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Old 08-10-2021, 06:12 PM   #1731
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

ASMODEUS

Real Name: Dr. Charles Benton.
Occupation: Surgeon, cult leader.
Identity: Secret.
Legal Status: Citizen of the United States with no known criminal record.
Other Aliases: None.
Place of Birth: Unrevealed.
Place of Death: New York City, New York.
Marital Status: Widower.
Known Relatives: Children (names unrevealed); wife (name unrevealed, deceased).
Group Affiliation: Sons of Satannish; pawn of Satannish.
Base of Operations: New York City, New York.
History: A former colleague of neurosurgeon Dr. Stephen Strange, Charles Benton became despondent after the death of his wife in an automobile accident (see Doctor Strange). Like Strange, Benton eventually turned to the occult; unfortunately for him, his studies in the occult led him not to the Ancient One's order of sorcerers at Kamar-Taj but to the Sons of Satannish, a cult of demon-worshipers dedicated to the demon Satannish, whom the cult confused with the Judaeo-Christian Satan (see Ancient One; Order of Kamar-Taj; Satan; Satannish). Each member of the Sons took the name of a demon from the Bible or other Abrahamic texts; Benton took the name Asmodeus, one of the demons from the Testament of Solomon. (What relationship that Asmodeus has with the demon Azmodeus, who has menaced the Ghost Rider, is currently unknown; see Azmodeus; Ghost Rider). Over time, Benton, as Asmodeus, came to control the Sons of Satannish as their leader.

Benton had always been resentful of Strange of his success, and secretly rejoiced when the latter's hands were crippled. (That Strange was exceedingly arrogant about his skill did nothing to endear him to any of his colleagues, either.) After a time, Benton discovered that Strange had become Earth's Sorcerer Supreme, which also made Strange Satannish's natural enemy as well. At first, Benton visited Strange in his capacity as a surgeon, asking Strange to be a consultant at the hospital. Strange was initially wary because he'd parted ways with the hospital in bad terms years before. After several visits, however, Benton had seemingly convinced Strange to return as a consultant at their old hospital.

On Strange's third consulting visit, however, Benton and the Sons of Satannish ambushed him in an unused operating theater. Despite Asmodeus's planning, the Sons were no match for Strange. During this encounter, Asmodeus attempted to summon Satannish, and arrogantly tried to command the demon to destroy Strange. Satannish, however, decided that this affront by one of his "pawns" was too great, and killed Asmodeus, claimed his soul, and carried it to his hell dimension.

Whether Asmodeus will return in a new demonic form in the future has yet to be determined.
Height: 5' 9".
Weight: 185 lbs.
Eyes: Brown.
Hair: Black.
Uniform: Red long-sleeved knee-length tunic with a gold open diamond on the chest, red pants, dark gold gloves, black boots, red half-face cowl set with horns on the side, black belt, red cloak with a high collar, metallic bracers.
Strength Level: Asmodeus possessed the normal human strength of a man his age, height, and build who engaged in moderate exercise.
Known Superhuman Powers: Asmodeus was a sorcerer, a practitioner of magic. Strictly speaking, Asmodeus and other human sorcerers do not have superhuman powers; only the ability to manipulate mystical energy lies within an Earth-born sorcerer, not the energy itself. Theoretically, any living person can tap into an infinite amount of mystical energy. However, each person is limited by his or her own amount of training, discipline, knowledge, and enlightenment as to the mystical arts.

Asmodeus's magic was derived from three major sources: powers gained by tapping the universe's ambient magical energy and employing it for specific effects (teleportation, illusion-casting, energy projection); powers gained through invoking entities or objects of power existing in mystical dimensions tangential to his own; and powers drawn from tapping the energies of unwilling subjects, usually through death, to power his spells. (The last is commonly known as "black" magic.) The most commonly invoked entity was Satannish; Asmodeus invoked Satannish for every spell he cast, except for casting subtle illusions which were able to (temporarily) fool Doctor Strange, although it may be that Strange was just not paying attention.

444 points
Attributes: ST 10 [0]; DX 11 [20]; IQ 12 [40]; HT 11 [10].
Secondary Characteristics: Dmg 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 14 [10]; Per 14 [10]; FP 11 [0]; Basic Speed 5.50 [0]; Basic Move 5 [0]; Dodge 8.
Languages: Ancient Greek (Accented) [4]; Ancient Hebrew (Accented) [4]; English (Native) (Native Language) [0]; Latin (Accented) [4].
Cultural Familiarities: Western (Native) [0].
Advantages: Eidetic Memory [5]; Energy/3 (Pact: Satannish, -10%) [54]; Fit [5]; Healer 4 [40]; High Manual Dexterity 3 [15]; Hospital Rank 2 [8]; Illusion/3 [30]; Inert Matter/2 (Pact: Satannish, -10%) [18]; Magery 0 (Subtle Aura (-5 to Mage-Detection Rolls), +20%) [6]; Magery 1 (Illusion Realm Only, -40%; Solitary Ceremonial, +10%; Subtle Aura (-5 to Mage-Detection Rolls), +20%) [9]; Magery 2 (External Energy Only, -60%; Pact: Satannish, -10%; Solitary Ceremonial, +10%; Subtle Aura (-5 to Mage-Detection Rolls), +20%) [12]; Organization Rank 2 [4]; Spirit/2 [40]; Status 2 [0*]; Wealth (Very Wealthy) [30].
Perks: Spirit Contract (Satannish) [1].
Disadvantages: Black Magic Taint -5 [-15]; Callous [-5]; Post-Combat Shakes (12) [-5]; Secret Identity (Imprisonment or Exile) [-20]; Stubbornness [-5]; Vow (Destroy Dr. Strange) [-10].
Quirks: Ambitious [-1]; Careful Planner [-1]; Conceited [-1]; Lip Service (Hippocratic Oath) [-1]; Tiny Hands [-1].
Skills: Acting (A) IQ+0 [2] – 12; Artist (Drawing) (H) IQ+0 [4] – 12; Brawling (E) DX+1 [2] – 12; Climbing (A) DX+0 [2] – 11; Computer Operation/TL8 (E) IQ+0 [1] – 12; Connoisseur (Wine) (A) IQ+0 [2] – 12; Detect Lies (H) Per+0 [4] – 14; Diagnosis/TL8 (H) IQ+4 [4] – 16; Diplomacy (H) IQ-1 [2] – 11; Electronics Operation/TL8 (Medical) (A) IQ+1 [4] – 13; Fast-Talk (A) IQ+0 [2] – 12; First Aid/TL8 (Human) (E) IQ+4 [0] – 16†‡; Force Sword (A) DX+1 [4] – 12; Gambling (A) IQ+0 [2] – 12; Guns/TL8 (Pistol) (E) DX+1 [2] – 12; Holdout (A) IQ+0 [2] – 12; Innate Attack (Beam) (E) DX+1 [2] – 12; Innate Attack (Projectile) (E) DX+1 [2] – 12; Knife (E) DX+1 [2] – 12; Lifting (A) HT+0 [2] – 11; Occultism (A) IQ+0 [2] – 12; Physician/TL8 (Human) (H) IQ+4 [4] – 16†; Physiology/TL8 (Human) (H) IQ+4 [4] – 16†; Pickpocket (H) DX+1 [8] – 12; Running (A) HT+0 [2] – 11; Shadowing (A) IQ+0 [2] – 12; Sleight of Hand (H) DX+1 [8] – 12; Sports (Racquetball) (A) DX+1 [4] – 12; Stealth (A) DX+1 [4] – 12; Surgery/TL8 (Human) (VH) IQ+4 [8] – 16†; Swimming (E) HT+0 [1] – 11; Throwing (A) DX+0 [2] – 11; Wrestling (A) DX+1 [4] – 12.
Magical Realm Skills: Energy (VH) IQ+3 [12] – 15; Illusion (VH) IQ+4 [12] – 16#; Inert Matter (VH) IQ+3 [12] – 15; Spirit (VH) IQ+3 [12] – 15.
Starting Spending Money: $80,000 (20% of Starting Wealth).

