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Old 01-22-2015, 10:32 AM   #1001
Phantasm
 
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

KA-ZAR

Real Name: Kevin Plunder.
Occupation: Protector, tribal champion.
Identity: Ka-Zar's existence is generally unknown outside of the Savage Land.
Legal Status: Citizen of the United Kingdom with no criminal record, legally missing and presumed deceased; adopted member of the Fall People Tribe of the Savage Land.
Other Aliases: "Son of the Tiger" (the literal translation of his preferred name).
Place of Birth: Unrevealed, though quite possibly inside the Savage Land.
Marital Status: Married according to the customs of the Savage Land.
Known Relatives: Robert (father, deceased); Parnival (aka the Plunderer, brother); Matthew (grandfather, deceased); Shanna O'Hara (aka Shanna the She-Devil, common-law wife).
Group Affiliation: Partner of Shanna the She-Devil and Zabu.
Base of Operations: Mobile throughout the Savage Land.
History: Kevin's grandfather, the British nobleman explorer Matthew, Lord Plunder, is credited with discovering the Savage Land, a prehistoric jungle located in a hidden valley in Antarctica, in 1962 after following accounts recorded during the early 20th Century (see Savage Land). As a child, Kevin and his older brother, Parnival, were raised in the Savage Land by their parents in the Fall People village. When he was eight, the Fall People were attacked by their long-time rivals, the Swamp Men; during the raid, Kevin witnessed one of the Swamp Men kill his parents. Left only with his father's Bowie knife and the family's adopted sabretooth cub, Zabu, Kevin fled into a region of the Savage Land known as the Land of Mists, a forest filled with thick mists from a river emptying into a volcanic vent which the Swamp Men considered to be haunted and a place of evil (see Zabu). Unknown to Kevin, Parnival had escaped the Savage Land and returned to England.

For ten years, Kevin and Zabu traveled across the Savage Land, living off the land. During this time, Kevin became known to many denizens of the Savage Land as "Ka-Zar", which translates into English as "Son of the Tiger". It wasn't until recently that Ka-Zar returned to the Fall People village to discover his parents' diaries were being held by their old friend, Chief Tongah, for him (see Tongah). In the years that followed, Ka-Zar continued moving around the Savage Land, but he kept returning to the Fall People village. For a time, Ka-Zar had a romance with Tongah's teenage daughter, Nereel, but Ka-Zar's wanderlust kept them apart more than they were together (see Nereel).

Recently, Ka-Zar was hired as a guide by graduate biology student Shanna O'Hara, who had come to the Savage Land to study the ecology there (see Shanna the She-Devil). At the same time, the sorceress Zaladane began a campaign to conquer the Savage Land with the assistance of the Sun People tribe and a few of the Savage Land Mutates (see Savage Land Mutates; Zaladane). Ka-Zar, Zabu, and Shanna were drawn into the conflict and proved instrumental in thwarting Zaladane's campaign of war. Since then, Ka-Zar and Shanna have begun a romance and are now considered by Savage Land customs to be married.

Even more recently, Ka-Zar learned that his brother survived and, with the family fortune at his sole disposal, was assisting the Roxxon Energy Company (which he apparently owns stock in) in exploiting the Savage Land's natural resources as the Plunderer, in violation of the international Antarctic Treaty (see Plunderer; Roxxon Energy). Ka-Zar and his allies helped thwart his brother's plans, though Parnival has once again escaped the Savage Land. Ka-Zar's further exploits are presently unrecorded.
Height: 6'.
Weight: 200 lbs.
Eyes: Blue.
Hair: Blond.
Uniform: None.
Strength Level: Ka-Zar possesses the normal human strength of a man his age, height, and build who engages in intensive regular exercise.
Known Superhuman Powers: None.
Other Abilities: Ka-Zar is a skilled if undisciplined hand to hand combatant, skilled in the use of the Stone Age weapons of the Savage Land.
Weapons: Ka-Zar's preferred weapon is the steel bowie knife he inherited from his father.

420 points
Attributes:
ST 14 [40]; DX 14 [80]; IQ 11 [20]; HT 14 [40].
Secondary Characteristics: Dmg 1d/2d; BL 39 lbs.; HP 20 [12]; Will 14 [15]; Per 14 [15]; FP 14 [0]; Basic Speed 7.00 [0]; Basic Move 7 [0]; Dodge 14.
Languages: English (Accented) [4]; Savage Land Speech (Native Spoken/Illiterate) (Native Language) [-3].
Cultural Familiarities: Savage Land [0].
Advantages: Absolute Direction [5]; Ally (Zabu, Sabertooth Cat; 50% Starting Points) (15) [6]; Ambidexterity [5]; Animal Empathy [5]; Animal Friend 2 [10]; Appearance (Handsome) [12]; Claim to Hospitality (Many Savage Land Peoples) [5]; Combat Reflexes [15]; Danger Sense [15]; Enhanced Dodge 3 [45]; Hard to Kill 3 [6]; Hard to Subdue 3 [6]; High Pain Threshold [10]; Intuition [15]; Outdoorsman 3 [30]; Rapid Healing [5]; Resistant to Disease (+3) [3]; Resistant to Poisons (+3) [5]; Very Fit [15].
Perks: Call of the Wild [1]; Extended Hearing (High) [1]; Extra Option (Bulletproof Nudity) [1]; Eye For Distance [1]; Fearsome Stare [1]; Neck Control (Brawling) [1]; Sure-Footed (Uneven) [1].
Disadvantages: Code of Honor (Pirate's) [-5]; Enemy (Swamp Men; Large Group of up to 1,000 members) (9) [-30]; Hidebound [-5]; Low TL -8 [-40]; On the Edge (12) [-15]; Pacifism (Cannot Harm Innocents) [-10]; Sense of Duty (Savage Land) [-15]; Status -1 [-5]; Wealth (Poor) [-15].
Quirks: Broad-Minded [-1]; Decisive [-1]; Immodest [-1]; Responsive [-1]; Unimaginative [-1].
Skills: Acrobatics (H) DX+0 [4] – 14; Animal Handling (Big Cats) (A) IQ+2 [2] – 13*; Animal Handling (Theropods) (A) IQ+2 [2] – 13*; Area Knowledge (Savage Land) (E) IQ+3 [8] – 14; Armoury/TL0 (Melee Weapons) (A) IQ+1 [4] – 12; Brawling (E) DX+2 [4] – 16; Camouflage (E) IQ+4 [1] – 15†‡; Carpentry (E) IQ+1 [2] – 12; Climbing (A) DX+0 [2] – 12; Fast-Draw (Knife) (E) DX+1 [1] – 15§; Fishing (E) Per+4 [2] – 18†; Flint Knapping (A) DX-1 [1] – 13; Gesture (E) IQ+1 [2] – 12; Hiking (A) HT+0 [2] – 14; Intimidation (A) Will+0 [2] – 14; Jumping (E) DX+1 [2] – 15; Knife (E) DX+2 [4] – 16; Knot-Tying (E) DX+0 [1] – 14; Mimicry (Animal Sounds) (H) IQ+2 [2] – 13†; Naturalist (Savage Land) (H) IQ+3 [4] – 14†; Navigation/TL0 (Land) (A) IQ+7 [4] – 18†#; Observation (A) Per+0 [2] – 14; Professional Skill (Butcher) (A) DX-1 [1] – 13; Professional Skill (Tanner) (A) IQ+0 [2] – 11; Running (A) HT+0 [2] – 14; Spear (A) DX+0 [2] – 14; Stealth (A) DX+2 [8] – 16; Survival (Jungle) (A) Per+3 [2] – 17†; Swimming (E) HT+2 [4] – 16; Throwing (A) DX+0 [2] – 14; Thrown Weapon (Knife) (E) DX+2 [4] – 16; Thrown Weapon (Spear) (E) DX+1 [2] – 15; Tracking (A) Per+4 [4] – 18†; Veterinary/TL0 (H) IQ+2 [2] – 12*; Weather Sense (A) IQ+1 [4] – 12; Wrestling (A) DX+2[8] – 16.
Techniques: Arm Lock (Wrestling) (A) def+0 [0] – 16; Armed Grapple (Knife) (H) def+2 [3] – 16; Choke Hold (Wrestling) (H) def+3 [4] – 16.
Starting Spending Money: $760 (20% of Starting Wealth, minus the cost of his Bowie knife, carried in trade goods for barter rather than actual cash).

