Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Notices

Reply
 
Thread Tools Display Modes
Old 01-10-2017, 12:18 PM   #1331
Phantasm
 
Phantasm's Avatar
 
Join Date: Jun 2006
Location: On the road again...
Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

THE BAR WITH NO NAME

The so-called Bar With No Name is in reality a series of drinking establishments; every major city in the United States has at least one, and New York City is known to have five: one in Harlem, one in Greenwich Village, one in Brooklyn, one in the Bronx, and one in Queens. There are rumors that the chain is international, ranging from Canada and Mexico to Europe and such locales as Brazil, Egypt, Russia, China, and India, although no such Bars outside the United States have been depicted.

The Bars cater to the costumed criminal underworld, a place for such criminals and mercenaries to relax and network away from the prying eyes of the police and costumed vigilantes. From the outside, these bars appear to be regular bars, all under a variety of names. A secret entrance in the rear leads to a staircase leading down to the criminal bar. The separation is as much to keep the regular clientele safe as it is to the criminal, since many normal people get nervous when around costumes, regardless of whether a crime is being committed. Once a week, the Bar With No Name in Harlem hosts a poker tournament; every so often, the villains will even "invite" (read: temporarily kidnap) Ben Grimm of the Fantastic Four to play poker with them (see Fantastic Four; Thing). The first time this happened, he was surprised, particularly as he was invited by Rhino and Juggernaut (who nearly trashed the block in a brawl before Juggernaut mentioned being late for the poker game), but he understands that even villains have the need to unwind (see Juggernaut; Rhino). No charges have ever been filed against the Bar or those sent to invite him, as he's always released unharmed at the end of the night (and usually a few thousand dollars richer).

Surprisingly, while the locations of each Bar With No Name is generally only known to the criminal underworld, the bars are completely legal! The bars always follow the local liquor laws, including generally not being open on certain days or times proscribed by law, maintaining their liquor licenses, and paying proper taxes. On top of that, there is no law in any locale where a known Bar With No Name exists that prevents people from drinking and socializing while dressed in outlandish outfits.

It is believed the first Bar With No Name was opened in Chicago, Illinois, during the Prohibition era as a meeting place for bootleggers; most believe it was a secret speakeasy for Al Capone. During World War II, with the emergence of costumed superhuman criminals, the Chicago bar began to cater to the costumed set. It wasn't long before the first of New York's opened, believed to be in Harlem. As each generation of superhuman criminals and crimefighters rose and waned, the number of Bars With No Name slowly increased. Today it is not uncommon to find retired super-criminals mingling with and giving advice to their younger, more active counterparts; even the retired criminals are known to wear their uniforms in the Bars.

Besides the New York and Chicago establishments, Bars With No Name are known to exist in Los Angeles, California; Houston, Texas; and Philadelphia, Pennsylvania. Others are believed to exist in Las Vegas, Nevada; San Francisco, California; Phoenix, Arizona; and New Orleans, Louisiana, though they have yet to be depicted.

------

Mission Statement: To provide a safe haven for costumed criminals to relax, enjoy each others' company, and network while in their working uniforms. The Bar maintains a strict no-violence policy among its patrons, which it can't really enforce but which the patrons follow anyway (mostly because they don't want their safe haven destroyed). Each Bar is independent of the others, and maintains a second bar for regular clientele.

Capabilities
TL: 8
Members: 12
Wealth: Average.
Contacts: Criminal Skills-18 [15].
Notable Resources: Each Bar is its own two-level establishment, usually with room on the lower level for those villains who are larger than average.
Reaction-Time Modifier: -1

Costs and Values
Startup Cost: $374,400
Resource Value: $1,872
Patron Value: 10 points.
Enemy Value: -20 points.
Ally and Dependent Value: The Bars don't offer any Allies or Dependents themselves, but can be used to find temporary Allies of up to 150% point value.

Social Attributes
Type: Commercial
Loyalty: Neutral (10)
CR: 1.
Rank: Merchant Rank [5/level], does not exceed Rank 1.
Income Range: $1,300 (Struggling) to $2,600 (Average).
Reputation: +2 from costumed criminals, +0 from everyone else who learns about them.

Notes

The "members" of the Bar With No Name are the proprietor and his staff, which generally includes two bartenders on each level, four waitresses, and a small kitchen staff of a short order cook and a dishwasher. The criminals that frequent the bar are merely clientele, but will (generally) come to its defense.



I thought that since I've referenced this plenty of times I should do an entry for it. Whether the Bars are a full chain or independent of each other is up to individual GMs.

