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Old 12-29-2014, 10:13 AM   #961
Phantasm
 
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

RAMA-TUT

Real Name: Unrevealed.
Occupation: Pharaoh.
Identity: Rama-Tut's existence as a pharaoh of Egypt is historical record, though details about his reign are sketchy. He is not publicly believed to be from the future.
Legal Status: Ruler of Lower Egypt during the Late Pre-Dynastic Period.
Other Aliases: Immortus (alleged), Kang (alleged).
Place of Birth: 41st Century Earth.
Marital Status: Married.
Known Relatives: Numerous wives and concubines (names unrevealed), Neithhotep (possible daughter or granddaughter), Ahmet Abdol (alias the Living Monolith, alleged descendant), Salome Abdol (alleged descendant).
Group Affiliation: Pharaoh of of Lower Egypt.
Base of Operations: Memphis, ancient Pre-Dynastic Lower Egypt.
History: What follows is the account given by Rama-Tut himself in regards to his origin. This may or may not be the truth.

The man who would one day name himself Rama-Tut claims to have been born in the 41st Century, a time of universal peace and prosperity. There had not been a war or even a minor skirmish in his time for half a century. Advanced technology had provided everyone with any material goods they wanted. People – and here he seemed to include aliens such as the Kree and Skrulls, not just humans – were free to pursue their interests as they saw fit (see Kree; Skrulls). Even the warrior arts were reduced to simply gladiatorial exhibitions with no real danger to bystanders or other warriors. Rama-Tut was born into this time as a man who craved life-threatening excitement, the possibility of death and the thrill of triumphing over the odds.

Simply put, he was bored. There was no place for him in the idyllic paradise of the future.

Seeking to alleviate his boredom, he stole into a museum and climbed into a time machine that was on display there. At first, he claims, he intended to head to the early 20th Century, to fight in one of the World Wars. However, a time storm erupted as he passed through the mid-21st Century, which flung him deep into the past, landing during the 31st Century B.C. in what would later be Giza.

His experience with the time storm had blinded him, and he crawled from the wreckage only to be captured and brought before an Egyptian chieftain. Thankfully, one of the many implants in his body from his time was a biological computer which acted as a universal translator, enabling him to learn the local language in a matter of hours. This chieftain ordered his tribe's shaman to heal the man's eyes, then put him to work. The shaman used a rare herb, the name of which has been lost to antiquity, to restore his eyesight. Figuring he had little to lose and everything to gain, once his eyesight returned the future Rama-Tut challenged the chieftain to ritual combat for leadership. He trounced the chieftain, killing him in the process. At this time, he took the name Rama-Tut and began a campaign to unite the Nile Delta and Lower Egypt under his banner. To hide his time machine, which he claims to have no means to fix with the "primitive" early Bronze Age technology of the time, he ordered the construction of a temple to house it; this temple would one day be known as the Sphinx.

It took Rama-Tut ten years to unite Lower Egypt, facing off against another who was also attempting the feat. This other had taken the title of "pharaoh", or god-king. At the end of the campaign, Rama-Tut faced the pharaoh in single combat, killing him and assuming the title of "pharaoh" himself. He then settled in to rule Lower Egypt with a stern but (in his words) fair hand. The thrill of battle had been sated, for a time, and he felt he was obligated to govern his conquest. From time to time, however, he led his troops into battle against the other powers of the time, Sumeria to the west and Upper Egypt to the south. By his own words, however, he only fought the wars that were thrust upon him. (As he is not the most diplomatic of people with a fierce temper, it's a matter of debate how many of these conflicts were started over sleights either by or against him, and who declared war on who.)

In the modern day, Reed Richards of the Fantastic Four was researching a cure for blindness for the Four's friend, Alicia Masters, when he came upon an account of Pharaoh Rama-Tut's temporary blindness and the herbal cure (see Fantastic Four; Masters, Alicia; Mister Fantastic). The Fantastic Four and Alicia traveled in a time machine built by Reed's rival, Victor von Duum, to the time of Rama-Tut's reign to learn more of the details about the cure (see Doctor Doom).

Upon arriving in Lower Egypt, the Fantastic Four sought an audience with the pharaoh, using a universal translator of Skrull design (as no one living in the 21st Century knew how to pronounce the ancient Egyptian of the time). Rama-Tut, curious about the visitors, granted the audience, and to the Four's surprise addressed them in English. Rama-Tut explained his origins to the Four, then expressed regret over the death of the shaman who had healed him during his campaign of unity without passing on the knowledge to an apprentice. (This statement was later shown to be false, as the shaman was later revealed to be alive as the court physician.)

Taken by the beauty of both Alicia and Susan Storm, the Invisible Woman, Rama-Tut decided to try and add them to his harem of wives and concubines (see Invisible Woman). Furthermore, the thought of having a working time machine had grabbed his attention. He used one of the surviving pieces of 41st Century technology that he had brought with him, disguised as a ceremonial scepter, to sap the wills of the Four and their friend. While Alicia and Susan were made to believe they were among his wives, Reed was made to believe he was the court architect, and Johnny Storm and Ben Grimm were put to work as slaves (see Human Torch; Thing). Rama-Tut ordered his troops to collect the time machine, taking care not to break anything, and spent much of his free time inspecting and attempting to duplicate it. (He would later remark that it was the same time machine he had stolen in his native time, though whether he means the two were built to the same specifications or whether they truly are the exact same machine remains to be seen.)

