GURPS Special Forces

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Characters

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Reference

Sammy Castaneda

Sammy Castaneda

Player Jay S Occupation US Navy SEAL Nationality American Status alive
Born Soldier, Savage reputation, Compact and deadly, Bloodthirsty, Callous, Dangerously curious, Weirdness Magnet, Dual-wielding pistoleer, Lecherous, Combat psychic
Unharmed; both hands intact (theLocation: The rewritten present — last at theCarrying: His

Attributes

14
ST
[40]
14
DX
[80]
11
IQ
[20]
12
HT
[20]
Secondary
14
HP
11
Will
11
Per
12
FP
6.50
Basic Speed
5
Basic Move
10
Dodge
-1
SM
Thr 1d, Sw 2d
Damage
39 lbs
BL
13
Fright Check

Slam

1d-3
v=1
1d-2
v=2
1d-1
v=4
Crushing damage at Basic Move up to 5

Senses & Checks

HeightShort (Dwarfism)
BuildPowerfully built for his size
SM-1
Reputation-1 (is a savage and kills indiscriminately)

Active Defenses

Parry (Brawling) 11Parry (Boxing) 10Parry (Judo) 10Parry (Knife) 10Parry (Wrestling) 10Dodge 10
LocationDR
Full Suit70/50
Head70/50
Torso35/5
All (ablative)24/4
Skull18
Feet12/6
Hands8/2

Encumbrance

LevelMax WtMoveDodge
None (0)39 lb510
Light (1)78 lb49
Medium (2)117 lb38
Heavy (3)195 lb27
Extra-Heavy (4)390 lb16

Advantages

Born Soldier 15
Combat Reflexes15
Danger Sense15
High Pain Threshold10
Invisibility (Vision)0
Less Sleep 510
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

NameLvlRelPts
Acrobatics12DX-21
Administration10IQ-11
Armoury (Body Armor)10IQ-11
Armoury (Small Arms)10IQ-11
Artillery (Cannon)10IQ-11
Astronomy9IQ-21
Astronomy (Observational)10IQ-11
Boating13DX-11
Boating (Large Powerboat)13DX-11
Boating (Motorboat)13DX-11
Boating (Sailboat)13DX-11
Body Language (Human)10Per-11
Boxing
Parry: 10
13DX-11
Brawling
Parry: 11
14DX+01
Camouflage11IQ+01
Carousing12HT+01
Cartography11IQ+02
Climbing13DX-11
Combat Sense10IQ-12
Common Sense9IQ-21
Cooking10IQ-11
Current Affairs (Headline News)11IQ+01
Diplomacy9IQ-21
Disguise8IQ-31
Diving Suit13DX-11
Driving (Automobile)13DX-11
Dual-Weapon Attack (Guns/Pistol)11DX-32
Electronics Op (Surveillance)10IQ-11
Environmental Suit (Battlesuit)/TL913DX-11
Escape12DX-21
Explosives10IQ-11
Explosives (Demolition)10IQ-11
Explosives (EOD)10IQ-11
Fishing11Per+01
Forward Observer11IQ+02
Gambling10IQ-11
Games (GURPS)11IQ+01
Garrote14DX+01
Gesture11IQ+01
Guns (Light Machine Gun)14DX+01
Guns (Pistol)14DX+01
Guns (Rifle)14DX+01
Heraldry10IQ-11
Hiking11HT-11
Holdout10IQ-11
Interrogation10IQ-11
Intimidation10IQ-11
Judo
Parry: 10
12DX-21
Jumping14DX+01
Knife
Parry: 10
14DX+01
Law9IQ-21
Leadership11IQ+01
Lip Reading (Human)10Per-11
Lockpicking10IQ-11
Makeup11IQ+01
Mathematics (Applied)9IQ-21
Mimicry (Animal Sounds)9IQ-21
Mimicry (Bird Calls)9IQ-21
Mimicry (Speech)9IQ-21
Navigation (Land)10IQ-11
Observation10Per-11
Parachuting14DX+01
Politics10IQ-11
Running11HT-11
Savoir-Faire (Military)12IQ+11
Scrounging12IQ+11
Scuba11IQ+01
Sex Appeal11HT-11
Shadowing10IQ-11
Skating10HT-21
Skiing10HT-21
Soldier11IQ+01
Stealth13DX-11
Strategy (Land)9IQ-21
Strategy (Naval)9IQ-21
Streetwise10IQ-11
Tactics10IQ-11
Theology (tbd)9IQ-21
Tracking10IQ-11
Traps10IQ-11
Typing14DX+01
Weather Sense10IQ-11
Wrestling
Parry: 10
13DX-11

Techniques

NameDefaultLvlPts
Breakfall (Acrobatics)Acrobatics12
Breakfall (Judo)Judo12
Breakfall (Wrestling)Wrestling13
Combat Driving (Automobile)Driving13
Set Trap (Explosives/Demolition)Explosives (Demo)8
Slip Handcuffs (Escape)Escape-57
Work by Touch (Lockpicking)Lockpicking-55

Points Summary

Attributes160
Secondary Characteristics0
Advantages & Perks56
Disadvantages & Quirks-76
Skills86
Total226

