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Old 11-30-2010, 08:22 AM   #451
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

PAGE, KAREN

Real Name: Karen Page.
Occupation: Private investigator, former police officer.
Legal Status: Citizen of the United States with no criminal record.
Identity: Karen Page does not use a dual identity.
Other Aliases: Paige Matthews (an alias she uses when undercover).
Place of Birth: Fagan Corners, Vermont.
Marital Status: Single.
Known Relatives: Parents (names unrevealed).
Group Affiliation: Former member of the Vermont State Police.
Base of Operations: Hell's Kitchen, Manhattan, New York City.
History: From an early age, all Karen Page wanted was adventure. Her parents, on the other hand, insisted that she marry "some nice young man" and be a doting housewife, a prospect which she viewed with dread. At the age of eighteen, she left home and joined the Vermont State Police. After four years of handing out speeding tickets and arresting drunk drivers, she resigned from the force and moved to New York City, where she opened her own private investigation office in Hell's Kitchen.

Karen first met the costumed vigilante Daredevil when both were working on the same care, albeit from different angles (see Daredevil). Karen was tracking down some missing mutant kids, while Daredevil was tracking down the source of a new drug on the streets, Mutant Growth Hormone or MGH. Karen was instantly attracted to Daredevil, and made it her mission to discover the man underneath the cowl.

Karen first met Matt Murdock and Franklin "Foggy" Nelson at a coffee shop several days later (see Nelson, Foggy). When Nelson indicated a need for a private eye to assist his defense case, Karen offered her services. The trail she followed led to a warehouse oner in Brooklyn owned by Wilson Fist, where she was soon confronted by the hitman Bullseye, who tried to kill her (see Bullseye). She was saved at the last moment by Daredevil, who had been following her. Karen resented the save, despite admitting to herself that she could not have taken on Bullseye alone.

Karen has worked for Nelson several other times. Each time, the case inevitably drew Daredevil's attention. She is beginning to suspect that Daredevil is either Murdock or Nelson, but cannot prove anything.

Karen recently assisted the X-Men on a case (see X-Men). Afterwards, however, she was approached and mentally dominated by the criminal mutant Mesmero (see Mesmero). Mesmero's plans for her remain unrevealed.
Height: 5' 7".
Weight: 135 lbs.
Eyes: Blue.
Hair: Blond.
Uniform: None.
Strength Level: Karen Page 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: Karen is a skilled detective, hand to hand combatant, and a decent shot with a pistol.
Weapons: Karen caries a compact pistol chambered in 9mm Parabellum.

313 points
Attributes:
ST 13 [30]; DX 13 [60]; IQ 12 [40]; HT 13 [30].
Secondary Characteristics: Dmg 1d/2d-1; BL 34 lbs; HP 13 [0]; Will 12 [0]; Per 14 [10]; FP 13 [0]; Basic Speed 6.5 [0]; Basic Move 6 [0]; Dodge 10.
Languages: English (Native) (Native Language) [0]; Spanish (Broken) [2].
Cultural Familiarities: Western [0].
Advantages: Appearance (Beautiful) [12]; Combat Reflexes [15]; Danger Sense [15]; Daredevil [15]; Extra Attack 1 [25]; Fearlessness 2 [4]; Hard to Subdue 2 [4]; High Pain Threshold [10]; Less Sleep 2 [4]; Sensitive [5]; Very Fit [15]; Voice [10].
Perks: Convincing Nod [1]; Honest Face [1]; Patience of Job [1]; Permit (Conceal Carry) [1]; Pistol-Fist (Guns (Pistol)) [1]; Sexy Pose [1].
Disadvantages: Charitable (9) [-22]; Code of Honor (Professional) [-5]; Guilt Complex [-5]; Obsession (Discover Daredevil's Secret Identity (12) [-5]; On The Edge (12) [-15]; Pacifism (Cannot Harm Innocents) [-10]; Stubbornness [-5]; Wealth (Struggling) [-10].
Quirks: Adrenaline Junkie [-1]; Attentive [-1]; Incorrigible Flirt [-1]; Infatuated With Daredevil [-1]; Refuses to Handle Divorce Cases [-1].
Skills: Acting (A) IQ+2 [8] – 14; Climbing (A) DX+1 [4] – 14; Driving/TL8 (Automobile) (A) DX-1 [1] – 12; Electronics Operation/TL8 (Security) (A) IQ+0 [2] – 12; Electronics Repair/TL8 (Security) (A) IQ+0 [2] – 12; Fast-Draw (Ammo) (E) DX+1 [1] – 14*; Fast-Draw (Pistol) (E) DX+1 [1] – 14*; Forced Entry (E) DX+1 [2] – 14; Guns/TL8 (Pistol) (E) DX+1 [2] – 14; Holdout (A) IQ+0 [1] – 12†; Intimidation (A) Will+1 [1] – 12‡; Judo (H) DX+1 [8] – 14; Jumping (E) DX+1 [2] – 14; Karate (H) DX+1 [8] – 14; Law (Vermont Criminal) (H) IQ+0 [4] – 12; Lip Reading (A) Per+0 [2] – 14; Observation (A) Per+0 [2] – 14; Research/TL8 (A) IQ+0 [2] – 12; Savoir-Faire (Dojo) (E) IQ+0 [1] – 12; Savoir-Faire (Police) (E) IQ+0 [1] – 12; Search (A) Per+0 [2] – 14; Sex Appeal (Human) (A) HT+6 [2] – 19ง; Shortsword (A) DX+1 [4] – 14; Sleight of Hand (H) DX+1 [8] – 14; Stealth (A) DX+1 [4] – 14; Streetwise (A) IQ+0 [2] – 12; Tracking (A) Per+0 [2] – 14.
Techniques: Kicking (Karate) (H) def+2 [3] – 14; Knee Strike (A) def+1 [1] – 14.
Starting Spending Money: $1,390 (20% of Starting Wealth, minus the cost of a 9mm pistol based on the Walther P99 Compact).

* Includes +1 from Combat Reflexes.
† Defaulted from Sleight of Hand.
‡ Defaulted from Acting.
ง Includes +4 from Appearance and +2 from Voice.

Designer's Notes:
1. When I first started looking at Karen's OHOTMU Update '89 entry, I discovered right away that she was little more than a Damsel in Distress. While this worked fine in 1963, it doesn't really work in 2010. No wonder she was killed off in the 1990s. I then looked into ideas for revamping her without succumbing to the "how gross can you get?" trap of the Ultimates Universe. I also noticed that Daredevil didn't have a private investigator in the cast. So, behold Karen Page, Private Eye.
__________________
"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 11-30-2010, 08:27 AM   #452
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

and the last one for today's batch, DD's mentor:

STICK

Real Name: Unrevealed.
Occupation: Martial arts instructor, pool hustler.
Legal Status: Unrevealed.
Identity: Secret.
Other Aliases: None.
Place of Birth: Unrevealed.
Marital Status: Presumably single.
Known Relatives: None.
Group Affiliation: An unnamed ninja clan.
Base of Operations: Mobile.
History: The history of the man known as Stick is unknown. It is known that he has lived and worked in the New York City area for the last few decades, making a meager living running a pool hall, and occasionally challenging newcomers and the overconfident to a game of pool – games where he inevitably beat them. It is known that Stick is a member – some say leader – of an unnamed ninja clan which has opposed their main rivals, the Hand, on numerous occasions (see The Hand).

Stick was first introduced to the young Matt Murdock days after the boy was released from the hospital (see Daredevil). Matt's father, Jack, had heard of Stick's ability and thought the man could help his son. Stick taught Matt everything he could, and kept an eye on Matt after the boy was orphaned.

Recently, Stick was confronted by Elektra, one of the Hand's best assassins (see Elektra). Somehow sensing the goodness in Elektra's soul, he subdued her. He performed a mystic ritual to cleanse the Hand's corrupting influence from her soul, but she escaped and fled before the ritual could be fully completed.

Since then, Stick has encountered his old pupil Matt in the latter's costumed guise of Daredevil when the former was attacked by the Hand assassin, Kirigi (see Kirigi). Joining forces, Stick, Daredevil, and Elektra fought off Kirigi, who promised to return to finish the job. Since then, Stick has contacted other members of his ninja clan for aid. The final battle between the Hand and Stick's order has yet to be seen.
Height: 5' 9"
Weight: 135 lbs.
Eyes: Grey.
Hair: White.
Uniform: None.
Strength Level: Stick possesses the normal human strength of a man his age, height, and build who engages in intensive regular exercise.
Known Superhuman Powers: Stick possesses various extrasensory abilities developed through intense martial arts training. Foremost among these is the ability to sense his surroundings through a kind of "proximity sense", which appears to have been developed through training his senses of hearing and touch into a kind of sonar and vibration sense. According to Stick, anyone may develop a proximity sense through training.

