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Establishing a Bounty Hunter Campaign

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firebug

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« Reply #15 on: <09-30-14/1024:49> »
I think I get it.

So for a team of runners, perhaps a mafia man would make sense.  Since he'd reasonably be pretty dangerous himself and possibly be hiding with other highly-armed men, the bounty would be pretty high...  At least 20,000, yeah?  Not a high ranking guy, but someone moderately connected.

Mmkay, so they need a high ranking SIN to pull it off if they're not using their actual one (which would probably be a bad idea if they do anything even questionably legal still).  And there'd be different pay outs depending on who they're able to turn it in to, getting half if they go through a contact in the same organization and less if they just use someone else.

I do like the idea of them beginning to just get montly revenue from P2.0, that'd be a neat way for them to feel like they're making names for themselves.
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Kincaid

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« Reply #16 on: <09-30-14/1028:09> »
You could have the front of the group with a valid SIN and then have his "team of associates" as the typical SINless Shadowrunners.  The NPC I referenced earlier did something similar with his "production team.")  If they run their fake SIN every time they collect, they'll eventually get dinged.
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ZeConster

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« Reply #17 on: <09-30-14/1030:52> »
Ideally, the SINner front would want to obtain corp status at some point, so they can legally use Forbidden weapons for bounty hunting. Not sure how much money and paperwork you'd need for that, although I seem to recall there being a topic about starting your own company somewhere.

Michael Chandra

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« Reply #18 on: <09-30-14/1032:16> »
I imagine the cut would be relatively smaller with bigger bounties, and if the 'bounty' comes from a Corp they might just say "we apply a 10% 'cleaning fee' to the reward we give you", which would be corp-talk for laundering the cash. ^_^ Plus if you do a contact a favor by taking a job, I imagine they'll also take a smaller cut. Take Assassin Nation, Tosh passes the bounty along without taking part himself.

Related: I referenced Burn before, that should be Assassin Nation.

And yeah, P2.0 would be a nice way to have realistic bounties without crippling the income.
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firebug

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« Reply #19 on: <09-30-14/1041:30> »
I might establish a kinda thing where, they can get someone in KE to cash it for them (but only get half) or perhaps get someone to "lessen the security" an effectively lower the rating of the verification system for that bounty at a lesser percentage.  Against an R4 system, an R6 SIN doesn't have a high chance of being exposed.  If I knew how to use AnyDice, I'd figure out the chance of getting 6 hits on 8 dice but I'm sure it's real low.

In general I'm uncomfortable with players making use of their legal SIN much.  I really get the impression it's not intended to work that way, and seriously, it would just make it so painfully easy for them to be arrested at any moment's notice if they do anything with something legally bought.

I imagine the cut would be relatively smaller with bigger bounties, and if the 'bounty' comes from a Corp they might just say "we apply a 10% 'cleaning fee' to the reward we give you", which would be corp-talk for laundering the cash. ^_^ Plus if you do a contact a favor by taking a job, I imagine they'll also take a smaller cut. Take Assassin Nation, Tosh passes the bounty along without taking part himself.

Yeah...  Or maybe I'll make it so like, a contact used takes a percentage based on their Loyalty.  Like...  5%% at 6, then 10, 20, 30, 40, and 50% at Loyalty 1.  Not counting special cases like with Tosh.  The catch here of course being they will occasionally have to do things for that contact, possibly without pay.  The Loyalty 4 KE Contact says "Hey, there's this criminal that just escaped...  I've been a great friend to you, and hear me out.  I want you to catch him before we post a bounty, and let me say I did it.  Look, okay, there's a chance at a promotion and I'm sure this will help me nail it.  You owe me, so come on, be a pal."

I'll wanna read more about P2.0 so I can really understand what it is so I could understand how/when the runners would be able to make money from it and such.

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Kincaid

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« Reply #20 on: <09-30-14/1046:04> »
Since I'm sure your players will ask, 6 hits on 8 dice is just shy of 2%.
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Michael Chandra

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« Reply #21 on: <09-30-14/1112:59> »
Don't forget ties require checking and only net hits means a burned SIN. You could check my Accuracy Tables as well, which note 11.37 for (8,5) and 385.94 for (8,7). So a Rating 4 checker vs a rating 4 fake has ~9% busting chance, and vs a rating 6 fake it's about 0.25%, with 56.08 = <2% chance to get checked or busted.

As for AnyDice, what you want to do is use d{0,0,1} for normal dice and d{0,0,1,0,0,1,1,1,1} for rerolled dice. Exploding dice are a bit more complicated and require using a rough estimate or 1000 vs 1001, since the highest value is the only one that can explode.

