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Old 12-08-2021, 02:32 PM   #1761
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

DOCTOR STRANGE'S SANCTUM SANCTORUM

For decades, a townhouse at 177A Bleeker Street in New York's Greenwich Village, at the corner of Bleeker Street and Fenno Place, stood empty and abandoned until it was renovated by a front company for the Order of Kamar-Taj, a worldwide order of sorcerers (see Order of Kamar-Taj). The house was originally built in the 1720s on a site where the Carnasee tribe of the Lenape people allegedly performed numerous rituals. Over time, the house got a reputation for being "haunted"; although it was often scheduled for demolition, it was never actually knocked down. The Order acquired it in 1862, and over the next few decades a series of sorcerers lived there in relative obscurity.

In recent years, the house again stood empty until the Order renovated it for Doctor Stephen Strange and Wong, two of the Order's sorcerers (see Doctor Strange; Wong). Since the two moved in, rumors of the house being haunted have only grown.

The house itself is a place of power, and has a permanent mystical doorway connection to the Kamar-Taj monastery where the Order's grand master, the Ancient One, resides (see Ancient One). In addition, the inside of the house is constantly changing. The house is larger on the inside than it is on the outside; the second and third floors of the house appear to have labyrinthine corridors and passageways which have dozens of doors and which can loop around on themselves. The number and contents of the rooms appear to change by themselves at random intervals, usually when no one is around to witness the changes. Despite this, there are rooms that remain relatively unchanged; it is possible the house itself is aware of its inhabitants and attempts to cater to their needs.

The building is protected from magical incursion by an intricate permanent spell which is interwoven with the house's own mystic energies; for as long as the building stands – and potentially even if the house should be destroyed while the energies remain – the protection spell will remain intact. This prevents foes from attacking the residents using magic, and even prevents anyone of hostile intent from entering the building.

There is a small courtyard in an alley behind the house branching off Fenno Place; this courtyard has an apple tree and a small gazebo for people to gather. Wong has stated that the gazebo itself is alive, but this statement is as yet unconfirmed.

Doctor Strange: Quite a place he's got here, isn't it? You know he calls it his--
Zelma Stanton: Sanctum Sanctorum, which is Latin for "Holy of Holies." A bit ostentatious for Bleeker Street, don't you think?
Doctor Strange (2015) #1.


First Floor
The first floor contains the foyer, the main living room, the dining room, a library, and the kitchen. This floor is perhaps the most "normal" and changes the least over time.

Second Floor
This floor is dominated by at least four bedchambers, used by Strange, Wong, and Clea, with a fourth set aside for guest quarters (see Clea). Other rooms and hallways on this floor come and go, with doors and windows that can lead to other places on Earth and other dimensions.

Third Floor
This floor is dominated by a meditation chamber which doubles as Strange's occult library. It is this room which has the large circular window with a mystic glyph as its panels, and houses The Book of the Vishanti, The Tome of Oshtur, and many other mystic tomes. Another nearby chamber houses the Orb of Agamotto, a large globe-sized crystal ball which can be used to pinpoint supernatural threats and view other locations in the Earth dimension and in others. Also on this floor is a chamber which has a number of mystic artifacts set up as a kind of museum; each artifact is protected by a spell which prevents anyone except Strange or Wong from touching them.

Basement
The basement of the Sanctum contains everything one would expect from such a residence: the water heater, circuit breaker, furnace, and the wine cellar. There are also rooms here which act as cells to contain magical threats. Like the second floor, the basement often has labyrinthine passages and doors to other locations.

------

Game Mechanical Details
The Sanctum Sanctorum is a high mana location/place of power. This reduces the threshold tally accrued from ecocentric casting by a quarter and enables those without Magery to perform egocentric and exocentric magic.

Should the GM decide the house is in fact aware of its residents, it should have IQ 8, Will 18, and Per 12; those using The Fifth Attribute can make its Will 10 and QN 18. The "dread gazebo" in the rear courtyard, should Wong be correct in that it is also alive, has IQ 3, Will 10, Per 10, and if using The Fifth Attribute QN 14.
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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 12-08-2021, 06:44 PM   #1762
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Phantasm View Post
The Sanctum Sanctorum is a very mana location/place of power.
This should be "very high mana", right?
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Old 12-09-2021, 01:46 AM   #1763
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by awesomenessofme1 View Post
This should be "very high mana", right?
It seems in self-editing I deleted the wrong word; gimme a few to fix as "high mana". Good catch!

[EDIT] Fixed. [/EDIT]
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"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 12-11-2021, 01:07 PM   #1764
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

MYSTIC PRINCIPALITIES

Located in a gray area between gods and demons, principalities are entities – usually individually, though sometimes in groups, such as with the Faltine and the Seraphim – which are invoked by sorcerers to perform exocentric magic (see Demons). Many of these principalities are rulers of their own dimensions; some are even said to have created their home dimensions.

Many principalities have what are called signature spells, spells which draw upon the principality's power. These spells can be invoked as parts of other, more complex spells by more experienced sorcerers. For some unknown reason, many of these spells are alliterative in English, and it is said that the alliteration is part of the magic; casting the spells in other languages automatically makes them alliterative for that language, even if a direct translation of the spell would not be. (This is believed to be a facet of magic itself, not intentional on the part of the entities.) Not every spell or invocation is alliterative, though most sorcerers find the ones that are not alliterative jarring to the ear.

It is said that each invocation puts the sorcerer in debt to the entity invoked, whether the entity is a god, demon, or other principality; in effect, treating the invocation as "a favor for a favor," with the entity claiming the right to call upon the sorcerer for services rendered at a later time. There exists one known means for a sorcerer to essentially cut ties to every principality in existence at once: the Incantation of Emancipation. The Incantation of Emancipation is known to every member of the Order of Kamar-Taj and presumably to sorcerers outside the order, such as the Dakihm and his student Jennifer Kale, and the Arthurian-era sorceress Morgan La Fey (see individual entries).

A partial list of principalities is as follows:

Balthak – a being of pure mystic energy, provides sorcerers with the Bolts of Balthak, which manifest in any number of energy types, although most instances of the spell are electrical/lightning.

