07-21-2018, 07:02 PM | #1481 |
Join Date: Jan 2018
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Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition
Hello, I cant understand realm magic system. Can you recommend me another good magic system for superheroes
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07-22-2018, 07:52 AM | #1482 | |
Join Date: Jun 2006
Location: On the road again...
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Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition
Quote:
For more flexible magic, Ritual Path Magic is always possible, though it is not suited for use in combat time without charms and preparation ahead of time.
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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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09-13-2018, 08:44 AM | #1483 |
Join Date: Jun 2006
Location: On the road again...
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Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition
JAGUAR
Real Name: Esteban Carracus. Occupation: Professional criminal. Identity: Known to the authorities. Legal Status: Citizen of the United States with a criminal record. Other Aliases: El Jaguar, El Gato Manchado, the Spotted Cat, "kitty", "bote" (the latter two given to him by various opponents). Place of Birth: Miami, Florida. Marital Status: Widower thrice over. Known Relatives: Maria (first wife, deceased), Tanita (second wife, deceased), Tina (third wife, deceased), Manuel, Cesar, Enrique (sons), Yolanda, Zita (daughters). Group Affiliation: Head of his own Maggia family. Base of Operations: Miami, Florida. History: Esteban Carracus was born in Miami, the son of a Cuban woman who braved the hundred miles between the two locales while pregnant on a homemade raft, or so he claims. It is not known if his powers are a result of him being a mutant, if he inherited them, or gained them in undisclosed circumstances, but in his teens he was already making a name for himself as muscle for the Miami branch of the underworld Maggia syndicate (see Maggia). Over time, he grew in influence to where he was able to stage a coup, taking over the family for himself, reportedly by enacting his own version of the Night of the Long Knives. To date, none of his sons or daughters are known to possess similar feline features. Over the last twenty years, the Jaguar family has engaged in illicit activities typical to Miami: drug smuggling, gun-running, prostitution, and gambling, with a side in money laundering through legitimate businesses and payoffs to the police and city officials to look the other way. Although no one should be under the illusion that he is anything but a career criminal, El Jaguar knows the benefits of public relations. His human-trafficking sideline, although it includes prostitution and smuggling, also assists escapes from Cuba, and it is part of the family's 'public image' that Communist, Nazi, and racially-themed villains are unwelcome in their territory. More than one resident of Little Cuba set foot on American soil owing El Jaguar for the trip. Because the Jaguar's Maggia family does not engage in extortion schemes, they are held as the lesser of the two main criminal syndicates in the city. The other, run by Pisces of the Zodiac cartel, has a habit of extorting Cuban, Haitian, and Dominican small businesses; the Jaguar family has often stepped up to protect the city's Hispanic population, which several times threatened to erupt into a gang war between the two cartels (see Pisces; Zodiac). El Jaguar first came into conflict with Captain Marvel, who at the time was operating out of Cape Canaveral, when men from his crime family stole experimental cold fusion technology from NASA (see Captain Marvel). The two were then forced to work together to keep the technology from