Hi, hoping someone can offer some suggestions for a pbp houserule...
So, at the expense of some RP potential SRM takes the Stolen Gear hunted interval and turns it in to a fixed amount of damage before the game starts. Stolen Gear is a potentially broken Quality, I get that, but this does offer some stick to go with the carrot. As it works in the (as yet unconfirmed) SRM FAQ is fine by me
From No Future, will bounty hunters come after me during a Mission if I have the Stolen Gear quality?
No. However, every X SRM (where X is the number of game sessions listed in the Hunted Frequency column) that you play, you will start the Mission with 1 box of Physical Damage per threshold of the quality. This damage can only be healed naturally. You also start with a box of Stun for every Karma point above the minimum Karma for that threshold.
This damage represents being attacked by a bounty hunter and escaping just before the Mission, and is what remains after applying triage healing methods (such as first aid or magical healing).
Examples: At 1 Karma, you start every 4th SRM you play with 1 Physical Damage filled in.
At 7 Karma, you start every 3rd SRM you play with 2 Physical Damage and 1 (7-6) Stun Damage.
At 14 Karma, you start every other SRM you play with 3 Physical Damage and 3 (14-11) Stun Damage.
At 20 Karma, you start EVERY SRM with 4 Physical Damage and 4 (20-16) Stun Damage.
Here's the rub... I've been playing pbp exclusively for over a decade (scary thought)... so how do I convert Game Sessions or Missions in to pbp time as that varies wildly by posting rates, who's around etc? The best I can come up with so far is trying to decide how much typically gets achieved in a table top game session or SRM... and even these vary a great deal. As I understand it a Mission is supposed to be a stand alone run that gets done in a day or two... that's easy enough to convert to pbp as it's a single run. But a tabletop game probably takes at least 3-4 sessions to complete a run
So options...
1) damage is applied per month real time (not a big fan of this one)
2) damage is applied once ahead of a pbp run
3) damage is applied at intervals during a run (ie before the initial meet, after legwork, after wrap up... or some other timings... and of course dependent on what level of Stolen Gear was taken)
4) something else...?
Ok, I could just not be lazy and I could play out the bounty hunter engagement during a pbp run but that's hard to quantify and means the quality can adversely affect the whole group not just the runner that has it... and there's little enough time in pbp anyway.
Thoughts/comments/suggestions much appreciated!!
A