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Old 04-11-2008, 11:23 PM   #201
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031
Baron Zemo

Real Name: Werner Zemo.
Ah... I had been expecting Heinrich (still the real Zemo to me). Still... it's a solid looking write-up, with no questionable traits that jump out. You'll have to adjust his value as an Enemy on CA's sheet, though.

NW!
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Old 04-11-2008, 11:52 PM   #202
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Not another shrubbery
Ah... I had been expecting Heinrich (still the real Zemo to me). Still... it's a solid looking write-up, with no questionable traits that jump out. You'll have to adjust his value as an Enemy on CA's sheet, though.

NW!
Thanks.

I agree that Heinrich is the classic Baron Zemo; however, I don't see an old man who would be pushing 110 (figuring he was between 30 and 40 in WWII) as being a viable threat to Cap.
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Old 04-12-2008, 07:12 PM   #203
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031
Burning Attack 4d (Fireballs) (Increased Range x2, +10%; Increased Range (1/2D Range only) x5, +10%; Rapid Fire, RoF 5, +70%; Rapid Fire: Selective Fire, +10%; Ricochet, +10%; Elemental: Heat/Fire, -10%; Super, -10%; Alternative Attack, x1/5) [8]

Burning Attack 5d (Flame Jet) (Jet: Increased Range x2, +10%; Jet: Increased Range (1/2D Range only) x5, +20%; Elemental: Heat/Fire, -10%; Super, -10%; Alternative Attack, x1/5) [6]

Burning Attack 3d (Flame Sheath) (Aura, +80%; Melee Attack: Destructive Parry, +10%; Melee Attack: Reach C, -30%; Elemental: Heat/Fire, -10%; Super, -10%; Alternative Attack, x1/5) [5]

Burning Attack 18d (Nova Burst) (Area Effect (64), +300%; Costs 10 Fatigue, -50%; Damage Modifier: Explosion (Damage / 1xYards), +150%; Emanation, -20%; Requires Concentrate, -15%; Elemental: Heat/Fire, -10%; Super, -10%) [401]
How did you calculate the dice of damage for the Human Torch?

4d
5d
3d
18d

Esp. the 18d for Nova are interesting for me.

Flame is up to 3d, liquid metal 4d and molten lava 8d, IIRC.
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Old 04-14-2008, 07:23 AM   #204
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by TJA
Quote:
Originally Posted by tbrock1031
Burning Attack 4d (Fireballs) (Increased Range x2, +10%; Increased Range (1/2D Range only) x5, +10%; Rapid Fire, RoF 5, +70%; Rapid Fire: Selective Fire, +10%; Ricochet, +10%; Elemental: Heat/Fire, -10%; Super, -10%; Alternative Attack, x1/5) [8]

Burning Attack 5d (Flame Jet) (Jet: Increased Range x2, +10%; Jet: Increased Range (1/2D Range only) x5, +20%; Elemental: Heat/Fire, -10%; Super, -10%; Alternative Attack, x1/5) [6]

Burning Attack 3d (Flame Sheath) (Aura, +80%; Melee Attack: Destructive Parry, +10%; Melee Attack: Reach C, -30%; Elemental: Heat/Fire, -10%; Super, -10%; Alternative Attack, x1/5) [5]

Burning Attack 18d (Nova Burst) (Area Effect (64), +300%; Costs 10 Fatigue, -50%; Damage Modifier: Explosion (Damage / 1xYards), +150%; Emanation, -20%; Requires Concentrate, -15%; Elemental: Heat/Fire, -10%; Super, -10%) [401]
How did you calculate the dice of damage for the Human Torch?

4d
5d
3d
18d

Esp. the 18d for Nova are interesting for me.

Flame is up to 3d, liquid metal 4d and molten lava 8d, IIRC.
To be honest, I didn't do much calculation as far as other flames; I compared the damages with real world weapons rather than search for how many dice are equal to a certain melting point or whatnot. The 4d for fireballs is on par with a modern PDW or carbine, while the 5d for the flame jet is on par with modern assault rifles. I made the flame sheath weaker than the other attacks, but I didn't want it too weak.

