Tuesday, April 26, 2016

Psi Wars: Revisiting the Templates with Technology!

Now that we've gathered up our technological notes, we should go back and carefully revisit each template to see if we've missed anything. The big changes will almost certainly be: Should we include Signature Ship and Ally (Robot Companion)? And how competent should a standard character be with spaceships? Furthermore, we can take this opportunity to revisit the characters, designed one iteration ago, to see if there are any further improvements we can make. For example, are we still happy with the triple-talent design of the Bounty Hunter (answer: No, we're not)?
I had originally intended to post only the notes of my updates, but they turned out to be rather substantial, and in any case this is hardly the longest post I've made, so be warned! There's a lot of text after the jump!



Core Characters

Commando 2.0: 250 points

The commando definitely suffered from not having a playtest character. He was riddled with errors, which have been corrected. Moreover, more of his points have been moved into the core template, with the MOS reduced. The result is a more all-round, epic commando worthy of the name, and a substantially more powerful character. Technological requirements changed very little, though the assault MOS definitely gains access to the neurolash parry and Shield.

Attributes: ST 11 [10], DX 14 [80]; IQ 11 [20]; HT 12 [20]

Secondary Characteristics: Damage 1d-1/1d+1; BL 22 lbs; HP 11 [0]; Will 11 [0]; Per 11 [0]; FP 12 [0]; Basic Speed 6.00 [-10]; Basic Move 6 [0]

Advantages: Born Soldier 2 [10], Combat Reflexes [15], Fit [5], Gunslinger [25], Luck [15]. You may choose to take Military Rank [0]. • Choose a total of 25 points from the following: ST +1 or +2 [10/level], DX +1 [20], IQ +1 [20], HT +1 or +2 [10/level], HP +1 to +4 [2/level], Will +1 to +3 [5/level], FP +1 to +3 [3/level], Absolute Direction [5], Absolute Timing [2], Acute Vision [2/level], Armor Familiarity (Judo or Karate) [1], Born Soldier +3 to +4 [5/level], Contact Group (Military, Skill 12, 15 or 18, 9 or less) [5, 10, 15], Danger Sense [15], Daredevil [15], Enhanced Dodge (Dive for Cover) 1-3 [5/level], Fearlessness +1 to +5 [2/level], Gizmos 1-3 [5/level], Hard to Kill [2/level], Hard to Subdue [2/level], High Pain Threshold [10], Lifting ST +1 to +4 [3/level], Military Rank +1 to +3 [5/level], Night Vision 1-5 [1/level], Rapid Healing or Very Rapid Healing [5 or 15], Serendipity 1 [15], Signature Gear [Varies], Wild Talent [20/level], Weapon Bond [1], improve Fit [5] to Very Fit [15] for 10 points, improve Luck [15] to Extraordinary Luck [30] for 15 points. • Choose one MOS Lens (Assault, Heavy Weapons or Recon) below for 30 points.

Disadvantages: Either Duty (Required if your character has Military Rank) (Space Army, 12 or less, Extremely Hazardous) [-15] or 15 points from Code of Honor (Soldier's or Mercenaries) [-10], Fanaticism (Faction) [-15], Gullibility [-10*], Impulsiveness [-10], Lecherousness [-15*], Overconfidence [-5*], Sense of Duty (Team or Faction) [-5 to -10], Selfless [-5*], Workaholic [-5]. •  Divide 35 points among the previous disadvantages or among Appearance (Unattractive or Ugly) [-4 to -8], Bad Temper [-10*], Bloodlust [-10*], Callous [-5], Chummy [-5], Compulsive Carousing [-5*], Easy to Read [-10], Flashbacks (Mild) [-5], Honesty [-10*], Intolerance (Rival Faction) [-5], No Sense of Humor [-10], Oblivious [-5], Post-Combat Shakes [-5*].

