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Old 06-15-2014, 02:49 PM   #681
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

MORLOCKS

The Morlocks are a group of homeless mutants who live in the sewers and abandoned subway tunnels underneath New York City. The Morlocks consider themselves a "tribe", a society living undetected or ignored by those who live above ground in the city. Most of the Morlocks are mutants whose mutations are such that they cannot pass for human without assistance; others, until recently, had their looks altered by the mutant named Masque (see Masque). Many of these mutants have abilities that have altered their looks to the point that they cannot pass for an unaugmented human.

No one is certain how the Morlocks first came to be. The name "Morlock" is taken from the future underground dwellers in H. G. Wells's The Time Machine. It is believed they have been living in the tunnels for at least two generations. Quite possibly, the Morlocks were not originally composed primarily of mutants; over time, however, the mutant population among the Morlocks grew until the term "Morlock" and "sewer-dwelling mutant" were synonymous among the homeless population.

The Morlock's leader is a woman named Callisto; Callisto has said that she found, rather than founded, the Morlocks following a horrible disfiguration (see Callisto). Callisto proved to be a natural leader, and is considered their leader by almost all the other Morlocks.

The Morlocks first came to the attention of the rest of the superhuman community when a number of Morlocks, acting on Callisto's orders, kidnapped the mutant adventurer Angel in a bid to make him her "mate" (see Angel). This drew the Morlocks into conflict with Angel's teammates, the X-Men; it was through their efforts as well as those of Angel's girlfriend, Candy Southern, that Angel was released, though Callisto has said that one day Angel will be hers (see Southern, Candy; X-Men). Callisto then pledged that the Morlocks would not kidnap anyone ever again. They have since twice assisted the X-Men.

Masque was one of those who disagreed with Callisto's decree. Backed by a number of other disgruntled Morlocks, Masque made a bid for leadership, only to be defeated in single combat by Callisto and then exiled from the tunnels. Masque then led his followers in building a rival tribe of Morlocks by kidnapping and disfiguring a number of mutant children. The X-Men and private investigator Karen Page put an end to this scheme, forcing Masque to return the children he kidnapped, but there were hints that Masque did not release all those he'd kidnapped (see Page, Karen).

Other than Callisto and Masque, Morlocks of note are: Caliban, an albino who can sense other mutants; Leech, a green-skinned bald boy who generates an uncontrollable anti-power field; Sunder, a mentally retarded man with superhuman strength but lacks superhuman durability; Tar Baby, whose skin is black and sticky; Skin, a teenager whose skin (but not his muscles or bones) is elastic and prehensile; and Erg, who is able to shoot energy from one of his eyes (see Caliban).

Recently it has been revealed that there are other tribes of homeless mutants living underneath other cities as well, most notably Los Angeles; Chicago; Philadelphia; London, England; Paris, France; and Tokyo, Japan; all calling themselves "Morlocks". The implications of this revelation have yet to be explored. At the least, it is apparent that there is an outside party who is creating tribes of Morlocks in cities around the world, but for what purpose is unknown. Members of the Chicago tribe recently encountered Iron Fist and his allies in Knightwing Restorations, while the Los Angeles tribe ran afoul of Spider-Woman during one of her cases (see Iron Fist; Knight, Misty; Spider-Woman; Wing, Colleen).
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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 06-15-2014, 07:58 PM   #682
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Was Skin a Morlock in the Earth-616 continuity or is that an adaption?
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Old 06-16-2014, 11:45 AM   #683
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Otaku View Post
Was Skin a Morlock in the Earth-616 continuity or is that an adaption?
It's an adaption. I always liked him in Generation X, so I figured "why not?"
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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 06-16-2014, 01:04 PM   #684
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

MYSTIQUE

Real Name: Raven Darkholme (presumably).
Occupation: Terrorist, political aide.
Identity: Secret.
Legal Status: Citizen of Germany with no known criminal record.
Other Aliases: Far too many to count.
Place of Birth: Bavaria, Germany.
Marital Status: Unknown.
Known Relatives: Irene Adler (alias Destiny, life partner), Rogue (real name unrevealed, foster daughter).
Group Affiliation: Mutant Liberation Front.
Base of Operations: Mobile.
History: Very little is known about Mystique's past; due to her powers, even her age is uncertain. At an unspecified point in the past, Mystique met and fell in love with the blind mutant seer Irene Adler (see Destiny). Together, they have helped raise the young woman who calls herself Rogue as their foster daughter (see Rogue).

Mystique grew concerned about the fate of her fellow mutants, and in an effort to prevent their exploitation or potential genocide began the terrorist organization known as the Mutant Liberation Front, composed primarily of mutant mercenaries and criminals (see Mutant Liberation Front). In order to gain access to government files, Mystique adopted the persona of an aide to a United States senator.

Mystique first came to the public's attention when she led the MLF in a public assassination attempt on SHIELD director Henry Gyrich at the unveiling of SHIELD's new robotic Sentinel enforcers (see Gyrich, Henry Peter; Sentinels; SHIELD). Although unsuccessful in the assassination, due in no small part to the interference of the mutant adventurers known as the X-Men, Mystique later came to regard the attempt as a victory, as the United States Congress has begun taking a closer look at Gyrich's actions (see X-Men).

