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

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 10-14-2014, 02:20 PM   #891
Phantasm
 
Phantasm's Avatar
 
Join Date: Jun 2006
Location: On the road again...
Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Culture20 View Post
I modeled the claws as talons. On my Wolverine they do 2d+4 cut/imp
Interesting; as Strikers with ST 20 they do 2d+3 cut/imp. I guess we need to decide whether that one point of difference is worth accounting for. How much ST did you give your Wolvie?

Quote:
Originally Posted by Culture20
Here's the breakdown of the skeleton & claws I used:[list][*]Adamantium Coated Claws
Subtotal: 33CP
Technically a mutant power, but they always seem to work in inhibitor fields
This is what Mutant Biology (+0%) is for: physical adaptations like Angel's wings, Beast's foot-manipulators, Toad's tongue, Wolvie and X-23's claws, etc., that aren't subject to anti-mutant nullification.
__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991

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

The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting
Phantasm is offline   Reply With Quote
Old 10-14-2014, 02:39 PM   #892
Otaku
 
Otaku's Avatar
 
Join Date: Nov 2011
Location: South Dakota, USA
Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031 View Post
This is what Mutant Biology (+0%) is for: physical adaptations like Angel's wings, Beast's foot-manipulators, Toad's tongue, Wolvie and X-23's claws, etc., that aren't subject to anti-mutant nullification.
Well... in this setting. ;)

Kidding aside, I am going to risk perhaps being more annoying by asking about that decision.

I am curious about prolonged exposure to such things. It was rather... interesting in X3 when they decided that a character with an obvious biological mutant trait like the Beast should shed his fur when affected by Leech's field (assuming I remember the movie correctly), but I actually could see that happening if someone with such a trait spent significant amounts of time in said field. At the genetic level, the encoded information simply gets ignored*, and the feature eventually ceases being because the cells within it are not being replaced.

For fur simple traits like fur, that isn't going to cause huge problems; a period of increased shedding that leads to patchiness and then the loss of all such hair... possibly with "normal" hair replacing it in certain locations and eventually, someone losing this distinctive feature. For someone with wings that grant flight and were also purchased as strikers, with as lease somewhat realistic biology, it probably means discomfort that eventually gives way to pain and impaired function, and assuming the person will not or cannot leave such a field the wings eventually fail to function in any meaningful way and as old, dying cells aren't being replaced eventually "fade" away (though amputation may be desirable before then if one isn't worried about them being permanently gone before then.

Probably not the right flavor or too complicated to use, but I just like the idea as (unless you were planning on extending everywhere the characters can go with an anti-mutant power field for a while) it should ever be a true problem, just the kind of flavorful effect explaining why someone like the Angel has incentive to get away from such a thing before too long.

*It makes about as much sense as mutant powers do in general.
__________________
My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :)
Otaku is offline   Reply With Quote
Old 10-14-2014, 02:49 PM   #893
Phantasm
 
Phantasm's Avatar
 
Join Date: Jun 2006
Location: On the road again...
Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Otaku View Post
Well... in this setting. ;)

Kidding aside, I am going to risk perhaps being more annoying by asking about that decision.

I am curious about prolonged exposure to such things. It was rather... interesting in X3 when they decided that a character with an obvious biological mutant trait like the Beast should shed his fur when affected by Leech's field (assuming I remember the movie correctly), but I actually could see that happening if someone with such a trait spent significant amounts of time in said field. At the genetic level, the encoded information simply gets ignored*, and the feature eventually ceases being because the cells within it are not being replaced.

For fur simple traits like fur, that isn't going to cause huge problems; a period of increased shedding that leads to patchiness and then the loss of all such hair... possibly with "normal" hair replacing it in certain locations and eventually, someone losing this distinctive feature. For someone with wings that grant flight and were also purchased as strikers, with as lease somewhat realistic biology, it probably means discomfort that eventually gives way to pain and impaired function, and assuming the person will not or cannot leave such a field the wings eventually fail to function in any meaningful way and as old, dying cells aren't being replaced eventually "fade" away (though amputation may be desirable before then if one isn't worried about them being permanently gone before then.

Probably not the right flavor or too complicated to use, but I just like the idea as (unless you were planning on extending everywhere the characters can go with an anti-mutant power field for a while) it should ever be a true problem, just the kind of flavorful effect explaining why someone like the Angel has incentive to get away from such a thing before too long.

