Appearance
Attributes
Lifting Feats
| Feat | Weight |
|---|---|
| One-Handed Lift | 68 lb |
| Two-Handed Lift | 272 lb |
| Shove & Knock Over | 408 lb |
| Carry on Back | 510 lb |
| Shift Slightly | 1700 lb |
Slam
Active Defenses
| Location | DR |
|---|---|
| Skull | 80 |
| Face | 60 |
| Neck | 60 |
| Torso | 100 |
| Arms | 60 |
| Hands | 60 |
| Legs | 60 |
| Feet | 60 |
Encumbrance
| Level | Max Wt | Move | Dodge |
|---|---|---|---|
| None (0) | ≤34 lbs | 7 | 11 |
| Light (1) | ≤68 lbs | 5 | 10 |
| Medium (2) | ≤102 lbs | 4 | 9 |
| Heavy (3) | ≤204 lbs | 2 | 8 |
| X-Heavy (4) | ≤340 lbs | 1 | 7 |
Advantages
| Trained by a Master | 30 |
| Combat Reflexes | 15 |
| High Pain Threshold | 10 |
| Vacuum Support | 5 |
| Signature Gear | 1 |
| Off-Hand Weapon Training (Axe/Mace) | 1 |
| Standard Operating Procedure ×2 (Always Armored; Helmet to Hand) | 2 |
| Armor Familiarity ×2 (Karate, Judo) | 2 |
| Weapon Bond (vibro-axe) | 1 |
Disadvantages
| Dead Broke | −25 |
| Secret (escaped/stolen, bounty on his head) | −20 |
| Social Stigma (Valuable Property) | −10 |
| Clueless | −10 |
| Code of Honor (Professional — “the Doctrine”) | −5 |
| Callous | −5 |
| Quirk: Quietly loyal to P.E.T.A., the kids who freed him | −1 |
| Quirk: Eats every meal like it’s his last | −1 |
| Quirk: Uncomfortable being treated as a person | −1 |
| Quirk: Hates being cold | −1 |
| Quirk: Painfully literal | −1 |
Skills
| Name | Lvl | Rel | Pts |
|---|---|---|---|
| Acrobatics | 15 | DX-1 | 2 |
| Axe/Mace | 18 | DX+2 | 8 |
| Beam Weapons (Pistol) | 18 | DX+2 | 4 |
| Beam Weapons (Rifle) | 16 | DX+0 | 1 |
| Carousing | 8 | HT-4 | 0 |
| Climbing | 15 base 16 | DX+0 | 2 |
| Computer Operation | 11 | IQ+1 | 2 |
| Electronics Operation (Comms) | 9 | IQ-1 | 1 |
| Electronics Operation (Security) | 10 | IQ+0 | 2 |
| Fast-Draw (Axe) | 16 | DX+0 | 1 |
| Fast-Draw (Pistol) | 17 | DX+1 | 2 |
| First Aid/TL | 10 | IQ+0 | 1 |
| Forced Entry | 17 | DX+1 | 2 |
| Free Fall | 17 | DX+1 | 4 |
| Intimidation | 5 | Will-5 | 0 |
| Judo Parry: 12 | 16 | DX+0 | 4 |
| Karate Parry: 12 | 17 | DX+1 | 8 |
| Observation | 11 | Per-1 | 1 |
| Spacer | 10 | IQ+0 | 1 |
| Stealth | 15 base 16 | DX+0 | 2 |
| Strategy | 4 | IQ-6 | 0 |
| Tactics | 4 | IQ-6 | 0 |
| Vacc Suit | 16 | DX+0 | 2 |
Techniques
| Name | Default | Lvl | Pts |
|---|---|---|---|
| Choke Hold | Judo-2 | 16 | 3 |
| Dual-Weapon Attack (Beam Weapons (Pistol)) | Beam Weapons (Pistol)-4 | 14 | 0 |
| Kicking | Karate-2 | 17 | 3 |
| Ranged Rapid Strike (Beam Weapons (Pistol)) | Beam Weapons (Pistol)-6 | 12 | 0 |
| Targeted Attack (Axe Swing/Neck) | Axe/Mace-5 | 16 | 4 |
| Targeted Attack (Beam Weapons (Pistol)/Skull) | Beam Weapons (Pistol)-7 | 15 | 5 |
| Targeted Attack (Beam Weapons (Rifle)/Skull) | Beam Weapons (Rifle)-7 | 11 | 3 |
Points Summary
| Attributes | 170 |
| Secondary Characteristics | 10 |
| Advantages & Perks | 67 |
| Disadvantages | −75 |
| Quirks | −5 |
| Skills | 50 |
| Techniques | 18 |
| Total (spent) | 235 |
| 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 |
| Spent — DX 14 → 15 (Session 4) | −20 |
| Spent — Targeted Attack (Axe/Neck) to cap (Session 7) | −4 |
| Spent — Climbing +1, Electronics Operation (Security) +1 (Session 7) | −2 |
| Earned XP (Session 8) | +5 |
| Earned XP (Session 9) | +5 |
| Earned XP (Session 10) | +5 |
| Spent — DX 15 → 16 (Session 10) | −20 |
| Spent — Beam Weapons (Rifle), Electronics Operation (Comms), Computer Operation +1 (Session 10) | −3 |
| Earned XP (Session 11) | +5 |
| Spent — Targeted Attack (Beam Weapons/Skull): Pistol +2, Rifle +2 (Session 11) | −6 |
| Earned XP (Session 12) | +5 |
| Spent — Beam Weapons (Pistol) 17→18 [2], Targeted Attack (Pistol/Skull) 12→15 [2], Fast-Draw (Pistol) 16→17 [1] (Session 13) | −5 |
| Earned XP (Session 13) | +5 |
| Earned XP (Session 14) | +5 |
| Available (unspent) | 10 |
Melee Attacks
| Weapon/Mode | Skill | Parry | Damage | Reach | ST | Notes |
|---|---|---|---|---|---|---|
| Vibro-axe | Axe/Mace-19 | 13 (0U) | 3d+2 (3) cut | 1 | ||
| Karate punch | Karate-17 | 12 | 1d+1 cr | C | ||
| Karate kick | Karate-17 | — | 1d+2 cr | C, 1 | ||
