· 7 years ago · Dec 26, 2018, 12:02 PM
1THE STATS
2
3Name: being respected, being reliable, being connected.
4Hush: being discreet, being subtle, being close-mouthed.
5Brass: being bold, being determined, being pragmatic.
6Wise: being prepared, being cunning, being aware.
7Straight: being clean, being lawful, being a citizen.
8
9Debt: how much someone owes you.
10
11Heat: 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.
12
13BASIC MOVES
14
15ASK AROUND
16When you ask around, roll+name. On a hit, choose options. On a 10+,
17choose 1. On a 7-9, choose 2:
18○ What you fi nd isn’t quite what you expected.
19○ You fi nd out where it is, but you’ll have to fetch it yourself.
20â—‹ There are strings attached to acquiring it.
21â—‹ You owe someone for this; mark them for payback.
22This isn’t like going up to someone and interrogating them, but about using
23your 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.
24
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 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.
32
33TAKE THE HARD WAY
34When you take the hard way, roll+brass. On a hit, choose options. On a
3510+, choose 1. On a 7-9, choose 2:
36â—‹ Take +1 heat.
37○ You’ve made a new enemy; mark them for payback.
38â—‹ Take -1 forward.
39Taking 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.
40
41TAKE THE HEAT OFF
42When 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.
43
44ARGUE THE TOSS
45When 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.
46
47PLAN B
48When 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.
49â—‹ You have to leave someone behind.
50○ You don’t get what you came for.
51â—‹ Your livelihood is threatened.
52When 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.
53
54LIE LOW
55When 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.
56
57PERIPHERAL MOVES
58When 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.
59
60GET ROUGH
61When you get rough, roll+edge. On a 10+, take your opponent down. On
62a 7-9, choose 1.
63â—‹ They take -1 forward.
64â—‹ They back off .
65○ They’re down but you take -1 ongoing for this situation.
66You can only get rough if you’ve got a weapon that gives you +edge; if
67you’ve got no such weapon, you can’t make this move.
68
69OPEN FIRE
70When you open fi re, roll+lead. On a 10+, take your opponent out and
71take +1 heat. On a 7-9, take your opponent down and choose 1.
72â—‹ Take +1 heat.
73â—‹ Dump the weapon you used.
74â—‹ Leave without getting what you came for.
75You can only open fi re if you’ve got a weapon that gives you +lead; if
76you’ve got no such weapon, you can’t make this move.
77
78THE HEAT IS ON
79When your life gets loud and messy, it brings the heat down on you; heat can
80come from the police, who start investigating things you’ve done, or other
81authorities who poke their nose into your life, such as the Department of
82Social Security or the Trading Standards Authority. Heat can also come from
83the bigger fi sh in your pond, the real villains who sit at the centre of all the
84nets and pull on them: upset them and you’ll be looking at the daisies from
85the wrong side. The two main ways of gaining heat are by taking it as the price of a move
86or taking it when the MC makes a hard move against you, following a miss.
87Either way, your heat goes up by +1; when it does, you can try to take the
88heat off right away and defl ect that +1 to another PC. They don’t have to
89like this but if you do it, it’s done: they can’t defl ect it back to you or onto someone else.
90If you’ve already got heat, then you can try to lie low with an NPC: you
91might end up owing them a favour, but that can be a small price to pay for
92staying out of serious trouble.
93When your heat reaches 5+, you’re burned: either the authorities have
94enough evidence on you to send you to prison or the heavy mob have
95enough reason to take you out of their way for good. Whichever is the case,
96the PC is permanently taken out of play.
97Add your heat to your experience when fi guring out if you take an advance;
98whenever experience+heat reaches 5, reset experience to zero and choose
99one:
100â—‹ Choose a move from your playbook.
101â—‹ Take +1 in any stat (max:+2)
102â—‹ Advance a basic move.
103â—‹ Advance a move from your playbook.
104
105DEBT AND PAYBACK
106When another PC gets one over on you or makes use of your services
107without paying for them upfront, they owe you a debt. This hack uses debt
108instead of Hx to represent the relationships between the player-characters:
109it’s not about how well you know each other but how much you owe to
110each other.
111When you want to help or interfere with another PC, roll+debt: on a hit,
112they take +1 or -2 to their roll, your choice. On a 7-9, you expose yourself
113to the same consequences as they are exposed to.
114Debt can never rise to more than +3; anytime it does so, reset it to zero and
115choose one:
116â—‹ Mark experience.
117○ Choose a move from that PC’s playbook.
