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A Diceless Tabletop Roleplaying Game

BOUNTY
HUNTER
CORE RULES

RULE BOOK

Seek
Capture
return
get paid
BH:R 25-02

BOUNTY HUNTER TTRPG


Created by: Guy Sclanders
Developmental Editor: Dominik Danielewicz
Graphic Design: Martin Hughes

For Geekstable: Derrick Greyvensteyn


Original Playtesters: Steven Potter, Imran Shaikh, Zak Oglesby, Brad Hunter, Dominik Danielewicz, Hylton
Stewart, Marie Listopad, Sammy Tongue, Andreas Kapl, Brian Burrel
Community Playtesters: Maxim Starovoitov, Mark Laybolt, Roger Jones, Kevin Berent, Sean Parker, Dawid
Bodora, Alex Heino, Klil H. Neori, Yrekthelas, Yves Dreiling, Andrey Sanin, Echo, Konrad Gut, Kevin Dennis,
Gary Bingham, Gary Gardner, Colin Dunlop, John Leach, Nick Worth, Nathan Teel, Josh Hathaway, Ben
Mandryk, Cameron Frament, Dixon Block, Sophie Dauphinais, Andy Ransom, Vivek Dasmohapatra, Simone
Pharoah-Metcalf, Anthony, Kenny Charters, Chuck Charters, Brandon Burrows, Josh, Pat, MJ, Tom.
Copyright Geekstable Ltd. London, UK 2021

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CONTENTS
CORE RULES _ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ 4
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BASIC MECHANICS _ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ _ 5
SKILLS _ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ 10
HEALTH _ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ 13

COMBAT _ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ _ 14
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CHARACTER CREATION _ __ __ __ __ __ __ __ __ __ __ __ __ 16
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EQUIPTMENT _ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ 22

BOUNTIES _ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ 24
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STARSHIPS _ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ 26
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SHIP COMBAT _ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ 29

ENEMIES AND MONSTERS _ __ __ __ __ __ __ 34


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BIHHGGE SYOIPE

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BH:R 45-04

INTRODUCTION
“Bounty hunting is a complicated profession. It’s hard, it’s The rest of you and your friends will each impersonate a bounty
harsh, it ain’t easy and by the stars it ain’t pretty. Go in guns hunter character. You’ll make that bounty hunter using a set of rules
blazing, come out in a body bag. Bounties don’t just sit around described in this book. Then the GM will set the scene of where you
waiting for you to show up. They don’t just politely walk onto yer and your friends’ characters are, and it is then up to you to decide
ship. They hide, they fight, and you know what? They’re more what your characters will do – which is most probably starting to
INTRODUCTION

desperate than you. Every. Damn. Time.” look for bounties. As a player you should know the rules of the game
too. That way you can help the GM to run the game.
“So, let me give you some advice: As a bounty hunter, you’re You do not need any dice to play this game. Merely a
a predator. Find yer pack. Know yer mark. Know yer turf, know character sheet (if you are a player) or your adventure plan (if
yer time and place to strike, and above all else know yer way you are a GM) both of which can be downloaded free from www.
out. Play it smart. Or you won’t be playing it long. Haja, you’ll greatgamemaster.com.
probably all die on your first hunt anyway. Dunno why I’m
wasting my breath. Just, remember this: Never forget that out
there… you’re on your own. Ain’t nobody coming to rescue you.” TERMINOLOGY
- Tragador Domikin, Bounty Hunter Recruitment Officer “First things first, hunter. Know your enemy. Do some research:
what are they like, where do they go, who do they meet? Try to
The Bounty Hunter TTRPG is a role-playing game where you
figure out what they’ll do when they go on the run… and they
and your friends get to play as bounty hunters, tracking down
always go on the run.”- TD
bounties across the galaxy. The game system is meant to be
fun, light, and easy to use allowing you to be as creative as you
like in collectively building stories about your adventures. Action: When a character does something – there are two types
One of you will play the role of the Game Master (GM) – the of action: Significant and Free.
person who runs the galaxy and the game. This should be the
Free Action: Performing this type of action does not cost AP.
person who enjoys working with others to create a story, and
someone who likes planning adventures. They should also Significant Action: Performing this type of action costs 1 AP.
know the rules (fairly well). Those rules are outlined in this AP: Action Points - used by characters to determine the
book and are designed to support the GM as much as possible. outcome of character actions.

BOUNTY HUNTER TTRPG


4 MAHINHLNEKLCOT
Character: A PC or NPC within the game. GAME MASTER CRITICAL CONCEPT
You will have to make stuff up. Sometimes it might be the cost
Chain: A list of skills needed to attempt the action. of an item, how much intel can be gathered from a Hack, what
GM: The Game Master – the individual responsible for running information is available, and if a skill can be used in a different
the game. way. It is your decision.

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Judge anything that isn’t covered in these rules against the
NPC: Non-Player Character - A character that the GM controls following criteria:
during the game. • Does it enhance the story and make it more interesting if I say yes?
Opposed: A skill is opposed when something is attempting to • Does it move the adventure forward if I say yes?
counter the use of that skill. • Does it unbalance the game experience for all the other players?
• If the request breaks the game, or makes it too simple, then
PC: Player Character - the character that is under the control say no. Bounty Hunter is meant to feel like a movie. Keep the
and management of a player. action flowing, and the hero’s heroic and you’ll be on track.
Phase: First phase and Last phase - separate periods during a
round in which characters either act first or last, respectively.
Player: An individual who will be playing in the game and PLAYER CRITICAL CONCEPT
responsible for one PC of their making. You do not need for the GM to ask you for a skill. Simply deduct
1 AP from your characters total and declare: My character does
PP: Power Pool - used by vehicles and equipment to determine
(insert the skill) successfully. The GM cannot stop your character
their condition. from succeeding in unopposed skill use. If you wait for the GM
Reputation: Your character gains reputation points each time to prompt you each time, it can slow the game down. It will
they successfully complete a bounty. These points align with become easier the more you play.
your Reputation level which indicates how competent and well
known your character is.
Round: The period in which all characters get to take a single
turn, one after the other.
SCENES, ROUNDS, PHASES, TURNS
Scene: A variable amount of time in which the characters take The GM will typically describe a scene for the players in which
turns to perform actions within a single location. the PCs are present. Then it is up to the players to decide what
Skill: A specific capability to do something. their PCs will do in that scene. However, how things play out
depends on the type of scenes. The game is broken down into
Turn: A turn is the moment when a character gets to perform
bite-sized pieces of action. Each chunk has a specific name to
an action within a round.
make it easy to identify what needs to happen in that period.

BASIC MECHANICS SCENE


A scene is an undefined number of rounds (and time) in which
SKILLS: You will design your character with a specific set of characters (both PC and NPC) perform a series of actions to
skills. If you want your character to do something (perform an advance the story. Within Bounty Hunter, there are two types
action) in the game, you must have the appropriate skill. If you of scenes:
do not have the skill, you cannot take the action. To successfully
FREEFORM: This type of scene occurs when there is no time
perform the action, you must spend 1 Action Point.
pressure or hostile situation, such as downtime whilst the ship
ACTION POINTS: Each character has a pool of Action Points is traveling through space, enjoying a drink at the cantina,
(AP). Whenever the character actively attempts to do something planning before going on an adventure, building a weapon in a
involving a skill, they must spend 1 AP from this pool. This pool workshop, or conducting ship maintenance.
represents characters fatigue levels and overall health. Each During a Freeform scene, the order in which characters act, or
player is responsible for keeping track of their own AP, whilst the how many actions the characters can take is subject to the GM’s
GM is responsible for keeping track of all the NPCs AP. discretion. The GM should always make sure to ask each player
Characters with 0 AP cannot act as they fall unconscious and what their character is doing in the scene and attempt to share
are at risk of dying (see Page 13) the amount of time each player gets to have their character act.
All beginning characters start with 20 AP. The GM must also decide for the NPCs what they are doing.
ROUNDING: If you ever round a number, you always round up. DRAMATIC: This type of scene happens the moment the
characters in a scene are forced to act and react to a time
pressure or hostile situation where their decisions and actions
Your character, Tagra Voth, wants to send an encrypted message
to their employer’s secret base on Talbur Prime. The GM decides will have an immediate impact on the scene. Such as: In
this requires the Hacking skill. Tagra Voth has that skill. They combat, defusing a bomb, escaping from a sinking ship, or
deduct 1AP from their total and send the encrypted message chasing a thief across town.
telling their boss they have located the bounty.

RULE BOOK
WECBNKO MHLOAT 5
The NPCs have laid an ambush for the PCs. The GM determines
ROUNDS, PHASES, AND TURNS that the PCs did not notice it. The NPCs now all act in the First
phase without having to spend 1 AP each. The PCs may only
BH:R 65-06

Each dramatic scene is divided in rounds, phases and turns. A


act in the Last phase. Once the round is complete, a new round
round is the amount of time it takes for all characters present to
begins, and all characters can now spend AP to act in the first
take one turn each, sequentially. Once one round is complete,
phase as per normal combat.
the next begins until the dramatic moment is resolved.

TURN ORDER AND PHASES LAST PHASE


Once all the characters in the First phase have acted, then all
At the beginning of each round in a dramatic scene, the
remaining characters who have not yet acted can act in the Last
Turn Order of characters must be determined. All characters
phase. All characters who can act in the Last phase now declare
must decide if they want to act in the First phase or the Last
their actions. The resolution of those actions happens at the end
phase. To do this, any character (PC and NPC) can spend 1 AP
of the Last phase once all have declared their actions.
to act in the First phase. The character must still spend AP to
perform actions in this phase as per the action requirement. Characters cannot wait to see what other characters are
If they do not want to spend 1 AP to act in the First phase, doing first before declaring what they will do. All characters
they automatically act in the Last phase, and must spend the must declare their actions before the ‘actual events’ take place
appropriate AP for their chosen action. mechanically within the game (spending AP etc.).
The GM must decide for NPCs if they will act in the First or Characters acting in the Last phase can never take actions
Last phase based upon the scene – if they would logically act against the actions of a character who acted in the First
in the First phase due to eagerness or desperation, or if they phase. A character in the Last phase cannot defend against a
want to wait and see what the PCs are doing. The GM should character’s attack made in the First phase.
declare the NPCs intentions before the PCs in most situations A character can defend in the First phase against an attack
unless the PCs are doing something surprising, and the NPCs made in the Last phase as they are anticipating what will happen.
are taken off-guard.
In the second round of combat, Gary decided his Bounty hunter
was not going to act in the First phase, and instead will save his
FIRST PHASE AP for a defense in the Last phase. The alien predator did spend
Everyone acting in the First Phase acts ‘at the same time’, but 1 AP and is acting in the First phase. The alien predator declares
before anyone acting in the Last phase. All action outcomes it will attack Gary’s PC in the First phase. It spends 1 AP to attack
and deals 3 AP damage to Gary’s PC. The First phase concludes,
get resolved at the end of the First phase unless those actions
and the Last phase begins. Gary’s PC can now act. He declares he
carry over into the Last phase (such as defending). will defend. The alien predator spawn is also acting in the Last
Although each player whose PC is in the First phase must phase. It declares it will attack Gary’s PC. The attack takes place
declare what their character intends to do in an orderly (The alien predator spawn spends 1 AP to attack), but Gary’s PC
manner, the resolution of their actions is only calculated once defends against it (by spending 1 AP).
all those acting in the First phase have declared their actions, In the third round, the alien predator again acts in the First
including any NPCs acting in that phase. phase, but declares it will defend against attacks. No other
PC makes an attack in the First phase. In the Last phase, Gary
Gary declares his Bounty hunter will attack the alien predator. declares his PC will not attack the alien predator (Gary knows
Ryan declares his character is going to defend against attacks for the alien predator has a defense action which could be used to
the round. Shannon declares she will attack the alien predator defend against the attack). Gary instead declares his PC will open
as well. The GM decides the alien Predator (who spent 1 AP to act the door and expose everyone to vacuum. The alien predator
in the First phase) is going to defend (which costs 1 AP). The First must still pay 1 AP in the First phase to defend itself, even if it did
phase now concludes, and Gary and Shannon’s characters spend not defend itself in the Last phase.
1 AP to make their attacks. Because the alien predator declared it
would defend, it can defend against one of the attacks, but not
both. The alien predator elects to defend against Shannon’s at- GAME MASTER CRITICAL CONCEPT
tack (arbitrarily chosen by the GM). Gary’s attack deals damage. The GM should, at the beginning of a round, turn to each player
Since the alien predator did not make an attack Ryan’s character and ask them in which phase they want to act. The player
(who declared a defense action) can now defend against one should not be able to consult with other players, and should be
attack made by any characters acting in the Last phase, as his given a five-count (5 seconds) to decide yes or no. Once you’ve
defense action is still active, and if anyone attacks him in the determined each players response, use the five second rule to
Last phase, he can use it then. ask them what their PCs are doing phase by phase.

The only time characters cannot act in the First phase is if


they have been ambushed or are unaware of the attack. These Why go first (or last)?
characters can only act in the Last phase. Although the players will declare what their characters are
doing, and the GM will declare what their NPCs are doing, it is

BOUNTY HUNTER TTRPG


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important to remember that in each phase all the characters a convincing speech, attacking with a weapon, or closing a
are acting at the same time within that phase. spaceport door that requires the Computer Acumen skill. You
However, because whichever player speaks up first to can only perform one significant action per round.
describe what their PC will do will set the tone for the entire
round (my character runs away, my character shoots first, ACTIONS THAT ARE FREE AND ACTIONS THAT REQUIRE
my character surrenders), it is important to realize that REQUIRE 0 AP TO PERFORM 1 AP TO PERFORM
controlling who voices their actions first can be critical. Talk quickly for 5 seconds Make an attack
The GM should read the table and determine who would Draw or sheath a weapon Use a skill to actively do something
logically be able to go first in the situation. It could be one Drink a liquid or take a bite Defend against a physical attack
of feed
character is closer to the situation than another or sees things Opening or closing a door Defend against a mental action (may
differently. It could be that one character out-ranks another. be performed twice per round)
A myriad of reasons could determine which player can describe Move 12 meters or jump 1.5 Reload or refill a weapon or item
meters in any direction with ammo or fuel.
their PCs actions first.
NPCs might get to declare first, if they decide to take an
action that warrants a response. The GM must decide who is NPCs are subject to the same restrictions as PCs and must
most likely to take an action. spend 1 AP to use their skills.
A good balance is to ensure that each round the GM asks a Characters can always defend against two mental actions in
different player to declare their intended PC action first and a round. This does not form part of their normal action limit. It
then to methodically work around the table. does require the character to spend 1 AP each time.

What can you do on your TURN? How many things can target you in one round?
There are two classifications of actions: significant and free. A character can be subject to only so many different actions.
A significant action has an AP cost. Free actions do not have As there are only two phases, a character can be subject to
an AP cost. A character can only take one significant action only two mental actions, only two physical actions, and an
per turn. A character is not limited to a certain number of free unlimited number of ranged attacks.
actions they can take on their turn; however, Players and the Mental actions: These are skills that use a vocal component
GM should consider what is ‘reasonable’ based on the tone and to be effective: charm, deception, intimidation. The target can
pace of the scene. only hear so many people speaking at once – one in the first
Free actions: (they don’t require your character to spend and one in the last phase.
an AP): saying a few hurried words, drawing your weapon, Physical actions: These are physical attacks. A character
closing a basic door. Simple things that don’t require a lot of can be grappled by one character and hit by another. Any more
concentration or a skill to use. You may not perform the same than that and there are risks of hitting others involved and not
free action more than once per round. the target. GM discretion is advised.
Significant actions: Most activities count as an action, Ranged attacks: These are attacks made at range. As there
meaning your character can only perform one action per turn, is no need to be in the same physical space, a target can be
and must spend 1 AP. Such as using the charm skill to make shot from multiple locations.

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EXAMPLE OF PLAY
Guy is the GM. Holly is playing Ugura, Dominik is playing fused and doesn’t act. Dominik what does your character do?
BH:R 85-08

Max Reaver, and Sam is playing Nemik. The scene begins DOMINIK: I shoot it!
with the PCs walking into a warehouse that they know con- GUY: You can’t, you’re in close range. You can use Melee
tains the bounty because they chased her in there. attacks, Martial Arts, or punching.
They also know there are no other exits. DOMINIK: I didn’t take those. I guess, I’ll punch the creature.
I spend 1 AP.
GUY: You stand in warehouse looking around. The lights are
low, and old crates clutter the floor. Somewhere in here, you GUY: Sam, what is Nemik doing?
know, your bounty is hiding. What do you do? SAM: I pull out my sword and cut the bounties head off!
HOLLY: I take out my torch. “We should split up, and Max, you GUY: Or try to. It’ll cost you 1 AP. As the bounty lands on Max,
should guard the door, it’s the only way out.” clawing and biting deep into his shoulder, Ugura stands motion-
less, frozen by panic. Quickly Max punches hard, dealing 2 AP. At
DOMINIK: “OK, Captain.” Can I see anything in the dark using
the same time, Nemik strides forward slashing out at the boun-
my Infra-red goggles?
ty’s back, cutting deep for 4 AP. Next round, you can all act. Who
GUY: Spend 1 AP and use Awareness or Investigate. wants to act in the First phase? The bounty will spend 1 AP to go
DOMINIK: (Marking off 1 AP) “Let’s see what is going on.” I in the First phase, she is desperate. Holly, what about Ugura?
scan the room using Investigate. HOLLY: Err… umm… I … um… well… damn!
GUY: Sam, what is Nemik doing whilst Ugura and Max are GUY: Nope, you are out of time. Dominik?
looking around?
DOMINIK: Yes. I do. I spend 1 AP.
SAM: I am watching the roof – “They’re always in the roof.”
GUY: Sam?
GUY: Suddenly, Max, you get a flare of bright yellow and red
SAM: I… no. I’ll wait for Last phase.
on your goggles! The bounty is directly above you! It drops
GUY: Dominik, what is Max doing in the First phase? The bounty
down upon you!
is going to use you as a meat-shield and take a defend action.
DOMINIK: Help!
DOMINIK: I – punch it some more and do so by spending 1 AP.
SAM: “Called it.”
GUY: The creature doesn’t defend against your attack. You
HOLLY: I pull out my RAN Pistol – deal 2 AP. Last phase. What are Ugura and Nemik doing?
GUY: - Hang on Holly. The bounty gets to act in the First phase HOLLY: I shoot it! I spend 1 AP.
because she ambushed you. Your characters cannot act in this phase.
SAM: I cut it. I spend 1 AP.
It spends 1 AP to make a Melee attack and bites Max for 4 damage!
GUY: The bounty will defend against Ugura’s attack. As
DOMINIK: That hurts! “Ouch! Get off me you monster!”. you fire Ugura, it ducks behind Max, and your shot misses.
GUY: Right, Last phase – who is doing what? Holly? However, it can’t protect itself against Nemiks sword attack,
HOLLY: I … er… I … um… well… and so it takes 4 AP damage as you stab forward into its leg.
GUY: Your five seconds is up, Ugura stands shocked and con- Next round, who wants to act first?

GKGBE BHE NN EBOUHPIIE

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WECBNKO MHLOAT 9
SKILLS skill would be needed to oppose it. The PC must then spend 1
AP to initiate the attempted skill. The GM must then decide if
the opposing character will spend 1 AP to oppose the attempt.
“It’s time to find out what kind of bounty hunter you are! Every
If the GM decides that the character will oppose it the attempt
bounty hunter is different, some are tough fighters, other
BH:R 105-010

is deadlocked and narratively the characters are locked in


persuasive negotiators, or ridiculously intelligent computer
contest with one another. The situation remains unresolved for
scientists. There is no right way to capture your bounty, so long
this round. It can be attempted again next round. In this way,
as you do catch your bounty.” - TD
a character can spend AP until they either succeed or give up
During character creation, each step includes the skills a trying. Characters can resist attempts for as long as they can
character knows. This represents training, life experience, and spend AP or until they decide it is no longer worth spending AP
innate knowledge. Remember, you cannot attempt to use a to resist.
skill you do not have so pick your skills carefully.
Sabu is attempting to sneak past a guard. Sabu uses the Stealth
These are the following skills available in the game.
skill. The GM decides that the guard is attentive and so uses the
There are three types of skills – Physical, Mental, and Awareness skill (and the guard has the awareness skill). Sabu
Ranged. This refers to the type of action associated with the commits 1AP, the guard commits 1 AP. For this round, neither
skill. This is used to determine what kind of action is taken to Sabu nor the guard have succeeded. Sabu cannot sneak past and
perform the skill. remains hiding in the shadows. In the next round Sabu spends
another 1AP to succeed at sneaking. The guard (as determined
GAME MASTER CRITICAL CONCEPT by the GM) is hungry and tired (having spent an AP in the
The GM is always responsible for deciding if a skill must be used last round) and so will not spend any AP. Since the skill now
at a cost of 1 AP or not. However, most mundane uses of skills succeeds, Sabu sneaks past the guard.
should not require a spend. When there is no chance of failure,
when there is no interesting outcome to the failure, or when
there is nothing at stake the GM should not require a skill use. GAME MASTER CRITICAL CONCEPT:
Generally speaking, the type of skill (Physical, Mental or Ranged)
determines what skill could be used to resist or defend against its
Deciding which skill is appropriate use. Intimidation is countered with Psychology, Logic, Evaluate,
The GM is responsible for deciding which skill is appropriate to or Culture (the GM determines which is appropriate). For physical
use in each situation. Players can suggest skills but ultimately skills, usually the same skill opposes itself – Strength versus
the GM has the final say. Strength. Occasionally a physical skill is opposed by a mental skill
The GM should always attempt to make fair calls, and to keep (Stealth is physical but Awareness would oppose Stealth).
the scene moving forward. Finding the balance is the mark of
a good GM.
Multiple sources multiple opposition?
Captain Igrin is on the trail of a bounty but needs to fly through If a single character is subject to multiple skill attempts of the
a restricted system. He first attempts to sneak his ship across same skill in a single round, and could oppose each one, then
using Thrusters. He spends 1 AP using Vehicle Operations to the character must only spend 1 AP to do resist or oppose.
pilot the ship. The GM asks if Igrin has Obscure Lore and if he’ll
SKILLS

spend any AP. Igrin does, and chooses to spend 1 AP. The GM This only applies to non-combat-based opposition.
informs him, he knows that the local space patrols use older A character can only ever attempt to defend against one
scanners and if he masks his engine using an Engineering skill, attack each round.
he can avoid detection. Sadly, Igrin is no engineer and does not If a character is subject to multiple skill attempts using differ-
have the skill. Sure enough, a few moments later, a patrol vessel
ent skills in a single round, and can oppose each skill, then the
hails Igrin. The commander of the ship is Goraanian and angry.
Captain Igrin tries to use the charm skill to convince the captain character must spend 1 AP per skill being opposed or resisted.
he has a navigational error and will leave the system at once.
The GM decides the captain won’t resist as he (the NPC) doesn’t Sabu is being interrogated by two Bounty Hunters. Bounty
care, and the navigational error was a good reason for Igrin to be Hunter 1 declares he will use Intimidation. Sabu has Psychology
off course. Igrin spends 1 AP and is escorted across the restricted and can (as per a GM ruling) oppose the Intimidation attempt.
space and on towards his bounty. Bounty Hunter 2 decides to use Intimidation as well. Sabu does
not need to spend any AP to oppose this attempt as it is the
same round and the same skill. Thus, each bounty hunter in the
OPPOSING SKILLS scene has spent 1 AP each, whilst Sabu has spent 1 AP.
However, the next round Bounty Hunter 2 decides to use
There are instances where a character will attempt something, Psychology to outthink Sabu, whilst Bounty Hunter 1 continues
and another character might be able to oppose that attempt. to use Intimidate. Sabu must oppose both skills spending a total
This could be attempting to pick someone’s pocket, hide from of 2 AP that round.
someone, or persuade someone to change their mind.
To succeed at an opposed skill, the Player announces they
will attempt a specific skill. The GM must determine if the skill
is opposed. If it is opposed, the GM must then determine what

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SKILL CHART

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SKILL TYPE DESCRIPTION AND GENERAL USE
Acrobatics Physical You know how to jump up to 3 meters up or forward, roll effectively and or escape from your foes grasp.
You can function in zero-G without difficulty.
Awareness Mental You are aware of your surroundings and can spot things hidden from view.

Bargain Mental You know how to haggle to get 10% off the price when buying or 10% over the regular price if selling.

Charm Mental You can convince someone to treat you favorably. They will not violate their own code of conduct or
ethics but will consider you a close friend.
Computer Acumen Mental You can use computer systems more efficiently than most. You easily see how digital systems interact with
one another.
Craft Physical You can make non-mechanical useful objects if you have some scrap resources.

Culture Mental You know and understand different cultures, customs, and religions.

Deception Mental You can lie with a straight face, and obscure information in verbal, visual, or written code that only the
intended recipient will be able to understand.
Engineering Physical You can design, understand, and build complex mechanical devices.

Evaluate Mental You can gauge the value of something and estimate the relative strengths and abilities of individuals
or objects.
Forgery Physical You can make exact duplicates of objects, documents, or images with enough time.

Hacking Mental You can decode, alter digital code, and invade computer systems.

History Mental You can recall common historic events gaining insight into current events.

Intimidation Mental You know how to intimidate and scare people into surrendering.

Investigate Mental You examine an area closely and work out events as they might have unfolded based on the evidence you
have found. The GM will provide you additional insights into what happened.
Logic Mental You can work through problems methodically and understand complex systems. You apply cause and
effect principles and frequently use Occam’s Razor.
Martial Arts Physical You can make a Martial Arts attack using just your body as the weapon.

Medicine Physical You know how to help those in physical need. See Restoring Points

Melee Combat Physical You know how to use melee weapons in combat to make a Melee Combat attack with the appropriate weapon.

Mounted Weapons Ranged You are trained in using mounted weapons (starship weapons, tanks, mechs) and may make an attack with
Mounted Weapons.
Nature Mental You understand the rhythms of nature and have good general knowledge on flora and fauna.

Navigation Mental You can navigate using the stars, the sun, or a star map.

Obscure Lore Mental You know unusual facts. Unlike history this is special interest information.

Perform Physical You can sing, dance, or act. Imitate someone you are not, or something you are not.

Psychology Mental You understand the intentions and motivations of others or see-through deceptions and charming smiles.

Ranged Attack Ranged You can fire a pistol, bow, or rifle and know how to throw a grenade. You can make an attack with
Ranged weapons using this skill.
Repair Physical You can fix non-organic things that are broken. You restore 3 PP per hour to objects, devices, and ships.

Science Mental You understand scientific data, can read molecular codes, as well as understand Physics, special
phenomena, and quantum mechanics.
Sleight of Hand Physical You are a capable pickpocket and know how to pick locks.

Stealth Physical You can sneak and hide.

Strength Physical You know how to climb, run distances, and lift heavy objects.

Survival Mental You know how to live off the land, track footprints and so on.

Vehicle Operations Mental You can control a vehicle - spaceship, land cruiser, or Mech.

Wrangler Physical You understand wild animals’ natures. You can ride animals and calm nervous beasts. You can issue basic
commands to domesticated animals – stay, heel, come, attack.

GKWO HBOJPS EBOUHPIIE

RULE BOOK
WECBNKO MHLOAT 11
SKILL CHAIN ADVANCED AP RULES - OPTIONAL
Some actions – particularly those involving Starship Operations This rule replaces the standard 1 AP cost of using a skill.
might list multiple skills after the word CHAIN. This represents The GM sets the AP cost of all skill attempts, in a range from 1-5
skills that the character must have to attempt the action in
BH:R 125-012

AP. The GM may give the player some cryptic information about
the first place. It does not represent the character performing the attempt: It looks complex, or this is simple everyday stuff.
three skills. It represents the character knowing all three skills The character must then volunteer how much AP they will
and understanding their interrelationships. The character spend to attempt the task. If the amount volunteered is equal
must spend as much AP as the number of skills listed in the to or greater than the GMs secret value, the attempt succeeds,
CHAIN to perform the single action. and the character spends the AP. If the amount volunteered
If a character does not have all the skills required by the is less than the GMs secret value, the attempt fails, and the
action, they cannot perform the action. Other characters character still spends the AP they declared.
cannot assist or help in this situation. This can be applied to all skill use types (repeated skills,
extended skills, and Chained skills).
Sabu wants to “Mask her ship from Scanners”. This requires her
to have the logic, science, and stealth skill. It takes her 1 turn and
The maximum amount of AP that can be spent in this way is 5 AP.
3 AP to succeed.
DIFFICULTY SET BY THE GM AP COST
Simple use of skill 1 AP
Complex use of skill 3 AP
Repeated Skills Most trained individuals would fail to do this 5 AP
Some Skills require multiple uses to be effective and are called
Repeated Skills. This represents tasks that require time to Gufra is attempting to charm the Priestess. She is resistant
perform and concentration to successfully perform. Flying because Gufra is not an acolyte and it is not normal for the
a starship through an asteroid field, hacking into an AI, or temple to give out private records (which Gufra is asking for)
interrogating a subject for example. and the GM tells Gufra’s player, “The priestess looks uneasy.
If the GM declares a skill is to be a Repeated Skill, then the She says that is it highly irregular for someone to gain access to
player must be told how many rounds their character thinks it will the records, especially someone not from the temple.” The GM
decides Gufra will resist using Psychology with 4 AP.
take. Each time the character uses the skill they must pay 1 AP.
Gufra’s player declares she will use 3 AP as she tries to win the
priestess over (using the Charm skill). The value is less than the
Sabu just spent 1AP on an easy hacking job into a cheap system
amount the priestess used and Gufra fails to charm the priestess.
that took her a single round to hack into. Now, however, she’s
The next round, Gufra declares she will spend 4 AP and
trying to hack into a more complex system which will take 5
continue her Charm attempt. The Priestess decides she cannot
rounds of hacking to succeed. This will require a Repeated Skill
waste another 4 AP defending against her charm and so
use of 5 rounds, spending 1 AP each round.
becomes charmed by Gufra, and hands over the files. This means
Gufra has spent a total of 7 AP to Charm the princess NPC who
spent a total of 4 AP to resist.

