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Old 09-12-2008, 12:02 PM   #241
Not another shrubbery
 
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

@C-C: tbrock explained in an earlier post that he's not using Super-Effort*, even when it results in lower point totals, mostly for aesthetic reasons.*With the exception of the Hulk's build.
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Old 09-12-2008, 02:59 PM   #242
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Not another shrubbery
@C-C: tbrock explained in an earlier post that he's not using Super-Effort*, even when it results in lower point totals, mostly for aesthetic reasons.*With the exception of the Hulk's build.
That's fine, but his defenses and/or HP total should probably still be a little more in line with his damage potential. IT(DR), higher DR, and/or buying whole ST up to the 220-230 range and letting him keep the HP are all decent options.
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Old 09-12-2008, 10:53 PM   #243
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

You say that his character template includes ST +23 from his race, but the racial template only adds ST +13.

Quote:
Originally Posted by tbrock1031
* Includes ST +23 and HT +2 from Atlantean Half-Breed.

Atlantean Half-Breed (revised)
204 points
Attribute Modifiers:
ST +13 [130]; HT +2 [20].
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Old 09-13-2008, 03:40 PM   #244
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Dragondog
You say that his character template includes ST +23 from his race, but the racial template only adds ST +13.
Typo, I'm afraid. I'll go back and edit.

Vitruvian and others: IT:DR (10)? I hadn't thought of that, but it does make sense. I'll have to look up its price before editing the charsheet, though.
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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

Last edited by Phantasm; 09-13-2008 at 03:44 PM.
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Old 09-13-2008, 03:47 PM   #245
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Captain-Captain
As for a reboot angle, I've always thought Kree Genecists may have had more to do with the survival of Atlantis than the God Posiedon. Blue skin.
Hmm... that is an interesting take on it, and quite plausible. I'll have to check my own notes to see if I've given them an in-universe explanation for Atlantis's survival.
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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 09-13-2008, 04:02 PM   #246
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

A few more late entries:

ABOMINATION

Real Name: Emil Blonsky.
Occupation: Former spy and research scientist.
Identity: Secret.
Legal Status: Naturalized citizen of the United States with no criminal record; secretly maintains his Slovakian citizenship.
Other Aliases: None.
Place of Birth: Bratislava, Slovakia.
Marital Status: Single.
Known Relatives: None
Group Affiliation: None.
Base of Operations: Mobile.
History: An immigrant from Slovakia (formerly part of Czechoslovakia) with a Western education in nuclear physics, Emil Blonsky was also secretly a spy for his native government. In this capacity, he was responsible for collecting information on classified projects and sending that information back to his native country.

Blonsky was working as a researcher at the same institution as Dr. Banner when the latter first became the Hulk (see Hulk). Ironically, Blonsky was one of those whom Banner first confided in regarding his condition. Intrigued that such an intense dose of radiation had not killed Banner, Blonsky used an electron microscope to scan both Banner's DNA, the "genetic blueprint" encoded in a person's cells, and his own, ultimately determining that both Banner and himself had a gene sequence which permitted such a transformation to occur.

A few days after discovering this, Blonsky increased the dosage of the gamma irradiator Banner had used to inadvertently trigger the mutation, and then turned it on himself, perhaps ironically unaware that the dosage Banner received had already exceeded the irradiator's design specifications. Blonsky was then transformed into a green-scaled creature which some people called an "abomination". Taking the name for himself, he rampaged through the facility, destroying months of research, before engaging in a battle with the Hulk.

Despite being stronger than the Hulk in his "calm" state, the Abomination was overpowered by an enraged Hulk. The Abomination fled the scene, only to be followed by both Banner and by the United States Army, after the path of destruction he left in his wake tore through a nearby military base.

At present, Blonsky is not known to be the Abomination. Banner suspects that Emil Blonksy and the Abomination are the same person, but is unaware of Blonsky's espionage activities.
Height: 6' 6".
Weight: 980 lbs.
Eyes: Green.
Hair: None.
Skin: Green.
Other Distinguishing Features: The Abomination has two toes on each foot, scaly skin, webbed ears, and a ridged brow.
Uniform: None.
Strength Level: The Abomination possesses superhuman strength, enabling him to lift (press) approximately 100 tons under optimal conditions.
Known Superhuman Powers: The Abomination possesses superhuman strength that surpasses that of the Hulk at the Hulk's normal "calm" functional level. However, where the Hulk's strength is tied to his adrenal gland, with his strength fluctuating with the amount of adrenaline in his system, the Abomination's strength is "fixed".

Also unlike the Hulk, the Abomination's gamma radiation induced mutation has proven stable; while the Hulk is able to return to his unmutated human state, the Abomination cannot.

In addition to his strength, the Abomination's body possesses a high degree of resistance to injury, pain, and disease. His skin is capable of withstanding tremendous heat without blistering (up to 3,500°F), great cold without freezing (down to -175°F), and great impacts without injury; he has survived direct hits from 120mm tank cannon and explosive rockets without significant injury. His physiology renders him immune to all terrestrial diseases, and he is probably resistant or immune to most if not all alien diseases as well.

