Primary Attributes
| Attribute | Score | Modifier | Cost |
|---|---|---|---|
| ST | 13 | — | [30] |
| DX | 12 | — | [40] |
| IQ | 15 | — | [100] |
| HT | 10 | — | [0] |
Secondary Characteristics
| Characteristic | Value |
|---|---|
| HP | 13 |
| Will | 15 |
| Per | 15 |
| FP | 10 |
| Basic Speed | 5.50 |
| Basic Move | 5 |
| Basic Lift | 34 lbs |
| Damage (Thr) | 1d |
| Damage (Sw) | 2d-1 |
| Size Modifier | 0 |
Appearance & Social
| Trait | Value |
|---|---|
| Age | 27 |
| Height | — |
| Weight | — |
| Build | — |
| Appearance | Attractive (+1 reaction) |
| Status | 0 |
| Reputation | — |
| Reaction Modifiers | +1 (Appearance) |
| TL | 9 |
Guy LeFleur grew up in the backwoods of Quebec, doing what every French Canadian in the back woods does: hunting, fishing, and dreaming of playing hockey for the Habs. Things didn’t work out for Guy. A tragic accident blowing up some beaver dams on the family property left Guy without a few fingers, and a father. Pawned off on his uncle, with a taste for liquor and even less taste for l’anglais. His uncle’s friends from the FLQ taught him more than life’s lessons — they taught him to make moonshine and bombs.
Things still didn’t turn up right for Guy. His uncle got caught and turned informant, soon turning not only his uncle’s old FLQ friends against him, but also a large number of the community. Without any hope, Guy turned to his only way out: signing up for the Canadian Armed Forces. The only ticket for a small-town provincial Quebec kid with basic English and a need to get out.
Life in the Canadian Armed Forces is usually tough for a provincial kid, but even worse for one with accented English. L’anglais in his unit gave him no easy ride, including the officers — until one of them found his talent with explosives. The tricks and traps he learned from his uncle’s former FLQ buddies provided a handy outlet, and a path to a future. With deployments around the world, they gained experience. The unit gained a reputation and found themselves in JTF 2. If it needed blown up, send the Pats.
That is, until the mission with arrogant Lt. Nash Miller.
It was supposed to be an easy in-and-out job: sneak into Kandahar, plant a few explosives, and blow that donut stand (along with a few dozen Taliban). In and out, quiet and quick. Then Lt. Miller had other ideas. He thought he knew better, and Guy tried to tell him, but Lt. Miller wasn’t taking any back talk from a lousy frozen frog. Miller “knew” what he was doing — until he didn’t. Guy had little chance to fix it. It cost Guy one of his eyes, and the unit a few men, but the rest made it out alive. The simple in-and-out turned into a grade-one fuck-up, but Lt. Miller had connections: his uncle the Colonel and a daddy in the government. They’d make sure he wasn’t taking the fall — a no-name from backwater Quebec could.
By the time Guy healed up in hospital, his fate was set. Demoted, sent back to Canada to serve out the rest of his term in the cold of Yellowknife or Whitehorse if he’s lucky, Iqaluit if he’s not. He figured his future would be over — retired like his uncle’s friends, telling stories as he drank the rest of his life away.
That is when Guy saw the flyer. The new defense contractor program — they take anyone, even someone with a messed-up record. It wasn’t much, but a way out. Hopefully a way that could finally get him out of the hole his life had dug for him.
| Name | Cost | Page Ref | Notes |
|---|---|---|---|
| Appearance (Attractive) | [4] | B21 | Rugged Québécois charm — works in his favour despite the missing eye and fingers. +1 reaction. |
| Combat Reflexes | [15] | B43 | +1 all active defenses, +6 vs surprise, +2 Fright Checks, never freeze. Years of combat deployments have honed his instincts. |
| Luck (Extraordinary) | [30] | B66 | Reroll any bad roll three times per hour of play, taking the best result. Guy’s had a catastrophically unlucky life — but somehow he always survives. |
| Language: English (Accented/Accented) | [2] | B24 | Functional but heavily accented English — enough to serve, not enough to charm the anglophones. Spoken Accented, Written Accented. |
| Name | Cost | Self-Control | Notes |
|---|---|---|---|
| Code of Honor (Soldier’s) | [-10] | — | Despite everything, Guy follows the soldier’s code — never abandon a comrade, never refuse a challenge, keep your word. (B127) |
| Enemy (Major Nash Miller) | [-5] | 9 or less | Less powerful than the PC. The arrogant officer whose incompetence cost Guy his eye and his career — Miller’s family connections ensured Guy took the fall. Appears fairly often as a Hunter. (B135) |
| Sense of Duty (my unit) | [-5] | — | Never abandon a teammate — the bonds formed in combat run deeper than any regulation. +2 reaction from unit members in dangerous situations. (B153) |
| Missing Digit (Thumb) | [-5] | — | Lost in the beaver dam explosion that killed his father. -3 DX on tasks requiring a firm grip with that hand. (B144) |
