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Old 01-13-2019, 10:40 AM   #1501
chandley
 
Join Date: Aug 2004
Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Phantasm View Post
NITRO

Advantages: Alternate Form (Body of Air) (Difference in Point Cost: 36; Maximum Duration: 10 seconds, -75%; Trigger: Self-Explosion or Fragile, -10%; Super, -10%) [36];
[...]
Regeneration (Extreme: 10HP/sec) (Limited: Alternate Form Only, -40%; Super, -10%) [75]; Wealth (Comfortable) [10].
Perks: Supersuit [1].
Disadvantages: Code of Honor (Pirate's) [-5]; Enemy (Law Enforcement; Medium-Sized Group) (12) [-40]; Fragile (Explosive) [-15]; Overconfidence (9) [-7].

Design Notes:
1. Nitro's Alternate Form is meant to be triggered by both his Self-Explosion attack and his Fragile (Explosive) disadvantage. If there is a better way to explain this aspect of his powers, I'm open to suggestions.
Feels like he needs Unkillable 2 (No Unkillable 1 -50%) [50] to cover for the Fragile (Explosive) not killing him in the transition to his alternate form. And to give him time for the Regeneration to kick in. Unkillable 2 being used here because he can be trapped and prevented from recovering himself.

Fragile (Explosive) reduces you to -10xHP, so he would be dead dead if that triggers, but the intent is he just switches forms... which he shouldnt be able to do while dead. Also, Body Of Air might be a bit more expensive because it needs a "No Fragile (Explosive) +15" advantage? Otherwise someone who can damage his diffuse/insubstantial self can cause him to explode again.
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Old 06-19-2019, 05:20 PM   #1502
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

PAIBOK THE POWER SKRULL

Real Name: Paibok.
Occupation: Pirate, former soldier, former intelligence operative.
Identity: Known to Skrull Empire authorities; his Paul Bark identity and status as a Skrull is known to United States authorities.
Legal Status: Exiled citizen of the Skrull Empire.
Other Aliases: Paul Bark, "that other Super-Skrull".
Place of Birth: Tarnax IV, Tarnax system, Skrull Empire.
Marital Status: Unrevealed, presumed single.
Known Relatives: None.
Group Affiliation: Formerly the Skrull Imperial Intelligence Agency (disavowed), formerly Skrull Imperial Army, currently the crew of the interstellar pirate ship Silver Herald.
Base of Operations: Mobile aboard the Silver Herald, formerly Cape Canaveral, Florida.
History: Paibok's full history is unknown. At some point after receiving the rank of Captain in the Skrull Imperial Army he was recruited by Imperial Intelligence to become an operative (see Skrulls). Most of his past exploits are presumably classified.

Following the Skrulls' initial encounters with the Fantastic Four, with a number of Skrull spies going rogue and the lone success of granting the Skrull Kl'rt powers similar to those of the Four, Paibok was one of the few chosen to undergo a similar, allegedly refined, procedure (see Fantastic Four; Super-Skrull). Using data recovered during past encounters with the Shi'ar Imperial Guard, Paibok was granted similar powers (according to Paibok, he, too, was the sole survivor of this round of experiments; see Shi'ar).

Assigned to Earth to spy on that world's technological progress, Paibok took the cover identity of a human named Paul Bark. As Bark, he infiltrated NASA as a technician working on deep space probes. By studying patterns in several of Captain Marvel's exploits, he was able to determine that Marvel was a Kree spy (Mar-Vell) with the same overall mission as himself (see Captain Marvel; Kree). Unlike other Skrulls, Paibok indicated a willingness to cooperate with his Kree counterpart, given how their missions overlapped and did not conflict with each other, a willingness the Captain was initially hesitant to consider genuine due to the history between the two empires. Vell was willing to give Paibok the benefit of the doubt, however, particularly after Paibok used his powers of ice and electricity to covertly assist the Captain against the criminal Nitro (see Nitro). This unofficial cooperation changed when Vell's commanding officer, Col. Yon-Rogg, discovered Paibok's existence and ordered Vell to eliminate the Skrull (see Yon-Rogg).

Expressing regret, Captain Marvel forced Paibok to reveal himself as a Skrull before the two engaged in a battle which ranged throughout Cape Canaveral. Despite Vell never going for a killing blow, Paibok felt the incident was a betrayal and fled Earth.

Back in the Skrull Empire, Paibok found himself disavowed by Imperial Intelligence and effectively exiled. Under undisclosed circumstances, he fell in with a multi-species pirate crew which operated along the borders of the various interstellar empires. While docked at Port Nowhere, an interstellar freeport under no one's jurisdiction, Paibok again encountered Vell, himself now a fugitive from the Kree Empire (see Port Nowhere). While drunk at the station cantina, he started a brawl which he drew Vell into, drunkenly blaming Vell for getting him 'burned' and exiled. While their fight ranged throughout Port Nowhere, they managed – somehow – to avoid damaging anything vital to the station's operation before Paibok was shot with a tranquilizer fired by Vell's medic girlfriend, Una, knocking him unconscious (see Una).