Melee Attacks

Weapon/ModeSkillParryDamageReachSTNotes
Punch (Brawling)14101d-1 crC
Kick (Brawling)121d crC,1
Punch (Boxing)13101d-1 crC
Knee/Elbow141d-1 crC
Large Knife (thrust)14101d-1 impC,1
Large Knife (swing)14102d-2 cutC,1
Greatsword (swing)2d+3 cut1,2
Greatsword (thrust)1d+2 cr2
Garrote14specialC

Ranged Attacks

WeaponSkillDamageAccRangeRoFShotsSTBulkRclNotes
H&H Royal Double-Express, .600 NE145dx2 pi++5800/460012(3i)-7
Holdout Pistol, .380142d pi1125/150035+1(3)-1
Webley & Scott M&P, 9x20mm Browning142d+1 pi2125/140037+1(3)-2
Gyroc Pistol, 15mm (TL9)146d pi++1190034(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

Unharmed; both hands intact (theLocation: The rewritten present — last at theCarrying: His

Active Defenses

Parry (Brawling) 11Parry (Boxing) 10Parry (Judo) 10Parry (Knife) 10Parry (Wrestling) 10Dodge 10
LocationDR
Full Suit70/50
Head70/50
Torso35/5
All (ablative)24/4
Skull18
Feet12/6
Hands8/2

Melee Attacks

Weapon/ModeSkillParryDamageReachSTNotes
Punch (Brawling)14101d-1 crC
Kick (Brawling)121d crC,1
Punch (Boxing)13101d-1 crC
Knee/Elbow141d-1 crC
Large Knife (thrust)14101d-1 impC,1
Large Knife (swing)14102d-2 cutC,1
Greatsword (swing)2d+3 cut1,2
Greatsword (thrust)1d+2 cr2
Garrote14specialC

Ranged Attacks

WeaponSkillDamageAccRangeRoFShotsSTBulkRclNotes
H&H Royal Double-Express, .600 NE145dx2 pi++5800/460012(3i)-7
Holdout Pistol, .380142d pi1125/150035+1(3)-1
Webley & Scott M&P, 9x20mm Browning142d+1 pi2125/140037+1(3)-2
Gyroc Pistol, 15mm (TL9)146d pi++1190034(3i)-2

Combat Action Chains

Melee

Dual-Pistol Snap (DWA both guns)
11 - range mod each
Aimed Rifle Kill (Aim + Fire)
14 + 4 Acc - range
Knife Vitals Thrust
14 - 3 = 11
Garrote from Stealth
Stealth 13, then Garrote 14
Danger Sense Warning
Per 11 (passive)

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
Humanoid Hit Location
RollLocationMod
3–4Skull–7
5Face–5
6–7Right Leg–2
8Right Arm–2
9–10Torso
11Groin–3
12Left Arm–2
13–14Left Leg–2
15Hand–4
16Foot–4
17–18Neck–5
Vitals–3
Eye–9

Source: GURPS Basic Set 4e, p. B552

Size & Speed/Range
Speed/RangeSizeLinear Measure
002 yd
-1/+1±13 yd
-2/+2±25 yd
-3/+3±37 yd
-4/+4±410 yd
-5/+5±515 yd
-6/+6±620 yd
-7/+7±730 yd
-8/+8±850 yd
-9/+9±970 yd
-10/+10±10100 yd
-11/+11±11150 yd
-12/+12±12200 yd
-13/+13±13300 yd
-14/+14±14500 yd
-15/+15±15700 yd

Source: GURPS Basic Set 4e, p. B550

Equipment

QtyItemCostWeightNotes
1H&H Royal Double-Express, .600 NE$19,50016.4 lbFine (accurate). Signature elephant gun
1Holdout Pistol, .380$3001.3 lbConcealed carry
1Webley & Scott M&P, 9x20mm Browning$5152.3 lbSidearm
1Gyroc Pistol, 15mm (TL9)$2001 lbRecoilless rocket pistol
1Large Knife$401 lb
1Greatsword$8007 lb
1Powered Combat Armor (TL9)$80,000DR 70/50, Full suit, E/18hr power
1Powered Combat Armor Helmet (TL9)$10,00015 lbDR 70/50, Head, C/18hr power
1Advanced Body Armor (TL8)$4,60017 lbDR 35/5, Torso, Concealable
1Ablative Suit (TL9)$1,2008 lbDR 24/4, All, Flexible
1Assault Boots (TL9)$1503 lbDR 12/6, Feet
1Ballistic Gloves (TL9)$30DR 8/2, Hands
1Ballistic Helmet (TL9)$2503 lbDR 18, Skull
1Rebreather (TL7)$3,50030 lbClosed-circuit underwater/NBC
1Electronic Lockpicks (TL7)$1,5003 lb+2 to pick electronic locks
1Night Vision Goggles (TL8)$6002 lbNV9
1Climbing Gear (TL2)$204 lb
1Gun-Cleaning Kit$208 oz
1Group Basics$5020 lb
1Canteen$101 lb
1Lockpicks$50
1Holster, Belt$258 oz

Load-Out: Load-Out 1

QtyItemCostWeight
1Power Suit$90,06517 lb
1Regular$91,55018 lb
1Stealth$23,83538.7 lb
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