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Old 06-22-2009, 12:48 PM   #311
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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Originally Posted by tbrock1031 View Post
Canuckistan (aka Canada). ;)
So no write up then?
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Old 06-22-2009, 01:41 PM   #312
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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So no write up then?
He's not in my list for write-ups at the moment, as I'm not quite sure how later characters such as the second X-Men lineup will fit into the Reboot. If I do an Alpha Flight line-up, however, he might be among them.
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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 06-24-2009, 10:58 AM   #313
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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Originally Posted by tbrock1031
If I do an Alpha Flight line-up, however, he might be among them.
Cool!

Alpha Flight -- the poor man’s Defenders :)
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Old 06-24-2009, 11:21 AM   #314
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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Cool!

Alpha Flight -- the poor man’s Defenders :)
That's kinda a big "if", btw. I'm currently focusing on getting the few magical heroes and villains worked out using Thaumatology and taking a sledgehammer to the Green Goblin than I am expanding to other heroes.

And don't knock Alpha Flight! The Canuckistanis need their heroes, same as we do. ;) Plus, that title gave us the only case of where a convoluted story to explain a hero's survival as described by a villain impersonating said hero actually turns out to be the truth! Do you know how rare that is?

(BTW, I mean no offense to Canadians by the use of the term "Canuckistani". The term was actually coined by a Canadian on one of the IRC channels I frequent.)
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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 06-25-2009, 12:20 PM   #315
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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Originally Posted by tbrock1031
And don't knock Alpha Flight!
Not at all… I kinda gave up on mainstream comics when that title was still young, but I had a soft spot for the team*… they were such an oddball collection of characters.
Quote:
Plus, that title gave us the only case of where a convoluted story to explain a hero's survival as described by a villain impersonating said hero actuallys turn out to be the truth! Do you know how rare that is?
:? I don’t even understand it *baffled grin*
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Old 06-30-2009, 10:06 AM   #316
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

GREEN GOBLIN

Real Name: Norman Osborn.
Occupation: Industrialist, scientist, professional criminal.
Legal Status: Citizen of the United States with no criminal record, wanted by the authorities in connection with several crimes.
Identity: Secret.
Other Aliases: "Gobbo", "Gobby", "Greeny" (all nicknames given to him by Spider-Man).
Place of Birth: Boston, Massachusetts.
Marital Status: Widower.
Known Relatives: Harry (son); wife (name unrevealed, deceased).
Group Affiliation: CEO of Osborn Industries., head of his own gang of organized criminals.
Base of Operations: New York City.
History: When Norman Osborn was a young man, he parlayed a number of his scientific achievements into a small fortune, which he then, with his wife's help, used to found his own corporation. Norman was content to continue working in R&D while his wife ran the company. Over the years, Osborn Industries became one of the primary contractors for the U.S. Department of Defense.

After his wife died giving birth to their son, Harry, Norman found himself thrust into the role of CEO of the company (see Osborn, Harry). Leaving the day-to-day operations of the company in the hands of its board of directors, Norman buried his grief in his work, becoming sullen and withdrawn, even ruthless.

Recently, Osborn Industries was selected to "improve" upon the rediscovered super-soldier serum which helped create Captain America back in 1940 (see Captain America). As the project neared its deadline, Osborn and his chief biochemist, Dr. Stromm, argued over whether the test results warranted human testing: At least once group of test animals exhibited increased aggression and symptoms that could be explained as "insanity". Taking the initiative and ignoring that one group's results, Osborn subjected himself to the improved serum, under Dr. Stromm's skeptical eye while alone in the lab at night.

The next morning, Osborn woke up on the floor of his living room to news that Stromm had been found murdered in the lab, and that some of Osborn Industries' experimental technologies had disappeared. In truth, the serum had adversely affected Osborn's already fragile mind, giving him an acute case of schizophrenia, causing him to hear voices which urged him on to crave power. In a fit of rage after the treatment, he had killed Dr. Stromm himself.