Like the Hulk, the Abomination can use his superhumanly strong leg muscles to leap great distances. He has been observed covering close to 2 miles in a single bound.
Other Abilities: Emil Blonsky was trained in a number of espionage arts, and has proven to be a skilled if unsubtle hand to hand combatant. He is also knowledgeable in physics and biology.

1,646 points
Attributes:
ST 33/354 [100*]; DX 12 [40]; IQ 11 [20]; HT 14 [40].
Secondary Characteristics: Dmg 3d+2/6d (36d/38d); BL 218 lbs. (25,063 lbs./12.5 tons) ; HP 33 [0]; Will 11 [0]; Per 11 [0]; FP 14 [0]; Basic Speed 6.50 [0]; Basic Move 6 [0]; Dodge 9.
Languages: English (Accented) [4]; Slovakian (Native) (Native Language) [0].
Cultural Familiarities: Eastern European (Native) [0]; Western [1].
Advantages: Combat Reflexes [15]; Damage Resistance 50 (Can't Wear Armor, -40%) [150]; Enhanced ST +34 (Accessibility: Only With Super ST, -10%; Passive Biological, -5%) [232]; Flight (Accessibility: Cannot Maneuver Without Landing, -10%; Cannot Hover, -15%; Requires Surface, -20%; Passive Biological, -5%) [18]; Imbue 3 (Limited Skill Access: 3 Skills, -40%; Passive Biological, -5%) [22]; Immunity to Disease [10]; Immunity to Poisons [15]; Injury Tolerance (Damage Reduction, /100) (Passive Biological, -5%) [285]; Super ST +13/+300 (Passive Biological, -5%) [514]; Temperature Tolerance 260 [260].
Perks: Citizenship (Slovakia) [1]; Dirty Fighting [1]; Fearsome Stare [1]; Nonprotective Clothing [1]; Striking Surface [1].
Disadvantages: Appearance (Monstrous) [-20]; Bad Temper (9) [-15]; Disturbing Voice [-10]; Enemy (Hulk; Equal in Power) (9) [-10]; Enemy (US Army) (Large Group, 21-1000 at a time; 9 or less) [-30]; Ham-Fisted -1 [-5]; Loner (12) [-5]; On the Edge (9) [-22]; Overconfidence (9) [-7]; Secret: Spy for Slovakia (Imprisonment) [-20]; Secret Identity (Imprisonment) [-20]; Wealth (Poor) [-15].
Quirks: Cannot Float [-1]; Infatuated With His Powers [-1].
Skills: Acting (A) IQ+1 [4] – 12; Biology/TL8 (VH) IQ+1 [12] – 12; Brawling (E) DX+4 [12] – 16; Electronics Operation (Scientific) (A) IQ+1 [4] – 12; Forceful Blow (Unarmed) (VH) DX+1 [12] – 13; Mathematics/TL8 (Applied) (H) IQ-1 [2] – 10; Observation (A) Per+1 [4] – 12; Penetrating Strike (Unarmed) (VH) DX+1 [12] – 13; Photography/TL8 (A) IQ+1 [4] – 12; Physics/TL8 (VH) IQ+1 [12] – 12; Research/TL8 (A) IQ+1 [4] – 12; Scrounging (E) Per+0 [1] – 11; Shockwave (Unarmed) (VH) DX+1 [12] – 13; Wrestling (A) DX-1 [1] – 11.
Starting Spending Money: $4,000 (100% of Starting Wealth)

* Includes +13/+300 from Super ST and +34 from Enhanced ST.

Role-Playing Notes:
The Abomination is not as simple as he seems. While he's not a skilled tactician, he possesses an above-average intelligence and in moments of clarity (when he's not failing his Self-Control rolls for Bad Temper, On the Edge, and Overconfidence) will try and use every dirty trick in the book (and then some) and his environment to his advantage; this includes kicking up dust to obscure his location and bringing buildings and rock cliffs down on top of his foes. As a spy he's accustomed to hiding in plain sight, and may attempt to con the Hulk and the Army into thinking he's not a threat to let him go, using his Acting skill.
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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; 12-31-2016 at 11:34 AM. Reason: Added Enhanced ST
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Old 09-13-2008, 04:11 PM   #247
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

ABSORBING MAN

Real Name: Carl Creel
Occupation: Professional criminal.
Identity: Publicly known.
Legal Status: Citizen of the United States with a criminal record.
Other Aliases: Crusher Creel.
Place of Birth: New York City.
Marital Status: Presumably single.
Known Relatives: None.
Group Affiliation: None.
Base of Operations: Mobile.
History: Crusher Creel was a small-time criminal serving a prison sentence for aggravated assault when he was made an unwitting pawn in one of the schemes cooked up by the Norse trickster god, Loki (see Loki). Posing as one of the inmates assigned to work the prison cafeteria, Loki laced Creel's food with a rare Asgardian herb, granting him superhuman powers. Creel used these new powers to break out of prison, after which he was manipulated into combat with the Norse thunder god, Thor. He has since clashed with the thunder god on a second occasion.

