Bounty Hunter
The Bounty Hunter capitalizes on the vendettas of others, tracking down fugitives for their enemies, their masters, or simply for justice. The best Bounty Hunters are the ones who can stay emotionally detached from either their employers or their quarry.
Whether working alone or in groups, Bounty Hunters revel in the thrill of the hunt. Given the nature of their work, it goes without saying that few Bounty Hunters die of boredom.
Base Abilities
- Hunter's Mark: As an Action, the Bounty Hunter spends 1 Motivation and mentally marks their target, gaining benefits against them. The Bounty Hunter gains +2 attack dice against the target. This advantage lasts for 10 minutes, or until another Mark is chosen using another Action. The Hunter must be able to directly perceive them to Mark them (Holo recordings don't count).
- Sharpened Senses: The Bounty Hunter has raised their senses to an inhuman degree. This is either due to alien physiology, cybernetics, Droid upgrades, or Force Powers. Whatever the case, by spending 1 Motivation, the Bounty Hunter can add 2 dice to any Perception Roll for up to 10 minutes.
Ultimate Ability
- Nowhere to Hide: If a creature that has been marked by the Hunter's Mark and is attempting to flee, the Bounty Hunter can spend 1 Motivation to perform any two Actions as a Reaction against the target.
Knowledge
- Shadowing: The skill of following a target through a busy urban setting.
Motivators
- Legwork: Whenever the Bounty Hunter spends 10 minutes talking to witnesses or searching for clues, they gain 1 Motivation.
- Bring Them in Warm: Whenever the Bounty Hunter KO's a target instead of killing them, they gain 2 Motivation.
Shadowing
The Bounty Hunter learns how to follow a target through busy city streets without losing them and without the target noticing. Typically this is an Intelligence + Shadowing check against the target's Perception + Alertness. If the GM wants to make it more dramatic, they can use the Race/Chase board along with the Reconnaissance Challenge Die from the Scout Challenge, treating the "Observe" results as "Follow" results. The "Guard" results become additional "Competitors" from the target's faction. If the Bounty Hunter is able to stay within 3 paces of the target until they reach their Goal, they win.
Hit Points
The Bounty Hunter gains 1 Hit Point per level.
Leveling Table
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Class Level
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Class Features for Level
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0
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- Hunter's Mark
- Sharpened Senses
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1
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- Shadowing
- Melee Weapons Proficiency
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2
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- Investigator Skill Point
- Ranged Weapons Proficiency
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3
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- Technician Skill Point
- Survivalist Skill Point
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4
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- Scout Skill Point
- Melee Weapons Proficiency
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5
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- Investigator Skill Point
- Thrown Weapons Proficiency
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6
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- Shadowing
- Melee Weapons Proficiency
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7
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- Scout Skill Point;
- Thrown Weapons Proficiency
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8
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- Investigator Skill Point
- Pilot Skill Point
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9
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- Shadowing
- Leader Skill Point
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10
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- Scout Skill Point
- Comms Skill Point
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11
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- Investigator Skill Point
- Survivalist Skill Point
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12
|
- Shadowing
- Technician Skill Point
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13
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- Scanners Skill Point
- Thrown Weapons Proficiency
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14
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- Engineering Skill Point
- Ranged Weapons Proficiency
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15
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- Shadowing
- Networker Skill Point
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16
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- Medical Skill Point
- Commander Skill Point
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17
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- Leader Skill Point
- Melee Weapons Proficiency
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18
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- Scout Skill Point;
- Guard Skill Point;
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19
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- Any Field Operations Skill Point
- Any Shipstation Skill Point
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20
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Talent Tree
- Familiar Enemy (x5): The
Bounty Hunter can select an Alien Species or set of similar
species as "Familiar Enemies". The Bounty Hunter gains +1
Skill die in rolls to track (Computers, Searching, Shadowing,
Survival) or capture (Athletics) individuals of those
Familiar Enemies. This choice cannot be the human species,
but it can be a human faction.
- Hunt the Hunter [Survival]: If
the Bounty Hunter finds that they are being tracked or
pursued by a beast in the wilderness, they can roll their
Intelligence + Animal Handling skill against the target's
Perception + Alertness. If the Bounty Hunter succeeds, they
can choose to completely avoid the creature, or to engage
with them in a way that ensures
a Surprise
Attack. This ability also works on the Familiar Enemies
of the Bounty Hunter.
- Master Detective: The Bounty
Hunter has studied logic and detective work, allowing them to
always reroll 1 die for their Deduction skill.
- Notorious: The Bounty Hunter's
reputation precedes them, allowing them to reroll 1 die for
the Intimidation skill.
- Tireless Investigator: The
Bounty Hunter can always reroll 1 die when they use their
Searching skill, due to their intuitive grasp of where to
find clues.
- Tough Negotiator: The Bounty
Hunter has learned how to get the best deals on a bounty. The
Bounty Hunter can always reroll 1 die when they use their
Negotiation skill.
- Improved Quickdraw: The Bounty
Hunter gains the Quickdraw Special move if they don't already
have it. In addition, when the Bounty Hunter uses Quickdraw
they gain a +2 attack die bonus and a total of +2 to their
Initiative Rolls.
