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Old 05-21-2014, 03:14 PM   #611
Phantasm
 
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Got a pair of supernatural anti-heroes for you!

GHOST RIDER

Real Name: Jonathan "Johnny" Blaze.
Occupation: Adventurer, former stunt cyclist.
Identity: Secret.
Legal Status: Citizen of the United States with no known criminal record.
Other Aliases: "Bonehead".
Place of Birth: Dallas, Texas.
Marital Status: Single.
Known Relatives: Barton (father, deceased), John (grandfather, deceased).
Group Affiliation: None.
Base of Operations: Mobile.
History: Johnny Blaze comes from a long line of carnival stunt riding performers. His grandfather was the star performer during the 1970s, when stunt cycling was at its height, and both Johnny's father and Johnny himself carried on the tradition. Taught to ride a motorcycle from a young age, he performed in front of his first live audience at age ten. As he grew older, Johnny started looking more at dirt bike freestyle jumps, incorporating them into his own act and occasionally competing on the amateur circuit when they and the carnival coincided.

Johnny's father, Barton Blaze, contracted lung cancer but kept it from Johnny. Johnny discovered it anyway when he found a letter from the doctor's office in the trash can, and was understandably upset, both at his father for keeping it from him and his own inability to do anything to help his father.

The same night while doing some routine maintenance on the cycles, he was visited by an unnamed stranger who offered to cure Barton's cancer at the cost of Johnny's soul. Initially skeptical, Johnny nevertheless agreed, figuring he had nothing to lose from the deal. The next day, Barton's cancer had gone into remission, as if it had never existed. While the doctors were unable to explain it, Barton didn't care as he felt better than he had in a while, and intended to wow the audience with a new stunt in the show: jumping over a helicopter. He never made it to the helicopter, as he lost control of his bike and crashed while approaching a ring of fire. Johnny arrived just in time to see the stranger he'd made the deal with smile and then disappear from sight.

Johnny fled the carnival, only stopping long enough to silently say goodbye to his girlfriend, Roxanne Simpson. It was at this point the stranger showed up and revealed himself to be the demon lord Mephisto, attempting to claim Johnny's soul as payment. Roxanne, a student of the occult, had followed Johnny following the silent farewell and recited a banishing spell from a tome she'd stumbled onto. Mephiso was apparently returned to hell, but not before cursing Blaze with the Curse of the Ghost Rider (see Mephisto; Simpson, Roxanne).

Since then, Johnny and Roxanne have been traveling together, attempting to find a means to control the power of the curse. At first, Blaze would automatically transform into the Ghost Rider at night, but he has recently gained the ability to transform as needed, albeit having to avoid direct sunlight to do so. During this time, Johnny has attempted to guide the Ghost Rider into a force for good, battling a number of supernatural entities, but the Ghost Rider's violent tendencies have caused many issues with the law.
Height: 5' 10" (as Blaze); 6' 2" (as Ghost Rider)
Weight: 180 lbs (as Blaze); 220 lbs (as Ghost Rider)
Eyes: (as Blaze) Brown; (as Ghost Rider) black with red pupils.
Hair: (as Blaze) Brown; (as Ghost Rider) none.
Other Distinguishing Features: As the Ghost Rider, Blaze appears to be a skeleton wreathed in flames.
Uniform: Standard biker leathers.
Strength Level: Johnny Blaze possesses the normal human strength of a man his age, height, and build who engages in regular exercise. As the Ghost Rider, he possesses superhuman strength enabling him to lift (press) roughly five tons.
Known Superhuman Powers: Johnny Blaze has been cursed so that when in the presence of supernatural evil and in shadow he will transform into a skeletal being wreathed in flames called the Ghost Rider.

Foremost among the Ghost Rider's abilities are his supernatural strength and durability As a skeleton, most bullets and other projectiles just pass right through him; his bones are also denser than normal bone.

The Ghost Rider is shrouded by what has been called "hellfire". He has near complete control over fire and flames, both those he generates and those around him. At some times the hellfire appears to be illusory, and at other times it is regular fire. This hellfire aura grants him limited protection against conventional handheld weaponry.

