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STEVE .JACKSON GAMES

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GURPSPlanetary Survey 3

~~!C~I ~.~. ,:,,~,~., II~ . ,

!..."._ .. ~ / JSTEVE ....ACKSON GAMES

GURPS TravellerPlanetary Survey 1 - Karnsii

The first of a new series of 32-page CURPSTraveller books, each a detailed look at a single planet.This book describes a planetary theme park - a wholeworld dedicated to enteltainment - but with a hiddendark side. From family fun to lavish decadence, fTomhundred-mile kiddie rides to recreations of the COUlt ofCaligula, Kamsii has it all. The Kamsii Company sayseverybody wilJ bave a good time, and nobody crossesthe Company. Not twice.

GURPS TravellerPlanetary Survey 2 - Denuli

The second of this new CURPS Traveller series,each of which has complete stats and adventureinformation for a new planet. Planetary Survey 2presents the homeworld of a recently discoveredintelligent race ... the Shriekers. Unfortunately, allthat most of Humaniti cares about the Shriekers is thattheir eggs are precious jewels. Will you help theShriekers, or help wipe them out for profit?

GURPS TravellerPlanetary Survey 3 - Granicus

Granicus. in the Glimmerdrift Reaches sector, ishome to over 25 million people. Its C01Tupt, faction­ridden government and out-of-the-way location make itthe pelfect base of operations for pirate caJtels, whosecriminal enterprises reach into Imperial space. Thecartels aJ'e the secret masters of the planet. But in everycorner lurk Imperial spies, looking for ways to combatthe pirate threat.

GURPS TravellerPlanetary Survey 4 - Glisten

The "Jewel of Deep Space," the Glisten system hasno habitable world, yet it is the capital of the Glistensubsector, site of a Scout base and a majorshipbuilding yard, and home of the Mining School ofGlisten. Its rich asteroid belts combine an advancedtechnology with an almost inexhaustible supply of rawmaterials. Glisten is a major industrial and economicpowerhouse in the Spinward Marches.

See us on the Web at www.sjgames.com.

G U RP S~ Traveller®E 5 1

BOUNTYHUNTERS'·

By Brian J. UnderhillBased 011 the award-willning Traveller

science fictioll ulliverse by Marc Miller

Edited by Andrew Hackard

Additional material by Jim MacLeanand Lisa Steele

Cover by Brom

Illustrated by Chad Sergcsketter

Additiollal illustratiolls by Paul Dalyand Rob Caswell

Play/esters: Frederick Brackin, J. Hunter Johnson,Hans Rancke-Madsen, Robert Prior, and Paul Vissing

CURl'S System Design \I) STEVE JACKSON

CURl'S Line Editor \I) SEAN PUNCH

CURl'S Traveller Line Editor \I)LOREN K. WISEMAN

Production Manager \I) GENE SEABOLT

Page Design \I) JACK ELMY

Production Artist \I) HEATHER OLIVER

Creativc Directinn \I) PHILIP REED

Prepress Assistance \I) MONICA STEPHENS

CURl'S Errata Coordinator \I) ANDY VETROMILE

Sales Manager \I) ROSS JEPSON

Chapter 4: Friends and Enemies ... 25

Chapter 2: The Hunter. . . 14

.32

Index .

lntroduclion

Chapter I: The Profession 3

Chapter 3: Adventures andCampaigns 22

GUill'S. Warehouse 23, and the lill-seeing pynunid arc registered trademarks of Steve Jackson Games lncorpomtcd.!Jmwfy Hllllters, Pyramid. <llId the names of all products published by Steve Jackson Galllc.~ Incorponncd are registered lradctllark~

or tradcll1ark.~of Stcve Jackson Games Incorporated. or lIsed under license. GURPS Trol'eller: flero~.~ J - 1l011flly /lul/lers iscopyright if) 2002 by Steve Jacksoll Garnes Incorpor<lted. All rights reserved. Plintcd in the USA. TrU\'clJcr is a registered

tr<ldernark of Far Future Enterprises. ;'Ind is used undcr liccnsc. Somc an copyright www.antoday.colll.

ISBN 1-55634-613-1 I 2 ) 4 5 6 7 8 9 10

STEVE ~ACKSONGAMES

Steve Jackson Games is committedto full support of the GURPS system. Ouraddress is SJ Games, Box 18957, Austin,TX 78760. Please inelude a self­addressed, stamped envelope (SASE) anytime you write us! Resources include:

Pyramid (www.sjgames.com/pyramid/). Our online magazine includesnew GURPS rules and articles. It alsocovers Dungeons alld Dragolls,Traveller, World of Darklless, Call ofCtJIlIIJIlI, and many more top games ­and other Steve Jackson Games relea<;eslike/II Nomine, INWO, Car Wars, TOOII,

Ogre Miniatures, and morc. Pyramidsubscribers also have access to playtestfiles online!

Nelli supplements and {/{/velf/ures.CURPS continues to grow, and we'll behappy to lct you know what's new. A cur­rent catalog is available for an SASE. Orcheck oul our website (below).

Errata. Everyonc makes mistakes,including us - but we do our best to fixour errors. Up-Io-date crrata shcCI'S for allGURPS releases. including this book, areavailable from SJ Games; be sure toinclude an SASE. Or download themfrom the Web - see below.

Gamer input. We value your com­menlS. for new products as well as updat·ed printings of existing titles!

Ill/emet. Visit us on the World WideWeb at www.sjgames.com for i.Ul onlinecatalog, errata, updates, Q&A, and muchmore. CURPS has its own Usenet group.too: rce.gamesJrp.gurps.

GURPS"el. This e-mail list hostsmuch of the online discussion of GURPS.To join, e·mail [email protected] "subscribe GURPSnet-L" in thebody, or point your web browser togurpsnet.sjgames.com.

The CURPS Traveller: Heroes J ­Boullty Hunters web page is atwww.sjgames.com/gu rps/travellerlheroesll.

Page ReferencesRules and statistics in this book are

specifically for lhe GURPS Basic Set,Third Edition. Any page reference thaibegins with a B refers to the GURPSBa.rie Sot - e.g., p. BI02 means p. 102 ofthe GURPS Basic S.~ Third Edition.Page re!creIll:ea tbat begin with CI indi­Ql/Ie GlJlIPS OJ , ......L 0Ibet ....­_ .. Bf« OURPS &piofor GURPS~. Second

GURPS High.Tech.• Ops, T:AITI.... 3,UT

for Glist of

Introduction"Certainly there is no hunting like the hU111ing of man. And

those who have hunted armed men long enough and liked it,never really care for anything else thereaftel:"

- Ernest Hemingway

GURPS Traveller: Heroes J - Boullty HUI/ters gives OMsand players a new resource for bounty hunting in the Travelleruniverse, Rather than give details on specific laws for every situ­ation, Bounty Hunters provides a broad overview of the trade,including information on the profession in general, suggestions

on character creation, and a number of fully delailed NPCs onboth sides of the hont.

ABOUT THE AUTHORBrian 1. Underhill has been playing GURPS for a dozen

years, and Traveller for nearly twice as long. Bounty HUllters ishis latest work in a writing career stretching back to 1987. He isa native of the Pacific Northwest and an accomplished musicianwho oflen works out writer's block playing Springsteen on theguitar or Yankovic - Frank, nol AI - on the accordion. Unlikemost GURPS authors, and much to his dismay, Brian curremlyowns no significcmt pets.

As far as we know, there are no outstanding wanLs or war­rants for his arrest aL this time.

INTRODUCTION

THE PROFESSION

In simplesttenns, a bounty hunter tracks downand detains a person to collect a fee, or "bounty."Bounties may be placed by law enforcementagencies, corporations, individuals, or militaryunits. They vary from simple commissions to findpeople to contracts for assassination.

THE BOUNTYHUNTER

Bounty hunters come in a variety of races, gen­ders, and personalities. Megacorporations employrepo men, passenger liners hire anti-hijackingteams, and freelancers stalk the Imperium insearch of fugitives.

FREELANCERSFreelance bounty hunting offers substantial

freedom, allowing characters to pick targets to suittheir style. Locating a suitable bounty can be doneby means of a good Reputation (where thehunter's services are directly requested), Contacts(bondsmen, law officers, registry clerks, etc.), spe­cial organizations (e.g., Rim-Core Retrieval, orThe Reg;na Free Rangers, p. 31), or a highResearch skill (searching shipping registries, coundockets, public notices, and other databases).

Freelance hunters operating within theJmperium may obtain an lmperial BountyHunting License (p. I I).

COMPANY MENLarge corporations oftcn retain bounty hunters

to track down delinquent clients or to hunt crimi­nals preying on the company's assets. Suchhunters may be called "internal security agents"or "colJeclions officers," but the fact remains thatthey lTack and capture someone for a fee.

Small corporations usually cannot afford alarge staff, and so rely on freelance bountyhunters as needed. Larger corporations find itmore efficient to maintain a diversified securityforce including in-house bounty hunters.

Bounties may be placed by a corporation forsuch things as violation of confidentiality, theft of

proprietary information, theft of company proper­ty, and so fonh. Some of these infractions (such astheft) may violate penal codes as well.

A hunter's duty, in most corporate bounties, isthe safe return of the target. What the corporationdoes with him once he's in their custody is usuallynone of the hunter's business, though should thecorporation violate the rights of the target (such asthrough tonure or unlawful detention), the bountyhunter may find himself the target of a criminalinvestigation.

Especially powerful corporations may haveenough influence to allow their employees someleeway in working outside local laws when neces­sary. For example, a corporation might give thehunter a means to contact certain friendly authori­ties to help him out. Ultimately, it is up to the OMto decide if any given corporation has such power,and just how far it extends. Corporations providingtitis son of aid would qualify as a Patron (see p. 16).

Corporate bounty hunters are paid a salary(Cr35,OOO-60,OOO a year) and sometimes a fee orcommission for the capture of criminals or therepossession of property (see Repo Men, p. 4).Most are given an expense account to cover inci­dental costs such as food, lodging, and basiclTansponation, but abuse of the account or unusualexpenditures will be frowned upon.

THE MORAL DILEMMAAt times, a bounty hunter may apprehend a

largel who claims innocence. A hardenedhunter is likely to ignore such pleas, but onewith a conscience may lind himself facing amoral dtlemma. Is it up to the bounty hunter todecide the guilt or innocence of his quarry?What steps should he take if he believes hiscaptive is truly innocent?

These moral questions can be a goodsoulCe of roleplaying ideas and adventures, aswell as fodder for internal struggles. Even ahard-core mercenary may be affected by thepleadings of an innocent victim, or plagued bya nagging conscience if it turns out his targetwas telling the truth.

3

Many corporations requirc Imperial licensingfor their hunters. Those that do will usually fileIPs on their behalf (see Registratioll of Ill/em toPursue, p. 11).

SKIP TRACERSSkip tracing is usually done within a single

system due to the economics of interstellar travel.When a suspected criminal defaults on a bailbond, he becomes a "bail skip." If a bail bonds­man cannot get the suspect to court within anallotted time, he loses money - often a lot of it.Rather than losing the entire bond, he relies onskip tracers - bounty hunters who track down theskip and return him to the authorities for a per­centage (25% to 50%) of il,e bond.

See Bail BOllds, pp. 9-10 for more information.

REPO MENHunters who specialize in rcpossession are

called "repo men." They may be freelancers orcompany men. Reposscssion is usually thc finalstep in attempting to collcct paymcnt for anexpensive item purchased on credit. In theTraveller universe, this is often a ship.

SKIP TRACER ORREPO MAN?

Over the years, the media across theImperium has used the term "skip tracer" toindicate many forms of bounty hunting. It ispopularly misapplied to repo men and erro­neously appears in Hudsoll's Guide toImperial Law Enforcement as a generic ternlfor allY bounty hunter. Even within the trade,the term is occasionally misused.

To a bounty hunter, however, a "skip" iseither a bail jumper or someone who hasskipped out on paymcnts. Skip tracers confinethemselves to hunting the skip himself, as theirname indicates. Repo men make it their aim toreturn (or repossess) the stolen property. OnIyoccasionally, and usually by coincidence, dothey also detain the one that stole it.

Since most mortgage and loan companiesare only interested in retrieving their property(or their money), bounties are rarely issued onthe defaulting ship owner himself. Rather, theship is the target of the bounty and retricving itnecessitates the skills of a repo man. Hence,when a seasoned hunter speaks of skips or skiptracers, he is usually referting to bail jwnpersand those who retrieve them.

The most common employers for rcpo men arefinancial institutions. Such institutions share infor­mation among themselves in an attempt to screenapplicants for credit, but on occasion - by acci­dent or incident - the system fails. When a shipbuyer skips out on his payments, lendcrs immedi­ately put out a warrant for the return of the Ship.Company men working in repossessions will usu­ally be salaried (Cr50,000 a year) and given acommission for the successful return of the ship(0.5% to 2% of the value of the recovered ship).Frcelancers arc usually paid expenses plus a high­er commission (2% to 5%).

For more details, see Repossessiolls, pp. 10,12.

THE TRADEBounty hunting is not simply a maller of bursting

through the door of a rcnted room and hauling afugitive to justice. First the hunter must find his tar­get. Then he needs to capture him. Finally, he mustdeliver the targct to his cmploycr. This needs to bequick, quiet, and professional. After all, the fugitiveis the one that should end up in jail - not the hunter!

GETTING A CONTRACTNobles, govcrnmcnts, corporations, wealthy

individuals, and criminal syndicates place bountieson peoplc or itcms whose valuc exceeds the cost ofthcir recovcry and return. Intcrstellar bounty huntersaren't looking for purse-snatchers, burglars, or evennormal kiIIcrs. Thcy are looking for assassins, crimcbosses, serial killers, and corporatc spies, or search­ing for valuable, often unique, property.

Rcgardless of the target, the first step in bountyhunting is Obtaining a contract. Some hunters doso independently, others through an employer.Salaried hunters may be given a choice, but mostare assiglled a specific contract. Fortunately, suchassignments usually include the latest informationavailable on the target.

Bounty clearinghouscs such as Rim-CoreRetrieval (p. 31) also may provide freelancehunters with a source of bounties. Such organiza­tions have benefits and drawbacks; sce BoulltyHunter Organizations, p. 6, for more information.

Note that some bounties may not be public atall, and that learning of thcm is only possible byusing Streetwise, Patrons, or Contacts.

FINDING THE TARGETFinding the target is often the most difficult part

of a hunt. Most contractors providc information onthe recent whereabouts of the target, ranging fromexcellent ("Checked out of the Lavnms Residential

4 THE PROFESSION

Wing of the Rikkard Industrial Complex on Gram,Sword Worlds, at 0935 local time"), to useless("Often runs trade routes in the Solomani Rim").

In an effort to frnd their quarry, hunters maysearch passenger manifests and border records,interview friends and acquaintances, and stake outlocations the target frequents. Bounty hunters whoare part of a larger organization may be able toassign this tedious work to assistants and staff.They can also send out information requests toother agencies on other planets asking for help.Freelance bounty hunters don't have that luxuryand will have to decide the most efficient use oftheir time. Keep in mind the speed and cost ofinterstellar travel and communications; if the fugi­tive has the resources to travel, then it may beextremely difficult to fmd him.