Primary Skills: Beam Weapons (Rifle) (E) DX+2 [4]-16, Hiking (A) HT [2]-12, Savoir-Faire (Military) (E) IQ+31 [2]-14, Soldier (A) IQ+31 [4]-14, Throwing (A) DX [2]-14, Vacc Suit (A) DX [2]-14

Secondary Skills: Beam Weapons (Pistol) (E) DX [1]-14; Stealth (A) DX [2]-14; • Either Brawling (E) DX+1 [2]-15 or Karate (H) DX-1 [2]-13; • Either Judo (H) DX-1 [2]-13 or Wrestling (A) DX [4]-14; • Choose four of Fast-Draw (Pistol, Grenade or Longarm) (E) DX+22 [2]-16, Gunner (Beams), Guns (Grenade Launcher) or Knife all (E) DX+1 [2]-15, Spear (A) DX [2]-14, Camouflage or First Aid both (E) IQ+1 [2]-12, Leadership (A) IQ+31 [2]-14, Armoury (Any), Artillery (Guided Missile), Electronics Operations (Comms), Forward Observer, all (A) IQ [2]-11, Tactics both (H) IQ+11 [2]-12, Expert Skill (Military) (H) IQ-1 [2]-10, Swimming (E) HT+1 [2]-13, or Scrounging (E) Per+31 [2]-14.

Background Skills: Computer Operation (E) IQ [1]-11; Pilot (Contragravity or Starship) (A) DX-1 [1]-12, and 20 points chosen from a background lens.


 • Assault Trooper Lens: 30

Attributes: ST +1 [10]

Secondary Traits: Basic Move +1 [5]

Advantages: Fearless +1 [2]. Add Neurolash Field Parry [1] to the advantage options.
Skills: Improve Beam Weapons (Pistol) to (E) DX+2 [4]-16 for 3 points; Gain Forced Entry (E) DX+1 [2]-15; Divide 8 points among Fast-Draw (Any) (E) DX+31 [2]-17, Beam Weapons (Projector), Knife, Jumping all (E) DX+1 [2]-15, Climbing, Shield or Shortsword all (A) DX [2]-14, Explosives (Demolition) both (A) IQ [2]-11, Running (A) HT [2]-12, Intimidation (A) Will [2]-11, or any unarmed skill by +1 for 2 points.


 • Heavy Weapons Lens: 30

Attributes: ST +2 [20]

Advantages: Huge Weapons 2 [2].

Disadvantages: Add Pyromania [-5*] to disadvantage options.

Skills: Add Lifting (A) HT [2]-12 to the secondary skill options. • Choose two of Beam Weapons (Projector), Gunner (Beams), or Guns (Grenade Launcher) all (E) DX+3 [8]-15, Artillery (Guided Missile) (A) IQ+2 [8]-13, or improve Beam Weapons (Rifle) +2 levels for 8 points, or take all of
  • Explosives (Demolition) (A) IQ+1 [4]-12, and two of Architecture (A) IQ [2]-11, Engineer (Civil or Starship) (H) IQ-1 [2]-10;

 • Recon Specialist Lens: 30

Advantages: Stalker +3 [15]

Disadvantages: May not take Chummy [-5]. Add Loner [-5*] to disadvantage options.

Skills: Gain Electronics Operation (Comms) (A) IQ-1 [1]-10, Navigation (Land) (A) IQ+33 [2]-14, Observation (A) Per [2]-11, Survival (Any) (Per/A) Per+33 [2]-14. Improve Beam Weapons (Rifle) to DX+5 [12]-18 for +8 points.

Note: The following skills improve for free: Hiking improves to HT+33 [2]-15; Stealth improves to DX+33 [2]-17; If you choose Camouflage, improve it to IQ+43 [2]-15
*: Modified by self-control value
1: +2 from Born Soldier
2: +1 from Combat Reflexes
3: +3 from Stalker

Fighter Ace 2.0: 250 points

I decreased the available points in the general advantage pool in favor of improved DX. Furthermore, I removed 3D Spatial Sense in favor of Hot Shot Pilot because a pilot cares more about Gunnery than about Navigation, and to create a greater contrast with the (Spoiler!) Smuggler template. The resulting character is far more competent, but also more focused, than the original version. The latest template folds in some additional insights gained from the playtests, including Leadership and Tactics given higher priority, and a slew of new perk options.

