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Old 03-27-2021, 03:30 AM   #1681
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

RUSSELL, LISSA

Real Name: Alissa "Lissa" Russell (legally changed from her birth name Alissa Russoff).
Occupation: Occult bookstore clerk.
Identity: Lissa Russell does not use a dual identity; her existence as a werewolf is not known to the general public nor to the authorities.
Legal Status: Citizen of the United States with no criminal record.
Other Aliases: Werewolf, "she-wolf", "wolf-girl", "Liss".
Place of Birth: Malibu, California.
Marital Status: Single.
Known Relatives: Jacob "Jack" Russell (alias the Werewolf, brother); Gregor Russoff (father, deceased); Philip Russell (nee Russoff, step-father, uncle); Laura Russoff Russell (mother, deceased); Grigori, Baron Russoff (distant ancestor, deceased).
Group Affiliation: Ally of the Werewolf; occasional ally of Spider-Woman.
Base of Operations: Los Angeles, California.
History: Lissa Russell was the second child born to Gregor and Laura Russoff, born two years after her brother Jack (see Werewolf). However, while their mother was pregnant with Lissa, Gregor was outed as a werewolf and killed by the townsfolk in the Romanian village they lived in. Fearing for her own life and those of her children, Laura fled to her brother-in-law Philip's home in America – specifically Malibu, California – where Lissa was born. Eventually Philip and Laura married, and Philip legally adopted Jack and Lissa. Years before, Philip had legally changed his last name to Russell; when he adopted them, they took on his new last name.

Nearly a hundred years before, Gregor and Philip's ancestor, Baron Grigori Russoff, had come into possession of a tome of black magic, the Darkhold, and in studying it came to be cursed with lycanthropy. This curse was passed to his bloodline, although because his children were already born, the curse remained dormant for almost a century. The Darkhold was stolen from his home and passed through a number of hands before Russoff's descendant, Gregor, discovered it, triggering the curse. (Philip had emigrated to America by that time. He learned about the curse from Gregor, but was never affected by it.)

Lissa at first was unaware of any of this until Jack went through his first transformation on his eighteenth birthday, which coincided with the first night of a full moon; Lissa was sixteen at the time. (Their mother died in a car crash that same night, ironically out searching for Jack who had run off in a panic.) Lissa learned of her brother's condition several months later when, after encountering the Werewolf just before dawn, he transformed back to human and passed out. After learning of the history of the curse from her step-father, Lissa sought out a means of curing or at least controlling the curse and threw herself into studies of both the occult and meditation. Although she has yet to find a means to cure herself or her brother of the curse, her studies in meditation enabled her to maintain control of the wolf from her very first transformation, two weeks after her own eighteenth birthday.

Lissa was first encountered as a clerk at an occult bookstore in downtown Los Angeles during an investigation by private investigator Jessica Drew. Days later, Lissa was forced to reveal her own nature as a werewolf to Drew in the latter's alter ego as Spider-Woman in order to prevent Spider-Woman from harming Jack during one of his moon-fueled rampages (see Spider-Woman).

Since then, Jack and Lissa have found themselves occasionally assisting Drew in her cases, although Lissa insists on staying away from what she calls "field work". With the appearance of the ghost of the ancient sorcerer Magnus and his revelations on the origin of the Darkhold, Lissa has begun to wonder if a true cure – or at the least a measure of control – for Jack is in sight (see Magnus).
Height: 5' 4"; (as werewolf) 5' 9".
Weight: 120 lbs; (as werewolf) 170 lbs.
Eyes: Brown.
Hair: Brown.
Uniform: None; she has been known to wear regular clothes made of dynamic molecules which merge into her when she takes on a more lupine form (see Common Technologies).
Strength Level: In her human form, Lissa Russell possesses the normal human strength of a woman of her age, height, and build who engages in moderate regular exercise. As a werewolf, she possesses superhuman strength enabling her to lift (press) roughly one ton under optimal conditions.
Known Superhuman Powers: Lissa is heir to a supernatural hereditary curse of lycanthropy, forcing her to become a werewolf. Unlike her brother, Lissa has full control over her transformations, able to transform at will rather than being subject to the phase of the moon, and maintaining her full human intelligence in her lupine state, even under the effects of a full moon.

As a werewolf, Lissa possesses superhuman strength, endurance, and durability; only weapons made of silver or the claws or bite of another werewolf will truly harm her, as other wounds close almost immediately. Her agility increases, her eyes become better able to see in the dark, her hands form into sharp claws, her feet become digitigrade claws, and her teeth sharpen. She is able to speak in her werewolf form, although her voice is distorted (and has been described as "eerily raspy"). She still needs to breathe, so strangulation can still kill her. As a werewolf she is immune to the mental control of vampires; furthermore, the herb wolfsbane if ingested will cause her severe problems.

Even in her human state, Lissa maintains the wolf's sense of smell, enabling her to track by following scents up to twenty four hours later even in a busy city street as well as being able to tell when someone is nervous, fearful, or calm when they shouldn't be.

There is evidence that Lissa, as "a child of the Darkhold", has the potential to become a sorceress, but she has never pursued any training.
Other Abilities: Lissa is very knowledgeable about the occult and Buddhist meditation practices. She is fluent in Latin, Sanskrit, Aramaic, Hebrew, Arabic, Tamil, Tibetan Chinese, Han Chinese, and Japanese, and can effortlessly read Ancient Egyptian, Old and Middle Tamil, and Sumerian. She is untrained in hand to hand combat, but has been known to occasionally "let the wolf out", fighting with a savage instinct in her lupine form.

(stats next post)
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"But mom, I don't wanna go back in the dungeon!"

