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<blockquote data-quote="Ralts Bloodthorne" data-source="post: 1833640" data-attributes="member: 6390"><p style="text-align: center"><span style="font-size: 18px"><span style="color: limegreen">THE BOUNTY HUNTER'S GUILD</span></span></p> <p style="text-align: center"><span style="font-size: 18px"><span style="color: limegreen"></span></span></p> <p style="text-align: center"><span style="font-size: 18px"><span style="color: limegreen">WANTS YOU!</span></span></p> <p style="text-align: center"><span style="font-size: 18px"></span></p> <p style="text-align: center"><span style="font-size: 18px"><span style="color: lightblue">JOIN THE MAGISTRATE CORPS</span></span></p> <p style="text-align: center"><span style="font-size: 18px"><span style="color: lightblue"></span></span></p> <p style="text-align: center"><span style="font-size: 18px"><span style="color: lightblue">SEE THE CONFEDERACY!</span></span></p><p></p><p>With the sheer size, and the relative newness of the Terran Confederacy, maintaining law and order is a huge job. For the most part it is handled by local planetary law enforcement, or even system law enforcement, but when a fugitive or a suspect leaves a planetary or system government's sphere of influence, someone has to track them down.</p><p></p><p>This is the real of the Confederate Magistrate and the Bounty Hunter's Guild. They catch the crooks that seem above the law, track and apprehend the most dangerous criminals, and find the best hidden thugs in thier lair.</p><p></p><p>Heavily armed, with simple yet draconian laws to oversee thier actions, the Bounty Hunter's Guild is opened to everyone who can pass the test, while the Magistrates are the elite enforcement arm.</p><p></p><p><strong>Tracer (Bounty Hunter's Guild)</strong></p><p>The Tracer tracks and carries through whatever is listed on the Confederate warrant. Since it requires a guild-liscense to purchase the warrant, there are no non-guild bounty-hunters plying the spaceways and hunting the asteriod fields.</p><p></p><p>A Tracer is a professional, knowledgable in computer operation, starship piloting, an expert shot, and capable of going toe to toe with some of the heaviest bruisers out there.</p><p></p><p><strong>Prerequisites</strong></p><p><strong>BAB:</strong> +5</p><p><strong>Skills:</strong> Computer Use +6, Intimidate +6, Survival +6, Pilot +6</p><p><strong>Feats:</strong> Brawl, Personal Firearms, Pilot Starship (Any), Street Fighting, Track</p><p><strong>Exceptions:</strong> Brawl and Street Fighting can be replaced by any two martial arts feats.</p><p><strong>Cybernetics:</strong> Class IV or better Skillslot</p><p><strong>Special:</strong> Must track and live-capture a criminal chosen by the Guild, and the bounty goes to the guild, for entrance. 10% of all bounties must be relenquised to the Bounty Hunter's Guild.</p><p></p><p><strong>BAB:</strong> Good</p><ul> <li data-xf-list-type="ul"><strong>Saves</strong></li> <li data-xf-list-type="ul"><strong>Fort:</strong> Average</li> <li data-xf-list-type="ul"><strong>Reflex:</strong> Average</li> <li data-xf-list-type="ul"><strong>Will:</strong> Average<br /> <br /> <strong>Level One:</strong> Bounty Hunter Training, Warrant Acceptance I<br /> <strong>Level Two:</strong> Skill Focus (Intimidate)<br /> <strong>Level Three:</strong> Property Damage<br /> <strong>Level Four:</strong> Warrant Acceptance II<br /> <strong>Level Five:</strong> <br /> <strong>Level Six:</strong> Feat<br /> <strong>Level Seven:</strong> Warrant Acceptance III<br /> <strong>Level Eight:</strong> <br /> <strong>Level Nine:</strong> <br /> <strong>Level Ten:</strong> <br /> <br /> <strong>Bounty Hunter Training:</strong> The character gains profiency in Bounty Hunter Weaponry and Bounty Hunter Armor.<br /> <strong>Warrant Acceptance I:</strong> The Bounty Hunter may accept warrants for criminals of <em>Moderate</em> or lower threats.<br /> <strong>Skill Focus (Intimidate):</strong> As per feat<br /> <strong>Property Damage:</strong> The Bounty Hunter Guild will automatically pay for property damage of up to 5,000 Credits per Class Level if the damage occurred during the arrest of the target.