Attributes: ST 10 [0], DX 14 [80]; IQ 12 [40]; HT 11 [10]

Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs; HP 10 [0]; Will 12 [0]; Per 12 [0]; FP 11 [0]; Basic Speed 6.00 [-5]; Basic Move 6 [0]

Advantages: Combat Reflexes [15], Hot Shot Pilot +4 [20], Luck [15] and either Military Rank 2 [10] or Contact Group (Space Navy, Skill 15, 9 or less) [10]. • Choose a total of 35 points from the following: Increased DX +1 to +2 [20/level], Increased IQ +1 to +2 [20/level], Increased HT +1 to +2 [20/level], Increased Basic Speed [5/level], Increased Move [5/level], 3D Spatial Sense [10], Ally (Robot, 50%, almost all the time) [9],Appearance (Attractive) [4], Charisma +1 [5], Daredevil [15], Danger Sense [15], Enhanced Dodge (Vehicular, Pilot skill) +1 to +3 [5/level], Enhanced Dodge +1 [15], Fearlessness [2/level], Fit [5], Hard to Kill [2/level], Higher Purpose (Dogfighter or Ship Escort) [5], Perfect Balance [15], Rapier Wit [5], Serendipity 1-2 [15/level], Signature Gear [Varies], Signature Ship [Varies], Wild Talent 1 [20], Upgrade Luck [15] to Extreme Luck [30] for 15 points, or Ridiculous Luck [60] for 45 points, or choose up to five Fighter Ace perks
Fighter Ace Perks: Equipment Bond (Ship), Calibrations, Feel of the Ship, Fishbed Flier, Intuitive Pilot, Light-Jumper, Mark of the Ace, Maverick, Primed to Go, Reacquire Target, Sidewinder, Soar like a Leaf, Wing Commander

Disadvantages: Either Duty (Required if your character has Military Rank) (Space Navy, 12 or less, Extremely Hazardous) [-15] or 15 points from Code of Honor (“Fight Fair”, Mercenary's or Soldiers) [-5 or -10], Compulsive Behavior (Thrill-Seeking) [-5*], Fanaticism (Faction) [ -15], Impulsiveness [-10], Lecherousness [-15], Obsession (Defeat rival ace) [-5], Overconfidence [-5*], Sense of Duty (Team or Faction) [-5 or -10]; • Choose an additional 35 points from the above or from Bad Temper [-10*], Bloodlust [-10*], Bully [-10*], Chummy [-5], Compulsive Carousing [-5*], Delusion (Invincible in my fighter), Jealousy [-10], Trickster [-15*], Intolerance (Rival Faction) [-5], On the Edge [-15*], Pacifism (Cannot Harm Innocents) [-10].

Primary Skills: Pilot (Starship) (A) DX+61 [8]-20, Artillery (Guided missiles) (A) IQ+3 [12]-15, Gunner (Beams) (E) DX+61 [4]-20, Navigation (Hyperspace) (A) IQ+31 [1]-15, Beam Weapons (Pistol) (E) DX [1]-14; • Divide 8 points among Beam Weapons (Rifle or Projector) all (E) DX+1 [2]-15, Leadership (A) IQ [2]-12, Tactics (H) IQ-1 [2]-11, improve any of the previous skills, increase Gunner (Beams) or Beam Weapons (Pistol) +1 level for +2 points, or increase Pilot or Artillery (Guided Missile) +1 level for +4 points.

