Nightcrawler
Character Name: Nightcrawler
Alternate Identities: Kurt Wagner
Player Name: NPC
CHARACTERISTICS
Val Char Base Points Total Roll Notes
15 STR 10 5 15 12- HTH Damage 3d6 END [1]
35 DEX 10 75 35 16- OCV 12 DCV 12
28 CON 10 36 28 15-
14 BODY 10 8 14 12-
18 INT 10 8 18 13- PER Roll 13-
18 EGO 10 16 18 13- ECV: 6
20 PRE 10 10 20 13- PRE Attack: 4d6
12 COM 10 1 12 11-
20 PD 3 17 20 20 PD (5 rPD)
20 ED 6 14 20 20 ED (5 rED)
6 SPD 4.5 15 6 Phases: 2, 4, 6, 8, 10, 12
11 REC 9 4 11
56 END 56 0 56
106 STUN 36 70 106
11" Running 6 10 11"
2" Swimming 2 0 2"
9" Leaping 3 6 9" 295 Total Characteristics Points
CHARACTER IMAGE
QUOTE
EXPERIENCE POINTS
Total earned: 367
Spent: 367
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 717
MOVEMENT
Type Total
Run (6) 11"
Swim (2) 2"
H. Leap (3") 9"
V. Leap (2") 4 1/2"
DEFENSES
Type Amount
Physical Defense 20
Res. Phys. Defense 5
Energy Defense 20
Res. Energy Defense 5
Mental Defense 13
Power Defense 0
 
COMBAT INFORMATION
OCV: 12 DCV: 12
 
Combat Skill Levels: +3 with All Combat , +3 with HTH Combat
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Ballestra 1/2 +2 -2 Weapon +7 DC Strike; Half Move Required
Cut 1/2 +2 +1 Weapon +3 DC Strike
Ceduto var +0 +0 30 STR to escape Bind
Double a Double 1/2 +2 +2 Weapon +5 DC Strike, Must Follow Predefined Maneuver
Fleche 1/2 +1 +0 Weapon +3 DC +v/5; FMove
Froissement 1/2 +2 -2 Disarm, 40 STR to Disarm roll
Grypes 1/2 -1 -2 Grab One Limb; 25 STR disarm
Lunge 1/2 +1 -2 Weapon +7 DC Strike
Parry 1/2 +2 +2 Block, Abort
Pasata Soto 1/2 +2 +2 Weapon +3 DC +foe's v/5 Strike, You Fall, Response to Ballestra, Fleche, Lunge
Prise de Fer 1/2 +1 +0 Bind, 40 STR
Riposte 1/2 +2 +2 Weapon +5 DC Strike, Must Follow Block
Slash 1/2 -2 +1 Weapon +7 DC Strike
Takeaway 1/2 +0 +0 Grab Weapon, 40 STR to take weapon away
Thrust 1/2 +1 +3 Weapon +3 DC Strike
Trip 1/2 +2 -1 7d6 Strike, Target Falls
Void 1/2 -- +5 Dodge, Affects All Attacks, Abort
Furniture Block 1/2 +1 +3 Block, Abort
Grappling Throw 1/2 +0 +2 8d6 Strike; Target Falls; Must Follow Grab
Legsweep 1/2 +2 -1 7d6 Strike, Target Falls
Leap Over/
Duck Under
1/2 -- +5 Dodge, Affects All Attacks, Abort
Chandelier Swing 1/2 +0 -1 6d6 +v/5 Strike; You Fall, Target Falls; FMove
RANGE MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
DISADVANTAGES
Cost  Disadvantage
15 Distinctive Features: Fuzzy Blue Elf (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
20 Hunted: Genocide 8- (Mo Pow, NCI, Harshly Punish)
15 Hunted: The Brotherhood of Evil Mutants 8- (Mo Pow, Harshly Punish)
20 Psychological Limitation: A Romantic (Very Common, Strong)
20 Psychological Limitation: Chivilrous (Very Common, Strong)
20 Psychological Limitation: Swashbuckler (Very Common, Strong)
15 Reputation: Fuzzy Blue Elf Mutant, 14-
15 Social Limitation: Public ID (Frequently, Major)
150 Total Disadvantages Cost

Character Name: Nightcrawler
Alternate Identities: Kurt Wagner
Player Name: NPC
SKILLS
Cost  Name
3 Acrobatics 16-
3 Breakfall 16-
3 Climbing 16-
3 Combat Piloting 16-
3 Concealment 13-
3 Contortionist 16-
3 Electronics 13-
3 Fast Draw 16-
5 KS: Fencing 15-
5 KS: Swashbuckling 15-
2 Language: English (completely fluent)
0 Language: German (idiomatic)
2 Language: Russian (fluent conversation)
3 Mechanics 13-
3 PS: Acrobat 16-
3 Paramedics 13-
3 Persuasion 13-
3 Seduction 13-
3 Shadowing 13-
3 Sleight Of Hand 16-
3 Stealth 16-
2 Systems Operation (Communications Systems) 13-
10 Two-Weapon Fighting (HTH)
2 WF: Blades, Off Hand
24 +3 with All Combat
15 +3 with HTH Combat
115 Total Skills Cost
TALENTS
Cost  Name
9 Ambidexterity (no Off Hand penalty)
15 Combat Sense 13-
4 Double Jointed
28 Total Talents Cost
 
