GURPS Special Forces

Story

Characters

World

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
14HP
12FP
6.50Speed
9 / 5Move
10Dodge
11Parry (Brawling)
10Parry (Boxing)
10Parry (Judo)
10Parry (Knife)
10Parry (Wrestling)
14Ranged
14Melee

Primary Attributes

Attribute Score Modifier Cost
ST 14 [40]
DX 14 [80]
IQ 11 [20]
HT 12 [20]

Secondary Characteristics

Characteristic Value
HP 14
Will 11
Per 11
FP 12
Basic Speed 6.50
Basic Move 5
Dodge 10
SM -1
Damage Thr 1d, Sw 2d
BL 39 lbs
Fright Check 13

Appearance & Social

Trait Value
Height Short (Dwarfism)
Build Powerfully built for his size
SM -1
Reputation -1 (is a savage and kills indiscriminately)

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.


Name Cost Page Ref Notes
Born Soldier 1 [5] PU3:12 +1 to Leadership, Savoir-Faire (Military), Scrounging, Soldier, Tactics; +1 reaction from soldiers
Combat Reflexes [15] B66 +1 active defenses, +6 to recover from stun, never freeze, +2 Fright Check
Danger Sense [15] B47 GM rolls Per (or IQ) to warn of imminent danger — a genuine sixth sense
High Pain Threshold [10] B59 Never suffer shock penalties; +3 to resist knockdown/stun and torture
Invisibility (Vision) [0] UT171 Suit-granted visual invisibility — from Voss Combat Suit surface
Less Sleep 5 [10] B65 Needs only 3 hours of sleep per night
Off-Hand Weapon Training (Guns (LMG)) [1] PU2 Can fire LMG with either hand without off-hand penalty

Name Cost Self-Control Notes
Bloodlust [-10] 12 Wants enemies dead, not captured — must make self-control roll to take prisoners
Callous [-5] No empathy for others’ suffering; -3 Teaching, -1 reactions from past victims
Curious [-5] 12 Can’t resist investigating the unknown — self-control roll to walk away
Dwarfism [-15] SM -1, -1 Basic Move, -2 Disguise; +2 Shadowing in crowds
Lecherousness [-15] 12 Compulsively pursues romantic/sexual encounters — self-control roll required
Reputation -1 (is a savage and kills indiscriminately) [-5] Known for excessive violence — -1 reactions from those who’ve heard
Weirdness Magnet [-15] Strange, inexplicable things happen around Sammy with alarming regularity
Always plays with his knife [-1] Fidgets with blade constantly

5 additional quirk slots currently unassigned [-5 pts remaining].