Secondary Skills: Stealth (A) DX+1 [4]-14; Free-Fall (A) DX+13 [1]-15; Parachuting (E) DX; Savoir-Faire (Military) (E) IQ [1]-12; Spacer (IQ/E) IQ+2 [4]-14; Vacc Suit (A) DX [2]-14; • Either Brawling (E) DX+1 [2]-14 or Karate (H) DX-1 [2]-12; • Either Judo (H) DX-1 [2]-12 or Wrestling (A) DX [2]-13; [1]-14; • Choose four of Fast-Draw (Pistol) (E) DX+22 [2]-15, Pilot (Flight Pack) (A) DX+125 [2]-15 Climbing (A) DX [2]-13, Escape (H) DX-1 [2]-12, Area Knowledge (Region of Space), Camouflage or First Aid both (E) IQ+1 [2]-13, Connoissuer (Starship), Electronics Operation (Comms, EW, Sensors), Electrician, Fast-Talking, Leadership, Lockpicking, Machinist, Mechanic(Contragravity or Starship), Navigation (Land), Public Speaking, Shadowing all (A) IQ [2]-12, Swimming (E) HT+1 [2]-12, Carousing, Hiking, Running, Sex-Appeal all (A) HT [2]-12, Scrounging (E) Per+1 [2]-13, Survival (Any) or Urban Survival, both (A) Per [2]-12, or Intimidation (A) Will [2]-12

Background Skills: Computer Operation (E) IQ [1]-11, Pilot (Contragravity) (A) DX+23 [0]-16, and 20 points chosen from a background lens.
*Modified by Self-Control Rating
1: +4 from Hotshot Pilot
2: +1 from Combat Reflexes
3: From Pilot (Starship) default

Space Knight 2.0: 250 points

I've created a new talent that improves the more requisite skills a Space Knight (as a space guardian) has, making him excel at the personal/area security I designed him to tackle. For combat, his skill set has been made more flexible to allow for a greater variety of weapons, including most of the new melee ones. I've also added Electronic Repairs, since he's meant to deal with emergencies, and that will also help him improvise, if it turns out to be necessary to do so. I've also given him the option for greater wealth, as befits a space knight.

Attributes: ST 11 [10], DX 13 [60]; IQ 12 [40]; HT 12 [20]

Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs; HP 11 [0]; Will 13 [5]; Per 12 [0]; FP 12 [0]; Basic Speed 6.00 [-5]; Basic Move 6 [0]

Advantages: Either Legal Enforcement Powers (Space Knight) [15] and Security Rank 0 [0] or Contact Group (Space Knights, Skill 18, 9 or less) [15]. • Combat Reflexes [15]; Luck [15]; Space Guardian +2 [10]; • A total of 30 points from the following: ST +1 to +2 [10/level], DX+1 [20], IQ +1 [20], HT +1 to +2 [10/level], HP +1 to +4 [2/level], Will +1 to +3 [5/level], Per +1 to +3 [5/level], FP +1 to +5 [3/level], Ally (Robot, 50%, almost all the time) [9], Bug Sweeper [1], Charisma +1 to +2 [5/level], Danger Sense [15], Enhanced Dodge 1 [15], Enhanced Parry (Single Weapon) +1 to +3 [5/level], either Fearlessness +1 to +5 [2/level] or Unfazeable [15], Fit or Very Fit [5 or 15], Hard to Kill +1 to +3 [2/level], Hard to Subdue +1 to +3 [2/level], High Pain Threshold [10], Lifting ST +1 to +4 [3/level], Neurolash Parry [1], Penetrating Voice [1], Peripheral Vision [15], Rapier Wit [5], Recovery [10], Sacrificial Parry [1], Security Rank +1 to +4* [5/level], Serendipity 1-2 [15/level], Signature Gear [Varies], Signature Ship [Varies], Weapon Bond [1], Weapon Master (Single Weapon) [20], Wealth [varies], Wild Talent 1 [20], or upgrade Luck [15] to Extraordinary Luck [30] for 15 points.