Cinnibus – rules a dimension of peace and enlightenment, provides sorcerers with the Seven Suns of Cinnibus, which can be used to dispel magic darkness or disrupt spells cast using black magic.

Cyttorak – rules a dimension called the Crimson Cosmos; although generally called a being of destruction, is more properly an entity of applied power, protective and destructive alike. His signature spells are the Crimson Bands of Cyttorak, which is used to create a large number of bands of mystic energy to entrap or protect those within them, and the Crimson Crystals of Cyttorak, which creates a number of gemstones that hurtle toward their target and can bypass shields and armor.

Denak – an entity that commands a dimension of demons; in addition to the Demons of Denak, a spell to summon demons, is the source of the Astral Arms of Denak and Demon-Claws of Denak, which create magical claws at a distance, and the Discs of Denak, which create energy discs for offensive use.

Dyzzak – an entity whose own dimension is considered a prison; his signature spells, Dyzzak's Cage and Spheres of Dyzzak, are used to entrap foes.

The Faltine – beings of pure mystic energy which inhabit a dimension where baryonic matter cannot exist beyond high-energy quarks, leptons, and other elementary particles. Their signature spell, The Flames of the Faltine, produce flames which can vary in temperature and can be shaped by the wielder as befits the situation.

Farallah – a minotaur-like entity, often called Farallah of the Hunt, grants a number of spells which all apparently bear the name Fangs of Farallah. These spells vary from counterspells to banishing to attacking others.

Ikonn – an insectoid entity which grants the Images of Ikonn, a powerful illusion spell.

Ikthalon – an icy being which grants spells related to cold and ice, such as the Icy Tendrils of Ikthalon.

Krakkan – an entity with the epithet "the Jailer"; his signature spell is the Chains of Krakkan, which creates iron chains to capture and hold opponents.

Munnipor – a three-in-one female entity ruling a dimension known as the Twelve Moons of Munnipor. Her signature spells are the Mists of Munnipor, which conjures a mystic haze to impede and confuse opponents, and the (Twelve) Moons of Munnipor, which is primarily used to focus and reinforce other spells, but can also be used by itself to banish others.

Nirvalon – an entity of which little is known; his (or her?) signature spells are the Sphere of Nirvalon, which encases its target in a globe of protective light, and the Light of Nirvalon, which produces pure white light that can keep evil entities at bay and dispel illusions created through demonic energies.

Raggador – a four-armed entity with the lower body of a snake, rules his eponymous dimension. His signature spells are: the Seven Rings of Raggador (also known as the Roving Rings of Raggador), seven multi-colored rings which can entrap and protect; the Rains of Raggador, conjuring storm clouds which produce lightning; and the Ribbons of Raggador.

The Seraphim – Although they share the name as a choir of Biblical angels, the Seraphim are actually the creations of the Elder Goddess Oshtur. Their most commonly invoked spell is the Shield of the Seraphim, a powerful protection spell which can be layered on itself with multiple castings; other spells invoking them include the Skill of the Seraphim, the Speed of the Seraphim, and the Circle of the Seraphim, the latter being a protective circle to ward away mystic enemies.

Valtorr – rules a dimension known as the Veils of Valtorr. His signature spells are: the Vapors of Valtorr, which produce a mist that can surround and imprison or confuse others, or act as an otherwise normal obscuring fog; the Vipors of Valtorr, creating ethereal snakes to attack others; and the Veils of Valtorr, which is used to glimpse possible futures. The phrase "to breathe the final vapors of Valtorr" is sometimes used by sorcerers as a metaphor for death.

The Vishanti – a trinity consisting of the Elder Goddess Oshtur; Agamotto, Oshtur's son and Earth's first Sorcerer Supreme; and lion-headed Hoggoth, believed to be an Elder God from an alien race; all three are known to be called upon individually as well as in their trinity. Agamotto penned the Book of the Vishanti, the greatest tome of white exocentric magic in existence, and which contains every known counterspell; the Tome of Oshtur is also a powerful tome containing hundreds of spells which call upon Oshtur. Hoggoth is the only one known to have specific signature spells, in particular the Hosts of Hoggoth, which can form a path through mystic dimensions that defy the known laws of physics such as the dreamscape and Nightmare's connected nightmare realm, and the Dark Dimension of Dormammu (see Dark Dimension; Dormammu; Nightmare).

Watoomb – a former mortal sorcerer who ascended to become a principality in his own right; his signature spell is the Winds of Watoomb, which create intense winds.

Demons such as Dormammu, Mephisto, Satannish, Set, and Chthon, and some gods such as Gaea, Odin, and Vishnu are also considered principalities (see individual entries).

------

Game Mechanical Details:

There are dozens if not hundreds of principalities who can be invoked for power; the listing above represents the entities invoked by the sorcerers of the Order of Kamar-Taj and the Cult of Zhered-Na. Sorcerers of other mystic orders can call upon other entities; there are probably hundreds more. GMs are encouraged to research more obscure principalities, and even create some as needed.

Calling upon a principality for the first time requires both a successful Spirit/3 roll to contact the entity and a Reaction roll, modified as the GM sees fit depending on how the principality's goals align with the caster's. A reaction roll of Neutral or better will permit the caster to continue invoking the entity until/unless "something changes". This "something" will probably be a plot point: either the entity has temporarily been destroyed – all principalities effectively have Unkillable 3 when facing others on their power level – or the sorcerer's goals no longer align with the entity's. Using the Incantation of Emancipation automatically resets the reaction levels of all principalities – even those unknown to the sorcerer! – to Bad; all incantations invoking entities, and many artifacts created by them, automatically fail. In short: the sorcerer loses all access to exocentric magic until s/he renders mends fences with at least one principality, which resets the base reactions to Neutral.





