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Old 05-07-2015, 11:51 PM   #1081
Keiko
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031 View Post
I personally don't find it squicky, for the very reason you state - they aren't blood-related. I know some folks, however, that find relations between third step-cousins by marriage to be squicky. I was trying to keep things relatively decent, playing on the unspoken tension between them than actually having them act on it.
Yeah, incest is a very touchy subject. I mean not a few people are squicked out by the idea of siblings/parents in law having sexual or romantic relationships. A similar situation to the above True Blood tv show and was quickly dodged even in a trash tv horror series about blood sucking vampires.

I've found its hard to go wrong overestimating how prudish your audience will be with anything regarding sex.

Last edited by Keiko; 05-08-2015 at 12:21 AM.
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Old 05-08-2015, 01:52 PM   #1082
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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Originally Posted by Flyndaran View Post
I don't understand where the squick would come from. They aren't related according to Western cultural standards.
Are they considered so in your particular subculture?

Comic book characters are usually a heck of lot more literally incestuous.
I can understand an all American "uncle" from the 40's seeing it as icky though.
I think the last part is key. I can imagine Steve Rogers would have issues dating a woman he first met when she was a child and whom he thought of as an honorary niece.
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Old 05-10-2015, 08:36 PM   #1083
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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Originally Posted by Infornific View Post
I'm wondering if you're making this more complicated than it needs to be. It might be simpler to call it a Deceptive Attack and if the target fails to dodge but would have dodged without the penalty, rule as a special effect that the 'rang came back. The effect in game terms is simply that his throws are hard to dodge - maybe just stick with that.
Some further thoughts - GURPS Martial Arts has a "Return Strike" technique for use with flexible weapons that allows you to hit your opponent from behind while facing him. The same mechanism could be used for a "Return Throw."
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Old 05-10-2015, 08:53 PM   #1084
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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Originally Posted by Infornific View Post
Some further thoughts - GURPS Martial Arts has a "Return Strike" technique for use with flexible weapons that allows you to hit your opponent from behind while facing him. The same mechanism could be used for a "Return Throw."
This seems better than what I had; I'll take a closer look and work something out. Cost means nothing, but this is basically cheaper.
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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 05-17-2015, 05:00 AM   #1085
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

CROSSBONES

Real Name: Brock Rumlow.
Occupation: Terrorist, professional criminal.
Identity: Known to the authorities.
Legal Status: Citizen of the United States with a criminal record.
Other Aliases: None.
Place of Birth: Unrevealed.
Marital Status: Single.
Known Relatives: None.
Group Affiliation: Employee of an unrevealed benefactor; partner of Sin; formerly ULTIMATUM and student of the Taskmaster.
Base of Operations: Mobile.
History: Brock Rumlow was a career criminal who claims to have at one point enrolled in one of the Taskmaster's criminal training academies (see Taskmaster). It is unknown who he has worked for in the past. He first appeared as a member of the organization known as ULTIMATUM, working with the terrorist anti-nationalism revolutionary Flag-Smasher in an attack on the United Nations (see Flag-Smasher; ULTIMATUM). This attack was thwarted by the efforts of Captain America and Spider-Man, who captured him and his ULTIMATUM cronies, turning them over to the authorities (see Captain America; Spider-Man). Flag-Smasher escaped, and apparently some time later Rumlow was either released or escaped from prison.

Some months later, now calling himself Crossbones and working alongside Sin – who claims to be Sinthia Schmidt, the daughter of Captain America's greatest World War II foe, the Red Skull – attacked a world meeting of national superheroes in Geneva, Switzerland, which Captain America was attending (see Sin). Crossbones fought and crippled the Italian hero Omerta before he and Sin were taken out by Captain America, the Russian Red Guardian, and the British Union Jack working together (see Red Guardian; Union Jack). He was again taken into custody.

