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Old 10-14-2008, 10:02 AM   #261
naloth
 
Join Date: Sep 2004
Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by TheBrain
I never understood the logic behind the whole mutant menace thing, well ok I do understand it as a rather hamfisted attempt at social commentary on bigotry, but its never struck me as making any sense. On the one hand nobody has a problem with say the Fantastic Four or the Avengers working out in the open, but mention mutant and all of a sudden this lynch mob mentality takes over.
There are a few differences. The FF are public figures. The Avengers are under the illusion of being controlled by an authority figure. Both are very well respected groups.

OTOH, the X-Men are a secretive, powerful group that's practicing racial separation. The actively collect kids, enroll them in mutant boot camp, and turn out a mutant soldier that exerts their power in a vigilante fashion. The public probably doesn't know the difference between the X-Men's agenda and Magento's agenda.

In addition, they have a highly political agenda that's included destroying the sentinel program and violently opposing mutant registration. Regardless of how unjust you feel the government program is being destroying factories, records, and other government property isn't going to go over well.

For the extremists the X-Men offer a nice juicy target. They are outlaws in the eyes of the public and they draw attention to themselves. The school itself is a pretty poorly guarded secret so what Magneto and his crew may be hard to find, the X-Men and their more helpless members in training aren't.

It's handled in a ham-fisted way but fear and distrust of metahumans isn't unlikely.
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Old 10-14-2008, 10:06 AM   #262
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by vitruvian
Looks like his DR will only work against bullets with a steel jacket, not those that are all lead at point of impact. Admittedly, this probably covers most police duty issue and a wide variety of military weapons (although lots of rifles and machine guns can plow through DR 30 anyway), but Magneto could be desperately vulnerable to 'normal' assailants that understand the nature of his powers.
Magneto was a tough one, and I have to admit I'm not fully satisfied with him. I didn't want to do the "living virtual embodiment of the electromagnetic force" as he's been portrayed when not an X-Man himself; I wanted him "believable" as a manipulator of metals and magnetic fields... sort of akin to how he was shown in the first and perhaps second X-Men movies (I'm not touching the disappointment that was X3, though, where his power level seems to go up a hundredfold for hackneyed plot reasons).
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The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
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Old 10-14-2008, 10:27 AM   #263
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031
Magneto was a tough one, and I have to admit I'm not fully satisfied with him. I didn't want to do the "living virtual embodiment of the electromagnetic force" as he's been portrayed when not an X-Man himself; I wanted him "believable" as a manipulator of metals and magnetic fields... sort of akin to how he was shown in the first and perhaps second X-Men movies (I'm not touching the disappointment that was X3, though, where his power level seems to go up a hundredfold for hackneyed plot reasons).
Hmmm... for the tricks in the second movie, such as ripping open the massive vault doors of an underground military facility with ease, or even ripping apart the MTA train or lifting cop cars in the first one, I think he needs a touch more TK and/or Control Metal. TK 30 won't even let him lift *one* sedan of the type used for cop cars, given that it's BL 180 and max '2-handed' lift of 1440 lbs....
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Old 10-14-2008, 03:36 PM   #264
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Regarding Magneto...

How about Telekinisis with Metals only limitation? Extra Range x10 or higher.

Detect: Metal. Common 20 pts.
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Old 10-14-2008, 05:43 PM   #265
vitruvian
 
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Hannes665
Regarding Magneto...

How about Telekinisis with Metals only limitation? Extra Range x10 or higher.

Detect: Metal. Common 20 pts.
The TK in the build already has the Magnetic limitation; it just needs to be higher.

Detect Metal might make sense, though.
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Old 10-15-2008, 12:03 PM   #266
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Another couple Spidey villains:

DOCTOR OCTOPUS

Real Name: Dr. Otto Octavius.
Occupation: Former physicist, now professional criminal.
Legal Status: Citizen of the United States with a criminal record.
Identity: Publicly known.
Other Aliases: "Doc Ock" (a common nickname used by the press).
Place of Birth: Unrevealed.
Marital Status: Widower.
Known Relatives: Wife (name unrevealed, deceased).
Group Affiliation: None.
Base of Operations: New York City.
History: Dr. Otto Octavius was a noted nuclear physicist working for Osborn Industries' Research and Development Division, pursuing a method of creating and containing a nuclear fusion reaction using magnetic and acoustic fields. His coworkers developed a harness possessing four artificial limbs of non-ferrous materials to manipulate machinery from a safe distance, which Octavius used on a regular basis in his experiments.