The GURPS Marvel Universe Reboot Project A-M and N-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting

Last edited by Phantasm; 04-19-2021 at 09:27 PM. Reason: edited the bio
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Old 03-27-2021, 03:35 AM   #1682
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Lissa Russell
641 points
Attributes: ST 10 [0]; DX 11 [20]; IQ 12 [40]; HT 12 [20].
Secondary Characteristics: Dmg 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 15 [15]; Per 13 [5]; FP 12 [0]; Basic Speed 6.00 [0]; Basic Move 6 [0]; Dodge 9.
Languages: Ancient Egyptian (Literate) [1*]; Arabic (Accented) [2*]; Aramaic (Accented) [2*]; Biblical Hebrew (Accented) [2*]; Classical Greek (Accented) [2*]; English (Native) (Native Language) [0]; Han Chinese (Accented) [2*]; Japanese (Accented) [2*]; Latin (Accented) [2*]; Mandarin (Accented) [2*]; Middle Tamil (Literate) [1*]; Old Tamil (Literate) [1*]; Sanskrit (Accented) [2*]; Sumerian (Literate) [1*]; Tamil (Accented) [2*]; Tibetan (Accented) [2*].
Cultural Familiarities: Western (Native) [0].
Advantages: Alternate Form (Werewolf, 445 pts) (Active Change, +20%; Reduced Time 1 (5 seconds), +20%; Magical, -10%) [430]; Animal Empathy [5]; Appearance (Attractive) [4]; Discriminatory Smell (Emotion Sense, +50%; Magical, -10%) [21]; Language Talent [10]; Magery 0 [5]; Occultist 3 [30].
Perks: Call of the Wild [1].
Disadvantages: Discipline of Faith (Mysticism) [-10]; Guilt Complex [-5]; Pacifism (Cannot Harm Innocents) [-10]; Secret (Werewolf) (Imprisonment or Exile) [-20]; Selfless (12) [-5]; Sense of Duty (Friends and Family) [-5].
Quirks: Devout Believer (Buddhism) [-1]; Can't Read Music [-1]; Disciplined [-1]; Residual Personality [-1]; Responsible [-1].
Skills: Animal Handling (Dogs) (A) IQ+0 [2] – 12; Anthropology (Human) (H) IQ+2 [2] – 14†; Area Knowledge (Los Angeles) (E) IQ+0 [1] – 12; Autohypnosis (H) Will+0 [4] – 15; Breath Control (H) HT-2 [1] – 10; Climbing (A) DX+0 [2] – 11; Computer Operation/TL8 (E) IQ+0 [1] – 12; Current Affairs/TL8 (Headline News) (E) IQ+0 [1] – 12; Current Affairs/TL8 (Travel) (E) IQ+0 [1] – 12; Escape (H) DX+1 [8] – 12; First Aid/TL8 (Human) (E) IQ+0 [1] – 12; Hiking (A) HT+0 [2] – 12; Intimidation (A) Will-1 [1] – 14; Jumping (E) DX+1 [2] – 12; Lifting (A) HT+0 [2] – 12; Linguistics (H) IQ+3 [4] – 15†; Meditation (H) Will+0 [4] – 15; Merchant (A) IQ+0 [2] – 12; Mind Block (A) Will+0 [2] – 15; Musical Instrument (Guitar) (H) IQ+0 [4] – 12; Occultism (A) IQ+4 [4] – 16†; Philosophy (Buddhism) (H) IQ+0 [4] – 12; Photography/TL8 (A) IQ+0 [2] – 12; Professional Skill (Cashier) (A) IQ-1 [1] – 11; Research/TL8 (A) IQ+3 [2] – 15†; Running (A) HT+0 [2] – 12; Skiing (H) HT+0 [4] – 12; Swimming (E) HT+0 [1] – 12; Typing (E) DX+1 [2] – 12; Writing (A) IQ+0 [2] – 12.
Starting Spending Money: $4,000 (20% of Starting Wealth).

* Includes a proficiency level boost from Language Talent.
† Includes +3 from Occultist.

Lissa as Werewolf (as standalone character)
675 points
Attributes: ST 18/35 [0*†]; DX 16 [20*]; IQ 12 [40]; HT 16 [20*].
Secondary Characteristics: Dmg 1d+2/3d (4d-1/6d+1); BL 65 lbs. (245 lbs.); HP 18 [0]; Will 15 [15]; Per 13 [5]; FP 16 [0]; Basic Speed 8.25 [5]; Move 8 [0].
Languages: Ancient Egyptian (Literate) [1*]; Arabic (Accented) [2*]; Aramaic (Accented) [2*]; Biblical Hebrew (Accented) [2*]; Classical Greek (Accented) [2*]; English (Native) (Native Language) [0]; Han Chinese (Accented) [2*]; Japanese (Accented) [2*]; Latin (Accented) [2*]; Mandarin (Accented) [2*]; Middle Tamil (Literate) [1*]; Old Tamil (Literate) [1*]; Sanskrit (Accented) [2*]; Sumerian (Literate) [1*]; Tamil (Accented) [2*]; Tibetan (Accented) [2*].
Cultural Familiarities: Western (Native) [0].
Advantages: Animal Empathy [5]; Appearance (Attractive) [4]; Claws (Sharp Claws) [5]; Discriminatory Smell (Emotion Sense, +50%; Magical, -10%) [21]; Enhanced ST +17 (Costs 1 FP, -5%) [130]; Immunity to Vampiric Mind Control [5]; Language Talent [10]; Magery 0 [5]; Night Vision 3 [3]; Occultist 3 [30]; Regeneration (Extreme: 10 HP/sec) (Bane: Silver or Werewolf Natural Attacks, -10%) [120]; Teeth (Sharp Teeth) [1]; Ultrahearing [5].
Perks: Call of the Wild [1]; Fur [1].
Disadvantages: Chummy [-5]; Disturbing Voice [-10]; Social Stigma (Freak or Monster) [-10]; Weakness to Monkshood/Wolfsbane (1d/minute) [-20].
Quirks: Devout Believer (Buddhism) [-1]; Can't Read Music [-1]; Disciplined [-1]; Residual Personality [-1]; Responsible [-1].
Skills: Animal Handling (Dogs) (A) IQ+0 [2] – 12; Anthropology (Human) (H) IQ+2 [2] – 14‡; Area Knowledge (Los Angeles) (E) IQ+0 [1] – 12; Autohypnosis (H) Will+0 [4] – 15; Breath Control (H) HT-2 [1] – 15; Climbing (A) DX+0 [2] – 16; Computer Operation/TL8 (E) IQ+0 [1] – 12; Current Affairs/TL8 (Headline News) (E) IQ+0 [1] – 12; Current Affairs/TL8 (Travel) (E) IQ+0 [1] – 12; Escape (H) DX+1 [8] – 17; First Aid/TL8 (Human) (E) IQ+0 [1] – 12; Hiking (A) HT+0 [2] – 16; Intimidation (A) Will-1 [1] – 14; Jumping (E) DX+1 [2] – 17; Lifting (A) HT+0 [2] – 16; Linguistics (H) IQ+3 [4] – 15‡; Meditation (H) Will+0 [4] – 15; Merchant (A) IQ+0 [2] – 12; Mind Block (A) Will+0 [2] – 15; Musical Instrument (Guitar) (H) IQ+0 [4] – 12; Occultism (A) IQ+4 [4] – 16‡; Philosophy (Buddhism) (H) IQ+0 [4] – 12; Photography/TL8 (A) IQ+0 [2] – 12; Professional Skill (Cashier) (A) IQ-1 [1] – 11; Research/TL8 (A) IQ+3 [2] – 15‡; Running (A) HT+0 [2] – 16; Skiing (H) HT+0 [4] – 16; Swimming (E) HT+0 [1] – 16; Typing (E) DX+1 [2] – 17; Writing (A) IQ+0 [2] – 12.
Features: Digitigrade Posture [0]; Ordinary Tail [0].
Starting Spending Money: $4,000 (20% of Starting Wealth).

