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- THE STATS
- Name: being respected, being reliable, being connected.
- Hush: being discreet, being subtle, being close-mouthed.
- Brass: being bold, being determined, being pragmatic.
- Wise: being prepared, being cunning, being aware.
- Straight: being clean, being lawful, being a citizen.
- Debt: how much someone owes you.
- Heat: how much attention you’re drawing to yourself and your activities.
- Some moves give you heat; you can also take heat when you miss a roll.
- Heat is mostly bad but you’ll learn faster when the heat is on.
- BASIC MOVES
- ASK AROUND
- When you ask around, roll+name. On a hit, choose options. On a 10+,
- choose 1. On a 7-9, choose 2:
- ○ What you fi nd isn’t quite what you expected.
- ○ You fi nd out where it is, but you’ll have to fetch it yourself.
- ○ There are strings attached to acquiring it.
- ○ You owe someone for this; mark them for payback.
- This isn’t like going up to someone and interrogating them, but about using
- your reputation amongst the criminal fraternity to fi nd whatever you’re looking for. You make it known what you want and you hope that the answer
- comes back to you; it’s a lot like sending out a sonar ping and hoping to get
- a good strong return signal. You can ask around for any object, place, person
- or information; if it’s an object with the hot tag, you can only get it by asking
- around.
- COVER YOUR TRACKS
- When you cover your tracks, roll+hush. On a hit, choose options. On a
- 10+ choose 1. On a 7-9, choose 2:
- ○ It takes a long time.
- ○ It can be traced back to you.
- ○ You need someone’s help; take -1 debt with them.
- Covering your tracks can mean a lot, like tipping someone a few quid to
- look the other way while you do what you need to do, picking a lock without
- damaging it or faking an identity. This is the slow and cautious approach to
- getting things done; for the fast and messy version, see below.
- TAKE THE HARD WAY
- When you take the hard way, roll+brass. On a hit, choose options. On a
- 10+, choose 1. On a 7-9, choose 2:
- ○ Take +1 heat.
- ○ You’ve made a new enemy; mark them for payback.
- ○ Take -1 forward.
- Taking the hard way means getting past an obstruction as quickly as you
- can and not worrying about how much attention you attract: it’s all about
- getting the job done and getting away before anyone comes to have a look.
- Pushing a guard out of your way, battering down a door or driving straight
- through a road block are all examples of doing things the hard way.
- TAKE THE HEAT OFF
- When you take the heat off, roll+brass. On a hit, defl ect 1heat to another
- PC. On a 7-9, they gain +1 debt with you.
- Heat is like lightning: it needs to strike somewhere, so the trick is to guide it
- to the right target. Let’s make things clear though, this isn’t a good thing to
- do to your outfi t. Taking the heat off redirects some incoming heat from
- you to someone else in your crew, maybe because you left them in the frame
- or tipped off an interested party. Whatever it is, you’re looking to pin the
- blame on them when you do this, so they have a right to be pissed with you.
- ARGUE THE TOSS
- When you argue the toss, roll+wise. On a 10+, NPCs do it your way and
- PCs either do it your way or take +1 heat. On a 7-9, if they do it your way,
- mark NPCs for payback and PCs take +1 debt with you.
- This isn’t about forcing someone to do what you want, just haggling with
- them; you can’t make someone give you all their money for nothing, but if
- they’ve agreed to pay you for something, this is the way to negotiate the
- price. This move is all about the small details, not the big picture, so you
- don’t get a say in what happens so much as how it happens.
- PLAN B
- When you go to Plan B, roll+wise. On a hit, the MC gives you a way out of
- whatever trouble you’re in; choose options if you take it. On a 10+, choose
- 1. On a 7-9, choose 2.
- ○ You have to leave someone behind.
- ○ You don’t get what you came for.
- ○ Your livelihood is threatened.
- When it hits the fan, you need to be prepared; this move usually follows a
- hard move after a missed roll, when the outfi t are up against the wall and
- need a way out right now. Not all plans are perfect however and there is
- always a price to be paid for getting out of trouble.
