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Old 02-22-2025, 06:10 AM   #1851
Phantasm
 
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Folks have asked for this guy in the past, so here he is!

BLADE

Real Name: Eric Brooks.
Occupation: Vampire hunter.
Identity: Publicly known.
Legal Status: Citizen of the United States with no known criminal record, wanted by Interpol, the FBI, and many other law enforcement agencies across the world at all levels from the municipal to the national, for many alleged murders.
Other Aliases: Unrevealed.
Place of Birth: Unrevealed, although hints have been given that he was born in Detroit, Michigan.
Marital Status: Single.
Known Relatives: Brielle (daughter); Vanessa (mother; undead); father (name unrevealed, deceased); Saffron Caulder (common-law ex-wife).
Group Affiliation: Associate of Abraham Whistler and Scud, reluctant ally of Rachel van Helsing's band of vampire hunters.
Base of Operations: Mobile.
History: Very little is known about the past of the dhampir known as Blade save for what his mentor, Abraham Whistler, has revealed to others, and Whistler's own sources are currently suspect (see Whistler, Abraham).

According to Whistler, Blade's mother Vanessa was bitten and turned by a vampire just minutes before she gave birth (see Vampires). This altered the baby on a level undetectable by science, turning him into a dhampir (a kind of half-vampire that can develop many of the vampire's powers as they get older). His parents had given him the name Eric before he was born, and he was raised by his father and later his father's new girlfriend. As he entered his teens, his dhampiric nature asserted itself, which led him to be diagnosed with a rare type of porphyria, a disease where he needed regular infusions of hemoglobin. His father, however, knew that Eric had inherited something from the vampire that bit Vanessa, and started asking around in certain circles for assistance. A man – Whistler – showed up just as Eric in the throes of a hunger pang had bit into the bag of blood instead of letting it enter him intravenously. A fight broke out, Whistler's knee was crippled, Eric fled, and Eric's father was apparently shot and killed.

Eric apparently lived on the streets for several years before he was found again by Whistler, who took in the lad and taught him how to fight the thirst with the assistance of a serum an unnamed associate had cooked up, and then use his increasing strength and speed to fight vampires, eventually being known as Blade due to his preference for knives and swords.

At some undisclosed point in the years since teaming with Whistler, Blade was involved with a woman named Saffron and fathered a daughter, Brielle (see Brooks, Brielle). For their own safety, Blade and Saffron split up, although he continued to send her whatever monetary support he could, usually taken from the vampires he killed.

Blade, Whistler, and their new ally, Scud, have recently encountered Rachel van Helsing's own small band of vampire hunters while hunting a vampire named Deacon Frost; Whistler had recently learned that Frost was the doctor who was present at Blade's birth (see Frost, Deacon; Scud; Van Helsing, Rachel). During their first meeting, Blade sensed something was different about two members of van Helsing's team, Lucy Harker and Hannibal King, although he could not tell offhand what that something was (see Harker, Lucy; King, Hannibal). A recent fight with Frost was interrupted by his mother; Vanessa indicated she knew about and was looking forward to getting to know her granddaughter before disappearing into the night.
Age: Indeterminate.
Height: 6' 2".
Weight: 220 lbs.
Eyes: Brown.
Hair: Black.
Uniform: None.
Strength Level: As a dhampir, Blade possesses possesses superhuman strength equivalent to "ten men", which with his build enables him to lift (press) roughly 2,300 lbs. (or slightly more than one ton).
Known Superhuman Powers: In addition to his superhuman strength, as a result of the circumstances of his birth, Blade possesses enhanced speed, durability, stamina, reflexes, leaping ability, and senses.

Blade is able to run without tiring for at least half an hour at speeds up to 45 miles per hour, and is able to stay awake for days on end without sleep. His leg muscles enable him to leap incredible distances, up to 10 feet high and 40 feet distant from a standing stance. His reflexes are such that he often reacts faster than almost anyone else who is not a vampire; his eyesight is such that he can see bullets in flight, which assists in his reflexes. He is able to see at least four times as far as most people, and can shift his vision to see into the near infrared and ultraviolet spectrums. In addition, he has perfect night vision, seeing clearly in near-pitch darkness. His hearing is superhumanly acute, enabling him to make out whispered conversation from across a crowded room when he concentrates. His sense of smell is likewise acute, although not to the degree of others such as Daredevil or Wolverine; he is able to track blood by scent for several hours after it is spilled (see Daredevil; Wolverine).

Blade also possesses a healing factor which enables him to recover faster from injuries sustained during his hunts for vampires. He has not yet exhibited the vampiric ability to regrow his limbs if severed. This same healing factor makes him extremely durable, taking less damage from physical attacks than a regular person. He is also immune to vampiric mind control, either through the bite or hypnosis.