* Includes +2 from Animal Friend.
† Includes +3 from Outdoorsman.
‡ Defaulted from Survival (Jungle).
§ Includes +1 from Combat Reflexes.
# Includes +3 from Absolute Direction.

Role-Playing Notes:
Ka-Zar is a man who has lived a simple hunter-gatherer lifestyle since adolescence. He has a strong sense of right and wrong, though these values can differ in significant ways from those of the outside world. With what he's learned of the outside world from his parents' diaries, his brother, and his wife, he is certain he doesn't want to venture outside the Savage Land.

Design Notes:
1. Ka-Zar is one of the few characters I'll explicitly give the Extra Option Perk to (p. PU2:20), in his case Bulletproof Nudity, as fitting his "noble barbarian" motif; running around in just a loincloth against folks with guns, he needs all the help he can get!
2. For campaigns set in the Savage Land, set the local TL to 0, removing Ka-Zar's Low TL disadvantage, raise his Wealth from Poor to Average, and his Status to 0, a net increase of 60 points. Note that his knife's price will increase due to both quality and being made of steel, a TL3 material, a net ×24 to price ($960; ×4 from Fine Quality, ×8 from being 3 TLs above the setting); a good idea would be to take it as Signature Gear.
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"But mom, I don't wanna go back in the dungeon!"

The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting

Last edited by Phantasm; 01-24-2015 at 09:25 AM. Reason: Added the design notes.
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Old 01-22-2015, 11:52 AM   #1002
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

I have nothing to say about Eel and Ka-zar. However, I feel that you are doing a great public good by documenting these many figures here, and deserve to be revered with other do-gooders like the folks at Wikipedia and TVtropes. Thank you.
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Old 01-23-2015, 11:31 PM   #1003
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

It seems almost a little out of character for a thread in this forum, but on the other hand, this is practically sui generis, so:

Congratulations on keeping this up to the 1000-post mark.
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Old 01-24-2015, 09:36 AM   #1004
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by William View Post
It seems almost a little out of character for a thread in this forum, but on the other hand, this is practically sui generis, so:

Congratulations on keeping this up to the 1000-post mark.
Thanks! In true Marvel fashion, I have to ask this: do I get a no-prize? XD
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991

"But mom, I don't wanna go back in the dungeon!"

The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting
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Old 01-24-2015, 09:51 AM   #1005
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

OX

Real Name: Raymond Bloch.
Occupation: Professional criminal.
Identity: Publicly known.
Legal Status: Citizen of the United States with a criminal record.
Other Aliases: None.
Place of Birth: Seaside Heights, New Jersey.
Marital Status: Single.
Known Relatives: Ronald (brother).
Group Affiliation: Sometime partner of the Eel, employee of the Kingpin, would-be pawn of Dr. Karl Malus and Mister Fear.
Base of Operations: New York City.
History: A career criminal, Raymond Bloch was hired muscle for Wilson Fisk, the self-proclaimed Kingpin of Crime, when he was selected by the Kingpin for an experiment in granting superhuman abilities (see Kingpin). (It is believed that Bloch was already known as "Ox" to his fellow criminal enforcers even before gaining powers.) To this end, Ox was sent to a secret lab owned by Dr. Karl Malus and subjected to a number of chemical and stem cell growth experiments (see Malus, Dr. Karl). Already a large man, Bloch grew about half a foot and nearly a hundred pounds of extra-dense muscle. Determining the process a success, Malus attempted to use the Ox against the Kingpin, an action which drew the attention of the costumed vigilante Daredevil, who convinced Ox he was being used by both and to stop the fighting.

Ox was later seen involved in the four-way gang war between the Kingpin, the Green Goblin, Doctor Octopus, and the Hammerhead Maggia family, again working for the Kingpin (see Doctor Octopus; Green Goblin; Hammerhead; Maggia). During this conflict, Ox teamed with Daredevil and Spider-Man against Doc Ock and the Goblin (see Spider-Man). Because of this aid, and because there were no outstanding warrants on Bloch, the two crimefighters were forced to let him go.

Even later, Ox and the costumed mercenary Eel were coerced by the criminal Mister Fear into serving him, which again pitted him against Daredevil (see Mister Fear). Ox was then arrested and taken to prison. Some months later, he was among the criminals who escaped during the mass breakout led by the Rhino (see Rhino). He was last seen at one of the so-called Bars With No Name, a drinking establishment for superhuman criminals, being approached by the criminal Owl for reasons unknown (see Bar With No Name; Owl).
Height: 6' 8".
Weight: 400 lbs.
Eyes: Brown.
Hair: Brown.
Uniform: None.
Strength Level: The Ox possesses superhuman strength enabling him to lift (press) five tons.
Known Superhuman Powers: Besides his superhuman strength, the Ox possesses superhuman durability, enabling him to shrug off most antipersonnel weaponry with ease.

585 points
Attributes:
ST 24/85 [50*]; DX 11 [20]; IQ 9 [-20]; HT 11 [10].
Secondary Characteristics: Dmg 2d+1/4d+2 (9d+2/11d+2); BL 115 lbs. (1,445 lbs.); HP 24 [0]; Will 11 [10]; Per 11 [10]; FP 11 [0]; Basic Speed 5.50 [0]; Basic Move 5 [0]; Dodge 8.
Languages: English (Accented) (Native Language) [-2].
Cultural Familiarities: Western [0].
Advantages: Damage Resistance 40 (Tough Skin, -40%; Passive Biological, -5%) [110]; Hard to Kill 3 [6]; Hard to Subdue 3 [6]; Single-Minded [5]; Super ST +9/+70 (Passive Biological, -5%) [356]; Very Fit [15].
Disadvantages: Bad Temper (12) [-10]; Code of Honor (Pirate's) [-5]; Social Stigma (Criminal Record) [-5]; Social Stigma (Uneducated) [-5]; Status -1 [-5]; Wealth (Struggling) [-10].
Quirks: Atheist [-1]; Bloody Mess [-1]; Chauvinistic [-1]; Incompetence (Guns) [-1]; Third Person [-1].
Skills: Area Knowledge (Manhattan) (E) IQ+1 [2] – 10; Boxing (A) DX+2 [8] – 18; Carousing (E) HT+1 [2] – 12; Climbing (A) DX+1 [4] – 12; Intimidation (A) Will+2 [8] – 13; Lifting (A) HT+1 [4] – 12; Running (A) HT+1 [4] – 12; Savoir-Faire (Mafia) (E) IQ+1 [2] – 10; Streetwise (A) IQ+3 [12] – 12; Throwing (A) DX+1 [4] – 12.
Techniques: Aggressive Parry (Boxing) (H) def+1 [2] – 9.
Starting Spending Money: $2,000 (20% of Starting Wealth).

* Includes +9/+70 from Super ST.

