Sorry if this one was already ask: How do you handle stuff tha players want to do outside the regular mission…

Sorry if this one was already ask: How do you handle stuff tha players want to do outside the regular mission…

Sorry if this one was already ask: How do you handle stuff tha players want to do outside the regular mission structure. Im thinking on downtime activities, personal agendas, gear, or other things not mission related.

This weekend my group finished their first action phase.

This weekend my group finished their first action phase.

This weekend my group finished their first action phase. After a violent fight, the team was able to retrieved their target, but with some consecuences. Most of the team end the mission injured and the hacker was captured by some corporate white hats during the run, and his mind and body got separated.

After going through the getting paid and retailation, we discussed about the fate of the hacker, if the team will try to rescue him or if the player will create a new character. The player offered an interesting alternative: playing his character as a ghost-in-the-machine type of character. His will mind will navigate the sprawl free from his body and with no chance to return (fro now). This was particulary appealing to him as he is interested on exploring the nature of the AIs on the setting, and how corporations are making advancements on making software from the human mind.

Fictionaly speaking is very a interesting possibility but we are not exactly sure how to handle it mechanically. Should we create a whole new playbook (Im thinking something like the Ghost playbook from Blades in the Dark? or shoul we use the fact that he is not on his body as fictional positioning to apply certain moves (not able to use mix it up, for example) but keeping the Hack playbook

Thoughts?