GURPS Victims

.

Survivors

Templates and Lenses for allies, dependents, gang members, players that aggravated the GM too much, etc

https://www.classicfirearms.com/barrett-50cal-w29flutedbbl-semi-auto
https://www.classicfirearms.com/barrett-50cal-w29flutedbbl-semi-auto
https://www.classicfirearms.com/papm92pv

100 points

You're a combat veteran and damn good at it.

Attributes: 60

ST 10 [0]

DX 12 [40]

IQ 10 [0]

HT 12 [20]

Secondary Characteristics: 0

Damage 1d-2/1d; BL 20 lbs.

HP 10 [0]; Will 10 [0]; Per 10 [0]; FP 12 [0]

Basic Speed 6 [0]; Basic Move 6 [0].

Advantages: 42

Gunslinger [25], Walking Armory [1], Combat Reflexes [15], Deep Sleeper [1]

Disadvantages: -50

Weirdness Magnet [-15] and -35 points chosen from among

Alcoholism [-15], Bad Temper [-10*], Bloodlust [-10*], Bully [-10*], Callous [-5], Code of Honor [-5 to -15], Compulsive Carousing [-5*], Flashbacks (Mild) [-5], Honesty [-10*], Impulsiveness [-10*], Intolerance [-5 to -10], Lecherousness [-15*], Overconfidence [-5*], Sense of Duty (Comrades) [-5], Skinny [-5] and Trademark (Simple) [-5].

Quirks: -5

pick five

Skills: 53

Guns/TL8 (Rifle) (E) DX+7 [24]-19

Guns (Light Machine Gun, Pistol, Shotgun and Submachine Gun), all (E) Default+1 [1]-18

Fast Draw (Magazine) (E) DX+1 [1]-13

Brawling, Knife, both (E) DX [1]-12

Climbing and Spear, both (A) DX-1 [1]-11

Camouflage, First Aid/TL8, Savoir-Faire (Military), all (E) IQ [1]-10

Armory/TL8 (Small Arms), Soldier/TL8, Leadership, Navigation (Land), all (A) IQ-1 [1]-9

Tactics (H) IQ-2 [1]-8

Scrounging (E) Per [1]-10

Swimming (E) HT [1]-12

Select five skills from:

Gunner/TL8 (Machine Gun), Guns/TL8 (LAW), Jumping, Parachuting/TL8, all (E) DX+1 [2]-13

Environment Suit/TL8 (Diving or NBC Suit), Piloting/TL8 (Heavy Airplane, Helicopter or High Performance Airplane), Stealth, all (A) DX [2]-12

Judo or Karate, both (H) DX-1 [2]-11

Engineer/TL8 (Combat) (H) IQ-1 [2]-9

Artillery/TL8 (Cannon), Electronics Operations/TL8 (Com), Explosives/TL8 (Demo), Forward Observer/TL8, Mechanic/TL8 (Any), Scuba/TL8 or Traps/TL8, all (A) IQ [2]-10

Crewman/TL8 (Seamanship or Submariner) (E) IQ+1 [2]-11

Survival (Any) (A) Per [2]-10

Hiking (A) HT [2]-12

Military Lenses

Medic 50 points

Higher Purpose (Medic!) [5], Healer 1 [10]

Physician (H) IQ+7 [28]-17

Diagnosis/TL8 (H) Default+2 [1]-15

Physiology/TL8, Pharmacy/TL8 (Synthetic), Veterinary/TL8 all (H) Default+2 [1]-14

Surgery/TL8 (VH) Default+2 [1]-14

Electronics Operation/TL8 (Medical) (A) IQ [1]-10

Grunt 50 points

ST+3 [30], Weapon Adaptation (Knife to Brawling) [1]

Hard to Kill 2 [4], Less Sleep 2 [4]

add 11 more to Brawling-16

Recon 50 points

Night Vision 8 [8], Weapon Adaptation (Knife to Judo) [1]

Technique Mastery (Choke Hold) [1]

Judo (H) DX+4 [20]-16

Stealth (A) DX+3 [12]-15

Fast Draw (Knife) (E) DX+1 [1]-13

Technique

Choke Hold (H) Judo+4 [7]-20

___________________________________________

Fight Club 50 point character template

You are not your job. You're not how much money you have in the bank.

You're not the car you drive. You're not the contents of your wallet.

You're not your fucking khakis. You're the all-singing, all-dancing crap of the world.

Attributes: 30

ST 13 [30]

DX 10 [0]

IQ 10 [0]

HT 10 [0]

Secondary Characteristics: 15

Damage 1d/2d-1; BL 34 lbs.

HP 13 [0]; Will 10 [0]; Per 10 [0]; FP 10 [0]

Basic Speed 5 [0]; Basic Move 8 [15]

Advantages: 30

Combat Reflexes [15], High Pain Threshold [10], Luck (Active, Combat) [5]

Perks: 2

Deep Sleeper [1], Signature Gear [1]

Disadvantages: -50

Weirdness Magnet [-15] and -35 points chosen from among

Alcoholism [-15], Bad Temper [-10*], Bloodlust [-10*], Bully [-10*], Callous [-5],

Code of Honor [-5 to -15], Compulsive Carousing [-5*], Disturbing Voice [-10],

Easy to Read [-10], Impulsiveness [-10*], Intolerance [-5 to -10],

Lecherousness [-15*], Overconfidence [-5*], Sense of Duty (Comrades) [-5],

Skinny [-5] and Trademark (Simple) [-5].