- Unarmed Combat Training: The
Bounty Hunter gains the Unarmed Fighting Proficiency if they
don't have it already. In addition they gain +1 attack die
when fighting unarmed.
- Stun Weapon Focus: The Bounty
Hunter gains the Stun Weapons Proficiency if they don't have
it already. In addition they gain +1 attack die when using
Stun Weapons.
- Bring them in Cold: Whenever
the Bounty Hunter kills a creature that they had already
captured (i.e. Restrained or Grappled), they gain 2
Motivation.
- Increased Intelligence: The
Bounty Hunter's permanent Intelligence score increases by
1.
- Increased Deftness: The Bounty
Hunter's permanent Deftness score increases by 1.
- Increased Perception: The
Bounty Hunter's permanent Perception score increases by
1.
- Increased Toughness: The Bounty
Hunter's permanent Toughness score increases by 1.
- Instant Hunter's Mark: The
Hunter's Mark no longer requires an Action to assign, as long
as the Bounty Hunter still pays 1 Motivation.
- Improved Stealth Pool: The
Bounty Hunter's Stealth Pool size is increased by 1.
- Stealthy Pursuit: By
spending 1 Motivation, the Bounty Hunter can perform a Dash
during a Stealth Mission without losing a Stealth Token. They
can also add +2 to a Shadowing Roll for 1 minute while
pursuing or evading either a marked creature or a familiar
enemy.
- Evasive Roll [Quick /
Defense]: The Bounty Hunter can spend 2 Motivation to
take the Dodge Defense as a Reaction. This Dodge attempt
gains +2 Defense Dice. They can
then move up to 4 squares. If this would put them into an
area with Concealment, the Bounty Hunter automatically
Hides.
- Disarming Parry [Finesse /
Defense]: The Bounty Hunter can spend 2 Motivation to
perform the Parry Defense as a Reaction. This Parry attempt
gains +2 Defense Dice . If this
causes the incoming attack to miss, the Bounty Hunter
automatically Disarms the attacker as long as they are within
Close Range.
- Marking Shot [Finesse /
Attack]: As an Action the Bounty Hunter can hit their
target in a way that marks them or injures them, making them
easier to follow or catch. This grants a +1 bonus die to all
allies for their Attack Dice
Pools against the marked target. This effect lasts
until the beginning of the Bounty Hunter's next turn (roughly
1 Round). Only 1 enemy can be marked this way at a time. If
the Bounty Hunter marks a new target, the previous target has
managed to remove the mark.
- Running Strike [Quick /
Attack]: The Bounty Hunter can spend 1 Motivation to
move their full movement and then perform an attack with +2
Attack dice. If the target of the attack has their Hunter's
Mark, the Bounty Hunter gains an additional +2 Attack
dice.
- Sap [Finesse / Attack]: The
Bounty Hunter spends 1 Motivation and uses an Action to
perform this attack with either a Stun Weapon or an Unarmed
Fighting attack (including a Grapple Attack). The attack
gains +2 bonus Attack Dice. If the target is marked or a
familiar enemy, the Bounty Hunter gains an additional +2
Attack Dice. This attack does Stress.
- Defensive Hunter's Mark:
The Bounty Hunter can now increase the level of their Passive
Defense by +2 against attacks from their Marked
Target. Additionally they find that their Armor Soak is
increased by 1 against attacks from their Marked Target. Only
one target can have a Hunter's Mark at a time.
- Expert Tracker [Survival]:
If the Bounty Hunter is tracking their Mark through the
wilderness, they can spend 3 Motivation to reroll all the
dice in a Survival Skill Check or Adventure
System Survivalist
Challenge.
- Master Hunter's Mark:
Hunter's Mark no longer has a Motivation Cost, however the
Bounty Hunter can still only have 1 target Marked at a time.
- Skip Tracer [Tech /
Active]: When searching a Computer System for
information on a Mark, the Bounty Hunter can spend 2
Motivation to discard all Traces during a Slicing run.
Familiar Enemies
The Bounty Hunter gains certain benefits when tracking or
attempting to capture enemies they are familiar with. This
section lists the sets of Familiar Enemies that the Bounty
Hunter can choose from.
- Bird-Like: Diathim, Toydarian, Alcedian, Fosh, Talortai
- Droids (1st through 5th degrees)
- Fish-like: Mon Calamari, Quarren, Nautolan, Selkath, Belugan
- Force Users: Jedi, Sith, Nightsister, other
- Greys: Duros, Bith, Nemoidian, Kaminoan, Muun
- Human: Imperials
- Human: Rebels
- Human: Scum & Villainy
- Hutt Space: Hutt, Aqualish, Gammorean, Weequay, Nikto
- Insectoids: Gand, Arcona, Harch, Geonosian, Kaleesh
- Lizard-like: Trandoshans, Rodians, Besalisk, Falleen,
- Mammal-like: Wookiees, Talz, Lasat, Bothan, Zygerrian, Ewok, Jawa, Ugnaught
- Near-Humans: Twi'lek, Pantoran, Togruta, Zabrak, Cerean, Mirialan, Umbaran
- Outsiders: Chiss, Yuuzhan-Vong,
- Weirdos: Amanin, Troig, Frenk, Felucian, Utai, Dug, Pa'lowick, Pyke
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