POWERS
Cost  Power END
72 Teleport Powers: Multipower, 90-point reserve, all slots Leaves Behind A Puff Of Sulfur And A Bamf Sound (-1/4)
7u
1) Teleport: Teleportation 30", Reduced Endurance (1/2 END; +1/4), Safe Blind Teleport (+1/4)
Notes: This is a straight-forward teleport from point A to point B.
3
7u
2) Group Teleport: Teleportation 25", x4 Increased Mass, Reduced Endurance (1/2 END; +1/4), Safe Blind Teleport (+1/4)
Notes: Similar to a normal teleport but taking up to four others along decreases the teleport range.
3
5u
3) Long-Range Teleport: Teleportation 21", x128 Noncombat, Safe Blind Teleport (+1/4); Increased Endurance Cost (x2 END; -1/2)
Notes: This is an extra-long range teleport that is very tiring.
18
5u
4) Bouncing Teleport: Hand-To-Hand Attack +8d6, Area Of Effect (4" Radius; +1), Selective (+1/4); Hand-To-Hand Attack (-1/2)
Notes: This is a rapid teleport from target to target and is limited to a range of 4" in all directions.
9
5u
5) Multi-Punch Teleport: Hand-To-Hand Attack +7d6, Autofire (5 shots; +1/2), Reduced Endurance (1/2 END; +1/2), Indirect (Any origin, always fired away from attacker; +1/2); Hand-To-Hand Attack (-1/2)
Notes: This teleport is a rapid series of teleports to different points around the target allowing multiple attacks from various directions.
3
33 Shadow Melding: Invisibility to Sight Group , No Fringe, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2); Always On (-1/2), Power Only Works In Darkness (-1/2)
Notes: This is an inherent natural camoflage that only functions in at least near darkness.
0
10 See In The Dark: Nightvision, Discriminatory 0
10 Luck 2d6 0
9 Strong-Willed: Mental Defense (13 points total) 0
7 Prehensile Toes and Tail: Clinging (normal STR); Not On A Smooth Surface (-1/2) 0
5 Tail and Toes: Extra Limbs (3) 0
4 Padded Costume: Damage Resistance (5 PD/5 ED); IIF (-1/4) 0
179 Total Powers Cost
MARTIAL ARTS MANEUVERS
Cost  Maneuver
Fencing
5
1) Ballestra: 1/2 Phase, +2 OCV, -2 DCV, Weapon +7 DC Strike; Half Move Required
3
2) Cut: 1/2 Phase, +2 OCV, +1 DCV, Weapon +3 DC Strike
4
3) Ceduto: var Phase, +0 OCV, +0 DCV, 30 STR to escape Bind
4
4) Double a Double: 1/2 Phase, +2 OCV, +2 DCV, Weapon +5 DC Strike, Must Follow Predefined Maneuver
5
5) Fleche: 1/2 Phase, +1 OCV, +0 DCV, Weapon +3 DC +v/5; FMove
4
6) Froissement: 1/2 Phase, +2 OCV, -2 DCV, Disarm, 40 STR to Disarm roll
3
7) Grypes: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; 25 STR disarm
5
8) Lunge: 1/2 Phase, +1 OCV, -2 DCV, Weapon +7 DC Strike
4
9) Parry: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
3
10) Pasata Soto: 1/2 Phase, +2 OCV, +2 DCV, Weapon +3 DC +foe's v/5 Strike, You Fall, Response to Ballestra, Fleche, Lunge
4
11) Prise de Fer: 1/2 Phase, +1 OCV, +0 DCV, Bind, 40 STR
4
12) Riposte: 1/2 Phase, +2 OCV, +2 DCV, Weapon +5 DC Strike, Must Follow Block
5
13) Slash: 1/2 Phase, -2 OCV, +1 DCV, Weapon +7 DC Strike
5
14) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 40 STR to take weapon away
5
15) Thrust: 1/2 Phase, +1 OCV, +3 DCV, Weapon +3 DC Strike
3
16) Trip: 1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls
4
17) Void: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
0
18) Weapon Element: Blades
Swashbuckling
5
1) Furniture Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
3
2) Grappling Throw: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike; Target Falls; Must Follow Grab
3
3) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls
4
4) Leap Over/Duck Under: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
3
5) Chandelier Swing: 1/2 Phase, +0 OCV, -1 DCV, 6d6 +v/5 Strike; You Fall, Target Falls; FMove
12 +3 HTH Damage Classes
100 Total Martial Arts Cost

