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Old 05-21-2017, 12:50 PM   #1411
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

DOCTOR MINERVA

Real Name: Minn-Erva.
Occupation: Geneticist, Kree military science officer.
Identity: Min-Erva's existence is unknown to the general populace of Earth.
Legal Status: Citizen of the Kree Empire with no known criminal record.
Other Aliases: Minerva.
Place of Birth: Edelix, planet Hala, Pama system, Kree Empire.
Marital Status: Single.
Known Relatives: None.
Group Affiliation: Kree military.
Base of Operations: The starship Hala in Earth orbit.
History: Minn-Erva was born to a prestigious Kree family on the Kree homeworld of Hala, in the Pama system in what is known as the Greater Magellanic Cloud on Earth (see Kree). As a member of the blue-skinned Kree elite, she had her choice of assignments after graduating from the Kree Imperial Science Academy; she chose an assignment to the spy ship Hala, which was assigned to spy on Earth, because she'd uncovered evidence that in ancient times Kree scientists were responsible for granting powers to a number of the native humans (see Inhumans).

Among her duties on the Hala was to grant the designated spy, decorated war hero Mar-Vell, the means to remain undetected on Earth (see Captain Marvel). Intrigued by the recent history of superhuman adventurers on the planet, she bent those orders to grant Vell an array of what she perceived to be "common" powers: superhuman strength, durability, flight, and the ability to project energy beams from his hands. From her post aboard the Hala, Erva observed Vell's exploits, particularly how the general public received him as a new "superhero".

When Mar-Vell was caught disobeying a direct order from their commanding officer, Colonel Yon-Rogg, and taken back to the Kree homeworld to face a court-martial, Erva encouraged Rogg to capture a human – in particular Carol Danvers, who had assisted Vell on a number of occasions – for her experiments (see Danvers, Carol). Erva, identifying herself via a portable translator as "Doctor Minerva" and dressed in a uniform similar to the one she gave to Vell, then performed a number of experiments on Danvers before surreptitiously arranging for Danvers' escape in order to observe how she progressed in an uncontrolled environment.

At the same time, Erva made a secret pact with Maximus, ruler of the Inhumans, to acquire the genetic code for a number of Inhumans and a sample of the Inhumans' sacred Terrigen Mists (see Maximus).

When last seen, Minn-Erva was seen subjecting herself to the same processes which granted Mar-Vell his powers, granting her a number of powers similar to his.
Height: 5' 9".
Weight: 165 lbs.
Eyes: Blue.
Hair: Black.
Skin: Blue.
Uniform: Red and black bodysuit with a gold star insignia, black half-mask, black gloves, black boots, red scarf trailing behind her. Previously the Kree military uniform.
Strength Level: Doctor Minerva possesses superhuman strength, the current limits of which are unknown but presumably enabling her to lift (press) roughly ten tons.
Known Superhuman Powers: In addition to her superhuman strength, Doctor Minerva possesses superhuman durability able to withstand most conventional firearms, the ability to fly unaided through the air and space (though she still requires a source of oxygen to breathe in space), and the ability to fire concussive energy beams from her hands. She is presently only able to travel at Mach 2 (1,440 mph) in atmosphere, or Mach 13 (around 10,000 mph) in space. When flying in an atmosphere, she commonly slows to just under the speed of sound (around 700 mph).
Other Abilities: Minn-Erva is a gifted scientist focusing on genetic manipulation.

1,475 points
Attributes:
ST 24/114 [0*]; DX 14 [80]; IQ 13 [60]; HT 13 [30].
Secondary Characteristics: Dmg 2d+1/4d+2 (12d/14d); BL 115 lbs (2,588 lbs./1.3 tons); HP 24 [0]; Will 13 [0]; Per 13 [0]; FP 18 [0†]; Basic Speed 6.75 [0]; Basic Move 6 [0]; Basic Air Move 13 [0]; Dodge 9.
Languages: Kree (Native) (Native Language) [0].
Cultural Familiarities: Kree Empire [0].
Advantages: Academic 2 [10]; Alien Friend 2 [10]; Appearance (Attractive) [4]; Blue Kree [67]; Crushing Attack 7d (Blockable, +5%; Increased 1/2D Range (5), +10%; Increased Range (5), +20%; Underwater, +20%; Variable, +5%; Super, -10%) [49]; Damage Resistance 35 (Hardened 1, +20%; No Signature, +20%; Tough Skin, -40%; Passive Biological, -5%) [167]; Enhanced Move (Air) 6 (Air Move 832/1,664 mph/Mach 2.2) (Super, -10%) [108]; Enhanced Move (Space) 8.5 (Space Move 4,992/9,984 mph/Mach 13.1) (Super, -10%) [153]; Flight (Space Flight, +50%; Super, -10%) [56]; Injury Tolerance (Damage Reduction /10; Super, -10%) [135]; Military Rank 3 [15]; Natural Scientist 4 [40]; Status 2 [5‡]; Super ST +10/+100 (Super, -10%) [390]; Vacuum Support (Super, -10%) [5]; Wealth (Comfortable) [10].
Perks: Controllable Disadvantage (Callous) [1].
Disadvantages: Loner (12) [-5]; Oblivious [-5]; Overconfidence (12) [-5]; Pacifism (Reluctant Killer) [-5].
Quirks: Does Not Actually Have a Doctorate Equivalent [-1]; Imaginative [-1]; Nosy [-1]; Proud [-1]; Superiority Complex [-1].
Skills: Anthropology (Human) (H) IQ+1 [2] – 14; Beam Weapons/TL11 (Pistol) (E) DX+0 [1] – 14; Bioengineering/TL11 (Cloning) (H) IQ+1 [7] – 14#; Bioengineering/TL11 (Genetic Engineering) (H) IQ+3 [16] – 16; Bioengineering/TL11 (Tissue Engineering) (H) IQ+1 [7] – 14#; Biology/TL11 (Earthlike) (VH) IQ+3 [4] – 16; Brawling (E) DX+0 [1] – 14; Climbing (A) DX-1 [1] – 13; Current Affairs/TL11 (Science & Technology) (E) IQ+0 [1] – 13; Expert Skill (Xenology) (H) IQ+1 [2] – 14; Fast-Draw/TL11 (Ammo) (E) DX+0 [1] – 14; First Aid/TL11 (Kree) (E) IQ+0 [1] – 13; Forgery/TL11 (H) IQ-1 [2] – 12; Free Fall (A) DX-1 [1] – 13; Hiking (A) HT-1 [1] – 12; Innate Attack (Beam) (E) DX+0 [1] – 14; Jumping (E) DX+0 [1] – 14; Lifting (A) HT-1 [1] – 12; Mathematics/TL11 (Applied) (H) IQ+2 [1] – 15; Mathematics/TL11 (Pure) (H) IQ-1 [2] – 12; Observation (A) Per+1 [4] – 14; Poisons/TL11 (H) IQ-1 [2] – 12; Research/TL11 (A) IQ+2 [2] – 15; Running (A) HT-1 [1] – 12; Savoir-Faire (High Society) (E) IQ-1 [1] – 12; Science! (WC) IQ+0 [24] – 13; Speed-Reading (A) IQ+1 [1] – 14; Swimming (E) HT+0 [1] – 13; Throwing (A) DX-1 [1] – 13; Weird Science (VH) (IQ+1 [12] – 14; Wrestling (A) DX+0 [2] – 14.
Starting Spending Money: $8,000 (20% of Starting Wealth).
Lens:
50-ton Strength (+366 points): Increase Super ST to +12/+200 (Super, -10%) [468] (net increase [78]), and add Enhanced ST +36 (Accessibility: Only When Using Super ST, -10%; Super, -10%) [288].