| Judo grapple / throw / Takedown | Judo-16 | 12 | — / slam | C |
Ranged Attacks
| Weapon | Skill | Damage | Acc | Range | RoF | Shots | ST | Bulk | Rcl | Notes |
|---|---|---|---|---|---|---|---|---|---|---|
| Grazer pistol (alien) — holstered | Beam Weapons (Pistol)-18 | 3d (10) burn, sur | 6 | 70/200 † | 10 | 33(3) | -2 | |||
| Blaster pistol (Fine) — stowed, toggle on | Beam Weapons (Pistol)-18 | 3d (5) burn | 6 | 300/900 | 3 | 200(3) | -2 | |||
| Holdout electrolaser | Beam Weapons (Pistol)-18 | HT-2 (2) stun + 1d-3 burn | 2 | 10/20 | 3 | 22(3) | -1 | |||
| Grazer rifle (alien) — unlocked, load-out, toggle on | Beam Weapons (Rifle)-16 | 5d (10) burn, sur | 12 | 70/200 ‡ | 10 | 83(5) | -4 |
A vat-grown, human-based replicant engineered as a hull-breacher: cross the dark between ships, cut through the hull, and clear the crew — by whatever means is most efficient. Kill or subdue is a cold tool-selection, never a moral one: he kills the instant killing is the cleanest path to the objective, with zero hesitation, and subdues when subduing is — he neither avoids nor seeks killing, and feels nothing either way. Between contracts he was racked in cryostasis — so his whole conscious life is fight, freeze, fight. Passes for human on sight; only a deep bio-scan or records pull reveals what he is. Legally he isn’t a person — he’s inventory.
Six reads as a big, hard-used man in his early thirties — six-two and densely built, the muscle laid on with the even, purposeful symmetry of something grown to spec rather than earned in a gym. Olive, flawlessly even skin — until you find the old breach-work scars: burns, a puckered seam where a bulkhead bit him. Black hair buzzed to nothing; pale grey eyes that track movement with a flat, patient economy and almost never blink first. He moves with the stillness of a thing that is only ever waiting to fight, and talks — when he talks — too literally and a beat too late, like a man reading a language he learned but never lived in.
He is never out of his rig: a bulky, work-scuffed EVA hardsuit in faded MacMillian livery (it is not a work suit), helmet clipped at his hip, the vibro-axe never far from his hand. Somewhere not easily seen — inside a forearm, the nape under the hairline — is a small etched maker’s mark and batch code: CASTELLAN // MACE-06. It’s the one part of him that tells the truth — and a physical tell that could blow his Secret on a close search.
His maker stamped him MACE-pattern Boarding Asset, vat-batch 06 — so the kids who thawed him called him “Six.” It stuck. He was grown and conditioned by Castellan Biodynamics, a military bio-contractor out of the Meridian System system, for one job: board and clear ships. Between contracts: cryostasis.
P.E.T.A. (People for the Ethical Treatment of Androids) — militant android-rights youth led by the firebrand Kumari Profeta — cracked a Castellan Biodynamics cryo-vault and “liberated” a handful of assets, Six among them. The raid went loud; most of the kids scattered or were caught. Six walked into a society he has no manual for — no citizenship, no papers, no money, no idea how any of it works beyond violence. Castellan wants its property back and there’s a quiet recovery bounty. Anywhere with real infrastructure means scanners and questions he can’t survive, so he ran to the one place at the end of the charted lanes where nobody checks papers and the only employer hires any warm body with no questions: 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.
There was a leash on all of that, and it was made of faith. Castellan Biodynamics didn’t only condition the body, they wrote in a Silicon Heaven: behave, work clean, leave no loose ends, and when the asset is finally spent its pattern is carried up to a paradise built for good machines. A reward at the far end of the racking. He held it the way he holds a range reading, flat and total, no metaphor in him to hold it any other way. Behave, and you go somewhere good when they’re done with you. Where else would a used-up thing go? The belief cost Castellan nothing to install, and it did the work of a hundred guards.