Name Difficulty Relative Level Points Effective
Acrobatics DX/H DX-2 [1] 12
Administration IQ/A IQ-1 [1] 10
Armoury (Body Armor) IQ/A IQ-1 [1] 10
Armoury (Small Arms) IQ/A IQ-1 [1] 10
Artillery (Cannon) IQ/A IQ-1 [1] 10
Astronomy IQ/H IQ-2 [1] 9
Astronomy (Observational) IQ/A IQ-1 [1] 10
Boating DX/A DX-1 [1] 13
Boating (Large Powerboat) DX/A DX-1 [1] 13
Boating (Motorboat) DX/A DX-1 [1] 13
Boating (Sailboat) DX/A DX-1 [1] 13
Body Language (Human) Per/A Per-1 [1] 10
Boxing DX/A DX-1 [1] 13
Brawling DX/E DX+0 [1] 14
Camouflage IQ/E IQ+0 [1] 11
Carousing HT/E HT+0 [1] 12
Cartography IQ/A IQ+0 [2] 11
Climbing DX/A DX-1 [1] 13
Combat Sense IQ/H IQ-1 [2] 10
Common Sense IQ/H IQ-2 [1] 9
Cooking IQ/A IQ-1 [1] 10
Current Affairs (Headline News) IQ/E IQ+0 [1] 11
Diplomacy IQ/H IQ-2 [1] 9
Disguise IQ/A IQ-3 [1] 8
Diving Suit DX/A DX-1 [1] 13
Driving (Automobile) DX/A DX-1 [1] 13
Dual-Weapon Attack (Guns/Pistol) DX/H DX-3 [2] 11
Electronics Op (Surveillance) IQ/A IQ-1 [1] 10
Environmental Suit (Battlesuit)/TL9 DX/A DX-1 [1] 13
Escape DX/H DX-2 [1] 12
Explosives IQ/A IQ-1 [1] 10
Explosives (Demolition) IQ/A IQ-1 [1] 10
Explosives (EOD) IQ/A IQ-1 [1] 10
Fishing Per/E Per+0 [1] 11
Forward Observer IQ/A IQ+0 [2] 11
Gambling IQ/A IQ-1 [1] 10
Games (GURPS) IQ/E IQ+0 [1] 11
Garrote DX/E DX+0 [1] 14
Gesture IQ/E IQ+0 [1] 11
Guns (Light Machine Gun) DX/E DX+0 [1] 14
Guns (Pistol) DX/E DX+0 [1] 14
Guns (Rifle) DX/E DX+0 [1] 14
Heraldry IQ/A IQ-1 [1] 10
Hiking HT/A HT-1 [1] 11
Holdout IQ/A IQ-1 [1] 10
Interrogation IQ/A IQ-1 [1] 10
Intimidation IQ/A IQ-1 [1] 10
Judo DX/H DX-2 [1] 12
Jumping DX/E DX+0 [1] 14
Knife DX/E DX+0 [1] 14
Law IQ/H IQ-2 [1] 9
Leadership IQ/A IQ+0 [1] 11
Lip Reading (Human) Per/A Per-1 [1] 10
Lockpicking IQ/A IQ-1 [1] 10
Makeup IQ/E IQ+0 [1] 11
Mathematics (Applied) IQ/H IQ-2 [1] 9
Mimicry (Animal Sounds) IQ/H IQ-2 [1] 9
Mimicry (Bird Calls) IQ/H IQ-2 [1] 9
Mimicry (Speech) IQ/H IQ-2 [1] 9
Navigation (Land) IQ/A IQ-1 [1] 10
Observation Per/A Per-1 [1] 10
Parachuting DX/E DX+0 [1] 14
Politics IQ/A IQ-1 [1] 10
Running HT/A HT-1 [1] 11
Savoir-Faire (Military) IQ/E IQ+1 [1] 12
Scrounging IQ/E IQ+1 [1] 12
Scuba IQ/A IQ+0 [1] 11
Shadowing IQ/A IQ-1 [1] 10
Sex Appeal HT/A HT-1 [1] 11
Skating HT/H HT-2 [1] 10
Skiing HT/H HT-2 [1] 10
Soldier IQ/A IQ+0 [1] 11
Stealth DX/A DX-1 [1] 13
Strategy (Land) IQ/H IQ-2 [1] 9
Strategy (Naval) IQ/H IQ-2 [1] 9
Streetwise IQ/A IQ-1 [1] 10
Tactics IQ/H IQ-1 [1] 10
Theology (tbd) IQ/H IQ-2 [1] 9
Tracking IQ/A IQ-1 [1] 10
Traps IQ/A IQ-1 [1] 10
Typing DX/E DX+0 [1] 14
Weather Sense IQ/A IQ-1 [1] 10
Wrestling DX/A DX-1 [1] 13

Name Default Points Effective
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

# Chain Key Roll Effect
1 Dual-Pistol Snap (DWA both guns) 11 - range mod each Two shots, two targets, one turn
2 Aimed Rifle Kill (Aim + Fire) 14 + 4 Acc - range Precision shot after 1 turn aiming
3 Knife Vitals Thrust 14 - 3 = 11 Thr-1 imp x3 to vitals
4 Garrote from Stealth Stealth 13, then Garrote 14 Silent kill — no defense if unaware
5 Danger Sense Warning Per 11 (passive) GM rolls; team gets ambush warning

Defense Value Source
Dodge 10 9 base + 1 Combat Reflexes
Parry (Brawling) 11 14/2 + 3 + 1 CR
Parry (Boxing) 10 13/2 + 3 + 1 CR
Parry (Judo) 10 12/2 + 3 + 1 CR
Parry (Knife) 10 14/2 + 3 - 1 weapon + 1 CR
Parry (Wrestling) 10 13/2 + 3 + 1 CR

Location DR Source
Full Suit 70/50 Powered Combat Armor (TL9)
Head 70/50 Powered Combat Armor Helmet (TL9)
Torso 35/5 Advanced Body Armor (TL8)
All (ablative) 24/4 Ablative Suit (TL9)
Skull 18 Ballistic Helmet (TL9)
Feet 12/6 Assault Boots (TL9)
Hands 8/2 Ballistic Gloves (TL9)

Category Points
Attributes 160
Secondary Characteristics 0
Advantages & Perks 56
Disadvantages & Quirks -76
Skills 86
Total 226

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.


