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 Post subject: Re: [MGT] Bounty Hunter
PostPosted: Tue Aug 19, 2008 1:40 pm 
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Actually, isn't Skip Tracer in canon as the guys who go after ships that have not been keeping up the mortgage? I agree that Privateer has connotations totally separate to bounty hunting.


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 Post subject: Re: [MGT] Bounty Hunter
PostPosted: Tue Aug 19, 2008 2:18 pm 
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Location: The Maze of Peril
White Dwarf #70: Dead or Alive.

IIRC PCs could get different levels of warrant, with Imperial ones being the best but most restrictive (as far as methods were concerned). There was also a cool 100 dton ship.

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 Post subject: Re: [MGT] Bounty Hunter
PostPosted: Tue Aug 19, 2008 5:02 pm 
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Daniel wrote:
I like that you gave "Ex-Cops" a bonus. Nice touch.

My only negative reaction so far is to the Privateer. I mean if I were going to run a Bounty Hunter style game, a scout or navy could pilot the ship etc. The Privateer feels like a "redo" rather then a real different career. I would shift the Privateer and rather make the Investigator, the Support (techno-geek), and a survailance specialist or driver type or some such. Leave the ships crew to ships crew. But that is just an "at the moment" reaction.

Overall I like it though. Keep it going! :D

Daniel


Thanks!

The privateer (Skip Tracer?) doesn't feel like a perfect fit, but I was thinking that an important part of tracking down the bad guys would be operating the ship.

You might hire an ex-Navy guy to run the ship for you, but basically while he's doing that he's working as a bounty hunter. After four years of that, (i.e. prior service) he might pick up a few ship skills from the specialist table, or a few basic bounty hunting skills from the service table... I'm not fixated on the idea though.

I was seeing the support guy being the hacker/surveillance/driver all rolled into one.


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 Post subject: Re: [MGT] Bounty Hunter
PostPosted: Tue Aug 19, 2008 5:17 pm 
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Bounty Hunter

Qualification: Int 6+
-1 DM for every previous career other than Law Enforcement
+1 DM for previous career in Law Enforcement

Assignments:
    Investigator - responsible for tracking down and apprehending targets on planets and in space stations
    Skip Tracer- responsible for tracking down and repossessing fugitive spaceships
    Technician - a support role assisting both ground and ship operations.

Code:
Assignment       Survival Advancement
   Investigator    End 7+     Int 6+
   Skip Tracer     Dex 6+     Int 7+
   Technician      Int 5+     Edu 8+


Skill Tables
Code:
Roll    Pers. Development     Service Skills          Adv Educ (Education 8 or more)
 1       +1 STR                 Streetwise              Advocate
 2       +1 END                 Investigate             Admin
 3       +1 DEX                 Deception               Comms
 4       Streetwise             Melee (any)             Computers
 5       Carouse                Gun Combat (any)        Sensors
 6       Jack of all trades     Recon                   Advocate

Roll   Investigator           Skip Tracer             Technician
 1       Investigate            Pilot (small craft)     Computers             
 2       Recon                  Pilot (spacecraft)      Drive (any)
 3       Stealth                Astrogation             Comms
 4       Streetwise             Gunner (any)            Sensors
 5       Persuade               Engineer (any)          Mechanic
 6       Melee (unarmed)        Vacc Suit               Flyer (any)



Code:
Rank  Name               Skill
  0
  1                      Streetwise 1
  2
  3   Experienced Hunter Jack of All Trades 1
  4
  5                      Advocate 1
  6


Code:
Roll Cash           Benefits
 1     None           Scientific Equipment
 2     None           Weapon
 3     5000           +1 Int
 4     10000          Armor
 5     20000          Ship Share
 6     50000          Contact
 7     100000         Corsair



I was thinking that Bounty Hunters might have one of the few legitimate claims on needing a Corsair class ship...

The events and mishaps table seems to be where the real flavor of the career is, they are taking a little while to put together.


Last edited by jimg on Wed Aug 20, 2008 9:05 pm, edited 1 time in total.

