05-01-2017, 05:02 PM | #1391 |
Join Date: Jun 2006
Location: On the road again...
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Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition
THE VAULT
The Robert F. Kennedy Federal Superhuman Penitentiary, better known to the general public as 'The Vault', is a prison designed to house superhumans convicted of committing federal crimes. The prison is officially a SuperMax prison, but has facilities for maximum, high, and medium security prisoners as well. The Vault is located inside a mountain in the Colorado Rockies, about sixty miles northwest of Denver. Although officially under the jurisdiction of the U.S. Department of Justice Federal Bureau of Prisons, the Vault's day to day operations are handled by SHIELD (see SHIELD). The Vault was first conceived in 1958 by FBI agent Jimmy Woo, who went on to found SHIELD as a division inside the FBI. Woo recognized that the state and federal prisons of the time were unable to hold the growing number of criminals with superhuman abilities. Construction of the prison was authorized in '61, and the initial facility was opened in '65. Early on, many of the inmates were offered early parole if they worked to help expand the facility, but that practice stopped in the mid '80s upon completion of the facility. The prison has undergone constant upgrades as newer technologies become available. The Vault uses the latest in suppression technologies, including power suppression collars, null-power fields, and the occasional mystical ward and charm for unconventional prisoners (see Common Technologies). Many cells are lined with or built completely from adamantrium or vibranium. Despite being a federal prison, there are a number of convicts housed at the Vault from states that lack the ability to house them in their own prisons. SHIELD director Henry Peter Gyrich has been petitioning Congress to make committing any crime using superhuman powers a federal crime, but is facing stiff opposition on that stance from both sides of the aisle (see Gyrich, Henry Peter). Security at the Vault is provided by men and women wearing suits of powered armor called Guardsmen, and more recently by Mark I Combat and Mark III Recon Sentinels (see Sentinels). The Guardsmen armors are based off a design developed by Howard Stark, Jr., in the '80s and manufactured by Stark Industries; these suits are inferior to the suit Howard's son Tony wears as Iron Man, being unable to fly and outfitted with more conventional weaponry (see Iron Man; Stark Industries). Power for the Vault is provided by a dedicated fully automated geothermal power plant located nearby. This power plant is believed to be tapping the dormant Yellowstone super-volcano, but this is unconfirmed. Layout First Level The first level of the Vault consists of prisoner processing, administration and security offices, the Guardsmen armory, and the infirmary. This level also contains the laundry and kitchen facilities where medium-security prisoners can work. A lone elevator and a stairwell run from this level up through the next five levels. Second Level This level houses the medium-security prisoners. It consists of six hundred cells, rooms for rehabilitation meetings, an outdoors courtyard, a weight room, a library with Internet access, and a central cafeteria. Third Level This level is high-security area. It has its own cafeteria and rehabilitation meeting rooms, and has four hundred cells. It lacks an outdoor courtyard, but the cafeteria is designed to permit light in from outside the mountain. Fourth Level This is the maximum security area of the prison. It consists of three hundred adamantium-lined cells, and fifty similar cells designed for solitary confinement. The prisoners here do not have the luxuries of the lower levels, spending most of their time in their cells. The number of Guardsmen and Sentinels assigned to this level are triple the number of the high-security level. Fifth Level A late addition to the facility, separated from the max-sec area, this level is the super-max level, consisting of one hundred cells built from adamantium with vibranium layers between them. Only the worst of the worst are housed here, prisoners convicted of the most violent crimes, chronic troublemakers from the lower levels, and/or unable to have their powers suppressed for any number of reasons. Inmates on this level spend 23 hours a day alone in their cells with no contact with anyone, being released from their cells for one hour to exercise alone; security on this level is handled solely by Sentinels. Sixth Level This level, located near the top of the mountain, is the prison's Death Row, reserved for those awaiting execution for their crimes after all their appeals have been exhausted; before that time, the convicts are assigned to the maximum security level. It consists of a dozen cells and an execution chamber. The execution chamber, due to the nature of the prisoners, is equipped for a number of methods, from lethal injection to a cutting edge laser guillotine for those who are immune to toxins. Outer Grounds Outside the prison proper are many houses and a large apartment complex, a supermarket, department store, library, movie theater, a gas station and convenience store, post office, school, two restaurants, four bars, a bowling alley, and many other facilities – recreational and otherwise – for the prison staff and their families. Design Notes: 1. I haven't yet statted up the Guardsmen armors, but until I do just use the TL9 Battlesuit from the Basic Set. Not sure yet if I should give City Stats or Boardroom and Curia stats for the facility.
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting Last edited by Phantasm; 05-01-2017 at 05:30 PM. |
05-06-2017, 04:26 AM | #1392 |
Join Date: Jun 2006
Location: On the road again...
