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Old 05-06-2014, 05:48 AM   #591
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

GAZA

Real Name: Unrevealed.
Occupation: Warrior.
Identity: Gaza's existence is unknown to the general population.
Legal Status: None.
Other Aliases: None.
Place of Birth: The Savage Land.
Marital Status: Single.
Known Relatives: None.
Group Affiliation: Savage Land Mutates.
Base of Operations: The Savage Land.
History: The origins of the man known as Gaza are currently a mystery. He was apparently born in the Savage Land, a hidden "lost world" in Antarctica, who was mutated to his current form in some as-yet unexplained manner (see Savage Land).

He and the other Savage Land Mutates first clashed with the mutant adventurers known as the X-Men on the latter's first trip to the Savage Land (see Savage Land Mutates; X-Men). The Mutates' mysterious "Master" ordered them to attack the visiting X-Men, but they were defeated.

Gaza has since been seen with the other Savage Land Mutates in their subsequent clashes with the Avengers and the Brotherhood of Mutants (see Avengers; Brotherhood of Mutants).
Height: 6' 9".
Weight: 290 lbs.
Eyes: White.
Hair: Brown.
Uniform: None.
Strength Level: Gaza possesses superhuman strength enabling him to lift (press) around 1 ton.
Known Superhuman Powers: Gaza possesses psionic powers which grant him the equivalent of normal eyesight. He is immune to purely visual (as opposed to psionic) illusions, blinding attacks, and any attacks that require eye contact.
Limitations: Gaza is physically blind.

333 points
Attributes:
ST 15 [50]; DX 12 [40]; IQ 10 [0]; HT 13 [30].
Secondary Characteristics: Dmg 1d+1/2d+1 (4d-1/6d+1); BL 45 lbs (245 lbs); HP 15 [0]; Will 10 [0]; Per 11 [5]; FP 13 [0]; Basic Speed 6.25 [0]; Basic Move 6 [0]; Dodge 10.
Languages: English (Accented Spoken/Illiterate) [2]; Savage Land Speech (Native Spoken/Illiterate) (Native Language) [-3].
Cultural Familiarities: Savage Land [0].
Advantages: Combat Reflexes [15]; Hard to Kill 2 [4]; Hard to Subdue 2 [4]; Immunity to Visual Illusions (Mental Resistance) [5]; Lifting ST +20 (Biological, -10%) [54]; No Blindness (Psionic, -10%) [45]; Outdoorsman 2 [20]; Patron ([FNORD]) (Equipment: More than Starting Wealth, +100%; Special Abilities: Possesses Equipment from a Higher TL, +100%) (9) [30]; Protected Vision (Psionic, -10%) [5]; Resistant to Disease (+3) [5]; See Invisible (Psionic, -10%) [14]; Striking ST +20 (Biological, -10%) [90]; Very Fit [15].
Perks: Power Grappling [1]; Weapon Bond (Axe) [1];
Disadvantages: Blindness [-50]; Code of Honor (Personal) [-5]; Hidebound [-5]; Low TL -8 [-40]; Pacifism (Cannot Harm Innocents) [-10]; Selfless (12) [-5]; Sense of Duty (Savage Land Mutates) [-5]; Stubbornness [-5]; Wealth (Poor) [-15].
Quirks: Distinctive Feature (White Eyes) [-1].
Skills: Area Knowledge (Savage Land) (E) IQ+2 [4] – 12; Axe/Mace (A) DX+2 [8] – 14; Brawling (E) DX+2 [4] – 14; Climbing (A) DX+0 [2] – 12; Fishing (E) Per+2 [1] – 13*; Hiking (A) HT-1 [1] – 12; Knife (E) DX+1 [2] – 13; Stealth (A) DX+1 [4] – 13; Survival (Arctic) (A) Per+2 [2] – 13*; Survival (Jungle) (A) Per+2 [2] – 13*; Thrown Weapon (Axe/Mace) (E) DX+1 [2] – 13; Thrown Weapon (Knife) (E) DX+1 [2] – 13; Tracking (A) Per+1 [2] – 13*; Wrestling (A) DX+1 [4] – 13.
Starting Spending Money: $800 (20% of Starting Wealth).

