Dead End

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Ronin Sanchez

Ronin Sanchez

Player Sean TEMPORARY GRAVITY ⚠️ 1.2G — DX −1 (Beam Weapons exempt) · Light: Move 4, Dodge 9 · jumps/throws ×5/6 Point Total 175 Age Early 30s Status alive
Four-armed bio-sculpted bodyguard, Armani swagger, empty pockets, Announces your odds of dying, deadpan, Cannot make himself flatter anyone, Natural pilot
HP/10
FP/11

Appearance

Age
Early 30s
Height
4’9"
Weight
135 lb
Build
Small, quick, four-armed (second pair set below the first)
Appearance
Average — but immaculately dressed
Status
0
TL
11
Race
Human (bio-modified — Skin Freaks spectrum)

Attributes

10
ST
[0]
13
DX
[60]
11
IQ
[20]
11
HT
[10]
Secondary
10
HP
11
Will
13
Per
11
FP
6.00
Basic Speed
6
Basic Move
9 (10 w/ Combat Reflexes)
Dodge
13
Fright Check
Derived
BL 20 lbsThr 1d−2Sw 1dSM −1

Lifting Feats

FeatWeight
One-Handed Lift40 lb
Two-Handed Lift160 lb
Shove & Knock Over240 lb
Carry on Back300 lb
Shift Slightly1000 lb

Slam

1d-3
v=1
1d-2
v=3
1d-1
v=6
Crushing damage at Basic Move up to 6

Active Defenses

Parry (Brawling) 11Parry (Wrestling) 11Parry (Knife) 10Dodge 10

Encumbrance

LevelMax WtMoveDodge
None (0)≤20 lbs610
Light (1)≤40 lbs49
Medium (2)≤60 lbs38
Heavy (3)≤120 lbs27
X-Heavy (4)≤200 lbs16

Reaction Modifiers

Anyone who notices his deadpan, unasked survival-odds announcements (Odious Personal Habit, B22)−1

Advantages

Extra Arms 220
Extra Attack 125
3D Spatial Sense10
Combat Reflexes15
Ambidexterity5
Acute Vision 24
Signature Gear 1 (the pair & the suit)1
Perk: Deadeye 11
Perk: Alcohol Tolerance1

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

NameLvlRelPts
Acrobatics12DX−12
Area Knowledge (home sprawl)11IQ+01
Beam Weapons/TL11 (Pistol)18DX+516
Beam Weapons/TL11 (Rifle)14Pistol−40
Body Sense15†DX+22
Brawling
Parry: 11
14DX+12
Carousing12HT+12
Computer Operation/TL1111IQ+01
Cooking11IQ+02
Detect Lies12Per−12
Electronics Operation/TL11 (Comms)6IQ−50
Fast-Draw (Knife)14†DX+01
Fast-Draw (Pistol)16†DX+24
First Aid/TL1111IQ+01
Free Fall14†DX+11
Gambling11IQ+02
Gunner/TL11 (Beams)13DX+01
Holdout11IQ+02
Intimidation11Will+02
Knife
Parry: 10
13DX+01
Lockpicking/TL1111IQ+02
Navigation/TL11 (Hyperspace)12†IQ+11
Navigation/TL11 (Space)12†IQ+11
Observation14Per+14
Piloting/TL11 (High-Performance Spacecraft)15†DX+14
Savoir-Faire (High Society)12IQ+12
Scrounging13Per+01
Search13Per+02
Sex Appeal11HT+02
Shadowing11IQ+02
Sleight of Hand12DX−12
Spacer/TL1111IQ+01
Stealth13DX+02
Streetwise12IQ+14
Tactics12IQ+18
Vacc Suit/TL1113DX+02
Wrestling
Parry: 11
15DX+28

Points Summary

Attributes90
Advantages & Perks82
Disadvantages−75
Quirks−5
Skills87
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/ModeSkillParryDamageReachSTNotes
Large knifeKnife-1310sw 1d−2 cut / thr 1d−2 impC, 1
Brawling punchBrawling-14111d−3 crC
Four-arm grappleWrestling-15 +4 = 1911controlCExtra Arms +4

Ranged Attacks

WeaponSkillDamageAccRangeRoFShotsSTBulkRclNotes
Grazer pistol (alien) — default weaponBeam Weapons (Pistol)-183d (10) burn, sur670/200 †1033(3)-2
Blaster pistol (right pair)Beam Weapons (Pistol)-183d (5) burn sur5300/900340(3)-2
Blaster pistol (left pair)Beam Weapons (Pistol)-183d (5) burn sur5300/900340(3)-2
Grazer rifle (alien) — load-out, toggle onBeam Weapons (Rifle)-145d (10) burn, sur1270/200 ‡1083(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

