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RED MARKETS
QUICKSTART RULES
Game Design: Caleb Stokes
Writing: Laura Briskin-Limehouse, Adam Briskin-Limehouse, Tom Abella, Jake Moffitt
Editing: Laura Briskin-Limehouse, Caleb Stokes
Art Direction: Kyle Carty, Kathryn Carty
Cover Art: Kim Van Deun
Interior Art: Przemek Lech, Kim Van Deun, Patsy McDowell, Christopher Cirillo
Graphic Design: Kathryn Carty, Kyle Carty
Special Thanks: 64 Playtester Survey Takers, Technical Difficulties, Role Playing Exchange,
Insert Quest Here, The Drunk and The Ugly, The RPPR Cult (GroupMe), and Sharon Abella.

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The Rules
It’s been five years since the Crash. There is no known
ThIngs to Know
It’s been five years - Most things of value from before
“patient zero,” no single starting point. The public the Crash are useless: cars are rusted, medicine
went from skeptical to pleading to evacuation orders is inert, and even canned food has spoiled. Almost
in less than two months and less than half of the everything worth having has already been salvaged
country made it to safety. and sold, or it’s too dangerous to go after...unless
Someone high up decided the best option for you’re desperate enough.
America was to pull back to the East side of the Half a land - At the peak of the Crash, a decision
Mississippi and hole up as best we could. Millions was made to collect all available military and
made it over, but millions didn’t. Millions like you, government assets and retreat east of the Mississippi.
left without help, without law, without hope. But you The river provided a natural barrier and allowed
kept it together and helped establish a new home for government forces to fight back, establishing the
yourself in the Loss with others who couldn’t get out Recession. A constant refugee crisis means things
in time. aren’t great, but they’re a lot better than anything west
It’s been five years, and you can’t do another five. of the Mississippi.
You’ve decided to become a Taker, willing to head out Ubiq - For a post-apocalyptic zombie wasteland, the
past the walls of your enclave to do the work of people wi-fi is surprisingly good. The Ubiq network provides
with money to spare. It’s dangerous work, but it pays. free wireless internet through a collection of routers
After all, the rent is still due.   mounted on solar-powered weather balloons. If you
can see sky, you’ve got a signal..
The Undead - They come in two varieties: sprinters
called Vectors, which ultimately turn into the stiff,
shambling Casualties after two to three days in Torpor.
All their bodily fluids are black with Blight. A“Hot”
infection from a Vector turns you in minutes, while a
“Cold” bite from a Casualty can take days.
Bounty - The government set up a system for
reclaiming property in the Loss after they reclaim the
land. Claims require a proof of death, with Driver’s
Licenses being the most common. The looted
documents of the undead have become the new
currency of the Loss: Bounty.
Retirement - The goal of saving enough Bounty to
get smuggled into the Recession.

ProfIt System
Red Markets uses the Profit System when a character
might fail an important task. First, the character
must have at least one point in a skill in order to —the
“+1 or it can’t be done” rule. Second, determine if
the skill require the player to buy-a-roll: does the
character have to spend something?

• Purely mental or social actions are free, but they


are one-and-done. Takers can’t try again, even if
there is time.
• Spend a charge to buy-a-roll if using gear
(something requiring ammunition, batteries, or
other disposable parts).
o If using a charged tool, players may spend
extra charges before the dice are rolled. Every
extra charge spent adds a +1 to the roll.
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• Spend a charge of rations for intense physical Vectors are people infected with Hot Blight: jacked-
actions. Players may spend additional charges to up speed freaks with a taste for flesh and blood
add a +1 to the roll for each extra charge. pouring out of every orifice. Like all their bodily fluids,
that blood is loaded with live virus, which replicates
At that point, players roll two ten-sided dice: in living bloodstreams and transforms others into
one Black and one Red. Add your skill rating Vectors minutes after contact. A hot outbreak can
and any gear bonuses to the number on the wipe out a city in a few hours.
Black die. If the modified Black is higher than Vectors aren’t actually dead, but their brains are
the Red, it’s a success. Otherwise, it’s a failure. overwhelmed by frenzy and heedless of injury and
Ties always go to the Market. pain. Losing a limb will only slow a Vector: kill them
If the dice (before any modifiers) show the same by taking out their head or heart.
number, it’s a Critical result. Even numbers are Eventually, the Blight burns out Vectors’ bodies and
Critical successes, odd numbers are Critical failures. they enter a state of Torpor. While they get cold, the
Critical rolls mean you’ve either succeeded or failed Blight takes over the body. In its Cold, undead form,
spectacularly, whether you’re in a fight, scavenging for the virus converts the tissue of the deceased into
loot, or negotiating the price on a job. Criticals ignore sinew, an alien nervous system and preservation fluid,
any modifiers from skills and gears; it’s all about the which puppets the body around. This corpse puppet is
natural doubles on a roll. a Casualty—slow, hungry, and their bites take longer
If you’re unhappy with your roll, you can petition to infect. The only way to stop them is to destroy
to succeed at cost. If there is a way to succeed that the brainstem where the sinews process signals.
makes sense narratively, the Market can offer you Individually they’re easy enough to put down. In a
the option. For example, if hacking an electronic group, they are a flowing river: eventually they’re going
lock, petitioning to succeed at cost could involve to wear you down.
taking harm as you use your body as a conductor to Water is a good metaphor for how Casualties
short out the lock. Or on a Mechanics skill check, the wander the wasteland. They flow downhill in the
Market may say you could succeed if you spend all direction of gravity and pool in areas of lowest
the remaining charges on your toolkit. It is always up elevation. They tend to be found around large
to the player to ask to succeed at cost. The Market population centers. They follow paths of least
always has final say on what it would take to succeed, resistance when not exposed to outside forces.
and the player has the final choice in accepting that And, like floods, they can suddenly overwhelm the
cost or not. unprepared.
Alternatively, players can use a point of WIL to
get out of a tight spot. WIL is one of your characters
potentials, but you can burn points during gameplay Takers
to give yourself a benefit on your rolls: Flip the dice A desperate job for a desperate world. People become
(so a B3-R8 roll before modifiers becomes a B8-R3), Takers for any number of reasons but most never get
downgrade a critical failure to a regular failure, or out of the job.
upgrade a normal success into a critical.
Finally, if you’re trying to succeed on a roll where
you have the time and ability to ask for help, you can Spots and GaInIng WIL
tap a Reference. Give someone a call who knows A Spot describes something about a Taker’s
better what to do. You’ll automatically succeed on any personality. Their Weak Spot is a persistent character
non-combat roll. But nothing is free in Red Markets flaw—no matter how aware and dedicated they
— tapping a Reference costs Bounty, and not every are to fixing it, it’s going to get the Taker in trouble
contact can help every time. If you owe too much to occasionally. A Soft Spot is something that would have
your References, they might not pick up the next time been a virtue before people turned into the shambling
you call. undead. It would be a great quality in a world where
compassion was still rewarded.
A Taker’s Tough Spot describes how they have
CasualtIes survived the past five years. Tough Spots come from a
set list of choices. Each gives the Taker a mechanical
Feel free to call them “zombies” if you want—but only
Bait call them that in the Loss. The Blight comes in benefit and drawback. See the character sheets for
two varieties: Vectors and Casualties. examples.

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Everyone starts the game with as much WIL as BurnIng Charges
their potential. To gain WIL during a job, a Taker has Bicycles wear out. Bodies need calories. Electronics
to follow a Spot into trouble. It can be any Spot (Weak, need batteries. Red Markets abstracts all this with
Soft, or Tough), but it must put the Taker and possibly charges — the number of times you can use a piece
their crew in more trouble. This can be proposed by of equipment before having to refresh it (replacing
the player or the Market. Whoever proposes to play a the spent charges with another clip, a new battery, a
Spot, the opposite number approves the play or not. granola bar, etc.) Basic uses of charges include:
Say yes whenever possible.
• Firing a gun (bullets)
HumanIty and Self-Control • Using armor (impact degrades protection)
A Taker’s mental composure is tracked along three • Electronics (battery life)
threats to Humanity: Detachment, Trauma, and • Rations for physical exertion (walking all day
Stress. Threats measure the ways the Loss can scrape or swinging a weapon)
away at a Taker’s well being. When something in the
game threatens a Taker’s Humanity, the Market calls Some equipment uses more than one charge per
for a Self-Control check. If the check succeeds, the use, and some can use extra charges for added
character holds it together. If it fails, the PC takes benefits. Those effects are noted on character sheets.
damage in that threat. The type of damage depends on Scrounged supplies can refresh charges, but expect
the type of experience: to be self-sufficient until you get back home. You get
your ADP potential in refreshes per game. You can
• Detachment: witnessing or inflicting pain upon refresh one piece of gear multiple times or several
teammates, loved ones, and other humans; when different pieces once each: whatever you need during
the Casualty bites someone else the job.
• Trauma: experiencing or fearing personal injury
or illness; when the Casualty bites you
• Stress: suffering financial & professional setbacks; Jobs
anxiety over persistent problems; fear of the same; Once you get more experience, you’ll have more
when the Loss bites your wallet options for how to earn a living, but for now you’re
going to have to get a Job. Jobs are one-shot contracts
The Market determines the amount of damage for good or services that someone is willing to pay for:
suffered by a failed check according to the severity of go find something (or someone) and bring it home
the experience. intact (or not), protect someone out in the Loss, or
maybe clear out Casualties from an area. In order to
Gear find a job, your crew is going to have to do some Prep
Buying gear in the Loss is one thing, but keeping it in Work.
working order is another. Parts need to be replaced,
batteries need to be charged, and guns need ammo. Prep Work
For every piece of equipment you own, there’s upkeep You need to hustle for work. Before you approach a
after every job. If you skimp on maintenance, you’ll potential client about work, each Taker is allowed to
have to roll to see if your equipment survives for the make a single skill check to learn one of the following:
next job. Deck yourself out with all the toys you want,
just know that it all cuts into the bottom line. On the • The existence of a job (“The Brutalists have an
plus side, you only pay the base upkeep for an item — extraction job.”)
any upgrades you add to it are one-time expenses. • The specifics of a job (“They need a server
filled with research data out of the old Ace
Pharmaceutical factory.”)
• The starting value of the job (“At base, the job
pays 11 bounty.”)
All vile acts are done to satisfy hunger. What type of skill check gets this info? Any skill that
--Maksim Gorki the player has and can make a reasonable case for. Do
they Network around town to see what’s out there? Do
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some Research to find a likely prospect? Persuade the Persuasion
bartender to give up some information? Pick a skill • Gain +1 on the Sway Tracker
and tell a story. The Market retains veto power, but • Incorporate one of the client’s spots into the pitch
good Markets want to say yes to cool ideas. for an extra +1 Sway
If you fail, you can tap a reference to get the
information (at a price of 1 bounty after the job is Sensitivity
done). Hearing about multiple jobs is good, but • Sacrifice your turn to make a Sensitivity check and
having more information on a job will be a big help in find out one of the client’s spots
negotiation.
Deception
Negotiation • Gain +1 on the Sway Tracker
Once you know what the client wants, it’s time to • Incorporate one of the client’s spots into the pitch
sell them on hiring your crew. You’ve got to drive up for an extra +1 Sway
demand for your services using Sway: make the client • Negate the client’s bonus for using one of your
think they need you to do this job. Find the price that’s spots against you
worth your risk and the client’s time. Hopefully, it
Intimidation
won’t get you killed.
• Sacrifice a turn to prevent the client from learning
more of your spots
LeadershIp Opens • Force an early end to negotiations and resolve
You want a negotiator with a lot of social skills
negotiation now
(everyone gets to participate in negotiations by
running a Scam, but someone needs to do the actual
talking). Your negotiator rolls Leadership and that
determines how long the negotiations will last. See The Sway Tracker
Negotiations are social combat between your crew
the Leadership Roll table below.
and the client. Clients are trying to hire a crew who
Whoever won the Leadership roll decides who can get the job done at the lowest price. The Takers
speaks first.
are trying to convince the client to pay as much as
possible. The Sway Tracker starts with you at one
NegotIatIon Round end moving up and the client at the other end moving
In each round, one side will roleplay their half of down (use a Black to represent the Takers and a Red
the conversation and make a skill roll (no tapping for the client on the track). The final resolution lands
of References here; only the negotiator is in the you at one of these prices for the job:
room). Unless a client holds back to try and read
the negotiator, they always succeed their check. • As a Favor: You fail negotiations so badly that you
Once each side goes, you move the dice on the Sway work for the Demand price and owe the client a
Tracker up or down, and then the round concludes. favor in the future.
In-between rounds, other members of your crew run • Buyer’s Market: You’re going to get the base
Scams to help you in future rounds of negotiation: Demand price for the job.
• At Value: You’re working for the full base price of
the contract.
• Labor: The client will cover your breakpoint
LEADERSHIP ROLL TABLE expenses as well.

