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 tag — The 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 trail — The 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.