Using the technology he'd taken from the lab, which included a powered "glider" and a protective battlesuit, Osborn created the identity of the Green Goblin. He has since clashed several times with Spider-Man, not aware that his nemesis was the best friend of his son, Harry (see Spider-Man).
Height: 5' 11".
Weight: 185 lbs.
Eyes: Brown.
Hair: Brown.
Uniform: Metallic green body armor.
Strength Level: The Green Goblin possesses superhuman strength, enabling him to lift (press) roughly 1,000 lbs.
Known Superhuman Powers: In addition to his superhuman strength, the Green Goblin possesses superhuman reflexes. Like his primary opponent, Spider-Man, he is able to perceive bullets in flight, enabling him to react fast enough to dodge them.
Other Abilities: Norman Osborn is a skilled scientist and electronics engineer.
Weapons: The Green Goblin carries a number of grenades styled like pumpkins. These grenades are more powerful than those fielded by modern military and SWAT personnel.

His armor has a number of built-in weapons, which he is constantly improving upon. Observed weapons are chemical sprayers in the arms, which have been loaded with various chemical agents, including knockout gas and tear gas.
Transportation: The Green Goblin travels by means of a "flying wing", which calls his Goblin Glider, which he controls via a combination of a neural interface tied to his helmet's radio and leg movements. This glider is able to hold the Goblin and one other person aloft, and move at speeds up to 100 miles per hour.
Paraphernalia: The Green Goblin's body armor consists of a high-tech, full-body, flexible bodysut with a composite laminate cuirass over the torso. This enables him to withstand conventional gunfire from most police pistols. In addition, the helmet is outfitted with thermographic and telescopic sights, enabling him to see via observing heat signatures and up to a mile away. The suit protects him from the winds when he flies at high speed.

650 points
Attributes:
ST 25 [150]; DX 14 [80]; IQ 14 [80]; HT 13 [30].
Secondary Characteristics: Dmg 2d+2/5d-1; BL 125 lbs.; HP 25 [0]; Will 14 [0]; Per 14 [0]; FP 13 [0]; Basic Speed 7.00 [5]; Basic Move 7 [0]; Dodge 10.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western (Native) [0].
Advantages: Appearance (Attractive) [4]; Artificer 2 [20]; Charisma 3 [15]; Eidetic Memory [5]; Enhanced Dodge 1 [15]; Enhanced Time Sense [45]; Extra Attack 1 [25]; Fit [5]; Hard to Kill 1 [2]; Hard to Subdue 1 [2]; High Pain Threshold [10]; Longevity [2]; Merchant Rank 8 [40]; Perfect Balance [15]; Physical Scientist 4 [40]; Rapid Healing [5]; Status 6 [0*]; Wealth (Multimillionaire 2) [100].
Disadvantages: Bad Temper (9) [-15]; Bully (12) [-10]; Dependent (Harry Osborn, son; no more than 25%) (9) [-10]; Enemy (Spider-Man; Equal in power) (9) [-10]; Megalomania [-10]; Phantom Voices (Diabolical) [-15]; Sadism (15) [-7]; Secret Identity (Imprisonment) [-20]; Stubbornness [-5]; Workaholic [-5].
Skills: Administration (A) IQ-1 [1] – 13; Area Knowledge (Manhattan) (E) IQ+0 [1] – 14; Biology/TL8 (Biochemistry) (H) IQ+4 [4] – 18†; Brawling (E) DX+2 [4] – 16; Chemistry/TL8 (H) IQ+4 [4] – 18†; Computer Operation/TL8 (E) IQ+0 [1] – 14; Connoisseur (Wine) (A) IQ-1 [1] – 13; Current Affairs/TL8 (High Culture) (E) IQ+0 [1] – 14; Current Affairs/TL8 (Science & Technology) (E) IQ+0 [1] – 14; Engineer/TL8 (Electronics) (H) IQ+2 [4] – 16‡; Explosives/TL9 (Demolition) (A) IQ+1 [4] – 15; Forced Entry (E) DX+0 [1] – 14; Hazardous Materials/TL8 (Chemical) (A) IQ-1 [1] – 13; Holdout (A) IQ-1 [1] – 13; Intimidation (A) Will+0 [2] – 14; Leadership (A) IQ+2 [1] – 16§; Liquid Projector/TL8 (Sprayer) (E) DX+0 [1] – 14; Mathematics/TL8 (Applied) (H) IQ+4 [4] – 18; Observation (A) Per+0 [2] – 14; Physiology/TL8 (Human) (H) IQ+4 [4] – 18; Piloting/TL8 (Flying Wing) (A) DX+4 [12] – 18#; Research/TL8 (A) IQ-1 [1] – 13; Savoir-Faire (High Society) (E) IQ+0 [1] – 14; Smuggling (A) IQ-1 [1] – 13; Stealth (A) DX-1 [1] – 13; Streetwise (A) IQ-1 [1] – 13; Throwing (A) DX+0 [2] – 14.
Starting Spending Money: $400,000,000 (20% of Starting Wealth).

