Steve Jackson Games GURPS – Generic Universal RolePlaying System

Toji Smith

TL10 Starship Engineer

[Created by]
Total: 100 points


(10) ST 11
(30) DX 13
(45) IQ 14
(0) HT 10

Advantages: (27 points)

Intuition, Strong Will +3

Disadvantages: (-40 points)

Bad Temper, Fear of Insects (mild), Honesty, Ugly

Quirks: (-5 points)



Armoury (Ship weapons)/TL10-13 (1), Beam Weapons (Lasers)/TL10-15 (1), Beam Weapons (Sonics)/TL10-15 (1), Chemistry/TL10-12 (1), Computer Operation/TL10-13 (0.5), Electronics (Weapons)/TL10-12 (1), Engineer (Electrical)/TL10-12 (1), Engineer (Fusion plant)/TL10-13 (2), Engineer (Hyperdrive)/TL10-14 (4), Engineer (Primitive machines)/TL10-11 (0.5), Engineer (Thruster drive)/TL10-13 (2), Free Fall/TL10-12 (1), Gambling-12 (0.5), Judo-12 (2), Karate-12 (2), Mathematics-12 (1), Mechanic (Aircar)/TL10-13 (1), Mechanic (Fusion plant)/TL10-14 (2), Mechanic (Hyperdrive)/TL10-14 (2), Mechanic (Small gadgets)/TL10-13 (1), Mechanic (Starship systems)/TL10-13 (1), Mechanic (Thruster drive)/TL10-14 (2), Scrounging-13 (0.5), Vacc Suit/TL10-14 (2).



Either Toji becomes a mage (specializing in enchantments, Making and Breaking, and/or the Rube Goldberg school of spellcasting), or a low-tech gadgeteer. (If he's in Yrth, consider making him at least part Sauhudese . . .) Modify skills accordingly. Consider giving him the Literacy advantage.

Modern and Near Future:

Alter skills to fit the tech level. Make him something of a gadgeteer, too.

Toji Smith is the This Way Up's engineer. He is also able to deal with nearly any issue concerning technology of any sort. He takes pride in his Japanese heritage, and is something of a martial artist. Toji takes offense easily - especially if his beloved ship is insulted. The crew respects Toji's hunches - he's often right when he guesses, although he can't explain why he thinks a particular course of action is better than another.

There's also a XenoSolutions version of Toji: George Nakasira.

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