roleplaying:cyberpunk:entanglements
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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 [[# | ||
+ | * 4/5 [[# | ||
+ | * 6 [[#Show of Force]] | ||
+ | * ** heat 6+** | ||
+ | * 1-3 [[# | ||
+ | * 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, | ||
+ | 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, | ||
+ | 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, | ||
+ | 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, | ||
+ | ===== 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