* Includes +3 from Merchant Rank and +3 from Wealth.
† Includes +4 from Physical Scientist.
‡ Includes +2 from Artificer.
§ Includes +3 from Charisma.
# Includes +1 from Perfect Balance.

Green Goblin's "Glider"
Piloting (Flying Wing) (DX-4, Sport (Surfing)-3, or other Piloting-4)
TL: 8
Vehicle: Goblin Glider
ST/HP: 26
Hnd/SR: +3/1
HT: 11
Move: 5/50
LWt: 500
Load: 400
SM: -1
Occ: 1+1
DR: 3
Range: 150
Cost: $5K
Locations: EWi
Stall: 0
__________________
"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

Last edited by Phantasm; 10-29-2014 at 06:25 AM.
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Old 07-01-2009, 11:27 AM   #317
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

ANCIENT ONE

Real Name: Yao (full name unknown; it is not even known if "Yao" is his family name or his given name).
Occupation: Sorcerer, former warrior monk.
Identity: The general public of Earth is unaware of the Ancient One's existence.
Legal Status: Citizen of China with no known criminal record.
Other Aliases: Sorcerer Supreme (former), "Archimage" (a case of mistaken identity).
Place of Birth: Kamar-Taj, Tibet (currently controlled by China).
Marital Status: Unrevealed, but presumably either single or widower (possibly several times over).
Known Relatives: None.
Group Affiliation: Mentor to Karl Mordo and Doctor Strange, leader of the Order of Kamar-Taj, former partner of Kaluu.
Base of Operations: Kamar-Taj, Tibet, China.
History: As a youth, Yao studied the mystic arts alongside his friend Kaluu, although Kaluu proved to have ambitions beyond simply studying magic (see Kaluu). At Kaluu's urging, the two performed a ritual which eliminated disease and aging, and increased the crop yields of the fields of their home village, Kamar-Taj. Unknown to the young mystic, however, Kaluu also wove a will-dampening effect into the ritual, making the people subservient to his will. Under Kaluu's leadership, Kamar-Taj became a realm of warriors, conquering their neighbors whom they enslaved. Aghast at this, Yao attempted to reverse the ritual, but he inadvertently unleashed a plague which killed everyone in the area controlled by Kamar-Taj except for Kaluu and Yao himself. The two fought, and Yao's magic proved superior that day; Yao banished Kaluu to a timeless netherworld. As a result of these actions, Yao himself was no longer immortal, although he aged at a fraction of the human norm.

Not long after, Yao sought out an order of mystic monks in order to learn from them (see Order of Kamar-Taj). This order was dedicated to preventing the invasion of the Earth by extradimensional entities. Yao graduated after a century and a half to being the leader of the order, in recognition of his formidable magical prowess and his age, where he eventually became known as the Ancient One, a title given to every grand master of the Order since its founding. In time, the Ancient One relocated the Order's primary monastery to the site of Kamar-Taj. At one point he became Earth's Sorcerer Supreme, a position he held for several centuries, although on occasion others would assume the mantle

In his time, the Ancient One defended the world, making sojourns from the monastery every few decades to learn about the rest of the world. During these sojourns he trained several Westerners in the mystic arts, occasionally without inducting them into the Order. Some of these students, including Isaac Newton and Aleister Crowley, served temporarily as Sorcerer Supreme.

More recently, the Ancient One retreated to Kamar-Taj to oversee the training of the next generation of sorcerers. Many of those in recent decades who joined the Order have been described as "broken" in some sense; whether the Ancient One deliberately sought out those suffering from mental traumas to heal them or for some greater purpose is as yet unknown. His two most powerful students, those who he took as his primary disciples, were former soldier Karl Mordo and former neurosurgeon Doctor Stephen Strange (see Doctor Strange; Mordo, Karl).