Days later, as Reed, Sue, and Alicia were part of Rama-Tut's entourage in inspecting one of the temples he'd ordered built for the dominant priest caste, in what would later become the ancient Egyptian capital city of Memphis (now part of modern-day Cairo), the sight of Ben and Johnny among the slaves brought Sue to her senses. Remembering what Rama-Tut had done to them, she grabbed the scepter and used it to free the others of Rama-Tut's control. For the first time actually afraid for his life, Rama-Tut granted the Four and Alicia their freedom, telling them where their time machine had been moved to. He warned them not to return, but swore to make no move against them in their own time. He was last seen entering the chamber underneath the Sphinx that housed his own time machine.

According to a recently discovered historical record, unearthed at Memphis following the Fantastic Four's visit to the past, Rama-Tut went missing and was presumed deceased for ten years following the Fantastic Four's visit, only to appear once again to reign as pharaoh until his death. The time traveling Kang the Conqueror and the enigmatic Immortus, lord of the timeless realm of Limbo, both claim to be future incarnations of Rama-Tut, though the validity of these claims is under debate (see Immortus; Kang). The details of Rama-Tut's disappearance and future reappearance are as yet unknown.
Height: 6' 3".
Weight: 230 lbs.
Eyes: Brown.
Hair: Brown.
Uniform: Ceremonial Egyptian garb.
Strength Level: Rama-Tut appears to possess the normal human strength of a man his apparent age, height, and build who engages in intensive exercise.
Known Superhuman Powers: None.
Other Abilities: Rama-Tut is highly skilled in hand to hand and spear combat. He is also a capable administrator.
Weapons: Rama-Tut has been known to use a spear which has been adapted to fire a variety of energy beams, from a laser to a disintegrator, as well as being outfitted to do incredible damage by vibrating at a subsonic frequency. He also carries a sidearm which is capable of being set to any number of beams. His most notable weapon, however, is a scepter outfitted with a cobra's head, which contains a powerful neural dominator, enabling him to enslave the wills of others.

(stats in next post)
__________________
"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; 12-29-2014 at 10:27 AM.
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Old 12-29-2014, 10:13 AM   #962
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Rama-Tut
574 points
Attributes:
ST 13 [30]; DX 13 [60]; IQ 13 [60]; HT 13 [30].
Secondary Characteristics: Dmg 1d/2d-1; BL 34 lbs.; HP 13 [0]; Will 14 [5]; Per 13 [0]; FP 13 [0]; Basic Speed 6.50 [0]; Basic Move 6 [0]; Dodge 10.
Languages: 41st Centurian (Native) (Native Language) [0]; Ancient Egyptian [1].
Cultural Familiarities: 41st Century Earth (Native) [0]; Pre-Dynastic Egypt [1].
Advantages: Appearance (Handsome) [12]; Charisma 4 [20]; Combat Reflexes [15]; Enhanced Dodge 2 [30]; Enhanced Parry (All) 2 [20]; Hard to Kill 3 [6]; Hard to Subdue 3 [6]; High Pain Threshold [10]; High TL 4 [20]; Omnilingual [40]; Religious Rank 8 [40]; Single Minded [5]; Status 8 [10*]; Very Fit [15]; Wealth (Multimillionaire 2 [100].
Perks: Grip Mastery (Spear) [1].
Disadvantages: Bad Temper (12) [-10]; Code of Honor (Soldier's) [-10]; Impulsiveness (9) [-15]; Lecherousness (12) [-15]; Overconfidence (12) [-5]; Selfish (12) [-5].
Quirks: Adrenaline Junkie [-1]; Broad-Minded [-1]; Code of Honor ("My word is my bond.") [-1]; Holds Grudges [-1]; Patterns His Likeness Off the Egyptian God Set [-1].
Skills: Administration (A) IQ-1 [1] – 12; Armoury/TL12 (Small Arms) (A) IQ+1 [4] – 14; Beam Weapons/TL12 (Pistol) (E) DX+1 [2] – 14; Bow (A) DX+1 [4] – 14; Boxing (A) DX+3 [12] – 16; Climbing (A) DX-1 [1] – 12; Electronics Operation/TL12 (Temporal) (A) IQ-1 [1] – 12; Electronics Repair/TL12 (A) IQ+1 [4] – 14; Engineer/TL12 (Small Arms) (H) IQ-1 [2] – 12; First Aid/TL1 (Human) (E) IQ+0 [1] – 13; Hiking (A) HT-1 [1] – 12; History (20th/21st Century) (H) IQ-1 [2] – 12; History (Pre-Dynastic Egypt) (H) IQ-1 [2] – 12; Innate Attack (Beam) (E) DX+1 [2] – 14; Interrogation (A) IQ+1 [4] – 14; Intimidation (A) Will+1 [2] – 14; Knife (E) DX+0 [1] – 13; Leadership (A) IQ+3 [1] – 16†; Mathematics/TL12 (Applied) (H) IQ-1 [2] – 12; Observation (A) Per+1 [4] – 14; Public Speaking (A) IQ+3 [1] – 16†; Running (A) HT-1 [1] – 12; Savoir-Faire (High Society) (E) IQ+0 [1] – 13; Shield (Shield) (E) DX+1 [2] – 14; Shortsword (A) DX-1 [1] – 12; Spear (A) DX+1 [4] – 14; Stealth (A) DX+0 [2] – 13; Strategy (Land) (H) IQ+0 [4] – 13; Survival (Desert) (A) Per-1 [1] – 12; Survival (Plains) (A) Per-1 [1] – 12; Tactics (H) IQ+1 [8] – 14; Teamster (Equines) (A) IQ-1 [1] – 12; Tracking (A) Per+1 [4] – 14; Wrestling (A) DX+3 [12] – 16.
Starting Spending Money: $26,000,000 (20% of Starting Wealth).

