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Exec Ability

Teamwork (Exec Role Ability)

  Just like a real corporate executive, the Exec builds a team whose members help them accomplish their goals, whether legal or not, morale permitting. The Exec Role Ability is Teamwork.  
▶ Signing Bonus ◀
At Teamwork Rank 1, as a gift, the Exec is given a suit comprised of a Businesswear Jacket, Top, Bottom, and Footwear that identify them as a member of the business elite. The Exec cannot resell these without raising suspicion.
▶ Corporate Housing ◀
At Teamwork Rank 2, the Exec is given access to one of their Company's Corporate Conapts. As long as they remain a member of that Corporation, they can stay there without paying any Rent or any other fees. The Exec must still buy their own Lifestyle separately every month. If the Exec leaves to join another Corporation, they will extend to them the same offer, and even pay to move all their stuff to the new apartment.   At Teamwork Rank 7, the Exec's corporate housing is improved to a Beaverville House in the Executive Zone.   At Teamwork Rank 10, the Exec's corporate housing is improved dramatically to a Beaverville McMansion in the Executive Zone or a Luxury Penthouse in the Corporate Zone.  
▶ Corporate Health Insurance ◀
At Teamwork Rank 6, the Exec is given Trauma Team Silver coverage, paid for monthly by their Corporation. If the Exec leaves to join another Corporation, they will extend to them the same offer.   At Teamwork Rank 8, the Corporation upgrades their coverage to Trauma Team Executive.  
▶ Team Members ◀
Starting at Rank 3, Teamwork give the Exec a Team Member. Ranks 5 and 9 of Teamwork give the Exec an additional Team Member, capping out at a maximum of 3 total Team Members at Rank 9.   Team Members are rolled from a special chart for each of their jobs. The Exec chooses which class of Team Members they want, but their roll on the chart determines the STATs of the Team Member HR hires for them.   While constructed like Player Characters, they vary in several distinct ways.   • They do not improve their Skills. They determine and heal their HP like Player Characters do.   • They are controlled by the GM, and their ability to follow an order depends on their Loyalty and ability to make a Loyalty Check.  They cannot wear Armor other than Light Armorjack. Company Policy.   Losing Team Members: If a Team Member is lost, HR will repossess their equipment and replace them during the next game session. This "new hire" has new STATs, but their starting Loyalty is reduced to 1 (they heard about what happened). In addition, this will cost the Exec an additional 200eb in "hiring fees" (bribes) to HR.  
What, you thought HR just hired assassins for you?
Loyalty: While Team Members work for the Exec, they are not mindless drones. They do the tasks given to them by the Exec based on their Loyalty to their boss (or the paycheck they sign for them). Loyalty is a shifting value; an Exec must (during every game session) do things to promote Loyalty and not lose it. Loyalty caps at maximum of 10 between game sessions, but during an individual game session, Loyalty has no limit.   Loyalty Save: When a task is given to a Team Member by the Exec, the GM must roll 1d6 under the Team member's current Loyalty. If the Save is failed, the Team Member may refuse or botch the assignment or otherwise turn on the Exec. If Loyalty drops to 0 or lower, the Team Member will actively attempt to betray the Exec to their enemies. If at the end of a session a Team Member has less than 0 Loyalty, they will complain to HR and either receive a transfer or quit upon having one refused, depending on HR's whims. Either way, they are gone. See Losing Team Members, just above.  

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