* Includes +1 from Wealth and +1 from Hospital Rank.
† Includes +4 from Healer.
‡ Defaulted from Physician.
Includes +2 from Magery.
# Includes +3 from Magery.

Design Notes:
1. Hospital Rank is based on Merchant Rank but built as 4 points per level, lacking the "domination" clause as per guidelines in GURPS Social Engineering. Likewise, Organization Rank is based on Organized Criminal Rank found in Social Engineering, being 2 points per level.
2. My own thought is that Stephen Strange and Charles Benton would have worked at Mt. Sinai Hospital on Madison Avenue. YMMV, of course.
__________________
"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; 08-11-2021 at 10:10 AM.
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Old 08-19-2021, 03:08 AM   #1732
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

ASTI THE ALL-SEEING

Real Name: Asti (presumably).
Occupation: Servant, spy.
Identity: Asti's existence is unknown to the general populace of Earth; its existence is public knowledge in the Dark Dimension.
Legal Status: Property of Dormammu.
Other Aliases: "the All-Speaking" (an insult given to it by several Dark Dimension denizens).
Place of Birth/Creation: Presumably the Dark Dimension.
Marital Status: Unrevealed, possibly inapplicable.
Known Relatives: None, possibly inapplicable.
Group Affiliation: Servant of Dormammu and Umar.
Base of Operations: The Dark Dimension.
History: The origin of the magical creature (or maybe contruct) known as Asti is unknown. It is believed that it was created by Dormammu to continuously survey the Dark Dimension to ensure his rule continues unchallenged (see Dark Dimension; Dormammu). (It is entirely possible there are multiple copies of Asti roaming the Dark Dimension, although only one Asti has ever been seen at a time.)

Asti was first seen spying on Doctor Strange during his first trip into the Dark Dimension (see Doctor Strange). It was also seen bringing news of Clea's covert aiding of Strange to Dormammu (see Clea).

Months later, Asti was spotted outside Dr. Strange's Greenwich Village brownstone keeping tabs on the Doctor and Clea, who had been banished to Earth by Dormammu (see Doctor Strange's Sanctum Sanctorum), but turned invisible as the two left the building.
Height: 3' 8".
Weight: Unrevealed.
Eyes: Red.
Hair: None.
Other Distinguishing Features: Asti appears as a disembodied gold-yellow triangular face with a bird-like beak; the inside of the mouth is the same shade of red as the eyes.
Uniform: None.
Strength Level: Asti is a fairly weak entity owing to its small size and lack of manipulators. It can carry in its mouth no more than ten pounds.
Known Superhuman Powers: Asti is able to fly at great speeds, possibly approaching the speed of sound when in the Earth dimension. It is also highly resistant to damage and is apparently immune to metabolic hazards. There is a very good chance Asti is not actually "alive" as is understood by science on Earth, instead being a magical construct.

As implied by its epitaph of "the All-Seeing", Asti possesses a wide range of visual powers. It can see clearly for miles in absolute darkness, including seeing color with no light sources. It is also able to see in infrared, ultraviolet, terahertz radar waves, and X- and gamma rays, can see inside sealed crates, and can make out microscopic figures as small as single-celled organisms.

Asti can also traverse dimensions at will and bend light around it to turn invisible.

715 points
Attributes: ST 5 [-50]; DX 12 [40]; IQ 10 [0]; HT 14 [40].
Secondary Characteristics: Dmg 1d-4/1d-3; BL 5 lbs.; HP 23 [36]; Will 12 [10]; Per 14 [20]; FP 14 [0]; Basic Speed 6.50 [0]; Basic Move 0 [0]; Basic Air Move 15 [4]; Basic Space Move 15 [4]; Dodge 9.
Languages: Dark Dimensional (Native) (Native Language) [0]
Cultural Familiarities: Netherworlds (Native) [0]
Advantages: Acute Vision 4 [8]; Damage Resistance 5 (Tough Skin, -40%) [15]; Dark Vision (Color Vision, +20%; Magical, -10%); Doesn't Breathe [20]; Doesn't Eat or Drink [10]; Doesn't Sleep [20]; Enhanced Move (Air) 4.5 (Costs 5 FP (Variable), -10%; Magical, -10%) [72]; Enhanced Move (Space) 4.5 (Costs 5 FP (Variable), -10%; Magical, -10%) [72]; Flight (Space Flight, +50%; Magical, -10%) [56]; Hyperspectral Vision (Extended High-Band, +30%; Extended Low-Band, +30%; Magical, -10%) [38]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous) [40]; Invisibility (Electromagnetic) (Affects Machines, +50%; Switchable, +10%; Magical, -10%) [60]; Jumper (World) (Cannot Escort, -10%; Reliable +10, +50%; Magical, -10%) [130]; Microscopic Vision 2 (Magical, -10%) [9]; Penetrating Vision 2 (Magical, -10%) [18]; Peripheral Vision [15]; Sealed [15]; Single-Minded [5]; T-Ray Vision (Magical, -10%) [23]; Telescopic Vision 5 (Magical, -10%) [23]; Vacuum Support [5]; Xeno-Omnilingual (Magical, -10%) [72].
Disadvantages: Callous [-5]; Code of Honor (Professional) [-5]; Dependency (Magic, Constantly) [-25]; Duty (Ruler of the Dark Dimension; Involuntary) (15) [-20]; Fragile (Unnatural) [-50]; Hidebound [-5]; No Legs (Aerial) [0]; No Manipulators [-50]; No Sense of Humor [-10]; Pacifism (Self-Defense Only) [-15]; Reprogrammable [-10]; Selfless (6) [-10]; Social Stigma (Valuable Property) [-10]; Wealth (Dead Broke) [-25].
Quirks: Mouthy [-1]; Nosy [-1]; Pompous [-1]; Tactless [-1].
Skills: Aerobatics (H) DX+0 [4] 12; Area Knowledge (Dark Dimension) (E) IQ+4 [12] 14; Current Affairs/TL3+5 (E) IQ+4 [12] 14; Detect Lies (H) Per+0 [4] 14; Flight (A) HT+0 [2] 14; Navigation/TL3+5 (Dark Dimension) (A) IQ+2 [8] 12; Observation (A) Per+6 [8] 20*; Public Speaking (Oratory) (E) IQ+0 [1] 10; Savoir-Faire (Servant) (E) IQ+2 [4] 12; Shadowing (A) IQ+4 [12] 14; Stealth (A) DX+2 [8] 14; Tracking (A) Per+6 [12] 20.
Starting Spending Money: $0.

