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The original manuscript of GURPS I.S.T. had several
more sample characters than finally appeared in the book. One,
Poprock, made it into GURPS Supers, Second Edition.
Below are those that didn't make it anywhere.
Some of these were cut from IST simply because of space
limitations, and some were cut because they were just bad
-- poor design or silly concept. I'll let you figure out which
are which. Just be grateful that I was ashamed enough at least
to leave out the Flower Girl and Crossfire, neither of whom made
it past the first draft...
One final note -- all these characters were originally written
under Supers, First Edition rules. For the
convenience of anyone who wants to use them, I've done a quick
and dirty conversion over to Second Edition -- but I haven't made
an effort to keep the point totals the same. Other than that, no
editing or rewriting has been done; you'll be getting my
sometimes excessively verbose prose without benefit of SJGames'
judicious cutting... so caveat emptor.
Heroes
Real name: William "Billy" Carruthers
Human male, age 27, 5'10", 165 lbs., blond hair, blue eyes,
heavily tanned skin
ST 12 (20 points)
Speed: 6.25
Damage:
Advantages:
IST Member Rank 4 (85 points)
Disadvantages:
Easily Distracted (-20 points)
Super Advantages:
DR 10 (30 points)
Powers and Super-Skills:Bind-15 (10) (Victim must touch ground -20%, Victim is not pinned -40%; special effect: victim is engulfed by earth to waist; 26 points)Wave of Earth-15 (5) (38 points) Mold Earth-11 (10) (48 points) Mold Stone-11 (10) (48 points) Stone Missile-16 (5) (42 points)
Non-Super Equipment:
Surfboard
Skills:Area Knowledge (Australia)-11 (1 point); Area Knowledge
(Japan)-11 (1 point); Area Knowledge (Tokyo)-11 (1 point);
Brawling-15 (1 point); Carousing-HT (2 points); Computer
Operations/TL8-11 (1 point); Cooking (Hobby)-12 (1 point);
English-11 (0, native tongue); Fast-Talk-11 (2 points); History
(Int'l., U.N.)-10 (2 points); Japanese-11 (2 points); Karate-15
(4 points); Leatherwork (Hobby)-12 (1 point); Professional Skill
(Architecture)-13 (6 points); Strategy-10 (2 points); Surfing-17
(8 points); Swimming-17 (4 points); Tactics-10 (2 points);
Throwing-13 (1 point). Quirks:
Olivia Newton-John fan. StoryBilly Carruthers was born and grew up in Newcastle, New South
Wales, Australia. A surfer by hobby, and a good one, he spent
much of his time on the beaches near his home town. Despite his
devotion to the waves, he was a good student, and eventually made
it into college, where he chose architecture as a major.
He was surfing on an abandoned beach one day in 1987, trying to
forget himself in the waves, when he came across an odd rock. It
had a distinctly meteoric look to it, and when he wasn't looking
at it directly, it almost seemed to glow. Sitting on the
sand in the shadow of a large outcropping of stone, Billy
casually examined the rock, then dropped it at his side and lay
down to sleep.
As he slept, he had a strange dream: rock and stone bent
themselves to his will, and the earth nourished and strengthened
him. When he awoke, he was still half in his dream, and stretched
out his hand. The outcropping behind him shuddered, then flowed
liquidly to meet his fingertips. Shaken, Billy stumbled away from
the spot, his surfboard under his arm. Plopping down onto the
beach near the waterline, he sat and stared at the altered rock
until he could take no more of it. Plunging into the water, he
tried to lose himself in surfing. But a wave of earth grew from
the bottom of the sea and lifted him up above the water's
surface.
Billy found that he could control the earthwave, and had it set
him gently on the beach. He packed his surfboard into his car and
drove to Canberra and the IST embassy there.
Explaining his situation, Billy received aid and analysis from
the embassy. An abbreviated examination of his body and his genes
showed that he'd been somehow altered. He wasn't quite living
rock, but he wasn't quite flesh, either. A search of the beach
failed to turn up the odd meteor which Billy had found, and in
the absence of any other ideas, the embassy medic theorized that
perhaps the meteor had somehow become incorporated into his body.
The team leader of IST Canberra suggested that Billy stay with
them to learn more about what he'd become. Lacking any other
direction in his life, Billy agreed; as he discovered the full
range of his metahuman talents he became more and more interested
in actually joining the IST. Finally, he formally applied; when
his basic training was completed in 1988, he was assigned to IST
Tokyo.
