TEXT: Ela looked at the holo-vid image of her prospective target: a lean-looking catlike being. 
  “Five thousand credits to capture a Terlarian,” she muttered.
  “Alive,” her client emphasized.
  “Alive, right,” Ela said, nibbling a cookie absentmindedly. After a pause, she said, “When 
  I return him, do his kneecaps need to work?”
  Ela Taf was born Elaine Tesla, just another youngest daughter in a coal-powered city 
  on a fusion-powered world. A teenager desperate to break her family’s cycle of poverty 
  and make a name for herself, she ran oﬀ and joined as a crewer on a small vessel — the 
  Fleeting Sunset.
  The previous captain of the vessel, a feared and violent trader named Blakken Tan, 
  ran Sunset like a tyrant. After an accident took out Tan and half the crew, it was Elaine’s 
  quick thinking that saved the vessel and the others aboard. The surviving crewers unani-
  mously elevated her to captain, a position she reluctantly accepted.
  Shortly after taking the position, she read over Tan’s ship logs. She was surprised to 
  note a downward spiral in Tan: He inherited the ship from his captain, buying out his 
  share after decades of saving. After several months, he found himself unable to get the 
  ship to respond as well as it had previously ... until a barroom brawl in a space station, 
  where he returned to the Sunset spotted with blood (his and other people’s). To his 
  surprise, the ship responded better than ever before.
  Over the years (the logs went 
  on), Tan’s mood grew darker 
  and more violent; somehow, 
  the only way the ship would 
  continue to work properly is if 
  he allowed himself to indulge 
  his violent tendencies. This 
  transformed the former captain 
  into the mean-spirited, soulless 
  man Elaine knew.
  Ela Taf and the Fleeting Sunset
  A Bounty Hunter Supporting Character  
  for D6 Space
  Brought to you by WEG & this ﬁne retailer!
  Credits: Writing — Steven Marsh • Art — Aaron Nakahara (woamn), James Dunn (ship), • Layout – Nikola 
  Vrtis • Publisher — Eric Gibson • Special Thanks — Rachel Gibson
  Available and Upcoming Books
  The new D6 System roleplaying game series oﬀers fans of one of the most popular 
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  using a game engine that’s cross-genre compatible. The books feature character templates, 
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  and over 80 Advantages, Disadvantages, and Special Abilities. Each book is 144 pages 
  with a full-color hard cover and a one-color interior. The D6 Space Rulebook is suitable 
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  D6 Space Ships: This book provides suggestions for 
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  ships, and more. 96 pages, soft cover, grayscale, Product 
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  D6 Space Aliens, Volume 
  I: In this volume, you’ll meet 
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  128-page softcover, Product Number WEG 51022, ISBN 
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  Also of Interest
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  creatures, including entries by Origins Award-winning authors Steven Marsh and Aaron 
  Rosenberg. With translation guidelines for D6 Space and D6 Adventure. 96 pages, soft 
  cover, Product Number WEG 51015, ISBN 1-932867-03-1, $12.95.
  D6 Adventure Creatures: From aliens to zebras, serial killers to ghosts, bears to 
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  them, D6 Adventure Creatures oﬀers useful generic background information for any 
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  112-page softcover, Product Number WEG 51021, ISBN 1-932867-10-4, $15.99. 
  Release May 2005.
  Permission is hereby granted to photocopy or print this booklet for personal or promotional use only. This booklet is not for resale.
   © 2005 Purgatory Publishing, Inc. D6 System, WEG, and West End Games are trademarks of Purgatory Publishing, Inc. Other trademarks are properties of their respective owners.
  
  Elaine scoffed 
  at this for the ﬁrst 
  months of her cap-
  taining, until the 
  ship started mal-
  functioning for no 
  explainable rea-
  son. It happened 
  in minor ways at 
  ﬁrst, but then the 
  ship dropped out 
  of hyperspace due 
  to a malfunction-
  ing drive. As the 
  Sunset sat helpless, 
  its crew working 
  to repair the dam-
  age, it found itself 
  besieged by space 
  pirates. They were 
  almost destroyed, 
  but Elaine’s eﬀective 
  leadership saved 
  them all and drove 
  oﬀ the attackers.
