Sage's Sanctum

A Structure for PC's to Prepare for a Mission

OIP (8)

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:

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:

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:

Failure

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)

Failure

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:

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.

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

Failure

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)

#reboot