* Includes +4 from Acute Vision; conditional +3 from Hyperspectral Vision or +2 from T-Ray Vision.
Defaulted from Observation.
Includes +3 from Hyperspectral Vision; conditional +4 from Acute Vision.

Role-Playing Notes:
Asti is a self-important git, constantly proclaiming its importance to all around whenever it is in transit back to Dormammu (or whoever is in charge of the Dark Dimension this year).
__________________
"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 08-26-2021, 05:06 AM   #1733
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

BELATHAUZER

Real Name: Unrevealed; "Belathauzer" is the name he uses among humans, though that is not likely his "true" name.
Occupation: Ruler of a hell dimension, would-be world conqueror; possessed a US Air Force general.
Identity: Belathauzer's existence is unknown to the general public.
Legal Status: Ruler of an unnamed hell dimension; his human host is a citizen of the United States with no known criminal record.
Other Aliases: Balthazar; General Tyler Hayward (his human host).
Place of Birth: Earth in the far distant past.
Marital Status: Unrevealed, possibly inapplicable.
Known Relatives: Unrevealed, possibly counts the Elder Gods (Chthon, Gaea, Oshtur, Set) or the various Hell Lords (Lucifer, Mephisto, Nyx, Satannish, etc.) as siblings.
Group Affiliation: Ruler of his own demon-filled dimension; posing as a member of the United States Air Force.
Base of Operations: An unidentified US Air Force base, formerly an unnamed hell dimension.
History: The full history of Belathauzer is unknown. He has claimed to be an Elder God, but that may simply be a baseless claim (demons are notorious liars, after all; see Demons). It is more likely that he was one of the deities and demons spawned by the Demogorge after the latter had destroyed most of the original Elder Gods who had degenerated into demons. What is known is that Belathauzer for a time conquered and ruled over part of the Earth in the distant past before being banished through unrevealed means to a hell dimension (presumably by Agamotto, Earth's first Sorcerer Supreme; see Vishanti).

Belathauzer's activities between his initial banishment and the present are unknown, although he apparently became known enough to have his name recorded among the various demons in various religious works (although usually transliterated as "Balthazar").

Recently Belathauzer was contacted by a half-demon sorceress named Vera Gemini, who herself led a group known as the Cult of the Harvester of Eyes (see Gemini, Vera). Gemini had a plan which would return Earth to being ruled by demons; as part of this plan she intended to replace key government officials in several nations with demons, ostensibly demons under her control; Belathauzer was the first demon lord she contacted. To this end, she had her cult kidnap a US Air Force General, Tyler Hayward, who was to be Belathauzer's host body.

Ultimately, Gemini and her cult were defeated by Earth's current Sorcerer Supreme, Doctor Strange, and several of his allies, including Clea and a former assassin for the cult, a man known as the Devil-Slayer (see Clea; Doctor Strange; Devil-Slayer). Belathauzer's whereabouts following Gemini's defeat, however, is unknown; presumably he remains in his position of power inside the US Air Force, but that is unconfirmed.
Height: 8' 10" (true form); 5' 9" (General Hayward).
Weight: 3,375 lbs (true form, estimated);195 lbs (General Hayward).
Eyes: Gold, glowing (true form); brown (General Hayward).
Hair: None (true form); black with gray streaks (General Hayward).
Skin: Orange-yellow (true form); normal human skin tone (General Hayward).
Other Distinguishing Features: In his normal form, Belathauzer possesses two faces on his head, and a row of horns above both sets of eyes. His hands and feet end in claws.
Uniform: None; as General Hayward wears the standard US Air Force dress uniform.
Strength Level: Belathauzer possesses superhuman strength enabling him to lift (press) over 200 tons on a regular basis.
Known Superhuman Powers: In addition to his superhuman strength, Belathauzer possesses many traits inherent to his being a demon. First, he is superhumanly durable and practically immune to fire, as well as being immune to all mundane terrestrial diseases, poisons, and similar metabolic hazards. He heals much more rapidly from injury than normal, and can regrow his limbs if they are severed. As a demon, he is essentially unkillable; destroying his physical form will merely banish him back to his hell dimension.

In addition, he is able to produce and control fire. He usually generates this fire through his hands and mouths, but has occasionally generated intense flame with a gesture. He can also see clearly through smoke and in pitch darkness.

Belathauzer is also able to physically possess human (and presumably other mortal) beings, gaining full access to his mortal host's knowledge and memories enabling him to pass nearly unnoticed in his host's life.
Allies: Belathauzer commands a horde of lesser demons native to the hell dimension he rules.