This is my first attempt at using Boardroom and Curia; how'd I do?
__________________
"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; 01-12-2017 at 04:59 PM.
Phantasm is offline   Reply With Quote
Old 01-15-2017, 04:43 PM   #1332
Phantasm
 
Phantasm's Avatar
 
Join Date: Jun 2006
Location: On the road again...
Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

HENCHMEN FOR HIRE

Henchmen For Hire is a staffing agency catering to the criminal underworld. Like all staffing agencies, they hire people and contract them out to client organizations; their clients, however, are of a more sinister bent than the everyday evil of white collar embezzlers and telemarketing services.

Henchmen For Hire is the real name of Good Help Staffing, a temporary employment agency operating out of the fifth floor of the Baxter Building, most famously known as the home of the Fantastic Four (see Baxter Building; Fantastic Four). (The irony of operating out of the same building as one of the leading superhero teams in Manhattan is not lost on those in the know about the agency.) The agency consists of about forty men and women interviewing potential contractors, six account managers handling contracts for the legitimate clients, two account managers handling contracts for their criminal clients, four accountants, an eight-person IT staff, a three-person Human Resources office, the owner/manager, and his assistant. Subtle questions during the interview process permit the staff to gauge whether a potential employee is suitable for hiring out to their criminal clients. These questions generally start with the routine question about a criminal record, then branch off into other questions. As expected, the criminal hires are given preference if they've gone through one of the Taskmaster's training academies (see Taskmaster). Thanks to their location and the New York City population, they have a base of several dozen thousand potential employees to contract out to companies and crimelords alike. Only the two account managers handling the criminal clients answer the phones with "Henchmen For Hire", and then only on special lines.

The owner/manager of the company is Kevin Thompson, a mind-controller who once operated by the name Kilgrave before he retired from overt criminal dealings, legitimizing his criminal wealth by funneling it into the agency (see Kilgrave). He has kept the company solvent by maintaining a "no questions asked" policy for their criminal clientele, and not fudging the books. While he has occasionally been investigated by city, state, and federal law enforcement, Kilgrave has managed to avoid prosecution through his powers and the company's own legitimacy.

To date, Henchmen For Hire is known to contract out employees for Doctor Octopus, the Green Goblin, and the Hammerhead family of the Maggia (see Doctor Octopus; Green Goblin; Hammerhead; Maggia). They also occasionally do business with Advanced Idea Mechanics, though generally on a temp-to-hire basis (see AIM).

"We broker only for the most reputable clients."
– Merchants Guild Officer, Wing Commander Privateer.


-----

Mission Statement: Henchmen For Hire is dedicated to providing skilled criminal muscle to organized crime syndicates. As a side business, which incidentally brings in more income than their criminal enterprise, they also provide temporary workers for all kinds of businesses across New York City.

Capabilities
TL: 8
Members: 65
Wealth: Comfortable.
Contacts: Criminal skills-15; office skills-15.
Member Traits:
Notable Resources: Henchmen For Hire rents out a floor of the Baxter Building.
Reaction-Time Modifier: +0

Costs and Values
Startup Cost: $4,056,000
Resource Value: $20,280
Patron Value: 10 points.
Enemy Value: -10 points.
Ally and Dependent Value: The Allies they contract out almost never exceeds a 75 point character, but they can offer groups of up to 50 of them at once.

Social Attributes
Type: Commercial
Loyalty: Neutral (10)
CR: 2
Rank: Merchant Rank [5/level], not exceeding Rank 2.
Income Range: $2,600 (Average) to $260,000 (Filthy Rich).
Reputation: +1 (to job-seekers and employers)




Second attempt at using Boardroom and Curia. Wasn't sure if I should have all their potential temps as "members" or not; doing so would certainly raise several of the listed startup and resources values.

Please critique!
__________________
"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; 01-21-2017 at 05:50 PM.
Phantasm is offline   Reply With Quote
Old 01-21-2017, 06:20 AM   #1333
Phantasm
 
Phantasm's Avatar
 
Join Date: Jun 2006
Location: On the road again...
Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

SCARECROW

Real Name: Ebeneezer Laughton.
Occupation: Professional criminal.
Identity: Known to the authorities.
Legal Status: Citizen of the United States with a criminal record.
Other Aliases: None.
Place of Birth: Rhineback, New York.
Marital Status: Single.
Known Relatives: None.
Group Affiliation: None.
Base of Operations: New York City.
History: The history of the costumed criminal going by the name Scarecrow is unknown. By all accounts he had been a small-time burglar engaging in the occasional bit of industrial espionage prior to the emergence of the latest wave of superhuman crimefighters. Deciding he needed a gimmick, he bought a loose-fitting Halloween scarecrow outfit. After training a murder of crows to respond to his commands, he embarked on a crime wave in Manhattan, robbing penthouses and corporate offices, often having his crows fly back to his safe-house with jewels and computer flash drives.

