Appearance
Attributes
Lifting Feats
| Feat | Weight |
|---|---|
| One-Handed Lift | 40 lb |
| Two-Handed Lift | 160 lb |
| Shove & Knock Over | 240 lb |
| Carry on Back | 300 lb |
| Shift Slightly | 1000 lb |
Slam
Active Defenses
| Location | DR |
|---|---|
| Skull | 12 |
| Face | 1 |
| Torso (front/back) | 35/5* |
| Torso (carrier only) | 12/5* |
| Groin | 12/5* |
| All (wetsuit) | 1* |
| All (drysuit) | 1* |
Encumbrance
| Level | Max Wt | Move | Dodge |
|---|---|---|---|
| None (0) | 80 lb | 6 | 10 |
| Light (1) | 160 lb | 4 | 9 |
| Medium (2) | 240 lb | 3 | 8 |
| Heavy (3) | 480 lb | 2 | 7 |
| Extra-Heavy (4) | 800 lb | 1 | 6 |
Advantages
| Combat Reflexes | 15 |
| High Pain Threshold | 10 |
| Luck | 15 |
| Fit | 5 |
| Absolute Direction | 5 |
| Night Vision 4 | 4 |
| Equipment Bond (Demolitions toolkit) | 1 |
Disadvantages
| Duty (Defense Contractor; Extremely Hazardous; 15 or less) | -30 |
| Code of Honor (Soldier’s) | -10 |
| Obsession (Understanding meteor fragment technology) | -10 |
| Curious | -5 |
| Sense of Duty (Teammates) | -5 |
| Workaholic | -5 |
| Stubbornness | -5 |
| Overconfidence | -5 |
| Measures everything twice before committing | -1 |
| Carries a battered Leatherman Wave everywhere; considers it his most important tool | -1 |
| Sketches buildings, equipment, and terrain in a field notebook | -1 |
| Will fix anything that’s broken, whether asked to or not | -1 |
| Prefers a bad plan to no plan at all | -1 |
Skills
| Name | Lvl | Rel | Pts |
|---|---|---|---|
| Architecture | 12 | IQ+0 | 2 |
| Armoury (Heavy Weapons) | 12 | IQ+0 | 2 |
| Boating (Motorboat) | 13 | DX+0 | 2 |
| Brawling Parry: 10 (11 with Combat Reflexes) | 14 | DX+1 | 2 |
| Camouflage | 13 | IQ+1 | 2 |
| Carousing | 12 | HT+0 | 1 |
| Cooking | 12 | IQ+0 | 2 |
| Driving (Automobile) | 13 | DX+0 | 2 |
| Electrician | 12 | IQ+0 | 2 |
| Electronics Operation (Sensors) | 12 | IQ+0 | 2 |
| Electronics Repair (Comms) | 12 | IQ+0 | 2 |
| Engineer (Combat) | 13 | IQ+1 | 8 |
| Environment Suit/TL8 | 13 | DX+0 | 2 |
| Explosives (Demolition) | 15 | IQ+3 | 12 |
| Explosives (EOD) | 13 | IQ+1 | 4 |
| First Aid | 13 | IQ+1 | 2 |
| Forward Observer | 12 | IQ+0 | 2 |
| Gesture | 12 | IQ+0 | 1 |
| Guns (LAW) | 14 | DX+1 | 2 |
| Guns (Pistol) | 15 | DX+2 | 4 |
| Guns (Rifle) | 15 | DX+2 | 4 |
| Hazardous Materials (Chemical) | 12 | IQ+0 | 2 |
| Hiking | 12 | HT+0 | 2 |
| Intelligence Analysis | 11 | IQ-1 | 2 |
| Knife Parry: 10 (11 with Combat Reflexes) | 14 | DX+1 | 2 |
| Knot-Tying | 13 | DX+0 | 1 |
| Lockpicking | 12 | IQ+0 | 2 |
| Mechanic (Automobile) | 12 | IQ+0 | 2 |
| Navigation (Sea) | 12 (eff. 15 with Absolute Direction) | IQ+0 | 2 |
| Observation | 15 | Per+1 | 4 |
| Parachuting | 13 | DX+0 | 1 |
| Running | 11 | HT-1 | 1 |
| Savoir-Faire (Military) | 12 | IQ+0 | 1 |
| Scrounging | 15 | Per+1 | 2 |
| Scuba | 13 | IQ+1 | 4 |
| Search | 14 | Per+0 | 2 |
| Smuggling | 12 | IQ+0 | 2 |
| Soldier | 12 | IQ+0 | 2 |
| Stealth | 14 | DX+1 | 4 |
| Survival (Woodlands) | 14 | Per+0 | 2 |
| Swimming | 15 | HT+3 | 8 |
| Tactics | 12 | IQ+0 | 4 |
| Throwing | 13 | DX+0 | 2 |
| Traps | 12 | IQ+0 | 2 |
Techniques
| Name | Default | Lvl | Pts |
|---|---|---|---|
| Boating (Unpowered) | Boating (Motorboat)-4 | 9 | — |
| Explosives (Fireworks) | Explosives (Demolition)-4 | 11 | — |
| Forced Entry | DX+0 | 13 | — |
| Guns (Shotgun) | Guns (Rifle)-2 | 13 | — |
| Guns (SMG) | Guns (Rifle)-2 | 13 | — |
| Navigation (Land) | Navigation (Sea)-2 | 10 (eff. 13 with Absolute Direction) | — |
Points Summary
| Attributes | 120 |
| Secondary Characteristics | 10 |
| Advantages | 55 |
