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Old 11-17-2011, 07:59 PM   #511
vitruvian
 
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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Originally Posted by tbrock1031 View Post
This is true, and a lot of times you have to consider the "How accurate is the Official Handbook I'm taking a lot of my own info from?" argument as well. There have been numerous times where the Handbook didn't coincide with a single instance (usually someone's first appearance, before the writers hammered out the character), and people use that instance to say the Handbook is wrong.
I usually figure that first appearances are somewhat defining, but that later anomalous high or low showings can be more easily discounted. E.g., I would only use a Sasquatch writeup that actually lets him throw a DC-10 across that Calgary airfield, but I wouldn't insist on him actually being able to lift a multi-thousand ton ship into drydock like he did in a later (and badly drawn) Marvel Two-in-One appearance. Why? Because if Sasquatch is not the guy who first appeared in X-Men #120 and pulled the stunt with the DC-10, then who is he? Likewise, Hercules needs to be a pretty close match for Thor physically, because of their stalemate in their first encounter, but I don't know anybody who considers the story where he drags Manhattan Island around with a giant chain as canonical.
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Old 01-18-2012, 10:22 PM   #512
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

First showing of the new year, and still on the X-book part of the reboot:

CALIBAN

Real Name: Unrevealed.
Occupation: None.
Identity: Caliban's existence is unknown to the general populace.
Legal Status: Presumably a citizen of the United States, criminal record unknown.
Other Aliases: None.
Place of Birth: Unrevealed, but presumably New York City.
Marital Status: Single.
Known Relatives: None.
Group Affiliation: Morlocks.
Base of Operations: New York City.
History: The history of the man known only as Caliban is a complete unknown, as is his actual age. Whatever his past is, he keeps it to himself.

Presumably it was his albinism that drove him to live in the network of sewers and abandoned subway stations underneath New York City. His ability to detect other mutants led him to find and later help expand the Morlocks, a society of mutants living apart from the world (see Morlocks).

Caliban has recently befriended the mutant superheroes known as the X-Men, although he declined to join their ranks (see X-Men).
Height: 5' 8".
Weight: 150 lbs.
Eyes: Yellow.
Hair: None.
Other Distinguishing Features: Caliban is an albino, possessing chalk-white skin.
Uniform: None.
Strength Level: Normally, Caliban possesses the normal human strength of a man his apparent age, height, and build who engages in moderate exercise. During periods of heightened stress, however, his adrenaline gives him superhuman strength enabling him to lift (press) around 1,000 pounds (half a ton).
Known Superhuman Powers: In addition to his adrenaline-enhanced strength, Caliban possesses two psionic abilities:

First and foremost, particularly to the Morlocks, Caliban possesses the ability to locate other mutants within an unspecified radius.

During periods of heightened stress, in addition to his enhanced strength, Caliban possesses the ability to emit "waves of fear", which are strong enough to frighten most people into fleeing the immediate area in terror.
Other Abilities: Caliban is adept at moving through and surviving in the labyrinth of the New York City sewer and subway systems. It is said that he can travel from Greenwich Village to the North Bronx without once coming to the surface.
Limitations: As a result of the complete lack of melanin in his skin, due to being an albino, Caliban is unable to withstand sunlight for any significant period of time.