* Includes +2 from Outdoorsman.

Design Notes:
1. Gaza, and all the Savage Land Mutates, have their social traits calculated for TL8 campaigns. In campaigns set entirely in the Savage Land, remove Low TL -8 and raise Wealth to Average, a net increase of 55 points, and permit them to take 100% of their Wealth as Starting Cash ($250).
2. In Year Two or Year Three, the Savage Land Mutates' Patron will be revealed as none other than Apocalypse. As I am only chronicling Year One at this time, however, GMs are free to make their mysterious Patron whoever they wish.
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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 05-06-2014, 09:25 AM   #592
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Does Equilibrium need to be able to see his targets (as well as them being able to see him)? If so, that would add Vision-Based (reversed) to that power as well. If he just throws up a big swirly icon, then maybe not... but I never read a comic with him in it, so dont know.
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Old 05-07-2014, 12:07 PM   #593
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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Originally Posted by chandley View Post
Does Equilibrium need to be able to see his targets (as well as them being able to see him)? If so, that would add Vision-Based (reversed) to that power as well. If he just throws up a big swirly icon, then maybe not... but I never read a comic with him in it, so dont know.
The entry reads "makes eye contact", meaning he has to look the target in the eye.

I currently have the ability as: Affliction (Vertigo-Gaze) 6 (HT-5; Cancellation, -10%; Incapacitation: Seizure, +100%; Malediction (Uses Speed/Range Table), +150%; Secondary Irritant: Nauseated, +6%; Sense-Based: Vision, -20%; Variable, +5%; Psionic, -10%) [205]

I didn't actually specify whether it was his vision or the target's vision for Sense-Based; do you think it should be both?
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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 05-07-2014, 12:11 PM   #594
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

GYRICH, HENRY PETER

Real Name: Henry Peter Gyrich.
Occupation: Director of SHIELD, former FBI agent.
Identity: Gyrich does not use a dual identity.
Legal Status: Citizen of the United States with no known criminal record.
Other Aliases: None.
Place of Birth: Unrevealed.
Marital Status: Single.
Known Relatives: None.
Group Affiliation: SHIELD; formerly the FBI.
Base of Operations: Arlington, Virginia.
History: Very little is known about Gyrich's early life. It can be inferred from hints made that he rose through the ranks of the FBI before being assigned to the superhuman division under Agent Jimmy Woo, eventually becoming Woo's second in command. When the superhuman division was branched off into its own agency, SHIELD, Gyrich was selected to head the new agency (see SHIELD).

Since becoming SHIELD's director, Gyrich has implemented several changes to fit his personal vision. One of the most controversial was phasing out SHIELD's own team of superhumans in favor of advanced technology, purchasing gear from Stark Industries and even from questionable sources such as AIM, citing the potential security and property damage risks of having superhuman operatives charged with opposing other superhumans (see AIM; Stark Industries). Most recently, he hired an engineer, Oliver Trask, to develop a series of robots called "Sentinels" intended to combat superhumans (see Sentinels; Trask, Oliver).

At the unveiling of the Sentinels, an attempt on Gyrich's life was made by the shapeshifting criminal Mystique and her Mutant Liberation Front, only to be thwarted by SHIELD's Interpol liason, Teresa Cassidy, and the X-Men (see Bainsidhe; Mutant Liberation Front; Mystique; X-Men). This attack only seems to have strengthened Gyrich's anti-superhuman biases.
Height: 6' 1".
Weight: 205 lbs.
Eyes: Brown.
Hair: Reddish brown.
Uniform: None.
Strength Level: Henry Gyrich possesses the normal human strength of a man his age, height, and build who engages in moderate exercise.
Known Superhuman Powers: None.
Other Abilities: Gyrich is a decent shot with a handgun. His primary strength, however, comes from his strong will and forceful personality.
Weapons: Gyrich has access to almost every weapon in SHIELD's armory. His personal sidearm is a compact Glock 23 in .40S&W, normally loaded with dual-purpose APHP (armor-piercing hollow-point) ammunition, a hollow point round with a tungsten core for penetrating armor. (Against "soft" targets, like unarmored people, the round acts like a standard hollow point, while against armored "hard" targets, such as body armor or vehicular plating, the round acts like an armor-piercing round.)