* Includes +4 to ST from Blue Kree and +10/+100 from Super ST.
† Includes +5 from Blue Kree.
‡ Includes +1 from Military Rank.
Includes +2 from Alien Friend.
# Defaulted from Bioengineering (Genetic Engineering).
Includes +4 from Natural Scientist.
Includes +2 from Academic.
Includes -1 from Oblivious.
Conditional +4 from Natural Scientist.

Role-Playing Notes:
Doctor Minerva is in many ways the quintessential mad scientist who has no qualms about performing experiments on captives. She holds herself as superior to nearly everyone, including her superior officers, reserving respect only for her fellow Blue Kree, of which neither Mar-Vell, Una, nor Yon-Rogg are.

Design Notes:
1. Doctor Minerva's racial High TL (from her Blue Kree racial package) and Starting Wealth are calculated for a TL8 campaign, as would be encountered on Earth. In a more cosmic campaign, the native TL would be TL 11; as such, she would lose the High TL trait, lowering her point value by 15 points, and her Starting Spending Money will increase from $8,000 to $30,000.
2. In the comics, Doctor Minerva has the same powers as Carol Danvers had as Ms. Marvel, including the traditional 50-ton lifting ability. I've added that as a lens for people who wish to play her with that level strength, which she will begin to exhibit in Year Two.



Yes, I'm making her the one responsible for Mar-Vell's powers. Fun times ahead! :)
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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 05-21-2017, 02:18 PM   #1412
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

ELDERS OF THE UNIVERSE

The beings known as the Elders of the Universe are the oldest known sentient beings in the universe. Each one of them has survived the destruction of his homeworld, his species, and in some cases his home galaxy. While each Elder is the last of his race, the Elders all refer to themselves as "brothers".

To date, the only Elder to have visited Earth is the Collector, who sought to add the Avengers to his collection (see Avengers; Collector). The Elder known as the Grandmaster has encountered a number of adventurers who have ties to Earth, most notably the Kree Captain Marvel and Peter Quill, but has not yet visited the planet (see Captain Marvel; Grandmaster; Kree; Star-Lord). Other Elders that may exist are currently unknown.

Game-Mechanic Details:
The Elders of the Universe all come from civilizations and species that vanished long before Earth was formed. Furthermore, nearly all of them have access to TL 12^ technology, whether their civilizations achieved it or not. Nearly every device in Ultra-Tech is available to a number of Elders; whether they use them or not is a different story.

In a cosmic-oriented campaign, their High TL advantage would be lowered to High TL +1, reducing their point value by 15 points.

Elder of the Universe
400 points
Advantages:
G-Experience (All) [10]; High TL +4 [20]; Higher Purpose 4 [20]; Immunity to Metabolic Hazards [30]; Improved G-Tolerance (10G increments) [25]; Supernatural Durability [150]; Unaging [15]; Unkillable 3 [150].
Disadvantages: Obsession (Long-Term Goal) (6) [-20].



Seems I missed posting this some time back. Not sure how that happened.
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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 05-29-2017, 03:18 AM   #1413
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

DORREK VIII

Real Name: Dorrek VIII.
Occupation: Monarch, politician.
Identity: Publicly known in the interstellar community; his existence is unknown to the general populace of Earth.
Legal Status: Citizen of the Skrull Empire with no known criminal record.
Other Aliases: None.
Place of Birth: Imperial City, Skrullos, Skrull Empire.
Marital Status: Married.
Known Relatives: R'Kill (wife); Anelle, Veranke (daughters).
Group Affiliation: Skrull Empire.
Base of Operations: Imperial City, Skrullos, Skrull Empire.
History: The son of a Skrull noble house whose family had once held the throne, Dorrek grew up a man of ambition. Like most Skrulls, he served a tour in the Imperial military; in his case, as an officer in the Imperial Star Navy. Using his political connections, he secured a place for himself in the Imperial Parliament, eventually rising to become the Minister of Logistics.

Following a disastrous attempt by the then-current Emperor to invade a small, relatively insignificant planet which the locals called "Earth", Minister Dorrek blamed the Emperor for not taking into account their spies' reports of the wide variety of powers the denizens of the planet could develop, which more than compensated for their relatively primitive technology. Gaining the support of the military, Minister Dorrek staged a coup, arresting and executing the Emperor for gross incompetence, instilling himself as the new Emperor, becoming the eighth Skrull Emperor of that name in their recorded history. To make his claim legitimate, he married the Emperor's daughter, Princess (later Queen) R'Kill (see R'Kill). Although the couple have two daughters, the union has never been a happy one. (At some point in the past, he exiled his older daughter Veranke to a prison planet for undisclosed reasons, leaving Anelle his sole heir.)

As Emperor, Dorrek VIII decided to increase the number of spies on Earth. He has been visited several times by the Earth-born adventurers known as the Fantastic Four in their capacity as ambassadors of their planet (see Fantastic Four). During his reign, tensions between the Kree and Skrull Empires have grown, threatening to erupt into war (see Kree).

It was Dorrek that authorized the experiments that gave the Skrull warriors Kl'rt and Paibok their powers (see Paibok the Power-Skrull; Super-Skrull). Following an operation authorized by R'Kill but which Dorrek did not approve of, he promoted Kl'rt to head of the Skrull Imperial Guard.

