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Old 05-15-2007, 09:22 PM   #11
Phantasm
 
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

CYCLOPS

Real Name: Scott Summers.
Occupation: College student, adventurer.
Legal Status: Citizen of the United States with no criminal record.
Identity: Secret.
Other Aliases: None.
Place of Birth: Anchorage, Alaska.
Marital Status: Single.
Known Relatives: Christopher (father, deceased), Katherine Anne (mother, deceased), Alexander (alias Havok, brother), Philip (grandfather), Deborah (grandmother).
Group Affiliation: X-Men.
Base of Operations: New York City.
History: Scott Summers was the oldest of two sons of Christopher Summers, an Air Force major and test pilot, and his wife Katherine Anne. When Scott was still a pre-teen, his father flew himself, Scott, Katherine Anne, and Scott's brother Alex back from an island vacation in his vintage private plane. While flying over Nebraska, the plane apparently suffered some engine damage and was going to be destroyed. Scott's memories are unclear as to what happened next, as he woke up a year later in an orphanage in Omaha, Nebraska.

According to the people he spoke to at the orphanage, Scott and Alex had apparently been pushed from the plane with a single parachute. Both brothers had suffered injuries, since their overburdened parachute had been unable to fully slow their fall. No sign of his parents' bodies were found among the wreckage of the plane.

Scott had suffered some brain damage during the fall, but this brain damage apparently did not affect him in any way. The doctors attributed his missing memories to this brain damage. Alex, too, suffered a case of mild amnesia regarding what had happened, despite not having similar brain damage; the doctors theorized that he was subconsciously repressing the traumatic memory.

Scott and Alex remained at the orphanage for some time, until their grandparents, who lived in the Alaskan panhandle, arranged to gain custody over the boys. While in his mid-teens, Scott began to develop severe headaches and eyestrain. Scott's grandparents took him to see an eye specialist in Juneau, Alaska. Through trial and error, the optometrist discovered that eyeglasses with lenses made of ruby quartz, a kind of glass with a red impurity, seemed to alleviate the boy's vision problems. The doctor suspected that Scott was a mutant and informed his grandparents of this.

Scott and Alex were tossing a football around when Scott's powers first manifested themselves. Alex had thrown the football too far, and Scott fell trying to catch it, causing his glasses to come off. Scott and Alex were surprised to see a ruby beam of energy come from Scott's eyes and punch a hole through the hangar where his grandfather stored his plane; thankfully, the plane was on the runway at the time. Scott closed his eyes, and Alex found his glasses for him.

Philip and Deborah Summers had a long talk with Scott and Alex at that point. Scott agreed to be sent to the recently announced Xavier Institute for Gifted Youngsters, a school which openly advertised itself as a school for mutants. Scott was one of the first class of students to attend. Alex followed a few years later when his powers manifested (see Xavier, Professor Charles).

Recently, Scott has graduated from Xavier's. He is currently attending Empire State University in Manhattan, and has joined several other Xavier Institute graduates in forming the first all-mutant hero team, the X-Men (see X-Men).
Height: 6' 3"
Weight: 175 lbs.
Eyes: Brown (glowing red when his power is active).
Hair: Black.

