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Old 01-16-2018, 11:27 PM   #1451
Darkhol
 
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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Originally Posted by Phantasm View Post
Punisher (continued from previous post)

547 points
Attributes:
ST 12 [20]; DX 13 [60]; IQ 12 [40]; HT 14 [40].
Secondary Characteristics: Dmg 2d-1/3d+1; BL 29 lbs; HP 15 [6]; Will 13 [5]; Per 14 [10]; FP 14 [0]; Basic Speed 7.00 [5]; Basic Move 7 [0]; Dodge 12.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Middle Eastern [1]; Western (Native) [0].
Advantages: Ambidexterity [5]; Born Soldier 2 [10]; Combat Reflexes [15]; Danger Sense [15]; Enhanced Dodge 1 [15]; Foresight 1 [10]; Foresight (Ambushes) 1 [5]; Gunslinger [25]; Hard to Kill 2 [4]; Hard to Subdue 2 [4]; High Pain Threshold [10]; Patron (The Punishers; Equipment: No More Than Starting Wealth, +50%) (9) [30]; Resistant to Poisons/Toxins (+3) [5]; Single-Minded [5]; Striking ST +7 [35]; Temperature Tolerance 1 [1]; Unfazeable [15]; Very Fit [15]; Very Rapid Healing [15]; Wealth (Comfortable) [10].
Perks: Armorer's Gift (Rifle) [1]; Armorer's Gift (SMG) [1]; Cool Under Fire [1]; Courtesy Military Rank 2 [2]; Cross-Trained (Pistols) [1]; Cross-Trained (Rifles) [1]; Cross-Trained (SMGs) [1]; Improvised Weapons (Brawling) [1]; Infinite Ammunition (Quasi-Realistic Ammo) [1]; Off-Screen Reload [1]; Off-Hand Weapon Training (Pistols) [1]; Off-Hand Weapon Training (SMGs) [1]; One-Armed Bandit (Shotgun) [1]; Pistol-Fist [1]; Special Exercises (Striking ST +7) [7]; Style Familiarity: MCMAP [1]; Sure-Footed (Uneven) [1]; Tap-Rack-Bang (Rifle) [1]; Tap-Rack-Bang (Shotgun) [1]; Tap-Rack-Bang (SMG) [1]; Wall o' Lead (Rifle) [1]; Wall o' Lead (SMG) [1].
Disadvantages: Code of Honor (Soldier's) [-10]; Enemy (Law-Enforcement Agencies) (9) [-20]; Enemy (Organized Criminal Cartels) (12) [-40]; Obsession (Eliminate Organized Crime) (6) [-20]; On the Edge (12) [-15]; Pacifism (Cannot Harm Innocents) [-10]; Stubbornness [-5].
Quirks: Bloody Mess [-1]; Loner By Choice [-1]; Quick and Efficient [-1]; Scruffy-Looking [-1]; Stop Having Fun, Guys! [-1].
Skills: Body Language (Human) (A) Per+0 [2] – 14; Brawling (E) DX+3 [8] – 16; Breath Control (H) HT-1 [2] – 13; Camouflage (E) IQ+1 [1] – 13*; Climbing (A) DX+0 [2] – 13; Criminology/TL8 (A) IQ-1 [1] – 11; Current Affairs/TL8 (Headline News) (E) IQ+2 [4] – 14; Current Affairs/TL8 (People) (E) IQ+2 [4] – 14; Detect Lies (H) Per+0 [4] – 14; Driving/TL8 (Motorcycle) (A) DX-1 [1] – 12; Explosives/TL8 (Demolition) (A) IQ+1 [4] – 13; Fast-Draw (Ammo) (E) DX+1 [1] – 14†; Fast-Draw (Knife) (E) DX+1 [1] – 14; First Aid/TL8 (Human) (E) IQ+3 [8] – 15; Forced Entry (E) DX+1 [2] – 14; Gunner/TL8 (Machine Gun) (E) DX+1 [2] – 14; Guns/TL8 (Grenade Launcher) (E) DX+2 [2] – 15‡; Guns/TL8 (Light Anti-Armor Weapon) (E) DX+2 [2] – 15‡; Guns/TL8 (Light Machine Gun) (E) DX+4 [4] – 17‡; Guns/TL8 (Pistol) (E) DX+4 [4] – 17‡; Guns/TL8 (Rifle) (E) DX+5 [8] – 18‡; Guns/TL8 (Shotgun) (E) DX+5 [8] – 18‡; Guns/TL8 (Submachine Gun) (E) DX+5 [16] – 18; Hiking (A) HT+0 [2] – 14; Intelligence Analysis/TL8 (H) IQ-1 [2] – 12; Intimidation (A) Will+2 [8] – 15; Judo (H) DX+1 [8] – 14; Jumping (E) DX+1 [2] – 14; Knife (E) DX+1 [2] – 14; Law (Philadelphia Criminal) (H) IQ-1 [2] – 11; Leadership (A) IQ+1 [1] – 13§; Lifting (A) HT+0 [2] – 14; Lip Reading (A) Per-1 [1] – 13; NBC Suit/TL8 (A) DX+0 [2] – 13; Observation (A) Per+0 [2] – 14; Parachuting/TL8 (E) DX+0 [1] – 13; Psychology (Human) (H) IQ+1 [8] – 13; Public Speaking (A) IQ+0 [2] – 12; Research/TL8 (A) IQ+0 [2] – 12; Running (A) HT+0 [2] – 14; Savoir-Faire (Military) (E) IQ+3 [2] – 15§; Savoir-Faire (Police) (E) IQ+0 [1] – 12; Scrounging (E) Per+2 [1] – 16§; Shadowing (A) IQ+1 [4] – 13; Soldier/TL8 (A) IQ+4 [8] – 16; Stealth (A) DX+1 [4] – 14; Strategy (Land) (H) IQ+0 [4] – 12; Streetwise (A) IQ+1 [4] – 13; Survival (Desert) (A) Per+0 [2] – 14; Survival (Mountain) (A) Per-1 [1] – 13; Survival (Woodlands) (A) Per-1 [1] – 13; Swimming (E) HT+0 [1] – 14; Tactics (H) IQ+2 [4] – 14§; Teaching (A) IQ+0 [2] – 12; Throwing (A) DX+1 [4] – 14; Tracking (A) Per+0 [2] – 14; Traps/TL8 (A) IQ+1 [4] – 13; Weather Sense (A) IQ+0 [2] – 12; Wrestling (A) DX+1 [4] – 14.
Techniques: Double-Loading (Fast-Draw (Ammo)) (A) def+2 [2] – 14; Dual-Weapon Attack (Guns (SMG)) (H) def+4 [5] – 18; Elbow Strike (Brawling) (A) def+2 [2] – 16; Knee Strike (Brawling) (A) def+1 [1] – 16.
Starting Spending Money: $20,000 (50% of Starting Wealth).