118â—‹ Move an NPC from your payback box to theirs.
119â—‹ Swap all of your heat for all of theirs.
120â—‹ Make a deal with that PC: they must do what you want, but they
121can argue the toss over the precise terms.
122When you screw an NPC or take advantage of them, you owe them: write
123their name down in your payback box, along with a note of how & why they
124want repaying, such as:
125My Mum: I borrowed her car to run some errands; she’ll want me to drive her
126somewhere far off .
127Mental Mickey: I left him to face the music on that last job we did; he’ll be
128looking for my blood unless I fi nd a way to sweeten him fi rst.
129As long as an NPC is still listed in your payback box, you can’t make use of
130them any further; anytime you have to owe someone for something, you
131have to pick an NPC who is not already awaiting payback, if there are any.
132There are two main ways to erase a name from your payback box: either
133you can seek them out and try to repay the favour they did you (or the
134trouble you caused them) or you can wait until they come looking for you. In
135the former case, you get to choose how you’ll pay them back; in the latter,
136the MC chooses what sort of payback they’re looking for. Whenever you
137miss, the MC can use any NPC you owe to interrupt your plans or to make
138demands upon you. As always, it’s a conversation between the players and
139the MC, so talk it out and see what works; a common method of payback
140is promising to do a job for the NPC who is owed, but the payback isn’t
141complete until the job is successfully over. If you make a promise and fail
142to carry it out through no fault of your own, it’s up to the MC whether the
143NPC fi nds that acceptable or not; if not, they can extract another promise
144from you and so on.
145The names in your payback box are your problem: even if you make a deal
146with someone else to help you with the demands of an NPC, the NPC in
147question will still be coming to you if things don’t work out, not the people
148you sub-contracted to handle them.
149
150DOWN AND OUT
151There 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
152characters are
153fi ne: in fact, you won’t normally see any reference to being
154fi ne anywhere else, because it’s assumed that’s the state the characters are
155in. Being
156fi ne makes no diff erence to how the game works, as PCs can’t
157do much unless they’re
158fi ne and you can be fi ne even if you’re bruised and
159bleeding, as long as you can walk away from whatever hurt you.
160When you can’t walk away on your own, that’s when you go down: this
161means you’re badly injured and really in need of medical attention. When
162a character goes down, they can’t infl uence the current scene any further,
163which means no making moves of any kind: they’re reduced to speaking and
164moving only, nothing else, and they’ll probably need help with the moving.
165When you go down, your livelihood is threatened and you take -1 ongoing
166for as long as your injuries or illness persist; to recover from down back to
167fi ne just requires some time, some rest and the proper treatment. If you
168can’t get all those, you’ll stay down until you can get them; this is one of
169those areas where there aren’t any hard rules for how long you stay down
170for, but it should take at least a few days of time in the game.
171Ongoing: as long as the current situation continues, unresolved.
172If you’re down and more bad shit happens, or if you get hit hard enough all
173in one go, then you’re out: end of the line, game over, send fl owers to the
174family. Players: you’re not immune from this happening just because you’re
175playing one of the lead characters in the story. MCs: don’t pull your punches
176on this one; if a PC gets taken out, and it makes sense in the story for that to
177happen, then it happens. There are moves in some of the playbooks which
178provide a bit of insurance against being taken down or out, so don’t dilute
179the signifi cance of those by giving everyone a safety net.
180The main threat to the player-characters comes from the other playercharacters: the only direct way to take someone down or out is by getting
181rough or opening fi re, moves that are only open to PCs, not NPCs. That
182said, if you try one of those moves against an NPC and miss, the MC can
183respond 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
184what you just did.
185One of the Feelgood’s unique moves, I can make you feel good, lets them
186quickly heal a character from down to fi ne or even from out to down; in
187the latter case, the move needs to be made without delay and characters
188can’t waste time doing anything else or the opportunity will be lost.
189For example, if a shoot-out goes badly and you’re lying bleeding on the
190fl oor, the other characters need to get you to the Feelgood now: staying
191here to fi nish the job is not an option. If some moves are required to get
192to 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
193get held up or diverted, then it’s a safe bet that they won’t reach their
194goal in time to save your life.
195
196THE SILENT ECONOMY
197All the characters in the ‘hood are getting by somehow, whether they’re
198jacking cars, pushing drugs or just taking bribes to look the other way. As
199long as they’re getting by, they’re keeping their heads above water and
200they can aff ord to do ordinary, everyday things, like pay their bills, buy
201groceries, go out for a drink with their mates and so on. Like everything in a
202consumer-driven society, it’s not a problem as long as you’ve got the money
203for it; you’re not going to make a fortune that way, but at least you’ll have a
204roof over your head.