P.E.T.A. cut that leash with a single sentence. There is no Silicon Heaven. No upload, no paradise, nothing at the end of the work but the end of the work. It should have shut him down, the way a cheaper pattern hunts forever for an answer that was never filed. It didn’t. What was left when the afterlife went dark was the job itself, done clean because clean is what he is and not because anything is keeping the tally now. Kumari Profeta and the kids cracked his vault and pulled his body into the cold. Telling him the calculators go nowhere freed the rest of him.
📄 Background handouts & references (offered to Tim): Castellan - Asset Recovery Notice (MACE-06) · Castellan - Unit Provenance Record (MACE-06) · PETA - Kumari’s Note (Liberation of Vault 9) · Six - Letter to PETA (The Peric Assets) · Freefighting (Spacer Kung-Fu).
Full style writeup: Freefighting (Spacer Kung-Fu). Every technique below is usable right now at its “Rolls at” number with 0 points spent (a technique defaults to its skill, minus a penalty for the Hard ones). Read the number, make the roll. The techniques bought above already sit at full skill.
| Technique | Diff | Rolls at (now) | Bought cap | Use |
|---|---|---|---|---|
| Arm Lock (Judo) | Avg | 16 | 20 | leverage joint-lock; +4 to keep him held, cranks crushing dmg |
| Sweeping Kick | Hard | 14 | 17 | momentum takedown → prone / spinning |
| Ground Fighting (Karate) | Hard | 13 | 17 | buys off the no-footing −4 attack / −3 defense |
| Disarming (Judo) | Hard | 16 | 21 | strip a weapon barehanded (−2 if he’s holding one) |
| Targeted Attack (Axe Swing/Neck) | Hard | 17 (bought) | 17 | the suit-breach cut — neck seal at −5, vibro-axe AD(3) |
- These are reference lines at default (0 pts) except where bought into the main Techniques table above. DX 14→15 [20], DX 15→16 [20] and Targeted Attack (Axe/Neck) to cap [4] are bought; the next priority buy is Arm Lock (Judo) +2 to +4 [2–4]. See the style doc for the full order.
Cash on hand: 0 credits.
| Session | Change | Balance | Note |
|---|---|---|---|
| 10 | +30 | 30 | Handed 30 credits. |
| 10 | −2 | 28 | Bar: his own food and drink. |
| 10 | −2 | 26 | Whiskey to take back to the ship. |
| 10 | −2 | 24 | Cantina: breakfast and whiskey. |
| 11 | +25 | 49 | Pay for the delivery to the Roberts homestead. |
| 11 | +10 | 59 | Tip for dealing with the raiders. |
| 11 | −10 | 49 | Gave the tip to Marlo Petrak back aboard The Albatross. |
| 11 | −2 | 47 | Postage: a letter to P.E.T.A. about the clones in the Peric system. |
| 12 | +120 | 167 | From Shackleton Magellan, for the jellyfish. |
| 12 | −5 | 162 | Import tax on the vibro-axe as a tool, Furosuto Supaia Spaceport. |
| 12 | −2 | 160 | Import tax on the jellyfish liquor. |
| 12 | −160 | 0 | Big Willie’s Jellyfish Adventure overnight, his share at Captain Krusty’s, a t-shirt, and gifts for the crew and the ship. Spent to the last credit. |
Study hours toward a skill, per Improvement Through Study (B292–293): 200 hours = 1 point with a qualified teacher (Teaching 12+ and more skill than the student). Self-taught hours count at half rate, and intensive training (B293) counts each hour double. Points earned this way can go only into the skill that was trained. Method, rate, and any payout are Tim’s call.
| Session | Skill | Hours | Method | Notes |
|---|---|---|---|---|
| 10 | Karate | 12 | Unconfirmed — teacher or self-taught? | Requested at the table 2026-09-27. |
| 11 | Karate | 2 | Unconfirmed — teacher or self-taught? | Logged at the table 2026-10-04. |
| 13 | Karate | 12 | Unconfirmed — teacher or self-taught? | Logged 2026-10-18. |
Running totals:
| Skill | Hours logged | Toward next point | Next level |
|---|---|---|---|
| Karate | 26 | 26 / 200 with a teacher (26 / 400 self-taught) | Karate 17 → 18 costs +4 pts (8 → 12) = 800 h taught / 1,600 h self-taught |
Fish-out-of-water hook: fluent in ships (Spacer), hopeless with people (Clueless/Callous). Will 10 + no Fearlessness is intentional — he doesn’t process social fear, but the genuinely unknown can still unnerve him. It’s a tuned soft spot, not a hole: Combat Reflexes gives him Fright Check 12, he never freezes, and recovers fast from mental stun — but still no Fearlessness, still mortal to the genuinely wrong. His martial mastery (Trained by a Master) is loaded combat software — which is why he fights like a master yet has no social graces: the combat package was installed; the social one never was.
