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  1. THE STATS
  2. Name: being respected, being reliable, being connected.
  3. Hush: being discreet, being subtle, being close-mouthed.
  4. Brass: being bold, being determined, being pragmatic.
  5. Wise: being prepared, being cunning, being aware.
  6. Straight: being clean, being lawful, being a citizen.
  7. Debt: how much someone owes you.
  8. Heat: how much attention you’re drawing to yourself and your activities.
  9. Some moves give you heat; you can also take heat when you miss a roll.
  10. Heat is mostly bad but you’ll learn faster when the heat is on.
  11. BASIC MOVES
  12. ASK AROUND
  13. When you ask around, roll+name. On a hit, choose options. On a 10+,
  14. choose 1. On a 7-9, choose 2:
  15. ○ What you fi nd isn’t quite what you expected.
  16. ○ You fi nd out where it is, but you’ll have to fetch it yourself.
  17. ○ There are strings attached to acquiring it.
  18. ○ You owe someone for this; mark them for payback.
  19. This isn’t like going up to someone and interrogating them, but about using
  20. 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
  21. comes back to you; it’s a lot like sending out a sonar ping and hoping to get
  22. a good strong return signal. You can ask around for any object, place, person
  23. or information; if it’s an object with the hot tag, you can only get it by asking
  24. around.
  25. COVER YOUR TRACKS
  26. When you cover your tracks, roll+hush. On a hit, choose options. On a
  27. 10+ choose 1. On a 7-9, choose 2:
  28. ○ It takes a long time.
  29. ○ It can be traced back to you.
  30. ○ You need someone’s help; take -1 debt with them.
  31. Covering your tracks can mean a lot, like tipping someone a few quid to
  32. look the other way while you do what you need to do, picking a lock without
  33. damaging it or faking an identity. This is the slow and cautious approach to
  34. getting things done; for the fast and messy version, see below.
  35. TAKE THE HARD WAY
  36. When you take the hard way, roll+brass. On a hit, choose options. On a
  37. 10+, choose 1. On a 7-9, choose 2:
  38. ○ Take +1 heat.
  39. ○ You’ve made a new enemy; mark them for payback.
  40. ○ Take -1 forward.
  41. Taking the hard way means getting past an obstruction as quickly as you
  42. can and not worrying about how much attention you attract: it’s all about
  43. getting the job done and getting away before anyone comes to have a look.
  44. Pushing a guard out of your way, battering down a door or driving straight
  45. through a road block are all examples of doing things the hard way.
  46. TAKE THE HEAT OFF
  47. When you take the heat off, roll+brass. On a hit, defl ect 1heat to another
  48. PC. On a 7-9, they gain +1 debt with you.
  49. Heat is like lightning: it needs to strike somewhere, so the trick is to guide it
  50. to the right target. Let’s make things clear though, this isn’t a good thing to
  51. do to your outfi t. Taking the heat off redirects some incoming heat from
  52. you to someone else in your crew, maybe because you left them in the frame
  53. or tipped off an interested party. Whatever it is, you’re looking to pin the
  54. blame on them when you do this, so they have a right to be pissed with you.
  55. ARGUE THE TOSS
  56. When you argue the toss, roll+wise. On a 10+, NPCs do it your way and
  57. PCs either do it your way or take +1 heat. On a 7-9, if they do it your way,
  58. mark NPCs for payback and PCs take +1 debt with you.
  59. This isn’t about forcing someone to do what you want, just haggling with
  60. them; you can’t make someone give you all their money for nothing, but if
  61. they’ve agreed to pay you for something, this is the way to negotiate the
  62. price. This move is all about the small details, not the big picture, so you
  63. don’t get a say in what happens so much as how it happens.
  64. PLAN B
  65. When you go to Plan B, roll+wise. On a hit, the MC gives you a way out of
  66. whatever trouble you’re in; choose options if you take it. On a 10+, choose
  67. 1. On a 7-9, choose 2.
  68. ○ You have to leave someone behind.
  69. ○ You don’t get what you came for.
  70. ○ Your livelihood is threatened.
