Background
Bounty Hunters are the mysterious and shadowy
figures of the Star Wars universe that travel from planet to planet,
making use of technological tracking devices, and forging underworld
contacts in the pursuit of humanoid quarry for pay. In general, Bounty
Hunters provide justice to the weak and wealthy or those who simply wish
to see ill befall another from a distance. Targets (or 'the mark') of
bounties can be anything from sabacc hustlers to obnoxious brawlers that
have pushed around one too many locals. Bounty Hunters are skilled in
ranged weapons and are adept at covering large distances quickly and
quietly.
Bounty Hunter Species
Any species in the Star Wars universe can
become a Bounty Hunter. How important is the species of a Bounty Hunter
to their successfulness in 'The Trade?' Choice of species will have an
influence, but in the long run the species chosen is not critical. The
most important factors in selecting the species of a Bounty Hunter is
first and foremost what species will bring the most personal enjoyment
and secondly how you envision the Bounty Hunter being perceived by those
around she meets. Bounty Hunters may be towering and formidable
Trandoshans or Wookiees, ubiquitous humans, subtle Twi'leks, covert
Bothans, tenacious Zabraks, perceptive Mon Calamari, or disreputable
Rodians. Will the particular Bounty Hunter be typical of her race, or an
exception to the rule? That being said, here are the relevant mechanics:
[Bothan]
The furry and fiercely loyal Bothans have a cultural history of
espionage and tenacity that has earned them a reputation of being
manipulative and ambitious. Bothans receive +300 to action/quickness and
+100 to Stamina/Mind/Focus/Willpower for a total of +1000 points as well
as +15 camouflage and +10 cover. While not the most physically resilient
race, Bothans excel at remaining undetected in the wilderness and are
well suited to ranged combat especially when taking cover.
[Human]
Humans are the predominant species of the Star Wars universe, perform
generally well in all endeavors, and are the most accepted species by
the Empire. Humans receive +100 to all of their statistics for a total
of +900 points as well as +10 to Leadership and +15 to Artisan
Experimentation; neither of these skills has strong influence on the
majority of Bounty Hunters.
[Mon Calamari]
The fish-like Mon Calamari are a clever and socially progressive race
that are often noted for their soft-spoken and generous nature. Mon
Calamari receive +150 to Stamina/Willpower and +300 to Mind/Focus for a
total of +900 points as well as +15 to Alertness and +10 to Weapon
Assembly and Structure Assembly. The demanding nature of Bounty Hunter
training often leaves little extra time to pursue other professions like
crafting leaving these latter two bonuses mostly unused. The alert
nature of Mon Calamari can however aid them when hidden snipers are
lurking nearby.
[Rodian]
The somewhat insect-like Rodians are often seen as a violent, immoral,
and greedy people who idealize the profession of Bounty Hunter. Rodians
receive +200 to action/quickness, +450 to stamina, and +50 to willpower
for a total of +900 points as well as +15 to Defense Vs. Blind and +10
to One-Handed Weapon Accuracy, Two-Handed Melee Accuracy, and Weapon
Assembly. The extra defense versus blinding can be an asset for Rodians
during combat, especially versus the difficult humanoid prey of a Bounty
Hunter. As Bounty Hunters are, without many exceptions, ranged
combatants most of the melee weapon bonuses tend to go unused. However
for those Bounty Hunters that do decide to spend part of their limited
training time studying the melee arts these bonuses can be of benefit.
Weapon construction however is best left for those with the time
necessary to specialize in the demanding field of weaponry design,
leaving this species skill of little aptitude to Rodian Bounty Hunters.
[Trandoshan]
The reptilian Trandoshans are a fierce and hearty warlike race that are
known for their fierce claws and above-average regenerative physiology.
Trandoshans receive +250 health, +300 strength, +400 constitution, and
+100 willpower for +1050 points and +10 Unarmed Accuracy, +5 Unarmed
Speed. +15 Unarmed Damage, +10 Melee Defense, +10 Creature Harvesting,
and +1 regeneration although they have great difficulty in finding
foot-wear for the clawed feet. If ever a race were to take up an unarmed
combat specialization as a Bounty Hunter, the Trandoshans would most
excel. Even without pursuing unarmed combat, the extra melee defense
makes Trandoshans exceptionally resilient especially given their extra
regenerative nature.
