[created by firstname.lastname@example.org]
(-10) ST 9
Advantages (40 points):
G-Experience, ESP Power 5 (includes Danger Sense), 3D Spatial Sense, Status +1 (ship captain)
Disadvantages (-40 points):
Scout Code of Honor (basically "do no harm to planets and their indigeneous life forms;" -10 points), Self-defense Only, Demophobia (mild)
Quirks (-5 points):
Loner; Dislikes computers and robots; Ex-lieutenant (now reserve); Conceals psi; Has a Kintaran wing-wyrm for a pet (see the GURPS Space Bestiary; these critters are native to Kintara in the campaign, rather than being gengineered) .
New Garavarran-14, Thral (common race, M/A)-14, Unar (common race, M/A)-14
[[Former campaign-rule - humans get two additional "native" languages]]
Area Knowledge (sector 000)-13 (0.5), Astrogation-14 (0.5), Astronomy/TL12-11 (0.5), Beam Weapons(lasers)/TL12-11, Beam Weapons(sonics)/TL12-14 (0.5), Beam Weapons(blasters)/TL12-14 (0.5), Camouflage-13 (0.5), Climbing-11 (0.5), Computer Programming/TL12-11 (0.5), Cooking-10, Driving (ATV/Crawler)-11 (0.5), Ecology/TL12-12, El. Ops. (Communications)/TL12-12 (0.5), El. Ops. (Computers)/TL12-12 (0.5), El. Ops. (Sensors)/TL12-15 (4), El. Ops. (Weapons)/TL12-12 (0.5), El. Ops. (Starship Weapons)/TL12-12 (0.5), Engineer (Warp Drive)/TL12-12 (1), Fast Draw (Pistol)-12 (0.5), First Aid/TL12-13 (0.5), Free Fall/TL12-11 (0.5), Gunner (Particle beam)/TL12-13 (0.5), Karate-10 (0.5), Knife-12 (0.5), Law-8, Mathematics-11 (0.5), Mechanic (ATV)/TL12-12 (0.5), Mechanic (Life Support)/TL12-12 (0.5), Mechanic (Antimatter plant)/TL12-12 (0.5), Photography/TL12-12 (0.5), Piloting (Aircar)/TL12-11 (0.5), Piloting (Small starship)/TL12-14 (2), Piloting (Space Shuttle)/TL12-10, Planetology (Earthlike)/TL12-16 (6), Planetology (Hostile terrestrial)/TL12-13, Planetology (Rock/Ice)/TL12-13, Scrounging-13 (0.5), Shipbuilding (Starship)/TL12-12 (0.5), Sling-10 (0.5), Staff-10 (0.5), Stealth-11 (0.5), Survival (<any>)-11, Swimming-12 (0.5), Tactics-11 (0.5), Vacc Suit/TL12-12 (0.5), Writing-9, Xenology-11 (0.5)
Clairvoyance-11 (0.5), Combat Sense-11 (0.5), Precognition-11 (0.5), Psychometry-11 (0.5)
Weapons & Possessions
Biosuit (PD2, DR15) 12: $2,500, 3#
Scouts are usually useful. Minerva does exploration all over her world, bringing back trade data, maps, and goods - along with the occasional odd pet. Replace her Astrogation with Navigation, and replace her starship skills with appropriate sailing-ship skills and animal handling skills. G-Experience is probably no longer an advantage, and 3-D Spatial Sense can probably be dropped to mere Absolute Direction.
Scout or guide for various places. Alter tech skills to fit.
Same changes as Modern.
This is the TL12 version of Minerva Holmes, Selene's dreaded big sister from timeline A. (In timeline B, Minerva may or may not be a reservist - that's about the only change, besides the TL modifications.) Minerva stayed on Byte with her parents for a while, when she was about 8 years old. She found it cold, sterile, and boring, (and her annoying little sister kept putting mini-cameras in her room when she had a boyfriend over) and she left it for the Scouts as soon as she could! That Minerva has a Kintaran wing-wyrm ("Fredrick") may or may not have anything to do with the fact that they make her little sister nervous . . .
Minerva takes after her planetologist father, Dr. Bradford Holmes, more than her gengineer mother, Dr. Circe Jones. Most of the time, Minerva and her little sister ignore each other strenously.
"Put that civilization back!" (actual quote, to Selene (A), upon discovering that Selene had infected the Thral and Unar planets with Living Metal (TL13 nanotech), forming two giant pacifists AIs to run those governments and stop their stupid War.)