Character Name: Nightcrawler
Alternate Identities: Kurt Wagner
Player Name: NPC
APPEARANCE
Hair Color: Indigo
Eye Color: Yellow
Height: 5' 9"
Weight: 161 lbs
Description:
BACKGROUND
Born in Bavaria to the blue-skinned shapeshifting mutant later known as Mystique, Kurt Wagner was shunned at birth due to his having blue skin, pointed ears, fangs, and a long pointed tail. At the time disguised as the Baroness Wagner, Mystique's true identity was revealed after she gave birth to Kurt, and the pair were chased by an angry mob. Fleeing to the nearby falls, Mystique threw the infant Kurt over the edge and fled. Kurt was saved by his natural father, the enigmatic being known as Azazel, and given into the care of Margali Szardos, a sorceress and gypsy queen.

Margali took baby Kurt to the small Bavarian circus where she worked as a fortune teller as a cover for her activities as a sorceress. Kurt was never legally adopted by anyone, but was raised by all the members of the circus, who had no prejudices against "freaks". Kurt grew up happily in the circus with his two closest friends, Margali's natural children Stefan and Jimaine. Stefan feared that his magical heritage may one day corrupt him, and so he had Kurt promise that if he ever killed without reason for Kurt to stop him. During his formative years Kurt exhibited tremendous natural agility, and quickly became the circus's star acrobat and trapeze artist with audiences assuming that he was simply a normal human dressed in a demon costume. Kurt worked closely with Jimaine, and the pair soon became involved in a romantic relationship.

Years later, the Texas millionaire Amos Jardine, who ran a large circus based in Florida, heard of the circus Kurt worked for and bought it. Jardine intended to move its best acts into his American circus. However, he demanded that Kurt be placed in the circus's freak show, where he was imprisoned against his will and drugged in order to remain complacent. Eventually, a young boy would free Nightcrawler, who would threaten Jardine in order to make him remain a better owner to his circus friends. Nightcrawler then ran away and made his way back to Germany where he discovered that Stefan had gone mad and had brutally slain several members of a lost race of half-human creatures. Kurt found Stefan and fought him, hoping to stop his rampage, but in the course of the struggle Kurt unintentionally broke Stefan's neck. The villagers of the nearby town of Winzeldorf discovered Kurt and assumed him to be a demon who was responsible for the killings. They cornered Kurt in the town and were about to kill him when they were all psionically paralyzed by Professor Charles Xavier, who had come to recruit Kurt into his team of mutant super-heroes known as the X-Men.

Kurt agreed to join the group, but before they left for America, he and Xavier went to the Bavarian circus so that Kurt could explain to Margali about Stefan's death. However, Margali was not there, and for years she held Kurt responsible for murdering Stefan. Later, she learned the truth and she and Kurt were reconciled. Kurt was also happily reunited with Jimaine, who had been living in the United States under the assumed name of Amanda Sefton.

After many adventures with the X-Men, including a clash with the Brotherhood of Evil Mutants during which Kurt first met his mother Mystique (although he didn't know it at the time), discovering his ability to be invisible in shadow, traveling through dimensions with Kitty Pryde's dragon Lockheed, and more, Kurt was finally severely wounded during the attack on the underground colony of mutants known as the Morlocks by Riptide, a member of a team of mutant assassins named the Marauders. Kurt was taken to the mutant research facility on Muir Island off the coast of Scotland where he recuperated, but discovered that he could no longer teleport as he originally could, and that teleporting others caused a great strain. After hearing of the apparent "death" of the X-Men in Dallas when the team fought the Adversary, Kurt, Shadowcat, Rachel Summers, Captain Britain, and Meggan became the founding members of the British super-team Excalibur.

After an encounter with the monarch of Latveria, the armored despot Doctor Doom, Kurt's powers were fully restored after Doom used an electromagnetic scrambler in an attempt to disrupt Kurt's teleportating abilities which instead accidentally realigned them.

Following a misunderstanding with Captain Britain over his relationship with Meggan that resulted in a broken leg, Kurt reformed the team of alien bounty hunters known as the Technet into a team of costumed superhuman adventurers dubbed the N-Men. Following the Technet's departure, Kurt became Excalibur's leader after the team gained several new members, including the alien Shi'ar named Cerise. Kurt helped Cerise become accustomed to her new life on Earth, which led to the pair forming a romantic relationship. This was to be short-lived, however, after Cerise was found guilty of war crimes and returned to the Shi'ar Empire.

