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Old 01-01-2010, 09:43 AM   #381
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

CLEA

Real Name: Clea
Occupation: Apprentice Sorceress.
Legal Status: Princess of the Dark Dimension.
Identity: Clea uses no dual identity.
Other Aliases: None.
Place of Birth: The Dark Dimension.
Marital Status: Single.
Known Relatives: Umar (mother); Orini (father); Dormammu (uncle).
Group Affiliation: Apprentice of Doctor Strange; former apprentice of Orini.
Base of Operations: Doctor Strange's mansion in New York City; formerly the Dark Dimension.
History: Clea's full history is as yet unrevealed. However, it is known that she is the daughter of Orini, the most loyal disciple of Dormammu, the ruler of the Dark Dimension, and Dormammu's sister, Umar (see Dormammu; Orini; Umar; Appendix: Other Dimensions: Dark Dimension). This essentially makes Clea an heir to the Dark Dimension's throne, should both Dormammu and Umar be deposed. A kind soul at heart, Clea has spent much time amongst the populace of the Dark Dimension, and feels personally responsible for them. At present, Clea is not aware that Umar is her mother, having been raised by her father.

It has been theorized that Clea is thousands of Earth years old; however, she appears to be a young woman in her mid-20s. She first encountered the Earth sorcerer Doctor Stephen Strange when he first ventured into the Dark Dimension, and was instantly attracted to him (see Doctor Strange). She soon discovered that her father and Dormammu considered Doctor Strange to be their enemy, although she wasn't entirely sure why. Clea aided Strange covertly at first, until Dormammu discovered her actions and banished her to another dimension.

As fate would have it, that other dimension was Earth's dimension. She appeared on Doctor Strange's doorstep, and was taken in by Strange's manservant, Wong, who is an adept sorcerer in his own right (see Wong). Strange agreed to become her mentor, and she and Strange swiftly began a romance which still continues.

Clea has since aided Strange in several of his adventures, proving to be a staunch ally.
Height: 5' 9".
Weight: 175 lbs.
Eyes: Blue.
Hair: Silver
Uniform: Purple long-sleeved leotard, black leggings with purple circular patterns, purple gloves, black shoes with a three-inch heel, light purple sash around her waist.
Strength Level: Clea's bone and muscle mass are denser than a human's, giving her greater strength than a human of her apparent age, height, and build would have. However, this strength is not superhumanly strong; Clea is only about one and a half times as strong as a normal human of her build who engages in moderate regular exercise.
Known Superhuman Powers: Clea is an adept sorceress whose half-Faltine nature gives her greater potential power with magical effects relating to energy – such as eldricht bolts – than Earth-born sorcerers. Like her mentor, Dr. Strange, Clea's magic is derived from three main sources: innate mental powers, ambient magical energies, and calling upon extradimensional entities for energy. Unlike human sorcerers, Clea can also generate magical power herself for various effects.

Clea is not as skilled yet in the magical arts as her mentor or her parents. This is mainly due to a lack of training than a lack of potential.
Other Abilities: Clea is an accomplished swordswoman.

582 points
Attributes:
ST 12 [20]; DX 11 [20]; IQ 13 [60]; HT 12 [20].
Secondary Characteristics: Dmg 1d-1/1d+2; BL 29 lbs; HP 15 [6]; Will 15 [10]; Per 13 [0]; FP 12 [0]; Basic Speed 6 [5]; Basic Move 6 [0]; Dodge 9.
Languages: Dark Dimensional (Native) (Native Language) [0]; English (Accented Spoken; Broken Written) [3].
Cultural Familiarities: Dark Dimension (Native) [0].
Advantages: Absolute Timing [2]; Appearance (Beautiful) [12]; Damage Resistance 2 (Limited: Crushing Damage, -40%; Tough Skin, -40%) [2]; Energy/3 [60]; Fit [5]; Hard to Kill 3 [6]; Hard to Subdue 2 [4]; Magery 2 (Solitary Ceremonial, +10%) [27]; Magery 1 (One Realm Only: Energy, -40%) [6]; Matter/2 [40]; Mind/2 [40]; Space/2 [40]; Spirit/2 [40]; Status 7 [35]; Time/2 [40]; Unaging [15].
Perks: Autotrance [1]; High-Heeled Heroine [1].
Disadvantages: Charitable (12) [-15]; Enemy: Dormammu (Individual, More Powerful; Rival) (9) [-10]; Gullibility (15) [-5]; Pacifism (Self-Defense Only) [-15]; Sense of Duty (Denizens of the Dark Dimension) [-15]; Truthfulness (9) [-7]; Unusual Biochemistry [-5]; Wealth (Struggling) [-10].
Quirks: Broad-Minded [-1]; Careful [-1]; In Love With Dr. Strange [-1].
Skills: Artist (Illusion) (H) IQ-1 [2] – 12; Autohypnosis (H) Will+0 [4] – 15; Body Language (Dark Dimension Denizen) (A) Per+0 [2] – 13; Broadsword (A) DX+1 [4] – 12; Force Sword (A) DX+1 [4] – 12; Innate Attack (Beam) (E) DX+3 [8] – 14; Judo (H) DX-1 [2] – 10; Literature (H) IQ-2 [1] – 11; Meditation (H) Will+0 [4] – 15; Observation (A) Per+1 [4] – 14; Occultism (A) IQ+1 [4] – 14; Ritual Magic (Sorcery) (VH) IQ+1 [4] – 14*†; Savoir-Faire (High Society) (E) IQ+0 [1] – 13; Thaumatology (VH) IQ+1 [4] – 14*†.
Magical Realm Skills: Energy (VH) IQ+5 [16] – 18*‡; Matter (VH) IQ+2 [8] – 15*; Mind (VH) IQ+0 [2] – 13*; Space (VH) IQ+2 [8] – 15*; Spirit (VH) IQ+2 [8] – 15*; Time (VH) IQ-1 [1] – 12*.
Starting Spending Money: $2,000 (20% of Starting Wealth).

