Major Bludd

Strength
7d
Agility
5b
Intellect
6x
Willpower
6c

Hand Size:
Edge:
4 (25)
2

Origin:

Like the vast majority of his fellow members of Cobra, Major Sebastian Bludd is ostensibly a normal human, lacking any mutation based powers, sorcerous learning, or psionic education of any stripe. However, he is a top notch mercenary in his own right, and some people believe that the man is, in fact, a cyborg; we leave that determination to you, of course.

Powers:

(none)

Hindrances:

Missing Body Part / Left Eye: at an unknown point in his career, Major Bludd lost an eye on some mission or another. While he wears a patch over the damaged organ in an effort to look smashing, and carries on as though nothing were amiss, it is important to note that his lack of binocular vision gives Sebastian a one difficulty level penalty on all vision-based actions, two if peripheral vision is involved.

Or did he lose it? On at least one occasion, Major Bludd has been seen not only not wearing an eye patch, but with two whole, hearty eyes. Unless that was a glass eye, of course. But if it isn't, Major Bludd is just the sort of fellow you can imagine wearing a fake eye patch because he thinks it would improve his reputation. If you have decided he does have both eyes, he can remove his patch to avoid this hindrance.

Equipment:

Arm Brace (s): being that he wields a one handed rocket launcher, Major Bludd wears an armored brace over his right arm. This protects his arm from the intense exhaust his projectiles generate, as well as other attacks, with intensity 8 (or +2) ability. Should he find himself otherwise disarmed, the Major can use this metal-covered limb to inflict his Strength +2 in bashing damage, as well.

Note: a large number of people believe that Major Bludd isn't merely wearing a robotic brace, but that his right arm itself is some sort of cybernetic replacement for his ordinary, formerly fleshy limb. If you accept this interpretation, assume that his cybernetic arm is built from material strength 10 metals, and works for him (in combat or otherwise) at his listed Strength score +2.

Bullet Proof Vest (s): in addition to his helmet and his arm brace, Major Bludd also wears a handy dandy Kevlar ™ vest. This item protects him from center of mass attacks by giving him intensity 12 (or +3) armor in that area. He wore this item on the outside of his outfit when utilizing his first uniform, but started wearing it under his jacket on all of his subsequent battle uniforms.

Helmet (s): regardless of what else he's wearing, Major Bludd always has his trusty helmet on; anything to keep from getting a hole blasted through his head while on a mission. This protective headgear is of 9 material strength, providing Major Bludd intensity 8 (or +2) protection from physical attack against head shots while he's wearing the trademark item on his noggin.

Knife (s): a must for any real soldier, Major Bludd always carries a blade on him at all times, should he need to cut something on an assignment - or someone. This knife, of 10 material strength, can be used by Major Bludd to inflict damage as per a +2 weapon in melee, and can cut through materials of up to 10 material strength with exceptional ease.

Rocket Pistol (i): his original, personal weapon of choice, this curious weapon is essentially a small, one shot rocket launcher. When fired, this pistol will launch the tiny rocket loaded on top at Major Bludd's target; on impact, this rocket will explode to inflict intensity 10 energy damage to whatever it hits. This weapon is quite powerful, but it takes Major Bludd a full exchange to reload the thing.

Sidearm (a): in the event that his rocket pistol is out of ammunition or otherwise out of action, Major Bludd carries a backup piece in a hip holster - he prefers to hedge his bets, after all. He may fire this weapon to inflict his Agility +4 in damage in a single shot, raised to his Agility +5 in damage when fired in a magazine-exhausting, semi-automatic burst of lead.

Skills:

Advanced Guns (a): in addition to his skill with standard firearms, which is already considerable when you get down to it, Major Bludd is also highly talented in the use of advanced projectile weapons, and has used them throughout his mercenary career. Whether he's using his rocket pistol, sonic cannon, or some other high tech implement of carnage, he does so at a reduced difficulty.

Boxing (s): while he's highly skilled in the use of all manner of firearms, and would prefer utilize them in combat, Major Bludd can nonetheless fight bare-handed. In unarmed melee, Major Bludd can divide his pre-card play action score between two distinct attacks, the last of which will occur as a contingent action. He'll typically rely upon his right arm for such attacks.

Guns (a): a must for a mercenary and former military man, Major Bludd possesses this skill as a general matter of course. As such, he can use any standard, semi-automatic, or fully automatic rifle or pistol at one difficulty level lower than would otherwise be required. This bonus applies whether the man is in straightforward gunplay or in the perpetration of an ambush attack.

