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Old 07-19-2020, 06:22 PM   #1591
Phantasm
 
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

TAI SHING PEK KWAR

Also known as "Monkey Kung-Fu", Tai Shing Pek Kwar is a hybrid style, internal and external at the same time, as focused on the spiritual as it is the physical. The style's physical components involve using all four limbs in imitation of Asian monkeys; the spiritual focused on the centering of one's chi for greater clarity and communing with spirits.

The origins of the style are shrouded in mystery, though its few practitioners were fairly widespread throughout China, the Indochina peninsula, Korea, the Malay archipelago, and Japan (oddly enough, Japanese practitioners refer to it using the Chinese name). Legend holds that masters of Tai Shing Pek Kwar could unlock what is known as "Mystical Monkey Power" through an alignment of four jade monkey statues; at present, all known statues have been destroyed, but others may still exist. Officially, only two people in modern times have been exposed to Mystical Monkey Power: Lord Monty Fiske and Ron Stoppable; unknown to most, Ron's pet naked mole rat, Rufus, was also exposed to the Power (see Monkey Fist; Rufus; Stoppable, Ron). The exact nature of Mystical Monkey Power is unknown; it has been likened to Cytorrak's empowerment of the Juggernaut (see Juggernaut). Whether the Mystical Monkey Power has any connection to the Hindu monkey god Hanuman or the literary Chinese trickster Monkey King, if such a being exists in the Celestial Hierarchy, is also unknown.

Monkey Kung-Fu stylists fight with all four limbs, alternating between punches and kicks when on the offensive, and parrying with both hands and feet as the situation calls for. Those who favor offense maintain a series of Attacks and Committed Attacks, with Feints and Deceptive Attacks to confuse enemies' defenses, saving All-Out Attacks for when their opponents won't be able to strike back afterward. Those who favor defense use Defensive Attacks, Waits, Evaluates, and All-Out Defense to bide their time before striking with an Attack or Committed Attack; defensive stylists never All-Out Attack, even when the odds are in their favor.

Tai Shing Pek Kwar is known to have one sub-style, referred to as "Drunken Monkey". Unlike most other "drunken" styles, Drunken Monkey does not require copious amounts of alcohol to be consumed, though Drunken Monkey practitioners who engage in libation are not unknown.

6 points
Skills: Acrobatics; Judo; Karate; Meditation; Philosophy (Buddhism).
Techniques: Acrobatic Stand (Acrobatics); Arm Lock (Judo); Back Kick (Karate); Breakfall (Acrobatics or Judo); Counterattack (Judo or Karate); Ear Clap (Karate); Evade (Acrobatics or Judo); Exotic Hand Strike (Karate); Ground Fighting (Judo or Karate); Jump Kick (Karate); Kicking (Karate); Leg Grapple (Judo); Leg Lock (Judo); Low Fighting (Judo or Karate); Spinning Kick (Karate); Spinning Punch (Karate); Sweep (Judo or Karate); Trip; Wrist Lock.
Cinematic Skills: Body Control; Breaking Blow; Flying Leap; Kiai; Light Walk; Lizard Climb; Power Blow.
Cinematic Techniques: Dual-Weapon Defense (Judo or Karate); Fighting While Seated (Judo or Karate); Flying Jump Kick (Karate); Hand Catch (Judo); Hand-Clap Parry (Judo or Karate); Whirlwind Attack (Karate).
Perks: Chi Resistance; Ground Guard; Style Adaptation (any other "Kung-Fu" style); Sure-Footed (Uneven).

Optional Traits
Advantages: Animal Empathy; Blessed (Heroic Feats); Brachiator; Enhanced Parry (Unarmed); Extra Arms (Foot Manipulators, -30%; Temporary Disadvantage: Ham-Fisted, -5% or -10%); Extra Attack; Fit; Flexibility or Double-Jointed; High Manual Dexterity.
Skills: Climbing; Jumping; most weapon skills.

Drunken Monkey (additional traits)
Advantages: Daredevil; Luck; Super Luck.
Perks: Alcohol Tolerance; Drunken Fighting;
Disadvantages: Alcoholism; Fearfulness; Klutz or Total Klutz; Reputation (for Buffoonery; Small Group: Other Monkey Kung-Fu Practitioners) -2
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"But mom, I don't wanna go back in the dungeon!"

