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Old 07-09-2008, 10:20 AM   #231
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Not another shrubbery
Quote:
Originally Posted by tbrock1031
Disadvantages: Bloodlust (9) [-15]; Pacifism (Reluctant Killer) [-5];
About those disadvantages: Bloodlust and Pacifism are a curious combination that I'm having trouble envisioning together. How's that work?
They do seem to be a little off; I hadn't noticed that before.

What I'm looking for is someone who wants to get in the extra kick when his opponent is down, but is psychologically incapable of personally taking another person's life, so he'll order his minions to do it for him. That make any kind of sense?
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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 07-09-2008, 11:01 AM   #232
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031
What I'm looking for is someone who wants to get in the extra kick when his opponent is down, but is psychologically incapable of personally taking another person's life, so he'll order his minions to do it for him. That make any kind of sense?
*nods* Kind of. I knew a guy once, when I was working in construction, that had a reputation as a "stomping s-o-b"... the idea being that if he got you down on the ground, you would be introduced to the business side of his boots. Maybe a weaker version of Bloodlust would represent something like that, and might be a better model for Mole Man... it could just be a nasty Quirk.

Last edited by Not another shrubbery; 07-09-2008 at 12:05 PM. Reason: "k"new ;p
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Old 07-09-2008, 11:50 AM   #233
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031
re: Beast

I'm going for original pre-fur version. His ST enables him to bench press 1 ton, which appears to be pretty stable throughout most of his career (his blue furred Avenger form wasn't noticably stronger than his non-furred form), from what I've seen.
IIRC, his strength was way higher than the 1 ton range in the blue fur incarnation.
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Old 07-09-2008, 12:29 PM   #234
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Re: Beast
Quote:
Originally Posted by Figleaf23
IIRC, his strength was way higher than the 1 ton range in the blue fur incarnation.
And herein we come to the "how accurate is the Official Handbook when it comes to gauging such things?" arguement. When I wrote up the Beast, I was looking at OHOTMUDE #2, p. 1, which listed his strength (at the time, somewhere around New Defenders #152 and X-Factor #1) as being in the one-ton range; his strength as depicted from New Defenders #125 through X-Factor #25 seemed consistent with the Handbook. Now, there is also a time later on in X-Factor (after #25) when his strength kept increasing while his IQ kept decreasing, until an unexpected alteration attempt by a mutant called Infectia reversed several of the changes, leaving him once again in a blue-furred state, and possibly slightly stronger than the previous blue-furred incarnation (X-Factor #31).
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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

Last edited by Phantasm; 12-04-2008 at 04:18 AM.
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Old 09-08-2008, 12:27 PM   #235
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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And besides, it's not like a grappling hook is really all that easy to get free in order to swing it to another building in mid-swing.
How would your version of Daredevil do this, then? Would you use the Swinging Perk from Supers? And what movement speed would that give him?
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Old 09-08-2008, 11:58 PM   #236
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Hey, v! Where were you all this time? :)

Swinging from Supers (p84) looks like it oughtta be good for DD. With one line, he'll need a little time after each swing to orient himself and target a new anchor-point.
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Old 09-11-2008, 06:39 PM   #237
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

NAMOR

Real Name: Namor MacKenzie.
Occupation: Monarch.
Identity: Publicly known.
Legal Status: Ruler of Atlantis.
Other Aliases: The Avenging Son, Sub-Mariner.
Place of Birth: Atlantis.
Marital Status: Single.
Known Relatives: Thakorr (grandfather, deceased), Fen (mother), Leonard MacKenzie (father, presumed deceased), Thomas MacKenzie (uncle, presumed deceased), Byrrah, Aquaria Nautica Neptunia (alias Namora) (cousins).
Group Affiliation: Currently none; formerly, the Invaders and the All-Winner's Squad.
Base of Operations: Atlantis, Atlantic Ocean.
History: In the 1910s, prior to the outbreak of World War I, an icebreaker in the North Atlantic ocean captained by Leonard McKenzie was boarded by a strange blue-skinned woman, who said that her name was Fen (see Fen). In an almost fairytale like fashion, she had learned the language of those on board the ship by listening to them, all the while falling in love with the captain from afar. McKenzie soon reciprocated her love, and the two were married days later by the ship's chaplain, despite the fact that Fen could not remain outside the water for more than a brief time. (Normal Atlanteans can only remain outside of the water for around 10 minutes before they suffocate, but Fen somehow proved able to remain out of the water for much longer times, reportedly up to an hour; see Atlanteans.)

