Time Corps Field Agent template for GURPS®

158 points

You are a Field Agent in the Time Corps. Your job is to investigate timeline penetrations, fight Stopwatch agents, support Local Agents in their missions, and change or protect history as required by Project Timepiece. This template represents a rookie who has completed basic training and has been on a few routine missions supervised by more experienced agents.

Attributes: ST 12 [20]; DX 12 [40]; IQ 12 [40]; HT 12 [20].

Secondary Characteristics: Dmg 1d−1/1d+1; BL 28 lbs.; HP 12 [0]; Will 12 [0]; Per 13 [5]; FP 12 [0]; Basic Speed 6.00 [0]; Basic Move 6 [0].

Advantages: Fit [5]; Accented level in two historical linguae francae (e.g., Latin, Ancient Greek, Sanskrit, Aramaic), each [4] (or split one or both languages into two at Accented/Spoken if dealing with illiterate societies).

Disadvantages: Code of Honor (Timepiece Agent’s1) [−10]; Duty (Timepiece2; Constant; Extremely Hazardous) [−20].

Primary Skills: Beam Weapons/TL10 (Pistol) (E) DX+2 [4]–14; First Aid/TL10 (E) IQ+2 [4]–14; Guns/TL10 (Pistol) (E) DX+2 [4]–14; Observation (A) Per+1 [4]–14; Search (A) Per−1 [1]–12; Stealth (A) DX+2 [8]–14. Choose two specializations of Savoir-Faire, both (E) IQ [1]–12.

Secondary Skills: Brawling (E) DX [1]–12; Disguise/TL10 (A) IQ−1 [1]–11; Electronics Operation/TL10 (Comm, EW, Security, and Surveillance), all (A) IQ−1 [1]–11; Holdout (A) IQ−1 [2]–11; Knife (E) DX [1]–12; Scrounging (E) Per [1]–13; Soldier/TL10 (A) IQ−1 [1]–11; Wrestling (A) DX [2]–12. Choose two specializations of History, each (H) IQ [2]–11.

Background Skills: Climbing (A) DX−1 [1]–11; Swimming (E) HT [1]–12. Choose two of Boating (Motorboat, Sailboat, or Unpowered), Driving (Automobile, Heavy Wheeled, or Motorcycle), and Piloting (Glider, Helicopter, Light Airplane, Lighter-Than-Air, or Ultralight), all any TL from 0 to 7, and Riding (any) and Teamster (any), both (A) DX−1 [1]–11. Choose two specializations of Survival, both (A) Per−1 [1]–12.

  1. Soldier’s Code of Honor as per p. B127 but with one addition: never witness the death of a comrade. If you don’t witness it, it’s possible that he could be saved.
  2. Duty to Timepiece includes the requirements to complete the mission, not to kill unless there is no other option, and to protect Timepiece local and overall probability at all costs.

This template is also available as a data file for GURPS Character Assistant.

The material presented here is the original creation of David Trimboli, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games. GURPS is a registered trademark of Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with SJ Games online policy.

Last updated July 12, 2010

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