How he escaped custody is unknown, but he has again appeared working alongside Sin and the criminal psychologist Dr. Faustus, who once tried to manipulate Captain America into committing suicide, in the Malay archipelago island nation of Madripoor (see Doctor Faustus). While at present Sin and Crossbones appear to simply be obtaining wealth by attacking banks and major businesses in Singapore, Hong Kong, and other major cities in the South China Sea, it has been revealed they are working on a greater scheme for an unknown employer. Sin and Crossbones recently fought Captain America and his trainee, Bucky, in Hong Kong, but escaped (see Bucky).
Height: 6' 4".
Weight: 210 lbs.
Eyes: Brown.
Hair: Black.
Uniform: Black full-face mask with a white skull motif, black tactical vest, black t-shirt under the tac-vest with a pair of white crossbones on the chest, black gun-belt with crossbones on the buckle.
Strength Level: Crossbones possesses the normal human strength of a man his age, height, and build who engages in intensive regular exercise.
Known Superhuman Powers: None.
Other Abilities: Rumlow is a skilled if unorthodox hand to hand combatant, and proficient with most conventional firearms.
Weapons and Paraphernalia: Crossbones wears a tactical vest made of an advanced ballistic fabric with trauma plates inserted into both the front and back. In addition, he is known to carry a wide variety of pistols, submachine guns, and grenades in various holsters and pouches strapped to his legs, belt, and tac-vest.

500 points
Attributes:
ST 13 [30]; DX 13 [60]; IQ 11 [20]; HT 14 [40].
Secondary Characteristics: Dmg 1d+1/2d+2; BL 34 lbs.; HP 15 [4]; Will 13 [10]; Per 12 [5]; FP 14 [0]; Basic Speed 7.00 [5]; Basic Move 7 [0]; Dodge 11.
Languages: English (Native) (Native Language) [0]; German (Broken) [2]; Spanish (Accented Spoken/Illiterate) [2].
Cultural Familiarities: Latin American [1]; Western [0].
Advantages: Ambidexterity [5]; Combat Reflexes [15]; Danger Sense [15]; Extra Attack 1 (Multi-Strike, +20%) [30]; Gunslinger (Gun Rack: One-Handed Guns Only, -40%) [15]; Hard to Kill 3 [6]; Hard to Subdue 3 [6]; High Pain Threshold [10]; Indomitable [15]; Resistant to Disease (+8) [5]; Resistant to Poisons/Toxins (+3) [5]; Striking ST +3 [15]; Tough Guy 4 [20]; Trained By A Master [30]; Very Fit [15]; Very Rapid Healing [15].
Perks: Akimbo (Guns (Pistol)) [1]; Cross-Trained (Guns (Pistol)) [1]; Cross-Trained (Guns (SMG)) [1]; Quick-Reload (Detachable Magazine) [1]; Special Exercises (Striking ST) +3 [3]; Walking Armory [1].
Disadvantages: Bloodlust (6) [-20]; Bully (12) [-10]; Overconfidence (12) [-5]; Sadism (9) [-22]; Sense of Duty (Sin) [-2]; Social Stigma (Criminal Record) [-5]; Stubbornness [-5].
Quirks: Attentive [-1]; Bloody Mess [-1]; Dual Identity [-1]; Proud [-1].
Skills: Breaking Blow (Guns) (H) IQ+1 [8] – 12; Carousing (E) HT+0 [1] – 14; Climbing (A) DX-1 [1] – 12; Driving/TL8 (Automobile) (A) DX+1 [4] – 14; Driving/TL8 (Motorcycle) (A) DX+1 [4] – 14; Escape (H) DX+0 [4] – 13; Explosives/TL8 (Demolition) (A) IQ+2 [8] – 13; Fast-Draw/TL8 (Ammo) (E) DX+1 [1] – 14*; Fast-Draw (Knife) (E) DX+1 [1] – 14*; Fast-Draw (Submachine Gun) (E) DX+1 [1] – 14*; Forced Entry (E) DX+4 [1] – 17†; Guns/TL8 (Grenade Launcher) (E) DX+1 [1] – 14‡; Guns/TL8 (Pistol) (E) DX+5 [8] – 18‡; Guns/TL8 (Rifle) (E) DX+3 [1] – 16‡; Guns/TL8 (Shotgun) (E) DX+3 [1] – 16‡; Guns/TL8 (Submachine Gun) (E) DX+5 [16] – 18; Hiking (A) HT-1 [1] – 13; Holdout (A) IQ+1 [4] – 12; Interrogation (A) IQ+3 [12] – 14; Intimidation (A) Will+3 [1] – 16†; Jumping (E) DX+0 [1] – 13; Karate (H) DX+5 [24] – 18; Knife (E) DX+3 [8] – 16; Mind Block (A) Will+0 [2] – 13; Observation (A) Per+1 [4] – 13; Pressure Points (Human) (H) IQ+1 [8] – 12; Running (A) HT+0 [2] – 14; Savoir-Faire (Mafia) (E) IQ+1 [2] – 12; Stealth (A) DX-1 [1] – 12; Streetwise (A) IQ+5 [4] – 16†; Throwing (A) DX-1 [1] – 12; Thrown Weapon (Knife) (E) DX+1 [2] – 14; Wrestling (A) DX+3 [12] – 16.
Techniques: Combat Driving (Automobile) (H) def+4 [5] – 18; Combat Driving (Motorcycle) (H) def+4 [5] – 18; Dual-Weapon Attack (Guns (Submachine Gun)) (H) def+3 [4] – 17;
Starting Spending Money: $1,350 (20% of Starting Wealth, minus the cost of weapons and armor)
Weapons and Armor: Two Ingram MAC-10s, Beretta 9mm Pistol, Reflex Tac-Vest.

