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Old 05-15-2007, 07:47 PM   #1
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Default [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

A side project of mine involves a total reboot of the mainstream Marvel Universe. Basically, it's a quick fix for what I perceive as some of the worst mistakes of the current crop of writers and editors, making the Marvel Universe completely alien to someone who grew up on the titles of the 70s and 80s. So while the histories may be a bit different, the abilities are roughly as they were.

For the most part, my sources for a lot of the power set comes from the Official Handbook of the Marvel Universe Deluxe Edition, ca 1986, published during the same time period as the Secret War II limited series.

Because of the way Marvel handles its powers, I've had to sort through my sources to come up with some basic ground rules.

First: Mutants can be detected as being different from normal humans via superscience scanners, even if those mutations result in abilities that would be considered "wild" in other settings (such as wings or a sixth finger on each hand). Mutants, however, are accepted as a minority, but still suffer from some inequality, real and perceived. (No more or less than all other minorities, for the record.) There is no outcry against the "Mutant Menace".

Second: There is some overlap between power modifiers. There are mutants who have psionic powers, but not every psionic character is a mutant, and not every mutant has abilities that are considered psionic. Super power dampeners work on the majority of superhumans regardless of whether the super is a mutant, a psi, or otherwise.

Third: Magic exists. The primary foci of most magicians involve innate mental powers, manipulating ambient magical energy (mana), and extradimensional sources. The majority of sorcerers on Marvel Earth are ritual magicians, with the innate mental powers being developed as Powers. Ceremonial magic is available for the extradimensional sources.

Fourth: As some characters (such as Illyana Rasputin/Magik) have traditionally been limited in their spell-casting to certain realms (frex, Magik cast most of her spells in Limbo or Asgard, but was weakened on Earth), the normal mana level of Earth is considered low, with certain extra-dimensional realms (Asgard, Olympus, Limbo, etc) being normal- to high-mana areas. Some areas on Earth are also considered aspected normal- to high-mana areas.

Fifth: Time travel is possible via technology, mutant powers, or magic. Alterations made to the timeline will create divergences that would create alternate futures. It is not possible to make changes that will retroactively alter the mainstream timeline.

Sixth: Faster-than-light travel is possible using hyperspace jump drives. Aliens exist (I'm keeping the Kree, Skrulls, and Shi'ar as the main alien races), but all known alien races exist in the Milky Way Galaxy. I figure, might as well keep things small scale; we're in a fairly large galaxy, as all things go. Earth is at a potentially strategic position between the three major powers of the Galaxy.

Seventh: Certain long-time Marvel standbys such as the Celestials, Eternals, Deviants, and other folks associated with them do not exist post-Reboot. Jack Kirby once stated he never intended them to be in the mainstream Marvel Universe anyways, so I'm removing them. :)

Eighth: The Mutant Registration Act, and its more recent version, the Superhuman Registraction Act which sparked the "Civil War", . . . Worst. Ideas. Ever. They're outta here!

I'm nowhere near done, and I could use some help with some of the characters so far. I'm trying to stay true to their roots, but I'm allowing for some alterations to their skillsets and histories. I'm placing the original X-Men in college at Empire State, for instance, having graduated from the Xavier Institute for Gifted Youngsters, a recognized "Mutant High".
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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 05-15-2007, 07:49 PM   #2
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Power Modifiers

The following power modifiers are common or unique to the Marvel Universe. Others exist, such as Chi (e.g. Iron Fist) and Spirit (e.g. Shaman and Talisman), usually in isolated cases.

Biological (-10%): These abilities are part of the character's physiology, but may be negated through the application of drugs geared specifically for such purpose (-5%). Active abilities always require an additional 1 FP to use (-5%), but see Passive Biological, below.

Chemical (-10%): These abilities are dependent upon some form of chemical/alchemical potion being applied to the body on a regular basis, whether through ingestion, inhalation, or injection. This potion is the equivalent of Maintenance (One Person; Weekly) (-5%). In addition, the effects of the potion can be counteracted through other pharmaceutical means, same as the Passive Biological power modifier, below (-5%).

Demonic (-10%): The infernal counterpart to the Divine power modifier from Powers, the character's abilities are powered by energies channeled from demonic sources, such as those granted by Mephisto or Chthon. The character is not necessarily a demon himself. It is identical in function to the Divine power modifier.

Electronic (-30%): The typical version of Technological in the Marvel Universe. The power's abilities require weekly maintenance, at 1 hour per ability (-5%). In addition, they can be detected by X-ray scans and other forms of medical imaging, and may also generate radio static or an odor of ozone (-5%). Finally, they’re vulnerable to electrical disruption as defined for the disadvantage Electrical (p. B134; -20%). This last portion is identical to taking the Temporary Disadvantage: Electrical limitation; you don't have to take the latter with this power modifier.

Elemental (-10%): This power lets a character manipulate an "element" – one kind of natural matter or energy, or its absence. Common examples in the Marvel Universe are Air, Cold/Ice, Darkforce, Earth, Electricity, Fire/Heat, Light, Radiation, Sound/Vibration, and Water. These powers have either a mundane countermeasure (-10%) or an insulator (often an opposing element) that can interfere with the elemental energy (-10%), but rarely both. Elemental may stack with either Super or Mutant.

Magical (-10%): The character's abilities are dependent on channeling the world's ambient mana to operate. The bulk of the world appears to be a low-mana region, while certain areas of the world are normal- to high-mana areas. Modern technology cannot detect these energies, so there are no technological countermeasures. However, the ambient energies can be blocked through supernatural means (-5%), and the abilities can be negated through certain Anti-Magic abilities (-5%).

Mutant (-10%): The character is a mutant whose abilities can be negated through Anti-Mutant abilities such as Neutralize and Static (-5%) or through technological means (-5%). This is a subset of the Super power modifier, so any Anti-Super abilities will also negate the mutant powers, but the reverse is not necessarily true.

