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Old 08-26-2010, 05:33 PM   #441
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

GLADIATOR

Real Name: Melvin Potter.
Occupation: Retail clerk, tailor.
Legal Status: Citizen of the United States with a criminal record.
Identity: Known to the authorities.
Other Aliases: None.
Place of Birth: New York City.
Marital Status: Married.
Known Relatives: Li Ling (wife), Melanie (daughter).
Group Affiliation: Proprietor of Spotlight Costumes and Custom Tailoring
Base of Operations: New York City.
History: Melvin Potter was a skilled tailor and gifted athlete who ran a costume shop in Hell's Kitchen, Spotlight Costumes and Custom Tailoring, that secretly catered to the superhuman population of New York City, both heroic and criminal. Melvin and his wife, Li Ling, are able to produce custom designed outfits in under 24 hours for a client. The Potters prefer to operate on a "no questions asked" basis for their custom outfits, intending to remain neutral in the battles between superhuman opponents. Among the outfits he is known to have produced are Captain America's uniform as The Captain, Daredevil, Spider-Man, the Ani-Men, and replacements for the X-Men (see individual entries).

Melvin Potter is, however, mentally unstable. Without his wife's knowledge, he designed a uniform to his own specifications, which in a way resembled that of a modern-day arena gladiator. Calling himself Gladiator, Potter was hired by the criminal mastermind Owl as an enforcer, and has come into conflict with Daredevil twice (see Owl). The second time, he was arrested and sent to prison at Ryker's Island. His attorney filed an insanity plea, and Potter was transferred to the psychiatric ward for evaluation. He was later seen among those engaged in the mass breakout led by the Rhino (see Rhino).

At present, Gladiator is still at large. His wife, Li Ling, continues to run their costume shop.
Height: 6' 6".
Weight: 300 lbs.
Eyes: Blue.
Hair: Bald, black facial hair.
Uniform: Yellow t-shirt with blue-steel shoulder spikes and a blue design on the chest, blue steel bands around the upper arms, blue pants, blue gloves with circular saw blades on the back, blue steel helmet, metallic boots.
Strength Level: Gladiator possesses the normal human strength of a man his age, height, and build who engages in intensive regular exercise.
Known Superhuman Powers: None.
Other Abilities: Melvin Potter is a skilled designed of clothing and specialty gadgets. His Gladiator personality is a skilled hand to hand combatant.
Weapons: Gladiator wears circular saw blades on his gloves, one on each hand. These blades are able to cut through wood and flesh with relative ease, and 1" steel bars given time.

260 points
Attributes:
ST 20 [100]; DX 12 [40]; IQ 11 [20]; HT 12 [20].
Secondary Characteristics: Dmg 2d-1/3d+2; BL 80 lbs; HP 20 [0]; Will 12 [5]; Per 11 [0]; FP 12 [0]; Basic Speed 6 [0]; Basic Move 6 [0]; Dodge 10.
Languages: Cantonese (Accented) [4]; English (Native) (Native Language) [0]; Spanish (Accented) [4].
Cultural Familiarities: Western [0].
Advantages: Combat Reflexes [15]; Cutting Attack 3d (Armor Divisor (3), +100%; Gadget/Breakable: DR 6, -10%; Gadget/Breakable: SM -7, -5%; Gadget/Can Be Stolen: Must be forcefully removed, -10%; Melee Attack: Destructive Parry, +10%; Melee Attack: Dual, +10%; Melee Attack: Reach C, -30%; Temporary Disadvantage (Electrical), -30%) [29]; Damage Resistance 1 (Limited: Crushing Attacks, -40%; Tough Skin, -40%) [1]; Fearlessness 3 [6]; Hard to Kill 3 [6]; Hard to Subdue 3 [6]; High Pain Threshold [10]; Very Fit [15].
Perks: Dirty Fighting [1]; Fearsome Stare [1]; Focused Tailoring [1]; One-Way Fluency (Understands Mandarin Chinese) [1]; Rapid Retraction (Punches) [1].
Disadvantages: Dependent (Li Ling, wife; No more than 50%; Loved One) (9) [-10]; Dependent (Melanie, daughter; No more than 25%; Loved One) (6) [-10]; Enemy (NYPD) (9) [-20]; Social Stigma (Criminal Record) [-5]; Split Personality (12) [-15]. Melvin: Charitable (12) [-15]; Honesty (9) [-15]; Pacifism (Cannot Harm Innocents) [-10]. Gladiator: Bad Temper (9) [-15]; Bloodlust (12) [-10]; Callous [-5]; Easy to Read [-10].
Quirks: Dislikes His Given Name [-1]; No Questions Asked [-1].
Skills: Area Knowledge (Hell's Kitchen) (E) IQ+1 [2] – 12; Armoury/TL8 (Body Armor) (A) IQ+1 [4] – 12; Armoury/TL8 (Melee Weapons) (A) IQ+1 [4] – 12; Boxing (A) DX+2 [8] – 14; Climbing (A) DX+0 [2] – 12; Engineer/TL8 (Melee Weapons) (H) IQ+1 [8] – 12; Forced Entry (E) DX+1 [2] – 13; Intimidation (A) Will+1 [4] – 13; Mathematics/TL8 (Applied) (H) IQ+1 [8] – 12; Professional Skill (Tailor) (A) DX+2 [8] – 14; Sewing/TL8 (E) DX+2 [4] – 14; Streetwise (A) IQ+1 [4] – 12; Wrestling (A) DX+2 [8] – 14.
Techniques: Counterattack (Boxing) (H) def+3 [4] – 12; Piledriver (Wrestling) (H) def+5 [6] – 14.
Starting Spending Money: $4,000 (20% of Starting Wealth).
__________________
"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 08-26-2010, 05:36 PM   #442
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

THE HAND

In ancient Japan, the first ninja clans were formed as secret operatives of the Empire, working behind the scenes to ensure the safety of the Emperor and the Empire. Over time, however, the ninja clans were ostracized. In the early part of the 20th Century, many clans broke from the Empire, particularly after their failure to prevent Emperor Hirohito's alliance with Nazi Germany during World War II.

One such breakaway ninja clan was known simply as the Hand. (It should be noted that ninja clans tend to named after body parts: the Hand, the Eye, the Ear, the Foot, the Tooth, etc.) To survive, the Hand was forced to engage in criminal activities; as the Hand specialized in assassinations even prior to breaking from the Empire, they soon became the world's foremost assassins and enforcers. Even before this, the Hand had come under the influence of an oni, or Japanese demon. This oni took a human form and became the Jonin (or ninja master) of the clan.

The Hand has a long-time enmity with another ninja clan, whose name so far has not been revealed, which is led by a man known only as Stick (see Stick). The origins of this enmity is unknown, but it seems likely that Stick's order has protected targets of the Hand's assassination attempts several times in the past.