- LIE LOW
- When you lie low, roll+straight. On a hit, take -1 heat. On a 10+, you may
- also take an additional -1 heat, but you owe someone for this; mark them for
- payback. On a 7-9, you do not get the additional -1 heat, but you still owe
- someone for this; mark them for payback.
- Everyone has family, friends and colleagues, ordinary people who aren’t of
- interest to the police (or not as much interest, anyway). When you make
- this move, you call upon one of these connections to provide you with an
- alibi, cover up for you or give you a place to hide. Eventually, the heat will die
- down and you can get back on with things, but it’s likely the people who help
- you out when you’re in need will expect you to return the favour some day.
- PERIPHERAL MOVES
- When you make trouble, roll+heat. On a hit, friends or family turn their
- backs on you; on a 12+, take +1 heat; on a 7-9, you can mark them for
- payback and they don’t turn their backs on you. On a miss, your friends and
- family will help you out, this time.
- Sometimes, you’re just not wanted around: family, friends and colleagues
- might turn their backs on you if you keep making life hard for everyone
- around you. When you turn to them for help or support, or even when you
- just expect things to carry on as normal, you could be making trouble for
- them; the more heat you have, the more likely they are to turn their backs
- on you. This could mean anything like they don’t go out for a drink with you,
- to your girlfriend dumping you or your boss giving you the sack.
- When you cross a partner, they take +1 debt with you.
- If you make a deal with another PC but don’t keep your end of it even
- though they keep theirs, you’ve crossed them. This is entirely a verbal
- matter: it’s up to the players and the MC to decide when a cross has taken
- place, but if it’s not obviously a cross, then it probably isn’t one.
- When you double-cross, use your special move.
- If you make a deal with another PC but neither of you keep up your end of
- it, it’s a double-cross. Both PCs use the special move from their playbooks.
- As above, it’s up to everyone around the table to decide when a doublecross has really taken place, but it should be even more obvious that a cross.
- When you pay cash, spend dough and mark experience; take a 10+ on
- any move right now but with no consequences, e.g. choose none. Money
- talks and you can get anything you want done if you can aff ord it; when you
- pay cash, you pay someone to do the job for you, which costs you as much
- dough as the MC thinks that service is worth. The dough represents a fee or
- bribe paid to either get the job done, to get someone to look the other way
- while you do it or to pay for any damage it causes so it doesn’t bring you any
- trouble.
- GET ROUGH
- When you get rough, roll+edge. On a 10+, take your opponent down. On
- a 7-9, choose 1.
- ○ They take -1 forward.
- ○ They back off .
- ○ They’re down but you take -1 ongoing for this situation.
- You can only get rough if you’ve got a weapon that gives you +edge; if
- you’ve got no such weapon, you can’t make this move.
- OPEN FIRE
- When you open fi re, roll+lead. On a 10+, take your opponent out and
- take +1 heat. On a 7-9, take your opponent down and choose 1.
- ○ Take +1 heat.
- ○ Dump the weapon you used.
- ○ Leave without getting what you came for.
- You can only open fi re if you’ve got a weapon that gives you +lead; if
- you’ve got no such weapon, you can’t make this move.
- THE HEAT IS ON
- When your life gets loud and messy, it brings the heat down on you; heat can
- come from the police, who start investigating things you’ve done, or other
- authorities who poke their nose into your life, such as the Department of
- Social Security or the Trading Standards Authority. Heat can also come from
- the bigger fi sh in your pond, the real villains who sit at the centre of all the
- nets and pull on them: upset them and you’ll be looking at the daisies from
- the wrong side.
- The two main ways of gaining heat are by taking it as the price of a move
- or taking it when the MC makes a hard move against you, following a miss.
- Either way, your heat goes up by +1; when it does, you can try to take the
- heat off right away and defl ect that +1 to another PC. They don’t have to
- like this but if you do it, it’s done: they can’t defl ect it back to you or onto
- someone else.
