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Old 08-18-2014, 03:28 PM   #801
Phil Masters
 
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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Originally Posted by Flyndaran View Post
I doubt many car mechanics are great drivers, or computer repairmen coders.
Programming isn't an operations skill. It's more analogous to Engineering.

Maybe let Mechanic! Stand in for IQ-based operations skills, definitely including Electronics Ops.
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Old 08-18-2014, 04:24 PM   #802
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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Originally Posted by Phil Masters View Post
Programming isn't an operations skill. It's more analogous to Engineering.

Maybe let Mechanic! Stand in for IQ-based operations skills, definitely including Electronics Ops.
I realized that long after I posted. Switch my comment to one about computer repair personnel not necessarily having good Computer Operations skill.

But bang skills certainly need to be bigger than life on principle.
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Old 08-30-2014, 05:25 PM   #803
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Updated Invisible Woman.

And sorry, like the Human Torch update, I didn't store the old one to give comparisons.
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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.
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Old 08-30-2014, 05:29 PM   #804
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

LUMPKIN, WILLIE

Real Name: William "Willie" Lumpkin.
Occupation: Mailman.
Identity: Willie does not use a dual identity.
Legal Status: Citizen of the United States with no criminal record.
Other Aliases: None.
Place of Birth: New York City.
Marital Status: Widower.
Known Relatives: Fredrick "Freddy" (nephew); Wilhelmina "Billie" (niece); Timothy "Timmy" (grand-nephew).
Group Affiliation: US Postal Service, Manhattan branch offices.
Base of Operations: New York City.
History: Willie has served in the US Postal Services as a mail carrier in Manhattan for decades. His route included the Baxter Building and the Stark family mansion (see Avengers Mansion; Baxter Building; Iron Man). Having worked that route most of his career, he found his life had become dreary and monotonous. That changed the day the rest of the Fantastic Four moved into Reed Richards's scientific complex at the top of the Baxter Building (see Fantastic Four; Mister Fantastic). After presenting Reed with their mail, he half-jokingly petitioned for membership, demonstrating his ability to wiggle his ears. Reed responded with equal humor, half-jokingly responding that they would keep him in mind.

Since then, Willie has become involved with the Fantastic Four's adventures in a peripheral though sometimes important way. Most notably, he knew where to throw a circuit breaker in the building when the Mad Thinker had trapped the Four inside one of their labs, enabling them to escape (see Mad Thinker). Since then, Willie has been proud to say he's a member of the Fantastic Four's extended family.
Height: 5' 8".
Weight: 165 lbs.
Eyes: Blue.
Hair: White.
Uniform: None.
Strength Level: Willie possesses the normal human strength of a man his age, height, and build who engages in regular exercise.
Known Superhuman Powers: None.
Other Abilities: Willie can wiggle his ears.

20 points
Attributes:
ST 10 [0]; DX 9 [-20]; IQ 10 [0]; HT 11 [10].
Secondary Characteristics: Dmg 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 11 [5]; Per 11 [5]; FP 10 [0]; Basic Speed 5.00 [0]; Basic Move 5 [0]; Dodge 8.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western [0].
Advantages: Fearlessness 3 [6]; Hard to Kill 3 [6]; Hard to Subdue 3 [6]; Serendipity 1 [15]; USPS Rank 0 [0].
Perks: Ear-Wiggler [1].
Disadvantages: Bad Sight (Nearsighted) (Mitigator: Glasses, -60%) [-10]; Dependent (Billie, niece; 100% Point Value; Loved One) (6) [-1]; Hard of Hearing (Mitigator: Hearing Aid, -60%) [-4]; Pacifism (Self-Defense Only) [-15].
Quirks: Attentive [-1]; Code of Honor ("The mail must go through.") [-1]; Responsive [-1];
Skills: Area Knowledge (East Manhattan) (E) IQ+2 [4] – 12; Driving/TL8 (Automobile) (A) DX+0 [2] – 9; Games (Checkers) (E) IQ+1 [2] – 11; Games (Chess) (E) IQ+1 [2] – 11; Hiking (A) HT+0 [2] – 11; Musical Instrument (Trumpet) (H) IQ-1 [2] – 9; Professional Skill (Mailman) (A) IQ+2 [8] – 12.
Starting Spending Money: $4,000 (20% of Starting Wealth).

Role-Playing Notes:
Willie is a good man who is living his semi-retirement years vicariously through the tales of the Fantastic Four. He knows he is too old for adventuring, but that doesn't stop him from doing his part when the time comes. For the first time in years he is actually enjoying himself.