Role-Playing Notes:
Ox, as his name indicates, is not the brightest person out there. A career criminal, he's long been the muscle of a group; his gaining powers hasn't changed much in his life.



I referenced Ox a while back, when I did the Mr. Fear entry in my DD binge, but then I never got around to doing him until earlier this week. He varies from his canon version in that the original Ox, while a massive man, never possessed powers. I based him in part on the version from Spectacular Spider-Man which did.
__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991

"But mom, I don't wanna go back in the dungeon!"

The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting

Last edited by Phantasm; 06-07-2015 at 01:54 AM.
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Old 01-26-2015, 10:04 AM   #1006
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

SCORPIO

Real Name: Jacob "Jake" Fury.
Occupation: Subversive, professional criminal, businessman, former soldier.
Identity: Secret.
Legal Status: Citizen of the United States with no criminal record.
Other Aliases: None.
Place of Birth: Hell's Kitchen, New York City.
Marital Status: Single
Known Relatives: Nick (brother), Dawn (sister).
Group Affiliation: Head of his own criminal cartel; member of the Zodiac, formerly the US Army.
Base of Operations: New Orleans, Louisiana.
History: Jacob Fury is the younger brother of Nick Fury, a noted war hero of the Iraq and Afghanistan campaigns (see Fury, Nick). For a short time, Jake joined the US Army in emulation of his older brother, but found military life stifling. Apparently during his time in the military his admiration of his brother turned to jealousy and then hatred. After serving his tour, he declined reenlistment and dropped out of sight.

He reappeared several years later in New Orleans, Louisiana, having procured an ancient artifact called the Zodiac Key through unknown means. After establishing himself as an officer of a local corporation, he used this Key to take control of the New Orleans underworld, and was inducted into criminal cartel known as the Zodiac; as he was born on Halloween night, he was given the position of Scorpio (see Zodiac). As Scorpio, he has clashed several times with his older brother, now an agent for the CIA.

Scorpio was present when the Zodiac attempted to hold the island of Manhattan hostage, using the power of the Zodiac Key to power an impenetrable force field. Just when the Zodiac appeared to be on the verge of success, half of the cartel leaders, including Scorpio, who had been uneasy with the scheme (criticizing it as being "straight out of a comic book"), grabbed the Zodiac Key and used it to teleport away.

Scorpio remains his brother's primary nemesis, using his criminal empire and the resources of the Zodiac to continue to attack Nick. Even before the Manhattan incident, he has been seen in the company of one of the other Zodiac leaders, Capricorn, who has been hinted to be his younger sister, Dawn, though there is evidence to the contrary as well (see Capricorn).
Height: 5' 10".
Weight: 185 lbs.
Eyes: Brown.
Hair: Black.
Uniform: Red advanced ballistic fabric bodysuit with black astrological signs on it, red gloves, red boots, red full-face cowl with yellow markings, black chain belt.
Strength Level: Scorpio possesses the normal human strength of a man his age, height, and build who engages in moderate regular exercise.
Known Superhuman Powers: None.
Other Abilities: Jacob Fury is a good hand to hand combatant, able to hold his own against his brother.
Weapons: Scorpio's primary weapon is the so-called Zodiac Key, a virtually indestructible device shaped like an ankh, the origins of which are unknown. The Key is able to manipulate tremendous amounts of energy, apparently in a psionic manner, though Scorpio himself lacks psionic powers. Primary among its powers is the ability to fire a wide range of energy beams, from kinetic energy and electric stun bolts to disintegrator beams, as well as form powerful force fields around its wielder. The Key is also able to be used as a near-infinite power source for almost any machine, and can teleport himself and at least six other people to anywhere in the world. Other abilities of the Zodiac Key are currently unrevealed.

467 points
Attributes:
ST 12 [20]; DX 12 [40]; IQ 12 [40]; HT 12 [20].
Secondary Characteristics: Dmg 1d-1/1d+2; BL 29 lbs.; HP 12 [0]; Will 12 [0]; Per 12 [0]; FP 12 [0]; Basic Speed 6.00 [0]; Basic Move 6 [0]; Dodge 10.
Languages: English (Native) (Native Language) [0]; Spanish (Native) [6].
Cultural Familiarities: Latin American [1]; Middle Eastern [1]; Western (Native) [0].
Advantages: Appearance (Handsome) [12]; Charisma 3 [15]; Combat Reflexes [15]; Fit [5]; Hard to Kill 3 [6]; Hard to Subdue 3 [6]; High Pain Threshold [10]; Indomitable [15]; Merchant Rank 7 [35]; Organized Crime Rank 6 [30]; Patron (Zodiac Key; Built on As Many Points As the GM Wishes!) (15) [60]; Resistant to Disease (+3) [3]; Resistant to Poisons (+3) [5]; Status 4 [0*]; Wealth (Multimillionaire 1) [75].
Perks: Style Familiarity (Military Hand to Hand: Fairbairn Close Combat Training) [1]; Style Familiarity (Military Hand to Hand: MCMAP) [1].
Disadvantages: Addiction (Tobacco) [-5]; Code of Honor (Gentleman's) [-10]; Enemy (Nick Fury, brother; Equal in Power) (9) [-10]; Jealousy [-10]; Secret Identity (Imprisonment) [-20]; Selfish (12) [-5].
Quirks: Chauvinistic [-1]; Obsession (Destroy His Brother) [-1].
Skills: Acrobatics (H) DX+0 [4] – 12; Administration (A) IQ+1 [4] – 13; Beam Weapons/TL8 (Pistol) (E) DX+2 [4] – 14; Climbing (A) DX+0 [2] – 12; Connoisseur (Wine) (A) IQ+0 [2] – 12; Current Affairs/TL8 (Business) (E) IQ+0 [1] – 12; Current Affairs/TL8 (High Culture) (E) IQ+0 [1] – 12; Economics (H) IQ+0 [4] – 12; Finance (H) IQ+0 [4] – 12; Guns/TL8 (Grenade Launcher) (E) DX+1 [2] – 13; Guns/TL8 (Rifle) (E) DX+2 [4] – 14; Hiking (A) HT+0 [2] – 12; Jitte/Sai (A) DX+2 [7] – 14†; Judo (H) DX+2 [12] – 14; Jumping (E) DX+0 [1] – 12; Karate (H) DX+2 [12] – 14; Knife (E) DX+0 [1] – 12; Leadership (A) IQ+3 [2] – 15‡; Politics (A) IQ+0 [2] – 12; Public Speaking (A) IQ+2 [1] – 14‡; Running (A) HT+0 [2] – 12; Savoir-Faire (High Society) (E) IQ+0 [1] – 12; Savoir-Faire (Mafia) (E) IQ+2 [4] – 14; Shortsword (A) DX+2 [8] – 14; Stealth (A) DX+0 [2] – 12; Streetwise (A) IQ+1 [4] – 13; Swimming (E) HT+0 [1] – 12; Throwing (A) DX+0 [2] – 12; Wrestling (A) DX+2 [8] – 14.
Techniques: Choke Hold (Wrestling) (H) def+2 [3] – 14.
Starting Spending Money: $4,000,000 (20% of Starting Wealth).

* Includes +2 from Merchant Rank and +2 from Wealth.
† Defaulted from Shortsword.
‡ Includes +3 from Charisma.

Role-Playing Notes:
Jake Fury is driven by two goals: accumulation of power, and the destruction of his brother. He sees his position in the Zodiac as being a means towards both of these goals, though he has no real loyalty towards any of the other Zodiac members, save perhaps Capricorn.

