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Old 03-26-2020, 12:58 PM   #1561
awesomenessofme1
 
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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Originally Posted by Phantasm View Post
Where's that explicitly noted?
"You cannot take Reduced Fatigue Cost or Reduced Time (p. 108); instead, take Reliable (below) so that you will need less time or fewer FP to teleport reliably." -B98
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Old 03-26-2020, 02:31 PM   #1562
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

You can have Reliable with skills for everyone, as Reliable is treated as highly specialized Talent, you just cannot give it to attack powers.
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Old 03-26-2020, 03:04 PM   #1563
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Edited Crimson Cowl.

Changes: Removed Reduced Time from Warp, added a Power Technique to buy off the -5 to teleport in one second, and added a point in Body Sense, which I'd forgotten earlier. That one point coupled with Absolute Direction and Teleportation Talent landed her Body Sense at 17. Good enuff for me.
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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 03-29-2020, 07:23 AM   #1564
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Please do Ulysses Solomon Archer and his merry band of insanities. A trucker battling demonic highwaymen? How do you top that?
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Old 03-30-2020, 09:23 AM   #1565
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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Please do Ulysses Solomon Archer and his merry band of insanities. A trucker battling demonic highwaymen? How do you top that?
I'm not sure anyone can top it, but to be fair I'm not sure I can do the series justice, either. I'll think about it for the anthology series, though. :)
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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 03-30-2020, 09:34 AM   #1566
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Got no brain-power to craft new bios at present. Fortunately, I have a few characters with bios who needed stats. Here's the first of them:

SILVERMANE

Real Name: Silvio Manfredi.
Occupation: Businessman, crimelord.
Identity: Publicly known.
Legal Status: Citizen of the United States with a criminal record.
Other Aliases: "Chrome-Dome", "Robo-Creep" (insults given to him by his enemies.
Place of Birth: Unrevealed.
Marital Status: Widower.
Known Relatives: Rebecca (wife, deceased), Cesar (son, deceased), Lucrezia (daughter), Elisa (daughter-in-law, deceased), Sable (alias Silver Sable, granddaughter), three sons-in-law (names unrevealed, all deceased).
Group Affiliation: Head of his own Maggia crime syndicate (the Manfredi family, also known as the Silvermane family).
Base of Operation: Chicago, Illinois.
History: Silvio Manfredi started his career in the 1920s as muscle for Al Capone. He was only a teenager at the time, barely fourteen. As time went on, Manfredi rose through the ranks, first becoming a manager for one of the speakeasies and then owning his own bar once Prohibition was repealed. Unlike many other Prohibition-era gangsters, Manfredi learned to adapt to the changing times. By the age of 25, he was already known by the moniker "Silvermane", as his hair was already turning white.

After World War II ended, Silvermane gained enough power to effectively take over the Chicago underworld, which he led through a combination of fear and respect. In the '60s and '70s, Silvermane spent time in exile in Europe avoiding a number of criminal charges; he later accepted a plea bargain for tax evasion in order to return home. In the past, Sivermane's men clashed repeatedly with the vigilante Black Fox (of the First Line), and later with Black Fox's protege Nightfox, who led a team dubbed the Rust Belters. On rare occasions in the '90s, the New York based outlaw team called the Shadowguard opposed Silvermane's Maggia operations, though they generally tended to oppose the New York City based Romero family (who would later become the Hammerhead family) instead (see Hammerhead; Maggia). Only recently has the Leo family of the Zodiac Cartel come into conflict with his Maggia family over control for Chicago's gangland (see Leo; Zodiac).

Ten years ago, tragedy struck the Manfredis. A hit on the family claimed the lives of his wife, son, and daughter-in-law, as well as leaving Silvio confined to a hospital bed on life support. His daughter had previously been committed to a mental institution for criminal insanity, having murdered all three of her husbands in quick succession, leaving his only heir his teenage granddaughter, Sable (see Silver Sable). Fortunately, as he saw it, Sable possessed a sharp mind and quick reflexes; however, he wasn't sure if he could trust her to run the criminal side of things without constantly being challenged. Silvermane called her to his bedside and explained the truth about the family business; to his delight, Sable told him she'd known for two years. Then she told him she'd see him in Hell, as she'd already begun divesting parts of his criminal holdings to several of his rivals, in his name.

