Dead End

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Rock Lavey

Rock Lavey

Player Jay TEMPORARY GRAVITY ⚠️ 1.2G — DX −1 (Beam Weapons exempt) · Light: Move 4, Dodge 7 (with medical bag Medium: Move 3, Dodge 6) · jumps/throws ×5/6 Point Total 217 Age 42 Status alive
Brilliant trauma surgeon, Lost his own child on the table, Wanted on planet Wu negligent-homicide charges — a portable bounty closing on Thides, Cannot refuse a request for medical aid, Bound to the crew (Sense of Duty) — the crew's sharp eye
HP/12
FP/12

Appearance

Age
42
Gender
Male
Height
5’9"
Weight
160 lb
Build
Average
Appearance
Average
Status
0
TL
11
Race
Human

Attributes

12
ST
[20]
11
DX
[20]
14
IQ
[80]
12
HT
[20]
Secondary
12
HP
14
Will
14
Per
12
FP
5.75
Basic Speed
5
Basic Move
13 (includes +1 Fit)
Death Check
13 (includes +1 Fit)
Consciousness Check
14
Fright Check
Derived
BL 29 lbsThr 1d−1Sw 1d+2SM 0

Lifting Feats

FeatWeight
One-Handed Lift58 lb
Two-Handed Lift232 lb
Shove & Knock Over348 lb
Carry on Back435 lb
Shift Slightly1450 lb

Slam

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

Active Defenses

Parry (Brawling) 8Parry (Judo) 7Parry (Wrestling) 8Block 6Dodge 8
LocationDR
Feet1
All other locations0
All (Monocrys Vacc Suit worn)40/20*

Encumbrance

LevelMax WtMoveDodge
None≤29 lb58
Light≤58 lb47
Medium≤87 lb36
Heavy≤174 lb25
X-Heavy≤290 lb14

Reaction Modifiers

From patients he has treated, past and present — Healer 2 (B90)+2
From criminals, shady types, and other underworld figures — Street-Smart 1 (B23)+1
From the crew when they know his Sense of Duty (player party) (B153), deciding whether to trust him in a dangerous situation+2
From the narrow group who recognize him as the struck-off surgeon — Reputation −1 (B26; small class, recognized on 7 or less)−1

Cultural Familiarities

Federal Republic0

Languages

LanguageSpokenWrittenPts
Federal StandardNativeNative0

Advantages

Healer 220
Intuition15
Photographic Memory10
Fit5
Higher Purpose 1 (never lose another patient)5
Single-Minded5
Street-Smart 15
Signature Gear 1 (medical gear)1

Disadvantages

Wealth (Dead Broke)−25
Secret (fled negligent-homicide charge on planet Wu; Utter Rejection)−10
Chronic Pain (Mild) (9 or less; 2 hours)−5
Flashbacks (Mild)−5
Nightmares (12 or less)−5
Sense of Duty (player party) (small group)−5
Vow (heal anyone in need; Minor)−5
Workaholic−5
Noisy −2−4
Reputation −1 (lost medical license; 7 or less; small class)−1
Quirk: Flinches at “Doctor”; won’t give his old title−1
Quirk: Keeps his son’s favourite toy — can neither look at it nor throw it away−1
Quirk: Only drinks to sleep, never to celebrate−1
Quirk: Over-explains medical risks to people who never asked−1
Quirk: Tracks others’ vitals by rote — watches breathing, finds pulse points−1

