Payouts
Rewards for missions
IRL rules go here
hello world: full_taxo_contents for category irl
Payout is what your characters receive in-game as payment for completed jobs. Inside the game, it’s often nuyen on certified credsticks - an anonymous, untraceable digital currency. Other times, it might be old-fashioned cash or financial instruments like bearer bonds. Less often, it could be any easily barterable and fungible goods: high-grade pharmaceuticals, untraceable weapons, BTLs or other illegal drugs, hot RAM, etc.
Regardless of the actual form, we represent this as a number of Payout Points. The goods are sold, the proceeds laundered, and the remainder arrives in the legal side of the character’s lifestyle. Each Payout Point funds the lifestyle for long enough to take one Downtime Action. Bigger missions = more Payout = more Downtime Actions before you have to look for the next job.
Every Johnson starts with a base offer. It’s typically four Payout Points for a corporate Johnson and a normal difficulty job, but can vary for other kinds of offers – or suicide missions.
We then use a slightly modified Dramatic Task to determine the final offer. In game, this might play out in a single meeting, but is more likely to be an initial meet then a followup after the PCs have completed some scouting.
Rank | Base lifestyle | Number of perks | Bonus LP | Base Liquidity |
---|---|---|---|---|
Novice | Low | 0 | +2 | 2d4 |
Seasoned | Low | 1 | +3 | 2d6 |
Veteran | Medium | 1 | +4 | 2d8 |
Heroic | High | 2 | +5 | 2d10 |
Legendary | Luxe | 2 | +6 | 2d12 |
N/A | Itinerant | 0 | 0 | d4-2 (min 1) |
NB: these rules assume dropping the “+5 LP per rank” rule from Sprawlrunners. Instead, progression in the LP a character has comes from their lifestyle and its perks.
If a character modifies their lifestyle by living above or below their means (see Downtime actions), they get whatever LP and Liquidity comes from the lifestyle they are living as, not the one based on their rank.
A very bad apartment in a bad area, or a bad apartment in a very bad area. Expect your utilities (power, water) to be routinely interrupted as creaking city infrastructure diverts limited resources to more desirable tenants. No personal vehicle included.
This is the lifestyle of a wageslave with a steady job but who isn’t in the managerial class. Probably an apartment, half a dozen rooms / 75 sq m, in an anonymous tower block surrounded by anonymous tower blocks. Street violence is notably lower than Low lifestyles because in this neighbourhood the police usually show up. Unlikely to be downtown; instead, it’ll be located in an extraurban commuter hub like central Bellevue or Tacoma.
You can afford vat-grown meat a few times a month and real, farmed animal meat for special occasions. You can afford a basic car too; probably only a two-seat commuter model but it beats the train.
Quite often the same buildings as Medium, but a lot higher up, and a lot more space. This might be in the heart of downtown (at the price of being smaller), or if it’s further out, it might be a duplex. Furniture is nice, and it has every appliance you could want. You’re rubbing shoulders with low level corp execs in the private lobbies and elevators that only go to your floors.
Alternatively, if you live out in the true suburbs, you might have a reasonable amount of land - perhaps a few acres or so - buying you privacy.
This is the lifestyle of the 1% (although not, note, the 0.1%; you’re not on a corp CEO’s level, let alone a megacorp one.) A massive apartment downtown or a sprawling multi-building compound in the outskirts of town. Subscriptions to every kind of media and entertainment service. Real meat every night for dinner, if you want it. Multiple personal vehicles, all high spec.
This is a special lifestyle for when you (hopefully temporarily) have no fixed abode. Depending on your normal lifestyle level, this might mean you’re squatting, living out of a coffin motel, or living it up in a suite at the Ritz-Carlton.
But regardless of which it is, you’re cut off from any lifestyle perks you usually enjoy (although the Ritz has room service, at least) and incidental expenses are eating almost all your Liquidity.
Deep in the heart of the punk ethos beats a vital dichotomy. On the one hand, there’s the inherent nihilism contained in the ever-present slogan NO FUTURE. Whether patched onto a torn jacket or graffitted onto the decaying walls of slum estate, it can be seen to embody a sense of hopelessness and fatalism in the face of overwhelming forces in society.
But on the other hand, true punks don’t take this lying down. They believe in mutual aid, in sticking it to the man, in protecting the little peope, and by foiling the malicious schemes of the powerful wherever possible. These Downtime Actions are how your characters can attempt to redress some of the unfairness in the Sixth World.
