Monday, May 1, 2023

THE PUPPET MASTER

Puppet Master
PUPPET MASTER [159 Points]

Real Name: Philip Masters
Occupation: Biologist turned craftsman and criminal mastermind
First Appearance: Fantastic Four #8 (Nov. 1962)
5'6"; 150 lb; Bald; Brown eyes.

ST: 9 [-20] HP: 9 [0] Speed: 4.75 [0]
DX: 10 [0] Will: 14 [5] Move: 4 [0]
IQ: 13 [60] Per: 13 [0] BL: 16 lb
HT: 9 [-10] FP: 9 [0] SM: +0
Dodge: 7 Parry: 8 DR: 0


ATTACKS
  • Punch (10): 1d-4 cr. Reach C.

  • TRAITS
  • Appearance (Unattractive) [-4]
  • Bully (CR: 12) [-10]
  • Comfortable Wealth [10]
  • Dependent: Alicia Masters (25% of starting points; 9-) [-10]
  • Hard to Kill 2 [4]
  • Jealousy [-10]
  • Megalomania [-10]
  • Puppet Mastery Talent 4 [20]
  • Talent (Artificer) 2 [20]

  • KNOWN POWERS
    PUPPET MASTERY: The Puppet Master controls his victims through small effigies carved from special radioactive clay. He can sculpt these effigies in advance, but each effigy can only be used once. As long as he can see or touch the effigy he can exert his control over the victim. The Puppet Master is only able to control one victim at a time.
  • Mind Control: (Long-Range 2, +100%; Psionic, -10%; Puppet, -40%; Preparation Required (10 minutes), -30%; Cosmic (Needs only to touch effigy of target), +30%) [75]

  • SKILLS
  • Artist (Sculpting)-14 [8]
  • Biology/TL7 (Biochemistry)-14 [12]
  • Engineer/TL7 (Robotics)-15 [4]
  • Hazardous Materials/TL7 (Nuclear)-14 [4]
  • Hobby Skill (Toymaking)-12 [4]
  • Mathematics/TL7 (Applied)-11 [1]
  • Mechanic/TL7 (Robotics)-14 [1]
  • NBC Suit/TL7-9 [1]
  • Research/TL7-14 [4]
  • Wednesday, April 26, 2023

    ANT-MAN

    Ant-Man
    ANT-MAN [533 Points]

    Real Name: Dr. Henry Pym
    Occupation: Biochemist, adventurer
    First Appearance: Tales to Astonish #27 (Jan 1962) (see note)
    6'; 185 lb; Blonde hair; Blue eyes.

    ST: 12 [20] HP: 12 [0] Speed: 5.75 [0]
    DX: 11 [20] Will: 14 [0] Move: 5 [0]
    IQ: 14 [80] Per: 14 [0] BL: 32 lb
    HT: 12 [20] FP: 12 [0] SM: +0
    Dodge: 8 Parry: 9 DR: 5

    ATTACKS:
  • Punch (13): 1d+1 cr. Reach C.

  • TRAITS:
  • Gadgeteer [25]
  • Pacifism: Cannot Kill [-15]
  • Secret Identity (Henry Pym; Serious Embarrassment) [-5]
  • Sense of Duty (Humanity) [-15]
  • Wealthy [20]
  • Workaholic [-5]

  • POWERS:
    ANT MAN COSTUME (Can be Stolen (Forcibly Removed), -10%)
  • Damage Resistance 5 (Flexible, -20%) [18]

  • CYBERNETIC HELMET (Superscience, -10%; Can be Stolen (Forcibly Removed), -10%) [94]
  • Ally (Ant Swarm): (Appears constantly (No roll required); Group of 6-10; Minion, +50%; Point total (25% of your starting points); Summonable, +100%) [56]
  • Ally (Flying Ant Mount) (Appears constantly (No roll required); Minion, +50%; Point total (25% of your starting points); Special Abilities (Flying Ant Mount), +50%; Summonable, +100%) [12]
  • Doesn't Breathe (Oxygen Storage (x50), -40%) [8]
  • Sealed [12]
  • Speak With Animals (Specialized (Ants and other social insects), -60%) [5]
  • Voice Amplifier [1]

  • SIZE ALTERATION (Super, -10%)
  • Shrinking 13 (Can Carry Objects (Up to Light Encumbrance), +20%; Full Damage, +100%; Full DR, +30%; Full HP, +30%) [176]

  • SKILLS:
  • Biology/TL7 (Biochemistry)-14 [8]
  • Biology/TL7 (Entomology)-15 [12]
  • Boxing-13 [8]
  • Chemistry/TL7-15 [8]
  • Computer Operation/TL7-14 [1]
  • Computer Programming/TL7 (AI)-15 [8]
  • Engineer/TL7 (Electronics)-14 [4]
  • Engineer/TL7 (Microtechnology)-14 [4]
  • First Aid/TL7-14 [1]
  • Mathematics/TL7 (Applied)-17 [16]
  • Physician/TL7-12 [1]
  • Research/TL7-15 [4]
  • Riding (Flying Ant)-12 [4]
  • Shadowing-13 [1]
  • Stealth-12 [4]
  • Weird Science-16 [16]

  • NOTES:

    Henry Pym first appeared as a non-super-powered scientist who discovers a shrinking gas and has a terrible adventure among ants in Tales to Astonish #27. Although intended as a 'one-an-done' story in a anthology magazine, Pym was nevertheless brought back as the superheroic Ant-Man in Tales to Astonish #35 (September 1962).

    Over the next few years, Pym would add the ability to increase his size and strength to his power set, first becoming 'Giant-Man' in Tales to Astonish #49 (Nov 1963), and then changing his name to Goliath in Avengers #28 (May 1966).

    Right after he rejoined the Avengers as Goliath, he suffered a power complication and could not return to his normal size, being stuck at 10-feet tall for a time.

    Tuesday, April 25, 2023

    AUNT MAY

    May Parker

    Where would Peter Parker be without his favorite elderly aunt?

    MAY PARKER [-44 Points]

    Occupation: Retired
    First Appearance: Amazing Fantasy #15 (June 1962)
    5'5"; 110 lb; White hair; Blue eyes.

    ST: 7 [-30] HP: 7 [0] Speed: 4.5 [0]
    DX: 10 [0] Will: 13 [5] Move: 4 [0]
    IQ: 12 [40] Per: 12 [0] BL: 10 lb
    HT: 8 [-20] FP: 8 [0] SM: +0
    Dodge: 7 Parry: - DR: 0

    TRAITS:
  • Arachnophobia (Spiders) (CR: 12) [-5]
  • Charitable (CR: 12) [-15]
  • Honesty (CR: 12) [-10]
  • Sense of Duty (Peter Parker) [-2]
  • Skinny [-5]
  • Struggling [-10]

  • SKILLS:
  • Area Knowledge (New York City)-12 [1]
  • Cooking-13 [4]
  • Current Affairs/TL7 (Headline News)-12 [1]
  • Current Affairs/TL7 (Popular Culture)-12 [1]
  • Housekeeping-12 [1]

  • Monday, April 24, 2023

    YOUR FRIENDLY NEIGHBORHOOD SPIDER-MAN

    Spider-Man

    Spider-Man

    898 points

    Real Name: Peter Parker
    Occupation: Freelance photographer, college student
    Group Affiliation:
    First Appearance: Amazing Fantasy #15 (August 1962)
    5'10"; 165 lb; Brown hair; hazel eyes.

    ST: 31 [10] HP: 31 [0] Speed: 8 [0]
    DX: 17 [20] Will: 14 [5] Move: 9 [5]
    IQ: 13 [60] Per: 16 [15] BL: 2,500 lb
    HT: 15 [10] FP: 15 [0] SM: +0
    Dodge: 15 Parry: 13 DR: 0

  • Punch (18): 6d-2 cr. Reach C.
  • Binding (19): . Acc 3, Range 100, RoF 1.
  • Web-Balls (19): 3d cr. Acc 3, Range 10/20, RoF 3.
  • Social Background

    TL: 7 [0].
    CF: Western (Native) [0].
    Languages: English (Native) [0].

