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Old 04-23-2014, 11:59 AM   #581
Phantasm
 
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by abe ray View Post
not sure if it's been done before, but what about the sentanals?
I haven't done the Sentinels yet, but they're on the list. If you've read some of the entries - particularly Bainsidhe and Black King - you'd notice some of the plans I have for them. Right now I'm debating if they should be human-sized (like Nimrod and the Omega Sentinels), 10 feet tall (which while large isn't quite "giant robot" territory), or the more classic 30 foot tall "giant killer robots".
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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 04-23-2014, 12:52 PM   #582
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Curmudgeon View Post
As was once pointed out in Different Worlds (V.W.P.B.N.L. column), The Wasp's stingers are defined in a screwy way, in that they get stronger as she shrinks.

I'd suggest boosting her Shrinking by two levels to 15 and then using linked 10% so that she gets 1d of burning attack for every three levels she shrinks.

If you don't want to change her Shrinking, adding 1d burning damage and linked 10% would let her gaining 1d burning attack for every 2 levels she shrinks. With an odd number of levels, I'd house rule it that the link doesn't apply for the 1st level of shrinking, so that she gets her 1st 1d of burning attack at SM -3 rather than SM -2.
There are a few changes being made to characters, partly to fit game mechanics and partly to straighten out some messes. That Wasp's electro-stinger gets stronger the smaller she gets is one that the writers have been rather inconsistent on, but which may be a case of her intentionally not delivering the stings as powerfully as they could be. I'll keep it in mind should I go back and redo her, though. I kinda rushed through her the first time, six years ago.

Quote:
You have a lot on your plate with this project but I thought I'd provide a list of 'holes' in the character write-up lists for characters that probably ought to be present, or need to be explained why they aren't/won't be. I've tried to organize it in chronological order of appearance by teams.
Several of the ones you mentioned I've got plans for already, and/or don't currently warrant a write-up.

I'll mark down the ones that I can say for certain will not be getting an entry in the Reboot, mostly because they're slated (in my mind) for Year Two or later.

Quote:
Giant-man/Goliath for Dr. Pym, Black Knight, Vision, Jocasta, Mantis

Silver Surfer

Black Bolt, Triton, Karnak, Gorgon, Lockjaw

Galactus, Hate-Monger

Banshee, Ogre

The Freak (not quite sure of the name but Iron Man's chauffeur, Barney, used to turn into him)

Nuklo

Spider-Slayers

Yellow Claw

Uatu the Watcher

Betty Brant
Reasons behind these omissions:

Betty Brant exists as JJJ's secretary, but she doesn't yet warrant a full character sheet.

The Inhumans (other than Medusa, Crystal, and Meximus), Uatu, Galactus, and the Surfer are likely to be Year Two characters, not Year One.

By "Black Knight", I'm assuming you're talking the heroic Black Knight, Dane Whitman, and not his villainous uncle who I've already done a sheet for. Once again, I'll give the "Year Two" appearance, assuming the villain suffers the same fate as he did pre-Reboot (which may or may not happen).

Yellow Claw will get a mention in my SHIELD entry, but he won't be active over 50 years after his heyday.

As for Banshee, I encourage you to look at Bainsidhe's entry. :)

Nuklo, being the son of two WWII heroes, may be one of the interim supers who was active during the period between 1960 and 2010, but as such will probably be retired.

And the Spider-Slayers ... Spider-Man's first year is already filled to the brim, considering Year One would consist of 36 issues and two or three annuals, not counting cross-over issues with the X-Men and others (hey, they're all freshmen at Empire State, after all). There wasn't any more room in his rogue's gallery for Smythe and his inventions to show up!

Quote:
As a thought, the background of Warlock of the New Mutants being hunted by his father, Magus, sounded remarkably similar to Adam Warlock fighting his future self, the Magus. The initial drawings of Magus in New Mutants even looked like a mechanized Adam Warlock Magus.
The New Mutants creative team at the time mentioned that the similarities were 100% intentional.

