Peter Paul "PP" Waver

Tall, Peppered short hair, Bulbous nose, Pretty fit, Plaid flannel shirt, Denim pants, Rubber soul shoes.

Description:

Peter Paul “PP” Waver

Explosives expert.

Tall, Peppered short hair, Bulbous nose, Pretty fit, Plaid flannel shirt, Denim pants, Rubber soul shoes.

Author: RodFive
PC in: Maintaining PEACE in the galaxy!
Game System: GURPS

Description
Name: Peter PP Waver, Player: Pervert Windowasher,
TL: 10, Ht: 6’ 2”, Wt: 180 lb, Age: 41

Points: 150
Unspent points: 0

ST: 10{+0}
DX: 13{+60}
IQ: 13{+60}
HT: 11{+10}

HP: 10{+0}
Will: 13{+0}
Per: 13{+0}
FP: 11{+0}

-———————
Basic Lift: 20, Damage: Thr 1d-2, Sw 2d, Basic Speed: 6, Basic Move: 6
Encumbrance: 0 Move: 6, Dodge: 9, Parry: 9 (Knife), Block: 0

Reaction Modifiers:
Conditional: {+1} from ‘Honesty’ when honesty is known
Conditional: {+3} from ‘Honesty’ when a question of honor or trust is involved.
===

Advantages: 1
Night Vision 1 {+1}

Perks: 0
-——————-

Disadvantages: -45
Code of Honor (Soldier’s) {-10},
Enemy (Pirates) (Medium size group(6-20 people) (9 or less) {-20},
Honesty (12 or less) {-10},
Loner (12 or less) {-5}

Quirks: -5
Bowlegged {-1},
Delusion (I can smell gold) {-1},
Dislikes total silence {-1},
Distinctive Feature (Bulbous nose) {-1},
Expression ”Blow-It-Up or Punch-A-Hole!” {-1}
====

Skills: 69
Climbing =13{+2},
Computer Hacking/TL10 =10{+1},
Computer Operation/TL10 =13{+1},
Computer Programming/TL10 =11{+1},
Criminology/TL10 =12{+1},
Cryptography/TL10
(includes {+1} due to Mathematics/TL10 (Cryptology)) =12{+1},
Current Affairs/TL10 =13{+1},
Detect Lies =11{+1},
Diplomacy =11{+1},
Disguise/TL10 (Human) =10{+1},
Driving/TL10 (Automobile) =12{+1},
Driving (Motorcycle) =12{+1},
Electronic Operation/TL10 (Communications) =12{+1},
Electronic Operation/TL10 (Electronic Warfare) =12{+1},
Electronic Operation/TL10 (Security) =12{+1},
Electronic Operation/TL10 (Sensors) =12{+1},
Electronic Operation/TL10 (Surveillance) =12{+1},
Escape =11{+1},
Expert Skill (Computer Security) =11{+1},
Explosives/TL10 (Demolition) =12{+1},
Explosives/TL10 (Disarming) =12{+1},
Explosives/TL10 (Disposal) =12{+1},
Explosives/TL10 (Underwater Demolition) =12{+1},
Fast Draw (Knife) =13{+1},
Fast Draw (Pistol) =13{+1},
Fast Talk =12{+1},
Forgery/TL10 =11{+1},
Gesture =13{+1},
Gunner/TL10 (Beams) =13{+1},
Gunner/TL10 (Rockets) =13{+1},
Gun/TL10 (Pistol) =14{+2},
Holdout =12{+1},
Intelligence Analysis/TL10 =11{+1},
Interrogation =12{+1},
Intimidation =12{+1},
Jumping =13{+1},
Karate =13{+4},
Knife =14{+2},
Knot-Tying =13{+1},
Lipreading =12{+1},
Lockpicking/TL10
(conditional {+1} from ‘Electronic Lockpicks’ for electronic locks) =13{+2},
Mathematics/TL10 (Applied) =11{+1},
Mathematics/TL10 (Cryptology) =11{1},
Mimicry (Animal Sounds) =11{+1},
Observation =12{+1},
Pickpocket =13{+4},
SCUBA/TL10 =12{+1},
Search =12{+1},
Shadowing =12{+1},
Sleight of Hand =12{+2},
Smuggling =12{+1},
Soldier/TL10 =12{+1},
Spacer =13{+1},
Swimming =11{+1},
Tacktics =11{+1},
Throwing =11{+1},
Thrown Weapon (Knife) =14{+1},
Tracking =12{+1},
Traps/TL10 =12{+1}
————-

