The Pirates Of Atlantis
A character with this Disadvantage is pursued by some person or group. The Hunter may show up during adventures and attempt to do something to the character. This can range from monitoring his activities, to interrogating him, to arresting him, to trying to kill him. The character may or may not know he’s being Hunted (player’s choice).
The GM must approve all Hunteds; he should also write up most Hunters. The player (with the GM’s help) should figure out why his character’s being Hunted by that particular individual or group. The Hunters may be involved with the character’s background or some part of his early (nonplayed) career. The player should use his imagination; the more creative the reason for the Hunted, the more fun the game is. A character doesn’t get points for individuals or groups that begin Hunting him after the campaign begins — that’s just one of the hazards of adventuring.
The value of a Hunted depends on three factors: the Hunter’s competence; how often the Hunter causes problems for the character; and what the Hunter intends to do to the character.
The first factor is how capable, competent, and dangerous the Hunter is. This is determined relative to the character — whether the Hunter is more or less powerful than the PC — but remember that power encompasses many things. It doesn’t just mean the Hunter can stand up to the PC in combat; it may reflect significant civil authority, investigative skills, wealth, access to the media or powerful persons, social or political influence, and many other factors. Depending on the Hunter’s intentions towards the PC, these abilities may be more or less important than sheer combat prowess.
The second factor is how oft en the Hunter tends to show up — in other words, how dedicated is he to finding the character and making his life miserable? Most Hunters only make an appearance occasionally, but some are downright fanatical.
The base chance for a Hunter to show up in each game session is an 8 – roll on 3d6. The GM secretly makes this roll at the beginning of the adventure (or, better yet, when planning the adventure). If the GM rolls an 8 or below, the Hunter should show up sometime during the course of the adventure. Characters who are Hunted more actively than an 8- receive more points. Characters who are easy to find (because of a Public Identity or otherwise) also receive more points.
The third factor is what the Hunter intends to do to the character. Does he want to kill him, punish him in some fashion, or just keep tabs on him? The latter form of Hunted is typically referred to as a Watched, since the Hunter’s job is to keep track of the PC, not attack or harm him.
|5||Hunter is Less Powerful than PC|
|10||Hunter is As Powerful as PC|
|15||Hunter is More Powerful than PC|
|+ 5||Hunter has extensive Non-Combat Influence (NCI)|
|- 5||Hunter is limited to a certain geographical area|
|+ 5||PC has a Public Identity or is otherwise very easy to find|
|+ 0||8 – (Occasionally)|
|+ 5||11 – (Frequently)|
|+10||14 – (Very Frequently)|
|- 10||Watched: Hunter is only Watching the character|
|- 5||Hunter desires to Mildly Punish the character (deportation, fining, question, theft of possessions)|
|- 0||Hunter desires to Harshly Punish the character (imprison, enslave, kill)|