When last seen, Paibok was being carried to a Skrull ship by Kl'rt, who had witnessed the fight at Port Nowhere, for reasons unknown.
Height: 6' 2".
Weight: 205 lbs.
Eyes: Red.
Hair: Brown.
Skin: Green.
Uniform: Formerly the Skrull Empire military uniform; currently none.
Strength Level: Paibok possesses superhuman strength enabling him to lift (press) roughly 25 tons. When using his powers to grow to a height of 20 feet, he can lift (press) over 400 tons.
Known Superhuman Powers: In addition to his superhuman strength, Paibok possesses several other powers. First and foremost, he possesses the innate Skrull power to change his shape. Unlike many other Skrulls, Paibok is able to change his size to a more massive form or to a much smaller form, drawing additional mass from or shunting extra mass to a presumably extradimensional source (very likely the same source accessed via Pym particles). He is also able to change his height with a proportionate change in strength without needing to change to non-Skrull forms. His tallest height recorded is 20 feet, and his smallest size roughly one and a half inches; whether these are his limits is unknown.

In addition, Paibok possesses superhuman durability enabling him to withstand anti-tank rockets, superhuman speed and reflexes enabling him to run and react faster than baseline humans or Skrulls, the ability to generate and manipulate ice, and the ability to shoot electricity from his hands or eyes. His top running speed has been clocked at roughly 200 miles per hour.
Other Abilities: Paibok is a skilled leader of soldiers, and a marksman with most energy weapons. He is adept at gathering intelligence and impersonating others enough to fool casual acquaintances. He is also a skilled mechanical and electrical engineer, and is knowledgeable about the 'primitive' technology of Earth and other planets at a similar technological level.
Weapons: Paibok carries a rainbow laser pistol of Skrull manufacture. He has also been known to use a stun baton.


Role-Playing Notes:
Originally a generally likable and honorable fellow, one who was willing to collaborate with agents of a rival Empire so long as their missions did not interfere with each other, as shown during his time as a spy within NASA, Paibok has become embittered toward those he feel has betrayed him. This includes Mar-Vell, his Skrull Imperial Intelligence superiors, and possibly even Emperor Dorrek himself. He is also bitter at Kl'rt for succeeding where he himself has apparently failed. Internally, he hates that he has fallen so far, but sees no way to improve his position.