Unlike the other known dhampir, Lucy Harker, Blade has not yet exhibited other vampiric abilities, including but not limited to the ability to turn into a mist or take the form of a large bat. Whether he is able to do so and chooses not to or if the serum he takes to mitigate his vampiric thirst actually prevents him from developing these powers is currently unknown.
Other Abilities: Blade is a master of unarmed combat, although he doesn't follow any particular style. He is also a master knife fighter, swordsman, and marksman with conventional weapons. He is also skilled at throwing knives and various other weapons. Unknown to most, he is also a skilled jazz trumpeter.
Weapons and Paraphernalia: Blade is never without at least two automatic machine pistols which fire silver hollow-points filled with garlic paste, a number of wooden and silver-coated throwing knives, a series of solid silver stakes, and a special-built military-style side-sword which has a trapped hilt with, if someone applies pressure to the grip without flipping the hidden thumb switch, four silver-edged blades flip out to cut through the hand holding it. He is also known to carry a pump-action shotgun, a sawed-off double-barreled break-action shotgun which he can use to fire silver stake rounds, and a pair of throwing blades he calls "glaives", which have razor-sharp blades and which can fly in curved paths. The glaives can be stored collapsed and used as throwing knives in their collapsed state, but he nearly always flips them open fully before throwing them. All of his blades, wielded and thrown, with the exception of the wooden ones, are exceptionally sharp and/or coated with silver.

Despite his durability, Blade is known to wear a police style ballistic fabric vest with ceramic trauma plate inserts for protection against gunfire.

Blade also carries a number of flash-bang grenades to create diversions.
Weaknesses: Blade suffers from a need to drink the blood of the living to sustain his existence. The serum he takes mitigates this thirst while providing the same nourishment as he would get from blood, but makes him unable to stomach regular food.

(stats in next post)
__________________
"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; 02-22-2025 at 06:33 AM.
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Old 02-22-2025, 06:16 AM   #1852
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Blade
(continued from previous post)

1,095 points
Attributes: ST 22/48 [120*]; DX 14 [80]; IQ 12 [40]; HT 14 [40].
Secondary Characteristics: Dmg 2d/4d (5d+2/8d-1); BL 97 lbs. (461 lbs.); HP 22 [0]; Will 15 [15]; Per 15 [15]; FP 14 [0]; Basic Speed 7.00 [0]; Basic Move 8 [5]; Dodge 12.
Languages: English (Native) (Native Language) [0].
Cultural Familiarities: Western (Native) [0].
Advantages: Appearance (Attractive) [4]; Combat Reflexes [15]; Danger Sense [15]; Discriminatory Smell (Passive Biological, -5%) [15]; Doesn't Sleep (Accessibility: Requires Minimum 1 Night's Sleep Per Week, -5%) [19]; Enhanced Move (Ground) 1.5 (Move 21/42 mph; Biological, -10%) [27]; Enhanced Parry (All Parries) +3 [30]; Enhanced ST +26 (Biological, -10%) [188]; Enhanced Time Sense (Upgraded from Combat Reflexes, -15; Passive Biological, -5%) [29]; Gizmos 2 [10]; Hard to Kill +2 [4]; Hard to Subdue +2 [4]; High Pain Threshold [10]; Hyperspectral Vision (Passive Biological, -5%) [24]; Immunity to Vampiric Mind Control [5]; Indomitable [15]; Injury Tolerance (Damage Reduction /2; Limited: Physical Attacks, -20%; Passive Biological, -5%) [38]; Natural Swordsman 4 [40]; Parabolic Hearing 3 (Passive Biological, -5%); Single-Minded [5]; Stalker 4 [20]; Telescopic Vision 2 (Passive Biological, -5%) [10]; Tough Guy 4 [20]; Unfazeable [15]; Vampiric Bite (1 HP/sec) [30]; Very Fit [15]; Weapon Master (All Swords) [30].
Perks: Biting Mastery [1]; Off-Hand Weapon Training (Knife) [1]; Off-Hand Weapon Training (Pistols) [1]; Sure-Footed (Uneven) [1].
Disadvantages: Code of Honor (Pirate's) [-5]; Dependent (Safron Caulder, Loved One; No More than 15%/165 pts.) (6) [-12]; Draining (Common: Blood; Illegal; Mitigator: Weekly Treatment (Special Serum), -65%) [-3]; Enemy Group (Law Enforcement; Group Size: 6-20 people at a time) (6) [-10]; Intolerance (Vampires) [-5]; Loner (9) [-7]; Pacifism (Cannot Harm Innocents) [-10]; Stubbornness [-5].
Quirks: Disciplined [-1]; Nervous Stomach (Result of the Anti-Thirst Serum) [-1]; OUCH! [-1]; Perfectionist [-1]; Secretive [-1].
Skills: Acrobatics (H) DX+0 [4] – 14; Body Language (A) Per+1 [4] – 16; Breath Control (H) HT+0 [4] – 14; Broadsword (A) DX+6 [8] – 20†; Camouflage (E) IQ+4 [1] – 16‡; Carousing (E) HT+0 [1] – 14; Climbing (A) DX+0 [2] – 14; Computer Operation/TL8 (E) IQ+0 [1] – 12; Connoisseur (Music) (A) IQ+0 [2] – 12; Current Affairs/TL8 (Headline News) (E) IQ+1 [2] – 13; Current Affairs/TL8 (People) (E) IQ+0 [1] – 12; Detect Lies (H) Per+1 [8] – 16; Electronics Repair/TL8 (Surveillance) IQ+0 [2] – 12; Explosives/TL8 (Demolition) (A) IQ+0 [2] – 12; First Aid/TL8 (Human) (E) IQ+0 [1] – 12; Forced Entry (E) DX+4 [1] – 18§; Guns/TL8 (Pistol) (E) DX+4 [12] – 18; Guns/TL8 (Shotgun) (E) DX+4 [8] – 18#; Guns/TL8 (Submachine Gun) (E) DX+4 [8] – 18#; Hiking (A) HT+4 [2] – 18‡; Interrogation (A) IQ+3 [8] – 15¥; Intimidation (A) Will+5 [4] – 20§; Judo (H) DX+2 [12] – 16; Jumping (E) DX+2 [4] – 16; Karate (H) DX+2 [12] – 16; Knife (E) DX+8 [12] – 22†; Lifting (A) HT+0 [2] – 14; Musical Instrument (Valved Brass) (H) IQ+0 [4] – 12; Navigation/TL8 (Land) (A) IQ+3 [1] – 15‡; Observation (A) Per-1 [1] – 14; Occultism (A) IQ-1 [1] – 11; Photography/TL8 (A) IQ+0 [2] – 12; Running (A) HT+0 [2] – 14; Search (A) Per-1 [1] – 14; Shadowing (A) IQ+4 [2] – 16§; Stealth (A) DX+4 [2] – 18‡; Streetwise (A) IQ+3 [1] – 15§; Swimming (E) HT+0 [1] – 14; Tactics (H) IQ+0 [4] – 12; Throwing (A) DX-1 [1] – 14; Thrown Weapon (Knife) (E) DX+4 [12] – 18; Tracking (A) Per+6 [1] – 21‡¶; Traps/TL8 (A) IQ+0 [2] – 12; Two-Handed Sword (A) DX+6 [8] – 20†; Urban Survival (A) Per-1 [1] – 14; Wrestling (A) DX+2 [8] – 16.
Techniques: Targeted Attack (Knife Thrust/Vitals) (H) def+2 [3] – 21; Targeted Attack (Guns (Pistol)/Vitals) (H) def+1 [2] – 16.
Starting Spending Money: $16,000 (80% of Starting Wealth, not yet accounting for his gear and arsenal).