The 18d for the Nova Burst is taken from the fact that he's generating a lot of damage at once; the one instance when I can actually remember him using it, he laid waste to Empire State University. 18d == 6dx3, or about equal to a rocket launcher; I figured that was a good baseline.
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The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
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Old 04-14-2008, 10:25 PM   #205
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031
To be honest, I didn't do much calculation as far as other flames; I compared the damages with real world weapons rather than search for how many dice are equal to a certain melting point or whatnot.
I still worry that you are shortchanging the blasters compared to the bricks, but I like your method :)
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Old 04-15-2008, 12:11 PM   #206
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

A few more hero revisions that I don't feel like hunting through 10-15 pages to find and link to.

Marvel Girl

Real Name: Jean Grey
Occupation: College student, part-time model, adventurer.
Identity: Secret.
Legal Status: Citizen of the United States with no criminal record.
Other Aliases: None.
Place of Birth: Annandale-on-Hudson, New York.
Marital Status: Single.
Known Relatives: John (father), Elaine (mother), Sarah (sister).
Group Affiliation: X-Men.
Base of Operations: New York City.
History: Marvel Girl is the younger of two girls born to John and Elaine Grey. Jean's older sister, Sarah, has to date not exhibited any mutant powers. Because of her parents' inability to help Jean with her telekinetic abilities, which manifested at a young age, they contacted Professor Xavier, who recommended that Jean attend his newly opened School for Gifted Youngsters, where she became one of the first students to attend (see Xavier, Professor Charles).

Having recently graduated from Xavier's, Jean and several other graduates are attending Empire State University while at the same time working together as the first all-mutant superhero team, the X-Men. Jean is pursuing a degree in fashion design, while working as a lifeguard at the school and as a model to help pay her tuition. Jean designed the X-Men's uniforms as an assignment for her design classes.
Height: 5' 4"
Weight: 105 lbs.
Eyes: Green
Hair: Red
Uniform: Green bodysuit with a yellow X on the front and back, yellow gloves, yellow boots, green half-mask.
Strength Level: Marvel Girl possess the normal human strength of a woman her age, height, and build who engages in moderate regular exercise.
Known Superhuman Powers: Marvel Girl is a telekinetic, able to move objects through force of will.
Other Abilities: Jean has an eye for fashions, practices Tai Chi to stay in shape, and has received training as a lifeguard.

357 points
Attributes:
ST 10 [0]; DX 12 [40]; IQ 11 [20]; HT 12 [20].
Secondary Characteristics: Dmg 1d-2/1d; BL 20; HP 10 [0]; Will 15 [20]; Per 11 [0]; FP 12 [0]; Basic Speed 6 [0]; Basic Move 6 [0]; Air Move 12 [0].
Advantages: Appearance (Attractive) [4]; Charisma 2 [10]; Fashion Sense [5]; Flight (Mutant Psionic, -10%) [36]; Psychokinesis Talent 4 [20]; Social Chameleon [5]; Telekinesis 30 (Increased Range, x5, +20%; Mutant Psionic, -10%) [165]; Telepathy Talent 1 [5]; Voice [10].
Disadvantages: Charitable (12) [-15]; Code of Honor (Hero's) [-5]; Compulsive Generosity (12) [-5]; Secret Identity (Serious Embarrassment) [-5]; Truthfulness (9) [-7]; Wealth (Struggling) [-10].
Quirks: (haven't come up with any yet).
Skills: Acting (A) IQ-1 [1] – 10; Artist (Drawing) (H) IQ-1 [2] – 10; Artist (Illumination) (H) IQ-1 [2] – 10; Carousing (E) HT [1] – 12; Dancing (A) DX [2] – 12; Detect Lies (H) Per-1 [2] – 10; First Aid/TL8 (Human) (E) IQ+1 [2] – 12; Judo Art (H) DX [4] – 12; Karate Art (H) DX [4] – 12; Meditation (H) Will [4] – 15; Professional Skill (Fashion Designer) (A) IQ-1 [1] – 10; Professional Skill (Modeling) (A) DX [2] – 12; Singing (E) HT+2 [1] – 14; Swimming (E) HT [1] – 12.
Techniques: Lifesaving (Swimming) (H) def+5 [6] – 12.

* Includes +2 from Voice.