[Twi'lek]
Twi'leks are perhaps most notable for their distinctive lekku (twin
tendrils attached to their heads) and their clannish nature. Twi'leks
receive +250 constitution/action, +300 quickness, and +100 mind for +900
points as well as +15 Wound Healing (Dancing)/Battle Fatigue healing
(Dancing) and +5 Wound Healing (Music)/Battle Fatigue healing (Music).
While there are not many know Bounty Hunters that have pursued the
entertaining arts, beauty and grace are tools that could benefit them.
[Wookiee]
The tallest and furriest species in the Star Wars universe, Wookiees are
both physically and intellectually strong with a unique sense of
life-debt to those that save their lives and are also the only known
species to wield the Bowcaster ranged weapon. Wookiees receive +350
health/strength, +200 action, +150 constitution/focus, and +100
quickness/stamina/mind/willpower for +1600 points and +10 Trapping,
Creature Taming Bonus, Rescue, Warcry, and +1 Wookiee Roar. While the
racial statistics of Wookiees is very impressive compared to other
species, Wookiees are generally unable to find armour suitable to their
large bodies. For those Bounty Hunters that wish to partially study
Creature Handling, the bonus to Creature Taming would be a definite
asset.
[Zabrak]
The horned and sometimes tattooed Zabrak are a
proud, strong-willed, and independent people who were one of the first
species to leave their harsh homeworld for the exploration of space.
Zabrak receive +200 health, +300 action, and +400 willpower for +900
points as well as +10 defensive bonuses versus blind/stun/intimidate, +5
anti-shock, and +1 equilibrium and vitalize. As a combat oriented
profession, Bounty Hunters may benefit well from the resilient nature of
Zabraks against many of the special attacks that they will have to
endure.
All of the above species can decide to become
Imperials or Rebels in the Galactic Civil War or remain as Neutrals. If
a Bounty Hunter follows the political path of being a Neutral or a
Rebel, the choice of species will have no influence upon their
progression as such. However, while the Empire is accepting of all
species in the filling of the Imperial Ranks, some species are less well
accepted than others. Humans are preferred by the Empire and may
purchase the faction perk of converting faction points to skill
experience points by training on a 1:1 point basis. Wookiees and Mon
Calamari are least tolerated and must purchase the training perk on a
3:1 point basis. All other non-humans purchase training on a 2:1 point
cost. The relative amount of influence that faction training has upon
the overall total of any given skill's total experience points will be
small however considering that elite professions require hundreds of
thousands of skill points to advance a level and earning 1000 faction
points is a lengthy task. If a Bounty Hunter will be joining the ranks
of the Imperial Forces, the importance of inexpensive skill training may
be a deciding factor in the choice of species albeit a relatively minor
influence.
Becoming a Bounty Hunter
Bounty Hunters currently have two full novice
profession masteries as prerequisites:
Master Scout and
Master Marksman.
The benefits of being a Master Scout are that you will be able to track
your mark across the wilderness quickly (Terrain Navigation bonuses) and
safely (Mask Scent), build campsites to recuperate in, and /forage for
stat enhancing foods. Master Marksman will give you specialized training
in each of the three main ranged weapon categories of pistols, carbines,
and rifles which respectively allow you to use special attacks upon your
target's health, action, and mind pools. Master Marksman also provides a
strong defense against ranged attacks which tends to be the primary
fighting style of most humanoids.
As prerequisites, Marksman and Scout are two
professions that would-be Bounty Hunters will want to immediately choose
when starting their career. Taking
Novice Medic is
also a very good choice to have some basic healing skills to reduce
down-time while out performing missions and hunting. A Medic's stim
packs can be used to heal immediate injuries and med packs can be used
to heal damage to character statistics (as can /tendwound). If skill
points spent in Medic are needed at a later point in the Bounty Hunter's
career they can always be untrained. The experience required to advance
as a Bounty Hunter is as follows:
Thinking ahead will save the potential Bounty
Hunter much aggravation in the long run. Becoming a Master Marksman,
Master Scout, and a Master Bounty Hunter all require 'apprenticeship'
experience. Apprenticeship experience is derived from teaching your
professional skills to other players and is best accomplished by
teaching skills from the time you can start teaching. While waiting for
a shuttle or passing through an area of novice players, ask if anyone
requires training in your areas of expertise. If they do, /invite them
to join your group and then type /teach to see what skills you can teach
them. When you have successfully taught your skills to another person
you will gain apprenticeship experience. The more advanced the skill you
teach, the more experience you gain.