160 points
Attributes:
ST 10 [0]; DX 10 [0]; IQ 12 [40]; HT 10 [0].
Secondary Characteristics: Dmg 1d-2/1d; BL 20 lbs.; HP 11 [2]; Will 14 [10]; Per 12 [0]; FP 10 [0]; Basic Speed 5 [0]; Basic Move 5 [0]; Dodge 8.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western [0].
Advantages: Charisma 3 [15]; Intuitive Statesman 2 [20]; Legal Enforcement Powers 1 [5]; SHIELD Rank 7 [35]; Status 3 [0*]; Wealth (Very Wealthy) [30].
Perks: Controllable Disadvantage (Callous) [1].
Disadvantages: Addiction (Tobacco) [-5]; Bad Sight (Farsighted) (Mitigator: Glasses, -60%) [-10]; Intolerance (Superhumans) [-5]; Pacifism (Reluctant Killer) [-5]; Reputation (Hard-Liner; All the Time; Everyone Except One Group (Fellow Hard-Liners)) [-6]; Stubbornness [-5].
Quirks: Delusion ("I am above the law.") [-1]; Never Smiles [-1].
Skills: Administration (A) IQ+3 [4] – 15†; Connoisseur (Literature) (A) IQ-1 [1] – 11; Current Affairs/TL8 (Headline News) (E) IQ+2 [1] – 14†; Current Affairs/TL8 (Politics) (E) IQ+2 [1] – 14†; Heraldry (Government Agencies) (A) IQ+0 [2] – 12; Intimidation (A) Will+2 [8] – 16; Politics (A) IQ+3 [4] – 15†; Public Speaking (Rhetoric) (E) IQ+5 [1] – 15†‡; Savoir-Faire (High Society) (E) IQ+2 [2] – 13.
Starting Spending Money: $80,000 (20% of Starting Wealth).

* Includes +3 from Wealth.
† Includes +2 from Intuitive Statesman.
‡ Includes +3 from Charisma.

Role-Playing Notes:
First and foremost, Gyrich is a bigot, prejudiced against superhumans in general, and mutants in particular. He honestly believes the world would be a better place without any superhumans in it.

Gyrich sees himself as the J. Edgar Hoover of SHIELD; in many ways, he is, as only two people in the government directly outrank him: the President and the Attorney General. He is a career politician, and sees himself as America's "top cop", not to mention above the laws he professes to uphold. He has abused his power in the past, and probably will in the future as well.
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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

Last edited by Phantasm; 06-28-2020 at 03:17 PM.
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Old 05-11-2014, 07:52 AM   #595
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031 View Post
The entry reads "makes eye contact", meaning he has to look the target in the eye.

I currently have the ability as: Affliction (Vertigo-Gaze) 6 (HT-5; Cancellation, -10%; Incapacitation: Seizure, +100%; Malediction (Uses Speed/Range Table), +150%; Secondary Irritant: Nauseated, +6%; Sense-Based: Vision, -20%; Variable, +5%; Psionic, -10%) [205]

I didn't actually specify whether it was his vision or the target's vision for Sense-Based; do you think it should be both?
Yeah, I get the impression that if the target has to see him, and he has to see the target, that is both versions of Sense-Based. If he is blindfolded, he cant do his thing (-20%) and if his target is blindfolded he cant either (-20%).