  71. When it hits the fan, you need to be prepared; this move usually follows a
  72. hard move after a missed roll, when the outfi t are up against the wall and
  73. need a way out right now. Not all plans are perfect however and there is
  74. always a price to be paid for getting out of trouble.
  75. LIE LOW
  76. When you lie low, roll+straight. On a hit, take -1 heat. On a 10+, you may
  77. also take an additional -1 heat, but you owe someone for this; mark them for
  78. payback. On a 7-9, you do not get the additional -1 heat, but you still owe
  79. someone for this; mark them for payback.
  80. Everyone has family, friends and colleagues, ordinary people who aren’t of
  81. interest to the police (or not as much interest, anyway). When you make
  82. this move, you call upon one of these connections to provide you with an
  83. alibi, cover up for you or give you a place to hide. Eventually, the heat will die
  84. down and you can get back on with things, but it’s likely the people who help
  85. you out when you’re in need will expect you to return the favour some day.
  86. PERIPHERAL MOVES
  87. When you make trouble, roll+heat. On a hit, friends or family turn their
  88. backs on you; on a 12+, take +1 heat; on a 7-9, you can mark them for
  89. payback and they don’t turn their backs on you. On a miss, your friends and
  90. family will help you out, this time.
  91. Sometimes, you’re just not wanted around: family, friends and colleagues
  92. might turn their backs on you if you keep making life hard for everyone
  93. around you. When you turn to them for help or support, or even when you
  94. just expect things to carry on as normal, you could be making trouble for
  95. them; the more heat you have, the more likely they are to turn their backs
  96. on you. This could mean anything like they don’t go out for a drink with you,
  97. to your girlfriend dumping you or your boss giving you the sack.
  98. When you cross a partner, they take +1 debt with you.
  99. If you make a deal with another PC but don’t keep your end of it even
  100. though they keep theirs, you’ve crossed them. This is entirely a verbal
  101. matter: it’s up to the players and the MC to decide when a cross has taken
  102. place, but if it’s not obviously a cross, then it probably isn’t one.
  103. When you double-cross, use your special move.
  104. If you make a deal with another PC but neither of you keep up your end of
  105. it, it’s a double-cross. Both PCs use the special move from their playbooks.
  106. 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.
  107. When you pay cash, spend dough and mark experience; take a 10+ on
  108. any move right now but with no consequences, e.g. choose none. Money
  109. talks and you can get anything you want done if you can aff ord it; when you
  110. pay cash, you pay someone to do the job for you, which costs you as much
  111. dough as the MC thinks that service is worth. The dough represents a fee or
  112. bribe paid to either get the job done, to get someone to look the other way
  113. while you do it or to pay for any damage it causes so it doesn’t bring you any
  114. trouble.
  115. GET ROUGH
  116. When you get rough, roll+edge. On a 10+, take your opponent down. On
  117. a 7-9, choose 1.
  118. ○ They take -1 forward.
  119. ○ They back off .
  120. ○ They’re down but you take -1 ongoing for this situation.
  121. You can only get rough if you’ve got a weapon that gives you +edge; if
  122. you’ve got no such weapon, you can’t make this move.
  123. OPEN FIRE
  124. When you open fi re, roll+lead. On a 10+, take your opponent out and
  125. take +1 heat. On a 7-9, take your opponent down and choose 1.
  126. ○ Take +1 heat.
  127. ○ Dump the weapon you used.
  128. ○ Leave without getting what you came for.
  129. You can only open fi re if you’ve got a weapon that gives you +lead; if
  130. you’ve got no such weapon, you can’t make this move.
  131. THE HEAT IS ON
  132. When your life gets loud and messy, it brings the heat down on you; heat can
  133. come from the police, who start investigating things you’ve done, or other
  134. authorities who poke their nose into your life, such as the Department of
  135. Social Security or the Trading Standards Authority. Heat can also come from
  136. the bigger fi sh in your pond, the real villains who sit at the centre of all the
  137. nets and pull on them: upset them and you’ll be looking at the daisies from
  138. the wrong side.
  139. The two main ways of gaining heat are by taking it as the price of a move
  140. or taking it when the MC makes a hard move against you, following a miss.
