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Old 01-20-2015, 12:22 AM   #1001
Flyndaran
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Xplatformjedi View Post
T...
"I did not call him "Black Panther" as that name is (in English, at any rate) a redundancy in its description; panthers are, by definition, great cats (mostly lions, leopards, and jaguars) with all-black coats of fur."

1. There are white panthers (cats) (not all Panthers are black)
2. In all publications he's referred to as "Black" Panther, not Panther. Seems odd to simply rename him. Black Widow is just Widow?
..
Panthera is a genus that includes most of the big cats. Only some of them can have the "deformity" of all black coats. There has never been a black lion, for example. And no confirmed cases of a black tiger.
Really, only jaguars and leopards and hybrids of them may be melanistic.
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Old 01-22-2015, 10:24 AM   #1002
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

EEL

Real Name: Leonard Stryke.
Occupation: Aquarium caretaker turned costumed mercenary.
Identity: Known to the authorities.
Legal Status: Citizen of the United States with a criminal record.
Other Aliases: None.
Place of Birth: Los Angeles, California.
Marital Status: Single.
Known Relatives: Jordan (alias Viper, brother).
Group Affiliation: Member of the Serpent Squad, occasional employee of Count Nefaria and Mister Fear.
Base of Operations: Mobile.
History: A caretaker at the New York City Aquarium, Leonard Stryke racked up a sizable gambling debt to several New Jersey and Indian reservation casinos. Unable to pay the debts on time and fearing for his life, Stryke commissioned the criminal inventor Tinkerer to come up with a uniform which duplicated the abilities of the electric eel (see Tinkerer). Using this suit, Stryke hired himself out to various organizations as the Eel. During his first recorded outing, he ran afoul of Captain America while stealing data on experimental nanotechnology for Count Luchino Nefaria, but managed to escape and complete the mission (see Captain America; Count Nefaria).

Following that mission, he and the criminal known as the Ox were coerced by Mister Fear into battling Daredevil on Fear's behalf (see Daredevil; Mister Fear; Ox). Following this, the Eel and his cohorts were sent to prison.

Stryke was later busted out of prison by his brother Jordan, who as the Viper was creating an organization of snake-themed mercenaries which he dubbed the Serpent Squad (see Serpent Squad; Viper). (While the eel is technically a fish, it is often mistaken for a snake due to its long, serpentine body.) As a member of the Serpent Squad, he again clashed with Captain America, though he managed to escape capture by leaping into the Hudson River.
Height: 5' 8".
Weight: 180 lbs.
Eyes: Green.
Hair: Brown.
Uniform: Blue and maroon bodysuit, blue cowl with a maroon full-face mask and mirrored eye lenses, maroon gloves, maroon boots.
Strength Level: The Eel possesses the normal human strength of a man his age, height, and build who engages in regular exercise.
Known Superhuman Powers: None.
Weapons and Paraphernalia: The Eel's uniform enables him to mimic the abilities of his aquatic namesake. First and foremost among these abilities is its ability to generate and project incredible bolts of electricity, which he can use to stun or kill a person. He is also able to charge his uniform with static electricity, which he can use to glow in the dark or electrocute anyone who touches him.

The uniform is coated with a lubricant which makes him extremely hard to hold onto; this lubricant is highly conductive, assisting in the suit's electric abilities.

In addition, the suit is composed of advanced ballistic fabric, enabling him to withstand police gunfire. The cowl possesses fibers which can extract oxygen from water for limited periods of time.

293 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 11 [0]; Will 11 [0]; Per 12 [5]; FP 12 [0]; Basic Speed 6.00 [0]; Basic Move 6 [0]; Dodge 10.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western [0].
Advantages: Affliction (Stun Bolt) 6 (HT-5; Blockable (Can Be Blocked With Shield), -5%; Damage Modifier: Surge, Arcing, +100%; Increased 1/2D Range (5), +10%; Reduced Range (1/5), -20%; Variable, +5%; Electronic, -30%) [96]; Burning Attack (Electric Aura) 2d (Aura, +80%; Damage Modifier: Surge, Arcing, +100%; Melee Attack: Reach C, -30%; Electronic, -30%) [22]; Burning Attack (Electric Bolt) 6d (Blockable (Can Be Blocked With Shield), -5%; Damage Modifier: Surge, Arcing, +100%; Increased 1/2D Range (5), +10%; Reduced Range (1/5), -20%; Variable, +5%; Electronic, -30%; Alternative Attack, 1/5) [10]; Combat Reflexes [15]; Doesn't Breathe (Badget/Breakable: DR 0, -20%; Gadget/Breakable: SM -8, -5%; Gadget/Can Be Stolen: Forcibly Removed, -10%; Gills, -50%) [4]; Fit [5]; High Pain Threshold [10]; Slippery 3 [6].
Perks: Generator [1]; Ignition [1]; Illumination [1]; Intuitive Repairman (Eel Suit) [1]; Skintight Outfit [1].
Disadvantages: Compulsive Gambling (9) [-7]; Debt -5 [-5]; Pacifism (Reluctant Killer) [-5]; Sense of Duty (Comrades) [-5]; Social Stigma (Criminal Record) [-5].
Quirks: Careful [-1]; CRS (Cant Remember Stuff) -2 [-2]; Delusion (The Apollo Moon Landings Were Faked) [-1]; Dual Identity [-1].
Skills: Acrobatics (H) DX+0 [4] 12; Aquabatics (H) DX+0 [4] 12; Boxing (A) DX+1 [4] 13; Climbing (A) DX+0 [2] 12; Computer Operation/TL8 (E) IQ+0 [1] 11; Expert Skill (Ichthyology) (H) IQ-1 [2] 10; Forced Entry (E) DX+0 [1] 12; Gambling (A) IQ+0 [2] 11; Hazardous Materials/TL8 (Chemical) (A) IQ+1 [4] 12; Housekeeping (E) IQ+1 [2] 12; Innate Attack (Beam) (E) DX+3 [8] 15; Jumping (E) DX+0 [1] 12; Observation (A) Per+0 [2] 12; Running (A) HT+0 [2] 12; Savoir-Faire (Mafia) (E) IQ+1 [2] 12; Scuba/TL8 (A) IQ+1 [4] 12; Search (A) Per+0 [2] 12; Stealth (A) DX+0 [2] 12; Streetwise (A) IQ+1 [4] 12; Swimming (E) HT+2 [4] 14.
Starting Spending Money: $1,600 (20% of Starting Wealth, minus the cost of the Reflex Suit).