Quote:
Is it possible that Him and Her are currently being taught at Xavier's School in the reboot?
Given their comics origins, I'm not entirely sure what their status is as yet; whether they exist on Earth or will appear in Captain Marvel's cosmic adventures is hard to say.
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"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 04-23-2014, 03:06 PM   #583
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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
I haven't done the Sentinels yet, but they're on the list. If you've read some of the entries - particularly Bainsidhe and Black King - you'd notice some of the plans I have for them. Right now I'm debating if they should be human-sized (like Nimrod and the Omega Sentinels), 10 feet tall (which while large isn't quite "giant robot" territory), or the more classic 30 foot tall "giant killer robots".
Not to mince words, but technically isn't the 10 foot tall version the "classic"? When they first appeared, the Sentinels weren't the ones that became iconic in the 90's X-Men cartoon. I know both before that and after their size varied, and sometimes they use multiple sizes at the same time. Just because they are a mass produced automaton army doesn't mean that they can't use different models together. Again, sorry if I am just obsessing over trivial wording. >_<

Purely a matter of my personal preference, but while I don't feel the need to build Sentinels of every Size Modifier, I'd design them for a wide variety: hunting mutants (or whomever has earned their attention) can requiring being large, small, or something in between.
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Old 04-23-2014, 05:35 PM   #584
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Ah, I had thought that Year On was a reference to what all of your 60s thru 80's Marvel characters would be statted from. I hadn't realized you had a Year Two in the wings.

I saw Bainsidhe's entry but I was thinking more in terms of Sean Cassidy's first appearance, as a villain teamed with Ogre when the X-Men were fighting Factor Three.

Thanks for the explanations on the other characters.

As an additional point for the Wasp when you get around to an update, shouldn't she have some talent for shrinking. Not necessarily enough to take her to 1 second but faster than the 13 seconds she needs at the moment?
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Old 04-23-2014, 06:56 PM   #585
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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
So, let's go ahead and alter the fluff text to fit the mechanics, rather than trying to hammer the mechanics into the fluff text. How would you change it?
I'd probably make it fluffier by avoiding hard numbers. Maybe something like "Despite his near invulnerability, it is possible for Cage to be hurt, but he heals quickly. In a day he can recover from an injury that would leave a normal man bedridden for nearly a week."

Kinda wordy but my idea is to leave the rules intent apparent while still evoking a descriptive tone.
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Old 04-24-2014, 12:35 PM   #586
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

SHIELD

The Superhuman Hazards Investigation, Elimination, and Lockdown Directive, better known to the general public simply as SHIELD, is a U.S. government agency charged with policing the growing superhuman population. SHIELD's mandate specifically calls for investigation into criminal activity conducted by superhuman suspects when federal law is violated. In addition, SHIELD is to assist in handling superhuman criminals when called upon by state and local police forces.

Founded in 1958, SHIELD was originally a branch inside the FBI and headed by celebrated FBI agent Jimmy Woo, who had fought against the Chinese mastermind known as the Yellow Claw for years. Over the years, as the superhuman population inside the U.S. rose and diminished several times, SHIELD grew to rival its parent organization in size and resources. In the mid-1990s, President Clinton authorized SHIELD to function independently from the FBI, though the two organizations still operate on a friendly rivalry, pooling resources and intelligence when needed. SHIELD has offices in every major city in the United States.

SHIELD maintains an overall structure identical to that of the FBI. SHIELD agents are trained alongside their FBI counterparts, and are typically armed with Glock 22 semiautomatic pistols chambered in the popular .40 S&W round; these agents are usually issued special APHP ammunition. (This round is a hollow-point round with a dense core protruding into the hollow cavity. Against "hard" or armored targets, the bullet acts as an armor-piercing round, while against "soft" fleshy targets, such as a human body, the bullet acts like a standard hollow-point round.)

Since becoming autonomous from the FBI, SHIELD has been run by Director Henry Peter Gyrich, who has been noted for his contempt of superhumans in general, and mutants in particular (see Gyrich, Henry Peter). Under Gyrich's leadership, SHIELD has instituted a number of programs for subduing and detaining superhumans, including obtaining advanced weaponry from AIM, the construction of a federal penitentiary designed for holding superhuman prisoners known as the Vault in the Colorado Rockies, and most recently the controversial robotic Sentinel program (see AIM; Sentinels).

