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TENACIOUS BOUNTY HUNTERS

Characters in Edge of the Empire live in the seedy STEP 2: CHARACTERISTICS


underbelly of the galaxy. Even if they aren't
criminals themselves, the Empire or some other The GM takes the following values and assigns one
organization is apt to take umbrage at their value to each of the bounty hunter's characteristics.
actions. Maybe they ran afoul of some Hutt by Each value can only be assigned once (when the 5
taking over his spice­running operation, or stole an is assigned to one characteristic, for example, it
expensive piece of artwork from a collector. cannot be used again). The values are as follows: 5,
Perhaps they did nothing more than save a young 4, 3, 3, 2, and 2.
woman from certain doom, but in the process
impersonated some Stormtroopers and infiltrated STEP 3: WOUNDS AND STRAIN
an Imperial battle station to achieve their goals. Or
A true adversary made with this guide starts with a
it could simply be that they have something
wound threshold of 18 and a strain threshold of
someone else wants – someone with enough
18. Game Masters should then add the bounty
money to pay for the item's retrieval.
hunter's Brawn score to the bounty hunter's wound
threshold, and the bounty hunter's Willpower score
Whatever the characters have done, it's likely they
to the bounty hunter's strain threshold. These are
will have a bounty taken out on them sooner or
the bounty hunter's final wound threshold and
later. Bounty hunters from across the galaxy will be
strain threshold.
looking for them! Dead or alive, the PCs have the
potential to be worth a fortune to some skilled
enforcer. In fact, as the characters increase their
STEP 4: SKILLS
criminal profile in the Outer Rim, they might attract True adversaries must be skilled and
the attention of a truly worthy adversary. knowledgeable, able to handle themselves equally
well on and off the battlefield. Thus, when
UNIQUE BOUNTY HUNTERS determining a bounty hunter's skills, use the
following steps.
Although this process is designed to help GMs
quickly create interesting bounty hunter COMBAT SKILLS
characters, the GM should not feel bound by it
if he has another idea in mind. Instead, he When determining the bounty hunter's ranks in
should feel free to design his terrifying NPC as combat skills, the GM takes the following values
he sees fit, and if that means bending the rules and assigns each value to a combat skill of the
a little bit, then so be it! GM's choice. Each value can only be assigned once,
and all skills that do not get a value assigned to
them have rank 0. The values are as follows: 4, 3,
STEP 1 : NPC TYPE and 2.

While a bounty hunter might be a minion, rival, or KNOWLEDGE SKILLS


nemesis, this guide is designed to help create only
the most frightening and tenacious examples of Bounty hunters must be well educated individuals
their type. Thus, bounty hunters made using this to carry out their investigations, even if this
guide should be nemeses and follow the rules for knowledge is not always readily apparent. The
this NPC type (see Edge of the Empire, page 390). bounty hunter has three ranks in two Knowledge

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skills, two ranks in two knowledge skills, and one two of the talents listed here. Some of these
rank in all remaining Knowledge skills. Which skills options are multiple ranks of a ranked talent. In
are assigned which rank is at the GM's discretion. these cases, they still count as a single choice.

