GURPS CHARACTER SUMMARY Copyright (c) 1996 by BOB PORTNELL The Usual Disclaimer: "Captain America" is the trademarked and copyrighted property of Marvel Entertainment, a New World company. No challenge to these rights is intended by the author. NAME: Captain America REAL NAME: Steve Rogers APPEARANCE: Ht 6'1", Wt. 240#, Blond Hair, Blues Eyes, Muscular Build POINT COST SUMMARY: ATT 505 EQUIP 0 ADV 140 SKILL 84 SADV 0 SPELL 0 DIS -99 QUIRKS -5 SDIS 0 TOTAL: 625 ATTRIBUTES: ST 20 (110) DX 20 (175) IQ 14 ( 45) HT 20 (175) MOVE: 10 SPEED: 10.00/12.50run DAMAGE: thr 2d-1/sw 3d+2 Brawling Punch 2d-1/Kick 2d+1 Boxing Punch 2d+1 Karate Hand 2d+1/Foot 3d (Thrown Shield: 2d-1) ADVANTAGES: Alertness -16 (10 pts.) Ambidexterity (10 pts.) Avenger (35 pts.) Charisma +2 (10 pts.) Combat Reflexes (25 pts.) Fearlessness +5 (10 pts.) Handsome (15 pts.) Toughness (25 pts.) DISADVANTAGES: Dependent: Girlfriend (9-) ( -24 pts.) Enemy: The Red Skull (9-) ( -30 pts.) Fanatic: The American Way ( -15 pts.) Pacifism: Cannot Kill ( -5 pts.) Secret: Identity (-10 pts.) Sense of Duty: To America (-10 pts.) Truthfulness (-5 pts.) SPECIAL EQUIPMENT: Shield: PD 6, DR 20 (Lims: Unique, Can be Taken w/Contest of ST) Armor: PD 4, DR 10 *** Note: if treated as Gadgets, these represent 225 points, making Cap an 850 point character. QUIRKS: Old-fashioned Values Unfailingly Fair, even to villains Often makes Inspiring Exclamations ( ) ( ) DODGE: 11 PARRY: 15 BLOCK: 13 +2 against Bare-hand/thr SKILLS: Acrobatics-20 (4 pts.) Administration-15 (4 pts.) Boxing-21 (4 pts.) Brawling-21 (2 pts.) Computer Operation-15 (2 pts.) First Aid-15 (2 pts.) Fwd Observer-15 (4 pts.) Guns-22 (1 pt.) Judo-20 (4 pts.) Karate-21 (8 pts.) Knife-20 (1 pts.) Leadership-16 (2 pts.) Orienteering-15 (4 pts.) Running-20 (4 pts.) Shield-24 (16 pts.) Strategy-15 (6 pts.) Swimming-20 (1 pt.) Tactics-15 (6 pts.) Teaching-15 (4 pts.) Throwing-20 (4 pts.) Wrestling-20 (2 pts.) **** DESIGN NOTES AND COMMENTS "AVENGER" advantage: Combines Patron, Legal Enforcement Power, +/-4 Reputations to Citizens/The Underworld, Extremely Hazardous Duty, and the Avengers Oath (like Hero's Code, but includes Cannot Kill and Sense of Duty: Aid your fellow Avenger). I'm blasted if I can get him down any cheaper than this. The Attribute assignments are based on direct comparisons of the textual descriptions of the Marvel Superheroes game attributes and on the GURPS descriptions, pg. B13. Skill levels were chosen for reasonable efficiency (buying the H-T-H skills up to 21 for the improved Parry, for instance). My logic on The Shield and Cap's micromesh chain mail is a little fuzzier... I decided that in WWII, when the items were made, the Shield was intended particularly to repel bullet attacks, and the armor was to protect specifically for hand/melee attacks. I set the point levels accordingly, though I expect I can reduce the PD of the shield to 4 in a pinch... Yes, I know I could buy the "Damage Resistance" advantage and save a few points over "Toughness." But Cap is supposed to be "normal," albeit in the absolute peak of physical shape... so I stayed with the "normal" advantage. *** THE SUPER-NORMAL This is where I really break down... In principal, "Cap" should only be a 300-point-or-so character...yet if he is the Ultimate Human Fighter (as he is continually described), there's no way he'll fit, given the attribute point levels he -must- have. I'd be delighted to hear suggestions from the GURPSnetters about this. Meanwhile, where did I leave that copy of Spidey's character sheet...?