Bounty Hunter

Originally Published:  2010-08-25
Last Updated:  2011-06-24

Search:

This free script provided by JavaScript Kit


House Rules

Associated Games/Campaigns

Dark Conspiracy
Space 1889
Top Secret
Traveller: The New Era
Home

>House Rules

>>Character Generation

 

Description
[Dark Conspiracy] Nowadays, the bounty hunter business is booming. There are all sorts of organizations willing to pay to have malefactors captured. It's not just the public authorities anymore; corps shell out a lot of money every year to have escaped employees returned. 

Problem is, the quarry is getting more dangerous every year, too.

[Space 1889] None.

[Top Secret] None.

[Traveller: The New Era]  With less central government authority than in previous eras, there is considerable demand for bounty hunters. Although governments offer bounties on escaped criminals or rebels, other organizations also are willing to pay to have malefactors captured. Often the object of the bounty is not a person at all, but a stolen ship or technical artifact.

Entry
Agility 4+.

First Term
Determination 2
Gun Combat 1

Melee 1
Perception 2
Spacehand 1

Subsequent Terms
Charm
Determination
Gun Combat
Perception
Personal Transport

Spacehand
Vice

All Terms

Special Assignment/Adventure: (2D6) 6+ for Language, Space Tech, Space Vessel, Crime.

Promotion: 6+, DM +1 if Agility 6+.

Contacts: One per term, criminal or law enforcement.

Other Effects: When figuring beginning cash, use INT + Streetwise instead of SOC for each term as a bounty hunter. If more than one term is served, +1 to Initiative.

Special

[Dark Conspiracy]  None.

[Space 1889] None.

[Top Secret] None.

[Traveller: The New Era] 1 ship DM per term for a Scout/Courier.