| Disadvantages | -75 |
| Quirks | -5 |
| Skills | 120 |
| TOTAL | 225 / 225 |
| Unspent | 0 |
Melee Attacks
| Weapon/Mode | Skill | Parry | Damage | Reach | ST | Notes |
|---|---|---|---|---|---|---|
| KM2000 Combat Knife (swing) | Knife 14 | 10 (11 w/CR) | 1d-2 cut | C,1 | ||
| KM2000 Combat Knife (thrust) | Knife 14 | 10 (11 w/CR) | 1d-2 imp | C,1 | ||
| Punch | Brawling 14 | 10 (11 w/CR) | 1d-3 cr | C | ||
| Kick | Brawling 12 | — | 1d-2 cr | C,1 |
Ranged Attacks
| Weapon | Skill | Damage | Acc | Range | RoF | Shots | ST | Bulk | Rcl | Notes |
|---|---|---|---|---|---|---|---|---|---|---|
| HK G36 | Guns (Rifle) 15 | 5d pi | 4 | 500/3,500 | 13 | 30+1(3) | -5 | |||
| HK G36K | Guns (Rifle) 15 | 4d+2 pi | 4 | 370/2,600 | 13 | 30+1(3) | -4 | |||
| P8 (HK USP 9mm) | Guns (Pistol) 15 | 2d+2 pi | 2 | 150/1,850 | 3 | 15+1(3) | -2 | |||
| MP7A1 (4.6mm) | Guns (SMG) 13 | 4d-1 pi- | 3 | 190/780 | 15 | 40+1(3) | -3 | |||
| Panzerfaust 3 | Guns (LAW) 14 | 6dx4(10) cr ex | 2 | 20/400 | 1 | 1(10) | -6 | |||
| Frag Grenade (DM51) | Throwing 13 | 8d cr ex [3d] | — | ST×3.5 | 1 | 1 | — |
Jens Hartmann grew up in a small town in Schleswig-Holstein, close enough to the Baltic coast that the sea was part of his childhood. The son of a municipal engineer and a schoolteacher, he was the kid who took apart the family radio, the lawnmower, and — on one memorable occasion — the neighbour’s outboard motor, to see how they worked. He put most of them back together. The outboard was never quite the same. He spent his summers swimming in the Baltic, diving off jetties, and helping his uncle maintain his fishing boat. The water was never something to fear — it was where he felt at home.
He enlisted in the Bundeswehr at 19, tested into the Pioniertruppe (engineer corps), and discovered that the military would actually pay him to blow things up and build things under pressure. He excelled. His instructors noted an unusual combination: meticulous technical skill, physical toughness, and an almost pathological need to understand every system he encountered. But it was his comfort in the water that caught the attention of the Kampfschwimmer selection cadre.
The Kampfschwimmer — Germany’s combat swimmers — are the Bundeswehr’s naval special forces, equivalent to the British SBS or American Navy SEALs. Selection is savage: long-distance open-water swims, underwater navigation in zero visibility, demolitions work while hypothermic and exhausted, and a psychological resilience phase designed to break anyone who isn’t completely certain they belong in the water. Jens passed. Not through brute athleticism — he’s fit, not a monster — but through that same bloody-minded refusal to quit and an engineer’s ability to solve problems when his body was screaming at him to stop. They gave him a Pionier who could swim like a fish and think underwater. He gave them back a frogman who could drop a bridge from below.
He deployed to the Horn of Africa for counter-piracy operations and to the Mediterranean for maritime interdiction. His reputation grew: Hartmann was the man you called when you needed limpet mines placed on a hull in the dark, a harbour approach mapped through hostile waters, or an underwater IED problem solved. He could cook up a demolition plan over dinner — literally, because Jens was also the best camp cook in the unit, and the galley was where he did his thinking. He was also, less officially, the man you called when something was broken and nobody else could fix it — dive equipment, boat engines, comms gear, the coffee machine in the operations centre. He never said no. He couldn’t.
