Medium sentient humanoid (9d6)
Alien predators who hunt and kill prey for sport.
STR 21 (6d6) AGI 6 (3d6) END 21 (6d6)
INT 6 (3d6) LOG 6 (3d6) WIL 15 (5d6)
CHA 6 (3d6) LUC 1 (1d6)
MELEE DEFENCE 36
RANGED DEFENCE 18
MENTAL DEFENCE 18
VITAL DEFENCE 36
SOAK 18 (ceremonial battlesuit); VULN none
SPEED 5; CLIMB 3; JUMP 12'/12'
CARRY 420lb (max lift 1050lb)
Armblade 9d6 (5d6+6 slashing damage)
Plasma caster 7d6 (4d6 heat damage; range 14)
Skills rifles 6 (3d6), hunting 6 (3d6), stealth 6 (3d6), heavy armor 3 (2d6), computers 6 (3d6), hardy 15 (5d6), climbing 4 (2d6), tactics 3 (1d6), swords 6 (3d6), medicine 1 (1d6), law3 (2d6)
Gear Exceptional plasma rifle, exceptional battlesuit with integrated cloaking technology, net, hand scanner, medkit
Cloak. Cloaking technology is integrated into the trophy seeker's amor. It renders the wearer almost invisible (+3d6 bonus to checks made to hide), although a perceptive viewer can make out a slight shimmering. It takes one action to activate the cloak; deactivating it is a free action.
Draw a bead. The trophy seeker suffers no penalty for firing at a foe engaged in melee.
Achilles heel. Identifying a weakness in its target, the trophy seeker bypass its soak score. This exploit can only be performed once per target.
Crippling strike. A leg wound Slows the trophy seeker's foe.
Seeker's challenge. The trophy seeker can bellow out a challenge to a specific foe it considers honourable and worthy of combat. The trophy seeker can not attack another creature until that foe is defeated; however, it does +2d6 damage per attack to that foe. The target must be able to see and hear the trophy seeker to be challenged in this manner.