ComputersTravel records, customs records, expense

reports, hospital visits, medical records, intercept­ed comJllunications, and police records can pro­vide a trail when tracking a suspect. Only themost cautious fugitive will be able to avoid leav­ing some kind of computer trail. Gaining access tosuch records may be difficult (or illegal) at times.

Some infomlation (ship registries, basic policereports) may be readily available, depending onlocal regulations. Medical records (from insurancecompanies, employers, or hospitals), customsreports, border and checkpoint crossings, anddetailed police accounts will be more difficult tofind. Some information will not be available with­out illegally hacking into the proper database. TheResearch skill is used to find specific infomlationonce the database is located.

Because of the vast differences in laws andvarying levels of "freedom of information," theGM can limit (or provide) any information hechooses if it furthers the adventure.

PeopleEven the most hardened criminal has acquain­

tances: friends, loved ones, relatives, businesspartners, shipmates, henchmen, employers, andemployees. Some - spurned lovers, double­crossed partners - may be inclined to discloseinformation freely; aImoSI everyone, it seems, hasdone somebody wrong. For the targel's otherassociates, good people skills will be needed.

Bounty hunters specializing in manipulatingpeople need high levels in Acting, Carousing,Detect Lies, Fast-Talk, Psychology, Savoir-Faire,and/or Sex Appeal. Some hunters might includeInterrogation and Intimidation in their "peopleskills." Languages are always helpful.

~ALL THE WORLD'S

A STAGEYou doll 'I lIeed mllkeup or a high-Iech dis­

guise kit; almost 1I0body asks far ID. JUSI knowhow 10 read people alld play on their weak­nesses. Jdon', know how many times I've beenGil old [over or a long-lost sister. Seems every/­body is a SlICker for a woman looking for herman. It'sjust a good thillg they doll't know whyI'm lookingforhim.

A cop's always got 10 be a cop; but 1 canbe anyone 1 want.

- Shae d'Lin, Retrieval Officer,Boone Security Services

StakeoutsOnce the bounty hunter has located his target,

he must scout out and stake out the surroundings.He must take care not to alert the mark (or hisfriends or employees) until he makes his mOve.Stakeouts can be long, boring, and tedious. Nighl­vision gear, bugs, hidden camcras, and motion­activated sensors make the job easier, but nothingbeats a good set of eyes when it comes to lookingfor a target.

Impulsive hunters will have a difficult timestaking out locations, and players should roleplaythat disadvantagc appropriately.

CAPTUREAfter hours, days, or weeks of effort, the time

comes to take down a larget. It may be a sinJplemaner of escorting a peaceful skip 10 local author­ities, but usually a fugitive puts up some measureof resistance.

Hunters may try 10 nab their quarry when he'ssleeping, or in the bathroom, or otherwise not eas­ily able to access allies and weapons. The huntershould make his move at a time and place of hischoosing, rather than in response to the target'sactions.

Selecting a takedown site is not always easy.Public places make it easier for hunters to blend inand make their move on cue, but innocentbystanders can become hostages or casualties.Quiet locations make the nab easier, but it may bedifficult not to arouse suspicions 100 early.

Assaulting and kidnapping is oflen a violationof local law. The bounty hunter has two choices ­he ean approach local law enforcement and gaintheir cooperation (more easily done if the hunterhas a good reputation or the quarry is a very dan­gerous criminal), or he can try to quietly apprehendthe quarry and move him olfworld without a fuss.

THE PROFESSION 5

DELIVERY

ANO PAYMENTThe safest and cheapest way to rcturn living

targets is by low berth. The hunters may them­selves prefer mid-passage, or send only one repre­sentative to escort the body to save costs. Stolenproperty can be shipped, though it is often wise toescort it.

Most patrons will only pay on delivery, butsome might be willing topost a bond or escrow thefunds in a bank as a ges­ture of good faith.Imperial and other gov­ernment bounties willgenerally be paid at thetime of transfer. SmallImperial facilities mayissue a payment voucherthat the hunter can cash ata larger facility or at abank. Corporate bountiesand bail-bond contractswill usually be paid by theissuer when the huntershows evidence that thetarget was turned ovcr tothe proper authorities (seeConveyance, p. 8).

TEAMMATESSome bounty hunters

work with a partner; oth­ers are members of alearn or an organization.PCs will usually be work­ing in small groups by design, but even solohunters may wish to have an NPC partner or two.A group of hunters can diversify their skills, mak­ing tracking and apprehending a target easier.

Additionally, nothing compares to workingwith someone you trust during a takedown.Teammates can watch alternate exjts, deal withhenchmen, provide additional firepower, or sim­ply cover your back.

BOUNTY HUNTER

ORGANIZATIONSThere are a number of organizations dedicated

to the business of bounty hunting. They rangefrom small, guild-like groups of hunters tobureaucratic corporations like the Regina FreeRangers (p. 31) whose membership constitutes averitable military police force.

Due to the vast distances information must trav­el, a data clearinghouse can be a bounty hunter'sbest friend. Such organizations specialize in col­lecting data on existing bounties, making it easierfor anyone 10 access searchable lists of bounl-ies.Such organizations may charge an annual fee formembership (Cr500 a year and up), a fee for infor­mation (Cr25-Cr50 per bounty), a percentage ofthe bounty once it has been earned (usually around15%), or some combination of all three.

These organizations may be open to anyone,but the most reputable require a bounty-huntinglicense at least. Some are more restrictive in theirmembership and may be by invitation only.

How current the information any given clear­inghouse has is often a function of its price andmembership restriction.

BOUNTY HUNTERSANC THE LAW

Bounty hunters face a myriad of rules and reg­ulations that affect their lives for beller or forworse. The first th.ing a bounty hunter (and GM)must understand is that there is no olle law forbounty hunting. The variety and number of laws,regulations, ordinances, edicts, warrants, direc­tives, decrees, and other rules is staggering.

s THE PROFESSION

Bounty hunters will lind themselves dealing withthe Imperium, the Zhodani Thought Police,Solomani Security, sector laws, system laws, plan­elary governments, regional officials, and evennational govcmments on a balkanizcd planet.

Individual worlds mayor may not allow bountyhunters to operate freely. Some may prefer thatlocal police make the capture; others will be per­fectly happy to have someone else remove criminalfugitives for them. Some planets may nOl even con­sider the criminal a fugitive and may offer him pro­tection or asylum, necessitating a "hot recovery."

What follows is a broad overview of Imperiallaws, with an emphasis on the spirit behind themrather than detailed laws for every deed. Similarlaws will exist to a greater or lesser degree inother governments.

The BasicsThe laws governing bounties and bounty hunt­

ing are many and varied, especially on a local,planetary, and subsector level. Most have basicprecepts guiding the spirit behind them. For exam­ple, laws governing the use of fnrce are designedto protect nonviolent criminals from meeting anuntimely death at the hands of an ambitious boun­ty hunter or law enforcement agent. Laws againstunlawful detainment protect innocents from beingkidnapped. Laws prOhibiting illegal entry protectcitizens and their property. All of the above areprut and parcel of a bounty hunter's routine.

In general, bounty hunters must abide by thelaws of the Imperium, regional governmcnts,planetary or national governments, and so forth.Possession of an Imperial license alleviates someof the restrictions, as noted below and on p. I I(Imperial Licensing).

Due to the abundance and diversity of suchlaws, hunters may end up brcaking thcm fromtime to time. OMs needn't hamstring PCs byarresting their characters for every minor infrac­tion, but blatant disregard for thc laws - especiallythose protecting innocents and their property ­attracts the attention of authorities and cannot beignored. A hunter who roughs up a felon willprobably get away with it; one who opens firewith automatic weapons in a crowded starportwill pay the price.

USE OF FORCELaws regarding the use of force vary widely.

lmperial law dictates that an Imperially licensedbounty hunter may use "reasonable and properforce" in apprehending his subject, but thatexpression has been the source of much debate ­both in starportlaverns and Imperial courtrooms.

In general, licensed bounty hunters can useforce equal to that of their prey and in amounts suf­ficient only to guarantee capture. For example,stopping an unarmed subject would not wmrant theuse of dcadly forcc. Shooting him to stop him fromfleeing would be deemed "excessive" in almost anycourt, and his death could land the aggressivehunter in prison. Chasing him down on foot andIackling him - even if it resulted in injuries - wouldbe ruled as "reasonable and proper force."

AVE. THERE'S THE ;;.RUB

IfBeing a bounty hunter is easy. Not endingup afugitive yourself . .. that's the fun pan."

- I<Fat" Mac James, Bounty Hunter

Things change when a subject is armed.Whether he threatens the life of his pursuers orinnocent bystanders, his use of a lethal weaponjustifies using a sirnilar weapon in return. Whenin doubt, huntcrs should relurn like for like ­brawling for brawling, knife for knife, gun forgun - or be very careful to hide their use of forcefrom witnesses.

BREAKING

ANO ENTERINGImperial law gives license holders the right to

enter privatc property during a hunt (under limitcdcircumstances), if they have "snbstantiated rea­son" to believe the target is there. Destruction ofproperty is not included in their rights; physicaldamage to doors, windows, or any other prut ofanother's property may bring civil lawsuits.

Trespassing while searching for clues mayormay not be acceptable, depending on local laws.Imperial law does not condone such actions, evenfor licensed hunters. This law is occasionallyoverlooked when the hunters are on good termswith local authorities.

Imperial FacilitiesBreaking into military or other Imperial facili­

ties is exempted from the "substantiated reason"clause. No hunter - licensed or otherwise - maytrespass on Imperial grounds or in Imperialfacili­ties for any reasan. This includes military installa­tions, research labs, government buildings,Imperial space slations, Xboat facilities, Imperialvessels, embassies, consulates, diplomatic vessels,etc. Violation of this rule will land thc hunter inthe honest of water, and will result in the revoca­tion of his license at the very least.

THE PROFESSION 7

RESTRAINTPhysical detention of a person is usually a vio­

latjon of his civi I rights. Laws covcring kidnap­ping and slavery may come into play, especially ifthe captive is innocent of wrongdoing. Imperiallylicensed hunters, howevcr, are given the right torestrain a criminal while carrying out their duties.

For purposes of interpreting this law, a crimi­nal can be any of the following;

Imperial criminals: These people are wantedby the Imperium for a crime, and may includeprison escapees, subjects of an arrcst warrant, per­sons with a standing Imperial bounty for theircapture, or anyone committing a felony withinImperial jurisdiction.

Bail jll/rlpers: Failure to appear at a scheduledcourt date is an Imperial offense. Bail jumperscan be legally detaincd by a licensed bountyhunter. See Bail Bonds, p. 9-10, and Skip Tracers,p. 4, for more infonnation.

Payment skips: Nonpayment of installmentloans results in ownership of ule item reverting tothe title-holder. Once such an event has occurred,the nonpayer becomes guilty of theft of another'sproperty and can be legally detained by a Ijcensedhunter.

NOli-Imperial criminals: The cap­ture and detention of a non-Imperialcriminal can be a sticky matter. Forcxamplc, if a local planctary govcrn­ment issues a bounty for the rcturn ofa local criminal, but he has not COI11­

mitted any Imperial crimes, huntersshould keep a copy of the bounty orwarrant on hand at ()I! times. TheImperium may be willing to work inconjunction with planetary govern­ments in such mailers. so long as suffi­cient proof is available that thedetainee is, indeed, wanted.

ConveyanceOnce a subject has been detained,

he must be turned over to a legalauthority within a "reasonable periodof time." The definition of "reason­able" is open to debate, but a generalrule is that transporting a criminal tothe nearest appropriate facility isacceptable; hauling him halfway acrossthe galaxy (to hand him over to a loanshark, for example) is not. The localoffices of an Imperial authority willoftcn provide a receipt for the transfer,including documentation of the sub­ject's identity. Non-Imperial criminals

may be extradited to the appropriate government,or permission may be granted for the hunter totransfer his quarry to the appropriate facility.

For bounties offered by private institutions, thelaw still requires the target be remanded to legalauthorities, since most private bounties involve acriminal act of some kind.

An Imperial License and a properly filed RIP(p. I I) allow the hunter to restmin and transporthis prey relatively unhindered. Unlicensedhunters, or those without an IP, may find it diffi­cult to lead a manacled prisoner through anImperial starport, especially if the victim loudlyproclaims his innocence.

LOCAL ORDINANCESPursuing a criminal from one system to another

can cause many problems. Crossing politicalboundaries means crossing legal ones, and the tar­get's status as a criminal may come into question.

Somc planets do not have a solid extraditionagreement with the Imperium, and may harborfugitives who are in violation of Imperial law. Ahunter chasing an Imperial criminal to such aworld may find himself bereft of rights to investi­gate, pursue, or apprehend!

B THE PROFESSION

Veteran hunters say there are two ways aroundsuch difficulties:

I. Research local laws before you take action,and then work within them when you can.Enlisting the aid of local law enforcement isalways helpful. An Imperial license 'md/or an lPmayor may not make this part of the joh eusier.

2. Ignore local laws and go about your busi­ness. Track down the target, apprehend him, andhigh-tail it off the planet before anyone notices.

The second choice may seem easier, but PCsshould be aware that doing so may mean burningbridges behind them, making it difficult to returnlater.

BOUNTIES.BONOS. ANDCONTRACTS

Bounty hunters may find themselves pursuingcontracts from bail bondsmen, law enforcementagencies, regional governments, or the ThirdImperium itself. Several common variants of eachconlTact are listed below; OMs should flesh outany particular contracts before beginning anadventure.

BAIL BONOSCriminals are often released on bail pending a

trial. Ba~ is money given to the court that allowsthe suspect freedom until his trial date, at whichtime the money is returned. For serious crimes,ba~ may be very high, and the suspect may nothave sufficient funds. That is where a bail bonds­man comes in, For a fee, a bail bondsman pro­vides a bail bond - a special conlTact that puts thesuspect into the custody of the bondsman. Thebail bond is, in essence, insurance given to thecourt system that the suspect will return for hislTiai. U the suspect appears at his court date, thebail bond is returned (or nullified) and everyoneis happy.

Problems begin when a suspect skips his courtdate, for the bondsman forfeits the bond. Thecourts usually give the bondsman a grace periodto get his client to return, or he loses the entireamount of the bail (often hundreds of thousandsof credits).

At this poin~ the bondsman calls on skip lTac­ers to lTack down the missing client (often called a"skip" or ')umper") and return him to the courtsystem us quickly us possible. Payment is usuallya percentage of the bail bond, which can rangefrom a few thousand credits to as much as

Cr500,OOO or more. Insignificant bail amounts(less than Cr I,000) rarely require a bail bond, andeven then it's not worth the bondsman's time toITack down a skip for such a measly amount.

Due to the economics involved in tracking abail jumper across multiple systems, it's unlikelybounty hunters will track such fugitives very far.Most bail jumping contracts need to be filledbefore the skip leaves the system - the sector, atthe very least. If he manages to elude capturebeyond that point, it ceases to be economicallyfeasible to lTack him any further.

ADVENTURE SEED:NOT IN My SYSTEM!

