· 7 years ago · Dec 26, 2018, 07:10 PM
1THE STATS
2Name: being respected, being reliable, being connected.
3Hush: being discreet, being subtle, being close-mouthed.
4Brass: being bold, being determined, being pragmatic.
5Wise: being prepared, being cunning, being aware.
6Straight: being clean, being lawful, being a citizen.
7Debt: how much someone owes you.
8Heat: how much attention you’re drawing to yourself and your activities.
9Some moves give you heat; you can also take heat when you miss a roll.
10Heat is mostly bad but you’ll learn faster when the heat is on.
11BASIC MOVES
12ASK AROUND
13When you ask around, roll+name. On a hit, choose options. On a 10+,
14choose 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.
17â—‹ There are strings attached to acquiring it.
18â—‹ You owe someone for this; mark them for payback.
19This isn’t like going up to someone and interrogating them, but about using
20your 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
21comes back to you; it’s a lot like sending out a sonar ping and hoping to get
22a good strong return signal. You can ask around for any object, place, person
23or information; if it’s an object with the hot tag, you can only get it by asking
24around.
25COVER YOUR TRACKS
26When you cover your tracks, roll+hush. On a hit, choose options. On a
2710+ choose 1. On a 7-9, choose 2:
28â—‹ It takes a long time.
29â—‹ It can be traced back to you.
30○ You need someone’s help; take -1 debt with them.
31Covering your tracks can mean a lot, like tipping someone a few quid to
32look the other way while you do what you need to do, picking a lock without
33damaging it or faking an identity. This is the slow and cautious approach to
34getting things done; for the fast and messy version, see below.
35TAKE THE HARD WAY
36When you take the hard way, roll+brass. On a hit, choose options. On a
3710+, choose 1. On a 7-9, choose 2:
38â—‹ Take +1 heat.
39○ You’ve made a new enemy; mark them for payback.
40â—‹ Take -1 forward.
41Taking the hard way means getting past an obstruction as quickly as you
42can and not worrying about how much attention you attract: it’s all about
43getting the job done and getting away before anyone comes to have a look.
44Pushing a guard out of your way, battering down a door or driving straight
45through a road block are all examples of doing things the hard way.
46TAKE THE HEAT OFF
47When you take the heat off, roll+brass. On a hit, defl ect 1heat to another
48PC. On a 7-9, they gain +1 debt with you.
49Heat is like lightning: it needs to strike somewhere, so the trick is to guide it
50to the right target. Let’s make things clear though, this isn’t a good thing to
51do to your outfi t. Taking the heat off redirects some incoming heat from
52you to someone else in your crew, maybe because you left them in the frame
53or tipped off an interested party. Whatever it is, you’re looking to pin the
54blame on them when you do this, so they have a right to be pissed with you.
55ARGUE THE TOSS
56When you argue the toss, roll+wise. On a 10+, NPCs do it your way and
57PCs either do it your way or take +1 heat. On a 7-9, if they do it your way,
58mark NPCs for payback and PCs take +1 debt with you.
59This isn’t about forcing someone to do what you want, just haggling with
60them; you can’t make someone give you all their money for nothing, but if
61they’ve agreed to pay you for something, this is the way to negotiate the
62price. This move is all about the small details, not the big picture, so you
63don’t get a say in what happens so much as how it happens.
64PLAN B
65When you go to Plan B, roll+wise. On a hit, the MC gives you a way out of
66whatever trouble you’re in; choose options if you take it. On a 10+, choose
671. On a 7-9, choose 2.
68â—‹ You have to leave someone behind.
69○ You don’t get what you came for.
70â—‹ Your livelihood is threatened.
71When it hits the fan, you need to be prepared; this move usually follows a
72hard move after a missed roll, when the outfi t are up against the wall and
73need a way out right now. Not all plans are perfect however and there is
74always a price to be paid for getting out of trouble.
75LIE LOW
76When you lie low, roll+straight. On a hit, take -1 heat. On a 10+, you may
77also take an additional -1 heat, but you owe someone for this; mark them for
78payback. On a 7-9, you do not get the additional -1 heat, but you still owe
79someone for this; mark them for payback.
80Everyone has family, friends and colleagues, ordinary people who aren’t of
81interest to the police (or not as much interest, anyway). When you make
82this move, you call upon one of these connections to provide you with an
83alibi, cover up for you or give you a place to hide. Eventually, the heat will die
84down and you can get back on with things, but it’s likely the people who help
85you out when you’re in need will expect you to return the favour some day.
