GURPS(R) Character Assistant 2.12 Copyright 1995-1997 Armin D. Sykes. All Rights Reserved. GURPS is a registered trademark of Steve Jackson Games Incorporated, used by permission. All rights reserved. ---------------------------------------------------------------------- Name: Gates Race: Human Player: Attributes ---------- 10 ST 13 DX 13 IQ 12 HT 14 Will 10 Fatigue 12 Hit Points 6.25 Speed 6 Move 7 Dodge 15 Vision 15 Hearing 15 Taste/Smell 0 Swim 20 No Encumbrance 40 Light Encumbrance 60 Medium Encumbrance 120 Heavy Encumbrance 200 X-Heavy Encumbrance 1 PD 2 DR 1 Parry 1 Block 0 No Encumbrance Move Reduction 1 Light Encumbrance Move Reduction 2 Medium Encumbrance Move Reduction 3 Heavy Encumbrance Move Reduction 4 X-Heavy Encumbrance Move Reduction 6 No Encumbrance Move 5 Light Encumbrance Move 4 Medium Encumbrance Move 3 Heavy Encumbrance Move 2 X-Heavy Encumbrance Move 16 Fright Check Advantages ---------- 5 Absolute Direction 10 Alertness (+2) 15 Claws (Damage+2:Punch+2,Kick+2,Thrust+2) 15 Combat Reflexes 6 Damage Resistance (+2) 15 Extra Legs, 7+ Legs (+15) 10 G-Experience 10 Legal Enforcement Powers (+2) 25 Passive Defense 15 Patron (RJ Brande), Size: Extremely Powerful Individual (+15) 60 Patron (UP), Frequency: Quite often (12 or less) (*2), Size: National Government (+30) 15 Peripheral Vision 15 Reputation (+3) 15 Security Clearance (+3) 10 Status (+2) 5 Strikers, Beak: Sharp (cutting) (+5) 4 Strong Will Powers ------ 100 Teleportation (+20) Disadvantages ------------- -10 Cannot Harm Innocents -5 Code of Honor (Uphold the Ideals of the Legion) -20 Duty, Extremely Hazardous (-20) -5 Odious Personal Habit (Dogmatic and Arrogant) -5 Sense of Duty (Oppressed Sentients) -10 Sense of Duty (The Legion) (-2) -5 Social Stigma (Looks like a big bug) -4 Youth (-2) Quirks ------ -1 Considers human attitudes towards "insects" provencial -1 Embarassed by his own people's lack of social activism -1 Intrigued by 20th century political philosophy -1 Prefers to avoid physical confrontation -1 Suspicious of UP politics Skills ------ 12 1.0 Astrogation 12 2.0 Astronomy 18 14.0 Autoteleport 14 0.5 Beam Weapons 17 8.0 Body Sense 14 2.0 Brawling 13 1.0 Camouflage 15 8.0 Climbing 16 10.0 Combat Teleport 15 4.0 Computer Operation 12 4.0 Conspiracy Theory 13 2.0 Disguise 12 2.0 Economics 13 2.0 Electronics Operation (Sensors and Communicators) 15 8.0 Exoteleport 12 0.5 First Aid 12 1.0 Free Fall 11 0.5 Freight Handling ((TL 7)) 13 0.5 Gunner 13 4.0 History 11 0.5 Mechanic 13 4.0 Philosophy 12 1.0 Piloting (Starship) 11 0.5 Politics 13 2.0 Research 13 2.0 Stealth 12 1.0 Streetwise 11 1.0 Tactics 12 1.0 Vacc Suit 11 1.0 Xenology Points ------ 80 Attributes 250 Advantages 100 Powers -64 Disadvantages -5 Quirks 89 Skills 450 Total Notes ----- 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.