Roll Results
Critical Success Move up 1 Sway to start, Rounds = Black/2
Success Rounds = Black/2
Failure Market rolls rounds in secret
Critical failure Move down 1 Sway to start, Market rolls rounds in secret

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• Hazard Pay: The client agrees to add on 1 Bounty ScavengIng
per Leg per Taker. Takers can scavenge from three things: the
• 100% Mark-Up: The client has agreed to double surrounding area, dead people, and dead casualties.
At Value cost of the job. Each option takes time to do the thorough job
• Expenses: In addition to everything else the client represented by making a Scavenging skill check. To
has agreed to pay you, they’re also going to cover scavenge the area, the crew can make one Scavenging
the Upkeep cost of all your gear. check per encounter, at the Market’s discretion.
Negotiator and client are never parallel until the Dead people have whatever gear the Market
end—when you get next to the client, you’re Heads narrated was on them before they became dead. If the
Up. Once you’re Heads Up, it’s not enough to convince Market didn’t specify what they were equipped with,
them how great you are—you need to Push. This the crew can make one Scavenging check per dead
means that if one of you is pushing with 1 Sway, the human (upto the number of Takers). The Taker can
other one needs to push back with 2 Sway in order to look for a specific tool worth 3 bounty in upkeep or
move the dice one way or another. How do you get that less, or bounty. Not both. On a success, they find the
extra Sway? With Scams. gear or the natural Black from the Scavenging check
in bounty. On a failure, they find nothing.
Scams Casualties are looted as a mob and only carry
Scams are flashbacks to the crew’s preparations to bounty. Takers can make one Scavenging check per
put one over the client. The negotiator uses the fruits mob, regardless of size. On a successful check, Takers
of the Scams to gain Sway or as bonuses on their find the natural Black of the check in Bounty on the
rolls. Team members are limited to one scam per mob. If they fail, they find nothing.
negotiation, and scams only occur between rounds. If a Taker critically fails a Scavenging check while
No Scams after the last round of the negotiation. looting Casualties, the Market rolls an Infection check
Scams are mainly used for the following actions. in secret. This is why Latents and Immunes have job
security with Taker crews.
• Intelligence Gathering: the scammer learns one
of the client’s Spots
• Price Manipulation: the scammer’s actions
Haul
Haul is an abstract measure of how much stuff a
add bounty to the equilibrium price equal to the
Taker can carry. One haul is one unit of stuff you can
natural Black of their check
sell; each Taker can carry their STR potential of haul.
There are still useful things Takers can bring back
The specifics of each method will vary based on the
home. But you don’t sell one pen in the Loss, you have
skills of the character and the creativity of the player.
to sell one haul of pens to make a profit. Some gear,
Scams occur before negotiations even start, so Takers
such as vehicles, drones, or animals, increase a crew’s
can spend References on their failed rolls.
Haul.
LeadershIp Closes
After all the negotiations are complete, the negotiator
makes one last Leadership test. If they succeed, the
Combat
Of course, not everything can be taken back to the
Black die moves up to the Red die for the higher
enclave and turned into bounty. At least not without a
price. If they fail, the Red die moves down to the lower
fight.
price. This is the last chance the players have to walk
away from negotiations: if the price just isn’t good InItIatIve
enough, they can go look for work elsewhere. But prep Players each roll a single Black die and add their
work and scam rolls don’t refresh. The crew is stuck SPD. The Market rolls one Red die for every Market
with what it can find. force (i.e., bad guy) in the fight, to a minimum of the
number of PCs. The players keep their own modified
score, and the Market assigns the Red dice to the
Out on the Job individual Market forces (discarding any additional
Once negotiations are finished, it’s time for the crew dice). Characters act in order from highest to lowest,
to head out, over the Fence. Outside the Fence, in the with ties acting simultaneously. One cycle through the
Loss proper, dangers and opportunity await. full initiative order is one round.

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Types of ActIons Task
When the fight starts, you’ve got four types of actions Task actions require a long time and a lot of focus
available: tactic, twitch, freebie, and task. relative to to other combat actions (e. g., picking
a lock, hotwiring a car, bandaging a wound). For
task actions, the Market quotes the number of
TactIc
uninterrupted combat rounds required to make a
A tactic is a planned action (relatively speaking). You
check OR the number of successful skill checks
get one of these per round, and it covers things like:
required to complete the task (wait to roll OR roll
• Firing a weapon
and add). According to the Market’s judgement, some
• Making a Melee/Unarmed attack
task actions can be interrupted while other may not.
• Drawing/holstering a weapon
Freebies can still be taken during a task action, but
• Running to cover
tactics and twitches cannot.
• Refreshing gear (including weapons)
• Full defense (trading your tactic for a second
twitch) Combat SpecIal Maneuvers
• Full offense (converting your twitch to a second Presented below are several options for combat.
tactic at the end of initiative)
Cover
Tactics take place and are resolved in initiative Characters in cover cannot be attacked as long as they
order. are in cover. Characters are out of cover if they attack.
Twitches can be used to return to cover. A tactic or
TwItch twitch must be used to move to cover if the character
A twitch is about unplanned actions (think doesn’t start out there.
“reactions”). It’s also limited to once per round, and
can involve:
Called Shot
• Roll Athletics check to dodge attacks or get under Player declares a called shot on their tactic and moves
cover to the end of the initiative order. If the Taker’s twitch
• Block an incoming Melee/Unarmed attack remains unspent, the Taker makes a check and cannot
• Recover from knockback spend extra charges to hit their target. On a success,
• Quick draw an item by dropping previously-held the player can dictate the narrative of the success, up
gear to & including the death of the target.
• Use gear-specific features like quick reload
FIrIng Into Melee
A twitch is entirely defensive, but can be done at any Players cannot spend extra charges for bonuses on
point in the initiative order. If a character is attacked their rolls to hit. Failure hits an unintended target.
outside of cover and has already used their twitch, the
attack automatically succeeds. Flank
To hit an enemy in cover, they must be flanked. This
FreebIe requires either an Athletics or Sneak test to move
Freebies are intellectual and verbal actions that can into position. If either test fails, the Market’s Forces
be carried out while performing tactics and twitches, get to declare a free attack. Dodges can be attempted
or whenever the Taker chooses. Characters get one normally if the Taker has a twitch left. If an enemy
freebie per round, such as: moves to flank and isn’t stopped, the Takers they
moved against are no longer considered in cover.
• Foresight check to gain tactical information
• Awareness check to spot something Reload
• Shouting or whispering, or using other CHA-based Refreshing charges costs a tactic.
skills
• Self-control checks as called by the Market RatIons In Combat
• Command using Profession: Animal Handling or Melee/Unarmed attacks, Athletics, and Resistance
Profession: Drones checks require a charge from rations, representing the
food that the PC consumed prior to the scene.

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Additional ration charges add a +1 to the roll at with the hit location chart on the character sheet.
a one-to-one basis. Rations can be topped off with Spend 9 charges blasting away with a gun to turn a
Refresh and do not require an action to do so (it is B1/R6 into a B1+9/R6 success? Great, but it’s still
presumed that the PC ate prior to exerting calories; just one damage done to the left arm. The same dice
PCs do not stop in the middle of a fight to eat beef are used to calculate damage on failed rolls during
jerky). If a character runs out of rations, they cannot twitches. If a PC fails an Athletics check with B5+3/
buy-a-roll for physical skills until they refresh charges. R9, five points of damage goes to the torso; the
A full combat round resting will restore charge equal damage doesn’t go up on account of the Taker wisely
to the character’s speed, but they cannot rest again trying to get away with extra rations charges and
until they use up their new charges. skill. Fail a dodge on B9/R9? Ouch. That’s 18 points
of damage to the chest (9 damage to hit location 9,
Movement/DIstance doubled by a critical failure).
Distance and range are very abstracted in Red Just remember, the damage and location is always
Markets. Distances are measured by what is determined by the natural result of the Black and Red.
narratively convenient (which is different than what is Success and failure of checks is still determined by
personally convenient). When performing an action in skills, charges, and other modifiers.
which time, distance, and speed is a factor, players can
ask the Market to describe the stakes as much as they
deem necessary. Trust the Market to quote reasonable Types of Damage
distances and plausible times that keep combat There are two types of damage: Stun and Kill,
exciting. determined by the weapon used. Stun damage
constitutes bruising, numbness, blunt trauma, muscle
HIt LocatIons and Damage fatigue, and scrapes. Kill damage constitutes broken
In Red Markets, the amount of damage inflicted is bones, punctures, lacerations, poisoning, and serious
determined by the natural Black roll, and the location internal injury. Indicate Stun damage with a diagonal
is determined by the natural Red. Damage is tracked slash ( / ) in a box. Indicate Kill damage with an ( X ).

