from a trip combat maneuver. If he chooses to bull rush, he cannot move with the target. Cyclop’s maneuver does not provoke an attack of opportunity. He may always treat his optic blasts as a gun for gunslinger deeds.
As a standard action Cyclops can unleash his optic blast in a 10-ft.-wide line up to 1,000 ft. long. Any creature in the area makes a DC 16 Reflex save or takes 18d6+6 force damage and is pushed away 5 ft. per 10 points of damage taken. On a successful save, a creature takes half damage and is not pushed away. Objects receive no save.

EDIT Over on Facebook, David Anne suggested that Cyclops deserves Blind-Fight so I’ve swapped out Target of Opportunity for it.

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