Quirks: -5

Skills: 28

Brawling (DX/E)+6 [20]-16

Driving/TL8 (Auto) (DX/A)-1 [1]-9

First Aid/TL8, Computer Op, Area Knowledge (Home Town), all (IQ/E) [1]-10

Swimming (HT/E) [1]-10

Pick One

Astronomer

Electronics Operation/TL8 (Scientific) (IQ/A)-1 [1]-9

Mathematics (Applied) and Astronomy/TL8, both (IQ/H)-2 [1]-8

Cop

Guns/TL8 (Pistol) (DX/E) [1]-10

Criminology/TL8, Streetwise, both (IQ/A)-1 [1]-9

Farmer

Carpentry (IQ/E) [1]-10

Farming/TL8 and Mechanic/TL8 (Diesel), both (IQ/A)-1 [1]-9

Newspaper Writer

Current Affairs/TL8 (Politics) (IQ/E) [1]-10

Propaganda/TL8 and Writing, both (IQ/A)-1 [1]-9

Paramedic

add 3 points to First Aid

Salesman

Fast-Talk (IQ/A)-1 [1]-9

Mathematics (Applied) and Engineer/TL8 (Electronics), both (IQ/H)-2 [1]-8

Teacher

Teaching (IQ/A)-1 [1]-9

Mathematics (Applied) and History (18th-Century American), both (IQ/H)-2 [1]-8

Ok, so you've got 25 points left if you're making a 75 point character, you may want to choose one of the

25 point Lenses

Night Person

  • Without pain, without sacrifice, we would have nothing.

Less Sleep 4 [8]

Nighvision 9 [9]

Flexibility [5]

Compact Frame [1]

Climbing (DX/A)+2 [1]-12

Escape (DX/H)+1 [1]-11

Hunter

  • It's only after we've lost everything that we're free to do anything.

Guns (Rifle) (DX/E)+6 [20]-16

Stealth (DX/A) [2]-10

Tracking (Per/A) [2]-10

Armory (Small Arms) (IQ/A)-1 [1]-9

Youngest of Five Brothers

  • First you've gotta know - not fear, know - that someday you're gonna die.

Power Grappling [1]

Wrestling (DX/A)+4 [16]-14

Techniques

Ground Fighting (H) Wrestling [5]-14

Neck Snap (H) ST-1 [3]-12

Tough Guy

  • If we are God's unwanted children, so be it!

Extra Hit Points 4 [8]

Hard to Kill 2 [4]

Rapid Healing [5]

Fit [5]

Temperature Tolerance 2 [2]

Good with Dogs [1]

Medic

  • On a long enough time line, the survival rate for everyone drops to zero.

Physician (IQ/H)+4 [20]-14

Diagnosis/TL8 (Default+1) [1]-11

Pharmacy/TL8 (Synthetic), Physiology/TL8, Surgery/TL8, all (Default+1) [1]-10

Electronics Operation/TL8 (Medical) (IQ/A)-1 [1]-9

your First Aid skill goes up by default

Survivor

  • In the world I see – you're stalking elk through the damp canyon forests around the ruins of Rockefeller Center. You'll wear leather clothes that will last you the rest of your life. You'll climb the wrist-thick kudzu vines that wrap the Sears Tower. And when you look down, you'll see tiny figures pounding corn, laying strips of venison on the empty car pool lane of some abandoned superhighway.

Perception +3 [15]

Detect Lies (Per/H)-2 [1]-11

Body Language, Lip Reading, Observation, Search,

Survival (Forest), Tracking, Urban Survival, all (Per/A)-1 [1]-12

Fishing and Scrounging, both (Per/E) [1]-13

___________________________________________

Military (50 point template)

Attributes: 60

ST 10 [0]

DX 12 [40]

IQ 10 [0]

HT 12 [20]

Secondary Characteristics: -10

Damage 1d-2/1d; BL 20 lbs.

HP 10 [0]; Will 8 [-10]; Per 10 [0]; FP 12 [0]

Basic Speed 6 [0]; Basic Move 6 [0].

Advantages: 25

Combat Reflexes [15], High Pain Threshold [10]

Disadvantages: -40

Weirdness Magnet [-15] and -25 points chosen from among

Alcoholism [-15], Bad Temper [-10*], Bloodlust [-10*], Bully [-10*], Callous [-5], Code of Honor [-5 to -15], Compulsive Carousing [-5*], Flashbacks (Mild) [-5], Honesty [-10*], Impulsiveness [-10*], Intolerance [-5 to -10], Lecherousness [-15*], Overconfidence [-5*], Sense of Duty (Comrades) [-5], and Trademark (Simple) [-5].

Quirks: -5

pick five

Skills: 20

Guns (Rifle) (DX/E)+2 [4]-14

Fast Draw (Magazine) (DX/E)+1 [1]-13

First Aid, Savoir-Faire (Military), all (IQ/E) [1]-10

Armory (Small Arms), Electronics Operations (Communications), Navigation (Land),

Soldier, all (IQ/A)-1 [1]-9

Brawling and Knife, both (DX/E) [1]-12

Climbing and Spear, both (DX/A)-1 [1]-11

Swimming (HT/E) [1]-12

Select two skills from:

Gunner (Machine Gun), Guns (GL, LAW), Parachuting, all (DX/E)+1 [2]-13

Environment Suit (Diving or NBC Suit),

Piloting (Heavy Airplane, Helicopter or High Performance Airplane), Stealth, all (DX/A) [2]-12