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

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

Melee Weapons

Weapon Skill Damage Reach Parry
Punch (Brawling) 14 1d-1 cr C 10
Kick (Brawling) 12 1d cr C,1
Punch (Boxing) 13 1d-1 cr C 10
Knee/Elbow 14 1d-1 cr C
Large Knife (thrust) 14 1d-1 imp C,1 10
Large Knife (swing) 14 2d-2 cut C,1 10
Greatsword (swing) 2d+3 cut 1,2
Greatsword (thrust) 1d+2 cr 2
Garrote 14 special C

Ranged Weapons

Weapon Skill Damage Acc Range RoF Shots Bulk
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

Equipment

Item Cost Wt Notes
H&H Royal Double-Express, .600 NE $19,500 16.4 lb Fine (accurate). Signature elephant gun
Holdout Pistol, .380 $300 1.3 lb Concealed carry
Webley & Scott M&P, 9x20mm Browning $515 2.3 lb Sidearm
Gyroc Pistol, 15mm (TL9) $200 1 lb Recoilless rocket pistol
Large Knife $40 1 lb
Greatsword $800 7 lb
Powered Combat Armor (TL9) $80,000 DR 70/50, Full suit, E/18hr power
Powered Combat Armor Helmet (TL9) $10,000 15 lb DR 70/50, Head, C/18hr power
Advanced Body Armor (TL8) $4,600 17 lb DR 35/5, Torso, Concealable
Ablative Suit (TL9) $1,200 8 lb DR 24/4, All, Flexible
Assault Boots (TL9) $150 3 lb DR 12/6, Feet
Ballistic Gloves (TL9) $30 DR 8/2, Hands
Ballistic Helmet (TL9) $250 3 lb DR 18, Skull
Rebreather (TL7) $3,500 30 lb Closed-circuit underwater/NBC
Electronic Lockpicks (TL7) $1,500 3 lb +2 to pick electronic locks
Night Vision Goggles (TL8) $600 2 lb NV9
Climbing Gear (TL2) $20 4 lb
Gun-Cleaning Kit $20 8 oz
Group Basics $50 20 lb
Canteen $10 1 lb
Lockpicks $50
Holster, Belt $25 8 oz

Load-outs

Load-out Contents Cost Wt
Power Suit Canteen, Lockpicks, Personal Basics, Powered Combat Armor + Helmet $90,065 17 lb
Regular Electronic Lockpicks, Lockpicks, Powered Combat Armor + Helmet $91,550 18 lb
Stealth Ablative Suit, Assault Boots, Ballistic Gloves, Ballistic Helmet, Electronic Lockpicks, H&H Royal Double-Express, Large Knife, Lockpicks, NVG, Webley $23,835 38.7 lb

Encumbrance

Level Max Load 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

Starting Wealth: $30,000 (TL9) Mission Earnings: $150,000 (Mission 1 payout) Current Wealth: $180,000


Session 01 — Operation Living Bomb

Sammy arrived at Las Vegas Airport and introduced himself as “the Savage.” He sized up Ronnie Vint and Guy LeFleur the way he sized up everything — quickly, quietly, with an eye toward where the threat would come from. Sam Elliott drove the three of them to the Voss Campus in a corporate limousine. Somewhere on the ride, Ronnie produced a deck of cards and started a poker game. Sammy played straight. Ronnie did not. When Ronnie lost anyway, his Bad Temper fired and he accused Sammy of cheating, knocked the cards off the table. Sammy had done nothing. He watched the outburst the way a man watches weather — something that happens, not something that concerns him.

At the Voss Campus, Adrian Voss and Major Jenkins laid out the brief. The target was The Exploding Man — a young man who detonated in crowds, survived, and repeated. Capture alive. Cave complex in the Afghan mountains. The team inserted by night parachute into the mountains five klicks from the target. When the team reached the cave, Sammy slipped forward alone into the darkness. Two sentries at the cave entrance. He killed both with his knife — quick, efficient work, Stealth 13 carrying him close enough for Knife 14 to finish it. Silent. Clean. The kind of thing he was built for. Inside the cave, gas grenades dropped three guards but the target was immune. Major Jenkins deployed the Sonic Weapon and put the target down hard. During exfiltration by helicopter, four insurgents on flying carpets intercepted the aircraft. The team engaged from the air and cleared them. Dawn debrief at a NATO base. One hundred and fifty thousand dollars per operator. Major Jenkins announced that combat suits were waiting back at the campus.

Before the team left the base, Sammy noticed something. Dr. Jones, the flight physician, had white powder dusted across his workstation. Cocaine. Ronnie noticed it too. Neither of them said a word.