Note: I was researching various entities, and decided to do one entry to lump everyone Dr. Strange and his ilk call upon for magic in one entry. As the entry notes, this is not a complete listing, just the more commonly invoked ones.
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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 12-19-2021, 07:52 PM   #1765
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DEVIL-SLAYER

Real Name: Eric Simon Payne.
Occupation: Adventurer, former marine, former criminal hitman.
Identity: Secret.
Legal Status: Citizen of the United States with a criminal record.
Other Aliases: Reaper of Souls.
Place of Birth: Philadelphia, Pennsylvania.
Marital Status: Divorced.
Known Relatives: Cory (ex-wife).
Group Affiliation: Former member of the Cult of Harvester of Eyes and the Maggia; formerly the United States Marine Corps.
Base of Operations: Mobile, formerly Philadelphia, Pennsylvania.
History: Eric Simon Payne grew up in poverty, joining the US Marine Corps right out of high school in order to get out of the slums. He has said that during his time in the service as a sniper he did little he was actually proud of; he was ultimately court-martialed and dishonorably discharged for injuring a number of civilians during a firefight against Taliban forces.

Once he served his time in a military prison, he found his prospects for employment extremely slim. In desperation, he took a job working as a hitman for the Philadelphia Maggia (see Maggia). He deluded himself into thinking his targets were other criminals and crooked police on the payroll of rival cartels. However, the hit that changed his life was that of police officer Frank Castle, perhaps one of the few officers who was trying to bring down the cartel (see Punisher). It was Payne who was responsible for car-bombing Castle's family. Disgusted with himself, he left town.

Almost immediately after, he was recruited by the half-demon cult leader calling herself Vera Gemini to act as one of her Harvester of Souls, the cult's enforcers and assassins (see Demons; Gemini, Vera). He stayed with Gemini's cult, the Cult of the Harvester of Eyes, long enough to gain information on their plans before using the Shadow Cloak they'd given him to flee, seeking assistance in bringing them down.

This assistance he found in Doctor Strange, Earth's Sorcerer Supreme, and Strange's apprentice Clea, who assisted Payne in bringing a halt to Gemini's plans (see Clea; Doctor Strange). Payne himself was the one who killed Gemini. Although he briefly considered taking control of the Cult in order to forge it into a force for good rather than extradimensional evil, he ultimately decided to work toward dismantling the Cult's operations worldwide.

Payne, now calling himself Devil-Slayer, was next seen among those adventurers who gathered to fight the Zodiac Cartel when the Zodiac formed an energy dome over Manhattan (see Zodiac). During this time, Castle discovered what Payne had done in the past; though the two fought side by side against the Zodiac's forces, Castle told Payne to keep looking over his shoulder. Payne then shocked everyone by pulling an assault carbine out of the Shadow Cloak, handing it to Castle, and putting the barrel against his own head, daring Castle to pull the trigger right there and end it, explaining his entire past and saying he deserved it. Castle, however, found himself unable to do the deed, having come to respect Payne, and the two parted on respectful terms.

Payne's current whereabouts are unknown.
Age: 36.
Height: 6' 1".
Weight: 200 lbs.
Eyes: Brown.
Hair: Brown.
Uniform: Blue-black bodysuit, red-orange gloves, red-orange boots, blue-black cowl that leaves the entire face visible, red-orange cloak with a yellow-gold interior held with a gold clasp, red-orange belt, red-orange crossed straps over the chest.
Strength Level: Devil-Slayer possesses the normal human strength of a man his age, height, and build who engages in intensive regular exercise.
Known Superhuman Powers: Devil-Slayer possesses minor psychic abilities. He can telepathically cloud the perceptions of others to appear as though he's wearing normal clothes or to hide completely from the sight of others, although cameras will always pick him up (if anyone in his vicinity is watching the camera's feed, however, they will perceive him as he wishes to be seen).

In addition, he is almost impossible to take by surprise, possessing an innate sense that lets him sense when he (or an ally) is in danger.

The origin of Devil-Slayer's psionic power is unknown; he does not register as a mutant.
Other Abilities: Eric Payne is a skilled hand to hand combatant and marksman familiar with most weapons.
Weapons and Paraphernalia: Devil-Slayer owns what is known as a Shadow Cloak, a magical garment which has a number of enchantments on it.

First, Devil-Slayer is able to use the Shadow Cloak to pull any weapon from across space and time he can visualize into his hands through the folds in the cloak. These weapons may be normal or enchanted, from the distant past into the far future. He has summoned enchanted swords, Asgardian uru axes, modern assault carbines, and even a laser pistol. Placing the weapon back into the folds of the cloak sends it back where it came from.

Furthermore, the Shadow Cloak can be used to teleport Payne and up to four other people through another dimension to any place on Earth. He is not able to use the cloak to teleport inside places warded by magic. He claims to be able to traverse all the dimensions, but the full extent of this ability is unknown. The teleport may not be instantaneous, and Payne and any passengers he is carrying may use the dimension connected to the cloak as a kind of way-station, remaining indefinitely if they so choose.

Finally, the Cloak responds to Devil-Slayer's thoughts, moving as if another pair of arms to grapple others Payne may specify. He is able to mentally control the Shadow Cloak from afar, though it's unknown if this is because he has a psychic link with the Cloak or if the Cloak is itself self-aware.

Devil-Slayer's Shadow Cloak is not the only one of its kind, as there are reportedly a number of these cloaks in existence. During the late '80s, Bellona of the Shadowguard reportedly retrieved a Shadow Cloak from an alternate timeline during one of that team's adventures. The Cult of the Harvester of Eyes reportedly owned several of these Shadow Cloaks, worn by their Agents of Fortune (thieves) and Reapers of Souls (assassins). It's unknown just how many of these Cloaks are in existence, nor their relationship with Doctor Strange's Cloak of Levitation.