(stats next post)
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The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
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Old 06-19-2019, 05:26 PM   #1503
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Paibok the Power-Skrull
2,508 points
Attributes: ST 31/170 [100*†]; DX 13 [60]; IQ 13 [60]; HT 13 [30].
Secondary Characteristics: Dmg 3d+1/6d-1 (18d/20d); BL 192 lbs (5,780 lbs/2.89 tons); HP 31 [0]; Will 13 [0]; Per 13 [0]; FP 13 [0[; Basic Speed 6.50 [0]; Basic Move 6; Dodge 13
Languages: English (Native) [6]; Kree [6]; Skrullian (Native) (Native Language) [0].
Cultural Familiarities: Kree Empire [1]; Skrull Empire (Native) [0]; Western [1].
Advantages: Altered Time Rate 2 (Super-Speed, +20%; Super, -10%) [220]; Artificer 2 [20]; Born War-Leader 2 [10]; Burning Attack (Electric Bolt) 6d×2 (Damage Modifier: Arcing Surge, +100%; Increased 1/2D Range (×2), +5%; Increased Range (×2), +10%; Variable, +5%; Super, -10%) [126]; Combat Reflexes [15]; Control Ice 3 (Increased Range: Line-of-Sight, +40%; Link (Can Use Separately), +20%; Persistent, +40% Ranged, +40%; Super, -10%) [104]; Create Ice 3 (Increased Range: Line-of-Sight, +40%; Link (Can Use Separately), +20%; Persistent, +40% Ranged, +40%; Super, -10%) [35]; Damage Resistance 50 (Hardened 4, +80%; Tough Skin, -40%; Super, -10%) [325]; Enhanced Dodge +3 (Super, -10%) [41]; Enhanced Move (Ground) 2.5 (Super, -10%) [45]; Enhanced Parry (All Parries) +3 (Super, -10%) [27]; Enhanced Time Rate (Upgraded from Combat Reflexes, -15; Super, -10%) [27]; Extra Attack 1 [25]; Growth 3 (Super, -10%) [27]; High Pain Threshold [10]; Injury Tolerance (Damage Reduction /20) (Super, -10%) [180]; Shrinking 10 (Full DR, +30%; Full HP, +30%; Super, -10%) [75]; Super ST +11/+150 (Super, -10%) [429]; Super ST +3† (Growth Size, -30%; Super, -10%) [108]; Super-Spy 2 [30]; Versatile [5]; Very Fit [15].
Perks: Convincing Nod [1]; Courtesy Military Rank 3 [3]; Off-Screen Reload [1]; On Alert [1].
Disadvantages: Code of Honor (Soldier's) [-10]; Guilt Complex [-5]; Pacifism (Cannot Harm Innocents) [-10].
Quirks: Attentive [-1]; Careful [-1]; Personality Change (Belligerent Drunk) [-1].
Skills: Accounting (H) IQ-2 [1] – 11; Acrobatics (H) DX-1 [2] – 12; Acting (A) IQ+1 [1] – 14‡; Aerobatics (H) DX-1 [1] – 12; Beam Weapons/TL11 (Pistol) (E) DX+1 [2] – 14; Beam Weapons/TL11 (Rifle) (E) DX+3 [8] – 16; Camouflage (E) IQ+1 [2] – 14; Climbing (A) DX-1 [1] – 12; Computer Programming/TL8 (H) IQ+0 [4] – 13; Computer Programming/TL11 (H) IQ+0 [4] – 13; Detect Lies (H) Per+1 [2] – 14‡; Disguise/TL11 (Humanoid) (A) IQ+1 [1] – 14‡; Electronics Operation/TL11 (Electronic Warfare) (A) IQ+1 [4] – 14; Electronics Repair/TL8 (Communications) (A) IQ+1 [1] – 14§; Electronics Repair/TL11 (Communications) (A) IQ+1 [1] – 14§; Electronics Repair/TL8 (Computers) (A) IQ+1 [1] – 14§; Electronics Repair/TL11 (Computers) (A) IQ+1 [1] – 14§; Electronics Repair/TL8 (Scientific) (A) IQ+1 [1] – 14§; Electronics Repair/TL11 (Scientific) (A) IQ+1 [1] – 14§; Electronics Repair/TL8 (Sensors) (A) IQ+1 [1] – 14§; Electronics Repair/TL11 (Sensors) (A) IQ+1 [1] – 14§; Engineer/TL8 (Electronics) (A) IQ+1 [1] – 14§; Engineer/TL11 (Electronics) (A) IQ+1 [1] – 14§; Escape (H) DX+1 [2] – 14‡; Explosives/TL11 (Demolition) (A) IQ+2 [8] – 15; Fast-Draw/TL11 (Ammo) (E) DX+1 [1] – 14#; Fast-Talk (A) IQ+1 [1] – 14‡; Filch (A) DX+1 [4] – 14; First Aid/TL11 (Skrull) (E) IQ+1 [2] – 14; Forced Entry (E) DX+0 [1] – 13; Free Fall (A) DX-1 [1] – 12; Gesture (E) IQ+0 [1] – 13; Hiking (A) HT-1 [1] – 12; Holdout (A) IQ+1 [1] – 14‡; Innate Attack (Beam) (E) DX+7 [24] – 20; Innate Attack (Projectile) (E) DX+7 [8] – 20¥; Intelligence Analysis/TL11 (H) IQ+2 [4] – 15¶; Interrogation (A) IQ+1 [1] – 14‡; Intimidation (A) Will+0 [2] – 13; Judo (H) DX+1 [8] – 14; Jumping (E) DX+0 [1] – 13; Karate (H) DX+1 [8] – 14; Knife (E) DX+1 [2] – 14; Leadership (A) IQ+1 [1] – 14¶; Lifting (A) HT-1 [1] – 12; Mathematics/TL11 (Applied) (H) IQ-1 [2] – 12; Mechanic/TL11 (High-Performance Spaceship) (A) IQ+1 [1] – 14§; Mechanic/TL8 (Low-Performance Spaceship) IQ+1 [1] – 14§; Observation (A) Per+2 [2] – 15‡; Pickpocket (H) DX+1 [2] – 14‡; Piloting/TL11 (Aerospace) (A) DX-1 [1] – 12; Research/TL8 (A) IQ-1 [1] – 12; Research/TL11 (A) IQ-1 [1] – 12; Running (A) HT-1 [1] – 12; Savoir-Faire (Military) (E) IQ+2 [1] – 15‡; Scrounging (E) Per+1 [2] – 14; Search (A) Per+1 [1] – 14‡; Shadowing (A) IQ+1 [1] – 14‡; Shortsword (A) DX+1 [4] – 14; Soldier/TL11 (A) IQ-1 [1] – 12; Stealth (A) DX+1 [1] – 14‡; Strategy (Land) (H) IQ+1 [1] – 14¶; Streetwise (A) IQ+0 [2] – 13; Swimming (E) HT+0 [1] – 13; Tactics (H) IQ+1 [1] – 14¶; Throwing (A) DX+1 [4] – 14; Traps/TL11 (A) IQ+1 [4] – 14; Wrestling (A) DX+1 [4] – 14.
Starting Spending Money: $8,000 (20% of Starting Wealth) when on Earth as a spy; $2,000 (20% of Starting Wealth) as a space pirate.
Lenses:
Imperial Spy (-5 points): Duty to Skrull Imperial Intelligence (12) [-10]; Intelligence Rank 3 (Assistance Roll 7) [15]; Wealth (Comfortable) [10]; Secret (Spy) (Imprisonment or Exile) [-20].
Space Pirate (-15 points): Social Stigma (Burned Spy) [-5]; Wealth (Struggling) [-10].

* Includes +11/+170 from Super ST.
† Final Growth Super ST bonus +14/+500; full Growth ST 34/520.
‡ Includes +2 from Super-Spy.
§ Includes +2 from Artificer.
# Includes +1 from Combat Reflexes.
¥ Defaulted from Innate Attack (Beam).
¶ Includes +2 from Born War-Leader.