Martial Arts (a): in addition to his skill in the fine art of fisticuffs, Major Bludd is also well versed in the use of various martial arts styles. As such, while in unarmed melee, he can reduce the difficulty of actions meant to dodge attacks, catch weaponry thrown at his person, or strike in hand-to-hand combat (whether punching, kicking, or anything else), by one difficulty level.

Military (w): between his time in the Australian Special Air Service (where he acquired the rank of Major) and the French Foreign Legion, Major Bludd has developed an almost instinctual understanding of the military mindset. Major Bludd has also developed a tactical sense that boggles the mind of even other military leaders thanks to his experiences, along with the ability to lead fighting men when necessary.

Survival (w): as a function of his military training, as well as his many and varied life experiences, Major Bludd can get by quite easily even if he's expected to die in a given situation. No matter what climate he's in, from arctic tundra to deep rain forest to desiccated urban sprawl, Major Bludd can find enough food, shelter, and usually armaments to keep himself alive and well.

Contacts:

Major Bludd seems to be an intermittent operative of Cobra, in that he's sometimes in the organization's good graces, and sometimes not. He generally doesn't trust the terrorist group very much, but he definitely likes the money they have to offer. He can occasionally rely upon Cobra for assistance if he's pulling a major job for them, and has several other, unnamed underworld contacts as well.

Calling:

Greed: while some folks may have multiple motivations for what they do, that is simply not the case with Major Bludd. He has absolutely no qualms about stepping on anyone or anything in the acquisition of whatever he wants, which is usually cash - but this may vary depending on the situation. Nothing else matters to the man, and everything else is merely window dressing to the Major.

Costume:

Major Bludd's first uniform is a rather subtle affair, consisting of a dark brown pair of trousers, a dark brown, long-sleeved shirt, a black pair of leather boots, a black leather belt, one black leather glove (left hand), one black, steel arm brace (right arm), a black Kevlar ™ vest, a black steel helmet, and of course, Major Bludd's trademark black eye patch (covering his wounded or missing left eye).

Personality:

Sebastian Bludd is a fighting man who has little, if any scruples. Giving up his duty to his country for the promise of riches, he'll gladly do just about anything if the money's right, even if it puts him at severe risk of personal injury. However, he's no fool, and his years of military and para-military experience have given this would-be poet a tactical mind like a steel trap. He gets things done when necessary.

Real Name: Major Sebastian Bludd, Retired
Occupation: mercenary, assassin
Legal Status: Australian citizen with a considerable criminal record
Marital Status: single
Alias(es), if any: Destro (he posed as the man once)
Group Affiliation: Cobra (sometimes)

Height: 5' 10"
Hair: black
Eye: brown
Weight: 160 lbs
Other Distinguishing Characteristics: Major Bludd is missing his left eye, and he wears a black eye patch to cover up that wounded portion of his head. Also, he usually sports a stylish (to him) moustache.

Story:

Major Sebastian Bludd got his start in the Australian armed forces, where he was part of that nation's Special Air Service. By the time he acquired the rank that he's identified with since, Major Bludd had come to the conclusion that there was more money in mercenary work, and when his greed overcame his patriotism, he left Australia to join the French Foreign Legion. That's not all he was up to, however.

Major Bludd also hired out his services to the highest bidder, and over the years he has found himself wanted in numerous countries for his crimes, as his employers are invariably the scum of the earth. Having no scruples whatsoever, the man will take virtually any job, you see, and has committed various heinous crimes in his day. This, of course, has made him a singularly famous mercenary.

That's how Major Bludd wound up with Cobra. You see, Cobra Commander needed a special job done, and knowing Major Bludd's reputation, thought he would be the best man for said job - namely, the assassination of Destro! Of course, since Destro was also involved with Cobra, this made things tricky, and Cobra Commander had to keep Major Bludd around until the time was right to act.

One major problem with the job, however, was that Major Bludd was forced to deal with Scar-face, a Cobra courier, while he waited for his golden opportunity. Major Bludd had a past with the man, and it wasn't a good one; this caused him no end of grief while he prepared to make his move. As such, Bludd did so at the earliest opportunity - during Cobra's assault on Washington DC!

Major Bludd was ultimately foiled by the Baroness, however, who wound up paying for her interference when her HISS tank exploded immediately afterwards. In the chaos that ensued, Major Bludd wound up getting captured by Grand Slam and Stalker, and was locked up in the GI Joe headquarters along with Scar-face - a fact that rankled Major Bludd to no end.

