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tisoz
Does taking the Hunted flaw mean the PC is only going to last a run or two? A borrowed time flaw with a specific enemy instead of a cortex bomb or mortal disease?

I see it more like they are really motivated to find the PC. I look at the stats for the enemy the Hunted flaw applies to (some have argued it applies to all your enemies, but that doesn't make sense when using the game mechanics.) They have Power, Motivation, Knowledge concerning the PC.

Power refers to physical or economic resources that can be used against the PC, things like that. Knowledge refers to what they know about the character and his whereabouts. Motivation seems misnamed to me and may be why the there is confusion concerning the hunted flaw. It does not mean how badly they want the PC. It refers to the degree of retribution they desire.

So in the case of a PC taking the extra enemy flaw and applying the 6 point hunted flaw to that enemy, it doesn't have to mean the NPC even wants the PC dead. Applying the +3 to the new enemy could give it stats of Power 3, Motivation 4, Knowledge 4. The enemy wants to beat the PC to an inch of his life, can barely manage to do it by themself, and has only the city the PC calls home.

What if the enemy is a jilted lover? Maybe Power 1 or 2, Motivation 4, and Knowledge 5. They have almost no resources to bring against the PC, they want to do the PC the way the PC did them, and they know just about everything about the PC.

Unless the PC assigns the enemy a Motivation of 5 or 6 (or explains it as such in his background), the mechanics call for less than death being able to satisfy the enemy. Only at rating 5 or 6 does the description for Motivation even sound like motivation, but it never mentions the level of violence. It is probably death, but not certain death, maybe something as bad or worse. But it never says.
mfb
indeed. in the case of the jilted lover, there might not be any 'master plan' at all. the psycho hosebeast is just always on you--trying to prove that you got her pregnant (the fact that she expects to get court-approved child support from a guy whose job it is to break the law just proves it was a good idea to drop her), putting the word out that most of your cyberware is second-hand, telling her muscle-bound new boyfriend about how you abused her, etcetera.

edit: er. actually, i was thinking about Enemies, not Hunted.
Fresno Bob
Well, it wouldn't be that limiting if all they really wanted to do is find him, and then just beat on him a little.

When players I have take hunted, they get crazy bastards who just want them dead or ruined. Like Eddie Brock and Spiderman.
tisoz
QUOTE (mfb)
indeed. in the case of the jilted lover, there might not be any 'master plan' at all. the psycho hosebeast is just always on you--trying to prove that you got her pregnant (the fact that she expects to get court-approved child support from a guy whose job it is to break the law just proves it was a good idea to drop her), putting the word out that most of your cyberware is second-hand, telling her muscle-bound new boyfriend about how you abused her, etcetera.

edit: er. actually, i was thinking about Enemies, not Hunted.

Hunted means they aren't going to get over it.
fistandantilus4.0
I've have a runner that's being hunted by some triads. Every couple of sessions, they'd make a move on her. After a while it started to heat up to every other, than a whole session just dealing with it as the conflict got more intense. The player called in all of her favors, and barely made it out alive. By that point, the triads had already gunned down one team member to get to her.

But now they've been of her fora while,but are coming back soon. And hiring other runners/assasins to help out!

Fun!
tisoz
QUOTE (Voorhees @ Feb 13 2005, 12:28 AM)
When players I have take hunted, they get crazy bastards who just want them dead or ruined.

QUOTE (fistandantilus3.0)
hiring other runners/assasins to help out!

That's what I mean, how do you get that from the game mechanics?
Fresno Bob
I'm not really sure what you're asking...

How does Hunted give you enemies? A 6 point flaw gives a rating 6 enemy, who can have 2 6s and a 5 in attributes.
fistandantilus4.0
I actually just did it by roleplaying, not mechanics. They were trying to get back something she stole. So she killed some triads, so they tried harder, so her team killed triads, and things escalated.