When the meteor fragment crisis emerged, KSK command needed their best technical operator for the defense contractor assignment — someone who could approach a problem from angles nobody else would think of. Jens was the obvious choice. A combat engineer who could infiltrate by water, place charges in impossible locations, and think his way through any technical challenge. But there was another reason he volunteered: the fragments. Materials that grant superhuman abilities? That violate everything he knows about physics and engineering? Jens doesn’t just want to fight people who have fragments. He wants to understand them. Take one apart. Figure out the mechanism. It keeps him up at night — which is fine, because Workaholic means he’d be up anyway, probably making Eintopf for the morning shift.
He arrived at the contractor facility expecting to be the smartest engineer in the room. He probably is. The problem is that smart engineering and a perfect approach swim don’t help much when the other side can bench-press a truck.
GURPS B p.550. The single most-referenced table in ranged combat. Memorise the first five entries.
| Range (yards) | Modifier | Typical Situation |
|---|---|---|
| 2 | 0 | Point blank — across a room |
| 3 | -1 | Close quarters — hallway |
| 5 | -2 | Room-length engagement |
| 7 | -3 | Across a large room / street |
| 10 | -4 | Down a corridor |
| 15 | -5 | Across a courtyard |
| 20 | -6 | Parking lot engagement |
| 30 | -7 | Short outdoor range |
| 50 | -8 | Standard rifle engagement |
| 70 | -9 | Open ground |
| 100 | -10 | Long-range rifle |
| 150 | -11 | Designated marksman range |
| 200 | -12 | Sniper territory |
| 300 | -13 | Extreme range — need scope + Aim |
| 500 | -14 | Maximum effective for 5.56mm |
Aim Bonuses (Stacking)
| Turns Aiming | Bonus | With G36 (Acc 4) | With P8 (Acc 2) |
|---|---|---|---|
| 1 | +Acc | +4 (eff. 19 at 2 yds) | +2 (eff. 17 at 2 yds) |
| 2 | +Acc +1 | +5 | +3 |
| 3+ | +Acc +2 | +6 | +4 |
| + Scope | +1 to +3 extra | +7 to +9 total | — |
Jens’s practical rifle accuracy: Skill 15 + Aim (Acc 4) = 19 at point blank. At 100 yds: 19 - 10 = 9. At 50 yds with 2 turns Aim: 15 + 5 - 8 = 12.
Active Defenses
| Location | DR |
|---|---|
| Skull | 12 |
| Face | 1 |
| Torso (front/back) | 35/5* |
| Torso (carrier only) | 12/5* |
| Groin | 12/5* |
| All (wetsuit) | 1* |
| All (drysuit) | 1* |
Melee Attacks
| Weapon/Mode | Skill | Parry | Damage | Reach | ST | Notes |
|---|---|---|---|---|---|---|
| KM2000 Combat Knife (swing) | Knife 14 | 10 (11 w/CR) | 1d-2 cut | C,1 | ||
| KM2000 Combat Knife (thrust) | Knife 14 | 10 (11 w/CR) | 1d-2 imp | C,1 | ||
| Punch | Brawling 14 | 10 (11 w/CR) | 1d-3 cr | C | ||
| Kick | Brawling 12 | — | 1d-2 cr | C,1 |
Ranged Attacks
| Weapon | Skill | Damage | Acc | Range | RoF | Shots | ST | Bulk | Rcl | Notes |
|---|---|---|---|---|---|---|---|---|---|---|
| HK G36 | Guns (Rifle) 15 | 5d pi | 4 | 500/3,500 | 13 | 30+1(3) | -5 | |||
| HK G36K | Guns (Rifle) 15 | 4d+2 pi | 4 | 370/2,600 | 13 | 30+1(3) | -4 | |||
| P8 (HK USP 9mm) | Guns (Pistol) 15 | 2d+2 pi | 2 | 150/1,850 | 3 | 15+1(3) | -2 | |||
| MP7A1 (4.6mm) | Guns (SMG) 13 | 4d-1 pi- | 3 | 190/780 | 15 | 40+1(3) | -3 | |||
| Panzerfaust 3 | Guns (LAW) 14 | 6dx4(10) cr ex | 2 | 20/400 | 1 | 1(10) | -6 | |||
| Frag Grenade (DM51) | Throwing 13 | 8d cr ex [3d] | — | ST×3.5 | 1 | 1 | — |
Combat Action Chains
Melee
Multi-Action Combat Skill Chains
Common tactical sequences Jens would use in play. Each “chain” lists the maneuvers, rolls, and order for a multi-turn combat action. References: GURPS Basic Set — Campaigns, Chapters 11-13.
