Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 07-27-2019, 08:27 PM   #1
Moe Lane
 
Moe Lane's Avatar
 
Join Date: Apr 2005
Default Solomon Grant VIII [300 pt]

Solomon Grant VIII [300 pt]

Attributes [112]: ST 10, DX 10, IQ 15 [100], HT 10, HP 10, Will 15, Per 15, FP 14 [12]

Social Background:
Cultural Familiarities: Western (Native) [0].
Languages: English (Native) [0]; French (Native/Native) [6].

Advantages [121]: Destiny (Major) [10], Eidetic Memory [5], Magery (3) [30], Magery 0 [5], Patron (Order of the Eagle) (9 or less; Secret; Special Abilities: extensive social or political power) [25], Reputation (Military Writer) (1) (All the time; Almost everyone) [5], Sage (3) [30], Status (+1) [5]

Disadvantages [-65]: Bad Sight (Nearsighted) (Glasses) [-10], Code of Honor (Professional) [-5],
Curious (6 or less; 12 or less) [-10], Duty (Magician for the Order) (9 or less (fairly often)) [-5], Duty (Teaching) (9 or less (fairly often)) [-5], Fanaticism (The United States of America) [-15], Secret Identity (Utter Rejection) [-10], Truthfulness (12 or less) [-5]

Quirks [-5]: Chauvinistic [-1], Drinks only historical beers [-1], Obsession (Learn everything about American military) [-1], Peppers speech with archaic sayings [-1], Reads most fantasy fiction for laughs [-1]

Packages [0]: Scholar (Fantasy) [0]

Skills [55]: Archaeology IQ/H - IQ+1 16 [1]*, Astronomy/TL8 IQ/H - IQ+2 17 [15], Expert Skill (Military Science) IQ/H - IQ+6 21 [16]*, Expert Skill (Political Science) IQ/H - IQ+1 16 [1]*, Games (Wargames) IQ/E - IQ+1 16 [2], Geography/TL8 (North America) IQ/H - IQ+1 16 [1]*, Guns/TL8 (Pistol) DX/E - DX+0 10 [1], Hidden Lore (Conspiracies) IQ/A - IQ+2 17 [1]*, History (American) IQ/H - IQ+1 16 [1]*, Law (American) IQ/H - IQ+1 16 [1]*, Mathematics/TL8 (Applied) IQ/H - IQ-2 13 [1], Occultism IQ/A - IQ+2 17 [1]*, Public Speaking (Oratory) IQ/E - IQ+0 15 [1], Research/TL8 IQ/A - IQ+3 18 [2]*, Savoir-Faire (High Society) IQ/E - IQ+1 16 [2], Soldier/TL8 IQ/A - IQ-1 14 [1], Teaching IQ/A - IQ-1 14 [1], Thaumatology IQ/VH - IQ+1 16 [2]**, Writing IQ/A - IQ+1 16 [4]

*Includes: +3 from 'Sage'
**Includes: +3 from 'Magery'

Spells [82]: Air Jet IQ/H - IQ+1 16 [1], Analyze Magic IQ/H - IQ+1 16 [1], Ancient History IQ/H - IQ+1 16 [1], Apportation IQ/H - IQ+1 16 [1], Beast-Soother IQ/H - IQ+1 16 [1], Cadence IQ/H - IQ+1 16 [1], Clumsiness IQ/H - IQ+1 16 [1], Complex Illusion IQ/H - IQ+1 16 [1], Continual Light IQ/H - IQ+1 16 [1], Control Illusion IQ/H - IQ+1 16 [1], Counterspell IQ/H - IQ+1 16 [1], Create Air IQ/H - IQ+1 16 [1], Create Earth IQ/H - IQ+1 16 [1], Create Fire IQ/H - IQ+1 16 [1], Daze IQ/H - IQ+1 16 [1], Death Vision IQ/H - IQ+1 16 [1], Decay IQ/H - IQ+1 16 [1], Detect Magic IQ/H - IQ+1 16 [1], Dispel Illusion IQ/H - IQ+1 16 [1], Divination (Astrology) IQ/H - IQ+1 16 [1], Earth to Stone IQ/H - IQ+1 16 [1], Enchant IQ/VH - IQ+0 15 [1], Find Weakness IQ/H - IQ+1 16 [1], Foolishness IQ/H - IQ+1 16 [1], Grace IQ/H - IQ+1 16 [1], Haste IQ/H - IQ+1 16 [1], Heal Plant IQ/H - IQ+1 16 [1], History IQ/H - IQ+1 16 [1], Identify Plant IQ/H - IQ+1 16 [1], Identify Spell IQ/H - IQ+1 16 [1], Ignite Fire IQ/H - IQ+1 16 [1], Itch IQ/H - IQ+1 16 [1], Lend Energy IQ/H - IQ+1 16 [1], Lend Vitality IQ/H - IQ+1 16 [1], Light IQ/H - IQ+1 16 [1], Magic Resistance IQ/H - IQ+1 16 [1], Mind-Reading IQ/H - IQ+1 16 [1], Mind-Sending IQ/H - IQ+1 16 [1], Minor Healing IQ/H - IQ+1 16 [1], Missile Shield IQ/H - IQ+1 16 [1], Pentagram IQ/H - IQ+1 16 [1], Perfect Illusion IQ/H - IQ+1 16 [1], Persuasion IQ/H - IQ+1 16 [1], Plant Growth IQ/H - IQ+1 16 [1], Predict Weather IQ/H - IQ+1 16 [1], Purify Air IQ/H - IQ+1 16 [1], Purify Earth IQ/H - IQ+1 16 [1], Purify Food IQ/H - IQ+1 16 [1], Purify Water IQ/H - IQ+1 16 [1], Recover Energy IQ/H - IQ+1 16 [1], Rejoin IQ/H - IQ+1 16 [1], Remove Curse IQ/H - IQ+1 16 [1], Repair IQ/H - IQ+1 16 [1], Restore IQ/H - IQ+1 16 [1], Scryguard IQ/H - IQ+1 16 [1], Seek Coastline IQ/H - IQ+1 16 [1], Seek Earth IQ/H - IQ+1 16 [1], Seek Food IQ/H - IQ+1 16 [1], Seek Plant IQ/H - IQ+1 16 [1], Seek Water IQ/H - IQ+1 16 [1], Seeker IQ/H - IQ+1 16 [1], Sense Danger IQ/H - IQ+1 16 [1], Sense Emotion IQ/H - IQ+1 16 [1], Sense Foes IQ/H - IQ+1 16 [1], Sense Observation IQ/H - IQ+1 16 [1], Shape Air IQ/H - IQ+1 16 [1], Shape Earth IQ/H - IQ+1 16 [1], Simple Illusion IQ/H - IQ+1 16 [1], Sleep IQ/H - IQ+1 16 [1], Slow Fall IQ/H - IQ+1 16 [1], Sound IQ/H - IQ+1 16 [1], Spasm IQ/H - IQ+1 16 [1], Spell Shield IQ/H - IQ+1 16 [1], Summon Spirit IQ/H - IQ+1 16 [1], Telepathy IQ/VH - IQ+0 15 [1], Teleport IQ/VH - IQ+0 15 [1], Test Food IQ/H - IQ+1 16 [1], Trace IQ/H - IQ+1 16 [1], Truthsayer IQ/H - IQ+1 16 [1], Turn Zombie IQ/H - IQ+1 16 [1], Weaken IQ/H - IQ+1 16 [1], Zombie IQ/H - IQ+1 16 [1]

