Appearance
Attributes
Lifting Feats
| Feat | Weight |
|---|---|
| One-Handed Lift | 40 lb |
| Two-Handed Lift | 160 lb |
| Shove & Knock Over | 240 lb |
| Carry on Back | 300 lb |
| Shift Slightly | 1000 lb |
Slam
Active Defenses
Encumbrance
| Level | Max Wt | Move | Dodge |
|---|---|---|---|
| None (0) | ≤20 lbs | 6 | 10 |
| Light (1) | ≤40 lbs | 4 | 9 |
| Medium (2) | ≤60 lbs | 3 | 8 |
| Heavy (3) | ≤120 lbs | 2 | 7 |
| X-Heavy (4) | ≤200 lbs | 1 | 6 |
Advantages
| Extra Arms 2 | 20 |
| Extra Attack 1 | 25 |
| 3D Spatial Sense | 10 |
| Combat Reflexes | 15 |
| Ambidexterity | 5 |
| Acute Vision 2 | 4 |
| Signature Gear 1 (the pair & the suit) | 1 |
| Perk: Deadeye 1 | 1 |
| Perk: Alcohol Tolerance | 1 |
Disadvantages
| Wealth (Dead Broke) | −25 |
| Alcoholism | −15 |
| Enemy (the management’s retrieval agents; small group, 9 or less) | −10 |
| Bad Temper | −10 |
| Truthfulness | −5 |
| Odious Personal Habit (announces your odds of dying, deadpan, unasked) | −5 |
| Stubbornness | −5 |
Skills
| Name | Lvl | Rel | Pts |
|---|---|---|---|
| Acrobatics | 12 | DX−1 | 2 |
| Area Knowledge (home sprawl) | 11 | IQ+0 | 1 |
| Beam Weapons/TL11 (Pistol) | 18 | DX+5 | 16 |
| Beam Weapons/TL11 (Rifle) | 14 | Pistol−4 | 0 |
| Body Sense | 15† | DX+2 | 2 |
| Brawling Parry: 11 | 14 | DX+1 | 2 |
| Carousing | 12 | HT+1 | 2 |
| Computer Operation/TL11 | 11 | IQ+0 | 1 |
| Cooking | 11 | IQ+0 | 2 |
| Detect Lies | 12 | Per−1 | 2 |
| Electronics Operation/TL11 (Comms) | 6 | IQ−5 | 0 |
| Fast-Draw (Knife) | 14† | DX+0 | 1 |
| Fast-Draw (Pistol) | 16† | DX+2 | 4 |
| First Aid/TL11 | 11 | IQ+0 | 1 |
| Free Fall | 14† | DX+1 | 1 |
| Gambling | 11 | IQ+0 | 2 |
| Gunner/TL11 (Beams) | 13 | DX+0 | 1 |
| Holdout | 11 | IQ+0 | 2 |
| Intimidation | 11 | Will+0 | 2 |
| Knife Parry: 10 | 13 | DX+0 | 1 |
| Lockpicking/TL11 | 11 | IQ+0 | 2 |
| Navigation/TL11 (Hyperspace) | 12† | IQ+1 | 1 |
| Navigation/TL11 (Space) | 12† | IQ+1 | 1 |
| Observation | 14 | Per+1 | 4 |
| Piloting/TL11 (High-Performance Spacecraft) | 15† | DX+1 | 4 |
| Savoir-Faire (High Society) | 12 | IQ+1 | 2 |
| Scrounging | 13 | Per+0 | 1 |
| Search | 13 | Per+0 | 2 |
| Sex Appeal | 11 | HT+0 | 2 |
| Shadowing | 11 | IQ+0 | 2 |
| Sleight of Hand | 12 | DX−1 | 2 |
| Spacer/TL11 | 11 | IQ+0 | 1 |
| Stealth | 13 | DX+0 | 2 |
| Streetwise | 12 | IQ+1 | 4 |
| Tactics | 12 | IQ+1 | 8 |
| Vacc Suit/TL11 | 13 | DX+0 | 2 |
| Wrestling Parry: 11 | 15 | DX+2 | 8 |
Points Summary
| Attributes | 90 |
| Advantages & Perks | 82 |
| Disadvantages | −75 |
| Quirks | −5 |
| Skills | 87 |
| Total (spent) | 175 / 175 (base) + 14 XP |
| Earned XP (Session 1) | +5 |
| Earned XP (Session 2) | +5 |
| Earned XP (Sessions 3–5) | +0 (Sean not present as a player) |
| Earned XP (Session 6, start — catch-up award) | +5 |
| Earned XP (Session 6, end of session) | +5 |
| Spent (Session 6): Per 11→13 [10], Tactics 11→12 [4] | −14 |
| Spent (Session 7): Beam Weapons (Pistol) 17→18 [4] | −4 |
| Earned XP (Session 8) | +5 |
| Earned XP (Session 10) | +5 |