  141. Either way, your heat goes up by +1; when it does, you can try to take the
  142. heat off right away and defl ect that +1 to another PC. They don’t have to
  143. like this but if you do it, it’s done: they can’t defl ect it back to you or onto
  144. someone else.
  145. If you’ve already got heat, then you can try to lie low with an NPC: you
  146. might end up owing them a favour, but that can be a small price to pay for
  147. staying out of serious trouble.
  148. When your heat reaches 5+, you’re burned: either the authorities have
  149. enough evidence on you to send you to prison or the heavy mob have
  150. enough reason to take you out of their way for good. Whichever is the case,
  151. the PC is permanently taken out of play.
  152. Add your heat to your experience when fi guring out if you take an advance;
  153. whenever experience+heat reaches 5, reset experience to zero and choose
  154. one:
  155. ○ Choose a move from your playbook.
  156. ○ Take +1 in any stat (max:+2)
  157. ○ Advance a basic move.
  158. ○ Advance a move from your playbook.
  159. DEBT AND PAYBACK
  160. When another PC gets one over on you or makes use of your services
  161. without paying for them upfront, they owe you a debt. This hack uses debt
  162. instead of Hx to represent the relationships between the player-characters:
  163. it’s not about how well you know each other but how much you owe to
  164. each other.
  165. When you want to help or interfere with another PC, roll+debt: on a hit,
  166. they take +1 or -2 to their roll, your choice. On a 7-9, you expose yourself
  167. to the same consequences as they are exposed to.
  168. Debt can never rise to more than +3; anytime it does so, reset it to zero and
  169. choose one:
  170. ○ Mark experience.
  171. ○ Choose a move from that PC’s playbook.
  172. ○ Move an NPC from your payback box to theirs.
  173. ○ Swap all of your heat for all of theirs.
  174. ○ Make a deal with that PC: they must do what you want, but they
  175. can argue the toss over the precise terms.
  176. When you screw an NPC or take advantage of them, you owe them: write
  177. their name down in your payback box, along with a note of how & why they
  178. want repaying, such as:
  179. My Mum: I borrowed her car to run some errands; she’ll want me to drive her
  180. somewhere far off .
  181. Mental Mickey: I left him to face the music on that last job we did; he’ll be
  182. looking for my blood unless I fi nd a way to sweeten him fi rst.
  183. As long as an NPC is still listed in your payback box, you can’t make use of
  184. them any further; anytime you have to owe someone for something, you
  185. have to pick an NPC who is not already awaiting payback, if there are any.
  186. There are two main ways to erase a name from your payback box: either
  187. you can seek them out and try to repay the favour they did you (or the
  188. trouble you caused them) or you can wait until they come looking for you. In
  189. the former case, you get to choose how you’ll pay them back; in the latter,
  190. the MC chooses what sort of payback they’re looking for. Whenever you
  191. miss, the MC can use any NPC you owe to interrupt your plans or to make
  192. demands upon you. As always, it’s a conversation between the players and
  193. the MC, so talk it out and see what works; a common method of payback
  194. is promising to do a job for the NPC who is owed, but the payback isn’t
  195. complete until the job is successfully over. If you make a promise and fail
  196. to carry it out through no fault of your own, it’s up to the MC whether the
  197. NPC fi nds that acceptable or not; if not, they can extract another promise
  198. from you and so on.
  199. The names in your payback box are your problem: even if you make a deal
  200. with someone else to help you with the demands of an NPC, the NPC in
  201. question will still be coming to you if things don’t work out, not the people
  202. you sub-contracted to handle them.
  203. DOWN AND OUT
  204. 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
  205. characters are
  206. fi ne: in fact, you won’t normally see any reference to being
  207. fi ne anywhere else, because it’s assumed that’s the state the characters are
  208. in. Being
  209. fi ne makes no diff erence to how the game works, as PCs can’t
  210. do much unless they’re
  211. fi ne and you can be fi ne even if you’re bruised and
  212. bleeding, as long as you can walk away from whatever hurt you.
  213. When you can’t walk away on your own, that’s when you go down: this
  214. means you’re badly injured and really in need of medical attention. When
  215. a character goes down, they can’t infl uence the current scene any further,
  216. which means no making moves of any kind: they’re reduced to speaking and
  217. moving only, nothing else, and they’ll probably need help with the moving.