The GURPS Marvel Universe Reboot Project A-M and N-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting
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Old 07-20-2020, 06:28 PM   #1592
Not another shrubbery
 
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Overlooked this one from last month:
Quote:
Originally Posted by Phantasm View Post
LEO
Wealth (Filthy Rich) [30].
Cool! I always liked the promise of the Zodiac gang more than their actual appearances :) Nice looking writeup, if a bit point-heavy. You show his Wealth level as Filthy Rich, but the price (and the starting wealth you show for him) looks like it should be Very Wealthy?
Quote:
DOCTOR DRAKKEN
Quote:
TAI SHING PEK KWAR
Quote:
As it is, though, I did manage to get one character statted up. (And I've decided KP will face off against a few Marvel villains as well as her own, just to tie her closer to the rest of the Reboot Marvel Universe she's now in.)


Also, any suggestions for KP villains to "reboot" would be appreciated. I have Drakken done, with Shego, Aviarius, Monkey Fist, the Señor Seniors, and Motor Ed in the queue, but I'm uncertain about a few others.
A bit outré compared to your other entries, but I won't complain! Shego should have been first, but DD is an OK choice. You should get the Bebes also.

I note that in line with this direction, you should be visiting Phineas and Ferb for the purpose of rolling them in as well, as they actually have a stronger case to fit in to the MU (due to the Mission Marvel episode) 😁
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Old 07-20-2020, 06:47 PM   #1593
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Not another shrubbery View Post
Overlooked this one from last month:
Cool! I always liked the promise of the Zodiac gang more than their actual appearances :) Nice looking writeup, if a bit point-heavy. You show his Wealth level as Filthy Rich, but the price (and the starting wealth you show for him) looks like it should be Very Wealthy?
I think I may have dialed it back a notch while translating from GCA to OpenOffice, but ... I seem to have misplaced the GCA file (or failed to save it prior to a system reset). Let's set him at Very Wealthy (need to go back and edit).

Also, I've done a few other Zodiac folks in the past: Scorpio, Capricorn, and Libra. Making them the bad guys of the first real "full company crossover event", at the end of Year One.
Quote:
Originally Posted by Not another shrubbery
A bit outré compared to your other entries, but I won't complain! Shego should have been first, but DD is an OK choice. You should get the Bebes also.
Ah yes, the Bebes. Good choice, particularly when it comes to credible threats from the show. Any particular Marvel villains you think she should tangle with? I figure a little less comedy, a lot more action-adventure.

One of the reasons I didn't do Shego first was I didn't know what to do about her brothers, or more importantly where to put them since I removed Go City from the Reboot. It's an important decision that may very well influence other characters outside KP's "title", so ideas are welcome. Drakken is one of those guys who can be played straight or full-on Large Ham, sometimes in the same scene - and I used him as a cameo in my semi-canon Shadowguard game, so I had stuff to work with.
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"But mom, I don't wanna go back in the dungeon!"

The GURPS Marvel Universe Reboot Project A-M and N-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting

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Old 07-20-2020, 07:47 PM   #1594
Not another shrubbery
 
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Phantasm View Post
Any particular Marvel villains you think she should tangle with? I figure a little less comedy, a lot more action-adventure.
Huh... Dunno if you would rule out a group like the Headmen. Oddball enough that they could easily be imagined as KP villains, but dangerous enough to be a credible threat to her, especially if all of them are together.
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Old 07-20-2020, 07:53 PM   #1595
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Not another shrubbery View Post
Huh... Dunno if you would rule out a group like the Headmen. Oddball enough that they could easily be imagined as KP villains, but dangerous enough to be a credible threat to her, especially if all of them are together.
Hmmm...... Certainly worth looking into. Thanks for the idea!
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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-M and N-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting
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Old 07-22-2020, 06:36 PM   #1596
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