In recent times, the Hand's two best assassins were Kirigi, the half-demon son of the Hand's Jonin, and Elektra Natchios (see Elektra; Kirigi). The Jonin assigned Elektra the task of assassinating Stick; Elektra was instead captured by Stick and partially purged of the Hand's corrupting influence. Since then, Kirigi has led a number of Hand ninja to New York City to capture or kill Elektra, and have come into conflict with Daredevil and Stick in the process (see Daredevil).

Trixie: Oh my God, was that a ninja?
Pops: More like a nonja. Terrible what passes for a ninja these days.
Speed Racer


Typical Hand Ninja
100 points
Attributes:
ST 12 [20]; DX 12 [40]; IQ 10 [0]; HT 12 [20].
Secondary Characteristics: Dmg 1d-1/1d+2; BL 29 lbs; HP 12 [0]; Will 10 [0]; Per 10 [0]; FP 12 [0]; Basic Speed 6 [0]; Basic Move 6 [0]; Dodge 10.
Languages: Japanese (Native) (Native Language) [0].
Cultural Familiarities: Asian [0].
Advantages: Combat Reflexes [15]; Fit [5].
Perks: Style Adaptation (All) [1]; Style Familiarity (Taijutsu) [1].
Disadvantages: Code of Honor (Bushido) [-15]; Duty to the Hand (15) [-15]; Secret Identity (Possible Death) [-30].
Skills: Acrobatics (H) DX+0 [4] – 12; Breath Control (H) HT+0 [4] – 12; Broadsword (A) DX+0 [2] – 12; Climbing (A) DX+0 [2] – 12; Disguise/TL8 (Human) (A) IQ+1 [4] – 11; Fast-Draw (Shuriken) (E) DX+1 [1] – 13*; Fast-Draw (Sword) (E) DX+1 [1] – 13*; Flail (H) DX+0 [4] – 12; Jumping (E) DX+0 [1] – 12; Karate (H) DX+0 [4] – 12; Karate Art (H) DX+0 [4] – 12; Knife (E) DX+0 [1] – 12; Poisons/TL8 (H) IQ+0 [4] – 10; Running (A) HT+0 [2] – 12; Savoir-Faire (Dojo) (E) IQ+2 [4] – 12; Staff (A) DX+0 [2] – 12; Stealth (A) DX+0 [2] – 12; Swimming (E) HT+0 [1] – 12; Thrown Weapon (Knife) (E) DX+0 [1] – 12; Thrown Weapon (Shuriken) (E) DX+0 [1] – 12; Two-Handed Sword (A) DX+0 [2] – 12.
Techniques: Kicking (Karate) (H) def+2 [3] – 12.
Starting Spending Money: $4,000 (20% of Starting Wealth).

* Includes +1 from Combat Reflexes.
__________________
"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 08-26-2010, 05:40 PM   #443
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

JESTER

Real Name: Jonathan Powers.
Occupation: Aspiring actor turned professional criminal.
Legal Status: Citizen of the United States with a criminal record.
Identity: Publicly known.
Other Aliases: None.
Place of Birth: An unnamed small town in Ohio.
Marital Status: Presumably single.
Known Relatives: None.
Group Affiliation: None.
Base of Operations: New York City.
History: Jonathan Powers came to New York City to perform on stage in Broadway productions, but was rejected numerous times because he lacked acting ability. Determined to prove himself, he threw himself into a training regimen that included acrobatics, fencing, stage combat, choreography, dancing – in short, anything he could think of to make himself a better actor. The one thing he forgot was to take acting lessons! Even with this additional training, the only regular work Powers could get was as a stunt-man for television shows and movies being filmed in New York. Much of his work involved getting pounded on by the hero's stunt double on a regular basis. (In retrospect, the perfect training for a costumed criminal.) His last role involved getting several pies in the face on a daily basis while filming a low-budget slapstick comedy.

Upset that his self-proclaimed considerable talents were being wasted in such a manner, something inside him snapped. He came to the conclusion that if the people wanted comedy then he would give it to them, and contacted the criminal outfitter known as the Tinkerer to come up with a number of novelty-based weapons (see Tinkerer). Purchasing a jester's outfit from a costume shop, he created the identity of the Jester and performed a number of high-profile crimes. During this initial crime wave he was opposed by the vigilante Daredevil, who swiftly defeated him (see Daredevil).

The Jester has escaped from jail twice seeking revenge on Daredevil, and has been defeated both times. He is currently in prison awaiting trial.
Height: 6' 2"
Weight: 190 lbs.
Eyes: Brown.
Hair: Brown.
Uniform: A two-tone green and purple skintight jester's outfit with red trim around the star-shaped collar, purple gloves with red trim, two-tone green and purple boots with red trim, a green and purple cowl that leaves the face open and resembles a jester's hat, complete with bells, red belt with green and purple triangles outlined in red dangling from it.
Strength Level: The Jester possesses the normal human strength of a man his age, height, and build who engages in intensive regular exercise.
Known Superhuman Powers: None.
Other Abilities: The Jester is a skilled acrobat, dancer, stage fencer, and unarmed combatant.
Limitations: The Jester is a horrible actor.
Paraphernalia: The Jester carries a number of weapons disguised as harmless-looking gimmicks and toys. Among his most notable and common weapons are: a yo-yo whose weighted knob can be used for striking and whose thin steel cable can be used as a garrote; a bag of polished ball bearing marbles which he throws on the ground to make an opponent lose his footing; a number of rubber balls filled with plastic explosives or tear gas; a joy buzzer that can give lethal amounts of electricity; and a number of 8-inch diameter plastic Frisbees with razor-sharp edges.

The Jester is constantly updating his arsenal of deadly toys.

A soap opera told me I needed acting lessons. – Mary-Jane Watson, Spider-Man

210 points
Attributes:
ST 13 [30]; DX 13 [60]; IQ 10 [0]; HT 13 [30].
Secondary Characteristics: Dmg 1d/2d-1; BL 34 lbs; HP 13 [0]; Will 10 [0]; Per 10 [0]; FP 13 [0]; Basic Speed 6.5 [0]; Basic Move 6 [0]; Dodge 10.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western [0].
Advantages: Ambidexterity [5]; Appearance (Attractive) [4]; Combat Reflexes [15]; Double-Jointed [15]; Fit [5]; Perfect Balance [15]; Signature Gear (Gimmick Weapons) [1]; Versatile [5].
Perks: Flourish Shtick [1]; Rapid Retraction (Punches) [1]; Twirl Shtick [1].
Disadvantages: Enemy (NYPD) (9) [-20]; Megalomania [-10]; Pacifism (Reluctant Killer) [-5]; Reputation (High-Profile Villainous Loser) -2 (All the Time, Large Class of People) [-5]; Selfish (9) [-7]; Social Stigma (Criminal Record) [-5]; Stubbornness [-5]; Wealth (Struggling) [-10].
Quirks: Incompetence (Performance) [-1]; Obsession (Become a Renowned Broadway Actor) [-1].
Skills: Acrobatics (H) DX+1 [4] – 14*; Boxing Art (A) DX+0 [2] – 13; Broadsword Art (A) DX+0 [2] – 13; Climbing (A) DX+5 [1] – 18*†; Dancing (A) DX+0 [2] – 13; Forced Entry (E) DX+1 [2] – 14; Games (Épée Fencing) (E) IQ+0 [1] – 10; Judo Art (H) DX+0 [4] – 13; Karate Art (H) DX+0 [4] – 13; Kusari Art (H) DX+0 [4] – 13; Lip Reading (A) Per+2 [8] – 12; Makeup/TL8 (E) IQ+2 [4] – 12; Performance (A) IQ-7 [0] – 1‡; Rapier Art (A) DX+1 [4] – 14; Running (A) HT+0 [2] – 13; Sleight of Hand (H) DX+1 [8] – 14; Staff Art (A) DX+1 [4] – 14; Stage Combat (A) DX+1 [4] – 14; Streetwise (A) IQ+2 [8] – 12; Throwing (A) DX+1 [4] – 14; Thrown Weapon (Disc) (E) DX+1 [2] – 14; Wrestling Sport (A) DX+1 [4] – 14.
Techniques: Double-Eye Poke (Karate Art) (H) def+5 [6] – 13; Noogie (Karate Art) (H) def+5 [6] – 13.
Starting Spending Money: $2,000 (20% of Starting Wealth).