Judo or Karate, both (DX/H)-1 [2]-11

Engineer (Combat) or Tactics (IQ/H)-1 [2]-9

Artillery (Cannon), Explosives (Demolition), Forward Observer, Mechanic (Any),

Scuba or Traps, all (IQ/A) [2]-10

Camouflage or Crewman (Seamanship or Submariner), both (IQ/E)+1 [2]-11

Survival (Any) (Per/A) [2]-10

Military Lenses

Sniper 50 points

Gunslinger [25], Tap-Rack-Bang (Rifle) [1]

add 1 skill point to Armory-10

add 16 skill points to Guns (Rifle)-18

Guns (Pistol, Shotgun, SMG), all (DX/E) Default+1 [1]-17

Tactics (IQ/H) [4]-10

Spec Ops 50 points

Hard to Kill 2 [4], Walking Armory [1]

Less Sleep 4 [8], Deep Sleeper [1], Quick Reload (Magazine) [1]

Standard Operating Procedure (Sleep with One Eye Open) [1]

Night Vision 7 [7], Rapid Healing [5]

add 11 skill points to Knife-16

add 8 skill points to Guns (Rifle)-16

Guns (Pistol) (DX/E) Default+1 [1]-15

Scrounging (Per/E) [1]-10

Stealth (DX/A)+1 [4]-13

Survival (Woodlands) (Per/A) [2]-10

100 points

You know waaaaaay too much about things man was not meant to know, nothing surprises you.

Attributes: 80

ST 10 [0]

DX 10 [0]

IQ 14 [80]

HT 10 [0]

Secondary Characteristics: -15

Damage 1d-2/1d; BL 20 lbs.

HP 10 [0]; Will 11 [-15]; Per 14 [0]; FP 10 [0]

Basic Speed 5 [0]; Basic Move 5 [0].

Advantages: 15

Unfazable [15]

Disadvantages: -35

Weirdness Magnet [-15] and -20 points chosen from among

Bad Sight (Near Sighted) [-10], Disturbing Voice [-10], Easy to Read [-10], Gullibility [-10], Honesty [-10], Intolerance [-5 to -10], No Sense of Humor [-10], Pacifism (cannot kill or self defense only) [-15], Sense of Duty (everyone known personally) [-10], Shyness [-5], Truthfulness [-5], Xenophilia [-10].

Quirks: -5

pick five

Skills: 60

Physician (H) IQ+1 [20]-18

Diagnosis/TL8 (Default+1) [1]-14

Pharmacy/TL8 (Synthetic), Physiology/TL8, Surgery/TL8, Veterinary/TL8, all (Default+1) [1]-13

Electronic Operation/TL8 (Medical), Electronic Operation/TL8 (Scientific), both (A) IQ-1 [1]-13

Naturalist (H) IQ [4]-14

Mathematics/TL8 (Applied) and Expert Skill (Epidemiology), both (H) IQ-1 [2]-13

Environment Suit/TL8 (NBC Suit) (A) DX [2]-10

Computer Operation/TL8 (E) IQ [1]-14

Driving (Car) (E) DX [1]-10

Theology (Abrahamic, Shamanic and Voodoo), all (H) IQ-2 [1]-12

Hidden Lore (Angels, Cryptozoology, Demons, Free Spirits, Lycanthropes, Restless Dead, Sacred Places, Vampires), all (A) IQ-1 [1]-13

Select five skills from:

Anthropology, Archaeology, Astronomy/TL8, Bioengineering/TL8 (Cloning), Biology/TL8, Chemistry/TL8, Computer Programming/TL8, Engineer/TL8 (any), Geology/TL8, Hazardous Materials/TL8 (any), Meteorology/TL8, Paleontology/TL8 (any), Psychology, Research/TL8, all (H) IQ-1 [2]-13

Physics/TL8 (VH) IQ-2 [2]-12

Architecture/TL8, Electrician/TL8, Electronics Repair/TL8 (Scientific), Machinist/TL8, Mechanic/TL8 (any), all (A) IQ [2]-14

Scientist Lenses

Nuclear Ordnance Disposal 50 points

Walking Armory [1]

Explosives/TL8 (Nuclear Ordnance Disposal) (A) IQ+1 [4]-15

Brawling, Guns/TL8 (Rifle), both (E) DX+5 [16]-15

Guns (Light Machine Gun, Pistol, Shotgun and Submachine Gun), all (E) Default+1 [1]-14

Survival (Arctic) (A) IQ [2]-14

Swimming (E) HT [1]-10

Savoir-Faire (Military) (E) IQ [1]-14

Armory/TL8 (Small Arms), Scuba/TL8, Soldier/TL8 and Traps/TL8, all (A) IQ-1 [1]-13

Engineer/TL8 (Combat) (H) IQ-2 [1]-12

Infiltrator 50 points

One Way Fluency (understands Russian, Arabic, Chinese, Korean, Spanish) [5]

Technique Mastery (Kicking) [1], Weapon Adaptation (Knife to Karate) [1], Trademark Move [1]

Electronics Operation (Security), Lockpicking, Streetwise and Traps, all (A) IQ [2]-14

Search (A) Per [2]-14

Karate (H) DX+5 [24]-15

Knife (E) Karate [1]-15

Technique

Kicking (H) Karate+4 [7]-19

Lucky Bastard 50 points

Attractive [4], Charisma [5], Born War-Leader 2 [10], Luck [15]

Signature Gear [1], Walking Armory [1], Weapon Bond [1]

Sartorial Integrity [1]

Intelligence Analysis, Strategy and Tactics, all (H) IQ+1 [2]-15

Leadership (A) IQ+3 [2]-17

Guns (Shotgun) (E) DX+2 [4]-12

___________________________________________

Warrior 200 point character template

Attributes: 70

ST 13 [30]

DX 10 [0]

IQ 10 [0]

HT 14 [40]

Secondary Characteristics: 38

Damage 1d/2d-1; BL 34 lbs.

