Relocation and Operations Abroad

Relocation and Operations Abroad

Relocation and Operations Abroad

I think the tier/rep/heat could use special handling when the crew operates outside the city. The way I see it, these figures are for Doskvol, and while in places far away from that, the numbers would be lower the smaller the crew is (the new city’s underworld probably hasn’t heard of them if they are too small, and the authorities probably don’t know them either if they move far enough). But how much lower?

I don’t want to create a separate rep/tier tracker for each city, so I am considering this as a way to handle rep for crews who do this:

Tier and hold applies to the area in which your crew holds their base of operations (typically Doskvol). To a lesser degree, hold and tier applies to the rest of the world too; however, when the crew moves its base of operations to a new area, set hold to weak. If it’s already weak, instead reduce tier by 1.

For heat:

_A move outside the city counts as reducing heat. For the quality of this action, start with 5d and subtract the crew’s tier (larger, more powerful crews have a tougher time lowering their heat through relocation).

Thoughts?

5 thoughts on “Relocation and Operations Abroad”

  1. I’ve been thinking about similar issues. I like the idea of giving them a rep debt. My original thought was to make the mechanic similar to going to war wherein you have to meet some sort of narrative requirement or perform a mission to regain that tier level. That could consist of asking a faction that exists in both locations for help in advertising your reputation, making a big display of power, throwing resources around, etc.

  2. Another thought: changing location could be seen as a travel job, the outcome of which could be a rep penalty. Maybe traveling comes with its own entanglement table with the benefit of reducing heat offsetting some particularly onerous difficulties.

  3. Ok ok one final option:

    Travel is a group downtime action. It costs everyone a single downtime after which you roll a fortune roll to determine the success of your relocation and achieve a goal. Perhaps on one end is a reduction in heat and maybe even wanted level at the cost of a tier (and whatever coin the move costs) and on the other is a retention of your reputation and tier with the penalty of retaining your wanted heat and wanted level? Players may actually decide to bring up items against themselves if they want a lower result: “we’re nobodies, everything we do goes wrong, no one cares about how tough or smart we are here” and build themselves up if they want a higher result: “there are stories about us far and wide! No one forgets my face. I have connections here.”

  4. First one seems exciting (so I like that one). I don’t like the phrasing of the second being penalization much; but its one way I suppose that came to mind for me. Third one is a good downtime interpretation but gives me things to think about too. Like that sounds really costly.. since they already probably pay to pull off the trip.

    Rethinking what I wrote: I should probably just reset hold to “weak”, unless it is weak already, and then tier drops by 1 instead. Then I can leave rep alone. Sounds easier; right?

    Also, if they move again, they lose that again (moving is expensive).

  5. If you want something elegant “reduce hold one step” is pretty great, since it can fictionally represent selling off assets. Though it doesn’t do a great job of emulating the escape from persecution.

    Maybe something like:

    GROUP DOWNTIME ACTION

    Change Location: Your crew picks up shop and moves to a new location with the goal of reducing heat, escaping an enemy, or pursuing greener pastures. Reduce your hold one step (potentially going down a tier) and make a fortune roll.

    1-3: Gain your tier in heat as you’re noticed skipping out on the law, forging passports, etc.Roll on the entanglement table with your new heat and wanted level. Note that this could result in someone being left behind (imprisoned or worse!)

    4,5: You succeed but the move doesn’t go completely as planned. There is a consequence for your crew.

    6+: You get out of town without a hitch. Enjoy your new home.

    Crit: This place is great. Everyone gains a free downtime action as they quickly ease in to their new surroundings.

    When negotiating for dice on this roll my thought is the crew rolls their tier, with advantages and disadvantages considering things like how many assets do they need to move, do they own any ships or other vessels with which to transport themselves and their belongings, do they have any connections (positive or negative) in the new location, etc.

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