In this article:
Introduction
The Rockerboy's Nightclub
The Solo's Gym
The Netrunner's Lair
The Tech's Atelier
The Medtech's Clinic
The Media's Editorial Desk
Regardless of the type of safehouse that you build, your safehouse also improves your ability to perform your role. When you own a safehouse, it improves your Role Ability and allows you to recruit a lieutenant and sidekicks based on your role.
The safehouse names in these sections have some dramatic flair: a “Rockerboy’s Nightclub” a “Exec’s headquarters”, a “Medtech’s clinic” … These names should be seen as examples to express the flavor of the role, rather than an obligation of how you must flavor your safehouse.
When you build a safehouse, you become much more aware of its surrounding area, by the force of being there very often. The time you spend in and around your safehouse grant you many advantages based on your role, which represent the “home-turf” advantage you gain when you are challenged near your safehouse. You gain sphere of influence effects and powerful Safehouse Abilities.
Your Sphere of Influence effects are little flavorful things your character might take advantage of. When you are within the limits of your safehouse’s sphere of influence.
Your Safehouse Abilities are very powerful. If you are a Referee, though, do not worry, because while these abilities are pretty insane and powerful, they only work while inside of the safehouse.
Creating a safehouse improves your Role’s unique ability. Typically, this improved role ability has a limited number of uses based on your stronghold level, after which you must take an extended rest to be able to use again.
You gain this ability while you are inside your safehouse.
Once per session, as an action, you can convince one person or a group of up to 6 fans person to risk their lives for you, as if you were a Rockerboy with 10 Charismatic Impact.
Your charisma shines through, even when you meet people who actively hate you. Assuming you aren’t in combat, you can use your charismatic impact ability on a single person, a group of persons or a crowd of nonfans without rolling and without having to convert them into fans. You can do this a number of times equal to your safehouse level before having to take an Extended Rest to refresh this ability.
You gain this ability while you are inside your safehouse.
You hide emergency weapons everywhere in your safehouse. Better safe then dead. Once per session, as an action, you grab a hidden weapon of the type of your choice that happened to be stashed within arms reach of you. As part of that action, you can attempt to use it as well.
Your Combat Awareness skills cause you to be able to outplay your adversaries. While you are in combat, and an enemy you can see attempts an action, you can destabilize them by moving unpredictably or by doing something that will momentarily surprise them. You impose a -5 to their roll. You must declare that you use Cause Distraction before they roll. You can do this a number of times equal to your safehouse level before having to take an Extended Rest to refresh this ability.
You gain this ability while you are inside your safehouse.
You have +1 NET action when you are in your safehouse’s NET Architecture. In addition, you receive a notification whenever someone attempts a Netrun in your safehouse’s NET Architecture.
You have managed to figure out a way to netrun like it’s the 20s again. You gain access to a netrunning chair, which is installed in your safehouse, and a long-distance “NETBox”.
The NETBox can be connected to any access point of a NET Architecture with a DV10 Basic Tech Check. Once the NETbox is connected to a NET Architecture, you gain the ability to “see” that Access Point and connect to it by Jacking In to your netrunning chair. This allows you to netrun while avoiding physical danger. Once your NETBox is disconnected from that NET Architecture, you lose the ability to use your netrunning chair until you take an Extended Rest to prepare a new NETBox and setup new secured and encrypted long range connexions.
You gain this ability while you are inside your safehouse.
Once per session, when you roll for a Skill Check in the Tech Category, you can double your level in that skill.
Your experience in the field allows you to provide key repairs in dramatic situations.
You can use Emergency Repairs as an action to either repair an item with a SP value or an SDP value. When you do so roll 1d6. If you repair an item with an SP value, you add SP points to the item equal to the number you rolled, up to the item’s maximum SP value. If you repair an item with an SDP value, you add SDP equal to the number you rolled multiplied by 3 to the item. You cannot repair that item with Emergency Repairs again until it has been fully repaired by other means.