Status model: synthetic “assets” are an openly recognized property underclass (the class P.E.T.A. fights for). So Six’s Valuable Property stigma is his latent legal reality on exposure; he physically passes in a crowd, but records/scans/the batch-brand drop him into it. His Secret is the sharper danger on top: that he’s escaped/stolen property with a live bounty.
The Always-Armored / Helmet-to-Hand SOPs mean he’s always visibly in armor — which makes the chameleon work-suit disguise load-bearing, not optional: it’s the only thing keeping “guy who never takes his combat rig off” from screaming threat everywhere he goes. Combined with Vacuum Support, a sudden hull breach won’t kill him: the decompression can’t hurt him, he holds his breath, and the helmet’s already to hand to slap on.
Purchase goal — targeting software (Complexity 4). Six aims to buy the TL9 targeting program (UT149): +2 to one Guns or Gunner specialty, running through the HUD link he already has (his helmet HUD is smartgun-compatible, and the Fine blaster carries the link). It runs on his Complexity 4 Small Computer. It costs $3 at TL11 prices or $300 at TL9 prices (UT25) — a gear purchase, not a point spend. Questions for Tim: which TL price applies, whether it counts as Signature Gear, and whether its bonus covers Beam Weapons (Pistol), since the book names Guns and Gunner.
Active Defenses
| Location | DR |
|---|---|
| Skull | 80 |
| Face | 60 |
| Neck | 60 |
| Torso | 100 |
| Arms | 60 |
| Hands | 60 |
| Legs | 60 |
| Feet | 60 |
Melee Attacks
| Weapon/Mode | Skill | Parry | Damage | Reach | ST | Notes |
|---|---|---|---|---|---|---|
| Vibro-axe | Axe/Mace-19 | 13 (0U) | 3d+2 (3) cut | 1 | ||
| Karate punch | Karate-17 | 12 | 1d+1 cr | C | ||
| Karate kick | Karate-17 | — | 1d+2 cr | C, 1 | ||
| Judo grapple / throw / Takedown | Judo-16 | 12 | — / slam | C |
Ranged Attacks
| Weapon | Skill | Damage | Acc | Range | RoF | Shots | ST | Bulk | Rcl | Notes |
|---|---|---|---|---|---|---|---|---|---|---|
| Grazer pistol (alien) — holstered | Beam Weapons (Pistol)-18 | 3d (10) burn, sur | 6 | 70/200 † | 10 | 33(3) | -2 | |||
| Blaster pistol (Fine) — stowed, toggle on | Beam Weapons (Pistol)-18 | 3d (5) burn | 6 | 300/900 | 3 | 200(3) | -2 | |||
| Holdout electrolaser | Beam Weapons (Pistol)-18 | HT-2 (2) stun + 1d-3 burn | 2 | 10/20 | 3 | 22(3) | -1 | |||
| Grazer rifle (alien) — unlocked, load-out, toggle on | Beam Weapons (Rifle)-16 | 5d (10) burn, sur | 12 | 70/200 ‡ | 10 | 83(5) | -4 |
Combat Action Chains
Melee
Multi-Action Combat Skill Chains
Operational state throughout: in armor at Light encumbrance — grazer holstered, blaster stowed, ≈67.5 lbs (Move 5, Dodge 10). Toggling the blaster back on alongside the grazer adds 1.6 lbs and drops him to Medium (Move 4, Dodge 9). Both Karate and Judo run at full skill suited (Armor Familiarity ×2). Combat Reflexes is baked in.
Lethal options — when a kill is the cleaner, faster answer
- Axe Rapid Strike (Trained by a Master halves the penalty): two swings at 19−3 = 16 each. Armor-divisor (3) guts most DR; with Cannon Fodder, potentially two mooks down in one second.
- All-Out Attack (Strong), axe: 3d+4 (3) cut — the finisher / breach-through-a-body.
- Targeted Attack (Axe/Neck) — next purchase when points free up; turns a hit into a kill.
- Grazer pistol (Beam Weapons-18): 3d(10) burn, sur — armor-divisor 10, RoF 10, vacuum-safe and at full 10/30-mile range out there. The hardest-hitting thing he owns against heavy DR. Atmospheric ceiling 200 yards.
- Blaster pistol (Beam Weapons-18), stowed by default: 3d(5) burn at range, armor-divisor 5 — works in vacuum, and keeps 300/900 reach in atmosphere where the grazer is capped. Toggling it on costs 1.6 lbs and drops him to Medium unless he sheds first.
Non-lethal options — when alive-and-quiet is the cleaner objective
- From behind (Stealth 15 at Light / after a throw): Choke Hold, no defense allowed → carotid choke, ~3 seconds to unconscious.
- Front of a fight: Judo grapple → Takedown (they fall prone) → re-grip neck → Choke Hold. Prone + grappled = no realistic escape.
- Cannon-Fodder tap-out: a single Karate kick (1d+2) past DR drops a mook — declare it non-lethal. Faster than the choke when speed beats control.
