Hey everybody, just wanted to ask a few quick questions about the fixer and their gang.

Hey everybody, just wanted to ask a few quick questions about the fixer and their gang.

Hey everybody, just wanted to ask a few quick questions about the fixer and their gang.

1. I’m interpreting the protection job as what you run when you want to have your associates available for you that session, correct?

2. If a fixer tells his gang to go “deal with a problem”, like assaulting another gang, but does not go himself, would there be a move involved? Or would you just compare the size and harm of the gangs?

I have a fixer who does not have a high meat score and avoids mixing it up personally and enjoys playing someone with henchmen he can send out, and I want to keep the game engaging and dramatic for him.

Thanks!

5 thoughts on “Hey everybody, just wanted to ask a few quick questions about the fixer and their gang.”

  1. Jobs are usually things that happen between missions, but have effects that appear in missions. Protection is one that can happen on a mission (or between missions if the fictional circumstances demand it… say, if someone has threatened the Fixer’s life). So yes, if the Fixer wants to use the gang mechanically, they should use the Protection job.

    If a Fixer tells his gang to go deal with a problem, there are two options. Either the MC makes moves or the Fixer can use the Conduct an Operation move to see how it goes.

    If the gang is doing a thing while the Team are doing something else, the MC will have opportunity to use soft and hard moves and hard choices to interweave the results of the gang’s mission with the Team’s mission. Generally, if you want something done right, send a PC. NPCs are not as competent as PCs and theyre not the protagonists, so sending NPCs to do your dirty work is a but opportunity for the MC to complicate the story.

    If the gang is doing something first and then the Team are doing something else, then I’d use Conduct an Operation. So, if the Fixer sends his gang to take out local sub-station to kill the power grid so the Team can infiltrate, the signal for the Team to start moving will be the gang’s success, so the MC will need to either make a move to say how the gang did, or go to dice if its dramatically appropriate.

    (In that last case, the roll should determine how much danger or trouble the gang stirred up while succeeding, or it puts a road block on the Team’s plan.)

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