Billy is an easygoing sort of fellow, with a laconic way of
speaking and a weakness for enjoying himself. He has been
reprimanded several times over the past two years for lack of
attention while on duty; he prefers playing games on the embassy
mainframe to serious effort. He has trouble concentrating on
anything he considers boring. Off duty he is an ebullient and
open friend, given to treating his companions to a night on the
town. Although now a full-time IST super, he still pursues his
architecture, with the hope that his powers will let him create
the buildings of which he's always dreamed.
When Witchwind plans a combat, Earth Surfer's role is varied. His
ability to mold earth and stone lends itself well to defensive
efforts, but she does not ignore his offensive capability. He is
very fond of sending waves of earth crashing down upon the foe,
and she encourages this, in its place. Earth Surfer doesn't think
much of his Stone Missile power, and rarely uses it in combat.
Typical Dialogue: "Did the earth move for you? It does for me."
"G'day, dude!" Catseye
Real name: Bonita Patricks
Human female, age 35, 4'11", 90 lbs., brown curly hair cut
short, hazel eyes
ST 10 (0 points)
Speed: 9
Damage: Advantages:
Appearance: Attractive (5 points)
Disadvantages:
Berserk (-15 points)
Super Advantages:
Trained By A Master (40 points)
Powers and Super-Skills:Martial Arts skills:
Super Equipment:
Tiger eye medallion:
Non-super Equipment:
Armored gloves (Steel gauntlets) +2 to hand-to-hand damage,
weight 1.
Skills:
Acrobatics-22 (1 point); Area Knowledge (Japan)-15 (1 point);
Area Knowledge (Tokyo)-15 (1 point); Broadsword (Katana)-23 (1
point); Dancing-23 (1 point); Driving (Auto/Jeep)-24 (2 points);
English-16 (0, native tongue); Guns (Pistols)-28 (4 points); Guns
(Rifles)-26 (1 point); History (Int'l., U.N.)-15 (2 points);
Intelligence Analysis-17 (6 points); Interrogation-15 (1 point);
Japanese-15 (1 point); Judo-26 (8 points); Karate-26 (8 points);
Knife-24 (1 point); Knife Throwing-24 (1 point); Law
(Military)-14 (2 points); Leadership-15 (1 point); Nunchaku
(Flail)-23 (2 points); Parachuting-24 (1 point); Philosophy-16 (4
points); Professional Skill (Military Procedure)-16 (2 points);
Running-17 (16 points); Scrounging-16 (1 point); Scuba-15 (1
point); Shield-24 (1 point); Shuriken-23 (2 points); Stealth-26
(8 points); Strategy-16 (4 point); Swimming-24 (1 point);
Tactics-16 (4 points); Throwing-22 (1 point). (All physical
skills are based on DX 24, that granted by her medallion.)
Quirks:
Dislikes extremists of any sort.
Story:
Bonita Patricks was a military brat, born and bred. Raised on a
rapid succession of Air Force bases, it was only natural that she
enter the Air Force herself as soon as she was old enough. At the
time, her gender was a strike against her; her size and
attractiveness, too, were disadvantages in the force. But she got
through Basic Training by adopting the habits of her comrades: if
they were coarse, she was coarser; if they were tough, she was
tougher. It worked. Bonita was never the target of sexual
harassment or discrimination. She became "one of the guys," and
later in her life would regret the limitations it imposed on her
social life and development.
She made her way up though the ranks, and was assigned to the Air
Force's anti-terrorist division, the Tactical Neutralization
Teams. In the TNT she was extensively trained in both armed and
unarmed combat, strategy and tactics, and in the use of
intelligence.
Despite her assignment, she spent an uneventful decade in the Air
Force, finally reaching the rank of Chief Master Sergeant. In
1982, she left the force and settled in her family's ancestral
home of New Orleans, Louisiana. Searching for work in the field
of security proved unfruitful; no one would believe the petite
Bonita was capable of all she claimed. She was forced to take a
series of temporary security guard jobs.
To keep her skills up, she sought a sensei in the martial arts.
Very few met her standards. Of those she thought might be capable
of teaching her more, most turned her down after seeing her in
action. Only one, an elderly Oriental gentleman, professed to be
able to teach things she did not know already. Bonita began
studying with him. Soon, engrossed by the knowledge he was
imparting to her, she began studying full time, to the point of
moving into his cramped quarters. Without saying a word, he
approved, and began supporting her as she learned.