* Includes +2 from Magery.
† Conditional +1 from Magery (One Realm Only: Energy) when dealing with the Energy Realm or its sub-Realms.
‡ Includes +1 from Magery (One Realm Only: Energy)

Design Notes:
1. The Magery 2 price combines the price of an unmodified Magery 0 [5] with the modified Magery 2 (Solitary Ceremonial, +10%) [22]. It just looked wrong when placing the two on the sheet together. In the Marvel Universe, it is possible to increase one's Magery level through study.
2. Clea's One-Realm Only Magery is due to her half-Faltine nature. For the Energy Realm and any of its sub-realms (Electricity, Fire, etc), treat her as having Magery 3 instead of Magery 2.
3. I am uncertain as to how to classify the Dark Dimension's tech level, as it lies too far outside the standard tech level progression to properly gauge due to the overwhelming prevalence of magic. Because of this, I have not adjusted Clea's native Tech Level at all.
4. Clea's Wealth is listed for what she would have access to on Earth. In the Dark Dimension, before her exile, her Wealth was undoubtedly in the Multimillionaire range.
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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 01-01-2010, 09:53 AM   #382
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

HAMMERHEAD

Real Name: Unrevealed.
Occupation: Professional criminal.
Legal Status: Citizen of the United States with a criminal record.
Identity: Known to the authorities.
Other Aliases: "Flat-top" (a derisive nickname used by Spider-Man and others).
Place of Birth: Unrevealed.
Marital Status: Single.
Known Relatives: None.
Group Affiliation: Leader of his own organized crime family.
Base of Operations: New York City.
History: The man who would later become known as Hammerhead began his career as a hired gunman for one of the organized crime families that operated in New York City. During a shoot-out in front of a bookstore, he was hit in the skull multiple times. The last thing he saw before he passed out was the cover to a book that was in the store's window: How Prohibition in the 1920s Created Modern Organized Crime: The Al Capone Story.

The gunman was found by Jonas Harrow, a surgeon who had lost his license due to performing unauthorized experiments on his patients. Harrow saved the gunman's life, but had to place a 1/4-inch steel plate in the gunman's head to protect his brain. When the gunman awoke, he remembered nothing about his previous life, not even his name; the combination of the bullets from the shootout and Harrow's radical surgery resulted in brain damage which affected his long-term memory.

Taking his new appearance and the memory of the book cover as a sign, the gunman took the name Hammerhead and gained control over a small gang of criminals in the Bronx. Through a combination of ruthlessness, shrewd business deals, and a reputation for punishments right out of the Prohibition era, he quickly increased his gang's power. He soon took control of one of the Maggia crime syndicate families (see Maggia). Hammerhead's Maggia "family" focuses mainly on smuggling drugs and weapons, and gambling. He dresses in suits patterned after those of the 1920s, drives around in cars which externally resemble those of the era, and even uses weapons such as the Thompson M1 submachine-gun (the infamous "Tommy gun")

Hammerhead first came to attentions of the costumed crimefighters Spider-Man and Daredevil during a four-way gang war between Wilson Fisk, also known as the self-proclaimed Kingpin of Crime, Doctor Octopus, the Green Goblin, and the Maggia (see Daredevil; Doctor Octopus; Green Goblin; Kingpin). He has since clashed several times with Spider-Man.

Despite his numerous conflicts with them, Hammerhead has provided Spider-Man and the authorities information and aid to help bring down several of the costumed criminals. He sees this as not only protecting his own interests, but as a means of sending a message to the super-powered criminals: the most respectable and successful criminals have no need for fancy powers or colorful outfits.
Height: 5' 10".
Weight: 195 lbs.
Eyes: Brown.
Hair: Black.
Other Distinctive Features: Hammerhead's skull has been reinforced with a hard steel plate, giving it a distinctive flat shape on top.
Uniform: None; dresses is suits right out of the 1920s.
Strength Level: Hammerhead possesses the normal human strength of a man his age, height, and build who engages in intensive regular exercise.
Known Superhuman Powers: None.
Other Abilities: Hammerhead is a shrewd businessman, and skilled at both hand to hand combat and using rapid-fire firearms. His most dangerous tactic is to charge head first at an opponent; the steel plate in his head enables him to put his full strength behind the charge; with enough of a running start, Hammerhead is able to bowl over his opponents.

While he doesn't advertise it openly, Hammerhead is a skilled amateur sculptor.

Hammerhead: "Once a mook, always a mook." – Spectacular Spider-Man.