(stats next post)
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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 12-19-2021, 07:53 PM   #1766
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Devil-Slayer
981 points
Attributes: ST 14 [40]; DX 14 [80]; IQ 11 [20]; HT 14 [40].
Secondary Characteristics: Dmg ; BL ; HP 14 [0]; Will 13 [10]; Per 13 [10]; FP 14 [0]; Basic Speed 7.00 [0]; Basic Move 7 [0]; Dodge 11.
Languages: Afghan Persian (Accented) [4]; English (Native) (Native Language) [0]; Pashto (Broken) [2].
Cultural Familiarities: Central Asian [1]; Western (Native) [0].
Advantages: Combat Reflexes [15]; Danger Sense (Psionic, -10%) [14]; Elastic Skin (Accessibility: Affects Clothing Only, -50%; Glamour (Will-5), -5%; Psionic, -10%) [7]; Fit [5]; Hard to Kill 1 [2]; Hard to Subdue 1 [2]; High Pain Threshold [10]; Invisibility (Glamous (Will-5), -5%; Psionic, -10%) [34]; Temperature Tolerance 1 [1].
Shadow Cloak: Binding 15 (Constricting, +75%; Gadget/Can Be Stolen: Stealth or Trickery, -20%; Melee Attack: Dual, +10%; Melee Attack: Reach 1,2, -20%; One-Shot, -10%; Requires Concentrate, -15%; Unbreakable, +40%; Magical, -10%) [45]; Jumper (Pocket Dimension) (Affects Others 4, +200%; Bewildering Landscape, -20%; Can Carry Objects (Medium Encumbrance), +20%; Faster Concentration 4, +20%; Gadget/Can Be Stolen: Stealth or Trickery, -20%; Gyroscopic, +10%; Improved, +10%; Magical, -10%; Alternative Ability, ×1/5) [62]; Jumper (World) (Affects Others 4, +200%; Can Carry Objects (Medium Encumbrance), +20%; Faster Concentration 4, +20%; Gadget/Can Be Stolen: Stealth or Trickery, -20%; Improved, +10%; Interplanar, +100%; Magical, -10%) [420]; Snatcher (Gadget/Can Be Stolen: Stealth or Trickery, -20%; Large Items, +50%; More Weight: 20 lbs.; Permanent, +300%; Reduced Time 4, +80%; Specialized: Weapons Only, -10%; Unpredictable, -25%; Magical, -10%; Alternative Ability, ×1/5) [78]; Warp (Affects Others 4, +200%; Blind, +50%; Gadget/Can Be Stolen: Stealth or Trickery, -20%; No Strain, +20%; Range Limit: 10,000 miles, -10%; Reliable +10, +50%; Tracking, +20%; Magical, -10%; Alternative Ability, ×1/5) [81].
Perks: Cloaked [1]; Style Familiarity (Sniper) [1]; Sure-Footed (Uneven) [1].
Disadvantages: Enemy (Cult of the Harvester of Eyes; Large Group, up to 1,000 people) (9) [-30]; On the Edge (12) [-15]; Secret Identity (Imprisonment) [-20]; Sense of Duty (Adventuring Companions) [-5]; Social Stigma (Criminal Record) [-5]; Wealth (Poor) [-15].
Quirks: Alcohol Intolerance [-1]; Cynical [-1]; Foul-Mouthed [-1]; Insensitive [-1]; Limited Hearing Loss (Low-Frequency) [-1].
Skills: Acting (A) IQ+1 [4] – 12; Axe/Mace (A) DX+0 [2] – 14; Brawling (E) DX+2 [4] – 16; Broadsword (A) DX+0 [2] – 14; Climbing (A) DX+0 [2] – 14; Cloak (A) DX+0 [2] – 14; Computer Operation/TL8 (E) IQ+0 [1] – 11; Driving/TL8 (Heavy Wheeled) (A) DX-1 [1] – 13; Driving/TL8 (Tracked) (A) DX-1 [1] – 13; Explosives/TL8 (Demolition) (A) IQ+1 [4] – 12; Fast-Draw (Longarm) (E) DX+2 [2] – 16*; Fast-Draw (Pistol) (E) DX+2 [2] – 16*; Fast-Draw (Sword) (E) DX+2 [2] – 16*; First Aid/TL8 (Human) (E) IQ+0 [1] – 11; Guns/TL8 (Light Anti-Armor Weapon) (E) DX+2 [4] – 16; Guns/TL8 (Pistol) (E) DX+2 [4] – 16; Guns/TL8 (Rifle) (E) DX+2 [4] – 16; Hiking (A) HT+0 [2] – 14; Judo (H) DX+0 [4] – 14; Jumping (E) DX+1 [2] – 15; Lifting (A) HT+0 [2] – 14; Liquid Projector/TL8 (Flamethrower) (E) DX+0 [1] – 14; NBC Suit/TL8 (A) DX+0 [2] – 14; Observation (A) Per+1 [4] – 14; Parachuting/TL8 (E) DX+0 [1] – 14; Running (A) HT+0 [2] – 14; Savoir-Faire (Mafia) (E) IQ+1 [2] – 12; Savoir-Faire (Military) (E) IQ+1 [2] – 12; Shield (Shield) (E) DX+0 [1] – 14; Shortsword (A) DX+0 [2] – 14; Soldier/TL8 (A) IQ+1 [4] – 12; Spear (A) DX+0 [2] – 14; Staff (A) DX+0 [2] – 14; Stealth (A) DX+0 [2] – 14; Survival (Desert) (A) Per-1 [1] – 12; Survival (Mountain) (A) Per-1 [1] – 12; Swimming (E) HT+0 [1] – 14; Throwing (A) DX+0 [2] – 14; Thrown Weapon (Knife) (E) DX+1 [2] – 15; Two-Handed Sword (A) DX+0 [2] – 14; Wrestling (A) DX+0 [2] – 14.
Starting Spending Money: $800 (20% of Starting Wealth).

Role-Playing Notes:
Devil-Slayer is in many ways a haunted man who has done terrible things in his time, and is attempting to atone for them in much the only way he knows how. In a way, he wants to die, but he wants to fix things as best he can before he does. This does not stop him from taking life-threatening risks in combat.

Design Notes:
1. In the comics, Payne was not the hitman who killed Castle's family. In one of Payne's later appearances in the original run of Defenders, Payne was attacked by the journalist whose family he had killed in a manner similar to Castle's, which ultimately led him to reconcile with his wife (for a short time, at least, before they killed her off to get Payne active again).
__________________
"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 12-19-2021, 08:00 PM   #1767
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

One from Herc's side of things!