The Zodiac Key
The Zodiac Key is about 18 inches long (a foot and a half), shaped like an ankh but with the "arms" turning to point "down", away from the loop, letting it entangle a melee weapon like a sai. Virtually indestructible, its composition is a complete mystery to Earth scientists; it may actually be a mystical artifact.

Unknown to anyone, the Zodiac Key is sentient and intelligent, allowing itself to be used by Scorpio for its own indiscernible reasons.

2,946 points
Attributes:
ST 10 [0]; DX 0 [-200]; IQ 15 [100]; HT 20 [100].
Secondary Characteristics: SM -4; Dmg 1d-2/1d; BL 20 lbs.; HP 30 [40]; Will 20 [25]; Per 15 [0]; FP 20 [0]; Basic Speed 5.00 [0]; Basic Move 0 [0]; Dodge 0.
Languages: None [-6].
Cultural Familiarities: None [-1].
Advantages: Control! All EM Energy 5 (Collective, +100%; Wildcard Power, ×4) [1,200]; Damage Resistance 100 (Hardened 6, +120%) [1,100]; Injury Tolerance (Damage Reduction /200; Homogenous; No Blood; No Eyes; No Head; No Neck) [412]; Warp (Exoteleport, -50%; Exoteleport: Modified Capacity (Static): 1,200 lbs, +175%; No Strain, +25%; Range Limit: 10,000 miles, -10%; Reliable +10, +50%) [290].
Perks: Generator [1].
Disadvantages: No Legs (Portable) [-30]; No Manipulators, -50%; Social Stigma (Valuable Property) [-10]; Wealth (Dead Broke) [-25].

Design Notes:
1. Organized Crime Rank is built upon the rules in Social Engineering: Pulling Rank, does not grant Status, and permits an Assistance Roll of 12 or less, with his New Orleans-based criminal cartel treated as a base 15-point Patron. His Merchant Rank, however, is based on the rules in the Basic Set, and does grant Status.
2. Because the Zodiac Key is intelligent, it is built as an Ally rather than a piece of gear.
3. It is because of the Zodiac Key that Nick, who is at 710 points, is considered "Equal in Power" as opposed to "Greater in Power" compared to Jake.


I've been sitting on Jake Fury since I originally posted Magneto... another character it's taken me years to look at.
__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991

"But mom, I don't wanna go back in the dungeon!"

The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting
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Old 01-26-2015, 10:09 AM   #1007
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SHANNA THE SHE-DEVIL

Real Name: Shanna O'Hara.
Occupation: Adventurer, warrior, former graduate ecology student.
Identity: Publicly known.
Legal Status: Dual citizen of the United States and Kenya with no criminal record in either country; adopted member of the Fall People tribe of the Savage Land.
Other Aliases: She-Devil, She-Leopard (epitaphs given to her by her opponents).
Place of Birth: Kenya, Africa.
Marital Status: Considered married by Savage Land customs; legally single in her birth country.
Known Relatives: Ka-Zar (Kevin Plunder, common-law husband); Gerald (father); Patricia (mother); Parnival, Lord Plunder (brother-in-law).
Group Affiliation: Partner of Ka-Zar and Zabu.
Base of Operations: Fall People Village, Savage Land.
History: Shanna O'Hara was the daughter of an American-born Kenya wildlife preserve warden. As a child, Shanna would occasionally be found observing a pack of lions, and more than once would be found playing with the cubs while the adult lions watched. One of her father's co-workers, however, panicked one day and shot one of the lions; this incident has led to Shanna's lifelong distrust of firearms. Shanna's father, seeking to avoid another incident, sent her back to the States to live with her mother.

As she grew older, Shanna studied ecology and veterinary medicine, intending to follow in her father's footsteps as an African preserve warden. As part of her graduate studies, she had to do field research; she decided to do her graduate research in the Savage Land, an apparently artificial prehistoric jungle nestled in the mountains of Antarctica (see Savage Land).

Upon entering the Savage Land, Shanna was amazed at how untouched by modern man the place was. She hired a local, Ka-Zar, as a guide; she soon found that she and Ka-Zar had a lot in common, particularly when she met his companion, the sabertooth Zabu (see Ka-Zar; Zabu). The more time she spent in the Savage Land and with Ka-Zar and Zabu, the more at home she felt. It wasn't long before a romance blossomed between Shanna and Ka-Zar.

Shanna and Ka-Zar became embroiled in the sorceress Zaladane's attempt at conquering the Savage Land (see Zaladane). Even later, she learned of Ka-Zar's history when they encountered his older brother, Parnival Plunder, the Plunderer, and his alliance with a team from Roxxon Energy Company to exploit the resources of the Savage Land (see Plunderer; Roxxon Energy). Shanna and Ka-Zar are now considered married according to the Fall People's customs; their continued adventures in the Savage Land are as yet unrevealed.
Height: 5' 8".
Weight: 140 lbs.
Eyes: Green.
Hair: Red.
Uniform: Leopard skin leotard open down to her navel, small knife sheath on one arm, armband made of animal teeth on the other arm.
Strength Level: Shanna possesses the normal human strength of a woman her age, height, and build who engages in intensive regular exercise.
Known Superhuman Powers: None.
Other Abilities: Shanna is a skilled if untrained hand to hand combatant, and has developed into a skilled huntress and tracker. Her fighting style has been likened to that of a large cat. She has an affinity with wild animals that sometimes seems superhuman, enabling her to walk among packs of carnivorous animals without incident. She maintains her skill as a veterinarian.
Weapons: Shanna has been known to use a steel bowie knife and a sharp stone spear.

