The characters are generated using both the GURPS Basic Set and Compendium I. No limits were placed on how many disadvantages each character could have or on point costs of the characters.
Alisin
Points: 84
Attributes: Strength 12 [20], Dexterity 14 [45], Intelligence 10 [0], HT 12 [20]
Appearance: Beautiful [25]
Wealth: Poor [-15]
Advantages: High Pain Threshold [10], Resistant to Poison [5], Strong Will +1 [4]
Disadvantages: Compulsive Carousing [-5], Enemy (FIB) [-30], On the Edge [-15], Terminally Ill (four years to live from an unknown blood disease) [0]
Quirks: Dislikes commitment, Hates to be confined or controlled, Likes to be Hurt [-3]
Skills (includes modifiers from appearance): Acrobatics 14 [2], Brawling 14 [1], Carousing 12 [2], Chain 14 [2], Comic Books 9 [1/2], Driving (car) 14 [2], Guns 14 [1], Knife 14 [1], Lockpicking 10 [2], Occultism 10 [2], Pickpocket 14 [4], Role-Playing Games 9 [1/2], Sex Appeal 16 [2], Shadowing 10 [2], Sleight of Hand 14 [4], Stealth 14 [2], Streetwise 10 [2], Whip 14 [2]
Dara Sully
Points: 526
Attributes: Strength 22 [20], Dexterity 12 [20], Intelligence 14 [45], Health 12 [20]
Appearance: Beautiful [15]
Advantages: Alertness +2 [10], Cool [1], Strong Will +2 [8], Vampire [340]
Disadvantages: Mistaken Identity (for the TV Sully) [-5], One Eye [-15], Secret (Her existence) [-30]
Quirks: Unemotional [-1]
Skills: Biochemistry 14 [8], Chemistry 14 [4], Computer Operation 14 [1], Conspiracy Theory 16 [16], Criminology 16 [6], Diagnosis 14 [4], Driving (cars) 12 [2], Fast-Talk 14 [2], Guns 14 [4], Interrogation 14 [2], Judo 12 [4], Karate 12 [4], Law 14 [4], Occultism 14 [2], Physician 14 [4], Physiology 14 [8], Research 14 [2], Surgery 14 [8], Theology 14 [4]
Maneuvers: Arm or Wrist Lock 16 [1], Choke Hold 14 [2], Neck Snap 22 [6]
Frederick "Fred" Miller
Points: 455
Attributes: Strength 22 [20], Dexterity 12 [20], Intelligence 14 [45], Health 12 [20]
Advantages: Alertness +2 [10], Cool [1], Intuition [15], Strong Will +2 [8], Vampire [340]
Disadvantages: Bad Temper [-10], Loner [-5], Mistaken Identity (for the TV Miller) [-5], Overconfidence [-10], Secret (His existence) [-30]
Quirks: Always dressed in black, Always wears sunglasses (even at night), Distrustful of anything (sees the influence of the government and paranormals everywhere), Fascinated by the Paranormal, Unemotional [-5]
Skills: Computer Operation 14 [1], Conspiracy Theory 16 [16], Criminology 16 [6], Driving (cars) 12 [2], Fast-Talk 14 [2], Guns 14 [4], Interrogation 14 [2], Judo 12 [4], Karate 12 [4], Law 14 [4], Occultism 18 [10], Psychology 13 [2], Research 14 [2], Science Fiction 14 [1], Theology 14 [4]
Maneuvers: Arm or Wrist Lock 16 [1], Choke Hold 14 [2], Neck Snap 22 [6]
Guthrie "Guth" Carroll
Points: 146
Attributes: Strength 8 [-15], Dexterity 10 [0], Intelligence 16 [80], Health 8 [-15]
Advantages: Ally Group (SF Club) [10], Composed [5], Eidetic Memory [60], Lightning Calculator [5], Mathematical Ability [10]
Disadvantages: Bad Sight [-10], Overconfidence [-10], Skinny [-5]
Quirks: Fascinated by computers, unemotional [-2]
Skills (includes modifiers from Mathematical Ability): Computer Operation 20 [2], Computer Programming 20 [6], Conspiracy Theory 16 [8], Drive (car) 10 [2], Electronics Operation (computers) 20 [4], Mathematics 20 [6], Physics 16 [4], Science-Fiction 16 [1]
Katherine "Kathy" Smit
Points: 113
Attributes: Strength 10 [0], Dexterity 10 [0], Intelligence 15 [60], Health 10 [0]
Reputation: An accomplished strategist and ruler +2 (among the S.C.A) [3]
Advantages: Ally Group (SF Club) [10], Charisma +2 [10], Strong Will +2 [8]
Disadvantages: Bad Sight [-10], Enemy (FIB) [-30], Overweight [-5], Proud [-1]
Quirks: Enjoys pretending to be royalty, fascinated by the Middle Ages, likes to be in charge, sees every challenge as a game of chess [-4]