The way I see it, a lot of how it goes depends on the circumstances, and how many points they got for the flaw. 6 point flaw, watch out. You didn't just piss off the triads, somehow you pissed off Lung! I mean geex, borrowed time, the one where you die in 6 months, that's 6 points!
tisoz
QUOTE (Voorhees)
I'm not really sure what you're asking...

How does Hunted give you enemies? A 6 point flaw gives a rating 6 enemy, who can have 2 6s and a 5 in attributes.

Or you add 3 to the rating of an existing enemy. That's the discussion.
tisoz
QUOTE (fistandantilus3.0)
I actually just did it by roleplaying, not mechanics. They were trying to get back something she stole. So she killed some triads, so they tried harder, so her team killed triads, and things escalated.

That makes some sense
QUOTE
The way I see it, a lot of how it goes depends on the circumstances, and how many points they got for the flaw. 6 point flaw, watch out. You didn't just piss off the triads, somehow you pissed off Lung! I mean geex, borrowed time, the one where you die in 6 months, that's 6 points!

So how do you differentiate from the 2 point hunted?

Like they started with a rating 4 enemy due to resources, they take a 2 point hunted flaw and it should equal a 6 point hunted flaw?
fistandantilus4.0
A lot of it I leave up to the PC instead of mechanics. She picked what the problem was ("I want to have stolen something from someone, and I have no idea what it does"). "something" became a magical amulet (she's mundane), and somebody became a low level triad boss that was going against her Vory family (which was killed off in her character history. She stole it to get even). Problem was that they followed her when she moved to Seattle, and some of the local triads got into the action.

I guess I'm not helping much, because you're looking for a cut and dry system, "x" makes "y" happen, when I try to start with "x", and jsut start loading all sorts of crap onto it from the game. I like to think of it as dynamic, but that's just me congratulating myself.

My only real suggestion is to just look at what makes sense, and what would be the most fun. Then find a middle ground.
The White Dwarf
As a GM, I rather think its a cop out to allow them to choose the add 3 option unless it results in an enemy of a greater calibur than the base option. If you dont follow that piece of common sense, the flaw is pretty abusuable.

For example, a character with a rating 2 enemy can take this flaw at level 3. They then have a choice: keep the rating 2 enemy and gain a rating 5 enemy, or choose to add 3 to an existing enemy and wind up with a single rating 5 enemy. Logically there really isnt much of a choice there, itd be foolish to not take the second option.

Thus we only allow the add 3 option if it will result in a single enemy that is of a higher rating than the either the given one or their already existing enemy. So a character with a rating 3 enemy could choose to add 3 and have 1 enemy at 6, or gain a new enemy at 5 and keep the exisiting one at 3. That at least puts some kind of trade off into the equation.

As far as how this flaw impacts the characters lifespan, it depends on how the player writes the enemys up in the background and how they play it out. This flaw is decidedly NOT borrowed time, nor is it a cranial bomb, or anything else with a finite period of life to it. It gives the character a greater and more motivated enemy than someone in the characters position should have. They simply ticked off the wrong person somewhere along the way, or acted out of line. And that action is coming back to get them. Every runner makes enemies, hunted characters made more than their share.

The section in the SRComp on the subject covers the topic well. An enemy doesnt garuntee death or tradegy for the character like another flaw might, it means they have someone *hunting them down* to fulfill their own objectives. The flaw clearly states their life never gets easier only harder, and they should always be on the run from something even if its looming only in the background. Theyre being tailed by someone on a level they can never shake, thats how the flaw is meant to be played in my mind. Why and what happens if the hunter succeds is left to the details of the enemy and the character involved.
Arethusa
Why do you even feel the need to rely on mechanics in the first place?
tisoz
QUOTE (Arethusa)
Why do you even feel the need to rely on mechanics in the first place?

Why follow any rules then?