350 points
Attributes:
ST 14 [40]; DX 12 [40]; IQ 12 [40]; HT 13 [30].
Secondary Characteristics: Dmg 1d/2d; BL 39 lbs; HP 14 [0]; Will 12 [0]; Per 12 [0]; FP 13 [0]; Basic Speed 6.25 [0]; Basic Move 6 [0]; Dodge 10.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western (Native) [0].
Advantages: Merchant Rank 5 [25]; Business Acumen 2 [20]; Combat Reflexes [15]; Damage Resistance 10 (Skull Only, -70%) [15]; Fit [5]; Hard to Subdue 2 [4]; High Pain Threshold [10]; Smooth Operator 2 [30]; Status 5 [0]*; Striker (Crushing; Steel Plate In Head) (Cannot Parry, -40%; Limited Arc, -40%) [1]; Wealth (Multimillionaire 2 [100].
Perks: Doodad 1 [1]; Gangster Swagger [1].
Disadvantages: Addiction (Tobacco) [-5]; Amnesia (Partial) [-10]; Callous [-5]; Code of Honor (Gangster's) [-5]; Greed (12) [-15]; Hidebound [-5]; Odious Personal Habit (Behaves Like a 1920s Gangster) [-5]; Selfish (9) [-7]; Social Stigma (Criminal Record) [-5]; Stubbornness [-5].
Quirks: Attentive [-1]; Believes the "supers" should stay out of "respectable" crime [-1].
Skills: Administration (A) IQ+1 [1] – 13; Artist (Sculpting) (H) IQ-1 [2] – 11; Brawling (E) DX+2 [4] – 14; Connoisseur (Visual Arts) (A) IQ-1 [1] – 11; Current Affairs/TL8 (High Culture) (E) IQ+0 [1] – 12; Driving/TL8 (Automobile) (A) DX+0 [2] – 12; Electronics Operation/TL8 (A) IQ+0 [2] – 12; Fast-Draw/TL8 (Ammo) (E) DX+2 [2] – 14; Forced Entry (E) DX+2 [4] – 14; Guns/TL8 (Submachine Gun) (E) DX+2 [4] – 14; Intimidation (A) Will+3 [4] – 15; Leadership (A) IQ+3 [4] – 15; Politics (A) IQ+1 [1] – 13; Savoir-Faire (High Society) (E) IQ+2 [1] – 14; Savoir-Faire (Mafia) (E) IQ+2 [1] – 14; Smuggling (A) IQ+1 [4] – 13; Streetwise (A) IQ+3 [4] – 15.
Starting Spending Money: $40,000,000 (20% of Starting Wealth).

* Includes +2 from Rank and +3 from Wealth.

Design Notes:
1. Hammerhead's signature attack is a regular Slam attack – either All-Out Attack (Determined or Strong), Committed Attack (Determined or Strong), or Move and Attack – rolled against his Brawling skill.
2. While Hammerhead's equipment is built to look like their 1920s counterparts, all of the equipment is made with 2000s materials, components, and engineering.
__________________
"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 01-02-2010, 05:24 PM   #383
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Clea is an adept sorceress whore
That's not very nice at all.
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Old 01-02-2010, 07:55 PM   #384
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Galedeep View Post
Quote:
Clea is an adept sorceress whore
That's not very nice at all.
Typo, I swear! (fixed)

Any comments on the build?
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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 01-05-2010, 02:44 PM   #385
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

redo from a previous post:

HULK

Real Name: Bruce Banner.
Occupation: Nuclear physicist and biochemist.
Identity: Publicly known.
Legal Status: Citizen of the United States with no current criminal record.
Other Aliases: None.
Place of Birth: Dayton, Ohio.
Marital Status: Single.
Known Relatives: Brian Banner (father, apparently deceased), Rebecca Walters Banner (mother, deceased), Elaine Walters (aunt), Jennifer Walters (cousin).
Group Affiliation: Avengers.
Base of Operations: Phoenix, Arizona.
History: Dr. Bruce Banner was a biochemist with knowledge of nuclear physics working for a research firm with government contracts. The project Banner was assigned to involved studying the surges of incredible strength people gain when angry or frightened. This project was doubly important for Banner, as he had recently lost his childhood girlfriend, Julie Connors, in a traffic accident. Julie had been trapped in an overturned car when it caught fire, and Banner had been unable to free her. Banner wanted to know how it was that others could tap into this strength but he could not when it mattered most.

During the course of the project, Banner hypothesized that certain external factors may play a part in gaining this extra strength during periods of stress. Cross-checking background gamma and cosmic ray emissions during the times of documented instances where normal people exhibited brief surges of enhanced strength, Banner discovered that a number of cases coincided with high points in the background gamma radiation received from the sun. Checking the date of the accident when Connors died, he discovered that day was a low period in the cycle.

Deciding to test his theory without waiting for proper authorization, Banner subjected himself to what he believed to be a controlled dosage of concentrated gamma radiation. Unknown to him at the time, however, the equipment he was using had been modified by a coworker to produce nearly ten times the amount it was calibrated for. In most people, the amount of gamma radiation he received would have been instantly lethal.

Banner, however, possessed an unknown genetic code similar to that possessed by mutants; it is entirely possible that Banner was a latent mutant, and the dose of gamma radiation he received mutated his DNA even further. At first, there were no known side-effects to the experiment; Banner was about to write off the experiment as a failure when circumstances changed.

On the drive home that night, however, his frustration on his inability to change a flat tire quickly grew to anger, triggering the first known transformation into the Hulk. After the Hulk released his frustrations on the car by picking it up and tossing it into the nearby woods, the Hulk wandered aimlessly. As his rage calmed, he found himself returning to the research center where he, as Banner, worked. Banner awoke in the lab the next morning with no memory of what had happened, dressed only in tattered jeans. His coworkers quickly determined what had happened, leaving Banner to wonder about what he had inadvertently released.