Also among his abilities are the ability to see briefly into the future, a technique he calls kimagure. Using this ability, he is able to sense threats to himself and those he cares about. Also using kimagure, he is able to see, hear, and smell events happening nearby as if he had eyes. This ability can be used at will, and he retains full awareness of what is happening around him when using it.
Other Abilities: Stick is a master staff-fighter and an adept hand to hand combatant.
Weaknesses: Stick is blind.
Weapons: Stick wields a 6 foot long bo staff.

Elektra: You speak in riddles, old man.
Stick: It keeps my students alert.
– Elektra


732 points
Attributes:
ST 12 [20]; DX 13 [60]; IQ 12 [40]; HT 13 [30].
Secondary Characteristics: Dmg 1d-1/1d+2; BL 29 lbs; HP 12 [0]; Will 15 [15]; Per 15 [15]; FP 13 [0]; Basic Speed 6.5 [0]; Basic Move 6 [0]; Dodge 6*.
Languages: English (Native) [0]; Japanese (Native) (Native Language) [0].
Cultural Familiarities: Asian [0]; Western [1].
Advantages: Absolute Direction [5]; Absolute Timing [2]; Charisma 2 [10]; Clairsentience (Aware, +50%; Second Nature, +70%, Chi, -10%) [99]; Combat Reflexes [15]; Empathy [15]; Enhanced Parry (Staff) 4 [20]; Forceful Chi 3 [45]; High Pain Threshold [10]; Inner Balance 3 [45]; Magery (Path Book) 0 [5]; Precognition (Chi, -10%) [23]; Social Regard (Venerated) 1 [5]; Trained By A Master [30]; Vibration Sense (Sense of Perception, +100%; Chi, -10%) [19]; Weapon Master (Bo Staff) [20].
Perks: Grip Mastery (Staff) [1]; Style Familiarity (Bjojutsu) [1].
Disadvantages: Blindness [-50]; Charitable (9) [-22]; Code of Honor (Xia) [-10]; Discipline of Faith (Asceticism) [-15]; Enemy (The Hand) (9) [-40]; Pacifism (Cannot Harm Innocents) [-10]; Truthfulness (12) [-5]; Wealth (Poor) [-15].
Quirks: Broad-Minded [-1]; Talks In Riddles Whenever Possible [-1]; Warped Sense of Humor [-1].
Skills: Acrobatics (H) DX-1 [2] – 14; Blind Fighting (VH) Per+5 [16] – 20†; Climbing (A) DX-1 [1] – 12; Connoisseur (Music) (A) IQ+1 [4] – 13; Esoteric Medicine (H) Per+0 [4] – 15; Exorcism (H) Will+3 [16] – 18; Gambling (A) IQ+0 [2] – 12; Games (Billiards/Pool) (E) IQ+8 [28] – 20; Hiking (A) HT-1 [1] – 12; Immovable Stance (H) DX+3 [4] – 16†; Judo (H) DX+2 [36] – 15‡; Jumping (E) DX+0 [1] – 13; Karate (H) DX+2 [36] – 15‡; Meditation (H) Will+3 [4] – 18†; Panhandling (E) IQ+2 [1] – 14ง; Parry Missile Weapons (H) DX+7 [56] – 20‡; Philosophy (Buddhism) (H) IQ+2 [12] – 14; Power Blow (H) Will+4 [8] – 19#; Precognitive Parry (H) IQ+3 [28] – 15‡#; Pressure Points (Human) (H) IQ+4 [6] – 16#ฅ; Running (A) HT-1 [1] – 12; Savoir-Faire (Dojo) (E) IQ+2 [4] – 14; Staff (A) DX+7 [56] – 20‡; Staff Art (A) DX+5 [4] – 18‡ค; Streetwise (A) IQ+0 [2] – 12; Swimming (E) HT+0 [1] – 13.
Techniques: Back Strike (Staff) (H) def+2 [3] – 20; Sweep (Staff) (H) def+3 [4] – 20; Whirlwind Attack (Staff) (H) def+5 [6] – 20.
Starting Spending Money: $796 (20% of Starting Wealth, minus the cost of his bo staff.)

* Includes -4 from Blindness.
† Includes +3 from Inner Balance.
‡ Includes -6 from Blindness.
ง Includes +2 from Charisma.
# Includes +3 from Forceful Chi.
ฅ Defaulted from Esoteric Medicine.
ค Defaulted from Staff.

Stick's bo staff is merely Good quality, hence the $4 cost on it (TL8 Good quality being what it is).
__________________
"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; 12-03-2010 at 08:29 AM. Reason: Altered things that were mistakenly set for Multiplicative Modifiers
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Old 12-03-2010, 08:36 AM   #453
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Taking a break from the Daredevil cast to do some other characters. (Actually, I just didn't want to do Stilt-Man... I still don't. He's got a suit with legs that can extend 200 feet... yeah, and he's a threat how?!) So, I'm branching out a little. Here's someone who's been around a while:


FEN

Real Name: Fen (Fen McKenzie on the surface world).
Occupation: Royal advisor.
Legal Status: Queen-Regent of Atlantis.
Identity: Fen does not use a dual identity.
Other Aliases: Queen-Mother Fen, Princess Fen.
Place of Birth: Atlantis.
Marital Status: Widowed.
Known Relatives: Thakorr (father, deceased), Namor (son), Leonard McKenzie (husband, deceased), Thomas McKenzie (brother-in-law, presumed deceased), Byrrah (nephew), Aquaria Nautica Neptunia (alias Namora), Dorma (second cousins once removed).
Group Affiliation: Atlantean Royal Family.
Base of Operations: Atlantis, North Atlantic Ocean.
First Historical Appearance: MOTION PICTURE FUNNIES WEEKLY #1.
History: Fen was born as one of the daughters of King Thakorr, ruler of the underwater city of Atlantis (see Atlanteans; Atlantis). As an adventurous and headstrong young girl, she often journeyed to the surface, where she would spy on the crews of the various ships passing through the North Atlantic, where she learned to speak English. As a young woman, she found herself attracted to the captain of an icebreaker, Leonard McKenzie. After a time, she boarded McKenzie's ship, and was welcomed into his life. The two were married days later by the ship's chaplain. (Unlike most Atlanteans, Fen proved able to be able to stay on the surface for an hour before needing to return to the sea. She never strayed very far from the ship after her marriage.)

Fen's father, King Thakorr, believed that Fen was being held captive by the surface ship and attacked the ship, killing many of the crew. He was surprised and forced to admit his error when Fen courageously defended her dying husband from her father. Fen agreed to return to her home, but only on the condition that the rest of the ship's crew was free to leave unharmed.

Nine months later, Fen gave birth to a son, who had Caucasian skin like his father. Fen named him Namor, which in the Atlantean tongue meant "Avenging Son;" it is not certain if Fen intended for Namor to eventually avenge her fallen husband, or if her opinion of surface-worlders had changed by that time (see Namor). Namor proved able to breathe both air and water, as well as proving exceedingly strong and able to even fly through the air, presumably due to the small wings he grew, almost like fins, on his ankles.

Fen taught Namor English and what little she had learned of the surface world. In her heart, she knew that Namor would never be accepted by her father, and was preparing him for his eventual exile, which ultimately came just prior to World War II. During the War, she would often leave Atlantis to advise or assist him in his endeavors.