2,762 points
Attributes: ST 44/530 [180*]; DX 13 [60]; IQ 16 [120]; HT 18 [80].
Secondary Characteristics: SM +1; Dmg 5d/7d+1 (54d/56d); BL 387 lbs. (56,180 lbs/28 tons); HP 44 [0]; Will 18 [10]; Per 16 [0]; FP 18 [0]; Basic Speed 7.75 [0]; Basic Move 7 [0]; Dodge 11.
Languages: English (Native) [6]; Infernal (Native) (Native Language) [0].
Cultural Familiarities: Hell (Native) [0]; Western [1].
Advantages: Burning Attack (Fire Blast/Breath) 4d5 (Accurate +7, +35%; Cone (2 yds), +70%; Increased 1/2D Range 10, +15%; Increased Range: Line-of-Sight, +40%; Variable, +5%; Magical, -10%) [255]; Burning Attack (Fire Eruption) 8d (Area Effect: 32 yd radius, +250%; Based on IQ (Own Roll), +20%; Malediction (Uses SSRT), +150%; Overhead, +30%; Selective Area, +20%; Selectivity (Overhead, Wall), +10%; Variable, +5%; Wall: Permeable, +30%; Magical, -10%) [242]; Claws (Sharp Claws) [5]; Combat Reflexes [15]; Control Fire 10 (Magical, -10%) [180]; Create Fire 10 (Magical, -10%) [90]; Damage Resistance 25 (Flexible, -20%; Hardened 2, +40%) [150]; Damage Resistance 50 (Flexible, -20%; Limited: Fire, -40%) [100]; Dark Vision (Magical, -10%) [23]; Extra Mouth 1 [5]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Infernal Rank 8 [40]; Injury Tolerance (Damage Reduction*/10) [150]; Peripheral Vision [15]; Possession (Full Memory Access, +10%; Spiritual, -20%; Magical, -10%) [80]; Regeneration (Fast: 1 HP/min) (Magical, -10%) [45]; Regrowth (Magical, -10%) [36]; Social Chameleon [5]; Super ST +14/+500 (Size, -10%) [546]; Teeth (Sharp Teeth) [1]; Unkillable 3 [150]; Versatile [5]; Wealth (Multimillionaire 2) [100].
Perks: Fearsome Stare [1]; Obscure True Name [1].
Disadvantages: Bully (12) [-10]; Callous [-5]; Dependency (Magic Energy; Constantly) [-25]; Intolerance (Half-Demons) [-5]; Paranoia [-10]; Social Stigma (Monster) [-15]; Stubbornness [-5].
Quirks: Ambitious [-1]; Disciplines [-1]; Sarcastic [-1]; Symbol-Shy [-1]; Treacherous [-1].
Skills: Acting (A) IQ+0 [2] 16; Administration (A) IQ+0 [2] 16; Alchemy/TL8 (VH) IQ+0 [8] 16; Artillery/TL8 (Guided Missile) (A) IQ-1 [1] 15; Climbing (A) DX+0 [2] 13; Computer Operation/TL8 (E) IQ+0 [1] 16; Diplomacy (H) IQ+0 [4] 16; Force Sword (A) DX+1 [4] 14; Force Whip (A) DX+1 [4] 14; Gunner/TL8 (Machine Gun) (E) DX+0 [1] 13; Guns/TL8 (Pistol) (E) DX+0 [1] 13; Hidden Lore (Demon Lore) (A) IQ+0 [2] 16; Hiking (A) HT+0 [2] 18; Innate Attack (Beam) (E) DX+3 [8] 16; Innate Attack (Breath) (E) DX+3 [6] 16; Intimidation (A) Will+2 [8] 20; Judo (H) DX+1 [8] 14; Jumping (E) DX+1 [2] 14; Karate (H) DX+1 [8] 14; Leadership (A) IQ-1 [1] 15; Lifting (A) HT+0 [2] 18; Navigation/TL8 (Air) IQ-1 [1] 15; Observation (A) Per+0 [2] 16; Piloting/TL8 (High-Performance Aircraft) (A) DX-1 [1] 12; Poisons/TL8 (H) IQ+0 [4] 16; Politics (A) IQ+0 [2] 16; Running (A) HT+0 [2] 18; Savoir-Faire (Military) (E) IQ+0 [1] 16; Speed-Reading (A) IQ+0 [2] 16; Stealth (A) DX+1 [4] 14; Strategy (Air) (H) IQ-2 [1] 14; Streetwise (A) IQ+0 [2] 16; Throwing (A) DX+0 [2] 13; Wrestling (A) DX+1 [4] 14.
Starting Spending Money: $40,000,000 (20% of Starting Wealth).

* Includes +14/+500 from Super ST; modified with "Size, -10%"
Defaulted from Innate Attack (Beam).

Design Notes:
1. No TL adjustments were given for two reasons. First, Belathauzer has possessed a human Air Force general, giving him the knowledge to use modern skills without penalty. Secondly, it's near impossible for me to figure out a Tech Level for the various hell dimensions. Way I see it, the demon lords have kept up with modern times, although some lesser demons (the foot soldiers) have not.
__________________
"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 08-26-2021, 05:12 AM   #1734
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

BENTLEY, VICTORIA

Real Name: Dame Victoria Bentley.
Occupation: Socialite, sorceress.
Identity: Victoria does not use a dual identity;
Legal Status: Citizen of the United Kingdom with no criminal record.
Other Aliases: Lady Bentley, Lady Victoria, Baronetess Bentley.
Place of Birth: Canterbury, England, United Kingdom.
Marital Status: Single.
Known Relatives: Sir Clive Bentley (father, deceased).
Group Affiliation: Occasional ally of Doctor Strange; apprentice of Lord Julian Pfyffe; Order of Kamar-Taj (through association).
Base of Operations: Bentley Manor, County of Kent, England; also owns a flat (apartment) in London, England.
History: Victoria Bentley was the daughter of a wealthy professor and secret magician, Sir Clive Bentley, who had been a friend of Dr. Stephen Strange during the latter's training as a sorcerer in Tibet (see Doctor Strange; Order of Kamar-Taj). After her father died, she inherited his baronetcy, which consisted mainly of the family manor and a sizable stock portfolio as well as the family title. Unknown to Victoria, her father had in his possession a number of minor mystic artifacts.

Victoria first met Doctor Strange when he was apparently summoned to the manor by Sir Clive; in reality, Sir Clive was being impersonated by Strange's rival and former friend, Karl Mordo (see Mordo, Karl). Victoria was at the time under Mordo's mental control in order to lure Strange into a trap. At the time, both Strange and Mordo sense that Victoria possessed the potential for becoming a powerful sorceress, but was completely untrained. Strange, however, sensed the spell on Victoria and freed her from Mordo's control; Victoria then informed Strange of her father's passing.

After that incident, Victoria asked Strange if she could be his apprentice. Strange declined, due in no small part to already having an apprentice in Clea, a native of another dimension; however, he introduced her to a sorcerer closer to her home, Lord Julian Pfyffe, a resident of London (see Clea; Pfyffe, Lord Julian).

Some time later, Victoria was one of the sorcerers along with Lord Pfyffe, Rama Kaliph, Dakihm the Enchanter, Jennifer Kale, Mantra, and Wong summoned by Doctor Strange to provide assistance in repelling an invasion from the otherdimensional entity Tiboro (see individual entries).
Height: 5' 7".
Weight: 130 lbs.
Eyes: Brown.
Hair: Brown.
Uniform: None.
Strength Level: Victoria Bentley possesses the normal human strength of a woman of her age, height, and build who engages in moderate regular exercise.
Known Superhuman Powers: Victoria Bentley is a sorceress, a wielder of mystical energy. Strictly speaking, the Ancient One and other human sorcerers do not have superhuman powers; only the ability to manipulate mystical energy lies within an Earth-born sorcerer, not the energy itself. Theoretically, any Earth human being can tap into an infinite amount of mystical energy. However, each person is limited by his own amount of training, discipline, knowledge, and enlightenment as to the mystical arts.

Bentley's magic, like that of other magicians, is derived from three major sources: egocentric, that is, personal powers of the soul/mind/body, derived through developing one's own psychic resources (mesmerism, astral projection, thought-casting, etc); ecocentric powers gained by tapping the universe's ambient magical energy and employing it for specific effects (teleportation, illusion-casting, energy projection); and finally exocentric powers gained through invoking entities or objects of power existing in mystical dimensions tangential to his own. The latter means of power is usually gained through the recitation of spells; either ritualized ones found in various mystical texts or by original spells invoking extra-dimensional assistance. Bentley has shown skill at ego- and exocentric magic but has not exhibited any significant skill in the way of ecocentric magic.