Role-Playing Notes:
The Eel is a criminal mainly because he can't earn enough money legitimately to pay off his gambling debts. He is not a killer by nature, and when facing off against superhumans will attempt to run or, barring that, surrender should the fight go against him. He's cautious, but not an outright coward. Despite all this, he's beginning to see the appeal of being a costumed mercenary. He's not a leader, but a solid team player, and works well with his brother, the Viper. His primary weakness is his gambling habit, which is what got him into the business to begin with.
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The GURPS Marvel Universe Reboot Project and its not-a-wiki-really web adaptation.
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Old 01-22-2015, 10:32 AM   #1003
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

KA-ZAR

Real Name: Kevin Plunder.
Occupation: Protector, tribal champion.
Identity: Ka-Zar's existence is generally unknown outside of the Savage Land.
Legal Status: Citizen of the United Kingdom with no criminal record, legally missing and presumed deceased; adopted member of the Fall People Tribe of the Savage Land.
Other Aliases: "Son of the Tiger" (the literal translation of his preferred name).
Place of Birth: Unrevealed, though quite possibly inside the Savage Land.
Marital Status: Married according to the customs of the Savage Land.
Known Relatives: Robert (father, deceased); Parnival (aka the Plunderer, brother); Matthew (grandfather, deceased); Shanna O'Hara (aka Shanna the She-Devil, common-law wife).
Group Affiliation: Partner of Shanna the She-Devil and Zabu.
Base of Operations: Mobile throughout the Savage Land.
History: Kevin's grandfather, the British nobleman explorer Matthew, Lord Plunder, is credited with discovering the Savage Land, a prehistoric jungle located in a hidden valley in Antarctica, in 1962 after following accounts recorded during the early 20th Century (see Savage Land). As a child, Kevin and his older brother, Parnival, were raised in the Savage Land by their parents in the Fall People village. When he was eight, the Fall People were attacked by their long-time rivals, the Swamp Men; during the raid, Kevin witnessed one of the Swamp Men kill his parents. Left only with his father's Bowie knife and the family's adopted sabretooth cub, Zabu, Kevin fled into a region of the Savage Land known as the Land of Mists, a forest filled with thick mists from a river emptying into a volcanic vent which the Swamp Men considered to be haunted and a place of evil (see Zabu). Unknown to Kevin, Parnival had escaped the Savage Land and returned to England.

For ten years, Kevin and Zabu traveled across the Savage Land, living off the land. During this time, Kevin became known to many denizens of the Savage Land as "Ka-Zar", which translates into English as "Son of the Tiger". It wasn't until recently that Ka-Zar returned to the Fall People village to discover his parents' diaries were being held by their old friend, Chief Tongah, for him (see Tongah). In the years that followed, Ka-Zar continued moving around the Savage Land, but he kept returning to the Fall People village. For a time, Ka-Zar had a romance with Tongah's teenage daughter, Nereel, but Ka-Zar's wanderlust kept them apart more than they were together (see Nereel).

Recently, Ka-Zar was hired as a guide by graduate biology student Shanna O'Hara, who had come to the Savage Land to study the ecology there (see Shanna the She-Devil). At the same time, the sorceress Zaladane began a campaign to conquer the Savage Land with the assistance of the Sun People tribe and a few of the Savage Land Mutates (see Savage Land Mutates; Zaladane). Ka-Zar, Zabu, and Shanna were drawn into the conflict and proved instrumental in thwarting Zaladane's campaign of war. Since then, Ka-Zar and Shanna have begun a romance and are now considered by Savage Land customs to be married.

Even more recently, Ka-Zar learned that his brother survived and, with the family fortune at his sole disposal, was assisting the Roxxon Energy Company (which he apparently owns stock in) in exploiting the Savage Land's natural resources as the Plunderer, in violation of the international Antarctic Treaty (see Plunderer; Roxxon Energy). Ka-Zar and his allies helped thwart his brother's plans, though Parnival has once again escaped the Savage Land. Ka-Zar's further exploits are presently unrecorded.
Height: 6'.
Weight: 200 lbs.
Eyes: Blue.
Hair: Blond.
Uniform: None.
Strength Level: Ka-Zar 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: Ka-Zar is a skilled if undisciplined hand to hand combatant, skilled in the use of the Stone Age weapons of the Savage Land.
Weapons: Ka-Zar's preferred weapon is the steel bowie knife he inherited from his father.