Disadvantages: Choose either Duty (Space Knight Order, 15 or less, Extremely Hazardous) [-20] or -20 points from Charitable [-15*], Code of Honor (Bushido or Chivalry) [-15], Fanaticism (Employer or Faction) [-15], Impulsiveness [-10], Overconfidence [-5*], Selfless [-5*], Sense of Duty (Employer, Team or Faction) [-2, -5 or -10], Vow (Protect specific person) [-5], Workaholic [-5];  Choose an additional -30 from the previous disadvantages or from Bloodlust [-10*], Callous [-5], Honesty [-10*], Intolerance (Rival Faction) [-5], Guilt Complex [-5], Pacifism (Cannot Harm Innocents) [-10], Secret (Past Failures or Crimes) [-5 to -20], Stubbornness [-5], Truthfulness [-5*], Vows (Any) [-5 to -15]

Primary Skills:

Law (Galactic) (H) IQ [4]-12, Observation (A) Per+32 [4]-15; Savoir-Faire (E) IQ+2 [4]-14; Intelligence Analysis (H) IQ+32 [8]-15; • Beam Weapons (Pistol) (E) DX+1 [2]-14; Fast-Draw (Any) DX+11 [1]-14; • Either Brawling (E) DX+2 [4]-15 or Karate (H) DX [4]-13; • Either Judo (H) DX [4]-13 or Wrestling (A) DX+1 [4]-14; • Choose one of Broadsword, Force Sword, Polearm or Shortsword all (A) DX+3 [12]-16; Divide 8 points among Shield (Shield or Force) or Knife all (E) DX+2 [4]-15, Broadsword, Force Sword, Polearm, or Shortsword all (A) DX+1 [4]-14, or improve any of the above or one unarmed skill by +1 levels for 4 points or +2 levels for 8 points.


Secondary Skills: Pilot (Contragravity or Starship) (A) DX [2]-13, Stealth (A) DX [2]-13; • Choose one of First-Aid (E) IQ+1 [2]-13, Electronics Operation (Surveillance) (A) IQ+22 [2]-14, Tactics (H) IQ+12 [2]-13, Body Language or Search both (A) Per+22 [2]-14; • Choose three from the previous or from Gunner (Beams), Jumping both (E) DX+1 [2]-14, Climbing, Parry Missile Weapon or Riding (Any) both (A) DX [2]-13, Acrobatics (H) DX-1 [2]-12, First-Aid (E) IQ+1 [2]-13, Connoisseur (Any), Electronics Operation (Communications, Security or Sensors), Electronics Repair (Communication, Security, Sensors or Surveillance), Explosives (EOD), Fast-Talk, Holdout, Leadership, Navigation (Hyperspace), Public Speaking or Traps all (A) IQ [2]-12, Diplomacy or Expert Skill (Military) both (H) IQ-1 [2]-11, Swimming (E) HT+1 [2]-13, Lifting or Running both (A) HT [2]-12 or Intimidation (A) Will [2]-13.

Background Skills: Computer Operation (E) IQ [1]-11; Vacc Suit (A) DX [1]-13 and 20 points chosen from a background lens. 22
*Modified by Self-Control Rating
1: +1 from Combat Reflexes
2: +2 from Space Guardian

Space Guardian [5/level]: Body Language, Electronics Operation (Surveillance), Intelligence Analysis, Observation, Search, Tactics.

Alternate Bonus: Danger Sense, but only for the target you are currently protecting. Your “Danger sense” roll is at IQ-3, with a bonus equal to your talent level.

Spy 2.0: 250 points

Of all the templates, I was happiest with the Spy, and that bears out regarding quality of character, diversity of concept and focus of design. The Spy needed very little updates regarding technology (as she already excelled at that), though I've expanded her knowledge base regarding buildings and spaceships to allow for superior infiltration and sabotage techniques.