* Includes +3 from Religious Rank and +3 from Wealth.
† Includes +4 from Charisma.

Role-Playing Notes:
Rama-Tut is a man who is used to being obeyed without question. He still craves excitement, and has found it leading the ancient Egyptian armies from the front. He has, however, accepted his obligation to lead the nation he conquered.

Design Notes:
1. Rama-Tut's Starting Wealth and TL are set for the modern day (TL8). For a campaign set in the Egyptian First Dynasty, he gains three additional levels of High TL [+15], two additional levels of Wealth (netting Multimillionaire 4) [+50], and his Starting Money becomes $100,000,000 (20% of Starting Wealth at TL 1), which helps offset the cost of much of the ultra-tech equipment he has at his disposal. His Status and Religious Rank remain unchanged.
2. Looking at the list of kings and pharaohs of ancient Egypt, I didn't really see a place to fit him into the historical record in the first two Dynasties, at least nothing that really made sense. However, in Pre-Dynastic Lower Egypt, it is possible he was either the king known as King Ka, King Scorpion II, or both (some scholars say they were the same person). I approached this as if he was one of the two, with his daughter or granddaughter being Queen Neithhotep, and her marriage to the pharaoh being the unification of Upper and Lower Egypt.
3. I'm also not definitively stating whether Rama-Tut is indeed a past version of Kang or Immortus in the Reboot. (I also haven't yet decided whether Immortus, because of his nature as the lord of a timeless realm, is the pre-Reboot version or not.)
__________________
"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; 12-29-2014 at 10:27 AM.
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Old 12-29-2014, 10:19 AM   #963
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Okay, this one will be at least two pages, maybe even three....

RED GHOST

Real Name: Ivan Kragoff.
Occupation: Renegade scientist.
Identity: Known to the authorities.
Legal Status: Citizen of Russia with no criminal record.
Other Aliases: None.
Place of Birth: Leningrad, Russia.
Marital Status: Single.
Known Relatives: None.
Group Affiliation: None.
Base of Operations: Mobile.
History: Ivan Kragoff was a noted Russian scientist working on the Russian counterpart of the United States' Force Bio-Enhancement Program, an outgrowth of the super-soldier program that produced Captain America during World War II (see Captain America). Unknown to his superiors, Kragoff was himself a latent superhuman mutant, which he discovered when using samples of his own DNA in several experiments.

Due to increased United Nations oversight of Russia's super-soldier programs following the collapse of the Soviet Union and the declassification of hundreds of unethical medical experiments performed during the Soviet era, Kragoff and his colleagues were forced to restrict the majority of their experiments to mice, rats, and primates, rather than human testing. Three of Kragoff's most successful experiments were a gorilla, an orangutan, and a baboon, who he named Mikhail, Piotr, and Igor, respectively, each of whom he secretly trained to be loyal to himself rather than any other human, following his orders over any other. Kragoff, an old-school Communist Party man, was resentful over the lack of ability for human testing, particularly after several of his experiments on his three prize primates proved viable.

One of the projects was a chamber for bathing the test subject in a controlled simulation of a "cosmic ray storm". Of the test subjects exposed to this chamber, only the three primates taught by Kragoff survived. Most of the others – mice, rats, dogs, and cats – died in the chamber, while a number of others – various species of monkeys and apes – developed cancer. Because of its abysmal success rate, not to mention the randomness of the powers gained by the three successes, the cosmic ray storm chamber was deemed a failure and scheduled for destruction, and the three "super-apes" ordered killed and dissected to determine how they changed and how to replicate those specific successes. Kragoff, however, had a plan. He released the three "super-apes", as he called them (ignoring that Igor was more properly a monkey, not an ape), and stole the cosmic ray storm chamber, destroying the rest of the lab in the process.

Kragoff set himself up in an abandoned Soviet-era Siberian lab and used the chamber on himself, gaining powers of his own. As a test of both his own powers and those of the super-apes, he sent a challenge to Reed Richards of the Fantastic Four, who he had met years before, declaring himself the Red Ghost, "the greatest Russian scientist" and "champion of Soviet-era scientific practices" (see Fantastic Four; Mister Fantastic). The challenge was one of team combat, he and his super-apes verses the Fantastic Four. The two teams met on a Pacific atoll in international waters, away from the jurisdiction of either country. At first, the two teams were fairly evenly matched, with the Red Ghost and the super-apes each attacking a different member of the Four. The battle quickly turned, however, when the Human Torch and the Thing traded partners, using teamwork to defeat Mikhail and Piotr in quick order and turned to assist Reed and the Invisible Woman (see Human Torch; Invisible Woman; Thing). Defeated, the super-apes fled, with Kragoff chasing after them, barking orders in Russian after them.

