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Old 07-06-2022, 05:28 PM   #1781
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Cagliostro
(continued from previous post)

Known Superhuman Powers: Cagliostro is a talented sorcerer and alchemist with close to three hundred years of experience. As a sorcerer, Cagliostro has the ability to tap this universe's store of ambient magical energy and manipulate this to a variety of effects. The skill derived from three major sources: personal powers of the mind/soul/body, powers gained by tapping the universe's ambient magical energy and employing it for specific effects, and, finally, powers gained through the tapping of extra-dimensional energy by invoking entities or objects of power existing in tangential mystical dimensions.

To begin with his personal powers, Cagliostro 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. Cagliostro is of such mastery that he can remain in his astral form for up to 24 hours before there is corporeal deterioration of his physical body. 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.

Cagliostro has the ability to mesmerize people to do his bidding, both in person and at a distance, although he seldom employs his mastery 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 Cagliostro's 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.

Cagliostro 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. Cagliostro is also able to transform one object into another, although the transformation only lasts for as long as he wills it.

Most notably, however, Cagliostro is the world's foremost authority on temporal magic, utilizing the ambient energies to speed up, slow down, and reverse the flow of time in what appear to be impossibly wide areas. He is also capable of traveling through time, and has been known to travel to other times. His key rule is to never travel to the same time and general locale he already exists in to avoid temporal paradoxes; as such, he does not travel forward in time if he can help it, to mitigate the possibility of such a paradox. Cagliostro's temporal magic is allegedly able to alter the past without creating diverging timelines.

Cagliostro 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. Unlike many other sorcerers, Cagliostro prefers not to rely on extradimensional entities for power. (This is most likely due to his study of the Darkhold.)

His lifespan has been unnaturally extended through alchemy derived from the Darkhold using an elixir using the blood of vampires as an ingredient.
Other Abilities: Cagliostro possesses a very charming personality and is a master con artist. He is also gifted at forgery and alchemy, having kept his skills up to date with modern technology over the centuries.
Allies: Cagliostro has a sextet of golems he animated with magic which he uses to do his "heavy lifting", including but not limited to killing his vampire captives and moving large drums of chemicals.



Note: this must be the first time an entry's biography has gone to two pages!
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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 07-06-2022, 05:32 PM   #1782
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Cagliostro