Eventually, his crime spree caught the attention of a number of the costumed vigilantes in New York, including Daredevil, Captain America, and Spider-Man, who joined forces when all three had tracked Scarecrow to his hideout (see Captain America; Daredevil; Spider-Man). Following this altercation, the Scarecrow was arrested and taken into custody.

Apparently released on bail, Scarecrow came into conflict with Captain America a second time when he was hired by Doctor Faustus as part of a series of attacks designed to wear down the Captain so he'd be more susceptible to the Doctor's manipulations (see Doctor Faustus). (To ensure that the attacks would not be traced back to him, Faustus hired Scarecrow anonymously.) Following this confrontation, Scarecrow was again sent to prison.

He was later seen as part of the mass breakout from Ryker's Island Penitentiary led by the Rhino (see Rhino). Following that, he fled to Texas for a time, only to run afoul of the Ghost Rider, who left Scarecrow temporarily catatonic with his "penance stare" (see Ghost Rider). By all reports, the Scarecrow was then returned to prison in New York; whether he'll return from his catatonic state or how it will affect him in the long run is anyone's guess.
Height: 6.
Weight: 185 lbs.
Eyes: Brown.
Hair: Brown.
Uniform: Green tunic, green pants, orange-yellow gloves, orange-yellow shoes, orange-yellow full-face cowl patterned after a Jack O' Lantern, rope belt, tufts of straw at the wrists and ankles, as well as various places where the tunic and pants are deliberately ripped.
Strength Level: Scarecrow possesses the normal human strength of a man his age, height, and build who engages in regular toning exercise.
Known Superhuman Powers: None.
Other Abilities: The Scarecrow is a highly adept contortionist—extremely flexible and agile due to heavy training. He is double-jointed and can fit his body through any aperture at least one foot wide. He is therefore able to escape from conventional locks and chains, and to perform various acrobatic stunts. He is also a master at training birds.
Weapons: The Scarecrow often carries a pitchfork as a weapon. To date, this pitchfork has not exhibited any special abilities.
Allies: The Scareceow has a murder of two dozen pet crows, which he has taught to perform a variety of actions in response to his hand gestures and tones of voice. At his command, the crows will attack and kill the victims he designates. The crows have been trained to attack anyone who rushes at the Scarecrow or points a gun at him. They are trained to carry off jewels, valuables, and anything else at which the Scarecrow points.

260 points
Attributes:
ST 10 [0]; DX 14 [80]; IQ 10 [0]; HT 12 [20].
Secondary Characteristics: Dmg 1d-2/1d; BL 20 lbs.; HP 11 [2]; Will 10 [0]; Per 12 [10]; FP 12 [0]; Basic Speed 6.50 [0]; Basic Move 6 [0]; Dodge 10.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western [0].
Advantages: Ally Group (Murder of Crows, 5% or less of Starting Value; Group Size: 21-50; Non-Sapient) (15) [6]; Animal Friend 4 [20]; Combat Reflexes [15]; Double-Jointed [15]; Extra Attack 1 [25]; Hard to Kill 2 [4]; High Pain Threshold [10]; Very Fit [15].
Perks: Improvised Weapons (Polearm) [1]; Improvised Weapons (Spear) [1].
Disadvantages: Appearance (Unattractive) [-4]; Callous [-5]; Dependent Group (Murder of Crows; No More than 5%) (9) [-14]; Odious Personal Habit (Masochist) [-10]; Social Stigma (Criminal Record) [-5]; Wealth (Struggling) [-10].
Quirks: Admires Jack the Ripper [-1]; Dual Identity [-1]; Opportunist [-1]; Unresolved Mommy Issues [-1]; Vow ("Kill Father Should They Cross Paths) [-1].
Skills: Acrobatics (H) DX+1 [8] – 15; Animal Handling (Crows) (A) IQ+6 [8] – 16*; Brawling (E) DX+2 [4] – 16; Climbing (A) DX+4 [1] – 18†; Computer Operation/TL8 (E) IQ+2 [4] – 12; Current Affairs/TL8 (Sports) (E) IQ+0 [1] – 10; Falconry (A) IQ+6 [8] – 16*; Forced Entry (E) DX+0 [1] – 14; Holdout (A) IQ+2 [8] – 12; Jumping (E) DX+0 [1] – 14; Observation (A) Per+2 [8] – 14; Polearm (A) DX+2 [8] – 16; Spear (A) DX+2 [8] – 16; Streetwise (A) IQ+2 [8] – 12; Throwing (A) DX-1 [1] – 13; Thrown Weapon (Spear) (E) DX+2 [4] – 16; Wrestling (A) DX+2 [8] – 16.
Starting Spending Money: $2,000 (20% of Starting Wealth).

