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Old 05-14-2014, 08:14 PM   #601
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

HELLFIRE CLUB

To the general public, the Hellfire Club is a social club for society's elite. Its membership includes the rich and famous, celebrities, corporate executives, and politicians. The Club is best known for throwing lavish and decadent parties on a regular basis at its Central Park mansion headquarters, during which many back room deals are made (see Hellfire Club Mansion). Membership is usually inherited, but quite often the Club extends membership to those who have recently gained positions of wealth and power, and has been known to strip membership from those who lose their positions in ignominious ways.

The acknowledged leaders of the Hellfire Club are known as the Inner Circle, and use the names of chess pieces as their ranks. Publicly, the role of the Inner Circle is to host and preside over the Club's public gatherings. Secretly, however, the goal of the Inner Circle is to guide and manipulate the world politics and economy for their own benefit and power. Traditionally, the Inner Circle is ruled over by a King and a Queen; in times past when two Kings or two Queens have reigned, power struggles inevitably erupted. The two colors used are White and Black; usually when a King or Queen is deposed the usurper takes the opposing color.

The Hellfire Club was founded in the early 17th Century by nobles who were fleeing the English Civil War. It was at this time the original mansion was built. Since then, many of the notable figures in American history have been members of the Hellfire Club. Ben Franklin, in particular, was said to have been the White Bishop during the American Revolution, and both Alexander Hamilton and Aaron Burr were both Kings when their infamous duel took place.

Recently, the Inner Circle has been composed primarily of superhumans, with mutants composing the majority of the Circle. This trend towards promoting mutants into positions of power began when Sebastian Shaw and Emma Frost, both secretly mutants, were inducted as the Black Rook and White Rook, respectively. The two formed a secret partnership and quickly moved up the ranks, using Frost's telepathy and Shaw's connections to induce scandal after scandal with those above them. As they rose, they tended to stack the Inner Circle with their allies. Only recently, however, they managed to depose the reigning White King, with Shaw becoming the Black King; the position of Queen had been conspicuously empty, and Frost took the title White Queen (see Black King; White Queen). The former Black Bishop, Selene Gallio, has recently taken the title of Black Queen; a power struggle between the two Queens is expected to erupt at any time (see Black Queen).

Of the currently known members of the Inner Circle, only the White Bishop and White Rook are not mutants. Mining magnate Donald Pierce, the White Bishop, has managed to maintain and even increase his own power base inside the Circle despite being openly critical of Shaw, while the newly elected White Rook, criminal entrepreneur Wilson Fisk, is the self-proclaimed Kingpin of Crime (see Kingpin; White Bishop).

Members of the Hellfire Club's Inner Circle use mercenaries for their off-the-books operations. Most of the mercenaries come from private military companies owned by Pierce; most of the Inner Circle are uncertain as to whether the mercenaries are loyal to Pierce over the Club, and hesitate to use them extensively. So far, the Inner Circle has only come into conflict with the X-Men over Shaw's role in the creation of the Sentinels (see Sentinels; X-Men).

In addition to the Inner Circle, other known members of the Hellfire Club – who are either unaware of or apathetic toward the Inner Circle's criminal and subversive dealings – include industrialists Warren Kenneth Worthingon, Jr, father of the X-Man known as Angel, Tony Stark, and Norman Osborn; SHIELD director Henry Peter Gyrich; and debutantes Candy Southern and Janet van Dyne (see Angel; Green Goblin; Gyrich, Henry Peter; Iron Man; SHIELD; Southern, Candy; Wasp).