Attributes: ST 11 [10]; DX 11 [20]; IQ 14 [80]; HT 12 [20].
Secondary Characteristics: Dmg 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 14 [0]; Per 14 [0]; FP 12 [0]; Basic Speed 5.75 [0]; Basic Move 5 [0]; Dodge 9.
Languages: English (Native) [6]; French (Native) [6]; German (Native) [6]; Italian (Native) (Native Language) [0]; Russian (Accented) [4].
Cultural Familiarities: Western (Native) [0].
Advantages: Ally Group (Golems) (25% of Starting Points; Group Size: 6; Minion, +0%; Non-Sapient, +0%) [12]; Appearance (Handsome) [12]; Charisma 3 [15]; Combat Reflexes [15]; Energy/3 [60]; Energy Reserve 10 [30]; Fashion Sense [5]; High Manual Dexterity 3 [15]; Impersonator 4 [20]; Increased Threshold 2 (Threshold: 42) [10]; Indomitable [15]; Magery 3 (Solitary Ceremonial, +10%) [38]; Magery +2 (Solitary Ceremonial, +10%; Time Realm Only, -40%) [14]; Matter/3 [60]; Mind/3 [60]; Occultist 4 [40]; Social Chameleon [5]; Space/3 [60]; Spirit/3 [60]; Status 5 [10*]; Time/5 [100]; Unfazeable [15]; Visualization [10]; Wealth (Multimillionaire 2) [100].
Perks: Accent (American Mid-Atlantic) [1]; Accent (Oxford British) [1]; Accent (Parisian) [1]; Disarming Smile [1]; Efficient (Alchemy) [1]; Haughty Sneer [1]; I Lived It! (Alchemy) 4 [4]; I Lived It! (Forgery) 4 [4].
Disadvantages: Code of Honor (Gentleman's) [-10]; Enemy (Dracula; Equal in Power) (9) [-10]; Overconfidence (12) [-5]; Pacifism (Cannot Harm Innocents) [-10]; Selfish (9) [-7].
Quirks: Aristocratic [-1]; Chauvinistic [-1]; Checkered Past [-1]; Disadvantage Embellishment (Vampires Aren't "Innocent") [-1]; Flirtatious [-1].
Skills: Acting (A) IQ+4 [2] – 18; Alchemy/TL8 (VH) IQ+6 [16] – 20‡; Artist (Illumination) (H) IQ-1 [2] – 13; Astronomy/TL8 (Observation) (A) IQ+0 [2] – 14; Autohypnosis (H) Will+0 [4] – 14; Body Language (Human) (A) Per+3 [1] – 17†; Brawling (E) DX+2 [4] – 13; Climbing (A) DX+0 [2] – 11; Connoisseur (Literature) (A) IQ+0 [1] – 13; Connoisseur (Music) (A) IQ+0 [1] – 13; Connoisseur (Visual Arts) (A) IQ+0 [1] – 13; Connoisseur (Wine) (A) IQ+0 [1] – 13; Current Affairs/TL8 (High Culture) (E) IQ+0 [1] – 14; Dancing (A) DX-1 [1] – 10; Diplomacy (H) IQ+0 [4] – 14; Esoteric Medicine (H) Per+0 [4] – 14; Exorcism (H) IQ+4 [4] – 18‡; Fast-Talk (A) IQ+0 [2] – 14ง; Forgery/TL8 (H) IQ+2 [12] – 16; Gambling (A) IQ+0 [2] – 14; Heraldry (A) IQ-1 [1] – 13; Hiking (A) HT+0 [2] – 12; History (Napoleonic to Modern Western) (H) IQ+2 [1] – 16‡; Holdout (A) IQ+0 [2] – 14; Hypnotism (Human) (H) IQ+0 [4] – 14; Innate Attack (Beam) (E) DX+3 [8] – 14; Innate Attack (Gaze) (E) DX+3 [6] – 14#; Judo (H) DX+1 [8] – 12; Mathematics/TL8 (Applied) (H) IQ+0 [4] – 14; Mathematics/TL8 (Pure) (H) IQ+0 [4] – 14; Mind Block (A) Will+1 [4] – 15; Naturalist (Earth) (H) IQ-2 [1] – 12; Observation (A) Per+0 [2] – 14; Pharmacy/TL8 (Herbal) (H) IQ+0 [4] – 14; Poisons/TL8 (H) IQ+0 [4] – 14; Politics (A) IQ+0 [2] – 14; Psychology (Human) (H) IQ+0 [4] – 14; Public Speaking (A) IQ+2 [1] – 16ฅ; Rapier (A) DX+1 [4] – 12; Research/TL8 (A) IQ+3 [1] – 17‡; Running (A) HT+0 [2] – 12; Savoir-Faire (High Society) (E) IQ+4 [1] – 18†ง; Sex Appeal (A) HT+3 [1] – 15งถ; Shadowing (A) IQ+0 [2] – 14; Shield (Force) (E) DX+3 [8] – 14; Stealth (A) DX+1 [4] – 12; Swimming (E) HT+0 [1] – 12; Teaching (A) IQ+0 [2] – 14; Thaumatology (VH) IQ+6 [4] – 20ค; Theology (Comparative) (H) IQ-2 [1] – 12; Throwing (A) DX+0 [2] – 11.
Magical Realm Skills: Energy (VH) IQ+2 [4] – 16ค; Matter (VH) IQ+2 [4] – 16ค; Mind (VH) IQ+2 [4] – 16ค; Space (VH) IQ+2 [4] – 16ค; Spirit (VH) IQ+2 [4] – 16ค; Time (VH) IQ+11 [32] – 25ฃ.
Alchemical Techniques: Alchemical Antidote (Alchemy) (H) def+3 [4] – 20; Forgetfulness (Alchemy) (H) def+4 [5] – 20; Hybridization (Alchemy) (H) def+4 [5] – 20; Youth (Alchemy) (H) def+9 [10] – 20.
Starting Spending Money: $40,000,000 (20% of Starting Wealth).