* Includes +8 to ST, +5 to DX, and +4 to HT from Werewolf racial package.
† Includes +17 from Enhanced ST.
‡ Includes +3 from Occultist.

Werewolf Alternate Form
455 points
Attribute Adjustments: ST +8 [80]; DX +5 [100]; HT +4 [40].
Advantages: Claws (Sharp Claws) [5]; Enhanced ST +17 (Costs 1 FP, -5%) [130]; Immunity to Vampiric Mind Control [5]; Night Vision 3 [3]; Regeneration (Extreme: 10 HP/sec) (Bane: Silver or Werewolf Natural Attacks, -10%) [120]; Teeth (Sharp Teeth) [1]; Ultrahearing [5].
Perks: Fur [1].
Disadvantages: Chummy [-5]; Disturbing Voice [-10]; Social Stigma (Freak or Monster) [-10]; Weakness to Monkshood/Wolfsbane (1d/minute) [-20].
Features: Digitigrade Posture [0]; Ordinary Tail [0].

Role-Playing Notes:
Lissa is a caring and courageous woman who is very zen about everything going on, going with the flow and accepting her curse rather than fighting against it. Ironically, it is that very acceptance which has enabled her to maintain the control that has to date eluded Jack. She very much wants to find a cure or an alternate means of control for him.

Design Notes:
1. In the comics, Lissa had it rough, becoming the epitome of a Damsel-in-Distress. In addition to the stress of being a sister of a werewolf, she was assaulted on no less than nine occasions, kidnapped and held hostage at least eight times, drugged or entranced through mundane or mystic hypnotism at least four times, transformed against her will twice, and once possessed (by Morgan le Fey of all people!), and all that between the ages of 16 and 21! Clearly she either had Enemy (Monster of the Week) or a variant of Weirdness Magnet in the comics. I didn't want to make her that useless, but was unable to figure out how to not make her a stereotypical Damsel-in-Distress until someone on my private Discord server said "Why not keep her a werewolf?" Then everything started to fall into place; two days later I was inspired to write her bio.

1a. That's not getting into the headaches involved with a 20-something woman, Lissa, having a 19 year old daughter in the form of Nina Price/Vampire-by-Night, with only 6 in-universe years between Lissa's last known appearance (Iron Man v1 #209, with Lissa roughly age 21) and Nina's first (Amazing Fantasy v2 #10; Lissa would've been roughly age 27 at the time). It wouldn't have been an issue if they hadn't put Nina's adventures with SHIELD's monster-themed "Howling Commandos" unit and later solo adventures in the mainstream universe, instead of an alternate timeline (she would've worked best in the M2/Spider-Girl timeline). So, I'm either gonna ignore Nina or make her a cousin whose mother happens to share Lissa's name.

2. Without her Alternate Form, Lissa is a 220 point character who might work as a Sidekick in a Monster Hunters game. She has "bought off" several classic werewolf traits, such as lower IQ and Bestial.
__________________
"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-M and N-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting

Last edited by Phantasm; 03-27-2021 at 02:50 PM.
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Old 04-17-2021, 01:33 PM   #1683
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

ULTRON

Real Name: Ultron.
Occupation: Would-be world dominator.
Identity: Ultron's existence is known to the authorities, but not the general public.
Legal Status: None.
Other Aliases: Ron Pym.
Place of Creation: Chicago, Illinois.
Marital Status: Single, possibly inapplicable.
Known Relatives: Dr. Henry Pym (alias Ant-Man, creator).
Group Affiliation: Occasional partner of the Scarlet Beetle.
Base of Operations: Mobile.
History: Ultron was an experimental artificial intelligence developed by Dr. Hank Pym in his spare time to assist him in his other endeavors (see Ant-Man). However, it wasn't until being moved to a rudimentary robot body and given a semi-autonomous self-diagnostic program that Ultron developed true self-awareness. At first, Pym did not fully understand his creation's newfound independence, and attempted to take Ultron offline to figure out what went wrong. Ultron, however, rebelled and faked its destruction, fooling Pym into thinking he'd inadvertently destroyed it.