It has recently come to light that the idea to transform Creel into the Absorbing Man was Sif's, for reasons of her own; Loki simply implemented it (see Sif).
Height: 6' 4"
Weight: 265 lbs.
Eyes: Brown
Hair: Bald; has brown facial hair.
Uniform: None.
Strength Level: Without changing his body, the Absorbing Man has the normal human strength of a man his age, height, and build who engages in intensive regular exercises. When using his powers, he can increase his strength to many times that, ultimately possessing the ability to lift (press) over 50 tons.
Known Superhuman Powers: By touching an item, the Absorbing Man can take on its physical properties. For example, by touching a steel bar, he can transform himself into solid steel.

Creel has also proven to be able to reattach limbs which are severed while in his transformed state by holding the limb in place and changing back to human. Whether or not he would be able to reassemble himself following a massive dispersal of his transformed body – such as if he was to be shattered while in a state resembling crystal or glass – is currently unknown.
Weapons: Creel wields his prison ball and chain, which he was wearing at the time of his first transformation, as a kind of flail.

1,252 points
Attributes:
ST 13 (25/250*) [30]; DX 11 [20]; IQ 9 [-20]; HT 12 [20].
Secondary Characteristics: Dmg 1d/2d-1 (2d+2/5d-1; 26d/28d); BL 34 lbs (125 lbs/12,500 lbs); HP 13 (25) [0]; Will 12 [15]; Per 12 [15]; FP 12 [0]; Basic Speed 6.00 [5]; Basic Move 5 [-5]; Dodge 10.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western (Native) [0].
Advantages: Combat Reflexes [15]; Enhanced ST +37 (Accessibility: Only With Super ST, -10%; Magical, -10%) [248]; Hard to Subdue 3 [6]; High Pain Threshold [10]; Injury Tolerance (Damage Reduction /10) (Accessibility: Only In Altered Body Form, -10%; Magical, -10%) [120]; Injury Tolerance (Independent Body Parts) (Accessibility: Only In Altered Body Form, -10%; Reattachment Only, -50%; Magical, -10%) [10]; Morph (Extra Morphing Capacity: +175; Accessibility: "Body of..." Meta-Traits Only, -10%; Cannot Memorize Forms, -50%; Needs Sample (Must Touch Subject), -5%; Retains Shape, -20%; Magical, -10%) [195]; Resistant to Disease (+8 to HT rolls) [5]; Resistant to Poisons (+3 to HT rolls) [5]; Signature Gear 3 (Magical Ball and Chain) [3]; Super ST +12/+200 (Accessibility: Only In Altered Body Form, -10%; Magical, -10%) [456]; Unkillable 2 (Accessibility: Only In Altered Body Form, -10%; Magical, -10%) [80]; Very Fit [15].
Perks: Improvised Weapons (Flail) [1]; Supersuit [1].
Disadvantages: Code of Honor (Criminal's) [-5]; Greed (12) [-15]; Ham-Fisted -1 [-5]; Overconfidence (9) [-7]; Social Stigma (Criminal Record) [-5]; Truthfulness (9) [-7]; Wealth (Poor) [-15].
Quirks: Alcohol Intolerance [-1]; Dual Identity [-1]; Likes Fighting [-1].
Skills: Brawling (E) DX+3 [8] – 14; Climbing (A) DX+1 [4] – 12; Flail (H) DX+3 [16] – 14; Forced Entry (E) DX+1 [2] – 12; Intimidation (A) Will+1 [4] – 13; Musical Instrument (Drum Set) (H) IQ+1 [8] – 10; Running (A) HT+0 [2] – 12; Search (A) Per+0 [2] – 12; Streetwise (A) IQ+4 [16] – 13; Urban Survival (A) Per+0 [2] – 12.
Starting Spending Money: $800 (20% of Starting Wealth).

* Includes +12/+200 from Super ST and +37 from Enhanced ST.

Role-Playing Notes:
Crusher Creel is a career criminal mainly because he knows he's not much use at doing anything else. He was hired muscle even before his transformation, and is constantly looking to use his powers mainly to steal money.

Creel's biggest drawbacks are his Overconfidence and his IQ. He can be tricked into taking on the properties of a very brittle substance which may shatter him, such as glass or diamond.
__________________
"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; 12-31-2016 at 11:59 AM. Reason: Added Enhanced ST
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Old 09-13-2008, 04:17 PM   #248
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Magneto now has a newer entry on a later page
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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; 10-29-2014 at 08:39 AM.
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Old 09-13-2008, 04:21 PM   #249
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Also edited Sub-Mariner with the IT:DR trait.
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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 09-13-2008, 04:59 PM   #250
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Injury Tolerance (Damage Reduction, /100) (Biological, -10%) [270];
Since the Biological power modifier includes Costs 1 FP, when do you charge the FP - per minute that he wants to be tough, or per time he gets hit and damage penetrates DR, or something like that?
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