Agent Maria Hill: And what does that mean to you?
Agent Grant Ward: It means someone wanted our intials to spell out "shield".
- Marvel's Agents of SHIELD, #1.1


Typical SHIELD Agent
150 points
Attributes:
ST 11 [10]; DX 11 [20]; IQ 11 [20]; HT 11 [10].
Secondary Characteristics: Dmg 1d-1/1d+1; BL 24 lbs., HP 11 [0]; Will 11 [0]; Per 11 [0]; FP 11 [0]; Basic Speed 5.50 [0]; Basic Move 5 [0]; Dodge 9.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western [0].
Advantages: Combat Reflexes [15]; Fit [5]; Legal Enforcement Powers 2 [10]; Natural Copper 2 [20]; SHIELD Rank 3 [15].
Disadvantages: Duty to SHIELD (15) [-15].
Skills: Criminology/TL8 (A) IQ+3 [4] – 14*; Current Affairs/TL8 (E) IQ+0 [1] – 11; Electronics Operation/TL8 (Security) (A) IQ+1 [4] – 12; Electronics Operation/TL8 (Surveillance) (A) IQ+1 [4] – 12; Fast-Draw (Pistol) (E) DX+1 [2] – 12; Guns/TL8 (Pistol) (E) DX+1 [2] – 12; Intelligence Analysis/TL8 (H) IQ+1 [2] – 12*; Interrogation (A) IQ+2 [2] – 13*; Law (United States Federal Criminal) (H) IQ+0 [4] – 11; Observation (A) Per+2 [2] – 13*; Running (A) HT+0 [2] – 11; Savoir-Faire (Police) (E) IQ+2 [1] – 13*; Search (A) Per+1 [1] – 12*; Shadowing (A) IQ+1 [1] – 12*; Stealth (A) DX+1 [4] – 12; Wrestling (A) DX+1 [4] – 12.
Techniques: Disarming (Wrestling) def+0 [0] – 12.
Starting Spending Money: $4,000 (20% of Starting Wealth).

* Includes +2 from Natural Copper.

Design Notes:
1. SHIELD Rank is built from Social Engineering: Pulling Rank, treating SHIELD as a base 20-Point Patron (large national agency), with the average agent pulling in assistance on a 3d roll of 7 or less. It does not indicate how many subordinates he has under him.

2. The APHP round exists in real life, typically marketed for wide rounds as the AP-HPF (pretty sure the "F" stands for "frangible" or something along those lines). I know it exists for .45 ACP, and fairly certain it can be made in 10mm and .40 S&W rounds (whether it is or not is something I'm not certain of). Not really sure if its RL performances match up to the game stats claimed. However, as this is a cinematic superhero universe, I see no reason why they shouldn't be treated as regular AP rounds against anything with DR, and as HP rounds against soft, fleshy targets. Call it either Stark-tech or AIM-tech. ;)
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"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 04-26-2014, 05:46 PM   #587
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

ATLANTIS

While the origins of the underwater subspecies of humanity, the Atlanteans, are unknown, the origins of Atlantis itself are well-documented (see Atlanteans).

Originally, Atlantis was an island-continent, roughly the size of Australia, rising to prominence some time between 20,000 B.C. and 18,000 B.C., being a nation of explorers and sea traders. One expedition reached the hidden Savage Land (see Savage Land). During this time, the ocean level was lower, as it was still in the last ice age. Lingering tales of Atlantis inspired Plato to use it as a setting for one of his treatises during the Classical Greek era. The northernmost reaches of Atlantis were covered by glacial ice; the southernmost point of the continent sat due west of modern-day France.

Around 18,000 B.C., during the reign of King Kamuu and his wife, Queen Zarta, both renowned warriors, tragedy struck. The continent (in truth, the entire world) was shook by earthquakes as the ice age came to an end. These earthquakes, combined with flooding from rising water levels, broke up Atlantis. Many died, and the remaining population of Atlantis scattered, merging into the indigenous populations of the Americas, Europe, and Africa.

At some point following this, the Atlantean people appeared, a nomadic people that soon divided into various tribes who spread across the oceans.