* Includes +4 from Animal Friend.
† Includes +5 from Double-Jointed.

Role-Playing Notes:
Scarecrow is a creep who believes that with great pain comes great rewards, and that what doesn't kill him will ultimately make him a stronger person. He believes his father ran out on him and his mother, and doesn't know whether to thank his father for that pain or kill him (he's currently decided on the latter); he might in fact do both.

The long-term effects of Ghost Rider's penance stare are currently unknown.
__________________
"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; 12-21-2017 at 02:28 AM.
Phantasm is offline   Reply With Quote
Old 01-28-2017, 02:18 PM   #1334
Phantasm
 
Phantasm's Avatar
 
Join Date: Jun 2006
Location: On the road again...
Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

RATTLER

Real Name: Klaus (last name unrevealed).
Occupation: Mercenary, professional criminal.
Identity: Known to the authorities.
Legal Status: Citizen of Austria with an international criminal record.
Other Aliases: None.
Place of Birth: Austria.
Marital Status: Single.
Known Relatives: None.
Group Affiliation: Serpent Squad.
Base of Operations: Mobile.
History: Very little is known about Rattler prior to being approached by the Stryke brothers, Jordan and Leonard, to join their team of snake-themed mercenaries, the Serpent Squad (see Eel; Serpent Squad; Viper). From comments made, it can be guessed that Rattler had served a number of prison sentences in parts of Europe.

As part of the Serpent Squad, he has twice come into conflict with Captain America and his young partner, Bucky, the second time when the Captain teamed with the Homeland Security team of superhuman operatives, Freedom Force (see Bucky; Captain America; Freedom Force). Following the second incident, Rattler was sent to prison, and presumably deported.

Rattler's future exploits have yet to be revealed.
Height: 6' 2".
Weight: 220 lbs.
Eyes: Brown.
Hair: Brown.
Uniform: Dark red bodysuit with a light brown padded chest in a snake pattern, light brown boots of the same pattern, and a six foot long cybernetic tail of the same colors and pattern.
Strength Level: Rattler possesses the normal human strength of a man his age, height, and build who engages in moderately intensive regular exercise.
Known Superhuman Powers: Rattler's cybernetic tail is equipped with a subsonic vibration emitter, his signature "rattle", which creates a wide cone of vibrations in the air, which can be used to push objects and people away from him, or to shatter objects and bone.

In addition, the tail is somewhat prehensile, able to be used in melee combat, either to grab someone or as a whip.

240 points
Attributes:
ST 12 [20]; DX 12 [40]; IQ 10 [0]; HT 12 [20].
Secondary Characteristics: Dmg 1d-1/1d+2; BL 29 lbs.; HP 12 [0]; Will 11 [5]; Per 12 [10]; FP 12 [0]; Basic Speed 6.00 [0]; Basic Move 6 [0]; Dodge 10.
Languages: German (Native) (Native Language) [0]; English (Native) [6].
Cultural Familiarities: Western [0].
Advantages: Burning Attack 6d (Cone (3 yds), +80%; Damage Modifier: Non-Incendiary, -10%; Increased 1/2D Range (5), +10%; Reduced Range (1/2), -10%; Variable, +5%; Electronic, -30%; Elemental: Sound/Vibration, -10%; Alternative Attack, 1/5) [9]; Combat Reflexes [15]; Crushing Attack 6d (Cone (3 yds), +80%; Increased 1/2D Range (5), +10%; Reduced Range (1/2), -10%; Variable, +5%; Electronic, -30%; Elemental: Sound/Vibration, -10%) [44]; Extra Arm 1 (Extra-Flexible, +50%; Long +1, +100%; Temporary Disadvantage: No Fine Manipulators, -30%; Electronic, -30%) [19]; Extra Attack 1 [25]; Fit [5]; High Pain Threshold [10]; Striker (Crushing; Tail) (Long 1, +100%; Electronic, -30%; Alternative Attack, 1/5) [2]; Tough Guy 2 [10].
Disadvantages: Callous [-5]; Greed (9) [-22]; Overconfidence (9) [-7]; Social Stigma (Criminal Record) [-5].
Quirks: Doesn't Hesitate to Engage in Friendly Fire [-1]; Dual Identity [-1]; Massive Property Damage [-1]; Thick Austrian Accent [-1].
Skills: Brawling (E) DX+2 [4] 14; Carousing (E) HT+0 [1] 12; Climbing (A) DX+0 [2] 12; Escape (H) DX-2 [1] 10; Forced Entry (E) DX+2 [1] 14*; Hiking (A) HT+0 [2] 12; Innate Attack (Beam) (E) DX+2 [4] 14; Intimidation (A) Will+3 [4] 14*; Jumping (E) DX+0 [1] 12; Observation (A) Per+0 [2] 12; Parachuting/TL8 (E) DX+0 [1] 12; Running (A) HT+0 [2] 12; Savoir-Faire (Mafia) (E) IQ+0 [1] 10; Shadowing (A) IQ+2 [2] 12*; Stealth (A) DX+0 [2] 12; Streetwise (A) IQ+2 [2] 12*; Swimming (E) HT+0 [1] 12; Throwing (A) DX+0 [2] 12; Wrestling (A) DX+2 [8] 14.
Starting Spending Money: $4,000 (20% of Starting Wealth).