Mystique continues to lead the MLF. Recent actions, however, have strained her relationship with Rogue.
Height: 5' 10". (variable)
Weight: 150 lbs.
Eyes: (as Raven Darkholme) Brown; (as Mystique) yellow, no visible pupils.
Hair: (as Raven Darkholme) Black; (as Mystique) auburn.
Skin: (as Mystique) Blue.
Uniform: Black bodysuit with a white chest and shoulder pattern, black boots, occasionally white gloves, black choker with a gold clasp.
Strength Level: Mystique possesses the normal human strength of a woman in her apparent age, height, and build who engages in intensive aerobic exercise.
Known Superhuman Powers: Mystique is a metamorph, with the mutant power to make herself look and sound like any person of either gender she has a chance to study. She is able to control his skin pigmentation, eye color, hair color and length, and even her height and build to a slight extent, adjusting his height by several inches while maintaining her overall weight. Mystique's control is such that she is able to fool retina scanners, fingerprint readers, and voice-print software. Her skill is such that she is able to use her powers to greatly retard her body's aging.

440 points
Attributes:
ST 12 [10]; DX 14 [80]; IQ 12 [40]; HT 13 [30].
Secondary Characteristics: Dmg 1d-1/1d+2; BL 29 lbs.; HP 14 [4]; Will 13 [5]; Per 13 [5]; FP 13 [0]; Basic Speed 6.75 [0]; Basic Move 6 [0]; Dodge 10.
Languages: German (Native) (Native Language) [0]; English (Native) [6].
Cultural Familiarities: Western [0].
Advantages: Appearance (Attractive) [4]; Body Control Talent 4 [20]; Combat Reflexes [15]; Double-Jointed [15]; Elastic Skin (Link w/ Hermaphromorph, Can Be Used Separately, +20%; Mutant, -10%) [22]; Empathy [15]; Fit [5]; Hermaphromorph (Link w/ Elastic Skin, Must Be Used Together, +10%; Mutant, -10%) [5]; Mimicry (Voice Library, +50%; Mutant, -10%) [14]; Social Chameleon [5]; Status 2 [5*]; Unaging [15]; Wealth (Wealthy) [20].
Perks: Accent (Californian/Television American) [1]; Alcohol Tolerance [1]; Convincing Nod [1]; High-Heeled Heroine [1]; Low Rejection Threshold [1]; Reproductive Control (Reabsorption) [1]; Sexy Pose [1]; Supersuit [1].
Disadvantages: Secret Identity (Imprisonment) [-20]; Sense of Duty (Mutantkind) [-15]; Social Stigma (Freak) [-10].
Quirks: Distinctive Feature (Blue Skin) [-1]; Likes Violent Solutions [-1]; Proud [-1]; Sexual Orientation (Bisexual) [-1].
Skills: Acrobatics (H) DX+1 [8] – 15; Acting (A) IQ+2 [8] – 14; Beam Weapons/TL8 (Pistol) (E) DX+1 [2] – 15; Beam Weapons/TL8 (Rifle) (E) DX+1 [2] – 15; Body Language (Human) (A) Per+1 [4] – 14; Climbing (A) DX+4 [1] – 18†; Connoisseur (Literature) (A) IQ-1 [1] – 11; Connoisseur (Visual Arts) (A) IQ-1 [1] – 11; Current Affairs/TL8 (Headline News) (E) IQ+0 [1] – 12; Dancing (A) DX-1 [1] – 13; Disguise/TL8 (A) IQ+8 [2] – 20‡#; Driving/TL8 (Automobile) (A) DX+0 [2] – 14; Driving/TL8 (Motorcycle) (A) DX+0 [2] – 14; Fast-Draw/TL8 (Ammo) (E) DX+1 [1] – 15§; Fast-Draw (Knife) (E) DX+1 [1] – 15§; Fast-Draw (Pistol) (E) DX+1 [1] – 15§; Fast-Talk (A) IQ+0 [2] – 12; First Aid/TL8 (Human) (E) IQ+0 [1] – 12; Guns/TL8 (Pistol) (E) DX+1 [2] – 15; Guns/TL8 (Rifle) (E) DX+1 [2] – 15; History (20th Century Western European) (H) IQ+0 [4] – 12; Holdout (A) IQ+0 [2] – 12; Intelligence Analysis/TL8 (H) IQ+1 [8] – 13; Judo (H) DX+1 [8] – 15; Karate (H) DX+1 [8] – 15; Knife (E) DX+1 [2] – 15; Leadership (A) IQ+2 [4] – 14; Lockpicking/TL8 (A) IQ+0 [2] – 12; Makeup/TL8 (E) IQ+0 [1] – 12; Market Analysis (H) IQ+0 [4] – 12; Mimicry (Speech) (H) IQ+4 [4] – 16‡; Observation (A) Per+1 [4] – 14; Photography/TL8 (A) IQ+0 [2] – 12; Politics (A) IQ+0 [2] – 12; Rapier (A) DX-1 [1] – 13; Research/TL8 (A) IQ+0 [2] – 12; Savoir-Faire (High Society) (E) IQ+0 [1] – 12; Savoir-Faire (Servant) (E) IQ+0 [1] – 12; Sex Appeal (A) HT+2 [2] – 14¥; Shadowing (A) IQ+2 [8] – 14; Stealth (A) DX+1 [4] – 15; Streetwise (A) IQ+0 [2] – 12; Throwing (A) DX+1 [4] – 15; Thrown Weapon (Knife) (A) DX+1 [4] – 15.
Starting Spending Money: $20,000 (20% of Starting Wealth).