*It makes about as much sense as mutant powers do in general.
To be fair, I was looking mainly at a simplistic way of handling such things and trying to avoid the headaches involved with wrapping heads around "oh, Angel's wings inexplicably disappear inside an anti-mutant field". Declaring purely physical adaptations "not affected, but able to be detected as mutations and benefit from power talents" with a +0% power mod seemed to be the best choice.
__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991

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

The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting
Phantasm is offline   Reply With Quote
Old 10-14-2014, 03:02 PM   #894
Otaku
 
Otaku's Avatar
 
Join Date: Nov 2011
Location: South Dakota, USA
Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031 View Post
To be fair, I was looking mainly at a simplistic way of handling such things and trying to avoid the headaches involved with wrapping heads around "oh, Angel's wings inexplicably disappear inside an anti-mutant field". Declaring purely physical adaptations "not affected, but able to be detected as mutations and benefit from power talents" with a +0% power mod seemed to be the best choice.
So... "Yes, too complicated to use". ;)

I would suggest one slight tweak; aren't the various "mutant detection" things more a matter of DNA scanners, or else already limited to what, in GURPS terms, would be Always On or Active uses of Powers (things that involve channeling some sort of Energy)? I thought Sentinels actually had DNA scanners, or is that another example of a later development being unsuited for this project?

In this case I am trying to simplify; a non-Mutant (that is, in the Marvel Comics sense) with an extra limb will not register as other than "human" to a Sentinel's DNA scanner, Cerebro, magic spell, etc. Instead it is the X-gene or whatever related genetic information that makes the mutant actually a Mutant (capital "M")? A guy born with two additional arms isn't the same as Forearm; in real life such a mutation isn't especially useful because the arms aren't properly anchored, the nervous system isn't properly developed, etc. In the comic books, they are (and being super science or sorcery or super power to begin with, doesn't seem like an issue for that kind of difference to be detected). Also, yes I know Forearm has more powers that that, though they are just super strength, durability and stamina and are similarly passive Biological traits.
__________________
My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :)

Last edited by Otaku; 10-14-2014 at 03:07 PM.
Otaku is offline   Reply With Quote
Old 10-14-2014, 06:23 PM   #895
Flyndaran
Untagged
 
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Not being super knowledgeable on comics, but has any mainstream issue dealt with maybe realistic type mutations? Like broken myostatin genes causing massive muscle growth, or unusually thick bones?
That would make for a funny sitcom type misunderstanding.
__________________
Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check.
Flyndaran is offline   Reply With Quote
Old 10-14-2014, 06:52 PM   #896
Phantasm
 
Phantasm's Avatar
 
Join Date: Jun 2006
Location: On the road again...
Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Flyndaran View Post
Not being super knowledgeable on comics, but has any mainstream issue dealt with maybe realistic type mutations? Like broken myostatin genes causing massive muscle growth, or unusually thick bones?
That would make for a funny sitcom type misunderstanding.
Peter David ran with something similar for Guido Carosella/Strong Guy during his initial early-'90s run of X-Factor. Guido's mutation was such that as he got stronger, he got larger, and was in constant pain because of it.
__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991

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

The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting
Phantasm is offline   Reply With Quote
Old 10-14-2014, 07:02 PM   #897
Not another shrubbery
 
Join Date: Aug 2004
Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031 View Post
One other thing regarding Cap vs Iron Fist skill levels.

I see Cap as being a much more pragmatic fighter, not soaking as many penalties for fancy maneuvering. His Boxing, Judo, Karate, Wrestling, and Shield skills are exceptional in the 18-20 range, but his application of them would tend to be more straightforward. Punching the face isn't going to impose that great a penalty for him (especially if he takes the Targeted Attack technique), so he doesn't need a super-high skill.

On the other hand, Iron Fist having Judo and Karate at 25 means he's expecting to pull a lot of Deceptive Attacks or called shots to various small body parts like joints. He's also got a bunch of melee weapon skills in the 14-18 range which may or may not be called upon as often, but he's primarily an unarmed combatant.

Clear as mud with my reasoning?
Clear to me. I absolutely do not have a problem with IF's hth skill level(s) being higher, although I personally would not have them so far apart. Cap should have breadth of training, probably with a wider variety of techniques. LIS, I'm looking forward to see how you tweak his write-up.

Keep 'em flying!
Not another shrubbery is offline   Reply With Quote
Old 10-14-2014, 08:25 PM   #898
Keiko
Banned
 
Join Date: Jan 2013
Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031 View Post
Peter David ran with something similar for Guido Carosella/Strong Guy during his initial early-'90s run of X-Factor. Guido's mutation was such that as he got stronger, he got larger, and was in constant pain because of it.
Strong Guy was also a poke at the horrible anatomy of Rob Lefield's and his imitators art, IIRC.
Keiko is offline   Reply With Quote
Old 10-14-2014, 09:42 PM   #899
Otaku
 
Otaku's Avatar
 
Join Date: Nov 2011
Location: South Dakota, USA
Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Flyndaran View Post
Not being super knowledgeable on comics, but has any mainstream issue dealt with maybe realistic type mutations? Like broken myostatin genes causing massive muscle growth, or unusually thick bones?
That would make for a funny sitcom type misunderstanding.
Quote:
Originally Posted by tbrock1031 View Post
Peter David ran with something similar for Guido Carosella/Strong Guy during his initial early-'90s run of X-Factor. Guido's mutation was such that as he got stronger, he got larger, and was in constant pain because of it.
...but his power was to absorb kinetic energy, and if he didn't release it quickly then his body distorted and grew in size.