* Includes +2 from Tough Guy.

Role-Playing Notes:
Rattler is a brute with very little loyalty to his teammates. He has been known to use his rattle on opponents his teammates were in melee combat with, not caring if they're caught in the crossfire. In his mind, it's his teammates' responsibility to stay out of his rattle's way.
__________________
"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
Phantasm is offline   Reply With Quote
Old 01-29-2017, 05:07 PM   #1335
Phantasm
 
Phantasm's Avatar
 
Join Date: Jun 2006
Location: On the road again...
Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

ZARAN, MAXIMILIAN

Real Name: Maximilian Zaran.
Occupation: Mercenary, assassin, former government agent.
Identity: Zaran does not use a dual identity.
Legal Status: Citizen of the United Kingdom with an international criminal record.
Other Aliases: None known.
Place of Birth: Surrey, England, United Kingdom.
Marital Status: Presumably single.
Known Relatives: None.
Group Affiliation: Batroc's Brigade; formerly MI6.
Base of Operations: Mobile.
History: Very little is known about the exploits of Maximilian Zaran prior to his first joining Batroc's Brigade (see Batroc's Brigade). He has alleged to have once worked for the British Secret Service, MI6, before going freelance as a mercenary and assassin.

It was his skill and reputation as a mercenary that attracted the attention of Georges Batroc, who approached Zaran to join his Brigade on their first mission: to steal Captain America's shield for an undisclosed client (see Batroc, Georges; Batroc's Brigade; Captain America). (This client turned out to be Sinthea Schmidt, daughter of the Red Skull; see Sin.)

Following that incident, Zaran was later seen working for the Chicago-based businessman Harold Meachum in an attack on Iron Fist (see Iron Fist; Meachum, Harold). He broke off the attack when Meachum ordered him to go against his code of honor and shoot Iron Fist in the back when he was down.

Zaran was later seen working with Batroc's Brigade on two later occasions. The first was a raid on Stark Industries' Dallas, Texas, plant; the second was to assist Captain America in taking down the Taskmaster (see Stark Industries; Taskmaster). Presumably Zaran will work with future incarnations of the Brigade.
Height: 6' 1"
Weight: 235 lbs.
Eyes: Blue.
Hair: Red.
Uniform: Black sleeveless bodyshirt with red trim, black pants with a red stripe down the side, blue-black cowl with a faux-hair red ponytail, black bracers, black boots.
Strength Level: Zaran 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: Zaran is a master of all melee and thrown weapons, and has proven to be a marksman with a bow.
Weapons: Zaran carries roughly a dozen small throwing sais on his person. A master of weaponry, he often carries a spear or polearm, a broadsword, and/or a longbow and quiver of arrows on his person, depending on the mission.

