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Old 09-06-2021, 07:59 PM   #1741
Phantasm
 
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by David Johnston2 View Post
His flight used to have a Nuisance Effect. Maybe still does since I haven't seen him in forever. But the effect was leaving a luminous trail in the air behind behind him that made him more obvious while flying particularly at night.
I actually don't recall that from the original run of New Warriors, nor did I see it in his original title from the '70s, but I didn't exactly pay attention to that in his '90s title. I also haven't kept up on him recently, either. (Honestly, I haven't looked at Nova since he got his powers back a second time - or was that the third time? - in New Warriors v1 #75.)
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"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 09-06-2021, 08:47 PM   #1742
David Johnston2
 
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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Originally Posted by Phantasm View Post
I actually don't recall that from the original run of New Warriors, nor did I see it in his original title from the '70s, but I didn't exactly pay attention to that in his '90s title. I also haven't kept up on him recently, either. (Honestly, I haven't looked at Nova since he got his powers back a second time - or was that the third time? - in New Warriors v1 #75.)
Here's a pretty recent example:

https://i.pinimg.com/originals/b5/c3...db34311a8e.jpg
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Old 09-10-2021, 02:36 PM   #1743
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

MAN-THING

Real Name: Theodore "Ted" Sallis.
Occupation: Guardian of the Nexus of All Realities; former biochemist.
Identity: The Man-Thing's existence is public knowledge, although widely disbelieved outside Florida. Very few are aware it was once Ted Sallis.
Legal Status: Citizen of the United States with no known criminal record, missing and presumed deceased (Ted Sallis); wild animal given special protected status in the State of Florida (Man-Thing).
Other Aliases: "Manny"
Place of Birth: Omaha, Nebraska (Ted Sallis).
Place of Death/Transformation: The swamp outside Citrusville, Florida.
Marital Status: Single.
Known Relatives: None.
Group Affiliation: None.
Base of Operations: Florida Everglades surrounding the Nexus of All Realities, outside Citrusville, Florida.
History: Very few people living in and around the small town of Citrusville, Florida, have not heard of the swamp creature they call the Man-Thing. Most have seen photographs and video footage of it in the local Man-Thing Museum. Many residents claim to have seen it in the swamp, sometimes standing passively at the side of the road, sometimes seeing it move through the marshland. There are even those that claim to have seen it walking through town. Everyone knows someone who has a tale of encountering it, and some of these tales seem outlandish on the surface, if it wasn't for the fact that weird things happen in the swamps outside Citrusville that are difficult to otherwise explain. All residents know one thing, though: if one encounters the Man-Thing, do not be afraid, for those that feel fear burn at the Man-Thing's touch! As a result, and because of their familiarity with the swamp monster, most treat it with a respectful wariness; some have even said they find the creature comforting.

Yet even though the Man-Thing is part of the local color of Citrusville, no one really knows how it came to be. The museum has a listing of the top five theories: that it was formed by the swamp, that it was created by toxic dumping, that it was created in a lab and broke free, that it's an alien, and that it has always been there.

All of them are wrong, yet some of them have a grain of truth.

It was the Summer of Love, the summer of '69, and a brilliant young biochemistry grad student named Ted Sallis had two great loves: his graduate project for his Master's degree, recreating the lost super-soldier serum that three decades before had created Captain America, and his girlfriend Ellen Brandt (see Captain America). To get away from distractions, Ted and Ellen used their savings to buy a plot of land and a shack in the swamp outside Citrusville so that Ted could work in isolation. Then one day at the end of August, Ted exclaimed with excitement that he had cracked the secret as three of his test rats had successfully been mutated with a serum that replicated nearly all of the original super-soldier serum's effects. Ted only had one more dose, which he planned to exhibit with the rats to earn his Master's degree. Furthermore, through Ellen he had been in contact with officials from the US Army's Bio-Force Enhancement program, who were planning on human testing for the serum.