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Every character has 10 hit boxes per location, (Shamble) away from the group. The zombies will
with the exception of 20 in the torso. Stun or Kill attack at the end of the third round.
damage inflicted to a location already filled with Stun The undead are slow. They always go last in any
damage becomes Kill damage (turn a slash into an initiative order.
X). When a location is filled entirely with Killing, the If Shamble reaches one and mass remains, the mob
consequences get more severe. attacks the character they just reached. Players may
use a tactic or twitch to make an Athletics check and
HealIng avoid the grappling horde. If the check fails, damage
Characters with Profession: Doctor or First Aid is done just like in regular combat. A Black die’s
and the proper gear can heal some damage done in worth of Kill damage is done to the Red hit location
combat. A successful check heals a number of Stun (and the Market must make an infection check). If the
boxes equal to the natural Black of the check (spent player has no actions left and the mob still attacks,
charges just indicate a greater chance of success, not the Market rolls the dice and damage is calculated the
better medical skill). Kill boxes are reduced to Stun same.
boxes at the same rate, meaning 2 profit is needed for If the mass is above one during an attack, the
every Kill box completely removed. Market has a choice. They can add +1 to the damage
A Taker can make only one successful First Aid for every additional zombie, or they can ask the player
check per location, though another check may be done to make a test against knockback. If the Market
by another character. In either case, the one-and-done chooses knockback, the player makes a Resistance
principle applies. The only way to succeed a failed check, adding any bonuses from additional rations
First Aid check is to succeed at cost, by using a point spent. On a success, the character manages to avoid
of Will or, if time and technology allows, tapping a being dragged to the ground. On a failure, the mob
Reference to consult on the procedure. piles onto the victim.
Beyond that, healers can’t take any more action on
a body part until it is filled with brand new injuries.
Additional treatments require the care of a doctor and DamagIng CasualtIes
rest in a safe place. Casualties don’t take damage traditionally: anything
that isn’t a headshot has little effect.
However, since Casualties can’t do much besides
Death walk straight towards their target at a slow pace, it is
Filling the torso or head (locations 7-9 or 10) with much easier to score a headshot then it is on a human
Kill damage kills a character through cardiac failure, target. Called shots aren’t necessary. Furthermore,
blood loss, brain trauma, or some combination of all decay of muscle and bone tissue means any Kill
three. damage to the head is enough to put the zombie down
for good.
To reduce the mass of mob by one, a player needs a
CasualtIes successful attack. That’s it. Just one successful attack
kills a casualty... but it only kills one. Easy headshots
Casualties come in two sizes: mobs and stampedes.
Both types use the same stats, but we’ll deal with don’t mean much when dozens of monsters are
mobs first. Groups of Casualties are generated with attacking at once. As Takers say, every kill is easy until
two numbers: the one that bites you.

• Mass: determined by Black, this is the number of


individual Casualties in the mob. As Takers make
Vectors
Vectors are faster and stronger and tougher than
headshots, mass goes down. humans. You can fill a Vector’s leg full of lead, but
• Shamble: determined by the Red, this abstraction they’re barely going to slow down. Vectors only go
of distance measures the number of combat turns down if their torso or head are filled with Killing
before the Casualties reach the nearest player. damage. And unless you cap that Vector in the head
Shamble can be altered by the movement of PCs. after filling the torso full of damage, they will get back
up as a Casualty sometime later.
If the Market needs to know how many Casualties Good luck.
are in a grocery store, roll the dice. B6/R3 means
there are six undead (Mass) roughly 3 combat turns

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The Market’s SectIon
Welcome to Red Markets, where the world has ended
Third, take a look at the Legs and Job writeup
that we’ve provided. Red Markets provides a lot of
structural help in running game sessions, and you’ll
but the rent is still due! This guide walks you through need to be familiar with the challenges your players
how to prepare for running the included one-shot will face during play. These guides are designed with
game, how to help your players learn the rules, and you in mind: you need to read them ahead of time, but
advice on how to handle unexpected events at the hopefully you also find them helpful to have on hand
table itself. when your group is actually playing.

STOP. Go and read:


PreparIng for the game • The Rules Handout,
• The Characters
Read everythIng • The Job Description
First, read through the rules handouts we’ve provided.
You’re going to give these to the players, but they also
contain explanations on the setting and most of the Study NegotIatIons
mechanics for the game. They should provide a solid Now that you’ve read over the material, we
foundation for what to expect recommend you go back and study this section the
Second, take a look at the character sheets provided. closest. This portion of the game can be the trickiest
Along with the rules packet, these are going to be the for both GMs and players to learn. Being clear on how
first things players see. Get familiar with the character it works will help you guide players through it for a
sheet itself and the archetypes that we’ve created for fun experience. It is also a good place to draw players
your players — it’ll make it easier to imagine how into creating some of the setting and get them using
your players might act and situations that might arise an NPC’s Spots before they need to use their own to
during game play. regain WIL out on the Job.

12
Game NIght Prep of the place are up to them to create (particularly
Here’s your session checklist: during prep work and scams as part of the Job
negotiation). This is probably a good time for
Necessities everyone to introduce their characters, and any
• Dice (or an app): 2d10s, one Black and one Red, personal spin the player wants to put on what’s on
one pair per player the character sheet (3 min).
• Character sheets • Finding Work: now that we have the location and
• Quick start printouts: 1 per player plus you the characters, we can start learning about how
• Negotiation/Sway Tracker jobs and negotiations work by playing through the
• Map of the Job, either in printed or electronic prep work and negotiations for the Job (40 min).
format • Leaving Telluride: it’s not like they’ve never set
• Printouts of the Job foot outside the walls before, but it’s still a moment
for them, so play it up. Feel free to roleplay a
Comforts tearful farewell from a Dependant, or foreshadow
• An extra rules printout or two something you know will come up in a Leg or the
• Pencils/pens/dry erase markers for the group Job. Call for a Self-Control check against Stress.
• A tablet, dry erase surface, or scratch pad for They’re about to walk out into the Loss (2 min).
when you need to draw a diagram • Review During Game Play: the final sections on
Humanity, Combat, and Casualties will come up
Luxuries naturally (or not) depending on the choices the
• Index card-size printouts of loot/extra gear players make and the luck of the dice. Depending
• Poker chips or glass beads to track character’s on your mood and the way your players handle
WIL problems, you may very well make it through the
scenario without ever having to look at the combat
rules (Humanity and Casualties are more likely
ExplaInIng the Rules to come up, but even then your players might get
lucky). Regardless, we recommend waiting until
We’ve built the quickstart rules around a tutorial
the situation comes up in-game and then reviewing
model: you learn a little something, then you get to
the rules together (180 min).
use what you’ve learned, then you get to learn the next
thing. If your players have the time and inclination to
Beyond what’s in the rules and the notes here, we’d
read through the entire rules set ahead of time, more
like to recommend that you let common sense and fair
power to you. If they’re looking over everything for
play settle any questions or outside-the-box requests
the first time at the table, here is how we recommend
that you might come upon at the table. Come up with
walking them through the packet (estimated times in
a house rule and keep it going until you have time
parentheses):
afterwards to look up the official rule (and even after if
you like your rule better).
• Get Started: read over “Things to Know” and
“Profit System” to give the players their first
introduction of the setting and the core mechanic
of the game. Make sure everyone understands how Rules of Thumb
the dice work and everything else will go much NegotIatIons
more smoothly (3 min). Negotiations should be a tense and engaging opening
• What Every Player Wants to Know: review the to the game where the crew worked together as
“Casualties” and “Gear” sections so the players a team to secure a solid payday. When not done
all understand what they’re getting into, and how properly, they can leave players feeling confused and
their tools can (and can’t) help them get out of drag down the start of the game. With that in mind, we
trouble (5 min). wanted to provide some advice.
• Telluride: once they have some of the basics
down, the players can take a break as you tell
them all about Telluride. Give them a quick history
PushIng Up and Down
Negotiating in Red Markets is about two sides wanting
of the place, the broad ins and outs of the different
opposing things and using their social skills to push
groups there, and let them know that the details
against the other towards the thing that they want.
13
The players use their skills to convince the client to become heads up this round, the final position of
give them the job. At the same time, the client is using the dice will be based on the relative Sways of the
their skills to convince the crew to take the job for as negotiators. Remember opposing sway cancels
little Bounty as possible. each other out:
Both the PCs and the client use Spots to make o Black 2, Red 1: Black die moves up one space,
themselves more persuasive. Knowing the client’s Red die remains in place
Spots can give you an edge as you ingratiate your o Black Equals Red: Black die remains in place,
way into their good graces. To start, the crew doesn’t Red die moves down one (ties go to the Market)
have positive or negative Rep Spots, but anything o Black 1, Red 2: Black die remains in place,
earned during the job would affect their Negotiations Red die moves down once space
for the next job. A positive Rep Spot can be used like • Gifts: in addition to the Takers’ Spots, the Client
experience on a resume or to show good character has an extra spot available to them — the Gift
while negatives spots highlight past bad acts. From spot. The Market can only offer a single gift to the
either direction, the end result is the same: pushing crew in any one job negotiation, and it should be
the final price of the job. of moderate value (e.g., no cars) and utility to the
crew. It may be gear the Takers need to complete
Scams the job or just something valuable the Client has to
A lot of players have trouble with the freeform nature offer. Either way, the Takers cannot resist the extra
of Scams and what to do to help out the negotiator. sway from a Gift Spot.
The short answer is “be creative,” but for folks who
want more structure or need pointers, we’ve come up
with a few suggestions:
Out In the FIeld
ScoutIng Ahead
• Unarmed or Intimidation - rough someone up Players often want to send someone to scout ahead
in order to get them to tell you about the client of the main group (not least of which because one of
(Intelligence Gathering) the characters is listed as a “Scout”). Something for
• Shoot - go hunting; bribe someone close to the the GM to keep in mind is that scouting ahead does
client into telling you about the client with the not get around the one-and-done rule. Players may
meat from the hunt  (Intelligence Gathering) argue that since the scout is separate from the rest of
• Athletics - Carry off supplies to decrease the the group, the scout can make an Awareness check on
enclave supplies and drive up the equilibrium price Legs and the rest of the crew can do the same when
(Price Manipulation) they catch up. But the presence of the scout triggers
• Awareness - park yourself in the Enclave’s whatever happens on a Leg. Once the rest of the crew
watering hole for the day and see what kind of catches up, any rolls they make are to notice the new
chatter you can pick up on (Intelligence Gathering) situation, the one altered by the scout’s presence
• Scavenging - dig through their garbage for (whether or not they succeed a Stealth check.)
clues  (Intelligence Gathering) It should be noted that a Scout on their own does
have a certain opportunity to engage with a situation
without their co-workers’ knowledge — the exact
Sway Tracker amount of “free time” before everyone else arrives is
Some considerations for the Market to bear in mind up to you.
when using the Sway Tracker:

