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Old 07-21-2010, 12:02 AM   #431
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

CAT-MAN

Real Name: Townshend Horgan.
Occupation: Professional criminal.
Legal Status: Citizen of the United States with a criminal record.
Identity: Known to the authorities.
Other Aliases: None.
Place of Birth: Unrevealed.
Marital Status: Presumed single.
Known Relatives: None.
Group Affiliation: Ani-Men.
Base of Operations: New York City.
History: Townshend Horgan was a career criminal facing a lengthy prison sentence for various violent crimes when he was given an opportunity to get a reduced sentence by participating in a scientific experiment.

These experiments, performed by scientists in the employ of the Kingpin, involved the injections of various animal DNA into their test subjects using genetic retroviruses (see Kingpin). Horgan's injections contained DNA from several of the big cats, including leopards and at least one species of tiger.

Calling himself Cat-Man, Horgan joined with four other test subjects in escaping the lab, discovering themselves in the sewers underneath Hell's Kitchen. Cat-Man and his companions – Ape-Man, Bird-Man, Dragonfly, and Frog-Man – named their group the Ani-Men and decided to try and take over one of the gangs in the Kitchen (see individual entries). They were foiled by the costumed vigilante Daredevil in this endeavor and were sent to prison (see Daredevil).

Some months later, the Ani-Men had either escaped or were freed from prison, and were hired by the criminal businessman Leland Owlsey, alias the Owl (see Owl). Under the Owl's direction, Cat-Man and the other Ani-Men engaged in attacks on the Kingpin's businesses (the Ani-Men are unaware that the scientists who originally mutated them was in the Kingpin's employ), but were again foiled by Daredevil as well as the Kingpin's newest enforcer, Elektra (see Elektra). The Ani-Men managed to avoid capture by the authorities, and are still at large.
Height: 6'.
Weight: 250 lbs.
Eyes: Green.
Hair: Black.
Uniform: Blue bodysuit, yellow leotard, yellow gloves, yellow boots, gold belt.
Strength Level: Cat-Man possesses superhuman strength, enabling him to lift (press) approximately 1,500 lbs (three-quarter ton) under ideal conditions.
Known Superhuman Powers: In addition to his superhuman strength, Cat-Man possesses superhuman agility, sharp claws on his hands and feet, sharp teeth, and cat-like senses of sight, smell, and hearing.

460 points
Attributes:
ST 30 [200]; DX 16 [120]; IQ 11 [20]; HT 14 [0].
Secondary Characteristics: Dmg 3d/5d+2; BL 180 lbs; HP 30 [0]; Will 11 [0]; Per 13 [10]; FP 14 [0]; Basic Speed 7.5 [0]; Basic Move 7 [0]; Dodge 11.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western [0].
Advantages: Acute Hearing 3 [6]; Acute Taste and Smell 2 [4]; Ambidexterity [5]; Catfall [10]; Claws (Sharp Claws) [5]; Combat Reflexes [15]; Damage Resistance 2 (Tough Skin, -40%) [6]; Enhanced Move 1/2 (Ground) (Ground Move 10/20 mph; Biological, -10%) [9]; Extra Attack 1 [25]; Fit [5]; High Pain Threshold [10]; Night Vision 6 [6]; Parabolic Hearing 2 [8]; Perfect Balance [15]; Silence 3 [15]; Teeth (Sharp Teeth) [1]; Temperature Tolerance 2 [2]; Ultrahearing [5]; Vibration Sense [10].
Perks: Clinch (Brawling) [1]; Fur [1].
Disadvantages: Bad Temper (12) [-10]; Enemy (NYPD) (9) [-20]; Extra Sleep -2 [-4]; Ham-Fisted 1 (-3) [-5]; Impulsiveness (9) [-15]; Kleptomania (9) [-22]; Pacifism (Reluctant Killer) [-5]; Sense of Duty (Ani-Men) [-5]; Social Stigma (Criminal Record) [-5]; Social Stigma (Freak) [-10]; Susceptible to Catnip -3 [-3]; Wealth (Struggling) [-10].
Quirks: Dislikes Large Bodies of Water [-1]; Habit (Makes Bad "Cat"-Related Puns) [-1]; Personality Change (Mellow When Under the Influence of Catnip) [-1].
Skills: Acrobatics (H) DX-1 [1] – 15*; Axe/Mace (A) DX-1 [1] – 15; Brawling (E) DX+0 [1] – 16; Climbing (A) DX+0 [1] – 16*; Forced Entry (E) DX+0 [1] – 16; Guns/TL8 (Pistol) (E) DX+0 [1] – 16; Savoir-Faire (Mafia) (E) IQ+1 [2] – 12; Streetwise (A) IQ+1 [4] – 12; Tracking (A) Per+1 [4] – 14; Urban Survival (A) Per+1 [4] – 14.
Techniques: Kicking (Brawling) (H) def+2 [3] – 16.
Starting Spending Money: $2,000 (20% of Starting Wealth).

