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Old 08-07-2014, 10:59 PM   #791
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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Originally Posted by tbrock1031 View Post
I've been treating Mechanic! as covering all specialties of Mechanic, Armoury, and Electronics Repair, but not Engineer. Not sure what else it'd cover, to be honest. It's a bit narrow when compared to some other wildcards, but I'm hesitant to load up with a ton of skills and somehow miss one that could be crucial. Other than making an overall Mechanic (all specialties) (IQ/H) skill, I'm not sure how else to cover it.
To me MEchanic is a great Wild Card skill.
I like the guy who can be Mr. Fixit but not Master Builder.
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Old 08-09-2014, 09:28 AM   #792
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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Originally Posted by tbrock1031 View Post
I've been treating Mechanic! as covering all specialties of Mechanic, Armoury, and Electronics Repair, but not Engineer. Not sure what else it'd cover, to be honest. It's a bit narrow when compared to some other wildcards, but I'm hesitant to load up with a ton of skills and somehow miss one that could be crucial. Other than making an overall Mechanic (all specialties) (IQ/H) skill, I'm not sure how else to cover it.
Now that I think about it a little more, I think Machinist could be one of the skills it replaces. At the risk of thread drift, any other skills the Mechanic! skill could cover, either outright or conditionally?

And it's the fact that (so far) all the skills replaced by Mechanic! are all covered by Artificer Talent that I permit Artificer to add to the wildcard. Perhaps not entirely RAW, but it makes sense. For talents that cover only a handful of skills covered by a wildcard, I tend to list it as a conditional bonus.
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Old 08-09-2014, 12:30 PM   #793
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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Originally Posted by tbrock1031 View Post
Now that I think about it a little more, I think Machinist could be one of the skills it replaces. At the risk of thread drift, any other skills the Mechanic! skill could cover, either outright or conditionally?

And it's the fact that (so far) all the skills replaced by Mechanic! are all covered by Artificer Talent that I permit Artificer to add to the wildcard. Perhaps not entirely RAW, but it makes sense. For talents that cover only a handful of skills covered by a wildcard, I tend to list it as a conditional bonus.
I think that shows it's a little under-powered. Artificer at 10 points per level is still cheaper than one level of a Wild Card skill. I'd say that a proper Wild Card skill should cover a dozen or so skills to be cost effective - that makes the cost roughly comparable to a Talent with a dozen skills (using alternate pricing.) Inventor! covers all of Mechanic! and more while being more reasonably priced.

That said, I can understand the desire for a broad mechanic skill. I sometimes think GURPS would benefit from some option between the narrow and specific normal skills and the very broad, party niche filling Wild Card skills.

Given that you're not trying for the most efficient design, just trying to represent the character, Mechanic! is fine for your purposes. I'd just like something more practical for PCs.
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Old 08-17-2014, 05:48 PM   #794
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

IMPOSSIBLE MAN

Real Name: Unrevealed, possibly inapplicable.
Occupation: Troublemaker, adventurer.
Identity: Publicly known.
Legal Status: Citizen of Poppup with no known criminal record.
Other Aliases: "Impy", "Impy-Wan Kenobi".
Place of Birth: The planet Poppup, in an unrevealed star system.
Marital Status: Single, possibly inapplicable.
Known Relatives: None.
Group Affiliation: None.
Base of Operations: Mobile.
History: The Impossible Man hails from the planet Poppup, which he claims is composed of a single hive mind race, where every individual is mentally linked to the greater whole. Apparently Impy was born with a genetic mutation that permitted him greater freedom of thought from the Poppupian hive mind, while retaining his link to it. Ultimately, he claims, he was driven by sheer boredom to leave Poppup and explore the universe. So it was when he was passing through Earth's star system in the form of a rocket ship when his radio antennae caught a broadcast of a reality TV show. Sensing potential, he decided to visit Earth, drinking in as much of its pop culture as he could.

The Impossible Man landed in the first large city he could find, which happened to be the New York greater metropolitan area, and led the Fantastic Four on a merry chase through all the major landmarks (see Fantastic Four). Cornered on Liberty Island, the Impossible Man explained about his life and the utter boredom he suffered before coming to Earth. Seeing an opportunity to be rid of him, Johnny Storm began describing all the sights he'd seen elsewhere in space the rings of Saturn, the Crab Nebula cosmic jellyfish, etc. and in quite a verbose manner, to boot (see Human Torch). Inspired by these tales, the Impossible Man returned to the stars, vowing to see all the sights the galaxy had to offer, but promising one day he'd return to tell his new friends, the Fantastic Four, all about them! (They can't wait. Really.)
Height: Variable.
Weight: Variable.
Eyes: Brown.
Hair: None.
Skin: Green.
Uniform: Purple one-piece swimsuit, purple belt, purple gloves, purple boots.
Strength Level: Normally the Impossible Man has the equivalent strength of a human his apparent age, height, and build who engages in moderate exercise. However, many of his forms have exhibited superhuman strength.
Known Superhuman Powers: The Impossible Man, like all members of his race (or so he claims), is able to form his shape into whatever form he desires. Should he form himself into the shape of a rocket, that rocket will be capable of flight by ejecting plasma beneath him. If he forms himself into a starship, he will be able to travel through hyperspace. He is able to form his hands into mallets and scissors, and once even into a working lightsaber. The only limits to his shapechanging appear to be his imagination and the fact that he cannot change the color of his skin or clothing; ergo, every form he takes will appear green and purple. When he changes size, his mass shifts as well, drawing and shunting mass to an extradimensional space, presumably through Pym particles (see Ant-Man).