Since then, Banner has sought a way to reverse what had happened. At first, the Hulk was a near mindless creature bent solely on random destruction; it was only Banner's buried psyche that prevented the Hulk from taking a human life. Recent experiments have resulted in a slightly increased intelligence for the Hulk. With his new intelligence, the Hulk became a founding member of the Avengers, although it is not known how long he will remain with the team (see Avengers).
Height: (as Banner) 5' 6", (as Hulk) 7'.
Weight: (as Banner) 150 lbs, (as Hulk) 1,040 lbs.
Eyes: (as Banner) Brown, (as Hulk) Green.
Hair: (as Banner) Brown, (as Hulk) Green.
Skin: (as Hulk) Green.
Uniform: None.
Strength Level: In his human form, Bruce Banner possesses the normal human strength of a man his age, height, and build who engages in minimal regular exercise. The Hulk possesses superhuman strength enabling him to lift (press) well over 100 tons. He can only achieve this strength level when he is enraged (see Known Superhuman Powers below). In a totally calm state, the Hulk possesses significantly less strength, although he is still formidable, able to lift (press) around 80 tons. The Hulk's strength is tied directly into his adrenal gland, so the angrier the Hulk gets the stronger he becomes. Because no one has yet dared to make the Hulk supremely angry, there is no way to gauge his maximum potential strength. The most he has been seen lifting when enraged has been around 500 tons.
Known Superhuman Powers: Dr. Banner possesses the ability to transform himself into a superhumanly powerful green-skinned creature. When he transforms into the Hulk, Banner grows 18 inches and packs on over 800 pounds of mass from an unidentified, possibly extradimensional, source. The transformation is tied into Banner's adrenal gland; intense situations of fear, anger, frustration, or hatred will trigger the transformation. The amount of time the transformation takes is dependent on the initial surge; the transformation into the Hulk has taken as long as a minute or as few as ten seconds.

In addition to the Hulk's superhuman strength, he is highly impervious to intense heat (up to 3,000 F) and cold (down to -190 F), has incredible recuperative abilities, possesses an incredible imperviousness to harm – the Hulk has been shown shrugging off field artillery shells, although it is doubtful he'd survive a direct nuclear detonation – and is immune to all terrestrial diseases. His powerful leg muscles enable him to leap three miles in a single bound.

The Hulk also has one ability apparently not connected to his superhuman physiology; he is able to perceive astral forms. The nature of this ability is unknown.
Abilities: Dr. Banner is a genius in both nuclear physics and biochemistry. On the other hand, the Hulk has below average intelligence, comparable to that of a sheltered teenager, although he has an undeniable cunning that aids him in battle. Originally, the Hulk's intelligence was equal to that of a small child; recent experiments by Banner in attempting to control the Hulk have resulted in the Hulk gaining a slightly more mature level of intelligence. Because Banner and the Hulk are the same being, Banner can, at times, manage to control the Hulk's actions to a limited extent.

(stats to follow 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-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 01-05-2010, 02:46 PM   #386
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

HULK

(continued from last post)

Bruce Banner
2,926 points
Attributes: ST 8 [-20]; DX 9 [-20]; IQ 14 [80]; HT 8 [-20].
Secondary Characteristics: Dmg 1d-3/1d-2; BL 13; HP 8 [0]; Will 10 [-20]; Per 12 [-10]; FP 8 [0]; Basic Speed 5 [15]; Basic Move 5 [0]; Dodge 8.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western (Native) [0].
Advantages: Alternate Form: Hulk (Reciprocal Rest, +30%; Trigger: Intense Anger/Frustration (Occasional), -30%; Biological, -10%) [2,914]; High Manual Dexterity 4 [20]; Single-Minded [5]; Wealth (Comfortable) [10].
Disadvantages: Bad Sight (Mitigator: Glasses, -60%) [-10]; Charitable (12) [-15]; Clueless [-10]; Obsession (Eliminate the Hulk; Long-Term Goal; 12 or less) [-15]; Pacifism (Self-Defense Only) [-15]; Workaholic [-5].
Quirks: Cautious [-1]; Distractible [-1]; Dull [-1]; Habit: Constantly Chews Gum [-1].
Skills: Games (Chess) (E) IQ+1 [2] – 15; Science! (WC) IQ+3 [60] – 17.
Starting Spending Money: $8,000 (20% Starting Wealth).