After the war ended, Fen often served as regent for Thakorr. All of her brothers had died during the war fighting Nazi U-Boats, and only one of her sisters had given birth to a son (see Byrrah). Therefore, when Thakorr died of old age in 1957, Namor was recalled to Atlantis to be crowned as the new king. Fen has served as Namor's primary advisor ever since, occasionally acting as regent when he took trips to the surface world. She just hopes that one day soon her son will marry and produce an heir.
Height: 5' 9"
Weight: 170 lbs.
Eyes: Green.
Hair: Auburn with grey streaks.
Skin: Blue.
Uniform: None.
Strength Level: Fen possesses the normal strength of an Atlantean woman her age, height, and build who engages in regular exercise; this is stronger than a human woman of the same equivalent age and build due to her Atlantean physiology. She can lift (press) approximately 600 pounds on the surface.
Known Superhuman Powers: Fen possesses the normal superhuman attributes of the Atlantean race, able to breathe water indefinitely without aid, swim at about 30 knots (about 35 miles per hour), and withstand the pressures of the ocean floor. Unlike other Atlanteans, Fen can survive for about an hour on the surface before suffocating; most Atlanteans start to suffocate within minutes without aid. Like all Atlanteans, she ages slower than surface humans; she is now over a hundred years young, and appears as though she's an active woman in her mid-50s.
Other Abilities: Fen is a skilled diplomat and negotiator, and has had training in Atlantean hand to hand combat, enough for her to hold her own against stronger opponents.

385 points
Attributes:
ST 20 [0*]; DX 12 [40]; IQ 12 [40]; HT 12 [0*].
Secondary Characteristics: Dmg 2d-1/3d+2; BL 80 lbs; HP 20 [0]; Will 12 [0]; Per 12 [0]; FP 12 [0]; Basic Speed 6 [0]; Basic Move 6 [0]; Basic Water Move 12 [0]; Dodge 10.
Languages: Atlantean (Native) (Native Language) [0]; English (Accented Spoken/Illiterate) [2].
Cultural Familiarities: Atlantis [0].
Advantages: Appearance (Beautiful) [12]; Atlantean [160]; Combat Reflexes [15]; Doesn't Breathe (Oxygen Storage (ื15), -60%) [8]; Fit [5]; Status 6 [25†]; Temperature Tolerance 4 [4]; Wealth (Filthy Rich) [50].
Perks: Classic Features (Atlantean) [1]; Power Grappling [1].
Disadvantages: Guilt Complex [-5]; Non-Iconographic [-10]; Pacifism (Reluctant Killer) [-5]; Phobia (Pyrophobia: Fire) (15) [-2]; Sense of Duty (Atlantis) [-10]; Stubbornness [-5].
Quirks: Alcohol Intolerance [-1]; Broad-Minded [-1]; Nervous Stomach [-1]; Responsive [-1].
Skills: Animal Handling (Giant Sea Horses) (A) IQ+0 [2] – 12; Aquabatics (H) DX+0 [4] – 12; Area Knowledge (North Atlantic) (E) IQ+0 [1] – 12; Brawling (E) DX+2 [4] – 14; Dancing (A) DX-1 [1] – 11; Detect Lies (H) Per+0 [4] – 12; Diplomacy (H) IQ+2 [12] – 14; First Aid/TL1 (Atlantean) (E) IQ+0 [1] – 12; Knife (E) DX+0 [1] – 12; Law (Atlantis) (H) IQ+0 [4] – 12; Navigation/TL1 (Sea) (A) IQ+0 [2] – 12; Observation (A) Per+0 [2] – 12; Politics (A) IQ+2 [8] – 14; Riding (Giant Sea Horses) (A) DX-1 [1] – 11; Savoir-Faire (High Society) (E) IQ+0 [1] – 12; Shadowing (A) IQ+0 [2] – 12; Shield (Buckler) (E) DX+0 [1] – 12; Spear (A) DX+1 [4] – 13; Survival (Open Ocean) (A) Per-1 [1] – 11; Swimming (E) HT+0 [1] – 12; Teaching (A) IQ+0 [2] – 12; Wrestling (A) DX+1 [4] – 13.
Starting Spending Money: $400,000 (20% of Starting Wealth)

* Includes +10 to ST and +2 to HT from the Atlantean racial package.
† Includes +1 from Wealth.

Designer's Notes:
1. Fen is unique among full-blooded Atlanteans in that she can stay out of the water for an hour before starting to suffocate. This may in fact be a "mutant" property of her own. To stat this ability properly, I had to make a change to the Oxygen Storage limitation on Doesn't Breathe. The lowest "RAW" value is ื25, for -50%; by the numbers I ran, this would have enabled her to stay out of the water for 100 minutes, not 60. Therefore, I needed to come up with a value for ื15; going by the progression, -60% seemed the best choice. Raising this to the RAW minimum increases the value of Doesn't Breathe to 10 points, a mere 2 point difference.

2. I gave Fen Accented-level English rather than Native for two reasons. First, she learned the language nearly a hundred years ago, and the language has changed somewhat since then. Second, she hasn't really needed to speak it for over fifty years, except on formal occasions when venturing to the surface for political reasons or when conversing with Namor in private.

3. Fen has bought off the Curious and Impulsiveness disadvantages that she possessed in her younger years.
__________________
"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 12-03-2010, 08:44 AM   #454
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Here's another one that I've decided to do "out of order", so to speak. This one's been asked about for a while. Please, do me a favor and pick these apart. O}:]

SIF

Real Name: Sif.
Occupation: Shieldmaiden, former fertility goddess.
Identity: The general populace of Earth does not believe Sif to be anything more than a mythological figure.
Legal Status: Princess of Asgard.
Other Aliases: Sif Goldenhair (a common epitaph), Violet Nordstrom (her alias on Earth).
Place of Birth: Vanaheim.
Marital Status: Separated.
Known Relatives: Thor (husband, separated), Uller (son by Odin; brother-in-law), Thrud (alias Trudy Nordstrom, daughter by Thor), Magni, Modi (step-sons), Odin (father-in-law), Balder, Hoder, Heimdall, Vidar, Bragi (brothers-in-law), Loki (foster brother-in-law), Freyja (foster sister-in-law), Frigga (step-mother-in-law).
Group Affiliation: Gods of Asgard.
Base of Operations: New York City, also Asgard and Vanaheim.
History: Sif grew to adulthood as one of the Vanir of Vanaheim, one of the Nine Worlds of Norse mythology. The Vanir are a sister race to the Aesir; together, the two represent the race of Asgardian gods (see Asgardians). Sif's parentage is unknown.

Sif was widely held to be one of the most beautiful of the Vanir, second only to Freyja (see Freyja). Unlike other Vanir women, however, Sif also learned the arts of warfare, although she preferred not to use those skills when less violent methods could suffice. Her beauty was apparent when she was just reaching adulthood; so much so that Odin, the ruler of the Aesir who was visiting Vanaheim, seduced her (see Odin). This union resulted in the birth of Sif's son, Uller.

During the brief war between the Aesir and the Vanir, Sif was due to fight a duel on a given morning with Odin's son, Thor (see Thor). Knowing that facing Odin's violent red-haired son in battle would mean her death, Sif decided on a different tactic. When the day of the duel dawned, both Sif and Thor were no-shows, due to them having spent the entire night together in his bed. This incident prompted Odin and the Vanir's leader, Njord, to set aside their differences and end the war (see Njord). Sif married Thor not long afterwards, and has been faithful to him ever since. On their wedding night, she placed her sword in a storage bin in their palace, and she embraced her role as a fertility and agricultural goddess. (These events are not known to present-day mythographers, having been lost in the purges of Norse lore by the spread of Christianity. Later mythographers mistakenly placed Sif amongst the Aesir.)

At one point, one of the pranks pulled by Loki, the god of mischief, went too far, and Sif's pride and joy – her mane of golden blond hair – was shaved off and destroyed (see Loki). (Some mythographers have indicated that Loki must have either seduced her or impersonated Thor in order to get close enough to pull this off, based on passages from his flyte, or "insult poem", from right before his imprisonment, when he claimed that she was not always faithful to Thor.) Due to Thor's not-so-subtle manhandling of Loki in retaliation, Loki bargained with the dwarves of Nidavallir to produce a mane of hair spun from pure gold, which took root and grew the moment it touched her scalp.

After the worship of the Norse gods came to an end, Sif continued to help raise Thor's children – two of whom, Magni and Modi, were Thor's sons by a different goddess, although some say their mother was a giantess (see Magni, Modi). Thor, on the other hand, grew more sullen and violent as time went on. It was only after Thor hit Sif in a drunken fit of anger that she left him, taking their daughter Thrud and his sons with her; Sif made sure that Thor saw she was taking her sword with her (see Thrud). Sif returned to Vanaheim, but not without regrets. While there she set aside her role as a fertility goddess, embracing her skill as a warrior.