* Includes +3 from Wealth.
† Includes +4 from Impersonator.
‡ Includes +4 from Occultist.
ง Conditional +3 from Charisma when used as an Influence skill.
# Defaulted from Innate Attack (Beam).
ฅ Includes +3 from Charisma.
ถ Includes +4 from Appearance.
ค Includes +3 from Magery.
ฃ Includes +5 from Magery.

Role-Playing Notes:
Cagliostro generally presents himself as suave, charming, and friendly, with an "Old World" air about him. However, he is primarily concerned with his own affairs, seeing people simply as a means to an end. At one point, he loved his wives: Serafina and Marie Laveau; he probably still loves them, though both relationships ended badly.

The exception to his charm is when vampires are concerned; he never considers vampires to be the victims, and feels no guilt about taking their blood for his elixirs.


Design Notes:
1. The Magery 3 price combines the price of an unmodified Magery 0 [5] with the modified Magery 3 (Solitary Ceremonial, +10%) [33]. It just looked wrong when placing the two on the sheet together.
2. Cagliostro's One-Realm Only Magery is due to him having mastered time magic. For the Time Realm and any of its sub-realms, treat him as having Magery 5 instead of Magery 3.
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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 07-17-2022, 06:26 PM   #1783
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

BLACK, CYRUS

Real Name: Cyrus Black.
Occupation: Sorcerer.
Identity: Cyrus Black does not use a dual identity; however, his status as a sorcerer is unknown to the general public.
Legal Status: Citizen of the United States with no known criminal record.
Other Aliases: None.
Place of Birth: Unrevealed.
Marital Status: Single.
Known Relatives: None.
Group Affiliation: None.
Base of Operations: Mobile.
History: Little is known about Cyrus Black's past. Unlike most known sorcerers, who learned the art of sorcery from a mentor, he is believed to be self-taught.

At some point in the past when the latter was still a student in Kamar-Taj, Black and Stephen Strange were brought before the mystic principality named Watoomb to duel for possession of an artifact known as the Wand of Watoomb (see Doctor Strange; Mystic Principalities; Order of Kamar-Taj). (The reasons why those two were chosen for this contest are still unclear.) The details of the duel are currently unrevealed; however, Strange emerged the winner, while Black retreated to a homeless shelter in Hell's Kitchen. Black briefly considered abandoning his mystic studies, but threw himself into furthering them instead.

Years later, Black attempted to take the Wand of Watoomb from Dr. Strange's Greenwich Village Sanctum Sanctorum, sending his rat familiar, Nebuchadnezzar, into the building to search for it (see Doctor Strange's Sanctum Sanctorum). Despite his guile and illusions he cast which appeared to warp reality around him, Strange was able to defeat him, though Black was shown to be casting from outside the Sanctum and escaped.

Months later, Black was among those sorcerers who gathered at Strange's request to assist against the Zodiac Cartel when the Zodiac erected a force dome around Manhattan (see Zodiac Cartel). Despite his cooperation in this instance, Black warned Strange that the two would next meet as foes.

Black's later activities have yet to be documented.
Age: 42.
Height: 6'.
Weight: 170 lbs.
Eyes: Brown.
Hair: Brown.
Uniform: Loose red tunic, dark red pants, black boots, gold wrist bands, gold belt with a circular buckle inscribed with a down-pointing equilateral triangle, black high-collar cloak clasped with an oval gold brooch with a white four-pointed star.
Strength Level: Cyrus Black possesses the normal human strength of a man his age, height, and build who engages in minimal regular exercise.
Known Superhuman Powers: Cyrus Black is an adept sorcerer. Strictly speaking, Black 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. Although potent, Black's sorcery pales before that of Dr. Strange.

Black's magic, 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.

Black is a master of egocentric magic, relying primarily on mental illusions that fool those around him into believing he's altering reality around them. The illusions he creates are incredibly complex, so much so that psychosomatic damage from the illusion is known to cause actual physical harm, including broken bones and death.

Black's use of ecocentric magic appears to be rudimentary. He has created bolts and shields of magic energy, though they proved ineffective against Strange's own magic.
Allies: Cyrus Black has a rat familiar named Nebuchadnezzar. This rat works as a scout with Black seeing the world through its eyes, and on occasion he has cast spells through it.