Typical Hellfire Club Mercenary
85 points
Attributes:
ST 11 [10]; DX 11 [20]; IQ 11 [20]; HT 11 [10].
Secondary Characteristics: Dmg 1d-1/1d+1; BL 24 lbs; HP 11 [0]; Basic Speed 5.50 [0]; Basic Move 5 [0]; Dodge 9.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western [0].
Advantages: Combat Reflexes [15]; Fit [5]; High Pain Threshold [10]; Military Rank 0 [0].
Disadvantages: Code of Honor (Soldier's) [-10]; Duty (Hellfire Club PMCs) (12) [-10]; Secret (Subversive) (Imprisonment) [-20].
Skills: Brawling (E) DX+1 [2] – 12; Climbing (A) DX+1 [4] – 12; Fast-Draw/TL8 (Ammo) (E) DX+1 [1] – 12*; Gesture (E) IQ+1 [1] – 12; Guns (LMG, Rifle, or SMG) (E) DX+1 [2] – 12; Hiking (A) HT+1 [2] – 12; Savoir-Faire (Military) (E) IQ+1 [2] – 12; Soldier/TL8 (A) IQ+0 [2] – 11; Stealth (A) DX+1 [4] – 12; Throwing (A) DX+1 [4] – 12; Wresling (A) DX+1 [4] – 12.
Starting Spending Money: $4,000 (20% of Starting Wealth).
Equipment: Most Hellfire Club mercenaries use the same or similar equipment as the US Army special forces: M4A1 carbine or MP5 SMG, assault vest with trauma plates, ballistic helmet, etc.
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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 05-14-2014, 08:17 PM   #602
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Last one for today, probably gonna be two pages.

SENTINELS

The Sentinel robot is a product of advanced technology, SHIELD directives, and hidden agendas (see SHIELD).

The Sentinel Project began a few decades back when Director Gyrich of SHIELD grew dissatisfied with what he perceived as the faults of SHIELD's own superhuman operatives and ordered SHIELD's logistics division to seek an alternative that would not include, in his words, "powerful potential rogue agents" (see Gyrich, Henry Peter). Over the years, many different approaches were proposed, implemented on a trial basis, and failed.

Recently, however, Gyrich found what he was looking for in a proposal by Oliver Trask, an engineer working for Stark Industries (see Stark Industries; Trask, Oliver). Trask had developed a scanner which could be used to detect whether a mutant or a mutate was in the vicinity, but had kept the design private for reasons of his own. Trask, who was an admirer of Gyrich's, presented SHIELD with the scanner behind Stark's back. Gyrich later met with Sebastian Shaw, head of Shaw Industries, at a Hellfire Club social event, arranging for Shaw's own engineers to come up with a robot under SHIELD's control (see Black King; Hellfire Club). In this way, the Sentinels came into being. To acknowledge Trask's importance to the project, Gyrich appointed Trask as the chief overseer of the Sentinels' production and deployment.

Shaw, himself secretly a mutant, arranged for the Sentinels to ignore the members of the Hellfire Club's Inner Circle should they be detected as mutants or genetic mutates. This, to his mind, gives the Hellfire Club an advantage should Gyrich overstep his authority and order a roundup of all superhumans, mutant and otherwise.

Shaw, Gyrich, and Trask were attacked by the mutant terrorist organization calling itself the Mutant Liberation Front at the unveiling of the Sentinels (see Mutant Liberation Front). The MLF attempted to assassinate Gyrich and Trask, but failed to do so through the intervention of the X-Men and SHIELD's Interpol liaison, a former classmate of the X-Men (see Bainsidhe; X-Men). In response to this attack, which destroyed half of the active Sentinels that were present, Trask and Shaw have increased production of the robots.

At present, there are three models of Sentinel. The primary model is the 10 foot tall combat model, referred to as the Mark I. This unit is intended to fight superhuman opponents, and as such possesses greater strength than its size would indicate.

The second, less common model is a 30 foot tall command unit equipped with a genetic scanner that has a wider range, along with a number of additional sensors in its head. This unit maintains constant radio contact with the smaller units under its control. It also possesses the programming and physical capability to hack into any camera connected to the Internet to search for the targets it has identified, in order to transmit the locations to the smaller combat units. It is programmed with a wide number of small unit tactics derived from many police and military reports, which it uses to coordinate the combat models' efforts.

