Steve Jackson Games GURPS – Generic Universal RolePlaying System

Captain Parvari

TL11 Fringe Trader

[created by]
Total: 100 points


(10) ST 11
(20) DX 12
(20) IQ 12
(10) HT 11
Thrust 1-1, Swing 1+1,Speed 5.75, Move 5

Advantages (40 points):

G-Experience, Status +1 (Starship Captain/Owner), Very Wealthy

Disadvantages (-35 points):

Cowardice, Laziness, Sense of Duty (to ship and crew; -5 points), Unluckiness

Quirks (-5 points):

Intimidated by, ah, aggressive women; [4 undetermined]


New Garavaran-12, Thral (Common M/A alien race)-10 (0.5), Unar (Common M/A alien race)-10 (0.5), Sparrial (Common M/A alien race)-10 (0.5), Kestralian (M/A alien race)-10 (0.5), Trade Kintaran (M/A alien race)-10 (0.5)


Accounting-10 (1), Acting-10 (0.5), Administration-10 (0.5), Area Knowledge (Sector 000)-11 (0.5), Area Knowledge (fringes)-11 (0.5), Armoury/TL11-10 (0.5), Astrogation-11 (1), Beam Weapons (Laser)/TL11-13 (0.5), Beam Weapons (Sonic)/TL11-13 (0.5), Brawling-12 (1), Carousing-10 (1), Computer Operation/TL11-11 (0.5), Detect Lies-11 (2), Diplomacy-10 (1), Driving (ATV/Crawler)-10 (0.5), Economics-10 (1), El. Ops. (Communications)/TL11-10 (0.5), El. Ops. (Sensors)/TL11-11 (1), Fast Draw (Pistol)-11 (0.5), Fast-Talk-11 (1), First Aid/TL11-11 (0.5), Free Fall/TL11-12 (2), Gunner (Laser)/TL11-11 (0.5), Law-10 (1), Leadership-10 (0.5), Mathematics-12 (4), Mechanic (Starship)/TL11-10 (0.5), Mechanic (Warp Drive)/TL11-10 (0.5), Merchant-11 (1), Piloting (Aircar)/TL11-10 (0.5), Piloting (Large Spacecraft)/TL11-13 (4), Planetology (Earthlike)/TL11-10 (0.5), Psychology-9 (0.5), Savoir-Faire-11 (0.5), Sex Appeal-10 (1), Shipbuilding (Starship)/TL11-10 (0.5), Stealth-11 (1), Streetwise-11 (1), Vacc Suit/TL11-11 (1), Xenology-10 (1).



Parvari owns a sailing ship, with a decidely "motley crew."


I haven't got any good ideas for what this should be.

Near Future

Parvari has a small, struggling corp., probably still in the transportation business. His employees are really strange . . .

Captain Parvari is the much-ignored majority owner of the Albatross, a merchant-freighter starship that trades with/delivers to fringe worlds - far-flung stations, non-spacefaring races (Prime Directive? To pay the mortgage on the ship!), etc. Between his bad luck and the fringe-routes the ship travels, the Albatross' crews are generally the dregs of the spacer-profession. That's okay - he only pays them every other month, at best . . . Parvari is not particularly honest, and may engage in a little smuggling on the side, if it seems safe.

The one thing in life Parvari seems to really care about is his ship, which has been in the family for a while, and is a patchwork of TL10, TL11, and some cutting-edge TL12 equipment (sensors and communications) that he got when his crew saved a noted genetic engineer from terrorists. (The reward came from the gengineer's daughter . . . )

[In our RL game, he's the NPC captain - his crew includes/has included T'k'k, the Hive Beetle engineer and 10% owner of the ship; Awoloomarra, the Sparrial pilot and Jack of All Trades; Etalon, the Irari doctor pursuing research on what warp-fields do to genetic structures; Derek/Dirk, the Split Personality security fellow, who alternates between being very nice, and Bad Tempered; Warren Pharel, a merchant/trader who might actually be good enough to get a Real Job; a variant of Kelly M'Buto, resident psi supercargo; Cyrus from Alardin, pilot with a Past; and my variant of Quicksilver, who is slumming for no obvious reason. Parvari gets ignored a lot.

He's noted for being kidnapped by four-foot-tall bear-like aliens on a primitive planet, and held hostage so a xeno-anthropologist with delusions of revolution could explain why the seven-foot-tall bear-aliens were "oppressing" the "Little Folk."]

Typical Quotes:

"Zzzzzzzzzzzzzzzzz . . . Huh? Oh, right, it's your shift now, Awol. You have the bridge."

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