Acrobatics 15 [4], Administration 14 [1], Aerial Transference {PH}
14 [2], Armoury (guns 15 [1], Armoury (Nuclear Weapons) 15 [1],
Carousing 12 [1], Chemistry 14 [1], Climbing 14 [1], Demoltions 16
[2], Engineer (Aeronautics) 14 [1], Engineer (bombs & traps) 14 [1],
Engineer (Electrical 15 [2], Engineer (Nuclear Devices) 16 [4],
Forward Observer 15 [1], Free Fall 15 [2], Guns (Pistol) 17 [1],
Guns (Rifle) 17 [1], Guns (SMG) 17 [1], Judo 15 [2], Karate 14 [2],
Knife 15 [1], knife Throwing 16 [1], Leadership 15 [1], Mathematics
15 [2], Navigation 14 [1], Nuclear Physics 13 [2], Orienteering 14 [1],
Parachuting 15 [1], Physics 15 [1], Pilot (Helicopter) 14 [1],
Poisons 15 [1], Research 16 [1], Savoir-Faire (Military) 16 [1],
Science! 13 [1], Streetwise 15 [2], Survival (Desert) 15 [1],
Survival (Other) 12 [0], Traps 15 [1], Wing Walking {PH} 15 [4].
Bad Sight (nearsighted, correctible) [-10]
Code of Honor [-10]
Curious [-10]
Enemy: Hostile Espionage agency* 6- [-15]
Hazardous Duty to Cover Ops organization 15 [-20]
Reclusive [-10]
Sense of Duty to team mates [-5]
Sense of Duty to USA [-10]
*If you learned this agency's name, your life wouldn't be worth a plugged nickel.
Annoyance Enemy (ex wife) 9- [-1]
Keeps key to home in wallet [-1]
Likes Belgian Beers [-1]
Says little [-1]
Video Game Fanatic [-1]
Somewhere in Virgina lies a little publicized think tank. Their
task is to come up with contingency plans for the unthinkable.
One such plan considered the possibility that a plane might have
an accident with a nuclear bomb it carried in flight. At the very
best, it might be armed. The risk of the bomb detonating
if the plane lands is too high to take the chance.
Scenario description presumes the plane is flying over a large
friendly land mass, such as the continental United States. The think
tank's plan called for training and stationing response teams who
could be flown to the distressed plane, transfer over to it and disarm
the bomb while the plane is in flight.
Several such teams are in place. Major Bissett headed one of them
prior to his retirement last year. Bissett's eyesight had
deteriorated enough to disqualify him for the job. He retired shortly
afterwards.
People who know how to disarm nuclear devices know enough about
building them that they are watched by governments. Bissett was
recruited by one of the less well documented US intelligence/special
ops agencies.
Bissett is named after a couple of people I know from GURPSnet and
even casual GURPSnet lurkers will recognize who they are. He was
designed for a one shot game that wound up taking several sessions
to complete. I don't think I'll ever get to run him again, but do
have 9 experience points to spend if I ever do.
The GM of the game designed it at the request of a player who wanted
to run a high action/adventure modern game, and the GM specifically was
inspired by the then just released movie "The Rock" and tossed in some "Island
or Dr. Moreau" for the hell of it. Bissett's concept was "This guy doesn't
just disarm bombs, he disarms NUKES, and does it from the wing of a flying jet
plane!".
The GM has even less respect for the "carved in stone tablets" suggested (cough ahem)
100 point in Attributes cap for Covert Ops and Espionage games than I do, and
Bissett's 200 pts in Attributes was actually on the low side of the average.
The scenario went well except for the Player Character it was made for.
It seems that a team of Russian agents also went in to the secret island
base of the mad terrorist/genetic engineer, arrived an hour ahead of us
and by virtue of picking the same landing site they used (one in 3 chance
from the map we had) our Marine sergeant Cinematic Martial artist
sniper/recon guy, found their camoflauged helicopter. There were NINE PCs
here, (not surprising when you have 9 players...) three of whom were expert
demolitionists/trap finders. Without reporting what he found, he opened the
door to the Russian helicopter.
We were a bit generous (or at least guilty after laughing so long) and unanimously
voted to let him use the experience point this GM gives just for showing up for the
game as a "Flesh Wound", which allowed him to be blown clear of the explosion that
otherwise would have shredded him.
The thing of it was, I helped him design the character since he was not
familiar with GURPS "Marial Arts" rules. He also came equipped with this
Sniper rifle listed in "High Tech" that basically did 13 dice of damage
and didn't lose it's accuracy bonus till the target was around a mile
away. He spent the entire adventure avoiding getting close to any
hostiles, doing everything he could think of to be able to blow the
target away with his supergun. {sigh}