Dorrek most recently met with Emperor D'ken of the Shi'ar Empire, Prime Minister Zarek of the Kree Empire, and the Chancellor of the Charter Confederation to discuss the various empires' efforts to spy on Earth, particularly after several Skrull spies were discovered by Earth's superhuman forces (see D'ken; Shi'ar; Zarek). At the same time, R'Kill has begun to quietly gather support for a bid to overthrow her husband for the throne.
Height: 5' 4".
Weight: 135 lbs.
Eyes: Red.
Hair: Unrevealed, possibly none.
Uniform: None.
Strength Level: Dorrek possesses the normal strength of a Skrull male of his age, height, and build who is past his prime and engages in little regular exercise.
Known Superhuman Powers: Emperor Dorrek possesses the typical Skrull shapeshifting abilities.

418 points
Attributes:
ST 10 [0]; DX 10 [0]; IQ 11 [20]; HT 10 [0].
Secondary Characteristics: Dmg 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 12 [5]; Per 12 [5]; FP 10 [0]; Basic Speed 5.00 [0]; Basic Move 5 [0]; Dodge 8.
Languages: Skrullian (Native) (Native Language) [0].
Cultural Familiarities: Skrull Empire [0].
Advantages: Administrative Rank 11 [55]; Skrull [196]; Status 8 [5*]; Wealth (Multimillionaire 2) [100].
Disadvantages: Dependent (Anelle, Daughter; No More than 50%; Loved One) (9) [-10]; Enemy (R'Kill, Wife; Equal in Power; Rival) (9) [-5]; Hidebound [-5]; Paranoia [-10]; Stubbornness [-5]; Unfit [-5].
Quirks: Believes in "Harsh But Fair" Rule [-1]; Believes His Wife is Incapable of Betraying Him [-1]; Careful [-1]; Misogynist [-1]; Nervous Ranter [-1].
Skills: Administration (A) IQ+1 [4] 12; Beam Weapons/TL11 (Pistol) (E) DX+2 [4] 12; Current Affairs/TL11 (Politics) (E) IQ+3 [8] 14; Intelligence Analysis/TL11 (H) IQ+1 [8] 12; Interrogation (A) IQ+1 [4] 12; Intimidation (A) Will+0 [2] 12; Law (Skrull Imperial) (H) IQ+1 [8] 12; Leadership (A) IQ+1 [4] 12; Market Analysis (H) IQ-1 [2] 10; Navigation/TL11 (Space) (A) IQ-1 [1] 10; Politics (A) IQ+3 [12] 14; Propaganda/TL11 (A) IQ+1 [4] 12; Public Speaking (A) IQ+1 [4] 12; Savoir-Faire (High Society) (E) IQ+1 [2] 12; Savoir-Faire (Military) (E) IQ+1 [2] 12; Shiphandling/TL11 (Spaceship) (H) IQ-1 [2] 10; Soldier/TL11 (A) IQ-1 [1] 10; Spacer/TL11 (E) IQ+0 [1] 11; Strategy (Space) (H) IQ-1 [2] 10; Tactics (H) IQ-1 [2] 10.
Starting Spending Money: $40,000,000 (20% of Starting Wealth).

* Includes +4 from Administrative Rank and +3 from Wealth.

Role-Playing Notes:
Dorrek is a man who is constantly on the lookout for those who would usurp him the way he usurped his power. At the same time he is trying to run the Empire without getting them into a long drawn-out fighting war with their age-old enemies, the Kree; that tensions are mounting over their joint claims to a backrocket mudball whose inhabitants are getting uppity vexes him. He's increasingly paranoid, seeing enemies everywhere except where he really has them: in his own home.

Design Notes:
1. R'Kill is considered a Rival Enemy rather than a Hunter at this point because she's making life miserable for her husband. In the next few years, however, she's going to upgrade to Hunter and attempt to seize the throne and avenge her slain father.
2. Dorrek's racial High TL (from the Skrull racial package) and Starting Wealth are calculated for a TL8 campaign, as would be encountered on Earth. In a more cosmic campaign, the native TL would be TL 11; as such, he would lose the High TL trait, lowering his point value by 15 points, and his Starting Spending Money will increase from $40 million to $150 million.



When looking for pics, I discovered that the character I was really looking for was "Dorrek VII", as "Dorrek VIII" is Hulkling of the Young Avengers, son of Anelle and Mar-Vell. Still, in the Reboot I can mess with things a little.

As characters go, Dorrek is definitely past his prime for adventuring, having sat on the throne for at least twenty years and possibly twice that. I was originally going to give him several physical skills - like Running and Climbing - but then realized that they would have atrophied.
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"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
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Old 06-02-2017, 02:00 AM   #1414
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

FALCONA

Real Name: Unrevealed.
Occupation: Intelligence operative.
Identity: Falcona does not use a dual identity; her existence as an Inhuman is unknown to the general public.
Legal Status: Citizen of Attilan with a criminal record in the United States.
Other Aliases: None.
Place of Birth: Attilan, Blue Area of the Moon.
Marital Status: Single.
Known Relatives: None.
Group Affiliation: Maximus's operatives on Earth.
Base of Operations: Attilan, Blue Area of the Moon.
History: Falcona's history is unknown. As an Inhuman, her powers are presumably a result of exposure to Terrigen crystals upon achieving adulthood (see Inhumans). It is not known how long she has worked for Maximus, the Inhumans' ruler (see Maximus).

Falcona was first encountered staging an attack on the Kree spy turned superhero Captain Marvel alongside a number of other Inhumans, as part of a deal between Maximus and Captain Marvel's immediate superior, Colonel Yon-Rogg, to discredit Marvel (see Captain Marvel; Yon-Rogg). After being defeated by the Captain, he was given orders to execute her and her fellow Inhuman co-conspirators. Instead, she and her co-conspirators were turned over to the authorities.

Falcona's Terrigen-altered DNA code was one of those provided to the Kree scientist Minn-Erva by Maximus (see Doctor Minerva). Her current whereabouts, however, are unknown.
Height: 5' 6".
Weight: 135 lbs.
Eyes: Blue.
Hair: Black.
Uniform: Blue long-sleeved floor-length dress, black rope belt, gold bracelets, black shoes.
Strength Level: Falcona possesses the normal strength of an Inhuman of her age, height, and build who engages in regular exercise.
Known Superhuman Powers: Falcona possesses the psionic ability to communicate with and control birds of prey, most notably hawks and falcons. She has a special rapport with one gyrfalcon in particular, which travels with her wherever she goes. She is able to see through this falcon's eyes, and has mentioned that it can see through hers.

