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Old 03-24-2008, 07:43 AM   #191
Phantasm
 
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Not another shrubbery
What made you decide to re-write them, as opposed to just editing the earlier posts? Was it easier for you this way?
Yep. I didn't have the desire to go hunting through a dozen or so pages looking for the entries, especially considering that Iceman ended up getting left out the first time through when I was posting.

Quote:
Originally Posted by Not another shrubbery
How do you mean? It's still the same level as the original version.
Right, effective ST 10, +1 ST for every second of layering. Useful against thugs, not really useful against the Blob. (There's a guy I'd have to really look at to figure out his powerset.)
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The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting
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Old 03-24-2008, 07:45 AM   #192
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Not another shrubbery
You've got the Modular Ability working OT ;) It really improved the readability of the cs. I kinda thought you would keep or even expand on the Alternative Abilities theme from the first version, but it looks like you kept the concept limited to the stuff that the ModAb covers.
My brain sometimes has a mental block against acronyms. What do you mean by "OT" in this case?
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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 03-24-2008, 09:01 AM   #193
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031
Right, effective ST 10, +1 ST for every second of layering. Useful against thugs
Do you have doubts as to whether that is good enough for him? Even in his origin story, he didn't seem to have any trouble immobilizing normals... I suppose that might justify a slightly higher level.
Quote:
... not really useful against the Blob. (There's a guy I'd have to really look at to figure out his powerset.)
Lotsa DR and high ST, with extra ST for resisting being moved only, should cover most of it I think.
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My brain sometimes has a mental block against acronyms. What do you mean by "OT" in this case?
OverTime :)
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Old 04-08-2008, 06:32 AM   #194
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Based on random doodlings and paging through OHOTMUDE #16 (Book of the Dead, Air-Walker through Death-Stalker) late last night. Everyone who followed Avengers and the Marvel-Malibu line know of his heroic nephew, but who remembers this guy?

BLACK KNIGHT

Real Name: Nathan Garrett.
Occupation: Former civil engineer; now professional criminal.
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: Presumably single.
Known Relatives: Pat Garrett, unnamed knight (alleged ancestors).
Group Affiliation: Former employee of the Crimson Cowl.
Base of Operations: New York City area.
History: Nathan Garrett was a young civil engineer with a gambling problem who had gotten in over his head with one of his bookies. Threatened with death after being unable to pay, Garrett was approached by the Crimson Cowl who agreed to pay off all his debts in exchange for his services. The Cowl provided Garrett with his initial laboratory and workshop, which he used to manufacture his first power lance and mutate a horse to possess functioning wings.

Disobeying the Crimson Cowl's orders, Garrett donned the guise of the Black Knight in order to "field test" the equipment. This first outing brought him into conflict with Ant-Man and Wasp, and he was arrested (see Ant-Man; Wasp). The Cowl arranged for Garrett to be freed on bail, but he insisted on going out again to "settle the score" with the Diminutive Duo. Once again, he was defeated and sent to jail. This time, however, the Cowl refused to post his bail.

The Black Knight is currently in prison, but for how long is anyone's guess.
Height: 6'.
Weight: 195 lbs.
Eyes: Blue.
Hair: Brown.
Strength Level: The Black Knight possesses the normal human strength of a man his age, height, and build who engages in moderate regular exercise.
Known Superhuman Powers: None.
Other Abilities: Nathan Garrett has trained himself to be proficient with his power lance (see below), as well as with the standard knightly weapons of a sword and shield.
Weapons: The Black Knight's primary weapon was his power lance. This weapon, designed along the lines of a medieval knight's lance, contains miniaturized circuitry which enables it to have a number of settings in its casing.

The first and least technologically advanced setting of the power lance is a light machinegun chambered for the Austrian 5.7 x 26mm caseless round. The power lance has a helical magazine of 100 rounds in the handle; being a caseless round, there is no need for an ejector for spent casings. This round comes standard in hollow-point.

Also built into the power lance is a charged particle beam, or "blaster", rifle capable of punching through the armor of armored cars; it is not yet known how effective the blaster is against modern tank armor. The blaster works off a rechargeable power cell nestled on the end of lance's handle.

The power lance also contains a powerful electrolaser capable of stunning a normal person. This electrolaser operates off the same power cell as the blaster, but uses a lot less power.

Naturally, the power lance can also be used in a manner identical to a medieval knight's lance. The Black Knight is known to fire the blaster on impact, adding to the damage done.