DIONYSUS

Real Name: Dionysus Eleutherios.
Occupation: God of grapes, wine, orchards, fertility, revelry, theater, freedom, ritual madness, and insanity.
Identity: Dionyus's existence as anything other than a mythological being is unknown to the general public.
Legal Status: Citizen of Olympus with no known criminal record.
Other Aliases: Bacchus, Liber (his Roman names), Zagreus, "twice-born" (a common epithet), Soma (a case of mistaken identity), Eiraphiotes ("insewn", a descriptive name in the Homeric Hymns).
Place of Birth: Hades (first birth); Thebes (second birth).
Marital Status: Married.
Known Relatives: Hades (first father), Persephone (first mother), Semele (second mother), Zeus (second father, surrogate mother), Ariadne (wife), Oenopion, Thoas (sons by Ariadne, deceased). For more details on his extended family tree, which includes all of the major gods and many of the ancient Greek heroes, consult Hesiod's Theogony and other works.
Group Affiliation: Gods of Olympus.
Base of Operations: Mount Olympus; formerly mobile.
History: There are many renditions of Dionysus's history. What follows is what the gods themselves have recounted (see Olympian Gods):

Dionysus was originally born Zagreus, the son of Hades and Perseophone (see Hades; Persephone). When presented to the court of Olympus, he climbed up on Zeus's lap and grasped one of the god's thunderbolts without harm, Zeus's wife Hera understood that, as Persephone was Zeus's daughter, Zagreus was a potential heir to the throne; this filled the queen of the gods with fear, though no one could say whether it was fear for her own safety or for her position (see Hera; Zeus). Hera conspired with some of the lesser Titans who had stayed out of the ancient war between the two peoples to have the infant torn limb from limb, killing him. Enraged, Zeus banished those Titans to Tartarus, deep in Hades's own realm, though he could not prove Hera was behind it.

Zeus saved Zagreus's spirit, however, and eventually came across Semele, daughter of King Cadmus of Thebes and Harmonia (herself the immortal daughter of Ares and Aphrodite) and a priestess of Zeus's (see Aphrodite; Ares). Zeus came to Semele as an eagle and visited her several times until he impregnated her with Zagreus's spirit. Hera grew jealous of Zeus's affair, and still fearing Zagreus's position as an heir of Zeus, came to Semele in the guise of an old woman. Hera befriended the mortal, who ultimately admitted that her lover was Zeus. Hera tricked Semele into asking to see Zeus in his full deific glory; while mythologists claimed that no mortal could set eyes on a god and live, Hades claimed it was Semele asking to touch one of the thunderbolts that killed her. Zeus saved the still-living infant from Semele's charred corpse and sewed him up inside his thigh until he could be fully born.

At first, Dionysus was given to Hermes for care, who took him far to the east, where he was raised by the Vedic god Soma in the Indus river basin, who taught Dionysus the art of brewing wine and the distilling of psychoactive herbs (see Hermes). From there, he wandered the world having many adventures with his followers, the wild Maenads. While on the isle of Naxos with the Athenian hero Theseus, he and Ariadne, the Cretan princess traveling with the hero, fell in love; Ariadne left with Dionysus. (Ariadne was later killed by Artemis for undisclosed reasons.)

To prove his divinity, Dionysus descended into Hades (reportedly alongside Hercules) and freed Semele and Ariadne from the underworld (see Hercules). The trio then ascended to Olympus and became full-fledged gods. When offered one of Zeus's thunderbolts, Dionysus refused to touch them, possibly remembering how he was torn apart then his second mother burned. In doing so, he made amends with Hera, who promised not only to never harm him but to protect him from harm.

Dionysus subtly maintained his ties to the mortal world even after the rise of Christianity, often venturing to Italy, France, and later California to inspire and occasionally assist in the creation of new wines.

When Zeus's latest offspring and designated heir, Nyssa Savakis, emerged into her power, Hera manipulated Dionysus into having his maenads attack her (see Savakis, Nyssa). At the time, Dionysus was unaware that she was his mortal half-sister, nor was he aware she was being assisted by Hercules. Upon learning of Hera's deception, he recalled the maenads and set them upon Hera until she relented.

He and Ariadne were later present at a feast in Hades's hall where he regaled Hercules and Nyssa with the tales of his births.
Age: over 3,500.
Height: 5' 8".
Weight: 465 lbs.
Eyes: Brown.
Hair: Variable.
Other Distinguishing Features: Dionysus in his wilder aspects often appears with a pair of horns shaped like a crescent moon.
Uniform: None.
Strength Level: Dionysus possesses the typical superhuman strength of an Olympian God, being able to lift (press) roughly 25 tons.
Known Superhuman Powers: In addition to his superhuman strength, Dionysus possesses the normal traits of an Olympian god, including superhuman durability enabling him to withstand incredible blows, and immunity to terrestrial diseases and poisons.

Dionysus has the deific ability to control and manipulate plant life; he typically controls vines of grapes and ivy, but is also able to control apple, pear, and cherry trees as well as plants such as wheat, barley, maize, and hops. This control is typically used to stimulate the plants' growth as well as controlling the vines and branches to entangle others. It is not known if this ability extends to all plants or only those which produce wine and beer.

Dionysus is also capable of inducing temporary madness in women; those in the throes of this induced madness lose all reason and become murderous, lost in savage glee.
Former Superhuman Powers: In his first life, he was able to change shape with ease and hold Zeus's thunderbolts without injury; it is not known whether he has retained these abilities.
Other Abilities: Dionysus is a skilled warrior, though he normally does not use these skills unless he absolutely has to. As the god of wine and revelry, he has mastered the art of making wine, and is a master alchemist using natural ingredients.
Allies: Dionysus is often accompanied by a dozen or so women, known as the maenads, who are able to whip themselves into a murderous frenzy through dance and the consumption of special psychoactive wines he makes specifically for them. While under the influence of this wine, the maenads' teeth sharpen, their hands and feet grow into talons, and they gain superhuman strength – roughly able to lift (press) 10 tons – and durability.