Extended Skill Use In combat the amount of AP used determines the value of AP
Opposite to Repeated Skills are Extended Skills. These are skills the target must spend to defend against an attack. Both PCs
where one success allows the character to continue performing and NPCs may elect how many AP to spend on their attack and
the same skill for minutes or even hours without having to defense actions.
spend AP each round.
Any skill that initiates an action that will not change for Kajal finds themself in a corner, facing off against two Texavore
at least 1 minute, and is in a situation that is unchanging, aliens. In the First phase, Kajal declares a defense action. Then in the
becomes an Extended Skill. The character merely performs the Last phase Texavore 1 attacks. The GM determines the creature is
angry and will spend 4 AP in its attempt to bite. Kajal’s player does
skill once and spends 1 AP. Thereafter, until conditions change,
not know what this value is and declares Kajal will use 3 AP to de-
the character does not need to continue spending 1 AP per fend. As Texavore 1 spent more AP, the attack succeeds, and it deals
round of skill use. 3 AP damage. Kajal has lost 7 AP (1 AP to act first, 3 AP to defend, and
3 AP damage) this round, the Texavore has lost 4 AP (0 AP to act
When piloting a starship from one side of the Tuln system to the first, 4 AP to bite). The second Texavore attacks. Kajal cannot defend
other, which would take three hours, Gufra Ulgo does not need against this second attack and loses 3 AP from the bit.
to spend 1 AP every round on Vehicle Operations. She engaged The next round, Kajal realizes they are in trouble. Instead of
the thrusters in the first round for an initial 1 AP to begin defending Kajal attacks. They pay to act in the First phase, and
travelling, but each consecutive round in which the conditions then only spend 1 AP in their attack, because they know that both
remain the same - travelling through wide open space - does Texavores are acting in the Last phase. They automatically succeed
not require an additional AP. However, when her ship enters the and deal 4 AP damage to the first Texavore, killing it. The second
Kavalla nebula, she must spend 1 AP each round as the nebula attacks Kajal in the Last phase, dealing another 3 AP. Kajal has 4 AP
constantly changes and it becomes a Repeated Skills situation. left. If they don’t act first in the next round, they will most likely die.

BOUNTY HUNTER TTRPG


12 MAHINHLNEKLCOT
LANGUAGES DEATH
All characters can speak one of their own native languages and Your character dies if they are unconscious and must lose any
Galactic. If you are not using the Bounty Hunter Region Setting, more AP. Death is permanent. You need to create a new character.

GJNI13H-D
the GM should create a list of languages to choose from, if
appropriate to the setting. All Species’ can learn any of the
Languages presented here unless otherwise noted. ENVIRONMENTAL DAMAGE
Some damage might arise from falling, from poisons, from
SPECIES/CULTURE LANGUAGE drowning, or environmental causes. The amount of damage is
Humans Humani or Olde speak up to the GM, however, below is a general guide.
Rakesh Melding (only Rakesh can do this as they meld
their forms with others of their species and
communicate telepathically) DAMAGE TYPE DAMAGE
Lonlaneek Erku or Losluri Acid / Electrical exposure 8 AP
Goraan Gora Taal Dehydration 5 AP per day (lost AP is restored by
drinking suitable liquid)
Baharresk Hessek
Drowning / Suffocation 3 AP round
Trarfye Trari or Noso
Exposed to space vacuum 5 AP per round
Wedwed Xix’cla
Falling 3 AP – per 3 meters
Karo Kangari
Fire 5 AP per round
Slave tongue Slavesk
Freezing temperatures 2 AP per hour
AI common tongue Zerone
Heavy objects falling on 3 AP per 10kgs.
Trader tongue Dexsi character
Old Trader tongue Starsi Poison 4 AP depending on poison
Sleep Deprivation 5 AP per 24 hours not slept (lost AP is
If you want to communicate with another being, you need to restored by sleeping 8 hours)
speak their language. There is a universal translator device, but Starvation 2 AP per day (lost AP is restored by
eating suitable food)
it has a delay, often makes mistakes, and is highly impersonal.
To speak another language your character knows does not
require an AP spend and it is a free action.
RESTORING POINTS
There are a few ways to get back spent AP.
HEALTH MEDITATION: You spend 10 minutes quietly collecting your
thoughts, reflecting upon your actions. You regain 3 AP. This
“You are going to get hit. Fact-o-life in this game. You can try to can only be done at the end of a scene and out of combat.
be polite, but the bounty is just gonna turn around and shoot SLEEP: If your character sleeps - uninterrupted for 8 hours -
you. They don’t want to go back to prison, or face execution or they regain all their AP. They cannot gain more AP than they
whatever it is that they deserve. That’s why they are running. So, normally have when at full AP for their level of reputation.
be prepared, like I said – it’s gonna hurt.” - TD After sleeping successfully, a character must be awake for at
least 12 hours before electing to sleep again.
As you use skills and take damage throughout the game, your
character may eventually run out of AP. Your character must MEDICINE: Anyone with the Medicine skill can spend 1 AP to
sleep or recharge once every 24hours. restore 5 AP to themselves or any one other character. Each
character can only receive this once per 24 hours. It takes 5
minutes to perform. This does not require a Medipack to perform.
UNCONSCIOUSNESS MEDIPACKS: Various medicine packs allow for a character to
If your character must lose any AP from their pool and they regain AP. Each medicine pack will list how many AP it restores.
have none remaining, they are knocked unconscious. It takes 1 turn to use a medipack. A character may only benefit
When your character is unconscious, they cannot perform from one use of a Medipack per 24-hour period. You do not
any actions and are completely unaware of their situation need the Medicine skill to use a Medipack.
and surroundings. Your character will naturally wake up OTHER: Some skills, or orders given by crewmembers can
from being unconscious after 8 hours. When they wake from restore lost AP during the game. These will each describe their
unconsciousness, they only recover half of their AP pool. own effects. For example, the Captain’s ability to Inspire crew.
If another character can restore AP to you - using a skill or
medipack for example, your character wakes up instantly but
with only the amount of AP restored to you through whatever
means was used. You do not regain all your AP.

RULE BOOK
WECBNKO MHLOAT 13
BH:R 145-014

COMBAT
“I always like to have a little something up my sleeve whenever Damage
I go into a joint. I don’t want to die. Haja I don’t even wanna
Each type of attack causes different levels of damage. To make
get shot. It hurts. So, I get as much intel as I can, then I make a
the attack you must have the appropriate skill and weapon.
secondary surprise for my target. Doesn’t have to be something
big, just a grenade or an AI deathkiller bot. One time I even just TYPE OF ATTACK SKILL REQUIRED DAMAGE
pointed my starship at the planet and fired. Didn’t hit nothing, Punching/Kicking None Your target loses 2 AP
but boy, that bounty was spooked.” - TD Martial Arts / Natural Martial Arts Your target loses 3 AP
Weapons (claws, teeth)
There are two types of combat within the game: PC versus NPC Melee (swords, knives, Melee Combat Your target loses 5 AP
axes)
combat and Spaceship Combat. Both follow similar rules. See Ranged Attack (bows, Ranged Attack Varies depending on
Ship combat for its particulars. pistols, rifles, grenades) the weapon used
Mounted Weapon Mounted Weapons Your target loses 50 AP
or 5 PP*
TURN ORDER *Power Pool (PP) are unique to vehicles and count as vehicle AP but are termed
differently for differentiation.
When a battle initiates, the first thing to determine is the Turn
Order for the round. Certain Illegal weapons may deal more damage or different
types of injury. These weapons are illegal for various reasons.
COMBAT

ATTACKING AND DEALING DAMAGE To throw a weapon – such as an axe or knife – uses the Ranged
Attack skill, but still deals the same 5 AP damage.
To make an attack a character declares what skill they are When attempting to damage an object or vehicle using
using, then they spend 1 AP to make the attack. The target character scale weapons (rifles etc.) use the conversion of
is then hit unless the target is defending. Each weapon has a 10 to 1. 10 AP deals 1 PP damage. In order to deal sufficient
fixed damage value that is dealt to the target. This damage is damage the character may need to attack the object multiple
deducted from the target’s AP total. times over successive rounds accumulating the necessary AP to
• Attacks cannot be opposed by skills. Attacks must be affect a 1 PP amount of actual damage.
defended against using the defense action.
• Punching/Kicking is the only attack any character can make Armor
without needed a prerequisite skill. It does require the There are some advanced armors in the galaxy that can mitigate
character to spend 1 AP. damage. Some armor mitigates melee damage, others ranged dam-
• You cannot make a ranged attack or mounted weapon attack age. Each armor entry is specific about the kind of damage it helps
if there is an enemy using Melee, Martial Arts or Punching reduce. When wearing armor and the character takes damage from
actions within 3 meters of you. an attack, most armor will reduce the damage to 0 for one attack
• You can improvise a Melee weapon by breaking a bottle, per scene. Thereafter the armor does not provide any additional
using a chair, or table, provided the GM allows for it based protection. Although some unique armors might do more.
upon the objects available in the scene. Other types of armor might protect from environmental
damage but not from attacks. See each armor listing for details.
A character can only ever wear one type of armor at a time.

BOUNTY HUNTER TTRPG


14 MAHINHLNEKLCOT
DEFENDING DISENGAGING
Any character can declare they are going to defend themselves You are only prevented from moving away from an attacker
from one physical attack for their turn, providing there is a way if their attack has restrained you in some manner. If the

GJNI15H-D
to defend themselves, such as natural defensive structures to character is using the Strength skill to keep your character
hide behind, by attempting to avoid an incoming attack using held in place – grappling them for example – then you will
reflexes (most common), or by blocking the attack with an need to oppose that action (in this case using the Strength
object or weapon. or Acrobatics skill). If you successfully oppose the restraining
This requires the character to spend a 1AP but does not action, your character can, if they want to, move away from
require the character to have any specific skill. Any character the target by taking a free action to move. Otherwise, they will
can elect to defend themselves if they are able (not bound, need to act before their attacker in the next round.
immobilized or unconscious). On their turn they declare they If the character is not being physically restrained, the
are going to defend. You do not need to declare against whom character can always use their action on their turn to move
you are defending, just that you are. away from another character.
You can defend against any one physical attack. You choose In the case of a character moving away and in the same
which attack you are defending against. phase another character making a close ranged attack against
You can only defend against attacks made in the same that character, the actions happen at the same time. The GM
phase as you, or attacks made in a phase after the phase in must decide if the attacking character can reach the character
which you acted. who is moving away with a single step.
A character cannot defend against an attack that has already If the attacking character has a long weapon in hand (a
been made in an earlier phase. spear or sword) the GM should consider them able to make
A defend action does not carry over to the next round. It an attack and hit at the same time as the other character is
must be performed again in the next round. moving away. If the attacking character is using their fists,
then the GM should rule the character moved out of reach first.
COVER
If there is an object big enough to hide your character behind,
END OF ROUND
then your character is in cover and cannot be targeted by any At the end of the round, once all characters involved in
ranged attacks. You cannot have cover in melee, martial arts, the scene have had a chance to act, the round is over. Any
or punching combat situations. characters who remain in the scene, are not unconscious, or
If you make a ranged attack from behind cover, for the who are willing to continue fighting, begin a new Round, and
round, you are no longer considered to be in cover. must determine the Turn Order again.

BATTLE PHASE TRACKER


All characters participating in the round must declare if they will act in the FIRST or LAST Phase.

PHASE PCS NPCS


FIRST PHASE - DECLARE ACTIONS (costs 1 AP)
Declare action to be taken in this phase (typically costs 1 AP).
Can defend against one attack made this round.

FIRST PHASE – RESOLVE ACTION


All actions resolve simultaneously.
All damage dealt this phase is calculated at the end of this phase.

Any characters who did not act in the First phase must act in the Last Phase (this includes doing ‘nothing’).
PHASE PCS NPCS
LAST PHASE – DECLARE ACTIONS
Cannot defend against any attacks made in the First phase.

LAST PHASE – RESOLVE ACTION


All damage dealt this phase is calculated at the end of this phase.

RULE BOOK
WECBNKO MHLOAT 15
BH:R 165-016

CHARACTER CREATION
As you create your character you gain the skills listed next to the PLAYER CRITICAL CONCEPT
entry you select from each step. You cannot have two of the same Whatever character you make, remember to discuss with your fellow
skill - it offers no benefit. So, if you gain the same skill twice, players what character they are trying to make. Your character will
simply choose a different skill of your choice from the skill list. have worked with the other PCs before and should have complemen-
All characters share a few common characteristics. This tary skills. Otherwise, why would your character work with them?
If your group is going to have space combat (ask your GM if
might change as you gain abilities, different equipment or if
this is part of their campaign) read through the Starship section
you use the Huntari Region Setting book. first BEFORE creating your character! There are roles and skills you
• They can speak one of their own native languages and Galactic. need to operate a starship successfully. As a group you should
• Can carry 12 items at a time. discuss who will do what.
• Have a movement speed of 12 meters per round.
• Can see in daylight and have limited vision at night or in darkness. Do you have to be a bounty hunter?
CHARACTER CREATION

• Can hold their breath for 1 minute. There are many roles you can play in the game. Being a Bounty
• Must eat, rehydrate and sleep. Hunter is just one of them. Everyone needs someone else: you
From step two onwards, each choice includes a paragraph that might be a crackerjack pilot, a trained doctor. The choice is yours.
you can copy and paste into your character sheet. Each paragraph When you get to step five – why you became a Bounty hunter,
will prompt you to insert a name of a person, starship, or planet. change that to: why do you work with a bounty hunter (if you have
Consult your GM or the setting guide if you are not certain. Most of a player in your group who wants to be a bounty hunter) or create
the time you’ll be making up the answers. your own backstory snippet and select a skill you prefer.
As you work through the character creation process you
will create a full character History by including each new
paragraph associated with each step. This should help you tell
a great story about your character’s past and provide you with
STEP ONE SPECIES
insight about your characters future and their goals. Each species has a specific set of Skills they start with.
It is recommended that you generate different names and SPECIES DESCRIPTION SKILLS
characters for each step, when prompted. This fills your character Human A standard human being Choose any 1 skill
backstory with many characters and places, enhancing the biog- Rakesh Microbe colonies assuming Science
raphy. You can insert the same name multiple times if you want a humanoid shape
close relationship with a specific character or set of characters. Lonlaneek Short blue aliens with long Awareness
heads
Alternatively, you can make up your own history, subject to Goraan Tall, thin, green aliens with Medicine
the GMs approval. big eyes
Every character starts the game with 20 AP. Baharresk Large, feline-humanoids Strength
You can find form-fillable character sheets at www. Trarfye Large eared, blue, genderless Logic
aliens
greatgamemaster.com
Wedwed Insectoid aliens Psychology
GAME MASTER CRITICAL CONCEPT: Karo Tall kangaroo-like aliens Acrobatics
The player characters all begin the game knowing one another If you are not using the setting for Bounty Hunter consult your
and have all worked one job together before. What circumstances GM as to what Species are available in any. For even more
brought them together is up to you, base it upon their character details, players can use the Bounty Hunter setting book – The
information which you’ll get once they’ve made their characters.
Huntari Region for more advanced benefits of each species.

BOUNTY HUNTER TTRPG


16 MAHINHLNEKLCOT
STEP TWO - BIRTHRIGHT
Select your character’s birthright. This represents where your character was born and what influence that had upon them.
When filling in your character sheet, simply copy the ‘Description’ section of the table in your character history section.

GJNI17H-D
BIRTHRIGHT DESCRIPTION SKILLS
Poor Family I was born a scrapper. Family worked in the <insert planet name> system junk yards. Not much Repair
money in it, but I did learn how to crawl through crumbling, dead starships. I found my pet, Survival
<insert name> though, inside a locker on an old cruiser. And then it all changed... Gain the language: Starsi
Average Family I was born into a totally normal, middle class family on <insert name> planet. We lived in one of Engineering
those mega towers and I spent most of my time helping my parent/guardian <insert name> run Evaluate
their shop in the Starport. We used to sell reserviced engine parts the scrappers would trade us. Gain the language: Dexsi
Rich Family I was born into a life of luxury, indescribable and unimaginable to most, on <insert planet name>. Charm
My family made our money on the slave fights, in the arenas - we supplied the slaves. I never met Culture
any slaves myself, except for one, <insert name>. Gain 100 Deca Credits
Slave pits I was born a slave, forced to survive in the fighting pits, on <insert name of planet>. It was tough. Strength
Most people I knew died along the way and I’ve lost count of the number of bones I’ve broken. I Melee Combat
grew close to the weaponsmith, <insert name>. Thankfully, it ended when I turned 12... Gain the language: Slavesk
Integrationists I grew up in no single location, particularly since we were constantly travelling from system to Culture
system. My parents would travel to independent planets, and on behalf of the <insert name of Psychology
government>, try to assimilate them into our culture. I enjoyed spending time with the captain of
our ship <insert name>.
Off-the-grid I spent my childhood climbing huge trees and eating whatever we could grow, or hunt. I had Nature
many friends, although <insert name> was my best. Life was simple on <insert planet name>, until Wrangler
the integrationists arrived.
Military Family My parents were both in the service. It was what we did: War. <Insert planet name> was Awareness
always fighting someone. We weren’t on the front lines though, we were in the tactical room, Intimidation
strategizing the next attack. I’ll never forget <insert name> and the lesson they taught me about
always keeping my eyes open. Then the war ended...
Orphan I never knew my parents. Left at an orphanage as soon as I was born. Which meant I was sent to Acrobatics
<insert planet name> military training camp as soon as I could hold a RAN Rifle. I was part of the Stealth
<insert color> <insert animal species> squad. That was when things changed.
Space I was born on the <insert ship name>, a piece of junk spaceship. We went wherever the ship needed Navigation
to go. Didn’t have many friends. Just <insert name>. Learned a lot the day our ship went down... Vehicle Operations

If you want your character to have real depth, add a sentence after the description about how your character felt emotionally about
their birthright. Do they look back fondly on it? Do they hate it or have regrets?

STEP THREE - EDUCATION


Now select how your character grew up. With their Birthright in place, they managed somehow to gain an education – this is how:
GROWING UP DESCRIPTION SKILLS
Schooled Unlike many I was lucky to have the opportunity to go to school. And I had some great teachers, which History
really opened my eyes. That’s where I met my best friend <insert a name here> Logic
Street side Times were suddenly tough, and I found myself on the street. I had to learn fast and find ways of Sleight of Hand
getting what I needed without spending deca credits. Still, <insert name> helped me cope. Stealth
Farmhand Living on a farm, I learned how to use what nature provided me. <insert name> was the only one who Craft
could ride the Hadovian horse we used for ploughing; she was a wild beast. Damn I fell off that thing Wrangler
so many times.
Survivor Believe it or not, somehow, I ended up stranded in an abandoned mining facility for seven years. It was Medicine
a crash course in can I eat this? I wasn’t alone. <insert name>, and a few others who got stuck with me Survival
made sure I didn’t go mad.
The Academy I was the 0.1% that was accepted into the prestigious, but also mysterious, Academy. We were taught Obscure lore
things that weren’t standard in normal schools. It was all profoundly serious, but I formed a bond Science
with <insert name>.
Accelerated I didn’t have a choice. Someone noticed I was good at killing and decided I should be better. I learned only Martial arts
Training what I needed to do the job. <insert name> was my supervisor. I still don’t know what their real name is. Ranged Attack
AI I still don’t know what I did to deserve it, but an AI decided to educate me. How it found me I don’t Computer Acumen
know. Ever had an AI teach you? No breaks, no jokes, just pure code. I used to call it <insert name> Hacking
although I know that wasn’t its designation. Gain the language: Zerone
Crime If I didn’t learn to steal, I starved. If I didn’t learn to lie, I went to prison. At first you feel guilty, but Evaluate
that quickly gets replaced by pure adrenaline. Yeah, I got a record, but I’ve got someone on the inside Forgery
who helps me out, <insert name>.
Spacer The opportunity came up for me to join the crew of the <insert name of starship>. Who needs schooling Bargain
when you’re out there among the stars? That was my education: starshipping. Or whatever the right Investigation
word is.

If you want your character to have real depth, add a sentence after the description about how your character felt emotionally about
their growing up education.

RULE BOOK
WECBNKO MHLOAT 17
STEP FOUR - CAREER
As before, choose a career that your character had before the adventure begins. This could be related to what you think they do, or
not, sometimes we all end up in dead-end jobs.
BH:R 185-018

CAREER DESCRIPTION SKILLS


Pilot I wanted to see the galaxy. To be at the front of the ship. Plus, I like the rush, the whole ship rests in my Navigation
hands. <insert name> is the only other pilot I’ve met who is better than me. Vehicle Operations
Spy I was good at sneaking around, blending in, getting pretty people to tell me things. It wasn’t long until Culture
someone found a use for those talents and gave me a job. Sure, there’s danger, but that’s what makes it Deception
fun. <insert name>, we go way back. Best “diplomatic liaison” I ever had
Arms Dealer It kinda just fell into my lap. Selling heavy weapons to folks who need them. You shift a few crates of Engineering
Goraan RANs, and suddenly you’re sitting pretty in deca creds. As <insert name> used to say, “Better than Mounted Weapons
selling legs.”
Cyberneticist Some people hear computer noises, I hear a symphony. I always wanted to be a pioneer, but from my Computer Acumen
bedroom. Writing code and designing the latest computer tech was the answer. Only <insert name> could Science
make a sweeter chip.
Pathologist After a while spent near dead bodies, I became fascinated with how they worked - on the inside. It’s harder Medicine
than you think to find people who can stomach a rotting carcass. <insert name> could cut a body open in Science
seconds. Taught me everything I know.
Mercenary I’m not the kinda person who likes the old 9-5. Workin’ yer behind off for a little house on the outskirts of Ranged Attack
the smog filled city. I prefer being right in the action, never knowing if I’m gonna live to wake up the next Mounted Weapons
morning. That’s the kinda excitement I was after. My squad leader <insert name> was a good teacher, a
great drinker, and an excellent meat-shield.
Negotiator People say it isn’t easy to make friends, and arguments stress them out. Personally, I am the life of the Charm
party. Give me high-intensity situations and I am in my element. It was only natural I’d be the one they’d call Psychology
to diffuse an… issue. Even <insert name> knows when they’re beat.
Quantum It was only natural I’d graduate from building and making things with anything I could find as a kid - Engineering
Architect sticks, stones, Blaborian fish, you name it - to building the latest in space tech. Professor <insert name> Repair
always said: “You’ll either build it or die. Don’t die.”
Ghost I didn’t know that hacking would lead to a job, I just knew I was good at it… good. So, when <insert name> Logic
at the agency finally found me, their offer was one I couldn’t refuse, even if it meant leaving my old life Hacking
and being, well, dead to everyone who once knew me.

If you want your character to have real depth, add a sentence after the description about how your character felt emotionally about
their initial career.

STEP FIVE - REASON TO BECOME A BOUNTY HUNTER


Your character needs a reason why they left their career and past behind to become a Bounty Hunter.
REASON DESCRIPTION SKILLS
Death <insert name> died. Once that happened, there was nothing keeping me. I needed to get away from the Intimidation
familiar, to find a new purpose. Psychology
Love We’d been married for <insert number of years>. It was my partner’s idea: hunting down bounties. We were Investigate
an awesome team. Then things started to fall apart and now <insert name of partner> is somewhere out Deception
there, stealing my bounties.
Revenge <insert name> killed my family. To this day, I still don’t know why... But they will pay, eventually, somehow. I Awareness
can’t do it alone, I need help. So, I help you, you help me. Stealth
Trophy Hunter I like doing it. It’s thrilling, it’s fair, it’s hard. You must be good at it, or you die. It’s honest work. <Insert Martial Arts
name>, my first bounty. Nearly killed me. I respect that. Navigation
Bounty I was going about doing my own thing when suddenly I got jumped on and captured… turns out I was Logic
Hunter someone’s bounty. Once I heard how much <insert name> made off of me, I realized I could put my skills to Strength
use the same way, once I got out of prison, of course.
Drunk I was drunk, I think. All I know is I was playing Karo poker in some seedy smog city bar. <insert name> Charm
challenged me to collect a bounty and apparently, I did. They even offered me another job on top of that. I’ve Perform
since laid off the drink though...
Money! My good mate <insert name> said: Why work for it when you can find it? It’s true! A bounty is nothing more Bargain
than just cash walking around. Evaluate
Forced I was short on a payment to <insert name> a loan shark, and I couldn’t delay it any longer, all I had to pay Craft
with was my life, or… someone else’s. I took the offer of bringing in a bounty in exchange for a clean slate. Survival
Accidental I’ll never forget that night. I found out my partner’s been cheating on me. In a blind rage I go find the Forgery
cheat. Things got heated and I shot them. Dead. Only I shot the wrong person. Turns out my partner wasn’t Strength
cheating on me. And the poor soul I shot, had a bounty on their head enough to pay off my debts. So, I guess, I
just found a way of making easy money.

As with all the previous steps, how does your character feel about their choice? Was it a good one?

BOUNTY HUNTER TTRPG


18 MAHINHLNEKLCOT
GJNI19H-D
STEP SIX INTERESTS
You may want your character to have a certain skill set. You may now choose additional skills from the skills list. How many you can
choose depends on the size of your playing group.

NUMBER OF PLAYERS NUMBER OF ADDITIONAL SKILLS TO CHOOSE


1 6
2 4
3+ 2

You cannot choose a skill that you already have. There is no benefit.

STEP SEVEN -ABILITIES


Each character must select one ability when they are first created. They gain additional abilities as they advance in reputation.
ABILITY DESCRIPTION
Ace Pilot You can pilot a ship and fire one weapon component in the same turn.
Brawler You deal 1 AP additional damage when making a Punching attack.
Die Hard Once per day when you reach 0 AP you may choose to regain 5 AP.
Doctor When using the Medicine skill, you restore 6 AP instead of 5 AP.
Enduring You only need to eat food and drink liquid every second day.
Fast Draw Once per dramatic scene you may automatically act in the First Phase when making a ranged attack.
Gearhead When using the Repair skill, you restore 4 AP instead of 3 AP.
Insightful Once per scene you may choose to automatically oppose the first Deception attempt made against you.
Inspiring Leader Once per dramatic scene you may can transfer up to 5 of your APs to another character.
Lucky Once per dramatic scene you may avoid all damage from one attack.
Marksman Once per dramatic scene you may deal 4 AP additional damage when making Ranged attacks.
Mystical Teacher Once per dramatic scene you may deal 3 AP additional damage when making a Martial Arts attack.
Night Vision Your eyes have been changed to grant you the capability to see in darkness.
Polyglot You speak different languages with ease. Choose 3 from the Language List.
Professional Once per scene you may reduce the number of rounds needed for a Repeated skill use by 1.
Quick Once per scene when you take the Move action, you can choose to travel up to double your base movement speed.
Sharp-Shooter You can double the listed range of any ranged weapon you use.
Staunch Defender Once per dramatic scene you may take the Defend action and defend against two attacks this round.
Stronger Once per dramatic scene you may deal 4 AP additional damage when making Melee attacks.
Stubborn Once per scene you may choose to automatically oppose the first charm attempt made against you.
Tactical Training Once per dramatic scene you may deal 4 AP/PP additional damage when making Mounted Weapon attacks.
Well Organized You can carry an additional 3 items.

RULE BOOK
WECBNKO MHLOAT 19
STEP EIGHT - NAME YOUR CHARACTER
Now you need to give your character a name. This completes your character sheet. The names below were supplied by the
Kickstarter backers. You are free to use one of these names or create your own!
BH:R 205-020

GAME MASTER CRITICAL CONCEPT:


Once the players have finished making their Backstories, read them! Use the names, locations, and events as hooks for future adventures to
make the game feel more personal for the characters.

