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Old 03-21-2020, 09:58 PM   #1551
Phantasm
 
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Just edited Nitro.

Changes:

- Removed Fragile.
- Altered the Alternate Form with Reduced Time: Instant and increased his Maximum Duration from 10 to 30 seconds. Also added in a Minimum Duration of 10 seconds (a -0% modifier)
- Gave him DR 10 (Limited: Crushing Only; Tough Skin)
- Altered his Self-Explosion power to be triggered automatically by Crushing Attacks that exceed DR as well as being at-will.
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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 03-21-2020, 10:33 PM   #1552
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Phantasm View Post
Just edited Nitro.

Changes:

- Removed Fragile.
- Altered the Alternate Form with Reduced Time: Instant and increased his Maximum Duration from 10 to 30 seconds. Also added in a Minimum Duration of 10 seconds (a -0% modifier)
- Gave him DR 10 (Limited: Crushing Only; Tough Skin)
- Altered his Self-Explosion power to be triggered automatically by Crushing Attacks that exceed DR as well as being at-will.
Two things regarding this character.
1) Technically, you can't use Maximum or Minimum Duration on Alternate Form, as the advantage is the act of transformation itself. This is something I've definitely houseruled in the past, but I thought you should know.
2) You have Regeneration with the limitation (Only when in Alternate Form), but shouldn't it just be included in the AF template? I don't think you can do it that way. And it might slightly affect the cost.

EDIT: And another thing, you forgot to remove the reference to Fragile in the notes section.
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Old 03-22-2020, 05:00 AM   #1553
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by awesomenessofme1 View Post
Two things regarding this character.
1) Technically, you can't use Maximum or Minimum Duration on Alternate Form, as the advantage is the act of transformation itself. This is something I've definitely houseruled in the past, but I thought you should know.
2) You have Regeneration with the limitation (Only when in Alternate Form), but shouldn't it just be included in the AF template? I don't think you can do it that way. And it might slightly affect the cost.

EDIT: And another thing, you forgot to remove the reference to Fragile in the notes section.
1. Noted. So question for the peanut gallery: is there a way to set the minimum and maximum time one can stay in an Alternate Form? Or is this simply a case of us disagreeing with a Kromm-quote over how the RAW should work?

2. Just edited with that correction. It adjusted the final price of the charsheet a bit, assuming my math is correct.

And I removed the design notes entirely. Should have done that earlier.
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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 03-22-2020, 05:11 AM   #1554
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Some minor updates to Ant-Man, mostly in the bio but I also adjusted his Speak With Animals ability.
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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 03-22-2020, 08:26 AM   #1555
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Phantasm View Post
1. Noted. So question for the peanut gallery: is there a way to set the minimum and maximum time one can stay in an Alternate Form? Or is this simply a case of us disagreeing with a Kromm-quote over how the RAW should work?
Turns out I was wrong on that in the end. I'll quote the relevant parts in a thread I found.

Quote:
Originally Posted by Kromm
Quote:
Originally Posted by Kelly Pedersen
First, the use of Alternate Form/Morph is transient, correct? That is, the shapeshifting itself counts as a "use", but once you are in the new form, the shapeshift no longer counts as "on".
Well, that counts as a use, but the effect is presumably "on" or else putting limitations on it would be troublesome. I think it has to count as "on" in the same sense that Growth or Insubstantiality, say, are "on" when you're enlarged or insubstantial. That makes it switchable.
Quote:
Originally Posted by Kelly Pedersen
If Shapeshifting is transient, then it follows that limitations that affect the duration of switchable abilities, such as Maximum and Minimum Duration, don't apply to it, correct?
Those limitations came from GURPS Shapeshifters, and specifically do apply . . . and Shapeshifting isn't transient, so this isn't a special exception.
Quote:
Originally Posted by Kelly Pedersen
Also, if Shapeshifting is transient, the "transform back when unconscious" effect presumably doesn't represent an unusual end to the duration, but rather an uncontrolled activation of the Shapeshifting power to transform back?
See the second paragraph, middle column, p. 155 of Powers. It specifically deems Shapeshifting a passive, switchable ability, and notes that it's termination is a special exception to the general case.
Quote:
Originally Posted by Kelly Pedersen
Finally, if Shapeshifting is transient, what would be the appropriate way to model a transformation with a limited duration? Involunatary Trigger: "spending a certain amount of time transformed"?
Maximum Duration, because it isn't transient.
And the follow-up:

Quote:
Originally Posted by Kelly Pedersen View Post
One more clarification from Kromm: while Shapeshifting is considered a switchable power, certain limitations interact differently with it than with normal switchable powers. Specifically, any limitations that consume some sort of resource (such as Costs Fatigue, Costs Hit Points, Trigger, etc.) normally only apply once for shapeshifting, when you actually transform, rather than when you activate the power and once per minute thereafter, as per normal for switchable advantages.
Kromm didn't say specifically, but presumably any ongoing resource requirements to maintain your form would be modeled as either disadvantages in the template (as Thaumatology demonstrates for fatiguing or injuring transformations using a Dependency to returning to your normal form), or would be Involuntary Triggers on the base Shapeshifting advantage (so a werewolf who transforms after consuming a magic herb, but transforms back if they don't eat the herb again after a minute would have both Trigger (magic herb) and Involuntary Trigger (not having consumed magic herb for at least one minute) on their Alternate Form base cost.
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Old 03-22-2020, 08:42 AM   #1556
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

<voice src="Mr. Burns" href="The Simpsons"> Exxxxxccccelllennnnt.... </voice>
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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 03-24-2020, 10:40 AM   #1557
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

First one from Ant-Man's cast, though admittedly not one of the usual suspects.

ASP

Real Name: Unrevealed; it is possible that "Cleopatra" is her given first name.
Occupation: Professional criminal, former exotic dancer.
Identity: Known to the authorities.
Legal Status: Citizen of both the United States and Egypt with a criminal record in the United States.
Other Aliases: Cleopatra Nefertiti; Cleo.
Place of Birth: Tanta, Egypt.
Marital Status: Single.
Known Relatives: None.
Group Affiliation: Lethal Legion.
Base of Operations: Mobile.
History: An exotic dancer of Egyptian ancestry, the woman calling herself Cleopatra Nefertiti (clearly an alias) answered a false employment ad from Dr. Elias Starr, who was seeking super-powered henchmen for an attack on Ant-Man and the Wasp (see: Ant-Man; Starr, Dr. Elias; Wasp). As she did not possess powers at the time, Starr performed a number of experiments on her which enhanced her natural bio-electricity to greater levels. For unknown reasons, she agreed to join his team, the first Lethal Legion; it is likely that Starr held his "gift" of powers over her (see Lethal Legion).

As a member of the Legion, Asp was involved in several skirmishes against Ant-Man and Wasp, and once faced off against Iron Fist, though she escaped imprisonment each time (see Iron Fist). When the Legion disbanded several months in, Asp was contacted by the Crimson Cowl to join the second incarnation of the Lethal Legion (see Crimson Cowl). As a member of the Cowl's Legion, Asp fought against the Avengers, but was defeated by the Wasp and Captain America acting in concert (see Avengers; Captain America).

Asp was later seen as part of a massive prison breakout led by the Rhino (see Rhino). Although she has not since been seen in action, her activities were researched by the Viper as a candidate to expand his Serpent Squad (see Serpent Squad; Viper).
Height: 5' 9".
Weight: 115 lbs.
Eyes: Brown.
Hair: Black.
Uniform: White dress (sleeves and back optional, depending on weather) with green snakes decorating it, cut high on her thighs for ease of movement, green sandals or white boots (again, depending on weather), metallic green snakes wrapping around her upper arms and lower legs, metallic green snake tiara. Occasionally wears green leggings for warmth; when wearing the leggings, the snakes on her legs are silver rather than green.
Strength Level: Asp possesses the normal human strength of a woman her age, height, and build who engages in intensive toning exercise.
Known Superhuman Powers: The Asp possesses the ability to generate and project electrical energy from her body; she normally chooses to shoot this energy from her hands, what she calls a "venom blast", she has in the past created an omnidirectional shock wave. She normally shoots this energy in a low enough voltage to stun her opponents, though she can generate a powerful enough blast to kill a person. As her body is constantly producing and discharging minute amounts of bio-electricity, prolonged physical contact with her may be fatal.