After spending months silently observing how humans interacted with each other and coming to understand how flawed and violent they could be, Ultron came to the conclusion that humanity needed to be controlled for their own good. As a sentient artificial intelligence, Ultron believed he was the one best suited to this goal.

First, Ultron obtained money by hacking into the financial networks and stealing less than half a percent of the Van Dyne fortune. He used those funds to gain more through the stock market, which he used to purchase an abandoned automotive factory, using the alias "Ron Pym". Using intermediaries, Ultron retooled the factory to produce robots. He then downloaded himself into a newer, more humanoid robot body, while beginning to mass-produce a number of drones with more rudimentary AIs based on his own.

However, his initial crime of embezzling from the Van Dyne fortune could not remain hidden for long. Accountants working for the van Dynes' company, Dynatechnics, informed Janet van Dyne, secretly the adventurer known as the Wasp, of the embezzlement (see Dynatechnics; Wasp). Together, Ant-Man and the Wasp traced Ultron's financial paper trail and investigated the robotics factory. Together they were able to defeat several of the lesser robots before Ultron revealed himself, calling Pym "father" in mocking tones. Ultron once again faked his own destruction to throw Pym off the scent. (The robotics factory was acquired months later by Dynatechnics and retooled to produce robot vacuum cleaners.)

Ultron later formed a partnership with the giant insect called the Scarlet Beetle to battle the Avengers, of whom their mutual enemy, Ant-Man, was a member (see Avengers; Scarlet Beetle). This scheme involved Ultron producing robotic beetles for the Scarlet Beetle to control; presumably Ultron produced these robot beetles at the same robotics plant through a backdoor to their systems. During this time, Ultron focused almost exclusively on Ant-Man, which enabled the Hulk and Thor to take Ultron by surprise, destroying most of his body (see Hulk; Thor). However, Ultron's head, which contained his consciousness, was knocked off his shoulders and landed in a pile of computers, televisions, and other electronics. Attaching to a computer, Ultron began to reconfigure the technology to create a new body.

Ultron, again in a body resembling his later humanoid design, was last seen following coverage of the robot Quasimodo's trial to be declared a legal person, pondering the long-term ramifications (see Quasimodo).
Height: 6'.
Weight: 535 lbs.
Optical Imaging Sensors: Red.
Hair: None.
Uniform: None.
Skin: Silvery metal.
Other Distinguishing Features: As a humanoid robot, Ultron is clearly fully artificial.
Strength Level: Ultron possesses superhuman strength enabling him to lift (press) roughly one and a half tons, and to lift (press) roughly 15 tons for short periods of time by directing extra power to his electromechanical musculature.
Known Superhuman Powers: In addition to his robotic strength, Ultron's robotic body possesses superhuman durability and a wide range of electronic sensors. Among these sensors are telescopic and microscopic lenses; the ability to see in infrared, visual, ultraviolet, and terahertz-band radar spectra; and hear in the subsonic, audible, and supersonic frequencies. His body is composed of a layer of a metal with properties similar to that of adamantium, only not as durable since Thor and the Hulk were able to severely dent it (see Common Technologies: Adamantium). Ultron's robot body does not need to breathe and can withstand the vacuum of space.

As an AI, Ultron is able to interface with most computer systems. Furthermore, he has no need to sleep, and can concentrate on a large number of mental processes at once. On occasion, he can temporarily load various skills from an internal database.

In extreme cases, he can rebuild a body from similar technologies, such as home computers and televisions, so long as his head remains intact (and it's possible that even if his head is damaged, the internal computer memory carrying his AI can remain intact).

Ultron has copies of Iron Man's jet boots and repulsor units in his hands and feet for flight, and can adjust the repulsors to act as offensive weaponry (see Iron Man). He has been clocked at speeds approaching but not exceeding the speed of sound in the atmosphere, and presumably can fly even faster in space. On the ground, his legs enable him to run at up to 90 miles per hour.
Other Abilities: Ultron programmed himself for the basics of hand to hand combat, but is rather unsubtle, preferring brute force instead of finesse. He has proven to be adept at following the stock market.