During a routine hunt, the PCs find them­selves tracking their quarry to Trent's Hope, ahigh-tech but repressed client state just outsidethe Imperium. The world and the surroundingsystem are governed by strict laws, includingthe ban on possession of weapons by non­government personnel. Visitors to the systemare greeted by a pair of Dragon-class SystemDefense Boats (p. OT 144). Their ships arehailed, boarded, and searched; all weaponry isconfiscated and held for the dumtion of the vis­itors' stay. Those refusing the search or refus­ing to surrender their weapons are turned away;aggressors are fired upon. Due to its strictregime and harsh regulations, Trent's Hope husbeen given an Amber Zone rating.

Once planetside, the hunters find arepressed and militaristic police state. Randomsearches, requests for proper identification,detainment, and delays are all common.Stationary and floating video surveillance sys­tems abound, and armored squads of policepalTol the streets. Visitors who violate plane­tary laws are detained, interrogated, impris­oned, or even sentenced to death, depending onthe severity of the offense. Police commandersare authorized to carry out executions on thespot if they deem it proper.

The ruling govemment does not recognizeImperial authority in criminal matters; licensedbounty hunters have no more rights than anyother visitor. All weapons and other confiscat­ed items are returned when the party leaves thesystem, assuming they do so legally. Trying toleave the system with an unwilling subject isconsidered kidnapping.

Trent's Hope does not have an eXlTaditiontreaty with the Imperium, nor do they deemthe PCs' quarry a criminal unless he violateslocal laws.

THE PROFESSION 9

ADVENTURE SEED:WOUNDED PRIDE

The slarliner Pride of Viand is a favoritetarget for pirates these days. She has beenstopped by an anned corsair four times in eightmonths. Each tinJe, a group of armed men inlight armor board the ship, rob the passengers,and depart. Thus far, there has been no vio­lence on the part of the bandits.

Her parent company is fed up. They sus­pect there is an insider aboard the Pride, proba­bly a member of the command crew. Theadventurers are called in to solve the problemand offered a reward of Cr I0,000 per capturedpirate and a bonus of Cr25,OOO if they can rootout any employees in cahoots with the attack­ers. If the hunters are successful, thc parentcompany will also reimburse travel expensesincurred while on the Pride during the courseof the investigation.

ADVENTURE SEED:THE LADY VANISHES

The 200-ton free trader Lady Catherine ismissing. A reputable trader named Siv Erissikpurchased it on credit, but claims the ship wasstolen four months ago, though he has noproof. He refuses to make payments, and thelenders want their ship back. Tracking downSiv is easy; finding his ship is not. The lenderwill pay Cr350,000 for the safe return of theCalherine.

Siv claims pirates boarded his ship andstranded the crew. What Siv doesll'l know isthat the pirates were hired by a group of radicalscientists experimenting with a damping fieldd,at warps the space around an objcct, rcndcr­ing it invisible, Unfortunately, the generator forthis device requires a starship jump engine topower it, and the scientists have becn pilferingships for nearly a year. In each previous trial,the device operated successfully for severalhours. But with little warning, cach ship van­ished in a flurry of neutrinos, leaving behindbaffled researchers and nothing more.

Where do the ships go when they disap­pear? Are they compressed into some kind ofmicroscopic black hole? Or are they still there,trapped forever in some kind of sealcd pocketin space? Have they phased into an alternateuniverse? Traveled through time or space?

And wi II the PCs be aboard the Lady?

• • • •

Time Is of the EssenceDue to the urgency involved in catching a bail

jumper before he gets very far, a skip traccr'sworst enemy is often nol his quany; it is lime.

Bail bondsmen keep close tabs on their clients,The moment one skips, thc bondsman turns looschis dogs to bring the skip into custody, The quick­er a hunter is to pick up the contmct, the better thechance of snagging the suspect before he gets toofar. Every hour the hunter delays reduces hischance of picking up the trail as more ships leaveport, the skip's friends scatter, and recent hangoutstum cold,

CRIMINAL BOUNTIESGovernments may issue rewards for anything

from "information leading to arrest!! of a subjectto "Wanted: Dead or Alive," Most fall into thefirst category, and very few bounties are actuallyissued requesting the death of a criminal (seeDead or Alive, p. 12). Criminals wanted for seri­ous crimes (murder, treason, terrorism) bring ahigher reward, Generally, the reward is commcn­surate with the risk; high-credit bounties meanhigh-danger missions,

REPOSSESSIONSBoth company employees and freelancc

hunters may repossess property, As employees ofthc corporation that holds the tide, company menmay legally take direct possession of a missingship. Independent repo men do not have such aright; they are ordinary citizens reclaiming anoth­er's stolen property and are required to turn thevehicle over to local authorities as soon as reason­ably possible,

Most cargo aboard the skipped vessel becomcsthe property of the title-holder, Cargo belongingto another company (such as cargo being shipped,or that has been stolen) is returned to the rightfulowner. Cargo value mayor may not be includedwhen calcuJatjng the repossession fee, dependingon the contract.

Finding ShipsTracking a stolcn ship is best done via comput­

er and legwork, Independent repo men can useResearch skill to search shipping registries foundin Class IV and V starports, There they will findships in the subsector d,at have been posted delin­quent by financial institutions, The registryincludes the ship's name and last known location,a physical description, transponder codes, crcwmanifest (if known), the name of the institutionsecking the vcssel, and tenns of the repo contract.

10 THE PROFESSION

IMPERIAL LICENSINGImperial licensing gives many advantages to

bounty hunters operating within the Imperium. ILis recognized, even if begrudgingly, by Imperialgovernment officials and law enforcement per­sonnel, but it does not give Lbe holder diplomaticimmunity, legalenforcement pow­ers, or oLber specialstanding. IL appliesonly on Imperialproperty - withinthe extrality lineat starports, onImperial Navyreservations anddeep space installa­tions run byImperial agencies,and on vesselswhile tbey are injump.

An Imperiallicense allows LbeI icensee to goabout his business without raising suspicion atcustoms checkpoints, aboard slarliners, in areaswith a high Control Rating, and so forth.Planetary and system governments within theImperium sometimes recognize the license,allowing the hunter to operate planetside wiLbmany of Lbe same freedoms.

Specifically, a licensed bounty hunter isallowed to:

Detain any felon, fugitive, skip, or oLber per­son for whom a legal bounty has been issued andan LP has been filed. This includes the use ofrestraints.

Emer premises harboring such a person, solong as Lbose premises are not exempted becauseof their sensitive nature (government installa­tions, embassies, etc.).

Use appropriate force in capturing anddetaining such a person.

Local auLborities mayor may not honor anImperial license. In most cases, Lbe hunter is atLbe mercy of local laws and customs, though pos­session of a license and an IP may improve hisreaction roll wiLb local law enforcement.

Eligibility and RequirementsAn Imperial Bounty Hunting License is

available to any Imperial citizen with a cleanrecord (i.e., no Imperial criminal record). Theapplicant is required to file Form B-012787/H at

any Imperial Ministry of Justice office andreceive a passing grade on a ba~ic computerizedtest of Imperial criminal law and bounty-huntingprocedures. In game terms, anyone wiLb eiLberLaw-IO or Professional Skill: Bounty Hunter-IO

will pass Lbe test.There is a crSoo

fee to fi Ie for thelicense, and a Cr I00annual renewal fee(for a total of crooofor the first year).The license can berevoked for violationof Imperial law orabuse of privileges.

An ImperialBounty HuntingLicense does notprovide any LegalEnforcementPowers; bountyhunters are not cops.

Registration of Intent to PursueImperially licensed hunters havc the option

of registering Lbeir intent to track down specifichounties issued by the Imperium. This can bedone for a small fee (CrSO) at any Imperial officehy filing Fom, 1-62962, entitled Registration ofInlent /0 Pursue (conunOltly called an "IP" in Lbebusiness; "RIP" by the more cynical). Suchoffices can general Iy be found at Class ill or bet­ter starports.

Imperial registration makes Lbe hunter's pur­suit official. Though it does not confer any legalrights, a properly filed LP (together with anImperial license) can help when dealing withImperial authorities (giving a + I reaction rollmodifier), aid in smooth transportation of arestrained prisoner, allow Lbe hunter access to Lbetarget's personal information or property, and soforth. Its use in circumventing planetary, regional,or local laws is less reliable.

Non-Imperial contracts may be registeredthrough Lbe Imperium, but any contracts Lbat vio­late Imperial ordinances will be denied.

Upon filing, Lbe hunter is given a copy ofthe LP. The document contains information onthe Lbe subject, his crimes, the specifics of Lbebounty, and the hunter's personal information(including license number). IPs are nontransfer­able and expire after five years if they are notfilled.

THE PROFESSION 11

DEAO OR ALIVEDespite the popular misconception, most

contracts do not make allowance for the returnof a corpse. Dead criminals cannot be tried,dead debtors cannot repay loans, dead spiescannot reveal information about their employ­ers ... a "dead or alive" bounty is the excep­tion rather than the rule.

In some instances, large governments mayissue such a bounty on the most hardenedescaped criminal, if rus liberty is endangeringother's lives and if he has already been triedand sentenced. These will be some of the mostdangerous hunts a PC is likely to take. GMswho run such an adventure should set thebounty payment high, and make the targetintelligent, capable, and very dangerous.

Private "dead or alive" contracts exist, butoften amount to little more than legalizedassassination; see p. 13.

WET WORKDon't call il assassinllliol1; thaI'S such. an

ugly word. I keep this sectorJreeJrom Ihe low­lifes so guys like you can sleep at night. It'swhat I do, and I'm good at il. If I was good atthe piano, I'd put on a concert. As it is, the onlypart oJthe piano I know how to use is the wire.

- Gabriella Niculescu,Independent Bounty Contractor

Whenever possible. the hunter should reviewthe credit history and background information ofthose responsible for taking the ship (companymen have access to this automatically). The back­ground check may rcveal regions of space thecrew frequents. recurring business arrangements(e.g., lodging, ship maintenance), travel patterns.or even personal and business references.

GMs and players should keep in mind that theskipped ship may have been modified or had itstransponder altered. Likewise. false papers mayaccompany the ship and its current (illegal) owner.Proving to authorities that such a ship is indeedstolen may prove difficult.

CORPORATE CONTRACTSCorporations place bounties on industrial spies

or criminals that prey on the company's assets.These bounties mayor may not be recognized bythe authorities as legal. depending on the corpora­tion's reputation and political inOuence. Powerfulcorporations may be able to manipulate ule localbureaucracy to create a legally binding bounty.

Possible targets include hijackers, eco­terrorists, spies, saboteurs, or former employees inviolation of a noncompetilion clause.

Courier ServicesWith the vast distances that separate corporate

offices, some corporations employ courier ser­vices to deliver sensitive or timely information viaprivate dispatch. Such couriers generally do notrun a reguJar route, so anyone intercepting such acourier is either looking for specific informationor just plain lucky.

In either case, bounty hunters may be called into track down the intercepting pany and bring himto justice. Fees for such a capture depend on thevalue (both physical and time-value) of the itemor information stolen. as well as its sensitivity tocapture.

Freight LinesPiracy is rampant in some pU!1S of space, and

corporations will pay handsomely to put an end toit. Corporate freight lines often place bounties onthe heads of known pirates. Whether this bountyis legal or not is up to the OM. Legal bountiesmay often be issued in conjunction with Imperialbounties for known pirates.

Passenger LinesThe primary threat to passenger lines is

hijacking and piracy. As with interstellar freightcompanies, passenger lines may post rewards for

12 THE PROFESSION

the capture of known hijackers. Besides paying afee for completion of the bounty, some lines pro­vide free pa~sage aboard their ships for a reason­able duration, making it easier for shipless PCs totravel.

Both passenger lines and freight lines havebeen known to hire undercover agents to work ortravel aboard their ships in hopes of intercepting(and stopping) an act of piracy or hijacking.

PRIVATE CONTRACTSWhile governments and corporations arc the

primary source of bountics. somc hunters preferthe high-stakes world of independent bountiesissued by private panies. These bounties range(rom questionable to downright illegal.

Loan SharksMany private contracts are issued by indepen­

dent loan companies and individuals. Thesecreditors often hire independent muscle ("loancollection agents") La retrieve payment fromdelinqucnt dcbtors or to bring them to lI,e lenderfor negotiation, interrogation, or punishment.

Contracts issued by loan sharks (or coUectionof payment may be recognized by the law, butviolence or capture of the debtor is not sanctioned.

Illegal ContractsFinding illegal contracts can be done through

Contacts or a good Reputation. Those who issuesuch contracts range (rom jilted lovcrs to angrybusiness partners to shady megacoporations look­ing for plausible deniability in taking out a rival.

UnfonUllately for the bounty hunter, issuers ofillegal bounties often dislike loose ends, and thebunter himself may become a liability once thecontract is complete. Vcteran hunters secure theirsafety by making themselves more valuable alivethan dead, or blackmailing their employers to pre­vent their own assassination.

AssassinationImperial Law prohibits the unsanctioned

issuance of a "contract for termination" by anyindividual party. Nevenheless, corporations, gov­ernments, and individuals continue to place "deador alive" bounties on everyone from political agi­tators to corporate spies. Usually there is anattempt to steep the conlrdct in legalese to give itsome appearance of legitimacy, but at times,black-market bounties are offered for the assassi­nation of a target, no questions asked.

Finding assassination contracts requires highStreetwise knowledge, appropriate Contacts,

and/or a strong Rcputation for taking on suchta..,;ks. Penalties for assassination are steep, bolh inand out of the Imperium.

ANIMAL BOUNTIESExtermination orders for nonscntient animal

life are occasionally issued during, or shortly fol­lowing, settlement of a newly colonized world.Rewards are usually paid for corpses 01' key bodypans (pelts, tusks, horns, heads), and prices arehighest during the initiaJ stages. Once the animalpopulation has been reduced to a nonthreateninglevel, the price begins to drop, and the bountieseventually cease altogether.

Exterminators need high scores in Trackingand Survival, as well as good combat skills sincemost "'bug hunts" involve dangerous predators.Especially skilled hunters often have a well­deserved Reputation, especially among colonistsand the Scout Service. PCs choosing this carccrpath may have a background in the Scouts.

AOVENTURE SEED:THE CASKEL WARRENS

Sheriff Malik Ra'id has a problem. Theburgeoning frontier world of Caskel is home toan extensive mining operation in the IronbackRidge. The nearby settlement is little morethan a frontier mining town fuU of drifters,miners, belters, con men, prostitutes, and ruffi­ans, aU looking to make a quick buck.

The last three weeks have seen a series ofgrisly murders in the mines, most taking placedeep within a newly di covered natural seriesof tunnels called The Warrens. Some say arace of predators calls the tunnels home; oth­ers chalk it up to claim-jumping and shorttempers. Rumors circulating tbrough CaskelCity hint of everything from ancient curses toghosts to a gateway to another dimension.

Whatever the trnth, Ra'id has posted aCr50,OOO reward to anyone bringing backproof of whatever it is that's killing the miners,and five times that to anyone putting a stop toit. A handful of hunters have descended on theplanet, including the infamous hunter ChyrrisTalamasca, a female Human with a perfect killrecord and a reputation for being even moredangerous than her prey.