I thought there was an example power that actually spelled this out, but I cant find it anymore. Worse, most of the examples in Powers that require "eye-contact" do it as you have done it. So, you are certainly justified in leaving it as is. But reading through the two versions of Sense-Based lead me to wanting both.
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Old 05-11-2014, 08:17 AM   #596
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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Precognition (Always On, -10%; Link (Powers Can Be Used Separately), +20%; Requires Precognition Roll, +0%; ESP, -10%) [25];
Always On, -10% doesn't make any sense, she would have to concentrate on Precognition constantly and so not really be able to do anything else.
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Old 05-11-2014, 08:51 AM   #597
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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Always On, -10% doesn't make any sense, she would have to concentrate on Precognition constantly and so not really be able to do anything else.
I had that prior to the questions in the other thread on her abilities popping up, as a stand-in for what I wanted without knowing the proper mechanics for it. I'll be replacing it shortly with "Precognition (Directed +100%; Inspired +100%; Reduced Fatigue 2, +40%; Reduced Time 10, +200%; Reflexive +40%; Reliable +10, +50%; Requires Precognition Roll, +0%; ESP, -10%) [155]".

Edit: Updated Destiny with that Precog, and cleaned up her Clairvoyance 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-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting

Last edited by Phantasm; 05-11-2014 at 09:03 AM.
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Old 05-11-2014, 09:18 AM   #598
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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I had that prior to the questions in the other thread on her abilities popping up, as a stand-in for what I wanted without knowing the proper mechanics for it. I'll be replacing it shortly with "Precognition (Directed +100%; Inspired +100%; Reduced Fatigue 2, +40%; Reduced Time 10, +200%; Reflexive +40%; Reliable +10, +50%; Requires Precognition Roll, +0%; ESP, -10%) [155]".

Edit: Updated Destiny with that Precog, and cleaned up her Clairvoyance ability.

How far into the future can Destiny see? As written Her effective skill is:
Time: Effective Skill
165 minutes: 14
3.5 days: 13
1 Week: 12
3 Weeks: 11
10 Weeks: 10
30 Weeks: 9
100 Weeks: 8
300 Weeks: 7
1,000 Weeks: 6
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Old 05-14-2014, 08:06 PM   #599
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

HAVOK

Real Name: Alexander "Alex" Summers.
Occupation: High school student.
Identity: Secret.
Legal Status: Citizen of the United States with no criminal record, still a minor.
Other Aliases: None.
Place of Birth: Anchorage, Alaska.
Marital Status: Single.
Known Relatives: Christopher (father, deceased), Katherine Anne (mother, deceased), Scott (alias Cyclops, brother), Philip (grandfather), Deborah (grandmother), Hank (uncle), Joyce (aunt, deceased), Buffy, Dawn (cousins).
Group Affiliation: Student at the Xavier Institute, occasional ally of the X-Men.
Base of Operations: Xavier Institute for Gifted Youngsters, Salem Center, New York.
History: Alex Summers was the younger of two sons of Christopher Summers, an Air Force major and test pilot, and his wife Katherine Anne. When Alex was still a pre-teen, his father flew himself, Scott, Katherine Anne, and Alex's brother Scott back from an island vacation in his vintage private plane. While flying over Nebraska, the plane apparently suffered some engine damage and was going to be destroyed. Alex's memories are unclear as to what happened next, as he woke up in an orphanage in Omaha, Nebraska.

According to the people he spoke to at the orphanage, Scott and Alex had apparently been pushed from the plane with a single parachute between them. Both brothers had suffered injuries, since their overburdened parachute had been unable to fully slow their fall. No sign of his parents' bodies were found among the wreckage of the plane. Furthermore, Scott was in a coma for almost a year, and Alex did not want to leave hid brother's side. Alex suffered a case of mild amnesia regarding what had happened; the doctors theorized that he was subconsciously repressing the traumatic memory.

Scott and Alex remained at the orphanage for some time, until their grandparents, who lived in the Alaskan panhandle, arranged to gain custody over the boys; their uncle, Hank Summers, was in Spain at the time and unable to be contacted.

After his brother's powers first manifested, their grandparents had a long talk with Scott and Alex. Scott agreed to enroll at the Xavier Institute, which had recently gone public as a school for mutants (see Cyclops; Xavier Institute). Alex at the time wondered if he was a mutant, too, but was told that two-thirds of those with what have been called the "mutant gene" never manifest powers.