(continued 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 07-17-2022, 06:28 PM   #1784
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Black, Cyrus
505 points
Attributes: ST 10 [0]; DX 10 [0]; IQ 13 [60]; HT 12 [20].
Secondary Characteristics: Dmg 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 13 [0]; Per 13 [0]; FP 12 [0]; Basic Speed 5.50 [0]; Basic Move 5 [0]; Dodge 9.
Languages: English (Native) (Native Language) [0]; Latin (Accented) [4]; Sanskrit (Accented) [4].
Cultural Familiarities: Western (Native) [0].
Advantages: Ally (Nebuchadnezzar, Rat Familiar; Up to 5% of Starting Points; Non-Sapient, +0%) (15) [1]; Combat Reflexes [15]; Energy/2 [40]; Energy Reserve (Magical) 10 [30]; Energy Reserve (Magical) +6 (Granted by Familiar, -40%) [11]; Fearlessness 5 [10]; Illusion/2 (Sub-Realm of Mind) [20]; Magery 2 (Solitary Ceremonial, +10%) [27]; Magery +3 (One Realm Only: Mind Realm, -40%; Solitary Ceremonial, +10%) [21]; Matter/2 [40]; Mind/3 [60]; Mindlink (w/ Familiar) [5]; Single-Minded [5]; Space/2 [40].
Perks: Cloaked [1]; Fearsome Stare [1]; Sure-Footed (Uneven) [1].
Disadvantages: Appearance (Unattractive) [-4]; Chronic Pain (Mild; Interval: 1 hr) (12) [-5]; Loner (12) [-5]; Low Self-Image [-10]; Status -2 [-10]; Stubbornness [-5]; Wealth (Poor) [-15].
Quirks: Dishonest Face [-1]; Easily Winded [-1]; Horrible Hangovers [-1]; Uncongenial [-1]; Vindictive [-1].
Skills: Area Knowledge (Hell's Kitchen) (E) IQ+0 [1] – 13; Artist (Illusion) (H) IQ+3 [16] – 16; Autohypnosis (H) Will+1 [8] – 14; First Aid/TL8 (Human) (E) IQ+0 [1] – 13; Force Sword (A) DX+2 [8] – 12; Forced Entry (E) DX+1 [2] – 11; Fortune-Telling (Astrology) (A) IQ+1 [4] – 14; Fortune-Telling (Crystal Gazing) (A) IQ+1 [4] – 14; Fortune-Telling (Palmistry) (A) IQ+1 [4] – 14; Fortune-Telling (Tarot) (A) IQ+1 [4] – 14; Hidden Lore (Demon Lore) (A) IQ+1 [4] – 14; Hiking (A) HT+0 [2] – 12; Hypnotism (Human) (H) IQ-2 [1] – 11; Innate Attack (Beam) (E) DX+4 [12] – 14; Intimidation (A) Will-1 [1] – 12; Lip Reading (A) Per-1 [1] – 12; Literature (H) IQ-1 [2] – 12; Lockpicking/TL8 (A) IQ-1 [1] – 12; Occultism (A) IQ+1 [4] – 14; Panhandling (E) IQ+0 [1] – 13; Research/TL8 (A) IQ+1 [4] – 14; Scrounging (E) Per+0 [1] – 13; Shield (Force) (E) DX+2 [4] – 12; Speed-Reading (A) IQ+1 [4] – 14; Stealth (A) DX+0 [2] – 10; Streetwise (A) IQ+0 [2] – 13; Thaumatology (VH) IQ+4 [4] – 17*†; Theology (Comparative) (H) IQ-2 [1] – 11; Throwing (A) DX+0 [2] – 10; Urban Survival (A) Per+0 [2] – 13; Veterinary/TL8 (H) IQ-1 [2] – 12; Weather Sense (A) IQ-1 [1] – 12; Wrestling (A) DX+0 [2] – 10.
Magical Realm Skills: Energy (VH) IQ+1 [4] – 14*; Illusion (VH) IQ+8 [20] – 21*†; Matter (VH) IQ+1 [4] – 14*; Mind (VH) IQ+4 [4] – 17*†; Space (VH) IQ+1 [4] – 14*.
Starting Spending Money: $800 (20% of Starting Wealth).