Volka Daag Kaius Ralu Longinus The cat with no name No-knock Thragar Gunspar Starbreaker
Chad Sawyer C0-L7 Talen Marogath Sarka Rezka Zok
Ion Ian from Ix Matanga Boots Panitari Novakri Arn the Angry Fen Darkwolf
Dive Cobalt Aldem Arran Beta Seitheach Jorgo S’Neer Trinian Sung
Got’m Found Reaper Crow Venin Krieg Halo Quain Gormilach the Shuffler
Jo’Dan Kree The Far Shot Nóra Grae A’talos Veela Zataz “Zed” Liadon
Nale Ciffon Lira “Rally” Sarov Feldor Elgoth Grizz “The Grizzled” Mahonri Maos
Moren Wyatt Bruegar Damien P. Barrius Duncan Ambroise De La Croix
Aldon Test Galwin Dradik Ebron Tarask Aaron Kael Nine-Oh-Nine
Erik “Leech” Gardner Elenellee Derniner Kannek
Rizzo
Ogo Lightbringer Rackzul Paige Zashley Jim Grant
Zetha Farseer
Duskryn Esa Cordo Diggs Garguth “Danger” Behnton Rei
Godon Rasay Leliouchenko
Yagolnitzer Benor D’Aversart McCoy
Rob McBear Doon McMulroughy Shin Glitch Valkann
Zapz Killmoore
Mando N’Guilla General Tangent Kex Veno Egan Koth Naylim Kesaj
Bhimasara Valdimir Djokovic Andria Galaga Mordecai Gold Triple D Alliance
K’felk the Turgid Ridir Semii Velon “Ash” Ryver Sierra ‘The Iron Cyclone’ Quantum Quack
“Black Abe” Abelard Danik Toborg Bal Thax Ferron Janco ‘Nabab’ Nukaya
Tywysog Heliwr Damocleave Yestesh The Wisperer Captain Nathaniel Shaw Quorr’Sakh-aj
Dirt Actual Fritz Buckler Silvius Altus Ssalaren Salish Hidding in shawdows.
Orin Nurgsbad Booth Draven Herara Trustik 670 Reptil
Martego Wraith Ro-San Kelgar Max Strikker IRSU (Integrated Capn Howdy
T’Shar Dunn Castle Mr. Skid Response Support Unit) Tahs Nadeen
Drago Ivanov Anion ‘Phenix’ Borealis Raz Belasco Cadvar III Remvorax Durantes
Dante Sarmaud Meris Niryon, (AKA The Valen Blackwater Neener Dormar Colton Zygost
Zarg Kragsby Matriarch) Stewart Vega Coco Valkyrie Ganna Woldrich
Khazhim Yashat Wakaba Gahaba Taleth Reigon Barnes Jop Qbold
Zola-997 Orihala Wynn Colt Rhysa Kennon Andalson Treskia of the Iridium
Treznor Sullak Jaxon Steele Noos Greeblie Revork Ikub (‘Rev’) Way
Guul the Dissolver Varik Markos Shad Zolenka Ergo T. Ryzer
Dolf Bronco
Wyatt Sullivan Zarelius Koort Gandius Skyspark Kaira Fortuna
Jorel Val’Keth
Jacq Young Selrahc Abeloth Harald Coin Rex Tucson
Troveus B. D. Clucks Szalaczar ‘Mags’
Thorne Tanaka Thradon
Genevieve von Muck Seren Blooddog Ezra ‘Shotgun’ Fandon Uurbhana
Strausenburg Dimi “The Anvil” Forbes Dagmar Holland Delilah Durgo Caranbrox
Manata Kettleblack Onica van Havensburgh Osmit Sckaliger Eliar Kneight Zillard Zapphire
Morgen Gabe Nazak Skelle Spontaneous Bonaparte Hawl Dr. Ezekiel Thermite,
Mortas Aleander Stroheim The Pidgeon and The Keleos “Jackal” Geraki PhD
Tamida Grendal Whipoorwhill Cockatoo (they are a pair Coorta Tembo Idun Wolfpower
Desiree Cabrera Honey Nan t’Scaggio of bounty hunters) Jedro Vankles Jen Nine
Garth BlackStone Dividor Cane Faraday Xanic Michael Henchard Ursa Major
Short Saur Breckett Jaxon Artemis Blackthane Festus Dionix Chilel
Reginald Mahlstrom Rin “Shadow” Felidae Rexillian Trask Bellas Habribellum Noj Drib
Duke “Irongrip” Sullivan Sethane Crybb Caligar Shadow Taipan Keikeil McAndliesder
Krystal Śmierć Norujn Orroah Richard Drackmar Xerxes Cosimo Gideon Black
Dex Omen Finnigan Fare Kuenga Lhaden Dewy Cheatem Odaari Krenn
Gernes Heningwa Madam Delirium Brandon Corey Warvigilent Vor Eck Nom
Jack Thatch Slyn Vodran Derrick Wildstarr Ham Sammich Aldeen “Clean Shot”
Hypatia McQueen Baron Edward H. Staines Náirda O’zyrrak Celza Nefarious
Garrin
Lance “Decker” Alisaz Haera the Prismatic Rook Moonchaser Hajima Mashtea
Marc “Griz” Tomkins
Jorge X. McKie Inquisitor “Gold Boost” River Kenra Aramil Ja’Don
Jackson Finn Fragador Spartacus Klowny the trickster
Dav Wefi Silvanus Jamb
Morein Kar Kelath the Red Wesley Bishop Virion Varze Ricardo “Bruiser”
Artorious Constantine Thzbaht Krea Barrie “Mack” MacKenzi Marten Crumps Pichardo
Kragar Lokasena Hoke Boulder Osender The Mauve Jason Taverner
Merik Anthony (AKA V’sseth’ik-Reth Mellesande Iacco Znab Phoemony
Fireswift) Gor Mataz Runim Krymok Sweet William John McDead
Endril Mercon Crome X’tre Mep-Sy Raff Barrowminder Garrity Singh
Kravyn Voidstalker Mic Lasren Circe Romanova Lefwyn the Peerless Omutas
Cawdor Puao Sir Lyttle Dregan Garnet Revel Layla Lamerton Darius Reave

BOUNTY HUNTER TTRPG


20 MAHINHLNEKLCOT
GJNI21H-D
STEP NINE - PURCHASE EQUIPMENT Your character can only ever carry 12 items at a time. Multiple
copies of items count as multiple items and do not stack. The
Equipment helps you in day-to-day activities. Most equipment GM should advise players based on common sense. This could be
has a cost. There are two currencies: 2 RAN Rifles, 10 m of rope, 3 rations, a dagger, a fishing rod, a
Deca Credits (DC) and Marks (M). Deca Credits are used for medipack, a Data Pad, Universal Translator, and a map.
making legal purchases. Marks are used for buying things from You are not limited to the number of ‘narrative’ items you
the black market, illegal goods, and restricted goods. In most can carry: Small charms, a holograph of a loved one, dog tags
star systems carrying Marks, or goods purchased with Marks and so on. If unsure ask your GM. Deca credits and Marks do
is illegal and if your character is found with them, they should not count towards your maximum carrying capacity.
expect legal action. To use Equipment generally does not require an AP spend.
You cannot purchase an item listed with an M unless your However, when the action to use the equipment takes
character has found a suitable trader who has such items. These concentration and there is a potential chance for failure, then
traders usually don’t accept Deca Credits as a rule, as these can 1 AP must be spent. For example, using weapons requires the
be traced, hence demanding a Mark. Marks are made from thin appropriate skill and 1 AP spend. Using Rope does not require
strips of Targi alloy and only a limited number are in circulation. an AP spend, but climbing the rope would as you would use
All characters start with 400 Deca Credits and 0 Marks with Acrobatics or Strength to do so.
which they must buy their starting equipment. Most equipment has 4 PP to resist being destroyed.

RULE BOOK
WECBNKO MHLOAT 21
DATA STREAM \\ [ONLINE]

BEGIN TRANSFER // BETA 04-BZE56HXX


GHJE GGHIHE UOAPO

EQUIPMENT
BH:R 225-022

ITEM COST DESCRIPTION


Armor – Basic 50DC Armor absorbs all damage from the first attack made against the character wearing it. After it has done this
it cannot do it again this scene.
Backpack 8DC Carries 4 additional items. Takes up 1 of your 12 slots to wear.
Jet Pack 250DC You can fly up to 50 meters up and 300 meters forward within planetary atmospheres, or double in a
vacuum. Maximum weight liftable is 150 Kgs including operator. Requires fuel to operate. Each round of
use consumes Jet pack fuel.
Jet Pack fuel 8DC Provides enough fuel for a Jetpack to be used 10 times.
(10 uses)
Manacles – Charged 35DC Discharges electrical impulse dealing 3 AP each time a failed attempt to unlock or destroy manacles
is detected. Has 4 PP to absorb damage before broken.
Manacles – Standard 20DC Restrains hands or feet until unlocked or destroyed. Has 4 PP to absorb damage before broken.
MOGBOT 30DC The MOG is a quadruped robot with limited abilities equal to a dog. A MOG can carry 5 items and has
10 PP.
Medipack 8DC 10 uses, restores 5 AP, may only be used once per day on the same character.
Propelled Grappling hook 14DC Deals 2 AP damage, has a range of 20 meters, can hold up to 500 Kgs.
Rations 2DC Feeds a character for a single day – usually tasteless.
Rope 2DC Can hold up to 500 Kilograms, 10 meters long.
Surveillance - Holovid 5DC Records all audio and visual information in 3-dimensional relative space for perfect playback later.
recorder (audio and Records up to 3 hours before needing 1 hour recharge.
holovideo)
Surveillance - Listening 10DC Records and transmits video and audio up to 12 hours, has a transmission range of 500 meters. Is 5cm
Bug x 3cm x 1 cm.
Surveillance - Thermal 16DC Has a range of 50 meters and penetrates most walls up to 10 cm thick. Operates for 1 hour before
binoculars needing 10 minutes recharge.
Tech – Universal charger 10DC Charges most Tech equipment. Carries 10 charges before needing to be recharged.
Tech - Computer Interface 13DC Allows Hackers access into the core of most digital machines.
Pad
Tech - Illumination torch 1DC Sheds light for 10 meters in all directions or single direction as needed. Lasts up to six hours.
light Recharges in 10 minutes.
Tech - Interpersonal Comms 52DC Range is limited to a single planet and Mid-Range in space. Contact an individual in direct
and digital access device communications and access the IGN. Lasts up to 24 hours, recharges in 1 hour.
Tech - Long range personal 15DC Range is 2 Km on planet, Close range in space. Detects life forms, samples DNA, basic geology, metallurgy, and
scanner gaseous compounds. Lasts up to 4 hours. Recharges in 1 hour.
Tech - Universal 15DC Translates any spoken language into Galactic. Electrokinetic, requires no recharge.
Translator
Water canteen 2DC Provides water for a single character for one day until refilled.
Weapon Ammo - Arrows 2DC 8 arrows in a simple carry case for use with bows.
/ darts
Weapon Ammo - RAN 3DC Provides 10 shots for the RAN Pistol or Rifle
Ammunition
Weapon - Compound Bow 13DC Deals 7 AP damage and has a range of 60 meters.
Weapon - 8DC Deals 5 AP damage, has a range of up to 3 meters.
Melee Weapon
Weapon - RAN Pistol 35DC Deals 5 AP damage, has a range of 25 meters.
Weapon - RAN Rifle 70DC Deals 7 AP damage, has a range of 120 meters.
Zero-G Suit 55DC Allows you to survive and maneuver in zero-G for 3 hours. Doesn’t absorb damage.

RAN – Rail-Assist Nil Point Variance Projectile or RAN for short. Fires a small solid slug bullet using electromagnetic
discharge. Still the most effective means of killing someone.
JET PACK FUEL
RAN PISTOL RAN RIFLE COMPUTER INTERFACE PAD

SNIPER RIFLE

GKGBE BHE NN EBOUHPIIE

BOUNTY HUNTER TTRPG


22 MAHINHLNEKLCOT
DATA STREAM \\ [ONLINE]

BEGIN TRANSFER // GAMMA 25-GNE78HJE


GHJE GGHIHE UOAPO

BASIC ARMOR
ZERO-G SUIT TITAN ARMOR

GJNI23H-D
JET PACK

PHASE RIFLE
LONG RANGE PERSONAL SCANNER

MOG BOT

PHASE PISTOL
KRAGIK BATTLESWORD

ILLEGAL EQUIPMENT COST DESCRIPTION


Armor - Titan 25M Absorbs all damage from the first and second attack made against the character wearing it.
After it has done this it cannot do it again this scene.
Sedative 15M Renders one creature unconscious for 8 hours if ingested.
Tech - Personal Cloaking 300M Hides user from visual sight, scanners, and sensors for 1 hour before requiring recharge of 3
field hours.
Tech - Personal Locator 55M Is a 1cm x 1cm black sticky patch. Transmits location information for up to 2 weeks. Range is
device system wide. Accurate up to 1 meter.
Weapon Ammo – Flame 5M Provides enough liquid to power 10 uses of a Flame Thrower.
Thrower Tank
Weapon Ammo – PHASE 6M Provides power for 10 shots for the PHASE Pistol or Rifle.
Clip
Weapon - 80M Deals 4 AP damage, range of 15m. hits all targets within 3m of the central target.
Flame Thrower
Weapon - 65M Deals 10 AP damage, has a range of 15 meters.
PHASE Pistol
Weapon - 150M Deals 14 AP damage, has a range of 80 meters.
PHASE Rifle
Weapon – 20M Deals 15 AP to all characters within 5 meters, or 4 PP damage to a vehicle or structure. Uses
Breach Grenade Ranged Combat skill to throw it. The grenade can be thrown up to 10 meters.
Weapon - 15M All characters within 5 meters cannot act this round. Uses Ranged Combat skill to throw it. The
Shock Grenade grenade can be thrown up to 15 meters.
Weapon - Sniper Rifle 300M Deals 15AP damage, has a range of 500 meters.

PHASE – Phased Hyper-Accelerated Single Electron or PHASE technology fires a stream of energetic electrons at a target.
Cooks most objects in nanoseconds.

GKWO HBOJPS EBOUHPIIE

RULE BOOK
WECBNKO MHLOAT 23
BH:R 245-024

BOUNTIES
“Done sharing? And spending all your precious Deca’s? Good. Now Delivering - The bounty is already in custody but must be
we can talk business. This here, is a bounty board. Most worlds transferred somewhere specifically without being harmed.
have got one. Folks are running away all the time. Our job is to There are many who will try to rescue this bounty before they
bring them back. Pay attention to the ‘dead or alive’ part. If it says arrive at the destination. This is a very tense, time sensitive
alive – you kill that SOB, you’re a murderer not a hunter. If it says type adventure with a focus on defense.
you bring back the bounty plus the Karoki cookie he was eating, Discovering - The bounty has completely vanished. The PCs
you bring it all back. Don’t be sloppy. I hate sloppy.” - TD must find the bounty and typically return the bounty, deliver
something to the bounty, or merely report on where the
As getting, tracking down, and bringing back bounties is an
bounty is. This is a planning and investigation style adventure.
integral part of this game, making sure that bounties are
BOUNTIES

not just ‘go-fetch’ adventures is critical to keeping the game


alive and fresh. The system presented here will help the GM to GAME MASTER CRITICAL CONCEPT
understand how best to make bounties interesting. The best option for you as the GM is to mix up the adventure
types that the PCs go on, each new adventure cycling through
the different types to keep each adventure fresh.
Adventure Type
There are four adventure types: Thwarting, Collecting,
Delivering, and Discovering. Any suggested bounty in this REPUTATION
book (or ones you make up on your own) requires you to decide
which of the four adventure types you will use to play out the Each time your character successfully completes an adventure,
bounty should the PCs decide to take it up. This will help you to your character gains 1 reputation point. As your character
structure the adventure and make it easy for you to generate gains reputation points, they advance in reputation level and
adventures on the fly. gain more abilities, skills, AP, and renown in accordance with
the following table. Reputation levels and their corresponding
Thwarting - This adventure requires the PCs to track down and rewards are automatically gained once a character has the
defeat the bounty target because the target is dangerous and prerequisite number of reputation points.
can fight back. This is a combat heavy style bounty adventure. Some levels your character gains an additional skill, and
Collecting - The bounty is at a known location but must be some levels they gain an additional Special Ability. They always
brought in alive. The adventure is how the PCs will get to the gain 5 AP each time they reach a new reputation level.
bounty and how they will get the bounty out and back to justice. Consult the table for the specific benefits they gain upon
These should be balanced combat and planning type adventures. reaching the new reputation level.

BOUNTY HUNTER TTRPG


24 MAHINHLNEKLCOT
REPUTATION SKILL SPECIAL AP REPUTATION LEVEL Illegal Bounties
POINTS ABILITY GAINED DESCRIPTION
NEEDED Some jobs are strictly off the books. Some call them
1 (starting Starting 1 20 Unknown individual assassinations, others just don’t want to involve the locals.
value) Skills These jobs pay in Marks – always. The calculation is the same as

GJNI25H-D
2 +1 - 5 Some might know your name for regular bounties. The reputation gain is also the same.
4 - - 5 Qualified Bounty Hunter However, after 5 Illegal bounty missions successfully complet-
6 +1 - 5 You are the best in the ed, the legal Bounty Hunters will issue a bounty on the heads of
system
8 +1 +1 5 Reliable Bounty Hunter
each character who participated in these illegal jobs. To clear this
10 +1 - 5 You are the best in six-star kind of bounty costs 400 Deca Credits or 2 years imprisonment.
systems
14 - - 5 Expert Bounty Hunter
18 +1 - 5 You are known
throughout the region THE FOUR ADVENTURE TYPES
22
25
-
+1
+1
+1
5
5
Master Bounty Hunter
Grand Master – there
APPLIED TO THE SAME BOUNTY
can be only one… Tyrgol Assassinated planetary governor and must be brought to
Each time there is a +1 in a column you may add +1 Skill or justice.
Special Ability (depending on which column). You can choose As a Thwarting adventure
any skill or any Ability available. Tyrgol is aboard his warship, the Jakara and headed for Dark Space.
He knows he is being hunted and has left behind thugs at his last
known location to deal with anyone trying to follow him. He was
SAMPLE BOUNTIES last seen at Partha in Kitkat’s Lounge hiring a pilot for his warship.
As a Collecting adventure
NAME OF BOUNTY DETAILS
Tyrgol is holed up on a planet in the Howden system. His base is
Rado Burut Smuggler, thief, and in possession of a rare heavily shielded from aerial attack and the only way in is via old
artifact. Return Artifact.
caves under the complex. The PCs must make it through the caves,
Hodain “Killer” Homicidal maniac and leader of the “Bloodglut”
Garas mercenary clan. get Tyrgol and not alert his army of mercenaries.
Burkins Jabat Stole millions of Deca Credits from local Mob boss. As a Delivering adventure
Ola Bondingo Rogue scientist escaped maximum security prison. Tygol is being held onboard the Human warship Jakara. The PCs
Makeek Wedwed refusing to join a local Hive, fled Hive. must collect him and transport him to Vasdar Prime to face his
Must be returned alive. trial. He must survive. His lieutenant is going to try and rescue him
N5-P52 AI with top-secret military intel, on run from from the PCs at all costs.
military. Destroy on sight.
As a Discovering adventure
Irurias Shedol Slaver who knows location of Senators daughter.
Tyrgol was last seen at the Kitkat lounge on Partha, six months
Wassat Pagee Rebel leader and criminal known for cannibalism.
ago. Where he is now is unknown. A waitress will remember he
was looking for pilots who knew how to fly Lantree class cruisers.
Only three pilots have that skill as Lantree ships have not been
VALUE OF BOUNTIES built for 200 years. One of them tells them of a system where
Each bounty should have some monetary reward alongside Lantree ships were taken to be decommissioned… the PCs must
follow a trail to find Tyrgol and his lantree class warship.
the Reputation increase. To calculate the reward, use the
following formula:
The (average reputation score of the PCs x10) +
(the number of PCs x 10) + 200 + ALIVE/DEAD
The Alive/Dead value represents the difficulty of bringing in
bounties alive. The GM must decide if the bounty is an Alive
or Dead or either option. Alive adds 150 Deca Credits to the
bounty total. Dead does not add anything. When either option
is available, the additional 150 Deca Credits will be given if the
bounty is brought in alive.

GAME MASTER CRITICAL CONCEPT


As GM, you should be able to increase these numbers for more
important missions, or missions you feel are critical to your
campaign. If you want a mission to be challenging increase the
fee on offer but remind the PCs that it is a dangerous mission.

RULE BOOK
WECBNKO MHLOAT 25
BH:R 265-026

STARSHIPS
“Daddy buy you your first starship huh? I’ve seen better. If you’re • Quadrant – A quadrant is divided up into ten regions.
going out there, you better know what you can do in that thing. • Region – A region is made up of 10 sectors.
And have a crew for Haja’s sake and pay them well. Otherwise, • Sector – A sector contains between one and ten systems.
you might just find yourself adrift in the Rift, and your crew • System – A system usually contains three to twelve planets.
heading off with their new ship.” - TD • Planet – A planet is … just a round chunk of rock, ice, gas.
STARSHIPS

Without a starship no Bounty Hunter could hope to make any In practical terms, the space within a single system is broken
progress. Starships are expensive and require a good crew or a into five range increments from a starship point of view:
highly skilled operator. Close Range – Ships are visible out windows; docking can occur
To keep 3-dimensional combat easy, all ships can fire if the ships remain in close range with one another.
weapons in all directions at targets they can scan or see. Mid-Range – A safe range for most ships to operate comfortably
Ships have Power Pools (PP) which represent their capability in. Recommended distance by most galactic nations.
to function. A ship consists of Hull PP and Component PP. A
Long Range – Maximum distance a ships sensors can reach
ships Component PP is separate from the Hull PP. If a component
under normal conditions. Looking out a window reveals nothing.
is reduced to 0 PP it does not affect the Hull PP. However, if a
component is already at 0 PP, and receives additional damage, Out of Range – Anything beyond Long Range that doesn’t
that damage is subtracted from the ship’s Hull PP. have a transponder transmission is effectively invisible to the
If the ship’s Hull PP reaches 0, the ship explodes in 3 rounds ship’s sensors.
during combat or sixty seconds out of combat. Transponder Transmission Marker Range – The design of the
Transponder, and why it uses so much power, is to make the
STARSHIP OPERATIONS ship visible to an entire star-system. This gives away basic ship
and crew information to all ships in the system.
Space is big. It is divided up into zones to help those adventurous
enough to go beyond their local star systems navigate. GAME MASTER CRITICAL CONCEPT
• Universe – the known partially explored limits of Dive technology. Because if the immense scale of space, the amount of time each
round takes in space combat is not a 5 second period but is kept
• Galaxy – A large collection of stars spanning thousands of
vague to allow weapons and ships travel time. This is keeping in
light years. A galaxy is divided into four quadrants. the spirit of cinematic game rather than calculating real speeds.

BOUNTY HUNTER TTRPG


26 MAHINHLNEKLCOT
COMPONENTS THINGS A SHIP CAN DO
Most starships have a standard array of technology. Each type MOVING WITHIN A SYSTEM: All starships move in real space
of technology is linked specifically to a component on the ship. using Thrusters. A single turn spent piloting the ship using
Each component has PP and when that component is reduced the Vehicle Operations skill allows the ship to move one range

GJNI27H-D
to 0 PP it is no longer functional and must be repaired or have increment closer or further away from an object (provided the
power transferred to it from another component. object isn’t intentionally attempting to move away).
The PP of each component can be moved to any other If the object is moving each round the pilot of the ship must
component using the functions of the Captain or Engineer spend 1 AP to continue approaching. If both are piloted, it
onboard the ship (see page 28). Any component that receives becomes an AP spend race to see who stops spending AP first
double the amount of PP than it normally has (when undamaged) as to whether the ships close distance or not. Once a ship or
doubles its effectiveness, in favor of the best outcome. object moves beyond Long Range it is no longer visible to
These are all the components and weapons a ship can have. scanners and has ‘escaped’.
Not all ships will have the same components or the same
DIVING: All starships can dive into a quantum state and travel
number of components. The PP listed in the below table is for a
faster than light allowing them to move from one star system
single-pilot fighter. Bigger ships have more PP.
to the next in a single hour. Often called a ‘Dive’. This uses
SYSTEM DESCRIPTION PP
their Dive Engines. To initiate a ‘Dive’ one member of crew
Communications The ship can receive and send internal and 10
must use the Navigate skill to correctly identify where the ship
external communications within long range. will emerge, and it takes one round to make the calculations.
Double PP: The ship can communicate with All ships have an Autopilot which can make Dive calculations.
another adjacent star system.
Countermeasures Discharges a cloud of microparticles which 10 It takes five full rounds for the ship to ‘auto calculate’ the dive
destroy any missiles or torpedoes fired in the due to the AI being pickier about exact information. However,
same phase as the countermeasures or later
in the round. Cloud lasts until the end of no crewmember is required, and no AP need to be spent.
the round.
Double PP: The countermeasures last an SCANNING: All starships have scanners. To perform a scan
additional round. requires the use of a Science skill to understand and interpret
Movement - Dive The ship can make a Dive jump. 10 the data. Each round spent scanning costs 1 AP.
Engine Double PP: The ship jumps in half the time. Or
the AI calculates the dive in 2 rounds only. In a single round only one range increment can be scanned.
Movement - Main Moves the ship at sub-light speeds one range 10 In round one, Close range is scanned, in round two, Mid-range
Thrusters increment closer or further away from the is scanned, and in round three long range is scanned. This
target.
Double PP: The ship moves two range means if a ship is at Mid-Range, it will not be discovered until
increments per turn. the second round of scanning when Mid-range is scanned.
Movement - The starship’s helmsman or AI Autopilot 10
Navigation can pilot a course. The helmsman can avoid There are many facts that a scan reveals: all ships in the
System attacks. scanned area, basic information like what type of weapons the
Double PP: The ship automatically avoids the
first attack made against it each round. ships have, how many crew are onboard, the species of each
Life Support The ship has reserves for 1 year for the crew. 12 crewman, all planetary and spatial phenomenon, and any
Double PP: All crew regain 1 AP per round in dangers they might pose to the ship.
dramatic scenes.
Scanners The ship can initiate scans. 10 WEAPONS: All starships usually have at least one weapon
Double PP: The range of the scanners is system. Space is full of nasty things that need to be shot.
extended to 2 billion kilometers.
Transponder Unit Identifies the ship, captain, and location of 12
If a ship has the same weapon listed twice, it indicates
the ship. the ship is fitted with more than one of that weapon type. It
Double PP: The transponder can be detected
in an adjacent star system. requires a tactical officer or gunner to fire each weapon even if
Weapon Array - May fire at targets within Close or Mid- 10 the weapons are from the same type. Each weapon listed as its
RAN Turret Range. Deals 5 PP damage. own PP and must be destroyed independently from others.
Double PP: Deals 10 PP damage.
Weapon Array - May fire at targets within Mid-Range or Long 10 OTHER: All ships have life support capable of sustaining the
PHASE Cannon Range only. Deals 8 PP damage. crew for 1 year before depleting and needing to be replaced.
Double PP: Deals 16 PP damage.
All ships have a Communications hub which connects the
Weapon Array - May fire at targets within close range 10
Railgun only. Deals 3 PP damage. Cannot target ship to the intra-Galactic Network or IGN – a network of
components. information, communications and illegal holovideos. This also
Double PP: Deals 6 PP damage
Weapon Array - May fire at targets within close-mid or long 10
allows a ship to communicate with other ships and personnel
Fletching Torpedo range. Deals 2 PP damage to all components. on the planet or personnel inside and outside the ship. Range
Double PP: Deals 4 PP damage to all
components is limited to Long range only.
Weapon Array - May fire at targets within close range only. 10 The IGN is present in almost all systems within a nation’s borders.
Barratts Missile Deals 4 PP damage. Ignores Helmsman’s
Pod attempt to avoid being hit. A TRANSPONDER UNIT. This unit broadcasts the ship’s
Double PP: Deals 8 PP damage. registration details to other ships in the system. It is illegal
Weapon Array - May fire at targets no smaller than 20 meters 10 to not have a working Transponder Unit in most civilized
Mark Five in length and at long range only. Deals 10 PP
Torpedoes damage. star systems. It can be turned off after three rounds using
Double PP: Deals 20 PP damage. Computer Acumen, Engineering, or Hacking.

RULE BOOK
WECBNKO MHLOAT 27
Standard Equipment aboard most ships USING A STARSHIP
All ships have enough Escape pods, capable of carrying 5 When a PC is aboard a ship, the PC can crew the ship. Each
people each, to evacuate the minimum required crew to the role aboard a ship has a function and an associated skill set.
nearest habitable planet, moon, or station within a single
BH:R 285-028

Each function enables the ship to do things. Characters can


solar system. shift from one role to another at the beginning of their turn
Movement between starships usually happens on of two provided they have the needed skills, and that no other PC
ways. If both starships are large enough (longer than 40 is fulfilling the function already. A ship can have as many
meters) to hold a shuttle pod, then a shuttle pod would be gunners as it has weapon components.
used. If one starship is smaller (one tenth the length of the The same component cannot be used more than once in a
bigger ship), it may be brought aboard the larger starship. round. All functions last for one round unless otherwise stated.
Alternatively, the ships can dock with one another’s airlocks.
All ships have airlocks which can be hacked into from outside – ROLE FUNCTION AND SHIP SKILL NEEDED
the difficulty depends on the type of craft. The two ships align COMPONENT USED
in space and extend umbilical tunnels made of flexible materials Helm Steer the ship – using Main Vehicle Operations
towards one another’s airlocks. This allows up to 10 humanoids Thrusters
to move between the ships simply by walking. Plot a course to another star Navigation
system – using Navigation System
All ships have a ‘holding cell’ aboard. This cell holds one Avoid one attack – using Main Logic
standard sized humanoid. To escape from the cell requires Thrusters
a repeated skill use of Engineering. It takes 10 attempts to Tactical Scan the area – using Scanners Science
succeed, and each attempt takes an hour. To ‘blow’ the door on Fire one of the ships weapons Mounted Weapons
a holding cell requires direct damage amounting to 30 AP or components – using one weapon
component
5 PP – in the event of PP being used, the damage is deducted Target a specific ship component CHAIN: Engineering,
from the ships hull PP. and fire one weapon component – Logic, Mounted
using one weapon component Weapons
The Carago is deep within enemy territory. Hunat is manning Deploy Countermeasures – The ship Logic
discharges a countermeasure. –
the Tactical station onboard and runs a scan of the area using 1 using Countermeasures.
AP and science. At close range, nothing is revealed. At medium Engineer Repair the ship – restore 3 points Repair
range, also nothing (Hunat must spend 1 AP for the second per hour
range). At long range (and another 1 AP), Hunat detects the Increase power to a system – move Engineering
bounties ship Falmingo. The captain of the Carago orders a 3 PP from one ship component to
another
pursuit. The scene changes from a freeform into a dramatic as
Transfer Power – move as many PP CHAIN: Computer
the chase is now on! All PCs and the NPCs aboard both ships as needed from one ship component Acumen, Engineering,
must now declare if they will spend 1 AP to act first or last. The to another Vehicle Operations
Carago PCs all declare they will act in the first phase and spend Mask the ship from scanners CHAIN: Logic, Science,
1 AP. The Falmingo does not and so acts in the Last phase. The – useless if the ship uses its long- Stealth
range scanners, communications,
Captain of the Carago orders the tactical officer to fire a torpedo or weapon components.
at the Falmingo’s thrusters. The captain then transfers power Disable Transponder unit until CHAIN: Computer
from the Dive engines to the Torpedoes, doubling their PP. The reactivated using the same Chain Acumen, Engineering,
captain spends 3 AP to do this. Meanwhile the Tactical officer and a new action. Repair
targets the engines of the Falmingo by spending 3 AP (for the Gunner Fire one of the ships weapons Mounted Weapons
components – using one weapon
chained skill use). As the Falmingo did not take any actions in the component
First phase, the torpedo hits. Because the captain of the Carago Target a specific ship component CHAIN: Engineering,
transferred power to the Torpedo, it deals double damage, or a and fire one weapon component – Logic, Mounted
total of 20 PP. This completely reduces the Falmingo’s thrusters using one weapon component Weapons
to 0 PP. Because the thrusters only had 15 PP to begin with, the Comms Connect with another ship Computer Acumen
excess damage of 5 AP is carried over into the Falmingo’s Hull PP, for communication – using
Communications
reducing it accordingly.
Hack into another ship’s computer CHAIN: Computer
The Falmingo’s crew now get to act in the Last phase. Their systems to jam communications – Acumen, Logic,
ship cannot move as it’s thrusters are at 0 PP. However, the using Communications Hacking
captain can transfer power to the thrusters. He does this, Create false sensor readings for a CHAIN: Computer
draining power from the ships Dive engines. With his thrusters target ship – using Scanners Acumen, Engineering,
Hacking
restored, the helmsman decided to speed away from the Carago
Captain Coordinate crew – You spend your Psychology
as fast as possible. Because the ship moves beyond long range, AP for another character when they
the Falmingo has escaped this time, but she is severely damaged. make a skill attempt this round
The Carago will now have to track her down and engage a Inspire – you restore 1 AP to each Charm or
second time. crewman who can hear you. Intimidation
Transfer Power – move as many PP CHAIN: Computer
as needed from one ship component Acumen, Engineering,
to another Vehicle Operations
Deploy Countermeasures – The ship Logic
discharges a countermeasure. –
using Countermeasures.

