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Old 05-29-2007, 04:20 PM   #101
Phantasm
 
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Dormammu
Reed's IQ is so higher than 15. Seriously. If there is any notion that 15 is humanly possible, he is clearly beyond the bounds of realistic IQ. In fact, I'd go so far as to say his IQ should be at least as extreme as Spidey's DX (which you have at 18).

Buying down his Per really far also strikes me odd: one of Reed's most common schticks is not only figuring things out through scientific knowledge but by way of his nearly inhuman observation skills.
I looked at Reed as being "a really intelligent nerd", for lack of a better phrase. With his Talent, his effective IQ in the physical sciences is 19, which makes him the top on the planet; however, for some of the more social skills, which are also IQ-based, he's not really that hot. Granted, there are disadvantages which limit him in those skills (I'd have to double-check to see if I gave him Clueless and/or Oblivious; I know I was toying with giving him both), but an average default of IQ-5 before the -4 from the disads still gave him a default of 10, which I felt was too high for a socially awkward nerd (trust me, I was one).

I toyed with his IQ being 19, but the other IQ-based skills which he wouldn't even have a decent default on ended up too high in that case.
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Old 05-29-2007, 04:23 PM   #102
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Re: Mr. Fantastic:
Quote:
Originally Posted by Not another shrubbery
Heh... I can imagine there might be more complaints about the IQ. I take it that this might be a cap on normal human IQ in your vision of Marvel continuity? Certainly skills and Talents can reflect greater knowledge as well, though I would have thought that the Science! bang skill would have been appropriate for him. I like the idea of the Reputation *g* You seem to have shortchanged his morphing ability, as I remember it. Intentionally, or do you think Cosmetic Morph is a better fit?
See my previous post about his IQ. (No sense repeating myself)

I found Cosmetic Morph to be a very good fit, when combined with his Stretching. If he was to form himself into the shape of, say, a toilet, he wouldn't actually become a toilet, after all.

I forget; did I give him Active Change for Morph, or no? If I didn't, upon reflection I realize that I should have.
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The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting
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Old 05-29-2007, 04:32 PM   #103
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

re: Spidey
Quote:
Originally Posted by Not another shrubbery
A pretty conservative build, for the most part. I'd probably tweak the attribute levels a bit (ST and IQ down, DX and HT up), but no big deal (and it is your vision, anyway). It's a shame you didn't decide to include a higher Speed (always one of the things I look for on write-ups of him). The Binding looks weak, but I noticed you kept Bobby's low also, so I assume it is a campaign level decision. Dunno about the Create... what is it supposed to model? Good call on the ETS. It's not something I would have thought of, but it makes a good fit. The Super Jump looks kinda high: By my calculations it comes out to about an 85' high jump and a 352' standing broad jump (or double those, for running jumps). If that's the level you want (or even if you want to change it), the optional Jumping rules from Basic p352 make sense for someone (like Spider-Man) who has a very high BL to body weight ratio. Those rules would give him the nearly the equivalent of SJ 2, before buying any actual levels of that advantage. The Quirk fits, of course... did you think about using a form of Rapier Wit for it?
The ST appears to be high, true, but he's able to bench-press 10 tons. Also, note that the ST can be negated, dropping him back down to ST 10 using power dampers.

The Create is his ability to shoot his webs; it seemed to be the best way to model the generic web-casting ability. The Binding being low represents only the first "layer"; Peter and Bobby do have a tendency to pile on more than one layer at a time.

What level SJ do you recommend for him? (Using both the standard and optional rules so I can compare?)
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"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 05-30-2007, 09:39 AM   #104
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031
The Create is his ability to shoot his webs; it seemed to be the best way to model the generic web-casting ability. The Binding being low represents only the first "layer"; Peter and Bobby do have a tendency to pile on more than one layer at a time.

What level SJ do you recommend for him? (Using both the standard and optional rules so I can compare?)
Regarding the Create: Binding already assumes the existence of the binding material. If you want to model other stunts he has pulled off with the webbing, you might want Control, instead... but I think it might be better to attach modifiers to the Binding (Area Effect, Persistent, Selective, Wall, etc.).

Super Jump: Well, I wouldn't presume that my idea of his capabilities has any special validity *heh*... I'd guesstimate his effective jumping ability at about the equivalent of SJ 3; either buying that level if using standard jumping rules, or only 1 level if using the optional rules from B352.