Mutant Biology (-0%): The character is a mutant, and can be detected as such. However, the abilities granted by this Power are physical adaptations which cannot be removed except through surgery (usually amputation of limbs), and are nearly indistinguishable from "wild" abilities. Because of this, there is no value to the modifier.

Mutant Psionic (-10%): The character is a mutant and can be detected as such. The character's powers are psionic in nature, usually Telepathic, ESP, or Psychokinetic, and can be negated by both Anti-Mutant and Antipsi abilities (-5%), or through technological means (-5%). This is a subset of both the Mutant and the Psionic power modifiers, which are themselves subsets of the Super power modifier, so any Anti-Super abilities will also negate the mutant abilities, but the reverse is not true.

Passive Biological (-5%): Like Biological above, these abilities are part of the character's physiology, but may be negated through the application of drugs geared specifically for such purpose (-5%). As these abilities are passive in nature, no FP expenditure is necessary.

Power Cosmic (+50%): These abilities stem from cosmic sources, such as those granted by Galactus, Eon, or the Cosmic Cube, and are not easily counteracted by innate abilities or superscience technology designed to counteract other powers. Only other Power Cosmic powers can counteract them. This is identical to the Cosmic power modifier in Powers.

Psionic (-10%): The character's abilities are psionic in nature, usually falling under such classifications as Telepathic, ESP, or Psychokinetic. As such, they are affected by Antipsi abilities (-5%) as well as technological means (for example: psionic dampers) (-5%). This is a subset of the Super power modifier, so any Anti-Super abilities will also negate the psionic abilities, but the reverse is not true.

Super (-10%): This is a catch-all power modifier for those powers whose abilities are not biological, psionic, or mutant in nature. Mutant and Psionic are both subsets of this. These abilities can be negated through various Anti-Super powers (-5%) and through technological means (-5%).

The relationships between Mutant, Mutant Psionic, Psionic, and Super have raised some questions as to the validity of their pricing. The way I see it is such:

In any given campaign, only one (or possibly two) of these four should be prevalent. In an X-Men campaign, Mutant and/or Mutant Psionic will be prevalent; in an Avengers one, Super will be the most common; and a Horror campaign, Psionic would be the most common of the four. The overall frequency of countermeasures for each of these four categories are about equal, hence the lack of difference in price.
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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 05-15-2007, 07:53 PM   #3
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

ANGEL

Real Name: Warren Kenneth Worthington III.
Occupation: College student with a business curriculum, adventurer.
Identity: Publicly known.
Legal Status: Citizen of the United States with no criminal record.
Other Aliases: None.
Place of Birth: Centerpoint, Long Island, New York.
Marital Status: Single.
Known Relatives: Warren K., Sr. (grandfather, deceased); Warren K., Jr. (father); Kathryn (mother); Burt (paternal uncle).
Group Affiliation: X-Men.
Base of Operations: New York City, although he maintains residences in several cities nationwide.
History: Warren Kenneth Worthington the Third is the heir to the Worthington Industries fortune. Worthington Industries is a supplier of automobile, watercraft, and aircraft parts for much larger companies, including but not limited to General Motors, Boeing, Lockheed-Martin, and Stark Industries (see Stark Industries).

Warren's mutation, in the form of large feathered wings coming from his shoulder-blades, first appeared when he was twelve. For a long time, his father and uncle insisted that he keep his wings hidden from sight, fearing the controversy of having a mutant son; Warren's family had, up until that point, been decidedly against the mutant rights movement.

While attending a private school in Europe, Warren was instrumental in saving a number of lives on the school campus when a fire broke out in the dorms. Because he had gone out wearing a long, white nightshirt and hadn't cut his hair in months, he was mistaken by many for an angel from Heaven, particularly when he flew off and was, from the point of view of those on the ground, briefly surrounded by the halo of the full moon. Encouraged by this, he took the name Angel for whenever he had to use his wings in public.

When the Xavier Institute for Gifted Youngsters went public as a mutant high school, Warren, against the wishes of his family, immediately transferred (see Xavier Institute). Upon graduation, he shocked everyone by attending a social function held by his parents in a suit designed to let his wings show, thereby publicly revealing his status as a mutant. As a founding member of the X-Men, he wears a uniform which does not hide his face (see X-Men). His looks and charm, plus the fact that he is open about his identity, unlike most of the other X-Men, have made him the X-Men's unofficial spokesman to the press.

Lately, he has often been seen in the company of Candy Southern, a classmate who was one of the few women who turned down his initial advances (see Southern, Candy).
Height: 6'.
Weight: 150 lbs.
Eyes: Blue.
Hair: Blond.
Uniform: Red bodysuit with a white X on the front and back, white gloves, white boots, red headpiece that keeps the face open and the hair out of his eyes, yet covers the ears.
Strength Level: Angel possesses the normal human strength of a man his age, height, and build who engages in intensive regular exercise. His wings generate enough lift for him to carry aloft at least 200 lbs in addition to his own weight.
Known Superhuman Powers: Angel has the ability to fly via his large, feathered wings which generate lift by flapping, much as a bird does. He is able to fly at a regular cruising speed of around 70 mph until exhaustion forces him to land. With a good tail wind or on a dive, he has been clocked at around 150 mph. Despite reports, he cannot make a transatlantic or transcontinental flight under his own power without rest.

In addition, Warren possesses a number of other adaptations to aid in flight. His lungs are adapted to allow him to breathe in the thinner upper atmosphere, and his eyes permit him to make out details at four times the distance of a normal human's.