GENERAL SKILLS • Anatomy Lessons: After making a


successful attack, the GM may spend 1
As stated previously, the GM is free to give his Destiny Point to add damage equal to the
bounty hunter whatever skills he sees fit. However, bounty hunter's Intellect.
the following are skill packages intended to speed • Armor Master (Improved): When using
up the process. If the GM chooses, he may select armor, increase total soak value by 1. When
one package and apply those skill ranks to the wearing armor with a soak value of 2 or
bounty hunter. higher, increase defense by 1.
• Defensive Stance: Once per round, may
• The Assassin: Cool 2, Coordination 3, perform the Defensive Stance maneuver
Deception 3, Medicine 1, Stealth 4, and suffer up to two strain to upgrade the
Vigilance 2. difficulty of all incoming melee attacks by
• The Brute: Athletics 3, Coercion 3, an equal number.
Deception 2, Piloting (Planetary) 2, • Dodge: When targeted by a combat check,
Resilience 4, Vigilance 1. may perform a Dodge incidental to suffer
• The Investigator: Computers 2, up to two strain to upgrade the difficulty of
Perception 4, Skulduggery 3, Streetwise 3, the check by an equal number.
Survival 2, Vigilance 2. • Intimidating: May suffer two strain to
• The Leader: Coercion 1, Cool 2, Discipline downgrade the difficulty of Coercion
3, Leadership 4, Streetwise 2, Vigilance 3. checks, or upgrade the difficulty when
• The Mastermind: Charm 2, Computers 4, targeted by a Coercion check, by two.
Cool 2, Deception 3, Mechanics 1, • Let's Ride: Once per round, may mount or
Negotiation 1 dismount a vehicle or beast, or enter a
• The Soldier: Athletics 3, Coercion 2, cockpit or weapon station on a vehicle, as
Medicine 1, Leadership 2, Survival 3, an incidental.
Vigilance 2. • Precise Aim: Once per round, the bounty
• The Traveler: Astrogation 2, Computers 1, hunter may perform the Precise Aim
Cool 2, Mechanics 3, Piloting (Planetary maneuver. He suffers two strain, then
and Space) 4. reduces the target's melee and ranged
defense by two.
STEP 5: TALENTS • Scathing Tirade (Improved): The bounty
hunter may take the Scathing Tirade action,
All bounty hunters have the Adversary 3 talent
making an Average ( dd ) Coercion
(upgrade the difficulty of all combat checks made
check. For each s one enemy within short
against this target three times), and may, at the
Game Master's discretion, possess up to three range suffers one strain and b on all
checks for a number of rounds equal to the
ranks of a unique talent: Tenacious (upgrade the
bounty hunter's ranks in Coercion. The
number of advantages needed to score a critical hit
against the target a number of times equal to his bounty hunter may spend a ; for every a
spent, one target already affected suffers 1
ranks in Tenacious and may reduce a critical injury
additional strain.
result he suffers by 10 per rank of Tenacious). In
• Sniper Shot: When making a non­thrown
addition, the Game Master may add no more than

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ranged attack, may perform a Sniper Shot overequipping the bounty hunter – one or two
maneuver to increase the weapon's range weapons, some armor, and a few pieces of
by up to 2 range bands. Upgrade the thematically appropriate gear should be enough.
difficulty of the check by 1 per range band The GM can chose any gear he wishes, but here are
increase. a few suggestions.
• Toughened: Gain +4 wound threshold.
• Heavy Blaster Rifle: (Ranged [Heavy],
STEP 6: ABILITIES Damage 10, Critical 3, Range [Long], Auto­
fire, Cumbersome 3.)
A skilled bounty hunter posses two abilities chosen • Neuronic Whip: (Melee, Damage +1,
from the following list. Critical 3, Range [Short], Disorient 4,
Ensnare 1, Stun Damage.)
• Commanding Presence: The bounty • Pair of Heavy Blaster Pistols: (Ranged
hunter may spend a maneuver to allow one [Light], Damage 7, Critical 3, Range
allied minion group at medium range to [Medium], Stun Setting.)
immediately perform on maneuver or
action. Add b to any actions they perform.
• Vibrosword: (Melee, Damage +2, Critical
2, Range [Engaged], Defensive 1, Pierce 2,
• Cunning Shot: The bounty hunter may use Vicious 1.)
Cunning for ranged combat checks, instead • Vibrotrident: (Melee, Damage +1, Critical
of Agility. 2, Range [Engaged], Defensive 2, Pierce 4,
• Inspiring Presence: All allies within short
range of the bounty hunter add b to all •
Vicious 3.)
Armored Clothing: (Soak +1, Defense +1.)
skill checks they make. • Heavy Battle Armor: (Soak +2, Defense
• Intimidating Presence: All enemies at
short range of the bounty hunter add t to •
+1.)
Laminate Armor: (Soak +2)
all skill checks they make.
• Living Shield: The bounty hunter may
perform a maneuver to cause all ranged
attacks targeting him to instead hit one ally ADDITIONAL COMBAT TURNS
or helpless enemy within engaged range
until the beginning of his next turn. A single nemesis can have a hard time standing
• Terrifying: At the beginning of an up to a large party of PCs, simply because the
encounter, each of the bounty hunters PCs have many more turns than the nemesis. If
enemies must make an Average ( dd ) the bounty hunter is facing a PC group of four
fear check. or more, the GM can choose to allow him to
• Willful Strikes: The bounty hunter may use take a second turn each round. The GM should
Willpower for brawl and melee combat add one additional NPC slot to the Initiative
checks, instead of Brawn. order at the very end of the order. The bounty
hunter may act in this turn and one other NPC
STEP 7: EQUIPMENT initiative slot of his choice each round. Any
effects that are supposed to end during his
Game masters should equip bounty hunters subsequent turn should end during his
according to the needs of their story. Remember, subsequent turn in the following round,
bounty hunters do not have limitless resources, but instead.
tend to use what resources they have to make sure
they have only the best gear. The GM should avoid

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