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SW Build Bounty Hunter Assassin

Star Wars – Character Builds

FFG – Bounty Hunter Assassin

Here is a series of articles walking through the character creation process of Characters in the Fantasy Flight Games (FFG) Star Wars system. It will contain notes about why certain choices were made for the campaign it was built for as well as a complete stat block that can be used to run the character in a game session.

Step 1 – Background

For this character the selected background elements were Middle-Class Struggles where they were from a family of Armourers, without their tools, equipment or materials to conduct their craft. Thanks to the family of the Survivalist in the group failing to get all of that to a transport off Mandalore during the clan’s evacuation during the reign of the Jedi terrorist Maul.

The other aspect was Opportunity Knocks having made a windfall and investing it in himself to get ahead in the world.

  • Attribute – Background – Middle Class Struggles
    • Codemane – Samekh, Zayin, Heth, Teth and Yodh
    • Starting Credits +1,000 Starting Obligation +5 to Family
    • Storyline Hook – Your relation to the clan is solid, your family survived the purge and exodis and landed on their feet. When they heard the call, it was hard to pull away from your new life and join the rest of the clans, but you did, though you know many who did not.
  • Attribute – Background – Opporunity Knocks
    • Increase Family by 10 (gaining 2,500 credits)
    • Storyhook – You have a chance to get ahead, as long as you take the chance and make something oif yourself.

Note: Normally additional obligation and experience is not gained in this step, as part of the narrative for the storyline, characters have gained these optional boosts with the backstory.

Step 2 – Obligation

All characters start with two base obligations for their characters. This is setting the scene and tone for the campaign.

  • Attribute – Obligations
    • Family (starts at 5) Your working to keep the clan alive, what ever money you make you intend to put back into the clan who shelter and keep you alive.
    • Oath (starts at 5) You oath of service to the clan has brought you much in the way of chances. It has lead to you becoming a trusted member of the clan, as long as you keep to the oath.

Step 3 – Species

All orignial characters are part of the Mandalorian race.

  • Attributes – Racial – Mandalorian Human
    • Brawn – 2
    • Agility – 2
    • Intellect – 2
    • Cunning – 2
    • Willpower – 2
    • Presence – 2
    • Wound Threshold – 11 + Brawn
    • Strain Threshold – 10 + Willpower
    • Starting Experience – 105 XP
    • Starting options – One rank in a combat skill of their choice or two ranks in knowledge skills of their choice. Starting characters cannot have skills higher than rank 2. Knowledge (Underworld, Xenology)

This was limited for story reasons having the group being formed from those who show promise in the clan, but are not their best and brightest.

Step 4 – Career

For this storyline, the orignial characters are all bounty hunters.

  • Attributes – Career – Bounty Hunter
    • Career Skills – Athletics (B), Brawl (B), Perception (C), Piloting – Planetary (A), Piloting – Space (A), Ranged – Heavy (A), Streetwise (C), Vigilance (W)
    • Starting Characer gains one rank in four career skills of thier choice.
    • Starting Character chooses one of the following specialisations for free: Assassin, Gadgeteer, Martial Artist, Operator, Skip Tracer, Survivalist

Bounty Hunter Story to be selected as part of session 2

Step 5 – Specialisation

  • Attributes – Specialisation – Assassin
    • Career Skills – Melee (B), Ranged – Heavy (A), Skulduggery (C), Stealth (A)
    • Starting Character gains one rank in two career skills of their choice.

Step 6 – Attributes

Normally for this step characters would invest in Attributes, Skills, Talents and the Force. But as part of the storyline about not been the best and brightest, I am having them start with being the Best in one attribute and Stronger than most in another.