However, the Ghost Rider's greatest weapon is his penance stare, which is said to "sear the souls of the wicked." By forcing his target to make eye contact with him, the Ghost Rider forces the target to relive every evil act he or she has ever perpetrated on another, from the victims' points of view, and amplifying the pain a thousandfold, causing his target incredible agony. This ability has no effect on anyone who does not have a soul.
Other Abilities: Johnny Blaze is a skilled stunt cyclist.
Weapons: As the Ghost Rider, Johnny occasionally uses a length of chain which he can wreath in flame when needed.
Transportation: The Ghost Rider's motorcycle is a part of him; he can call it to him from almost any distance, and while riding it is capable of many feats that would be impossible for regular motorcycles, including riding up and down 90° inclines and traveling over water. He has been clocked at moving over 200 mph.

How's it feel to have all that power inside you? All that evil? All those souls? A thousand souls to burn. Your souls are stained by the blood of the innocents. Feel their pain!
Ghost Rider


(stats 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
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Old 05-21-2014, 03:21 PM   #612
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Johnny Blaze
2,266 points
Attributes:
ST 11 [10]; DX 12 [40]; IQ 10 [0]; HT 12 [20].
Secondary Characteristics: Dmg 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 12 [10]; Per 11 [5]; FP 12 [0]; Basic Speed 6.00 [0]; Basic Move 6 [0]; Dodge 10.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western [0].
Advantages: Alternate Form (Ghost Rider) (Difference in Points: 1,579; Accessibility: Only In Shadows, -20%; Reduced Time 4 (1 second), +80%; Demonic, -10%) [2,156]; Appearance (Attractive) [4]; Combat Reflexes [15]; Danger Sense [15]; Fit [5]; High Pain Threshold [10].
Perks: Acceleration Tolerance [1]; Clinch (Brawling) [1]; Equipment Bond (Motorcycle) [1]; Full Tank [1]; One-Way Fluency (Spanish) [1]; Skill Adaptation (Lance Requires Driving (Motorcycle) Instead of Riding) [1].
Disadvantages: Code of Honor (Carney's) [-5]; Easy to Read [-10]; Guilt Complex [-5]; On the Edge (12) [-15]; Pacifism (Cannot Kill) [-15]; Social Stigma (Uneducated) [-5]; Status -1 [-5]; Truthfulness (9) [-7]; Wealth (Struggling) [-10]
Quirks: Alcohol Intolerance [-1]; Scruffy-Looking [-1]; Show-Off [-1]; Speed Freak [-1]; Works On Bikes To Clear Head [-1].
Skills: Acrobatics (H) DX+0 [4] – 12; Brawling (E) DX+0 [1] – 12; Climbing (A) DX-1 [1] – 11; Current Affairs/TL8 (Sports) (E) IQ+2 [4] – 12; Driving/TL8 (Motorcycle) (A) DX+2 [8] – 14; First Aid/TL8 (Human) (E) IQ+1 [2] – 11; Guns/TL8 (Shotgun) (E) DX+1 [2] – 13; Hiking (A) HT-1 [1] – 11; Lance (A) DX+2 [8] – 14; Mechanic/TL8 (Motorcycle) (A) IQ+2 [8] – 12; Observation (A) Per+1 [4] – 12; Savoir-Faire (Carnival Folk) (E) IQ+2 [4] – 12; Streetwise (A) IQ+1 [4] – 11; Swimming (E) HT+0 [1] – 12.
Starting Spending Money: $5,000 (50% of Starting Wealth).