Chain 1: Aimed Rifle Shot (2-Turn)
Situation: Jens spots a target at range and has a moment to line up.
| Turn | Maneuver | Action | Roll | Notes |
|---|---|---|---|---|
| 1 | Aim | Aim G36 at target | — | Gain +Acc (4). Can take a Step. |
| 2 | Attack | Fire aimed shot | Guns (Rifle) 15 + 4 Acc - range mod | On hit: 5d pi. Target defends (Dodge). |
Example at 30 yds: 15 + 4 - 7 = 12 or less. Critical on 6 or less.
Chain 2: CQB Room Entry (2-3 Turn)
Situation: Breaching a room with rifle or pistol.
| Turn | Maneuver | Action | Roll | Notes |
|---|---|---|---|---|
| 1 | Ready | Kick/breach door | Forced Entry 13 or DX 13 | Or: demo breach (Explosives 15/16). |
| 2 | Move and Attack | Enter and fire | Guns (Rifle/Pistol) - 4, max eff. 9 | Snap shot. All defenses available. -4 penalty. |
| 2 alt | Attack | Step in, fire | Guns 15 - range mod | Better accuracy but only Step (1 yd) movement. |
| 3 | Attack | Engage second target | Guns 15 - range mod | Or: All-Out Attack (Determined) at +4 if no return fire expected. |
If surprised targets: Jens gets +6 to act first (Combat Reflexes). Targets at -6 to defend.
Chain 3: Suppressive Fire + Advance (Team)
Situation: Jens provides covering fire while teammates move, or vice versa.
| Turn | Maneuver | Action | Roll | Notes |
|---|---|---|---|---|
| 1 | Attack | Suppressive fire (full RoF 13) | Guns (Rifle) 15 - range mod | Area suppression: targets must Dodge or take cover. Consumes ammo fast. |
| 2 | Move | Advance while teammate suppresses | — | Full Move (6 yds, adjusted for encumbrance). |
| 3 | Attack | Fire from new position | Guns (Rifle) 15 - range mod | Or Aim first if time permits. |
At RoF 13 with 30-rd magazine: 2-3 turns of full suppression before reload. Reload = 3 Ready maneuvers.
Chain 4: Knife Fight — Close Quarters (Per Turn)
Situation: Melee range, KM2000 drawn.
| Action | Maneuver | Roll | Damage | Notes |
|---|---|---|---|---|
| Slash | Attack | Knife 14 | 1d-2 cut | Step + Attack. Parry 10 (11 w/CR). |
| Stab | Attack | Knife 14 | 1d-2 imp | x2 wounding if penetrates DR. Target Vitals at -3 for x3. |
| Stab Vitals | Attack | Knife 14 - 3 = 11 | 1d-2 imp (x3) | High risk, high reward. |
| All-Out Stab | All-Out Attack (Det.) | Knife 14 + 4 = 18 | 1d-2 imp | No defense this turn! Only if certain of safety. |
| Defensive | All-Out Defense | — | — | +2 to one defense (Parry 12/13 or Dodge 11/12). Two defenses allowed. |
Chain 5: Grenade Engagement (3-Turn)
Situation: Frag grenade into a position.
| Turn | Maneuver | Action | Roll | Notes |
|---|---|---|---|---|
| 1 | Ready | Draw grenade from pouch | — | Or free with Fast-Draw (if bought later). |
| 2 | Ready | Pull pin | — | Fuse starts on release. |
| 3 | Attack | Throw at target | Throwing 13 - range/SM mod | 8d cr ex [3d]. Scatter on miss: 1d yds in random direction. |
Cook-off option: Hold 1-2 sec after pin pull (risky — fuse is 3-4 sec). Reduces enemy reaction time.
Chain 6: Pistol Transition (2-Turn)
Situation: Rifle malfunction or empty — switch to P8.
| Turn | Maneuver | Action | Roll | Notes |
|---|---|---|---|---|
| 1 | Ready | Drop rifle (free), draw pistol | Fast-Draw (Pistol)* | *Default DX-4 = 9. If fail, costs another Ready. |
| 2 | Attack | Fire pistol | Guns (Pistol) 15 - range mod | 2d+2 pi. |
Upgrade path: Buy Fast-Draw (Pistol) at DX [1 pt] = 13 for reliable transition.
Chain 7: Wait + Ambush (Overwatch)
Situation: Jens is in position, waiting for a target to appear.
| Turn | Maneuver | Action | Roll | Notes |
|---|---|---|---|---|
| 1+ | Wait | “I fire when anyone comes through that door” | — | Declare trigger. Interrupt enemy’s turn. |
| Trigger | Attack | Fire when trigger met | Guns 15 + Aim bonus (if pre-Aimed) - range | Target may be at -2 to defend (surprised) or -6 (unaware). |
Combine with Aim: Aim for 1-2 turns, then Wait. Keep Aim bonus until you fire or are interrupted.
