Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 06-28-2014, 02:07 PM   #721
Phantasm
 
Phantasm's Avatar
 
Join Date: Jun 2006
Location: On the road again...
Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

WHITE BISHOP

Real Name: Donald Pierce.
Occupation: Businessman, subversive.
Identity: Publicly known, although his criminal activities are not.
Legal Status: Citizen of the United States with no criminal record.
Other Aliases: None.
Place of Birth: Knoxville, Kentucky.
Marital Status: Divorced.
Known Relatives: Ex-wife (name unrevealed).
Known Relatives: None.
Group Affiliation: Owner of many coal mines in the Appalachians and a few private military companies; leader in the Hellfire Club and its secret Inner Circle.
Base of Operations: New York City.
History: Donald Pierce inherited a number of Appalachian coal mines and his Hellfire Club membership (see Hellfire Club). Using part of his inheritance, he organized or bought several mercenary companies, some of which were contracted out to the United States military at the start of the Iraq and Afghanistan campaigns. A shrewd businessman, he was soon offered membership in the Hellfire Club's Inner Circle. It is not currently known how he lost his right arm or where he obtained his bionic prosthetic, although it is quite possible he obtained it from AIM (see AIM).

Pierce rose through the ranks of the Inner Circle,becoming its White Bishop when the then-current White Bishop, Emma Frost, rose to become the White Queen (see White Queen). As the White Bishop, he provides the Club with its mercenary forces.

As a member of the Club's Inner Circle, Pierce has twice come into conflict with the mutant adventurers known as the X-Men, and once has sent his mercenaries to aid them without their knowledge against forces under Frost's control (see X-Men). This last was the first move in a power play against Frost and the Club's current Black King, Sebastian Shaw (see Black King). He has begun digging into Shaw's and Frost's histories and business affairs to see if there is a scandal (or three) he could exploit.
Height: 6' 3".
Weight: 210 lbs.
Eyes: Blue.
Hair: Blond.
Uniform: None; when engaged in his official Hellfire Club duties, dresses as a Colonial-era gentleman.
Strength Level: Donald Pierce possesses the normal human strength of a man his age, height, and build who engages in intensive regular exercise. His bionic right arm possesses enhanced strength, but because the rest of his body has not been augmented he cannot lift more than four times the normal amount in that one arm.
Known Superhuman Powers: Donald Pierce possesses an experimental bionic arm replacing his right arm. This arm has superhuman strength, enabling him to strike opponents with more strength than he could normally muster, but is only lightly armored.
Weapons: Pierce has a laser rod stored in a compartment in his bionic forearm. This rod can double as a baton in close combat if needed. He presumably has access to other weapons through the mercenary companies he owns.

340 points
Attributes:
ST 12 [20]; DX 12 [40]; IQ 12 [40]; HT 12 [20].
Secondary Characteristics: Dmg 1d-1/1d+2 (3d+1/6d-1); 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: English (Native) (Native Language) [0].
Cultural Familiarities: Western (Native) [0].
Advantages: Appearance (Attractive) [4]; Arm ST (One Arm) +20 (Temporary Disadvantage: Electrical, -20%; Temporary Disadvantage: Maintenance, 1 Person, Weekly, -5%) [45]; Business Acumen 2 [20]; Damage Resistance 5 (Partial: One Arm Only, -40%) [15]; Enhanced Parry (Bare Hands) 2 [10]; Extra Attack 1 (Multi-Strike, +20%) [30]; Fit [5]; High Pain Threshold [10]; Merchant Rank 8 [40]; Payload 1 [1]; Status 5 [0*]; Wealth (Multimillionaire 1 [75].
Perks: Accent (Mid-Atlantic) [1]; Convincing Nod [1]; Cutting-Edge Training (Beam Weapons) 2 [2]; Disarming Smile [1]; Fearsome Stare [1]; Haughty Sneer [1]; Striking Surface [1].
Disadvantages: Addiction (Heroin) [-40]; Bad Temper (12) [-10]; Code of Honor (Gentleman's) [-10]; Intolerance (Mutants) [-5]; One Arm (Mitigator: Cybernetics, -70%) [-6]; Overconfidence (12) [-5]; Secret (Criminal Subversive) (Imprisonment) [-20]; Stubbornness [-5].
Quirks: Affects a Mid-Atlantic Accent to Cover his Kentucky Drawl [-1]; Believes His Mid-Atlantic Accent is a British Accent [-1]; Careful [-1]; Goal (Become the new White King) [-1]; Patient [-1].
Skills: Administration (A) IQ+2 [2] – 14†; Beam Weapons/TL10 (Pistol) (E) DX+2 [4] – 12; Body Language (Human) (A) Per+0 [2] – 12; Boxing (A) DX+2 [8] – 14; Connoisseur (Wine) (A) IQ+0 [2] – 12; Current Affairs/TL8 (Business) (E) IQ+2 [4] – 14; Current Affairs/TL8 (High Culture) (E) IQ+0 [1] – 12; Detect Lies (H) Per+0 [4] – 12; Diplomacy (H) IQ+0 [4] – 12; Economics (H) IQ+2 [4] – 12†; Fast-Talk (A) IQ+0 [2] – 12; Holdout (A) IQ+0 [2] – 12; Intimidation (A) Will+0 [2] – 12; Leadership (A) IQ+0 [2] – 12; Market Analysis (H) IQ+2 [4] – 14†; Politics (A) IQ+0 [2] – 12; Propaganda/TL8 (A) IQ+2 [2] – 14†; Prospecting/TL8 (A) IQ-1 [1] – 11; Public Speaking (Rhetoric) (E) IQ+2 [4] – 14; Running (A) HT+0 [2] – 12; Savoir-Faire (High Society) (E) IQ+0 [1] – 12; Savoir-Faire (Mafia) (E) IQ+0 [1] – 12; Shortsword (A) DX+0 [2] – 12; Swimming (E) HT+0 [1] – 12.
Starting Spending Money: $3,903,200 (20% of Starting Wealth minus the cost of his laser rod).