Bounty Hunters can develop in groups or solo,
both routes have their benefits and drawbacks. Grouping allows a
Marksman/Scout to fight tougher creatures safely and quickly and will
allow quick gains in Wilderness Survival experience by having many
people healing in your campsite at once. The drawback to grouping is
that if the group contains many Scouts there will be competition for
/harvest and camp setting experience. The best advice is to determine
who in your current group is a Scout and arrange a rotation of who will
/harvest and set camps. Clearly communicating this will keep your
hunting party happy and help establish a good reputation/relationship
with other players.
Grouping also allows would-be Bounty Hunters to
train in weapons that they are not yet very proficient with in a
relatively safe environment with team mates to assist. However, a
grouped Marksman in-training should always be prepared to switch to
their best weapon quickly (set up a hotkey) if a battle threatens the
life of a team mate. Make sure to use traps against creatures in combat
from the beginning of your career to help build trapping experience
slowly but surely. There are very good guides available in more detail
for both the Scout and the Marksman professions that are excellent
information resources.
Once Marksman and Scout masteries have been
achieved, the next and final step in becoming an official Bounty Hunter
is locating a NPC trainer. The current list of Bounty Hunter trainers
that I am aware of are:
Bounty Hunter Trainers:
Tyrena, Corellia: -5130, -2300
Keren, Naboo: 2085, 2575
Narmle, Rori: -5230, -2240
Mos Eisley, Tatooine: 3360, -4840
Wayfar, Tatooine: -5150, -6587
A final point developing Bounty Hunters need to
consider during the early part of their career is faction standing with
the various factions. Bounty Hunters travel a lot and are exposed to
many factions. If a young Marksman/Scout makes a practice of killing
CorSec and RSF personnel on a regular basis they will have to later
watch out for these forces while traveling the major cities of the
galaxy. There is nothing wrong with upsetting the various factions, but
it does mean that they will attack on sight if the faction standing is
very poor. This can add much excitement or unwanted attention depending
on the particular Bounty Hunter's point of view. A traveling
consideration is that while it may be more expensive to fly into a
Starport, Starports are enclosed buildings that will prevent many local
forces from surprise attacking upon landing.
Becoming a Better Bounty Hunter
A key facet of being a good Bounty Hunter is
being good in combat. Know your equipment, inside and out and buy
the best that you can. Make sure that you are aware of the ideal range
of your preferred weapons and try to keep as close as possible to that
distance when in combat. Make sure that your armour has high
effectiveness ratings and that you also purchase a personal shield
generator from a qualified armoursmith. Good armour will absorb a lot of
the damage a Bounty Hunter takes while fighting a mark.
Climbing the rungs of the Bounty Hunter
profession depends upon five types of experience: apprenticeship,
carbine, pistol, heavy weapons, and Bounty Hunter. As previously noted,
apprenticeship experience is gained by training other players in any
known skills. The three weapon-based experience pools increase by
successfull performance in combat. Bounty Hunter experience is gained by
successfully completing Bounty Hunter missions. Currently only one
Bounty Hunter mission may be taken at a time. To start a Bounty Hunter
mission, activate a Bounty Hunter Mission Terminal and select a mission:
Mission Terminals:
Coronet, Corellia: -220, -4470 / -195, -4470
Doaba Guerfel, Corellia: 3166, 5338
Tyrena, Corellia: -5130, -2300 / -5060, -2306
Imperial Prison, Dathomir: -6335, 930
Smuggler Outpost, Endor: -905, 1610
Kaadara, Naboo: 5190, 6673 / 4928, 6728
Keren, Naboo: 2085, 2575
Dearic, Talus: 265, -3070
Bestine, Tatooine: -1445, -3658
Imperial Fort, Tatooin: -5270, 2810
Mos Eisley, Tatooine: 3375, -4845
When a new Bounty Hunter assignment is received
the actual location of the mark is unknown. To determine the location of
the mark a Bounty Hunter must talk to local NPC citizens trying to
locate an underground informant. As a Bounty Hunter becomes more
experienced they will have to find more and more advanced underground
informants to locate their marks. The level of a Bounty Hunter's
informant changes once an increase in the "Bounty Mission Difficulty"
skill occurs. Informants are located across cities and planets, one
novice underground informant can be found at:
Novice Bounty Hunter Informants:
Cornett, Corellia: -212, -4465
Kor Vella, Corellia: Yka Lakid -3418, 3079
Tyrena, Corellia: -5098, -2344
Kaadara, Naboo: 5040, 6735
Keren, Naboo: 2030, 2593
Nermle, Rori: -5171, -2265
Mos Eisley, Tatooine: 3448, -4854 / 3488, -4780
Master Investigation Informant:
Bela Vistal, Corellia: Edo Ikelv 6830, -5543
Deeja Peak, Naboo: Kaskavir (an information broker) 4923, -1410
Master Bounty Hunter Informants:
Bela Vistal, Corellia: Opew 6869, -5753
Kaadara, Naboo: 5275. 6561
Mos Eisley, Tatooine: Nachelamov Ethiakive (a bodyguard) 3396, -4600 (in
the ship, main floor, back right corner through door)
If Bounty Hunters would like to send the
coordinates, city, and planet of contacts I will add them to this
document; either send a tell/email in-game or email me directly at my
address on the top of this document. For beginning Bounty Hunters, when
an underground informant is located and conversed with, the Datapad and
World Map are updated with the target's current location. Examine the
world map to see where the target is located and ensure that the
waypoint is activated for easy navigating during travel. Travel to the
closest city by shuttle and then head out towards the mark's location to
eliminate the individual.
There is a advantageous tradeoff that can be
made while traveling in the wilderness. It is possible to use /burstrun
to travel back and forth very quickly and increase the earning potential
of a Bounty Hunter. However, when /burstrun is used to travel quicker it
may not be available for emergencies such as when being
surprise-attacked by a very strong pack of creatures or when a hit on a
mark goes sour and some distance is needed.
Mission targets are currently always single
individuals and may reside either in a city or in the wilderness. Before
attacking your mark, ensure that you scout the nearby creatures and
people and determine which are potentially aggressive towards you by
examining them (a skill developed by progression through the Scout
profession). Being attacked by other creatures while fighting a tough
mark (usually a 'red' /con) is a problem few Bounty Hunters wish to
experience.
A little known alternate source of Bounty
Hunter experience is from faction recruiters. Select 'train' from a
Recruiter and faction points can be converted on a 2:1 ratio to Bounty
Hunter experience. When running to meet a mark, it can be worth while to
kill opposing faction members for extra faction points to convert into
Bounty Hunter experience. However, as noted above this is both an
advantage and a disadvantage as the Bounty Hunter may end up on the
wrong side of a faction and be attacked on sight due to a very bad
reputation.
To improve as a Bounty Hunter, return to a
Bounty Hunter Trainer or ask another Bounty Hunter to train you if they
are proficient in the skills that you need to acquire. Training in
Bounty Hunter skills is very expensive if training from an NPC, so
befriending another Bounty Hunter can be very advantageous. While
gaining Bounty Hunter Experience it is critical to look at the Skills
window (CTRL-S) after each completed mission to ensure that you have not
hit an experience cap. If a Bounty Hunter has hit an experience cap any
further missions will not provide further gains in experience and until
more advanced Bounty Hunter training has occurred. The Bounty Hunter
profession is currently under revision and like all MMORPG elements will
continue to evolve. The 'combat support' tree of the Bounty Hunter
profession is a good choice to take where possible as it will increase
the speed and accuracy of weapons use.
As the difficulty of missions increase it will
become necessary to start using a tracking droid to locate mission
marks; marks may be on another planet or moving about the landscape. The
current locations of Bounty Hunter Droid Terminals that I know of are:
Bounty Hunters are not strictly limited to
being a Scout/Marksman/Bounty Hunter. While the remaining number of
skill points available to invest in other professional skills is
currently limited to 32, there are some creative ideas that can be
pursued. One suggestion might be to follow weapons specialization as a
Pistoleer,
Carbineer, or
Rifleman. A
Bounty Hunter could also pursue limited training as a
Creature Handler
or increase their medical skills as a
Medic. Over the
life's career of a Bounty Hunter it is possible to try different
combinations of complimentary skills by giving up old skills to follow
new skill paths. Remember however that prerequisite skills can not be
unlearned without first unlearning the skills dependent upon them.