Alex's life changed a few years later. While attending a "family weekend" at the Xavier Institute, Alex was kidnapped by agents who were part of a Cult of the Living Pharaoh. These cultists took him to their leader, Ahmet Abdol, who placed Alex in a chamber designed to amplify his body's ability to absorb ambient radiation and feed it to Abdol, who became the Living Monolith (see Living Monolith). Fortunately for Alex, Scott and a few of his classmates (including several who would later form the X-Men) managed to fight off the Monolith long enough to free Alex from the battery chamber (see X-Men). The influx of radiation triggered Alex's powers, and he was quickly enrolled at Xavier's, using the name Havok.

Since then, Alex has come to the X-Men's aid on a handful of occasions. It is unknown whether he will join the team or strike out on his own after graduation next year.
Height: 5' 10".
Weight: 185 lbs.
Eyes: Blue.
Hair: Blond.
Uniform: Black bodysuit with a series of white concentric circles on the chest, metallic gold belt with a red circle-X buckle, metallic gold wristbands, black boots, black cowl with a red gem in the forehead.
Strength Level: Alex Summers possesses the normal human strength of a man his age, height, and build who engages in moderate exercise.
Known Superhuman Powers: Havok's body is constantly absorbing, storing, and amplifying ambient radiation – mostly in the far ultraviolet, gamma, X-ray, and cosmic wavelengths, but also in the low infrared and radio wave frequencies. The circuitry in the bodysuit he was forced to wear by the cultists measures the amount of energy he currently has stored and permits him to direct it through his hands. With additional training at Xavier's, he no longer needs to wear the suit (but continues to do so because he likes the look).

The energy released takes the form of intense supercharged plasma which he normally shoots from his hands; most likely, he is converting his stored energy to a combination of heat and concussive force which then turns the air in the path of the energy to plasma. With training, he has been able to create a massive ball of expanding plasma with him at the center, but this severely weakens him. By firing the plasma from his legs rather than his arms, he is able to go airborne, but he has no skill at maneuvering while in flight and rarely uses his powers in this fashion.

Alex is immune to the damaging effects of his brother Scott's eye beams, instead absorbing and metabolizing the energy to temporarily boost his own raw power. As a side effect of his energy absorption powers, he is virtually immune to the effects of extremely hot temperatures.
Other Abilities: Alex is a quick thinker and natural leader, able to analyze a situation and come up with a workable plan in minutes. His main passion, however, is geophysics.

