Name: James Andrew "Kodiak" Whirlwind [ex Army, Deputy US Marshal]
Race:HumanPlayer: Ron Holland
Description: A 5'9" 160 lb man of Native American descent (Sioux tribe), Andrew "Kodiak" Whirlwind was born and raised on the east coast instead of the plains to a family involved with Airplanes. The Captain was a stern taskmaster with an abrasive manner to children ("They are worse than any idiot privates, he's had the misfortune to train... they are just un-trainable"), who drove his children away
    
       Attributes
  12  ST   Thrust: 1d6-1; Swing: 1d6+2
  15  DX   Speed:      7; Move:        8;  Dodge:        8-
  13  IQ   Will:     13-; Vision:    18-;  Hearing:     13-
  13  HT   Fatique:  12-; Hitpoints: 13-;  Fright Check 15-
            Taste/Smell: 13-

  LBS.    Encumbrance Level   Move/Yds    Karate Parry:  11-
   24     No Encumbrance        8       Karate Punch: 1d6
   48     Light Encumbrance     7       Karate Kick : 1d6+2
   72     Medium Encumbrance    6
  144     Heavy Encumbrance     5
  240     X-Heavy Encumbrance   4

           Advantages                         Disadvantages
   10  Acute Vision (+5)              -10  Bloodlust
    5  Agency Rank                    -10  Duty (Justice Dept)
   10  Ambidexterity                  -60  Enemy (Criminals & secret
    5  Appearance: Attractive               Govt group),freq: 12-
   15  Combat Reflexes                      Size: Large (20-1000)
   15  Danger Sense                   -10  Obsession (People who killed
    5  Double-Jointed                        his family) (-2)
   10  High Pain Threshold            -10  Overconfidence
   10  Legal Enforcement Powers (+2)   -5  Sense of Duty (Friends/Family)
   15  Luck                            -5  Sense of Duty (USA)
   10  Night Vision                   -15  Weirdness Magnet
   15  Patron (Justice Dept)                       Quirks
   10  Toughness                   -1  Dislikes Interracial marriages
   10  Wealth: Comfortable (x2)    -1  Distrusts Govt. though he works for it