| One Eye | [-15] | — | Lost in the Kandahar disaster. -1 DX for tasks requiring depth perception, -3 to ranged attacks when not aiming. No peripheral vision on the blind side. (B147) |
| Overconfidence | [-5] | 12 or less | Tends to believe he can handle more than he can — especially with explosives. (B148) |
| Phantom Voices (Annoying) | [-5] | 12 or less | Auditory remnant of blast trauma — occasional ringing, phantom sounds. -2 to Hearing-based Perception when active. (B148) |
| Pyromania | [-5] | 12 or less | A deep fascination with fire and explosions that goes beyond professional interest. Must make a self-control roll to resist setting fires when given the opportunity. (B150) |
| Truthfulness | [-10] | 6 or less | Guy cannot lie to save his life — fails ~90% of the time. -5 to Fast-Talk. (B159) |
| Chummy | [-5] | — | Needs company — doesn’t do well alone. -1 to IQ-based skills when alone. (B126) |
| _Unused Quirk 1 | [-1] | — | To be determined in play |
| _Unused Quirk 2 | [-1] | — | To be determined in play |
| _Unused Quirk 3 | [-1] | — | To be determined in play |
| _Unused Quirk 4 | [-1] | — | To be determined in play |
| _Unused Quirk 5 | [-1] | — | To be determined in play |
| Name | Difficulty | Relative Level | Points | Effective |
|---|---|---|---|---|
| Administration | IQ/A | IQ-1 | [1] | 14 |
| Animal Handling (Equines) | IQ/A | IQ-1 | [1] | 14 |
| Artillery (Bombs) | IQ/A | IQ-1 | [1] | 14 |
| Artillery (Cannon) | IQ/A | IQ-1 | [1] | 14 |
| Artillery (Guided Missile) | IQ/A | IQ-1 | [1] | 14 |
| Bicycling | DX/E | DX+0 | [1] | 12 |
| Boating (Motorboat) | DX/A | DX-1 | [1] | 11 |
| Boating (Unpowered) | DX/A | DX-1 | [1] | 11 |
| Body Language | Per/H | Per-1 | [1] | 14 |
| Boxing | DX/A | DX-1 | [1] | 11 |
| Brawling | DX/E | DX+0 | [1] | 12 |
| Camouflage | IQ/E | IQ+0 | [1] | 15 |
| Carousing | HT/E | HT+0 | [1] | 10 |
| Chemistry | IQ/H | IQ-2 | [1] | 13 |
| Computer Operation | IQ/E | IQ+0 | [1] | 15 |
| Cooking | IQ/A | IQ-1 | [1] | 14 |
| Detect Lies | Per/H | Per-2 | [1] | 13 |
| Diplomacy | IQ/H | IQ-2 | [1] | 13 |
| Driving (Automobile) | DX/A | DX-1 | [1] | 11 |
| Driving (Motorcycle) | DX/A | DX-1 | [1] | 11 |
| Driving (Tracked) | DX/A | DX-1 | [1] | 11 |
| Electronics Operation (Communications) | IQ/A | IQ-1 | [1] | 14 |
| Electronics Operation (Electronic Warfare) | IQ/A | IQ-1 | [1] | 14 |
| Electronics Operation (Surveillance) | IQ/A | IQ-1 | [1] | 14 |
| Engineer (Artillery) | IQ/H | IQ-2 | [1] | 13 |
| Engineer (Civil) | IQ/H | IQ-2 | [1] | 13 |
| Engineer (Combat) | IQ/H | IQ-2 | [1] | 13 |
| Environment Suit/TL8 | DX/A | DX+0 | [2] | 12 |
| Explosives (Demolition) | IQ/A | IQ+0 | [2] | 15 |
| Explosives (EOD) | IQ/A | IQ-1 | [1] | 14 |
| Fast-Talk | IQ/A | IQ-1 | [1] | 14 |
| First Aid (Human) | IQ/E | IQ+0 | [1] | 15 |
| Forced Entry | DX/E | DX+0 | [1] | 12 |
| Freight Handling | IQ/A | IQ-1 | [1] | 14 |
| Gambling | IQ/A | IQ-1 | [1] | 14 |
| Gesture | IQ/E | IQ+0 | [1] | 15 |
| Guns (Grenade Launcher) | DX/E | DX+0 | [1] | 12 |
| Guns (Shotgun) | DX/E | DX+1 | [2] | 13 |
| Hiking | HT/A | HT-1 | [1] | 9 |
| Intelligence Analysis | IQ/H | IQ-2 | [1] | 13 |
| Interrogation | IQ/A | IQ-1 | [1] | 14 |
| Judo | DX/H | DX-2 | [1] | 10 |
| Karate | DX/H | DX-2 | [1] | 10 |
| Knife | DX/E | DX+0 | [1] | 12 |
| Mathematics (Applied) | IQ/H | IQ-2 | [1] | 13 |
| Merchant | IQ/A | IQ-1 | [1] | 14 |
| Navigation (Land) | IQ/A | IQ-1 | [1] | 14 |
| Observation | Per/A | Per-1 | [1] | 14 |
| Packing | IQ/A | IQ-1 | [1] | 14 |
| Parachuting | DX/E | DX+1 | [2] | 13 |
| Professional Skill (Distiller) | IQ/A | IQ-1 | [1] | 14 |
| Research | IQ/A | IQ-1 | [1] | 14 |
| Riding (Equines) | DX/A | DX-1 | [1] | 11 |
| Running | HT/A | HT-1 | [1] | 9 |
| Savoir-Faire (Military) | IQ/E | IQ+0 | [1] | 15 |
| Scrounging | Per/E | Per+1 | [2] | 16 |
| Skating | HT/H | HT-2 | [1] | 8 |
| Skiing | HT/H | HT-2 | [1] | 8 |
| Soldier | IQ/A | IQ-1 | [1] | 14 |
| Sports (Hockey) | DX/A | DX-1 | [1] | 11 |
| Stealth | DX/A | DX-1 | [1] | 11 |
| Strategy (Land) | IQ/H | IQ-2 | [1] | 13 |
| Streetwise | IQ/A | IQ-1 | [1] | 14 |
| Survival (Arctic) | Per/A | Per-1 | [1] | 14 |
| Survival (Woodlands) | Per/A | Per-1 | [1] | 14 |
| Swimming | HT/E | HT+0 | [1] | 10 |
| Tactics | IQ/H | IQ-2 | [1] | 13 |
| Throwing | DX/A | DX+0 | [2] | 12 |
| Tracking | Per/A | Per-1 | [1] | 14 |
| Traps | IQ/A | IQ+0 | [2] | 15 |
| Name | Default | Points | Effective |
|---|---|---|---|
| Combat Driving (Automobile) | Driving (Automobile) | [0] | 11 |
| Combat Driving (Motorcycle) | Driving (Motorcycle) | [0] | 11 |
| Combat Driving (Tracked) | Driving (Tracked) | [0] | 11 |
| Set Trap (Explosives/Demolition) | Traps | [0] | 14 |
| Language | Spoken | Written | Points |
|---|---|---|---|
| Quebec French | Native | Native | [0] |
| English | Accented | Accented | [2] |
Top 5 multi-step combat sequences for quick reference.