Session 02 — Terra-ble First Impressions

At the Voss Campus, Sammy spotted Brittany — a woman on the base who moved wrong. Too fast. His Lecherousness did the rest of the thinking. They ran the Obstacle Course together — log walks, wall climbs, wire crawls, cargo nets. Brittany led through most of it and finished first with a smile and a wink. Sammy was supposed to be at R&D. He was late.

Down on R&D Level -1, four suits hung on the wall. One was noticeably smaller than the others. Scientists adjusted the helmet to compensate for fit issues — Dwarfism makes standard equipment a negotiation. Voss greeted his late arrival with pointed politeness. Ronnie kicked Sammy’s unoccupied suit across the floor; Sammy caught it by the foot just before it got away. He brought up the targeting system, painted a scientist standing across the room with it — casual menace, the reticle settling on the man’s chest while Sammy’s expression stayed flat. The Invisibility Surface installed successfully — TL10 optics that rendered the suit effectively invisible to the naked eye. Sammy also requested Rocket Boots, a retractable blade, and an Electromagnetic Hand Upgrade. All pending. A second suit race against Brittany followed. She was faster through most of the course, but Sammy used enhanced jumping to close the gap on the cargo net. They reached the top of the rope at the same time. She hit the bell with her palm. Ding.

The team went through The Portal into Terra. Sammy activated his invisibility and crawled into a three-foot hole in a hillside. The tunnel angled down thirty yards into a dome-shaped underground chamber. In the centre: a Terran Insectoid — a chitinous creature the size of a small car, gnawing on a human femur. Sammy scanned it, fed the data back to the team. They retreated rather than engage. Further out, they recovered torn, bloodstained fatigues bearing the name Hernandez — what was left of the previous recon team. The team pushed north to a ruined alien city — destroyed by conventional weapons roughly a century ago. A statue stood at the centre: three arms, three legs, three eyes. From a high vantage point, they watched two to three hundred insectoid creatures digging across the northern plain.

That evening, Sammy struck up conversation with three nurses at dinner. One, Mary Jane, stayed late and gave him her number. That night, Brittany knocked on his door. Said she was jealous about the nurse. Sammy let her in. She clapped once — two of her. Clapped again — four. Four identical women in his room, same smile. Sammy said nothing for a long moment. Then he stopped asking questions. Brittany was gone before morning. His Weirdness Magnet draws the impossible to him. His Lecherousness ensures he never turns it away.

Session 3 — What Happens in Vegas

Sammy met Beth at the club on the first night and she stayed. Not clingily — she was clear-eyed and easy company, the kind of person who adapts to a room without performing the adaptation. She accompanied him through the rest of Las Vegas: the Strip, the restaurants, the casino floor. Gordon Ramsay’s residency produced the expected friction — the host seated Sammy at a corner table, brought a children’s menu, and produced a booster seat with the confidence of a man making a professional judgment. Sammy looked at the menu, looked at the booster seat, looked at the host, and said nothing. His composure held, as it always holds. He ordered from the adult menu by pointing at it, declined the booster seat by not touching it, and ate a very good meal. He has been underestimated in worse rooms than this.

The hotel corridor incident required fast, clean thinking. Sammy and Jens came back to the wing to find the cleaning cart parked outside a half-open door and a sound from inside that resolved, on approach, into something feeding. A Terran Insectoid — the same species Sammy had catalogued in the underground chamber on Terra — was crouched over the cleaning lady. The creature had come through from the other side, through a portal Jens had failed to seal properly. Jens drew his silenced pistol and put the creature down with measured shots to the head. Sammy handled what came after — intercepting hotel security with the calm demeanour of a man reporting a minor maintenance issue, deflecting their questions while Beth stood visible in the background. It was enough to buy the time needed. He filed the incident away under operational consequence of Jens’s portal work and continued with the evening.

Beth exchanged contact information with him at the airport on the final morning. She wrote her number on the inside cover of a paperback she pressed into his hands — efficient, understated, no ceremony. Sammy put it in his jacket. The details of the hotel incident he would not be sharing with her. Some gaps in the story are not omissions so much as practicalities, and Beth struck him as a woman who had enough sense not to ask about the ones that mattered.

Session 04 — Fallen Stars

Sammy configured the limpet mines before departure — eight tear gas, four concussion — and ran a systems check on the invisibility surface. In Iceland, his read on the fragment site was correct: he reached his jump arc at the right moment, suit-assisted, and was closing on it cleanly when Ronnie caught him by the arm mid-air and threw him clear. He landed the way he lands everything, which is without wasted motion, and confirmed the suit had registered no damage. The loss he filed without comment. Ronnie wanted it more. That is a category of information Sammy keeps.

