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Old 05-15-2007, 10:07 PM   #21
Phantasm
 
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

DOCTOR STRANGE

Real Name: Dr. Stephen Strange.
Occupation: Surgeon (retired), author, occult expert.
Legal Status: Citizen of the United States with no criminal record.
Identity: Publicly known, although the general populace does not believe that Doctor Strange has magical powers.
Other Aliases: Sorcerer Supreme.
Place of Birth: Philadelphia, Pennsylvania.
Marital Status: Widower.
Known Relatives: Jessica (wife, deceased).
Group Affiliation: None.
Base of Operations: Greenwich Village, New York City.
History: Dr. Stephen Strange was a brilliant surgeon who suffered two losses in a car wreck caused by a drunk driver. The first loss was that of fine motor control of his hands, which negatively affected his ability to perform surgery. The second, and more tragic loss was that of his wife Jessica, who was in the passenger seat of the couple's luxury sedan when it was hit. Compounding the loss was the inability of modern medicine to repair the damage done to his hands. Distraught, Stephen retired from the medical profession.

Unable to cope with the loss of both his wife and his medical career, Stephen fell into a deep depression. On the urging of a friend from the hospital he used to work at, Stephen traveled to the Orient, seeking to learn meditative techniques that would help stabilize his hands. After studying at a few monasteries in Taiwan, Japan, and finally China, he was told of an ancient mystic in Tibet who was known to work miracles in healing. Skeptical, but with little to lose, Strange traveled to Tibet.

In Tibet, Strange was guided to a small temple dug into a mountainside. There, he met the master of the temple, an old, wizened man known only as the Ancient One, and his apprentice, a German noble by the name of Karl Amadeus Mordo (see Ancient One; Baron Mordo).

Upon learning why Strange had sought him out, the Ancient One offered to make Strange his apprentice in magic. Not believing in magic, but not wishing to offend the temple's master, Strange politely refused, but did offer to stay to help out as best he could. As a massive snowstorm was brewing outside the temple, the Ancient One accepted this offer, stating that the apprenticeship would remain open if Strange changed his mind.

While at the temple, Strange discovered that Mordo intended to kill the Ancient One. Worse, he discovered that Mordo intended to frame him for the murder, as his arrival at the temple had given Mordo a scapegoat. Before Strange could inform the Ancient One of this plot, Mordo used his already formidable sorcerous might to encase Strange in a set of mystic shackles which prevented him from moving or speaking.

Without realizing he was doing so, Strange managed to tap into the ambient mystical forces in the temple to aid in freeing himself. Once freed, he raced to the Ancient One's chambers, hoping the old man wasn't already dead at Mordo's hands. Fortunately, by the time Strange arrived Mordo was shackled in much the same way Strange had been. The Ancient One explained to Strange that he had known all along about Mordo's tendencies, but had hoped to rehabilitate the baron. Now fully believing in magic, Strange accepted the Ancient One's offer and became his new apprentice. Baron Mordo was banished from the temple, and has since become one of Dr. Strange's most persistent adversaries.

Recently, his apprenticeship complete, Stephen Strange has returned to the United States, settling into a mansion in Greenwich Village, New York City, where he has established himself as a local expert on the occult. He supplements his retirement income by authoring books on mixing Eastern and Western medical practices. Unbeknownst to the populace at large, however, Dr. Strange is also the world's leading defender against the mystical threats that could pose a danger to Earth.
Height: 6' 2"
Weight: 180 lbs.
Eyes: Grey.
Hair: Black with white temples.
Known Superhuman Powers: Strange's magic, like that of other magicians, is derived from three major sources: personal powers of the soul/mind/body, derived through developing one's own psychic resources (mesmerism, astral projection, thought-casting, etc); powers gained by tapping the universe's ambient magical energy and employing it for specific effects (teleportation, illusion-casting, energy projection); and finally powers gained through invoking entities or objects of power existing in mystical dimensions tangential to his own. The latter means of power is usually gained through the recitation of spells, either ritualized ones found in various mystical texts or by original spells invoking extra-dimensional assistance. Strange also employs a number of occult power objects which he wields by mental control.
Paraphernalia: Doctor Strange possesses two mystic artifacts which he uses on a regular basis. The first is his cloak of levitation, which enables him to float in mid-air without taxing his own powers.