- Aimed Shotgun Blast: Aim (gain +3 Acc, negate One Eye) -> Fire (effective 16 at 2 yds)
- Breaching Charge: Assess structure -> Prepare charge -> Place -> Set detonator -> Clear & initiate
- Grenade Engagement: Draw grenade -> Pull pin -> Throw (Throwing 12 - range mod)
- Wait + Ambush with Pre-Set Explosives: Place charges -> Wait for trigger -> Detonate -> Shotgun follow-up
- Booby Trap: Select location (Tactics) -> Prepare trigger (Traps 15) -> Attach charge -> Conceal (Camouflage 15)
| Defense | Value | Source |
|---|---|---|
| Dodge | 9 | Base 8 + 1 (Combat Reflexes) |
| Parry (Brawling) | 10 | Brawling 12/2 + 3 + 1 (CR) |
| Parry (Knife) | 10 | Knife 12/2 + 3 + 1 (CR) |
| Block | 9 | DX-based 8 + 1 (CR) |
| Location | DR | Source |
|---|---|---|
| Torso | 5-12 (pi/cut) | Concealable Vest |
| All (in Voss Suit) | 50 | Voss Combat Suit |
| Torso/Vitals (in Voss Suit) | 70 | Voss Combat Suit (+20 torso) |
| Skull (in Voss Suit) | 70 | Voss Combat Suit helmet |
| Category | Points |
|---|---|
| Attributes | 170 |
| Advantages & Perks | 51 |
| Disadvantages & Quirks | -75 |
| Skills | 77 |
| Techniques | 0 |
| Total Spent | 223 |
| Total Available | 245 |
| Unspent | 22 |
Validated against GCS character sheet (2026-05-22). Luck corrected from [32] to [30] (standard Extraordinary Luck pricing). Note: GCS reports ST cost as 27 when Powered Combat Armor (SM+1) is equipped; base ST cost is 30.
Common tactical sequences Guy 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 Shotgun Blast (2-Turn)
Situation: Guy spots a target at close-medium range and takes a moment to line up.
| Turn | Maneuver | Action | Roll | Notes |
|---|---|---|---|---|
| 1 | Aim | Aim Rem 870 at target | — | Gain +Acc (3). Negates One Eye penalty. Can take a Step. |
| 2 | Attack | Fire aimed shot | Guns (Shotgun) 13 + 3 Acc - range mod | On hit: 1d+1 pi per pellet (9 pellets). Target Dodges once vs all pellets. |
Example at 7 yds: 13 + 3 - 3 = 13 or less. At 15 yds: 13 + 3 - 5 = 11. Shotgun spread: at 10+ yards, pellets scatter across a wider area — some may miss even on a successful roll.
Chain 2: Snap Shot — Close Quarters Emergency (1-Turn)
Situation: No time to aim. Target at close range.
| Turn | Maneuver | Action | Roll | Notes |
|---|---|---|---|---|
| 1 | Attack | Fire without aiming | Guns (Shotgun) 13 - 3 (One Eye) - range mod | Effective 10 at point blank. Shotgun spread helps compensate. |
This is Guy’s worst-case scenario. At 5 yds: 10 - 2 = 8. Use Extraordinary Luck to reroll if critical. Note: One Eye only affects RANGED attacks, not melee combat. Guy’s melee skills are at full DX.
Chain 3: Breaching Charge — Door/Wall (3-5 Turn Sequence)
Situation: Guy prepares and detonates a breaching charge to create an entry point. The core sapper workflow.
| Turn | Maneuver | Action | Roll | Notes |
|---|---|---|---|---|
| 1 | Concentrate | Assess target structure | Engineer (Civil) 13 or (Combat) 13 | Complementary roll → success gives +1 to Demolition |
| 2 | Concentrate | Prepare and shape charge | Explosives (Demolition) 15 | +1 from complementary Engineer success. Select charge size. |
| 3 | Ready | Place charge on target | Explosives (Demolition) 15 | Physical placement — may need Forced Entry 12 to access placement point |
| 4 | Ready | Set detonator/timer | Explosives (Demolition) 15 | Command wire, timer, or remote. |
| 5 | — | Clear blast radius, initiate | — | “FIRE IN THE HOLE!” Detonate on command. |
Failure on Phase 2-3: Suboptimal placement — reduced damage, may not breach. Critical failure: Premature detonation (use Luck!).
Chain 4: Grenade Engagement (3-Turn)
Situation: Frag or concussion 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. 3-4 sec. |
| 3 | Attack | Throw at target | Throwing 12 - range/SM mod | 8d cr ex [3d] (frag) or 5dx2 cr ex (concussion). Scatter on miss: 1d yds random direction. |
Cook-off option: Hold 1-2 sec after pin pull (risky — fuse is 3-4 sec). Reduces enemy reaction time. One Eye: -3 applies to Throwing when not aiming. Can Aim a thrown weapon (1 turn) to negate.
Chain 5: Improvised Explosive Device (Extended — Out of Combat)
Situation: No proper charges available. Guy builds something from scrounged materials.
| Phase | Action | Skill | Target | Notes |
|---|---|---|---|---|
| 1. Gather Materials | Scrounge components | Scrounging | 16 | Guy’s best non-specialist skill — finding things others miss |
| 2. Design Device | Plan charge layout | Explosives (Demolition) | 15 | Determine charge weight, shaping, placement |
| 3. Chemistry Check | Verify compound stability | Chemistry | 13 | Ensure improvised explosive won’t detonate prematurely |
| 4. Construct | Build device | Explosives (Demolition) | 15 | -2 if poor materials, +1 if Suitcase Lab available |
| 5. Test Circuit | Verify without main charge | Electronics Op (EW) 14 or Electrician default 9 | 14 or 9 | Test detonation circuit — better with proper skills |
| 6. Arm and Emplace | Set in position | Traps | 15 | If booby-trapping; Explosives (Demo) 15 if timed/command |
Guy’s IQ 15 and Scrounging 16 make him excellent at improvised solutions. The Suitcase Lab ($3,000) is his ace — a portable chemistry/demolitions workshop that gives bonuses to improvised work.