Attributes: ST 10 [0], DX 14 [80]; IQ 14 [80]; HT 11 [10]

Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs; HP 10 [0]; Will 14 [0]; Per 15 [5]; FP 11 [0]; Basic Speed 6.00 [-5]; Basic Move 6 [0] (-0)

Advantages: Craftiness +2 [10] or Impersonator +2 [10], Luck [15]. • Choose a total of 30 points from the following: DX +1 [20], IQ +1[20], HT +1 [10], Will +1 to +3 [5/level], Per +1 to +3[5/level], Basic Speed [5/level], Basic Move +1 to +3 [5/level], Absolute Timing [2], Acute Senses (Any) [2/level], Ally (Robot, 50%, almost all the time) [9], Appearance (Attractive or Beautiful) [4 or 12], Bug Sweeper [1], Cat Fall [10], Combat Reflexes [15], Compact Frame [1], Contact Group (Any, skill 12, 15 or 18, 9 or less) [5, 10, 15], Craftiness +1 to +4 [5/level], Cultural Adaptability [10], Cultural Familiarity [1], Danger Sense [15], Daredevil [15], either Eidetic Memory or Photographic Memory [5 or 10], Flexibility [5], Gizmos 1-3 [5/level], High Heeled Heroine [1], High Manual Dexterity +1 to +4 [5/level], Honest Face [1], Impersonator +1 to +4 [5/level], Intelligence Rank 1-4 [5/level] Language [6], Night Vision 1-9 [1/level], Perfect Balance [15], Signature Gear [Varies], Security Clearance [5-15], Serendipity 1-2 [15/level], Voice [10], Wild Talent 1 [20], Zeroed [10], or improve Luck [15] to Extraordinary Luck [30] for 15 points.

Disadvantages: Choose -15 from Code of Honor (Professional) [-5], Compulsive Behavior (Thrill-Seeking) [-5*], Curious [-5*], Duty to Intelligence Agency* (9 or less to 15 or less, Extremely hazardous) [-10, -15,-20], Fanaticism (Faction) [-15], Obsession (Uncover particular secret or bring down particular organization/enemy) [-5], Overconfidence [-5*], Secret (“Is a spy”, “Double Agent” or Past crimes) [-10 to -20], Sense of Duty (Team or Faction) [-5 or -10], Workaholic [-5]; • Choose another -35 points from the above or from ST -1 [-10], HP -1 to -3 [-2/level], Alcoholism [-15], Callous [-5], Impulsiveness [-10*], Jealousy [-10], Insomniac [-10 to -15], Loner [-5*], Nightmares [-5*], Pacifism (Cannot harm innocents) [-10], Paranoia [-10], Post-Combat Shakes [-5*], Signature Gear [varies], Signature Spaceship [varies], Skinny [-5], Social Stigma (Criminal Record), Stubbornness [-5], Trademark [-5 to -15], Trickster [-15*].

Primary Skills: Intelligence Analysis (H) IQ+1 [8]-15, Observation (A) Per+1 [4]-16, Search (A) Per+1 [4]-16, Stealth DX+21 [8]-16. • Choose four of Filch (A) DX+1 [4]-15, or Pickpocket (H) DX [4]-14. Forced Entry (E) DX+2 [4]-16, Acting, Disguise both (A) IQ+33 [4]-17, Electronics Operation (Communications, Security, Sensors, or Surveillance), Holdout1, Shadowing1, Fast-Talk all (A) IQ+1 [4]-15, Computer Hacking (H) IQ [4]-14, or Carousing (E) HT+1 [2]-12, or Sex Appeal (A) HT [2]-11.