Sif has recently appeared on Earth, living in an apartment off Central Park West in Manhattan with her daughter and stepsons, and going by the alias "Violet Nordstrom". She has been keeping close watch on Thor's activities, now that he is trapped in the body of a mortal, and has even come to his aid on a number of occasions. Recent discussions with Loki have led her to the conclusion that to release the god she loves, the mortal aspect he is trapped in must die. To this end, she has manipulated various foes of Thor's into combat with his mortal identity. Sif is not aware that Loki is manipulating her into killing her husband, as Thor's mortal and immortal sides cannot presently exist without each other.
Height: 6".
Weight: 650 lbs.
Eyes: Blue.
Hair: Golden blond.
Uniform: When entering or expecting combat, Sif wears a suit of mail with a custom-fitted breastplate. These appear to be made of Asgardian steel, which is three times as heavy and durable as normal steel. She often wears a green cloak attached to the breastplate's collar.
Strength Level: Sif possesses superhuman strength greater than that of a standard Asgardian goddess. She is able to lift (press) 35 tons (the average Asgardian goddess can only lift (press) 25 tons).
Known Superhuman Powers: Sif possesses the standard superhuman traits of an Asgardian goddess (see Asgardians). As an agricultural goddess, Sif possesses various powers over plants, causing them to grow quickly and to move as she directs. Since taking up the sword again, she rarely uses these powers, preferring to hold them in reserve unless necessary.
Other Abilities: Sif is an accomplished swordswoman and unarmed combatant.
Weapons: Sif wields an enchanted uru broadsword named Gatecleaver, which is capable of slicing through almost any material known to man or god, with the possible exception of adamantium. This sword weighs nine pounds (normal broadswords are three pounds), and has been enchanted to permit its wielder to pass between Asgard, Midgard (Earth), and Vanaheim with ease. She also wields a round shield made of the same material; the shield has not to date shown any magical traits.

(Stat block to follow next post, due to size constraints.)
__________________
"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 12-03-2010, 08:45 AM   #455
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

SIF

(continued from previous post)

1,800 points
Attributes:
ST 29/217 [0*]; DX 14 [80]; IQ 11 [20]; HT 14 [20†].
Secondary Characteristics: Dmg 3d/5d+2; BL 168 lbs; HP 30 [2]; Will 14 [15]; Per 14 [15]; FP 14 [0]; Basic Speed 7 [0]; Basic Move 7 [0]; Dodge 11.
Languages: English (Native) [6]; Old Norse (Native) (Native Language) [0].
Cultural Familiarities: Asgardian (Native) [0]; Western [1].
Advantages: Affliction 4 (Accessibility: Plants Only, -25%; Advantage: Growth 4, +40%; Area Effect, 8 yd radius, +150%; Malediction: Speed/Range Table, +150%; Magical, -10%) [162]; Alternate Identity ("Violet Nordstrom"; Illegal) [15]; Appearance (Transcendent) [20]; Asgardian God [575]; Binding (Vine Entanglement) 40 (Area Effect, 2 yard radius, +50%; Constricting, +75%; Environmental, -40%; Malediction: Speed/Range Table, +150%; One-Shot, -10%; Magical, -10%) [252]; Combat Reflexes [15]; Enhanced Block 3 [15]; Enhanced Parry (Broadsword) 3 [15]; Extra Attack 1 (Multi-Strike, +20%; Single Skill: Broadsword, -20%) [25]; Fashion Sense [5]; Natural Swordsman 2 [20]; High Pain Threshold [10]; No Low TL 5 [25]; Plant Control Talent 2 [10]; Regeneration (Regular: 3HP/hr) [25]; Signature Gear (Gatecleaver) [33]; Status 6 [20‡]; Super ST +12/+200 [480]; Telekinesis 40 (Environmental: Animate Plants, -40%; Magical, -10%) [100]; Unaging (Temporary Disadvantage: Maintenance (Apples of Idunn, Once Monthly, -2%) [15]; Very Fit [15]; Wealth (Multimillionaire 1) [75]; Weapon Master (Broadsword-and-Shield) [25].
Perks: Classic Features (Nordic) [1]; Fearsome Stare [1]; Focused Fury [1]; High-Heeled Heroine [1]; Named Possession (Gatecleaver) [1]; Off-Hand Weapon Training (Broadsword) [1]; Sexy Pose [1]; Shoves and Tackles (Shield) [1]; Style Familiarity (Sword-and-Shield Fighting) [1]; Weapon Bond (Gatecleaver) [1].
Disadvantages: Bloodlust (12) [-10]; Code of Honor (Norse) [-5]; Dependent (Daughter: Thrud/Trudi; No more than 50%; Loved One) (9) [-10]; Dependents (Step-Sons: Magni and Modi; No more than 50%; Loved One) (9) [-10]; Enemy (Amora the Enchantress; Equal in Power; Rival) [-5]; Impulsiveness (12) [-10]; Jealousy [-10]; No Extended Lifespan 5 [-10]; No Super ST +11/150 [-440]; Pacifism (Cannot Harm Innocents) [-10]; Stubbornness [-5]; Vow (Release Thor From His Mortal Identity) [-10].
Quirks: Congenial [-1]; Dislikes Using Her Plant Powers [-1]; Expression ("Od's Blood!") [-1]; Overly Protective Mother [-1]; Proud [-1].
Skills: Breaking Blow (H) IQ+3 [16] – 14; Broadsword (A) DX+11 [36] – 25ง; Carousing (E) HT+2 [4] – 16; Climbing (A) DX+0 [2] – 14; Connoisseur (Music) (A) IQ+1 [4] – 12; Dancing (A) DX+0 [2] – 14; Diplomacy (H) IQ+1 [8] – 12; First Aid/TL3 (Asgardian) (E) IQ+1 [2] – 12; Forced Entry (E) DX+2 [4] – 16; Immovable Stance (H) DX+0 [4] – 14; Intimidation (A) Will+0 [2] – 14; Judo (H) DX+2 [12] – 16; Karate (H) DX+2 [12] – 16; Naturalist (Asgard) (H) IQ+1 [8] – 12; Plant Control (H) IQ+3 [8] – 14#; Power Blow (H) Will+0 [4] – 14; Riding (Equines) (A) DX+0 [2] – 14; Running (A) HT+0 [2] – 14; Savoir-Faire (High Society) (E) IQ+1 [2] – 12; Sex Appeal (Asgardian) (A) HT+8 [2] – 22ฅ; Shield (E) DX+11 [40] – 25; Spear (A) DX+2 [8] – 16; Strategy (Land) (H) IQ+1 [8] – 12; Survival (Mountain) (A) Per-1 [1] – 13; Swimming (E) HT+0 [1] – 14; Tactics (H) IQ+1 [8] – 12; Thrown Weapon (Spear) (E) DX+2 [4] – 16; Wrestling (A) DX+2 [8] – 16.
Techniques: Cavalry Training (Broadsword) (H) def+2 [3] – 25; Combat Riding (Riding (Equines)) (H) def+4 [5] – 18; Targeted Attack (Broadsword Swing/Neck) (H) def+1 [2] – 21; Targeted Attack (Broadsword Thrust/Vitals) (H) def+1 [2] – 22.
Starting Spending Money: $4,000,000 (20% of Starting Wealth).

* Includes +7 from Asgardian God, and +12/+217 from Super ST.
† Includes +2 from Asgardian God.
‡ Includes +2 from Wealth
ง Includes +2 from Natural Swordsman
# Includes +2 from Plant Control Talent.
ฅ Includes +8 from Appearance.

Gatecleaver
Gatecleaver is a thrusting broadsword made of uru. Uru, as a metal, looks and feels like iron, but is unbreakable and easily enchanted. As a metal from the Asgardian realms, uru is three times as dense as iron or steel. Furthermore, weapons made of uru can be used with full SuperST damage.

TL: 3
Swing Damage: 5d+17 (24d+53) cut.
Thrust Damage: 3d+12 (22d+50) imp.
Reach: 1
Parry: +2
Cost: $333,595
Weight: 9 lbs.
ST: 18.