To begin with Victoria's personal powers, she is able to read the surface thoughts of others and to alter the memories of those around her in order to hide the existence of mystic effects. She can communicate with other sorcerers such as Dr. Strange and Lord Pfyffe as well as other psychics (mutant and otherwise) at transatlantic distances; her ability to communicate with non-psychics and non-sorcerers via telepathy tends to be limited to distances roughly equal to that of the British Isles. She has not yet mastered the art of astral projection; it still takes her several minutes to achieve, and she can only remain away from her body for an hour.

She also knows a number of spells enabling her to tap otherdimensional entities to create a wide range of effects. She has used the Crimson Bands of Cyttorak, the Winds of Watoomb, the Shield of the Seraphim, the Vapors of Valtorr, and the Images of Ikonn, but has yet to invoke the entities to create her own spells.
Other Abilities: Even before learning magic, Victoria Bentley was skilled at social interactions and business, as well as being fluent in French, Italian, and Latin. She has also become skilled at the art of alchemy.
Weapons and Paraphernalia: Bentley has inherited several minor mystic artifacts. These include but are not limited to a crystal ball which enables her to view other locations when she focuses on them, a selection of amulets (which she occasionally wears as brooches at social events) granting a wide range of protections from various mystic effects, an invisibility cloak, a selection of wands which can be used to cast select spells stored in them indefinitely, a far larger collection of one-use charms (thankfully well-marked) which can be used to cast a single spell before it is used up, and a library of lesser mystic tomes.

400 points
Attributes: ST 10 [0]; DX 11 [20]; IQ 12 [40]; HT 12 [20].
Secondary Characteristics: Dmg 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 13 [5]; Per 12 [0]; FP 12 [0]; Basic Speed 5.75 [0]; Basic Move 5 [0]; Dodge 8.
Languages: English (Native) (Native Language) [0]; French (Native) [6]; Italian (Native) [6]; Latin (Accented) [4].
Cultural Familiarities: Western (Native) [0].
Advantages: Ally (Edward Catharwood, Butler; built on 50% point value) (12) [4]; Appearance (Attractive) [4]; Charisma 1 [5]; Claim to Hospitality (Order of Kamar-Taj) [10]; Energy/2 [40]; Fashion Sense [5]; Gizmos 2 (Accessibility: Minor Magic Items Only, -60%) [4]; Magery 4 (Extravagant Rituals 1, -10%; Solitary Ceremonial, +10%) [45]; Matter/2 [40]; Mind/2 [40]; Social Chameleon [5]; Spirit/2 [40]; Status 1 [0*]; Wealth (Wealthy) [20].
Perks: Courtesy Title (Baronetess) [1].
Disadvantages: Combat Paralysis [-15]; Low Pain Threshold [-10]; Pacifism (Self-Defense Only) [-15]; Sense of Duty (British Isles) [-10].
Quirks: Altruistic [-1]; Broad-Minded [-1]; Code of Honor (Casual) [-1]; Incompetence (Ecocentric Magic) [-1]; Responsible [-1].
Skills: Accounting (H) IQ+0 [4] 12; Alchemy/TL8 (VH) IQ+1 [12] 13; Breath Control (H) HT+0 [4] 12; Carousing (E) HT+0 [1] 12; Climbing (A) DX+0 [2] 11; Computer Operation/TL8 (E) IQ+0 [1] 12; Connoisseur (Music) (A) IQ+0 [2] 12; Connoisseur (Visual Arts) (A) IQ+0 [2] 12; Connoisseur (Wine) (A) IQ+0 [2] 12; Current Affairs/TL8 (Headline News) (E) IQ+0 [1] 12; Detect Lies (H) Per+0 [4] 12; Fast-Talk (A) IQ+1 [4] 13; Finance (H) IQ+0 [4] 12; First Aid/TL8 (Human) (E) IQ+0 [1] 12; Hiking (A) HT+0 [2] 12; Innate Attack (Beam) (E) DX+1 [2] 12; Judo (H) DX-1 [2] 10; Jumping (E) DX+0 [1] 12; Karate (H) DX-1 [2] 10; Lip Reading (A) Per+0 [2] 12; Literature (H) IQ+0 [4] 12; Market Analysis (H) IQ+0 [4] 12; Occultism (A) IQ+1 [4] 13; Psychology (Human) (H) IQ+0 [4] 12; Public Speaking (A) IQ+0 [1] 12; Running (A) HT+0 [2] 12; Savoir-Faire (High Society) (E) IQ+0 [1] 12; Speed-Reading (A) IQ+0 [2] 12; Swimming (E) HT+0 [1] 12; Thaumatology (VH) IQ+1 [1] 13; Throwing (A) DX+0 [2] 11; Typing (E) DX+0 [1] 11; Wrestling (A) DX-1 [1] 10.
Magical Realm Skills: Energy (VH) IQ+2 [2] 14; Matter (VH) IQ+2 [2] 14; Mind (VH) IQ+2 [2] 14; Spirit (VH) IQ+2 [2] 14.
Starting Spending Money: $20,000 (20% of Starting Wealth).

* Includes +1 from Wealth.
Conditional +1 from Charisma.
Includes +1 from Charisma.
Includes +4 from Magery.

Role-Playing Notes:
Victoria is a brave woman who is still adjusting to the new nature of her reality.

Design Notes:
1. I intended the listed Magery to include an unmodified Magery 0 alongside a modified Magery 4; however, due to the way the pricing lands, it is not out of place to have Magery 0 modified the same as the higher levels of Magery. YMMV.
2. This version of Victoria Bentley diverges greatly from her canon Marvel counterpart. The canon Victoria never truly studied magic, being primarily a damsel in distress or mind controlled lure who was later unceremoniously killed off in the early to mid '90s. That Victoria was constantly "she has potential, but we dare never train her"; this Victoria is currently in training. (Have I mentioned lately how I don't like damsels-in-distress?)
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"But mom, I don't wanna go back in the dungeon!"

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Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting
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Old 09-04-2021, 11:36 AM   #1735
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Taking a break from Dr. Strange's folks. I'm sorry, I just can't seem to get any steam on them, as my mind keeps going in other directions.

However, New Warriors fans rejoice! (You know who you are!) I'm working on a pair of the original New Warriors who can actually fit into Year One of the Reboot. (Here's a hint: Not Speedball.) After all, most of the original Warriors - save Night Thrasher - had history in the comics long before they were recruited into the team, so getting some of them started isn't too out of place. Just don't expect the team to form before Year Three.
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"But mom, I don't wanna go back in the dungeon!"

