Tuesday, October 11, 2016

Psi-Wars Template: The Frontier Marshal (and the Bounty Hunter)

Frontier Marshal 1.0: 250 points

Intergalactic Space Cowboy,
by Tuabak
The Frontier Marshal was an idea I had all the way back in Iteration 1, and I think it remains viable. Law and crime seem very important themes in Psi-Wars, whatever side of the law you’re on. Rim characters, by and large, are on the “wrong” side of the law, so the Frontier Marshal represents a lone representative of law in a lawless domain, which means he needs to be very self-reliant.

The Bounty Hunter represents the other law-enforcement character, which gives us an interesting challenge, in that the Bounty Hunter and Frontier Marshal need to fill different roles, despite existing largely in the same niche. Both offer us a chance to explore martial arts, but they’re not going to be martial artists. They’ll be characters highly skilled in gun combat, preferably in their own ways.

The Frontier Marshal, like the Bounty Hunter, needs to be good at combat, but will need to favor low tech weapons and it’s not “in theme” for him to be a skilled unarmed fighter: He doesn’t need to bring his targets in “alive or dead.” He just needs to resolve the problem. The Frontier Marshal is also on the frontier. If the domain of the Bounty Hunter is “hives of scum and villainy,” the frontier marshal lives on the edges of the civilized world, roaming villages, dunes and mountains to find bandits and lawbreakers. He’ll be a skilled survivalist, rider or driver, someone deeply familiar with the landscape he’s in. In a sense, he’ll mingle some of the scavenger’s niche with the bounty hunter’s niche, with a little extra focus on survivalism. A better name for him might be a ranger, given his focus on whatever sort of environment that his beat is made up out of.

The styles contributing to the Frontier Marshal are the Way of the Galaxy and the Huntsman’s Path. He hasn’t formally studied these styles, but rather they represent a sort of commonality to how these particular characters tend to fight.




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

Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs; HP 11 [0]; Will 12 [0]; Per 14 [10]; FP 12 [0]; Basic Speed 6.00 [0]; Basic Move 6 [0].

Advantages: Combat Reflexes [15], Legal Enforcement Powers (Frontier Marshal) [10], Luck [15], Outdoorsman +2 [10]. Choose a total of 25 points from the following: +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], Acute Senses (Any) [2/level], Alcohol Tolerance [1], Ally (Robot, 50%, 15 or less) [9], Ally (Alien Native, 100%, 9 or less) [5], Ambidexterity [5], Animal Empathy [5], Brotherhood (Alien Savages) [1], Call of the Wild [1], Contact Group (Alien Natives; Skill-12, 15, or 18; 9 or less; Somewhat Reliable) [5, 10, or 15], Cultural Familiarity (Alien natives) [1/level], Danger Sense [15], Daredevil [15], Deep Sleeper [1], Enhanced Dodge 1 [15], Equipment Bond (Vehicle) [1], either Fearlessness [2/level] or Unfazeable [15], Fit or Very Fit [5 or 15], Friend (Alien Native) [1], Good with (Alien Animal) [1], Good with (Alien Tribe) [1], Gunslinger (Blaster Pistols only or Blaster Rifles only, both -60%) [10] or Gunslinger [25], Hard to Kill [2/level], Hard to Subdue [2/level], High Pain Threshold [10], Intuition [15], Language (Alien natives) [2-6], Night Vision 1-9 [1/level], Penetrating Voice [1], Pet (Alien Creature)[1], Rapid Healing or Very Rapid Healing [5 or 15], Resistant to Disease +3 or +8 [3 or 5], Serendipity 1-2 [15/level], Signature Gear [Varies], Standard Operating Procedure (Back to the Wall, Move under Cover, or On Alert) [1], improve Outdoorsman to +3 or +4 [5/level], Wild Talent 1 [20], or Upgrade Luck [15] to Extraordinary Luck [30] for 15 points.