* Includes +1 from Combat Reflexes.
† Includes +4 from Tough Guy.
‡ Defaulted from Guns (Submachine Gun).

Role-Playing Notes:
Rumlow is a career criminal with a vicious sadistic streak that has only grown with time. He's deeply in love with Sin, and would slowly torture anyone who harms her before killing his victim just so both he and Sin could enjoy the victim's screams and pleas for a mercy that will never come.

Design Notes:
1. It probably goes without saying that Crossbones is working for the Red Skull, although this won't be revealed until early in Year Two.



I'm not listing his equipment's stats, and let's face it his armaments can change from issue to issue even in the same arc.
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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; 08-05-2015 at 11:36 AM.
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Old 05-24-2015, 06:23 AM   #1086
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

CRUCIBLE

Real Name: Byron Calley.
Occupation: Government agent, former professional criminal.
Identity: Known to the authorities.
Legal Status: Citizen of the United States with a criminal record.
Other Aliases: None.
Place of Birth: Unrevealed.
Marital Status: Single.
Known Relatives: None.
Group Affiliation: Freedom Force.
Base of Operations: Mobile.
History: Not much is known about Crucible prior to his first appearance, although it has been revealed that he has several prior convictions.

He, along with the rest of the team that would come to be known as Freedom Force, first came to public attention when they attempted to rob an armored car in Washington, DC, only to have their efforts thwarted by Captain America and his partner-in-training, Bucky, who were there to testify in front of the Senate Committee on Superhuman Affairs (see Bucky; Captain America; Freedom Force).

While sitting in a federal prison awaiting trial, Crucible and his teammates were given the option to become government agents under the direction of Department of Homeland Security agent Valerie Cooper as an alternative to SHIELD's Sentinel program, in exchange for having the charges for their armored car robbery dropped (see SHIELD; Sentinels). Accepting, Crucible and the others were given the name Freedom Force.

As a member of Freedom Force, Crucible has come into conflict with the Renegades and Captain America, the latter while both were investigating the Serpent Squad in a case of mistaken intentions (see Renegades; Serpent Squad).

Recently, however, Crucible was contacted by an unknown party to work against the United States government from within. It is unknown whether he has accepted, or who it was that contacted him.
Height: 5' 10"
Weight: 175 lbs.
Eyes: Brown.
Hair: White.
Uniform: Yellow and purple bodysuit with black trim, yellow gloves, yellow boots, black belt; formerly had a black domino mask (which didn't hide his identity).
Strength Level: Crucible possesses the normal human strength of a man his age, height, and build who engages in moderate regular exercise.
Known Superhuman Powers: Crucible is a mutant with the psionic power to create fires at any point in his line of sight, and to shoot fire from his hands. He is immune to the flames he creates, but not to other flames. Theoretically, he should one day be able to develop the full range of powers possessed by the Human Torch (see Human Torch).

