OKAY SO! Been thinking more about how I’d handle a talent like take-down, and the always get my mark as a whole. I think my initial reaction of “hard nope” was a little overzealous. That’s, like, bottom of a talent tree. If they’ve invested the XP, they deserve a little bad-assery. Besides, it’s very situational. If the job isn’t “get that person, and bring them back” the GM has ample justification to just veto the use, as described in the talent.
Firstly, this game, moreso than others, is a collaborative story telling game, and as such, I’d expect buy in from my players, especially the one with this talent. Like, between games, I’d appreciate the player getting a hold of me to tell me they’re planning to use it soon.
“Hey. The way the story is progressing, it’s looking like we might be going after the big bad. I’m planning on using take-down within the next session or two.”
That’ll give me plenty of time to get something interesting set up.
Secondly, the base ability states that “a new encounter begins as the character reaches the mark’s location.” Take-down does not specify where you start with the mark in custody. So the party starts with the big bad in custody. In the middle of the big bad’s fortress. The session is getting out with everyone alive. And with no leg work done on the way in.
So without the talent, it goes
- detective work to find the big bad
- plan the attack
- execute the attack, disabling defences on the way in
- capture the big bad
- get out, having a relatively easy time, having spread chaos on the way in
With the talent
- do just enough detective work to satisfy talent requirements
- successfully make the check
- scene smash cuts to the big bad’s office, them in cuffs, party surrounded by bodies
- get out, with all facility defences intact.
So while they can just skip a bunch of stuff, it’s really just one fewer steps, and it can still be encouraged to do some leg work ahead of time. If I had this talent, and I knew the big bad was on the same planet, I’d still try to poison the guards food, sabatoge the power grid, or any number of things to make getting out easier before skipping the getting in part.