    Advantages

    Appearance (Attractive [+4]) [4]; Artificer 1 [10]; Gadgeteer [25].
        Perks: Swinging; . [3]

    Spider Power (Super, -10%).

  • Increased Durability: Injury Tolerance: Damage Reduction 2 (Crushing, -40%) [25]
  • Spider-Speed: Increased Dexterity +6 [108] + Combat Reflexes [14]
  • Spider-Strength: Increased Strength +20 [180] + Increased Health +4 [36]
  • Wall-Crawling: Clinging [18] + Super Climbing 5 [14]
  • Web-Walking: Perfect Balance [14]
  • Spider-Pounce: Super Jump 1 [9]

  • Spider-Sense (Psionic, -10%); Spider-Sense Talent 2 [10].

  • Spider-Sense: 360° Vision (Panoptic 2, +60%) [38] + Danger Sense [14] + Enhanced Dodge 3 [41]

  • Web-Shooters (Can be Forcibly Removed, -10%; Breakable, DR 6, HP 6, SM -6, -20%; Superscience, -10%); Web Shooter Talent 2 [10].

  • Webbing: Binding 30 (Alternate Ability x1/5; Cone, 10-yards wide, +150%; Selectivity, +10%) [27]
  • Web-Gliders: Catfall (Parachute, -30%; Alternate Ability x1/5) [1]
  • Swing From a Web: Perk: Swingline [1]
  • Web Balls: Crushing Attack 3 (Reduced Range x1/5, -20%; Increased 1/2 D Range x5, +10%; Rapid Fire 3, +50%; Alternate Ability x1/5) [3]
  • Web-Shield: Damage Resistance 30 (Force Field, +20%; Directional, Front, -20%; Semi-Ablative, -20%; Area Effect 2 yards, +50%; Affects Others 1, +50%; Requires Ready, -10%) [195]
  • Disadvantages

    Dependent (Aunt May; 0 or fewer points; Appears 9-; Loved one) [-30]; Enemy (J. Jonah Jameson, Built on 50% of your starting points; Appears 9-; Hunter) [-5]; Guilt Complex [-5]; Pacifism: Cannot Kill [-15]; Secret Identity (Imprisonment) [-20]; Unluckiness [-10]; Wealth: Struggling [-10].

    Skills

    Acrobatics-18 [4]; Area Knowledge (New York City; Lived there)-14 [2]; Brawling-18 [2]; Chemistry/TL7-15 [12]; Engineer/TL7 (Electronics)-14 [4]; Engineer/TL7 (Materials)-15 [8]; Engineer/TL7 (Microtechnology)-14 [4]; Innate Attack (Projectile)-19 [4]; Liquid Projector/TL7 (Web-Shooters)-19 [4]; Mathematics/TL7 (Applied)-13 [4]; Observation-17 [4]; Photography/TL7-14 [4]; Physics/TL7-14 [12]; Research/TL7-13 [2]; Search-17 [4]; Shadowing-14 [1]; Stealth-18 [4]; Swimming-15 [1].

    Notes: Spidey's web-shooters are versatile enough to have Modular Abilities, if not Ultrapower.

    Friday, April 21, 2023

    THE MIGHTY THOR

    Thor
    THOR [1499 Points]

    Real Name: Donald Blake
    Occupation: God of Thunder, physician
    First Appearance: Journey Into Mystery #83 (June, 1962)
    6'6"; 640 lbs.; Blonde hair; Blue eyes.

    ST: 59* [60] HP: 59 [0] Speed: 7.25 [0]
    DX: 13 [60] Will: 12 [0] Move: 7 [0]
    IQ: 12 [40] Per: 12 [0] BL: 795 tons
    HT: 16** [30] FP: 16 [0] SM: +0
    Dodge: 11 Parry: 14 DR: 8#

    *Includes +43 from Increased ST
    **Includes +3 from Increased HT
    #Tough Skin

    ATTACKS:
  • Punch (20): 13d+11 crushing. Reach C.
  • Hammer Strike (20): 13d+14 crushing. Reach 1.
  • Hammer Toss (20): 13d+12 crushing, Range 100/500, RoF 1.
  • Summon Lightning (20): 10d burn. Acc 3, Range 100, RoF 1
  • Summon Windstorm (20): 10d crushing, no wounding, knockback only; Cone, 100 yards long, 8 yards wide.

  • TRAITS:
  • Alternate Form (Donald Blake) (Thor must stamp Mjolnir's handle on the ground to switch between forms. If Thor is separated from Mjolnir for more than 60 seconds, he automatically changes back to Donald Blake. As Donald Blake, Mjolnir takes on the appearance of a gnarled walking stick.) (Absorptive Change (Light Encumbrance), +10%; Once On, Stays On, +50%; Reciprocal Rest, +30%; Reduced Time 3, +60%) [38]
  • Appearance (Handsome) [12]
  • Combat Reflexes [15]
  • High Pain Threshold [10]
  • Overconfidence (CR: 12) [-5]
  • Pacifism: Cannot Harm Innocents [-10]
  • Reputation (Hero) 2 (Almost everyone; Recognized all the time) [10]
  • Secret Identity (Donald Blake; Serious Embarrassment) [-5]
  • Sense of Duty to Humanity [-15]
  • Signature Gear (Mjolnir) [1]
  • Very Fit [15]
  • Weapon Master (All weapons) [45]

  • POWERS:
    GODLY MIGHT (Super, -10%)
  • Damage Resistance 8 (Tough Skin, -40%) [20]
  • Extended Lifespan 10 [18]
  • Increased Health +3 [27]
  • Increased Strength +43 [387]
  • Injury Tolerance (Damage Reduction) 4 [90]
  • Regeneration (1 HP per 12 hours) [9]
  • Immune to Disease [9]
  • Resistant to Metabolic Hazards (+3 to all HT rolls to resist) [8]

  • MJOLNIR (Magical, -10%; Can be Stolen by Stealth or Trickery; Will not work for thief, -10%)
  • Control (Weather) 10 (Natural Phenomena, +100%) [360]
  • Hammer Shield: By spinning his hammer in front of him, Thor can protect himself and those in his immediate area from damaging attacks. Damage Resistance 30 (Affects Others, +50%; All-Out, -25%; Area Effect 2-yard Radius, +50%; Directional, (Front Only) -20%; Force Field, +20%) [47]*
  • Enhanced Move (Air) 3 [48]
  • Flight (Cannot Hover, -15%) [6]*
  • Hammer Strike: Crushing Attack sw+2 (ST Based, +100%; Melee Attack (Reach 1), -25%) [1]*
  • Hammer Toss: If the range is 100 yards or less, Mjolnir returns to Thor's hand at the end of the round in which he threw it. Otherwise it travels at the speed of 100 yards per second back to his hand. Crushing Attack thr+2 (2x Increased 1/2 D Range, +5%; 5x Increased Range, +20%; Guided, +50%; ST Based, +100%) [2]*
  • Summon Lightning: Burning Attack 10 (Increased 1/2D Range x10, +15%; Surge, +20%; Selectivity, +10%; Overhead, +30%) [16]*
  • Summon Rainstorm: Obscure Sight 5 (Area Effect 16 yard radius, +200%) [6]*
  • Summon Windstorm: Crushing Attack 10 (No Wounding, -50%; Double Knockback, +20%; Cone, 8 yards, +130%) [18]*
  • *Bought as Alternate Ability to Control Weather.

    SKILLS:
  • Area Knowledge (Asgard)-14 [4]
  • Axe/Mace-20 [28]
  • Brawling-20 [24]
  • Carousing-16 [1]
  • Diagnosis/TL7-12 [4]
  • First Aid/TL7-14 [4]
  • Hidden Lore (Asgardian Lore)-13 [4]
  • Lifting-17 [4]
  • Physician/TL7-12 [4]
  • Surgery/TL7-12 [8]
  • Tactics-15 [16]
  • Teamster (Goats)-11 [1]
  • Thrown Weapon (Axe/Mace)-20 [24]

  • Wednesday, April 19, 2023

    THE RINGMASTER

    The Ringmaster
    The Ringmaster [665 Points]

    Real Name: Maynard Tiboldt
    Occupation: Circus manager and ringmaster, criminal
    First Appearance: The Incredible Hulk #3 (Sept 1962)
    6'1"; 190 lb; Black hair; Green eyes.