385 points
Attributes:
ST 12 [20]; DX 14 [80]; IQ 11 [20]; HT 13 [30].
Secondary Characteristics: Dmg 1d-1/1d+2; BL 29; HP 12 [0]; Will 11 [0]; Per 11 [0]; FP 12 [0]; Basic Speed 7.00 [5]; Basic Move 7 [0]; Basic Air Move 12 [-4]; Dodge 13.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western (Native) [0].
Advantages: 3D Spatial Sense [10]; Appearance (Handsome) [12]; Charisma 2 [10]; Combat Reflexes [15]; Enhanced Dodge 2 [30]; Enhanced Move (Air) 1.5 (Air Move 36/72 mph) (Mutant Biology, -0%) [30]; Fashion Sense [5]; Flight (Winged, -25%; Mutant Biology, -0%) [30]; High Pain Threshold [10]; Independent Income 10 [10]; Nictitating Membrane 1 [1]; Status 2 [5] (includes +1 from Wealth); Striker (Crushing, Wings) (Weak, -50%; Mutant Biology, -0%) [3]; Telescopic Vision 2 (Mutant, -10%) [9]; Temperature Tolerance 2 [2]; Wealth (Wealthy; Heir to Multimillionaire 2) [60].
Perks: Air Jet [1]; Honest Face [1]; Photogenic [1]; Pressure-Tolerant Lungs (Thin) [1]; Style Familiarity (Epée Sport Fencing) [1].
Disadvantages: Code of Honor (Hero's) [-10]; Impulsiveness (12) [-10]; Lecherousness (12) [-15]; Overconfidence (12) [-5]; Pacifism (Cannot Kill) [-15].
Quirks: Dislikes Secrecy [-1]; Dual Identity [-1].
Skills: Administration (A) IQ-1 [1] – 10; Aerobatics (H) DX+2 [4] – 16*; Brawling (E) DX+2 [4] – 16; Computer Operation/TL8 (E) IQ+1 [2] – 12; Connoisseur (Literature) (A) IQ-1 [1] – 10; Current Affairs/TL8 (Business) (E) IQ+0 [1] – 11; Current Affairs/TL8 (High Culture) (E) IQ+1 [2] – 12; Dancing (A) DX+0 [2] – 14; Diplomacy (H) IQ-2 [1] – 9; Economics (H) IQ-2 [1] – 9; Flight (A) HT+1 [4] – 14; Games (Epée Fencing) (E) IQ+0 [1] – 11; Heraldry (Business Logos) (E) IQ+0 [1] – 11; Judo (H) DX+1 [8] – 15; Law (American Business) (H) IQ-1 [2] – 10; Literature (H) IQ-2 [1] – 9; Public Speaking (A) IQ+1 [1] – 12†; Rapier Sport (A) DX-1 [1] – 13; Savoir-Faire (High Society) (E) IQ+1 [2] – 12;
Techniques: Attack From Above (Brawling) (A) def+2 [2] – 16; Attack From Above (Judo) (A) def+2 [2] - 15.
Starting Spending Money: $210,000 (20% of Starting Wealth).

* Includes +2 from 3D Spatial Sense.
† Includes +2 from Charisma.

Role-Playing Notes:
Angel is slightly spoiled due to his upbringing. He is a consummate ladies' man; his looks and charm, as well as his wallet, do not hinder this at all. Despite this, he is a good man at heart, and one of the more well-adjusted people among the super-set who genuinely tries to do what he feels is the right thing because it's the right thing to do.
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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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Old 05-15-2007, 07:58 PM   #4
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

ANT-MAN

Real Name: Dr. Henry "Hank" J. Pym.
Occupation: Particle physicist.
Legal Status: Citizen of the United States with no criminal record.
Identity: Secret.
Other Aliases: None.
Place of Birth: Elmsford, New York.
Marital Status: Widower.
Known Relatives: Maria Trovaya (wife, deceased).
Group Affiliation: Avengers.
Base of Operations: Chicago, Illinois.
History: Dr. Henry Pym is a brilliant particle physicist with a solid knowledge of other scientific fields. In his younger days, his wife Maria had been killed in a drive-by shooting while he was unable to do anything to help stop the gunmen. Vowing never to let others suffer the same fate if he could help it, he devoted much of his time to finding a way to help others when they could not help themselves.

A brilliant scientist, Dr. Pym earned his Ph.D. in Particle Physics in less than ten years after graduating high school. Employed by a "think tank" firm with government contracts, Dr. Pym discovered the existence of sub-atomic particles which allowed people and objects to shrink to almost microscopic size and then return to normal. In his spare time, Dr. Pym studied ants, and discovered a means of communicating with them using an electronic helmet he had designed.

Suspecting that a recent accident in the facility was the work of either industrial espionage or agents working for a foreign government, Dr. Pym put his scientific knowledge to good use in tracking down and bringing the culprit to justice. Following that, he designed the identity of Ant-Man, calling on his insect friends for aid whenever he needs help.

He is currently dating Janet van Dyne, who has become his occasional partner in crime-fighting as the Wasp (see Wasp). He has also recently helped form the Avengers (see Avengers).
Height: 6'
Weight: 185 lbs.
Eyes: Brown.
Hair: Brown.
Uniform: Red bodysuit with black trim, blue gloves, black boots, and a metallic helmet with a voice amplifier in front of his mouth.
Strength Level: Ant-Man possesses the normal human strength of a man his age, height, and build who engages in moderate regular exercise. Ant-Man retains his normal strength when he shrinks down to the size of an ant, around 0.5 inch.
Known Superhuman Powers: Ant-Man possesses the ability, through use of his Pym Particles, to shrink to one-half inch in height. While shrunk, the bulk of his mass is shunted extradimensionally. Because of this, he retains his full human strength while shrunk.
Other Abilities: Ant-Man is well-versed in the scientific fields of particle physics, biochemistry, and robotics. In college he was known as a skilled boxer; he maintains his boxing skills today.
Paraphernalia: Ant-Man's helmet permits him to communicate with ants. In addition, his helmet has a built-in speaker enabling him to be heard by normal-sized folks when he's at his 0.5 inch height.

Ant-Man's belt contains capsules which store his Pym Particles.