Occasionally, the Black Knight carried a broadsword and medium shield, which he can wield from the saddle as proficiently as he can on foot. The swords and shields he has used on these few occasions do not appear to have any special properties.
Armor: In keeping with his modus operandi, the Black Knight's armor resembles the plate-and-chain mail worn by medieval knights. This armor, however, has been built to improved specifications which enable the plate sections to withstand gunfire up to .45 caliber rounds. Underneath the plate, he wears a Kevlar vest to further improve his survival.
Mount: Nathan Garrett has used his knowledge of bioengineering to mutate a black horse, which he calls Hasufel, with functioning wings. These wings enable Hasufel to fly at an average speed of 50 miles per hour.

255 points
Attributes:
ST 11 [10]; DX 11 [20]; IQ 12 [40]; HT 11 [10].
Secondary Characteristics: Dmg 1d-1/1d+1; BL 24 lbs; HP 11 [0]; Will 12 [0]; Per 12 [0]; FP 11 [0]; Basic Speed 5.5 [0]; Basic Move 5 [0].
Advantages: Ally (Hasufel; see below) (25% of starting points; Frequency: 15 or less) [3]; Gadgeteer [25]; Weapon Master (Knightly Weapons) [30].
Disadvantages: Compulsive Gambling (9) [-7]; Enemy (NYPD) (Hunter; Frequency: 9 or less) [-20]; Greed (12) [-15]; Low Self-Image [-10]; Social Stigma (Criminal Record) [-5].
Quirks: Dual Identity [-1].
Skills: Animal Handling (Equines) (A) IQ+1 [4] – 13; Beam Weapons/TL8 (Rifle) (E) DX+2 [4] – 13; Brawling (E) DX+1 [2] – 12; Broadsword (A) DX+2 [8] – 13; Gambling (A) IQ+0 [2] – 12; Guns/TL8 (Rifle) (E) DX+2 [4] – 13; Inventor! (WC) IQ+4 [72] – 16; Lance (A) DX+2 [8] – 13; Riding (Equines) (A) DX+2 [8] – 13; Science! (WC) IQ+1 [36] – 13; Shield (E) DX+2 [4] – 13; Sleight of Hand (A) DX-1 [1] – 10; Streetwise (A) IQ+0 [2] – 12.
Techniques: Cavalry Training (Broadsword) (H) def+2 [3] – 13; Cavalry Training (Lance) (H) def+2 [3] – 13; Combat Riding (Riding (Winged Equines)) (H) def+2 [3] – 15; Mounted Shooting (Beam Weapons (Rifle)/Winged Equines) (H) def+4 [5] – 13; Mounted Shooting (Guns (Rifle)/Winged Equines) (H) def+4 [5] – 13.

Hasufel
42 points
Attributes:
ST 22 (No Fine Manipulators, -40%; Size, -10%) [60]; DX 9 [-20]; IQ 4 [-120]; HT 11 [10].
Secondary Characteristics: Dmg 2d/4d; BL 97 lbs; HP 22 [0]; Will 11 [35]; Per 12 [40]; FP 11 [0]; Basic Speed 5 [0]; Basic Move 8 [15]; Basic Air Move 10 [0].
Advantages: Claws (Hooves) [3]; Combat Reflexes [15]; Enhanced Move (Air) 1.5 (Air Move 30) [30]; Enhanced Move (Ground) 1 (Ground Move 16) [20]; Flight (Winged, -25%) [30]; Peripheral Vision [15].
Perks: Fur [1].
Disadvantages: Domestic Animal [-30]; Quadruped [-35]; Restricted Diet (Herbivore) [-10]; Short Lifespan -2 [-20]; Weak Bite [-2]; Wealth (Dead Broke) [-25].
Skills: Aerobatics (H) DX+3 [16] – 12; Brawling (E) DX+1 [2] – 10; Mount (A) DX+3 [12] – 12.

Power Lance
Setting: 5.7 x 26mm CL
Damage: 5d (0.5) pi+
Acc: 5
Range: 480/3,400
RoF: 10!
Shots: 100 (5)
ST: 8†
Rcl: 2
Skill: Guns (LMG)

Setting: Electrolaser
Damage: HT-4 (2) aff plus 1d-3 burn
Acc: 8
Range: 400/1,100
RoF: 1
Shots: 83 (3)
ST: 4†
Rcl: 1
Skill: Beam Weapons (Rifle)

Setting: Blaster
Damage: 6d (5) burn sur
Acc: 10
RoF: 3
Shots: 10 (3)
ST: 7†
Rcl: 1
Skill: Beam Weapons (Rifle)
__________________
"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; 08-05-2015 at 03:36 PM.
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Old 04-08-2008, 08:34 AM   #195
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031
Black Knight
Cool! I don't remember his original appearance (in TtA) to well, but I do recall his membership in the original Masters of Evil.
Quote:
Hasufel
Clever ;) But what made you decide to change the name? Just to avoid confusion?
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Old 04-08-2008, 09:08 AM   #196
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031
What I was looking for with the Cosmic is modeling the idea that when she turns people invisible, no one to my knowledge has actually resisted it and remained visible without invisibility powers of their own counteracting it. The "Cosmic: Irresistable Attack" modifier seemed closest.
Note that "Irresistable Attack" simply means that immunities, etc., don't protect vs. that attack. In order to prevent the simple HT/Will roll from saving the target you have to buy up the level of Affliction to make it implausible to the target to resist.