According to the Impossible Man, all Poppupians are asexual, able to reproduce at will via cellular mitosis.
Other Abilities: The Impossible Man is said to be able to annoy even the most patient and level-headed person, given enough time.

Iron Man: *scoff* "Tourist."
Marvel's Avengers


1,560 points
Attributes:
ST 10 [0]; DX 12 [40]; IQ 11 [20]; HT 12 [20].
Secondary Characteristics: Dmg 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 12 [5]; Per 12 [5]; FP 12 [0]; Basic Speed 6.00 [0]; Basic Move 6 [0]; Dodge 10.
Languages: English (Native) [6]; Poppupian (Native) (Native Language) [0].
Cultural Familiarities: Poppup (Native) [0]; Western [2].
Advantages: Burning Attack 8d (Based on Force Sword, +0%; Melee Attack: Destructive Parry, +10%; Melee Attack: Reach 1, 2, -20%; Super, -10%; Alternative Ability, 1/5) [7]; Combat Reflexes [15]; Elastic Skin (Super, -10%; Alternative Ability, 1/5) [4]; Flight (Switchable, +10%; Winged, -25%; Super, -10%; Alternative Ability, 1/5) [6]; Hard to Kill 4 [8]; Hard to Subdue 4 [8]; High TL +3 [15]; Morph (Extra Morphing Capacity: 1,000 points; Flawed, -10%; Improvised Forms, +100%; No Memorization Required, +50%; Reduced Time 4 (1 second), +80%; Unlimited, +50%; Super, -10%) [1,360]; Racial Memory (Active) [40]; Stretching 2 (Super, -10%; Alternative Ability, 1/5) [3]; Striker (Crushing) (Switchable, +10%; Alternative Ability, 1/5) [2]; Striker (Cutting) (Switchable, +10%; Alternative Ability, 1/5) [2]; Striker (Impaling) (Switchable, +10%; Alternative Ability, 1/5) [2]; Trivia Sponge 3 [15]; Versatile [5]; Wild Talent 1 [20].
Perks: No Denegration in Zero-G [1]; Supersuit [1].
Disadvantages: Compulsive Carousing (6) [-10]; Gregarious [-10]; Gullibility (9) [-15]; Impulsiveness (6) [-20]; Odious Personal Habit (Annoying Pest) [-10]; Pacifism (Cannot Kill) [-15]; Short Attention Span [-10].
Quirks: Broad-Minded [-1]; Imaginative [-1]; Nosy [-1]; Sexless [-1]; Shutterbug [-1].
Skills: Carousing (E) HT+0 [1] 12; Current Affairs/TL11 (Popular Culture) (E) IQ+5 [4] 16*; Current Affairs/TL11 (Sports) (E) IQ+4 [2] 15*; Force Sword (A) DX+0 [2] 12; Hobby Skill (Television Trivia) (E) IQ+6 [8] 17*; Morphing (H) IQ+3 [16] 14.
Features: Parthenogenesis [0].
Starting Spending Money: $4,000 (20% of Starting Wealth).

* Includes +3 from Trivia Sponge.

Role-Playing Notes:
Impy is said to be a cross between Animal and Gonzo of The Muppet Show in personality, with more than a dash of Daffy Duck and Groucho Marx thrown in for good measure. He is addicted to Earth's pop culture.

Designer's Notes
1. Given the green coloration and the insane shapeshifting ability, I have to wonder if the Poppupians are a branch of the Skrulls.
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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 08-17-2014, 05:54 PM   #795
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

INHUMANS

The Inhumans (Homo sapiens secundus, so named for being a "second" branch of humanity) are a branch of humanity that diverged from the primary human line about 20,000 years ago. Earth had just been discovered by the Kree Empire, and a Kree scientist, after examining the human race, discovered that the species had the potential to gain powerful abilities (see Kree). This scientist was given authorization to perform experiments on humans to bring out these abilities, with the idea that the super-powered humans would be trained as soldiers for the ongoing war with the Skrulls (see Skrulls). Not long afterwards, however, the experiments, dubbed "Inhumans", were released back onto their homeworld.