- If you’ve already got heat, then you can try to lie low with an NPC: you
- might end up owing them a favour, but that can be a small price to pay for
- staying out of serious trouble.
- When your heat reaches 5+, you’re burned: either the authorities have
- enough evidence on you to send you to prison or the heavy mob have
- enough reason to take you out of their way for good. Whichever is the case,
- the PC is permanently taken out of play.
- Add your heat to your experience when fi guring out if you take an advance;
- whenever experience+heat reaches 5, reset experience to zero and choose
- one:
- ○ Choose a move from your playbook.
- ○ Take +1 in any stat (max:+2)
- ○ Advance a basic move.
- ○ Advance a move from your playbook.
- DEBT AND PAYBACK
- When another PC gets one over on you or makes use of your services
- without paying for them upfront, they owe you a debt. This hack uses debt
- instead of Hx to represent the relationships between the player-characters:
- it’s not about how well you know each other but how much you owe to
- each other.
- When you want to help or interfere with another PC, roll+debt: on a hit,
- they take +1 or -2 to their roll, your choice. On a 7-9, you expose yourself
- to the same consequences as they are exposed to.
- Debt can never rise to more than +3; anytime it does so, reset it to zero and
- choose one:
- ○ Mark experience.
- ○ Choose a move from that PC’s playbook.
- ○ Move an NPC from your payback box to theirs.
- ○ Swap all of your heat for all of theirs.
- ○ Make a deal with that PC: they must do what you want, but they
- can argue the toss over the precise terms.
- When you screw an NPC or take advantage of them, you owe them: write
- their name down in your payback box, along with a note of how & why they
- want repaying, such as:
- My Mum: I borrowed her car to run some errands; she’ll want me to drive her
- somewhere far off .
- Mental Mickey: I left him to face the music on that last job we did; he’ll be
- looking for my blood unless I fi nd a way to sweeten him fi rst.
- As long as an NPC is still listed in your payback box, you can’t make use of
- them any further; anytime you have to owe someone for something, you
- have to pick an NPC who is not already awaiting payback, if there are any.
- There are two main ways to erase a name from your payback box: either
- you can seek them out and try to repay the favour they did you (or the
- trouble you caused them) or you can wait until they come looking for you. In
- the former case, you get to choose how you’ll pay them back; in the latter,
- the MC chooses what sort of payback they’re looking for. Whenever you
- miss, the MC can use any NPC you owe to interrupt your plans or to make
- demands upon you. As always, it’s a conversation between the players and
- the MC, so talk it out and see what works; a common method of payback
- is promising to do a job for the NPC who is owed, but the payback isn’t
- complete until the job is successfully over. If you make a promise and fail
- to carry it out through no fault of your own, it’s up to the MC whether the
- NPC fi nds that acceptable or not; if not, they can extract another promise
- from you and so on.
- The names in your payback box are your problem: even if you make a deal
- with someone else to help you with the demands of an NPC, the NPC in
- question will still be coming to you if things don’t work out, not the people
- you sub-contracted to handle them.
- DOWN AND OUT
- There is no harm in this hack; players don’t track how badly hurt their characters are, because there are only three states they can be in. By default, all
- characters are
- fi ne: in fact, you won’t normally see any reference to being
- fi ne anywhere else, because it’s assumed that’s the state the characters are
- in. Being
- fi ne makes no diff erence to how the game works, as PCs can’t
- do much unless they’re
- fi ne and you can be fi ne even if you’re bruised and
- bleeding, as long as you can walk away from whatever hurt you.
- When you can’t walk away on your own, that’s when you go down: this
- means you’re badly injured and really in need of medical attention. When
- a character goes down, they can’t infl uence the current scene any further,
- which means no making moves of any kind: they’re reduced to speaking and
- moving only, nothing else, and they’ll probably need help with the moving.
- When you go down, your livelihood is threatened and you take -1 ongoing
- for as long as your injuries or illness persist; to recover from down back to
- fi ne just requires some time, some rest and the proper treatment. If you
- can’t get all those, you’ll stay down until you can get them; this is one of
- those areas where there aren’t any hard rules for how long you stay down
- for, but it should take at least a few days of time in the game.
