Character sheets and templates from GURPS Technomancer
(p.T 52-96), Wizards (p.W 115) and the "Soulburner" adventure
of Time Travel Adventures (p.TTA 86+) presented below have
been converted from GURPS Third Edition format,
and are intended for use with the GURPS Fourth Edition system and Infinite
Worlds setting from Steve Jackson
Games. This material is not official and is not endorsed by Steve
Jackson Games. GURPS is a registered trademark of
Steve Jackson Games. All rights are reserved by SJ Games. This material is
used here in accordance with the SJ Games online
policy.
Georgia Bush, C.I.A
Spook Template (p.T93)
139/199 points
Attributes:
ST 10 [0]; DX 12 [40]; IQ 14 [80]; HT 10 [0].
Secondary Characteristics:
Dmg 1d-2/1d; BL 10 [0]; HP 10 [0]; Will 14 [0]; Per 14 [0]; FP 10 [0];
Basic Speed 5.50 [0]; Basic Move 5 [0].
Advantages:
Total of 30 points (20 points if a mage) in any of Alertness [5/level];
Alternate Identity [15]; Appearance: Attractive [4] or Handsome [12];
Charisma [5/level]; Combat Reflexes [15]; Contacts (Any, skill-18, 9 or
less, somewhat reliable) [3/contact]; Danger Sense [15]; Diplomatic
Immunity [20]; Empathy [15]; Fearlessness 3 [6] or 5 [10]†; Intuition [15]; Language
Talent [10]; Luck [15]; Military Rank [5/level]; Security Clearance
[varies, see B82]; Strong Will [5/level]; Voice [10]; Zeroed [10].
Wizards add Magery 2 [25], while non-mages may select Magic Resistance
[2/level]‡.
Disadvantages:
Duty (to employer or agency; 9 or less) [-5], Secret (Secret agent)
[-5], and -20 points in Curious (12) [-5]§; Delusion ("Enemy agents are after
me!") [-5 to -15]; Enemy (Enemy agents; 6 or less) [-15];
Insomniac [-10 or -15]; Lecherousness (12) [-15]§; Light Sleeper [-5]; Nightmares [-5]§; Overconfidence [-5]§; Paranoia [-10]; Sense of
Duty (Nation) [-10]; Trademark [-5 to -15]; Higher levels of Duty (up
to Extremely Hazardous [-20]) or Secret (maximum -20 points).
Primary Skills:
Pick one of these 12 point‡ packages:
Acting (A) IQ [2]-14; Disguise (A) IQ [2]-14; one Language (with
Spoken/Written skills either Accented/Accented, Native/Broken or
Broken/Native) [4]‡;
plus one of Diplomacy (H) IQ-1 [2]-13; Savoir-Faire (E) IQ+1
[2]-15 or Sex Appeal (A) HT [2]-10.
Camouflage (E) IQ [1]-14; Stealth (A) DX [2]-12; 4 points‡ in Combat/Weapon
skills; and any five of Body Sense (H) DX-2 [1]-10; Climbing
(A) DX-1 [1]-11; Electronics Operation/TL7 (Security Systems) (A)
IQ-1 [1]-13; Explosives/TL7 (Demolition) (A) IQ-1 [1]-13;
Lockpicking/TL7 (A) IQ-1 [1]-13; Shadowing (A) IQ-1 [1]-13;
Traps/TL7 (A) IQ-1 [1]-13.
Adminstration (A) IQ [2]-14, plus any five‡ of
Politics (A) IQ [2]-14 or the following (all (H) IQ-1 [2]-13):
Economics; Expert Skill (Conspiracy Theory); History*; Law*; Intelligence Analysis; Strategy*.
Secondary Skills:
Any three (two if a mage) of Computer Operation/TL7 (E) IQ
[1]-14, Guns/TL7 (any*) (E) DX+2
[1]-12 or the following (all (A) IQ-1 [1]-13): Disguise; Electronics
Operation/TL7 (any*); Holdout;
Research/TL7; Speed Reading.