• The Market Doesn’t Roll: like everywhere else in Match RIsk to Reward
Red Markets, the Market doesn’t roll to determine When in doubt, make sure that the risks the players
whether an NPC performs an action — the client take align with the potential reward they seek. It’s
just gets a Sway every round they don’t spend great when players come up with a clever workaround
reading a Taker for their spots. This is balanced for a problem, but it’s better when they really have to
by the Takers’ ability to run Scams between overcome obstacles in order to earn their reward. Ain’t
Negotiation Rounds, which the Client doesn’t get no such thing as a free lunch — if something good
to do. suddenly appears, make sure there’s something risky
• Mind the Gap: when there is a gap between the or dangerous nearby for them to get past.
two negotiation dice (e.g., Black on “Labor” and The converse is also true. If players are taking a
Red on “100% Mark-Up”) and the dice could risk, try to think of ways to reward them. Keep in mind
14
that rewards are not limited to gear or bounty either. • Fight: the character attacks the nearest enemy
They could earn themselves a positive Rep spot, a free with screaming, suicidal rage (literally screaming:
Humanity heal, a favor from a Contact, or anything the attack counts as being loud). The character
else you think a character would find rewarding. will continue fighting and screaming even after
having killed the enemy and will only stop when
HumanIty teammates can physically pull them away from the
Humanity refers to the general state of a Taker’s scene. Fight invites Trauma checks for co-workers
mental health, their ability to stay a person, or imitate witnessing the brutality.
who they used to be. It’s not enough to keep from • Flight: the character immediately bolts from
getting bitten and earn your rent: you have to keep the source of the latest terror, even if it means
being a person, too. Red Markets tracks threats to heading into greater danger. Co-workers will be
Humanity in three ways: Detachment, Trauma, and ignored, loot can be dropped — anything to get
Stress, which can be summed up as: away from what they just witnessed. The character
may emerge in the following scene, not knowing
• Detachment is when a Casualty bites someone
how they got there. Flight invites Detachment
else
checks for co-workers, as they have suddenly been
o Detachment is all about having to choose
abandoned in a time of need.
between seeing other people as people or as
• Freeze: the player can take no actions for the
objects because it hurts too much otherwise.
remainder of the scene. The character may
If the character needs to ignore another
completely freeze, or wander aimlessly (even
character or NPC’s pain in order to avoid
through combat), or start muttering about some
mental damage, the Humanity track under
banal irrelevancy from their life before the Loss.
threat is Detachment. Leaving other people to
The Freeze will continue until their co-workers
Casualties is a Detachment threat.
can get them to safety. Freeze can threaten Stress
• Trauma is when a Casualty bites you
checks in co-workers during combat, as they have
o Trauma is all about physical pain and the
to manage the now helpless player.
threat of force. Anything that could threaten
the character’s life (or limbs) is a Trauma
threat. Particularly egregious violence directed Combat
at others also counts as most people are Full hit locations: The rules in the full game are more
empathetic enough to picture it happening to complex, but for now:
them. Large numbers of Casualties coming • If a hit location full of stun damage and takes more
towards you is a Trauma threat, but so is a damage of any type, convert the stun into killing
bandit with a gun to your head. damage.
• Stress is when a Casualty bites your wallet. • If a hit location full of killing damage takes more
o Stress is all about seeing the slow bleed out damage, the excess goes to the torso.
happening. When something threatens a o An exception to this is the head. If the head is
character’s ability to pay for food and shelter full of kill damage, the character is dead.
(for themselves or their Dependents), that’s o The second exception is if you’re dealing with
a Stress threat. This could involve having Vectors. Vectors hit for more damage in a full
to sacrifice gear since that could be vital to location do not take the extra damage in the
doing a job later. It could involve passing up a torso.  
lucrative job opportunity. Or it could be leaving
valuables behind due to Casualties.
InfectIon
When life in the Loss threatens Humanity, players If a character isn’t Latent or Immune and critically
make a self-control check to hold it together on one fails a Scavenging check on Casualties or receives Kill
of these tracks. Success means they hold it together damage from a casualty or Vector, then the Market
(though for particularly bad events, they might still rolls an Infection check in secret. The Market rolls
take damage), but failure means they take damage on Black, adds the character’s STR, and then rolls Red.
their Humanity track. If a player manages to fill up the WIL cannot be used to shift results.
first five boxes in a single Humanity track, they crack,
and must immediately choose one of the following
reactions:
15
On an infection check:
• If the Red is higher than Black + STR, the
character is infected.
• If Black + STR is higher than Red, the
character is uninfected
• If it’s a critical failure, the character is naturally The great use of life is to sp
Latent. end it for
• If it’s a critical success, the character is something that will outlast it.
Immune.

Example References -William James


Sticky, best pickpocket in the enclave
Wired, local hacker
Tool, mechanics wiz - if they can’t take it apart and put
it back together better than before, nobody can
Doc, medical consultant available over Ubiq
Kowloon - architecture student-turned-Taker, retired
but still answers calls on pre- and post-Crash building
design

16
NegotIatIon Example Round 1
Cosmic: Hello, Miss Matlab?
Market: You know your client is Matlab, who has an
Market (as Matlab): Oh, please, just “Matlab” is fine.
extraction job. Who’s going to be the negotiator?
And are you *the* Cosmetologist, or…?
[the team point to the Cosmetologist]
Cosmic: “Cosmic” for me.
Ok, roll Leadership.
Matlab: Oh, of course! (jaunty laugh)
Cosmetologist: I’ve got 8 on Black and 4 on Red,
Cosmic: (jaunty laugh)
which becomes 11 over 4 with my 3 points in
Market: ...and you keep laughing fakely as though you
Leadership, right?
hadn’t both done a lot of research on the other person
Market: Yep, and 11 divided by 2 comes out to 5
before this meeting. Roll Persuasion for your jaunty
rounds. Where are you meeting Matlab?
laugh.
Cosmic: Let’s do this on her turf to set her at ease.
Cosmic: Got a... 11 black over 7 red.
Market: Alright, she’s found space in the old main
Market: Yep, that’s a success for you, so you guys
branch bank in Telluride, which has been dedicated to
move up one spot on the tracker. Matlab moves down
storage. The boards on the windows date back to the
one spot even without a roll, because the world is not
start of the Crash, and while it’s still messy inside, you
fair in the Loss. Now, it’s time for a flashback to … who
can tell that a lot has been cleared away. Do you want
wants to run a scam?
to go first or second in negotiation?
Cosmetologist: What’s the difference?
Market: Do you want to respond or do you want to
lead?
Cosmetologist: I’ll go first.