(stats next post)
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"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 12-19-2021, 08:04 PM   #1768
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Dionysus
5,515 points
Attributes: ST 30/169 [0*†]; DX 13 [60]; IQ 13 [60]; HT 18 [60*].
Secondary Characteristics: Dmg 3d/5d+2 (17d/19d); BL 180 lbs (5,712 lbs/2.9 tons); HP 30 [0]; Will 18 [25]; Per 13 [0]; FP 18 [0]; Basic Speed 7.75 [0]; Basic Move 6 [-5]; Dodge 10.
Languages: Ancient Greek (Native) (Native Language) [0].
Cultural Familiarities: Mount Olympus (Native) [0]; Western [1].
Advantages: Affliction (Murderous Insanity) (Will-10; Accessibility: Only on Women, -20%; Advantage: Extra DX +6, +1,200%; Advantage: Extra ST +10, +1,000%; Area Effect: 64 yd radius, +300%; Based on Will (Target Roll), +20%; Cancellation, +10%; Cumulative, +400%; Disadvantage: Berserk (6), +20%; Extended Duration ×100, +80%; Irritant: Euphoria, +30%; Malediction (SSRT), +150%; Persistent, +40%; Selective Area, +20%) [6,385]; Ally Group (Maenads; 20% point value; Group Size: 11-20) (12) [13]; Binding (Plant Growth) 14/500 (Area Effect: 16 yd radius, +200%; Based on IQ (Own Roll), +20%; Constricting, +75%; Environmental (Needs Plant Life), -30%; Malediction (SSRT), +150%; One-Shot, -10%; Persistent, +40%; Selective Area, +20%; Super-Binding, +400%) [271]; Cultural Adaptability [10]; Fit [5]; Gadgeteer (Quick) (Potion Mastery, -50%) [25]; Gizmo 1 [5]; Green Thumb 6 [30]; High Pain Threshold [10]; No Low TL4 [20]; Olympian God [605]; Omnilingual [40]; Plant Control Talent 6 [30]; Plant Empathy [5]; Social Chameleon [5]; Telekinesis 14/500 (Animate Life Forms (Partial), +20%; Specific: Plants Only, -20%; Super-Effort, +400%) [375]; Wealth (Wealthy) [20].
Perks: Alcohol Tolerance [1]; Convincing Nod [1]; Disarming Smile [1].
Disadvantages: Compulsive Carousing (6) [-10]; Gluttony (12) [-5]; Lecherousness (12) [-15]; Selfish (15) [-2]; Trickster (15) [-7].
Quirks: Broad-Minded [-1]; Friendly Drunk [-1]; Proud [-1]; Social [-1]; Wanderlust [-1].
Skills: Carousing (E) HT+2 [4] – 20; Climbing (A) DX+1 [4] – 14; Connoisseur (Music) (A) IQ+1 [4] – 14; Connoisseur (Wine) (A) IQ+7 [28] – 20; Dancing (A) DX-1 [1] – 12; Diplomacy (H) IQ+1 [8] – 14; Farming/TL8 (A) IQ+3 [1] – 16‡; Fast-Talk (A) IQ+1 [4] – 14; First Aid/TL4 (Humanoid) (E) IQ+1 [2] – 14; Gardening (E) IQ+4 [1] – 17‡; Group Performance (Directing) (A) IQ+1 [4] – 14; Herb Lore/TL8 (VH) IQ+7 [20] – 20‡; Hiking (A) HT+0 [2] – 18; Jumping (E) DX+1 [2] – 14; Karate (H) DX+1 [8] – 14; Naturalist (Earth) (H) IQ+3 [2] – 16‡; Performance (A) IQ+1 [4] – 14; Professional Skill (Brewer) (A) IQ+7 [28] – 20; Professional Skill (Distiller) (A) IQ+3 [12] – 16; Professional Skill (Vinter) (A) IQ+7 [28] – 20; Public Speaking (A) IQ+1 [3] – 14§; Running (A) HT+0 [2] – 18; Savoir-Faire (High Society) (E) IQ+1 [2] – 14; Shield (Shield) (E) DX+1 [2] – 14; Shortsword (A) DX+1 [4] – 14; Spear (A) DX+1 [4] – 14; Stage Combat (A) DX+1 [4] – 14; Swimming (E) HT+0 [1] – 18; Teaching (A) IQ+3 [12] – 16; Throwing (A) (A) DX+1 [4] – 14; Thrown Weapon (Spear) (E) DX+1 [2] – 14; Wrestling (A) DX+1 [4] – 14.
Starting Spending Money: $20,000 (20% of Starting Wealth).

* Includes +9 to ST and +2 to HT from the Olympian God racial package.
† Includes +11/+150 from Super ST, part of the Olympian God racial package.
‡ Includes +4 from Green Thumb.
§ Defaulted from Performance.

Role-Playing Notes:
Dionysus is usually a pretty laid back kind of guy who prefers to drink in celebration. He is not one to hold a grudge, but he has a long memory; he'll readily forgive a slight, but he'll never forget one.

He is one of the few gods who can safely stop Hercules when the latter has had too much to drink. Let's face it, when the god of wine and revelry says you've had too much, you'd listen too, right?