* Includes +1 from Wealth.
† Includes +5 from Double-Jointed.
‡ Includes +4 from Body Control Talent.
# Includes +4 from Elastic Skin.
§ Includes +1 from Combat Reflexes.
¥ Includes +1 from Appearance.

Role-Playing Notes:
For all her noble intentions, Mystique is a sociopath. The only person she cares about is Destiny; she views her foster daughter, Rogue, as someone with abilities she can use. Mystique is willing to lie to, steal from, and kill anyone who gets in her way.
__________________
"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; 06-28-2020 at 03:14 PM.
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Old 06-16-2014, 01:08 PM   #685
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

COULSON, AGENT PHIL

Real Name: Philip Coulson.
Occupation: Secret agent.
Identity: Phil Coulson does not use a dual identity.
Legal Status: Citizen of the United States with no known criminal record.
Other Aliases: None known.
Place of Birth: Unrevealed.
Marital Status: Single.
Known Relatives: None.
Group Affiliation: CIA, occasional associate of Nick Fury and Black Widow.
Base of Operations: CIA Headquarters, Arlington, Virginia.
History: Phil Coulson is one of the CIA's more experienced field agents. The full details of his past are, to date, classified.

Coulson's first documented assignment was as an observer and backup agent on rookie agent Nick Fury's first assignment, a scenario experienced CIA agents affectionately refer to as "the Casino Royale test" (see Fury, Nick). Since then, he has occasionally assisted Fury in an advisory role. He played a significant role in convincing Russian agent Natasha Romanov to defect (see Black Widow).
Height: 5' 6".
Weight: 150 lbs.
Eyes: Brown.
Hair: Brown, worn short, with a receding hairline.
Uniform: None, usually seen wearing navy blue suits.
Strength Level: Phil Coulson possesses the normal human strength of a man his age, height, and build who engages in regular exercise.
Known Superhuman Powers: None.
Other Abilities: Phil is a skilled intelligence agent trained in hand to hand combat and a marksman with a pistol and a rifle. However, his primary strengths are his analytical mind and his ability to think outside the box.
Weapons: Phil normally uses a compact Glock 23 chambered in .40S&W, commonly loaded with dual-purpose APHP rounds. (This round is a hollow-point round with a dense core protruding into the hollow cavity. Against "hard" or armored targets, the bullet acts as an armor-piercing round, while against "soft" fleshy targets, such as a human body, the bullet acts like a standard hollow-point round.)
Paraphernalia: Agent Coulson has a penchant for using superspy technology, preferring those with a "vintage" feel. His (analog) wristwatch contains a small digital camera and two-way radio, and his left shoe allegedly contains a built in cell-phone with a rotary dial inside the heel.

With everything that's happening, the things that are about to come to light, people might just need a little old-fashioned.
– Agent Coulson, Marvel's Avengers.


370 points
Attributes:
ST 11 [10]; DX 12 [40]; IQ 12 [40]; HT 12 [20].
Secondary Characteristics: Dmg 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 13 [5]; Per 13 [5]; FP 12 [0]; Basic Speed 6.00 [0]; Basic Move 0 [0]; Dodge 10.Languages: Arabic (Accented) [4]; Cantonese (Accented) [4]; English (Native) (Native Language) [0]; Japanese (Accented) [4]; Mandarin Chinese (Accented) [4]; Russian (Accented) [4].
Cultural Familiarities: East Asian [1]; Middle Eastern [1]; Western [0].
Advantages: CIA Rank 4 [20]; Combat Reflexes [15]; Fit [5]; Gizmo 2 [10]; Hard to Kill 3 [6]; High Pain Threshold [10]; Indomitable [15]; Legal Enforcement Powers 3 [15]; Natural Copper 2 [20]; Resistant to Disease (+3) [3]; Resistant to Poisons (+3) [5]; Social Chameleon [10]; Unfazeable [15]; Versatile [5]; Wealth (Comfortable) [10].
Perks: Convincing Nod [1]; Dirty Fighting [1]; Disarming Smile [1]; Forgettable Face [1]; Pistol-Fist (Guns (Pistol)) [1].
Disadvantages: Charitable (12) [-15]; Code of Honor (Soldier's) [-10]; Duty to CIA (15) [-15]; Light Sleeper [-5]; Pacifism (Cannot Harm Innocents) [-10].
Quirks: Broad-Minded [-1]; Imaginative [-1]; Rule-Breaker [-1]; Willfully Anachronistic [-1].
Skills: Acrobatics (H) DX-1 [2] – 11; Acting (A) IQ+1 [4] – 13; Body Language (Human) (A) Per+1 [1] – 14* Connoisseur (Music) (A) IQ+0 [2] – 12; Detect Lies (H) Per+1 [2] – 14*; Electronics Operation/TL8 (Surveillance) (A) IQ+1 [4] – 13; Escape (H) DX+1 [8] – 13; Fast-Draw (Pistol) (E) DX+1 [1] – 13†; Fast-Talk (A) IQ+1 [4] – 13; First Aid/TL8 (Human) (E) IQ+0 [1] – 12; Forced Entry (E) DX+1 [2] – 13; Guns/TL8 (Grenade Launcher) (E) DX+1 [2] – 13; Guns/TL8 (Pistol) DX+3 [8] – 15; Guns/TL8 (Rifle) DX+3 [6] – 15‡; Guns/TL8 (Wrist Gun) (E) DX+0 [1] – 12; Holdout (A) IQ+1 [4] – 13; Intelligence Analysis/TL8 (H) IQ+4 [12] – 16*; Interrogation (A) IQ+3 [4] – 15*; Judo (H) DX+2 [12] – 14; Jumping (E) DX+1 [2] – 13; Karate (H) DX+2 [12] – 14; Lockpicking/TL8 (A) IQ+1 [4] – 13; Observation (A) Per+3 [4] – 16*; Parachuting/TL8 (E) DX+1 [2] – 13; Savoir-Faire (High Society) (E) IQ+1 [2] – 13; Search (A) Per+1 [1] – 14*; Shadowing (A) IQ+3 [4] – 15*; Stealth (A) DX+1 [4] – 13; Streetwise (A) IQ+3 [4] – 15*; Swimming (E) HT+1 [2] – 13; Traps/TL8 (A) IQ+0 [2] – 12.
Starting Spending Money: $8,000 (20% of Starting Wealth).