* Includes +2 from Magery.
† Includes +3 from Magery (Mind Realm Only).

Role-Playing Notes:
Black is a bitter man driven primarily by his stubbornness and a vindictive streak against his old rival Dr. Strange. He has contemplated abandoning his craft several times, only to stubbornly continue on instead; he believes that without magic he truly is nothing. (This belief is compounded by his inability to hold any mundane job for any significant amount of time, resulting in his living among the homeless of Hell's Kitchen in abandoned buildings.)

Design Notes:
1. The first Magery price combines the price of an unmodified Magery 0 [5] with the modified Magery 2 (Solitary Ceremonial, +10%) [22]. It just looked wrong when placing the two on the sheet together.
2. The Illusion Realm is a Sub-Realm of Mind; therefore it was fitting that the Magery +3 with One Realm Only: Mind Realm (-40%) also applied to the Illusion Sub-Realm as well as Mind.
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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 07-17-2022, 08:43 PM   #1785
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Ally (Nebuchadnezzar, Rat Familiar; Up to 5% of Starting Points; Non-Sapient, +0%) (15) [1]
Where are you getting this? In Basic Set the lowest level for an Ally is up to 25% of starting points, which would work out at a total of 3 points for this. Is there something in another book about a very low point-value Ally counting as a perk?
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Old 07-17-2022, 09:00 PM   #1786
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Inky View Post
Where are you getting this? In Basic Set the lowest level for an Ally is up to 25% of starting points, which would work out at a total of 3 points for this. Is there something in another book about a very low point-value Ally counting as a perk?
Supers has pricing for Allies and Dependents between 5% and 20% of a character's value, to make them possible for high-value characters without weirdness.
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Old 07-20-2022, 03:00 AM   #1787
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Inky View Post
Where are you getting this? In Basic Set the lowest level for an Ally is up to 25% of starting points, which would work out at a total of 3 points for this. Is there something in another book about a very low point-value Ally counting as a perk?
Quote:
Originally Posted by awesomenessofme1 View Post
Supers has pricing for Allies and Dependents between 5% and 20% of a character's value, to make them possible for high-value characters without weirdness.
What awesomenessofme1 said. Supers added it so that high-point characters such as various superheroes and supervillains are able to have Allies who have point values of "normal" people. Think Jimmy Olsen or Lois Lane as Superman's Allies. Superman is easily a 3000 (to a quarter million) point character, depending on how you build him. At 25% percent of 3000, Jimmy would still be a whopping 750 point character; at only 5% of 3000, however, that makes Jimmy a 150 pt character, which better fits Jimmy's depictions. 10% of 3000 would be 300, for a more GURPS Action Investigator with extras feel.

In the case of Cyrus Black and his rat familiar Nebuchadnezzar, Black is 505 pts, making his rat a maximum of 25 pts. (The rat is not a DF familiar with IQ 10, though I can see IQ 4 or 5 for being a highly intelligent rat.)

YMMV, ofc.
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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

Last edited by Phantasm; 07-20-2022 at 03:17 AM. Reason: fixed formatting
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Old 07-20-2022, 03:12 AM   #1788
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CHTHON

Real Name: Chthon.
Occupation: Inapplicable.
Identity: Chthon's existence is not known to the general public.
Legal Status: Inapplicable.
Other Aliases: "The Great Wolf-Father", God of Chaos, the Dark God, the Dark Mystic.
Place of Birth/Creation: An unidentified location on Earth (believed but not confirmed to be Mt. Wundagore in the Balkans).
Marital Status: Single, possibly inapplicable.
Known Relatives: The N'Garai race of demons, the Other (spawns); Gaea, Oshtur (sisters); Set (brother); Agamotto, Atum (alias the Demogorge), Ouranos (nephews); Hyppus (brother, deceased).
Group Affiliation: The Elder Gods of Earth; manipulator of Modred the Mystic; worshipped by the Darkholders/Cult of the Darkhold.
Base of Operations: The Flickering Realm, his own pocket dimension typically accessed on Mt. Wundagore, on the border between Latveria, Transia, and Romania.
History: According to accounts in both the Darkhold and the Book of the Vishanti – tomes of black and white magic respectively who are held as mirror images of each other – billions of years ago, when the Earth was new, the enigmatic Demiurge seeded the planet to create life. Among this life were the planet's first deities, known collectively as the Elder Gods: Gaea, Oshtur, Set, Chthon, and numerous others (see Gaea; Set).