Declare what your character wants to achieve. I’ll set out the difficulty level and what skill (or skills) you’ll need to use to complete it. You progress towards your goal like a Dramatic Task: for each Downtime Action you use, you can make a Trait roll using any appropriate skill to work on the project. Test success will tick a segment on the progress clock. Each Raise will tick a further segment. On a critical failure, you lose one segment.
Depending on the project, you may need to use just one skill, be required to use different skills for different stages, or be able to choose a skill. Some projects may be more challenging and so apply a negative modifier to the roll; others may have a time limit that will cause failure if you take too long. It all depends on what the outcome will be and what makes sense in the narrative.
When you complete a Change The World project, you gain Conviction.
If you attracted an unusually breathtaking amount of attention on the last run and so have a Heat or Hunted Die, you can choose to skip town for a while until the heat dies down. This takes one of your actions. You can repeat this, if you want… or need.
If you have Heat, it reduces the Heat Die by three steps (ie. a d10 becomes a d4). If you have Hunted, reduce it by one step. It’s not so easy to shake people off once it’s personal.
If the whole team is has Heat or is being Hunted (and that will usually be the case), everyone has to Lay Low together. Not much point one of you disappearing off the radar if two others are out partying.
For one Downtime Action, you can make a normal Natural Healing roll (see SWADE pg 96 for full details). Roll Vigor; success clears a Wound, each raise clears another Wound. Characters with the Fast Healer Edge can make two Healing rolls for a single downtime action.
If another PC is willing to spend one of their own Downtime Actions tending to your wounds, they can Support your Vigor roll with a roll of their Healing skill. Note that magical healing doesn’t help with long term recuperation, it can only serve as first aid. See support.
Choose a skill, explain how you are using this skill to do a favour for someone important, and roll it at -2. (If it was easy to get ahead in the world, everyone would be doing it.)
You can choose how you want to cash your favour in: good ol’ liquid cash, access to extra gear, or even information or some form of service. You don’t need to declare this right away, you can hold onto the favour into the next mission and use it at any time. However if you don’t use it before the next downtime phase then it disappears.
Reward | Failure | Success | For every raise |
---|---|---|---|
LP | 2 | 5 | +1 |
Liquidity | 5 | 10 | +2 |
On a critical failure, you earn nothing.
You spend some downtime picking up a new hobby or interest, or just learning something fun.
Nominate a topic or area. Whenever this knowledge comes up in the future, take a bonus to knowledge skill rolls such as Common Knowledge, Science, Research, or Arcana.
If your new special interest is very specialised and/or obscure (example: “interior decorating trends for maximising feng shui”), you can take a +4 bonus to rolls. If it’s something broader and more general (eg: “interior decorating”), you’ll get a +2 bonus instead.
At the cost of one downtime action, you can divert some of your Payout to funding a nicer apartment than you could otherwise afford. Move up one Lifestyle category.
Alternatively, if you’re happy to live in modest surroundings, you can give up one lifestyle category and receive a bonus action during each Downtime phase.
You can only go up one Lifestyle category, no matter how many meals you skip. But you can go down as many as you like, getting a bonus Downtime Action for each one.
When your legal life is constructed around a fake identity, it takes some time and care to re-arrange things like leases on property or contracts on outsourced magical security. So changing any of your lifestyle perks takes a downtime action, but you can change any number of perks in that time.
If you start or stop funding extra perks (see the previous action), that doesn’t count as a “change” and you don’t need to use an action for that.
If you want to spend some time and energy helping your buddies out with their off-duty antics, you can spend a one of your downtime actions on support. One action lets you support each of your fellow PCs on one roll, so if there’s four of them, you can support four times (one per oerson) for just one action!
As usual for SWADE, you roll a relevant skill of your own, and add +1 to their roll for each success/raise you get.
Sometimes, a Support roll won’t cut it. If you really want to show up for your friends who’re in a tight spot, you can also choose to do a roll on their behalf – eg. the team’s face might lead a tricky negotiation so that the street sam can complete a Change The World task. The face steps in, and rolls their Persuasion instead of the street sam’s.
This, however, takes an entire Downtime Action from you, for just one roll, and the person you’re helping has to spend an Action too – you have to work on this together. On the other hand, if they can think of a relevant skill, the person you’re helping does at least get to roll Support on your roll, so that’s something.
Most of the time, shadowrunners operate free of risk of reprisals from their targets after a mission is done. A number of factors combine to shield them. By far the largest is that the injured party is usually a corp, and there’s no profit in revenge. 21st century forensics is sophisticated - but the jurisdictional nightmares of extraterritoriality plus law enforcement fracturing into a mishmash of privatised services that hate each other mean blunts that risk.
