Thursday, November 5, 2026

GURPS Ghost Fighter - Dennis vs Karasu

I've been reading up on GURPS and since we skipped a session this week due to All Saint's Day (Nov 1), I had some free time to tinker a little bit.

I realized how easy it was to create characters for known media, and I settled on YuYu Hakusho, specifically the Dark Tournament Arc. I believe Team Urameshi can be represented using the Superhuman Power Level (500-750 Character Points). I used GURPS Basic Set 4th Edition Revised, GURPS Powers, and GURPS Martial Arts to complete the stats.

We'll go through each of the matches at the end of the arc and see how they compare to the anime:

Match 1: Dennis vs Karasu

"Dennis" (700 points)

Tactical Genius & Plant-Manipulating Fox Demon
Power Modifier: Chi (-10%)

ST 14; DX 16; IQ 16; HT 14.
Damage 1d/2d; BL 39 lbs.; HP 16; Will 16; Per 16; FP 14.
Basic Speed 8.00; Basic Move 8.
Dodge 12; Parry 14 (Whip); DR 1.

Social Background: TL: 8 .CF: Modern Human/Demon World. Languages: Filipino (Native).

Advantages, Powers & Demon Abilities
  • Weapon Master (Rose Whip / Plant Weapons) [30 pts]: Adds +2 per die to whip cuts and reduces Rapid Strike penalties.
  • Trained by a Master [30 pts]: Halves penalties for Rapid Strike and multiple parries with whips and unarmed skills.
  • Combat Reflexes [15 pts] & Single-Minded [5 pts]: +1 active defenses; +3 focus bonus to long-term intellectual tasks and tactics.
  • Alternate Form (Youko Kurama) [75 pts]: Transforms into ancient Silver Fox Demon: ST+6 (ST 20), DX+2 (DX 18), Energy Reserve 30, and access to lethal Makai flora summoning.
  • Plant Control Power (Demon Energy):
  • Rose Whip (Fuka Jinenken) [28 pts]: Innate Attack 4d+2 cutting [Chi -10%, Melee Attack Reach 1-4 Flexible -10%, Variable +5%]. Converts ordinary roses into deadly thorned whips.
  • Death Tree / Demon Seed [80 pts]: Affliction 4 (HT-3) [Binding / Paralysis +100%, Costs 2 FP, Area Effect 3 yds +50%]. Parasitic seed that erupts into carnivorous demon plants.

  • Disadvantages & Quirks
    Disadvantages [-45 pts]: Secret Identity (Human High School Student / Demon) [-10], Sense of Duty (Mother & Teammates) [-10], Pacifism (Self-Defense Only / Reluctant to show full brutality) [-5], Overthinking [-1]. Quirks [-2 pts]:Impeccable polite manners [-1], Hides demon seeds in hair/clothing [-1].

    Primary Skills: Whip (Rose Whip)-20, Karate-17, Judo-16, Tactics-18, Physiology-15, Pharmacy (Herbal)-16, Fast-Draw (Seeds)-18, Botany / Alchemy-16, Diplomacy-14.

    Karasu (750 points)

    Bomb Sculptor & Invisible Explosive Demon
    Power Modifier: Chi (-10%)

    ST 14; DX 17; IQ 14; HT 14.
    Damage 1d/2d; BL 39 lbs.; HP 16; Will 15; Per 15; FP 15; Energy Reserve (Demon Energy): 15
    Basic Speed 7.75; Basic Move 8.
    Dodge 12; Parry 13 (Unarmed); DR 2 (Tough Skin).

    Social Background: TL: 8. CF: Demon World. Languages: Filipino (Accented); Demon Tongue (Native).

    Advantages & Powers
  • Trace Explosives (*Invisibly Created Energy Bombs*): Innate Attack 8d burning (Area Effect 3 yds +50%, Explosive +50%, No Signature +20%, Demon -10%, Costs 2 FP) [126 pts].
  • Contact Landmines / Grenades: Innate Attack 6d crushing/burning (Triggered/Delayed +20%, Area Effect 2 yds +25%, No Signature +20%) [45 pts].
  • Unmasked Demon Form (Alternate Form): Removes face mask to unleash full explosive aura. Grants ST+4 (ST 18), DX+2 (DX 19), High Speed Running (Basic Move 12), and Hair Explosives (Innate Attack 10d burning Area Effect 5 yds) [95 pts].
  • Combat Reflexes [15 pts], Enhanced Dodge 1 [15 pts], Very Fit [15 pts].
  • Energy Reserve 15 (Demon Energy) [45 pts].

  • Disadvantages & Quirks: Sadism (12) [-15], Pyromania (12) [-5], Obsession (Destroying beautiful things/Kurama) [-10], Secret Identity (Masked Demon) [-5]. Quirks: Soft-spoken and polite [-1], Touches victim's hair before killing [-1].

    Primary Skills: Innate Attack (Projectiles)-19, Karate-18, Stealth-17, Tactics-16, Explosives (Demon)-17, Traps-16, Intimidation-15.

    Actual Match

    For reference, here is the Filipino-dubbed full match of Dennis vs. Karasu.

  • Opening Tactics:
    • Karasu begins with a Concentrate maneuver to seed invisible, delayed energy mines (Trace Explosives) across the arena hexes using No Signature.
    • Kurama uses a Ready maneuver with seed reagents to activate his Youko Kurama Alternate Form (ST 20, DX 18).
  • Turn 1–2:
    • Youko Kurama executes a Rapid Strike with his Rose Whip (Whip-20, reduced penalty of -3 due to Weapon Master). He targets Karasu's weapon arm for 4d+2 cutting damage.
    • Karasu spends 1 FP on a Feverish Defense (+2 to Dodge). He dodges the first stroke, but the second hit connects for 18 basic cutting damage. Karasu's DR 2 absorbs 2 damage, leaving 16 penetrating damage x 1.5 cutting multiplier = 24 HP injury.
  • Turn 3–4:
    • Karasu removes his face mask, entering his Unmasked Demon Form (ST 18, Move 12).
    • Karasu closes to Reach 1 and detonates a point-blank Trace Explosive (8d burning explosion).
    • The blast rolls 32 basic burning damage. Kurama attempts a Power Block with demon flora, but takes 16 HP burning injury, incurring a Major Wound. Kurama makes a HT roll against Knockdown and Stunning and succeeds.
  • Climax:
    • Karasu rushes in for the execution strike. Kurama spends 2 FP to summon the Ojigi Plant (Affliction 4: Binding/Paralysis).
    • The Ojigi Plant entangles and crushes Karasu, dealing lethal impaling injury that destroys his internal vital organs.
    • Match Resolution: Karasu is slain by the Ojigi Plant. However, because Kurama was rendered unconscious by Karasu's earlier blast and remained prone outside the ring during the referee's 10-count, the judges award the match to Karasu on a technicality/ring-out.
    Stay tuned for the rest of the tournament! Next, we'll have Vincent (Hiei) vs Bui!
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