Skills (includes modifiers from Charisma): Accounting 13 [1], Armory 15 [2], Ax/Mace 10 [2], Bard 17 [2], Broadsword 14 [24], Carousing 10 [2], Chess 18 [6], Diagnosis 15 [4], Diplomacy 17 [4], Driving (car) 10 [2], First Aid 15 [1], Heraldry 15 [2], History 15 [4], Law 13 [1], Leadership 17 [2], Literature 15 [4], Mythology 15 [2], Occultism 15 [2], Performance 15 [2], Polearm 12 [6], Politics 15 [2], Psychology 13 [1], Riding 10 [2], Role-Playing Games 15 [1], Savoir-Faire 15 [1], Sex Appeal 10 [2], Strategy 15 (land) [4], Tactics 15 [4], Theology 15 [4], Tournament Law (jousts) 15 [1], Two-Handed Sword 14 [24]
Languages: English (native language), Japanese 6 [1/2], Latin 13 [1/2]
Mr. Jones
Points: 225
Attributes: Strength 10 [0], Dexterity 10 [0], Intelligence 14 [45], Health 10 [0]
Wealth: Very Wealthy [30]
Reputation: Leader of FIB +4 (among government operatives) [10]
Status: Leader of FIB [30]
Advantages: Administrative Rank 5 [25], Charisma +3 [15], Composed [5], Legal Enforcement Powers [15], Security Clearance (complete for American government) [12], Strong Will +2 [8]
Disadvantages: Addiction: Tobacco [-5], Bad Sight [-10], Duty (fulfill the goals of FIB) [-15], Obsessed (containing and nullifying all deviants and X-factors) [-15], Overconfidence [-10]
Quirks: Frequently regrets the necessity of his job, unemotional [-2]
Skills (includes modifiers from Charisma): Administration 16 [6], Computer Operation 14 [1], Conspiracy Theory 16 [16], Criminology 14 [2], Diplomacy 17 [4], Driving (cars) 10 [2], Guns 10 [1], Interrogation 14 [2], Judo 10 [4], Karate 10 [4], Law 16 [8], Leadership 17 [2], Occultism 16 [6], Strategy (land) 16 [8], Tactics 16 [8], Theology 14 [4]
Maneuvers: Arm or Wrist Lock 10 [1], Choke Hold 10 [2], Neck Snap 10 [6]
Richard "Rikk" Oberf
Points: 74
Attributes: Strength 10 [0], Dexterity 10 [0], Intelligence 14 [45], Health 10 [0]
Advantages: Ally Group (SF Club) [10], Charisma +2 [10], Composed [5]
Disadvantages: Enemy (FIB) [-30], Sense of Duty (Fandom) [-5], Shyness (mild) [-5]
Quirks: Attracted to goth girls, frequently develops crushes on female icons of Fandom, idealistic, mistrusts his own ability as leader [-4]
Skills (Includes modifiers from Charisma): Comic Books 15 [2], Conspiracy Theory 16 [16], Diplomacy 17 [4], Drive (car) 10 [2], Leadership 17 [2], Literature 14 [4], Movies 15 [2], Research 14 [2], Role-Playing Games 15 [2], Science-Fiction 16 [4], Tactics 16 [8]
Rumiko "Rumy" Tanaka
Points: 223
Attributes: Strength 12 [20], Dexterity 16 [80], Intelligence 12 [20], Health 12 [20]
Appearance: Attractive [5]
Advantages: Ally Group (SF Club) [10], Combat Reflexes [15], Pitiable [5]
Disadvantages: Alcohol Intolerance [-1], Bad Temper [-10], Compulsive Behavior (collecting and reading comics) [-5], Enemy (FIB) [-30], Intolerance (Aliens) [-5], Shyness (severe) [-10]
Quirks: Easily disorientated, frequently develops crushes on quiet and artistic men, heights make her nervous [-3]
Skills: Acrobatics 16 [4], Anime 14 [4], Artist 15 [10], Appreciate Beauty (artwork) 14 [16], Climbing 16 [2], Comic Books 16 [8], Flying Leap 16 [12], Judo 16 [4], Jumping 18 [4], Karate 16 [4], Power Blow 16 [12], Role-Playing Games 12 [1], Stealth 16 [2], Writing 12 [2]
Languages: English 12 [2], Japanese (native tongue)
Maneuvers: Elbow Strike 16 [1], Ground Fighting (Karate) 14 [2], Jump Kick 16 [2], Kicking 16 [2], Knee Strike 16 [1/2], Spin Kick 16 [1], Stamp Kick 16 [1/2]
Shanna Cochran
Points: 79
Attributes: Strength 10 [0], Dexterity 10 [0], Intelligence 12 [20], Health 10 [0]
Advantages: Alertness +2 [10], Ally Group (SF Club) [10], Cool [1]
Disadvantages: Alcohol Intolerance [-1], Dependent (mother) [-12], Enemy (FIB) [-30], Secret (actually a fan) [-5]
Quirks: Desires to uncover the truth, loves horses and unicorns [-2]