For a year she studied under him, learning things that she
thought were possible only in bad martial arts movies. Then one
evening she came home to find him dying -- murdered by the
Nimba Cult (see GURPS Super Scum, p 24). With his last breaths,
he warned her of the Cult and then directed her to a hidden panel
in the floor, where she found a tiger eye medallion. Giving it to
her, he gasped out his final words, "Don't avenge me --
flee!" Then he died in her arms.
Faithful to her sensei's instructions, she fled -- to Los
Angeles. She discovered the medallion's effects almost
immediately. Despite her sensei's final words, she was intent on
avenging his death. After acclimating herself to the medallion's
effects, and further sharpening her skills, she presented herself
to the local IST embassy. Her hope was that she could gain access
to the U.N. computer network, and could track the Cult down with
it.
In the years she's been with the IST, she has been diligently
pursuing the Cult, although she has not yet located them.
However, because they've attacked her several times over the past
few years, she has convinced COPPF that there is some conspiracy
out there attacking martial artists. Her pursuit is now an
approved project with a small budget.
Bonita has few friends, even among close teammates. Her
singlemindedness about pursuing the Cult, plus her retarded
social skills, leave her little opportunity or ability to relate
deeply with the people around her. She is respected for her
combat ability, but that is the most feeling that her teammates
have for her. Those who know anything of her past are
sympathetic, but attempts to get closer to Bonita slide off her
emotional walls.
The conflict between her Berserk and her Pacifism is a source of
great distress for Bonita. Her Pacifism is a philosophical
stance from her sensei's teachings. But her Berserk is a fact of
her biology. When the battle fury takes her, she is a mindless
fighting machine. If she harms an innocent during a berserk, she
will anguish about it for days afterward.
In combat, Catseye is Witchwind's equivalent of the derringer
pistol: tiny, easily overlooked, and exquisitely deadly.
Catseye's code of honor prevents her personally from being an
aggressor, but once a combat has been engaged, she may enter
-- to the sudden dismay of the enemy. Her berserker tendencies
make her a difficult element to fully plan for, to Witchwind's
despair, but when combined with her great skills, they make her
virtually unstoppable.
Typical Dialogue: "Hai!" (Crunch of splintering bone.) ImpactReal name: José Peréz Melendez
Male human, Hispanic-Black, age 38, 6'2", 145 lbs., black hair,
blue eyes, sallow skin
ST 15 (60 points)
Speed: 13.5
Damage:
Advantages
Appearance: Handsome (15 points)
Disadvantages
Duty to GUTF (not life-threatening) (-15 points)
Super Advantages
DR +25 (Only while running -20%; 60 points)
Skills
Area Knowledge (New York City)-15 (6 points); Area Knowledge
(USA)-12 (1 point); Artist (Graffito)-12 (4 points); Bicycling-14
(4 points); Brawling-15 (8 points); Computer Operations/TL8-12 (1
point); Cooking-12 (1 point); Dancing-13 (2 points); English-11
(1 point); Fast-Talk-14 (6 points); Guns (Pistol)-15 (2 points);
History (Int'l., U.N.)-11 (2 points); Judo-12 (4 points) Knife-12
(1 point); Professional Skill (Masonry)-14 (6 points); Running-15
(8 points); Spanish-12 (0, native tongue); Sports: Football-12 (2
points); Strategy-11 (2 points); Streetwise-11 (1 point);
Tactics-11 (2 points).
Quirks
Incensed by bigotry of all kinds.
Story
José Melendez was a born a mutant. From the days when he was an
infant and his incredibly fast reflexes began appearing, everyone
in his neighborhood knew that he was special, that he was going
to go somewhere. When he started walking, he moved so fast that
his parents finally had to tie him to the radiator in their
Spanish Harlem apartment to keep him from running off. Then, too,
the young José also would hurt himself if he ran into things fast
enough. So he learned to control his speed almost before he
learned to talk.
As he grew into adolescence, the neighbors and his family kept
reminding him how special he was. Sometimes it was needed:
although he loved to play football and other sports, he was
barred from school teams because he was a super. And sometimes he
felt different, disturbingly so, as he watched other guys with
their girlfriends in school and on the street.
His powers seemed to grow as he did. By the time he was sixteen,
he was outracing cars on the highways that ran through Manhattan.