The Ancient One has recently passed his position of Sorcerer Supreme of Earth to Doctor Strange and gone into what Strange has referred to as "semi-retirement". He (probably rightfully) believes he has only a few decades left to live, and is content to live those years in peace in Kamar-Taj.
Height: 4' 10".
Weight: 95 lbs.
Eyes: Brown.
Hair: White, formerly black.
Uniform: None; prefers to wear loose robes of varying colors.
Strength Level: In his prime, the Ancient One possessed the normal human strength of a man his age, height, and build who engaged in intensive regular exercise. In his present state, he possesses the normal human strength of a man his age, height, and build who engages in very little exercise.
Known Superhuman Powers: The Ancient One is one of the world's foremost wielders of arcane magics. Strictly speaking, the Ancient One and other human sorcerers do not have superhuman powers; only the ability to manipulate mystical energy lies within an Earth-born sorcerer, not the energy itself. Theoretically, any Earth human being can tap into an infinite amount of mystical energy. However, each person is limited by his own amount of training, discipline, knowledge, and enlightenment as to the mystical arts. As the former Sorcerer Supreme of Earth, the Ancient One possesses a greater knowledge and mastery of the arts than almost anyone else on Earth; it is believed he passed almost all of his knowledge to his latest disciple, Doctor Strange. He was born with a great talent for sorcery, and he has fulfilled that potential through long years of study and training.

The Ancient One's magic, like that of other magicians, is derived from three major sources: personal powers of the soul/mind/body, derived through developing one's own psychic resources (mesmerism, astral projection, thought-casting, etc); powers gained by tapping the universe's ambient magical energy and employing it for specific effects (teleportation, illusion-casting, energy projection); and finally powers gained through invoking entities or objects of power existing in mystical dimensions tangential to his own. The latter means of power is usually gained through the recitation of spells; either ritualized ones found in various mystical texts or by original spells invoking extra-dimensional assistance. In his prime, he also employed a number of occult power objects which he wields by mental control; most of these artifacts he has either destroyed or passed on to Doctor Strange.

To begin with his personal powers, the Ancient One has mastered the art of astral projection, the mental ability to separate the astral self – the sheath of the soul, or the life essence – from his physical self, and in this form traverse through space unbounded by the physical laws but fully retaining human consciousness. This form is invisible, intangible, and incapable of being harmed except through the most rigorous of mystical means. The astral form only possesses those magical powers residing in the sorcerer's mind: thought-casting, psychokinesis, etc. The Ancient One is of such mastery that in his prime he could remain in his astral form for up to 48 hours before there is corporeal deterioration of his physical body; his current limit is probably a lot less. The physical form is quite vulnerable to attack when the astral form is absent. If harm were to befall his physical form while he was in his astral form, he would be stranded in the wraith-like state. While the astral form is absent, the physical form remains in an inert, death-like trance.

Although the Ancient One also has the ability to mesmerize people to do his bidding, both in person and at a distance, he seldom employs his master over others' wills in so direct a way. He can cast his thoughts over short or vast distances in a manner virtually identical to telepathy. The entire Earth is within the reach of his mind, provided he knows where to contact the specific mind he is seeking. He can simultaneously communicate with up to a dozen minds at a time.

The Ancient One is also able to tap this universe's store of ambient magical energy and manipulate it for a variety of effects. He is able to form and hurl magical energy bolts with a high degree of potency and control. He is able to erect energy shields or screens with a high degree of imperviousness to both physical and magical damage. He is able to use local magical energy for the conjuration of small physical objects like money or rabbits, or for unusual luminescent effects. He is also able to transform one object into another, although the transformation only lasts for as long as he wills it.

Due to his centuries of activity as Earth's Sorcerer Supreme, the Ancient One has knowledge of a host of sorcerous spells and incantations invoking various extra-dimensional objects and beings of power. He is able to call upon these extra-dimensional power sources for very specific effects without taxing his own personal abilities. Among the entities he invokes are Agamotto, Oshtur, Hoggoth (who together form the Vishanti triad), the Vishanti as a whole, Raggador, Ikonn, Munnipor, Cytorrak, Valtorr, Watoomb, the Faltine, the Seraphim, Balthakk, and Dormammu, although he prefers not to call upon the last one (see Dormammu; Oshtur; Vishanti).
Other Abilities: In his prime, the Ancient One was skilled at Shaolin Kung Fu. He retains much of the knowledge today, although he rarely utilizes it due to his failing health.
Paraphernalia: In the past, the Ancient One used the Eye of Agamotto and Cloak of Levitation, which he has passed on to Doctor Strange (see Doctor Strange: Paraphernalia).