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Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition
BLACK TALON
Real Name: Unrevealed. Occupation: Cult leader, drug supplier. Identity: Secret. Legal Status: Citizen of the United States (Puerto Rico) with no criminal record. Other Aliases: The Living Loa, "Chicken-head". Place of Birth: Presumably somewhere in Puerto Rico. Marital Status: Single. Known Relatives: None. Group Affiliation: Head of his own voodoo cult. Base of Operations: A sugar/cocaine plantation in Puerto Rico. History: The history of the drug supplier and cult leader known as the Black Talon is currently unrevealed. At some point in the past, he learned the art of voodoo and put that talent to work in raising zombies to work a farm – in reality a Colonial-era plantation he either inherited or acquired – where he grew marijuana and coca plants alongside sugar cane (the plantation's legitimate crop). At the same time, he began a cult of voodoo worshippers who revered him as a "living loa" (the "loa" being the spirits or gods – the line between them is often blurred – invoked by voodoo practitioners.). In time, he became one of the largest suppliers of marijuana and cocaine in the Caribbean, with contacts in Miami, Havana, San Juan, and New Orleans. Black Talon's operations first came into conflict with the current generation of superheroes when a rocket launched by NASA carrying a payload of a powerful nerve gas to be disposed of by being sent into the sun was sabotaged and landed off the coast from his plantation. This brought him into conflict with Captain Marvel, who was under orders from his superior, Colonel Yon-Rogg, to release the nerve gas on a human settlement (see Captain Marvel; Yon-Rogg). Black Talon found out about the nerve gas and sent his zombies to retrieve it, intending to use it on a nearby town to use their corpses to expand his operation. During the scuffle, the nerve gas was released on the plantation, and Captain Marvel convinced Black Talon to mentally order his zombies to fall over as if affected by it. To do so, the Captain indicated that he'd owe Black Talon a favor to be collected at a later date. Some time later, Black Talon encountered Doctor Strange and Brother Voodoo as they were investigating a rash of voodoo-related murders (see Brother Voodoo; Doctor Strange). Following this confrontation, he was rendered comatose by Brother Voodoo. He has recently recovered from this coma and has begun plotting his revenge against the houngan. Height: 6' 2". Weight: 220 lbs. Eyes: Brown. Hair: Black. Uniform: Black leggings, yellow gloves with white trim, yellow boots with white trim patterned like chicken feet, blue-black cloak, blue-black loose cowl with a red rooster crest and yellow nose. White upside-down cross painted on his bare chest. Strength Level: Black Talon possesses the normal human strength of a man his age, height, and build who engages in moderate exercise. Known Superhuman Powers: Black Talon is a skilled practitioner of the mystic arts of Voodoo. Among his most common feats are the raising of the dead as zombies under his control; mentally contacting, healing, or causing a person pain through use of a wax or plastic doll fitted with a piece of his target's hair or a drop of blood; and summoning the loa (voodoo spirits/gods) for various effects. Weapons: Black Talon has access to a number of conventional firearms and AIM pulse laser weapons, many of which he equips his more intact zombies with for security around his plantation. He also carries a silver-coated short sword for ritual purposes. 428 points Attributes: ST 12 [20]; DX 11 [20]; IQ 12 [40]; HT 12 [20]. Secondary Characteristics: Dmg 1d-1/1d+2; BL 29 lbs.; HP 12 [0]; Will 14 [10]; Per 12 [0]; FP 12 [0]; Basic Speed 5.75 [0]; Basic Move 5 [0]; Dodge 8. Languages: English (Accented) [4]; Spanish (Native) (Native Language) [0]. Cultural Familiarities: Latin American (Native) [0]; Western [1]. Advantages: Ally Group (Zombies; 5% of Starting Point Value; Group Size: 21-50; Minion, +0%; Non-Sapient, -0%) [6]; Body/2 [20]; Charisma 2 [10]; Contact Group (Drug Smugglers; Effective Skill-12; Somewhat Reliable) (9) [5]; Favor (Captain Marvel, 150% Point Value) (9) [2]; Illusion/1 [10]; Magery 3 (Ceremonial Magery, -40%; Solitary Ceremonial, +10%) [25]; Mind/2 [20]; Spirit/3 [60]; Status 4 [15*]; Wealth (Filthy Rich) [50]. Perks: Intuitive Cantrip (Corpse Smart) [1]; Magical School Familiarity (Voodoo) [1]; Wizardly Garb [1]. Disadvantages: Compulsive Rhetoric (12) [-5]; Enemy (Law Enforcement) (9) [-20]; Greed (12) [-15]; Secret Identity (Imprisonment) [-20]; Selfish (9) [-7]. Quirks: Careful [-1]; Devout Believer (Voodoo) [-1]; Easily Riled (Don't Mock the Chicken Suit) [-1]; Holds Grudges [-1]; Rule-Breaker [-1]. Skills: Administration (A) IQ+0 [2] – 12; Artist (Illusion) (H) IQ+0 [4] – 12; Brainwashing/TL8 (H) IQ+0 [4] – 12; Brawling (E) DX+1 [2] – 12; Climbing (A) DX-1 [1] – 10; Current Affairs/TL8 (Politics) (E) IQ+0 [1] – 12; Farming/TL8 (A) IQ+1 [4] – 13; Fast-Talk (A) IQ+0 [2] – 12; First Aid/TL8 (Human) (E) IQ+0 [1] – 12; Guns/TL8 (Pistol) (E) DX+1 [2] – 12; Herb Lore/TL8 (VH) IQ+0 [8] – 12; Hiking (A) HT-1 [1] – 11; Holdout (A) IQ+0 [2] – 12; Hypnotism (Human) (H) IQ+0 [4] – 12; Intimidation (A) Will+0 [2] – 14; Jumping (E) DX+0 [1] – 11; Knife (E) DX+0 [1] – 11; Leadership (A) IQ+2 [2] – 14†; Lifting (A) HT-1 [1] – 11; Mind Block (A) Will+0 [2] – 14; Naturalist (Earth) (H) IQ+0 [4] – 12; Observation (A) Per+0 [2] – 12; Occultism (A) IQ+2 [8] – 14; Pharmacy/TL8 (Herbal) (H) IQ+0 [4] – 12; Poisons/TL8 (H) IQ+2 [12] – 14; Psychology (Human) (H) IQ-1 [2] – 11; Public Speaking (A) IQ+2 [2] – 14†; Religious Ritual (Voodoo) (H) IQ+0 [4] – 12; Research/TL8 (A) IQ+0 [2] – 12; Running (A) HT-1 [1] – 11; Savoir-Faire (Mafia) (E) IQ+0 [1] – 12; Shortsword (A) DX+1 [4] – 12; Smuggling (A) IQ+1 [4] – 13; Streetwise (A) IQ+0 [2] – 12; Swimming (E) HT+0 [1] – 12; Throwing (A) DX-1 [1] – 10; Weather Sense (A) IQ+0 [2] – 12; Whip (A) DX+1 [4] – 12; Wrestling (A) DX+1 [4] – 12. Magical Realm Skills: Body (VH) IQ+3 [8] – 15‡; Illusion (VH) IQ+1 [2] – 13‡; Mind (VH) IQ+4 [12] – 16‡; Spirit (VH) IQ+4 [12] – 16‡. Starting Spending Money: $399,520 (20% of Starting Wealth, minus cost of the silver-coated shortsword). * Includes +1 level from Wealth. † Includes +2 from Charisma. ‡ Includes +3 from Magery. Role-Playing Notes: Black Talon prefers to operate in relative obscurity, as far as his criminal drug enterprise is concerned. He actively tries to avoid getting involved in superhuman fights, and appeals to him as a businessman will often work better than threats of violence. Design Notes: 1. The Magery price combines the price of Magery 3 (Ceremonial Magery, -40%; Solitary Ceremonial, +10%) [21] with Magery 0 (Ceremonial Magery, -40%; Solitary Ceremonial, +10%) [4]. It just looked wrong when placing the two on the sheet together.