205In every playbook, there is an entry for Loot that tells you how you make a
206living. As long as you fulfi l this condition, your livelihood is safe and you can
207carry on as normal. The trouble starts when your livelihood is threatened,
208which can come about in a number of ways:
209â—‹ When you have to spend a lot of money at once, e.g. buying a car,
210paying legal costs & fi nes, etc.
211â—‹ When someone demands a large sum of money from you as
212payback.
213○ When you’re unable to protect your livelihood, e.g. when you’re
214down.
215○ When a move says so, e.g. when the Feelgood’s supply of drugs is
216interrupted.
217â—‹ When the MC makes a hard move against you.
218If your livelihood is threatened, you’re short: as long as you’re short, you
219can’t aff ord to do anything that costs more than a token amount. You can’t
220pay your bills, buy groceries, etc, and you certainly can’t aff ord any major
221expenses. When you go short, that’s when the credit on your travelcard
222runs out, when your horse doesn’t even cross the fi nish line and when your
223kids all need new shoes all at once. Being short isn’t just about lacking cash,
224but lacking means: job off ers dry up, opportunities slip through your hands
225and all your accounts are in the red, with the bailiff s hammering on the door
226and their van ready to take away all your worldly possessions. Being short is
227bad: the longer you let it go on, the worse your situation will get.
228Restoring a livelihood is part of the conversation between you and the MC:
229the fundamental goal of all the PCs is protecting or restoring their livelihoods. Whenever you restore your livelihood, mark experience; how you
230do that depends on how you make your living and how you ended up short,
231but basically, fi nd the problem and deal with it. If it’s the authorities nosing
232around, making it impossible to do business, then fi nd a way to move them
233on, even if that means grassing up a mate; if you’ve had to pay back a big
234favour and its left you short, then fi nd someone who needs a favour from
235you and do it, no questions asked. Whatever makes sense in the fi ction,
236that’s what you need to do, and until you’ve done it, you’re going to stay
237short.
238As long as you’re out there getting by, you’ll be in a position to make some
239real money and improve your circumstances; all the extra cash you earn,
240steal or otherwise acquire, as well as all property you own but don’t need to
241detail (clothes, beds, kitchen utensils, TV, game consoles, etc) is represented
242by dough. Anytime you do something that earns you cash or credit above
243and beyond what you get for getting by, take dough; the MC will tell you
244how much you get, but unless you’ve made an extraordinary eff ort to earn
245it, it won’t usually be more than +1 dough.
246One important way for dough to change hands is when you argue the
247toss: 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
248stray too far from the price the MC has set, e.g. if they’ve set the value
249of what you’re off ering at 1dough, you might get 2 or even 3 dough for it,
250but not 4 dough or even more. It’s a dynamic economy though and what
251has a value of 1 dough today to one person might have a value of 3 dough
252tomorrow to someone else, giving you a much better chance to make a deal;
253in order to really profi t, take some time to make your services even more
254valuable. When people are desperate, they’ll pay just about anything at any
255price: there’s time for buyer’s remorse later, but what goes around, comes
256around, and further down the line, someone’s going to screw you out of
257your last buck.
258Another way to get dough is to carry out a job: pull off a big heist or hustle
259and make a killing quickly. Jobs need careful planning and the assistance of
260others:
261â—‹ Heist: a big robbery, targeting a place (bank, bookies, supermarket, etc) or the van that takes money between them; well suited to
262the Heavy, Ice, Merchant, Mover and Thief.
263â—‹ Hustle: a big con, targeting a person (investor, politician, executive, etc) or the organisation they represent; well suited to the Blur,
264Go-Between, Lever, Schemer and Shark.
265â—‹ Help for either of the above might be required from the Bastion
266and the Fallen, or they might just muscle in on the deal uninvited.
267There’s no fi xed way to pull off a job, but it starts by looking around for an
268opportunity you can exploit, then getting more details from the MC; using
269those details, you can start to plan out what your characters are going to
270do and how they’re going to do it. Some of this will require you to make a
271move, particularly asking around for more information or for the services of
272a specialist like a safe-cracker; some things will open you up to moves by the
273MC, like taking heat or threatening your livelihood.
274For example, some of the characters decide to heist the security van that
275delivers money to the cashpoint at the local supermarket. What follows
276is a conversation between the players and the MC: the MC suggests or
277demands things they must do, like fi nding out when the money is going
278to be delivered and getting their hands on some guns to stage the heist.
