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Douche ![]() ![]() ![]() ![]() Group: Banned Posts: 1,584 Joined: 2-March 11 Member No.: 23,135 ![]() |
I'm developing a set of rules to help me quasi-randomly generate run offers and keep track of a group's general status as a runner team. Here's a brief overview of what I'm working on, since I'm looking for some feedback on how to implement everything. I've fleshed most of it out with simple systems.
The team receives ratings in Professionalism, Street Cred, Notoriety, and Heat. Generally speaking, Professionalism rates the team's ability to accomplish primary objectives (how Mr Johnson might view the team), Street Cred rates the team's appeal to the runner community, Notoriety rates their use of unnecessary violence or destructiveness, and Heat rates how much effort is being put into locating and/or harming them. Each of these is rated from 0 to whatever. In between jobs, a runner team has downtime before another job offer comes in -- this was a major part of why I started working on this, because I wanted to be able to make downtime a more random/realistic occurrence at least partially under the control of the players, while making lifestyle payments and job acquisition a motivating factor in running. Right now I have the downtime between major job offers set as 14 +1d6 days, minus the team's Professionalism rating. Assuming Professionalism 5 marks a fairly decent team, that means job offers would come in every 10 to 16 days, or 2 to 3 a month. Note that as a part of this system, I expect teams would not necessarily accept every job they come across. Also in between jobs, the team is expected to be doing other things. My in-between-jobs (Interim Time) actions so far are: Lie Low Job Hunt Fence/Acquire Gear Nothing Lying Low adds d6 days to the job offer cycle, per team member (regular) that's actively lying low. So in a 4 man (Professionalism 5) team, if everyone lies low they could expect a job offer anywhere between 14 and 34 days -- unreliable at best. Conversely, Job Hunting takes time off of the ticker, with each job seeker rolling their Etiquette (Street) versus Heat. Successes are divided into the base time. The downside is that they receive only a single offer of lower quality than they would normally get. Which leads us to Job Quality. Each run is rated (1, 2, 3, 4, etc), with each rating representing both difficulty and base payout, as well as the types of offered jobs. Rating 1 jobs are street level -- mercenary/guard work, trash something, and so on. Rating 2 jobs are basic runner jobs, like theft. Rating 3 and 4 jobs get up into data theft, kidnapping, and wetwork. Theoretically jobs could be higher rated, but I haven't worked on those yet. If the team isn't job hunting, they receive d2 offers at the highest rating they qualify for (which is determined by rolling Street Cred versus TN (12 - Professionalism) with the job rating equalling 1 + successes. That is, Street Cred reflects more how hard a fixer will work for them, and Professionalism rates how easy it is for the fixer to sell the team to a Johnson. Then, d3 days later, the fixer(s) comes back with d3 jobs at the next lower rating, then d6 days after that, he comes back with d6 jobs at the next lower rating. A team is free to accept any or all of these offers, depending on how cash-strapped/insane they might be. Again, if they are job hunting, they only get one job offer and it's at one lower rating than they would normally get by waiting. I've then standardized base job payouts, at 5000 for rating 1, 15000 for rating 2, 50000 for rating 3, 100000 for rating 4. The job type then factors into this. A Rating 3 kidnapping job would be 50000 nuyen plus (Professionalism x Rating x 250) minus (Notoriety x Rating x 200), or for a Professionalism 5, Notoriety 2 team: 52550 nuyen -- in other words, being highly professional is a bonus, but being overly destructive is a negative. Each job type gets its own modifiers (so destruction/mayhem type runs would get bonuses from Notoriety, for example). To finalize the offer price, you roll Street Cred versus (3 + Heat), with 0 successes applying a -3d6% modifier to the offer, 1 successes applying -2d6%, scaling up by 1d6 for every success, through the positives. Once an initial offer is set and a meet is confirmed, the in-person negotiation takes the form of normal opposed Negotiation rolls, where the team can pull 10% per net success up front, or 2% per net success received immediately (for incidental expenses, not taken out of the final payment as with up front amounts). Successes can be mixed, so if a negotiator gets 3 net successes, he might take 10% up front and 4% for expenses. Once on a run, a team's 4 markers will change. Depending on how well/badly they do, they should receive modifications to each marker from 0 to whatever the run rating is (with options to move further based on egregious circumstances or bonus objectives). This is highly dependent on circumstances, and a run might amp up Professionalism, but reduce Street Cred (let's say they bump heads with another runner team and to get the job done they decide to fry the other team's decker). At the end of each campaign month, when Lifestyles have to be renewed (etc), each marker has a chance of degrading. Doing well during the month helps keep things steady, and lying low helps reduce Heat. Okay, the dog's going crazy, so I'll stop now. Thoughts? |
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Lo-Fi Version | Time is now: 26th July 2025 - 06:39 AM |
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