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting Last edited by Phantasm; 01-13-2022 at 03:10 AM. |
05-06-2017, 08:01 AM | #1393 |
Join Date: Jun 2006
Location: On the road again...
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Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition
Updated Captain Marvel.
Main edits: Decreased his IT:DR to /10 from /100, gave him DR 35 (Hardened 1), and split the various Social traits he has at different points in Year One into different lenses. Also updated his bio to better fit my growing vision of the title's progression. Also updated Carol Danvers. Here the edits are primarily in the skills, cleaning up some of the Piloting skills - removed Low-Performance Spacecraft and reduced High-Performance Spacecraft to 0 points in the skill - and changing the Gunner specialty from Cannon to Machine Gun, better reflecting the Gatling nature of the guns on the F-22 and A-10 she flew in the Air Force. EDIT: Just updated the Shi'ar entry. Main edits: fixed the pricing, and removed the Feathers perk, due to them having it like we have hair, not enough coverage to qualify for the perk.
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting Last edited by Phantasm; 05-06-2017 at 09:27 PM. |
05-10-2017, 09:48 PM | #1394 |
Join Date: Jun 2006
Location: On the road again...
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Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition
DEATHCRY
Real Name: Sharra Neramani Occupation: Warrior, adventurer, former guerilla. Identity: Known to the Shi'ar authorities; Deathcry's existence is unknown to the people of Earth. Legal Status: Exiled citizen of the Shi'ar Empire, still a minor. Other Aliases: "DC". Place of Birth: (presumably) the Aerie, the Shi'ar throneworld. Marital Status: Single. Known Relatives: Cal'syee (alias Deathbird, alleged mother); D'ken (alleged uncle); Lilandra (alleged aunt); unnamed grandparents (deceased). Group Affiliation: Ally of Captain Marvel; allegedly a rebel dissident faction operating against D'ken. Base of Operations: Port Nowhere; formerly mobile throughout Shi'ar space. History: Very little is known about the past of the young Shi'ar girl known as Deathcry (see Shi'ar). According to her own account, her mother was exiled from the Shi'ar Empire for patricide, a sentence which Deathcry claims affects her as well; it is not known whether she assisted her mother or if the Shi'ar justice system automatically assumes a "sins of the parent are the sins of the child" stance. As the Shi'ar criminal Deathbird also claims that she was exiled for the same crime, there is a very real possibility that Deathcry is Deathbird's daughter, although her father's parentage is unknown (see Deathbird). Deathcry claims that for a time in her youth she worked with a rebel dissident organization against the Shi'ar Emperor D'ken, though whether this was before or after her exile is unknown (see D'ken). Deathcry was first encountered by Captain Marvel in a gladiatorial pit run by the Grandmaster at Port Nowhere, a neutral station and free port outside the authority of any of the interstellar empires (see Captain Marvel; Grandmaster; Port Nowhere). The two fought fiercely, earning each other's respect, and worked together to escape when the Grandmaster insisted one of them die. Deathcry then joined Captain Marvel in his efforts to stop his treacherous commanding officer, Colonel Yon-Rogg, from invading Earth (see Yon-Rogg). Deathcry is currently traveling with Mar-Vell and his small but growing band of misfits and crusaders. Even more recently, Deathcry has revealed exactly how old she really is (the equivalent of sixteen Earth years) and why she was exiled. However, there may be more at play, as she has recently sent an encoded message to the Shi'ar Imperial Guard, the contents of which only she and the Guard are aware. Height: 5' 9" Weight: 165 lbs. Eyes: Yellow. Feathers: Black. Skin: Purple. Other Distinguishing Features: Deathcry's skin is decorated with a series of red warrior tattoos. Her fingers end in retractable claws. Like all Shi'ar, she possesses feathers instead of hair. Uniform: Gold-titanium alloy body armor covering her torso and legs; metallic blue knee-high armor boots. Strength Level: Deathcry possesses superhuman strength enabling her to lift (press) roughly 2 tons. Known Superhuman Powers: In addition to her superhuman strength, Deathcry possesses superhuman agility, reflexes, durability, and endurance. Her durability is such that she is able to withstand shots from blaster fire with little more than minor burns. Her metabolism is such that she can exert herself for several hours without appreciably tiring. Her reflexes enable her to dodge bullet and even laser fire with ease. Her enhanced physiology also enables her to heal at faster than normal speeds. Deathcry also possesses a translator implant enabling her to speak, read, and understand the main interstellar languages. Other Abilities: Deathcry is a talented starship and starfighter pilot, and skilled in most Shi'ar weapons, from blasters to swords used in ritual duels. Weapons: Deathcry commonly wields a blaster rifle of Shi'ar manufacture, and has been known to wield a ritual vibrosword. 