  Immediately 
  thereafter, the ship started working perfectly, and Elaine and the crew of the Fleeting Sunset 
  went on with their lives again. Elaine wasn’t terribly superstitious, but she wasn’t fool enough 
  to ignore the pieces when they fell into place in front of her. Somehow, she concluded, the 
  ship required violence, bloodshed, or other pain to continue working properly.
  This brought Elaine into a conundrum; she didn’t think of herself a violent person, 
  but she didn’t want to die from a malfunctioning airlock in the void of space. After con-
  siderable contemplation, she came to a solution. She would become a bounty hunter, 
  tracking down others not out of sport or love of violence, but out of necessity. “Billions 
  of people hate their jobs,” she mused, “but how many of them get to hate their jobs with 
  the cosmos as their oﬃce?”
  Elaine reinvented herself as “Ela Taf ” (a reversing of the word “fatale”) in an eﬀort 
  to protect her family and former friends. She trained rigorously, with an eﬃciency that 
  has earned her a curious reputation. She portrays herself — in complete honesty — as 
  a professional doing a job ... nothing more or less. She isn’t a feared or dreaded bounty 
  hunter but is recognized within the bounty hunter community as a solid — and aﬀord-
  able — choice.
  Ela ﬁnds herself balancing the requirement of keeping the ship functional with the 
  need to keep the weight on her own soul as light as possible. So far, it’s a balancing act 
  that she’s winning, albeit only slightly. It would only take a few major setbacks to tip her 
  over the abyss into becoming a mean and bloodthirsty woman.
  Using Ela Taf and the Fleeting Sunset  
  in a Campaign
  Ela Taf and the Fleeting Sunset are designed to serve many diﬀerent roles, depending 
  on the needs of the gamemaster. Here are some suggestions.
  A Different Type Of Bounty Hunter
  Although Ela Taf is working in one of the most common professions in a D6 Space 
  campaign, as a bounty hunter she is decidedly diﬀerent from your standard sullen lurk-
  in-the-shadows “no atomizations” type. She’s basically a normal person — friendly but 
  guarded, attractive but shy — who also happens to need to hurt people to make money 
  and keep her ship going. This can make a nice change of pace for encounters, as an ally 
  or adversary.
  As a recurring opponent, Ela counts as a Rank 2 Enemy for beginning characters. 
  As a constant friend, Ela can be a Rank 1 or Rank 2 Contact, depending on how useful 
  she is to the characters.
  A Campaign Framework
  The Fleeting Sunset can also serve as a unique premise to base an adventure series. 
  Here, the players’ characters serve as the crew for Ela. In this case, the gamemaster has 
  a lot of freedom with where the players’ characters can go — since they have access to a 
  ship — while not giving them complete reign. In this case, the players’ characters would 
  each have Patron and Employed at equal levels (either Rank 1 or Rank 2, depending 
  on how closely tied the players’ characters are to the ship). Of course, since Ela doesn’t 
  reveal the ship’s bloodthirsty secret, the other crewers might become surprised if they 
  gain control of the ship, either by another accident or mutiny.
  “The Secret Is Hidden In The Airlock ...”
  The Fleeting Sunset is an ancient ship, and as such can serve a number of diﬀerent 
  plot-related functions. Perhaps its databanks house hidden information that leads to 
  a treasure or a cure of a serious illness. Perhaps a component of the ship is required to 
  repair an ancient city’s air puriﬁcation system. Regardless, unless the players’ characters 
  are properly diplomatic and persuasive, attempting to acquire this information could 
  well earn the ire of Ela. And, even though she’s a paid professional, she’d still beat the 
  players’ characters senseless for nothing.
  More Online
  For a bounty hunter templates and other D6 Space templates, a preview of the D6 Space 
  Rulebook and D6 Space Ships, more example ships, and other free articles and downloads, 
  visit the West End Games Web site at www.westendgames.com. Then, discuss your D6 
  System adventures with your friends at your favorite store or come online and chat in our 
  forums. Additionally, for the latest up-to-the-minute news, plus exclusive rule options, 
  equipment, and characters, check out our blog at westendgames.livejournal.com. 
  Permission is hereby granted to photocopy or print this booklet for personal or promotional use only. This booklet is not for resale.