* Includes +2 from Wealth and +3 from Merchant Rank.
† Includes +2 from Business Acumen.

Role-Playing Notes:
Pierce is a shrewd, patient businessman and an anti-mutant bigot. He'll patiently wait for others to leave themselves open before attacking, and almost never attack himself.

White Bishop's Laser Rod
Essentially a Laser Pistol from Ultra-Tech (p. UT155), with the following modifiers: Disguised (Custom-Built) (5), Higher-TL Equipment +2 (4), Rugged (2), Blinding Mode (+10%), Dazzle Mode (+10%), and Pulse Laser (Switchable) (+100%). Final cost is $96,800.
__________________
"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
Phantasm is offline   Reply With Quote
Old 06-29-2014, 01:34 PM   #722
Phantasm
 
Phantasm's Avatar
 
Join Date: Jun 2006
Location: On the road again...
Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

WHITEOUT

Real Name: Unrevealed.
Occupation: Warrior.
Identity: Whiteout's existence is unknown to the general public.
Legal Status: None.
Other Aliases: None.
Place of Birth: The Savage Land.
Marital Status: Single.
Known Relatives: None.
Group Affiliation: Savage Land Mutates.
Base of Operations: The Savage Land.
History: The origins of the woman known as Whiteout are currently a mystery. She was apparently born in the Savage Land, a hidden "lost world" in Antarctica, and was mutated to her current form in some as-yet unexplained manner (see Savage Land).

Whiteout first appeared alongside the other Savage Land Mutates in their clash with the Avengers (see Avengers; Savage Land Mutates). She has since been seen with the other Savage Land Mutates in their subsequent clash with the Brotherhood of Mutants (see Avengers; Brotherhood of Mutants). She also apparently left the Mutates for a time or was assigned by her mysterious benefactor to serve the sorceress Zaladane in the latter's own attempt to conquer the Savage Land (see Zaladane). This service put her in conflict with the adventurers Ka-Zar and Shanna the She-Devil (see Ka-Zar; Shanna the She-Devil).
Height: 5' 9".
Weight: 145 lbs.
Eyes: Unrevealed.
Hair: Unrevealed.
Uniform: White bodysuit, tattered hooded white cloak, black full-face cowl with mirrored eyes.
Strength Level: Whiteout possesses the normal human strength of a woman her apparent age, height, and build who engages in regular exercise.
Known Superhuman Powers: Whiteout possesses the superhuman ability to project a flash of blinding white light from her body. This light renders her opponents blind for several minutes. Her power appears to be psionic in nature, as she can choose to not blind certain people around her (most notably her teammates).

260 points
Attributes:
ST 10 [0]; DX 11 [20]; IQ 11 [20]; HT 11 [10].
Secondary Characteristics: Dmg 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 11 [0]; Per 11 [0]; FP 11 [0]; Basic Speed 5.50 [0]; Basic Move 5 [0]; Dodge 9.
Languages: English (Accented Spoken/Illiterate) [2]; Savage Land Speech (Native Spoken/Illiterate) (Native Language) [-3].
Cultural Familiarities: Savage Land [0].
Advantages: Affliction (Blinding Flash) 7 (HT-6; Area Effect: 8 yards, +150%; Disadvantage: Blindness, +50%; Emanation, -20%; Selective Area, +10%; Psionic, -10%) [203]; Combat Reflexes [15]; Fit [5]; Patron ([FNORD]) (Equipment: More than Starting Wealth, +100%; Special Abilities: Possesses Equipment from a Higher TL, +100%) (9) [30]; Resistant to Disease (+8) [5]; Resistant to Poisons/Toxins (+3) [5].
Perks: Cloaked [1].
Disadvantages: Bad Sight (Nearsighted) (Mitigator: Glasses/Contacts, -60%) [-10]; Laziness [-10]; Low TL -8 [-40]; Pacifism (Reluctant Killer) [-5]; Sense of Duty (Savage Land Mutates) [-5]; Wealth (Poor) [-15].
Quirks: Congenial [-1]; Distinctive Speech [-1]; Soft-Spoken [-1].
Skills: Area Knowledge (Savage Land) (E) IQ+1 [2] 12; Armoury/TL0 (Missile Weapons) (A) IQ+0 [2] 11; Bow (A) DX+1 [4] 12; Brawling (E) DX+1 [2] 12; Fast-Draw (Ammo) (E) DX+1 [1] 12*; First Aid/TL0 (Human) (E) IQ+0 [1] 11; Hiking (A) HT+0 [2] 11; Professional Skill (Tanner) (A) IQ+0 [2] 11; Riding (Theropods) (A) DX+0 [2] 11; Running (A) HT+0 [2] 11; Stealth (A) DX+1 [4] 12; Survival (Jungle) (A) Per+1 [4] 12; Swimming (E) HT+0 [1] 11; Tracking (A) Per+1 [4] 12; Weather Sense (A) IQ+0 [2] 11.
Starting Spending Money: $800 (20% of Starting Wealth).

* Includes +1 from Combat Reflexes.

Role-Playing Notes:
Whiteout is not one for physical action, preferring to stand back and immobilize her foes in order for the more physical members of the Mutates to attack. She is open and friendly around the other Mutates, seeing them as her brothers and sisters. Lorelei's defection bothers her greatly.