Chain 6: Booby Trap — Set and Forget (Extended)
Situation: Guy rigs an area with explosive traps.
| Phase | Action | Skill | Target | Notes |
|---|---|---|---|---|
| 1. Select Location | Choose kill zone | Tactics | 13 | Complementary: success gives +1 to Traps |
| 2. Prepare Trigger | Wire tripwire/pressure plate | Traps | 15 | FLQ-taught — this is old hat |
| 3. Attach Charge | Connect explosive to trigger | Set Trap (Explosives) | 14 | Technique: specialized trap-charge connection |
| 4. Conceal | Hide the device | Camouflage | 15 | Contest vs. enemy Perception or Traps to detect |
| 5. Mark Friendly | Record location for friendlies | — | Auto | Critical — don’t blow up your own team |
Detection: Enemy must win Quick Contest of their Perception or Traps vs. Guy’s Camouflage (15) or Traps (15), whichever Guy chose to emphasize.
Chain 7: Structural Demolition — Bridge/Building (Extended)
Situation: Bringing down a structure with planned charges. The full sapper workflow.
| Phase | Action | Skill | Target | Notes |
|---|---|---|---|---|
| 1. Survey | Assess structure | Engineer (Civil) 13 + Engineer (Combat) 13 | 13/13 | Complementary: each success → +1 to other, +1 to Demo |
| 2. Calculate | Determine charge placement & weight | Mathematics (Applied) | 13 | Complementary: success → +1 to Demolition |
| 3. Prepare Charges | Shape and size explosives | Explosives (Demolition) | 15 | +1-2 from complementary rolls above |
| 4. Place Charges | Attach to load-bearing elements | Explosives (Demolition) | 15 | Multiple placements — one roll per charge point |
| 5. Wire Together | Connect charges with det cord | Electronics Op (EW) 14 | 14 | Create firing circuit linking all charges |
| 6. Set Initiation | Arm master detonator | Explosives (Demolition) | 15 | Timer, command wire, or remote |
| 7. Clear Area | Evacuate blast radius | — | — | Calculate safe distance from charge weight |
| 8. Fire | Detonate | — | — | “FIRE IN THE HOLE — RECULEZ!” |
Guy’s IQ 15 means his complementary rolls (Engineer, Mathematics) are more likely to succeed, giving +1 to +2 on the critical Demolition rolls. This is where his brain compensates for his physical limitations.
Chain 8: Pistol/Rifle Transition from Shotgun (2-Turn)
Situation: Shotgun empty or inappropriate — switch to sidearm or pick up a rifle.
| Turn | Maneuver | Action | Roll | Notes |
|---|---|---|---|---|
| 1 | Ready | Drop/sling shotgun (free), draw pistol | Fast-Draw default (DX-4) = 8 | If fail, costs another Ready. |
| 2 | Attack | Fire pistol | Guns (Pistol) default 11 - 3 (One Eye if not aiming) - range mod | Effective 8 at point blank without aiming. Poor. |
Guy is NOT a gunfighter. If the shotgun is empty and there’s no time to reload, he should be reaching for grenades, not pistols. In the Voss Combat Suit, punching (Brawling 12, ST 23 striking = 2d+1 cr) may be better than a default pistol. Upgrade path: Buy Guns (Pistol) and Fast-Draw (Pistol) as priority combat skills.
Chain 9: Wait + Ambush with Pre-Set Explosives (Overwatch)
Situation: Guy has placed charges and waits for the target to enter the kill zone. His best tactical scenario.
| Turn | Maneuver | Action | Roll | Notes |
|---|---|---|---|---|
| Prep | Extended | Place charges per Chain 3 or 6 | Explosives (Demo) 15 / Traps 15 | Done beforehand. |
| 1+ | Wait | “I detonate when they reach the X” | — | Declare trigger condition. Interrupt enemy’s turn. |
| Trigger | — | Initiate detonation | Auto (command wire) or Explosives (Demo) 15 (remote) | No attack roll needed for command wire — charge hits everything in blast radius. |
| Follow-up | Attack | Fire shotgun into survivors | Guns (Shotgun) 13 (Aim first if possible) | Mop up. Targets may be stunned, prone, or in the open. |
This is Guy at his most lethal. He doesn’t need to outshoot anyone — he needs to be smarter about where the fight happens. Place charges, set the trap, control the kill zone, then clean up with the 870.
Chain 10: Detect and Disarm Enemy Trap/IED (Extended)
Situation: Suspected booby trap or IED in the team’s path.
| Phase | Action | Skill | Target | Notes |
|---|---|---|---|---|
| 1. Detect | Visual scan of area | Observation 14 or Traps 15 | 14/15 | Per-based detection. One Eye may limit field of view. |
| 2. Approach | Careful movement to device | Stealth 11 | 11 | Avoid pressure plates, tripwires. |
| 3. Identify | Assess device type and fusing | Explosives (EOD) | 14 | -2 if unfamiliar type. +2 if Guy’s seen this design before. |
| 4. Check Anti-Handling | Look for secondary fuses | Traps | 15 | Miss this = very bad day. |
| 5. Render Safe | Disable or bypass | Explosives (EOD) | 14 | -2 if booby-trapped secondary. Critical fail = detonation. |
| 6. Exploit | Extract intelligence from device | Intelligence Analysis | 13 | Who made it? What materials? Pattern recognition. |
Critical Failure on Phase 5: Device detonates. Use Extraordinary Luck — three rerolls per hour. This is what that 32-point advantage is for.