   © 2005 Purgatory Publishing, Inc. D6 System, WEG, and West End Games are trademarks of Purgatory Publishing, Inc. Other trademarks are properties of their respective owners.
  
  When encountered, Ela is a quiet and 
  business-like. Those who are perceptive or 
  empathic will note she keeps her emotions 
  in check, especially a sense of humor. Her 
  rates are among the most reasonable of 
  those in the bounty hunter world (at least, 
  among those who are fairly successful). She 
  favors an eﬃcient violence when dealing 
  with her quarry. She grudgingly allows 
  her prey a chance to surrender, although 
  she is always mildly annoyed when they 
  do so, since without violence, the needs 
  of the ship are not fulﬁlled. She isn’t ter-
  ribly impressive or charismatic, and in her 
  occasional romantic dealings — none of 
  which have grown to anything long term 
  — her beaus are always surprised to learn 
  of her profession.
  Regardless, Ela will never reveal the 
  “secret” of the ship; she will claim her desire 
  to be a bounty hunter is that she has the 
  skill, and it makes a fair bit of money (both 
  of which are true).
  Ela Taf
  Agility 4D: acrobatics 4D+2, brawling 
  5D, dodge 4D+2, firearms 5D+2, 
  running 4D+1
  Strength 3D
  Mechanical 3D: gunnery 3D+2, naviga-
  tion 3D+1, piloting 4D 
  Knowledge 3D+1: business 4D, intimida-
  tion 3D+2, security regulations 3D+2, 
  streetwise 4D+2, survival 3D+2, tactics 
  3D+2, willpower 4D+1
  Perception 2D+1: bargain 3D, command 
  3D+2, investigation 3D, search 4D, 
  sneak 3D
  Technical 2D+1: ﬂight systems repair 
  3D
  Strength Damage: 2D
  Move: 10
  Fate Points: 3
  Character Points: 10
  1 mine launcher (2 areas, 3 tons, 2 eu, 3,000 cr, rear, range 3/7/14, per mine)
  5 replacement mines (5,000 cr, 9D damage each) in 5 ammo bays (5 areas, 10 tons, 
  2 eu, 500 cr)
  In-System Drive (5 areas, 5 tons, 9 eu, 3,500 cr)
  Move: 3 (space), 150 (atmosphere, 430 kph)
  Maneuverability: +1D (6 eu, 1,800 cr)
  Interstellar Drive: 1.5 (17 areas, 51 tons, 150 eu, 76,000 cr); backup: none
  Total Energy Requirements: 238 
  Power Plant: 295 energy units generated (21 areas, 39 tons, 40,500 cr)
  Hull Toughness: 2D+2 (125 tons, 62,500 cr)
  Atmosphere Capability: streamlining (32 tons, 12,500 cr); landing gear (25 tons, 
  9,375 cr)
  Armor: 0
  Shields: +2D (5 areas, 9 tons, 6 eu, 90,000 cr)
  Total Tonnage: 398 
  Scale: 18
  Total Area Units: 231 
  Length: 58 meters (cylinder-like, 2 decks)
  Disadvantage: Achilles’ Heel: Nutritional Requirement (R5), the ship’s captain must 
  commit a violent act or draw a signiﬁcant amount of blood at least once a week, or 
  else the diﬃculty for all ship functions increases by +1 per day (cumulative) until 
  the captain does so
  Special Ability: Immortality (R1), the ship can never be fully destroyed, with Restric-
  tion (R2), only applies to battle
  Total Cost (new): 357,630 credits/Price Diﬃculty: 56
  The Sunset Needs Blood _
  How does the Fleeting Sunset know its captain has been in battle?
  The explanation is up to the gamemaster and can form the basis of an interest-
  ing adventure or series of adventures. For campaigns that can allow supernatural 
  or metaphysical explanations, the ship somehow maintains a mystical bond with 
  its owner. Perhaps the ship’s ﬁrst captain was such a strong-willed but cruel person 
  that the Sunset grew to “love” and respond only to people of that type.