* Includes +1 from Perfect Balance
† Includes +5 from Double-Jointed
‡ Includes -4 from Incompetence (Performance).

Design Notes:
1. Jester's ever-changing arsenal has yet to be statted up. Still, it's not hard to figure things out: for instance, treat the weighted yo-yo as a thr-1 cr thrown weapon that can be returned to the hand, and the razor-sharp Frisbee as a discus doing cutting damage.
2. I included Performance in Jester's skill listing just because I wanted to see what it came out to with his Incompetence. A skill rating of 1 is downright pathetic enough for this character, I think.
__________________
"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; 10-05-2010 at 04:03 AM.
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Old 10-05-2010, 04:24 AM   #444
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

KINGPIN

Real Name: Wilson Fisk.
Occupation: Businessman, crime lord.
Legal Status: Citizen of the United States with no criminal record.
Identity: Fisk's role as the Kingpin is not generally known, but he makes no attempts to keep it secret.
Other Aliases: None.
Place of Birth: Hell's Kitchen, New York City.
Marital Status: Married.
Known Relatives: Vanessa (wife), Richard (son).
Group Affiliation: Head of his own criminal organization; CEO of Wilson Fisk Industries.
Base of Operations: New York City.
History: Wilson Fisk was born in poverty in the Hell's Kitchen neighborhood of Manhattan. Even as a boy he was uncommonly large. Instead of playing with the other kids his age, he spent long hours in the public library, reading as much as he could on business theory, politics, and organized crime. Even at a young age, he was intrigued by the idea of becoming a "kingpin of crime", gaining power behind the scenes.

As a teen, he turned his attention towards his physical regimen. Stealing passage on a freighter to Japan, he enrolled in a sumo wrestling school. He ever competed professionally for a short time before retiring at the rank of ozeki (one rank below the coveted yokozuna level). Returning to New York, he invested his earnings from his professional sumo career into a number of legitimate businesses while at the same time using his physical bulk and intelligence to take control of a number of small, unaffiliated criminal gangs. The first business he owned outright was a firm which dealt with importing exotic spices from the Orient; to this day, even with his own corporation bearing his name, he still humbly insists that he's "a meager spice merchant."

About two decades ago, he met a young French woman named Vanessa; Vanessa's age at the time has not yet been revealed, but she is at least fifteen years Wilson's junior (see Fisk, Vanessa). Vanessa has been aware of her husband's criminal dealings for a long time. The Kingpin has stated that Vanessa is the only person who can make him feel at peace.

In an effort to obtain super-powered henchmen in order to counteract the emerging superhero community, the Kingpin authorized scientists in his employ to experiment in genetic modification experiments. Five of these experiments escaped from the lab that created them and have become the Ani-Men (see Ani-Men). Quite possibly the other experiments were either failures or terminated after the Ani-Men escaped. Since then, the Kingpin has hired a number of costumed criminals to work for him. Most notably, he hired the ninja assassin Elektra and the mercenary Bullseye to serve him (see Bullseye; Elektra). His criminal activities have brought him into conflict with both Daredevil and Spider-Man, but so far he has avoided arrest due to the lack of evidence against him (see Daredevil; Spider-Man). Daredevil has become his most frequent nemesis.
Height: 6' 7"
Weight: 450 lbs.
Eyes: Brown.
Hair: Black, shaved bald.
Uniform: None.
Strength Level: Wilson Fisk possesses the normal human strength of a man of his age, height, and build who engages in intensive regular exercise. His great bulk is primarily muscle, not fat, making him almost as strong as a human can be without superhuman powers. He can lift (press) approximately 650 pounds.
Known Superhuman Powers: None.
Other Abilities: The Kingpin is a highly skilled hand to hand combatant, primarily in Japanese sumo and Indian wrestling. He is also a skilled businessman and criminal mastermind, despite his lack of a formal education.
Weapons: The Kingpin's walking stick usually contains a weapon concealed in it. While he usually carries a cane-rifle, the stick has been known to spray various gases or fire a laser beam.

515 points
Attributes:
ST 20 [100]; DX 13 [60]; IQ 13 [60]; HT 13 [30].
Secondary Characteristics: Dmg 2d-1/3d+2; BL 80 lbs; HP 20 [0]; Will 13 [0]; Per 13 [0]; FP 13 [0]; Basic Speed 6.5 [0]; Basic Move 5 [-5]; Dodge 10.
Languages: English (Native) (Native Language) [0]; Japanese (Native) [6].
Cultural Familiarities: Asian [1]; Western [0].
Advantages: Business Acumen 4 [40]; Combat Reflexes [15]; Damage Resistance 2 (Limited: Crushing Attacks, -40%; Tough Skin, -40%) [2]; Empathy [15]; Fit [5]; High Pain Threshold [15]; Merchant Rank 8 [40]; Single-Minded [5]; Status 6 [5*]; Trained By a Master [30]; Wealth (Multimillionaire 1) [75].
Perks: Controllable Disadvantage (Callous) [1]; Cotton Stomach [1]; Fearsome Stare [1]; Power Grappling [1]; Special Exercises (DR 1 with Tough Skin) 2 [2]; Style Familiarity (Sumo) [1].
Disadvantages: Addiction (Tobacco) [-5]; Code of Honor (Personal) [-5]; Dependent (Vanessa, wife; between 25% and 50%) (9) [-5]; Greed (12) [-15]; Megalomania [-10]; Stubbornness [-5].
Quirks: Likes Exotic Cigars [-1]; Likes Japanese Cuisine [-1]; Trademark (Red Rose) [-1].
Skills: Administration (A) IQ+3 [1] – 16†; Body Language (Human) (A) Per+1 [4] – 14; Brawling (E) DX+2 [4] – 15; Current Affairs/TL8 (Business) (E) IQ+0 [1] – 13; Detect Lies (H) Per+1 [1] – 14‡; Economics (H) IQ+2 [1] – 15†; Fast-Talk (A) IQ+1 [4] – 14; Finance (H) IQ+3 [1] – 15†; Games (Sumo) (E) IQ+0 [1] – 13; Guns/TL8 (Rifle) (E) DX+0 [1] – 13; Heraldry (Corporate Logos) (A) IQ+0 [2] – 13; Immovable Stance (H) Will+0 [4] – 13; Intimidation (A) Will+2 [8] – 15; Leadership (A) IQ+1 [4] – 14; Merchant (A) IQ+3 [1] – 16†; Savoir-Faire (Dojo) (E) IQ+0 [1] – 13; Savoir-Faire (High Society) (E) IQ+0 [1] – 13; Streetwise (A) IQ+1 [4] – 14; Sumo Wrestling (A) DX+3 [12] – 16.
Techniques: Sweep (Sumo Wrestling) (H) def+3 [4] – 16; Trip (Sumo Wrestling) (H) def+1 [2] – 12.
Starting Spending Money: $4,000,000 (20% of Starting Wealth).

