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Janno the Blade


Another villain fills our second space this week, for use in a space campaign...


Janno the Blade; psionic starport gang-leader

(c) copyright 2001 Brandon Cope

Total Points: 61 Points

Age 20; 5'11"; 160 pounds; a man with tanned skin, brown hair worn in a rather bad mohawk, and his clothing a motley assortment of punk-style attire.

ST 11 [10] - thrust 1d-2, swing 1d+1
DX 12 [20] - basic speed 5.5, move 5, dodge 5
IQ 12 [20]
HT 10  [-]
WL 12  [-]

ADVANTAGES: Charisma +1 [5]; Telepathy (Power 6) [30].

DISADVANTAGES: Berserk [-15]; Overconfidence [-10]; Semi-Literate [-5]; Status -1 [-5]; Wealth (Struggling) [-10].

QUIRKS: Points at people when he talks to them; Keeps his psi abilities secret; Talks and acts like the star of the current 3-D vid action hit (whatever it may be). [-3]

SKILLS: Acting-10 [.5]; Beam Weapons/TL9 (Laser)-13* [.5]; Brawling-12 [2]; First Aid-11/TL9 [.5]; Intimidation-12 [2]; Knife-13 [2]; Leadership-13** [2]; Shadowing-12 [2]; Stealth-12 [2]; Streetwise-12 [2]; Survival (Urban)-12 [2]; Tactics-9 [.5].
 *includes +2 from IQ
 **includes +1 from Charisma

LANGUAGES: Anglic (native)-12 [0].

PSI SKILLS: Psi Sense-11 [2]; Emotion Sense-12 [4].

EQUIPMENT

Being poor, Janno the Blade doesn't have a whole lot: on his person, he'll carry a small (concealed) vibroknife, a cheap laser pistol (also concealed) and maybe 20-30 credits in the pockets of his trashy "punk" clothing.

BIOGRAPHY

Janno heads the Razors, a small and brutal starport gang. He considers himself to be an excellent leader and tactician, and his gang to be the best on the planet. Unfortunately, he is mistaken, and his overconfidence gets his troops killed often. There is even a growing plot amongst his lieutenants to kill him, and have someone else take over. Janno tries not to get into fights himself, not because he is cowardly, but because he tends to lose control in combat situations.

Much of Janno's past is a mystery, even to himself. He remembers little prior to twelve years ago - when he was about eight years old - when he found himself on his own, in an alley in startown. Older memories are limited to vague images of two adults - whom he assumed were probably his parents - and a room filled with scientific equipment of some kind.

Fortunately for Janno, his special gifts (see below) made him better able to survive the rigours of life on the street than if he had been without them... More capable than most children, he went from beggar to gang-banger, and eventually from gang-banger to gang leader. And despite his uncertain past, Janno makes it obvious what he wants in the future: control of all of the crime in the area of the starport. Luckily, the powerful crime-bosses in the startown consider him no more than an arrogant thug, and have taken no steps to eliminate him - yet. In truth, his gang is hardly more than a nuisance, numbering less than twenty punks - most of them teen-agers - with fairly minimal skills.

Unknown to most of his gang and no one outside of it, Janno has minor psi ability, limited to sensing emotions and detecting other psis. However, these powers have proved to be useful at times, and Janno is always looking to finding creative ways to use them.

ENCOUNTERED

Characters encountering Janno will find him surrounded by a half-dozen of his (mostly) loyal thugs. Regardless of how many of his gang members are present, he will always act with an unhealthy mixture of bravado and tactless behaviour.

CANONICALITY

Other than an extra -5 points in disadvantages, Janno was built using the standard GURPS rules. For some campaigns, the GM may wish to turn his concealment of his telepathy into a Secret disadvantage, depending on the setting (such as "GURPS Traveller").

WHAT IF?

Janno will fit in virtually any campaign, requiring only minor changes for modern-day or cyberpunk games (remove or downplay telepathy power) and fantasy settings (change weapon and TL skills, drop Semi-Literate). And to facilitate customisation, Janno's exact background has been left vague, for the GM to fill in according to campaign needs. Some possibilities:

* His parents learned of his psi abilities when they began manifesting themselves at age six or seven, and they abandoned him. (This is more likely in settings where psionics are suppressed or persecuted, such as in "GURPS Traveller").

* His parents were psis on the run from the government or some private organisation. Janno became separated from them while they were in the startown, perhaps because they were forced to continue on without him (perhaps he has siblings?) or because they were captured (or even killed).

* He was part of an advanced genetics experiment and somehow escaped; he might have run away, or been released by sympathetic scientists, or the laboratory was raided and he fled, ultimately becoming lost. See the Pip and Flinx series by Alan Dean Foster for further ideas along this path (or, if you can find a copy, "GURPS Humanx").

* As a variant on the previous idea, he was intentionally released "into the wild" as part of a long-term experiment; either he's still being observed, or the program has long been shut-down and he's on his own.

ADVENTURE SEEDS

Janno - and his gang - could be used as an annoyance subplot in an adventure, or perhaps the focus of a adventure by himself:

Baggage: The PCs have some business in the starport - legitimate police work, illegitimate wetwork or anything in between - and catch Janno's attention completely coincidentally. For reasons known only to Janno, he decides that killing the PCs will get him in good with the crime-bosses up the food chain, and improve the standing of his gang. So the PCs have to contend with a couple of sloppy attacks, more a source of confusion and annoyance than real danger. But it will slow them down, and they'll have to take the time to figure out what's going on. By the time they locate Janno, the PCs are likely to be cranky and quite annoyed; it remains to be seen exactly what kind of impression the results will make on the crime-bosses...

Hostile Witness: Having to kill Janno the Blade might be a bit of a challenge. But an even greater challenge will be keeping him alive for 48 hours... The deal is, PCs need Janno; he has information that is extremely valuable, and it will be two days before he can make any official statements to the authorities (or whomever, depending on circumstances). So it's up to the PCs to keep their witness safe until that time. Janno, of course, doesn't appreciate the situation, and will be wholly uncooperative whether he means to be or not. And to make matters worse, there are those on the street who would prefer that Janno keep his mouth shut. The PCs will have to keep him safe, though by the time the two days are through they may want to kill him more than his enemies do.

- written by Brandon Cope (copeab@yahoo.com)
- edits & additional material by andi jones (andi@angelwerks.com)

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