Hero Abilities Package - Headhunter


Headhunter Occupational Package (Cost 50-10=40)

Conversion Notes: This package is based on the headhunter occupation from Rifts role playing game. I based this package on the absolute minimum of abilities of a first level headhunter. This write-up uses Champions 5th edition rules.

The term "Headhunter" has come to be the designation for most human mercenaries and bounty hunters. A headhunter is a mercenary; a warrior-for-hire. However, a "true" headhunter is an expert in weapons and tracking. They are the die-hard men-of-arms who love the challenge of combat and the chance to cheat death. All they know is combat. They have fought all their lives and will die fighting. The headhunters credo is "Fight the good fight and die with the enemy's heart in your hand."

A typical headhunter is armed to the teeth and complemented with cybernetics and/or bionics. Most of these mercenaries will accept any being, human or non-human, who demonstrates courage and the warrior spirit. Consequently, a group of headhunters is likely to be composed of a variety of humans, mutoids, aliens, dog boys, and even practitioners of magic. Although headhunters may allow men of magic to join their ranks, headhunters themselves seldom use magic or magic devices. The individual headhunter lives by his own code of ethics (determined by his/her alignment). The notoriously evil and self-serving (will work for anybody who is willing to pay the most) headhunters are the most talked about, but many headhunters are as noble and trustworthy as a cyber-knight. Most see themselves are freewheeling "ronin" samurai; nomadic warriors without any one master.

Headhunters should start out with as many as 5 cybernetic implants and one bionic limb, although this is strictly optional.

Occupation created by Palladium Books.
Champions rules conversion by Mathew R. Ignash - mathewignash@comcast.net.
Last Updated - September, 2004

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