17
Scam 1 in real coffee for customers flush with cash.
Embalmer: I want to manipulate the price. Market (as Java Steve): My friend, how are you?
Market: Ok, what’s your idea? Looking good, Tech!
Embalmer: I’ve got this drone with a camera, can I Technician: Feeling good, Steve! How’s everything
make a roll with Drone Operator to make an ad for here?
LifeLines talking about how we’re the only crew good Java Steve: Very busy, we just got a shipment from our
enough to survive in the area? special supplier in.
Market: Alright, Roll Drone Operator. Technician: Man I’d love one… but I was wondering
Embalmer: B5 under R10, with my bonus. I guess if you had heard anything about Matlab, the latest
I spend so much time shooting footage I don’t get it addition to our little community?
edited and up before the meeting. Java Steve: Oh, my, yes, she has ordered a lot of
Market: Do you want to spend a Reference? drinks this week. Sure I can’t get you one?
Embalmer: Uh… no, I’ll just fail. Technician: Work first, unfortunately.
Java Steve: She’s been taking all kinds of meetings
Round 2 at the back corner booth by the windows. She’s very
Market: Okay, Cosmic, how are you going to talk up hands-on you know — doesn’t like anyone who sits
your crew and their good work. behind a desk and orders others around.
Cosmic: Matlab, I wanted to start out by telling you Technician: Well, that is good to hear. If this job works
how deeply committed my crew is to our work and out, you’d better believe that I’ll be back for a latte.
fulfilling our clients’ needs. Java Steve: Alright, we’ll keep the frother warm for
Matlab: Well, I do appreciate hearing that, and hope you.
we can come to some sort of arrangement. Market: So from Java Steve, you have learned Matlab’s
Cosmic: Alright, continuing with the firm Weak Spot: Dirt Under Her Nails. Put Java Steve
professionalism and I roll… B5 over R6, but I have 3 down on your character sheet under “References” and
points in Persuasion, which makes it B8 over R6. mark the “Needy” box.
Market: Matlab is going to spend her turn sizing you Technician: I’ll come back and buy a fancy drink from
up to learn one of your Spots, so your die will move up him once we get paid.
the tracker to “Labor” but she’s going to stay put this
turn. Round 3
Cosmic: But she can use that against me the next Cosmic: So how do I use the Weak Spot?
turn? Market: Work it into the conversation.
Market: Yep. Cosmic: You know, there might be some flashier
operations in town, but we’re smaller because we’re
Scam 2 the ones doing the work. We don’t waste money
Technician: We want to learn one of Matlab’s spots, on extra people who get to stay behind the walls —
right? Can I use my dog to do a little snooping? every one of our team puts themselves in danger to
Market: What did you have in mind? complete a job, myself included.
Technician: My dog has a camera on it, maybe I can Matlab: I do like groups with lean overhead.
have him snoop around her office when she’s not there Cosmic: I’m looking at a B7 over R6 on my Persuade
looking for clues? roll. What is Matlab doing?
Market: Alright, give it a try. Market: She’s going to learn another of your Spots.
Technician: And… that’s a B2 over a R9, so a fail. I Cosmic: So now she’s got two of our Spots?
guess Matlab didn’t leave her diary open on her desk. Market: Yep. You’re heads up with her now and have
Can I tap a reference? gotten yourself up to “100% Mark-Up”, but she’s going
Market: Absolutely — who do you know in town who to be able to push very hard in the last two rounds of
might have information on Matlab? negotiations.
Technician: I want to talk to the owner of the last Cosmic: But we’re at the top of the sway tracker —
remaining coffee shop in Telluride, because he knows how hard can she push?
all of the latest rumors and gossip around town. Market: If you fail to learn her other spots, fail in
Market: What’s his name? the negotiation rolls, and fail your final Leadership
Technician: Uh... Java Steve. He’s great at making roll, you’ll be offered the job at “Buyer’s Market” — 8
beverages out of substitute ingredients and smuggling Bounty for the job.
Cosmic: What’s the best we can do?
18
Market: If you win all those rolls instead, you’ll be Market: What do you tell Matlab?
offered the job at Expenses, which means you’ll be Cosmic: I go on a tear about our exploits in the Loss,
offered… 108 Bounty instead. embellishing them with details to make us sound even
more effective, but only things that she won’t be able
Scam 3 to check up on later.
Cosmic: Alright, team, let’s focus on getting those last
Spots for Matlab, else... I’ll try to close negotiations Scam 4
before she can push us down too far. Market: Alright, Mortician — what do you have for us?
Attendant: I’m the scavenger, so I would have used Mortician: So Java Steve said that Matlab has been
Scavenge in my scam — I rummaged through her taking a lot of meetings with people — I want to find
garbage to see what I could learn someone and threaten them into telling me about her.
Market: Sounds good — roll it. Market: Great, who are you going to intimidate?
Attendant: That is a B5 over R2, success. Mortician: I want to find the weakest person that she’s
Embalmer: Wait, those are natural doubles — that’s a met with and grab him in a dark alley.
critical success. Market: That would be Smokey, trying to establish
Market: Indeed it is — while you’re rummaging himself as a Taker. Being a Latent means you’re more
through her garbage looking for clues, you find some noticeable, so first you’re going to have to make a
broken electronics that she’s thrown away. You know Stealth check.
there’s someone in town who will either be able to get Mortician: B4 over R5; I will use a point of WIL to
it up and running or pay for scrap, so that’s worth an flip and remain unseen. I’ll rush him in the alley and
extra Bounty. throw him up against the wall.
Attendant: And what do I learn about Matlab? Smokey: Holy shit, man, what do you want?
Market: You find a pad of paper with notes from some Mortician: I hear you had a conversation with Matlab.
of her meetings. She makes a lot of comments about What do you know about her?
a few people that she has spoken to who are trying to Smokey: I never talked to her, man! We were bidding
act overly-righteous and trying to curry favor with her, on that extraction job, but she wouldn’t let us in on
which she didn’t care for. You put together her Soft what the job was. We needed more information but
Spot: All Money is Blood Money. she was keeping her cards too close to her chest. She
said how she can’t have anyone beat her to the job!
Round 4 Market: So you found her Tough Spot, First to
Cosmic: What’s so important for our team is the work Market. Matlab is anxious that someone else will
itself, because that’s how we can improve Telluride swoop in and grab it first. And now, for the last round.
for everyone. It’s a dirty world out there, and we all
understand how certain actions have to be taken to Round 5
ensure success on a job, which means survival for us Cosmic: We understand that discretion following a
all. We place a premium on that level of delivery. job can be as important as getting the job done itself.
Matlab: That is good to hear, but I hear a lot of things We pride ourselves on our ability to bring back the
around town, and I’m most interested in what people goods quietly, without mess, without anyone knowing
can actually deliver. Some people have a reputation for anything has happened.
letting their mouths run a little ahead of their abilities. Matlab: Discretion is important, but so is the ability
Matlab knows your Weak Spot is “Arrogance”— that to deliver on the job — I want to make sure that you’re
your mouth writes checks that you team won’t cash. capable of making the tough decisions..
Roll for Persuasion. Market: Matlab is playing your spot Can’t We All Be
Cosmic: Ooh, B5 under R6, even after my Persuasion Friends, and saying that you’re going to go soft if you
skill is added. run into other people on the job.
Market: Your Sway is 1 because you used the Soft Cosmic: And… B5 over R9 for a fail… I’m going to
Spot, but failed your roll. Matlab will have 2 Sway and hope I pass my Deception check against her and save
push you down the Sway Tracker by one unless you my WIL for the final leadership test.
use WIL, or succeed in a Deception check. Market: Let’s see your mad lying skills again.
Cosmic: If I fail the Deception check, I can use the Cosmic: B8 over R7 — I am the Lying Queen! I double
WIL to flip it anyway — B10 over R6 on Deception down on all those stories I embellished and add
because I am a great liar. details about hard decisions we had to make.

19
FINal LeadershIp check Cosmic: B9 over R10, which I will flip with my one
Market: Ok, make your closing pitch to Matlab for that point of WIL for a success.
sweet, sweet Expenses payout. Matlab: Well, Miss Cosmic, I must say that I’m very
Cosmic: We are professionals dedicated to improving impressed with you and your team, and I do agree
not only our lives, but those of our clients and the about the challenges of the work and the importance
Telluride community. We have a solid record of on- of what needs to be done.
time delivery and know how to do so without being Market: And with that, you have secured for your
splashed all over Ubiq. I’m certain that if we can agree team a big payday of 108 Bounty at the cost of a
on an appropriate price, the goods you desire will be reference and a few points of WIL spent — hopefully
in your hands in no time. you won’t need that to avoid a Casualty bite when you
Market: Roll that beautiful Leadership check. actually set out past the walls.

20
GEAR
Presented below is a selection of gear and equipment.
Much of the gear presented in the sample adventure
has been upgraded in some way, though for the
purposes of future game sessions and acquisition,
these boxes have been left blank.

21
22
23
24
25
26
27
28
Enclave: TellurIde, CO
By Laura Briskin-Limehouse and Jake Moffitt
Now, Telluride is tense with divisions. Civvies
who stayed during Raider rule are split between
those grateful the Goats didn’t abandon them and
those resentful it took so long. Some of the Goats
sympathize while others resent the lack of gratitude.
HIstory Rangers, civilians who went with the Goats, are
Pre-Crash, Telluride was a small ex-silver mine town
betwixt and between political groups, seen as
of a couple thousand artists, skiing enthusiasts, and
‘reservists’ by the Goats and ‘military’ by the residents
hippies nestled in a box canyon in the Rockies. During
left behind.
the Crash, the Mountain Goats, a company of the
The original town officials were executed by the
10th Mountain Division, US Army, retreated to the
Raiders on the first day. That leaves military officers as
town with the refugees they were protecting. After
the only available leaders. A lot of Civvies are fearful
Gnat’s Whisper, the town realized there would be no
of the black ops tactics the Goats employed and worry
help coming. So, permanent residents, town officials,
they’ve traded one set of Raiders for another.  The
soldiers, tourists, and refugees came together to fortify
town is trying to heal these rifts by working towards
against the stampedes of Casualties they were sure to
an expansion into Mountain View, their sister town on
come. But, when trouble came, it was in the form of
the other side of the mountain.
Raiders.
The Raiders successfully drove the Mountain Goats
out and into the mountains. The Goats took as many Defenses
civilians as they could and promised the rest they’d Mountain terrain surrounds the city on most sides.
be back after finding reinforcements. Reinforcements Colorado Route 145 from the west is the only route
turned out to be training the civilians who retreated in for most ground vehicles. Skilled drivers with off-
with them, hiring a couple Taker crews, and one long road vehicles can make it to town through Imogene
night of stealth and assassination after months of Pass. Black Bear Road, with its famously difficult
infiltration and espionage. switchbacks, is impossible due to rockslides and
natural erosion.
Both roads into town have walls of salvaged
materials, wood, and concrete built before the Raiders
took over. While never tested against large numbers of

29
casualties, they do the job of keeping stray Casualties
away from the town. The walls continue to be
CompetItIon / Other Enclaves
The two forces below are a thorn in the side of
reinforced with human opposition in mind since the
Telluride and its Takers.
Raiders were driven out.
The Goats have several mortar emplacements and
sniper’s nests protecting the entrances to town these Church of the ImmunogenIcs
days. The sniper’s nests are used as training schools A group of survivalists holed up in Mountain View
for marksmanship, entry into the Rangers, and who believe this is the end of days and believe it’s
serious defense. their duty to eliminate casualties from the Loss.
The Immunogenics view Immunes as “the Chosen
People,” selected by God to survive the Blight. They
FactIons actively work to breed more Immune in the hopes of
The Mountain Goats – The remnants of a company making the Chosen Race that will inherit the Earth
of the 10th Mountain Division. after the Blight has wiped the others out. Their leader
Rangers – Foragers, hunters, and folks tasked with claims to be Immune, though this isn’t known for
guarding the foragers - Hunter/gatherers in the most certain.
literal sense.
Civvies – the artists, hippies, and skiers who lived in
Delta Meadows
Telluride before the Crash
The entire enclave is a feudal society, where the
Refugees – Everyone else.
judiciary government seized the land surrounding the
city. The remaining judges, sheriffs, police officers,
Industry prosecutors, and the like are the new aristocracy
with everyone else relegated to serf. The police force
Imports
function as the “knighthood”, enforcing the lords’
• Food supplies / seeds
(judges, prosecutors, and other former government
• Ammunition
employees’) policies. The serfs work the surrounding
• Power / fuel
orchards and farms in exchange for food, protection,
• Medical knowledge & supplies
and shelter, although not always adequate amounts of
any of those.
Exports
• Water
• Wooden tools & supplies (bowls, furniture, lumber
for construction, etc.)
• Art / entertainment
• Medicinal herbs & plants d it is t oo ha rd for us; it
Life as we fi n
pa in , t oo m an y di sappoint-
NeIghborhoods entails too much ca n n ot do without
le t as k s . W e
Historic District – Where most of the Residents
ments, impossib e pe rh ap s three of
live; the nice neighborhood
. . T he re ar
Festival Green – The town square, city hall, and palliative remedies e rs io n s of in terest,
rf ul di v
these means: powe
meeting/voting hall all rolled into one. Partially taken
over by a tent city of Refugees.
t o ca re lit t le of our misery;
Hotel Row – Where the majority of the refugees live which lead us hi ch le s s e n it; and
Main St – The marketplace/small business row at io n s , w
substitute gratific hi ch m ake us insen-
ub s t an ce s , w
Notable People intoxicating s t hi s k ind is indis-
e t hi n g of
• Paula McAdams, Head of the Town Council
Cpt. Whitney Carver, Head of the Mountain Goats sitive to it. Som

• Saqui Hansen, Artists’ Co-op representative
pensable.
• Food Production: -Sigmund Freud
o Sky Peacedancer, Foragers and Hunters
o Harmony Cotterill, Agriculture
30
Sample Characters Attendent
Crew: Telluride Funeral Services
Weak Spot: Dismissive
Embalmer Soft Spot: Waste Not, Want Not
Crew: Telluride Funeral Services Tough Spot: Immune
Weak Spot: Head in the Clouds
Soft Spot: Karma is its own Reward Dependants
Tough Spot: Scavenger Loren, a friend from the old days, Latent