Disadvantages: Choose -15 points from Charitable [-15*], Compulsive Behavior (Mystery Solving) [-5*], Curious [-5*], Duty (Frontier Marshal, Extremely Hazardous, 9, 12 or 15 or less) [-5, -10, -15], Lecherousness [-15*], Obsession (Bring specific criminal to justice, solve a particular mystery) [-5], Honesty [-10*], Sense of Duty (Team) [-5], Sense of Duty (Nation, tribe of natives) [-10], Vow (Protect the sanctity of the land, Protect a specific native tribe) [-10]; Choose another -35 points from the above or from Alcoholism [-15], Appearance (Unattractive or Ugly) [-4 or -8], Callous [-5], Flashbacks [-5 or -10], Guilt Complex [-5], Insomniac [-10 or -15], Laziness [-10], Nightmares [-5*], No Sense of Humor [-10], On the Edge [-15*], Overconfidence [-5*], Pacifism (Cannot Harm Innocents) [-10], Secret (Former crimes) [-5 to -20], Stubbornness [-5], Truthfulness [-5*], Wealth (Struggling or Poor) [-10 or -15]

Primary Skills: Law (Galactic) (H) IQ [4]-12; Criminology (A) IQ+2 [8]-14; Choose two of Detect Lies (H) Per [4]-14, Observation (A) Per+1 [4]-15; Search (A) Per+1 [4]-15, or improve Criminology by one level to IQ+3 [12]-15; Beam Weapons (Pistol DX+2 [4]-14, Fast-Draw (Pistol) (E) DX+2* [2]-14; Divide 20 points among the following: Beam Weapons (Rifle) DX+2 [4]-14, or 4/level to improve either Beam Weapons (Rifle) or Beam Weapons (Pistol); Choose one of the following packages:
  • Frontiersman: Survival (Plains) (A) Per+3* [4]-17; Choose one of Hiking (A) HT-1 [1]-11 or Riding (A) DX-1 [1]-14;
  • Desert Ranger: Survival (Desert) (A) Per+3* [4]-17; Sure-Footed (Sand) [1]
  • Mountain Ranger: Survival (Mountain) (A) Per+3* [4]-17; Climbing (A) DX [2]-14; Sure-Footed (Uneven) [1]
  • Forest Ranger: Survival (Woodland) (A) Per+3* [4]-17; Axe/Mace (A) DX-1 [1]-13;
  • Jungle Ranger: Survival (Jungle) (A) Per+3* [4]-17; Knife (E) DX [1]-14;
  • Arctic Ranger: Survival (Arctic) (A) Per+3* [4]-17; Sure-Footed (Ice/Snow) [1]
Secondary Skills: Stealth (A) DX+1 [4]-13; Choose one of Pilot (Contragravity), Riding both (A) DX+2 [8]-14 or Hiking (A) HT+2 [8]-14; Choose one of Brawling (E) DX+2 [4]-14 or Karate (H) DX [4]-12; Choose one of Wrestling (A) DX+1 [4]-13 or Judo (H) DX [4]-12; Choose 4 of Knife (E) DX+1 [2]-13, Axe/Mace, Shortsword, Spear or Staff both (A) DX [2]-12, Climbing or Jumping both (A) DX [2]-12, Camouflage (E) IQ+3* [2]-15, Area Knowledge (Planet), Current Affairs (Regional), First-Aid, Savoir-Faire (Police) all (E) IQ+1 [2]-13, Navigation (Land) (A) IQ+2*[2]-14, Animal Handling (Any!), Explosives (EOD), Mechanic (Contragravity), Streetwise, Traps all (A) IQ [2]-12, Intelligence Analysis, Naturalist, Tactics all (H) IQ-1 [2]-11, Swimming (E) HT+1 [2]-13, Scrounging (E) Per+1 [2]-15, Tracking (A) Per+2* [2]-16 or Urban Survival (A) Per [2]-14.

