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Old 07-09-2014, 07:25 PM   #761
Phantasm
 
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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Originally Posted by Ji ji View Post
I think it's ST 50 [400] + Super ST +12/+200 (Gadget, -55%) [216].
You missed the "Extra ST 30 (Gadget, -55%) [135]", which accounts for the rest of it.
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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 07-12-2014, 09:17 PM   #762
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

BLASTAAR

Real Name: Blastaar.
Occupation: Monarch.
Identity: Publicly known in the Negative Zone; Blastaar's existence is essentially unknown to the people of Earth.
Legal Status: Monarch of the planet Baluur in the Negative Zone.
Other Aliases: None.
Place of Birth: Baluur, a planet in Sector 56-D of the Negative Zone, as charted by Dr. Richards.
Marital Status: Widower.
Known Relatives: Nyglar (wife, deceased)
Group Affiliation: None.
Base of Operations: Baluur, Negative Zone.
History: Blastaar is a resident of the planet Baluur in the antimatter universe known as the Negative Zone. Having conquered his home planet, he was content, at least until he received news that the Annihilation Wave, an army feared throughout the universe, was about to descend upon his world. During the fighting, Annihilus, the leader of the Annihilation Wave, personally slew Blastaar's wife in a move intended to cause Blastaar to bow to him (see Annihilus). Instead, the move had quite the opposite effect, and Blastaar fought Annihilus in single combat, with the winner leaving the planet. Blastaar won, but only because Annihilus fled when it became clear that Blastaar intended to kill him.

Learning of Annihilus's attacks on the Fantastic Four, Blastaar approached them as possible allies (see Fantastic Four). While Blastaar presented himself as a victim of the Annihilation Wave, his own goals had changed; he now intended to conquer the Negative Zone himself. Discovering his true nature, the Fantastic Four abandoned him. Swearing vengeance on them as well, he followed them through their portal to the Baxter Building, only to be driven back and the portal sealed (see Baxter Building).

Blastaar remains a threat to both the Negative Zone and Earth.
Height: 6' 6".
Weight: 520 lbs.
Eyes: Gray.
Hair: Gray.
Skin: Gray.
Uniform: Blue and gray armor, blue bracers, blue boots.
Strength Level: Blastaar possesses superhuman strength enabling him to lift (press) around 50 tons.
Known Superhuman Powers: In addition to his superhuman strength, Blastaar possesses superhuman durability and endurance. He is virtually tireless. He able to withstand temperatures from around -200F to 10,000F, and pressures from the vacuum of space up to those found on ocean floors.

Blastaar's primary power, however, is the ability to project concussive energy from his fingers. This energy is able to penetrate 6 inch thick titanium steel at close range, but has a maximum range of about 1,000 feet. By projecting the energy under him, Blastaar is able to propel himself through the air at great speeds; he is able to reach escape velocity from Earth's gravity well (about 25,000 miles per hour), and can remain in flight almost indefinitely.