Dr. Strange: I don't understand. How am I supposed to hold the brushes?
Ancient One: That is between you and the brushes.
– Doctor Strange: Sorcerer Supreme (animated movie)
__________________
"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

Last edited by Phantasm; 07-25-2021 at 07:00 AM. Reason: Complete reworking of the bio
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Old 07-01-2009, 11:28 AM   #318
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Ancient One (continued)

1,658 points
Attributes: ST 8 [-20]; DX 10 [0]; IQ 14 [80]; HT 8 [-20].
Secondary Characteristics: Dmg 1d-3/1d-2; BL 13 lbs.; HP 8 [0]; Will 14 [0]; Per 14 [0]; FP 8 [0]; Basic Speed 4.50 [0]; Basic Move 4 [0]; Dodge 7.
Languages: Dark Dimensional (Native Spoken) [3]; Tibetan (Native) (Native Language) [0].
Cultural Familiarities: Central Asian (Native) [0]; Dark Dimension [2].
Advantages: Appearance (Handsome) (Impressive, +0%) [12]; Claim to Hospitality (Order of Kamar-Taj) [10]; Combat Reflexes [15]; Compartmentalized Mind 2 (Limited: Powers Only, -5%; Mentalism, -10%; No Mental Separation, -20%) [65]; Cultural Adaptability [10]; Danger Sense (Magical, -10%) [14]; Energy/4 [80]; Energy Reserve (Magical) 60 [180]; Extended Lifespan (Χ8) [6]; Fit [5]; Forceful Chi 2 [30]; Increased Threshold 10 [50]; Inner Balance 2 [30]; Magery 4 (Solitary Ceremonial, +10%) [49]; Matter/4 [80]; Mind/4 [80]; Omnilingual [40]; Pitiable [5]; Safer Excess (+1 per 40 pts) [30]; Social Regard (Venerated) 2 [10]; Space/4 [80]; Spirit/4 [80]; Time/4 [80]; Trained By a Master [30]; Unfazeable [15]; Visualization [10].
Perks: Autotrance [1]; Cloaked [1]; I Lived It! (Research) 4 [4]; Magical School Familiarity (Order of Kamar-Taj) [1]; Mystic Gesture [1]; Patience of Job [1]; Sanctum [1]; Style Familiarity (Shaolin Kung-Fu) [1].
Disadvantages: Bad Sight (Mitigator: Corrective Lenses, -60%) [-10]; Chronic Pain (Mild; Interval: 2 hours) (9) [-5]; Discipline of Faith (Asceticism) [-15]; Pacifism (Cannot Harm Innocents) [-10]; Sense of Duty (Earth Dimension) [-20].
Quirks: Always Gives the Vaguest Possible Answer to Questions [-1]; Devout Believer (Taoism and Confucianism) [-1]; Disciplined [-1]; Ethnic Diet [-1]; Likes Tea [-1].
Skills: Acrobatics (H) DX+2 [12] – 12; Autohypnosis (H) Will+6 [16] – 20*†; Blind Fighting (VH) Per+5 [20] – 19*; Body Control (VH) HT+5 [20] – 13*; Body Language (Human) (A) Per+1 [1] – 15*; Body Sense (H) DX+2 [4] – 12*‡; Breath Control (H) HT+4 [12] – 12*; Detect Lies (H) Per-1 [2] – 13; Diplomacy (H) IQ-1 [2] – 13; Escape (H) DX+0 [4] – 10; First Aid/TL8 (E) IQ+0 [1] – 14; Force Saber (A) DX+5 [20] – 15; Gesture (E) IQ+0 [1] – 14; Hidden Lore (Demon Lore) (A) IQ+2 [8] – 16; History (Modern Era World History) (H) IQ+0 [4] – 14; Hypnotic Hands (H) IQ+6 [20] – 20§; Hypnotism (H) IQ+0 [1] – 14§; Immovable Stance (H) DX+6 [20] – 16*; Innate Attack (Beam) (E) DX+5 [16] – 15; Innate Attack (Breath) (E) DX+5 [8] – 15#; Judo (H) DX+2 [12] – 12; Karate (H) DX+2 [12] – 12; Kiai (H) HT+6 [20] – 14; Knot-Tying (E) DX+0 [1] – 10; Leadership (A) IQ+1 [4] – 15; Lip Reading (A) Per+0 [2] – 14; Literature (H) IQ+4 [20] – 18; Meditation (H) Will+6 [20] – 20*; Mental Strength (E) Will+8 [20] – 22; Observation (A) Per+1 [4] – 15; Philosophy (Buddhism) (H) IQ+1 [8] – 15; Philosophy (Confucionism) (H) IQ+1 [8] – 15; Philosophy (Taoism) (H) IQ+1 [8] – 15; Research/TL8 (A) IQ+0 [2] – 14; Savoir-Faire (Dojo) (E) IQ+0 [1] – 14; Shadowing (A) IQ+0 [2] – 14; Shield (Force) (E) DX+5 [16] – 15; Staff (A) DX+2 [8] – 12; Stealth (A) DX+2 [8] – 12; Survival (Arctic) (A) Per+0 [2] – 14; Survival (Mountain) (A) Per+0 [2] – 14; Teaching (A) IQ+0 [2] – 14; Thaumatology (VH) IQ+8 [24] – 22₯; Theology (Buddhism) (H) IQ+1 [8] – 15; Throwing (A) DX+0 [2] – 10; Weather Sense (A) IQ-1 [1] – 13; Writing (A) IQ+0 [2] – 14.
Magical Realm Skills: Energy (VH) IQ+8 [24] – 22₯; Matter (VH) IQ+8 [24] – 22₯; Mind (VH) IQ+8 [24] – 22₯; Space (VH) IQ+8 [24] – 22₯; Spirit (VH) IQ+8 [24] – 22₯; Time (VH) IQ+8 [24] – 22₯.
Starting Spending Money: $4,000 (20% of Starting Wealth)

