Backers of the world, greetings!
We continue to be on track, so as we did last month, here's a sneak peek based on things that were created and/or refurbished this month. Today's art is from the line-art stage of the Syn castle illustration (before colour and details), and the text is from the system Crystal Heart uses to replace money: asking Syn for stuff.
When an Agent needs something from the organization, they Requisition it. Requisition is an abstract measure of how much Syn believes you can be trusted with costly equipment and valuable information. It’s also used instead of money when paying for goods and services outside of Syn; it’s seen as your promise on behalf of Syn to provide money, goods or service in return. Syn always honors promises made by its Agents, who know that should they promise too much, they might not get to see another point of Requisition for a long, long time.
Requisition is a modifier which is added or subtracted from a skill roll. Novice Agents begin with a -1, and gain a point whenever they advance a Rank. The highest it can go is 10 and the lowest is -5, at which point Syn doesn’t allow you to even ask for new equipment until you prove yourself a little and get back up to -4 at least.
Syn supplies most of the basic things an Agent needs: lodging, clothes, food, weapons, and more. When you want to have something unusual, or from the Gear and Equipment chapter (see page XXX), roll one of the following skill checks and add your Requisition modifier.
- Battle: Justifying the need for an item or service by showing how it’s going to be used in the field.
- Persuasion: Talking through the bureaucracy, finding the right people and saying the right things to them.
- Research: Finding, filling and filing the right forms, in the right order.
This is a regular skill check: It can Ace, you get your Wild Die, you can spend Bennies on it, and others can Support it (they add their own Requisition modifier on the roll). Each attempt represents several hours, and occasionally several days, during which the Agent and all of the Supporting characters are busy with this request.
Agents are expected to ask for a single item or a bunch of items that are meant to be used in a similar way or for a common goal. Requesting more than that or more than once every few weeks is considered unusual, and the GM should apply a -1 to -2 modifier on the roll. Note that rare or expensive items incur additional modifiers.
Consult the following for the result:
- Success: The Agent gets issued the piece of gear they requested or the service they asked for. Reduce their Requisition by 2.
- Raise: The Agent gets everything they wanted, reduce their Requisition by 1.
- Failure: The Agent gets what they wanted, but there are complications; consult the table below. They also reduce their Requisition by 1.
- Critical Failure: The Agent doesn’t get anything, but doesn’t lose any Requisition. They might have gained an enemy, though, and they’re told to never again ask for whatever they’ve asked for.
On a failure, draw a card. You got it, but…
Spades: The item is fine but the maintenance is a killer. As long as you have the item, someone from the team must make an Engineering roll every morning or you'll have a -1 penalty on every Trait roll made with it. This goes on until there's a raise on the roll, but might return later, when the GM decides so. If it’s a service, it was harrowing; make a Vigor roll at -2 or take a level of Fatigue until you have a full day’s rest.
Hearts: For whatever reason, your current Crystal doesn’t resonate well with the new piece of gear (or gets irritated during or after the service). As long as you have the item, or for the adventure following the service, you must make a Spirit roll every morning or have a -1 penalty on Crystal Channeling rolls that day. This goes on until there's a raise on the roll, but might return later, when the GM decides so.
Diamonds: Your request forced Syn to pull the item or service from someone else who was asking for it or already using it. They’re not happy - take them as a Minor Enemy. The GM can decide their displeasure is satisfied by having them reduce your Requisition by 1d4.
Clubs: The piece of equipment is flawed, or the service left you annoyed or tired. Until you get to repair the item, or have a good rest (both take several days at a Syn facility or a similar place) you become Vulnerable whenever you draw a Clubs in combat.
Joker: A serious misfiling accident leads to you having received the latest prototype! It’s better by one point, or twice as quick or effective.