Unknown to Sallis, however, Ellen worked for the subversive organization known as AIM; all of her contact she claimed was with the Army was really with one of AIM's branch offices (see AIM). The day after Ted told her the good news, AIM's mercenaries moved in on the shack under her direction, intending to claim the serum for themselves. Brandt confronted Sallis and claimed she never loved him, that she was only using him to further AIM's goals. Taking the only sample he had of the serum, Sallis fled the shack, only to be gunned down by Brandt. Hoping to save his own life, he injected himself with the serum. (During the shootout, two of the rats were killed and the third fled into the swamp.)

Whether the serum actually did save Sallis's life is a matter of debate. Sallis lost consciousness, satisfied that at least AIM would not pervert his work, even if his life was to end then and there. However, the swamp outside Citrusville, Florida, is no ordinary section of the Everglades. Not far from Sallis's shack, the walls between worlds are extremely thin to the point of overlapping, creating a multiversal nexus (see Nexus of All Realities). This nexus is responsible for much of the weirdness attributed to the swamp by the Citrusville residents. Where Sallis's body had fallen, the muck and vegetation of the swamp mingled with the super-soldier serum and the energies of the multidimensional nexus to give life to something completely different and unique, a creature driven by the emotions of others and faded memories, and lacking all but the most rudimentary animal intelligence.

Ellen Brandt was the first to discover the Man-Thing as she and the AIM soldiers scoured the swamps for any sign of Ted Sallis or the escaped rat. Somehow, she recognized the Man-Thing as Sallis; frightened of the creature, she tried to destroy it, only to be disfigured by its burning touch. Yet unlike other victims of the Man-Thing's touch, Brandt was left alive, suffering second and third degree burns covering the right side of her face. Why she survived may never be known.

Months later, as rumors grew about the swamp monster, Citrusville was visited by famed monster hunters Ulysses Bloodstone and Dr. Anthony Druid, who were investigating the rumors. While the full details of the investigation have never come to light, Bloodstone and Druid first fought and then somehow communicated with the monster. Bloodstone and Druid apparently discovered Sollis's shack and pieced together what happened from Sollis's and Brandt's journals, then fought beside the Man-Thing against an apparent demonic invasion from the Nexus (see Demons). They left the town with a warning, stating the creature was no threat unless provoked, and that it was in many ways a blessing, a protector for the swamp and the town.

(Bloodstone's encounter with the Man-Thing was later turned into a movie by Mallet Studios, a studio that made Hammer Studios (the drive-in B-movie studio famed for its Dracula films starring Christopher Lee and Peter Cushing) look like a modern big budget summer blockbuster studio. Ulysses Bloodstone and the Swamp Monster of the Everglades – along with most of the other Mallet Studios' Bloodstone films – would later go on to be featured on Mystery Science Threater 3000.)

Recently, the Man-Thing encountered a demon called Thog the Netherspawn who was attempting to invade Earth through the nexus (see Thog). At the same time, Thog's incursion was detected by both Doctor Strange, the current Sorcerer Supreme of Earth, and the ancient antediluvian Atlantean sorcerer Dakihm, who maintains a home near the nexus (see Dakihm the Enchanter; Doctor Strange). Strange, Dakihm, the Man-Thing, and a teenage girl named Jennifer Kale, who seemed to have a psychic link with the Man-Thing as well as a natural inclination for sorcery, drove Thog back to his demonic realm (see Kale, Jennifer).

The Man-Thing continues to act as a silent guardian of the nexus and the surrounding swamp. Dakihm has indicated that both Jennifer and the Man-Thing have a greater part to play in events to come.