1,140 points Attributes: ST 27/50 [90*]; DX 16 [80†]; IQ 11 [20]; HT 16 [60]. Secondary Characteristics: Dmg 3d-1/5d+1 (5d+2/8d-1); BL 146 lbs. (500 lbs.); HP 27 [0]; Will 13 [10]; Per 13 [10]; FP 25 [27]; Basic Speed 8.00 [0]; Basic Move 8 [0]; Dodge 14. Languages: Shi'ar (Native) (Native Language [0]. Cultural Familiarities: Shi'ar Empire (Native) [0]. Advantages: Claws (Sharp Claws) (Hands Only, +0%; Switchable, +10%) [6]; Damage Resistance 20 (Hardened 3, +60%; No Signature, +20%; Tough Skin, -40%; Passive Biological, -5%) [135]; Enhanced Dodge 2 [30]; Enhanced Time Sense [45]; Injury Tolerance (Damage Reduction /3) (Passive Biological, -5%) [71]; Omnilingual (Temporary Disadvantage, Shutdown: Electric, -20%) [32]; Shi'ar [66]; Super ST +7/+30 (Passive Biological, -5%) [277]. Perks: Dirty Fighting [1]; Fearsome Stare [1]; Off-Screen Reload [1]; Sure-Footed (Uneven) [1]. Disadvantages: Code of Honor (Pirate's) [-5]; Impulsiveness (12) [-10]; Social Stigma (Criminal Record) [-5]; Social Stigma (Minor) [-5]; Status -1 [-5]. Quirks: Devout Believer (Shi'ar State Religion) [-1]; Distinctive Features (Tattoos) [-1]; Overcompensates Her Brave Face [-1]; Rule-Breaker [-1]; Show-Off [-1]. Skills: Acrobatics (H) DX-1 [2] – 15; Acting (A) IQ+1 [4] – 12; Artillery/TL11 (Guided Missile) (A) IQ+3 [12] – 14; Beam Weapons/TL11 (E) DX+2 [4] – 18; Brawling (E) DX+2 [4] – 18; Breath Control (H) HT-1 [2] – 15; Broadsword (A) DX+0 [2] – 16; Camouflage (E) IQ+1 [2] – 12; Carousing (E) HT+0 [1] – 16; Climbing (A) DX-1 [1] – 15; Electronics Operation/TL11 (Electronic Warfare) (A) IQ+1 [4] – 12; Electronics Operation/TL11 (Security) (A) IQ+1 [4] – 12; Electronics Operation/TL11 (Surveillance) (A) IQ+1 [4] – 12; Electronics Repair/TL11 (Communications) (A) IQ+1 [4] – 12; Electronics Repair/TL11 (Force Shields) (A) IQ+1 [4] – 12; Electronics Repair/TL11 (Security) (A) IQ+1 [4] – 12; Electronics Repair/TL11 (Surveillance) (A) IQ+1 [4] – 12; Escape (H) DX+0 [4] – 16; Expert Skill/TL11 (Computer Security) (H) IQ+0 [4] – 11; Explosives/TL11 (Demolition) (A) IQ+1 [4] – 12; Explosives/TL11 (Underwater Demolition) (A) IQ+1 [3] – 14‡; Fast-Draw/TL11 (Ammo) (E) DX+1 [1] – 17§; Fast-Draw (Knife) (E) DX+1 [1] – 17§; First Aid/TL11 (Shi'ar) (E) IQ+0 [1] – 11; Forced Entry (E) DX+0 [1] – 16; Free Fall (A) DX-1 [1] – 15; Gunner/TL11 (Beams) (E) DX+0 [1] – 16; Hazardous Materials/TL11 (Chemical) (A) IQ+1 [4] – 12; Hiking (A) HT-1 [1] – 15; Holdout (A) IQ+1 [4] – 12; Intimidation (A) Will+1 [4] – 14; Judo (H) DX+2 [12] – 18; Jumping (E) DX+0 [1] – 16; Karate (H) DX+2 [12] – 18; Knife (E) DX+2 [4] – 18; Lifting (A) HT-1 [1] – 15; Lip Reading (A) Per-1 [1] – 12; Lockpicking/TL11 (A) IQ+1 [4] – 12; Mimicry (Animal Sounds) (H) IQ-1 [2] – 10; Navigation/TL11 (Hyperspace) (A) IQ-1 [1] – 10; Observation (A) Per+1 [4] – 14; Pickpocket (H) DX-2 [1] – 14; Piloting/TL11 (High-Performance Spacecraft) (A) DX-1 [1] – 15; Piloting/TL11 (Low-G Wings) (A) DX-1 [1] – 15; Running (A) HT-1 [1] – 15; Savoir-Faire (Military) (E) IQ+1 [2] – 12; Savoir-Faire (Servant) (E) IQ+1 [2] – 12; Scrounging (E) Per+1 [2] – 14; Search (A) Per+1 [4] – 14; Shadowing (A) IQ+1 [4] – 12; Shield (Force) (E) DX+2 [4] – 18; Smuggling (A) IQ+1 [4] – 12; Soldier/TL11 (A) IQ+1 [4] – 12; Spacer/TL11 (E) IQ+1 [2] – 12; Stealth (A) DX+0 [2] – 16; Streetwise (A) IQ+1 [4] – 12; Survival (Plains) (A) Per-1 [1] – 12; Survival (Woodlands) (A) Per-1 [1] – 12; Swimming (E) HT+0 [1] – 16; Throwing (A) DX-1 [1] – 15; Thrown Weapon (Knife) (E) DX+2 [4] – 18; Tracking (A) Per+1 [4] – 14; Traps/TL11 (A) IQ+3 [12] – 14; Two-Handed Sword (A) DX+0 [2] – 16; Vacc Suit/TL11 (A) DX+0 [2] – 16; Wrestling (A) DX+2 [8] – 18. Starting Spending Money: $10,000 (50% of Starting Wealth). * Includes +1 to ST from the Shi'ar racial package, and +7/+30 from Super ST. † Includes +2 to DX from the Shi'ar racial package. ‡ Defaulted from Explosives (Demolition). § Includes +1 from Enhanced Time Sense. Role-Playing Notes: For all of her "tough warrior woman" exterior, Deathcry is really just a scared teenager who feels out of her depth. Design Notes: 1. Deathcry's racial High TL (from her Shi'ar racial package) and Starting Wealth are calculated from 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 and gain Wealth (Struggling), lowering her point value by 25 points. Note: I need to go back and edit the Shi'ar racial entry to remove the Feathers Perk; Shi'ar don't have the coverage with their feathers to qualify, just like humans don't have the coverage of hair to qualify for Fur. I always liked DC, one of the few Shi'ar characters the X-books had no control over (as she appeared almost exclusively in the Avengers and Annihilation Wave titles), and the only person I know of outside the X-books to own a bamf doll. :) Shame they didn't keep her alive after the Chaos War: Dead Avengers miniseries; I always suspected the X-editors of calling for her death, granted during the Annihilation Wave.