----

Maenads
658 points
Attributes: ST 20/110 [0*]; DX 16 [40†]; IQ 10 [0]; HT 16 [20‡].
Secondary Characteristics: Dmg 2d-1/3d+2; BL 80 lbs.; HP 20 [0]; Will 14 [20]; Per 10 [0]; FP 16 [0]; Basic Speed 8.00 [0]; Basic Move 8 [0]; Dodge 12.
Languages: English (Native) (Native Language) [0] (or whatever language fits the region best).
Cultural Familiarities: Western [0] (or whatever CF fits the region best).
Advantages: Altered Time Rate 2 (Backlash: Euphora, -30%; Costs 2 FP, -10%; Trigger: Dionysus's Brew, -40%) [40]; Claws (Talons) (Trigger: Dionysus's Brew, -40%) [5]; Damage Resistance 3 (No Signature, +20%; Tough Skin, -40%; Trigger: Dionysus's Brew, -40%) [6]; Enhanced Time Sense (Trigger: Dionysus's Brew, -40%) [27]; Extra DX +4 (Trigger: Dionysus's Brew, -40%) [48]; Extra HT +4 (Trigger: Dionysus's Brew, -40%) [24]; High Pain Threshold (Trigger: Dionysus's Brew, -40%) [6]; Indomitable (Trigger: Dionysus's Brew, -40%) [9]; Injury Tolerance (Damage Reduction /3 (Trigger: Dionysus's Brew, -40%)) [27]; Single-Minded (Trigger: Dionysus's Brew, -40%) [3]; Social Regard (Feared) 2 [10]; Super Jump (Trigger: Dionysus's Brew, -40%) [12]; Super ST +10/+100 (Trigger: Dionysus's Brew, -40%) [360]; Super Throw 2 (Trigger: Dionysus's Brew, -40%) [12]; Teeth (Sharp Teeth) (Trigger: Dionysus's Brew, -40%) [1].
Disadvantages: Berserk (Accessibility: Only Under the Influence of Dionysus's Brew, -30%; Battle Rage, +50%) (6) [-24]; Bloodlust (Accessibility: Only Under the Influence of Dionysus's Brew, -30%) (6) [-14]; Compulsive Carousing (12) [-5].
Skills: Brawling (E) DX+4 [12] – 20; Carousing (E) HT+0 [1] – 16; Dancing (A) DX+0 [2] – 16; Wrestling (A) DX+4 [16] – 20.
Starting Spending Money: $4,000 (20% of Starting Wealth)

* Includes +10/+100 from Super ST.
† Includes +4 from Extra DX.
‡ Includes +4 from Extra HT.


[EDIT] I changed the modifiers in the Maenads' Advantages and added modifiers to their disads to better fit the idea they gain those traits only when they imbibe special narcotic brews made by Dionysus. Seemed a better fit than Switchable (+10%) + Chemical (-10%).
__________________
"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; 12-20-2021 at 03:50 PM.
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Old 12-27-2021, 03:57 PM   #1769
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

SALOMÉ

Real Name: Unrevealed.
Occupation: Sorceress, would-be goddess, former sorceress supreme of Earth, former queen-regent of the Assyrian Empire.
Identity: Salomé's present existence is unknown to the general populace; her historical reign is known to historians, but she is not currently known to have been a sorceress.
Legal Status: Currently none; former ruler of the Assyrian Empire.
Other Aliases: Semiramis, Shammu-Rammat. Shammurammat, Sorceress Supreme, "the rightful Sorceress Supreme".
Place of Birth: Unrevealed.
Marital Status: Widowed.
Known Relatives: King Shamsu-Adad V (husband, deceased); Adad-Nirari (son, presumed deceased).
Group Affiliation: Formerly the Assyrian Empire's army.
Base of Operations: The ruins of Nimrud, Assyria (near present-day Numaniyah, Iraq).
History: Salomé's origins are presently unrevealed. She has claimed to predate ancient Atlantis, and has claimed to be the first Sorceress Supreme born on Earth (see Atlantis). (It's known that the ancient Atlantean sorceress Zhered-Na briefly held the position before she was killed, and the ancient African sorceress Ayesha held the position during the late Neolithic era, making her claims of being the first Sorceress Supreme erroneous. However, if the statement of being the earliest sorceress born on Earth to achieve the rank, then the statement is potentially true. Which Salomé believes is unknown at this time.)

What is known is that around 1300 BCE, Salomé became the Sorcerer Supreme of Earth, inheriting the position from the ancient theologian-sorcerer Zoroaster (although it is unlikely the two ever met). As Sorceress Supreme, Salomé was initially a strong defender of the world against extradimensional incursions. This success brought her to the attention of King Shamsu-Adad V of Assyria, who married her. As Queen of Assyria, Salomé often accompanied her husband on his military campaigns, using her magic to assist him. Thus, the Assyrian populace (and the military) began to worship her as a goddess on Earth.

Salomé soon began to make plans to ascend to godhood. To this end, she killed her husband, having his skin tanned and enchanted as the first of her Skins of Necromancy. She ruled the Empire by herself after that, relying on her magic and the fear she inspired to maintain her power and position. Five years into her reign, however, she was challenged by parties unknown, stripped of her position as Sorcerer Supreme, and banished to a timeless realm. (This banishment happened at the start of the Bronze Age Collapse, though the two events are not believed to be related.) From this realm she was able to observe Earth, watching as a succession of Sorcerers Supreme protected Earth while her own fame faded to legend.

Salomé was recently inadvertently released from her banishment by the black magician Kaecillius, who sought her advice on fighting the current Sorcerer Supreme, Doctor Stephen Strange (see Doctor Strange; Kaecillius). Once free, Salomé attacked Strange at his Sanctum but was unprepared for Strange's allies Wong and Clea entering the fray themselves (see Clea; Doctor Strange's Sanctum Sanctorum; Wong). Salomé was forced to flee, disappearing into the past, vowing to eliminate the past Sorcerers Supreme in order to reclaim her title. Strange and Clea followed her; only to arrive in São Paulo. Brazil, in the 1950s. Salomé's plans in that time period and location are as yet unknown.
Age: Indeterminate.
Height: 6'.
Weight: 190 lbs.
Eyes: Yellow.
Hair: Silver-white with black highlights.
Skin: Dark blue.
Other Distinguishing Features: Salomé possesses a pair of large leathery wings emerging from her shoulder-blades, sharp teeth, and sharp claws on her fingers.
Uniform: None; her clothing appears to be made from leather tanned from human skins.
Strength Level: Salomé possesses enhanced strength enabling her to lift (press) roughly 1,000 lbs.
Known Superhuman Powers: Salomé is a sorceress with the skill to have once been the Sorceress Supreme of Earth. Strictly speaking, human sorcerers (such as Salomé) 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.

Salomé's magic is derived from four 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); powers gained through invoking entities or objects of power existing in mystical dimensions tangential to her own; and tapping the energies of unwilling subjects, usually through death (usually referred to as black magic or necromancy), to power her spells. The third 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. She prefers to rely upon ecocentric magic manipulating the four classical elements – earth, air, fire, and water – and can teleport across the world and travel through time.