After Captain Britain and Meggan were married, Kurt along with Shadowcat and Colossus decided it was time to return to the X-Men. Kurt once more served as a dedicated member of the team until after the battle with the mutant despot Apocalypse that resulted in the seemed death of the first X-Man, Cyclops. Soon after, the ever-devout catholic Kurt left the team to pursue aspirations of becoming a priest. During his studies, Kurt was attacked and wounded by Rax, the hunter of the group of evolved mutants known as the Neo. Fleeing, Kurt encountered mutant doctor Cecilia Reyes, and together the two faced the Neo until the X-Men arrived to swing the tide of battle.

Kurt subsequently rejoined the X-Men while continuing his priesthood studies, but soon after took a leave of absence to mourn the death of his friend and team mate, Colossus. When he returned to the X-Men, it was as a fully ordained priest after apparently undertaking a ceremony at St. Michael's Church in Brooklyn which was overseen by Kurt's mentor, Father Whitney. Kurt even took to wearing a priest's collar as part of his X-Men uniform.

Feeling uncomfortable after his longstanding Catholic training as a result of Kurt's feelings of unrest due to molestations by Catholic leaders, which were only exacerbated after the mutant ex-prostitute Stacy X joined the team and made advances towards him which he could not reciprocate due to his vocation. Ultimately it came to light that Kurt had never been fully ordained, rather he had been telepathically coerced into believing so as part of a plan by the Church of Humanity's Supreme Pontiff to bring down the Catholic Church by installing Kurt as the next Pope then revealing to the world that he was "satan". The X-Men subsequently defeated the Church of Humanity and prevented their plan for world domination.

Soon after, Kurt found himself unable to resist the compulsion to travel to the Isla des Demonas off the coast of Florida. There, Kurt was manipulated into a ceremony with other teleporters like himself that opened a dimensional portal through which came an army of mutant demons. The X-Men arrived to recover their team mate and clashed with the army. During the battle, Kurt was forcibly removed from the ceremony which collapsed the portal, trapping all present into the other dimension. There, Kurt learned that the leader of the army, Azazel, was his natural father and the father of the other teleporters present. A mutant from biblical times, Azazel sought to use his children's combined powers to return to Earth and enslave humanity. However, Kurt rejected him and, with the aid of his newly-found half-brothers Abyss and Kiwi Black, Azazel was defeated.

Nightcrawler has since gone on several missions of an occult nature, culminating in a battle against the demonic Hive who was revealed to be responsible for Stefan's rampage. Nightcrawler would be visited by Mephisto on his birthday shortly after that event, who told Nightcrawler that a war was brewing, and if Nightcrawler would take Mephisto's side, he could have any reward he wanted. Kurt rejected the offer, however. Recently, Nightcrawler has also met the dimensionally-stranded Nocturne, daughter of a Nightcrawler from an alternate timeline, who has taken to calling him "dad."
POWERS/TACTICS
Nightcrawler is a mutant who can teleport by opening a portal into another dimension, travelling through it via an unconscious direction-finding sense, and returning to his own dimension. When teleporting, Nightcrawler leaves behind a small portion of the atmosphere of the other dimension that escapes with a muffled “bamf” sound and smells of brimstone. On returning, his power automatically displaces any extraneous liquids and gases.

Nightcrawler can easily teleport north south along Earth's magnetic lines of force. However, teleporting east west against them or teleporting vertically is more difficult. Under optimal conditions, Nightcrawler can teleport 2 miles east west, 3 miles north south, and 2 miles vertically if he exerts himself. Nightcrawler's momentum is retained when teleporting, so he arrives with the same inertia he left with. He can reduce this by teleporting short distances in the opposite direction.

Nightcrawler has a limited unconscious extrasensory ability that prevents him from teleporting into any area that he cannot see or has not seen in the past, as doing so runs the risk of injury or death by materializing partially or entirely within a solid object.

Through practice, Nightcrawler has increased the mass he can teleport with him, though the limit to the amount of weight he can carry when teleporting and the distance over which he can teleport with such additional loads are unknown. Teleporting with Nightcrawler often leaves a passenger feeling weak and nauseous.

Nightcrawler is also able to cling to solid surfaces via his hands and feet. He can also render himself nigh-invisible in shadows by manipulating the ever-present portal to the dimension he teleports through so as to bend light around himself.

Abilities
Nightcrawler is an Olympic-class acrobat thanks to his flexible spine that allows him to perform contortionist-like feats and to go long periods in a semi-crouching position without injury. He is a skilled hand-to-hand combatant and a master at fencing, which he can even perform with his tail, which is strong enough to support his entire body weight.

Weapons
Nightcrawler formerly wielded a pair of swords.

Paraphernalia
Nightcrawler occasionally uses an image inducer to disguise his true appearance with a holographic form.
PERSONALITY/MOTIVATION

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