Ghost Rider (as standalone character)
1,688 points
Attributes:
ST 21/82 [20*]; DX 16 [120]; IQ 12 [40]; HT 16 [60].
Secondary Characteristics: Dmg 2d/4d+1 (9d/11d); BL 88 lbs (1,345 lbs); HP 21/82 [0*]; Will 17 [25]; Per 14 [10]; FP 16 [0]; Basic Speed 8.00; Basic Move 8.00; Basic "Air" Move 9 [2]; Dodge 12.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Hell [2]; Western [0].
Advantages: Absolute Direction [5]; Affliction (Penance Stare) 11 (Will-10; Accessibility: Target Must Have A Soul, -10%; Incapacitation: Agony, +100%; Malediction (-1/yd), +100%; Sense-Based (Vision), -20%; Demonic, -10%) [286]; Burning Attack 3d (Hellfire Aura) (Aura, +80%; Melee Attack: Reach C, -30%; Reflexive, +40%; Demonic, -10%) [27]; Claws (Blunt Claws [3]; Combat Reflexes [15]; Damage Resistance 20 (Force Field, +20%; Demonic, -10%) [110]; Danger Sense [15]; Doesn't Breathe [20]; Doesn't Eat or Drink [10]; Doesn't Sleep [20]; Enhanced Move (Air) 2.5 (Cosmic: Complete Maneuverability, +50%; Cosmic: Instantaneous Acceleration, +50%; Gadget/Breakable: DR 10, -10%; Gadget/Breakable: Object Is Complex Machine, -5%; Gadget/Breakable, SM 0, -25%; Handling Bonus +5, +25%; Demonic, -10%) [88]; Fire/3 [30]; Flight (Cannot Hover, -15%; Gadget/Breakable: DR 10, -10%; Gadget/Breakable: Object Is Complex Machine, -5%; Gadget/Breakable, SM 0, -25%; Requires Surface, -10%; Temporary Disadvantage: Noisy 5, -10%; Demonic, -10%) [8]; Hard to Kill 2 [4]; Hard to Subdue 2 [4]; Immunity to Metabolic Hazards [30]; Indomitable [15]; Injury Tolerance (Damage Reduction /10; No Blood; No Brain; No Eyes; No Vitals; Unbreakable Bones; Unliving) [200]; Magery 3 (Can't Use External Energy, -15%; Fire Realm Only, -40%) [17]; Super ST +9/+70 (Demonic, -10%) [351]; Supernatural Durability [150]; Very Fit [15].
Perks: Clinch (Brawling) [1]; Ignition [1]; Illumination [1]; Improvised Weapons (Kusari) [1]; Rule of 15 [1]; Skill Adaptation (Lance Requires Driving (Motorcycle) Instead of Riding) [1].
Disadvantages: Appearance (Monstrous) [-20]; Bloodlust (12) [-10]; Code of Honor (Carney's) [-5]; Guilt Complex [-5]; Intolerance (Demons) [-5]; Loner (12) [-5]; On the Edge (12) [-15]; Pacifism (Cannot Harm Innocents) [-15]; Social Stigma (Monster) [-15]; Status -1 [-1]; Truthfulness (9) [-7]; Wealth (Struggling) [-10].
Quirks: Rule-Breaker [-1]; Sexless [-1]; Show-Off [-1]; Speed Freak [-1].
Skills: Acrobatics (H) DX+0 [4] – 16; Brawling (E) DX+2 [4] – 18; Climbing (A) DX-1 [1] – 15; Current Affairs/TL8 (Sports) (E) IQ+2 [4] – 14; Driving/TL8 (Motorcycle) (A) DX+2 [8] – 18; First Aid/TL8 (Human) (E) IQ+1 [2] – 13; Guns/TL8 (Shotgun) (E) DX+1 [2] – 17; Hiking (A) HT-1 [1] – 15; Kusari (H) DX+2 [12] – 18; Lance (A) DX+2 [8] – 18; Mechanic/TL8 (Motorcycle) (A) IQ+2 [8] – 14; Observation (A) Per+1 [4] – 15; Savoir-Faire (Carnival Folk) (E) IQ+2 [4] – 14; Streetwise (A) IQ+1 [4] – 13; Swimming (E) HT+0 [1] – 16.
Magical Realm Skills: Fire (VH) IQ+8 [28] – 20†;
Starting Spending Money: $5,000 (50% of Starting Wealth).

* Includes +9/+70 from Super ST.
† Includes +3 from Magery.