During a trial demonstration in a warehouse owned by Osborn Industries, Octavius's experimental fusion reaction, while a technical success, ran out of control. While the runaway reaction was eventually halted by the fledgling crimefighter Spider-Man, who in his civilian identity as Peter Parker was there observing for the Daily Bugle, the accident had two profound and traumatic results for Octavius himself (see Spider-Man). First, he found that the harness had fused itself to his spinal column. Second, and more tragic for Octavius, was the death of his wife, who was among the observers. These events unhinged his mind, and he escaped from the hospital before the doctors could surgically remove the harness.

Dubbed "Doctor Octopus" by the Daily Bugle, Octavius turned his efforts to a life of crime. At first he sought to obtain wealth by stealing from banks and armored cars, seeking to fund further experiments. He quickly grew more ambitious as he fought off first the police SWAT teams, then several of the city's superhuman champions. His most recent scheme involved making a play for control over one of of New York's independent gangs. While he has faced many adversaries, his most persistent nemesis is Spider-Man.

Recently, Doctor Octopus was captured by the police with Spider-Man's help. His lawyers managed to convince the court to not remove the harness, arguing that its removal had a very real chance of leaving Octavius paralyzed from the neck down. At present, he is serving a lengthy prison term at Ryker's Island, with the arms presently electronically inhibited from stretching to their full length to prevent his escape.
Height: 5' 8"
Weight: 245 lbs.
Eyes: Brown.
Hair: Brown.
Strength Level: Doctor Octopus possesses the normal human strength of a man his age, height, and build who engages in no regular exercise. His metallic arms possess superhuman strength enabling him to lift (press) 2 tons when properly braced.
Known Superhuman Powers: Doctor Octopus possesses four highly-flexible telescoping artificial limbs which have been fused to his spinal column, enabling him to control them as if they were his natural limbs. These limbs possess superhuman strength. Due to their composition from non-ferrous materials, they are able to ignore most magnetic fields. However, they still have electronic components which are susceptible to neutralization.

Doctor Octopus's metallic limbs have a minimum length of 6 feet each, and can telescope out to roughly 21 feet. Each ends in a three-prong claw; in the center of each is a small camera which can feed its image directly into Octavius's brain.

Doctor Octopus can move at great speed using all four arms as legs; he has been clocked at moving up to 50 mph (about 80 kph) when moving in such a fashion. The claws are able to dig into stone, brick, and light metals, enabling him to climb many buildings with ease.
Other Abilities: Dr. Octavius is one of the world's leading authorities on nuclear physics.

"Guy named Otto Octavius winds up with eight limbs. What are the odds?" -- J. Jonah Jameson.

660 points
Attributes:
ST 10/50 [0*]; DX 9 [-20]; IQ 14 [80]; HT 10 [0].
Secondary Characteristics: Dmg 1d-2/1d (5d+2/8d-1 with arms); BL 20 lbs (500 lbs with arms); HP 12 [4]; Will 14 [0]; Per 12 [-10]; FP 10 [0]; Basic Speed 5.00 [5]; Basic Move 6 [5]; Dodge 8.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western (Native) [0].
Advantages: Claws (Sharp Claws) [5]; Clinging (Temporary Disadvantage: Electrical, -20%) [16]; Constriction Arrack (Temporary Disadvantage: Electrical, -20%) [12]; Damage Resistance 30 (Extra Arms Only, -20%) [80]; Enhanced Move (Ground) 2 (Temporary Disadvantage: Electrical, -20%) [32]; Enhanced ST +40 (Temporary Disadvantage: Electrical, -20%) [256]; Enhanced Tracking 2 (Temporary Disadvantage: Electrical, -20%) [8]; Extra Arms 4 (Extra-Flexible, +50%; Long +1, +100%; Temporary Disadvantage: Electrical, -20%) [92]; Extra Attack 2 [50]; High Manual Dexterity 3 [15]; Mathematical Ability 2 [20]; Reputation (Noted Authority on Nuclear Physics) 2 (Frequency: 10 or less; Small Class of People) [1]; Stretching 2 (Extra Arms Only, -20%; Temporary Disadvantage: Electrical, -20%) [8].
Perks: Periscope [1].
Disadvantages: Appearance (Unattractive) [4]; Bad Sight (Nearsighted) (Mitigator: Glasses, -60%) [-10]; Greed (9) [-22]; Overweight [-1]; Selfish (12) [-5]; Social Stigma (Criminal Record) [-5]; Social Stigma (Freak) [-10].
Quirks: Bowlegged [-1]; Cannot Float [-1].
Skills: Brawling (E) DX+4 [12] – 13; Connoisseur (Wine) (A) IQ-1 [1] – 13; Electronics Operation/TL8 (Scientific) (A) IQ-1 [1] – 13; Engineer/TL8 (Fusion Reactor) (H) IQ+0 [1] – 14†; Mathematics/TL8 (Applied) (H) IQ+1 [1] – 15†‡; Physics/TL8 (VH) IQ+6 [24] – 20†; Throwing (A) DX+3 [12] – 12; Wrestling (A) DX+3 [12] – 12.
Starting Spending Money: $4,000 (20% of Starting Wealth).