Over twelve thousand years later, or around 6,000 B.C., a young Atlantean warrior stumbled upon the ruins of the old capital city. Somehow able to read the ancient Atlantean texts, he learned of the reign of Kamuu and Zarta. Leading his tribe to the ruins, this young Atlantean took on the name Kamuu, and his wife changed her name to Zarta, declaring their intention to restore the city.

It's not known when the Atlanteans first started worshipping the Greek god Poseidon, in his Roman name of Neptune. However, the practice has persisted for at least the last two thousand years.

The first recorded contact between Atlanteans and baseline humans occurred in the 1920s, when Princess Fen, daughter of King Thakorr, sneaked aboard an American icebreaker in the North Atlantic, the Oracle, and married the captain, Leonard MacKenzie, after learning English from him (see Fen). However, while tales circulated during the '20s and '30s about the undersea people, they were mostly disbelieved or remained unproven.

Atlantis first came to the world's attention during the opening days of World War II, when the adventurous and brash Prince Namor, the half-breed son of Fen and Leonard MacKenzie, calling himself the Sub-Mariner, came to New York City in a misguided attempt to conquer the surface world (see Namor). Namor's wrath was soon tempered by police secretary Betty Dean and the android Human Torch, and he pledged Atlantis's support towards the Allies against Nazi Germany. To that end, Namor joined the Allied super-team called the Invaders.

Thakorr died in 1957, prompting Namor to return to Atlantis to take up the throne. In 1975, Atlantis was finally accepted as a member of the United Nations.

Today, Atlantis is a thriving city, supported by farms of seaweed and farming of various types of fish for food. Although lacking fire, except in a nearby volcanic vent, Atlantis is able to grow and shape coral and other materials. There are various crafting guilds and entertainment troupes in the city, a standing militia, and a university.

However, things are not always peaceful in Atlantis. The barbarian Attuma has recently learned of a prophecy of one who would conquer the city and began plotting means to take it over, including a number of sieges over the last few years. In addition, Namor's cousin Byrrah, a pure-blooded Atlantean, has been plotting to overthrow Namor for years (see Attuma; Byrrah). On top of all that, Atlantis has proven to be rather hostile to companies and countries that engage in off-shore drilling.

Atlantis, 2015 A.D.

Population: 12,100 (Search +1)

Physical and Magical Environment
Terrain: Continental Shelf (Underwater)
Appearance: Attractive
Hygiene: +1
Low Mana (No Enchantment)

Culture and Economy
Language: Atlantean
Literacy: Broken
TL: 0+1
Wealth: Average (1)
Status: -1 to 7

Political Environment
Government: Dictatorship (Monarchy)
CR: 3
Military Resources: $81.7M
Defense Bonus: +5

Notes
There are about ten times as many Atlanteans living in fish and seaweed farms around the city. During times of siege by barbarians, the small militia will be reinforced by conscripts and volunteers from the surrounding people.
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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 05-06-2014, 05:35 AM   #588
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Okay, continuing with a few of the X-Men villains for the time being....

DESTINY

Real Name: Irene Adler.
Occupation: Terrorist; former occupations unknown.
Identity: Known to the authorities.
Legal Status: Citizen of Austria with a criminal record in the United States.
Other Aliases: None.
Place of Birth: Unrevealed, but presumably somewhere in Austria.
Marital Status: Widowed.
Known Relatives: Raven Darkholme (alias Mystique, life partner), Rogue (real name unrevealed, foster daughter), husband (name unrevealed, deceased).
Group Affiliation: Mutant Liberation Front.
Base of Operations: Mobile.
History: The full details of Irene Adler's history remains unknown. She has hinted that in her youth she knew Sir Arthur Conan Doyle, who wrote her into his Sherlock Holmes novels, but the veracity of this claim is disputed; it is much more likely that her parents named her after Doyle's character.

What is known is that she has been in a same-sex relationship with Mystique for decades, and that she has helped Mystique raise the young woman known as Rogue as if their own daughter, but little more than that (see Mystique; Rogue).