* Includes +1 from Perfect Balance.



Next up: A revision for Daredevil himself. Don't worry, I'll get to the fun folks, like Elektra, Kingpin, Stick, and a few others ... eventually. Still debating whether to bring in the Purple Man or not, and whether to keep him "Purple Man" or change the name to something more sinister.
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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

Last edited by Phantasm; 10-27-2014 at 07:30 AM. Reason: added Stigma (Freak)
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Old 07-27-2010, 09:46 PM   #432
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Just updated Daredevil. Yeah, I know, I had to dig for it, going back to page 2 of this thread. ;)

The biggest changes on DD's sheet were replacing most of his Biological, -10%, power modifiers with Passive Biological, -5%, power mods. In most cases, this resulted in no effective discount for a lot of those abilities. I also trimmed one of his extraneous Targeted Attack techniques; TA (Boxing Punch/Face) and TA (Boxing Uppercut/Face) were essentially the same thing, so I just trimmed the latter.
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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 07-28-2010, 11:11 AM   #433
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031 View Post
Just updated Daredevil. Yeah, I know, I had to dig for it, going back to page 2 of this thread. ;)
Cool! I had forgotten just how long you have been doing this... TAL for the continued effort! *two thumbs up*
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Old 08-14-2010, 06:15 AM   #434
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

New batch of DD foes!

DEATH-STALKER

Real Name: Phillip Wallace Sterling.
Occupation: Professional criminal, assassin.
Legal Status: Citizen of the United States with a criminal record.
Identity: Known to the authorities.
Other Aliases: None.
Place of Birth: Riverdale, the Bronx, New York City
Marital Status: Single.
Known Relatives: None.
Group Affiliation: None.
Base of Operations: New York City.
History: The origins of the man calling himself Death-Stalker are unknown, as are his motivations for turning to crime. He appears to come from a well-to-do family which has recently fallen on hard times during the latest economic recession. How he gained his powers is currently not known.

He began his career as a costumed criminal by attempting to extort money from several notable businessmen in New York City, and killing them from the shadows when his demands were not met. He was foiled in this endeavor by the costumed vigilante Daredevil, but escaped before he could be arrested (see Daredevil).

Death-Stalker has since tangled twice with Daredevil, and was finally captured and arrested. He was last seen taking advantage of the mass jailbreak led by the Rhino (see Rhino). It is only a matter of time before he resurfaces.
Height: 6'.
Weight: 185 lbs.
Eyes: Blue.
Hair: Gray.
Uniform: Blue-black bodysuit, black full-face cowl, blue-black cloak with hood, black gloves, black dress shoes.
Strength Level: Death-Stalker possesses the normal human strength of a man his age, height, and build who engages in moderate regular exercise.
Known Superhuman Powers: Death-Stalker possesses the ability to turn himself invisible and intangible while in shadow. He can also teleport himself between two different points, provided both are encased in shadow. Any bright light powerful enough to disrupt shadows will turn him visible and tangible. His powers appear to be tied to the extradimensional energy known as the Darkforce. One interesting side-note is that while he is intangible, he cannot be detected by Daredevil's radar sense.
Paraphernalia: Death-Stalker uses a pair of "shock gloves" of undetermined origin which can stun or electrocute anyone he touches. Statements made by Death-Stalker indicate that he designed and built the shock gloves himself.