After returning to their Siberian base lab, Kragoff found himself under arrest by the Russian FSB (the successor to the infamous KGB), though he quickly managed to escape, leading the apes across into the wasteland near the famous Tunguska crater. Even more recently, Piotr and Igor have been spotted abducting the homeless in several cities across the United States, Canada, and Mexico. Kragoff's plans for these homeless are unknown.
Height: 5' 11".
Weight: 215 lbs.
Eyes: Brown.
Hair: White, bald on top.
Uniform: Red overcoat, red pants, blue gloves, blue boots, blue belt.
Strength Level: The Red Ghost possesses the normal human strength of a man his age, height, and build who engages in moderate regular exercise.
Known Superhuman Powers: The Red Ghost possesses the ability to make any part of his body intangible, enabling him to walk through most obstructions or on air. However, he still needs to breathe while intangible; he can only pass through solid objects for as long as he is able to hold his breath. Through concentration, he is able to make only parts of his body intangible as well as objects he is carrying.

By reaching into someone's chest and making his hand partially tangible, he is able to cause incredible pain, possibly even killing his target.
Other Abilities: Ivan Kragoff is a skilled multidisciplinary scientist, often considered one of the ten smartest people in the world.
Allies: The Red Ghost is often accompanied by his three "super-apes" (in reality, two great apes and a monkey): Mikhail, the superhumanly strong and durable gorilla; Piotr, the orangutan, who can create magnetic fields; and Igor, the shapeshifting baboon. These three primates were given superhuman powers through a combination of genetic engineering (possibly including the retroviral introduction of latent mutant X-genes), experimental nanotechnology, and exposure to various frequencies of gamma and cosmic radiation. In addition to their powers, all three are more intelligent than the average members of their species; whether they were chosen because of their intelligence or gained their intelligence through the experiments is not known at this time.

Mikhail the gorilla has achieved superhuman strength roughly equal to that of the Thing, able to lift (press) roughly 80 tons. In addition to this strength, Mikhail possesses incredible durability, enabling him to withstand blows from superhuman opponents. Mikhail is not that skilled a combatant, however, relying as much on his instinct to intimidate as his ability to hit an opponent.

Piotr the orangutan is able to generate magnetic fields, similar to the powers of the mutants Magneto and Polaris, enabling him to manipulate, attract, or push away objects containing ferrous metals (see Magneto; Polaris). He cannot change the shape of the metal like the two mutants can, but with effort he can carry aloft roughly 70 tons of steel. Piotr is also able to project a protective magnetic force field large enough to protect himself and up to three others which can deflect incoming gunfire.

Igor the baboon is able to change his shape into that of any animal or object he can imagine, so long as the mass of the object or animal is roughly the same as his own, with roughly a 10% difference in size. In addition to his shapeshifting, he is able to extend his arms and legs to twice their length. Igor's own mass, about 25 kg/55 lbs, does not change during these transformations; his body subconsciously shifts his mass around to accommodate the changes.
Weapons and Paraphernalia: The Red Ghost has built a number of scientific sensors and radiation emitters.

He will occasionally carry a gyroc pistol which shoots miniature rockets with various warheads.

(stats on next page)
__________________
"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 12-29-2014, 10:24 AM   #964
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Eww, Is it me or does that write up heavily imply he raped the Invisible Woman and a blind chick?
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Old 12-29-2014, 10:26 AM   #965
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Red Ghost
1,057 points
Attributes:
ST 11 [10]; DX 11 [20]; IQ 15 [100]; HT 12 [20].
Secondary Characteristics: Dmg 1d-1/1d+1; BL 24 lbs.; HP 12 [2]; Will 13 [-10]; Per 13 [-10]; FP 12 [0]; Basic Speed 6.00 [6]; Basic Move 6 [0]; Dodge 9.
Languages: English (Accented) [4]; German (Accented) [4]; Mandarin (Accented) [4]; Russian (Native) (Native Language) [0].
Cultural Familiarities: Eastern European (Native) [0]; Western [1].
Advantages: Affliction (Intangible Hand Attack) 6 (HT-5; Affects Insubstantial (Selective), +30%; Alternative Enhancements: Coma (+250%), Heart Attack (+300%), Incapacitation: Agony (+100%), Seizure (+100%), Moderate Pain (+20%), Severe Pain (+40%), Terrible Pain (+60%), +414%; Cosmic: Irresistible Attack, +300%; Follow-Up (Punch), +0%; Super, -10%) [501]; Ally (Igor the Baboon; 20% Point Value) (15) [3]; Ally (Mikhail the Gorilla; 100% Point Value) (15) [15]; Ally (Piotr the Orangutan; 50% Point Value) (15) [6]; Animal Empathy [5]; Animal Friend 2 [10]; Gadgeteer [25]; Insubstantiality (Can Carry Objects (Heavy Encumbrance), +100%; Partial Change (Can Turn Carried Item Substantial), +100%; Reflexive, +40%; Super, -10%) [264]; Natural Scientist 4 [40].
Perks: Controllable Disadvantage (Callous) [1].
Disadvantages: Bad Back (Mild) [-15]; Bully (12) [-10]; Chronic Pain (Mild; Interval: 1 hour) (9) [-2]; Overconfidence (12) [-5]; Selfish (9) [-7]; Sense of Duty (Super-Apes) [-5]; Social Stigma (Criminal Record) [-5].
Quirks: Card-Carrying Communist [-1]; Delusion (Anything is Acceptable in the Name of Science!) [-1]; Dislikes "In Soviet Russia..." Jokes [-1]; Dual Identity [-1].
Skills: Animal Handling (Primates) (A) IQ+1 [1] – 16*; Armoury/TL8 (Small Arms) (A) IQ-1 [1] – 14; Brawling (E) DX+0 [1] – 12; Computer Programming/TL8 (H) IQ-1 [2] – 14; Current Events/TL8 (Science & Technology) (E) IQ+1 [2] – 16; Electronics Repair/TL8 (Scientific) (A) IQ-1 [1] – 14; Guns/TL8 (Gyroc) (E) DX+1 [2] – 12; Observation (A) Per+1 [4] – 14; Science! (WC) IQ+5 [84] – 20†; Shadowing (A) IQ-1 [1] – 14; Stealth (A) DX+3 [11] – 14‡; Survival (Woodlands) (A) Per-1 [1] – 12; Teaching (A) IQ+0 [2] – 15.
Starting Spending Money: $4,000 (20% of Starting Wealth).