442 points
Attributes:
ST 13 [30]; DX 15 [100]; IQ 12 [40]; HT 14 [40].
Secondary Characteristics: Dmg 1d/2d-1; BL 34 lbs.; HP 13 [0]; Will 13 [5]; Per 14 [10]; FP 14 [0]; Basic Speed 7.50 [5]; Basic Move 7 [0]; Dodge 11.
Languages: English (Native) (Native Language) [0]; Savage Land Speech (Native Spoken/Illiterate) [3]; Swahili (Accented) [4].
Cultural Familiarities: Savage Land [1]; Sub-Saharan Africa [1]; Western (Native) [0].
Advantages: Acute Hearing 3 [6]; Acute Taste and Smell 3 [6]; Animal Empathy [5]; Animal Friend 4 [20]; Appearance (Very Beautiful) [16]; Combat Reflexes [15]; Daredevil [15]; Flexibility [5]; Hard to Kill 3 [6]; Hard to Subdue 3 [6]; High Pain Threshold [10]; Night Vision 3 [3]; Stalker 4 [20]; Very Fit [15]; Voice [10].
Perks: Call of the Wild [1]; Extra Option (Bulletproof Nudity) [1]; Rapid Retraction (Kicks) [1]; Rapid Retraction (Punches) [1]; Razor Kicks [1].
Disadvantages: Bad Temper (12) [-10]; Easy to Read [-10]; Impulsive (9) [-15]; Pacifism (Reluctant Killer) [-5]; Sense of Duty (Friends and Family) [-5]; Stubbornness [-5]; Truthfulness (9) [-7].
Quirks: Broad-Minded [-1]; Dislikes Guns [-1]; Gone Native (Savage Land) [-1]; Responsive [-1].
Skills: Acrobatics (H) DX+0 [4] – 15; Animal Handling (Big Cats) (A) IQ+3 [2] – 16*; Area Knowledge (Savage Land) (E) IQ+0 [1] – 12; Bolas (A) DX+0 [2] – 15; Bow (A) DX+0 [2] – 15; Brawling (E) DX+2 [4] – 17; Camouflage (E) IQ+5 [1] – 17†‡; Climbing (A) DX+3 [2] – 18§; Expert Skill (Ecology) (H) IQ+0 [4] – 12; Fast-Draw (Knife) (E) DX+1 [1] – 16#; First Aid/TL0 (Human) (E) IQ+0 [1] – 12; Hiking (A) HT+4 [2] – 18†; Jumping (E) DX+1 [2] – 16; Knife (E) DX+1 [2] – 16; Knot-Tying (E) DX+1 [2] – 16; Mimicry (Animal Sounds) (H) IQ+1 [2] – 13¥; Mimicry (Bird Calls) (H) IQ+1 [2] – 13¥; Naturalist (Earth) (H) IQ+0 [4] – 12; Navigation/TL0 (Land) (A) IQ+4 [2] – 16†; Observation (A) Per+0 [2] – 14; Parry Missile Weapons (H) DX+1 [8] – 16; Pharmacy/TL0 (Herbal) (H) IQ-2 [1] – 10; Riding (Theropods) (A) DX+3 [1] – 18*; Running (A) HT+0 [2] – 14; Spear (A) DX+0 [2] – 15; Stealth (A) DX+3 [1] – 18†; Surgery/TL8 (Big Cats) (VH) IQ+0 [8] – 12; Survival (Jungle) (A) Per+1 [4] – 15; Survival (Plains) (A) Per+1 [4] – 15; Swimming (E) HT+1 [2] – 15; Throwing (A) DX+0 [2] – 15; Thrown Weapon (Knife) (E) DX+1 [2] – 16; Thrown Weapon (Spear) (E) DX+1 [2] – 16; Tracking (A) Per+4 [2] – 18†; Traps/TL0 (A) IQ+0 [2] – 12; Veterinary/TL0 (H) IQ+3 [2] – 15*; Veterinary/TL8 (H) IQ+3 [2] – 15*; Weather Sense (A) IQ+1 [4] – 13; Wrestling (A) DX+1 [4] – 16.
Techniques: Attack From Above (Knife) (A) def+2 [2] – 16; Choke Hold (Wrestling) (H) def+3 [4] – 16; Kicking (Brawling) (H) def+2 [3] – 17.
Starting Spending Money: $4,000 (20% of Starting Wealth).

* Includes +4 from Animal Friend.
† Includes +4 from Stalker.
‡ Defaulted from Survival (Jungle).
§ Includes +3 from Flexibility.
# Includes +1 from Combat Reflexes.
¥ Includes +2 from Voice.

Role-Playing Notes:
Shanna has essentially "gone native" in the Savage Land, becoming more at home there in the wild than in the civilization she grew up in. She has a fierce temper but is also fiercely loyal to her friends and husband.

Design Notes:
1. Shanna is one of the few characters I'll explicitly give the Extra Option Perk to (p. PU2:20); in her case, for Bulletproof Nudity, as fitting her "jungle girl" motif.
2. Shanna's social traits are calculated for a TL8 campaign. In a campaign set in the Savage Land, she would gain High TL +8, increasing her point value by 40 points and reducing her Starting Wealth from $30,000 to $250; giving her a higher level of Wealth would not be inappropriate.
__________________
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"But mom, I don't wanna go back in the dungeon!"

The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting
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Old 01-28-2015, 12:05 PM   #1008
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Another one I've sat on...

TYPHOID MARY

Real Name: Mary Walker (apparently).
Occupation: Professional assassin, aspiring actress.
Identity: Secret.
Legal Status: Citizen of the United States with no known criminal record.
Other Aliases: Typhoid.
Place of Birth: Unrevealed.
Marital Status: Single.
Known Relatives: None.
Group Affiliation: Employee of the Kingpin.
Base of Operations: New York City.
History: The assassin known as Typhoid Mary is a classic case of an extreme Multiple Personality Disorder or Dissociative Personality Disorder (popularly called a "split personality"), possessing two known personalities: "Typhoid" and "Mary". The cause of this disorder is not known. Mary is a shy woman who often stammers, and yet has shown great skill in immersing herself in a role; under the name Mary Walker (presumably her real name), she once was a rising off-Broadway actress before she suddenly disappeared. Typhoid, on the other hand, is a cruel, vicious killer; as Typhoid she runs a constant fever and her heart rate is erratic. Typhoid is aware of and despises Mary, while Mary appears to be unaware of her killer alter ego; it seems Typhoid can direct Mary to some extent.

Typhoid first came to the attention of the authorities when she first clashed with Daredevil while trying to assassinate a lieutenant in the Maggia's Hammerhead family (see Daredevil; Hammerhead; Maggia). Despite Daredevil's interference, Typhoid was successful in the assassination, but then apparently disappeared completely; as Mary she ran away and cowered in a subway car. A little later, Typhoid met with the Kingpin, who congratulated her on succeeding where others had failed, killing a target even with Daredevil's interference (see Kingpin). He gave her the task of finding out all she could about his nemesis and eliminating him.

Not long after, Matt Murdock, Daredevil's alter ego, and his friend Franklin "Foggy" Nelson were introduced to Mary by a mutual acquaintance at a high society party they'd been invited to (see Nelson, Foggy). Whether Typhoid is influencing Mary or whether Mary is attempting to restart her life even with Typhoid's interference is unknown. Typhoid does not yet know Murdock and Daredevil are the same, but has her suspicions.
Height: 5' 8".
Weight: 140 lbs.
Eyes: Green.
Hair: Red.
Uniform: Loose one-sleeve red leather shirt, black leather briefs, black fishnet stockings, black gloves, black boots, white face paint on the right half of her face.
Strength Level: Typhoid Mary has the normal human strength of a woman her age, height, and build who engages in intensive regular exercise.
Known Superhuman Powers: Typhoid possesses rudimentary psionic telekinetic and pyrokinetic ability. With her telekinesis, she is able to lift and throw small objects, including increasing the distance of any item she throws, though moving anything over more than 10 pounds will start to tire her out. She is able to start small fires inside her line of sight, as well as encase her blades in a sheath of fire to do extra damage. (Presumably she also possesses these powers in her Mary persona, but to date she has not exhibited such.) It is not currently known whether Typhoid is a mutant or if she developed these abilities through other means.

In addition, for unknown reasons Typhoid and Mary possess different fingerprints, voice prints, and retinas.
Other Abilities: Typhoid is a skilled melee combatant, specializing in all sorts of short blades. Mary lacks combat skills, but is a skilled actress.
Weapons: Typhoid Mary carries a pair of machetes from her belt and a number of knives elsewhere on her person.