Background Skills: Computer Operation (E) IQ [1]-12; Vacc Suit (A) DX-1[1]-11; Navigation (Hyperspace) (A) IQ-1 [1]-11, Pilot (Starship) (A) DX-1 [1]-11. Choose 20 points from a background lens;

Guns and Martial Arts: A total of 10 points on any of the perks or techniques below (but no more than 5 points in perks).

Perks: Armorer’s Gift (Pistol or Rifle), Bank Shot, Dead Eye, Fastest Gun in the Galaxy (Pistol), Gun Schtick (Twirl), Gun Whisperer (Pistol or Rifle), Intuitive Armorer, Lightning Fingers (Pistol or Rifle), Off-Hand Weapon Training (Pistol or Rifle), Quick-Sheath (Pistol), Skipshot, Tacticool (Talismans), Tap-Rack-Bang, Weapon Bond

Techniques: Cavalry Training [2-3], Combat Driving [2-5], Combat Riding [2-5], Dual-Weapon Attack (Pistol) [2-5], Fast-Firing (Pistol or Rifle) [2-3], Immediate Action [2-5], Motorized Combat [2-5], Mounted Shooting [2-5], Quick Mount [2-4], Quick Shot [1-4], Retain Weapon (Rifle) [2-6], Staying Seated [1-4] Targeted Attack (Pistol or Rifle/Hand) [2-5], Targeted Attack (Pistol or Rifle/Weapon) [2-5], Targeted Attack (Rifle/Skull) [2-8], Targeted Attack (Rifle/Vitals) [2-4].

*: Modified by self-control value

1: +1 from Combat Reflexes

2: +2 from Outdoorsman


This version Outdoorsman removes Fishing and Mimicry to come in at 5/level.

Bounty Hunter 3.0: 250 points

This version of the bounty hunter isn’t changed much from before except a reduced HT, a reduced disadvantage limit to accommodate the lower Basic Speed, and reduced advantage points to allow the addition of techniques and perks. The accessible perks and maneuvers come from Pistol Tactics, Streetfighting, Submission Wrestling, and a few Neurolash techniques. The result isn’t completely true to those styles, but nor do they need to be. The Bounty Hunter has a particular skill set that he/she picks up over time, rather than a specific style that she learns.

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

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 [-5]; 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 25 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], Alcohol Tolerance [1], 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], Equipment Bond (Vehicle) [1], 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], High Heeled Heroine [1], Honest Face [1], Intuition [15], Language [2-6], Night Vision 1-9 [1/level], Penetrating Voice [1], 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]

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 -30 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]-12, 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

Guns and Martial Arts: A total of 10 points on any of the perks or techniques below.

Perks: Armorer’s Gift (Pistol or Rifle), Dirty Fighting, Finishing Move [1], Improvised Weapons, Grip Mastery (Pistol), Intuitive Armorer, Lightning Fingers (Pistol or Rifle), Off-Hand Weapon Training (Pistol), Power Grappler, Quick-Sheath (Pistol), Sure-Footed (Slippery, Uneven), Tap-Rack-Bang, Trademark Move, Weapon Bond

Techniques: Arm Lock [1-4], Breakfall [1-5], Choke Hold [2-4], Combat Driving [2-5], Disarming (Judo or Wrestling) [2-6], Dual-Weapon Attack (Pistol) [2-5], Elbow Strike (Brawling or Karate) [2-3], Fast-Firing (Pistol or Rifle) [2-3], Ground Fighting (Any) [2-5], Immediate Action [2-5], Knee Strike (Brawling or Karate) [1], Motorized Combat [2-5], Neurolash Field Defense [2], Neurolash Field Push [2], Stamp Kick (Brawling or Karate) [2-4], Sweep (Judo) [2-4], Quick Shot [1-4], Retain Weapon (Any) [2-6], Targeted Attack (Brawl or Karate Kick/Groin) [2-6], Targeted Attack (Brawl or Karate Punch/Face) [2-6], Targeted Attack (Neurolash Baton/Vitals) [2-4].

*: 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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