Design Notes:
1. Whiteout, and all the Savage Land Mutates, have their social traits calculated for TL8 campaigns. In campaigns set entirely in the Savage Land, remove Low TL -8 and raise Wealth to Average, a net increase of 55 points, and permit them to take 100% of their Wealth as Starting Cash ($250).
2. In Year Two or Year Three, the Savage Land Mutates' Patron will be revealed as none other than Apocalypse. As I am only chronicling Year One at this time, however, GMs are free to make their mysterious Patron whoever they wish.
__________________
"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
Phantasm is offline   Reply With Quote
Old 06-29-2014, 01:39 PM   #723
Phantasm
 
Phantasm's Avatar
 
Join Date: Jun 2006
Location: On the road again...
Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

WHITE QUEEN

Real Name: Emma Frost.
Occupation: Businesswoman, headmaster of the Massachusetts Academy, subversive.
Identity: Publicly known, although her criminal activities and status as a mutant are not.
Legal Status: Citizen of the United States with no criminal record.
Other Aliases: None.
Place of Birth: Boston, Massachusetts.
Marital Status: Single.
Known Relatives: Mordecai Frost (a former White King of the Hellfire Club in the early 1800s, ancestor).
Known Relatives: None.
Group Affiliation: Owner of Frost Industries; headmaster of the Massachusetts Academy; leader in the Hellfire Club and its secret Inner Circle.
Base of Operations: Divides her time between Boston, Massachusetts and New York City.
History: Emma Frost comes from a leading Boston mercantile family which arrived from England in the early 1600s. As such, she inherited a great deal of her wealth, but most of her wealth and power was amassed on her own. Emma rose rapidly in the business world due to her savvy business sense, intelligence, stunning looks, personal charm, and, secretly, her telepathic abilities. Despite her youth, she has become the majority stockholder, chairman of the board, and chief executive officer in a multinational conglomerate, which she renamed after herself. Frost International is primarily involved in transportation, owning many oil tankers, cargo ships, aircraft, as well as aircraft factories and shipyards the world over.

Emma has also maneuvered herself into becoming headmistress of the Massachusetts Academy, a prestigious private school outside Boston which teaches many of the children of the American elite. In this manner, Emma has positioned herself as the teacher of the next generation of business leaders and politicians.

Emma's invitation to the Hellfire Club was met with some scandal, despite her rapid success, as apparently one of her ancestors, a former White King, had been ejected from the Club for various offenses (see Hellfire Club). Emma soon found an ally (and apparently a lover) in another Hellfire Club newcomer, Sebastian Shaw (see Black King). The two were inducted into the Club's Inner Circle at the same time, and swiftly rose through the ranks. Recently, Shaw and Frost, at the time the Black Bishop and White Bishop, respectively, created a scandal which ousted the then-current White King, ascending to the ranks of Black King and White Queen (apparently, the Queen post was vacant).

Emma was the first to see the potential abuse in the Sentinel project being developed by SHIELD director Henry Gyrich and engineer Oliver Trask, and encouraged Shaw to arrange to develop and manufacture the Sentinels (see Gyrich, Henry Peter; Sentinels; SHIELD; Trask, Oliver). In this way, Frost and Shaw have managed to subvert the Sentinels' programming, placing the Sentinels covertly under the Club's direction while allowing Gyrich and Trask the illusion of control.

Frost and the rest of the Hellfire Club's Inner Circle have recently come into conflict with the mutant adventurers known as the X-Men on two different occasions (see X-Men). These experiences have led her to the conclusion that Angel and Marvel Girl would make excellent proteges, provided they could be made to see things her way (see Angel; Marvel Girl). In addition, she has begun a search for teenage mutants of her own to train for her own benefit.
Height: 5' 6".
Weight: 125 lbs.
Eyes: Blue.
Hair: Ash blond.
Uniform: Normally none, but always wears white in stylish fashions; when attending to her duties in the Hellfire Club, wears a white leather corset, white leather panties, white thigh-high boots with a four inch heel, and a white fur-lined cape.
Strength Level: Emma Frost possesses the normal human strength of a woman her age, height, and build who engages in regular exercise.
Known Superhuman Powers: Emma Frost is a mutant who is one of the world's most powerful telepaths, second only to Charles Xavier (see Xavier, Charles). She is able to scan surface thoughts and project her thoughts into the minds of others, seemingly with no range limit. Her abilities let her probe the minds of others, rewrite short-term memories, and take total control of those around her. She is also able to project telepathic stun bolts which have no physical effects but can cause a person to feel pain or fall unconscious. With some concentration, she can also sense the signature of other psychics – mutant and otherwise – who have used their powers in her immediate vicinity.
Other Abilities: Emma Frost is highly skilled in electronics and a pioneer in the field of psychotronics.