Can the PCs solve tbe mystery of theWarrens before Chyrris? Can they persuadeher to work with them, or is she an enemy tobe feared? What of the other hUllters planningforays into the tunnels? And exactly what aliendanger lies waiting in the dark ... ?

THE PROFESSION 13

Bounty hunters in GURPS Traveller are 100­to ISO-point heroes. They may be created fromscratch, or they may come from other back­grounds - adventurers tbat choose the life of abounty hunter during the course of the campaign.

CHARACTERBACKGROUNDS

There are a number of reasons a person maychoose to track down bounties. Some retire orlook for a new line of work; the excitement of thechase lures others; even the need for revenge maystart some down the path.

AdministrativeThougb it seems unlikely at first glancc.

bureaucrats and administrators often make top­notch bounty hunters, due to their ability to wadethrough information databases in search of clues.Players who choose this background will findtheir style of play much different from the typicalbounty hunter, and GMs should provide plenty ofopportunity for the "paper chaser" to stayinvolved in an adventure.

This type of bounty hunter works best in con­junction with a team, including hunters willing tomake the takedown. Thuowing the noncombatantinto a firefight now and then is sure to keep himon his toes!

CriminalsA criminal who has gone straight makes an

interesting hero. Perhaps he learned his lesson inprison, or maybe he was innocent to begin with.Some criminals may be implanted with a high­tech cortex bomb or a virus, and ordered to trackdown a bounty to stay alive!

Note thai individuals with a criminal record arenot eligible for an Imperial bounty hunting license.

Law EnforcementProfessional training and legal Contacts make

former law enforcement personnel ideally suitedto bounty hunting. Such a career change meansthe charactcr can no longcr enforce the law,though some bounty hunters behave as thoughthey were still cops. Many law enforcement agen­cies and personncl look down on bounty hunters,viewing them as a hindrance to proper legal pro­cedures. Characters with a law enforcement back­ground may have Contacts or a Reputation (goodor bad) within Ulat community.

MilitaryRetired soldiers often put their skills to usc in

the private sector as bodyguards, security officers,and bounty hunters. Military training equips themfor some of the tougher bounty hunting assign­ments, such as tracking down fugitives or bringingback escaped military prisoners.

Contacts in their previous branch of employ­ment (nlarines, army, scouts, etc.) may make iteasier to procure black-market military hardware.

VengeanceAt times a Traveller character finds himself

seeking revenge. Perhaps he was the victim of acrime, or his loved ones died at the hands of acriminal. Whatever the reason, hunting a foeacross charted space for personal reasons may bethe start of a long career.

Even if he never deals with the target of hisvengeance, other bounties may crop up along theway, providing the hero with clues to his adver­smy ... or just some pocket money. Other times,

14 THE HUNTER

THE HUNTER

confronting the villain and seeing him brought tojustice isn't enough to satisfy the desire forrevcngc, sending the bounty hunter on a personalcampaign to hunt down every criminal guilty ofthe same crime.

Such PCs should consider laking an Obscssion,Compulsive Behavior, or Vow.

RACEThe majority of bounty hunters in the

Imperium are Humans, though other races occa­sionally SUpp0l1 such a trade.

AsianWithin ule borders of the Asian Hierate, boun­

ty hunting is handled primarily by the males.Often it is the female who provides the bounty, orat the very least payment and contract details.Asian living within the Imperium may becomebounty hunters and would conform to the generalguidelines provided elsewhere. Asian Imperial cit­izens may acquire an imperial license, if theymeet its requirements. See GURPS Traveller:Alien Races 2 for more information on the Asian.

OroyneAs a rule, OMs should nol allow Droyne bounty

hunters. At times, members of the warrior caste maybe assigned roles similar to bounty hunters - that oftracking down and returning a lawbreaker - but thiswould only be one aspect of their overall duty(guarding the community). Iildividual Droyne arenot given this assi!.,'l1JT1ent; a group would be sent.See GURPS Traveller: Alien Races 3 for details.

HiversDue to the relatively peaceful, cooperative

nature of Hiver society, they have little need forbounty hunters and OMs are discouraged fromallowing players to create them. Other races livingwiulin the borders of the Hive Federation may beused in a bounty-hunting role; for example,IthkJur soldiers (p. T:AllI24) would make fear­some hunters. GURPS Traveller: Aliell Races 3examines the Hive Federation in detail.

K'kreeDue to the cultural nature of the K'kree, boun­

ties and bounty hunting are all but unknown with­in the borders of the Two Thousand Worlds, whiletheir nature makes it next to impossible for a loneK'kree to survive outside the borders. Therefore,OMs should not allow K'kree bounty hunters,regardless of the setting. See GURPS Traveller:Aliell Races 2 for more information.

Vargrvargr bounty hunters are common both in and

out of the Extents. Because of their view towardauthority, vargr often push the limits of the law inhunting their prey and may be willing to take onshadier contracts. That is not to say that vargr areanarchists bent on finding their quarry at any cost;some hold Imperial licenses and follow Imperiallaws in their hunts, if only to limit their entangle­ment with such law.

Bounty hunting within the Extents is verycommon; the number of independent states makesit easy for criminals to flee beyond local lawenforcement jurisdiction. Regional Vargrgovernments often provide bounty-hunting licens­es similar to the Imperium; their value beyond thejurisdiction of that government is dubious.Regardless, laws against the use of force, breakingand entering, and so forth, are often more lax thanin the Imperium. However, unreasonable actions ­such as excess cruelty, unnecessary usc of force,or killing prey for no reason - would be dealt withaccordingly.

GURPS Traveller: Aliell Races I containsmore information on the Vargr.

ZhodaniThe Zhodani do not use freelance bounty

hunters, nor do they employ individuals for thatexclusive purpose. Law enforcement is handledby the TlIvrchedl' (Thought Police) and theTavrchedl' Drilll1af1 (Military Thought Police).Non-Zhodani bounty hunters following a targetinto the Consulate wilJ have a difficult time, to sayUle least. OMs should consult GURPS Traveller:Aliell Races 1 for more details.

15

ADVANTAGES.

DISADVANTAGES.AND SKILLS

There are a variety of styles of play involved inbounty hunting. Here is a selection of advantages,disadvantages, and skills that have direct bearingon Traveller bounty hunters.

COMBAT SKILLSNot all bounty hunters are skilled in com­

bat. Some make their living behind a computerOr by tailing suspects and reporting theirwhereabouts to the proper authorities.

For hunters directly involved in capturingdangerous criminals, however, combat skillsare recommended. Skills that will aid thehunter in subduing his prey wiU prove especial­ly useful. Such skills include hand-to-bandskiUs (Karate, Judo, Brawling) and nonlethalweapon proficiencies (including low-tech itemslike saps, bolas, and nets).

ADVANTAGES

Ally Group see p. 8232Criminals have cohorts, henchmen, and thugs,

and bounty hunters would do well to follow suit.Solo players may wish to work with the GM tocreate a small group of companions to aid them incovering alternate exits or to provide additionalfirepower during a takedown. See Teammates,p. 6, for more infonnation.

Contacts see p. 8234Tracking down fugitives is easier when a hunter

has appropriate Contacts. Suggestions include star­port personnel, burtenders, customs agents, pas­senger liner booking agents, media personalities,etc. Remember that Contacts will only have infor­mation within their area of expertise, which maybe limited to a purticular region of space.

Legal Enforcement Powerssee p. 821

Bounty hunters do not have the ability toenforce the law. In most regions of space, howev­er, an Imperial license and an IP will providesome measure of authority with respect to theirtargets (such as rights to search, seizure, deten­tion, and use of force). Nevertheless, bountyhunters in the Traveller universe do not haveLegal Enforcement Powers.

Patron see p. 824Hunters who work as Company Men (pp. 3-4)

may take their employer as a Patron. Similarly,those belonging to an organization such as theRegina Free Rangers (p. 31) should do likewise.Patrons should never be allowed to overbalance acampaign by providing infonnation or equipmentthat removes the challenge of being a bountyhunter. They are best used by the OM to provideadventure seeds and to keep the game movingwhen the hunter has stalled.

Reputation see p. 817A positive Reputation among law enforcement

personnel can be useful at any time, and may beused as a hook to bring in new contracts. Bountyhunters conforming to the Code of Honor (BountyHunter) may gain a positive Reputation from fel­low hunters.

DISADVANTAGES

Code of Honor (8ounty Hunter)see p. 831

This disadvantage varies in specifics fromone hunter to the next, but in general has the fol­lowing precepts: do not sabotage anotherhunter's operations; never attack a fellow hunterwith deadly force; don't turn over fellowhunters to law enforcement agencies for minorinfractions of the law; break only those lawsnecessary during your hunt. This is a -5-pointdisadvantage.

Delusion (I'm a Cop)see p. 832

Bounty hunters are nOllaw enforcers, but thatdoes not prevent many from acting that way.The point value of this disadvantage varies,depending on how far the hunter carries hisbeliefs and how strongly he acts on them.Generally, it is a -5-point disadvantage, unlessthe hunter carries his actions to an extreme.Note that real cops will react negatively to thosewith this Delusion.

Enemy see p. 839Every successful bounty hunter has at least

some enemies, though not all will be worthy of aGURPS disadvantage. Fomler captures are obvi­ous possibilities, but they must be on the loose toqualify as a Enemy disadvantage. Other sugges­tions include friends and relatives of those a boun­ty hunter has put away, or antagonistic lawenforcers.

16 THE HUNTER

Reputation see p. 817In especially civilized areas, and in many alien

cultures, bounty hunting will be frowned uponand may carry a negative Reputation. Governmentand law enforcement personnel in tightly con­trolled societies may react negatively as well.

SKILLS

Acting see p. 862Acting can be useful for anything from inter­

viewing friends and relatives to infiltrating a com­pany or underworld organization. A disguise kitor voice modification unit (p. 21) may come inhandy.

Administration see p. 862Skip tracers and repo men will find this skill

useful in wading through the bureaucracy inherentin a corporate structure. This skill will makethings easier both in securing contracts and get­ting payment upon completion.

Carousing see p. 863Carousing is not simply hanging out in the

nearest starport bar and asking around for clues. Itmay involve wining and dining a corporate execu­tive to find a good contract (Sex Appeal maycome in handy as well!) or hobnobbing with thegovernment elite in an attempt to gather clues tothe whereabouts of a high-society con man. Seealso Savoir-Faire, below.

Disguise see p. 865Disguises range from simple affectations

(glasses, an alternate hairstyle, clothing changes)to deluxe, high-tech disguise kits and medicaloperations. Bounty hunters with a Reputationmay not wish to be recognized while trackingtheir targets, and successfully infiltrating a high­security installation may require Disguise,Forgery, and Acting. See p. 21 for sample dis­guise kits.

Fast-Talk see p. 863Fast-Talk can be used to lure a target into a

more easily accessible location, bypass securityguards to enter residential complexes, or sidestepa local police investigation. Due to the limitationsof the skill, it can rarely be used to procure a bet­ter contract, since the issuer will usually have timeto think the matter through before the contract iscompleted. However, locating SOli/US of bountiesmight be made easier this way.

Forgery/TL see p. 865There are times that passing as someone else

is advantageous, and hunters on the shadier sideof the law may use this skill to forge their ownpapers as much as to SPOI falsified ones else­where. Due to the complex nature of ImperialIdentification Documents (pp. GT39-40), forg­ing one successfully is very difficult (modifierscan range from -5 to -10, depending on theactual format of the document). Corporate IDs,planctary passes, or visitation visas are mucheasier (modifiers range from +5 to -5 at theGM's discretion).

Like the Imperial Identification Document,forging an Imperial bounty hunting license or anIP is tricky; modifiers range from -3 to -10.

Law see p. 858With the numerous laws, ordinances, regula­

tions, and limitations in the known universe,bounty hunters may wish to specialize when tak­ing this skill. Suggested specializations includecriminal law, trade or commerce law, imperiallaw, regional laws (such as laws common to theSpinward Marches), alien laws (e.g., K'kree,Vargr), and laws enforced by non-Imperial gov­ernments (Solamani, Zhodani, etc.).

Research see p. 862Research is used to track stolen ships, find the

last known location of an Imperial fugitive, and soforth. A Computer Operation roll is made first,followed by Research rolls to locate the actualdata. Such rolls may be modified by the GM,depending on the availability of the info. Locatinga particular person's credit history is easy (nomodifier), but tracking down the source of his lastXboat-delivered communique is more difficult (-3or more).

Remember, Computer Operation is onlyrequired to begin the search; it is the Researchskill that is used to actuaI1y find the valuable data(see Research, p. B62).

Savoir-Faire see p. 864This skill can he very useful in procuring a

contract with government officials and corporateexecutives. A bounty hunter that storms into ahigh-class restaurant wearing leather and packingan assault rifle may impress or frighten everyone,but he's unlikely to oegotiate the finer points of acontract!

Savoir-Faire is also useful in nabbing white­collar fugitives ensconced in (and protected by)upper class society.

THE HUNTER 17

CHARACTERTVPESITEMPLATES

This template represents hunters who special­ize in assassination and other illegal operations.They're tougb and deadly humers, and they livevery dangerous (and often very shon) lives. Black

Tn addition to the generic Bounty Hunter tem­plate found on p. GT89, the following templatescan be lIsed to create a more specialized bountyhuntcr. Bounty hunters who spend much of theirtime shipbound will want to include appropriatcskills (Vacc Suit, Free Fall, etc).

Tracking see p. B57On backwatcr planets or during bug hunts, a

skilled tracker can be a bunter's best friend. GMscan use a hunter's Tracking skill to point playersin the right direction at times, but as a rule it isimpossible to track someone through a civilizedcomplex Like a starpon.

operativcs may work for shady corporations orgovernments, or as independent a'isa'\sins offeringtheir skills to the highest bidder. SeeAssassination (p. 13) for more information on thisdark side of bounty hunting.

Attributes: ST II [10]; DX 13 [30]; IQ 13 [30]; HT II [10].Advalltages: A lOtal of 20 points chosen from

Alternate Identity [Varies]; Combat Reflexes[15]; Composed [5]; Contacts [Villies]; DangerSense [15]; Fearlessness [2/Ievel]; Fit [5];Imperturbable [10]; Patron [Varies];Reputation [Vruies]; Single-Minded [5]; StrongWill [4/Ievel]; Toughness [10]; or Zeroed [10].

Disadvantages: A total of -35 points chosen fromBad Temper [-10]; Bloodlust [-IOJ; Callous[-6]; Codc of Honor (Never betray an employ­er) [-5]; Duty (To a Patron) [Varies]; Enemy[Varies]; Flashbacks [Varies]; Greed [-15];Loner [-5]; Nightmares [-5]; No Sense ofHumor [-10]; Overconfidence [- 10]; Reclusive[-10]; Reputation [Varies]; or Stubbornness[-5].

Primary Skills: Beam Weapons (any) or Guns(any), both (PIE) DX [1]- I5 (Includes IQbonus); Strcetwise (MIA) IQ [2]- I3; 2 pointsin Interrogation andlor Intimidation, both(MIA); and 3 poims in Brawling (PIE), Judo(PIH), and/or Karate (P/H).