2,467 points
Attributes:
ST 32/250 [100*]; DX 12 [40]; IQ 12 [40]; HT 20 [100].
Secondary Characteristics: Dmg 3d+1/6d-1 (26d/28d); BL 205 lbs. (12,500 lbs/6.25 tons); HP 32 [0]; Will 12 [0]; Per 12 [0]; FP 20 [0]; Basic Speed 8.00 [0]; Basic Move 8 [0]; Basic Air Move 18 [2]; Basic Space Move 18 [2]; Dodge 10 [0].
Languages: Baluuri (Native) (Native Language) [0].
Cultural Familiarities: Negative Zone [0].
Advantages: Administrative Rank 8 [40]; Crushing Attack 12d (Armor Divisor (3), +100%; Damage Modifier: Double Knockback, +20%; Increased Range (2), +10%; Rapid Fire (RoF 2), +40%; Super, -10%) [156]; Damage Resistance 45 (No Signature, +20%; Tough Skin, -40%; Passive Biological, -5%) [169]; Enhanced Move (Air) 9.5 (Air Move 13,056/26,112 mph) (Handling Penalty -3, -15%) [162]; Enhanced Move (Space) 9.5 (Space Move 13,056/26,112 mph) (Handling Penalty -3, -15%) [162]; Enhanced ST +30 (Accessibility: Only With Super ST, -10%; Super, -10%) [192]; Flight (Cannot Hover, -15%; Space Flight, +50%; Super, -10%; Alternative Ability, 1/5) [10]; High Pain Threshold [10]; High TL +3 [15]; Injury Tolerance (Damage Reduction /10) (Passive Biological, -5%) [142]; Pressure Support 2 [10]; Super ST +12/+200 (Super, -10%) [468]; Super Throw 2 (Biological, -10%) [18]; Temperature Tolerance 484 [484]; Vacuum Support [5]; Wealth (Multimillionaire 4) [150].
Perks: Dirty Fighting [1]; Fur [1]; Power Grappling [1].
Disadvantages: Bully (12) [-10]; Code of Honor (Soldier's) [-10]; Nightmares (12) [-5]; Selfish (12) [-5]; Vow (Vengeance) [-15].
Quirks: Bloody Mess [-1]; Pharma-Fever [-1].
Skills: Acting (A) IQ+0 [2] – 12; Administration (A) IQ+0 [2] – 12; Brawling (E) DX+2 [4] – 14; Breath Control (H) HT-2 [1] – 18; Driving/TL11 (Hovercraft) (A) DX+0 [2] – 12; Flight (A) HT-1 [1] – 19; Innate Attack (Beam) (E) DX+4 [12] – 16; Intelligence Analysis/TL11 (H) IQ+0 [4] – 12; Interrogation (A) IQ+0 [2] – 12; Intimidation (A) Will+0 [2] – 12; Leadership (A) IQ+0 [2] – 12; Piloting/TL11 (High-Performance Spacecraft) (A) DX+0 [2] – 12; Propaganda/TL11 (A) IQ+0 [2] – 12; Public Speaking (Rhetoric) (E) IQ+0 [1] – 12; Savoir-Faire (Military) (E) IQ+2 [4] – 14; Strategy (Interstellar) (H) IQ+1 [8] – 13; Strategy (Land) (H) IQ+1 [8] – 13; Sumo Wrestling (A) DX+2 [8] – 14; Throwing (A) DX+0 [2] – 12.
Techniques: Drop Kick (Sumo Wrestling) (H) def+1 [2] – 14; Kicking (Brawling) (H) def+2 [3] – 14; Sweep (Sumo Wrestling) (H) def+3 [4] – 14.
Starting Spending Money: $400,000,000 (20% of Starting Wealth), in Baluuri currency (worthless on Earth).

* Includes +30 from Enhanced ST and +12/+200 from Super ST.

Role-Playing Notes:
Blastaar is driven to avenge the death of his wife at the hands of Annihilus. However, his chosen method – the conquering of the territory of the Negative Zone controlled by Annihils – has netted him few allies.
__________________
"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; 12-31-2016 at 02:16 PM. Reason: added Enhanced ST and No Signature to DR
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Old 07-12-2014, 09:21 PM   #763
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

CRYSTAL

Real Name: Crystalia Amaquelin.
Occupation: College student pursuing a liberal arts degree.
Identity: Crystal's status as an Inhuman is unknown to the general public; she has thus far avoided using her powers in public.
Legal Status: Exiled citizen of Attilan, residing in the United States using forged identification.
Other Aliases: "Crys".
Place of Birth: Attilan, Blue Area of the Moon.
Marital Status: Single.
Known Relatives: Quelin (father), Ambur (mother), sister (name unrevealed).
Group Affiliation: Sometime partner of the Human Torch.
Base of Operations: Empire State University, Manhattan, New York City.
History: Very little has been revealed about Crystal's past. It is known that she is an Inhuman, a branch of humanity that split from the general human line through Kree genetic manipulation almost 20,000 years ago (see Inhumans; Kree). It is known that her family was exiled from the Inhuman city of Attilan, which now resides in the so-called Blue Area of the Moon, a region of Earth's moon with an artificial atmosphere matching Earth's air pressure and composition, but she has not revealed the circumstances which led to the exile. Crystal has mentioned that her family kept moving around, hunting for her older sister who was separated from the family, but has not revealed her sister's name.