  218. When you go down, your livelihood is threatened and you take -1 ongoing
  219. for as long as your injuries or illness persist; to recover from down back to
  220. fi ne just requires some time, some rest and the proper treatment. If you
  221. can’t get all those, you’ll stay down until you can get them; this is one of
  222. those areas where there aren’t any hard rules for how long you stay down
  223. for, but it should take at least a few days of time in the game.
  224. Ongoing: as long as the current situation continues, unresolved.
  225. If you’re down and more bad shit happens, or if you get hit hard enough all
  226. in one go, then you’re out: end of the line, game over, send fl owers to the
  227. family. Players: you’re not immune from this happening just because you’re
  228. playing one of the lead characters in the story. MCs: don’t pull your punches
  229. on this one; if a PC gets taken out, and it makes sense in the story for that to
  230. happen, then it happens. There are moves in some of the playbooks which
  231. provide a bit of insurance against being taken down or out, so don’t dilute
  232. the signifi cance of those by giving everyone a safety net.
  233. 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
  234. rough or opening fi re, moves that are only open to PCs, not NPCs. That
  235. said, if you try one of those moves against an NPC and miss, the MC can
  236. 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
  237. what you just did.
  238. One of the Feelgood’s unique moves, I can make you feel good, lets them
  239. quickly heal a character from down to fi ne or even from out to down; in
  240. the latter case, the move needs to be made without delay and characters
  241. can’t waste time doing anything else or the opportunity will be lost.
  242. For example, if a shoot-out goes badly and you’re lying bleeding on the
  243. fl oor, the other characters need to get you to the Feelgood now: staying
  244. here to fi nish the job is not an option. If some moves are required to get
  245. 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
  246. get held up or diverted, then it’s a safe bet that they won’t reach their
  247. goal in time to save your life.
  248. THE SILENT ECONOMY
  249. All the characters in the ‘hood are getting by somehow, whether they’re
  250. jacking cars, pushing drugs or just taking bribes to look the other way. As
  251. long as they’re getting by, they’re keeping their heads above water and
  252. they can aff ord to do ordinary, everyday things, like pay their bills, buy
  253. groceries, go out for a drink with their mates and so on. Like everything in a
  254. consumer-driven society, it’s not a problem as long as you’ve got the money
  255. for it; you’re not going to make a fortune that way, but at least you’ll have a
  256. roof over your head.
  257. In every playbook, there is an entry for Loot that tells you how you make a
  258. living. As long as you fulfi l this condition, your livelihood is safe and you can
  259. carry on as normal. The trouble starts when your livelihood is threatened,
  260. which can come about in a number of ways:
  261. ○ When you have to spend a lot of money at once, e.g. buying a car,
  262. paying legal costs & fi nes, etc.
  263. ○ When someone demands a large sum of money from you as
  264. payback.
  265. ○ When you’re unable to protect your livelihood, e.g. when you’re
  266. down.
  267. ○ When a move says so, e.g. when the Feelgood’s supply of drugs is
  268. interrupted.
  269. ○ When the MC makes a hard move against you.
  270. If your livelihood is threatened, you’re short: as long as you’re short, you
  271. can’t aff ord to do anything that costs more than a token amount. You can’t
  272. pay your bills, buy groceries, etc, and you certainly can’t aff ord any major
  273. expenses. When you go short, that’s when the credit on your travelcard
  274. runs out, when your horse doesn’t even cross the fi nish line and when your
  275. kids all need new shoes all at once. Being short isn’t just about lacking cash,
  276. but lacking means: job off ers dry up, opportunities slip through your hands
  277. and all your accounts are in the red, with the bailiff s hammering on the door
  278. and their van ready to take away all your worldly possessions. Being short is
  279. bad: the longer you let it go on, the worse your situation will get.
