Pardon my silence. Both of my children were born this month, and there's Easter, and a quarantine, so I've been busy. I'm also trying to figure out how to handle polls on multiple patron sites without spending $20 a month on the right to get more than a couple of answers, and I'm behind on my art comissions.
But the real reason I've been quiet is that a Patron asked me to work on bounty hunters, and they're up there with Mystics and Space Knights for "You don't know how much work you just asked for." In any case, if you missed it, there's a preview up for
Subscribers and
Patrons. One of the reasons it's taking so long is that there's a lot of reasonable "factions" and culture-groups that we might associate with bounty hunters and while we've worked out a ton of detail on mystics and space knights (and commandos and officers and etc) under the guise of working on philosophies and factions back in iteration 6, we haven't really touched on bounty hunter or criminal factions yet, which are both things we really need to explore, but we only have so many hours in the day.
Bounty Hunters represent a whole host of interesting puzzles, especially in that they're natural
monster hunters (There's even a lens for it: "Hired Gun"). A Bounty Hunter naturally specializes in their preferred prey, and so may have means of disposing of particularly troublesome aliens, robots or space monsters that the average person doesn't have. That is, after all, why you pay them! But if we're going to introduce Space Witchers, we need to think about monsters which, against, brings me back to a concept I've been tinkering with but haven't had the time to really explore:
Epic Psi-Wars. I've discussed it before, but the idea is that while running Psi-Wars for normal action heroes is fine (and the premise of many of its more procedural inspirations, such as Killjoys and Star Wars films like Rogue One or Han Solo), you can make the case for Psi-Wars-as-Monster-Hunters, also based on its less procedural inspirations (like the Old Republic or Metabarons). In fact,
the Action Genre itself does this, as Monster Hunters Sidekicks points out, as well as the finest action-genre RPG ever written: Nights Black Agents, which clearly illustrates how one migrates from a bog standard action story to a deeper thriller.
Bounty Hunters tend to straddle that line pretty well, especially in a space opera setting. One session, they're busting some guy out of prison, or taking down a crime boss. The next session, they're using their specialized knowledge to kill a space vampire. This lets them walk between the world of the smuggler and commando, and the world of the space knight and the mystic. But this also means that in describing Bounty Hunters, I need to describe the things they hunt, and that means tackling some of the monsters of the setting, and that's taking me awhile. Apologies.
The
other thing I've been thinking about, and the real point of this post, is that Bounty Hunters make
amazing enemies. Raymond Chandler famously said that his preferred technique for spicing up a story was to have two guys kick in the door and start shooting up the place whenever the story got stale. In space opera, the two guys who kick in the door and start shooting the place up are, of course, bounty hunters. They can reasonably show up at any time, they should always present a unique, flavorful challenge, and once you defeat them, you have to ask the question "Who put the mark on my head, and how do I get rid of it?"
Thus, I've been thinking about Bounty Hunters
as a challenge. I asked one of my friends to see if he could make one, but then I decided that was an unfair challenge, because I wasn't sure how best to make one myself. It's not enough to slap some stats together and have a guy shoot at people. I mean, it is, but as we'll see from the After Action Report of Tall Tales of the Orochi Belt, even a couple of BAD 1 Henchmen backed by 10 or so BAD 1 Mooks are not a serious challenge to starting PCs. We need more than big numbers: we need to think about what makes a bounty hunter a challenging encounter. How can they be difficult
and interesting to defeat.
We should be able to finish the following sentence: "This bounty hunter always get his man because..." or "This bounty hunter is unstoppable because..."
It just so happens that on of the PCs, Xerxes, an
Asrathi Witch Cat, has Bounty Hunters as enemies, so I thought it might be an interesting exercise to explore how a Bounty Hunter might defeat that
specific PC and how we can make it an interesting encounter. Come, and let's muse together on how to murder on of my PCs.