And when he ran, he now had a glow around him which protected him
from the wind -- and, as he discovered the day he tripped in a
pothole, protected him from harm.
José saw little use for his power outside of having fun and
playing sports. Since he was barred from professional sports
because of his powers, he saw little else open to him besides
going into the family masonry business. For ten years he worked
as a mason for his father. Then, in 1983, a building he was
working on collapsed; with his speed, he rescued six of his
co-workers and came to the attention of IST New York, which
recruited him. After his basic training, he was returned to New
York to serve under Argurous Astraph.
His tenure at IST New York lasted five years, by which time he
had reached Rank 5. José had realized he was gay before he was
out of his teens, and although he was not promiscuous, he
contracted AIDS in 1986. Between his accelerated metabolism and
the medical facilities at IST New York, he managed to keep the
disease slowed to a crawl. But eventually he resigned from the
team in 1988.
For six months he was at leisure, and going stir-crazy from
inactivity. In the five years with IST New York, he had become
used to using his powers almost all the time. He couldn't go back
to the way things were before then. He approached the Gay Urban
Task Force and offered his services. Now, in his last year of
life, he feels a certain sense of fulfillment in trying to make
conditions better for other homosexuals against a rising tide of
intolerance.
José is a quiet man with a certain sadness about him. Although
gaunt and sallow from the effects of AIDS, he is still handsome.
A casual person, he makes friends easily, and takes their loss
badly. Although not excessively emotional, he has no compunctions
about displaying his feelings.
In combat, he concentrates almost exclusively on reversed Step
and Attack maneuvers and Slam attacks. He avoids opponents with
cutting weapons bigger than a switchblade, even though his aura
would protect him from almost any hand-held weapon. Typical Dialogue: "Just passin' through, man!" Jellicle
Real name: Anestasia Yu
Female human, Eurasian, age 25, 5'7", 125 lbs., black hair,
green eyes
ST 10 (0 points)
Speed: 7, 8 in feline forms
Damage:
Advantages
Acute Hearing +5 (10 points)
Disadvantages
Enemy: Chinese government on 9 or less (-40 points)
Super Advantages
Claws (Feline form only -30%; 11 points)
Powers and Super-Skills
Morph-15 (1) (Does not need Morph Memory +100%; Limited to feline shapes
-30%; 80 points)
Skills
Animal Handling-16 (1 point); Archeology-12 (1 point); Area
Knowledge (China)-14 (1 point); Area Knowledge (Hong Kong)-14 (1
point); Area Knowledge (Hong Kong/China Border)-14 (1 point);
Boating-14; Brawling-15/19* (1 point); Calligraphy (Chinese
Characters)-17 (4 points); Chinese (Hong Kong Patois)-13 (1
point); Chinese (Mandarin)-14 (2 points); Computer
Operations/TL8-14 (1 point); Cooking-14 (1 point); Dancing-16 (2
points); Diplomacy-12 (1 point); English-14 (0, native tongue);
Fencing (Hobby)-16 (1 point); Guns (Any)-14 (default); History
(Int'l., U.N.)-13 (2 points); Judo-16 (4 points); Musical
Instrument (Cello)-21 (10 points); Musical Instrument (Piano)-17
(2 points); Musical Instrument (Violin)-19 (6 points); Riding
(Horse)-19 (1 point); Stealth-21/25# (25*/29*)# (4 points);
Strategy-13 (2 points); Swimming-16/20* (1 point); Tactics-13 (2
points); Veterinary-16 (1 point). (*Useable in feline form with
+4 DX bonus) (#Includes Silence bonuses.)
Quirks
Actively follows Chinese politics.
Story
Anestasia Yu, a Eurasian girl growing up in Hong Kong, had a
passion -- music. She played many instruments; she excelled in
three: cello, piano, and violin. Anestasia's talents were great
enough that she received a music scholarship to Hong Kong's most
prestigious university. In college, her interests broadened a
bit; as a result of an undergraduate course, she took to
archeology, and often volunteered for digs.
One summer, Anestasia was taking part in an extended dig in a
remote part of Red China. Spending the summer there, she saw in
detail the lives of the people, and gaining their trust, learned
much about life under the Communist regime. Combined with her
father's horror stories about his youth in China, the tales she
heard led her to a strong hatred of the Communists.