705 points
Attributes:
ST 11 [10]; DX 12 [40]; IQ 12 [40]; HT 12 [20].
Secondary Characteristics: Dmg 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 12 [0]; Per 12 [0]; FP 12 [0]; Basic Speed 6.00 [0]; Basic Move 6 [0]; Dodge 10.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western [0].
Advantages: Appearance (Attractive) [4]; Born War-Leader 2 [10]; Burning Attack 8 (Plasma Blast) (Accurate 6, +30%; Damage Modifier: Surge, +20%; Jet, +0%; Jet: Increased Range Χ5, +40%; Variable, +5%; Elemental: Fire/Heat, -10%; Mutant, -10%; Alternative Attack, Χ1/5) [14]; Burning Attack 8dΧ2 (Plasma Explosion) (Aura, +80%; Costs 6 FP, -30%; Damage Modifier: Explision (Damage / 1ΧYards), +150%; Damage Modifier: Surge, +20%; Melee Attack: Destructive Parry, +10%; Melee Attack: Reach C, -30%; Elemental: Fire/Heat, -10%; Mutant, -10%) [224]; Charisma 2 [20]; Combat Reflexes [15]; Damage Resistance 30 (Absorption: Into Plasma Blast, +80%; Limited Defense: Fire/Heat Attacks, -40%; Tough Skin, -40%; Elemental: Fire/Heat, -10%; Mutant, -10%) [120]; Damage Resistance 50 (Absorption: Into Plasma Blast, +80%; Limited Defense: Powers of Blood Relations (Rare), -80%; Tough Skin, -40%; Mutant, -10%) [125]; Fit [5]; Flight (Cannot Hover, -15%; Hard to Use (-3), -5%; Elemental: Fire/Heat, -10%; Mutant, -10%; Alternative Ability, Χ1/5) [5]; Intuition [15]; Temperature Tolerance 10 (Elemental: Fire/Heat, -10%; Mutant, -10%) [8].
Perks: Acceleration Tolerance [1]; Ignition [1]; Skintight Uniform [1]; Style Familiarity: Professional Wrestling [1]; Supersuit [1];
Disadvantages: Charitable (12) [-15]; Code of Honor (Hero's) [-10]; Low Self-Image [-10]; Pacifism (Reluctant Killer) [-5]; Sense of Duty (Humanity) [-15]; Social Stigma (Minor) [-5]; Wealth (Struggling) [-10].
Quirks: Dual Identity [-1].
Skills: Boxing (A) DX+2 [8] – 14; Carousing (E) HT+0 [1] – 12; Climbing (A) DX-1 [1] – 11; Current Affairs/TL8 (Headline News) (E) IQ+0 [1] – 12; Current Affairs/TL8 (Popular Culture) (E) IQ+0 [1] – 12; Electronics Operation/TL8 (Scientific) (A) IQ-1 [1] – 11; Geology/TL8 (Earth) (H) IQ-2 [1] – 10; Hiking (A) HT-1 [1] – 11; Hobby Skill (Professional Wrestling Trivia) (E) IQ+0 [1] – 12; Innate Attack (Beam) (E) DX+4 [12] – 16; Intelligence Analysis/TL8 (H) IQ+0 [1] – 12*; Judo (H) DX+2 [12] – 14; Leadership (A) IQ+3 [1] – 15*†; Mathematics/TL8 (Applied) (H) IQ-2 [1] – 10; Meteorology/TL8 (Earth) (A) IQ-1 [1] – 11; Physics/TL8 (Geophysics) (H) IQ-2 [1] – 10; Running (A) HT+0 [2] – 12; Swimming (E) HT+0 [1] – 12; Tactics (H) IQ+1 [2] – 13*.
Starting Spending Money: $2,000 (20% of Starting Wealth).

* Includes +2 from Born War-Leader.
† Includes +2 from Charisma

Role-Playing Notes:
Alex is proud of his older brother, but isn't entirely sure he wants to join the X-Men after graduating Xavier's. He feels like he'd be constantly in Scott's shadow, accepted due to who his family is rather than on his own merits. Despite this, he is quite willing to assist the team.

Like his brother, Alex is a natural leader, quickly able to come up with working strategies and inspire others to follow them, but constantly doubts and second-guesses himself. He lacks confidence.

Design Notes:
1. While technically the Plasma Blast is his primary ability and would normally run 70 points, the Plasma Explosion costs more points. Going by the Basic Set, the ability that costs the most points is considered the "primary" ability, with other abilities that cannot be used at the same time as Alternative Abilities/Attacks.
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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 05-14-2014, 08:11 PM   #600
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HAWKEYE

Real Name: Clint Barton.
Occupation: Former carnival performer turned professional adventurer.
Identity: Secret.
Legal Status: Citizen of the United States with a criminal record.
Other Aliases: None revealed.
Place of Birth: Somewhere in Arkansas.
Marital Status: Single.
Known Relatives: Barney (brother); father and uncle (names unknown).
Group Affiliation: Renegades, former partner of the Swordsman and Trickshot in an unnamed circus.
Base of Operations: Mobile.
History: When they were still 10 and 12 years old, Clint and his other brother Barney Barton ran away from their abusive single father and found refuge with a traveling circus. It is unknown whether the boys' father even filed a missing persons report for them, as the authorities apparently never came looking for them.

Clint and Barney were already decent shots with a bow, having been bow hunting with their uncle. Jacques DuQuene, one of the show's performers who went by the moniker Swordsman, took the boys under his wing, eventually making them part of his act (see Swordsman). While Barney's skill remained mediocre, Clint's skill soon rivaled the show's premier archer, who went by the name Trickshot (see Trickshot). There were hints that Trickshot helped Swordsman train the boy. Pretty soon Clint was billed as "Hawkeye" in the circus's performances.