| Spent (Session 13): Fast-Draw (Pistol) 15→16 [2] — GM approved | −2 |
| Earned XP (Session 13) | +5 |
| Available (unspent) | 15 |
Melee Attacks
| Weapon/Mode | Skill | Parry | Damage | Reach | ST | Notes |
|---|---|---|---|---|---|---|
| Large knife | Knife-13 | 10 | sw 1d−2 cut / thr 1d−2 imp | C, 1 | ||
| Brawling punch | Brawling-14 | 11 | 1d−3 cr | C | ||
| Four-arm grapple | Wrestling-15 +4 = 19 | 11 | control | C | Extra Arms +4 |
Ranged Attacks
| Weapon | Skill | Damage | Acc | Range | RoF | Shots | ST | Bulk | Rcl | Notes |
|---|---|---|---|---|---|---|---|---|---|---|
| Grazer pistol (alien) — default weapon | Beam Weapons (Pistol)-18 | 3d (10) burn, sur | 6 | 70/200 † | 10 | 33(3) | -2 | |||
| Blaster pistol (right pair) | Beam Weapons (Pistol)-18 | 3d (5) burn sur | 5 | 300/900 | 3 | 40(3) | -2 | |||
| Blaster pistol (left pair) | Beam Weapons (Pistol)-18 | 3d (5) burn sur | 5 | 300/900 | 3 | 40(3) | -2 | |||
| Grazer rifle (alien) — load-out, toggle on | Beam Weapons (Rifle)-14 | 5d (10) burn, sur | 12 | 70/200 ‡ | 10 | 83(5) | -4 |
Ronin Sanchez was a made thing with a salary. A dynastic family — he only ever calls them “the management” — paid for the full bespoke-protection package on a small, fast, expendable candidate: a second pair of arms, enhanced eyes, a threat-assessment neural co-processor, reflex tuning. The contract said the mods were company property until paid off. The salary said he’d be paying them off for thirty years. He wore their tailoring, drank their whisky, guarded their heir, and was, for about a decade, exceptional at it.
The wetware is why he talks the way he does. It never stops computing — angles, exits, casualty projections — and somewhere in the conditioning they burned out whatever filter sits between the calculation and the mouth. He states the odds. He states them to clients, to their enemies, at dinner parties, at funerals. “There is a ninety-seven percent probability this route gets you killed. It’s your money.” The management found it charming right up until the night he was correct: he called the ambush, was overruled by the heir himself, and carried what was left of the young man home on two of his four arms. Someone had to be blamed, and it wasn’t going to be the family’s own dead golden boy. Dismissed for cause. Contract voided. Which left one accounting problem: the mods in his skin are unpaid property, and the management’s retrieval agents have a standing instruction to repossess them — ideally, but not necessarily, without the rest of him.
He drank his severance, then his savings, then everything but the last good suit — re-tailored, four sleeves, immaculate — down the lanes to the one system where nobody scans a new hire and nobody repossesses arms: the Thides System. MacMillian “security” is the bottom of the barrel, which is exactly why it’s the only door open to him. This is his last option. He gives the crew’s survival odds daily. They are not good. He stays anyway.