Notes:
Gatecleaver is enchanted with Accuracy +2, Defending Weapon +2, Puissance +2, and the ability to cast three different Plane Shift spells: one to Midgard (Earth), one to Asgard, and the third to her native Vanaheim. To cast the Plane Shift spells, motions are made which appear to be "cleaving" a gate in mid-air.
Gatecleaver possesses a 5-point dedicated Powerstone in its hilt (which provides 10 energy due to being "dedicated"), to assist in casting Plane Shift.
__________________
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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

Last edited by Phantasm; 10-29-2014 at 08:19 AM. Reason: added Gatecleaver; added the Powerstone to Gatecleaver
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Old 12-07-2010, 07:25 AM   #456
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

HARPY

Real Name: Dr. Elizabeth "Betty" Ross.
Occupation: Research scientist.
Legal Status: Citizen of the United States with no criminal record.
Identity: Secret.
Other Aliases: None.
Place of Birth: An unidentified town in California.
Marital Status: Single.
Known Relatives: General Thaddeus "Thunderbolt" Ross (father); mother (name unrevealed; deceased).
Group Affiliation: Pawn of the Leader.
Base of Operations: Phoenix, Arizona.
History: Betty Ross is the daughter of U.S. Army General Thaddeus "Thunderbolt" Ross (see Ross, General Thaddeus). An Army "brat", Betty was taught to shoot and fight at a young age. Reportedly, her mother died while Betty was very young; so young that Betty doesn't remember her.

Betty's father wanted her to enroll at West Point, following an Army career of her own, but Betty instead opted to enroll at Berkeley, where she eventually earned her Ph.D. in human physiology, supplemented by Masters degrees in related fields. This action seems to have alienated her father, and the two grew apart over the years.

She met Dr. Bruce Banner when both began work at a scientific research firm in the Phoenix, Arizona, area (see Hulk). Betty was immediately attracted to the reclusive Banner for reasons she could not explain to anyone, even herself.

Betty was among the scientists at the firm to examine Banner after he first became the Hulk, and was partially responsible for the experimental treatment which increased the Hulk's intelligence. She and Banner grew closer as a result, even going so far as to start dating. Betty later encountered her father when the Abomination tore through a nearby military base, which her father commanded, followed shortly by the Hulk (see Abomination). The news of his daughter's relationship with the Hulk's alter ego bothered General Ross greatly, and he has since become obsessed with destroying the Hulk, even going so far as to try and order Betty to leave town. Betty, of course, ignored this order.

Recently, Betty was kidnapped and experimented on by the Hulk's nemesis, the self-proclaimed Leader (see Leader). These experiments warped Betty's mind and body, turning her into the insane Harpy. According to the Leader, the process of creating the Harpy included surgery, genetic modification, and gamma irradiation, The process of becoming the Harpy turned Betty's love for Banner and her father into hate Breaking free of the Leader's underground base, the Harpy flew off and confronted her father, nearly killing him, only to be confronted herself by the Hulk. The Harpy fought the Hulk to a standstill, revealing to him that she was Betty Ross in the process. Following this revelation, the Harpy flew off, as the Hulk reverted to Banner as General Ross approached. The Harpy's current activities are unknown.
Height: (as Betty) 5' 6"; (as Harpy) 5' 9".
Weight: (as Betty) 110 lbs; (as Harpy) 150 lbs.
Eyes: (as Betty) Blue; (as Harpy) Red.
Hair: (as Betty) Brown; (as Harpy) Green.
Skin: (as Betty) Caucasian; (as Harpy) Green.
Other Distinguishing Features: As the Harpy, Betty has green feathers covering her torso and legs, large feathered wings, and bird-like talons for feet.
Uniform: None
Strength Level: Betty Ross possessed the normal human strength of a woman her, age, height who engaged in moderate exercise. The Harpy possesses superhuman strength enabling her to lift (press) 80 tons under optimum conditions.
Known Superhuman Powers: Betty Ross did not possess superhuman powers. The Harpy, in addition to her superhuman strength, possesses large, feathered wing which enable her to fly at speeds of around 90 mph, sharp talons on her hands and feet enabling her to cut through steel, a high degree of resistance to injury, and the ability to fire energy blasts from her hands powerful enough to damage the Hulk. Unlike the Hulk, the Harpy retains her normal intelligence in her mutated form, although she is driven by irrational hatred, not rage like the Hulk.
Other Abilities: Betty Ross is a talented scientist specializing in human cellular microbiology. The Harpy presumably retains this skill as well.

Betty Ross
80 points
Attributes:
ST 10 [0]; DX 10 [0]; IQ 12 [40]; HT 10 [0].
Secondary Characteristics: Dmg 1d-2/1d; BL 20 lbs; HP 10 [0]; Will 12 [0]; Per 12 [0]; FP 10 [0]; Basic Speed 5 [0]; Basic Move 5 [0]; Dodge 8.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western [0].
Advantages: Appearance (Attractive) [4]; Claim to Hospitality (Father) [1]; Fit [5]; Physical Scientist 2 [20]; Sensitive [5]; Wealth (Comfortable) [10].
Perks: Hyper-Specialization (Human Cellular Microbiology) [1]; Rule of 15 [1].
Disadvantages: Bad Sight (Nearsighted) (Mitigator: Glasses/Contacts, -60%) [-10]; Charitable (12) [-15]; Code of Honor (Professional) [-5]; Pacifism (Cannot Kill) [-15]; Sense of Duty (Family & Friends) [-5]; Workaholic [-5].
Quirks: Agnostic [-1]; Broad-Minded [-1]; Loves Bruce Banner [-1].
Skills: Biology/TL8 (Earthlike) (VH) IQ+2 [8] – 14*; Brawling (E) DX+0 [1] – 10; Chemistry/TL8 (H) IQ+2 [4] – 14*; Computer Operation/TL8 (E) IQ+2 [4] – 14; Detect Lies (H) Per+0 [2] – 12†; Diagnosis/TL8 (Human) IQ+0 [4] – 12; Electronics Operation/TL8 (Scientific) (A) IQ+0 [2] – 12; First Aid/TL8 (Human) (E) IQ+0 [1] – 12; Guns/TL8 (Pistol) (E) DX+2 [4] – 12; Guns/TL8 (Rifle) (E) DX+2 [4] – 12; Hazardous Materials/TL8 (Biological) (A) IQ+0 [2] – 12; Hazardous Materials/TL8 (Chemical) (A) IQ+0 [2] – 12; Mathematics/TL8 (Applied) (H) IQ+0 [1] – 12*; Mathematics/TL8 (Pure) (H) IQ+0 [1] – 12*; Pharmacy/TL8 (Synthetic) (H) IQ+0 [4] – 12; Physiology/TL8 (Human) (H) IQ+2 [4] – 14*; Savoir-Faire (Military) (E) IQ+0 [1] – 12; Wrestling (A) DX+0 [2] – 10.
Starting Spending Money: $8,000 (20% of Starting Wealth).

* Includes +2 from Physical Scientist.
† Includes +1 from Sensitive.

Harpy
1,635 points
Attributes:
ST 30/317 [70*]; DX 13 [60]; IQ 12 [40]; HT 13 [30].
Secondary Characteristics: Dmg 3d/5d+2 (32d/34d); BL 180 lbs (20,098 lbs/10 tons); HP 30 [0]; Will 12 [0]; Per 12 [0]; FP 13 [0]; Basic Speed 6.5 [0]; Basic Move 6 [0]; Basic Air Move 15 [4]; Dodge 10.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western [0].
Advantages: Appearance (Attractive) [4]; Claws (Talons) [8]; Combat Reflexes [15]; Crushing Attack 3dื5 (Armor Divisor (5) , +159%; Increased 1/2D Range (ื5), +10%; Super, -10%) [375]; Damage Resistance 50 (No Signature, +20%; Tough Skin, -40%; Passive Biological, -5%) [188]; Enhanced Move (Air) 1.5 (Air Move 45/90 mph) [30]; Flight (Winged, -25%) [30]; Indomitable [15]; Injury Tolerance (Damage Reduction /100) (Passive Biological, -5%) [285]; Physical Scientist 2 [20]; Super ST +13/+300 (Super, -10%) [507]; Very Fit [15].
Perks: Feathers [1]; Hyper-Specialization (Human Cellular Microbiology) [1]; Rule of 15 [1].
Disadvantages: Berserk (Battle Rage, +50%) (6) [-30]; Flashbacks (Mild) [-5]; Impulsiveness (9) [-15]; Jealousy [-10]; Secret Identity (Imprisonment) [-20]; Semi-Upright [-5]; Social Stigma (Freak) [-10]; Unusual Features (Green Pigmentation) [-2]; Unusual Biochemistry [-5]; Wealth (Dead Broke) [-25].
Quirks: Agnostic [-1]; Broad-Minded [-1]; Irrational Hatred [-1].
Skills: Aerobatics (H) DX-1 [2] – 12; Biology/TL8 (Earthlike) (VH) IQ+2 [8] – 14†; Brawling (E) DX+2 [4] – 15; Chemistry/TL8 (H) IQ+2 [4] – 14†; Computer Operation/TL8 (E) IQ+2 [4] – 14; Detect Lies (H) Per+0 [2] – 11; Diagnosis/TL8 (Human) IQ+0 [4] – 12; Electronics Operation/TL8 (Scientific) (A) IQ+0 [2] – 12; First Aid/TL8 (Human) (E) IQ+0 [1] – 12; Flight (A) HT+! [4] – 14; Guns/TL8 (Pistol) (E) DX+2 [4] – 15; Guns/TL8 (Rifle) (E) DX+2 [4] – 15; Hazardous Materials/TL8 (Biological) (A) IQ+0 [2] – 12; Hazardous Materials/TL8 (Chemical) (A) IQ+0 [2] – 12; Innate Attack (Beam) (E) DX+2 [4] – 15; Mathematics/TL8 (Applied) (H) IQ+0 [1] – 12*; Mathematics/TL8 (Pure) (H) IQ+0 [1] – 12*; Pharmacy/TL8 (Synthetic) (H) IQ+0 [4] – 12; Physiology/TL8 (Human) (H) IQ+2 [4] – 14*; Savoir-Faire (Military) (E) IQ+0 [1] – 12; Wrestling (A) DX+1 [4] – 14.
Starting Spending Money: $0