86PERIPHERAL MOVES
87When you make trouble, roll+heat. On a hit, friends or family turn their
88backs on you; on a 12+, take +1 heat; on a 7-9, you can mark them for
89payback and they don’t turn their backs on you. On a miss, your friends and
90family will help you out, this time.
91Sometimes, you’re just not wanted around: family, friends and colleagues
92might turn their backs on you if you keep making life hard for everyone
93around you. When you turn to them for help or support, or even when you
94just expect things to carry on as normal, you could be making trouble for
95them; the more heat you have, the more likely they are to turn their backs
96on you. This could mean anything like they don’t go out for a drink with you,
97to your girlfriend dumping you or your boss giving you the sack.
98When you cross a partner, they take +1 debt with you.
99If you make a deal with another PC but don’t keep your end of it even
100though they keep theirs, you’ve crossed them. This is entirely a verbal
101matter: it’s up to the players and the MC to decide when a cross has taken
102place, but if it’s not obviously a cross, then it probably isn’t one.
103When you double-cross, use your special move.
104If you make a deal with another PC but neither of you keep up your end of
105it, it’s a double-cross. Both PCs use the special move from their playbooks.
106As 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.
107When you pay cash, spend dough and mark experience; take a 10+ on
108any move right now but with no consequences, e.g. choose none. Money
109talks and you can get anything you want done if you can aff ord it; when you
110pay cash, you pay someone to do the job for you, which costs you as much
111dough as the MC thinks that service is worth. The dough represents a fee or
112bribe paid to either get the job done, to get someone to look the other way
113while you do it or to pay for any damage it causes so it doesn’t bring you any
114trouble.
115GET ROUGH
116When you get rough, roll+edge. On a 10+, take your opponent down. On
117a 7-9, choose 1.
118â—‹ They take -1 forward.
119â—‹ They back off .
120○ They’re down but you take -1 ongoing for this situation.
121You can only get rough if you’ve got a weapon that gives you +edge; if
122you’ve got no such weapon, you can’t make this move.
123OPEN FIRE
124When you open fi re, roll+lead. On a 10+, take your opponent out and
125take +1 heat. On a 7-9, take your opponent down and choose 1.
126â—‹ Take +1 heat.
127â—‹ Dump the weapon you used.
128â—‹ Leave without getting what you came for.
129You can only open fi re if you’ve got a weapon that gives you +lead; if
130you’ve got no such weapon, you can’t make this move.
131THE HEAT IS ON
132When your life gets loud and messy, it brings the heat down on you; heat can
133come from the police, who start investigating things you’ve done, or other
134authorities who poke their nose into your life, such as the Department of
135Social Security or the Trading Standards Authority. Heat can also come from
136the bigger fi sh in your pond, the real villains who sit at the centre of all the
137nets and pull on them: upset them and you’ll be looking at the daisies from
138the wrong side.
139The two main ways of gaining heat are by taking it as the price of a move
140or taking it when the MC makes a hard move against you, following a miss.
141Either way, your heat goes up by +1; when it does, you can try to take the
142heat off right away and defl ect that +1 to another PC. They don’t have to
143like this but if you do it, it’s done: they can’t defl ect it back to you or onto
144someone else.
145If you’ve already got heat, then you can try to lie low with an NPC: you
146might end up owing them a favour, but that can be a small price to pay for
147staying out of serious trouble.
148When your heat reaches 5+, you’re burned: either the authorities have
149enough evidence on you to send you to prison or the heavy mob have
150enough reason to take you out of their way for good. Whichever is the case,
151the PC is permanently taken out of play.
152Add your heat to your experience when fi guring out if you take an advance;
153whenever experience+heat reaches 5, reset experience to zero and choose
154one:
155â—‹ Choose a move from your playbook.
156â—‹ Take +1 in any stat (max:+2)
157â—‹ Advance a basic move.
158â—‹ Advance a move from your playbook.
159DEBT AND PAYBACK
160When another PC gets one over on you or makes use of your services
161without paying for them upfront, they owe you a debt. This hack uses debt
162instead of Hx to represent the relationships between the player-characters:
163it’s not about how well you know each other but how much you owe to
164each other.