* Includes +1 from Combat Reflexes.
† Defaulted from Guns/TL8 (Pistol).
‡ Includes +2 from Natural Copper.

Role-Playing Notes:
Coulson is generally soft-spoken and laconic, often getting right to the point in as few words as possible. First and foremost, however, is his desire to help people however and whenever he can, which is what brought him to the CIA's attention in the first place. He has occasionally been known to go against orders in order to do what he perceives as the right thing, and has faced down Asgardian warriors with the same silent badass treatment as he would Muslim extremists.

Design Notes:
1. "CIA Rank" is derived from Social Engineering - Pulling Rank, based off using the CIA as a 20-point Patron with an assistance roll of 9 or less.



I'd been working on Phil for a while. I had him done before posting Magneto, actually; I just forgot his entry existed in my master document.
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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

Last edited by Phantasm; 04-06-2017 at 06:01 PM. Reason: updated stat-block again
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Old 06-16-2014, 05:06 PM   #686
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031 View Post
It's an adaption. I always liked him in Generation X, so I figured "why not?"
I liked the character myself. Not sure if he is really "Morlock" material so much as "that guy that you only run into in dark clubs or back alleys". His mutation, so long as he doesn't flaunt it, seems simple enough to pass off as a... well... skin condition, even the "his skin coloration is definitely gray and not just a trick of the art style". I don't think he fits in well with the Morlocks (in terms of personality), but that's me: in fact I like how compared to the average Morlock we see, Skin seems "almost normal".

Like Jubilee, I worry that working him in undermines how important I felt being a member of the "third wave" of Xavier students (or at least that age range) was for helping to define him, but none of these are especially serious concerns and... I am really short on time, so I'll leave it at that and hope I wasn't too confusing. >_<
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Old 06-17-2014, 05:44 PM   #687
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

PIPER

Real Name: Unrevealed.
Occupation: Warrior.
Identity: Piper's existence is unknown to the general population.
Legal Status: None.
Other Aliases: "Pied Piper".
Place of Birth: The Savage Land.
Marital Status: Single.
Known Relatives: None.
Group Affiliation: Savage Land Mutates.
Base of Operations: The Savage Land.
History: The origins of the man known as Piper are currently a mystery. He was apparently born in the Savage Land, a hidden "lost world" in Antarctica, who was given powers in some as-yet unexplained manner (see Savage Land).

He and the other Savage Land Mutates first clashed with the mutant adventurers known as the X-Men on the latter's first trip to the Savage Land (see Savage Land Mutates; X-Men). The Mutates' mysterious "Master" ordered them to attack the visiting X-Men, but they were defeated.

Piper has since been seen with the other Savage Land Mutates in their subsequent clash with the Brotherhood of Mutants, although for some unexplained reason he was absent when they clashed with the Avengers (see Avengers; Brotherhood of Mutants).
Height: 6' 1".
Weight: 165 lbs.
Eyes: Brown.
Hair: Brown.
Uniform: None, though frequently seen wearing a brown hooded tunic.
Strength Level: Piper possesses the normal human strength of a man his age, height, and build who engages in moderate exercise.
Known Superhuman Powers: Piper is psionically able to control the actions of many animals through his music. He is able to hear into the ultrasonic range, permitting him to play music that he and his animals can hear but most others cannot. Animals need to be able to hear his music in order to obey him. His music does not affect those considered "higher" animals – in short: chimpanzees, gorillas, dolphins, whales, elephants, and, of course, humans. He prefers to affect the megafauna of the Savage Land.
Other Abilities: Piper is a skilled musician with the panpipes, flutes, and similar instruments.