Angered by Sable's refusal to accept her heritage, Silvermane set a group of scientists and engineers in his employ looking for a means to extend his life and get him out of the bed. Over ten years' time, Silvermane was turned into a cyborg as parts of his body were replaced by bleeding-edge experimental cybernetic prostheses. Ultimately, the only parts of his body left truly organic were his face, brain, eyes, and digestive system - and his full head of silver hair.

When he discovered that Sable, now an adult, intended to elope, marrying a computer programmer and leaving Chicago for good to live in San Francisco, California, it was the last act of defiance out of her he could tolerate. Before the two could skip town to get married, he had the programmer killed, then had Sable accompany him in a meeting with one of his rivals who she'd divested some of his illegal casino holdings to. During this meeting, he used his new robotic strength to kill the rival, then forced Sable to shoot the rival's lieutenant, claiming it as her initiation to the Maggia.

Silvermane and Sable came into conflict with the diminutive adventurers Ant-Man and Wasp when the latter two were investigating crimes committed by Sable in her attempts to gather support inside the Maggia to destroy him (see Ant-Man; Wasp). He has also come into conflict with the adventurer Iron Fist when he learned of the price on Iron Fist's head (see Iron Fist). Both he and Sable have clashed repeatedly with all three.

When the Zodiac formed a force dome over the island of Manhattan, New York, Silvermane declared a brief truce with the superhuman adventurers and teamed with Hammerhead to give them covert support. He and Sable were among those involved in the final assault. Because both lacked warrants in New York, they were allowed to leave unmolested.

With his new cyborg body and still sharp mind, despite being in his 90s, Silvermane will likely lead his criminal family for a long time.
Height: 5' 9" (originally), 7' 2" (current).
Weight: 170 lbs. (originally), 1,200 lbs. (current)
Eyes: Hazel.
Hair: White (originally brown).
Other Distinguishing Features: Virtually every part of Silvermane's body has been replaced by cybernetic prosthetics.
Uniform: None.
Strength Level: Silvermane's cyborg body possesses superhuman strength enabling him to lift (press) around 5 tons under optimum conditions.
Known Superhuman Powers: In addition to his superhuman strength, Silvermane's cyborg body possesses superhuman durability, stamina, speed, and reflexes. Composed of overlapping molded composite plates, his body is able to withstand gunfire up to a .50 caliber machine gun; only his face is not protected. He possesses incredible stamina, as his body no longer produces fatigue poisons. Indeed, he is now almost totally immune to most terrestrial diseases and poisons.

Silvermane's robot body is capable of running at close to 60 mph, a speed he can maintain almost indefinitely. Computer circuitry and bleeding edge robotics enable him to react quicker to danger.

Built into Silvermane's skull are implants which can amplify nearby conversations while muffling ambient background noise. His implants also include a radio transmitter/receiver.
Other Abilities: Silvermane is a shrewd businessman with decades of experience under his belt. In his prime, he was also a skilled hand to hand combatant and a marksman with most conventional weapons; although he hadn't used those skills in decades, his cyborg body enables him to utilize those skills as if he was still in his prime.

(stats next post)
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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 03-30-2020, 09:35 AM   #1567
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Silvermane