It is believed that the first regular humans the Inhumans encountered attacked them on sight. This led the Inhumans to attempt to seclude themselves from humanity. For much of their history, they succeeded, living in secluded areas such as the Himalayas, northwest Canada, and the South Pacific, among other remote locations. (It is believed by those who know about the race that such cryptozoological creatures as the Yeti, Sasquatch, and Jersey Devil were Inhumans.) Only recently have circumstances changed, forcing the Inhumans to migrate to the Blue Area of the Moon (ironically, also created by the Kree).

Some ten thousand years ago, the Inhumans discovered a substance called the Terrigen Mists, which can be used to induce mutations. At first, the Mists were used indiscriminately, which led to a number of non-human physiques. More conservative heads prevailed, and ever since then the Terrigen Mists have been used only under the eyes of the Inhumans' Genetics Council, which is the only governing body in Inhuman culture. It is believed by some scholars that the Atlanteans are descended from a branch of the Inhumans who had developed the ability to survive underwater at the expense of being able to breathe air (see Atlanteans).

The head of the Genetics Council is referred to as their ruler and rules for life unless the rest of the Council opposes him. The current ruler is a man by the name of Maximus (see Maximus).

Inhumans practice a strict eugenics policy and near-zero population growth, with most couples restricted to only two children. Thanks to their eugenics program, the average humanoid Inhuman is stronger, more agile, smarter, healthier, and more attractive than the average human, but are susceptible to illnesses stemming from pollution (unlike humans, who have lived in areas of increasing pollution worldwide, Inhumans have not factored pollution into their eugenics programs).

The only Inhumans that to date are known to have come into major contact with the dominant human race are Medusa, who has fought the Fantastic Four as a member of the Frightful Four, and Crystal, who has started dating Johnny Storm, having met at the registration desk at Empire State University (see Crystal; Fantastic Four; Frightful Four; Human Torch; Medusa). Maximus himself has made contact with the Kree Colonel Yon-Rogg, who is himself planning his own invasion of Earth (see Yon-Rogg). At this time, Medusa and Crystal are not known by either the Fantastic Four or the Frightful Four to be Inhumans.

Game-Mechanic Details:
The Inhumans are advanced in bio-technology and gravity manipulation technology, possessing TL 10 biotech and TL10^ grav plating and contragravity. Otherwise, they have TL8 technology equal to that of modern-day Earth.

Inhuman
100 points
Attribute Modifiers:
ST +2 [20]; DX +2 [40]; IQ +1 [20]; HT +2 [20].
Secondary Characteristic Modifiers: HP -2 [-4].
Languages: Tilan (Native) [0].
Advantages: Appearance (Attractive) [4].
Perks: Racial Gifts (Terrigen-based mutations) [1].
Disadvantages: Susceptible to Pollution -1 [-1].



Huh, a quick search of the term "Inhuman" in this thread tells me that I has not posted the racial package/entry for them prior to now. How did I miss them?
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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 08-17-2014, 10:02 PM   #796
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

No Royal Family for the Inhumans?
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Old 08-18-2014, 02:06 AM   #797
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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Originally Posted by tbrock1031 View Post
I've been treating Mechanic! as covering all specialties of Mechanic, Armoury, and Electronics Repair, but not Engineer. Not sure what else it'd cover, to be honest. It's a bit narrow when compared to some other wildcards, but I'm hesitant to load up with a ton of skills and somehow miss one that could be crucial. Other than making an overall Mechanic (all specialties) (IQ/H) skill, I'm not sure how else to cover it.
I might let it cover Electronics Operations (a notable gap in Inventor! As written, as I discovered when building a team techie PC) and any other roll to operate machinery routinely. A Mechanic should surely be a good practical user of any system they can work with.
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Old 08-18-2014, 03:03 AM   #798
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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I might let it cover Electronics Operations (a notable gap in Inventor! As written, as I discovered when building a team techie PC) and any other roll to operate machinery routinely. A Mechanic should surely be a good practical user of any system they can work with.
I doubt many car mechanics are great drivers, or computer repairmen coders.
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Old 08-18-2014, 08:46 AM   #799
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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Originally Posted by Flyndaran View Post
I doubt many car mechanics are great drivers, or computer repairmen coders.
He did say routinely though, I can see where such skils operate at attribute level.
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Old 08-18-2014, 12:32 PM   #800
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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No Royal Family for the Inhumans?
Scroll back a few pages to Crystal's entry to find out some hints on what the Royal Family's current status is. Maximus being in charge and Crystal with Secret (Illegal Alien) should tell you what's actually going on with them. ;)
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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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