Destiny's first major appearance to the public was as a member of Mystique's mutant terrorist organization, the Mutant Liberation Front, during their attempt to assassinate SHIELD director Henry Gyrich at the unveiling of the new robotic Sentinels (see Gyrich, Henry Peter; Mutant Liberation Front; Sentinels; SHIELD). Although defeated, Destiny – along Mystique and Rogue – escaped capture, and proceeded to rebuild the MLF.
Height: 5' 7".
Weight: 110 lbs.
Eyes: White (due to cataracts).
Hair: Silver (formerly brown).
Uniform: Blue leotard, blue gloves reaching to the upper arms, blue thigh-high boots, metallic blue helmet with a gold face-plate, gold belt, blue floor-length cape fastened at the neck.
Strength Level: Destiny has the normal human strength of a woman of her advanced age, height, and build who engages in little regular exercise.
Known Superhuman Powers: Destiny possesses precognitive powers, giving her the ability to psionically scan the events of alternate futures and, through concentration, focus on the realities that were most likely to come true. She can use this to "see" her own future or that of those near her, actively predicting what her enemies would do next in battle, which made her an invaluable strategist. Destiny can usually correctly predict events that will occur in the next ten seconds.
Other Abilities: Irene Adler is an excellent shot with both a crossbow and conventional handguns.
Weapons: Destiny occasionally uses a crossbow, preferring it over firearms due to its near-silent nature.
Limitations: Destiny is physically blind, as her reliance on her precognitive powers have caused her eyes to atrophy and develop cataracts.

394 points
Attributes:
ST 10 [0]; DX 11 [20]; IQ 12 [40]; HT 11 [10].
Secondary Characteristics: Dmg 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 12 [0]; Per 12 [0]; FP 11 [0]; Basic Speed 5.50 [0]; Basic Move 5 [0]; Dodge 11.
Languages: English (Native) [6]; German (Native) (Native Language) [0].
Cultural Familiarities: Western [0].
Advantages: Absolute Timing [2]; Clairsentience (Clairvoyance, -10%; Second Nature, +70%; ESP, -10%) [75]; Combat Reflexes (ESP, -10%) [14]; Enhanced Dodge 2 [20]; ESP Talent 4 [20]; Fit [5]; Gizmo 2 [10]; Longevity [2]; Pitiable [5]; Precognition (Directed +100%; Inspired +100%; Reduced Fatigue 2, +40%; Reduced Time 10, +200%; Reflexive +40%; Reliable +10, +50%; Requires Precognition Roll, +0%; ESP, -10%) [155]; Social Chameleon [5]; Social Regard (Venerated) 1 [5]; Status 1 [0*]; Wealth (Wealthy) [20].
Perks: Crossbow Finesse [1].
Disadvantages: Blindness (Mitigator, -60%) [-20]; Chronic Pain (Mild) (Interval: 2 hours) (9) [-5]; Intolerance (Non-Mutants) [-5]; Overconfidence (9) [-7]; Secret Identity (Imprisonment) [-20]; Sense of Duty (Mystique and Rogue) [-5].
Quirks: Agnostic [-1]; Attentive [-1]; Closet Fan (Teen Supernatural Romance Novels) [-1]; Mild OCD [-1]; Sexual Orientation (Lesbian) [-1].
Skills: Brawling (E) DX+1 [2] – 12; Combat Sense (H) IQ+4 [4] – 16†; Crossbow (E) DX+3 [8] – 14; Current Affairs/TL8 (Headline News) (E) IQ+1 [2] – 13; Current Affairs/TL8 (Science & Technology) (E) IQ+1 [2] – 13; First Aid/TL8 (Human) IQ+0 [1] – 12; Guns/TL8 (E) DX+2 [4] – 13; Judo (H) DX+1 [8] – 12; Market Analysis (H) IQ+0 [4] – 12; Poetry (A) IQ+0 [2] – 12; Precognition (H) IQ+8 [20] – 20†; Public Speaking (Rhetoric) (E) IQ+2 [4] – 14; Savoir-Faire (Servant) (E) IQ+0 [1] – 12.
Starting Spending Money: $20,000 (20% of Starting Wealth).

* Includes +1 from Wealth.
† Includes +4 from ESP Talent.