You can also use one of your uses of Emergency Repairs to clear a weapon jam without needing to expend an action.
You can use Emergency Repairs a number of times equal to your safehouse level before having to take an Extended Rest to refresh this ability.
You gain this ability while you are inside your safehouse.
Once per session, you can stabilize someone without needing to roll. That person comes back to life with 1 hp and regains consciousness.
Your experience in the field allows you to provide key medical help in dramatic situations.
If you are within touching distance of someone who fails a Death Save, you can expend a use of this ability and use your medical skill to keeps them breathing, allowing them to ignore the result of that Death Save.
In addition, you are prepared for any contingencies when in the field with a combat situation. You can expend one of your uses of this skill to dig through your bags and find a pharmaceutical of your choice from p.150 in the Core Rulebook.
You can use Field Medic abilities a number of times equal to your safehouse level before having to take an Extended Rest to refresh this ability.
You gain this ability while you are inside your safehouse.
Once per game session, you can add your Credibility Level to a Conversation, Persuasion, Human Perception, Interrogation, Bribery or Library Search Skill Check.
You hone your craft and gather a team of technicians to help you produce a large-scale journalistic project such as a hit documentary, a tell-all book or a massive headline grabbing report. Journalistic Projects take weeks to produce but will allow you to reach a wider audience and be more believable than you could normally achieve.
When you start a Media Project, you choose what it will be about, and you can collect evidence for it like you would like you would a Story or a Scoop. You can then spend 1,000 eb. and take a work week to improve your project with the help of technicians you hired. Improving your project allows you to improve the effects of your Credibility skill for the story your project is about. You can choose to:
To succeed at improving your project, you need to roll the appropriate STAT + appropriate skill + your safehouse level + Credibility + 1d10 against a DV of 25. The appropriate Skill for the different ways you can improve might be Composition or Photography/Film (for improving the quality), Business, Accounting or Education (for improving its virality) or Bribery, Conversation, Interrogation or Persuasion (for improving your sources). This choice depends on what your project is about and what form it takes. A documentary on corruption at Biotechnica might not be improved in the same way as a memoir from a powerful mobster you ghost write, for example.
After you have worked on improving your project a few times, your project becomes more impactful. Every time you successfully improve your project three times, your Credibility increases by 1, when it comes to the Impact ability for this project.
You can use the Journalistic Project ability once before having to take an Extended Rest to refresh this ability.
You gain this ability while you are inside your safehouse.
Once per game session, you can add your Teamwork level to a Business, Accounting, Trading, Bureaucracy, Bribery or Conversation Skill Check.
Your exemplary service and initiative in becoming the owner of a safehouse have allowed you to negotiate for additional resources to accomplish your organization's objectives.
When you own a safehouse, your organization allocates a whole team for you to manage. You gain access to another Team Members who is an Exec like you. This Exec is one Teamwork level below yours and has loyalty like a Team Member. This Exec controls their own Team Members, as you do.
You can have this Exec execute actions on your behalf which would be larger in scope than what a single Team Member could achieve. These larger tasks are called Projects. A task becomes a project when it would take at least a work week to accomplish and it would need to be solved by the Exec with the help of their Team Member. When you give a Project to your Exec, they will attempt to accomplish the objectives you set out for them. Your Exec will keep you updated on their progress.
You can give your Exec and their team a Project once before having to take an Extended Rest to refresh this ability.
A squad of your Backup has started to hang out at your safehouse and is on call. When you are in danger while you are inside of your safehouse or directly around it and you call your Backup, the Backup will always accept to help and will enter combat at the start of the next Round. You can be retroactively punished by your Boss if you abuse of the Backup at your safehouse.
You can use your Backup Ability to call an alternative form of Backup called Investigators. This allows you to open an investigation into a crime you might have come across and want to solve.
Investigators are non-combat lawmen who focus on figuring out what happened at a crime scene, who do research and help you find criminals on the loose. Opening a case works like calling for Backup: as an Action, when you are not in danger, you attempt to roll equal or lower than your Backup Rank on a d10. If you succeed, an investigation is opened and the Investigators will arrive in 1d6 minutes.