The third model is a 5 foot 6 inch tall reconnaissance model, intended to operate in crowded areas, able to disguise itself – to a point – in human clothing to pass undetected by those not looking directly at it. This unit is equipped with a more acute version of the genetic scanner, albeit with a greatly reduced range. These units are constantly scanning the populace and using facial recognition software and a full-time Internet connection to discretely identify anyone with superhuman abilities. As can be expected, much public outcry has been made about this particular model, but Gyrich has assured the people and Congress on live television many times that the units will only be utilized to scan for potential perpetrators at the scenes of crimes. (He lied; there are more of these units roaming American cities than he's admitted to.)

Sentinel: Do not be alarmed. I am here to serve and protect.
Little Kid: Mommy! Buy me that! Buy me that!
- X-Men: The Animated Series 1.1
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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 05-14-2014, 08:22 PM   #603
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Sentinel Mark I Combat Unit
872 points
Attributes:
ST 60 (Size, -10%) [450]; DX 12 [40]; IQ 10 [0]; HT 12 [20].
Secondary Characteristics: SM +1; Dmg 7d-1/9d; BL 720 lbs; HP 60 [0]; Will 10 [0]; Per 12 [10]; FP 0 [0]; Basic Speed 6 [0]; Basic Move 8 [10]; Basic Air Move 10 [-4]; Dodge 9.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: None [-1].
Advantages: Absolute Direction (Requires Signal, -20%) [4]; AI [32]; Damage Resistance 50 (Semi-Ablative, -20%) [200]; Detect Genetic Anomalies (Analyzing, +100%; Precise, +100%) [30]; Doesn't Breathe [20]; Doesn't Eat or Drink [10]; Enhanced Air Move 2.5 (Air Move 80/160 mph) [50]; Flight [40]; Imaging Radar (Extended Arc: 360°, +125%; Increased Range (Ũ2), +10%; Multi-Mode, +50%; Targeting, +20%) [61]; Machine [25]; Sealed [15]; T-Ray Vision [25]; Telecommunication (Radio) (Burst (Ũ10), +30%; Increased Range (Ũ2), +10%; Secure, +20%; Video, +40%) [20]; Telescopic Vision 3 [15]; Vacuum Support [5].
Perks: Generator [1]; Ignition [1]; Illumination [1]; Striking Surface [1].
Disadvantages: Automaton [-85]; Cannot Learn [-30]; Disturbing Voice [-10]; Electrical [-20]; Ham-Fisted -2 [-10]; Maintenance (Mechanic (Robotics); 3-5 People, Every Other Week) [-10]; Social Stigma (Valuable Property) [-10]; Truthfulness (6) [-10]; Wealth (Dead Broke) [-25].
Skills: Brawling (E) DX+2 [4] – 14; Electronics Operation/TL8 (Sensors) (A) IQ+2 [8]; Forced Entry (E) DX+0 [1] – 12; Innate Attack (Beam) (E) DX+2 [4] – 14; Innate Attack (Projectile) (E) DX+2 [4] – 14.
Weapons: Integrated GE M134 electric gatling in 7.62Ũ51mm NATO (High-Tech, pp. 135, 137) with 500 rounds; 2 integrated H&K HK69A1 grenade launchers (High-Tech, pp. 142, 145) preloaded with a special ST 30 glue grenade, and one more loaded with a HEAT warhead (High-Tech, p. 170), all three launchers lack reloads; integrated AIM-tech gatling laser (Ultra-Tech, pp. 115-116); integrated Stark-tech heavy electrolaser (Ultra-Tech, pp. 119-120). Other weapons can be loaded or swapped based on the intended target. The laser and electrolaser draw power from the integrated power plant.

Note: Because the weapons are integrated into their frames and not used in the conventional sense, the Sentinel uses the relevant Innate Attack skill (Beams or Projectile) rather than a mixture of Beam Weapons, Guns, or Gunner.

