Professional Documents
Culture Documents
page 3
C.R.E.A.M .
you know how to throw the dice, you know
how to score the dice, now you're gonna f ind
out what it is like to throwdown and f uck
shit up on the streets of Strong I sland.
it is all about the Benjamins.
M oney is L if e.
your bank roll is f or rpg intents and purposes
your hit point s .
page 5
t w o penc e in t he c off er
you and your girls always have each others'
backs.
that loyalty is rewarded.
at the start of a campaign, your cof f ers
contain $500, same as starting characters.
any time a character wants, they can deposit
money into the cof f ers.
the GM will keep track of the amount of
money in the cof f er.
at the beginning of each session, the GM will
Bet som e or all of t he c off er . this is a simple
roll. one roll- Score, and the amount bet
doubles and is returned to the cof f er.
the GM should not reveal how much they
bet or if they won or lost.
how much should a GM bet?
are the characters redlining, going f or broke,
if so, the gang should as well. but, if they are
playing it conservative, there is no reason not
to be careless with their money. are they
depositing, or taking sisterhood f or granted?
you got my bac k r ight ?
if a player doesn' t have enough $ f or a Bet , and
if nar r at ively appropr iat e, a f ellow player-slash
-member of their group can f ade some of the
money (make up the dif f erence).
they are there or can
nar r at ively appropr iat e:
justif y their participation.
page 7
st at s
it's not how you play the game, it's how you
win it.
you understand the basics, how to win money,
but if you're clever at math, you might be
asking yourself , how is this much of a game?
stats.
every setting will assign stats to the
characters. considering we are using d6s, we
will try and use 6 stats f or each setting.
stats should cover anyt hing c har ac t er s w ill do .
page 9
bet t ing on your dow nf all
the f irst type of Bet is an O bstacle.
an O bstacle is something a character must
overcome. the GM sets the dif f iculty f or the
O bstacle: $ 5 0 is easy, $ 1 0 0 is hard, $ 3 0 0 is
c r azy dangerous . think about the size of the
character's bankrolls, and adjust accordingly.
an O bstacle is relatively static. a character is
just trying to succeed: running f rom the cops,
jumping f rom one roof top to another, hacking
a computer system.
when conf ronted with an O bstacle, a player
has to match the bet, and they make one roll.
if they Score, they succeed.
if they do not Score with their initial roll,
they might be able to try again. a character
can continue trying until the amount of
money they have bet equals or exceeds the
amount of the bet.
- exam ple 1 : an O bstacle is $50, a character's
stat is 2, so they only need to spend $30. they
roll, do not Score, and can try one more time,
as the total spent is $30+$30= $60.
exam ple 2 : O bstacle is a Bet of $50, character's stat
is 3, so they spend $20, do not Score, try again by
spending another $20, f ate is f ickle, they f ail again, and
spend the last $20: $20+$20+$20=$60>$50.
exam ple 3 : O bstacle is $100, stat is 4, cost is $60, if
they did not Score with their f irst roll, they could try a
second time:
$60+$60=$120>$100. 00
$1
to keep everyone ac
le
honest, a player's Bets Ob s t f ir st bet $ 6 0
should be placed in
the open, opposed by
the O bstacle Bet. the
total amount a player
Bets can be easily se
added up. co
nd
be
with an Obst ac le, a t$
60
player does not gain
anyt hing f or Sc or ing
other than success.
you don't get more
bad-ass by overcoming
O bstacles, they are
the annoyances of every day lif e.
because a character only stands to lose money
with O bstacles, there has to be a way a earn
money.
page 1 1
slic ed-up c ar rot s
you lik e a c hallenge
Challenges are when shit gets real, you
establish your brand, and do some marketing.
PvP shit. and the second P probably is the
GM running the N PCs. but if you can get
two tables of rival gangs... f ucking awesome.
when the journey of your hero brings you
into inevitable direct conf lict with another
character, this is a Challenge.
page 1 3
boss f ight
sometimes, f olks like to gang up. this is still a
Challenge.
many vs. one: you and your group want to
take down a Big Bad, or your f riend needs
some help, the Big Bad places the Bet, and
everyone can pitch in, up to the total amount
bet. example: a Big Bad bets $600, each
player bets $200, or some combination that
adds up to $600. this called f ading the Bet.
k now ledge is pow er.
once the Bet is matched, the Big Bad rolls,
and each player must beat the roll of the Big
Bad. L ose, and the Big Bad gets the money.