Paibok the Power-Skrull, who intended to rework it into a bomb (see Paibok the Power-Skrull). In the end, Captain Marvel was forced to destroy the technology, setting that project back at least a decade. Jaguar permitted the authorities to arrest the men in his crime family who performed the heist, but later arranged for his lawyer to get them off of all charges. Jaguar later sided with the visiting Ant-Man and Wasp, who were visiting Miami on vacation, when they were attacked by Pisces (see Ant-Man; Wasp). With Pisces being imprisoned following the Zodiac's assault on Manhattan, Jaguar is expected to expand his criminal network into the other crime lord's territory. Height: 6'. Weight: 220 lbs. Eyes: Green Hair: Orange fur with black spots and patterns resembling those of a jaguar. Other Distinguishing Features: The Jaguar's face has been elongated into a feline muzzle, complete with sharp teeth, and his ears resemble those of his namesake. Uniform: None. Strength Level: The Jaguar possesses superhuman strength enabling him to lift (press) roughly ten tons under optimal conditions. Known Superhuman Powers: In addition to his superhuman strength, the Jaguar possesses enhanced agility, sharp teeth, claws on his hands and feet, and enhanced durability, though he is still vulnerable to gunfire. His senses of smell and hearing are particularly acute, allowing him to tell people apart by their scent and hear in the ultrasonic sounds. Other Abilities: Jaguar is a shrewd crime lord and businessman. He is a skilled hand to hand combatant, preferring to use his claws rather than other weapons; despite this, he is a skilled gunfighter. 1,060 points Attributes: ST 22/112 [20*]; DX 15 [100]; IQ 12 [40]; HT 13 [30]. Secondary Characteristics: Dmg 2d/4d; BL 97 lbs.; HP 22 [0]; Will 14 [10]; Per 14 [10]; FP 13 [0]; Basic Speed 7.00 [0]; Basic Move 7 [0]; Dodge 10. Languages: English (Native) [6]; Spanish (Native) (Native Language) [0]. Cultural Familiarities: Latin American [1]; Western (Native) [0]. Advantages: Appearance (Attractive) (Impressive, +0%) [4]; Catfall (Super, -10%) [9]; Claws (Sharp Claws) [5]; Combat Reflexes [15]; Damage Resistance 10 (Tough Skin, -40%; Super, -10%) [25]; Discriminatory Smell (Emotion Sense, +50%; Super, -10%) [21]; Enhanced Dodge 3 (Super, -10%) [41]; Enhanced Move (Ground) 1.5 (Super, -10%) [27]; Enhanced Parry (Bare Hands) 3 (Super, -10%) [14]; Extra Attack 1 [25]; Flexibility [5]; Hard to Kill 3 [6]; Hard to Subdue 3 [6]; High Pain Threshold [10]; Intuitive Statesman 2 [20]; Merchant Rank 5 [25]; Night Vision 4 [4]; Organized Crime Rank 6 [12]; Regeneration (Slow: 2HP/12hr) (Super, -10%) [9]; Slippery 3 [6]; Social Regard (Feared) 2 [10]; Super ST +10/+100 (Super, -10%) [390]; Teeth (Sharp Teeth) [1]; Temperature Tolerance 1 [1]; Tough Guy 2 [10]; Ultrahearing (Super, -10%) [5]; Vibration Sense (Super, -10%) [9]; Wealth (Multimillionaire 1) [75]. Perks: Biting Mastery [1]; Fur [1]. Disadvantages: Bad Temper (12) [-10]; Callous [-5]; Code of Honor (Pirate's) [-5]; Overconfidence (12) [-5]; Sense of Duty (Hispanic Community) [-10]; Social Stigma (Criminal Record) [-5]; Social Stigma (Freak) [-10]. Quirks: Bloody Mess [-1]; Lapsed Catholic [-1]; Not Until My First Cup! [-1]; Proud [-1]; Tito Puente Is The Patron Saint of Latin Music [-1]. Skills: Acrobatics (H) DX-1 [2] 14; Acting (A) IQ+0 [2] ; Administration (A) IQ+2 [2] 14; Area Knowledge (Miami) (E) IQ+0 12; Climbing (A) DX+2 [1] 17; Connoisseur (Music) (A) IQ+0 [2] 12; Connoisseur (Wine) (A) IQ+0 [2] 12; Current Affairs/TL8 (Cuba) (E) IQ+2 [4] 14; Current Affairs/TL8 (Headline News) (E) IQ+2 [1] 14; Current Affairs/TL8 (Miami) (E) IQ+2 [4] 14; Current Affairs/TL8 (Politics) (E) IQ+2 [1] 14; Detect Lies (H) Per+0 [4] 14; Escape (H) DX+1 [1] 16; Fast-Draw/TL8 (Ammo) (E) DX+1 [1] 16§; Fast-Talk (A) IQ+2 [4] 14#; First Aid/TL8 (Human) (E) IQ+0 [1] 12; Forced Entry (H) DX+2 [1] 17#; Guns/TL8 (Pistol) (E) DX+1 [2] 16; Guns/TL8 (Submachine Gun) (E) DX+1 [2] 16; Hiking (A) HT-1 [1] 12; Interrogation (A) IQ+0 [1] 12₯; Intimidation (A) Will+0 [2] 16; Judo (H) DX+1 [8] 16; Jumping (E) DX+0 [1] 15; Karate (H) DX+1 [8] 16; Knot-Tying (E) DX+0 [1] 15; Law (Florida Criminal) (H) IQ+0 [1] 12; Leadership (A) IQ+2 [2] 14; Lifting (A) HT-1 [1] 12; Lip-Reading (A) Per+0 [2] 14; Liquid Projector/TL8 (Flamethrower) (E) DX+1 [1] 15; Observation (A) Per+0 [2] 14; Politics (A) IQ+1 [1] 13; Propaganda/TL8 (A) IQ+2 [2] 14; Public Speaking (A) IQ+1 [1] 13; Running (A) HT+1 [4] 14; Savoir-Faire (High Society) (E) IQ+0 [1] 12; Savoir-Faire (Mafia) (E) IQ+2 [4] 14; Smuggling (A) IQ+2 [8] 14; Stealth (A) DX+1 [4] 16; Streetwise (A) IQ+2 [2] 14#; Swimming (E) HT+1 [2] 14; Throwing (A) DX+0 [2] 15; Tracking (A) Per+1 [4] 15; Wrestling (A) DX+1 [4] 16. Features: Born Biter 1 [0]. Starting Spending Money: $4,000,000 (20% of Starting Wealth). * Includes +10/+100 from Super ST. Includes +2 from Intuitive Statesman. Includes +3 from Flexibility. § Includes +1 from Combat Reflexes. # Includes +2 from Tough Guy. ₯ Defaulted from Intimidation. Role-Playing Notes: Jaguar tries to pass himself off as a professional and legitimate businessman, despite his looks. He has a bit of a temper, however. Play straight with him, and he'll play straight with you; attack him, one of his men, or bother anyone in the Miami Hispanic community, however, and he'll hunt you down. Design Notes: 1. This Jaguar is a combination of the canonical Jaguar (who fought Daredevil) and Cheetah (who fought Mar-Vell) characters, both of whom were killed by the Scourge of the Underworld at the Bar With No Name. By all accounts, Cheetah was meant to be named Jaguar (to the point where the issue prior referenced his debut as "Jaguar"). Both characters were D-listers, if not Z-listers (neither one had many appearances prior to being killed off in a purge of useless and forgettable villains), but the concept of a feline villain has some potential. 2. Organized Crime Rank is built at 2/level as per the guidelines on p. 15 of Social Engineering. It does not add to Status.
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
10-06-2018, 12:27 AM | #1484 |
Join Date: Jun 2006
Location: On the road again...
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Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition
KORATH THE PURSUER
Real Name: Korath-Thak. Occupation: Head of the Kree Pursuer Corps. Identity: Publicly known inside the Kree Empire; the general populace of Earth is unaware of Korath's existence. Legal Status: Citizen of the Kree Empire with no criminal record. Other Aliases: None. Place of Birth: An unrevealed location inside the Kree Empire. Marital Status: Single. Known Relatives: None. Group Affiliation: Kree Pursuer Corps, a special division inside the Kree Ministry of Justice. Base of Operations: Imperial City, Hala, Pama system, Kree Empire. History: In the Kree Empire, the Pursuer Corps is a special division of the Ministry of Justice charged with hunting down and either capturing or neutralizing fugitives from Imperial justice (see Kree). Each Pursuer is enhanced with cybernetic enhancements which grant them strength, durability, and enhanced senses. The Pursuers have a professional rivalry with the Accusers, the Kree secret police. As a Blue Kree, Korath-Thak had his choice of career upon attaining the age of majority. At first he pursued an education in cybernetic enhancements, but over time found himself in service with the Pursuers. While at first he maintained a rear-echelon position, at one point in his career he found himself the only member of the Corps available to track down a Skrull who had infiltrated the Kree Army, and without enhancements managed to track