Background Skills:
Driving/TL7 (Automobile) (A) DX-1 [1]-11; Piloting/TL7 (Carpet) (A)
DX-1 [1]-11; plus and two of Cartography/TL7 (A) IQ-1 [1]-13;
Computer Hacking/TL7 (VH) IQ-2 [1]-12; or the following (all (H) IQ-2
[1]-12): Cryptanalysis/TL7; Cryptography/TL7; Electronics Operation/TL7
(Communications); Forensics; Forgery; Poisons/TL7.
Spells:
(all (H) IQ [1]-14**, except as
noted): Alertness (VH) IQ [1]-13; Apportation; Aura; Colors; Copy;
Delayed Message; Detect Magic; Dye; Far-Hearing; Hush; Illusion
Disguise; Keen Ears; Keen Eyes; Light; Mage-Stealth; either
Missile Shield or Shield; Restore; Scryguard; Sense Emotion;
Sense Foes; Sense Life; Silence; Simple Illusion; Soun; Voices; Wall of
Silence; plus any two of these 10 point packages:
Alter Visage; Curse-Missile; Deathtouch; Itch; Pain; Paralyse Limb;
Resist Pain; Shapeshifting (any*) (VH) IQ [1]-13; Spasm; Wither Limb.
Borrow Language; Compel Truth; Lend Language; Mind-Reading;
Mind-Search (VH) IQ [1]-13; Mind-Sending; Persuasion; Soul Rider;
Telepathy (VH) IQ [1]-13; Truthsayer.
Death Vision; Lend Energy; Lend Vitality; Minor Healing;
Skull-Spirit; Soul Jar (VH) IQ [1]-13; Steal Energy; Steal
Vitality; Summon Shade (VH) IQ [1]-13; Summon Spirit.
Blur; Continual Light; Dark Vision; Darkness; Flash; Hide;
Infravision; Invisibility; Night Vision; See Invisible.
Bravery; Charm; Daze; Emotion Control; Fear; Foolishness;
Forgetfulness; Loyalty; Suggestion; either False Memory
or Permanent Forgetfulness (VH) IQ [1]-13.
Blink; Flight (VH) IQ [1]-13; Hawk Flight (VH) IQ [1]-13;
Levitation; Lockmaster; Locksmith; Manipulate; Teleport (VH) IQ
[1]-13; Undo; Wallwalker.
† - The equivalent of the GURPS
Third Edition advantages Collected and Imperturbable
respectively.
‡ - Unofficial author's suggestions:
Advantages: Non-mage agents would be particularly vulnerable
to magical influences without some level of Magical Resistance.
Primary Skills: Because of changes to the way Languages are
handled in GURPS Fourth Edition, I had to
add 2 points to the new Language in package 1 to allow accented or
better comprehension in at least one of either the spoken or
written skills. The marked changes in packages 2 and 3 were my way
of adding 2 points to each with minimal impact.
Background Skills: All 1/2 point skills were raised to 1
point, increasing the point total of this category by 2 points.
§ - Point value varies with self control number (B120).
* - Skill requires specialization.
** - Includes +2 for Magery.
Of all the characters in GURPS Wizards, this
one has always been my favorite. "Georgia is a CIA operative from the
Merlin Timeline ... who has entered Homeline using magic." [WI p.115]
These are my fourth edition statistics for her as of Merlin year 1998.
Georgia Bush (1998)
250 points
POINTS SUMMARY
Attributes/Secondary Characteristics
[165]
Advantages/Perks/TL/Languages/
Cultural Familiarity
[51]
Disadvantages/Quirks
[-45]
Skills/Techniques
[32]
Other (Spells)
[47]
Age: 35; completely nondescript brunette in unremarkable street clothes.