Crystal first met Johnny Storm, the Human Torch, at the registration desk at Empire State University when both were checking in as freshmen (see Human Torch). Not long after, the two began dating. Even more recently, Crystal came to Johnny's assistance in one of his confrontations with the Trapster, revealing her own powers to him (see Trapster). When pressed, Crystal told him that she had gained her powers relatively recently without going into detail. Johnny knows she hasn't told him everything; whether he'll press for details or let her reveal things when she's ready is unknown.
Height: 5' 6".
Weight: 110 lbs.
Eyes: Green.
Hair: Red.
Uniform: None.
Strength Level: Crystal possesses the normal strength of an Inhuman woman of her age, height, and build who engages in regular exercise. Inhumans are stronger on average than humans of the same build, but not superhumanly so.
Known Superhuman Powers: Crystal possesses the psionic ability to manipulate the four classical "elements": fire, water, earth, and air. She can cause fire to spontaneously ignite or can douse it by removing the oxygen feeding it. Through concentration, she can form and toss balls of fire from her hands, much like the Human Torch can.

She can control the movement of water by manipulating its surface tension, causing it to flow in any direction designated. She has not been observed manipulating very much water; because she is still young, her powers may still be growing.

She can control the various substances that make up common bedrock (earth, shale, granite, limestone, etc), creating seismic tremors which can reach up to 6.7 on the Richter scale (more if there's a major fault line nearby). She can also reshape nearby rock at will, using it to capture opponents or hurl it at her opponents as a kind of missile. While this works on asphalt, it does not work on steel girders.

She is able to manipulate the air around her to create localized cyclones and strong gusts of wind up to 100 mph. She is also able to create a wide range of atmospheric conditions. By intermingling the other elements, she can create a dust storm, a typhoon, an ice storm, or a firestorm.