note: the Big Bad might only beat some of
the players.
many vs many: in a real street brawl, things
get ugly, but the same principles apply, people
are placing Bets, and attempting to beat the
Score of the person(s) they Bet against.
characters might get all w hir lw ind at t ac k
and Bet against multiple opponents.
t ear s and blood invest ed
in some settings, characters will invest their
money. not just in the gang, but in something
tangible: in a setting about racing f or pink
slips, a character's car is their I nvestment.
within the specif ic settings, I nvestments will
be detailed. I nvestments have one or more
stats all their own, as well as their own
bankroll.
and when characters f ace-of f , pitting their
I nvestments, one against the other, it is the
I nvestment bankroll that is used and lost.
of ten, the entire bankroll will be bet, and this
is the only money that can be used.
money won with the I nvestment can go to the
gang, or back into the I nvestment.
whoever loses, the winner gets the loser's
I nvestment, bankroll and stats. you might
want to write it down on an index card
narrating the f iction: the character lost the
race and their car.
page 1 5
advanc ed st at s
games are about X P. Strong I sland is about
building up your bank. and your gang.
but what about improvement?
you can improve your stat, up to a max of 4.
the cost f or improvement is (new Stat
score)x$100. you have to pay f or each point
of improvement, and can only improve one
point in each stat at a time. improving f rom 3
to 4 would cost 4x$100= $400.
now, if you lik e t o get f reak y, and want
to get super-advanced, a GM can allow f or a
dif f erent type of improvement, this stat
improvement is inspired by magick, as it
allows characters to bring a little something
extra to their rolls. this is J uic ed Dic e. no
matter what, characters will always keep 3
dice, however, imagine your three dice as R ed,
W hite, and Blue. normally you would roll
1R 1B1W (1 R ed, 1 Blue, and 1 W hite).
J uiced D ice f ix the odds more in your f avor,
but don't assume that N PCs can't J uice. they
can.
in this 2d example, the numerical 2
and the 3 must be kept and the player
can choose the pip 4 or 2 to keep (if
they only needed a Point, keep the
juic ed dic e pip giving a a Point 3, but if the 4 was
kept, they could reroll in a Challenge).
page 1 9
blacktopbattlefield
american muscle cars, finely-tuned imports,
car gangs race and compete for supremacy
of streets and hi-ways
Notes: Character Stats:
every character will have at - Body
least one car as an - Mind
Investment. characters will - Spirit
start with a $500 Investment,
and cars will be Investments
of $500, $1000, $2000, etc.
Car Stats:
races are against similarly - Handling
priced cars. if, in a race, an - Power
Investment is not lost, it is
battered, and the coffers can in a race, the first Bet is
be used to repair, if there is always Power, and the
enough money. Juiced Dice winner determines the stat
will be in play for the to use for additional Bets.
Investments as well. if an narratively it is speed or
Investment with Juiced Dice maneuvering.
is Lost, the winner gets the
bankroll of the investment as characters start with 10
well as any upgrades (Juiced points for stats initially,
Dice). purchasing a new car and $500 for their
costs 2xvalue: $1000 car character and $500 for
costs $2000. new cars have their car.
4 stat points.
soundtrack: amber foxx, wednesday campanella, foxy
brown, rob zombie, jerry lee lewis, beach boys, stray cats
inspiration: fast and furious (film franchise), gone in 60
seconds (film), cannonball run (film), initial d (manga, film),
american graffiti (film), king of the mountain (film)
br eak city
hip-hop, breakdancing, djing. rivals battle across
the city, in the hopes of being the freshest crew.
notes: stats:
many of the settings imply - MC
a criminal element, Break - DJ
City does not necessarily - Breakin'
have to include that at all. - Tagging
Break City can be - The Streets
absolutely positive and - Swagger
uplifting, with rivalries and Streets is knowing your
respect. way around, who to talk to;
it might even be a Swagger is charm +
post-apoc setting. confidence.
page 2 1
gangslingers
you'veheardof gangbangers, thesearegangsl ingers.
spel lsl inging gangs battl eeach other for power andviefor
control of thecity, a city unawareof theexistenceof magik.
not es: st at s:
every gang has an arcanefocus: - corporis (body)
each gang wil l determine3schools - mens (mind)
they focus on, only thesethree - animus (spirit)
schools can haveJuicedDice.
additional ly, for each school , thesearethecharacter stats (6 points to
gangs wil l determinetheopposing spend),
schools. each opposing school wil l
beassigneda negativestat. when however characters wil l fal l back on their
facing off against an opposing arcanetraining.