Anestasia's role in the dig, like many others', was the back-breaking,
laborious clearing of layer after layer of dirt from the
staked-out site. One day, she came across a sculpture of a tiger,
carved from a single piece of jade the size of a milk crate. It
was the prize find of the entire trip; when they returned to Hong
Kong, the tiger ended up on display in the university's museum.
She felt strangely drawn to the tiger, and came to look at it
often. One night, on the first day of the full moon, she visited
the museum just before its closing. As she stared at the jade
tiger, a shaft of moonlight fell through a skylight and
illuminated the tiger, which suddenly seemed to animate and leap
at her. She fainted; when she was awakened by the museum's
caretaker, the tiger was still in its case -- it hadn't moved
at all.
Stumbling home, Anestasia found herself followed by every cat in
the neighborhood, until exasperated, she cried out, "Leave me
alone!" As one, the cats vanished. That night, she had weird,
feline dreams. Awakening, she felt strange, and fell upon all
fours when she tried to get out of bed. Crawling to her mirror,
she was dumbstruck to see the reflection of a tiger. In her
panic, she somehow triggered a change; in seconds, she had
changed back to normal, still in the leotard she had worn bed.
Skipping her classes for the next three days, she
explored her shapechanging abilities -- cautiously at first,
then with greater and greater enthusiasm.
Nicknaming herself "Jellicle" from the work of T.S. Eliot,
Anestasia began a part-time career dedicated to smuggling
refugees out of China. After she graduated from college, she
joined the IST for access to their resources, and was assigned
back in Hong Kong at her request.
Jellicle's primary power is feline shapeshifting. She has a range
of cat and catlike forms from kitten to sabertooth; in the latter
she is a fierce fighting machine, with her strength and hit
points doubled. In addition, on the two or three nights of the
full moon each month, she can sense and control cats. For her own
amusement, she invokes these powers by reciting from "The Song
of the Jellicles" in Eliot's Old Possum's Book of Practical
Cats. In order to best make use of her super skills, she
schedules her refugee efforts for the full moon.
Anestasia is perceived as having something of a split personality
by her teammates. Although a friendly young woman, it is clear
that she is hiding something. Some of her teammates know about
her extracurricular activities in China, so they understand her
better, but she does not dare make her "hobby" known to the
team at large. For one thing, her commander would not approve,
and would cut off her access to the resources for which she
joined the IST in the first place. For another, the Chinese
government has issued a reward for the death of the
"tiger-woman," and the revelation that she is a member of an
IST would strain the U.N.'s already-shaky relationship with
China.
Jellicle requested and was granted a transfer from IST Hong
Kong shortly before ownership of the city reverted to the
Chinese.
In recent months, Jellicle has had the opportunity to work with
Alley Cat (GURPS SuperTemps, pp. 6-7) in New York City on a
joint SuperTemps-IST project. The two became friends and keep in
regular contact.
In combat, Jellicle avoids high-powered blasters and other
death-dealers. Her role is usually scouting or ambush. Generally,
she is assigned to handle the weaker or more easily intimidated
foes. Her most common forms in combat are the sabertoothed tiger
(see GURPS Bestiary, pp. 55-56) and leopard
(Bestiary, p. 34).
Typical Dialogue: "Roarrrrrr!" Network
Real name: Chen Yen-chih Male human, Chinese, 5'8", 96 lbs., black hair, black eyes
ST 8 (-15 points)
Speed: 5
Damage:
Advantages
IST Member Rank 5 (90 points)
Disadvantages
Bad Sight: Nearsighted (Wears glasses) (-10 points)
Super Advantages
DR 5 (Affects Others +40%; Area Effect +50%; Selective Effect
+50%; Area of Effect Based on Telepathy Range +40%; Only While
Insubstantial -10%; 40 points)
Powers and Super-Skills
Telepathy Power-16 (Affects Others +40%; Area Effect +50%; Selective
Effect +50%; Only While Insubstantial -10%; 184 points)
Skills
Accounting-13 (1 point); Administration-15 (2 points); Arabic-14
(1 point); Area Knowledge (Beijing)-15 (1 point); Area Knowledge
(Israel)-15 (1 point); Area Knowledge (Jerusalem)-16 (2 points);
Bicycling-11 (2 points); Chinese (Mandarin)-15 (0, native
tongue); Computer Operations/TL7-16 (2 points); Computer
Operations/TL8-16 (2 points); Detect Lies-13 (1 point);
Diplomacy-14 (2 points); Economics-14 (2 points); Guns
(Pistol)-12 (1 point); Guns (Rifle)-12 (1 point); Guns
(Submachine gun)-12 (1 point); Hebrew-14 (1 point); History
(Int'l., U.N.)-14 (2 points); Judo-10 (4 points); Research-14 (1
point); Savoir-Faire-16 (2 points); Strategy-14 (2 points);
Swimming-10 (1 point); Tactics-14 (2 points).