<br /> <strong>Warrant Acceptance II:</strong> The Bounty hunter may accept warrants for criminals of <em>High</em> threat or lower<br /> <br /> <strong>Warrant Acceptance III:</strong> The Bounty hunter may accept warrants for criminals with any threat rating, up to and including "Extreme"<br /> <br /> <br /> <strong>Skillslot</strong><br /> The skillslot is a small implant that goes behind and slightly above the left ear, this implant is attatched directly to short term memory, and allows the implantee to utilize Slotskills.<br /> <strong>Hardness/HP:</strong> -/2<br /> <strong>Purchase DC:</strong> 20<br /> <br /> <strong>Slotskill</strong><br /> These chips can be placed into a <em>skillslot</em> to give the user access to increased knowledge skills. For each Class of the slotskill chip (1-10) the user recieves a +1 competance bonus to the appropriate skill.<br /> <strong>Purchase DC:</strong> 10+5 per Class.<br /> <br /> <br /> <br /> <br /> (Bedtime)</li> </ul></blockquote><p></p>
[QUOTE="Ralts Bloodthorne, post: 1833640, member: 6390"] [center][size=5][color=limegreen]THE BOUNTY HUNTER'S GUILD WANTS YOU![/color] [color=lightblue]JOIN THE MAGISTRATE CORPS SEE THE CONFEDERACY![/color][/size][/center] With the sheer size, and the relative newness of the Terran Confederacy, maintaining law and order is a huge job. For the most part it is handled by local planetary law enforcement, or even system law enforcement, but when a fugitive or a suspect leaves a planetary or system government's sphere of influence, someone has to track them down. This is the real of the Confederate Magistrate and the Bounty Hunter's Guild. They catch the crooks that seem above the law, track and apprehend the most dangerous criminals, and find the best hidden thugs in thier lair. Heavily armed, with simple yet draconian laws to oversee thier actions, the Bounty Hunter's Guild is opened to everyone who can pass the test, while the Magistrates are the elite enforcement arm. [b]Tracer (Bounty Hunter's Guild)[/b] The Tracer tracks and carries through whatever is listed on the Confederate warrant. Since it requires a guild-liscense to purchase the warrant, there are no non-guild bounty-hunters plying the spaceways and hunting the asteriod fields. A Tracer is a professional, knowledgable in computer operation, starship piloting, an expert shot, and capable of going toe to toe with some of the heaviest bruisers out there. [b]Prerequisites[/b] [b]BAB:[/b] +5 [b]Skills:[/b] Computer Use +6, Intimidate +6, Survival +6, Pilot +6 [b]Feats:[/b] Brawl, Personal Firearms, Pilot Starship (Any), Street Fighting, Track [b]Exceptions:[/b] Brawl and Street Fighting can be replaced by any two martial arts feats. [b]Cybernetics:[/b] Class IV or better Skillslot [b]Special:[/b] Must track and live-capture a criminal chosen by the Guild, and the bounty goes to the guild, for entrance. 10% of all bounties must be relenquised to the Bounty Hunter's Guild. [b]BAB:[/b] Good [list][b]Saves[/b] [*][b]Fort:[/b] Average [*][b]Reflex:[/b] Average [*][b]Will:[/b] Average [b]Level One:[/b] Bounty Hunter Training, Warrant Acceptance I [b]Level Two:[/b] Skill Focus (Intimidate) [b]Level Three:[/b] Property Damage [b]Level Four:[/b] Warrant Acceptance II [b]Level Five:[/b] [b]Level Six:[/b] Feat [b]Level Seven:[/b] Warrant Acceptance III [b]Level Eight:[/b] [b]Level Nine:[/b] [b]Level Ten:[/b] [b]Bounty Hunter Training:[/b] The character gains profiency in Bounty Hunter Weaponry and Bounty Hunter Armor. [b]Warrant Acceptance I:[/b] The Bounty Hunter may accept warrants for criminals of [i]Moderate[/i] or lower threats. [b]Skill Focus (Intimidate):[/b] As per feat [b]Property Damage:[/b] The Bounty Hunter Guild will automatically pay for property damage of up to 5,000 Credits per Class Level if the damage occurred during the arrest of the target. [b]Warrant Acceptance II:[/b] The Bounty hunter may accept warrants for criminals of [i]High[/i] threat or lower [b]Warrant Acceptance III:[/b] The Bounty hunter may accept warrants for criminals with any threat rating, up to and including "Extreme" [b]Skillslot[/b] The skillslot is a small implant that goes behind and slightly above the left ear, this implant is attatched directly to short term memory, and allows the implantee to utilize Slotskills. [b]Hardness/HP:[/b] -/2 [b]Purchase DC:[/b] 20 [b]Slotskill[/b] These chips can be placed into a [i]skillslot[/i] to give the user access to increased knowledge skills. For each Class of the slotskill chip (1-10) the user recieves a +1 competance bonus to the appropriate skill. [b]Purchase DC:[/b] 10+5 per Class. (Bedtime)[/list] [/QUOTE]
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