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Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting
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Old 09-06-2021, 06:24 PM   #1736
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

NAMORITA

Real Name: Unrevealed (it is possible that her real name either really is "Namorita" or is her apparent legal name of "Nita Prentiss").
Occupation: High school student.
Identity: Publicly known.
Legal Status: Citizen of the United States with no known criminal record, still a minor. Status in Atlantis unrevealed.
Other Aliases: Nita Prentiss, "the younger Avenging Daughter".
Place of Birth: Unrevealed.
Marital Status: Single.
Known Relatives: None; she is believed to be somehow related to Namor and Namora or to Namor's World War Two girlfriend Betty Dean, although the exact relationships if any remain unclear.
Group Affiliation: Xavier Institute student body; allegedly a member of the Atlantean Royal Family; frequent partner of Nova.
Base of Operations: Xavier Institute for Gifted Youngsters, Salem Center, New York; lives in New York City, New York, and routinely operates in Philadelphia, Pennsylvania, on a regular basis.
History: Nothing is known about the early life of Nita Prentiss. She has alluded to being related to the Atlantean Royal Family, although neither Namor nor Namora have claimed parentage as yet (see Atlanteans; Namor; Namora). What is known is that she was raised on land by the Prentiss family, family friends of Namor's from his World War Two and post-War adventuring, although her ears, ankle-wings, and amphibious nature were never kept secret. She was twelve when the Xavier Institute opened as a school for mutants; although not technically a mutant, she was swiftly enrolled, becoming the youngest of the original class (see Xavier Institute).

Nita was among the small army of Institute students assembled by Scott Summers to rescue his younger brother Alex from the Living Pharaoh; this was the first recorded instance of her using the name "Namorita" (see Cyclops; Havok; Living Pharaoh).

More recently, Nita was among those students who volunteered to protect the Institute against the raging Juggernaut, who had come to the Institute seeking to destroy his step-brother, the Institute's founder and headmaster, Charles Xavier (see Juggernaut; Xavier, Charles).

Later, while on a class field trip to the Franklin Institute in Philadelphia, PA, Nita ended up in a temporary partnership with one of Philly's hometown superheroes, the man called Nova (the two happen to be roughly the same age), during one of Nova's many fights against the criminal Diamondhead (see Diamondhead; Nova). The two proved to have a lot in common, and have since begun a romantic relationship, though the distance between their schools complicates matters.
Age: 16.
Height: 5' 6".
Weight: 160 lbs.
Eyes: Blue.
Hair: Blond.
Other Distinguishing Features: Namorita possesses pointed ears and small wings on her ankles.
Uniform: As a student of the Xavier Institute, she trains while wearing the black bodysuit with red and black circle-X shoulder pads, yellow boots, and yellow belt with a rectangular red buckle styled with a black X that are standard issue to students.. When operating away from the Institute, she wears several different styles of green swimsuits.
Strength Level: Namorita possesses superhuman strength enabling her to lift (press) roughly 25 tons on land under optimum conditions. Her strength wanes the longer she is out of water and/or subjected to intense heat, although submerging her in water (or attacking her with it) will restore her strength almost immediately.
Known Superhuman Powers: In addition to her superhuman strength, Namorita possesses abilities typical of an Atlantean hybrid. She is able to breathe both air and water, transitioning effortlessly between the two mediums, can see in near darkness, and withstand the intense pressures and chilling cold of the murky depths of the ocean floor. She can swim at incredible speeds, having been clocked swimming at 147 knots (roughly 170 mph or 273 km/h). Because of her enhanced musculature, she is able to run at speeds approaching 40 miles per hour.

In addition, Namorita possesses a few abilities very similar to those of Namor's. She is highly resistant to physical injury far above those of the average Atlantean, proving invulnerable to most conventional military firearms. She also heals faster than a normal human or Atlantean; like her strength, her healing ability wanes the longer she is out of water.

Namorita also possesses small vestigial wings on her ankles much the same as those sported by her elder namesake; like Namor, these wings enable her her fly in some as yet unknown manner. These wings more closely resemble fins rather than the wings found on birds. It is very likely her flight is not dependent on the ankle-wings, but the ankle-wings serve more for steering while in flight. Like Namor, she can fly at speeds up to 60 mph.

While submerged in water, Nita is able to absorb electricity and channel it back to its source. While this has been described as being similar to the ability of an electric eel, she cannot generate electricity the way the eel can.

Nova: Blue blazes.
Namorita: Suffering shad.
New Warriors v1


1,421 points
Attributes: ST 31/177 [0*]; DX 13 [60]; IQ 11 [20]; HT 14 [20†].
Secondary Characteristics: Dmg 3d+1/6d-1 (18d/20d); BL 192 lbs. (6,266 lbs/3.1 tons); HP 31 [0]; Will 13 [10]; Per 12 [5]; FP 14 [0]; Basic Speed 7.00 [5]; Basic Move 7/21 [0]; Basic Air Move 15 [2]; Basic Water Move 7 [0]; Dodge 10.
Languages: Atlantean (Accented) [4];' English (Native) (Native Language) [0].
Cultural Familiarities: Western (Native) [0].
Advantages: Appearance (Beautiful) [12]; Atlantean Half-Breed [144]; Damage Resistance 30 (No Signature, +20%; Tough Skin, -40%; Passive Biological, -5%) [113]; Damage Resistance 20 (Limited Defense (Electricity), -40%; No Signature, +20%; Reflection, +100%; Tough Skin, -40%; Passive Biological, -5%) [135]; Enhanced Move (Air) 1 (Move 30/60 mph; Passive Biological, -5%) [19]; Enhanced Move (Ground) 1.5 (Move 21/42 mph; Passive Biological, -5%) [29]; Enhanced Move (Water) 3.5 (Water Move 84/168 mph; Passive Biological, -5%) [67]; Enhanced ST +7 (Accessibility: Only When Using Super ST, -10%; Passive Biological, -5%) [48]; Flight (Super, -10%) [36]; Hard to Subdue 3 [6]; High Pain Threshold [10]; Injury Tolerance (Damage Reduction /10) (Passive Biological, -5%) [142]; No Low TL +7 [35]; Regeneration (Regular: 3 HP/Hr) (Accessibility: Reduced levels when subjected to intense heat/dehydration, -20%; Passive Biological, -5%) [19]; Super ST +11/+150 (Accessibility: Reduced levels when subjected to intense heat/dehydration, -20%; Passive Biological, -5%) [413]; Very Fit [15]; Wealth (Comfortable) [10].
Disadvantages: Code of Honor (Hero's) [-10]; Impulsiveness (12) [-10]; Overconfidence (12) [-5]; Pacifism (Cannot Harm Innocents) [-10]; Social Stigma (Minor) [-5]; Vulnerability to Heat/Dehydration Attacks (3) (Fatigue Only, -50%) [-15].
Quirks: Distinctive Feature (Pointed Ears) [-1]; Expression ("Suffering shad!") [-1]; Hero Worship (Namor) [-1]; Idealistic [-1]; Responsible [-1].
Skills: Aerobatics (H) DX+1 [8] – 14; Animal Handling (Cetaceans) (A) IQ+1 [4] – 12; Aquabatics (H) DX+1 [8] – 14; Biology/TL8 (Earthlike) (VH) IQ-1 [4] – 10; Carousing (E) HT+0 [1] – 14; Computer Operation/TL8 (E) IQ+1 [2] – 12; Current Affairs/TL8 (Politics) (E) IQ+0 [1] – 11; Current Affairs/TL8 (Science & Technology) (E) IQ+0 [1] – 11; Escape (H) DX+0 [4] – 13; Expert Skill (Oceanography) (H) IQ-1 [2] – 10; First Aid/TL8 (Human) (E) IQ+1 [2] – 12; Flight (A) HT+0 [2] – 14; Geology/TL8 (H) IQ-1 [2] – 10; Hiking (A) HT+0 [2] – 14; Intimidation (A) Will+0 [2] – 13; Judo (H) DX+1 [8] – 14; Karate (H) DX+1 [8] – 14; Law (International Environmental) (H) IQ-1 [2] – 10; Lifting (A) HT+0 [2] – 14; Meteorology/TL8 (A) IQ+0 [2] – 11; Mind Block (A) Will+1 [4] – 14; Naturalist (Earth's Oceans) (H) IQ+0 [4] – 11; Navigation/TL8 (Sea) (A) IQ+0 [2] – 11; Observation (A) Per+0 [2] – 12; Running (A) HT+0 [2] – 14; Savoir-Faire (High Society) (E) IQ+1 [2] – 12; Stealth (A) DX+0 [2] – 13; Survival (Open Ocean) (A) Per+0 [2] – 12; Swimming (E) HT+0 [1] – 14; Throwing (A) DX+1 [4] – 14; Wrestling (A) DX+1 [4] – 14.
Techniques: Lifesaving (Swimming) (H) def+5 [6] – 14.
Starting Spending Money: $8,000 (20% of Starting Wealth).