Soon enough, however, Cobra Commander determined where the Joes were based at, and led a full force assault on the compound. As the battle raged, Major Bludd managed to escape, killing General Flagg and wounding Scar-face in the process, and took the badly burned Baroness with him - she'd also been taken to the Joe base as a part of Hawk's master plan for beating Cobra.

Bludd took her to the Bern Institute of Reconstructive Surgery in Switzerland, where a highly skilled plastic surgeon managed to put the heavily burnt terrorist back together - almost better than ever, in fact. However, Major Bludd didn't know that he'd been followed by the Joes, and when he attempted to blackmail Cobra Commander shortly thereafter, the Americans managed to spoil his plot.

Major Bludd got away, of course, but Cobra Commander was captured in the ensuing chaos. When the man escaped from Joe custody, he had Major Bludd imprisoned, and Major Bludd remained under lock and key for quite a while. He was eventually freed by the Baroness, however, as she needed him for her plot to assassinate the Commander, a plot that involved the Commander's son, Billy.

The Baroness' scheme ultimately failed, due to Destro's interference, but luckily Cobra Commander never found out that Major Bludd was also involved in this debacle. Knowing the man had his suspicions, however, Major Bludd withdrew from Cobra for a time, though he was approached by the group's new leader, Serpentor, to pull another job on Destro several years later.

You see, it was believed that Destro was dead, and the weapons designer had blueprints for the Cobra Terror Drome in his Scottish castle. Serpentor hired Major Bludd to pose as the laird of the manor and acquire the plans for Cobra, so nobody else could. When Destro returned, though, he managed to defeat Major Bludd thanks to some timely assistance from Flint and Lady Jaye.

Major Bludd dropped out of sight again for several years, eventually reappearing after he'd been hired by a corrupt American General to prevent Snake-Eyes from rescuing one George Strawhacker from a Borovian gulag. His imprisonment there was vital to national interests, and as such, said General basically instructed Major Bludd to kill the man rather than have him return home to ruin the work he'd done.

Major Bludd failed in this himself, but he'd managed to work things so a Borovian troublemaker known as Metz would do the job for him once Snake-Eyes stopped him. The Joe knew it, too, but couldn't bring himself to kill a (now) unarmed man in retaliation. With his job done, Major Bludd disappeared again, staying under the radar of the GI Joe team for several years.

(Historical Divergence)

Knowing Major Bludd's reputation, as well as Cobra Commander's ingenious scheming mind, it's assured that he's been up to something horribly nasty. And he usually was. For the duration of a renewed employment with Cobra, Major Bludd was indeed involved with a large variety of really despicable acts. Karma caught up with him, though, for on one such occasion, the man had his arm chopped off!

Well, his hand at any rate. This happened during personal combat with the man who would grow to become the GI Joe team's latest commander, General Rey (giving him yet another bone to pick with yet another leader of the Joes). Luckily for him, Cobra science has evolved over the years, and he was able to get himself a cybernetic replacement, but the point is Major Bludd put Rey on his List.

Whether or not he'll ever get to get his vengeance on the man remains to be seen, for Major Bludd's whereabouts after the most recent collapse of Cobra, during the end of World War III (which it itself instigated) are pretty much set for a while. Having been captured along with the Commander, Major Bludd has been interred in the Coffin, a highly secure prison in Greenland.

And while Cobra rescued him from there once, it's not likely he'll be managing another getaway any time soon!

1991 Variations

Equipment:

Grenades (i): while he wasn't a big fan of them at first, Major Bludd eventually donned a large array of these devices for use in battle, as it's sometimes easier to just kill someone with a barrage of grenades. These all inflict intensity 10 damage per blast, the specific type of which will vary; incendiary grenades inflict energy damage, fragmentary grenades inflict physical damage, etc.

Jet Pack (i): for a short while, Major Bludd used a rather large, bulky jet pack while in action. This back mounted unit, basically a big pair of rockets with wings, gave him considerable mobility in the field, and could propel him about at approximately 225 miles per hour (intensity 6 flight). He can use it for about an hour before it needs to be refueled.

Sonic Cannon (i): utilized in '91, this piece of advanced weaponry generates tightly focused sound waves that can be fired at a target at intensity 10, inflicting like damage depending on the gun setting (it can be set to 'stun' or to 'kill'). This device is energized by a large power pack mounted on Major Bludd's back, and can fire ten shots before it needs to be recharged.