200 points
Attributes:
ST 10 [0]; DX 11 [20]; IQ 12 [40]; HT 11 [10].
Secondary Characteristics: Dmg 1d-2/1d; BL 20 lbs.; HP 11 [2]; Will 10 [-10]; Per 12 [0]; FP 11 [0]; Basic Speed 5.50 [0]; Basic Move 5 [0]; Dodge 9.
Languages: English (Accented Spoken/Illiterate) [2]; Savage Land Speech (Native Spoken/Illiterate) (Native Language) [-3].
Cultural Familiarities: Savage Land [0].
Advantages: Combat Reflexes [15]; Hard to Kill 3 [6]; High Manual Dexterity +1 [5]; Mind Control (Accessibility: Only When Playing His Pipes, -20%; Independent, +70%; Requires Musical Influence Roll, +0%; Specific (Non-Sapient Animals), -10%; Psionic, -10%); Musical Ability 4 [20]; Patron ([FNORD]) (Equipment: More than Starting Wealth, +100%; Special Abilities: Possesses Equipment from a Higher TL, +100%) (9) [30]; Rapid Healing [5]; Resistant to Disease (+8) [5]; Resistant to Poisons/Toxins (+3) [5]; Temperature Tolerance 1 [1]; Ultrahearing [5].
Perks: Clinch (Brawling) [1]; Neck Control (Brawling) [1].
Disadvantages: Loner (12) [-5]; Low TL -8 [-40]; Oblivious [-5]; Pacifism (Reluctant Killer) [-5]; Sense of Duty (Mutates) [-5]; Skinny [-5]; Truthfulness (9) [-7]; Wealth (Poor) [-15].
Quirks: Can't Read Music [-1]; Careful [-1]; Easily Seduced -3 [-3]; Nervous Ranter [-1]; Scruffy-Looking [-1]; Talks To Himself [-1].
Skills: Animal Handling (Big Cats) (A) IQ+0 [2] – 12; Animal Handling (Theropods) (A) IQ+0 [2] – 12; Bolas (A) DX+1 [4] – 12; Brawling (E) DX+1 [2] – 12; Breath Control (H) HT+1 [8] – 12; Climbing (A) DX+1 [4] – 12; Knot-Tying (E) DX+1 [2] – 12; Mechanic/TL0 (Flutes) (A) IQ+0 [2] – 12; Mechanic/TL8 (Panpipes) (A) IQ+0 [2] – 12; Musical Composition (H) IQ+3 [1] – 15*†; Musical Influence (VH) IQ+3 [4] – 15*; Musical Instrument (Flutes) (H) IQ+4 [4] – 16*; Musical Instrument (Panpipes) (H) IQ+4 [4] – 16*; Navigation/TL0 (Land) (A) IQ+0 [2] – 12; Riding (Theropods) (A) DX+0 [2] – 12‡; Spear (A) DX+0 [2] – 11; Stealth (A) DX+1 [4] – 12; Survival (Jungle) (A) Per+0 [2] – 12; Swimming (E) HT+0 [1] – 11; Thrown Weapon (Spear) (E) DX+1 [2] – 12; Tracking (A) Per+0 [2] – 12; Veterinary/TL0 (H) IQ+0 [4] – 12; Weather Sense (A) IQ+0 [2] – 12.
Starting Spending Money: $800 (20% of Starting Wealth).

* Includes +4 from Musical Ability.
† Defaulted from Musical Instrument (Panpipes).
‡ Defaulted from Animal Handling (Theropods).

Role-Playing Notes:
Piper is not one to enter combat himself, preferring to send animals – usually dinosaurs – in to fight in his stead. He likes to find areas above the fight in order to better direct the animals he controls. Piper would be considered by many to be socially retarded; his social skills with others are lacking. He serves the Mutates' master out of fear rather than loyalty.

Piper has an unspoken agreement with his teammate Lupo where Piper will not affect the latter's dire wolf pack unless Lupo has regressed to a feral state.

Design Notes:
1. Piper, and all the Savage Land Mutates, have their social traits calculated for TL8 campaigns. In campaigns set entirely in the Savage Land, remove Low TL -8 and raise Wealth to Average, a net increase of 55 points, and permit them to take 100% of their Wealth as Starting Cash ($250).
2. In Year Two or Year Three, the Savage Land Mutates' Patron will be revealed as none other than Apocalypse. As I am only chronicling Year One at this time, however, GMs are free to make their mysterious Patron whoever they wish.
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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 06-17-2014, 05:48 PM   #688
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

POLARIS

Real Name: Lorna Dane (this is her legal name since her adoption; her birth name is unknown).
Occupation: High school student.
Identity: Lorna doesn't hide her identity, but it hasn't become public knowledge as yet.
Legal Status: Citizen of the United States with no criminal record, still a minor.
Other Aliases: Magnetrix (a name used briefly before rejecting it).
Place of Birth: Unrevealed.
Marital Status: Single.
Known Relatives: Neither the names of her birth parents or her adopted parents have been revealed.
Group Affiliation: Student at the Xavier Institute; associate of the X-Men.
Base of Operations: Xavier Institute for Gifted Youngsters, Salem Center, New York.
History: Not much is yet known about Lorna Dane's past, including her true parentage. According to statements made, she was adopted as an infant. It is known that she was born with green hair, and until she enrolled at the Xavier Institute kept it dyed brown at her adopted parents' insistence (see Xavier Institute). Like many mutants, her powers manifested at puberty.

Lorna was one of the small army of Institute students recruited by Scott Summers to help rescue his brother Alex from the Cult of the Living Pharaoh who had abducted him (see Cyclops; Havok; Living Monolith). Not long after this, after Alex also enrolled at the Institute, the two started dating, spurred by their mutual interest in geophysics.

Lorna, now calling herself Polaris, was later seen assisting in the defense of the Institute when it was attacked by the Juggernaut (see Juggernaut). She has expressed an interest in joining the X-Men following her graduation next year.