* Includes +26 from Enhanced ST.
† Includes +4 from Natural Swordsman.
‡ Includes +4 from Stalker.
§ Includes +4 from Tough Guy.
# Defaulted from Guns (Pistol)
¥ Defaulted from Intimidation.
¶ Includes +3 from Hyperspectral Vision; Conditional +4 from Discriminatory Smell.

Role-Playing Notes:
Blade is a no nonsense man with his own innate sense of honor who is driven by his body's need for blood and a desire to avenge his mother's (un)death. He is suspicious of anyone exhibiting vampiric traits, be they vampire or fellow dhampir (with the exception of his own daughter), and will not willingly work with one unless circumstances dictate otherwise; he's always on the lookout for a betrayal from any vampires he'll work with. The only people he actually trusts are Whistler, Safron, and Brielle; everyone else, including Van Helsing's team and his newest tech, Scud, he keeps at arms length.

Design Notes:
1. Blade's origin comes more from the Blade trilogy of movies and TV series than it does the comics (Tomb of Dracula (1972) and Marvel Preview (1975) #3-4), where Blade was born in London, raised in a London brothel (with the implication his mother worked there), and trained by a hunter named Jamal Afari before Afari was turned (and later retconned to Blade effectively having Unaging, as his mother was bitten by Deacon Frost at the end of the Victorian era). Whether he is Unaging in the Reboot has yet to be determined.
2. "Immunity to Vampiric Mind Control" is built as a Rare Resistance. Counting down from Resistant to Psionics, which in the Basic Set is considered Very Common, Telepathy as a subset of Psionics would be Common, Mind Control as a subset of Telepathy is Occasional, and Vampiric Mind Control as a subset of Mind Control is then Rare. It won't break anything to make him immune to non-vampiric mind control, however, being only 5 additional points. YMMV.


I have yet to stat up his arsenal, but I figure Low-Tech and High-Tech are the places to start, plus Loadouts: Monster Hunters for a lot of the more specialized gear.
__________________
"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; 02-22-2025 at 07:54 AM.
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Old 03-03-2025, 02:20 PM   #1853
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

EISA

Real Name: Eisa Glutdotter.
Occupation: Valkyrie; all-around troublemaker.
Identity: The general public of Earth does not believe Eisa to be anything more than a mythological figure.
Legal Status: Subject of Jotunheim, citizen of Asgard.
Other Aliases: "Flamehead", "Fire-top", "Ash Princess", other similar derogatory names.
Place of Birth: Unrevealed, believed to be either Jotunheim or Muspelheim.
Marital Status: Single.
Known Relatives:
Glut (mother), Loki (father), Farbauti (grandfather, deceased), Laufey (grandmother), Byleist, Helblindi (uncles, deceased), Angrboda (ex-stepmother), Sigyn (stepmother), Fenrir, Jormungandr, Sliepnir, Vali (half-brothers), Narvi (half-brother, deceased), Einmyria (sister), Hel (half-sister), Sam Lokispawn (alleged half-sibling, possibly adopted, gender unknown), Odin (foster grandfather), Frigga (foster grandmother), Thor, Tyr, Heimdall, Balder, Hod, Hermod, Bragi, Uller, Vidar (foster uncles), Freyja, Sif (foster aunts), Thrud (foster cousin).
Group Affiliation: Valkyries of the Nine Realms; Asgardian royal family.
Base of Operations: Mobile throughout the Nine Realms.
History: Eisa is the second daughter of the trickster god Loki and his first wife, Glut (see Loki). Due to Eisa's and her older sister Einmyria's appearances, Glut is believed to have hailed from Muspelheim rather than Loki's native Jotunheim, though this has not yet been proven (see Asgard). Unlike her mother and sister, Eisa remained on good terms with her father, and has from time to time assisted him in many of his endeavors both on behalf of and against the other Asgardians (see Asgardians). As such, she is grudgingly considered a member of the Asgardian royal family.