* Includes +13/+300 from Super ST.
† Includes +2 from Physical Scientist.

Designer's Notes:
1. I have not yet decided whether Betty, in Year Two, will be able to revert to her human form, and if she does whether she'll retain her Harpy powers. As such, I have listed the two as distinct characters, without giving Betty or Harpy an Alternate Form trait.
2. In the Master Reboot Document (linked below), I have Harpy listed as "Uncertain Status". Is she a hero, villain, anti-hero, supporting cast, or something else?
__________________
"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; 01-02-2017 at 02:35 PM. Reason: added No Signature to DR
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Old 12-08-2010, 01:14 PM   #457
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Today's entry needs no introduction. ;)

LOKI

Real Name: Loki Laufeyjarson.
Occupation: God of mischief and cunning.
Identity: Loki uses no dual identity, but the general populace of Earth believes him to be a mythological figure.
Legal Status: Citizen of Asgard with a criminal record.
Other Aliases: God of Lies, God of Evil, Prince of Deception.
Place of Birth: Jotunheim.
Marital Status: Married (thrice; separated from his first two wives).
Known Relatives: Farbauti (father, deceased), Laufey (mother), Byleist, Helblindi (brothers, deceased), Glut (first wife, separated), Angrboda (second wife, separated), Sigyn (third wife), Fenrir, Jormungandr, Slepnir, Vali (sons), Narvi (son, deceased), Einmyria, Eisa, Hel (daughters), Sam (alleged offspring, possibly adopted, gender unknown), Odin (foster father), Frigga (foster mother), Thor, Tyr, Heimdall, Balder, Hod, Hermod, Bragi, Uller, Vidar (foster brothers), Freya (foster sister).
Group Affiliation: Gods of Asgard.
Base of Operations: Asgard.
First Historical Appearance: VENUS #6 (August 1949).
History: The son of storm giants of Jotunheim, Loki was born at a diminutive height, closer to the Asgardian gods in stature than that of a giant's (see Asgardians). He was found as an infant by a warrior party led by Odin, and was adopted by him (see Odin). Loki's natural father and brothers had been killed by that same warrior party, a fact he later discovered when he first visited Jotunheim. (Loki's surname is derived from his mother's name, as is common among the giants of Jotunheim.)

Loki grew up among the gods, and learned the arts of magic from anyone who would teach him. He proved to be one of the most intelligent and cunning gods in Asgard, and often aided the gods when they needed him. He also had a penchant for mischief; as a child and well into his teens, Loki grew bored easily, and used his magic to pull pranks on his adopted siblings, particularly on Thor (see Thor).

Loki fathered three infamous children with his second ex-wife, the giantess Angrboda, only one of which was humanoid in form. The first and most humanoid was his daughter, Hel, who became the ruler of Nifflheim, the Norse land of the dead. The second was the giant serpent Jormangandr, better known as the Midgard Serpent, whose great bulk encircles Earth in ethereal form. The third was the giant wolf Fenrir (also known as Fenris). Loki is also the mother of Odin's eight-legged horse Slepnir, having once changed himself into a filly to seduce a giant's horse to aid the Asgardians and save his foster sister Freya from an unwanted marriage (see Freya; Fenrir; Hel; Midgard Serpent; Slepnir). Loki's current wife, Sigyn, has given him two sons: Vali and Narvi; however, at some unspecified point in the past Vali was transformed into a wolf and killed Narvi (see Sigyn).

For a time, several hundred years by all accounts, Loki was chained to a sleeping serpent whose wounds dripped acid as punishment for a truly malicious prank he'd pulled on Odin. (According to mythological account, Loki had arrived at a party held by the sea god, Aegir, uninvited, and proceeded to creatively insult every god and goddess present, intending to create strife amongst them; the plan backfired, and the strife he caused was directed solely at him. Also according to myth, however, this was done after the deaths of Balder and Hod, which have not yet come to pass. See Aegir, Hod.) According to myth, he was chained to the serpent by the entrails of his late son, Narvi, which were transformed into iron; more likely, the chains were made of uru by the dwarves of Nidavallir and enchanted to prevent Loki from using his own magic or shapeshifting abilities. Sigyn stayed by his side the entire time, catching the acid in a ceramic bowl; thanks to her efforts, Loki was only in pain when she had to pause to empty the bowl.

Once he was released, Loki was made to swear an oath to not pull any more malicious pranks. Since then, he has been testing the boundaries of the oath he made, looking for loopholes to exploit. The other gods still do not trust him, as it has been foretold that Loki would be aiding the forces of evil during Ragnarok, the prophesied "end of the gods".

Recently, Loki has been spotted on Earth, alternately aiding and creating trouble for Thor. In some of these instances, Loki has been accompanied by a shapeshifting young child, Sam, whose gender is constantly called into question and who calls Loki "father" (see Sam Lokispawn). Whether Sam is truly Loki's child, a child adopted by him, or simply a construct is unknown. However, Loki has shown the child genuine kindness and affection, even going so far as to protect the child from danger, so it is unlikely that the child is merely a construct. (If Sam is a magical construct, it would be as part of a prank so elaborate that the details and motivation behind it can only be guessed at.)
Height: 6' 2".
Weight: 570 lbs.
Eyes: Blue
Hair: Grey-brown
Uniform: Green bodysuit with yellow trim, black loincloth with yellow trim, yellow boots, black cowl, yellow cape, gold bracelets, gold helmet.
Strength Level: Loki possesses superhuman strength, able to lift (press) around 35 tons.
Known Superhuman Powers: Loki possesses the standard attributes of the Asgardian race. He possesses superhuman strength, a high degree of imperviousness to injury, and is immune to all terrestrial diseases. Like all Asgardians, he is extremely long-lived, although not immortal. Ages ago, Loki cast a series of spells on himself which enable him to survive a beheading, living long enough to reattach his head to the rest of his body. These spells also enable him to reattach any body part that becomes severed.

Loki possesses several traits not possessed by the standard Asgardian. First and foremost, Loki is able to change his shape with ease, almost instinctively. He can use this ability to take on the appearance and even gender of any being, although in most cases he does not gain their special abilities. On at least one occasion, he transformed himself into a female horse, which he was obliged to stay in while pregnant with Slepnir.

Loki is also one of the most skilled sorcerers in the Asgardian Nine Worlds, although he is not the most powerful (Odin and Frigg are said to be more powerful). His skills are such that he is able to reshape matter, read and control minds, shape energy shields, fire energy bolts, levitate objects, fly at great speeds, and even augment the abilities of other beings. (This is not a complete listing of his potential abilities, just a small sample of what he has accomplished in the past.)
Other Abilities: Loki is a master manipulator and con artist.

