Attributes
Slam
Senses & Checks
| Height | Short (Dwarfism) |
| Build | Powerfully built for his size |
| SM | -1 |
| Reputation | -1 (is a savage and kills indiscriminately) |
Active Defenses
| Location | DR |
|---|---|
| Full Suit | 70/50 |
| Head | 70/50 |
| Torso | 35/5 |
| All (ablative) | 24/4 |
| Skull | 18 |
| Feet | 12/6 |
| Hands | 8/2 |
Encumbrance
| Level | Max Wt | Move | Dodge |
|---|---|---|---|
| None (0) | 39 lb | 5 | 10 |
| Light (1) | 78 lb | 4 | 9 |
| Medium (2) | 117 lb | 3 | 8 |
| Heavy (3) | 195 lb | 2 | 7 |
| Extra-Heavy (4) | 390 lb | 1 | 6 |
Advantages
| Born Soldier 1 | 5 |
| Combat Reflexes | 15 |
| Danger Sense | 15 |
| High Pain Threshold | 10 |
| Invisibility (Vision) | 0 |
| Less Sleep 5 | 10 |
| Off-Hand Weapon Training (Guns (LMG)) | 1 |
Disadvantages
| Bloodlust | -10 |
| Callous | -5 |
| Curious | -5 |
| Dwarfism | -15 |
| Lecherousness | -15 |
| Reputation -1 (is a savage and kills indiscriminately) | -5 |
| Weirdness Magnet | -15 |
| Always plays with his knife | -1 |
Skills
| Name | Lvl | Rel | Pts |
|---|---|---|---|
| Acrobatics | 12 | DX-2 | 1 |
| Administration | 10 | IQ-1 | 1 |
| Armoury (Body Armor) | 10 | IQ-1 | 1 |
| Armoury (Small Arms) | 10 | IQ-1 | 1 |
| Artillery (Cannon) | 10 | IQ-1 | 1 |
| Astronomy | 9 | IQ-2 | 1 |
| Astronomy (Observational) | 10 | IQ-1 | 1 |
| Boating | 13 | DX-1 | 1 |
| Boating (Large Powerboat) | 13 | DX-1 | 1 |
| Boating (Motorboat) | 13 | DX-1 | 1 |
| Boating (Sailboat) | 13 | DX-1 | 1 |
| Body Language (Human) | 10 | Per-1 | 1 |
| Boxing Parry: 10 | 13 | DX-1 | 1 |
| Brawling Parry: 11 | 14 | DX+0 | 1 |
| Camouflage | 11 | IQ+0 | 1 |
| Carousing | 12 | HT+0 | 1 |
| Cartography | 11 | IQ+0 | 2 |
| Climbing | 13 | DX-1 | 1 |
| Combat Sense | 10 | IQ-1 | 2 |
| Common Sense | 9 | IQ-2 | 1 |
| Cooking | 10 | IQ-1 | 1 |
| Current Affairs (Headline News) | 11 | IQ+0 | 1 |
| Diplomacy | 9 | IQ-2 | 1 |
| Disguise | 8 | IQ-3 | 1 |
| Diving Suit | 13 | DX-1 | 1 |
| Driving (Automobile) | 13 | DX-1 | 1 |
| Dual-Weapon Attack (Guns/Pistol) | 11 | DX-3 | 2 |
| Electronics Op (Surveillance) | 10 | IQ-1 | 1 |
| Environmental Suit (Battlesuit)/TL9 | 13 | DX-1 | 1 |
| Escape | 12 | DX-2 | 1 |
| Explosives | 10 | IQ-1 | 1 |
| Explosives (Demolition) | 10 | IQ-1 | 1 |
| Explosives (EOD) | 10 | IQ-1 | 1 |
| Fishing | 11 | Per+0 | 1 |
| Forward Observer | 11 | IQ+0 | 2 |
| Gambling | 10 | IQ-1 | 1 |
| Games (GURPS) | 11 | IQ+0 | 1 |
| Garrote | 14 | DX+0 | 1 |
| Gesture | 11 | IQ+0 | 1 |
| Guns (Light Machine Gun) | 14 | DX+0 | 1 |
| Guns (Pistol) | 14 | DX+0 | 1 |