(continued in next post)
__________________
"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 09-10-2021, 02:39 PM   #1744
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Man-Thing (continued)

Age: 68.
Height: 7'.
Weight: 500 lbs. (approximation).
Eyes: Red.
Hair: None.
Other Distinguishing Features: The Man-Thing is a living, semi-sentient creature patterned after the form of a large primate such as a human or gorilla, but composed of vegetable matter rather than the flesh of a vertebrate animal. It has two large lidless eyes but no mouth, nose, or ears; it has a small pseudo-organ in its forehead which apparently enables it to hear. Its face has long tendrils hanging from between and above the eyes, giving it the appearance of a nose and eyebrows. Its hands and feet are claw-like.
Uniform: None. Its mind cannot even comprehend the concept of clothing.
Strength Level: The Man-Thing is superhumanly strong, enabling it to lift (press) just over three tons.
Known Superhuman Powers: The Man-Thing's body is composed of equal parts vegetable matter and swamp muck. It lacks anything resembling a nervous system, making it impervious to physical pain. Because its body is not entirely solid, fists or bullets will either pass harmlessly through it or get lodged harmlessly in its body. Even if blown apart with high explosives, it will reform, drawing substance from the swamp as needed. Due to the nature of the Man-Thing's body, it can ooze through or around openings that would appear too small for it to pass. It has gone through wire mesh and flowed around steel bars.

Despite its lack of intellect, the Man-Thing is highly empathic. Through some unknown manner, the Man-Thing's consciousness is housed throughout its body, and the psychic imprints of emotions resonate through it. Mild emotions arouse "curiosity" and lead the Man-Thing to silently "observe" events from a distance. Violent emotions – such as fear, anger, and hatred – and the sensation of supernatural evil cause it extreme discomfort and may provoke it to attack. The sensation of intense panic-inducing fear causes the Man-Thing to excrete a sulfuric substance which causes anything it touches – usually the source of the fear – to suffer acid burns; some folks have even caught fire in the Man-Thing's grip.
Limitations: The Man-Thing is barely self-aware, reacting primarily on instinct and the emotions it feels from every living thing around it.

In addition, dehydration from fire and intense heat cause it to enter a dormant state, as does removing it from the swamp for extended periods of time. Returning it to the swamp will help it recover quickly. In the event the Man-Thing visits other worlds, those with higher than normal levels of magic energy will sustain him the same as his swamp.


1,076 points
Attributes: ST 63 [477*]; DX 7 [-60]; IQ 2 [-160]; HT 20 [100].
Secondary Characteristics: SM +1; Dmg 7d+1/9d+2; BL 794 lbs.; HP 63 [0]; Will 13 [55]; Per 13 [55]; FP 20 [0]; Basic Speed 6.75 [0]; Basic Move 4 [-10]; Dodge 9.
Languages: None.
Cultural Familiarities: No Cultural Familiarity [-1].
Advantages: Absolute Direction [5]; Binding (Sticky Hide) 12 (Aura, +80%; Melee Attack: Reach C, -30%; Sticky, +20%; Unbreakable, +40%) [51]; Burning Attack (Sulfuric Touch) 3d (Follow-Up: Brawling, Sumo, or Wrestling, +0%; Persistent, +40%; Uncontrollable Trigger (Presence of Panicking Fear), -10%; Alternative Attack, ×1/5) [20]; Claws (Blunt Claws) [3]; Constriction Attack (Bear Hug) [15]; Detect Emotions (Long-Range 1 (Long Distance Modifiers), +50%; Reflexive, +40%) [57]; Doesn't Breathe [20]; Doesn't Eat or Drink [10]; Doesn't Sleep [20]; Immunity to Metabolic Hazards [30]; Immunity to Pain [30]; Indomitable [15]; Injury Tolerance (Diffuse) (Infiltration, +40%) [140]; Slippery 5 [10]; Special Rapport (Jennifer Kale) [5]; Supernatural Durability [150]; Unaging [15]; Unfazeable [15]; Unkillable 3 [150]; Very Fit [15].
Perks: Brotherhood (Residents of Citrusville, FL) [1]; Extended Hearing (High) [1]; Extended Hearing (Low) [1]; Natural Pockets [1]; No Visible Damage [1].
Disadvantages: Bestial [-10]; Berserk (6) (Uncontrollable Trigger: Presence of Panicky Fear or Supernatural Evil, -10%) [-18]; Cannot Learn [-30]; Dependency (Magical Energy; Weekly) [-10]; Hidebound [-5]; Mute [-25]; Pacifism (Cannot Harm Innocents) [-10]; Short Attention Span (9) [-15]; Social Stigma (Monster) [-15]; Vulnerability to Dehydration ×4 (Fatigue Only, -50%) [-20]; Vulnerability to Heat/Fire ×2 [-30]; Wealth (Dead Broke) [-25].
Quirks: Residual Memories [-1]; Sexless [-1].
Skills: Brawling (E) DX+5 [16] – 12; Sumo Wrestling (A) DX+5 [20] – 12; Wrestling (A) DX+5 [20] – 12.
Features: Fixed IQ [0].
Starting Spending Money: $0.