420 points
Attributes:
ST 14 [40]; DX 14 [80]; IQ 11 [20]; HT 14 [40].
Secondary Characteristics: Dmg 1d/2d; BL 39 lbs.; HP 20 [12]; Will 14 [15]; Per 14 [15]; FP 14 [0]; Basic Speed 7.00 [0]; Basic Move 7 [0]; Dodge 14.
Languages: English (Accented) [4]; Savage Land Speech (Native Spoken/Illiterate) (Native Language) [-3].
Cultural Familiarities: Savage Land [0].
Advantages: Absolute Direction [5]; Ally (Zabu, Sabertooth Cat; 50% Starting Points) (15) [6]; Ambidexterity [5]; Animal Empathy [5]; Animal Friend 2 [10]; Appearance (Handsome) [12]; Claim to Hospitality (Many Savage Land Peoples) [5]; Combat Reflexes [15]; Danger Sense [15]; Enhanced Dodge 3 [45]; Hard to Kill 3 [6]; Hard to Subdue 3 [6]; High Pain Threshold [10]; Intuition [15]; Outdoorsman 3 [30]; Rapid Healing [5]; Resistant to Disease (+3) [3]; Resistant to Poisons (+3) [5]; Very Fit [15].
Perks: Call of the Wild [1]; Extended Hearing (High) [1]; Extra Option (Bulletproof Nudity) [1]; Eye For Distance [1]; Fearsome Stare [1]; Neck Control (Brawling) [1]; Sure-Footed (Uneven) [1].
Disadvantages: Code of Honor (Pirate's) [-5]; Enemy (Swamp Men; Large Group of up to 1,000 members) (9) [-30]; Hidebound [-5]; Low TL -8 [-40]; On the Edge (12) [-15]; Pacifism (Cannot Harm Innocents) [-10]; Sense of Duty (Savage Land) [-15]; Status -1 [-5]; Wealth (Poor) [-15].
Quirks: Broad-Minded [-1]; Decisive [-1]; Immodest [-1]; Responsive [-1]; Unimaginative [-1].
Skills: Acrobatics (H) DX+0 [4] – 14; Animal Handling (Big Cats) (A) IQ+2 [2] – 13*; Animal Handling (Theropods) (A) IQ+2 [2] – 13*; Area Knowledge (Savage Land) (E) IQ+3 [8] – 14; Armoury/TL0 (Melee Weapons) (A) IQ+1 [4] – 12; Brawling (E) DX+2 [4] – 16; Camouflage (E) IQ+4 [1] – 15†‡; Carpentry (E) IQ+1 [2] – 12; Climbing (A) DX+0 [2] – 12; Fast-Draw (Knife) (E) DX+1 [1] – 15; Fishing (E) Per+4 [2] – 18†; Flint Knapping (A) DX-1 [1] – 13; Gesture (E) IQ+1 [2] – 12; Hiking (A) HT+0 [2] – 14; Intimidation (A) Will+0 [2] – 14; Jumping (E) DX+1 [2] – 15; Knife (E) DX+2 [4] – 16; Knot-Tying (E) DX+0 [1] – 14; Mimicry (Animal Sounds) (H) IQ+2 [2] – 13†; Naturalist (Savage Land) (H) IQ+3 [4] – 14†; Navigation/TL0 (Land) (A) IQ+7 [4] – 18†#; Observation (A) Per+0 [2] – 14; Professional Skill (Butcher) (A) DX-1 [1] – 13; Professional Skill (Tanner) (A) IQ+0 [2] – 11; Running (A) HT+0 [2] – 14; Spear (A) DX+0 [2] – 14; Stealth (A) DX+2 [8] – 16; Survival (Jungle) (A) Per+3 [2] – 17†; Swimming (E) HT+2 [4] – 16; Throwing (A) DX+0 [2] – 14; Thrown Weapon (Knife) (E) DX+2 [4] – 16; Thrown Weapon (Spear) (E) DX+1 [2] – 15; Tracking (A) Per+4 [4] – 18†; Veterinary/TL0 (H) IQ+2 [2] – 12*; Weather Sense (A) IQ+1 [4] – 12; Wrestling (A) DX+2[8] – 16.
Techniques: Arm Lock (Wrestling) (A) def+0 [0] – 16; Armed Grapple (Knife) (H) def+2 [3] – 16; Choke Hold (Wrestling) (H) def+3 [4] – 16.
Starting Spending Money: $760 (20% of Starting Wealth, minus the cost of his Bowie knife, carried in trade goods for barter rather than actual cash).

* Includes +2 from Animal Friend.
† Includes +3 from Outdoorsman.
‡ Defaulted from Survival (Jungle).
Includes +1 from Combat Reflexes.
# Includes +3 from Absolute Direction.

Role-Playing Notes:
Ka-Zar is a man who has lived a simple hunter-gatherer lifestyle since adolescence. He has a strong sense of right and wrong, though these values can differ in significant ways from those of the outside world. With what he's learned of the outside world from his parents' diaries, his brother, and his wife, he is certain he doesn't want to venture outside the Savage Land.

Design Notes:
1. Ka-Zar is one of the few characters I'll explicitly give the Extra Option Perk to (p. PU2:20), in his case Bulletproof Nudity, as fitting his "noble barbarian" motif; running around in just a loincloth against folks with guns, he needs all the help he can get!
2. For campaigns set in the Savage Land, set the local TL to 0, removing Ka-Zar's Low TL disadvantage, raise his Wealth from Poor to Average, and his Status to 0, a net increase of 60 points. Note that his knife's price will increase due to both quality and being made of steel, a TL3 material, a net 24 to price ($960; 4 from Fine Quality, 8 from being 3 TLs above the setting); a good idea would be to take it as Signature Gear.
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The GURPS Marvel Universe Reboot Project and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting

Last edited by Phantasm; 01-24-2015 at 09:25 AM. Reason: Added the design notes.
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Old 01-22-2015, 11:52 AM   #1004
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

I have nothing to say about Eel and Ka-zar. However, I feel that you are doing a great public good by documenting these many figures here, and deserve to be revered with other do-gooders like the folks at Wikipedia and TVtropes. Thank you.
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Old 01-23-2015, 11:31 PM   #1005
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

It seems almost a little out of character for a thread in this forum, but on the other hand, this is practically sui generis, so:

Congratulations on keeping this up to the 1000-post mark.
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Old 01-24-2015, 09:36 AM   #1006
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by William View Post
It seems almost a little out of character for a thread in this forum, but on the other hand, this is practically sui generis, so:

Congratulations on keeping this up to the 1000-post mark.
Thanks! In true Marvel fashion, I have to ask this: do I get a no-prize? XD
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Old 01-24-2015, 09:51 AM   #1007
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

OX

Real Name: Raymond Bloch.
Occupation: Professional criminal.
Identity: Publicly known.
Legal Status: Citizen of the United States with a criminal record.
Other Aliases: None.
Place of Birth: Seaside Heights, New Jersey.
Marital Status: Single.
Known Relatives: Ronald (brother).
Group Affiliation: Sometime partner of the Eel, employee of the Kingpin, would-be pawn of Dr. Karl Malus and Mister Fear.
Base of Operations: New York City.
History: A career criminal, Raymond Bloch was hired muscle for Wilson Fisk, the self-proclaimed Kingpin of Crime, when he was selected by the Kingpin for an experiment in granting superhuman abilities (see Kingpin). (It is believed that Bloch was already known as "Ox" to his fellow criminal enforcers even before gaining powers.) To this end, Ox was sent to a secret lab owned by Dr. Karl Malus and subjected to a number of chemical and stem cell growth experiments (see Malus, Dr. Karl). Already a large man, Bloch grew about half a foot and nearly a hundred pounds of extra-dense muscle. Determining the process a success, Malus attempted to use the Ox against the Kingpin, an action which drew the attention of the costumed vigilante Daredevil, who convinced Ox he was being used by both and to stop the fighting.

