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Old 08-02-2014, 02:36 PM   #781
Vexous
 
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Interesting. It seems we grew up on the same era of Marvel comics and have similar opinions of its current state. It also seems you've kept this thread alive for 7 years. Well done. Good stuff on the write ups too. Saves me tons of time for my own games.
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Old 08-05-2014, 11:15 AM   #782
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

FRIGHTFUL FOUR

The Frightful Four is the brainchild of the criminal known as the Wizard, formed as a criminal counterpart to the Fantastic Four (see Fantastic Four; Wizard). To this end, the Wizard recruited the Trapster and the Sandman, both of whom had fought the Human Torch on at least one occasion (see Human Torch; Sandman; Trapster). Rounding out the Frightful Four was Medusa, who until that point was a relative unknown but whose prehensile hair the Wizard figured would be useful against the Fantastic Four (see Medusa).

The Frightful Four began by breaking into the Baxter Building and taking the Fantastic Four's mailman, Willie Lumpkin, prisoner, then issuing a public challenge to the Fantastic Four to come rescue him (see Lumpkin, Willie). The two teams clashed, and all but Medusa were captured and taken into custody. Medusa later released the Wizard from prison, and the two are believed to be plotting the release of the other members.
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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 08-05-2014, 11:21 AM   #783
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

and updated the Human Torch.
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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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Old 08-05-2014, 06:43 PM   #784
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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
and updated the Human Torch.
If there aren't too many, can you post the changes that were made for the obsessive-types here? :}
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Old 08-05-2014, 07:02 PM   #785
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

To the OP:

I'm still reading through it but this is really impressive work. I hadn't considered GURPS for a Supers game but you may very well change my mind.
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Old 08-05-2014, 09:36 PM   #786
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

The Human Torch should probably have Varaiabl, +5% on his ranged missile attack, jet too.
Also he has no temp tolerance that I saw.
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Old 08-06-2014, 08:47 PM   #787
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Re: the Human Torch

Sorry to be pedantic, but technically you're not supposed to combine Talents and Wildcard skills. It just looks weird. Why does he have Mechanic! as a Wild Card skill, or is this version supposed to be an absolute wizard at fixing anything? Mechanic! just seems overkill.
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Old 08-06-2014, 10:15 PM   #788
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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Originally Posted by Infornific View Post
Why does he have Mechanic! as a Wild Card skill, or is this version supposed to be an absolute wizard at fixing anything? Mechanic! just seems overkill.
That's what he's like in the more modern comics. Starting out, he only focused on hot-rods (pun intended by Stan Lee?), but he pretty quickly started repairing any engines, even ones Reed designed for space ships like the Pogo Plane.
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Old 08-07-2014, 06:41 PM   #789
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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Originally Posted by Culture20 View Post
That's what he's like in the more modern comics. Starting out, he only focused on hot-rods (pun intended by Stan Lee?), but he pretty quickly started repairing any engines, even ones Reed designed for space ships like the Pogo Plane.
Got it, but Mechanic! (compared to Inventor! in Supers) is a bit narrow for a Wild Card skill. I think keeping Artificer and adding appropriate Mechanic skills as he comes across them makes a little more sense.
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Old 08-07-2014, 06:53 PM   #790
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Infornific View Post
Got it, but Mechanic! (compared to Inventor! in Supers) is a bit narrow for a Wild Card skill. I think keeping Artificer and adding appropriate Mechanic skills as he comes across them makes a little more sense.
I've been treating Mechanic! as covering all specialties of Mechanic, Armoury, and Electronics Repair, but not Engineer. Not sure what else it'd cover, to be honest. It's a bit narrow when compared to some other wildcards, but I'm hesitant to load up with a ton of skills and somehow miss one that could be crucial. Other than making an overall Mechanic (all specialties) (IQ/H) skill, I'm not sure how else to cover it.
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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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