POSSIBLE, KIM

Real Name: Kimberly Ann Possible.
Occupation: Professional adventurer, graduate college student dual majoring in international communications and diplomacy.
Identity: Publicly known.
Legal Status: Citizen of the United States with no criminal record.
Other Aliases: "Kimmy", "Kimmy Cub" (nicknames).
Place of Birth: Middleton, Colorado.
Marital Status: Single.
Known Relatives: Dr. James Possible (father), Dr. Ann Possible (mother), Jim, Tim (brothers), Slim (uncle), June (aunt), Larry, Joss (cousins), "Nana" (real name unrevealed, paternal grandmother), Miriam ("Mim", great-great-aunt).
Group Affiliation: Team Possible.
Base of Operations: Denver, Colorado; formerly Middleton, Colorado.
History: Kim Possible is the daughter of a rocket scientist and a neurosurgeon, so it came as no surprise that she would excel. However, unlike her parents, who excelled in the sciences, Kim was athletic from the start; by all reports, she was walking at four months old. At age ten, she'd already competed at gymnastics on the state level, and had begun studying some martial arts. When she was thirteen, she set up a web site to advertise for babysitting, with the phrase "I can do anything!" prominent; it was this web site – www.kimpossible.com, run by her genius friend Wade – which thanks to a typo led to her being contacted for a job to save a local millionaire in the nearby town of Upperton from his vault's laser security grid using her acrobatics skills to avoid the grid lasers and recover the grid's remote control from its place in the middle of the vault. This success led to Kim gaining a modicum of fame as a teen hero; by her sophomore year in high school she'd already boated the Amazon, swam the English Channel, climbed Mount Kilimanjaro, and snowboarded down Mount Everest while helping others.

After graduating high school, Kim had her choice of universities to attend. Although initially interested in studying abroad, most of those schools would not support her heroic efforts due to various factors. Also realizing she'd occasionally still need advice from her family, she enrolled in the University of Denver, with a major in the liberal arts. She has since entered her graduate studies, focusing on a dual Masters of the Arts in Diplomacy and International Communications.

Kim is currently living with her boyfriend and long-time adventuring partner, Ron Stoppable, and continues to face enemies, old and new alike (see Stoppable, Ron).

Kim's first recorded actions after graduating high school had her assisting Dr. Bruce Banner when her arch-nemesis Doctor Drakken and his partner Shego stole technology from Banner's enemy, the Leader (see Doctor Drakken; Hulk; Leader; Shego). Since then she has assisted many others in the superhero community, including for a short time mentoring Captain America's high school protege, Rikki Buchanan (see Bucky; Captain America).
Height: 5' 6".
Weight: 120 lbs.
Eyes: Green.
Hair: Red.
Uniform: None.
Strength Level: Kim possesses the normal human strength of a woman her age, height, and build who engages in intensive regular exercise.
Known Superhuman Powers: None.
Other Abilities: Kim Possible is a gymnast and all-around athlete exceeding Olympic level with a quick mind. She has trained in several martial arts, including karate, jujitsu, aikido, and shaolin kung fu. She is also a polyglot, speaking many languages from all over the world, including a few obscure ones. She is a strong swimmer and scuba diver, a skilled pilot, driver, and boater, and skilled parachutist. In addition, she is very good with children and has a clear, strong singing voice.
Paraphernalia: Kim possesses a number of gadgets devised by Wade and/or her brothers. Her most commonly used gadgets are a grappling hook gun, rocket-assisted roller blades, and a jet pack with expanding wings and automatic deploying helmet.
Allies: Kim has a worldwide network of contacts from folks she has helped in the past, who she can occasionally call upon to grant her rides to exotic locations or to give her additional information for a case.

