The Bounty Hunter
You have a very particular set of skills - skills that you've acquired over your career. Skills that make you a nightmare for people on the run and with bounties on their heads. Nothing personal.
NAME
Tor, Ork, Doule, Blag, Mega, Dent, Deg, Frog, Summit, Trench, Zuto, Kray, Momo, Gigg, Meat, Stomp, Tahiri, Lorn, Kaia, Ric, Jeanida, Arlan, Maki, Amaza, Locke, Xuenti, Kam, Jango, Sera, Zan, Fianna, Aeris, N4-V1, L9-X1, G8-K8.
LOOK
Choose one from each list:
● Ambiguous, Female, Male, Transcendent
● Hard Features, Soft Features, Normal Features, Exceptional Features
● Simple Clothing, Fancy Clothing, Everyday Clothing, Uniform Clothing
DEMEANOR
Choose one: Arrogant, Intense, Professional, Friendly
STATS (Distribute an additional 2 to these)
Canny 0, Cool -1, Deep 1, Rugged 1, Suave -1
VITALITY & WOUNDS
Vitality ☐ ☐ ☐ | Wounds ☐ ☐ ☐
STARTING MOVES
You begin with two Bounty Hunter moves.
BONDS
Fill in as many as you like with at least one per other player's characters:
● I've hunted _______________ in the past but they slipped through my fingers.
● _______________ is well regarded by the Guild.
● I want to get to know _______________ better but I am always nervous around them.
● I don't like _______________ one bit; they just get on my nerves.
● _______________ scares me. Few others do.
● _______________ knows their way around a fire-fight, and I feel I can depend on them when things get dangerous.
GEAR
● One serious weapon from the Bounty Hunter's list
● One versatile weapon from the Bounty Hunter's list
● One backup weapon from the Bounty Hunter's list
● Light armor (1 armor) and a jet pack OR heavy armor (2 armor, clumsy)
● A space shuttle (2 harm, small, spacious, hyperdrive). Detail it.
● 1 cred
SERIOUS WEAPONS
● Sporting blaster rifle (2 harm, far, loud)
● Blaster carbine (2 harm, near, area, loud, energy)
● Heavy blaster pistol (3 harm, near, reload, loud, energy)
● Grenade tube (4 harm, near, area, reload, messy, forceful)
● Vibro-sword (3 harm, close, messy, powered)
VERSATILE WEAPONS
● Ion gun (stun, near, loud, energy, 2 harm piercing to droids)
● Holdout blaster (2 harm, near, reload, loud, energy, concealable)
● Stun grenades (stun, thrown, near, area, energy)
● Flamethrower (2 harm, near, area, fire)
● Whipcord launcher (stun, near, reload)
BACKUP WEAPONS
● Blaster pistol (2 harm, near, loud, energy)
● Vibro-knife (2 harm, hand, powered)
● Many knives (2 harm, hand, infinite)
● Stun grenades (stun, thrown, near, area, energy)
BOUNTY HUNTER MOVES
● I Wouldn't Do That: When you successfully interfere with someone, impose -3 to their roll (instead of -2) and mark experience.
● No Good To Me Dead: When you inflict harm, you can choose to inflict any amount of harm you like, less than or up to the normal harm of your attack, including stun. Decide at the moment you would inflict harm.
● Unstoppable: When you suffer wounds, treat a 10+ as a 7-9, and a 7-9 as a miss. When you heal up, you choose the options, not the GM.
● Moth To The Flame: At the beginning of the session, roll+Rugged. On a 10+, hold 2. On a 7–9, hold 1. At any time during the session, you or the GM can spend 1 hold to have you appear in a scene where violence is about to break out (or has broken out). On a miss, the GM holds 1 and can spend it at any time to put you in a very bad spot.
● Membership Has Its Perks: When you search the guild's database for info on someone, roll+Deep. On a 10+, ask two. On a 7-9, ask one:
▫ Where can I most likely find them?
▫ Who is close to them, someone they trust?
▫ Is there a bounty on their head? If so, for how much?
▫ Who is one of their known rivals?
▫ Who will retaliate if I act against them?
On a miss, their file has been deleted and you've triggered a fail-safe of some kind.
DRAMA MOVES
● When you die, you can choose to trigger a dead-man switch and set off an explosion (4 harm, near, area) around yourself.
● When you open up to someone, you may tell them a secret fear you hold, a vulnerability of yours, or about a meaningful moment from your past. If you do, they must do the same.
EXPERIENCE ☐ ☐ ☐ ☐ ☐
● When you do any of the following, mark experience:
▫ Escalate a situation through the use of violence or force
▫ Recount the tale of a former hunt
▫ Protect someone with or without their knowledge
▫ Tell someone off
● Advancements
When you fill your Experience Track, you advance. Clear the track and choose from the list below:
☐ Get +1 Canny (max +3)
☐ Get +1 Rugged (max +3)
☐ Get +1 Cool (max +3)
☐ Get +1 Deep (max +3)
☐ Get a move from your playbook
☐ Get a move from your playbook
☐ Get Salary from the Officer playbook and a base. Detail your base.
☐ Get Moonlighting and 2 Gigs from the Scoundrel playbook
☐ Get a move from another playbook
☐ Get a move from another playbook
When you've taken five advances from the top list, you can choose to take advances from the list below instead:
☐ Get +1 to any Stat (max +3)
☐ Get +1 to any Stat (max +3)
☐ Retire your character (to safety)
☐ Change to a new playbook
☐ Create a second character to play
☐ Advance two basic moves
☐ Advance two basic moves
☐ Advance two basic moves