    ST: 12 [20] HP: 12 [0] Speed: 5.75 [0]
    DX: 12 [40] Will: 12 [5] Move: 5 [0]
    IQ: 11 [20] Per: 11 [0] BL: 32 lb
    HT: 11 [10] FP: 11 [0] SM: +0
    Dodge: 8 Parry: 9 DR: 0

    ATTACKS:
  • Punch (12): 1d-1 cr. Reach C.

  • TRAITS:
  • Charisma 1 [5]
  • Comfortable Wealth [10]
  • Dual Citizenship (Austria and United States) [1]
  • Language: English (Native) [6]
  • Language: German (Native) [0]
  • Mind Control Talent 3 [15]

  • POWERS:
    TOP HAT (Superscience, -10%; Can be Stolen (Easily Snatched), -40%)
  • Mind Control: (30x Duration, +60%; Area Effect 15, +750%; Independent, +70%; No Memory, +10%; Puppet, -40%; Vision-based, -20%) [440]

  • SKILLS:
  • Accounting-11 [4]
  • Acrobatics-10 [1]
  • Administration-12 [4]
  • Brainwashing/TL7-13 [12]
  • Dancing-11 [1]
  • Electronics Operation/TL7 (Psychotronics)-13 [8]
  • Electronics Repair/TL7 (Psychotronics)-13 [8]
  • Finance-11 [4]
  • Group Performance (Choreography)-10 [1]
  • Hypnotism-14 [16]
  • Intimidation-12 [2]
  • Leadership-13 [4]
  • Performance-13 [8]
  • Propaganda/TL7-12 [4]
  • Psychology-12 [8]
  • Public Speaking-14 [8]

  • NOTES: The Ringmaster can hypnotize a large stadium full of people with his top hat. GMs are advised NOT to roll the Quick Contest for his power vs normal NPCs. Just focus his effects on the players.

    Tuesday, April 18, 2023

    THE TERRIBLE TOAD MEN!

    Toad Man Soldier (Tribbitite)
    Toad Man Soldier (Tribbitite)

    First Appearance: The Incredible Hulk #2 (May 1962)

    Toad Men, or Tribbitites, are aliens from the planet Tribbit, an artificial world located within the Milky Way galaxy. They stand 5' tall on average and weigh 175 lbs. Their scaly skin is hairless and orange, and their eyes are large and yellow. Tribbitites have a long, sticky tongue with which they capture their food, much in the same manner as an Earth toad. This tongue isn't strong enough to affect human-sized opponents.

    Though referred to as Toad Men, the Tribbitites are actually reptilian.

    ST: 13 HP: 13 Speed: 5.25
    DX: 10 Will: 10 Move: 5
    IQ: 10 Per: 10 BL: 40 lbs.
    HT: 11 FP: 11 SM: +0
    Dodge: 8 Parry: 9 DR: 1

    Kick (10): 1d+2 cr. Reach C,1.
    Punch (12): 1d+1 cr. Reach C.
    Magnetic Ray Gun (13): 3d burn (kill setting) or Stun (Resist with HT-4) (Stun setting). Acc 12, Range 500, RoF 1.
    Magnetic Grapple Gun (13): Binding ST 20 (engulfing, unbreakable). Range 10, Acc 3, RoF 1.

    Traits: Scaly Skin (Damage Resistance 1, tough skin); Cold-Blooded (50 degrees).

    Skills: Beam Weapons/TL10 (Rifle)-13; Gunner/TL10 (Beams)-12; Brawling-12.

    Quote: "What chance do the puny Earthlings have against our invincible magnetic powers?!!"

    Notable Toad Men:

    Torrak, the military captain who led an attempted invasion of the Earth (which was repulsed by the Hulk).

    The Toad King (Toadius V): Supreme ruler of Tribbit

    Monday, April 17, 2023

    DOCTOR DOOM

    Doctor Doom

    Doctor Doom

    1276 points

    Real Name: Victor Von Doom
    Occupation: Monarch of Latveria
    Group Affiliation: None.
    First Appearance: Fantastic Four #5 (July 1962).
    6'7"; 415 lb; No hair; Brown eyes. Doom is 6'2" and 225 lbs when not wearing his armor.

    ST: 23 [20] HP: 23 [0] Speed: 6.25 [0]
    DX: 12 [40] Will: 15 [0] Move: 6 [0]
    IQ: 15 [100] Per: 15 [0] BL: 400 lb
    HT: 13 [30] FP: 13 [0] SM: +0
    Dodge: 9 Parry: 10 DR: 50

  • Punch (14): 4d+6 cr. Reach C.
  • (14): 6d cr. Acc 3, Range 20, RoF 1, Shots , Bulk .
  • (0): 10d burn. Acc 0, Range , RoF , Shots , Bulk .
  • Social Background

    TL: 7 [0].
    CF: Eastern Europe [1]; Romani (Native) [0]; Western [1].
    Languages: English (Native) [6]; German (Native) [6]; Hungarian (Native) [6]; Romani (Native) [0]; Serbian (Native) [6].

    Advantages

    Ally (Doombots) (Group of 50; Appears 12-; Built on 50%; Minion, +50%) [60]; Artificer 3 [30]; Diplomatic Immunity [20]; Gadgeteer [25]; High Status 6 [30]; Magery 0 [5]; Mathematical Ability 3 [30]; Multimillionaire 1 [75].
        Perks: Accessory (Radio); Striking Surface; . [2]

    Battlesuit (Can be Damaged, DR 20, -10%; Can be Forcibly Removed, Will Not Work For Thief, -5%; Superscience, -10%).

  • Full Life Support System: Doesn't Breathe (Oxygen Storage, -10%) [13] + Pressure Support 3 [12] + Sealed [12] + Temperature Tolerance (Cold) 10 [8] + Temperature Tolerance (Heat) 100 [75] + Vacuum Support [4].
  • Concussion Beam: Crushing Attack 6 (10x Increased 1/2 D Range, +15%; Reduced Range, x1/5, -20%) [21].
  • Armor: Damage Resistance 20 [75] + Injury Tolerance (Damage Reduction) 2 [38].
  • Force Field: Damage Resistance 30 (Affects Others, +50%; Area Effect, 2-yard radius, +50%; Force Field, +20%; Requires Ready, -10%; Semi-Ablative, -20%) [248]
  • Electrified Aura: Burning Attack 10 (Aura, +80%; Melee Attack, Reach C, -30%; Side Effect: Stun, +0%; Surge, +20%) [73]
  • Amplifier Motors: Increased Strength +11 [83]

  • Jet Pack (Can be Damaged, DR 8, SM -4, -20%; Can Be Forcibly Removed, Will Not Work For Thief, -5%; Superscience, -10%)

  • Rocket Jets: Flight [26] + Enhanced Air Move 2 (Air Move 48) [26].
  • Disadvantages

    Appearance (Hideous) [-16]; Callous [-5]; Gentleman's Code of Honor [-10]; Jealousy [-10]; Megalomania [-10]; No Sense of Humor [-10]; Selfish (6) [-10].
        Quirks: Likes naming things after himself; Refers to himself in the third person. [-2]

    Skills

    Astronomy/TL7-19 [8]; Beam Weapons/TL7 (Pistol)-14 [4]; Chemistry/TL7-19 [20]; Connoisseur (Visual Arts)-14 [1]; Connoisseur (Wine)-14 [1]; Diplomacy-16 [8]; Engineer/TL7 (Electronics)-19 [1]; Engineer/TL7 (Robotics)-19 [1]; Engineer/TL7 (Small Arms)-19 [1]; Engineer/TL7 (Temporal)-19 [1]; Fast-Talk-15 [2]; Innate Attack (Beam)-14 [4]; Karate-14 [12]; Mathematics/TL7 (Applied)-19 [8]; Mechanic/TL7 (Robotics)-19 [4]; Occultism-15 [2]; Physics/TL7-19 [12]; Psychology-16 [20]; Weird Science-19 [24]; Wrestling-14 [8].