2,712 points
Attributes:
ST 12* [0]; DX 12* [0]; IQ 12* [20]; HT 12* [0].
Secondary Characteristics: Dmg 1d-1/1d+2; BL 29 lbs.; HP 12* [4]; Will 12 [5]; Per 12 [5]; FP 12 [0]; Basic Speed 6.00 [0]; Basic Move 6 [0]; Dodge 10.
Languages: English (Native) [6]; Tilan (Native) (Native Language) [0].
Cultural Familiarities: Attilan (Native) [0]; Western [1].
Advantages: Air Talent 2 [10]; Binding (Entombment) 20 (Environmental (Very Common), -5%; One-Shot, -10%; Elemental: Earth, -10%; Psionic, -10%) [26]; Burning Attack (Fireball) 6d (Accurate +3, +15%; Increased 1/2D Range 5, +10%; Reduced Range 1/2, -10%; Elemental: Heat/Fire, -10%; Psionic, -10%) [29]; Burning Attack (Firestorm) 3d (Area Effect: 4 yds, +100%; Malediction: Speed/Range Table, +150%; Persistent, +40%; Elemental: Air, -10%; Elemental: Heat/Fire, -10%; Psionic, -10%) [54]; Cold/Ice Talent 2 [10]; Combat Reflexes [15]; Control Earth/Stone 10 (1/2 ton; Collective, +100%; Ranged, +40%; Reduced Range 1/2, -10%; Elemental: Earth, -10%; Psionic, -10%) [420]; Control Precipitation 5 (0.5 mile radius; Natural Phenomena, +100%; Elemental: Air, -10%; Psionic, -10%) [135]; Control Water 10 (1/2 ton/125 gallons; Collective, +100%; Elemental: Water, -10%; Psionic, -10%) [360]; Control Water 10 (1/2 ton/125 gallons; Collective, +100%; Super-Effort, +400%; Elemental: Water, -10%; Psionic, -10%) [1,160]; Control Winds 3 (0.3 mile radius; Natural Phenomena, +100%; Elemental: Air, -10%; Psionic, -10%) [81]; Create Fire 2 (Destruction: Create and Destroy, +100%; Ranged, +40%; Reduced Range 1/2, -10%; Elemental: Heat/Fire, -10%; Psionic, -10%) [42]; Crushing Attack (Big Rock Attack) 5d (Accurate +3, +15%; Environmental (Very Common), -5%; Increased 1/2D Range 5, +10%; Reduced Range 1/2, -10%; Elemental: Earth, -10%; Psionic, -10%) [23]; Crushing Attack (Earthquake) (Area Effect: 16 yd radius, +200%; Damage Limitation: No Blunt Trauma, -20%; Damage Modifier: Double Knockback, +20%; Environmental (Very Common), -5%; Malediction: Speed/Range Table, +150%; Requires Concentrate, -15%; Selective Area, +20%; Elemental: Earth, -10%; Psionic, -10%) [65]; Crushing Attack (Pebble Assault) 2d (Increased 1/2D Range 5, +10%; Rapid Fire (RoF 8), +100%; Reduced Range 1/2, -10%; Elemental: Earth, -10%; Psionic, -10%) [18]; Cutting Attack (Ice Dagger) 6d (Accurate +3, +15%; Increased 1/2D Range 5, +10%; Reduced Range 1/2, -10%; Elemental: Cold/Ice, -10%; Psionic, -10%; Alternative Attack, 1/5) [8]; Earth Talent 2 [10]; Fit [5]; Hard to Kill 2 [4]; Hard to Subdue 2 [4]; Heat/Fire Talent 2 [10]; High Pain Threshold [10]; Impaling Attack (Ice Dagger) 6d (Accurate +3, +15%; Increased 1/2D Range 5, +10%; Reduced Range 1/2, -10%; Elemental: Cold/Ice, -10%; Psionic, -10%) [46]; Inhuman [100]; Obscure (Vision) (Dust Storm) 5 (Defensive, +60%; Environmental (Very Common), -10%; Elemental: Air, -10%; Elemental: Earth, -10%; Psionic, -10%) [12]; Water Talent 2 [10].
Perks: Air Jet [1]; Good With Dogs [1]; Ignition [1].
Disadvantages: Impulsiveness (12) [-10]; Overconfidence (12) [-10]; Pacifism (Cannot Kill) [-15]; Secret (Illegal Alien) (Imprisonment or Deportation) [-20]; Vow (Keep Existence of Inhumans a Secret) [-10]; Wealth (Struggling) [-10].
Quirks: Altruistic [-1]; Distinctive Accent [-1]; Enjoys Carousing [-1]; Infatuated With Johnny Storm [-1]; Refuses To Talk About Her Family [-1].
Skills: Acting (A) IQ+1 [4] – 14; Animal Handling (Dogs) (A) IQ-1 [1] – 10; Artist (Drawing) (H) IQ-1 [2] – 10; Carousing (E) HT+0 [1] – 12; Computer Operation/TL8 (E) IQ+0 [1] – 11; Current Affairs/TL8 (Popular Culture) (E) IQ+0 [1] – 11; Dancing (A) DX-1 [1] – 11; Detect Lies (H) Per+0 [4] – 12; Diplomacy (H) IQ+1 [8] – 12 ; Duststorm (H) IQ+3 [8] – 14†; Earthquake (H) IQ+3 [8] – 14‡; Entombment (H) IQ+3 [8] – 14‡; Firestorm (H) IQ+3 [8] – 14#; Ignition (H) IQ+3 [8] – 14#; Innate Attack (Projectile) (E) DX+2 [4] – 14; Observation (A) Per+0 [2] – 12; Pilot/TL8 (Vertol) (A) DX+0 [2] – 12; Research/TL8 (A) IQ-1 [1] – 10; Running (A) HT+0 [2] – 12; Savoir-Faire (High Society) (E) IQ+0 [1] – 11; Skating (H) HT-1 [2] – 11; Speed-Reading (A) IQ-1 [1] – 10; Swimming (E) HT+0 [1] – 12; Typing (E) DX+0 [1] – 12; Water Control (H) IQ+3 [8] – 14; Wind Control (H) IQ+3 [8] – 14†.
Starting Spending Money: $2,000 (20% of Starting Wealth).