Ox was later seen involved in the four-way gang war between the Kingpin, the Green Goblin, Doctor Octopus, and the Hammerhead Maggia family, again working for the Kingpin (see Doctor Octopus; Green Goblin; Hammerhead; Maggia). During this conflict, Ox teamed with Daredevil and Spider-Man against Doc Ock and the Goblin (see Spider-Man). Because of this aid, and because there were no outstanding warrants on Bloch, the two crimefighters were forced to let him go.

Even later, Ox and the costumed mercenary Eel were coerced by the criminal Mister Fear into serving him, which again pitted him against Daredevil (see Mister Fear). Ox was then arrested and taken to prison. Some months later, he was among the criminals who escaped during the mass breakout led by the Rhino (see Rhino). He was last seen at one of the so-called Bars With No Name, a drinking establishment for superhuman criminals, being approached by the criminal Owl for reasons unknown (see Bar With No Name; Owl).
Height: 6' 8".
Weight: 400 lbs.
Eyes: Brown.
Hair: Brown.
Uniform: None.
Strength Level: The Ox possesses superhuman strength enabling him to lift (press) five tons.
Known Superhuman Powers: Besides his superhuman strength, the Ox possesses superhuman durability, enabling him to shrug off most antipersonnel weaponry with ease.

585 points
Attributes:
ST 24/85 [50*]; DX 11 [20]; IQ 9 [-20]; HT 11 [10].
Secondary Characteristics: Dmg 2d+1/4d+2 (9d+2/11d+2); BL 115 lbs. (1,445 lbs.); HP 24 [0]; Will 11 [10]; Per 11 [10]; FP 11 [0]; Basic Speed 5.50 [0]; Basic Move 5 [0]; Dodge 8.
Languages: English (Accented) (Native Language) [-2].
Cultural Familiarities: Western [0].
Advantages: Damage Resistance 40 (Tough Skin, -40%; Passive Biological, -5%) [110]; Hard to Kill 3 [6]; Hard to Subdue 3 [6]; Single-Minded [5]; Super ST +9/+70 (Passive Biological, -5%) [356]; Very Fit [15].
Disadvantages: Bad Temper (12) [-10]; Code of Honor (Pirate's) [-5]; Social Stigma (Criminal Record) [-5]; Social Stigma (Uneducated) [-5]; Status -1 [-5]; Wealth (Struggling) [-10].
Quirks: Atheist [-1]; Bloody Mess [-1]; Chauvinistic [-1]; Incompetence (Guns) [-1]; Third Person [-1].
Skills: Area Knowledge (Manhattan) (E) IQ+1 [2] – 10; Boxing (A) DX+2 [8] – 18; Carousing (E) HT+1 [2] – 12; Climbing (A) DX+1 [4] – 12; Intimidation (A) Will+2 [8] – 13; Lifting (A) HT+1 [4] – 12; Running (A) HT+1 [4] – 12; Savoir-Faire (Mafia) (E) IQ+1 [2] – 10; Streetwise (A) IQ+3 [12] – 12; Throwing (A) DX+1 [4] – 12.
Techniques: Aggressive Parry (Boxing) (H) def+1 [2] – 9.
Starting Spending Money: $2,000 (20% of Starting Wealth).

* Includes +9/+70 from Super ST.

Role-Playing Notes:
Ox, as his name indicates, is not the brightest person out there. A career criminal, he's long been the muscle of a group; his gaining powers hasn't changed much in his life.



I referenced Ox a while back, when I did the Mr. Fear entry in my DD binge, but then I never got around to doing him until earlier this week. He varies from his canon version in that the original Ox, while a massive man, never possessed powers. I based him in part on the version from Spectacular Spider-Man which did.
__________________
"But mom, I don't wanna go back in the dungeon!"

The GURPS Marvel Universe Reboot Project and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting

Last edited by Phantasm; 06-07-2015 at 01:54 AM.
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Old 01-26-2015, 10:04 AM   #1008
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

SCORPIO

Real Name: Jacob "Jake" Fury.
Occupation: Subversive, professional criminal, businessman, former soldier.
Identity: Secret.
Legal Status: Citizen of the United States with no criminal record.
Other Aliases: None.
Place of Birth: Hell's Kitchen, New York City.
Marital Status: Single
Known Relatives: Nick (brother), Dawn (sister).
Group Affiliation: Head of his own criminal cartel; member of the Zodiac, formerly the US Army.
Base of Operations: New Orleans, Louisiana.
History: Jacob Fury is the younger brother of Nick Fury, a noted war hero of the Iraq and Afghanistan campaigns (see Fury, Nick). For a short time, Jake joined the US Army in emulation of his older brother, but found military life stifling. Apparently during his time in the military his admiration of his brother turned to jealousy and then hatred. After serving his tour, he declined reenlistment and dropped out of sight.

He reappeared several years later in New Orleans, Louisiana, having procured an ancient artifact called the Zodiac Key through unknown means. After establishing himself as an officer of a local corporation, he used this Key to take control of the New Orleans underworld, and was inducted into criminal cartel known as the Zodiac; as he was born on Halloween night, he was given the position of Scorpio (see Zodiac). As Scorpio, he has clashed several times with his older brother, now an agent for the CIA.

Scorpio was present when the Zodiac attempted to hold the island of Manhattan hostage, using the power of the Zodiac Key to power an impenetrable force field. Just when the Zodiac appeared to be on the verge of success, half of the cartel leaders, including Scorpio, who had been uneasy with the scheme (criticizing it as being "straight out of a comic book"), grabbed the Zodiac Key and used it to teleport away.

Scorpio remains his brother's primary nemesis, using his criminal empire and the resources of the Zodiac to continue to attack Nick. Even before the Manhattan incident, he has been seen in the company of one of the other Zodiac leaders, Capricorn, who has been hinted to be his younger sister, Dawn, though there is evidence to the contrary as well (see Capricorn).
Height: 5' 10".
Weight: 185 lbs.
Eyes: Brown.
Hair: Black.
Uniform: Red advanced ballistic fabric bodysuit with black astrological signs on it, red gloves, red boots, red full-face cowl with yellow markings, black chain belt.
Strength Level: Scorpio possesses the normal human strength of a man his age, height, and build who engages in moderate regular exercise.
Known Superhuman Powers: None.
Other Abilities: Jacob Fury is a good hand to hand combatant, able to hold his own against his brother.
Weapons: Scorpio's primary weapon is the so-called Zodiac Key, a virtually indestructible device shaped like an ankh, the origins of which are unknown. The Key is able to manipulate tremendous amounts of energy, apparently in a psionic manner, though Scorpio himself lacks psionic powers. Primary among its powers is the ability to fire a wide range of energy beams, from kinetic energy and electric stun bolts to disintegrator beams, as well as form powerful force fields around its wielder. The Key is also able to be used as a near-infinite power source for almost any machine, and can teleport himself and at least six other people to anywhere in the world. Other abilities of the Zodiac Key are currently unrevealed.