Combat Summary
Unarmed Combat (Brawling)
| Attack | Skill | Damage | Reach | Notes |
|---|---|---|---|---|
| Punch | 14 | 1d-3 cr | C | thr-1 (no Brawling damage bonus at this level) |
| Kick | 12 | 1d-2 cr | C,1 | Brawling-2 for kicks |
Ranged Combat
| Weapon | Skill | Notes |
|---|---|---|
| Assault Rifle (G36) | 15 | Primary weapon |
| Pistol (P8) | 15 | Sidearm |
| LAW (Panzerfaust 3) | 14 | Anti-armour, bunker-busting |
| Grenades (thrown) | 13 | Throwing skill; frag, smoke, flashbang |
| SMG (MP7) | 13 | Default from Guns (Rifle)-2 |
Key Combat Edges
| Edge | Source |
|---|---|
| No shock penalties ever | High Pain Threshold |
| +3 to resist knockdown/stun | High Pain Threshold |
| +1 all active defenses | Combat Reflexes |
| +6 to recover from surprise | Combat Reflexes |
| +1 all HT rolls (not death) | Fit |
| Reroll 1 bad roll per hour | Luck |
| -4 to darkness penalties | Night Vision 4 |
| Always knows north; +3 Navigation | Absolute Direction |
Demolitions Quick Reference
| Task | Skill | Effective Level | Notes |
|---|---|---|---|
| Place breaching charge | Explosives (Demolition) | 15 (16 w/ toolkit) | Standard door/wall breach |
| Limpet mine on ship hull | Scuba + Explosives (Demo) | 13 / 15 | Approach underwater, place charge on hull, set timer |
| Underwater bridge demolition | Scuba + Explosives (Demo) | 13 / 15 | Place charges on bridge pylons from below waterline |
| Structural demolition | Explosives (Demo) + Architecture | 15/12 | Complementary roll: Architecture success gives +1-2 to Demolition |
| Set booby trap | Traps | 12 | Tripwire, pressure plate, etc. |
| Detect booby trap | Traps or Search | 12 or 14 | Perception-based detection |
| Render safe (IED/UXO) | Explosives (EOD) | 13 | Failure can be very exciting |
| Field fortification | Engineer (Combat) | 13 | Hasty fighting positions, obstacles |
| Improvised explosive device | Explosives (Demolition) | 15 | For when proper charges aren’t available |
| Combat swim approach | Swimming + Stealth | 15 / 14 | Night approach to target by water |
Detailed Firearms
| Weapon | Skill | Lvl | Dmg | Acc | Range | RoF | Shots | ST | Bulk | Rcl | Wt | Notes |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| HK G36 | Guns (Rifle) | 15 | 5d pi | 4 | 500/3,500 | 13 | 30+1(3) | 9† | -5 | 2 | 8.4/1.3 | Primary. Can mount scope (+1 Acc). Semi/burst/full-auto. (HT p.119) |
| HK G36K | Guns (Rifle) | 15 | 4d+2 pi | 4 | 370/2,600 | 13 | 30+1(3) | 9† | -4 | 2 | 7.6/1.3 | Compact variant for CQB/diving ops. (HT p.119) |
| P8 (HK USP 9mm) | Guns (Pistol) | 15 | 2d+2 pi | 2 | 150/1,850 | 3 | 15+1(3) | 9 | -2 | 2 | 2.0/0.4 | Standard sidearm. Can fire underwater 1-2 shots (unreliable). (HT p.99) |
| MP7A1 (4.6mm) | Guns (SMG) | 13* | 4d-1 pi- | 3 | 190/780 | 15 | 40+1(3) | 7† | -3 | 2 | 4.4/0.6 | *Default from Rifle-2. PDW for close work. Armour-piercing. (HT p.124) |
| Panzerfaust 3 | Guns (LAW) | 14 | 6dx4(10) cr ex | 2 | 20/400 | 1 | 1(10) | 10† | -6 | — | 29.0 | HEAT warhead. Linked 3d [2d] cr ex. Backblast danger zone. (HT p.146) |
Grenades & Explosives
| Ordnance | Skill | Lvl | Dmg | Fuse | Wt | Notes |
|---|---|---|---|---|---|---|
| Frag Grenade (DM51) | Throwing | 13 | 8d cr ex [3d] | 3-4 sec | 1 | 1 Ready to draw, 1 to pull pin. Frag radius ~5 yds. (B p.277) |
| Concussion Grenade | Throwing | 13 | 5dx2 cr ex | 3-4 sec | 1 | Room/bunker clearing. |