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 |
Aim Bonuses (Stacking) — Remington 870
| Turns Aiming | Bonus | With Rem 870 (Acc 3) | Notes |
|---|---|---|---|
| 1 | +Acc | +3 (eff. 16 at 2 yds) | One Eye: no penalty when aiming |
| 2 | +Acc +1 | +4 | |
| 3+ | +Acc +2 | +5 |
Guy’s practical shotgun accuracy: Skill 13 + Aim (Acc 3) = 16 at point blank. At 15 yds: 16 - 5 = 11. At 30 yds: 16 - 7 = 9. WITHOUT aiming: 13 - 3 (One Eye) = 10 at point blank. Always aim when possible.
Critical One Eye Rule: The -3 penalty for One Eye applies to ranged attacks when not aiming. Once Guy takes at least 1 turn to Aim, the penalty is negated. This makes Aim virtually mandatory for Guy — snap shots are dramatically less effective.
Relationships
- Assigned to Voss Dynamics — Signed up for the Voss Dynamics contractor program after being demoted and sidelined — his only way out of a dead-end posting
- Member of Canadian Armed Forces — Still technically serving, but demoted and sent to a punishment posting after the Kandahar incident
- Former member of JTF 2 — Former JTF 2 operator — removed after Lt. Nash Miller's botched mission and scapegoated for the failure
- Antagonized by Lt. Nash Miller — Enemy [-5]: The arrogant officer whose incompetence cost Guy his eye and his career — Miller's family connections ensured Guy took the fall. Appears fairly often (9-) as a Hunter.
- Loyal to The Team — Sense of Duty [-5]: Never abandon a teammate — the bonds formed in combat run deeper than any regulation. +2 reaction from unit in dangerous situations.
- Operates with Ronnie Vint — Fellow contractor operator — Ronnie kicks doors, Guy blows them up. Different skillsets, same team.
- Operates with Jens Hartmann — Fellow contractor operator — both demolitions specialists, likely compare notes on explosives.
- Operates with Sammy Castaneda — Fellow contractor operator — Sammy's the team's other wild card. Both attract trouble, but Guy's is bad luck and Sammy's is supernatural.
Melee Weapons
| Weapon | Skill | Damage | Reach | Parry |
|---|---|---|---|---|
| Knife (utility) | Knife (12) | 1d+1 cut / 1d-1 imp | C,1 | 9 (10 w/CR) |
| Punch (Brawling) | Brawling (12) | 1d-1 cr | C | 9 (10 w/CR) |
| Punch (Boxing) | Boxing (11) | 1d-1 cr | C | 8 (9 w/CR) |
| Kick (Brawling) | Brawling (10) | 1d cr | C,1 | — |
| Kick (Karate) | Karate (8) | 1d cr | C,1 | — |
| Bite | Brawling (12) | 1d-1 cr | C | — |
Damage based on ST 13: Thr 1d, Sw 2d-1. In Voss Combat Suit (ST 23 striking): Thr 2d+1, Sw 4d+1.
Ranged Weapons
| Weapon | Skill | Damage | Acc | Range | RoF | Shots | Bulk |
|---|---|---|---|---|---|---|---|
| Remington 870 12G 2.75" | Guns (Shotgun) 13 | 1d+1 pi | 3 | 40/800 | 2x9 | 5+1(2i) | -6 |
| Chemical Grenade (x4) | Throwing 12 | Special | — | 42 | 1 | T | — |
| Concussion Grenade TL7 (x4) | Throwing 12 | 5dx2 cr ex | — | 42 | 1 | T | — |
| Fragmentation Grenade TL7 (x4) | Throwing 12 | 8d cr ex [3d] | — | 42 | 1 | T | — |
| Guns (Grenade Launcher) | Guns (GL) 12 | varies | — | — | 1 | 1 | — |
One Eye: -3 to ranged attacks when not aiming. Always Aim first. In Voss Combat Suit: Targeting program adds +2 to all Guns skills — Shotgun 15, GL 14, Pistol default 13.
Equipment
| Item | Weight | Cost | Location | Notes |
|---|---|---|---|---|
| Remington 870 12G 2.75" | 7.6 lbs | — | Carried | Primary weapon. Pump-action. |
| Knife (utility) | 0.5 lbs | — | Carried | Tool first, weapon second |
| Backpack, Small | 3 lbs | — | Carried | Standard field pack |
| Batteries | 0 lbs | — | Carried | For electronics and NVGs |
| Binoculars | 2 lbs | — | Carried | +3 to Observation at range |
| Blasting Caps (x24) | 1 lb | — | Carried | In protective case |
| Boots, Jungle | 3 lbs | Feet | Worn | Standard issue |
| Cigarette Lighter | 0 lbs | — | Carried | Pyromania intensifies. |
| Compass | 0 lbs | — | Carried | +1 to Navigation (Land) |
| Concealable Vest | 2 lbs | — | Torso | Ballistic protection |
| First Aid Kit | 2 lbs | — | Carried | +1 to First Aid |
| Frisk Gloves | 0.5 lbs | — | Hands | Search and evidence handling |
| Military Blasting Machine | varies | — | Carried | Command-wire initiation |
| Headset (Tactical Comms) | 1 lb | — | Carried | Team-standard tactical comms |
| Night Vision Goggles | 2 lbs | — | Carried | Night demolitions work |
| Rebreather (Closed-Circuit) | 5 lbs | — | Carried | Underwater/NBC operations |
| Gas Grenades (x4) | 4 lbs | — | Carried | CS/tear gas — area denial |
| Tranquilizer Darts | 0.5 lbs | — | Carried | Team-standard issue |
| Ordinary Clothes | 2 lbs | — | Worn (off-duty) | Off-duty wear |
| Personal Basics | 1 lb | — | Carried | Toiletries, small items |
| Plastic Explosives (x5 blocks) | 5 lbs | — | Carried | C4 equivalent |
| Pump Shotgun Ammo (12G) | 0.7 lbs | — | Carried | Spare shells |
| Thermite (x2) | 2 lbs | — | Carried | Incendiary |
| Chemical Grenade (x4) | 4 lbs | — | Carried | Area denial |
| Concussion Grenade TL7 (x4) | 4 lbs | — | Carried | Room/bunker clearing |
| Fragmentation Grenade TL7 (x4) | 4 lbs | — | Carried | Frag radius ~5 yds |
| Suitcase Lab | 10 lbs | $3,000 | Not carried | Portable chemistry/demolitions workshop |
| Winter Clothes | 4 lbs | — | Not carried | Canadian standard |
| Cutting Cord (10 yds) | 10 lbs | — | Not carried | Linear cutting charge — det cord |
| Voss Combat Suit | 150 lbs | — | Not carried (mission-specific) | Powered Combat Armor. DR 50 all, +20 torso/vitals. +10 ST. +1 SM. Super Jump 1. |
| Voss Combat Suit: Helmet | 15 lbs | — | Not carried (mission-specific) | DR 70 skull total |