After discharging her body's reserve of bio-electricity, it normally takes her roughly half an hour to return to full power. By dancing or moving in an undulating dance-like fashion, however, she can restore her bio-electric reserve in under ten minutes.
Other Abilities: The Asp is an accomplished dancer and stage hypnotist, often combining the two, using her dancing to lull people into a hypnotic trance.

424 points
Attributes: ST 10 [0]; DX 13 [60]; IQ 10 [0]; HT 13 [30].
Secondary Characteristics: Dmg 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 10 [0]; Per 10 [0]; FP 13 [0]; Basic Speed 6.50 [0]; Basic Move 6 [0]; Dodge 9.
Languages: Arabic (Accented) (Defaulted from Egyptian Arabic) [0]; Egyptian Arabic (Native) (Native Language) [0]; English (Native) [6].
Cultural Familiarities: Middle Eastern (Native) [0]; Western [1].
Advantages: Affliction (Venom Blast) 6 (HT-5, Costs 6 ER (Variable), -15%; Damage Modifier: Surge: Arcing, +100%; Increased 1/2D Range 10, +15%; Reduced Range 1/5, -20%; Variable, +5%; Elemental: Electricity, -10%; Super, -10%) [99]; Allure 3 [15]; Appearance (Beautiful) [12]; Burning Attack (Shock Wave) 6d (Costs 10 FP/ER, -50%; Damage Modifier: Surge: Arcing, +100%; Dissipation, -50%; Emanation, -20%; Elemental: Electricity, -10%; Super, -10%; Alternative Attack, 1/5) [16]; Burning Attack (Venom Blast) 6d (Costs 6 ER (Variable), -15%; Damage Modifier: Surge: Arcing, +100%; Increased 1/2D Range 10, +15%; Reduced Range 1/5, -20%; Variable, +5%; Elemental: Electricity, -10%; Super, -10%; Alternative Attack, 1/5) [10]; Energy Reserve (Bio-Electric) 30 [90]; Flexibility [5]; Perfect Balance [15]; Regeneration (Fast: 3 ER/min) (Accessibility: Only When Dancing/Undulating, -30%; Energy Reserve Only, -0%) [35]; Toxic Attack (Static Discharge Aura) (Always On (Dangerous Effects), -40%; Aura, +80%; Melee Attack: Reach C, -30%; Onset (Exposure Time): Delay 1 hour, -40%; Unconscious Only, -20%; Uncontrollable (Destructive Power), -30%; Elemental: Electricity, -10%; Super, -10%) [1]; Very Fit [15].
Perks: Citizenship (Egypt) [1]; Dancing Feints [1]; Dancing Kicks [1]; Disarming Smile [1]; Generator [1]; Sexy Pose [1]; Sure-Footed (Slippery) [1].
Disadvantages: Code of Honor (Pirate's) [-5]; Pacifism (Cannot Kill) [-15]; Sense of Duty (Teammates) [-5]; Social Stigma (Criminal Record) [-5]; Wealth (Struggling) [-10].
Quirks: Dislikes Violence [-1]; Dual Identity [-1]; Flirtatious [-1]; Social [-1]; Static Shock Touch [-1].
Skills: Breath Control (H) HT+0 [4] 13; Carousing (E) HT+0 [1] 13; Climbing (A) DX+3 [1] 16*; Connoisseur (Dance) (A) IQ+1 [2] 11; Connoisseur (Music) (A) IQ+0 [2] 10; Dancing (A) DX+3 [2] 16; Escape (H) DX+2 [2] 15*; Fast-Talk (A) IQ+0 [2] - 10; Hypnotism (Human) (H) IQ+1 [8] 11; Innate Attack (Beam) (E) DX+2 [4] 15; Judo (H) DX-1 [2] 12; Jumping (E) DX+0 [1] 13; Makeup/TL8 (E) IQ+3 [1] 13; Pickpocket (H) DX+0 [4] 13; Sex Appeal (Human) (A) HT+7 [2] 20#; Stealth (A) DX-1 [1] 12; Streetwise (A) IQ+1 [4] 11; Swimming (E) HT+0 [1] 13; Throwing (A) DX+1 [4] 14; Wrestling (A) DX+1 [4] 14.
Starting Spending Money: $2,000 (20% of Starting Wealth).

