Major Walters
Home Up

 

Name:

Major Reginald C. Walters

Race:

Human

Player:

Mark Brinkman

 

Description

Height: 5' 10"

Weight: 160 lbs.

Eyes: Blue

Hair: Black hair

Wears thick mustache

Usually wearing military garb. Noticeably unusual as his speech tends to be off-pitch and off-speed as he attempts to talk "down" to the normal level of speed, sometimes too loud. He also occasionally makes quick movements that can startle some people, even though they are casual non-threatening natural movements to him. Occasionally he moves fast enough to leave brief after-images of himself, or his limbs, again marking him as a preternatural. Further he tends to move very quietly, and frequently startles people by his appearance, as they are unaware of his approach. He realizes this and tries to avoid it, with limited results.

He is always attentive to his surroundings, and seems always ready to spring into action.

 

Attributes

12

ST

18

DX

13

IQ

14

HT

13

Will

14

Fatigue

14

Hit Points

8

Speed

8

Move

8

Dodge

14

Vision

14

Hearing

14

Taste/Smell

1

Swim

24

No Encumbrance

48

Light Encumbrance

72

Medium Encumbrance

144

Heavy Encumbrance

240

X-Heavy Encumbrance

0

PD

16

DR

0

Parry

0

Block

0

No Encumbrance Move Reduction

1

Light Encumbrance Move Reduction

2

Medium Encumbrance Move Reduction

3

Heavy Encumbrance Move Reduction

4

X-Heavy Encumbrance Move Reduction

8

No Encumbrance Move

7

Light Encumbrance Move

6

Medium Encumbrance Move

5

Heavy Encumbrance Move

4

X-Heavy Encumbrance Move

13

Fright Check

 

Advantages

5

Alertness

80

Altered Time Rate, Always On (small limitation) (-20%)

15

Cast Iron Stomach

25

Clinging

20

Damage Resistance (+10), Ablative: Regenerate 1 pt per minute (*2/3)

18

DR (Force Field) (+6)

45

Enhanced Time Sense

6

Extra Fatigue (+2)

5

Longevity

10

Night Vision

20

Rank (+4)

10

Reduced Sleep

25

Regeneration (Regular)

20

Silence (+4)

15

Status (+3)

80

Super Running (+4)

9

Temperature Tolerance (+9)

15

Walk on Liquid

 

Powers

14

Telepathy (Mind Shield only) (+9), Always On (-20%)

 

Disadvantages

-10

Cannot Harm Innocents

-10

Code of Honor (Gentleman's) (-2)

-10

Duty (Military , Quite often (12 or less))

-20

Enemy (fairly often/medium group) (Family of Tchang Tso)

-20

Increased Life Support (Triple Food Intake)

-10

Sense of Duty (Towards those he serves with) (-2)

-15

Social Stigma (Obviously Touched - Has trouble interacting at regular speed) (-3)

-5

Xenophilia

 

Quirks

-1

Distates for lengthy ceremonies, meetings, etc.

-1

Has trouble with speech speed & pitch

-1

Loves to travel

-1

Seems to always take notes or sketch - keeps notebook/diary

-1

Taste for exotic teas, spicy foods

 

Skills

16

1.0

Acrobatics

12

0.5

Area Knowledge (Afganistan)

12

0.5

Area Knowledge (China - SE sector)

12

0.5

Area Knowledge (India)

12

0.5

Area Knowledge (Phillipines)

12

2.0

Artist

18

1.0

Brawling

12

1.0

Cartography (TL)

13

1.0

Chess

17

1.0

Climbing

12

0.5

Cooking

12

1.0

Demolition

19

1.0

Fast-Draw (KNIFE)

19

1.0

Fast-Draw (Pistol)

19

1.0

Fast-Draw (Rifle)

19

1.0

Fast-Draw (Shortsword)

13

1.0

First Aid

20

1.0

Guns (Pistol - W Nol .455)