On the side, however, Swordsman and Trickshot performed petty robberies, often the night before the circus was to leave a town. The two planned to draw the Bartons into their schemes; while Barney proved amenable, seeing it as repaying the two for their past kindness, Clint remained hesitant, but stated he would not interfere so long as no one was hurt.

One night after Clint had turned seventeen, he spotted Barney, Jacques, and Trickshot leaving the circus owner's trailer. Investigating, he discovered the owner dead and the cash box missing. Returning to the trailer he shared with his brother, he discovered that Barney had planted the cash box under Clint's bed. The two fought, and when the fight spilled over into the rest of the circus they discovered that Swordsman had called the police reporting the owner's death. With only his word against the three who had framed him, Clint was arrested.

After a few years in prison, Clint was released on parole. The day of his release from prison, he was met by his brother, who apologized for setting up Clint. Barney claimed it was Trickshot's idea, in order to eliminate both a professional rival and the only other person who knew of the racket. The older Baron also explained that the owner was not supposed to have been killed, but he walked in during the robbery and the three had panicked. Clint wasn't sure if he could forgive his brother, but was willing to give him a second chance. Barney mentioned that Swordsman and Trickshot had left the circus, which was about to perform in New York City, and urged Clint to go there with him to make amends. Clint elicited a promise from his brother that Barney would tell the circus what really happened.

Barney, however, had once again set up his brother. Instead of the circus they'd grown up in, Barney led Clint into an ambush in New York's Times Square, where he was attacked by the Wrecking Crew, who were under orders to kill Clint (see Wrecking Crew). The battle, however, drew out a few other adventurers; after the battle was over, Clint suggested they remain together to assist each other in their goals (see Renegades).
Height: 5' 9".
Weight: 165 lbs.
Eyes: Blue.
Hair: Brown.
Uniform: Black and purple Kevlar sleeveless vest, black Kevlar pants, black boots, gray kneepads, black fingerless gloves, cylindrical quiver with a mechanized arrowhead selection system built into it, black leather belt with a gray buckle, several pouches on the belt containing additional equipment. Fluctuates between a black and purple cowl with an "H" prominent on the forehead and a pair of wrap-around purple-tinted shades; both have corrective lenses.
Strength Level: Hawkeye possesses the normal human strength of a man his age, height, and build who engages in intensive regular exercise.
Known Superhuman Powers: While Clint normally would not be considered to have superhuman powers, his eyesight is such that he is able to make out details at twice the distance of others. As a side-effect, however, he needs corrective lenses to make out details closer to him.
Other Abilities: Hawkeye is one of the world's foremost archers. In addition, he is well-versed in crafting all sorts of unique arrows and warheads.
Weapons: Hawkeye wields a composite longbow with a considerable draw weight, letting him fire arrows over 300 yards distant.

Hawkeye's quiver contains 36 arrows, and possesses an arrowhead selection mechanism allowing him to remotely select a number of arrowheads by pressing buttons on his bow; each arrowhead can be selected via a different combination of button presses. Among the arrows he's used in the past are explosive-tipped arrows filled with a few ounces of commericially-available explosives; a smoke bomb arrow which releases a thick cloud of black smoke; a magnesium flare arrow which, when struck on a rough surface like that of a brick building, produces a blinding flare for three seconds; a tear gas arrow; an acid arrow filled with concentrated nitric acid; a bola arrow which he uses to entangle fleeing opponents; an electro-shocking arrow, discharging 20,000 volts upon impact; a grappling hook with a trailing cable; a putty arrow which releases a highly sticky chemical compound; blunt tipped arrows, which are able to knock down or knock out opponents without doing lethal damage - but are able to break bone when fired from extremely close range; a suction-tip arrow with hidden superglue reserve; and a sonic whistle arrow. More esoteric arrows he's used include a diamond-tipped drill arrow; a rocket booster arrow; a net arrow that deploys in mid-flight using a laser distancer and minor explosives; and a boomerang arrow with a small gyroscopic system enabling it to turn in mid-air to return back towards him.