Russia was a different order of problem. The bear had already died once by the time it stopped being dead, and Sammy had watched Ronnie’s blade work on the way in and made his own assessment of the timeline. He activated the invisibility surface — fifty percent power draw, a cost he accepted — and moved to thirty yards with the device: two Claymore charges and two pounds of C4, fourteen pounds total in a canvas sleeve. He threw it into the chest cavity. He detonated it at the right moment. The blast tore through the creature and Sammy walked into the smoke, drew his retractable blade, and drove it through the bear’s eye into the brain stem. The creature still moved afterward. Sammy accepted that information, fell back, and used the Gyrock to stagger it for Ronnie’s finish. Combat is a series of handoffs. He does not need the kill.

The fragment recovery sweep produced no contact incidents beyond Russia, and Sammy completed his site-handling procedures without variation. His Danger Sense had been elevated throughout the Russian site — a background hum he has learned to trust as data rather than noise — and it did not fully quiet until they were wheels-up out of the country. Back at base, he noted Ronnie’s incident in the mess hall from across the room: the cafeteria worker going down, Ronnie’s expression doing something that was not quite what Ronnie’s expression usually does. Sammy catalogued it the same way he catalogued Brittany duplicating herself in a hotel room in Las Vegas — as a fact about the world he now operates in, a fact that does not benefit from being said aloud. He has not commented on Ronnie’s new capacity to anyone. He is waiting to understand what he is looking at before he decides what to do with the observation. Patience, in Sammy’s experience, is the difference between intelligence and noise.

Session 05 — Deep Sea Fragments and Desert Swarms

Brittany was in the briefing room. Bald now — shaved her head for the helmet, which meant she was suited, which meant she was operational, which meant this was not the private thing it had been in her quarters on the base. She clapped once and became eight of herself, all of them looking at Sammy with an intensity that occupied the exact space between flirtation and threat. “Am I the only one?” she asked, or they asked, or the question was asked by a collective that Sammy still does not have a framework for evaluating. He answered honestly. He counted eight. That was what he could verify. Seven vanished and the one that remained smiled at him with something he could not classify, and then the briefing continued as though the room had not just contained a problem he is going to have to solve eventually.

The sub turret was a known quantity. Sammy seated himself at the beam controls and applied what he applies: patience, precision, timing. The first Chinese submarine presented a clean target profile after Ronnie’s evasive maneuver cleared the torpedo. Sammy put a shot through the enemy’s top gun, then walked subsequent rounds down the hull until the structural integrity gave way and the ocean finished the job. Over one hundred points of damage on the killing blow. He catalogued the implosion as data about beam weapon penetration at depth and moved to the next target. At the third site, the anglerfish was the immediate threat — vast, bioluminescent, and closing on their vessel after biting a Chinese sub in half. Sammy lined the shot and put it through the creature’s eye. The creature screamed — a sound that carried through the water and the hull — and veered off into the dark. Jens had been staring at the thing’s light for the entire engagement, completely incapacitated. Sammy filed that as a vulnerability in a teammate, the same way he files all vulnerabilities: without judgement, but permanently.

Las Vegas offered the same things it always offers. Sammy gambled modestly and drank milk from a sippy cup in a booster seat because the bit committed to is the bit that pays off. At Medieval Times, the evening proceeded with rotisserie chicken and jousting and the particular energy of men spending money they earned by destroying submarines. Then the phones buzzed and the screaming started outside and Sammy’s world contracted to the thing it contracts to when the noise cuts away: target identification, weapon selection, fire.

The parking lot was full of insects — the same things from Terra, nine feet tall, chitin-armoured, fast. Sammy pulled the Gyrock and fired into a cluster of five that were attacking three civilians. The rocket hit cleanly. The insects died. The civilians also died. Sammy noted this. He fired a second rocket into the survivors. Brittany was there — copies of her, plural, firing into the swarm and screaming his name with a register that was not tactical, was not professional, was something personal and furious and unresolved. She had followed him to Vegas. She was in the fight. She was screaming at him between trigger pulls. Sammy does not have the bandwidth for that conversation right now. He has two rockets left and the swarm has not stopped coming and the three dead civilians are in his peripheral vision like a fact he will have to look at eventually. But not now. Now there is only the next shot and the creature it needs to go through.

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