400 points
Attributes:
ST 11 [10]; DX 12 [40]; IQ 11 [20]; HT 12 [20];
Secondary Characteristics: Dmg 1d-1/1d+1; BL 24; HP 11 [0]; Will 11 [0]; Per 11 [0]; FP 12 [0]; Basic Speed 6.00 [0]; Basic Move 6 [0]; Dodge 10.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western (Native) [0].
Advantages: 3D Spatial Sense [10]; Combat Reflexes [15]; Damage Resistance 50 (Absorption: Into Plasma Blasts, +80%; Limited Defense: Powers of Blood Relations (Rare), -80%; Tough Skin, -40%; Mutant, -10%) [125]; Fit [5]; High Manual Dexterity 2 [10]; High Pain Threshold [10]; Lightning Calculator [2]; Optic Blast 8d (Crushing Attack; Accurate +4, +20%; Always On, Effects are Dangerous (Mitigator: Ruby Quartz Glasses or Visor, -60%), -16%; Cone, 3 yards, +80%; Damage Modifier: Double Knockback, +20%; Increased Range, x10, +30%; Jet, +0%; Ricochet, +10%; Selectivity (applies to Cone and Jet), +10%; Underwater, +20%; Variable, +5%; Mutant, -10%) [108].
Perks: Unusual Training (Tight-Beam) [1].
Disadvantages: Code of Honor (Hero's) [-10]; Debt -5 (College Loans) [-5]; Light Sleeper [-5]; Nightmares (12) [-5]; Pacifism (Cannot Harm Innocents) [-10]; Secret Identity (Serious Embarrassment) [-5]; Shyness (Mild) [-5]; Skinny [-5]; Wealth (Struggling) [-10]; Workaholic [-5].
Quirks: Broad-Minded [-1]; Imaginative [-1]; Likes Classic Airplanes [-1].
Skills: Boxing (A) DX+2 [8] – 14; Driving (Motorcycle) (A) DX+1 [4] – 13; First Aid/TL8 (E) IQ [1] – 11; Hiking (A) HT-1 [1] – 11; Innate Attack (Gaze) (E) DX+4 [12] – 16; Mathematics/TL8 (Applied) (H) IQ-1 [1] – 10*; Mathematics/TL8 (Pure) (H) IQ+3 [16] – 14; Mechanic/TL8 (Light Airplane) (A) IQ [2] – 11; Physics/TL8 (VH) IQ [8] – 11; Piloting/TL8 (Light Airplane) (A) DX+2 [4] – 14†; Running (A) HT [2] – 12; Savoir-Faire (Military) (E) IQ-1 [1] – 10‡; Strategy (Air) (H) IQ-1 [2] – 10; Strategy (Land) (H) IQ+0 [4] – 11; Swimming (E) HT [1] – 12; Tactics (H) IQ+2 [12] – 13; Wrestling (A) DX+2 [8] – 14.
Techniques: Tight-Beam (Innate Attack (Gaze)) (H) def+2 [3] – 16.
Equipment: Cyclops's visor, while allowing him to control his optic blast, also grants Protected Vision. However, because of its styling, it also gives Cyclops Restricted Vision: No Peripheral Vision. The ruby quartz glasses he normally wears in his civilian identity are styled to avoid this problem.
Starting Spending Money: $2,000 (20% Starting Wealth).

* Defaulted from Mathematics/TL8 (Pure).
† Includes +1 from 3D Spatial Sense.
‡ Includes -1 from Shyness.
__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991

"But mom, I don't wanna go back in the dungeon!"

The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting

Last edited by Phantasm; 10-27-2014 at 08:53 AM. Reason: updated entry
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Old 05-15-2007, 09:25 PM   #12
naloth
 
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031
Angel
Angel is supposedly incredibly strong - not supers strong, but high end human. I would give him at least a 16, probably more like 19.

He's also a faster flyer, more agile (add Talent?), and has hollow bones though this may make him light for his ST. Early on he occasionally displayed an ability to use his wings to buff people and generate light winds.
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Old 05-15-2007, 09:29 PM   #13
naloth
 
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

[QUOTE=tbrock1031]Ant-Man

I would use Science for Hank... He's just good at everything.

Gadgeteer here (and on the Beast) really isn't justified. His stuff is just tools of the trade, he doesn't make inventions that aren't powers.