Quirks
Overachiever
Story
Chen Yen-chih is one of the results of a 40-year program, started
from the first days of the Peoples' Republic of China, to breed
supers. For decades, metahumans were brought under the
government's thumb and encouraged to marry and have children. The
government paid for all the expenses of living for these
privileged Chinese supers, and offered a bonus of a year's salary
for every child after the first.
The project was kept very secret. At first it was for purely
military reasons, but later, when the Chinese government enacted
its "one family-one child" population control laws, the
possibility of a public backlash provided extra reasons. The
certainty that the U.N. would object to the project ensured its
secrecy after 1982.
Yen-chih was born in 1968, in the second generation of children
in the project. His parents, both teenagers at the time, were
themselves supers and children of supers. The government agency
in charge of the project kept pairing "obvious" dominant
strains, in the hopes of getting a cosmically-powerful metahuman.
Yen-chih was not it.
However, his power surprised the project leaders when it
manifested. He would vanish, and then any person he chose within 70
yards of him would be included in a telepathic network. Each had
access to all the rest, and to him. All were under protection
of a limited mindshield, and somehow Yen-chih's mental presence
provided them with a light physical protection as well. To the
men running the project, he was the perfect Communist military
tool: all the men, linked as one, protected by their unit. He had
no choice: at age 19, he was in the Army.
It wasn't called that, of course. To get around the 1982 Ban, it
was called an Honor Guard for the Forbidden City. Half of its
complement were normals, but the other half were all supers. It
was thus that Yen-chih was on duty through most of the student
demonstrations in Tiananmen Square. Ordered to pay no attention
to it, Yen-chih was horrified by the bloody massacre that ended
weeks of peaceful protest. Without a moment's thought he fled his
post and joined the foreign supers in the Square in rescuing the
leaders of the student movement.
Chen Yen-chih formally defected that night, and offered his
services to the IST by way of thanking them for spiriting him out
of China. He has only recently been cleared and assigned. During
his debriefing, he revealed China's breeding plan to the U.N. for
the first time.
Yen-chih, unfortunately for his teammates, is not an entirely
likeable person. He grew up slightly warped in the project
village, with a decidedly un-Communist love for money. A
privileged person since his teens, he often loses his temper if
things don't go his way. But these traits are balanced by his
tendency towards overworking and his sense of duty.
In combat, Network's role is to link his team into a single
fighting unit. The Jerusalem team sees perhaps the most combat of
any IST force, and Network gives them the edge in organization
that they sometimes need. Undetectible and unharmable, he is
never in danger, and likes it that way.
Typical Dialogue: "Everybody -- link in!" Nightscream
Real name: Ursula Gaffney
Female human, American, age 27, 5'8", 135 lbs., light brown
hair, hazel eyes
ST 10 (0 points)
Speed: 6.75
Damage:
Advantages
Acute Hearing +10 (10 points)
Disadvantages
Blindness (-50 points)
Super Advantages
Parabolic Hearing X 5 (20 points)
Powers and Super-Skills
Sonic Blast-16 (10) (Instantaneous +20%; 104 points)
Super Equipment
Magical Anklet
Non-super Equipment:
Second Chance Hardcorps bulletproof vest with inserts (PD 2, DR
35, 25 lbs.).
Skills
Area Knowledge (Canada)-17 (1 point); Area Knowledge (Ottawa)-17
(1 point); Bard-16* (1/2 point); Climbing-12 (1 point);
Computer Operations/TL8-18 (1 point); Dancing-12 (1 point);
Diplomacy-17* (1/2 point); English-18 (0, native tongue);
French-17 (1 point); German-16 (1/2 point); History (Int'l.,
U.N.)-17 (2 points); Hobby (Sculpting)-11 (1/2 point);
Karate-15 (16 points); Literature-16 (1 point); Poetry-14
(default); Philosophy-15 (1/2 point); Professional Skill
(Speech Therapy)-17 (1 point); Psychology-15 (1/2 point);
Running-10 (4 points); Sign Language (ASL)-16 (1/2 point);
Sign Language (Spelled)-16 (1/2 point); Stealth-19/23 (8
points); Strategy-17 (1 point); Swimming-13 (1 point); Tactics-17
(1 point); Teaching-17 (1 point); Tracking-13 (default);
Ventriloquism-18 (4 points). (*Includes Voice bonus.)