Secondary Skills: Beam Weapons (Pistol) (E) DX [1]-14; • Either Brawling (E) DX+1 [2]-15 or Karate (H) DX-1 [2]-13; • Either Judo (H) DX-1 [2]-13 or Wrestling (A) DX [2]-14; Computer Operation (E) IQ+1 [2]-15; • Choose five from Beam Weapons (Rifle) (E) DX [1]-14, Climbing (A) DX-1 [1]-13, Escape or Sleight of Hand (H) DX-2 [1]-12, Current Affairs (Headline News or Politics) or Savoir-Faire (High Society, Mafia, Military)2,all (E) IQ+2 [4]-16 (E) IQ [1]-14, Camouflage1, Electrician, Electronics Operation (Comms, Security, Sensors, Surveillance), Explosives (Demolition), Mechanic (Any!), Photography, Research, Smuggling, Speed-Reading, Streetwise2 , Traps all (A) IQ-1 [1]-13, Computer Hacking, Engineer (Civil or Starship), Expert Skill (Conspiracy Theory or Military Science) all (H) IQ-2 [1]-12, Swimming (E) HT [1]-11, Running (A) HT-1 [1]-10, Scrounging (E) Per [1]-15, Body Language2, Lip-Reading both (A) Per-1 [1]-14, Detect Lies (H) Per-2 [1]-13

Background Skills: Divide 2 points among Pilot (Contragravity or Starship) both (A) DX-1 [1]-13 or Navigation (Hyperspace) (A) IQ-1 [1]-13, or improve one of the above by one level to [2] for +1 point; Vacc Suit (A) DX-1 [1]-13, and 20 points chosen from a background lens.

Notes: Duty is required if the character has Intelligence Rank. Zeroed and Social Stigma are mutually incompatible.
1: If you chose Craftiness, add +2 to this skill.
2: If you chose Impersonator, add +2 to this skill.
3: +2 from either Craftiness or Impersonator
Craftiness: Acting, Camouflage, Disguise, Holdout, Shadowing, Stealth
Impersonator: Acting, Body Language, Disguise, Mimicry, Savoir-Faire, Streetwise

Rim Characters

Bounty Hunter 2.0: 250 points

I've shifted the Bounty Hunter more completely into a combat role. The investigative elements have been focused down into the street-smart Tough Guy role (made mandatory with a talent purchase). All additional talents have been removed. Likewise, more spy-like tricks have also been removed, and I've trimmed IQ a point. The Bounty Hunter is now primarily focused on finding his (urban) prey, breaking in and getting them back out. I've also increased their competence with a starship, as they'll almost certainly need to use one during the course of their work.

Attributes: ST 11 [10], DX 14 [80]; IQ 12 [40]; HT 12 [20]

Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs; HP 11 [0]; Will 12 [0]; Per 12 [0]; FP 12 [0]; Basic Speed 6.00 [-10]; Basic Move 6 [0].

Advantages: Combat Reflexes [15], Legal Enforcement Powers (Bounty Hunter License) [5], Luck [15], Tough Guy +2 [10]. • Choose a total of 35 points from the following: +1 to +3 ST [10/level], +1 DX [20], +1 IQ [20], +1 to +2 HT [10/level], +1 to +3 HP [2/level], Perception +1 to +3 [5/level], +1 Basic Speed [20], +1 to +3 Basic Move [5/level], Acute Senses (Any) [2/level], Ally (Robot, 50%, almost all the time) [9], Ambidexterity [5], Appearance (Attractive or Beautiful) [4 or 12], Contact Group (Criminal, Space Patrol or Security Agency; Skill-12, 15, or 18; 9 or less; Somewhat Reliable) [5, 10, or 15], Cultural Familiarity [1/level], Danger Sense [15], Daredevil [15], Enhanced Dodge 1 [15], either Fearlessness [2/level] or Unfazeable [15], Fit or Very Fit [5 or 15], Gunslinger (Blaster Pistols only -60%) [10] or Gunslinger [25], Hard to Kill [2/level], Hard to Subdue [2/level], High Pain Threshold [10], Intuition [15], Language [2-6], Neurolash Field Parry [1], Night Vision 1-9 [1/level], Rapid Healing or Very Rapid Healing [5 or 15], Resistant to Poison +3 or +8 [3 or 5], Serendipity 1-2 [15/level], Signature Gear [Varies], Signature Ship [varies], improve Tough Guy to +3 or +4 [5/level], Wild Talent 1 [20], or Upgrade Luck [15] to Extraordinary Luck [30] for 15 points or choose from some of the perks below:

