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bitbyter

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  1. Yeah, I did initially read that but I think I'm still going to stick with my alterations to move it's use to the end of a session and its effect taking place the following session. It just makes me far more comfortable with the ability from a GM perspective.
  2. Re-read the RAW (long version, not just the tree version - I wish they didn't make them different) and now I even have more questions regarding what is the intent of this ability is. Is the "mark" even required to have a posted bounty? It doesn't mention this anywhere but being a bounty hunter ability it is pretty solidly implied as does this line "no cargo bay unscanned during a hunt". They wouldn't be hunting the person if they didn't have a bounty. If the answer is yes, then the ability effectively creates a bounty on the NPC regardless of whether or not the PC is successful in locating them. I personally prefer this as it can create interesting situations for the GM to get creative with. If the answer is no, then it is purely a tracking and capture ability and has nothing to do with turning the NPC in for money, justice, etc. "on the same planet". Does this imply the mark has to already be on the same planet or does the ability imply that is causes the NPC to be on the current planet the PC is on? I originally was under the impression it was the later (which is plausible in a universe with hyperdrive) but now realize it is most likely the former (as clearly dictated in the long form description of the ability). While this limits the ability somewhat it becomes even more likely the PC is going to target someone important to the immediate or future plot and cause unplanned plot disruption. Increase range is even more disruptive because now the PC leaves the immediate area where the current adventure was planned, has their mini-adventure and comes back (or not). This may or may not totally mess with things as planned though it does provide a great option if the BH's player can't make a session. Anyhow, I think I have decided on an in-house version that works for me. So far I have not found any other Signature Abilities as disruptive except maybe Prophecy from Unlimited Power and Unexpected Demise from Savage Spirits. Thankfully I won't be running a force based campaign.
  3. Wow, I totally disagree on that. Creating situations that make encounters and/or adventures fun via odd-ball ideas, unexpected die results, etc is one thing. But an ability that can specifically and intentionally disrupts and requires more work from the GM and can be used every, single, session? No thank you. As another example: While "Last One Standing" is disruptive to an encounter and at most can take out 2 rivals and a bunch of minions, it is easily planned for and shouldn't disrupt things to much because it is only usable during combat. "Always Get My Mark" on the other-hand can be used at anytime, every game session, against anyone the PC's have met before. That is a complete nightmare for a GM.
  4. Which creates extra work for the GM and with RAW it can be ANY NPC the PC has run into before. Nothing says it has to relate to the current adventure. No, this is why I added back the qualifier that if can only be used at the end of the session. Why would anyone assume that in order for a bounty hunter to find people they have to have personally run into them before? It is more likely that 99% of the time bounties are complete strangers. But that isn't the issue. The issue is it can interfere with plot as planned, not just an encounter and as written forces the GM to say "no" or somehow fix the plot on the fly.
  5. No, I don't think I am. I think you are missing my point. The main issue is that with the RAW it takes plot control away from the GM and may force him to say "no" or come up with some poorly conceived way to keep his named, plot important NPC, in play on the fly. Some GM's are good at this, others are not. PC "I'm using Always Find My Mark and Bilbo The Hutt is my mark." The PC rolls really well and now he is in the PC's custody. The thing is that Bilbo is a plot important NPC who needs to be around for several more session before the PC's do something about him. The GM has nothing prepared for how to handle the new situation that the PC has created without the GM being forced to say 'No, you can't target Bilbo The Hutt". come up with some other excuse or engineering /manipulating the encounter so that the vital NPC gets away (you can only do this so many times before the PC will feel he wasted XP on the ability). All my rewrite does is: Give the GM time to come up with a planned encounter. Allows the GM and PC to discuss whether using a known named NPC disrupts the plot or not. Maybe it gets the GM thinking in a new direction and actually improves the plot, maybe it doesn't, but with the re-write it makes it more of a collaborative process than one that is specifically disruptive to the GM.
  6. I think I am going to add the "end of the session" qualifier back in as without it, the ability has the potential of forcing a session to end early. "Once per game session, at the end of the session, the character may choose to have located a minion NPC on the same planet to be their mark. Spend 2 Destiny Points, and make a HARD Streetwise check. If they succeed, the character tracks down their mark; a new encounter begins at the start of the next session just as the character reaches the mark's location. The exact nature of the encounter, and the circumstances under which it takes place, are up to the GM. Who the mark is (a known or unknown NPC ) may be discussed between the PC and GM before the next session."
  7. The PC's are low on cash, the current adventure isn't combat focused and the BH player wants some action, the player wants to make the current adventure more complicated and fun? Plenty of reasons. Also, nothing in this rewrite precludes the player from asking if the mark can be a known NPC, it just doesn't require it to be so and the GM might even decide it is narratively a great idea. With the RAW ability, as a player, I'd never feel comfortable using it. I feel it is just rude to purposely/intentionally throw a wrench into the work the GM has put into creating the adventure and NPC's for the group. Unintentional wrenches and PC actions/plans are one thing but to have an ability that specifically sabotages the GM's planned plot/narrative or creates more work to maintain it as intended is just bad in my opinion. How about this? "Once per game session, the character may choose to have located a minion NPC on the same planet to be their mark. Spend 2 Destiny Points, and make a HARD Streetwise check. If they succeed, the character tracks down their mark; a new encounter begins at the start of the next session just as the character reaches the mark's location. The exact nature of the encounter, and the circumstances under which it takes place, are up to the GM. Who the mark is (a known or unknown NPC ) may be discussed between the PC and GM before the next session." So when the player uses the ability the GM should ask "Do you have a particular mark in mind?" and they discuss from there.