Design Notes:
1. Paibok currently has the appearance he had during the '90s, before he was artistically redesigned during the Annihilation Wave event, explained in-universe as a result of mutation by Annihilus. His personality is also different, given that he was originally intended as a villain working against the Fantastic Four and their sometimes-ally/sometimes-enemy Lyja (a Skrull spy who suffered Changing Writer Syndrome regarding her intentions toward Johnny Storm, whom she had married during her assumed guise as Alicia Masters and was allegedly carrying his child). My intentions with Paibok are to portray his slide from being an honorable soldier in the intelligence community to the broken man we've come to know and love to hate.
2. This build, and the High TL trait in the Skrull racial package, assumes a campaign TL of 8, as would be encountered on modern-day Earth. In any cosmic campaign, the campaign would be considered a TL 11 setting, reducing his point cost by 15 points and increasing his Starting Spending Money to $30,000 (20% of his Starting Wealth) while on Earth as a spy and to $7,500 (20% of Starting Wealth) as a space pirate.



This guy took longer to work than I expected, though to be honest I completed his bio months ago and was just "meh" about statting him up until a few days ago.
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The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting

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Old 06-28-2019, 12:30 AM   #1504
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

PORT NOWHERE

Port Nowhere is an interstellar free port located inside the atmosphere of a gas giant orbiting an otherwise insignificant red dwarf star. This free port sits outside the jurisdictions of every interstellar nation, making it a haven for smugglers, pirates, refugees, and those seeking autonomy and/or anonymity from their homes. It is often described as a city floating in the clouds, but this is hyperbole disguising its nature as a sealed environment keeping the gas giant's hydrogen-helium atmosphere from affecting the residents.

Physically, Port Nowhere appears as though the remains of several dozen orbital habitats and starships from every known interstellar culture, extant and extinct, crashed together and decided to expand organically after getting to know each other better. Overall the conglomerated station is roughly ten miles long and four miles wide, though these dimensions are not uniform. One of the more notable physical features apparent from the outside are a pair of half kilometer wide rings with three large docking spurs each rising above and below them, one with Shi'ar design and the other with ancient Mephitisoid Empire features, which have formed a figure-eight (see Shi'ar; Appendix: Other Alien Races: Mephitisoids). Looking closer at a spur on the opposite end of the station from the figure-eight rings one can make out the rear of a Kree dreadnought hull welded to the front half of a Skrull battlecruiser with a Universal Church of Truth "conversion" cruiser mounted perpendicularly directly above them that has been beaten and reshaped into a gesture of defiance (see Kree; Skrulls; Universal Church of Truth). Near the 'trailing' edge of the station, battered by the gas giant's winds, a half mile tall statue of a past Zn'rx Emperor has been attached to the outside of a cylindrical habitat by one hand's clawed fingers (see Appendix: Other Alien Races: Snarks). However, it is the giant kilometer wide and half kilometer tall dome near the center of the station that draws the most attention from incoming ships.

This dome is the gladiatorial arena of the Grandmaster, one of the Elders of the Universe who has made Port Nowhere his home (see Elders of the Universe; Grandmaster). The arena is not necessarily a deathmatch, though fatalities have been known to happen, but a place where the crowds of residents and transients can be entertained by watching champions and gladiators from all over face each other. Almost no rules exist in the contest; the fights continue until one side yields or is unable to continue the fight. As can be expected, gambling on the matches is constant.

In addition to the gambling on the Grandmaster's champions, all kinds of gambling occurs all over the station. Because it sits outside all other jurisdictions, if an item is illegal anywhere else in known space it can usually be found at Port Nowhere. There is no central authority on the station, just various groups that run things in their territories as they see fit. An unspoken agreement between the majority of the groups keeps the station's various life support and artificial gravity systems repaired – even when hostilities break out between the various gangs and cartels. Should the station be attacked, an immediate cease-fire between the groups is declared; during an attack, the most common reaction is to flee in whatever ships will fly.

Port Nowhere is home to a thriving black market starship dealership and upgrade operation. Anything from small starfighters and shuttles through medium-sized tramp freighters are available for sale, and occasionally even larger warships have hit the gray market (though admittedly due to the station's clientele the demand for these is not as great); rarely, one can even find a second-hand Kymellian Smartship for sale in the shipyards (see Appendix: Other Alien Races: Kymellians). In addition, after-market parts and quasi-legal upgrades are for sale and installation in the station's shipyards, for the right price of course.

The existence and location of Port Nowhere is an open secret; everyone in the greater galactic community knows where it is and what happens there, but no one really talks about it. Even adventurers from Earth have visited the station, though details have yet to come to light.

Port Nowhere was recently visited by the Kree Captain Mar-Vell and his girlfriend Una upon their escape from the Kree Empire after Vell was arrested and court-martialed for disobeying orders when he refused to execute surrendered opponents on Earth (see Captain Marvel; Una). Since then, Port Nowhere has become a kind of unofficial home port for his small band of renegades. During this time, large portions of the station were damaged by a brawl between Vell and Paibok the Power-Skrull, although surprisingly no critical systems were damaged nor anyone killed (see Paibok the Power-Skrull).