Bounty Hunter Abilities
[Droid Find]
Enables the Bounty Hunter to use a probe droid to know where to go next
to locate a mark.
[Droid Track]
Enables the Bounty Hunter to receive a continual update about where the
probe droid is indicating where the mark has recently been.
Bounty Hunter Skills
The current list of Bounty Hunter Skills are as
follows with the total bonuses granted by completing the Bounty Hunter
Profession (not including skills bonuses from the prerequisite or
alternate professions) listed in parentheses:
[Bounty Mission Difficulty]
This starts the Novice Bounty Hunter on their way to doing Bounty
Hunting missions and increases the difficulty of available missions as
they become more proficient. The more difficult a bounty mission, the
more money is offered for its completion. (Max +3)
[Carbine Accuracy]
Increases the accuracy with which the Bounty Hunter can use carbine
weapons. (Max +60)
[Carbine Speed]
Increases the speed with which the Bounty Hunter can use carbine
weapons. (Max +50)
[Droid Precision]
Determines a Bounty Hunter's rate of success in using a tracking droid's
'Find' feature. (Max +130)
[Droid Speed]
Determines a Bounty Hunter's rate of speed in using a tracking droid's
'Find' feature. (Max +90)
[Droid Tracking Speed]
Determines a Bounty Hunter's rate of speed in using a tracking droid's
'Track' feature. (Max +70)
[Heavy Weapon Accuracy]
Increases the accuracy with which the Bounty Hunter can use heavy
lightning rifles. (Max +70)
[Heavy Weapon Speed]
Increases the speed with which the Bounty Hunter can use heavy lightning
rifles. (Max +60)
[Pistol Accuracy]
Increases the accuracy with which the Bounty Hunter can use pistol
weapons. (Max +60)
[Pistol Speed]
Increases the speed with which the Bounty Hunter can use pistol weapons.
(Max +50)
[Ranged Defense]
A bonus to avoiding ranged attacks. (Max +7)
[Tracking Droids]
Determines the number of attempted tracks possible with a tracking
droid's "Find" feature. (Max +12)
[Tracking Droid Effectiveness]
Determines a Bounty Hunter's rate of success in using a tracking droid's
'Track' feature. (Max +90)
Bounty Hunter Weapons
Bounty Hunters gain additional weapon
certifications in the following weapons:
Scatter Pistol
Light Lightning Canon
Bounty Hunters have several special attacks for
the following weapon groups:
Pistols
1) Bleeding Shot
This range attack is of medium power, but can cause the target to bleed.
2) Eye Shot
This ranged attack damages the opponent's mind with a powerful attack
and can also blind its target.
3) Torso Shot
This ranged attack douses the target in flames, causing high amounts of
damage to the body as well as causing additional fire damage.
4) Fast Blast
This ranged attack his a target's torso and arms for a high amount of
damage
Carbines
1) Underhand Shot
This sneaky ranged attack is designed to catch a target unaware, and
causes high damage and can also knock them down.
2) Fire Knockdown
This ranged attack blasts the target with a quick rush of flame aimed at
their upper body, which can cause them to be bowled over by the sheer
force directed at them, causing them to become dizzy as well.
3) Confusion Shot
This ranged attack is designed to confuse its target, and can stun and
dizzy its target as well.
4) Spray Shot
This ranged attack is highly damaging, and has a chance to blind, dizzy,
and stun a target.
Light Lightning Canon
1) Lightning Single 1
This ranged attack blasts a target with a high jolt of electricity,
causing good damage.
2) Lightning Cone 1
This ranged area attack fires a cone in front of the player, damaging
multiple opponents at once with a huge electrical blast.
3) Lightning Single 2
This powerful ranged attack blasts a target with a big jolt of
electricity, causing high damage. This is more powerful than Lightning
Single 1.
4) Lightning Cone 2
This powerful ranged area attack fires in a cone in front of the player,
damaging multiple opponents at once with a huge electrical blast. This
is more powerful than Lightning Cone1.
Bounty Hunter Combat
There are many good FAQs already written on the
relative advantages of the different weapon classes and the strategies
for each. Since there are currently no Bounty Hunter specific combat
abilities refer to the weapon-specific FAQs for more detailed
information on combat. However, there are some considerations that bear
noting for Bounty Hunters.