Changes from the previous posting are trimming out all of the various innate attacks, increasing the range of the telekinesis, and eliminating the duality of both Flight and Walk on Air. This means her TK is working like a standard punch and parry at her effective skill.
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"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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Old 04-15-2008, 12:15 PM   #207
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

MISTER FANTASTIC

Real Name: Dr. Reed Richards.
Occupation: Scientist, adventurer.
Identity: Publicly known.
Legal Status: Citizen of the United States with no criminal record.
Other Aliases: None.
Place of Birth: Central City, California.
Marital Status: Single.
Known Relatives: Nathaniel (father; deceased).
Group Affiliation: Fantastic Four.
Base of Operations: The Fantastic, known space; the Baxter Building, Manhattan, New York City.
History: When Reed Richards was attending college, he already had the basis of a theory that would allow for faster-than-light travel, building on the equations of Steven Hawking and others. He told his college roommates, Ben Grimm and Victor von Duum, of these plans; in response to this, Grimm half-jokingly volunteered to pilot the first manned craft (see Doctor Doom; Thing).

Reed and Victor argued incessantly over the scientific calculations; while Reed saw this as simply a friendly exchange of ideas, Victor saw otherwise. In anger one day, Vic stormed out of the room; this was the last Reed saw of him for several years.

After several years of working for various scientific think-tank firms and aerospace firms, Reed and Ben, working for NASA, finally developed a working prototype of the stardrive. While the drive was being installed on a space shuttle frame, which Reed named the Fantastic, he met and began dating Sue Storm, whose father, Franklin, was the chief medical officer of the project. Sue's younger brother, Johnny, eventually joined the staff as a mechanic (see Human Torch, Invisible Woman).

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 Ben – were bombarded with radiation the ship's shielding could not keep out. It was only due to a last-minute jury-rig of Johnny's that the ship was able to return to Earth. (Reed has since analyzed the radiation and adjusted the shields on the Fantastic accordingly.)

Not long after, Reed and the others manifested their superhuman powers. Since then, Reed has divided him time between working on a cure for Ben Grimm, his blossoming romance with Sue, his graduate studies professor position at Empire State University, and leading the Fantastic Four.
Height: 6' 1".
Weight: 180 lbs.
Eyes: Brown.
Hair: Brown with white temples.
Uniform: Dark blue bodysuit with a stylized 4 on the left breast, white belt, white gloves, white boots.
Strength Level: Mr. Fantastic has the normal human strength of a man his age, height, and build who engages in moderate regular exercise.
Known Superhuman Powers: Reed possesses the ability to expand, reshape, and retract any portion of his body. He is able to stretch his extremities to 10 times their original length, bend any part of his body in any shape, compact to become a large ball, or expand and thin himself out to become akin to a trampoline. His body naturally absorbs impacts; even bullets don't do more than scratch him.
Other Abilities: Reed Richards is acknowledged as one of the smartest men on Earth – perhaps even the smartest. He is a genius in both nuclear and astrophysics, focusing on the theoretical aspects of both. He has developed a number of scientific advancements, most notably the faster-than-light drive installed on the Fantastic, and the unstable molecules from which the Fantastic Four's uniforms are composed of.
Paraphernalia: Reed Richards' Fantastic Four uniforms and regular clothing have been created using unstable molecules, enabling them to stretch, expand, and contract when he does.