Design Notes:
1. In Destiny's case, the ESP power modifier is built off "Mutant Psionic, -10%".
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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 05-06-2014, 05:40 AM   #589
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

EQUILIBRIUS

Real Name: Unrevealed.
Occupation: Warrior.
Identity: Equilibrius's existence is unknown to the general population.
Legal Status: None.
Other Aliases: None.
Place of Birth: The Savage Land.
Marital Status: Single.
Known Relatives: None.
Group Affiliation: Savage Land Mutates.
Base of Operations: The Savage Land.
History: The origins of the man known as Equilibrius are currently a mystery. He was apparently born in the Savage Land, a hidden "lost world" in Antarctica, who was mutated to his current form in some as-yet unexplained manner (see Savage Land).

He and the other Savage Land Mutates first clashed with the mutant adventurers known as the X-Men on the latter's first trip to the Savage Land (see Savage Land Mutates; X-Men). The Mutates' mysterious "Master" ordered them to attack the visiting X-Men, but they were defeated. During this encounter, Equilibrius exhibited incredible cowardice, fleeing from the fight as soon as it became clear the X-Men had shrugged off his power.

Equilibrius has not been seen with the other Savage Land Mutates in their subsequent clashes with the Avengers and the Brotherhood of Mutants (see Avengers; Brotherhood of Mutants). Instead, his position on the roster appears to have been taken by Vertigo, who has similar powers (see Vertigo). Whether Equilibrius remains among the living has yet to be determined.
Height: 5' 11".
Weight: 175 lbs.
Eyes: Brown.
Hair: Brown.
Uniform: Violet tunic and loincloth, red helm, purple cape, violet armbands, violet boots, red belt.
Strength Level: Equilibrius possesses the normal human strength of a man his age, height, and build who engages in regular exercise.
Known Superhuman Powers: Equilibrius possesses the ability to disrupt a person's equilibrium (sense of balance) when he makes eye contact with that person.

278 points
Attributes:
ST 11 [10]; DX 11 [20]; IQ 10 [0]; HT 11 [10].
Secondary Characteristics: Dmg 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 10 [0]; Per 10 [0]; FP 11 [0]; Basic Speed 5.50 [0]; Basic Move 5 [0]; Dodge 9.
Languages: English (Accented Spoken/Illiterate) [2]; Savage Land Speech (Native Spoken/Illiterate) (Native Language) [-3].
Cultural Familiarities: Savage Land [0].
Advantages: Affliction (Vertigo-Gaze) 6 (HT-5; Cancellation, -10%; Incapacitation: Seizure, +100%; Malediction (Uses Speed/Range Table), +150%; Secondary Irritant: Nauseated, +6%; Sense-Based: Vision, -20%; Variable, +5%; Psionic, -10%) [205]; Combat Reflexes [15]; Fit [5]; Outdoorsman 2 [20]; Patron ([FNORD]) (Equipment: More than Starting Wealth, +100%; Special Abilities: Possesses Equipment from a Higher TL, +100%) (9) [30]; Resistant to Disease (+3) [5].
Disadvantages: Cowardice (6) [-20]; Low Pain Threshold [-10]; Low TL -8 [-40]; Sadism (9) [-22]; Status -1 [-5]; Wealth (Poor) [-15].
Quirks: Bad With Names [-1]; Nervous Ranter [-1]; Rule-Breaker [-1]; Uncongenial [-1].
Skills: Area Knowledge (Savage Land) (E) IQ+2 [4] – 12; Armoury/TL0 (Melee Weapons) (A) IQ+0 [2] – 10; Brawling (E) DX+1 [2] – 12; Camouflage (E) IQ+2 [1] – 12*; Carpentry (E) IQ+2 [4] – 12; Climbing (A) DX+1 [4] – 12; First Aid/TL0 (Human) (E) IQ+0 [1] – 10; Fishing (E) Per+2 [1] – 12*; Hiking (A) HT+1 [4] – 12; Innate Attack (Gaze) (E) DX+3 [8] – 14; Knife (E) DX+1 [2] – 12; Leatherworking (E) DX+1 [2] – 12; Navigation/TL0 (Land) (A) IQ+2 [2] – 12*; Riding (Theropods) (A) DX+1 [4] – 12; Shield (E) DX+1 [2] – 12; Shordsword (A) DX+1 [4] – 12; Spear (A) DX+1 [4] – 12; Stealth (A) DX+1 [4] – 12; Survival (Jungle) (A) Per+2 [2] – 12*; Swimming (E) HT+1 [2] – 12; Thrown Weapon (Spear) (E) DX+1 [2] – 12; Tracking (A) Per+2 [2] – 12*; Traps/TL0 (A) IQ+0 [2] – 10; Veterinary/TL0 (H) IQ+0 [4] – 10; Weather Sense (A) IQ+0 [2] – 10; Wrestling (A) DX+1 [4] – 12.
Starting Spending Money: $800 (20% of Starting Wealth).