* Includes +2 to ST, +2 to DX, +1 to IQ, +2 to HT, and -2 to HP from Inhuman.
† Includes +2 from Air Talent.
‡ Includes +2 from Earth Talent.
# Includes +2 from Heat/Fire Talent.
Includes +2 from Water Talent.

Role-Playing Notes:
Crystal is a kind-hearted young woman who until recently was trying to live the illusion of a normal life. She is torn between her love for Johnny and her vow of secrecy in keeping the Inhumans away from regular humanity. She's debating whether to ask the FF for help in finding her missing sister.

Design Notes:
1. Yes, Crystal and Medusa are still sisters in the Reboot; however, their familial relationship is not going to be revealed this early. Crystal first appears late in Year One – she and Johnny are a year behind Spidey and the X-Men at ESU – and not everything should be revealed at once.
2. Crystal is powerful. She possesses not one but five Powers, as described in Powers: Air, Cold/Ice, Earth, Fire, and Water. Because of this, I've had to limit her individual abilities greatly compared to her established mainstream counterpart. Earth-616!Crystal is easily a 6,000 point character based on her Control Water ability alone, which is up around 110 levels using the numbers described in her OHOTMUDE #3 entry (the entry claims 15,000 gallons of water, which comes to about 60 tons, using the "1 gallon of water weighs 8 lbs" established in the Basic Set).
__________________
"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; 10-27-2014 at 08:45 AM. Reason: updated power-set
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Old 07-12-2014, 11:28 PM   #764
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Crystal seems like a good candidate for Alternate Abilities. She doesn't tend to manifest multiple effects at a time. She's does one trick at a time (usually one element at a time) and quite a few seem to be variations of each other. As a PC buying everything at full cost seems excessive, making her weak for her point total. As an NPC, meh, it doesn't really matter what her point cost is.

TK (Animate) limited to water/earth would also capture her use of elements for attacking physically.

4 Talents seem unnecessary. First off, she could bump IQ (which seems to be the base for all her powers?). I'd use Psi as her only power modifier and then sprinkle on Environmental (Requires Element, usually -20%) where applicable (such as Binding and Innate Attack).

As for her power level, both Control can use Super-Effort. 60 tons is ~110 levels. Say, 10 + 10 w/Extra Effort? Even if you "settle" for 10 levels only Extra Effort it will make a real difference is how much she can do. Say Control Water 10 (Common: water in its various states; Collective +100%; Ranged +40%; Super Effort +300%; 1/2 Range -10%; Psi -10%) [1040].

I'm also not sure Elemental is a valid limitation on Control or Create. Those are already category limited. Limitations to the scope alter the base cost. I suppose it depends what you feel the limitation does for those abilities?

Last edited by naloth; 07-12-2014 at 11:35 PM.
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Old 07-13-2014, 05:52 PM   #765
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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Originally Posted by naloth View Post
I'm also not sure Elemental is a valid limitation on Control or Create. Those are already category limited. Limitations to the scope alter the base cost. I suppose it depends what you feel the limitation does for those abilities?
It does seem a little funny on its face, but it is a valid construct as per Powers. Frex, check out the sample Air Power on p121. It just means that the ability is subject to a mundane countermeasure or insulator.
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Old 07-14-2014, 10:35 AM   #766
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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Originally Posted by naloth View Post
4 Talents seem unnecessary. First off, she could bump IQ (which seems to be the base for all her powers?). I'd use Psi as her only power modifier and then sprinkle on Environmental (Requires Element, usually -20%) where applicable (such as Binding and Innate Attack).

As for her power level, both Control can use Super-Effort. 60 tons is ~110 levels. Say, 10 + 10 w/Extra Effort? Even if you "settle" for 10 levels only Extra Effort it will make a real difference is how much she can do. Say Control Water 10 (Common: water in its various states; Collective +100%; Ranged +40%; Super Effort +300%; 1/2 Range -10%; Psi -10%) [1040].
I didn't want to make her extremely smart, given that her non-power skills should be in the 10-12 range (assuming an 18 year old just starting college as a freshman), hence why I used her power talents to boost her power skills (as per "Skills For Everyone" in Powers).