1,451 points
Attributes:
ST 10 [0]; DX 12 [40]; IQ 15 [100]; HT 11 [10].
Secondary Characteristics: Dmg 1d-2/1d; BL 20; HP 10 [0]; Will 12 [-15]; Per 13 [-10]; FP 11 [0]; Basic Speed 6.00 [5]; Basic Move 6 [0]; Air Move 6 [0]; Dodge 9.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western (Native) [0].
Advantages: Ambidexterity [5]; Constriction Attack (Super, -10%) [14]; Damage Resistance 45 (Tough Skin, -40%; Super, -10%) [113]; Double-Jointed (Super, -10%) [14]; Flight (Gliding, -50%; Slow (Basic Move), -25%; Super, -10%; Alternative Ability, ×1/5) [2]; High Manual Dexterity 4 [20]; High Pain Threshold [10]; High TL +2 [10]; Independent Income 20 [20]; Injury Tolerance (Damage Reduction, /20; Homogenous; Super, -10%) [216]; Legal Enforcement Powers 2 (Informal, -10%) [5]; Lightning Calculator [2]; Morph (Cosmetic, -50%; Super, -10%) [40]; Natural Scientist 4 [40]; Reputation (Smartest Man Alive) 4 (Almost Everyone, All the Time) [20]; Security Clearance (NASA; "Need to Know" on a broad range of secrets) (Minor Importance, -50%) [5]; Single-Minded [5]; Stretching 4 (Super, -10%) [22]; Super Jump 1 (Bouncing Only, -50%; Super, -10%; Alternative Ability, ×1/5) [1]; Super ST +13/+300 (Accessibility: Only When Using Constriction Attack, -10%; Gives Conditional ST Bonus, +0%; Super, -10%) [494]; Tenure (University) [5]; Versatile [5]; Wealth (Wealthy).
Perks: Cotton Stomach [1]; Energizer [1]; No Denigration in Zero-G [1]; Skintight Outfit [1]; Supersuit [1].
Disadvantages: Code of Honor (Hero's) [-10]; Enemy (Doctor Doom; Equal in Power) (9) [-10]; Honesty (9) [-15]; Oblivious [-5]; Pacifism (Cannot Kill) [-15]; Selfless (12) [-5]; Sense of Duty (Humanity) [-15]; Vow (Cure Ben Grimm) (Major Vow) [-10]; Workaholic [-5].
Quirks: Attentive [-1]; Careful [-1]; Dual Identity [-1]; Shy Around Attractive Women [-1]; Staid [-1].
Skills: Body Language (Human) (A) Per+0 [2] – 13; Computer Operation/TL10 (E) IQ [1] – 15; Current Affairs/TL10 (Science & Technology) (E) IQ+0 [1] – 15; Encyclopedist! (WC) IQ+3 [60] – 18; Free Fall (A) DX+0 [2] – 12; Games (Chess) (E) IQ+0 [1] – 15; Intelligence Analysis/TL10 (H) IQ-1 [2] – 14; Inventor! (WC) IQ+5 [84] – 20*; Judo (H) DX+0 [4] – 12; Leadership (A) IQ-1 [1] – 14; Parachuting/TL10 (E) DX+0 [1] – 12; Public Speaking (A) IQ-1 [1] – 14; Science! (WC) IQ+10 [144] – 25*; Spacer/TL10 (E) IQ [1] – 15; Teaching (A) IQ-1 [1] – 14; Vacc Suit/TL10 (A) DX-1 [1] – 11; Weird Science (VH) IQ [8] – 15; Wrestling (A) DX+2 [8] – 14.
Starting Spending Money: $20,000 (20% Starting Wealth).

* Conditional +4 from Natural Scientist when replacing suitable skills.

Role-Playing Notes:
Reed is best described as a super-intelligent geek. While still shy around attractive women, he has become more confident since attaining his powers, buying off his Clueless disadvantage and becoming the acknowledged leader of the Fantastic Four. He credits his friends in the FF for keeping him grounded in reality.

Design Notes:
1. This version of Reed has more in common with the lovable dork from the movies than any of the comics versions to date.

Changes: Increased his effective grappling ST to enable him to grapple Ben Grimm effectively, added a few other stunts.
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"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; 10-03-2014 at 03:34 AM.
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Old 04-15-2008, 12:24 PM   #208
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Thor

