Nightcrawler
Kurt Wagner
F) Rm30
A) Am50
S) Gd10
E) Rm30
R) Gd10
I) Ex20
P) Ex20
Health: 120 Karma: 50
Resources: Gd Pop: 5
Known Powers:
Teleportation: Am ability to teleport up to 3 miles. This produces a loud "BAMF" and the smell of sulfur. Nightcrawler can perform the following power stunts:
-Exceed normal range by 2 miles. He must make a Endurance FEAT or be confused for 1-10 rounds.
-Teleport 1 or 2 passengers. Passengers must make an Endurance FEAT or be knocked out for 1-10 rounds.
-Teleport part of an object (usually non-organic), causing Am damage on the object (and a possible kill result).
-Triple normal attacks by teleporting multiple times. When attempting to hit Nightcrawler, the attacker must have initiative or succeed in a Mn Intuition FEAT, otherwise Nightcrawler will have teleported away.
Prehensile Tail: Use as additional arm, an extra attack with Gd fighting.
Wall-Crawling: Am, 3 areas/turn. He cannot adhere to frictionless or slippery surfaces.
Equipment:
X-Men Uniform: Rm material, the Uniforms are constructed out of unstable molecule fabric. It provides him with the following:
-Body Armor: Ex protection vs. Physical and Energy
-Insulated: Gd protection vs. Heat and Cold
-Comlink: 250 mile range and a GPS tracking device built into it
-Detection Scrambler: Am protection vs. Electronic Mutant Detection
Sword: In material, Rm Edge
Limitations:
Inversion: When Doctor Doom and the Scarlet Witch cast an inversion spell to alter the moral compass of the Red Skull and defeat him, the inversion spell had a stronger effect than expected, and affected all of those in the island, including Nightcrawler, who became a villain.
Talents: Leadership, First Aid, Electronics, Mechanical Repair, Piloting, Martial Arts B, Tumbling, Acrobatics, Weapon Specialist: Sword, Religion (Catholic)
Contacts: X-Men