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cbr+pnk
An upkeep phase; Downtime is played in a zoomed-out fashion.
/RUN PHASE You never roll dice in the Downtime Phase. Scenes are glossed
The default mode from CBR+PNK. When there is action and over or described as a montage. If the need for roleplaying
re.SERIALIZED
conflict, you are in a RUN. But it is not necessarily your arises, keep in mind that conflict is not allowed in the
Downtime Phase. If a dramatic situation should arise, cut
When the RUN ends, wrap up quickly and move to the DOWNTIME FIND NEW Gain a new CONTACT CARD (some might have a
PHASE. CONTACTS cost in CREDS).
heat
WORK ON A Do some legwork, engage in a complex task,
MISSION RESULTS
SIDE-PROJECT etc. Sets up fictional positioning and clears
The RUN rating defines the PROFIT, REPUTATION and HEAT 2 STRESS.
gained. The Team gains that much CRED, REPUTATION and HEAT
PAY Remove the HUNTED tag. Pay with CREDS or loss
creds
if a RUN is successful. Also: adjust Faction STANDINGs.
YOUR DEBTS of REPUTATION, GM's call.
If the RUN objective fails, PROFIT (CREDS gained) will most
likely be 0. *Signature Gear: you always have this piece of gear with
you. It doesn't count towards your LOAD total. Items that
RUN LOW-KEY
cost 2 LOAD also cost 2 CRED.
The Runners can decide (as a group) that they don't want
to brag about their win too much, sacrificing REPUTATION NAME STANDING ENEMIES
factions
gains to avoid getting much HEAT (from factions like CORPS, Once the players have decided which two Activities their
0
THE LAW, GANGS, etc). Characters will pursue, the GM will ask them to describe
each situation briefly and give some color, and maybe ask 0
If during the RUN they didn't reveal too much information 0
some questions to enhance the fiction.
about themselves, or didn't leave considerable evidence
that can be traced back to them, they can choose any number After that, it is time for the next RUN. Go to the RUN PHASE. 0
between 1 and the RUN rating. Reduce their REPUTATION and Hard-frame it accordingly as usual, no need to dabble too 0
HEAT gain by that number (yes, you can gain 0 HEAT if you much with boring details. 0
also gain 0 REP!).
Campaign start >> HEAT FACTIONS
The campaign starts with some setup (and some differences HEAT is a PROGRESS BAR for the whole team (it wouldn't make
ENDGAME HEAT just represents how in trouble the runners are, and and watch chaos unravel.
how much attention they are attracting to themselves (in a Each Faction must relate to at least another that is
Each Character will have an "arc": the fulfillment of their bad way). opposed to it. When the runners fulfill a mission given by
ANGLE (or definitive failure at attaining so). a faction, or when they gain REPUTATION by doing some deed
At any time the GM thinks the Runners might be recognized
Player Characters should be constantly pursuing the or be getting in trouble (particularly during otherwise that benefits said faction in some way, they also increase
objective provided by their ANGLE choice. GMs are encouraged tranquil FLASHBACKS), they can roll 1d6 and compare against their STANDING with it, meaning that they reduce their
to bring their ANGLES during play (at least one per RUN!). the HEAT PROGRESS BAR. If they roll over the current STANDING with its opposing factions.
Introducing their ANGLES can further complicate their lives, value, they are safe or managed to avoid trouble. If they
or alternatively, their RUNs and relationships with other don't, then it's time to face the consequences of their faction Standing
FACTIONS might complicate the achievement of their ANGLES. recklessness.