There was some kid who had a Monstrous appearance and Gigantism, who was not a mutant but was initially mistaken for one, and appeared in an issue of Generation X. It was not played for laughs, though.
__________________
My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :)
Otaku is offline   Reply With Quote
Old 10-19-2014, 01:51 PM   #900
Phantasm
 
Phantasm's Avatar
 
Join Date: Jun 2006
Location: On the road again...
Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

ENCHANTRESS

Real Name: Amora.
Occupation: Sorceress.
Identity: Publicly known, although Amora is generally not believed by the people of Earth to be an actual Asgardian deity. Her mortal guise as Jane Foster is secret to all but a few select individuals.
Legal Status: Citizen of Asgard.
Other Aliases: Jane Foster; has been mistaken for Sif, Idunn, and Freyja.
Place of Birth: Asgard.
Marital Status: Single.
Known Relatives: Lorelei (sister).
Group Affiliation: Sometime associate of Loki, partner of Skurge.
Base of Operations: Houston, Texas, formerly Asgard.
History: Armora is one of the Aesir, the gods of Asgard (see Asgardians). At an early age, she and her sister, Lorelei, discovered their innate talents towards magic; their skills in magic were only rivaled by their beauty. Amora was sought out by many of the Asgardians as a romantic interest, but her eyes were only for Asgard's favorite son, Thor; Thor, however, showed little interest (see Thor). (Thor has stated that he prefers women who are not self-centered, jealous types, which Amora certainly is.)

For centuries, Amora has enjoyed the not-entirely-voluntary affections of Skurge the Executioner (see Executioner). In recent years, however, she has found herself growing bored with Skurge's affections; the enchantments she has laid upon him, however, have not yet worn off. Of course, Amora isn't above using his affection for her to manipulate him into assisting with her various schemes.

When Thor was banished to Earth (or Midgard, as the Asgardians call it) following his split with his wife, Sif, Amora decided this was her opportunity to win Thor's love (see Sif). She duplicated the spell cast on Thor by Odin, except she cast it on herself, creating the mortal identity of Jane Foster with which to interact with Thor. Since then, she has tried many times to gain Thor's attentions by placing her mortal self in situations where he would need to "rescue" her, often allying herself with the trickster god Loki in setting up the need to be "rescued" (see Loki). Thor is currently unaware that "Jane Foster" is Amora.
Height: 5' 9".
Weight: 360 lbs.
Eyes: Green.
Hair: Blond.
Uniform: Strapless green bustier, upper-arm length green fingerless gloves, black leggings with mystic patterns on them, green heels, green tiara.
Strength Level: Amora possesses the normal superhuman strength of an Asgardian woman of her build who engages in little regular exercise; she can lift (press) roughly 20 tons.
Known Superhuman Powers: Amora is considered one of the foremost practitioners of magic in Asgard, but her skill pales next to those of Odin, Loki, and the Norn Queen Karnilla (see Karnilla; Odin). Her magic focuses primarily on manipulation of peoples' bodies and minds; it is rumored that she has magically enhanced her beauty (the rumors are true). She has some skill at manipulations of energy, but rarely exhibits more than the typical combat spells of eldricht bolts and shields.