- Ongoing: as long as the current situation continues, unresolved.
- If you’re down and more bad shit happens, or if you get hit hard enough all
- in one go, then you’re out: end of the line, game over, send fl owers to the
- family. Players: you’re not immune from this happening just because you’re
- playing one of the lead characters in the story. MCs: don’t pull your punches
- on this one; if a PC gets taken out, and it makes sense in the story for that to
- happen, then it happens. There are moves in some of the playbooks which
- provide a bit of insurance against being taken down or out, so don’t dilute
- the signifi cance of those by giving everyone a safety net.
- The main threat to the player-characters comes from the other playercharacters: the only direct way to take someone down or out is by getting
- rough or opening fi re, moves that are only open to PCs, not NPCs. That
- said, if you try one of those moves against an NPC and miss, the MC can
- respond with a hard move by taking you down, if it fi ts where the conversation is at: failing that, you can certainly expect to take +1 heat just for trying
- what you just did.
- One of the Feelgood’s unique moves, I can make you feel good, lets them
- quickly heal a character from down to fi ne or even from out to down; in
- the latter case, the move needs to be made without delay and characters
- can’t waste time doing anything else or the opportunity will be lost.
- For example, if a shoot-out goes badly and you’re lying bleeding on the
- fl oor, the other characters need to get you to the Feelgood now: staying
- here to fi nish the job is not an option. If some moves are required to get
- to the Feelgood (ask around, take the hard way) or negotiate his services (argue the toss), that’s all part of the drama, but if the characters
- get held up or diverted, then it’s a safe bet that they won’t reach their
- goal in time to save your life.
- THE SILENT ECONOMY
- All the characters in the ‘hood are getting by somehow, whether they’re
- jacking cars, pushing drugs or just taking bribes to look the other way. As
- long as they’re getting by, they’re keeping their heads above water and
- they can aff ord to do ordinary, everyday things, like pay their bills, buy
- groceries, go out for a drink with their mates and so on. Like everything in a
- consumer-driven society, it’s not a problem as long as you’ve got the money
- for it; you’re not going to make a fortune that way, but at least you’ll have a
- roof over your head.
- In every playbook, there is an entry for Loot that tells you how you make a
- living. As long as you fulfi l this condition, your livelihood is safe and you can
- carry on as normal. The trouble starts when your livelihood is threatened,
- which can come about in a number of ways:
- ○ When you have to spend a lot of money at once, e.g. buying a car,
- paying legal costs & fi nes, etc.
- ○ When someone demands a large sum of money from you as
- payback.
- ○ When you’re unable to protect your livelihood, e.g. when you’re
- down.
- ○ When a move says so, e.g. when the Feelgood’s supply of drugs is
- interrupted.
- ○ When the MC makes a hard move against you.
- If your livelihood is threatened, you’re short: as long as you’re short, you
- can’t aff ord to do anything that costs more than a token amount. You can’t
- pay your bills, buy groceries, etc, and you certainly can’t aff ord any major
- expenses. When you go short, that’s when the credit on your travelcard
- runs out, when your horse doesn’t even cross the fi nish line and when your
- kids all need new shoes all at once. Being short isn’t just about lacking cash,
- but lacking means: job off ers dry up, opportunities slip through your hands
- and all your accounts are in the red, with the bailiff s hammering on the door
- and their van ready to take away all your worldly possessions. Being short is
- bad: the longer you let it go on, the worse your situation will get.
- Restoring a livelihood is part of the conversation between you and the MC:
- the fundamental goal of all the PCs is protecting or restoring their livelihoods. Whenever you restore your livelihood, mark experience; how you
- do that depends on how you make your living and how you ended up short,
- but basically, fi nd the problem and deal with it. If it’s the authorities nosing
- around, making it impossible to do business, then fi nd a way to move them
- on, even if that means grassing up a mate; if you’ve had to pay back a big
- favour and its left you short, then fi nd someone who needs a favour from
- you and do it, no questions asked. Whatever makes sense in the fi ction,
- that’s what you need to do, and until you’ve done it, you’re going to stay
- short.