The other object is the Eye of Agamotto, one of two objects in Strange's possession which are empowered by the mysterious extradimensional entity Agamotto. The Eye appears to be a round amulet made of gold. At Doctor Strange's command, the Eye can radiate a blinding light if immeasurable mystic force. Under the brilliance of this "all-revealing light", Strange is able to see through disguises, invoke images of the immediate past, and track both corporeal and ethereal beings by their psychic or magical emissions. The Eye enables Strange to more easily probe the minds of sentient beings. When used thusly, the amulet opens and releases a representation of a golden eye, which affixes itself to the wielder's foreheads, allowing him to "see" into the mind he wishes to probe.

The Eye also can be used to provide a gateway into other dimensions. When called upon under the proper incantations, the amulet will separate from its backing, seemingly enlarge to a size several feet in diameter, and then open, revealing a portal to other worlds.

Edit: Stats posted elsewhere, as the new stats plus the bio ended up too long to post in one entry.
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Old 05-15-2007, 10:09 PM   #22
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Hai-Etlik
He's GETTING a point for loosing a disadvantage in some circumstances.

Maybe replace Shyness and the quirk with: Personality change: Shyness when not in costume
Hmm... Good point, that, although that throws off the nice, neat 300 point value I had for Slim.
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Old 05-15-2007, 10:16 PM   #23
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

and now for my favorite build so far...
HULK


Entry moved to a later two-post edit...
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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 05-15-2007, 10:17 PM   #24
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031
Eighth: The Mutant Registration Act, and its more recent version, the Superhuman Registraction Act which sparked the "Civil War", . . . Worst. Ideas. Ever. They're outta here!
Oh, those may be very bad ideas and worse executions of bad ideas but they are NOT Marvel's worst.

See "Spidey Clones".
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Old 05-15-2007, 10:24 PM   #25
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

HUMAN TORCH

Real Name: Jonathan "Johnny" Storm.
Occupation: Race car driver and mechanic, adventurer.
Identity: Publicly known.
Legal Status: Citizen of the United States with no criminal record.
Other Aliases: None.
Place of Birth: Glenville, Long Island, New York.
Marital Status: Single.
Known Relatives: Franklin (father), Mary (mother, deceased), Susan (alias Invisible Woman, sister).
Group Affiliation: Fantastic Four.
Base of Operations: The Fantastic, known space; the Baxter Building, Manhattan, New York City.
History: History: Johnny Storm is the younger of two children born to physician Franklin Storm. Growing up, Johnny was always the rebel of the family; part of this stemmed from the attention showered on his older sister Susan, leaving him to act out in order to get attention (see Invisible Woman). Johnny didn't care what kind of attention.

As he got older, he discovered he had a knack for fixing engines, and was soon running an underground repair shop in his parents' garage for the neighborhood kids' motorcycles and hot rods. After being invited to a race track (allegedly as a mechanic, although part of that may be exaggeration), he got his first taste at drag-racing.

When Susan's boyfriend, Reed Richards, announced that the ship with an experimental hyperdrive he'd designed was nearing completion at Cape Canaveral, Florida, Johnny and Sue were invited to tour the ship (see Mister Fantastic). During the tour, Johnny got lost in the engine room while admiring the workmanship. Four hours later, the work crews found him reassembling a thruster assembly that had come loose. An inspection of his work showed that the thruster worked better than before it had been installed, and Johnny was quick to accept their offer of employment, despite still being in high school.