Eisa has a long-standing rivalry with her cousin Thrud, daughter of the thunder god Thor, Loki's foster brother; both Eisa and Thrud claim the other started it (see Thor; Thrud). When Thrud, along with her half-brothers Magni and Modi, relocated to Midgard (Earth), Eisa discreetly followed (see Magni and Modi). On one occasion she fought Thrud in the streets of Houston, though the fight ended before either could claim victory due to factors beyond their control. Eisa has also assisted her father and half-sibling Sam Lokispawn on occasions against Thor, though she only did so hoping for a rematch with her rival cousin (see Sam Lokispawn). (The rematch never happened.)

More recently, though, she was selected to join forces with a number of Valkyries from across the Nine Realms under the Valkyrie Brunnhilde's guidance in a mission to investigate and put an end to a long-dormant threat, the exact nature of which has not yet been revealed (see Valkyrie; Valkyrior). Each member of the team hails from a different world; because of her powers and her mother's suspected lineage, Eisa is considered the Valkyrie from Muspelheim (Hljod is the official Valkyrie of Jotunheim; see Hljod). To their mutual dismay, Eisa and Thrud, Valkyrie of Vanaheim, have been paired off as wingmates. (It has since been revealed that Brunnhilde, the team's designated leader, did so in order to have Thrud keep watch on Eisa, since one of the Norns, Skuld, uttered a prophecy to Freyja and Brunnhilde that one of the nine shall betray the others (see Freyja). Eisa, being the daughter of Loki, was considered the most likely suspect; however, because Skuld refused to specify which of the nine was the traitor, Brunnhilde did not want to falsely accuse someone who might be innocent. Neither Eisa nor Thrud are aware of this prophecy.)
Age: Indeterminate.
Height: 5' 9".
Weight: 240 lbs.
Eyes: Red, no pupils.
Hair: None; flames flow from her head in a manner that resembles hair.
Skin: Black with red patterns fluctuating all over.
Uniform: None, tends to create flowing dresses made of flame.
Strength Level: Eisa possesses superhuman strength enabling her to lift (press) roughly 10 tons.
Known Superhuman Powers: In addition to her superhuman strength, Eisa possesses notable physiological differences from the Asgardian norm. While composed of superhumanly dense materials, her body consists of material greatly resembling particulate ash and magma rather than flesh and bone. This grants her incredible resistance to injury. She is also able to regenerate any body part that is severed or destroyed, including her head, in a matter of minutes. It is believed the only way to truly destroy her would be a large enough explosion to scatter her body's particulate matter beyond its ability to recuperate, but even that may not truly destroy her.

In addition, Eisa's body generates incredible heat, which makes it impossible for her to wear normal clothes (she has not learned about dynamic molecules; see Common Technologies). Normally, she produces flames from her head that resembles hair as cooling mechanism (much like how mortals and other Asgardians sweat); over the centuries, she has learned to regulate these flames to produce intense flame on demand. In addition, she is able to generate flames and magma from her hands, and shape both flames and magma, whether ambient in her immediate vicinity or those she generates herself, however she wishes. As normal clothes will burst into flame, she often shapes flames to appear as a diaphanous gown, providing her a modicum of decency.

Eisa has also learned some magic over the centuries, though she rarely utilizes it. This magic is geared mainly toward traversing the dimensions and various telepathic feats. As a Valkyrie, she has the ability to see a "death aura" around those who are soon going to die without assistance; Eisa does not yet have the ability to tell the reason for the impending death.
Weapons: As a Valkyrie, Eisa owns a sword and circular shield made of uru, but these weapons have not exhibited any magical properties beyond being unbreakable. She often causes both sword and shield to burst into flame, and has fooled more than one opponent into thinking the flames were enchantments on the sword and shield rather than coming from her.
Mount: Eisa rides a fiery version of the Valkyries' winged horses. This winged horse, named Logavindur ("flame wind"), is able to fly without tiring for hours on end and can traverse the Nine Realms with ease. In addition, Logavindur can breathe fire, shooting jets of flame from his mouth and nostrils at a distance of up to 150 feet.