- As long as you’re out there getting by, you’ll be in a position to make some
- real money and improve your circumstances; all the extra cash you earn,
- steal or otherwise acquire, as well as all property you own but don’t need to
- detail (clothes, beds, kitchen utensils, TV, game consoles, etc) is represented
- by dough. Anytime you do something that earns you cash or credit above
- and beyond what you get for getting by, take dough; the MC will tell you
- how much you get, but unless you’ve made an extraordinary eff ort to earn
- it, it won’t usually be more than +1 dough.
- One important way for dough to change hands is when you argue the
- toss: the MC usually sets a value for goods or services which is not favourable to you, so you can make the move to get a better deal, but you can’t
- stray too far from the price the MC has set, e.g. if they’ve set the value
- of what you’re off ering at 1dough, you might get 2 or even 3 dough for it,
- but not 4 dough or even more. It’s a dynamic economy though and what
- has a value of 1 dough today to one person might have a value of 3 dough
- tomorrow to someone else, giving you a much better chance to make a deal;
- in order to really profi t, take some time to make your services even more
- valuable. When people are desperate, they’ll pay just about anything at any
- price: there’s time for buyer’s remorse later, but what goes around, comes
- around, and further down the line, someone’s going to screw you out of
- your last buck.
- Another way to get dough is to carry out a job: pull off a big heist or hustle
- and make a killing quickly. Jobs need careful planning and the assistance of
- others:
- ○ Heist: a big robbery, targeting a place (bank, bookies, supermarket, etc) or the van that takes money between them; well suited to
- the Heavy, Ice, Merchant, Mover and Thief.
- ○ Hustle: a big con, targeting a person (investor, politician, executive, etc) or the organisation they represent; well suited to the Blur,
- Go-Between, Lever, Schemer and Shark.
- ○ Help for either of the above might be required from the Bastion
- and the Fallen, or they might just muscle in on the deal uninvited.
- There’s no fi xed way to pull off a job, but it starts by looking around for an
- opportunity you can exploit, then getting more details from the MC; using
- those details, you can start to plan out what your characters are going to
- do and how they’re going to do it. Some of this will require you to make a
- move, particularly asking around for more information or for the services of
- a specialist like a safe-cracker; some things will open you up to moves by the
- MC, like taking heat or threatening your livelihood.
- For example, some of the characters decide to heist the security van that
- delivers money to the cashpoint at the local supermarket. What follows
- is a conversation between the players and the MC: the MC suggests or
- demands things they must do, like fi nding out when the money is going
- to be delivered and getting their hands on some guns to stage the heist.
- Along the way, the MC will state how much dough they’re likely to get for
- this, say 9 or 10 dough in total: getting that dough depends on pulling off
- the job and getting away with it, with a high likelihood that it will generate
- heat at any stage.
- Dough also provides leverage: enough money can buy just about anything,
- so a PC with the dough for it can pay cash. This move lets you buy a 10+
- result for any move, including a unique move from any playbook, but
- without any negative consequence, e.g. you choose none on most moves,
- you can take -2 heat when you lie low without having to mark anyone for
- payback and so on. Anytime you pay cash, mark experience.
- If the PCs want to form a proper gang, then it is dough which holds them
- together; the gang leader invests an amount of their own dough equal to
- the number of PCs in their gang (not including themselves.) This dough is
- not spent, merely held; each PC then changes their Loot statement to read
- “You’re getting by as long as the boss of your gang is.” The gang boss keeps
- their existing Loot statement, so the whole gang now exists to serve the
- boss’ purpose. If at any time the gang boss has less dough than the number
- of PCs in their gang, they have to let some of them go; a PC can also leave
- the gang voluntarily, if they can negotiate it with the boss. When a PC leaves
- a gang for any reason, their livelihood is threatened. A gang member can
- also end up short in the usual ways, e.g. by having to pay a large amount of
- money; the gang boss should be involved in any attempt to restore their
- livelihood.