Even more recently, Port Nowhere was visited by Adam Warlock, Thanos, and various allies of theirs in their quest for the Infinity Gems, which put them in temporary conflict with the Grandmaster, revealed as the holder of the Time Gem (see Infinity Gems; Thanos; Warlock, Adam). Thanos, Warlock and their allies joined with the Grandmaster and many ships docked at the station to repel an attack by the Magus and the Universal Church of Truth, who were also seeking the Infinity Gems for their own purposes (see Magus).

Game Mechanics Details
Port Nowhere is built as a TL11^ station using standard space opera supersciences – gravity manipulation, force shields, FTL communications, and FTL sensors – while lacking in several areas. Its very nature means it requires almost constant maintenance somewhere in the station. It is a cultural and technological melting pot – Rigellian psychotronics are found side by side with Kree brain uploads and Shi'ar nanotechnology.

--------
Port Nowhere (2010 AD)
Population: 575,000 (Search +3)

Physical and Magical Environment
Terrain: Sealed, Aerostat*
Appearance: Ugly (-2)
Hygiene: 0.
Low Mana (Rare Enchantment)

Culture and Economy
Languages: Interlang, Kree, Skrullian, Shi-ar, Rigellian.
Literacy: Accented.
TL: 11^
Wealth: Struggling (×1/2)
Status: -2 to 2.

Political Environment
Government: Anarchy (Sanctuary)
CR: 1 (Corruption -1)
Military Resources: $11,643,750
Defense Bonus: +4

Notes
As a free port under no one's jurisdiction, Port Nowhere has a large transient population that can reach up to 2 million additional people on the station at any given time. Nearly every sapient species in known space is represented on the station, some more than others.

The Grandmaster is effectively the power on the station, and everyone defers to him. This would normally make the station a Dictatorship; however, so long as his arena is not affected he lets the station inhabitants do as they please, resulting in an effective Anarchy.

Languages from all over interstellar space are spoken on the station. Most inhabitants speak multiple languages, or have universal translators either implanted (granting Omnilingual (Electronic, -10%) [36]) or worn on their person. Signs and notices on the station are generally written in Interlang, a conlang devised by the Charter for communication among its member systems.
--------

Design Notes:
1. Port Nowhere should not be confused with Knowhere, built inside the head of a decapitated Celestial. I'm still uncertain as to whether the Celestials are part of the Reboot, so I decided to instead make Port Nowhere equal parts Cloud City (from The Empire Strikes Back) and a number of Star Trek stations (notably Station K7 from "The Trouble With Tribbles" and the title station from Star Trek: Deep Space Nine), with a bit of everything else thrown in for good measure.
2. I debated whether to add a GURPS Spaceships stat block in addition to the City Stats block. I ultimately decided against it because of the highly decentralized nature of the station and coupled with its sheer size (a forty square mile area when viewed from above or below, and of variably thickness).
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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 06-28-2019, 01:17 AM   #1505
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

I was wondering about this till I got to your notes section.
I like the Grandmaster as the leader, it makes it reasonable for the various empires to tolerate this place when you have an Elder in charge. And the Grandmaster as a master strategist is one of the more effective ones and someone wise leaders would be leery of making an enemy.
Plus it makes for all kinds of secret political games :)
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Old 07-02-2019, 07:21 PM   #1506
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Refplace View Post
I was wondering about this till I got to your notes section.
I like the Grandmaster as the leader, it makes it reasonable for the various empires to tolerate this place when you have an Elder in charge. And the Grandmaster as a master strategist is one of the more effective ones and someone wise leaders would be leery of making an enemy.
Plus it makes for all kinds of secret political games :)
And if there's one thing the Grandmaster can't resist, it's a game. :)
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991

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

The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting
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Old 07-02-2019, 07:28 PM   #1507
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

QUASAR

Real Name: Phyla-Vell.
Occupation: Adventurer, former soldier, former secret police agent.
Identity: Quasar does not hide her identity, although her continued existence is unknown outside of Port Nowhere; her existence is unknown to the general populace of Earth.
Legal Status: Citizen of the Kree Empire, legally deceased.
Other Aliases: None.
Place of Birth: Kree-Lar, Hala, Pama system, Kree Empire.
Marital Status: Single.
Known Relatives: Mar-Vell (alias Captain Marvel, brother).
Group Affiliation: The loose band of adventurers gathered by Adam Warlock; formerly the Kree Army and Kree Accuser Corps.
Base of Operations: Mobile throughout the known galaxy, formerly the interstellar freeport Port Nowhere, formerly the Kree Empire.
History: Phyla-Vell is the younger sister of Captain Mar-Vell (see Captain Marvel). Like all Kree, Phyla was obligated to serve a tour of duty in the Kree Empire military, although the details of her tour of duty have not yet come to light (see Kree). She claims to have served in a special forces unit before leaving the military under undisclosed circumstances.

Following her brother's arrest and escape from custody when he was to be court-martialed (for disobeying orders), Phyla was contacted by Korath the Pursuer, head of the fugitive retrieval Pursuer Corps, to assist in his recapture (see Korath the Pursuer). The two tracked Mar to the interstellar free port called Port Nowhere, where it was revealed that Phyla had in fact been working for Ronan the Accuser, head of the Kree Accuser Corps (the secret police), the entire time (see Port Nowhere; Ronan the Accuser). However, upon learning of the circumstances involved in the arrest, and learning that Ronan was using her brother as a pawn in a scheme to overthrow the Kree Supreme Intelligence (the overall ruler of the Empire), Phyla rebelled against Ronan, who blasted her out of the station, witnessing her plummeting to her death in the atmosphere of the gas giant that is home to the free port (see Supreme Intelligence).