450 points
Attributes:
ST 11 [10]; DX 11 [20]; IQ 14 [80]; HT 11 [10].
Secondary Characteristics: Dmg 1d-1/1d+1; BL 24; HP 11 [0]; Will 11 [-15]; Per 14 [0]; FP 11 [0]; Basic Speed 5.5 [0]; Basic Move 5 [0]; Dodge 8.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western [0].
Advantages: Animal Empathy [5]; Artificer 4 [40]; Gadgeteer [25]; High Manual Dexterity 3 [15]; Independent Income 10 [10]; Security Clearance 1 ("Need to Know" Access, Narrow Range of Subjects; Granting Organization is of Relatively Minor Importance, x1/2) [2]; Shrinking 13 (Can Carry Objects, No Encumbrance, +10%; Full HP, +20%; Reduced Time 4 (1 second), +80%; Super, -10%) [137]; Speak With Animals (Specialized: Ants, -60%; Gadget/Breakable, DR 2, -20%; Gadget/Can Be Stolen: Must Be Forcibly Removed, -10%) [5]; Tenure [5]; Versatile [5]; Wealth (Comfortable) [10].
Perks: Penetrating Voice [1]; Style Familiarity: Boxing [1]; Supersuit [1].
Disadvantages: Code of Honor (Hero's) [-5]; Jealousy [-10]; Low Pain Threshold [-10]; Low Self-Image [-10]; Pacifism (Cannot Harm Innocents) [-10]; Secret Identity (Serious Embarrassment) [-5]; Workaholic [-5].
Quirks: Agnostic [-1]; Attentive [-1]; Prefers To Be Called By Last Name [-1]; Talks To Himself [-1].
Skills: Boxing (A) DX+1 [4] – 12; Boxing Sport (A) DX [2] – 11; Computer Operation/TL8 (E) IQ [1] – 14; Current Affairs/TL8 (Science & Technology) (E) IQ+1 [2] – 15; Expert Skill (Entomology) (H) IQ-1 [2] – 13; Inventor! (WC) IQ+2 [48] – 16*; Physiology/TL8 (Ant) (H) IQ [4] – 14; Research/TL8 (A) IQ+1 [4] – 15; Riding (Ants) (A) DX+1 [4] – 12; Science! (WC) IQ+2 [48] – 16.
Techniques: Counterattack (Boxing) (H) def+5 [6] – 12; Feint (Boxing) (H) def+4 [5] – 16; Targeted Attack (Boxing Punch/Face) (H) def+3 [4] – 10; Targeted Attack (Boxing Uppercut/Face) (H) def+3 [4] – 10; Targeted Attack (Boxing Uppercut/Groin) (H) def+2 [3] – 11; Uppercut (Boxing) (A) def+1 [1] – 12.
Starting Spending Money: $8,000 (20% Starting Wealth).

* Conditional +4 from Artificer.

Role-Playing Notes:
Hank Pym is a hero who isn't entirely sure why he's doing things the way he's doing them. At heart, he's a scientist, one of the best multidisciplinary scientists in the world, but he's always held himself to impossibly high standards.

Ant-Man's Armor
Ant-Man wears an experimental suit made of lightweight, durable materials developed by a coworker at his think-tank. This armor is not as durable as Iron Man's suit, but still provides remarkable protection against conventional and most laser weaponry (see Iron Man). His helmet is made of the same materials, and provides protection against all but the most powerful handguns.

The armor includes biomedical sensors, a waste relief system, a micro-climate control system enabling him to remain comfortable from -140°F (-95.5°C) to 140°F (60°C), and decent radiation protection. In addition to the loudspeaker and the ability to communication with ants and other higher insects, the helmet comes with a retractable faceplate, a built-in GPS, a short-range radio, hearing protection, infrared sights, and air filters. (Essentially a TL9 Combat Hardsuit in Ultra-Tech)
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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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Old 05-15-2007, 08:01 PM   #5
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

ATLANTEANS

The Atlanteans are an offshoot of humanity, Homo sapiens mermanus, who have adapted to life underwater. Atlanteans appear as blue-skinned humans with normal human hair colors. Their entire physiology has adapted to living on the ocean depths. Atlanteans can breathe in water, extracting oxygen through adaptations of the lungs, but suffocate on the surface. They are able to withstand the pressures of the ocean depths, giving them enhanced strength. Most are able to swim at high speeds, around 30 miles per hour. Their eyes are adapted to the green and blue end of the spectrum, rendering them incapable of seeing reds as anything but as black, but enabling them to see in the ultraviolet range.

Atlanteans are able to interbreed with humans; however, only three half-breeds are known to exist: Prince Namor, his cousin Namora, and the renegade Lemurian half-breed Llyra (see Llyra; Namora; Sub-Mariner). Others may exist, but apparently prefer to stay out of the affairs of others. Human-Atlantean half-breeds are fully amphibious, able to exist indefinitely in either air or underwater. While Namor has wings on his ankles, somehow giving him the ability to fly, Namora does not. It is suspected that Namor is also a mutant, explaining his flight. Half-breeds can have either the native blue skin of their Atlantean parent or the skin tone of their air-breathing human parent. Blue-skinned half-breeds are better able to blend into Atlantean society, while those that take on the skin tone of their human parent are more at home on the surface world.

Atlantean culture is primarily a hunter-gatherer culture with some agriculture, primarily seaweed farming. They have a long history dating back almost ten thousand years, preserved orally due to the lack of writing. Metalworking is unheard of, due to their environment; however, they are skilled at shaping coral and other naturally-occurring materials. In game terms, they have a native Tech Level of 0+1. What metal weapons and armor they do possess are taken from shipwrecks, and are a unique combination of Phoenician, Roman, and European Colonial designs.

