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CYBERPUNK HIDEOUTS

EASY TO USE CYBERPUNK HIDEOUT RULES

Sometimes sprawlrunners find a group of like-minded people Basic Facilities


whose skill-sets and (hopefully) personalities complement These facilities provide the basic functionality of a base of
each other. When that happens and enough trust has been built, operations. Some facilities provide bonuses in specific
they may look for a place to accommodate team-wide storage circumstances as noted. Capabilities and looks start out very
of gear and vehicles, training facilities, workspaces, and social basic, but get upgraded as the hideout Rank rises.
gatherings. No sprawlrunner worth their salt would ever give
up their own private residence – however small it may be – but Social Rooms
concentrating team assets in one place does have benefits. Here the runners can gather to brainstorm
their latest mission and track their
Hideouts progress towards their goals. Starting
A hideout is a place where the whole group invests time and with a whiteboard, an uneven table, and a
resources to build it up and adapt it to the team’s needs. It few half-broken picnic-chairs in time they
provides focused facilities and other boons making the life and upgrade to a full conference room with
tasks of the runners easier. The quality of a hideout is high-tech projection maps and task
determined by its Rank, which starts at Novice when a new planners. This room provides the hideout bonus
hideout is founded. As the runners invest their hard won to social rolls if meetings are conducted within
earnings into upgrading their hideout it gains additional and the social rooms.
better facilities. The runners can also equip their hideout with
additional upgrades besides the basic facilities. Additionally, Sleeping Quarters
hideouts grant a bonus to certain activities when performed Everyone needs a place to crash. The quarters provide a
within the premises, depending on their Rank and the available space for the runners to sleep and shower. In the beginning
facilities. runners may rest on nothing more than cots and wash up with
water from a bucket, but with enough investment into the
When a new hideout is founded it starts at Novice rank and hideout each runner may have their own room with a comfy
gains either its first facility, or one of the upgrades marked bed (maybe even bug-free!) and a small shower. Sleeping
[founding]. Afterwards the hideout gains an Advance every quarters comfortably accommodate a number of guests equal
time the characters do. An Advance can be spent on either a to the hideout bonus. They also add the hideout bonus when
new basic facility, or an upgrade. Hideouts stop gaining rolling to remove fatigue if a runner rests there.
Advances after their fourth Legendary Advance. There is only
so much space a group can use and maintain, so choose your Library
facilities and upgrades wisely! Here runners store everything they learn. This may start
Hideouts are improved at the end of a session. with only an ancient desktop computer on a cracked table, but
Improvements to the hideout should make sense in the can expand into multiple memory storage units with connected
narrative of the game. data terminals and cyberspace uplink. The library provides the
hideout bonus to some Research rolls (GM’s call).
Hideout bonus
Novice hideouts do not provide a bonus to rolls.
Seasoned and Veteran hideouts provide a +1 bonus.
Heroic and Legendary hideouts provide a +2 bonus.

Rebuilding a lost hideout depends on the circumstances of


the runners’ situation. If they are able to salvage from their old
hideout the GM may allow them to quickly set up certain
facilities or upgrades. This isn’t always possible, and usually
doesn’t work for projects which require lengthy investments of
resources, time, or both – like Connected Neighbors or
Mystical Calibration, for example.
Losing a hideout is a painful blow and should only be the
result of gross negligence, or the focus of a story arc.