221 points
Attributes:
ST 10 [0]; DX 11 [20]; IQ 11 [20]; HT 11 [10].
Secondary Characteristics: Dmg 1d-2/1d; BL 20 lbs.; HP 11 [2]; Will 11 [0]; Per 11 [0]; FP 11 [0]; Basic Speed 5.50 [0]; Basic Move 5 [0]; Dodge 9.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western [0].
Advantages: Burning Attack (Flame Jet) 5d (Increased Range (×2), +10%; Jet, +0%; Variable, +5%; Elemental: Heat/Fire, -10%; Mutant Psionic, -10%; Alternative Attack, ×1/5) [5]; Burning Attack (Wall of Fire) 5d (Area Effect: 4 yd radius, +100%; Increased Range: Line-of-Sight, +40%; Persistent, +40%; Variable, +5%; Wall: Permeable, +30%; Elemental: Fire/Heat, -10%; Mutant Psionic, -10%) [74]; Combat Reflexes [15]; Create Fire 3 (Increased Range: Line-of-Sight, +40%; Ranged, +40%; Elemental: Heat/Fire, -10%; Mutant Psionic, -10%; Alternative Attack, ×1/5) [10]; Damage Resistance 30 (Limited: Own Fire, -80%; Mutant, -10%) [30]; DHS Rank 4 [20]; Fit [5]; Heat/Fire Talent 3 [15]; Immunity to Heat Effects (Mutant Biology, -0%) [10]; Temperature Tolerance 1 [1].
Perks: Ignition [1]; Skintight Outfit [1].
Disadvantages: Duty (Department of Homeland Security) (12) [10]; Greed (12) [-15]; Impulsiveness (12) [-10]; Overconfidence (12) [-5]; Pacifism (Reluctant Killer) [-5]; Pyromania (12) [-5]; Sense of Duty (Mutantkind) [-15]; Social Stigma (Criminal Record) [-5].
Quirks: Broad-Minded [-1]; Congenial [-1]; Distractible [-1]; Dual Identity [-1]; The World Owes Me A Living [-1].
Skills: Boxing (A) DX+1 [4] – 12; Climbing (A) DX+0 [2] – 11; Forced Entry (E) DX+1 [2] – 12; Guns/TL8 (Pistol) (E) DX+0 [1] – 11; Innate Attack (Beam) (E) DX+3 [8] – 14; Judo (H) DX+1 [8] – 14; Jumping (E) DX+1 [2] – 12; Leadership (A) IQ+1 [4] – 12; Observation (A) Per+1 [4] – 12; Pyrokinesis (H) IQ+3 [4] – 13*; Running (A) HT+0 [2] – 11; Savoir-Faire (Mafia) (E) IQ+1 [2] – 12; Savoir-Faire (Police) (E) IQ+1 [2] – 12; Stealth (A) DX+1 [4] – 12; Streetwise (A) IQ+1 [4] – 12; Swimming (E) HT+1 [2] – 12; Throwing (A) DX+0 [2] – 11.
Starting Spending Money: $4,000 (20% of Starting Wealth).

* Includes +3 from Heat/Fire Talent.

Role-Playing Notes:
Crucible is a team player and has grown into a good field leader. He wants to make things better for mutants, which is why he accepted Val Cooper's offer, but for the most part his greed has gotten the better of him.

Design Notes:
1. DHS Rank is derived from Social Engineering - Pulling Rank, based off using the Department of Homeland Security as a 20-point Patron with an assistance roll of 9 or less. It does not affect his Status.
2. I went with "Crucible" rather than "Burner" for his name because of the two names he's used in the comics I thought it was the better one. The Resistants had some really good names in their line-up (and a few generic ones... I'm looking at you, Quill).
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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 05-24-2015, 06:29 AM   #1087
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

DEATH-ADDER

Real Name: Roland Burroughs.
Occupation: Mercenary, professional criminal.
Identity: Known to the authorities.
Legal Status: Citizen of the United States with a criminal record.
Other Aliases: "Fin-head" (a nickname given to him by Bucky).
Place of Birth: Bronx, New York City.
Marital Status: Presumably single.
Known Relatives: None.
Group Affiliation: Serpent Squad.
Base of Operations: Mobile.
History: Very little is known about Death-Adder's past, though the criminal scientist Karl Malus is suspected of having a hand in the acquisition of his powers (see Malus, Dr. Karl). There is evidence to believe he was a criminal before he obtained his powers. He was approached by the criminal Viper and his brother, the Eel, to join their team of snake-themed mercenaries, which Viper dubbed the Serpent Squad (see Eel; Serpent Squad; Viper).