Reed's ship, the Fantastic, launched on schedule. During the first test of the hyperspace drive, what was supposed to be a quick run from Earth to Mars and back, the shields on board proved unable to withstand the unusual radiation of hyperspace. The four crewmembers – Reed, Sue, Johnny, and pilot Ben Grimm – were bombarded with radiation the ship could not keep out (see Thing). It was only due to a last-minute jury-rig of Johnny's that the ship was able to return to Earth.

Not long afterwards, Johnny, along with the other three that were on board the Fantastic, manifested their powers, with Johnny becoming the second Human Torch. Not long afterwards, he accepted Reed's proposal to form the super-team known as the Fantastic Four.
Height: 5' 10".
Weight: 170 lbs.
Eyes: .
Hair: .
Abilities: Johnny Storm is a brilliant racing car driver. He is also a superb mechanic, and while is isn't able to design an engine or vehicle from scratch, he is capable of fine-tuning engines to run beyond their stated performance rates without problems.
Paraphernalia: Johnny Storm's Fantastic Four uniforms and regular clothing have been created using unstable molecules, enabling them him to "flame on" while wearing them without harming them in any way.

1,000 points
Attributes: ST 11 [10]; DX 13 [60]; IQ 11 [20]; HT 10 [0].
Secondary Characteristics: Dmg 1d-1/1d+1; BL 24; HP 11 [0]; Will 11 [0]; Per 11 [0]; FP 10 [0]; Basic Speed 6 [5]; Basic Move 6 [0]; Air Move 72 [0].
Advantages: 3D Spatial Sense [10]; Appearance (Attractive) [4]; Artificer 2 [20]; Burning Attack (Fire Ball) 5d (Rapid Fire: RoF 5, +70%; Elemental: Heat/Fire, -10%; Super, -10%; Alternative Attack, x1/5) [8]; Burning Attack (Flame Jet) 5d (Accurate +3, +15%; Increased Range (x10), +30%; Jet, +0%; Elemental: Heat/Fire, -10%; Super, -10%; Alternative Attack, x1/5) [7]; Burning Attack (Nova-Burst) 10d (Aura, +80%; Inaccurate –3, -15%; Increased Range (x10), +30%; Elemental: Heat/Fire, -10%; Super, -10%) [88]; Combat Reflexes [15]; Control Fire 10 (Elemental: Heat/Fire, -10%; Super, -10%) [160]; Create Fire (Destruction: Create and Destroy, +100%; Elemental: Heat/Fire, -10%; Super, -10%) [180]; Damage Resistance (Flame Sheath) 45 (Can't Wear Armor, -40%; Force Field, +20%; Switchable, +10%; Elemental: Heat/Fire, -10%; Super, -10%) [158]; Daredevil [15]; Enhanced Move (Air) 2.5 [50]; Fit [5]; Flight (Elemental: Heat/Fire, -10%; Super, -10%) [32]; Heat/Fire Talent 4 [20]; High Manual Dexterity 1 [5]; Infravision (Elemental: Heat/Fire, -10%; Super, -10%) [8]; Temperature Control 10 (Heat, -50%; Elemental: Heat/Fire, -10%; Super, -10%) [15].
Perks: Honest Face [1].
Disadvantages: Chummy [-5]; Code of Honor (Hero's) [-5]; Compulsive Carousing (12) [-5]; Impulsiveness (12) [-10]; Lecherousness (12) [-15]; Overconfidence (12) [-5]; Pacifism (Cannot Kill) [-15]; Slow Riser [-5]; Xenophilia (12) [-10].
Quirks: Loves his Fans [-1].
Skills: Aerobatics (H) DX+4 [12] – 17*; Brawling (E) DX+3 [8] – 16; Driving/TL8 (Automobile) (A) DX+5 [20] – 18; Driving (Motorcycle) (A) DX+1 [4] – 14; Innate Attack (Beam) (E) DX+7 [24] – 20; Innate Attack (Projectile) (E) DX+7 [8] – 20; Mechanic! (WC) IQ+5 [60] - 16‡; Piloting/TL8 (High Performance Airplane) (A) DX+3 [8] – 16†; Piloting/TL8 (High Performance Spacecraft) (A) DX+3 [8] – 16†; Skiing (H) HT+2 [12] – 12.