* Adjusted with "Size, -10%".

Role-Playing Notes:
The Man-Thing acts entirely on bestial instinct and reacts to external stimuli based on the emotions of those nearby. Fear and the sensation of supernatural evil cause it intense pain, which causes it to lash out in an attempt to destroy the source.

To be fair, the Man-Thing is not normally suitable as a PC; most of the Man-Thing's stories had it more akin to a force of nature or at best an Ally with others in the story as the protagonists.

Design Notes:
1. Detect Emotions is different from Empathy in the following ways. First, there is no skill bonus such as that given by Empathy. Empathy also permits an IQ roll for spotting impostors, possession, true loyalties, etc, none of which is tied to "he's radiating love/hate/fear". (Not that Man-Thing with its IQ 2 could even tell such things to begin with...). Detect is more of a Per-based extra sense similar to Hearing, Vision, Touch, etc., which is closer to how its ability It was just sheer luck that it ended up costing the same.
2. In the comics, Man-Thing is usually referred to as "he" rather than "it", because of its origin as Ted Sallis. I've taken to calling the Man-Thing using the non-gendered "it" because the thing defies most definitions of gender.



Edit: updated to reflect feedback below.
__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991

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

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

Last edited by Phantasm; 10-03-2021 at 08:02 AM.
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Old 09-10-2021, 03:26 PM   #1745
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Phantasm View Post
Man-Thing (continued)
I've generally stopped commenting on these adaptions because a) they are different interpretations and b) they aren't built how how a player would tend to build things.

In this case, though, I'm a bit curious about some of the design choices:

Quote:
Attributes: ST 63 [477*]; DX 7 [-60]; IQ 2 [-160]; HT 20 [100].
ST 63 is oddly specific. DX 7 seems a bit low, especially when there are disadvantages to represent his lack of manual dexterity. Man-Thing is mindless, but have moments of understanding which IQ 2 would prevent. Given his regenerative abilities, I'm also not sure what purpose HT 20 has since hit/it is generally immune or normally affected by hazards.

Quote:
Secondary Characteristics: SM +1; Dmg 7d+1/9d+2; BL 794 lbs.; HP 63 [0]; Will 13 [55]; Per 13 [55]; FP 20 [0]; Basic Speed 6.75 [0]; Basic Move 4 [-10]; Dodge 9.
Does Man-Thing ever Dodge?

Quote:
Advantages: Absolute Direction [5]; Binding (Sticky Hide) 12 (Aura, +80%; Melee Attack: Reach C, -30%; Sticky, +20%; Unbreakable, +40%) [51];
Sticky Hide is a pretty cool ability, but it seems redundant with Construction Attack which can be upgraded to include Engulfing.