| Guns (Rifle) | 14 | DX+0 | 1 |
| Heraldry | 10 | IQ-1 | 1 |
| Hiking | 11 | HT-1 | 1 |
| Holdout | 10 | IQ-1 | 1 |
| Interrogation | 10 | IQ-1 | 1 |
| Intimidation | 10 | IQ-1 | 1 |
| Judo Parry: 10 | 12 | DX-2 | 1 |
| Jumping | 14 | DX+0 | 1 |
| Knife Parry: 10 | 14 | DX+0 | 1 |
| Law | 9 | IQ-2 | 1 |
| Leadership | 11 | IQ+0 | 1 |
| Lip Reading (Human) | 10 | Per-1 | 1 |
| Lockpicking | 10 | IQ-1 | 1 |
| Makeup | 11 | IQ+0 | 1 |
| Mathematics (Applied) | 9 | IQ-2 | 1 |
| Mimicry (Animal Sounds) | 9 | IQ-2 | 1 |
| Mimicry (Bird Calls) | 9 | IQ-2 | 1 |
| Mimicry (Speech) | 9 | IQ-2 | 1 |
| Navigation (Land) | 10 | IQ-1 | 1 |
| Observation | 10 | Per-1 | 1 |
| Parachuting | 14 | DX+0 | 1 |
| Politics | 10 | IQ-1 | 1 |
| Running | 11 | HT-1 | 1 |
| Savoir-Faire (Military) | 12 | IQ+1 | 1 |
| Scrounging | 12 | IQ+1 | 1 |
| Scuba | 11 | IQ+0 | 1 |
| Sex Appeal | 11 | HT-1 | 1 |
| Shadowing | 10 | IQ-1 | 1 |
| Skating | 10 | HT-2 | 1 |
| Skiing | 10 | HT-2 | 1 |
| Soldier | 11 | IQ+0 | 1 |
| Stealth | 13 | DX-1 | 1 |
| Strategy (Land) | 9 | IQ-2 | 1 |
| Strategy (Naval) | 9 | IQ-2 | 1 |
| Streetwise | 10 | IQ-1 | 1 |
| Tactics | 10 | IQ-1 | 1 |
| Theology (tbd) | 9 | IQ-2 | 1 |
| Tracking | 10 | IQ-1 | 1 |
| Traps | 10 | IQ-1 | 1 |
| Typing | 14 | DX+0 | 1 |
| Weather Sense | 10 | IQ-1 | 1 |
| Wrestling Parry: 10 | 13 | DX-1 | 1 |
Techniques
| Name | Default | Lvl | Pts |
|---|---|---|---|
| Breakfall (Acrobatics) | Acrobatics | 12 | — |
| Breakfall (Judo) | Judo | 12 | — |
| Breakfall (Wrestling) | Wrestling | 13 | — |
| Combat Driving (Automobile) | Driving | 13 | — |
| Set Trap (Explosives/Demolition) | Explosives (Demo) | 8 | — |
| Slip Handcuffs (Escape) | Escape-5 | 7 | — |
| Work by Touch (Lockpicking) | Lockpicking-5 | 5 | — |
Points Summary
| Attributes | 160 |
| Secondary Characteristics | 0 |
| Advantages & Perks | 56 |
| Disadvantages & Quirks | -76 |
| Skills | 86 |
| Total | 226 |
Melee Attacks
| Weapon/Mode | Skill | Parry | Damage | Reach | ST | Notes |
|---|---|---|---|---|---|---|
| Punch (Brawling) | 14 | 10 | 1d-1 cr | C | ||
| Kick (Brawling) | 12 | — | 1d cr | C,1 | ||
| Punch (Boxing) | 13 | 10 | 1d-1 cr | C | ||
| Knee/Elbow | 14 | — | 1d-1 cr | C | ||
| Large Knife (thrust) | 14 | 10 | 1d-1 imp | C,1 | ||
| Large Knife (swing) | 14 | 10 | 2d-2 cut | C,1 | ||
| Greatsword (swing) | — | — | 2d+3 cut | 1,2 | ||
| Greatsword (thrust) | — | — | 1d+2 cr | 2 | ||
| Garrote | 14 | — | special | C |
Ranged Attacks
| Weapon | Skill | Damage | Acc | Range | RoF | Shots | ST | Bulk | Rcl | Notes |