down and kill the Skrull (see Skrulls). Finding that field work agreed with him, Korath chose to undergo augmentation and become a full-fledged Pursuer. Korath's successes as a Pursuer ultimately landed him in charge of the Pursuer Corps; as head of the Pursuer Corps, Korath is sometimes referred to as The Pursuer, much as his Accuser counterpart, Ronan, is often referred to as The Accuser (see Ronan). Korath and Ronan were forced by the Kree Supreme Intelligence to work together when Mar-Vell of the Kree Army, a White Kree who had been enhanced and assigned as a spy on Earth, was accused of treason and fled Kree space, but their professional rivalry quickly turned personal (see Captain Marvel; Supreme Intelligence). Korath tracked Vell to Port Nowhere, an interstellar freeport under no one's jurisdiction, intentionally sending Ronan to a different location in the opposite direction (see Port Nowhere). While at Port Nowhere, Korath managed to corner and subdue Vell, only to be persuaded to let him go free in violation of the Pursuer Corps' own code of conduct until such time as Vell could stop the unauthorized and illegal invasion of Earth his superior, Colonel Yon-Rogg, was planning (see Yon-Rogg). Korath downplayed his encounter with Vell to Ronan once the latter figured out Korath sent him false coordinates. Ronan then ordered Korath to never attempt anything like that again, under threat of being declared a traitor himself. Whether Korath will ultimately aid or hinder Mar-Vell in the future remains to be seen. Height: 6' 0". Weight: 290 lbs. Eyes: Blue. Hair: Bald. Skin: Blue. Uniform: Red armor with white highlights, black gloves, black boots, white belt, red helmet. Strength Level: The Pursuer possesses superhuman strength enabling him to lift (press) roughly 40 tons under optimum conditions. Known Superhuman Powers: In addition to his superhuman strength, Korath possesses superhuman stamina and durability, as well as the cybernetic ability to locate individuals across interplanetary distances by tracking their brain patterns. He also possesses enhanced vision and hearing, and a cybernetic implant enabling him to listen in on most radio and gravity wave communications. Other Abilities: Korath is an expert in cyber-engineering, and has trained in Kree military martial arts. He has also displayed skill as a starship pilot. Weapons and Paraphernalia: Korath, and all the Pursuers, carry a pair of shortsword-length electric stun batons and a Kree omniblaster pistol. His armor gives him additional resistance to injury as well as permitting flight and enabling him to survive in hostile environments. All Pursuers can requisition any Kree military hardware as needed to complete their missions; as The Pursuer, Korath's access to military hardware is limited to availability rather than bureaucratic red tape. 1,665 points Attributes: ST 36/224 [100*]; DX 14 [80]; IQ 13 [60]; HT 14 [40]. Secondary Characteristics: Dmg 4d-1/6d+1 (23d/25d); BL 259 lbs. (10,035 lbs/5 tons); HP 36 [0]; Will 13 [0]; Per 15 [10]; FP 22 [9]; Basic Speed 7.00 [0]; Basic Move 7 [0]; Dodge 11. Languages: Kree (Native) (Native Language) [0]. Cultural Familiarities: Kree Empire [0]. Advantages: Absolute Direction (Requires Signal, -20%; Electronic, -30%) [3]; Acute Hearing 4 [8]; Acute Vision 4 [8]; Combat Reflexes [15]; Cyber-Engineer 2 [10]; Damage Resistance 100 (Flexible, -20%; Hardened 1, +20%; Semi-Ablative, -20%) [400]; Detect Subject's Brain Waves (Analyzing, +100%; Lock-On, +50%; Precise, +100%; Electronic, -30%) [32]; Foresight 2 [20]; Hard to Kill 3 [6]; Hard to Subdue 3 [6]; High Pain Threshold [10]; Hyperspectral Vision (Electronic, -30%) [18]; Legal Enforcement Powers 3 [15]; Omnilingual (Electronic, -30%) [28]; Parabolic Hearing 2 (Electronic. -30%); Pursuer Rank 9 [45]; Status 5 [5]; Super ST +12/+200 (Electronic, -30%) [444]; Telecommunication (Gravity-Ripple Comm) (Secure, +20%; Video, +40%; Electronic, -30%) [26]; Telecommunication (Radio) (Receive Only, -50%; Video, +40%;Electronic, -30%) [6]; Telescopic Vision 3 (Electronic, -30%) [11]; Very Fit [15]; Wealth (Very Wealthy) [30]. Perks: Improvised Weapons (Karate) [1]; Off-Hand Weapon Training (Shortsword) [1]; Style Familiarity (Krav Maga/Kree Equivalent) [1]. Disadvantages: Blindness (Mitigator: Artificial Eyes, -60%) [-20]; Code of Honor (Soldier's) [-10]; Duty to Kree Supreme Intelligence (12) [-10]; Pacifism (Cannot Harm Innocents) [-10]; Sense of Duty (Kree Empire) [-15]. Quirks: Attentive [-1]; Broad-Minded [-1]; Careful [-1]; Dislikes Accusers, Particularly Ronan [-1]; Proud [-1]. Skills: Accounting (A) IQ-1 [2] 12; Acrobatics (H) DX+0 [4] 14; Administration (A) IQ+0 [2] 13; Artillery/TL11 (Guided Missile) (A) IQ+1 [4] 14; Beam Weapons/TL11 (Pistol) (E) DX+0 [1] 14; Climbing (A) DX+0 [2] 14; Computer Operation/TL11 (E) IQ+0 [1] 13; Criminology/TL11 (A) IQ+1 [4] 14; Current Affairs/TL11 (Headline News) (E) IQ+1 [2] 14; Current Affairs/TL11 (Headline News) (E) IQ+1 [2] 14; Electronics Operation/TL11 (Security) (A) IQ+1 [4] 14; Electronics Operation/TL11 (Surveillance) (A) IQ+1 [4] 14; Electronics Repair/TL11 (Cyberware) (A) IQ+3 [4] 16§; Engineer/TL11 (Cyberware) (H) IQ+3 [8] 16§; Engineer/TL11 (Robotics) (H) IQ+3 [8] 16§; Fast-Draw (Pistol) (E) DX+1 [1] 16#; First Aid/TL11 (Kree) (E) IQ+0 [1] 13; Forced Entry (E) DX+0 [1] 14; Free Fall (A) DX+0 [2] 14; Gesture (E) IQ+0 [1] 13; Gunner/TL11 (Beams) (E) DX+2 [4] 16; Intelligence Analysis/TL11 (H) IQ+1 [8] 14; Interrogation (A) IQ+0 [2] 13; Jumping (E) DX+0 [1] 14; Karate (H) DX+2 [12] 16; Knife (E) DX+2 [4] 16; Knot-Tying (E) DX+0 [1] 14; Law (Kree Imperial) (H) IQ+1 [8] 14; Leadership (A) IQ+1 [4] 14; Lifting (A) HT+0 [2] 14; Mathematics/TL11 (Applied) (H) IQ-1 [2] 12; Mechanic/TL11 (Cyberware) (A) IQ+3 [4] 16§; Mechanic/TL11 (Robotics) (A) IQ+3 [4] 16§; Navigation/TL11 (Hyperspace) (A) IQ+0 [2] 13; Navigation/TL11 (Space) (A) IQ+0 [2] 13; Observation (A) Per+5 [4] 20₯; Physiology/TL11 (Kree) (H) IQ+2 [4] 15§; Piloting/TL11 (Aerospace) (A) DX+0 [2] 14; Piloting/TL11 (High-Performance Spacecraft) (A) DX+0 [2] 14; Psychology (Kree) (H) IQ-1 [2] 12; Public Speaking (A) IQ+0 [2] 13; Research/TL11 (A) IQ+1 [4] 14; Running (A) HT+0 [2] 14; Savoir-Faire (High Society) (E) IQ+0 [1] 13; Savoir-Faire (Police) (E) IQ+1 [2] 14; Search (A) Per+0 [2] 15; Shadowing (A) IQ+1 [4] 14; Shortsword (A) DX+2 [8] 16; Spacer/TL11 (E) IQ+1 [2] 14; Stealth (A) DX+0 [2] 14; Streetwise (A) IQ+1 [4] 14; Swimming (E) HT+0 [1] 14; Throwing (A) DX+0 [2] 14; Tracking (A) Per+7 [2] 22; Vacc Suit/TL11 (A) DX+1 [4] 15; Wrestling (A) DX+2 [8] 16. Techniques: Arm Lock (Wrestling) (A) def+1 [1] 17; Elbow Strike (A) def+1 [1] 15; Knee Strike (A) def+1 [1] 16. Starting Spending Money: $80,000 (20% of Starting Wealth). * Includes +4 from Blue Kree and +12/+200 from Super ST. Includes +5 from Blue Kree. Includes +3 from Pursuer Rank and +1 from Wealth. § Includes +2 from Cyber-Engineer. # Includes +1 from Combat Reflexes. ₯ Includes +4 from Acute Vision. Ά Includes +3 from Hyperspectral Vision. Role-Playing Notes: Korath is a noble man who honestly believes in his work in the Kree Empire: capturing criminals. He is not blind to the corruption in the upper echelons, and actively works to keep the corruption in check. He sometimes feels it's a battle he cannot win, but he tells himself he must try. Korath and Ronan do not like each other; Korath sees Ronan as a symptom of the corruption in the Empire, while Ronan sees Korath as both naive and superfluous. Design Notes: 1. Cyber-Engineer is a new Talent that covers Biology, Electronics Repair (Cyberware), Engineer (Cyberware), Engineer (Robotics), Mechanic (Cyberware), and Mechanic (Robotics).
