CHARACTERS:Characters are represented by Stats, Reputations, Skills, Traits, Equipment.
Stats are the basis for completing tests and conflicts. The five normal stats are Physical, Technical, Synergy, Organization and Charm,. A sixth stat known as Profitability exists.
- Physical represents how physically strong, agile and tough your character is.
- Technical represents your character’s mental prowess and technical aptitude.
- Synergy represents your character’s ability to work with other people.
- Organization represents how well your character can maneuver through institutions, companies and other organizations and bureaucracies.
- Charm represents your character’s ability to interact and socialize with others.
Profitability represents how profitable your character is to the company. High Profitability means that your character has access to more funds for whatever purchases they require. Low Profitability limits your character’s wealth and their esteem in the company. Profitability of zero means that your character is in danger of committing Honourable Karoshi, unless they can fend off jealous rivals long enough to regain Profitability. Profitability can never decrease below 0.
Stats start out at 1 and have a maximum value of 4 at character creation. Profitability starts at 3 during character creation.
Reputations represent your character’s relations with individuals and organizations. The maximum number of personal reputations is equal to your Charm and the maximum number of institutional reputations is equal to your Organization. Reputations start at +1 and have a maximum value of +3. Reputations may be positive or negative, such as being rivals with someone or having the support of a decker clan. This may affect situations where that Reputation is relevant. Every character starts out with a +1 Reputation with their parent company.
Skills represent a character’s experiences and the knowledge they’ve gained from them. Skills start out at 0 and have a maximum value of 3 at character creation. Skills include but are not limited to Awareness, Leadership, First Aid, Melee, Ranged, Bargain, Diplomacy, Hacking, Bureaucracy, Courtesy, Karaoke and Subterfuge. Knowledge X is a skill where X is some limited section of knowledge such as manufacturing, engineering or economics.
Traits and Equipment represent special items and characteristics which your character has acquired. Traits are innate to the character while Equipment can be traded, stolen or lost. The effects of Traits and Equipment vary. Acceptable Traits would include, ‘Knowing several languages’, ‘+1 to multiple, related skills’, ‘Increased number of Reputations’, ‘Intense parkour skills’ and the like. Acceptable starting Equipment could provide +1 to a single skills, limited functionality like lockpicking, access to an identification database or wireless capabilities. Equipment gained during the course of the game may be stronger than starting Equipment.
TESTS AND CONFLICTS:A test or conflict occurs whenever a character is attempting to resolve some action, either against another character or their environment. Generally test will be used broadly instead of part of a series of small actions. Thus sneaking through a facility, fighting another salaryman and the like will involve resolving a single conflict, instead of focusing on individual blows or avoiding every guard in the place.
To resolve a conflict or test, first the relevant stat is selected and modifiers are added. These include Reputations, Skills, Traits and Equipment so long as they are applicable to the task at hand. Thus a character may not use a woodcarving skill in combat or a reputation with another character if they’re on the other side of the city enjoying a hot cup of tea. The total value of stat plus modifiers is your card pool for this conflict. Your opponent in a conflict similarly tallies up their stat and relevant modifiers or, if they are a random mook or part of the environment, their card pool will be decided by the GM.
Before a conflict or test the highest ranking salaryman in a group may make a speech if they have time to do so. Afterwards they may hand out a number of Synergy Points to their followers equal to their Synergy plus Leadership skill. The maximum number of Synergy Points a character may use is equal to their Synergy stat. These Synergy Points may not be redistributed until the commanding salaryman gets an opportunity to make another speech. Needless to say, the commander may not hand Synergy Points to themselves.
Other characters may assist in a conflict by adding their skill to the stat. The maximum modifier which a character can gain from being assisted is equal to their Synergy stat.
Next the Card of Fate is drawn from a standard Japanese deck of 50 cards, divided into 5 suits (Swords, Books, Mirrors, Fans and Cups) and 10 ranks, 1 to 7 then Representative, Councillor and Prime Minister.