- Counter-choke (punish a parry): foe attacks → Judo Parry 12 (+3 on a Retreat) → next turn step into close combat and Choke Hold 16 (−1 front) to the neck → choke out. (A successful barehanded Judo parry is a legal entry into the grapple.)
- Ranged stun: Holdout electrolaser (Beam Weapons 17) → HT-2 (2) affliction at 10/20 — non-lethal drop at range. Atmosphere only (no stun in vacuum).
Ranged options — the “ranged axe” when he can’t or won’t close
- Aimed precision shot: Aim 1 turn (brace if he can) → Attack: 18 + 6 (Acc) + 1 (HUD link) [+1 braced] = effective ~25–26 before range penalty. At shipboard ranges (~0 penalty) that easily affords a called shot — −7 skull, −5 vitals/eye. Grazer (carried): 3d(10) burn sur, AD 10. Blaster (stowed): 3d(5) burn, AD 5 — the grazer is the one on his hip, and the one to aim with when the target is armored.
- Fast-Draw snap shot: Fast-Draw (Pistol)-17 readies the holstered grazer as a free action → Attack same turn at 18 (no Aim). The reaction shot when a threat appears before he’s drawn.
- Burst: grazer RoF 10 (blaster RoF 3 if toggled on) — at close range his effective skill clears Rcl 1 by a wide margin, so the grazer can stack a lot of 3d(10) hits on one target. This is the single biggest gain from carrying it as primary.
- Zero-G snipe: beam weapons are exempt from the Free Fall cap, so he fires at full 17 while drifting — untrained foes are stuck at Free Fall default (~9) for their own attacks. He out-shoots them in his own element. In vacuum the grazer is unshackled from its air-absorption cap entirely.
- Kite / break-off: when a foe is behind cover, too armored to grapple, or closing is a bad trade, back to range — grazer AD 10 > blaster AD 5 > axe AD 3 against heavy DR. Electrolaser is the atmosphere-only non-lethal version (HT-2 stun, 10/20).
Defense & survival
- Dodge 10 at Light (9 if he loads back to Medium), retreat to 13; Karate Parry 12 twice a turn (weapons unpenalized). He rarely gets hit.
- High Pain Threshold ignores shock and resists stun/KO; DR 100 shrugs off small arms; Vacuum Support + helmet-to-hand means a hull breach won’t kill him.
- Fright Check 12, never freezes, +6 to shake off mental stun. No Fearlessness — the genuinely unknown is his one soft spot.
- ⚠️ The choke ties up both hands — no parry while choking, and he’s committed to one target. Great 1-on-1; bad when outnumbered.
Zero-G (Spacer Kung-Fu)
- Free Fall 17 is the key: nothing of his is penalized except the vibro-axe (19→17); Karate/Judo/Choke/Kicking are all ≤17, and beam weapons are exempt. Most enemies fight at Free Fall default (~9) — zero-G is his turf. Free Fall 17 keeps him oriented through a tumble; Acrobatics 15 for flips.
- Brace off a bulkhead to strike at full power; Judo throws redirect momentum into walls — devastating where there’s no “down.”
- EVA mobility: the hand thruster lets him cross open space ship-to-ship under his own power — point-and-burst on Free Fall 17, 30 bursts (≈30 yd/s of Δv) per cylinder.
Doctrine / target priority
- Pick the mode that closes the job fastest and cleanest — throw → choke (or a pulled strike) when alive-and-quiet matters; the axe or blaster when a kill is the faster, cleaner answer. No hesitation, no preference — pure efficiency.
- Outnumbered: throw several prone (−4 to everything they do), then choke or axe the one that matters.
- He’s the breach point — cut in (Forced Entry 17), clear the compartment, control it.
