Roleplayer #7, November 1987, p. 3

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The United Church as a Patron

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For GURPS Humanx

by J. David George

The United Church is, without a doubt, the most powerful organization in the Humanx Commonwealth. As such, it makes a very desirable Patron for GURPS Humanx PCs. Yet the Church is also a very demanding Patron -- it requires rigorous training, a long list of advantages and skills, and strict attention to duty.
To be an operative of the United Church, a character must have all the advantages, disadvantages and skills required by his branch of the Church. The requirements for the Peacekeeping Force -- the Church's military arm -- and the Church Department of Intelligence -- its investigatory agency -- are listed below. These requirements are minimums expected of Peaceforcers and agents fresh out of the Church Academy at Denpasar, Bali, on Terra. More experienced operatives will have higher skills.
The disadvantages required by these organizational "packages" should not be counted against the 40-point, 3-disadvantage guideline normally applied to player characters. These disadvantages are not unique to an individual -- they are shared by all his fellow operatives, and help to offset the cost of the Patron and the less "useful" skills required by the organization. Players should be given the same opportunities to personalize their Church operative PCs though disadvantages that is available to other PC types. The only exception to this is physical fitness. For reasons of efficiency and safety, the Church cannot allow severe physical disadvantages, such as obesity, missing limbs, blindness or deafness, among its operatives.

#### United Church Peaceforcers

The soldiers of the Commonwealth, the officers and enlisted men of the United Church Peacekeeping Force are entrusted both with the defense of the Commonwealth from external threats and the maintenance of peace within humanx space. They are trained military men and women; their advantages, disadvantages and skills reflect this fact.

#### Advantages

    Patron: United Church Peacekeeping Force       30 points
    (Giant, interstellar organization; appears on a 9 or less)
    Reputation: Peaceforcer                         2 points
    (+1 reaction; all humanx citizens; recognized when in uniform --effectively 10 or less)
    Combat Reflexes                                10 points

#### Disadvantages

    Duty to Church, Peaceforcers and Commonwealth -10 points
    (Demanded on 10 or less)
    Enemy: Aann Empire                            -20 points
    (Utterly formidable group; appears on 6 or less)

#### Skills

    Beam Weapons-(DX+1, plus IQ bonus, if any)      2 points
    First Aid (own physiological type)-(IQ)         1 point
    Judo or Karate-(DX)                             4 points

#### Languages

    Terranglo-(IQ), Symbospeech-(IQ), Thranx-(IQ)   5 points*

    Total                                         24 points

* Cost for native Terranglo or Thranx speakers; costs for these languages will be higher for Peaceforcers from other backgrounds.
Officers will also have Status 1 or better, Leadership-(IQ), and Tactics-(IQ-1). Ships' pilots, gunners, and other key personnel will be officers, and will have skills appropriate to their post.

#### United Church Intelligence Operatives

The Church also maintains a sophisticated intelligence agency, which provides information to both the Church and Commonwealth Councils as well as the Peacekeeping Force. Church intelligence agents usually operate covertly; when called upon to appear in a uniform, they wear a regular Peaceforcer uniform with special insignia. All intelligence agents are officers -- the agency has no enlisted personnel.

#### `Advantages`

    Patron: United Church Peacekeeping Force        15 points
    (Giant, interstellar organization; appears on a 6 or less)
    Reputation: Peaceforcer                          1 point
    (+1 reaction; all humanx citizens; recognized only
    when displaying identification -- effectively 7 or less)
    Legal Enforcement Powers                        10 points
    (Interstellar jurisdiction)
    Status 1                                         5 points

#### `Disadvantages`

    Duty to Church, Peaceforcers and Commonwealth  -10 points
    (Demanded on 10 or less)
    Enemy: Aann Empire                             -20 points
    (Utterly formidable group; appears on 6 or less)

#### `Skills`

    Acting-(IQ-1) 1 point
    Area Knowledge (Commonwealth)-(IQ)               1 point
    Beam Weapons-(DX+1, plus IQ bonus, if any)       2 points
    Disguise-(IQ)                                    2 point
    Judo or Karate-(DX)                              4 points
    Interrogation-(IQ-1)                             1 point
    Savior-Faire (Humanx)-(IQ)                       1 point
    Shadowing-(IQ-1)                                 1 point
    Stealth-(DX-1)                                   1 point
    Languages
    Terranglo-(IQ), Symbospeech-(IQ), Thranx-(IQ)    5 points*
    Aann-(IQ-1 for humans & ornithorpes,             1 point
      IQ-2 for other races)

    Total 22 points

* Cost for native Terranglo or Thranx speakers; costs for these languages will be higher for Peaceforcers from other backgrounds.

### Retired Church Operatives

Some players may wish to create characters which have left the Church Peacekeeping Force or Intelligence Organization for some reason or another. Such characters will be similar to active operatives, having all the skills and most of the advantages of characters on active duty. As a Patron, the Church appears only on a 6 or less for retired operatives (15 points). Neither of the disadvantages remain, however. The Church calls upon its retired operatives so rarely that they owe the service no Duty, and the Aann Empire has no special interest in most former Peaceforcers or agents.
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