As for the Super-Effort, I looked in Powers, Supers, Psionic Powers, and Power-Ups 4: Enhancements, and found nothing which says that Control can have that enhancement; it seems to be limited to Lifting ST, Striking ST, Telekinesis (all three at +400%) and ST (+300% version). Mind pointing me to your source for applying Super-Effort to Control, in case I missed something? (A Pyramid article, p'raps?)
__________________
"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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Old 07-14-2014, 11:39 AM   #767
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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Originally Posted by tbrock1031 View Post
I didn't want to make her extremely smart, given that her non-power skills should be in the 10-12 range (assuming an 18 year old just starting college as a freshman), hence why I used her power talents to boost her power skills (as per "Skills For Everyone" in Powers).
That's fine. I just usually see PCs defined with an eye to getting the best bang for the buck.

Quote:
As for the Super-Effort, I looked in Powers, Supers, Psionic Powers, and Power-Ups 4: Enhancements, and found nothing which says that Control can have that enhancement; it seems to be limited to Lifting ST, Striking ST, Telekinesis (all three at +400%) and ST (+300% version). Mind pointing me to your source for applying Super-Effort to Control, in case I missed something? (A Pyramid article, p'raps?)
Sure, it's in Supers p26, top right column:
Quote:
Control
see GURPS Powers
To create heroes with extremely powerful Control abilities,
a new enhancement is available:
Special Enhancements
Super-Effort: By spending one FP in extra effort, you can
greatly magnify the effects of your Control. Find your level of
Control in the Base Value column of the Super-Abilities Table
(see p. 146), and read over to the Supervalue column
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Old 07-14-2014, 11:58 AM   #768
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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That's fine. I just usually see PCs defined with an eye to getting the best bang for the buck.
We've been discussing characters in this thread for 7 years. You should know by now that point cost is not really an issue. ;)

Of course, streamlining tips are always welcome. Plus, one thing I've noticed while working on the latest character binge is that the Fantastic Four primarily deal with folks that are in the 1,500-3,000 point range, as opposed to X-folks who are commonly 500-1000 points. There are exceptions on both sides, of course (Juggernaut and Mimic are both high-point characters measured in the thousands, and Diablo has come to around 500.) Kinda fits that cosmic-powered characters would deal with cosmic-level point totals....

Quote:
Originally Posted by naloth
Sure, it's in Supers p26, top right column:
Huh, somehow I missed that. Guess I was just looking in the wrong spot. (Note to self: edit the GCA data file or find an update which adds that, as the official file doesn't seem to have been updated in a year.)
__________________
"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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Old 07-14-2014, 01:13 PM   #769
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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Originally Posted by tbrock1031 View Post
Plus, one thing I've noticed while working on the latest character binge is that the Fantastic Four primarily deal with folks that are in the 1,500-3,000 point range, as opposed to X-folks who are commonly 500-1000 points. There are exceptions on both sides, of course (Juggernaut and Mimic are both high-point characters measured in the thousands, and Diablo has come to around 500.)
A while back I did my own Marvel conversions and they came out with similar ranges. The FF (~1k each) with single opponents that were around double the value of any one member. Most X-Men came in under 1k. I even posted the Exiles somewhere on this site a number of years ago.

Quote:
Huh, somehow I missed that. Guess I was just looking in the wrong spot. (Note to self: edit the GCA data file or find an update which adds that, as the official file doesn't seem to have been updated in a year.)
Sure, I find new things all the time. Perhaps if you submit in the GCA forum they will add that?