  For campaigns that would beneﬁt from a more “scientiﬁc” explanation, the captain 
  of the ship becomes inundated with nanites after assuming control. These nanites 
  were originally designed to enhance the captain’s control over the ship, but over the 
  centuries, this functionality has deteriorated, such that the neural connection oﬀered 
  by the nanites is required for the ship to operate properly. The nanites don’t provide 
  quite the proper connection they are supposed to, such that they only give their full, 
  required connectivity when the captain’s body is inundated with the endorphins 
  and adrenaline that comes with battle, ﬁghting, and inﬂicting pain.
  Regardless, another adventure series could emerge out of tracking down a solu-
  tion for this limitation ... and perhaps even ﬁnding a way to enhance it, so that the 
  captain is provided with bonuses the longer she remains with the ship. In this case, 
  the Fleeting Sunset could become one of the most powerful ships of its size in the 
  galaxy, and its captain one of the most renowned.
  Tracer Pistol _
  This slug-thrower doesn’t pack as 
  much of a punch as Ela’s blaster — or 
  even many normal handguns — but 
  it’s nevertheless one of the most useful 
  pieces of her arsenal. If this weapon 
  penetrates armor, it injects the target 
  with a chemical tracer that Ela can 
  track via her goggles; this eﬀect is in 
  addition to the normal damage the 
  weapon inﬂicts. The damage total 
  applied to the victim (after any armor 
  or other damage resistance totals) 
  becomes the bonus to search that Ela 
  gets when hunting her quarry using 
  the goggles.  For example, if a success-
  ful shot does eight points of damage, 
  then Ela will be at +8 to her search 
  totals for ﬁnding that victim later.
  The chemical is processed and 
  assimilated (and the bonus reduced) at 
  the rate of one point per hour; thus, in 
  the previous example, Ela’s +8 bonus 
  would drop to a +5 after three hours. 
  Shots are cumulative; thus if someone 
  took 6 points of damage from one shot 
  and 9 from another, Ela would be at 
  +15 to her search rolls and it would 
  take 15 hours for the chemical to fully 
  dissipate.
  Because the tracer pistol is so useful 
  in hunting down someone intent on 
  ﬂight, Ela tends to use it as a primary 
  weapon for the ﬁrst shot or two in 
  combat. However, each tracer shell 
  costs a fair number of credits, so she 
  doesn’t use them haphazardly.
  Tracer Pistol and Goggles _
  Damage: 3D. Ammo: 6. Range: 
  10/20/40. Weapon Price: D (3,500 
  credits). Ammo Price: M (900 cred-
  its). Note: Special ammo gives bonus 
  to search; see description for details.
  Permission is hereby granted to photocopy or print this booklet for personal or promotional use only. This booklet is not for resale.
   © 2005 Purgatory Publishing, Inc. D6 System, WEG, and West End Games are trademarks of Purgatory Publishing, Inc. Other trademarks are properties of their respective owners.
  
  Body Points: 38 
  Wound levels: 5
  Advantages: Authority (R1), bounty hunter; Contacts (R2), the “street”; Fame (R1), 
  honorable bounty hunter
  Disadvantages: Devotion (R1), bounty hunter’s code of honor; Employed (R1), 
  bounty hunter
  Special Abilities: Fast Reactions (R1), +1D to Perception to determine initiative, 
  can get one extra action 3 times an adventure; Luck, Good (R1)
  Equipment: syntheleather mesh (Armor Value +1D) worn under clothing; blaster 
  pistol (damage 5D; range 20/50/150; 15 shots); tracer pistol (see description); ceramic 
  dagger (damage +1D+2) concealed in a boot; ceramic handcuﬀs (Diﬃcult sleight of hand 
  roll to remove, 22 Body Points/3 Wound levels, damage resistance total 16); enhanced 
  ultravision goggles (+3D bonus to sight-based rolls for viewing objects beyond 7 feet or 
  in the dark; vulnerable to bright lights); ship, bonded to self (see description, below)
  The Fleeting Sunset
  The exact age or origin of the Fleeting Sunset is unknown. It’s an old vessel, with records 
  dating back several generations; however, before a certain point, no further information can 
  be gained. It’s theorized that the vessel’s shipyard were destroyed along with its records.
  Nevertheless, it’s a ship with an odd mixture of old and new parts. Repair crews 
  have commented on never seeing some pieces of equipment, while others are curiously 
  antiquated.