One of the most recent advancements is the development of a serum which permits an Atlantean to breathe air for eight hours at a time. This serum has the side-effect of turning the skin from the native blue to a more "human" shade, anywhere from a light pink to a dark brown. One dose of this serum costs $100, and can be produced on a successful Chemistry or Pharmacy (Herbal) roll with $50 worth of naturally-occurring ingredients.

Atlantean
130 points
Attribute Modifiers:
ST +10 [100]; HT +2 [20].
Languages: Atlantean (Native) (Native Language) [0].
Cultural Familiarities: Atlantis [0].
Advantages: Amphibious [10]; Doesn't Breathe (Gills: Underwater Only) [0]; Extended Lifespan 1 (×2) [2]; Night Vision 8 [8]; Pressure Support 2 [10]; Speak Underwater [5]; Ultravision [10].
Disadvantages: Low TL -7 [-35]

Atlantean Half-Breed
144 points
Attribute Modifiers:
ST +10 [100]; HT +2 [20].
Advantages: Amphibious [10]; Doesn't Breathe (Gills, -50%) [10]; Extended Lifespan 1 (×2) [2]; Night Vision 8 [8]; Pressure Support 2 [10]; Speak Underwater [5]; Temperature Tolerance 4 [4]; Ultravision [10].
Disadvantages: Low TL -7 [-35].

Lemurian
131 points
Attribute Modifiers:
ST +10 [100]; HT +2 [20].
Languages: Atlantean (Native) (Native Language) [0].
Cultural Familiarities: Atlantis [0].
Advantages: Amphibious [10]; Doesn't Breathe (Gills: Underwater Only) [0]; Extended Lifespan 1 (×2) [2]; Night Vision 8 [8]; Pressure Support 2 [10]; Speak Underwater [5]; Ultravision [10].
Perks: Scales [1].
Disadvantages: Low TL -7 [-35].
__________________
"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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Old 05-15-2007, 08:08 PM   #6
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

BEAST

Real Name: Henry "Hank" P. McCoy.
Occupation: College student with a science and engineering curriculum, adventurer.
Legal Status: Citizen of the United States with no criminal record.
Identity: Publicly known.
Other Aliases: None.
Place of Birth: Dunfee, Illinois.
Marital Status: Single.
Known Relatives: Norton (father), Edna (mother), Robert (uncle).
Group Affiliation: X-Men.
Base of Operations: New York City.
History: Hank McCoy was born an obvious mutant, his body having simian proportions from birth. A shy lad throughout his life, Hank excelled in his studies. In his freshman year of high school, he was pretty much drafted into the football team. Becoming recognized as more than just "the geek with the size 17 shoe", Hank almost overnight went from a shy bookworm into an outgoing, cheerful person.

When the Xavier Institute for Gifted Youngsters went public as a boarding school for mutants, Hank's parents pressured him into going (see Xavier Institute). After graduating from Xavier's, he has been attending college at Empire State University with several others of the Xavier Institute "graduate class" known as the X-Men, working towards a double Bachelor's degree in engineering and physics (see X-Men).

Hank is well aware that his mutant physiology is impossible to hide, so he doesn't even try to keep his heroic identity as the Beast a secret. He is an avid proponent of mutant equality.
Height: 5' 11".
Weight: 350 lbs.
Eyes: Blue.
Hair: Brown.
Uniform: Blue bodysuit with a red X on the front and back, blue cowl, no gloves or footwear.
Strength Level: The Beast possesses superhuman strength enabling him to lift (press) 1 ton under optimal conditions.
Known Superhuman Powers: In addition to his superhuman strength, the Beast possesses superhuman agility, stamina, and speed. His legs are powerful enough to enable him to leap 14 feet high in a standing high jump and 22 feet in a standing broad jump.

The Beast has the agility of a great ape and the acrobatic prowess of an accomplished circus aerialist and acrobat. He can walk a tightrope with minimal effort. He can walk on his hands for many hours, or perform a complicated sequence of gymnastic stunts such as flips, rolls, and springs. Further, his manual and pedal dexterity are so great that he can write using both hands at once or tie knots in rope with his toes.

The Beast can run on all fours at approximately 40 miles per hour for short sprints. His physiology is durable enough to permit him to take a three story fall without a broken bone or sprain, provided he lands on his feet.
Abilities: The Beast has a genius-level IQ, possessing advanced knowledge of many scientific and engineering principles. He is a skilled inventor, speaks several languages fluently (notably French, Russian, Italian, Spanish, and Arabic), and has an encyclopedic knowledge of classical literature. Furthermore, he has the largest vocabulary of any living person, and he is not afraid to use it. The Beast is also a skilled football player, but has been banned from the team at Empire State University due to his physical mutations, a decision he is fighting to reverse.