This was not, however, the end of her story. As she fell and suffocated, she was enveloped in a sphere of solid golden light, where a disembodied voice asked her if she would serve as a Protector or a Destroyer. At first tempted to say Destroyer, wishing vengeance on Ronan, the beauty of the gas giant's red star rising on the horizon caused her to remember her brother's words, that "life is precious and should be protected at all costs." Choosing "Protector", Phyla found herself garbed in a red and gold uniform with a pair of golden bracelets on her wrists. Informed by the voice that she was the new Protector of the Universe, wielder of the quantum bands, Phyla flew back to Port Nowhere to discover her brother had left the station. (Unknown to Phyla, Mar and his medic girlfriend Una had left to retrieve her, but their ship was unable to handle a freak storm that had appeared between her and them; see Una.)

Phyla spent some time on Port Nowhere learning to use the quantum bands. During this time she learned her predecessor had been a Human from Earth named Wendell Vaughn, who had gone by the superhero name Quasar and had died closing an interdimensional portal. Wendell's personality, as well as those of other past Protectors, had left impressions in the quantum bands to help instruct their successors. Phyla chose to adopt Vaughn's name Quasar as her own, but wondered what the threat was she was supposed to protect against.

She soon found out, when she met the Mad Titan, Thanos, during his visit to Port Nowhere as part of his ally Adam Warlock's quest to collect and protect the Infinity Gems, six ancient cosmic gems of power (see Infinity Gems; Thanos; Warlock, Adam). Phyla joined Warlock's ragtag band to repel an attack on Port Nowhere and its master, the Elder of the Universe known as the Grandmaster, by the Magus and his allies in the Universal Church of Truth (see Grandmaster; Magus; Universal Church of Truth). (Magus and the Church sought to capture or destroy the Time Gem held by the Grandmaster.)

Phyla has begun traveling with Warlock's band, mostly to keep an eye on Thanos while opposing the Magus. She has formed a close friendship with Drax the Destroyer, an artificial entity that was built to combat Thanos should he become a genuine threat, and has admitted a growing attraction to the arrogant young Human telepath calling herself Moondragon (see Drax the Destroyer; Moondragon). She has not acted on this attraction, however, as she sees romantic attachments as getting in the way of her mission.
Height: 5' 9".
Weight: 140 lbs.
Eyes: Blue.
Hair: White.
Uniform: Red bodysuit with a gold star on her right breast, red gloves and boots with gold trim, and a black cloak with a star field pattern on the inside. The quantum bands are gold bracelets with seven gold gems each set lengthwise around them.
Strength Level: Without augmentation from the quantum bands, Phyla-Vell possesses the normal Kree strength of a woman her age, height, and build who engages in intensive regular exercise. Because of the differences between human and Kree physiologies, this puts her roughly twice as strong as a human of the same height, build, and exercise level. With her strength augmented by the quantum bands, she possesses superhuman strength enabling her to lift (press) over 200 tons.
Known Superhuman Powers: None.
Other Abilities: Phyla-Vell is a trained Kree special forces soldier, an expert swordswoman. and a marksman with most advanced beam weaponry.
Weapons and Paraphernalia: Quasar wears a pair of bracelets called the quantum bands, which manipulate a kind of golden energy – called "quantum energy" – which appears to be related in some manner to those in the electromagnetic spectrum. She can use this energy to create a variety of effects.

Foremost, the bands enable Quasar to project and shape golden quantum energy. She can shape this energy to form force fields and any number of constructs, or project it as any number of energy beams, including concussive energy or lasers. Her force fields can produce their own atmosphere and protect against powerful anti-ship weaponry, absorbing and redirecting the energy of most electromagnetic energy beams and protecting against most capital ship scale missile warheads. Phyla is known to create massive two-handed swords using the quantum energy which can slice through practically any armor or force shield . She is also known to create a massive golden "space dragon" which she rides through space as an intimidation tactic. She has also created other creatures which the bands grant rudimentary intelligence in order to do what she wishes; she has created up to six semi-independent energy creatures at once.

The quantum bands also enable Quasar to fly at incredible speeds. Her top speed is as yet unmeasured, but she has traveled between two planets inside their star's snow line (in our solar system, that'd be from Earth to Mars or the asteroid belt) in a matter of a few hours (approximately 30 million miles per hour). When flying in atmosphere she generally limits herself to a maximum of approximately Mach 5 (roughly 3,800 mph).

The bands are permanently affixed to her wrists, but can wrap light around them to be invisible to the eye in visible, near infrared, and near ultraviolet frequencies. The previous Quasar, Wendell Vaughn, indicated that he could turn himself and others invisible using the bands, but Phyla has yet to perform these stunts.