Parry (Brawling) 11Parry (Wrestling) 11Parry (Knife) 10Dodge 10

Melee Attacks

Weapon/ModeSkillParryDamageReachSTNotes
Large knifeKnife-1310sw 1d−2 cut / thr 1d−2 impC, 1
Brawling punchBrawling-14111d−3 crC
Four-arm grappleWrestling-15 +4 = 1911controlCExtra Arms +4

Ranged Attacks

WeaponSkillDamageAccRangeRoFShotsSTBulkRclNotes
Grazer pistol (alien) — default weaponBeam Weapons (Pistol)-183d (10) burn, sur670/200 †1033(3)-2
Blaster pistol (right pair)Beam Weapons (Pistol)-183d (5) burn sur5300/900340(3)-2
Blaster pistol (left pair)Beam Weapons (Pistol)-183d (5) burn sur5300/900340(3)-2
Grazer rifle (alien) — load-out, toggle onBeam Weapons (Rifle)-145d (10) burn, sur1270/200 ‡1083(5)-4

Combat Action Chains

Melee

Two-gun opener
Fast-Draw (Pistol) 16 ×2 (free) → Extra Attack: two blaster shots at 17 each, or burst (RoF 3) from each fist. Small (SM −1), Dodge 10, and never surprised — the classic Ronin entrance.
The four-armed clinch
close → Wrestling grapple at 19 (all four arms) → foe at −4 DX → pin at +3 or choke at ST 14. Upper hands can keep a pistol on the room (Extra Attack: shoot while grappling).
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
1Matched blaster pistols ×2$4,4003.2 lbs3d (5) burn sur; the pair he was issued and never gave back
1Shoulder rigs ×2 (concealed)$2001 lbHoldout 11 — a four-armed man’s tailoring hides a lot
1Large knife$401 lbBoot sheath
1Grazer pistol (alien)$2,2001.5 lbsDefault 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.
1The last bespoke suit (four sleeves)$1,5002 lbsImmaculate. Non-negotiable.
1Cheap cigars & lighter$10—The good ones are gone
1Small Computer + Datapad (mini-comp / PDA / comm)$110 (issued)0.55 lbMacMillian-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.
1Unspent SG budget≈$31,350For Sean/Tim — e.g. ballistic-weave suit lining (concealed armor), spare cells, or bank it
1Extra load from 1.2G gravity (B350)—31.9 lbTemporary — 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

QtyItemCostWeightNotes
1Electric Stun Wand (TL9) — “Frank Zappa”$1001 lbNamed “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.
1Sonic stun pistol (TL10)$6501.8 lbBeam Weapons (Pistol)-18; HT-3(5) aff, Acc 3, 30/100, 66(3), ST 4, LC4. Non-lethal.
1Sonic stun rifle (TL10)$2,0005 lbBeam Weapons (Rifle)-14 (default); HT-4(5) aff, Acc 6, 60/180, 56(3), ST 5†, Bulk −3, LC4.
1Nanoweave Tactical Vest (TL10)$9009 lbDR 24/10* torso+groin (no plates); flexible. LC2.
1Combat Infantry Helmet (TL11)$2,0005 lbDR 36/24 head (skull/face/eyes). B/24 hr. LC2.

Load-Out: Recovered — alien tech (not Signature Gear)

QtyItemCostWeightNotes
1Grazer rifle (alien)$16,0008 lbSame 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.
  1. Session 1The Ragged Edge of Space →Ronin Sanchez arrived late and unbothered, which is its own kind of resume.
  2. Session 2The MacMillian Anomaly →Ronin ran the odds on the break room the second the depressurization warnings lit, and the odds said seal it.
  3. Session 3Buckle Up, Motherfuckers →They finally handed him the stick for real, and the first thing he did with it was blow the odds.
  4. Session 4The Case of the Missing Courtesan →He brought her in clean.
  5. 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.
  6. 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…
  7. Session 7The Goodwin Contract →Four days of hand-flying is the kind of work that looks like nothing when it goes right.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. Session 14Iced Tea →Ronin placed the EMP beside Davis Electronics for Shack and got clear before it fired.

Every session in full →

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

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

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

People

Places

Organisations

Things

Events

Creatures

Other