* Includes +2 from Outdoorsman.

Role-Playing Notes:
Equilibrius is a consummate coward, and will run from any fight should any of his opponents manage to overcome his powers.

Despite this cowardice, he is also quite the sadist, taking immense pleasure in inflicting mental and physical torture on his foes, provided they are not able to retaliate.

Design Notes:
1. Equilibrius, and all the Savage Land Mutates, have their social traits calculated for TL8 campaigns. In campaigns set entirely in the Savage Land, remove Low TL -8 and raise Wealth to Average, a net increase of 55 points, and permit them to take 100% of their Wealth as Starting Cash ($250).
2. In Year Two or Year Three, the Savage Land Mutates' Patron will be revealed as none other than Apocalypse. As I am only chronicling Year One at this time, however, GMs are free to make their mysterious Patron whoever they wish.
__________________
"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; 05-06-2014 at 11:13 PM.
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Old 05-06-2014, 05:44 AM   #590
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

FRENZY

Real Name: Joanna Cargill.
Occupation: Professional criminal, mercenary.
Identity: Known to the authorities.
Legal Status: Citizen of the United States with a criminal record.
Other Aliases: None.
Place of Birth: Unrevealed.
Marital Status: Single.
Known Relatives: Gareth (brother, deceased).
Group Affiliation: Mutant Liberation Front.
Base of Operations: Mobile.
History: Very little is known about Frenzy's past. It is known that she is a mutant, and that she apparently has some military training.

Frenzy first came into the public spotlight as a member of Mystique's Mutant Liberation Front, operating as their resident muscle (see Mutant Liberation Front; Mystique). She was involved in the MLF's attack on SHIELD director Gyrich at the unveiling of the new Sentinels, destroying several of the robots until being knocked out by Bainsidhe and taken into custody (see individual entries).

Frenzy broke out of prison before being transferred to the Federal superhuman prison, the Vault, and joined up once again with Mystique (see Vault). Alongside the MLF, she has fought both the Avengers and the X-Men, managing to fight both the Beast and Thor to standstills (see Avengers; Beast; Thor; X-Men).

Although captured by the Avengers in their last encounter, Frenzy has been a mainstay of the Mutant Liberation Front, and will no doubt be encountered among their ranks in whatever assault comes next.
Height: 5' 11".
Weight: 230 lbs.
Eyes: Brown.
Hair: Black.
Uniform: Black leather tank top, black leather pants, black leather collar, black leather boots, and black leather gloves, black leather belt.
Strength Level: Frenzy possesses superhuman strength enabling her to lift (press) roughly 25 tons.
Known Superhuman Powers: In addition to her strength, Frenzy possesses superhuman durability enabling her to withstand incredible amounts of punishment. Her skin has been described as "steel hard", rendering her impervious to high caliber bullets, bladed weapons composed of most conventional materials, and temperature extremes of both heat and cold. Frenzy is also capable of withstanding great impact forces, such as being repeatedly struck with superhuman force or falling from great heights, without being injured. She can also withstand powerful energy blasts, such as those of Cyclops's eye beams, with no visible damage (see Cyclops). She's also been shown to be resistant to radiation.

In addition, Frenzy's enhanced musculature gives her greater than human speed and agility, enabling her to run at up to 60 mph, and giving her reflexes greater than many Olympic athletes.