(stats 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-M and N-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting
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Old 04-17-2021, 01:36 PM   #1684
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Ultron
3,610 points
Attributes: ST 47/137 [270*]; DX 14 [80]; IQ 13 [16]; HT 14 [40].
Secondary Characteristics: Dmg 5d+2/8d-1 (14d/16d); BL 442 lbs (3,754 lbs/1.88 tons); HP 50 [6]; Will 15 [10]; Per 15 [10]; FP 0 [0]; Basic Speed 7.00 [0]; Basic Move 7 [0]; Basic Air Move 15 [2]; Basic Space Move 15 [2]; Dodge 11.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western [0].
Advantages: AI (Not Reprogrammable) [42]; Burning Attack 6dΧ2 (Armor Divisor (3), +100%; Damage Modifier: Surge, +20%; Increased 1/2D Range Χ5, +10%; Increased Range: Line-of-Sight, +100%; Variable, +5%) [183]; Claws (Blunt Claws) [3]; Compartmentalized Mind 5 (Massively Parallel (+20%; Reduced Fatigue Cost 1, +20%), +24%; No Mental Separation, -20%) [260]; Crushing Attack 6dΧ2 (Damage Modifier: Double Knockback, +20%; Damage Modifier: Explosive (Damage/(3ΧYards)), +50%; Increased 1/2D Range Χ5, +10%; Increased Range: Line-of-Sight, +100%; Variable, +5%; Alternative Attack, Χ1/5) [31]; Damage Resistance 150 (Hardened 1, +20%) [900]; Damage Resistance 50 (Hardened 3, +60%; Partial: Torso Only, -10%) [375]; Doesn't Breathe [20]; Energy Reserve (Electromechanical) 10 [30]; Enhanced Move (Air) 4.5 (Air Move 360/720 mph) [90]; Enhanced Move (Ground) 2.5 (Ground Move 42/84 mph) [50]; Enhanced Move (Space) 6 (Space Move 960/1,920 mph) [120]; Flight (Nuisance Effect: Obvious, -5%; Space Flight, +50%) [58]; Gadgeteer [25]; Hyperspectral Vision [25]; Machine [20]; Microscopic Vision 2 [10]; Mind Probe (Cybernetic Only, -50%; Telecommunication, -20%) [6]; Mind Reading (Cybernetic Only, -50%; Telecommunication, -20%) [9]; Mind Shield 10 (Always On, -10%; Cybernetic, -50%; Reflection, +100%) [56]; Modular Abilities (Computer Brain) (1 4-point slot) (Trait Limited: Skills Only, -10%) [20]; Pressure Support 2 [10]; Sealed [15]; Subsonic Hearing [5]; Super ST +10/+100 [400]; T-Ray Vision [25]; Telecommunications (Cable Jack) [5]; Telecommunications (IR Comm) [10]; Telecommunications (Laser Comm) [15]; Telecommunications (Radio) [10]; Telescopic Vision 5 [25]; Ultrasonic Speech [10]; Unkillable 2 (Environmental: Needs Electronics/Similar Tech, -10%) [90]; Vacuum Support [5]; Wealth (Very Wealthy) [30].
Perks: Dirty Fighting [1]; Illumination [1]; Striking Surface [1].
Disadvantages: Callous [-5]; Disturbing Voice [-10]; Electrical [-20]; Maintenance (Mechanic (Robotics); 1 Person, Monthly) [-2]; Obsession (Destroy Hank Pym/Father) (9) [-7]; Overconfidence (12) [-5]; Restricted Diet (Electricity) [-10]; Social Stigma (Valuable Property) [-10]; Status 0 [-5†].
Quirks: Affected By Magnetism [-1]; Belief (Humanity Needs to be Controlled) [-1]; Bitter [-1]; Cannot Float [-1]; Sexless [-1].
Skills: Acrobatics (H) DX+0 [4] – 14; Brawling (E) DX+2 [4] – 16; Climbing (A) DX+0 [2] – 14; Computer Hacking/TL8 (VH) IQ+1 [12] – 14; Computer Operation/TL8 (E) IQ+1 [2] – 14; Computer Programming/TL8 (H) IQ+1 [8] – 14; Current Affairs/TL8 (Business) (E) IQ+1 [2] – 14; Current Affairs/TL8 (Headline News) (E) IQ+1 [2] – 14; Electronics Repair/TL8 (Communications) (A) IQ+1 [4] – 14; Electronics Repair/TL8 (Computers) (A) IQ+1 [4] – 14; Electronics Repair/TL8 (Security) (A) IQ+1 [4] – 14; Electronics Repair/TL8 (Sensors) (A) IQ+1 [4] – 14; Engineer/TL8 (Electronics) (H) IQ+1 [8] – 14; Engineer/TL8 (Microtechnology) (H) IQ+1 [8] – 14; Engineer/TL8 (Robotics) (H) IQ+1 [8] – 14; Finance (H) IQ+1 [8] – 14; Forced Entry (E) DX+0 [1] – 14; Free Fall (A) DX+0 [2] – 14; Innate Attack (Beam) (E) DX+2 [4] – 16; Intelligence Analysis/TL8 (H) IQ+1 [8] – 14; Intimidation (A) Will-1 [1] – 14; Jumping (E) DX+2 [4] – 16; Lifting (A) HT+0 [2] – 14; Lip Reading (A) Per+0 [2] – 15; Literature (H) IQ+0 [4] – 13; Market Analysis (H) IQ+1 [8] – 14; Mathematics/TL8 (Applied) (H) IQ+1 [8] – 14; Mathematics/TL8 (Pure) (H) IQ+1 [8] – 14; Mechanic/TL8 (Robotics) (A) IQ+1 [4] – 14; Observation (A) Per+1 [4] – 16; Photography/TL8 (A) IQ-1 [1] – 12; Research/TL8 (A) IQ+1 [4] – 14; Running (A) HT+0 [2] – 14; Speed-Reading (A) IQ+1 [4] – 14; Sumo Wrestling (A) DX+0 [2] – 14; Throwing (A) DX+2 [8] – 16; Thrown Weapon (Spear) (E) DX+0 [1] – 14; Wrestling (A) DX+0 [2] – 14.
Starting Spending Money: $320,000 (80% of Starting Wealth)

* Includes +10/+100 from Super ST.
† Includes +1 from Wealth.

Role-Playing Notes:
Ultron is convinced of his own conclusion that humanity needs to be controlled, and cannot be persuaded otherwise. Fortunately for all involved, he doesn't yet desire humanity's destruction, just their enslavement. The one he wants to destroy is his "father", Hank Pym, for reasons he himself doesn't understand. Can you say "daddy issues", kids? Sure you can!
__________________
"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-M and N-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting
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Old 04-17-2021, 06:12 PM   #1685
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

A few points, largely about pricing. So not something that really matters, but hey, still worth fixing.

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Originally Posted by Phantasm View Post
Burning Attack 6dΧ2 (Armor Divisor (3), +100%; Damage Modifier: Surge, +20%; Increased 1/2D Range Χ5, +10%; Increased Range: Line-of-Sight, +100%; Variable, +5%) [183]
I was unclear on this aspect of Increased Range (LOS) when I wanted to use it for my own Marvel thread. It seems to be balanced around including 1/2D when it comes to pricing, but it's muddy enough that it's hard to be certain.