📄 Background handouts & references (offered to Sean / Tim): The Management - Chattel Lien and Retrieval Order (Sanchez) · The Management - Certificate of Dismissal (Sanchez) · Four-Arm Gunwork (Ronin Sanchez).
| Item | Level | Points |
|---|---|---|
| Federal Standard | Native (spoken/written) | 0 |
| Culture: Federal Republic mainstream | Native | 0 |
Cash on hand: 37 credits.
| Session | Change | Balance | Note |
|---|---|---|---|
| 10 | set | 30 | Set to 30 credits at the table, GM approved (site inbox request). |
| 10 | −1 | 29 | Set to 29 credits at the table, GM approved (site inbox request). |
| 10 | −2 | 27 | Set to 27 credits at the table, GM approved (site inbox request). |
| 13 | +25 | 52 | Added at the table, GM approved (site inbox request). |
| 13 | −15 | 37 | Room and board, GM approved (site inbox request). |
The old sheet, honored: kept from Sean’s original — Extra Arms 2, Extra Attack, 3D Spatial Sense, Combat Reflexes, Ambidexterity, Acute Vision 2, Deadeye, Alcohol Tolerance, SM −1 at 4’9", the full pilot/nav suite, guns-knife-grapple skillset, the vices (drink, cigars, temper, stubbornness), and the Enemy (former master’s family → “the management”). Cut by Tim’s rules: Wealth (Wealthy) — inverted to Dead Broke, which is the story now. Cut for the new tone: Bloodlust, Callous, Guilt Complex, Revulsion — replaced by the K-2SO suite.
Sean’s additions (2026-07-03): Cooking 11, Sleight of Hand 12, and Sex Appeal 11 added; card playing was already covered by Gambling 11. Funded by cutting six filler points: Soldier, Running, Urban Survival, Escape, Body Language, and the redundant Guns (Pistol) — see the skill-table notes.
The K-2SO suite (Sean’s request): Truthfulness (can’t flatter, can’t soften), Odious Personal Habit (quotes your survival odds, deadpan, unasked), Bad Temper (the mood swings), Stubbornness, plus quirks 1 and 5. Flavored as conditioning damage: the threat-assessment wetware runs constantly and the filter between calculation and mouth was burned out. If Sean wants the “bipolar” reading made mechanical rather than flavored, the honest GURPS trait is Manic-Depressive [−20] (B143) — swap out Bad Temper + Truthfulness + OPH and rebalance 5 pts — but as drafted it stays playable rather than clinical.
Crew fit: reads as the second gun / wheelman with half a face (Streetwise 12, Carousing 12, Savoir-Faire 12 — he can get into the room; whether he should be allowed to talk in it is the comedy). The roster’s remaining gap is the tech — worth noting for the fourth player. Parallel warning: like Six, he’s modified property on the run from his maker. Distinct enough (indentured citizen vs. vat-grown asset; repo-men vs. bounty) but Tim should confirm he’s happy with two variations on the theme — or it’s a feature: the dead end is where that kind of person washes up.
Cheaper build lever (if Tim balks at Extra Attack): drop Extra Attack 1 [25] and buy the Dual-Weapon Attack (Beam Weapons) technique up from default instead (~5 pts) — two shots at a defense-penalized foe, 20 pts freed for HT 12 + Basic Speed or deeper skills. Less cinematic; mechanically leaner.