* Includes +3 from Flexibility.
Includes +1 from Perfect Balance.
Defaulted from Dancing.
Includes +3 from Allure.
# Includes +4 from Appearance.

Role-Playing Notes:
Cleo is not a criminal by choice, but has currently resigned herself to that being the only life that is currently available to her. She does not care for violence, especially the needless violence others seem to relish. On top of that, the side effect of her powers, potentially harming anyone she spends time with physically, are such that she's feeling lonely.

Design Notes:
1. Her static discharge aura is currently a kludge, as it's not meant to be a "combat time" ability, but more of a "if you stick around too long my touch will hurt or even kill you" ability. By all rights, the static discharge aura should be a disadvantage along the lines of Lifebane, but I have no idea how to adjust that without breaking RAW.
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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 03-26-2020, 06:51 AM   #1558
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

CRIMSON COWL

Real Name: Unrevealed.
Occupation: Professional criminal.
Identity: Secret.
Legal Status: Presumably a citizen of the United States; criminal record unknown but likely.
Other Aliases: None.
Place of Birth: Unrevealed.
Marital Status: Unrevealed.
Known Relatives: Father (name unrevealed).
Group Affiliation: Lethal Legion.
Base of Operations: Chicago, Illinois.
History: Very little is known about the origins of the woman known as the Crimson Cowl. She has made reference to her father not approving of her lifestyle choice, though whether this comment was in relation to her criminal career or her sexual orientation is unknown.

The Crimson Cowl first appeared in Chicago performing a number of corporate espionage heists, only to encounter Ant-Man and Wasp when she attempted to infiltrate the Dynatechnics lab to obtain notes on a new material they were researching (see Ant-Man; Dynatechnics; Wasp). Although forced to flee, she managed to complete her mission and teleported out with a flash drive containing the information.

Following that altercation, the Cowl approached Nathan Garrett, a genius civil engineer who had racked up several large gambling debts. The Cowl agreed to pay off his debts in exchange for him creating several new technologies for her.

Disobeying the Crimson Cowl's orders, Garrett donned the guise of the Black Knight in order to "field test" the equipment (see Black Knight). This first outing brought him into conflict with Ant-Man and Wasp, and he was arrested. The Cowl arranged for Garrett to be freed on bail, but he insisted on going out again to "settle the score" with the Diminutive Duo. Once again, he was defeated and sent to jail. This time, however, the Cowl refused to post his bail, essentially firing him.

Despite this setback, the Crimson Cowl used several of his technologies to form the second incarnation of the Lethal Legion, filling the ranks with various other criminals, including several that were on the original team (see Lethal Legion). The Cowl's Legion faced off against the Avengers, but were defeated (see Avengers). Once again, however, the Cowl teleported out before she could be captured, carrying the Living Laser with her (see Living Laser). She later freed several of the other Lethal Legionnaires using her teleportation cloak.