Stats [112] Ads [121] Disads [-65] Quirks [-5] Skills [55] Spells [82] = Total [300]


Solomon Grantís several times great-grandfather (the first Solomon Grant) was inducted into the Order of the Eagle (a mystical and bureaucratic secret society dedicated to preserving the American Republic) just after the Revolutionary War, and that branch of the family has served the Order ever since. Solomon Grant VIII is merely the youngest (born in 1995) scion in a very illustrious family, politically-occultly speaking, although the first actual wizards didnít start showing up in the family until Solomon Grant Vís generation. Possibly due to President Grantís ascension to office: yes, heís related to that Grant. Itís not in the direct line, but thereís definitely a blood relationship.

The current Solomon Grant is considered to be something of a prodigy, given his early mastery of most of the Orderís civic magical lore and his mundane scholarship in the field of military history. His first book (an analysis of the Wilderness Campaign) is on the best-seller list, as well as being considered for several academic prizes. Solomon currently has an assistant professorship at a Washington DC university, and would likely make tenure even without the advantages of his secret membership in the Order.

But itís as a member of the Order that Solomon Grant VIII is most likely to make his mark. While he is not yet a Master Mage there -- it is rare that one reaches that rank before the age of fifty -- Solomon acts as a reliable journeyman mage, often participating as chief assistant in the most important rituals (and increasingly given the main role in the lesser ones). The Orderís magical traditions are primarily oriented towards the acquisition of mystical knowledge, with liberal borrowings from both astrology and Freemasonry; Solomon is most assuredly not a battlemage of any sort. Heís not defenseless, but his offensive spells are nonviolent in nature, and better suited for stopping him from being mugged than they are for actual magical duels.

Personally: well, Solomon is a bright, earnest, curious, and fanatically patriotic American. Heís not blind to the countryís faults, but thereís absolutely no question in his mind that itís worth fighting and dying for, if need be. Heís not shy about saying so, either. This had caused some lingering problems in his academic career, but then: whatís the point of belonging to the powerful, if hidden occult servants of the American Republic if you canít use your influence to squash the people who would be otherwise inclined to hustle you out of your current place of employment? They should be frankly grateful that he doesnít do it more often.

Note for the campaign: as written, Solomon Grant VIII is a classic sage; if thereís a weird occult thing going on that has to do with American history, heís the go-to guy for that. At the very least heíll be able to tell the PCs what to look into, and heís got the right skills and spells to give them a chance to plausibly interpret what clues they find. The trick is to not get up the sageís back on a variety of subjects, starting with current events and following up with pretty much anything involving American history.

Also note that it would be very easy to turn this character to the bad. As originally conceived, Solomon Grant VIII would have no inherent qualms about summoning the dead to have them answer his historical questions: the Order of the Eagle absolutely does not know Summon Demon, but a darker Solomon Grant would find it easy enough to learn, and even master. A mere twenty points or so in the Necromantic school of magic could produce a coolly analytical sorcerer that might impress even a Joseph Curwin -- and, of course, Solomon Grant VIII knows where all the great figures of American history are actually buried. And how to bypass the magical wards around their graves.

PDF found here: http://moelane.com/2019/07/27/solomo...viii-gurps-4e/
__________________
Moe Lane



Moe Lane.com
Moe Lane is offline   Reply With Quote
Reply

Tags
character, gurps, magic, moe lane, solomon grant viii

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 05:01 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2019, vBulletin Solutions, Inc.