[quote]
Burning Attack (Sulfuric Touch) 3d (Aura, +80%; Melee Attack: Reach C, -30%; Persistent, +40%; Uncontrollable Trigger (Presence of Panicking Fear), -10%; Alternative Attack, ×1/5) [6];
Corrosion Attack 3d (Aura, +80%; Melee Attack: Reach C, -30%; Persistent, +40%; Uncontrollable Trigger (Presence of Panicking Fear), -10%) [54];
[/qoute]
Presumably these are the AA? The usual tag line is "burns at the Man-Thing's touch" which seems more like an attack or a follow up attack since it's not "burns by touching the Man-Thing". Even so, I'd pick one or have them both active at the same time. Man-Thing doesn't choose how to attack things.

Quote:
Detect Emotions (Signal Detection, +0%; Vague, -50%) [15];
Signal Detection seems odd for emotions. I'd go with Long Distance instead. Likewise, Vague prevents direction which is kinda what Man-Thing is known for - heading towards fear he detects. I'd also throw in Reflexive. This ability isn't consciously used, it's constantly scanning the proximity for fear/panic.


Quote:
Bloodlust (6) (Uncontrollable Trigger: Presence of Panicky Fear or Supernatural Evil, -10%) [-18];
Wouldn't Berserk be more fitting? He goes into a frenzy and doesn't even try to defend when emotion sets him off.


Overall very interesting. Man-Thing is an odd character that's a bit hard to represent due to varying power levels and lots of immunities.
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Old 09-10-2021, 04:46 PM   #1746
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by naloth View Post
ST 63 is oddly specific.
I took it from its weight (700 lbs) and applied the "8 x cuberoot (weight in pounds)" formula for Homogenous and Diffuse creatures in Campaigns to get that ST score.
Quote:
DX 7 seems a bit low, especially when there are disadvantages to represent his lack of manual dexterity. Man-Thing is mindless, but have moments of understanding which IQ 2 would prevent. Given his regenerative abilities, I'm also not sure what purpose HT 20 has since hit/it is generally immune or normally affected by hazards.
After everything else is taken into account, HT would be for resisting various affliction attacks that aren't pain-based. They aren't as common as other attacks, but they exist in the setting. I'm not sure why I tacked Very Fit in, except to indicate that it generally doesn't tire.

Quote:
Does Man-Thing ever Dodge?
It generally doesn't need to, but that's how the numbers landed. "Dodge: n/a" just looked wrong.

Quote:
Sticky Hide is a pretty cool ability, but it seems redundant with Construction Attack which can be upgraded to include Engulfing.
I had bear hugs in mind with Constriction Attack, to be honest. That probably should have been marked as such.

Quote:
Quote:
Burning Attack (Sulfuric Touch) 3d (Aura, +80%; Melee Attack: Reach C, -30%; Persistent, +40%; Uncontrollable Trigger (Presence of Panicking Fear), -10%; Alternative Attack, ×1/5) [6];
Corrosion Attack 3d (Aura, +80%; Melee Attack: Reach C, -30%; Persistent, +40%; Uncontrollable Trigger (Presence of Panicking Fear), -10%) [54];
Presumably these are the AA? The usual tag line is "burns at the Man-Thing's touch" which seems more like an attack or a follow up attack since it's not "burns by touching the Man-Thing". Even so, I'd pick one or have them both active at the same time. Man-Thing doesn't choose how to attack things.
Yeah, they're the AAs. Follow-Up to Brawling/Wrestling/Sumo seems appropriate. I should have remembered that. I'll need to redo them later tonight or tomorrow (got a game tonight).

Quote:
Signal Detection seems odd for emotions. I'd go with Long Distance instead. Likewise, Vague prevents direction which is kinda what Man-Thing is known for - heading towards fear he detects. I'd also throw in Reflexive. This ability isn't consciously used, it's constantly scanning the proximity for fear/panic.
Hmm. Good point.