A chance encounter with Magneto has both of them wondering if they're related, due to the similarity of their powers (see Magneto). Professor Xavier, headmaster of the Institute, has stated his belief that the two are not related, given his own history with Magneto (see Xavier, Charles).
Height: 5' 7"
Weight: 115 lbs.
Eyes: Green.
Hair: Green (previously dyed brown).
Uniform: As a student of the Xavier Institute, she trains while wearing the blue and yellow bodysuit, blue gloves, and blue boots that are standard issue to students. When assisting the X-Men, she has worn a dark green sleeveless leotard with a wide neckline, light green leggings, light green cape, metallic green armbands, dark green boots, and a green tiara. (Presumably she owns a long-sleeved variation for colder climes.)
Strength Level: Polaris possesses the normal human strength of a woman her age, height, and build who engages in regular exercise.
Known Superhuman Powers: Polaris is a mutant who possesses the psionic ability to generate and control magnetic fields. Using these fields, she is able to lift up to ten tons of ferrous metal. Although not currently as powerful as Magneto, Polaris has exhibited greater range with her magnetic powers, due to her training at Xavier's. She is able to produce a force field which can protect her and those around her from attack, though powerful or repeated blows generate feedback which can cause her field to weaken. Thanks to her training, she is able to protect against energy attacks as well as against metals. By tapping into the Earth's magnetic field, she is able to fly; she has been observed flying at over 100 miles per hour. By concentrating, she is able to perceive the world around her in lines of magnetic force.

905 points
Attributes:
ST 11 [10]; DX 12 [40]; IQ 12 [40]; HT 12 [20].
Secondary Characteristics: Dmg 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 12 [0]; Per 12 [0]; FP 12 [0]; Basic Speed 6.00 [0]; Basic Move 6 [0]; Basic Air Move 10 [-4]; Dodge 10.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western [0].
Advantages: Appearance (Attractive) [4]; Combat Reflexes [15]; Control Ferrous Metals 5 (Collective, +100%; Mutant Psionic, -10%) [143]; Damage Resistance 20 (Area Effect (4 yds), +100%; Force Field, +20%; Hardened 1, +20%; Semi-Ablative, -20%; Switchable, +10%; Mutant Psionic, -10%) [220]; Enhanced Power Block 2 [10]; Enhanced Move (Air) 2.5 (Mutant Psionic, -10%) [45]; Fit [5]; Flight (Planetary, -5%; Mutant Psionic, -10%) [34]; High Pain Threshold [10]; Magnetism Talent 2 [10]; See Invisible (Magnetic Vision) (Mutant Psionic, -10%) [14]; Telekinesis 15 (Increased Range ×5, +20%; Magnetic, -50%; Mutant Psionic, -10%) [45]; Telekinesis 10 (Increased Range ×5, +20%; Magnetic, -50%; Super-Effort, +400%; Mutant Psionic, -10%) [230].
Perks: Cloaked [1]; Skintight Uniform [1].
Disadvantages: Charitable (12) [-15]; Code of Honor (Hero's) [-10]; Pacifism (Cannot Harm Innocents) [-10]; Selfless (12) [-5]; Social Stigma (Minor) [-5]; Wealth (Struggling) [-10].
Quirks: Congenial [-1]; Distinctive Feature (Green Hair) [-1]; Dual Identity [-1].
Skills: Aerobatics (H) DX+1 [8] – 13; Cloak (A) DX+0 [2] – 12; Computer Operation/TL8 (E) IQ+0 [1] – 12; Current Affairs/TL8 (Popular Culture) (E) IQ+0 [1] – 12; Fishing (E) Per+0 [1] – 12; Flight (A) HT+0 [2] – 12; Geology/TL8 (Earthlike) (H) IQ-1 [2] – 11; Hiking (A) HT-1 [1] – 11; Judo (H) DX+0 [4] – 12; Karate (H) DX+0 [4] – 12; Mathematics/TL8 (Applied) (H) IQ-1 [2] – 11; Navigation/TL8 (Land) (A) IQ-1 [1] – 11; Physics/TL8 (Geophysics) (H) IQ-1 [2] – 11; PK Shield (H) IQ+3 [8] – 15*; Sports (Soccer) (A) DX+0 [2] – 12; Survival (Woodlands) (A) Per-1 [1] – 11; Swimming (E) HT+0 [1] – 12; Telekinetic Control (VH) IQ+2 [8] – 14*; Weather Sense (A) IQ+0 [2] – 12.
Techniques: Kicking (Karate) def+2 [3] – 12; Mass Grab (Telekinetic Control) def+7 [8] – 14; Sweeping Kick (Karate) (H) def+3 [4] – 12; Trip (Judo) (H) def+1 [2] – 10.
Starting Spending Money: $2,000 (20% of Starting Wealth).

* Includes +2 from Magnetic Control Talent.
__________________
"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 06-18-2014, 05:16 PM   #689
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

PYRO

Real Name: John Allerdyce.
Occupation: Terrorist, mercenary, novelist, former journalist.
Identity: Known to the authorities.
Legal Status: Citizen of Australia with a criminal record in the United States.
Other Aliases: None.
Place of Birth: Sydney, Australia.
Marital Status: Single.
Known Relatives: None.
Group Affiliation: Mutant Liberation Front.
Base of Operations: Mobile.
History: Born and raised in Australia, Allerdyce's powers manifested at puberty but for the longest time he failed to exploit them. He worked as a journalist for a newspaper in Sydney and wrote several trashy romance novels on the side until, with the paper's shift from print to electronic format, he was let go.

At this point, it is believed he was contacted by the mutant terrorist Mystique, who was forming the Mutant Liberation Front, and believed that Allerdyce's powers would be of benefit (see Mutant Liberation Front; Mystique). Taking the name Pyro, Allerdyce discovered and embraced his dark side, throwing himself into the MLF's activities with sadistic glee.