  • Atrtibute – Starting XP – Best in Precensce
    • Starting Presence is 4
  • Attribute – Starting XP – Strong in Brawn
    • Starting Brawn is 3

Step 7 – Derived Attributes

  • Attribute – Wound Threshold
    • 11+ Starting brawn + talents
  • Attribute – Strain Threshold
    • 10+ Starting willpower + talents
  • Attribute – Defence
    • Ranged Defence 0
    • Melee Defence 0
  • Attribute – Soak Value
    • Brawn + Talant + Gear

Step 8 – Motivations

Each of the characters has one motivation to choose and gains an additional motivation as a campaign motivation. Motivations are sorted out at the end of each part of a story chapter. This could be 1 to 5 sessions.

  • Attribute – Motivations
    • Team Player – So seek to expand your skills to complement those naturally gifted in your team strenthening you ability to work together.
      • A Character earns +5 XP if their skills in their best attribute are lower than those who are average in that skill
      • A Character earns +5 XP if their average attribute based skills are higher rank than those who are strong or best in those attributes.
    • Players choice.

Step 9 – Gear and Appearance

  • Starting Credits – 500 + 1000 + 2500 = 4,000
  • Spent – 4,000 – All spent
    • 50 Backpack, 50 Binders x2, 400 Blster Pistol = 500
    • 25 Breath Mask, 75 Datapad, 250 Electrobinoculars, 150 Scanner Goggles = 500
    • 500 force pike, 500 general purpose scanner = 1,000
    • 400 medpac, 500 padded armour, 100 ration packs x20 = 1,000
    • 300 Stun Grenades, 25 Utility Belt, 50 climbing gear, 25 Extra Reload , 100 Stimpack x4 = 500
    • 250 Vibroknife x2
  • Weight – 23/(21 if Armour Worn) – Fraction Items for every 10 items it adds an additional 1 encumbrance
    • Fraction Items (29) – Backpack, Binders (2), Ration Packs (20), Scanner Goggles, Stimpack (4), Utility Belt
    • En 1 items (12) – Blaster Pistol, Breath Mask, Climbing Gear, Datapad, Electrobinoculars, Extra Reload, Stun Grenades (4), Vibroknife (2)
    • En 2 items (2) General Purpose Scanner, Medpac
    • En 3 items (1) Force Pike
    • Note Padded Armour has Enc 2 if not worn
  • TaggeCo – Backpack Encumbrance: -, Price: 50 credits, Rarity: 0
    • Backpacks increase the character’s encumbrance threshold by 4.
  • Bind-1 – Binders Encumbrance: -, Price: 25 credits, Rarity: 0
    • Breaking free of binders is often a matter of either sheer brawn or impressive agility and flexibility. The difficulty of each restraint is different depending on make and model, but the most common restraints require a Daunting (♦♦♦♦) Athletics or Coordination check to escape.
  • SE-14C – Blaster Pistol Skill: Ranged – Light, Damage: 6, Crit: 3, Range: Medium, Encumbrance: 1, Hard Points: 3, Price: 400 credits, Rarity: 4, Special Qualities: Stun Setting
  • Roamer-6 – Breath Mask Encumbrance: 1, Price: 25 credits, Rarity: 1
  • Basic – Climbing Gear Encumbrance: 1, Price: 50 credits, Rarity: 2
  • TaggeCo – Datapad Encumbrance: 1, Price: 75 credits, Rarity: 1
  • Model 3 Imperial Army – ElectrobinocularsEncumbrance: 1, Price: 250 credits, Rarity: 1
    • Electrobinoculars allow the user to see normally in low light or extremely bright conditions, and can magnify targets up to ten kilometers away. When using electrobinoculars, characters may also remove up to ■ (Setback) imposed due to long range or poor light.
  • BlasTech – Extra Reload Encumbrance: 1, Price: 25 credits, Rarity: 1
    • Extra reloads allow characters to ignore an “out of ammo” Despair result with a ranged weapon. By spending a maneuver, they may reload their weapons and get back in the fight.
  • Controller FP – Force Pike Skill: Melee, Damage: +3, Crit: 2, Range: Engaged, Encumbrance: 3, Hard Points: 3, Price: 500 credits, Rarity: 4, Special Qualities: Pierce 2, Stun Setting
    • Note: When used with its Stun Setting, a Force Pike does not benefit from the Pierce 2 Quality. Force pikes require two hands to wield.
  • GenScan – General Purpose Scanner Encumbrance: 2, Price: 500 credits, Rarity: 3
  • First Responder – Medpac Encumbrance: 2, Price: 400 credits, Rarity: 2
    • This medpac allows the user to perform relatively complicated medical procedures in the field, and can rival the infirmaries on smaller starships. It allows characters to attempt to heal others using Medicine checks without penalty as described on ee-cr page 219, and additionally grants a □ (boost) on all attempts. In addition, the internal stim storage grants the user the equivalent of one stimpack per scene (although the GM can rule the device has run out of stims if the supplies are used continuously).
  • Protector X – Padded Armour Defence: 0, Soak: 2, Encumbrance: 2 (or 0 if worn), Hard Points: 0, Price: 500 credits, Rarity: 1
  • Imperial Army – Ration Pack Encumbrance: -, Price: 5 credits, Rarity: 0
  • Luminator – Scanner Goggles Encumbrance: -, Price: 150 credits, Rarity: 3
  • Athakam MedTech – Stimpack Encumbrance: -, Price: 25 credits, Rarity: 1
    • It takes a maneuver for a character to inject a stimpack in himself or another. Stimpacks are one-use items, and automatically heal 5 wounds. Characters can use stimpacks more than once, but each use heals one less wound (so the second use heals four, the third use heals three, and so on). The sixth stimpack heals no wounds – the character is already oversaturated with the medicine for it to have any effect. It takes a day for the character’s body to process the stimpacks and for him to be able to use them at full effectiveness. See ee-cr page 220 for more information.
  • C-10 – Stun Grenade Skill: Ranged – Light, Damage: 8, Crit: NA, Range: Short, Encumbrance: 1, Hard Points: 0, Price: 75 credits, Rarity: 4, Special Qualities: Blast 8, Disorient 3, Limited Ammo 1, Stun Damage
  • TaggeCo – Utility Belt Encumbrance: -, Price: 25 credits, Rarity: 0
    • Utility belts increase the character’s encumbrance threshold by 1.
  • Treppus-2 – Vibroknife Skill: Melee, Damage: +1, Crit: 2, Range: Engaged, Encumbrance: 1, Hard Points: 2, Price: 250 credits, Rarity: 3, Special Qualities: Pierce 2, Vicious 1