Ghost Rider (as alternate form)
1,579 points
Attribute Adjustments:
ST +1 [10]; DX +4 [40]; IQ +1 [20]; HT +4 [40].
Secondary Characteristic Adjustments: Will +3 [15]; Per +1 [5].
Cultural Familiarities: Hell [2].
Advantages: Absolute Direction [5]; Affliction (Penance Stare) 11 (Will-10; Accessibility: Target Must Have A Soul, -10%; Incapacitation: Agony, +100%; Malediction (-1/yd), +100%; Sense-Based (Vision), -20%; Demonic, -10%) [286]; Burning Attack 3d (Hellfire Aura) (Aura, +80%; Melee Attack: Reach C, -30%; Reflexive, +40%; Demonic, -10%) [27]; Claws (Blunt Claws [3]; Damage Resistance 20 (Force Field, +20%; Demonic, -10%) [110]; Doesn't Breathe [20]; Doesn't Eat or Drink [10]; Doesn't Sleep [20]; Enhanced Move (Air) 2.5 (Cosmic: Complete Maneuverability, +50%; Cosmic: Instantaneous Acceleration, +50%; Gadget/Breakable: DR 10, -10%; Gadget/Breakable: Object Is Complex Machine, -5%; Gadget/Breakable, SM 0, -25%; Handling Bonus +5, +25%; Demonic, -10%) [88]; Fire/3 [30]; Flight (Cannot Hover, -15%; Gadget/Breakable: DR 10, -10%; Gadget/Breakable: Object Is Complex Machine, -5%; Gadget/Breakable, SM 0, -25%; Requires Surface, -10%; Temporary Disadvantage: Noisy 5, -10%; Demonic, -10%) [8]; Hard to Kill 2 [4]; Hard to Subdue 2 [4]; Immunity to Metabolic Hazards [30]; Indomitable [15]; Injury Tolerance (Damage Reduction /10; No Blood; No Brain; No Eyes; No Vitals; Unbreakable Bones; Unliving) [200]; Magery 3 (Can't Use External Energy, -15%; Fire Realm Only, -40%) [17]; No Easy To Read [10]; No Pacifism (Cannot Kill) [15]; No Social Stigma (Uneducated) [5]; Super ST +9/+70 (Demonic, -10%) [351]; Supernatural Durability [150]; Very Fit [15].
Perks: Ignition [1]; Illumination [1]; Improvised Weapons (Kusari) [1]; No Alcohol Intolerance [1]; No Scruffy-Looking [1]; No Works On Bike To Clear Head [1]; Rule of 15 [1].
Disadvantages: Appearance (Monstrous) [-20]; Bloodlust (12) [-10]; Intolerance (Demons) [-5]; Loner (12) [-5]; Pacifism (Cannot Harm Innocents) [-15]; Social Stigma (Monster) [-15].
Quirks: No Equipment Bond [-1]; No Full Tank [-1]; Rule-Breaker [-1]; Sexless [-1].
Skills: Kusari (H) DX+2 [12] – 18; and 3 additional points in Brawling (DX/E).
Magical Realm Skills: Fire (VH) IQ+8 [28] – 20*.

Role-Playing Notes:
Johnny is tortured by having to live with the deal he made. His guilt and anger drive him to make sure that he owns the curse, rather than the other way around.

Design Notes:
1. Johnny Blaze is a 110 point character before his Alternate Form is factored in.
2. The cost of Magery includes the cost of Magery 0 with the same limitations. It just looks weird putting both Magery 0 and Magery 3 on the sheet together with the exact same modifiers. Magery 3 came to 14 (13.5) points, and Magery 0 came to 3 (2.25) points. Taken together as a single trait, the price would have been 16 (15.75) points, reducing Ghost Rider as a standalone character by a single point (and not affecting the overall cost of the Alternate Form trait).
__________________
"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 05-21-2014, 03:42 PM   #613
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

HELLSTORM

Real Name: Daimon Hellstrom.
Occupation: Professional exorcist, nightclub owner.
Identity: Publicly known, although the general public does not believe he possesses supernatural abilities.
Legal Status: Citizen of the United States with no criminal record, heir to the throne of a demonic hell dimension.
Other Aliases: "Son of Satan".
Place of Birth: Boston, Massachusetts.
Marital Status: Single.
Known Relatives: Satana (sister), Victoria Wingate Hellstrom (mother, deceased), "Satan" (alias Lucas Hellstrom, father), aunt (name unrevealed, deceased), great-uncle (name unrevealed, only living fully human relative).
Group Affiliation: None.
Base of Operations: The Dante's Inferno nightclub, Las Vegas, Nevada; formerly Boston, Massachusetts.
History: Daimon Hellstrom grew up believing himself to be an orphan and an only child, raised at a Roman Catholic run orphanage. Upon reaching adulthood, he decided to study at a seminary college with the intention of becoming a priest himself. However, when he turned 20, he was surprised to learn that he had inherited a suburban Boston mansion and a small fortune from his mother, who had passed away in an insane asylum when Daimon was in his early teens.