* Includes +3 from Merchant Rank and +2 from Wealth.
† Includes +4 from Business Acumen.
‡ Includes +3 from Empathy.
__________________
"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 11-02-2010, 02:28 PM   #445
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

KIRIGI

Real Name: Kirigi (his full given name is unknown).
Occupation: Assassin.
Legal Status: Citizen of Japan with no criminal record.
Identity: Kirigi does not use a dual identity; his activities as a ninja assassin are unknown to the general public or the authorities.
Other Aliases: None.
Place of Birth: Kyoto, Japan.
Marital Status: Single.
Known Relatives: Roshi (father).
Group Affiliation: The Hand.
Base of Operations: Osaka, Japan.
History: Kirigi is the half-human son of Master Roshi, an oni (Japanese demon) who an unspecified time ago became the Jonin (master) of the ninja clan known as the Hand. Kirigi was raised by the Hand to be their ultimate assassin, and was not aware of his familial relation to the Jonin.

Due to his talents, Kirigi became the Hand's top assassin, rivaled only by Elektra Natchios (see Elektra). Over time, this rivalry led to the two becoming lovers.

Recently, Elektra has fled the Hand, and Kirigi was sent to either bring her back or kill her. This has led him into conflict with not only Elektra, but with Daredevil and his mentor, a blind man known only as Stick, who Kirigi has reportedly fought in the past (see Daredevil; Stick). The result of this conflict has yet to be determined.
Height: 7'
Weight: 300 lbs.
Eyes: Yellow.
Hair: Black.
Other Distinguishing Features: Kirigi casts a demonic shadow, indicating his half-demon heritage.
Uniform: A stereotypical "ninja" outfit which obscures everything except his eyes. The torso is often padded with Kevlar.
Strength Level: Kirigi's half-demon nature grants him superhuman strength, enabling him to lift (press) around one ton under optimum conditions.
Known Superhuman Powers: In addition to his superhuman strength, Kirigi possesses superhuman agility and durability. Even unarmored, he has been shown shrugging off gunfire from police handguns. By channeling his chi, he is able to move at superhuman speeds for short distances. His vision is superhumanly acute, enabling him to clearly read a street sign half a mile away. He is also able to see into the infrared spectrum, enabling him to see a person's "heat signature".

In addition, Kirigi possesses the mystical ability to blend into his surroundings, making him invisible to the naked eye provided he stands still or moves no faster than a slow walk. He does not truly become invisible, however, and he can still be detected through radar, sonar, and infrared sensors.
Other Abilities: Kirigi is the top ninja assassin of the Hand, highly skilled in the arts of stealth and melee combat.
Weapons: Kirigi has access to any number of martial arts weapons. He is most proficient with the daisho, the paired katana and wakizashi traditionally used by samurai.

918 points
Attributes:
ST 20 [100]; DX 15 [100]; IQ 12 [40]; FP 15 [50].
Secondary Characteristics: Dmg 2d+1/4d+2 (4d-1/6d+1); BL 125 lbs (245 lbs); HP 25 [0]; Will 14 [10]; Per 14 [10]; FP 15 [0]; Basic Speed 7.5 [0]; Basic Move 7 [0]; Dodge 11.
Languages: Cantonese (Native) [6]; English (Accented) [4]; Japanese (Native) (Native Language) [0]; Mandarin (Accented) [4].
Cultural Familiarities: Asian [0].
Advantages: Acute Vision 4 [8]; Ally Group (Hand Ninjas) (up to 10% of starting points; Group Size: up to 50 ninja at a time) (12) [8]; Catfall [10]; Combat Reflexes [15]; Damage Resistance 12 (Tough Skin, -40%; Passive Biological, -5%) [33]; Enhanced Move (Ground) 2 (Ground Move 14/28 mph; Costs 2 FP, -10%; Maximum Duration: 1 minute, -65%; Chi, -10%) [8]; Enhanced Parry (All Parries) 4 [40]; Flexibility [5]; Forceful Chi 2 [30]; Infravision [10]; Inner Balance 2 [30]; Super ST +5/+15 [200]; Telescopic Vision 2 [10]; Trained By A Master [30]; Weapon Master (Daisho) [25].
Perks: Dirty Fighting [1]; Dual Ready (Shortsword/Broadsword) [1]; Focused Fury [1]; Grip Mastery (Staff) [1]; Off-Hand Weapon Training (Shortsword); Patience of Job [1]; Quick-Sheathe (Sword); Razor Kicks [1]; Style Familiarity (Kenjutsu: Nito Ryu); Style Familiarity (Kobujutsu) [1]; Style Familiarity (Shurikenjutsu); Style Familiarity (Taijutsu) [1]; Weapon Bond (Katana) [1]; Weapon Bond (Wakizashi) [1].
Disadvantages: Bloodlust (9) [-15]; Code of Honor (Bushido) [-15]; Discipline of Faith (Monasticism) [-10]; Duty (the Hand; Extremely Hazardous) (15) [-20]; Frightens Animals [-10]; Hidebound [-5]; Light Sleeper [-5]; Supernatural Feature (Demonic Shadow) [-10]; Unnatural Feature (Yellow Eyes) [-1].
Quirks: Bloody Mess [-1]; Devout Shintoist [-1]; Habit (Avoids Eye Contact) [-1]; Uncongenial [-1].
Skills: Acrobatics (H) DX+1 [8] – 16; Artist (Calligraphy) (H) IQ+0 [4] – 12; Axe/Mace (A) DX+0 [2] – 15; Blind Fighting (VH) Per+2 [8] – 16*; Body Control (VH) HT+1 [4] – 16*; Body Language (Human) (A) Per+2 [2] – 16*; Breaking Blow (H) IQ+3 [8] – 15†; Breath Control (H) HT+1 [2] – 16*; Broadsword (A) DX+3 [12] – 18; Climbing (A) DX+3 [2] – 18‡; Escape (H) DX+3 [4] – 18‡; Fast-Draw (Shuriken) (E) DX+1 [1] – 16§; Flail (H) DX-1 [2] – 14; Flying Leap (H) IQ+2 [4] – 14†; Holdout (A) IQ+0 [2] – 12; Hypnotism (Human) (H) IQ+2 [4] – 14†; Invisibility Art (VH) IQ+4 [16] – 16†; Jitte/Sai (A) DX+1 [2] – 16¥; Judo (H) DX+3 [16] – 18; Jumping (E) DX+1 [2] – 16; Karate (H) DX+3 [16] – 18; Karate Art (H) DX+1 [7] – 16#; Kusari (H) DX-1 [2] – 14; Meditation (H) Will+1 [2] – 15*; Mental Strength (E) Will+3 [2] – 17*; Observation (A) Per+3 [2] – 18@; Poisons/TL8 (H) IQ+0 [4] – 12; Polearm (A) DX+0 [2] – 15; Power Blow (H) Will+2 [4] – 16†; Running (A) HT+0 [2] – 15; Savor-Fair (Dojo) (E) IQ+0 [1] – 12; Shadowing (A) IQ+1 [4] – 13; Shortsword (A) DX+3 [8] – 18¤; Spear (A) DX+0 [2] – 15; Staff (A) DX+0 [2] – 15; Stealth (A) DX+1 [4] – 16; Swimming (E) HT+1 [2] – 16; Thrown Weapon (Shuriken) (E) DX+1 [2] – 16; Tonfa (A) DX+1 [2] – 16¥; Two-Handed Sword (A) DX+1 [3] – 16¤.
Techniques: Acrobatic Stand (Acrobatics) (A) def+4 [4] – 14; Targeted Attack (Broadsword Swing/Neck) (H) def+3 [4] – 16; Targeted Attack (Shortsword Thrust/Vitals) (H) def+2 [3] – 17; Targeted Attack (Thrown Weapon (Shuriken)/Eyes) def+3 [4] – 10.
Starting Spending Money: $200 (20% Starting Wealth, minus the cost of a Very Fine Late Katana and Very Fine Wakizashi).