96 points
Attributes:
ST 11 [10]; DX 9 [-20]; IQ 10 [0]; HT 9 [-10].
Secondary Characteristics: Dmg 1d-1/1d+1; BL 24 lbs; HP 11 [0]; Will 12 [10]; Per 12 [10]; FP 10 [3]; Basic Speed 5 [10]; Basic Move 5 [0]; Dodge 8.
Languages: English (Native/Semi-Literate) (Native Language) [-2].
Cultural Familiarities: Western [0].
Advantages: Detect Mutants (Mutant Psionic, -10%) [18]; Hard to Kill 5 [10]; Lifting ST +14 (Emergencies Only, -30%; Mutant, -10%) [26]; Night Vision 4 [4]; Resistant to Disease (+8) [5]; Striking ST +14 (Emergencies Only, -30%; Mutant, -10%) [42]; Terror (Will-4) (Emergencies Only, -30%; Mutant Psionic, -10%) [42].
Perks: Sure-Footed (Uneven) [1].
Disadvantages: Appearance (Unattractive) [-4]; Bad Smell [-10]; Cowardice (9) [-15]; Pacifism (Reluctant Killer) [-5]; Sense of Duty (Morlocks) [-10]; Skinny [-5]; Social Stigma (Homeless) [-5]; Weakness to Sunlight (1d/30 minutes; Variable, -40%) [-9]; Wealth (Dead Broke) [-25].
Quirks: Distinctive Feature (Albino) [-1]; Habit (Quotes "Modernized" Shakespeare) [-1].
Skills: Area Knowledge (New York City Sewer/Subway System) (E) IQ+2 [4] – 12; Climbing (A) DX+1 [4] – 10; Filch (A) DX+1 [4] – 10; Literature (H) IQ+0 [4] – 10; Panhandling (E) IQ+2 [4] – 12; Public Speaking (Storytelling) (E) IQ+1 [2] – 11; Scrounging (E) Per+0 [1] – 12; Streetwise (A) IQ+0 [2] – 10; Urban Survival (A) Per+0 [2] – 12.
Starting Spending Money: $0.
__________________
"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 05-01-2012, 07:17 AM   #513
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Two more X-folks.

CALLISTO

Real Name: Unrevealed.
Occupation: Leader of the Morlocks.
Identity: Callisto does not use a dual identity.
Legal Status: Presumably a citizen of the United States, criminal record unknown.
Other Aliases: None.
Place of Birth: Unrevealed.
Marital Status: Single.
Known Relatives: None.
Group Affiliation: Morlocks.
Base of Operations: New York City.
History: Very little is known about the history of the woman known as Callisto. By her own words, she was a beautiful young woman before her face was scarred; the circumstances of the scarring and the loss of her right eye is also unknown.

How she came to live in the network of sewers and subway tunnels underneath New York City is unknown. It is known that she encountered the mutant Caliban early on, and together they found and expanded the underground mutant society called the Morlocks (see Caliban; Morlocks). Over time, Callisto came to be regarded as the Morlocks' leader, a position she has since formalized. Over the past few years, she has defended her role as the Morlocks' leader in a trial by combat on a number of occasions.

Callisto first came into conflict with the mutant adventurers called the X-Men when she had several of her Morlocks kidnap the Angel to become her mate (see Angel; X-Men). Although she was persuaded to release him by the other X-Men and Angel's current girlfriend, Candy Southern, she still harbors plans to claim Angel as her own (see Southern, Candy).

Since then, she and her Morlocks have aided the X-Men on two other occasions, and come into conflict with them a second time over the actions of the Morlock Masque, who had kidnapped a number of mutant children to join the Morlocks (see Masque).
Height: 5' 9"
Weight: 130 lbs.
Eyes: Blue.
Hair: Black.
Other Distinguishing Features: Callisto possesses a large scar on her face about her left eye and cheek, and wears an eye patch over her right eye. She has a number of tattoos all over her back, arms, and neck.
Uniform: None.
Strength Level: Callisto possesses the normal human strength of a woman her age, height, and build who engages in intensive regular exercise.
Known Superhuman Powers: Callisto possesses superhuman senses, in particular superhumanly sharp hearing and smell.
Other Abilities: Callisto is a skilled urban tracker and is a highly skilled if unconventional hand to hand combatant. She is also skilled at throwing knives and similar weapons.
Limitations: Callisto is blind in her right eye.
Weapons: Callisto often uses a stiletto.