Fen's father, King Thakorr, believed that Fen was being held captive by the surface ship and attacked the ship, killing many of the crew. He was surprised and forced to admit his error when Fen courageously defended her dying husband from her father. Fen agreed to return to her home, but only on the condition that the rest of the ship's crew was free to leave unharmed. (A similar encounter by McKenzie's brother, Thomas, who was investigating the surviving crew's story, led to a similar ill-fated romance of his own; see Namora.)

Nine months later, Fen gave birth to a son, who had Caucasian skin like his father. Fen named him Namor, which in the Atlantean tongue meant "Avenging Son"; it is not certain if Fen intended for Namor to eventually avenge her fallen husband, or if her opinion of surface-worlders had changed by that time. Namor proved able to breathe both air and water, as well as proving exceedingly strong and able to even fly through the air, presumably due to the small wings he grew, almost like fins, on his ankles. Namor was ill-treated by his grandfather, which led to resentment and a fierce temper. Right before the outbreak of World War II, Thakorr sent Namor to the surface world to learn its ways. Seeing this as an exile from his home, Namor quickly came into conflict with the first, android Human Torch. Namor eventually became known on the surface as the Sub-Mariner, and was a member of the wartime team known as the Invaders, serving alongside Captain America, the Human Torch, and Union Jack, among others (see Captain America). Following the War, he served in the All-Winners Squad and mentored his cousin, Namora, who shared his status as a half-Atlantean.

In 1957, Namor was summoned back to Atlantis by his mother to discover that King Thakorr had died in combat with a renegade Atlantean warlord who had usurped the throne (see Atlantis). In single combat with this warlord, Namor slew the usurper, earning the right to assume the throne. Amidst great controversy, he did so; he has ruled Atlantis ever since, only occasionally venturing to the surface world. His most notable surface appearance as Atlantis's monarch was in 1962, to appeal to the United Nations for recognition of Atlantis as a sovereign nation, and hence membership. The debate lasted several decades, and was only recently granted.

Namor remains Atlantis's monarch, with Fen as his chief adviser. A man of action, Namor occasionally leads his troops from the front when facing off against barbarian warlords. His most common foes have been Attuma, Krang, and his treacherous cousin Byrrah (see Attuma; Byrrah; Krang).
Height: 6'.
Weight: 200 lbs.
Eyes: Green.
Hair: Black.
Uniform: Black whaleskin leather vest, black whaleskin leather pants, gold belt.
Strength Level: Namor possesses superhuman strength several times greater than that of a normal Atlantean. While the normal Atlantean can lift (press) around 800 lbs in the air, over four times that of the average surface human, Namor can lift (press) roughly 80 tons in air.
Known Superhuman Powers: In addition to his prodigious strength, Namor possesses the many of the physical attributes of H. sapiens mermanus. He is able to move in water with ease and endure the pressure of the ocean floor. As a hybrid of H. sapiens sapiens (modern humans) and H. sapiens mermanus, he is able to breathe with ease in both water and air.

Namor also possesses a few traits not shared by humans or Atlanteans. He possesses small wings on his ankles which somehow permit him to fly through the air at speeds of around 50 mph. It is believed that Namor is a mutant, as his flight and ankle-wings are not possessed by his cousin Namora, who is also a human-Atlantean hybrid.
Limitations: Namor's strength will wane if he does not totally immerse himself in water for six to eight hours at least once a week; a normal swimming pool or large tub will suffice. Furthermore, he is weakened by exposure to intense heat and/or fire; total immersion in water for a few hours will restore his strength.
Other Abilities: Namor is a skilled underwater tracker and survivalist. He has had some training in Atlantean combat arts, although he tends to be a rather undisciplined fighter. Due to spending several decades ruling over the Atlantean people, he has become adept at politics, although as a man of action he does not like to rely on those skills.