I interpret it in my own way so that it is reconciled by the rules. I dislike playing with GMs who think it is a death sentence. I wonder where they came up with that notion. And it seems to be the prevailing notion here, so I wanted to know why?
Arethusa
QUOTE (tisoz @ Feb 13 2005, 01:10 AM)
QUOTE (Arethusa @ Feb 13 2005, 01:04 AM)
Why do you even feel the need to rely on mechanics in the first place?

Why follow any rules then?

Oh, come on. That is an absurd logical fallacy, and you know better.
fistandantilus4.0
QUOTE (tisoz @ Feb 13 2005, 01:10 AM)
[.  I dislike playing with GMs who think it is a death sentence.  I wonder where they came up with that notion.  And it seems to be the prevailing notion here, so I wanted to know why?

The way I see it (my opinion of course) it all depends on what the player puts in to it. If they go for a 2 point, just harass them. If it's the 4 point hunted, make it tough for them. I see the 6 point (once again, my opnion) as a death sentence waiting to happen. Once again, same value as a cortex bomb or borrowed time. If they want to live dangerously, nooooo problem!

But I still think a lot of it is how it plays out. They can always buy there way out of it w/ GK, as long as they roleplay it effectively. How exaclty is up to them. The;yre the one that wanted the flaw after all.
hyzmarca
There is much more to enemies than just rank. The add 3 point option can sometimes be used to great effect.

For example, a player decides that his character's ex-girlfriend didn't take the breakup well and is a level 1 enemy. She is Data entey technition who does temp work for Mitsuhama. She has no infuance and few resources.

He decides to get the hunted flaw and add one point to her. Now, she slept her way to position where she can make his life a living hell. She spends most of her time ordering gay cimporn in his name to his credstick which just happens to have been issued by a Mitsuhama-owned bank.

Deciding that he needs four more BP the player changes his mind and makes her a level 4 enemy. She still has a decent job with Misuhama and some resources, but she is far beyond tormenting him juvinile pranks. Now, she wants to get back together with him. She wants to have his baby. Also, she's Good Merge Mantis.

Technically, she's only a rank 4 enemy but... eek.gif
tisoz
QUOTE (Arethusa @ Feb 13 2005, 01:14 AM)
QUOTE (tisoz @ Feb 13 2005, 01:10 AM)
QUOTE (Arethusa @ Feb 13 2005, 01:04 AM)
Why do you even feel the need to rely on mechanics in the first place?

Why follow any rules then?

Oh, come on. That is an absurd logical fallacy and you know it.

Ok, how is this:

roleplaying is like when you were kids playing cops and robbers or cowboys and indians. Inevitably there was an arguement as to whether you got shot or the shot missed, or maybe it just winged you or grazed you. The mechanics of the role playing game provide a way to settle the dispute. There seems to be a difference of opinion as to how badly the hunted flaw should hurt. The person who came up with the flaw provided a rule to implement it. Why should the rule be ignored?
tisoz
QUOTE (fistandantilus3.0 @ Feb 13 2005, 01:18 AM)
I see the 6 point (once again, my opnion) as a death sentence waiting to happen. Once again, same value as a cortex bomb or borrowed time. If they want to live dangerously, nooooo problem!

The same point value as Cursed Karma. Hardly a death sentence.

Unless the GM interprets it to mean the PC is a total jinx and trouble magnet. Why follow the mechanics, it's a fraggin' 6 point flaw?!
Arethusa
QUOTE (tisoz)
QUOTE (Arethusa @ Feb 13 2005, 01:14 AM)
QUOTE (tisoz @ Feb 13 2005, 01:10 AM)
QUOTE (Arethusa @ Feb 13 2005, 01:04 AM)
Why do you even feel the need to rely on mechanics in the first place?

Why follow any rules then?

Oh, come on. That is an absurd logical fallacy and you know it.