Hulk (as standalone character)
3,654 points
Attributes:
ST 304 (Size, -10%) [2,565]*; DX 10 [0]; IQ 8 [-40]; HT 18 [80].
Secondary Characteristics: SM +1; Dmg 31d/33d; BL 18,483; HP 304 [0]; Will 14 [30]; Per 10 [10]; FP 18 [0]; Basic Speed 7 [0]; Basic Move 7 [0]; Dodge 11.
Languages: English (Accented Spoken; Illiterate) [-4].
Cultural Familiarities: Western (Native) [0].
Advantages: Combat Reflexes [15]; Extra Attack 1 [25]; High Pain Threshold [10]; Immunity to Disease [15]; Indomitable [15]; Injury Tolerance: Damage Reduction (/100) [300]; Regeneration (Fast: 1HP/min) [50]; See Invisible (Accessibility: Astral Forms Only, -40%; Psionic, -10%) [8]; Super Jump 6 [60]†; Super ST +9/+70 (Size, -10%; Super ST, +300%) [351]; Super Throw 3 [30]; Temperature Tolerance 160 [160].
Perks: Penetrating Voice [1].
Disadvantages: Appearance (Ugly) [-8]; Bad Temper (6) [-20]; Berserk (9) [-15]; Hidebound [-5]; Pacifism (Reluctant Killer) [-5]; Social Stigma (Monster) [-15]; Truthfulness (6) [-10]; Wealth (Dead Broke) [-25].
Quirks: Cannot Float [-1]; Expression ("Hulk Smash!") [-1]; Third Person [-1]; Uncongenial [-1].
Skills: Brawling (E) DX+8 [28] – 18; Jumping (E) DX+2 [4] – 12; Lifting (A) HT+2 [8] – 20; Throwing (A) DX+2 [8] – 12; Wrestling (A) DX+8 [32] – 18.
Starting Spending Money: $0.

* ST is bought as ST 295 (Size, -10%); listed value includes the +9 from Super ST +9/+70
† Super Jump is calculated using ST/4 rather than Basic Move.

Hulk (as Alternate Form)
3,579 points
Attribute Adjustments:
ST +287 (Size, -10%) [2, 583]; DX +2 [40]; IQ -6 [-120]; HT +10 [100].
Secondary Characteristic Adjustments: SM +1; Will +4 [20]; Per -2 [-10]; Basic Speed -0.75 [-15].
Language Adjustments: English (Accented Spoken; Illiterate) [-4].
Advantages: Combat Reflexes [15]; Extra Attack 1 [25]; High Pain Threshold [10]; Immunity to Disease [15]; Indomitable [15]; Injury Tolerance: Damage Reduction (/100) [300]; No Bad Sight [10]; No Charitable [15]; No Clueless [10]; No Obsession [15]; No Pacifism (Self-Defense Only) [15]; No Workaholic [5]; Regeneration (Fast: 1HP/min) [50]; See Invisible (Accessibility: Astral Forms Only, -40%; Psionic, -10%) [8]; Super Jump 6 [60]†; Super ST +9/+70 (Size, -10%; Super ST, +300%) [351]; Super Throw 3 [30]; Temperature Tolerance 160 [160];
Perks: No Cautious [1]; No Distractible [1]; No Dull [1]; No Habit: Constantly Chews Gum [1]; Penetrating Voice [1].
Disadvantages: Appearance (Ugly) [-8]; Bad Temper (6) [-20]; Berserk (9) [-15]; Hidebound [-5]; No High Manual Dexterity 4 [-20]; No Single-Minded [-5]; Pacifism (Reluctant Killer) [-5]; Social Stigma (Monster) [-15]; Truthfulness (6) [-10]; Wealth (Comfortable Becomes Dead Broke) [-35].
Quirks: Cannot Float [-1]; Expression ("Hulk Smash!") [-1]; Third Person [-1]; Uncongenial [-1].
Skill Adjustments: Give the following skills: Brawling (E) DX+8 [28] – 18; Jumping (E) DX+2 [4] – 12; Lifting (A) HT+2 [8] – 20; Throwing (A) DX+2 [8] – 12; Wrestling (A) DX+8 [32] – 18. Remove the following skills: Games (Chess) (E) IQ+1 [2] – 15; Science! (WC) IQ+3 [60] – 17.

Design Notes:
1. The Hulk is one of the messiest builds I've dealt with so far. Not only is there Bruce Banner and the Hulk to deal with as two distinct characters, there's the Alternate Form and its Trigger to factor in. On top of that, there are at least four distinct personalities inside their shared head: Banner, Savage Hulk, Innocent Hulk, and Smart Hulk (or the Professor), all of whom have different mental traits that do not even out nicely as the Split Personality trait calls for. At this time, I have ignored Savage Hulk and the Professor, focusing on Banner and Innocent Hulk. Savage Hulk includes an additional -2 to IQ and the Bestial trait, for a net adjustment of -50 points.
2. Without his Alternate Form as the Hulk, Bruce Banner is a mere 13 point character.
__________________
"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 01-19-2010, 02:57 PM   #387
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

MOLTEN MAN

Real Name: Mark Raxton.
Occupation: Former lab assistant turned professional criminal.
Legal Status: Citizen of the United States with no criminal record.
Identity: Secret.
Other Aliases: None.
Place of Birth: Unrevealed.
Marital Status: Single.
Known Relatives: Liz Allen (stepsister).
Group Affiliation: None.
Base of Operations: New York City.
History: Mark Raxton was a lab assistant for an unnamed scientist who was working on a new frictionless metal alloy partially derived from remnants of a meteorite which had organic compounds in it. One day, while arguing with his boss, Mark lost his temper and knocked him out. During the scuffle, however, a sample of the metal alloy was exposed to his bare skin, swiftly spreading over his entire body.

Mark sought out his stepsister, Liz Allen, and a friend of hers, Peter Parker, for help in removing the alloy (see Allen, Liz; Spider-Man). However, when he learned that the bonding was apparently permanent, he again lost his temper. The temper caused his body to ignite into flames, seemingly turning the metal liquid; Mark was unharmed by the flames. Calling himself the Molten Man, he embarked on an anger-driven rampage throughout Manhattan's East Side before being confronted by Spider-Man. Their confrontation ended without a definitive winner, and Molten Man escaped capture.

