YOU can run Quests!
Quests in the setting of Cyberpunk are called "Gigs." Here is how you run them!
1. Who can make Gigs?
Anybody.
Just be sure when posting a gig that it's from the perspective of a fixer or a corpo. You may use an "NPC" character to post gigs if you don't have an approved fixer or corpo character (or don't want to involve them).
2. What kind of Gigs can I make?
All kinds, of any impact. Most gigs have the characters involved carrying out a mission on behalf of the client, which is officiated by a fixer or a corpo. Here are a few common types of gigs:
- Info Sleuthing: Gathering info on someone or something, whether it be by gathering evidence, or by retrieving some protected data.
- Sabotage: Interrupting or disabling some important operation.
- Assassination/Raid: Offing a specific target or a group of people in a location.
- Robbery: Obtaining something of someone elses, whether that be money, classified data, some important tech, or otherwise.
- Bounties: Money on somebodies head. Often a simple gig that is open for anybody to take.
- Personal: Clients sometimes have very personal things they need done that don't fall in the previous categories.
- And more! If someone has the money, there is something to be done.
3. How To Structure a Gig
This is the important part. A bad structure for your gig will result in either nobody wanting to run it, or making the actual gig very hard to roleplay. Here are a few things to keep in mind:
Number of People
Gigs should, in almost all cases and outside of specific types of gigs, have no more than 4 members. You are allowed to run gigs with more than 4 members, but you risk the gig running way too long, as well as burdening yourself with far, far too much to track. This is your risk to take!
Roles Wanted
This is another major part. Most members only have a single role or two that they have a character for. It is important you structure your gig appropriately. With this in mind, note the following:
- Most characters are solos. While you don't have to have run gigs focused on combat, you should at least leave one position open for any role to join, so as to allow a solo to tag along.
- Side objectives are encouraged (though not required), and should need a non-solo to complete.
- Obstacles should be in place that warrant a non-solo. This doesn't mean the mission is impossible without another role, but it can be made easier with a character that isn't a solo.
Activity Standard
You should, in preparation for the gig, advise the people running it what you expect activity wise.
- High activity standards means you want people constantly responding. These should be scheduled and planned for.
- You should also let people know if you are going to "drag" their characters. This means that you as the GM will NPC their characters (reasonably) or skip their actions in the event that they do not respond.
- If you don't expect a high activity standard to be feasible, it is recommended that you run by a 1-8 hour rotation. This means, if someone doesn't respond within that time frame (which fluctuates from how active everyone seems), they get skipped/NPC'd for that "round" of roleplay.
It is important to set a standard. Not doing so can result in gigs that fall off or take a very, very long time to complete.
4. Making an Impact
Some Gigs are just to make money. Some are to make a difference. It is important to adjust Gigs accordingly.
The rule of thumb is: the bigger the impact, the more difficult the gig. The staff are all for making changes to the setting or making an impact, but we expect some sort of risk to be taken when you are trying to do something big.
Impact Scale
Low Impact - Stealing moderate value objects, killing off a small group of NPCs or one NPC that is guarded, raiding a small gang hideout or an office front, sending messages, gathering a tiny piece of info, or checking on someone non-hostile. There may be a threat here, but if so, it is not likely to end a character.
Recommended Payout for Characters: Grade B Item
Moderate Impact - Stealing high value objects, taking on an enemy force greater than 20 individuals, aiming for a notable person (but not celebrities or big-name corpos!), raiding regional locations of small to moderate corps, or tracking down/hunting another character. The threat here is now real, and a character is just as likely as not to be seriously injured or dead.
Recommended Payout for Characters: Grade A Item
High Impact - Stealing highly prized assets, raiding a fortified compound, aiming for celebrities or other powerful characters, raiding the headquarters of a moderate corp, or interrupting an incredibly important event. The threat here is high, and any mistake could be the end. These gigs require you to get a Moderator's approval before running.
Recommended Payout for Characters: Grade S Item
Legendary Impact - Stealing a highly classified or valuable corporate asset, raiding a megacorps HQ in Night City, assassinating a political or corporate CEO, or equally suicidal actions. The threat here is guaranteed. Your character is now likely to die, regardless if they succeed or not. These gigs require you to get the Owner's approval before running.
Recommended Payout for Characters: 2-4 Grade S+ Items (Scale Accordingly!)
5. Handling Danger
An entire section is dedicated to this point because of how important it is:
Cyberpunk is a dystopia. Your characters are not V. Death comes for all.
Even a hobo whipping out a pistol on a character and landing a shot on their head should immediately put them in critical condition if not killed (assuming they lack a helmet or a cyberskull). Characters may not know what they are getting into when they sign up for gigs, but the person roleplaying them should. If a character gets into combat and gets messed up, then that can be game over. There can be ways to mitigate that, such as having a Medtech on the team, or hoping trauma team can reach them in time (that's for staff to decide), but there is a very real chance that characters can die on gigs.
6. Posting Gigs
Gigs are posted in #gig-net.
Make sure to check the pinned message to grab the template.