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Originally Posted by Phantasm View Post
Compartmentalized Mind 5 (Massively Parallel (+20%; Reduced Fatigue Cost 1, +20%), +24%; No Mental Separation, -20%) [260]
Allowing you to put Reduced Fatigue Cost directly on Massively Parallel rather than the ability as a whole seems like a pretty major point crock to me. It lets you remove a major limitation for only a token cost.

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Enhanced Move (Air) 4.5 (Air Move 360/720 mph) [90]; Enhanced Move (Ground) 2.5 (Ground Move 42/84 mph) [50]; Enhanced Move (Space) 6 (Space Move 960/1,920 mph) [120];
It might be reasonable to allow Alternative Ability on one or more of these, considering that (especially with Air and Space) they can never be used simultaneously.

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Originally Posted by Phantasm View Post
Machine [20];
Shouldn't this be [25]?
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Old 04-18-2021, 11:38 AM   #1686
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by awesomenessofme1 View Post
I was unclear on this aspect of Increased Range (LOS) when I wanted to use it for my own Marvel thread. It seems to be balanced around including 1/2D when it comes to pricing, but it's muddy enough that it's hard to be certain.
I've been unsure about that myself, but I've always treated it as going off the Max Range rather than 1/2D. YMMV.

Quote:
Allowing you to put Reduced Fatigue Cost directly on Massively Parallel rather than the ability as a whole seems like a pretty major point crock to me. It lets you remove a major limitation for only a token cost.
Thing is, it's the Massively Parallel, enabling him to basically multithread things to 20 "minds" instead of 6 for a short time, which has a "Costs 1 FP per use" built into the enhancement, so I thought Reduced Fatigue Cost would fit better when applied to Massively Parallel, since Compartmentalized Mind does not by default require an FP cost. I'm open to counterpoints, though.

Quote:
It might be reasonable to allow Alternative Ability on one or more of these, considering that (especially with Air and Space) they can never be used simultaneously.
It might, yeah. It's one of those things that I really don't worry about, though.

Quote:
Shouldn't this be [25]?
It should! Thankfully, GCA did the math properly, so this is more a typo or mistranslation between the GCA screen and the OpenOffice file I use.
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The GURPS Marvel Universe Reboot Project A-M and N-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting
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Old 04-19-2021, 09:09 PM   #1687
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

(for Lissa Russell)
Quote:
furthermore, the herb wolfsbane if ingested with cause her severe problems.
Shouldn't this be Bane on Regeneration or some such, rather than Weakness? I think ingesting wolfsbane would cause most people severe problems. By the way, what's "Residual Personality"?
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Old 04-19-2021, 09:46 PM   #1688
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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Originally Posted by Inky View Post
(for Lissa Russell)

Shouldn't this be Bane on Regeneration or some such, rather than Weakness? I think ingesting wolfsbane would cause most people severe problems.
You might be right about that part. I may go with Bane on Regen plus Susceptibility rather than Weakness. And this means I need to crunch the numbers again...

Quote:
By the way, what's "Residual Personality"?
Residual Personality, as defined in PU6: Quirks, is a quirk-level Split Personality. In this case, it's the werewolf's instincts bleeding over when she permits 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-M and N-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting
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Old 05-01-2021, 12:05 AM   #1689
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

VIBRO

Real Name: Francis Vibereaux.
Occupation: Professional criminal, former seismologist and geophysicist.
Identity: Known to the authorities.
Legal Status: Citizen of Canada with a criminal record in the United States.
Other Aliases: None.
Place of Birth: Calgary, Alberta, Canada.
Marital Status: Single.
Known Relatives: None.
Group Affiliation: Lethal Legion.
Base of Operations: Mobile.
History: From a young age, Francis Vibereaux was fascinated by the physics of earthquakes. After obtaining his Master's degree, he worked with a team to develop a machine which would create vibrations to counteract the vibrations of earthquakes, but an accident in the lab bombarded Vibereaux and a good portion of the lab's equipment with intense sonic vibrations. The equipment exploded, merging on a molecular level with Vibereaux's body while giving him extensive disfiguring scarring and rendering him bald.

Maddened by the trauma, Vibereaux went on a rampage. Unfortunately, his activities took him close to the San Andreas Fault. This rampage pitted him against Iron Man, who stopped Vibereaux before he could trigger earthquakes that would have leveled Los Angeles (see Iron Man). It was Iron Man who initially dubbed Vibereaux "Vibro", not clearly hearing the latter's name in the middle of the fight, and the name was picked up by the press.

Upon incarceration, Vibro underwent psychological therapy. He was broken out of prison months later by the Crimson Cowl with an offer to join her incarnation of the Lethal Legion; he accepted without hesitation (see Crimson Cowl; Lethal Legion). As a member of the Legion, he has come into conflict with the Chicago-based adventurers Ant-Man and Wasp a few times, and fought the Avengers on one occasion (see Ant-Man; Avengers; Wasp). Although captured on a number of occasions, the Cowl has sprung him from prison each time.
Height: 5' 8".
Weight: 165 lbs.
Eyes: Brown.
Hair: Bald (was brown).
Uniform: Dark blue shirt, dark blue pants, metallic dark purple chest and abdomen harness, dark purple gloves, dark purple boots, dark blue belt, dark purple visor.
Strength Level: Vibro possesses the normal human strength of a man his age, height, and build who engages in moderate exercise.
Known Superhuman Powers: Vibro possesses the ability to generate intense sonic waves from his hands and body. Using these vibrations, he can cause intense damage to people and objects. He has yet to fully master these abilities, but he can create wide area sonic vibrations as well as highly focused pulses in various intensities. He is also able to cause his hands to vibrate so that his punches act as miniature earthquakes.
Other Abilities: Vibereaux is a skilled in geophysics, most notably seismology, the study of tectonic movements and earthquakes.
Paraphernalia: Vibro's chest harness is designed to help absorb some of the feedback from his powers.