| Targeting Program (Complexity 4) | — | $150 | Suit-integrated | +2 Guns skill (all shots, in suit). Upgraded from Silhouette (Complexity 5, +1). |
| Silhouette Program (Complexity 5) | — | $200 | Suit-integrated | +1 Guns skill (backup — superseded by Targeting) |
| Flyer Swarm | 2 lbs | $1,000 | Carried | Surveillance micro-drone swarm. Recon and overwatch. |
Finances: Starting Wealth $20,000 (TL9) | Mission Earnings $150,000 | Current Wealth $170,000
Encumbrance
BL = 34 lbs (ST 13) | BL = 106 lbs in Voss Combat Suit (ST 23 lifting)
| Loadout | Approx. Wt | Enc. Level | Move | Dodge |
|---|---|---|---|---|
| Stripped (shotgun, knife, pistol ammo) | ~12 lbs | None (0) | 5 | 8 (9) |
| Light Ops (vest, shotgun, basic grenades, radio) | ~25 lbs | None (0) | 5 | 8 (9) |
| Standard Patrol (vest, shotgun, full grenade load, demo kit) | ~45 lbs | Light (1) | 4 | 7 (8) |
| Heavy Demo (full patrol + suitcase lab + extra charges) | ~65 lbs | Medium (2) | 3 | 6 (7) |
| Voss Combat Suit (suit + standard gear) | ~210 lbs | Medium (2) | 3 | 6 (7) |
Dodge values in parentheses include Combat Reflexes +1. Voss Combat Suit encumbrance uses BL 106 (ST 23 lifting): None ≤106, Light ≤212, Med ≤318.
Session 01 — Operation Living Bomb
Guy drove south from Canada to Las Vegas Airport, taking the long route specifically to avoid airport security screening of the sensitive equipment packed into his vehicle. A Québécois demolitions specialist with a missing eye, a missing thumb, and a service record that read like a cautionary tale does not benefit from extra scrutiny at federal checkpoints. At the airport he met Ronnie Vint and Sammy Castaneda for the first time — two strangers with their own reasons for signing up with a private military contractor nobody had heard of. Their driver, Sam Elliott, loaded them into a corporate limousine stocked with an open bar and a corporate AmEx, and the long drive to the Voss Campus in Arizona began.
During the ride, Ronnie produced his own deck of cards and suggested a poker game. Guy watched him palm the aces from his own deck — a clumsy bit of sleight that would not have fooled anyone paying attention, and Guy was always paying attention. He said nothing. Ronnie lost anyway, badly, then accused innocent Sammy of cheating and knocked the cards off the table in a fit of rage. Guy filed the information away. He holds no grudge against a man who cheats at cards, but he remembers who lies and who takes the blame for it. A man who cannot lie himself learns to catalogue the dishonesty of others.
At the Voss Campus, Adrian Voss and Major Jenkins briefed the assembled team in a secure conference room. The strategic situation was unlike anything Guy had encountered in the Canadian Armed Forces: since The Meteor Event, super-powered individuals had been appearing globally, and their primary target — designated The Exploding Man — could walk into a crowded market, detonate, and crawl away alive to do it again. The mission was capture, not kill. Before departure, Yi Jiangku, the head of Voss research, distributed three mysterious manila folders to various team members. The labels read “Hungry God,” “Toasty Titan,” and “Jens.” Guy was the only operator who managed to read all three before they were whisked away. An IQ of 14 means noticing things other people miss, and Guy has spent a lifetime compensating for his blind side by watching harder with the eye he has left.
The team inserted by night parachute into the Afghan mountains, five kilometers from a Taliban-controlled cave complex. Major Jenkins spotted a tripwire on the approach vector; Jens Hartmann disarmed it cleanly in the dark. Guy pressed forward and identified a pattern in the minefield that the insurgents themselves relied on — red paint markers spray-painted on specific rocks, marking safe corridors through their own defensive maze. A sapper’s trained eye reading the enemy’s system, then turning it against them. Sammy slipped ahead alone and eliminated two sentries at the cave entrance with knife work. Guy recovered one of the bodies and rigged it with captured explosives as an early-warning booby trap — grim, professional, effective. The kind of thing his uncle’s FLQ contacts taught him before the RCMP shut that chapter of his life down.
In the lower chamber of the cave complex, Guy executed a textbook grenade assault: two knockout gas grenades rolled into the space in quick succession. Three insurgents collapsed. The target remained standing, completely immune to the chemical agent — a fact that raised immediate questions about the nature of his abilities. Major Jenkins dropped the target with a Sonic Weapon built into his Voss Combat Suit, and Ronnie secured the prisoner with a rifle butt and restraints. The exfiltration proved chaotic. Four insurgents mounted on flying carpets intercepted the extraction helicopter over the mountain passes. Guy timed a grenade throw from the helicopter door with the precision that demolitions work demands — the device detonated between two pursuing carpets and destroyed both in a single blast. Ronnie shredded the remaining two from the rear-mounted .50 calibre turret. At a NATO base in Afghanistan, as dawn broke, Major Jenkins raised a glass of whiskey and delivered news that would change everything: their own Voss Combat Suits were waiting at the Voss Campus.
After the debrief, Guy examined burn marks on his arm with an expression that suggested he did not know how they got there. The origin remains unknown.
