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roleplaying:cyberpunk:entanglements [2018/12/12 16:09] (current) – created - external edit 127.0.0.1
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 +====== Entanglements ======
 +^ Go Back to the [[start]] |
 +  * **heat 0-3** 
 +    * 1-3 [[#Crew Trouble]] or [[#The Usual Suspects]]
 +    * 4/5 [[#Rivals]] or [[#AI Badness]]
 +    * 6 [[#Called Favour]]
 +  * **heat 4/5** 
 +    * 1-3 [[#Crew Trouble]] or [[#Questioning]]
 +    * 4/5 [[#Reprisals]] or [[#AI Badness]]
 +    * 6 [[#Show of Force]]
 +  * ** heat 6+**
 +    * 1-3 [[#Flipped]] or [[#Interrogation]]
 +    * 4/5 [[#Orbital Notice]] or [[#Show of Force]]
 +    * 6 [[#Arrest]]
 + 
 +
 +Your crew of cyberpunks didn’t just spring into existence tonight. You have a complex history
 +of favours, commitments, debts, and promises that got you where you are today. To reflect
 +this, after each run, you roll dice to find out which entanglement comes calling. An
 +entanglement might be a rival crew looking to throw their weight around (and demanding
 +some credits), a corporate enforcer making a case against your crew (but ready for a bribe),
 +or even the attention of a rabid cyberpsycho.
 +
 +After payoff and heat are determined, the GM generates an entanglement for the crew
 +using the lists below. Find the column that matches the crew’s current heat level. Then roll
 +a number of dice equal to their [[wanted level]] , and use the result of the roll to select which
 +sort of entanglement manifests. If wanted level is zero, roll two dice and keep the lowest
 +result. 
 +
 +Bring the entanglement into play immediately, or hold off until an appropriate moment.
 +Some groups like to roll entanglements “in the open” so everyone knows what’s about to
 +hit them. Other groups prefer the roll to be secret, so the entanglement is a surprise when
 +it happens. Either way is fine. For example, if you get the Interrogation entanglement, you
 +might wait until a PC indulges their vice, then say Arasaka picked them up when they
 +were distracted by its pleasures.
 +
 +Entanglements manifest fully before the PCs have a chance to avoid them. When an
 +entanglement comes into play, describe the situation after the entanglement has
 +manifested. The PCs deal with it from that point—they can’t intercept it and defuse it
 +before it happens. The purpose of the mechanic is to abstract a lot of the complex stuff
 +happening in the backgrounds of the characters’ lives in order to generate trouble for
 +them. Entanglements are the cost of doing business in the underworld—a good crew
 +learns to roll with the punches and pick their battles.
 +
 +Entanglements can also arise directly from events in play. If the Solo gets arrested, for
 +example, then the GM might follow the directions in the Arrest entanglement.
 +
 +The entanglements are detailed below and on the following pages. Each has a list of
 +potential ways for the PCs to be rid of it. If you want the entanglements to be a momentary
 +problem for the crew, stick to the suggested methods to resolve them, and move on to
 +the next part of downtime. If you want to dive in and explore the entanglement in detail,
 +set the scene and play out the event in full, following the actions and consequences where
 +they lead. 
 +
 +GMs: “Authorities” means the Cops, corpsec, or even sanctioned militas and hired
 +enforcers—depending on where the entanglement strikes and which faction is most likely
 +to serve it.
 +
 +===== Arrest =====
 +
 +Authorities have acquired a warrant for your arrest. They send a detail to bring you in (a team
 +at least equal in scale to your wanted level ). Pay them off with money equal to your wanted
 +level +3, hand someone over for arrest (this clears your heat ), or try to evade capture.
 +
 +//Something metal bangs on your window air conditioning unit. 
 +
 +“Alright then! Come
 +on out and let’s go quietly now!” 
 +
 +It sounds like the bald sergeant. When you peek
 +out, you see a detail of about twenty officers poised to exit a van, all geared up for
 +a raid. The Sergeant tells them to hold, then mumbles under his breath, so only you
 +inside can hear: 
 +
 +“Or perhaps I have the wrong address?” He clears his throat and waits
 +for credsticks to appear.//
 +===== Called Favour =====
 +
 +A higher status faction, one of your fixers, or someone to whom you owe a debt asks you for
 +a favour. If it’s a fixer, agree to do it or forfeit 1 rep . If it’s a faction, agree to do it, forfeit 1
 +rep per status of the friendly faction, or lose reputation with them. If you don’t have a fixer, +3
 +faction status, or owe any debts, you avoid entanglements right now.
 +===== Crew trouble =====
 +
 +One of your cohort groups (or other cohorts) causes trouble due to their flaw(s). You can
 +lose face (forfeit rep), make an example of one of the crew members,
 +or face reprisals from the wronged party.
 +===== Orbital notice =====
 +
 +A high status orbital resident or off-worlder approaches the crew with a dark offer. Accept their bargain, hide until it loses interest (forfeit 3 rep), or deal with it another way.
 +===== Flipped =====
 +
 +One of the PCs’ rivals arranges for one of your contacts, patrons, clients, or a group of your
 +customers to switch allegiances due to the heat on you. They’re loyal to another faction
 +now.
 +===== Interrogation =====
 +
 +Authorities round up one of the PCs to question them about the crew’s crimes. Where
 +did they manage to corner you? Either pay them off with money, or they beat you up
 +and you tell them what they want to know (+3 heat . You can resist each
 +of those consequences separately.
 +
 +Most players really hate it when their character gets captured! Explain that it’s
 +completely normal for a cyberpunk in the shadows to get hemmed up like this. You spend
 +time in and out of situations like this, getting questioned and harassed by those in
 +power. It’s not the end of the world. But now that you’re here in the interrogation
 +room, what kind of person are you? Do you talk? Do you stand up to them? Do you
 +make a deal?
 +===== Questioning =====
 +
 +Authorities grab an NPC member of your crew or one of the crew’s contacts, to question
 +them about your crimes. Who do they think is most vulnerable? Make a fortune roll to see
 +how much they talk (1-3: +2 heat , 4/5: +1 heat ), or pay off the authorities with money.
 +
 +Roll 2d for a normal person to see how well they keep quiet. If they’re an experienced
 +underworld type or some kind of tough, give them 3d or 4d instead. If they’re soft or
 +if they have some loyalty to these authorities, give them 1d or 0d.
 +===== Reprisals =====
 +
 +An enemy faction makes a move against you (or a friend, contact, or vice purveyor). Pay
 +them (1 rep and money) as an apology, allow them to mess with
 +you or yours, or fight back and show them who’s boss.
 +===== Rivals =====
 +
 +A neutral faction throws their weight around. They threaten you, a friend, a contact, or
 +one of your vice purveyors. Forfeit (1 rep or money), or stand up to
 +them and lose status with them.
 +===== Show of force =====
 +
 +A faction with whom you have a negative status makes a play against your holdings. Give
 +them 1 claim or go to war/become hunted (drop to -3 status). 
 +
 +===== AI Badness =====
 +
 +An AI is drawn to you. Acquire the services of a specialist to attempt
 +to destroy or redirect it, or deal with it yourself.
 +
 +They can hire an NPC by using the acquire asset downtime activity. 
 +===== The Usual Suspects =====
 +
 +Authorities grab someone in the periphery of your crew. One player volunteers a friend
 +or vice purveyor as the person most likely to be taken. Make a fortune roll to find out if
 +they resist questioning (1-3: +2 heat, 4/5: damage), or pay them off with money.
  
roleplaying/cyberpunk/entanglements.txt · Last modified: 2018/12/12 16:09 by 127.0.0.1