500 points
Attributes:
ST 11 [10]; DX 12 [40]; IQ 13 [60]; HT 12 [20].
Secondary Characteristics: Dmg 1d-1/1d+1; BL 24 lbs; HP 11 [0]; Will 13 [0]; Per 13 [0]; FP 12 [0]; Basic Speed 6 [0]; Basic Move 6 [0]; Dodge 10.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western [0].
Advantages: Appearance (Attractive) [4]; Combat Reflexes [15]; Fit [5]; High Pain Threshold [10]; Insubstantiality (Accessibility: Only in Darkness, -30%; Can Carry Objects: Medium Encumbrance, +50%; No Vertical Move, -10%; Partial Change: Can Turn Carried Item Substantial, +100%; Elemental: Darkforce, -10%; Super, -10%) [152]; Invisibility (Accessibility: Only in Darkness, -30%; Affects Machines, +50%; Can Carry Objects: Medium Encumbrance, +50%; Extended (All), +100%; Switchable, +10%; Elemental: Darkforce, -10%; Super, -10%) [104]; Signature Gear (Zap Gloves) [1]; Status 2 [10]; Warp (Accessibility: Only in Darkness, -30%; Extra Carrying Capacity: Medium Encumbrance, +20%; Reliable +10, +50%; Elemental: Darkforce, -10%; Super, -10%) [120].
Perks: Standard Operating Procedure (Energizer) [1].
Disadvantages: Bad Sight (Nearsighted) (Mitigator: Glasses/Contacts, -60%) [-10]; Code of Honor (Gentleman's) [-10]; Debt -5 [-5]; Enemy (NYPD; Medium-Sized Group; Frequency: 9 or Less; Intent: Hunter) [-20]; Miserliness (12) [-10]; Selfish (9) [-7]; Social Stigma (Criminal Record) [-5]; Stubbornness [-5].
Quirks: Chauvinistic [-1]; Dual Identity [-1]; Uncongenial [-1].
Skills: Engineer/TL8 (Electrical) (H) IQ+0 [4] – 13; Judo (H) DX+0 [4] – 12; Karate (H) DX+0 [4] – 12; Mathematics/TL8 (Applied) (H) IQ-1 [2] – 12; Savoir-Faire (High Society) (E) IQ+0 [1] – 13; Stealth (A) DX+1 [4] – 13; Teleport (H) IQ+0 [4] – 13.
Starting Spending Money: $4,000 (20% of Starting Wealth).

Design Notes:
1. Death-Stalker's shock gloves use the stats of the TL9 Zap Glove in Ultra-Tech.
__________________
"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 08-14-2010, 06:17 AM   #435
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

DRAGONFLY

Real Name: Veronica Dultry
Occupation: Professional criminal.
Legal Status: Naturalized citizen of the United States with a criminal record.
Identity: Known to the authorities.
Other Aliases: "Insect-Girl".
Place of Birth: New York City.
Marital Status: Single.
Known Relatives: Angelina (daughter).
Group Affiliation: Ani-Men.
Base of Operations: New York City
History: Veronica Dultry was an exotic dancer who supplemented her legitimate income by engaging in petty thefts, prostitution, and drug dealing. After being convicted once too often for her illegal activities and facing a lengthy prison sentence, Dultry was approached by one of the lawyers on the payroll of Wilson Fisk, the Kingpin of Crime, with an option to decrease her jail time in exchange for undergoing several scientific experiments (see Kingpin). Dultry, against her own lawyer's objections, agreed to the procedure.

The Kingpin's scientists were studying possible ways to give people superhuman abilities, and injected a number of test subjects with genetic retroviruses developed from animal DNA. Dultry's injections contained DNA culled from a number of insects, specifically dragonflies, wasps, and hornets

Calling herself Dragonfly, Dultry joined with four other test subjects in escaping the lab, discovering themselves in the sewers underneath Hell's Kitchen. Dragonfly and her companions – Ape-Man, Bird-Man, Cat-Man, and Frog-Man – named their group the Ani-Men and decided to try and take over one of the gangs in the Kitchen (see individual entries). They were foiled by the costumed vigilante Daredevil in this endeavor and were sent to prison (see Daredevil).

Some months later, the Ani-Men had either escaped or were freed from prison, and were hired by the criminal businessman Leland Owlsey, alias the Owl (see Owl). Under the Owl's direction, Dragonfly and the other Ani-Men engaged in attacks on the Kingpin's businesses (the Ani-Men are unaware that the scientists who originally mutated them was in the Kingpin's employ), but were again foiled by Daredevil as well as the Kingpin's newest enforcer, Elektra (see Elektra). The Ani-Men managed to avoid capture by the authorities.

Dragonfly has since tussled with the adventurers Ant-Man and Wasp when she attempted to visit her daughter, Angelina, in the state-run facility where the girl was living (see Ant-Man; Wasp). While Dragonfly was forced to flee the scene, Angelina managed to get hold of a number of capsules accidentally dropped by Ant-Man. The girl later used those same capsules to sneak out and meet up with her mother; the two were last seen flying to meet up with the rest of the Ani-Men. Whether Dragonfly or Angelina still retain any of Ant-Man's Pym particle capsules is unknown.
Height: 5' 2"
Weight: 102 lbs.
Eyes: White, multifaceted.
Hair: Black.
Skin: Red.
Uniform: Yellow leotard, yellow gloves, yellow boots with six-inch heels.
Strength Level: Dragonfly possesses the normal human strength of a woman her age, height, and build who engages in regular toning exercise.
Known Superhuman Powers: Dragonfly's powers are all derived from her genetic modifications. Most notably, she possesses four insect-like wings coming from her back which enable her to fly. Her eyes are multifaceted, giving her a superior peripheral vision; her eyesight has also been adjusted to see into the ultraviolet spectrum.