Typhoid
312 points
Attributes:
ST 13 [30]; DX 13 [60]; IQ 10 [0]; HT 13 [30].
Secondary Characteristics: Dmg 1d/2d-1; BL 34 lbs; HP 13 [0]; Will 12 [10]; Per 12 [10]; FP 13 [0]; Basic Speed 6.50 [0]; Basic Move 6 [0]; Dodge 10.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western [0].
Advantages: Absolute Direction [5]; Ambidexterity [5]; Appearance (Attractive) [4]; Burning Attack 1 pt (Costs 1 FP, -5%; Increased Range: Line-of-Sight, +40%; Malediction: Speed/Range Table, +150%; Psionic, -10%) [6]; Combat Reflexes [15]; Flexibility [5]; Hard to Kill 3 [6]; Hard to Subdue 3 [6]; High Pain Threshold [10]; Imbue 3 (Limited Skill Access: 'Incendiary Weapon' Only, -80%; Psionic, -10%) [8]; Single-Minded [5]; Super-Throw 1 (Psionic, -10%) [9]; Telekinesis 2 (Psionic, -10%) [9]; Very Fit [15]; Weapon Master (Light Blade Weapons) [30].
Perks: Dirty Fighting [1]; Ignition [1].
Disadvantages: Bloodlust (12) [-10]; Callous [-5]; Compulsive Killing (9) [-22]; Impulsiveness (9) [-15]; Overconfidence (9) [-7]; Phantom Voices (Annoying) [-5]; Sadism (6) [-30].
Quirks: Bloody Mess [-1]; Dislikes Her Mary Persona [-1]; Distinctive Feature (Grease-Paint) [-1]; Immodest [-1]; Show-Off [-1].
Skills: Acrobatics (H) DX+0 [4] – 13; Climbing (A) DX+2 [1] – 15*; Current Affairs/TL8 (Headline News) (E) IQ+1 [2] – 11; Current Affairs/TL8 (High Culture) (E) IQ+1 [2] – 11; Escape (H) DX+2 [2] – 15*; Fast-Draw (Knife) (E) DX+1 [1] – 14†; Fast-Draw (Sword) (E) DX+1 [1] – 14†; Forced Entry (E) DX+1 [2] – 14; Guns/TL8 (Pistol) (E) DX+1 [2] – 14; Holdout (A) IQ+1 [4] – 11; Incendiary Weapon! (WC) DX+1 [36] – 14; Intimidation (A) Will+1 [4] – 13; Judo (H) DX+0 [4] – 13; Jumping (E) DX+1 [2] – 14; Karate (H) DX+0 [4] – 13; Knife (E) DX+3 [7] – 16‡; Main-Gauche (A) DX+1 [2] – 14§; Mind Block (A) Will+1 [4] – 13; Running (A) HT+0 [2] – 13; Savoir-Faire (Mafia) (E) IQ+1 [2] – 12; Shadowing (A) IQ+1 [4] – 11; Shortsword (A) DX+3 [12] – 16; Smallsword (A) DX+3 [11] – 16‡; Stealth (A) DX+1 [4] – 14; Streetwise (A) IQ+2 [8] – 12; Swimming (E) HT+0 [1] – 13; Throwing (A) DX+1 [4] – 14; Thrown Weapon (Knife) (E) DX+1 [2] – 14; Thrown Weapon (Shuriken) (E) DX+1 [2] – 14.
Techniques: Targeted Attack (Knife Thrust/Vitals) (H) def+2 [3] – 15; Targeted Attack (Shortsword Swing/Neck) (H) def+3 [4] – 14; Targeted Attack (Thrown Weapon (Knife)/Eyes) (H) def+5 [6] – 10.
Starting Spending Money: $4,000 (20% of Starting Wealth).

* Includes +3 from Flexibility.
† Includes +1 from Combat Reflexes.
‡ Defaulted from Shortsword.
§ Defaulted from Knife.

Mary
155 points
Attributes:
ST 12 [20]; DX 13 [60]; IQ 11 [20]; HT 12 [20].
Secondary Characteristics: Dmg 1d-1/1d+2; BL 29 lbs.; HP 13 [2]; Will 11 [0]; Per 12 [5]; FP 12 [0]; Basic Speed 6.25 [0]; Basic Move 6 [0]; Dodge 10.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western [0].
Advantages: Absolute Direction [5]; Ambidexterity [5]; Appearance (Beautiful) [12]; Born Entertainer 2 [10]; Charisma 2 [10]; Combat Reflexes [15]; Fit [5]; Pitiable [5]; Voice [10]; Wealth (Comfortable) [10].
Perks: Dabbler (select skills as needed) [1].
Disadvantages: Charitable (9) [-22]; Honesty (12) [-10]; Mundane Background [-10]; Pacifism (Self-Defense Only) [-15]; Phantom Voices (Diabolical) [-15]; Squeamish (12) [-10].
Quirks: Careful [-1]; Occasionally Loses Herself In Her Part [-1]; Unaware of Her Typhoid Persona [-1].
Skills: Connoisseur (Dance) (A) IQ+1 [3] – 12*; Connoisseur (Music) (A) IQ+1 [4] – 12; Current Affairs/TL8 (Popular Culture) (E) IQ+1 [2] – 12; Dancing (A) DX+2 [2] – 15†; Diplomacy (H) IQ+0 [1] – 11‡; First Aid/TL8 (Human) (E) IQ+0 [1] – 11; Group Performance (Choreography) (A) IQ+1 [2] – 12*; Housekeeping (E) IQ+0 [1] – 11; Makeup/TL8 (E) IQ+1 [2] – 12; Performance (A) IQ+4 [2] – 15†‡; Savoir-Faire (Stage Performers) (E) IQ+1 [2] – 12; Singing (E) HT+4 [1] – 16†‡; Stage Combat (A) DX+2 [2] – 15†.
Starting Spending Money: $8,000 (20% of Starting Wealth).

* Defaulted from Dancing.
† Includes +2 from Born Entertainer.
‡ Includes +2 from Voice.

Role-Playing Notes:
Typhoid is a passionate, ruthless killer who occasionally suffers bouts of homicidal tendencies that she does not have any qualms about indulging.

Mary is an introverted yet caring young woman who sometimes gets lost in the role she's playing. Mary's only exposure to the world of the superhuman so far has been reading about them in the Daily Bugle; she is convinced that Spider-Man and Daredevil are simply creations of Jameson's just to sell newspapers. She probably won't believe that she is one.

Design Notes:
1. I wasn't sure if the Split Personality disadvantage as defined in the Basic Set was going to be useful for this character. As such, I am treating Typhoid and Mary as two distinct characters. I'm not sure which would be the "base" for an Alternate Form build; in real life, Mary would likely be considered the "original" personality.
2. It wouldn't be out of place for Typhoid to spend earned XP to buy off part of the Limited Skill Access limitation on her Imbue, permitting additional imbuement skills such as Burning Strike and any skills that would conceivably be part of the Psychokinetic Power, such as Penetrating Strike or Guided Weapon.
3. As they are the same person, it is entirely possible for them to share skills; Mary might use Typhoid's combat skills without realizing how, while Typhoid might find herself using Mary's acting talents to fool someone. Not sure how to really represent this; Wild Talent might be a viable base, but how to modify it?
__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991

"But mom, I don't wanna go back in the dungeon!"

The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting
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Old 01-28-2015, 12:14 PM   #1009
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

This isn't exactly something old, but it is a hole I realized I needed to fill, particularly when I started working on a character who has been active for a while...

VAMPIRES

Vampires are creatures formed by ancient sorcery who exist in a state between life and death, a state commonly called "undeath". Vampires live a parasitic existence, subsisting on the blood of the living. The exact origins of the vampire are lost to antiquity, although the most prominent vampire, Vlad Dracula, has claimed the ancient text called the Darkhold holds the key to both the creation and the permanent destruction of vampires (see Dracula). To become a vampire, a person has to be bitten by a vampire, made to drink some of the vampire's own blood, and killed. Three nights later, the victim of this turning rises as a new vampire. All new vampires are driven to feed immediately upon rising; only a select few of extraordinary will retain their senses upon rising to resist killing their initial prey.

Physically, vampires appear almost as they did in life. Their features tend to be a bit more gaunt and their skin slightly paler, with a predatory look about them, but the most notable changes are the growth of their canines into sharp fangs and the irises of the eyes turning red. They are roughly ten times stronger they were in life; for the average vampire, this means being able to bench press roughly 1,000 pounds (454 kg). Vampires have the ability to hypnotize their prey, transform into a thick mist, or take the form of a bat, wolf, or a half-man, half-bat figure. A select few are able to master their shapeshifting ability to adopt other forms. They are able to see clearly in pitch darkness. They also heal quickly from even the most serious injuries; a vampire can regrow a lost limb in a matter of minutes. They are able to exert mental control over anyone they bite and don't kill.