    Notes:

    Doombots: If Doom is ever defeated in combat make a frequency of appearance check for his Doombots. If the roll is a 12 or less, it wasn't really Doom but a Doombot! Though later appearances will portray Doom as a full-blown master of sorcery, this early on he's still just a dabbler, using science in place of actual magic. His Magery represents his natural talent, which he will develop further in time.

    Friday, April 14, 2023

    THE INCREDIBLE HULK

    The Hulk
    The Hulk 883 points

    Real Name: Bruce Banner
    Occupation: Nuclear physicist
    Group Affiliation: None, Former Avenger
    First Appearance: Incredible Hulk #1 (May 1962)
    7'; 1050 lbs.; green hair; green eyes.

    ST: 50 [90] HP: 50 [0] Speed: 7.25 [0]
    DX: 12 [40] Will: 15 [30] Move: 10 [15]
    IQ: 9 [-20] Per: 12 [15] BL: 100 t
    HT: 17 [40] FP: 17 [0] SM: +1
    Dodge: 10 Parry: 11 DR: 33

  • Punch (16): 10d+11 cr. Reach C.
  • Social Background
    TL: 7
    CF: Western [0]
    Languages: English (Native) [0]

    Advantages
        High Pain Threshold [10].

    Disadvantages
        Appearance (Ugly) [-8]; Bad Temper (6) [-20]; Enemy (United States Military; Appears 6; Utterly Formidable Group) [-20]; Loner (9) [-7]; Reputation -2 (Rampaging Monster; Almost everyone; Recognized all the time) [-10]; Secret Identity (Bruce Banner; Imprisonment) [-20]; Unnatural Features 10 (Size, green skin.) [-10].

    Known Powers
  • Alter Ego:
    Alternate Form (Bruce Banner; Reduced Time 3, +60%; Uncontrollable, -10%) [23].

  • Gamma-Spawned Might (Super, -10%):
    Breath-Holding 5 [9]; Damage Reduction 4 [90]; Damage Resistance 33 (Tough Skin, -40%) [83]; Increased Health 3 [27]; Increased Strength 30 (Size 1, -10%) [240]; Pressure Support 2 [9]; Regeneration (Regular) [23]; Resistant to Metabolic Hazards +8 [13]; Super Jump 9 (Maneuverable; +50%) [126]; Vacuum Support [5].

  • The Madder Hulk Gets, The Stronger Hulk Gets (Super, -10%):
    Increased Strength 15 (Emergencies Only, -30%; Size 1, -10%) [75].
  • Skills
         Brawling-16 [12]; Forced Entry-14 [4]; Jumping-16 [12]; Lifting-16 [1]; Stealth-11 [1]; Swimming-17 [1]; Throwing-13 [4];

    Notes: This is Hulk shortly after the time he started appearing in Tales to Astonish, right around June of 1965. His changes have been established to be caused by stress (or lack of, in the case of Hulk to Banner), and though his mind is clouded, he's still somewhat intelligent.

    Wednesday, April 12, 2023

    THE SUB-MARINER

    The Sub-Mariner
    THE SUB-MARINER [795 Points]

    Real Name: Namor McKenzie
    Occupation: Monarch
    First Appearance: (Historical) Marvel Comics #1 (Oct 1939), (Modern) Fantastic Four #4 (May 1962)
    6'2"; 310 lbs; Black hair; Blue-grey eyes. Namor's ears have pointed tips. He also has two small wings growing out of his ankles.

    ST: 53* [70] HP: 53 [0] Speed: 7.25 [0]
    DX: 14 [80] Will: 14 [10] Move: 7 [0]
    IQ: 12 [40] Per: 12 [0] BL: 200 tons
    HT: 15 [50] FP: 15 [0] SM: +0
    Dodge: 11 Parry: 12 DR: 12

    *Includes +36 from Increased ST.

    ATTACKS:
  • Punch (16): 11d+11 cr. Reach C.

  • TRAITS:
  • Bad Temper (CR: 6) [-20]
  • Combat Reflexes [15]
  • Filthy Rich [50]
  • Impulsiveness (CR: 9) [-15]
  • Lecherousness (CR: 12) [-15]
  • Overconfidence (CR: 12) [-5]
  • Sense of Duty: Atlanteans [-15]
  • Very Fit [15]
  • Weakness: Intense Normal Heat (1d damage per 30 minutes; Fatigue Only, -50%) [-2]

  • POWERS:
    ATLANTEAN PHYSIOLOGY [91]
  • Amphibious [10]
  • Doesn't Breathe (Gills, -50%) [10]
  • Enhanced Move (Water) 2 [40]
  • Night Vision 8 [8]
  • Pressure Support 3 [15]
  • Temperature Tolerance (Cold) 10 [10]

  • SUPER STRENGTH (Super, -10%) [350]
  • Damage Resistance 12 (Tough Skin, -40%) [30]
  • Increased Strength 36 (Only when wet. Namor's ST drops to 37 after an hour on land, then he loses 6 points per hour after that, -20%) [252]
  • Injury Tolerance (Damage Reduction) 3 [68]

  • WINGED ANKLES (Super, -10%] [54]
  • Enhanced Move (Air) 1 [18]
  • Flight [36]

  • SKILLS:
  • Aquabatics-14 [4]
  • Area Knowledge (Atlantic Ocean)-14 [4]
  • Area Knowledge (Pacific Ocean)-14 [4]
  • Biology/TL9 (Marine Biology)-12 [8]
  • Brawling-16 [4]
  • Hidden Lore (Atlantean History)-13 [4]
  • Hidden Lore (Atlantean Myth)-13 [4]
  • Leadership-13 [4]
  • Wrestling-15 [4]
  • Quote: "You young fool! Do not feel proud of what you have done!! By returning my memory, you have signed the death warrant of the human race!"

    Monday, April 10, 2023

    THE MIRACLE MAN

    Miracle Man
    MIRACLE MAN [988 Points]

    Real Name: Unrevealed
    Occupation: Former stage magician, criminal
    First Appearance: Fantastic Four #3 (March 1962)
    5'8"; 140 lb; Black hair; Brown eyes.

    ST: 10 [0] HP: 10 [0] Speed: 5.5 [0]
    DX: 12 [40] Will: 16 [15] Move: 5 [0]
    IQ: 13 [60] Per: 13 [0] BL: 20 lb
    HT: 10 [0] FP: 10 [0] SM: +0
    Dodge: 8 Parry: 9 DR: 0

    ATTACKS:
  • Punch (12): 1d-3 cr. Reach C.
  • "Tommy Gun" (13): 2d+1 pi+. Acc 4; Range 160/1700; ROF 13; Shots 20+1 (3); Bulk -5.

  • TRAITS:
  • Charisma 1 [5]
  • Greed (CR: 6) [-30]
  • Hypnotic Talent 3 [15]
  • Megalomania [-10]
  • Struggling [-10]

  • POWERS:
    HYPNOTIC CONTROL (Psionic, -10%, Vision based, -20%)
  • Duplication 3 (Construct, +60%) [137]
  • Illusion (Area Effect 15, +750%; Independence, +50%; Mental, +100%; Stigmata, +100%; Cosmic: No Rule of 16, +50%) [280]
  • Invisibility (Switchable, +10%; Glamour resisted by Will-4, -5%) [30]
  • Mind Control (Area Effect 15, +750%; Independent, +70%) [445]

  • SKILLS:
  • Current Affairs/TL7 (Popular Culture)-13 [1]
  • Driving/TL7 (Automobile)-11 [1]
  • Filch-11 [1]
  • Guns/TL7 (Pistol)-13 [2]
  • Guns/TL7 (Submachine Gun)-13 [2]
  • Hypnotism-11 [1]
  • Performance-12 [1]
  • Propaganda/TL7-12 [1]
  • Sleight of Hand-10 [1]

  • NOTES:

    The Miracle Man is one of the few villians to eschew superscience weaponry in favor of a good ol', off-the-rack gun. His gun doesn't cost him character points (beyond what he needs for the skill), but is subject to all the usual inconveniences a 'real-world' gun will have (bulk, weight, reloading, etc.). He can use his illusion powers to make the gun look like anything else.