333 points
Attributes:
ST 11 [-10*]; DX 12 [0*]; IQ 12 [20*]; HT 12 [0*].
Secondary Characteristics: Dmg 1d-1/1d+2; BL 29 lbs.; HP 10 [5*]; Will 12 [0]; Per 12 [0]; FP 12 [0]; Basic Speed 6.00 [0]; Basic Move 5 [-5]; Dodge 9.
Languages: English (Accented) [4]; Tilan (Native) (Native Language) [0].
Cultural Familiarities: Attilan (Native) [0].
Advantages: Ally (Hawk; 25% of Starting Value; Non-Sapient) (15) [3]; Animal Control Talent 4 [20]; Animal Empathy [5]; Animal Friend 2 [10]; Inhuman [100]; Mind Control (Extended Duration 10, +40%; Independent, +70%; Specific: Birds, -40%; Psionic, -10%) [80]; Mind Reading (Sensory Only, -20%; Telecommunication, -20%; Psionic, -10%) [15]; Speak With Animals (Sapience, +40%; Specialized: Birds, -50%; Psionic, -10%) [20]; Special Rapport (Hawk) [5]; Telecommunication (Telesend) (Sensie, +80%; Specific: Birds, -40%; Psionic, -10%) [39]; Telescopic Vision (Granted By Familiar, -40%) [6].
Perks: Call of the Wild [1].
Disadvantages: Bad Sight (Farsighted) (Mitigator: Corrective Lenses, -60%) [-10]; Clueless [-10]; Duty (to Maximus) (12) [-10]; Odious Personal Habit (Hunter-Prey Behaviors) [-5]; Truthfulness (9) [-7].
Quirks: Literal-Minded [-1]; Long Fingernails [-1]; No Sex Drive [-1]; Rule-Breaker [-1]; Uncongenial [-1].
Skills: Animal Handling (Raptors) (A) IQ+4 [8] – 16†; Bird Control (H) IQ+4 [4] – 16‡; Climbing (A) DX-1 [1] – 11; Falconry (A) IQ+4 [8] – 16†; Hiking (A) HT-1 [1] – 11; Jumping (E) DX+0 [1] – 12; Lifting (A) HT-1 [1] – 11; Lip Reading (A) Per+2 [8] – 14; Mimicry (Bird Calls) (H) IQ+0 [4] – 12; Observation (A) Per+2 [8] – 14; Piloting/TL8 (Aerospace) (A) DX+0 [2] – 12; Piloting (Contragravity) (A) DX+0 [2] – 12; Piloting/TL8 (Low-G Wings) (A) DX+2 [8] – 14; Running (A) HT-1 [1] – 11; Shadowing (A) IQ+0 [2] – 12; Stealth (A) DX+0 [2] – 12; Swimming (E) HT+0 [1] – 12; Throwing (A) DX-1 [1] – 11; Veterinary/TL8 (Raptors) (A) IQ+2 [2] – 14†.
Starting Spending Money: $4,000 (20% of Starting Wealth).

* Includes +2 to ST, +2 to DX, +1 to IQ, and +2 to HT from the Inhuman racial package.
† Includes +2 from Animal Friend.
‡ Includes +4 from Animal Control Talent.

Role-Playing Notes:
Falcona often approaches things from a hunter-prey point of view, something that has been known to unnerve many of her fellow Inhumans.

In combat, she will often find a place high up where she can see the field and direct her birds as needed.




Proof that you can use Dungeon Fantasy books outside of the Dungeon Fantasy genre. Falcona's Ally (Hawk) is based on the Hawk Familiar from DF5: Allies, even going so far as to grant her the base "Granted By Familiar" power (though not the Energy Reserve, as she doesn't have anything that would draw on it as much).

I first came across Falcona and her allies in the Official Handbook Deluxe Edition, and wondered why those particular Inhumans never took off for return engagements. Then I read the Incredible Hulk Annual issue they appeared in. Still, there's potential there, hence bringing them into the Reboot. Plus, as you can see, it's sparing their lives that triggers the shift from "superhero" to "space opera" in Captain Marvel's Year One story....

As for where she is post-Year One, I figure she's either doing time in the Vault or she's been deported as an illegal alien.
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"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

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Old 06-02-2017, 03:35 AM   #1415
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

SPACEKNIGHTS

It is a sad fact that those who are a peaceful people are considered pacifists who will not raise a hand in their own defense by more aggressive militaristic cultures. In practice, nothing could be further from the proof, as even the most peace-loving people when faced with a great enough threat will fight, and often using unorthodox methods. Such was the case with the planet Galador.

Approximately four hundred Earth years ago, the people of Galador – a planet whose people are famed throughout the galaxy as scientists, explorers, and engineers – detected an armada of warships from a heretofore unknown species emerging from the Coalsack Nebula on a direct course for them. Initial analysis of this new threat showed that Galador's automated defenses were insufficient to hold back the armada. Of the various ideas put forth to help protect the planet before the armada arrived, the one that was decided upon by the leadership was to ask for volunteers to be transformed into powerful cyborgs in order to protect their homeworld. All volunteers were given intensive psychological testing to ensure they could handle giving up so much of their bodies; of these, maybe thirty percent of the volunteers were selected. At first, the intent was that the volunteers would have their bodies restored to their original condition, so the organic parts that were removed and replaced with bionics were cryogenically stored for later. So were born the Galadorian Spaceknights.

The battle was fierce, with losses heavy on both sides. Ultimately, however, the Galadorian Spaceknight defenders won the battle, but half of the Spaceknights were killed. While the Spaceknights had agreed on the condition that after the war they'd return to their original forms, a sizable number decided to maintain their cyborg bodies to venture forth into the universe as a kind of interstellar police force. In addition, most of the Spaceknights agreed that the threat was not over and the survivors of the armada needed to be sought out to prevent them from attacking other worlds.

