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Fast Talk (Style) Help or Interfere (Links)

When you try to convince someone to do what When you help or hinder another character,
you want with promises, lies or bluster, roll+Links with them. 10+ you choose to give
roll+Style. them +1 or -2. 7-9 you also exposed to danger,
NPCs: 10+ theyll do it. 7-9, theyll do it, but retribution, or cost.
someone will find out. Advance the appropriate
countdown clock. Get the Job (Edge)
For PCs: 10+, both; 7-9, choose 1: When you negotiate the terms of a job,
if they do it, they mark experience roll+Edge,
if they refuse, they must act under pressure 10+ choose 3, 7-9 choose 1:
The employer provides useful information
Play Hardball (Edge) (+intel).
When try to seriously threatenviolence, The employer provides useful assets (+gear).
roll+Edge. The job pays well.
NPCs: 10+, they do what you want. 79 MC The meeting doesnt attract attention.
chooses 1: The employer is identifiable.
they attempt to remove you as a threat, but
not before suffering the established Getting Paid (Legwork)
consequences. When you meet to get paid by your employer:
they do it, but they want payback. Add as a Roll+legwork segments unfilled, 10+ choose 3,
Threat. 7-9 choose 1
they do it, but tell someone all about it. The employer is identifiable.
Advance the appropriate mission clock. Its not a set-up or an ambush.
For PCs: 10+: do it or suffer established You are paid in full.
consequences. 7-9, they gain +1 forward to act The meeting doesnt attract attention.
against you. You learned something from the mission &
everyone marks experience.

SOCIAL
Basic moves for THE SPRAWL RPG by Hamish Cameron extracted from v0.3
Observe (Edge) Obligations
When you study a person, place or situation, Start of session & between missions,
roll+Edge. 10+, ask the MC 3 questions, 7-9 ask 1. roll+Obligations. 10+: An Obligation has a
Take +1 forward when acting on the answers. pressing problem you cant avoid helping with..
What should I be on the lookout for? 7-9, choose: help Contact or avoid them & take
What is being concealed from me here? -1 ongoing to Hit the Street w/ other Contacts.
How is ______ vulnerable to me? Hit the Street (Style)
What is my best way in/way out/way past. When you go to a Contact for help (specialists,
Who or what is my biggest threat? docs, cyberware, gear, fencing, etc), roll+Style,
Who or what is in control here? 10+, choose 3, on at 7-9 choose 2:
Research (Mind) They have what you want, immediately.
When you investigate a person, place, object, or You get a little something extra (+intel or +gear)
service using some sort of resource, ask and It doesn't attract unexpected attention,
roll+Mind. MC answers, +intel & 10+ generously & complications or consequences.
followup, miss makes a move The price is fair.
Where would I find ______? You can pay them later.
How secure is ______? Go Under the Knife
Who or what is most closely related to ______? When you have new cyberware installed by a
Who owned or employed ______? street doctor, roll+Cred spent (max +2).
Who or what is ______ most valuable to? 10+, operation is a complete success. 7-9,
What is the relationship between ___ and ___? doesnt work as well as advertised, choose one:
Declare a Contact damaging: ongoing pain & eventual nerve
1/mission, Add a Contact to your list, name and gamage
describe someone with a useful skill. Say why hardware decay: it works for nownow
you/Contact owe the other a favor. MC asks substandard: it works, but poorly
about relationship. Contacts = Obligations. unreliable: sometimes it just doesnt work.
On a miss, there have been complications.

PREP
this layout by Shawn McCarthy | @shawnmccarthy | +ShawnMcCarthy84
damaging, decay, substandard, unreliable
Corp install: it works perfect but youre Owned.
Act Under Pressure (Cool) Produce Equipment
When racing or avoiding danger, roll+Cool. 10+, When you produce what you need at just the
you do it, no problem. 7-9, MC will offer you a right time, describe how you have it and spend
worse outcome, hard bargain, or ugly choice. +gear.
Mix it Up (Meat) Reveal Knowledge
When you use violence against an armed force, When you reveal your knowledge of the
state your objective and roll+Meat. 10+, choose opposition describe how you discovered that
3. On a 7-9, choose 2. and spend +intel. Take +1 forward to exploit the
You achieve your objective opportunity offered by that information.
You suffer little harm (-1 harm) Harm
You inflict terrible harm (+1 harm) When you suffer harm, roll+harm suffered (after
You make little noise armour). On a 10+, choose 1:
Manoeuvre (Mind) Youre out of action for now
When you look for weaknesses or Take the full harm of the attack, before
opportunities, roll+Mind. On a 10+ hold 3. On a 7- armour. (If you took full harm, take +1 harm.)
9, hold 1. Spend 1/roll to Lose use of a cyberware until repaired
Take Cover: Gain +1 armour until you move or Lose a body part (arm, leg, eye).
are outflanked. On a 7-9, the MC will choose 1:
Get the drop on them: You are in the perfect You lose your footing.
position to act. You lose your grip on whatever youre holding.
Hide: You evade their attention for the You lose track of someone/somethingthing
moment. Someone gets the drop on you.
Aim: Receive +AP forward (see Weapon Tags Acquire Agricultural Property (Meat)
in Chapter 6: Assets). When you hit 0000 on your harm counter,
Impress, dissuade, confuse, dismay or Roll+Meat. On a 10+, you survive until the medics
embolden your opponents. arrive.On a 7-9, you survive at a cost. Pick one:
owned, substandard treatment (-1 to a stat),

ACTION FIRST AID


cont->
cyberwaredamage (give 1 piece of cyberware a
negative tag). On a miss, you bleed out.
Apply First Aid (Mind) Compromise Security (Synth)
When you treat someones wounds with When you attempt to compromise a systems
appropriate medical equipment, roll+Mind. On a security, roll+Synth. On a 10+ hold 3, on a 7-9,
10+, if their harm clock is at 2100 or less, reduce hold 1. Spend your hold, to do the following:
their harm by two segments. If their harm clock Activate or cancel an alarm.
is at more than 2100, reduce their harm by one Activate or cancel a physical/digital lockdown.
segment. On a 7-9, reduce their harm by one Shut down or reboot the system.
segment. If their harm clock is still at more than On a miss, you trigger an alert,
2100, they take -1 ongoing until they receive Manipulate Systems (Synth)
proper medical attention. When you manipulate a digitally-controlled
Once a character has been given first aid, they aspect of a facility, roll+Synth. On a 10+ hold 3,
cannot receive more first aid until they suffer on a 7-9, hold 1. Spend hold to:
harm again. First aid cannot heal missing body Lock /unlock a (connected set of) door(s)
parts or damaged cyberware. De/Activate or spoof a (network of) camera(s)
De/Activate a network-linked building system.
Login (Synth) Melt ICE (Mind)
When you attempt to gain access to a system, When you use an attack program to counter
roll+ Synth. On a 10+, youre in clean. On a 7-9, ICE, roll+Mind. On a hit you evade, destroy,or
yourein, but choose one. Miss, MC chooses 2. temporarily disable it, your choice. 7-9, the
Passive trace (+1 trace). system executed a routine before crashing.
ICE is activated. Jack Out (Cool)
An alert is triggered (advance the active When under threat of ICE (but not black ICE),
Mission Clock). you can try to jack out. Roll+Cool. 10+ you jack
Your access is restricted. Take -1 ongoing to out before serious harm occurs. On a 7-9, you
matrix moves in this system while restricted jack out, but choose one:
You lose some data.
You take some established consequences.

MATRIX The attacking ICE executes a trace on you.


On a miss, take harm... and youre still jacked in

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