Quote:
Wouldn't Berserk be more fitting? He goes into a frenzy and doesn't even try to defend when emotion sets him off.
See, this is why I want more feedback. I miss stuff like this. ;)

Quote:
Overall very interesting. Man-Thing is an odd character that's a bit hard to represent due to varying power levels and lots of immunities.
Yeah. I'm sticking mainly with the original Steve Gerber run than later depictions for my inspiration. There are times when his human mind is in charge, which to me is more Swamp Thing than Man-Thing.


Revisions coming!





This is the first one where the bio came out too long for the posting limit!
__________________
"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 09-10-2021, 04:55 PM   #1747
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Aren't Unkillable 3 and Supernatural Durability a bit redundant? Unkillable 3 kind of seems off based on the description anyway.
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Old 10-03-2021, 06:36 AM   #1748
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Still working on revisions for Man-Thing. Don't worry, they're coming! Eventually!

In the meantime, I'm filling in one hole in Captain Marvel's entries. Tech this time: Yon-Rogg's ship, the Helion.


Edit: Man-Thing's revision is posted.
__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991

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

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

Last edited by Phantasm; 10-17-2021 at 04:23 PM.
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Old 10-03-2021, 06:46 AM   #1749
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

The HELION

The Helion is a ship of Kree manufacture intended to operate as an espionage vessel, coordinating and supporting the efforts of Kree spies around a given planet (see Kree). Ships of its type can be found around a number of lower-technology planets that have come to the attention of the Kree Empire; the Helion itself has been assigned to Earth.

The Helion is typical of its class, possessing a small hangar bay for shuttles, limited weapons, a specialized array of sensors, and various stealth technologies. These stealth technologies include a cloaking device, a hull designed to reduce its sensor signature, heat exhaust bafflers to reduce its infrared heat signature when firing its thrusters, and a dynamic chameleon hull to hide it from sight when the cloaking device is inoperable. Its weapons array consists of a pair of long-range X-ray lasers and a battery of point-defense blaster turrets. The hangar bay houses a single shuttle and a trio of fighters for self-defense; it also has a tractor beam to assist in landing the shuttle and fighters, and for bringing operatives to the ship.

Commanded by Colonel Yon-Rogg, who saw the posting as a means of stalling his career, the Helion oversees over a hundred spies located in various nations on Earth (see Yon-Rogg). The ship's command crew consists of the commander, a helmsman, a science officer, a tactical officer overseeing the weapons, an engineering officer overseeing the cloaking device and managing damage control, and a communications officer. The chief tactical officer is also in charge of the ship's security complement; the security complement in emergencies typically man the defensive turrets, while the tactical officer handles the primary weapons.

Foremost, however, the Helion has a large central operations center where thirty analysts monitor and decipher the communications from and sensor readings of the planet they are observing. The ship houses three full shifts of analysts who rotate on a nine-hour shift schedule.

The Helion's existence is currently known to select individuals in the United States government; however, because of the ship's cloaking device, they are unable to determine precisely where it is. Presumably this knowledge has been shared with their allies in NATO and possibly even with Russia and China.

---------

Front:
[1] Armor, Advanced Metallic Laminate (dDR 20, $6M)
[2-3] Hangar Bay (200t capacity, Launch Rate 50t, $600K)
[4-6] Habitat (60 cabins, $9M)

Middle:
[1] Armor, Advanced Metallic Laminate (dDR 20, $6M)
[2] Multipurpose Comm/Sensor Array (Comm/Sensor 11, $60M)
[3!] Secondary Weapon Battery (10 weapon turrets, $15M)
[4-6] Habitat (60 cabins, $9M)
[core] Factory, Replicator (15 lbs/hr, $150M)

Rear:
[1] Armor, Advanced Metallic Laminate (dDR 20, $6M)
[2!] Light Force Screen (dDR 100; $50M)
[3!] Hot Reactionless Engine (2G accel, $10M)
[4!] Stardrive Engine ($30M)
[5!] Cloaking Device ($100M)
[6] Control Room (Complexity C9, Comm/Sensor 9, 6 Control Stations, $6M)
[core] Reactor, Super Fusion (4 PP, 400 year endurance, $100M)