| Stun Grenade (M84) | Throwing | 13 | HT-5 aff | 1.5 sec | 1 | Flash/bang. All in room roll HT-5 or stunned. |
| Smoke Grenade | Throwing | 13 | — | 2 sec | 1 | Obscures 4-yd radius for 30 sec. |
| Breaching Charge | Explosives (Demo) | 15/16 | Special | Set | 2-5 | Shaped charge for doors/walls. Architecture complementary roll. |
| Limpet Mine | Explosives (Demo) | 15/16 | 6dx6 cr ex | Timer | 8 | Magnetic hull charge. Place with Scuba roll. |
| C4 Block (1 lb) | Explosives (Demo) | 15/16 | 6dx2 cr ex | Set | 1 | Plastic explosive. Shape and stack for larger charges. |
| Det Cord (per yd) | Explosives (Demo) | 15/16 | 1d cr ex | Instant | neg. | Initiator and linear cutting charge. |
Armour & Protection
| Item | Location | DR | Wt | Notes |
|---|---|---|---|---|
| Plate Carrier w/ Level IV Plates | Torso (front/back) | 35/5* | 18 | Split DR: 35 vs pi/cut, 5 vs cr/burn. (HT p.66) |
| Tactical Vest (carrier alone) | Torso, Groin | 12/5* | 9 | Without plates — for low-profile ops. |
| Ballistic Helmet | Skull | 12 | 3 | PASGT/MICH equivalent. (HT p.70) |
| Wetsuit (3mm) | All except head | 1* | 4 | Flexible. Thermal protection. DR 1 vs all. |
| Drysuit | All except head | 1* | 8 | Cold water ops. Thermal undergarments add warmth, not DR. |
| Dive Mask | Eyes, Face | 1 | 0.5 | Shatters on 4+ penetrating damage to face. |
Diving Equipment
| Item | Wt | Notes |
|---|---|---|
| LAR V Dräger Rebreather | 14 | Closed-circuit oxygen. No bubbles. 4-hr endurance. Max depth 20m (66 ft). Silent. |
| Dive Compass + Depth Gauge | 0.5 | +1 to Navigation (Sea) underwater. Essential for zero-vis navigation. |
| Swim Fins (split) | 3 | +1 to Swimming for movement; can walk on land (split fin). |
| Dive Knife | 0.5 | Secondary cutting tool. thr-1 imp, Reach C. Not primary weapon. |
| Underwater Writing Slate | 0.5 | Waterproof notes and dive plan. |
| Waterproof Bag (dry bag) | 1 | Keeps demolitions equipment dry during approach swim. |
| Magnetic Clamps (set of 4) | 2 | For attaching limpet mines to hulls. +1 to Explosives (Demo) when placing hull charges. |
Mission Gear
| Item | Wt | Notes |
|---|---|---|
| SEM 52SL Radio | 2.5 | Tactical radio, encrypted. 5 km range. Waterproof to 1m. |
| NVGs (Lucie or equiv.) | 2 | Night Vision 9 when worn. 8-hr battery. |
| Binoculars (8x) | 2 | Telescopic Vision (x8). +3 to Observation at range. |
| Laser Rangefinder | 1 | Range measurement to 2 km. +1 Forward Observer. |
| IFAK (medical) | 2 | +1 to First Aid. Tourniquet, chest seal, hemostatic gauze. |
| Leatherman Wave | 0.5 | Multi-tool. +1 to improvised repairs (GM discretion). Always carried. |
| Personal Demo Toolkit (Bond) | 5 | +1 to Explosives (Demolition) — Equipment Bond. Crimpers, multimeter, initiators. |
| Field Notebook + Pencils | 0.5 | Sketches, calculations, field notes. |
| Cooking Kit (compact) | 3 | Cast iron pan, mess kit. Non-negotiable. |
| Flensburger Pilsener (x2) | 2 | Morale. |
Rules Reference
| Roll | Location | Mod |
|---|---|---|
| 3–4 | Skull | –7 |
| 5 | Face | –5 |
| 6–7 | Right Leg | –2 |
| 8 | Right Arm | –2 |
| 9–10 | Torso | — |
| 11 | Groin | –3 |
| 12 | Left Arm | –2 |
| 13–14 | Left Leg | –2 |
| 15 | Hand | –4 |
| 16 | Foot | –4 |
| 17–18 | Neck | –5 |
| — | Vitals | –3 |
| — | Eye | –9 |
Source: GURPS Basic Set 4e, p. B552
| Speed/Range | Size | Linear Measure |
|---|---|---|