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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 |
10-06-2018, 12:29 AM | #1485 | |
Join Date: Jun 2006
Location: On the road again...
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Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition
I had to trim the design notes on Korath because of being 133 characters over the character limit. :( Here's how it should read:
Quote:
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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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11-12-2018, 04:43 PM | #1486 |
Join Date: Jun 2006
Location: On the road again...
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Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition
In reverence for the late, great Stan Lee, whose loss earlier today is echoing throughout the multiverse, from now until at least the end of the year, Stan's entry will grace the front of the Marvel Reboot not-a-wiki.
EXCELSIOR!
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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 |
11-13-2018, 07:25 AM | #1487 |
Join Date: Jan 2018
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Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition
Excelsior indeed.
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11-16-2018, 04:19 PM | #1488 |
Join Date: Jun 2006
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Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition
LEONUS
Real Name: Unrevealed, possibly "Leonus" is his given name. Occupation: Intelligence operative. Identity: Leonus does not use a dual identity; his existence as an Inhuman is unknown to the general public. Legal Status: Citizen of Attilan with a criminal record in the United States. Other Aliases: None. Place of Birth: Attilan, Blue Area of the Moon. Marital Status: Single. Known Relatives: None. Group Affiliation: Maximus's operatives on Earth. Base of Operations: Attilan, Blue Area of the Moon. History: Leonus's history is unknown. As an Inhuman, his powers are presumably a result of exposure to Terrigen crystals upon achieving adulthood (see Inhumans). It is not known how long he has worked for Maximus, the Inhumans' ruler (see Maximus). Leonus was first encountered staging an attack on the Kree spy turned superhero Captain Marvel alongside a number of other Inhumans, as part of a deal between Maximus and Captain Marvel's immediate superior, Colonel Yon-Rogg, to discredit Marvel (see Captain Marvel; Kree; Yon-Rogg). After being defeated by the Captain, Mar-Vell was given orders to execute Leonus and his fellow Inhuman co-conspirators. Instead, he and his co-conspirators were turned over to the authorities. Leonus's Terrigen-altered DNA code was one of those provided to the Kree scientist Minn-Erva by Maximus (see Doctor Minerva). His current whereabouts, however, are unknown. Height: 6' 4". Weight: 230 lbs. Eyes: Brown. Hair: Blond. His facial hair combined with his normal hairstyle gives him a further resemblance to a lion. Other Distinguishing Features: Leonus's skin is covered with a light layer of fur. Uniform: A yellow bodysuit with a red sash from left shoulder to right hip, red belt and loincloth, metallic armbands connected to large metallic claws, clawed metallic boots. Strength Level: Leonus possesses superhuman strength enabling him to lift (press) roughly 25 tons. Known Superhuman Powers: In addition to his superhuman strength, Leonus possesses superhuman durability, agility, and speed. He also possesses a superhumanly acute sense of smell. Other Abilities: Leonus is a skilled if somewhat unconventional hand to hand combatant. Weapons: Leonus wears claws made of an unidentified metal on his wrists and feet. The claws are sharp enough to cut through most standard materials with ease, though still limited by his innate strength. 