400 points
Attributes:
ST 13 [30]; DX 13 [60]; IQ 11 [20]; HT 13 [30].
Secondary Characteristics: Dmg 1d/2d-1; BL 34 lbs; HP 13 [0]; Will 12 [5]; Per 15 [20]; FP 13 [0]; Basic Speed 6.50 [0]; Basic Move 6 [0].
Languages: English (Native) (Native Language) [0]; Spanish (Accented Spoken/Illiterate) [2].
Cultural Familiarities: Western [0].
Advantages: Acute Hearing 5 (Mutant, -10%) [9]; Acute Taste and Smell 5 (Mutant, -10%) [9]; Ally Group (Morlocks; 50% of starting points; Group Size: 21-50 at a time) (9) [20]; Combat Reflexes [15]; Danger Sense [15]; Empath 2 [10]; Hard to Kill 2 [4]; Hard to Subdue 2 [4]; High Pain Threshold [10]; Night Vision 6 [6]; Parabolic Hearing 3 (Mutant, -10%) [11]; Perfect Balance [15]; Rapid Healing [5]; Stalker 4 [20]; Street Smarts 2 [20]; Tough Guy 4 [20]; Very Fit [15]; Vibration Sense (Mutant, -10%) [9].
Perks: Dirty Fighting [1]; Dual Ready (Main-Gauche/Knife) [1]; Fearsome Stare [1]; Gangster Swagger [1]; Ground Guard [1]; Off-Hand Weapon Training (Knife) [1]; Quick-Swap (Knife) [1].
Disadvantages: Appearance (Unattractive) [-4]; Bloodlust (12) [-10]; Code of Honor (Pirate's) [-5]; One Eye [-15]; Overconfidence (9) [-7]; Sense of Duty (Morlocks) [-10]; Social Stigma (Uneducated) [-5]; Status -1 [-5]; Stubbornness [-5]; Wealth (Poor) [-15].
Quirks: Belief (Survival of the Fittest) [-1]; Distinctive Feature (Facial Scar) [-1]; Enamored with Angel [-1].
Skills: Acrobatics (H) DX+0 [2] – 13*; Area Knowledge (New York City) (E) IQ+2 [4] – 13; Body Language (Human) (A) Per+1 [1] – 16†; Brawling (E) DX+1 [4] – 14‡; Climbing (A) DX+1 [2] – 14*; Detect Lies (H) Per+1 [2] – 16†; Escape (H) DX-1 [2] – 12; Fast-Draw (Knife) (E) DX+2 [4] – 15‡§; Filch (A) DX+1 [4] – 14; First Aid/TL8 (Human) (E) IQ+0 [1] – 11; Forced Entry (E) DX+4 [1] – 17#; Holdout (A) IQ+1 [4] – 12; Intimidation (A) Will+4 [2] – 16#; Jumping (E) DX+1 [2] – 14; Knife (E) DX+2 [8] – 15‡; Leadership (A) IQ+3 [12] – 14; Main-Gauche (A) DX+1 [7] – 14‡¥; Running (A) HT+0 [2] – 13; Scrounging (E) Per+2 [1] – 17¤; Sleight of Hand (H) DX-1 [2] – 12; Stealth (A) DX+5 [4] – 18∫; Streetwise (A) IQ+7 [4] – 18#¤; Thrown Weapon (Knife) (E) DX+0 [1] – 13; Tracking (A) Per+5 [4] – 20∫; Traps/TL8 (A) IQ+1 [4] – 12; Urban Survival (A) Per+1 – 16¤; Wrestling (A) DX+1 [4] – 14‡.
Starting Spending Money: $796 (20% of Starting Wealth, minus the cost of a Cheap Stiletto)

* Includes +1 from Perfect Balance.
† Includes +2 from Empath.
‡ Includes -1 from One Eye.
§ Includes +1 from Combat Reflexes.
# Includes +4 from Tough Guy.
¥ Defaulted from Knife.
¤ Includes +2 from Street Smarts.
∫ Includes +4 from Stalker.
__________________
"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 05-01-2012, 07:22 AM   #514
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

CANTOR, VERA

Real Name: Vera Cantor.
Occupation: College student, librarian.
Identity: Vera does not use a dual identity.
Legal Status: Citizen of the United States with no criminal record.
Other Aliases: None.
Place of Birth: Salem Center, New York.
Marital Status: Single.
Known Relatives: None.
Group Affiliation: Ally of the X-Men.
Base of Operations: New York City.
History: Some romances are love at first sight. In the case of Hank McCoy and Vera Cantor, however, it might be better said that it was love at first fight (see Beast).