| 0 | 0 | 2 yd |
| -1/+1 | ±1 | 3 yd |
| -2/+2 | ±2 | 5 yd |
| -3/+3 | ±3 | 7 yd |
| -4/+4 | ±4 | 10 yd |
| -5/+5 | ±5 | 15 yd |
| -6/+6 | ±6 | 20 yd |
| -7/+7 | ±7 | 30 yd |
| -8/+8 | ±8 | 50 yd |
| -9/+9 | ±9 | 70 yd |
| -10/+10 | ±10 | 100 yd |
| -11/+11 | ±11 | 150 yd |
| -12/+12 | ±12 | 200 yd |
| -13/+13 | ±13 | 300 yd |
| -14/+14 | ±14 | 500 yd |
| -15/+15 | ±15 | 700 yd |
Source: GURPS Basic Set 4e, p. B550
Equipment
| Qty | Item | Cost | Weight | Notes | |
|---|---|---|---|---|---|
| 1 | Voss Combat Suit | 75 | Powered Combat Armor; Super Jump 1; E/18hr | ||
| 1 | Voss Combat Suit: Helmet | 10 | C/18hr | ||
| 1 | Thermo-Optic Chameleon Surface | 4 | Suit modification; visual stealth | ||
| 1 | Spring-Loaded Knife (Battlesuit) | 1 | Forearm-mounted; suit modification | ||
| 1 | HK G36 (or G36K) | 8.4/1.3 | Primary assault rifle, Bundeswehr standard | ||
| 1 | P8 (HK USP) | 2.0/0.4 | Standard sidearm | ||
| 1 | KM2000 Combat Knife | 0.75 | Bundeswehr-issue field knife | ||
| 1 | Personal Demo Toolkit (Bond) | 10 | +1 Explosives (Demolition); crimpers, multimeter, initiators | ||
| 1 | Limpet mine attachments & magnetic clamps | 2 | For hull charges; +1 placement | ||
| 1 | Breaching kit | 2-5 | Charges as mission dictates | ||
| 1 | Mine detection equipment | 3 | Sweep for buried ordnance | ||
| 1 | Electronics repair kit | 2 | Field repair of comms/signals | ||
| 1 | LAR V Dräger Rebreather | 14 | Closed-circuit oxygen; no bubbles; 4-hr endurance; max 20m | ||
| 1 | Wetsuit (3mm) | 4 | DR 1 flexible; thermal protection | ||
| 1 | Drysuit | 8 | Cold water ops | ||
| 1 | Dive Compass + Depth Gauge | 0.5 | +1 Navigation (Sea) underwater | ||
| 1 | Swim Fins (split) | 3 | +1 Swimming for movement | ||
| 1 | Dive Knife | 0.5 | Secondary cutting tool | ||
| 1 | Underwater Writing Slate | 0.5 | Waterproof notes and dive plan | ||
| 1 | Waterproof Bag (dry bag) | 1 | Keeps demo equipment dry | ||
| 1 | Magnetic Clamps (set of 4) | 2 | +1 Explosives (Demo) hull charges | ||
| 1 | Plate Carrier w/ Level IV Plates | 18 | DR 35/5 torso; land ops | ||
| 1 | Ballistic Helmet | 3 | DR 12 skull | ||
| 1 | SEM 52SL Radio | 2.5 | Encrypted tactical radio; 5 km; waterproof to 1m | ||
| 1 | NVGs (Lucie or equiv.) | 2 | Night Vision 9; 8-hr battery | ||
| 1 | Binoculars (8x) | 2 | +3 Observation at range | ||
| 1 | Laser Rangefinder | 1 | +1 Forward Observer; 2 km range | ||
| 1 | IFAK (medical) | 2 | +1 First Aid | ||
| 1 | Leatherman Wave | 0.5 | Multi-tool; +1 improvised repairs; always carried | ||
| 1 | Field Notebook + Pencils | 0.5 | Sketches, calculations, field notes | ||
| 1 | Cooking Kit (compact) | 3 | Cast iron pan, mess kit | ||
| 1 | Gas Grenades (x4) | 4 | CS/tear gas, area denial | ||
| 1 | Tranquilizer Darts | — | Team-standard issue | ||
| 1 | Flensburger Pilsener (x2) | 2 | Morale |
Load-Out: BL = 20 lbs (ST 10)
| Qty | Item | Cost | Weight | |
|---|---|---|---|---|
| 1 | Stripped (pistol, knife, radio) | ~8 lbs | ||
| 1 | Diving Ops (rebreather, fins, pistol, demo kit) | ~30 lbs | ||
| 1 | Standard Patrol (vest+plates, helmet, G36, full kit) | ~55 lbs | ||
| 1 | Heavy (patrol + Pzf 3 or extra demo charges) | ~80 lbs |
The story so far
- Session 01Operation Living Bomb →The limo ride from Las Vegas Airport to the Voss Campus told Jens everything he needed to know about the team he had been assigned to.
