Wanted: Dead or Alive
So this is something I've been working on since ... a while ago. Couple of years, at least, I think.The basic idea is to give the CS a form of AI for the game. Something that responds organically to the actions the player group takes.
In the previous iteration, it was a percentage check much like a skill. The group had a "CS Awareness" stat, and the GM rolled it like a skill. On a success, the CS is actively pursuing the players, with the level of success indicating how bad of a response.
I may continue working on that, but with Savage Rifts finishing in about a week, I figure I should start looking at how to adapt my present ideas over to the Savage Worlds rule-set.
In this case, it's actually fairly straightforward. There are a couple of ways to handle it - the RAW Savage Worlds way and the Savage Rifts way.
The RAW Method
The RAW method is to, again, treat it as a skill check. The level of the skill is the general idea of how annoyed the CS is, while the TN is the result of more immediate actions. Suggested starting values for both are d4 and 6, respectively, making it very unlikely that a new group will attract particular interest at any given time.Suggested modifiers:
Obvious DB(s) in the party: -1 to TN
Obvious use of Magic / Psionics against CS troops: -1 to TN
Within the borders of a CS territory: -3 to TN
Things that increase the die level:
Repeatedly wiping out CS troops
Assisting known enemies of the CS
The Savage RIFTS Method
The Savage RIFTS way, and my preferred way, is to borrow shamelessly from the Savage Juicer mechanics.Give the players a Wanted level, and a Wanted die. At the beginning of the game session, the GM rolls the Wanted die. If the roll is above the Wanted level, the CS has taken notice of the players and has sent some forces after their group. The players may opt to lower their Wanted level (and lower is worse, in this case) to avoid the encounter, but in doing so they make it more likely to occur in the next session, and possibly with worse consequences: the lower the Wanted level, the bigger and nastier the force that is sent after the players.
Suggested starting points for Wanted are 8 and a d8 (yes, the Wanted die can Ace).
The Wanted die fluctuates based on player action:
+ 1 die level when travelling through CS territory
+ 1 die level when passing near a CS outpost
Still working on what would lower the Wanted die
Finally, the players may actively court CS intervention with flagrant displays of power. This is mechanically represented by lowering their Wanted level in exchange for a "super" bennie. I'm still working on the details of what this would entail, but an example might be that the group automatically achieves a particular task, or maximizing any roll (without raises), etc. It will need to be worth bring the CS closer to finding the group.
Work Still to be Done
These are very rough, off the cuff ideas that need refining and playtesting. In particular I need to determine what the CS response is at a given Wanted level, how to regain Wanted levels, and what voluntarily burning a Wanted level does when used for a "super" bennie.Still, I think this is a good starting point and there's enough there for anyone reading this to run off with and make their own.