1,209 points
Attributes:
ST 33/320 [0]*; DX 14 [80]; IQ 11 [20]; HT 14 [20]*.
Secondary Characteristics: Dmg 3d+2/6d (33d/35d); BL 218 lbs (20,480 lbs/10 tons); HP 33/320 [0]; Will 15 [20]; Per 13 [10]; FP 14 [0]; Basic Speed 7.00 [0]; Basic Move 7 [0]; Basic Air Move 12 [-4]; Water Move 21; Dodge 10.
Languages: Atlantean (Native) (Native Language) [0]; English (Native) [6]
Cultural Familiarities: Atlantis (Native) [0]; Western [1].
Advantages: Atlantean Half-Breed [144]; Damage Resistance 20 (Tough Skin, -40%) [60]; Enhanced Move (Air) 1 (Mutant, -10%) [18]; Flight (Mutant, -10%) [36]; Injury Tolerance (Damage Reduction, /10) (Passive Biological, -5%) [142]; No Low TL +6 [30]; Status 7 [30]†; Super ST +13/300 (Mutant, -10%) [507]; Wealth (Filthy Rich) [50].
Disadvantages: Bad Temper (12) [-10]; Dependency (Immersion in Water; Weekly) [-10]; Hidebound [-5]; Pacifism (Cannot Harm Innocents) [-10]; Sense of Duty (Atlantean Race) [-15]; Social Stigma (Minority Group) [-10]; Stubbornness [-5]; Vulnerability to Fire (Fatigue Only, -50%; Wounding Modifier ×3) [-15].
Quirks: Chauvinistic [-1]; Expression ("Great Neptune!") [-1]; Proud [-1].
Skills: Administration (A) IQ+1 [4] – 12; Aquabatics (H) DX+0 [4] – 14; Brawling (E) DX+2 [4] – 16; Forced Entry (E) DX+0 [1] – 14; Intimidation (A) Will-1 [1] – 14; Leadership (A) IQ+1 [4] – 12; Navigation (Sea) (A) IQ+1 [4] – 12; Politics (A) IQ+1 [4] – 12; Spear (A) DX+0 [2] – 14; Strategy (Naval) (H) IQ+1 [8] – 12; Survival (Ocean) (A) Per+0 [2] – 13; Swimming (E) HT+0 [1] – 14; Tactics (H) IQ+1 [8] – 12; Thrown Weapon (Harpoon) (E) DX+1 [2] – 15; Tracking (A) Per-1 [1] – 12; Wrestling (A) DX+1 [4] – 15.
Techniques: Lifesaving (Swimming) (H) def+5 [6] – 14.
Starting Spending Money: $400,000 (20% of Starting Wealth).

* Includes ST +10 and HT +2 from Atlantean Half-Breed, and +13/+300 from Super ST.
† Includes +1 from Wealth

Designer's Notes:
1. Namor has bought off the Low TL disadvantage from the Atlantean Half-Breed package, accounted for with the No Low TL advantage, as well as the Impulsiveness and Overconfidence disadvantages he possessed early in his career.
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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

Last edited by Phantasm; 10-29-2014 at 07:47 AM.
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Old 09-11-2008, 07:46 PM   #238
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Damage Resistance 20 (Tough Skin, -40%) [60];
With this as his only real defense, no Injury Tolerance (Damage Reduction), and only HP 23, he could one-punch himself (or a doppelganger, or near-doppelganger like Tiger Shark) to death with disturbing ease. 23d thrust, +1 per die for having Brawling at DX+2, gives him a punch of 28d+2, for average damage of 100. This puts 80 points through his armor, so -57 HP, which is past the -2 x HP mark, making him have to roll for death twice, and unconsciousness at -2 to HT as well.

I'd advise giving him IT:DR of at least (10), reducing the damage in question to 8 and allowing him to punch himself a good three times or so before having to check for unconsciousness. You may also want to reconsider buying the Lifting and Striking ST straight, as opposed to using the Super-Effort ST construction from Supers.
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Old 09-11-2008, 11:49 PM   #239
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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Originally Posted by vitruvian
I'd advise giving him IT:DR of at least (10), reducing the damage in question to 8 and allowing him to punch himself a good three times or so before having to check for unconsciousness.
I'd say so. As essentially a brick, his defenses really need to be developed beyond the fairly low level shown. IT(DR) 10 would equal Thing's, and give Namor more of a chance against the now relatively much stronger Grimm.
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Old 09-12-2008, 01:30 AM   #240
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031
Sub-Mariner

Real Name: Namor MacKenzie.
Occupation: Monarch.
Identity: Publicly known.
Legal Status: Ruler of Atlantis.
Other Aliases: The Avenging Son.
Place of Birth: Atlantis.
Marital Status: Single.
Known Relatives: Thakorr (grandfather, deceased), Fen (mother), Leonard MacKenzie (father, presumed deceased), Thomas MacKenzie (uncle, presumed deceased), Byrrah, Aquaria Nautica Neptunia (alias Namora) (cousins).
Group Affiliation: Currently none; formerly, the Invaders and the All-Winner's Squad.
Base of Operations: Atlantis, Atlantic Ocean.
History:
Height: 6'.
Weight: 200 lbs.
Eyes: Green.
Hair: Black.
Strength Level: The Sub-Mariner possesses superhuman strength several times greater than that of a normal Atlantean. While the normal Atlantean can lift (press) around 850 lbs in the air, over four times that of the average surface human, Namor can lift (press) roughly 40 tons in air.
Known Superhuman Powers: In addition to his prodigious strength, Namor possesses the many of the physical attributes of H. sapiens mermanus. He is able to move in water with ease and endure the pressure of the ocean floor. As a hybrid of H. sapiens sapiens (modern humans) and H. sapiens mermanus, he is able to breathe with ease in both water and air.