* Includes +10 from the Atlantean Half-Breed racial package, +11/+150 from Super ST, and +7 from Enhanced ST.
† Includes +2 from the Atlantean Half-Breen racial package.

Role-Playing Notes:
Nita is a socially and environmentally conscious young woman who is well aware she doesn't really fit into either American or Atlantean society. Because she was raised American, she doesn't always "get" Atlantean customs even when she tries to emulate them. She is constantly asking herself "what would Namor do?", even though half the time the answer seems to be "punch someone." Despite all this, the tries hard to be the responsible one.
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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 09-06-2021, 06:25 PM   #1737
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Namorita's Design Notes:
1. I have deliberately kept her relationship with Namor and Namora vague because I'm not entirely sure how to work her into their timeline as yet. In the comics, Nita began as Namora's daughter and was later revealed to be a clone she carried to term – the same arc which revealed her status as a clone also indicated that Namor and Namora were sterile due to their hybrid nature – and raised first in Lemuria then by Namor's WWII human lover, police secretary Betty Dean Prentiss. My current headcanon for Nita pulls an idea from X-23's origin, that of a gender-bent clone, although raised by the Prentiss family. As Namor has had children in the mainstream universe – a son named Kamar by an unnamed lady of the court, and three unnamed children by the alien Marrina (all four later killed) – he is obviously not sterile. Nita, since she shares Namor's ankle-wings (something I left off Namora in the Reboot) is probably more closely related to him than her.
2. I will be redoing Namor at some point to bring him in line with other current builds.
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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 09-06-2021, 06:30 PM   #1738
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

NOVA

Real Name: Richard Rider.
Occupation: High school student, superhero.
Identity: Secret.
Legal Status: Citizen of the United States with no criminal record, still a minor.
Other Aliases: "The human rocket", Nova Centurion, "Earthling", "bucket-head", Centurion Prime.
Place of Birth: Norristown, Pennsylvania.
Marital Status: Single.
Known Relatives: Charles (father); Gloria (mother); Robert "Robbie" (brother); Dr. Ralph (uncle, deceased); Ellen (aunt).
Group Affiliation: Norristown Area High School student body; frequent partner of Namorita.
Base of Operations: Philadelphia, Pennsylvania, greater metro area.
History: Born and raised in a Philadelphia suburb, Richard Rider was like most sixteen year olds. He had a small circle of friends, and felt that everyone else could do anything he could better than him. His father was the principal of the high school in the next school district over, his mother was a part-time dispatcher for the Philadelphia police department, and his younger brother Robbie was a certified genius who had skipped two grades in the past. Richard, however, had no real aspirations; the most he thought he could look forward to was enlisting in the Army after graduation.

Fate, however, had other ideas for him.

On the border between the Shi'ar and Skrull Empires sat a fairly peaceful world known as Xandar (see Shi'ar; Skrulls). Unaffiliated with either, Xandar was protected by a force known as the Nova Corps, which was equal parts police and military. However, Xandar was recently destroyed by the Luphomoid warrior named Zorr; only a handful of cities managed to survive the destruction using pressure domes that were developed to protect against a far more legendary threat (see Zorr). At the same time, Zorr decimated the Nova Corps until only one was left: Rhomann Dey. Dey and Zorr fought, with Zorr mortally wounding Dey as the Luphomoid fled, seeking other worlds to conquer or destroy. Zorr's path took him to Earth, and Dey followed in a Nova Corps starship. Dying, Dey transferred his Nova Corps power into a pulse of energy and sent it to Earth, seemingly at random.

Rich was between classes when the energy pulse hit him. Collapsing, Rich was rushed to the hospital where he seemed to have slipped into a coma. While in this comatose state, Rhomann Dey telepathically contacted Rich and told him of the danger of Zorr and the responsibility of the powers granted. Rich then awoke from his coma releasing a burst of energy, a burst witnessed by his family and the doctor treating him. The hospital tried to keep Rich overnight for observation, but couldn't legally hold him and released him to his family's care.

That night, Rich discovered Dey's final gift, a copy of his Nova Centurion uniform. This was fortuitous as Zorr had tracked the energy pulse to Rider's high school; while holding his own, Rich – calling himself Nova in uniform – was unable to defeat Zorr. At the last moment, however, just as Zorr was about to kill Rich, Zorr was teleported away by an unknown energy beam similar to the one that had hit Rich earlier. (Zorr was in fact teleported to Dey's ship, where the two apparently killed each other.)

Since then, Rider began a superhero career in the Philadelphia area, most notably facing off against the aspiring superhuman crime lords known as the Condor and Diamondhead (see Condor; Diamondhead). He has also begun a long-distance romantic relationship with the Human-Atlantean hybrid known as Namorita, a student at New York's Xavier Institute for Gifted Youngsters; that both of them can fly to visit the other has helped keep their relationship steady (see Atlanteans; Namorita; Xavier Institute).

Rich recently revealed his Nova identity to his family and to his friends in school. His family is supportive, although his mother worries about him every time he goes out.