In addition to her magic, Salomé's wings permit her to fly at speeds up to 60 miles per hour. She is able to retract her wings entirely in order to avoid damaging them indoors. Her wings will not function in areas with no magical energy.
Weapons and Paraphernalia: Salomé possesses the Skins of Necromancy, which permit her to view distant objects and beings she wished to learn about, including providing written information in Ancient Assyrian script below the images. The Skins are made of leather created from the skin of people she killed.
__________________
"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 12-27-2021, 03:59 PM   #1770
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Salomé
1,296 points
Attributes: ST 25 [10*]; DX 13 [60]; IQ 14 [80]; HT 14 [40].
Secondary Characteristics: Dmg 2d+2/5d-1; BL 125 lbs.; HP 11 [0]; Will 16 [10]; Per 14 [0]; FP 14 [0]; Basic Speed 6.75 [0]; Basic Move 6 [0]; Basic Air Move 15 [4]; Dodge 10.
Languages: Middle Assyrian (Native) (Native Language) [0].
Cultural Familiarities: Hell [2]; Late Bronze Age Mesopotamian (Native) [0]; Netherworlds [2].
Advantages: Appearance (Beautiful) [12]; Claws (Sharp Claws) (Hands Only, -0%) [5]; Combat Reflexes [15]; Compartmentalized Mind 1 (Limited: Magic Only, -20%; Mentalism, -10%; No Mental Separation, -20%); Energy/5 [100]; Enhanced Move (Air) 1 (Move 30/60 mph; Magical, -10%) [18]; Enhanced ST +14 [112]; Fit [5]; Flight (Switchable, +10%; Winged, -25%; Magical, -10%) [30]; High Pain Threshold [10]; Increased Threshold 4 [20]; Magery 5 (Solitary Ceremonial, +10%) [60]; Matter/5 [100]; Mind/3 [60]; Safer Excess 2 (+1 per 20 pts) [20]; Space/4 [80]; Spirit/3 [60]; Teeth (Sharp Teeth) [1]; Time/4 [80]; Unaging [15]; Unfazeable [15]; Xeno-Adaptability [20]; Xeno-Omnilingual (Magical, -10%) [72].
Perks: Safe Teleport [1].
Disadvantages: Black Magic Taint 2 [-6]; Callous [-5]; Delusion ("I was robbed of my rightful rule!") [-15]; Megalomania [-10]; Selfish (6) [-10]; Stubbornness [-5]; Wealth (Poor) [-15].
Quirks: Aristocratic [-1]; Distinctive Features (Skin Tone; Claws) [-1]; Favor Owed [-1]; Impatient [-1]; Loses Concentration Fighting Multiple Opponents [-1].
Skills: Aerobatics (H) DX+1 [8] – 14; Alchemy/TL1 (VH) IQ+1 [12] – 15; Brainwashing/TL1 (H) IQ-1 [1] – 12; Brawling (E) DX+2 [4] – 15; Detect Lies (H) Per+0 [4] – 14; Exorcism (H) Will-1 [2] – 15; Fast-Talk (A) IQ+0 [2] – 14; First Aid/TL1 (Human) (E) IQ+0 [1] – 14; Flight (A) HT+0 [2] – 14; Forced Entry (E) DX+1 [2] – 14; Fortune-Telling (Astrology) (A) IQ+0 [2] – 14; Hypnotism (Human) (H) IQ+0 [4] – 14; Innate Attack (Beam) (E) DX+2 [4] – 15; Innate Attack (Gaze) (E) DX+2 [3] – 15†; Interrogation (A) IQ+0 [1] – 14‡; Intimidation (A) Will+1 [2] – 16; Judo (H) DX+1 [8] – 14; Leadership (A) IQ+0 [2] – 14; Lip Reading (A) Per+0 [2] – 14; Observation (A) Per+0 [2] – 14; Propaganda/TL1 (A) IQ+0 [2] – 14; Psychology (Human) (H) IQ-2 [1] – 12; Public Speaking (A) IQ+0 [2] – 14; Savoir-Faire (High Society) (E) IQ+0 [1] – 14; Scholar! (WC) IQ+0 [24] – 14; Search (A) Per+0 [2] – 14; Sex Appeal (Human) (A) HT+4 [2] – 18§; Shield (Force) (E) DX+1 [2] – 14; Soldier/TL1 (A) IQ-1 [1] – 13; Spear (A) DX+1 [4] – 14; Strategy (Land) (H) IQ+0 [4] – 14; Thaumatology (VH) IQ+6 [12] – 20#; Throwing (A) DX+1 [4] – 14; Thrown Weapon (Spear) (E) DX+1 [2] – 14; Wrestling (A) DX+1 [4] – 14.
Magical Realm Skills: Energy (VH) IQ+8 [20] – 22#; Matter (VH) IQ+8 [20] – 22#; Mind (VH) IQ+6 [12] – 20#; Space (VH) IQ+6 [12] – 20#; Spirit (VH) IQ+6 [12] – 20#; Time (VH) IQ+6 [12] – 20#.
Starting Spending Money: $4,000 (100% of Starting Wealth).

* Includes +14 from Enhanced ST.
† Defaulted from Innate Attack (Beam).
‡ Defaulted from Intimidation.
§ Includes +4 from Appearance (Beautiful).
# Includes +5 from Magery.

Role-Playing Notes:
Salomé is self-centered and egotistical, believing herself to be worthy of being a goddess. She demands worship from those around her, and often tortures those around her when they appear like they don't. Her centuries-long isolation has driven her insane, to the point where she feels she should be the only Sorcerer Supreme in existence. While she has been described as sadistic, she actually takes little pleasure from the act of torture itself; she simply does not care who gets hurt.

Design Notes:
1. The Magery price combines the price of an unmodified Magery 0 [5] with the modified Magery 5 (Solitary Ceremonial, +10%) [55]. It just looked wrong when placing the two on the sheet together.
2. This was the first character I made using GCA5 beta to handle the math. Only thing I had trouble with was the calculation of Magery 5; GCA5 listed it as [56], not [55].
__________________
"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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