20

1.0

Guns (Rifle MH '71)

12

2.0

Intelligence Analysis

12

1.0

Interrogation

13

2.0

Intimidation

18

1.0

Jumping

18

1.0

Knife

18

1.0

Knife Throwing

11

0.5

Language (Arabic)

11

0.5

Language (Hindu)

11

0.5

Language (Mandarin Chinese)

13

0.0

Language (Native)

11

0.5

Language (Polynesian)

11

0.5

Language (Spanish)

11

0.5

Language (Vietnamese)

12

1.0

Leadership

11

1.0

Literature

11

1.0

Mathematics

0

0.0

Mind Shield

14

4.0

Orienteering

16

0.5

Riding

15

1.0

Savoir-Faire

15

1.0

Savoir-Faire (Military)

17

1.0

Shortsword

21

1.0

Stealth

13

4.0

Strategy

12

1.0

Survival (Desert)

12

1.0

Survival (Jungle)

12

1.0

Survival (Mountain)

18

1.0

Swimming

13

4.0

Tactics

13

1.0

Telegraphy

13

2.0

Writing

 

 

 

 

 

Points

220

Attributes

423

Advantages

14

Powers

-100

Disadvantages

-5

Quirks

55

Skills

0

Spells

607

Total

 

Notes

Major Walters comes from a long line of military men, although he has distinguished himself early in life. He was good at expressing himself with the written word, and a damn good artist as well, a skill, which helped him, relay intelligence back to his superiors. He spent time right after joining the Royal Army fighting in Afghanistan. This proved to be a trial by fire where he was issued several commendations for his service, and one medal for his actions under fire.

During his service he began picking up the native Arabic, which made life easier when dealing with the natives; a habit he kept up on his future tours.

After serving a tour of duty in Afghanistan, he was reassigned to Southeast Asia where he assisted with the actions against the Chinese fragment governments. It was here he pursued a rebel group that was responsible for various attacks against the Royal Army and Chinese allies to the crown. The group was nearly wiped out by his assault, but the ringleader was captured and hanged. A sizable family survived him, and they have blamed Walters for the death of their kin. Once he was marked for death, the army reassigned him again. He spent a year or more traveling between various sites in Vietnam, New Guinea, Australia, and several islands in and around the Philippines. All the while he kept moving up the ranks, building a sizeable reputation among the military. On several occasions he found alternatives to propose plans that would have harmed innocent civilians as well as the enemy, and focused them to ONLY affect the enemy. Several times, the civilians would realize that this soldier was REALLY on their side...

His final assignment was to India. Here his task was to flush out some Kali groups that had been attack various British settlements. He had some success early on. However, the Kali groups proved crafty and lead his squad into rocky terrain where they were quickly cut off and surrounded. His men were left on a small rocky hilltop, running out of supplies and ammo, being assaulted by both normal Kali faction members, and their preternatural compatriots. By nightfall, their situation was most dire. Someone had to get supplies, help. But trying to make it through those lines was a sure suicide mission. After seeing so many of his men fall that day, now Major Walters took the mission upon himself. He tried to climb and run, faster and quieter than he had ever done before. Then as several faction members began to close in, it looked like his mission was doomed to failure. Then he felt a burst of energy and things began to slow down. He started moving faster. And Faster. And FASTER!

Evading the faction members now with ease, it took him only moments to realize that he had been Touched. He started a series of hit and run raids on the faction members, quickly taking down their numbers, stealing food and ammo for his troops. Within an hour he had single-handedly turned the tide of the battle, saved his remaining troops, and captured two key Kali preternatural figure-heads.

