Side Jobs

IZ 3.0 (8/8 Players)
GM: Koshnek
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Koshnek
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Side Jobs

Post by Koshnek »

Each Quarter I will provide side jobs that players can opt into. They will be handled as Quick Encounters (see Savage Worlds). I will set the scene and determine what penalties or bonuses apply to the encounter as well as what tasks are required to complete the job.

Encounters are designed to be one round of rolls for the players plus the narration of what they face and how they overcome it. If a challenge is failed, and it makes narrative sense, a second round might be possible. Try to get it right the first time!

Side jobs are meant to be both a thematic cyberpunk element and an opportunity for players to earn some much-needed crypto. These are minor tasks and the pay outs won't be huge. Depending on how many characters participate in a side job they could expect anywhere from 250-1000 cryptos for a successful job.

Side jobs aren't meant to be taken lightly, either. Yes, they are minor tasks, but you're stretching yourself thin by taking extra work upon yourself. Any bennies spent on a side job (up to your natural maximum) will not refresh the following quarter! (Example: If your maximum number of bennies is three, and you spend four bennies on side jobs [by buying more with EP or via the GM awarding you with more], you will begin the next quarter with 0/3 Bennies.)

Additionally, failing a side job (or rolling a critical failure during one) can have further negative consequences. You could lose an item, gain a new enemy, or possibly take a wound!
IZ3 GM Bennies 5/5
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Koshnek
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Re: Side Jobs

Post by Koshnek »

Q1 Side Jobs (Black Swan, Whiskers, Emi)
SJ1: Sweet Justice
Kit has messaged Black Swan about a small job she needs done for a contact of hers. Homeless people are disappearing in Sugar Grove and the contact wants all the juicy details. This job is recommended for at least two characters (Investigation team + Surveillance team) and pays $1000, but it optionally pays an extra $500 for completing a third task (B&E team).

SJ2: Big Trouble in Little Fu Qu's (Kat, Caelia)
Mister Qu has requested for Kat to hire him some muscle. Gang activity in Koreatown is at an all time high, and even the typically neutral territory of Fu Qu's authentic Chinese restaurant is seeing trouble. This job is recommended for at least two characters and pays $1000.

SJ3: Settin' up Shop (Bright, Shift)
Stitch occasionally operates his medical practice outside the Underground and has asked Bright for assistance with finding someone to cover one of those upcoming shifts. This job is recommended for at least one character (Medical team) and pays $500, but it optionally pays an extra $500 for completing a second task (Protection Detail).

Declare here which, if any, Side Jobs you would like your character's to participate in this quarter. You may participate in as many as you like, but the payment (if any) for each job will be divided between all participating characters. I'll give you guys a week to figure out who wants to tackle which jobs and then I will post the ones that have takers.

Note: Black Swan, Bright and Kat are not required to partake in the Side Jobs they were contacted about. They can pass along the jobs to their friends, but only those characters actually participating in a job receive the rewards (and possibly consequences) for that job.
IZ3 GM Bennies 5/5
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Bright
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Re: Side Jobs

Post by Bright »

Bright and Shift will work side job #3.
Bright, H2 Medic
Pace: 6(d6); Parry: 5; Toughness: 13(5)
Combat-Relevant Edges & Abilities:
  • Luck: Draws one extra benny.
  • Common Bond: Can transfer bennies to other team members.
  • Cyberware Filters: +4 to resist airborne toxins, diseases and poisons.
  • All Thumbs (tweaked): -2 to all actions using right arm. Removed after next mission.
Wounds: 0/3; Fatigue: 0/3
Bennies: 5/4; Conviction: 0/1
Cash: 800 crypto
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Berkley Dig
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Re: Side Jobs

Post by Berkley Dig »

Caelia will work Side Job 2
Berkley Dig
Berkeley Dig Cleric Parry: 6, Toughness:w/ leather jacket: 07(2);
4 Bennies, 0 Conviction, 0 Wounds, and 0 Fatigue
Beginning 3
  • Expenditures/Gains
  • Expenditures/Gains
  • Expenditures/Gains
0 Conviction
  • Expenditures/Gains
Wounds: 0/3 (-0 to all rolls) Fatigue: 0/3 (-0 to all rolls)
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