* Includes +2 from 3D Spatial Sense
† Includes +1 from 3D Spatial Sense.
‡ Includes +2 from Artificer.
Defaulted From Innate Attack (Beam).

Note: I haven't figured out the new origin for the post-Reboot F4 yet. Also, Johnny happens to be the last character I've fully fleshed out to date. I've got power sets for Iceman, Invisible Woman, Marvel Girl, Mister Fantastic, and Wasp hammered out, and some stats for Iron Man's armor (based off the red-and-silver armor I grew up on). Spidey, Thing, and Thor are eluding me so far.

Note: Contrary to popular belief, Johnny does not possess Alternate Form: Body of Fire. If this was the case, he wouldn't be able to turn off the flames around his arms so that he could carry people in flight.
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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 05-15-2007, 10:30 PM   #26
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
ST 295 (Size, -10%; Super-Effort (+400%; Trigger: Anger, -20%), +320%) [11,685];
Whoa - you do know how Super-Effort works, right? With Lifting ST +10, with extra effort it works like Lifting ST+100; +20 is +5,000 with extra effort. Each 6 levels multiplies the EE value by 10, so even assuming that only his ST above 10 has the enhancement, that's a value of... approximately +7 x 10^47, or ST 700,000,000,000,000,000,000,000,000,000,000,000,00 0,000,000,010 when enraged. Then square that and divide by 5 to determine BL in lbs, divide by 2000 for tons... that's a BL of 4.9 x 10^91 short tons. The mass of the Earth is only about 6 x 10^24 kilos, which translates into only 3 x 10^21 metric tons. Your Hulk could flick planets around like specks of dust. Seems a little high even for the Hulk, methinks.

He probably needs a high basic ST, with only about +20 with Super-Effort.
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Old 05-15-2007, 10:33 PM   #27
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

re: Beast
Quote:
Originally Posted by naloth
I'm not quite sure which version you're going for: early career, blue furred avenger, X-Factor member, current X-men.

In any case, the DX is high and the IQ is too low. HT also seems too high - Beast is often poisoned/drugged and KO'ed. ST may be high or low depending on the era.

You should probably add a science talent and replace a lot of skills w/Science! with a super high Biology skill (he's one of the world renown biologist/geneticists).
I'm going for original pre-fur version. His ST enables him to bench press 1 ton, which appears to be pretty stable throughout most of his career (his blue furred Avenger form wasn't noticably stronger than his non-furred form), from what I've seen.

You might be right with the HT being high. As for his DX, how would you define "superhuman agility"? (This would also help me figure out Spidey.) I don't want to go over 20 in any stat except ST.
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Old 05-15-2007, 10:39 PM   #28
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by vitruvian
Whoa - you do know how Super-Effort works, right? With Lifting ST +10, with extra effort it works like Lifting ST+100; +20 is +5,000 with extra effort. Each 6 levels multiplies the EE value by 10, so even assuming that only his ST above 10 has the enhancement, that's a value of... approximately +7 x 10^47, or ST 700,000,000,000,000,000,000,000,000,000,000,000,00 0,000,000,010 when enraged. Then square that and divide by 5 to determine BL in lbs, divide by 2000 for tons... that's a BL of 4.9 x 10^91 short tons. The mass of the Earth is only about 6 x 10^24 kilos, which translates into only 3 x 10^21 metric tons. Your Hulk could flick planets around like specks of dust. Seems a little high even for the Hulk, methinks.

He probably needs a high basic ST, with only about +20 with Super-Effort.
Unfortunately, Super-Effort is the only thing I could think of to model the fact that he gets stronger as he gets angrier. His base ST is a "calm" Hulk, able to bench-press about 70 tons; his "normal" Angry!Hulk ST is rated about ST 350, or 100 tons, and his top strength is uncharted. (As the entry reads, no one has ever dared to get the Hulk, in any incarnation, supremely angry.

