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Dr. Solan Ezar


This week's first COTW offering is a scientist embroiled in a political situation keeping him from his life's work... At least for now.


Dr. Solan Ezar; obsessed roboticist

(c) copyright 2000 Brandon Cope

Total Points: 60 Points

Age 42; 5'7"; 147 pounds; an intense and highly-focused man, with light golden skin, black eyes and black hair with grey streaks.

ST  9 [-10] - thrust 1d-2, swing 1d-1
DX 10   [-] - basic speed 5, move 5, dodge 5
IQ 14  [45]
HT 10   [-]
WL 14   [-]

ADVANTAGES: Mathematical Ability [10]; Single-Minded [5].

DISADVANTAGES: Callous [-6]; Curious [-5]; Obsession (Pursue Robotics Research) [-10]; Stubborn [-5]; Workaholic [-5].

QUIRKS: Prefers to wear jumpsuits rather than lab-coats; Likes "getting his hands dirty"; Dislikes biological pets. [-3]

SKILLS: Administration-12 [.5]; Beam Weapons/TL10 (Laser)-11 [.5]; Computer Programming/TL10-18* [8]; Electronics/TL10 (Computers)-17* [4]; Electronics Operation/TL10 (Computers)-17* [2]; Engineering/TL10 (Robotics)-17** [6]; History (Robotics)-11/17 [1]; Mathematics-17* [4]; Mechanic/TL10 (Robotics)-14 [2]; Psychology (Artificial Intelligence)-14 [4]; Research-16 [6]; Scrounging-14 [2]; Writing-14 [2].
  *includes +3 for Mathematical Ability
  **includes +2 for Mathematical Ability

LANGUAGES: English (native)-14 [0]; Gerodian-13 [1]; Irari-13 [1].

EQUIPMENT

Dr. Ezar - while working, at least - is likely to be wearing a jumpsuit, and carrying electronics and mechanics mini-tool-kits, a small portable computer programmed with several pertinent technical databases, and a concealed laser pistol. Other equipment would be dictated by his current activities.

BIOGRAPHY

The son of two biologists, Solan Ezar always demonstrated a strong interest in math and science, and was raised in the right kind of environment to encourage this talent. But unlike his parents, who worked with living creatures, Ezar preferred non-living subjects, and went into robotics. And while Solan wasn't a child prodigy, he proved to be talented with computers and graduated college with distinction. Several groundbreaking papers helped pave the way to his doctorate.

For a time, Dr. Ezar enjoyed a noteworthy career as a robotics engineer for the military, but this ended when he offended a mid-level government official. He was removed from his post, and only his rescue by a small group of rebels saved him from spending the rest of his life repairing labor robots in a mining camp. Since that time, he has lived on a backwater planet, unable to do much research because the rebels keep him constantly busy with repairing and modifying their obsolete robots and computers.

ENCOUNTERED

Ezar can be found on just about any backwater planet where the "galactic" government has little pull, a place where the rebellion is able to operate with little significant interference. Dr. Ezar is unhappy with his current situation. His overriding concern is to engage in further research into advanced robotics, something his current situation with the rebels does not allow. Despite the lack of sufficient funds and materials, however, there are some benefits to working for the rebels; there are no bean-counting bureaucrats looking over his shoulder, nor - for the most part - unrealistic project deadlines to meet.

Ezar is something of an idealist, in that he has always considered his research above 'petty' political situations - which is how he views the rebellion - and he would gladly work for the government again. But this idealism could also be described as naïveté; Ezar himself may genuinely be above political ideologies, but he sometimes fails to recognise that his field - robotics and AI - very much has military applications that he would see as coarse and short-sighted.

CANONICALITY

Dr. Ezar was designed as per standard GURPS rules.

Due to the manner in which he was removed from his military post, it is assumed that he has lost credibility and renown (i.e., Good Reputation) in his field. Optionally, GMs may want to give him a +2 reaction from scientists unaware of his dismissal, and a -2 reaction from those who know, each balancing out the other in terms of Character Points. Note that Ezar is not actually wanted for any crimes. (At least not yet: the government is not aware he is working with the rebels, though some may suspect it. If they were to learn the truth, they would certainly qualify as an Enemy.)

It should also be noted that Ezar is written with English (which may or may not be Galactic Basic) as his native language, and he also speaks Gerodian and Irari, both languages that can be expected in a "GURPS Space" campaign. The can obviously be changed as appropriate.

WHAT IF?

Dr. Ezar was written for a science-fiction setting not unlike that of "GURPS Space". While many space campaigns feature a rebellion of some sort, others do not; instead of rebels, Dr. Ezar could have been "rescued" by terrorists - such as the Ine Givar organisation from "GURPS Traveller" - or pirates, or perhaps even a rival galactic power.

Cyberpunk: Dr. Ezar would work reasonably well in a cyberpunk setting, with a bit of modification. Instead of a roboticist, he might be a noted cyberneticist. His dismissal might have been from a megacorporation, and his "rescuers" might be a rival zaibatsu, or an underground team of hackers, terrorists or black clinic. His TL skills would be changed as necessary, and perhaps his Beam Weapons skill replaced with Guns (Pistol).

Other Sci-Fi: With greater degrees of modification, Ezar could be retooled for an Atomic Horror or Steampunk setting. Although he is not exactly a Mad Scientist, he does have a stronger-than-usual dedication to his craft, an attitude that could easily lead to being recruited by one.

ADVENTURE SEEDS

The Fuzz: Ezar accidentally discovers a government secret agent and strikes a deal: in return for turning over several rebels and information vital to government forces, he will get his post back. Or so he is told. In truth, the government considers him just as expendable and untrustworthy as the rebels. Assuming the PCs are the rebels, this could get interesting...

The Monstrosity: Just as Ezar put the finishing touches on rebuilding (and improving) a badly damaged robot, it went berserk - apparently there was hidden damage to the computer brain, or perhaps a virus responsible of the robot's original demise. Unfortunately, the party is in a remote location (a starship works best) and they are in no position to call for help, unless they want to be arrested as rebels or worse on the spot. The robot prefers not to attack directly, trying to pick off the party one person at a time. Ezar is sure he can disable the robot, if the party can just find some way to immobilize it for a few seconds... (As a twist, the robot could be too valuable to destroy, or at least that's how the rebel leader feels until he falls victim to it.)

- written by Brandon Cope (copeab@hotmail.com)
- editted and formatted by andi jones (andi@angelwerks.com)

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