Bounty Hunter O.C.C.
"Let me introduce you to my..."AARGH! AAAAAH, AAAAAH!!" Geez, this is sad. I didn't even touch him yet... Yet.”

Bounty hunting has existed since the first sentient thought,"That guy upset me and he's not in front of me. I want him in front of me." Whether by legal or illegal means, the capture and submission of sentient beings is a trade as timeless as the oldest profession. It is a booming trade in a time lacking the interconnected digital highways and inter-cooperativity of nations as it was before the coming of the Rifts.
The Black Market needs its slaves, mules, and unfortunates to wring for work, the Splugorth want fighters in their arenas, and the law, be it the Coalition States looking for traitors or a Merctown client “innocently” looking for their lost and very, very rich uncle. There is coin to be had out of finding a particular composition of meat, and no end to discriminating employers in need.
One part city rat, spy, and wilderness scout, bounty hunters specialize in tracking down wanted criminals, desperados, and fugitives -- dead or alive. These manhunters are often cold, unmerciful men and women with some past military or combat experience. They can be members of a mercenary company, adventurer group, team of bounty hunters, bandits, or can act as a lone-wolf operative.
They almost always bring their target in, it’s just a matter of time. Whatcha gonna do, when they come for you?
Bounty Hunter O.C.C. Bonuses
1. Perception: +1 and +1 @ levels 3, 6, 9, 12, 15
2. Combat Bonus: +2 initiative and +2 pull punch
3. Master Tracker:
- 1. Speedy Acquisition: Ability to ascertain where the named quarry might be headed due to the natural lay of the terrain and habits of the quarry. Each hour of tracking, after a successful Tracking skill check the Bounty Hunter may make a Master Tracker skill check. Success adds +5 meters per level of the Bounty Hunter O.O.C between required Tracking skill checks to keep on the trail. (Standard is every 40 yards/meters when following a trail.) Reroll each hour to maintain bonus. Failure means standard distance per check of the Tracking skill only. Base Skill: 30% + 5% per level of experience.
2. Bearings:When the Bounty Hunter has passed their Speedy Acquisition check each hour, the hunter may perform a bearings check at any time using the Master Tracker skill to determine if the quarry is within a mile’s trek. Requires one minute of down time to analyze the trail. Failure of the check means waiting for a full hour before trying again and possibly running right up to the quarry from behind.
3. Ambush: Once a Bearings check determines that the quarry is within one mile, the Master Tracker may begin trying to make THREE successful Master Tracker and Tracking skill check together in a row(at distance intervals required by the Tracking skill). Upon success the Master Tracker may choose to get ahead of his quarry to set up an ambush ONE mile in advance of the quarry rather than to continue tracking the quarry and running them down. If the Bounty Hunter can move fast enough and avoid detection while doing so, he will know exactly where his quarry will pass and be able to head off the quarry to utilize appropriate skills and abilities to set up an ambush (This does not tell the Master Tracker where the quarry is between the ambush site and the current position, only that they are passing through there). If detected or foiled in any manner(e.g. Unknowable events change the quarry’s path) from setting up the ambush it is possible to lose the quarry and require the effort of looking for the trail from a cold start once more. It is incumbent upon the Master Tracker to know his quarry and decide when to break from waiting if the expected time of arrival passes. The Master Tracker may only make the decision to break from the ambush once and suffers the consequences of the circumstances to make a Master Tracker skill check and Tracking skill check. (GM modifies for circumstances positively or negatively; quarry just rounding the bend or only delayed and right down the trail, or if quarry warned by locals, or quarry saw the Trackers in the distance, etc.)Rolling a successful Tracking skill check as well as a Master Tracker skill check regains the trail from the current failed ambush position and resumes the chase. Failing either check means starting cold, with the quarry gaining ground anywhere from one mile or more of distance from the Bounty Hunter's ambush position with only what he knows. The hunt is on, once more!
Note: Counter-tracking techniques impact Master Tracker the same as the Tracking skill. -25% to the skill check.
4. Stalk & Capture (Rifter 24 pg 23): Specialized training as a man-hunter that enables the character to use a variety of combat moves and skills to capture his quarry alive. This stalker knows how to approach his subject for capture without alerting or startling him (tailing) until he is within striking range. The character then strikes to disarm, incapacitate and capture the subject inflicting minimal physical damage. Note that the stalking attacker can use any of the following methods and attacks for each of his melee actions/attacks as well as switch to lethal force at any point.
The following combat moves can be used in any combination. Roll under the first skill percentile number for a success. The Second skill percentile is to determine the approximate market value (bounty, or resale value as a slave, or otherwise to a market trading in sentient’s.) Base Skill: 35%/45% +5% Per level of the character.- 1. Tailing: Tailing or following someone without their knowledge, is a form of surveillance rather than tracking. This also includes stake-out procedures. A failed surveillance(Stalk-Capture skill) roll indicates that the subject has spotted "the tail" and is aware that he is being followed/observed. Base Skill: 35% (+5%) per level.
2. Combat maneuvers: (Written below in concise form; see Rifter 24 Page 23 for verbose version.)- 1. Pin: Attack roll to pin arms and legs; P.S.20 opponent can roll to parry to stop second pin attack to tie up target. A failed pin attack; no attack, loss initiative, and cannot parry/dodge opponents counter strike.