* Includes +2 from Inner Balance.
† Defaulted from Meditation.
‡ Defaulted from Acrobatics.
§ Includes +2 from Forceful Chi.
# Defaulted from Innate Attack (Beam).
₯ Includes +4 from Magery.

Role-Playing Notes:
The Ancient One has lived lifetimes, and has forgotten more about the world and magic than most people could dream of knowing. This makes him extremely patient, with a sense of humor that seems odd to others. Think of Yoda when he was introduced in The Empire Strikes Back, but without the reverse grammar speech patterns, and you'll be close.

The Ancient One is also tired of living, and having trained Doctor Strange to be his successor is preparing to spend his final decades in peace. Attempts to disturb him for advanced training will likely be refused. Despite this, he is still willing, albeit not eager, to enter danger should the Earth itself be threatened by extradimensional forces.

In combat, the Ancient One's patience is paramount to his strategy. He will Concentrate, Evaluate, or Aim for as long as the situation will permit before making an attack or releasing a spell. He will willingly sacrifice himself if it means saving the world from invasion.

Design Notes:
1. The Ancient One's Magery as listed above is intentionally lessened when compared to Doctor Strange. This reflects his decreasing raw power due to advanced old age and a lack of practical skill; he still retains the knowledge, reflected in the points spent in the magical realm skills, but his highly advanced age makes it increasingly more difficult to actually cast advanced spells.
2. The Magery price combines the price of an unmodified Magery 0 [5] with the modified Magery 4 (Solitary Ceremonial, +10%) [44]. It just looked wrong when placing the two on the sheet together.
__________________
"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

Last edited by Phantasm; 08-16-2021 at 12:49 AM.
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Old 07-02-2009, 11:28 AM   #319
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031
Green Goblin

Wealth (Multimillionaire 2) [100]
I was thinking that Multimillionaire 2 looked like a bit much, but I suppose he needs it to be able to afford the glider, gadgets, and battle suit. Speaking of which, will you be adding the stats for those last two?

Last edited by Not another shrubbery; 07-04-2009 at 08:57 AM.
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Old 07-02-2009, 11:45 AM   #320
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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Quote:
Originally Posted by tbrock1031
Green Goblin

Wealth (Multimillionaire 2) [100]
I was thinking that Multimillionaire 2 looked like a bit much, but I suppose he needs it to be able to afford the glider, gadgets, and battle suit. Speaking of which, will you be adding the stats for those last two?
I've got them statted out in my main document, so expect them later tonight. I used Ultra-Tech for the grenades and armor, treating them as experimental TL9 gear, so I didn't think that repeating the stats here would have been desirable.

Thoughts about how I statted the glider?
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Last edited by Phantasm; 07-04-2009 at 09:34 AM.
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