165When you want to help or interfere with another PC, roll+debt: on a hit,
166they take +1 or -2 to their roll, your choice. On a 7-9, you expose yourself
167to the same consequences as they are exposed to.
168Debt can never rise to more than +3; anytime it does so, reset it to zero and
169choose one:
170â—‹ Mark experience.
171○ Choose a move from that PC’s playbook.
172â—‹ Move an NPC from your payback box to theirs.
173â—‹ Swap all of your heat for all of theirs.
174â—‹ Make a deal with that PC: they must do what you want, but they
175can argue the toss over the precise terms.
176When you screw an NPC or take advantage of them, you owe them: write
177their name down in your payback box, along with a note of how & why they
178want repaying, such as:
179My Mum: I borrowed her car to run some errands; she’ll want me to drive her
180somewhere far off .
181Mental Mickey: I left him to face the music on that last job we did; he’ll be
182looking for my blood unless I fi nd a way to sweeten him fi rst.
183As long as an NPC is still listed in your payback box, you can’t make use of
184them any further; anytime you have to owe someone for something, you
185have to pick an NPC who is not already awaiting payback, if there are any.
186There are two main ways to erase a name from your payback box: either
187you can seek them out and try to repay the favour they did you (or the
188trouble you caused them) or you can wait until they come looking for you. In
189the former case, you get to choose how you’ll pay them back; in the latter,
190the MC chooses what sort of payback they’re looking for. Whenever you
191miss, the MC can use any NPC you owe to interrupt your plans or to make
192demands upon you. As always, it’s a conversation between the players and
193the MC, so talk it out and see what works; a common method of payback
194is promising to do a job for the NPC who is owed, but the payback isn’t
195complete until the job is successfully over. If you make a promise and fail
196to carry it out through no fault of your own, it’s up to the MC whether the
197NPC fi nds that acceptable or not; if not, they can extract another promise
198from you and so on.
199The names in your payback box are your problem: even if you make a deal
200with someone else to help you with the demands of an NPC, the NPC in
201question will still be coming to you if things don’t work out, not the people
202you sub-contracted to handle them.
203DOWN AND OUT
204There 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
205characters are
206fi ne: in fact, you won’t normally see any reference to being
207fi ne anywhere else, because it’s assumed that’s the state the characters are
208in. Being
209fi ne makes no diff erence to how the game works, as PCs can’t
210do much unless they’re
211fi ne and you can be fi ne even if you’re bruised and
212bleeding, as long as you can walk away from whatever hurt you.
213When you can’t walk away on your own, that’s when you go down: this
214means you’re badly injured and really in need of medical attention. When
215a character goes down, they can’t infl uence the current scene any further,
216which means no making moves of any kind: they’re reduced to speaking and
217moving only, nothing else, and they’ll probably need help with the moving.
218When you go down, your livelihood is threatened and you take -1 ongoing
219for as long as your injuries or illness persist; to recover from down back to
220fi ne just requires some time, some rest and the proper treatment. If you
221can’t get all those, you’ll stay down until you can get them; this is one of
222those areas where there aren’t any hard rules for how long you stay down
223for, but it should take at least a few days of time in the game.
224Ongoing: as long as the current situation continues, unresolved.
225If you’re down and more bad shit happens, or if you get hit hard enough all
226in one go, then you’re out: end of the line, game over, send fl owers to the
227family. Players: you’re not immune from this happening just because you’re
228playing one of the lead characters in the story. MCs: don’t pull your punches
229on this one; if a PC gets taken out, and it makes sense in the story for that to
230happen, then it happens. There are moves in some of the playbooks which
231provide a bit of insurance against being taken down or out, so don’t dilute
232the signifi cance of those by giving everyone a safety net.
233The main threat to the player-characters comes from the other playercharacters: the only direct way to take someone down or out is by getting
234rough or opening fi re, moves that are only open to PCs, not NPCs. That
235said, if you try one of those moves against an NPC and miss, the MC can
236respond 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
237what you just did.
238One of the Feelgood’s unique moves, I can make you feel good, lets them
239quickly heal a character from down to fi ne or even from out to down; in
240the latter case, the move needs to be made without delay and characters
241can’t waste time doing anything else or the opportunity will be lost.
242For example, if a shoot-out goes badly and you’re lying bleeding on the
243fl oor, the other characters need to get you to the Feelgood now: staying
244here to fi nish the job is not an option. If some moves are required to get
245to 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
246get held up or diverted, then it’s a safe bet that they won’t reach their
247goal in time to save your life.