Sentinel Mark II Command Unit
1058 points
Attributes:
ST 110 (Size, -30%) [700]; DX 8 [-40]; IQ 12 [40]; HT 10 [0].
Secondary Characteristics: SM +3; Dmg 12d/14d; BL 2,420 lbs; HP 110 [0]; Will 10 [-10]; Per 14 [10]; FP 0; Basic Speed 4.50 [0]; Basic Move 6 [10]; Basic Air Move 10 [2]; Dodge 7.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: None [-1].
Advantages: Absolute Direction (Requires Signal, -20%) [4]; AI [32]; Damage Resistance 50 (Semi-Ablative, -20%) [200]; Detect Genetic Anomalies (Analyzing, +100%; Precise, +100%) [30]; Doesn't Breathe [20]; Doesn't Eat or Drink [10]; Flight [40]; Imaging Radar (Extended Arc: 360°, +125%; Increased Range (Ũ10), +30%; Multi-Mode, +50%; Targeting, +20%) [65]; Machine [25]; Sealed [15]; T-Ray Vision [25]; Telecommunication (Radio) (Burst (Ũ10), +30%; Increased Range (Ũ10), +30%; Secure, +20%; Video, +40%) [22]; Telescopic Vision 3 [15]; Vacuum Support [5].
Perks: Generator [1]; Ignition [1]; Illumination [1]; Striking Surface [1].
Disadvantages: Automaton [-85]; Cannot Learn [-30]; Electrical [-20]; Ham-Fisted -2 [-10]; Maintenance (Mechanic (Robotics); 3-5 People, Every Other Week) [-10]; Social Stigma (Valuable Property) [-10]; Truthfulness (6) [-10]; Wealth (Dead Broke) [-25].
Skills: Computer Hacking/TL8 (VH) IQ+0 [8] – 12; Computer Operation/TL8 (E) IQ+2 [4] – 14; Computer Programming/TL8 (H) IQ-2 [1] – 10; Electronics Operation/TL8 (Sensors) (A) IQ+2 [8] – 14; Electronics Operation/TL8 (Surveillance) (A) IQ+2 [8] – 14; Expert Skill (Supers) (H) IQ+0 [4] – 12; Intelligence Analysis/TL8 (A) (H) IQ+0 [4] – 12; Observation (A) Per+2 [8] – 16; Research (A) IQ+2 [8] – 14; Tactics (H) IQ+0 [4] – 12.
Weapons: None, relies on its size, strength, and command over other Sentinels for defense.