1,594 points
Attributes: ST 80 [700]; DX 14 [80]; IQ 12 [40]; HT 18 [80].
Secondary Characteristics: Dmg 9d/11d; BL 1,290 lbs.; HP 80 [0]; Will 15 [15]; Per 15 [15]; FP 0 [0]; Basic Speed 8.00 [0]; Basic Move 10 [10]; Dodge 12.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western [0].
Advantages: Business Acumen 4 [40]; Claws (Blunt Claws) [3]; Damage Resistance 50 (Exception: Face, -10%; Hardened 1, +20%) [275]; Discriminatory Hearing [15]; Enhanced Move (Ground) 1.5 (Move 30/60 mph) [30]; Enhanced Time Sense [45]; Filter Lungs [5]; Independent Income 1 [1]; Longevity [2]; Merchant Rank 6 [30]; Organized Criminal Rank 5 [10]; Parabolic Hearing 3 [12]; Social Regard (Feared) 2 [10]; Status 5 [5*]; Telecommunication (Radio) (Secure, +20%; Video, +40%) [16]; Wealth (Multimillionaire 1) [75].
Perks: Illumination [1]; Striking Surface [1].
Disadvantages: Callous [-5]; Code of Honor (Pirate's) [-5]; Electrical [-20]; Maintenance (Mechanic and Electronics Repair; 3 to 5 people every other week) [-10]; Overconfidence (12) [-5]; Restricted Diet (Nutrient Paste) (Substitution, -50%) [-10]; Social Stigma (Criminal Record) [-5]; Social Stigma (Freak) [-10]; Terminally Ill (Under One Year) (Mitigator: Cybernetics, -70%) [-22]; Weak Bite [-2].
Quirks: Cannot Float [-1]; Decisive [-1]; Perfectionist [-1]; Smug [-1]; Vindictive [-1].
Skills: Area Knowledge (Chicago) (E) IQ+2 [4] – 14; Body Language (Human) (A) Per+0 [2] – 15; Brawling (E) DX+2 [4] – 16; Businessman! (WC) IQ+2 [48] – 14†; Climbing (A) DX+0 [2] – 14; Connoisseur (Music) (A) IQ+0 [2] – 12; Connoisseur (Wine) (A) IQ+0 [2] – 12; Current Affairs/TL8 (Headline News) (E) IQ+0 [2] – 13; Current Affairs/TL8 (High Culture) (E) IQ+0 [1] – 12; Detect Lies (H) Per+0 [4] – 15; Forced Entry (E) DX+1 [2] – 15; Guns/TL8 (Pistol) (E) DX+2 [3] – 16‡; Guns/TL6 (Submachine Gun) (E) DX+2 [4] – 16; Intelligence Analysis (H) IQ+1 [8] – 13; Intimidation (A) Will+0 [2] – 15; Jumping (E) DX+0 [1] – 14; Leadership (A) IQ+2 [8] – 14; Lifting (A) HT+0 [2] – 18; Liquid Projector/TL8 (Flamethrower) (E) DX+2 [4] – 16; Observation (A) Per+0 [2] – 15; Parry Missile Weapons (H) DX+2 [12] – 16; Running (A) HT+0 [2] – 18; Savoir-Faire (High Society) (E) IQ+2 [4] – 14; Savoir-Faire (Mafia) (E) IQ+2 [4] – 14; Stealth (A) DX+0 [2] – 14; Streetwise (A) IQ+2 [8] – 14; Sumo Wrestling (A) DX+2 [8] – 16; Throwing (A) DX+0 [2] – 14; Wrestling (A) DX+2 [8] – 16.
Starting Spending Money: $4,000,000 (20% of Starting Wealth).

* Includes +2 from Merchant Rank and +2 from Wealth.
† Conditional +4 from Business Acumen.
‡ Defaulted from Guns (Submachine Gun).

Role-Playing Notes:
Silvermane is ruthless and amoral, following Capone's example of maintaining respectability in society while taking advantage of people. He sees himself as Capone's heir; at present he is mainly seeking an heir of his own, and is grooming his granddaughter, Sable, for the role despite her reluctance. If any of his made men were to show the proper ambition and aptitude to take over, it would satisfy him, though he would not be pleased. In the past, he was not afraid to get his hands dirty.

Design Notes:
1. Organized Crime Rank is built as 2/level as per the guidelines on p. 15 of Social Engineering. It does not grant Status.
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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

Last edited by Phantasm; 08-02-2020 at 11:13 PM.
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Old 04-27-2020, 05:09 AM   #1568
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Getting a little obscure here....

DOCTOR NEMESIS

Real Name:
Dr. Craig Stockton
Occupation: Metallurgist, professional criminal.
Identity: Known to the authorities.
Legal Status: Citizen of the United States with an arrest record; pending trial.
Other Aliases: None.
Place of Birth: Browning, Rhode Island.
Marital Status: Separated.
Known Relatives: Wife (name unrevealed).
Group Affiliation: Former employee of Cross Technological Enterprises.
Base of Operations: Chicago, Illinois.
History: Dr. Stockton was a chemist working for Cross Technological Enterprises in Chicago, Illinois, who had contacts with AIM and the Silvermane family of the Maggia; when he saw a news report on the new hero Ant-Man, who was also based out of Chicago, he became intrigued with Ant-Man's size-changing powers (see AIM; Ant-Man; Cross, Darren; Maggia; Silvermane). Calling in favors with both AIM and Silvermane's men, he soon learned that both Ant-Man and Wasp were seen mostly around the Dynatecnics Chicago plant (which the Wasp, as Janet van Dyne, is part-owner of through her family; see Wasp). Then he hired a burglar to steal technology from the Dynatecnics labs; this burglar successfully pilfered notes on how to access Pym particles, including notes on calibrating them for increased size.