Costume:

Major Bludd's second uniform is flashier than his first, in that it is comprised of a dark blue pair of trousers with silver racing stripes down the sides, a dark blue jacket with bright yellow trim, a yellow leather belt, black leather boots and gloves, a black helmet, and again, his trademark left eye patch. Of course, this uniform is adorned with a plethora of silver grenades carrying various yields.

1994 Variations

Equipment:

Grenades (i): while he wasn't a big fan of them at first, Major Bludd eventually donned a large array of these devices for use in battle, as it's sometimes easier to just kill someone with a barrage of grenades. These all inflict intensity 10 damage per blast, the specific type of which will vary; incendiary grenades inflict energy damage, fragmentary grenades inflict physical damage, etc.

Machine Guns (a): though the exact style will vary, Major Bludd has taken to carrying at least one of these weapons on him while in action, either for sniping or for simple, direct firearm combat. These guns can inflict damage per a +4 weapon in a single shot, per a +5 weapon in a semi-automatic burst, and per a +6 weapon in a full-auto, magazine extinguishing spray of hot lead.

Missile Launcher (i): Major Bludd augmented his already considerable firepower for a short time with this heavy projectile weapon. This rather large, two handed weapon could fire projectiles that explode to inflict intensity 10 explosive (energy) damage to whatever they hit, and affect everything within near missile distance of ground zero with like damage.

Costume:

Major Bludd's third combat outfit is a stark departure from the previous two. It consists of a violet pair of trousers, a long-sleeved black shirt with a violet vest (with red trim) on top, black leather boots with silver ankle guards and violet toe guards, a red groin harness, and a new helmet, this one being black with silver spikes running down the center, and a red jewel covering his wounded or missing left eye.

2000 Variations

Equipment:

Grenades (i): while he wasn't a big fan of them at first, Major Bludd eventually donned a large array of these devices for use in battle, as it's sometimes easier to just kill someone with a barrage of grenades. These all inflict intensity 10 damage per blast, the specific type of which will vary; incendiary grenades inflict energy damage, fragmentary grenades inflict physical damage, etc.

Machine Guns (a): though the exact style will vary, Major Bludd has taken to carrying at least one of these weapons on him while in action, either for sniping or for simple, direct firearm combat. These guns can inflict damage per a +4 weapon in a single shot, per a +5 weapon in a semi-automatic burst, and per a +6 weapon in a full-auto, magazine extinguishing spray of hot lead.

Costume:

Upon returning to Cobra at the end of the millennium, Major Bludd donned a slightly more sensible uniform, this one a variation on his second. It is comprised of a brown pair of trousers, a brown jacket with black trim, black leather boots, black leather gloves, a black leather belt, various black leather straps on his arms, chest and legs to hold his grenades, his black eye patch, and a black steel helmet.

2003 Variations

Equipment:

Grenades (i): while he wasn't a big fan of them at first, Major Bludd eventually donned a large array of these devices for use in battle, as it's sometimes easier to just kill someone with a barrage of grenades. These all inflict intensity 10 damage per blast, the specific type of which will vary; incendiary grenades inflict energy damage, fragmentary grenades inflict physical damage, etc.

Machine Guns (a): though the exact style will vary, Major Bludd has taken to carrying at least one of these weapons on him while in action, either for sniping or for simple, direct firearm combat. These guns can inflict damage per a +4 weapon in a single shot, per a +5 weapon in a semi-automatic burst, and per a +6 weapon in a full-auto, magazine extinguishing spray of hot lead.

Missile Launcher (i): Major Bludd augmented his already considerable firepower for a short time with this heavy projectile weapon. This rather large, two handed weapon could fire projectiles that explode to inflict intensity 10 explosive (energy) damage to whatever they hit, and affect everything within near missile distance of ground zero with like damage.

Sonic Cannon (i): originally utilized in '91, this piece of advanced weaponry generates tightly focused sound waves that can be fired at a target at intensity 10, inflicting like damage depending on the gun setting (it can be set to 'stun' or to 'kill'). This device is energized by a large power pack mounted on Major Bludd's back, and can fire ten shots before it needs to be recharged.

Wraith Suit (i): the primary benefit of being a member of the Python Patrol, other than the increase in pay, is that Major Bludd has received a wraith suit for his own, personal use. This suit, which doubles as his uniform, makes Bludd transparent to infrared scanners and all manner of radio wave technology. This stealth technology functions at intensity 15.