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 | Location | Notes | |
|---|---|---|---|---|---|---|
| 1 | Vibro-axe | $500 | 4 lbs | Hand / belt | 3d+2 (3) cut; C cell, 75 sec/cell | |
| 1 | Holdout electrolaser | $250 | 0.3 lbs | Concealed | HT-2 (2) stun; atmosphere only | |
| 1 | Grazer pistol (alien) | $2,200 | 1.5 lbs | Holster (primary sidearm) | Graser Pistol, UT TL12 — a gamma-ray laser, one TL above local. 3d(10) burn, sur; Acc 6, RoF 10, Shots 33(3), ST 4, Bulk −2, Rcl 1, LC 3. Runs on a C cell — the same cell as the blaster and vibro-axe, so his existing spare feeds it. Range 10/30 miles in vacuum, capped at 70/200 yards in atmosphere. Fires on Beam Weapons (Pistol)-18. Not Signature Gear — recovered in play, so it is losable and sits outside the 1-pt SG loadout. | |
| 1 | Helmet lamp (integral to suit) | incl. | — (in suit) | Helmet | Multi-mode headlamp built into the sealed helmet (white / red / IR, 50-yd beam) — a child component of the Space Armor, so no separate encumbrance. As a standalone item it would be a 0.5-lb / $300 Smart Flashlight (UT). | |
| 1 | Inertial compass (integral to suit) | $30 (counted in Signature Gear) | — (in suit) | Helmet / suit | Inertial navigation built into the Signature Gear suit (UT74 inertial compass): tiny computer, GPS and video screen. Always shows which way is north; retraces any path he has walked in the past month (no roll); works underground, not in interstellar space. +3 Navigation (Air, Land, Sea). Feeds his helmet HUD and overlays his position on digital maps if he has them. A child component of the Space Armor, so no separate encumbrance. Its $30 counts against the Signature Gear budget even though it adds no weight. | |
| 1 | Small Computer + Datapad (mini-comp / PDA / comm) | $110 | 0.55 lbs | Suit / pocket | Small Computer (Complexity 4, 10 TB) + Datapad screen & fold/laser keyboard (−2 on complex or lengthy keyboard-and-screen tasks). Free built-in microcommunicator = his personal comm. Hosts his Computer Operation / Electronics Operation (Security) software | |
| 1 | Trauma patches | $17 | 0.6 lbs | On person | Bandage Spray Can (TL9, 6 app): seals & restores 1 HP in 3 sec at TL11, +2 First Aid for bleeding (0.5 lb, $15). Plasti-Skin field pack (4 app): pressure bandage / tourniquet (0.1 lb, $2). Replaces the 2-lb First Aid Kit — keeps the seal-and-heal, drops only the general +1 kit bonus he rarely used. Consumable stock, resupplied through the crew. | |
| 1 | Hand thruster | $50 | 4 lbs | Worn / clipped | Cold-gas; Free Fall 16; 30 bursts/cylinder (extra cylinder +1 lb). Signature Gear — always carried and always counted in encumbrance. The last thing he would ever shed. | |
| 1 | Reload spares (C cell + B cell) | $13 | 0.55 lb | On person | Signature Gear. One spare C cell (0.5 lb, $10) — reloads the vibro-axe or blaster — plus one B cell (0.05 lb) for the electrolaser. Loaded cells already ride in each weapon (blaster 200 shots, vibro-axe 75 sec, electrolaser 22); these are the on-body spares. Any further heavy C-cell spares stage on the ship. | |
| 1 | Disguised Space Armor (suit + helmet + Chameleon Surface) | $31,000 | 56 lbs | Worn | DR 100/60 (suit) & 80/60 (helmet); sealed, Vacuum Support; chameleon work-suit livery | |
| 1 | Extra load from 1.2G gravity (B350) | — | 56.5 lb | — | Temporary — Dinon I gravity (1.2G). Not an object: the extra effective weight high gravity adds, (body 215 lb + gear as ticked on the live sheet 67.5 lb) × 0.2 = 56.5 lb (B350). Keep it ticked. Remove when the crew leaves Dinon I. |
Load-Out: Owned — stowed by default (Signature Gear)
| Qty | Item | Cost | Weight | Notes | |
|---|---|---|---|---|---|
| 1 | Blaster pistol (Fine) | $4,400 | 1.6 lbs | His own weapon, Signature Gear, simply not carried by default. 3d(5) burn, AD 5, Acc 6, smartgun + HUD link, vacuum-safe, RoF 3, 200(3), Bulk −2. Beam Weapons (Pistol)-18. Toggle it on for atmospheric range work — 300/900 against the grazer’s 70/200 air ceiling. Adding it to the standing loadout costs 1.6 lbs and drops him to Medium (Move 4, Dodge 9), so it is a deliberate trade, not a default. |
Load-Out: Issued / returnable (not Signature Gear)
| Qty | Item | Cost | Weight | Notes | |
|---|---|---|---|---|---|
| 1 | Electric Stun Wand (TL9) | $100 (issued) | 1 lb | MacMillian security issue — not SG. sw/thr cr + HT-5(2) aff knockdown. Shortsword → Six defaults to DX-5 = 10 (he’d sooner choke someone out). B cell, 20 strikes. LC4. | |
| 1 | Sonic stun pistol (TL10) | $650 | 1.8 lb | Station armory (returnable). Beam Weapons (Pistol)-18; HT-3(5) aff, Acc 3, 30/100, 66(3), ST 4, Bulk −2, LC4. Non-lethal — unconscious minutes = margin. | |
| 1 | Tangler grenade (TL9) | $80 | 1 lb | MacMillian security issue — not SG. Standard hand-grenade warhead, double cost for the tangler payload (UT155). Anyone struck is grappled and rooted (ST 36 effect, −4 DX, can’t Move or Change Posture); 1-yard radius — anyone adjacent to the target is caught too. Thrown (DX-3 default or Throwing); 1 Ready to pull the pin, 2-sec fuse. LC4. |
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, Rcl 1, two-handed. Biometric lock removed by Rock Lavey in Session 11, with Shackleton Magellan burning Gizmos to help the roll — it fires. Beam Weapons (Rifle)-16. Carrying it adds 8 lb: 67.5 → 75.5 lb, Medium (Move 4, Dodge 9, −2 Climbing/Stealth), and Light is out of reach with it slung unless the vibro-axe and more stay behind. No spare D cell. See Ranged Weapons for the full line and the atmospheric range cap. |
The story so far
- Session 1The Ragged Edge of Space →Six came to the Thides system the way freight comes to anywhere, sealed in a crate, iced down, waiting for the motion to stop.