1,333 points
Attributes:
ST 30/159 [0*]; DX 12 [40]; IQ 13 [60]; HT 14 [40].
Secondary Characteristics: Dmg 3d/5d+2 (17d/19d); BL 180 lbs.; HP 30/159 [0]; Will 16 [15]; Per 13 [0]; FP 12 [0]; Basic Speed 6.50 [0]; Basic Move 6 [0]; Dodge 9.
Languages: Dark Elven (Native) [6]; English (Native) [6]; Light Elven (Native) [6]; Old Norse (Native) (Native Language) [0];
Cultural Familiarities: Asgardian (Native) [0]; Western [1].
Advantages: Allure 4 [20]; Alternate Form (Jane Foster) (Once On Stays On, +50%; Reciprocal Rest, +30%; Magical, -10%) [26]; Appearance (Transcendent) [16]; Asgardian God [575]; Energy/2 [40]; Energy Reserve (Magical) 20 [60]; Fashion Sense [5]; Impersonator 2 [10]; Magery 2 (Solitary Ceremonial, +10%) [28]; Magery 2 (Limited: Matter and Mind Realms Only, -30%; Solitary Ceremonial, +10%) [16]; Matter/4 [80]; Mind/4 [80]; No Low TL +5 [25]; Social Chameleon [5]; Space/2 [40]; Status 4 [15]; Voice [10]; Wealth (Filthy Rich) [50].
Perks: Classic Nordic Features [1]; Extreme Sexual Dimorphism [1]; High-Heeled Heroine [1]; High-Heeled Hurt [1]; Perfume [1]; Sexy Feints [1]; Sexy Pose [1].
Disadvantages: Callous [-5]; Compulsive Lying (9) [-22]; Delusion ("I Can Make Thor Love Me!") [-10]; Jealousy [-10]; Obsession (Win Thor's Love) (6) [-20]; Overconfidence (9) [-7]; Pacifism (Reluctant Killer) [-5]; Reputation (Self-Centered Amoral Beyotch) -4 (Large Class (Asgardians), All the Time) [-10]; Selfish (6) [-10].
Quirks: Dislikes Sif [-1]; Holds Grudges [-1]; Incorrigible Flirt [-1]; Unsportsmanlike Conduct [-1]; Vanity [-1].
Skills: Acting (A) IQ+2 [2] 15; Alchemy/TL3 (VH) IQ+2 [16] 15; Brainwashing/TL3 (H) IQ+0 [4] 13; Current Affairs/TL8 (High Culture) (E) IQ+1 [2] 14; Dancing (A) DX+4 [2] 16#; Detect Lies (H) Per+0 [4] 13; Disguise/TL8 (Human) (A) IQ+2 [2] 15; Erotic Art (Asgardian) (A) DX+4 [2] 16#; Fast-Talk (A) IQ+3 [4] 16; Flight (A) HT+0 [2] 14; Innate Attack (Beam) (E) DX+2 [4] 14; Judo (H) DX+0 [4] 12; Observation (A) Per+1 [4] 14; Research/TL3 (A) IQ-1 [1] 12; Riding (Equines) (A) DX+0 [2] 12; Savoir-Faire (High Society) (E) IQ+3 [2] 16; Sex Appeal (Human/Asgardian) (A) HT+16 [4] 30#∫; Shield (Force) (E) DX+2 [4] 14; Singing (E) HT+6 [1] 20#; Stealth (A) DX+0 [2] 12; Streetwise (A) IQ+1 [1] 14; Symbol Drawing (Futhark Runes) (H) IQ+1 [8] 14; Thaumatology (VH) IQ+1 [4] 14; Wrestling (A) DX+0 [2] 12.
Magical Realm Skills: Energy (VH) IQ+1 [4] 14; Matter (VH) IQ+5 [12] 18; Mind (VH) IQ+5 [12] 18; Space (VH) IQ+1 [4] 14.
Starting Spending Money: $400,000 (20% of Starting Wealth).

* Includes +11/+150 from Super ST (part of the Asgardian God template).
Upgraded from Appearance (Attractive) (part of the Asgardian God template).
Includes +1 from Wealth.
Includes +2 from Impersonator.
# Includes +4 from Allure.
Includes +2 from Voice.
∫ Includes +8 from Appearance and +1 from Extreme Sexual Dimorphism.
Includes +2 from Magery.
Includes +4 from Magery.

Role-Playing Notes:
Amora is spoiled, mean, self-centered, and social conscious. Take every stereotype you've heard about blonde high school cheerleaders, crank them up to 11, and you'll be close to Amora. She is very much aware of her enhanced beauty, and will shamelessly use it to her advantage. She sees anyone who spurns her as an enemy, with one exception: the man she lusts for and cannot have, Thor.

Design Notes:
1. Okay, how do you keep the character of Jane Foster, created in the 1960s and essentially one of the infinite number of damsels in distress from that period in the comics, when you have already established that Sif is Thor's actual wife, not just a fellow Asgardian vying for his attention? When faced with that dilemma, I decided to make Foster a guise for the other Asgardian in the comics who has been looking to get it on with Thor since the beginning. Don't get me wrong, I liked how they worked Jane into the movies (as a rather gutsy astrophysicist rather than a nurse or medical doctor), but I wrote Enchantress's bio back in '08 or so, before Thor was made. Yeah, it took me this long to stat her up.
2. Amora's non-Limited Magery 2 includes Solitary Ceremonial (+10%) on both Magery and Magery 0; it just looked weird putting both on the sheet together.
__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991

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

The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting
Phantasm is offline   Reply With Quote
Reply

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

Thread Tools
Display Modes

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

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

Forum Jump


All times are GMT -6. The time now is 11:05 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2023, vBulletin Solutions, Inc.