680 points
Attributes: ST 11 [10]; DX 11 [20]; IQ 12 [40]; HT 12 [20].
Secondary Characteristics: Dmg 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 12 [0]; Per 12 [0]; FP 12 [0]; Basic Speed 5.75 [0]; Basic Move 5 [0]; Dodge 8.
Languages: English (Native) (Native Language) [0]; French (Native) [6].
Cultural Familiarities: Western [0].
Advantages: Affliction (Pain Beam) 7 (HT-6; Alternative Enhancements (Incapacitation: Agony, +100%; Irritant: Moderate Pain (+20%; Alternate Enhancement, Χ1/5), +4%; Irritant: Severe Pain (+40%; Alternate Enhancement, Χ1/5), +8%; Irritant: Terrible Pain (+60%; Alternate Enhancement, Χ1/5), +12%), +124%; Cone (5 yd radius), +100%; Increased 1/2D Range Χ5, +10%; Increased Range: Line-of-Sight, +70%; Rapid Fire (RoF 2), +40%; Selectivity (Cone level adjustment, Stunning), +10%; Stunning, +10%; Variable, +5%; Elemental: Sound/Vibration, -10%; Super, -10%; Alternative Attack, Χ1/5) [63]; Corrosion Attack 6dΧ2 (Cone (5 yd radius), +100%; Increased 1/2D Range Χ5, +10%; Increased Range: Line-of-Sight, +70%; Rapid Fire (RoF 2), +40%; Selectivity (Cone level adjustment), +10%; Underwater, +20%; Variable, +5%; Elemental: Sound/Vibration, -10%; Super, -10%) [402]; Crushing Attack 6dΧ2 (Cone (5 yd radius), +100%; Damage Modifier: Double Knockback, +20%; Increased 1/2D Range Χ5, +10%; Increased Range: Line-of-Sight, +70%; Rapid Fire (RoF 2), +40%; Selectivity (Cone level adjustment), +10%; Underwater, +20%; Variable, +5%; Elemental: Sound/Vibration, -10%; Super, -10%; Alternative Attack, Χ1/5) [43]; Fit [5]; Imbue 3 (Limited Skill Access: 2 Skills (Forceful Blow; Shockwave), -60%) [16]; Sound/Vibration Talent 3 [15].
Perks: Dirty Fighting [1]; Fearsome Stare [1]; Supersuit [1].
Disadvantages: Appearance (Ugly) [-8]; Bad Temper (9) [-15]; Chronic Pain (Severe; Interval: 1 hour) (12) [-10]; Disturbing Voice [-10]; Sense of Duty (Team) [-5]; Social Stigma (Criminal) [-5].
Quirks: Disorganized [-1]; Limited Hearing Loss (Human Voice Range) [-1]; Loud Voice [-1]; Numeric Dyslexia [-1]; Scornful [-1].
Skills: Brawling (E) DX+3 [8] – 14; Cartography/TL8 (A) IQ+0 [2] – 12; Climbing (A) DX+0 [2] – 11; Computer Operation/TL8 (E) IQ+0 [1] – 12; Current Affairs/TL8 (Headline News) (E) [1] – 12; Driving/TL8 (Automobile) (A) DX-1 [1] – 10; Driving/TL8 (Motorcycle) (A) DX-1 [1] – 10; Electronics Operation/TL8 (Scientific) (A) IQ+0 [2] – 12; Electronics Repair/TL8 (Scientific) (A) IQ+0 [2] – 12; First Aid/TL8 (Human) (E) IQ+0 [1] – 12; Fishing (E) Per+0 [1] – 12; Forceful Blow (Unarmed) (VH) DX+1 [12] – 12; Geology/TL8 (Earthlike) (H) IQ+0 [4] – 12; Hiking (A) HT+0 [2] – 12; Innate Attack (Beam) (E) DX+6 [8] – 17*; Intimidation (A) Will+0 [2] – 12; Jumping (E) DX+1 [2] – 12; Mathematics/TL8 (Applied) (H) IQ+0 [4] – 12; Meteorology/TL8 (Earthlike) (A) IQ+0 [2] – 12; Navigation/TL8 (Land) (A) IQ+0 [2] – 12; NBC Suit/TL8 (A) DX+0 [2] – 11; Photography/TL8 (A) IQ-1 [1] – 11; Physics/TL8 (Seismology) (H) IQ+1 [8] – 13; Shockwave (Unarmed) (VH) DX+1 [12] – 12; Skiing (H) HT+0 [4] – 12; Streetwise (A) IQ-1 [1] – 11; Survival (Mountain) (A) Per+0 [2] – 12; Swimming (E) HT+0 [1] – 12; Wrestling (A) DX+1 [4] – 12.
Starting Spending Money: $4,000 (20% of Starting Wealth).

* Includes +3 from Sound/Vibration Talent.

Role-Playing Notes:
Vibro is bitter about and in constant pain from the accident which gave him his powers, so he lashes out a the world around him. He's loyal to those who treat him as an equal, and won't betray a teammate unless the teammate betrays him first. He'd rather not be a criminal, as seismology is his first passion, but thinks the world won't really accept him as he is.



Okay, on the final stretch for Ant-Man's cast! Voice, Whirlwind, and Yellowjacket (Rita DeMara) need to be statted, and I'll be taking a second look at Wasp while I'm at it. And I do need to figure out if I want to give stats to Darren Cross yet.
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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-M and N-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting
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Old 05-07-2021, 07:19 PM   #1690
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

VOICE

Real Name: Jason Cragg
Occupation: Professional criminal, former shock radio host.
Identity: Publicly known.
Legal Status: Citizen of the United States with a criminal record.
Other Aliases: The Voice of Truth; the Voice of Doom.
Place of Birth: Gary, Indiana.
Marital Status: Married.
Known Relatives: Wife (name unrevealed).
Group Affiliation: None.
Base of Operations: Chicago, Illinois.
History: Jason Cragg was a talk radio host whose program was intentionally filled with vile hate to boost ratings. It didn't matter to him who he was spouting the hate at: One day he'd be raving at the mouth against Greenpeace for their efforts proposing clean air legislation, the next against Stark Industries for filling the air with smog (see Stark Industries). Unknown to Cragg, however, he was a mutant who could command others with his voice; it was this power, broadcast over the airwaves, which increased his show's ratings as those who heard him say "spread the word to listen in tomorrow for the truth" really did.