3,154 points
Attributes:
ST 250 [550]*; DX 13 [60]; IQ 9 [-20]; HT 20 [0]**.
Secondary Characteristics: Dmg 26d/28d; BL 12,500; HP 250 [0]; Will 14 [25]; Per 12 [15]; FP 20 [0]; Basic Speed 8.25 [0]; Basic Move 8 [0].
Languages: English (Accented) [4]; Old Norse (Native) [0].
Advantages: Absolute Direction [5]; Alternate Form: Siguard Jarlson (Trigger: Striking Mjolner Against The Ground, -20%; Reduced Time 4 (1 second), +80%; Divine, -10%) [23]; Asgardian Male [2,050]; Claim to Hospitality 3 [5]; Combat Reflexes [15]; Enhanced Block 3 [15]; Enhanced Parry (Axe/Mace) 3 [15]; Flight (Cannot Hover, -15%; Controlled Gliding, -45%; Gadget/Can Be Stolen: Must be forcefully removed, Does Not Work For Thief -5%; Gadget/Unique, -25%) [8]; High Pain Threshold [10]; No Low TL +5 [25]; Signature Gear: Mjolner [308]; Single-Minded [5]; Status 6 [30]; Unfazeable [15]; Very Fit [15]; Very Rapid Healing [15]; Weapon Master: Mjolner [20].
Perks: Named Possession [1]; Weapon Bond [1].
Disadvantages: Alcoholism [-15]; Bad Temper (9) [-15]; Bloodlust (12) [-10]; Bully (9) [-15]; Code of Honor (Norse) [-5]; Compulsive Carousing (9) [-7]; Gluttony (6) [-10]; Hidebound [-5]; Impulsiveness (6) [-20]; Intolerance (Giants) [-5]; Lecherousness (12) [-15]; On the Edge (6) [-30]; Overconfidence (6) [-10]; Reputation -2 (For Brutality; Almost Everyone Except the Brutal Themselves; All the Time) [-7]; Secret Identity (Serious Embarrassment) [-5]; Selfless (12) [-5]; Stubbornness [-5]; Truthfulness (9) [-7].
Quirks: Distinctive Feature: Piece of Flint In The Forehead [-1]; Like Heavy Metal Rock [-1]; Likes Thick Brews [-1]; Misses His Family [-1].
Skills: Axe/Mace (A) DX+12 [48] – 25; Brawling (E) DX+3 [8] – 16; Driving/TL8 (Construction Equipment) (A) DX-1 [1] – 12; Professional Skill/TL8 (Construction Worker) IQ+1 [4] – 10; Riding (Equines) DX-1 [1] – 12; Shield (E) DX+3 [8] – 16; Soldier/TL3 (A) IQ+1 [4] – 10; Streetwise (A) IQ+1 [4] – 10; Thrown Weapon (Axe/Mace) (E) DX+12 [44] – 25; Two-Handed Axe/Mace (A) DX+12 [12] – 25†.

* Includes +185 from Asgardian Male
** Includes +10 from Asgardian Male.
† Defaulted From Axe/Mace

Mjolner
Despite being called a "warhammer", Mjolner is built as a maul (page B274), with the weight adjusted to account for the short handle and thrice as dense matter of the Asgardian plane.

Damage: sw+7 cr
Reach: 1, 2*
Parry: +3
Cost: $3.1 million
Weight: 21
ST: 20‡
Material: Uru (treat as Orichalcum)

Enchantments:
Accuracy +3
Defending Weapon +3
Defending Shield +3
Graceful Weapon
Loyal Sword
Puissance +3

Okay, I'm sorry I didn't link to Thor's bio; I didn't change anything in the bio, so anyone who wants to dig for it is welcome to strafe the thread for it.

The biggest change to the sheet is the Signature Gear cost of Mjolner, now properly repriced; the actual "sale" price of the warhammer is listed in the stats for it. I still haven't worked out any 'storm' powers for Thor; sorry for that.

The other big change is the pricing of the Alternate Form, which is now fixed so that it only takes one second to change back and forth between Thor and his human identity of Siguard Jarlson.
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"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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Old 04-15-2008, 12:27 PM   #209
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Last one.

WASP

Real Name: Janet van Dyne.
Occupation: Adventurer.
Identity: Secret.
Legal Status: Citizen of the United States with no criminal record.
Other Aliases: None.
Place of Birth: New York City, New York.
Marital Status: Single.
Known Relatives: Father, three brothers (names unrevealed).
Group Affiliation: Avengers; partner of Ant-Man.
Base of Operations: New York City.
History: Janet van Dyne was the youngest child and only daughter of a wealthy businessman. Because of her father's insistence that her brothers enter the family business, Janet found herself growing increasingly bored with the role of a high society socialite. It was at a party that she'd been invited to that she met Dr. Henry Pym, a noted scientist who worked in a think-tank her father helped fund. It wasn't long before the two began dating. Janet possessed a sharper mind than she let on, and quickly discovered that Pym was the adventurer Ant-Man (see Ant-Man).

Janet asked him to help her gain powers of her own so that she could aid him. Hank resisted at first, but Janet's youthful enthusiasm and subtle half-joking hints of blackmail convinced him. Sneaking her into the laboratory one night, he performed surgery on her which grafted wasp-like wings to her back and boosted her natural bioelectricity to enable her to fire short-ranged electric bolts from her hands. He then gave her a supply of the Pym particles for her to use. Designing an outfit for herself and calling herself the Wasp, she became Ant-Man's partner.