Design Features:
Artificial Gravity ($3M)
Gravatic Compensation ($3M)
Stealth Hull ($5M)
Dynamic Chameleon Hull ($3.5M)

Design Switches:
Adjustable Force Screen ($50M)
FTL Comm/Sensor Array
Multiscanner Array
No Waste Heat Signature
Pseudo-Velocity

Mid-Section Weapon Battery Breakdown
Two 300MJ X-Ray Laser Turrets
- dDamage: 3d×50 (5) burn sur
- sAcc: 0
- Range: L
- Rcl: 1

Seven 3MJ Particle Beam Turrets
- dDamage: 3d (5) burn rad sur
- sAcc: -3
- Range: C/S
- Rcl: 1
- Option: Improved
- Option: Very Rapid Fire

One 300MJ Tractor Beam Turret
- Tractor Force: 0.3 tons (ST 55)
- sAcc: 0
- Range: C/S
- Rcl: 1

Hangar Breakdown:
100-ton shuttles: 1
30-ton fighters: 3 (currently 2)

Habitat Breakdown:
Luxury Cabins: 4, full life support (8)
Cabins: 20, full life support (20)
Bunkrooms: 25, full life support (25)
Cells: 2, full life support (2)
Steerage Cargo: 120 t (24)
Briefing Rooms: 2 (2)
Labs:
- Science!: 2 (4; $60M)
Offices: 34 (34)
Sickbays: 1 (1)

Crew:
Control Stations: 6
Turrets/Security: 10
Medics: 1
Scientists: 1
Intel Analysts: 90
Total: 108

TL: 11^
Vehicle: The Helion
dST/HP: 100
Hnd/SR: -1/5
HT: 12
Move: 2G/20 mps
LWt: 3,000
Load: 335.6 t
SM: +9
Occ: 156 ASV
dDR: 20
FF dDR: 100
Range: --
Cost: $682.1M
Notes: [1] Top speed in mps is pseudo-velocity from reactionless thrusters.
__________________
"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 10-22-2021, 01:26 PM   #1750
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Two entries today: an OC and a member of Fury's supporting cast. First the OC:

AIR-RAID SIREN

Real Name: Rachel Trelawney
Occupation: Terrorist, former socialite.
Identity: Known to the authorities.
Legal Status: Citizen of the United States with a criminal record.
Other Aliases: "Siren".
Place of Birth: Atlantic City, New Jersey.
Marital Status: Single.
Known Relatives: Parents and older siblings (names unrevealed).
Group Affiliation: Sky-Wolves.
Base of Operations: Mobile; maintains a residence in Hightown, Madripoor.
History: Rachel Trelawney was one of the jet set, a socialite from a rich family who didn't have to worry about anything, as she could afford anything she wanted. Anything, that is, except a a relief to her boredom. She had a trust fund and a Master's degree in acoustic engineering, but was essentially blocked from engaging in the family-owned corporation by her parents and older siblings.

So it was that she was on a Caribbean cruise liner with her family and boyfriend when the Sky-Wolves attacked it in the hopes of finding someone to hold for ransom (see Sky-Wolves). Their leader in that operation was Captain Ken Acciarito, one of the more colorful Sky-Wolves. Rachel was immediately attracted to him and flirted with her captor. Seeing an opportunity for adventure, Rachel quietly betrayed her family and the others on the cruise ship by informing on them to Acciarito, indicating who had money for the ransom. She offered herself and a few other passengers as hostages, who were flown by the Sky-Wolves to one of their mobile base ships. (Her family paid her ransom, but in return she sent back a video message about staying in Madripoor for a while.)