Skills

NameLvlRelPts
Acrobatics5DX−60
Acting13IQ−11
Administration13IQ−11
Area Knowledge (planet Wu)14IQ+01
Armoury/TL11 (Small Arms)13IQ−11
Beam Weapons/TL11 (Pistol)11DX+01
Beam Weapons/TL11 (Rifle)11DX+01
Bicycling11DX+01
Bioengineering/TL11 (Biogadgets)12IQ−21
Biology/TL11 (Earthlike)8IQ−60
Body Language (Human)13Per−11
Boxing0DX−110
Brawling
Parry: 8
11DX+01
Carousing12HT+01
Chemistry/TL1112IQ−21
Climbing10DX−11
Computer Operation/TL1114IQ+01
Connoisseur (Music)13IQ−11
Cooking13IQ−11
Criminology/TL119IQ−50
Current Affairs/TL11 (Headline News)14IQ+01
Dancing10DX−11
Detect Lies12Per−21
Diagnosis/TL1115†IQ+12
Diplomacy13IQ−12
Driving/TL11 (Automobile)10DX−11
Economics12IQ−21
Electronics Operation/TL1113IQ−11
Electronics Operation/TL11 (Communications)13IQ−11
Electronics Operation/TL11 (Medical)14IQ+02
Electronics Operation/TL11 (Sensors)13IQ−11
Electronics Repair/TL1113IQ−11
Electronics Repair/TL11 (Medical)13IQ−11
Environmental Suit/TL11 (Vacc Suit)10DX−11
Fast-Draw (Pistol)12DX+12
Fast-Talk13IQ−11
Finance12IQ−21
First Aid/TL1117†IQ+32
Fishing14Per+01
Forensics/TL118IQ−60
Forgery/TL1112IQ−21
Free Fall10DX−11
Freight Handling/TL119IQ−50
Gambling13IQ−11
Games (GURPS)14IQ+01
Gesture14IQ+01
Gunner/TL11 (Beams)11DX+01
Guns/TL11 (Pistol)11DX+01
Guns/TL11 (Rifle)11DX+01
Heraldry13IQ−11
Hiking11HT−11
Holdout13IQ−11
Intelligence Analysis/TL1112IQ−21
Judo
Parry: 7
9DX−21
Law8IQ−60
Leadership13IQ−11
Linguistics (Human)12IQ−21
Lip Reading (Human)13Per−11
Lockpicking/TL1113IQ−11
Mathematics/TL1112IQ−21
Mathematics/TL11 (Applied)8IQ−60
Mechanic/TL119IQ−50
Merchant10‡IQ−40
Naturalist8IQ−60
Navigation/TL1113IQ−11
Observation9Per−50
Packing13IQ−11
Pharmacy/TL11 (Synthetic)15†IQ+12
Physician/TL1115†IQ+12
Physics/TL118IQ−60
Physiology/TL11 (Human)15†IQ+12
Piloting/TL11 (Aerospace)10DX−11
Piloting/TL11 (High-Performance Spacecraft)10DX−11
Poisons/TL1113IQ−12
Politics13IQ−11
Psychology (Human)10†IQ−40
Research/TL119IQ−50
Running11HT−11
Savoir-Faire14IQ+01
Savoir-Faire (Military)14IQ+01
Scrounging15‡Per+11
Search9Per−50
Sewing/TL1111DX+01
Smuggling9IQ−50
Soldier/TL1113IQ−11
Spacer/TL1114IQ+01
Stealth9DX−20
Strategy (Land)8IQ−60
Streetwise14‡IQ+01
Surgery/TL11 (Human)14†IQ+02
Survival (Woodlands)13Per−11
Tactics12IQ−21
Throwing8DX−30
Traps/TL119IQ−50
Typing12DX+11
Wrestling
Parry: 8
10DX−11

Techniques

NameDefaultLvlPts
Arm Lock (Judo)Judo+1101

Points Summary

Basic Attributes & Secondary Characteristics140
Advantages & Perks66
Disadvantages & Quirks−75
Skills & Techniques86
Total Spent217
Build unspent1
Earned XP (Session 1)+5
Earned XP (Session 2)+5
Earned XP (Session 3)+5
Earned XP (Session 4)+5
Earned XP (Session 5)+5
Earned XP (Session 6)+5
Earned XP (Session 7)+5
Earned XP (Session 8)+5
Earned XP (Session 9)+5
Spent — ST 10 → 12 (on Jay’s 2026-09-20 sheet)−20
Spent — Beam Weapons (Pistol), Beam Weapons (Rifle), Gunner (Beams), Holdout [1 each], less Danger Sense [1] removed−3
Spent — 1 XP to make a roll (Session 9)−1
Earned XP (Session 10)+5
Earned XP (Session 11)+5
Earned XP (Session 12)+5
Spent — DX 10 → 11 (on Jay’s 2026-10-18 sheet)−20
Earned XP (Session 13)+5
Earned XP (Session 14)+5
Available (unspent)27