Design Notes:
1. There are times in the comics where it appears that Willie has Weirdness Magnet. One of the most notable examples was when he was visited by Dickens's Christmas Ghosts because they missed their assigned haunting, causing him to hate Christmas ever since. I've decided not to give him that disadvantage mostly because in a superhero universe everyone who is even remotely involved with a super could claim such a disad. (Plus, I have an intense dislike of Weirdness Magnet due to a player who tries to take it for every character he makes, even when I specify "no supernatural traits".)
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991

"But mom, I don't wanna go back in the dungeon!"

The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting
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Old 08-31-2014, 09:21 AM   #805
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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Originally Posted by tbrock1031 View Post
Updated Invisible Woman.

And sorry, like the Human Torch update, I didn't store the old one to give comparisons.
Dang it :(
But thanks for your continued dedication.

Grumblestiltskin is my name :)
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Old 09-22-2014, 04:10 PM   #806
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

MAD THINKER

Real Name: Unrevealed.
Occupation: Mercenary, professional criminal, scientist.
Identity: Known to the authorities.
Legal Status: Citizen of the United States with a criminal record.
Other Aliases: The Thinker.
Place of Birth: Unrevealed.
Marital Status: Single.
Known Relatives: Nephew (name unrevealed).
Group Affiliation: None.
Base of Operations: Mobile.
History: The man who calls himself the Thinker had a long and successful career as a criminal mastermind with a penchant for industrial espionage, operating behind the scenes for many thefts of experimental prototypes and records. He would plot each detail of the caper down to the last second, using his calculations to enable his hired muscle to avoid the authorities. (He calls himself the Thinker, but once his activities came to public attention, his superhuman adversaries and the press have referred to him as the "Mad Thinker", much to his continued exasperation.)

The Thinker first came to the public attention when he planned to steal several of Reed Richards's secret prototypes that were stored in the Baxter Building (see Baxter Building; Mister Fantastic). He managed to trap the Fantastic Four in one of their labs, but they soon escaped with the help of their mailman, Willie Lumpkin; the Thinker admitted he never calculated Lumpkin into his plans, a mistake he assured himself he would never again make (see Fantastic Four; Lumpkin, Willie). Following this, he was sent to prison, presumably for the first time.

The Thinker has since come into conflict with the Fantastic Four on a second occasion, as well as Spider-Man, Daredevil, and the X-Men (see Daredevil; Spider-Man; X-Men). Following his second clash with the Fantastic Four, it was revealed that he was still in prison from their first encounter, and that the Thinker that opposed them and other superhumans was a robot he was controlling from prison.
Height: 5' 9".
Weight: 215 lbs.
Eyes: Brown.
Hair: Brown.
Uniform: None.
Strength Level: The Mad Thinker possesses the normal human strength of a man his age, height, and build who engages in little regular exercise.
Known Superhuman Powers: None, although his ability to calculate probabilities in his head borders on the uncanny.
Other Abilities: The Thinker is a brilliant scientist and mathematician, with a solid grounding in a number of disciplines. His knowledge of probabilities is such that he is often able to predict what someone will do and say, provided he has enough time to study that person. He is able to do intensive calculations in his head as fast as any computer. He has a near photographic memory, enabling him to recall 99% of what he sees, hears, or reads.

The Mad Thinker is also an expert at building robots, using robots that look just like him and a helmet in his jail cell to continue his efforts even while incarcerated.

Unlike other highly intelligent scientists and engineers, the Thinker has yet to come up with any cutting edge technology of his own, relying on using the advancements of others in different ways.
Weapons: The Thinker has access to a number of modern and ultra-tech weapons and armor, and is never without a sidearm of some sort, from a conventional pistol to any number of energy pistols.

The Thinker's primary weapons, however, are his army of robots and androids, originally built off Reed Richards's designs and improved over time.