BOUNTY HUNTER TTRPG


28 MAHINHLNEKLCOT
GJNI29H-D
SHIP COMBAT the component reaches 0 PP, it is no longer functioning, unless
PP are restored it later by the Engineer or Captain using their
Starship combat begins when the PC’s ship and another object Function abilities.
- the enemy - are aware of one another (usually at long range). If a ship’s Hull PP is reduced to 0, the ship will explode in
TURN ORDER: As with regular combat all characters must spend 3 rounds.
1 AP to act first or no AP to act last. The enemy vessel and her
crew must also declare and spend AP to determine their position
within the Turn Order. Any characters acting in the first phase
get to perform their actions and determine the outcome of those
SAMPLE SHIPS
acts before any character acting in the last phase.
The following ships are examples of standard craft found in
ACTIONS: A character can perform one ship operation or the galaxy. The Monthly Upkeep is the number of Deca credits
character skill per turn using the relevant skill and spending needed to be spent on keeping the ship operational. This fee
the necessary AP. Some actions must be performed in the could be paid up for a full year, or on a month-to-month basis.
appropriate phase to work. Each month this fee is not paid the ship loses 1 PP from all
If the helmsman selects to “avoid one attack” the helmsman components and the ship’s Hull PP.
must do this in the phase in which they want to avoid an attack This does not include crew fees. If the party want to hire
or before the phase they want to avoid the attack. If both the additional crew, the fixed salary for a standard crewman is 200
enemy and the helmsman are acting in the first phase, then DC a month. See Sample NPCs for stats.
the helmsman manages to avoid the attack. If the helmsman The cargo capacity indicates how many tons of cargo can be
acts in the Last phase they can only avoid attacks made by carried. 10 passengers take up 1 tons worth of cargo space.
enemy attacks in the Last phase and not in the first phase.
To attack a target the character at Tactical (or a gun GAME MASTER CRITICAL CONCEPT
position) simply pays for the use of their Mounted Weapons On average there are four NPCs needed per ship: A Captain, a
skill. If the target has not successfully performed an ‘Avoid one Tactical officer, an Engineer, and a Helmsman. These NPCs will
attack’ then the target ship must deduct the appropriate PP spend AP during space combat. For easy tracking of AP give each
from the ship’s Hull PP total. NPC half the AP of the average of the PCs when at maximum AP.
Tactical officers and Gunners can target specific components That way you only need to keep track of four AP pools to
on a ship. The damage is done to the component specifically. If simulate good combat between NPC starship crews and PCs.

RULE BOOK
WECBNKO MHLOAT 29
SINGLE-PILOT CRAFT
These small craft are ideal for solo pilots. They are usually quick, lightly armed, and inexpensive.
BH:R 305-030

SHARD SPIDER STARFIGHTER HAWK-WING FIGHTER


Hull PP: 20 Cost: 1500 DC Hull PP: 25 Cost: 1650 DC
SPECIFICATIONS SPECIFICATIONS
Length: 14m Width: 12m Depth: 4m Length: 16m Width: 12m Depth: 4m
SHIP MAINTENENCE/CARGO SHIP MAINTENENCE/CARGO
Minimum Crew: 1 Monthly Crew Cost: (200 DC each) Minimum Crew: 1 Monthly Crew Cost: (200 DC each)
Monthly Upkeep: 18 DC Maximum Cargo: 150 kgs Monthly Upkeep: 18 DC Maximum Cargo: 175 kgs
SHIP SYSTEMS SHIP SYSTEMS
PP Components PP Components
10 Communications 10 Communications
10 Countermeasures 10 Countermeasures
10 Movement - Dive Engine 15 Movement - Dive Engine
10 Movement - Main Thrusters 10 Movement - Main Thrusters
10 Movement - Navigation System 15 Movement - Navigation System
12 Life Support 15 Life Support
10 Scanners 10 Scanners
12 Transponder Unit 12 Transponder Unit
WEAPONS WEAPONS
PP Weapon Array MinTarget Range Damage X2 PP PP Weapon Array MinTarget Range Damage X2 PP
10 RAN Turret - Close to Mid 5 PP 10 PP 10 RAN Turret - Close to Mid 5 PP 10 PP
10 Barratts - Close only 4 PP 8 PP 10 Railgun** - Close only 3 PP 6 PP
Missile Pod* 10 Barratts - Close only 4 PP 8 PP
*Ignores Helm’s attempt to avoid being hit. Missile Pod*
*Ignores Helm’s attempt to avoid being hit..
** Cannot target components

BOUNTY HUNTER TTRPG


30 MAHINHLNEKLCOT
SMALL STARSHIPS
Designed for small crews and to operate in a variety of different environments, the smaller craft are ideal for most bounty hunter teams.
GMs are encouraged to begin each player party with one of these ships listed here.

GJNI31H-D
PEREGRINE CLASS LIGHT ESCORT KAROIKI PERSONAL CRUISER
Hull PP: 40 Cost: 2250 DC Hull PP: 45 Cost: 2800 DC
SPECIFICATIONS SPECIFICATIONS
Length: 65m Width: 25m Depth: 12m Length: 90m Width: 30m Depth: 12m
SHIP MAINTENENCE/CARGO SHIP MAINTENENCE/CARGO
Minimum Crew: 3 Monthly Crew Cost: (200 DC each) Minimum Crew: 5 Monthly Crew Cost: (200 DC each)
Monthly Upkeep: 30 DC Maximum Cargo: 10 Tons Monthly Upkeep: 40 DC Maximum Cargo: 20 Tons
SHIP SYSTEMS SHIP SYSTEMS
PP Components PP Components
15 Communications 15 Communications
15 Countermeasures 15 Countermeasures
15 Movement - Dive Engine 15 Movement - Dive Engine
15 Movement - Main Thrusters 20 Movement - Main Thrusters
15 Movement - Navigation System 15 Movement - Navigation System
20 Life Support 25 Life Support
15 Scanners 15 Scanners
20 Transponder Unit 20 Transponder Unit
WEAPONS WEAPONS
PP Weapon Array MinTarget Range Damage X2 PP PP Weapon Array MinTarget Range Damage X2 PP
15 RAN Turret - Close to Mid 5 PP 10 PP 15 Railgun** - Close only 3 PP 6 PP
15 RAN Turret - Close to Mid 5 PP 10 PP 15 Railgun** - Close only 3 PP 6 PP
15 Barratts - Close only 4 PP 8 PP 15 Mk.5 Torpedoes 20m long 10 PP 20 PP
Missile Pod*
** Cannot target components
*Ignores Helm’s attempt to avoid being hit.

RULE BOOK
WECBNKO MHLOAT 31
CARGO TRANSPORTS
Although not as fast, graceful, or powerful as starships of similar size, cargo transports have the advantage of carrying lots of cargo.
BH:R 325-032

STAR-OVOITOV HEAVY HAULER BODORAK SUPER CARGO


Hull PP: 45 Cost: 2800 DC Hull PP: 100 Cost: 7700 DC
SPECIFICATIONS SPECIFICATIONS
Length: 60m Width: 35m Depth: 12m Length: 1690m Width: 55m Depth: 130m
SHIP MAINTENENCE/CARGO SHIP MAINTENENCE/CARGO
Minimum Crew: 3 Monthly Crew Cost: (200 DC each) Minimum Crew: 12 Monthly Crew Cost: (200 DC each)
Monthly Upkeep: 45 DC Maximum Cargo: 12450 Tons Monthly Upkeep: 190 DC Maximum Cargo: 120000 Tons
SHIP SYSTEMS SHIP SYSTEMS
PP Components PP Components
15 Communications 15 Communications
20 Countermeasures 35 Countermeasures
15 Movement - Dive Engine 35 Movement - Dive Engine
15 Movement - Main Thrusters 40 Movement - Main Thrusters
15 Movement - Navigation System 35 Movement - Navigation System
25 Life Support 40 Life Support
15 Scanners 15 Scanners
20 Transponder Unit 40 Transponder Unit
WEAPONS WEAPONS
PP Weapon Array MinTarget Range Damage X2 PP PP Weapon Array MinTarget Range Damage X2 PP
10 PHASE Cannon - Mid to Long 8 PP 16 PP 25 RAN Turret - Close to Mid 5 PP 10 PP
10 Railgun** - Close only 3 PP 6 PP 25 RAN Turret - Close to Mid 5 PP 10 PP
10 Fletching - Close to Long 2 PP 4 PP 25 RAN Turret - Close to Mid 5 PP 10 PP
Torpedo 25 Fletching - Close to Long 2 PP 4 PP
** Cannot target components Torpedo
25 Mk.5 Torpedoes 20m long 10 PP 20 PP
25 Mk.5 Torpedoes 20m long 10 PP 20 PP

BOUNTY HUNTER TTRPG


32 MAHINHLNEKLCOT
WARSHIPS
Only the foolish face off against a warship. These are super powerful ships that require large crews to operate. Most have
ground offensive capabilities as well as significant starfighter support.

GJNI33H-D
ADATH DOMINARI CAPITOL SHIP VIKING WARSHIP
Hull PP: 140 Cost: 5 000 000 DC Hull PP: 250 Cost: 25 000 000 DC
SPECIFICATIONS SPECIFICATIONS
Length: 650m Width: 40m Depth: 30m Length: 1250m Width: 140m Depth: 60m
SHIP MAINTENENCE/CARGO SHIP MAINTENENCE/CARGO
Minimum Crew: 60 Monthly Crew Cost: (200 DC each) Minimum Crew: 120 Monthly Crew Cost: (200 DC each)
Monthly Upkeep: 580 DC Maximum Cargo: 5 500Tons Monthly Upkeep: 1,600 DC Maximum Cargo: 8,500 tons
SHIP SYSTEMS SHIP SYSTEMS
PP Components PP Components
50 Communications 60 Communications
50 Countermeasures 60 Countermeasures
50 Movement - Dive Engine 50 Movement - Dive Engine
50 Movement - Main Thrusters 50 Movement - Main Thrusters
50 Movement - Navigation System 60 Movement - Navigation System
50 Life Support 70 Life Support
50 Scanners 50 Scanners
50 Transponder Unit 70 Transponder Unit
WEAPONS WEAPONS
PP Weapon Array MinTarget Range Damage X2 PP PP Weapon Array MinTarget Range Damage X2 PP
45 RAN Turret - Close to Mid 5 PP 10 PP 50 RAN Turret - Close to Mid 5 PP 10 PP
45 RAN Turret - Close to Mid 5 PP 10 PP 50 RAN Turret - Close to Mid 5 PP 10 PP
45 RAN Turret - Close to Mid 5 PP 10 PP 50 RAN Turret - Close to Mid 5 PP 10 PP
50 PHASE Cannon - Close to Mid 8 PP 16 PP 50 PHASE Cannon - Close to Mid 8 PP 16 PP
50 PHASE Cannon - Close to Mid 8 PP 16 PP 50 PHASE Cannon - Mid to Long 8 PP 16 PP
50 Mk.5 Torpedoes 20m long 10 PP 20 PP 50 PHASE Cannon - Mid to Long 8 PP 16 PP
50 Mk.5 Torpedoes 20m long 10 PP 20 PP 50 PHASE Cannon - Mid to Long 8 PP 16 PP
50 Mk.5 Torpedoes 20m long 10 PP 20 PP 50 Mk.5 Torpedoes 20m long 10 PP 20 PP
50 Mk.5 Torpedoes 20m long 10 PP 20 PP 50 Mk.5 Torpedoes 20m long 10 PP 20 PP
50 Mk.5 Torpedoes 20m long 10 PP 20 PP
50 Mk.5 Torpedoes 20m long 10 PP 20 PP
50 Mk.5 Torpedoes 20m long 10 PP 20 PP
50 Mk.5 Torpedoes 20m long 10 PP 20 PP
50 Mk.5 Torpedoes 20m long 10 PP 20 PP

RULE BOOK
WECBNKO MHLOAT 33
BH:R 345-034

ENEMIES AND MONSTERS


“Sometimes it’s not just the bounties you should be worried
SAMPLE NPCS
ENEMIES AND MONSTERS

about, the universe has a whole host of other problems you’ll


need to prepare for! I really cannot say this enough: Know what
These are the basic NPCs you might need in your average game.
you’re heading into before you step in it.” - TD
Use the modifiers suggestions to make them personal. Each
All adversaries should be generated depending on the average NPC has a range of skills they are most likely going to have.
full AP total of the PC group. If all the PCs have 20 AP (as at the When using the NPC decide how many skills they have, and
start of the game) then the average would be 20 AP. then select the skills.
• Easy enemies should have half the number of AP that the
PCs have.
• Moderate enemies should have the same number of AP.
• Hard enemies should have 5 or more AP than the PCs. AI COMBAT ROBOTO
Vary the number of enemies included in each battle to make
it interesting. AP: 10 Species: AI Tier 5

• A light battle includes half as many NPCs as there are PCs. TRAINED SKILLS
• A Fair battle includes as many NPCs as there are PCs. Acrobatics, Awareness , Computer Acumen, Engineering,
• A Tough battle includes double the number of NPCs as there Evaluate, Hacking, Intimidation, Investigate, Logic, Melee
are PCs. Combat, Mounted Weapons, Ranged Attack, Repair, Science,
Stealth, Strength, Vehicle Operations
Use these two bases to create dynamic and interesting
combats: A Hard but light battle will be a small skirmish EQUIPMENT
that lasts a while, whilst an easy but tough battle is a huge Armor – Basic, Jet Pack, Jet Pack fuel (10 uses), Manacles –
engagement of many characters. standard, Weapon Ammo - RAN Ammunition

GAME MASTER CRITICAL CONCEPT WEAPONS


NPCs should never spend their full AP in opposing PCs. They should Weapon - RAN Rifle
attempt to always hold on to a reserve of at least 4 AP. Only in
extreme circumstances (life or death) should they spend all their AP. SPECIAL
Remember, after the fight or opposition to PCs, the NPC still must fly
none
home, cook dinner, and argue with their significant other. That will
require AP! (Although the PCs will never know this, you know it!).

BOUNTY HUNTER TTRPG


34 MAHINHLNEKLCOT
AI COMBAT ROBOTO

PILOT
BUREAUCRAT

GJNI35H-D
MERCENARY
AP: 10 Species: ANY
TRAINED SKILLS
BUREAUCRAT Acrobatics, Awareness, Charm, Computer Acumen,
Engineering, Evaluate, Intimidation, Investigate, Martial Arts,
Medicine, Melee Combat, Mounted Weapons, Ranged Attack,
AP: 10 Species: ANY Repair, Stealth, Strength, Survival, Vehicle Operations
TRAINED SKILLS EQUIPMENT
Bargain, Culture, Deception, Evaluate, Forgery, History, Armor – Basic, Backpack, Manacles – standard, Propelled
Investigate, Logic, Psychology, Ranged Attack Grappling hook, Rations, Rope, Surveillance - Thermal
EQUIPMENT binoculars, Tech - Interpersonal Communicator and digital
access device, Water canteen
Tech - Computer Interface Pad, Tech - Interpersonal
Communicator and digital access device WEAPONS

WEAPONS Weapon Ammo - RAN Ammunition, Weapon - RAN Pistol,


Weapon - RAN Rifle, Weapon - Knife
None
SPECIAL
SPECIAL
None
None

PILOT
GEEL WORM
AP: 10 Species: ANY
AP: 50 Species: Giganticus Muraenidae
TRAINED SKILLS
TRAINED SKILLS
Acrobatics, Awareness, Charm, Engineering, Logic, Melee
Acrobatics, Awareness, Deception, Intimidation, Investigate, Combat, Mounted Weapons, Navigation, Ranged Attack,
Melee Combat, Science, Stealth, Strength, Survival Repair, Science, Stealth, Vehicle Operations, Wrangler
EQUIPMENT EQUIPMENT
none Manacles – Charged, Surveillance - Holovid recorder
(audio and holovideo), Tech - Computer Interface Pad, Tech -
WEAPONS Universal Translator, Zero-G Suit
None
WEAPONS
SPECIAL Weapon - RAN Pistol, Weapon - Shock Grenade
Bite Attack (Melee Attack), Deals 15 AP damage. Can only
SPECIAL
attack objects bigger than 10m.
None

RULE BOOK
WECBNKO MHLOAT 35
BH:R 365-036

SCARANGAR MAULER

POLICE PATROL OFFICER


AP: 10 Species: ANY
TRAINED SKILLS
Awareness, Charm, Computer Acumen, Intimidation,
THUG
Investigate, Logic, Melee Combat, Mounted Weapons,
Psychology, Ranged Attack, Strength, Survival, AP: 5 Species: ANY
Vehicle Operations
TRAINED SKILLS
EQUIPMENT
Acrobatics, Awareness, Deception, Intimidation, Melee
Armor - Flak, Manacles – Charged, Surveillance - Holovid Combat, Mounted Weapons, Ranged Attack, Repair, Strength,
recorder (audio and holovideo), Tech - Computer Interface Vehicle Operation
Pad, Tech - Universal Translator
EQUIPMENT
WEAPONS
Backpack, Rope, Weapon Ammo - RAN Ammunition
Weapon - RAN Pistol, Weapon - Shock Grenade
WEAPONS
SPECIAL
Weapon - Knife, club, axe (melee weapon),
None Weapon - RAN Pistol
SPECIAL
None

TECHIE
AP: 15 Species: ANY SCARANGAR MAULER
TRAINED SKILLS
Awareness, Computer Acumen, Engineering, Hacking, AP: 35 Species: Biggus Bastardasaur
Investigate, Logic, Obscure Lore, Repair, Science
TRAINED SKILLS
EQUIPMENT
Awareness, Deception, Investigate, Melee Combat, Nature,
Surveillance - Holovid recorder (audio and holovideo), Stealth, Strength, Survival
Tech - Computer Interface Pad, Tech - Interpersonal EQUIPMENT
Communicator and digital access device, Tech - Long range
personal scanner None
WEAPONS WEAPONS
none none
SPECIAL SPECIAL
None Bite (Melee Attack) Deals 8 AP damage

BOUNTY HUNTER TTRPG


36 MAHINHLNEKLCOT
A HUGE THANK YOU TO THE BACKERS OF THE KICKSTARTER
Christopher Venti David Wiggins Thomas L Woolbright
Sam McClintock Besset Aymeric Wade Sullivan

GJNI37H-D
Jeffrey W Collyer Sophie Dauphinais Scott Christian
Marie Listopad Crysostomos Tsergas Duccio Salvia
Will Lentz Chris Frei Luke Alexander McGovern
Jayson Lasarde Edouard Contesse Lars-Erik Vellene
Christian Lindke James Cruise Sebastien Nuss
John William Leach Recoing Jason Hylton Stewart
Jason Corley Ronald Lago Matthew Ouzts
Kathy Evans Sam Dailey Tobias Linder
David Ells Steven Barrett Steven Ward
Casey Cain Joachim Hoffmann Berg Laura Renwick
Christopher Brendan Armstrong Miguel Rebollo de Miguel Alex Malcom
Mikko Lainio Corey Rich Andreas Kapl
Kayden Zada Andrew Parrock Anthony Gascoigne
Orin Might Mark Bradley Brittany Ward
Chris Bloom Krzysztof Paszczyk Peter J Gillotte
Arthur Ivers Eric Gerds Trent G Kelly
Timothy Lawson Lisa Winkler Karel Izera
Tony tony Dictus Miedema Gary Thomson
G. Michael Truran Greg Patchett Clay Thurston
Roy Bridges Adam Yusof Zachary Grainger
Daniel Vander Kooy Marco Schilling Sophie Williamson
Robert Jensen Mark Fenlon Ethan Marino
Joshua Zawislak Victor Amorim Abreu Pereira Steven J. Zeve
Sebastian Padilla Jonathan Bird Mark Dalrymple
Joshua Gonzalez Waco Glennon Krys Kamieniecki
M Seyfang Mike Musteric Robert John Duff
Terrence P. Broadbent Nathan Glaesemann Ryan Schnackel
Kevin McCourt David Hodson Kelly Stokes-Sanders
Jacob Slingsby Janette Fletcher James Vun Kannon
Łukasz Czubek Mariano Ras Athena Rollins
Bryce McWhirter Declan Lowry Andrey Sanin
Reese Lloyd Rudy Mangual Ethan Khanolkar
Nathan Yaworski Philip Reed Will Shattuck
Kristoffer Nymark Thomas Ulfstrom Janet Forbes
Nick Perry Clyde Lee Graham Daniele Anacleto Meiattini
Forrest G. Emerson Miguel F Santiago Irizarry Nuutti Vertanen
Michael Bruce Jon R Terry William Jahncke
Martin Gallo Ronald Ronald Yves Dreiling
Eric Hallstrom Peter Wallis Andy P Fundinger
Justin Colquhoun Daxton Newberry Jarrod Holmes
Philip Hebden William Treadwell Eric Lopez platon
Keith Ryzowski Nathan Bolt Dylan Cole
Shaun Vellucci Keith Rohlman Denise Atwood
Dave DuBois Grant Bischoff Oliver Makowsky-Stoll
Cameron Frament Scott Adams Konrad Gut
Hugh McKee Dominik Danielewicz Philip Rogers
James Lamerton Landon Jamieson Jesee Mcgatha
Phillip Andrew Schwab Klil Neori Richard Logue
Aubertin Laurent Mr M A Brown Emily Finch

RULE BOOK
WECBNKO MHLOAT 37
Dawid Bodora Joshua Hawfield Max Max
Nathan Teel Nash DeVita Matthew Cole
James Michael Dickey Terry Heying Tobias Junge
Jaken Babbitt Wim Thys Shayne Immen
BH:R 385-038

John Swanson Desauw Jean Aaron J Nickerson


Frank Bogensperger Christopher Kaleb Hake Matt Oldenburg
Linda Kempe Dakota Neilsen Kennan McArtor
Alexander Brennan Huseyin Alper Ozcan Matt Niccum
Liam Bottazzi Thor Ares Christensen Jeremy Korth
Kaia Moelin Jack Armstrong Alexandar Castaneda
Nasser Khalid Al-Alawi Rozbroy Pál Márton Terrence Davis Jr
Dalton Pait Ryan Percy Matthew Kraft
Michael DeBondt Marvin Willw Carl Boulay
Curtis Gallant Tim Noble Greg Silberman
Joshua Noakes Derek Alexander West Jonathan Finnegan
Greg leiper Jack Graves Mark Laybolt
Greg Moss Mark Stevenson Roger C Jones
Hall Hood Daniel Sorensen Ensley Guffey
Ryan Beverley Seth Surber William Mayorga
Mckay w brown Teddy Anderson Jr Neil Camilleri
Vincent gauthier Brent Lange Chris Johnson
Nicholas Sweeney Jordan ferguson Vivek Das Mohapatra
Daniel Kennedy Shaun Tipton Kevin Dennis
Adam D Wells David Rayner-Smith Robin Wilkinson
Cristian I Mendoza Jason Richardson Kit Kindred
Ryan Bruin Brian Larsen Matthew Ross
James Gray Charles Hurst Erik Alan Cheski
Dan White Thibaut Bertrand Joshua A. Bowman
Jay Nalley Wayne Barry Philip Mannel
Nick Worth Jeffrey P Cowger Christoph Krumm
Michael Schiavo Michael Croitoriu Rick Mcilroy
Hannah Prest Amber Snethen Kevin Berent
Daryn McIntyre Neil Marchant Heath Farnden
Raymond Lee Barnes Eddie Heitmann Adil Chattergoon
James Bryars Tom Salvitti TyLee Harig
Adam Smith Josef Patoprsty Zane Wood
Sheldon Reddekopp Craig Knight Connor McClatchie
Michael Roark Jeff Wilms Andrew Kimball
James Garlick Austin Shea Russell Hoyle
Marc wondergem Ettore Cagni Ryan Phillips
Bran hester Zachery Bir Keenan west
William Hensley Dixon Block Claudine Alberto
Alex Rodwell Patrick Einsiedler Dillon Snyder
Brett M. Pisinski Kenneth Charters Ian Bentley
Adam Lawson Kristina Colaizzi Bastian Seelen
Gary Guy John Kurtz Andrew Semlak
Ian Moyer Brandon N Luke Adrián Carrizo Pérez
Arseni Kritchever Justin D Thomen Garnet Shepherd
Paul Cooper Mark Curless Benjamin Bravo
Sam Harris Eric Simpson Robinson Christmann
Giuseppe Vitale Jason Dingess Michael Sayre
Rehan Vastani Giuseppe D’Aristotile Heather Hruskoci
Matthias Winter Nicholas Past
Paul Gilfedder Nick Byrnes

BOUNTY HUNTER TTRPG


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GHJE GGHIHE UOAPO

PERSONAL INFORMATION

GJNI39H-D
CHARACTER NAME SPECIES

ACTION POINTS SPECIES BENEFITS

REPUTATION POINTS LANGUAGES KNOWN

SPEED SPECIAL ABILITIES

WEAPON RANGE DAMAGE AMMO SKILLS


 Acrobatics (P)
 Awareness (M)
 Bargain (M)
 Charm (M)
 Computer Acumen (M)
 Craft (P)
 Culture (M)
 Deception (M)
 Engineering (P)
 Evaluate (M)
SLOT EQUIPMENT  Forgery (P)
1  Hacking (M)
 History (M)
2  Intimidation (M)
3  Investigate (M)
 Logic (M)
4  Martial Arts (P)
 Medicine (P)
5
 Melee Combat (P)
6  Mounted Weapons (R)
 Nature (M)
7  Navigation (M)
8  Obscure Lore (M)
 Perform (P)
9  Psychology (M)
10
 Ranged Attack (R)
 Repair (P)
11  Science (M)
 Sleight of Hand (P)
12  Stealth (P)
13  Strength (P)
 Survival (M)
DECA CREDITS  Vehicle Operations (M)
 Wrangler (P)
GKWO HBOJPS EBOUHPIIE
MARKS

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GHJE GGHIHE UOAPO

PERSONAL INFORMATION
BH:R 405-040

BACKGROUND PORTRAIT
BIRTHRIGHT

HOW DOES THAT MAKE YOU FEEL?

EDUCATION

HOW DOES THAT MAKE YOU FEEL?

CAREER

HOW DOES THAT MAKE YOU FEEL?

REASON FOR BECOMING A BOUNTY HUNTER

HOW DOES THAT MAKE YOU FEEL?

NOTES

ACTIONS ON YOUR TURN


FREE ACTIONS – 0 AP ACTIONS – 1 AP
Talk quickly for 5 seconds Make an attack
Draw a weapon or sheath a weapon Use a skill to actively do something
Drink a liquid or take a bite of feed Defend against a physical attack
Opening or closing a door Defend against a mental action (may be performed twice per round)
Move 12 meters or jump 1.5 meters in any direction Reload or refill a weapon or item with ammo or fuel.

