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Richard's IndexCool Regime Change -- CharactersThe PCs will be 250-point black-ops agents. These are NOT the same as the 800-point agents in GURPS Black Ops, but there is some overlap. The US government is aware of the existence of what are called Out-of-Place Artifacts (OOPArts) and Out-of-Place Biological Entities (OOPBEs). These are believed to come from somewhere other than Earth. The OOPArts include items well beyond the technological capabilities of anyone on Earth, operating principles and often the purposes unknown. The OOPBEs include some lifeforms very much like Earth life but representing species unknown to science, and other lifeforms utterly unlike anything found on Earth. No living, sapient OOPBEs have been recovered, but some dead-but-apparently-formerly-sapient ones have been dissected. Some are very much like humans, and some are, again, totally different. The OOPArts and OOPBEs are stored in a government facility known as Warehouse 23. The PCs work for the Company, a secret, extralegal agency that deals with OOPArts and OOPBEs on behalf of (though never acknowledged by) the U.S. Government. Agent types include Combat Ops, Intelligence Ops, Science Ops, Security Ops, and Technology Ops. In addition, agents have official day jobs as cover. These often are arranged to give agents useful outside contacts and access to scientific and technological facilities. Day jobs include military (especially Special Ops), pilots, scientists, engineers, university faculty and staff, medical personnel, government/military contractors, state or local police, and government agents (especially the NSA, CIA, and the FBI). PCs should have skills and advantages appropriate for their day jobs as well as their agent types. RestrictionsAll PCs are human. No Racial or Super Advangates or Disadvantages. TL Skills are TL 8. PCs may take -40 points worth of disadvantages in addition to the -50 points worth of Required Disadvantages listed on the agent templates, for a total of -90 points in disadvantages. Agent templatesSuggested Advantages and Skills can be mixed and matched between templates. The Combat Op suggested Advantages and Skills are useful for all agents. Required Attributes are the minimums. They may be bought up but not down. TL skills are TL8. Some TL9 skills are available. Combat Op The main targets of the Combat Op are human beings who get in the way of Company business. They occasionally get called in to take out a dangerous OOPBE. There have not yet been any firefights with intellig4ent OOPBEs, but many Combat Ops hope to be in on the first such confrontation. Important skills are Weapon, Military, and Vehicle skills. Point total for required traits: 100 points Required Attributes: ST 13 [30] DX 13 [30] IQ 11 [10] HT 12 [20] Total: 90 points Required Advantages: Patron (the Company, 9 or less) [45], Very Fit [15]. Total 60 points Suggested Advantages: Alertness, Combat Reflexes, High Pain Threshhold, Strong Will, Toughness. Required Disadvantages: Extremely Hazardous Duty [-20], Secret (Black op) [-30]. Total -50 points. Suggested Skills: [For field repairs] Armory (Hand Weapons), Armory (Rifles and Handguns), Armory (Vehicular Weapons), [for aid in navigation] Astronomy, Boxing, Camouflage, Climbing, Computer Operation, Demolition, Driving (Automobile), Driving (Tracked), Electronics Operation (Communication), Engineer (Bombs and Traps), Engineer (Combat Engineering), Exposive Ordinance Disposal, Fast Draw, First Aid, Forward Observer, Gunner (Machine gun), Guns (Flamethrower), Guns (Pistol), Guns (Rifle), Hiking, Judo, Karate, Knife, Languages (at least 2 non-native), Leadership, Mechanic (Automobile), NBC Warfare, No-Landing Extraction, Orienteering, Parachuting, Running, Scuba, [for billy clubs and such] Shortsword, [for bayonets] Spear, Speed Load, Stealth, Strategy, Swimming, Tactics, Traps, Wrestling. Intelligence Op The main job of the Intelligence Op is tracking down rumors of OOPArts and OOPBEs. They try to sort fact from tabloid legend, a difficult task. Important skills are Social skills, Thief/Spy skills, and Combat/Weapon skills appropriate for assassins. Total for required traits: 65 points. Required Attributes: ST 11 [10] DX 12 [20] IQ 13 [30] HT 11 [10]. Total: 70 points Required Advantage: Patron (the Company, 9 or less) [45] Suggested Advantages: Alertness, Combat Reflexes, Language Talent, Strong Will Required Disadvantages: Extremely Hazardous Duty [-20], Secret (Black op) [-30]. Total: -50 points. Suggested Skills: Acting, Bard, Boxing, Chemistry, Climbing, Computer Operation, Computer Programming, Computer Hacking, Criminology, Cryptanalysis, Dancing, Demolition, Detect Lies, Diplomacy, Disguise, Driving (Automobile), Electronics (Computers), Electronics Operation (Communication), Electronics Operation (Security Systems), Electronics Operation (Sensors), Escape, Fast-Talk, Forensics, Forgery, Gambling, Guns (Pistol), Guns (Rifle), Holdout, Intelligence Analysis, Judo, Karate, Knife, Languages (4 or mor non-native), Lockpicking, Physiology, Poisons, Psychology, Savoir-Faire, Sex Appeal, Shadowing, Stealth, Streetwise, Swimming, Throwing, Wrestling, Writing. Science Op Science Ops try to puzzle out the OOPArts and OOPBEs. Science Ops study many scientific disciplines -- a broad range of Science skills is appropriate. They should have enough Combat/Weapon skills to be able to defend themselves in the field. Total for required traits: 65 points. Required Attributes: ST 11 [10] DX 11 [10] IQ 13 [30] HT 12 [20]. Total: 70 points Required Advantage: Patron (the Company, 9 or less) [45] Suggested Advantages: Mathematical Ability, Strong Will Required Disadvantages: Extremely Hazardous Duty [-20], Secret (Black op) [-30]. Total: -50 points Suggested Skills: Animal Handling, Anthropology, Artificial Intelligence, Astronomy, Biochemistry, Botany, Boxing, Chemistry, Computer Operation, Computer Programming, Ecology, Electronics Operation (Communication), Electronics Operation (Medical), Genetics, Geology, Guns (Pistol), History, Judo, Karate, Knife, Languages (at least 2 non-native), Mathematics, Naturalist, Physician, Physics, Physiology, Psychology, Research, Teaching, Wrestling, Writing, Xenology, Zoology Security Op Security Ops protect agents in the field and keep the Company a secret. Every mission must have a Security Op. The Security Op can call off a mission if it's too dangerous or if it threatens to expose the Company. Security Ops need a variety of skills to perform their mission -- Thief/Spy skills to uncover threats to Company secrecy, Science skills to identify possible threats to agents in the field, Combat/Weapon skills to defend them, and some Medical skills to patch them up when they get hurt. Total for required traits: 105 points Required Attributes: ST 12 [20], DX 12 [20], IQ 12 [20], HT 12 [20]. Total: 80 points Required Advantages: Alertness +3 [15], Combat Reflexes [15], Patron (the Company, 9 or less) [45]. Total: 75 points Suggested Advantages: High Pain Threshhold, Strong Will, Toughness, Very Fit Required Disadvantages: Extremely Hazardous Duty [-20], Secret (Black op) [-30]. Total: -50 points Suggested Skills: Animal Handling, Botany, Boxing, Chemistry, Computer Operation, Computer Programming, Computer Hacking, Detect Lies, Diagnosis, Ecology, Electronics Operation (Communication), Electronics Operation (Medical), Electronics Operation (Security Systems), Engineer (Bombs and Traps), Explosive Ordinance Disposal, Gunner (Machine Gun), Guns (Flamethrower), Guns (Pistol), Guns (Rifle), Judo, Karate, Knife, Languages (at least 2 non-native), Leadership, Naturalist, NBC Warfare, Physician, Physiology, Poisons, Professional Skill (Firefighter), Psychology, Stealth, Streetwise, Swimming, Tactics, Traps, Wrestling, Xenology, Zoology. Technology Op Technology Ops invent and maintain equipment for the others. They are trying to reverse-engineer some of the OOPArts, but the only thing they've figured out so far is that the artifacts only work for authorized personnel, and no humans are authorized to use them. Technology Ops focus on Engineering and Mechanical skills with enough Science skills to support them. Like the Science Ops, they know enough Combat/Weapon skills to defend themselves in the field. Total for required traits is 80 points. Required Attributes: ST 11 [10], DX 11 [10], IQ 13 [30], HT 11 [10]. Total: 60 points. Required Advantages: Gadgeteering [25], Patron (the Company, 9 or less) [45]. Total: 70 points. Suggested Advantages: Mathematical Ability, Lightning Calculator
Required Disadvantages: Extremely Hazardous Duty [-20], Secret (Black op) [-30]. Total: -50 points. Suggested Skills: Armory (Hand Weapons), Armory (Rifles and Handguns), Artificial Intelligence, Boxing, Chemistry, Computer Operation, Computer Programming, Computer Hacking, Electronics (Computer), Electronics (Security Systems), Electronics (Sensors), Electronics (Weapons), Electronics Operation (Communications), Electronics Operation (Security Systems), Electronics Operation (Sensors), Electronics Operation (Weapons), Engineer (Bombs and Traps), Engineer (Electrical), Engineer (Mechanical), Engineer (Robotics), Guns (Pistol), Judo, Karate, Knife, Languages (at least 2 non-native), Mathematics, Mechanic (Automobile), Mechanic (Fuel Cells/Electric Motors), Mechanic (Helicoptor), Mechanic (Jet Plane Engine), Mechanic (Robotics), Physics, Scrounging, Swimming, Traps, Wrestling, Writing. Suggestions for day jobsEach agent will have a public "day" job in addition to their secret Black Ops jobs. Characters should take Advantages, Disadvantages, and Skills appropriate for their day jobs in addition to their agent traits. Suggestions for Advantages, Disadvantages, and Skills are given. There is some overlap with some of the agent templates. Computer