Still, if a run goes seriously sideways, it is possible that there may be repercussions. If the team attracts significant attention, they’ll find their usual contacts less willing to deal with them than usual. Nobody wants to be near someone who’s at risk of getting scooped up by the feds or a corp strike team. This is tracked using a mechanic called Heat.
An even worse scenario is if the team torques off someone with the means to track them through the shadows. If they make it personal with someone, and that person has enough of an idea of who they are, then they might become Hunted.
Note that Heat and Hunted generally (but not always) apply to the team as a whole rather than individual members.
As a general rule, Heat will only come about when the story demands it, and will have been clearly (and explicitly) foreshadowed. Most shadowrun targets won’t waste time in zero-sum reprisals against the team that hit them; the exceptions that will take it personally usually don’t have the resources to make a shadowrunner’s life difficult.
Still, whoever you left feeling aggreived might rattle some cages and put out the word on the street that they’re out for your blood (even if it is a bluff). In return, some of your usual contacts might refuse to deal with you until the heat blows over, for fear of becoming collateral damage.
Heat is represented by a die type (d4-d12) that opposes any roll you make during Downtime. This models that every part of your illegal existence gets that little bit harder when you’re second-guessing which of your contacts might sell you out for two grand and a Stuffer Shack burrito.
On any Downtime action where the Heat die beats you, the action is nullified - whatever you attempted didn’t work out (a contact didn’t come through, you were unable to get supplies, someone tried to rat you out and you had to walk away, etc.) There are no other ill-effects though.
If you roll a critical fail, expect to either “upgrade” to Hunted or for there to be consequences during the next mission! Probably at a really inconvenient time too.
Heat can be reduced or removed by using the Lie Low Downtime action.
Hunted is like Heat, but now it’s personal. You haven’t vaguely annoyed some organisation bigger than you this time, like a mosquito buzzing around a cow. Hunted is when you stung a lion, and now the lion is pissed, and also some corp mad scientist grafted a flamethrower onto it for some reason.
Hunted has the same dice tiers as Heat, based on the resources that your hunter can muster up, but now it also adds a Wild Die.
If you fail an opposed roll during Downtime, you’re probably going to be found. If you get a critical fail, you’re probably going to walk into an ambush, unless I can think of something worse / more devious.
Hunted can be reduced or removed by using the Lie Low Downtime action.
Like Heat, Hunted should only ever arise as a result of clear and direct story action where you enrage a powerful NPC who knows exactly who you are. If I spring it on you out of nowhere then I’m being a crummy GM.
Verity drew a bundle out with her glove-bagged hand, Franklin’s mild portrait bisected by a red elastic band. “This is wrong, this kind of money. You know that?”
“Gives us agency.”
“Agency?”
“Capacity to act,” Eunice said.
— Agency, William Gibson.
Liquidity represents the total amount of no-strings-attached untraceable currency your character can lay their hands on right now. It might be in credsticks (in nuhen), actual cash (typically UCAS dollars), corporate scrip, or similar.
Note that this is distinct from Logistic Points. LP is used to buy gear, and the amount you can buy is dictated not only by the money you can afford but also your trust level with various shady gunsmiths, armouries, talismongers, and chop-shops.
The most common way to use Liquidity to get what you want is by using it to grease the wheels. Via bribery, finder’s fees, access fees, and so forth, you can purchase bonuses on rolls of skills like Persuasion, Research, Arcana, and so forth.
+1 | +2 | +4 | |
---|---|---|---|
Bribe someone who’s living in poverty | 1 | 2 | |
Bribe a wageslave (low risk) | 1 | 2 | 4 |
Bribe a wageslave (high risk) | 2 | 4 | 8 |
Bribe a corp exec | 5+ | 15+ | too much |
Get info that’s public, but obscure | 1 | 2 | 4 |
Get info that’s nonpublic, but not dangerous | 2 | 4 | 8 |
Get info that’s secret, dangerous, or arcane | 5+ | 15+ | too much |
NB: For a very low-stakes request, such as bribing a nightclub bouncer to let you past or a maitre’d to give you a good table, there may not be a roll needed; 1 or 2 points of Liquidity can buy instant success.
This is deliberate very rough, because if I wanted to nail down currency values in details, I’d go back to tracking nuyen one-by-one. The whole point of this system is supposed to be to make it faster and easier.
Still, so we’re all on the same page, some guidelines:
Mission rewards in-game can be in a variety of forms: hard currency like UCAS dollars, untraceable digital currency like nuyen on certified credsticks, corporate script, large quantities of easily resold or bartered product like high-grade pharmaceuticals or ICE breaker software, or even (the old fashioned approach) precious metals, gemstones, or bearer bonds.