605 points
Attributes:
ST 14 [40]; DX 14 [80]; IQ 11 [20]; HT 14 [40].
Secondary Characteristics: Dmg 1d/2d; BL 39 lbs.; HP 14 [0]; Will 12 [5]; Per 12 [5]; FP 14 [0]; Basic Speed 7.00 [0]; Basic Move 7 [0]; Dodge 11.
Languages: English (Native) (Native Language) [0]; German (Accented) [4].
Cultural Familiarities: Western [0].
Advantages: Ambidexterity [5]; Combat Reflexes [15]; Danger Sense [15]; Enhanced Parry (All) 3 [30]; Extra Attack 1 [25]; High Pain Threshold [10]; Very Fit [15]; Wealth (Comfortable) [10]; Weapon Master (All Muscle-Powered Weapons) [45].
Perks: Controllable Disadvantage (Callous) [1]; Style Familiarity (Krav Maga) [1]; Style Familiarity (Masters of Defense Weapon Training) [1].
Disadvantages: Code of Honor (Professional) [-5]; Obsession (Challenge Himself to Greater Opponents) (12) [-10]; Pacifism (Cannot Harm Innocents) [-10]; Social Stigma (Criminal Record) [-5]; Vow (Grant Opponents Warrior Deaths) [-10].
Quirks: Atheist [-1]; Proud [-1]; Refuses to Take a Code-Name [-1]; Respects Martial Prowess [-1]; Uncongenial [-1].
Skills: Acrobatics (H) DX+1 [8] 15; Bow (A) DX+4 [16] 18; Breath Control (H) HT-2 [1] 12; Broadsword (A) DX+4 [16] 18; Climbing (A) DX-1 [1] 13; Escape (H) DX-2 [1] 12; Forced Entry (E) DX+0 [1] 14; Guns/TL8 (Pistol) (E) DX+0 [1] 14; Hiking (A) HT-1 [1] 13; Jitte/Sai (A) DX+4 [15] 18*; Judo (H) DX+4 [20] 18; Jumping (E) DX+0 [1] 14; Karate (H) DX+4 [20] 18; Knife (E) DX+1 [1] 15*; Lifting (A) HT-1 [1] 13; Polearm (A) DX+4 [16] 18; Power Blow (H) Will+3 [16] 15; Pressure Points (H) IQ+3 [16] 14; Rapier (A) DX+1 [2] 15; Running (A) HT-1 [1] 13; Savoir-Faire (Dojo) (E) IQ+1 [2] 12; Scuba/TL8 (A) IQ+0 [2] 11; Shadowing (A) IQ+1 [4] 12; Shield (Buckler) (E) DX+2 [1] 16; Shield (Shield) (E) DX+4 [12] 18; Shortsword (A) DX+4 [8] 18; Spear (A) DX+4 [14] 18; Staff (A) DX+4 [8] 18#; Stealth (A) DX+1 [4] 15; Streetwise (A) IQ+1 [4] 12; Swimming (E) HT+0 [1] 14; Throwing (A) DX+0 [2] 14; Thrown Weapon (Knife) (E) DX+4 [12] 18; Thrown Weapon (Shuriken) (E) DX+0 [1] 14; Thrown Weapon (Spear) (E) DX+4 [12] 18; Two-Handed Sword (A) DX+4 [14] 18; Wrestling (A) DX+2 [8] 16.
Techniques: Acrobatic Stand (Acrobatics) (A) def+6 [6] 15; Breakfall (Wrestling) (A) def+1 [2] 18; Dual-Weapon Attack (Shortsword) (H) def+4 [5] 18; Whirlwind Attack (Staff) (H) def+5 [6] 18.
Starting Spending Money: $8,000 (20% of Starting Wealth).

* Defaulted from Shortsword.
Defaulted from Broadsword.
Defaulted from Shield (Shield).
Defaulted from Polearm.
# Defaulted from Spear.

Role-Playing Notes:
Zaran prides himself on his professionalism and skill. He considers himself to have no equal in the use of muscle-powered weaponry, and it's quite possible he's correct. He respects Batroc, Captain America, and Iron Fist for their combat prowess, and has shown contempt for the Taskmaster for not truly "earning" his skill.

Zaran has no qualms about working on either side of the law, so long as his skills can be challenged. The only caveat he has is that when he fights someone to the death, the death must be a warrior's death, not an execution.
__________________
"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
Phantasm is offline   Reply With Quote
Old 02-05-2017, 09:55 AM   #1336
Phantasm
 
Phantasm's Avatar
 
Join Date: Jun 2006
Location: On the road again...
Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

SLITHER

Real Name: Aaron Salomon.
Occupation: Professional criminal, former government agent.
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: Former member of Freedom Force.
Base of Operations: Mobile, formerly Washington, DC.
History: Not much is known about Slither before his first appearance. It is especially unknown if he was born with his serpentine features or if he mutated to his current form during adolescence.

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, Slither 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, Slither and the others were given the name Freedom Force.

As a member of Freedom Force, Slither has come into conflict with the Renegades and Captain America, the latter in a case of mistaken intentions while both were investigating the Serpent Squad (see Renegades; Serpent Squad). During the second case, Slither was offered a place with the Serpents, and would have accepted if he hadn't been knocked out by Rattler's vibration attack (see Rattler).