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 Post subject: Mishaps
PostPosted: Wed Aug 20, 2008 7:02 pm 
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Code:
Mishaps (2d6)
Roll     Mishap
  2  -  Severely injured – roll twice on the injury table, taking the lower result.
  3  -  The fugitive you tracked down and brutally captured turns out to have been
            an innocent man. Gain an Enemy.
  4  -  You are betrayed by a friend or colleague. An Ally or Contact becomes an Enemy
            or a Rival. If you do not have any Allies or Contacts, you gain an Enemy or
            Rival anyway.
  5  -  A fugitive criminal offers you a deal in exchange for his freedom. Accept and
            retain the benefit roll from this term. Refuse and gain him as an Enemy.
            Either way, your reputation is ruined, and you are forced out of the career.
  6  -  You run afoul of the law. Guilty or not, you are forced out of the career.
            Gain Advocate 1, Admin 1, or Deception 1
  7  -  Injured – roll on the injury table.
  8  -  You’ve offended a powerful criminal organization and must go into hiding.
            Gain Deception 1. Gain an Enemy, and roll Deception 8+ to avoid injury.
  9  -  Retribution by a fugitive’s criminal connections injures a friend or
            family member.
 10  -  A competitor forces you out of business. Gain a Rival.
 11  -  A fugitive turns the table on you, leaving you stranded on a hostile world.
            Roll Streetwise 8+ or Stealth 8+ to avoid injury.
 12  -  You were framed for a crime. Roll Advocate 8+ to avoid losing 1 Social
            Standing. Gain an Enemy and a level of Advocate.


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 Post subject: Events
PostPosted: Wed Aug 20, 2008 8:12 pm 
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Code:
[b]Events   
Roll (d66)   Event[/b]
11   Disaster! Roll on the Mishap table. (But you are not forced out of the career)
12   A fugitive fights back. Roll Gun Combat 8+ or Melee 8+ to avoid injury.
     Gain one level of the skill used.
13   A ship you attempt to repossess fires on your ship.
     Roll Gunnery 8+ or Pilot 8+ to avoid injury. Gain one level of the skill used.
14   The hunter becomes the hunted – an enemy tries to track you down.
     Roll Stealth 8+ or Deception 8+ to avoid injury. Gain one level of the skill used.
15   You track a fugitive to a wilderness world.
     Gain Survival 1, Animals (any ) 1, or Athletics (any) 1
16   You find yourself in legal trouble. Gain Advocate 1, Admin 1, Persuade 1, or Diplomat 1
21   An investigation takes a dangerous turn.
     Roll Investigate 8+ or Streetwise 8+ to avoid injury. Gain one level of the skill used.
22   You require high-tech surveillance to track down a target.
     Gain Sensors 1, Comms 1, or Remote Ops 1
23   You spend time working with Law Enforcement agents.
     Gain Investigate 1, Admin 1, Advocate 1, or a Contact
24   You spend a lot of time on board a starship.
     Gain a level of Vacc Suit, Zero-G.
25   You find yourself in the company of lowlifes.
     Gain Gamble 1, Carouse 1, Streetwise 1, or a criminal Contact
26   You go undercover. Roll Deception 8+ or Persuasion 8+ to avoid injury.
     Gain one level of the skill used.
31-36   Life Event
41   You get involved with a gambling ring. Gain Gambler 1. You may play some high-
     stakes games. If you choose to do so, roll Gambler 8+. Success means you gain an
      extra benefit roll, failure means you lose one benefit roll.
42   Adaptability is important in this career so you pursue some cross-training.
     Roll on a Specialist Skill table for an assignment other than your own.
43   You’ve been coordinating you efforts with local Law Enforcement officials.
     Roll on the Law Enforcement specialist skill table.
44   Some of the criminal underworld has been cooperating with you in order to cut down
     on their competition. Roll on any Rogue specialist skill table.
45   A fugitive tries to make a deal with you. Accept and gain an Ally and a -2 DM on your
     next Advancement roll. Refuse and gain and Enemy and a +2 DM on your next
     Advancement roll.
46   Your work has been solid and successful. Gain a +2 DM on your next
     Advancement roll.
51   You establish a network of contacts. Gain 1d3 contacts.
52   You’ve completed some very profitable assignments. Gain +1 DM on one benefit roll.
53   You are given an opportunity to backstab another bounty hunter.
     Accept and gain an extra benefit roll and an Enemy. Refuse and gain an Ally.
54   A fugitive flees to an alien world.
     Gain a Contact, Diplomat 1, or one level of Language.
55   A target tries to flee the system. Roll Pilot 8+, Gunnery 8+, or Engineering 8+ to
     intercept the ship. Success gives you a +4 DM on your next Advancement roll.
56   You participate in a dangerous vehicular chase.
     Roll Drive 8+ or Flyer 8+ to avoid injury. Gain one level of the skill used.
61   An entertainment company wants to do a holovid of your exploits.
     Gain Art(writing) 1, Art(holography) 1, or a Contact.
62   You help the police crack a criminal organization in a major operation.
     Gain an Ally and an Enemy.
63   You discover the fugitive you are tracking is truly innocent.
     Roll Advocate 8+ to clear his name and gain an Ally or a +4 DM on your next
     Advancement roll.
64   You uncover a major conspiracy.
     Roll Investigate 8+ to gain an Ally or an extra benefit roll.
65   A legendary bounty hunter becomes your mentor.
     Gain a level of Investigate or a +4 DM on your next Advancement roll.
66   Your work has been exceptional, you are automatically promoted.