* Includes +2 from Animal Friend.
† Conditional +4 from Natural Scientist when replacing suitable skills.
‡ Defaulted from IQ-4.

Mikhail the Gorilla
1,029 points
Attributes:
ST 32/319 (Size, -10%) [81*]; DX 10 [0]; IQ 7 [-60]; HT 12 [20].
Secondary Characteristics: SM +1; Dmg 3d+1/6d-1; BL 205 lbs.; HP 32/319 [0]; Will 10 [15]; Per 10 [15]; FP 12 [0]; Basic Speed 5.50 [0]; Basic Move 7 [10]; Brachiation Move 3 [0]; Dodge 8.
Languages: Russian (Accented) (Native Language) [-2].
Cultural Familiarities: None [-1].
Advantages: Brachiator [5]; Damage Resistance 1 (Tough Skin, -40%) [3]; Damage Resistance 149 (Tough Skin, -40%; Super, -10%) [373]; Extra Arms 2 (Foot Manipulators, -30%; Temporary Disadvantage: Bad Grip -1 and Ham-Fisted -2, -15%) [11]; Injury Tolerance (Damage Reduction /10 (Super, -10%)) [135]; Perfect Balance [15]; Super ST +13/+300 (Size, -10%; Super, -10%) [494]; Teeth (Sharp Teeth) [1]; Terrain Adaptation (Uneven) [5].
Perks: Fur [1].
Disadvantages: Bad Temper (12) [-10]; Ham-Fisted -1 [-5]; Impulsiveness (9) [-15]; Innumerate [-5]; Semi-Upright [-5]; Sense of Duty (Red Ghost and the other Super-Apes) [-5]; Short Lifespan 1 [-10]; Social Stigma (Valuable Property) [-10]; Wealth (Dead Broke) [-25]; Wild Animal [-30].
Quirks: Distractible [-1]; Staid [-1].
Skills: Brawling (E) DX+2 [4] – 12; Climbing (A) DX+5 [8] – 15†; Gesture (E) IQ+3 [8] – 10; Intimidation (A) Will+0 [2] – 10; Sumo Wrestling (A) DX+2 [8] – 12.
Features: Born Biter 1 [0].

* Includes +13/+300 from Super ST.
† Includes +2 from Brachiator and +1 from Perfect Balance.

Piotr the Orangutan
594 points
Attributes:
ST 13 [30]; DX 11 [20]; IQ 7 [-60]; HT 12 [20].
Secondary Characteristics: Dmg 1d/2d-1; BL 34 lbs.; HP 13 [0]; Will 10 [15]; Per 11 [20]; FP 12 [0]; Basic Speed 5.75 [0]; Basic Move 4 [-5]; Brachiation Move 5 [15]; Dodge 8.
Languages: Russian (Accented) (Native Language) [-2].
Cultural Familiarities: None [-1].
Advantages: Brachiator [5]; Damage Resistance 1 (Tough Skin, -40%) [3]; Damage Resistance 35 (Area Effect: 2 yd radius, +50%; Force Field, +20%; Switchable, +10%; Psionic, -10%) [298]; Extra Arms 2 (Foot Manipulators, -30%; Temporary Disadvantage: Bad Grip -1 and Ham-Fisted -2, -15%) [11]; Perfect Balance [15]; Teeth (Sharp Teeth) [1]; Telekinesis 13 (Magnetic, -50%; Super-Effort, +400%; Psionic, -10%) [286]; Terrain Adaptation (Uneven) [5].
Disadvantages: Bad Temper (12) [-10]; Ham-Fisted -1 [-5]; Impulsiveness (9) [-15]; Innumerate [-5]; Semi-Upright [-5]; Sense of Duty (Red Ghost and the other Super-Apes) [-5]; Short Lifespan 1 [-10]; Social Stigma (Valuable Property) [-10]; Wealth (Dead Broke) [-25]; Wild Animal [-30].
Quirks: Nosy [-1].
Skills: Climbing (A) DX+6 [12] – 17*; Telekinesis (H) IQ+3 [16] – 10.
Features: Born Biter 1 [0].

* Includes +2 from Brachiator and +1 from Perfect Balance.