    Friday, April 7, 2023

    SKRULLS

    Skrull Warrior
    SKRULL WARRIOR

    First Appearance: Fantastic Four #2 (Jan 1962)

    Skrulls are reptillian aliens from a planet located in the Andromeda Galaxy. They have the ability to change their forms to an amazing degree. In their natural form, the typical Skrull Warrior is about the same height and weight as a human.

    ST: 12 HP: 12 Speed: 5.75
    DX: 11 Will: 11 Move: 5
    IQ: 11 Per: 11 BL: 25 lb
    HT: 12 FP: 12 SM: +0
    Dodge: 8 Parry: 9 DR: 0

    Punch (13): 1d cr. Reach C.
    Laser Pistol (13): 3d burn. Acc 6, Range 250/750, RoF 1, Shots 400(3), Bulk -2.

    Traits: Morph (Active Change; Improvised Forms; Mass Conservation; No Memorization; Once On, Stays On; Unlimited).

    Skills: Acting-12; Beam Weapons/TL10 (Pistol)-13; Brawling-13; Disguise/TL10-12; Soldier/TL10-11; Stealth-12; Wrestling-12; Navigation/TL10 (Space)-11.

    Special Abilities:
    Shapeshifting: Skrulls can alter their size, shape and color through mental concentration. This allows them to take on the appearance (though not the special abilities or properties) of any person or object of approximately the same mass and volume. They could even modify parts of their bodies to imitate the appearance of clothing, equipment, or secretions connected with the original.

    Notes: The Official Handbook to the Marvel Universe states that skrulls cannot greatly alter their mass or volume, or take on the special physical characteristics of an adopted form, but this is contradicted within their first appearance. The skrull imitating Mr.Fantastic was able to stretch their arms great distances without any seeming loss of strength and the one imitating the Invisible Girl is able to shrink to a few inches in height (causing onlookers to assume they had become invisible). Another shifted into the form of a large rock monster, granting them damage resistance enough to deflect police bullets. The writeup above takes the side of the Official Handbook, but it's easy enough to drop the Mass Conservation limitation if desired.

    Wednesday, April 5, 2023

    THE MOLE MAN

    The Mole Man

    The Mole Man

    343 points

    Real Name: Unknown
    Occupation: Former nuclear scientist, ruler of Subterranea
    Group Affiliation: None
    First Appearance: Fantastic Four #1 (Nov 1963)
    4'10"; 165 lb; Grey hair; Brown eyes.

    ST: 10 [0] HP: 10 [0] Speed: 5.5 [0]
    DX: 9 [-20] Will: 14 [0] Move: 5 [0]
    IQ: 14 [80] Per: 14 [0] BL: 20 lb
    HT: 13 [30] FP: 13 [0] SM: +0
    Dodge: 8 Parry: 12 DR: 0

  • Kick (11): 1d cr. Reach C,1.
  • Punch (13): 1d-1 cr. Reach C.
  • Swing (14): 1d cr. Reach 1-2.
  • Electrical Blast (13): 6d burn + Surge. Acc 4, Range 50/100, RoF 1.
  • Social Background

    TL: 7 [0].
    CF: Western (Native) [0]; Subterranea [1].
    Languages: English (Native) [0]; Moloid (Native) [6].

    Advantages

    Acute Hearing 3 [6]; Allies (100 Moloids; Built on 25%; 15 or less) [36]; Wealth (Filthy Rich) [50]; Fit [5]; Night Vision 9 [9]; Parabolic Hearing 3 [12]; Reputation +3 (As a Wise and benevolent ruler; Among Moloids; Recognized all the time) [7]; Scanning Sense (Radar; Extended Arc, 360°, +125%; Targeting, +20%; No Intercept, +50%) [59]; Sensitive Touch [10].

    Staff (Breakable, DR 6, -10%; Can be Stolen with Quick Contest of ST, -30%; Superscience, -10%).

  • Electrical Discharge: Burning Attack 6 (Surge, +20%; 5x Increased 1/2 D Range, +10%; Accurate 1, +5%) [26].
  • Staff Attack: Crushing Attack 0.6 (Melee Attack, Reach 1,2, -20%; ST Based, +100%; Alternative Attack x1/5) [1].
  • Disadvantages

    Appearance (Ugly) [-8]; Bad Sight (Nearsighted) [-25]; Blindness (Accessibility: Only in bright light, -50%) [-25].
        Quirks: Overweight. [-1]

    Skills

    Area Knowledge (Subterranea)-15 [2]; Beam Weapons/TL7 (Projector)-13 [12]; Climbing-10 [4]; Geology/TL7 (Earthlike)-15 [8]; Hazardous Materials/TL7 (Nuclear)-14 [2]; Hidden Lore (Deviant Technology)-15 [4]; Hiking-13 [2]; Karate-13 [20]; Leadership-13 [1]; Mathematics/TL7 (Applied)-12 [1]; Physics/TL7 (Nuclear)-14 [4]; Prospecting/TL7-15 [4]; Staff-14 [20].

    Notes:

    The Moleman has several different staffs that contain a variety of weapons. The one listed above is typical. Others can produce jets of flame or high-frequency sonic attacks.

    Monday, April 3, 2023

    THE THING

    The Thing
    The Thing 630 points

    Real Name: Benjamin J. Grimm
    Occupation: Adventurer
    Group Affiliation: The Fantastic Four
    First Appearance: Fantastic Four #1 (Nov. 1961)
    6'; 500 lbs; No hair; Blue eyes.

    ST: 41 [20] HP: 41 [0] Speed: 7 [0]
    DX: 12 [40] Will: 11 [0] Move: 7 [0]
    IQ: 11 [20] Per: 11 [0] BL: 12.5 t
    HT: 16 [20] FP: 16 [0] SM: +0
    Dodge: 11 Parry: 12 DR: 22*

    *DR is limited to 15 versus energy attacks.

  • Punch (16): 8d+8 cr. Reach C.
  • Social Background
    TL: 7 [0].
    CF: Western (Native) [0].
    Languages: English (Native) [0].

    Advantages
    Combat Reflexes [15]; Hot Pilot 3 [15]; Reputation +1 (As a Hero; Among Almost Everyone; Recognized All of the Time) [5]; Very Fit [15].

    Super Strength (Super, -10%)
  • Increased Lung Capacity: Breath-Holding 3 [6].
  • Quick Healing: Regeneration (Slow) [9]
  • Rocky Hide: Damage Resistance 7 (vs. Physical attacks, -20%; Tough Skin, -40%) [11] + Damage Resistance 15 (Tough Skin, -40%) [38].
  • Superhuman Durability: Damage Reduction 3 [68]
  • Superhuman Resistance: Increased Health +4 [36] + Resistant to Metabolic Hazards (+3) [8] + Temperature Tolerance 20 [18].
  • Superhuman Strength: Increased Strength +29 [261]
  • Disadvantages
    Appearance (Monstrous) [-20]; Bad Temper (9) [-15]; Low Self-Image [-10].

    Skills
    Brawling-16 [12]; Climbing-12 [2]; Forced Entry-14 [4]; Free Fall-12 [1]; Lifting-17 [4]; Navigation/TL7 (Air)-15* [4]; Parachuting/TL7-12 [1]; Piloting/TL7 (Aerospace)-17* [8]; Piloting/TL7 (Heavy Airplane)-16* [4]; Piloting/TL7 (Helicopter)-16* [4]; Piloting/TL7 (High-Performance Airplane)-17* [8]; Piloting/TL7 (Low-Performance Spacecraft)-15* [2]; Sports (Football)-12 [2]; Streetwise-11 [2]; Wrestling-15 [12].