* Includes +2 from Inner Balance.
† Includes +2 from Forceful Chi.
‡ Includes +3 from Flexibility.
§ Includes +1 from Combat Reflexes.
¥ Defaulted from Shortsword.
# Defaulted from Karate.
@ Includes +4 from Acute Vision.
¤ Defaulted from Broadsword.
__________________
"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 11-22-2010, 01:59 AM   #446
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

A few more Daredevil folks:

LEAPFROG

Real Name: Vincent "Vince" Patilio
Occupation: Novelty toy inventor and retail clerk turned professional criminal.
Legal Status: Citizen of the United States with a criminal record.
Identity: Known to the authorities.
Other Aliases: None.
Place of Birth: Unrevealed.
Marital Status: Married.
Known Relatives: Eugene (son); Rose (wife).
Group Affiliation: Sometime partner of Stilt-Man..
Base of Operations: New York City.
History: Vincent Patilio invented a number of novelty items for toy companies, but because of his contracts never earned any royalties from the sales of these items – some of which have done quite well for themselves. Upset that the corporations were making millions off his toys while he had to work two retail positions to make ends meet, he decided not to hand over his latest novelty invention. This invention was a set of electric spring boots which could enable someone to leap at least twice as far or high as they normally could. Vincent managed, through trial and error, to increase the distance even greater.

Vincent designed a frog-like suit to hide his identity, and, calling himself the Leapfrog, started committing a number of robberies from the toy businesses he'd worked for in the past. On at least two occasions, he mugged the corporate executives of these companies while they were taking money out at the ATM. This brought him into conflict with the costumed vigilante Daredevil, but he managed to escape (see Daredevil).

Emboldened by this initial success, Leapfrog began making more daring robberies. Overconfident, and lacking any real combat training, he was quickly defeated by Daredevil and arrested.

During his trial, however, he denied ever having seen the boots before, and claimed the boots were the wrong shoe size and wouldn't fit. The Assistant District Attorney prosecuting the case had him try on the boots, intending to prove that the boots did in fact fit. Vincent then used the boots – which indeed did fit his feet – to escape. He then teamed up with Stilt-Man to engage in a second-story crime spree, before they were both again confronted by Daredevil (see Stilt-Man).

Vincent Patilio was among the various criminals who was involved in the massive breakout from Ryker's Island, which was led by the Rhino (see Rhino). Since then, he hasn't yet made a reappearance, although the authorities believe it is only a matter of time.
Height: 5' 9"
Weight: 170 lbs.
Eyes: Brown.
Hair: Brown.
Uniform: A dark green bodysuit with a helmet shaped like a frog's head (his eyes are visible through the helmet's "mouth"), light green gloves, light green webbed boots with springs on the underside, a light green backpack with the support strap across the chest, and light green shorts.
Strength Level: Frog-Man possesses the normal human strength of a man his age, height, and build who engages in little regular exercise.
Known Superhuman Powers: None.
Other Abilities: Vincent Patilio is a skilled inventor. He has also been developing a unique fighting style which takes advantage of the suit's leaping capabilities.
Paraphernalia: The boots of the Leapfrog suit enable the wearer to leap incredible distances due to its electric-powered springs. It is also lightly padded to partially absorb the shock of landing. The suit is able to make standing leaps of up to 26 feet high and over 100 feet long; the webbed feet on the boots, however, restrict the wearer's running speed, preventing the Leapfrog from making running leaps. The boots also enable him to kick harder than he normally would.

115 points
Attributes:
ST 10 [0]; DX 12 [40]; IQ 12 [40]; HT 11 [10].
Secondary Characteristics: Dmg 1d-2/1d; BL 20 lbs; HP 10 [0]; Will 12 [0]; Per 12 [0]; FP 11 [0]; Basic Speed 5.75 [0]; Basic Move 5 [0]; Dodge 8.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western [0].
Advantages: Daredevil [15]; Fit [5]; High Manual Dexterity 1 [5]; Perfect Balance [15]; Striking ST +10 (Gadget/Breakable: DR 6, -10%; Gadget/Breakable: Machine, -5%; Gadget/Breakable, SM -6, -10%; Gadget/Can Be Stolen: Must Be Forcibly Removed, -10%; Kick Only, -60%) [10]; Super Jump 4 (Gadget/Breakable: DR 6, -10%; Gadget/Breakable: Machine, -5%; Gadget/Breakable, SM -6, -10%; Gadget/Can Be Stolen: Must Be Forcibly Removed, -10%) [26].
Perks: Acrobatic Kicks [1]; Dirty Fighting [1].
Disadvantages: Dependent (Son, Eugene; No More Than 50%; Loved One) (9) [-10]; Dependent (Wife, Rose; No More Than 25%; Loved One) (6) [-10]; Enemy (NYPD) (9) [-20]; Greed (12) [-15]; Overconfidence (9) [-7]; Pacifism (Cannot Kill) [-15]; Social Stigma (Criminal Record) [-5].
Quirks: Attentive [-1]; Dual Identity [-1]; Imaginative [-1]; Obsession (Get Rich) [-1].
Skills: Acrobatics (H) DX+0 [2] – 12*; Artist (Drawing) (H) IQ-1 [2] – 11; Brawling (E) DX+0 [1] – 12; Computer Operation/TL8 (E) IQ+0 [1] – 12; Engineer/TL8 (Novelty Items) (H) IQ+0 [4] – 12; Intimidation (A) Will+0 [2] – 12; Jumping (E) DX+0 [1] – 12; Mathematics/TL8 (Applied) (H) IQ+0 [4] – 12; Mechanic/TL8 (Novelty Items) (A) IQ+0 [2] – 12; NBC Suit/TL8 (A) DX+0 [2] – 12; Observation (A) Per+0 [2] – 12; Scrounging (E) Per+0 [1] – 12; Shadowing (A) IQ+0 [2] – 12; Streetwise (A) IQ+0 [2] – 12.
Techniques: Attack From Above (Brawling) (A) def+2 [2] – 12; Kicking (Acrobatics) (H) def+2 [3] – 12.
Starting Spending Money: $4,000 (20% of Starting Wealth).
__________________
"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 11-22-2010, 02:01 AM   #447
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