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting Last edited by Phantasm; 05-10-2017 at 09:52 PM. |
05-16-2017, 06:48 PM | #1395 |
Join Date: Jun 2006
Location: On the road again...
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Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition
NIGHTANGEL
Real Name: Miquela Sharnhurst. Occupation: Billionaire debutante. Identity: Secret. Legal Status: Citizen of the United States with no criminal record. Other Aliases: "The Hero of Detroit", "Mik", "Miki", "Quel". Place of Birth: Detroit, Michigan. Marital Status: Single. Known Relatives: Jefferson (alias Nightfox, father); Erlene (mother). Group Affiliation: None. Base of Operations: Detroit, Michigan. History: In many ways, Nightangel, the self-proclaimed "Hero of Detroit", is heir to a heroic legacy dating back to Chicago in the post-World War II era. In that time, a man called the Black Fox worked to safeguard Chicago, eventually in 1958 becoming a founding member of the team known as the First Line. The Black Fox was active well into the 1980s, up until most of the First Line (along with many of their allies and enemies) died protecting the Earth from an unprovoked invasion by the Skrull Empire (which was later covered up by the governments of the world; see Skrulls). In the last few years before his death, the Black Fox mentored a protege, Jefferson Sharnhurst, who later moved to Detroit and took the name Nightfox. Sharnhurst was a savvy businessman, building up a fortune from capitalizing on Detroit's music scene. In both his civilian and costumed identities, Sharnhurst worked to keep Detroit from deteriorating faster than it did. As Nightfox, Jefferson occasionally worked with the outlaw team known as the Shadowguard, becoming friends with Charles Xavier and Jonathan Drew/Araneus (see Xavier, Charles). (Araneus and Nightfox both entered semi-retirement about the same time to focus on raising their children. Araneus's daughter Jessica has become known as Spider-Woman; see Spider-Woman). Over time, Jefferson diversified his fortune, becoming the CEO of a Fortune 500 company, Sharnhust Consolidated. From a young age, Miquela Sharnhurst was trained by her father to follow in his footsteps, training under several noted martial artists and enrolling in criminology and forensic science classes in preparation for the day she would follow in his footsteps. The exact circumstances surrounding Nightfox's final case are unknown, but apparently it was also one of Miquela's first outings as Nightangel. During this case, he was shot in the back, severing his spine and paralyzing him from the waist down. Nightangel then updated her uniform with a more bullet-resistant polymer "borrowed " from the Sharnhurst Consolidated Applied Sciences Division to prevent receiving similar injuries. By all accounts, she has been active in keeping Detroit safe for the last four or five years. Nightangel's first recorded case involved her investigating a number of drug houses run by the Silvermane family of the Maggia (see Maggia; Silvermane). This has earned her the enmity of the Silvermane family. Height: 5' 10". Weight: 170 lbs. Eyes: Brown. Hair: Black. Uniform: Black armored bodysuit, black eye-mask, black gloves, black arm-guards, black boots with red trim, black hooded cape with red trim on the sides, gray utility belt, metallic gray shoulder guards. Strength Level: Nightangel possesses the normal human strength of a woman her age, height, and build who engages in intensive regular exercise. Known Superhuman Powers: None. Other Abilities: Nightangel is a skilled hand to hand combatant, an expert detective, and a skilled forensic scientist. Weapons: Nightangel carries a set of star and spike shuriken on her at all times. Paraphernalia: Nightangel wears a utility belt that carries a number of useful crimefighting items including but not limited to a set of lockpicks, a fingerprinting kit, smoke bombs, a small flashlight, a flash drive, a circular glass cutter, a pneumatic grapnel launcher with a retractable line, and a first aid kit. Her cape is made of a memory polymer that stiffens when an electrical current is run through it, enabling her to use it as a parachute or hang glider. "Well, you know us billionaire vigilantes: we do love our toys." – Oliver Queen, Arrow #1.5. 