Last edited by naloth; 07-14-2014 at 01:18 PM.
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Old 07-17-2014, 05:13 PM   #770
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DIABLO

Real Name: Esteban Diablo.
Occupation: Alchemist.
Identity: Publicly known.
Legal Status: Citizen of Romania, criminal record in the United States.
Other Aliases: None.
Place of Birth: An unnamed village in Iberia, near what is now Saragossa, Spain.
Marital Status: Single.
Known Relatives: None.
Group Affiliation: None.
Base of Operations: Mobile; formerly a castle in Romania.
History: Esteban Diablo was born in a small Iberian village (what is now Spain) during the early Ninth Century. Leaving home at fourteen, he apprenticed himself to a traveling alchemist, whose travels took them to Paris, Venice, and Constantinople. Diablo's skill at alchemy soon far surpassed his master's, and he quickly became known as one of medieval Europe's most successful (and notorious) alchemists. His work led, directly or indirectly, to the production of Greek fire and gunpowder during the later Crusades.

What Diablo kept a secret for a long time was that the more magical aspects of alchemy he discovered tended to be temporary. Eventually, however, the Byzantine Emperor learned the truth and declared him a fraud. Seeking to escape, Diablo traveled north into what later became Transylvania (and even more recently Romania), seeking many of its secrets. Diablo was already using his alchemy to extend his lifespan, and settled into a castle near the Borgo Pass (though not the one attributed to Vlad III Dracula) to continue perfecting his art.

Around the time that Constantinople fell to the Turks, Diablo was sentenced to life imprisonment in his castle by Prince Vlad of Wallachia for various offenses, including but not limited to experimentation on local peasants who were nominally under the Prince's protection. (This may seem unusually generous of Vlad the Impaler, but Diablo has stated that he suspected Vlad would torch the castle and had it alchemically treated to avoid such a fate.) Diablo retained access to his youth elixir, and had it not been for Prince Vlad's transformation into a vampire he would have been content to outlive his jailer (see Dracula). (Ironically, Dracula has forgotten Diablo's existence completely, having been more focused on other concerns.)

Diablo remained imprisoned in his castle through the centuries, as regimes rose and fell around him. In the 19th and 20th Centuries, the Ottomans, Nazis, and Soviets all investigated rumors of the "immortal devil", as he became known; many of those who investigated lost their minds.

Recently, Diablo was visited by the Fantastic Four, who were seeking a cure for their friend Alicia Masters, who had lost her eyesight several years back (see Fantastic Four; Masters, Alicia). Diablo was able to temporarily restore her eyesight, but was incensed when she chose to remain blind rather than remain in his castle so he could continue to give her treatments, and unsuccessfully fought the Fantastic Four. Following that defeat, Diablo decided to travel the world in order to learn more about it beyond the Carpathians he'd lived in for centuries.

Somehow, he learned of the artificial being later known as the Dragon Man that was created by Professor Gregory Gilbert of Columbia University, and convinced the doctor to let him use his alchemy to bring the creature to life (see Dragon Man). Diablo used the Dragon Man as a pawn to gain revenge on the Fantastic Four, but was defeated once again.

Diablo was last seen participating in the mass prison breakout led by the Rhino (see Rhino). Where he will appear next is anyone's guess.
Height: 6' 3".
Weight: 190 lbs.
Eyes: Brown.
Hair: Black.
Uniform: Royal purple shirt, black pants, green gloves, black boots, royal purple cloak, green and black cowl, belt and bandolier with a number of pouches containing alchemical reagents and elixirs.
Strength Level: Diablo possesses the normal human strength of a man his physical age, height, and build who engages in no exercise.
Known Superhuman Powers: Diablo has extended his lifespan by several centuries through his alchemical elixirs. Ever since Dracula was turned into a vampire, Diablo has also been taking an elixir that prevents his body from rising as a vampire should Dracula ever manage to slay him.
Other Abilities: Diablo is the world's foremost expert in alchemy. Having lived for over a thousand years, Diablo is not unfamiliar with modern technology, and is quite capable of combining his alchemy with regular technology.
Weapons: Diablo has access to any number of alchemical elixirs, carrying several on him at any one time. With a few exceptions, however, his elixirs tend to be transitory, enabling their effects for only a limited duration. While many of his elixirs take the form of potions, he is also known to use them in the forms of powders, incense, pastilles, and oils.