678 points
Attributes:
ST 20/36 [100*]; DX 15 [100]; IQ 14 [80]; HT 13 [30].
Secondary Characteristics: Dmg 2d-1/3d+2 (4d-1/6d+1); BL 80 lbs (259 lbs); HP 25 [10]; Will 13 [-5]; Per 13 [-5]; FP 13 [0]; Basic Speed 7.00 [0]; Basic Move 10 [15]; Dodge 14.
Languages: Arabic (Native) [4]; English (Native) (Native Language) [0]; French (Native) [4]; Latin (Native) [4]; Russian (Native) [4]; Spanish (Native) [4].
Cultural Familiarities: Western (Native) [0].
Advantages: Ambidexterity [5]; Catfall (Mutant Biology, -0%) [10]; Combat Reflexes [15]; Double-Jointed [15]; Enhanced Dodge 3 [45]; Enhanced Move 1 (Ground Move 20/40 mph; Temporary Disadvantage: Quadruped, -35%; Mutant Biology, -0%) [13]; Extra Arms 2 (Foot Manipulators, -30%; Mutant Biology, -0%) [14]; High Pain Threshold [10]; Language Talent [10]; Perfect Balance [15]; Super Jump 1 (Mutant Biology, -0%) [10]; Very Fit [15]; Very Rapid Healing [15].
Perks: Has The Largest Vocabulary Of Any Living Person [1]; Skintight Uniform [1]; Sure-Footed (Uneven) [1].
Disadvantages: Chummy [-5]; Code of Honor (Hero's) [-10]; Fanaticism (Mutant Equality) [-15]; Honesty (9) [-15]; Impulsiveness (12) [-10]; Pacifism: Cannot Harm Innocents [-10]; Sense of Duty (Mutants) [-10]; Truthfulness (9) [-7]; Workaholic [-5].
Quirks: Broad-Minded [-1]; Dual Identity [-1]; Expression ("Oh my stars and garters.") [-1]; Imaginative [-1]; Is Not Afraid To Use His Vocabulary [-1].
Skills: Acrobatics (H) DX+4 [16] – 19†; Bioengineering/TL8 (Genetic Engineering) (H) IQ-2 [1] – 12; Brawling (E) DX+2 [4] – 17; Climbing (A) DX+5 [1] – 20†‡; Computer Programming/TL8 (H) IQ-2 [1] – 12; Connoisseur (Literature) (A) IQ-1 [1] – 13; Connoisseur (Visual Arts) (A) IQ-1 [1] – 13; Current Affairs/TL8 (Science & Technology) (E) IQ+0 [1] – 14; Electrician/TL8 (A) IQ-1 [1] – 13; Electronics Operation/TL8 (Scientific) (A) IQ+0 [2] – 14; Electronics Repair/TL8 (Scientific) (A) IQ+0 [2] – 14; Engineer/TL8 (Microtechnology) (H) IQ-2 [1] – 12; Geography/TL8 (Political) (H) IQ-2 [1] – 12; Jumping (E) DX+2 [4] – 17; Lifting (A) HT+2 [8] – 15; Literature (H) IQ-2 [1] – 12; Mathematics/TL8 (Applied) (H) IQ-2 [1] – 12; Mathematics/TL8 (Pure) (H) IQ-2 [1] – 12; Mechanic/TL8 (Micromachines) (A) IQ-1 [1] – 13; Poetry (A) IQ-1 [1] – 13; Research/TL8 (A) IQ-1 [2] – 14; Science! (WC) IQ-2 [6] – 12; Speed-Reading (A) IQ-1 [1] – 13; Sports (American Football) (A) DX+1 [4] – 16; Throwing (A) DX+1 [4] – 16; Typing (E) DX+0 [1] – 15; Wrestling (A) DX+1 [4] – 16.
Techniques: Acrobatic Stand (Acrobatics) (A) def+6 [6] – 19; Arm Lock (Wrestling) (A) def+4 [4] – 20; Breakfall (Acrobatics) (A) def+5 [5] – 24; Disarming (Brawling) (H) def+5 [6] – 22; Drop Kick (Brawling) (H) def+1 [2] – 17; Elbow Drop (Brawling) (H) def+4 [5] – 17; Elbow Strike (Brawling) (A) def+2 [2] – 17; Evade (Acrobatics) (A) def+5 [5] – 24; Feint (Brawling) (H) def+4 [5] – 21; Head Lock (Wrestling) (H) def+3 [4] – 16; Kicking (Brawling) (H) def+2 [3] – 17; Knee Drop (Brawling) (H) def+3 [4] – 17; Lower-Body Leg Lock (Wrestling) (A) def+6 [6] – 20; Noogie (Brawling) (H) def+4 [5] – 16; Scaling (Climbing) (H) def+3 [4] – 20; Trip (Wrestling) (H) def+1 [2] – 12; Uppercut (Brawling) (A) def+1 [1] – 17.
Starting Spending Money: $4,000 (20% Starting Wealth).

* Includes +16 from Enhanced ST.
† Includes +1 from Perfect Balance.
‡ Includes +5 from Double-Jointed

Role-Playing Notes:
Purchase a thesaurus, but make sure you don't run into purple prose. Even Beast doesn't call eyes "orbs".
__________________
"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

Last edited by Phantasm; 08-30-2017 at 11:56 AM. Reason: Replaced Lifting/Striking ST w/ Enhanced ST; added a few other items
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Old 05-15-2007, 08:11 PM   #7
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

BUCKY

Real Name: Rikki Buchanan
Occupation: Student
Identity: Secret
Legal Status: Citizen of the United States with a juvenile criminal record, still a minor.
Other Aliases: None.
Place of Birth: Queens, New York City.
Marital Status: Single
Known Relatives: Mother (name unrevealed).
Group Affiliation: Aspiring partner to Captain America.
Base of Operations: Queens, New York City.
History: Rikki Buchanan is a young Hispanic girl who grew up in the meaner streets of the borough of Queens in New York City. A known juvenile delinquent, she has spent time in and out of juvenile prison for petty thefts she committed to survive or, later, for thrills.

When Baron Zemo took her school hostage in order to draw out Captain America, who was teaching there in his civilian identity, Rikki managed to sneak away from the school in order to aid the Captain, at first without his knowledge and later without his approval (see Baron Zemo; Captain America).

Finding her enthusiasm contagious, Captain America has reluctantly taken it upon himself to train her as his new partner. To this end, he has given her a uniform similar to that worn by his World War II partner, Bucky.
Height: 5' 2".
Weight: 103 lbs.
Eyes: Brown.
Hair: Brown.
Strength Level: Rikki Buchanan has the normal human strength of a girl her age, height, and build who engages in intensive regular exercise.
Known Superhuman Powers: None.
Other Abilities: Bucky is an accomplished acrobat and gymnast who is being trained in hand to hand combat by Captain America. She is also an accomplished thief and pickpocket.