Igor the Baboon
204 points
Attributes:
ST 9 [-10]; DX 12 [40]; IQ 6 [-80]; HT 12 [20].
Secondary Characteristics: Dmg 1d-2/1d-1; BL 16 lbs.; HP 9 [0]; Will 11 [25]; Per 11 [25]; FP 12 [0]; Basic Speed 6.00 [0]; Basic Move 7 [5]; Brachiation Move 4 [5]; Dodge 10.
Languages: Russian (Accented) (Native Language) [-2].
Cultural Familiarities: None [-1].
Advantages: Body Control Talent 4 [20]; Brachiator [5]; Combat Reflexes [15]; Damage Resistance 1 (Tough Skin, -40%) [3]; Extra Arms 2 (Foot Manipulators, -30%; Temporary Disadvantage: Bad Grip -1 and Ham-Fisted -2, -15%) [11]; Morph (Active Change, +20%; Mass Conservation, -20%; No Memorization Required, +50%; Unlimited, +50%; Super, -10%) [160]; Perfect Balance [15]; Stretching 2 (Super, -10%; Alternative Ability, ×1/5) [3]; Striking ST +3 (Bite Only, -60%) [6]; Teeth (Sharp Teeth) [1]; Terrain Adaptation (Uneven) [5].
Perks: Fur [1].
Disadvantages: Bad Temper (12) [-10]; Bully (15) [-5]; Chummy [-5]; Impulsiveness (9) [-15]; Semi-Upright [-5]; Short Lifespan -1 [-10]; Social Stigma (Valuable Property) [-10]; Wealth (Dead Broke) [-25]; Wild Animal [-30].
Quirks: Distractible [-1]; Mischievous [-1]; Nosy [-1].
Skills: Climbing (A) DX+5 [8] – 17*; Shapeshift (H) IQ+6 [12] – 12†.

* Includes +2 from Brachiator and +1 from Perfect Balance.
† Includes +4 from Body Control Talent.


Role-Playing Notes:
The Red Ghost is a scientific sociopath, believing that when it comes to advancing scientific knowledge, the ends always justify the means. He holds a grudge against Reed Richards for some unspecified disagreement in the past. While he has been called a sadist, he doesn't actually take pleasure from the pain he inflicts on someone; he won't be swayed by cries for mercy, either, observing the results with a dispassionate eye.

Although he won't admit it, he has developed a fondness for his super-apes, often referring to them as his "children".

Design Notes:
1. Special thanks to the online "Animalia in GURPS" site for the baseline stats for the Super-Apes. The site uses a few house rules that aren't fully RAW; I've used only one of these house rules in these write-ups: making an increase or decrease to Brachiation Move at ±5 per level.



I should note that I have the following characters already finished and waiting for posting: Stilt-Man (a DD char I never got around to doing until last night), Super-Skrull, Thundra, Trapster, and Wizard. I just don't want to flood people too much by posting all of them now. The link in my .sig (just uploaded a new version a few minutes ago) has the entries, if anyone is interested.

I'm not sure yet which grouping to do next. I'm thinking I'll work on finishing a few characters I've been sitting on with unfinished entries for the last few years before diving headlong into making new entries; these include Panther, Scorpio (Jake Fury), Shanna the She-Devil, and Wind-Rider (Storm), among others. Of course, as always, I'm open to suggestions. :)
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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

Last edited by Phantasm; 12-29-2014 at 10:36 AM.
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Old 12-29-2014, 11:24 AM   #966
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Flyndaran View Post
Eww, Is it me or does that write up heavily imply he raped the Invisible Woman and a blind chick?
Now that I read it, it does kinda imply that. It wasn't intentional, as I've been trying to stay away from the blatant gross-outs of the Ultimates imprint...
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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 12-29-2014, 03:03 PM   #967
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031 View Post
Now that I read it, it does kinda imply that. It wasn't intentional, as I've been trying to stay away from the blatant gross-outs of the Ultimates imprint...
Trouble is, when an arch-villain orders that two beautiful women be added to his harem, bwah-ha-hah, and they don't escape or get rescued before his handmaidens have finished bathing them... Well, either it's a skeevy rape story, or he's a peculiarly vague sort of pulp villain.
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Old 12-29-2014, 03:36 PM   #968
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

The Court Eunich has to fit the new girls into the schedule, and that's not done 'til the end of the month. Running a kingdom is a complicated thing, and if you don't organize things methodically you have all sorts of problems.
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Old 01-05-2015, 10:03 AM   #969
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SUPER-SKRULL

Real Name: Kl'rt.
Occupation: Soldier, special military operative.
Identity: Publicly known in Skrull space, known to the authorities on Earth.
Legal Status: Citizen of the Skrull Empire with no criminal record.
Other Aliases: Franklin Storm.
Place of Birth: Imperial City, Skrullos, Skrull Empire.
Marital Status: Single.
Known Relatives: None.
Group Affiliation: Skrull Imperial Military.
Base of Operations: Imperial Military Command Center, Imperial City, Skrullos, Skrull Empire.
History: The full details of Kl'rt's past aren't known, but it can be assumed that as a staunch patriot he enlisted in the Skrull Imperial Army upon coming of age (see Skrulls). Military life seemed to agree with him, and he rose through the ranks to an officer's rank in almost record time. It is known that he has come into conflict with the Kree Captain Mar-Vell several times in the past while fighting the millennia-long Kree-Skrull Wars, and has great respect for his rival, both professionally and personally (see Captain Marvel; Kree). He also claims to be of "low birth", meaning that his family was not originally part of the "elite" of Skrull society.

Kl'rt was commander of the forces that first encountered the Fantastic Four when the latter was investigating the origins of a number of aliens hiding among the populace of Earth (see Fantastic Four). Following this incident, Kl'rt was one of a group selected to undergo experimentation to grant him powers nearly identical to those of the Fantastic Four. Apparently, he was the only one of the group to survive the process.