Despite these powers, they have many severe weaknesses. A vampire cannot enter a domicile unless invited by someone who lives there, after which the vampire is free to come and go as he pleases unless a magical ritual to reestablish the barrier is performed. Furthermore, he is able to be held at bay with religious symbols (crucifix, Star of David, etc), provided the one wielding the symbol is a believer in the significance of the symbol, and pressing a holy symbol against them causes them to burn in that spot. Holy water is like acid to them. Sunlight burns them, though other light sources don't harm them. Most are forced to sleep during the day, though some vampires are able to move about during the day provided they avoid direct sunlight. They are almost immune to most damage, but weapons made of silver (silver-coating works, but alloys must possess at least 60% or more of silver to be effective) or wood harm them the most.

Vampires rely on blood taken from living beings to maintain their existence. The majority of them prefer human blood taken straight from the living, but it is possible for a vampire to feed off animal blood and blood taken from medical facilities. It is possible for a vampire to live on a single pint of blood every week without suffering adverse effects, though most prefer to drink more often.

The most surefire means to kill a vampire is to pierce the heart with a wooden stake or silver blade, then remove the head and burn both the body and head in two different locations. If a vampire is staked but the head is not removed, the removal of the stake will return the vampire to a semblance of life. Forcing a vampire outside during the day to be burned by the sun will also kill him. A third method, probably the most risky, is the recitation of a series of spells found in the Darkhold known as the Montesi Formula, named after the medieval monk who first recognized its significance.

Game-Mechanic Details:
While the template includes "Injury Tolerance: No Blood", this merely means that the vampire is immune to effects that rely on the flow of blood through the body; the vampire can still bleed (in fact, the blood of a vampire is contagious), though blood loss does not adversely affect the vampire.

757 points
Attribute Modifiers:
ST +15 [150].
Secondary Characteristic Modifiers: Per +2 [10].
Advantages: Alternate Form (Bat; Mist; Were-Bat) (Reduced Time 4, +80%; Magical, -10%) [77]; Dark Vision (Color Vision, +20%; Magical, -10%) [28]; Discriminatory Hearing [15]; Discriminatory Smell [15]; Discriminatory Taste [10]; Doesn't Breathe [20]; Doesn't Eat or Drink [10]; Immunity to Metabolic Hazards [30]; Injury Tolerance (No Blood; Unliving) [25]; Mind Control (Alternative Limitations (Accessibility: Only On Bite Victims, -10%; Sense-Based (Vision and Hearing), -15%), -17%; Conditioning, +50%; Independent, +70%; Slow-and-Sure (Speed: 1 minute), +125%; Magical, -10%) [159]; Regeneration (Very Fast: 1 HP/sec) (Magical, -10%) [90]; Regrowth (Magical, -10%) [36]; Supernatural Durability [150]; Telecommunications (Telesend) (Accessibility: Only On Bite Victims, -10%; Magical, -10%) [24]; Temperature Tolerance 5 [5]; Unaging [15]; Unkillable 2 (Achilles Heel: Beheading, -50%; Hindrance: Silver or Wooden Stake in the Heart, -5%; Magical, -10%) [35]; Vampiric Bite (1 HP/sec) [30].
Perks: Racial Gifts (Increased Vampiric Traits) [1].
Disadvantages: Dependency (Blood; Weekly, Illegal) [-20]; Dread (Holy Symbols) (Accessibility: Wielder Must Believe, -10%) [-9]; Dread (Unable To Enter Homes) (Accessibility: Except When Invited, -10%) [-9]; Social Stigma (Dead) [-20]; Supernatural Feature (No Body Heat; No Reflection; Pallor (Can Gain Flush of Life Temporarily) [-20]; Uncontrollable Appetite (Blood) (12) [-15]; Vulnerability to Silver (×3) [-15]; Weakness to Holy Symbols or Holy Water) (1d per 5 minutes) [-10]; Weakness to Sunlight (1d per minute) [-60].
Features: Affected By True Faith, Pentagram, etc [0]; Sterile [0].



A note: I'm going to ignore the "pureblood vampires" of the Blade movies/TV series, which were then put into Blade's Marvel MAX imprint title. The general consensus is that that particular title is set in its own continuity, as it flies in the face of everything about vampires and Blade published prior to it. The Reboot vampires are supernatural, not a biological STD.

Edit: Updated with a few traits and price adjustments, spurred on by the fact I couldn't get my numbers to add up right; I had to redo them in GCA to be sure.
__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991

"But mom, I don't wanna go back in the dungeon!"

The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting

Last edited by Phantasm; 02-15-2015 at 03:34 AM.
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Old 01-28-2015, 12:18 PM   #1010
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

WIND-RIDER

Real Name: Ororo (last name, if any, is unrevealed).
Occupation: Protector, weather goddess.
Identity: Publicly known.
Legal Status: Presumably a citizen of either Kenya, Uganda, or Wakanda, no known criminal record in any of these countries.
Other Aliases: "Silverhair".
Place of Birth: Unrevealed.
Marital Status: Single.
Known Relatives: None.
Group Affiliation: Sometime partner of the Panther.
Base of Operations: Mobile across Sub-Sahara Africa.
History: The origins of the woman known to the public as Wind-Rider are presently unknown; she has revealed her given name to be Ororo. She first appeared a few years ago in the area around Lake Victoria in Africa as a young woman in her mid teens, using her ability to manipulate the local weather to assist the local Bantu tribes in preventing droughts. These actions led her to be worshipped by the people of western Kenya, eastern Uganda, and Wakanda as a nature goddess, or at the least the avatar of one (see Wakanda).

Ororo first met T'Challa, the new ruler of Wakanda, during his rite of passage in finding a rare herb that grows in a secluded valley along Wakanda's northern border with Kenya and Uganda (see Panther). As she assisted him in this trial, a romance blossomed between the two, and she accompanied him back to the royal palace in Wakanda. It was as a royal guest in Wakanda that she was given her current uniform; "attire suitable for a goddess" is how T'Challa's royal outfitter put it, though Ororo was quick to point out that she was no goddess, at least not one like Thor and Hercules over in America (see Hercules; Thor).

Ororo later assisted T'Challa in protecting Wakanda's Great Vibranium Mound against Ulysses Klaw, who intended to exploit the properties of this unique metal (see Klaw). She later accompanied T'Challa to a meeting of world leaders in New York City, despite the fact that the two have not yet married.
Height: 5' 9".
Weight: 155 lbs.
Eyes: Blue.
Hair: White.
Uniform: Originally none; presently a black leather strapless leotard with gold trim, thigh-high black boots with three inch heels and gold trim, gold bracelets, a black cape with gold trim attached to the leotard via gold-colored loose over-the-shoulder connectors and the bracelets, and black tiara. Her tiara hides a number of lockpicks.
Strength Level: Ororo possesses the normal human strength of a woman her age, height, and build who engages in moderate exercise.
Known Superhuman Powers: Wind-Rider possesses the ability to control the weather over a variable area that has not yet exceeded a ten mile radius, usually restricting herself to a mile radius. She is able to generate localized winds which enable her to fly or carry up to two other people aloft, small rain clouds which produce either a gentle drizzle or a torrential downpour, thick pea-soup fog, and call forth lightning from the sky.

As a side effect of her powers, Ororo is unaffected by temperature extremes, remaining comfortable in cold mountain air while wearing next to nothing or walking across the sands of the Sahara during the hottest part of the day without incident. It is unknown whether she'd be able to handle arctic temperatures or the inside of a volcano; the latter seems highly unlikely.

