Player characters in GURPS Earth: Final Conflict should be built of 120 points. For purposes of this guide, I'll break PCs into two classes: implants and normal humans.
Implants:
I recommend that at least one PC possess a CVI to
give the team an inside man and a perspective on the Taelon end of the
adventure. An implant has a unique rapport with the Companions, and
is believed by them to be trustworthy and unable to betray their interests,
so he will often be privy to otherwise unavailable information.
Of course, the implant PC(s) must have a suitable
story to explain his importance to the Taelon Synod. A few ideas:
Security Officer: The PC, like William Boone, was recruited into the Companion security infrastructure. Crucial elements include weapon skills (esp. Beam Weapons (Skrill)), Combat Reflexes and Law Enforcement Authority or Military Rank.
High Official: A high-level politician or bureaucrat who works directly with the Taelons might end up getting implanted. Charisma, Social skills and Status are important, and Wealth is very useful.
Scientist or Doctor: Human researchers and medical staff have worked closely with the Companions in the past. Perhaps some of these people have been implanted with CVIs to increase their loyalty and usefulness. Science and/or Medical skills are required.
Useful characteristics for all implant PCs are uninhibited CVIs, Duty to the Companions, Patrons among the Companions (Da'an, Zo'or, etc.) and the Taelon language.
Normal Humans:
These PCs will most likely
be members of the Resistance, and many will also work undercover in the
Companion infrastructure.
Shuttle Pilot: Lilli may not be the only pilot working for the Resistance. Piloting (Shuttle), Astrogation and combat skills should be the top priority.
FBI Agent or D.C. Cop: The Washington police have worked closely with Companion security in the past, and the FBI is a good, general-purpose allegiance for any modern campaign. These characters should have combat skills, spy skills, Criminology and Law Enforcement Powers.