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

Last edited by Phantasm; 07-03-2019 at 05:58 PM.
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Old 07-02-2019, 07:33 PM   #1508
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Quasar
221,955 points
Attributes: ST 17 [30*]; DX 14 [80]; IQ 13 [60]; HT 14 [40].
Secondary Characteristics: Dmg 1d+2/3d-1 (3d+1/6d-1; 52d/54d) BL 58 lbs. (192 lbs; 53,458 lbs/26.7 tons); HP 17 [0]; Will 17 [20]; Per 13 [0]; FP 19 [0†]; Basic Speed 7.00 [0] Basic Move 7 [0]; Basic Air Move 16 [4]; Basic Space Move 15 [2]; Dodge 11.
Languages: Kree (Native) (Native Language) [0].
Cultural Familiarities: Kree Empire (Native) [0]
Advantages: Ally Group (6 Constructs; 25% of Starting Points) (Adjustable: Major Variations, +100%; Conjured, +100%; Minion, +0%; Power Cosmic, +10%) (Constantly/No Roll Required) [75]; Appearance (Attractive) [4]; Binding (Energy Trap) 11,200 (Based on Will (Own Roll), +20%; Cancellation, +10%; Constricting, +75%; Engulfing, +60%; Gadget, -35%‡; Increased Range: Line-of-Sight, +70%; One-Shot, -10%; Selectivity, +10%; Unbreakable, +40%; Underwater, +20%; Variable, +5%; Power Cosmic, +10%) [84,000]; Born Soldier 3 [15]; Born Spacer 3 [15]; Burning Attack (Energy Beam) 6d×100 (Armor Divisor (100), +250%; Damage Modifier: Non-Incendiary, -10%; Gadget, -35%‡; Increased 1/2D Range (×10), +15%; Increased Range: Line-of-Sight, +70%; Variable, +5%; Power Cosmic, +10%; Alternative Attack, ×1/5) [2.430]; Combat Reflexes [15]; Crushing Attack (Concussive Beam) (Armor Divisor (100), +250%; Gadget, -35%‡; Increased 1/2D Range (×10), +15%; Increased Range: Line-of-Sight, +70%; Variable, +5%; Power Cosmic, +10%; Alternative Attack, ×1/5) [2,490]; Cutting Attack (Energy Sword) 6d×100 (Based on Two-Handed Sword, +0%; Armor Divisor (100), +250%; Melee Attack: Destructive Parry, +10%; Melee Attack: Reach 1,2, -20%; Variable, +5%; Power Cosmic, +10%) [14,910]; Damage Resistance 3000 (Affects Others, +50%; Area Effect: 128 yd radius, +350%; Force Field, +20%; Gadget, -35%‡; Hardened 5, +100%; Selective Area, +20%; Selectivity (Affects Others, Area Effect), +10%; Power Cosmic, +10%) [93,750]; Doesn't Breathe (Gadget, -35%; Power Cosmic, +10%) [15]; Enhanced Move (Air) 7 (Air Move 2,048 yds/sec; Cosmic: Complete Maneuverability, +50%; Cosmic: Instantaneous Acceleration, +50%; Gadget, -35%‡; Power Cosmic, +10%) [245]; Enhanced Move (Space) 20 (Space Move 15 million yd/sec; Cosmic: Complete Maneuverability, +50%; Cosmic: Instantaneous Acceleration, +50%; Gadget, -35%‡; Power Cosmic, +10%) [700]; Extra Attack 1 [25]; Flight (Cosmic: Complete Maneuverability, +50%; Gadget, -35%‡; Power Cosmic, +10%) [74]; High Pain Threshold [10]; Illusion (Gadget, -35%‡; Visual Only, -30%; Power Cosmic, +10%) [12]; Impaling Attack (Energy Spear) 6d×100 (Armor Divisor (100), +250%; Gadget, -35%‡; Increased 1/2D Range (×10), +15%; Increased Range: Line-of-Sight, +70%; Variable, +5%; Power Cosmic, +10%) [19,920]; Injury Tolerance (Damage Reduction /100) (Gadget, -35%‡; Power Cosmic, +10%) [225]; Omnilingual (Electronic, -30%) [28]; Pressure Support 3 (Gadget, -35%‡; Power Cosmic, +10%) [12]; Sealed (Gadget, -35%‡; Power Cosmic, +10%) [12]; Snatcher (Creation, +100%; Gadget, -35%‡; Large Items, +50%; More Weight: 10,000 tons, +200%; Nuisance Effect: Obviously Fake, -5%; Reduced Time 4 (1 second), +80%; Power Cosmic, +10%) [400]; Super ST +14/+500 (Gadget, -35%‡; Power Cosmic, +10%) [525]; Talker 2 [10]; Telekinesis 23/15,000 (Based on Will (Own Roll), +20%; Gadget, -35%‡; Super-Damage, +900%; Super-Effort, +400%; Visible, -20%; Power Cosmic, +10%) [1,570]; Vacuum Support (Gadget, -35%‡; Power Cosmic, +10%) [4]; White Kree [62]; Very Fit [15].
Perks: Cloaked [1]; Supersuit [1].
Disadvantages: Code of Honor (Soldier's) [-10]: Duty (Protector of the Universe) (12) [-10]; Overconfidence (12) [-5]; Pacifism (Cannot Harm Innocents) [-10]; Sense of Duty (Friends and Family) [-5]; Stubbornness [-5].
Quirks: Distrusts Thanos [-1]; Dual Identity [-1]; Mild OCD [-1]; Never Smiles [-1]; Proud [-1].
Skills: Acrobatics (H) DX-2 [1] – 12; Aerobatics (H) DX+1 [1] – 15§; Artillery/TL11 (Guided Missile) (A) IQ+3 [12] – 16; Beam Weapons/TL11 (Pistol) (E) DX+2 [4] – 16; Beam Weapons/TL11 (Rifle) (E) DX+2 [4] – 16; Broadsword (A) DX+3 [4] – 17#; Climbing (A) DX-1 [1] – 13; Detect Lies (H) IQ+1 [2] – 14¥; Electronics Operation/TL11 (Electronic Warfare) (A) IQ+1 [4] – 14; Electronics Operation/TL11 (Force Shields) (A) IQ+1 [4] – 14; Electronics Operation/TL11 (Security) (A) IQ+0 [2] – 13; Electronics Operation/TL11 (Sensors) (A) IQ+1 [4] – 14; Electronics Operation/TL11 (Surveillance) (A) IQ+0 [2] – 13; Escape (H) DX+0 [4] – 14; Explosives/TL11 (Demolition) (A) IQ+1 [4] – 14; Explosives/TL11 (Underwater Demolition) (A) IQ+1 [3] – 14¶; First Aid/TL11 (Humanoid) (E) IQ+1 [2] – 14; Flight (A) HT-1 [1] – 13; Forced Entry (E) DX+0 [1] – 14; Free Fall (A) DX+2 [1] – 16§; Gunner/TL11 (Beams) (E) DX+4 [12] – 18; Hiking (A) HT-1 [1] – 13; Innate Attack (Beam) (E) DX+6 [20] – 20; Intelligence Analysis/TL11 (H) IQ+1 [8] – 14; Intimidation (A) Will+1 [4] – 18; Judo (H) DX+2 [12] – 16; Jumping (E) DX+0 [1] – 14; Karate (H) DX+2 [12] – 16; Leadership (A) IQ+2 [1] – 15¤; Observation (A) Per+1 [4] – 14; Parachuting/TL11 (E) DX+0 [1] – 14; Piloting/TL11 (Aerospace) (A) DX+2 [1] – 16§; Piloting/TL11 (High-Performance Spacecraft) (A) DX+2 [1] – 16§; Running (A) HT-1 [1] – 13; Savoir-Faire (Military) (E) IQ+5 [1] – 18§¥; Search (A) Per+0 [2] – 13; Shadowing (A) IQ-1 [1] – 12; Shield (Force Shield) (E) DX+2 [4] – 16; Soldier/TL11 (A) IQ+2 – 15¤; Stealth (A) DX-1 [1] – 13; Survival (Arctic) (A) Per+0 [2] – 13; Survival (Mountain) (A) Per+0 [2] – 13; Survival (Woodlands) (A) Per+0 [2] – 13; Tactics (H) IQ+1 [1] – 14¤; Throwing (A) DX+0 [2] – 14; Tracking (A) Per+0 [2] – 13; Two-Handed Sword (A) DX+6 [24] – 20; Vacc Suit/TL11 (A) DX+4 [4] – 18§; Wrestling (A) DX+2 [8] – 16.
Starting Spending Money: $4,000 (20% of Starting Wealth).