There are two keys to being a successful Bounty
Hunter: Equipment and Technique. As noted above, always save up for and
purchase the best equipment possible. Get to know and form a
relationship with a good Master Armoursmith and Weaponsmith. Have the
Weaponsmith make you the best weapon that you are currently (or soon
will be) certified for. When comparing armour, always look for the
various 'effectiveness' levels for the various types of defense. The
effectiveness levels on a piece of protective gear need to be high to be
effective. Also purchase the best weapon possible. A good weapon is
fast, has a high damage output, and has low costs for special attacks.
Since taking down a mark is done primarily by repeated special attacks,
having a weapon that leaves the Bounty Hunter exhausted before combat is
completed will simply not do.
Bounty Hunter marks are difficult, red /con
humanoids and Bounty Hunters must think intelligently to defeat them.
When traveling to meet a mark, make sure to utilize /maskscent to
prevent unwanted attacks from creatures and having your stat pools
drained before meeting the mark. While waiting for shuttles use the
/forage command to find stat buffing food sources. Examine each found
food source keeping the beneficial ones and destroying the harmful ones.
While en route to find your mark, consume beneficial stat enhancing
foods just before arriving. Beneficial effects from food take time to
become fully manifested, so don't leave them until the last moment.
A macro should be made for '/healdamage self'
for use in combat. Stim packs can be used while in combat and having a
macro to automatically apply them directly to yourself will prevent
unwanted deaths or wasted time changing the active target. Keep a good
supply of stim packs in inventory, but watch that their use does not
cause the mind pool to get too low in combat to avoid incapacitation
from a zero mind pool.
Use /takecover if you are fighting a ranged
opponent from your optimal distance or further out. All ranged weapons
can be used while in this position for added defensive bonus and being
prone adds to your accuracy.
Another strategy is to constantly move. By the
time a candidate has reached Bounty Hunter status they have sizable
bonuses to their weapon accuracy (especially if specializing in their
weapon as well). Experiment to see how accurate you are while moving
constantly and how often you miss. If you are so accurate that you miss
very little while moving at your weapon's idea distance, then do so to
get the added defensive benefit that moving offers.
Another way to leverage the high weapon
accuracy of a Bounty Hunter, and the preferred technique used by
Elbereth Du'Ratal, is to attack from absolute far range (60-65m) in the
/takecover position combining the advantages of both of the above
techniques. Repeatedly attack outright with the best special attack
available for your weapon.
Using special attacks that slowly drain an
opponent's stat pools (a 'damage over time' or 'DoT') can be especially
useful if the Bounty Hunter has to temporarily leave combat and heal.
Always use special attacks where possible to maximize damage. A DoT
attack can either be used at the start of a combat to maximize the
effect of the DoT , or if the opponent is particularly dangerous, a DoT
attack can be used from maximum range and then leave the mark to weaken
due to blood loss by backing away, using /peace to end combat, and then
patiently waiting. Bounty Hunting is about making the one kill, not the
many. When a Bounty Hunter attacks, she does so fully prepared and
without reserve.
When combat injuries are getting severe, it is
often also possible to get out of range of a mark and use /peace to end
combat. This can allow a Bounty Hunter to heal up as much as necessary
and return to finish the job. Bounty Hunting is after all about patience
and strategy.
Role-playing
Bounty Hunters are one of the most colourful,
interesting, and intriguing types of people that can be met in the Star
Wars universe; they travel to, meet, and occasionally kill many people
that others have never even heard of. Enjoy the roll of being a Bounty
Hunter. Learn the various social emotes from the list brought up by
hitting CTRL-A and use them to liven up your interactions with other
characters. If a specific emote does not exist, it can be made by using,
'/emote <description>'. For example, '/emote abruptly stops laughing and
looks over her shoulder.' would display the message 'Elbereth abruptly
stops laughing and looks over her shoulder.' for everyone nearby to see.
Determine what type of Bounty Hunter you are
and how you interact with those around you. Are you secretive?
Boisterous? A braggart? Humble and quiet? While enjoying some down time
in a local cantina, entertainers may well enjoy a chance to hear tales
of the exciting world of bounty hunting.
Role playing adds fun and depth to the Star
Wars Galaxies game experience for those that use it and those around
them. So enjoy the game as much as possible and help the universe come
alive through creative role playing.