The two first met while Hank was attending the Xavier Institute for Gifted Youngsters in Vera's home town of Salem Center, New York (see Xavier Institute). Vera worked part time in the local library after school, where Hank spent a lot of his spare time away from the Institute. One day, the two got into an argument over the meaning of a passage in Homer's Odyssey, which abruptly ended when Hank asked Very out to dinner.

After they graduated from their respective high schools, Hank and Vera enrolled at Empire State University in Manhattan, where she took a part-time job at the university library to assist with her expenses. She and her roommate, Zelda Kurtzburg (who is currently dating Bobby Drake, the X-Man known as Iceman) have occasionally come to the X-Men's assistance (see Iceman; Kurtzburg, Zelda; X-Men). Vera's relationship with the Beast is public knowledge; she's not entirely comfortable with her face in the tabloids because of it. She has commented at times on how "normal" the more dangerous elements of the X-Men's lives is to her, while finding the more "mundane" world of college and the paparazzi following her around extremely frustrating and incomprehensible.

While always slightly overweight from childhood, Vera has started working out to slim down. Zelda blames the tabloids for Vera's recent health kick.

Even more recently, Vera and Zelda were hypnotized by the mutant Mesmero; Mesmero's plans for the two are currently unknown (see Mesmero).
Height: 5' 6"
Weight: 150 lbs.
Eyes: Hazel.
Hair: Brown.
Uniform: None.
Strength Level: Vera Cantor possesses the normal human strength of a woman her age, height, and build who engages in little regular exercise.
Known Superhuman Powers: None.
Other Abilities: Vera has a quick mind and is seemingly unflappable about unusual people and circumstances. Her studies into anthropology have aided the X-Men several times, especially when dealing with the Savage Land Mutates (see Savage Land Mutates).

60 points
Attributes:
ST 9 [-10]; DX 9 [-20]; IQ 12 [40]; HT 10 [0].
Secondary Characteristics: Dmg 1d-2/1d-1; BL 16 lbs; HP 11 [4]; Will 12 [0]; Per 12 [0]; FP 10 [0]; Basic Speed 5.00 [5]; Basic Move 5 [0].
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western [0].
Advantages: Combat Reflexes [15]; Luck [15]; Unfazeable [15].
Perks: Famous Face [1]; Permit (Conceal Carry) [1]; Pet (Sassafras, pet dog (cocker spaniel)) [1].
Disadvantages: Bad Sight (Nearsighted) (Mitigator: Glasses or Contacts, -60%) [-10]; Overweight [-1]; Pacifism (Reluctant Killer) [-5]; Shyness (Mild) [-5]; Wealth (Struggling) [-10]; Workaholic [-5].
Quirks: Attentive [-1]; Dislikes Being a "Tabloid Princess" [-1]; Obsession (Lose Weight) [-1];
Skills: Anthropology (Human) IQ-1 [2] – 11; Archeology (H) IQ-1 [2] – 11; Artist (Drawing) (H) IQ-2 [1] – 10; Computer Operation/TL8 (E) IQ+1 [2] – 13; Expert Skill (Egyptology) (H) IQ-2 [1] – 10; Geology/TL8 (Earthlike) (H) IQ-2 [1] – 10; Guns/TL8 (Pistol) (E) DX+1 [2] – 10; Linguistics (H) IQ-1 [2] – 11; Literature (H) IQ-2 [1] – 10; Paleontology/TL8 (Paleoanthropology) (H) IQ-1 [2] – 11; Professional Skill/TL8 (Librarian) (A) IQ+0 [2] – 12; Research/TL8 (A) IQ+0 [2] – 12; Sociology (H) IQ-2 [1] – 10; Writing (A) IQ-1 [1] – 11.
Starting Spending Money: $2,000 (20% of Starting Wealth)