Session 02 — Terra-ble First Impressions
The debrief at the Voss Campus went the way Guy’s debriefs always go — rapid-fire, technically precise, nothing omitted. He covered the hike, the sentries, the garbled Arabic radio response, the flying carpets. Then he produced the button he had been given to summon Major Jenkins and set it on the table. Ronnie slapped it immediately, because Ronnie has never left a button unslapped. Instead of summoning anyone, it began playing smooth jazz. Even Jenkins cracked a grin.
Guy discovered the base’s Obstacle Course and ran it several times before showering — a demolitions specialist maintains physical conditioning even when the body fights him on it. When the suit race against Ronnie came, Guy reached the top of the thirty-foot rope and made a decision that was equal parts engineering calculation and Overconfidence: he let go. Thirty feet of free fall, landing in a superhero crouch while the suit’s impact absorption systems burned through a significant chunk of their power reserves. The suit held. The math said it would hold. The part of Guy’s brain that also said tabernac, what if it doesn’t was overruled by the part that refuses to be outdone by a Brit.
Down on R&D Level -1, where the power suits hung on the wall like seven-foot exoskeletons, Guy went straight for the technical manual. While Ronnie terrorised scientists by pushing a coffee mug toward the edge of a desk with one finger, Guy was reading, sketching, and designing. His notebook filled with detailed technical drawings in a mix of English, Québécois French, and metric measurements — the language of a man whose engineering education happened in three different contexts, none of them a proper university. He designed Limpet Mines: small disc-shaped charges for the suit’s arm launcher, configurable for timer or motion-triggered detonation. He also designed a spring-loaded forearm knife. His request for a microbot surveillance swarm failed — the scientists lacked the fragment material to make it work — but they promised to try again if resources became available. Guy accepted the limitation without complaint. An engineer works with what exists, not what he wishes existed.
Terra changed everything. Voss led the suited team down to R&D Level -2, where The Portal shimmered in the centre of a restricted chamber — a circular arch constructed from meteor fragments, connecting to a planet that the research team had designated Terra. A previous recon team had gone through a month ago without powered suits and never returned. Guy was the first to test it. He stepped through, assessed the blasted landscape and the two suns hanging in an overcast sky, confirmed the portal functioned in both directions, and stepped back. On the alien surface, Guy found a three-foot hole in the side of a hill and attached a concussion limpet mine to the entrance as insurance while Sammy crawled inside. The tunnel led to an underground chamber where a Terran Insectoid — chitinous, cold-blooded, the size of a small car — gnawed on what appeared to be a human femur. The team retreated. Some intelligence is gathered by knowing when not to engage.
Guy’s analysis of the ruined city that the team found further north drew on every scrap of his engineering training. The damage patterns — crumbling concrete, exposed steel beams, blast scarring — matched conventional weapons, roughly a century old. Not meteor impacts, not alien technology, not the insectoids. Ordinary war, fought by whoever had built the three-legged furniture, driven the three-wheeled vehicles, and erected the statue of a three-eyed, three-armed, three-legged figure at the city’s centre. A combat engineer’s eye reading the decay, the fracture lines, the way structures fail when force is applied by someone who understands load-bearing walls. From the top of a twelve-story building, the team watched a swarm of two to three hundred insectoids digging methodically across the northern landscape. Guy watched them with the same analytical focus he brings to everything — counting, estimating distances, calculating threat density. The team returned through The Portal with time to spare, carrying suit footage, alien artefacts, and Hernandez’s bloodstained fatigues.
Guy’s notebook now contains more questions than answers. The portal, the fragments, the dead civilisation, the insectoid swarm — each one is a problem that wants an engineer’s solution. He has not yet found it.
Session 3 — What Happens in Vegas
Las Vegas R&R produced, for Guy, precisely one item that mattered: an antique detonator, found in a specialist military surplus shop two blocks off the Las Vegas Strip. The seller described it as a relic. Guy described it as gorgeous. He held it for approximately four seconds, turned it over twice, and handed over $2,000 in cash without negotiating. He is not a man who haggles over things that speak to him. The detonator went into the breast pocket of his jacket, where it remained for the rest of the trip, periodically produced and turned over in his hands the way other men handle worry beads. He also upgraded his Leatherman to a newer multi-tool with a better saw blade and a slightly improved torque ratio, which he considered a reasonable secondary acquisition. He won a Mahjong game at a casino table — cleaned out the table, actually — and handed the winnings to Ronnie to offset whatever new disaster Ronnie was navigating. That was business.
Gordon Ramsay’s residency restaurant was on the itinerary, and Guy sat at the table with his lighter on the tablecloth and watched the open kitchen flames with the focused appreciation of a man who loves fire the way other people love music. The creme brulee arrived and he requested a small handheld torch to finish the sugar himself. The waiter brought one without question. Guy caramelised the crust with the steady hand of a man calibrating a detonator, studied the char gradient, and ate it slowly. Ramsay emerged mid-service, and Guy used the encounter to request a custom creme brulee — slightly deeper sugar layer, different torch angle. The request was delivered with the flat technical precision of an engineering specification. Whether Ramsay found it charming or baffling, Guy could not determine. The lighter never left his hand while the kitchen flames were visible.
The mission assignment landed before R&R was finished: team lead for the meteor recovery operation. Guy accepted it the way he accepts most things — without visible reaction and with immediate internal reorganisation. A team lead plans, and Guy had already begun. He pulled data on Terra circuit board compositions from the Voss Dynamics research feed and started a technical analysis notebook, working through the component materials and trying to reverse-engineer the manufacturing logic of whatever civilisation had built them. He was three pages in when Jenkins mentioned, in passing, that Nash Miller had been assigned to the parallel team under Jenkins’ command. Guy’s pen stopped. Nash Miller is his Enemy — listed in his personnel file as a formal designation, not merely a grudge — and Miller was now operating on the adjacent track to every mission Guy would run for the foreseeable future. Guy finished the sentence he had been writing, closed the notebook, and ordered a whiskey. He said nothing further about it that evening. His lighter clicked open and shut, open and shut, while the bar noise continued around him.