(stats in next post)
__________________
"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; 03-03-2025 at 02:27 PM.
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Old 03-03-2025, 02:26 PM   #1854
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Eisa
(continued from previous post)

1,543 points
Attributes: ST 30/120 [30*]; DX 12 [40]; IQ 11 [20]; HT 14 [20†].
Secondary Characteristics: Dmg 3d/5d+2 (13d/15d); BL 180 lbs. (2,880 lbs.); HP 30 [0]; Will 13 [10]; Per 12 [5]; FP 14 [0]; Basic Speed 6.50 [0]; Basic Move 6 [0]; Dodge 9.
Languages: Old Norse (Native) (Native Language) [0].
Cultural Familiarities: Asgard (Native) [0].
Advantages: Ally (Logavindur, Ashen Flying Horse; up to 50% starting points) (12) [4]; Asgardian Fire Demon [206]; Burning Attack (Fire Cage) 3d (Area Effect: 8 yd. radius, +150%; Malediction (SSRT), +150%; Variable, +5%; Wall: Permeable, +30%; Elemental: Heat/Fire, -10%; Alternative Attack, ×1/5) [13]; Burning Attack (Fire Jet) 6d×2 (Jet, +0%; Jet: Increased 1/2D Range ×2, +5%; Jet: Increased Range ×5, +40%; Rapid Fire: RoF 2, +40%; Variable, +5%; Elemental: Heat/Fire, -10%; Alternative Attack, ×1/5) [22]; Burning Attack (Fireballs) 8d (Guided, +50%; Guided: Extra Passes +2, +20%; Increased 1/2D Range ×5, +10%; Rapid Fire: RoF 2×5, +100%; Variable, +5%; Elemental: Heat/Fire, -10%) [110]; Burning Attack (Flame Sword) 8d (Costs*1*FP, -5%; Melee Attack: Reach 1, Destructive Parry, -15%; Magical, -10%) [28]; Crossroads/3 [30]; Crushing Attack (Hot Ash Flying Fists) 3d (Damage Modifier: Incendiary, +10%; Increased 1/2D Range ×10, +15%; Rapid Fire: RoF 2, +40%; Reduced Range ×1/2, -10%; Variable, +5%; Elemental: Earth, -10%; Alternative Attack, ×1/5) [9]; Detect Death's Aura (Reflexive, +40%; Sense-Based: Vision (Own), -20%; Vague, -50%; Magical, -10%) [12]; Energy Reserve (Magical) 10 [30]; Imbue 3 (Limited Skill Access: Incendiary Attack Only, -80%) [8]; Infravision [10]; Magery 3 [35]; Mind/2 [40]; Omnilingual (Power Cosmic 1, +10%) [44]; Regeneration (Very Fast: 3 HP/sec) [100]; Regrowth [40]; Super ST +10/+100 [400]; Unaging [15]; Unkillable 3 [150].
Perks: Dirty Fighting [1]; Ignition [1]; Illumination [1]; Self-Generated Fire "Clothing" [1].
Disadvantages: Code of Honor (Pirate's) [-5]; Enemy (Thrud, Rival; Equal in Power) (9) [-5]; Impulsiveness (9) [-15]; Overconfidence (12) [-5]; Sense of Duty (Family) [-5]; Social Stigma (Freak) [-10]; Trickster (15) [-7].
Quirks: Alternative Sexuality (Asexual) [-1]; Daddy's Little Supervillain [-1]; Only I Can Do That To My Cousin! [-1]; Posh [-1]; Restricted Casting Style (No Exocentric Magic) [-1].
Skills: Acting (A) IQ+1[4] – 14; Body Language (A) Per+1 [4] – 13; Brawling (E) DX+2 [4] – 14; Broadsword (A) DX+0 [2] – 12; Carousing (E) HT+1 [2] – 15; Climbing (A) DX+0 [2] – 12; Connoisseur (Dance) (A) IQ+1 [4] – 12; Dancing (A) DX+0 [2] – 12; Detect Lies (H) Per+1 [8] – 13; Fast-Draw (Sword) (E) DX+0 [1] – 12; Force Sword (A) DX+0 [2] – 12; Forced Entry (E) DX+2 [4] – 14; Gesture (E) IQ+1 [2] – 12; Incendiary Weapon! (WC) DX+0 [24] – 12; Innate Attack (Beam) (E) DX+3 [8] – 15; Innate Attack (Projectile) (E) DX+3 [6] – 15‡; Lifting (A) HT+0 [2] – 14; Lip Reading (A) Per+1 [4] – 13; Mind Block (A) Will+2 [8] – 15; Naturalist (Muspelheim) (H) IQ+1 [8] – 12; Psychology (Asgardian) (H) IQ+1 [8] – 12; Riding (Equines) (A) DX+0 [2] – 12; Running (A) HT+0 [2] – 14; Savoir-Faire (High Society) (E) IQ+1 [2] – 12; Shield (Buckler) (E) DX+0 [1] – 12; Shield (Force) (E) DX+0 [1] – 12; Soldier/TL3 (A) IQ+1 [4] – 12; Streetwise (A) IQ+1 [4] – 12; Survival (Muspelheim) (A) Per+1 [4] – 13; Thaumatology (VH) IQ+2 [4] – 14§; Throwing (A) DX+0 [2] – 12; Weather Sense (A) IQ+1 [4] – 12; Wrestling (A) DX+0 [2] – 12.
Magical Realm Skills: Crossroads (VH) IQ+3 [12] – 15§; Mind (VH) IQ+3 [12] – 15§.
Starting Spending Money: $10,000 (50% of Starting Wealth; not accounting for the uru sword and shield she wields as a Valkyrie).

* Includes +7 from the Asgardian Fire Demon racial package and +10/+100 from Super ST
† Includes +2 from the Asgardian Fire Demon racial package.
‡ Defaulted from Innate Attack (Beam).
§ Includes +3 from Magery.

