Steve Jackson Games GURPS – Generic Universal RolePlaying System

George Nakasira

TL10 Starship Engineer

[Created by]
Total: 100 points


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

Advantages: (27 points)

Strong Will +3, XenoSolutions package (Patron, Reputation +2, Duty; 15 points).

Disadvantages: (-40 points)

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

Quirks: (-5 points)

Keeps samurai sword on wall; [4 others to be determined].


Armoury (Beam weapons)/TL10-13 (1), Beam Weapons (Laser)/TL10-14 (0.5), Chemistry/TL10-12 (1), Computer Operation/TL10-13 (0.5), Electronics (Medical)/TL10-12 (1), Electronics (Sensors)/TL10-12 (1), Electronics (Weapons)/TL10-14 (4), Engineer (Electrical)/TL10-12 (1), Engineer (Hyperdrive)/TL10-15 (6), Engineer (Life Support)/TL10-13 (2), Engineer (Primitive Machines)/TL10-12 (1), Engineer (Vehicles)/TL10-12 (1), Free Fall/TL10-12 (1), Gambling-12 (0.5), Judo-11 (1), Karate-12 (2), Mathematics-12 (1), Mechanic (Aircar)/TL10-13 (1), Mechanic (ATV)/TL10-12 (0.5), Mechanic (Small Gadgets)/TL10-12 (0.5), Mechanic (Starship)/TL10-15 (4), Scrounging-13 (0.5), Vacc Suit/TL10-12 (0.5), Metallurgy/TL10-11 (0.5).



Either George becomes a mage (specializing in enchantments, Making and Breaking, and 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.

George Nakasira is the ship'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 has an heirloom samuari sword on his cabin wall. He also is something of a martial artist.

There's a fringe-trader version of George on the This Way Up: Toji Smith.

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