1,085 points Attributes: ST 15 [50]; DX 15 [100]; IQ 13 [60]; HT 15 [50]. Secondary Characteristics: Dmg 1d+2/3d; BL 45 lbs.; HP 15 [0]; Will 15 [10]; Per 15 [10]; FP 15 [0]; Basic Speed 7.50 [0]; Basic Move 7 [0]; Dodge 13. Languages: English (Native) (Native Language) [0]. Cultural Familiarities: Western [0]. Advantages: Absolute Direction [5]; Ambidexterity [5]; Appearance (Beautiful) [12]; Catfall (Chi, -10%); [9]; Combat Reflexes [15]; Craftiness 4 [20]; Daredevil [15]; Eidetic Memory [5]; Enhanced Dodge 2 [30]; Enhanced Parry (Bare Hands) 3 [15]; Extra Attack 1 [25]; Flexibility [5]; Foresight 2 [20]; Gizmo 3 [15]; Hard to Kill 3 [6]; Hard to Subdue 3 [6]; High Pain Threshold [10]; Intuition [15]; Less Sleep 2 [4]; Merchant Rank 5 [25]; Natural Athlete 4 [40]; Natural Copper 4 [40]; Ninja Talent 4 [20]; Omnilingual [40]; Resistant to Disease (+8) [5]; Resistant to Poisons (+8) [7]; Social Chameleon [5]; Status 5 [10*]; Striking ST +3 (Chi, -10%) [14]; Trained By a Master [30]; Very Fit [15]; Wealth (Multimillionaire 2) [100]. Perks: Accent (American Southern) [1]; Accent (Cockney) [1]; Accent (Oxford) [1]; Armor Familiarity (Judo) 1 [1]; Armor Familiarity (Karate) 1 [1]; Cloaked [1]; Controllable Disadvantage (Callous) [1]; Convincing Nod [1]; Dirty Fighting [1]; Fearsome Stare [1]; Focused Fury [1]; Masked [1]; Patience of Job [1]; Rapid Retraction (Kicks) [1]; Rapid Retraction (Punches) [1]; Special Exercises (Striking ST +3) [3]; Style Familiarity (Krav Maga) [1]; Sure-Footed (Slippery) [1]; Sure-Footed (Uneven) [1]. Disadvantages: Code of Honor (Hero's) [-10]; Guilt Complex [-5]; Light Sleeper [-5]; Pacifism (Cannot Harm Innocents) [-10]; Secret Identity (Imprisonment) [-20]; Vow (Never Take a Life) [-10]. Quirks: Adrenaline Junkie [-1]; Attentive [-1]; OUCH! [-1]; Responsive [-1]. Skills: Acrobatics (H) DX+0 [4] – 15; Administration (A) IQ-1 [1] – 12; Area Knowledge (Detroit) (E) IQ+1 [2] – 14; Breaking Blow (H) IQ+2 [12] – 15; Breath Control (H) HT+2 [1] – 17†; Carousing (E) HT+0 [1] – 15; Chemistry/TL8 (H) IQ+1 [8] – 14; Climbing (A) DX+3 [2] – 18‡; Computer Operations/TL8 (E) IQ+2 [4] – 15; Connoisseur (Literature) (A) IQ-1 [1] – 12; Connoisseur (Music) (A) IQ-1 [1] – 12; Connoisseur (Wine) (A) IQ-1 [1] – 12; Criminology/TL8 (A) IQ+3 [1] – 16§; Current Affairs/TL8 (Headline News) (E) IQ+1 [2] – 14; Current Affairs/TL8 (High Culture) (E) IQ+0 [1] – 13; Disguise/TL8 (Human) (A) IQ+3 [1] – 16#; Electronics Operation/TL8 (Surveillance) (A) IQ+3 [12] – 16; Electronics Repair/TL8 (Surveillance) (A) IQ+1 [2] – 14¥; Escape (H) DX+3 [1] – 16‡; Fast-Draw (Shuriken) (E) DX+1 [1] – 16∫; Fast-Talk (A) IQ+3 [12] – 16; Filch (A) DX+0 [1] – 15¤; First Aid/TL8 (Human) (E) IQ+0 [1] – 13; Forced Entry (E) DX+1 [2] – 16; Forensics/TL8 (H) IQ+1 [8] – 14; Hiking (A) HT+3 [1] – 18†; Holdout (A) DX+3 [4] – 18#; Hypnotism (Human) (H) IQ+2 [1] – 15£; Immovable Stance (H) DX+0 [4] – 15; Intimidation (A) Will+1 [4] – 16; Invisibility Art (VH) IQ+5 [12] – 18£; Judo (H) DX+3 [16] – 18; Jumping (E) DX+4 [1] – 19†; Karate (H) DX+3 [16] – 18; Knot-Tying (E) DX+0 [1] – 15; Leadership (A) IQ-1 [1] – 12; Lizard Climb (H) DX+1 [8] – 16; Lockpicking/TL8 (A) IQ+3 [12] – 16; Makeup/TL8 (E) IQ+0 [1] – 13; Mental Strength (E) Will+4 [1] – 19£; Observation (A) Per+3 [1] – 18§; Parachuting/TL8 (E) DX+1 [2] – 16; Photography/TL8 (A) IQ-1 [1] – 12; Pickpocket (H) DX+3 [16] – 18; Power Blow (H) Will-1 [2] – 14; Pressure Points (Human) (H) IQ+1 [8] – 14; Running (A) HT+3 [1] – 18†; Savoir-Faire (Dojo) (E) IQ+0 [1] – 13; Savoir-Faire (High Society) (E) IQ+0 [1] – 13; Shadowing (A) IQ+7 [1] – 20§#; Shortsword (A) DX+1 [4] – 16; Sleight of Hand (H) DX-2 [1] – 13; Stealth (A) DX+5 [4] – 20#; Streetwise (A) IQ+3 [1] – 16§; Swimming (E) HT+4 [1] – 19†; Tactics (H) IQ-1 [2] – 12; Throwing (A) DX+3 [1] – 18†; Thrown Weapon (Shuriken) (E) DX+3 [8] – 18; Tracking (A) Per+3 [12] – 18; Traps/TL8 (A) IQ+0 [1] – 13€; Wrestling (A) DX+3 [12] – 18. Techniques: Acrobatic Stand (Acrobatics) (A) def+6 [6] – 15; Elbow Strike (Karate) (A) def+2 [2] – 18; Head Lock (Wrestling) (H) def+3 [4] – 18; Knee Strike (Karate) (A) def+1 [1] – 18; Starting Spending Money: $40,000,000 (20% of Starting Wealth). * Includes +3 from Wealth (Multimillionaire 2). † Includes +4 from Natural Athlete. ‡ Includes +3 from Flexibility. § Includes +4 from Natural Copper. # Includes +4 from Craftiness. ¥ Defaulted from Electronics Operation (Surveillance). ∫ Includes +1 from Combat Reflexes. ¤ Defaulted from Pickpocket. £ Includes +4 from Ninja Talent. € Defaulted from Lockpicking. Role-Playing Notes: Nightangel is well aware of her heroic legacy and works tirelessly in both her heroic and civilian identities to help clean up her home city of Detroit. She also occasionally plays the part of the high society debutante, but is nowhere near as blatant as the character she was based off of.