Role-Playing Notes:
Eisa is impulsive and hot-headed, rarely thinking anything through before acting. She has a long-standing rivalry with her cousin Thrud, a rivalry which has occasionally resulted in violence. She is steadfastly loyal to her family, and despite her rivalry with her cousin has come to Thrud's defense on more than one occasion. ("You can't do that to my cousin! Only I can do that to my cousin!")


Logavindur
512 points
Attributes: ST 27 [85*†]; DX 12 [24†]; IQ 5 [-100]; HT 12 [20].
Secondary Characteristics: SM +1; Dmg 3d-1/5d+1; BL 146 lbs.; HP 27 [0]; Will 11 [30]; Per 12 [35]; FP 12 [0]; Basic Speed 6.00 [0]; Basic Move 9 [10]; Basic Air Move 12 [0]; Dodge 10.
Languages: Old Norse (Accented/Illiterate) (Native Language) [-4].
Cultural Familiarities: None [-1].
Advantages: Acute Hearing 2 [4]; Burning Attack 2 pts (Fiery Aura) (Always On (Effects are Dangerous), -40%; Aura, +80%; Melee Attack: Reach C, -30%; Elemental: Heat/Fire, -10%) [4]; Burning Attack 3d (Flame Breath) (Increased Range ×5, +40%; Jet, +0%; Variable, +5%; Elemental: Heat/Fire, -10%) [21]; Claws (Hooves) [3]; Combat Reflexes [15]; Enhanced Move (Air) 1.5 (Air Move 36/72 mph) [30]; Enhanced Move (Ground) 1.5 (Ground Move 24/48 mph) [30]; Flight (Winged, -25%) [30]; Immunity to Fatigue Loss Due to Exertion [30]; Immunity to Thermal Stress [15]; Injury Tolerance (Diffuse) [100]; Jumper (World) (Can Carry Objects: Extra-Heavy Encumbrance, +50%; Interplanar (Nine Worlds), +0%; Reliable +10, +50%; Special Movement (Must Be In Flight), -20%; Magical, -10%) [170]; Night Vision 3 [3]; Peripheral Vision [15]; Ultrahearing [5].
Disadvantages: Domestic Animal [-35]; Quadruped [-35]; Weak Bite [-2]; Wealth (Dead Broke) [-25]
Skills: Aerobatics (H) DX+0 [4] – 12; Brawling (E) DX+2 [4] – 14; Flight (A) HT+0 [2] – 12; Innate Attack (Breath) (E) DX+2 [4] – 14; Intimidation (A) Will+0 [2] – 11; Mount (A) DX+2 [8] – 14; Running (A) HT+1 [4] – 13; Survival (Plains) (A) Per+0 [2] – 12.

* Includes -10% from Size.
† Includes -40% from No Fine Manipulators.



Asgardian Fire Demon (Revised)
Attribute Modifiers: ST +7 [70]; HT +2 [20].
Languages: Old Norse (Native) (Native Language) [0].
Advantages: Burning Attack 2d (Always On, -40%; Aura, +80%; Melee Attack: Destructive Parry, +10%; Melee Attack: Reach*C, -30%; Elemental: Heat/Fire, -10%) [11]; Damage Resistance 10 (Cannot Wear Armor, -40%; Limited: Heat/Fire, -40%) [10]; Doesn't Breathe (Oxygen Combustion, -50%) [10]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse) [100].
Disadvantages: Low TL -5 [-25]; Weakness to Water (1d per minute) [-40].
__________________
"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 03-07-2025, 07:06 PM   #1855
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

One of the X-Alumni who folks have been asking about for at least ten years now!

NIGHTCRAWLER

Real Name: Kurt Wagner.
Occupation: Adventurer; former high school student, former circus acrobat.
Identity: Publicly known.
Legal Status: Citizen of Germany with no known criminal record.
Other Aliases: "Elf", "fuzzy elf".
Place of Birth: Unrevealed; presumably somewhere in Bavaria, Germany.
Marital Status: Single.
Known Relatives: Eric Wagner (father, deceased); mother (name unrevealed; presumed deceased). (Note: Despite the apparent familial resemblance, there is no known relationship between Nightcrawler and the mutant terrorist Mystique.)
Group Affiliation: Super-Heroes of Europe; Xavier Institute alumni; formerly the Munich Circus.
Base of Operations: Super-Heroes of Europe Headquarters, Geneva, Switzerland; formerly the Xavier Institute for Gifted Youngsters, Salem Center, New York; formerly Munich, Bavaria, Germany.
History: According to the account of his foster mother, Margali Szardos, she found Kurt as an infant by the side of the road in Bavaria beside his father's dead body as his mother lay dying. With her dying breaths, Kurt's mother begged Margali to take care of the child. Margali took Kurt to the Munich Circus where she worked as the fortune teller; the circus, no strangers to "freaks", raised him as one of their own. As they grew older, Kurt and Margali's children, Jimaine and Stefan, became star attractions on the trapeze; the audiences assumed Kurt's demonic appearance was makeup and just part of the act.

When Kurt was fifteen, the circus was bought out by foreign investors; these investors wanted to move Kurt to the circus's freak show. About the same time, his foster brother, Stefan, began to experiment with Margali's mystic books without understanding what he was getting into, becoming possessed by a demon. A series of murders were initially blamed on Kurt, due to his demonic appearance, but Kurt and Jimaine traced the killings to Stefan instead. Sadly, Stefan died from his possession. Discovered over the body, Kurt was saved from a lynching by Charles Xavier, who froze the crowd and made them forget Kurt's existence (see Xavier, Charles). Sensing the boy needed a safe place to be himself, Xavier asked Kurt to enroll in his recently formed Xavier Institute for Gifted Youngsters, a high school for superhumans just north of New York City (see Xavier Institute).