This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com.
Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. 1
Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.
CYBERPUNK HIDEOUTS
Gear Workshop Armory
The right tools for the right job, and a workshop to store While the workshop holds the tools to maintain weapons,
them. The gear workshop begins as not much more than a the armory comes loaded (pun intended) with specialized gear
toolbox on a shelf, but in time will grow to include specialized to take them to the limit. Every Trademark Weapon gains a
tools to care for firearms, armor, electronics, and assorted bonus of +1 damage.
mechanical gear. The gear workshop adds the hideout bonus to
Repair rolls fixing weapons, armor, and small personal Arcane Study
equipment. At Novice Rank it counts as a kit, at a +1 bonus as This highly specialized room is the sanctum of spellcasters.
a shop, and at a +2 bonus as a facility, for any personal gear It securely stores their tomes of knowledge, magical
except drones and vehicles (see Sprawlrunners Equipment, implements, and provides a place of peace, study, and
Working Gear). meditation. When raising their Spellcasting skill the arcane
study allows spellcasters to always treat the linked attribute as
Garage 1 step higher.
Vehicles and drones find a home here. This facility provides
storage space and tools to work on cars, bikes, and drones. Study Room
Planes or boats require a hangar or dock. The garage can store This facility is all about stimulating the mind. Extensive
an amount of car-sized vehicles to the amount of the hideout libraries on specialized subjects and modern learning
bonus plus 1. The space for 1 car may instead be used for up to applications help the runners in broadening their horizon.
2 motorbikes. A garage can hold all the group’s drones. It also When raising a Knowledge skill the study room allows
adds the hideout bonus to Repair rolls when working on runners to treat their Smarts as being 1 step higher.
vehicles and drones, and counts as a kit, shop, or facility
similar to the Gear Workshop. Training Area
This upgrade may be selected once per Rank
Infirmary The training area is a versatile space, fitted to the precise
Having a dedicated room to bleed in peace is important. needs of the runners. It covers a gym, shooting range, boxing
Starting with a small and reasonably clean space with a basic ring, obstacle course, pool, or other specialized equipment.
first-aid kit, this can upgrade over time to a full infirmary Every time this facility is selected as a hideout Advance
station stocked with clean bandages, painkillers, and choose one skill linked to Agility. When raising one of the
antibiotics. An infirmary adds the hideout bonus to natural chosen skills the training area allows the runner to treat Agility
Healing rolls while residing in the hideout. as 1 step higher.

Cyberware Lab
It’s not easy to take care of all the nuts and bolts if they are
buried in your cranium. Luckily the cyberware lab comes
equipped with all the tools required for regular maintenance
and small repairs of most implants. The lab provides the
hideout bonus to Repair rolls when working on cyberware.
They also reduce the amount of Wounds taken from getting an
implant by 1 (see Sprawlrunners, page 11).

Recreational Area
Nothing beats a good stretch of R&R. This area provides
various ways for the runners to blow off steam or relax during
downtime. Some comfy chairs for reading, gaming equipment
to play cyberspace MMOs, a band room (noise insulated!),
whatever helps the runners to unwind. This facility provides
the hideout with a pool of Bennies! The pool refreshes each
session and is filled with 1 Bennie per player. These Bennies
can be spent on any roll which utilizes a hideout facility or
upgrade.

Writing and Layout: Manuel “ManuFS” Sambs (Veiled Fury Entertainment)


Thanks: Dr Richard ‘penllawen’ Gaywood 2
Art: Dean Spencer and Shaman's Stock Art (illustrations) and Lord Zsezse Works (page background)
CYBERPUNK HIDEOUTS
Upgrades Seasoned Rank (see Sprawlrunners Magic, spirits). Fallen
Not every upgrade to a hideout is a room. Some represent guards take some time to be replaced, ranging from days to
social investment. Certain choices are only available during weeks. Stats and equipment are the GM’s call, but should
the founding of a new hideout. These are marked with represent the hideout’s Rank. This upgrade provides two
[founding]. guards every time it is taken.