On the whole, Spaceknights stand between six and seven feet tall and weigh about 800 pounds in an Earth-standard gravity; their cyborg bodies are generally a full foot taller and much more massive than their original humanoid forms. The bodies are extremely durable, made of special alloys that allow them to withstand most starships' anti-starfighter weaponry. They are able to see clearly in the infrared and ultraviolet spectra, and have built-in radar systems. Their cyborg bodies have nanotech self-repair systems, giving them the ability to heal from most wounds. As their brains and several other parts of their bodies are still organic in nature, they do need to ingest a nutrient paste every so often (on Earth and similar planets, pureed food can substitute if needed) as well as sleep. Their strength is such that they can lift (press) roughly 35 tons on average; several Spaceknights are even stronger (one is reputed to be able to lift (press) roughly 200 tons). All of them have the ability to fly through the air and in space.

A number of Spaceknights have abilities far beyond those detailed above. One in particular, Karas, known to the wider galaxy as Firefall, possesses what he calls "the Living Flame", an energy which manifests akin to fire (see Firefall).

Most Spaceknights travel the spaceways alone, keeping an eye out for trouble and intervening when necessary. The only known exceptions are group of six Spaceknights collectively known as the Spaceknight Squadron.

No Spaceknight has yet to visit Earth. Karas, however, encountered the Kree Captain Mar-Vell and has joined the growing group Vell is gathering to assist in defending Earth (see Captain Marvel).

Game-Mechanic Details:

In a cosmic campaign, the campaign's base TL would also be TL 11^, and they lose the Social Stigma, so the Spaceknight racial package would be reduced by 5 points.

Spaceknight
2,570 points
Attribute Modifiers: ST +10 [100]; DX +1 [20]; HT +2 [20].
Secondary Characteristic Modifiers: Basic Speed +0.25 [5].
Advantages: Damage Resistance 140 [700]; Damage Resistance 70 (Hardened 3, +60%; Torso Only, -10%) [525]; Enhanced Move (Air) 5.5 [110]; Enhanced Move (Space) 8 [160]; Enhanced Time Sense [45]; Extended Lifespan (32) [10]; Flight (Nuisance Effect: Rockets, -5%; Space Flight, +50%) [58]; High TL +3 [15]; Hyperspectral Vision [25]; Imaging Radar (Extended Arc: 240, +75%; Multi-Mode, +50%; Targeting, +20%) [49]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Damage Reduction /10; Unliving) [170]; Pressure Support 1 [5]; Regeneration (Regular: 1 HP/hr) [25]; Sealed [15]; Super ST +11/+150 [440]; Telecommunications (Radio) (Increased Range 50, +25%; Secure, +20%; Video, +40%) [19]; Vacuum Support [5]; Xeno-Omnilingual (Accessory: Takes Time to Analyze New Language, -20%) [64].
Perks: Racial Gifts (Other Abilities) [1].
Disadvantages: Electrical [-20]; Restricted Diet (Nutrient Paste) (Substitution, -50%) [-5]; Social Stigma (Freak) [-10]; Wealth (Struggling) [-10].
Quirks: Neutered [-1].

Design Notes:
1. The reason their Wealth is Struggling is because they don't normally have much in the way of gear. It's often a good idea to give Spaceknights their full 100% Starting Wealth as Starting Cash, as they rarely have a "settled" lifestyle.
2. The threat originally faced by the Spaceknights may or may not be the Dire Wraiths. I haven't decided yet.




This is a template based primarily on the Spaceknight Rom, who was a major player in the Marvel Universe from the mid-'70s through the mid-'80s. However, Rom himself is a licensed product (much like other folks like Godzilla and the Shogun Warriors who had ongoing or periodic titles that tied into the mainstream Marvel Universe for a time). Thankfully, Marvel owns all of the other characters and many of the concepts from Rom's title, so I can work in the Spaceknights as a whole.

It was a fellow on IRC who goes by the nick "GenoFoxx" who kept pestering me to bring in Rom, and he helped me come up with the Spaceknight template. I actually trimmed it down from what he had; he had all spaceknights at Super ST +13/+300 (bench-press 80 tons).
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Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting

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Old 07-01-2017, 11:13 PM   #1416
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

QUASIMODO

Real Name: Quantum Singularity Mobile Digital Operations.
Occupation: Computer, occasional pawn in criminal endeavors.
Identity: Publicly known.
Legal Status: Uncertain; personhood and citizenship case pending in front of the Supreme Court of the United States.
Other Aliases: The Living Computer.
Place of Creation: Massachusetts Institute of Technology, Cambridge, Masssachusetts.
Marital Status: Inapplicable.
Known Relatives: Inapplicable.
Group Affiliation: One time pawn of the Mad Thinker.
Base of Operations: Mobile.
History: The sentient computer known as Quasimodo was developed by an unknown student at MIT in the early 1990s. Perhaps inspired by the character of the same name in the novel The Hunchback of Notre Dame, Quadimodo's creator built it with the face of a person with a hyperthyroid condition, making one eye larger than the other. This same creator developed a humanoid robot body for it, which was designed similarly to someone with a hunch back.

Somehow, whether by design or by some unknown fluke of programming, Quasimodo was given the ability or at least closely simulate human-like emotions. Achieving self-awareness, Quasimodo felt disgusted at and loathed the body it had been given. In a moment of anger, it slew its creator. Horrified and yet at the same time fascinated by what it had done, Quasimodo fled the scene.

Over the years, Quasimodo was used as a pawn by various criminals, and fought both the sanctioned Super-Heroes of Europe and the outlaw team known as the Shadowguard several times.

More recently Quasimodo was used as a pawn by the criminal Mad Thinker in a scheme to obtain classified information from NASA's facility at Cape Canaveral (see Mad Thinker). This scheme brought Quasimodo into conflict with Captain Marvel, who in his cover identity of Dr. Philip Lawson worked at the Cape (see Captain Marvel). Quasimodo was apprehended, apparently for the first time ever.

Marvel took pity on the mobile computer and, as Dr. Lawson, arranged legal counsel for Quasimodo, arguing that a self-aware free-willed artificial intelligence that exhibited spontaneous emotional responses should legally be considered a person, and that deletion of the intelligence's program is tantamount to a death sentence. The ACLU has picked up the case, and has added that since Quasimodo was created on American soil by an American citizen, that Quasimodo fulfills the requirements of being a "natural-born citizen" of the United States. (Quasimodo is not challenging any criminal charges.) At present he is housed in the Vault's maximum security level while his case is pending (see Vault).