Secolldary Skills: Area Knowledge (any) (MIE)lQ [I ]-13; Computer Operation (MIE) IQ [1]­13; Fast-TaLk (MIA) lQ-1 [1]-12; Research(MIA) IQ [2]-13; 2 points in Shadowing (MIA)andlor Stealth (PIA); and 2 points inElectronics Operation (Security Systems)and/or Lockpicking, both (MIA).

Backgroulld Skills: A total of 8 poims in Acting(MIA); Carousing (PIA; HT); CriminOlogy(MIA); Demolition (MIA); Disguisc (MIA);Fast-Draw (any) (PIE); Holdout (MIA);Language (any); Poisons (M/H); or Tactics(MIH).

CustomiZlllioll Notes: Players aiming to create illlassassin as opposed to a more generic black opshould specialize in appropriate skiJls. In addition,high Stealth and either Acute Senses or Alennesswill be helpful.

COMPANY MAN

BO POINTSThis template represents salaried repossession

officers, anti-espionage expens, and other types ofcorporate fixer. Both investigative and combatskills are included; the extent that any individualis skilled in combat will vary with his typicalassignments.

90 POINTSBLACK Op

Tactics see p. BB4A group of bounty hunters working together

should be allowed to use Tactics to fine-tune theirplan of attack. Coordinating such an assault canbe ti,e high point of illl adventure, and Tactics cangive the party thc edge; but it should not be usedas a replaccmcnt for good planning on the pan ofthe players themselves.

Streetwise see p. BBBHaunting the streets in a search for a dangerous

criminal can provide excellent roleplaying oppor­tunities. GMs should be careful not to let theStrcetwise skill bypass the roleplaying that shouldaccompany a good hunt. Those with Streetwisecan combine this skill with the judicious use ofContacts to find a target's last known location,associates, suspected hangouts, etc.

Shadowing see p. BB7Choosing when to strike can be as imponant as

finding the targct in the first place (see pp. 4-5).Shadowing a victim through empty streets may beeasy, but it is also easy to blow one's cover.Crowded arcas, such as major starports, makeshadowing more difficult, but reduce the chanceof being spotted by your QUillT)'o In either case, ahunter skilled in Shadowing will find his jobmuch easier than one forced to take down the tar­get at a moment's notice.

1B THE HUNTER

Freelancers make up the bulk of the bounty­hunting force and run the gamut from an honestwould-be cop to a near-criminal vigilante.

Attributes: ST II [10]; OX 12 [20]; IQ 12 [20]; HT II [IOJ.Advalltages: A total of 25 points chosen from

Acute Hearing [2IIevcl]; Acute Taste and Smell[2/1evel]; Acute Vision [2/1evel]; Alertness[5/1evel]; Combat Reflexes [15]; Composed[5]; Contacts [Varies]; Danger Sense [15];Fearlessness [2/1evel]; Intuition [15];Reputation [Varies]; Single-Minded [5]; StrongWill [4/Ievel]; or Toughness [10 or 25].

Disadvalltages: A total of -25 points chosen fromBad Temper [-10]; Bully [-10]; Callous [-6];Code of Honor (Bounty Hunter) [-5]; Delusion

Attributes: ST 10 [0]; OX 12 [20J; IQ 13 [30]; HT 10 [0].Advalltages: Patron [25]; and a total of 15 points

chosen from Administrative Rank [5/Ievel],Ally Group (Other corporate agcnts) [Varies],Claim to Hospitality (Corporate offices)[Varies], Composed [5], Contacts [Varies], Fit[5], Reputation [Varies].

Disadvalltages: Duty (Patron, 15 or less) [-15];and a total of -15 points chosen from Enemy[Varies], Greed [-15], Honesty [-I OJ, No Senseof Humor [-101. Reputation [Varies],Stubbornness [-5], or Workaholic [-5].

Primary Skills: Administration (MIA) IQ [2]-13;Computer Operation (M/E) IQ [1]-13;Research (MIA) lQ+1 [4]-14; and BeamWeapons (any) or Guns (any), both (pIE) DX[11-14 (Includes IQ bonus).

Secolldary Skills: Area Knowledge (any) (M/E)IQ [1]-13; Fast-Talk (MIA) IQ-I [1]-12;Interrogation (MIA) IQ [2]-13; Streetwise(MIA) IQ-I [1]-12; and I point in Brawling(pIE), Judo (p/H), Karate (p/H), or Wrestling(PIA).

Backgroulld Skills: A total of 6 points inCarousing (PIA; HT); Criminology (M/A);Electronics Operation (Security Systems)(MIA); Holdout (MIA); Language (any);Lockpicking (MIA); Shadowing (MIA); orStealth (PIA).

Cllstomizatioll Notes: Repossession specialistsshould look at the "repo man" template (below)for additional suggestions to round out a companyrepo man. Patron and Duty (Patron) are listed assuggestions; the GM and player should worktogether if a Patron of another size is preferred, orif the bounty hunter will not be on duty most ofthe time.

FREELANCE

HUNTER

BOUNTY

S5 POINTS

(I'm a Cop) [-5 to -15]; Enemy [Varies]; Greed[-15]; Honesty [-10]; Intolerance (Criminals)[-5]; Jealousy [-10]; Loner [-5]; No Sense ofHumor [-10]; Overconfidence [-10];Reputation [Varies]; or Stubbornness [-5].

Primary Skills: Area Knowledge (any) (M/E) IQ[1]-12; Research (MIA) IQ [2]-12; Streetwise(MIA) IQ [2]-12; Beam Weapons (any) orGuns (any), both (PIE) DX [1]-14 (Includes IQbonus); and a total of 4 points in Blackjack(PIE), Brawling (PIE), Judo (P/H), Karate(P/H), or Wrestling (PIA).

Secolldary Skills: Computer Operation (MIE) IQ[1]-12; Shadowing (MIA) IQ-I [1]-11; andStealth (PIA) DX-I [1]-11.

Backgroulld Skills: A total of 12 points inCarousing (PIA; HT); Criminology (MIA);Electronics Operation (Security Systems)(MIA); Fast-Talk (MIA); Holdout (MIA);Intimidation (MIA); Language (any);Lockpicking (MIA); or Tracking (MIA).

Customizatiol/. Notes: Freelance bounty huntingcomprises a diverse group of people, and this tem­plate allows for a lot of personalization. Playersmay wish to combine this template with others(such as the repo man or black op) to create afreelance hunter with a special field of operation.

REPO MAN SO POINTSRepossessing a stolen ship requires a variety of

skills. Many repo experts work as a team, c1imi­nating the need for anyone hunter to be spreadtoo thin. Repo men may be corporate employeesor freelancers. See p. 4 for more information.

Attributes: ST 10 [0]; OX 12 [20]; IQ 14 [45J; HT 10 rOj.Advalltages: A total of 20 points chosen from

Combat Reflexes [15]; Contacts [Varies];Intuition [15]; Language Talent [2/1evel];Patron [Varies]; Reputation [Varies]; Single­Minded [5]; or Strong Will [4/Ievel].

Disadvalltages: A total of -20 points chosen fromBad Temper [-10]; Code of Honor (BountyHunter) [-5]; Enemy [Varies]; Greed [-15];Honesty [-I OJ; Reputation [Varies]; orStubbornness [-5].

Primary Skills: Area Knowledge (Charted Space)(MIH) IQ-I [2]-13; Free Fall (PIA) DX-I [1]­II; Piloting (Starship) (PIA) DX-I [1]-11;Research (MIA) IQ [2)-14; and Vacc Suit(MIA) IQ-I [1]-13.

SecolltkIry Skills: Electronics Operation (SecuritySystems) (MIA) IQ-1 [1]-13; Streetwise (M/A)IQ-I [1]-13; and Beam Weapons (any) or Guns(any), both (PIE) DX [1]-14 (Includes IQbonus).

THE HUNTER 19

Backgroulld Skills: A total of 5 points inAdministration (MIA); Area Knowledge (any)(MIE); Brawling (PIE); Carousing (PIA; HT);Language (any); Lockpicking (MIA); orMerchant (MIA).

Custom;zatioll Notes: A group of repo men work­ing together will want to cover the requisite skillsfor operating a starship once uley've captured it ­Piloting, Electronics Operation (Sensors), and sofonh. The character outlined in this template isnot geared toward violent confrontation so muchas stealth and guile in his effons to return star­ships to their rightful owncrs. Players looking formore combat should either raise their combatskills or choose ,mother template.

SKIP TRACER

70 POINTSSkip tracers work in conjunction with bail

bondsmen, tracking down and returning thosewho skip bail. They specialize in research andpeople skills, and have limited combat abilitiescompared to some bounty hunters. Tbis does notmean that they are pacifists. Many of thcir targetsare hardened crinunals more than willing to useforce to maintain their freedom.

Attributes: ST 10 [0]; DX 12 [20]; IQ 13 [30]; HT 10 [0].Advalltages: A total of 20 points chosen from

Acute Hearing [2IIevel]; Acute Taste and Smell[2/Ievel]; Acute Vision [2/Ievel]; Alertness[5/level]; Charisma [5/level]; Contacts [Varies];Intuition [15]; Reputation [Varies]; Single­Minded [5]; or Strong WiIJ [4/Ievel].

Disadvalltages: A lotal of -20 points chosen fromBad Temper [-10]; Callous [-6]: Code ofHonor (Bounty Hunter) [-5]; Delusion (I'ma Cop) [-5 to -15]; Enemy [Varies]; Greed[-15]; Honesty [-10]: Jealousy [-101;Overconfidence [-10]; Repuwtion [Varies]; orStubbomness [-5].

Primary Skills: Area Knowledge (any) (MIE) IQ[1]-13; Research (MIA) IQ [2]-13; Streetwise(MIA) IQ [2]-13; and a total of 4 points inBlackjack (PIE), Brawling (PIE), Judo (P/H),Karate (PIH), or Wrestling (PIA).

Secolldary Skill" Computer Operation (MIE) IQ[1]-13; Fast-Talk (MIA) IQ-I [1]-12;Shadowing (MIA) IQ-I [1]-12; and BeamWeapons (any) or Guns (any), both (PIE) DX[1]-14 (Includes IQ bonus).

Backgroulld Skills: A total of 7 points in Acting(MIA); Administration (MIA); Carousing(PIA; HT); Electronics Operation (SecuritySystems) (MIA); Language (any); Law (MlH);Lockpieking (MIA); Stealth (PIA); or Tracking(MIA).

Custom;zatioll Notes: Skip tracers who work pri­marily with a single bail bondsman may wish totake him as a low-level Patron.

TOOLS OF

THE TRADEThe Traveller universe is full of high-tech gad­

gets to make a hunter's life easier. GMs will findcountless items in GURPS Ultra-Tech, Ultra­Tech 2, and even High-Tech to keep a campaigngoing full swing.

WEAPONS

Nonlethal WeaponsThere are a number of ways to subdue a target

without doing permanent harm. Most bountyhunters will probably rely on chemical rounds(pp. GT II I and UnO) or tmnq rounds (p. GT I I I).Nerve guns (p. UT56) and sonic stunners(pp. UT55-56) are extremely rare; they are TLl2weapons and available for 10 times listed cost.

Electrical stun weapons provide an alternativeto neural and sonic stunners. At TL9, such aweapon is nOl restricted by wires running fromlhegun to the victim. Rather, it fires an independentpower cell that releases electrical energy for up tothree minutes after impact. General infomlalionon electrical stunners is found on p. HTI 00; spe­cific stats for the TL9 version can be found in theweapons table on the next page.

20 THE HUNTER

Low-tech weaponry is often velY popular withbounty hunters. Not only can it be used to subduea target, but weapons such as nets, bolas, and sapsare usually less restricted than standard firearms.

Finally, rather than trying 10 stun a victim,some hunters opt to capture him using a tangierweapon. Basic information on tanglers is foundon p. UT51, and two popular models (a pistol anda rifle) are listed in the weapon table below. Bothweapons use the Guns (Tangier) skill.

Additional information on nonlethal weaponscan be found in GURPS Cops.

GrenadesStun grenades (also called '-flash-bangs" or

"stun munitions") are a popular addition to theweapons listed above. Tossing a stun grenadethrough a window or partly opened door, then fol­lowing up with a msh, gives the attackers suffi­cient time to subdue the room's occupants withlittle difficulty. Details on stun munitions arefound on p. SO I05 and p. UTT65.

Other useful grenades include the tangiergrenade (p. UTT66) and, rarely, the sonic stungrenade (p. UTT66). Like other sonic stunweapons, the sonic stun grenade is not availableuntil TLl2, and at 10 times cost.

SURVEILLANCECollecting infomlation can be tedious and dif­

ficult. There are a number of items every bountyhunter should have in his arsenal, including com­munication taps, laser mics, and bugs (p. UT84);bug sniffers and stompers (p. UT90); andEMESCAT gear and keyboard bugs (p. UTT84).

Fiber Optic Scope: This stiff 1/4" cable can besnaked around comers, through ventilation ducts,or slipped through open windows to provide trans­mission of a video image to a suitable viewer(e.g., HUDs, video recorders, computers). Fiberoptic line may be of any length, and costs CriOOper fool.

FORGERY. ACTING.

ANO OISGUISEPretending to be someone else is a common

tactic for private investigators, journalists, andbounty hunters.

ForgelY Kits: ForgelY kits nm the gamut frombasic art supplies (Cr25) to full-scale computer­ized labs for forging retinal scans, data chips, andso on (Cr250,OOO and up). Most street-level forg­ers get by with a basic kit capable of modifyingexisting documents (+1 modifier to Forgery rolls)and creating reasonable facsimiles from scratch(-I to skill rolls). Such kits are illegal almosteverywhere, but can be found on the black marketfor around Crl,OOO. They're good for five uses(regardless of success or failure) and then must berefilled at a cost of Cr250.

Disguise Kit: Like forgery kits, disguise kitsvary in quality, weight, price, and usefulness. Abasic briefcase-sized kit eont.1ining makeup, wigs,beards, false noses, etc., can be purchased foraround Cr300. It weighs 10 Ibs.. and provides a+2 on any Disguise roll. Higher-TL kits provideincreasing bonuses: TLII kits provide +3 onDisguise rolls and cost Cr3,OOO and TL 12 kitsgive +4 for acost ofCr7,500. TLII and TLl2 kitsmay be illegal on some worlds.

Voice Modification UnitsA VMU is a small external unit that attaches

to the wearer's throat and modifies the pitch andtone of his voice enough that it is not easily rec­ognizable. Such a unit may add + I to Disguiseor Acting rolls when the user is speaking. AVMU is obvious unless it is concealed underclothing (+5 to Holdout). At TLIO and up, a dec­orative choker can be fashioned to conceal theVMU, though a successful Vision-5 roll willalert others to something odd about the jewelry.Basic voice modifiers cost Crl,OOO; TLIO dis­guised VMUs cost Cr5,OOO and up, dependingon the craftsmanship.

MISCELLANEOUSThere are many other tools and gadgets

available in GURPS High-Tech, Ultra-Tech(pp. UT82-71), Ultro-Tech 2 (pp. UTT78-86),Speciol Ops, and Espionage (pp. E45-64).

Specific examples applicable to a bounty hunt­ing canlpaign include handcuffs (p. UT9I), cuff­tape (p. UTT82), sonic pacifiers (available atTLl2 and for 10 times cost; p. UTT82), stunbatons (p. UTT65), biobeacons (p. UTT40), andso forth.

