GENERALLY
Use the provided Basic Character Sheet paired with the Minder Template. Both are GURPS Character Sheet files. The former provides all the required Traits and Skills that a PC starts with. The latter is to be paired with the Character Sheet and provides the optional and discretionary Traits and Skills for purchase. If you’re not sure who to associate the two, ask Ty.
There is a Character Point limit of 150 points with a maximum of -50 Disadvantages (including -20 required for Duty).
BASIC ATTRIBUTES
Characters begin with a +1 INT [20] and may spend up to an additional 60 points on Basic Attributes.
SECONDARY ATTRIBUTES
Characters begin with stock calculated Secondary Attributes and may spend up to an additional 15 points on Secondary Attributes.
ADVANTAGES
Characters begin with the Advantages Combat Reflexes, Luck, SIS Rank 1, Talent (TRADECRAFT), and Duty (SIS).
Rank
While SIS Rank 1 is a requirement, additional Ranks may be purchased. The SIS of Queen & Country is hierarchical in its operations. The Rank levels for PCs are:
- Rank 0 (not available to PCs) – SIS administration staff, Operations Officers
- Rank 1 – “Minder x” most junior clandestine officers; often one year or less in the Directorate;
- Rank 2 – “Minder x+y” mid-level clandestine officers; often 1-3 years in the Directorate
- Rank 3 – “Minder 1” singular and most senior clandestine officer; includes select managerial responsibilities
- Rank 4 – “D-Ops”, “D-Int” Heads of Operations and Intelligence Directorates; D-Ops oversees all Minders
- Rank 5 – “DCS” Deputy Chief of Service; Second in command of SIS. Oversees both D-Ops and D-Int
- Rank 6 – “C” Chief of Service; Head of SIS
Note: The values of “x” and “y” will depend on how many Minders there are and what their ranks are.
These ranks will be enforced. I’ll also make it worth your while should you spend to become Minder 1 or Minder x+y. Likely more sensitive missions. More influence within the agency. More access to intel and the like. If you’re interested in playing D-Ops, let’s talk.
Talent (TRADECRAFT)
This Talent applies to the 12 Skills in the TRADECRAFT Skill Category which is also required. This Talent starts at Level 3 and up to two additional levels may be purchased.
Talent (@SMALL@) and Talent (@Medium@) Advantages are provided in the template should a Player wish to apply them to Skill Categories formed from optional skills (see SKILLS below).
Discretionary Advantages
Players can chooses up to 35 additional points in the Advantages listed in the template. Notes on select Advantages options:
- Appearance – PCs can be of Average appearance [0] or any other Appearance between Ugly [-8] and Handsome/Beautiful. [12]
- Contact – Think of this as an individual in the intelligence world who can help you; Another SIS employee, an individual at an allied agency, the Head of Station at an important field location (Moscow, Riyadh, etc.). The cost needs to be calculated based on the options selected.
- Contact Group – Likely an allied intelligence agency if the Minder has a strong reputation or relationship with it. This could include MI-5, the UK’s internal, counter-intelligence agency. The cost needs to be calculated based on the options selected.
- Cultural Familiarity – A region of the world should be selected. Western Europe is PC Culture. Options are regions such as Eastern Europe, Middle East, Northern Africa, SE Asia, etc.; Minders may have been stationed there.
- Languages – English is the Native language for Minders. Additional languages may be purchased and may be quite valuable in the field. If you’re considering picking up a number of languages at start or over time, consider the Language Talent. Note: I’m not yet quite sure how to make this easy in GCS so be careful with the costs.
- Social Chameleon – This will be treated normally, but in particular in the context of the working environment of the SIS. It is a pressure cooker of an environment with a lot of interpersonal conflict and high tension. A PC with this Advantages will be better suited to stand up to their superiors (another Minder, D-Ops, the Head of Station, etc.) and fight for “what is right” and have a possibility to get away with it. Without it, just shut up and do your job.
DISADVANTAGES
Duty (SIS)
This required Disadvantage represents the PC’s job with the SIS. In game terms it applies “nearly all the time” and is Extremely Hazardous. Missions requiring the Minder could come up at any moment and often involve the risk of life [20].
Discretionary Disadvantages
Players can chooses up to 35 additional points in the Disadvantages listed in the template. Notes on select Disadvantage options:
- Enemy – Non-allied government, agency, terrorism group; Could be professional, allied “enemy”; etc.. Costs must be calculated based on options selected.
- Fanaticism (Patriot) – Most likely a patriotic fanaticism about the United Kingdom. Open to other creative ideas.
- Flashbacks – Traumatizing background, missions, etc.
- Intolerance –
- Nightmares –
- Paranoia – Might manifest as thinking moles have penetrated SIS. Or that you are suspected of being a double agent. Open to other creative ideas.
Quirks
PCs may start with up to 5 quirks worth [-1] each.
SKILLS
Under development
EQUIPMENT
No need for players to purchase or list equipment. Equipment will be provided by the SIS on a mission by mission basis often on Station (i.e. from local agency sources).