Namor also possesses a few traits not shared by humans or Atlanteans. He possesses small wings on his ankles which somehow permit him to fly through the air at speeds of around 50 mph. It is believed that Namor is a mutant, as his flight and ankle-wings are not possessed by his cousin Namora, who is also a human-Atlantean hybrid.
Limitations: Namor's strength will wane if he does not totally immerse himself in water for six to eight hours at least once a week; a normal swimming pool or large tub will suffice. Furthermore, he is weakened by exposure to intense heat and/or fire; total immersion in water for a few hours will restore his strength.
Other Abilities: Namor is a skilled underwater tracker and survivalist. He has had some training in Atlantean combat arts, although he tends to be a rather undisciplined fighter. Due to spending several decades ruling over the Atlantean people, he has become adept at politics, although as a man of action he does not like to rely on those skills.

2005 points
Attributes:
ST 23 [0]*; DX 14 [80]; IQ 11 [20]; HT 14 [20]*.
Secondary Characteristics: Dmg 23d/25d; BL 9,946 lbs; HP 23 [0]; Will 15 [20]; Per 13 [10]; FP 14 [0]; Basic Speed 7; Basic Move 7; Basic Air Move 12 [-4]; Water Move 21.
Languages: Atlantean (Native) (Native Language) [0]; English (Native) [6].
Cultural Familiarities: Atlantean (Native) [0]; Western [1].
Advantages: Atlantean Half-Breed [204]; Damage Resistance 20 (Tough Skin, -40%) [60]; Enhanced Move (Air) 1 (Mutant, -10%) [18]; Flight (Mutant, -10%) [36]; Lifting ST +200 (Mutant, -10%) [540]; No Low TL +7 [35]; Status 7 [30]†; Striking ST +200 (Mutant, -10%) [900]; Wealth (Filthy Rich) [50].
Disadvantages: Bad Temper (12) [-10]; Dependency (Immersion in Water; Weekly) [-10]; Hidebound [-5]; Pacifism (Cannot Harm Innocents) [-10]; Sense of Duty (Atlantean Race) [-15]; Social Stigma (Minority Group) [-10]; Stubbornness [-5]; Vulnerability to Fire (Fatigue Only, -50%; Wounding Modifier x3) [-15].
Quirks: Chauvinistic [-1]; Expression ("Great Neptune!") [-1]; Proud [-1].
Skills: Administration (A) IQ+1 [4] – 12; Aquabatics (H) DX+0 [4] – 14; Brawling (E) DX+2 [4] – 16; Forced Entry (E) DX+0 [1] – 14; Intimidation (A) Will-1 [1] – 14; Leadership (A) IQ+1 [4] – 12; Navigation (Sea) (A) IQ+1 [4] – 12; Politics (A) IQ+1 [4] – 12; Spear (A) DX+0 [2] – 14; Strategy (Naval) (H) IQ+1 [8] – 12; Survival (Ocean) (A) Per+0 [2] – 13; Swimming (E) HT+0 [1] – 14; Tactics (H) IQ+1 [8] – 12; Thrown Weapon (Harpoon) (E) DX+1 [2] – 15; Tracking (A) Per-1 [1] – 12; Wrestling (A) DX+1 [4] – 15.
Techniques: Lifesaving (Swimming) (H) def+5 [6] – 14.
Starting Spending Money: $400,000 (20% of Starting Wealth)
Note: The Sub-Mariner has bought off his Low TL disadvantage from the Atlantean Half-Breed package, accounted for with the No Low TL advantage, as well as the Impulsiveness and Overconfidence disadvantages he possessed early in his career.

* Includes ST +23 and HT +2 from Atlantean Half-Breed.
† Includes +1 from Wealth

Atlantean Half-Breed (revised)
204 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 8 [8]; Pressure Support 2 [10]; Speak Underwater [5]; Temperature Tolerance 4 [4]; Ultravision [10].
Disadvantages: Low TL -7 [-35].


Please note that I have not yet developed a post-Reboot history for Namor, but I am working with the idea that his mother, Fen, is still alive, and that Namor has been ruling Atlantis with Fen as an advisor since at least the mid-50s. I'm also toying with the idea that Namora is Atlantis's ambassador to the United Nations; no idea yet if I'm going to throw Namorita into the mix.
The cost for +200 Lifting ST and +200 Striking ST (1440 CP) is greater than the cost of ST 12 (Super Strength Extra Effort) (468 CP) and a fricking big Energy reserve to power the Extra Effort 50 energy (135 CP) and Fast Regen to replensigh the reserve (90 CP) all with the Super Modifier. A savings of 747 points.

As for a reboot angle, I've always thought Kree Genecists may have had more to do with the survival of Atlantis than the God Posiedon. Blue skin.
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