At present, Diablo is the only living alchemist capable of producing the legendary lapis philosophorum (Philosopher's Stone), a semi-precious gemstone which acts as an alchemical catalyst.

330 points
Attributes:
ST 9 [-10]; DX 11 [20]; IQ 14 [80]; HT 11 [10].
Secondary Characteristics: Dmg 1d-2/1d-1; BL 16 lbs.; HP 11 [4]; Will 14 [0]; Per 12 [-10]; FP 11 [0]; Basic Speed 5.50 [0]; Basic Move 5 [0]; Dodge 8.
Languages: English (Accented) [4]; Greek (Native) [6]; Latin (Native) [6]; Old Spanish (Native) (Native Language) [0]; Romanian (Native) [6].
Cultural Familiarities: Eastern European [1]; Medieval Iberian (Native) [0].
Advantages: Elder Gift 4 [20]; Gadgeteer (Quick) [50]; Gizmo 3 (Accessibility: Alchemical Potions Only, -10%) [14]; High Manual Dexterity 3 [15]; Natural Scientist 2 [20]; Resistant to Metabolic Hazards (+8) [15]; Unaging (Chemical, -10%) [14]; Wealth (Wealthy) [20].
Perks: Covenant of Rest [1]; Secret Knowledge (Alchemy).
Disadvantages: Low Pain Threshold [-10]; Obsession (Perfect His Alchemy) (12) [-10]; Overweight [-1]; Pacifism (Reluctant Killer) [-5]; Selfish (9) [-7]; Social Stigma (Criminal Record) [-5]; Stubbornness [-5].
Quirks: Addiction (Chocolate) [-1]; Atheist [-1]; Hides the Transient Nature of His Alchemy [-1]; Not Until My First Cup! [-1]; Uncongenial [-1].
Skills: Alchemy/TL8 (VH) IQ+11 [36] 25*; Astronomy/TL8 (Observational) (A) IQ+1 [1] 15; Biology/TL8 (Earthlike) (VH) IQ+0 [1] 13; Blowpipe (H) DX-1 [2] 10; Chemistry/TL8 (H) IQ+8 [4] 21; Esoteric Medicine (H) Per+0 [4] 12; Expert Skill (Natural Philosophy (H) IQ+1 [2] 15; Explosives/TL8 (Fireworks) (A) IQ+4 [4] 17#; Fast-Draw (Alchemical Elixir) (E) DX+2 [4] 13; Fast-Talk (A) IQ-1 [1] 13; First Aid/TL7 (Human) (E) IQ+0 [1] 14; Hazardous Materials/TL8 (Chemical) (A) IQ+0 [2] 14; Holdout (A) IQ-1 [1] 13; Liquid Projector/TL8 (Sprayer) (E) DX+0 [1] 11; Mathematics/TL8 (Applied) (H) IQ+0 [1] 14; Metallurgy/TL8 (H) IQ+3 [4] 17#; Occultism (A) IQ+3 [1] 17*; Poisons/TL8 (H) IQ+2 [8] 16#; Savoir-Faire (High Society) (E) IQ+0 [1] 14; Scrounging (E) Per+2 [4] 14; Thaumatology (VH) IQ+1 [1] 15*; Throwing (A) DX+0 [2] 11.
Alchemical Elixirs: Hybridization (H) def+1 [2] 22; Universal Antidote (H) def+1 [2] 24; Youth (H) def+1 [2] 17.
Starting Spending Money: $20,000 (20% of Starting Wealth).

* Includes +4 from Elder Gift.
Includes +2 from Natural Scientist.
Defaulted from Alchemy.
# Defaulted from Chemistry.

Role-Playing Notes:
Diablo is concerned with two things: increasing his alchemical knowledge, and vengeance upon the Fantastic Four.

While his alchemy tends to be transient, critical successes, like the one involved in Dragon Man's creation, can have more permanent effects.

Design Notes
1. Diablo has lived 1,000 years, gaining scientific knowledge as it became available. Hence, he raised his own TL as it advanced, from his native TL3 to the current TL8.
__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991

"But mom, I don't wanna go back in the dungeon!"

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