ST 10 [0]; DX 13 [60]; IQ 15 [100]; HT 11 [10].
Damage 1d-2/1d [0]; BL 20 lbs [0]; HP 10 [0]; Will 15 [0]; Per 14 [-5](1); FP 11 [0].
Basic Speed 6.00 [0]; Basic Move 6 [0]; Dodge 9.
5′ 7″, 130 lbs (SM 0).
Social Background
TL 7 [-5].;
CF Homeline [1]; Merlin-1 [0].;
Languages: English (Native) [0].
Advantages
Danger Sense [15]; Luck [15]; Magery 2 [25].
Disadvantages
Extremely Hazardous Duty (to CIA on Merlin) [-20]; Secret (Outtime spy)
[-20].
Quirks
Dislikes cops; Hates being called "George"; Moderately
patriotic; Pays extreme attention to detail; Uncongenial
Beretta 92 (an old automatic pistol) in a custome concealment holster
(+2 Holdout); False ID; Nondescript clothing; Powerstone earrings (2
× 10 points).
Bethlehem Jones, Sargent A.P.D.
Law Enforcer (p.T82)
129/154 points
Attributes:
ST 10 [0]; DX 12 [40]; IQ 13 [60]; HT 10 [0].
Secondary Characteristics:
Dmg 1d-2/1d; BL 10 [0]; HP 10 [0]; Will 13 [0]; Per 13 [0]; FP 10 [0];
Basic Speed 5.50 [0]; Basic Move 5 [0].
Advantages:
Total of 25 points in +1 to ST [10], DX [20] or HT [10]; Alertness
[5/level]; Combat Reflexes [15]; Contacts (Street; skill 18, 9 or less,
somewhat reliable) [3/contact]; Fearlessness [2/level]; Fit [5]; Higher
Purpose (Oppose all criminals of one type, etc.) [5]; Intuition [15];
Legal Enforcement Powers†
[5 to 15]; Magery 1 [15].
Disadvantages:
Total of -30 points chosen from Bully (12) [-5]‡; Callous [-5]; Curious (12) [-5]‡; Dependants [varies]; Duty
(To force)† [-5 to -15];
Enemy (Gangsters; 6 or less) [-15]; Guilt Complex [-5]; Honesty (12)
[-10]‡; Intolerance
(Criminals) [-5]; Odious Personal Habit ("Authoritarian" or
"Sloppy") [-5]; Overconfidence (12) [-5]‡; Pacifism (Cannot Harm Innocents) [-10];
Secret (Crooked) [-10]; Sense of Duty [-5 to -15]; Workaholic [-5].
Primary Skills:
Area Knowledge (Beat or city) (E) IQ+1 [2]-14; Guns (Pistol or Shotgun)
(E) DX+2 [4]-14§;
Professional Skill (Law Enforcement) (A) IQ+1 [4]-14*; plus a total of 4 points (3 points if mage) in the
following combat skills**: Brawling (E) DX [1]-12; Fast-Draw
(Pistol) (E) DX [1]-12; Judo (H) DX-2 [1]-10; Shield (E) DX [1]-12;
Short Sword (Baton) (H) DX-2 [1]-10; Tonfa (H) DX-2 [1]-10.
Secondary Skills:
Administration (A) IQ-1 [1]-12; Computer Operation/TL7 (E) IQ [1]-13;
Criminology (A) IQ-1 [1]-12; First Aid/TL7 (E) IQ [1]-13; Holdout (A)
IQ-1 [1]-12; Research/TL7 (A) IQ-1 [1]-12; Stealth (A) DX [2]-12.
One of Shadowing (A) IQ-1 [1]-12 or Tracking (A) IQ-1 [1]-12.