I would also build his "ant" abilities with advantages and gadget limitations (helmet):
-Area affect affliction: itching/pain?
-Innate Attack large area 1 damage, armor piercing?
-Ally Summoning: Swarms?
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Old 05-15-2007, 09:32 PM   #14
naloth
 
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031
Atlanteans
Atlanteans
175 points
Attribute Modifiers: ST +13 [130]; HT +2 [20].
Advantages: Enhanced Move (Water) 1.5 (Water Move 15/30 mph) [30]; Extended Lifespan 1 (x2) [2]; Night Vision 7 [7]; Pressure Support 2 [10]; Ultravision [10].
Disadvantages: Low TL -7 [-35]
Features: Aquatic [0]; Breathes With Gills [0].

Atlantean Half-Breeds
188 points
Attribute Modifiers: ST +13 [130]; HT +2 [20].
Advantages: Amphibious [10]; Doesn't Breathe (Gills, -50%) [10]; Enhanced Move (Water) 1.5 (Water Move 15/30 mph) [30]; Extended Lifespan 1 (x2) [2]; Night Vision 7 [7]; Pressure Support 2 [10]; Ultravision [10].
Disadvantages: Low TL -7 [-35].
I'm not sure base line atlanteans are this strong or this low TL. They seem to have rather high variant technology. Perhaps TL3+6? making them worth a net +10 points for technology.

Normal (not 1/2 breeds) also function just fine out of water with a fishbowl on their head.
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Old 05-15-2007, 09:34 PM   #15
naloth
 
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031
Bucky
I would give Bucky a higher ST and DX. Perhaps add in some enhanced Dodge. As it is he would never have a chance against one or two armed attackers especially if they had machine guns.
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Old 05-15-2007, 09:37 PM   #16
naloth
 
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031
Captain America
Cap's another that I would use more advantages to simulate his powers. His shield throw makes a great innate attack and given a decent innate attack w/melee he can strike with it in HTH as well.
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Old 05-15-2007, 09:40 PM   #17
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by naloth
I wouldn't define this this way. It's a crock for Mutant and Super to both be -10% yet have Mutant be much worse.

You should either make Supers -5% or Mutant -15%. Super may not justify the super-tech countermeasures since no universal countermeasures seem to exist in the Marvel universe. Likewise, universal inhibitor collars and even inhibitor spikes that work on basically all mutants do exist.

Psionic should either be a subset of Super/Mutant unless additional anti-stuff that works against them. Usually anyone that is a Super or Mutant psi suffers the limitations attached to the group but doesn't have any additional ones.

Mutant Biology should be worth the same as Mutant since most mutations (Warren's Wings, Beast's agility) are negated with anti-mutant countermeasures. Even if you're 'just' scanned, tracked, and hunted like it mutant I would offer -5%.
I made a Venn Diagram which gives the relationship between Super, Mutant, Psionic, and Mutant Psionic. According to that, the Mutant Psionic is the one affected by the most countermeasures, being bounded by Mutant and Psionic, which are both subsets of Super (there are psis who are not mutants, after all). However, according to Powers, page P25, the listed numbers are by the RAW; it's not the number of countermeasures in relation to the other power modifiers that determines the price, but the kinds of countermeasures. Mutant Biology is the odd man out; post-Reboot, Angel's wings and Beast's physiology cannot be negated; they're physical mutations on the normal human frame, and act more like wild advantages than anything else. Detection, at least from what I'm reading in Powers, does not affect the power modifier.

And universal power dampeners exist in the Marvel Universe; they're what the Vault uses to keep their non-mutant superhumans under control. (Forge's neutralizer gun was said to work on mutants and non-mutants alike; it was only fired once before it was destroyed at someone who only happened to be a mutant, and its effects proved temporary anyways.)

Interesting thought on Magical matching Super, although I wouldn't actualy call Dr. Strange's astral projection and hypnosis powers "super". Marvel magic is often difficult to pin down, true.
__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991

"But mom, I don't wanna go back in the dungeon!"

The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting
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Old 05-15-2007, 09:50 PM   #18
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by naloth
I'm not sure base line atlanteans are this strong or this low TL. They seem to have rather high variant technology. Perhaps TL3+6? making them worth a net +10 points for technology.