WEAPONS TABLE

Weapon Malf Damage S8 Ace 1/20 Max W~ AWl. RoF Shots ST Rei Cost TLlecuicaJ Stun Gun cnt S ial t4 2 10 t o.t 1 2 7 -I Cr800 8

Tangier Pistol cric Special tt 1 12 3 0.5 I 1 12 -4 Crl.OOO 8

8 .l. 4 , 0 C ,500 8

THE HUNTER 21

Some GMs may wish to add bounty hunting toan existing campaign. Others may start a cam­paign that revolves around bounty hunters exclu­sively, starting the group out from scratch.

Boullty Hunters campaigns take on manyfoons. A more realistic campaign focuses on thechase - tinding the quarry and capturing him witha minimum of violence and fuss. Realistic bountyhunters make certain to cope with local laws andcause minimum collateral damage. Cinematiccampaigns focus more on the confrontation. ThePCs use any means, fair or foul, to get to the quar­ry. Such adventures culminate in a firefight withthe quarry or with planetary security (or both!)

REALISTIC

BOUNTY HUNTINGThe truth about bounty hunting is that it entails

hours of paperwork, computer work, long-distancecommunications. interviews, and other tedium,followed by a few brief moments of excitementduring the capture. To provide better game play,GMs wishing to run a realistic campaign shouldprovide lots of interplay between PCs and NPCs(friends, relatives, henchmen, law enforcementpersonnel) prior to attempted captures.

In the Traveller universe, economics preventinterstellar bounty hunting from being a profitableventure unless the bunters are tracking veryexpensive (and therefore dangerous) targets. GMsshouldn't overload tbe players with nickel-and­dime bail skips and repos. Instead, a Travellerbounty hunting campaign should focus on theexciting, shadowy, dangerous world of high­stakes bounties.

CINEMATIC CAMPAIGNSCinematic bounty hunting emphasizes track­

ing down dangerous criminals and fugitives fromjustice, since traditional law enforcement isspread too thin to deal with every lawbreaker andescapee. Private bounty hunters take up the slack,tracking not only skips and repossessed ships,but also fugitives from justice and high-profilecriminals.

The Lone WolfA staple of sci-fi films is the lone hero who

faces and overcomes overwhelming odds. GMsmay find that a cinematic bounty hunting cam­paign is ideally suited to solo adventures, allowingthe hunter to face down hardened criminals ondistant planets and emerge battered, but tri­umphant. A lone wolf may start the adventurewith a sidekick (or even an Ally Group), but it'slikely such companions will be among the casual­ties during the course of the adventure.

GMs may allow the hero to start at a higherpoint value or encourage the use of advantagessuch as Hard to Kill to give him a better chance ofsurvival.

SCUM AND VILLAINYSome players will prefer the gritty, violent

world of the "super" bounty bunters. Characterswill face the most dangerous criminals and thedeadliest of worlds; death is a daily reality andPes are not immune.

Targets in this campaign will be high-valuecriminals . .. escapees from max.imum-securityprisons, killers, and assassins. Heroes should bearmed to tbe teeth and forti tied with the bestequipment, since their enemies may be totingPGMPs and wearing powered combat armor!

THE OTHER SIDE

OF THE COINSome TraveUer canlpaigns find adventurers on

the shady side of the law, in the foml of smugglers,pirates, or other, often good-hearted criminals.GMs may wish to use Bounty HUlllers as a source­book in such a campaign, keeping the party on tlleirtoes as the bounty on them slowly grows and thecaliber of hunter that trdcks them increases.

GMs who wish to use bounty hunters againstcriminal PCs should keep the bounty quiet, andspring a hunter or two on the players withoutwarning. Figuring out who's trying to capture orkill them, and why, can be an exciting adventureunto itself.

22 ADVENTURES AND CAMPAIGNS

ADVENTURES AND CAMPAIGNS

CROSSOVER

CAMPAIGNINGBounty hunting can be an excellent sideline for

free traders, mercenaries, Scouts, and other estab­lished Traveller characters. OMs should refer toappropriate CURPS Traveller supplements fordetails on specific professions.

Free TradersFree traders make good bounty hunters for

many reasons. They have skills useful in trackingdown targets (Area Knowledge, Streetwise) andrepossessing ships (shipboard skills), and theirline of work facilitates travel from one world toanother in search of a target without accruingunnecessary expense.

Free traders might also be involved in bountyhunting, when asked to transport a criminal (per­haps in a low berth) back to the world that hadextradited him. Needless to say, the criminal's con­federates might attempt to free theircomrade, or even simply kill him tokeep him from testifying.

In addition, free traders mightbecome embroiled in a fugitive hunt,even if they are not bounty huntersthemselves. What if that mysteriouspassenger they recently picked upturns out to be hounded by a teanl ofskilled bounty hunters?

Free traders who engage in smug­gling - especially as a matter of rou­tine - may find they are the target ofa bounty themselves.

See CURPS Traveller: FarTrader for more information.

ScoutsAs part of their official duties,

Scouts may be called upon to huntdown relic thieves or smugglers oninterdicted worlds. They may also befaced with a fugitive that has takenrefuge on a world that has been inter­dicted to protect the locals. Not onlywill they have to capture him, theymust prevent NPC bounty huntersfrom damaging relations with thelocals by shooting up the place.

Like free traders, Scouts may alsobe asked to transport a criminal intheir ship, with siJnilar repercussions.

CURPS Traveller: First 111provides more information on theScouts.

MercenariesA team of battle-hardened mercenaries may be

called upon to take down the most dangerousfugitives in the Imperium. The line betwecn mer­cenary soldiers and mercenary bounty hunters is athin one, and the two professions are easily meld­ed into one. Mercs that take on an occasionalbounty hunt will find they must rely on comman­do tactics rather than sheer firepower - though thelatter doesn't hUrl when facing heavily armedopponents. Even if they are not bounty huntersthemselves, they may be hired by a hunter to helpin taking down a subject.

In a purely military campaign, the mercs'patrol ship may be asked to transpon a fugitive intheir brig, or their squad of marines may be calledupon to assist in serving an arrest walTanl.

CURPS Traveller: Croulld Forces andCURPS Traveller: Star Meres can be usedtogether with this supplement for such a militarybounty-hunting campaign.

ADVENTURE SEEDS

FRONTIER .JUSTICEWhen Abbot Soone escaped from the prison

world of Tonuent (072llDarrian), local officialsworked to keep the news quiet. Soone is consid­ered one of the most dangerous psychopaths inthe Marches. Wary of bad publicity from theannouncement of his escape, prison officials qui­etly contacted one person to bring him down: thebounty hunter.

Soone was last seen heading toward District268. Torment officials have made it clear theydon't care if Soone isreturned in one pieceor many, but they wi IIonly make payment onabsolute proof of histermination - a sev-ered thumb won't do ~

the trick, but his headwould do nicely. Theywill give the lone wolfCr150,000 on comple­tion of the job, but hemust work quickly andquietly. If Soone killsany civilians beforethe hunter stops him,payment will be cut inhalf. If the media isalerted to Soone's liberty,the prison will revoke the exclusive contract andput a blanket bounty on his bead for Cr25,000.

THE TABLES TURNDuring the course of routine skip trdces or

fugitive hunts, the heroes may tind themselvesbreaking local laws from time to time; it is analmost inevitable fact of bounty hunting in a frac­lUred political atmosphere. Unbeknownst to them,however, they recently outraged religious authori­ties by eanying out their duties on a local holyday. Though it is an insignificant violation fromtheir point ofView (they may not even know theywere guilty), it w~ a high act of irreverence to alocal goddess - one punishable by death.

Within clays, a group of adepts is dispatchedto track down the heretics and bring them to jus­tice. It is tlreferable to rewm them to the scene ofthe crime and allow the ''most holy celebranf' toexecute punishment - their death on a sacrificialaltar! But if necessary, the assassins will by tokill one or more heroes to even the odds beforecapturing the remainder.

This adventure works best if the party isunaware of their crime wltil they are anacked bya band of zealots. The assassins should beequipped based on the relative strength of theheroes. The object is a fair fight and a fun adven­ture, not the slaughter of either side.

FAMILY FEUDAfter capturing a felon in the Five Sisters

Subsector at the very edge of Imperial space, theparty needs a well-deserved rest, and the seedy

freeport at Jinx (0440lFiveSisters) is an ideal placeto resupply beforemoving on. While thePCs recharge their spir­its in a local tavern, adark-haired teen burststhrough the doors,races through the bar,and goes out the back.She is followed by twomen in light combatarmor, plainly intent ondoing her hann. Whenthe heroes investigate(and deal with the pairof pistol-armed thugs),

she tells them her story.She left her home­

world of Emape (0133/Five Sisters) in search ofmercenaries (or bounty hunters) to rescue herbrother from a planetary mob that holds him cap­tive after killing her father and destroying muchof her family's assets. Her mother is offeringtravel expenses, plus Cr25,000 to anyone willingto return the kidnapped young man, and an addi­tional Cr5,000 for every member of the enemymob that is killed in the process.

What she doesll '( tell the PCs is that this hitand kidnapping is only the latest in a series ofanacks between these feuding families, both ofwhich control large portions of the lawlessworld. Her mother refuses to use any of her ownenforcers in the rescue anempl because she can­not afford to leave her family vulnerable to a sec·ond anack.

11le son is being held in a fortress-like com­pound in a mountainous regiOD of the planetreachable only by foot or a heavily guarded land­ing pad. See GURPS Traveller: Behilld theClaw for more information on Jinx and Emape.

24 ADVENTURES AND CAMPAIGNS

Bounty hunting often attmets loners, but inter­action with others is the slock in trade of a suc­cessful hunter. Even the most antisocial bountyhunter will deal with his share of defaulting shipowners. Imperial criminals, and rival hunters.

SKIPS AND

OTHER TARGETSThe following characters represent a eross­

section of bounties available in the Travelleruniverse. GMs can use them as is, or tailor themto fit the campaign.

TRAV McKINNON

150 POINTSHuman (mixed) male; age 29; 5' 10", ISS Ibs.;

brown hair and goatee, green eyes.ST 10 LOj; OX II [10]; IQ 14 [45]; AT 10 [0].

Speed 5.25; Move 5.Dodge 5; Parry 7 (Bmwling).

Advantages: Ally Group (Four 75-point body­guards, 15 or less) [301; Attractive [5]; Charisma+2 [10]; Common Sense LI0]; Eidetic Memory[3Oj; Intuition [15]; Strong Will + I [4].

Disadvantages: Careful [-I]; Enemy (InsuranceInvestigalOrslBounry Hunters, 6 or less) [-5];Greed [-15]; Miserliness [-10].

Quirks: Constantly toying with a small, roughstone; Fastidious; Quick to smile; Rarely car­ries a weapon. [-4]

Skills: Aeting-17 [4]; Administration-13 [1/2];Area Knowledge (Imperium)-14 [112); Bard-16[I]; Brawling-IO [1/2); Carousing-II [4];Computer Operation-IS [I]; Dancing-IO [I];Detect Lies-13 [I]; Diplomacy-I 4 [2]; Disguise­14 LI); Fast-Talk-IS [2); Forgery-14 [2);Gambling-14 rl]; Guns (Pistol)-12 [112]*;Holdout-14 rl]; Law-13 LI); Leadership-16 [I];Merchant-14 [I); Psychology-13 [I); Research­14 [I]; Savoir-Faire-15 [I); Strectwise-14 [I].* Includes +2 bonus for IQ.

Languages: Galanglic (native)-14 [0]; Vilani-13[112); Zhodani-13 [112].

Equipment: McKinnon carries little equipment asa matter of course. When armed. he carries avery expensive. custom-made body pistol(pp. GTIIO. GT114), filled in a custom­tailored pancake holster. The pistol and holsterhave a combined Holdout modifier of +3. but itis impossible to Fast-Draw. He also has carriesa small. rough stone that he absently tums overand over in his hands; its significance isunknown.

Quote: "Of course it's legit:'

McKinnon's StoryTen years ago, Trav McKinnon was a two-bit

con man haunting the Spinward Marches andbilking unsuspecting folk out of their money andpossessions. BUI after many years of banking hisill-gotten gains, McKinnon used a "creative" cred­it history to purchase a lOO-ton Sulieman courierthat he christened Lack ojSleep. He used the shipto engage in legitimate trade, making excellentuse of limited cargo space by trading only high­value goods. Despite his fraud in obtaining theship, he never missed a payment. It appeared TravMcKinnon had tumed legit.

Four months ago, McKinnon filed an insuranceclaim with Galactic Surety, L1C, citing the ship'sdestruction by pirates near the Vargr Extents. GSsent an adjuster to examine debris from the ship,and although the investigation proved inconclu­sive, GS honored the claim. Recently, however,they uncovered information indicating that theLock oj Sleep was not destroyed. They nowbelieve it was refilled, had its transponderchanged, and was renamed Long Shot. ASulieman ship named Lang Shot is being brokeredsomewhere near Regina, but GS can't spare anyemployees to investigate this dubious rumor.

A Cr75,OOO fee is offered to anyone who canprove that the Lang Shot is the renamed Lack ojSleep, and another Cr250,OOO for her retum if therumor proves true. McKinnon is a shrewd opera­tor and not easily duped; he is an expert at manip­ulating people and surrounds himself with skilledbodyguards, ready to use deadly force when hiswords fail.

FRIENDS AND ENEMIES 25

FRIENDS AND ENEMIES

McKinnon makes a slippery villain who is dif­ficull to imprison due to the nature and complexi­ty of his scams. Even if the heroes return ule shipto GS, McKinnon may well go free due to somelegal loophole he has conveniently engineered.

Adventure NotesMcKinnon can be played as a wisecracking

scoundrel with a heart of gold or a downright nastycon man with a violent streak just below his cul­tured surface. If he is to be a recurring villain, OMsmay wish to raise the level of his Law and Fast­Talk skills (to provide getaways) as well as addingHard to Kill to keep him alive. If McKilillon reap­pears in subsequent adventures, he will have anumber of Altemate Identities (p. CI20).

RHIANNON GAULT

153 POINTSHuman (mixed) female; age 25; 5'7", 125 Ibs.;

short blonde hair, pale blue eyes.ST 9 [-10]; DX 13 [30]; IQ 13 [30]; HT 12 [20].

Speed 6.5; Move 6.Dodge 6; Parry 8 (Brawling).

Advantages: Alertness + I [5]; Attractive [5];Fearlessness +3 [6]; Fit [5]; High PainThreshold [10]; Luck [15]; Pitiable [5]; StrongWill +3 [12]; Toughness (DR I) [10].

28

Disadvantages: Enemy (Bounty Hunters, 6 orless) [-5]; Flashbacks [-5]; Guilt Complex [-5];Loner [-5]; Nightmares [-5]; Obsession(Destroy Stemmetal Horizons, LIC) [-15].