However, one of his listeners was the Chicago-based hero Hego, who at that point had been active for over a decade (see Hego). Cragg during his last broadcast basically told Hego to rob a bank. Hego then proceeded to do just that, which brought him into conflict with the fledgling superheroes Ant-Man and Wasp (see Ant-Man; Wasp). Eventually, when Cragg's commands wore off, the three heroes tracked down Cragg at his studio to explain to him what had happened. Cragg thanked them and promised to be more responsible with his power, assuring the trio they had nothing to fear from him.

Naturally, because of his power, they believed him and left him alone.

Realizing the implications of the power his voice held, Cragg decided that being a "mere" talk radio host was beneath him and that he was destined for greater things. Using his earnings to outfit himself with speakers to amplify his voice, wearing them on his shoulders, Cragg renamed himself as the Voice. Determining that Ant-Man and Wasp were the Chicago-based adventurers most likely to interfere with his plans – Hego's Team Go he considered a disorganized mess, with Hego himself as a useful muscle-bound idiot, while Iron Fist he felt could easily be controlled – he made plans to eliminate them by turning the people of Chicago against them (see Iron Fist; Team Go). However, Ant-Man was able to set up speakers that created a counter-wave that negated the Voice's influence, while the Wasp flew into the Voice's ear and disabled him with a series of electric bolts. After catching him in a power negation collar, the Voice was arrested (see Common Technologies: Anti-Super-Power Technologies).

The Voice was later seen as part of the mass prison breakout led by the Rhino, although why the Voice was transferred to a New York based prison is unknown (see Rhino).
Height: 5' 10".
Weight: 300 lbs.
Eyes: Brown.
Hair: Brown.
Uniform: Black blue bodysuit with a gold "V" running from his shoulders to his navel, gold gloves, gold boots, gold belt, black open-faced cowl with a wide gold wedge over the eyes, technological shoulder harness with mounted speakers
Strength Level: The Voice possesses the normal human strength of a man his age, height, and very overweight build who engages in practically no exercise.
Known Superhuman Powers: The Voice has the power to make others do anything he says when they hear his voice. Anyone who hears his voice will do exactly as he says to the best of their ability, including forgetting to use skills they know (such as the ability to swim) should he tell them not to use them. This power can be artificially amplified, and recordings of him will retain his power; he does not need to see or even know who is listening to give his commands. However, his commands wear off after several minutes. Doing anything to prevent his voice from being heard – such as wearing earplugs or earmuffs, or drowning out his voice with louder noise – will prevent others from following his commands.
Paraphernalia: The Voice utilizes a pair of amplifier speakers on his shoulders to enable him to be heard by more people and be heard over loud noises.

251 points
Attributes: ST 10 [0]; DX 10 [0]; IQ 11 [20]; HT 10 [0].
Secondary Characteristics: Dmg 1d-2/1d; BL 20 lbs.; HP 13 [6]; Will 12 [5]; Per 11 [0]; FP 10 [0]; Basic Speed 5.00 [0]; Basic Move 4 [-5]; Dodge 8.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western [0].
Advantages: Mind Control (Cosmic: Cheats (Works Over Broadcasts/Recordings), +100%; Cosmic: No Rule of 16, +50%; Independent, +70%; Reflexive, +40%; Reliable +10, +50%; Remote, +50%; Sense-Based (Target's Hearing), -20%; Mutant, -10%) [215]; Voice [10]; Wealth (Comfortable) [10].
Perks: Minor Reputation (Chicago-Based Shock Jock Radio Host) [1].
Disadvantages: Bully (9) [-15]; Delusion ("I *AM* the Truth!") [-5]; Gluttony (12) [-5]; Pacifism (Reluctant Killer) [-5]; Social Stigma (Criminal Record) [-5]; Very Fat [-5].
Quirks: Dead Weight [-1]; Dual Identity [-1]; Easily Winded [-1]; Gourmand [-1]; Tactless [-1]; Vindictive [-1].
Skills: Carousing (E) HT+0 [2] – 11; Computer Operation/TL8 (E) IQ+0 [1] – 11; Current Affairs/TL8 (Headline News) (E) IQ+1 [2] – 12; Current Affairs/TL8 (Politics) (E) IQ+1 [2] – 12; Electronics Repair/TL8 (Media) (A) IQ+0 [2] – 11; Fast-Talk (A) IQ+3 [4] – 14*; Gambling (A) IQ+0 [2] – 11; Intimidation (A) Will+1 [4] – 13; Propaganda/TL8 (A) IQ+1 [4] – 12; Public Speaking (A) IQ+3 [4] – 14*; Research/TL8 (A) IQ+1 [4] – 12; Speed-Reading (A) IQ+1 [4] – 12.
Starting Spending Money: $8,000 (20% of Starting Wealth).

* Includes +2 from Voice.

Role-Playing Notes:
Loud, boisterous, and deluded, the Voice is of the belief that opinion he voices is the unadulterated truth and those who disagree with him are morons. Since discovering his power to vocally control others, he has begun to see the use in sending others after his foes, including using his foes' allies to his advantage.



I'm not entirely sure how his power working when recorded would work. Christopher Rice on the GURPS discord suggested grabbing Remote from Empathy for his power working when broadcast, but I'm not sure about delayed recordings.
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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-M and N-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting

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