My next character is going to have this quality.
Incontinent?
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I really abhor this notion. When a player goes out of his way to deal with a quality I think it's a dick move to dock his advancement or give him some new detriment. It's up to the GM to make it an effort, naturally, but roleplaying the solving of a problem should be enough in a roleplaying game.
I'm really abhorring the number enemy qualities that may exist among the players I'm with. As far as I can tell, so far our enemies involved a powerful person in Shiawase, a conspiracy that involves Saeder-Krupp and the British government (or whatever passes for it these days), and the former partners (runners) of the third member. While the corp enemies are only of 1 incidence, I shudder at the implication of what would happen should all three enemies come up on the incidence chart.
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Even a quality like in-debt. You may not owe the loan shark any more money... but the quality is still there. What does that mean... it means there's some organization/individual depending on rating of the quality with the means to actively collect and track you down to collect. What can be done with that... blackmail... selling out your paydata for a little extra return on investment when others are trying to do legwork to hunt you down... etc.
The bagman that was supposed to deliver your payment never did....
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Aero, that really constitutes a gigantic straw-man. It's not what anyone here is advocating; if anything, it is a caricature of the way it should, rightly and properly, be balanced.
Given your scenario? As a GM, I'd count up the net BP cost of gear and nuyen expended, and apply that towards the removed negative flaw. Then, I'd look at what Karma awards I would have otherwise given the player, and apply THAT.
If there was any balance left against the character, then and only then would I either ask them to pay more Karma, go into debt for some Karma, or we could talk through a mutually-agreeable replacement negative quality. Or some combination of them all.
For example, if they would have earned 4 karma, and blew ~$25K worth of stuff, eliminating a 13-point enemy? They'd be 6 BP / 12 Karma "short". So one option might be to "owe" 2 karma, and pick up a replacement 5-point negative quality.
Given your scenario? As a GM, I'd count up the net BP cost of gear and nuyen expended, and apply that towards the removed negative flaw. Then, I'd look at what Karma awards I would have otherwise given the player, and apply THAT.
If there was any balance left against the character, then and only then would I either ask them to pay more Karma, go into debt for some Karma, or we could talk through a mutually-agreeable replacement negative quality. Or some combination of them all.
For example, if they would have earned 4 karma, and blew ~$25K worth of stuff, eliminating a 13-point enemy? They'd be 6 BP / 12 Karma "short". So one option might be to "owe" 2 karma, and pick up a replacement 5-point negative quality.
Why not adjust the enemy? So you have a 13BP / 26 Karma enemy group (which is a group by necessity since an enemy can only go up to 12 BP / 24 Karma). They effectively earned 4 karma and used 10 karma worth of stuff while doing so. As a GM, what I would do is lower the effectiveness of the quality by 14 karma. So if this was a 3 Incidence, 4 Connections group with 110 members (+4), and a spawl-wide area of influence (+2). Let's say during this mission you killed about 40 members lowering them down to 70 members (-2 for 4 karma), and dropped their influence to a district (-1 for 2 karma). Lower their incidence to 1 (-2 4 karma) to represent them recuperating from the beating you gave them and their connections to 2 (-2 for 4 karma) to represent a lowered opinion of them throughout the sprawl. So now, instead of a 13BP / 26 Karma enemy group you have a 1 incidence 2 connections, district group (+1) with 70 members (+2) that's now a 6BP / 12 Karma enemy group.
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BTW: this is specifically written under enemies... as covered by the quality...
"Enemies are the antithesis of typical contacts. However, they use a similar set of game mechanics. Generally, an enemy should be a 400 BP character approved by the gamemaster. Enemies will use the Hand of God (p. 277, SR4) to reappear even when they should, by all rights, be dead."
Translation... yes you may have thought you offed the enemy... but no he magically survived your ill-designed plot to eliminate him. Simply killing the enemy does not buy off the quality. Even the RAW makes this clear.
"Enemies are the antithesis of typical contacts. However, they use a similar set of game mechanics. Generally, an enemy should be a 400 BP character approved by the gamemaster. Enemies will use the Hand of God (p. 277, SR4) to reappear even when they should, by all rights, be dead."
Translation... yes you may have thought you offed the enemy... but no he magically survived your ill-designed plot to eliminate him. Simply killing the enemy does not buy off the quality. Even the RAW makes this clear.
So.... the third time the enemy shows up, I kill him with a sucking chest wound. Then I put five bullets into his grey matter. Then I sever his head. Then I feed his body to a wood chipper and bag the remains. Then I feed his head to a wood chipper and bag those remains. Then I cremate the chipped remains of the body and rebag them. Then I cremated the chipped remains of the head and rebag those. Then I break into an abandoned mine and dump the ashes of the body all over the mine. Then I tie a metal weight to the head bag and dump it over the Mariana Trench....