-Max
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Old 04-08-2008, 02:51 PM   #197
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Not another shrubbery
Clever ;) But what made you decide to change the name? Just to avoid confusion?
Well, Aragorn was the heroic Black Knight's first winged steed, a white pegasus, and Valinor was the second, a bat-winged black pegasus - both mutated by his own hand, IIRC. The original Black Knight's black pegasus didn't have a name; the Dreadknight, who took possession of it after it was further mutated, calls it "Hellhorse", which I don't think was its original name.

Besides, I wanted to do homage to Tolkien without having a name that screamed "rip-off" on first examination. ;)
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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 04-10-2008, 11:26 AM   #198
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Edited the Black Knight, giving more details on his power lance.

Any suggestions for who should be the next villain to be "rebooted"?
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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 04-11-2008, 01:40 PM   #199
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

People have been asking for this one since I first posted Captain America. Here he is, in all of his diabolic glory.

BARON ZEMO

Real Name:
Harbin Zemo.
Occupation: Subversive.
Legal Status: Citizen of Germany with no criminal record.
Identity: Baron Zemo does not use a dual identity.
Other Aliases: None.
Place of Birth: Leipzig, Germany
Marital Status: Presumably single.
Known Relatives: Heinrich (paternal grandfather, deceased), Hilda (paternal grandmother, deceased), Helmut (father, deceased), Helga (mother).
Group Affiliation: Leader of the Fourth Reich.
Base of Operations: Leipzig, Germany.
History: Harbin Zemo is the grandson of Heinrich Zemo, a minor German nobleman who was one of Hitler's most loyal scientific geniuses during World War II. During World War II, Heinrich Zemo had helped develop a number of technologies for Germany, including the jet engine on the Me-262 jet fighters and, most notably, a super-adhesive known only by it's codename, Adhesive X. Adhesive X was notable in that, when allowed to dry, it formed a molecular adhesion with whatever was in contact with it, making it the strongest adhesive substance known to mankind.

Heinrich Zemo was killed in combat with Captain America during the last days of World War II, but not before he fathered a son who he taught to adhere to the Nazi ideology. This son, Helmut Zemo, publicly denounced his father, enabling him to maintain his family's holdings following the war. Secretly, however, Helmut Zemo started building a subversive organization which he intended to use to reinstate the Nazi Party in a Fourth Reich. It is rumored that Helmut Zemo had a hand in the destruction of the Berlin Wall and the German Reunification; it is easier, after all, to conquer the world from a united Germany than it was from a divided one. When Helmut recently passed away from old age, the position of leader of the organization passed to his young son Harbin.

Baron Zemo maintains the illusion of being just another member of the old aristocracy, engaging in such past-times as partying, painting, writing poetry, and fencing. In reality, he uses his connections in the aristocracy to discretely gather information on the current German and foreign governments. Harbin is not an adherent of Nazi ideology; he sees the Fourth Reich as just a pawn in a larger chess game, with himself as a player.

Upon learning that his grandfather's old nemesis, Captain America, was still alive and aging extremely slowly, Zemo set events into motion to complete the revenge his father had planned (see Captain America). First, he gained information on the Captain's identity and current situation by intercepting letters written between the Captain and his WWII Russian counterpart, the first Red Guardian. Then, he set about having his men hire local muscle in the area the Captain was living in, studying his intended opponent's habits, friends, and acquaintances.

Once everything was in place, Baron Zemo and his hired henchmen took the Queens, New York, high school where Captain America was teaching at in his civilian identity hostage. Zemo threatened on live television to kill the students unless his demands were met, making a list of increasingly outrageous demands that had no relevance whatsoever to his real mission. To his pleasure, this was enough to draw out Captain America to action; unfortunately for him, he didn't foresee the actions of one of the students to aid the Captain (see Bucky).