Techniques: 0
Disarming (Karate) =12,
Disarming (Knife) =14,
Dual-Weapon Attack (Knife) =10,
Elbow Strike (Karate) =11,
Fanning/TL10 (Guns (Pistol)) =10,
Feint (Karate) =13,
Feint (Knife) =14,
Ground Fighting (Karate) =9,
Ground Fighting (Knife) =10,
Jump Kick (Karate) =9,
Kicking (Karate) =11,
Knee Strike (Karate) =12,
Off-Hand Weapon Training (Knife) =10,
Retain Weapon (Knife) =14,
Rope-Up (Climbing) =11,
Set Trap (Explosives) =10,
Slip Handcuffs (Escape) =6,
Sweeping Kick (Karate) =10,
Work by Touch (Lockpicking) =8
====

Hand Weapon:
Bite = 1d-3 cr Reach: C Lvl:=13(No)
Elbow Strike (Karate) = 1d-1 cr Reach: C Lvl:=11(No)
Jump Kick (Karate) =1d+1 cr Reach: C,1-2 Lvl:=9(No)
Kick (Karate) = 1d-1 cr Reach: C,1 Lvl=11(No)
Knee Strike (Karate) = 1d-1 cr Reach: C Lvl:=12(No)
Punch (Karate) = 1d-1 cr Reach: C Lvl=13(9)
Sweeping Kick (Karate) = 0 (Knock-Down only) Reach: C,1 Lvl:=10(No)

Hand Weapon:
Large Knife = Swing 1d-2 cut Reach: C,1 Lvl=14(9) Cost 40 wt 1
Large Knife = Thrust 1d-2 imp Reach: C Lvl=14(9) NOTES: 1
———-

Ranged Weapon:
Derringer, .41 = 1d pi+ Acc 1 Range: 80/650 RoF 1 Shots 2(3i) Lvl=14 Bulk {-1} Rcl 2 LC 3 cost 100 wt .5

Ranged Weapon:
Holdout Pistol(x2), .380 = 2d pi Acc 1 Range: 125/1500 RoF 5+1(3) Lvl=14 Bulk {-1} Rcl 3 LC 3 Cost 600 wt 2.6

Ranged Weapon:
Large Knife = 1d-2 imp Acc 0 Range: 8/15 RoF 1 Shots T(1) Lvl=13 Bulk {-2} Rcl 0 LC 4 cost 40 wt 1

Ranged Weapon:
Taser M26 Primary = 1d-3 pi Acc 0 Range: 7/7 RoF 2(3) Lvl=14 Bulk -2 LC 4 cost 400 wt 1.1
Taser M26 follow-up = HT-5(0.5) Lvl=aff NOTES: 2
=
=

POSSESSIONS:
Backpack, Small cost 60 wt 3,
Cell Phone cost 250 wt .25,
Cigarette Lighter cost 10 wt 0,
Computer, Wearable cost 1000 wt 2,
Crash Kit cost 200 wt 10,
Datapad cost 10 wt .05,
Flashlight, Mini cost 10 wt .25,
Laser Pistol (Ammunition) cost 10 wt .5,
Portable Electronics Repair Kit cost 1200 wt 10,
Pouch cost 10 wt 0,
Lariat Rope, 3/8” (30 yards) cost 15 wt 4.5,
Shoes, Climbing {feet} cost 80 wt 1,
Suitcase Lab cost 3000 wt 10,
Surgical Instruments cost 300 wt 15,
Wristwatch cost 20 wt 0.
====

POINTSSUMMARY:
ATTRIBUTES/SECONDARYCHARACTERISTICS = {+130} & {+0}
ADVANTAGES/PERKS/TL/LANGUAGES/CULTURALFAMILIARITY {+1} & {+0}
DISADVANTAGES/QUIRKS {-45} & {-5}
SKILLS/TECHNIQUES {+69}

Bio:

Peter is specialized in explosives and computers. When dealing with pirates in Confederated Space, Peter’s computer hacking skills come in handy. Imperial computers are too specialized so hacking theirs isn’t as sophisticated.
Peter is a bit of a loner. He likes tinkering with stuff. Trying to invent something new but his attempts never quite work.
He loves LOUD music. He loves blowing things up and prefers to stand close enough to feel the concussion. Because of this, he might lose his hearing some day, so total silence is scary.
Peter Waver was arrested for urinating in public while drunk. That is how he earned the nick-name, Peter “the PP Waver.” He doesn’t like it but doesn’t want to argue when called it.
————————————————
Dick Palmer is the muscle of the group. He carries a Portable Electronics Repair Kit around for Peter, when he needs to disarm explosive, build timers or repair whatever. Dick also carries a Suitcase Lab that is useful for both Peter (making explosives) and Seamai’s analytical needs. Seamai can find and safely handle hazardous chemicals. She is also the doctor of the group and the pilot.
These three (Original 3 Characters) are well known for tracking pirates. They don’t have their own starship because they are too well known. However, Seamai can handle a spaceship both in space and in the air. She can also handle a mecha. All three are good drivers once on the ground. Peter can, “Blow-It-Up or Punch-A-Hole!” pretty much anything.

Peter Paul "PP" Waver

Maintaining PEACE in the galaxy! RodFive