Normal (not 1/2 breeds) also function just fine out of water with a fishbowl on their head.
Baseline Atlanteans, according to OHOTMUDE #1, publication date Aug 85 (cover date Dec 85), in the entries for Andromeda (p. 12), Attuma (p. 44), and the Atlanteans themselves (pp. 38-9), can bench press 4 tons.

As for the fish bowl, that's kinda cheesy, but true. That's mostly covered by the Aquatic feature, though.

Their Marvel Universe technology is based off that of the Deviants, who I've removed from the world in the process of the Reboot. Reading through the OHOTMUDE entry, I discovered that their TL without this technology, even in the present-day MU, seems to be close to the Stone Age. (A lack of portable fire does make a difference, it seems.)
__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991

"But mom, I don't wanna go back in the dungeon!"

The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting

Last edited by Phantasm; 09-23-2007 at 07:35 PM.
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Old 05-15-2007, 09:57 PM   #19
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

DAREDEVIL

Real Name: Matthew Michael Murdock.
Occupation: Assistant District Attorney.
Identity: Secret.
Legal Status: Citizen of the United States with no criminal record.
Other Aliases: None.
Marital Status: None.
Known Relatives: Jonathan ("Battlin' Jack", father, deceased), Grace (mother, deceased).
Group Affiliation: None.
Base of Operations: Hell's Kitchen, New York City.
History: Matt Murdock grew up in the area of Manhattan known as Chelsea (the locals call it Hell's Kitchen), the son of a small-time prizefighter, Jack Murdock. Oh her deathbed, Matt's mother made Jack promise to give Matt a better life than he himself had had. To this end, Jack encouraged Matt to stick to his studies rather than become an athlete. However, Jack understood that Matt needed to know how to defend himself, and did give Matt some training in boxing. Jack insisted that Matt never start a fight, words Matt took to heart.

When he was eleven, Matt was passing through the docks on his way home from school when he encountered a man being roughed up by some organized criminal enforcers. While trying to decide whether he should get involved, breaking his promise to never start a fight, and yet unwilling to let the enforcers get away with their brutal treatment of another, one of the enforcers' lookouts caught hold of Matt.

Matt fought back, but was unable to do much. In the scuffle, one of the barrels on the docks was torn open, and a glowing green liquid, radioactive waste, sprayed Matt in his eyes. Matt's screams of pain brought the other dock workers, who took the boy to the hospital.

It was in the hospital that Matt discovered that his other senses had been enhanced by the radiation. Jack took Matt to a blind martial arts master named Stick to help him deal with his new abilities. Matt's powers gave him a sense of fearlessness, which earned him the nickname "Daredevil" among the others in Hell's Kitchen.

When Matt was in high school, Jack Murdock was ordered by a crime boss to throw a fight. Jack, however, ignored this order and won the fight with a knock-out. Matt was to meet his father outside the arena. In some ways, he figures, he's still waiting. Jack Murdock was caught by the crime boss's enforcers and killed in front of Matt. Not knowing of Matt's other gifts, they believed that Matt would be unable to identify them, and let him live.

Driven by a need to fight injustice following this incident, Matt worked his way through college and law school. While attending Harvard, he met a girl named Elektra Nattchios, the daughter of a Greek ambassador (see Elektra). The two, recognizing a kindred soul, began a relationship. On the day that Matt was psyching himself up to ask her to marry him, Elektra's father was brutally murdered before her eyes, and she fled. Matt witnessed this murder, and while able to testify in court and bring the killer to justice without revealing his special senses, he was unable to help find Elektra.

Matt currently works as a prosecutor for the District Attorney's office in Manhattan. A friend of his from Harvard, Franklin "Foggy" Nelson, works with him as a public defender. At night, however, Matt dons the identity of Daredevil, remembering his childhood nickname, and patrols Hell's Kitchen, keeping the streets safe.
Height: 6'.
Weight: 200 lbs.
Eyes: Brown.
Hair: Brown.
Strength Level: Daredevil possesses the normal human strength of a man his age, height, and build who engages in intensive regular exercise.
Known Superhuman Powers: The accident which robbed Daredevil of his sight has given him a number of other abilities.

