Shadowrun is no dungeon crawl: revisited

Last week, I modified an existing pbtA “move” for my Shadowrun.

Today, I’m changing it to fit into a truly FKR style game.

The “move” is this:

When you attempt to navigate the labyrinthine twists of the corporate building, describe how you do it, and then roll 2d6. Add nothing if you have no intel. Add +1 if you have okay intel. Add +2 if you have good intel. Add +3 if you have top-notch intel. Add –3 if you have fake or incorrect intel.

*On a 12+, hold 2. *On a 10+, hold 1. *On a 7-9, hold 1, but you encounter a guard/drone and/or find yourself in a bad place. *On a 6-, the security system is one step closer to detecting your presence and location! This is in addition to any hard move the GM has in mind.

Spend 1 hold to find something valuable or useful. (Spend 2 for both.) Spend 2 hold to get a clue as to the whereabouts of your target. Spend 5 hold to get a clue as to how you might elegantly retrieve what you’re looking for.

Spend 5 hold to find a safe exit or locate the CEO HQ.

One person rolls each time you navigate. The group’s hold from multiple rolls is pooled together.

Let’s FKRify it:

When you attempt to navigate the labyrinthine twists of the corporate building, describe how you do it, and roll 2d6 vs. my 2d6. Add +1 if you have okay intel. Add +2 if you have good intel. Add +3 if you have top-notch intel. Add –3 if you have fake or incorrect intel.

Roll each time you navigate.
Before you start, I write down how many “wins” you need to get what you want.

If you roll higher, you win, and something advantageous happens: you might find something useful, or you might find clues as to where in the building your target is at the moment. To gain a really BIG advantage, you have win several times during your run.

If you roll lower, you lose, and I’ll send my guards, drones, and autodefenses: the works.

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