SWURPG
Guild Skiptracer — Humanoid stat-block portrait for the Star Wars Universe RPG, Threat Rating 2

Guild Skiptracer

TR 2

Humanoid · Medium·Recommended levels: 2-6

AC
16(Combat Vest (+3 AC, max Dex bonus 4))
HP
33(6d8+6)
Speed
30 ft
Initiative
+6

Abilities

STR
10
+0
DEX
16
+3
CON
12
+1
INT
11
+0
WIS
14
+2
CHA
10
+0

Saves

  • DEX +6
  • WIS +5

Skills

  • Survival +8
  • Perception +5
  • Stealth +6
  • Investigation +4

Languages

  • Basic

Equipment

Combat VestBlaster PistolWhipcord LauncherTracking FobHoming BeaconBinder CuffsComlink (Short-Range)200 Credits

Traits

Quarry's Trail

The Skiptracer has Advantage on Survival and Perception checks to track or locate a creature it has tagged with a homing beacon or whose chain code it holds.

Point Blank Shot

When the Skiptracer makes a ranged weapon attack against a target within 20 feet, it gains a +1 bonus to the attack roll and +1 to damage on a hit.

Improved Initiative

The Skiptracer rolls Initiative with Advantage.

Actions

Blaster PistolRanged Weapon Attack
To hit
+6
Range
40 ft
Target
One target
Hit
5 (1d10) energy damage (+1 within 20 ft).
Whipcord LauncherRanged Weapon Attack
To hit
+6
Range
30 ft
Target
One Large or smaller creature
Hit
2 (1d4) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be Restrained until it or an ally frees it with an action.

Lore

Guild Skiptracers are a bounty hunter's biggest advantage before a single shot is fired: the ones who find the mark. Where a thug kicks in doors, a skiptracer works chain codes, docking logs, cantina debts, and the small tell of a person trying not to be found, then plants a homing beacon and lets the quarry lead the way. Every Guild crew of any size keeps at least one, and the best of them are worth more than the muscle — a hunt is won or lost on the trail long before it comes to a fight.

They travel light and quiet, favoring a pistol and a whipcord over anything that would slow a chase, and they are trained to take a runner alive: a tagged mark on the far side of a plaza is a paycheck, not a corpse. A skiptracer who loses a trail simply picks up another; patience and a good beacon beat a fast draw in this trade.

In Play

A scout and tracker, not a brawler. Run the Skiptracer as the reason the party keeps getting found — it tags a PC or a ship, shadows at range, and calls in heavier hunters. In a fight it opens with the whipcord to Restrain a runner, then falls back and plinks with its pistol; it would rather relocate than trade blows. As an ally, a hired Skiptracer is how the party finds THEIR mark. Counter it by finding and disabling the beacon (DC 13 Mechanics) or by breaking line of sight in a crowd.

Adventure Hooks

  1. The tagThe party realizes a homing beacon was planted on their hull or their gear back on the last world — a Guild Skiptracer has been feeding their position to a rival crew for days. Find the tag, then decide whether to run, feed it false trails, or turn it around.
  2. Hire the trailThe party's own quarry has gone to ground. For the right cut, a Guild Skiptracer will find anyone — but skiptracers sell information to whoever pays, and this one may be working the other side of the same contract.