Perks: Alcohol Tolerance, Blaster Perks, Equipment Bond (Vehicle), High Heeled Heroine, Honest Face, Off-Hand Weapon Training, Penetrating Voice, Weapon Bond

Disadvantages: Choose a total of -15 points from Code of Honor (Pirate's or Professional's) [-5], Greed [-15*], Impulsive [-10], Intolerance (Criminal Scum) [-5], Obsession (Bring a specific target to justice) [-5*] or (Destroy specific criminal enterprise, such as ending slavery) [-10*], Overconfidence [-5*], Sense of Duty (Team) [-5], Workaholic [-5]; • Choose -35 points from the previous, or from the following: Appearance (Unattractive to Ugly) [-4 to -8], Bad Temper [-10*], Bully [-10*], Callous [-5], Flashbacks [-5 to -10], Jealousy [-10], Loner [-5*], No Sense of Humor [-10], Odious Personal Habit [-5], Pacifism (Cannot Harm Innocents) [-10], Post-Combat Shakes [-5*], Secret (Past Crimes) [-5 to -20], Social Stigma (Criminal Record) [-5], Stubbornness [-5*], Trademark [-5 to -15] or Wealth (Struggling) [-10]

Primary Skills: Law (Galactic) (H) IQ [4]-12; Streetwise (A) IQ+32 [4]-15; Beam Weapons (Pistol) DX+2 [4]-16; Fast-Draw (Any) (E) DX+11 [1]-15; • Select two from Shadowing (A) IQ+32 [4]-15, Criminology, Research both (A) IQ+1 [4]-13, or Observation, Search or Tracking all (A) Per+1 [4]-13; • Choose one of Brawling (E) DX+2 [4]-16 or Karate (H) DX [4]-14; • Choose one of Wrestling (A) DX+1 [4]-15 or Judo (H) DX [4]-14; • Divide 8 points among Beam Weapons (Rifle) or Gunner (Beams) both (E) DX+2 [4]-16 or Shortsword or Throwing both (A) DX+1 [4]-15 or Artillery (Guided Missile) (A) IQ+1 [4]-13, or improve any of the previous skills, Beam Weapons (Pistol), Judo or Wrestling by one level for 4 points, or two levels for 8 points;

Secondary Skills: Stealth (A) DX+1 [4]-15; Pilot (Starship) (A) DX+1 [4]-15; Navigation (Hyperspace) (A) IQ [2]-12; • Choose one of Savoir-Faire (High Society, Mafia or Military) all (E) IQ+1 [2]-13, Fast-Talk (A) IQ+22 [2]-14, Carousing (E) HT+1 [2]-12, Sex Appeal (A) HT [2]-11, Intimidation (A) Will+22 [2]-14; • Choose four from among the previous social skills or from Forced Entry or Jumping both (E) DX+1 [2]-14, Climbing (A) DX [2], Acrobatics (H) DX-1 [2]-12, Area Knowledge (Region of Space) or First Aid, both (E) IQ+1 [2]-13, Connoisseur (Blasters or Starships), Electronics (Security, Sensors or Surveillance), Explosives (Demolition), Holdout, Mechanic (Contragravity or Starship), or Smuggling all (A) IQ [2]-12, Tactics (H) IQ-1 [2]-11, Swimming (E) HT+1 [2]-13, Hiking or Running both (A) HT [2]-11 or Scrounging, Survival (Any) or Urban Survival, all (A) Per [2]-12;

Background Skills: Computer Operation (E) IQ [1]-12; Vacc Suit (A) DX [2]-14; Choose 20 points from a background lens;

*: Modified by self-control value
1: +1 from Combat Reflexes
2: +2 from Tough Guy
Tough Guy can be found on page 16 of Power-Ups 3: Talents and in GURPS Mysteries.

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