Standard rules - Move 7
  • High Jump = (6 * 7) - 10, or 32". SJ 3 makes that 256", about 21'.
  • Broad Jump = (2 * 7) - 3, or 11'. SJ 3 makes that 88'.
Optional rules - ST/4 (rounded down) replaces Move. 110/4 ~ 27
  • High Jump = (6 * 27) -10, or 152". SJ 1 makes that 304", about 25'.
  • Broad Jump = (2 * 27) - 3, or 51'. SJ 1 makes that 102'.
Running jumps will double all the above distances. His base jumping distances using the optional rules are already pretty impressive... some people might think that those are sufficient without adding any levels of Super Jump.
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Old 05-31-2007, 10:27 AM   #105
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031
Iceman

Attributes:
Advantages: Enhanced Move (Ice Slide) 2 (Road-Bound, -50%; Elemental: Cold/Ice, -10%; Mutant, -10%) [12]; Flight (Ice Slide) (Low Ceiling: 30 ft, -10%; Requires Surface, -20%; Elemental: Cold/Ice, -10%; Mutant, -10%) [20]
Disadvantages: Phobia (Pyrophobia: Fire) (6) [-10]
Quirks: Speed Freak [-1].
Skills:
I noticed, when I read the Wiki article on Iceman (to catch up a bit), that he has been upgraded quite a bit in recent times. That gave me a certain sense of smug satisfaction, as I had always felt it a little unfair (when I was a kid) that there was not more parity between him and the Torch *g*

The attribute levels look very sensible to me, as do the skills (though a bit broader than I would have imagined). naloth commented on the Flight and Enhanced Move: I agree that the Road-Bound limiter looks out of place. The version of Flight being used already assumes the surface. For the same reason, Requires Surface (on Flight itself) does not seem to fit. If the objective is to model his movement ability as I remember it [Essentially normal flight with the ice sled special effect] you might want to use Matter Surfing (from Powers p147) as the model, just replacing the ceiling limit with the 30' value. The phobia and quirk are personality aspects that I don't remember... are they based on behaviorisms exhibited in the comics?
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Old 05-31-2007, 04:00 PM   #106
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Not another shrubbery
I noticed, when I read the Wiki article on Iceman (to catch up a bit), that he has been upgraded quite a bit in recent times. That gave me a certain sense of smug satisfaction, as I had always felt it a little unfair (when I was a kid) that there was not more parity between him and the Torch *g*

The attribute levels look very sensible to me, as do the skills (though a bit broader than I would have imagined). naloth commented on the Flight and Enhanced Move: I agree that the Road-Bound limiter looks out of place. The version of Flight being used already assumes the surface. For the same reason, Requires Surface (on Flight itself) does not seem to fit. If the objective is to model his movement ability as I remember it [Essentially normal flight with the ice sled special effect] you might want to use Matter Surfing (from Powers p147) as the model, just replacing the ceiling limit with the 30' value. The phobia and quirk are personality aspects that I don't remember... are they based on behaviorisms exhibited in the comics?
3rd edition had what Iceman does under the limitation: Matter surfing. Bring it back.
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Old 05-31-2007, 05:23 PM   #107
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Not another shrubbery
I noticed, when I read the Wiki article on Iceman (to catch up a bit), that he has been upgraded quite a bit in recent times. That gave me a certain sense of smug satisfaction, as I had always felt it a little unfair (when I was a kid) that there was not more parity between him and the Torch *g*
That was mostly due to the White Witch possessing him and using his powers to the full extent of what was available. It essentially taught him what he was really capable of. They ramped him up quite a bit after that.
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Old 06-01-2007, 07:03 AM   #108
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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Originally Posted by Captain-Captain
3rd edition had what Iceman does under the limitation: Matter surfing. Bring it back.
You could re-introduce it with little problem, but the version in Powers captures it, I think. The 3E trait was mostly about the Low Ceiling and the special effect.
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Old 06-02-2007, 10:24 PM   #109
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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Hyperion
*Wheh* He won't be hanging out much with the other characters in this thread, will he? ATR 10!
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Old 06-03-2007, 12:04 AM   #110
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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
*Wheh* He won't be hanging out much with the other characters in this thread, will he? ATR 10!
He can always hang with Qusar and Fast Forward in the pocket universe the elder of the Universe in charge of foot racing set up. (And as a side note some of the previoius tenants of said place are some of the genetic donors to this Hyperion's powers. How his creaotrs got them and those of the Body building Eleder's samples is anyone's guess. ;) )
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