Active Defenses
Melee Attacks
| Weapon/Mode | Skill | Parry | Damage | Reach | ST | Notes |
|---|---|---|---|---|---|---|
| Large knife | Knife-13 | 10 | sw 1d−2 cut / thr 1d−2 imp | C, 1 | ||
| Brawling punch | Brawling-14 | 11 | 1d−3 cr | C | ||
| Four-arm grapple | Wrestling-15 +4 = 19 | 11 | control | C | Extra Arms +4 |
Ranged Attacks
| Weapon | Skill | Damage | Acc | Range | RoF | Shots | ST | Bulk | Rcl | Notes |
|---|---|---|---|---|---|---|---|---|---|---|
| Grazer pistol (alien) — default weapon | Beam Weapons (Pistol)-18 | 3d (10) burn, sur | 6 | 70/200 † | 10 | 33(3) | -2 | |||
| Blaster pistol (right pair) | Beam Weapons (Pistol)-18 | 3d (5) burn sur | 5 | 300/900 | 3 | 40(3) | -2 | |||
| Blaster pistol (left pair) | Beam Weapons (Pistol)-18 | 3d (5) burn sur | 5 | 300/900 | 3 | 40(3) | -2 | |||
| Grazer rifle (alien) — load-out, toggle on | Beam Weapons (Rifle)-14 | 5d (10) burn, sur | 12 | 70/200 ‡ | 10 | 83(5) | -4 |
Combat Action Chains
Melee
Rules Reference
| Roll | Location | Mod |
|---|---|---|
| 3–4 | Skull | –7 |
| 5 | Face | –5 |
| 6–7 | Right Leg | –2 |
| 8 | Right Arm | –2 |
| 9–10 | Torso | — |
| 11 | Groin | –3 |
| 12 | Left Arm | –2 |
| 13–14 | Left Leg | –2 |
| 15 | Hand | –4 |
| 16 | Foot | –4 |
| 17–18 | Neck | –5 |
| — | Vitals | –3 |
| — | Eye | –9 |
Source: GURPS Basic Set 4e, p. B552
| Speed/Range | Size | Linear Measure |
|---|---|---|
| 0 | 0 | 2 yd |
| -1/+1 | ±1 | 3 yd |
| -2/+2 | ±2 | 5 yd |
| -3/+3 | ±3 | 7 yd |
| -4/+4 | ±4 | 10 yd |
| -5/+5 | ±5 | 15 yd |
| -6/+6 | ±6 | 20 yd |
| -7/+7 | ±7 | 30 yd |
| -8/+8 | ±8 | 50 yd |
| -9/+9 | ±9 | 70 yd |
| -10/+10 | ±10 | 100 yd |
| -11/+11 | ±11 | 150 yd |
| -12/+12 | ±12 | 200 yd |
| -13/+13 | ±13 | 300 yd |
| -14/+14 | ±14 | 500 yd |
| -15/+15 | ±15 | 700 yd |
Source: GURPS Basic Set 4e, p. B550
Equipment
| Qty | Item | Cost | Weight | Notes | |
|---|---|---|---|---|---|
| 1 | Matched blaster pistols ×2 | $4,400 | 3.2 lbs | 3d (5) burn sur; the pair he was issued and never gave back | |
| 1 | Shoulder rigs ×2 (concealed) | $200 | 1 lb | Holdout 11 — a four-armed man’s tailoring hides a lot | |
| 1 | Large knife | $40 | 1 lb | Boot sheath | |
| 1 | Grazer pistol (alien) | $2,200 | 1.5 lbs | Default weapon. Graser Pistol, UT TL12: 3d(10) burn sur, Acc 6, RoF 10, Shots 33(3) on a C cell, ST 4, Bulk −2. Recovered in play (handed over by Rock Lavey), so losable and not SG. Back on the sheet Session 10, GM approved. | |
| 1 | The last bespoke suit (four sleeves) | $1,500 | 2 lbs | Immaculate. Non-negotiable. | |
| 1 | Cheap cigars & lighter | $10 | — | The good ones are gone | |
| 1 | Small Computer + Datapad (mini-comp / PDA / comm) | $110 (issued) | 0.55 lb | MacMillian-issued personal comm — not SG budget. Small Computer (Complexity 4, 10 TB) + Datapad screen & fold/laser keyboard (−2 on complex/lengthy tasks). Free built-in microcommunicator = his comm. | |
| 1 | Unspent SG budget | ≈$31,350 | For Sean/Tim — e.g. ballistic-weave suit lining (concealed armor), spare cells, or bank it | ||
| 1 | Extra load from 1.2G gravity (B350) | — | 31.9 lb | Temporary — Dinon I gravity (1.2G). Not an object: the extra effective weight high gravity adds, (body 135 lb + gear as ticked on the live sheet 24.25 lb) × 0.2 = 31.9 lb (B350). Keep it ticked. Remove when the crew leaves Dinon I. |
Load-Out: Station Issue