- HOT PROPERTY
- Where as some of the things owned by the characters are of an ordinary,
- legitimate nature, a number of things aren’t. Ordinary items are bought
- in shops for cash, but unless they’re buying something really expensive or
- splurging out a lot of money at once, this won’t cost them any dough or
- threaten their livelihood. There’s no need to list all the ordinary, everyday
- items your character owns and nor should you worry about having to haggle
- over buying them: as long as you’re not short, you can buy pretty much
- anything that is available on the high-street, though the quality will be a
- refl ection of how much dough you have:
- ○ Short: don’t even think about buying anything; if you’re short for
- too long, you won’t even end up owning the things you had.
- ○ 0 dough: everything you own is second-hand, old, outdated,
- forged, stolen, fake or a pirate copy; even when you buy new, it’s the
- cheapest and nastiest there is, i.e. burgers that are only 10% beef,
- shoes whose soles wear out within a month and so on.
- ○ 1 or 2 dough: it’s ok, y’know, not great but not terrible; you buy
- cheap but not dirt cheap, just bargain cheap. Some of this is probably
- still fake or pirated, but it’ll pass muster on the street.
- ○ 3 or 4 dough: we’re into proper middle-class territory now; you
- can aff ord to shop at places that aren’t on every high street, you can
- take a holiday abroad without having to save for years and if your TV
- or game console breaks down, you can buy a new one the same day.
- ○ 5 or 6 dough: luxury items are part of your everyday life; they
- might not be in good taste, but they are expensive. Membership at
- an exclusive gym, the complete premium channels package legally on
- your TV and private health insurance are all amongst the assets your
- dough can represent.
- ○ 7 dough or more: if you regularly have this much money, why
- are you even still in the ‘hood? You own property, you and your partner each have new cars, as do your children when they’re old enough
- to drive, oh, and their college education? Paid for.
- You can assume your character is capable of doing the things represented by
- the above wealth bands without breaking a sweat; when you want to push
- outside your wealth band, however, that’s when you actually need to spend
- some of that dough. This won’t magically downgrade everything else you
- own, so your top-of-the-range 42” plasma screen TV isn’t going to turn into
- a 14” black-&-white cathode screen overnight just because you needed to
- buy some new wheels, but if it hasn’t come up before, you can no longer
- assume you have the former, as it’s more likely to be the latter, and over
- time, you’ll have to let go of your nicer stuff as you can’t aff ord the payments
- anymore.
- For example, Guard Dog has done well as the Bastion for his ‘hood and
- now has 4 dough burning a hole in his expensive, designer jean pockets,
- but then his ma gets taken ill; the waiting lists aren’t good for someone
- of her age with no health insurance, so he drops the 2 dough it takes to
- get her treatment bumped all the way up to ‘right now.’ That also drops
- Guard Dog a wealth band, so from now on, when he brings his possessions into the fi ction, they’re more likely to be cheap than nice; if he stays
- at 2 dough for a while, then he’s also going to lose most of the stuff he
- had when he was better off as he replaces it with cheaper models to save
- money.
- If you badly need something, but can’t aff ord it, because you don’t have the
- dough or because you’re short, you can go on the black-market to get what
- you need. When you ask around, you can acquire pretty much anything for
- a token amount of cash but everything on the black-market has the hot tag:
- each hot item in your possession adds +1 to your heat, but you cannot lose
- or shift this heat. As soon as you get rid of the item in question, the +1 heat
- goes with it.
- For example, Slippery Des, the local Go-Between in the ‘hood, needs a
- car for a deal he is brokering, but he doesn’t have the money for a clean
- one, so he asks around for a dodgy motor. His result is 8, so he has to
- pick two options: combining the last two, he has to repossess the motor
- from someone who’s not paid their outstanding debt on it, making an enemy of that NPC. He can then use the motor for his deal, driving it back
- to the guy he’s repossessed it for afterwards: once he acquires it, he takes
- +1 heat, but he can’t take the heat off , as he is stuck with that heat for
- as long as the motor is in his possession. When he delivers the car to its
- fi nal destination, he loses the +1 heat associated with it.