According to a diary he discovered in his mother's effects, his mother, Victoria Wingate, had met and fallen in love with a handsome and charming stranger named Lucas Hellstrom at a Hellfire Club party (see Hellfire Club). The two had a whirlwind romance which culminated with a marriage in under six months. A year later, Daimon was born, followed fifteen months later by a sister whom Lucas named Satana. Victoria innocently believed the names were mere eccentricities on her husband's part (see Satana). Not long after Satana's birth, members of Victoria's family started to mysteriously disappear.

When Daimon was eight, Victoria discovered Nathan and Satana performing a black magic ritual in the basement, including the ritual murder of Victoria's virgin sister. At this time Lucas revealed his true nature to Victoria: "Lucas" was short for "Lucifer", as he was really Satan, the demon lord of Hell. Satan then left for Hell, taking young Satana with him and leaving Victoria to raise Daimon. The experience had driven Victoria insane, prompting her aged uncle – the only other family she had left – to place her in an insane asylum and Daimon in an orphanage.

The above may not be the entire truth. As Daimon noted, the diary's major entries were dated mere days before Victoria was admitted to the asylum, calling her mental state when writing it into question. Furthermore, when Daimon made some calls to the hospital regarding recorded births in the family, there was no mention of Satana ever existing.

After reading the diary, Daimon felt compelled to investigate the mansion's basement, where he discovered a secret door built into one of the walls with mystic symbols etched into it. When he touched it, the door opened up to reveal a portal to his father's Hell. His father was on hand to greet him, as was Satana, now fully transformed into a demonic succubus. Satan invited Daimon to join him in ruling Hell, with Satana giving her brother a guided tour of the realm (and occasionally flirting with him). The horrors he witnessed there shook him to his core, particularly when Satana laughingly pointed out their mother's spirit hanging from a gibbet with crows circling around her. Daimon then refused to join his father, instinctively attacking him with hellfire that surged from his hands. This only prompted Satan to taunt that the hellfire proved that Daimon belonged at his side. This was the first time the pentagram on his chest became visible, signifying that Daimon's "darksoul" had awakened.

In the fight, Daimon managed to hold off both his father and his sister, although he remarked that they weren't trying to kill him, just entrap him in hell. Somehow, Daimon managed to grab his the trident Satan was wielding, using it to seriously harm his father. Daimon then fled Hell, taking the trident with him, closing and barring the door to prevent Satan or Satana from following him in that manner.

After that incident, Daimon delved into occult studies in order to learn more about his darksoul and powers. He soon made a name for himself as a freelance exorcist, battling supernatural foes and demons wherever he could find them while attempting to keep things low-key, with various levels of success. To his chagrin, one of the press misreported his name as "Hellstorm", which caught on with his clients.

During a case that took him to Las Vegas, he came upon a nightclub, appropriately named the Dante's Inferno, that his demonic sister was using as a "feeding ground", but which another demon had claimed as his own. The Hellstroms drove the demon out of the nightclub, and Daimon used part of his inheritance to purchase it outright. He also banished Satana from the club, but could not drive her back to Hell as she had been born on Earth. He is currently keeping tabs on her and wondering what she and their father are planning.

It has since been revealed that there is more than one "Hell", and that various demons have in the past taken the name Satan or one of the other names given to the biblical Satan, including but not limited to Beelzebub and Mephistopheles. It's uncertain whether there is a "real" Satan matching the Biblical Satan, and if so which "Hell" is the Biblical Hell. Exactly which "Satan" is the father of Daimon and Satana is currently unknown. The demon Mephisto has claimed to be the father of Daimon and Satana, though his claim has been called into question by Satana herself (see Mephisto).
Height: 6' 1".
Weight: 180 lbs.
Eyes: Red (formerly blue).
Hair: Red.
Other Distinguishing Features: Daimon Hellstrom possesses a scar on his chest in the form of an inverted pentagram. In addition, his ears are pointed.
Uniform: None, though he has a penchant for leather pants and no shirt.
Strength Level: Daimon Hellstrom possesses greater strength than a man his age, height, and build who engages in intensive regular exercise. He cannot quite lift (press) half a ton.
Known Superhuman Powers: Daimon Hellstrom has many innate supernatural abilities as part of his half-demon nature. In addition to his physical strength, Daimon possesses greater than human durability and recuperative ability.