Any three of Detect Lies (H) IQ-2 [1]-11; Diplomacy (H) IQ-2
[1]-11; Interrogation (A) IQ-1 [1]-12; Intimidation (A) IQ-1 [1]-12;
Leadership (A) IQ-1 [1]-12; Psychology (H) IQ-2 [1]-11; Streetwise (A)
IQ-1 [1]-12. Any two of Aerobatics (H) DX-1 [2]-11; Driving/TL7
(any*) (A) DX [2]-12;
Piloting/TL7 (Carpet) (A) DX [2]-12; Running (H) HT-1 [2]-9.
Detective: Dark Vision; Glass Wall; History; Infravision;
Keen Eyes; See Secrets; Small Vision; Trace; Truthsayer; Wizard
Eye.
Hostage Rescue:
Assault: Blur; Continual Light; Darkness; Flash; Haste;
Immediate Action; Light; Reverse Missiles; plus any two
of Great Haste (VH) IQ-2 [1]-11; Hail of Lead; Steady Hand.
Negotiator: Control Person (H) IQ [2]-13; Keen Eyes;
Mind-Reading (H) IQ [2]-13; Seek Power; Soul Rider; Stop Power;
Truthsayer; Wizard Eye.
† - Active police officers must have at least
5 points in Legal Enforcement Powers (10 for agencies like the FBI; 15
for the KGB) and at last a -5 point Duty. Ex-cops, bounty hunters,
rent-a-cops and private investigators have neither.
‡ - Point value varies with self control number (B120).
§ - Three points were added to the Guns skill to make up
for the lost IQ bonus.
* - Skill requires specialization.
** - These are the base level skills. Putting 2 points in a
skill raises it one level, while putting 4 points in raises it two.
# - Includes +1 for Magery.
Bethlehem Jones is a dedicated member of the Albuquerque Police
Department's S.W.A.T. (Special Wizardry and Tactics) unit, and a devout
Rachelite who "joined S.W.A.T. to do the Lord's work by stamping out
necromancers and other unrighteous sorts." (sb.TTA 93) Led by a vision
to the I-Cop team sent to recover the misdirected conveyer that discovered
her world, she has been a valued ally of the Infinity Patrol ever since.
Bethlehem Jones (1992)
250 points
POINTS SUMMARY
Attributes/Secondary Characteristics
[138]
Advantages/Perks/TL/Languages/
Cultural Familiarity
(all (H) IQ [1]-14(8),
except as noted):; Analyse Magic; Aura (H) IQ+1 [2]-15; Continual
Light; Create Air; Darkness; Death Vision; Detect Magic; Flash;
Foolishness; Lend Energy; Lend Vitality; Light; Lightning (H) IQ
[24]-21; Minor Healing; Missile Shield (H) IQ+1 [2]-15; Identify Spell;
Purify Air; Recover Energy (H) IQ+1 [2]-15; Seek Earth; Seek Water;
Seeker; Shape Air; Shield; Walk on Air.
Equipment
Pocket Bible; Colt Hydra (treat as Colt Python) .357 magnum with silver
bullets; 3 sets of Necronium handcuffs; 10-point Powerstone opal
earring; Flying Carpet.
Footnotes
Perception was reduced one level to save five
points.
Six half point skills were raised to one point,
improving four IQ based skills by one level, and keeping the two
Perception based skills the same.
Six points were added to the Guns skill to make up
for the lost IQ bonus.
Includes +2 from Magery. Since Homeline is a low
mana zone (at best), Georgia's effective skill will be 10 for hard
spells and 9 for very hard spells.
IQ adjusted to bring in line with skill levels.
Hit points and fatigue were adjusted to remain the
same as in GURPS Third Edition, which
coincidentaly rounded the point total out to 250.
1/2 point skill raised to 1 point.
Includes +2 from Magery. This raises the base spell
skill to IQ level from the 13 stated on p.TTA 93.
Notice:GURPS is a
registered trademark of Steve Jackson
Games, and the art here is copyrighted by Steve Jackson Games. All
rights are reserved by SJ Games. This material is used here in accordance
with the SJ
Games online policy.