Chthon and his sister Oshtur were among those most interested in the mystic arts; Chthon quickly learned (some have said "created") the black arts of chaos and necromantic magic (see Appendix: Magic). Everything he learned and created he inscribed on a series of parchment sheets, rendered indestructible with the magic inscriptions; over time, these parchments – at first presented as scrolls but later bound in leather bindings – became known as the Darkhold (also known in some circles as the Book of Sins).

Chthon shared the basics of black magic with his serpentine brother Set, notably that one could gain power from the energy released at death. Intrigued with the idea of gaining power in such a way, Set devoured their centaur-like brother Hyppus. Over time, the other Elder Gods – save for Gaea and Oshtur – grew in power at the expense of their kin, devolving into demons by becoming addicted to the necromantic energies, or were killed off (Oshtur was absent from Earth exploring the rest of the universe at the time, while Gaea merged with the Earth's biosphere to protect and nurture life). In desperation, Gaea summoned and mated with the Demiurge to produce an offspring powerful enough to combat the demons that now ran rampant across the planet. This offspring, Atum, became known as the Demogorge after consuming several of the demons and forcing most of the surviving others to flee.

As one of the two greatest demons (Set being the other), Chthon fled to a pocket dimension he created, which became known as the Flickering Realm, leaving behind the Darkhold as his anchor on Earth. Eventually, the four surviving Elder Gods of Earth came to an agreement: none of them would attempt to invade the realms of the others, nor even attempt passage unless invited; any such uninvited incursion would trigger the transformation of Atum back into the Demogorge. (As per the agreement, Earth was Gaea's realm; Oshtur created her own realm of Ma'at in order to avoid the Demogorge's attention; and Set fled to a realm known as the Serpent Sea after fighting futilely against the Demogorge.)

Chthon created the N'Garai to serve him in the Flickering Realm (see N'Garai). From time to time, he would unleash the N'Garai or other creations/spawn on Earth; as lesser demons, they were able to cross the barrier without drawing the Demogorge's attention while Chthon himself could not. However, Chthon had worked a loophole into the agreement: he could return to Earth if invited through the proper rituals, rituals he made sure were inscribed into the Darkhold.

The first known use of the Darkhold by mortals was in antediluvian Atlantis, where the scrolls were used by a mystic cult known as the Darkholders (see Atlantis). The Darkholders used the scrolls to create the first vampires, but the scrolls were lost during the Great Cataclysm that destroyed the island continent (see Vampires).

The next recorded activity of Chthon's Darkholders occurred during the Greek Heroic Age, when the Olympian gods and their heroic mortal progeny were most active on Earth (see Olympian Gods). At this time, Lycaon, then the king of the central Peloponnese region of Arcadia, and most of his fifty sons scoured the known world gathering the lost scrolls, collecting them in one place for the first time in millennia. In the course of the collection, all but the youngest son, Nyctimus, used spells on the scrolls which called upon Chthon for power, ultimately forfeiting their souls to Chthon. Lycaon himself used a page that turned him into the first werewolf; he was then killed by Zeus by a thunderbolt for daring to perform human sacrifices in Zeus's name (see Zeus).

In the 6th Century AD, the pages of the Darkhold were again gathered in one place and for the first time bound in book form; the tome was allegedly bound in leather made from human flesh, though this remains unsubstantiated. At this time, the Darkholders were led by the sorceress Morgan la Fey and her apprentice Magnus; together with the rest of the Darkholders, the two attempted to summon Chthon to Earth (see Magnus; Morgan la Fey). However, upon realizing the Elder God would not be under their control, the two reversed the incantation, calling upon Gaea for assistance in expelling Chthon. As a result, Chthon was bound to Mount Wundagore in the Balkans, trapped mid-transit. To prevent its future use, Magnus stole the Darkhold and imprisoned it in a tower in Cornwall, weaving spells to prevent those of ill intent from entering.