Dragonfly also possesses two antennae coming from her forehead. These antennae permit her to communicate with insects such as house flies, wasps, and hornets, and also give her a kind of vibration sense.
Other Abilities: As a former dancer, Dragonfly is very flexible, which she uses to her advantage in flight.

200 points
Attributes:
ST 10 [0]; DX 13 [60]; IQ 10 [0]; HT 12 [20].
Secondary Characteristics: Dmg 1d-2/1d; BL 20 lbs; HP 10 [0]; Will 11 [5]; Per 13 [15]; FP 12 [0]; Basic Speed 6.25 [0]; Basic Move 6 [0]; Basic Air Move 12 [0]; Dodge 10.
Languages: English (Accented) [4]; Spanish (Native) (Native Language) [0].
Cultural Familiarities: Western [0].
Advantages: 3D Spatial Sense [10]; Animal Empathy [5]; Appearance (Attractive) [4]; Clinging [20]; Combat Reflexes [15]; Enhanced Move (Air) 1 (Air Move 24/48 mph) [20]; Fit [5]; Flexibility [5]; Flight (Winged, -25%) [30]; Peripheral Vision [15]; Speak With Animals (Specialized: Insects, -50%) [13]; Ultravision [10]; Vibration Sense [10].
Perks: Dancing Kicks [1]; High-Heeled Heroine [1]; High-Heeled Hurt [1]; Perfume [1]; Sexy Pose [1].
Disadvantages: Addiction (Marijuana; Expensive; Highly Addictive; Illegal) [-15]; Dependent (Angelina, daughter; No more than 25%; Loved One; Frequency: 9 or less) [-20]; Enemy (NYPD) (9) [-20]; Sense of Duty (Ani-Men) [-5]; Social Stigma (Criminal Record) [-5]; Social Stigma (Freak) [-10]; Wealth (Struggling) [-10].
Quirks: Congenial [-1]; Distinctive Features 2 [-2]; Immodest [-1]; Incorrigible Flirt [-1].
Skills: Acting (A) IQ+1 [4] – 11; Aerobatics (H) DX+0 [1] – 13*; Climbing (A) DX+2 [1] – 15†‡; Dancing (A) DX+0 [2] – 13; Erotic Art (Human) DX+2 [1] – 15†; Filch (A) DX+0 [2] – 13; Sex Appeal (Human) (A) HT+1 [2] – 13#; Streetwise (A) IQ+1 [4] – 11.
Techniques: Kicking (Dancing) (H) def+1 [2] – 12.
Starting Spending Money: $2,000 (20% of Starting Wealth)

* Includes +2 from 3D Spatial Sense.
† Includes +3 from Flexibility
‡ Conditional +4 from Flight when body lightening would help
# +1 from Appearance; Conditional +1 from High-Heeled Heroine in relevant situations
__________________
"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; 08-14-2010 at 06:24 AM.
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Old 08-14-2010, 06:21 AM   #436
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

And everyone's favorite gaijin ninja assassin...

ELEKTRA

Real Name: Elektra Natchios.
Occupation: Assassin.
Legal Status: Naturalized citizen of the United States with no criminal record.
Identity: Elektra doesn't use a dual identity; however, her activities as an assassin are not known to the general public.
Other Aliases: None.
Place of Birth: Athens, Greece.
Marital Status: Single.
Known Relatives: Nikolas (father, deceased), mother (name unrevealed, deceased).
Group Affiliation: Employee of the Kingpin, former member of the Hand.
Base of Operations: New York City.
History: Elektra Natchios, the daughter of Nikolas Natchios, a Greek businessman, was attending college at Harvard when she met fellow student Matt Murdock. Elektra's mother had been killed when she was a small child, much as Matt's father had been; Elektra had been the one to find her body. Sensing kindred souls in each other, Matt and Elektra became very close.

Tragedy struck in their third year together at Harvard. While at a high society party at the Hellfire Club mansion in Manhattan, at which Matt was going to propose to her, her father was brutally murdered by an assassin in front of her. Distraught, she fled the party, dropping out of sight.

Elektra traveled the world for a short time before finding herself in Japan, where she was found by the secretive ninja clan known as the Hand (see The Hand). The Hand had once been one of the staunchest defenders of Shogunate Japan, but had fallen under the influence of an oni, or Japanese demon, before World War I. The Hand taught her to use the pain, anger, and hate she felt, corrupting her. Within a short time, Elektra lived solely for the hunt and the kill, becoming the Hand's best assassin. During this time, Elektra had become the lover of Kirigi, the son of the Hand's leader (see Kirigi).