HP 17 [8]; Will 10 [0]; Per 13 [15]; FP 14 [0]

Basic Speed 6 [0]; Basic Move 9 [15]

Advantages: 72

Combat Reflexes [15], Fit [5], Flexibility [5], Hard to Kill 2 [4],

High Pain Threshold [10], Less Sleep 4 [8], Luck (Active, Combat) [5],

Nighvision 9 [9], Rapid Healing [5], Resistant to Disease (+3) [3],

Reduced Water Consumption 1 [1], Temperature Tolerance 2 [2]

Perks: 4

Deep Sleeper [1], Iron Hands: DR 1 (Partial, Hands, -40%; Tough Skin, -40%) [1],

Signature Gear [1], Standard Operating Procedure (Sleep with One Eye Open) [1]

Disadvantages: -50

Weirdness Magnet [-15] and -35 points chosen from among

Alcoholism [-15], Bad Temper [-10*], Bloodlust [-10*], Bully [-10*], Callous [-5],

Code of Honor [-5 to -15], Compulsive Carousing [-5*], Disturbing Voice [-10],

Easy to Read [-10], Impulsiveness [-10*], Intolerance [-5 to -10], Lecherousness [-15*],

Overconfidence [-5*], Sense of Duty (Comrades) [-5], Skinny [-5] and

Trademark (Simple) [-5].

Quirks: -5

Skills: 78

Brawling (DX/E)+6 [20]-16

Guns/TL8 (Rifle) (DX/E)+6 [20]-16

Guns/TL8 (Pistol), Guns/TL8 (Shotgun), both (DX/E) Default+1 [1]-15

Swimming (HT/E) [1]-14

Fishing and Scrounging, both (Per/E) [1]-13

Body Language, Lip Reading, Observation, Search,

Survival (Desert), Tracking, Urban Survival, all (Per/A)-1 [1]-12

Climbing (DX/A)+2 [1]-12

Wrestling (DX/A)+1 [4]-11

Escape (DX/H)+1 [1]-11

Detect Lies (Per/H)-2 [1]-11

Stealth (DX/A) [2]-10

Computer Op, First Aid/TL8, Area Knowledge (Home Town), both (IQ/E) [1]-10

Armory (Small Arms), Mechanic/TL8 (Gasoline), Streetwise, all (IQ/A)-1 [1]-9

Driving/TL8 (Auto) (DX/A)-1 [1]-9

Technique: 3

Kicking (H) Brawling [3]-16

Lenses (50 points each)

Brawler

Weapon Master (Brass Knuckles) [20]

Weapon Bond (Brass Knuckles) [1], Trademark Move [1]

Power Blow (Will/H)+6 [28]-16

Burglar

Musical Ability 5 [25], Attractive [4], Charisma 1 [5]

Singing (HT/E)+7 [4]-21†

Musical Instrument (Guitar) (IQ/H)+4 [2]-14†

Carousing (HT/E) [1]-14

Musical Influence (IQ/VH)+2 [1]-12†

Lockpicking/TL8 (IQ/A)+2 [8]-12

† +5 from Musical Ability 5.

Doc Holiday

Gunslinger [25]

Physician (IQ/H)+4 [20]-14

Diagnosis/TL8 (Default+1) [1]-11

Pharmacy/TL8 (Synthetic), Physiology/TL8, Surgery/TL8, all (Default+1) [1]-10

Electronics Operation/TL8 (Medical) (IQ/A)-1 [1]-9

Doctor

Healer 2 [20], Higher Purpose (Medic!) [5]

Physician (IQ/H)+4 [16]-15

Diagnosis/TL8 (Default+4) [2]-14

Pharmacy/TL8 (Synthetic), Physiology/TL8, Surgery/TL8, all (Default+4) [2]-13

Electronics Operation/TL8 (Medical) (IQ/A)-1 [1]-9

Hunter

Gunslinger [25], Tap-Rack-Bang (Rifle) [1], Walking Armory [1], Weapon Bond (Rifle) [1]

add 3 skill points to Armory-12

add 16 skill points to Guns (Rifle)-20

Guns/TL8 (SMG) (DX/E) Default+1 [1]-19

Fast Draw (Magazine) (DX/E)+2 [2]-12

Iron Man

HT+4 [40]

add 16 points to Brawling, Rifle or Wrestling

Breath Control (HT/H)-2 [1]-16

Your HT is now 18 so take Hard to Kill and Resistant to Disease off your Advantages [-7]

Knife Fighter

Ambidexterity [5], Extra Attack 1 [25], Strangler 3 [15],

Weapon Adaptation (Knife to Brawling) [1],

Weapon Bond (2 Knives) [2], Trademark Move [1]

Knife (DX/E) Brawling [1]-19

Brawling, Stealth, Tracking, and Wrestling get +3 from Strangler.

Lumberjack

Arm ST+1 [5], Weapon Master (Chainsaw) [20]

Weapon Bond (Chainsaw) [1]

Two Handed Axe/Mace (DX/A)+6 [24]-16

Master

Trained By A Master [30]

swap your Brawling skill for Karate and add 20 more points

Karate (DX/H)+9 [40]-19

Walking Tall

Weapon Master (Baseball Bat) [20]

Two Handed Axe/Mace (DX/A)+6 [24]-16

Technique

Whirlwind Attack (H) Baseball Bat [6]-16

___________________________________________

Scientist (50 point template)

Attributes: 80

ST 10 [0]

DX 10 [0]

IQ 14 [80]

HT 10 [0]

Secondary Characteristics: -20

Damage 1d-2/1d; BL 20 lbs.