467 points
Attributes:
ST 12 [20]; DX 12 [40]; IQ 12 [40]; HT 12 [20].
Secondary Characteristics: Dmg 1d-1/1d+2; BL 29 lbs.; HP 12 [0]; Will 12 [0]; Per 12 [0]; FP 12 [0]; Basic Speed 6.00 [0]; Basic Move 6 [0]; Dodge 10.
Languages: English (Native) (Native Language) [0]; Spanish (Native) [6].
Cultural Familiarities: Latin American [1]; Middle Eastern [1]; Western (Native) [0].
Advantages: Appearance (Handsome) [12]; Charisma 3 [15]; Combat Reflexes [15]; Fit [5]; Hard to Kill 3 [6]; Hard to Subdue 3 [6]; High Pain Threshold [10]; Indomitable [15]; Merchant Rank 7 [35]; Organized Crime Rank 6 [30]; Patron (Zodiac Key; Built on As Many Points As the GM Wishes!) (15) [60]; Resistant to Disease (+3) [3]; Resistant to Poisons (+3) [5]; Status 4 [0*]; Wealth (Multimillionaire 1) [75].
Perks: Style Familiarity (Military Hand to Hand: Fairbairn Close Combat Training) [1]; Style Familiarity (Military Hand to Hand: MCMAP) [1].
Disadvantages: Addiction (Tobacco) [-5]; Code of Honor (Gentleman's) [-10]; Enemy (Nick Fury, brother; Equal in Power) (9) [-10]; Jealousy [-10]; Secret Identity (Imprisonment) [-20]; Selfish (12) [-5].
Quirks: Chauvinistic [-1]; Obsession (Destroy His Brother) [-1].
Skills: Acrobatics (H) DX+0 [4] 12; Administration (A) IQ+1 [4] 13; Beam Weapons/TL8 (Pistol) (E) DX+2 [4] 14; Climbing (A) DX+0 [2] 12; Connoisseur (Wine) (A) IQ+0 [2] 12; Current Affairs/TL8 (Business) (E) IQ+0 [1] 12; Current Affairs/TL8 (High Culture) (E) IQ+0 [1] 12; Economics (H) IQ+0 [4] 12; Finance (H) IQ+0 [4] 12; Guns/TL8 (Grenade Launcher) (E) DX+1 [2] 13; Guns/TL8 (Rifle) (E) DX+2 [4] 14; Hiking (A) HT+0 [2] 12; Jitte/Sai (A) DX+2 [7] 14; Judo (H) DX+2 [12] 14; Jumping (E) DX+0 [1] 12; Karate (H) DX+2 [12] 14; Knife (E) DX+0 [1] 12; Leadership (A) IQ+3 [2] 15; Politics (A) IQ+0 [2] 12; Public Speaking (A) IQ+2 [1] 14; Running (A) HT+0 [2] 12; Savoir-Faire (High Society) (E) IQ+0 [1] 12; Savoir-Faire (Mafia) (E) IQ+2 [4] 14; Shortsword (A) DX+2 [8] 14; Stealth (A) DX+0 [2] 12; Streetwise (A) IQ+1 [4] 13; Swimming (E) HT+0 [1] 12; Throwing (A) DX+0 [2] 12; Wrestling (A) DX+2 [8] 14.
Techniques: Choke Hold (Wrestling) (H) def+2 [3] 14.
Starting Spending Money: $4,000,000 (20% of Starting Wealth).

* Includes +2 from Merchant Rank and +2 from Wealth.
Defaulted from Shortsword.
Includes +3 from Charisma.

Role-Playing Notes:
Jake Fury is driven by two goals: accumulation of power, and the destruction of his brother. He sees his position in the Zodiac as being a means towards both of these goals, though he has no real loyalty towards any of the other Zodiac members, save perhaps Capricorn.

The Zodiac Key
The Zodiac Key is about 18 inches long (a foot and a half), shaped like an ankh but with the "arms" turning to point "down", away from the loop, letting it entangle a melee weapon like a sai. Virtually indestructible, its composition is a complete mystery to Earth scientists; it may actually be a mystical artifact.

Unknown to anyone, the Zodiac Key is sentient and intelligent, allowing itself to be used by Scorpio for its own indiscernible reasons.

2,946 points
Attributes:
ST 10 [0]; DX 0 [-200]; IQ 15 [100]; HT 20 [100].
Secondary Characteristics: SM -4; Dmg 1d-2/1d; BL 20 lbs.; HP 30 [40]; Will 20 [25]; Per 15 [0]; FP 20 [0]; Basic Speed 5.00 [0]; Basic Move 0 [0]; Dodge 0.
Languages: None [-6].
Cultural Familiarities: None [-1].
Advantages: Control! All EM Energy 5 (Collective, +100%; Wildcard Power, 4) [1,200]; Damage Resistance 100 (Hardened 6, +120%) [1,100]; Injury Tolerance (Damage Reduction /200; Homogenous; No Blood; No Eyes; No Head; No Neck) [412]; Warp (Exoteleport, -50%; Exoteleport: Modified Capacity (Static): 1,200 lbs, +175%; No Strain, +25%; Range Limit: 10,000 miles, -10%; Reliable +10, +50%) [290].
Perks: Generator [1].
Disadvantages: No Legs (Portable) [-30]; No Manipulators, -50%; Social Stigma (Valuable Property) [-10]; Wealth (Dead Broke) [-25].

Design Notes:
1. Organized Crime Rank is built upon the rules in Social Engineering: Pulling Rank, does not grant Status, and permits an Assistance Roll of 12 or less, with his New Orleans-based criminal cartel treated as a base 15-point Patron. His Merchant Rank, however, is based on the rules in the Basic Set, and does grant Status.
2. Because the Zodiac Key is intelligent, it is built as an Ally rather than a piece of gear.
3. It is because of the Zodiac Key that Nick, who is at 710 points, is considered "Equal in Power" as opposed to "Greater in Power" compared to Jake.