(to be continued 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 12-08-2010, 01:17 PM   #458
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

LOKI
(continued from last post)

Storm: Loki is my friend. He would not lie.
Wolverine: Storm, he's the god of lies. That's all he does!
– Uncanny X-Men Annual #9


1,930 points
Attributes:
ST 34/220 [30*]; DX 12 [40]; IQ 14 [80]; HT 12 [20].
Secondary Characteristics: Dmg 3d+2/6d (23d/25d); BL 231 lbs (5 tons); HP 34/220 [0]; Will 16 [10]; Per 14 [0]; FP 12 [0]; Basic Speed 6 [0]; Basic Move 6 [0]; Dodge 9.
Languages: Old Norse (Native) [0].
Cultural Familiarities: Asgardian (Native) [0]; Western [1].
Advantages: Ally (Sam Lokispawn, alleged offspring; 50% starting points) (9) [2]; Appearance (Handsome) [8†]; Asgardian God [575]; Body Control Talent 4 [20]; Charisma 4 [20]; Dimensional Gate/3 [30]; Elastic Skin (Link: Morph, +10%; Magical, -10%) [20]; Energy/3 [60]; Hard to Kill 4 [8]; Hard to Subdue 4 [8]; Hermaphromorph (Link: Morph, +10%; Magical, -10%) [5]; Indomitable [15]; Injury Tolerance (Independent Body Parts) (Reattachment Only, -50%; Magical, -10%) [14]; Magery 4 [45]; Matter/4 [80]; Mind/4 [80]; Morph (Extra Morphing Capacity: 90 points; Link: with Elastic Skin and Hermaphromorph, Can be used separate from them, +20%; Reduced Time 3, +60%; Magical, -10%) [260]; No Low TL 5 [25]; Omnilingual [40]; Rapid Healing [5]; Smooth Operator 4 [60]; Social Chameleon [5]; Space/2 [40]; Status 6 [25ง]; Super ST +12/+200 [40‡]; Unaging (Temporary Disadvantage: Maintenance: 1 person Monthly (Apples of Idunn), -5%) [15]; Unkillable 1 (Magical, -10%) [45]; Versatile [5]; Voice [10]; Wealth (Filthy Rich) [50].
Perks: Disarming Smile [1]; Haughty Sneer [1]; Supersuit [1].
Disadvantages: Code of Honor (Gentleman's) [-10]; Compulsive Lying (12) [-15]; Dependent (Sam Lokispawn, alleged offspring; No more than 50%; Loved One) (12) [-20]; Jealousy [-10]; No Extended Lifespan [-10]; Origins Magnet [-15]; Reputation (Scoundrel) -2 (Everyone; Almost All the Time) [-10]; Selfish (9) [-7]; Social Stigma (Criminal Record) [-5]; Trickster (9) [-22]; Vow ("I will not harm or pull any malicious pranks on anyone who is a member of or associated with the House of Odin") (Major Vow; Involuntary) [-15].
Quirks: Always Looks For Loopholes [-1]; Broad-Minded [-1]; Chauvinistic [-1]; Treats Everything Like A Game [-1].
Skills: Alchemy/TL3 (VH) IQ+0 [8] – 14; Body Language (Human/Asgardian) (A) Per+1 [4] – 15; Bow (A) DX+0 [2] – 12; Broadsword (A) DX-1 [1] – 11; Carousing (E) HT+6 [4] – 18#; Connoisseur (Visual Arts) (A) IQ+0 [2] – 14; Current Affairs/TL8 (High Culture) (E) IQ+0 [1] – 14; Current Affairs/TL8 (Pop Culture) (E) IQ+0 [1] – 14; Dancing (A) DX+0 [2] – 12; Detect Lies (H) Per+4 [3] – 18#ฅ; Dimensional Gate (VH) IQ+1 [1] – 15∫; Energy (VH) IQ+11 [36] – 25∫; Escape (H) DX+0 [4] – 12; Fast-Talk (A) IQ+11 [20] – 25#ค; Gambling (A) IQ+2 [8] – 16; Games (Card Games) (E) IQ+2 [4] – 16; Games (Chess) (E) IQ+2 [4] – 16; Innate Attack (Beam) (E) DX+3 [8] – 15; Intimidation (A) Will+9 [20] – 25#; Lockpicking/TL3 (A) IQ-1 [1] – 13; Matter (VH) IQ+11 [36] – 25∫; Mimicry (Animal Sounds) (H) IQ+1 [2] – 15ค; Mimicry (Speech) (H) IQ+1 [2] – 15ค; Mind (VH) IQ+6 [16] – 20∫; Observation (A) Per+0 [2] – 14; Poetry (A) IQ+0 [2] – 14; Politics (A) IQ+6 [2] – 20#ค; Propaganda/TL3 (A) IQ+1 [4] – 15; Psychology (Human/Asgardian) (H) IQ+2 [12] – 16; Public Speaking (A) IQ+10 [2] – 24#คน; Riding (Equines) (A) DX-1 [1] – 11; Savoir-Faire (High Society) (E) IQ+6 [4] – 20#; Sex Appeal (Human/Asgardian) (A) HT+10 [2] – 22#คฒ; Shapeshifting (H) IQ+2 [1] – 16ณ; Shield (E) DX+1 [1] – 13@; Shield (Force) (E) DX+2 [4] – 14; Sleight of Hand (H) DX+2 [12] – 14; Space (VH) IQ+1 [1] – 15∫; Stealth (A) DX+2 [8] – 14; Streetwise (A) IQ+4 [2] – 18#; Teamster (Equines) (A) IQ-1 [1] – 13; Thaumatology (VH) IQ+6 [16] – 20∫; Ventriloquism (H) IQ+0 [4] – 14.
Techniques: Impersonate (Mimicry (Speech)) (A) def+3 [3] – 15.
Starting Spending Money: $400,000.

* Includes +12/+200 from Super ST.
† Upgraded from Appearance (Attractive), part of Asgardian God.
‡ Upgraded from Super ST +11/+150, part of Asgardian God.
ง Includes +1 from Wealth (Filthy Rich).
# Includes +4 from Smooth Operator.
ฅ Defaulted from Psychology (Human/Asgardian).
∫ Includes +4 from Magery.
ค Includes +2 from Voice.
น Includes +4 from Charisma.
ฒ Includes +4 from Appearance.
ณ Includes +4 from Body Control Talent.
@ Defaulted from Shield (Force).


Sorry about the mess of notations; I started running out of notations working on him.
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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 12-09-2010, 07:53 PM   #459
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

NAMORA

Real Name: Aquaria Nautica Neptunia, legally changed to Namora in Atlantis.
Occupation: Ambassador, former adventurer.
Legal Status: Citizen of Atlantis with no criminal record.
Identity: Publicly known.
Other Aliases: The Avenging Daughter.
Place of Birth: Atlantis.
Marital Status: Single.
Known Relatives: Thomas McKenzie (biological father, presumed deceased), mother (name unrevealed, deceased), adopted father (name unrevealed, deceased), Namor (first cousin), Leonard McKenzie (uncle, deceased), Fen (aunt).
Group Affiliation: Atlantean Royal Family, ambassador to the United Nations, former partner of Namor, former member of Atlas and the Monster Hunters.
Base of Operations: New York City and Atlantis.
First Historical Appearance: MARVEL MYSTERY COMICS #82 (May 1947).
History: During the first part of the 20th Century, tales of a hidden undersea civilization flourished after the crew of an American icebreaker, the Oracle, returned without their captain, Leonard McKenzie. An examination of the ship's records by McKenzie's brother, Thomas, showed that Leonard has been married to a mysterious woman named Fen merely days before his death (see Fen). Curious as to Fen's identity, especially as the surviving crew indicated that she had survived Leonard's death but had left the ship soon afterwards, Thomas McKenzie hired the Oracle's navigator to take him to where they had first met Fen.

At some point, Thomas met an Atlantean girl who had come to the surface to explore, using a serum that had been developed to allow Atlanteans to breathe air for a short time. This girl had been inspired by Fen's own tale among her people following the birth of Fen's pink-skinned son, Namor (see Namor). This girl and Thomas had a brief affair, but never got married due to them realizing their relationship would never work out.

Returning to her own people, this girl soon married one of her own kind. Seven months after the marriage, she died in childbirth, revealing everything to her husband. Aquaria Nautica Neptunia was born with blue skin, like all Atlanteans; no one ever suspected her parentage.