Dependants PotentIals and SkIlls


Glen, sibling STR 2 (Haul 2)
SPD 3
PotentIals and SkIlls Shoot 2
STR 1 (Haul 1) Stealth 3
SPD 2 Athletics 3
Shoot 1 ADP 3 (Refresh 3)
Stealth 1 Awareness 3
Athletics 2 Self-Control 2
ADP 2 (Refresh 1) Scavenging 2
Awareness 1 Criminality 2
Self-Control 1 INT 1
Scavenging 1 Foresight 1
INT 3 Research 1
Foresight 2 CHA 1
Research 2 Sensitivity 1
Mechanics 2 WIL 1
First Aid 3
Profession: Gear
Drones 3 Backpack, Rations
CHA 1 Scent Blocker
Persuasion 1 Binoculars
WIL 2 Handgun
Upgrades:
Gear Silenced,
Backpack, Rations Extended
First Aid Kit Magazine
Upgrades: DHQS Ubiq Specs
Issue
Drone
Upgrades: Surveillance
Suite
Ubiq Specs
Handgun
Upgrades: Silenced

31
TechnIcIan MortIcIan
Crew: Telluride Funeral Services Crew: Telluride Funeral Services
Weak Spot: Easily Angered Weak Spot: Napoleon Complex
Soft Spot: Providing Solace Soft Spot: Protecting the Weak
Tough Spot: Fenceman (+1 against Casualties/ Tough Spot: Latent
Cracked in Trauma)
Dependants
Dependants Me-maw, parent
Devin, old army buddy and former fenceman
PotentIals and SkIlls
PotentIals and SkIlls STR 3 (Haul 3)
STR 2 (Haul 2) Unarmed 2
Melee 2 Melee 2
Resistance 2 Resistance 2
SPD 3 SPD 1
Shoot 3 (+1 vs. Casualties) Shoot 1
Athletics 2 Athletics 1
ADP 2 (Refresh 2) ADP 2 (Refresh 2)
Awareness 2 Awareness 2
Self-Control 2 Self-Control 2
Drive 1 Scavenging 1
INT 2 INT 3
Foresight 2 Foresight 2
Mechanics 1 Research 1
First Aid 1 Mechanics 2
Profession: CHA 1
Animal Intimidation 1
Handling 2 WIL 1
CHA 1
WIL 1 Gear
Backpack, Rations
Gear Flashlight
Backpack, Rations Carpet Gauntlets
Dog Carpet Greeves
Upgrades: Handgun
Patrol Vest, Upgrades: Silenced,
Hardy Extended Magazine
Ubiq Specs Axe
Rifle Upgrades: Sturdy

32
CosmetologIst SEXTON
Crew: Telluride Funeral Services Crew: Telluride Funeral Services
Weak Spot: Arrogant Weak Spot: Externalized Frustration
Soft Spot: Can’t We All Be Friends? Soft Spot: Round Pegs in Square Holes
Tough Spot: Hustler Tough Spot: Lost

Dependants Dependants
Steph, spouse Pat, spouse
Dar, son, age 16
Sandy, daughter, age 12 PotentIals and SkIlls
STR 2 (Haul 2)
PotentIals and SkIlls Resistance 2
STR 1 (Haul 1) SPD 1
SPD 1 Shoot 1
Shoot 1 Stealth 1
Athletics 1 Athletics 1
ADP 2 (Refresh 2) ADP 2 (Refresh 2)
Awareness 1 Awareness 2
Self-Control 2 Self-Control 1
INT 2 Scavenging 2
Foresight 1 Drive 2
Research 1 INT 3
CHA 3 Foresight 3
Networking * Research 2
Persuasion 3 Mechanics 3
Sensitivity 3 First Aid 1
Intimidation 1 CHA 1
Leadership 3 Networking 1
WIL 2 Sensitivity 1
WIL 2
Gear
Backpack, Rations Gear
Laptop Backpack, Rations
Upgrades: Optimized, Shotgun
App: BotSpammers, App: Upgrades: Military
DigDataDoug Toolkit
Handgun Upgrades:
Upgrades: Extended Tailored
Magazine Ubiq Specs
Upgrades: Optimized,
App: Apophenia Overlay

33
Job: Papers, Please GIft Spot: Reference and Refresh (OptIonal)
Matlab promises to provide two free reference calls (if
by Tom Abella she doesn’t know, she’ll outsource) & one free refresh
during the course of the job, as long as it could be
Goods/ServIces carried by an older BeeMail drone. Matlab warns the
The First Bank of the Loss started as an effort by Takers that the drone is loud (on the first use of a loud
small-time, area loan sharks to cut their overhead item, the Market generates a mob of Casualties).
through a network of standards and shared biometric-
based background checks. They have recently shifted
focus towards improving their day-to-day operating CompetItIon
standards by printing their own scrip to replace Forgo Competition for a first game, especially as a
bulkier, less-portable, proof-of-death document competing crew is the Complication at the Site.
bundles and convert useful-but-illiquid goods into
currency. They need a Taker crew to retrieve the
printer/laminator from an abandoned DMV office. Travel TIme
EquIlIbrIum Leg 1 - The Toll Booth:
15 bounty At Cost. Barely Scarce. Point out lack of DescrIptIon
There is a small shack by the side of the road with
available Takers to raise.
a toll operator sitting outside, along with a wooden
saw-horse painted bright yellow directly in front of the
Economy bridge the Takers were planning to cross. Awareness
Telluride is a capitalist enclave with a basic food and or Foresight notices the two snipers positioned to
housing ration for residents. cover the toll booth and how remarkably clear the
area is of casualties. The toll booth operator demands
2 bounty per person plus 1 for the dog. A successful
ClIent - Matlab Persuasion, Leadership, or Intimidation check will
Matlab was one of many students whose education bargain them down to 1 bounty per person or 3
was cut short by the Crash. Her half-completed bounty for the whole group (Market’s discretion).
engineering degree was of immediate use, and her The operator will take refreshes of rations or bullets
summer voluntourism working with microlenders
instead of bounty.
showed her the good a little extra scratch can do.
She’ll work all day with her hands, but abhors those
who harm the living. She’s fighting an uphill battle SuggestIons
with her partners in the bank to keep the operation • The crew can go around, through the wooded
clean. She sees this job as an opportunity to show mountain side. If they do, have them spend
everyone how much money can be made without the an extra ration, make an Athletics check, and
need for leg breakers. inflict 1d10/2 stun damage to a leg if they fail,
representing a sprained ankle.
• Snipers will react badly to a reconnoitering drone,
Weak Spot: DIrt Under Her NaIls especially if negotiations have already begun.
Matlab admires and respects those who get physically • If a player(s) start combat, the snipers already
involved in the work they do. have shots lined up. If the players fail to dodge,
Soft Spot: All Money Is Blood Money they are hit in the head. The snipers will shoot the
Matlab doesn’t approve of many of the things that Takers closest to the toll booth operator first.
The Bank does, but to make the Loss a better place,
she doesn’t have the luxury of turning down available Spot OpportunItIes
resources. • Arrogant, Easily Angered, Napoleon Complex -
Tough Spot: FIrst to Market most of the crew would take umbrage at being
There’s no evidence that someone else will do this job extorted.
first, but it’s clear she needs someone competent to • Karma is its own reward: Embalmer can pay full
acquire the laminator to bring the idea to market the price rather than haggle
right way.
34
Market forces SuggestIons
• Part-time (10 boxes of health per person) — • If the crew went around the toll booth, tie finding
• Everyone has Ubiq specs w/Optimized and this massacre to this leg. Mention old, decaying
App: DeadEyes Hack upgrades (see Loot roads reclaimed by nature and how the passages
chart) maintained in the wake of the Crash have
• 2 snipers (both with heavy rifles (see below)) contracted.
• 1 toll booth operator (Handgun w/Extended • If the crew chooses not to take the newly opened
Magazine & Silencer upgrades) path, call for an extra ration on this leg or have
everyone take 1d10/2 stun to the chest for the
steeper path, at which point the Leg ends.
• A critical success on scavenging could reveal an
Leg 2 - Last Stand: unopened crate of weapons, bundled as some
DescrIptIon amount of Haul and/or brand new fully-refreshed
The Takers come across the remains of a military models
last stand from the Crash. A choke point was created
using an avalanche, but erosion has opened it back
up. The Takers can continue on their way or take Spot OpportunItIes
the shorter, newly opened route. If they go through, • Dismissive, Waste Not Want Not - Attendant may
they need to make level 2 Self-Control check against scavenge without checking for traps/ambushes
Detachment – there are dozens of skeletal corpses in • Providing Solace, Karma - Embalmer and/or
weather-damaged military gear. Embalmer recognizes Technician might want to locate military IDs (not
that some wounds were self-inflicted — a major worth bounty; the Recession assumes any MIA
gunfight broke out near the triage station, no doubt soldiers are dead) to send word back to family
a fight about putting down the infected (known as and/or bury the bodies. Burying bodies takes time,
“Wait and See” massacres). A Scavenging roll reveals Rations, and may expose the group to casualties
1d10/2 assault rifles and 1d10/2 pistols without any
charges. The weapons constitute a Haul.

35
Leg 3 - Caravan: of the failed infection check (Black+STR / Red). On a
critical failure, the PC is naturally Latent. On a critical
DescrIptIon success, they are Immune.
Around a blind corner, the Takers come on a destroyed
horse-drawn trade caravan. The mob of Casualties
that wiped it out look up from where they are eating The SIte: Mall
one of the bodies and start lumbering after the Takers. A large number of Casualties remain in the mall
Make an Awareness check to realize that the body from the fall of an early refugee encampment. Size
will become a Vector in four rounds. There is four and proximity to wooded areas (making it vulnerable
haul of goods in the caravan and 1d10/2 Bounty from to human infiltration and Casualty attacks) made
the caravan members. Alternatively, if the Takers call the site unattractive as an enclave location. Only the
either the origin or destination enclave to inform them food court and home goods store were ever properly
of the caravan’s fate and location, they will receive a looted; security glass doors have kept most of the
four bounty finder’s fee and a +Rep spot “Honest.” Casualties inside. A successful Foresight or Research
check reveals why the mall has never been settled or
SuggestIons properly looted.
• Awareness checks are one-and-done—only one The basic layout is straightforward: six evenly-spaced
crew member may make a check to spot the entrances including five department stores and an
Vector. open entrance. The mall was built into a hill, so the
• When you roll to generate the mob, don’t be afraid three entrances nearest to the DMV are on the upper
to start them close to the Takers. level, though the DMV is on the lower level. The
• Remind Technician they can direct their dog to basic choice for the players is to start close to the
lure Casualties away from the group and that they DMV and find a way down (did they bring rope? If it’s
have a +1 on their skill checks to kill Casualties (& not on their sheet, then they’re going to have to be
Vectors). creative), or start further away but on the same level.
• Takers must decide whether to loot or call the An archived pre-Crash map is available online without
enclaves before they get a proper look at the a check. Successful Research check will reveal the
goods. fate of the early refugees and some more in-depth
information on the employee hallways in the mall.