I've been sitting on Jake Fury since I originally posted Magneto... another character it's taken me years to look at.
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The GURPS Marvel Universe Reboot Project and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting
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Old 01-26-2015, 10:09 AM   #1009
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

SHANNA THE SHE-DEVIL

Real Name: Shanna O'Hara.
Occupation: Adventurer, warrior, former graduate ecology student.
Identity: Publicly known.
Legal Status: Dual citizen of the United States and Kenya with no criminal record in either country; adopted member of the Fall People tribe of the Savage Land.
Other Aliases: She-Devil, She-Leopard (epitaphs given to her by her opponents).
Place of Birth: Kenya, Africa.
Marital Status: Considered married by Savage Land customs; legally single in her birth country.
Known Relatives: Ka-Zar (Kevin Plunder, common-law husband); Gerald (father); Patricia (mother); Parnival, Lord Plunder (brother-in-law).
Group Affiliation: Partner of Ka-Zar and Zabu.
Base of Operations: Fall People Village, Savage Land.
History: Shanna O'Hara was the daughter of an American-born Kenya wildlife preserve warden. As a child, Shanna would occasionally be found observing a pack of lions, and more than once would be found playing with the cubs while the adult lions watched. One of her father's co-workers, however, panicked one day and shot one of the lions; this incident has led to Shanna's lifelong distrust of firearms. Shanna's father, seeking to avoid another incident, sent her back to the States to live with her mother.

As she grew older, Shanna studied ecology and veterinary medicine, intending to follow in her father's footsteps as an African preserve warden. As part of her graduate studies, she had to do field research; she decided to do her graduate research in the Savage Land, an apparently artificial prehistoric jungle nestled in the mountains of Antarctica (see Savage Land).

Upon entering the Savage Land, Shanna was amazed at how untouched by modern man the place was. She hired a local, Ka-Zar, as a guide; she soon found that she and Ka-Zar had a lot in common, particularly when she met his companion, the sabertooth Zabu (see Ka-Zar; Zabu). The more time she spent in the Savage Land and with Ka-Zar and Zabu, the more at home she felt. It wasn't long before a romance blossomed between Shanna and Ka-Zar.

Shanna and Ka-Zar became embroiled in the sorceress Zaladane's attempt at conquering the Savage Land (see Zaladane). Even later, she learned of Ka-Zar's history when they encountered his older brother, Parnival Plunder, the Plunderer, and his alliance with a team from Roxxon Energy Company to exploit the resources of the Savage Land (see Plunderer; Roxxon Energy). Shanna and Ka-Zar are now considered married according to the Fall People's customs; their continued adventures in the Savage Land are as yet unrevealed.
Height: 5' 8".
Weight: 140 lbs.
Eyes: Green.
Hair: Red.
Uniform: Leopard skin leotard open down to her navel, small knife sheath on one arm, armband made of animal teeth on the other arm.
Strength Level: Shanna 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: Shanna is a skilled if untrained hand to hand combatant, and has developed into a skilled huntress and tracker. Her fighting style has been likened to that of a large cat. She has an affinity with wild animals that sometimes seems superhuman, enabling her to walk among packs of carnivorous animals without incident. She maintains her skill as a veterinarian.
Weapons: Shanna has been known to use a steel bowie knife and a sharp stone spear.

442 points
Attributes:
ST 13 [30]; DX 15 [100]; IQ 12 [40]; HT 14 [40].
Secondary Characteristics: Dmg 1d/2d-1; BL 34 lbs.; HP 13 [0]; Will 13 [5]; Per 14 [10]; FP 14 [0]; Basic Speed 7.50 [5]; Basic Move 7 [0]; Dodge 11.
Languages: English (Native) (Native Language) [0]; Savage Land Speech (Native Spoken/Illiterate) [3]; Swahili (Accented) [4].
Cultural Familiarities: Savage Land [1]; Sub-Saharan Africa [1]; Western (Native) [0].
Advantages: Acute Hearing 3 [6]; Acute Taste and Smell 3 [6]; Animal Empathy [5]; Animal Friend 4 [20]; Appearance (Very Beautiful) [16]; Combat Reflexes [15]; Daredevil [15]; Flexibility [5]; Hard to Kill 3 [6]; Hard to Subdue 3 [6]; High Pain Threshold [10]; Night Vision 3 [3]; Stalker 4 [20]; Very Fit [15]; Voice [10].
Perks: Call of the Wild [1]; Extra Option (Bulletproof Nudity) [1]; Rapid Retraction (Kicks) [1]; Rapid Retraction (Punches) [1]; Razor Kicks [1].
Disadvantages: Bad Temper (12) [-10]; Easy to Read [-10]; Impulsive (9) [-15]; Pacifism (Reluctant Killer) [-5]; Sense of Duty (Friends and Family) [-5]; Stubbornness [-5]; Truthfulness (9) [-7].
Quirks: Broad-Minded [-1]; Dislikes Guns [-1]; Gone Native (Savage Land) [-1]; Responsive [-1].
Skills: Acrobatics (H) DX+0 [4] 15; Animal Handling (Big Cats) (A) IQ+3 [2] 16*; Area Knowledge (Savage Land) (E) IQ+0 [1] 12; Bolas (A) DX+0 [2] 15; Bow (A) DX+0 [2] 15; Brawling (E) DX+2 [4] 17; Camouflage (E) IQ+5 [1] 17; Climbing (A) DX+3 [2] 18; Expert Skill (Ecology) (H) IQ+0 [4] 12; Fast-Draw (Knife) (E) DX+1 [1] 16#; First Aid/TL0 (Human) (E) IQ+0 [1] 12; Hiking (A) HT+4 [2] 18; Jumping (E) DX+1 [2] 16; Knife (E) DX+1 [2] 16; Knot-Tying (E) DX+1 [2] 16; Mimicry (Animal Sounds) (H) IQ+1 [2] 13; Mimicry (Bird Calls) (H) IQ+1 [2] 13; Naturalist (Earth) (H) IQ+0 [4] 12; Navigation/TL0 (Land) (A) IQ+4 [2] 16; Observation (A) Per+0 [2] 14; Parry Missile Weapons (H) DX+1 [8] 16; Pharmacy/TL0 (Herbal) (H) IQ-2 [1] 10; Riding (Theropods) (A) DX+3 [1] 18*; Running (A) HT+0 [2] 14; Spear (A) DX+0 [2] 15; Stealth (A) DX+3 [1] 18; Surgery/TL8 (Big Cats) (VH) IQ+0 [8] 12; Survival (Jungle) (A) Per+1 [4] 15; Survival (Plains) (A) Per+1 [4] 15; Swimming (E) HT+1 [2] 15; Throwing (A) DX+0 [2] 15; Thrown Weapon (Knife) (E) DX+1 [2] 16; Thrown Weapon (Spear) (E) DX+1 [2] 16; Tracking (A) Per+4 [2] 18; Traps/TL0 (A) IQ+0 [2] 12; Veterinary/TL0 (H) IQ+3 [2] 15*; Veterinary/TL8 (H) IQ+3 [2] 15*; Weather Sense (A) IQ+1 [4] 13; Wrestling (A) DX+1 [4] 16.
Techniques: Attack From Above (Knife) (A) def+2 [2] 16; Choke Hold (Wrestling) (H) def+3 [4] 16; Kicking (Brawling) (H) def+2 [3] 17.
Starting Spending Money: $4,000 (20% of Starting Wealth).