Molten Man's current whereabouts are unknown.
Height: 6' 5".
Weight: 550 lbs.
Eyes: (originally) Brown, (currently) solid gold with no visible irises or pupils.
Hair: (originally) Brown, (currently) gold.
Other Distinctive Features: The Molten Man's skin is covered with a nearly-frictionless golden-colored metal alloy.
Uniform: A Speedo which has been coated in the same alloy which covers his skin, gold boots.
Strength Level: The Molten Man possesses superhuman strength, able to lift (press) roughly 20 tons under optimal conditions.
Known Superhuman Powers: In addition to his superhuman strength, the metal alloy which gave him his powers gave him superhuman durability. He is able to withstand blows that would kill a normal person. His metallic skin is nearly frictionless, allowing him to slip from anyone's grasp and preventing him from being caught in Spider-Man's webbing.

In his molten form, he can radiate heat up to 500 Fahrenheit, leaving severe burns and setting most objects aflame with just a touch.

1,490 points
Attributes:
ST 13 [30]; DX 12 [40]; IQ 12 [40]; HT 12 [20].
Secondary Characteristics: Dmg 16d/18d (1d/2d-1); BL 4,993 lbs (34 lbs); HP 13 [0]; Will 12 [0]; Per 12 [0]; FP 12 [0]; Basic Speed 6 [0]; Basic Move 6 [0].
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western (Native) [0].
Advantages: Acute Touch 3 [6]; Burning Attack 3d (Aura, +80%; Melee Attack, Reach C, -30%; Elemental: Fire/Heat, -10%; Super, -10%) [20]; Extra ST +145 (Super, -10%) [1,305]; Hard to Subdue 1 [2]; High Pain Threshold [15]; Slippery 10 (Super, -10%) [18]; Temperature Control 10 (Heat, -50%; Elemental: Fire/Heat, -10%; Super, -10%) [15]; Temperature Tolerance 10 [10].
Perks: Illumination [1].
Disadvantages: Bad Temper (9) [-15]; Compulsive Gambling (6) [-10]; Overconfidence (9) [-7]; Social Stigma (Freak) [-10]; Unnatural Feature (Golden Skin/Hair) [-1].
Quirks: Cannot Float [-1]; Dual Identity [-1].
Skills: Brawling (E) DX+0 [1] 12; Chemistry/TL8 (H) IQ+0 [4] 12; Computer Operation/TL8 (E) IQ+0 [1] 12; Gambling (A) IQ+0 [2] 12; Mathematics/TL8 (Applied) (H) IQ-1 [2] 11; Metallurgy/TL8 (H) IQ+0 [4] 12; Research/TL8 (A) IQ+0 [2] 12; Streetwise (A) IQ+0 [2] 12.
Starting Spending Money: $4,000 (20% of Starting Wealth).
__________________
"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 01-19-2010, 03:00 PM   #388
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

MYSTERIO

Real Name: Quentin Beck.
Occupation: Professional criminal, former special effects designer and stuntman.
Legal Status: Citizen of the United States with a criminal record.
Identity: Known to the authorities.
Other Aliases: None.
Place of Birth: Riverside, California.
Marital Status: Single.
Known Relatives: None.
Group Affiliation: None.
Base of Operations: Mobile.
History: Quentin Beck started his career as a Hollywood stuntman, doing stunt work for television series and movies alike, before finding himself more interested in designing special effects. In a short time, he became known as one of the best effects designers in the industry. A friend of his joked that he should pit his talents against Spider-Man, who had just made the shift from amateur wrestler to costumed crimefighter in New York City (see Spider-Man). Intrigued by this suggestion, Beck traveled to New York and put Spider-Man under surveillance, hiring one of the independent gangs in the city to attack and record the web-slinger in action. He also gathered the remains of Spider-Man's webbing, to see if it could be duplicated.

Armed with this information, Beck devised the costumed identity of Mysterio, and embarked on a city-wide crime spree intended to draw Spider-Man's attention. At first, Mysterio presented himself as a magic-user, spouting stage magician nonsense and presenting his effects as real magic. Spider-Man discovered the truth, although in their first confrontation he was unable to apprehend Beck.

Mysterio has returned to plague Spider-Man on two different occasions since then. The last time ended in Mysterio's arrest. However, both the Rhino and the Vulture have recently been seen meeting with someone who looks a lot like Mysterio, at least from a distance, so it remains to be seen whether the Mysterio in prison is the real deal or an automaton, or whether he escaped prison the same time they did (see Rhino; Vulture).
Height: 5' 11".
Weight: 175 lbs.
Eyes: Brown.
Hair: Black.
Uniform: Dark green battlesuit with light green gloves and boots, purple cape, helmet composed of a glass one-way mirror enabling him to see out with ease but which obscures his identity from view.
Strength Level: Mysterio possesses the normal human strength of a man his age, height, and build who engages in intensive regular exercise. His battlesuit enables him to lift (press) close to 850 pounds under optimum conditions.
Known Superhuman Powers: None.
Other Abilities: Mysterio is a genius in designing special effects, with specialties in chemistry, robotics, and pyrotechnics.
Weapons: Mysterio's battlesuit protects him from harm, increases his strength, and possesses various hidden compartments and chemical sprayers. He also relies on subterfuge, creating robots which are designed to look like his battlesuit. Among the various chemical sprays he has used are a colorless and odorless gas which weakens someone's will when inhaled, and a chemical which can dissolve Spider-Man's webbing.