|---|---|---|---|---|---|---|---|---|---|---|
| H&H Royal Double-Express, .600 NE | 14 | 5dx2 pi++ | 5 | 800/4600 | 1 | 2(3i) | -7 | |||
| Holdout Pistol, .380 | 14 | 2d pi | 1 | 125/1500 | 3 | 5+1(3) | -1 | |||
| Webley & Scott M&P, 9x20mm Browning | 14 | 2d+1 pi | 2 | 125/1400 | 3 | 7+1(3) | -2 | |||
| Gyroc Pistol, 15mm (TL9) | 14 | 6d pi++ | 1 | 1900 | 3 | 4(3i) | -2 |
A compact, brutally efficient US Navy SEAL with a reputation for indiscriminate killing and an uncanny sixth sense for danger. Despite his small stature (Dwarfism), Sammy is an extraordinarily lethal combatant — fast, tough, fearless, and utterly without mercy. He draws weirdness to him like a lightning rod, and possesses genuine psionic combat awareness. Armed with dual pistols and a savage temperament, he’s the kind of frogman who makes even hardened SEALs uncomfortable.
His SEAL background explains the extraordinary breadth of skills — SEALs cross-train across land, sea, and air operations, which accounts for his Scuba, Boating, Diving Suit, and diverse vehicle skills alongside the combat specialties. His BUD/S training also explains the high ST, DX, and HT despite the Dwarfism — he had to work twice as hard as every other candidate to pass.
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 |
Sammy’s Practical Accuracy — Pistols (Acc 2 typical)
| Turns Aiming | Bonus | With Pistol (Acc 2) | Notes |
|---|---|---|---|
| 0 (snap shot) | +0 | 14 at 2 yds | No aiming penalty for pistols at point blank |
| 1 | +Acc | +2 (eff. 16 at 2 yds) | |
| 2 | +Acc +1 | +3 | |
| 3+ | +Acc +2 | +4 |
Sammy at 7 yds snap shot: 14 - 3 = 11. At 15 yds: 14 - 5 = 9. Aimed at 7 yds: 14 + 2 - 3 = 13. SM -1 means enemies take -1 to hit Sammy at range — small target.
Sammy’s Practical Accuracy — Rifle (Acc 4 typical)
| Turns Aiming | Bonus | With Rifle (Acc 4) | Notes |
|---|---|---|---|
| 0 (snap shot) | +0 | 14 at 2 yds | |
| 1 | +Acc | +4 (eff. 18 at 2 yds) | |
| 2 | +Acc +1 | +5 | |
| 3+ | +Acc +2 | +6 |
Sammy aimed at 50 yds with rifle: 14 + 4 - 8 = 10. At 100 yds: 14 + 4 - 10 = 8.
Dual-Weapon Attack — Practical Accuracy
Dual-Weapon Attack (Guns/Pistol) is at level 11. This lets Sammy fire both pistols in the same turn. Each shot is rolled separately at 11, minus range penalties.
| Range (yds) | Per-Gun Skill | Notes |
|---|---|---|
| 2 | 11 | Point blank dual-fire |
| 3 | 10 | Close quarters |
| 5 | 9 | Room-length — starting to push it |
| 7 | 8 | Across a room — risky with both guns |
Dual-Weapon Attack is most effective at close range. At 7+ yards, consider switching to single aimed shots.