Daimon also possesses what he calls a "darksoul", a demonic counterpart to his human soul. This darksoul, represented by an inverted pentagram on his chest, enables him to use hellfire and other demonic energies for a number of mystical effects.
Weapons: Hellstorm wields his father's mystical trident, through which he can channel his innate hellfire.

Are you a faithless preacher, or are you a mean mother-****in' agent of God?
– Seth Gecko, From Dusk 'Till Dawn



(stats following page; was just shy of 300 characters over the post limit.)
__________________
"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 05-21-2014, 03:43 PM   #614
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Hellstorm
882 points
Attributes:
ST 22 [120]; DX 12 [40]; IQ 13 [60]; HT 14 [40].
Secondary Characteristics: Dmg 2d/4d; BL 97 lbs.; HP 22 [0]; Will 16 [15]; Per 13 [0]; FP 14 [0]; Basic Speed 6.50 [0]; Basic Move 6 [0]; Dodge 10.
Languages: English (Native) (Native Language) [0]; Latin (Accented) [4].
Cultural Familiarities: Western [0].
Advantages: Appearance (Attractive) [4]; Burning Attack 10d (Malediction: Speed/Range Table, +150%; Persistent, +40%; Requires Concentrate, -15%; Underwater, +20%; Variable, +5%; Demonic, -10%) [145]; Close to Heaven 2 [10]; Close to Hell 2 [10]; Combat Reflexes [15]; Damage Resistance 3 (Tough Skin, -40%) [9]; Dark Vision (Demonic, -10%) [23]; Energy/3 [60]; Fit [5]; High Pain Threshold [10]; Magery 3 [35]; Mind/2 [40]; Recovery [10]; Regeneration (Slow: 2 HP/12 hrs) [10]; See Invisible (Visual Spectrum) (True Sight, +50%; Demonic, -10%) [21]; Single-Minded [5]; Space/3 [60]; Spirit/3 [60]; Status 2 [5*]; Temperature Tolerance 5 [5]; Wealth (Filthy Rich) [50].
Perks: Convincing Nod [1]; Fearsome Stare [1].
Disadvantages: Bloodlust (9) [-15]; Callous [-5]; Enemy (Satan, father; More Powerful; Hunter) (6) [-10]; Enemy (Satana, sister; Equal In Power; Rival) (9) [-5]; Loner (12) [-5]; Obsession (Eliminate Demonic Influence On Earth) (9) [-15]; Pacifism (Cannot Harm Innocents) [-10]; Stubbornness [-5].
Quirks: Chauvinistic [-1]; Devout Roman Catholic [-1]; Distinctive Feature (Pentagram On Chest) [-1].
Skills: Boxing (A) DX+0 [2] – 12; Current Affairs/TL8 (Headline News) (E) IQ+1 [2] – 14; Detect Lies (H) Per-1 [2] – 12; Exorcism (H) Will+4 [4] – 20†‡; Fast-Talk (A) IQ-1 [1] – 12; Hidden Lore (Demons) (A) IQ+2 [2] – 15‡; Hypnotism (Human) (H) IQ+0 [4] – 13; Innate Attack (Beam) (E) DX+2 [4] – 14; Intimidation (A) Will+0 [2] – 16; Meditation (H) Will+2 [4] – 18†; Observation (A) Per+0 [2] – 13; Occultism (A) IQ+3 [4] – 16‡; Psychology (Demons) (H) IQ+1 [2] – 14‡; Religious Ritual (Roman Catholic) (H) IQ+2 [1] – 15†‡; Research/TL8 (A) IQ+1 [4] – 14; Savoir-Faire (High Society) (E) IQ+0 [1] – 13; Spear (A) DX+2 [8] – 14; Theology (Roman Catholic) (H) IQ+2 [1] – 15†‡; Writing (A) IQ-1 [1] – 12.
Magical Realm Skills: Energy (VH) IQ+3 [8] – 16#; Mind (VH) IQ+3 [8] – 16#; Space (VH) IQ+3 [8] – 16#; Spirit (VH) IQ+3 [8] – 16#.
Starting Spending Money: $400,000 (20% of Starting Wealth).