305 points
Attributes:
ST 11 [10]; DX 14 [80]; IQ 11 [20]; HT 12 [20].
Secondary Characteristics: Dmg 1d-1/1d+1; BL 24; HP 11 [0]; Will 11 [0]; Per 13 [10]; FP 11 [0]; Basic Speed 7.00 [5]; Basic Move 7 [0]; Dodge 13.
Languages: English (Native) (Native Language) [0]; Spanish (Native) [6].
Cultural Familiarities: Western (Native) [0].
Advantages: Combat Reflexes [15]; Daredevil [15]; Enhanced Dodge 2 [30]; Fearlessness 3 [6]; Flexibility [5]; Hard to Subdue 3 [6]; Legal Enforcement Powers 2 (Informal, -10%) [5]; Perfect Balance [15].
Perks: Masked [1].
Disadvantages: Code of Honor (Street) [-5]; Impulsiveness (12) [-10]; Overconfidence (9) [-7]; Phobia (Claustrophobia: Enclosed Spaces) (15) [-7]; Secret Identity (Serious Embarrassment) [-5]; Social Stigma (Criminal Record) [-5]; Social Stigma (Minor) [-5]; Status -1 [-5]; Stubbornness [-5]; Wealth (Poor) [-15].
Quirks: Imaginative [-1]; Likes Alternative Rock [-1]; Obsession (Make Cap Proud) [-1]; Overcompensates For Her Inexperience With Cheerful Enthusiasm [-1].
Skills: Acrobatics (H) DX+1 [4] – 15*; Brawling (E) DX+3 [8] – 17; Climbing (A) DX+5 [4] – 19*†; Dancing (A) DX+0 [2] – 14; Escape (H) DX+2 [4] – 17†; Filch (A) DX+2 [8] – 16; First Aid/TL8 (Human) (E) IQ+2 [4] – 13; Holdout (A) IQ+2 [8] – 13; Jumping (E) DX+2 [4] – 16; Lockpicking/TL8 (A) IQ+3 [12] – 14; Pickpocket (H) DX [4] – 14; Stealth (A) DX+2 [8] – 16; Streetwise (A) IQ+3 [12] – 14; Urban Survival (A) Per+3 [12] – 16.
Techniques: Acrobatic Stand (Acrobatics) (A) def+6 [6] – 15; Elbow Strike (Brawling) (A) def+2 [2] – 17; Eye-Rake (Brawling) (H) def+5 [6] – 17; Knee Strike (Brawling) (A) def+1 [1] – 17; Slip Handcuffs (Escape) (H) def+5 [6] – 17; Targeted Attack (Brawling Knee Strike/Groin) (H) def+2 [3] – 16; Work By Touch (Lockpicking) (H) def+5 [6] – 14.
Starting Spending Money: $800 (20% Starting Wealth).

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

Role-Playing Notes:
Rikki is (perhaps overly) enthusiastic about helping out Captain America, constantly seeking acceptance and eager to prove herself capable of being his partner/sidekick. She sees him as the father figure she never had in her life. With training and experience she may prove herself to be a genuine hero in her own right.

EDITS: Improved her base stats, adjusted skills accordingly, trimmed the Techniques down to a manageable list, and added role-playing notes.
__________________
"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

Last edited by Phantasm; 04-01-2015 at 02:25 AM.
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Old 05-15-2007, 08:16 PM   #8
naloth
 
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031
Power Modifiers
Magical (-10%): The character's abilities are dependent on the world's ambient mana to operate. The bulk of the world is a low-mana region, while certain areas of the world (British Isles, the Nexus of All Realities in Florida, Great Pyramids in Egypt) are normal- to high-mana areas. Modern technology cannot detect these energies, so there are no technological countermeasures. However, the ambient energies can be blocked through supernatural means (-5%), and the abilities can be negated through certain Anti-Magic abilities (-5%).
It's probably worth mentioning that this is just a variant of the Super modifier where magical knowledge replaces scientific knowledge. It's not GURPS Magic nor is it mana based.

Quote:
Mutant (-10%): The character is a mutant whose abilities can be
Mutant Biology (-0%): The character is a mutant, and can be
Mutant Psionic (-10%): The character is a mutant and can be
Psionic (-10%): The character's abilities are psionic in nature, usually
Super (-10%): This is a catch-all power modifier for those powers
I wouldn't define this this way. It's a crock for Mutant and Super to both be -10% yet have Mutant be much worse.

You should either make Supers -5% or Mutant -15%. Super may not justify the super-tech countermeasures since no universal countermeasures seem to exist in the Marvel universe. Likewise, universal inhibitor collars and even inhibitor spikes that work on basically all mutants do exist.

Psionic should either be a subset of Super/Mutant unless additional anti-stuff that works against them. Usually anyone that is a Super or Mutant psi suffers the limitations attached to the group but doesn't have any additional ones.

Mutant Biology should be worth the same as Mutant since most mutations (Warren's Wings, Beast's agility) are negated with anti-mutant countermeasures. Even if you're 'just' scanned, tracked, and hunted like it mutant I would offer -5%.

Quote:
Power Cosmic (+50%): These abilities stem from cosmic sources, such as those granted by Galactus, Eon, or the Cosmic Cube.
I wouldn't bother... Many abilities don't need Cosmic and others just benefit from it. The cosmic entities are just very very powerful - they don't negate the heroes abilities.
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Old 05-15-2007, 08:16 PM   #9
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

CAPTAIN AMERICA

Real Name: Steven Rogers.
Occupation: History professor, adventurer; former soldier.
Legal Status: Citizen of the United States with no criminal record.
Identity: Secret.
Other Aliases: Roger Stevens; the Captain.
Place of Birth: New York City.
Marital Status: Widower.
Known Relatives: Joseph (father, deceased), Sarah (mother, deceased), Margaret "Peggy" Carter (wife, deceased), James (son, missing in action), Sharon Carter (great-niece by marriage).
Group Affiliation: Avengers, mentor to Bucky II; former member of the Invaders, former partner to Bucky I and Golden Girl.
Base of Operations: New York City.
History: Steven Rogers was a sickly boy who grew up during the Great Depression. A staunch patriot, he believed the U.S. government could do no wrong. When World War II broke out in Europe, Steve, at 18, attempted to enlist, but was denied by the recruiter due to his health.