250 points
Attributes:
ST 9 [-10]; DX 9 [-20]; IQ 14 [80]; HT 9 [-10].
Secondary Characteristics: Dmg 1d-2/1d-1; BL 16 lbs.; HP 12 [6]; Will 14 [0]; Per 14 [0]; FP 9 [0]; Basic Speed 4.50 [0]; Basic Move 4 [0]; Dodge 7.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western [0].
Advantages: Absolute Timing [2]; Academic 3 [15]; Alternate Form (Robot Body) (Difference In Point Cost: 44 Points; Gadget/Breakable, DR 5, -15%; Gadget/Breakable, SM -5, -10%; Gadget/Can Be Stolen: Forcibly Removed, -10%; Projected Form, -50%) [43]; Gizmos 2 [10]; Intuitive Mathematician [5]; Natural Scientist 3 [30]; Photographic Memory [10]; Single-Minded [5]; Social Scientist 3 [30]; Status 1 [0*]; Wealth (Wealthy) [10].
Perks: Eye For Distance [1]; Headhunter [1]; Incredible Patience [1].
Disadvantages: Appearance (Unattractive) [-4]; Dependent (Nephew; 25% Point Value; Loved One) (6) [-10]; Greed (12) [-15]; Hidebound [-5]; Low Pain Threshold [-10]; Overweight [-1]; Pacifism (Reluctant Killer) [-5]; Social Stigma (Criminal Record) [-5]; Truthfulness (12) [-5].
Quirks: Broad-Minded [-1]; Careful [-1]; Dislikes the Appellation "Mad" With Regard to His Chosen Name [-1]; Dual Identity [-1]; Nosy [-1].
Skills: Computer Hacking/TL8 (VH) IQ-1 [4] – 13; Computer Programming/TL8 (H) IQ+0 [4] – 14; Current Affairs/TL8 (Headline News) (E) IQ+0 [1] – 14; Current Affairs/TL8 (Science & Technology) (E) IQ+0 [1] – 14; Electronics Operation/TL8 (Security) (A) IQ+0 [2] – 14; Encyclopedist! (WC) IQ-1 [12] – 13†; Engineer/TL8 (Robotics) (H) IQ+0 [4] – 14; Guns/TL8 (Pistol) (E) DX+1 [2] – 10; Mathematics/TL8 (Applied) (H) IQ+4 [6] – 18‡§; Mathematics/TL8 (Pure) (H) IQ+4 [20] – 18; Mathematics/TL8 (Statistics) (H) IQ+4 [6] – 18‡§; Mechanic/TL8 (Robotics) (A) IQ+0 [2] – 14; Observation (A) Per+0 [2] – 14; Savoir-Faire (Mafia) (E) IQ+0 [1] – 14; Scholar! (WC) IQ-1 [12] – 13#; Science! (WC) IQ-1 [12] – 13∫; Scrounging (E) Per+1 [2] – 15; Streetwise (A) IQ-1 [1] – 13.
Starting Spending Money: $8,000 (20% of Starting Wealth).

* Includes +1 from Wealth.
† Conditional +3 from Academic.
‡ Includes +3 from Natural Scientist.
§ Defaulted from Mathematics (Pure).
# Conditional +3 from Social Scientist.
∫ Conditional +3 from Natural Scientist.

Role-Playing Notes:
The Thinker's primary motivations are the accumulation of additional knowledge (including the continuing thefts of Reed's scientific research), the accumulation of wealth, and revenge on the Fantastic Four. Unknown to many is his devotion to his nephew, whose medical bills he is paying for. He's a patient man, planning capers down to the second.

Robot Body
44 points
Attribute Adjustments:
ST +4 [40].
Advantages: Machine [25].
Disadvantages: Electrical [-20]; Unnatural Feature (Synthetic Skin) 1 [-1].

Design Notes
1. I'm not sure yet whether I should use the "Awesome" android, or take a page from the original run of New Warriors and have him using the shapeshifting android Primus as his primary henchman. I'm actually thinking of merging the two; "Awesome" kinda lacks personality, but both he and Primus have roughly the same physical attributes and role.
2. In Year Two, the Thinker will likely have his link to the robot body surgically implanted rather than incorporated into his helmet, removing the Gadget/Breakable limitations on his Alternate Form.
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991

"But mom, I don't wanna go back in the dungeon!"

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

Last edited by Phantasm; 09-29-2014 at 01:34 PM.
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Old 09-22-2014, 04:15 PM   #807
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

MASTERS, ALICIA

Real Name: Alicia Masters (legally changed upon adoption from her birth name of Alicia Reiss).
Occupation: Sculptor.
Identity: Alicia does not use a dual identity.
Legal Status: Citizen of the United States with no criminal record.
Other Aliases: None.
Place of Birth: Unrevealed.
Marital Status: Single.
Known Relatives: Phillip Masters (alias Puppet Master, adopted father); Jacob Reiss (father, deceased); Marcia Reiss Masters (mother, deceased).
Group Affiliation: Ally of the Fantastic Four, former pawn of the Puppet Master.
Base of Operations: New York City.
History: Alicia was the daughter of biochemist Jacob Reiss, a friend and business partner of Phillip Masters, who would later become known as the criminal Puppet Master (see Puppet Master). Masters grew to resent Reiss's success, most notably his seemingly idyllic home life, and came to obsessively desire to possess Reiss's wife and daughter. One night, his bitterness overwhelmed him and he started to destroy Reiss's lab, only to be caught in the act by Reiss. The two men fought, which triggered an explosion in the lab. Unknown to Masters, Reiss's wife and daughter had accompanied him to the lab that night and were also caught in the blast. Although Masters, Marcia Reiss, and Alicia Reiss survived the explosion, Alicia was blinded by the toxic gases released by it. In guilt over his part in Jacob Reiss's death, Masters eventually married Marcia and legally adopted Alicia, resolving to try and cure Alicia's blindness. Marcia later died from cancer stemming from exposure to chemicals released in the explosion.