248THE SILENT ECONOMY
249All the characters in the ‘hood are getting by somehow, whether they’re
250jacking cars, pushing drugs or just taking bribes to look the other way. As
251long as they’re getting by, they’re keeping their heads above water and
252they can aff ord to do ordinary, everyday things, like pay their bills, buy
253groceries, go out for a drink with their mates and so on. Like everything in a
254consumer-driven society, it’s not a problem as long as you’ve got the money
255for it; you’re not going to make a fortune that way, but at least you’ll have a
256roof over your head.
257In every playbook, there is an entry for Loot that tells you how you make a
258living. As long as you fulfi l this condition, your livelihood is safe and you can
259carry on as normal. The trouble starts when your livelihood is threatened,
260which can come about in a number of ways:
261â—‹ When you have to spend a lot of money at once, e.g. buying a car,
262paying legal costs & fi nes, etc.
263â—‹ When someone demands a large sum of money from you as
264payback.
265○ When you’re unable to protect your livelihood, e.g. when you’re
266down.
267○ When a move says so, e.g. when the Feelgood’s supply of drugs is
268interrupted.
269â—‹ When the MC makes a hard move against you.
270If your livelihood is threatened, you’re short: as long as you’re short, you
271can’t aff ord to do anything that costs more than a token amount. You can’t
272pay your bills, buy groceries, etc, and you certainly can’t aff ord any major
273expenses. When you go short, that’s when the credit on your travelcard
274runs out, when your horse doesn’t even cross the fi nish line and when your
275kids all need new shoes all at once. Being short isn’t just about lacking cash,
276but lacking means: job off ers dry up, opportunities slip through your hands
277and all your accounts are in the red, with the bailiff s hammering on the door
278and their van ready to take away all your worldly possessions. Being short is
279bad: the longer you let it go on, the worse your situation will get.
280Restoring a livelihood is part of the conversation between you and the MC:
281the fundamental goal of all the PCs is protecting or restoring their livelihoods. Whenever you restore your livelihood, mark experience; how you
282do that depends on how you make your living and how you ended up short,
283but basically, fi nd the problem and deal with it. If it’s the authorities nosing
284around, making it impossible to do business, then fi nd a way to move them
285on, even if that means grassing up a mate; if you’ve had to pay back a big
286favour and its left you short, then fi nd someone who needs a favour from
287you and do it, no questions asked. Whatever makes sense in the fi ction,
288that’s what you need to do, and until you’ve done it, you’re going to stay
289short.
290As long as you’re out there getting by, you’ll be in a position to make some
291real money and improve your circumstances; all the extra cash you earn,
292steal or otherwise acquire, as well as all property you own but don’t need to
293detail (clothes, beds, kitchen utensils, TV, game consoles, etc) is represented
294by dough. Anytime you do something that earns you cash or credit above
295and beyond what you get for getting by, take dough; the MC will tell you
296how much you get, but unless you’ve made an extraordinary eff ort to earn
297it, it won’t usually be more than +1 dough.
298One important way for dough to change hands is when you argue the
299toss: 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
300stray too far from the price the MC has set, e.g. if they’ve set the value
301of what you’re off ering at 1dough, you might get 2 or even 3 dough for it,
302but not 4 dough or even more. It’s a dynamic economy though and what
303has a value of 1 dough today to one person might have a value of 3 dough
304tomorrow to someone else, giving you a much better chance to make a deal;
305in order to really profi t, take some time to make your services even more
306valuable. When people are desperate, they’ll pay just about anything at any
307price: there’s time for buyer’s remorse later, but what goes around, comes
308around, and further down the line, someone’s going to screw you out of
309your last buck.
310Another way to get dough is to carry out a job: pull off a big heist or hustle
311and make a killing quickly. Jobs need careful planning and the assistance of
312others:
313â—‹ Heist: a big robbery, targeting a place (bank, bookies, supermarket, etc) or the van that takes money between them; well suited to
314the Heavy, Ice, Merchant, Mover and Thief.
315â—‹ Hustle: a big con, targeting a person (investor, politician, executive, etc) or the organisation they represent; well suited to the Blur,
316Go-Between, Lever, Schemer and Shark.
317â—‹ Help for either of the above might be required from the Bastion
318and the Fallen, or they might just muscle in on the deal uninvited.