Spot OpportunItIes
• Providing Solace - Technician might ID the victims
to tell their families.
• Karma - Embalmer can forego his share of the
Employee CorrIdors
rewards from the caravan. Employee corridors zig-zag through the sections
• Arrogant - Cosmetologist can rummage through of stores, allowing for stealthy and (possibly)
pockets before verifying death.
safe transit behind the stores, hugging the
exterior walls of the mall. The GM should place
Market Forces these tunnels as time and pacing permits - a
The Vector single tunnel may offer a fast path to the
Murder Modifier: +2 DMV, but multiple sections that need to be
Fast: 2 shambles per round.
Strong: All successful attacks add +2 to damage.
entered and exited can make for a tenser
Advantage: +2 to the Vector’s Black die in checks game. Doors require a check to open quietly.
against PCs and to the PC’s Red die against the Vector The corridors are completely dark, and Takers
Psychological Warfare: Vectors scream “apologies” will be dependent on their flashlights for
that cause Self-Control checks.
Hard to Kill: headshots kill it instantly. Otherwise, full visibility.
hit-box silhouette.
Hot Strain: On a failed Infection roll, Vector bites
turn a victim in a number of turns equal to the Red
36
Stores BreakIng the Levy
The map of the mall is unmarked to allow the GM The Marcies department store refugees screened new
to place temptations and events as needed. These people and built powerful barricades, but they failed to
represent activities that divert the PCs from the main secure proper exits for when something went wrong.
objective and gives the Baker Crew (see page XX) The end result was some 200 people trapped inside
opportunities to create problems. Stores can still during a Vector outbreak. The aimless Casualties
tempt and delay PCs making use of the employee remain inside, but if they were focused in a single
tunnels. Potential stores: direction they could overwhelm the five-year-old rotted
fortifications.
• Cookware store: missed by early-Crash The barricades and grime on the outside doors
scavengers, this upscale store holds a wealth of conceal the numbers inside. The PCs will only learn
extremely practical/durable cookware, and many of the horde with an Awareness check from nearby
appliances still in boxes that could be used or the doors, by piecing together the research they did
repurposed. on the original refugee camp (which will just tell them
• Hardware store: obvious source of improvised that the camp was hit by a Vector, not that the entire
weapons, the store is also loaded with power tools population remains inside), or a Profession:Drones
useful to any Enclave. Anyone with the “Waste check to look through the department store skylight.
Not, Want Not” or similar spot will have to pass a Sloppy maneuvers within the mall or a particularly
Stress-2 check to leave it behind. loud attention-getting device at the far end of the mall
• Community bulletin board: in an open area there will cause the levy to break, whether or not the Crew
are the remains of an elementary school art realizes it’s there.
project. Examining the display is a Detachment-2 If the levy breaks because of a noise right outside
test if the PCs leave it there. They can attempt to the door, nearby Takers will be the target. If the PCs
collect the images and names and try to return the set off a sustained noise at the far end of the mall,
art to the original owners (0 haul) for a +Rep spot the horde may pass them by (Self-Control checks and
or WIL if the PC’s spot warrants it. horrifying description by the Market apply).

• There is a car on display at the far end of the


DMV mall. A Mechanics check allow Takers to spend 2
• The office has a roll-down gate that was locked charges from an electronics device to charge the
during the Crash and never opened. battery enough to run the car horn. Alternatively, it
• The DMV is startlingly well-preserved for a site in can be removed and remotely triggered if attached
the Loss. There’s a bit of water damage on some to Ubiq Specs or a laptop for a single charge
sagging ceiling tiles, possibly from before the (Self-Control against Stress for the loss of gear).
Crash. Rows and rows of benches will provide Without charges, it is not loud enough to draw
obstacles if combat occurs here. the stampede except on a critical failure, which
• There is an employee exit leading to the employee immediately blasts the car horn plus alarm. If
hallways. It requires a noisy Resistance check to the crew doesn’t use the car, the Baker crew may
pry the metal door open. notice it.
• There are three surprisingly small laminating • The mall’s PA system can be hacked into. A
machines (1 Haul each) inside at different teller successful Mechanics check allows the PCs to play
stations. Takers will have to burn a charge off of whatever they want at any volume at any location
a laptop to see if they work or take all three with (1 charge per brief play).
them to check later (at least 1 machine should be • A music store at the far end of the mall has a
in working order, method of determination is up variety of amps and speakers in good condition,
to the Market). There are 2d10 haul of unopened and can easily be rigged with an electronic device
boxes of licenses ready to be fed into the printers— without a skill check. But unless the players check,
price is undetermined but will be valuable to they fail to notice that the speakers’ volume control
Matlab. are damaged and set to the maximum volume.
Playing any sound will break the levy.

37
Assuming they are not distracted by the living, the how much they realize they are out of their depth),
horde will move towards the sound at the far end of they will want more or less input into the plan. They
the mall but ultimately break up and disperse once won’t agree to be the sole distraction or otherwise
they hit the far end. Without further action, the horde set up as Casualty fodder, though particularly smart
will spread out all over the interior of the mall, with (and sadistic) crews should be able to position them
only the occasional one managing to push open the to not collect their half of the pay (GMs who feel that
heavy doors to escape. such behavior is unsportsmanlike can have the Bakers
broadcast the PCs’ deception in real time).
ComplIcatIon The degree to which the Bakers complicate the job
As the Crew approaches the mall, they receive a call should be based on the overall status of the PCs. If
from MatLab that the Baker boys were shooting their they are broken and worn out after the legs, then a
mouths off about a big score and how they’re going to few successful intimidation and persuasion checks
snatch it up under the noses of the PCs. They’re told (in either order) will keep them in line. If not, then
that the Bakers are driving a flatbed truck and will one of the Baker crew can either get distracted by
be arriving shortly. If the players don’t take the call, the pristine (by Loss standards) stores left in the
they hear the Bakers roll up in their truck, into the mall and somehow create a noise that rouses the
abandoned parking lot/barricade outside the Casualty- Casualties mid-mall. The Takers will be split up and/
or surrounded and need to be absolutely silent unless
filled department store.
they want to attract additional mobs (or even those
There are up to four Bakers, but they are younger
left in the department store). Remind the players that
and less skilled, without the coordination or discipline
while it may be tempting to allow one of them to die
of a more experienced crew. Though competent
for bringing the Casualties to bear, a person being
at clearing Casualties and simple extraction jobs,
they have not done the research the PCs have, and consumed by zombies makes an awful lot of noise.
If working together, the Baker crew should only
shouldn’t know about the employee corridors inside.
cause the levy to break if the PCs are untouched from
Make clear that, when dealing with Casualties,
the weak link breaks the chain. Extra hands on deck the initial legs.
means more opportunities for a mistake that escalates If in competition with the Takers, the Baker crew
should make dramatically (and Stress-inducing)
out of control.
appropriate progress, breaking the levy at an
If the PCs do nothing, the Baker crew will make a
appropriate time causing the Takers to evacuate.
recon sweep around the mall, then enter at the far
Leaving the Baker crew to the stampede will cause a
end of the mall and sneak their way to the DMV. It will
Detachment check, with strength depending on the
be a competition between the two crews to get to the
direness of their situation.
DMV first.
The Baker crew isn’t opposed to working with
another crew, though they don’t initially see the need The Baker Boys
to cooperate. If the PCs can impress upon them the • ‘Jameson’ Baker (Good ole’ boy & leads from the
difficulty ahead (possibly mentioning the research rear as a Sniper/Hunter)
they’ve done), the crew might be willing to team up. o Weak Spot: Just a little bit of medicine before
Matlab won’t want anyone else having a printer, but bed.
she might agree to a bonus for additional functioning o Soft Spot: Family First
printers and the blank licenses. The PCs may counter- o Tough Spot: Roach
offer with letting the Baker crew keep what they can o Skills: Shoot +3, Profession: Hunter +2,
carry back in their truck. Awareness +2, Persuasion +1
Agreeing to work with the Baker crew will involve o Gear: Ubiq Specs (Dead Eye App, Optimized),
a Self-Control check against Stress (level 2 if the Rifle (Scope, Automatic)
PCs know about the potential Stampede) as the • Kip Baker (Eldest brother, never too bright but
crew is going into a dangerous situation with still- good in a brawl)
green teammates they’ve never worked with before. o Weak Spot: Bless his heart, he’s a little slow
Additional hijinks/unprofessional behavior seen by o Soft Spot: Eldest knows best
members of the crew may prompt additional checks o Tough Spot: Latent
if PCs are left alone/reliant on them. Depending on o Skills: Unarmed +1, Melee +2, Awareness +1
the success in negotiating with the Baker crew (and o Gear: Axe
38
• ‘Flash’ Baker (Middle brother, was learning to be
an EMT before the Crash)
o Weak Spot: Dismissive
o Soft Spot: A little learning goes a long way
o Tough Spot: Lost
o Skills: Unarmed +1, Melee +1, Awareness +2,
First Aid +3
o Gear: First Aid Kit (DHQS Issue), Club, Carpet
Gloves
• ‘Baby’ Baker (youngest, immune, and none too
pleased)
o Weak Spot: Got to prove myself
o Soft Spot: Got to impress the ladies
o Tough Spot: Immune
o Skills: Unarmed +2, Melee +2, Melee:
Specialization Spear +2
o Gear: Spear (Reach, Sturdy, Crossbar), Carpet
Gloves

39
COMBAT SUMMARY CHEAT SHEET
ActIon Economy
Every character starts a combat round with one tactic, one twitch, and one freebie. Lengthy actions, or tasks, take up an entire
turn or more and sacrifice tactic and twitch.

tactICS
Tactics resolve with Initiative. Tactics include:
• Firing a weapon
• Making a Melee or Unarmed attack
• Drawing or holstering a weapon
• Running to cover
• Reloading a weapon or refreshing charges on other tools
• Administering first aid
• Barricading a door
• Full Defense (converting an Tactic to a Twitch)
• Full Offense (converting the Twitch to a second Tactic, which moves to the end of the initiative order)

TWITCHES
Twitches go off when prompted by Market forces. Twitches are limited and are almost always either…
• Roll Athletics checks to dodge attacks
• Roll Athletics checks to get under cover
• Block an incoming Melee or Unarmed attack
• Recover from knockback
• Quick draw an item by dropping previously held gear
• Reload or perform another quick action, as allowed by a specific gear’s upgrade

FREEBIES
Freebies include intellectual and verbal actions that can be carried out while performing tactics, twitches, or task. Characters
get one multitask per combat cycle.
• Foresight rolls to get tactical information
• Awareness rolls to spot something
• Shouting or whispering, or CHA skill checks where appropriate
• Making a Self-Control test

All freebies are under the one-and-done rule. If the freebie required a roll, the Taker either made it or did not.
ORDER OF COMBAT
1. Players roll Black and add their SPD
2. Players declare from most to least. The Market spends Red dice to place Market Forces in-between their numbers. This is the initiative order.
3. The highest initiative player declares a tactic, spends to make a roll, and resolves the action
a. Black is damage. Red is hit location. The difference between Kill and Stun damage is determined by the gear used. The damage is
unmodified by extra spends unless the gear is specifically upgraded (or use the “Alternative Damage” p.XX)
b. Twitches are demanded by the actions of Market forces and may go wherever the player wishes. Twitches unspent at the end of the round
are discarded.
4. Assess damage and any penalties
5. Once ever player and Market force has had a turn, return to step 3 and repeat (or use “Alternative Initiative p.XX)
40
SpecIal Maneuvers
Block: Make a Melee check to direct an attack to a specific piece of gear. Make an Unarmed check to direct damage to a specific
hi location. Firearms cannot be blocked.