* Includes +1 from Wealth.
† Includes +2 from Close to Heaven.
‡ Includes +2 from Close to Hell.
# Includes +3 from Magery.

Role-Playing Notes:
Daimon has dedicated his life to preventing demonic incursions onto Earth. His dedication, however, often blinds him to the repercussions of many of his actions. Perhaps it is his partially demonic nature, but he is extremely ruthless when investigating and fighting demons.

Despite everything going on in his life, Daimon maintains a steadfast devotion in Roman Catholic beliefs. Indeed, he claims that knowledge that demons exist has strengthened his faith in the Divine Trinity, for if Hell exists then so must Heaven.
__________________
"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 05-23-2014, 05:08 PM   #615
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

HYDRA

The HYDRA organization active today has its roots in the Nazi German Hydra science division, which at the time was under the control of Johann Schmidt, a man better known as the Red Skull. Hydra was responsible for many of the scientific advances Germany fielded during the War.

When it became obvious that Germany's defeat was imminent, many of Hydra's personnel surrendered to the Allies without a fight. One splinter group, however, disappeared to the East. This group, under the direction of Baron Wolfgang von Strucker, abandoned Nazi ideology in favor of a more generic goal of world domination with them in charge. To this end, the organization developed into a cell structure, similar to that of many resistance movements they'd encountered in Europe. Each cell was tasked with infiltrating a specific organization, with no communications between the cells. In this manner, HYDRA would be like its mythological namesake; if one cell was taken down, more would rise to continue the fight.

At present, it is not known how many HYDRA cells are active. Every so often, a cell pops up on the radar of the various intelligence agencies around the world. In the CIA, agents Nick Fury, Phil Coulson, and Natasha Romanov have encountered HYDRA agents on a number of missions (see Black Widow; Coulson, Agent Phil; Fury, Nick). None of the attacks perpetrated by HYDRA agents and thwarted by those agents appeared to be coordinated with each other, leaving them to wonder if anyone is actually in charge.

What is not known to the intelligence community at large is that Baron Strucker's namesake grandson continues to operate behind the scenes of HYDRA (see Baron Strucker). The younger Baron Strucker, in order to give the appearance of a lack of organization, has ordered various cells around the world to perform several meaningless attacks. His plan, however, is to use the majority of the cells to cause as much chaos as possible and spread the intelligence and law enforcement agencies thin trying to stop them, then have other cells perform a top-level coup inside several countries at once. Whether his plan will succeed is anyone's guess, but may depend on whether an analyst inside an intelligence agency can see the pattern without being caught by sleeper agents inside the agency.


Typical HYDRA Agent
7 points
Attributes:
ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 10 [0].
Secondary Characteristics: Dmg 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 10 [0]; Per 10 [0]; FP 10 [0]; Basic Speed 5.00 [0]; Basic Move 5 [0]; Dodge 8.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western [0].
Advantages: Single-Minded [5].
Perks: Clinch (Brawling) [1].
Disadvantages: Fanaticism ("HAIL, HYDRA!") [-15].
Skills: Brawling (E) DX+0 [1] – 10; Explosives/TL8 (Demolitions) (A) IQ+0 [2] – 10; Forced Entry (E) DX+0 [1] – 10; Guns/TL8 (Pistol, Rifle, Shotgun, or Submachine Gun) (E) DX+0 [1] – 10; Running (A) HT+0 [2] – 10; Savoir-Faire (Mafia) (E) IQ+0 [1] – 10; Soldier/TL8 (A) IQ+0 [2] – 10; Stealth (A) DX+0 [2] – 10; Streetwise (A) IQ+0 [2] – 10; Throwing (A) DX+0 [2] – 10.
Starting Spending Money: $4,000 (20% of Starting Wealth).
Lens:
Sleeper Agent (+7 points):
Bump IQ to 11 [20]; add Secret (Subversive) (Imprisonment) [-20]; Acting (A) IQ+1 [4] – 12. Increase Guns by 3 points to DX+2 [4] – 12.