Session 04 — Fallen Stars
The sweep across four countries was a logistical problem, and Guy ran it as one. Greenland first: the Dragon arrived before the team reached the fragment site, intercepted it cleanly, and departed. Guy watched through the suit optics, confirmed the State Farm logo that Jens called out through the scope, and made no move to intercept. There was nothing to engage. Some assessments happen quickly. He logged it, moved on, and adjusted his threat matrix for the remainder of the sweep. Every fragment was handled through doubled gloves. This was not a rule anyone had issued. It was engineering common sense, and the fact that Ronnie had picked one up with his bare hand in Iceland was a data point that now sat in Guy’s notebook alongside a string of question marks he had not yet converted to conclusions.
The bear in Russia required solutions in series. The first application — Sammy’s improvised device, fourteen pounds of shaped charge delivered at close range — produced a hole in the creature and, subsequently, a living creature again. Regenerative biology. Guy watched it reconstruct itself with the attentiveness of a man who has just seen a load-bearing assumption fail. When Ronnie came off its neck with the head and the thing finally stopped moving, Guy moved without ceremony to the remains and applied thermite. Thorough, even combustion, sufficient temperature to preclude further cellular reconstruction. He does not know for certain that it worked. He knows it was the correct call given available materials, and that is the standard he holds himself to. He filed the thermite application specifications in his notebook in case the question comes up again. The question will probably come up again.
The R&D facility was where the day became interesting. Under the pretext of suit maintenance — legitimate enough, the servos on his left arm had been registering a microvibration since Norway — he was working at a technical bench when a classified folder was left open on the adjacent station. The first two items were meteors, designations he recognised. The third was not a meteor. The label read Hungry God. He had seen that phrase before: Yi Jiangku had distributed a folder with that exact label in Session 01, one of three sealed briefings handed to selected team members before they shipped out to Afghanistan. The connection sat in his chest like a detonator waiting for a signal. He read what he could, memorised it precisely, and was back at his bench by the time anyone looked in his direction.
Throughout the facility, the equipment had been misbehaving — lights flickering in patterns that did not match any power-cycle logic he recognised, workstation screens locking up and recovering, environmental sensors briefly misreading temperature gradients. The scientists on the floor attributed it to power draw from the suit charging arrays. Guy said nothing, because the power draw from the charging arrays was not remotely sufficient to cause those symptoms. The glitches were not random. Whether they were related to the fragments, to Ronnie’s unexplained contact incident in the mess hall, or to something else entirely, he cannot say yet. His notebook has a new section. His lighter has been clicking faster than usual. He is the only person on the team who knows what the folder said, and he has not decided yet what to do with that.
Session 05 — Deep Sea Fragments and Desert Swarms
Miller caught him in the corridor. The man’s face held the particular expression of someone who has decided on a course of action and is now performing the announcement of it as though it costs him something. “I’m going to expose you,” Miller said, or words functionally identical. Guy assessed the threat vector, confirmed no immediate physical component, and walked past him to the briefing room. The statement lands in the notebook between “Hungry God” and the Chinese sub coordinates. Miller does not have the operational intelligence to know what Guy has seen in R&D. What Miller has is a version of Kandahar that his uncle’s rank made official. Guy has not yet decided whether Miller is a problem that requires management or a problem that will manage itself into irrelevance. He has time. Miller does not know that.
The briefing produced significant intelligence. Voss described Terra’s final days: a massive flying creature — squid-whale morphology, roughly one hundred feet — had attacked the planet. The Terrans responded by channeling their collective fragment-granted powers into a single individual, creating something approximating a god, and killed it. The bones lay on the surface where the team had walked. Guy connected the data immediately: the “Hungry God” folder in R&D, the third incoming object, the creature’s biology. If something similar is approaching Earth, Voss Dynamics may already be engineering the same response protocol. He made no external indication that this information meant more to him than it meant to anyone else in the room.
The sub mission was a mechanical problem and Guy treated it as one. He operated the retrieval arms — two fragments pulled cleanly from the seafloor under combat conditions, one while dodging a torpedo and the other while a massive anglerfish was destroying a Chinese submarine thirty meters to port. Ronnie’s piloting was unexpectedly excellent — vertical maneuvers, lateral positioning that maintained firing solutions for both turrets. The Chinese presence at exact fragment coordinates was the more significant detail: three submarines, precise targeting data, at sites that should have been intelligence-secure. Somebody is feeding them location data. Guy filed that against Ronnie’s quiet meeting with Xander in the corridor that morning and drew no conclusions he could not verify. But the data point exists now, adjacent to others.
The forty-eight-hour pass produced a different category of result. At The Bellagio, the cards cooperated. Guy doubled his stake repeatedly until the number reached $700,000 and casino security materialised with the particular body language of men who have been told to be present. Ronnie bribed them with chips — generous, immediate, effective. Guy credited the sum to his room and moved on. The money is not the interesting part. The interesting part is that Ronnie’s brief meeting with Igor at Medieval Times produced something that made Ronnie very quiet for the rest of the evening, and Ronnie is only quiet when he is holding something he considers valuable enough to protect with silence. Guy saw the exchange. He does not yet know what crossed hands.
Then every phone in the building lit up — Los Angeles, The Dragon, mass casualties — and the screaming started from outside that was not about Los Angeles at all. The parking lot was full of insects. Nine-foot armoured predators, dozens of them, tearing through tourists like paper targets. Guy moved to the valet stand, collected five sets of keys by reaching past a man who had frozen entirely, found the Lexus by remote chirp, and accelerated toward the swarm. The vehicle is not an elegant weapon. It is a mass-times-velocity equation with leather seats. Guy intends to apply it to as many of the creatures as the chassis will survive. Brittany is here, copies of her firing into the swarm, all of them screaming Sammy’s name. The bugs are the same as Terra. The same three-foot tunnel diameter, the same clicking, the same central eye. They are here now, in Las Vegas, eighty miles from where Jens opened his portal roadside three weeks ago, and nobody on the team has said that aloud yet. Guy noted it.