At one point, Elektra was sent by the Hand to assassinate a martial arts instructor in America who went by the name of Stick; ironically, Stick was the same man who had helped train Matt in the use of his enhanced senses (see Stick). Stick, although blind, held Elektra at bay and managed to knock her out long enough to begin a ritual intended to cleanse her soul of the Hand's corruption. Stick was only partially successful; Elektra escaped halfway through the ritual.

Breaking from the Hand, Elektra slowly came to the realization that she only had one useful skill: she was good at killing people. Thus, she started selling her services as a freelance assassin. Recently, she was hired as an assassin by Wilson Fisk, the Kingpin, who hired her to eliminate the vigilante Daredevil (see Daredevil; Kingpin). Upon meeting her quarry, she learned that Daredevil was none other than Matt Murdock, her old flame from Harvard, and was unable to go through with the kill; she has kept the fact that Daredevil and Matt are the same person from the Kingpin. Since then, she has tangled a few times with Daredevil and her professional rival, Bullseye; she has protected Matt on several occasions from Bullseye, and has told Bullseye that Daredevil is hers to kill (see Bullseye). Despite this, she has again started seeing Matt socially; Matt keeps trying to get her to give up her profession as an assassin.

Recently, Matt and Elektra have come under assault by the Hand, who want to either capture Elektra, bringing her back into the Hand, or kill her.
Height: 5' 9"
Weight: 130 lbs.
Eyes: Blue-black.
Hair: Black.
Uniform: Red one-shoulder leotard, red sash, red boots, red gloves. Alternately wears white instead of red.
Strength Level: Elektra possesses the normal human strength of a woman her age, height, and build who engages in intensive regular exercise.
Known Superhuman Powers: By focusing her chi, Elektra is capable of various superhuman effects normally attributed to the classic ninja, including but not limited to being invisible while in plain sight, incredible leaps, and increased strength for short periods of time.
Other Abilities: Elektra is a superb hand to hand combatant, trained in the ninja art of taijutsu (better known as ninjutsu).
Weapons: Elektra normally uses a pair of sais.

Abby: So, you really kill people for a living?
Elektra: Yeah.
Abby: Why?
Elektra: It's what I'm good at.
Abby: That's messed up.
Elektra