- Psionic elements: Sammy has Combat Sense 10 (ESP/Probability Alteration) and Common Sense (ESP) as psionic skills. Combined with Danger Sense and Weirdness Magnet, he’s the team’s supernatural lightning rod.
- Dwarfism + SM -1: Sammy is noticeably small. This affects Disguise (-2) but helps with Shadowing in crowds (+2). He’s harder to hit at range (SM -1).
- Dual-Weapon Attack: Trained to fire two pistols simultaneously at reduced penalty — his signature combat style.
- Breadth over depth: Nearly all skills at 1 point — Sammy knows a little about everything and a lot about violence. His DX 14 carries most physical skills to respectable levels.
- Reputation: Known to be savage and indiscriminate in killing — this precedes him and affects reactions negatively.
Relationships
- Assigned to The Defense Contractor — Assigned to the defense contractor program from the US Navy SEALs
- Member of The Team — SEAL operator on the contractor team — small, savage, and supernaturally aware
- Operates with Ronnie Vint — Fellow contractor operator
- Operates with Jens Hartmann — Fellow contractor operator
- Operates with Guy LeFleur — Fellow contractor operator
Active Defenses
| Location | DR |
|---|---|
| Full Suit | 70/50 |
| Head | 70/50 |
| Torso | 35/5 |
| All (ablative) | 24/4 |
| Skull | 18 |
| Feet | 12/6 |
| Hands | 8/2 |
Melee Attacks
| Weapon/Mode | Skill | Parry | Damage | Reach | ST | Notes |
|---|---|---|---|---|---|---|
| Punch (Brawling) | 14 | 10 | 1d-1 cr | C | ||
| Kick (Brawling) | 12 | — | 1d cr | C,1 | ||
| Punch (Boxing) | 13 | 10 | 1d-1 cr | C | ||
| Knee/Elbow | 14 | — | 1d-1 cr | C | ||
| Large Knife (thrust) | 14 | 10 | 1d-1 imp | C,1 | ||
| Large Knife (swing) | 14 | 10 | 2d-2 cut | C,1 | ||
| Greatsword (swing) | — | — | 2d+3 cut | 1,2 | ||
| Greatsword (thrust) | — | — | 1d+2 cr | 2 | ||
| Garrote | 14 | — | special | C |
Ranged Attacks
| Weapon | Skill | Damage | Acc | Range | RoF | Shots | ST | Bulk | Rcl | Notes |
|---|---|---|---|---|---|---|---|---|---|---|
| H&H Royal Double-Express, .600 NE | 14 | 5dx2 pi++ | 5 | 800/4600 | 1 | 2(3i) | -7 | |||
| Holdout Pistol, .380 | 14 | 2d pi | 1 | 125/1500 | 3 | 5+1(3) | -1 | |||
| Webley & Scott M&P, 9x20mm Browning | 14 | 2d+1 pi | 2 | 125/1400 | 3 | 7+1(3) | -2 | |||
| Gyroc Pistol, 15mm (TL9) | 14 | 6d pi++ | 1 | 1900 | 3 | 4(3i) | -2 |
Combat Action Chains
Melee
Multi-Action Combat Skill Chains
Common tactical sequences Sammy 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: Dual-Pistol Engagement — Signature Move (1-Turn)
Situation: Two targets at close range. Sammy draws both pistols and lets rip. His calling card.
| Turn | Maneuver | Action | Roll | Notes |
|---|---|---|---|---|
| 1 | Attack | Dual-Weapon Attack — fire both pistols at separate targets | DWA (Guns/Pistol) 11 - range mod each | Two separate attacks at 11. Each target defends separately. |
At 2 yds: two attacks at 11 each. At 5 yds: two attacks at 9 each. The probability of hitting BOTH targets drops off fast beyond 5 yards. Reloading: Sammy must holster/drop one pistol to reload the other, or carry pre-loaded spares.