MACHINESMITH

Real Name: Samuel "Starr" Saxon.
Occupation: Roboticist, professional criminal.
Legal Status: Citizen of the United States with no criminal record
Identity: Secret.
Other Aliases: None.
Place of Birth: Memphis, Tennessee.
Marital Status: Single.
Known Relatives: None.
Group Affiliation: None.
Base of Operations: New York City.
History: Starr Saxon is master robot-maker whose ability with robots is said to rival that of Doctor Doom (see Doctor Doom). Deciding to use his skills for personal gain, he began offering his robots' services to underworld clients, calling himself the Machinesmith. One of his robots was used by the crimelord known as the Owl against the costumed vigilante Daredevil, but was destroyed (see Daredevil; Owl). Saxon, upset at Daredevil's interference, he began a complicated revenge scheme which had his robots impersonating a number of heroes and villains, with each one attacking Daredevil. Recognizing that he was facing robots instead of the real deals, Daredevil tracked the robots to Saxon's warehouse factory, where he was confronted by four men all matching the Machinesmith's description. During the fight, three of the four were revealed to be robots and destroyed; the fourth (and presumably real) Saxon fell from a great height, and was believed killed by the fall.

As the Machinesmith is a master roboticist, it is possible that the Starr Saxon who fell was also an advanced robot duplicate, and not the real Saxon.
Height: 6' 1"
Weight: 295 lbs.
Eyes: Green.
Hair: Bald; red facial hair.
Uniform: Green turtleneck shirt, yellow one-piece jumpsuit, green boots.
Strength Level: The Machinesmith possesses the normal human strength of a man his age, height, and build who engages in moderate exercise.
Known Superhuman Powers: None.
Other Abilities: The Machinesmith is an expert roboticist and computer programmer able to build and program robots that can look and behave like human beings.
Weapons and Paraphernalia: The Machinesmith has created a vast arsenal of weaponry, defense systems, and surveillance devices far in advance of modern technology, whose specifications are constantly upgraded.

300 points
Attributes:
ST 10 [0]; DX 10 [0]; IQ 13 [60]; HT 10 [0].
Secondary Characteristics: Dmg 1d-2/1d; BL 20 lbs; HP 10 [0]; Will 13 [0]; Per 13 [0]; FP 10 [0]; Basic Speed 5 [0]; Basic Move 5 [0]; Dodge 8.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western [0].
Advantages: Ally Group (Robots; 100% of starting points, Group Size: 6-10 members; Frequency of Appearance: 15 or less) (Minion, +50%) [135]; Gadgeteer [25]; Gizmos 3 [15]; High TL +2 [10]; Intuitive Mathematician [5]; Roboticist 4 [20]; Wealth (Very Wealthy) [30].
Perks: Base (Warehouse Factory) [1]; Doodad 3 [3].
Disadvantages: Bad Sight (Nearsighted) (Mitigator: Glasses/Contacts, -60%) [-10]; Callous [-5]; Code of Honor (Professional) [-5]; Greed (9) [-22]; Loner (9) [-7]; Pacifism (Reluctant Killer) [-5]; Secret Identity (Imprisonment) [-20]; Selfish (12) [-5].
Quirks: Atheist [-1]; Attentive [-1]; Broad-Minded [-1]; Prefers Robots To Humans For Company [-1].
Skills: Accounting (H) IQ-1 [2] – 12; Beam Weapons/TL10 (E) DX+2 [4] – 12; Bioengineering/TL10 (Tissue Engineering) (H) IQ+1 [8] – 14; Computer Programming/TL10 (AI) (H) IQ+7 [16] – 20*; Electronics Repair/TL10 (Sensors) (A) IQ+5 (Sensors) [4] – 18*; Engineer/TL10 (Robotics) (H) IQ+8 [20] – 21*; Games (Chess) IQ+2 [4] – 15; Games (Go) IQ+1 [2] – 14; Guns/TL10 (Pistol) (E) DX+2 [4] – 12; Mathematics/TL10 (Applied) IQ+0 [2] – 12†; Mechanic/TL10 (A) IQ+6 [6] – 19*†; Merchant (A) IQ-1 [1] – 12; Physiology/TL8 (Human) (H) IQ+0 [4] – 13; Streetwise (A) IQ+0 [2] – 13.
Starting Spending Money: $80,000 (20% of Starting Wealth).

* Includes +4 from Roboticist.
† Defaulted from Engineer/TL10 (Robotics).

Design Notes:
1.
Machinesmith will not be revealed to have survived the fall by being resurrected into a robot body until Year Two. As such, the stats above reflect his human form, not his greatly-improved android body.
__________________
"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 11-22-2010, 02:04 AM   #448
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

MISTER FEAR

Real Name: Zoltan Drago
Occupation: Professional criminal, former psychiatrist and psychologist.
Legal Status: Citizen of the United States with a criminal record.
Identity: Known to the authorities.
Other Aliases: None.
Place of Birth: New York City.
Marital Status: Single.
Known Relatives: None.
Group Affiliation: None.
Base of Operations: New York City.
History: Zoltan Drago was a psychologist and psychiatrist specializing in psychopharmacology (the effects of drugs on one's mind) who worked closely with the New York City District Attorney Office who became fascinated with the idea that criminals seemed to thrive on the fear they caused in others. Engaging in unorthodox research into this seeming phenomenon, Drago distilled and concentrated the common pheromones put out by people (usually imperceptible to humans due to their greatly atrophied sense of smell, compared to other animals), focusing on the pheromones that caused fear in others. He used his own pheromones for this project, unwilling to share the research with anyone just yet.