Occasionally, when she lets her concentrations slip, the weather in her local vicinity has been known to reflect her mood; clear skies when cheerful or stormy when upset or frustrated.

Unknown to Ororo, she possesses the potential to become a powerful sorceress.
Other Abilities: Ororo is a skilled survivalist. She is also a skilled pickpocket and lock-picker, though where she learned these skills is currently unknown.
Limitations: Ororo is deathly claustrophobic, and will panic when trapped in an enclosed space with no apparent way out.

1,763 points
Attributes:
ST 11 [10]; DX 13 [60]; IQ 11 [20]; HT 12 [20].
Secondary Characteristics: Dmg 1d-1/1d+1; BL 24 lbs.; HP 13 [4]; Will 14 [15]; Per 12 [5]; FP 12 [0]; Basic Speed 6.25 [0]; Basic Move 6 [0]; Dodge 10.
Languages: Arabic (Accented) [4]; English (Accented) [4]; Swahili (Native) (Native Language) [0].
Cultural Familiarities: Middle Eastern [1]; Sub-Saharan Africa (Native) [0].
Advantages: Absolute Direction [5]; Appearance (Very Beautiful) [16]; Burning Attack (Lightning Bolt) 5d (Damage Modifier: Surge, Arcing, +100%; Increased 1/2D Range ×10, +15%; Malediction: Long-Range Modifiers, +200%; Overhead, +30%; Variable, +5%; Weather Control, -10%) [110]; Combat Reflexes [15]; Control Weather 10 (Natural Phenomena, +100%; Persistent, +40%; Requires Concentrate, -15%; Super-Effort, +400%; Weather Control, -10%) [1,230]; Create Water 3 (Persistent, +40%; Weather Control, -10%; Alternative Ability, ×1/5) [4]; Fit [5]; Flight (Affects Others 2, +100%; Planetary, -5%; Weather Control, -10%) [74]; Hard to Kill 3 [6]; Hard to Subdue 3 [6]; High Pain Threshold [10]; Magery 0 [5]; Obscure (Fog) 8 (Area Effect: 1.2 miles (Variable, +5%), +525%; Ranged, +50%; Alternative Ability, ×1/5) [22]; Outdoorsman 3 [30]; Reputation (Benevolent Weather Goddess) 4 (All the Time; Small Class of People) [6]; Street-Smart 3 [15]; Temperature Control 10 (Weather Control, -10%; Alternative Ability, ×1/5) [9]; Temperature Tolerance 3 [3]; Voice [10]; Weather Control Talent 4 [20].
Perks: Cloaked [1]; Pressure Tolerant Lungs (Thin) [1].
Disadvantages: Charitable (9) [-22]; Guilt Complex [-5]; Pacifism (Cannot Harm Innocents) [-10]; Phobia (Claustrophobia: Enclosed Spaces) (6) [-30]; Sense of Duty (Nature) [-20]; Truthfulness (9) [-7]; Wealth (Struggling) [-10].
Quirks: Broad-Minded [-1]; Distinctive Feature (Long Mane of White Hair) [-1]; Enamored With T'Challa [-1]; Expression ("Bright Lady!" or "Goddess!") [-1]; Formal Speech [-1].
Skills: Artillery (Lightning) (A) IQ+1 [4] – 12; Brawling (E) DX+0 [1] – 13; Breath Control (H) HT+0 [4] – 12; Camouflage (E) IQ+3 [2] – 15*; Carousing (E) HT+1 [2] – 13; Climbing (A) DX+1 [4] – 14; Current Affairs/TL8 (Lake Victoria, Africa) (E) IQ+1 [2] – 12; Escape (H) DX+1 [8] – 14; Fast-Draw (Knife) (E) DX+1 [1] – 14†; Filch (A) DX+1 [4] – 14; First Aid/TL8 (Human) (E) IQ+2 [4] – 13; Fishing (E) Per+3 [1] – 15*; Forced Entry (E) DX+1 [2] – 14; Hiking (A) HT+0 [2] – 14; Judo (H) DX+0 [4] – 13; Jumping (E) DX+0 [1] – 13; Knife (E) DX+2 [4] – 15; Knot-Tying (E) DX+1 [2] – 14; Lockpicking/TL8 (A) IQ+3 [12] – 14; Naturalist (Earth) (H) IQ+2 [2] – 13*; Navigation/TL8 (Air) (A) IQ+5 [1] – 16*‡; Navigation/TL8 (Land) (A) IQ+5 [1] – 16*‡; Observation (A) Per+1 [4] – 13; Pickpocket (H) DX+1 [8] – 14; Running (A) HT+0 [2] – 12; Search (A) Per+0 [2] – 12; Shadowing (A) IQ+3 [2] – 14§; Stealth (A) DX+1 [4] – 14; Streetwise (A) IQ+3 [2] – 14§; Survival (Desert) (A) Per+3 [2] – 15*; Survival (Jungle) (A) Per+3 [2] – 15*; Survival (Plains) (A) Per+3 [2] – 15*; Swimming (E) HT+1 [2] – 13; Thrown Weapon (Knife) (E) DX+1 [2] – 14; Tracking (A) Per+1 [1] – 14*; Urban Survival (A) Per+2 [1] – 14§; Weather Control (H) Will+6 [12] – 20¥; Weather Sense (A) IQ+5 [4] – 16¥; Wrestling (A) DX+0 [2] – 13.
Starting Spending Money: $2,000 (20% of Starting Wealth).

* Includes +3 from Outdoorsman.
† Includes +1 from Combat Reflexes.
‡ Includes +3 from Absolute Direction
§ Includes +3 from Street-Smart.
¥ Includes +4 from Weather Control Talent.

Role-Playing Notes:
Wind-Rider is strong-willed and independent. Although she accepts that she is worshipped as a living goddess or avatar of a goddess by the people living around Lake Victoria, she does not actively seek out worshipers. She will act to stop activities she feels are abhorrent to nature, such as human sacrifice and poaching for sport. She is a caring soul and will seek to alleviate suffering wherever she finds it.

Wind-Rider is deeply religious, worshipping an as-yet-unnamed goddess (presumably the Bantu nature goddess).

Design Notes:
1. I haven't decided yet whether Wind-Rider is a mutant (with Mutant Psionic, -10%) or if her powers are magical (-10%) in nature. There's evidence to go either way; even in the mainstream comics her status as a mutant has occasionally been called into question after it was revealed her mother's lineage was that of a line of African witches. She personally believes her powers were granted by the nature goddess she worships (which would be Divine, -10%). As such, I've listed "Weather Control, -10%" as her power modifier without describing exactly which it is.
2. I have been asked, "why call her 'Wind-Rider' and not 'Storm'?" The answer to this is that, in the comics, the name 'Storm' was given to her by Xavier when she joined the X-Men; references to her youth had folks calling her either by her given name or by the epitaph 'Wind-Rider'. There is no logical reason I can think of for her to take the name 'Storm' while still living in Africa.
3. I'm uncertain as to the tech level of the Lake Victoria area. Is it TL8, TL 6 (early 20th Century), a split TL with access to TL8 but unable to naturally support more than TL6, or some other TL? As such, I've not adjusted Ororo's native TL from the campaign baseline of TL8, though some skills – most notably Current Affairs and Navigation – I can see her having at a lower TL (though not likely to go below TL6).
4. I’ve deliberately kept some of her past shrouded in mystery. Was she a child thief in Cairo, like her mainstream counterpart? Evidence certainly points that way, but why reveal all the details in her first few appearances?
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The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
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