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting Last edited by Phantasm; 05-17-2017 at 02:37 PM. Reason: added missing traits, reorganized notes |
05-16-2017, 06:50 PM | #1396 |
Join Date: Jun 2006
Location: On the road again...
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Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition
A few notes about Nightangel. Yes, she's essentially an original character, not based on any particular Marvel character I'm aware of.
1. Her Merchant Rank is based off the rules in Social Engineering – Pulling Rank, treating Sharnhurst Consolidated as a base 20-point Patron, giving her assistance on an Assistance Roll of 10 or less. 2. Nightangel originated as a character of mine on the MMO Champions Online. I always envisioned her as a Batman distaff expy, focusing her activities in Detroit, a city that might be as close to a real-life Gotham City as can be. I brought her into the Reboot solely because I felt that Detroit needed at least one hero associated with the town. As I worked on her bio, she turned into more of a counterpart to Helena Wayne/Huntress (of the Pre-Crisis Infinity, Inc. and post-Nu52 World's Finest titles), but I'm not complaining. 3. The Black Fox (and the First Line team) is a canon Marvel character from Marvel: The Lost Generation, a 12-issue limited series from 2000 detailing the time frame between 1958 and 1986. I have kept the First Line as canon for the Reboot, though thanks to the effects of the time scale I had to add another team – the Shadowguard, which includes Charles Xavier and Magneto as former members – to fill the interim period between '86 and '10.
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
05-20-2017, 02:46 AM | #1397 |
Join Date: Jun 2006
Location: On the road again...
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Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition
D'KEN
Real Name: D'ken Neramani. Occupation: Monarch, former military commander. Identity: Publicly known to the interstellar community; his existence is unknown to the general public on Earth. Legal Status: Ruler of the Shi'ar Empire. Other Aliases: None. Place of Birth: The Aerie, the Shi'ar throneworld. Marital Status: Single, but has many concubines. Known Relatives: Cal'syee (alias Deathbird, sister), Lilandra (sister), unnamed parents (deceased), Sharra (alias Deathcry, alleged niece), unnamed son. Group Affiliation: Shi'ar Empire. Base of Operations: The Aerie, the Shi'ar throneworld. History: As the second-born child to the ruling family of the Shi'ar Empire, D'ken never expected to inherit the throne (see Shi'ar). Upon achieving the age of majority, he entered the Imperial Shi'ar Military Academy, earning his commission and being assigned to the Second Imperial Expeditionary Fleet as their admiral. In this role he worked to expand the empire's borders through a series of military conquests. All that changed when he was recalled to the Imperial Throneworld by the Imperial Advisory Committee to investigate the sudden murders of his parents. Evidence was uncovered which linked his older sister, Cal'syee, to the murders; using this evidence, D'ken convinced the Imperial Senate to confirm him as the Emperor over his sisters. His first act was to exile his sister from the Empire, stripping her of her name and birthright; she soon adopted the name Deathbird (see Deathbird). D'ken's actions have expanded the power of the Emperor at the expense of the Senate. He has put several of his parents' advisers to death on charges of treason when they attempted to curb his ambitions. Also during this time he expanded his harem of concubines, several of them slaves captured by scout crafts from outside the Empire (one of whom, the mother of his son, was allegedly from Earth). D'ken's tyrannical rule has led to many uprisings inside the Empire, which has curtailed its expansion as more of its military resources are dedicated to suppressing these revolts. D'ken was recently seen meeting with Emperor Dorrek of the Skrull Empire, Prime Minister Zarek of the Kree Empire, and the Chancellor of the Charter Confederation over the various spy programs the first two powers have in place on the planet Earth (see Dorrek; Kree; Skrulls; Zarek). Height: 6'. Weight: 210 lbs. Eyes: Brown. Feathers: Black. Other Distinguishing Features: As a Shi'ar, D'ken possesses feathers instead of hair. Uniform: None. Strength Level: D'ken possesses the normal strength of a Shi'ar of his age, height, and build who engages in moderate regular exercise. Known Superhuman Powers: None. Other Abilities: D'ken is a skilled military leader. He is also a skilled duelist using the vibrosword and force shield bracelet commonly used in Shi'ar ritual combats. 