  280. Restoring a livelihood is part of the conversation between you and the MC:
  281. the fundamental goal of all the PCs is protecting or restoring their livelihoods. Whenever you restore your livelihood, mark experience; how you
  282. do that depends on how you make your living and how you ended up short,
  283. but basically, fi nd the problem and deal with it. If it’s the authorities nosing
  284. around, making it impossible to do business, then fi nd a way to move them
  285. on, even if that means grassing up a mate; if you’ve had to pay back a big
  286. favour and its left you short, then fi nd someone who needs a favour from
  287. you and do it, no questions asked. Whatever makes sense in the fi ction,
  288. that’s what you need to do, and until you’ve done it, you’re going to stay
  289. short.
  290. As long as you’re out there getting by, you’ll be in a position to make some
  291. real money and improve your circumstances; all the extra cash you earn,
  292. steal or otherwise acquire, as well as all property you own but don’t need to
  293. detail (clothes, beds, kitchen utensils, TV, game consoles, etc) is represented
  294. by dough. Anytime you do something that earns you cash or credit above
  295. and beyond what you get for getting by, take dough; the MC will tell you
  296. how much you get, but unless you’ve made an extraordinary eff ort to earn
  297. it, it won’t usually be more than +1 dough.
  298. One important way for dough to change hands is when you argue the
  299. 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
  300. stray too far from the price the MC has set, e.g. if they’ve set the value
  301. of what you’re off ering at 1dough, you might get 2 or even 3 dough for it,
  302. but not 4 dough or even more. It’s a dynamic economy though and what
  303. has a value of 1 dough today to one person might have a value of 3 dough
  304. tomorrow to someone else, giving you a much better chance to make a deal;
  305. in order to really profi t, take some time to make your services even more
  306. valuable. When people are desperate, they’ll pay just about anything at any
  307. price: there’s time for buyer’s remorse later, but what goes around, comes
  308. around, and further down the line, someone’s going to screw you out of
  309. your last buck.
  310. Another way to get dough is to carry out a job: pull off a big heist or hustle
  311. and make a killing quickly. Jobs need careful planning and the assistance of
  312. others:
  313. ○ Heist: a big robbery, targeting a place (bank, bookies, supermarket, etc) or the van that takes money between them; well suited to
  314. the Heavy, Ice, Merchant, Mover and Thief.
  315. ○ Hustle: a big con, targeting a person (investor, politician, executive, etc) or the organisation they represent; well suited to the Blur,
  316. Go-Between, Lever, Schemer and Shark.
  317. ○ Help for either of the above might be required from the Bastion
  318. and the Fallen, or they might just muscle in on the deal uninvited.
  319. There’s no fi xed way to pull off a job, but it starts by looking around for an
  320. opportunity you can exploit, then getting more details from the MC; using
  321. those details, you can start to plan out what your characters are going to
  322. do and how they’re going to do it. Some of this will require you to make a
  323. move, particularly asking around for more information or for the services of
  324. a specialist like a safe-cracker; some things will open you up to moves by the
  325. MC, like taking heat or threatening your livelihood.
  326. For example, some of the characters decide to heist the security van that
  327. delivers money to the cashpoint at the local supermarket. What follows
  328. is a conversation between the players and the MC: the MC suggests or
  329. demands things they must do, like fi nding out when the money is going
  330. to be delivered and getting their hands on some guns to stage the heist.
  331. Along the way, the MC will state how much dough they’re likely to get for
  332. this, say 9 or 10 dough in total: getting that dough depends on pulling off
  333. the job and getting away with it, with a high likelihood that it will generate
  334. heat at any stage.
  335. Dough also provides leverage: enough money can buy just about anything,
  336. so a PC with the dough for it can pay cash. This move lets you buy a 10+
  337. result for any move, including a unique move from any playbook, but
  338. without any negative consequence, e.g. you choose none on most moves,
  339. you can take -2 heat when you lie low without having to mark anyone for
  340. payback and so on. Anytime you pay cash, mark experience.
  341. If the PCs want to form a proper gang, then it is dough which holds them
  342. together; the gang leader invests an amount of their own dough equal to
  343. the number of PCs in their gang (not including themselves.) This dough is
  344. not spent, merely held; each PC then changes their Loot statement to read
  345. “You’re getting by as long as the boss of your gang is.” The gang boss keeps
  346. their existing Loot statement, so the whole gang now exists to serve the
  347. boss’ purpose. If at any time the gang boss has less dough than the number
  348. of PCs in their gang, they have to let some of them go; a PC can also leave
  349. the gang voluntarily, if they can negotiate it with the boss. When a PC leaves
  350. a gang for any reason, their livelihood is threatened. A gang member can
  351. also end up short in the usual ways, e.g. by having to pay a large amount of
  352. money; the gang boss should be involved in any attempt to restore their
  353. livelihood.