So for example:
output 14d{0,0,1}-13d{0,0,1}
output [highest of 0 and 11-15d{0,0,1,0,0,1,1,1,1}]
output [highest of 0 and [highest of 2 and 12d{0,0,2}]-15d{0,0,1,0,0,1,1,1,1}]
output [highest of 0 and [highest of 2 and 14d{0,0,2,0,0,2,0,0,2,0,0,2,0,0,2,0,0,4}]-15d{0,0,1,0,0,1,1,1,1}]


The first can be used the odds at winning with e.g. 14 vs e.g. 13 dice.

The second would for example be someone Centering against 11 Drain with 15 rerolled dice, where results under 0 are filtered into 0. Useful for all kinds of soak calculations.

The third is resisting the drain of summoning a Force 12 Spirit with the same 15 rerolled dice, illustrating that Oversummoning isn't a real risk if the defender uses Edge, even with 15 drain dice. It applies minimum drain as well.

The fourth is rather complicated. Rather than having exploding dice, an approximation was used where there's 5/18 chance to score 1 hit and 1/18 chance to score 2+ hits, with the 2+ set to 2 instead. So this would be a Force 9 Spirit Pushing The Limit (with 5 Edge) against Oversummoning, making it far more risky than the Force 12 without Oversummoning. The complicated nature is necessary because exploding dice are hard to boss around in AnyDice.*

The rough version, by the way, averages to 0.389 hit per die, instead of the real 0.4.

*: In fact, it feels as if I only get the right result if I remove one zero... Which is rather weird. So basically if I remove one 0, I get the right results. Here, try comparing these:

set "explode depth" to 10
output [highest of 0 and [highest of 2 and 14d{0,0,2000,0,0,2000,0,0,2000,0,0,2000,0,0,2000,0,0,4000}]-15d{0,0,1000,0,0,1000,1000,1000,1000}]
output [highest of 0 and [highest of 2000 and [explode 14d{0,0,0,2000,2001}]]-15d{0,0,1000,0,0,1000,1000,1000,1000}]
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Michael Chandra

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« Reply #22 on: <10-01-14/1432:29> »
Been reading Running Wild and ran into the Bounties on the infected in there. :)
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firebug

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« Reply #23 on: <10-01-14/1500:25> »
Been reading Running Wild and ran into the Bounties on the infected in there. :)

Oh thank you.  o:  I'll check it out.
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8-bit

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« Reply #24 on: <10-01-14/1510:45> »
For the bounties on Infected, it depends on the area you are hunting in/for. I just pulled all of these from Running Wild so that you had a nice list in one post.

CAS
Bandersnatchii - 5,000 nuyen
Banshees 5,000 nuyen
Dzoo-noo-qua 3,000 nuyen
Fomôraig 1,500 nuyen
Ghouls 1,500 nuyen
Goblins 4,000 nuyen
Loup-garou 3,500 nuyen
Nosferatu 15,000 nuyen
Vampires 6,000 nuyen
Wendigos 15,000 nuyen

UCAS
Bandersnatchii 7,500 nuyen
Banshees 5,000 nuyen
Dzoo-noo-qua 2,500 nuyen
Fomôraig 1,500 nuyen
Ghouls 1,500 nuyen
Goblins 4,000 nuyen
Loup-garou 2,500 nuyen
Nosferatu 15,000 nuyen
Vampires 7,500 nuyen
Wendigos 15,000 nuyen

Those are the only two nations that are listed with bounties.

Michael Chandra

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« Reply #25 on: <10-01-14/1513:33> »
Meanwhile in Parazoology we got 1000 per Sea Wolf Pelt, but that's more a hunting thing. And running into a Juggernaut (especially if their hardened armor is boosted to SR5) is a nice way of having to take out a tank for a huge bounty when you're hunting something else. :) The main problem there is that they do >40P damage.
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8-bit

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« Reply #26 on: <10-01-14/1514:12> »
Meanwhile in Parazoology we got 1000 per Sea Wolf Pelt, but that's more a hunting thing. And running into a Juggernaut (especially if their hardened armor is boosted to SR5) is a nice way of having to take out a tank for a huge bounty when you're hunting something else. :) The main problem there is that they do >40P damage.

Yes, just a small issue.

Michael Chandra

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« Reply #27 on: <10-01-14/1518:57> »
It just completely obliterates a SWAT car with 27 Body and 27 Armor in a single hit. :)
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firebug

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« Reply #28 on: <10-01-14/1546:48> »
Jesus.  And that's in Parazoology?  That's awesome.  Or Running Wild?  I never really looked through Running Wild...  I didn't think that Shadowrun had D&D levels of "terrifying nonsapient creatures".
« Last Edit: <10-01-14/1549:50> by firebug »
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Kincaid

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« Reply #29 on: <10-01-14/1553:45> »
If Juggernaut's are just slightly outside the scope of your players' abilities, I'd look at bounties on metahuman members of an organization that, for whatever reason, are outside the jurisdiction of the people offering the bounty.  The blood mage bounty in Dunkelzahn's will is an obvious example, but I could see a corp quietly putting a bounty on members of TerraFirst! after a series of attacks.
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