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Old 01-04-2018, 07:50 AM   #21
Bengt
 
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Default Re: Marvel/DC World-Character Supers Building

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Originally Posted by Phantasm View Post
I wasn't aware of that, but then I stopped reading the X-titles around the time of Operation: Zero Tolerance. Newest X-Men in the roster then were Marrow, Maggot, Cannonball (before he went back to X-Force), and Cecelia Reyes.
So that was... googling... in '97. Nightcrawler was killed in 2010 during the Hope thing and brought back in 2014. I didn't read the resurrection stuff so not sure exactly how it works (or if it was even explained). But in the recent comics he ports again after impaling himself on the statue, then moans a bit about how he would be dead if he could die, then is off panel for the rest of the issue because it made him exhausted or something.

Right, he also pilots an alien space ship in the next issue so maybe he should have Piloting! rather than specialised.
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Old 01-04-2018, 09:05 AM   #22
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Default Re: Marvel/DC World-Character Supers Building

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Constantine depends on GM-level decisions about how you want to do flexible "ritual" magic. Maybe some sort of Modular Abilities with significant amounts of Preparation Required. Otherwise he's a normal human with a lot of "lore" Skills and a really bad attitude.
For Constantine I'd probably use either Path/Book magic or Ritual Path Magic. RPM would probably work best for him in a game; he needs a bit of time to prepare, but he's also occasionally used what RPM calls charms in order to have a spell prepared ahead of time.

Skill-wise, I'd give him Hidden Lore (Magic) 16+, Ritual Magic (Hermetic*) 20-ish, Thaumatology 18-ish, Symbol Drawing 14-ish, and Occultism 20+. In a crossover game I'd expect him to have a team of heroes (magical and otherwise) on-call, possibly including several of the Defenders and Shadowpact, possibly handled by giving him an Ally Group.

Come to think of it, I may cook up a quick-and-dirty John Constantine sheet later tonight, once I get off work.



* for lack of a better term, given his background; I personally see him as a modern-day Alister Crowley.
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Old 01-06-2018, 07:06 AM   #23
Phantasm
 
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Default Re: Marvel/DC World-Character Supers Building

Quick and dirty first pass for Constantine:

John Constantine

From: London, England
Age: 35-ish

ST: 11
DX: 11
IQ: 13
HT: 11

Dmg: 1d-1/1d+1
BL: 24 lbs.
HP: 12
Will: 18
Per: 14
FP: 11
Basic Speed: 5.50
Basic Move: 5

Languages: English (Native) (Native Speaker); Latin (Accented); Ancient Hebrew (Accented)

Advantages:
Close to Heaven 4 *or* Close to Hell 4
Contacts (Network of folks who he can get info from)
Favors (Network of folks he may have conned into owing him)
Gizmos (Accessibility: Pre-Prepared Ritual Charms Only) 3
Magery (Ritual Path) 6
Natural Caster 3
Ritual Adept
Smooth Operator 4

Perks:
Autotrance
Dirty Fighting
Honest Face

Disadvantages:
Addiction (Tobacco)
Callous
Loner (12)
Odious Personal Habit (-1): Disrespectful of Authority
Stubbornness
Vow: Protect Earth from Supernatural Hazards

Quirks:
Cockney Accent
Counts God/Heaven as a Potential Supernatural Hazard
Foul Mouth
Scruffy-Looking

Skills:
Acting 20
Boxing 12
Exorcism 25
Fast-Talk 20
Hidden Lore (Heaven) 18
Hidden Lore (Hell) 18
Hidden Lore (The Green) 14
Intimidation 18
Leadership 18
Occultism 20
Streetwise 18
Symbol Drawing 20
Thaumatology 20

Ritual Paths:
Path of Chance 19
Path of Crossroads 15
Path of Energy 14
Path of Magic 19
Path of Spirit 19
Path of Undead 18


Most of this is based on second-hand information, as I never actually followed the character that closely. It's how I'd build a ritual path magician/con man, plus a few personality traits that fit his lone wolf persona.