Frenzy's muscles produce less fatigue toxins and those of a normal human. At her peak, she can exert herself physically for several hours before the build up of fatigue toxins in her blood begins to impair her.
Limitations: Frenzy is psychologically afraid of the dark, freezing up when cut off from all sources of light.

1,188 points
Attributes:
ST 38/177 [20*]; DX 16 [40†]; IQ 11 [20]; HT 14 [20‡].
Secondary Characteristics: Dmg 4d/6d+2 (18d/20d); BL 289 lbs; HP 38 [0*]; Will 11 [0]; Per 12 [5]; FP 20 [0]; Basic Speed 7.50 [0]; Basic Move 7 [0]; Dodge 11.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western [0].
Advantages: Combat Reflexes [15]; Damage Resistance 55 (No Signature, +20%; Tough Skin, -40%; Mutant, -10%) [193]; Enhanced Move (Ground) 2 (Move 28/56 mph; Mutant, -10%) [36]; Extra DX +4 (Mutant, -10%) [72]; Extra FP +6 (Mutant, -10%) [17]; Extra HT +2 (Mutant, -10%) [18]; Extra ST +15 (Mutant, -10%) [135]; High Pain Threshold (Mutant, -10%) [9]; Injury Tolerance (Damage Reduction*/10; Mutant, -10%) [135]; Radiation Tolerance (PF 10) (Mutant, -10%) [14]; Regeneration (Slow: 1 HP/12 hrs) (Mutant, -10%) [9]; Super ST +11/+150 (Mutant, -10%) [429]; Very Fit [15].
Perks: Dirty Fighting [1].
Disadvantages: Code of Honor (Soldier's) [-10]; Intolerance (Anti-Mutant Bigots) [-5]; Light Sleeper [-5]; Overconfidence (9) [-7]; Phobia (Darkness) (12) [-15]; Sense of Duty (Rogue, teammate) [-2]; Social Stigma (Criminal Record) [-5]; Social Stigma (Minority Group) [-10]; Wealth (Struggling) [-10].
Quirks: Adrenaline Junkie [-1]; Dislikes Unnecessary Violence [-1]; Rule-Breaker [-1].
Skills: Boating/TL8 (Motorboat) (A) DX-1 [1] – 15; Brawling (E) DX+2 [4] – 18; Driving/TL8 (Heavy Wheeled) (A) DX-1 [1] – 15; Driving/TL8 (Tracked) (A) DX-1 [1] – 15; Electronics Operation/TL8 (Sensors) (A) IQ+1 [4] – 12; Explosives/TL8 (Demolitions) (A) IQ+1 [4] – 12; First Aid/TL8 (Human) (E) IQ+0 [1] – 11; Forced Entry (E) DX+1 [2] – 17; Guns/TL8 (LAW) (E) DX+1 [2] – 17; Guns/TL8 (LMG) (E) DX+1 [2] – 17; Guns/TL8 (Rifle) (E) DX+1 [2] – 17; Guns/TL8 (SMG) (E) DX+1 [2] – 17; Lifting (A) HT+0 [2] – 14; Observation (A) Per+0 [2] – 12; Running (A) HT+0 [2] – 14; Savoir-Faire (Military) (E) IQ+1 [2] – 12; Soldier/TL8 (A) IQ+1 [4] – 12; Streetwise (A) IQ+1 [4] – 12; Wrestling (A) DX+1 [4] – 17.
Starting Spending Money: $2,000 (20% of Starting Wealth)

* Includes +15 from Extra ST and +11/+150 from Super ST.
† Includes +4 from Extra DX.
‡ Includes +2 from Extra HT.
Includes +6 from Extra FP.

Role-Playing Notes:
Frenzy is a take-no-nonsense woman who sees the violence in her lifestyle as a necessary evil, approaching combats with a "finish the mission" mindset. She is often exasperated by some of her teammates and their love of senseless violence.

To everyone's surprise, she has formed a friendship with Rogue, taking on the unofficial role of "big sister", going out of her way to protect the younger mutant and even (when Mystique and Destiny are not around) encouraging her to get out of the business.
__________________
"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; 06-28-2020 at 03:19 PM. Reason: Added No Signature to DR
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