Concealed Hangar
Painful hours were spent outfitting the hideout with double If it has enough adjacent space to accommodate a runway or
walls, rotating tables, and other tricks to make everything landing pad, then the hideout may be outfitted with a modest
illegal disappear within seconds. Only an in-depth search of hangar. This provides enough space to store one small aircraft
the place will reveal its secrets. This requires a Notice roll −4. and maintain it similar to the garage, including the hideout
bonus.
Connected Neighbors
The runners take some time out of their waking hours to get Hardcore Fans
to know their neighbors, shake hands, grease palms, and help No matter how well you hide your traces, people notice who
out where it’s easily done. In return they get to rely on the eyes walks in their midst, and a few neighbors have become
and ears of the neighboring folks, and at times they may even outright fans. They hang around, and can be called upon for
hear about some juicy rumor. Once per session the runners quick reinforcements if needed. Once per session the runners
may gain intel or a clue from their civilian neighbors. can request help from up to 2 Extras. These folks are not
cannon fodder, and if used as such will quickly disappear.
Defenses
This upgrade may be selected multiple times Hidden [founding]
This hideout got upgraded with a few useful features and Maybe it’s deep in the woods outside the sprawl, or built
gadgets in the event of an attack. This ranges from spotlights into steam tunnels deep beneath the city which have been
over emergency shutters to sentry turrets and grenade abandoned and forgotten for decades. This hideout is located
launchers! Every defensive system is represented by a Savage in a location which makes it hard to reach, hard to find, or
Worlds power. One power of the following list may be chosen both. Any roll when trying to locate the hideout or follow
each time this bonus is taken: Barrier, Blast, Bolt, Burst, someone there suffers a penalty of −4.
Confusion, Damage Shield, Entangle, Light/Darkness,
Slumber, Stun. The powers can be activated by the hideout Medical Center
denizens and represent either electrical-mechanical devices, or This room upgrades the hideout with a full blown
spells which were anchored to the building. Each power may operations table and recovery room. It allows a doctor to treat
be activated once per turn and uses a d8 (no Wild die) which wounded patients even after some time has passed. The
adds the hideout bonus. medical center extends the Golden Hour to a time-span of 24
hours.
Dock
If the hideout is located near water it may be equipped with Mysterious Benefactor
a dock. This provides a landing and a small boathouse for a Someone likes what the runners are doing, so much so that
single watercraft. It also provides tools for maintenance of that they’re actively supporting them with money and gear. Who
craft similar to the garage, including the hideout bonus. exactly this source of income is is unknown to the runners, but
every now and then their support may arrive with a “request”
Guards for a task to be performed. 10 LP worth of gear are available in
This upgrade may be selected once the hideout, but refusing to perform the requests will dry this
per Rank up quickly.
No matter if they are hired
personnel, specialized drones, or bound Mystical Calibration
spirits, they protect the hideout against A room is put aside specifically for spellcasting purposes
intruders. A hunter drone may be chosen to and after weeks of work the flow of magical energies is
replace one of the NPCs. For every 4 guards perfectly aligned. When performing Ritual Magic
one NPC may be replaced by a spirit of (Sprawlrunners, page 22) the ritual leader may ignore up to 2
points of penalties for their Spellcasting roll.

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CYBERPUNK HIDEOUTS
Public Facade [founding] Secure Cells
The runners decided to put up a front to hide their comings This big room provides four secure cells to either house
and goings. This may be anything from a magic shop, a important VIPs, or store necessary prisoners. The walls are
nightclub, a rocker bar, a strip club, or something else the reinforced and the doors are Toughness 15.
runners can come up with. The hideout bonus adds to
Networking rolls appropriate to the chosen business. Specialized Research
Additionally the place generates a modest income which adds This upgrade may be selected multiple times
2 LP for every runner. The runners gathered a huge database of a specific
Knowledge subject, plus equipment if required. Every time
Relays this bonus is taken, choose a Knowledge skill. Add the hideout
The operator has spent hours setting up relays all over bonus to the roll of this Knowledge skill if the task is
cyberspace to obfuscate the hideout’s cyberspace connection. performed in the hideout. This only applies to research into a
If Trace ICE succeeds its roll against an operator hacking from specific area. It does not apply to active use of Hacking or
inside the hideout, double the amount of rounds it takes the Battle.
ICE to find the operator’s location. Even on a successful trace
the enemy will only learn the general area of the access, not a Wards
precise location. The neighbors may object to regular visits of After many hours of work, either by the group’s spellcaster
corp SWAT teams, though. or someone they can trust, the hideout is warded against
spirits. Spirits cannot enter the hideout from astral space and
Secure Access have to break in physically like everyone else.
Entry to the hideout requires a passphrase uttered to a
guard, a palm or eye scan, or a code entered in a keypad. No
matter the method, when someone tries to gain illegitimate
entry to the hideout all runners are alerted to that attempt.

Writing and Layout: Manuel “ManuFS” Sambs (Veiled Fury Entertainment)


Thanks: Dr Richard ‘penllawen’ Gaywood 4
Art: Dean Spencer and Shaman's Stock Art (illustrations) and Lord Zsezse Works (page background)

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