Ancient One Supporting Cast

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.
First Post-Reboot Appearance: DOCTOR STRANGE: SORCERER SUPREME #1.
History: As a youth, Yao studied the mystic arts alongside his friend Kaluu, although Kaluu proved to have ambitions beyond simply studying magic. 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. 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.

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.
Age: 740 (estimated).
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 wielded 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.
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 Amulet of Agamotto, which he has passed on to Doctor Strange.

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)


1,658 points

ST: 8 [-20] HP: 8 [0] Speed: 4.50 [0]
DX: 10 [0] Will: 14 [0] Move: 4 [0]
IQ: 14 [80] Per: 14 [0]  
HT: 8 [-20] FP: 8 [0] SM: -1
 
Dmg: 1d-3/1d-2 BL: 13 lbs.  
Dodge: 7 Parry: 8 DR: 0


Languages: Dark Dimensional (Native Spoken) [3]; Tibetan (Native) (Native Language) [0].

Cultural Familiarities: Central Asian (Native) [0]; Netherworlds [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 (×8) [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.

KARATE
TL Weapon Damage Reach Parry Cost Weight ST Notes
Karate Punch 1d-3 cr C 8 8
Karate Kick 1d-2 cr C, 1 n/a 8

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.