Melee Attacks

Weapon/ModeSkillParryDamageReachSTNotes
Punch (Brawling)Brawling-1181d−2 crC
Kick (Brawling)Brawling-9—1d−1 crC, 1
Bite (Brawling)Brawling-9—1d−2 crC

Ranged Attacks

WeaponSkillDamageAccRangeRoFShotsSTBulkRclNotes
Omni-blaster rifle (blaster mode)Beam Weapons (Rifle)-116d(5) burn sur10+2700/2,100310(3)−4
Omni-blaster rifle (stun mode)Beam Weapons (Rifle)-11HT-6(3) aff10+2700/2,100310(3)−4

Rock Lavey carries himself like a man holding very still so nothing spills. Steady hands, a flat clinical calm that only cracks when someone young is bleeding — then something behind the eyes goes very far away for a half-second before the training takes back over. He watches everyone’s breathing without meaning to. He answers to “Lavey,” “Rock,” or nothing at all, and visibly dislikes “Doctor.”

He was the surgeon other surgeons called. Then his own son got sick — or hurt — and he was the one holding the chart. Under pressure, exhausted, certain, he missed something. To fix it he spent his savings, then his practice, then borrowed far past anything he could repay. The child died anyway.

What came after took the rest: a negligence finding on planet Wu, a revoked license, creditors who don’t forgive, and a marriage that didn’t survive the empty chair. He ran — out past the gates and the tax lanes, to the frayed end of the charted dark, to the Thides System, where the only employer hires any warm body with no questions and nobody runs a records check on the new “security” hire. MacMillian is the bottom of the barrel, which is exactly why it’s the only door open to him. This is his last option.

📄 Background handouts & references (offered to Jay / Tim): Wu Recovery Bulletin - Skip-Trace Abstract (Lavey) · Wu Medical Board - Notice of Erasure (Lavey) · The Last Chart (Rock Lavey) · Field Trauma Card (Rock Lavey).

No sidearm: trained with Guns (Pistol) 11, Guns (Rifle) 11, Beam Weapons (Pistol/Rifle) 11 and Gunner (Beams) 11, but he carries none — leans on defense and distance, not a gun.

Crew connection to Six: Lavey is the one person who scanned Six, learned what he is — and said nothing. The doctor who could have turned him in for the bounty and chose mercy instead. Six owes him a wordless debt; Lavey owes Six nothing and helps anyway. The campaign’s two debtors, bound by a kept secret. His new Sense of Duty (player party) widens that bond to the whole crew — he will not leave any of them behind, and they read it in how he moves in a crisis.

The “sharp eye” (rebuilt): with Sensitive gone, this is now Intuition (the diagnostic hunch), Photographic Memory (perfect recall of faces/charts/doses), Detect Lies 12 + Body Language 13

  • Lip Reading 13 (reads people), and Street-Smart (reads the room and the street). He notices what’s wrong the way a clinician notices a wrong vital.

Two separate threats (don’t conflate them):

  • The debt (modeled by Dead Broke) — the money he borrowed and lost trying to save the child. The creditors are back home; they explain why he owns nothing, not who walks onto the station.
  • The charge (modeled by Secret) — a planetary negligent-homicide warrant from planet Wu. As a Republic citizen, the Thides Federal Marshal won’t extradite him on another world’s charge. But the bounty is portable, and the ticking clock is word of it reaching Thides, after which freelance bounty hunters can come to take him in. It’s freelancers, not the law, so the crew can fight, bribe, hide, or outrun the threat.