Sentinel Mark III Recon Unit
488 points
Attributes:
ST 20 [100]; DX 12 [40]; IQ 12 [40]; HT 12 [20].
Secondary Characteristics: Dmg 2d-1/3d+2; BL 80 lbs; HP 20 [0]; Will 10 [-10]; Per 14 [10]; FP 0 [0]; Basic Speed 6.00; Basic Move 6 [0]; Basic Air Move 12 [0]; Dodge 9
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: None [-1].
Advantages: Absolute Direction (Requires Signal, -20%) [4]; Acute Genetic Anomaly Detection 3 [6]; AI [32]; Damage Resistance 30 (Semi-Ablative, -20%) [120]; Detect Genetic Anomalies (Analyzing, +100%; Precise, +100%) [30]; Doesn't Breathe [20]; Doesn't Eat or Drink [10]; Enhanced Air Move 2 (Air Move 72/144 mph) [50]; Flight [40]; Imaging Radar (Extended Arc: 360°, +125%; Multi-Mode, +50%; Targeting, +20%) [61]; Machine [25]; Sealed [15]; T-Ray Vision [25]; Telecommunication (Radio) (Burst (Ũ10), +30%; Secure, +20%; Video, +40%) [20]; Vacuum Support [5].
Perks: Generator [1]; Ignition [1]; Illumination [1]; Striking Surface [1].
Disadvantages: Automaton [-85]; Cannot Learn [-30]; Disturbing Voice [-10]; Electrical [-20]; Maintenance (Mechanic (Robotics); 3-5 People, Every Other Week) [-10]; Social Stigma (Valuable Property) [-10]; Truthfulness (6) [-10]; Wealth (Dead Broke) [-25].
Skills: Electronics Operation/TL8 (Security) (A) IQ+2 [8] – 14; Electronics Operation/TL8 (Sensors) (A) IQ+2 [8] – 14; Electronics Operation/TL8 (Surveillance) (A) IQ+2 [8] – 14; Forced Entry (E) DX+2 [4] – 14; Forensics (H) IQ+0 [4] – 12; Lip Reading (A) Per+0 [2] – 14; Observation (A) Per+2 [8] – 16; Search (A) Per+1 [4] – 15; Stealth (A) DX+2 [8] – 14. Plus one of Beam Weapons/TL10 (Rifle) or Guns/TL8 (Grenade Launcher, Rifle, or Submachine Gun) or Liquid Projector/TL8 (Flamethrower), all (E) DX+0 [1] – 12.
Weapons: Commonly equipped with an M14A1 assault carbine (High-Tech, pp. 119, 121); a pair of FN P90 sub-machine guns (High-Tech, pp 124, 126); an AIM-tech laser carbine (Ultra-Tech, pp. 115-116); a Stark-tech electrolaser carbine (Ultra-Tech, pp. 119-120); a flamethrower (p. B281); or any number of 40mm grenade launchers with less-than-lethal warheads.


Role-Playing Notes:
Sentinels are emotionless machines programmed to locate, subdue, arrest, and occasionally eliminate superhumans. They are impossible to influence without receiving direct orders from their designated human commanders, who they obey without question. Under no circumstances whatsoever will a Sentinel refuse to obey Gyrich or Trask, unless ordered to by Shaw (and Shaw alone), even when that order is illegal.

Design Notes:
1. Point values on the above are only provided in case a player wants to assume one as an Alternate Form, has one as an Ally, or manages to physically possess one (either through transplanting the brain into the Sentinel or through some sort of telemechanics power).
2. It is my understanding that these Sentinels may be considered by many to be party-killers. Feel free to add the Rules Inclusion (Law of Conservation of Ninja) Quirk if you find this to be so; this will limit their effectiveness in large numbers.
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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 05-14-2014, 08:41 PM   #604
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Have you looked into making Hawkeyes bow as gadget based powers?
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Old 05-14-2014, 11:50 PM   #605
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Should the 30 foot model include some form of Payload, or is that a feature of later models: part of what made them iconic was when they weren't exterminating mutants, they were capturing them and storing them in a section of their torsos.

Granted since its been so long since I read the comics, this may have just been a "gimmick" of X-Men: The Animated Series as blatantly "terminating" all mutants they came across was going to be hard on the censors. =P
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :)
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Old 05-15-2014, 07:10 PM   #606
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Otaku View Post
Should the 30 foot model include some form of Payload, or is that a feature of later models: part of what made them iconic was when they weren't exterminating mutants, they were capturing them and storing them in a section of their torsos.

Granted since its been so long since I read the comics, this may have just been a "gimmick" of X-Men: The Animated Series as blatantly "terminating" all mutants they came across was going to be hard on the censors. =P
I do recall some in the 90īs, same era as the animated show, they did capture them. Later on they were just killing machines.
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Old 05-15-2014, 07:12 PM   #607
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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Originally Posted by Hannes665 View Post
Have you looked into making Hawkeyes bow as gadget based powers?
Yes, I have, and it's a major headache. Gadget-based powers have their place, and are a valid build, but I'm finding it requiring more brainpower right now than I want to use.

As it is, Hawkeye's entry on the forum currently lacks the stats for his arrows; when in doubt, I've used the 18.5mm (12G) TL9 warhead stats in Ultra-Tech for stuff like the explosive arrow. I've been working on making a table in the master document with various specialty arrowheads.