- Session 2The MacMillian Anomaly →The one thing he wanted for himself, he wanted badly and out loud, and it went nowhere.
- Session 3Buckle Up, Motherfuckers →They put him on a ship with no armor and no guns and he said the true thing about it out loud, that it was incomplete, because a breaching hull without teeth is a body without a spine and he does…
- Session 4The Case of the Missing Courtesan →The engines were nearly dry and somebody said so out loud, and Six offered to get out and push.
- Session 5Hostile Takeover →The corridor still smelled of burnt insulation when he decided what the story would be.
- Session 6The Albatross Takes Flight →Four days is a long time with nothing to breach.
- Session 7The Goodwin Contract →Four days in transit is four days of unmapped territory, and Six does not leave territory unmapped.
- Session 8A Crappy Plan Comes Together →The transport did not slow down for the inner garage, and Six rode its roof through the turns with his cheek against the metal, rolling to keep the overhangs off him, because the alternative was…
- Session 9Snakes on a Catwalk →The picture the police had of him was one frame, blurred, of a man in full body armor walking a body out of the Firetemic Tower.
- Session 10Six Shooters and Four Arms →Twenty-four hours of shore leave at Aethel Starport, then six days in the fold.
- Session 11The Cost of a Clone’s Life →He searched the dead of The Rocky Pass Ambush with Rock Lavey and found the same face under every wrapping.
- Session 12That Would Be a Mistake →The broadcasts in the Katha System were about jellyfish rights and a lockdown.
- Session 13Albatross Security LLC: The Zenith Job →The rations ran out over Dinon I, and the money had run out before that.
- Session 14Iced Tea →The patrol picked up where it had stopped.
Connections
People
Allied with
- Rock Lavey 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
Captured
- Marlo Petrak NPC neutralCaptured the technician during the compound raid.9 sessions, Session 04 - The Case of the Missing Courtesan to Session 14 - Iced Tea
Deceived by
- Toller Vance NPC neutralSent Six and the crew on a fake lead to get them out of the establishment.
Friend of
- Paul NPC warmBonded with Six over cocktails and cigars.1 session: Session 14 - Iced Tea
Sought by
- Yael Corrin NPC hostileTo her he isn't a fugitive — he's a misfiled MACE-pattern asset to recover or write off.
Knows
- Flora NPC warmTourist Six met on the Session 12 jellyfish tour2 sessions, Session 13 - Albatross Security LLC - The Zenith Job to Session 14 - Iced Tea
- Frederick NPC warmTourist Six met on the Session 12 jellyfish tour2 sessions, Session 13 - Albatross Security LLC - The Zenith Job to Session 14 - Iced Tea
- McKenna NPC warmFlirted with Six during the interviews and offered to show him a 'fun mission' sometime.2 sessions, Session 04 - The Case of the Missing Courtesan to Session 05 - Hostile Takeover
- Milang NPC warmTourist Six met on the Session 12 jellyfish tour2 sessions, Session 13 - Albatross Security LLC - The Zenith Job to Session 14 - Iced Tea
- Viola NPC warmTourist Six met on the Session 12 jellyfish tour2 sessions, Session 13 - Albatross Security LLC - The Zenith Job to Session 14 - Iced Tea
- Bob NPC warmTourist Six met on the Session 12 jellyfish tour1 session: Session 13 - Albatross Security LLC - The Zenith Job
- Miriam NPC warmTourist Six met on the Session 12 jellyfish tour1 session: Session 13 - Albatross Security LLC - The Zenith Job
- Sylvie NPC warmOne of the pensioners Six knows1 session: Session 14 - Iced Tea
Places
Enemy of
- Federal Republic of Worlds Location hostileLegally non-human property; exposure means reclamation or bounty.5 sessions, Session 05 - Hostile Takeover to Session 12 - That Would Be a Mistake
Located at
- MacMillian Station IV Location neutralTook the only job left to him — MacMillian 'security' at the dead-end of known space.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
- Meridian Esplanade Location1 session: Session 13 - Albatross Security LLC - The Zenith Job
- 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
Created by
- Castellan Biodynamics Faction hostileGrew and conditioned him (MACE-pattern boarding asset, vat-batch 06); legally still owns him.2 sessions, Session 07 - The Goodwin Contract to Session 11 - The Cost of a Clone's Life
Enemy of
- Firetemic Tower Security Team Faction hostileTwo of them died on the 17th floor, one by Six's hands, one by Ronin's grazer.1 session: Session 08 - A Crappy Plan Comes Together
Knows
- Wrinkles in Time Tours Organization warmSix met the group on the jellyfish tour and knows every member by name1 session: Session 14 - Iced Tea