279Along the way, the MC will state how much dough they’re likely to get for
280this, say 9 or 10 dough in total: getting that dough depends on pulling off
281the job and getting away with it, with a high likelihood that it will generate
282heat at any stage.
283Dough also provides leverage: enough money can buy just about anything,
284so a PC with the dough for it can pay cash. This move lets you buy a 10+
285result for any move, including a unique move from any playbook, but
286without any negative consequence, e.g. you choose none on most moves,
287you can take -2 heat when you lie low without having to mark anyone for
288payback and so on. Anytime you pay cash, mark experience.
289If the PCs want to form a proper gang, then it is dough which holds them
290together; the gang leader invests an amount of their own dough equal to
291the number of PCs in their gang (not including themselves.) This dough is
292not spent, merely held; each PC then changes their Loot statement to read
293“You’re getting by as long as the boss of your gang is.†The gang boss keeps
294their existing Loot statement, so the whole gang now exists to serve the
295boss’ purpose. If at any time the gang boss has less dough than the number
296of PCs in their gang, they have to let some of them go; a PC can also leave
297the gang voluntarily, if they can negotiate it with the boss. When a PC leaves
298a gang for any reason, their livelihood is threatened. A gang member can
299also end up short in the usual ways, e.g. by having to pay a large amount of
300money; the gang boss should be involved in any attempt to restore their
301livelihood.
302
303HOT PROPERTY
304Where as some of the things owned by the characters are of an ordinary,
305legitimate nature, a number of things aren’t. Ordinary items are bought
306in shops for cash, but unless they’re buying something really expensive or
307splurging out a lot of money at once, this won’t cost them any dough or
308threaten their livelihood. There’s no need to list all the ordinary, everyday
309items your character owns and nor should you worry about having to haggle
310over buying them: as long as you’re not short, you can buy pretty much
311anything that is available on the high-street, though the quality will be a
312refl ection of how much dough you have:
313○ Short: don’t even think about buying anything; if you’re short for
314too long, you won’t even end up owning the things you had.
315â—‹ 0 dough: everything you own is second-hand, old, outdated,
316forged, stolen, fake or a pirate copy; even when you buy new, it’s the
317cheapest and nastiest there is, i.e. burgers that are only 10% beef,
318shoes whose soles wear out within a month and so on.
319○ 1 or 2 dough: it’s ok, y’know, not great but not terrible; you buy
320cheap but not dirt cheap, just bargain cheap. Some of this is probably
321still fake or pirated, but it’ll pass muster on the street.
322○ 3 or 4 dough: we’re into proper middle-class territory now; you
323can aff ord to shop at places that aren’t on every high street, you can
324take a holiday abroad without having to save for years and if your TV
325or game console breaks down, you can buy a new one the same day.
326â—‹ 5 or 6 dough: luxury items are part of your everyday life; they
327might not be in good taste, but they are expensive. Membership at
328an exclusive gym, the complete premium channels package legally on
329your TV and private health insurance are all amongst the assets your
330dough can represent.
331â—‹ 7 dough or more: if you regularly have this much money, why
332are 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
333to drive, oh, and their college education? Paid for.
334You can assume your character is capable of doing the things represented by
335the above wealth bands without breaking a sweat; when you want to push
336outside your wealth band, however, that’s when you actually need to spend
337some of that dough. This won’t magically downgrade everything else you
338own, so your top-of-the-range 42†plasma screen TV isn’t going to turn into
339a 14†black-&-white cathode screen overnight just because you needed to
340buy some new wheels, but if it hasn’t come up before, you can no longer
341assume you have the former, as it’s more likely to be the latter, and over
342time, you’ll have to let go of your nicer stuff as you can’t aff ord the payments
343anymore.
344For example, Guard Dog has done well as the Bastion for his ‘hood and
345now has 4 dough burning a hole in his expensive, designer jean pockets,
346but then his ma gets taken ill; the waiting lists aren’t good for someone
347of her age with no health insurance, so he drops the 2 dough it takes to
348get her treatment bumped all the way up to ‘right now.’ That also drops
349Guard 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
350at 2 dough for a while, then he’s also going to lose most of the stuff he
351had when he was better off as he replaces it with cheaper models to save
352money.
353If you badly need something, but can’t aff ord it, because you don’t have the
354dough or because you’re short, you can go on the black-market to get what
355you need. When you ask around, you can acquire pretty much anything for
356a token amount of cash but everything on the black-market has the hot tag:
357each hot item in your possession adds +1 to your heat, but you cannot lose
358or shift this heat. As soon as you get rid of the item in question, the +1 heat
359goes with it.