Working late in his home lab one night, Drago fell asleep while monitoring the distillation of the latest batch. Unchecked, this distillation proceeded far beyond what he had planned, creating a super-concentrated fear pheromone powder. Intrigued by these results, he created a number of pills from the powder and swallowed several of them. The next day at the office, he found himself avoided by most of his coworkers, and found through concentration that he was able to induce heightened levels of fear in anyone he wanted. By the end of the day, however, these effects were fading. A second dose of the pills boosted his abilities back up to where they were originally.

Inspired by the rash of costumed criminals making their debuts, Drago devised the identity of Mister Fear. In his first outing, he used his new fear powers to induce the criminals Ox and Eel to assist him in a number of robberies (see Eel; Ox). During this altercation, he fought Daredevil, who thwarted the criminals, sending them to prison (see Daredevil).

Zoltan Drago was one of the criminals who escaped the Ryker's Island correctional facility during the mass breakout led by the Rhino (see Rhino). Daredevil believes it is only a matter of time before he faces Mister Fear again.
Height: 6' 0".
Weight: 170 lbs.
Eyes: Brown.
Hair: Brown.
Uniform: Blue and purple bodysuit, blue-black facemask with a skull motif, purple hooded cloak, purple boots, purple gloves, blue steel clasps for the cloak by his neck, black belt.
Strength Level: Mister Fear possesses the normal human strength of a man his age, height, and build who engages in moderate exercise.
Known Superhuman Powers: Zoltan Drago possesses the superhuman ability to generate the emotion of fear in anyone within a thirty foot radius of himself. Drago's body constantly emits pheromones keyed specifically for humans; through concentration, he is able to trigger this emotion in anyone he can see and is in his range. (While keyed for humans, other races which are similar in physiology to humans – including many of the great apes – will also be affected.) Even when he's not concentrating, he exudes an aura that makes people around him uneasy.
Paraphernalia: Mister Fear has a number of chemical sprayers in his uniform for spraying concentrated chemicals at close range. Many of these chemicals can induce hallucinations or act as acids. He is also known to carry a pistol which shoots pellets of his fear pheromones beyond the thirty foot range.
Limitations: Mister Fear must consume special pills which enable him to maintain his powers. Due to continued use, he only has to take the pills once a week, and not twice a day as before.

215 points
Attributes:
ST 11 [0]; DX 11 [20]; IQ 13 [60]; HT 11 [10].
Secondary Characteristics: Dmg 1d-1/1d+1; BL 24 lbs; HP 11 [0]; Will 15 [10]; Per 13 [0]; FP 11 [0]; Basic Speed 5.5 [0]; Basic Move 5 [0]; Dodge 8.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western [0].
Advantages: Empathy [15]; Indomitable [15]; Terror (Will-5; Active, +0%; Sense-Based: Smell, -20%; Chemical, -10%) [56]; Wealth (Comfortable) [10].
Perks: Clinch (Brawling) [1]; Cloaked [1]; Fearsome Stare [1].
Disadvantages: Enemy (NYPD) (9) [-20]; Frightens Animals [-10]; Greed (9) [-22]; Loner (12) [-5]; Overconfidence (12) [-5]; Pacifism (Reluctant Killer) [-5]; Skinny [-5]; Social Stigma (Criminal Record) [-5]; Workaholic [-5].
Quirks: Careful [-1]; Dual Identity [-1].
Skills: Biology/TL8 (Biochemistry) (H) IQ+1 [8] – 14; Body Language (Human) (A) Per+1 [4] – 14; Brainwashing/TL8 (H) IQ-1 [2] – 12; Brawling (E) DX+1 [2] – 12; Chemistry/TL8 (H) IQ+1 [8] – 14; Computer Operation/TL8 (E) IQ+0 [1] – 13; Criminology/TL8 (A) IQ+1 [4] – 14; Current Affairs/TL8 (Headline News) (E) IQ+0 [1] – 13; Detect Lies (H) Per+1 [1] – 14*; Diagnosis/TL8 (Human) (H) IQ-1 [2] – 12; Fast-Draw (Ammo) (E) DX+1 [2] – 12; Fast-Draw (Pistol) (E) DX+1 [2] – 12; First Aid/TL8 (Human) (E) IQ+0 [1] – 13; Guns/TL8 (Pistol) (E) DX+1 [2] – 12; Interrogation (A) IQ+3 [10] – 16†; Intimidation (A) Will+1 [4] – 16; Liquid Projector/TL8 (Sprayer) (E) DX+0 [2] – 12; Pharmacy/TL8 (Synthetic) (H) IQ+1 [8] – 14; Physician/TL8 (Human) (H) IQ-1 [2] – 12; Physiology/TL8 (Human) (H) IQ+1 [8] – 14; Poisons/TL8 (H) IQ-1 [1] – 12‡; Psychology/TL8 (Human) (H) IQ+1 [4] – 14; Research/TL8 (A) IQ+1 [4] – 14; Savoir-Faire (Police) (E) IQ+1 [2] – 14; Streetwise (A) IQ-1 [1] – 12.
Starting Spending Money: $8,000 (20% of Starting Wealth).

* Includes +3 from Empathy.
† Defaulted from Intimidation.
‡ Defaulted from Pharmacy/TL8 (Synthetic).

Design Notes:
1.
While Mister Fear's fear-pheromone powers are keyed to the human physiology, other humanoid races – including Atlanteans, Asgardians, Kree, Shi'ar, and great apes (chimpanzees, bonobos, orangutans, and gorillas) – will be affected, but Task Difficulty Modifiers for their variant physiologies may give them a bonus or penalty to the resistance roll.
__________________
"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 11-22-2010, 02:07 AM   #449
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

NELSON, FOGGY

Real Name: Franklin "Foggy" Nelson
Occupation: Attorney, Public Defender.
Legal Status: Citizen of the United States with no criminal record.
Identity: Foggy Nelson does not use a dual identity.
Other Aliases: None.
Place of Birth: New York City.
Marital Status: Single.
Known Relatives: Candace (sister).
Group Affiliation: City of New York Public Defenders Office.
Base of Operations: New York City.
History: Franklin "Foggy" Nelson attended Harvard Law School alongside his longtime friend and coworker, Matt Murdock (see Daredevil). It was also at Harvard that he met Elektra Natchios, who was at that time Matt's girlfriend before her father was killed and she disappeared (see Elektra).

For the last few years, Nelson has been working in the New York City Public Defenders Office, often facing off against Matt, who is now an Assistant District Attorney, in the courtroom. The two have a standing bet: whoever loses a major case has to buy drinks that night at Josie's Bar, a local bar in Hell's Kitchen. As Foggy knows about Matt's enhanced senses – or his "built-in bull crap detector," as he puts it – Foggy is often suspicious that sometimes Matt is deliberately losing a case.

At present, Foggy does not know that Matt is the costumed vigilante Daredevil, although he has his suspicions.
Height: 5' 10"
Weight: 220 lbs.
Eyes: Blue.
Hair: Brown.
Uniform: None.
Strength Level: Foggy Nelson possesses the normal human strength of a man his age, height, and build who engages in little regular exercise and a lot of junk food.
Known Superhuman Powers: None.
Other Abilities: Foggy Nelson is a skilled lawyer.