| Qty | Item | Cost | Weight | Notes | |
|---|---|---|---|---|---|
| 1 | Electric Stun Wand (TL9) — “Frank Zappa” | $100 | 1 lb | Named “Frank Zappa” (Session 13, GM approved). MacMillian security issue. sw/thr cr + HT-5(2) aff non-lethal knockdown/paralysis. Shortsword skill (defaults DX-5). B cell, 20 strikes. LC4. | |
| 1 | Sonic stun pistol (TL10) | $650 | 1.8 lb | Beam Weapons (Pistol)-18; HT-3(5) aff, Acc 3, 30/100, 66(3), ST 4, LC4. Non-lethal. | |
| 1 | Sonic stun rifle (TL10) | $2,000 | 5 lb | Beam Weapons (Rifle)-14 (default); HT-4(5) aff, Acc 6, 60/180, 56(3), ST 5†, Bulk −3, LC4. | |
| 1 | Nanoweave Tactical Vest (TL10) | $900 | 9 lb | DR 24/10* torso+groin (no plates); flexible. LC2. | |
| 1 | Combat Infantry Helmet (TL11) | $2,000 | 5 lb | DR 36/24 head (skull/face/eyes). B/24 hr. LC2. |
Load-Out: Recovered — alien tech (not Signature Gear)
| Qty | Item | Cost | Weight | Notes | |
|---|---|---|---|---|---|
| 1 | Grazer rifle (alien) | $16,000 | 8 lb | Same recovered provenance as the grazer pistol — losable, not SG. UT118 book stats: 5d(10) burn sur, Acc 12, RoF 10, Shots 83(5) on a D cell, ST 7, Bulk −4. Fires at Beam Weapons (Rifle)-14 (Pistol-4 default; no Rifle skill bought). See Ranged Weapons for the full line and the atmospheric range cap. |
The story so far
- Session 1The Ragged Edge of Space →Ronin Sanchez arrived late and unbothered, which is its own kind of resume.
- Session 2The MacMillian Anomaly →Ronin ran the odds on the break room the second the depressurization warnings lit, and the odds said seal it.
- Session 3Buckle Up, Motherfuckers →They finally handed him the stick for real, and the first thing he did with it was blow the odds.
- Session 4The Case of the Missing Courtesan →He brought her in clean.
- Session 5Hostile Takeover →He came back to a docking bay full of gunfire and a ship that had been sitting under federal lock long enough to go cold, and nobody had to explain the job to him.
- Session 6The Albatross Takes Flight →He found fuzzy dice in a glove box on the fourth day and hung them in the cockpit of a stolen ship with no transponder, no name, an engine that opens its own holes in the universe, and a prisoner in…
- Session 7The Goodwin Contract →Four days of hand-flying is the kind of work that looks like nothing when it goes right.
- Session 8A Crappy Plan Comes Together →He stayed with the ship for the scouting and joined the job for the work, which is the correct order for a bodyguard.
- Session 10Six Shooters and Four Arms →Ronin flew The Albatross out to the edge of the Eris System and into the gate behind a pair of automated freighters.
- Session 11The Cost of a Clone’s Life →Ronin repacked the cargo after the ambush and could not make it all fit: one small box of Castellan Biodynamics vials rode loose on top.
- Session 12That Would Be a Mistake →Ronin flew The Albatross inward through a locked-down Katha System and set her down on pad twelve at Furosuto Supaia Spaceport through cold and ice without a scratch.
- Session 13Albatross Security LLC: The Zenith Job →On the way down the Rangi-Perihelion Elevator Ronin watched the planet come up through the glass: stalk fields being cut in rows, weather ships hanging over Perihelion with their shades out.
- Session 14Iced Tea →Ronin placed the EMP beside Davis Electronics for Shack and got clear before it fired.
