I am giving a quck origin of Alex, hoping to see if my adaptions of some advantages will be suitable for this campaign, or atleast provoke some thought.
Alex of Aristotle is a young man, with a soldier's training, and is quickly mastering all items related to spear, polearm, and staff.
He has an unkown patron by the name of Aristotle. (I assume that Alex cannot get any advantage from this patron, until he has earned the character points)
While under the influence of Aristotle, Alex is searching for him-similar to the destiny advantage.
Alex is a reincarnation of Alexander the Great, whom Aristotle is using in various dimensions to eventually create the ultimate Philosopher-King, Warrior-Mage.
Aristotle influences Alex by adapting the modular abilites advantage. Depending on the particular training or experience Aristotle wants him to go through, Alex may trade on attributes place with another, or a skill level with another skill. For instance, right now Aristotle wants Alex to concentrate on developing dexterity, and his dexterity skills. This means this is his highest attribute, but at a later time, Aristotle may want him to concentrate in intellectual skills, and thus would trade the 14 in Dex to the 10 in IQ, thus giving him an IQ of 14, and a dex of 10. Alex is not in control of this, it is at the discretion of the gm in how it works, how long, and whether it returns to original form, etc.
THe next major advantage is that because Alex in a reincarnation who is only slowly remembering, aka, who he is and who Aristotle is, he can reawaken old skills; advantages, perhaps attributes. The Gm control sthis. It basically means that Alex does not need a teacher or situation to learn a new skill, and he must spend character points.to do so A ultimate version of Alexander will be created, and the gm can determine the rate at which Alex grows, and remembers. Alex reawakens the skills that he used to have. He cannot reawaken any old skill. They must come from a gamemaster approved list. The GM could have fun with skills that alex does not particularly find useful, such as partying, when he is desperately working on weapons skills, that he is faintly remembering he used to have.
This can also be turned into a disadvantage, for example, alex may find himself having the symptoms of an alcoholic, or bipolar returning to him. The gm could have fun having quirks return that throw off both Alex and his companions.
Alex fanatically practices half remembered skills, but it is up to the Game Master which ones return.
Alex's eventual destiny is to find Aristotle, restore himself to his full capacities, and then attempt to conquer the world, so that it benifits from his benevolent rule;Peace through Tyranny. Alex keeps this secret until his full powers return.
While Alex can learn new skills and adapt to new situations, he has a fanatical need to develop himself into his old version. He will be irratated with anything that interferes with his development, though he understands the need for earning money, and remaining loyal to friends and leaders who might eventually be his generals. I assume he must make reaction rolls to control his urges to dominate situations so that they will lead to his goals. He is aware of his need to stay secret, but his destiny is working in him to spring forth.
I hope this makes for some interesting thought on adaptions of some of gurps ideas. I am fully willing to adjust to the campaigns perimeters for ease of gaming and respecting the game master.
let me know if anyone can suggest some further ways to frustrate poor Alex's goals