In his time as a student, Kurt was one of the small army of Institute students organized by Scott Summers to free his brother Alex from the Living Pharaoh (see Cyclops; Havok; Living Pharaoh). This was the first time Kurt was seen going by the name Nightcrawler.

After graduating the Xavier Institute, Kurt returned to Germany. During an undocumented encounter with his foster mother, who blamed Kurt for Stefan's death, Kurt was able to prove his innocence to her; he was assisted in this endeavor by the Super-Heroes of Europe, the world's oldest superhero organization (see Super-Heroes of Europe). As a result of that adventure, he was inducted into the SHoE as its youngest member. At the same time, he was reunited with Jimaine, now a full-fledged sorceress and going by the name Amanda Sefton; the two have grown closer (see Sefton, Amanda).

Nightcrawler was one of the alumni who was called to the Institute to protect it against the Juggernaut (see Juggernaut). His later activities are currently unrevealed.
Age: 19.
Height: 5' 9".
Weight: 165 lbs.
Eyes: Yellow, no visible pupils.
Hair: Black.
Skin: Blue, covered with light velvet fur.
Other Distinguishing Features: Nightcrawler possesses pointed ears, two fingers and an opposable thumb on each hand, a long pointed tail which he can use as a third arm, and his feet have two toes forward and a third opposable toe coming off the insides of the feet.
Uniform: Black bodysuit with a red shoulder-to-groin V-neck overlay, white gloves with red trim, and white boots with red trim. As a student of the Xavier Institute, he trained while wearing the black bodysuit with red and black circle-X shoulder pads, yellow boots, and yellow belt with a rectangular red buckle styled with a black X that are standard issue to students.
Strength Level: Nightcrawler possesses the normal human strength of a man his age, height, and build who engages in intensive acrobatic exercise.
Known Superhuman Powers: Believed to be a second- or possibly even third-generation mutant, Kurt possesses several seemingly unrelated powers.

First and foremost is his ability to teleport. When he teleports, he moves automatically through another dimension, displacing himself and the air around him with a burst of sulfur and brimstone. His teleportation is oriented along the Earth's magnetic field, which affects the maximum distance he can teleport in a single jaunt; his recorded maximums are five miles north-south along the magnetic lines, two miles east-west across them, and one mile up or down. He can teleport several times in rapid succession, although he rarely does so except over a distance of several feet at a time. Nightcrawler himself gets fatigued by performing multiple successive teleports in a short time frame.

Kurt's hands and feet secrete a clear substance which enables him to cling to almost any surface, including wooden and stone walls and ceilings, panels of glass, and even sheets of metal. The gloves and boots on his superhero uniform are designed to let this substance work through them.

Kurt's spine is extra-flexible. He is able to crouch in such a way as to be on all fours and routinely bend backwards to touch his feet without the risk of chronic pain. In addition, his tail is flexible enough to be used as a third arm and hand.

Unknown to most, and even unknown to himself until recently, Nightcrawler's connection to the dimension he teleports through enables him to "blend" into shadows, becoming nearly transparent if not invisible when in shadow. This shadow-blending is automatic and cannot be turned off.
Other Abilities: Kurt is a skilled acrobat and trapeze artist, a natural showman, and a natural leader. Due to his time in the circus, he speaks most of the more numerous languages spoken in Europe.
Weapons: Nightcrawler has been known to wield up to three light edged rapiers at once.

(stats in next post!)
__________________
"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 03-07-2025, 07:10 PM   #1856
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Nightcrawler
(continued from previous post)