Once away from the cruise ship, Rachel shocked everyone (and amused Captain Acciarito) by asking to sign on with her captors. While her technical skills were considered for the support staff, Rachel insisted on undergoing combat training. In her spare time, she built herself some gauntlet-mounted sonic weaponry (based on sonic mining equipment designs she'd developed in college and owned the patent for but which the family company had shelved).

Rachel rose quickly through the ranks of the Sky-Wolves, taking quickly to the role of sky pirate. Within a year she had achieved the rank of Lieutenant; her use of sonic weapons instead of the Sky-Wolves' typical weapons earned her a special call-sign, "Air-Raid Siren".

Air-Raid Siren's first recorded outing had her leading a flight of Sky-Wolves against a cargo ship that was reportedly carrying a piece of experimental Stark Industries technology the Sky-Wolves' mysterious benefactor was interested in (see Stark Industries). However, this cargo ship proved to be a trap set by CIA agents Nick Fury and Phil Coulson, and Stark Industries' CEO Tony Stark, who was also on board in his identity as Iron Man, as Fury and Coulson investigated who was behind the Sky-Wolves (see Coulson, Agent Phil; Fury, Nick; Iron Man). Although she held her own against them, she and her troops were defeated and taken into custody.

She didn't stay in custody for long, as Captain Acciarito led a squad to bust her and her men out of the CIA black site they were being interrogated in. During that conflict, Siren attempted to kill Fury's friend and fellow CIA agent, Gabe Jones, by using her sonic weaponry to pulverize his bones into dust, only to be stopped by Fury who interceded with a vibranium shield (see Common Technologies; Jones, Gabe). Outclassed, the Sky-Wolves fled, scattering once airborne before rendezvousing on one of their cargo ships.

She was later seen leading a raid on a Worthington Industries plant, where she came into conflict with Angel and Cyclops of the X-Men and Angel's cousin Daria, aka Red Raven (see Angel; Cyclops; Red Raven; X-Men). Although she outmaneuvered and nearly defeated Angel and Red Raven in an aerial fight, she and her Sky-Wolves were forced to flee. It was later revealed the raid was not to acquire spare parts, as the trio of mutants assumed, but to place a virus in the corporate computer system to permit them to arrange deliveries of spare parts at a later time.

Where Air-Raid Siren will strike next remains to be seen. For now, however, she is having the time of her life.
Age: 27.
Height: 5' 5"
Weight: 120 lbs.
Eyes: Brown.
Hair: Brown.
Uniform: Gray tactical vest over a sky blue flight suit, armored gray and sky blue leg coverings, large gray and sky blue bracers, blue gloves, sky blue boots with fins on the rear of the shins, gray tactical belt, gray helmet with a protective visor, gray and dark blue breather mask.
Strength Level: Air-Raid Siren possesses the normal human strength of a woman her age, height, and build who engages in intensive regular exercise.
Known Superhuman Powers: None.
Other Abilities: Air-Raid Siren is a trained but inexperienced hand to hand combatant, having learned the basics of military combat and the use of a stun baton. She has training in conventional military weaponry, but is only of average ability. Most importantly, however, she is a highly skilled aerial combatant with the Sky-Wolves' jet packs and skilled in engineering acoustic technology.
Weapons and Paraphernalia: As a Sky-Wolf, Air-Raid Siren utilizes the typical armaments and jet pack of the Sky-Wolves. Her own jet pack utilizes multi-axis thrust vectoring, controlled either through controls on the hands or via electronics in her helmet. However, she is notable for her use of sonic weaponry she designed and built herself.

Her bracers contain emitters which can produce intense sonic vibrational pulses. These pulses can be tightened to punch through concrete or solid rock, or widened to push multiple people away or even once deflect incoming bullets. The bracers are also designed to absorb feedback from the vibration emitters so she doesn't injure herself when she uses them. Most of the time she controls them through circuitry in her helmet, but the gauntlets have hand controls so she can still use them if she loses the helmet in combat.
__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991

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

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

Last edited by Phantasm; 12-05-2021 at 06:28 AM.
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