HP 10 [0]; Will 10 [-20]; Per 14 [0]; FP 10 [0]

Basic Speed 5 [0]; Basic Move 5 [0].

Advantages: 5

Absolute Direction [5]

Disadvantages: -30

Bad Sight (Near Sighted) [-10], Shyness [-5], Weirdness Magnet [-15]

Quirks: -5

pick five

Skills: 20

Mathematics/TL8 (Applied) and Expert Skill (any), both (IQ/H)-1 [2]-13

Electronic Operation/TL8 (Scientific) (IQ/A) [2]-14

Environment Suit/TL8 (NBC Suit) (DX/A) [2]-10

Computer Operation/TL8 (IQ/E) [1]-14

Driving [Car] (DX/E) [1]-10

Select five skills from:

Anthropology, Archaeology, Astronomy TL8, Bioengineering/TL8 (Cloning),

Biology/TL8, Chemistry/TL8, Computer Programming/TL8, Diagnosis/TL8,

Engineer/TL8 (any), Geology/TL8, Hazardous Materials/TL8 (any), Meteorology/TL8,

Paleontology/TL8 (any), Psychology, Research/TL8, all (IQ/H)-1 [2]-13

Physics/TL8 (IQ/VH)-2 [2]-12

Architecture/TL8, Electrician/TL8, Electronics Repair/TL8 (Scientific), Machinist/TL8, Mechanic/TL8 (any), all (IQ/A) [2]-14

Scientist Lenses

Monster Hunter 50 points

Unfazable [15]

Signature Gear [1], Walking Armory [1]

Interrogation, Leadership, both (IQ/A) [2]-14

Intelligence Analysis, Psychology, Strategy, Tactics, all (IQ/H)-1 [2]-13

Electronics Operation (Psychotronics) and Hidden Lore (Angels, Cryptozoology, Demons, Free Spirits, Lycanthropes, Restless Dead, Sacred Places, Vampires), all (IQ/A)-1 [1]-13

Body Language, Detect Lies, Physics (Paraphysics) and

Theology (Abrahamic, Shamanic and Voodoo), all (IQ/H)-2 [1]-12

Ritual Magic (Witchcraft) (IQ/VH)-2 [2]-12

Guns/TL8 (Pistol) (DX/E)+2 [4]-12

Doctor 50 points

High Pain Threshold [10], Technique Mastery (Kicking) [1]

Physician (H) IQ+5 [24]-19

Diagnosis/TL8 (Default+1) [1]-15

Pharmacy/TL8 (Synthetic); Physiology/TL8; Surgery/TL8; Veterinary/TL8, all (Default+1) [1]-14

Electronic Operation/TL8 (Medical) (IQ/A) [1]-13

Brawling (DX/E)+1 [2]-11

Techniques

Kicking (H) Brawling+4 [7]-15

Explorer 50 points

Musical Ability 3 [15], Attractive [4], Charisma 1 [5]

Musical Instrument (Guitar) (IQ/H)+3 [4]-17†

Musical Influence (IQ/VH)+2 [4]-16†

Singing (HT/E)+5 [2]-15†

Naturalist (IQ/H) [4]-14

Cartography, Scuba/TL8, Survival (Arctic), all (IQ/A) [2]-14

Guns/TL8 (Shotgun) (DX/E)+2 [4]-12

† +3 from Musical Ability 3.

100 points

I live my life like there's no tomorrow

And all I've got, I had to steal

Least I don't need to beg or borrow

Attributes: 70

ST 13 [30]

DX 12 [40]

IQ 9 [-20]

HT 12 [20]

Secondary Characteristics: 0

Damage 1d/2d-1; BL 34 lbs.

HP 13 [0]; Will 9 [0]; Per 9 [0]; FP 12 [0]

Basic Speed 6 [0]; Basic Move 6 [0].

Advantages: 40

Ambidexterity [5], Combat Reflexes [15], Flexibility [5], Less Sleep 3 [6], Nightvision 5 [5]

Deep Sleeper [1], Pistol Fist [1], Technique Mastery (Slip Handcuffs) [1], Honest Face [1]

Disadvantages: -50

Weirdness Magnet [-15] and pick one of

Compulsive Lying [-15], Greed [-15], Kleptomania [-15], On the Edge [-15] or Trickster [-15]

and -20 points chosen from among

Alcoholism [-15], Bad Temper [-10*], Bloodlust [-10*], Bully [-10*], Callous [-5], Code of Honor [-5 to -15], Compulsive Carousing [-5*], Impulsiveness [-10*], Intolerance [-5 to -10], Lecherousness [-15*], Overconfidence [-5*], Sense of Duty (Comrades) [-5], Skinny [-5] and Trademark (Simple) [-5].

Quirks: -5

pick five

Skills: 35

Brawling, Guns/TL8 (Pistol), Knife, all (E) DX+2 [4]-14

Streetwise (A) IQ+1 [4]-10

Stealth (A) DX+1 [4]-13

Computer Operation/TL8 (E) IQ [1]-9

Escape (H) DX-1 [2]-11

Driving/TL8 (Motorcycle) (E) DX+1 [2]-13

Select five skills from:

Climbing (A) DX [2]-12

Escape (H) DX-1 [2]-11

Fast Draw (Magazine, Pistol or Knife) or Forced Entry (E) DX+1 [2]-13

Scrounging (E) Per+1 [2]-10

Swimming (E) HT+1 [2]-13

Urban Survival (A) Per [2]-9

First Aid/TL8 (E) IQ [1]-9

Architecture/TL8, Electronic Operation/TL8 (Security), Lockpicking/TL8, Mechanic/TL8 (Any), all (A) IQ [2]-9

Technique: 10

Slip Handcuffs (H) Escape+7 [10]-18

Criminal Lenses

Fighter 50 points

Extra Attack 1 [25], High Pain Threshold [10], Perception +1 [5], Technique Mastery (Kicking) [1]

Iron Hands [1], Trademark Move [1]

Techniques

Kicking (H) Brawling+4 [7]-18

Burglar 50 points

Musical Ability 5 [25], Attractive [4], Charisma 1 [5]

Singing (E) HT+8 [8]-20†

Musical Instrument (Guitar) (H) IQ+5 [4]-14†

Musical Influence (VH) IQ+4 [4]-13†

† +5 from Musical Ability 5.