1,035 points
Attributes:
ST 10 [0]; DX 11 [20]; IQ 13 [60]; HT 11 [0].
Secondary Characteristics: Dmg 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 15 [10]; Per 13 [0]; FP 11 [0]; Basic Speed 5.50 [0]; Basic Move 5 [0]; Dodge 9.
Languages: Cantonese (Native) [6]; English (Native) (Native Language) [0]; French (Native) [6]; Mandarin Chinese [6].
Cultural Familiarities: Western (Native) [0].
Advantages: Appearance (Very Beautiful) [16]; Business Acumen 2 [20]; Charisma 2 [10]; Combat Reflexes (ESP, -10%) [14]; Fashion Sense [5]; Flexibility [5]; High Manual Dexterity 2 [10]; High Pain Threshold [10]; Mental Blow 4 (Visible, -10%) [26]; Mental Surgery 4 [48]; Merchant Rank 9 [45]; Mind Shield 12 (Profiling, +10%; Mutant Psionic, -10%) [48]; Mindwipe 4 [31]; Signature Sniffer 4 [28]; Smooth Operator 2 [30]; Status 6 [0*]; Telecontrol 5 [90]; Telepathy Talent 4 [20]; Telereceive 6 [75]; Telescan 5 [30]; Telesend 6 [42]; Wealth (Multimillionaire 2) [100].
Perks: Better Electronics [1]; Cloaked [1]; Extreme Sexual Dimorphism [1]; High-Heeled Heroine [1]; High-Heeled Hurt [1]; Tactical Reading [1].
Disadvantages: Bad Sight (Nearsighted) (Mitigator: Glasses/Contacts, -60%) [-10]; Bloodlust (12) [-10]; Callous [-5]; Enemy (Black Queen; Equal in Power; Rival) (9) [-5]; Secret (Criminal Subversive) [-20]; Secret (Mutant Telepath) (Utter Rejection) [-10]; Selfish (9) [-7].
Quirks: Amoral [-1]; Chauvinistic [-1]; Eavesdropper [-1]; Shocking Affectation (Skimpy Dresser) [-1]; Maintains a Friendly Demeanor [-1]; Vanity [-1].
Skills: Body Language (Human) Per+1 [4] – 14; Businessman! (WC) IQ+1 [36] – 14; Carousing (E) HT+3 [2] – 14†; Connoisseur (Wine) (A) IQ+1 [4] – 14; Current Affairs/TL8 (Headline News) (E) IQ+1 [2] – 14; Current Affairs/TL8 (High Culture) (E) IQ+1 [2] – 14; Current Affairs/TL8 (Politics) (E) IQ+1 [2] – 14; Current Affairs/TL8 (Science & Technology) (E) IQ+1 [2] – 14; Dancing (A) DX+1 [4] – 12; Detect Lies (H) Per+3 [8] – 16†; Electronics Operation/TL9 (Psychotronics) (A) IQ+1 [4] – 14; Electronics Repair/TL9 (Psychotronics) (A) IQ+1 [4] – 14; Engineer/TL0 (Psychotronics) (H) IQ+1 [8] – 14; Fast-Talk (A) IQ+2 [2] – 15†; Hidden Lore (Conspiracies) (A) IQ+1 [4] – 14; Literature (H) IQ-1 [2] – 12; Mathematics/TL8 (Applied) (H) IQ+1 [8] – 14; Mental Blow (H) Will+5 [8] – 20‡; Mental Surgery (H) IQ+7 [16] – 20‡; Mindwipe (H) Will+5 [8] – 20‡; Politics (A) IQ+2 [2] – 15†; Psi Sense (H) Per+1 [8] – 14; Public Speaking (A) IQ+5 [4] – 18†; Savoir-Faire (High Society) (E) IQ+2 [1] – 15†; Savoir-Faire (Mafia) (E) IQ+3 [2] – 16†; Sex Appeal (Human) (A) HT+9 [2] – 20†#; Teaching (A) IQ+1 [16] – 14; Telecontrol (H) IQ+7 [16] – 20‡; Telereceive (H) IQ+7 [16] – 20‡; Telescan (H) Per+7 [16] – 20‡; Telesend (H) IQ+7 [16] – 20‡.
Techniques: Broadcast (Telesend) (H) def+7 [8] – 20; Deep Probe (H) (Telereceive) (H) def+8 [9] – 20; Mass Wipe (Mindwipe) (H) def+7 [8] – 20; Neurological Damage (Mental Blow) (H) def+4 [5] – 20; Omniscan (Telescan) def+5 [6] – 15; Secure (Telesend) (H) def+2 [3] – 20.
Starting Spending Money: $40,000,000 (20% of Starting Wealth).

* Includes +3 from Merchant Rank and +3 from Wealth.
† Includes +2 from Smooth Operator.
‡ Includes +4 from Telepathy Talent.
# Includes +6 from Appearance and +1 from Extreme Sexual Dimorphism; Conditional +2 from Charisma when making Influence rolls, +1 from High Heeled Heroine and Skimpy Dresser when appropriate.
Includes -3 from Callous.

Role-Playing Notes:
Emma Frost is cold, calculating, and ruthless, willing to do anything and control anyone to get what she wants. She maintains a friendly disposition among those she wishes to charm, but deep inside she cares nothing for anyone except herself and (maybe) Shaw, and even he is not beyond being discarded by her should she have no further use for him. She will always attempt to use her looks, charm, and telepathy before resorting to physical violence, preferring others to do her dirty work for her.

Design Notes:
1. All of the White Queen's telepathic and ESP powers are built with the power modifier of "Mutant Psionic, -10%".
__________________
"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
Phantasm is offline   Reply With Quote
Old 06-29-2014, 03:37 PM   #724
Curmudgeon
 
Join Date: Sep 2011
Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Do you plan to merge or replace redundant characters/villains? If so, have you decided on a criterion yet?

Your write-up for Jewel and some alterations to character's histories such as the Scarlet Witch suggest you're not averse to doing so.

On the other hand, since the write-ups for Mesmero and Mastermind were close together, I was struck by the observation that power levels (at least in terms of point costs aside) and in story references to their powers aside, the two characters are very much redundant. Mastermind could have performed most of Mesmero's actions using illusions rather than hypnotism and I would have thought they would have been candidates for amalgamation or even for just letting Mesmero go and letting Mastermind replace him in the story. My first thought on reading Mesmero's write-up was that he was Mastermind in disguise, although there are obviously some differences in personality.
Curmudgeon is offline   Reply With Quote
Old 07-01-2014, 05:29 PM   #725
Phantasm
 
Phantasm's Avatar
 
Join Date: Jun 2006
Location: On the road again...
Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Curmudgeon View Post
Do you plan to merge or replace redundant characters/villains? If so, have you decided on a criterion yet?

Your write-up for Jewel and some alterations to character's histories such as the Scarlet Witch suggest you're not averse to doing so.
I haven't actually thought about it, to be honest. I mean, yeah, if I was to consider either Cheetah or Jaguar (Marvel had a deceased male villain named Cheetah, apparently killed off because of trademark issues back in the early '80s), I'd see about amalgamating them into one villain due to the redundancy in power set, histories, and role.