  8. Final personal re-write: "Once per game session, the character may choose to have located a minion NPC on the same planet to be their mark. Spend 2 Destiny Points, and make a HARD Streetwise check. If they succeed, the character tracks down their mark and at the start of the next session, a new encounter begins just as the character reaches the mark's location. Who the mark is, the exact nature of the encounter, and the circumstances under which it takes place, are up to the GM."
  9. Yes, it requires those 2 Destiny Points to be available at the end of the current session but I don't think it is to limiting.
  10. Another alternative that only requires minor modification of the ability is to only allow the ability to be used at the end of the session and the triggered encounter only occurs at the beginning of the next session. This gives the GM time to plan but can still potentially mess with things depending on the NPC choice. I think my personal re-write would be: "Once per game session at the end of the session, the character may choose to have located a minion NPC (GM's choice) on the same planet to be their mark. Spend 2 Destiny Points, and make a HARD Streetwise check. If they succeed, the character tracks down their mark; a new encounter begins at the start of the next session just as the character reaches the mark's location. The exact nature of the encounter, as well as the circumstances under which it takes place, are up to the GM."
  11. It does but: That is why bounty hunting is a profession after all and bounty rewards are not insignificant if the target is difficult. I think it fits better with the image of a very skilled hunter. At this point they are a highly skilled professional and shouldn't have to struggle to regularly bring in marks. To make it more narratively flexible you could remove the word "known" and change "character" to "GM". That way it could either be some random mark or it could be someone important to the adventure/campaign. It doesn't narratively interfere with the GM/Campaigns plans but still allows for the original intent of the ability (known NPC becoming a Mark) if they GM so wishes. It avoids the GM having to say "no" or weasel their way out of not being prepared for the ability being used that session. "Once per game session, the GM may choose a minion NPC on the..." Also, nothing in the ability implies that the PC has to follow through with spending the Destiny Points and going after the Mark. Basically the PC says "I'm using Always Find My Mark to see if there are any active bounties near-by". GM "Yes, you've found info that indicates Bargos Pilth wanted for robbery, assault & weapon possession, has a bounty of 5000 credits on his head and is on planet". PC "Ok, I'm going to pass, we're to busy for that to be worthwhile." Next session the PC's are still on the same planet but new info for a bounty worth 15,000 credits comes to the hunter's attention.
  12. In my opinion this Signature Ability can be easily fixed by changing one word in the description. If you change "known" to "unknown" then the narrative becomes an "extra" encounter/adventure vs. most likely disrupting the GM's plans (especially when it comes to Rivals or Nemesis level NPC's). This way the narrative goes: "You know that wanted poster you saw back at the spaceport? You're pretty sure he just got out of that speeder across the street/ducked into that alley/is sitting at a table across the cantina, etc". Most bounty hunters, especially if they aren't on an active hunt, likely make it a habit to know the local bounties of the planet they are on. Therefore, the narrative of this change is very plausible and much easier on the GM (just have a pool of potential targets prepared ahead of time).
  13. I actually really like that. I did notice during one of the examples of play I watched on Youtube the GM quite often said things like "the camera pulls in on", "we cut to" or "fade to black", etc. I can see that as working to enforce that stuff can narratively be happening off camera. Along those lines, I've even thought of reading scenes to the players that are purely NPC/Bad Guy scenes as long as they don't give anything away plot-wise. I've already made a habit of refusing to describe anything in real-world distances, always using the range bands to describe distance really helps cuts down on the tactical/simulationist mindset from previous rpg's. I'm going to do some research on how scenes are actually set up, play out cinematically and change from one character to another to see if I can enforce that feel in the game just by describing things differently. Thanks for the feedback!!
  14. hmmm, interesting. I hadn't thought of sniper single shots. They are in a similar area conceptually / narratively in my mind now. A little easier to conceptualize though as I imagine it would be pretty rare NOT to take Aim manoeuvres when using a weapon in this fashion. and you are exactly right, it is more of a reconciliation issue. Not really a mechanical one. I'm just having a hard time working out how to narrate/describe the mechanics in this case. Most other combat examples I have read for narrating what the character is doing within how the mechanics work and the variable length of "rounds" I am fine with. The Thrown Weapons Limited Ammo 1 narrative weirdness just came to me "in the shower" so to speak and I'm having some trouble resolving the narrative description of it in my head as a GM. Examples of how you would narrate a character using a Blaster or Melee Weapon to full effect in a round vs. one using Thrown Weapons with Limited Ammo 1 might help me get past this mental "block". There just doesn't seem to be enough involved in using these weapons to narratively "fill" a character's round (without resorting to narratively using other mechanical manoeuvres the character may not be doing).
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