Session 2 – Assassin

Choose reason for accepting the bounty hunter story.

  • Aggression – There are those in the galaxy who just need to hit people, or do something both active and dangerous. Marching in ranks and following orders doesn’t suit them but beating some one into unconciousness before handing them over for a paycheck certainly does. Such a Hunter may have washed out of Military Service, or decided to run from assault charges (or worse) and this seemed like a good fallback plan.
  • Disgrace – Utter failure or a terrible tragedy might well drive him to seek a career that takes him away from his former life. Tracking criminals across the galaxy, he can build a completely different life and reputation for himself, hoepfully leaving his past behind him. However, he may not be so lucky.
  • Honour – Some people find that the law they serve is being trod upon by the very people for whom they work. Others watch corruption and tyranny crush everyone around them, and they come to decide they’ve had enough. Such a Bounty Hunter may have been a law enforcement agent, or perhaps just someone who decided enough was enough. he’s decided to defend justice and the law in his own way, perhaps even against those he once served.
  • Legacy – Perhaps his father – and his father’s father – was a bounty hunter, and he’s chosen to follow the family tradition. It could be that he is from a culture that reveres those who track transgressors, or that an honoured friend wanted to pass his skills along to someone. Whatever the source, such a bounty hunter tends to view the traditions of the trade with great reverence and respect.
  • Revenge – Many bounty hunters get into the business as a means to achieving revenge against someone (or a group) that has otherwise escaped justice. Their initial motives are very personal, usually due to the loss of something or someone precious to them. once justice is achieved, however, a person who has trained and practiced such skills and talents will often discover this is now his path.
  • Remaining Credits from Character Creation – 0
    • GM Added 2nd Vibroknife
  • Credits Earned during mission 50
  • Credits spent?
  • Starting Credits d100 = 119 cr
  • Character Bounty Hunter Story
  • Character Chosen Motivation – see Selecting Motivation
  • Family Codename – Octus Yodh
  • XP Available 15
    • Skills – Piloting (A) Space, Ranged (A) Heavy
    • Talents – Lethal Blows (Tier 1)