777 points
Attributes: ST 12 [20]; DX 15 [100]; IQ 12 [40]; HT 15 [50].
Secondary Characteristics: Dmg 1d-1/1d+2; BL 29 lbs.; HP 12 [0]; Will 12 [0]; Per 14 [10]; FP 15 [0]; Basic Speed 7.50 [0]; Basic Move 7 [0]; Dodge 13.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western [0].
Advantages: 3D Spatial Sense [10]; Ambidexterity [5]; Appearance (Attractive) [4]; Born Entertainer 2 [10]; Combat Reflexes [15]; Contact Group (Network of Rider-Givers/Information Brokers; Effective Skill-15; Usually Reliable) (12) [40]; Daredevil 2 [30]; Double-Jointed [15]; Driver's Reflexes 4 [20]; Enhanced Dodge 2 [30]; Enhanced Parry (All Parries) 2 [20]; Extra Attack 1 [25]; High Pain Threshold [10]; Less Sleep 1 [2]; Natural Athlete 4 [40]; Omnilingual [40]; Reputation (Public Hero) 3 (All the Time; Almost Everyone) [15]; Status +1 [5]; Superior Equilibrioception 4 [20]; Versatile [5]; Very Fit [15]; Voice [10]; Wealth (Comfortable) [10].
Perks: Style Familiarity (Aikijutsu) [1]; Style Familiarity (Jujutsu) [1]; Style Familiarity (Karate – Te) [1]; Style Familiarity (Shaolin Kung Fu) [1]; Sure-Footed (Uneven) [1].
Disadvantages: Code of Honor (Hero's) [-10]; Sense of Duty (Everyone) [-20]; White Knight Syndrome (9) [-22]; Workaholic [-5].
Quirks: Catch Phrase ("What's the sitch?") [-1]; Confident [-1]; Humble ("No big.") [-1]; Perfectionist [-1]; Trivial Secret (Collects Cuddle-Buddy Plushies) [-1].
Skills: Acrobatics (H) DX+10 [20] – 25*†‡; Climbing (A) DX+10 [0] – 25*†‡§; Current Affairs/TL8 (Headline News) IQ+0 [1] – 12; Current Affairs/TL8 (Politics) IQ+0 [1] – 12; Current Affairs/TL8 (Travel) IQ+0 [1] – 12; Dancing (A) DX+2 [2] – 17#; Diplomacy (H) IQ+1 [2] – 13¥; First Aid/TL8 (Human) (E) IQ+0 [1] – 12; Forced Entry (E) DX+0 [1] – 15; Geography/TL8 (Political) (H) IQ+1 [8] – 13; Guns/TL8 (Grenade Launcher) (E) DX+1 [2] – 16; Hiking (A) DX+5 [2] – 20*¶; Judo (H) DX+3 [16] – 18; Jumping (E) DX+5 [1] – 20*¶; Karate (H) DX+3 [16] – 18; Leadership (A) IQ+0 [2] – 12; Meditation (H) Will-2 [1] – 10; Mimicry (Animal Sounds) (H) IQ+1 [2] – 13¥; Mimicry (Bird Calls) (H) IQ+1 [2] – 13¥; Move! (WC) DX+0 [24] – 15; Observation (A) Per+1 [4] – 15; Parachuting/TL8 (E) DX+5 [2] – 20†; Research/TL8 (A) IQ+0 [2] – 12; Riding (Equines) (A) DX+1 [4] – 16; Running (A) HT+5 [2] – 20*¶; Savoir-Faire (Dojo) (E) IQ+0 [1] – 12; Savoir-Faire (Military) (E) IQ+0 [1] – 12; Savoir-Faire (Police) (E) IQ+0 [1] – 12; Scuba/TL8 (A) IQ+1 [4] – 13; Sex Appeal (Human) (A) HT+2 [1] – 17¥¤; Singing (E) HT+4 [1] – 19#¥; Skating (H) HT+5 [4] – 20*¶; Skiing (H) HT+5 [4] – 20*¶; Smuggling (A) IQ+0 [2] – 12; Speed-Reading (A) IQ+0 [2] – 12; Sports (Cheerleading) (A) DX+5 [4] – 20¶; Staff (A) DX+1 [4] – 16; Swimming (E) HT+5 [1] – 20*¶; Throwing (A) DX+5 [4] – 20¶; Tracking (A) Per+0 [2] – 14; Weather Sense (A) IQ+0 [2] – 12; Wheel Man! (WC) DX+0 [24] – 15£; Wrestling (A) DX+3 [12] – 18.
Starting Spending Money: $8,000 (20% of Starting Wealth).

* Upgraded from Move!.
† Includes +4 from Superior Equilibrioception.
‡ Includes +1 from Perfect Balance.
§ Includes +5 from Double-Jointed.
# Includes +2 from Born Entertainer.
¥ Includes +2 from Voice.
¶ Includes +4 from Natural Athlete.
¤ Includes +1 from Appearance.
£ Conditional +4 from Driver's Reflexes.

Role-Playing Notes:
Kim is a classic Type A personality, driven to excel at whatever she puts her mind to, with an edge of bossiness. The family motto, "Anything is possible for a Possible", is exemplified in her, though she channels it into athletics and other physical activities, rather than science and medicine like the rest of her family. She has a caring heart, which leads her to want to help and protect people.



Design Notes
1. Upgrading skills from Move! follows the rules under the "Improving Standard Skills From Wildcards" sub-header on pp. 5-6 of Power-Ups 7: Wildcard Skills.
__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991

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

The GURPS Marvel Universe Reboot Project A-M and N-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting

Last edited by Phantasm; 05-21-2021 at 06:21 AM.
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Old 07-23-2020, 12:51 AM   #1597
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Talents are not cumulative with Wildcard Skills, they replace the component skills instead of including the component skills, and you can either benefit from one or the other. For example, she should have Acrobatics-23 because DX 15 plus Talent 4 plus DX+4. Honestly, she would actually be better if you did the following:

750 points

Attributes: ST 12 [20]; DX 20 [200]; IQ 12 [40]; HT 20 [100]

Secondary Characteristics: Dmg 1d-1/1d+2; BL 29 lbs.; HP 12 [0]; Will 12 [0]; Per 16 [20]; FP 20 [0]; Basic Speed 10.00 [0]; Basic Move 10 [0]; Dodge 14.