319There’s no fi xed way to pull off a job, but it starts by looking around for an
320opportunity you can exploit, then getting more details from the MC; using
321those details, you can start to plan out what your characters are going to
322do and how they’re going to do it. Some of this will require you to make a
323move, particularly asking around for more information or for the services of
324a specialist like a safe-cracker; some things will open you up to moves by the
325MC, like taking heat or threatening your livelihood.
326For example, some of the characters decide to heist the security van that
327delivers money to the cashpoint at the local supermarket. What follows
328is a conversation between the players and the MC: the MC suggests or
329demands things they must do, like fi nding out when the money is going
330to be delivered and getting their hands on some guns to stage the heist.
331Along the way, the MC will state how much dough they’re likely to get for
332this, say 9 or 10 dough in total: getting that dough depends on pulling off
333the job and getting away with it, with a high likelihood that it will generate
334heat at any stage.
335Dough also provides leverage: enough money can buy just about anything,
336so a PC with the dough for it can pay cash. This move lets you buy a 10+
337result for any move, including a unique move from any playbook, but
338without any negative consequence, e.g. you choose none on most moves,
339you can take -2 heat when you lie low without having to mark anyone for
340payback and so on. Anytime you pay cash, mark experience.
341If the PCs want to form a proper gang, then it is dough which holds them
342together; the gang leader invests an amount of their own dough equal to
343the number of PCs in their gang (not including themselves.) This dough is
344not 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
346their existing Loot statement, so the whole gang now exists to serve the
347boss’ purpose. If at any time the gang boss has less dough than the number
348of PCs in their gang, they have to let some of them go; a PC can also leave
349the gang voluntarily, if they can negotiate it with the boss. When a PC leaves
350a gang for any reason, their livelihood is threatened. A gang member can
351also end up short in the usual ways, e.g. by having to pay a large amount of
352money; the gang boss should be involved in any attempt to restore their
353livelihood.
354HOT PROPERTY
355Where as some of the things owned by the characters are of an ordinary,
356legitimate nature, a number of things aren’t. Ordinary items are bought
357in shops for cash, but unless they’re buying something really expensive or
358splurging out a lot of money at once, this won’t cost them any dough or
359threaten their livelihood. There’s no need to list all the ordinary, everyday
360items your character owns and nor should you worry about having to haggle
361over buying them: as long as you’re not short, you can buy pretty much
362anything that is available on the high-street, though the quality will be a
363refl ection of how much dough you have:
364○ Short: don’t even think about buying anything; if you’re short for
365too long, you won’t even end up owning the things you had.
366â—‹ 0 dough: everything you own is second-hand, old, outdated,
367forged, stolen, fake or a pirate copy; even when you buy new, it’s the
368cheapest and nastiest there is, i.e. burgers that are only 10% beef,
369shoes 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
371cheap but not dirt cheap, just bargain cheap. Some of this is probably
372still 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
374can aff ord to shop at places that aren’t on every high street, you can
375take a holiday abroad without having to save for years and if your TV
376or game console breaks down, you can buy a new one the same day.
377â—‹ 5 or 6 dough: luxury items are part of your everyday life; they
378might not be in good taste, but they are expensive. Membership at
379an exclusive gym, the complete premium channels package legally on
380your TV and private health insurance are all amongst the assets your
381dough can represent.
382â—‹ 7 dough or more: if you regularly have this much money, why
383are 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
384to drive, oh, and their college education? Paid for.
385You can assume your character is capable of doing the things represented by
386the above wealth bands without breaking a sweat; when you want to push
387outside your wealth band, however, that’s when you actually need to spend
388some of that dough. This won’t magically downgrade everything else you
389own, so your top-of-the-range 42†plasma screen TV isn’t going to turn into
390a 14†black-&-white cathode screen overnight just because you needed to
391buy some new wheels, but if it hasn’t come up before, you can no longer
392assume you have the former, as it’s more likely to be the latter, and over
393time, you’ll have to let go of your nicer stuff as you can’t aff ord the payments
394anymore.
395For example, Guard Dog has done well as the Bastion for his ‘hood and
396now has 4 dough burning a hole in his expensive, designer jean pockets,
397but then his ma gets taken ill; the waiting lists aren’t good for someone
398of her age with no health insurance, so he drops the 2 dough it takes to
399get her treatment bumped all the way up to ‘right now.’ That also drops
400Guard 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
401at 2 dough for a while, then he’s also going to lose most of the stuff he
402had when he was better off as he replaces it with cheaper models to save
403money.
