Hunter

Of the 6 Career Skills, choose 3 to get a free rank. Of the 4 Specialization Skills, choose 2 to get a free rank.

Seeker Career Skills: Charm, Coercion, Knowledge (Lore), Knowledge (Outer Rim), Perception and Vigilance

Hunter Specialization Skills: Coordination, Ranged (Heavy), Stealth and Vigilance

A Mystic begins play with a Force rating of 1

Far from the civilized parts of the galaxy, there are many predators that can endanger sentient life. Some of these are animals that prey upon anything digestible. Others are malicious and twisted individuals who enjoy a savage and bloodthirsty existence. Hunters are Force adepts who are uniquely capable of tracking, confronting, and slaying these creatures, particularly those who hide in the wilds, far from civilization.

Hunters need to be able to sneak up on their targets, move through difficult terrain, and be constantly alert to their surroundings. Many hunters train with ranged weapons so that they can strike their targets from far away.

Most Hunters initially embark upon their careers focused on animal prey. Few, however, engage in this practice out of a desire to prove their mettle or a thirst for blood. Rather, their connection to the Force often lets them differentiate between predators that hunt out of necessity from those that are actively malicious. A Hunter does not normally interfere in the natural cycle of life, but he’s more than willing to restore balance by eliminating a predator that kills needlessly and destroys natural habitats. Sadly, these foul and twisted animalistic intelligences also have their parallels within sentient beings. All too often, a Hunter finds himself hunting intelligent quarry; this can prove to be the most dangerous game of all.

Potential Backgrounds

  • Exile: Dealing with dangerous beasts is not something that typically offends others, so exiles that Hunters undergo are often self-imposed. While they might have crossed someone by poaching or harming a protected animal, it could easily be that their lives left them isolated from others around them who didn’t understand or appreciate the danger or the thrill of the hunt. In this case, it is their own disdain for their past that keeps them moving through the galaxy.

  • Quester: Some characters could be enthralled by the thrill of the Hunter’s work, which might drive them to seek out new foes and tests of their skills. Even Hunters who prefer to use their talents only when necessary might find themselves traveling to. new places in order to learn more of their craft, or to assist in taming the most dangerous lands of the galaxy.

  • Recluse: Most galactic citizens live lives that are sheltered from the harsher aspects of nature, whatever their other problems may be. They rarely deal with savage beasts, the full brunt of deadly storms, or the need to find a safe haven in an unforgiving landscape. For those brought up in less developed conditions, becoming Hunters is a natural progression, as they are simply working with the skills they have been honing all their lives. This longtime expertise can compensate for a lack of familiarity with more advanced techniques and technologies, or it can complement such tools for those Hunters who take the time to adjust to them.

  • Survivor: The craft of Hunters can take them into conflict with some of the most dangerous life forms in the galaxy. Sometimes this is by choice, as they seek ever-greater challenges to use in perfecting their skills. In other cases, Hunters face these threats because they must protect their homes or friends on particularly deadly worlds. And of course, some Hunters just have a knack for flushing out trouble. Whatever the reason for their confrontations, these Hunters share a common experience of testing themselves in deadly conflict, sharpening their skills to maintain the edge that they have learned is necessary for survival.

  • Wanderer: Some Hunters feel an urge to move across the galaxy as irresistible as the migratory instincts of the beasts or other targets they pursue. Others simply reason that they can’t practice their craft by staying in one place when their targets are in motion. Whether driven by some spiritual bond with their targets, or by the need to outmaneuver or outwit them, Hunters often find themselves on the prowl for new prey against which they can prove themselves.