Languages: English (Native) (Native Language) [0].

Cultural Familiarities: Western [0].

Advantages: 3D Spatial Sense [10]; Ambidexterity [5]; Appearance (Beautiful) [12]; Born Entertainer 4 [20]; Combat Reflexes [15]; Contact Group (Network of Rider-Givers/Information Brokers; Effective Skill-15; Usually Reliable) (12) [40]; Daredevil [15]; Double-Jointed [15]; High Pain Threshold [10]; Language Talent [10]; Less Sleep 4 [8]; Omnilingual [40]; Reputation (Public Hero) 3 (All the Time; Everyone) [15]; Status +1 [0]; Superior Equilibrioception 4 [20]; Versatile [5]; Very Fit [15]; Voice [10]; Wealth (Wealthy) [20].

Perks: Style Familiarity (Aikijutsu) [1]; Style Familiarity (Jujutsu) [1]; Style Familiarity (Karate – Te) [1]; Style Familiarity (Shaolin Kung Fu) [1]; Sure-Footed (Uneven) [1].

Disadvantages: Code of Honor (Hero's) [-10]; Sense of Duty (Everyone) [-20]; White Knight Syndrome (9) [-22]; Workaholic [-5].

Quirks: Catch Phrase ("What's the sitch?") [-1]; Confident [-1]; Humble ("No big.") [-1]; Perfectionist [-1]; Trivial Secret (Collects Cuddle-Buddy Plushies) [-1].

Skills: Acrobatics (H) DX+5 [4] – 25*†; Climbing (A) DX+5 [1] – 25*†‡; Current Affairs/TL8 (Headline News) IQ+0 [1] – 12; Current Affairs/TL8 (Politics) IQ+0 [1] – 12; Current Affairs/TL8 (Travel) IQ+0 [1] – 12; Dancing (A) DX+4 [2] – 24§; Diplomacy (H) IQ+2 [4] – 13#; First Aid/TL8 (Human) (E) IQ+0 [1] – 12; Forced Entry (E) DX+0 [1] – 20; Geography/TL8 (Political) (H) IQ [4] – 12; Guns/TL8 (Grenade Launcher) (E) DX [1] – 20; Hiking (A) HT [2] – 20; Judo (H) DX [4] – 20; Jumping (E) DX [1] – 20; Karate (H) DX+2 [12] – 22; Leadership (A) IQ+0 [2] – 12; Meditation (H) Will [4] – 12; Mimicry (Animal Sounds) (H) IQ+2 [4] – 14#; Mimicry (Bird Calls) (H) IQ+2 [4] – 14#; Observation (A) Per [2] – 16; Parachuting/TL8 (E) DX [2] – 20; Research/TL8 (A) IQ+0 [2] – 12; Riding (Equines) (A) DX [2] – 20; Running (A) HT [2] – 20; Savoir-Faire (Dojo) (E) IQ+0 [1] – 12; Savoir-Faire (Military) (E) IQ+0 [1] – 12; Savoir-Faire (Police) (E) IQ+0 [1] – 12; Scuba/TL8 (A) IQ [2] – 12; Sex Appeal (Human) (A) HT+5 [1] – 25#¥; Singing (E) HT+6 [1] – 26§#; Skating (H) HT [2] – 20; Skiing (H) HT [2] – 20; Smuggling (A) IQ+0 [2] – 12; Speed-Reading (A) IQ+0 [2] – 12; Sports (Cheerleading) (A) DX [2] – 20; Staff (A) DX [2] – 20; Swimming (E) HT [1] – 20; Throwing (A) DX [2] – 20; Tracking (A) Per+0 [2] – 16; Weather Sense (A) IQ+0 [2] – 12; Wheel Man! (WC) DX+0 [24] – 20; Wrestling (A) DX+2 [8] – 22.

Starting Spending Money: $20,000 (20% of Starting Wealth).

