Steve Jackson Games GURPS – Generic Universal RolePlaying System

Frank Simmons

TL10 Security Specialist

[Created by <Steffan's (sos@prismnet.com) friend Mark Evans>]
Total: 100 points

Attributes

(0) ST 10
(30) DX 13
(20) IQ 12
(10) HT 11

Advantages: (55 points)

Combat Reflexes, Danger Sense (ESP Power 5 if psionic), Toughness +1, XenoSolutions package (Patron, Reputation +2, Duty; 15 points).

Disadvantages: (-40 points)

Bad Temper, Honesty, Paranoia, Sense of Duty (crew, -5 points), Unattractive.

Quirks: (-5 points)

[Undetermined]

Skills:

Beam Weapons (Laser)/TL10-15 (1), Beam Weapons (Sonic)/TL10-14 (0.5), Brawling-13 (1), Climbing-12 (1), Demolition/TL10-11 (1), Driving (ATV/Crawler)-12 (1), Fast Draw (Pistol)-14 (1), First Aid/TL10-12 (1), Gunner (Laser)/TL10-12 (0.5), Guns (Pistol)/TL10-14 (0.5), Judo-11 (1), Karate-13 (4), Knife-13 (1), Holdout-11 (1), Lockpicking/TL10-12 (2), Piloting (Aircar)/TL10-12 (1), Running-9 (1), Shadowing-11 (1), Staff-12 (2), Stealth-13 (2), Tactics-10 (1), Throwing-12 (2), Traps/TL10-12 (2), Vacc Suit/TL10-10 (0.5).

Conversions:

Fantasy:

Paranoid security-types (read: "guards"/"fighters") are universal. Change the tech and weapons' skills to fit the tech level. He's probably Illiterate.

Modern and Near Future:

Change tech levels of skills. He's around to bail out the non-combatants if (when) things get sticky.


The group's expert on those situations where things go wrong. Tactician, combat specialist, and also the group's expert on any type of security system.


There's a fringe trader version of Frank: Simon Evanson.


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