    *Includes +3 from Hot Pilot.

    Friday, March 31, 2023

    THE HUMAN TORCH

    The Human Torch

    The Human Torch

    889 points

    Real Name: Johnny Storm
    Occupation: Adventurer
    Group Affiliation: The Fantastic Four
    First Appearance: Fantastic Four #1 (Nov 1961)
    5'10"; 170 lb; Blonde hair; Blue eyes.

    ST: 14 [40] HP: 14 [0] Speed: 6.75 [0]
    DX: 14 [80] Will: 10 [-10] Move: 6* [0]
    IQ: 12 [40] Per: 12 [0] BL: 50 lb
    HT: 13 [30] FP: 13 [0] SM: +0
    Dodge: 9 Parry: 10 DR: 30#

    *Air move 13 when flying. Johnny can boost this to Move to 52 by spending 1 fatigue point per minute of boost.

    #Only while Johnny's Plasma Sheathe ability is activated.

  • Burning Touch (14): 12d burn. Reach C.
  • Punch (15): 1d+2 cr. Reach C.
  • Fireballs (18): 3d burn. Acc 4, Range 10/100, RoF 3.
  • Flame Jet (18): 12d burn. Acc Jet, Range 15/30, RoF 1.
  • Social Background

    TL: 7 [0].
    CF: Western (Native) [0];.
    Languages: English (Native) [0]; .

    Advantages

    Appearance (Attractive) [4]; Fit [5]; Reputation +2 (as a Hero; Among Almost everyone; Recognized all the time) [10]; Wealth (Wealthy) [20].

    Fire/Heat Power (Elemental, -10%; Super, -10%); Fire Talent 2 [10]

  • Control Fire: Control Fire 10 (Collective, +100%) [360].
  • Control Heat: Temperature Control 20 (Heat only, -50%) [30].
  • Directed Jet: Flight (Only while Plasma Sheathe is activated, -10%) [28] + Enhanced Air Move 2 (Costs 1 Fatigue, -5%) [30].
  • Fireballs: Burning Attack 3 (Alternate Attack x1/5; Variable, +5%; Accurate 1, +5%; Costs 1 Fatigue per fireball, -5%; Rapid Fire 2, +50%) [5].
  • Flame Jet: Burning Attack 12 (Jet, +0%; Variable, +5%; Increased Range 3, +30%; Costs 1 Fatigue per three levels,-15%) [60].
  • Plasma Sheathe: Burning Attack 12 (Aura, +80%; Melee Attack, Reach C, -30%; Variable, +5%; Can't activate when at 1/3 FP or less, -5%) [78].
  • Plasma Shield: Damage Resistance 30 (Only while Fire Sheathe is activated, -10%; Not vs Wind or water attacks, -10%) [90].
  • Disadvantages

    Bad Temper (12) [-10]; Impulsiveness (9) [-15]; Overconfidence (9) [-7]; Pacifism: Cannot Kill [-15].

    Skills

    Boxing-15 [4]; Driving/TL7 (Automobile)-14 [2]; Flight-14 [4]; Innate Attack (Projectile)-18* [4]; Innate Attack (Beam)-18* [4]; Mechanic/TL7 (Automobile)-13 [4]; Current Affairs/TL7 (Sports)-12 [1]; Current Affairs/TL7 (Popular Culture)-12 [1]; Observation-11 [1]; Stealth-13 [1].

    *Includes +2 from Fire Talent.

    Wednesday, March 29, 2023

    THE INVISIBLE GIRL

    The Invisible Girl
    The Invisible Girl 988 points

    Real Name: Susan Richards
    Occupation: Adventurer
    Group Affiliation: The Fantastic Four
    First Appearance: The Fantastic Four #1 (Nov, 1961)
    5'6"; 120 lb; Blonde hair; Blue eyes.

    ST: 11 [10] HP: 11 [0] Speed: 6.25 [0]
    DX: 12 [40] Will: 12 [0] Move: 6 [0]
    IQ: 12 [40] Per: 13 [5] BL: 25 lb
    HT: 13 [30] FP: 13 [0] SM: +0
    Dodge: 9 Parry: 9 DR: 36

  • Punch (12): 1d-2 cr. Reach C.
  • Social Background
    TL: 7 [0].
    CF: Western (Native) [0].
    Languages: English (Native) [0].

    Advantages
    Appearance (Beautiful) [12]; Fashion Sense [5]; Fit [5]; Reputation +2 (As a Hero; Among Almost Everyone; Recognized All of the Time) [10]; Wealth (Wealthy) [20].

    Invisibility Power (Super, -10%); Invisibility Power Talent 2 [10]
  • Invisible Force Field: Damage Resistance 36 (Affects Others, +50%; Area Effect, 2 yards, +50%; Costs 2 Fatigue, -10%; Force Field, +20%; Super, -10%; Requires Concentration, -15%; Semi-Ablative, -20%; Link, +10%) [315] + Sealed (Affects Others, +50%; Area Effect, 2 yards, +50%; Force Field, +20%; Super, -10%; Link, +10%) [30] + Temperature Tolerance 50 (Affects Others, +50%; Area Effect, 2 yards, +50%; Force Field, +20%; Super, -10%; Link, +10%) [98]
  • Invisibility Projection: Affliction 3 (HT-2; Advantage, Invisibility with Affects Machines, +600%; Malediction, SSRT range penalties, +150%; Area Effect, 8 yards, +150%; Selective Area, +20%) [303]
  • Invisibility: Invisibility (Affects Machines, +50%; Can Carry Up to Light Encumbrance, +20%; Switchable, +10%) [68]
  • Disadvantages
    Charitable (12) [-15]; Pacifism: Cannot Kill [-15]; Sense of Duty (Humanity) [-15].

    Skills
    Cooking-12 [2]; Diplomacy-11 [2]; Electronics Operation/TL7 (Security)-13 [4]; First Aid/TL7-12 [1]; Housekeeping-13 [2]; Judo-13 [8]; Observation-12 [1]; Performance-12 [2]; Sewing/TL7-12 [1]; Shadowing-11 [1]; Stealth-14 [8].

    Notes:

    Monday, March 27, 2023

    MR. FANTASTIC

    Mr. Fantastic
    Mr. Fantastic 983 points

    Real Name: Reed Richards
    Occupation: Scientist, adventurer
    Group Affiliation: The Fantastic Four
    First Appearance: Fantastic Four #1 (Nov 1961)
    6'1"; 180 lb; Brown hair; Brown eyes.

    ST: 11 [10] HP: 11 [0] Speed: 6 [0]
    DX: 11 [20] Will: 16 [0] Move: 6 [0]
    IQ: 16 [120] Per: 16 [0] BL: 2,500 lb
    HT: 13 [30] FP: 13 [0] SM: +0
    Dodge: 11 Parry: 9 DR: 15

  • Punch (12): 1d-1 cr. Reach C.
  • Social Background
    TL: 7 [0].
    CF: Western [0].
    Languages: English (Native) [0].

    Advantages
    Artificer 2 [20]; Fit [5]; Gadgeteer (Quick) [50]; Independent Income 20 [20]; Reputation +2 (As a Hero; Among Almost Everyone; Recognized All of the Time) [10]; Single-Minded [5]; Wealth (Wealthy) [20].

    Elastic Body (Super, -10%); Elastic Body Talent 3 [15]
  • Catfall (Elastic Body, -10%; Parachute, -30%) [6]
  • Constriction Attack (Elastic Body, -10%; Engulfing, +60%) [23]
  • Damage Reduction 3 (Elastic Body, -10%; Limited: Physical Attacks, -40%) [38]
  • Damage Resistance 15 (Elastic Body, -10%; Flexible, -20%) [53]
  • Double-Jointed (Elastic Body, -10%) [14]
  • Elastic Skin (Elastic Body, -10%) [18]
  • Enhanced Dodge 2 (Elastic Body, -10%) [27]
  • Injury Tolerance (Diffuse, +100; Elastic Body, -10%; Infiltration, +40%; Preparation Required, 1 minute, -20%) [110]
  • Lifting ST +20 (Elastic Body, -10%; Only While Stretching, -15%) [105]
  • Stretching 13 (Elastic Body, -10%) [71]
  • Super Jump 5 (Bouncing, +50%; Elastic Body, -10%) [70]
  • Disadvantages
    Guilt Complex [-5]; Honesty (9) [-15]; Pacifism: Cannot Kill [-15]; Sense of Duty (Humanity) [-15].
        Quirks: Curious; Loses himself in his work; Short Tempered.[-3]

    Skills
    Boxing-12 [4]; Leadership-17 [4]; Inventor!/TL7-20 [72]; Science!/TL7-20 [72]; Tactics-16 [4]; Weird Science-18 [16]; Wrestling-12 [4].