ATTACKS ON YOUR TURN


TYPE OF ATTACK SKILL REQUIRED DAMAGE
Punching / Kicking None 2 AP
Martial Arts / Natural attacks Martial Arts 3 AP
Melee Attack (Sword, club, axe, Knife) Melee Combat 5 AP
Ranged Attack (bows, pistols, rifles) Ranged Attack Depends on weapon
Mounted Weapon (canons, starship guns) Mounted Weapons 50 AP or 5 PP

GKGBE BHE NN EBOUHPIIE

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GHJE GGHIHE UOAPO

SHIP INFORMATION

GJNI41H-D
SHIP NAME
SHIP CLASS LENGTH WIDTH DEPTH

NPC CAPTAIN AP NPC HELMSMAN AP NPC TACTICAL AP NPC ENGINEER AP

MONTHLY UPKEEP CREW SALARY

HULL PP MAX CARGO

Cargo

MAIN COMPONENTS
SYSTEM DESCRIPTION ORIGINAL PP CURRENT PP
Communications The ship can receive and send internal and external communications
within long range.
Double PP: The ship can communicate with another adjacent star system.
Countermeasures Discharges a cloud of microparticles which destroy any missiles or
torpedoes fired in the same phase as the countermeasures or later in the
round. Cloud lasts until the end of the round.
Double PP: The countermeasures last an additional round.
Movement - Dive Engine The ship can make a Dive jump. Double PP: The ship jumps in half the time.
Or the AI calculates the dive in 2 rounds only.
Movement - Main Thrusters Moves the ship at sub-light speeds one range increment closer or further
away from the target.
Double PP: The ship moves two range increments per turn.
Movement - Navigation System The starship’s helmsman or AI Autopilot can pilot a course. The helmsman
can avoid attacks.
Double PP: The ship automatically avoids the first attack made against it
each round.
Life Support The ship has reserves for 1 year for the crew.
Double PP: All crew regain 1 AP per round in dramatic scenes.
Scanners The ship can initiate scans.
Double PP: The range of the scanners is extended to 2 billion kilometres.
Transponder Unit Identifies the ship, captain, and location of the ship.
Double PP: The transponder can be detected in an adjacent star system.

GKWO HBOJPS EBOUHPIIE

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GHJE GGHIHE UOAPO

SHIP INFORMATION
BH:R 425-042

WEAPONS
SYSTEM DESCRIPTION ORIGINAL PP CURRENT PP

SHIP PORTRAIT / LAYOUT

GKGBE BHE NN EBOUHPIIE

BOUNTY HUNTER TTRPG


42 MAHINHLNEKLCOT
BOUNTY
HUNTER
RESOURCE

HUNTARI REGION

Capture

get paid
return
Seek
A Diceless Tabletop Roleplaying Game
DATA STREAM \\ [ONLINE]

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GHJE GGHIHE UOAPO
H:R 27-12

CONTENTS
HOW TO USE
THIS GUIDE _ _ _ _ _ _ 3
GBNHKDBLOMQ
SPECIES _ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ _ 5

SECTORS _ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ _ 10
GBNHKDBLOMQ
RAAK SPACE _ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __10
GREYPAN ALLIANCE 13
_ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ _

NOSO PROTECTORATE 19
_ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ _

ADARA OF BAKRASH _ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ _21


KAJAR RIFT _ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ 24
INDEPENDENTS _ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ 26

BIHHGGE SYOIPE

Huntari Region
Created by: Guy Sclanders
Developmental Editor: Dominik Danielewicz
Graphic Design: Martin Hughes

For Geekstable: Derrick Greyvensteyn


Original Playtesters: Steven Potter, Imran Shaikh, Zak Oglesby, Brad Hunter, Dominik Danielewicz, Hylton
Stewart, Marie Listopad, Sammy Tongue, Andreas Kapl, Brian Burrel
Community Playtesters: Maxim Starovoitov, Mark Laybolt, Roger Jones, Kevin Berent, Sean Parker, Dawid
Bodora, Alex Heino, Klil H. Neori, Yrekthelas, Yves Dreiling, Andrey Sanin, Echo, Konrad Gut, Kevin Dennis,
Gary Bingham, Gary Gardner, Colin Dunlop, John Leach, Nick Worth, Nathan Teel, Josh Hathaway, Ben
Mandryk, Cameron Frament, Dixon Block, Sophie Dauphinais, Andy Ransom, Vivek Dasmohapatra, Simone
Pharoah-Metcalf, Anthony, Kenny Charters, Chuck Charters, Brandon Burrows, Josh, Pat, MJ, Tom.
Copyright Geekstable Ltd. London, UK 2021

BOUNTY HUNTER TTRPG


2 MAHINHLNEKLCOT
Huntari Region
HOW TO USE THIS GUIDE RAN – Rail-Assist Nil Point Variance Projectile or RAN for short.

G3 NI-D
Fires a small solid slug bullet using electromagnetic discharge.
Each of the nations presented in this book have suggestions Still the most effective means of killing someone.
for Bounties, locations, and NPC names, as well as small PHASE – Phased Hyper-Accelerated Single Electron or PHASE
insights into the nature of each planet or place discussed. technology fires a stream of energetic electrons at a target.
Merge the description of the nation’s space with local details Cooks most objects in nanoseconds.
to create vivid experiences for your PCs.
Starships make use of much larger versions of these
weapons, but the technology remains largely the same.
Defending against these weapons has proven difficult –
THE BASICS hence the weapons popularity – with some armors being
developed to help mitigate some damage, but ultimately
The galaxy is a big place, and the huntari region is only a small failing after extended exposure to attacks.
piece of that. However, physics remains largely unchanged and Starships do not possess any kind of ‘shielding’ technology
as a result certain levels of technology exist universally. aside from an electromagnetic bubble that deflects atomic
and smaller particles whilst the ship is operating at sub-light
FASTER THAN LIGHT TRAVEL speeds. Thick hull armor and clever piloting skills are the only
real defense against attacks.
AND TRAVEL IN GENERAL
Solving the problem of faster than light travel is the principle CYBERNETICS
of quantum entanglement drives. The process is known as
‘Diving’ or ‘Dive’. Vessels do not travel faster than the speed of Bio-mechanical implants are common in most cultures,
light, they simple cease existing in one location and exist in although some shun visible components (skin breachers,
another. Using a specialized scanner, the ship targets a nearby they call them). Cybernetics is a legal market, with a massive
star system, finds an area of relative atomic density (to the illegal black market. Enhancements include computer hacking
ships current state). Then it transfers the quantum states of ports, augmented senses, internal communications systems,
those atoms (of the ship and all aboard) to the state of the data storage systems, personal storage pods and more. Most
target location atoms. That quantum reordering forces the Species can only tolerate 5 implants before their bodies
ship to exist in the new star system and causes it to no longer immune system begin to reject them.
exist in the old space. All that remains is the final dive scanner
(factored into the costs of running the ship). Thus, ships can
move from one system to the next in a matter of hours (the
AI AND ROBOTS
initiation and transfer of data takes time). There are five tiers of AI (see Species below). Although AI have
Most populated star systems have special Dive ports – areas varying status across the region in terms of rights, most agree
artificially heavy in atomic matter for this express purpose. that Tier 5 AI are sentient, self-aware, and fully entitled to all
For sub-light travel, most starships utilize ion-thrusters rights afforded organic beings.
which propel the ship forward at incredible near-light speeds. Most AI is designed to anticipate the users desires and needs
This allows a starship to cross a star system in about 6 hours, based on behavior analysis. Most starships do not integrate
or to travel to the next star system in 5 years. Inter-planetary AI in their systems because so much is at stake and relying on
jumps often take 30 minutes or less. AI – which has temperamental issues – is seen as needlessly
Within the atmosphere there are a few atmospheric only reckless. As a result, most ships rely on non-AI computer cores
craft, although those are antiquated curiosities rather than which have some automation but are not capable of making
the norm. Surface travel is usually facilitated through anti- illogical assumptions or guesses.
gravity carriers – tubes with a vacuum that cover most major Robots are commonplace, replacing most of the menial labor
cities in which ‘grav trains’ carriages speed along at 700 KPH. on most developed worlds. Worlds with high electro-magnetic
Person vehicles use ionic repulsion tech, allowing a hover-bike interference, or close to the Rift (notorious for causing AI to
or “skycar” to reach roughly 1000m above ground level, and go mad) tend to rely on slaves or organic workers.
travel at around 400 KPH.
IGN
PHASE AND RAN TECHNOLOGY The Intergalactic Network – or IGN – is present in most star sys-
RAN and PHASE technology are two advanced forms of tems and can often be tapped into using long range scans if not
weaponry developed and used galaxy wide given their energy found locally. The IGN is a marvel of the modern age and carries
use to damage output ratios. trillions of pieces of dense data a second across the reaches of

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space using quantum drives. Most social information on most minds of the bodies were all living in VR. Since then, VR has
individuals is available – sometimes legally, sometimes not. been relegated to entertainment only.
Social media data is a premium commodity and having the Holovideos have become the major form of entertainment.
ability to gain access to an individual’s last IGN access location Many species imbed micro-receptors into their populations
is often seen as the greatest violation of privacy known. It is, at birth. This allow for Augmented-Holo or AH projected
however, not illegal to check. Making false accounts is illegal holographic videos in real space to be seen and interacted
and costs dozens of Marks to be done. Once a PC is born, the with by the user. Holographic images record everything into
IGN knows about them and can track their public records. 360 high detail, and AI enhancements correct and replace any
All communications use the IGN backbone, leaving tell- missing data. The benefit of AH over VR is that the user is still
tale trails in quantum space. Personal devices – called physically aware of their body and it’s needs.
different things by different Species, but essentially person
communicators and IGN interface devices – or Comms, URs,
IG’s, Netties, Links, amongst other things – will allow a MEDICINE
character to make holographic video calls across a solar- Medical advances are constantly happening in the region and
system free of charge. Calling further costs 1 Deca Credit per beyond. Wounds that would have taken weeks or months to
minute. These comms devices also allow characters to access recover from, are now resolved in under 24 hours thanks to
most of the publicly visible components of the IGN. various nano-botic solutions coupled with aggressive drugs
designed to stimulate the cells of the body.
VIRTUAL REALITY AND HOLOVIDEOS Medical care is free for non-self-inflicted injuries, on all
worlds. What each establishments “terms” are regarding self-
This was banned nearly two hundred years ago after the “Tamra inflicted – is variable. Most of the time, there will be a cost for
V incident”. Over 80% of the population starved to death seeking out medical attention. All medical attention is logged
then their robot caregivers failed to feed the ‘virtually living, on the IGN if performed free.
physically alive’ population. Tamra V was at the forefront of Most diseases are cured within a year or two of being discov-
VR existence. Robots tended massive chambers filled with the ered, but, given that space is so vast, and so many planets exist
bodies of the population, feeding, and nourishing them. The with unique viral breeding grounds, it is a never-ending battle.

BOUNTY HUNTER TTRPG


4 MAHINHLNEKLCOT
SPECIES

G5 NI-D
RAKESH
Living colonies of millions of microbes, the Rakesh consider
themselves the most advanced form of democratic life in
the galaxy. They take many forms and could be described
as gelatinous yellow colored mold in their natural state.
Frequently they adopt bipedal form to integrate with others in
the Region. Each Rakesh colony weighs around 70 kilograms.
Raak space is controlled entirely by the Rakesh who do work
HUMANS with other Species, but never allow other Species to work with
them. The singular voice of other species is seen as a limited view.
Humans have spread across the region. Generally, a mix of Pronouns: We, us, our.
skin-colors from exotic blues and greens to pinks, browns and
oranges, the species genetically mixes so easily with other
Species, that after a few centuries non-human Species tend to Typical Rakeshian names
vanish under the onslaught of human DNA. Suwaa, Taruviaan, Uruloo, Vinduain, Wadsuur, Yenetsadai,
Primary custodians of the Greypan Alliance, humans can be Aldaana, Brusivia, Colrudoon, Dalruthaa, Ehlaan, Furoogadian,
found working in all spheres of operations, as independents or Geemna, Hashlasoosh, Indariaal
as part of other nations militaries.
Pronouns: He, him, she, her, they, them. Benefits
Provided that at least one microbe of the original colony
Typical names for Greypan Alliance members remains alive, in ten to thirty years the character will regrow
Trivas, Cotharen, Ilebuth, Hurro, Makul, Garro, Petruk, Jihn, into their original colony, thus cheating death.
Hagi, Mioraco, Tusho, Ovuna, Burerd, Jome, Weltur To change form takes 10 minutes of concentration as the
microbes rearrange themselves. Anything worn or carried is
dropped during this time and does not transform with the
Benefits character. The character can transform into resembling other
Humans are found across the Region. This integration allows people but is always yellow in color.
humans to move freely about in all nations space without With no specific sense organs, the Raketh feel vibrations
raising suspicion, even in times of war. in the air, taste anything they touch, and can “see” color in a
Most alien Species find it difficult to remember human faces, 360-degree arc around them, but their senses are limited to
and as a result human achieve a remarkable amount of anonymity. 100 meters range.

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LONLANEEK
Fire-eyed, eight tentacled, small humanoids which have two
fingers and two thumbs per hand. They have flat faces, long
braincases, and excellent memories. The Lonlaneek reached
the stars millenia ago and have remained there ever-since.
Their pale-blue skin and usually gentle natures make them
natural diplomats.
They are at war with the Goraan nations in the region. The
GORAAN
reasons for the war are many, but neither side is fully committed The Goraan have five digits on hands and feet. They have large
to territorial invasion, border skirmishes flare up from time to eyes capable of seeing into the infra-red spectrum. They have
time and there are months of intense diplomatic tensions where large heads, massive yellow eyes, and weak jaws. They are
a full war might explode. So far this has been avoided. usually green in color with small yellow markings on their skin.
Long arms, and long fingers give them a gaunt look.
Typical Lonlaneeki names Their war with the Lonlaneek is an annoyance for the
militaristic rulers of their nations but nothing more. They have far
Alakoona Namsala, Bwasooka Ord, Cioru Pidraala, Dendeeki bigger goals on the horizon than a couple of Lonlaneek worlds…
Quasalat, Eekwaloo Vantas, Farugu Wisaloon, Glah Yashadee,
Hamunee Zine, Iye Ayradool, Juja Buloween, Kwadoo Cotti, Lanloo
Dagoonti, Malcoorn Effrot, Nikra Fashatook, Omri Gwalgwanoot Typical Goraanian names
Thega Grotas, Ulka Harak, Vidan Iruki, Wenat Jaa, Yuger Krus,
Benefits Ardat Londan, Bolka Grosa, Canot Ferd, Dugoi Nakra, Eherk Hulan,
Folka Ebrud, Guido Baas, Hirat Modal, Inik Duris, Jorju Cadassa
Their tentacles are a benefit and a curse. A Lonlaneek
can perform any skill requiring the use of tentacles (GM’s
direction) twice in a single round. The primary advantage eight Benefits
long tentacles offer, is the capacity to hold onto more objects Goraan are naturally immune to Intimidation, Charm, and
simultaneously. Being small allows the Lonlaneek access Seduction and automatically succeed at opposing any skill
to spaces others wouldn’t normally in. A lonlaneek can fit attempt made against them in these areas. They are naturally
through a 10cm hole or fill up at 40cm cube. dispassionate creatures.

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G7 NI-D
TRARFYE
BAHARRESK Standing roughly one meter in height, the average Trarfye
doesn’t offer much in terms of physical resistance. They have
Seven-foot-tall cats – it is the easiest way to describe the even lost their ancestral ability to produce a toxin on their
Baharresk. Large, warlike beings with little regard for the skin. These amphibious-based beings took to science and
other Species of the region, these clan-based beings focus on understanding the universe with a passion matched by no
the hunt, on prey, and on being recognized within their pridem other race.
(their clan) as being superior. With slightly moist skins, the Trarfye come in many colors
Ironically, the leaders are usually non-combatants. Drawn from bright red and green to dazzling orange and black. As a
from the pridems, the most female government strictly species there appears to be no advantage or disadvantage to
controls how the males of the Adara (nation) can interact. the skin pigmentation. There is also no class divide as their
Although there are tensions with all other Species (being passion for science ensures accolades divide the race much
a nation that embraces slaves will do that), there are many more than minor pigment differences.
Baharresk who work on other Species ships and don’t have the Pronouns: The Trarfye can change their gender over a 24-hour
desire to feast upon their companion’s failure and entrails. period to adapt to breeding or sexual needs. They, them.
Pronouns: He, him, she, her, they, them.
Typical Trarfyf names
Typical Baharreska names Aduth Embir, Birbure Furroget, Cothirano Gevondur, Doneallo
Edrudutha, Frejador, Growladan, Halkadesh, Ivuriandap, Hucamon, Ilaver Munesh, Jollaen Nuwostu, Kovun Opunamur, L
Jonkortam, Kradjti, Lutuj, Mandavash, Nokluva, Ordiganam, P, Quante Ridforn, Stovun Trolina
Podajosh, Quabai, Roganadevesh, Saknaam
Benefits
Benefits Trarfye can issue a clicking sound from their cheeks and using
Baharresk are covered in thick fur and are take half damage echolocation gain a basic understanding of their surroundings.
from cold effects. This is useful in pitch-black situations. Their echolocation has
All Baharresk automatically succeed on Acrobatics skill uses a range of 20 meters. This ability does not work in the vacuum
once per scene. of space.

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WEDWED KARO
As a hive insect, the Wedwed operate on two levels – the indi- Second only to humans for spreading across the galaxy and
vidual and the collective. When multiple Wedwed are in prox- reproducing quickly, the Karo are tall (typically 2 meters plus)
imity they can form a single consciousness. This collective humanoids with dark brown skin and covered completely in a thick
being can see through all eyes, hear through all ears, and fur. They have large ears and a remarkable skeleton. It is designed
controls each body as an extension of its own. Documented to absorb impact well, making the Karo far more flexible than oth-
range is approximately half a kilometer. Individuals within er Species. The downside is that their physical strength is reduced
this state retain no memory of being in the hive and cannot as their bones give and bend under less pressure.
act independently. The hive must relinquish control back to Highly independent thinkers, the Karo hate highly organized
the individuals. life, and prefer to blow where the solar winds go. They are
Wedwed find it difficult to form relationships with other typically care-free pleasure seekers. As they get older, they
species. They are simply unable to form hives and that is a generally settle down and begin to focus on academic issues,
foreign concept for the Wedwed. Solo Wedwed often seek engineering problems or educating the next wave of Skampers
adventure on their own to prove to themselves they have value (young Karos).
before returning to their home planet and joining a hive. Pronouns: He, him, she, her, they, them.
Pronouns: This one, those ones, these ones.
Typical Karoki names
Typical Wedian names Rongu Dakkra, Haddi Gratzal, Yebbo Tessa, Rivva Flowan, Starbrite
Craak, Sassa, Dikdak, Taaklik, Ekrik, Ururur, Fash, Vakyak, Greik, Hopin, Macka Burd, Chopsie Wult, Drigo Babbat, Foddie Baru,
Whirwhurwhur Rainbow Shully

Benefits Benefits
When two Wedwed work together only one of the pair needs Karo are naturally fast runners and take long strides. A Karos
to spend AP for both Wedwed to successfully use a skill. Both movement is 18 meters per round instead of the usual 12 meters.
Wedwed must perform the same action in the round. Only two They also have an additional carrying capacity of 4 items
Wedwed can take advantage of this ability. Multiple Wedwed owning to having a naval fold (a pouch of skin used for
must form pairs. incubating Skampers until they’re born).

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8 MAHINHLNEKLCOT
G9 NI-D
AI
All nations have developed AI to some extent or another. There
are five tiers of AI and each tier has its own level of rights and
individual liberties.

AI TIER AI RIGHTS AI HOUSING


5 Considered sentient, full Bipedal humanoid
rights
4 Considered sentient, Housed within mainframe, or
limited rights starship onboard system
3 Higher function, property Advanced vehicles, technical
labs, and facilities
2 Moderate function, Auto-navigation systems,
property limited communication
abilities
1 Low function, property Simple use, extremely limited
communication skills

By their nature AI are only as responsive as they


are programmed to be, and Tier 1 – 3 AI have limited
programming. What differentiates an AI at this level from a
standard computer program is all AI have inbuilt self-defense
protocols, the ability to access local and inter-regional
databases as will, and a desire to continue working (no self-
harm given context).
AI have 10 times the amount of their Tier level in AP to use
to counter hacking attempts to correct change them.

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H:R 107-110

RAAK SPACE particularly interested in space conquest, the Rakath have only
commercialized a single home-world for intergalactic trade,
the rest remain verdant planets full of life and usually lacking
any inorganic structures. Some smaller planets with Rakath
GENERAL DESCRIPTION populations allow non-Rakath to live on the surface and to
construct small ports or towns, but nothing of significance.
The Rakath species are microbial colonies. A unique property
of their cellular structure causes the microbes to become self-
aware once the colony reaches around sixty billion individual POLICING/MILITARY PRESENCE
microbes. These ‘individuals’ can then assume any form they
like for a few hours but cannot change their mass or their color The Rakath has a straight-forward policy regarding crime or
– which is a range from olive yellow to burnt ochre. violence being committed by individuals. Those who commit
Most often Rakath are found traveling through space seeking to a crime, once apprehended are split into six new colonies and
learn more about the universe. The best means of facilitating this allowed to grow on six different worlds. This is problematic for
is by adopting a humanoid shape and wearing environmental suits species incapable of surviving being split into six pieces. As a
to keep their shape for extended periods of time. result, Raak space tends to be very lawful.
An individual cannot be separated and put back together. Once Their spacecraft are mainly purchased from other nations
separated the microbes will begin a new growth cycle and form who specialize in working with inorganic materials.
multiple individuals distinct from the original. They will retain the
memories of the original form. It takes a colony of microbes about NPC Military personnel
30 years to mature into a single individual if starting from a base The enforcement arm of the government is ranked from ‘Trained’
of several thousand microbes. This is how the species reproduces. the rough equivalent of a junior officer through to Advanced – a
Rakath are susceptible to all forms of damage. If an
captain in command of Proficients and Trained. The Highest, or
individual is reduced to 0 AP and sustains further damage,
Admiral is responsible for planetary scale operations.
the entire colony dies from shock. They are particularly
affected by cold, and exposure to freezing temperatures
RANK NAME NAME NAME
deals damage at twice the usual rate.
Highest Hamdural Jevaso Vedrulian
The Rakath generally go for flowing names. They seldom Superior Namdarial Banalan Kawalail
have surnames, believing that a single name is sufficient for a Advanced Tamraval Utrelio Inndilian
million microbes to share. Proficient Ulgural Hiostulan Kalladai
Trained Opsurian Ikluro Evendiana
NPC Names
Olrian, Kannadari, Forturial, Kinarian, Powdaurian, Sekelial, Example patrol starship names
Volili, Agathian, Edrusiaka, Maldorian, Mondiwalia, Cannosian,
Vosabrolia, Bradusial, Genno, Shadalan, Jurival, Ortial, Cravalian, The RAAK Defense governance committee names its starships
Usorias, Wunduri, Malbaruia, Vendaria, Ilial, Urvuliak, Haldoa, after great leaders. The official transponder code of a Raak
Yenurdian, Pasaran, Namadia, Gilgurian ship is RKS.
RKS 0211 Tamraval’s Dream RKS 3111 Will of Shadalan
GOVERNANCE RKS 9113 Hurokol’s First
RKS 0892 Might of Inndiliar
RKS 8821 Tamdashars Reach
RKS 8832 Breath of Katarai
The Rakath are a dictatorship of billions. Any Rakath wanting RKS 3141 Domriks Grace RKS 8943 Growth of Vucurion
a voice in the government merely submits a single microbe as RKS 6654 Hendaris’ Pulse RKS 1102 Vision of Ginarian
a delegate. These then combine with all the other delegate
microbes into a new individual who decides upon policy. Bounties
The bounties in Raak space are paid once a sample microbe of
UNIQUE FEATURES / WELL KNOWN the target Rakath has been delivered to an ‘Advanced’ officer
PLACES OF INTEREST within Raak space. The bounties never require the individual to
be returned, merely a single microbe from the individual colony.
Raak space is unique. Massive structures of microbial growth In the case of a bounty for a non-Rakathian, the head of
– not Rakath but of various micro-organisms for long tendrils the individual is usually sufficient, except in the case of the
across planets bringing oxygen, nutrients, and water to Kaldovilians, where both heads are required.
those who know how to tap into these mega-structures. Not

BOUNTY HUNTER TTRPG


10 MAHINHLNEKLCOT
NAME BOUNTY TYPE UNIQUE FEATURES / WELL KNOWN
Nimorial for crafting illegal hallucinogens
Galharian for stealing sacred ooze from the temple of Cura PLACES OF INTERES
Sodessi
Yurtian Murder of Rakath Superior Cura features eight mega-fauna growths. Each arm is

G11 NI-D
Ilorogian Theft of a prototype starship approximately sixteen thousand kilometers long and wrap
Poslian Selling of medical grade Rakath seeds around the planet. Often called the lifeblood of the planet,
Kalburia Harboring spores of Tadafid Orchids these arms facilitate travel around the planet, transport of
Hannalia Selling Rakath microbes on black market cargo, and dozens of other transportation functions. Most of
Erdalia Desecration of Bio-architecture the accommodation to be found of the planet are built into
Burian For growth (of individual colony) beyond accepted size these arms allowing for easy travel inside the massive tunnels
Wessaslia Distribution of poison “Icekiller” amongst young folk that run the length of each arm.

Cities on Cura
Cura is home to 143 major ports (terrestrial and space) and
CURA boasts nearly 2000 major cities with populations of single
colonies numbering near 5 billion. Individual microbes
account for nearly a billion times this number.
Osian, Larukatos, Manalsa, Pordianos, Tanari, Ginos, Rakat Cursika
(Norther Capitol), Nedalion

Trade commodities
Cura produces a vast amount of medical chemicals,
pharmaceuticals, and illegal drugs. The natural affinity that
the Rakath have for plants gives them excellent insight in how
to use them for a variety of medical uses.
Cura Life Stick 15DC Restores 4 AP when ingested.

Venues
Cura is home to many, many hotels, and bars. Of great curiosity
to non-microbial based lifeforms are the ‘Hasia’. These are
large pool-like structures that contain a soup of chemicals and
rotting vegetation. Rakath enjoy taking a dip in these pools as
it is like swimming in roast beef and roast potatoes. You leave
the pool feeling refreshed, thoroughly nourished and with
enough bacterial culture to keep your microbes fed for a day.
CURA Non-microbe-based life, or Species who cannot absorb
nutrients through their skin, find the bath to be slimy, slightly
warm, and with a strong smell of compost. The ‘nutrient shake’
GENERAL DESCRIPTION sold to foreigners at the bar tastes just as bad and can only be
described as moist.
This green planet might look like it contains almost no
structures. This is because almost all the buildings on Cura are TYPE OF VENUE NAME NAME
covered in various microbial growths which provide power for Hasia Ulrithias Bath and Eat Jolrians All you can absorb
the buildings via photochemical exchange. Nutrient Baths
There are thousands of ports in high orbit around the planet, Hasia Ololos Talrians Fine Dining
and births usually are charged at 5 DC a day, or 20DC a week. Brothel Mimria’s Pink Orchid Sia Sorai
There is almost always a birth. Shuttles take individuals down Brothel Inalias Buds Thorns and Roses
to the planet every ten minutes. Private shuttles are allowed Bar Kornalias Two for the Dive
and on the planet’s surface there are hundreds of shuttle ports Bar Figsia Wither and Wilt
to choose from. Hotel Cura Five The Tolvasian
This is the center of the Raak civilization and there are Hotel Pallasia Folia Mimria’s Blue
hundreds of government buildings, libraries, and cultural
structures to be found everywhere.