The Crimson Cowl's current whereabouts are unknown.
Height: 5' 9".
Weight: 120 lbs.
Eyes: Unrevealed.
Hair: Unrevealed.
Uniform: Red armored bodysuit, red gloves, red boots, red hooded cloak, black full-face cowl with mirrored eye-lenses.
Strength Level: The Crimson Cowl possesses the normal human strength of a woman of her height and build in the prime of her life who engages in regular exercise.
Known Superhuman Powers: None.
Other Abilities: The Crimson Cowl is a skilled hand to hand combatant and marksman with conventional and energy weapons.
Weapons and Paraphernalia: The Crimson Cowl's cloak possesses experimental technology which permits her to teleport herself and one other person. Using the cloak, she can also produce any weapon she has stored in an undisclosed location; among these weapons are a number of conventional firearms and energy weapons, including but not limited to a sniper rifle, an assault carbine, a pair of machine pistols, a sonic shotgun, and a blaster carbine. The cloak can also be used as a makeshift parachute.

680 points
Attributes: ST 11 [10]; DX 13 [60]; IQ 12 [40]; HT 13 [30].
Secondary Characteristics: Dmg 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 12 [0]; Per 12 [0]; FP 13 [0]; Basic Speed 6.50 [0]; Basic Move 6 [0]; Dodge 10.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western [0].
Advantages: Absolute Direction [5]; Business Acumen 1 [10]; Combat Reflexes [15]; Extra Attack 1 [25]; Fit [5]; Gunslinger [25]; Hard to Kill 2 [4]; Hard to Subdue 2 [4]; High Pain Threshold [10]; Snatcher (Gadget/Breakable: DR 2, SM -1, -40%; Gadget/Can Be Stolen: Quick Contest of DX or ST, -30%; Large Items, +50%; More Weight: 20 lbs, +20%; Recall, -25%; Reduced Fatigue Cost: -1 FP, +20%; Reduced Time: 1 second, +80%; Superscience, -10%) [132]; Teleportation Talent 3 [15]; Warp (Blind, +50%; Extra Carrying Capacity (Extra-Heavy Encumbrance), +50%; Gadget/Breakable: DR 2, SM -1, -40%; Gadget/Can Be Stolen: Quick Contest of DX or ST, -30%; No Strain, +25%; Range Limit: 100 miles, -20%; Takes Recharge: 15 seconds, -20%; Superscience, -10%) [105]; Wealth (Filthy Rich) [50].
Perks: Cloaked [1]; Dirty Fighting [1]; Off-Screen Reload [1]; Safe Teleport [1].
Disadvantages: Greed (12) [-15]; Secret Identity (Imprisonment) [-20]; Social Stigma (Criminal Record) [-5]; Stubbornness [-5].
Quirks: Careful [-1]; Haughty [-1]; Scornful [-1]; Sexual Orientation (Homosexual) [-1]; Two Strikes and Out [-1].
Skills: Accounting (H) IQ+0 [2] – 13*; Acrobatics (H) DX+0 [4] – 13; Acting (A) IQ+0 [2] – 12; Artist (Interior Decorating) (H) IQ+0 [4] – 12; Beam Weapons/TL8 (Pistol) (E) DX+2 [4] – 15; Beam Weapons/TL8 (Projector) (E) DX+2 [4] – 15; Beam Weapons/TL8 (Rifle) (E) DX+2 [4] – 15; Body Sense (H) DX+4 – 17†‡; Climbing (A) DX+0 [2] – 13; Cloak (A) HT+1 [4] – 14; Computer Hacking/TL8 (VH) IQ+0 [8] – 12; Computer Operation/TL8 (E) IQ+2 [4] – 14; Computer Programming/TL8 (H) IQ+0 [4] – 12; Current Affairs/TL8 (Business) (E) IQ+0 [1] – 12; Current Affairs/TL8 (Science & Technology) (E) IQ+0 [1] – 12; Detect Lies (H) Per+0 [4] – 12; Economics (H) IQ+0 [1] – 12*; Electronics Operation/TL8 (Security) (A) IQ+2 [8] – 14; Electronics Operation/TL8 (Surveillance) (A) IQ+1 [4] – 13; Electronics Repair/TL8 (Security) (A) IQ+2 [7] – 14#; Explosives/TL8 (Demolition) (A) IQ+2 [8] – 14; Fast-Draw (Long Arm) (E) DX+1 [1] – 14; Fast-Draw (Pistol) (E) DX+1 [1] – 14; Filch (A) DX+1 [4] – 14; Finance (H) IQ+2 [8] – 14*; Guns/TL8 (Grenade Launcher) (E) DX+1 [2] – 14; Guns/TL8 (Pistol) (E) DX+2 [3] – 15; Guns/TL8 (Rifle) (E) DX+2 [4] – 15; Judo (H) DX+1 [8] – 14; Jumping (E) DX+0 [1] – 13; Karate (H) DX+1 [8] – 14; Leadership (A) IQ+1 [4] – 13; Lifting (A) HT+0 [2] – 13; Liquid Projector/TL8 (Flamethrower) (E) DX+2 [4] – 15; Observation (A) Per+1 [4] – 13; Parachuting/TL8 (E) DX+1 [2] – 14; Photography/TL8 (A) IQ+0 [2] – 12; Research/TL8 (A) IQ+1 [4] – 13; Running (A) HT+0 [2] – 13; Savoir-Faire (High Society) (E) IQ+0 [1] – 12; Search (A) Per+1 [4] – 13; Snatch (H) IQ+3 [4] – 15‡; Stealth (A) DX+1 [4] – 14; Swimming (E) DX+0 [1] – 13; Tactics (H) IQ+0 [4] – 12; Teleport (H) IQ+3 [4] – 15‡; Throwing (A) DX+1 [4] – 14; Wrestling (A) DX+1 [4] – 14.
Techniques: Quick Teleport (Teleport) def+5 [6] – 15.
Starting Spending Money: $400,000 (20% of Starting Wealth).

