Punters
In the game Punters are crucial connections, known associates, contacts, and fixers. They're called Punters because relying on them for information or favours is a gamble in this unpredictable, dangerous world. Tradies (player characters) often find their success tied to the quality of the Punters they know.
Dynamic Relationships
A Punter's level is not static and can change based on the character's actions:
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Positive Actions: Repeatedly doing something positive for a Punter increases their level.
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Negative Actions: Causing a Punter financial loss or other harm decreases their level. A negative relationship can turn a Punter into an enemy.
Positive Punter Levels
Each Punter a character knows is assigned a level, reflecting the strength of their connection:
Level | Connection |
---|---|
1 | Someone you know little about but share some common ground with. Loyalty is not expected. |
2 | A more reliable contact, willing to offer some assistance but still cautious. |
3 | A trusted ally who will go out of their way to help, though not without limits. |
4 | The most loyal; willing to extend themselves and risk loss for the Tradie. |
Level 0
The Punter is done with their relationship with the Tradie, they will not seek them out for work, get in contact to warn them of impending danger. However, over time the relationship can be repaired and the Punter won back.
Negative Levels
Relationships with Punters can also degrade into negative levels, each representing increasing hostility:
Level | Connection |
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-1 | If an opportunity arises, the Punter will meddle in the Tradie’s affairs but won't actively seek retribution. |
-2 | The Punter seeks retribution if they believe they can do so without being identified and without great personal loss (financial or injury). |
-3 | The Punter will go out of their way to cause harm but will stop short of trying to kill the Tradie. |
-4 | The Punter will actively hunt the Tradie down. |
Using Punter Levels
Punter levels can also act as a metacurrency in the game. If a player is in a jam and needs crucial information, an item, or a bailout, they can call in a favour from a Punter. This favour may cost one or more levels, reflecting the depth of the request.
Example Scenario
Imagine a scenario where a player needs critical information to advance their mission. They contact a Level 3 Punter they've worked with in the past. The information is highly sensitive and could be traced back to the Punter, exposing them as a mole. The player decides to call in a chit, costing them one level. The Punter provides the needed information, but their level drops to 2, reflecting the significant risk taken and the favour's weight.
Conversely, if a player causes significant harm to a Punter, their level could drop to -2. In this case, the Punter might seek retribution discreetly, causing trouble for the Tradie whenever the opportunity arises.
This dynamic creates a rich and nuanced relationship system where actions have meaningful consequences that are easily managed.
Example Punters
Punter | Description |
---|---|
Fat Bro (Businessman) | A wealthy and influential figure with ties to various underground activities. Reliable for financial support and high-level connections. |
Ganger | A member of a local gang who can provide muscle, street-level information, and illicit goods. |
Script Kiddy | A young hacker skilled in surface-level system intrusions. Not as proficient as a Hacktivist, but handy for basic digital snooping. |
Talismonger | A dealer in Weaver artefacts, helpful for characters seeking enchanted or specialised equipment. |
Data Broker | Specialises in buying and selling sensitive information. Essential for gathering intel. |
Arms Dealer | Provides access to weapons and military-grade, restricted equipment. |
Troubleshooter | A fixer who solves problems for a fee, often through dubious means. |
Accountant | Manages finances and can assist with money laundering and financial advice. |
Collector/Infobroker | An enthusiast of rare items and valuable information. Can provide unique items and intel. |
Delivery/Guide | Knows the ins and outs of the city, able to safely transport people and goods. |
Mechanic | Skilled at repairing and modifying vehicles, machinery, and possibly cybernetics. |
Priest | Offers spiritual support and occasional protection, providing moral guidance or solace. |
Bar/Club Owner | Has their ear to the ground; can offer rumours, contacts, and a safe place to lay low. |
Underworld Fixer | A pivotal figure in the criminal underworld, connecting clients to illegal services. |
Middle Management | A mysterious employer who hires mercenaries and operatives for covert missions. |
Terrorist | A radical with extreme views, useful for destabilising targets or causing chaos under certain circumstances. |
Enforcer | Provides muscle and intimidation, typically in the service of crime lords or gangs. |
Hacktivist | An expert hacker capable of penetrating high-security systems and networks. |
Boss | A leader of a criminal organisation, wielding substantial power and resources. |
Shategashira-Hosa | A high-ranking member of an organised crime syndicate, often acting as an influential commander. |
Street Kid | A young, street-smart individual adept at gathering quick intel or running fast errands. |
Grey Marketeer | Operates in the legal grey areas, trading in information and services that might be shady but not outright illegal. |
Slicer (Street Doc) | A rogue medical professional offering clandestine or illegal medical services. |
Transporter | Specialises in moving people or goods discreetly and efficiently, avoiding unwanted attention. |
Gang Member | A low-level criminal with access to street-level intelligence and resources, valuable for quick jobs or intel. |
Bounty Hunter | Tracks down targets for a reward, offering enforcement or retrieval services to whoever pays the most. |