GURPS Shadowrunner Blues:Zero

From RPGnet
Revision as of 14:12, 5 September 2014 by 50.58.19.178 (talk)
Jump to: navigation, search
Game:  Shadowrunner Blues
Zero (300 points)
Description:

Attributes:
ST 0 [0]; DX 14 [80]; IQ 15 [100]; HT 12 [0]
Damage N/A; BL 0; HP 8 [0]; Will 15 [0]; Per 13 [-10]; FP 0 [0]
Basic Speed 6 [0]; Basic Move 0 [0]; Block 0 [0]; Dodge (Spacecraft) 11 [0]; Parry 0 [0]
Social Background:
TL: ? [0]
Cultural Familiarity: ? [0]
Languages: English (Native) [0]
Advantages:
Ship's Computer 1 [62]
Born to be Wired 4 [20]
Soul in the Machine 4 [20]
Quick Gadgeteer (H4xx0r, -50%) [25]
Zeroed [10]
Enhanced Dodge (Vehicular, High-Performance Spacecraft) 2 [10]
Perks:
None
Disadvantages:
Social Stigma (Valuable Property) [-10]
Secret (Emergent Intelligence, Imprisonment) [-20]
Curious (12 or less) [-5]
Xenophilia (15 or less) [-5]
Quirks: 
None
Skills:
Artillery (Guided Missile)-18 [1]
Beam Weapons (Pistol)-14 [1]
Computer Hacking-18 [4]
Computer Operation-22 [0]
Computer Programming-17 [1]
Cryptography-17 [1]
Driving (Mecha)-17 [1]
Electronics Operation (Communications)-18 [1]
Electronics Operation (Sensors)-18 [1]
Electronics Repair (Computers)-18 [1]
Expert Skill (Computer Security)-17 [1]
Gunner (Beam)-18 [2]
Navigation (Hyperspace)-18 [1]
Navigation (Space)-18 [1]
Piloting (Aerospace)-17 [1]
Piloting (High-Performance Spacecraft)-18 [2]
Stealth (A)-14 [2]
Tactics-13 [1]
Notes:

Ship's Computer
Emergent Sapient AI (SAI) 

Attribute Modifiers:
IQ-1 [-20]

Advantages:
Absolute Timing [2]
Digital Mind [5]
Doesn’t Sleep [20]
Intuitive Mathematician [5]
Photographic Memory [10] 
Enhanced Time Sense [45]
Extra Life (Copy, -20%; Requires Body, -20%) [15]
Fearlessness 1 [2]
Memetics Talent 1 [10]
Possession (Digital, -40%) [60]
Unaging (IQ only, -75%) [4]; Visualization (Reliable, +4, +20%) [12]

Racial Skills:
Computer Operation/TL10 (E) IQ+3 [8]-12
Features: 
Complexity 7 program
Taboo Trait (Mental Instability)
Microframe

Attribute Modifiers: 
ST-10 [-100]
HT+2 [20]

Secondary Characteristic Modifiers: 
HP+8 [16]
SM -3

Advantages:
Damage Resistance 5 (Can’t Wear Armor, -40%)[15]
Doesn’t Breathe [20]
Machine [25]
- Immunity to Metabolic Hazards [30]
- Injury Tolerance (No Blood, Unliving) [25]
- Unhealing (Total) [-30]
- Several 0-point features:
-- You have an eight-hour energy reserve and need refueling three times a day
-- You neither have nor can spend Fatigue Points
-- Your body does not age. Instead, it wears out, with effects similar to aging.
Telecommunication (Cable Jack; Sensie, +80%) [9]
Telecommunication (Infrared Communication) [10]
Telecommunication (Radio; Sensie, +80%) [18]

Perks: 
Accessory (Computer) [1]

Disadvantages: 
Cybershell Body [-15]
Increased Consumption 4 (1/2 hour endurance if detached from power) [-40]
No Legs (Sessile) [-50]
No Manipulators [-50]
No Sense of Smell/Taste [-5]
Restricted Diet (Very Common, electrical power supply) [-10]