* Includes +40 from Enhanced ST.
† Includes +2 from Mathematical Ability.
‡ Defaulted from Physics.
__________________
"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; 12-31-2016 at 01:32 PM. Reason: replaced Lifting/Striking ST w/ Enhanced ST
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Old 10-15-2008, 12:06 PM   #267
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

ELECTRO

Real Name: Maxwell Dillon.
Occupation: Professional criminal, former electrician.
Legal Status: Citizen of the United States with a criminal record.
Identity: Known to the authorities.
Other Aliases: None.
Place of Birth: Unrevealed.
Marital Status: Married.
Known Relatives: Marilyn (wife).
Group Affiliation: None.
Base of Operations: New York City.
History: Maxwell Dillon was an electrician at a major construction site when, during a thunderstorm that his foreman refused to halt work for, he was struck by lightning while near several large spools of industrial-grade electrical wire. The combination of the lightning, the electromagnetic fields generated by the wire spools, and an unknown factor in Dillon's body enabled him not only to survive the lightning strike, but to gain powers from it. (Presumably, Dillon carried a recessive mutant gene; although not a true mutant like the X-Men, he had a genetic code which permitted the body-wide changes for his powers. See X-Men.)

Dillon decided to use his new abilities for personal gain. Creating a colorful outfit to hide his identity and taking the name Electro after his powers, his first criminal act was to extort money from the construction company he worked for. The company had not reported Dillon's accident, as the foreman had broken the law by ordering him to work in a clearly unsafe situation. Electro hoped to blackmail the company out of several thousand dollars. To show he was serious, he killed the foreman using his new powers. He was thwarted in his blackmail attempt by the costumed crimefighter Spider-Man (see Spider-Man).

Since then, he has fought several superhuman opponents, but his most persistent foe has been Spider-Man. He is currently at Ryker's awaiting trial.
Height: 5' 11".
Weight: 175 lbs.
Eyes: Blue.
Hair: Reddish-brown.
Strength Level: Electro possesses the normal human strength of a man his age, height, and build who engages in regular exercise.
Known Superhuman Powers: Electro possesses a number of powers which are electrical in nature. Due to the accident which gave him his powers, Electro's body generates and stores electricity far in excess of what a normal human body is able to. The normal human body generates a minuscule amount of electricity which travel through the nervous system; Electro's own bioelectricity is much more potent. His enhanced bioelectricity gives him the ability to sense other electromagnetic fields around him.

Electro's primary offensive power is the ability to shoot lightning from his hands at a maximum effective range of 100 feet (~30 m). He can adjust the power of the lightning at will; his weakest bolts are simply electrical shocks that can stun a person, while his strongest ones are able to kill a person in a single bolt. He is also able to create a body-wide electrical field that can shock anyone who tries to touch him. His lightning is still subject to the laws of physics; it follows the path of least resistance, and can be drawn to conductive metals against his will. It also dissipates quickly. Being electrical in nature, his attacks can short out electronic components.

By creating a path of electricity through the air, Electro is able fly. His top speed is still relatively slow, a mere 20 mph.

Electro is able to absorb electricity from outside sources, such as live power lines. He must make contact with the source in order to draw from it.

509 points
Attributes:
ST 11 [10]; DX 12 [40]; IQ 11 [20]; HT 12 [20].
Secondary Characteristics: Dmg 1d-1/1d+1; BL 24 lbs; HP 14 [6]; Will 11 [0]; Per 12 [5]; FP 12 [0]; Basic Speed 6.00 [0]; Basic Move 6 [0]; Basic Air Move 10 [-4]; Dodge 9.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western (Native) [0].
Advantages: Affliction (Stun Bolt) 6 (HT-5; Costs 6 ER (Variable), -15%; Damage Modifier: Surge, +20%; Inaccurate -3, -15%; Increased 1/2D Range x5, +10%; Reduced Range x1/2, -10%; Variable, +5%; Elemental: Electricity, -10%; Super, -10%; Alternative Attack, x1/5) [9]; Burning Attack (Lightning Bolt) 6d (Costs 6 ER (Variable), -15%; Damage Modifier: Surge, +20%; Inaccurate -3, -15%; Increased 1/2D Range x5, +10%; Reduced Range x1/2, -10%; Variable, +5%; Elemental: Electricity, -10%; Super, -10%; Alternative Attack, x1/5) [5]; Burning Attack 6d (Lightning Field) (Aura, +80%; Costs 6 ER (Variable), -15%; Damage Modifier: Surge, +20%; Melee Attack: Destructive Parry, +10%; Melee Attack, Reach C, -30%; Variable, +5%; Elemental: Electricity, -10%; Super, -10%) [45]; Damage Resistance 30 (Absorption: Energy Reserve, +80%; Limited Defense: Electricity (Common), -40%; Elemental: Electricity, -10%; Super, -10%) [180]; Detect Electromagnetic Fields (Elemental: Electricity, -10%; Super, -10%) [16]; Energy Reserve (Electricity) 50 [150]; Fit [5]; Flight (Elemental: Electricity, -10%; Super, -10%) [32].
Perks: Generator [1].
Disadvantages: Code of Honor (Professional) [-5]; Greed (9) [-22]; Overconfidence (9) [-7]; Social Stigma (Criminal Record) [-5].
Quirks: Alcohol Intolerance [-1]; Dual Identity [-1]; Horrible Hangovers [-1];
Skills: Boxing (A) DX+2 [8] – 14; Electrician/TL8 (A) IQ+1 [4] – 12; Innate Attack (Beam) (E) DX+2 [4] – 14; Innate Attack (Projectile) (E) DX+2 [3] – 14*; Mathematics/TL 8 (Applied) (H) IQ-1 [2] – 10.
Starting Spending Money: $4,000 (20% of Starting Wealth).