  354. HOT PROPERTY
  355. Where as some of the things owned by the characters are of an ordinary,
  356. legitimate nature, a number of things aren’t. Ordinary items are bought
  357. in shops for cash, but unless they’re buying something really expensive or
  358. splurging out a lot of money at once, this won’t cost them any dough or
  359. threaten their livelihood. There’s no need to list all the ordinary, everyday
  360. items your character owns and nor should you worry about having to haggle
  361. over buying them: as long as you’re not short, you can buy pretty much
  362. anything that is available on the high-street, though the quality will be a
  363. refl ection of how much dough you have:
  364. ○ Short: don’t even think about buying anything; if you’re short for
  365. too long, you won’t even end up owning the things you had.
  366. ○ 0 dough: everything you own is second-hand, old, outdated,
  367. forged, stolen, fake or a pirate copy; even when you buy new, it’s the
  368. cheapest and nastiest there is, i.e. burgers that are only 10% beef,
  369. shoes whose soles wear out within a month and so on.
  370. ○ 1 or 2 dough: it’s ok, y’know, not great but not terrible; you buy
  371. cheap but not dirt cheap, just bargain cheap. Some of this is probably
  372. still fake or pirated, but it’ll pass muster on the street.
  373. ○ 3 or 4 dough: we’re into proper middle-class territory now; you
  374. can aff ord to shop at places that aren’t on every high street, you can
  375. take a holiday abroad without having to save for years and if your TV
  376. or game console breaks down, you can buy a new one the same day.
  377. ○ 5 or 6 dough: luxury items are part of your everyday life; they
  378. might not be in good taste, but they are expensive. Membership at
  379. an exclusive gym, the complete premium channels package legally on
  380. your TV and private health insurance are all amongst the assets your
  381. dough can represent.
  382. ○ 7 dough or more: if you regularly have this much money, why
  383. 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
  384. to drive, oh, and their college education? Paid for.
  385. You can assume your character is capable of doing the things represented by
  386. the above wealth bands without breaking a sweat; when you want to push
  387. outside your wealth band, however, that’s when you actually need to spend
  388. some of that dough. This won’t magically downgrade everything else you
  389. own, so your top-of-the-range 42” plasma screen TV isn’t going to turn into
  390. a 14” black-&-white cathode screen overnight just because you needed to
  391. buy some new wheels, but if it hasn’t come up before, you can no longer
  392. assume you have the former, as it’s more likely to be the latter, and over
  393. time, you’ll have to let go of your nicer stuff as you can’t aff ord the payments
  394. anymore.
  395. For example, Guard Dog has done well as the Bastion for his ‘hood and
  396. now has 4 dough burning a hole in his expensive, designer jean pockets,
  397. but then his ma gets taken ill; the waiting lists aren’t good for someone
  398. of her age with no health insurance, so he drops the 2 dough it takes to
  399. get her treatment bumped all the way up to ‘right now.’ That also drops
  400. 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
  401. at 2 dough for a while, then he’s also going to lose most of the stuff he
  402. had when he was better off as he replaces it with cheaper models to save
  403. money.
  404. If you badly need something, but can’t aff ord it, because you don’t have the
  405. dough or because you’re short, you can go on the black-market to get what
  406. you need. When you ask around, you can acquire pretty much anything for
  407. a token amount of cash but everything on the black-market has the hot tag:
  408. each hot item in your possession adds +1 to your heat, but you cannot lose
  409. or shift this heat. As soon as you get rid of the item in question, the +1 heat
  410. goes with it.
  411. For example, Slippery Des, the local Go-Between in the ‘hood, needs a
  412. car for a deal he is brokering, but he doesn’t have the money for a clean
  413. one, so he asks around for a dodgy motor. His result is 8, so he has to
  414. pick two options: combining the last two, he has to repossess the motor
  415. 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
  416. to the guy he’s repossessed it for afterwards: once he acquires it, he takes
  417. +1 heat, but he can’t take the heat off , as he is stuck with that heat for
  418. as long as the motor is in his possession. When he delivers the car to its
  419. fi nal destination, he loses the +1 heat associated with it.
