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Old 10-22-2014, 01:50 PM   #911
Otaku
 
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Plus... whether or not Thor has is "Belt of Strength" on is going to matter as well. A Marvel Comics handbook I no longer own (official, but that means little for a product targeted at kids) stated Thor could life 100 Tons normally, and that the Belt doubled that! No, not arguing for it; just stating that with the various accounts, doesn't seem like a huge issue to tweak numbers as needed.

I also seem to recall that Asgardians are ripped in general: maybe that's a faulty memory or a particular writer, but it was a plot point in issue #450 of "The Mighty Thor" where a member of Code: Blue needed to infiltrate, and they had to use the most muscular among them (Mararita "Rigger" Ruiz) because she was the only one who's build (and possibly lifting strength) wouldn't betray she was really a human from Midgard.
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Last edited by Otaku; 10-22-2014 at 01:57 PM.
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Old 10-23-2014, 07:54 AM   #912
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031 View Post
The current Asgardian God template is as follows (a quick search of the thread tells me I never posted the entry for Asgardians... oops):

Asgardian God
This template is suitable for the average member of the Aesir or Vanir, and "god-sized" Giants such as Loki and Skurge. Many notable, primarily the ruling elite, have increased Injury Tolerance and replace the Extended Lifespan with Unaging (Temporary Disadvantage: Maintenance, 1 Person, Monthly, -2%) [15].
575 points
Attribute Modifiers: ST +9 [90].
In your write-up for the Enchantress, you had the Asgardian template give +11 to base ST. If her listed ST of 30 is what you want, doesn't that mean her ST (before the template) is 19? That's what struck me as curious, anyway. Maybe the template add is supposed to be even larger?
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Old 10-23-2014, 09:08 AM   #913
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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
In your write-up for the Enchantress, you had the Asgardian template give +11 to base ST. If her listed ST of 30 is what you want, doesn't that mean her ST (before the template) is 19? That's what struck me as curious, anyway. Maybe the template add is supposed to be even larger?
The template also lists Super ST +11/+150 [440] in the advantages. The +20 is from the combination of both.
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Old 10-23-2014, 04:58 PM   #914
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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
In your write-up for the Enchantress, you had the Asgardian template give +11 to base ST. If her listed ST of 30 is what you want, doesn't that mean her ST (before the template) is 19? That's what struck me as curious, anyway. Maybe the template add is supposed to be even larger?
Quote:
Originally Posted by naloth View Post
The template also lists Super ST +11/+150 [440] in the advantages. The +20 is from the combination of both.
The Asgardian template has ST +9 and Super ST +11/+150. Ergo, total ST 30/169. (Post #904.)
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Old 10-23-2014, 09:47 PM   #915
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Hey guys I know that the project is very advanced by now... but you guys don't think that MAYBE use a scale for the heroes would be better? Like the 250pts scale:

250pts-500pts (like: Cyclops, Daredevil)

750pts-1000pts (like wolverine)

1250pts-1500pts (Spider-Man)

2000pts (Hulk, Thor, Iron-Man...)

The characters would be more balanced and also would avoid numbers like 763, 912... when playing it is easier to balance things.

It is just a suggestion... if you don't like please ignore it!!! I love Marvel universe... just trying to Help here!!!
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Old 10-23-2014, 09:57 PM   #916
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Nabucodonosor View Post
Hey guys I know that the project is very advanced by now... but you guys don't think that MAYBE use a scale for the heroes would be better? Like the 250pts scale:

250pts-500pts (like: Cyclops, Daredevil)

750pts-1000pts (like wolverine)

1250pts-1500pts (Spider-Man)

2000pts (Hulk, Thor, Iron-Man...)

The characters would be more balanced and also would avoid numbers like 763, 912... when playing it is easier to balance things.

It is just a suggestion... if you don't like please ignore it!!! I love Marvel universe... just trying to Help here!!!
In a lot of cases, juggling the numbers to fit a given range is secondary to getting the character right. Half of those oddball numbers came from getting "close" and then realizing that I missed something fairly important and needed to add a modified trait which threw off the pentaphilia.

Nice round numbers is not how the world works, sadly.
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"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 10-23-2014, 10:39 PM   #917
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Yeah you are right... we would kind force some characters to fit in some scales, that maybe would not match with "reality."
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Old 10-24-2014, 01:20 AM   #918
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

ASGARDIANS

Natives of the extradimensional plane of Asgard, the Asgardians were worshiped around a thousand years ago by the Norse, Teutonic, and Germanic peoples, most notably by the ocean-going Vikings. There is some indication in Roman records that the Asgardians were worshipped by the Germanic peoples around two thousand years ago, at the height of the Roman Empire.

In times past, there were two tribes, the Aesir of Asgard and the Vanir of Vanaheim. Over time, the two tribes merged into one, coming to be known as the Asgardians. Matter in the Asgardian realms is denser than that on Earth; a chair made of Asgardian wood will weigh three times as much as a similar chair made of wood from Earth. This also applies to the Asgardians themselves, who weigh three times as much as humans of the same build.

