Steve Jackson Games GURPS – Generic Universal RolePlaying System

Kyle Nilsson

TL10 "People Person"/Communications Specialist

[Created by]
Total: 100 points


(-10) ST 9
(0) DX 10
(60) IQ 15
(0) HT 10

Advantages: (58 points)

Charisma +1, Language Talent +5, Musical Ability +3, Telepathy Power 3, Voice, XenoSolutions package (Patron, Reputation +2, Duty; 15 points).

Disadvantages: (-40 points)

Cowardice, Fear of 13 (mild), Greed, Laziness.

Quirks: (-5 points)



Acting-15 (2), Bard-17 (1), Beam Weapons (Sonic)/TL10-12 (1), Carousing-11 (4), Computer Operation/TL10-14 (0.5), Detect Lies-14 (2), Diplomacy-16 (2), Disguise-14 (1), Emotion Sense-13 (1), Fast-Talk-15 (2), Forgery/TL10-13 (1), Gambling-14 (1), Interrogation-13 (0.5), Linguistics-17 (1), Lip Reading-13 (0.5), Merchant-14 (1), Musical Instr. (Guitar)-16 (1), Piloting (Aircar)/TL10-9 (0.5), Poetry-13 (0.5), Politics-16 (1), Psychology-14 (2), Savoir-Faire-17 (1), Sex Appeal-12 (2), Sign Language-13 (0.5), Streetwise-14 (1), Telereceive-14 (2), Telesend-13 (1), Writing-14 (1), Xenology-14 (2).



One-College Magery (Communications and Empathy) replaces Telepathy (unless there's Telepathy in the fantasy universe), and Kyle stays a "people person," any time diplomacy is called for.

Modern and Near Future:

If Telepathy isn't allowed, then Kyle will still have Empathy, but loses the psi skills - dump the points from them into Psychology, probably.

If it has to do with talking, or any other form of communications, Kyle does it. He's a natural talent with languages, an expert in psychology, and a low-power telepath, as well. He usually serves as the group spokesperson in any sort of negotiations.

There's a version of Kyle on the fringe trader, the This Way Up: Jose Renwar.

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