Also note: A character who organizes a gig (fixer, corpo) is also rewarded for running the gig.
7. GM Rewards
As a GM, you are rewarded appropriately for what you are providing other members. What you do enables stories to be told and characters to progress, and as such, for your work, you are rewarded more than the characters you GM.
Basics
- If you run a gig or character event with an NPC fixer/corpo (you don't have a fixer or corpo of your own to run with) or just as a narrator, you receive a payout, which can be split among any of your own characters.
- If you run a gig or character event with an actual fixer or corpo character you have submitted, that character receives the payout and will be given a point of reputation (if the gig they ran fits their current reputation).
- Note: Some of these may seem low for what you are doing, but it's because they are designed to compound with the "bonus payouts". Basically, it adds up.
- Likewise, there are Payout Penalties. These are here to discourage certain things we want to see avoided, if possible.
Base Payout
This is the amount you are rewarded per character depending on how involved the gig was.
Easy Job
Gig or Character Event did not expect combat or an amount of tension that could have led to combat (stealth, espionage, sabotage).
Examples include: Watching a VIP, wiping footage from a cleared site, robbing a place where resistance was neglible and/or NCPD wasn't called.
Reward: 1 Grade B Item per character.
Typical Job
Gig or Character Event had a good amount of tension that could have led to combat. Combat was not expected if characters were smart/lucky.
Examples include: A heist on a lightly secured warehouse/facility, threatening a local gang boss into submission, sabotaging a local small business.
Reward: 1 Grade A Item per character, to a max of 2 Grade A Items.
Dangerous Job
Gig or Character Event had a severe amount of tension. Whether combat occurred or not, it required massive planning, and going loud meant massive resistance against deadly foes.
Examples include: A heist on a very well protected treasure, an assassination of a megacorp exec, a raid on a corporate HQ.
Reward: 1 Grade A Item per character, up to a max of 4 Grade A Items OR 1 Grade S Item per 2 characters, up to a max of 2 Grade S Items.
Bonus Payout
The following payouts are given based on what happens during the gig or character event.
Combat Occurred
Rewarded for RP where the characters got into combat. This only counts for legitimate combat, not just a beatdown or assassination.
Reward: +1 Grade C Item
Moderate Injuries
Rewarded for when a character receives enough damage to require medical assistance, such as drawing blood from a heavy strike.
Reward: 1 Grade D Item per character injured, up to a max of 3.
Severe Injury
Rewarded for when a character receives enough damage to mutilate, and require critical medical assistance, such as amputations, incapacitations, organ damage, etc.
Reward: +1 Grade C Item per character injured, up to a max of 3.
Death
Rewarded for when a character is killed. The person RPing the character must have accepted the death or there must be a Reason to Kill stated beforehand. Do not get kill hungry just for the reward, or else this will be denied.
Reward: +1 Grade B Item
Uncommon Roles
Rewarded for every character that participated in a gig that wasn't one of the following: Solo, Netrunner.
Reward: +1 Grade B Item for every 2 Uncommon Roles.
Ambitious Goal
Rewarded for a gig or character event that was very ambitious, had a reasonable chance of succeeding, and involved high stakes against major forces. The type of missions that are extremely high profile and setting defining.
Examples include: Raiding a top secret facility, a megacorps HQ, acquiring catastrophic (and heavily guarded) info from a corp, etc.
Reward: +1 Grade C Item
Involves Character Backstories
Rewarded for a gig or character event that includes elements from the backstory of a character that was involved.
Reward: +1 Grade B Item
Payout Penalties
The following is allowed, but not encouraged, as we feel as though it does not benefit the members involved. Penalties cannot lower a GMs payout below half of what they would receive.
All Common Characters
We want jobs/gigs to have at least one instance where an uncommon role is recommended or required. This is to avoid having an entire group of only solos or netrunners. Exceptions can be made if there was a genuine attempt to find uncommon roles, but no one joined.
Currently, solos and netrunners are considered common character roles. This only applies to gigs.
Penalty: -1 Bonus Payout, starting with the lowest bonus.
Tension with no Consequences
Gigs and missions in Cyberpunk are risky. Maybe in low paying gigs things go right due to how mundane or simple they may be, but when the tensions are high, things rarely go right. This is ultimately determined by the staff, but good indicators of this are if combat results in no wounds, or if a particular gutsy raid or operation was carried out with seemingly no consequence to follow.
Penalty: -1 Bonus Payout, starting with the highest bonus.
Point Grinding/Low Effort
This is defined as RP indicative of the GM not putting in effort, in a manner that appears to just be "GMing for points." Very short (one line) post on the constant, and a general vibe of the GM not caring can result in a penalty.
Penalty: -1 Bonus Payout, starting with the highest bonus.
Self Insert OC
This is defined as running a gig or mission as a GM, and inserting your own non-NPC character into the crew for its important moments. This puts the "integrity" of your GMing in question. This may be waived if you just talk to a staff member and explain why you want to put your character in the gig.
Penalty: You may only be able to have the character you inserted be rewarded on the same level as everyone else involved.