Kendra Corleoni, Escaped Slave, Felinoid Bounty Hunter

Now that we have a more finished version of the Bounty Hunter, we can expand Kendra to a full 300 points.  Felinoid is already 35, so I chose to simply expand her existing Bounty Hunter/Slave/Felinoid advantages for another 15 points to round out the character.  Thus, we can finally see Kendra without her race really slowing her down.  With those extra points, I’ve been able to expand on her slave background (evidently she was held by some snake-like civilization called the Slithians) and note her own race as a cultural familiarity/language, meaning she’s the most diverse of our characters when it comes to interacting with aliens.  I also have the points to really give her the pistol-slinging badassness that we’ve wanted for her since iteration 1, giving her an astonishing Beam Weapons (Pistol) of 19, including full-rate Dual Weapon combat and Fast Firing, meaning she can really lay down some firepower if she’s so inclined.

This is probably the close to the very final version of her.

Kendra Corleoni, Felinoid Bounty Hunter, Escaped Slave, 300 points

Attributes

ST 10 [10]
DX 15 [80]
IQ 12 [40]
HT 11 [10]

Secondary Characteristics

Dmg 1d-2/1d-1; BL 18 lbs; HP 10 [0]; Will 12 [0]; Per 12 [0]; FP 11 [0]; Basic Speed 6.25 [-5]; Basic Move 6 [0]

Advantages

Appearance (Attractive) [4]
Combat Reflexes [15]
Cultural Familiarity (Felinoid) [1]
Cultural Familiarity (Slithian) [1]
Danger Sense [15]
Felinoid [35]
Gunslinger (Blaster Pistols Only -60%) [10]
High Pain Threshold [10]
Language (Felinoid/Native) [6]
Language (Slithian/Accented) [4]
Legal Enforcement Powers (Bounty Hunter License) [5]
Luck [15]
Night Vision 2 [2]
Off-Hand Weapon Training (Pistol) [1]
Penetrating Voice [1]
Quick Sheath (Pistol) [1]

Tough Guy +2 [10];

Disadvantages

Bad Temper (15 or less) [-5]

Greed (12 or less) [-15]
Intolerance (Slavers) [-5]
Obsession (Free her family from slavery) (12 or less) [-5]
Sense of Duty (Team) [-5]
Social Stigma (Minority) [-10]

Skills

Acrobatics (H) DX-1 [2]-14
Beam Weapons (Pistol) (E) DX+4 [12]-19
-Dual Weapon Attack (H) N [5]-19
-Fast-Firing (H) N-2 [3]-17
Brawling (E) DX+2 [4]-17
Carousing (E) HT+1 [2]-12
Climbing (A) DX [2]-15
Computer Operation (E) IQ [1]-12
Dancing (A) DX [2]-15
Escape (H) DX-1 [2]-14
Fast-Draw (Pistol) (E) DX+1* [1]-16
Intimidation (A) Will+2* [2]-14
Jumping (E) DX+1 [2]-16
Law (Galactic) IQ [4]-12
Navigation (Hyperspace) (A) IQ [2]-12
Observation (A) Per+1 [4]-13
Pilot (Starship) (A) DX+1 [4]-16
Running (A) HT [2]-11
Shadowing (A) IQ+3* [4]-15
Stealth (A) DX+1 [4]-16
Streetwise (A) IQ+3* [4]-15
Vacc Suit (A) DX [2]-15

Wrestling (A) DX+1 [4]-16

Gear

Utility Belt: $50, 0.5 lbs
Wrist communicator: $200, 0.05 lbs
Electronic Cuffs: $40, 0.25 lbs
Common Clothing, including stylish jacket: +1 reaction modifier (“Nice jacket”), $1000, 2 lbs
3 Tracers: $600,
Two Heavy Blaster Pistols: 4d(5) burn sur, Acc 5, RoF 3, Bulk -3, Rcl 1, (6.6 lbs, $12,000)
Battleweave Battle Suit:  DR 20 (6 lbs, $2000)

Ship
“The Vermilion”, Wyvern Zero: $20m

  • Flammable (-10%), Requires Weekly Maintenance (-5%), Unreliable (14) Hyperdrive (-5%)

Notes

No Encumbrance
Dodge: 10, Parry (Brawl) 13.
This Kendra uses the more carefully tightened Bounty Hunter template.  The loss of options for Stalker or Impersonator don’t hurt her that much, and the superior DX and the Tough Guy talent means she’s actually quite good at the things that matter for her. I’ve chosen to move ahead by a step and go ahead and give her Dual Weapon Attack and Off-Hand Weapon-Training (Dropping her Penetrating Voice).  Her skill with a ship is greatly improved (thanks in no small part to her improved DX), and I’ve dropped Throw in favor of Gunner (Beams), making her a pretty competent pilot on a discount.  Not all of the changes I’ve made actually tracks with her template, but she struggles due to her high racial cost.  We’ll look into that more closely in Iteration 4.

I really wanted to give her Wealth (Struggling), but I couldn’t fit it into her disadvantages.  I like them the way they are.  As for her gear, her Vermillion has lots of character and we can see scavenger rules at work again, with an old, rundown ship.  We’ve also improved Kendra with the new Battleweave Bodysuit, which was built just for her, and given her a few additional useful items she might expect to carry, especially her cuffs for taking a target back with her, and tracers for finding her targets (not that she’s especially good with them, but why not?).

This comes to a total of about $16,000.  She has plenty of money to spare ($34,000 for bribes and such. She’s rolling in cash!)

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 catchour prey, and the Bounty Hunter excels at spaceshipmobility, 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] orUnfazeable [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 orOn 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 orRifle), Dirty Fighting, Finishing Move, Improvised Weapons, Grip Mastery (Pistol), Intuitive Armorer, Lightning Fingers (Pistol orRifle), 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.