Code of Honor: Uphold the ideals of the Legion.
BACKGROUND: Gates is a native of the planet Vygra, whose inhabitants appear distinctly insectoid to human eyes. It's reported that his given name is Ti'Julk Mr'Asz. For obviously reasons, he's addressed exclusively as Gates.
Gates is the most political Legionnaire. He originally spurned Legion membership, calling it the UP's "teenage death squad." Since joining the Legion he has acquired a better understanding of his teammates' motivations, but remains rather cynical and suspicious of the UP elite. Although his views can be both dogmatic and simplistic, he does have a genuine concern for the plight of any oppressed sentients, and his teammates have come to appreciate the deep compassion which lies behind his politics.
Those whose only contact with Vygrans is Gates are quite surprised to find that, as a group, his people are an unassuming and rather reclusive race that really doesn't see much point in politics one way or another. The Vygran establishment finds Gates' political extremism rather alarming, but figures he'll be happier out in the galaxy where dissent is more the norm than the exception. Gates appears to be a mutant - most Vygrans do not share his powers. Whether his super powers and his unconventional personality are related is unknown - though most Vygrans are probably quite certain that they are.
Gates was one of the Legionnaires stranded on 20th century Earth. There he found poverty and injustice that he never dreamed could exist anywhere, but also a vigorous tradition of socio-political thought far more dynamic than anything the 30th century had to offer. He's still digesting the lessons of this stay.
He has no real close friends in the Legion, but is comfortable around Ultra Boy and Spark.
Physically, Vygrans resemble small "insect centaurs." They have upright torsos, clawlike, articulated hands, and horizontal lower extremities with a couple dozen stubby legs. Their hide is hairless and shiny.
Gates' race does not appear to be combatative by nature, and in battle Gates usually sticks to a support role, rescuing imperiled comrades, setting up ambushes for others, and acting as a distraction.
NOTE ON POWERS; Gates powers don't conform exactly to the range and weight tables in GURPS Psionics. He has a range of about two miles, a combat teleport range of about 1/2 mile, and a maximum exoteleport capacity of around 500 lbs. His power level is based on a rough average of these parameters.
Gates' powers manifest as "teleportation disks" which he or others must pass through to 'port. The disks appear to have a limited range of movement themselves, so that they will "pass over" a stationary subject. Conveniently, they're about one GURPS Hex in diameter.
If Gates is trying to teleport someone against their will, the disk can be evaded by winning a Quick Contest of DX against Gates. Also, a "special effect" of the disks is that exoteleport capacity depends less on mass or weight than on horizontal cross section - the ability to fit the object or objects into a disk. Thus Gates could probably teleport a marble pillar weighing several tons easier than a large square table weighing much less.
Gates can also do tricks like reaching an arm through a disk to pull something off a distant shelf, or putting only his head through for unobtrusive spying. He can also change orientation with the disks, passing through a disk on a wall and emerging from a disk on the floor for example. Such tricks may require a skill penalty, at the GM's option.
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