1,125 points Attributes: ST 31/170 [80*]; DX 16 [80*]; IQ 11 [0*]; HT 14 [20*]. Secondary Characteristics: Dmg 3d+1/6d-1 (18d/20d); BL 192 lbs. (5,780 lbs/2.9 tons); HP 30 [2*]; Will 12 [5]; Per 13 [10]; FP 14 [0]; Basic Speed 7.50 [0]; Basic Move 7 [0]; Dodge 14. Languages: English (Accented) [4]; Tilan (Native) (Native Language) [0]. Cultural Familiarities: Attilan [0]. Advantages: Acute Taste and Smell 5 (Super, -10%) [9]; Catfall (Super, -10%); Claws (Talons) (Armor Divisor (2), +50%; Gadget/Breakable, DR 15, -10%; Gadget/Breakable, SM -5, -10%; Gadget/Can Be Stolen: Forcibly Removed, -10%) [10]; Combat Reflexes [15]; Damage Resistance 15 (Tough Skin, -40%; Super, -10%) [30]; Enhanced Dodge 3 [45]; Enhanced Parry (Bare Hands) 3 [15]; Enhanced Time Sense (Bought Up From Combat Reflexes, -15; Super, -10%) [27]; Flexibility [5]; Hard to Kill 2 [4]; Hard to Subdue 2 [4]; High Pain Threshold [10]; Inhuman [100]; Injury Tolerance (Damage Reduction /5) (Super, -10%) [112]; Modified ST-Based Damage (Armor Divisor (2), +50%) [8]; Perfect Balance [15]; Super ST +11/+150 (Super, -10%) [429]; Super Throw 3 (Costs 2 FP, -10%; Super, -10%) [24]; Very Fit [15]. Perks: Fur [1]. Disadvantages: Code of Honor (Pirate's) [-5]; Duty (to Inhumans) (12) [-10]; Laziness [-10]; Overconfidence (9) [-7]; Sense of Duty (Teammates) [-5]; Social Stigma (Criminal Record) [-5]. Quirks: Bloody Mess [-1]; Likes Violence [-1]; Never Smiles [-1]; Not Until My First Cup! [-1]; OUCH! [-1]. Skills: Body Language (A) Per+0 [2] 13; Brawling (E) DX+4 [12] 20; Climbing (A) DX+3 [1] 19§; Detect Lies (H) Per+0 [4] 13; Escape (H) DX+3 [4] 19; Forced Entry (E) DX+0 [1] 16; Guns/TL8 (Rifle) (E) DX+0 [1] 16; Hiking (A) HT+0 [4] 14; Intimidation (A) Will+0 [2] 12; Jumping (E) DX+0 [1] 16; Lifting (A) HT+0 [2] 14; Observation (A) Per+0 [2] 13; Running (A) HT+0 [2] 14; Savoir-Faire (Military) (E) IQ+1 [2] 12; Soldier/TL8 (A) IQ+1 [4] 12; Stealth (A) DX+0 [2] 16; Streetwise (A) IQ+1 [4] 12; Swimming (E) HT+0 [1] 14; Throwing (A) DX+0 [2] 16; Tracking (A) Per+1 [4] 14; Wrestling (A) DX+4 [16] 20. Techniques: Aggressive Parry (Brawling Parry) (H) def+1 [2] 17; Kicking (Brawling) (H) def+2 [3] 20. Starting Spending Money: $4,000 (20% of Starting Wealth). * Includes +2 to ST, DX and HT, +1 to IQ, and -2 to HP from Inhuman. Includes +11/+150 from Super ST. Includes +3 from Flexibility. § Includes +1 from Perfect Balance. Role-Playing Notes: Leonus is one of those guys who just wants to hit something. That he is able to do so with the blessing of his superiors is a bonus in his eyes. That said, he is a solid team player, able to follow orders and break off when ordered, albeit with some grumbling. He is loyal to his teammates, and will not willingly betray them; to attack one of them is to attack him, in his eyes.
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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 |
11-16-2018, 04:42 PM | #1489 |
Join Date: Jun 2006
Location: On the road again...