Finally both sides draw a number of cards from separate decks equal to their card pool.
- If a drawn card matches the CoF’s suit then it counts as an Ordinary Success.
- If a drawn card matches the CoF’s rank then it counts as an Exceptional Success.
- If a drawn card matches the CoF’s rank and suit then it counts as a Perfect Success.
- If a drawn card does not fall into any of the above categories, then it is a Failure.
The victor of a conflict is whoever has the most Perfect Successes. In the event of a tie then it’s whoever has the most Exceptional Successes. If that number is equal then whoever has the most Ordinary Success. If that is also a tie then the ranks of cards are compared to see who drew the higher ones. If both sides of a conflict drew the exact same cards then the laws of probability are fucked and reality is rebooted with the conflict being conducted a second time.
The outcome of a conflict, for failure or success depends on what exactly is being attempted during the conflict and will generally be mentioned before a conflict starts. Some conflicts may be announced well before they are resolved, such as receiving a mission from your CEO or foreknowledge of an upcoming raid. Thus characters have time to influence the outcome however they can, such as working hard to increase the profitability of their firm or injuring a rival’s reputations before an important business meeting.
DAMAGE:Damage generally occurs when failing a conflict. Damage can apply to a character’s Health, Reputation or Profitability.
Each point of Health Damage reduces all stats by 1. If the total Health Damage is equal to or greater than a character’s Physical stat then they are severely wounded and in danger of dying. Health Damage can be healed by visiting a relevant medical professional or receiving help from another character.
Reputations are damaged individually and each point reduces their bonus by one. The maximum amount of Damage a Reputation may have is equal to the bonus it provides. Whenever a Reputation is used in a failed conflict it automatically gains a point of Damage and may gain additional damage from the results of the conflict as well. Reputations can be healed by asking for forgiveness, doing thoughtful deeds or going above and beyond the call of duty. Repairing Reputations generally involves succeeding at an Organization or Charm test.
Damage to Profitability is a temporary loss but is one which could easily become permanent. Each point of Damage decreases Profitability by 1. If the amount of Damage is equal to your character’s Profitability then all Damage is removed and Profitability is permanently decreased by 1. Profitability is generally damaged by failure to meet company expectations or profit margins, but boardroom maneuvers or other troubles that threaten output can damage it as well. Getting caught performing illegal or highly questionable deeds will also damage profitability. Profitability can be repaired by exceeding profit expectations or sucking up to your boss and performing favours for them.
FIRMS:Firms are organizations that provide goods and services, such as a factory that produces rubber gaskets or a travel agency to the sunny beaches of the Ryukyu islands. Firms can be acquired by the players, either as gifts by another salaryman or from hostile takeovers from another corporation. Like characters, Firms are represented by Stats and Traits.
The 5 stats that represent a firm are Productivity, Expertise, Morale, Security and Defence.
- Productivity represents a firm’s ability to efficiently produce goods or provide services.
- Expertise represents the collective knowledge of the firm in the field they are working on.
- Morale represents how motivated and willing to work the employees are.
- Security represents a firm’s protection against subversive elements or infiltrators.
- Defence represents a firm’s protection against hostile takeovers or raids.
Traits represent special equipment, knowledge or characteristics of a firm. These range from special equipment to security drones and so on. Traits in a firm can be acquired or lost by the efforts of the players, their allies and their rivals.
At the end of a month, every firm attempts a Productivity test to see if they match productivity goals. The players may modify this test by their actions, succeeding at conflicts or losing them. Failure to meet profit targets will result in Profitability damage to the player characters. Exceptional Success at reaching those goals may mean promotion, a Profitability increase or some other bonus. Since meeting profit margins is the only thing that matters, running a firm into the ground while siphoning money off is a legitimate management strategy. So long as one can dump it onto some other poor salaryman before it collapses.