Tunnelers Financial Assets
The tunnelers campaign takes place in a time period where certain
concerns about money have to be addressed: for example, a player
recently asked me if they could have feasibly bought a camcorder before
coming to Dundarave, and this led to a discussion of whether anyone here
has a credit card. This seems reasonable in 2003.
A quick and easy procedure to be iterated on as I get a feel for
it:
A tunneler may chose to have spendable assets in the form of cash or a
credit card.
If cash, roll 3d6. You have X*100 US Dollars on hand, and an x-in-6
chance of a consequence related to the acquisition of this money.
To determine a consequence roll 1d4:
1-2. Family member in pursuit — use a reaction table to determine their
attitude towards you, positive tending towards concern and negative
being actively vengeful for taking this money.
3. Debt to someone dangerous. (least satisfyingly specific result as of
this draft despite liking the basic idea — need to define better,
perhaps write list of persons + organizations to be in debt to)
4. Active investigation into theft by law enforcement.
If a credit card, roll 2d6 (in the fashion of a reaction roll). The
credit limit corresponds to the result in USD.
2-. $500
3-5. $1000
6-8. $2000
9-11. $3000
12+. $5000
Note that the CIA agents present in Dundarave have the ability to easily
monitor purchases and interfere in access to credit, and results of 6+
have a 4-in-6 chance of incurring similar consequences to cash assets if
used too liberally. Adjacent consequences might also be appropriate for
a maxed out card — I will be considering another list to append to
this.