    Notes:

    Saturday, March 25, 2023

    GURPS Marvels Introduction

     Last summer, I had an extended stay in the hospital. Luckily, this stay coincided with Bundle of Holding's GURPS essentials offering, so I grabbed PDFs of the GURPS Basic Set. To give me something to do, I started writing up GURPS versions of Marvel Superheroes. I did more than a few of these back in the days of 3rd edition, but those files have been lost to time.

    So that was fun, and it reminded me how much I enjoyed building super characters with GURPS. After my release, I set things aside until a few months back, when I began putting together seeds for what became my currently running (though sporadic) Dungeon Fantasy campaign. I used the GURPS Character Sheet program to make the PCs and monsters for that game, and as I got more familiar with the ins-and-outs of GCS, I started thinking back on those Marvel characters again.

    When I read the Pyramid article "Knowing Your Own ST" and saw that GCS supported those rules, that clinched it for me.

    So here we come to GURPS Marvels. It's a look at the Marvel Universe circa November 1966, 5 years to the month the Fantastic Four took off on their fated rocket ship journey. It's the GURPS Sourcebook I would wish into being if I ever found a genie in a lamp.

    Characters built for GURPS Marvels use the lifting and damage progression from "Knowing Your Own ST." Numbers and other data are pulled from The Gamer's Handbook to the Marvel Universe (mainly), The Official Handbook to the Marvel Universe (Deluxe Edition), and on occasion, my own cursory reading of the character's first few adventures (at least up through late 1966).

    I've given some characters typical 'adventuring' skills like First Aid, Shadowing, or Stealth to help round them out a little bit, as their skills and abilities might have been a bit undercooked in the comics at the time (*cough*Invisible Girl*cough*).

    I then discovered that I still had a blogger account (hello, 2010!), and that I could output my GCS files in a format that was pleasing to my eye (drawing from Dungeon Fantasy's standard monster format and the format Douglas Cole used in his Nordland Bestiary). So now I can inflict my work on the world.

    The characters won't be posted in any sort of order, though they will all be tagged so finding all of the Avengers (once they go up) won't be difficult. Eventually there will be an index page.

    I don't consider these writeups to be definitive. They're meant mostly as a sort of 'platonic ideal' of the character as they were depicted in the comics at the time. I know I may have missed a few things. Or maybe I've included something that wouldn't be a part of the character until much later. Likewise, I'm not fishing for points or trying to get the most bang for the buck. I just want to make sure the character feels and plays right. 

    Above all, however, is that this is a learning process for me. My earlier writeups will no doubt be blunter and less elegant than those that come later.

    If the math is wrong, however, blame GCS.

    Thursday, March 23, 2023

    RADIOACTIVE MAN

    Radioactive Man
    RADIOACTIVE MAN [846 Points]

    Real Name: Chen Lu
    Occupation: Former nuclear scientist
    First Appearance: Journey Into Mystery #93 (June 1963)
    6'6"; 310 lb; No hair; Brown eyes.

    ST: 24* [20] HP: 24 [0] Speed: 5.75 [0]
    DX: 11 [20] Will: 11 [0] Move: 5 [0]
    IQ: 11 [20] Per: 11 [0] BL: 500 lb
    HT: 12 [20] FP: 12 [0] SM: +0
    Dodge: 8 Parry: 9 DR: 35

    *Includes +12 from Increased ST

    ATTACKS:
  • Punch (12): 4d-1 cr. Reach C.
  • Radiation Bolt (13): 8d burn. Acc 3, Range 100/1000, RoF 1.
  • Radioactive Aura: Up to 8d burn in an 8-yard radius, centered on Radioactive Man.

  • TRAITS:
  • Comfortable Wealth [10]
  • Increased Strength 12 (Super, -10%) [108]
  • Language: English (Accented) [4]
  • Language: Mandarin (Native) [0]
  • Radiation Generation Talent 2 [10]
  • Radiation Tolerance (PF: 1000) [45]
  • Social Stigma (Criminal Record) [-5]
  • Unnatural Features (Iridescent green skin) [-10]

  • POWERS:
    RADIATION GENERATION (Elemental (Countermeasure: Radiation shielding), -10%; Super, -10%)
  • Blinding Flash: Affliction 4 (Blindness, +50%; Area Effect 8-yard radius, +150%]; Emanation, -20%; Sense-Based (Vision), -20%) [96]
  • Force Field: Damage Resistance 35 (Force Field, +20%; Reflection (Only vs physical attacks; Requires DX roll.), +70%) [298]
  • Hypnotic Light: Mind Control (Sense-Based (Vision and Hearing), -25%) [28]
  • Ignition: Radioactive Man can ignite Highly Flammable or Super Flammable material. [1]
  • Illumination: Radioactive Man can produce light as if he had a flashlight. [1]
  • Radiation Bolt: Burning Attack 8 (10x Increased Range, +30%; Variable, +5%) [46]
  • Radioactive Aura: Burning Attack 8. Although this Aura is technically always on, Radioactive Man can control its intensity. He usually keeps it at a low-enough level that the effects on his immediate environment are neligable. (Area Effect 8-yard radius, +150%; Emanation, -20%; Variable, +5%) [86]

  • SKILLS:
  • Brawling-12 [2]
  • Hazardous Materials/TL7 (Nuclear)-12 [4]
  • Innate Attack (Beam)-13 [4]
  • Mathematics/TL7 (Applied)-14 [16]
  • NBC Suit/TL7-10 [1]
  • Physics/TL7 (Nuclear)-14 [20]
  • Physiology/TL7 (Human)-9 [1]

  • NOTES:
    "Null-Radiation" Harness: Radioactive Man is constantly giving off low levels of radiation. He constructed a special "null-radiation" harness that keeps this energy contained. Without it, he cannot lower the effect of his Radioactive Aura below 1 point of damage.

    Tuesday, March 21, 2023

    THE BLACK KNIGHT

    The Black Knight
    THE BLACK KNIGHT [482 Points]

    Real Name: Nathan Garrett (Public)
    Occupation: Scientist, criminal
    First Appearance: Tales to Astonish #52 (February, 1964)
    6'; 195 lb; Brown hair; Blue eyes.

    ST: 12 [20] HP: 12 [0] Speed: 5.25 [0]
    DX: 10 [0] Will: 13 [0] Move: 5 [0]
    IQ: 13 [60] Per: 13 [0] BL: 32 lb
    HT: 11 [10] FP: 11 [0] SM: +0
    Dodge: 8 Parry: 8 DR: 12*

    *Flexible

    ATTACKS:
  • Punch (10): 1d-1 cr. Reach C.
  • Ionic Beam: Burning Attack (14): 8d burn. Acc 3, Range 10/100, RoF 1.