* Defaulted from Survival (Desert).
† Includes +1 from Combat Reflexes.
‡ Defaulted from Guns (SMG).
§ Includes +2 from Born Soldier.

Role-Playing Notes:
Frank is a man driven to avenge the deaths of his wife and children by waging a war on organized crime. He knows what he's doing is likely to be the death of him, and he knows he's gotta be at least a little messed up in the head to do what he does. He doesn't care, though, as he figures one day he'll be reunited with his loved ones.

Design Notes:
1. I got some flack when writing this up for not making the Punisher a Vietnam veteran like his mainstream counterpart. Note, however, that a 'Nam veteran in 2010 would probably be pushing 70. Making him a Desert Storm veteran at least keeps him, in the timeframe of the Reboot, around 40, which isn't a bad age for a veteran, although he's likely to be slowing down as age hits him.
2. The organization, the Punishers, providing Frank with his initial gear as well as additional gear and intelligence as needed was inspired by a pic of an Asian woman cosplaying as Lynn Michaels, the "Lady Punisher". (I may one day stat her up, too.)
3. Part of me wanted to just give him Gun! (DX/WC) or condense the Guns skills to just "Light Anti-Armor Weapons", "Pistols", and "Rifles", as per the one Pyramid article. I decided not to do the latter due to not really knowing how the various Perks from Gun-Fu being condensed would have worked, particularly for the machine pistols.



Edit: Added Striking ST +7 and prerequisite Special Exercises Perks, giving him more striking power than his ST and physique would indicate.
What is foresight?
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Old 01-17-2018, 05:45 AM   #1452
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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Originally Posted by Darkhol View Post
What is foresight?
That was an advantage created for Action by (I think) PK. It saw print in Pyramid 3.53. It works kinda like a variant of Serendipity, where you can get a fortuitous circumstance to go your way, so long as some conditions are met. The ten point version can be used for almost any eventuality, and the five point one must fit within the theme (Ambushes, in the case of the Punisher build) chosen. You can actually get a glimpse of it in the preview of that issue HERE (scroll to the next-to-last page).
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Old 01-17-2018, 06:02 AM   #1453
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

I like this thread but some of the supers΄s skills seem to be low, dont they?
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Old 01-17-2018, 10:28 AM   #1454
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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I like this thread but some of the supers΄s skills seem to be low, dont they?
Well, first off, in the comics most of these guys have been active for 15+ years, so their earned XP has gone into their skills and stats (Spidey in particular will be spending his earned XP on DX). At the start of their careers, they may not be as skilled.