Active Defenses

Parry (Brawling) 8Parry (Judo) 7Parry (Wrestling) 8Block 6Dodge 8
LocationDR
Feet1
All other locations0
All (Monocrys Vacc Suit worn)40/20*

Melee Attacks

Weapon/ModeSkillParryDamageReachSTNotes
Punch (Brawling)Brawling-1181d−2 crC
Kick (Brawling)Brawling-9—1d−1 crC, 1
Bite (Brawling)Brawling-9—1d−2 crC

Ranged Attacks

WeaponSkillDamageAccRangeRoFShotsSTBulkRclNotes
Omni-blaster rifle (blaster mode)Beam Weapons (Rifle)-116d(5) burn sur10+2700/2,100310(3)−4
Omni-blaster rifle (stun mode)Beam Weapons (Rifle)-11HT-6(3) aff10+2700/2,100310(3)−4

Combat Action Chains

Melee

Default Chain
Stabilize under fire — reach cover, then First Aid 17 (+2 Crash Kit → 19 ; +1 Higher Purpose when life-or-death; Single-Minded +3 if he can focus): stop the bleed, restart the patient. This, not the punch, is what he’s for . → Defensive disengage — Dodge 8 , +3 retreating → 11 ; put a bulkhead between himself and the threat and break line of sight. He buys distance, not trades blows. → Break a grab and run — Judo Parry 7 / Wrestling Parry 8 to slip a grapple (or Arm Lock 10 to control one), or a Brawling punch 11 to make space — then move. He fights to escape , never to win. → Read the room first — Intuition / Detect Lies 12 / Body Language 13 often let him feel the violence coming and get the crew clear before initiative is rolled.
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
1Surgical Instruments (TL var.)$30015 lbBasic equipment for Surgery.
1Crash Kit (TL var.)$20010 lb+2 First Aid; counts as improvised gear (−5) for Surgery.
1First Aid Kit (TL var.)$502 lb+1 First Aid.
1Bandages (TL var.)$102 lbDressings for ~6 wounds; basic First Aid supply.
1Stimpaks (TL11) ×3$3000.6 lbCombat stimulants.
1Personal Basics (TL0)$51 lbCamping minimum (−2 Survival without it).
1Saw (TL1)$203 lbSmall single-person saw.
1Ordinary Clothes (TL0)$1202 lbWorn.
1Shoes (TL1)$402 lbDR 1 (feet); −1 DR vs impaling.
1Small Computer + Datapad (mini-comp / PDA / comm)$110 (issued)0.55 lbMacMillian-issued personal comm — not Signature Gear. Small Computer (Complexity 4, 10 TB) + Datapad screen & fold/laser keyboard (−2 on complex/lengthy tasks). Free built-in microcommunicator = his comm.
1Extra load from 1.2G gravity (B350)—44.0 lbTemporary — Dinon I gravity (1.2G). Not an object: the extra effective weight high gravity adds, (body 160 lb + gear as ticked on the live sheet 60.15 lb) × 0.2 = 44.0 lb (B350). Keep it ticked. Remove when the crew leaves Dinon I.

Load-Out: Station Issue

QtyItemCostWeightNotes
1Electric Stun Wand (TL9)$1001 lbMacMillian security issue. sw/thr cr + HT-5(2) aff non-lethal knockdown/paralysis. Shortsword skill (defaults DX-5). B cell, 20 strikes. LC4.
1Omni blaster rifle (TL11)$36,00010 lbFires on Beam Weapons (Rifle) 11; blaster 6d(5) burn sur or stun HT-6(3) aff, Acc 10+2, 700/2,100, 10(3). Signed out per mission. LC2.