Costume:

Major Bludd's fifth, Python Patrol uniform is somewhat similar to his third, yet different. It includes a black short sleeved shirt and black trousers with the red 'Pythonization' pattern on them, long black leather gloves, black leather boots and knee pads, black webbing to hold additional shells, and a black and gold spiky helmet with one eye covered (with a 'patch' plate atop said covering).

2005 Variations

Cybernetics (Devil's Due divergence):

Cyber-Hand (i): while some believed that Major Bludd originally had a robotic arm, he definitely has one now, after his right hand was chopped off by General Rey. This limb replacement allows Bludd to handle objects as he could with his original hand, though it does not seem to have any other special features as of yet. It is of m.s. 12, and can ignore incoming damage of lower intensity.

Equipment:

Grenades (i): while he wasn't a big fan of them at first, Major Bludd eventually donned a large array of these devices for use in battle, as it's sometimes easier to just kill someone with a barrage of grenades. These all inflict intensity 10 damage per blast, the specific type of which will vary; incendiary grenades inflict energy damage, fragmentary grenades inflict physical damage, etc.

Machine Guns (a): though the exact style will vary, Major Bludd has taken to carrying at least one of these weapons on him while in action, either for sniping or for simple, direct firearm combat. These guns can inflict damage per a +4 weapon in a single shot, per a +5 weapon in a semi-automatic burst, and per a +6 weapon in a full-auto, magazine extinguishing spray of hot lead.

Costume:

Major Bludd's sixth uniform is an all new affair, but is somewhat reminiscent of his first. It includes a dark brown, long-sleeved shirt, light brown trousers, black leather gloves, golden wrist guards, dark brown leather boots with gold bands around the top, brown belts, holsters and pouches to hold his gear, a dark brown helmet, a red shawl, and of course Bludd's trademark black eye patch.

2006 Variations

Cybernetics (Devil's Due divergence):

Cyber-Hand (i): while some believed that Major Bludd originally had a robotic arm, he definitely has one now, after his right hand was chopped off by General Rey. This limb replacement allows Bludd to handle objects as he could with his original hand, though it does not seem to have any other special features as of yet. It is of m.s. 12, and can ignore incoming damage of lower intensity.

Equipment:

Machine Guns (a): though the exact style will vary, Major Bludd has taken to carrying at least one of these weapons on him while in action, either for sniping or for simple, direct firearm combat. These guns can inflict damage per a +4 weapon in a single shot, per a +5 weapon in a semi-automatic burst, and per a +6 weapon in a full-auto, magazine extinguishing spray of hot lead.

Costume:

Major Bludd's seventh field uniform is another all new ensemble, though its coloration is reminiscent of his iconic, original look. It includes a long-sleeved brown shirt beneath a black vest with red trim and silver buckles, brown trousers, long black leather boots, black leather gloves, gray belts to hold his trousers up and to stow small gear, and his spiky 'patch' helmet.

2008 Variations

Cybernetics (Devil's Due divergence):

Cyber-Hand (i): while some believed that Major Bludd originally had a robotic arm, he definitely has one now, after his right hand was chopped off by General Rey. This limb replacement allows Bludd to handle objects as he could with his original hand, though it does not seem to have any other special features as of yet. It is of m.s. 12, and can ignore incoming damage of lower intensity.

Equipment:

Grenades (i): while he wasn't a big fan of them at first, Major Bludd eventually donned a large array of these devices for use in battle, as it's sometimes easier to just kill someone with a barrage of grenades. These all inflict intensity 10 damage per blast, the specific type of which will vary; incendiary grenades inflict energy damage, fragmentary grenades inflict physical damage, etc.

Costume:

Major Bludd's eighth uniform is a slight variation on his first. It includes a dark brown pair of trousers, a dark brown, long-sleeved shirt, a black pair of leather boots, a black leather belt, one black leather glove (left hand), one black, steel arm brace (right arm), a black Kevlar ™ vest, a black steel helmet, and of course, Bludd's trademark black eye patch (covering his wounded or missing left eye).

His ninth costume is another slight variation on his first. It includes a dark brown pair of trousers, a dark brown, long-sleeved shirt, a black pair of leather boots, a black leather belt, one black leather glove (left hand), one black, steel arm brace (right arm), a black and silver Kevlar ™ vest, a gray steel helmet, and of course, Major Bludd's trademark black eye patch (covering his wounded or missing left eye).

Extra Goodies:

Major Bludd Saga System 13 Text File Download

Cobra directories featuring a version of Major Bludd:

  1983 1991 1994 2000 2003 2005 2006 2008  

* Note: 2008 saw two versions of Major Bludd (Versions 8 and 9).

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