  • TRAITS:
  • Ally (Winged Horse) (Appears almost all the time (15-); 25% of your starting points; Special Abilities (Flight), +50%) [5]
  • Comfortable Wealth [10]
  • Dual Citizenship (America, England) [1]
  • Gadgeteer [25]
  • Greed (CR: 6) [-30]
  • Headquarters (Garrett Castle) 20 [20]
  • Social Stigma (Criminal Record) [-5]

  • SUPER EQUIPMENT:
    PARALYSING PISTOL: (Can be Stolen with Quick Contest of ST), -30%; Breakable (DR 8, HP 6, SM -4), -25%, ; Superscience, -10%)
  • Affliction 4 (Unconsciousness, +200%; Jet, +0%; Respiratory Agent, +50%; Limited Use (Once per day), -40%) [98]


  • CHAINMAIL (Can be Stolen (Forcibly Removed), -10%) [42]
  • Damage Resistance 12 (Flexible [-20%]) [42]


  • POWER LANCE (Can be Stolen with Quick Contest of ST, -30%; Superscience, -10%) [96]
  • Ionic Beam: Burning Attack 8 (Surge, +20%) [32]
  • Bolas: Binding 35 (One Shot, -10%; Limited Use (2 uses per day), -30%) [14]
  • Electrical Energy Draining "Doughnuts": Neutralize Superscience (Ranged, +40%) [50]

  • SKILLS:
  • Beam Weapons/TL7 (Pistol)-14 [12]
  • Beam Weapons/TL7 (Projector)-14 [12]
  • Bioengineering/TL7 (Genetic Engineering)-16 [16]
  • Biology/TL7 (Zoology)-15 [16]
  • Bolas-14 [16]
  • Engineer/TL7 (Small Arms)-16 [16]
  • History (Arthurian England)-13 [4]
  • Lance-12 [8]
  • Liquid Projector/TL7 (Sprayer)-15 [16]
  • Mathematics/TL7 (Applied)-12 [1]
  • Riding (Equines)-13 [12]
  • Teaching-12 [1]


  • Winged Horse
    The Black Knight's Winged Horse
    ST: 17 HP: 17 Speed: 5
    DX: 9 Will: 11 Move: 8
    IQ: 3 Per: 12 BL: 100 lbs.
    HT: 11 FP: 11 SM: +1
    Dodge: 9 Parry: - DR: 0

    Hooves (9): 2d+5 cr. Reach C,1.
    Weak Bite (11): 2d-2 cr. Reach C.

    Traits: Combat Reflexes; Domestic Animal; Enhanced Move (Air) 1; Enhanced Move (Ground) 1; Flight (Winged); Hooves; Peripheral Vision; Quadruped; Weak Bite.

    Skills: Mount-12; Brawling-11.

    Stats derived from The Gamer's Guide to the Marvel Universe, The Official Handbook of the Marvel Universe (Deluxe Edition), and a cursory glance through his earliest appearances. The character was built using GURPS Character sheet, so any math problems need to be taken up with that program. Supers characters use the "Know Your Own ST" optional rule from Pyramid Magazine.

    Monday, March 20, 2023

    THE MELTER

    The Melter
    THE MELTER [285 Points]

    Real Name: Bruno Horgan
    Occupation: Former industrialist, professional criminal
    First Appearance: Tales of Suspense #47 (November, 1963)
    6'; 200 lb; Brown hair; Brown eyes.

    ST: 11 [10] HP: 11 [0] Speed: 5.25 [0]
    DX: 10 [0] Will: 12 [0] Move: 5 [0]
    IQ: 12 [40] Per: 12 [0] BL: 25 lb
    HT: 11 [10] FP: 11 [0] SM: +0
    Dodge: 8 Parry: 9 DR: 0

    ATTACKS:
  • Brawling (12): 1d-1 cr. Reach C.
  • Melting Ray (14): 3d corrosive, only affects metal, ignores DR. Acc 3, Range 100 yards long cone, 10 yards wide at the end., RoF 1.

  • TRAITS:
  • Wealthy [20]
  • Appearance: Unattractive [-4]
  • Obsession: Get revenge on Tony Stark and Iron Man. (CR: 6) [-10]
  • Social Stigma: Criminal Record [-5]

  • SUPER EQUIPMENT:
    MELTING RAY: (Can be Stolen (Must be Forcibly Removed), -10%; Breakable (DR 8, HP 12), -10%) The Melter wears a magnetic induction field device on his chest. This device projects an energy that loosens and disrupts the molecular bonds between atoms in metal. The metal, when affected by the Melter's beam, turns to liquid.
  • Corrosive Attack 3 (Only affects metal, -20%; Cosmic (Irresistible attack), +300%; Cone, 10 yards wide at end, +150%; 10x Increased 1/2 D Range, +15%) [158]

  • SKILLS:
  • Administration-12 [2]
  • Armoury/TL7 (Beam Weapons)-14 [8]
  • Beam Weapons/TL7 (Projector)-14 [12]
  • Brawling-12 [4]
  • Engineer/TL7 (Artillery)-12 [4]
  • Engineer/TL7 (Small Arms)-12 [4]
  • Finance-12 [4]
  • Machinist/TL7-14 [8]
  • Mathematics/TL7 (Applied)-13 [8]
  • Merchant-14 [8]
  • Metallurgy/TL7-12 [4]

  • Stats derived from The Gamer's Guide to the Marvel Universe, The Official Handbook of the Marvel Universe (Deluxe Edition), and a cursory glance through his earliest appearances. The character was built using GURPS Character sheet, so any math problems need to be taken up with that program. Supers characters use the "Know Your Own ST" optional rule from Pyramid Magazine.

    Sunday, March 19, 2023

    BARON ZEMO

    Baron Zemo

    Baron Zemo

    352 points

    Real Name: Baron Heinrich Zemo
    Occupation: Nazi Scientist, would-be world conquerer.
    Group Affiliation: The Masters of Evil.
    First Appearance: The Avengers #4 (March, 1964).
    5'9"; 180 lb; Grey hair; Blue eyes.

    ST: 11 [10] HP: 11 [0] Speed: 5.5 [0]
    DX: 11 [20] Will: 14 [0] Move: 5 [0]
    IQ: 14 [80] Per: 14 [0] BL: 25 lb
    HT: 11 [10] FP: 11 [0] SM: +0
    Dodge: 8 Parry: 10 DR: 0

  • Kick (12): 1d+1 cr. Reach C,1.
  • Punch (14): 1d cr. Reach C.
  • Power Blow (14): 1d+7 cr. Reach C,1; Costs 1 Fatigue.
  • Laser Pistol (14): 3d burn. Acc 6, Range 50/100, RoF 1.
  • Social Background

    TL: 7 [0].
    CF: Western (Native) [0].
    Languages: English (Accented) [4]; German (Native) [0].

    Advantages

    Ally (Pilot, Appears 15 or less; Built on 50%) [6]; Allies (50 Tribal Warriors; Appears 9 or less; Built on 25%; Unwilling, -50%) [5]; Artificer 2 [20]; Gadgeteer [25]; Wealth (Very Wealthy) [30].

    Martial Arts

  • Power Blow: Crushing Attack 1 (Costs Fatigue 1, -5%; Melee Attack, Reach C,1, -20%; ST Based, +100%) [6].

    Laser Pistol

  • Laser Pistol: Burning Attack 3 (Accurate 3, +15%; Breakable, DR 8, HP 6, SM -4, -25%; Can be Stolen with Quick Contest, -30%; Increased 1/2 D Range, x5, +10%) [11]
  • Disadvantages

    Disadvantages [-57]; Intolerance (Total, Anyone unlike you) [-10]; Megalomania [-10]; Sadism (9) [-22]; Social Stigma (War Criminal) [-5]; Unnatural Features 10 (Cannot remove hood) [-10].

    Skills

    Chemistry/TL7-18 [20]; Mathematics/TL7 (Applied)-18 [20]; Physics/TL7-18 [24]; Engineer/TL7 (Robotics)-20 [20]; Engineer/TL7 (Small Arms)-20 [20]; Engineer/TL7 (Artillery)-20 [20]; Explosives/TL7 (Demolition)-15 [4]; Beam Weapons/TL7 (Pistol)-14 [8]; Karate-14 [16]; Biology/TL7 (Genetics)-18 [24]; Leadership-15 [4]; Traps/TL7-15 [4].

    Notes:

    Adhesive X: Baron Zemo invented this powerful glue during World War II. When sprayed in an area, the glue sets instantly and targets so caught are held fast with a Binding ST of 70. The only known counter to Adhesive X is a chemical formulated by the villain Paste Pot Pete (and utilized by the Avengers).