Following that case, Slither and Cooper got into a heated argument over his tactics, which led to him resigning from the team and storming out of the office; of his teammates, only Meteorite was sad to see him leave (see Meteorite). Whether or not he will take the Serpent Squad's offer of membership in the near future is unknown.
Height: 6' 9".
Weight: 210 lbs.
Eyes: Green.
Hair: None.
Skin: Dark green scales.
Other Distinguishing Features: Slither possesses a long, highly flexible neck, a head like a snake's, and sharp fangs.
Uniform: Light green short-sleeved leotard with a black trim around the neck and upper arms, dark green leggings, light green gloves, light green boots, and a black belt.
Strength Level: Slither possesses the normal human strength of a man his age, height, and build who engages in regular exercise. He sometimes appears to have enhanced strength, but only when constricting about a target.
Known Superhuman Powers: Slither possesses several physical mutations that are serpentine in nature. First and foremost, his whole body can lose its stiffness, being able to bend in any direction and constrict in a manner akin to that of a constrictor snake (similar to an anaconda or boa constrictor). His scaly hide gives him a modicum of resistance to common damage, though he is not bullet-proof. His skin also lets him sense subsonic vibrations on surfaces he is touching. In addition, his fangs carry a venom which, when injected into a target, causes paralysis for a short time. Finally, his sense of taste is superhumanly acute, enabling him to taste many different scents in the air, same as a snake's tongue.

350 points
Attributes:
ST 12 [20]; DX 15 [100]; IQ 10 [0]; HT 12 [20].
Secondary Characteristics: Dmg 1d-1/1d+1; BL 29 lbs.; HP 12 [0]; Will 10 [0]; Per 10 [0]; FP 12 [0]; Basic Speed 7.00 [5]; Basic Move 7 [0]; Dodge 11.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western [0].
Advantages: Acute Taste & Smell 6 (Mutant Biology, -0%) [12]; Affliction (Paralysis Venom) 7 (HT-6; Blood Agent, -40%; Incapacitation: Paralysis, +150%; Irritant: Nauseated (Secondary Effect), +6%; Melee Attack: Reach C, -30%; Mutant Biology, -0%) [131]; Combat Reflexes [15]; Constriction Attack* (Mutant Biology, -0%) [15]; Damage Resistance 2 (Tough Skin, -40%; Mutant Biology, -0%) [6]; Discriminatory Smell (Mutant Biology, -0%) [15]; Double-Jointed (Mutant Biology, -0%) [15]; Snake Powers Talent 4* [20]; Teeth (Sharp Teeth) [1]; Vibration Sense (Mutant Biology, -0%) [10].
Perks: Scales [1]; Sure-Footed (Slippery) [1].
Disadvantages: Appearance (Unattractive) [-4]; Bad Temper (12) [-10]; Greed (9) [-22]; Sadism (12) [-15]; Social Stigma (Criminal Record) [-5]; Social Stigma (Freak) [-10]; Stubbornness [-5].
Quirks: Dislikes Snake Puns [-1]; Look Out For Number One First [-1]; Uncongenial [-1]; Will Not Hesitate to Betray an Employer If Made a Better Offer [-1].
Skills: Acting (A) IQ+0 [2] 10; Brawling (E) DX+2 [4] 17; Carousing (E) HT+0 [1] 12; Climbing (A) DX+4 [1] 19; Computer Operation/TL8 (E) IQ+0 [1] 10; Escape (H) DX+3 [1] 18; Guns/TL8 (Pistol) (E) DX+0 [1] 15; Hiking (A) HT+0 [2] 12; Intimidation (A) Will+2 [8] 12; Jumping (E) DX+0 [1] 15; Lifting (A) HT+0 [2] 12; Pickpocket (H) DX-2 [1] 13; Running (A) HT+0 [2] 12; Savoir-Faire (Police) (E) IQ+0 [1] 10; Stealth (A) DX-1 [1] 14; Streetwise (A) IQ+0 [2] 10; Throwing (A) DX-1 [1] 14; Tracking (A) Per+0 [2] 12; Wrestling (A) DX+1 [4] 16.
Features: Born Biter 3 [0].
Starting Spending Money: $4,000 (20% of Starting Wealth).

* Snake Powers Talent adds to the effective ST score for Constriction Attack, granting him effective ST 16 when squeezing.
Includes +5 from Double-Jointed.
Conditional +4 from Snake Powers Talent.