Quote:
Originally Posted by Curmudgeon
On the other hand, since the write-ups for Mesmero and Mastermind were close together, I was struck by the observation that power levels (at least in terms of point costs aside) and in story references to their powers aside, the two characters are very much redundant. Mastermind could have performed most of Mesmero's actions using illusions rather than hypnotism and I would have thought they would have been candidates for amalgamation or even for just letting Mesmero go and letting Mastermind replace him in the story. My first thought on reading Mesmero's write-up was that he was Mastermind in disguise, although there are obviously some differences in personality.
Well, there are some differences: Mind control for Mesmero vs mental illusion for Mastermind. I doubt Mastermind (without the artificial enhancements used in the Dark Phoenix Saga) could have placed Vera, Zelda, Candy, and Karen under his mental control.

Maybe they were a bit too close together, though....
__________________
"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
Phantasm is offline   Reply With Quote
Old 07-01-2014, 05:34 PM   #726
Phantasm
 
Phantasm's Avatar
 
Join Date: Jun 2006
Location: On the road again...
Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

WORM

Real Name: Unrevealed.
Occupation: Warrior.
Identity: Worm's existence is unknown to the general public.
Legal Status: None.
Other Aliases: None.
Place of Birth: The Savage Land.
Marital Status: Single.
Known Relatives: None.
Group Affiliation: Savage Land Mutates.
Base of Operations: The Savage Land.
History: The origins of the creature known as Worm are currently a mystery. He was apparently born in the Savage Land, a hidden "lost world" in Antarctica, and was mutated to his current form in some as-yet unexplained manner (see Savage Land)

Worm first appeared alongside the other Savage Land Mutates in their clash with the Avengers (see Avengers; Savage Land Mutates). He has since been seen with the other Savage Land Mutates in their subsequent clash with the Brotherhood of Mutants (see Brotherhood of Mutants). He also apparently left the Mutates for a time or was assigned by his mysterious benefactor to serve the sorceress Zaladane in her own attempt to conquer the Savage Land (see Zaladane). This service put him in conflict with the adventurers Ka-Zar and Shanna the She-Devil (see Ka-Zar; Shanna the She-Devil).
Height: 5' 6" (waist up).
Length: 9' 4".
Weight: 740 lbs.
Eyes: Yellow.
Hair: None.
Skin: Gray.
Other Distinguishing Features: Worm's lower body has been transformed to resemble that of a worm or snake. His hands are covered with pores that resemble suction cups. He may or may not have ears.
Uniform: None, tends to wear tattered hooded tunics.
Strength Level: Worm possesses the normal human strength of a man his apparent age, height (but not length or mass), and build who engages in little regular exercise.
Known Superhuman Powers: Worm secretes a liquid toxin from his hands that permit him to control the minds and actions of anyone he touches. When this liquid comes in contact with the flesh of the victim, it bonds itself to the victim's nervous system. The liquid will pass through typical clothing, though armor and heavy clothing will block it. Worm then gains control of the victim's thoughts as well as his or her physical movements, and can command the victim to do anything he desires; the victim will even commit suicide under Worm's control.

Worm's control over his victims can last indefinitely, unless the victim is exceptionally strong-willed.

110 points
Attributes:
ST 9 [-10]; DX 10 [0]; IQ 11 [20]; HT 11 [10].
Secondary Characteristics: Dmg 1d-2/1d-1; BL 16 lbs.; HP 18 (Size, -10%) [17]; Will 14 [15]; Per 12 [5]; FP 11 [0]; Basic Speed 5.25 [0]; Basic Move 3 [-10]; Dodge 8.
Languages: English (Accented Spoken/Illiterate) [2]; Savage Land Speech (Native Spoken/Illiterate) (Native Language) [-3].
Cultural Familiarities: Savage Land [0].
Advantages: Double-Jointed [15]; High Pain Threshold [10]; Mind Control (Cosmic: Victim Does Not Get a Second Resistance Roll to Harm Himself, +50%; Independent, +70%; Melee Attack: Reach C, -30%; Onset (Delay: 1 minute), -10%; Puppet, -40%; Super, -10%) [65]; Patron ([FNORD]) (Equipment: More than Starting Wealth, +100%; Special Abilities: Possesses Equipment from a Higher TL, +100%) (9) [30]; Resistant to Disease (+8) [5]; Resistant to Poisons/Toxins (+3) [5]; Subsonic Hearing [5].
Disadvantages: Appearance (Unattractive) [-4]; Bully (9) [-15]; Low TL -8 [-40]; No Legs (Slithers) [0]; Short Arms (2 Arms) [-10]; Social Stigma (Freak) [-10]; Wealth (Poor) [-15].
Quirks: Scruffy-Looking [-1]; Uncongenial [-1].
Skills: Area Knowledge (Savage Land) (E) IQ+1 [2] 12; Artist (Sculpting) (H) IQ-1 [2] 10; Brainwashing/TL0 (H) IQ+0 [4] 11; Carpentry (E) IQ+0 [1] 11; Mind Control (H) Will+2 [12] 16; Stealth (A) DX+0 [2] 10; Survival (Jungle) (A) Per+0 [2] 12.
Starting Spending Money: $800 (20% of Starting Wealth).

Role-Playing Notes:
Worm is petty, vindictive, and mean. He sees everyone, except his fellow Mutates, as people to be used. He delights in taking control of someone then forcing them to do stuff they normally wouldn't.