* Includes +4 from Animal Friend.
Includes +4 from Stalker.
Defaulted from Survival (Jungle).
Includes +3 from Flexibility.
# Includes +1 from Combat Reflexes.
Includes +2 from Voice.

Role-Playing Notes:
Shanna has essentially "gone native" in the Savage Land, becoming more at home there in the wild than in the civilization she grew up in. She has a fierce temper but is also fiercely loyal to her friends and husband.

Design Notes:
1. Shanna is one of the few characters I'll explicitly give the Extra Option Perk to (p. PU2:20); in her case, for Bulletproof Nudity, as fitting her "jungle girl" motif.
2. Shanna's social traits are calculated for a TL8 campaign. In a campaign set in the Savage Land, she would gain High TL +8, increasing her point value by 40 points and reducing her Starting Wealth from $30,000 to $250; giving her a higher level of Wealth would not be inappropriate.
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The GURPS Marvel Universe Reboot Project and its not-a-wiki-really web adaptation.
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Old 01-28-2015, 12:05 PM   #1010
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Another one I've sat on...

TYPHOID MARY

Real Name: Mary Walker (apparently).
Occupation: Professional assassin, aspiring actress.
Identity: Secret.
Legal Status: Citizen of the United States with no known criminal record.
Other Aliases: Typhoid.
Place of Birth: Unrevealed.
Marital Status: Single.
Known Relatives: None.
Group Affiliation: Employee of the Kingpin.
Base of Operations: New York City.
History: The assassin known as Typhoid Mary is a classic case of an extreme Multiple Personality Disorder or Dissociative Personality Disorder (popularly called a "split personality"), possessing two known personalities: "Typhoid" and "Mary". The cause of this disorder is not known. Mary is a shy woman who often stammers, and yet has shown great skill in immersing herself in a role; under the name Mary Walker (presumably her real name), she once was a rising off-Broadway actress before she suddenly disappeared. Typhoid, on the other hand, is a cruel, vicious killer; as Typhoid she runs a constant fever and her heart rate is erratic. Typhoid is aware of and despises Mary, while Mary appears to be unaware of her killer alter ego; it seems Typhoid can direct Mary to some extent.

Typhoid first came to the attention of the authorities when she first clashed with Daredevil while trying to assassinate a lieutenant in the Maggia's Hammerhead family (see Daredevil; Hammerhead; Maggia). Despite Daredevil's interference, Typhoid was successful in the assassination, but then apparently disappeared completely; as Mary she ran away and cowered in a subway car. A little later, Typhoid met with the Kingpin, who congratulated her on succeeding where others had failed, killing a target even with Daredevil's interference (see Kingpin). He gave her the task of finding out all she could about his nemesis and eliminating him.

Not long after, Matt Murdock, Daredevil's alter ego, and his friend Franklin "Foggy" Nelson were introduced to Mary by a mutual acquaintance at a high society party they'd been invited to (see Nelson, Foggy). Whether Typhoid is influencing Mary or whether Mary is attempting to restart her life even with Typhoid's interference is unknown. Typhoid does not yet know Murdock and Daredevil are the same, but has her suspicions.
Height: 5' 8".
Weight: 140 lbs.
Eyes: Green.
Hair: Red.
Uniform: Loose one-sleeve red leather shirt, black leather briefs, black fishnet stockings, black gloves, black boots, white face paint on the right half of her face.
Strength Level: Typhoid Mary has the normal human strength of a woman her age, height, and build who engages in intensive regular exercise.
Known Superhuman Powers: Typhoid possesses rudimentary psionic telekinetic and pyrokinetic ability. With her telekinesis, she is able to lift and throw small objects, including increasing the distance of any item she throws, though moving anything over more than 10 pounds will start to tire her out. She is able to start small fires inside her line of sight, as well as encase her blades in a sheath of fire to do extra damage. (Presumably she also possesses these powers in her Mary persona, but to date she has not exhibited such.) It is not currently known whether Typhoid is a mutant or if she developed these abilities through other means.

In addition, for unknown reasons Typhoid and Mary possess different fingerprints, voice prints, and retinas.
Other Abilities: Typhoid is a skilled melee combatant, specializing in all sorts of short blades. Mary lacks combat skills, but is a skilled actress.
Weapons: Typhoid Mary carries a pair of machetes from her belt and a number of knives elsewhere on her person.