You're why people fear the dark 50 points

Extra Attack 1 [25], Strangler 4 [20], Weapon Adaptation (Knife to Brawling) [1]

Brawling-18†

Stealth-17†

Tracking (A) Per+4 [2]-13†

Wrestling (A) DX+4 [2]-16†

† +4 from Strangler 4.

___________________________________________

Mark Spitz 250 point character template

Disappointed in his 1968 Olympic performance, Spitz decided in January 1969 to join the US Navy to train with the Navy SEALs. He called choosing the Navy SEALs and going to Vietnam "the biggest decision of my life (and) the best." While with the SEALs he did eight tours in Vietnam. He was nicknamed "Mark the Shark" by his teammates.

Attributes: 110

ST 13 [30]

DX 10 [0]

IQ 10 [0]

HT 18 [80]

Secondary Characteristics: 15

Damage 1d/2d-1; BL 34 lbs.

HP 13 [0]; Will 10 [0]; Per 10 [0]; FP 22 [0]

Basic Speed 7 [0]; Basic Move 10 [15]

Advantages: 85

Combat Reflexes [15], High Pain Threshold [10], Luck (Active, Combat) [5],

Trained By A Master [30], Gunslinger [25]

Perks: 4

Deep Sleeper [1], Signature Gear [1], Walking Armory [1],

Standard Operating Procedure (Sleep with One Eye Open) [1]

Disadvantages: -50

Weirdness Magnet [-15] and -35 points chosen from among

Alcoholism [-15], Bad Temper [-10*], Bloodlust [-10*], Bully [-10*], Callous [-5],

Code of Honor [-5 to -15], Compulsive Carousing [-5*], Disturbing Voice [-10],

Easy to Read [-10], Impulsiveness [-10*], Intolerance [-5 to -10],

Lecherousness [-15*], Overconfidence [-5*], Sense of Duty (Comrades) [-5],

Skinny [-5] and Trademark (Simple) [-5].

Quirks: -5

Skills: 91

Swimming (HT/E)+2 [4]-20

Karate (DX/H)+8 [36]-18

Guns/TL8 (Rifle) (DX/E)+7 [24]-17

Guns (Pistol), Guns/TL8 (Shotgun), Guns/TL8 (SMG), all (DX/E) Default+1 [1]-16

Stealth (DX/A) [12]-13

First Aid/TL8, Computer Op, Area Knowledge (Honolulu), all (IQ/E) [1]-10

Survival (Jungle) (Per/A) [2]-10

Armory (Small Arms) (IQ/A) [2]-10

Tactics (H) IQ [4]-10

Driving/TL8 (Auto) (DX/A)-1 [1]-9

___________________________________________

Able Seaman

100 points

You were a sailor who worked in heavy weather, boarded ships and drank hard, all without dying, good job.

Attributes: 120

ST 11 [10]

DX 13 [60]

IQ 12 [40]

HT 11 [10]

Secondary Characteristics: 0

Damage 1d-1/1d+1; BL 24 lbs.

HP 11 [0]; Will 10 [-10]; Per 12 [0]; FP 11 [0]

Basic Speed 6 [0]; Basic Move 8 [10]

Advantages: 10

Born Sailor 1 [5]

Languages (Arabic, Chinese, French, Japanese, and Korean) (Broken/None) [5]

Disadvantages: -40

Weirdness Magnet [-15], and -25 more

Skills: 10

Brawling (DX/E) [1]-13

Climbing (DX/A)-1 [1]-12

Carousing and Swimming, both (HT/E) [1]-11

Leadership (IQ/A)-1 [1]-11

Knot-Tying (DX/E)+1 [1]-14

Boating (Motorboat) (DX/A) [1]-13

Seamanship/TL8 (IQ/E)+1 [1]-13

Navigation/TL8 (Sea) (IQ/A) [1]-12

Shiphandling/TL8 (Ship) (IQ/H)-1 [1]-11

Pick 3 of the 50 point Lenses or 6 of the 25 point ones, or 2 of each,

or maybe four 25 point ones and one 50 point Lens,

any combo totaling 150 points.

Fighter [25]

You're good at fighting

Combat Reflexes [15], High Pain Threshold [10]

Night Owl [25]

You prefer to sleep during the day.

Less Sleep 4 [8], Nighvision 9 [9], Flexibility [5], Compact Frame [1]

Climbing (DX/A)+2 [1]

Escape (DX/H)+1 [1]

Martial Artist [25]

You excel at unarmed combat.

Karate (DX/H)+4 [20]

Ground Fighting (H) (Karate) [5]

Tough [25]

Yes you are.

Extra Hit Points 4 [8]

Hard to Kill 2 [4]

Rapid Healing [5]

Fit [5]

Temperature Tolerance 2 [2]

Good with Dogs [1]

Gentleman [25]

You are well-trained in boxing and fencing, which you learned at your gentleman's club. You also have a bit of shotgun skill from hunting.