Programmer This can be combined with Contractor, government/military. See below. Suggested Advantages: Contacts (Internet), Lightning Calculator, Mathematical Ability, Security Clearance Suggested Disadvantages: Addiction (stimulants), Low Empathy Suggested Skills: Area Knowledge (Internet), Computer Programming, Computer Hacking, Electronics (computers), Electronics Operation (computers), Mathematics, Research Contractor, government/military Suggested Advantages: Charisma, Contacts (Business, Government, Military), Security Clearance Suggested Disadvantages: Code of Honor (Merchant's) Suggested Skills: Accounting, Administration, Computer Programming, Economics, Engineer, Merchant. Engineers Suggested Advantages: Gadgeteer, Lightning Calculator, Manual Dexterity, Mathematical Ability, Patron (not more than 10 points base value, mainly provides access to an engineering lab.) Suggested Skills: Armoury, Electronics, Electronics Operation, Engineer, Mathematics, Mechanic, Physics, Scrounging Government agents (especially the NSA, CIA, and the FBI) Suggested Advantages: Administrative Rank, Contacts (NSA, CIA, or FBI), Legal Enforcement Powers, Security Clearance Suggested Disadvantages: Duty (NSA, CIA, or FBI, 9 or less) Suggested Skills: Administration, Holdout, Computer Programming, Computer Hacking, Cryptanalysis, Cryptography, Intelligence Analysis, Interrogation, Research, Savoir-Faire, Shadowing, SIGINT Collection/Jamming, Stealth, Traffic Analysis, Writing Medical personnel Suggested Advantages: Contacts (Medical), Empathy, Manual Dexterity, Patron (provides access to medical facilities), Sanctity Suggested Disadvantages: Duty (On call at medical facility, 6 or less) Suggested Skills: Diagnosis, Electronics Operation (Medical), First Aid, Pharmacy, Physician, Physiology, Research, Surgery Pilots Suggested Advantages: Acceleration Tolerance, Patron (not more than 10 points, mainly provides access to airfields and aircraft) Suggested Disadvantages: Glory Hound, Sense of Duty (passengers) Suggested Skills: Aviation, Electronics Operation, Gunner, Mechanic (for aircraft), Navigation, Parachuting, Piloting Police, state or local Suggested Advantages: Alertness, Combat Reflexes, Contacts (Law Enforcement, Street), Legal Enforcement Powers Suggested Disadvantages: Duty (Police department, 12 or less), Enemy (criminals) Suggested Skills: Area Knowledge (beat), Criminology, Detect Lies, Fast-Draw (pistol), Holdout, Interrogation, Intimidation, Law, Law Enforcement, Shadowing, Short Staff, Stealth, Streetwise, Tonfa Scientists Suggested Advantages: Contacts (scientific, academic, or tech business), Edetic Memory, Patron (not more than 10 points, mainly provides access to research facilities) Suggested Disadvantages: Curious, Delusion (crazy theory about OOPArts and OOPBEs), Obsession (proving a theory) Suggested Skills: Electronics Operation, Mechanic (scientific equipment), Research, any Science skills, Writing Special Ops, military See templates in GURPS Special Ops book for more info. Suggested Advantages: Contacts (Military), Patron (10 points, provides access to military equipment) Disadvantages: Duty can't be on more than 12 or less University faculty and staff Suggested Advantages: Contacts (Academic), Patron (not more than 10 points, mainly provides access to research facilities), Tenure Suggested Disadvantages: Intolerance (uneducated people) Suggested Skills: Research, any Science skills, Savoir-Faire, Teaching, Writing Optional agent stereotypesPersonalities commonly encountered in agents are found in GURPS Black Ops on pp.70-73. You can use one or more of these to help define your charater's personality. PsionicsThe following powers and skills are available to PCs. Antipsi: Neutralize, Psi Static Astral Projection: Astral Projection, Astral Sight Electrokinesis: Confuse, Cyberpsi, Energy Sense. NOT available: Dampen, Energy Shield, Lightning, Photokinesis, Surge ESP Power: Claraudience, Combat Sense, Precognition, Psychometry, Seekersense. NOT available: Retrogression Healing: Healing, Life Extension, Metabolism Control, Sense Aura Psychic Vampirism: Drain (Attribute), Drain Emotion, Steal Dreams, Steal Energy, Steal Power NOT available: Psychokinesis Telepathy: Aspect, Emotion Sense, Erase Signiture, Illusion, Mental Blow, Mind Shield, Mindwipe, Psi Sense, Signature Sniffer, Sleep, Suggest, Telecontrol, Telereceive, Telescan, Telesend. NOT available: Mental Stab, Mindswitch, Mindsword NOT available: Teleportation DisclaimerThe material presented here is my original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games. NoticeGURPS 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. Paths to this document: Richard's Index > Cool Regime Change > Characters Copyright © 2003 by Richard C. McCluney, IIIRevised: November 19, 2003 URL: http://members.aol.com/richm90071/CRCCharacters.html |
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