I'm not sure if he'd have points in Path of Body or Path of Mind. If he does, I suspect they'd be closer to Path of Energy in level rather than maxxed out like Magic, Spirit, and Chance.
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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 01-06-2018, 07:33 AM   #24
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Default Re: Marvel/DC World-Character Supers Building

It gives me a great base point to work with thanks!
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Old 01-06-2018, 02:15 PM   #25
mr beer
 
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Default Re: Marvel/DC World-Character Supers Building

I'd say Constantine has Attractive [4] as well, he canonically looks like Sting who was a notably good-looking guy.

He's a Weirdness Magnet but that may be standard for protagonists in a DC universe.

I'd make him ST 10 instead of 11.

Bisexual might be a Quirk.

Last edited by mr beer; 01-06-2018 at 02:45 PM.
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Old 01-06-2018, 04:20 PM   #26
Phantasm
 
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Default Re: Marvel/DC World-Character Supers Building

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He's a Weirdness Magnet but that may be standard for protagonists in a DC universe.
Yeah, especially magical protagonists.

In the DCU, the only canonical acknowledged Weirdness Magnet is Blue Devil; people in-universe react to him as such. Most others who could qualify get it as a setting switch.
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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 01-06-2018, 06:05 PM   #27
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Default Re: Marvel/DC World-Character Supers Building

While I agree with Smooth Operator it still seems odd/funny for someone everyone thinks is such a big jerk.
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Old 01-06-2018, 08:21 PM   #28
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Default Re: Marvel/DC World-Character Supers Building

Personally, I wouldn't give Constantine Smooth Operator. I don't think he displays the broad aptitude for social skills it represents. I'd give him a narrower Talent instead - one that should cover Fast-Talk and Intimidation, but not, say, Diplomacy. In fact, I came up with a Talent to cover tieflings' (half-demons from D&D) racial charm, that I think also fits here. And it deeply amuses me to give John Constantine a Talent based on being a charming devil. :-)

Devil's Tongue
5 points/level

Your infernal birth has given you a gift for speaking as devils do - with cunning, charm, and just enough truth to give your lies the right flavour, and more than a hint of menace.

Skills: Acting, Disguise, Fast-Talk, Intimidation, Merchant, Mimicry.
Reaction Bonus: Devils, and those who would strike bargains with them.
Alternative Bonus: Your experience with your own wiles gives you some bonus against others of your sort. Add your level in this Talent to Detect Lies when listening to devils or other tieflings, and to Will when resisting Influence rolls made by them.
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Old 01-06-2018, 09:39 PM   #29
Phantasm
 
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Default Re: Marvel/DC World-Character Supers Building

His main social skills are Acting (for running his cons), Fast-Talk (again, his cons), Intimidation, and Streetwise, with a bit of Leadership thrown in as he was the one folks turned to for leadership during the run of Justice League Dark in the Nu52.

John's considered a jerk by those he's conned and/or betrayed (including leaving some folks to die, IIRC) in the past, which is a pretty long list of folks. I figure he's got to have some kind of social talents in order to get that many people to trust him. :)

Of the various social talents I see in Power-Ups 3: Craftiness only has Acting, but also gives Holdout, which he might have (depends on creative team, I guess); Impersonator gives Acting and Streetwise; Super-Spy has Acting and Fast-Talk; Talker has Fast-Talk; Tough Guy has Fast-Talk, Intimidation, and Streetwise; and Smooth Operator has them all. I agree that a narrower talent may be more appropriate, but there's no canon ones.

That said, I like Kelly's "charming devil" talent :) and think it'd fit him.



* In this kind of crossover setting I could easily see him getting dragged into conflicts alongside the Defenders (who tended to face supernatural threats, though not exclusively).
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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 01-11-2018, 08:58 PM   #30
GreatWyrmGold
 
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Default Re: Marvel/DC World-Character Supers Building

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If you want to keep it up to date he is also immortal since the last resurrection. X-Men Gold 17-18 has him teleport blindly and get a big piece of statue in his torso, but it only stuns him because he is "banned from heaven".
...What keeps him from going downstairs? (Or to any other afterlife? Doesn't Valhalla exist in the Marvel universe?)
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