It should be noted that Rider is not the first person to use the Nova identity on Earth. Twenty years prior, an alien – Syl Antro of the Centaurian race – had gained similar though somewhat lessened powers as a Nova Corps corpsman. Syl, a criminal on her own homeworld, was affiliated for a time with both the hero team known as the Shadowguard and their frequent adversaries, the criminal team called the Terrors, before being captured and deported to Xandar to be depowered.
Age: 16.
Height: 5' 9".
Weight: 155 lbs.
Eyes: Brown.
Hair: Black.
Uniform: Dark blue bodysuit with gold upper sleeves, three yellow stars on the chest that are connected by yellow lines in a "V" pattern, and gold strikes down the legs, gold gloves, gold belt, dark blue boots with gold trim at the top, and a gold helmet that leaves the mouth and chin exposed with a red starburst pattern on the forehead. The helmet can seal itself with a transparent aluminum covering.
Strength Level: Nova possesses superhuman strength enabling him to lift (press) roughly 40 tons under optimum conditions.
Known Superhuman Powers: In addition to his superhuman strength, Nova possesses superhuman durability, speed, and stamina. He has proven to be invulnerable to weapons up to rocket propelled grenades, including being unfazed by AIM-built laser weaponry (see AIM). He is capable of running at up to fifty-five miles per hour in a dead run. His reflexes are enhanced, though not to the same levels as Spider-Man; unlike the web-slinger, Nova cannot see bullets in flight (see Spider-Man).

Nova is also capable of flight; he has been clocked at close to the speed of sound (770 mph at sea level). He's still training himself to maneuver at those speeds, but he can go from standing to full speed in an instant.

There is evidence that Nova should be able to absorb energy from various attacks and powerful beings and redirect the energy elsewhere, but he is currently untrained and unaware of this ability.
Paraphernalia: Nova's uniform can be environmentally sealed with an internal air supply of roughly six hours. The helmet contains the ability to tune into a wide range of radio and gravity ripple communications bands, a wide range of visual sensors including thermograph, hyperspectral, and terahertz bands, telescopic and microscopic lenses, and augmented reality identification, all fed through a HUD projected directly into his eyes. The helmet when removed and powered off takes a form similar to that of cotton cloth, able to be folded up for carrying in a pocket or gym bag.

Nova has also technically inherited Rhomann Dey's Nova Corps starship, which remains cloaked in orbit above the planet. He is primarily limited by his inability to reach that altitude to utilize its computers and other assets.

3,250 points
Attributes: ST 32/220 [100*]; DX 14 [40†]; IQ 10 [0]; HT 14 [40].
Secondary Characteristics: Dmg 3d+1/6d-1 (23d/25d); BL 205 lbs. (9,680 lbs/4.8 tons); HP 32 [0]; Will 14 [20]; Per 12 [10]; FP 14 [0]; Basic Speed 7.00 [0]; Basic Move 7 [0]; Basic Air Move 15 [2]; Dodge 13.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western [0].
Advantages: 3D Spatial Sense [10]; Combat Reflexes [15]; Damage Resistance 200 (Force Field, +20%; Hardened 4,+80%; No Signature, +20%; Super, -10%) [2,100]; Enhanced Dodge +2 (Super, -10%) [27]; Enhanced Move (Air) 4.5 (Move 360/720 mph; Cosmic: Instantaneous Acceleration, +50%; Super, -10%) [126]; Enhanced Move (Ground) 2 (Move 28/56 mph; Super, -10%) [36]; Enhanced Parry (Bare Hands) +2 (Super, -10%) [9]; Extra DX +2 (Super, -10%) [36]; Fit [5]; Flight (Super, -10%) [36]; Hard to Kill +2 [4]; Hard to Subdue +2 [4]; High Pain Threshold [10]; Injury Tolerance (Damage Reduction /10) (Super, -10%) [135]; Legal Enforcement Powers 1 (Informal, -50%) [3]; Super ST +12/+200 (Super, -10%) [468]; Super Throw 2 (Super, -10%) [18]; Temperature Tolerance 3 (Super, -10%) [3].
Perks: Dabbler (def+1 to Relevant High School Courses) [1]; Friend (Bernie Dillon) [1]; Friend (Caps Cooper) [1]; Friend (Ginger Jaye) [1]; Potential Patron/Contact (Rhomann Dey's Starship) [1].
Disadvantages: Code of Honor (Hero's) [-10]; Low Self-Image [-10]; Pacifism (Cannot Kill) [-15]; Secret Identity (Serious Embarrassment) [-5]; Social Stigma (Minor) (Mitigator: Nova Uniform/Helmet, -60%) [-2]; Stubbornness [-5].
Quirks: Closet Fan (Pittsburgh Steelers) [-1]; Expression ("Blue blazes!") [-1]; Interviews Badly [-1]; Minor Enemy/High School Bully (Mike Burley) [-1]; Responsible [-1].
Skills: Aerobatics (H) DX+0 [1] – 14‡; Area Knowledge (Philadelphia Metro Area) (E) IQ+1 [2] – 11; Brawling (E) DX+2 [4] – 16; Computer Operation/TL8 (E) IQ+0 [1] – 10; First Aid/TL8 (Human) (E) IQ+0 [1] – 10; Flight (A) HT+0 [2] – 14; Jumping (E) DX+0 [1] – 14; Lifting (A) HT+0 [2] – 14; Running (A) HT-1 [1] – 13; Sports (Basketball) (A) DX-1 [1] – 13; Swimming (E) HT+0 [1] – 14; Throwing (A) DX-1 [1] – 13; Weather Sense (A) IQ+0 [2] – 10; Wrestling (A) DX+0 [2] – 14.
Starting Spending Money: $4,000 (20% of Starting Wealth).

* Includes +12/+200 from Super ST.
† Includes +2 from Extra DX.
‡ Includes +2 from 3D Spatial Sense.

Role-Playing Notes:
Rich is still uncertain about his future, but has taken to the role of superhero like a fish to water.
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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 09-06-2021, 06:32 PM   #1739
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Nova's Design Notes:
1. It's not a bad idea to build his helmet with Ultra-Tech using TL11^ technology, most notably including a Tiny Radio Communicator (UT p. 44), a Tiny Gravity-Ripple Communicator (UT p. 45), and Hyperspectral Goggles (UT, p. 61). Other features can be added as players, GMs, and the plot require.
2. The "Potential Patron/Contact (Starship)" Perk is to represent his legal ownership of the starship under interstellar law while not having regular access to it due to the distance involved.



So, the first two New Warriors to appear, very early on in their careers. Have fun picking them apart!


Also, from here on out I'll be adding the age of the character to the entry. Eventually I'll go back and add it to others.
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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

Last edited by Phantasm; Yesterday at 05:50 PM.
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Old 09-06-2021, 06:50 PM   #1740
David Johnston2
 
Join Date: Dec 2007
Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

His flight used to have a Nuisance Effect. Maybe still does since I haven't seen him in forever. But the effect was leaving a luminous trail in the air behind behind him that made him more obvious while flying particularly at night.
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avengers, captain america, captain marvel, chandley, character creation, chargen, iron man, marvel, phantasm, supers, thor, x-men

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