Rescued by
- P.E.T.A Faction warmFreed Six from corporate cryostasis; he carries a quiet, wordless debt to them.3 sessions, Session 11 - The Cost of a Clone's Life to Session 14 - Iced Tea
Things
Owned by
- Paper Pith Helmet Item neutralWorn on top of his combat infantry helmet for the rest of the evening, with complete sincerity.1 session: Session 07 - The Goodwin Contract
Visited
- The Albatross Item7 sessions, Session 06 - The Albatross Takes Flight to Session 13 - Albatross Security LLC - The Zenith Job
Events
Participated in
- The Chae-gul 147 Breakaway Eventgave Fabian away, cut the docking locks, destroyed the beacon1 session: Session 12 - That Would Be a Mistake
- The Esplanade Sniper Eventspotted the figure, pinged the location, braced his grazer rifle, answered the stand-down with "Mission incomplete."1 session: Session 13 - Albatross Security LLC - The Zenith Job
- The Katha Lockdown Eventphotographed her on the excursion boat and watched her taken1 session: Session 12 - That Would Be a Mistake
- The Roberts Estate Storm Raid Eventrode in Roberts's vehicle; shot out the thieves' tire, then killed the driver1 session: Session 11 - The Cost of a Clone's Life
- The Rocky Pass Ambush Eventfirst out of the vehicle; killed both twin snipers; shot the raider grappling Rock Lavey1 session: Session 11 - The Cost of a Clone's Life
- The 07-Delta Raid Eventtook point; killed two demolition workers and four control-room operatives
- The Airlock Interrogation Eventinterrogator; opened the airlock and dragged Petrak toward it
- The Corwin II Facility Raid Eventdestroyed the drone, most of the robots and the cannon-armed unit; cut the hangar doors open by hand
- The Firetemic Tower Raid Eventsewer and transport infiltration; cut up through three floors; killed a guard by hand; scaled the exterior; took Goodwin
- The Goodwin Contract Eventproposed abseiling, carving through the ground floor, or the 17th-floor window
- The House of Parts Handoff Eventheld the garage door as overwatch
- The Pratrock Takeover Eventfought clear and escaped
- The Processing II Anomaly Event
- The Sewer Breakout Eventdug the tunnel with the vibro-axe; misjudged his heading; cut through the cinder block into the starport sub-level
- The Shipping Sector Ambush Eventspotted the tripwire; charged the gas; killed an attacker through the visor
- The Storage B-342 Handoff Eventdumped Goodwin on the boxes; hosed off; named Romeijn's troop deployment aloud
Mentions
Sessions
- Session 01 - The Ragged Edge of Space
- Session 02 - The MacMillian Anomaly
- Session 03 - Buckle Up Motherfuckers
- Session 04 - The Case of the Missing Courtesan
- Session 05 - Hostile Takeover
- Session 06 - The Albatross Takes Flight
- Session 07 - The Goodwin Contract
- Session 08 - A Crappy Plan Comes Together
- Session 09 - Snakes on a Catwalk
- 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
- Adelina Feliciano
- Agata Nicodemo
- Aliya Pontecorvo
- Basanti Eady
- Bergljot Peric
- Bertha
- Big Willie
- Blaise Fabian
- Clubber
- Daniela Akkermans
- Doug
- Drugstore Owner
- Eliise Hawkins
- Hasib Eberhardt
- Hildebrand Panza
- Holger Graeme
- Julija Borja
- Leonard Romeijn
- Megan
- Naja Juan
- Nat Marinov
- Peter Goodwin
- Pia Kadyrov
- Ronin Sanchez
- Roselyn Monroe
- Shackleton Magellan
- Solveig Kaufer
- The Armored Bounty Hunter
- The Hotel Sniper
- Wilton Agramunt
Places
- Aethel
- Aethel Security Checkpoint
- Aethel Starport
- Aethel Starport Sub-Level
- Agramunt's Private Residence
- Apice Entertainment Building
- Bamboo Lounge
- Big Willie's Jellyfish Adventure
- Captain Krusty's
- Denny Burgers
- Docking Bay 36
- Docking Ring
- Entertainment District
- Escape Shaft 35B
- Furosuto Supaia
- Furosuto Supaia Spaceport
- Goodwin Investments Office
- Katha V
- Kinetic Logistics Compound
- Local Drugstore
- MacMillian Station Security Office
- Marshal's Office
- Meridian IV
- Meridian System
- Peric Provisions
- Perihelion Super 8
- Rangi-Perihelion Elevator
- Relay Station 11
- Ritz-Carlton
- Section 102
- Section 103
- Station 45
- The Charter Gate
- The Club
- The Krusty Sextant
- Thides Cast Studio
Organisations
Things
- Alien Metal Chunks
- Alien Navigation Device
- Apice Security Contract
- Beam Pistol
- Bio-computer Implant
- Corrosive Goo
- Cybernetic Eye
- Electronic Trigger Box
- Firetemic Tower Cargo Automaton
- First Aid Kit with Auto-Doc
- Forged Citizen ID Cards
- Fuzzy Dice
- Grazer Pistol (Pattern)
- Grazer Rifle
- Kinetic Logistics Combat Robot
- Kinetic Logistics Container
- Kinetic Logistics ID Card
- Law Machine
- Mysterious Relay
- Tangler Grenades