930 points
Attributes: ST 12 [20]; DX 16 [120]; IQ 12 [40]; HT 14 [40].
Secondary Characteristics: Dmg 1d-1/1d+2; BL 29 lbs.; HP 12 [0]; Will 13 [5]; Per 14 [10]; FP 14 [0]; Basic Speed 7.50 [0]; Basic Move 7 [0]; Dodge 14.
Languages: English (Native) [6]; German (Native Language) [0].
Cultural Familiarities: Western [0].
Advantages: 3D Spatial Sense [10]; Appearance (Handsome) [12]; Catfall (Mutant Biology, -0%) [10]; Chameleon 10 (Accessibility: Only in Darkness, -30%; Always On, -10%; Extended (IR and Radar), +40%; Mutant, -10%) [45]; Charisma 1 [5]; Clinging (Mutant, -10%) [18]; Combat Reflexes [15]; Double-Jointed (Mutant Biology, -0%); Enhanced Dodge +3 [45]; Enhanced Parry (All Parries) +2 [20]; Extra Arms +1 (Extra-Flexible, +50%; Mutant Biology, -0%) [15]; Extra Attack 1 [25]; Fit [5]; High Pain Threshold [10]; Omnilingual (Limited: European Languages Only, -40%) [24]; Teeth (Sharp Teeth) (Mutant Biology, -0%) [1]; Warp (Blink, +25%; Costs 2 FP (Variable*), -10%; Extra Carrying Capacity: Extra-Heavy Encumbrance, +50%; Gyroscopic, +10%; Nuisance Effect: Puff of Smoke, Smell of Brimstone, and Sound Effect: BAMF!, -5%; Range Limit: 1 to 5 miles, Depending on Direction, -30%; Rapid Fire: 2/turn, +40%; Reliable +10, +50%; Mutant, -10%) [220]; Weapon Master (Small Class: Swords) [30].
Perks: Fur [1].
Disadvantages: Code of Honor (Hero's) [-10]; Guilt Complex [-5]; Pacifism (Cannot Harm Innocents) [-10]; Sense of Duty (Humanity) [-15]; Social Stigma (Freak) [-10].
Quirks: Broad-Minded [-1]; Devout Roman Catholic [-1]; Incorrigible Flirt [-1]; Likes Swashbuckler Movies [-1]; Show-Off [-1].
Skills: Acrobatics (H) DX+4 [20] – 20; Animal Handling (Big Cats) (A) IQ+0 [2] – 12; Animal Handling (Elephants) (A) IQ+0 [2] – 12; Animal Handling (Equines) (A) IQ+0 [2] – 12; Area Knowledge (Central Europe) (E) IQ+2 [4] – 14; Body Language (A) Per+2 [8] – 16; Broadsword (A) DX+0 [2] – 16; Broadsword Art (A) DX+0 [2] – 16; Carousing (E) HT+0 [1] – 14; Climbing (A) DX+4 [1] – 20†; Computer Operation/TL8 (E) IQ+1 [2] – 13; Criminology/TL8 (A) IQ+0 [2] – 12; Current Events/TL8 (Headline News) (E) IQ+2 [4] – 14; Current Events/TL8 (Travel) (E) IQ+2 [4] – 14; Dancing (A) DX+0 [2] – 16; Detect Lies (H) Per+2 [11] – 16‡; Diplomacy (H) IQ+1 [8] – 13§; First Aid/TL8 (E) IQ+0 [1] – 12; Judo (H) DX+2 [12] – 16; Jumping (E) DX+2 [4] – 18; Karate (H) DX+2 [12] – 18; Knot-Tying (E) DX+0 [1] – 16; Lasso (A) DX+0 [2] – 16; Leadership (A) IQ+2 [4] – 14#; Lifting (A) HT+0 [2] – 14; Makeup/TL8 (E) IQ+1 [2] – 13; Navigation/TL8 (Land) IQ+3 [2] – 15¥; Observation (A) Per+1 [4] – 15; Performance (A) IQ+2 [8] – 14; Piloting/TL8 (Light Aircraft) (A) DX+0 [1] – 16¶; Professional Skill (Trapeze Artist) (A) DX+2 [8] – 18; Public Speaking (A) IQ+2 [2] – 14#¤; Rapier (A) DX+2 [8] – 18; Rapier Art (A) DX+0 [1] – 16£; Research/TL8 (A) IQ+0 [2] – 12; Riding (Equines) (A) DX+0 [2] – 16; Running (A) HT+0 [2] – 14; Savoir-Faire (Circus) (E) IQ+1 [2] – 13; Sewing/TL8 (E) DX+0 [1] – 16; Sex Appeal (Human) (A) HT+4 [2] – 18§€; Shadowing (A) IQ+2 [8] – 14; Shortsword (A) DX+0 [2] – 16; Shortsword Art (A) DX+0 [2] – 16; Skiing (H) HT-2 [1] – 12; Stage Combat (A) DX+0 [2] – 16; Stealth (A) DX+0 [2] – 16; Streetwise (A) IQ+1 [4] – 13; Survival (Mountain) (A) Per+0 [2] – 14; Survival (Plains) (A) Per+0 [2] – 14; Survival (Woodlands) (A) Per+0 [2] – 14; Swimming (E) HT+2 [4] – 16; Thaumatology (VH) IQ-2 [2] – 10; Throwing (A) DX+0 [2] – 16; Thrown Weapon (Knife) (E) DX+2 [4] – 18; Wrestling (A) DX+2 [8] – 18.
Techniques: Acrobatic Stand (A) def+2 [2] – 16; Triple-Weapon Attack (Rapier) (H) def+4 [5] – 18; Triple-Weapon Defense (H) def+1 [2] – 15.
Starting Spending Money: $4,000 (20% of Starting Wealth).

* The FP cost is 1 per teleport; normally he spends 1 FP per 'port when using Warp, but Rapid Fire + Variable Costs Fatigue means he spends 2 FP when using Rapid Fire.
† Includes +5 from Double-Jointed.
‡ Defaulted from Body Language.
§ Conditional +1 from Charisma when making Influence skill checks.
# Includes +1 from Charisma.
¥ Includes +3 from 3D Spatial Sense.
¶ Includes +1 from 3D Spatial Sense.
¤ Defaulted from Performance.
£ Defaulted from Rapier.
€ Includes +4 from Appearance.

Role-Playing Notes:
Kurt presents himself as a carefree swashbuckler, emulating Errol Flynn and Cary Elwes in their swashbuckling movie roles. He will flirt with any attractive woman, even though his heart belongs to his lifetime love, Amanda. Underneath all this, he is a very moral, caring, and pious (devout Roman Catholic) man. He is normally a very laid-back person, but he is also known to be outspoken when it's a cause he believes in.
__________________
"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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