Hunter Characters
Overview
"You are specially trained, you are one of the best. You have no past
life, no future but your mission. You will not be the only ones, but
each one of you is important or there is no such thing as future for
all of us."
Character are created with standard
RIP character system, but with 30 cp, to reflect their
special training, personality and physical build. The following
special rules apply:
- No negative basic attributes (except social)
- No physical disadvantages
- Must take skills combat, gun, medical, melee,
driving (car) and leadership, at least at skilled level
- No background options
For a very good reasons, the character may scretch these limits
somehow.
Free Stuff
As base, the character has following things for free:
- Native language at master (3) level
- Any number of free skills. These skills can be chosen quite freely,
but must be linked to the character's education and personal history.
- Familiarity with local culture, geography and important people,
unless the character is a stranger in the area (see below).
- Backing from The Organization, as equipment and contacts.
Attributes
"Physical prowess is important and you must train it daily, but do
not underestimate your social skills and strength of will. Most
creatures are underground and rooting them up requires other things
than pure physical power."
All standard and special attibutes are used, see RIP Characters.
Standard attributes cost 6 cp for superb (+2), 2 cp for good (+1), -2
cp for poor (-1) and -4 cp for inferior (-2). Special attributes as
detailed into main rules, there is no extra-ordinary, magical,
psionic or otherwise supernatural attributes in Hunters - for player
characters, that is.
Skills
"The creatures of the night are fast, mysterious, strong, tough and
unpredictable. Do not think that you can win them in direct physical
contest. Use your most important things, your brains and skills, to
fight them. There is time for direct action and time for subterfuge,
stealth, planning...."
Primary skills
Primary skills are frequently used skills, which should cover most
activities done by the characters. If the skill needed is very narrow
or not useful, use secondary skills.
Most frequently used skills are listed here, but as noted earlier,
players are free to invent new ones needed by their characters.
Primary skills cost 1 cp for skilled (1), 3 cp for expert (2), 6 cp
for master (3) and 10 cp for grand master (4, only with permission
from the GM).
- Combat
- Also known as coolness under fire, this skill tells how
well the character can handle firefight situations. In
general, no skill can be used in higher level than combat
skill while in firefight.
- Con
- Skill to fluently speak about subjects not known to character
or to get victim to do things he would not normally do.
- Electronics
- Ability to manipulate, fix and modify
electronic devices like security cameras, electronic locks or
other similar devices. Expert level knowledge is usually
needed for any professional illegal work, but in any case,
tools are very important.
- Etiquette
- Skill to act properly in trained social environments.
- Gun
- Skill to fire accurately with trained weapons. Some repair
and basic maintenance is also possible.
- Medical
- Skill to treat wounds, bind them and avoid infections. Also
includes long term healing, and analyzing the patient.
- Melee
- Skill to fight effectually in melee. Character is
trained in appropriate weapons and technics; use of any
other may give penalties for combat.
"Unnatural creatures have usually a mark of the beast, having sharp
fangs or claws. Some shapechangers may even change to a gigantic
combat form, so do not trust in your melee skill."
- Pro
- General professionalism. The character has trained himself to
remember little details and has certain unconscious knack to
do appropriate things, like to take those night vision goggles
with him or not to jump in front of video cameras.
- Stealth
- Skill to move silently and hide effectually. Urban and
rural environment should be both trained separately.
Secondary Skills
Secondary skills are skills rarely used in Hunters sessions, or are
simply very narrow and thus not worth the same price as primary skills.
Secondary skills cost 0.5 cp for trained (1), 1.5 cp for expert (2), 3 cp
for master (3) and 5 cp for grand master (4, only with permission
from the GM).
- Acrobatics
- Skill to make impressive acrobative flips, to walk tightropes
and otherwise control own body. High agility is also
important.
- Climb
- Ability to climb safely, quickly and skillfully steer
surfaces, ropes and cliffs.
- Computer
- The skill to use computers effectually. A skilled (1)
character is able to do all basic and some advanced operations with
a computer, but for unauthorized work, expert level at least is
normally needed. Having proper equipment is also very important thing.
The character may specialize in networks, security
or other aspects if need be. Otherwise, general knowledge
especially about programs is attained.
- Driving
- Skill to drive a selected vehicle, like a car, bike,
helicopter, turbine plane or jet fighter.
Without the skill you can still drive common land vehicle
until gears etc. are needed. Must be selected to a
certain vehicle.
- Language
- Character is trained in selected language. Each
language must be learnt separately, not as specialization for
this skill.
- Law
- Knowledge about law, or better still, how to find loopholes
etc. from it.
- Leadership
- Skill to inspire, lead and manipulate large masses.
- Mechanics
- Ability to fix, repair and modify
mechanical devices like different machines. Should be
specialized to some specific machine like cars, trucks,
helicopters or hydraulic compressors.
- Sleight of Hand
- Various dexterous manouvers like picking the pockets,
building card buildings and doing magic tricks.
- Throw
- Skill to throw items accurately and long. Must train to throw
more exotic items.
Free Skills
Characters can take, for free, any number of almost useless
skills at suitable levels to enrich their past and education. Such
skills include, but are not limited to the following:
Ancient History, Artistry, Biochemistry, Chemistry,
Complex Mathematics, Cooking, Dancing, Physics,
Rappelling, Scuba Diving, Swimming, Weight Lifting
These skills can be added to character profile when needed later
during game, if approved by the GM. No character should have many free
skills at higher level than skilled (1), especially if character has
not studied for many years.
Background Options
"Upon becoming our agent you have given up your past, your family,
your friends. You do not exist anymore, and there is nothing that can
be used to trace you, to blackmail you."
Bughunters have no background options, at least in normal cases. From
a permission from the GM, the past life might still cause some
problems or advantages, but in normal cases, it is ignored.
Optional Things
No optional things can be taken unless approved by the GM. If allowed,
see details from standard RIP character
section.
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- RIP Hunters (c) Kalle Marjola 1998. All rights reserved.