In game mechanics, we handle all of these as Payout. Each point of Payout awarded after a mission buys one Downtime Action that you can do before the money runs out and it’s time to look for work again.
Downtime Actions do not have to be all declared upfront. For example, an injured character might choose to use their first action on Rest & Recuperation, and then depending on how the roll goes, might repeat the action or switch to something else.
When Downtime Actions require aby kind of die roll, note that you cannot spend Bennies on this roll. Bennies are for when the camera is focused on your character!
A note for my players: you can roll Savage Worlds style dice in Slack with the syntax /roll 1d6x + 1d8x
. Obviously, change the d8 for whatever your skill is. The x
will make the dice exploding. This can be used for any downtime dice-rolling, as a more convenient option to Foundry.
Although advancing typically happens during downtime, it does not have to, and it does not take a downtime action when it does.
If you attracted an unusually breathtaking amount of attention on the last run and so have a Heat Die, you will need to skip town for a while until the heat dies down. This takes one of your actions and clears the Heat Die. In extraordinary circumstances (a Heat Die of d10 or more), it might even take multiple actions. Be less obvious next time!
For one Downtime Action, you can make a normal Natural Healing roll (see SWADE pg 96 for full details). Roll Vigor; success clears a Wound, each raise clears another Wound.
Characters with the Fast Healer Edge can make two Healing rolls for a single downtime action.
Other characters can Support this roll if they also spend a downtime action. This will usually involve them rolling their Healing skill, for obvious reasons.
Actions that give characters a temporary boost or advantage of some kind.
Your character decides to blow off some steam and celebrate still being alive. They spend an extended period of time indulging whatever hedonistic vices most appeal to them.
Take a one-step penalty to your wealth die type die for the next session.
There is no mechanical game benefit to carousing. This is deliberate ;)
You spend some quality time with your nearest and dearest. Write a scene telling us what you do together, and take a free point of karma for your trouble! (If you don’t want to write a scene, see Train below.)
Your character chooses to focus their efforts on honing a particular skill or attribute. They have to already have the skill – ie. at least have a d4 in it.
Until the next downtime phase, the character can get a free re-roll on any failed roll for the trait. This stacks with any other re-rolls or bonuses the character might have. Activating the re-roll is a free action.
You can only be trained in one trait at once; if you repeat the action, you lose the previous training.
Shadowrunner’s skill sets can be used for more mundane activities than the epic, daring heists we play out at the table. Riggers can do courier work; streetsams can work as bodyguards; mages can provide protection services; deckers can skim low-security systems for paydata.
If your character spends their downtime on a side hustle, they can earn a little extra cash in their pocket. Take a one-off bonus to their wealth die type for the next mission.
You can only do Side Hustle once in a given downtime.
Maybe your character is engaged in some sort of longer-term thing: researching something, making something, trying to create a spell… anything we’ve agreed upon.
We’ll handle this a bit like a Dramatic Task in SWADE or a Clock in Blades in the Dark. You’ll have some fixed number of segments to complete - you might or might not know how many, depending on what you are up to. For a single downtime action, you can make a Trait Test using any appropriate skill to work on the project.
Test success will tick a segment on the progress clock. Each Raise will tick a further segment. On a critical failure, you lose one segment.
Your character is saving up for a rainy day. Retirement? Paying off their dear old ma’s mortgage? Up to you. They spend their downtime living thriftily so they can divert as much money as possible to their savings. If you want to work to a specific goal, let me know what it is, and we’ll set up a clock to track progress towards it.
An attuned summoner mage with the Initiate edge can journey to the metaplanes, explore a new metaplane, and learn its True Name. From then on, they can summon spirits from that metaplane whenever they please. You can do this action multiple times in a single downtime phase if you want.
See summoning traditions.
You spend time working your contacts, buttering them up, making sure the next time you come calling they’ll have the good stuff set aside for you.
Roll a standard Networking test (Persuasion or Intimidate vs target number 4). If you succeed, take bonus LP on the next mission according to the table below. For each raise, take a further bonus LP (again, as per below). You cannot spend Bennies on this roll.
No penalty for failures, but you can’t try again; people have had enough of you for now. You can only do Network once in a given downtime.
Character rank | LP bonus on Success | LP bonus on Raise |
---|---|---|
Novice | +1 | 0 |
Seasoned | +2 | 0 |
Veteran | +3 | +1 |
Heroic | +4 | +1 |
Legendary | +5 | +2 |
goodbye world
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