However, during the final days of Camelot, a young mystic of good heart named Modred entered the Darkhold Tower seeking a means to stand against the evil Prince Mordred (see Modred the Mystic). Chthon, speaking through his creation known as "the Other", tricked Modred into trading his soul to Chthon; Modred was then cast into a timeless realm, only reappearing recently into a changed world.

Not long after Camelot fell, the Christian monk later known as St. Brendan, fearing the evil the Darkhold could command (and mistakenly believing the book to have been penned by the Devil), removed the Darkhold from Darkhold Tower and attempted to destroy it. This only resulted in the pages again being scattered.

At some point in the past, many of the Darkhold's pages were copied, translated, and bound in book form. One copy of this book found its way into the hands of the Sicilian sorcerer Cagliostro; another, mistakenly believed to be the original, was stored in the Vatican, tended to by the Montesi family, a line of priests who were believed incorruptible and granted special dispensation by the Roman Catholic Church to continue the bloodline after the Church forbade priests from marrying (see Cagliostro). A third copy was owned by Baron Gregor Russoff in Romania; Russoff, an alleged descendant of Lycaon, was turned into a werewolf, triggering a hereditary curse which affects his modern-day descendants, Jack and Lissa Russell (see Russell, Lissa; Werewolf).

Chthon recently returned Modred to Earth, manipulating the mystic into attempting to complete the ritual Morgan la Fey and Magnus aborted centuries before. However, Modred was opposed by Earth's Sorcerer Supreme, Doctor Stephen Strange, and the spirit of Morgan la Fey (see Doctor Strange). (Morgan's motives at the time were unclear. Strange surmised that she was attempting to atone for her part in Chthon's ancient summoning, but Modred himself taunted Morgan about her inability to control Chthon.)

Doctor Strange later came into conflict with the vampire lord Dracula over a copy of the Darkhold which holds the so-called Montesi Formula, a series of spells alleged to be able to destroy every vampire in existence (see Dracula).

Chthon no doubt has other long-term schemes to return to Earth from the Flickering Realm waiting to come to fruition at later dates.
Age: Indeterminate.
Height: Variable, possibly inapplicable.
Weight: Variable, possibly inapplicable.
Eyes: Variable, typically depicted as yellow, white, or red.
Hair: None.
Skin: Variable, typically depicted as either gray or as transparent with gray muscles underneath.
Uniform: None; commonly depicted wearing a long blue or black hooded cloak.
Strength Level: As an Elder God, Chthon's strength is incalculable.
Known Superhuman Powers: Chthon is the greatest of black magicians, having essentially created the black arts in distant prehistoric times. On his own plane he is omniscient and omnipotent; he is, however, bound by ancient mystic wards preventing him from crossing over onto Earth uninvited.

(Continued next post)
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Last edited by Phantasm; 07-23-2022 at 02:32 AM.
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Old 07-20-2022, 03:13 AM   #1789
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Chthon
(continued)

Stats: Don't worry about it!

Role-Playing Notes:
Chthon delights in corrupting the good and decent to evil. He's not so interested in villains, however, as he is fallen heroes; he will take control of people who fought against him in the past, twisting them into a mockery of their past selves, then relinquish his control to begin the process anew. As a schemer, he likely has three or four different long-term plots going at once to "invite" him back to Earth so he can again conquer it.

Chthon is definitely not suitable as a PC. He makes a good Enemy, however, generally as a campaign BBEG, and can also work as a Patron to various characters with his own agenda. Most of the time, however, he will be seen working through the Darkhold.

Whether Chthon has a role to play in the Scarlet Witch's mutant ability to cast magic is at this point unrevealed.






Once again, a bio runs a bit too long. This is not surprising, given how important Chthon and the Darkhold are to the mystic side of the setting.
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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 07-20-2022, 01:12 PM   #1790
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Phantasm View Post

...by becoming addicted to , or were killed off ...

... nor even attempt passage unless invited; any such uninvited incursion would trigger the . (As per the ...
Some lacunae.
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