       Physical Skills                         Mental Skills
 14-  2.0  Acrobatics (p/h)          13-  1.0  Administration (m/a)
  7-  1.0  Aggressive Parry (ma/H)   14-  2.0  Area Know (Area of Operation)
 17-  0.5  Arm or Wrist Lock (MA/A)  12-  0.5  Area Know (New England) (m/e)
 11-  0.0  Bicycling (p/e)           11-  0.5  Armoury (Guns) (m/a)
 13-  0.5  Bolas (p/a)               14-  6.0  Body Language (m/h)
 12-  0.5  Bow (p/h)                 14-  2.0  Camouflage (m/e)
 15-  2.0  Boxing (p/a)              13-  1.0  Computer Operation (m/e)
 10-  0.0  Carousing (p/a[HT])       14-  4.0  Criminology (m/a)
 16-  2.0  Choke Hold (ma/h)         12-  1.0  Demolition (m/a)
 16-  0.5  Climbing (p/a)            11-  1.0  Detect Lies (m/h)
 14-  0.5  Crossbow (p/e)            14-  4.0  Diplomacy (m/h)
 16-  0.0  Disarming (ma/h)          12-  1.0  Disguise (m/a)
 16-  4.0  Driving (Auto)(p/a)       11-  0.5  Elect Ops (Communication)(m/a)
 14-  1.0  Driving (tracked) (p/a)   11-  0.5  Elect Ops (Security Systems)(m/a)
 14-  0.5  Elbow Strike (ma/a)       11-  1.0  Engineer (Bombs & Traps)(m/h)
 15-  0.5  Escape (p/h)              10-  0.5  Explosive Ordinance Disposal (m/h)
 15-  0.5  Fast-Draw (magazine)(p/e) 12-  0.5  Fast-Talk (m/a)
 15-  0.5  Fast-Draw (Pistol)(p/e)   13-  1.0  First Aid (m/e)
 15-  0.5  Fast-Draw (Rifle/shotgun) 11-  1.0  Forensics (m/h)
 17-  1.0  Feint (Judo)(ma/h)        11-  0.5  Holdout (m/a)
 13-  1.0  Ground Fighting (Judo)    10-  0.5  Intelligence Analysis (m/h)
            (ma/h)                   11-  0.5  Interrogation (m/a)
 16-  1.0  Gunner (p/a)              13-  0.0  Language (English) (m/NL)
 16-  0.5  Guns (Anti-Armor           6-  0.0  Language (German) (m/a)
             Infantry Weapon)(p/e)   11-  0.5  Language (Souix) (m/h)
 19-  4.0  Guns (Pistol) (p/e)       12-  2.0  Law (m/h)
 18-  2.0  Guns (Rifle) (p/e)        14-  4.0  Law Enforcement (m/a)
 17-  1.0  Guns (Shotgun) (p/e)      12-  0.5  Leadership (m/a)
 16-  0.5  Guns (SMG) (p/e)          12-  1.0  Lockpicking (m/a)
 10-  0.5  Head Butt (in style)(ma/a)15-  1.0  Mechanic (m/a)
 14-  2.0  Head Lock (ma/h)          12-  2.0  Naturalist (m/h)
 13-  0.5  Jab (ma/a)                11-  0.5  N-B-Chemical Warfare (m/a)
 10-  0.0  Jitte/Sai (p/a)           11-  0.5  Occultism (m/a)
 16-  8.0  Judo (p/h)                11-  0.5  Orienteering (m/a)
 14-  0.5  Jumping (p/e)             11-  1.0  Philosophy (Taoism) (m/h)
 15-  4.0  Karate (p/h)              14-  6.0  Philosophy (Buddhist) (m/h)
 15-  0.5  Knee Strike (ma/a)        11-  0.5  Photography (m/a)
 16-  2.0  Knife (p/e)               11-  1.0  Poisons (m/h)
 11-  4.0  Neck Snap (ma/h)          10-  0.5  Psychology (m/h)
 14-  0.5  Parachuting (p/e)         11-  0.5  Research (m/a)
 13-  0.5  Piloting(Ultra-Light)(p/a)17-  6.0  Savoir-Faire (Dojo)(m/e)
 13-  0.5  Powerboat                 14-  1.0  Savoir-Faire (Military) (m/e)
 12-  1.0  Riposte (Karate) (ma/h)   15-  1.0  Savoir-Faire (Police) (m/e)
 11-  1.0  Running (p/h)             12-  0.5  Scrounging (m/e)
 14-  1.0  Shin Kick (ma/a)          12-  0.5  Sex Appeal (m/a[HT])
 14-  2.0  Short Staff (p/h)         12-  1.0  Shadowing (m/a)
 13-  0.5  Shortsword  (p/a)         11-  0.5  Sign Language (m/a)
 12-  0.5  Skiing (p/h)              10-  0.5  Strategy (m/h)
 14-  0.5  Speed-Load(Magazine)(p/e) 13-  1.0  Streetwise (m/a)
 13-  0.5  Stamp Kick (ma/a)         11-  0.5  Survival (Arctic) (m/a)
 15-  2.0  Stealth (p/a)             11-  0.5  Survival (Mountains)(m/a)
 14-  0.5  Swimming (p/e)            12-  1.0  Survival (Woodlands) (m/a)
 12-  0.5  Throwing (p/h)            13-  4.0  Tactics (m/h)
 14-  1.0  Whip (p/a)                12-  0.5  Telegraphy (m/e)
 14-  1.0  Wrestling (p/a)           12-  1.0  Tracking (m/a)
                                     11-  0.5  Traps (m/a)
           Points  
      140    Attributes                  Included Packages
      145    Advantages                 -----------------
     -125    Disadvantages         Bando (Burmese Martial Art)
       -2    Quirks                US Marshals
      136    Skills      
      294    Total

Notes
[originally created July 28, 1993 for Twilight 2004 Zombie]

Wife: Jessica [deceased], son: AJ jr. [deceased] Andrew's father was big in the Air Force, thus after agruing with him for the Umpteenth time about something, Andrew joined the army instead. Kodiak served well and fought hard and while a comfortable living was obtained, he also gained enemies.... Whirlwind was too observant for certain corrupt officers and their sponsors to take. And they tried to take him out of the picture the old fashioned way... High Explosives. Unfortunately for them... Whirlwind had just stepped out back to light the grill when the bomb went off. He was declared dead when searchers counted 3 bodies in the wreckage [unknown to the killer and the local authorities, one of Whirlwind's army friends had stopped by for dinner and had become the 3rd victim].

Whirlwind began a whirlwind escape and tour of the west...the evil forces that tried to be sure, soon found out they had been mistaken about his death and began the Hunt....

On the run from people who may have subverted ANYone he tried to contact (and even on the run He wouldn't consider talking to his father) it took Stratford to bring him in from the cold after the Wendover epsisode.


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.
Available for GCA use and Abuse : "Kodiak" Whirlwind's GCA file.

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