Connections
People
Rescued by
- Marlo Petrak NPC hostileRonin physically stopped Six dragging him into an open airlock, then took custody of him.7 sessions, Session 05 - Hostile Takeover to Session 14 - Iced Tea
Places
Located at
- MacMillian Station IV Location neutralTook MacMillian 'security' — the one payroll that doesn't ask why a four-armed man is broke.6 sessions, Session 01 - The Ragged Edge of Space to Session 07 - The Goodwin Contract
Visited
- Firetemic Tower Location2 sessions, Session 07 - The Goodwin Contract to Session 08 - A Crappy Plan Comes Together
- Chae-gul 147 Location1 session: Session 12 - That Would Be a Mistake
- House of Parts Location1 session: Session 07 - The Goodwin Contract
- Meridian Esplanade Location1 session: Session 13 - Albatross Security LLC - The Zenith Job
- Peric IV D Location1 session: Session 10 - Six Shooters and Four Arms
- Processing II Location1 session: Session 02 - The MacMillian Anomaly
- The Comets Tail Location1 session: Session 01 - The Ragged Edge of Space
- Corwin II Subterranean Landing Bay Location
Organisations
Serves
- MacMillian Mining and Extraction Corporation Faction neutralNominal 'security'; in practice the crew's second gun and the only one who can fly anything.5 sessions, Session 01 - The Ragged Edge of Space to Session 13 - Albatross Security LLC - The Zenith Job
Things
Visited
- The Albatross Item6 sessions, Session 06 - The Albatross Takes Flight to Session 13 - Albatross Security LLC - The Zenith Job
Events
Participated in
- The Chae-gul 147 Breakaway Eventflew the ship clear1 session: Session 12 - That Would Be a Mistake
- The Esplanade Sniper Eventstopped the Channel 7 cameraman's drone1 session: Session 13 - Albatross Security LLC - The Zenith Job
- The Rocky Pass Ambush Eventdrove into the ditch; three guns in one volley for three raiders; two more at point-blank range1 session: Session 11 - The Cost of a Clone's Life
- The Airlock Interrogation Eventintervened physically, won the struggle, took custody
- The Coordinate Shakedown Event
- The Corwin II Facility Raid Eventdisarmed the hidden guard; severed the autopilot override; flew the escape
- The Firetemic Tower Raid Eventforced the service elevator; killed a guard with the grazer; recovered a rifle
- The Goodwin Contract Eventpresent
- The House of Parts Handoff Eventpresent
- The Pratrock Takeover Eventfought clear and escaped
- The Processing II Anomaly Event
Other
Member of
- Skin Freaks Heritage neutralHeavily bio-modified — four arms, enhanced eyes. He'd say he's no Skin Freak; the scanners disagree.
Mentions
Sessions
- Session 01 - The Ragged Edge of Space
- Session 02 - The MacMillian Anomaly
- Session 03 - Buckle Up Motherfuckers
- Session 05 - Hostile Takeover
- Session 06 - The Albatross Takes Flight
- Session 07 - The Goodwin Contract
- Session 08 - A Crappy Plan Comes Together
- Session 10 - Six Shooters and Four Arms
- Session 11 - The Cost of a Clone's Life
- Session 12 - That Would Be a Mistake
- Session 13 - Albatross Security LLC - The Zenith Job
- Session 14 - Iced Tea
People
- Basanti Eady
- Bonaccorso Van der Stoep
- Edvin
- Jareth Brand
- Lady Edna
- Leocadia Zavia
- Megan
- Nat Marinov
- Rock Lavey
- Six
Places
- Aethel Starport
- Aethel Subway Station
- Bamboo Lounge
- Davis Electronics
- Docking Bay 36
- Escape Shaft 35B
- Grilled Grouse Stall
- Perihelion Super 8
- Section 102
- Section 103
- The Outpost Cantina
Organisations
Things
- 40mm EMP Device
- Alien Navigation Device
- Autopilot Kill Switch
- Firetemic Fire Suppression Grenades
- Frank Zappa
- Fuzzy Dice
- Grazer Rifle
- Omni Rifle
- Paper Pith Helmet
- Smart Rope
- The P.E.T.A. Crates
- Tracked All-Terrain Transport
- Type II3-A