  420. The two main things to be bought on the black-market are weapons and
  421. vehicles: weapons always have the edge or lead tag, ranging from +1 to +3.
  422. ○ 1edge/lead: small and easily concealable, no-one will know you’ve
  423. got this on you unless they search you or have a very good eye.
  424. ○ 2edge/lead: larger and more powerful, these weapons create a
  425. distinctive bulge in your clothing that others in your line of business,
  426. or anyone in the business of law-enforcement, will notice.
  427. ○ 3edge/lead: too big and bulky to be concealed by any ordinary
  428. clothing, these must be either carried in a bag or hidden under the
  429. type of long, fl owing clothing that itself will attract attention.
  430. Weapons with 1edge can be bought anywhere for a negligible amount, so
  431. they don’t cost dough or threaten your livelihood; anything larger and you’re
  432. going to have to look on the black-market. The situation with guns depends
  433. on the law of the country the ‘hood is in: in the UK, anything with 1lead
  434. or greater is essentially only available on the black-market and is therefore
  435. always hot. In the USA, there is more legitimate access to weapons, but
  436. there is often a delay in acquiring them, not to mention that such guns are
  437. more easily traceable, so if you’re in a hurry, you’ll probably be looking to
  438. the black-market again.
  439. Vehicles are a little diff erent, as they have a range of tags that can be applied
  440. 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
  441. have a price below 0 dough or have tags which have opposite eff ects, e.g. a
  442. car cannot be both fast and slow. The starting price for all vehicles is 3dough,
  443. which is then modifi ed by the number of good and bad tags they have.
  444. GOOD TAGS
  445. ○ Fast: this vehicle can easily catch up with or leave behind any
  446. other vehicle which is not fast or faster on the straight. For +1 dough,
  447. this can be upgraded to faster, in which case it has this advantage
  448. against any other vehicle which is not faster.
  449. ○ Tough: this vehicle can drive away from any one collision, but it
  450. will need repairs before it can do this again.
  451. ○ Roomy: there is space in here for several extra passengers and
  452. their baggage.
  453. ○ Agile: this vehicle can make tight turns, enabling it to shake off or
  454. pursue any vehicle which is not agile in the city.
  455. BAD TAGS
  456. ○ Hot: this is a stolen vehicle or one which has a history of involvement in traffi c off ences or criminal acts.
  457. ○ Slow: this vehicle can easily be caught or left behind by any other
  458. vehicle which is not slow on the straight.
  459. ○ Weak: this vehicle is a write-off after any collision; it cannot be
  460. driven off or repaired.
  461. ○ Tiny: there’s no room in this vehicle for passengers or baggage.
  462. ○ Stiff : this vehicle manoeuvres badly, meaning it can’t shake off or
  463. pursue any vehicle which is not stiff in the city.
  464. CAREER CRIMINALS
  465. Living in the ‘hood teaches you how to survive, but it changes you too; over
  466. time, your character will develop and gain new moves that expand their
  467. range of options. Mark experience when:
  468. ○ You restore your livelihood.
  469. ○ You pay cash.
  470. ○ Your debt reaches more than +3 with another PC (see below)
  471. Some unique moves also let you mark experience; see the playbooks for
  472. more details.
  473. When your debt with another PC rises to more than +3, reset it to zero and
  474. choose one:
  475. ○ Mark experience.
  476. ○ Choose a move from that PC’s playbook.
  477. ○ Move an NPC from your payback box to theirs.
  478. ○ Swap all of your heat for all of theirs.
  479. ○ Make a deal with that PC: they must do what you want, but they
  480. can argue the toss over the precise terms.
  481. Whenever experience+heat reaches 5, reset experience to zero and choose
  482. one:
  483. ○ Choose a move from your playbook.
  484. ○ Take +1 in any stat (max:+2)
  485. ○ Advance a basic move.
  486. ○ Advance a move from your playbook.
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