Design Notes:
1. Worm, and all the Savage Land Mutates, have their social traits calculated for TL8 campaigns. In campaigns set entirely in the Savage Land, remove Low TL -8 and raise Wealth to Average, a net increase of 55 points, and permit them to take 100% of their Wealth as Starting Cash ($250).
2. In Year Two or Year Three, the Savage Land Mutates' Patron will be revealed as none other than Apocalypse. As I am only chronicling Year One at this time, however, GMs are free to make their mysterious Patron whoever they wish.
__________________
"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
Phantasm is offline   Reply With Quote
Old 07-01-2014, 05:37 PM   #727
Phantasm
 
Phantasm's Avatar
 
Join Date: Jun 2006
Location: On the road again...
Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

XAVIER, CHARLES

Real Name: Charles Francis Xavier.
Occupation: School headmaster, geneticist, former soldier.
Identity: Charles Xavier does not use a dual identity, though he manages to keep the fact that he himself is a mutant telepath a secret.
Legal Status: Citizen of the United States with no criminal record.
Other Aliases: "Professor X" (a nickname given to him by his students).
Place of Birth: Salem, New York.
Marital Status: Single.
Known Relatives: Brian Xavier (father, deceased), Sharon Xavier Marko (mother, deceased), Kurt Marko (stepfather, deceased), Cain Marko (alias Juggernaut, step-brother).
Group Affiliation: Headmaster of the Xavier Institute for Gifted Youngsters, ally and former mentor of the X-Men; formerly U.S. Army.
Base of Operations: Xavier Institute for Gifted Youngsters, Salem Center, Westchester County, New York.
History: Charles Xavier was born to two wealthy genetics researchers, Brian and Sharon Xavier. When Charles was still a pre-teen boy, his father was killed in a lab accident, and then his mother married one of his father's co-workers, Kurt Marko. A few months later, Charles met his new step-brother, Cain, when the latter moved into the Xavier family mansion (see Juggernaut).

Not long after, Sharon died in a car accident, leaving Dr. Marko to care for both boys. During an argument in Dr. Marko's private laboratory over money, Cain accused him of having a hand in Dr. Xavier's "accidental" death. Dr. Marko was quick to be steadfast in defending himself, taking Cain by the collar of his coat and yelling at him to "never say that again". Charles was outside the door, however, and overheard the conversation. When Cain realized Charles's presence, he intended to cause a ruckus by destroying some of his father's chemical experiments, throwing a vial of green liquid that caused similar containers to shatter, spilling the chemicals throughout the laboratory. The collision of the different substances caused a violent explosion that left the lab aflame. Though Dr. Marko managed to rescue both Cain and Charles from the fire, he himself died of smoke inhalation. In his dying words, Dr. Marko begged forgiveness for not saving Dr. Xavier when he had the chance.

At some point in his teens, Charles's hair began to thin, a side-effect of his growing telepathic power; by the time he graduated high school, he was bald. To save face, he claimed he shaved it. He obtained many athletic and scholastic achievements, earning entry to Oxford University.

After graduating Oxford with his doctorate in genetics, Charles decided to enlist in the United States Army, serving a tour in South Korea near the demilitarized zone. Cain, too, was serving a tour there as part of a mercenary unit. Separated from their respective units during an intense off-the-record firefight, the two brothers stumbled into a cave which turned out to be a lost temple dedicated to a deity or demon named Cytorrak (reports are uncertain as to which the entity really is). On a pedestal sat a giant glowing ruby, which Cain impulsively grabbed. The ruby had an inscription, enchanted to appear in the reader's native language, which read, as Cain recited it, "Whosoever touches this gem shall possess the power of the Crimson Bands of Cyttorak. Henceforth, you who read these words shall become forevermore a human juggernaut." Before Charles's eyes, Cain grew about a foot taller and more muscled than ever before. At that moment, an earthquake possibly caused by a bombing run caused the cave the temple was in to collapse. Charles made it to safety, but Cain was trapped under tons of rubble. Charles, however, could telepathically sense that his brother was still alive but was unable to convince his superiors that anyone could have survived the cave-in where Cain was buried.

At some undisclosed point after this, Charles met and befriended a young man named Magnus, who would later become known as Magneto; the full history between the two men has yet to be revealed (see Magneto). Also at some undisclosed point in the past, Charles lost the use of his legs and has been confined to a wheelchair ever since.

Returning to the family mansion after being away for at least ten years, Charles decided to transform the mansion and grounds into a school for superhumans (see Xavier Institute). Apparently, his experiences with Cain, Magnus, and others he met convinced him that mutants and other superhumans needed a place where they could learn to use and control their powers without the fear of harming innocent bystanders. Originally maintaining a facade of being just a normal school, a few years ago Xavier decided to go public as a school for superhumans, while managing to keep the fact of his own mutation a secret from all but his students.

Recently, Charles learned that his brother had finally freed himself and was making his way towards the school. Sensing his brother's approach, Charles called upon several students and alumni of the school, including the X-Men, to assist in defending it and him (see X-Men). During the battle, the Juggernaut effortlessly swatted aside or ignored all attempts to stop him, until one of the X-Men, Iceman, noticed that the Juggernaut's helmet appeared to be an add-on (see Iceman). A concerted effort by Cyclops, Havok, and Polaris managed to remove the helmet, and Cain was knocked unconscious by Xavier and Marvel Girl combining their telepathy (see Cyclops; Havok; Marvel Girl; Polaris).

Charles then took custody of his brother, keeping him unconscious in the Institute's sub-basement infirmary while he tried to telepathically reason with him in his dreams. During one of these sessions, Cain was freed while leaving Charles unconscious on the floor. Charles as since recovered, and has returned to teaching and administering the school while remaining wary of his brother's plans. In addition, he has provided support and guidance to several of his alumni, including the X-Men.
Height: 6'.
Weight: 190 lbs.
Eyes: Brown.
Hair: Bald, brown facial hair.
Uniform: None.
Strength Level: Charles Xavier possesses the normal human strength of a man his age, height, build, and condition who engages in moderate exercise.
Known Superhuman Powers: Charles Xavier is quite possibly the world's most powerful living telepath. He is able to scan the surface thoughts of and communicate with anyone he wishes over any distance. He can stun anyone or cause them to fall asleep, and is able to monitor and communicate with them in their dreams. He is able to project his mind and spirit into the astral plane; while in his astral form, he retains all of his telepathic power. These are just a small fraction of his abilities. . . .
Other Abilities: Xavier is one of the world's foremost experts on genetic mutations.
Limitations: Xavier is unable to walk due to an accident in his youth which crippled his legs.

