I was rereading the rule book, and I’ve noticed some inconsistencies between the playbook sheets.

I was rereading the rule book, and I’ve noticed some inconsistencies between the playbook sheets.

I was rereading the rule book, and I’ve noticed some inconsistencies between the playbook sheets. In the rule book, the killer starts with 2 pieces of cyberware before using a move to get more, while the playbook says they start with one. In general, in situations like this, which one is correct, the rule book or the playbook?

I’m not quite sure if this is the place for it, but i ran a one shot of this a few days ago (my first time GMing…

I’m not quite sure if this is the place for it, but i ran a one shot of this a few days ago (my first time GMing…

I’m not quite sure if this is the place for it, but i ran a one shot of this a few days ago (my first time GMing anything), and I had a few noob questions. We ran the Kurosawa extraction, and the group contained a hacker, a fixer, a hunter, and a killer.

1: How does unarmed combat work? I didn’t see a harm value listed for bare fists, and I had a Killer who wanted to knock out a guard. I figured since the guard was an uncybered rent-a-cop who was caught kind of off guard, that the killer could just knock him out if she suceeded at a mix it up, which she did. Is there a proper/correct way to handle that situation? And what would have happened if he had instead been a cybered up goon who could have reasonably handled himself in a fight like that?

2: How aggressive should I be with corporate Kill Teams? My group ran the legwork and action clocks on the Kurosawa extraction to the point where Kurosawa had 3 kill teams as his security retinue before the action phase even began. I wanted to use these somewhat aggressively, but I wasn’t sure how to do that properly. I feel like I ended up holding back way too much with them. I’m not really sure how to use them to apply pressure during the legwork phase or how to handle them in combat. especially not 18 of them at once.

3: How does arresting PCs work? At one point, right before running the legwork clock to its max, the fixer and the hunter were able to arrange a meeting with Kurosawa in his arcology. I figured that, by this point, the corp he works for knows that something is going down and is close to identifying the culprits, and were hoping to use the meeting as a chance to pump the PCs for info. Sure enough, the PCs failed a roll, and filled the legwork clock (they had really bad luck with rolls). I thought it would probably make the most sense to have arcology security arrest the two after the meeting, but I wasn’t sure how that would work, as the game was already running long and that would effectively mean half the party is down. I figured arcology security released them hoping they could follow them back to the rest of the party, but then nothing really cam of that. How do you handle something like that?

4: How do you gauge the strength of npcs? I was hoping to create a rival character for the killer, but I think I accidentally made Sarah the cyberninja way too strong.

Thank you for any advice!