660 points
Attributes:
ST 14 [40]; DX 13 [60]; IQ 12 [40]; HT 13 [30].
Secondary Characteristics: Dmg 1d/2d; BL 39 lbs; HP 14 [0]; Will 13 [5]; Per 13 [5]; FP 13 [0]; Basic Speed 6.5 [0]; Basic Move 6 [0]; Dodge 12.
Languages: English (Native) [6]; Greek (Native) (Native Language) [0]; Japanese (Native) [6]
Cultural Familiarities: Asian [1]; Western (Native) [0].
Advantages: Ambidexterity [5]; Appearance (Beautiful) [12]; Combat Reflexes [15]; Damage Resistance 1 (Limited: Crushing Attacks, -40%; Tough Skin, -40%) [1]; Danger Sense [15]; Daredevil [15]; Enhanced Dodge 2 [30]; Enhanced Parry (All) 3 [30]; Extra Attack 1 [25]; Flexibility [5]; Hard to Kill 3 [6]; Hard to Subdue 3 [6]; High Pain Threshold [10]; Perfect Balance [15]; Rapid Healing [5]; Social Chameleon [5]; Status 1 [0]*; Trained By A Master [30]; Very Fit [15]; Wealth (Wealthy) [20]; Weapon Master (Ninja Weapons) [35].
Perks: Accent (Japanese) [1]; Akimbo (Jitte/Sai) [1]; Controllable Disadvantage (Callous) [1]; Quick-Sheathe (Jitte/Sai) [1]; Special Exercises (DR 1 with Tough Skin) [1]; Style Familiarity (Taijitsu) [1].
Disadvantages: Code of Honor (Professional) [-5]; Duty (Kingpin) (12) [-10]; Enemy (Bullseye; Rival; Equal In Power) (12) [-10]; Enemy (The Hand; Hunter; Group with Superhumans) (9) [-30]; Loner (12) [-5]; On The Edge (9) [-22]; Secret (Is an Assassin) (Imprisonment) [-20]; Sense of Duty (Matt Murdock) [-2].
Quirks: Broad-Minded [-1]; Dislikes Riddles [-1]; Secret (Wants To Stop Being an Assassin) [-1]; Trivial Reputation (Gaijin Ninja) [-1].
Skills: Acrobatics (H) DX+3 [12] – 16†; Blind Fighting (VH) Per+1 [12] – 14; Body Control (VH) HT+1 [12] – 14; Breaking Blow (H) IQ+1 [8] – 13; Breath Control (H) HT+1 [8] – 14; Broadsword (A) DX+1 [4] – 14; Climbing (A) DX+3 [1] – 16‡; Escape (H) DX+2 [2] – 15‡; Fast-Draw (Sword) (E) DX+1 [1] – 14#; Flying Leap (H) IQ+1 [8] – 13; Forced Entry (E) DX+2 [4] – 15; Holdout (A) IQ+0 [2] – 12; Hypnotism (Human) (H) IQ+2 [12] – 14; Invisibility Art (VH) IQ+2 [16] – 14; Jitte/Sai (A) DX+7 [28] – 20; Judo (H) DX+3 [16] – 16; Jumping (E) DX+2 [4] – 15; Karate (H) DX+3 [16] – 16; Karate Art (H) DX+1 [4] – 14§; Light Walk (H) DX+2 [12] – 15; Lizard Climb (H) DX+1 [8] – 14; Meditation (H) Will+1 [8] – 14; Observation (A) Per+1 [4] – 14; Power Blow (H) Will+1 [8] – 14; Running (A) HT+1 [4] – 14; Savoir-Faire (Dojo) (E) IQ+0 [1] – 12; Savoir-Faire (High Society) (E) IQ+0 [1] – 12; Savoir-Faire (Mafia) (E) IQ+0 [1] – 12; Shadowing (A) IQ+2 [8] – 14; Stealth (A) DX+2 [8] – 15; Streetwise (A) IQ+0 [2] – 12; Thrown Weapon (Shuriken) (E) DX+1 [2] – 14; Tracking (A) Per+1 [4] – 14; Two-Handed Sword (A) DX+1 [4] – 14.
Techniques: Acrobatic Stand (A) def+6 [6] – 16; Dual-Weapon Attack (Jitte/Sai) (H) def+3 [4] – 19; Dual-Weapon Defense (Jitte/Sai) (H) def+1 [2] – 17; Kicking (Karate) (H) def+2 [3] – 16; Reverse Grip (Jitte/Sai) (A) def+6 [6] – 20; Targeted Attack (Jitte/Sai Thrust/Vitals) (H) def+2 [3] – 19.
Starting Spending Money: $20,000 (20% of Starting Wealth)

* Includes +1 from Wealth.
† Includes +1 from Perfect Balance.
‡ Includes +3 from Flexibility.
# Includes +1 from Combat Reflexes.
§ Defaulted from Karate.

Design Notes:
1. I did not give Elektra Extra Life because in almost all cases where she was brought back from the dead, she was the subject of a resurrection spell or ritual, meaning that external forces were at work. Do you buy "Extra Life" in Dungeon Fantasy games when bringing your deceased comrade's corpse to a temple for resurrection? Same basic deal.
2. Despite the difference in point values, I have Bullseye listed as being "Equal in Power" rather than "Less Powerful" because Bullseye's 400 is above the 50% mark of Elektra's own 660. The main differences are in skill selections; they will certainly give each other a run for their money should their relationship change from rivals to trying to kill each other.
__________________
"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; 11-22-2010 at 01:11 AM.
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Old 08-15-2010, 08:07 AM   #437
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

FISK, VANESSA

Real Name: Vanessa de Fournier Fisk.
Occupation: Businesswoman.
Legal Status: Naturalized citizen of the United States with no criminal record.
Identity: Vanessa Fisk does not use a dual identity.
Other Aliases: None.
Place of Birth: New York City.
Marital Status: Married.
Known Relatives: Wilson (alias Kingpin, husband), Richard (son).
Group Affiliation: Chairman of the Board of Wilson Fisk Industries.
Base of Operations: New York City.
History: Vanessa de Fournier met and married Wilson Fisk in her native France at a very young age; her exact age at the time has not been revealed, but Wilson was already a successful businessman and crime lord at the time (see Kingpin). Wilson paid for his wife's education, but her own business skills enable her to run her husband's legitimate businesses on her own merit. It is not known if Vanessa knew about her husband's criminal dealings before they were married; she is all too aware of them at the present. A gentle soul who truly loves her husband, Vanessa keeps trying to get Wilson to give up his criminal dealings.
Height: 5' 8"
Weight: 125 lbs.
Eyes: Blue.
Hair: Black.
Uniform: None.
Strength Level: Vanessa Fisk possesses the normal human strength of a woman her age, height, and build who engages in moderate regular toning exercise.
Known Superhuman Powers: None.
Other Abilities: Vanessa is a skilled businesswoman, and is a competent with a pistol.
Paraphernalia: Vanessa occasionally carries a concealed handgun for personal protection.