Chain 2: Aimed Rifle Shot — Precision Kill (2-Turn)
Situation: Single target at medium range. Sammy switches to precision mode.
| Turn | Maneuver | Action | Roll | Notes |
|---|---|---|---|---|
| 1 | Aim | Aim rifle at target | — | Gain +Acc (typically +4). Can take a Step. |
| 2 | Attack | Fire aimed shot | Guns (Rifle) 14 + 4 Acc - range mod | Single precise shot. |
At 20 yds: 14 + 4 - 6 = 12. At 50 yds: 14 + 4 - 8 = 10. Sammy is a competent marksman when he takes his time.
Chain 3: Close-Quarters Brawl — Bar Fight Mode (Multi-Turn)
Situation: Sammy gets into a close-quarters fight. He’s fast, tough, and fights dirty.
| Turn | Maneuver | Action | Roll | Notes |
|---|---|---|---|---|
| 1 | Attack | Brawling punch | 14 | Thr-1 cr = 1d-1 cr. Parry 11 (with CR). |
| 2 | Attack | Knee/kick (Brawling) | 12 | Brawling-2. Thr cr = 1d cr. Reach C,1. |
| 3 | Attack | Wrestling grapple | 13 | Initiate grapple → follow up with choke/pin. Parry 10 (with CR). |
| Alt | Attack | Knife thrust/slash | 14 | Thr-1 imp (thrust) or Sw-1 cut (slash). Parry 10 (with CR). |
Sammy’s ST 14 gives him punishing unarmed damage for his size. High Pain Threshold means he never takes shock penalties — he keeps swinging when others flinch.
Chain 4: Garrote — Silent Kill (2-3 Turn)
Situation: Sentry removal or assassination. Approach from behind, garrote applied.
| Turn | Maneuver | Action | Roll | Notes |
|---|---|---|---|---|
| 1 | Attack | Approach (Stealth 13) + Garrote attack from behind | Garrote 14 | If unaware target: no active defense. Contest each turn. |
| 2+ | — | Maintain garrote — Quick Contest | Garrote 14 or ST 14 vs victim’s ST or HT | Victim loses 1 FP per turn Sammy wins. At 0 FP → unconscious. |
Sammy’s Garrote at 14 and ST 14 make this very effective. Combined with Stealth 13, he’s a capable silent killer. Less Sleep 5 means he’s awake on watch when others aren’t.
Chain 5: Danger Sense → Ambush Avoidance (Passive)
Situation: The team is walking into a trap. Sammy’s Danger Sense fires.
| Phase | What Happens | Roll | Notes |
|---|---|---|---|
| GM Check | GM secretly rolls Sammy’s Per (or IQ) | Per 11 or IQ 11 | Danger Sense triggers automatically — no action required from Sammy |
| On Success | Sammy gets a warning — “something’s wrong” | — | +1 to defense/dodge on the first turn of the ambush. Can shout a warning to the team. |
| Combat Reflexes | Sammy never freezes | — | +6 to recover from mental stun, +1 all active defenses, +2 Fright Check |
This is Sammy’s most important team contribution outside combat — his supernatural early warning system. Danger Sense + Combat Reflexes + Combat Sense (psionic) means the team is very hard to ambush when Sammy is on point.
Chain 6: Psionic Combat Sense — Tactical Awareness (Active)
Situation: Sammy uses Combat Sense to gain a read on the tactical situation.
| Phase | Action | Skill | Target | Notes |
|---|---|---|---|---|
| 1. Concentrate | Focus psionic awareness | Combat Sense | 10 | ESP/Probability Alteration — gain vague awareness of tactical threats |
| 2. Interpret | Parse the information | — | — | GM provides cryptic or partial information based on margin of success |
Combat Sense at 10 succeeds ~50% of the time. Upgrade path: improve to 12-13 for reliable use.