336 points
Attributes:
ST 13 [30]; DX 13 [60]; IQ 13 [60]; HT 12 [20].
Secondary Characteristics: Dmg 1d/2d-1; BL 34 lbs; HP 13 [0]; Will 13 [0]; Per 13 [0]; FP 12 [0]; Basic Speed 6.25 [0]; Basic Move 6 [0]; Dodge 10.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western (Native) [0].
Advantages: Ambidexterity [5]; Artificer 2 [20]; Combat Reflexes [15]; Gadgeteer [25]; Gizmos 3 [15]; High Pain Threshold [10]; High TL +1 [5]; Signature Gear (Battlesuit) [8]; Very Fit [15]; Wealth (Comfortable) [10].
Perks: Cloaked [1].
Disadvantages: Compulsive Lying (12) [-15]; Greed (9) [-22]; Obsession (Defeat Spider-Man) [-7]; Pacifism (Reluctant Killer) [-5].
Quirks: Imaginative [-1]; Likes B-Grade Horror Movies [-1]; Show-Off [-1].
Skills: Acrobatics (H) DX+0 [4] 13; Armoury/TL9 (Battlesuits) (A) IQ+2 [2] 15*; Armoury/TL8 (Small Arms) (A) IQ+1 [1] 14*; Battlesuit/TL9 (A) DX+1 [4] 14; Camouflage (E) IQ+1 [2] 14; Chemistry/TL8 (H) IQ+1 [8] 14; Climbing (A) DX+0 [2] 13; Computer Programming/TL8 (H) IQ+1 [8] 14; Disguise/TL8 (Human) (A) IQ+1 [4] 14; Electrician/TL8 (A) IQ+2 [2] 15*; Electronics Operation/TL8 (Media) (A) IQ+1 [4] 14; Electronics Repair/TL8 (Media) (A) IQ+2 [2] 15*; Engineer/TL9 (Electronics) (H) IQ+2 [4] 15*; Engineer/TL9 (Robotics) (H) IQ+2 [4] 15*; Explosives/TL8 (Fireworks) (A) IQ+0 [2] 13; Hazardous Materials/TL8 (Chemical) (A) IQ-1 [1] 12; Hobby Skill (Horror Movie Trivia) (E) IQ+0 [1] 13; Holdout (A) IQ+1 [4] 14; Jumping (E) DX+1 [2] 14; Liquid Projector/TL8 (Sprayer) (E) DX+0 [1] 13; Makeup/TL8 (E) IQ+1 [2] 14; Mathematics/TL8 (Applied) (H) IQ+0 [4] 13; Mechanic/TL9 (Robotics) (A) IQ+2 [4] 15*; Observation (A) Per+1 [4] 14; Performance (A) IQ+2 [8] 15; Stage Combat (A) IQ+1 [3] 14; Traps/TL8 (A) IQ+1 [4] 14.
Starting Spending Money: $8,000 (20% of Starting Wealth).

* Includes +2 from Artificer.
Defaulted from Performance.

Mysterio's Battlesuit
Mysterio's custom-built battlesuit is essentially identical to the TL9 Battlesuit on page B285.
__________________
"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 01-19-2010, 03:12 PM   #389
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

OSBORN, HARRY

Real Name: Harold "Harry" Osborn
Occupation: College student pursuing a business degree.
Legal Status: Citizen of the United States with no criminal record.
Identity: Harry Osborn currently does not use a dual identity.
Other Aliases: None.
Place of Birth: New York City.
Marital Status: Single.
Known Relatives: Norman (alias Green Goblin, father), mother (name unrevealed, deceased).
Group Affiliation: None.
Base of Operations: New York City.
History: Harry Osborn is the son of industrialist Norman Osborn, and the best friend of Peter Parker (see Green Goblin; Spider-Man). This friendship started when Harry was transferred to Peter's high school after being expelled from the Massachusetts Academy, the fourth such elite private school he had been to in the previous two years. Harry stepped in to protect Peter from Flash Thompson, the school bully; although Harry ended up on the business end of Flash's beating that day, the gesture was not lost on Pete. After that, the two were practically inseparable (see Thompson, Flash).

Harry is currently attending Empire State University, rooming off-campus with Pete in a small two-bedroom apartment that Norman insists on paying for. While his father insists that Harry study the sciences, Harry has found that he has inherited his mother's gift for business, and is defying his father's wishes to pursue a business degree. (While Norman outwardly complains of this situation, he is pleased that the company he founded will be left in capable hands, business-wise.)

Harry is currently unaware of both his father's and his best friend's secret identities.
Height: 5' 10".
Weight: 170 lbs.
Eyes: Green.
Hair: Reddish-brown.
Uniform: None.
Strength Level: Harry Osborn possesses the normal human strength of a man his age, height, and build who engages in moderate exercise.
Known Superhuman Powers: None.