Utilizing these notes and the work of his fellow scientists at Cross, Stockton devised several pieces of technology, including weapons that used Pym particles to shrink objects to microscopic size. Designing a uniform for himself, he dubbed himself “Doctor Nemesis” and embarked on a criminal career, engaging in industrial espionage for Cross, though selling them the information rather than turning it over. This not only put him in conflict with Ant-Man and Wasp, who investigated the thefts from Pym's lab, but also with Silver Sable, Silvermane's granddaughter, investigating a theft from one of Silvermane's businesses (see Silver Sable). The fight was going poorly for Ant-Man and Wasp until Pym's colleague Dr. Bill Foster used the experimental growth particles to match Nemesis's height and strength, entering the fray in his first outing as Giant-Man (see Giant-Man). Following that altercation, Stockton was arrested.

Breaking out of prison prior to his trial, Doctor Nemesis has fought Ant-Man, Wasp, and Giant-Man on a number of occasions, returning to prison with each defeat. During his latest arrest, he learned that his wife was filing for divorce, unable to cope with his criminal career.
Height: 5' 9” (variable from 1” to 11' 6”).
Weight: 175 lbs (variable from a fraction of an ounce to 700 lbs at full giant size).
Eyes: Brown.
Hair: Brown.
Uniform: Green bodysuit with a thicker yellow chest piece over it, yellow cowl with red goggles, red crossed bandoliers with a dozen pouches, red belt of pouches with a metallic green buckle, red rings on the shoulders, yellow gloves, yellow boots.
Strength Level: At his normal and shrunken heights, Doctor Nemesis possesses the normal human strength of a man his age, height, and build who engages in moderate regular exercise. At his eleven and a half foot tall height, he possesses superhuman strength enabling him to lift (press) roughly 10 tons.
Known Superhuman Powers: Normally none. When using his pilfered technology to grow to larger than human size, he gains superhuman strength and durability. He retains his normal human strength when shrunk to smaller than human height.
Other Abilities: Dr. Stockton is a skilled chemist and metallurgist. He is adept at using and modifying advanced technology developed by others, but lacks the skill to truly invent new technologies himself. He is not able to produce super-advanced technology himself. For example, he has modified the Pym particle controlling circuitry to enable him to store large items in his uniform's many pouches.
Paraphernalia: Doctor Nemesis wears a belt containing Pym particles suspended in a nitrogen-oxygen mixture, controlled by circuitry in his cowl. Using these Pym particles, he is able to shrink himself to a height of one inch or to grow to a height of eleven and a half feet. In addition, Doctor Nemesis's visor enables him to see in extremely low light, as well as false-color images of the infrared and ultraviolet spectrum. The visor also grants him telescopic vision of an unspecified magnification. He has been known on occasion to use lockpicks, blasting caps, a medical stethoscope (for listening to tumblers inside a rotary lock), an electronics toolkit, and advanced specialized biometric spoofing technologies, as well as more mundane items such as chainsaws, pipe wrenches, wire cutters, and jackhammers. He gas also on at least one occasion used an AIM-tech force field generator, but only uses it in emergencies due to its limited battery life.