* Includes +1 from Perfect Balance.
† Includes +4 from Superior Equilibrioception.
‡ Includes +5 from Double-Jointed.
§ Includes +4 from Born Entertainer.
# Includes +2 from Voice.
¥ Includes +4 from Appearance.

Role-Playing Notes: Kim is a classic Type A personality, driven to excel at whatever she puts her mind to, with an edge of bossiness. The family motto, "Anything is possible for a Possible", is exemplified in her, though she channels it into athletics and other physical activities, rather than science and medicine like the rest of her family. She has a caring heart, which leads her to want to help and protect people.

Last edited by AlexanderHowl; 07-23-2020 at 12:57 AM.
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Old 07-23-2020, 10:28 AM   #1598
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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Originally Posted by AlexanderHowl View Post
Talents are not cumulative with Wildcard Skills, they replace the component skills instead of including the component skills, and you can either benefit from one or the other.
Ah, I've always run that the Talent gives a conditional bonus to Wildcards when replacing that skill, though I don't know how I overlooked Perfect Balance for her. With Kim's entry, I also used the "raising skills from wildcards" rule in Power-Ups 7. I made her DX lower than Spider-Man's DX 16, because while DX 20 saves her points it seems wrong that she was more agile than someone with spider-powers. In this project any stat over 15 is considered superhuman.
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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-M and N-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting
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Old 07-23-2020, 08:03 PM   #1599
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Phantasm View Post
Ah, I've always run that the Talent gives a conditional bonus to Wildcards when replacing that skill, though I don't know how I overlooked Perfect Balance for her. With Kim's entry, I also used the "raising skills from wildcards" rule in Power-Ups 7. I made her DX lower than Spider-Man's DX 16, because while DX 20 saves her points it seems wrong that she was more agile than someone with spider-powers. In this project any stat over 15 is considered superhuman.
Still think you should consider allowing 16+ DX with something like the Training Limitation.

Looking at the sheet, I'd drop Natural Athlete and Equilibrioception, raise Move! to 20 or 22 and drop most if not all of skills related to Move!. Remember, Move! can be used for unarmed attacks.

Also up IQ to 14 or 15 and add Jack Of All Trades 3. That would let her drop a bunch more minor skills. Also add Perfect Balance and maybe drop Extra Attack in favor of Trianed by a Master. Lower Double Jointed to Flexiblity, add Law Enforcement Powers and Police Rank with the Informal Limitation. Maybe add Thief! (to cover breaking & entering), Explosives (EOD), and Scout! or Explorer! You could then reduce the skill list to Diplomacy, Explosives (EOD), Explorer!, First Aid, Fist!, Guns (Grenade Launcher), Move!, Thief! and Wheel Man!
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Old 07-23-2020, 09:08 PM   #1600
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

It is odd that you are ruling that traits 16+ are superhuman in a supers setting (especially in a Marvel setting) because it produces significant structural disadvantages for non-super characters when compared to superhuman characters. When you are talking about 500+ CP characters, it paradoxically makes characters less plausible to have them with a half dozen talents (plus cinematic abilities like Enhanced Defenses, which are technically not legal without powers or cinematic advantages like Trained by a Master). That is the reason why I gave her DX 20 and HT 20, because that is legal by RAW for non-superhumans without cinematic advantages, unlike Enhanced Dodge and Enhanced Parry.

As for the Move, I think that I would concur with increasing Move! beyond 15, especially if DX remains at 15. Since you have to drop Enhanced Dodge 2 and Enhanced Parry 2 to make the character legal by RAW, you have 50 extra CP, which could be used to increase Move to DX+4. With getting rid of Natural Athlete and Superior Equilibriception, you could improve it to DX+9 without issue.

Alternatively, you could give her Fist! at DX+9 instead of Move! at DX+9. It would allow you to replace Acrobatics and Jumping in combat situations, as well as Judo, Karate, Staff, and Wrestling, giving you 69 extra CP (with the addition of the 2 CP leftover from dropping the Enhanced Defenses, I would suggest purchasing Basic Speed +1.50 and Trained by a Master). That would leave you with 11 CP.

At that point, Kim has a Dodge 13 (9 (Basic Speed 9.00) + 1 (Combat Reflexes) + 3) and Parry 16 (12 (Fist!-24/2) + 1 (Combat Reflexes) + 3). She also benefits from every cinematic skill and technique related to unarmed combat because of Trained by a Master and Fist! at DX+9. Of course, this might make her too capable, but that is always a risk with a 750+ CP character.
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