Status 1 [5], One Way Fluency (Understands Spanish) [1]

Boxing (DX/A)+2 [8]

Broadsword (DX/A)+2 [8]

Guns (Shotgun) (DX/E)+1 [2]

Armory (Small Arms) (IQ/A)-1 [1]

Hunter [25]

While you are not a soldier, you do know how to handle a rifle and a shotgun.

Signature Gear [1], Walking Armory [1], Weapon Bond [1]

Guns (Rifle) (DX/E)+5 [16]

Guns/TL8 (Shotgun) (DX/E) Default+1 [1]

Stealth (DX/A) [2]

Tracking (Per/A) [2]

Armory (Small Arms) (IQ/A)-1 [1]

Explorer [25]

You are very capable of surviving in the wilderness and the city.

+1 Perception [5]

Guns/TL8 (Shotgun) (DX/E) [1]

Swimming (HT/E) [1]

Fishing and Scrounging, both (Per/E) [1]

Body Language, Lip Reading, Observation, Search,

Survival (Forest), Tracking, Urban Survival, all (Per/A)-1 [1]

Climbing (DX/A) [2]

Detect Lies (Per/H)-2 [1]

Stealth (DX/A) [2]

Armory (Small Arms), Mechanic/TL8 (Gasoline), Streetwise, all (IQ/A)-1 [1]

Driving/TL8 (Motorcycle) (DX/A)-1 [1]

Doctor [25]

You are good at treating battlefield wounds

Physician (IQ/H)+4 [20]

Diagnosis/TL8 (Default+1) [1]

Pharmacy/TL8 (Synthetic), Physiology/TL8, Surgery/TL8, all (Default+1) [1]

Electronics Operation/TL8 (Medical) (IQ/A)-1 [1]

Noble, Lesser [25]

You belong to the ruling class and enjoy the privileges that gets you, like fox hunting.

Good with Horses [1], Status 2 [10], Signature Gear (Horse) [1]

Guns/TL8 (Shotgun) (DX/E)+1 [2]

Riding (Horse) (DX/E)+1 [2]

Animal Handling (Horse) and Veterinary/TL8 (Horses), both (IQ/A) [2]

Diagnosis/TL8 (Default+1) [1]

Savoir Faire (IQ/E) [1]

Connoisseur (IQ/A) [2]

Body Language (Per/A)-1 [1]

Scholar, Lesser [25]

You have knowledge of all kinds of things.

Green Thumb 1 [5]

Herb Lore/TL8 (IQ/VH) [4]

Biology/TL8 (IQ/H) [2]

Farming/TL8 (IQ/A) [1]

Carpentry and Computer Operation/TL8, both (IQ/E) [1]

Cartography, Electronic Operation/TL8 (Scientific), Occultism, all (IQ/A)-1 [1]

Expert Skill (any), Forensics/TL8, Geography/TL8 (U.S.), History (16th-Century U.S.), Linguistics, Literature, Mathematics/TL8 (Applied), Philosophy, all (IQ/H)-2 [1]

Scholar [50]

You have knowledge of way too many things.

Environment Suit/TL8 (NBC Suit) (DX/A) [2]

Physics/TL8 (IQ/VH) [8]

Naturalist (IQ/H) [4]

Computer Operation/TL8 (IQ/E) [1]

Architecture/TL8, Electrician/TL8, Electronic Operation/TL8 (Scientific), Electronics Repair/TL8 (Scientific), Hidden Lore (Angels, Cryptozoology, Demons, Free Spirits, Lycanthropes, Restless Dead, Sacred Places, Vampires), Machinist/TL8, Mechanic/TL8 (any), all (IQ/A)-1 [1]

Mathematics/TL8 (Applied) and Expert Skill (Epidemiology), both (IQ/H)-1 [2]

Anthropology, Archaeology, Astronomy/TL8, Bioengineering/TL8 (Cloning), Biology/TL8, Chemistry/TL8, Computer Programming/TL8, Engineer/TL8 (any), Geology/TL8, Hazardous Materials/TL8 (any), Meteorology/TL8, Paleontology/TL8 (any), Psychology, Theology (Abrahamic, Shamanic and Voodoo), Research/TL8, all (IQ/H)-2 [1]

Noble [50]

You belong to the ruling class and enjoy the privileges this gets you. You are not that much higher in rank than the lesser noble - rather you spend more time on doing noble things and just happen to be a naturally gifted duellist.

Gunslinger [25], Status 3 [15]

Guns/TL8 (Pistol) (DX/E)+1 [2]

Physician (IQ/H) [4]

Diagnosis/TL8 (Default+1) [1]

Savoir Faire (IQ/E) [1]

Connoisseur (IQ/A) [2]

Master Martial Artist [50]

You're a master of unarmed combat.

Trained By A Master [30]

Karate (DX/H)+4 [20]

Officer [50]

You are not as well trained as a soldier, you're more focused on directing them.

Born War-Leader 3 [15], Charisma 2 [10]

Guns/TL8 (Pistol) (DX/E)+4 [12]

Guns/TL8 (Rifle) (DX/E) Default+1 [1]

Savoir-Faire (Military) (IQ/E)+3 [1]

Boxing (DX/A) [2]

Armory (Small Arms) (IQ/A) [2]

Intelligence Analysis, Strategy (any) and Tactics, all (IQ/H)+2 [2]

Soldier (IQ/A)-1 [1]

Soldier [50]

You have military weapons training.

