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GURPS 4th ed template for Morrow Project – Science Team

Morrow Project scientist: 95 point template

Attributes (80) : ST 9 [-10]; DX 10 [0]; IQ 14 [80]; HT 10 [0]

Secondary Characteristics (-5): Dmg 1d-2/1d-1; BL 16 lbs.; HP
9 [0]; Will 14 [0]; Per 13 [-5]; FP 10 [0]; Basic Speed 5 [0]; Basic Move 5 [0].

Advantages: 20 points chosen from among Artificer [10], Common Sense [10], Eidetic Memory [5 or 10], Intuition [15], Language Talent [10], Lightning Calculator [2 or 5], Mathematical Ability [10], Perception+1 [5], Single-Minded [5], Unfazeable [15], Versatile [5], and Will+1 [5].

Disadvantages: Duty [Morrow Project] – 10 and another -25 points chosen from among, Bad Sight (Mitigator) [-10], Callous [-5], Code of Honor (Professional) [-5], Curious [-5], Easy to Read  [-10], Sense of Duty (to country or civilzation) [-10], Stubbornness [-5], and Post-Combat Shakes [-5]

Primary Skills (16) : Select any two from: Biology or Physics (VH) IQ [8]-14
OR Anthropology, Astronomy, Chemistry, Diagnosis, Engineer, Geology, Linguistics, Naturalist, Pharmacy, Sociology,  Veterinary (H) IQ+1 [8]-15.

Secondary Skills (7): Mathematics/TL7 (Applied) IQ/H – IQ-2 12 [1] and Electronics Operation/TL7 (Scientific) IQ/A – IQ-1 13 [1]

Select any two from the following: Herb Lore (VH) IQ-2 [2]-12 or Observation, Search, or Survival (A) Per [2] 13; or Hiking (A) HT [2]-10 or Swimming (E) HT+1 [2]-11 or Driving [A] DX [1] – 10 OR Engineer/TL7 (Power Plant – specify Type) IQ/H – IQ-1 13 [1] and Mechanic/TL7 (Power Plant – specify type) IQ/A – IQ 14 [1]

Background Skills (2): Select any two from Knife, Knot-Tying (E) DX [1]-10, or Climbing or Riding (A) DX-1 [1]-9 or First-Aid (E) IQ [1]-13 or Cooking or Packing (A) IQ-1 [1]-12 or Fishing (E) Per [1]-13.

Morrow Project Paramilitary Training (10)
Electronics Operation (Communications) – IQ/A – IQ-1 13 [1]
Crewman (Science-One) IQ [E} – 14
Gunner/TL7 (Cannon) DX/E – DX+0 10 [1]
Guns/TL7 (Grenade Launcher) DX/E – DX+0 10 [1]
Guns/TL7 (Light Anti-Armor Weapon) DX/E – DX+0 10 [1]
Guns/TL7 (Light Machine Gun) DX/E – DX+0 10 [1]
Guns/TL7 (Pistol) DX/E – DX+0 10 [1]
Guns/TL7 (Rifle) DX/E – DX+0 10 [1]
Guns/TL7 (Shotgun) DX/E – DX+0 12 [1]
Guns/TL7 (Submachine Gun) DX/E – DX+0 10 [1]

Customization notes: This assumes that the Scientist is slightly below peak physical fitness. Feel free to spend points on attributes.

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