In the Serpent Squad's first outing, Death-Adder came into conflict with Captain America and his young partner, Bucky, while attempting to acquire information from Oscorp's Bronx plant's computers (see Bucky; Captain America; Green Goblin). Though defeated and most of the Squad taken into custody, Death-Adder (and the rest of the Squad) was released from prison on bail by an unknown benefactor.

Death-Adder has twice more fought Captain America as a member of the Serpent Squad, as well as teaming up with the criminal Tiger Shark to attack the Atlantean monarch Namor and his cousin Namora (see Atlanteans; Namor; Namora; Tiger Shark).
Height: 5' 6".
Weight: 150 lbs.
Eyes: Blue-green.
Hair: None.
Skin: Yellowish green.
Other Distinguishing Features: Death-Adder possesses pointed ears, a large fin running from his skull down tohis mid-back, and a four foot long spiked tail.
Uniform: Purple and blue bodysuit, purple gloves, blue boots, yellow and black belt.
Strength Level: Death-Adder possesses superhuman strength, enabling him to lift (press) roughly one ton.
Known Superhuman Powers: Death-Adder's whole physiology has been adapted for swimming. His larynx has been replaced by gills, enabling him to breathe underwater; these gills close up to allow air to pass through to his lungs while on land. His body is able to withstand the pressures along the continental shelves, though it is not known how he will handle the ocean floor; this also grants him better than average physical durability. His eyesight has been adapted to let him see in the green to low ultraviolet spectrum; he cannot see reds as anything other than shades of black. His tail, which assists him in steering while swimming, can be whipped around to act as a weapon in combat. This tail also helps propel him through the water; Death-Adder has been known to reach speeds up to 30 knots (34.5 mph).

In addition, his fingers have been adapted into claws which secrete a paralyzing poison. The spikes on his tail also secrete this same poison.
Limitations: Death-Adder is mute.

678 points
Attributes:
ST 21/35* [50]; DX 13 [60]; IQ 11 [20]; HT 13 [30].
Secondary Characteristics: Dmg 2d/4d-1 (4d-1/6d+1); BL 88 lbs. (245 lbs.); HP 21 [0]; Will 12 [5]; Per 12 [5]; FP 13 [0]; Basic Speed 6.50 [0]; Basic Move 6 [0]; Basic Water Move 6 [0]; Dodge 10.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western [0].
Advantages: Affliction (Localized Paralysis) 3 (HT-2; Follow-Up: Claws or Impaling Striker, +0%; Incapacitation: Paralysis, +150%) [75]; Amphibious [10]; Claws (Sharp Claws) (Hands Only, -0%) [5]; Combat Reflexes [15]; Damage Resistance 5 (Tough Skin, -40%) [15]; Doesn't Breathe (Gills, -50%) [10]; Enhanced Move (Water) 1.5 (Water Move 18/36 mph/31 knots) [30]; Extra Arms 1 (Tail; Extra-Flexible, +50%; Long +1, +100%) [25]; Fit [5]; Hard to Kill 2 [4]; Hard to Subdue 2 [4]; High Pain Threshold [10]; Natural Diver 4 [20]; Night Vision 6 [6]; Pressure Support 1 [5]; Striker (Crushing; Tail) (Long +1, +100%; Alternative Attack, ×1/5) [2]; Striker (Impaling; Tail) (Long +1, +100%) [16]; Super ST +6/+20 (Passive Biological, -5%) [237]; Temperature Tolerance 2 [2].
Perks: Rinse [1].
Disadvantages: Callous [-5]; Code of Honor (Pirate's) [-5]; Mute [-25]; Social Stigma (Criminal Record) [-5]; Social Stigma (Freak) [-10]; Vulnerability to Dehydration (Fatigue Only, -50%; Wounding Modifier ×3) [-15].
Quirks: Attentive [-1]; Distinctive Feature [-1]; Enamored With Diamondback [-1]; OUCH! [-1]; Teetotaler [-1].
Skills: Aquabatics (H) DX+5 [8] – 14†; Body Language (Human) (A) Per+0 [2] – 12; Brawling (E) DX+2 [4] – 15; Climbing (A) DX-1 [1] – 12; Computer Operation/TL8 (E) IQ+1 [2] – 12; Current Affairs/TL8 (Headline News) (E) IQ+1 [2] – 12; Electronics Operation/TL8 (Security) (A) IQ+1 [4] – 12; First Aid/TL8 (E) IQ+1 [2] – 12; Forced Entry (E) DX+0 [1] – 13; Gambling (A) IQ+1 [4] – 12; Gesture (E) IQ+3 [8] – 14; Guns/TL8 (Pistol) (E) DX+0 [1] – 13; Intimidation (A) Will+1 [4] – 13; Jumping (E) DX+0 [1] – 13; Lifting (A) HT-1 [1] – 12; Lip Reading (A) Per+1 [4] – 13; Navigation/TL8 (Sea) (A) IQ+1 [4] – 12; Running (A) HT-1 [1] – 12; Speed Reading (A) IQ+1 [4] – 12; Stealth (A) DX+0 [2] – 13; Streetwise (A) IQ+1 [4] – 12; Survival (Fresh-Water Lake) (A) Per+0 [2] – 12; Survival (Island/Beach) (A) Per+0 [2] – 12; Survival (Reef) (A) Per+0 [2] – 12; Swimming (E) HT+5 [2] – 15†; Throwing (A) DX-1 [1] – 12; Tracking (A) Per+1 [4] – 13; Wrestling (A) DX+1 [4] – 14.
Features: Altered Visual Spectrum (Yellow to Low Ultraviolet) [0].
Starting Spending Money: $4,000 (20% of Starting Wealth).

