Monday, November 7, 2016

Bounty Hunter 4.0

Bounty Hunter 4.0: 250 points

The Bounty Hunter has been pretty thoroughly edited by this point. Her niche is finding people and getting them out. This makes her excellent at unarmed combat, shifting from unarmed combat rapidly to pistols, and hunting down one’s prey in an urban environment. Most of these skills are already 15-16, including pistols, which seems a bit low, but she has the option of upgrading her pistol combat to 18, and I’ve rounded out the template already with some martial arts options. The additional 10 points of combat perks and techniques ensures that the bounty hunter is a top-notch combatant.

Further exploration of martial arts is the most obvious power-up, but this doesn’t need explicit exploration (she just takes a martial arts power-up). Instead, we should focus a little more intently on alternate depictions of a bounty hunter. Initially, I had included the “Imposter” talent and the “Stalker” talent. The stalker was meant to trap their bounty through cunning strategems, which still seems like a good idea, but steps a little too much on the toes of the Frontier marshal. I enjoyed the idea of the Imposter mainly from the sense of a femme fatale, a “cute” and “harmless” girl who comes close to her target through her attractiveness, then suddenly unveils her combat lethality at the last moment. This allows for the Femme Fatale power-up. On the other side of the spectrum, we have the image of Boba Fett as a bounty hunter: A heavily armed and armored mercenary who uses overwhelming force to take his opponent out. This gives us the Heavy Hunter power-up. Finally, we need to catch our prey, and the Bounty Hunter excels at spaceship mobility, but why not also enjoy some contragravity excellence?

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], Akimbo [1], Alcohol Tolerance [1], Ally (Robot, 50%, almost all the time) [9], Ambidexterity [5], Brave [1], 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], Fearsome Stare [1], 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], 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], Standard Operating Procedure (Back to the Wall, Move to Cover or On Alert) [1], 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 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, 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.

Bounty Hunter Power-Ups

Femme-Fatale 25 points

Advantages: Appearance (Attractive) [4]; Honest Face [1]; Spend 10 points on improving Appearance to Beautiful [12] for 8 points, Fashion Sense [5], High Heeled Heroine [1], or Voice [10];

Skills: Acting (A) IQ+1 [4]-13; Holdout (A) DX [2]-14; Sex-Appeal (A) HT+21 [2]-12;
1: +1 from Appearance; Improve to +4 if Beautiful and +2 if Voice.

Heavy Hunter 25 points

Traits: +1 ST [10]

Advantages: 5 points from +1 to +2 HP [2/level], +1 Will [5], Fearlessness +1 to +2 [2/level], Gizmo 1-3 [5/level], Lifting ST +1 to +2 [2/level] and up to 1 perk below.
Perks: Choose 1 of the following Armor Familiarity (Karate or Judo) [1], Cinematic Knockback (Any) [1], Gun Schtick (“Next Time It’s Your Head”) [1], Hand Cannon [1], Tacticool [1], Walking Armoury [1].

Skills: Choose two of Beam Weapons (Projector) or Guns (Grenade Launcher) both (E) DX+1 [2]-15, Pilot (Flight Pack) or Throwing both (A) DX [2]-14 or up to two additional perks above.

Contragravity Chaser 25 points

Skills: Pilot (Contragravity) (A) DX+44 [15]-18, Mechanic (Contragravity) (A) IQ [2]-12, Urban Survival (A) Per+2 [8]-14

4: Improved from the Pilot (Starship) default.  In reality, this flips what defaults from what, but the cost remains the same.

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