(continued next post)
__________________
"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
Phantasm is offline   Reply With Quote
Old 07-01-2014, 05:39 PM   #728
Phantasm
 
Phantasm's Avatar
 
Join Date: Jun 2006
Location: On the road again...
Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Charles Xavier
1,616 points
Attributes:
ST 11 [10]; DX 10 [0]; IQ 14 [80]; HT 11 [10].
Secondary Characteristics: Dmg 1d-1/1d+1; BL 24 lbs; HP 11 [0]; Will 15 [5]; Per 14 [0]; FP 11 [0]; Basic Speed 5.25 [0]; Basic Move 0 [-25]; Dodge 9.
Languages: Arabic (Native) [4*]; Egyptian (Native) [4*]; English (Native) (Native Language) [0]; French (Native) [4*]; Hebrew (Native) [4*]; Korean (Native) [4*]; Latin (Native) [4*]; Mandarin Chinese (Native) [4*].
Cultural Familiarities: East Asian [1]; Western (Native) [0].
Advantages: Astral Armor 20 [60]; Astral Projection Talent 4 [20]; Astral Sight 3 [13]; Astral Sword 7 (1d+4) [44]; Astral Travel 6 [80]; Combat Reflexes (ESP, -10%) [14]; Emotion Control 6 [80]; Emotion Sense 4 [20]; ESP Talent 4 [20]; Fit [5]; High Manual Dexterity 3 [15]; High Pain Threshold [10]; Language Talent [10]; Mental Blow 6 [38]; Mental Surgery 5 [65]; Mind Shield 5 [20]; Mindwipe 6 [41]; Pitiable [5]; Psi Sense 4 [32]; Sensory Control 4 [45]; Sleep 8 [180]; Social Chameleon [5]; Status 2 [0]; Suggestion 7 [100]; Telecontrol 5 [90]; Telepathy Talent 4 [20]; Telereceive 6 [75]; Telescan 5 [42]; Telesend 6 [42]; Wealth (Multimillionaire 1) [75].
Perks: Attribute Substitution (Astral Sword based off IQ) [1]; Autotrance [1]; Avatar [1]; Courtesy Military Rank 1 (Sergeant) [1]; Emeritus Professor 3 [3]; Tactical Reading [1].
Disadvantages: Chronic Pain (Severe; Interval: 1 hour) (9) [-5]; Code of Honor (Gentleman's) [-10]; Guilt Complex [-5]; Lame (Paraplegic) [-30]; Pacifism (Cannot Harm Innocents) [-10]; Secret (Mutant) (Utter Rejection) [-10]; Sense of Duty (Humanity) [-15].
Quirks: Attentive [-1]; Careful [-1]; Mild OCD [-1]; Responsive [-1]; Teetotaler [-1].
Skills: Administration (A) IQ-1 [1] 13; Astral Armor (H) Will+5 [8] 20; Astral Sight (H) Per+6 [12] 20; Astral Sword (H) IQ+6 [12] 20; Astral Travel (H) IQ+6 [12] 20; Bioengineering/TL8 (Genetic Engineering) (H) IQ+0 [4] 14; Biology/TL8 (Genetics) (H) IQ+4 [20] 18; Current Affairs/TL8 (Headline News) (E) IQ+1 [2] 15; Current Affairs/TL8 (Politics) (E) IQ+1 [2] 15; Current Affairs/TL8 (Science & Technology) (E) IQ+1 [2] 15; Detect Lies (H) Per+0 [4] 14; Diagnosis/TL8 (Human) (H) IQ-2 [1] 12; Diplomacy (H) IQ+0 [4] 14; Electronics Operation/TL8 (Medical) (A) IQ-1 [1] 13; Emotion Sense (H) IQ+6 [12] 20; First Aid/TL8 (Human) (E) IQ+0 [1] 14; Games (Chess) (E) IQ+2 [4] 16; Guns/TL8 (Rifle) (E) DX+1 [2] 11; Literature (H) IQ+1 [8] 15; Mental Blow (H) Will+5 [8] 20; Mental Surgery (H) IQ+6 [12] 20; Mind Shield (H) Will+5 [8] 20; Mindwipe (H) Will+5 [8] 20; Observation (A) Per+0 [2] 14; Physiology/TL8 (Human) (H) IQ+0 [4] 14; Psi Sense (H) Per+6 [12] 20#; Psychology (Human) (H) IQ+0 [4] 14; Public Speaking (A) IQ+0 [2] 14; Research/TL8 (A) IQ+1 [4] 15; Savoir-Faire (High Society) (E) IQ+0 [1] 14; Savoir-Faire (Military) (E) IQ+0 [1] 14; Sensory Control (H) Will+5 [8] 20; Sleep (H) Will+5 [8] 20; Suggestion (H) IQ+6 [12] 20; Swimming (E) HT+1 [2] 12; Teaching (A) IQ+1 [4] 15; Telecontrol (H) IQ+6 [12] 20; Telereceive (H) IQ+6 [12] 20; Telescan (H) Per+6 [12] 20; Telesend (H) IQ+6 [12] 20; Writing (A) IQ+0 [2] 14.
Techniques: Animalism (Emotion Sense) (H) def+4 [5] 20; Broadcast (Telesend) (H) def+7 [8] 20; Deep Probe (Telereceive) (H) def+8 [9] 20; Deep Sleep (Sleep) (H) def+5 [6] 20; Distant Use (Telecontrol) (H) def+5 [6] 20; Exclusion (Psi Sense) (H) def+2 [3] 20; Lasting Blow (Mental Blow) (H) def+4 [5] 20; Mass Wipe (Mindwipe) (H) def+2 [3] 15; Multiplicity (Telereceive) (H) def+5 [6] 20; Neurological Damage (Mental Blow) (H) def+4 [5] -20; Penetrating Blow (Astral Sword) (H) def+5 [6] 20; Pressed Attack (Suggestion) def+5 [6] 20; Secure (Telesend) (H) def+2 [3] 20; Send Senses (Telesend) (H) def+4 [5] 20.
Starting Spending Money: $4,000,000 (20% of Starting Wealth).