398 points Attributes: ST 12 [10*]; DX 12 [0*]; IQ 12 [40]; HT 12 [20]. Secondary Characteristics: Dmg 1d-1/1d+2; BL 29 lbs.; HP 12 [0]; Will 12 [0]; Per 12 [0]; FP 12 [0]; Basic Speed 6.00 [0]; Basic Move 6 [0]; Dodge 9. Languages: Kree (Accented) [4]; Shi'ar (Native) (Native Language) [0]; Skrullian (Accented) [4]. Cultural Familiarities: Shi'ar Empire (Native) [0]. Advantages: Administrative Rank 11 [55]; Appearance (Attractive) [4]; Fit [5]; Shi'ar [66]; Status 8 [5†]; Wealth (Multimillionaire 4) [150]. Disadvantages: Callous [-5]; Dependent (Son; No More than 50%; Loved One) (6) [-5]; Megalomania [-10]; Paranoia [-10]; Selfish (9) [-7]; Stubbornness [-5]. Quirks: Agnostic [-1]; Chauvinistic [-1]; Holds Grudges [-1]; Nervous Ranter [-1]; Not Until My First Cup! [-1]. Skills: Administration (A) IQ+0 [2] – 12; Beam Weapons/TL11 (Pistol) (E) DX+0 [1] – 12; Broadsword (A) DX+0 [2] – 12; Connoisseur (Galactic Cuisines) (A) IQ+0 [2] – 12; Current Affairs/TL11 (High Culture) (E) IQ+0 [1] – 12; Expert Skill (Military Science) (H) IQ+0 [4] – 12; Free Fall (A) DX-1 [1] – 11; Hiking (A) HT-1 [1] – 11; Intelligence Analysis/TL11 (H) IQ+0 [4] – 12; Intimidation (A) Will+2 [8] – 14; Law (Galactic) (H) IQ+0 [4] – 12; Law (Shi'ar Imperial) (H) IQ+0 [4] – 12; Leadership (A) IQ+0 [2] – 12; Politics (A) IQ+2 [8] – 14; Propaganda (A) IQ+0 [2] – 12; Public Speaking (A) IQ+1 [4] – 13; Running (A) HT-0 [1] – 11; Savoir-Faire (High Society) (E) IQ+0 [1] – 12; Shield (Force) (E) DX+0 [1] – 12; Strategy (Interstellar) (H) IQ+2 [12] – 14; Strategy (Space) (H) IQ+2 [11] – 14‡;Two-Handed Sword (A) DX+0 [2] – 12; Wrestling (A) DX+0 [2] – 12. Starting Spending Money: $4,000,000,000 (20% of Starting Wealth). * Includes +1 to ST and +2 to DX from the Shi'ar racial package. † Includes +4 from Administrative Rank and +3 from Wealth. ‡ Defaulted from Strategy (Interstellar). Role-Playing Notes: D'ken is a brutal tyrant who would rather surround himself with sycophants willing to follow his every command than advisers who could temper his ambition. He is a firm believer that "with great power comes the opportunity for even greater power". Designer's Notes: 1. D'ken's unnamed son is to be Adam-X Neramani, a half-Shiar/half-human mutant and the fan-favorite for the Third Summers Brother. (Many long-fans didn't care for the retcon that introduced Gabriel "Vulcan" Summers. I know I didn't. Adam-X was the better character overall, IMO.) 2. D'ken's racial High TL +3 (from his Shi'ar racial package) and Starting Wealth are calculated from a TL8 campaign, as would be encountered on Earth. In a more cosmic campaign, the campaign's native TL would be TL 11; as such, he would lose the High TL trait, lowering his point value by 15 points, and increase his Starting Spending Money will increase from $4,000,000,000 to $15,000,000,000.
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
05-20-2017, 08:04 AM | #1398 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition
Quote:
Which means you don't have to stop at three, and given the usual comic book tendencies, means we'll probably encounter at least one more eventually. It oddly makes some sense for Mr. Sinister to experiment with such things, if able.
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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05-20-2017, 09:50 AM | #1399 | |
Join Date: Jun 2006
Location: On the road again...
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Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition
Quote:
However, for the Reboot I think I'd just leave hints about such things just that: mere hints. I am not going to reveal Corsair and the Starjammers until Year Two or Three, nor name D'ken's son "on screen" during that time either. Come to think of it, I haven't decided what Sinister is up to yet, either. Any questions or concerns - or stuff I missed - about the last few entries?
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
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05-20-2017, 10:24 AM | #1400 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition
Quote:
At least you found someone else who remembers Adam-X, or "X-treme" as I believe he was called. ... Right, Google can refresh my memory. XP So yeah, looks like most of what I remember is still intact, except the Fabian never got to make it all official so who knows what the actual canon will turn out to be. XD
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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avengers, captain america, captain marvel, chandley, character creation, chargen, iron man, marvel, phantasm, supers, thor, x-men |
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