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Name
Campaign
Point Total
Height
Weight
Sex
Age
Size Modifier
Unspent Points
Basic Attributes
Current
ST
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HP
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DX
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WILL
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IQ
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PER
Current
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HT
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FP
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Encumbrance & Movement
ENCUMBRANCE
MOVE
DODGE
None (0) = BL
BM x 1
Dodge
Light (1) = 2 x BL
BM x 0.8
Dodge -1
Medium (2) = 3 x BL
BM x 0.6
Dodge -2
Heavy (3) = 6 x BL
BM x 0.4
Dodge -3
X-Heavy (4) = 10 x BL
BM x 0.2
Dodge -4
Languages
Language
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Written
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Combat Basics
DR
Block
Parry
BASIC LIFT (ST x ST)/5
DAMAGE Thr
Sw
BASIC SPEED
BASIC MOVE
Tech Level
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Reaction Modifiers
Appearance
Status
Reputation
Cultural Familiarities
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Skills
Skill Name
Level
R. Lvl
Skill Name
Level
R. Lvl
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Advantages & Perks
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Disadvantages & Quirks
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Hand Weapons
Weapon
Damage
Reach
Parry
Notes
Ranged Weapons
Weapon
Damage
Acc
Range
RoF
Shots
ST
Bulk
Rel
LC
Notes
Armor & Possessions
Item
Location
Cost
Weight
Item
Location
Cost
Weight
Personality / Description
Statistic Block
Background & Other Notes
Franz Kämpfer is a German national on Mars for several reasons. First of all, he is an expert taxidermist, and the strange fauna of Mars are prime luxury exports back to Earth. Franz does both large-scale work (generally no larger than horses, since shipping prices are prohibitive for brontosaurs!) and smaller pieces, with a particular eye for the submarket in "anthropomorphic taxidermy," such as posing a group of Martian sand rats in topcoats and tails enjoying tea. There are some who consider such scenes a soil on the noble taxidermic trade, and one of Franz's rivals on Mars, the Italian Teobaldo Vespucci, never fails to ridicule him when the two encounter each other. The two were apprentices together in the same shop in Berlin, and Teobaldo never fails to tell the story of when, as a young boy, Franz was terrified by a mass hatching of spiders from within an old mounting the two were supposed to restore. Franz's other motivation for staying on Mars is not a public one. As a non-observant Jew, he left Germany to ply his trade while traveling, and has picked up a variety of languages and social skills. Several years ago, he came to the attention of British intelligence, and the nation of Disraeli gained Franz's affections more than the nation of Luther. He is hardly a secret agent, though he has developed some skill in the martial art of savate and a few other areas of "tradecraft." But from time to time, agents of Her Majesty's Government instruct Franz to perform some interviews or reconnaissance, typically to gather information for a later operation. Franz is convivial, a reasonable dancer and card player, an able linguist, and an interesting craftsman, so he is often a welcome guest among European expatriates on the Red Planet. He has often been able to pass unnoticed among foreign nationals in order to assess a site or gather information. Nothing of what he's done is illegal, but it would certainly be embarrassing were it to come to light. A very minor reason for Franz's stay on Mars is his belief in spiritualism. Despite or perhaps because of his very flesh-bound line of work, Franz has been attracted to the doctrines of the spiritualist movement, and even some of the crank theories propounded by Theosophists and others. He believes that souls persist after death and can be contacted in seances. He even suspects, on his own, that spirits "transmigrate" between worlds after death: that those devoted to more physical pleasures drift toward Venus, and those given to more intellectual pursuits make the journey to Mars. Franz would love to contact such spirits, and hopes, if he should meet his own end on the Red Planet, that his soul will travel, instead, back to Earth, to inhabit more familiar locales.
GURPS is a trademark of Steve Jackson Games, and its rules and art are copyrighted by Steve Jackson Games . All rights are reserved by Steve Jackson Games. This game aid is the original creation of Myth-Weavers and is released for free distribution, and not for resale, under the permissions granted in the
Steve Jackson Games Online Policy