There are several other races native to the Asgardian nine worlds. The first are the Elves, inhabitants of Alfheim and Svartalfsheim, the lands of the Alfar, or Light Elves, and Svartalfar, or Dark Elves, respectively. Elves tend to be fair and slender, appearing mainly as slight members of the Asgardians,. Elves possess innate talent with wielding magic, and are vulnerable to iron.

Light Elves shine with an inner light, standing around 4' 6", and can fly using wings similar to those of various insects – some wings are like those of a hornet or wasp, while others are like those of moths or butterflies.

Dark Elves are taller, rivaling the gods in height, with pitch black skin and no wings or flight ability. It's been said that Dark Elves can see in the dark; in fact, Svartalfsheim is lit by items that give off a light that only those sensitive to magic can see.

The second of the races are the Dwarves, great craftsmen and miners of the realm of Nidavellir. The Dwarves are shorter than the Asgardians, but are built along the same proportions. The Dwarves are known as the forgers of the metal uru, which is found solely in Nidavellir, from which Thor's hammer Mjolner is was forged. Dwarves are stronger than their size would indicate, but are paler and have dark hair. Due to their subterranean nature, Dwarves cannot tolerate sunlight for very long.

The third of the races are the Giants. Storm Giants inhabit the mountains of Jotunheim, and Frost Giants inhabit the cold wastes of Nifflheim, but both are essentially the same race. Giants are large beings, standing around 10 feet tall. On rare occasions, the Giants will produce offspring that are the same size as the Asgardians; Odin himself is said to be the son of a Giant (see Odin) Furthermore, there have been occasions when the Asgardians and Giants have interbred; on some occasions, the offspring of a god with Giant heritage have had Giant proportions, most notably Thrud, daughter of Thor and Sif (see Sif; Thor; Thrud). The Giants have a long enmity with the Asgardians, but have been known to occasionally come to Asgard's defense when such attacks could have potentially threatened the Giants.

Additionally, Asgard is home to a race of orange-skinned barbarians known as Trolls. Trolls are warlike creatures, but only rarely do Troll tribes manage to achieve an organization where they can endanger Asgard. Most Trolls content themselves with random raiding parties against the Elves and Dwarves. They have thick hides, granting them a measure of protection against blows from weapons, and have proportionately shorter legs than humans or the gods.

Finally, there is the race of fire demons that originate in Muspelheim. These are servants of Surtur, and are destined to sweep through all of Asgard setting it ablaze come Ragnarok (see Surtur).

All of the Asgardian races possess technology similar to that of the Norse Vikings of the High Middle Ages, with a society that resembles that of the Norsemen. Modern and futuristic technology can operate in Asgard and its many connected realms, and Asgardians who have come to Earth for lengthy periods of time, such as Loki, Sif, and Thor, have learned to use modern technology (see Loki).

Game-Mechanic Details:
The native TL of the Nine Worlds, save Midgard (Earth), is TL 3. Any campaign set in Asgard – or any of the other Nine Worlds – will have all characters increase by 25 points, as the Low TL disadvantage will not come into play. This includes characters like Thor and Loki who have acclimated to modern-day society; in these cases, the characters will have gained High TL +5 [25]. Low TL is included in the details below due to the baseline "setting" being modern-day Earth, not Asgard proper.

Asgardian God
This template is suitable for the average member of the Aesir or Vanir, and "god-sized" Giants such as Loki and Skurge (see Executioner). Many notable, primarily the ruling elite, have increased Injury Tolerance and replace the Extended Lifespan with Unaging (Temporary Disadvantage: Maintenance, 1 Person, Monthly, -2%) [15].
575 points
Attribute Modifiers:
ST +9 [90].
Languages: Old Norse (Native) (Native Language) [0].
Advantages: Appearance (Attractive) [4]; Extended Lifespan 5 (×32) [10]; Immunity to Disease [10]; Injury Tolerance (Damage Reduction, /3 (Limited: Crushing Attacks, -40%)) [45]; Super ST +11/+150 [440].
Perks: Alcohol Tolerance [1].
Disadvantages: Low TL -5 [-25].

Asgardian Light Elf
399 points
Attribute Modifiers:
ST +2 [20]; HT +1 [10].
Secondary Characteristic Modifiers: SM -1.
Languages: Old Norse (Native) (Native Language) [0].
Advantages: Appearance (Beautiful) [12]; Extended Lifespan 5 (×32) [10]; Flight (Winged, -25%) [30]; Immunity to Disease [10]; Injury Tolerance (Damage Reduction, /3 (Limited: Crushing Attacks, -40%)) [45]; Magery 0 [5]; Super ST +8/+50 [320].
Perks: Alcohol Tolerance [1]; Illumination [1].
Disadvantages: Low TL -5 [-25]; Vulnerability to Iron (Occasional; Wounding Modifier ×4) [-40].