Gunslinger [25], Signature Gear [1], Walking Armory [1], Weapon Bond (Rifle) [1]

Guns/TL8 (Rifle) (DX/E)+5 [16]

Guns/TL8 (SMG) (DX/E) Default+1 [1]

Fast Draw (Magazine) (DX/E)+2 [2]

Armory (Small Arms) (IQ/A) [2]

Soldier (IQ/A)-1 [1]

Thug [50]

You have learned your fighting skills in the streets.

Weapon Master (Knife) [20]

Knife (DX/E)+6 [20]

Fast Draw (Knife) and Throw Knife, both (DX/E)+1 [2]

Stealth (DX/A) [2]

Streetwise (IQ/A) [2]

Urban Survival (Per/A) [2]

Adventurer [50]

This is a must for dedicated adventurers.

Deep Sleeper [1], Strangler 4 [20]

Reduced Consumption 1 [2], Weapon Adaptation (Knife to Wrestling) [1]

Wrestling (DX/A)+8 [16]

Knife (DX/E) Wrestling [1]

Stealth (DX/A)+4 [2]

Tracking (Per/A)+4 [2]

Technique

Ground Fighting (H) Wrestling [5]

Doctor [50]

You are a master in the arts of healing.

Healer 2 [20], Higher Purpose (Medic!) [5]

Physician (IQ/H)+5 [16]

Psychology (IQ/H)+1 [2]

Diagnosis/TL8 (Default+3) [1]

Pharmacy/TL8 (Synthetic), Physiology/TL8, Surgery/TL8, all (Default+3) [1]

Electronics Operation/TL8 (Medical) (IQ/A)-1 [1]

Thief (Pickpocket) [25]

You are good at picking pockets and cheating at cards.

High Manual Dexterity 3 [15]

Pickpocket and Sleight of Hand, both (DX/H)+3 [4]

Streetwise (IQ/A) [2]

Thief (Burglar) [25]

You are good at picking locks, as well as finding and disarming traps

Perception +2 [10]

Lockpicking/TL8 (IQ/A)+1 [4]

Traps/TL8 (IQ/A)+1 [4]

Search (Per/A)+1 [4]

Lip Reading, Observation and Urban Survival, all (Per/A)-1 [1]

Thief [50]

You have all the thief skills mentioned in the lesser versions.

High Manual Dexterity 3 [15], Perception +2 [10]

Lockpicking/TL8 (IQ/A)+4 [4]

Pickpocket and Sleight of Hand, both (DX/H)+3 [4]

Traps/TL8 (IQ/A)+1 [4]

Search (Per/A)+1 [4]

Streetwise (IQ/A) [2]

Lip Reading, Observation and Urban Survival, all (Per/A)-1 [1]

Musician [50]

You are such a great singer that your songs have almost magical powers over others.

Musical Ability 5 [25], Attractive [4], Charisma 1 [5]

Singing (HT/E)+7 [4]†

Musical Instrument (Guitar) (IQ/H)+4 [2]†

Carousing (HT/E) [1]

Musical Influence (IQ/VH)+2 [1]†

Lockpicking/TL8 (IQ/A)+2 [8]

† +5 from Musical Ability 5.

(150 points)

Adrenaline junkie skills turned out to be exactly what you need to survive an apocalypse, who'da thunk it?

Attributes: 120

ST 10 [0]

DX 12 [40]

IQ 11 [20]

HT 16 [60]

Secondary Characteristics: -15 points

Damage 1d-2/1d; BL 20 lbs.

HP 10 [0]; Will 11 [0]; Per 11 [0]; FP 11 [-15]

Basic Speed 7 [0]; Basic Move 7 [0].

Advantages: 50

Nightvision 9 [9], Stalker 4 [20], Strangler 4 [20], Weapon Adaptation (Knife to Brawling) [1]

Disadvantages: -35

Sense of Duty (Fellow spelunkers, divers, hikers) [-5] and Weirdness Magnet [-15]

and -15 points chosen from among

Callous [-5], Compulsive Carousing [-5], Delusions [-5], Disturbing Voice [-10], Gullibility [-10], Honesty [-10], Impulsiveness [-10*], Light Sleeper [-5],

Loner [-5*], Nightmares [-5*], Overconfidence [-5*], Phobia (Open Spaces) [-10*], Shyness [-5], Skinny [-5], Truthfulness [-5] and Trademark [-5].

Quirks: -5 points

pick five

Skills: 35 points

Knife (E) Brawling [1]-18

Stealth (A) DX+9 [4]-21†*

Tracking (A) Per+9 [4]-19†*

Brawling (E) DX+6 [4]-18†

Wrestling (A) DX+3 [1]-15†

Climbing (A) DX+1 [4]-13

Navigation (Land) (A) IQ+3 [1]-14*

Hiking (A) HT+3 [1]-19*

Camouflage (E) IQ+4 [1]-15*

Driving (Automobiles) (E) DX [1]-12

Carousing and Swimming (E) HT [1]-16

Breath Control (H) HT-2 [1]-14

† +4 from Strangler 4.

* +4 from Stalker 4.

Select five skills from:

Forced Entry, Guns/TL8 (Rifle or Shotgun), Parachuting/TL8, all (E) DX+1 [2]-13

Axe/Mace (A) DX [2]-12

Escape (H) DX-1 [2]-11

Computer Operation/TL8 (E) IQ [1]-10

Lockpicking/TL8, Navigation (Underground), Occultism, Scuba or Streetwise, all (A) IQ [2]-11

Poisons/TL8 (H) IQ-1 [2]-10

Survival (Any) or Urban Survival, both (A) Per [2]-11

Detect Lies (H) Per-1 [2]-10

Lifting, Running, Sex Appeal, all (A) HT [2]-16

Singing (E) HT+1 [2]-17

___________________________________________