If there's another way to model this, I'd love to hear it.

Edit: Wait a sec. Reading through this, what would be the end result of this: ST 295 base, Lifting ST +35 (Trigger: Anger), Lifting ST +20 (Super-Effort (Trigger: Extremely Angry)), Striking ST +55 (Trigger: Anger)? Might also want to tack on some Extra HP +55 (Trigger: Angry) as well, as he does seem to shrug off even more damage when he gets ****** off.
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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 05-15-2007, 11:16 PM   #29
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031
I made a Venn Diagram which gives the relationship between Super, Mutant, Psionic, and Mutant Psionic. According to that, the Mutant Psionic is the one affected by the most countermeasures, being bounded by Mutant and Psionic, which are both subsets of Super (there are psis who are not mutants, after all). However, according to Powers, page P25, the listed numbers are by the RAW; it's not the number of countermeasures in relation to the other power modifiers that determines the price, but the kinds of countermeasures. Mutant Biology is the odd man out;
If you're going for an earlier era Marvel (say up to the 90s), Mutant would either be worth more or Super less.

If you're making Super and Mutant equivalent (either by having the same countermeasures or the same type) then they should cost the same. If there are more or more common countermeasures, it's worth a different amount.

As per Powers it's both the frequency and type of countermeasures. Rare tech is worth less than common tech. Consider vampire hunters. They have lots of specialized countermeasures but they aren't hard to get your hands on if you are hunting vampires. If you can arm for anti-mutant fights than it's a bigger disad.

Quote:
post-Reboot, Angel's wings and Beast's physiology cannot be negated; they're physical mutations on the normal human frame, and act more like wild advantages than anything else.
Which reboot? (era? date? yours?) Beast's and Angel's abilities have always been negated by Leech and presumably a techo device would work as well.

Quote:
Detection, at least from what I'm reading in Powers, does not affect the power modifier.
By itself it's probably not worth anything. As part of the Sentinel search and destroy grid (where you can come under attack for just having a power) it's probably worth something.

Quote:
And universal power dampeners exist in the Marvel Universe; they're what the Vault uses to keep their non-mutant superhumans under control. (Forge's neutralizer gun was said to work on mutants and non-mutants alike; it was only fired once before it was destroyed at someone who only happened to be a mutant, and its effects proved temporary anyways.)
Need to check your source. Nearly every villain had a custom designed cell. Check the West Coast Avenger's Annual #1 where each Avenger is stored in a unique way.

As for power dampeners, I don't recall any that were combat useful. They could be used against mutants in combat, but regular supers could only be disabled with plenty of time to calibrate a device for them.

Quote:
Interesting thought on Magical matching Super, although I wouldn't actualy call Dr. Strange's astral projection and hypnosis powers "super". Marvel magic is often difficult to pin down, true.
I meant advantage based, though there's little difference (other than the sheer quantity of powers he displays) between his abilities and other super poewrs.
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Old 05-15-2007, 11:19 PM   #30
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

A worthy start on a big project... kudos! I'll probably comment more fully on the write-ups at a later time. I note that these are reboot versions, so there's not necessarily reason to expect them to match our memories or visions of what the characters should look like.

One thing that caught my eye was the power modifiers in your second post. Just to point out, they appear to be legit insofar as the rules are concerned. There are certain inequities (naloth touched upon them) that I will address in another thread.

You will definitely want to revisit the Hulk write-up. v's point about Super-Effort shows that the Hulk will only need the enhancement on a small portion of his total 'normal' ST. His suggestion (of only +20 St so enhanced) would give a max lift of around 35000 tons... just +6 more (for a total of +26 with S-E) would give about 350000 tons, around the lift you'd need to pick up the ESB. You'd probably want to keep the enhanced ST somewhere in the lower double digits, just to keep his point total from over-inflating.
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