First and foremost, his other senses have become superhumanly acute. He can hear and distinguish between whispered conversations from a hundred feet away. He can also hear the changes in someone's breathing and heartbeat when lying. His sense of smell is on par with that of a bloodhound, able to follow an individual scent through the crowded streets of Manhattan. His sense of touch is such that he is able to "read" newspaper print with his fingertips. Finally, and this is not generally known, his sense of taste is supremely acute.

Daredevil has one other sense, which he refers to as his "radar-sense". His brain is constantly putting out radio signals, similar to those put out by aircraft radar systems. His brain automatically interprets the echo of these signals to give him a perfect black-and-white, 360° image of his surroundings. This radar-sense is not able to pick up lettering, however; a banner with lettering on it will appear solely as a banner to him.
Abilities: Daredevil has trained himself to be on par with Olympic gymnasts, boxers, and wrestlers. He has trained himself in a unique fighting style that embodies elements of acrobatics, aikido, western boxing, Filipino stick fighting, judo, karate, and wrestling. His powers also give him a perfect sense of balance and a slightly enhanced, but not superhuman, musculature.

Being a lawyer, Matt Murdock is well-versed in legal matters.
Limitations: Daredevil is blind, being unable to see like a normal human being. His other senses compensate for this, but there are visual cues that the average person is able to pick up on that he cannot. Also, because of his supremely acute hearing, sudden loud noises affect him twice as hard as they do a normal human.
Weapons: Daredevil carries a pair of batons, similar to those used in the martial arts escrima and arnis. These batons have been adapted in three ways.

Daredevil's batons are capable of being linked together to form a set of nunchaku. With a twist of the one end, the baton becomes a grappling hook, the other end storing a length of thin high-test cable capable of holding twice his weight without strain. Finally, and he works hard to keep this feature a secret, the batons can extend to become his blind-man walking cane.