Chain 7: Escape & Evasion — Captured (Extended)
Situation: Sammy is restrained or captured. His Escape skill and small size come into play.
| Phase | Action | Skill | Target | Notes |
|---|---|---|---|---|
| 1. Assess | Check restraints | Escape 12 or Lockpicking 10 | 12/10 | Determine method of restraint |
| 2. SM Bonus | Use small size | — | +1 from SM -1 | Dwarfism makes Sammy harder to restrain — smaller wrists, more wiggle room |
| 3. Escape | Work free | Escape 12 (+1 SM) = effective 13 | 13 | Or Slip Handcuffs technique at 7 for cuffs specifically |
| 4. Evade | Stealth away | Stealth 13 + Shadowing 10 (+2 in crowds) | 13/12 | Small, easily lost in a crowd |
Sammy’s Dwarfism is an asset here — SM -1 gives +1 to Escape attempts. Combined with Escape 12 and Less Sleep 5 (wait for the guards to doze), he’s slippery.
Chain 8: Vehicle Pursuit — Driving Combat (Multi-Turn)
Situation: Chase scene in vehicles. Sammy drives with one hand, shoots with the other.
| Turn | Maneuver | Action | Roll | Notes |
|---|---|---|---|---|
| 1 | Attack | Drive + fire pistol out window | Driving 13 (control) + Guns (Pistol) 14 - range - penalties | -4 for firing from a moving vehicle (typical). |
| Alt | Concentrate | Combat Driving technique | Combat Driving 13 | Evasive driving under fire. |
Sammy’s DX 14 makes him a capable wheelman, and his pistol skills translate to vehicle combat better than most. At close range (2 yds, pursuit): 14 - 4 (vehicle) = 10.
Chain 9: Knife Kill — Close Quarters Decisive (1-2 Turn)
Situation: Knife drawn, enemy in reach. Sammy goes for the kill.
| Turn | Maneuver | Action | Roll | Notes |
|---|---|---|---|---|
| 1 | Attack | Knife thrust (vitals -3 or neck -5) | Knife 14 - 3 = 11 (vitals) or 14 - 5 = 9 (neck) | Vitals: x3 damage. Neck: x2 cutting. |
| 2 | Attack | Follow-up slash or thrust | Knife 14 | If first attack hit vitals for x3, target may be down. |
With ST 14, Sammy’s knife does Thr-1 imp = 1d-1 impaling or Sw-1 cut = 1d+1 cutting (ST 14 thrust = 1d, swing = 2d). Vitals hit: (1d-1)×3 = 0-15 injury. Lethal.
Combat Summary
Active Defenses
| Defense | Base | With CR | Notes |
|---|---|---|---|
| Dodge | 9 | 10 | 9 base + 1 CR. -1 per encumbrance level |
| Parry (Brawling) | 10 | 11 | Brawling 14/2 + 3 = 10 |
| Parry (Boxing) | 9 | 10 | Boxing 13/2 + 3 = 9 |
| Parry (Judo) | 9 | 10 | Judo 12/2 + 3 = 9; can parry weapons at -3 |
| Parry (Knife) | 9 | 10 | Knife 14/2 + 3 - 1 (weapon) = 9 |
| Parry (Wrestling) | 9 | 10 | Wrestling 13/2 + 3 = 9 |
Unarmed Strikes
| Attack | Skill | Damage | Reach | Notes |
|---|---|---|---|---|
| Punch (Brawling) | 14 | 1d-1 cr | C | thr-1. No Brawling bonus (needs DX+2 = 16). |
| Kick (Brawling) | 12 | 1d cr | C,1 | Brawling-2; thr. |
| Punch (Boxing) | 13 | 1d-1 cr | C | No Boxing bonus (needs DX+1 = 15). Parry 10 w/CR. |
| Knee/Elbow | 14 | 1d-1 cr | C | Brawling; close combat strikes. |
Grappling
| Action | Skill | Notes |
|---|---|---|