As she grew into a teenager, Aquaria discovered that she was stronger than most Atlanteans. Her father soon told her that she was a human-Atlantean half-breed like Prince Namor, although he led her to believe that her mother was a surface woman. To reinforce this, he began calling her "Namora" (or which translates roughly into "Avenging Daughter"). Her father introduced her to the Atlantean Royal Family, and she became a constant companion of Namor in their teen years after proving that she could hold her own in a fight against him.

After World War II ended, the Atlantean town she lived in with her father was attacked by a Nazi U-boat that had fled rather than be captured after Germany surrendered. Namor investigated, and found that Namora was the only survivor. To his surprise (although not to hers), they discovered that her skin tone had changed to Caucasian during their wartime separation. Following the revelation that she, like him, was a human-Atlantean hydrid, Namora became Namor's partner. She was clearly infatuated with her cousin (all Atlanteans are apparently distant cousins, and tend to introduce each other as such; both were unaware of just how closely they were related), and tried several times to turn their adventuring partnership into something more, but Namor was apparently not interested.

After Namor was recalled to Atlantis in 1957 to be crowned king, Namora continued to adventure on the surface, becoming first a member of the team of superhuman agents known as Atlas, assembled at the request of President Eisenhower by FBI agent Jimmy Woo in 1958, and then the Monster Hunters in the 1960s.

When Atlantis was accepted into the United Nations, Namora was named Atlantis's ambassador to the surface world. She currently divides her time between her duties at the U.N. and Atlantis.

Recently, Namora was shot by a high-powered sniper rifle that fired an adamantium bullet. As the only other known human-Atlantean hybrid, Namor was asked to by typed for a blood transfusion. The doctor who performed the testing confirmed that Namor and Namora were first cousins. The doctor then revealed that he was the grandson of the Oracle's navigator, who had met both of their mothers. Despite discovering how closely they were related, Namora still found time to flirt with Namor, indicating that perhaps – because all Atlanteans consider themselves "cousins" anyways – romantic relationships between first cousins isn't taboo in Atlantis.
Height: 5' 11".
Weight: 189 lbs.
Eyes: Blue.
Hair: Blonde.
Uniform: Black V-neck whale-skin leather leotard with red trim and a stylized "N" in a yellow circle on the abdomen, silver-plated seashell tiara, titanium wristbands.
Strength Level: Namora possesses superhuman strength several times greater than that of a normal Atlantean. While the normal Atlantean can lift (press) around 800 lbs in the air, over four times that of the average surface human, Namora can lift (press) roughly 80 tons in air.
Known Superhuman Powers: In addition to her prodigious strength, Namora possesses the many of the physical attributes of H. sapiens mermanus (Atlanteans). She is able to move in water with ease and endure the pressure of the ocean floor. As a hybrid of H. sapiens sapiens (modern humans) and H. sapiens mermanus, she is able to breathe with ease in both water and air. She is able to swim faster than most Atlanteans; she was recently clocked at a swimming speed of about 110 knots (or about 127 mph).

Namora is reputed to be bulletproof. In truth, Namor is able to withstand conventional firearms fire from most small-caliber pistols and common assault rifles; anything larger will cause her serious injury. Her reputation for being bulletproof originated after World War II, when the most commonly-encountered weapons were not as powerful.
Limitations: Namora's strength will wane if she does not totally immerse himself in water for six to eight hours at least once a week; a normal swimming pool or large tub will suffice. Furthermore, she is weakened by exposure to intense heat and/or fire; total immersion in water for a few hours will restore her strength.
Other Abilities: Namora is an accomplished hand to hand combatant. By necessity, she has become adept at politics, although being a woman of action she despises the "petty squabbling" of surface politics.

1,540 points
Attributes: ST 33/320 [0*]; DX 14 [80]; IQ 11 [20]; HT 14 [20†].
Secondary Characteristics: Dmg 3d+2/6d (33d/35d); BL 218 lbs (10 tons); HP 33/320 [0]; Will 13 [10]; Per 13 [10]; FP 14 [0]; Basic Speed 7 [0]; Basic Move 7 [0]; Basic Water Move 7 [0]; Dodge 11.
Languages: Atlantean (Native) (Native Language) [0]; English (Native) [6].
Cultural Familiarities: Atlantis (Native) [0]; Western [1].
Advantages: Appearance (Beautiful) [12]; Atlantean Half-Breed [174]; Combat Reflexes [15]; Damage Resistance 30 (Tough Skin, -40%) [90]; Enhanced Move (Ground) 2 (Ground Move 28/56 mph) [40]; Enhanced Move (Water) 3 (Water Move 64/128 mph/111 knots) [30‡]; High Pain Threshold [10]; Injury Tolerance (Damage Reduction (/100)) (Passive Biological, -5%) [285]; Legal Immunity (Diplomatic Immunity) [20]; No Low TL +7 [35]; Status 6 [25ง]; Super ST +13/+300 (Mutant, -10%) [507]; Very Fit [15]; Wealth (Very Wealthy) [30].
Perks: Photgenic [1]; Power Grappling [1]; Sexy Pose [1].
Disadvantages: Bad Temper (12) [-10]; Dependency (Immersion in Water; Weekly) [-10]; Impulsiveness [-10]; Overconfidence (12) [-5]; Pacifism (Cannot Harm Innocents) [-10]; Social Stigma (Minority Group) [-10]; Stubbornness [-5]; Vulnerability to Fire (Fatigue Only, -50%; Wounding Modifier x3) [-15].
Quirks: Broad-Minded [-1]; Expression ("Great Neptune!") [-1]; Incorrigible Flirt [-1]; Infatuated with Namor [-1]; Proud [-1].
Skills: Animal Handling (Giant Sea Horses) (A) IQ+1 [4] – 12; Aquabatics (H) DX+2 [12] – 16; Body Language (Human) (A) Per-1 [1] – 12; Brawling (E) DX+4 [12] – 18; Current Affairs/TL8 (Headline News) (E) IQ+1 [2] – 12; Detect Lies (H) Per+1 [8] – 14; Diplomacy (H) IQ+1 [8] – 12; Escape (H) DX+2 [12] – 16; Fast-Draw (Knife) (E) DX+1 [1] – 15#; Fishing (E) Per+0 [1] – 13; Forced Entry (E) DX+0 [1] – 14; Gesture (E) IQ+3 [8] – 14; Holdout (A) IQ+1 [4] – 12; Intimidation (A) Will+1 [4] – 14; Judo (H) DX+2 [12] – 16; Knife (E) DX+0 [1] – 14; Lip Reading (A) Per+1 [4] – 14; Naturalist (Earth) (H) IQ+1 [8] – 12; Navitation/TL1 (Sea) (A) IQ+3 [12] – 14; Politics (A) IQ+1 [4] – 12; Public Speaking (A) IQ+1 [4] – 12; Riding (Giant Sea Horses) (A) DX+0 [2] – 14; Search (A) Per+1 [4] – 14; Sex Appeal (Atlantean) (A) HT+3 [1] – 17ฅ; Spear (A) DX-1 [1] – 13; Stealth (A) DX+0 [2] – 14; Survival (Open Ocean) (A) Per-1 [1] – 12; Swimming (E) HT+2 [4] – 16; Tactics (H) IQ+1 [8] – 12; Tracking (A) Per+1 [4] – 14; Wrestling (A) DX+2 [8] – 16.
Techniques: Breakfall (Judo) (A) def+1 [1] – 17; Choke Hold (Wrestling) (H) def+3 [4] – 16; Elbow Strike (Brawling) (A) def+2 [2] – 18; Hand-Clap Parry (Judo) (H) def+5 [6] – 12; Kicking (Brawling) (H) def+2 [3] – 18.
Starting Spending Money: $80,000 (20% of Starting Wealth).

* Includes +10 from Atlantean Half-Breed and +13/+300 from Super ST.
† Includes +2 from Atlantean Half-Breed.
‡ Includes +1.5 from Atlantean Half-Breed.
ง Includes +1 from Wealth.
# Includes +1 from Combat Reflexes.
ฅ Includes +4 from Appearance.
__________________
"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; 10-29-2014 at 07:50 AM.
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Old 12-09-2010, 07:54 PM   #460
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031 View Post
NAMORA
Okay, anyone who goes digging through the archives or follows the link in my .sig will notice both similarities and differences between Namor and Namora. One major difference is that Namora appears to be stronger than Namor! This is just because I haven't updated Namor in ages, and when I do I'll be updating him with Super ST greater than Namora by at least one level.
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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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