During the chaos following Captain America's return to action, Baron Zemo managed to escape, while his hired muscle were taken into police custody. Zemo is presumably planning another revenge scheme while plotting to further the Fourth Reich.
Height: 5' 10"
Weight: 185 lbs.
Eyes: Blue.
Hair: Blond.
Strength Level: Baron Zemo possesses the average human strength of a man his age, height, and build who engages in regular exercise.
Known Superhuman Powers: None.
Abilities: Baron Zemo is a decent hand to hand combatant, a capable administrator, and a decent shot with a handgun. His real strength, however, lies in his talent for leading and inspiring others to join his cause. Unlike his father and grandfather, he does not possess any scientific aptitude, relying instead on the Fourth Reich's scientists to provide him with high-tech weaponry and equipment.

493 points
Attributes:
ST 12 [20]; DX 12 [40]; IQ 13 [60]; HT 12 [20].
Secondary Characteristics: Dmg 1d-1/1d+1; BL 29 lbs; HP 12 [0]; Will 15 [10]; Per 13 [0]; FP 12 [0]; Basic Speed 6.00 [0]; Basic Move 6 [0]; Dodge 9.
Languages: English (Native) [6]; German (Native) (Native Language) [0].
Cultural Familiarities: Western (Native) [0].
Advantages: Ally Group (Fourth Reich) (Members are around 25% of his points; Group Size: up to 5,000; Frequency: 15 or less) [66]; Ambidexterity [5]; Appearance (Attractive) [4]; Charisma 4 [20]; Fit [5]; Gizmos 3 [15]; Hard to Subdue 3 [6]; High Manual Dexterity 1 [5]; High Pain Threshold [10]; Independent Income 20 [20]; Status 4 [5]*; Wealth (Multimillionaire 2) [100].
Perks: Style Familiarity (Epée Sport Fencing) [1].
Disadvantages: Bloodlust (12) [-10]; Bully (9) [-15]; Code of Honor (Gentlemen's) [-10]; Compulsive Rhetoric (9) [-7]; Megalomania [-10]; Obsession (Kill Captain America) (9) [-7]; Secret (Subversive) (Imprisonment or Exile) [-20]; Selfish (9) [-7].
Quirks: Careful [-1]; Chauvinistic [-1]; Fond of Cats [-1].
Skills: Acting (A) IQ+2 [8] – 15; Administration (A) IQ+1 [4] – 14; Artist (Painting) (H) IQ+0 [4] – 13; Body Language (A) Per+1 [4] – 14; Boxing (A) DX+3 [12] – 15; Brainwashing/TL8 (H) IQ+0 [4] – 13; Connoisseur (Literature) (A) IQ+1 [4] – 14; Connoisseur (Visual Arts) (A) IQ+1 [4] – 14; Criminology/TL8 (A) IQ+1 [4] – 14; Current Affairs/TL8 (High Culture) (E) IQ+2 [4] – 15; Current Affairs/TL8 (Politics) (E) IQ+2 [4] – 15; Detect Lies (H) Per+1 [8] – 14; Diplomacy (H) IQ+0 [4] – 13; Games (Epée Fencing) (E) IQ+0 [1] – 13; Guns/TL8 (Pistol) (E) DX+2 [4] – 14; Heraldry (A) IQ+1 [3] – 14†; History (Germany) (H) IQ+0 [4] – 13; Intelligence Analysis/TL8 (H) IQ+0 [4] – 13; Interrogation (A) IQ+1 [4] – 14; Intimidation (A) Will-1 [1] – 14; Judo (H) DX+3 [16] – 15; Leadership (A) IQ+7 [12] – 20‡; Poetry (A) IQ+1 [4] – 14; Politics (A) IQ+1 [4] – 14; Propaganda/TL8 (A) IQ+1 [4] – 14; Public Speaking (A) IQ+5 [4] – 18‡; Rapier Sport (A) DX+1 [4] – 13; Savoir-Faire (High Society) (E) IQ+2 [4] – 15; Savoir-Faire (Mafia) (E) IQ+2 [4] – 15; Strategy (Land) (H) IQ+0 [4] – 13; Tactics (H) IQ+0 [4] – 13.
Techniques: Counterattack (Rapier Sport) (H) def+5 [6] – 13; Feint (Rapier Sport) (H) def+4 [5] – 17.
Starting Spending Money: $40,000,000 (20% Starting Wealth).

* Includes +3 from Wealth.
† Defaulted from Savoir-Faire (High Society)
‡ Includes +4 from Charisma
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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 04-11-2008, 01:54 PM   #200
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031
Any suggestions for who should be the next villain to be "rebooted"?
I know he hasn't been a real villain since the 90's, but I've always had a soft spot for Deadpool.
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