Quirks: Blames herself for the death of her friends;Chews her bottom lip when indecisive; Missesher home; Never carries a weapon; Tries nol toinjure non-Stemmetal employees. [-5]

Skills: Area Knowledge (I mperium)-13 [I];Brawling-13 [I]; Camouflage-13 [I];Carlography-12 [I]; Climbing-13 [2];Demolition-I 6 [8]; Ecology-I 3 [4]; ElectronicsOperation (Security Systems)-15 [6]; Fast­Talk-II [112]; First Aid-14 [2]; Gardening-13[I]; Hiking-12 [2]; Leadership-II [1/2];Lockpicking-13 [2]; Meteorology-II [1/2];Naturalist-IO [1/2]; Planetology (Earthlike)-12[I]; Researeh-13 [2]; Running-IO [I];Scrounging-15 [4]; Stealth-14 [4]; Streetwise­11 [1/2]; Survival (Woodlands)-13 [2];Swimming-13 [I]; Thrown Weapon(Grenade)-13 [I]; Tracking-II [1/2].

Equipment: Rhiannon never carries any personalweapons, but is rarely without a small 1001 kitand several odds and ends related to her demo­litions (blasting caps, primacord, timers, and soforth). When on a raid, she wears black combatinfantry dress (p. UTI3). The only offensiveweaponry she ever uses are grenades, and thenusually only for inflicting collateral damage onStemmetal property.

Quote: "They're destroying the nniverse one treeat a time."

Rhi's StoryRhiannon Gault is a dangerous. if wcll­

intentioned, criminal. Raised on a bucolic world,she grew up wild and carefree until StemmetalHorizons, LIC purchased mining rights to herhomeworld and began stripping it of its forests.Together with a small group of friends, Rhiannonprotested Stemmeta!'s operations, but to no avail.They tried sit-down strikes and eventually pro­gressed to sabotage of Stemmetal's operations.During a nighttime raid against the mines, thesmall group was fired upon by Stemmetal securi­ty, killing Rhiannon's friends and wounding her inthe left aml (she still bears the scars). She ned theplanet and sought refuge among the stars, whereshe maintains a personal crusade againstStemmetal Horizons to this day.

In the four years since, Rhiannon has workedwith various terrorist groups, but she rarely stays inone place very long. She is obsessed with thedestruction of Stemmetal, planning sabotage andassaults against their assets throughout the

Imperium. What really drives her, however, is herguilt for the death of her friends. She W,tS the insti­gator of the raids and blames herself for their death.She is desperately seeking absolution for her crime.

Stemmetal Horizons has placed an Imperiallyrcgistcred Cr200,OOO bounty fur her capture.

Adventure NotesRhiannon Gault is a dangerous, fanatical oppo­

nent. She is fearless to the point of foolishness,making her unpredictable and difficult to appre­hend. She has the best of intentions and a heart ofgold, but GMs may choose to make her less lik­able and sympathetic, painting her as a ruthlessterrorist. If she is to be played this way, dropPitiable, Guilt Complex, Flashbacks, andNightmares, and add Paranoia.

TVLENE REID

175 POINTSHuman (Terran) femalc; age 30; 5'8",130 Ibs.;

pale skin, black hair, green eyes, several small tat­toos.ST 10 [0]; OX 13 [30]; IQ 13 [30J; HT I I [10].

Speed 6; Move 6.Dodge 6; Parry 8 (Brawling).

Advalltages: Acute Hearing +2 [4J; Ally Group(Two 100-point henchmen, 12 or Icss) [40];Attractive [5J; Composed [5]; Contact (ShadyImperial Marine NCO, skiJI- I5, 9 or less) [2];Danger Sense [15]; Luck [15]; Zeroed [10).

Disadvalltages: Addiction (Rush Hour,p. UTT90) [-5]; Enemy (Bounty hunters, 9 orless) [-10]; Insomniac [-10]; Light Sleeper [-5];Workaholic [-5).

Qllirks: Considers herself an entrepreneur, not acriminal; Enjoys the weight of a hcavy rille;Up all night, sleeps during the day; Very spe­cific about wcapons tcrminology; Won't admitshe's addicted. [-5]

Skills: Area Knowledge (Dublin)-13 [I]; AreaKnowledge (Old Expanses)-14 [2]; AreaKnowledge (Solomani Rim)- I3 [I]; AreaKnowledge (Terra)-13 [I]; Armoury (CombatArmor)-I I [II2J; Armoury (Small Arms)-13[2]; Brawling-13 [I]; Carousing-I I [2J;Climbing-II [112]; Dcmolition-I 1[1/2];Detect Lies-14 [6]; Filch-I I [1/2]; Forgely-IO[112]; Gunner (Machine Gun)-13 [1/2]*; Guns(pistol)-14 [1/2]*; Guns (Rille)-15 [1]*; Knife­13 [I]; Leadership- I3 [2]; Lockpicking-II[1/2]; Merchant (Combat Armor, Small Arms)­13/20 [6]; Pickpocket-IO [112]; Savoir-Faire-13[I]; Savoir-Faire (Military)- I2 [1/2];Streetwise-18 [12]; Survival (Urban)-14 [4].

* Includes +2 bonus for IQ.Lallgllages: Galanglic-12 [11; Irish (native)-13 [0].Equipment: Ty has access to nearly any personal

wcapon in the Traveller universe, and GMsmay ann her with whatever is appropriate for aparticular scene. In general, however, shefavors her worn, but well-maintained,Instellarms ACR Model 75, favoring theweight and feel of it over a smaller weapon.Thc rillc is fully decked out with accessoriesand is customized (0 fit her grip and armlength, giving it a + I Ace bonus in her hands.A Blackhawk Arms grenade launcher ismountcd under the barrel, but usually notloaded. For stats, use the 7mm ACR loadedwith solid ammo (p. GTI 14) together withstats for the M203 grenadc launcher(pp. HTl21 and HT 126). She also carries astandard 9mm auto pistol in a shoulder har­ness, but makes no attempt to conceal it.

Quote: "You call that a gun? This is a gun. "

Tylene's StoryTylene Reid spent the first half of her life on

Terra. Orphaned at 14, she grew up on the streetsof Dublin, where she leamed to live by her wits.She eventually hopped a tramp freightcr out of theRim, sidestepping the Imperial security forcesseeking to question her about the death of a minornoble. Today shc haunts the Old Expanses, deal­ing in black-market military hardware.

Unfortunately for Ty, equipment used in apolitical assassination was traced back to her, andshe is now the target of an manhunt fueled by aCr200,000 bounty for her capture. Authoritiesbelieve she has a Sourcc in the Imperial Marinesand they wish to interrogate her; she is worthnOthing to them dead. Hunters providing proof ofher arrangements with the Marines (including thename of her contact there) will be given aCr50,OOO bonus.

She is usually within earshot of a pair of hmld­picked mercenaries armed with the latest hardware.

Adventure NotesTylene can be used as a simple bounty, sending

the party scouring the underworld of black marketarms dealers in search of their prey. It's possible,however, that she may become (or Illay alreadybe) the heroes' ally mld a source of illegal militaryhardware. GMs should use this angle to theiradvantage, especially if any of the hunters have aCode of Honor (Never Betray a Friend),Intolerance (Criminals), Obsession (Never Giveup a Hunt), or similar disadvantage that wouldcreate an internal conflict.

FRIENDS AND ENEMIES 27

GERFIKH

175 1/2 POINTSVargr male; age 48; 5'6", 145 Ibs,; reddish­

brown fur streaked with gray, light brown eyes,ST 10 [10]; OX 13 [20]; IQ 12 [20]; HT II [10].

Speed 5.5; Move 10,Dodge 5; Parry II (Brawling).

Advalltages: Ally Group (Five IOO-point crimi­nals, 15 or less) [60]; Charisma +2 [10];Combat Reflexes [15]; Fearlessness +2 [4]; G­Experience [10]; Military Rank 4 [20]; Status I[0]*; Vargr [0],* Free from Military Rank.

Disadvalltages: Enemy (Bounty hunters, 6 orless) [-5]; Enemy (Imperium, 6 or less) [-20];Reputation (Killer; -4 to Imperial military per­sonnel, all the time) [-10]; Selfish [-5],

Quirks: Early riser; Enjoys being a pirate; Hatesbeing planetbound; Paces when agitated, [-4]

Skills: Area Knowledge (Spinward Marches)-12[I]; Area Knowledge (Vargr Extents)-15 [6];Astrogation-12 [2]; Brawling-15 [4]; ElectronicsOperations (Security Systems)-II [I]; Free Fall­14 [4]; Guns (Pistol)-16 [2]*; Heraldry-12 [2];Interrogation-II [I]; Intimidation-13 [4];Leadership-13 [4]; Merchant-12 [2]; Piloting(Starship)-12 [I]; SlTeetwise-12 [2]; Tactics-I 3[6]; Vacc Suit-13 [4].* Includes +2 bonus for IQ,

Lallguages: Galanglic-IO [1/2]; Vargr (native)-12[0].

Equipmellt: Since his return to Vargr space,Gerfikh has managed to pick up a battered9mm auto pistol; the other escapees havepicked up various weapons suited to their skills(mostly slug-throwers - pistols, carbines, shot­guns, and other short-barreled weapons forease of use in confmed spaces). As time goeson, their gear will improve, depending on howlong it takes the PCs to track them down, Ifthey manage to liberate the corsair (see below),they will be able to outfit themselves with top­nOlch combat gear, but will continue to favorshort, manageable weapons.

Quote: "As if a pup like you knows anythingabout anything ..."

Gerfikh's StoryGerfikh is the quintessential Vargr pimte, hav­

ing spent most of his life aboard a Ship, raidingone lTade roUle or another. Gerflkh spent much ofthis time memorizing the markings of variousfleets, preparing for his career in piracy. Twomonths ago, Gerfikh and his crew were capturedby an Imperial palTol, tried, and found guilty of

piracy. Due to a faulty grav generator, the prisontransport made an unscheduled stop at a Scoutbase for repairs. The prisoners escaped, leavingprisoners and guards wounded, and two guardsdead. Gerfikh and a handful of the escapees com­mandeered a Sulielllan /l seeker and vanished intothe Vargr Extents.

The Imperium has offered a Cr200,OOO bountyon Gerfikh and a Cr50,OOO bounty on each of hisfive cohorts. The Imperial Scout Service hasadded to the contract, offering an additionalCrI50,OOO for the return of the seeker.

The group is now in Vargr space. GMs shouldplay up the difficulties involved in dealing withVargr culture, and the problems involved in spot­ting one panicular Vargr in the masses that residethere. The heroes will be better off lTying to findthe ship; a Suliellla/l-/l will stand out in Vargrspace more than any particular Vargr.

GMs should flesh out Gerfikh's Ally Group (thefive who escaped with him) since they may influ­ence the success or failure of a capture attempt. Ifany are non-Vargr, they may stand out in someareas, making the hunters' search a Iinle easier.

Adventure NotesIf Gerfikh discovers he is being hunted, he will

sell off the Sulielll{//l ,md switch to travel by com­mercial means. His priority is to locate his oldcorsair (captured when he was) and liberate itfrom the Imperial Navy. Its exact whereabouts areup to the GM; it is probably being held in a Navalimpound facility under high security.

ANNA CAIRISTIONA

243 POINTSHuman (mixed) female; age 29; 5'9", 130 Ibs.;

hair and eye color varies.ST 10 [0]; OX 13 [30]; IQ 15 [60J; HT 12 [20].

Speed 6.5; Move 6.Dodge 6.

Advalltages: Absolute Timing [5]; Alertness +1[5]; Attractive [5]; Charisma +1 [5]; CombatReflexes [15]; Danger Sense [15]; FashionSense [5]; Fit [5]; Imperturbable [10]; Luck[15]; Status I [0]*; Strong Will +1 [4];Wealthy [20].* Free from Wealthy.

Disadvalltages: Careful [-I]; Enemy (Bountyhunters, 9 or less) [-10]; Enemy (Imperium, 6or less) [-20]; Greed [-15],

Quirks: Avoids routines; Avoids Zhodani spacewhenever possible; Maintains caches of IDs,weapons, and credits for emergencies; Nevertakes chances; Prefers public ITansportation, [-5]

28 FRIENDS AND ENEMIES

Skills: Acting-17 [6J; Area Knowledge(Imperium)-14 [1/2]; Area Knowledge(Solomani Rim)-15 [I]; Carousing-12 [2];Climbing-12 [I]; Computer Operation-IS [I];Demolition-IS [2]; Detect Lies-13 [I];Diplomacy-13 [I]; Disguise-17 [6]; Driving(Automobile)-12 [I J; Electronics Operation(Security Systems)-16 [4]; Erotic Arl-14 [8];Escape-12 [2]; First Aid-14 [112]; Forgety-15[4]; Garrote-14 [2]; Guns (Pistol)-16 [2]*;Guns (Rifle)-16 [2]*; Holdout-16 [4]; Karate­12 [2]; Knife-14 [2]; Knife Throwing-14 [2];Lip Reading-13 [1/2]; Lockpicking-13 [112];Poisons-14 [2]; Research-IS [2]; Savoir-Faire­15 [I]; Savoir-Faire (Military)-15 [I]; SexAppeal-13 [2]; Stealth-I 3 [2]; Streetwise-14[I]; Survival (Urban)-13 [1/2]; Tactics-IS [4].* Includes +2 bonus for IQ.

Languages: Galanglic (native)-15 [OJ; Gvegh(Vargr)-13 [112]; Vilani-13 [1/2]; Zhodani-13[1/2].

Equipment: Anna uses a variety of equipment forher assassinations, from a garrote concealedwithin the hem of her clothing, to high­powered sniper rifles, to incendiary chargesthat leave nothing hut ashes. She usually trav­els unanned, to avoid complications at routineborder checks, but favors any number ofweapons when necessary. She is never far froma full disguise kit, and generally ships her oper­ational gear in stealth luggage (p. UTT86). Sheis very wealthy, and spares no expense to hideher identity and her equipment, completelyabandoning it if necessary, even if it meanssubstantial financial loss.

Quote: "I think you have me confused with some­one else."

Anna's StoryThis striking woman is as beautiful as she is

deadly. An expensive assassin, she is unaffiliatcdwith any orgartizations and works for the highestbidder. She travels under many identities, thoughhcr real name is Anna Cairistiona - a fact fewpeople in the Imperium know. There is a standingCr250,OOO imperial bounty for her capture, andmany corporations and small governments offerlesser rewards for her delivery or even death (thehighest "wet" bounty is offered by SolomaniSecurity and is set at Cr50,OOO).

She specializes in political assassination,though in the past she has brought down CEOs,military officers, and religious leaders. She turnsdown no contract if the price is right. Her feesbegin at CrlOO,OOO, depending on the difficultyof the kill. Rumor has it she was once paid

Cr2,000,OOO for the assassination of a trouble­some, but well-protected duke. Officially, he diedin his sleep.

Adventure NotesAnna Cairistiona is a brilliant, hard-Io-catch

killer. She travels under various TemporaryIdentities (p. CI20), changing them regularly, andnever stays in one place for more than a few days(except during a hit). She is meticuluus andpatient, willing to wait for precisely the opportuni­ty to make her move.

Often she impersonates a local, leaving cluespointing toward that innocent as the assassin.Rarely does anything come of the frame-up, but itsteers the investigation away from her longenough for her to escape. Once she has made a hitusing an alternate identity - stolen or falsified ­she drops it pennanentiy, never using it again.