Sent to Earth as part of a scheme hatched by Queen R'Kill, Kl'rt's superiors ordered him to kidnap and impersonate Franklin Storm, father of the Human Torch and Invisible Woman of the Fantastic Four, hoping to draw the Four into a conflict or tear them apart from within (see Human Torch; Invisible Woman). Kl'rt protested over this action, but followed orders anyway. (Secretly, however, he sent a private coded message to Emperor Dorrek explaining the mission.) It was the Human Torch that dubbed Kl'rt a "Super-Skrull", a name which seems to have stuck against Kl'rt's wishes.

When Emperor Dorrek contacted Kl'rt's superiors and called off the mission, they killed Franklin Storm (citing "the Queen's orders"). Kl'rt then arrested his own superiors and swore to the Four that the whole operation was a fiasco he had no control over and one he wished he never was involved in. This move angered the Queen, but the Emperor himself promoted Kl'rt and made him the commander of the Skrull Imperial Guard, a position that answered solely to the Emperor.

Kl'rt was later seen meeting with several other Skrulls in the unaffiliated space station known as Port Nowhere. His reasons for being there are not currently known.
Height: 6'.
Weight: 625 lbs.
Eyes: Red.
Hair: None.
Uniform: Metallic blue and gold body armor laced with unstable molecules.
Strength Level: Kl'rt possesses superhuman strength enabling him to lift (press) roughly 80 tons.
Known Superhuman Powers: Kl'rt is a Skrull, and as such he possesses the Skrulls' natural shapeshifting powers. In addition, he possesses many of the powers of the Fantastic Four. Primarily, he possesses the fire powers of the Human Torch, the invisibility and force fields of the Invisible Woman, the stretching powers of Mister Fantastic, and the strength and durability of the Thing (see Mister Fantastic; Thing). Unlike the Thing, only when actively using his superhuman strength or when physically attacked does his body take on the appearance of the Thing's rocky hide, and then only in the arm, leg, and chest area, or where he was hit. His skill is such that he can use all four sets of powers simultaneously.
Other Abilities: Kl'rt is a skilled soldier, starship captain, starfighter pilot, and military strategist.
Weapons: While no longer reliant on them due to his powers, Kl'rt is of sufficient rank in the Skrull Army to have access to nearly any weapon in the Skrull Empire's arsenal.