Skills: Animal Handling 12 [4], Conspiracy Theory 16 [24], Detect Lies 13 [6], Drive (cars) 12 [8], Escape 10 [2], Fast-Talk 12 [2], Karate 8 [1], Literature 12 [4], Mythology 12 [2], Occultism 11 [1], Photography 12 [2], Research 14 [6], Riding 10 [2], Stealth 10 [2], Typing 14 [16], Writing 14 [6]
Timothy "Tim" Mitts
Points: 111
Attributes: Strength 12 [20], Dexterity 10 [0], Intelligence 12 [20], Health 8 [-20]
Appearance: Unattractive [-5]
Reputation: A great computer hacker +2 (amongst other hackers) [5]
Advantages: Ally Group (SF Club) [10], Contacts (Internet allies) [9]
Disadvantages: Enemy (FIB) [-30], Fat [-10], Lecherousness [-15], Unfit [-5]
Quirks: Loves his computers and other possessions, very protective of friends [-2]
Skills: Anime 12 [1], Carousing 12 [24], Comic Books 12 [1], Computer Hacking 17 [28], Computer Operation 20 [16], Computer Programming 17 [14], Conspiracy Theory 12 [8], Cryptanalysis 16 [12], Dancing 12 [6], Drive (cars) 10 [2], Electronics Operation (computers) 15 [8], Mathematics 13 [6], Movies 12 [1], Research 13 [4], Role-Playing Games 12 [1], Writing 12 [2]
William "Will" Erixon
Points: 191
Attributes: Strength 16 [80], Dexterity 10 [0], Intelligence 12 [20], Health 14 [45]
Appearance: Attractive [5]
Advantages: Ally Group (SF Club) [10], Very Fit [15], Voice [10]
Disadvantages: Bad Temper [-10], Enemy (FIB) [-30], Pacifism (cannot attack a woman) [-10], Phobia (being mind-controlled or otherwise removed of free will, severe) [-10]
Quirks: Dislikes organized religion, fears his temper, hero is Arlen Staranka, Invasion of the Body Masters is his favorite movie, loves dressing up and playing out roles [-5]
Skills (Includes modifiers from Voice): Anime 12 [1], Acting 18 [14], Bard 14 [2], Broadsword 10 [2], Comic Books 14 [4], Diplomacy 14 [4], Disguise 18 [14], Drive (cars) 10 [2], Guns 12 [4], Karate 10 [4], Lifting 16 [4], Movies 12 [1], Performance 16 [6], Role-Playing Games 12 [1], Science-Fiction 14 [4]
Languages: English (native language), Clingon 14 [4]
Vampire Character Package
Points: 340
Advantages: Vampires gain +10 to their ST, can fly at twice their normal Move, turn into a bat, see in the dark like a cat, and are invisible to all machines (including photographs and cameras).
They also have retractable fangs that inflict cutting damage based on ST. Each round, the vampire drains 1 point of HT from the victim, and for every 3 points of HT thus taken, the vampire heals 1 point of HT. Any person completely drained of HT by a vampire becomes a vampire as well (though the parent vampire has no special control over him).
Vampires are almost completely unkillable. They do not breathe or age, and are immune to disease and poison. Furthermore, they regenerate 1 HT per turn. However, being pierced in the hurt automatically kills them and they cannot regenerate damage from fire and magic (except by sucking blood).
Disadvantages: Every noon, vampires lose 2 HT. They can only regain this HT by drinking a creatures blood (the lost HT are not regenerated otherwise). If a vampire has the opportunity to feed, he must roll vs. Will to restrain himself. For every HT he needs healed, -1 is subtracted from the roll. The roll has an additional -2 if spilled blood is within the vampires sight or smell.
Vampires have no body heat, cannot be seen in mirrors, and are unable to eat or drink anything besides blood without vomiting. They suffer 1 point of damage a minute from holy symbols within five feet as long as the person holding them is a devoted follower of that particular faith. If the holy symbol touches them, they suffer 1d a minute. Furthermore, vampires take 2d of damage from holy water. However, this needs to at least a pint full. Anything less stings but does not cause a loss of hit points. Neither the damage from a holy symbol or holy water can be regenerated normally. Blood is required.
Questions