Design Notes:
1. In the '60s, it was essentially a running gag in X-Men that Vera and Zelda would be stood up or have their double date with Hank and Bobby cut short without a word of explanation. This worked while the X-Men were keeping their identities secret (although how Vera never figured out that Hank was the Beast during that time was beyond me). As the Beast is no longer keeping his identity secret in the Reboot, I decided to play with things a little and make Vera a "tabloid princess", something she does not like.
2. In case it's not obvious, Vera is the slightly overweight "nerd girl" who suddenly finds herself in the press due to no fault of her own. She is not equipped to handle the press. I plan to have her contrasted with Candy Southern, the high society debutante dating Angel who grew up knowing she might one day have to handle the publicity.
__________________
"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 05-02-2012, 10:45 AM   #515
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031 View Post
BLACK QUEEN

History: The full origins of Selene, Black Queen of the Hellfire Club, are currently unknown. Indeed, due to her psychic vampirism powers even her exact age is unknown; she appears to be a woman in her late 20s, but she has hinted that she is several hundred years old.

Known Superhuman Powers: Selene is a mutant with a number of psionic powers. Foremost among these is her ability to psychically drain the life force of a person, perpetuating her youth; due to this, she has been called a 'vampire', although she is not a supernatural creature like a true vampire. If she does not kill a being with her powers, she may choose to turn them into a psychic vampire like herself, albeit under her control. Her psionic powers also include lesser forms of telepathy and telekinesis, although not on the same level as Jean Grey or Emma Frost (see Marvel Girl; White Queen).

Selene is highly resistant to injury. She has been shown to be resistant to knives and small-caliber pistols, as well as able to walk through flames unharmed (although the latter feat may have been assisted by her sorcery).

Selene is also a sorceress of some skill, being reputedly ranked as one of the top twenty magical practitioners on Earth.

1,180 points
Attributes:
ST 10 [0]; DX12 [40]; IQ 13 [60]; HT 13 [30].
Secondary Characteristics: Dmg 3d/5d+2; BL 180 lbs; HP 13 [6]; Will 15 [10]; Per 13 [0]; FP 13 [0]; Basic Speed 6.25 [0]; Basic Move 6 [0]; Dodge 10.

Advantages: Dominance (Link: Powers Must Be Used Together, +10%; Requires IQ Roll, -10%; Psychic Vampirism, -10%) [18];
Steal Life (Link: Powers Can Be Used Separately, +20%) [50];
Lifting ST +20 (Psychokinesis, -10%) [54];
PK Shield 10 [40];
Striking ST +10 (Mutant, -10%);

Psionic Power Skills: Create Psychic Vampire (H) IQ+3 [2] – 16¥; PK Shield (H) IQ+1 [8] – 14;

¥ Includes +4 from Psychic Vampirism Talent.


This is the first character I've made using abilities from Psionic Powers. I'd love to have some feedback on her abilities, just to make sure I'm not doing it wrong.
Hey, tb! I've been keeping this thread in my peripheral view for a while without commenting... it seem like you've been doing just fine w/o me :) Going back over the write-ups that you've posted over the last year or so, this one caught my attention. I think you did well with the psionics. I really like the idea of making Dominance a Psychic Vampirism ability for her. Although its not a build I would use for more general purposes, in this case it seems more fitting than trying to make the effect with Mind Control. Also, it was a nice touch to only give her Talent with PV, not with her lesser psionic powers.

Just a few questionable things: Her Damage seems to be based on Striking ST 30, but you only show her having it at 20. Her skills in general seem a bit low for her implied age, but her skill set is broad, so that might be a wash. Her resistance to injury seems to be coming from her PK Shield ability. The skill level of 14 for that might be too low to make it reliable enough to fit the descriptive text. You might want to forgo the skill, and just give her DR with the PK Power Modifier.
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Old 05-02-2012, 11:23 AM   #516
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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Originally Posted by Not another shrubbery View Post
Hey, tb! I've been keeping this thread in my peripheral view for a while without commenting... it seem like you've been doing just fine w/o me :)
Thanks for popping in. Always good to get feedback, and this is one I've been waiting to get feedback on.