Unfortunately, his alterations seemed had their drawbacks. He quickly found that his reactions were easily double that of everyone else. He literally existed at an accelerated level that he COULD NOT SLOW DOWN!!! Further, his appetite was increased threefold! He HAD to eat. Hunger forced him to eat partially rotten food, but he did so and did not get sick. He had to adapt to all these changes, and did so with difficulty. It was later discovered that this had other effects; one of the touched Kali that he had apprehended was a dangerous telepath. Somehow, he had not been affected. He realized that if his mind was so much faster, maybe telepaths couldn't easily touch his mind. A definite bonus in his line of work. He also found himself more agile than ever, moving ever so quietly even at high speeds, and able to climb sheer walls at any speed, even travel over water! He was much harder to damage, and despite the miles he was racking up, was not wearing his footwear down. (This pleased him to no end - It was damn hard to get his size from the quartermaster on a regular basis - he frequently had ended up wearing shoes and boots clear through by the time they had arrived.)

His debriefing back at base was quite unique, as his report was frequently hard for his normal-speed Colonel to follow. Despite his requests to stay on duty in India, orders from very high up requested that he be sent home, to London. Here experts to assist him with his newfound abilities would examine him. There was also talk of a very special assignment.

Back in England, he was found to be surrounded by a field of some kind. It protected him, and his clothing including footwear from damage. The same field was also responsible for his ability to walk on walls and water. And try as they might, his mind proved difficult for even the most skilled Telepaths to affect. His stomach acids also proved to be radically changed. The doctors theorized he could probably eat virtually anything now --- a helpful tidbit based on the quantities he was now forced to consume. He had had to eat survival rations in the field before, including on one occasion grubs and such. He'd learned to stomach that then; now he could stomach far worse. Although he had to avoid being observed when doing so; normals frequently lost their lunch seeing him eat his...

He found by now, that he required a night's sleep only once every 3 or 4 days, despite his acceleration. Temperature extremes no longer bothered him either.

NOTE: The Mind Shield is not actually a psionic power, but a way of representing the fact that his mind is so hard for telepaths to lock on to because of its speed. As a special effect it should not show up AS a psi power. The power behind it is actually the Accelerated Time Rate that could be detected by appropriate powers. It should be IMPOSSIBLE for him to actually LEARN a Mind Shield skill, unless he learns to turn off his Accelerated time rate. Even then his Enhanced Time Sense may still make telepathic contact difficult.

His Silence ability represents a sound-dampening field; probably another offshoot of his field. He has to deactivate it to speak. (His levels of Silence add to his stealth rating shown if he is NOT moving, Current level shown is if he is moving.)

Max speed

If No Encumbrance = 256 Speed = 523.63 MPH

IF Light Encumbrance = 224 Speed = 458 MPH

IF Medium Enc. = 192 Speed = 392 MPH

If Heavy Enc. = 160 Speed = 327 MPH

If X-Heavy Enc. = 128 SPEED = 261.81 MPH

Remember - Enhanced Time Sense means he ALWAYS gets the Initiative, unless against another individual with ETS, and has the bonuses given by Combat Reflexes... (+1 Active Defense in combat, +1 Fast Draw skills as shown, +2 Fright Check, +1 initiative rolls for my side, to avoid surprise, +2 if leader. +6 to IQ (19!) to wake up /recover from surprise/mental stun), can easily identify fast moving objects,

Accelerated time rate allows for 2 actions per 1 second combat turn, so he can fast draw & aim in one action and fire the other, in same second without snapshot penalties. He would more than likely be limited by rate-of-fire of his weapons, and would prefer weapons with a fast rate of fire. Accelerated time rate doubles movement speed when both actions are used for movement. Depending upon the situation he probably has one or more throwing knives.

(Developed as a player character for the GM, when the reigns were handed over to Dan Harbinson for a adventure of his creation.  Maintained as a PC until such time comes again)

GURPS(R) Character Assistant 2.12
Copyright 1995-1997 Armin D. Sykes. All Rights Reserved.

GURPS is a registered trademark of Steve Jackson Games Incorporated,
used by permission. All rights reserved.

Copyright 2000 by Mark A. Brinkman