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Old 05-19-2021, 06:05 PM   #1699
Phantasm
 
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Join Date: Jun 2006
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

The Realms:

Energy: This far-reaching Realm includes all types of energy, including but not limited to cold, electricity, heat/fire, kinetic, light, radiation, and vibration.
Matter: This Realm deals with altering and creating matter in all forms. A sorcerer's own scientific knowledge does affect the Realm's use.
Mind: This far-reaching Realm deals with all aspects of intelligence and conscious thought, as well as subconscious desires.
Space: This Realm affects such things as movement and inertia, permitting such wide effects as levitation, telekinesis, teleportation, flight, and even dimensional travel. Combined with Mind, it permits clairsentience.
Spirit: This Realm deals with all aspects related to a being's soul or spirit. It can also be used to deal with spiritual entities of all levels.
Time: This Realm affects both the passage of time, including the ability to travel backwards in time, as well as precognition and psychometry.

Selected Sub-Realms:
Air: This sub-Realm of Energy enables the mage to manipulate the classical element of air.
Body: This sub-Realm of Matter deals solely with the manipulation of living (and dead) organic matter.
Dreams: This sub-Realm of either Mind or Spirit permits the sorcerer to travel into and affect a dreamer's dreams.
Earth: This sub-Realm of Energy enables the mage to manipulate the classical element of earth.
Fire: This sub-Realm of Energy enables the mage to manipulate the classical element of fire.
Illusion: This sub-Realm of Mind deals primarily with creating and dispelling illusions.
Lightning: This sub-Realm of Energy enables the mage to manipulate electricity in all forms.
Luck: Also called Probability, this Realm deals with manipulating probabilities in order to alter circumstances to make the improbable probable. This Realm is a sub-Realm of both Matter and Time; someone with both of those Realms doesn't need Luck.
Water: This sub-Realm of Energy enables the mage to manipulate the classical element of water.

As advantages, the Realms of Energy, Matter, Mind, Spirit, Space, and Time are all 20 points per level. Body, Fire, Illusion, Luck and all other Sub-Realms are 10 points per level, being essentially the parent Realm with a Specialized (-50%) limitation on it.

Any sufficiently advanced technology is indistinguishable from magic.
– Arthur C. Clarke

Any sufficiently analyzed magic is indistinguishable from SCIENCE!
– Phil and Kaja Foglio



Realm Levels

Level 1: Detection and Measurement.
Level 2: Basic Control and Diversion.
Level 3: Command and Create.
Level 4: Authority.
Level 5: Near Complete Power.
Level 6: PHENOMENAL COSMIC POWER! (itty bitty living space)
__________________
"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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