Ok, how is this:

roleplaying is like when you were kids playing cops and robbers or coboys and indians. Inevitably there was an arguement as to whether you got shot or the shot missed, or maybe it just winged you or grazed you. The mechanics of the role playing game provide a way to settle the dispute. There seems to be a difference of opinion as to how badly the hunted flaw should hurt. The person who came up with the flaw provided a rule to implement it. Why should the rule be ignored?

Yeah, I've heard that argument, and it's never any smarter no matter how many times it gets repeated. It does nothing to explain why you feel the need to mechanically resolve a plot issue instead of organically writing it. Your cops-and-robbers story holds water so long as we're talking about something it is actually analogous to, like, say, combat; not so well for, say, writing a story.
mfb
it's not just about writing a story, though. it's about playing a game, which has rules. should the rules always override the story? no, but neither should the story override the rules. this isn't an either/or situation; no rules can cover every situation, but at the same time, if you're throwing the rules out the window every time you decide they're getting in the way of the story you're trying to create, you should put the dice down and just go write a novel.
Arethusa
I'm not saying it is an either/or proposition, and I realize that game style is the largest determinant of how you approach it (a casual game run like a CRPG, for example, is pretty much defined by strict devotion to the rules). That doesn't really change my position that in most cases, the mechanics for creating enemies are cumbersome, clumsy, often used as GM crutches, and entirely unnecessary. The flaw description gives a pretty good idea of what you're up against and a good GM will write an interesting set of appropriate antagonists infinitely better than a GM trying to calculate precisely how bad opposition will be when you add 2 to the enemy level.
tisoz
QUOTE (Arethusa)
QUOTE (tisoz @ Feb 13 2005, 01:25 AM)
QUOTE (Arethusa @ Feb 13 2005, 01:14 AM)
QUOTE (tisoz @ Feb 13 2005, 01:10 AM)
QUOTE (Arethusa @ Feb 13 2005, 01:04 AM)
Why do you even feel the need to rely on mechanics in the first place?

Why follow any rules then?

Oh, come on. That is an absurd logical fallacy and you know it.

Ok, how is this:

roleplaying is like when you were kids playing cops and robbers or cowboys and indians. Inevitably there was an arguement as to whether you got shot or the shot missed, or maybe it just winged you or grazed you. The mechanics of the role playing game provide a way to settle the dispute. There seems to be a difference of opinion as to how badly the hunted flaw should hurt. The person who came up with the flaw provided a rule to implement it. Why should the rule be ignored?

Yeah, I've heard that argument, and it's never any smarter no matter how many times it gets repeated. It does nothing to explain why you feel the need to mechanically resolve a plot issue instead of organically writing it. Your cops-and-robbers story holds water so long as we're talking about something it is actually analogous to, like, say, combat; not so well for, say, writing a story.

You feel the need to assign edges and flaws to writing a story? What has writing a story got to do with 2 or more people playing out a story?

The cops and robbers analogy is a better fit for 2 opposing views than for writing a story. There you were playing cops and robbers with your imaginary friend and no dispute about a shot came up, unless you like arguing with yourself or are psycho.
mfb
i don't think the cops and robbers analogy is good, either. shooting someone's pretty straightforward--much more so than the motivations and activities of a major NPC.
tisoz
If I were the PC with the enemy, I as the player would explain the relationship and stat out the enemy as far as their Power, motivation and knowledge. I'd probably also base it on a sample character or contact and make any needed adjustments.

As GM, if the player neglected this (silly player), I'd do it for them based on info they gave. Less info, more freedom to design.
HMHVV Hunter
I've used the hunted flaw in various ways for several characters. In my opinion, it doesn't always represent someone wanting to kill the character, just wanting to get their hands on him for whatever reason. I base the point value on the power and size of the organization after him, not on their motivations.

For instance, my psionicist character that I'm playing in the "Earth's Dawn" game here on DS has Hunted at -2, representing the UCAS Army. He went AWOL from them after a really traumatizing run-in with a blood spirit. For this guy, they just want to bring him in, preferably alive so they can court-martial him.