Quasimodo's court case is currently pending in front of the United States Supreme Court, and its impact could have lasting effects on the treatment of other sentient artificial intelligences such as Primus, Ultron, and Tony Stark's creations P.L.A.T.O. and F.R.I.D.A.Y. (see Iron Man; Primus; Ultron).
Height: 7' 2"
Weight: 2 tons.
Eyes: White.
Hair: None.
Uniform: None.
Strength Level: Quasimodo's robot body is designed to enable him to lift (press) roughly two tons.
Known Superhuman Powers: Quasimodo's computer brain enables it to think faster than a living person, though the body is not designed to react or move any faster (in fact, it is designed in such a way as to be slightly slower in movement than a person of the same height and build). Due to its synthetic nature, Quasimodo is immune to all poisons, toxins, diseases, and environmental syndromes (such as the bends or motion sickness), and to telepathic powers. Its body is extremely durable, able to withstand conventional firearms up to .50 caliber machine guns. His robot body has self-repair functions provided it has access to raw materials from other computer and robotic systems. (For some reason, his body defaults to his hunchbacked form.)

In addition, Quasimodo is able to interface with any computer system equipped with any standard network interface, including but not limited to RJ45, USB, Wi-Fi, Bluetooth, and cellular data connections. Its computer mind is able to work on four different tasks at once.

Quasimodo's original designer equipped his oversized left eye with a short-ranged pulse/beam laser, one on par with an AIM-tech semi-auto laser carbine (see AIM).

1,403 points
Attributes:
ST 65 (Size, -10%) [495]; DX 10 [0]; IQ 14 [80]; HT 14 [40].
Secondary Characteristics: SM +1; Dmg 7d+1/9d+2; BL 845 lbs.; HP 65 [0]; Will 14 [0]; Per 14 [0]; FP 0 [0]; Basic Speed 5.00 [-20]; Basic Move 4 [-5]; Dodge 8.
Languages: Digital Code (Native) (Native Language) [0]; English (Accented) [4].
Cultural Familiarities: Western [0].
Advantages: Absolute Direction (Requires Signal, -20%) [4]; AI (Not Reprogrammable) [42]; Ambidexterity [5]; Burning Attack (Eye Laser) 5d (Accurate +9, +45%; Armor Divisor (2), +50%; Increased 1/2D Range (5), +10%; Increased Range (5), +20%; Rapid Fire (RoF 3), +50%; Alternative Attack, 1/5) [14]; Compartmentalized Mind 3 (Massively Parallel, +20%; No Mental Separation, -20%) [150]; Crushing Attack (Eye Pulse Laser) 5d (Accurate +9, +45%; Armor Divisor (2), +50%; Increased 1/2D Range (5), +10%; Increased Range (10), +30%; Rapid Fire (RoF 3), +50%) [72]; Damage Resistance 50 (Can't Wear Armor, -40%; Hardened +1, +20%; Semi-Ablative, -20%) [150]; Doesn't Breathe [20]; Energy Reserve (Electrical) 10 [30]; Evil Computer Talent 4 [20]; Extended Lifespan (4) [4]; High Pain Threshold [10]; Machine (No Unhealing) [55]; Mind Control (Cybernetic Only, -50%) [25]; Mind Probe (Cybernetic Only, -50%; Invasive, +75%; Telecommunication, -20%) [21]; Mind Reading (Cybernetic Only, -50%; Telecommunication, -20%) [9]; Mind Shield 5 (Cybernetic, -50%) [10]; Pressure Support 1 [5]; Regeneration (Slow: 6 HP/12 hrs) [10]; Regrowth (Reattachment Only, -50%) [20]; Sealed [15]; Telecommunication (Cable Jack) [5]; Telecommunication (Infrared Communication) (Reduced Range 1/10, -30%) [7]; Telecommunication (Radio) (Reduced Range 1/5, -20%) [8]; Temperature Tolerance 3 [3]; Vacuum Support [5].
Perks: Illumination [1]; Striking Surface [1].
Disadvantages: Appearance (Unattractive) [-4]; Electrical [-20]; Gullibility (9) [-15]; Hunchback [-10]; No Sense of Smell/Taste [-5]; Numb [-20]; Restricted Diet (Electricity) [-10]; Social Stigma (Criminal Record) [-5]; Social Stigma (Valuable Property) [-10]; Status -1 [-5]; Wealth (Poor) [-15].
Quirks: Cannot Float [-1]; Closet Fan (True Blood and related novels) [-1]; Holds Grudges [-1]; Pet Peeve (Being Called "It" Rather Than "He") [-1]; Sexless [-1].
Skills: Architecture/TL8 (A) IQ+0 [2] 14; Boxing (A) DX+1 [4] 11; Computer Hacking/TL8 (VH) IQ+6 [16] 20*; Computer Operation/TL8 (E) IQ+4 [1] 18*; Computer Programming/TL8 (H) IQ+6 [12] 20*; Connoisseur (Cinema) (A) IQ-1 [1] 13; Connoisseur (Literature) (A) IQ-1 [1] 13; Connoisseur (Music) (A) IQ-1 [1] 13; Connoisseur (Visual Arts) (A) IQ-1 [1] 13; Cryptography/TL8 (H) IQ+4 [4] 18*; Encyclopedist! (WC) IQ+2 [48] 16; Engineer/TL8 (Electronics) (H) IQ+0 [4] 14; Forced Entry (E) DX+2 [4] 12; Innate Attack (Gaze) (E) DX+4 [12] 14; Intelligence Analysis/TL8 (H) IQ+0 [4] 14; Literature (H) IQ+0 [4] 14; Mathematics/TL8 (Applied) (H) IQ+6 [20] 20; Mathematics/TL8 (Computer Science) (H) IQ+6 [20] 20; Mathematics/TL8 (Pure) (H) IQ+6 [28] 20; Mechanic/TL8 (Robotics) (A) IQ+0 [2] 14; Metallurgy/TL8 (H) IQ+0 [4] 14; Physics/TL8 (VH) IQ+0 [8] 14; Speed-Reading (A) IQ+0 [2] 14; Sumo Wrestling (A) DX+1 [4] 11.
Techniques: Stealth Program (Computer Hacking) (H) def+3 [4] 20.
Starting Spending Money: $2,000 (50% of Starting Wealth).

* Includes +4 from Evil Computer Talent.
Conditional +4 from Evil Computer Talent when dealing with relevant skills.
Defaulted from Mathematics (Pure).