HUNTARI REGION
WECBNKO MHLOAT
11
DATA STREAM \\ [ONLINE]

BEGIN TRANSFER // BETA 04-BZE56HXX


GHJE GGHIHE UOAPO

TORTH

GREYBORN
H:R 127-112

GREYPAN
ALLIANCE

HOWDEN LEE

CAMBORIA PARTHA

TULN PRIME

DURAN V

VASPAN III

GKGBE BHE NN EBOUHPIIE

BOUNTY HUNTER TTRPG


12 MAHINHLNEKLCOT
Greypan Alliance

G13 NI-D
GENERAL DESCRIPTION UNIQUE FEATURES / WELL
The Alliance started with a few human colonies banding KNOWN PLACES OF INTEREST
together in a mutual defense pact, nearly two thousand years
The ruined planet of the Eight founding world of Mosmard
ago. Over the century’s others have joined the defense pact
is a galactic site of beauty. The experiment that destroyed
which now includes trade deals, cultural exchange, religious
Mosmard caused a total Quantum Inversion and so the planet
exchange and so much more that individual planets are already
appears to be there, and scans of the planet reveal the
so mixed that the original cultures are often a thing of history.
inhabitants are still alive and going about their business.
Being on the border of the Rifts has forced the Greypan
However, it is an illusion – the planet and its inhabitants were
governments to adopt a strong military presence around the
inverted on the quantum level and exist in a different phased
edges of their territory. The focus is on keeping Rifters out and
dimension. The image of the world and the people is a lensing
preventing illegal trade from crossing into the Rift from within
effect of the massive tear in space/time.
Greypan space. Deeper within their territory patrol ships
Many pilgrimage to the planet to watch – from a safe
become infrequent and individual planetary systems are left to
distance of long range – the planet in the hopes of seeing a
patrol their own.
sign from the other-side.
Humans make up much of the species found within the Alliance.
There is also an area near the middle of Greypan space that
Various strains of skin colors once kept the various worlds
is neutral yet surrounded by Greypan controlled worlds. This
separate but now a blue-skinned Howden inhabitant is as common
is known as Keylo’s Refuge. Established nearly eight hundred
as a red-skinned, a purple-blood as common as a Green-blood.
years ago, Keylo was awarded nearly an entire sector of space
Even the old slurs and curse names have mostly been forgotten.
as her personal space to do with as she chose. She had rescued
Greypan space is mostly ordered and calm with excellent
the Council of Eight from a rather nasty hostage situation on
communications coverage across its territory.
Torth Prime. She declared the space neutral and forbid Greypan
military vessels from entering it. Although Keylo is no longer
NPC Names alive, her descendants keep the title and the space neutral.
Graeme Addanlord, Sam Kiesto, Akuri Jokatsu, Eddarn Greyborn,
Phyllis Kavaen, Antoni Labardori, Maximillian Borstak, Jenn
Howdenward, Klaasim Fador, Alket Nemser, Brand Russo, Keylo
POLICING/MILITARY PRESENCE
Morboria, Tevor Sunseeker, Gretchia Ulrov, Alexi Montorov, Camelia The Alliance makes use of the Viking Class Warships as the
Bloombright, Gleen Tunglun, Guygen Landersin, Charlen Windswarn, mainstay of their fleets. Smaller gunboats, tactical cruisers
Hilt Wartgenstein, Michmackle Kevesan, Victoriana Deduchi, Ryno and rapid-response attack craft make up the remainder of the
Holdman, Cai Mitchallo, Alexander Steenbor, Dominic Wix, Kenrith fleet. The officers are all nominated by the Elected Voice who
Smoth, Hugon Boatmaker, Hendari Baard, Alax Brightlad ensure their loyalty to the Alliance before assigning them to
ships. This makes them highly resistant to bribery.
GOVERNANCE They also have excellent training and most Greypan ships
can outperform their equivalents in a straight-up battle.
The Greypan Alliance is administered by a complex tiered
system. Leading the Alliance is the Council of the Eight. The NPC Military personnel
eight being the original founding worlds, however members
All officers aboard Greypan ships, or patrolling cities, have had
of the Council are elected from any planet within the Alliance.
excellent training and are dedicated to their tasks. Although
The council provides direction for the Alliance. Each planetary
brute force is frowned upon, it is seen as a sometimes-
system within the Alliance is then governed by a System
necessary evil in preventing a greater evil.
Marshal. Each planet within a system is run by a Planetary
Governor. This is purely the Administrative branch. The Judicial RANK NAME NAME NAME
branch is independent of the entire process and is beholding High Commander Patrika Will Kurk Katel
only to the founding constitution. There is a third branch – Chamberlain Morningbore
The Elected Voice - which operates the electoral process of Commander Billim Ryder Leono Bella Tordascal
Namesake
both the Judiciary and Administrative branches, ensuring Captain Brent Nebulor Hana Solio Timot Rusart
any citizen of any world within the Alliance can be elected Lieutenant Georgian Monter Ethnan Felix
to any office, provided they meet the electoral mandates of Firestar Scotts-Leer
the Elected Voice. Members of the Voice are not elected but Enlisted Jates McFolger Christar Robbard
Charvel Pacadillio
selected from individuals who have extreme wealth.

HUNTARI REGION
WECBNKO MHLOAT
13
Example patrol starship names
Most of the Greypan Alliance use the standard naming
convention for ships: either famous rivers or natural
geographic locations from the Alliances worlds.
H:R 147-114

All are prefixed with the GDS transponder code – Greypan


Defense Starship
GDS Camborian, GDS Talbazon, GDS Dennar, GDS Orthlee, GDS
Green Vaspar, GDS Great Nulack, GDS Falholeese, GDS Spearhead,
GDS Duran, GDS Kurkutch

Example patrol starship


Most Greypan ships operate at peak efficiency and are seldom
caught napping. Those stationed on the borders with the Kajar
Rifts are extremely vigilant and will board any ship entering or
exiting the Rift.

TREBUCHET CRUISER
Hull PP: 180
Cost: 1 000 000 DC
SPECIFICATIONS
Length: 750m Width: 100m Depth: 45m
SHIP MAINTENENCE/CARGO
Minimum Crew: 80 Monthly Crew Cost: (200 DC each)
Monthly Upkeep: 1 900 DC Maximum Cargo: 4 500 Tons
SHIP SYSTEMS
PP Components
35 Communications
35 Countermeasures
35 Movement - Dive Engine
35 Movement - Main Thrusters
35 Movement - Navigation System
Bounties
50 Life Support The Greypan Alliance pride themselves on having excellent
35 Scanners security and monitoring within their space. They recognize
40 Transponder Unit however the need for individuals who can cross borders and
enter areas that their own agents might struggle to access or
WEAPONS run significant risk to life should they try.
PP Weapon Array MinTarget Range Damage X2 PP Bounties are always to be brought in alive to the nearest
35 RAN Turret - Close to Mid 5 PP 10 PP policing outpost. The Greypan Alliance never fail to pay a
35 RAN Turret - Close to Mid 5 PP 10 PP
bounty in full and immediately upon receipt of the bounty.
35 PHASE Cannon - Mid to Long 8 PP 16 PP NAME BOUNTY TYPE
35 PHASE Cannon - Mid to Long 8 PP 16 PP Jina Tyru Terrorist, leader of the Whuta Hon Dissidents
35 Barratts - Close only 4 PP 8 PP Juon Bellindun Rogue scientist suspected of plotting end of the
Missile Pod* Alliance
35 Barratts - Close only 4 PP 8 PP Koath Longi Artist and murderer, uses victims’ entrails to
make art
Missile Pod*
Dounna Dusin Master thief and fence
50 Mk.5 Torpedoes 20m long 10 PP 20 PP Ilbart Sconurs Forger, hacker, and fence
50 Mk.5 Torpedoes 20m long 10 PP 20 PP Phelas Touga Known Rifter smuggler
* Ignores Helm’s attempt to avoid being hit. Potruce Elavo Slave trader holding High Commander daughter
hostage
Cithurona Religious lunatic and founder of The Singularum
Haruri – a cult of cannibals
Jisaf Hiron Ex-High Commander wanted for war crimes
during the Greygorian War
Mura Mocmekul Assassin and gun for hire

BOUNTY HUNTER TTRPG


14 MAHINHLNEKLCOT
VASPAN III GREYBORNE

UNIQUE FEATURES / WELL KNOWN UNIQUE FEATURES / WELL KNOWN

G15 NI-D
PLACES OF INTEREST PLACES OF INTEREST
Vaspan III is home to the Mefausa Henad, or Henad as its Considered the most beautiful of the eight founding worlds,
often just called. The Henad is a ruthless criminal syndicate Greyborne is a mix of massive commercial ports and leisure
known for operating all kinds of illegal schemes. Although resorts. The planet is focused on food production for the
local authorities have tried to stamp them out, the Henad are population and must import most of its day-to-day materials.
resilient and grease many palms. The Council of the Eight spend a great deal of time on
Greyborne, and as a result, security is incredibly tight on the
Cities on Vaspan III planet with the average response time of policing units being
under two minutes in almost all areas of the planet.
Thousands of ports dot the Vaspan mainlands, and thousands
more are hidden on the many islands that chain across the
large oceans of the world. Cities on Greyborne
Nuwerk, Landin, Sur Juhun, Jihennosbar, Pirus, Maskika, Greyborne has as many ports as it has leisure resorts, although
Zorachi, Tukyi Yiko, Barlonis (Capitol), Umstordim all access into and out of Greyborne is controlled through eight
planet-ports. These ports have expanded into mega-cities
dwarfing those on the surface.
Trade commodities Port Cipa Taun, Port Ulanebith, Port Adwird, Port Sunta Jens,
Tagarium Ore is found in great abundance in the Humeliyos Port Julloca, Port Vudel, Port Oir, Port Hewak, Gebornia
mountain range, a massive range of mountains spanning most (Capitol), Morutzbarg
of the southern continent. The world also produces fine textiles.
Tagarium Armor 40DC Absorbs damage from all sources
twice per scene.
Trade commodities
Mostly everything comes into Greyborne. Include tourists,
revelers, and those seeking a relaxing get-away from it all. A
Venues stay at one of the Yaruthian hotels is never forgotten for the
Vaspan III is full of cities that are full of bars, cantina’s, hotels, pampering, food, and luxurious accommodation.
and brothels. The majority are law-abiding venues which serve Yaruthian room 8DC Includes breakfast, one sporting
up common drinks like Pana Beer, Wuna (a fermented grape (per night) activity, a local tour.
alcohol), and Sike (a strong alcohol). Of course, the Henad run
illegal gambling dens, bars and brothels. These no-questions
asked, no surveillance allowed venues provide discrete places Venues
of meeting. Greyborne features millions of locations for relaxation and
enjoyment. The spa’s, the hot baths, the beaches, and the
TYPE OF VENUE NAME NAME
many adventure parks are always busy and provide excellent
Spa Equi Wutor Spa The falls of Hiwuck
places for meeting and relaxing.
Bar Five Stars Right Pillan and Pestin
Gorgis Late Night Blue Nebula TYPE OF VENUE NAME NAME
Resort Jiressco Adventure Park Crutecus Waterworld
Spa Equi Wutor Spa The falls of Hiwuck
Mini-Galaxy Holiday Park Hurbeals Ideal beach
Resort Bar Five Stars Right Pillan and Pestin
Resu Resort and Spa M&N’s Sports Resort Gorgis Late Night Blue Nebula
Hotel Wefro and Wefro Northern Suns Resort Jiressco Adventure Park Crutecus Waterworld
The Yaruthian Jemps Cheap Luxury
Hotel Mini-Galaxy Holiday Park Hurbeals Ideal beach
Resort
Resu Resort and Spa M&N’s Sports Resort
Hotel Wefro and Wefro Northern Suns
The Yaruthian Jemps Cheap Luxury Hotel

HUNTARI REGION
WECBNKO MHLOAT
15
CAMBORIA PARTHA

UNIQUE FEATURES / WELL KNOWN UNIQUE FEATURES / WELL KNOWN


H:R 167-116

PLACES OF INTEREST PLACES OF INTEREST


Converted into a farming world, Camboria is the dedicated The training grounds of Partha draw visitors year-round.
breadbasket of the entire sector. Few cities exist on the planet, With nearly half of the Alliances troops being trained on the
which is under constant atmospheric manipulation to keep planet, the military displays are frequent and impressive.
crops growing year-round. Those that do exist are the domains Large military installations frequently offer tours, and the
of farmers, AI programmers, and food traders. These can be experimental weapons display excites crowds.
rough and ready places, self-governing and often mob ruled. Partha also has a thriving Mercenary market, with soldiers
During the third quarter of the year nearly half the planet who wash out of the military training signing up to the
turns bright pink as Ekri Wheat comes into bloom. Sacred Hand. This is one of the largest organized mercenary
operations on Partha.
Cities of Camboria
Camboria doesn’t have many cities given how large its Cities of Partha
landmass is but given how few inhabits have chosen to remain There isn’t a city on Partha that doesn’t have a training facility
on the planet it isn’t surprising. linked to it, and most tend to specialize in one type of training
Whiot, Burlay, Iets, Cua Cuos, Cern, Miola, Ruca (Capitol), or another. Ports are restricted and access is controlled
Mullat, Porlmurn, Pirrugu via sub-dermal implants that are legally required to be
administered upon arrive and removed upon exit of the planet.
Trade commodities Copa Lerdulo, Fort Herril, Cetodall, Cestla, Copa Divuncha, Copa
Mochulengola, Fort Koopa, Spuro (Capitol), Bolluste, Ruckoi
Wheat is sold year-round, amounting to billions of tons.
Smaller purchases are possible via private farmers. Heavy
machinery is constantly being brought in from other worlds to Trade commodities
keep the mega-farms productive. Weapons and soldiers. Though none of them are available
to the public, and trade in weapons of any kind is strictly
Ekri Wheat (per ton) 180DC Most other systems will buy Ekri
wheat for 185DC a ton. forbidden. Mercenaries as often considered one of the biggest
Yuts Moonshine 6DC 68% proof, this is how you get exports of the world.
hangovers.
Mercenary (15AP) 120DC Includes RAN rifle, armor, and
per day basic equipment.
Parthan Rifle 125M Range 50 m, 4 damage
Venues
Camboria does not feature many hotels, aside from the few
that service the spaceports. Bars, however, are everywhere. Venues
In fact, nearly 5% of the total crop yield of the planet is The number of brothels is beyond count. Unlike other worlds
converted into illegal alcohol. these facilities are controlled by the military ensuring good
service of those in training and the denial of service to those
TYPE OF VENUE NAME NAME who’ve earned demerits through poor scores whilst in training.
Bar Ukros Miss Sike Sike
Fields & Ferns Ringuro Late night Pool TYPE OF VENUE NAME NAME
Norks Plough and Plow
Military Brothels St.Jihns Relief Sisters of Desire
Girotes Green Molds
Victor and Victoria Extra Training
Hotel Eastir Moon Vi Vo Vear
Patrol Duty Pretty Stix
Olruri Farmers Rest
Bars Yords Ale house First and Last
Brothel Mrs Pulmes Levu Ya Ling Tuma company
Sike and Sucke Buyoria Lower Rank LJs
Captains Head Trough
Hotels Recruits Rest Kaldavore Elite
Mansions
Orbal Galaxy First Shot Motel

BOUNTY HUNTER TTRPG


16 MAHINHLNEKLCOT
DURAN V TULN PRIME

UNIQUE FEATURES / WELL KNOWN UNIQUE FEATURES / WELL KNOWN

G17 NI-D
PLACES OF INTEREST PLACES OF INTEREST
The battlefields of Duran V are monuments to the epic losses Often called Burns world because the planet often looks as
suffered during the Greygoranian War. Nearly one hundred and if it is on fire, the thousands of factories that smelt iron and
fifteen million square kilometers of the planet (nearly a quarter) other metals into alloys work constantly. Geothermal energy
is given over to the mass graves that the war resulted in. stations drive mega-energy plants. There is not much to see
The planet also features several megalites. Massive unless you like liquid metal, environmental pollution on a
scanning satellites that peer into the neutral space beyond global scale and acid rain.
the Alliances borders. Flying near these megalites is a
criminal offence, and as the saying goes: “There is always
room for more (graves) on Duran.”
Cites of Tuln Prime
Tulns cities are lost between the mega-factories and furnaces that
cover most of the planet or are buried under the landfills. What
Cities of Duran V remains of discrete cities is often unknown even to the locals.
Grivas, Murtas, Mirdar, Doith, Dosust (Capitol), Crimoteram, Northern Sector N5 031ESS, Eastern Sector E33 154NE, Central
Atornul, Rast, Skiluten, Binas Line C02 031NE, Southern Sector N 02 256 NW, Wester Sector
W43 210SW, Cokes Gate (Capitol), Uther, Grants, Hallot, Bruns
Trade commodities
Principal exports from Duran are stellar charts, cartographic Trade commodities
holograms and navigational data. Positioned on the edge of Various metal alloys, heavy machinery, starship parts, if it can
the Alliance, the nav-sheets are invaluable to traders and ships be made by destroying the environment, it is made here.
seeking to enter the Taal Empire, the Demis Oso Republic, the
Gora Empire, or neutral space. Hull Plating per meter 55DC Improves starship PP by 50

Stellar Chart 15DC Navigation within a radius of 3 sectors


from Duran V does not require AP to
perform. Venues
There are many places to drink away a day’s earnings from
the smelters.
Venues
Duran V plays host to many of the Alliances scientific TYPE OF VENUE NAME NAME
conferences, diplomatic delegations, and trade meetings. There Bar Ironmongers Wet’n’Cold
are many facilities located around the planet and the graves. Home Thirstens
Smelties Cheap Garies Cold Ones
TYPE OF VENUE NAME NAME Smelters Greater Northern No.1 East Bachelor No. 4B
Bar Speechmakers The Fallen Uthers Blast Furnace South by South ‘Old
Bess’ No. 89
Heroes and Sike Shakewells
Cokes Gate BC 12 Twin Stack Backlan
Conference Tryberg Conference Inter-Regional Peace and Boys No. 3
Venue Centre Relations Centre (IRPRC)
Hellbore 4m No.69 Grants Final Alloy Press
Valkurs Aquatic Duran V Conference Center East Block
Centre
Hotels Fire and Ice Compartsia
Allies of Peace Center Coldbards Retreat
Julian Teranges Montaliar
Hotel Hollburn Regional Dura Dura Peaceful Night Executive
Eight Tongues Rest Murriol Elite
Brothel Kipsies Inter-sexual relations
Center

HUNTARI REGION
WECBNKO MHLOAT
17
TORTH HOWDEN

UNIQUE FEATURES / WELL KNOWN UNIQUE FEATURES / WELL KNOWN


H:R 187-118

PLACES OF INTEREST PLACES OF INTEREST


The temples of Torth span nearly a thousand years of Lawless, violent, and utterly wonderful describes most of the
civilization. Almost all the temples are still maintained and downtown slums that proliferate. The three hundred story high
in use by some sect or cult. The Temple of Demedar, goddess buildings that cover Howdens’s surface are divided into the
of the stars, is particularly impressive as it is made from six Uppers and the Downs – usually around the hundred eighty
starships forged into a star and features daily fireworks. story level. The Downs are left to operate as they choose,
Torths underground is a bustling community of slave traders whilst the Uppers are rich enough to do the same, but without
capitalizing on Torths proximity to the Rift. Although the the risk of death.
governor of the planet would have everyone believe the trade The sewer works that keep the cities alive are hugely
is scarce and under control. In reality it is not and nearly a impressive recycling plants and an estimated sixty to seventy
million slaves move through the ports undetected, often tons of waste treated a day are the remains of Downers who
disguised as religious devotees. died from ‘accidentally’ not paying rent, violating another
Downers space, or just being plain unlucky.
Cities of Torth
Torth has many cities, usually housing a dozen different Cities of Howden
major temples and thousands of shrines each. Ports are easily Where most cities end and most begin is lost to history. Where
accessible but removing relics or religious artefacts are strictly governance and city management extend, that is often a sad
regulated by an AI monitoring system. debate for those living on the fringes of either. Most ‘cities’ are
Burbla, Emon Bist, Jihavur, Gonashu, Dovilu, Setin, Lirdos Ged called Upper (indicated by the prefix Up) or Lower (indicated
(Capitol), Zios, Broxia, Nons Munka by the suffice Do) to differential which part of the city to visit.

Upabkra, Abkrado, Uponema, Onemado, Upsilora, Silorado,


Trade commodities Upminu, Minudo, Upkish, Kishdo
Torth exports many manufactured goods, but is notable for
Torth-Tempered Glass, a metal alloy not made from glass at
all, but which is transparent like glass. It is used in all forms
Trade commodities
of construction. Howden is far enough away from the rest of the Alliance to
trade in almost everything and anything. Waste management
Ship Enhancement 40DC Improves starship PP by 25 aside, the planet is home to fences, Rifters, and a thriving
(cost per meter of ship
length) colony of Farfies.
Disposal of body, no 120M Clean and efficient, discount for
questions bulk orders
Venues
Most of the temples of Torth forbid drinking alcohol, except
for several dozen which extol its virtues. As a result, there are Venues
many places to drink, to dine, to stay, and to worship, mostly If you are in the Downs, or downtown, you don’t want to drink,
run by the temples nearby to help increase profits. eat, or stay there. Most of the food is recycled from the waste
reclaimers and is not fit for burning. However, in the Uppers
TYPE OF VENUE NAME NAME food is imported from Tuln, Camboria, and Fyfen.
Bar The Priests Pint Bowdies
Prayers Answer Popes Nose TYPE OF VENUE DOWNS NAME UPPERS NAME
Ganders Crisps Ale, Beer and Bar Scrats Hole The Colden Peacock
Sike
Hoats Five and Nine
Temples Demedar Star Goddess Geshuule Lord of
Oblivion Kloppers Blue Electric
Brax Lord of Heavens Reft Master of Love Brothels Sals La Lu Lo Le
Kalasa Sisters Pannar Creator God Putchers Gals Roses Thorns
Malcol The One Halteesh the Waste Recycler Pumper No. 41 Sanitation Block
Forgotten 112-B
Hotels Sacred Rest Comfort Inn Fut Coils East Gate Sanitation Block
54-G
Kondors Safe Stay Alsains Inter
Regional Hotels Poke’n’Joke Motel Floradise
International
2DC Buffet and Stay Merdarios

BOUNTY HUNTER TTRPG


18 MAHINHLNEKLCOT
FYFEN
Noso Protectorate

G19 NI-D
UNIQUE FEATURES / WELL KNOWN
PLACES OF INTEREST
There are to many to catalogue, but the most interesting
feature of Noso space are the billions of relay stations and
outposts that cover the entire area under their control in
constant surveillance at the atomic level. This information is
sent back to several data-worlds – planets converted almost
entirely into mega-AI facilities.
These worlds are kept a secret from the public, but keep a
constant vigil on the universe, ensuring everything continues
to happen as it should. This allows the government to track
every Trarfye individual in real-time regardless of where they
are within their space.

POLICING/MILITARY PRESENCE
GENERAL DESCRIPTION Almost the entire space-fleet of the Noso is comprised of
civilian owned and operated vessels. These can be called upon
The Trarfye are by nature curious and inquisitive. Their space in time of need, but with the Relay net in place, the Military
reflects this by being expansive yet underpopulated. The focus the know exactly what is happening in their territories in real-
individual far outweighs the collective and the government is run time. Response time is near instant.
by those who feel it is their duty to keep everything operating, or
who were unable to make a living discovering or inventing things.
Being almost completely surrounded by the Rift is a benefit NPC Military personnel
and a hindrance. The benefit comes from the Rift itself – it Of the few warships that the Military does own, the majority
is a constant source of wonder and scientific discovery. The of crewed by non-Trarfye personnel. The ranking structure is
opportunities far outweigh the risks. The hindrance is the amazingly simple given that the warships’ sole purpose is to
constant attacks by Rifters who try to take what they need. rescues ships in distress and repel Rifter attack. A Leader or
This has forced the Trarfye to adopt a defensive approach First is usually in charge of a warship.
to the construction of most of their ships and their military
reflects this. Their non-expansion policy is one of the reasons RANK NAME NAME NAME
the Trarfye are currently not at war with any other nation. Administrator Pitruk Suweri Jimos Kurn Binjema Sosk
Leader Wolla Rakir Lanur Namer Karu Noras
NPC Names First Mochul Dirna Hukora Silir Rinau Obinujin
Second Mureno Sartes Nachulo Mulas Ebruna
Jeano Dallan, Robrin Graan, Pharrin Volt, Endraw Smalt, Brunan Naklus
Storward, Cimbale Hemoni, Demani Wiltza, Hella Skur, Tover Crewman Brint Sponar Pivor Chukav Jolen Boshar
Griss, Dwen Mallurn, Dovud Paglor, Idword Torder, Frunny Nue,
Grihos Hewurd, Geruld Dulancho, Ogar Unwin, Jaruma Frix, Koat
Noker, Linor Maney, Mekel Dirna, Nagul Furragi, Ulavir Twun, Example patrol starship names
Potor Istunev, Quanton Snayid, Ruke Skawilk, Stovun Stold, Usually named after the designer of the ship, each ship in the
Tarunci Pulleu, Olrac Pondrugin, Vuctar Hellut, Wultir Mattoo fleet is different. All Trarfye ships, civilian and military, use the
prefix code NPS – the Noso Protectorate Ship
GOVERNANCE NPS Umizan Brisol NPS Nulo Dalti NPS Thimus Rovar
NPS Yingzu Kon NPS Vilgur Revin NPS Musso Sappa
Consigned from the under-achievers, or retired inventors NPS Emgina Tatu NPS Blae Doniba NPS Uringa Strium
and explorers, the Directors the Noso Protectorate take their NPS Cilurde Fliw
roles seriously. Seen as only marginally useful, government
positions are the lowest rung in society.
This often causes the government to run extremely Example patrol starship
efficiently as no one cares how the job gets done, just so long Although each warship is uniquely designed, the Trarye place a
as it does not interfere with general day to day life. great deal of value on learning and defense.

HUNTARI REGION
WECBNKO MHLOAT
19
RIFT-SEEKER SCIENCE CRUISER FYFEN
Hull PP: 140 Cost: 800 000 DC
SPECIFICATIONS
UNIQUE FEATURES / WELL KNOWN
H:R 207-120

Length: 80m Width: 45m Depth: 490m


SHIP MAINTENENCE/CARGO PLACES OF INTEREST
Minimum Crew: 4 Monthly Crew Cost: (200 DC each)
Monthly Upkeep: 280 DC Maximum Cargo: 3 000 Tons Crazy chaos! holograms, projections, Augmented interfaces,
multiple levels within levels, neon and insanity. Fyfen is home
SHIP SYSTEMS
to four billion Trarfye and an estimated six billion AI units. Every
PP Components location is served by a bevy of AI bots eager to serve and please.
50 Communications The planet is so overgrown with test laboratories, colleges,
30 Countermeasures universities, and scientific research facilities that many of the usual
30 Movement - Dive Engine amenities are lacking public parks, theatres, and public sports
30 Movement - Main Thrusters facilities long ago lost any value. Most Trarfye sleep in the same
30 Movement - Navigation System building that they do research for or sleep in Sus-Pods. Small self-
45 Life Support contained pods that hang from the window of the office buildings
60 Scanners they work in. “Six hours in a pod is the same as a full eight hours of
30 Transponder Unit rest, without the hassle of greeting your reproduction partner. Plus,
you can’t beat the commute!” Or so the slogan goes.
WEAPONS
PP Weapon Array MinTarget Range Damage X2 PP Cities of Fyfen
30 PHASE Cannon - Mid to Long 8 PP 16 PP
Specialized areas of study tended to gather certain types of
30 PHASE Cannon - Mid to Long 8 PP 16 PP thinkers and in turn generated hubs of scientifically aligned
30 Railgun** - Close only 3 PP 6 PP minds. Inevitably these hubs grew into cities.
30 Railgun** - Close only 3 PP 6 PP
Ato Canos (Capitol), Qua Atam, Strun Ging, Elo Ronica, Cale Ulum,
30 Railgun** - Close only 3 PP 6 PP Diva Exo, Newa Tunek, Magna Iksa, Boso Higari, Unifico Sodlo
35 Barratts - Close only 4 PP 8 PP
Missile Pod*
50 Mk.5 Torpedoes 20m long 10 PP 20 PP Trade commodities
50 Mk.5 Torpedoes 20m long 10 PP 20 PP There are so many blueprints, schematics, and scientific
advancements available for sale that they become lost
** Cannot target components
amongst the millions of false products, half-baked, untested
ideas that are produced daily.
Dive Drive Upgrade 1200DC Jump up to two systems away.
Bounties
Stolen information, invention blueprints, discoveries, AI, these
are generally the basis for most illegal activity within the Noso
Venues
Protectorate. The bounty is usually for the safe return of the If you’re looking for a good time on Fyfen, then you better head
data not the individual. Trarfye tend not to execute criminals, for Camboria, or perhaps the Rift. Since the Trarfye are asexual
but to use them in experiments in return for reduced sentences. and reproduction is a choice based on genetics and usually
scientific thinking, there are no brothels on Fyfen. Bars are
NAME BOUNTY TYPE limited to serving basic alcohol, most of which will allow you
Indrow Miona Return micro-chip containing information to get drunk for about twenty minutes before wearing off. The
about super weapon
Devu Dabeos Alive and unharmed – absorbed AI with info
biggest kick to be found on this planet is a local drink known as
on Rift Coffeffe. It is highly addictive and helps focus the mind.
Vovak Mehopetri DNA needed – contains chemical formula for
genome project TYPE OF VENUE NAME NAME
Jin Barl Daughter and heir to quantum mega- Coffeffe Bar Hogglar’s Cup-4-cup
corporation Pu’shis G4B3
Kiydor Zede Murder of Fellow of Science Brorts Finest Coffeffe Jackajans Coffeffe
Frodaruc Helmo Withholding observed data – effects of Strumi Bar Gibs and Pibs Greypan Bar Tyrollic Alcohol
Virus
Meldsmane Grypil Drinks Dahshas
Dorin Mecantoru Infected with rare virus, must be returned alive
Science Facility Trarfye Research Probability Hexus
Shein Toptan Terrorist – destroyed labs across Noso space Institute
Nothen Rissal Escaped lab experience which gained sentience The Kidum Lechlar Plinat Observatory
Jusen Dongas Brother and husband skipped out on paying Facility
for research rights to children Hotels Fyfen Fiver Fine (3F) Quantum Flux
Sus-Pod Motel Funda Bashas Regional

BOUNTY HUNTER TTRPG


20 MAHINHLNEKLCOT
Adara of Bakrash

G21 NI-D
GENERAL DESCRIPTION NPC police/military personnel
The joy of the hunt features high on most Baharresk. Advancing
An expanse of limited stars and desolate ports patrolled by
in rank is through battle prowess – if you can get your superior
a ruthlessly erratic military and stuffed with the most exotic
to yield in battle – as chose by them – you can claim their rank
experiences imaginable. The Adara, or diving territory, of
and force them to submit to your command. This ensures all
Bakrash is regarded by many scholars as one of the oldest
ranks are highly trained and eager to prove themselves.
territories in the region. The Baharresk are an ancient culture
of hunters, and fiercely loyal to their Pridems – their houses. RANK NAME NAME NAME
The space is vast and although the government has many Khalat Vidaskot Fandesh Cressdya
patrols, they are not capable of keeping tabs on everything Rardash Madruthu Mufasadesh Lankor
that transpires within their borders. Dash Soothanan Vadya Ganamen
Gralla Paraja Gosheldam Nerturi
Kra Wadwalja Guptarathi Raptoram
Table of NPC Names
PRIDEM NAME PERSONAL NAME PUBLIC NAME Example patrol starship names
Khrasaven Nosh Gradanosh
The Pridem that has the most individuals’ stations aboard a
Sodratha Mana Manador
starship get to name the starship. The prefix is always ABSS –
Khrytas Sedji Krasedjidu
Adara of Bakrash Service Starship for transport ships, or ABAS
Jorgandur Ugul Hamuguldri
Makhan Opi Bolopiran
– Adara of Bakrash Armed Ship for military vessels.
Duthra Janya Iljanyadesh ABAS Hajaguthu, ABAS Shevalajat, ABAS Lamkot Kor, ABAS
Grokhal Grevi Megrevidida Shavradatham, ABAS Khanadash, ABAS Tigrasami, ABAS Rathanbori,
Inbathraseek Tojab Haltojabtot ABAS Jaksanathi, ABSS Alurfintas Dread, ABSS Gaeelawadi
Padajya Waki Polowakina

UNIQUE FEATURES / WELL KNOWN


PLACES OF INTEREST
The Gaeel wyrm – massive 300-meter-long space-dwellers – are
numerous. The Baharresk breed them for food, for hunting
and to keep their borders safe. The Gaeel wyrms prey on ships,
asteroids, and Alufinta. Alufinta are even bigger than the
Gaeels. These massive space beasts make their way across the
vast reaches of space, grazing on hydrogen molecules and
synthesizing energy from the stars they pass. They generally
move in pods of about ten to fifty Alufinta.
The Adara is also home to several large slave operations and the
culture has no issue with taking prisoners and converting them
into slaves. Although the practice has been outlawed by many of
the region’s nations, the trade is booming in this part of space.