Typhoid
312 points
Attributes:
ST 13 [30]; DX 13 [60]; IQ 10 [0]; HT 13 [30].
Secondary Characteristics: Dmg 1d/2d-1; BL 34 lbs; HP 13 [0]; Will 12 [10]; Per 12 [10]; FP 13 [0]; Basic Speed 6.50 [0]; Basic Move 6 [0]; Dodge 10.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western [0].
Advantages: Absolute Direction [5]; Ambidexterity [5]; Appearance (Attractive) [4]; Burning Attack 1 pt (Costs 1 FP, -5%; Increased Range: Line-of-Sight, +40%; Malediction: Speed/Range Table, +150%; Psionic, -10%) [6]; Combat Reflexes [15]; Flexibility [5]; Hard to Kill 3 [6]; Hard to Subdue 3 [6]; High Pain Threshold [10]; Imbue 3 (Limited Skill Access: 'Incendiary Weapon' Only, -80%; Psionic, -10%) [8]; Single-Minded [5]; Super-Throw 1 (Psionic, -10%) [9]; Telekinesis 2 (Psionic, -10%) [9]; Very Fit [15]; Weapon Master (Light Blade Weapons) [30].
Perks: Dirty Fighting [1]; Ignition [1].
Disadvantages: Bloodlust (12) [-10]; Callous [-5]; Compulsive Killing (9) [-22]; Impulsiveness (9) [-15]; Overconfidence (9) [-7]; Phantom Voices (Annoying) [-5]; Sadism (6) [-30].
Quirks: Bloody Mess [-1]; Dislikes Her Mary Persona [-1]; Distinctive Feature (Grease-Paint) [-1]; Immodest [-1]; Show-Off [-1].
Skills: Acrobatics (H) DX+0 [4] 13; Climbing (A) DX+2 [1] 15*; Current Affairs/TL8 (Headline News) (E) IQ+1 [2] 11; Current Affairs/TL8 (High Culture) (E) IQ+1 [2] 11; Escape (H) DX+2 [2] 15*; Fast-Draw (Knife) (E) DX+1 [1] 14; Fast-Draw (Sword) (E) DX+1 [1] 14; Forced Entry (E) DX+1 [2] 14; Guns/TL8 (Pistol) (E) DX+1 [2] 14; Holdout (A) IQ+1 [4] 11; Incendiary Weapon! (WC) DX+1 [36] 14; Intimidation (A) Will+1 [4] 13; Judo (H) DX+0 [4] 13; Jumping (E) DX+1 [2] 14; Karate (H) DX+0 [4] 13; Knife (E) DX+3 [7] 16; Main-Gauche (A) DX+1 [2] 14; Mind Block (A) Will+1 [4] 13; Running (A) HT+0 [2] 13; Savoir-Faire (Mafia) (E) IQ+1 [2] 12; Shadowing (A) IQ+1 [4] 11; Shortsword (A) DX+3 [12] 16; Smallsword (A) DX+3 [11] 16; Stealth (A) DX+1 [4] 14; Streetwise (A) IQ+2 [8] 12; Swimming (E) HT+0 [1] 13; Throwing (A) DX+1 [4] 14; Thrown Weapon (Knife) (E) DX+1 [2] 14; Thrown Weapon (Shuriken) (E) DX+1 [2] 14.
Techniques: Targeted Attack (Knife Thrust/Vitals) (H) def+2 [3] 15; Targeted Attack (Shortsword Swing/Neck) (H) def+3 [4] 14; Targeted Attack (Thrown Weapon (Knife)/Eyes) (H) def+5 [6] 10.
Starting Spending Money: $4,000 (20% of Starting Wealth).

* Includes +3 from Flexibility.
Includes +1 from Combat Reflexes.
Defaulted from Shortsword.
Defaulted from Knife.

Mary
155 points
Attributes:
ST 12 [20]; DX 13 [60]; IQ 11 [20]; HT 12 [20].
Secondary Characteristics: Dmg 1d-1/1d+2; BL 29 lbs.; HP 13 [2]; Will 11 [0]; Per 12 [5]; FP 12 [0]; Basic Speed 6.25 [0]; Basic Move 6 [0]; Dodge 10.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western [0].
Advantages: Absolute Direction [5]; Ambidexterity [5]; Appearance (Beautiful) [12]; Born Entertainer 2 [10]; Charisma 2 [10]; Combat Reflexes [15]; Fit [5]; Pitiable [5]; Voice [10]; Wealth (Comfortable) [10].
Perks: Dabbler (select skills as needed) [1].
Disadvantages: Charitable (9) [-22]; Honesty (12) [-10]; Mundane Background [-10]; Pacifism (Self-Defense Only) [-15]; Phantom Voices (Diabolical) [-15]; Squeamish (12) [-10].
Quirks: Careful [-1]; Occasionally Loses Herself In Her Part [-1]; Unaware of Her Typhoid Persona [-1].
Skills: Connoisseur (Dance) (A) IQ+1 [3] 12*; Connoisseur (Music) (A) IQ+1 [4] 12; Current Affairs/TL8 (Popular Culture) (E) IQ+1 [2] 12; Dancing (A) DX+2 [2] 15; Diplomacy (H) IQ+0 [1] 11; First Aid/TL8 (Human) (E) IQ+0 [1] 11; Group Performance (Choreography) (A) IQ+1 [2] 12*; Housekeeping (E) IQ+0 [1] 11; Makeup/TL8 (E) IQ+1 [2] 12; Performance (A) IQ+4 [2] 15; Savoir-Faire (Stage Performers) (E) IQ+1 [2] 12; Singing (E) HT+4 [1] 16; Stage Combat (A) DX+2 [2] 15.
Starting Spending Money: $8,000 (20% of Starting Wealth).

* Defaulted from Dancing.
Includes +2 from Born Entertainer.
Includes +2 from Voice.

Role-Playing Notes:
Typhoid is a passionate, ruthless killer who occasionally suffers bouts of homicidal tendencies that she does not have any qualms about indulging.

Mary is an introverted yet caring young woman who sometimes gets lost in the role she's playing. Mary's only exposure to the world of the superhuman so far has been reading about them in the Daily Bugle; she is convinced that Spider-Man and Daredevil are simply creations of Jameson's just to sell newspapers. She probably won't believe that she is one.

Design Notes:
1. I wasn't sure if the Split Personality disadvantage as defined in the Basic Set was going to be useful for this character. As such, I am treating Typhoid and Mary as two distinct characters. I'm not sure which would be the "base" for an Alternate Form build; in real life, Mary would likely be considered the "original" personality.
2. It wouldn't be out of place for Typhoid to spend earned XP to buy off part of the Limited Skill Access limitation on her Imbue, permitting additional imbuement skills such as Burning Strike and any skills that would conceivably be part of the Psychokinetic Power, such as Penetrating Strike or Guided Weapon.
3. As they are the same person, it is entirely possible for them to share skills; Mary might use Typhoid's combat skills without realizing how, while Typhoid might find herself using Mary's acting talents to fool someone. Not sure how to really represent this; Wild Talent might be a viable base, but how to modify it?
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The GURPS Marvel Universe Reboot Project and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting
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