- Session 02Terra-ble First Impressions →The debrief at Voss Campus was standard — Guy delivered the operational summary at his usual rapid-fire pace, Ronnie filled in the details about the target’s resistance to tranquiliser darts — and…
- Session 3What Happens in Vegas →Las Vegas R&R began with the revelation.
- Session 04Fallen Stars →In Greenland, Jens identified The Dragon through the rifle scope — confirmed the State Farm logo on the lapel, called it out to the team.
- Session 05Deep Sea Fragments and Desert Swarms →Brittany was in the briefing room.
- Session 06Vegas Vacation, Zombie Vexation →Jens came down off the Medieval Times roof and into the open fight, and rather than hunt for another sniper’s perch he chose the direct solution — frag grenades into the clustered bugs, several at a…
- Session 07The Vegas Hive: Napalm and New Powers →The Vegas hive belonged to someone else’s roster.
- Session 8Earth’s Last Stand →Jens had been left off the Vegas hive roster, and he came back into the work the way he prefers to — directly, in the middle of a problem already in motion.
- Session 9The Day the Timeline Unwound →Jens opened the interview the way he had opened thirty before it — clipboard squared, questions ordered, another Brittany pulled from another collapsed timeline sitting across from him with answers…
Timeline
Connections
People
Allied with
- The Terran Warrior NPC warmReceived the party's full intelligence as a direct mental download from Jens, learning not to simply kill the creature.1 session: Session 09 - The Day the Timeline Unwound
Wounded by
- Bad Britney NPC hostileStripped the flesh from Jens in an instant, reducing him to bone and ejecting his consciousness.1 session: Session 09 - The Day the Timeline Unwound
Places
Visited
- Terra Location5 sessions, Session 03 - What Happens in Vegas to Session 09 - The Day the Timeline Unwound
- Voss Campus Location3 sessions, Session 01 - Operation Living Bomb to Session 06 - Vegas Vacation, Zombie Vexation
- Los Angeles Location2 sessions, Session 05 - Deep Sea Fragments and Desert Swarms to Session 06 - Vegas Vacation, Zombie Vexation
- Medieval Times Location2 sessions, Session 05 - Deep Sea Fragments and Desert Swarms to Session 06 - Vegas Vacation, Zombie Vexation
- The Bellagio Location2 sessions, Session 03 - What Happens in Vegas to Session 05 - Deep Sea Fragments and Desert Swarms
- RD3 Facility Location1 session: Session 08 - Earth's Last Stand
Organisations
Employed by
- Bundeswehr Organization neutralJens is a Bundeswehr soldier — enlisted at 19 into the Pioniertruppe, selected for Kampfschwimmer, now seconded to the contractor program
Serves
- Voss Dynamics Organization neutralSelected by KSK command for the contractor's program — his combination of underwater demolitions expertise and combat diving capability made him the obvious choice for counter-fragment operations2 sessions, Session 03 - What Happens in Vegas to Session 09 - The Day the Timeline Unwound
Member of
- KSK Organization neutral(Former) Jens served as a Kampfschwimmer (combat swimmer) and combat engineer — KSK command selected him for the contractor program as their best maritime demolitions operator
- NATO Organization neutralGerman Bundeswehr soldier serving under NATO framework
- The Team Faction neutralAssigned to the contractor team — the quiet professional among louder personalities.
Things
Owns
- Multiversal Camera Item neutralPicked up by Jens after the summoned skeleton collapsed.
Presented to (named by)
- Research Folders Item
Events
Caused
- Bellagio Portal Incident Event neutralJens opened the portal that allowed the insectoid to enter
Participated in
- First Terra Expedition Event1 session: Session 03 - What Happens in Vegas
- Second Meteor Event Event1 session: Session 03 - What Happens in Vegas
- The Sacrifice on Terra Eventdelivers the warning as a mental download1 session: Session 09 - The Day the Timeline Unwound
- Deep Sea Fragment Retrieval Event
- Los Angeles Zombie Outbreak Event
- The Battle of Medieval Times Event
- The Battle of RD3 Eventkilled turn one; persists as spectral consciousness; possesses The Dragon
- The Capture of Lt. Nash Miller Event
- The Multiversal Vision Event
- The Timeline Rewind Eventbodiless; possesses Adrian Voss and spins the chakra
Mentions
Sessions
- Session 01 - Operation Living Bomb
- Session 03 - What Happens in Vegas
- Session 04 - Fallen Stars
- Session 05 - Deep Sea Fragments and Desert Swarms
- Session 06 - Vegas Vacation, Zombie Vexation
- Session 08 - Earth's Last Stand
- Session 09 - The Day the Timeline Unwound