"Richard" Grey, Rogue Alien Commando

This is a sample character for a GURPS Monster Hunters campaign using the new Applied Xenology supplement.

"Richard" Grey, Rogue Alien Commando

400 points
The alien that now goes by the name "Richard" was once a Grey soldier, assigned to the security detail of a Grey mother ship secretly orbiting Earth. As a non-scientist, he was like a second-class citizen among the Greys, and he came to sympathize with humanity. Eventually, he decided that his people were wrong to abduct and experiment on humans, so he deserted to Earth and now does his best to disrupt Grey activity on the planet. And he brought some of his favorite toys with him.

Grey

0 points
Attribute Modifiers: ST‑2 [‑20].
Secondary Characteristic Modifiers: HP+1 [2]; Basic Move‑1 [‑5]; SM ‑1.
Advantages: Basic Morphology Inducer [6]; Hyperspectral Vision [25]; Immunity to Metabolic Hazards (Earth, ‑20%) [24]; Language (Grey; Native) [6].
Disadvantages: Disturbing Voice [‑10]; Low Empathy [‑20]; No Sense of Smell/Taste [‑5]; Social Stigma (Monster) (Mitigator, Morphology Inducer, ‑80%) [‑3].
Features: Can buy off Low Empathy. Drugs and biotech calibrated for humans do not work on Greys, and vice versa.
ST 11 [30]; DX 16 [120]; IQ 12 [40]; HT 13 [30].
Damage 1d/2d-1; BL 24 lbs.; HP 17 [10]; Will 13 [0]; Per 12 [0]; FP 13 [0]
Basic Speed 7.00 [-5]; Basic Move 6 [0]; Dodge 10.
SM -1.

Social Background

TL: 10.
CF: Grey.
Languages: English (Native); Grey (Native).

Advantages

Combat Reflexes [15]; Danger Sense [15]; Dual Shooting (Gun!) [5]; Fearlessness 2 [4]; Grey [0]; Gunslinger [25]; Higher Purpose (Hunt Greys) [5]; High TL 2 [10]; Luck [15]; PK Shield 2 [12].
Perks: Off-Hand Weapon Training (Gun!); Quick Reload (Gun!); Weapon Bond (2 Fine Heavy Laser Pistols). [4]

Disadvantages

Code of Honor (Soldier’s) [-10]; Guilt Complex [-5]; Killjoy [-15]; Overconfidence (6) [-10]; Sense of Duty (Humanity) [-15]

Wildcard Skills

Gun! DX+3 [60]-18.

Skills

Armoury/TL10 (Small Arms) (A) IQ [2]-12; Biology (VH) IQ-2 [2]-10; Camouflage (E) IQ [1]-12; Computer Operation (E) IQ [1]-12; Electronics Operation (Psychotronics) (A) IQ [2]-12; Expert Skill (Psionics) (H) IQ-1 [2]-11; Fast-Draw (Sword) (E) DX+1 [1]-17*; First Aid (E) IQ+1 [2]-13; Gambling (A) IQ-1 [1]-11; Hidden Lore (Extraterrestrials) (A) IQ [2]-12; Hidden Lore (Cryptozoology) (A) IQ [2]-12; Intimidation (A) Will [2]-13; Intelligence Analysis (H) IQ [4]-12; Interrogation (A) IQ [2]-12; Judo (H) DX [4]-16; Karate (H) DX [4]-16; Physics (Paraphysics) (H) IQ-1 [2]-11; Psychology (H) IQ-1 [2]-11; Savoir-Faire (Military) (E) IQ [1]-12; Shortsword (A) DX [2]-16; Soldier (A) IQ+1 [4]-13; Stealth (A) DX [2]-16; Tactics (H) IQ+2 [12]-14; Ufology (replaces Occultism in an aliens-only campaign) (A) IQ+1 [4]-13; Veterinary (H) IQ-1 [2]-11.
* Includes +1 from Combat Reflexes.

Signature Gear

2 Fine Heavy Laser Pistols (3.3 lbs. each); Holdout Laser (0.35 lbs.); 5 B cells (0.2 lbs.); 20 C vells (9.5 lbs.).
Note: The included power cells assume the campaign uses the Track Nothing! option on p. 58 of Monster Hunters 1.

Equipment

Bluetooth headset (0.1 lb.); Pocket radio (0.2 lb.); 2 concealed holsters (for laser pistols) (2 lbs.); Ectocognitive Wave Detector (1 lb.); Scent-Masking, Undercover (+2) long coat (5 lbs.); Advanced Vest (17 lbs.); Shooting gloves (0.5 lbs.); Leather pants (4 lbs.); Reinforced boots (3 lbs.); Ballistic glasses; TL9 crash kit (10 lbs.).

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