596 points
Attributes:
ST 14 [40]; DX 14 [80]; IQ 12 [40]; HT 12 [20].
Secondary Characteristics: Dmg 1d/2d; BL 39; HP 14 [0]; Will 12 [0]; Per 15 [15]; FP 12 [0]; Basic Speed 6.50 [0]; Basic Move 6 [0]; Dodge 13.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western (Native) [0].
Advantages: Ambidexterity [5]; Catfall (Biological, -10%) [9]; Combat Reflexes [15]; Contact: Ben Urich (Daily Bugle Reporter) (Effective Skill 15; Usually Reliable; Frequency: 9 or less) [4]; Contact: Turk Barrett (Underworld) (Effective Skill 12; Unreliable; Frequency: 12 or less) [1]; Daredevil [15]; Discriminatory Hearing (Passive Biological, -5%) [15]; Discriminatory Smell (Emotion Sense, +50%; Passive Biological, -5%) [22]; Discriminatory Taste (Passive Biological, -5%) [10]; Enhanced Dodge 3 [45]; Enhanced Parry (All Parries) 3 [30]; Fearlessness 5 [10]; High Pain Threshold [10]; Para-Radar (Extended Arc: 360°, +125%; Super, -10%) [86]; Parabolic Hearing 3 (Passive Biological, -5%) [12]; Perfect Balance (Passive Biological, -5%) [15]; Sensitive Touch (Stethoscopic, +50%; Ultra-Fine, +30%; Passive Biological, -5%) [18]; Trained By A Master [30]; Very Fit [15]; Vibration Sense (Passive Biological, -5%) [10]; Wealth (Comfortable) [10].
Perks: Off-Hand Weapon Training (Smallsword) [1]; Robust Hearing [1]; Style Familiarity: Boxing [1]; Style Familiarity: Escrima [1]; Swinging [1].
Disadvantages: Blindness [-50]; Charitable (9) [-22]; Code of Honor (Hero's) [-10]; Flashbacks (Mild) [-5]; Guilt Complex [-5]; Light Sleeper [-5]; Obsession: Eliminate Organized Crime (Long-Term Goal) (9) [-15]; On The Edge (9) [-22]; Pacifism (Cannot Harm Innocents) [-10]; Secret Identity (Imprisonment) [-20]; Selfless (9) [-7]; Sense of Duty: Residents of Hell's Kitchen (Large Group) [-10]; Social Stigma (Blind) [-5]; Susceptible to Loud Noises -5 [-20].
Quirks: Habit: Makes Light of His Blindness [-1]; Likes to Help Underdogs [-1].
Skills: Acrobatics (H) DX+1 [4] – 15*; Area Knowledge (Hell's Kitchen) (E) IQ [1] – 12; Armoury/TL8 (Melee Weapons) IQ-1 [1] – 11; Blind Fighting (VH) Per+3 [20] – 18; Boxing (A) DX+2 [8] – 16; Boxing Sport (A) DX [1] – 14†; Climbing (A) DX+0 [1] – 14; Connoisseur (Music) IQ-1 [1] – 11; Detect Lies (H) Per [4] – 16; Flail (H) DX+2 [12] – 16; Games (Boxing) (E) IQ [1] – 12; Holdout (A) IQ [2] – 12; Intimidation (A) Will+2 [8] – 14; Jumping (E) DX+0 [1] – 14; Karate (H) DX+2 [12] – 16; Law (New York City) (H) IQ+2 [12] – 14; Lockpicking/TL8 (A) IQ [2] – 12; Main-Gauche (A) DX+2 [7] – 16‡; Observation (A) Per-1 [1] – 15; Power Blow (H) Will+1 [8] – 13; Pressure Points (H) IQ [4] – 12; Shadowing (A) IQ+2 [8] – 14; Smallsword (A) DX+2 [8] – 16; Stealth (A) DX+2 [8] – 16; Streetwise (A) IQ+2 [8] – 14; Thrown Weapon (Stick) (E) DX+2 [4] – 16; Tracking (A) Per+5 [20] – 20.
Techniques: Aggressive Parry (Karate) (H) def+1 [2] – 15; Arm Lock (Smallsword) (A) def+4 [4] – 20; Choke Hold (Smallsword) (H) def+3 [4] – 16; Counterattack (Boxing) (H) def+5 [6] – 16; Disarming (Smallsword) (H) def+5 [6] – 21; Elbow Strike (Karate) (A) def+2 [2] – 16; Feint (Boxing) (H) def+4 [5] – 20; Feint (Smallsword) (H) def+4 [5] – 20; Knee Strike (Karate) (A) def+1 [1] – 16; Targeted Attack (Boxing Punch/Face) (H) def+3 [4] – 14; Targeted Attack (Smallsword Swing/Arm) (H) def+1 [2] – 15; Targeted Attack (Smallsword Swing/Hand) (H) def+2 [3] – 14; Uppercut (Boxing) (A) def+1 [1] – 16.
Starting Spending Money: $7,960 (20% Starting Wealth, minus the cost of two batons).

* Includes +1 from Perfect Balance.
† Defaulted from Boxing.
‡ Defaulted from Smallsword.

Design Notes:
1. The combat penalties that Daredevil would normally have due to his Blindness have been effectively counteracted by his Imaging Radar advantage.
__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991

"But mom, I don't wanna go back in the dungeon!"

The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting

Last edited by Phantasm; 10-27-2014 at 08:59 AM. Reason: update to newer build
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Old 05-15-2007, 10:00 PM   #20
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031
Personality Change (Loses Shyness in Costume) [-1]
He's GETTING a point for loosing a disadvantage in some circumstances.

Maybe replace Shyness and the quirk with: Personality change: Shyness when not in costume
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