Design Notes:
1. Compared with the AIM entry, it becomes obvious that while AIM's soldiers are a genuine threat to a super and best deployed in small numbers, HYDRA agents are mooks to be plowed through. This is intentional. In play, I recommend using the HYDRA agent for any organization that uses their manpower as disposable thugs, and AIM soldiers for the veterans and/or elite squads. It may even be prudent to have one or two soldiers based on the AIM entry in a group of 20 or so HYDRA agents. Don't hesitate to give names to the HYDRA agents built off the AIM templates; in comics and similar media, names are what separate important characters from the rest of the scenery.


So, thoughts?

Also, for my next character, I'm debating whether to do Iron Fist, Jewel, or Juggernaut. I'll take requests for characters that may fit into the Reboot that I haven't done yet. :)

Also rather ironic for post #616.... ;)
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Last edited by Phantasm; 04-08-2017 at 04:50 PM.
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Old 05-23-2014, 08:21 PM   #616
Not another shrubbery
 
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Hydra... I love those guys! They make such great stock villains :) And they're the subject of one of my favorite scenes from AoS this past season:

Coulson: "Cut off a head, two more will take its place."
Garrett: ... Was it a head? I thought it was a limb.
Fitz: No, no, it's a head.
Coulson: It's a head.


Listen to the Hydra agent... they were tested on that stuff.
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Old 05-23-2014, 08:33 PM   #617
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031 View Post
Also, for my next character, I'm debating whether to do Iron Fist, Jewel, or Juggernaut. I'll take requests for characters that may fit into the Reboot that I haven't done yet. :)
Hmm... any thoughts about Fenris, either Andrea and Andreas Von Strucker or their own Hydra Splinter faction (also known as Fenris)?

Otherwise I am totally looking forward to Juggernaut; please do a better job than the X-Men films. -_-
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Old 05-24-2014, 03:36 PM   #618
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Otaku View Post
Hmm... any thoughts about Fenris, either Andrea and Andreas Von Strucker or their own Hydra Splinter faction (also known as Fenris)?

Otherwise I am totally looking forward to Juggernaut; please do a better job than the X-Men films. -_-
Not really sure how/if I'm going to work in the Strucker twins or their Fenris faction.

As for Juggernaut, yeah, X3 did a horrible job (mind, that goes without saying, IMO.....). Best scene he was in was a deleted scene where he forgot the line he was supposed to deliver and ad-libbed one ("Heeerrrre's Juggy!").

I'm probably gonna be keeping Jugs powered by Cytorrak rather than turning him into a mutant.
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991

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

The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting
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Old 05-24-2014, 08:45 PM   #619
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Join Date: Dec 2004
Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031 View Post

Design Notes:
1. Compared with the AIM entry, it becomes obvious that while AIM's soldiers are a genuine threat to a super and best deployed in small numbers, HYDRA agents are mooks to be plowed through. This is intentional. In play, I recommend using the HYDRA agent for any organization that uses their manpower as disposable thugs, and AIM soldiers for the veterans and/or elite squads. It may even be prudent to have one or two soldiers based on the AIM entry in a group of 20 or so HYDRA agents. Don't hesitate to give names to the HYDRA agents built off the AIM templates; in comics and similar media, names are what separate important characters from the rest of the scenery.


So, thoughts?

Also, for my next character, I'm debating whether to do Iron Fist, Jewel, or Juggernaut. I'll take requests for characters that may fit into the Reboot that I haven't done yet. :)

OK, I know these guys are supposed to be mooks but they look more like the Fluttering Horde in terms of skill level. Competent combatants should have main skills around 12-13 - superheros can plow through them just because the superheros are that much better. As it stands, a good SWAT team could take out a small Hydra army, never mind a genuine superhero.
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Old 05-25-2014, 09:12 AM   #620
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Infornific View Post
OK, I know these guys are supposed to be mooks but they look more like the Fluttering Horde in terms of skill level. Competent combatants should have main skills around 12-13 - superheros can plow through them just because the superheros are that much better.
That seems to be exactly what he's going for. If they are organized as a paramilitary group, officers might be progressively more competent (in terms of point totals) based on how many are under them.
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