195 points
Attributes:
ST 9 [-10]; DX 10 [0]; IQ 11 [20]; HT 12 [20].
Secondary Characteristics: Dmg 1d-2/1d-1; BL 16 lbs; HP 10 [2]
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western [0].
Advantages: Appearance (Beautiful) [12]; Business Acumen 2 [20]; Fashion Sense [5]; Merchant Rank 8 [40]; Status 7 [10]*; Wealth (Multimillionaire 1) [75].
Perks: Permit (Concealed Carry) [1].
Disadvantages: Addiction (Tobacco) [-5]; Dependent (Richard, son; No more than 100%; Loved One) (9) [-2]; Honesty (9) [-15]; Pacifism (Self-Defense Only) [-15]; Sense of Duty (Wilson Fisk, husband) [-2].
Quirks: Always Stylishly Dressed [-1]; Careful [-1]; Devout Roman Catholic [-1]; Responsive [-1].
Skills: Administration (A) IQ+3 [4] – 14†; Artist (Drawing) (H) IQ-1 [2] – 10; Carousing (E) HT+0 [1] – 12; Current Affairs/TL8 (E) IQ+1 [2] – 12; Dancing (A) DX+0 [2] – 10; Diplomacy (H) IQ+1 [8] – 12; Guns/TL8 (Pistol) DX+2 [4] – 12; Heraldry (Corporate Logos) (A) IQ+1 [4] – 12; Literature (H) IQ+0 [4] – 10; Market Analysis (H) IQ+2 [4] – 13†; Savoir-Faire (High Society) (E) IQ+2 [4] – 13.
Starting Spending Money: $4,000,000 (20% of Starting Wealth)

* Includes +3 from Merchant Rank and +2 from Wealth
† Includes +2 from Business Acumen.


Okay, she looks like she'd be a heroic-level character, but a lot of her points are dropped into social advantages: Wealth, Rank, and Status account for 125 of the 195 points, making her equal to a 70 point character. (50 points if we drop HT to 10.)

Sorry the bio portion of it is kinda bare; she's really just a background character.
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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.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting

Last edited by Phantasm; 10-05-2010 at 04:12 AM.
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Old 08-17-2010, 03:37 PM   #438
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Another resource is the old TSR Marvel Super Heroes game system.

They published a catalog of all Marvel comic characters (major and minor) in a series of books call the Gamer's Handbook of the Marvel Universe. They were an A to Z compendium that spanned four volumes, then had annual updates from 1989 to 1992, when TSR's MSH system ended.

The books can be found at Classic Marvel Forever.
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Old 08-18-2010, 01:51 AM   #439
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Cadius View Post
Another resource is the old TSR Marvel Super Heroes game system.

They published a catalog of all Marvel comic characters (major and minor) in a series of books call the Gamer's Handbook of the Marvel Universe. They were an A to Z compendium that spanned four volumes, then had annual updates from 1989 to 1992, when TSR's MSH system ended.

The books can be found at Classic Marvel Forever.
Thanks! I had one of these... I think the '92 character updates... way back in the day. They should help, as I've been going off the regular OHOTMUDEs and the Update '89.
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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 08-26-2010, 05:30 PM   #440
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

A few more:

FROG-MAN

Real Name: Francois LeBlanc
Occupation: Professional criminal, former soldier.
Legal Status: Citizen of both the United States and Canada with a criminal record in both.
Identity: Known to the authorities.
Other Aliases: None.
Place of Birth: Niagara Falls, New York.
Marital Status: Single.
Known Relatives: None.
Group Affiliation: Ani-Men.
Base of Operations: New York City.
History: Francois LeBlanc was born on the American side of Niagara Falls to Quebecois parents. After graduating high school, he enlisted in the Canadian army, but was dishonorably discharged when he was found to be involved in a war profiteering racket, selling military weapons and parts on the black market. He was given the opportunity to receive an early parole by participating in a scientific experiment.

These experiments, performed by scientists in the employ of the Kingpin, involved the injections of various animal DNA into their test subjects using genetic retroviruses (see Kingpin). LeBlanc's injections contained DNA from several amphibians, primarily various species of frog.