  The ship requires two crewers at all times — one pilot and one co-pilot. In general, 
  this duty has been fulﬁlled by six people, each pair serving eight-hour shifts. The ship 
  has room for one more passenger, plus two prisoners. (The brig was converted from 
  cargo space after Ela took over.) The combination mess hall and communal area ﬁts four 
  people comfortably, although the accoutrements and seating are a little oﬀ, as if designed 
  for people slightly wider and with slightly longer legs than normal Humans.
  There are four sleeping quarters. The captain gets a cabin all to herself, while the other 
  three sleep two people apiece. The ﬁrst mate normally gets a room to himself, although 
  he understands that he shares his room with any passengers.
  The ship seems designed for all-around service. Its weapons are adequate but not all-
  powerful. It contains some cargo space but not as much as a dedicated freighter. It’s fast 
  but not the fastest ship in the galaxy. It’s atmospheric capable and can land planetside, 
  but it doesn’t seem like it was necessarily designed for that. This seeming schizophrenia 
  has befuddled previous captains, who don’t quite know what to do with the Sunset. 
  Scholars who know about the ship’s age wonder if it was designed for a previous era ... 
  and if so, what that era’s demands were of its ships.
  By far the most interesting aspect of the ship, however, is its unique bonding with the 
  captain. For reasons that others have been unable to explain yet, the ship requires the 
  captain to inﬂict pain or injury to perform its functions. How the ship’s previous captains 
  have responded to this need has varied. Some turn to careers of violence, such as soldiers 
  or mercenaries; some become hurtful on their own time. One captain got around the 
  ship’s need for violence by inﬂicting pain on himself with a surgical scalpel; the Prince 
  of Scars, as he called himself, became one of the most colorful couriers of his day.
  One other aspect of the ship that no one knows about is its seeming immortality, at 
  least in combat situations; whatever forces bond it to its captain also seem to keep the 
  vessel alive. Regardless of what fate befalls its crew, the ship itself will continue to endure 
  ... although it may end up ﬂoating derelict in space for years. 
  The Fleeting Sunset
  Key: eu = energy units; cr = credits
  Crew: 6 
  Passengers: 1 guest; 2 people in brig
  Life-Supporting Modules
   boarding tube (6 areas/extends to 12 meters, 6 tons, 1.2 eu, 6,000 cr) with single 
  airlock on one side (1 area, 0.5 tons, 0.1 eu, 100 cr); standard bridge (3 stations, 12 areas, 
  6 tons, 1.2 eu, 300 cr) with +2 comm, +2 gunnery, +2 navigation, +2 piloting, +2 sen-
  sors, and +2 shields upgrades (12 eu, 3,600 cr); lounge (24 areas, 12 tons, 2.4 eu, 1,200 
  cr) with food processor upgrade (25 cr); medical bed (3 areas, 1.5 tons, 0.3 eu, 400 cr) 
  with +2 medicine upgrade (2 eu, 600 cr); 3 two-person rooms (42 areas, 21 tons, 4.2 
  eu, 2,100 cr); 1 one-person room (10 areas, 5 tons, 1 eu, 500 cr); hallways to separate 
  and connect rooms (50 areas, 25 tons, 5 eu, 1250 cr) 
  Cargo Modules
  bulk (25 areas, 25 tons, 2.5 eu, 625 cr)
  Life-Support Supplies: food storage (8 area, 4 tons, 4 eu, 80 cr); standard food (9 people/2 
  months, 1.8 tons, 1,800 cr); atmosphere (27 people-areas/2 months, 8,100 cr)
  Weapons 
  1 blaster cannon (3 areas, 4 tons, 10 eu, 7,000 cr, forward arcs, range 5/10/17, 
  damage 4D)
  2 laser cannons (4 areas, 6 tons, 22 eu, 20,000 cr, forward/up or down/port/starboard, 
  range 5/16/33, damage 3D each)
  Permission is hereby granted to photocopy or print this booklet for personal or promotional use only. This booklet is not for resale.
   © 2005 Purgatory Publishing, Inc. D6 System, WEG, and West End Games are trademarks of Purgatory Publishing, Inc. Other trademarks are properties of their respective owners.
  
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