As the Wasp, Janet was present at the first meeting of the Avengers, and suggested the team name. She has managed to keep her identity as the Wasp secret by not allowing herself to be photographed at her full height; unlike the others, however, she doesn't really care if her identity as the Wasp is revealed.
Height: 5' 4".
Weight: 105 lbs.
Eyes: Brown.
Hair: Brown.
Uniform: Constantly changing.
Strength Level: At her full human height, the Wasp possesses the normal human strength of a woman her age, height, and build who engages in moderate regular exercise.
Known Superhuman Powers: The Wasp is able to shrink to half an inch tall; this power is generated in the same fashion as Ant-Man's ability: through the application of Pym particles. For some reason, after her first few doses of Pym particles she gained the ability to generate Pym particles on her own. Dr. Pym has theorized that continued exposure to the Pym particles triggered a latent mutation which adapted to the particles' mass-shunting effects.

The Wasp has had insect-like wings surgically grafted to her shoulder-blades and tied into her nervous system. As she shrinks down, the wings enable her to fly. At present, she must be at most six inches tall in order to generate enough lift with her wings in order to fly. When she grows back to normal height, she is able to hide her wings by folding them and pressing them against her back.

Janet's last power is the ability to channel her body's bioelectricity in order to produce what she calls her "stingers", fast bolts of bioelectricity which she can use to either stun or damage her opponents.
Other Abilities: Janet van Dyne is a skilled fashion designer.

405 points
Attributes:
ST 10 [0]; DX 13 [60]; IQ 12 [40]; HT 12 [20].
Secondary Characteristics: Dmg 1d-2/1d; BL 20; HP 10 [0]; Will 12 [0]; Per 12 [0]; FP 12 [0]; Basic Speed 6.25 [0]; Basic Move 6 [0]; Air Move 12.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western (Native) [0].
Advantages: 3D Spatial Sense [10]; Affliction (Wasp Sting) 7 (HT-6; Damage Modifier: Surge, +20%; Increased 1/2D Range, ×5, +10%; Increased Range: Line-of-Sight, +40%; Rapid Fire: RoF 5, +70%; Variable, +5%; Super, -10%) [165]; Appearance (Beautiful) [12]; Burning Attack (Wasp Sting) 7d (Damage Modifier: Surge, +20%; Increased 1/2D Range, ×5, +10%; Increased Range: Line-of-Sight, +40%; Rapid Fire: RoF 5, +70%; Variable, +5%; Super, -10%; Alternative Attack, ×1/5) [17]; Claim to Hospitality (Family) 2 [2]; Enhanced Move (Air) 1 (Move 24/48 mph) [20]; Fashion Sense [5]; Fit [5]; Flight (Accessibility: Only When Shrunk to SM -6 Or Smaller, -10%; Winged, -25%) [26]; Legal Enforcement Powers 2 (Informal, -10%) [5]; Shrinking 13 (Can Carry Objects: No Encumbrance, +10%; Full Damage, +100%; Full HP, +30%; Reduced Time 4 (1*second), +80%; Super, -10%) [202]; Status 1 (Heir to Status 2) [3*]; Wealth (Wealthy; Heir to Filthy Rich) [35].
Perks: Supersuit [1].
Disadvantages: Code of Honor (Hero's) [-10]; Overconfidence (9) [-7]; Pacifism (Cannot Harm Innocents) [-10]; Secret Identity (Serious Embarrassment) [-5]; Selfless (9) [-7]; Sense of Duty (Humanity) [-15]; Squeamish (12) [-10].
Quirks: Constantly Changing Her Uniform [-1]; Incessant Flirt [-1]; Likes Playing the Part of a Ditzy Brunette [-1]; Responsive [-1].
Skills: Acting (A) IQ+1 [4] – 13; Aerobatics (H) DX+2 [4] – 15†; Artist (Drawing) (H) IQ+0 [4] – 12; Computer Operation/TL8 (E) IQ+0 [1] – 12; Connoisseur (Visual Arts) (A) IQ+0 [2] – 12; Current Affairs/TL8 (Business) (E) IQ+0 [1] – 12; Current Affairs/TL8 (High Culture) (E) IQ+2 [4] – 14; Dancing (A) DX-1 [1] – 12; Detect Lies (H) Per [4] – 12; Diplomacy (H) IQ-1 [2] – 11; Economics (H) IQ-1 [2] – 11; Flight (A) HT+1 [4] – 13; Innate Attack (Beam) (E) DX+1 [2] – 14; Jumping (E) DX+0 [1] – 13; Leadership (A) IQ+0 [2] – 12; Makeup/TL8 (E) IQ+0 [1] – 12; Professional Skill (Fashion Designer) (A) IQ+1 [4] – 13; Savoir-Faire (High Society) (E) IQ+2 [4] – 14; Sewing/TL8 (E) DX+0 [1] – 13; Shadowing (A) IQ+2 [8] – 14; Skating (H) HT-1 [2] – 11; Stealth (A) DX+1 [4] – 14; Swimming (E) HT+0 [1] – 12.
Starting Spending Money: $20,000 (20% Starting Wealth).