* Includes +4 from White Kree racial package.
† Includes +5 from White Kree racial package.
‡ Gadget combined Gadget/Can Be Stolen (Forcibly Removed) (-10%) and Gadget/Unique (-25%)
§ Includes +3 from Born Spacer.
# Defaulted from Two-Handed Sword.
¥ Includes +2 from Talker.
¶ Defaulted from Explosives (Demolition).
¤ Includes +3 from Born Soldier.

Role-Playing Notes:
Phyla is a super-serious type, eschewing personal attachments until the mission is finished. She'll do what she can to not leave anyone behind, and has developed a dislike for both Thanos and Ronan, though she won't ever carry a grudge. Play straight with her, and she'll play straight with you (in retrospect, not the best quality for an Accuser).

Design Notes:
1. This build, and the High TL trait in the White Kree racial package, assumes a campaign TL of 8, as would be encountered on modern-day Earth. In any cosmic campaign, the campaign would be considered a TL 11 setting, reducing her point cost by 15 points and increasing her Starting Money to $15,000 (20% of Starting Wealth).




Sheesh, she's expensive, though admittedly that's all in the quantum bands. I'm not sure if she's D-scale or C-scale at this point; she's well beyond I-scale.

I based her attacks and defenses around facing off against SM +12 capital ships with beam weapons, though I'm not sure how she'd fare against space opera missiles....
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The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting
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Old 07-02-2019, 08:16 PM   #1509
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Wow is Quasar a lot of points!
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Old 07-02-2019, 08:21 PM   #1510
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Refplace View Post
Wow is Quasar a lot of points!
Designed to face off against SM +12 warships, I'd expect her to be so. I just didn't expect almost a quarter million points....

I hesitate to think of how Adam Warlock and Thanos will rate, point-wise....
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The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting
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