Alongside the MLF, Pyro has twice clashed with the superhuman adventurers known as the X-Men, and was taken into police custody both times (see X-Men). He was last seen escaping prison as part of the mass breakout led by the Rhino (see Rhino).
Height: 5' 10".
Weight: 160 lbs.
Eyes: Blue.
Hair: Blond.
Uniform: Yellow bodysuit with a triangular red area covering the neck and shoulders; yellow gloves; red boots, red half-mask with mirrored corrective eye lenses.
Strength Level: Pyro possesses the normal human strength of a man his age, height, and build who engages in regular exercise.
Known Superhuman Powers: Pyro is a mutant with the psionic ability to control and shape ambient flames. He is unable to generate the flames himself, needing to rely on external sources, but even the flame from a lit cigarette is enough for Pyro to manipulate. He is able to manipulate fire up to almost 50 feet from him.

He is able to cause any flame in his area to grow or diminish in intensity and size. In addition, he can alter the shape of the flame at will, forming shapes like giant claws and cages.
Weapons and Paraphernalia: Pyro has wrist-mounted flamethrowers fed from a tank on his back. These flamethrowrs are generally used to provide him with flame for his powers, but he can, if he chose, use them directly as a weapon. In addition, his suit is fireproofed.

860 points
Attributes:
ST 11 [10]; DX 11 [20]; IQ 11 [20]; HT 12 [20].
Secondary Characteristics: Dmg 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 11 [0]; Per 11 [0]; FP 12 [0]; Basic Speed 5.75 [0]; Basic Move 5 [0]; Dodge 8.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western [0].
Advantages: Academic 2 [10]; Burning Attack 6d (Jet, +0%; Jet: Increased Range ×5, +40%; Jet: Increased 1/2D Range ×2, +5%; Variable, +5%; Mutant Psionic, -10%) [42]; Control Fire 15 (Collective, +100%; Mutant Psionic, -10%) [570]; Create Fire 15 (Destruction Only, +0%; Mutant Psionic, -10%) [135]; Fit [5]; Hard to Kill 3 [6]; Heat/Fire Talent 4 [20]; Talker 2 [10]; Temperature Tolerance 3 [3].
Perks: License (Press Pass) [1].
Disadvantages: Bad Sight (Nearsighted) (Mitigator: Glasses/Contacts, -60%) [-10]; Impulsiveness (12) [-10]; Overconfidence (9) [-7]; Pyromania (9) [-7]; Sadism (9) [-22]; Social Stigma (Criminal Record) [-5].
Quirks: Dislikes Aussie Stereotypes [-1]; Dual Identity [-1]; Knuckle Cracker [-1]; No Sex Drive [-1]; Rule-Breaker [-1].
Skills: Artist (Flame-Shaping) (H) IQ+5 [8] – 16*; Current Affairs/TL8 (Headline News) (E) IQ+0 [2] – 12; Detect Lies (H) Per+1 [2] – 12†; Fast-Talk (A) IQ+3 [4] – 14†; Innate Attack (Beam) (E) DX+3 [8] – 14; Interrogation (A) IQ+1 [4] – 12; Liquid Projector/TL8 (Flamethrower) (E) DX+3 [8] – 14; Literature (H) IQ-1 [2] – 10; Observation (A) Per+1 [4] – 12; Research/TL8 (A) IQ+2 [2] – 13‡; Savoir-Faire (High Society) (E) IQ+3 [2] – 14†; Savoir-Faire (Police) (E) IQ+3 [2] – 14†; Streetwise (A) IQ+0 [2] – 11; Typing (E) DX+1 [2] – 12; Writing (A) IQ+2 [2] – 13‡.
Starting Spending Money: $2,200 (20% of Starting Wealth, minus the cost of a flamethrower).

* Includes +4 from Heat/Fire Talent.
† Includes +2 from Talker.
‡ Includes +2 from Academic.

Role-Playing Notes:
Pyro is a sadist and pyromaniac who delights in torturing and burning people alive.

On occasion, he has been known to use his (now invalid) press credentials to get where he shouldn't go, provided he is able to make sure that those checking for such things aren't looking too closely.
__________________
"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; 06-28-2020 at 03:13 PM.
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Old 06-18-2014, 05:20 PM   #690
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

A playable speedster without getting insane with the speeds!

QUICKSILVER

Real Name: Pietro Maximoff.
Occupation: Professional criminal (reluctantly).
Identity: Publicly known.
Legal Status: Unknown, no known criminal record.
Other Aliases: None.
Place of Birth: Unrevealed.
Marital Status: Single.
Known Relatives: Wanda (alias Scarlet Witch, sister).
Group Affiliation: Brotherhood of Mutants.
Base of Operations: Mobile.
History: Not much is known about Pietro's history before his first appearance. He and his twin sister Wanda claim to be Gypsies, although there are hints that they were adopted rather than born into the culture (see Scarlet Witch).

It is not currently known how the two came to the attention of the mutant criminal Magneto, but the self-proclaimed Master of Magnetism was quick to induct them into his Brotherhood of Mutants (see Brotherhood of Mutants; Magneto). It is not known if Pietro was using the name "Quicksilver" at that time. Wanda in particular was easily swayed by Magneto's personal charm and force of personality; Pietro has admitted that he only accepted Magneto's offer to protect his impressionable sister. In their first appearance with the group, the Quicksilver and the rest of the Brotherhood faced off against the X-Men; although they were defeated, they managed to escape (see X-Men).