947 points
Attributes: ST 11 (21/111) [10*]; DX 12 [40]; IQ 12 [40]; HT 11 [10].
Secondary Characteristics: Dmg 1d-1/1d+1 (2d/4d-1; 11d/13d); BL 24 lbs. (88 lbs.; 2,454 lbs/1.2 tons); HP 11 (21) [0]; Will 12 [0]; Per 12 [0]; FP 11 [0]; Basic Speed 5.50 [-5]; Basic Move 5 [0]; Dodge 8.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western [0].
Advantages: Affliction (Shrink Items) 1 (Accessibility: Machine Only, -20%; Gadget/Breakable: DR 4, SM -6, -25%; Gadget/Can Be Stolen (Forcefully Removed), -10%; Superscience, -10%) [54]; Ambidexterity [5]; Craftiness 3 [15]; Damage Resistance 60 (Accessibility: Only When Using Growth, -10%; Limited: Crushing Attacks Only, -40%; Tough Skin, -40%) [60]; Fit [5]; Gizmo 2 [10]; Growth 2 (Gadget/Breakable: DR 4, SM -6, -25%; Gadget/Can Be Stolen (Forcefully Removed), -10%; Superscience, -10%) [11]; High Manual Dexterity 2 [10]; Injury Tolerance (Damage Reduction /5) (Accessibility: Only When Using Growth, -10%; Superscience, -10%) [100]; Shrinking 11 (Full Damage, +100%; Full HP, +30%; Gadget/Breakable: DR 4, SM -6, -25%; Gadget/Can Be Stolen (Forcefully Removed), -10%; Superscience, -10%) [102]; Super ST +10/+100 (Growth Size, -20%; Superscience, -10%) [370]; Wealth (Comfortable [10].
Perks: Convincing Nod [1]; Doodad 3 [3]; Huge Weapons (SM +1) [1]; Supersuit [1].
Disadvantages: Bad Sight (Nearsighted) (Mitigator: Glasses, -60%) [-10]; Greed (12 or less) [-15]; Kleptomania (12 or less) [-15]; Pacifism (Reluctant Killer) [-5]; Social Stigma (Criminal Record) [-5].
Quirks: Dislikes Shrinking [-1]; Dual Identity [-1]; Fashion Disaster [-1]; Holds Grudges [-1]; Treacherous [-1].
Skills: Acrobatics (H) DX+0 [4] – 12; Boating/TL8 (Motorboat) (A) DX+0 [2] – 12; Brawling (E) DX+2 [4] – 14; Chemistry/TL8 (H) IQ+0 [4] – 12; Climbing (A) DX+1 [4] – 13; Computer Hacking/TL8 (VH) IQ+0 [8] – 12; Computer Programming/TL8 (H) IQ-1 [2] – 11; Current Affairs/TL8 (Science & Technology) (E) IQ+2 [4] – 14; Disguise/TL8 (Human) (A) IQ+2 [1] – 14†; Driving/TL8 (Automobile) (A) DX+0 [2] – 12; Electronics Operation/TL8 (Security) (A) IQ+1 – 13 [4]; Electronics Repair/TL8 (Security) (A) IQ+2 [8] – 14; Engineer/TL8 (Electronics) (H) IQ+0 [4] – 12; Engineer/TL8 (Materials) (H) IQ+0 – [4] 12; Explosives/TL8 (Demolition) (A) IQ+0 [2] – 12; Fast-Talk (A) IQ+0 [2] – 12; Filch (A) DX+1 [4] – 13; Jumping (E) DX+0 [1] – 12; Lifting (A) HT+1 [4] – 12; Lockpicking/TL8 (A) IQ+2 [8] – 14; Mathematics/TL8 (Applied) (H) IQ+0 [4] – 12; Mechanic! (WC) IQ+0 [24] – 12; Metallurgy/TL8 (H) IQ+0 [4] – 12; Observation (A) Per+1 [4] – 13; Physics/TL8 (VH) IQ-1 [4] – 11; Pickpocket (H) DX+2 [12] – 14; Research/TL8 (A) IQ+0 [2] – 12; Running (A) HT+1 [4] – 12; Stealth (A) DX+2 [1] – 14†; Streetwise (A) IQ+0 [2] – 12; Sumo Wrestling (A) DX+0 [2] – 12; Swimming (E) HT+1 [2] – 12; Throwing (A) DX+1 [4] – 13; Two-Handed Axe/Mace (A) DX+0 [2] – 12; Wrestling (A) DX+0 [2] – 12.
Starting Spending Money: $8,000 (20% of Starting Wealth).

* Includes +10/+100 from Super ST (Growth Size, -20%).
† Includes +3 from Craftiness.



Notes: Feel free to raid the multitude of -Tech books for stuff in his pouches.
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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

Last edited by Phantasm; 12-31-2020 at 09:18 PM.
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Old 04-27-2020, 10:43 AM   #1569
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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Originally Posted by Phantasm View Post
Getting a little obscure here....

DOCTOR NEMESIS
Heh, I was hoping for the somewhat less obscure original Doctor Nemesis, the co-inventor (retcon, with Dr. Horton) of the android Human Torch and inventor of the more obscure android Volton. :)
Quote:
At his eleven and a half foot tall height, he possesses superhuman strength enabling him to lift (press) roughly 10 tons.
Huh... Spider-Man level ST at only ~12' height? That's like an order of magnitude more than you'd expect just from scaling. Is he really supposed to be that strong at that height?
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Old 04-27-2020, 10:53 AM   #1570
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Not knowing much about comics or the character specifically, a 12' tall giant that can lift but not throw cars sounds reasonable for the genre.
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