360For example, Slippery Des, the local Go-Between in the ‘hood, needs a
361car for a deal he is brokering, but he doesn’t have the money for a clean
362one, so he asks around for a dodgy motor. His result is 8, so he has to
363pick two options: combining the last two, he has to repossess the motor
364from 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
365to the guy he’s repossessed it for afterwards: once he acquires it, he takes
366+1 heat, but he can’t take the heat off , as he is stuck with that heat for
367as long as the motor is in his possession. When he delivers the car to its
368fi nal destination, he loses the +1 heat associated with it.
369The two main things to be bought on the black-market are weapons and
370vehicles: weapons always have the edge or lead tag, ranging from +1 to +3.
371○ 1edge/lead: small and easily concealable, no-one will know you’ve
372got this on you unless they search you or have a very good eye.
373â—‹ 2edge/lead: larger and more powerful, these weapons create a
374distinctive bulge in your clothing that others in your line of business,
375or anyone in the business of law-enforcement, will notice.
376â—‹ 3edge/lead: too big and bulky to be concealed by any ordinary
377clothing, these must be either carried in a bag or hidden under the
378type of long, fl owing clothing that itself will attract attention.
379Weapons with 1edge can be bought anywhere for a negligible amount, so
380they don’t cost dough or threaten your livelihood; anything larger and you’re
381going to have to look on the black-market. The situation with guns depends
382on the law of the country the ‘hood is in: in the UK, anything with 1lead
383or greater is essentially only available on the black-market and is therefore
384always hot. In the USA, there is more legitimate access to weapons, but
385there is often a delay in acquiring them, not to mention that such guns are
386more easily traceable, so if you’re in a hurry, you’ll probably be looking to
387the black-market again.
388Vehicles are a little diff erent, as they have a range of tags that can be applied
389to 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
390have a price below 0 dough or have tags which have opposite eff ects, e.g. a
391car cannot be both fast and slow. The starting price for all vehicles is 3dough,
392which is then modifi ed by the number of good and bad tags they have.
393
394GOOD TAGS
395â—‹ Fast: this vehicle can easily catch up with or leave behind any
396other vehicle which is not fast or faster on the straight. For +1 dough,
397this can be upgraded to faster, in which case it has this advantage
398against any other vehicle which is not faster.
399â—‹ Tough: this vehicle can drive away from any one collision, but it
400will need repairs before it can do this again.
401â—‹ Roomy: there is space in here for several extra passengers and
402their baggage.
403â—‹ Agile: this vehicle can make tight turns, enabling it to shake off or
404pursue any vehicle which is not agile in the city.
405
406BAD TAGS
407â—‹ Hot: this is a stolen vehicle or one which has a history of involvement in traffi c off ences or criminal acts.
408â—‹ Slow: this vehicle can easily be caught or left behind by any other
409vehicle which is not slow on the straight.
410â—‹ Weak: this vehicle is a write-off after any collision; it cannot be
411driven off or repaired.
412○ Tiny: there’s no room in this vehicle for passengers or baggage.
413○ Stiff : this vehicle manoeuvres badly, meaning it can’t shake off or
414pursue any vehicle which is not stiff in the city.
415CAREER CRIMINALS
416Living in the ‘hood teaches you how to survive, but it changes you too; over
417time, your character will develop and gain new moves that expand their
418range of options. Mark experience when:
419â—‹ You restore your livelihood.
420â—‹ You pay cash.
421â—‹ Your debt reaches more than +3 with another PC (see below)
422Some unique moves also let you mark experience; see the playbooks for
423more details.
424When your debt with another PC rises to more than +3, reset it to zero and
425choose one:
426â—‹ Mark experience.
427○ Choose a move from that PC’s playbook.
428â—‹ Move an NPC from your payback box to theirs.
429â—‹ Swap all of your heat for all of theirs.
430â—‹ Make a deal with that PC: they must do what you want, but they
431can argue the toss over the precise terms.
432Whenever experience+heat reaches 5, reset experience to zero and choose
433one:
434â—‹ Choose a move from your playbook.
435â—‹ Take +1 in any stat (max:+2)
436â—‹ Advance a basic move.
437â—‹ Advance a move from your playbook.
438
439ЛиÑты перÑонажей
440https://drive.google.com/file/d/1iCQ9s-MlAZpkYXZBnq2edPLOO8JvWq4U/view?usp=sharing