Quicksilver has encountered the X-Men on a number of occasions since. Each time, he managed to escape capture. It soon became clear to the X-Men that Pietro was not in the Brotherhood for the reasons the others were, and they once offered him membership. Pietro declined at that time, as he felt he should stay close to Wanda to try and prevent Magneto's influence from spreading.

During a time when the Brotherhood was separated from Magneto, Wanda took over the leadership of the group. Quicksilver quickly became concerned at his sister's growing callousness and heavy-handed approach to leadership. Wanda's changing personality has led to a breakdown in the twins' relationship with each other. Both Wanda and Magneto rightfully believe that it is only a matter of time before Pietro betrays them.
Height: 6'.
Weight: 175 lbs.
Eyes: Blue.
Hair: Silver.
Uniform: Blue and silver bodysuit with a lightning bolt pattern separating the blue from the silver running from his left shoulder to his right boot, the blue is on the top-right, the silver on the lower-left; upper armbands and gloves of the opposing color; blue boots.
Strength Level: Quicksilver possesses the normal human strength of a man his age, height, and build who engages in intensive regular exercise.
Known Superhuman Powers: Quicksilver is a mutant who is able to run at supersonic speeds. His entire body is oriented towards the rigors of high-speed running; the metabolic processes in his body are such that he metabolizes over 90% of the energy in his food (it is estimated that the average person only metabolizes 25% of his food), and his muscles do not generate fatigue poisons. Furthermore, his skin and muscles are denser than normal in order to withstand the friction of moving at such high speeds. His eyes even have a thin membrane over them which protects them from friction and dust while running. In addition, his lungs are such that he can breathe normally at the pressures induced at high speed. He regenerates from most wounds at an enhanced rate.

Quicksilver's potential top speed is uncertain. He once produced a sonic boom when running, but normally runs at around 200 miles per hour, which he can maintain for several hours before needing to rest. With a running start, he is able to run vertically up the sides of buildings or across wide expanses of water without sinking, though he admits that he doesn't want to try running across an ocean. He is able to instantly accelerate from a dead stop to his combat speed.

In addition to his speed, his brain processes sensory input at superhuman rates, enabling him to see bullets in flight and granting him superhuman reflexes.

915 points
Attributes:
ST 12 [20]; DX 16 [120]; IQ 11 [20]; HT 16 [60].
Secondary Characteristics: Dmg 1d-1/1d+2; BL 29 lbs.; HP 12 [0]; Will 13 [10]; Per 15 [20]; FP 16 [0]; Basic Speed 8.00 [0]; Basic Move 10 [10]; Dodge 15.
Languages: English (Accented) [4]; Romanian (Native) (Native Language) [0].
Cultural Familiarities: Eastern European (Native) [0]; Western [1].
Advantages: Altered Time Rate 2 (Super-Speed, +20%; Mutant, -10%) [220]; Claim to Hospitality (Gypsies) [5]; Damage Resistance 2 (Tough Skin, -40%; Mutant Biology, +0%) [6]; Enhanced Dodge 3 [45]; Enhanced Move (Ground) 2 (Cosmic: Complete Maneuverability, +50%; Cosmic: Instantaneous Acceleration, +50%; Mutant, -10%) [76]; Enhanced Move (Ground) 2 (Mutant, -10%) [36]; Enhanced Parry (Bare Hands) 3 [15]; Enhanced Time Sense (Mutant, -10%) [41]; Extra Attack 2 (Multi-Strike, +20%) [60]; High Pain Threshold [10]; Nictitating Membrane 2 (Mutant Biology, +0%) [2]; Regeneration (Fast: 1 HP/min) (Fatigue Recovery, +100%; Mutant, -10%) [95]; Speed Talent 4 [20]; Walk on Liquid (Accessibility: Only When Moving (Full Move), -30%; Mutant, -10%) [9].
Perks: Pressure Tolerant Lungs (Dense) [1].
Disadvantages: Code of Honor (Gypsy's) [-5]; Impulsiveness (6) [-20]; Overconfidence (12) [-5]; Pacifism (Cannot Harm Innocents) [-10]; Sense of Duty (Wanda) [-2]; Social Stigma (Minority Group) [-10]; Stubbornness [-5]; Wealth (Struggling) [-10].
Quirks: Devout Believer (Eastern Orthodox Christianity) [-1]; Dual Identity [-1]; Pet Peeve (Indecisiveness) [-1].
Skills: Boxing (A) DX+1 [4] – 17; Filch (A) DX+0 [2] – 16; Forced Entry (E) DX+1 [2] – 17; Knot-Tying (E) DX+0 [1] – 16; Move! (WC) DX+2 [48] – 18; Parry Missile Weapons (H) DX+0 [4] – 16; Pickpocket (H) DX-1 [2] – 15; Savoir-Faire (Servant) (E) IQ+1 [2] – 12; Sleight of Hand (H) DX+0 [4] – 16; Speed-Reading (A) IQ+1 [4] – 12; Streetwise (A) IQ+1 [4] – 12; Tracking (A) Per+0 [2] – 15.
Starting Spending Money: $2,000 (20% of Starting Wealth).

Role-Playing Notes:
Quicksilver comes off as brash, arrogant, and impulsive. From his point of view, everyone else is moving way too slow. He is only reluctantly a member of the Brotherhood, joining mainly to keep an eye on his sister. He started off protective of his sister, but her recent actions have led to them being estranged. It depends on whether the Brotherhood will face the X-Men or Avengers next to see which group he'll defect to.
__________________
"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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