Cover: Characters in cover cannot be attacked as long as they are in cover. Characters are out of cover if they attack. Twitches can
be used to return to cover. A tactic or twitch must be used to move to cover if the character doesn’t start out there.

Called Shot: Player declares a called shot on their tactic and moves to the end of the initiative order. If the Taker’s twitch
remains unspent, the Taker can make a precision check to hit the target of their choice. On a success, the player can dictate the
narrative of the success, up to and including the death of the target.

FIrIng Into Melee: All rolls are precisions rolls, and failure hits an unintended target.

Flank: To hit an enemy in cover, they must be flanked. This requires either an Athletics or Sneak test to move into position. If the
Sneak test fails, the Forces get to declare a free attack. If the Athletics test fails, the forces get to declare a free attack. Dodges can be
attempted normally if the Taker has a twitch left. If an enemy moves to flank and isn’t stopped, Takers they moved against are no
longer considered in cover.

Full Defense: Convert your tactic into a twitch. One twitch can go off whenever prompted by Market forces, but the second
can’t be used until the player declares full defense on their initiative. From that point on, twitches respond to threats normally.

Full Offense: Turn your twitch into a second attack. You must declare this on your initiative and it can’t be taken back. The
second attack moves to the end of the initiative order.

GrapplIng: Make an Unarmed check against the target. On a success, the target is grappled. Make a Unarmed check every
subsequent round to keep the target restrained. If the target is a Casualty, make a Resistance check instead.
Knockback: Certain weapons have knockback, which lays a target out prone. It costs a tactic to get up from the prone position.

Ready: Abstaining from all actions for one round (no tactic, twitch, or task) allows the Taker to do one of two things: 1) move to
the top of the next initiative order or 2) roll Black + Skill + Potential for the next check.

ReloadIng: Refreshing charges costs a tactic if it is an item worn on the belt; refreshing gear is a task action if it is stored in the
backpack.

Rush: Takers can burn both a tactic and twitch to rush the enemy. This must be declared on their initiative. The Taker makes an
Athletics test. If it succeeds, the Taker can use their twitch as another tactic and perform a Melee or Unarmed attack. If the first
Athletics test fails, the Market forces get a free attack. The player can choose to eat the damage and finish the attack, or use their
twitch to break off the assault and try to dodge.

Spray: If a weapon possesses the ability to spray, on a success a PC can choose to burn their twitch and keep firing. The Shoot
check must be successful first, but upon burning the twitch and spending 3 charges, the player can choose to deal damage again to
the same target or make a separate hit on a different target nearby.

SuppressIng FIre: A Taker spending 3 charges on a ranged weapon and burns one tactic to suppress an enemy in cover. That
means the enemy cannot move or attack that round. Takers that are suppressed must make a Self-Control: Trauma check to move
from cover, and the enemy gets to declare a free attack against them.
41
RED MARKETS Severed
1

Taker
Dependants Strained
Needy
Crew
Weak Spot

Soft Spot

Tough Spot

References
Potential Skills
Unarmed
STR ( )
Haul Melee
( )
( )
Resistance
Shoot Threats
SPD ( )
Detachment

Crumble
( )

Break
Crack
Stealth Stress
Athletics Trauma
Awareness
ADP Self-Control
Refresh Scavenging ALT
Drive 10
Criminality
Foresight
INT Research
ALT 7-9
Mechanics ALT ALT
First Aid 5 6
Profession
( )
( )
ALT ALT
Networking 1-2 3-4
CHA Persuasion
Sensitivity
Deception
Intimidation
Leadership
WIL

Backpack Rations
Upkeep 1 Charges Static Upkeep 1 Charges 00000 00000
Effect Taker can carry STR in Haul and Effect Rations can be spent to Buy-a-Roll
personal gear on skills that require exertion.
Additional spends add +1
Qualities Essential Static Qualities Essential Addictive Charged
Character Advancement:
1 Potential = 10 Bounty
Skill Points = Bounty equal to new skill level (1B = 1 Skill, 2B = 2 Skill, etc)
Taker: 2
Charges 00000 00000 Charges 00000 00000
Upkeep Effect Upkeep Effect
Qualities Qualities

Upgrades Upgrades

Charges 00000 00000 Charges 00000 00000


Upkeep Effect Upkeep Effect
Qualities Qualities

Upgrades Upgrades

Charges 00000 00000 Charges 00000 00000


Upkeep Effect Upkeep Effect
Qualities Qualities

Upgrades Upgrades

Charges 00000 00000


Purchasing Price = Upkeep x2
Upkeep Effect Failing to meet Upkeep causes a malfunction
Qualities
Crit Success: No refresh but still functions
Success: No refresh and -1 upgrade
Fail: No refresh,-1 upgrade,and must
Upgrades be repaired
Crit Fail: Item lost

Upkeep
Sustenence Survival Rent Dependants
Maintenance Equipment Purchase Pro. Dev.
Incidentals Health Humanity Favors
Break Point Projectced Earnings

Retirement Milestone Savings

Bounty Bank
RED MARKETS NEGOTIATION SHEET
Crew Name
Enclave

Client Start

Red Die
As A Favor Buyer’s Market At Value Labor Hazard Pay 100% Mark-Up Expenses
Contract is offered Contract is offered Contract is Client agrees to Add one Bounty Double the cost The equipment
at the Demand price at the Demand price offered at add the crew’s per Taker per Leg of the job upkeep of every
only AND client only (Black result the value of break point to to Hazard Pay. before Labor participating
earns a - Rep spot on a equilibrium Supply+Demand the price (Black (Ex: a crew of Taker is added
to use in future roll) (Black + Red) + Red + break four on a into the price (no
negotiations point) three-Leg run one pays upkeep
earns 4 x 3 more) this session)

Provider Undercut Provider Default


Start Start

Black Die Black Die

Clients Have...
Weak Spot: A character flaw or secret that can be leveraged to provide +1 Sway
Soft Spot: An area of sentiment or great passion that can be exploited for +1 Sway
Tough Spot: For NPC clients, this takes the form of a specific need the client has for the contract.
It can be exploited for +1 Sway
Playing Spots
For Takers: For Clients:
Working a client’s weak, soft, or tough spot into the Sensitivity: Clients can sacrifice a turn to learn one spot
roleplaying behind a skill automatically adds +1 Sway to a roll. from the Taker in negotiations
This bonus remains even if the check fails, so success means Gift Spot: Once per negotiation, a client may “sweeten the
+2 Sway, but a failed play on a spot is still worth +1 Sway. pot” with a piece of gear, earning an irresistible +1 Sway
Spots must be learned in scams or using Sensitivity + Rep Spots: - Rep Spot: If the crew has done something unprofessional,
If the crew has earned a + Rep Spot for a notable deed, the incompetent, or dishonest in the past, the client can use it
negotiator can work it into the roleplay for a bonus +1 Sway. once for an irresistible +1 Sway

Negotiation Charm Skills

Networking: Roll a check to find a contract or find info about it. Total failure means undercutting to “As a Favor.”

Persuasion: Success moves +1 Sway, or defends against opponent’s Sway if heads up. Can be used with spots.

Intimidation can be used to end negotiations early with a threat to “walk out.” Work in a spot to move and end
Intimidation: negotiations in the same turn.

Sensitivity: Read an opponent’s weak, soft, or tough spot, but sacrifice a turn to do so. Failure wastes a turn and provides
no information.
Lie about the crew’s abilities to move +1 Sway. Can be used with spots. Deception can defend against the
Deception: client’s spot play with “poker face”
To Begin: Black + Leadership / 2 (rounded up, to a max of five rounds) equals the number of turns. Failure means
Leadership: rounds are rolled secretly.
To End: Success has Black meet Red at the higher price, and failure brings Red down to Black at the lower price.

Determining Price
To Start: Player makes a Leadership check (see above)

Heads Up: Red and Black cannot be parallel while in negotiation. Each die resolves at the same time (moving
simultaneously once both parties have spoken). It takes 1 Sway to advance unopposed, but in head up, dice only
advance by pushing (negating an opponent’s Sway and having some left over)

Fixing Price: On the last round, player makes a Leadership check. On a success, Black moves right and parallel
with the Red (higher price). On a failure, Red moves left until parallel with Black. Parallel dice indicate the
agreed upon price.

Undercutting: Competition will try to undercut agreed upon prices, unless eliminated or left out because
the PCs are “preferred providers” of a job line. Resisting an undercut requires a successful CHA check or a
dedicated scame. Failure means the price goes down one space; critical failure means two spaces. PCs undercutting
competition always succeed (there must be a game), but they start on “As a Favor” on the tracker.
# O
+1 or it can’t be done, 4 One-and- Done, 4

B P
Bounty, 4 Pre-Gens, 31–33
Buy-a- Roll, 4

R
C Rations, 5, 9
Casualties, 5 References, 5
Mass, 11
Shambles, 11
Charges, 6 S
Combat, 8, 40–41 Scavenging, 8
Actions, 9 Scams, 8, Markets: 14
Combat Maneuvers, 9 Self-Control Checks, 6
Critical rolls, 5 Spots, 5
Success at Cost, 5
Sway / Sway Tracker, 7, 45, Markets: 14
D
Damage, 10
Damaging Casualties, 11 W
Will (WIL), 6

G
Gear, 6, 21–28
Charged, 4

H
Humanity, 6, Markets: 15
Haul, 8

I
Immune, 16
Infection, 4, 8, Markets: 15–16

L
Latent, 16

N
Negotiations, 7, 17–20

45
46

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