Calling himself Frog-Man, LeBlanc joined with four other test subjects in escaping the lab, discovering themselves in the sewers underneath Hell's Kitchen. Frog-Man and his companions – Ape-Man, Bird-Man, Cat-Man, and Dragonfly – named their group the Ani-Men and decided to try and take over one of the gangs in the Kitchen (see individual entries). They were foiled by the costumed vigilante Daredevil in this endeavor and were sent to prison (see Daredevil).

Some months later, the Ani-Men had either escaped or were freed from prison, and were hired by the criminal businessman Leland Owlsey, alias the Owl (see Owl). Under the Owl's direction, Cat-Man and the other Ani-Men engaged in attacks on the Kingpin's businesses (the Ani-Men are unaware that the scientists who originally mutated them was in the Kingpin's employ), but were again foiled by Daredevil as well as the Kingpin's newest enforcer, Elektra (see Elektra). The Ani-Men managed to avoid capture by the authorities, and are still at large.
Height: 5' 11".
Weight: 185 lbs.
Eyes: Blue.
Hair: None.
Skin: Green.
Other Distinguishing Features: Frog-Man has two fingers (plus a thumb) on each hand, and two toes on each foot.
Uniform: Yellow leotard, yellow gloves, yellow boots, gold belt.
Strength Level: Frog-Man possesses the normal human strength of a man his age, height, and build who engages in moderate regular exercise.
Known Superhuman Powers: Thanks to being gene-spliced with frog DNA, Frog-Man has various frog-like adaptations.

Frog-Man's primary power is the ability to make tremendous leaps. He's been known to perform a standing high jump of around 10 feet, and a standing broad jump of over 40 feet; with a running start, he can nearly double those distances. In addition, he can land on his feet from extreme heights without taking damage. As a side effect of this, he is able to kick in combat with much more force than one would expect from a man of his height, weight, and build.

Additionally, Frog-Man's fingers and toes end in microscopic suction tips enabling him to cling to a number of surfaces.

Finally, Frog-Man possesses a tongue similar to that of his namesake, which he can use to grapple items up to 8 feet away. His tongue isn't as strong as the rest of his body, but is extremely flexible.

240 points
Attributes:
ST 10 [11]; DX 13 [60]; IQ 11 [20]; HT 13 [30].
Secondary Characteristics: Dmg 1d-1/1d+1; BL 24 lbs; HP 10 [0]; Will 11 [0]; Per 11 [0]; FP 13 [0]; Basic Speed 6.5 [0]; Basic Move 7 [5]; Dodge 10.
Languages: English (Native) (Native Language) [0]; French (Native) [6].
Cultural Familiarities: Western [0].
Advantages: Catfall [10]; Clinging [20]; Combat Reflexes [15]; Extra Arms 1 (Extra-Flexible, +50%; Long +2, +200%; Weak: 1/4 Body ST, -50%) [30]; Flexibility [5]; High Pain Threshold [10]; Perfect Balance [15]; Striking ST +8 (Kick Only, -60%) [16]; Super Jump 2 [20].
Perks: Citizenship (Canada) [1].
Disadvantages: Appearance (Unattractive) [-4]; Enemy (NYPD) (9) [-20]; Greed (9) [-22]; Lecherousness (12) [-15]; Overconfidence (12) [-5]; Sense of Duty (Ani-Men) [-5]; Social Stigma (Criminal Record) [-5]; Social Stigma (Freak) [-10]; Wealth (Struggling) [-10].
Quirks: Agnostic [-1]; Bowlegged [-1]; Distractible [-1].
Skills: Acrobatics (H) DX+1 [4] – 14*; Acting (A) IQ+1 [4] – 12; Brawling (E) DX+2 [4] – 15; Climbing (A) DX+3 [1] – 16*†; Computer Operation/TL8 (E) IQ+1 [2] – 12; Fast-Talk (A) IQ+1 [4] – 12; First Aid (Human) (E) IQ+1 [2] – 12; Forced Entry (E) DX+2 [4] – 15; Guns/TL8 (Rifle) (E) DX+1 [1] – 13; Jumping (E) DX+4 [12] – 17; Merchant (A) IQ+1 [2] – 12; Savoir-Faire (Mafia) (E) IQ+1 [2] – 12; Savoir-Faire (Military) (E) IQ+1 [2] – 12; Smuggling (A) IQ+1 [4] – 12; Soldier/TL8 (A) IQ+1 [4] – 12; Streetwise (A) IQ+1 [4] – 12.
Techniques: Acrobatic Stand (Acrobatics) (A) def+5 [5] – 13; Kicking (Brawling) (H) def+2 [3] – 15.
Starting Spending Money: $2,000 (20% of Starting Wealth).

* Includes +1 from Perfect Balance.
† Includes +3 from Flexibility.
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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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