* Defaulted from Innate Attack (Beam).
__________________
"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; 10-27-2014 at 08:18 AM.
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Old 10-15-2008, 03:02 PM   #268
naloth
 
Join Date: Sep 2004
Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031
A
Advantages: Claws (Sharp Claws) [5]; Clinging (Electronic, -30%) [14]; Constriction Arrack (Electronic, -30%) [11]; Enhanced Move (Ground) 2 (Electronic, -30%) [28]; Enhanced Tracking 2 (Electronic, -30%) [7]; Extra Arms 4 (Extra-Flexible, +50%; Long +1, +100%; Electronic, -30%) [88]; Extra Attack 2 [50]; High Manual Dexterity 3 [15]; Lifting ST +40 (Electronic, -30%) [84]; Mathematical Ability 2 [20]; Reputation (Noted Authority on Nuclear Physics) 2 (Frequency: 10 or less; Small Class of People) [1]; Stretching 2 (Extra Arms Only, -20%; Electronic, -30%) [6]; Striking ST +40 (Electronic, -30%) [140].
Electronic has a built-in 1 hour per week per advantage requirement. They wouldn't need to have an inhibitor simply putting him on ice for a week would take away all his electronic advantages. I would probably go with a less severe modifier.

The extra arms are rather fragile as well. They only get a fraction of his HP and no apparent DR. Seems like a good excuse to use either force extensions (essentially unbreakable arms) or to buy DR (only limbs). You also might consider the limb striker advantage. It makes them better at parrying and increases damage.
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Old 10-15-2008, 03:11 PM   #269
naloth
 
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031
Advantages: Affliction (Electrical Aura) 6 (HT-5; Aura, +80%; Costs 6 ER (Variable) , -15%; Incapacitation: Seizure, +100%; Melee Attack: Destructive Parry, +10%; Melee Attack: Reach C, -30%; Stunning, +10%; Variable, +5%; Elemental: Electricity, -10%; Super, -10%) [144];
Isn't stunning on top of seizure a bit useless? I wouldn't require variable with Costs Fatigue (since that makes it variable already), and IIRC requiring ER instead of Fatigue is worth an addition -5%.

Quote:
Affliction (Electrical Stun Bolt) 6 (HT-5; Costs 6 ER (Variable), -15%; Damage Modifier: Surge, +20%; Inaccurate -3, -15%; Incapacitation: Seizure, +100%; Increased 1/2D Range x5, +10%; Reduced Range x1/2, -10%; Stunning, +10%; Variable, +5%; Elemental: Electricity, -10%; Super, -10%; Alternative Attack, x1/5) [23];
Surge is a bit useless on Afflictions as Powers defines it since you have to do HT/3 damage.

Quote:
Burning Attack (Lightning Bolt) 6d (Costs 6 ER (Variable), -15%; Damage Modifier: Surge, +20%; Inaccurate -3, -15%; Increased 1/2D Range x5, +10%; Reduced Range x1/2, -10%; Variable, +5%; Elemental: Electricity, -10%; Super, -10%; Alternative Attack, x1/5) [5];
I would add a side effect of either Stunning or Seizure and remove the Electrical Stun Bolts.
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Old 10-15-2008, 11:36 PM   #270
Not another shrubbery
 
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031
A few more late entries:

Abomination
Quirks:
; Third Person [-1].
It looks like you took pains to make noticeable distinctions between Blonsky's and the Hulk's write-ups. Did you try playtesting a fight between the two of them? It'd be interesting to see how that would come out. About that Quirk... Is it supposed to be the same as the OPH-level trait of Hulk's? {Talks in third person}
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