Character a Day 2021: GURPS Transhuman Space – Day 2

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Being familiar with GURPS, this should be more straightforward than the others. I figure to start with cinematic levels – 300 points should do.

Attributes

Given her predilection for Ego Hunting, I want her Perception to be high, and her Dexterity. IQ will come next, with HT and ST a bit above average.

ST 11 (10) HP 11 (00) Speed 6.25 DX 14 (40) Per 15 (15) Move 6 IQ 12 (20) Will 12 (00) BL 24 HT 11 (10) FP 11 (00) DMG 1d-1/1d+1

Total Attributes: 95

Advantages

Combat Reflexes (15) is always nice, and going along with the idea to make this a bit closer to the idea of Stacks and Shells, give her a Bioshell (41) and Ghost Mind Emulation (17)

Total Advantages: 73

Disadvantages

Her secret might mean death and might not- but the extra points could be made up with reputation if she wasn't put to death. (-30). At heart, she still carries herself as if she was on the force (-15), and she's obsessed with proving her innocence (-10)

Total Disadvantages: -55

Quirks

She values her word, so is sensitive about being called a liar. She's always inclined to help those in need, and she stays away from drugs and drink, as she finds that they fog up her capabilities.

Total Quirks: -3

Skills

Picking skills, I keep in mind that she can handle herself on the frontier, and is skilled at picking up on minute body language and detecting lies.

Acrobatics (DX/Hard) – 14 (4) Acting (IQ/Average) – 10 (1) Area Knowledge (Core/US/Chicago) (IQ/Easy) – 12 (1) Area Knowledge (Antliae VI) (IQ/Easy) – 12 (1) Armory/TL11 (Small Arms) (IQ/Average) – 11 (1) Beam Weapons/TL11 (Pistol/Laser) (DX/Easy) – 15 (2) Body Language (Per/Average) – 16 (4) Carousing (HT/Easy) – 11 (1) Climbing (DX/Average) – 14 (2) Computer Operations (IQ/Easy) – 12 (1) Criminology (IQ/Average) – 12 (2) Current Affairs/TL (IQ/Easy) – 12 (1) Detect Lies (Per/Hard) – 15 (4) Diplomacy (IQ/Hard) – 10 (1) Driving/TL11 (DX/Average) – 14 (2) Fast Draw (DX/Easy) – 15 (2) First Aid/TL11 (IQ/Easy) – 12 (1) Forensics/TL11 (IQ/Hard) – 11 (2) Guns/TL11 (Pistol) (DX/Easy) – 15 (2) Guns/TL11 (Shotgun) (DX/Easy) – 14 (1) Guns/TL11 (Rifle) (DX/Easy) – 15 (2) Interrogation (IQ/Average) – 12 (2) Intimidation (Will/Average) – 11 (1) Judo (DX/Hard) – 16 (12) Jumping (DX/Easy) – 14 (1) Karate (DX/Hard) – 14 (4) Knot Tying (DX/Easy) – 14 (1) Law (IQ/Hard) – 10 (1) Leadership (IQ/Average) – 12 (2) Lockpicking/TL11 (IQ/Average) – 11 (1) Melee Weapon (Knife) (DX/Easy) – 15 (2) Navigation/TL11 (IQ/Average) – 11 (1) Observation (Per/Average) – 15 (2) Research/TL11 (IQ/Average) – 12 (2) Riding (Horse) (DX/Average) – 14 (2) Running (HT/Average) – 11 (2) Search (Per/Average) – 15 (2) Shadowing (IQ/Average) – 12 (2) Stealth (DX/Average) – 14 (2) Streetwise (IQ/Average) – 12 (2) Survival (Per/Average) – 14 (1) Swimming (HT/Easy) – 12 (2) Thrown Weapons (Knife) (DX/Easy) – 14 (1) Tracking (Per/Average) – 15 (2) Urban Survival (Per/Average) – 14 (2)

Total Skills: 90

Cybernetics

Some enhancements to her shell will round things out.

Accelerated Reflexes: 1 (85) Damage Control: Hard to Kill (5) Optic Readout (5) Neural HUD (5)

Total Cybernetics: 100

–> On to Day 3