- The two main things to be bought on the black-market are weapons and
- vehicles: weapons always have the edge or lead tag, ranging from +1 to +3.
- ○ 1edge/lead: small and easily concealable, no-one will know you’ve
- got this on you unless they search you or have a very good eye.
- ○ 2edge/lead: larger and more powerful, these weapons create a
- distinctive bulge in your clothing that others in your line of business,
- or anyone in the business of law-enforcement, will notice.
- ○ 3edge/lead: too big and bulky to be concealed by any ordinary
- clothing, these must be either carried in a bag or hidden under the
- type of long, fl owing clothing that itself will attract attention.
- Weapons with 1edge can be bought anywhere for a negligible amount, so
- they don’t cost dough or threaten your livelihood; anything larger and you’re
- going to have to look on the black-market. The situation with guns depends
- on the law of the country the ‘hood is in: in the UK, anything with 1lead
- or greater is essentially only available on the black-market and is therefore
- always hot. In the USA, there is more legitimate access to weapons, but
- there is often a delay in acquiring them, not to mention that such guns are
- more easily traceable, so if you’re in a hurry, you’ll probably be looking to
- the black-market again.
- Vehicles are a little diff erent, as they have a range of tags that can be applied
- to them: there are good tags, which add +1 dough to the price of the vehicle, and bad tags, which take -1 dough from the price. No vehicle can ever
- have a price below 0 dough or have tags which have opposite eff ects, e.g. a
- car cannot be both fast and slow. The starting price for all vehicles is 3dough,
- which is then modifi ed by the number of good and bad tags they have.
- GOOD TAGS
- ○ Fast: this vehicle can easily catch up with or leave behind any
- other vehicle which is not fast or faster on the straight. For +1 dough,
- this can be upgraded to faster, in which case it has this advantage
- against any other vehicle which is not faster.
- ○ Tough: this vehicle can drive away from any one collision, but it
- will need repairs before it can do this again.
- ○ Roomy: there is space in here for several extra passengers and
- their baggage.
- ○ Agile: this vehicle can make tight turns, enabling it to shake off or
- pursue any vehicle which is not agile in the city.
- BAD TAGS
- ○ Hot: this is a stolen vehicle or one which has a history of involvement in traffi c off ences or criminal acts.
- ○ Slow: this vehicle can easily be caught or left behind by any other
- vehicle which is not slow on the straight.
- ○ Weak: this vehicle is a write-off after any collision; it cannot be
- driven off or repaired.
- ○ Tiny: there’s no room in this vehicle for passengers or baggage.
- ○ Stiff : this vehicle manoeuvres badly, meaning it can’t shake off or
- pursue any vehicle which is not stiff in the city.
- CAREER CRIMINALS
- Living in the ‘hood teaches you how to survive, but it changes you too; over
- time, your character will develop and gain new moves that expand their
- range of options. Mark experience when:
- ○ You restore your livelihood.
- ○ You pay cash.
- ○ Your debt reaches more than +3 with another PC (see below)
- Some unique moves also let you mark experience; see the playbooks for
- more details.
- When your debt with another PC rises to more than +3, reset it to zero and
- choose one:
- ○ Mark experience.
- ○ Choose a move from that PC’s playbook.
- ○ Move an NPC from your payback box to theirs.
- ○ Swap all of your heat for all of theirs.
- ○ Make a deal with that PC: they must do what you want, but they
- can argue the toss over the precise terms.
- Whenever experience+heat reaches 5, reset experience to zero and choose
- one:
- ○ Choose a move from your playbook.
- ○ Take +1 in any stat (max:+2)
- ○ Advance a basic move.
- ○ Advance a move from your playbook.
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