404If you badly need something, but can’t aff ord it, because you don’t have the
405dough or because you’re short, you can go on the black-market to get what
406you need. When you ask around, you can acquire pretty much anything for
407a token amount of cash but everything on the black-market has the hot tag:
408each hot item in your possession adds +1 to your heat, but you cannot lose
409or shift this heat. As soon as you get rid of the item in question, the +1 heat
410goes with it.
411For example, Slippery Des, the local Go-Between in the ‘hood, needs a
412car for a deal he is brokering, but he doesn’t have the money for a clean
413one, so he asks around for a dodgy motor. His result is 8, so he has to
414pick two options: combining the last two, he has to repossess the motor
415from 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
416to 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
418as long as the motor is in his possession. When he delivers the car to its
419fi nal destination, he loses the +1 heat associated with it.
420The two main things to be bought on the black-market are weapons and
421vehicles: 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
423got this on you unless they search you or have a very good eye.
424â—‹ 2edge/lead: larger and more powerful, these weapons create a
425distinctive bulge in your clothing that others in your line of business,
426or anyone in the business of law-enforcement, will notice.
427â—‹ 3edge/lead: too big and bulky to be concealed by any ordinary
428clothing, these must be either carried in a bag or hidden under the
429type of long, fl owing clothing that itself will attract attention.
430Weapons with 1edge can be bought anywhere for a negligible amount, so
431they don’t cost dough or threaten your livelihood; anything larger and you’re
432going to have to look on the black-market. The situation with guns depends
433on the law of the country the ‘hood is in: in the UK, anything with 1lead
434or greater is essentially only available on the black-market and is therefore
435always hot. In the USA, there is more legitimate access to weapons, but
436there is often a delay in acquiring them, not to mention that such guns are
437more easily traceable, so if you’re in a hurry, you’ll probably be looking to
438the black-market again.
439Vehicles are a little diff erent, as they have a range of tags that can be applied
440to 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
441have a price below 0 dough or have tags which have opposite eff ects, e.g. a
442car cannot be both fast and slow. The starting price for all vehicles is 3dough,
443which is then modifi ed by the number of good and bad tags they have.
444GOOD TAGS
445â—‹ Fast: this vehicle can easily catch up with or leave behind any
446other vehicle which is not fast or faster on the straight. For +1 dough,
447this can be upgraded to faster, in which case it has this advantage
448against any other vehicle which is not faster.
449â—‹ Tough: this vehicle can drive away from any one collision, but it
450will need repairs before it can do this again.
451â—‹ Roomy: there is space in here for several extra passengers and
452their baggage.
453â—‹ Agile: this vehicle can make tight turns, enabling it to shake off or
454pursue any vehicle which is not agile in the city.
455BAD TAGS
456â—‹ Hot: this is a stolen vehicle or one which has a history of involvement in traffi c off ences or criminal acts.
457â—‹ Slow: this vehicle can easily be caught or left behind by any other
458vehicle which is not slow on the straight.
459â—‹ Weak: this vehicle is a write-off after any collision; it cannot be
460driven 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
463pursue any vehicle which is not stiff in the city.
464CAREER CRIMINALS
465Living in the ‘hood teaches you how to survive, but it changes you too; over
466time, your character will develop and gain new moves that expand their
467range of options. Mark experience when:
468â—‹ You restore your livelihood.
469â—‹ You pay cash.
470â—‹ Your debt reaches more than +3 with another PC (see below)
471Some unique moves also let you mark experience; see the playbooks for
472more details.
473When your debt with another PC rises to more than +3, reset it to zero and
474choose one:
475â—‹ Mark experience.
476○ Choose a move from that PC’s playbook.
477â—‹ Move an NPC from your payback box to theirs.
478â—‹ Swap all of your heat for all of theirs.
479â—‹ Make a deal with that PC: they must do what you want, but they
480can argue the toss over the precise terms.
481Whenever experience+heat reaches 5, reset experience to zero and choose
482one:
483â—‹ Choose a move from your playbook.
484â—‹ Take +1 in any stat (max:+2)
485â—‹ Advance a basic move.
486â—‹ Advance a move from your playbook.