After Marcia's death, Phillip Masters moved to New York City; Alicia went with him. There, they opened an art studio in Greenwich Village while Alicia attended a school for the handicapped. Learning from her stepfather, Alicia soon proved to have a talent for sculpture, soon becoming an acclaimed artist in her own right. However, the elder Masters had become unstable and began to use the magical properties of a special clay he'd discovered for personal gain, a move which put him in conflict with the Fantastic Four (see Fantastic Four). Unknown to him, Alicia had previously met Ben Grimm at one of her art showings and begun to develop feelings for the man under the rocky hide (see Thing). When the elder Masters took on the identity of the Puppet Master, he forced Alicia to assist him. She rebelled, however, and came to the Thing's aid against her stepfather. Not long afterward, at Ben's urging the Fantastic Four began to investigate various means to restore Alicia's sight; this has led them into conflict with both the alchemist Diablo and the ancient Egyptian pharaoh Rama-Tut (see Diablo; Rama-Tut). Following their clash with Diablo, Alicia chose to remain blind rather than have her sight bound to Diablo's constant alchemical practices.
Height: 5' 4".
Weight: 110 lbs.
Eyes: Hazel.
Hair: Strawberry blond.
Uniform: None.
Strength Level: Alicia possesses the normal human strength of a woman her age, height, and build who engages in regular exercise.
Known Superhuman Powers: None.
Other Abilities: Alicia is a skilled artist specializing in sculpture. Her other senses are more acute than a normal person's, though not to a superhuman degree.
Limitations: Alicia is blind.

58 points
Attributes:
ST 10 [0]; DX 11 [20]; IQ 11 [20]; HT 11 [10].
Secondary Characteristics: Dmg 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 11 [0]; Per 13 [10]; FP 11 [0]; Basic Speed 5.50 [0]; Basic Move 5 [0]; Dodge 8.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western [0].
Advantages: Appearance (Beautiful) [12]; Fearlessness 3 [6]; Fit [5]; Gifted Artist 4 [20]; High Manual Dexterity 2 [10]; Reputation (Gifted Sculptor) 2 (Large Class of People) (10) [2].
Perks: Unusual Training (Blind Fighting, Non-Combat Movement Only) [1].
Disadvantages: Blindness [-50]; Pacifism (Self-Defense Only) [-15]; Sense of Duty (Friends and Family) [-5]; Wealth (Struggling) [-10].
Quirks: Devout Wiccan [-1]; Hollywood Homely [-1]; Humble [-1]; Responsive [-1].
Skills: Artist (Pottery) (H) IQ+3 [2] – 14*; Artist (Sculpting) (H) IQ+5 [8] – 16*; Artist (Woodworking) (H) IQ+3 [2] – 14*; Blind Connoisseur (Sculpture) IQ+1 [4] – 12; Detect Lies (H) Per-1 [2] – 13; First Aid/TL8 (Human) (E) IQ+0 [1] – 11; Swimming (E) HT+1 [2] – 12.
Starting Spending Money: $2,000 (20% of Starting Wealth).

* Includes +4 from Gifted Artist.

Role-Playing Notes:
Alicia is a kind-hearted woman who has found courage far beyond her life of a blind sculptress. She is devoted to Ben Grimm, and has several times chosen to remain blind rather than have her or any of her friends bound to someone's whims.
__________________
"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 09-22-2014, 04:21 PM   #808
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Just going from your description, he sounds like he has at least precognition and empathy but described as math-y rather than magical/psychic.
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Old 09-22-2014, 06:29 PM   #809
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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Originally Posted by Flyndaran View Post
Just going from your description, he sounds like he has at least precognition and empathy but described as math-y rather than magical/psychic.
Maybe with Preparation. And could also be represented with Gizmos or wishing-enhanced Serendipity ("there was an 85% chance things would work to this point, so of course I have prepared a flame-retardant foam spraying hose!")
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Old 09-22-2014, 08:25 PM   #810
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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Maybe with Preparation. And could also be represented with Gizmos or wishing-enhanced Serendipity ("there was an 85% chance things would work to this point, so of course I have prepared a flame-retardant foam spraying hose!")
Gizmos is perfect as not even the GM needs to know how things will play out until they do. Just retcon it with the character knowing ahead of time and planned for it.
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