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 Post subject: Re: [MGT] Bounty Hunter
PostPosted: Wed Aug 20, 2008 9:05 pm 
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The Revelator
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Joined: Wed Jul 02, 2008 11:22 pm
Posts: 1273
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I'm busy copying and pasting all of this into a .doc file. I've got the Mongoose fonts and a TMB page template file I made, so I can make this look like a missing page from the TMB! :mrgreen:


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 Post subject: Re: [MGT] Bounty Hunter
PostPosted: Wed Aug 20, 2008 9:07 pm 
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John wrote:
I'm busy copying and pasting all of this into a .doc file. I've got the Mongoose fonts and a TMB page template file I made, so I can make this look like a missing page from the TMB! :mrgreen:


Cool!

FYI, I just edited my post and added the Stats for the Survival and an Advancement rolls.

Will you be able to share the doc here?


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 Post subject: Re: [MGT] Bounty Hunter
PostPosted: Wed Aug 20, 2008 9:17 pm 
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The Revelator
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Joined: Wed Jul 02, 2008 11:22 pm
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Location: UK
Quote:
Will you be able to share the doc here?
Yes, I'll post links to the files.
Quote:
A bounty hunter catches wanted individuals and brings them to the patron or authorities in return for a reward. A bounty hunter may choose to work for the authorities, or powerful criminal figures, often simply working for the one paying the best price. Bounty hunters are loners, cynical yet romantic.
I cobbled the above together for the little blurby bit you find on the first page of each career in the TMB. It needs refining somewhat ;)


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 Post subject: Re: [MGT] Bounty Hunter
PostPosted: Wed Aug 20, 2008 9:47 pm 
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Sample bounty hunter:

Jakson Alvaro

Str:6 Dex:6 End:10 Int:11 Edu:4 Soc:4

Homeworld: Rhylanor (High Tech, High Pop)
- Streetwise 0, Computers 0


Jakson was a bright kid from an extremely poor neighborhood. School never interested him, but he never really felt at home with the gangs either. When he turned 18, his Uncle Gary, an ex-cop, hired Jakson into his bounty hunting business with promises of riches and excitement.


Basic training:
Streetwise 0, Investigate 0, Deception 0, Melee 0, Gun Combat 0, Recon 0

First Term:
- Assignment: Investigator
- Skill: Deception
- Survival: 6+1 End (barely made it)
- Event: Uncover a major conspiracy. Investigate roll 7, unsuccessful.
- Advancement: 12+1, Promoted to rank 1
Gain Streetwise 1 and Stealth


Early in his career, Jakson worked undercover for his Uncle. Together, they discovered a conspiracy involving the underworld and the government, but they were unable to gather enough evidence before the whole thing was whitewashed. Despite this failure, Uncle Gary was extremely impressed, and promoted Jakson giving him trickier and more dangerous assignments.

Second Term:
- Assignment: Investigator
- Skill: Carouse
- Survival: 10+1
- Event: Vehicular chase, roll Drive 7-3, failed. injured. Spends 10k on medical, gain Drive(wheeled)
- Advancement: 10+1, Promoted to rank 2
Gain Investigate

Jakson happily uses his new income and freedom, spending a lot of time in bars and clubs. Overconfident in his own abilities, he pursues a fugitive in a high speed char chase and crashes spectactularly. His dedication earns him a promotion, and increased duties.

Third Term:
- Assignment: Investigator
- Skill: Melee (unarmed)
- Survival: 4+1, failed
- Mishap: Offends a criminal organization and goes into hiding. Deception Roll 8+1, avoids injury

Muster: 2 complete terms + 1 roll for rank
Cash: 20k (-10k for medical expenses)
Other: +1 Int, Armor

As he approaches his thirties, Jakson becomes bolder in his activities. He manages to bring the son of a crime lord to justice. In order to stay alive, Jakson goes into hiding and must give up his bounty hunting career.

Final stats:
Jakson Alvaro, age 30, ex-Bounty Hunter
66AC44
Streetwise 1, Stealth 1, Carouse 1, Investigate 1, Drive (wheeled) 1, Melee (unarmed) 1,
Deception 1, Computers 0, Investigate 0, Melee 0, Gun Combat 0, Recon 0
Cr.10000, Subdermal armor.


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