2. Bear Hug: Roll successful attack strike & under stalking skill(first number). Roll under stalking skill for cumulative 1-15% chance to knock out opponent(1-30% second attack, etc) Each successful squeeze attack also costs victim 2 actions, no initiative, 1/2 reduced attack damage, -2 strike, parry, dodge from each bear hug. Penalties are cumulative. Attacker uses 2 attacks per continued bear hug. If not knocked out by end of 2nd melee round, penalties begin again from zero. Target gets +2 parry/dodge if knows attack is coming and has initiative at start. (Attacks from behind must roll under skill each melee or target is now facing the attacker dealing with eye lasers, breath weapons, bites, etc.) On failed bear hug roll while holding; target can try to break free by parry at -4, including penalties.)
3. Whittling Attacks: Using a weapon, stick, bare hands, the stalker can accumulate stunning effect rather than damage. Each strike stuns for cumulative: -1 initiative/strike/parry/-10% spd. Penalties accumulate as long as attacks continue and last for 1d4 melee rounds. A failed strike roll results in no damage, no penalties. Note: This method of attack must be unbroken and used exclusively for all attacks. Any attack that does damage or tries to pin allows target to shake off the stunning effect within one melee round.
4. Combat Bonuses from Stalk & Capture:- Disarm +1 at levels 1, 3, 4, 5, 7, 9, 11, 13, 15.
Entangle: +1 at levels 1, 3, 4, 5, 7, 9, 11, 13, 15.
Natural 19-20 stun/knockout on natural unmodified roll to strike.
- Disarm +1 at levels 1, 3, 4, 5, 7, 9, 11, 13, 15.
- 1. Pin: Attack roll to pin arms and legs; P.S.20 opponent can roll to parry to stop second pin attack to tie up target. A failed pin attack; no attack, loss initiative, and cannot parry/dodge opponents counter strike.
Hammering Blows:- 1. Using a Neural Mace, or identical tool with similar stun effects in a melee weapon mundane or magical, this expert Bounty Hunter may use Whittling Attacks to affect targets inside of Environmental Body Armor and Power armor reduced to or below 100 MDC. The penalties from Whittling Attacks affects the whole of the person and Environmental Body Armor or Power Armor. Note that a neural mace’s stun (As will likely identical tools to the neural mace unless otherwise stated) will still be ineffective against environmental, M.D.C. body armor and power armor unless opened or the helmet forcibly removed.
2. Rolling a Natural 20 during a Whittling Strike's attack will disorient and knock out the targeted person for 1 melee round ONLY if the attacker wishes, giving potentially critical time to break open the EBA seal. Upon waking, all accrued penalties of the Whittling strikes are reset as the target shakes off the effects.
Alignment: Any, but some are as evil as the villains they hunt. Good characters will be far more discriminating about who they hunt.
Attribute Requirements: IQ: 7, PS 12, PE 12 or higher; physical prowess and speed are helpful but not required.
Racial Requirement: Man hunting is a profession suitable to beings that are callous toward the freedom of others. Whether in the pursuit of Justice, by the hands of a thug, or highway assassins, the characteristics of a Bounty Hunter fit well among any race that is self governed by ideals of Law, vengeance, or retribution.
O.C.C. Skills:- Language: Native Tongue (+0%)
Literacy: Native Tongue (+0%)
Language: Other (+0%)
Literacy: Other (+0%)
Basic Math (+10%)
Radio: Basic (+10%)
Surveillance Systems (+5%)
Sensory Equipment (+5%)
Intelligence (+15%)
Tracking (+15%)
Land Navigation (+10%)
Wilderness Survival (+15%)
Detect Ambush (+10%)
Detect Concealment (+10%)
Climbing (+0%)
Running
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Blunt
W.P. One of Choice
W.P. One of Choice
Hand to Hand: Expert
Hand to Hand: Expert, but can be changed to Martial Arts (or Assassin, if Anarchist or Evil aligned) for the cost of one O.C.C. Related Skill, or Commando for the cost of two.
- Communications: Any (+15%)
Domestic: Any (+5%)
Electrical: None
Espionage: Any (+15%)
Horsemanship: None
Mechanical: Basic and Automotive only (+5%)
Medical: Paramedic only
Military: Any (+5%)
Physical: Any
Pilot: Any (+10%)
Pilot Related: Any (+5%)
Rogue: Any (no bonuses except +8% on streetwise)
Science: Basic & Advanced Math and Chemistry only (+10%)
Technical: Any
W.P.: Any
Wilderness: Any
Standard Equipment: A set of dress clothing, black and/or camouflage fatigues, a gas mask and air filter, tinted goggles, and an NG-S2 Basic Survival Pack, 1d6 grenades, robot medical kit, IRMSS, infrared distancing binoculars, language translator, passive night sight scope for rifle, 2d4 sets of handcuffs or manacles, a wooden cross (or equivalent holy symbol), 50' of strong cord/rope, utility belt, backpack, knapsack, and 1d4 sacks.
Special Equipment: In lieu of the normal wish list items, the following sacrifices can be made. One, two, or all three categories may be sacrificed in this manner.- 1. One Fortune and Glory roll on the Wealthy and Connected (sub-table) / Sacrifice Primary Weapon Category
2. One Fortune and Glory roll on the A Strong Suit of Armor (sub-table) / Sacrifice Armor Category
3. One Fortune and Glory roll on the A Way to Get Around (sub-table) / Sacrifice Transportation Category
Cybernetics: Can have up to 1d4 cybernetic implants of the player’s choice. (standard sacrifice required) - 1. Tailing: Tailing or following someone without their knowledge, is a form of surveillance rather than tracking. This also includes stake-out procedures. A failed surveillance(Stalk-Capture skill) roll indicates that the subject has spotted "the tail" and is aware that he is being followed/observed. Base Skill: 35% (+5%) per level.