This assassin is so careful to cover hcr tracksthat PCs are more likely to come across her byaccident than by design. Those in the vicinity of afresh hit may become involvcd in a manhunt,tracking her by means of the meager clues shemay have left behind.

BOUNTY HUNTERS

AND RIVALSThe GM can use the following NPCs to help or

hinder PCs in their hunts. Some will be generallyhelpful and friendly, others blatantly nasty to theirrivals. They may also be sent after criminal PCs.In either case, the OM should modify them as hesees fit.

Luc REVIS 85 POINTSHuman (Terran) male; age 27; 5' 10", 170 Ibs.;

black hair, brown eyes, clean-shaven.ST II [10]; DX 12 [20]; IQ 13 [30]; HT 10 [0].

Speed 6; Movc 6.Dodge 6; Parry 8 (Brawling).

Advantages: Alertness + I [5]; Attractive [5];Charisma +2 [10]; Contact (Planetary LawEnforcement Sergeant, skill-IS, 6 or less) [I];Daredevil [15]; Luck [15]; Strong Will +1 [4].

Disadvantages: Impulsiveness [-I OJ; Lecher­ousness [-15]; Odious Personal Habit(Sarcastic) [-5]; Overconfidence [-10];Reputation -2 (As bounty hunter, to lawenforcement personnel, 10 or less) [-2].

Quirks: Calls his pistol "Annie"; Constantlycombs his hair; Laughs at his own jokes;Thinks women adore him; Wears gloves. [-5]

FRIENDS AND ENEMIES 29

Skills: Area Knowledge (lmperium)-13 [I]; AreaKnowledge (Terra)-13 [I]; Brawling-12 [IJ;Carousing-IO [2); Climbing-IO [1/2);Criminology-13 [2]; Demolition-II [1121: Fast­Talk-14 [4]; Forgery-I 0 [1/2J; Guns (Pistol)-15[2]*; Knife-II [112]; L.1w-12 [2]; Lockpicking­II [1/2]; Merchant-II [1/2]; Sex Appeal-12[4]; Streetwise-14 [4]; Survival (Urban)-12llj.* Includes +2 bonus for IQ.

Equipmellt: This young man relies on his witsmore than violence. He carries "Annie," ageneric 9mm auto pistol in a side holster, andowns no other weapons. Should he lose thisweapon, any new sidearm he picks up willadopt the same name.

Quote: "So the guy star1s yelling, 'Shoot the dog!Shoot the dog!'"

Luc's StoryLuc Revis is a newcomer to bounty hunting. A

former law enforcement officer, his wisecracksand blatant disregard for procedure got him firedeight months ago. Since that time he's turned toprivate investigation and bounty hunting (he's cur­rently waiting on approval of his Imperial BountyHunter's License). He can be used as anythingfrom an annoyance to a moderately helpful ally,but it's unlikely he'll interfere with the PCs to anyreal degree.

TATE GABRIEL

140 POINTSHuman (mixed) female; age 24; 5'4", 115Ibs.;

shoulder-length blonde hair, brown eyes.ST II [10]; DX 14 [45]; IQ 13 [30]; HT II [10).

Speed 6.25; Move 6.Dodge 6; Parry 7 (Wrestling).

Advalltages: Alcohol Tolerance [5); Attractive[5]; Charisma + I [5]; Danger Sense [IS].

Disadvalltages: Bad Temper [-10]; Honesty [-10];Miserliness [-10]; Secret (Grew up poor andhomeless) [-5]; Stubbornness [-5].

Quirks: Checks herself out in mirrors; Dislikesstartling noises (including gunfire); Doesn'tuse guns; Never talks about her past. [-4]

Skills: Acting-II [1/2); Area Knowledge(Frontier)-14 [2]; Area Knowledge (Imperium)-13 [I]; Bodyguard-II [112]; Bouncer-12 [IJ;Carousing-12 [4]; Computer Operation-13 [I];Detect Lies-13 [4]; Driving (Automobile)-12[1/2); Electronics Operation (SecuritySystems)-12 [I]; Escape-II [1/2]; First Aid-13[I]; Holdout-14 [4]; Karate-13 [2]; Knife-16[4]; Knife Throwing-13 [1/2]; Law-IO [1/2];Lockpicking-II [1/2); Research-12 [I);

Savoir-Faire-13 [I]: Scx Appeal-16 (10);Stealth-IS 141; Strectwisc-16 [8]: Survival(Urban)-14 [4]: Tactics-I 0 [112]; Wrcstling-14[2].

Equipment: Tate is almost never armed. andwhen she is, it's with a concealable ceramicknife. She prefers opcn-handed combat andnever uses a gUll. She owns a pair of blackmetal handcuffs shc calls hcr "toys," More thanone unsuspecting skip regrets letting her usethem on him ...

Quote: "What's the maUer. don't you wannaplay?"

Tate's StoryTate grew up on the streets, eventually working

as a bouncer in a two-bit tavern in the dregs ofsome distant frontier planet. In the three yearssince, she's climbed from bouncer to bodyguardto freelance bounty hunter. She is not proud of herhumble beginnings, and puts on quite a show tokeep anyone from seeing the street girl behind ti,eseductive freelancer she has become today. She isunusually tough for her size, a fact she uses to heradvantage when seducing a target before slappingrestraints on him.

Tate'5 modus operandi is to seduce her prey.lure him to a quiet location, cuff him, and thenhaul him to justice.

RENZO TAJRIK

1SB POINTSHuman (Solomani) male; age 34; 5'10", 175

Ibs.; black hair and goatee, brown eyes.ST II [10]; DX 14 [45]; IQ 13 [30]; HT 14 [45].

Speed 7; Move 7.Dodge 7; Parry 10 (Brawling)

Advantages: Acute Vision + I [2]; Ambidexterity[10]; Combat Renexes [15]; Composed [5];Contacts (MarlY and varied; GM's choice of 10points worth) [10]; High Pain Threshold [IOJ,

Disadvalltages: Callous [-6]; Enemy (SolSec, 6 orless) [-15]; Loner [-5]; Secret (Former SolSeeAgent) [-10).

Quirks: Likes Vilani beer; No sense of humorwhile on a hunt; Prefers "wet work" to capturebounties; Runs daily; Uses two weapons atonce. [-5J

Skills: Aerobatics-II [112]; Area Knowledge(Imperium)-12 [1/2); Area Knowledge(Solomani Sphere)-15 [4]; Armoury (SmallArms)-II [1/2); Brawling-14 [I]; Climbing-12 [1/2); Computer Operation-13 [I);Criminology-12 [I]; Demolition-12 [I);Electronics Operation (Security Systems)-13

30 FRIENDS AND ENEMIES

[2]; Escape-12 [I]; Fast-Draw (pistol)-15 [I];Fast-Talk-12 [4]; Free Fall-14 [21; Guns(Pistol)-18 [4]*; Guns (Tangler)-16 [1]*;Holdout-14 [4]; Interrogation-13 [2];Intimidation-I 3 [2]; Law-II [I]; Lockpicking­12 [I]; Piloting (Contragrav)-13 [I];Research-13 [2]; Savoir-Faire-II [I]; Stealth­15 [4]; Streetwise-15 [61; Survival (Urban)-II[112]; Swimming-14 [I]; Tactics-13 [4]; VaccSuit-13 [2].* Includes +2 for IQ.

Lallguages: Galanglic (native)-13 [0]; Vegan-II[1/2].

Equipmellt: Renzo prefers the pair of customized,gold-plated 9mm auto pistols he wears on eitherhip. He generally wears combat infantry dress(p. lIT73) and keeps a tangier handy for whenhe's forced to take down a target peacefully.

Quote: "I don't wanna taLk about it."

Renzo's StoryRumors have it thal Renzo was once a top

SoLSec agent, but stepped on the wrong politicaltoes and became an enemy of the state. He fledthe Solomani Sphere four years ago and hasn'tbeen back since. He makes a good living as abounty hunter, working alone most of the time.He is amiabLe enough to the heroes, but will notbecome a permanent ally. He is quiet about hispast, becoming angry if pushed.

EMPLOYERS AND

OTHER AGENCIESThe Traveller universe is vast, and many

organizations exist to help bounty hunters. GMscan adapt the following to their campaign or usethem as models for creating organizations oftheir own.

RIM-CORE RETRIEVAL

o POINTSWith offices scattered throughout the

Imperium, Rim-Core RetrievaL speciaLizes in pro­viding information 011 bounties. contracts, andrepossessions. Each local office specializes incontracts within that sector, though the completedatabases are updated occasionally via Xboatcommunication.

Anyone with an Imperial License is allowed tosearch the Rim-Core archives at the rate of Cr200per hour. In game terms, pes can make oneResearch roll per hour to come up with a list ofbounties that meet their parameters (distance,

vaLue, type of bounty, etc.). Each additional para­meter beyond the first gives a -I penalty to theResearch roll.

Additional data on a pmticuJar bounty is oftenavailable for an additional fec. Information on anygiven target (last known location, communicationrecords, known associates, etc.) mayor may notbe available at the GM's discretion. A Cr500 feeis paid up front for a detailed search. Once theinformation is compiled and collated (which takesabout an hour), a complete report is provided tothe hunter. The GM should use this as an opportu­nity to provide clues to the players to point themin the right direction.

THE REGINA

FREE RANGERS

15 POINTSThe Free Rangers is the best bounty-hunting

organization in the Spinward Marches.Membership is by invitation only. In order to beextended an invitation, a bounty hunter must beImperially licensed and have a Reputation of +2or more. The Rangers take a base 10% of eachmember's successful bounties, payable within 90days; failure to pay within 180 days results inexpulsion from the organization. In addition to thefee, membership in the Rangers is a 15-pointadvantage.

Members are given access to an extensive data­base of information on bounties and contracts (asper Rim-Core Retrieval, above); such infonnationis limited to contracts within the SpinwardMarches. Additionally, membership includes thefollowing:

Reputation: Regina Free Rangers are knownfor excellent work and high ethics. Membership inthe Rangers gives a + 1 Reputation to civilians andlaw enforcement personnel in the Marches.However, it gives a -I Reputation among rivalbounty hunters who look upon Rangers ascliquish and arrogant. Ne/ cost: 0 poillls.

Claim to Hospitality: There are a number ofguild houses scattered throughout the SpinwardMarches where a hunter can seek refuge or aid.Basic weapons, equipment, and ammunition areavailable at each location for standard fees.5 points.

Palmll: The Free Rangers acts as a Patron to itsmembers. Abuse of this privilege may result inrevocation of membership. Available on a 9 orless; J5 poillls.

Duty: Each Ranger is expected to come to theaid of the organization or other Rangers whenasked. Called to duty on a 9 or less; -5 poillls.

FRIENDS AND ENEMIES 31

Free Rangers are forbidden to engage in illegalactivities. Anyone caught doing so will beexpelled from the organization and, when feasi­ble, tumed over to appropriate auulOrities.

ANTARES RECOVERY

o POINTSAntares Recovery specializes in rcpossessing

past-due or stolen ships, and maintains a highlyskilled staff of researchers and field specialists. Aneet of fast (Jump-4) loo-ton transports delivcrsfield agents almost anywhere, making reposses­sion quick and efficient.

Those who work for AR can use the Repo Mantemplate (pp. 19-20) to create a suitable character.Field agents specialize in combat and ship opera­tions, since tracking the ship is done by ARresearchers. At times, however, field agents' intel­ligence is faulty and they have to do some leg­work themselves. Employees are salaried(Cr50,OOO a year) and given a per-conlTact bonus(Cr5,OOO to Cr25,OOO, depending on the value ofthe vessel and the difficulty of thc operation).Basic expenses (food, lodging, medical, travel)are covered by an expense account.

AR field agents work in teams of three ormore.

. . . . . . .

" .', f\ c'l e K " " . <. " . :.'.::" ': ., ..

Acting, 21; skill, 17.Administrators, 14.Advantages, 16.Adventure seeds, 9,10.13,24.Agencies, 31, 32.Antares Recovery, 32.Asian. 15.Assassination, 12, 13.Backgrounds. 14. 15.Bail bonds, 4. 9.Bail jumpers, 8.Black ops, template, 18.Bonds, 9.Bounties, 9; animals, 13; crimitwl,

10; "dead or alive," 12;defil/iliol/ of, 3.

Breaking and entering, 7.Campaigns, 22-24; cinematic, 22;

crossover, 23; gritty, 22;realistic, 22.

Captures,S.Company men, 3, 4; template, 18.

Computers,S.Contracts, 9; corporate, 12, 13;

illegal, 13; ab/Oil/il/g, 4;private, 13.

Conveyance, 8.Corporations, 3, 4.Courier services, 12.Criminals, 8, 14; as PCs, 22.Data clearinghouses, 6.Delivery, O/bOl/III)', 6.Disadvantages, J6, 17.Disguise.21;kils, 21; skill, 17.

Droyne,15.Equipment, 20. 21.Exrradition, 8.Force, using, 7.

32

Forgery, 21; kilS, 21; skill, 17.Free traders, 23.Freelancers, 3; template. 19.Freight lines, 12.Grenades, 21.GURPS Cops, 21.GURPS &piol/age, 21.GURPS High- Tech, 20.21.GURPS Special Ops, 21.GURPS Traveller:

Aliell Races J, 15.GURPS Traveller:

Alien Races 2, 15.GURPS Traveller:

Alien Race.fi 3, 15.GURPS Traveller: Behil/d Ihe

Clnw, 24.GURPS Traveller: For Trader, 23.GURPS Traveller: Firsllll, 23.GURPS Traveller:

Ground Forces, 23.GURPS Traveller: Slar Meres, 23.GURPS Ultra,Tech, 20, 21.GURPS Ultra-Tech 2,20,21.Hivers, 15.imperial Bounty Hunting License,

II, 14.Imperial facilities, 7.Interviews, 5.K'kree, 15.Kidnapping,S.Law enforcement, 5, 14; local, 9.Laws, alld boumy hamel'S, 6,7;

local, 8, 9.Loan sharks, 13.Lone wolves, 22.Mercenaries, 23.Military, 14.

NDEX

Moral questions, 3.NPCs, allies alld rivals, 29-31;

/OrgelS, 25-29.Organizations, 6.Passenger lines, 12. 13.Paymenl,6.People, gatl,er;ng in/annatio"

from,S.Races, 15.Regina Free Rangers, 31, 32.Registration of Intent to Pursue

(LP), II.

Repo men, 4; template, 19,20.Repossessions,4, JO.Restraints, 8.RimMCorc Retrieval, 31.SCOULS, 23.Shipping registries, 10.Ships, locatil/g, 10; skipped, 12.Skills, 17, 18; Call/bar, 16.Skip ITacers, 4, 9,10; lell/plare, 20.Skips, 4, 8.Stakeouts,S.Surveillance, 21.Table, weapons, 21.Targets, locating, 4, 5.Teammates, 6; see also NPCs.

allies and rivals.Templales. c"aracfel~ 18-20.Trespassing. 7.Undercover agenLs, 13.Vargr, IS.Vengeance, 14, 15.Voice modification units

(VMUs),21.Weapons, 20, 21.Wet work, see Assassinmioll.

Zhodani,15.

c

STEVE.JACKSON

GAMES

, II!>

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