Opening an investigation cannot be done in every situation: there needs to be an unknown element to the situation. If the criminal is known, for example, but their motive or current location is unknown, an Investigator Backup can be called to help you figure out these unknown elements.
When an investigation has been opened, your Investigators will start gathering information about the case. To do so, they roll using their Investigation Number (described below) when attempting to, for example, do research on a person, analyze evidence gathered on the scene or gather additional elements of information. An Investigator makes a check using their Investigation Number every day until you or they cannot find new things to gather information about.
If the Investigator is unable to find any new information about the case during a period of 7 days, the Investigation Case will be temporarily closed. Once new evidence come to light, you can have the case reopened by using this ability again, as if you were opening a new investigation. You still need to use an Action and roll to call your Boss to reopen an investigation.
You can Open an Investigation once before having to take an Extended Rest to refresh this ability.
Investigation Number: A Skill Base used for all skill checks the Investigators will use for the investigation case. This number combines the STAT and Skill. You will add d10 roll to this value whenever they attempt to gather information.
Investigation Number: 8 / Combat Number: 6 / SP: 7 / HP: 20 / MOVE & BODY: 4
Entreprising PI. A local independent private investigator who arrives on foot. They have a Medium Pistol.
Investigation Number: 10 / Combat Number: 6 / SP: 7 / HP: 25 / MOVE & BODY: 5
Junior Police Investigator. A junior police investigator is assigned to the case. They arrive in a Compact Groundcar and carry a Medium Pistol.
Investigation Number: 14 / Combat Number: 10 / SP: 7 / HP: 35 / MOVE & BODY: 5
Senior Police Investigator. An experienced police investigator is assigned to the case. They arrive in a Compact Groundcar and carry a Heavy Pistol.
Investigation Number: 16 / Combat Number: 10 / SP: 7 / HP: 40 / MOVE & BODY: 6
Best Private Investigator. One of the best private investigators of the city is assigned to the case. They arrive in a Compact Groundcar and carry a Heavy Pistol.
Investigation Number: 15 / Combat Number: 10 / SP: 7 / HP: 35 / MOVE & BODY: 5
Senior Police Investigation Team. A team of experienced police investigators are assigned to the case. They arrive in a Compact Groundcar and carry Heavy Pistols. Whenever the team attempts to gather information pertaining to the case, both members of the investigative team can roll.
Investigation Number: 16 / Combat Number: 10 / SP: 7 / HP: 40 / MOVE & BODY: 6
National Law Enforcement/Interpol/FBI/Netwatch. A team of some of the country's best investigators are assigned to the case. They arrive in an AV-4 and carry Heavy Pistols. Whenever the team attempts to gather information pertaining to the case, both members of the investigative team can roll.
A team of experienced police investigators are assigned to the case. They arrive in a Compact Groundcar and carry Heavy Pistols. Whenever the team attempts to gather information pertaining to the case, both members of the investigative team can roll.
You gain this ability while you are inside your safehouse.
Every game session, you gain access to a "Fixer" Pool of points, which represents the confidence you feel when doing business when you are at your safehouse. This pool of points works like the Luck STAT, but can only be used when you roll a Haggle Skill Check or a Skill Check for a Skill in the Social Skills Category. The number of points you have in this pool is equal to 4 + your safehouse level.
When you own a safehouse, your business network grows and you gain access to a new person called a Business Associate.
This Business Associate is loyal to you (unless you do something that breaks their trust) and will be able to accomplish Fixer tasks on your behalf, such as negotiating deals on your behalf, maintaining good relations with your contacts and finding new opportunities.
Your Business Associate can do several things for you:
You can have your Business Associate do one of these abilities a number of times equal to your safehouse level before having to take an Extended Rest to refresh this ability.
You gain this ability while you are inside your safehouse.
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