Playing the Game

Sep 27, 2021 4:04 pm
The Run
The game is focused on heist-like jobs called runs. When you sit down to play it's assumed that a client has assembled a team of people competent, foolish, or desperate enough to cross the powerful megacorps ---our runners. Each player in turn will answer questions to help the GM customize and set up the mission. You don't have to play the same character on each run. The group of runners doesn't have to like or know each other very well ---but you do have to coordinate and act as a team. If you want to focus on the lives of the runners outside of the missions you may have to make moves beyond just the core mechanic ---to help focus, flesh out, and handle situations outside of the fast paced, danger filled scope of the missions.
Sep 27, 2021 4:05 pm
Starting The Run

P:> STARTˍQUESTIONS.exe
Each player needs to answer three questions at the start of the run:
Why does this job need this type of runner?
• There are tons of runners of your type. Why are you the specific person contracted for this job?
Why can't you stop running? Nobody picks this life willingly. Why did you say yes to the job?
Sep 27, 2021 4:05 pm
Obstacles

P:> DIFFICULTY.exe
Jobs are rated in payoff dice. Each job starts with 1 die (GM's choice). When each player answers their starting questions, they add 1 die to the job pool to represent the obstacle they were hired to handle. So if there are 4 runners there should be 5 payoff dice at the start.

For each die, the GM will add a complication during the run: locked doors, firewalled systems, better guards. When overcome, move the die from the job pool to the payoff pool. The run is not over till all the dice are moved like this. Resolve any remaining fictional questions and end the run.

• There are 3 grades of dice: white, red, and black.
White dice represent easy problems. Routine servers. Lab techs that can spot odd runners in the hallways. Simple cameras.
Red dice represent difficult problems. Nasty ICE. Well-armed guards with some cyberware. Drones.
Black dice represent deadly problems. ICE that bypasses safeties to attack the brain. Tanks immune to small arms fire. Assassins so deadly, nobody that's faced them has lived to tell the tale.
Sep 27, 2021 4:06 pm
P:> PAYOFF.exe
When you're done with a run, roll all the dice in your payoff pool in order ---white, then red, then black. Let the surviving runners split them up however they like (by consensus or gunplay). Remember that the only way to advance is to upgrade. Spend that cred if you want to keep running.
White Dice:
• On a 1, 2, or 3: Gain 100 ¥€$
• On a 4 or 5: Gain some street change.
6: Remove the die and add a red die to the payoff pool.
Red Dice:
• On a 1, 2, or 3: Gain some street change.
• On a 4 or 5: Gain some serious cash.
6: Remove the die and add a black die to the payoff pool.
Black Dice:
• On a 1, 2, or 3: Gain some serious cash.
• On a 4 or 5: Gain a credstick with lots of zeroes and some strings attached or pissed off scary people looking for you. Best lay low for a bit.
6: A credstick with lots of zeroes. No strings.

P:> CASHINGˍOUT.exe
When you get your cut, if you have anything at street change or higher and you've found an answer to your third question, you can choose to retire. Street change buys a crappy home in a crappy neighborhood with an unfulfilling day job. Serious cash will buy a quiet suburban life in a corp sector. Zeroes gets you jets, fast cars, and serious enemies gunning for you.
Sep 27, 2021 4:06 pm
Opportunities
Runners are always looking for ways to get a little extra scratch from a job. Here's a few ways to do that:
Hazard Pay: On a 6- result, the GM may add a die to the job pool. This turns into payoff as normal.
Entrepeneurship: If someone snags something worth real creds on the job (not pencils, or a corp-stamped pistol), feel free to give them a payoff die to represent the prize just for them.
Side Jobs [optional]: If the runners want to do the additional legwork, tell them about a red or black die side job opportunity they can do while on corp grounds. Add 1 to 3 dice (GM's choice) of the aforementioned color to the job pool ---more opportunity means better security. If they finish the side job, add an additional reward die (of said color) to the payoff pool.
Sep 27, 2021 4:07 pm
Ending the Game

P:> ENDˍOFˍGAME.exe
Once the payoff dice are rolled and distributed, ask the players if their runners are retiring, if they will keep running or if they're laying low.

If they choose to retire: Let a player narrate an epilogue while everyone else asks questions. Have they solved the fundamental question that drove them? Can they stay out of the life? Where might they end up in a few years? Have them get rid of their sheet.

If they keep running: Have them buy upgrades ---gotta keep that edge in the life. If they want to play the same character they can hang onto the sheet.

If they're laying low: Have the player spend the payoff they earned, sign the sheet and give it to the GM. They won't appear in the next run, but someone may pursue their fortunes again in the future.
Sep 27, 2021 4:08 pm
Summary
Before the Job
• Start with 1d chosen by the GM.
• Each player adds 1d (their choice) when they answer their starting questions.
During the Job
• Place dice in 'Obstacles' for Hazard Pay.
• When an obstacle is overcome, the GM moves an appropriate obstacle die to the payoff pool.
Ending the Job
• When all obstacle dice are gone, narrate how the job ends.
After the Job
Count the money. Roll all the dice and figure out what they're worth.
Divide the cut. Let the runners decide who gets which piece of the payout. Individual payout dice results can't be split.

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