Living Sprawl Rules Changes

by Andante

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Living Sprawl v0.3

This document outlines the changes to The Sprawl RPG (v1.1) to adapt it a "living campaign" format. The primary (but not the only) goal of the changes is to faciliate a high degree of "drop-in play", where veterans may play alongside first timers.

Basic Moves

Aid/Interfere

Links have been removed. Aid/Interfere now uses an appropriate stat instead.

Declare a Contact

This move has changed to a "rolled" variant. See the Contacts Sheet for details.

If at the end of the mission you have not declared a contact, you may add someone else's contact to your sheet by spending 1 Intel, 1 Gear or 1 Cred.

Fixer: I Know Someone

This move has changed. See Contacts Sheet for details.

Hacking and Research

New moves have been made available to Hackers and the general deniable assets population. See the Hacking and Research Sheet for detaiols.

Character Changes

Changes to classes

Driver: Added the move "License to kill". Mounting 4- and 5-harm weapons on drones and vehicles will add the alarming tag to the vehicle. Large drones now have the option for adding a 3-harm armor-piercing melee weapon disguised as an industrial tool.

Killer: Added the move "Demo model". Added the tags +utility and +disassembles to the custom weapon tags.

Soldier: Added the move "Up the chain".

Tech: Added the move "Innocuous".

Character Creation

Instead of forming Links at the end of character creation, each player proposes a job where they take a leading role against a corporation and advances 3 ticks on the Corporate Clock. Pick another player who also participate in the job, who takes 1 tick on the corporate clock. Each player should end the process with one Corporate Clock at 2100 (3 ticks), and another at 1500 (1 tick); or one Corporate Clock at 2200 (4-ticks).

When a new player joins, repeat this process but no existing player character marks any additional ticks on their clocks. The new character should begin play with 4 ticks in total on their Corporate Clocks. Small arms do minimal damage against vehicles, though concentrated small arms fire can cause more serious damage. Weapons with Breaching can cause significant damage against vehicles.

Vehicles

The Frames available for vehicles have been changed to the following: motorcycle, sedan, truck, industrial walker, hydrofoil, helicopter, plane, amphibious. The vectored-thrust panzer still exists in the setting, but its use is restricted to military use only.

When a vehicle is purchased, declare a Load for the vehicle. Light vehicles are fast and agile. Heavy vehicles are rugged and versatile. Vehicles have a Damage Clock similar to Harm Clocks for characters. A Light vehicle has 4 segments, and a Heavy vehicle has 6.

Military vehicles automatically have the conspicuous tag.

Corporate Clocks

Each character maintains their own Corporate Clocks. When a Corporate Clock would advance during the course of play, every player at the table advances their Corporate Clocks.

When the GM consults the current status of a Corporate Clock, use the highest clock in the group. Keep in mind that the corporation will prioritize the runner with the highest clock. If multiple runners have the highest clock, they will not discriminate between members of the team (they are either dangerous fugitives or equally dangerous associates).

Legality

The legality of an item is a general description of how easy it is to bring into different locations. The legality of weapons is typically judged by its harm value --- the higher, the more tightly controlled and restricted the item.

Locations are given a numerical "zone" rating. A "Zone 2" location allows only legality 2 items, typically only weapons for personal defense. A "Zone 1" location is tightly controlled, allowing only stun-harm weapons.

Weapons also have the new tags conspicuous and alarming, describe the reaction their appearance and use will have on nearby civilians and security personnel.

Equipment

Grenades

When purchased, Frag Grenades and Gas Grenades have 3 discrete uses. Once out, you have to buy more. Frag Grenades have the new alarming tag.

Special Ammunition

Having special ammunition on hand costs 1 Gear or 1 Cred.

Repairing Vehicles

A character with the Tech move Expert: Mechanic move may repair damaged vehicles between missions. Spend 1 Cred to repair each damaged vehicles. You must spend 1 more Cred for each vehicle that is severely damaged (2 or fewer ticks remaining on their Damage Clocks). If you don't have access to such a character from the team, you'll have to find someone to help you out (perhaps a Contact?).

Taking the Recovery Downtime Move reduces repair costs by 1.

Repairing Cyberdecks

These follow the same rules as in The Sprawl rulebook, summarized here for convenience.

A character with the Tech move Expert: Breadboarder can spend a few hours and 1 Cred to restore a deck to its original ratings, minus one. The last point will cost an additional Cred and a few more hours.

Taking the Recovery Downtime Move reduces total repair & replacement costs by 1.

Cyberware

All instances of +inaccessible partition has been replaced with +partitioned process, which allows for small autonomous programs to be executed on the hardware.

Missions

For recovering wounds, see the Recover downtime move.

Gaining XP

Accepting the job and getting paid no longer generate XP.

Laying Low

Each character may choose to Lay Low after a mission, as their Downtime Action (see below). This action is taken individually, and costs the same as before. Taking the Lay Low action reduces your Corporate Clocks by one each, but does not affect governmental entities. In addition, reduce your highest clock by one as well (if tied, GM's choice).

 

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