Quirks
Doesn't know that her anklet is a magical artifact.
Story
Ursula Gaffney was born blind, but gifted with a number of
enhanced senses which more than compensated for her lack of
sight. Not that she could use them at first; she had to take
Special Education courses in elementary school to learn how to
use her sonar.
With puberty, and then high school, her sonic powers began to
appear. By this time she was very tired of her "minor super"
status and was desperately trying to fit in. So she hid her new
powers, and learned to disregard the more intrusive of her super
senses. She took up cross-country running because it was one of
the few sports from which her powers did not disqualify her. In
her spare time she read everything she could, and learned yoga.
When she went to college, Ursula decided to study speech therapy,
because she felt herself uniquely qualified for the field. Taking
courses in special studies and in teaching not only prepared
her better for her intended career, but helped her understand the
processes by which she was taught to use her enhanced senses.
Feeling more at ease with herself, she returned to cross-country
running on the college varsity level.
Fortunately, in making the transition to college she left her
"neighborhood super" reputation behind. Although she did not
pretend to be a "normal" blind person, she did not draw
attention to her gifts. As a result, she felt more like a real
person; because she felt that she finally fit in, she found that
she had more time to spend on accomplishing new goals.
After graduating and acquiring her certification, Ursula took a
job in a private school in Dallas as a speech therapist. In her
free time, she began to explore and polish her sonic abilities,
much as she exercised the rest of her body. This was lucky, for
she stumbled upon an operation of IST Dallas'. Several of their
number had been captured by members of the White Knights of the
Double Lightning Strike, who were planning to destroy the IST
Dallas building. Ursula's surprise addition to the remaining team
members turned the tables on the White Knights, and their plan
was smashed.
When all the legal and police parts of the matter were finished
with, Oddball, the leader of IST Dallas, suggested that she
consider joining the IST. Applying, she was accepted and
stationed in Ottawa upon finishing her basic training. She is
currently dating a young man who doesn't know that she's a member
of the local IST team, and whose last gift to her, an antique
anklet, is a magical artifact that has boosted her strength
significantly (unbeknownst to either of them).
Ursula is a private person by nature, and slow to make friends.
However, when she does give her trust, she is a staunch and
steady companion. Although most of her life she has been more
inconvenienced by being a super than aided, she has come to terms
admirably with her powers. In the company of people with whom she
is comfortable, she can relax and be giddy, a side of her seen
only in the form of snatches of humor when she's in uniform.
In combat, she can be deadly, but her preferred strategy is
misdirection. Between her mimicry power and her ventriloquism
skill, she can sow considerable confusion among the enemy before
she even considers an attack with deadly force. She also is
the infiltrator among IST Ottawa; her silence and sonar allow her
to sneak into virtually anywhere. Typical Dialogue: "Hey, listen to this! <<Skreeeeeeee>>!" VillainRebound
Real name: Eduardo Caravalho
Male human, Brazilian, age 29, 5'7", 145 lbs., dark blond hair
(slicked back), green eyes, thin mustache.
ST 10 (0 points)
Speed: 6.75
Damage:
Advantages
Ambidextrous (10 points)
Disadvantages
Dependent: Sister in circus. Competent (26-50 pts.) loved one,
appears 12 or less (-24 points)
Super Advantages
Costume (15 points)
Skills
Acrobatics-19 (40 points); Area Knowledge (Brazil)-14 (4 points);
Animal Handling-13 (6 points); Brawling-17 (8 points);
Carousing-14 (4 points); Climbing-15 (4 points); Cooking-13 (2
points); Dancing-13 (1 point); Fishing-14 (4 points); Jumping-20
(32 points); Knife-13 (1/2 point); Knife Throwing-16 (4
points); Lockpicking/TL7-10 (1/2 point); Performance-10
(1/2 point); Portuguese-12 (0, native tongue); Riding
(Horse)-13 (1 point); Running-12 (2 points); Sex Appeal-15 (6
points); Spanish-9 (default from Portuguese); Stealth-9
(default); Teaching-12 (2 points); Traps/TL7-10 (1/2 point).