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Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition
MAGGIA
The Maggia is a nationwide criminal syndicate which has its roots in Southern European nobility. It is not a monolithic organization, instead being divided up into several "families", each of which controls the crime in a a given metro area. In the past, several Maggia families have attempted to control crime in the same region, which has led to gang wars between the families involved. At present, the Maggia families who are known to have come into conflict with superhuman adventurers and crimefighters consist of: The Hammerhead Family: A very conservative faction operating out of the New York City metro area, the Hammerhead family is run by a man who takes his name after the unnatural shape of his head, a product of unethical surgery (see Hammerhead). A former gunman for the Maggia when his family was known as the Romero family, Hammerhead worked his way up the ranks through ruthlessness and shrewd business sense. The Hammerhead family engages mainly in the drug and weapons trade, prostitution, gambling, and extortion rackets. The family does not care for superhumans, and in fact has worked with the authorities (including police not on their payroll) against supers who have edged into organized crime. At present, the Hammerhead family has a truce with the Kingpin of Crime and the Harlem crime lord Cornell Sykes to divide up the crime in the city (see Cottonmouth; Kingpin). The Manfredi Family: Also known as the Silvermane family, the Manfredi family controls almost all crime in the Chicago metro area. Their leader, Silvio Manfredi, long known as Silvermane due to his premature gray hair (he went gray in his 20s), has been in charge of the family for the past forty years (see Silvermane). The Manfredi family is said to be the successor to the Capone family of the Prohibition era, and engages in the same traditional activities as the Hammerhead family. Silvermane's recent conversion into a cyborg has ensured the family will remain under his control for some time. The Manfredi family has come into recent conflict with Iron Fist and his allies, as well as against Ant-Man and Wasp; most of the time, however, the Manfredis are in conflict with the Leonine family of the Zodiac cartel (see individual entries). In addition, Silvermane's granddaughter, Sable, has begun to gather support to take down Silvermane (see Silver Sable). The Nefaria Family: Operating out of Los Angeles, the Nefaria family is run by Count Lucino Nefaria (see Count Nefaria). Unlike the other families, the Nefaria family wholeheartedly embraces advanced technology and superhuman operatives, often hired and led by the Count's daughter, Whitney Frost (see Madame Masque). The Nefaria family has come into conflict with both Iron Man and Spider-Woman (see Iron Man; Spider-Woman). The Carracus Family: Known to operate in the Miami, Florida, area, the Carracus family is also known as the Jaguar family, after the assumed alias of their leader, Esteban Carracus (see Jaguar). They engage in drug and gun smuggling, prostitution, and gambling, as well as the occasional human trafficking, but have been hailed by the city's Puerto Rican, Cuban, Haitian, and Dominican populations as protectors, as the Jaguar family often steps in to protect these neighborhoods from other cartels without asking for protection money in return. There are likely other Maggia families in other larger American cities, but they have yet to be depicted. The Maggia's primary rival opposition in most of their cities is the Zodiac Cartel; in fact, when the Zodiac erected a force field around Manhattan, the various Maggia families called a truce with and assisted the superhuman community to oppose the Zodiac (see Zodiac). Game Mechanical Details: Each family has an informal internal rank structure, with Organized Crime Rank being priced at 2 points per level; the heads of each family have Organized Crime Rank 5. Design Notes: 1. As the name and write-up implies, the Maggia is Marvel's version of the Mafia. Because they were introduced at the height of the Silver Age, when the Comics Code was in full force, Marvel was forbidden – basically by law – from calling them "Mafia". Relaxations of the Code have resulted in the Yakuza, Triads, and Bratva (Japanese, Chinese, and Russian syndicates) being used with no problems, but the Maggia has never (to my knowledge) been referred to as the Mafia. In the Reboot, in recognition of the Maggia's long history, I've kept them the Maggia rather than making them Mafia.
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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 |
12-14-2018, 05:26 PM | #1490 |
Join Date: Dec 2018
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Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition
Say, I was wondering if any one knew of a DC Universe handbook for GURPs 4e like aesir23 had in mind that is similar to the Marvel one.
Also, I am interested in all sources of stats for any characters like TV series or Movies or comics, etc whether netbook or otherwise. Doesn't have to be supers or sci fi. Please PM me if to send links. Thanks. |
Tags |
avengers, captain america, captain marvel, chandley, character creation, chargen, iron man, marvel, phantasm, supers, thor, x-men |
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