* Includes +6/+20 from Super ST.
† Includes +4 from Natural Diver.

Role-Playing Notes:
Death-Adder is a silent, deadly killer, presenting an imposing figure even at his height. He is loyal to the rest of the Squad, working with them easily.
__________________
"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; 06-29-2015 at 09:26 PM.
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Old 05-24-2015, 10:54 AM   #1088
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031 View Post
DEATH-ADDER


Advantages:
Extra Arms 1 (Extra-Flexible, +50%; Long +1, +100%) [25];
Striker (Crushing; Tail) (Long +1, +100%; Alternative Attack, ×1/5) [2]; Striker (Impaling; Tail) (Long +1, +100%) [16]; Super ST +6/+20 (Passive Biological, -5%) [237]; Temperature Tolerance 2 [2].


* Includes +6/+20 from Super ST.
† Includes +4 from Natural Diver.
Is his tail prehensile, or is that Extra Arm like... a tongue or something? Ill admit to not knowing the character well, and you dont label it like the strikers.

Also, this is one of those times when Super ST maybe isnt the way to go. If you want him to pay 1FP when he uses his 1ton lift, maybe just buy the 20 Lifting/Striking ST with Costs FP. Would be 50 points cheaper, thereabouts.
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Old 05-24-2015, 11:14 AM   #1089
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by chandley View Post
Is his tail prehensile, or is that Extra Arm like... a tongue or something? Ill admit to not knowing the character well, and you dont label it like the strikers.

Also, this is one of those times when Super ST maybe isnt the way to go. If you want him to pay 1FP when he uses his 1ton lift, maybe just buy the 20 Lifting/Striking ST with Costs FP. Would be 50 points cheaper, thereabouts.
Actually, yes, the tail is prehensile, at least for gripping purposes (not sure he can fence with it like Nightcrawler can). I should probably have an Alternative Ability marker on the Extra Arm; now that I think about it, he should probably have Temp Disad: No Fine Manipulators on that arm; he can grab but not type with it).

As for the Super ST, no, it's not cheaper, but it is the simpler method. Cost doesn't really matter that much in these builds, after all, so I go with Accurate and Simple ("Basic") before Cheap in the "ABC" schema. :)
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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 05-24-2015, 11:24 AM   #1090
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031 View Post
Actually, yes, the tail is prehensile, at least for gripping purposes (not sure he can fence with it like Nightcrawler can). I should probably have an Alternative Ability marker on the Extra Arm; now that I think about it, he should probably have Temp Disad: No Fine Manipulators on that arm; he can grab but not type with it).

As for the Super ST, no, it's not cheaper, but it is the simpler method. Cost doesn't really matter that much in these builds, after all, so I go with Accurate and Simple ("Basic") before Cheap in the "ABC" schema. :)
Sounds good.

A good judge on whether the tail gets an A/A would be: Can he grapple someone with it, and still sting them? Lots of rubbery tentacle like things can do precisely that. If so, Extra Arm AND Striker is perfectly valid. Might just throw (Tail) after the Extra Arm to make it clear.
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