* Includes +1 from Wealth.
† Includes +2 from 3D Spatial Sense

Okay, the biggest change with Janet is adjusting her Wealth and adding in an actual biography. All else is essentially the same as before.

New changes: Increased damage and added Variable to Afflicition and Burning Attack, added Claim to Hospitality and Enhanced Air Move to her advantages, adjusted her disadvantages, and added a few more skills.
__________________
"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; 05-07-2021 at 08:12 PM.
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Old 05-03-2008, 12:51 PM   #210
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Okay, I admit I've been slacking on this project for a while. Real Life intrusions are often the worst. But, I've managed to come up with a racial package for the....

SKRULLS

The Skrulls are an extraterrestrial humanoid race who have created a vast interstellar empire. Skrulls are basically reptilian but have certain mammalian characteristics such as hair and mammary glands (on the females). Newborns are hatched from eggs but are nursed by their mothers. They have lifespans which average over 200 years. Their average height tend to be shorter than the human average, although their heights are within the human norm; Skrulls stand 4' 6" to 6' 4". Skrulls appear to have the same strength as a human of the same height and build.

Skrulls originated on the planet Skrullos in the Drox system, a planet which apparently possesses a similar gravity and atmosphere as Earth, as Skrulls have operated on Earth without needing special equipment.

While Skrulls have a humanoid form, they have developed – either through evolution or genetic engineering in their past – the ability to alter their appearance to assume the form of any other being or item that has the same general mass. Once a new shape is assumed, a Skrull will not return to his original shape unless he wills it or is killed. Clothing which adapts with the wearer (made of unstable molecules similar to those developed on Earth by Reed Richards; see Mister Fantastic) is common in the Skrull Empire.

The Skrull Empire is ruled by a hereditary emperor or empress. The current emperor is Emperor Dorrek, although there have been rumblings of a possible overthrow by his ambitious wife, R'kill.

Millennia ago, the Skrull Empire expanded through pursuing peaceful albeit aggressive trade relations with other races. This changed when the Skrulls encountered the Kree, a militaristic race which had itself just discovered faster-than-light travel (see Kree). Relations between the two races broke down almost immediately, and the peaceful Skrulls were forced to become as militaristic as their opponents. The two powers have fought a number of wars that have so far ended in a prolonged stalemate, with neither side gaining any real advantage over the other.

The Skrulls have known about Earth for centuries due to the sun's strategic location as a natural hyperspace crossroad connecting the Kree, Skrull, and Shi'ar Empires, and have placed observers in unobtrusive cover identities amongst the populace in order to monitor the populace in anticipation of eventual annexation into the Skrull Empire (see Shi'ar). Since Earth gained rudimentary spaceflight, they have been keeping closer watch on the planet than before.

The Skrulls first came to the attention of the humans when a small number of their observers apparently went rogue and committed a number of high-profile crimes which drew the attention of the Fantastic Four. Since then, the Fantastic Four have used their experimental starship to visit the Skrull homeworld on Earth's behalf. While Emperor Dorrek has disavowed the actions of the rogues, doubt remains as to whether they had unofficial sanction in their crimes.

195 points
Advantages:
Extended Lifespan 2 [4]; High TL +3 [15]; Infravision [10]; Morph (Active Change, +20%; Mass Conservation, -20%; Once On, Stays On, +50%; Unlimited (Cosmetic, -50%), +25%; Biological, -10%) [165]; Subsonic Hearing [5].
Perks: Supersuit [1].
Disadvantages: Intolerance (Kree) [-5].
Features: Green Skin [0]; Oviparous (Lays Eggs) [0]; Red Eyes [0].

Edit: Fixed the price of Infravision.
Edit: Altered the Morph to fit the fact that they can give themselves other "natural" traits like sharp teeth, talons, and wings.
__________________
"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; 01-05-2015 at 09:47 AM.
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