Basic Bounties

Rules of the Game

Basic Bounties

Postby Dapper Dog » Fri Jun 02, 2017 2:36 pm

Basic Bounty Structure

There is a three part structure to the basic bounties, once accepted the players have to do Investigation, the Hunt, and the Bounty itself. This is broken down into three rolls that can be done as a team or a Bounty Hunter can do solo. Basic bounties at a minimum takes three time slots; one time slot to do the Investigation, one time slot to do the Hunt and Bounty, and a final time slot to turn in the bounty.

Investigation: The player makes a Knowledge Underworld (Intellect) or Streetwise (Cunning) check versus the difficulty of the Bounty, this is typically Average. Success on this roll allows the player to get useful information to track down the bounty and may move to the next step, the Hunt.

Threat on the roll deals strain while Advantage can grant boost die per every two advantage to the Hunt roll. A Despair increases the difficulty of the Hunt check by one. Triumph reduces the Difficulty of the Hunt roll by one. This step can be retried but the difficulty is increased by one each time this is done and takes another time slot.

The Hunt: The Player makes a Survival Cunning) or Stealth (Agility) check versus the difficulty of the Bounty, possibly modified by the Investigation roll. Success on this roll means the Bounty has been found and the player may move onto the next step the Bounty.

Threat on the roll deals strain while Advantage can grant boost die per every two advantage to the Hunt roll. A Despair increases the difficulty of the Bounty check by one. Triumph reduces the Difficulty of the Bounty roll by one. This step can be retried but the difficulty is increased by one each time this is done and takes another time slot.

The Bounty: The final stage of the Bounty, this requires either a Combat skill roll or a Social skill roll depending on the goal of the bounty. Capture bounties can be resolved with a Combat skill roll, increase the difficulty by one for taking alive, or Coercion (Willpower) or Deception (Cunning) roll to convince the target to come quietly. Kill bounties are resolved with a Combat skill roll. Success on this roll means the Bounty is a success.

Threat on the roll deals strain while Advantage can recover strain, one advantage per strain. A Despair will be adjudicated by the GM at this stage. Triumph at this stage will be worked out with a player. This step can be done as an Assisted Check. Failure on the Hunt means the bounty escapes and goes to ground and has gotten away.

If the Bounty is successful then the Bounty Hunter has one more step to turn in the bounty.
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Re: Basic Bounties

Postby Dapper Dog » Fri Jun 02, 2017 3:04 pm

Bounties and the Force

If you want to use a Force Power for a step, we can cross that bridge when we come to it, in general they work as listed. So you could use Seek for the Hunt portion for an example. Consult a GM if you have questions.

Also normal Force Users, not Sith trained, generate conflict when they kill people in pursuit of a bounty. This amounts to 5 conflict for pre-meditated murder, so keep that in mind. Sith trained or Dark side Force Users do suffer conflict if they choose to take a bounty back alive when they have the option to kill, again 5 conflict.
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