A Structure for PC's to Prepare for a Mission

Part of the fun of Cyberpunk and heists and such is the preparation. Sometimes this is delivered through a flashback, sometimes we watch it all, and the fun is seeing it all work out (or fall apart).
Since my system is designed for 1 session, 1 Job, maybe 2 sessions for a long one, I wanted to include preparation as an element but also keep things snappy. We don't have time to spend a whole hour on preparation. So here's a system that lets the players do some prep, but shouldn't take more than 15 minutes.
The Job
A job has the following features:
- The Fixer: Who assigned the Job? Omitted if self-assigned.
- The Enemy: What faction or individual is the job targeting?
- The Goal: What must be done for the job to be “complete.”
- The Location: Where is the goal?
- The payoff: What does the fixer agree to pay for the Job.
Legwork
Before Runners start a Job, they can engage in Legwork. Legwork gives the Runners an edge before the Job even starts. Each Runner can perform one Legwork Activity.
The Alarm Clock
Failure when performing certain Legwork Activities can alert the Enemy that they are under threat. This is represented by a Clock divided into parts. An average target has an Alarm Clock with 3 sections. When a Legwork Activity fails, fill in one section of the Clock. When it is entirely filled, the alarm is raised. No further Legwork Activities are possible, and the Location’s defenses are enhanced (more guards, better guards, or better tech) for 1d4 weeks.
For Locations with relaxed security, the Alarm Clock has 4 sections. High-security locations have a 2-section Alarm Clock.
Legwork Activities
Case the Location
You spend some time spying on The Location to get an idea of the security you’re up against.
No matter what, when a Runner performs this activity, they learn:
- How many obvious entrances The Location has and where they are.
- How many obvious guards are outside.
Make a Motor Control check to move unseen.
Success
The Runner learns all details about The Location that could be learned by observation, such as:
- The location of any secret entrances.
- The location of any outdoor cameras or security measures.
- Guard patrol routes, when they go on breaks, when they change shifts.
- The times that important people come in or out, as well as any procedures they perform before entering the building.
Failure
- Fill in a section of the Alarm Clock.
Hack
You attempt to hack into The Location’s system either to sabotage defenses or gain information.
Make a Logic check. High security Locations may apply up to a -10 penalty to your Logic.
Success
Choose one of the following (The GM may determine some are not available)
- Download The Location’s floor plan. The GM provides you with an unlabeled map of some or all of the Location.
- Gain control of 3 random rooms' cameras. You can see these rooms in detail and access them or shut them off during the Job.
- Print off a digital access card equivalent to one a low-level employee would have.
- Learn how many turrets and traps are in The Location, but not where they are placed.
- Download sensitive information that can be sold for 2d100 Dosh.
Failure
- Fill in a section of the Alarm Clock.
Capture
You attempt to capture a low-ranking employee or member of The Enemy. Higher-profile targets are well protected. Capturing them is a Job on its own.
Roll Brawn to subdue the victim.
Success
Even on a success, fill in a section of the Alarm Clock.
After you interrogate the victim, the GM tells you what they know, which should include 1d4 pieces of information, such as the following:
- How to enter The Location.
- What sort of defenses are inside The Location.
- How armed the guards are.
- When key members of the organization make appearances.
- What time The Location’s defenses are at their weakest.
Failure
Fill in 2 sections of the Alarm Clock.
Acquire Special Gear
Hit the streets and find a seller for either a specialty item, an illegal item, or an expensive item.
Roll Logic to find a dealer.
Success
You find a seller who is willing to sell you the item at a price similar to the retail price of its closest equivalent. If it's an expensive item, they’ll lend it to you for a mission for a third of the price.
Failure
You find a seller, but there’s a complication. The GM chooses one of the following.
- The item is in poor condition. Each use has a 25% chance of malfunctioning.
- The dealer wants twice what a fair price for the item would be.
- The dealer will give you the item for free but demands that you commit to doing a job for them next. They expect more than a return on their investment.
Recruit
Find someone in need of cash to help you out on the job. If they survive the job and split with you amicably, you can add the recruit to your contact list and hire them in the future without taking this action.
Roll Logic to find the right person for the task.
Success
- You find someone to work with you. The GM rolls their stats randomly, but you choose one Skill. They have a Bonus of +10 in that skill. They expect half a share of The Payoff.
Failure
- You find someone to work with you, but you can’t choose their skills. They expect a full share of The Payoff.
Train
Work out, research the target, or work on your combat skills.
Choose a Skill you have a bonus in. Once during the job, when you would roll on this Skill, you can announce, “This is what I trained for.” And describe how you did so. When you do, you succeed automatically. This cannot be used to accomplish an impossible task.
This Activity never fails.
Squats
Split leg, sumo, etc. All good for your quads on legwork day (teehee)