Session 9 Updates

  • Character has spent 15 XP (5 overspent and deducted from next update)
  • Added Abilities Stalker and Quickstrike

Session 12 Updates

  • Character has 5 XP to spend on this Session.
  • How was Motivation No Collateral Damage achieved? 5 XP
  • Family Team Member Bonus – 10 XP

Questions and Answers as the Start of the session.

  1. Who are you – Assistance to law enforcement, a vigilante who protects the little guy.
  2. What do you want – To get the Clan back to its former glory.
  3. Whom do your serve – Clan and fellow Mandalorians, helping those in need.
  4. Where do your loyalties lie – To the Clan.
  5. What was your last bounty – collected Solo that granted you the right to become a member of the Elrood Bounty Hunters Guild – Spice drug maker Allister Crumb, Rodian making poor stuff to sell on the market. Alive.
  6. What was your defining moment is the last six months away from your clan – Crime rate has gone down.
  7. What Upgrades have you selected – Streetwise Rank 2 (10XP), Ranged – Light Rank 1 (10XP)
  8. What are you Accredited for with the Empire? Pistols (becomes Bounty Hunter, Vehicles, Spacecraft, Light Ranged Weapons, Heavy Ranged Weapons, Ranger ID)
  9. Do you keep your Bounty Hunter licence – yes.
  10. How much money do you send to your family – 5% kept, gained 100 cr and Obligation to family reduced 19 points.

Current Build

Kelid – Octus Yodh

Ross [PC]

  • Mandalorian Male Bounty Hunter Assassin
  • Background – Middle-Class Struggles – Opportunity Knocks
  • Motivation – Team Players
  • Obligation
    • Family 1
    • Oath 5
  • XP Total – 140
    • Starting (105)
    • Session 9 (15)
    • Session 12 (20)

Description: From a family of Armourers, without their tools, equipment or materials to conduct their craft. Thanks to the family of the Survivalist in the group failing to get all of that to a transport off Mandalore during the clan’s evacuation during the reign of the Jedi terrorist Maul. Made a windfall and investing it in himself to get ahead in the world.

(B)rawn 3 – (A)gility 2 – (I)ntellect 2 –
(C)unning 2 – (W)illpower 2 – (P)resence 4

  • Soak Value – 3 (5 with Armour on)
  • Wound Threshold – 14
  • Strain Threshold – 12
  • Ranged Defence – 0
  • Melee Defence – 0
  • Skills
    • General – Perception (C) 1, Piloting (A) – (Planetary 1, Space 1), Skulduggery (C) 1, Stealth (A) 1, Streetwise (C) 2, Vigilance (W) 1
    • Combat – Ranged (A) – (Heavy 1, Light 1)
    • Knowledge (I) – (Underworld 1, Xenology 1)
  • Talents (1) –
  • Abilities (#) –

Equipment (#) – Enc up to 13 – 7 points over the maximum weight. 10 setback dice to Brawn and Agility checks, no free maneuver

