Bounty Hunting

Licensed Bounty Hunters

The Trade Council openly sells Bounty Hunter lisences to the citizens of the skies for a flat cost of $200. Their name (and other pertienent information) is recorded at the local council office, which is later sent to the other islands. This often takes time, but is rarely an issue for hunters. License holders can collect a token bounty for each pirate or glowmad they capture or kill. In the latter case, proof must be presented that the kill was made in the form of corpses or identifiable parts (to ensure that the Council only pays once per bounty). In addition, license holders are entitled to their bounty’s possessions; however, they are expected to declare posessions commandeered and pay the Council a tax of 5% of the estimated value of the goods.

Collecting Bounties

When turning in corpses for bounties, the Council requires either the entire corpse, or enough of it to ensure that they are only paying once per corpse. When storing corpses, one cargo space can hold twice the ship’s passenger rating. Removing identifiable parts is a grim task, but greatly reduces the mass of cargo bounty hunters typically transport. The cargo size in this case is negligible, and does not take up enough space to “count.”

Frequent use of ‘identifiable parts’ will give bounty hunters a (-2) to their charisma in relevant situations. This could be justified by rumors of savageness, excessive bloodstains in person (people rarely wash in the Skies), etc.

Trade Council Standing

Each registered bounty hunter has a Standing rating with the Council, which starts at 0. Council standing is added as a bonus when determining what kind of bounty job is available.

Losing Council Standing

If a lisenced bounty hunter were to commit a crime, or somehow interfere with Council business, their standing may drop by 1. Citizens with a negative Standing value have their licenses revoked, and cannot have a new one issued until their standing improves to 0.

Recovering Council Standing

Negative standing can be improved by one point by simply paying a fine of $200 per negative point (fee may vary depnding on nature of the crime).

Gaining Council Standing

Standing can also be improved past 0 by helping the council. If a bounty hunter brings in a total of $1000 worth of bounties, their standing will increase by 1. After that, the threshold is doubled ($2000 to increase, then $4000, etc). Alternatively, more persuasive types have been known to bribe council representatives to increase their Standing.

Privateers

Licensees that have brought in significant bounties become recognized by the Trade Council as more ‘official’ bounty hunters, often referred to as ‘Privateers.’ Privateers may add their council standing level to any dealings they have with the Trade Council. Additionally, they are granted the right to stop and search any vessel in the skies. A vessel found to be carrying contraband or harboring pirates, etc, can be arrested by the Privateer and taken to a Trade Council representative for further official inspection.

New Professional Edge – Privateer

Requirements: Seasoned, Licensed Bounty Hunter, Council Standing of at least 4

Privateers are licensed bounty hunters who are officially commissioned by the Trade Council. In addition to the standard benefits of holding a Bounty Hunting license and having a positive standing with the Trade Council, Privateers gain an additional +1 per character Rank to bounty-job rolls, may search and seize vessels as described above, and do not have their licenses immediately revoked if they fall into negative standing with the Council. Revoking a Privateer’s license is a long and involved process, but there is always chance of reinstatement.

Privateers are expected to contribute 10% of their ‘earnings’ to the Trade Council.

Trade Council Bounties

Licenced bounty hunters in good standing with the Trade Council may attempt to find official Bounties in any city with a Trade Council office. These jobs represent more urgent or well-known threats rather than the token bounties paid for taking out glowmad or pirates.

A successful Streetwise roll can yield one bounty. For each raise, add +1 to the roll to determine the type of bounty. To determine a bounty, roll 1d6 to get the base payment and type value. The bounty hunter adds +1 per raise on his Streetwise roll to find the job, plus his Council Standing value. Finally, the GM subtracts 1d6.

Roll Threat Bounty
0- None None
1 Local; on or around the current island 1d10x10
2 Local; on or around the current island 2d10x10
3 Local; on or around the current island 3d10x10
4 Local; on or around the current island 4d10x10
5 Local; on or around the current island 5d10x10
6 Local; on or around the current island 6d10x10
7+ Global; known across the skies *d10x100

For example, An experienced Bounty Hunter in good Standing (of 3) with the Council who rolls an 8 for his Streetwise to find a Bounty Job would gain a bonus of +1 for the raise and an additional +3 for his Standing. He rolls 1d6 to get the base value, a 4 and adds his +4 bonus for a a total of 8. The GM subtracts 1d6 (a 3) from the total, to yeild a grand total of 5. He is offered a local job that pays 5d10x10 cogs.

The payment is received only for the major player of the job. If the job is to hunt down a ship of Pirates, the payment is received only for the captain; crew would yeild standard payment.

For Global threats, roll on Random Location table to find where the bounty was last seen. For Local threats, roll d6 – 1-2 threat is in the city; 3-4 threat is on the island but outside of the city; 5-6 threat is on a Minor Island near the city.

Bounty Hunting

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