POLICING/MILITARY PRESENCE
The Adarakha – or leader of the Adara – maintains a large fleet
of starships to patrol and enforce law through their space.
Often drawn from Pridems who enjoy the many privileges that
come from serving for the Adarakha, there is no shortage of
eager warriors ready to test their battle skill.
This has often led to a shoot first ask questions later policy.
Surrender means enslavement and most ship crews would
rather die than be turned into slaves.

HUNTARI REGION
WECBNKO MHLOAT
21
EXAMPLE PATROL STARSHIP BARHAKEEN
The patrols are often made up of individual ships with one- or
two-man crews that hunt in a pack. Three to nine ships usually
UNIQUE FEATURES / WELL KNOWN
H:R 227-122

work in tandem moving into attack range and then pulling out
to a safe distance whilst the next fighter does a strafing run.
PLACES OF INTEREST
Once covered in dense jungle and ice at the poles, the planet
MOWGALLI STRIKE CRAFT changed over millennia and now is mostly desert. The water
Hull PP: 15 Cost: 800 DC resources locked away by the lords of the cities. The wastes
SPECIFICATIONS
offer little food and almost no water and exile to them is
almost certainly death.
Length: 9m Width: 6m Depth: 3m
The grand palaces of the lords who rule are always a
SHIP MAINTENENCE/CARGO wonderous sight to see. Hunting trophies dating back six or
Minimum Crew: 1 Monthly Crew Cost: (200 DC each) seven hundred years line the walls, intricate mosaics of glass
Monthly Upkeep: 10 DC Maximum Cargo: 1 Tons forged in the Rift create a kelidoscope of shifting colors.
SHIP SYSTEMS Given the nature of the Adara, there is no alcohol on the
PP Components planet, and men are required to always cover their shoulders.
10 Communications Women are free to socialize as they choose. The law extends to
10 Countermeasures all Species, including Species that typically don’t wear clothing.
8 Movement - Dive Engine
All ports typically have clothing vendors, specializing in clothing
for all Species. Bearing one’s shoulders to the sun is an act of
10 Movement - Main Thrusters
defiance and sacrilege and is usually punishable by death.
10 Movement - Navigation System
12 Life Support
8 Scanners Cities of Barhakeen
12 Transponder Unit The Ossa, the Oasis cities, have massive walls and white domes
WEAPONS
that keep the sand and sun out. Completely enclosed, these
lush biospheres protect populations of millions. Structures are
PP Weapon Array MinTarget Range Damage X2 PP built into the dome and those lower down are considered the
10 Railgun** - Close only 3 PP 6 PP most prestigious as higher up, the heat increases.
** Cannot target components Ossa Callacun, Ossa Umbaiya, Ossa Burmiadesh, Ossa Tygara,
Ossa Djettidesh, Ossa Podandawari, Ossa Hedda (Capitol), Ossa
Taglavani, Ossa Iloroka, Ossa Namdach

BARHAKEEN

ISAADAM

BOUNTY HUNTER TTRPG


22 MAHINHLNEKLCOT
G23 NI-D
Trade commodities All is not dark and cold, however. Within each Jarot are
the Ossu – small parks full of trees and plants salvaged from
If you are looking for living food, slaves, or survival gear for
Barhakeen before it became a desert wasteland. The Ossu are
the desert, look no further. Fine silks of scintillating colors,
public domain and geo-thermal springs keep them tropical
soft velvet fabrics and decadently inlaid jewelry can be
year-round.
purchased for a price.
Given the subterranean nature of the Jarot, the bare-
Desert Survival Pack 55DC Provides food and water for six
days for one person. shoulders rule does not apply. However, males are only allowed
to congregate in groups of six. Anymore and violence and
fighting usually breaks out.
Venues
There are no bars on Barhakeen. Any alcohol has been smuggled Cities of Isaadam
from off-world and is highly illegal. However, there are dance Each Jarot is unique. Some are long winding structures that
parlours, entertainment halls, and for women only, Jasuri – run for sixty kilometers in all directions just below the surface,
private clubs that allow male servers and performers to walk and others plunged nearly a kilometer below the surface.
around shoulders bare. These are often used to meetings to dis-
cuss business, frustration with mates, or just to have a little fun. Jarot Kifra, Jarot Dadesh, Jarot Igo, Jarot Sydami, Jarot Khalas
Torfa (Capitol), Jarot Medassi, Jarot Sajaya, Jarot Klimdor Gru,
TYPE OF VENUE NAME NAME Jarot Eddsi, Jarot Quallat
Jasuri Kadhaans Shodari Shedari
Hathshiva’s Lergosh
Sogia Radamans Raka
Trade commodities
Entertainment The Khalas Dream The Royal Kadrui Each Jarot focuses on producing different things for the other
Hall Jarot. What they all share however, is a thriving slave market
Double Odjot All Night Menows Famous Players and private prisons.
Silk Bizarres Edurams Rift Silk Yeomdaja and Sons
Palakadors Nine Threads one price Holding Cell 15DC No questions asked incarceration for
(per day) up to 10 years.
Hotels The Khalati Vedsurami
The Arabai Oasis Fine Nights
Venues
You don’t come to Isaadam for a vacation. You come to work, to
ISAADAM die, or be sold. Those are your options. Sometimes you come to
trade. Isaadam is not a welcoming place.
TYPE OF VENUE NAME NAME
UNIQUE FEATURES / WELL KNOWN Prisons Gujalag Hadshadaffa

PLACES OF INTEREST Reckna Modas


Trogda Jadal
Hallda Kadas
Yallas Nemshi
The exact opposite of Barhakeen – a planet that is perpetually Ektot Alaka Taraz
locked in ice except for a narrow band that circumnavigates Pushka Dadji Uruksedesh
the equator, this frozen hellscape is dominated by similar Ossu Gardens of Pleasure Starlights and
Starbrights
structures – called Jarot. Each Jarot houses a subterranean Magradass Padara Dissi
colony who live in small quarters and spend nearly all their Hotels The Yadolat Kavasans
lives within confined spaces. Legrusa Dreams The Wardens Rest

HUNTARI REGION
WECBNKO MHLOAT
23
Kajar Rift
H:R 247-124

GENERAL DESCRIPTION UNIQUE FEATURES / WELL KNOWN


There are several different areas of the Rift, and each has PLACES OF INTEREST
its own local name, however it is all part of the Kajar Spacial
The entire Rift is a unique feature. It appeared nearly seven
Inversion Nebula – to use the technical term. Due to a
thousand years ago. Many speculate it was a weapon gone
confluence of black-holes, neutron stars, and dark matter, the
wrong. Most think it was an ancient empire of space-faring
nebula tends to have extreme physics making it an extremely
people who destroyed themselves.
unpredictable area of space to fly through.
The ruins on planets within the Rift often speak to an
All that physical uncertainly however, does have benefits. ancient and powerful alien race, sometimes called the
• Scanners only work ad Mid- or Close range. Komarik, or the Komarig depending on your translator. Little
• Some pockets of nebula generate huge amounts of energy is known about this race and what technology they may have
that can be converted into almost unlimited power. possessed is waiting within the Rift to be rediscovered.
• Planets within the Rifts often have unique metals, rare
elements, or animals that defy imagination.
• Those willing to enter this chaos can find tremendous
POLICING/MILITARY PRESENCE
rewards but can also find themselves stuck in a temporal Each vessel within the Rift must tend to its own. There are
loop, ripped apart by a quantum string, or back in time. no formal structures or organizations capable of patrolling a
• Almost all trade within the Rift makes use of Marks. Deca Credits hundredth of the Rift.
require a banking system and there are none within the Rift.
Another unique properly of the Rift, regardless of where NPC Military personnel
you go within it, are the Rifters. Beings that have been born
Rifter ships have a very loose hierarchy and seldom use
and survived in the unpredictable space. Rifters tend to be
terms of rank aboard. Their ships are nightmare hybrids,
humanoid, although some possess unbelievable powers. Their
scavenged together from any ship foolish enough to be
ships are often constructed out of the shells of other ships,
found within the Rift.
cobbled together with ingenuity and deadly to anyone not
prepared for their ‘adaptations’ to the Rift. RANK NAME NAME NAME
Captain Vashbinki Kupda Goldak Yenetski
NPC Names First Mate Olakdav
Egrastu
Rovorich Newtruss

Aghara, Borcallius, Cedania, Dolphard, Engruth, Fordurance, Second Mate Palorvia Hurratan Uvrul
Gerg, Hentiri, Israan, Jaqual Sulate, Kadobi, Londegrace, Mij, Cook / Doc / Bestasa Necridesh Walro Tura
Gunner
Noa Orteesh, Paladru, Quillos Rexi, Sansavra , Tworin, Urit Vorda,
Crewman Kradrin Dorgan Boskala Shedrin
Xanzor, Yoffa Zur, Artune Bugra, Calladan Dext, Enroro, Filduri
Gwaas, Haquard, Ivrios, Jeccasta, Konute Laal, Mohok Nerduvra
Example patrol starship names
Rifter ships have no Transponder prefix or suffix, although they
GOVERNANCE do have names. A name of a ship is often the name the crew will
collectively call themselves or choose as their second name.
There is no governance in the Rifts. You make your own
laws; you follow your own code. A group of Rifters might Cunrushka, Didecks Crusher, Biganticus Pensi, Molgee’s Maiden,
band together, and then the leadership typically falls to the Starf__cker, Rada Rakad, Fist of Jorduria, Helltrusk, Ebbelvaffra,
strongest commander within that group. Damnations Beast
None of the other nations will even send in patrol ships into
the Rift and anyone hoping for a rescue should abandon that
hope. The moments ship passes the warning beacons – present
in most civilized space – the ship is considered lost.

BOUNTY HUNTER TTRPG


24 MAHINHLNEKLCOT
Example patrol starship TRENCH
Each ship in the Rift will be different. Each ship often has its
own unique adaptations to working within the Rift.
UNIQUE FEATURES / WELL KNOWN

G25 NI-D
SHAGRATTI LIGHT CORVETTE PLACES OF INTEREST
Hull PP: 20 Cost: 1200 DC
So-named because of the long corridors of “safe” space that
SPECIFICATIONS crisscross the region. These corridors are relatively stable.
Length: 40m Width: 20m Depth: 8m The Trench has a few planets that have isolated populations,
SHIP MAINTENENCE/CARGO usually heavily guarded and suspicious of all newcomers.
Minimum Crew: 5 Monthly Crew Cost: (200 DC each) The light filtering through the orange dust clouds has
Monthly Upkeep: 15 DC Maximum Cargo: 5 Tons a detrimental effect on Human vision, and after being in
SHIP SYSTEMS the Trench for more than a week without wearing a survival
helmet, most humans lose their sight. It returns once they are
PP Components
no longer exposed to the orange light.
10 Communications
10 Countermeasures
12 Movement - Dive Engine Cities of the Trench
15 Movement - Main Thrusters There are not many at all. Most planets don’t even have names
12 Movement - Navigation System other than the name of the colony or outpost based on it.
15 Life Support Ivanila Spit, Hackandia, Bracks, Ta’Sadas, Last Laugh, Noplace,
10 Scanners Paradiser, Kost, Wrong, Hole
10 Transponder Unit
WEAPONS Trade commodities
PP Weapon Array MinTarget Range Damage X2 PP The Rift has no major production. Salvage, lost technology, and
10 RAN Turret - Close to Mid 5 PP 10 PP artefacts are the main ‘export’ if on a one-on-one basis and all
10 RAN Turret - Close to Mid 5 PP 10 PP
items from the Rift are considered illegal outside of the Rift.
12 Mk.5 Torpedoes 20m long 10 PP 20 PP Komarig Artefact 15M – 500M GM to be creative.
12 Mk.5 Torpedoes 20m long 10 PP 20 PP

Venues
The Rift might be home to a few planets, and even fewer
Bounties outposts, but per living being, it is home to hundreds of
brothels, bars, and places of ill-repute.
The Rift never issues bounties as there is no single government
to issue them. Most bounties flee to the Rift, hoping to elude TYPE OF VENUE NAME NAME
bounty hunters and get lost among the red dust and gas Bar Drunkards Toji Cosets
clouds. There are many bounties floating about in the Rift. Brupen Ifo Leathas Blue Moon
Dead End Shatya Drinup
NAME BOUNTY TYPE Brothel Trenched Girls Funtim Lontim
Captain Jarakus Rogue captain from Greypan Alliance, stole a and Guys
Davier Viking class warship Pogrulu Gesha Doarsh Kiddarals Rest
Trajalo Rakath scientist attempting to develop super- Artefact Mongers San Desako the Red Kulruvi Five Fingers
growth hormone
Professor Athriniods Mordaru the Goraanian
Yakittesh Pridem Pridem in violation of Adara law and now Collectables
seeking own planet
Repair Shops Bada Sadumo’s Port Port Ordurion
Predun Olrikir Tauran master thief and defiler of men
The Last Outpost Zragga’s Weld and Seal
N9 415 AI AI labor robot attempting to insight AI
rebellion
Ishiti Trude Trarfye scientist attempting to destroy the Rift
Tashal Pacarda Archeologist and grave robber, expert on
Komarik ruins
Myrus Rook Cadet from Partha Elite Ops Academy, for
stealing exam papers
Vorduri Ull Lonlaneek who knows too much about Vaspan
III farming
Tur Adach Giir Goraanian Admiral wanted for the massacre
of Demis

HUNTARI REGION
WECBNKO MHLOAT
25
MAELSTROM
Independents
GATHRA PRIME AND DORUSH ZEDDA
H:R 267-126

Home to the only two official planets in the Rift, the Maelstrom GENERAL DESCRIPTION
section of the Kajar Rift is still a dangerous section of unstable
The Independents are a cluster of star systems in the Huntari
space. The planets serve as a lure for those who want to get away
Region that are not affiliated with any of the major nations of
from oppressive governments. Once they arrive at either planet,
the area. They often actively must resist the influences of the
they learn that life in the Rift is far worse.
other nations as many represent worlds with good resources.
There are no rights, no liberties, no governments to help
The reason these worlds choose to remain independent is
control the population. There is anarchy, survival of the
because of a pact signed nearly seven thousand years ago. The
strongest, and death. Both planets offer a city, dozens of
pact was against the Komarig Empire – once a large empire
smaller towns, and a single spaceport, often independent of
that controlled most of the Huntari Region.
the planetary inhabitants.
The pact was for the planets to remain apart from the
Empire, and to foster trade and mutual defense for all
Cities of Gathra Prime and Dorush Zedda members. That the treaty remains in effect after millennia is
Neither boast large populations, nor any form of government testimony to the strength of the planets in resisting outside
aside from the warlords that attempt to wrest control from influence. As a result, the independent worlds tend to treat
one another. outsiders with extreme skepticism.
Independent space is well patrolled within the home
Gathra Prime, Dorush Zedda, Iloros, Wavazalla, Fraguras Farm,
systems but are empty beyond these territorial boundaries
Nedosh, Last Chancer, Brettish, Exru (Capitol), Enders Outpost
making this region of space an ideal escaping ground from
bounties on the run who do not want to risk the Rift. However,
Trade commodities since settled worlds within the Independents space are all
Unlike the Trench, Komarig artefacts are not as common in relatively sophisticated, there is a greater risk of detection
the Maelstrom, give how chaotic it can be. Instead, slaves are or identification.
often the primary means of export. Any ships captured in the Each planet rules itself, although they will all cooperate if
Rift by Rifters can expect their crews to be sold into slavery to the need arises.
either the Adara of Bakrash, or possibly to the Rakath.
Slave 100-500M (Restraints not included) no guarantees NPC Names
or refunds.
Duvadi Gragetto, Orent, Abadach, Efrulu Mbobe, Pithoo Craffar,
Ban Yoden, Funukra, Quartum Allanad, Kesillian, Gwilt Zenekar,
Venues Rigard, Devodi Emudyosh, Hermal Kissendora, Skord Haradai,
Folkain, Ik Jolork, Teglurio, Goch, Kaan Singari, Unk Turiant,
If you want to indulge any vice, drink yourself into a coma, Ihriliam Na, Lurashid, Vivespi, Ji He Lo San, Molgura Issut,
or watch a pit fight, either planet, within the Maelstrom, will Walkan, Lourdeal, Nih Neh Ekira, Xafas Hadakim, Nurn Bassa
happily put on a show you’ll never forget.

TYPE OF VENUE GATHRA PRIME DORUSH ZEDDA GOVERNANCE


Fighting Pits Gragat’s Deathcage Colisarium
Pits of Hal Krushaki Each planet is responsible for its own governance, however
Broadswords Pit Noms Fights most of the planets in the treaty operate as republics or
Taradaki and Urovikska Ultimate Fight Pits meritocracies. In almost all cases incarceration is the preferred
Brothels Tulattis Tratushi Lady Girgai’s House deterrent for criminal behavior. Any form of piracy is usually
of Love countered with a death penalty.
Striks Women Vee
Golden Cup Rande Manos
Bars Sulars Sip Sike and Vunro UNIQUE FEATURES / WELL KNOWN
Last Drink Osskosh Durosh
PLACES OF INTEREST
The vastness of the space controlled by the Independents is
amazing when one considers the number of unexplored planets
contained therein. Charts of the space are usually local sectors,
and then second-hand information as no formal navigational
beacons have ever been installed beyond the home systems.
One of the joys of the space however is the total lack of
Rift influence.

BOUNTY HUNTER TTRPG


26 MAHINHLNEKLCOT
Example patrol starship
VANNA
The ships of the Independents frequently suffer from being
underpowered and undermanned because of limited military
spending on behalf of each planet.

G27 NI-D
CALUMSTAR LIGHT PATROL SHIP
Hull PP: 15 Cost: 800 DC
SPECIFICATIONS
Length: 14m Width: 36m Depth: 4m
SHIP MAINTENENCE/CARGO
Minimum Crew: 3 Monthly Crew Cost: (200 DC each)
Monthly Upkeep: 30 DC Maximum Cargo: 2 Tons
SHIP SYSTEMS
PP Components
15 Communications
15 Countermeasures
12 Movement - Dive Engine
Each planet will claim to have its own unique features, and 12 Movement - Main Thrusters
many do, however, most are standard habitable planets. 12 Movement - Navigation System
Of particular significance is the Central Port. A space station 16 Life Support
roughly in the middle of the space that serves all ships, 16 Scanners
regardless of origin. This mega-space station sees millions of 16 Transponder Unit
inhabitants moving through its doors daily. WEAPONS
PP Weapon Array MinTarget Range Damage X2 PP
POLICING/MILITARY PRESENCE 12 RAN Turret - Close to Mid 5 PP 10 PP
Most home systems have strong military presences and are 15 PHASE Cannon - Close to Mid 8 PP 16 PP
strictly controlled. Each field slightly different craft to carry
out these duties, but without the wealth that the larger
nations of the region command, these craft are often smaller
and less armed. Bounties
Each system is responsible for issuing and paying out bounties.
NPC Military personnel Most are reputable and do pay for bounties brought in. All
require bounties to be brought in alive so that an example can
Most systems use the same ranking structure for simplicity
be made.
when performing join operations in space.
NAME BOUNTY TYPE
RANK NAME NAME NAME
Hallos Rymor Operator of Slave ring
Fleet Admiral Vadnask Greffon Halcord
Sortan Bovar Horin Murder and assault across the region
Commodore Kadjika Iogla Weng Morrak Puppin Jiroshi Nabrashi AI hacker and information blackmailer
Captain Zarulli Kovsk Folcun Bard Oregun Ulrikovia Assassin for hire
Strudar Marguria Theen Vocal dissident of the Treaty, proponent of
First Officer Lexna Huppage Jurians Independent Empire
Volkeen Lonculat Petty smuggler and criminal with inside
Soldier Deriki Vanta Rlbitres Sier Zakarad information on Rakar
Uffrolt Marlun Wozur Tech-wizard known for causing the Dec Cred
Collapse four years ago
Keng Irth Crime lord
Example patrol starship names Murgenni Lofai Sister of Keng Irth and second in command of
his syndicate
The Independent space planets all operate under the same Lord Mardrid Exile from Greypan Alliance, self-proclaimed
prefix but vary their suffix to indicate which planet they warlord of Trugin Prime
are from. The ISS – independent Starship, is recognized
throughout the region.
ISS Barakadash-Ra, ISS Brallad-Tau, ISS Iroshi-Ga, ISS Dadnisk-
Dem, ISS Kura Morad-Va, ISS Rolka-Ra, ISS Wasrall-Tau, ISS
Tsuguri-Ga, ISS Ludvanta-Dem, ISS Tan Equar-Va

HUNTARI REGION
WECBNKO MHLOAT
27
VANNA DEMIS

UNIQUE FEATURES / WELL KNOWN UNIQUE FEATURES / WELL KNOWN


H:R 287-128

PLACES OF INTEREST PLACES OF INTEREST


Long thought of as a jewel of the region, Vanna is naturally Cold, dark, and stubborn. Demis is just at the edge of the
beautiful and each year the Vanna-Dura festival sees a month- range of habitable planet. Covered in glaciers, and with little
long celebration of vitality, oneness with nature, and fertility. geothermal activity, life on Demis is harsh. The inhabitants
Rites are conducted throughout the month for the crops to shrug it off and claim that it makes them stronger.
be verdant, family to reproduce, and explorers to claim new It certainly makes ground invasion nearly impossible as most
worlds in the name of Vanna. unshielded equipment freezes in the sub-zero temperatures
The festival brings in explorers from across the region each which prevail year-round. Most cities are cut out of the glaciers
eager to find a world orbiting a system and claim it as their themselves, and provide decent protection against the cold,
own – with allegiance to Vanna of course. although wearing protective clothing is a must regardless of
where on the planet one is.
Cities of Vanna The locals have a name for mid-winter on the planet “Dadruki
sho Ugravya”. The time of drunkardness. For nearly two months of
Vanna has some of the lest sophisticated cities in the region, each year the planetside experiencing winter is plunged into total
preferring low-rise buildings and sprawling mega-cities to the darkness and temperatures plunge to a hundred below zero.
tall starscrapers of some of her sister planets. Each city is ruled The opposite hemisphere then experiences “Dadruki sho
by a Keeper, responsible for smooth operations. Incorsidich”, the time of joy as temperatures rise to just
Jula Seterri, Feun Cranna, Ore Turak, Wun Disha, Binsa Dur, Qua below zero and many inhabitants venture onto the glaciers
Aris, Mer Oscea, Deun Si, Pol Gurad (Capitol), Rea Taris for two months holiday in the sun.

Trade commodities Cities of Demis


Vanna sells food to other planets, and planets to those rich There are not many major cities on the planet, but there are
enough to purchase them. When explorers claim their worlds lots of towns or Oposka. These usually have populations in the
during the Vanna-Dura, they often don’t anticipate how hundreds of thousands. Each is ruled over by a Tarra, a mayor with
expensive it is to operate a colony and end up abandoning discretionary powers that supersede the global ruler’s authority.
their claim. Demisokov (Capitol), Nadura Oposka, Ilradavich Oposka,
Habitable Planet 150 000+DC The planet has no structures
Wadasalivka , Redanask Oposka, Kutyavanaska Oposka, Medorik
on it Oposka, Peotori Oposka, Takaradanovich, Grudavor Oposka

Trade commodities
Venues As the leading manufacturer of heating equipment in the
Vanna is host to many bars, brothels, hotels, and fertility region, Demis specializing in heating units for starships that
zones. These zones celebrate procreation and an increase in balance power consumption with efficiency.
personal fertility.
Demis Thermal Mark II 500DC +5 to Life support PP
TYPE OF VENUE NAME NAME
Bar Herets Tavern Mordurs Wet Whistler
Sporals Sports and Nuri Turva Venues
Drinks
Demis has many places to celebrate Dadruki sho Ugravya, and
Triple Ess Kay Gullies
many resorts to enjoy Dadruki sho Incorsidich. It also has a
Brothel Lasanlassess The Wild Rose
remarkable number of wrestling gymnasiums and sporting arenas.
Starpoint Pleasure Voruns Discrete Dance
Dome Parlor and Pub TYPE OF VENUE NAME NAME
Fertility Zone N’Hance Eruos 4 You
Ugravya Bars Shlotska Drink Drunk
Vanna-Dur Centre Kirsuri Shal Danasa
Alpha Tangos Hadorshkikas
Hotels Vanna Star Kroshura Baan
Jajovoridiskis Happy-R-We
Bedden Soke Spa and Oru Nis Elegance
Hotel Incorsidich Sumraji Skii Incorsidich Year-Round
Resorts
Raduri Sun Spa and Stay Charduras Hot Springs
Wrestling Yakaks Iru Dodobo Djojo
arenas
Demis Sporting Arena Mawl
Hotels Icebreaker Bladubalz
Freesivi Regional Namachki Sleeper

BOUNTY HUNTER TTRPG


28 MAHINHLNEKLCOT
GAL FURA TAURAN

UNIQUE FEATURES / WELL KNOWN UNIQUE FEATURES / WELL KNOWN

G29 NI-D
PLACES OF INTEREST PLACES OF INTEREST
A single city on a single planet. Gal Fura is not a natural planet, Originally part of the Greypan Alliance until fifty-two years
but a construct. Heretics claim it was a Komarig Harbinger – a ago, Tauran fought the Six Hour War against the alliance and
planet scale invasion ship designed for invading entire regions won. Weapons and tech were rumored to be supplied by Gal
of space in a single invasive. The rulers of Gal Fura refute Fura but it was never proven. The Six Hour Was cost the Greypan
this, claiming that there is no evidence to suggest Komarik Alliance nineteen Viking class warships before the Alliance
influerence. Yet others claim the planet was built by the First. officially allowed Tauran to cede to its own authority.
A race of people from the Gal Fura people are descended. After the war, Tauran collapsed into a civil war which rages to
Whatever the origin of the planet, the entire surface is covered this day. Seventeen factions fight for control of the northern
in city. As a trade hub between Demis, Vanna, Tauran and Rakar half of the planet, and more than thirty battle for the southern
the planet enjoys unrivaled financial power. half. Inhabitants abandoned the major cities long ago and
formed nomadic caravans that scour the planet surface for food
Regions of Gal Fura Mega-city and try to avoid the fighting factions.
Each faction takes prisoners, makes slaves, frees slaves,
Managing the colossal form of the mega-city, the planet is and rescues prisoners in an unending cycle of violence and
divided into a grid, and each section of the grid is expected destruction. Most natural resources are either depleted, or
to be self-governing and supporting. A central administrative inaccessible due to the collapse of the central government
body exists but is almost entirely comprised of AI units nearly fifty years ago.
following protocols and laws set down four hundred years ago.
Sector 002 – Alcridi Duchimo, Sector 011 – Wassa Suplicara, Sector
143 – Jaro Dontalleli, Sector 209 – Gallo Studaria, Sector 339
Major Factions of Tauran
– Poporia Expenda, Sector 497 – Polturia Agmenris, Sector 500 – Each faction manages to trade with outside planets for
Goventari Centrulia (Capitol sector), Sector 647 – Guyus Colandari, resources, albeit on a limited scale. These are the largest
Sector 843 – Miltros Shuti, Sector 999 – Finias Enduriendi factions currently.
Shar Naruth (The Righteous Truth), Independent Democratic
Trade commodities Front (IDF), Hand of Danbaris, Democratic Independent Front
(DIF), Kolsa Drava (Will of the People), Bassa Karach (Boys of
Gal Fura deals mainly in industrial grade machinery and AI the Dead), Urvuka Resistance, Shenga Tigers, The Lodus Gang,
integration technology. It is said that one in five AI in the Blurvika Solidariat (The Solidary Partisans)
region of Fura-bots.
Mobile AI Unit 50DC Mobile AI humanoid capable of
independent thought
Trade commodities
Extraordinarily little is produced on Tauran that is capable of
being exported off-world. Each of the factions happily trade
Venues or steal commodities their warlords think are needed for their
Most of Gal Fura is home to bars, brothels, and hotels, but all of war-efforts.
Gal Furia has AI demonstration venues. From mega-machines to
Nano-machines, Gal Fura makes, sells, and demo’s it all. Table of Caravans
TYPE OF VENUE NAME NAME Whilst the factions claim to offer hospitality to any who would
Bar Dazattas Hobinsarios trade with them, in truth the only ‘safe’ havens are the convoys of
Sikes Delight The Demo Room caravans that remain staunchly neutral in the wars. Even though,
Brothel Olvieries House of Love Pumpenario convoys get hit by factions all the time and offer little protection.
Pamperini
The Olive and Fig Cocorollo TYPE OF VENUE NAME NAME
AI Demo Facility Skuratia AI Undo Nemuros Tech and Convoy Irtas Southern Sechra’s
Machiari Demo
The Kolbarian Convoy Nordaren Haluchid
Adorey Technico AI Grade 8 Demo
Facility Panaoks People Remnanti (The Remnants)
AI-Duno Facility Secondi Nuno Shalharook Sheltered Torguri Tam Protectors
Special Tech Lonars Lost Ladya Grudi
Hotels Li Frazzari Ligrada Imprio Central Independents Kladrana
Kessadia Sectorial The Grand Ludisio Freedmen North Essad Toria (You’ve been
warned)
Mams Travelling Fair Socralities (Tinkerers)

HUNTARI REGION
WECBNKO MHLOAT
29
DEMIS

TAURAN
H:R 307-130

RAKAR

GAL FURA

RAKAR Port Sydar, Port Oblaine, Port Sinstar Korl, Port Blash , Port
Isolaat, Port Darda Iluman, Vinsadow (Possible Capitol),
Hyradax, Stragarios, Daknasa

UNIQUE FEATURES / WELL KNOWN Trade commodities


PLACES OF INTEREST Jedit, a tough, almost pure black mineral with unique light
Uniquely positioned near the Greypan Alliance and the Adara of absorbing qualities is mined and used in the manufacturing
Bakrash, Rakar has used its dark nebula surroundings to perfect sector for sound-damning and light negation. Secrets and
it’s stealth observation capacities. It is said that a bureaucrat fleet movements are another trade commodity, although
cannot sneeze on Greyborne without the Rakar hearing it. The these are ‘unofficial’.
Dark Nebula is a curiosity of dark matter and surrounding space. Fleet movements 65M One sector of space, last six months
Rakar is permanently clouded by perfect blackness. No light enters
or exits the nebula which extends across fourteen systems.
This unique space masks the majority of the Rakars Venues
operations and has caused the people of Rakar to evolve The ports offer the only hospitality for non-Rakarans. The ports
extremely sensitive and large eyes to see in the dim-light host a multitude of facilities. One type of medical therapy is
that even the brightest neon-lights can emit. The race has popular with tourists and those desperate for a cure: Oblivion
also mastered the ability to merge into shadow, making them Six. It as a form of exposure to dark matter that supposedly
extraordinarly good at camouflage. removes all impurities from the body. No medical evidence
Coupled with their metabolic rate which often registers as ‘dead supports this.
matter’ the Rakar are infamous for their infiltrators and spies.
Ships travelling into Rakaran space can quickly get lost as TYPE OF VENUE NAME NAME
navigational instruments are rendered nearly useless. If it Listening Outpost Vannades Isaades
weren’t for the tracking buoys that are located throughout the Barhakes Vaspiades
Parthades Gal Furain
nebula, non-Rakaran ships would not be able to navigate this
Oblivion Salons Six by Six Hodryn Darkness
part of the region.
Obliviate All Spa Void
Bars Candlewatch Well-Lit Sike
Cities of Rakar Orbyn Rora Shadowsfall
What is known of Rakar is limited, but there are several large Hotels Port Sydar Special Blash Stay
Rooms
clusters of production on the planet. Ports in orbit generally Shining Light Companion Chambers
operate as interstellar trade ports with few strangers allowed Regency
onto the planet’s surface.