50 points
Attributes:
ST 9 [-10]; DX 9 [-20]; IQ 12 [40]; HT 9 [-10].
Secondary Characteristics: Dmg 1d-2/1d-1; BL 16 lbs; HP 11 [4]; Will 12 [0]; Per 12 [0]; FP 9 [0]; Basic Speed 4.5 [0]; Basic Move 4 [0]; Dodge 7.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western [0].
Advantages: Administrative Rank 1 [5]; Hard to Kill 4 [8]; Serendipity 1 [15]; Status 1 [5]; Wealth (Comfortable) [10].
Perks: Convincing Nod [1]; One-Way Fluency (Understands Spanish) [1]; Permit (Conceal Carry) [1].
Disadvantages: Code of Honor (Professional) [-5]; Gluttony (12) [-5]; Overweight [-1]; Pacifism (Self-Defense Only) [-15]; Sense of Duty (Friends and Family) [-5].
Quirks: Comic Relief [-1]; Responsive [-1]; Sweet Tooth [-1].
Skills: Body Language (Human) Per+0 [2] – 12; Connoisseur (Food) (A) IQ-1 [1] – 11; Current Affairs/TL8 (High Culture) (E) IQ+0 [1] – 12; Fast-Talk (A) IQ+0 [2] – 12; First Aid/TL8 (E) IQ+0 [1] – 12; Guns/TL8 (E) DX+1 [2] – 10; Holdout (A) IQ-1 [1] – 11; Interrogation (A) IQ+0 [2] – 12; Law (New York City) (H) IQ+2 [12] – 14; Public Speaking (Debate) (E) IQ+2 [4] – 14; Research/TL8 (A) IQ+0 [2] – 12; Savoir-Faire (High Society) (E) IQ+0 [1] – 12; Savoir-Faire (Police) (E) IQ+0 [1] – 12; Speed-Reading (A) IQ+0 [2] – 12.
Starting Spending Money: $8,000 (20% Starting Wealth).
__________________
"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 11-30-2010, 08:14 AM   #450
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

OWL

Real Name: Leland Owlsey
Occupation: Businessman, crimelord.
Legal Status: Citizen of the United States with a criminal record.
Identity: Publicly known.
Other Aliases: None.
Place of Birth: Unrevealed.
Marital Status: Unrevealed.
Known Relatives: None.
Group Affiliation: Head of his own criminal organization, one-time employer of the Ani-Men.
Base of Operations: New York City Greater Metropolitan Area.
History: Leland Owlsey, nicknamed the Owl, was a financial investor with connections to various criminal organizations, until an audit by the IRS uncovered his criminal connections. The Owl then abandoned all pretense of respectability, focusing entirely on his criminal endeavors.

The Owl has twice tangled with the vigilante Daredevil (see Daredevil). The first time he was extending into the drug trade, dealing a narcotic called Mutant Growth Hormone, derived from the pituitary glands of adolescent mutants, which has the effect of granting the user increased strength and durability for a short time. Daredevil broke up the lab and freed the young mutants Owl had captive. The Owl managed to escape, however.

The second time, the Owl hired the Ani-Men to engage in a city-wide crime spree (see Ani-Men). Daredevil defeated the Owl and the Ani-Men, and all six were sent to prison.

The Owl was involved in the prison break led by the Rhino (see Rhino). He has since approached a number of animal-themed criminals at an underworld bar, one of the so-called Bars With No Name where criminals can network and relax, but his purpose for doing so has not yet been revealed.
Height: 5' 11".
Weight: 240 lbs.
Eyes: Brown.
Hair: Brown.
Uniform: Dark green business suit, dark green cloak, titanium steel "claws" strapped to his wrists.
Strength Level: The Owl possesses the normal human strength of a man his age, height, and build who engages in little regular exercise.
Known Superhuman Powers: The Owl possesses the psionic ability to levitate himself and fly for short distances at a speed not exceeding 30 miles per hour.
Weapons: The Owl wears a pair of razor-edged titanium steel talons attached to his forearm which extend over his knuckles.

255 points
Attributes:
ST 10 [0]; DX 11 [20]; IQ 12 [40]; HT 11 [10].
Secondary Characteristics: Dmg 1d-2/1d; BL 20 lbs; HP 10 [0]; Will 12 [0]; Per 12 [0]; FP 11 [0]; Basic Speed 5.5 [0]; Basic Move 5 [0]; Basic Air Move 10 [-2]; Dodge 8.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western [0].
Advantages: Business Acumen 2 [20]; Enhanced Move (Air) 0.5 (Handling Penalty -1, -5%; Psionic, -10%) [9]; Flight (Low Ceiling: 30 feet, -10%; Psionic, -10%) [32]; Hard to Kill 3 [6]; Hard to Subdue 3 [6]; Intuition [15]; Merchant Rank 6 [30]; Social Chameleon [5]; Status 3 [0*]; Wealth (Filthy Rich) [50].
Perks: Headhunter [1].
Disadvantages: Callous [-5]; Compulsive Gambling (12) [-5]; Enemy (NYPD) (9) [-20]; Overweight [-1]; Pacifism (Reluctant Killer) [-5]; Selfish (9) [-7]; Social Stigma (Criminal Record) [-5].
Quirks: Distinctive Feature (Haircut) [-1]; Dual Identity [-1]; Minor Handicap (Bum Knee) [-1]; Nosy [-1].
Skills: Accounting (H) IQ+0 [1] – 12†; Administration (A) IQ+2 [2] – 14†; Body Language (A) Per+2 [8] – 14; Brawling (E) DX+2 [4] – 13; Computer Operation/TL8 (E) IQ+0 [1] – 12; Connoisseur (Wine) (A) IQ+0 [2] – 12; Criminology/TL8 (A) IQ+1 [4] – 13; Current Affairs/TL8 (Business) (E) IQ+1 [2] – 13; Economics (H) IQ+2 [4] – 14; Finance (H) IQ+2 [4] – 14; Gambling (A) IQ+1 [1] – 13; Games (Card Games) (E) IQ+1 [2] – 13; Intimidation (A) Will+0 [2] – 12; Market Analysis (H) IQ+2 [4] – 14; Observation (A) Per+1 [4] – 13; Politics (A) IQ+2 [8] – 14; Savoir-Faire (High Society) (E) IQ+2 [4] – 14; Savoir-Faire (Mafia) (E) IQ+2 [4] – 14; Streetwise (A) IQ+1 [4] – 13.
Starting Spending Money: $399,800 (20% of Starting Wealth, minus the cost of two Bladed Hands)

* Includes +2 from Merchant Rank and +1 from Wealth.
† Includes +2 from Business Acumen.

Owl's Claws
TL: 8
Damage: 1d cut or 1d imp
Reach: C
Parry: 9
Cost: $100 ea
Weight: 1 ea.
ST: 6
Notes: Fine Quality
__________________
"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; 11-30-2010 at 08:18 AM.
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