100 points
Attributes:
ST 10 [0]; DX 10 [0]; HT 11 [20]; HT 10 [0].
Secondary Characteristics: Dmg 1d-2/1d; BL 20 lbs; HP 10 [0]; Will 11 [0]; Per 11 [0]; FP 10 [0]; Basic Speed 5 [0]; Basic Move 5 [0]; Dodge 8.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western (Native) [0].
Advantages: Merchant Rank 0 (Heir to Rank 5) [13]; Business Acumen 3 [30]; Wealth (Comfortable; Heir to Multimillionaire 2) [55].
Perks: Disarming Smile [1].
Disadvantages: Compulsive Gambling (12) [-5]; Light Sleeper [-5]; Pacifism (Reluctant Killer) [-5]; Selfless (9) [-7]; Skinny [-5].
Quirks: Congenial [-1]; Dreamer [-1].
Skills: Accounting (H) IQ+1 [1] 12*; Administration (A) IQ+2 [1] 13*; Current Affairs/TL8 (Business) (E) IQ+0 [1] 11; Economics (H) IQ+1 [1] 12*; Finance (H) IQ+1 [1] 12*; Market Analysis (H) IQ+1 [1] 12*; Mathematics/TL8 (Statistics) (H) IQ-1 [2] 10; Savoir-Faire (High Society) (E) IQ+0 [1] 11.
Starting Spending Money: $20,004,000 (20% of Starting Wealth).

* Includes +3 from Business Acumen.
__________________
"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 01-19-2010, 03:16 PM   #390
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

PARKER, MAY

Real Name: May Reilly Parker.
Occupation: Office manager.
Legal Status: Citizen of the United States with no criminal record.
Identity: Aunt May does not use a dual identity.
Other Aliases: "Aunt May".
Place of Birth: Brooklyn, New York.
Marital Status: Widowed.
Known Relatives: Ben (husband, deceased); Peter (nephew).
Group Affiliation: None.
Base of Operations: Queens, New York.
History: Much of May Parker's early life has yet to be revealed. It is known that she married Ben Parker at an early age, but that she proved incapable of having children. After Ben's younger brother and his wife were killed in a terrorist bombing, Ben and May took in the couple's young son, Peter, and raised him as if he had been their own child (see Spider-Man).

Ben Parker was recently killed by a carjacker, and Peter has entered college at Empire State University in Manhattan. In attempting to fill the loneliness, May has re-entered the workforce. Still an active woman in her early 40s, she has accepted a position as office manager for one of Osborn Industries' offices in Queens. She respects and is even somewhat attracted to Norman Osborn, although she chides herself over her feelings (see Green Goblin).

An intelligent woman, she suspects that Peter is Spider-Man, but is willing to let him tell her when he is ready. Her suspicions were first raised when she suffered a gunshot wound as an innocent bystander in a drive-by shooting not long Ben died. She received a blood transfusion from Peter while in the hospital, and her health improved almost immediately, as did her eyesight. (Formerly extremely nearsighted, May Parker now enjoys perfect 20/20 vision. It should be noted that Peter's eyesight corrected itself at the same time he gained his powers.) It is unknown whether any of Peter's spider-powers were transferred in the transfusion.
Height: 5' 5".
Weight: 110 lbs.
Eyes: Blue.
Hair: Blond.
Uniform: None.
Strength Level: May Parker appears to have the normal human strength of a woman her age, height, and build who engages in moderate exercise.
Known Superhuman Powers: None.
Other Abilities: Aunt May has been said (by her nephew, Peter) to wield a mean rolling pin; however, this may just be hyperbole. She has proven to be a capable office manager.

60 points
Attributes:
ST 10 [0]; DX 10 [0]; IQ 11 [20]; HT 10 [0].
Secondary Characteristics: Dmg 1d-2/1d; BL 20 lbs; HP 10 [0]; Will 11 [0]; Per 12 [5]; Basic Speed 5 [0]; Basic Move 5; Dodge 8.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western (Native) [0].
Advantages: Appearance (Attractive) [4]; Goodwife 1 [5]; Longevity [2]; Merchant Rank 1 [5]; Rapid Healing [5]; Resistant to Disease (+8) [5]; Resistant to Poisons (+3) [5].
Perks: Job Hunter [1]; Pet (House Cat) [1].
Disadvantages: Honesty (9) [-15]; Pacifism (Reluctant Killer) [-5]; Sense of Duty (Peter Parker) [-2].
Quirks: Attentive [-1]; Careful [-1]; Congenial [-1]; Devout Protestant (Methodist) [-1]; Humble [-1].
Skills: Accounting (H) IQ+1 [8] 12; Administration (A) IQ+1 [4] 12; Computer Operation/TL8 (E) IQ+1 [2] 12; Cooking (A) IQ+0 [1] 11*; Current Affairs/TL8 (Headline News) (E) IQ+0 [1] 11; Housekeeping (E) IQ+1 [1] 12*; Musical Instrument (Guitar) (H) IQ-1 [2] 10; Professional Skill (Office Manager) (A) IQ+1 [4] 12; Sewing/TL8 (E) IQ+1 [2] 12*; Typing (E) DX+2 [4] 12.
Starting Spending Money: $4,000 (20% of Starting Wealth).

* Includes +1 from Goodwife.

Designer's Notes:
1. I have avoided making May Parker an old woman in the Reboot mainly because I didn't think Peter should have an aunt old enough to be his grandmother, as has been depicted in both the mainstream and Ultimate universes.
2. It has been suggested that May Parker's own longevity in the comics is due to a blood transfusion she received from Peter early on. I've adapted this to hint that May Parker may have gained powers of her own, although it remains to be seen whether she'll display any.
3. The "terrorist bombing" in which Peter's parents died is alluded to be one of the attacks on the World Trade Center.
__________________
"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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