Asgardian Dark Elf
418 points
Attribute Modifiers:
ST +7 [70]; HT +1 [10].
Languages: Old Norse (Native) (Native Language) [0].
Advantages: Appearance (Beautiful) [12]; Extended Lifespan 5 (×32) [10]; Immunity to Disease [10]; Injury Tolerance (Damage Reduction, /3 (Limited: Crushing Attacks, -40%)) [45]; Magery 0 [5]; Super ST +8/+50 [320].
Perks: Alcohol Tolerance [1].
Disadvantages: Low TL -5 [-25]; Vulnerability to Iron (Occasional; Wounding Modifier ×4) [-40].
Notes: Dark Elves commonly use items that have Continual Mage Light spells on them to "illuminate" their subterranean realms, causing other races not aware of this to believe that Dark Elves can see in the dark.

Asgardian Dwarf
560 points
Attribute Modifiers:
ST +14 [140].
Secondary Characteristic Modifiers: SM -1; Basic Move -1 [-5].
Languages: Old Norse (Native) (Native Language) [0].
Advantages: Artificer 2 [20]; Extended Lifespan 5 (×32) [10]; Immunity to Disease [10]; Injury Tolerance (Damage Reduction, /3 (Limited: Crushing Attacks, -40%)) [45]; Super ST +10/+100 [400].
Disadvantages: Appearance (Unattractive) [-4]; Low TL -5 [-25]; Weakness to Sunlight (1d per 5 minutes) [-30].
Quirks: Takes Pride in all Work [-1].

Asgardian Giant
This template is suitable for the majority of the denizens of Jotunheim, including the Storm Giants and Frost Giants. As noted elsewhere, this applies mainly to those who are full-sized Giants; god-sized giants should use the Asgardian God template.
665 points
Attribute Modifiers:
ST +19 (Size, -10%) [171]; IQ -1 [-20].
Secondary Characteristic Modifiers: SM +1; Basic Move +1 [5].
Languages: Old Norse (Native) (Native Language) [0].
Advantages: Extended Lifespan 5 (×32) [10]; Immunity to Disease [10]; Injury Tolerance (Damage Reduction, /3 (Limited: Crushing Attacks, -40%)) [45]; Super ST +12/+200 (Size, -10%) [468]; Temperature Tolerance 5 [5].
Disadvantages: Appearance (Unattractive) [-4]; Low TL -5 [-25].

Notes: Some Giants are even larger, reaching up to 30 feet tall. Adjust the SM, ST, and Basic Move appropriately; SM and Basic Move gain an additional +1 (increasing the Size modifier on ST and Super ST to -20%), ST increases to +77 (Size, -20%) [616], and Super ST changes to +12/+200 (Size, -20%) [416]; net total 1,058 points.

Asgardian Rock Troll
505 points
Attribute Modifiers:
ST +9 [90]; IQ -2 [-40].
Secondary Characteristic Modifiers: Basic Move -1 [-5].
Languages: Old Norse (Native) (Native Language) [0].
Advantages: Damage Resistance 6 (Tough Skin, -40%) [18]; Extended Lifespan 5 (×32) [10]; Immunity to Disease [10]; Infravision [10]; Injury Tolerance (Damage Reduction, /3 (Limited: Crushing Attacks, -40%)) [45]; Super ST +10/+100 [400].
Disadvantages: Appearance (Ugly) [-8]; Low TL -5 [-25].

Asgardian Fire Demon
200 points
Attribute Modifiers:
ST +7 [70]; HT +2 [20].
Languages: Old Norse (Native) (Native Language) [0].
Advantages: Burning Attack 2d (Always On, -40%; Aura, +80%; Melee Attack: Destructive Parry, +10%; Melee Attack: Reach C, -30%) [6]; Damage Resistance 10 (Limited: Heat/Fire, -40%) [30]; Doesn't Breathe (Oxygen Combustion, -50%) [10]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse) [100].
Disadvantages: Low TL -5 [-25]; Weakness to Water (1d per minute) [-40].
Quirks: Sexless [-1].

Asgardian Mortal
100 points
Attribute Modifiers:
ST +7 [70]; HT +1 [10].
Languages: Old Norse (Native) (Native Language) [0].
Advantages: Injury Tolerance (Damage Reduction, /3 (Limited: Crushing Attacks, -40%)) [45].
Disadvantages: Low TL -5 [-25].
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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 10-24-2014, 12:24 PM   #919
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031 View Post
The Asgardian template has ST +9 and Super ST +11/+150. Ergo, total ST 30/169. (Post #904.)
*scrunch*
Well, it's a little confusing, but since everybody else seems to have gotten it, I'll just chalk it up to obtuseness on my part. Carry on! :)
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Old 10-24-2014, 04:06 PM   #920
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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
*scrunch*
Well, it's a little confusing, but since everybody else seems to have gotten it, I'll just chalk it up to obtuseness on my part. Carry on! :)
It's only straightforward if you've actually played a super-strong character in a game before. Since Super ST costs fatigue, it's nice to be strong enough to lift a person regularly without effort (and get some extra HP) without straining oneself.
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