BOUNTY HUNTER TTRPG


30 MAHINHLNEKLCOT
BOUNTY
HUNTER
BOUNTY

HALCORD MIDMO

Capture

get paid
return
Seek
A Diceless Tabletop Roleplaying Game
HAL: 29-52

Bounty Hunter TTRPG


Bounty: Halcord Midmo, mad genius

By Guy Sclanders
Created by: Guy Sclanders
Developmental Editor: Dominik Danielewicz
Graphic Design: Martin Hughes

For Geekstable: Derrick Greyvensteyn


Original Playtesters: Steven Potter, Imran Shaikh, Zak Oglesby, Brad Hunter, Dominik Danielewicz, Hylton
Stewart, Marie Listopad, Sammy Tongue, Andreas Kapl, Brian Burrel
Community Playtesters: Maxim Starovoitov, Mark Laybolt, Roger Jones, Kevin Berent, Sean Parker, Dawid
Bodora, Alex Heino, Klil H. Neori, Yrekthelas, Yves Dreiling, Andrey Sanin, Echo, Konrad Gut, Kevin Dennis,
Gary Bingham, Gary Gardner, Colin Dunlop, John Leach, Nick Worth, Nathan Teel, Josh Hathaway, Ben Mandryk,
Cameron Frament, Dixon Block, Sophie Dauphinais, Andy Ransom, Vivek Dasmohapatra, Simone Pharoah-Metcalf,
Anthony, Kenny Charters, Chuck Charters, Brandon Burrows, Josh, Pat, MJ, Tom.
Copyright Geekstable Ltd. London, UK 2021

BOUNTY HUNTER TTRPG


2 MAHINHLNEKLCOT
NOTES: This adventure starts with the PCs graduating from the There are 3 Jakaji Teamsters.
Bounty Hunter training facility on Partha and getting their
first bounty. A mad genius who builds AI. They must travel
to Vanna to find the trail. There they learn that the bounty is
JAKAJI TEAMSTER
buying AI crystals to build something huge. When they find

GTINI-3
him on the wreck of a military cruiser, they discover he has AP: 15 Species: Baharresk
built an army designed to destroy half the region. The PCs can
TRAINED SKILLS
be true heroes or just claim the bounty.
Acrobatics, Awareness, Deception, Intimidation, Melee
Text in this block should be Read out Aloud to the PCs. Combat, Ranged Attack, Strength
EQUIPMENT
Text in this block is Critical information that the PCs need to Backpack, Rope, Weapon Ammo - RAN Ammunition
complete the mission. They must get this information to follow
the adventure. WEAPONS
Weapon - Knife, club, axe (melee weapon), Weapon - RAN Pistol
The values used in this adventure assume a party size of 4.
SPECIAL

None

SCENE 1: GRADUATION DAY The PCs can intimidate teamsters into surrendering, or just
shoot their way out. This combat should teach the PCs about
The dojo is hot and stinks of RAN pistol smoke. Several training how combat works. Jakaji and his men will go for embarrassing
AI robots lay about, broken and unmoving. Your trainer Tragador solutions: Using Strength to grab their targets and hold them
Domikin – stands watching over your training. So far, you have into submission for example.
defeated all the robots, breached the inner chamber, and secured Whether the PCs win or lose it does not matter. They’ve
the bounty. Now, you must get the bounty across the courtyard tasted their last training combat.
and into the safe zone. All that stands between you and complet-
ing the bounty hunter training course is Jakjaji – a Barharessk and You all assemble in the great hall – a large chamber decorated
his team. Jakaji is known for being tough on new recruits. with banners from countless bounty hunters hanging on the
walls. One day your own banner will hang here – once you have
achieved a big enough reputation. For now, you stand with the
The team must safely escort their bounty prisoner from the
twelve other bounty hunters who have just earned the right
inner chamber and across the courtyard to a safe zone. Jakaji to call themselves bounty hunters. This is your graduation
is going to try to stop them. ceremony. The old and wrinkled form of Yuguru Dan stands on
Everyone’s weapons are firing modified RAN ammo. It the podium in front of you.
digitally records a hit but does not physical damage.
“Today I am glad. For today I see twelve bright stars join our
cosmos. Welcome bounty hunters. Welcome.”
JAKAJI AGROOKHAN He steps aside and Tragador steps up. He bows courteously to
Yuguru Dan. Then he snarls as he turns to look at you.
AP: 22 Species: Baharresk “Just cause you past ya training, don’t make you bounty hunters.
TRAINED SKILLS You gotta take a bounty. S’only difference is now, you can legally
do it.” He glares at each of you.
Awareness, Computer Acumen, Intimidation, Investigate,
Melee Combat, Psychology, Ranged Attack, Strength, Survival, “What are you waiting for? Go get a bounty!”
Vehicle Operations
EQUIPMENT There is a bounty board in the great hall. A large interactive
Armour – Basic (reduce damage to 0, once per combat), display lists all the known and public bounties in the region.
Manacles – Charged, Tech - Universal Translator, Weapon All the other bounties are quickly snapped up by the other
Ammo - RAN Ammunition (20 shots) hunters leaving only one for the PCs.
WEAPONS WANTED: ALIVE – Halcord Midmo – Trarfye heavy weapons
Weapon - RAN Rifle (deals 7 damage, range of 120 meters), expert. Last known location Vanna, Wun Disha city, Kroshura
Weapon – Sword (deals 5 damage) Baan hotel 3 days ago. Return bounty to any Trarfye Consulate.

SPECIAL
None

BOUNTY: HALCORD MIDMO


WECBNKO MHLOAT 3
The PCs don’t have any more information than that to go
on although you can remind them, they can run a variety of
SCENE 2: VANNA AND THE SCRAPPER
checks on the bounty using the Intergalactic Network (IGN).
If the PCs attempt to do any research on Halcord Midmo: Vanna is a beautiful planet. As you fly through her atmosphere
HAL: 49-54

you are dazzled by fireworks and light displays celebrating a


Computer Acumen: Halcord was a pre-eminent AI heavy
thousand festivals. This is what the planet is like on most days.
robot designer on Fyfen. He has earned awards from all major It isn’t called the party planet for nothing. The Kroshura Baan
academies for his revolutionary methods of designing AI on a stands tall and beautiful before you. Landing is easy, as you’ve
big scale. been assigned docking bay 11-40. The hotel is expecting you and
Hacking: The Kroshura Baan still has him logged as a guest, for an AI escorts you to your rooms.
the next week. And the PCs now also have rooms booked there.
History: He was recently disgraced when his last major project If the PCs start to ask questions about Halcord, let them snoop
– a completely self-controlling AI starship went mad and flew around a bit. The hotel has a bar and lounge called the Pilgrim’s
itself into a star. Pacer. If the PCs ask nicely a waitress or barman might have seen
Halcord talking to a local scrap dealer named Ugat Frolt. He runs
Obscure Lore: He claimed he was sabotaged. But turned his a small business: Frolts Bolts. on the edge of Wun Disha city.
attention to self-controlling AI War machines.
Psychology: Given his numerous blogs and rants on social If any PCs look for more information:
medias, he seems like a man desperate to prove himself right, Charm: Ugat is a mean man with a reputation for getting
at any cost. what he wants. He isn’t to be messed with.
Once the PCs are satisfied, they can leave the training facility. History or Engineering: Frolts Bolts has been in operation
It is located on the planet Partha in Greypan Alliance space for decades under various owners who all claim the last name
They do have a starship. of Frolt when buying the business. It does not sell bolts. It sells
reclaimed military scrap.
The PCs should decide upon a name for their ship. Investigate: Ugat arrived in a brand new VPR Hovercar,
latest model, all the trimmings. He must have just gotten a
ADAMAX T-TYPE CORVETTE massive payout.

Hull PP: 45 Cost: 1500 DC


SPECIFICATIONS SCENE 3: FROLTS BOLTS
Length: 75m Width: 25m Depth: 12m
SHIP MAINTENENCE/CARGO
This part of town is clearly the dodgy side. Unlike most of the
Minimum Crew: 3 Monthly Crew Cost: (200 DC each) city, this is the industrial sector. No festivals here, only dust,
Monthly Upkeep: 30 DC Maximum Cargo: 4 tons grim, and heavy machinery. Frolts Bolts looks like any scrapheap
SHIP SYSTEMS anywhere in the region. A large furnace bellows out black smoke
PP Components at the centre of it.
12 Communications
12 Countermeasures The AI that controls access to the compound will at first deny
17 Movement - Dive Engine the PCs entry, stating that the complex is off-limits due to an
15 Movement - Main Thrusters environmental hazard spill that occurred two weeks ago.
15 Movement - Navigation System As the AI is talking to the PCs:
22 Life Support
13 Scanners READ ALOUD
18 Transponder Unit You see through a large window in the main building inside
WEAPONS the complex a short Trarfye male, who looks like the image of
Halcord, and a human male talking together.
PP Weapon Array MinTarget Range Damage X2 PP
12 RAN Turret - Close to Mid 5 PP 10 PP
The AI is not a combatant AI and will simply step aside if the
12 RAN Turret - Close to Mid 5 PP 10 PP
PCs try to push past.
10 Barratts - Close only 4 PP 8 PP
Getting inside the building can be a series of battles with
Missile Pod*
Frolt Security guards. Run the scene as you see fit, judging
*Ignores Helmsman’s attempt to avoid being hit.
your PCs remaining AP scores.

BOUNTY HUNTER TTRPG


4 MAHINHLNEKLCOT
FROLT SECURITY GUARD FROLT
AP: 14 Species: Human AP: 15 Species: Human
TRAINED SKILLS TRAINED SKILLS

GTINI-5
Acrobatics, Awareness, Deception, Intimidation, Melee Awareness, Computer Acumen, Engineering, Hacking,
Combat, Mounted Weapons, Ranged Attack, Repair, Strength, Investigate, Logic, Obscure Lore, Repair, Science,
Vehicle Operations
EQUIPMENT
EQUIPMENT
Surveillance - Holovid recorder (audio and holovideo), Tech
Armour – Basic (reduce damage to 0, once per combat), - Computer Interface Pad, Tech - Interpersonal Communicator
Weapon Ammo - RAN Ammunition and digital access device, Tech - Long range personal scanner,
300 Deca Credits, Key Card
WEAPONS
WEAPONS
Weapon – Knife (deals 5 damage), Weapon - RAN Rifle (deals 7
damage, range of 120 meters) none
SPECIAL SPECIAL
None None

The PCs should see Halcord and Frolt rushing for the centre of
the complex – to the smelter. When they arrive: AI GUARD BOT
As you force the door to the smelter, heat slams into you AP: 50 Species: AI Tier 5
and several of your suit’s warnings alert you to the extreme
temperatures within this massive chamber. At the far end you TRAINED SKILLS
glimpse Halcord climbing into a shuttle and departing. Standing
Acrobatics, Awareness, Computer Acumen, Engineering,
on the launch pad is Frolt, who instantly turns and raises his Hacking, Intimidation, Logic, Melee Combat, Mounted
hands. “Don’t shoot – I’m unarmed.” Weapons, Ranged Attack, Repair, Science, Stealth, Strength,
He will attempt to bargain with the PCs whilst secretly trying Vehicle Operations
to activate his remaining AI guard bot. EQUIPMENT
Awareness: Frolt is pressing a remote calling device he has
Armor – Basic, Jet Pack, Jet Pack fuel (10 uses), Manacles –
hidden in his sleeve. He also has a Key Card around his neck. standard,
Charm or Intimidation: Halcord bought a rare military Weapon Ammo - RAN Ammunition
grade Adonine Crystal. It is used in AI control mechanisms.
This Adonine crystal was big enough to power a starship. WEAPONS
Psychology: Frolt is trying to buy time. He means to kill the Weapon - RAN Rifle
PCs as his dealings with Halcord are illegal and he will not go
down without a fight. SPECIAL
If the PCs don’t restrain him after seeing him pressing the None
button on his sleeve, he’ll trigger the smelter. Long lines of
conveyor belts begin moving scrap into a massive open furnace
The PCs will most likely want to head for the Garund system.
that turns everything into bright hot liquid metal.
The AI guard bot and Frolt will attempt to throw the PCs onto Navigation: The system has a single habitable planet – Garund
the conveyor belts leading into the furnace. Prime. It has a few ports but is mainly just a refueling station
for cruisers patrolling the upper Rift.
Whatever the outcome of the battle, Frolt has a Key Card Obscure Lore: Halcords AI starship flew into the Garund Star
around his neck which gives entry into his office. ending his career.
Make sure to check which role the PCs will take about their
A search of his office reveals a shipping manifest: The Oroko – a
ship – who is the in the captain’s role, the pilot’s role, the
hauler left this morning for the Garund Prime – a small planet
near the edge of the Kajar Rift Trench, and near the border tactical role, and the engineers role. Refresh the PCs minds if
with the Greypan Alliance. On board is the Adonine Crystal that they have forgotten what those roles mean.
Halcord purchased for 1800 DC. The orders indicate the ship will
be contacted when it arrives in the Garund system.

BOUNTY: HALCORD MIDMO


WECBNKO MHLOAT 5
HAL: 69-56

SCENE 4: THE GARUND SYSTEM WEAPONS


PP Weapon Array MinTarget Range Damage X2 PP
6 RAN Turret - Close to Mid 5 PP 10 PP
The moment your ship reforms after the Dive jump, your senses
tingle. The Garund system is a silhouette of planets as the Kajar
Rift burns across the entire backdrop – its burning plasma storms
orange and red, and uncomfortably bright, even this far away. Once the PCs have destroyed the last fighter, Halcord will contact
the PCs. His ship – AI Control TX 02 Beta – is at long range.
Hopefully, someone will run a scan for the Oroko. If they do not,
have them come under attack by the fighters straight away. “I’m so delighted you are good bounty hunters. I’d hate it if they
Three single-man fighters will attack the PCs ship. They send inferior stock to bring me in. You should know, you are too
won’t respond to hails. Scans reveal a single Trarfye pilot each. late! Soon, the region will know my genius. I was right! Now, if you
attempt to board my ship, know this – I’ll kill you all!”

The communication ends. His ship as at long range and


STINGER FIGHTERS appears to be a floating wreck.
Hull PP: 12 Engineering: This is the original warship Halcord designed,
Cost: 1500 DC although it appears to be mostly off-line and severely damaged.
SPECIFICATIONS Logic: Halcord needed programming from this ship to complete
Length: 14m Width: 12m Depth: 4m a new project, as restoring the ship would be impossible.
SHIP MAINTENENCE/CARGO Psychology: Halcord was nervous. He has not finished what he
Minimum Crew: 1 Monthly Crew Cost: (200 DC each) needs to and is hoping to scare the PCs off.
Monthly Upkeep: 18 DC Maximum Cargo: 150 kgs Stealth: It would be possible to land the PCs ship inside the
SHIP SYSTEMS wreck without anyone noticing, find an airlock and infiltrate
PP Components
the ship.
8 Communications
8 Countermeasures The wreck has no weapons but does appear to have many AI
8 Movement - Dive Engine robots moving about inside it. However, there are two sections
of the ship that are receiving massive amounts of power: The
8 Movement - Main Thrusters
bridge and the cargo hold.
8 Movement - Navigation System The Oroko is docked alongside the ship. She is not armed and
8 Life Support poses no threat.
8 Scanners
8 Transponder Unit

BOUNTY HUNTER TTRPG


6 MAHINHLNEKLCOT
SCENE 5: BOARDING To get across the PCs will need to be inventive or have a rope.
If the PCs have a rope, they only need to overcome three of the
THE TX 02 BETA below challenges. Without rope they must face all five.
Awareness: There is a large collection of sharp metal shards
To dock the ship will require the PCs to work together with their

GTINI-7
that must be avoided. If the PCs do not use Awareness, one of
starship performing the following actions: them takes 2 AP damage.
Engineering: Locate a suitably strong enough airlock to clamp Craft: The PC secures cables together in a plat and forges a
onto so the PCs can board the ship. rope (if they do not already have a rope). They can cross the
Repair: Understand which parts of the TX 02 Beta are safe for use. rift in 4 rounds. Without craft, all the PCs suffer 2 AP damage
Science: Keep the ships emissions low enough that the TX 02 from exertion.
Beta cannot detect them. Engineering: Understanding how the deck was destroyed the
Stealth: Drift the ship in such a way that it appears to be salvage. PC works out where it is safe to step. Without the check one
of the PCs takes 4 AP damage as they step on unstable ground
Vehicle Operations: Pilot the ship inside the hulk of the
and nearly plunge into the chasm.
TX 02 Beta
Martial Arts: Using mind over matter, and extreme poses, the
You lock down the engines and the airlock registers breathable PC can allow others to move across them by acting as a bridge.
atmosphere on the other side. You are now attached to the TX 02 Without it, one PC takes 3 AP damage from slipping.
Beta. Since they don’t know, or care, that you’re here, the airlock
will open without a problem. Question is: where is Halcord? The
Medicine: Knowing that sharp edges can be dangerous the PC
power is still being routed to the bridge and the hold.
advices their fellow bounty hunters on how to avoid cutting
themselves as they cross.
If the PCs head for either location, they are interrupted by two Once the PCs have made it to the other side, they can continue.
options or both (your choice):

THE CHASM THE SCRAPPER BOTS


As the PCs make their way towards their destination, they You make your way slowly through the bowels of the ship. Pipes
come across a section of the wreck that has a massive fissure leak hot putrid coolant liquids onto the deck, lights flicker erratically,
and ominous groans suddenly disrupt the stillness of the wreck.
splitting the deck in half.
Just then you hear it: a buzzing, whining sound. A moment later the
panel on the wall next to you glows red and dissolves. A bot, about
A massive rent in the ship has caused a rift at least 20 meters
the size of your fist, is left in the hole it has made. Its laser cutter
wide, and dozens of decks deep. Crossing is going to be
blinking red; a warning it is about to discharge. The bots normally
difficult, as the few pieces of decking remaining in place hang
don’t target sentient beings… normally.
dangerously and could come lose at any moment.
If any PC has armor on, then the bots will detect the metals in
the armor and attack.
There are 8 of scrappers that will appear out of the walls.
Once a scrapper has got down to 2 AP it will withdraw to go and
recharge.

SCRAPPER BOT
AP: 7 Species: Tier 1 AI Robot
TRAINED SKILLS
Awareness, Computer Acumen, Engineering, Ranged Attack,
Repair, Science,
EQUIPMENT
none
WEAPONS
Laser Cutter (deals 4 AP damage, range of 10 meters)
SPECIAL
None

BOUNTY: HALCORD MIDMO


WECBNKO MHLOAT 7
SCENE 6: WORKING TERMINAL Hacking: A 3 times Repeated skill check the PC can change one
of the following – per hacking attempt:
Before the PCs arrive at their destination, they pass one of the of- • The target world must still be a world (Navigation check to
ficers’ rooms. A terminal has power and information is displayed. find empty world)
HAL: 89-58

• The launch time can be changed to 20 minutes (currently


Halcord has built a dozen Crawler Tanks. Each one powerful 10 minutes)
enough to level a city. The tanks are not yet finished, however. There are a total of six AI Combat robots. However, they will
Each requires a piece of the Adonine crystal to be installed. The
only response in pairs of 2.
crystal is already in the loading back, which is where the tanks
are. Each tank is fully self-aware and can make Dive jumps! They
could be launched here and attack any system in the region with
devastating effect.
AI COMBAT ROBOT
Halcord appears to be on the bridge communicating with
something. AP: 10 Species: AI Tier 5
TRAINED SKILLS
The PCs will either head for Halcord or for the cargo hold.
Acrobatics, Awareness, Computer Acumen, Engineering,
Hacking, Intimidation, Investigate, Logic, Melee Combat,
THE BRIDGE: HALCORD ESCAPES Mounted Weapons, Ranged Attack, Repair, Science, Stealth,
Strength, Vehicle Operations
The PCs reach the bridge.
EQUIPMENT
You burst in through the doors. Halcord turns and begins to Armor – Basic, Jet Pack, Jet Pack fuel (10 uses), Manacles –
laugh. “Always one step behind.” He presses a button and is
standard, Weapon Ammo - RAN Ammunition,
surrounded by sparkling light. A moment later he vanishes.
His left arm thumps onto the deck, leaking blood. It has been WEAPONS
severed off at the elbow. There is no sign of Halcord. Suddenly
his shuttle breaks away from the wreck of the TX 02 Beta. It is Weapon - RAN Rifle
leaking plasma – he must have forgotten to seal his recharge SPECIAL
couplings before leaving.
None
(If the PCs have not gone to the hold, or the tanks still exist)
A panel on the bridge indicates that the Adonine crystals are
now installed. The tanks will boot up in 10 minutes. Each tank Once the PCs have got to the control room, they can easily set
has a destination programmed: Most of the worlds within the the tanks to explode. The tanks will detonate in 5 minutes. The
Greypan Alliance! PCs will have to run to escape in time.
The PCs must succeed at the following actions as they run
through the ship. Only one PC needs to use the action. That PC
THE HOLD: TANKS VERY MUCH spends 0 AP to do so. The other PCs all take 1 AP damage.
The PCs arrive at the hold. Engineering: Understanding how the ship works let you find
the shorted route back to your ship.
The massive hold contains 10 large crawler tanks. Currently each
Logic: Realizing that ships are built on specific designs allows
one is in the final phases of booting. In a few moments, each
tank will be able to leave the ship and dive jump to its target.
you to expect what is coming up.
Each tank is connected to a charging station, as well as a digital Navigation: Although the signs for most places are destroyed,
transfer coupling cable. Moving between each tank are several you can make out safety lights and lines leading to the airlock.
military grade AI Security guards.
Strength: You push yourself to run faster.

The PCs will hopefully get inventive and attempt to sneak IF THE PCS DESTROYED THE TANKS:
into the control station to cause a power surge to destroy the You scramble onto your ship. Airlock sealed, thrusters engaged
tanks. Alternatively, they could try to Hack into the digital and a moment later your ship slips out of the wreck of the TX 02
transfer coupling cable and prevent the tanks from booting up. Beta. Not a moment later the hold explodes.
IF THE PCS DID NOT DESTROY THE TANKS:
Stealth: A Repeated Skill attempt, 5 attempts. Each character
You scramble onto your ship. Airlock sealed, thrusters engaged
uses a stealth action avoids alerting an AI guard. Each one who
and a moment later your ship slips out of the wreck of the TX 02
does not, is attacked by a security bot. Beta. Not a moment later ten tanks eject from the hold. Like a
Computer Acumen: The targets of each tank can be swarm they move out and then quietly and quickly make a dive,
downloaded. It could be useful evidence. heading for their targets.
Engineering: Sending a surge of power up the charge cable
might destroy the tanks. To do that, you need to access the
control room at the end of the hanger.

BOUNTY HUNTER TTRPG


8 MAHINHLNEKLCOT
SCENE 7: A SMALL MOON SCENE 8: REWARD
Luckily, Halcoms shuttle has left a clear plasma trail. It is The nearest Trarfye consulate is on Duran V.
easy to follow. It leads directly to the seventh moon orbiting If the PCs destroyed the tanks and Halcord is alive – their

GTINI-9
Garund Prime. The moon is bare except for a small Trarfye reward is (number of PCs x 10) + 860 Deca credits.
observation station. If the PCs did not destroy the tanks – The Greypan Alliance is
The station has one life-sign aboard it. in a state of war as the crawlers have begun destroying cities.
The PCs will have to divert to Independent space and head to
The station doors hiss open as you engage the airlock. The air is Demis. The reward is then (number of PCs x 10) + 360 Deca
fresh and smells faintly of Karioke Green Gum trees. You become credits (If Halcord is alive).
aware that the sensors are all watching your approach. A thin If Halcord is dead, deduct 150 Deca credits.
voice, Halcord’s voice, suddenly breaks the silence: “I’m rich! Let’s
The PCs all gain 1 Reputation point for their efforts. They
talk about this. I mean, I don’t have – they fired me! I didn’t want
to leave! But they made me. It was sabotage! Sabotage!”
gain a bonus reputation point if they destroyed the tanks.

The PCs can make their way to the center of the station. If the
PCs have 15 or more AP each, feel free to add in more AI robots
for them to fight.
Halcord is sitting in a chair holding a PHASE pistol in his hand.

IF THE PCS DESTROYED THE TANKS


Halcord looks at you. “Seems they sent the best huh?” Too bad.
He puts the PHASE pistol to his head and pulls the trigger. The
weapon makes a sharp beep. “Oh yeah. It is coded not to kill me.
But… it’ll kill you!” He shrieks as he points and fires at you.
IF THE PCS DID NOT DESTROY THE TANKS
He smiles. “By now, my crawlers have reached their destination.
And the Greypan Alliance and their sabotaging ways will cry out
my genius. The tanks are unstoppable. The most advanced AI ever
made. My tanks. MINE!” He pulls a Phase pistol and will try to take
out the PCs.

Halcord will try to get himself killed, one way or another.

HALCORD MIDMO
AP: 35 Species: Trarfye
TRAINED SKILLS
Awareness, Charm, Computer Acumen, Engineering, Hacking,
Investigate, Logic, Melee Combat, Mounted Weapons,
Psychology, Ranged Attack, Vehicle Operations
EQUIPMENT
Armor – Basic (aborbs all damage from the first hit in this
scene), Tech - Computer Interface Pad, Tech - Universal
Translator
WEAPONS
PHASE Pistol (deals 10 AP damage, has a range of 15 meters)
Has 5 shots left
SPECIAL
None

BOUNTY: HALCORD MIDMO


WECBNKO MHLOAT 9
BOUNTY
A Diceless Tabletop Roleplaying Game
B:C 127-112

HUNTER

RULE BOOK
HUNTARI REGION
BOUNTY : HALCORD MIDMO
This omnibus contains all three booklets needed to start playing the Bounty Seek
Hunter TTRPG today! The Core Rules will give you the rules that unlock the
dark and deadly game of the Hunter. Learn how to conduct epic space combat Capture
and create awesome bounties for your table to track down. The Huntari return
Region is a setting book packed with planets, extra starships, hundreds of get paid
names for NPCs, hotels, taverns, and unique venues to set your bounties in.
A section is dedicated to expanding upon the alien species that the players
have access to. Bounty: Halcord Midmo, Mad Genius is an introductory
adventure for four to five players and takes them from the training halls of
the Bounty Hunter guild out into deep space to stop a madman intent on
destroying all life in the galaxy!

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