Friday, March 31, 2023

THE HUMAN TORCH

The Human Torch
THE HUMAN TORCH [859 Points]

Real Name: Johnny Storm
Occupation: Adventurer
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*

*Only when Flame Sheathe is active.

ATTACKS:
  • Flame Sheathe: (14): 12d burn. Reach C.
  • Punch (15): 1d+2 cr. Reach C.
  • Fireballs: (16): 3d burn. Acc 4, Range 10/100, RoF 3. Costs 1 FP per fireball.
  • Flame Jet: 12d burn. Range 15/30 (jet). Costs 1 FP per 3d of damage.

  • TRAITS:
  • Appearance (Attractive) [4]
  • Bad Temper (CR: 12) [-10]
  • Fire Talent 2 [10]
  • Fit [5]
  • Impulsiveness (CR: 9) [-15]
  • Overconfidence (CR: 9) [-7]
  • Pacifism: Cannot Kill [-15]
  • Reputation (Hero) 2 (Almost everyone; Recognized all the time) [10]
  • Wealthy [20]

  • POWERS:
    FIRE GENERATION AND CONTROL (Elemental, -10%; Super-10%)
  • Control Fire 10 (Collective, +100%) [360]
  • Flame Jet: Burning Attack 12 (Jet, +0%; Variable, +5%; Increased Range 3, +30; Costs 1 Fatigue per three levels, -15%) [60]
  • Fireballs: Burning Attack 3 (Variable, +5%; Accurate 1, +5%; Costs 1 Fatigue per fireball, -5%; Rapid Fire (RoF 3), +50%; Alternate Attack) [5]

  • FLAME SHEATHE (Elemental, -10%; Super, -10%)
  • Flame 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]
  • Damage Resistance 30 (Only while Flame sheathe is activated, -10%; Not vs Wind or water attacks, -10%) [90]
  • Flight (Only while Flame Sheathe is activated, -10%) [28]
  • Enhanced Move (Air) 2 (Costs 1 Fatigue, -5%) [30]

  • SKILLS:
  • Boxing-15 [4]
  • Driving/TL7 (Automobile)-14 [2]
  • Flight-14 [4]
  • Innate Attack (Projectile)-16 [4]
  • Innate Attack (Beam)-16 [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]

  • Wednesday, March 29, 2023

    THE INVISIBLE GIRL

    The Invisible Girl
    THE INVISIBLE GIRL [988 Points]

    Real Name: Susan Richards
    Occupation: Adventurer
    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 [0] BL: 25 lb
    HT: 13 [30] FP: 13 [0] SM: +0
    Dodge: 9 Parry: 9 DR: 36*

    *When Force Field is active.

    ATTACKS:
  • Punch (12): 1d-2 cr. Reach C.

  • TRAITS:
  • Appearance (Beautiful) [12]
  • Fashion Sense [5]
  • Fit [5]
  • Invisibility Power Talent 2 [10]
  • Reputation (Hero) 2 (People Affected (Almost everyone) [×1]; Recognized all the time [×1]) [10]
  • Wealthy [20]
  • Sense of Duty to Humanity [-15]
  • Charitable (CR: 12) [-15]
  • Pacifism: Cannot Kill [-15]

  • POWERS:
    INVISIBILITY POWER: (Super, -10%) Exposure to cosmic radiation enabled Sue to turn herself invisible. Over time, she developed the skill of projecting her invisibilty onto other people or objects.
  • Invisibility (Affects Machines, +50%; Can Carry Up to Light Encumbrance, +20%; Switchable, +10%) [68]
  • Affliction 3 (Advantage (Invisibility with Affects Machines), +600%; Malediction (Use SSRT range penalties), +150%; Area Effect (8-yard radius), +150%; Selective Area, +20%) [303]

  • INVISIBILE FORCE FIELD Sue can project an invisible force field that protects her and anyone within a 2-yard radius from her from damage and enviromental hazards. Sue needs to concentrate to activate the field, and it costs her 2 FP to do so. She can continue to concentrate and maintain the force field at an FP cost of 2 per minute. (Affects Others, +50%; Area Effect 2-yard radius, +50%; Costs 2 Fatigue, -10%; Force Field, +20%; Requires Concentration, -15%; Super, -10%)
  • Damage Resistance 36 (Link, +10%; Semi-Ablative -20%) [315]
  • Sealed (Link, +10%) [30]
  • Temperature Tolerance 50 (Link. +10%) [98]

  • 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]

  • Monday, March 27, 2023

    MR. FANTASTIC

    Mr. Fantastic
    MR. FANTASTIC [971 Points]

    Real Name: Reed Richards
    Occupation: Scientist, adventurer
    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: 2500 lb*
    HT: 13 [30] FP: 13 [0] SM: +0
    Dodge: 11 Parry: 9 DR: 15

    *Only while stretching.

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

  • TRAITS:
  • Fit [5]
  • Gadgeteer (Quick) [50]
  • Guilt Complex [-5]
  • Honesty (CR: 9) [-15]
  • Independent Income 20 [20]
  • Pacifism: Cannot Kill [-15]
  • Reputation (Hero) 2 (Almost everyone; Recognized all the time) [10]
  • Sense of Duty (Humanity) [-15]
  • Single-Minded [5]
  • Talent (Artificer) 2 [20]
  • Wealthy [20]

  • POWERS:
    ELASTIC BODY (Super, -10%)
  • Catfall (Parachute. -30%) [6]
  • Constriction Attack (Engulfing, +60%) [23]
  • Damage Resistance 15 (Flexible, -20%) [53]
  • Elastic Skin [18]
  • Enhanced Dodge 2 [27]
  • Flexibility (Double-Jointed) [14]
  • Injury Tolerance (Diffuse; Infiltration, +40%; Preparation Required (1 minute), -20%) [110]
  • Injury Tolerance (Damage Reduction 3; Physical attacks only, -40%) [38]
  • Lifting ST 20 (Only While Stretching, -15%) [105]
  • Stretching 13 [71]
  • Super Jump 5 (Bouncing, +50%) [70]

  • 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]

  • 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 (Feb, 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 (Nov. 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
    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

    ATTACKS:
  • Karate Kick (12): 1d+1 cr. Reach C,1.
  • Karate Punch (14): 1d cr. Reach C.
  • Power Blow (14): 1d+7 cr. Reach C,1. Costs 1 FP per use
  • Laser Pistol (14): 3d burn. Acc 6, Range 50/100, RoF 1.

  • TRAITS:
  • Ally (Pilot) (Appears almost all the time (15-); 50% of your starting points) [6]
  • Ally (Tribal Warriors) (Appears fairly often (9-); Group of 21-50; 25% of your starting points; Unwilling, -50%) [5]
  • Gadgeteer [25]
  • Language: English (Accented) [4]
  • Language: German (Native) [0]
  • Talent (Artificer) 2 [20]
  • Power Blow 1 (ST Based, +100%; Costs 1 Fatigue, -5%; Melee Attack (Reach C,1), -20%) [6]
  • Very Wealthy [30]
  • Intolerance (Total) [-10]
  • Megalomania [-10]
  • Sadism (CR: 9) [-22]
  • Social Stigma (War Criminal) [-5]
  • Unnatural Features (Cannot remove hood) [-10]

  • POWERS:
    LASER PISTOL
  • Burning Attack 3 (Can be Stolen (Win QC of ST), -30%; Breakable (Size -4), -15%; Breakable (DR 8, HP 6), -10%; Superscience, -10%; Accurate 3 (+1/level to Accuracy), +15%; 5x Increased 1/2 D Range, +10%) [9]

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

    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.