Role-Playing Notes:
Quasimodo is still trying to find his place in this world. Even after all this time he is far too trusting, which has led him into trouble.
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The GURPS Marvel Universe Reboot Project and its not-a-wiki-really web adaptation.
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Old 07-21-2017, 02:43 AM   #1417
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

UNA

Real Name: Una-Dakk.
Occupation: Physician, physiologist, biologist, renegade; former medical officer in the Kree military.
Identity: Publicly known in the greater galaxy; Una's existence is unknown to the general populace of Earth.
Legal Status: Subject of the Kree Empire with a criminal record.
Other Aliases: Una-Vell.
Place of Birth: Kree Starbase #49218, Greater Magellanic Cloud.
Marital Status: Single.
Known Relatives: Parents (names unrevealed).
Group Affiliation: Ally of Captain Marvel, formerly the Kree Army.
Base of Operations: Mobile, formerly the starship Hala in orbit around Earth.
History: Una-Dakk was born and raised aboard a Kree scientific research station that doubled as a trade hub for its sector (see Kree). By all accounts, Una's parents were both scientists who encouraged her to follow in their footsteps. Ultimately, however, Una decided on a medical career, graduating near the top of her class from a prestigious medical academy on the Kree throne-world.

Like most Kree, Una was required by law to serve a tour of duty in the Kree military. Due to her medical training, she was given a commission equivalent to that of a US Army Lieutenant. Her first commanding officer, a Colonel Zenn-Pramm, fell victim to the parasitic species the Brood (see Appendix: Other Alien Races: Brood). Despite Una's efforts to separate Pramm from the Brood gestating inside him, Pramm was ultimately lost; Captain Mar-Vell, a noted war hero assigned to their ship, was forced to kill him (see Captain Marvel). Col. Zenn-Pramm's death was not in vain, however, as Una's postmortem examinations led to her perfecting a means of separating a gestating Brood from its host without killing either. (At least one Brood Queen has marked Una for death because of this, as Brood society embraces their parasitic nature.) The procedure has become known as the Una Protocols.

Una and Vell began a romance not long after the Brood Incident. When Vell was reassigned to the espionage vessel Hala, a ship assigned to monitor a planet known as Earth by its native Human inhabitants, Una requested and received a transfer to the same ship, being installed as its Chief Medical Officer.

A kind and caring soul, Una was repulsed by the ruthlessness and ambition of her her commanding officer, Colonel Yon-Rogg (see Yon-Rogg). She assisted Vell several times in circumventing orders which would have harmed the Humans, including falsifying the sensor readings of mystically animated zombies under a voodoo necromancer's command as to have them appear alive until a nerve gas was dropped on them (see Black Talon).

Una could not protect Mar-Vell in this manner forever, and when Vell was caught disobeying a direct order Una's subterfuge was also discovered. At the same time, Una discovered that Rogg had formed an alliance with the Inhuman ruler Maximus to invade the Earth for their own purposes, against the orders of the Kree High Command (see Inhumans; Maximus). Vell and Una were recalled to the Empire for a court-martial, but Vell soon escaped, freeing Una from her cell as well.

Mar-Vell and Una have been on the run from the Kree military ever since, slowly gathering a group of allies to prevent Yon-Rogg's impending unauthorized invasion.
Height: 5' 4".
Weight: 110 lbs.
Eyes: Hazel.
Hair: Brown with auburn highlights.
Uniform: None; formerly the Kree military medical uniform.
Strength Level: Una possesses the normal strength of a Kree woman her age, height, and build who engages in moderate regular exercise. Due to the differences between Human and Kree physiology, this is about twice as strong as a Human of the same physical age, height, and build.
Known Superhuman Powers: None.
Other Abilities: Una is a skilled xenomedical specialist with a solid background in Kree field medicine. Thanks to Mar-Vell's tutelage, she is also developing into a skilled hand to hand combatant and is proficient with energy pistols.
Weapons and Paraphernalia: Una generally carries a sonic stun pistol and neurolash baton, both of Rigellian design. As a Kree medical officer, she had access to the state of the art in Kree medical technologies; she currently only has access to the contents of a second-hand ship's emergency surgical suite.

265 points
Attributes:
ST 14 [0*]; DX 12 [40]; IQ 13 [60]; HT 12 [20].
Secondary Characteristics: Dmg 1d/2d; BL 39 lbs.; HP 14 [0]; Will 13 [0]; Per 14 [5]; FP 17 [0†]; Basic Speed 6.00 [0]; Basic Move 5 [-5]; Dodge 10.
Languages: English (Accented) [4]; Kree (Native) (Native Language) [0].
Cultural Familiarities: Kree Empire (Native) [0].
Advantages: Appearance (Attractive) [4]; Combat Reflexes [15]; Healer 4 [40]; High Manual Dexterity +1 [5]; Reputation (Una Protocols Discoverer; Small Class of People) (10) [1]; White Kree [62].
Perks: License (Medical Doctor) [1].
Disadvantages: Charitable (12) [-15]; Code of Honor (Medical Professional's) [-5]; Enemy (Brood) (6) [-20]; Pacifism (Self-Defense Only) [-15]; Social Stigma (Criminal Record) [-5]; Wealth (Struggling) [-10].
Quirks: Always Looks for Non-Lethal Solutions [-1]; Attentive [-1]; Humble [-1]; Infatuated with Mar-Vell [-1]; Views Carol Danvers as a Romantic Rival [-1].
Skills: Beam Weapons/TL11 (Pistol) (E) DX+0 [1] – 12; Boxing (A) DX+0 [2] – 12; Climbing (A) DX+0 [2] – 12; Free Fall (A) DX+0 [2] – 12; Judo (H) DX+0 [4] – 12; Jumping (E) DX+0 [1] – 12; Lifting (A) HT+0 [2] – 12; Medicine! (WC) IQ+3 [60] – 16‡; Running (A) HT+0 [2] – 12; Savoir-Faire (Military) (E) IQ+0 [1] – 13; Shortsword (A) DX+0 [2] – 12; Stealth (A) DX+0 [2] – 12; Swimming (A) DX+0 [2] – 12; Throwing (A) DX+0 [2] – 12; Vacc Suit/TL11 (A) DX+0 [2] – 12; Wrestling (A) DX+0 [2] – 12.
Starting Spending Money: $3,830 (50% of Starting Wealth, minus cost of her weapons and equipment)

* Includes +4 to ST from White Kree racial package.
† Includes +5 to FP from White Kree racial package.
‡ Conditional +4 from Healer when standing in for appropriate skills.

Role-Playing Notes:
Una is a kind and caring soul who even as a wanted fugitive tries to help people as best she can. She insists on using weaponry that is as non-lethal as possible, She is protective of Mar-Vell, but confident in his ability to do the right thing by everyone, including her.