  • Weight – 23/(21 if Armour Worn) – Fraction Items for every 10 items it adds an additional 1 encumbrance
    • Fraction Items (29) – Backpack, Binders (2), Ration Packs (20), Scanner Goggles, Stimpack (4), Utility Belt
    • En 1 items (12) – Blaster Pistol, Breath Mask, Climbing Gear, Datapad, Electrobinoculars, Extra Reload, Stun Grenades (4), Vibroknife (2)
    • En 2 items (2) General Purpose Scanner, Medpac
    • En 3 items (1) Force Pike
    • Note Padded Armour has Enc 2 if not worn
  • Notes (#)
    • Career Skills – Athletics (B), Brawl (B), Melee (B), Perception (C), Piloting – Planetary (A), Piloting – Space (A), Ranged – Heavy (A), Skulduggery (C), Stealth (A), Streetwise (C), Vigilance (W)
    • Chapter 1 – 50 credits / 100 credits.
    • Empire ID – Bounty Hunter, Vehicles, Spacecraft, Light Ranged Weapons, Heavy Ranged Weapons, Ranger ID

References:

  • ee-cr – Edge of the Empire – Core Rules (sw-ffg-ee-cr)
  • Blast (Active) The weapon has a large spread, an explosive blast, or similar area of effect, like the detonation of a grenade or a warhead fired from a missile launcher. If the attack is successful and Blast activates, each character (friend or foe) Engaged with the original target suffers wounds equal to the weapon’s Blast rating (plus an additional wound per Success as usual).
    • In a relatively small and enclosed area, the Game Master might decide that everyone in the room suffers damage.
    • If the Blast quality doesn’t activate, the ordnance still detonates, but bad luck or poor aim on the part of the firer (or quick reactions on the part of the victims) means the explosion may not catch anyone else in its radius. However, the user may also trigger Blast if the attack misses, by spending (three advantages). In this case, the original target and every target engaged with the original target suffers damage equal to the Blast rating of the weapon.
  • Disorient (Active) A weapon with Disorient can daze an opponent. When Disorient is triggered, the target is disoriented (see ee-cr page 218) for a number of rounds equal to the weapon’s Disorient rating. A disoriented target adds (one setback dice) to all skill checks he performs.
  • Limited Ammo (Passive) Some weapons fire particularly large or complex projectiles that cost significant amounts of credits, or are themselves a complete weapon that once launched is expended. A weapon with the Limited Ammo quality may be used to make a number of attacks equal to its Limited Ammo rating before it must be reloaded with a maneuver. In addition, each shot expends one of a limited number of rounds of ammo, which must be purchased or otherwise obtained before the weapon can be used. This also applies to grenades and other “one use” weapons which have the Limited Ammo 1 quality (here, the user is not “reloading” the grenade, but drawing another to use — but mechanically they are equivalent).
  • Pierce (Passive) – An attack made with this weapon ignores one point of soak for each rank of Pierce. If the weapon has more ranks of Pierce than the target’s total soak, it completely ignores the target’s soak. For example, Pierce 3 against a soak of 2 ignores 2 points of soak, but the extra “point” of Pierce has no further effect.
  • Stun Damage/Setting (Passive) Some weapons deal Stun damage instead of regular damage. In this case, the weapon deals damage as strain instead of wounds. This damage is still reduced by a target’s soak.
    • A variant of this is a Stun setting. As a free action, the wielder can choose to switch the setting of his weapon to “Stun.” In this case, it does stun damage as described above. When weapons with a stun setting are used to deal stun damage, their range changes to short and cannot be increased.
  • Vicious (Passive) When this weapon scores a critical injury or hit, the character adds ten times the Vicious rating to the critical roll. With Vicious 3, for example, the victim adds +30 to his critical hit result.

Content Updates

  • 2021-09-22 – Updated after the session with results.
  • 2021-09-21 – Update for End of Season One, Session 12.
  • 2021-04-23 – Added in some information for characters to complete before session 3.
  • 2021-04-18 – Updated equipment and contents ready for session 2.
  • 2021-04-17 – Updating the character info.
  • 2021-04-13 – Fixing links and headings.
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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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