Quote:
Going back over the write-ups that you've posted over the last year or so, this one caught my attention. I think you did well with the psionics. I really like the idea of making Dominance a Psychic Vampirism ability for her. Although its not a build I would use for more general purposes, in this case it seems more fitting than trying to make the effect with Mind Control. Also, it was a nice touch to only give her Talent with PV, not with her lesser psionic powers.
I always pictured her PV as being her primary mutant ability; the other stuff just seemed to be extras that "all psis in the MU have this stuff on some level". Glad you liked the ideas.

And now onto my favorite part: the critiquing! :D
Quote:
Just a few questionable things: Her Damage seems to be based on Striking ST 30, but you only show her having it at 20.
Look closer. ST 10 + Striking ST +20 = Striking ST 30.

Quote:
Her skills in general seem a bit low for her implied age, but her skill set is broad, so that might be a wash.
I'm curious as to which skills you'd think would be higher. And yes, a broad skill set is inevitable given her implied age.

Quote:
Her resistance to injury seems to be coming from her PK Shield ability. The skill level of 14 for that might be too low to make it reliable enough to fit the descriptive text. You might want to forgo the skill, and just give her DR with the PK Power Modifier.
Hmm... I'll keep that in mind. I'm also thinking of increasing it slightly; is DR 10 enough to have her walk away from most fights involving melee weapons and small arms with little or nothing to show for it? (Super-powered fights are a different story, of course, but even for her they're relatively new.)
__________________
"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 05-02-2012, 11:32 AM   #517
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

but that's not what you wrote -- clearly it was a typo, but you did write Striking ST +10
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Old 05-02-2012, 11:54 AM   #518
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031 View Post
And now onto my favorite part: the critiquing! :D

Look closer. ST 10 + Striking ST +20 = Striking ST 30.


I'm curious as to which skills you'd think would be higher. And yes, a broad skill set is inevitable given her implied age.


Hmm... I'll keep that in mind. I'm also thinking of increasing it slightly; is DR 10 enough to have her walk away from most fights involving melee weapons and small arms with little or nothing to show for it? (Super-powered fights are a different story, of course, but even for her they're relatively new.)
As mm notes, the posted Striking ST only amounts to 20... just a typo.

The skills: I won't make a fuss about 'em. I was thinking that some of the general knowledge skills might be a little higher, like the History specializations (since she apparently lived through the periods in question), but there's certainly room for writer's discretion, and the given levels are easy enough to support.

DR: 10 is enough that she won't have to worry much about handguns or melee weapons, although strong (but still within normal human range) melee fighters or shooters with the more powerful pistols might still be able to hurt her fairly consistently. Is that the kind of defense level you're going for?
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Old 05-02-2012, 05:37 PM   #519
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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Originally Posted by Not another shrubbery View Post
As mm notes, the posted Striking ST only amounts to 20... just a typo.
Oh, oops. I was looking at the wrong trait. I thought I'd put Lifting and Striking ST at the same levels. I'd meant for them both to be +20. Also, did I put a price on Striking ST? I don't see one in your quote, and I can't recall if I did in my master file or not (I haven't pulled up Selene in several months now to check).

Quote:
DR: 10 is enough that she won't have to worry much about handguns or melee weapons, although strong (but still within normal human range) melee fighters or shooters with the more powerful pistols might still be able to hurt her fairly consistently. Is that the kind of defense level you're going for?
Hmm... No, that's a bit weak for her. The DR should probably be closer to 20.

It's always the little things like these that get me.
__________________
"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 05-03-2012, 12:33 PM   #520
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031 View Post
Oh, oops. I was looking at the wrong trait. I thought I'd put Lifting and Striking ST at the same levels. I'd meant for them both to be +20. Also, did I put a price on Striking ST? I don't see one in your quote, and I can't recall if I did in my master file or not (I haven't pulled up Selene in several months now to check).


Hmm... No, that's a bit weak for her. The DR should probably be closer to 20.
I had to go back and check to be sure, since I did a lot of editing in that post, but you did not put the price for the Striking ST in the write-up.

DR 20 does sound like it might fit better. That means even a very strong normal with a good melee weapon will not be able to reliably penetrate her defenses, and the most powerful handguns [like the Super Redhawk or Desert Eagle] will need a fairly lucky shot to hurt her... her main concern would be enemies with rifles or the equivalent.
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