However, my cyber- and bioware-equipped character I'm creating that I based off The Punisher has Hunted at -6, representing several organized crime families and a bunch of street gangs. In this case, they will almost assuredly be trying to kill him, seeing that his mission in life is to wipe them all out or die trying.

In my opinion, it all depends on the story.
The White Dwarf
Yea at level 6 the enemy involved should be a serious threat to the runner. Threat doesnt mean death sentence though. In the above example, simply capturing the punisher-esque character could provide one crime family with an edge over its competitors, as he surley has information on all the families activities. Maybe theyre willing to capture him, interrogate him, and even let him go as long as he doesnt attack them. He still gets to fight crime, they get a leg up on the competition. That threatens the characters operation, and probably reputation since striking a deal with the enemy wont be smiled upon. And not that any of that would happen with the personalities involved if theyre close to the characters theyre based upon. But its *one way* of turning the above into a non-death-sentence scenario that has some plausibility. Im sure there are others. Simply assuming level 3 hunter is a deathsentence is bad form.
hahnsoo
QUOTE (HMHVV Hunter)
has Hunted at -2, representing the UCAS Army.

Sounds like the A-team to me: In 2052, a crack commando unit was sent to prison by a military court for a crime they didn't commit. They promptly escaped from a maximum security stockade to the Los Angeles underground. Today, still wanted by the government, they survive as soldiers of fortune. If you have a problem, if no-one else can help, and if you can find them, maybe you can hire the A-Team.
DrJest
Typically, if I pick a hunted flaw, I will sketch out the nature of the hunting enemy and their motive, but I'll leave the actual stats to the GM - I know there are guidelines, and I trust the GM to be reasonable about it (and before you say that's foolish, any GM who can't be trusted to be reasonable about the level of opposition isn't a GM I would want to play with).

Example: In the character I just submitted for Tisoz' new forum game I took the Hunted flaw at -2 (more looking towards the extended game he was discussing). I described this person as Elisa DuPont, the protege and lover of a traitorous UCAS Intelligence officer that my character helped bring down, who is looking for vengeance on the person who did it. I've left the stats to Tisoz, along with enough variables (I feel) that it could make a good story. Does DuPont know who I am yet, or will I get clues that someone is coming after me by her investigations? What kind of Intel agent was she? Will she come after me in person or will she pull strings to get me targeted? How will the Hunted flaw interact with the UCAS Intel contact I have?

I appreciate plot hooks in a PC, and put them in when I'm designing one. The Enemy/Hunted flaw is a classic, imho.
Critias
QUOTE (tisoz)
I dislike playing with GMs who think it is a death sentence. I wonder where they came up with that notion. And it seems to be the prevailing notion here, so I wanted to know why?

Because a lot of morons do something like "Hunted - ARES" for a few extra characters points, and they don't get any more specific than that. That sort of thing is a death sentence, or at least should be. It doesn't matter how "motivated" Ares is about finding you, the sleeping monster will sooner or later get around to trying (or the flaw would be worth precisely nothing) -- and if all you've put there is "ARES" and left it at that, then there's really no way to reconcile the idea that one of the biggest nastiest Megacorps wants you, and then gets you.

Because, well, the jackass just put "ARES." Not some middle manager at Ares, not one department at Ares and it's spiteful downward-spiral VP, not a single Firewatch team, but Ares. And when Ares, as a whole, wants something, it tends to get it.

Period. Paragraph. Gutter runner trash like a player character can't do much to stand in the way of a Mega, if that Mega's made up it's mind to get them -- and the fact Jim-Bob wanted a few extra character points and wrote that on his character sheet means the Mega has made up it's mind.
durthang
I think the need here is not for a hard mechanic for everyone to follow, but for the player and GM in question to both understand what is meant by the flaw in that particular game.

