Obersturmfuehrer Ernst Kruger, 1945
Age: 17
Attributes
ST 11 [10]; DX 11 [20]; IQ 12 [40]; HT 11 [10]
Secondary Characteristics
HP 11; Will 12; Per 14 [10]; FP 11
Social Background
Languages: German (Native) [0]; English (Broken) [2].
TL: 6^
Cultural Familiarity: 20th century Western [0].
Subtotal: 92
Advantages
Fit [5]
Military Rank (Waffen-SS) 3 [15]
Status 1 [5]
Wealth (Comfortable) [10]
Hard to Kill (Not Against Fire, -10%; Psychic Healing, -10%) 10 [16]
Hard to Subdue (Not Against Fire, -10%; Psychic Healing, -10%) 10 [16]
Regeneration (Regular; Not Against Fire Damage, -10%; Psychic Healing, -10%) [20]
Aspect 2 [8]
Suggestion 1 [10]
Telereceive 3 (Shallow) [24]
Mind Shield 4 [16]
Telepathy Sense 2 [7]
Mind Clouding 3 [18]
Danger Sense (ESP, -10%; Not Against Fire, -10%) [12]
ESP Talent 2 [10]
Psychic Hunches 4 [51]
True Sight 1 [15]
Coincidence 1 [27]
Curse 5 [30]
Second Chance 2 [24]
Perks
Classic Features (Nordic 'Aryan'). [1]
Dabbler (Studies: Intelligence Analysis 8; Politics 9; Psychology 8; Strategy 8) [1]
Eye for Distance. [1]
Honest Face. [1]
Avatar. [1]
Karma Bank. [1]
Subtotal: 345
Disadvantages
Duty (Waffen-SS; 15 or less; Extremely Hazardous) [-20]
Fanaticism (Nazism) [-15]
Intolerance [-10]
Megalomania [-10]
Paranoia [-10]
Pyrophobia (6) [-10]
Selfish (12) [-5]
Quirks
Beer snob. [-1]
Hates garlic. [-1]
Nosy. [-1]
Proud. [-1]
Subtotal: -84
Skills
Acting [IQ/A] [1] 11
Animal Handling (Equines) [IQ/A] [1] 11
Armoury/TL6 (Small Arms) [IQ/A] [1] 11
Bicycling [DX/E] [2] 12
Brawling [DX/E] [1] 11
Camouflage [IQ/E] [1] 12
Climbing [DX/A] [2] 11
Detect Lies [Per/H] [1] 12
Disguise/TL6 [IQ/A] [1] 11
First Aid/TL6 [IQ/E] [1] 12
Guns/TL6 (Pistol) [DX/E] [4] 13
Guns/TL6 (Rifle) [DX/E] [4] 13
Hiking [HT/A] [1] 10
Jumping [DX/E] [1] 11
Leadership [IQ/A] [1] 11
Navigation/TL6 (Land) [IQ/A] [1] 11
Philosophy (National Socialism) [IQ/H] [2] 11
Riding (Horse) [DX/A] [1] 10
Savoir-Faire (Military) [IQ/E] [1] 12
Scrounging [Per/E] [1] 14
Soldier/TL6 [IQ/A] [1] 11
Spear (Rifle Bayonet) [DX/A] [2] 11
Stealth [DX/A] [2] 11
Survival (Woodlands) [Per/A] [1] 13
Tactics [IQ/H] [1] 10
Throwing [DX/A] [2] 11
Traps/TL6 [IQ/A] [1] 11
Wrestling [DX/A] [2] 11
Aspect [Will/H] [2] 11
Coincidence [IQ/H] [4] 12
Curse [IQ/H] [4] 12
Danger Sense [Per/H] [4] 16*
Mind Shield [Will/H] [1] 10
Mind Clouding [IQ/H] [4] 12
Psychic Hunches [IQ/H] [4] 14*
Second Chance [IQ/H] [8] 13
Suggestion [IQ/H] [4] 12
Telepathy Sense [Per/H] [1] 12
Telereceive [IQ/H] [1] 10
True Sight [Will/H] [2] 13*
* Includes +2 for ESP Talent.
Techniques
Bulk Compensation (H) Mind Clouding+0 [2] 13 (Light Encumbrance)
Transference (H) Second Chance-10 [2] 4
Subtotal: 84
Total: 437
Equipment
Waffen-SS Uniform
Medium Helmet. Gives DR 4 to Head, Skull.
Boots, hobnailed. Give DR 2 to Feet.
Luger P08 pistol
Six magazines, 9x19mm ammo
Sturmgewehr 44
Three magazines, 7.92×33mm ammo
Notes
Ernst had previously been a member of the Hitler Youth. His position in the Waffen-SS came after he volunteered for the dangerous medical test that gave him his powers - he was one of the few to both survive, and
not become either uselessly insane, or hostile to the Third Reich.
This is Ernst before and during the Fall of Berlin. Before he gained his powers, Ernst had HT 12, Courtesy Rank (Hitlerjugend) 3, Overconfidence, and the quirk 'Dislikes open flame.' The latter two have become Megalomania and Pyrophobia. After Germany surrenders, he loses his Duty and Rank, and gains Enemies (Agents of the Allied Powers, Hunter, 9 or less) [-30], Alternate Identity (Illegal) [15], and a new quirk (Rants about the 'Zionist Conspiracy.' [-1]), as he becomes a terrorist and would-be world conqueror. If left alone for long enough, he will accumulate followers like a cult leader, mostly in a cell system.
His Telepathy makes him a serious problem, but he would be far less of a threat if he wasn't so terribly hard to catch - particularly as you shouldn't let him touch your skin. His Avatar is the Nazi flag flapping in the wind to the sound of the Horst-Wessel-Lied.
If you're running a Supers-style game (or perhaps even if you aren't), he's likely to call himself 'der Ubermench,' though he'll probably not be the only successful (or surviving) test subject to choose that name.
The
Monsters section of the GURPS Repository has a number of Nazi characters that I based Ernst on, particularly the
Hitler Youth Tank Hunter. His powers (apart from the Psychic Healing abilities) are mostly taken from a few templates in GURPS Psis: Telepathy: Eavesdropper, Likable, Mental Guard, and Shadow; ESP: Hyper-Observant (slightly modified); and Probability Alteration: Doom Bringer and Lucky Devil.