Load-Out: Vacc Suit

QtyItemCostWeightNotes
1Monocrys Vacc Suit (TL11)$12,00030 lbHis only armor. DR 40/20*, all locations, flexible: full DR vs cutting/impaling/piercing, the lower DR vs everything else (UT178–179). Counterpressure vacc suit, power 2C/48 hr. LC2. With his field kit (≈33 lb) he goes Medium (Move 3, Dodge 6).
  1. Session 1The Ragged Edge of Space →Rock Lavey woke first, which felt about right.
  2. Session 2The MacMillian Anomaly →Weeks of patrols had taught Rock the station’s real anatomy, the way a body teaches you where it hurts.
  3. Session 3Buckle Up, Motherfuckers →The crash sorted the crew into the conscious and the not, and once again Rock was the one still awake, which is the oldest arrangement of his life.
  4. Session 4The Case of the Missing Courtesan →He spent the flight home with his own stitches and a medical kit, which is the closest thing to rest he gets.
  5. Session 5Hostile Takeover →The prisoner was dead weight and prison fatigues are awkward on a limp body, and Rock had done worse jobs with better people.
  6. Session 6The Albatross Takes Flight →There was no medbay, so he built one.
  7. Session 7The Goodwin Contract →The transit was the kind of quiet Rock Lavey knows how to use.
  8. Session 8A Crappy Plan Comes Together →The doctor’s job in the subway was to be a wall.
  9. Session 9Snakes on a Catwalk →The doctor’s contribution to the tunnel started with the security signals.
  10. Session 10Six Shooters and Four Arms →Six days in hyperspace with a crew that spars for recreation.
  11. Session 11The Cost of a Clone’s Life →Rock went through the dead with Six.
  12. Session 12That Would Be a Mistake →Rock kept the ship with Ronin Sanchez on Katha V and watched the field.
  13. Session 13Albatross Security LLC: The Zenith Job →In the queue for the Rangi-Perihelion Elevator Rock found himself counting the crowd the way he counts breaths, and some of it did not add up: men in holiday shirts whose eyes kept going to the…
  14. Session 14Iced Tea →Rock had the Apice Security Contract in his head the way he used to carry drug interactions, and the van outside the noodle place looked like trouble with a clause attached.

Every session in full →

Connections

People

Allied with

  • Six Player character warmScanned Six, learned what he is — and said nothing. The doctor who chose mercy over the bounty; Six owes him a wordless debt.14 sessions, Session 01 - The Ragged Edge of Space to Session 14 - Iced Tea

Knows

  • Sylvie NPC neutralSix introduced her to Rock at the Ritz-Carlton; she paid for a night with him and sent him off at dawn1 session: Session 14 - Iced Tea
  • Drugstore Owner NPC warmRock overpaid her and she softened.

Places

Located at

  • MacMillian Station IV Location neutralTook 'security' work at the dead-end of the charted lanes — the one place that doesn't check a license or a ledger.7 sessions, Session 01 - The Ragged Edge of Space to Session 07 - The Goodwin Contract

Visited

  • Aethel City Sewers Location3 sessions, Session 07 - The Goodwin Contract to Session 09 - Snakes on a Catwalk
  • Firetemic Tower Location3 sessions, Session 07 - The Goodwin Contract to Session 09 - Snakes on a Catwalk
  • Storage B-342 Location3 sessions, Session 07 - The Goodwin Contract to Session 09 - Snakes on a Catwalk
  • Katha System Location2 sessions, Session 11 - The Cost of a Clone's Life to Session 12 - That Would Be a Mistake
  • Peric IV D Location2 sessions, Session 09 - Snakes on a Catwalk to Session 10 - Six Shooters and Four Arms
  • Processing II Location2 sessions, Session 02 - The MacMillian Anomaly to Session 04 - The Case of the Missing Courtesan
  • Chae-gul 147 Location1 session: Session 12 - That Would Be a Mistake
  • House of Parts Location1 session: Session 07 - The Goodwin Contract
  • Roberts Estate Location1 session: Session 11 - The Cost of a Clone's Life
  • Shipping and Receiving Sector Location1 session: Session 04 - The Case of the Missing Courtesan
  • 07-Delta Station Location
  • Corwin II Subterranean Landing Bay Location

Organisations

Serves

  • MacMillian Mining and Extraction Corporation Faction neutralNominal 'security'; in practice the crew's medic, running on his own kept medical gear and the station infirmary.6 sessions, Session 01 - The Ragged Edge of Space to Session 13 - Albatross Security LLC - The Zenith Job

Events

Participated in

Mentions

Sessions

People

Places

Organisations

Things

Events

Creatures

Other