As a player, I also like to give my GM plot hooks from my character background. One reason is I think it makes for a more interesting and realistic character. Another is that my GM may not feel the need to come up with his own evil ideas if I’ve provided some.

As a GM, if a player doesn't give me enough information, I always give them a chance to tell me more. Should they still leave things vague, or tell me Ares is their enemy, I let them know that "bad things" will happen. That way no one is surprised when they come home after a particularly bad run and find the cyber-zombie sitting in their favorite chair.
Ed Simons
In a previous game, I was one of four PCs who were Hunted. Three of us took 2 point enemies.

The shapeshifter was being hunted by a lone, but highly skilled big game hunter who wanted an awakened tiger pelt on his wall.

My physical magician was being hunted by some former Tong members, who in turn were being hunted by their former Tong. My PC still moved from Hong Kong to Seattle.

The voodoo mage was being hunted by the Haitian secret police, which is why he had moved from the to Seattle.

In all cases, our Hunters wanted to kill us (though that may have been optimistic on my and the voodoo mage's part), but due to our PCs actions and the way we'd defined our Hunters, their odds of finding us were small, and the numbers they could bring against us were small.

One player took a 4 point Hunted Ares and Dark Secret. He was a former Ares black ops type who had faked his death and disappeared, knowing a lot of things about various illegal ops they had done.

But with 7 points of flaws that could kill him, this PC was doing less than any of the rest of us to avoid our 2 point Hunters. Even though he had green skin, horns, fangs, and a tail he decided to lay up in a nice High Lifestyle apartment after taking 9 boxes of damage on the last run. The run where said highly subtle character had been spotted by Ares, so they knew he was alive. And he didn't bribe building security to not notice him or even check who building security was. eek.gif

Knight Errant was so pleased he'd offered himself on a silver platter. biggrin.gif
hahnsoo
I personally think the Hunted flaw needs to be addressed as a personal issue in the gaming group, to predefine what the flaw means and the implications for the game. The way we interpret the Hunted flaw, the GM has the right to bring the Hunter in on a gaming session at any time during any session. This definitely throws a monkey wrench into the works, and probably will make the Hunted character unpopular in the group the first time a run is screwed over because of the Hunter. Both of the characters who had the Hunted flaw (mind you, for good background reasons) ended up dying before they hit 50 Karma, so I guess the point is moot.
FrostyNSO
If any GM has a 1 or 2 player game out there, give this a try:

Start with the points system, using high-level rules from MJLBB.

Make sure the player grabs:

-Hunted 3
-Dossier on File
-Borrowed Time
-Mysterious Cyberware

Throw in a buxom corporate secretary (would have to be second player smile.gif ), and if that doesn't make for a high-action spy flick waiting to happen, I don't know what will.
Paul
I agree with Arethusa, most of the hunted flaw can be handled with out actual mechcanics. I also contend, and I think he'd agree, that the game mechcanics are guidelines-not carved in granite rules. They're to help you as a game master be "fair". (Relatively, obviously.)

I handle Enemies and Hunted a lot differently than any game masters I know personally. (Which are few to be honest.) I have the player outline what happened, and his side of the why, and the rest is up to me. A rating 2 enemy may easily evolve into something more if it makes sense-which is the guideline I use, it has to be acceptable at face value.

And I'd like to say both FrostyNSO and hahnsoo have great ideas here.
Lady Door
QUOTE (fistandantilus3.0)
I've have a runner that's being hunted by some triads. Every couple of sessions, they'd make a move on her. After a while it started to heat up to every other, than a whole session just dealing with it as the conflict got more intense. The player called in all of her favors, and barely made it out alive. By that point, the triads had already gunned down one team member to get to her.

But now they've been of her fora while,but are coming back soon. And hiring other runners/assasins to help out!

Fun!

Ah ha! I knew it! Trying to make me think I was safe.. lulling me into a false sense of security.. ergh.
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