490 points
Attributes:
ST 16 [60]; DX 15 [100]; IQ 11 [20]; HT 14 [40].
Secondary Characteristics: Dmg 1d+1/2d+1; BL 51 lbs.; HP 16 [0]; Will 12 [5]; Per 14 [15]; FP 14 [0]; Basic Speed 7.25 [0]; Basic Move 7 [0]; Dodge 14.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western [0].
Advantages: Acute Vision 3 [6]; Artificer 2 [20]; Combat Reflexes [15]; Enhanced Dodge 3 [45]; Gizmo 3 [15]; Hard to Kill 3 [6]; Hard to Subdue 3 [6]; Heroic Archer [20]; High Pain Threshold [10]; Rapid Healing [5]; Resistant to Disease (+8) [5]; Resistant to Poisons (+3) [5]; Signature Gear (Trick Arrows; Consumable) 2 [2]; Striking ST +3 [15]; Telescopic Vision 1 [5]; Very Fit [15]; Weapon Master (Bows) [20].
Perks: Eye For Distance [1]; Off-Screen Reload [1]; Skill Adaptation (Disarm Defaults to Bow) [1]; Special Exercises (Striking ST +1) 3 [3]; Strongbow [1]; Weapon Bond (Bow) [1].
Disadvantages: Bad Sight (Farsighted) (Mitigator: Glasses/Contacts, -60%) [-10]; Code of Honor (Pirate's) [-5]; Overconfidence (12) [-5]; Pacifism (Cannot Harm Innocents) [-10]; Secret Identity (Imprisonment) [-20]; Social Stigma (Criminal Record) [-5]; Status -1 [-5]; Stubbornness [-5]; Wealth (Poor) [-15].
Quirks: Adrenaline Junkie [-1]; Chauvinistic [-1]; Easily Seduced [-1]; Incorrigible Flirt [-1]; Willfully Anachronistic [-1].
Skills: Acrobatics (H) DX+0 [4] – 15; Armoury/TL8 (Missile Weapons) (A) IQ+3 [4] – 14*; Bow (A) DX+10 [40] – 25; Brawling (E) DX+2 [4] – 17; Chemistry/TL8 (H) IQ+1 [8] – 12; Climbing (A) DX+1 [4] – 16; Driving/TL8 (Motorcycle) (A) DX+1 [4] – 16; Engineer/TL8 (Microtechnology) (H) IQ+1 [2] – 12*; Explosives/TL8 (Fireworks) (A) IQ+1 [4] – 12; Fast-Draw (Arrow) (E) DX+3 [4] – 18†; Forced Entry (E) DX+0 [1] – 15; Gesture (E) IQ+1 [2] – 12; Holdout (A) IQ+1 [4] – 12; Mathematics/TL8 (Applied) (H) IQ-1 [2] – 10; Mechanic/TL8 (Microtechnology) (A) IQ+2 [2] – 13†; Observation (A) Per+4 [4] – 18‡; Performance (A) IQ+1 [4] – 12; Search (A) Per+0 [2] – 14; Shadowing (A) IQ+2 [7] – 13#; Stealth (A) DX+1 [4] – 16; Streetwise (A) IQ+1 [4] – 12; Wrestling (A) DX+1 [4] – 16.
Techniques: Disarming (Bow) (H) def+0 [0] – 25; Dual-Weapon Attack (Bow) (H) def+2 [3] – 25.
Starting Spending Money: $600 (20% of Starting Wealth, minus the cost of his longbow).

* Includes +2 from Artificer.
† Includes +1 from Combat Reflexes.
‡ Includes +3 from Acute Vision.
# Defaulted from Observation.

Role-Playing Notes:
Hawkeye comes off brash and arrogant, but much of this is a drive to prove that skill and training is still valid in this world of superhuman. He's finding it hard to trust people again after his brother's second betrayal.

Hawkeye fancies himself a ladies man, and makes passes at any of-age female around him. This often includes his teammate Mockingbird, but never Jewel (she's too young for him). He has a low resistance to attractive women taking an interest in him; this often leads him – and by extension, his teammates – into Trouble.
__________________
"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

Last edited by Phantasm; 05-15-2014 at 07:13 PM.
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