I'll admit, I stole heavily from my 1000-point super-archer with psychokinetic imbuements; the copy-paste errors even landed a Resistance I didn't intend and didn't calculate in his GCA file. As a "power-up", Hawkeye may qualify for many of the same imbuement skills.
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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 05-15-2014, 07:18 PM   #608
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Otaku View Post
Should the 30 foot model include some form of Payload, or is that a feature of later models: part of what made them iconic was when they weren't exterminating mutants, they were capturing them and storing them in a section of their torsos.

Granted since its been so long since I read the comics, this may have just been a "gimmick" of X-Men: The Animated Series as blatantly "terminating" all mutants they came across was going to be hard on the censors. =P
Quote:
Originally Posted by Hannes665 View Post
I do recall some in the 90īs, same era as the animated show, they did capture them. Later on they were just killing machines.
I actually hadn't considered giving the command Sentinels any Payload, but now that you mention it the concept does make sense. Probably should also toss in some sort of Gadget-based Neutralize as well, to prevent the captured supers from busting out.

When first introduced in the early 1960s, the Sentinels in the comics were killing machines. Good ol' Bolivar Trask and his son Larry making machines they couldn't control.
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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 05-16-2014, 01:50 AM   #609
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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Originally Posted by tbrock1031 View Post
I actually hadn't considered giving the command Sentinels any Payload, but now that you mention it the concept does make sense. Probably should also toss in some sort of Gadget-based Neutralize as well, to prevent the captured supers from busting out.

When first introduced in the early 1960s, the Sentinels in the comics were killing machines. Good ol' Bolivar Trask and his son Larry making machines they couldn't control.
Yeah, I remembered that they didn't pull that trick early on, because (besides the writers just not considering it) they weren't as big and I don't recall if power neutralizing technology was as common of a "thing" back then. Also, I don't know if said technology is always being used with Payload; it might be but again based on hazy memories, conscious targets were not shoved inside. Sentinels executing this tactic were sort of "smash and grab" types and not equipped (in terms of programming or physical capabilities) to easily disarm captured foes. While not a huge risk, a conscious anyone captured could have a means of damaging the Sentinel from the inside even without mutant powers... though if you need an 'excuse' for 90s style "Everyone is armed" antics, there ya go. XD

Also, will you be making the Hellfire Club international? I ask as one of the things established in the 90s iteration of Excalibur was the European Inner Circle changing the "colors" to Red and Black, to help distinguish themselves from the American Inner Circle (yes, that only makes half sense since you could still have two Black Kings... but Black is stylish XD).
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :)
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Old 05-17-2014, 11:58 AM   #610
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Otaku View Post
Yeah, I remembered that they didn't pull that trick early on, because (besides the writers just not considering it) they weren't as big and I don't recall if power neutralizing technology was as common of a "thing" back then. Also, I don't know if said technology is always being used with Payload; it might be but again based on hazy memories, conscious targets were not shoved inside. Sentinels executing this tactic were sort of "smash and grab" types and not equipped (in terms of programming or physical capabilities) to easily disarm captured foes. While not a huge risk, a conscious anyone captured could have a means of damaging the Sentinel from the inside even without mutant powers... though if you need an 'excuse' for 90s style "Everyone is armed" antics, there ya go. XD
In the Reboot it's not so much "everyone is armed" as Gyrich and Trask going, "well, we're supposed to be upholding the law, not killing indiscriminately, so we have to at least give lip service to due process."

Quote:
Also, will you be making the Hellfire Club international? I ask as one of the things established in the 90s iteration of Excalibur was the European Inner Circle changing the "colors" to Red and Black, to help distinguish themselves from the American Inner Circle (yes, that only makes half sense since you could still have two Black Kings... but Black is stylish XD).
It's under consideration, but probably won't be shown during Year One. If I ever do a Year Two (not likely; been working on Year One since '07....), I'll consider it.

And black is slimming. Everyone knows that. ;)
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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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