Morpheus Unbound | Supporting Cast | GURPS
Deathgrip
Adapted
to GURPS from a sourcebook published around 1984 by Chaosium, Inc.
ST 16 (70
points)
DX 19 (150
points)
IQ 14 (45
points)
HT 16 (80
points)
Damage: Thrust 1d+1, Swing 2d+2, Karate
Punch 1d+3 (+6 more from skin secretions), Kick 1d+6 (+6 more from skin
secretions), Acid Touch 4d6 Continuous Cutting, Antibiotic Skin Secretions cause
2d6 to Organic Tissue which contacts his skin. Speed 8.75, Move 8, Fatigue
16
Appearance:
Total
Points:
Advantages
Combat Reflexes (15
points)
Immune to Disease (10
points)
Rapid Healing
(free)
Trained by a Master (40
points)
Unusual Background: Super (50 points)
Disadvantages
Appearance: Hideous (-20
points)
Bloodlust (-10
points)
Enemy: I.S.T., 6- (-20
points)
Enemy: United States Law Enforcement Agencies
(all of them), 6- (-20 points)
Reputation: Brutal and blood-thirsty, -3, everyone,
all the time (-15 points)
Social Stigma: Emits foul oder -1 reaction rolls (-5
points)
Vow: Kill police and heroes (-10
points)
Super
Advantages
Antibiotic Skin
Secretions +20 (As Body of Fire for damage only, 2 points/level, Only v. Organic
Tissue -30%, 28 points)
Damage Resistance +3 (+4
total v. Crushing, 9 points)
Density Increase +1 (Not
Switchable -10%, 5 points)
Extra Hit Points +2 (10
points)
Regeneration: Standard (25
points)
Super Jump +1 (10
points)
Super
Disadvantages
Vulnerability: Antibiotic disinfectants (sprays,
powders, liquid, etc), 3d6 from direct exposure (-9
points)
Powers and
Super-Skills
Acid Touch (Antibiotic
Skin Secretions)-19 (4) (Generic
attack power, Continuing Damage +50%, Cutting +30%, Instantaneous +20%, Only v.
Organic Tissue -30%Touch Only -20%, Skill cost: 8 points, Power cost: 36 points)
Skills
Acrobatics-20 (8 points), Jumping-21 (4 points), Running-18 (16 points),
Staff-19 (8 points), Stealth-22 (16 points)
Body Control-14 (8 points), Breath Control-14 (8 points), Computer
Operation/TL7-10 (0 points), English-14 (0 points), Japanese-15 (4 points),
Korean-14 (4 points), Meditation-14 (8 points)Philosophy (Zen Buddhism)-16 (8
points), Yin/Yang Healing-17 (10 points)
Kenpo: Breaking Blow-15 (6
points), Judo-20 (8 points), Karate-23 (32 points), Mental Strength-15 (6
points), Power Blow-15 (6 points), Pressure Points-15 (6
points)
Kenpo Maneuvers: Arm Lock-20
(Judo default), Enhanced Dodge (15 points), Kicking-25 (4 points), Spin Kick-24
(0 points, Kicking default)
Quirks
Hates
doctors
Likes Cuban
cigars
Real Identity: Robert
Gantry
Sex:
Male
Age:
53
Character Background: Robert Gantry devoted his life to
the martial arts. By his 50th year, he had achieved considerable mastery of
the intricate physical and mental disciplines of his art. Having earned
wide respect from his peers, Robert Gantry was at peace. But fate decreed it was
not to last.
Late one evening, he was strolling homeward though a park after one of
his classes. After bidding farewell to the last of his students his keen senses
detected a struggle in the bushes nearby. A young woman was being assaulted by
four hoodlums. Leaping into the fray, Gantry dispatched three of the
knife-wielding youths in as many seconds. The fourth broke and ran. The thug was
swift, but Gantry was tireless and inexorable. Meanwhile, a policeman found the
victim. She told him that her fourth assailant had fled and pointed the way. The
officer saw Gantry, assumed he was the fleeing felon, and shouted for him to
halt. Gantry assumed the policeman was shouting at the youth (whom the policeman
hadn't yet seen), and didn't even turn around. The policeman fired one
shot.
When Gantry came-to in the hospital, he found that he was paralyzed from
the neck down by the bullet (which had entered the base of his skull). The
doctors said that there was nothing conventional medicine could do to help him,
but one of the doctors made an offer. He had developed an experimental
procedure involving drugs and radiation which~,could possibly induce nerve
regeneration. Despairing at the thought of spending the rest of his life in a
wheelchair, and entertaining plans to enact his revenge against all policemen,
Gantry agreed. He would walk again! As the treatments began, Gantry
exerted the tremendous control over his body he had developed after 45
years of meditation to speed the healing process. But the doctor was
administering dosages designed for an ordinary man. The combination produced
unexpected and horrifying results.
The nerve damage did regenerate. The full youthful vigor of Gantry's body
was restored. But the regeneration process had become continuous--Gantry's skin
shifted and writhed like a special-effects-man's nightmare. Not only did his
features become grotesque but they perpetually shifted as his flesh was
continually reborn. His immune system became hyperactive, and his raw, exposed
skin began to exude a fluid containing antibodies which attacked any other
living thing like a deadly poison. Robert Gantry became a
monster.
The shock of his paralysis would have been enough to unbalance a normal
man, but this new horror toppled even Gantry's finely-honed mind. Formerly a man
of gentleness and discipline, Gantry became a deadly sociopath. Not a raving berserk, but completely
amoral, showing no loyalty, allegiance or love for any living thing. Only
one emotion still motivates him--hate; hatred for the police, after the
policeman who shot him, and a perverse hatred for superheroes--in his twisted
way, he partially blames his own attempt at heroics for the evil fate that
befell him. Therefore, he feels those who dare to indulge in such heroics mock
him, and should share in the guilt for his condition.
After the slaughter he wrought in the hospital where he had been treated,
followed by the bloodbath at the precinct house near the fateful park,
there was no place left for him but the underworld. Among criminals, he quickly
became renowned as a deadly assassin, and as an unfailing weapon for those
willing to pay his fee. But for his fellow criminals, as much as for society at
large, Deathgrip has nothing but contempt. Lumiere he regards as slightly more
competent than most but still derides her petty mercenary ambitions. There is no
worthwhile goal save destroying those one hates. He will not attack heroes
berserkly if, through restraint, he can assure the destruction of more of them.
He is faintly curious about the aliens. Perhaps they have some philosophy, s~rne
ethic, some ideal more meaningful than those of the stupid rabble of humanity.
For this, and for the chance to slay more heroes, he has accompanied Lumiere to
the Antarctic.
Deathgrip's combat style is straightforward. Deathgrip has no ranged
weaponry, so he relies on hand-tohand combat. There he brings his martial
arts skills into play. Against unarmored foes, he will immediately unleash his
deadly Acid Touch. Against moderately-armored foes, and those who seem dangerous
offensively, he'll hamer away with full-force Martial Arts blows. Against those
who are heavily armored and might not feel even his fists and kicks, he will
dodge, parry, and defend himself for as many action ranks as it takes for him to
successfully Spot Weakness. Then, he will dart in to use his Poison Touch at
full potency. If the touch succeeds, his opponent's life expectancy might be
measured in seconds.
Copyright © 1999, 2011 by Patric L. Rogers. All
rights reserved.
GURPS is a Trademark of Steve Jackson Games.
last updated 29
May 2011 by Patric L. Rogers.
send comments and suggestions to
morpheus_unbound@patric.net.