* Includes +1 level from Language Talent.
Includes +2 levels from Wealth.
Includes +4 from Astral Projection Talent.
Includes +4 from Telepathy Talent.
# Includes +4 from ESP Talent.

Role-Playing Notes:
Charles Xavier is a man of infinite patience when it comes to his students. He is driven by a desire to provide mutants the training in their abilities they could not find elsewhere as well as to instill in them a moral compass so they do not become the menaces to society they are often portrayed as by bigots. Deep inside, though, he fears that one day he'll train another Magneto.

Xavier is always willing to lend advice and support to his former students. He's also willing to care for his stepbrother, the Juggernaut, and constantly tries to rehabilitate or at least redirect Cain's destructive impulses to something more constructive.

Design Notes:
1. All of Charles Xavier's Astral Projection, ESP, and Telepathy powers are built with the source modifier "Mutant Psionic, -10%".
2. I seem to have abused Psionic Powers for Chuck, haven't I? :)
__________________
"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
Phantasm is offline   Reply With Quote
Old 07-01-2014, 05:43 PM   #729
Phantasm
 
Phantasm's Avatar
 
Join Date: Jun 2006
Location: On the road again...
Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

And I guess it's rather fitting to end the X-binge with the entry for the team itself.

X-MEN

The X-Men are a team of superhuman adventurers whose membership primarily, though not exclusively, consists of mutants. At the time of the team's formation, the five founding members of the X-Men were all graduates of the Xavier Institute for Gifted Youngsters and attending Empire State University in Manhattan, New York City (see Xavier Institute).

The mutants who would eventually become the X-Men first acted as a team during their junior year at Xavier's. During a family weekend at the school, when family members of the students are invited to visit the school, Scott Summers's younger brother Alex was visiting when he was kidnapped by agents of the Cult of the Living Pharaoh (see Cyclops; Havok; Living Monolith). Against the express wishes of headmaster Charles Xavier, Scott turned to his classmates for help in freeing Alex (see Xavier, Charles). Scott organized a veritable army of students, including Warren Worthington, Hank McCoy, Bobby Drake, Jean Grey, Teresa Rourke, and Lorna Dane, among others (see Angel; Bainsidhe; Beast; Iceman; Marvel Girl; Polaris). This impromptu group fought and defeated the cult's leader, who had used Alex to become the Living Monolith. Xavier chastised the students for going behind his back, but praised them for both their teamwork and their dedication to helping others.

After the first class graduated the Institute, Warren, Hank, Scott, Bobby, and Jean all decided to attend Empire State University, pursuing different degrees. It was Jean's idea after seeing Spider-Man in action to form a team and sought out her fellow Xavier alumni and ESU students to help form it (see Spider-Man). The team took the name "X-Men" to honor Xavier's school.

The X-Men first came to public attention in thwarting the plans of Magneto, who had kidnapped a young mutant girl with unrevealed powers (see Magneto). The X-Men intervened and rescued the girl before Magneto's scheme could come to fruition. Magneto has since become the team's most dedicated nemesis, often using the assistance of his Brotherhood of Mutants, many of whom have faced the X-Men themselves without Magneto's guidance (see Brotherhood of Mutants).

For a brief time, the X-Men offered membership to one of their adversaries, the Mimic, who could duplicate a mutant's powers, despite him not being a mutant himself (see Mimic). Mimic's abrasive personality conflicted with Cyclops's, and the two came to blows; Mimic then quit the team. Though he has since reconciled with the team, he has not yet rejoined.

Recently, when Spider-Man came to X-Men's assistance during a fight with the supernatural-powered Juggernaut and his friend Black Tom Cassidy, they offered Spidey membership in the team, despite him not being a mutant (see Cassidy, Black Tom; Juggernaut). He chose not to join the team full-time at the moment, opting for a "reserve" status; Scott and Jean told him the offer would remain open indefinitely.

The X-Men remain on good terms with the other premier superhuman teams based in New York – the Avengers and the Fantastic Four – and have set up an informal sharing of information (see Avengers; Fantastic Four). Apparently Hank McCoy, Hank Pym, Tony Stark, and Reed Richards all frequent the same scientific forums online (see Ant-Man; Iron Man; Mister Fantastic).

Wolverine: You people actually go outside in these things?
Cyclops: What would you prefer, yellow spandex?
- X-Men



Not sure who I'll work on next, though I'm leaning towards the FF. Sad to say, though, the FF has a lack of recurring adversaries.
__________________
"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; 01-02-2017 at 08:15 AM.
Phantasm is offline   Reply With Quote
Old 07-01-2014, 09:58 PM   #730
Refplace
 
Refplace's Avatar
 
Join Date: Nov 2008
Location: Yukon, OK
Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031 View Post
Not sure who I'll work on next, though I'm leaning towards the FF. Sad to say, though, the FF has a lack of recurring adversaries.
Hmm. Namor, Galactus, Dr. Doom, Mole Man
Refplace is offline   Reply With Quote
Reply

Tags
avengers, captain america, captain marvel, chandley, character creation, chargen, iron man, marvel, phantasm, supers, thor, x-men

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 04:12 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.