Taking pity on the lad, and impressed with the boy's enthusiasm for doing "the right thing", the recruiter put Steve's name in for a "special project" the military was putting into place. Out of all of the subjects, Steve was the first one selected to undergo the "super-soldier" treatment, which consisted of a serum taken orally and catalyzed with a unique mixture of what was believed to be non-harmful radiation. Upon the experiment's success, Steve emerged at the peak of human physical perfection.

Sadly, the project's lead scientist. Dr. Erneskine, was killed almost immediately by Nazi agents. Because he'd kept the full formula for the super-soldier serum in his head, the project died with Erneskine.

Steve Rogers was then given the uniform and identity of Captain America, the fighting symbol of America. During World War II, Captain America operated alongside the Invaders, a team which included the Sub-Mariner, Union Jack, the android Human Torch, the speedster Spitfire, and his Soviet counterpart Red Guardian, as well as working for a time with a sidekick, James Buchanan "Bucky" Barnes (see Namor). While operating in occupied France, he met the woman who would one day become his wife, Peggy Carter, who at the time was working for the OSS (Office of Strategic Services, the predecessor to the modern CIA) in organizing and supporting the French Resistance.

After World War II was over, Captain America maintained contact with the other Invaders, including Red Guardian, who had retired to become a circus acrobat. It was during this time that he married Peggy Carter. He then served during the Korean War, working with a new partner, Golden Girl, for a brief time while Bucky was recuperating from injuries incurred by the criminal Lavender. While Bucky was recuperating, Peggy gave birth to Steve's son, who was named James in honor of Bucky. (It is not known whether the effects of the super-soldier serum were passed onto James Rogers.) In 1953, however, Rogers was called before the House Un-American Activities Committee to explain his frequent contact with the retired Red Guardian. A shocked nation was soon informed that the Committee had stripped Captain America of his position.

Disillusioned for the first time in his life with the United States government, Steve Rogers dropped out of sight, as a series of new Captain Americas came and went. In the 1960s, Peggy Carter was later killed in a communist terrorist attack in West Germany while she, Steve, and James were visiting several of the monuments to the war there.

Steve's son, James, who had declined his father's role, attended the Naval Academy in Annapolis, Maryland, and became a Navy A-6 Intruder pilot during the Vietnam War, but was shot down and reported missing in action; whether James is still alive or not is unknown. Following his son's disappearance, Steve temporarily returned to action as Captain America (without authorization) in an ill-fated attempt to find and rescue his son, only to admit defeat several months later. The identity was retired by the government altogether following the Vietnam War.

It was at this time, in the 1970s, that Steve realized that he effectively wasn't aging; tests at military hospitals showed that his decreased rate of aging was due to lingering effects of the super-soldier serum.

Steve Rogers has moved from place to place over the last several decades. At first he studied the martial arts of various nations abroad. During the '90s he taught history at various high schools across the nation. Recently settling into a teaching position in the borough of Queens, Steve was forced to don a black and white outfit similar to his Captain America uniform when Baron Harbin Zemo, grandson of the Nazi general Steve faced repeatedly during WWII, took the school he was teaching at hostage (see Baron Zemo). Baron Zemo had discovered Steve's identity by intercepting various correspondences between Steve and the now deceased Red Guardian, and the fact that Steve was still in his prime fed the need for revenge that had been drilled into the baron as a youth.

Steve, using the alias "The Captain", managed to fend off Zemo and rescue the school. One of the students, Rikki Buchanan, aided him without his asking for help (see Bucky). Realizing that the need for a symbol was greater than ever, yet still not trusting the government, Steve petitioned Congress to restore him as Captain America, but only under the condition that he would be able to operate autonomously. They have grudgingly done so, giving him the adamantium-vibranium alloy shield the Vietnam-era Captain America used.
Height: 6' 2".
Weight: 240 lbs.
Eyes: Blue.
Hair: Blond.
Strength Level: Captain America represents the pinnacle of human physical perfection. While not superhuman, he is as strong as a human being without powers can be. He can lift (press) a maximum of 800 pounds with supreme effort.
Known Superhuman Powers: The "super-soldier serum" that enhanced Captain America to human perfection has extended his lifespan significantly. Captain America ages at an extremely slow rate; while it has been over 60 years since his treatment, he has only aged about ten, and appears to be in his mid-30s.
Abilities: Captain America is highly trained in a number of combat styles, having received special forces training during World War II and further training in Oriental and Western martial arts, including, but not limited to, karate, jujitsu, several styles of kung fu, boxing, wrestling, savate, and aikijutsu. He has combined these styles into a unique style all his own.

Captain America is an expert at throwing his shield, bouncing it off a number of targets, and having it return to him.
Weapons: Captain America's only weapon is a round shield made from adamantium. The shield is 2½ feet in diameter, weighing 12 pounds, and is aerodynamically shaped to provide lift as it flies through the air; due to years of practice with similar shields, Captain America can throw it over a hundred feet and have it return to him. The shield is practically impervious to all harm; only something that can rearrange matter on the molecular level would be able to damage the shield.

Red Skull: What makes you special? What makes you deserving of this power?
Captain America: Nothing. I'm just a kid from Brooklyn.
Captain America: The First Avenger


Edit: Current sheet listed in new post, without the Shield being paid for
__________________
"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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Old 05-15-2007, 08:21 PM   #10
naloth
 
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031
Beast
I'm not quite sure which version you're going for: early career, blue furred avenger, X-Factor member, current X-men.

In any case, the DX is high and the IQ is too low. HT also seems too high - Beast is often poisoned/drugged and KO'ed. ST may be high or low depending on the era.

You should probably add a science talent and replace a lot of skills w/Science! with a super high Biology skill (he's one of the world renown biologist/geneticists).
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