Sep 14, 2016 4:21 am
0. Non-negotiables
- One-on-one: Only one Taker per round may speak to the client.
- Clients are Competent: Clients never make a skill check, but always succeed. Takers can only defend against or outperform a client's success.
- References Only in Scams: Negotiators may not use References while speaking to a client.
- Simultaneous Resolution: Nothing moves on the Sway Tracker until both parties have spoken and the round ends. Dice on the Sway Tracker move at the same time.
- Heads Up: Dice on the Sway Tracker cannot intersect and must "push" each other with Sway until negotiations end.
- Payment on Delivery: Nobody brings bounty to the meet up.
1. Prep Work
- Before negotiations, every Taker gets one prep action. The skill used depends on the method used to get the information and the context of how the player describes the scene.
- Successful checks entitle the Taker to the answer for one of the following questions:
--- What contracts are available to us?
--- What will a specific contract likely require?
--- What is the starting value (equilibrium price) of a specific contract?
--- What competition is vying for a specific contract?
- Failed checks can succeed by tapping References.
2. Leadership Opens
- The Taker serving as the crew's negotiator meets the client and makes a Leadership check. The result determines the number of rounds negotiations will last.
--- Crit Success: Move up one in Sway to start; Rounds = Black d10/2
--- Success: Rounds = Black d10/2 (rounded up)
--- Failure: Rounds = Black d10/2 (rounded up), but rolled in secret by Market.
--- Crit Failure: Move down in Sway to start AND same resolution as failure.
3. Negotiation Round
Negotiator/Client verbal sparing, taking place "in the moment"
- Winner of the Leadership check determines who speaks first
- Taker decides what skill to use, roleplays according to the choice, and makes a check. The Market decides what skill the client will use and roleplays a pitch, succeeding automatically
- Dice resolve on the Sway Tracker simultaneously: moving, pushing, or sticking according to the amount of Sway.
- Negotiation pauses as other members of the crew perform Scams.
- Repeat until rounds end or the Taker successfully exits the negotiation.
4. Scams
Scams are actions roleplayed between negotiation rounds, taking place before or concurrent to the negotiator/client conversation.
- Scams are only available between negotiation rounds. A three-round negotiation would only have two Scams between the first and second round, as well as between the second and third.
- Each Taker may only perform one Scam.
- The skills used in a Scam and the number of checks required depends on the context of the scene decided between the scammer and the Market.
- Regardless of the skill used, each Scam can only fulfill one of five possible purposes:
--- Partners in Crime: The scammer is in the room with the negotiator. He or she can "step in" and perform a CHA skill check instead of the negotiator.
--- Negotiator Support: A scammer's actions provide the negotiator a one-time +2 bonus to one of the negotiator's skills.
--- Discourage Competition: The scammer sabotages competitors and prevents an undercut.
--- Price Manipulation: The scammer's actions add bounty to the equilibrium price equal to the natural Black of the check.
--- Intelligence Gathering: The scammer learned one of the client's Spots, providing more leverage for the negotiator.
Repeat 3-4 until rounds are used up or the negotiator checks Intimidation to leave early
6. Leadership Closes
- After the dice resolve for the last round, the Taker rolls a Leadership check. The result is the same whether dice are heads up or not.
--- Success: Black moves right to align with the Red for a higher price.
7. Last Chance to Back Out
- Takers don't have to accept the contract. They can move on to a different client, but they start at the lowest rung of the Sway Tracker and receive no additional prep work, Scams, or Will.
8. Undercut
If the competition wasn't sabotaged, they threaten to do the job for one rung cheaper than the PC crew. Any Taker present can make a final CHA skill check against the client to prevent this.
--- Success: Clients believe they're paying for quality and keep the higher price.
--- Failure: the Takers have to meet the lower price or chase a different contract.
--- Failure: Red moves left to align with the Black for a lower price.
- One-on-one: Only one Taker per round may speak to the client.
- Clients are Competent: Clients never make a skill check, but always succeed. Takers can only defend against or outperform a client's success.
- References Only in Scams: Negotiators may not use References while speaking to a client.
- Simultaneous Resolution: Nothing moves on the Sway Tracker until both parties have spoken and the round ends. Dice on the Sway Tracker move at the same time.
- Heads Up: Dice on the Sway Tracker cannot intersect and must "push" each other with Sway until negotiations end.
- Payment on Delivery: Nobody brings bounty to the meet up.
1. Prep Work
- Before negotiations, every Taker gets one prep action. The skill used depends on the method used to get the information and the context of how the player describes the scene.
- Successful checks entitle the Taker to the answer for one of the following questions:
--- What contracts are available to us?
--- What will a specific contract likely require?
--- What is the starting value (equilibrium price) of a specific contract?
--- What competition is vying for a specific contract?
- Failed checks can succeed by tapping References.
2. Leadership Opens
- The Taker serving as the crew's negotiator meets the client and makes a Leadership check. The result determines the number of rounds negotiations will last.
--- Crit Success: Move up one in Sway to start; Rounds = Black d10/2
--- Success: Rounds = Black d10/2 (rounded up)
--- Failure: Rounds = Black d10/2 (rounded up), but rolled in secret by Market.
--- Crit Failure: Move down in Sway to start AND same resolution as failure.
3. Negotiation Round
Negotiator/Client verbal sparing, taking place "in the moment"
- Winner of the Leadership check determines who speaks first
- Taker decides what skill to use, roleplays according to the choice, and makes a check. The Market decides what skill the client will use and roleplays a pitch, succeeding automatically
- Dice resolve on the Sway Tracker simultaneously: moving, pushing, or sticking according to the amount of Sway.
- Negotiation pauses as other members of the crew perform Scams.
- Repeat until rounds end or the Taker successfully exits the negotiation.
4. Scams
Scams are actions roleplayed between negotiation rounds, taking place before or concurrent to the negotiator/client conversation.
- Scams are only available between negotiation rounds. A three-round negotiation would only have two Scams between the first and second round, as well as between the second and third.
- Each Taker may only perform one Scam.
- The skills used in a Scam and the number of checks required depends on the context of the scene decided between the scammer and the Market.
- Regardless of the skill used, each Scam can only fulfill one of five possible purposes:
--- Partners in Crime: The scammer is in the room with the negotiator. He or she can "step in" and perform a CHA skill check instead of the negotiator.
--- Negotiator Support: A scammer's actions provide the negotiator a one-time +2 bonus to one of the negotiator's skills.
--- Discourage Competition: The scammer sabotages competitors and prevents an undercut.
--- Price Manipulation: The scammer's actions add bounty to the equilibrium price equal to the natural Black of the check.
--- Intelligence Gathering: The scammer learned one of the client's Spots, providing more leverage for the negotiator.
Repeat 3-4 until rounds are used up or the negotiator checks Intimidation to leave early
6. Leadership Closes
- After the dice resolve for the last round, the Taker rolls a Leadership check. The result is the same whether dice are heads up or not.
--- Success: Black moves right to align with the Red for a higher price.
7. Last Chance to Back Out
- Takers don't have to accept the contract. They can move on to a different client, but they start at the lowest rung of the Sway Tracker and receive no additional prep work, Scams, or Will.
8. Undercut
If the competition wasn't sabotaged, they threaten to do the job for one rung cheaper than the PC crew. Any Taker present can make a final CHA skill check against the client to prevent this.
--- Success: Clients believe they're paying for quality and keep the higher price.
--- Failure: the Takers have to meet the lower price or chase a different contract.
--- Failure: Red moves left to align with the Black for a lower price.