(stats next post)
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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 01-05-2015, 10:04 AM   #970
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Super-Skrull
4,319 points
Attributes:
ST 30/317* [70]; DX 14 [80]; IQ 12 [40]; HT 14 [40].
Secondary Characteristics: Dmg 3d/5d+2 (32d/34d); BL 180 lbs. (20,098 lbs./10 tons); HP 30/317 [0]; Will 15 [15]; Per 15 [15]; FP 15 [3]; Basic Speed 7.00 [0]; Basic Move 7 [0]; Basic Air Move 14 [0]; Dodge 10.
Languages: English (Native) [6]; Kree (Accented) [4]; Skrullian (Native) (Native Language) [0].
Cultural Familiarities: Skrull Empire (Native) [0].
Advantages: Affliction (Invisibility) 6 (HT±5; Advantage: Invisibility with Affects Machines, +600%; Area Effect: 16 yds, +200%; Cancellation, +10%; Malediction: Uses Speed/Range Table, +150%; Selective Area, +20%; Selectivity (Area Effect, Selective Area), +10%; Psionic, -10%) [648]; Burning Attack (Fireballs) 5d (Increased Range ×2, +10%; Increased 1/2D Range ×5, +10%; Rapid Fire, RoF 5, +70%; Rapid Fire: Selective Fire, +10%; Ricochet, +10%; Elemental: Heat/Fire, -10%; Super, -10%) [48]; Burning Attack (Flame Jet) 6d (Jet, +0%; Jet: Increased 1/2D Range ×2, +5%; Jet: Increased Range ×2, +10%; Elemental: Heat/Fire, -10%; Super, -10%; Alternative Attack, x1/5) [6]; Burning Attack (Flame Sheath) 3d (Aura, +80%; Link (with DR), +10%; Melee Attack: Destructive Parry, +10%; Melee Attack: Reach C, -30%; Elemental: Heat/Fire, -10%; Super, -10%) [23]; Charisma 3 [15]; Constriction Attack (Super, -10%) [14]; Control Fire 3 (Collective, +100%; Independent, +40%; Elemental: Heat/Fire, -10%; Super, -10%) [132]; Create Fire 10 (Cosmic: No FP Expenditure, +50%; Destruction: Create and Destroy, +100%; Elemental, -10%; Super, -10%) [69]; Damage Resistance 45 (Hardened 1, +20%; Nuisance Effect: Rocky Skin, -5%; Reflexive, +40%; Swithcable, +10%; Super, -10%) [349]; Damage Resistance (Flame Sheath) 25 (Force Field, +20%; Link, +10%; Switchable, +10%; Visible, -10%; Elemental: Heat/Fire, -10%; Super, -10%) [138]; Damage Resistance (Force Fields) 30 (Area Effect: 16 yds, +200%; Force Field, +20%; Hardened 3, +60%; No Signature, +20%; Requires Concentrate, -15%; Switchable, +10%; Psionic, -10%; Alternative Ability, ×1/5) [116]; Danger Sense [15]; Double-Jointed (Super, -10%) [14]; Elastic Skin [20]; Enhanced Move (Air) 2.5 (Air Move 72/144 mph) (Elemental: Heat/Fire, -10%; Super, -10%) [40]; Extra Attack 2 [50]; Flight (Elemental: Heat/Fire, -10%; Super, -10%) [32]; Hard to Kill 3 [6]; Hard to Subdue 3 [6]; High Pain Threshold [10]; Invisibility (Affects Machines, +50%; Can Carry Objects, Heavy Encumbrance, +100%; Switchable, +10%; Psionic, -10%) [100]; Legal Enforcement Powers 3 [15]; Military Rank 6 [30]; Mimicry (Voice Library, +50%) [15]; Modular Abilities (Cosmic Power: Force Constructs) (Points of Abilities: 50; Physical Only, +50%; Trait Limited: Advantages Only, -10%; Psionic, -10%) [650]; Skrull [196]; Status 5 [10†]; Stretching 4 (Super, -10%) [22]; Subsonic Hearing [5]; Super Jump 1 (Bouncing Only, -50%; Super, -10%; Alternative Ability, ×1/5) [1]; Super ST +13/+300 (Nuisance Effect: Rocky Skin, -5%; Super, -10%) [501]; Temperature Control 20 (Heat, -50%; Increased Range (×10), +30%; Super, -10%) [70]; Temperature Tolerance 160 [160]; Telekinesis 30 (Psionic, -10%; Alternative Ability, ×1/5) [27]; Unfazeable [15]; Very Fit [15]; Wealth (Filthy Rich) [50].
Perks: Cotton Stomach [1]; Ignition [1]; Illumination [1]; Striking Surface (Switchable) [1].
Disadvantages: Code of Honor (Soldier's) [-10]; Duty (Skrull Military) (15) [-15]; Enemy (Queen R'Kill; Less Powerful; Rival) (9) [-2]; Honesty (12) [-10]; Pacifism (Cannot Harm Innocents) [-10]; Sense of Duty (Skrulls) [-15].
Quirks: Broad-Minded [-1]; Dual Identity [-1]; Enamored With Princess Anelle [-1]; Loves His Country, Hates His Government [-1]; OUCH! [-1].
Skills: Administration (A) IQ+0 [2] – 12; Artillery/TL11 (Guided Missile) (A) IQ+1 [4] – 13; Beam Weapons/TL11 (Rifle) (E) DX+1 [2] – 15; Climbing (A) DX+4 [1] – 18‡; Electronics Operation/TL11 (Force Shields) (A) IQ+1 [4] – 13; Electronics Operation/TL11 (Sensors) (A) IQ+1 [4] – 13; First Aid/TL11 (Skrulls) (E) IQ+0 [1] – 12; Force Sword (A) DX+0 [2] – 14; Free Fall (A) DX+0 [2] – 14; Gunner/TL11 (E) DX+0 [1] – 14; Innate Attack (Beam) (E) DX+2 [4] – 16; Innate Attack (Projectile) (E) DX+2 [4] – 16; Intelligence Analysis/TL11 (H) IQ+1 [8] – 13; Judo (H) DX+0 [4] – 14; Karate (H) DX+0 [4] – 14; Leadership (A) IQ+3 [2] – 15§; Navigation/TL11 (Hyperspace) (A) IQ+0 [2] – 12; Navigation/TL11 (Space) (A) IQ+0 [2] – 12; NBC Suit/TL11 (A) DX+0 [2] – 14; Observation (A) Per-1 [1] – 14; Piloting/TL11 (Aerospace) (A) DX-1 [1] – 13; Piloting/TL11 (High-Performance Spacecraft) (A) DX-1 [1] – 13; Savoir-Faire (Military) (E) IQ+2 [4] – 14; Shield (Force) (E) DX+0 [1] – 14; Shiphandling/TL11 (Starship) (H) IQ+1 [8] – 13; Soldier/TL11 (A) IQ+1 [4] – 13; Spacer/TL11 (E) IQ+0 [1] – 12; Stealth (A) DX+0 [2] – 12; Strategy (Interstellar) (H) IQ+0 [4] – 12; Strategy (Space) (H) IQ+0 [4] – 12; Tactics (H) IQ+2 [12] – 14; Throwing (A) DX+0 [2] – 14.
Starting Spending Money: $400,000 (20% of Starting Wealth).

* Includes +13/+300 from Super ST.
† Includes +2 from Military Rank and +1 from Wealth.
‡ Includes +5 from Double-Jointed.
§ Includes +3 from Charisma.

Role-Playing Notes:
Kl'rt is an honorable man who, while enjoying the powers he has been given, is not always pleased with his orders on how to use them. He is a career soldier who sees himself as the hero of the Skrull Empire, despite the horrors of war he's seen over the years. Despite his power, he does not desire the throne himself, not caring for court politics. He would much rather be on the front lines in the Kree-Skrull Wars or defending his people against actual threats (such as many natural disasters) than engage in numerous schemes on some backrocket world against people he respects and thinks are no actual threat to the Skrull Empire.

Design Notes:
1. This build, and the High TL trait in the Skrull racial package, assumes a campaign TL of 8, as would be encountered on modern-day Earth. In any cosmic campaign, the campaign would likely be considered a TL 11 setting, reducing his point cost by 15 points and increasing his Starting Money to $1,500,000.
2. Military Rank is built from Social Engineering: Pulling Rank, treating the Skrull Empire as a base 30-Point Patron (large political entity), with Kl'rt pulling in assistance on a 3d roll of 9 or less. It does not indicate how many subordinates he has under him.
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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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