| Wrestling Grapple | 13 | Initiate grapple; ST 14 gives good control |
| Judo Grapple | 12 | Can parry weapons at -3 |
| Judo Throw | 12 | Trip/slam opponent |
Ranged Combat
| Weapon | Skill | Snap Shot (2 yds) | Aimed (2 yds) | Notes |
|---|---|---|---|---|
| Pistol (×2) | 14 | 14 | 16 | Primary weapons; see DWA for dual-fire |
| Rifle | 14 | 14 | 18 | Standard infantry weapon |
| Pistol (DWA, each gun) | 11 | 11 at 2 yds | — | Dual-Weapon Attack; no aiming |
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 |
| +2 Fright Checks (total 13) | Combat Reflexes |
| Never freezes | Combat Reflexes |
| Supernatural danger warning | Danger Sense |
| Psionic combat awareness | Combat Sense 10 |
| -1 for enemies to hit at range | SM -1 (Dwarfism) |
| Only 3 hours sleep needed | Less Sleep 5 |
Key Weaknesses
| Weakness | Source | Impact |
|---|---|---|
| Must kill — won’t take prisoners | Bloodlust | Self-control roll to show mercy |
| No empathy for suffering | Callous | -1 reactions, -3 Teaching, poor at comforting |
| Can’t resist investigating | Curious | Self-control roll to walk away from mysteries |
| Noticeably small | Dwarfism (SM -1) | -2 Disguise, -1 Basic Move |
| Compelled toward romance | Lecherousness | Self-control roll required; can compromise missions |
| Known as a savage | Reputation -1 | -1 reactions from those who’ve heard |
| Attracts supernatural weirdness | Weirdness Magnet | GM magnet for strange events — out of player’s control |
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 | H&H Royal Double-Express, .600 NE | $19,500 | 16.4 lb | Fine (accurate). Signature elephant gun |
| 1 | Holdout Pistol, .380 | $300 | 1.3 lb | Concealed carry |
| 1 | Webley & Scott M&P, 9x20mm Browning | $515 | 2.3 lb | Sidearm |
| 1 | Gyroc Pistol, 15mm (TL9) | $200 | 1 lb | Recoilless rocket pistol |
| 1 | Large Knife | $40 | 1 lb | |
| 1 | Greatsword | $800 | 7 lb | |
| 1 | Powered Combat Armor (TL9) | $80,000 | — | DR 70/50, Full suit, E/18hr power |
| 1 | Powered Combat Armor Helmet (TL9) | $10,000 | 15 lb | DR 70/50, Head, C/18hr power |
| 1 | Advanced Body Armor (TL8) | $4,600 | 17 lb | DR 35/5, Torso, Concealable |
| 1 | Ablative Suit (TL9) | $1,200 | 8 lb | DR 24/4, All, Flexible |
| 1 | Assault Boots (TL9) | $150 | 3 lb | DR 12/6, Feet |
| 1 | Ballistic Gloves (TL9) | $30 | — | DR 8/2, Hands |
| 1 | Ballistic Helmet (TL9) | $250 | 3 lb | DR 18, Skull |
| 1 | Rebreather (TL7) | $3,500 | 30 lb | Closed-circuit underwater/NBC |
| 1 | Electronic Lockpicks (TL7) | $1,500 | 3 lb | +2 to pick electronic locks |
| 1 | Night Vision Goggles (TL8) | $600 | 2 lb | NV9 |
| 1 | Climbing Gear (TL2) | $20 | 4 lb | |
| 1 | Gun-Cleaning Kit | $20 | 8 oz | |
| 1 | Group Basics | $50 | 20 lb | |
| 1 | Canteen | $10 | 1 lb | |
| 1 | Lockpicks | $50 | — | |
| 1 | Holster, Belt | $25 | 8 oz |
Load-Out: Load-Out 1
| Qty | Item | Cost | Weight |
|---|---|---|---|
| 1 | Power Suit | $90,065 | 17 lb |
| 1 | Regular | $91,550 | 18 lb |
| 1 | Stealth | $23,835 | 38.7 lb |