Quirks
Never has time for the news.
Story
Eduardo Caravalho grew up with a traveling show in Brazil, and
knew no other life than that of the circus. His was a circus
family, acrobats all, and always had been, back to their gypsy
roots in Portugal. When he was 25, his parents died, leaving him
their meager possessions and the guardianship of his 14-year-old
sister, Sofia. Herself a skilled acrobat, Sofia and Eduardo
continued the tradition of the "Flying Caravalhos" with their
brother-sister trapeze act.
However, as Sofia grew older, and the circus grew more run-down
and rag-tag, Eduardo knew that this life was not good for her.
She was growing into a lovely young woman, with as sharp and
clever a mind as he had ever seen. Although she tried her best to
hide it, Eduardo knew that secretly she longed to leave the
circus and go to college in Brasilia -- but love of her
brother and lack of money prevented her. Loving his sister no
less than she loved him, Eduardo decided that, whatever it took,
she would have her dream.
And so it was that whenever their circus visited a town or city,
they left in their wake two or three burglaries. Never anything
large or spectacular, the crimes were hardly noticed by the local
authorities, let alone connected with the ragged circus which had
recently graced their town. Slowly, Eduardo began to accumulate
the money his sister required; deposited in a stable foreign
bank, it accumulated interest and grew.
He did not enjoy being a second-story man. It made him nervous,
and he knew that nervousness was deadly in any dangerous job. One
night in late 1988, Eduardo's nervousness grew too strong. A
misplaced twitch of the arm, and the job was bungled -- alarms
went off throughout the building. Eduardo panicked, and ran to
the roof. From nowhere, it seemed to him, dozens of guards and
police appeared, cornering him against the edge of the roof,
backing him into the corner of the building. His only escape lay
across the ten-foot chasm between this building and the next.
Measuring his chances with the guards against the possibility of
missing the building, Eduardo hesitated for only a split-second.
Then he hurled himself across the gap.
He missed.
Hurtling to the ground, he tried to recite an act of contrition,
but never completed it. He struck the pavement. But at the moment
of impact, Eduardo did not die, to his utter surprise. Almost as
if in anticipation of the blow, his body changed. With a sound
like tearing rubber, his body expanded into a sphere, with only
his hands, feet, and head exposed. His outer clothing ripped
away, leaving only the spandex singlet he had worn in the trapeze
act that night. With a hollow, rubber-ball sound, Eduardo hit the
ground and rebounded back up into the night, the bullets of the
guards bouncing harmlessly off him with little "ploink" noises.
By the time he managed to arrest his wild movement, he was miles
away from the scene of the crime. Managing to roll his ungainly
form under a bridge that crossed a culvert, Eduardo leaned back
and wondered if he would ever be normal again. Almost before he
completed the thought, his rounded body collapsed upon itself
with a hiss, and he was again the trim acrobat. Inflating and
deflating himself over the next few minutes, Eduardo learned how
to change at will. Then, realizing the hour, he hitched a ride
back to the circus, hoping Sofia had not begun to worry about
him.
Eduardo has continued his "night job," but now he uses his
metahuman powers to take on more lucrative and thus more
dangerous targets. He is careful to avoid inflating anywhere
there might be security cameras, and to avoid bringing unwanted
attention on the circus, he performs his robberies at wider
intervals and farther from the circus' route. All the money still
goes into his sister's college fund, which has grown
significantly. He hopes to surprise her with it when it reaches
$75,000, and expects that it will reach that total before 1991
ends. When that happens, he will retire from his criminal career.
Or will he? The question has been on his mind lately. Despite
his nervousness, he has begun to enjoy his life of crime. Even
more than acrobatics, the danger of crime appeals to him. He has
begun to toy with the idea of going public, and challenging
another super just for the experience. But so far, he has not
acted upon his daydreams. Until Sofia graduates from college, he
will not do anything to jeopardize her future.
In combat, Rebound will be at a loss. He has never used his power
as anything other than a means of transport, and thus has no idea
what it can do in a fight. He has never fought another super, and
in fact pays little attention to the news, so he knows near to
nothing about the abilities of local metahumans. His first
superbattle will likely be a rout, with Rebound fleeing as soon
as he realizes that he cannot withstand his opponent.
Typical Dialogue: "Look out below!" <<Ploing!>> "Sorry about
that!" |
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