Role-Playing Notes:
Slither is an amoral opportunist who only really cares about himself and his next big score. He only joined Freedom Force due to the "get out of jail free" card offered by Val Cooper, having no loyalty to the team or to any altruistic cause. His only real friend in the team was Meteorite, but Slither had no qualms about betraying him if the pay was right.
__________________
"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
Phantasm is offline   Reply With Quote
Old 02-05-2017, 09:56 AM   #1337
Phantasm
 
Phantasm's Avatar
 
Join Date: Jun 2006
Location: On the road again...
Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

And that wraps up the individual characters for Captain America's cast and crew (I decided not to stat up a planned character, Professor Power, as I'm unable to work out ideas for him). I'm still working on team entries for the Serpent Squad and ULTIMATUM, but those should be done in the next few days. (With ULTIMATUM, I'm probably just going to put notes in for "Use the HYDRA and AIM stats" and give common equipment for the typical operative.

Casts finished: Amazing Spider-Man, Daredevil: The Man Without Fear, Uncanny X-Men, Fantastic Four, and Captain America (in that order).

Pending "Phase One" casts: Astonishing Ant-Man (and Wasp), Captain Marvel, Doctor Strange: Sorcerer Supreme, Incredible Hulk, Invincible Iron Man, Lost World of Atlantis/the Savage Land/Wakanda, Secret Agent Nick Fury, Sensational Spider-Woman, and Thor: God of Thunder. ("Phase One" would be the titles in the initial publication binge; "Phase Two" is Avengers, Ghost Rider, Hellstorm, Hercules: the Legend Continues, Immortal Iron Fist, Infinity Quest, and Renegades.)

Thoughts on which Phase One title I should do next? (I'll be hitting the Hercules: The Legend Continues characters as inspiration hits.)
__________________
"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
Phantasm is offline   Reply With Quote
Old 02-05-2017, 12:56 PM   #1338
Refplace
 
Refplace's Avatar
 
Join Date: Nov 2008
Location: Yukon, OK
Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Phantasm View Post

Pending "Phase One" casts: Astonishing Ant-Man (and Wasp), Captain Marvel, Doctor Strange: Sorcerer Supreme, Incredible Hulk, Invincible Iron Man, Lost World of Atlantis/the Savage Land/Wakanda, Secret Agent Nick Fury, Sensational Spider-Woman, and Thor: God of Thunder. ("Phase One" would be the titles in the initial publication binge; "Phase Two" is Avengers, Ghost Rider, Hellstorm, Hercules: the Legend Continues, Immortal Iron Fist, Infinity Quest, and Renegades.)

Thoughts on which Phase One title I should do next? (I'll be hitting the Hercules: The Legend Continues characters as inspiration hits.)
I would like Dr. Strange, though Spider Woman would be interesting as well.
__________________
Looking for group in my area
My GURPS official contributions
My GURPS fan contribution and blog:
REFPLace GURPS Landing Page
My List of GURPS You Tube videos (plus a few other useful items)
Pyramid Writers Group Pt II
Refplace is offline   Reply With Quote
Old 02-05-2017, 07:20 PM   #1339
Otaku
 
Otaku's Avatar
 
Join Date: Nov 2011
Location: South Dakota, USA
Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

I have no strong opinion as I am still playing catch-up. ^^'
__________________
My 4e library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Power-Ups 2, Power-Ups 3, Powers, Powers: Enhanced Senses, Social Engineering, Supers, and one issue of Pyramid (3/83), mostly provided through the generosity of others. Thanks! :)

Last edited by Otaku; 02-05-2017 at 07:20 PM. Reason: Edit: Typo is typo.
Otaku is offline   Reply With Quote
Old 02-06-2017, 12:51 PM   #1340
Phantasm
 
Phantasm's Avatar
 
Join Date: Jun 2006
Location: On the road again...
Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Well, after asking in several channels across two IRC servers, the general consensus is that I should do Nick Fury's cast and crew.

However, it seems I've already posted a lot of his crew so far:

Nick Fury
Black Widow
Agent Phil Coulson
AIM
HYDRA
Scorpio
MODOK
Arnim Zola
Red Guardian (ex-husband of Black Widow)

I'll probably end up going through the early versions and streamlining them a bit.

I have plans for Baron Strucker and Capricorn (of the Zodiac Cartel, working alongside Scorpio), but beyond that I'm really not sure who else to add in, particularly in the bad guys. (Just my luck that Fury and Captain America share a lot of enemies.)
__________________
"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
Phantasm is offline   Reply With Quote
Reply

Tags
chandley, character creation, chargen, marvel, phantasm, supers, x-men

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 09:12 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2018, vBulletin Solutions, Inc.