Also, it's a balancing act; one of the key points here is not to make the characters match the comics, but to build them as if they were PCs in a game (even the bad guys are built along these lines). In some cases, particularly when you get into the really super-strong folks, it's nearly impossible to truly stat them because "super-strong" tends to be "as strong as the plot requires". Hercules in the comics has dragged Manhattan Island back into place; Hulk has quite literally held a planet together, and Thor was once able to lift the weight of the Midgard Serpent, an entity that's at least 10,000 miles long (I forget how wide Jormungandr is, but he's been depicted as thrice as wide as Thor is tall). Contrast those feats with other feats where they are unable to lift even a fraction of those weights.
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The GURPS Marvel Universe Reboot Project and its not-a-wiki-really web adaptation.
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Old 01-17-2018, 06:58 PM   #1455
Darkhol
 
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

And I have one more question for author, why you use off hand weapon training with ambidexterity? If you have ambidexterity, you don't need off hand weapon training
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Old 01-17-2018, 07:30 PM   #1456
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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And I have one more question for author, why you use off hand weapon training with ambidexterity? If you have ambidexterity, you don't need off hand weapon training
I think in Frank's case I had one eye on Gun-Fu and one eye on GCA when I was assembling him, so I forgot Ambidexterity overruled OHWT. I think there was a "you need OHWT to have DWA" thing in there and I forgot I'd given him Ambidexterity on the advantages screen when I was bouncing between the Perks and Skills screens.

So that's two points I can shave off him. Good catch!
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The GURPS Marvel Universe Reboot Project and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting
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Old 01-18-2018, 04:24 AM   #1457
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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Originally Posted by Phantasm View Post
I think in Frank's case I had one eye on Gun-Fu and one eye on GCA when I was assembling him, so I forgot Ambidexterity overruled OHWT. I think there was a "you need OHWT to have DWA" thing in there and I forgot I'd given him Ambidexterity on the advantages screen when I was bouncing between the Perks and Skills screens.

So that's two points I can shave off him. Good catch!
Not only on him , I have seen several times the same mistake on other heroes
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Old 02-01-2018, 06:42 PM   #1458
Darkhol
 
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Bro, what do you think about adding engulfing modificator for molecule man binding?
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Old 03-28-2018, 11:46 AM   #1459
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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Originally Posted by Fanny View Post
https://marvel.com/universe/Spider-Man%27s_Web-Shooters mentions "After about one to two hours, certain imbibed esters cause the solid form of the web fluid to dissolve into a powder."

To get this with Binding, what approach would be proper?

1) assume 10 seconds based duration (page 101 under "Range, Area, and Duration for Advantages") and take Extended Duration 1000x +120% to get it past 2 hours

2) assume unlimited duration and take Maximum Duration (page 15 of GURPs Power Ups) either "Up to 1 hour -10%" or "Up to 12 hours -5%" ?
GURPS Powers seems to assume option 1... kind of. If you look at the build for Quicksand on p.139, you see that 10 seconds is the duration to trap _new_ victims. Current victims presumably remain bound.

So... Spideys webs generally are not sticky anyway, post him spraying them, so in this specific case, I'd go with your option 2 build: Victim stays trapped indefinitely unless you apply a limitation. The counter argument would be Ice Bonds on p. 138 which have no duration limitation but should logically melt at some point... though 10 seconds is a bit fast even there. I prefer to think of Ice Bonds as missing a limitation, given how Quicksand works.
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Last edited by chandley; 03-28-2018 at 11:51 AM.
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Old 03-28-2018, 11:50 AM   #1460
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Fanny View Post
https://marvel.com/universe/Spider-Man%27s_Web-Shooters mentions "After about one to two hours, certain imbibed esters cause the solid form of the web fluid to dissolve into a powder."

To get this with Binding, what approach would be proper?

1) assume 10 seconds based duration (page 101 under "Range, Area, and Duration for Advantages") and take Extended Duration 1000x +120% to get it past 2 hours

2) assume unlimited duration and take Maximum Duration (page 15 of GURPs Power Ups) either "Up to 1 hour -10%" or "Up to 12 hours -5%" ?
Given that the description of Binding states:
Quote:
Originally Posted by Basic Set p.40
To simulate vines, webs, and so forth, add one or more of Area Effect (p. 102), Persistent (p. 107), and Wall (p. 109)....
I would assume a 10 second duration and take Persistent and Extended Duration for how long you want it to stick around. That is, if I was approaching it from a simulationist point of view. As a gamist, I'm more of a "it sticks around as long as needed for the plot". No #spideywhities. :)
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"But mom, I don't wanna go back in the dungeon!"

The GURPS Marvel Universe Reboot Project and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting
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