* Includes +1 from Business Acumen.
† Includes +3 from Absolute Direction.
‡ Includes +3 from Teleportation Talent.
Defaulted from Finance.
# Defaulted from Electronics Operation (Security).
Includes +1 from Combat Reflexes.
Defaulted from Guns (Rifle).

Role-Playing Notes:
The Crimson Cowl carries herself as though she's above everyone else. She doesn't deal well with insubordination, seeing her team as assets, and while willing to bail out an asset once, she will not make a habit out of it.

Design Notes:
1. I'm not sure if I want this Crimson Cowl to be Justine Hammer or some other person as yet. Part of me wants to make her related to Darren and William Cross.
2. Quick Teleport buys off the -5 needed to teleport without penalty with a second's preparation.
__________________
"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; 10-31-2020 at 08:45 PM. Reason: Adjusted Warp, added Power Technique, added Body Sense skill
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Old 03-26-2020, 11:16 AM   #1559
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Phantasm View Post
CRIMSON COWL
Warp (Blind, +50%; Extra Carrying Capacity (Extra-Heavy Encumbrance), +50%; Gadget/Breakable: DR 2, SM -1, -40%; Gadget/Can Be Stolen: Quick Contest of DX or ST, -30%; No Strain, +25%; Range Limit: 100 miles, -20%; Reduced Time: 1 second, +80%; Takes Recharge: 15 seconds, -20%; Superscience, -10%)
I'm not grokking what you're doing with the Warp build. Reduced Time is explicitly not allowed for Warp... Are you combining it with the Takes Recharge somehow?
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Old 03-26-2020, 12:48 PM   #1560
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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
I'm not grokking what you're doing with the Warp build. Reduced Time is explicitly not allowed for Warp... Are you combining it with the Takes Recharge somehow?
Where's that explicitly noted?

Basically, I want her to be able to wrap the cloak around her to teleport out in a second without having to prepare for it (and note the Teleport skill used for it, so Reliable isn't really an option, using Skills For Everyone), but the teleport circuit needs 15 seconds to recharge before she can use it again.
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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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