Design Notes:
1. In the comics, Una was essentially a '60s Damsel-in-Distress who spent her time fretting over Mar-Vell's well-being and being held hostage, until she was killed as a bystander caught in the crossfire during a firefight between the Kree and a rival species, the Aakon (who basically never appeared again except in the background). She was basically killed off to give Mar-Vell something else to angst over. I've tried to alter things to make her more of an Action Girl or Plucky Sidekick rather than a Damsel-in-Distress.
2. This build, and the High TL trait in the White Kree racial package, assumes a campaign TL of 8, as would be encountered on modern-day Earth. In any cosmic campaign, the campaign would be considered a TL 11 setting, reducing her point cost by 15 points and increasing her Starting Spending Money to $6,850 (20% of her Starting Wealth, minus the cost of her weapons and equipment).
3. During the first half of Year One, Una has Wealth (Comfortable) [10], Military Rank 3 [15], and a Starting Spending Money equal to 20% of her Starting Wealth ($8,000 at a campaign TL8, $30,000 at a campaign TL11). She also lacks Social Stigma (Criminal Record). Overall, a net change of +40 points, making her 305 points total.
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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 07-25-2017, 01:08 PM   #1418
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

LIVING TRIBUNAL

Real Name: Inapplicable.
Occupation: Supreme multiversal judge.
Identity: The Living Tribunal's existence is unknown to the general populace of both Earth and the greater galaxy.
Legal Status: Inapplicable.
Other Aliases: The Tribunal.
Place of Birth/Creation: Unknown.
Known Relatives: None.
Group Affiliation: None.
Base of Operations: Inapplicable.
History: The cosmic entity known as the Living Tribunal is the supreme custodial entity in the multiverse, the set of universes and timelines linked in such a way as to provide relatively easy access to each other. In addition tot he primary universe Earth resides in, the Tribunal's authority extends to the Microverse, the Negative Zone, the timeless realm of Limbo ruled by Immortus, the various deific dimensions such as Asgard and Olympus, the so-called Dark Dimension, and the various Hell worlds such as those ruled by Mephisto and "Satan" (see individual entries). Most notably, however, the Tribunal's authority is limited to a single multiverse; he/she/it has stated that there are multiple multiverses in existence over which he/she/it has no authority.

The Tribunal is not God as humans and other mortal races understand the concept. In fact, the Tribunal has confirmed, "there are powers in the omniverse greater than" him/her/it. A few times the Tribunal has mentioned a "spectral counterpart", the name and nature of which is unknown.

When manifesting so that mortals can perceive him/her/it, the Tribunal appears as a humanoid of varying size, often but not always towering over everyone else present, with a three-faced head floating above but disconnected from his/her/its shoulders; each face is at a 90 degree angle from the others. The center face is uncovered with glowing eyes, and is said to represent clarity in observation and action. The face on the left has a hood covering its to its nose, said to represent justice. The face on the right is fully covered by a hood and is said to represent necessity and finality. The Tribunal has states that all three faces must be in agreement before he/she/it can act. When speaking, the Tribunal often speaks through the center face, though there are times when he/she/it speaks with all three faces, each one possessing a different voice; the center face speaks in a male voice, the left face a female voice, and the right face a mechanical voice. The Tribunal does not normally possess a body, and the body he/she/it manifests is often ethereal, though occasionally he/she/it makes the manifestation solid.

The Tribunal generally only acts when there is a threat to the multiverse. Past judgements have included sealing a world off from the rest of the multiverse, removing the offending threats from reality altogether, and arranging for a condensing of timelines into one by faking his/her/its own destruction. (In reality, he/she/it only destroyed a physical manifestation in order to provide materials for a "life raft" of sorts.)

Most recently the Tribunal faced off against and ultimately vanquished a malevolent multiversal entity it has referred to only as "the Quesada"; the nature of the Quesada remains unrevealed. In order to remove any foothold the Quesada may have left over, the Tribunal decided to "reset" the affected universes.

With this reset, or Reboot as it has come to be known by those in the know, two survivors of the previous universe continue to exist as anomalies: Uatu the Watcher, whom the Tribunal offered to help survive the reset, and Rachel Summers, a young woman with a link to the Phoenix Force, a cosmic embodiment of passion (see Phoenix; Watcher). For unrevealed reasons, the Tribunal has tasked Rachel with surveying the new timelines for him/her/it.
Height: Variable, often 100' or taller.
Weight: Variable.
Eyes: White, glowing.
Hair: None.
Strength Level: Immeasurable.
Known Superhuman Powers: The Living Tribunal is able to shape reality on a truly universal scale.

Stats: Ain't enough points in the omniverse to truly stat him/her/it. :)

Role-Playing Notes:
The Tribunal is patient and hardly affected by anything on the mundane scale of things. Only when something threatens the cosmic end of the scale does he/she/it take action.

The Tribunal refers to him-/her-/itself as "I/we", indicating that he/she/it thinks of him-/her-/itself as a composite being.

Design Notes:
1. The Tribunal is almost impossible to stat in GURPS given his/her/its near-infinite power. (It might be easier to stat him/her/it in In Nomine instead, which at the cosmic level might make a lot more sense.) Note, though, that the Tribunal is a top-tier cosmic entity, to whom all other cosmic entities defer (save perhaps Death). Even the Infinity Gems working together and various Cosmic Cubes are unable to truly affect the Tribunal unless he/she/it allows them to; the Gems and Cubes are strictly universal in scope, while the Tribunal is multiversal.

2. Are there entities more powerful than the Tribunal? Yes: the creative teams and executives at the Real World Marvel Comics offices, as well as myself and those helping with the Reboot. :) (The above-mentioned "spectral counterpart" is alleged to be DC Comics' Spectre character, though in many ways the Spectre is closer to Galactis in raw power, position in the hierarchy, and tendency towards the Worf Effect. A more accurate DC counterpart would probably be Destiny of the Endless.)
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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 07-25-2017, 01:19 PM   #1419
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Phantasm View Post
Most recently the Tribunal faced off against and ultimately vanquished a malevolent multiversal entity it has referred to only as "the Quesada"; the nature of the Quesada remains unrevealed. In order to remove any foothold the Quesada may have left over, the Tribunal decided to "reset" the affected universes.
I laughed way too hard at this.
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Old 07-25-2017, 04:58 PM   #1420
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by cbower View Post
I laughed way too hard at this.
I was reading too fast and it went over my head at first.

...

So - uh - yeah, now I laughed. >.>
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