school , theopposing stat is (12 points to spend)
loweredby theamount. opposing
schools wil l beassigned-1,-2, and - abjuration- protective, dismissal
-3: - conjuration- summoning,
transportation
a gang focusing on abjuration, - divination- secrets andthings
necromancy, andenchantment, is hidden, thefuture, thetruth
opposedby Conjuration -2, - enchantment- charms
divination -1, andSorcery -3. - necromancy- mastery of death/
opposer gangsl ingers using undeath
sorcery woul d-3to sorcery bets. - sorcery- real ity altering
Sorcery 2woul dbesorcery -1, for a Only favoredarcaneschools can get juiceddice.
$50 bet thepl ayer woul dneedto
spend$60. arcanebets can beopposedby non-arcanestats
also, as a necroticbl ast coul dberesolvedvs
corporis.
soundt rack: enya, diesel boy, Depechemode, Deador Al ive, The
cure, king diamond, Gravediggaz, Beyour own Pet, Freezepop
inspirat ion: magicians (tv), harry potter (fil m,book), wyrd
is bond(rpg), underworl d(rpg), thecraft (fil m)
mat r ianar chy
t he ripples were finally felt when t hey went t hrough
hollywood: producers, act ors, comedians. persons in
posit ions of power: abusing, assault ing, and harassing.
even men in charge of t he free world. fuck t he pat riarchy.
fuck t he gaslight ing. fuck t he pussygrabbers.
not es: st at s:
t his is Us vs Them. we unit e
t o st rike back against t he
- Violence
abusers, against t he enablers, - Act ion
against t he vict im- shamers.
- Genius
at t he end of every session,
t he GMshould roll for t he
- I nt uit ion
coffers, allowing t he bet - Nast y
amount t o be det ermined by
t he risk t he players put
- Appeal
t hemselves in and t heir
dest ruct ion of t he syst em.
soundt r ack: peaches, hard kaur, queen lat ifah, heart , fka
t wigs, bet t y who, ke$ha, t ove lo, j anelle monáe, t he breeders,
zerospace, unt er null, court ney barnet t
inspir at ion: sweet / vicious(t v), beguiled(film), mad max: fury
road(film), t hriller- a cruel pict ure(film), swit chblade
sist ers(film), j awbreaker(film), t he female bunch(film), t he doll
squad(film), set it off(film), hard candy(film), bit ch planet
(comic), rock & riot (webcomic), paper girls(comic), curb st omp
(comic)
page 2 3
SuperStreets
her oes f or t he people, masked vigilant es,
cowled villains, sinist er plot s, ador ing f ans,
angr y newspaper edit or s.
notes: st ats:
player s will be a loosely - Fight ing
or ganized super s t eam; ar e - Act ion
t hey making t he cit y saf e, - St r eet
or making it bend t o t heir - Reput at ion
whim? - I nt ellect
- Per cept ion
in addit ion, player s have $5,000 t o pur chase Power s. t hese Power s will be
eit her Juiced Dice, or incr ease st at s*. each Power also has a pool of $500.
when using a power t o complement a st at , player s may t ake $ f r om t his
Power pool. $ won, goes t o t he bankr oll. t he money f r om t he Power is not
r eplenished unt il t he next session. I ncr easing t he amount of money in each
Power cost s t he amount of t he Power cost : a 2D power wit h $500 could be
incr eased by spending $2000, incr easing t he t ot al Power $ t o $1000.
incr eased st at s cost $500 base +$100 per point , so st at boost Power of 4
cost s $500+$400= $900
example: a char act er has Flight 2D as a power . When in a br awl, and using
Fight ing 3, t hey can use t he Juiced 2D f r om Flight , if t hey pay t he bet wit h
t heir f light money f ir st . player s must use t he power $, but if , on t he Bet it
r uns out , t hey can also use t heir nor mal bankr oll. once a Power s pool of $ is
deplet ed, t hat power cannot be used any mor e t hat session.
not es: st at s:
ever y gan g n eeds a - R u m bl e
t h em e. an d n am e. - L ead
- Sp eed
sh ou l d t h ey h ave - Sm ar t s
am azi n g m at ch i n g - I n t i m i dat e
cl ot h es? - L ow dow n
gan gs ar e absol u t el y
com p et i n g agai n st on e
an ot h er for con t r ol of
n ot j u st t h ei r t u r f , bu t
r en ow n i n t h e ci t y .
pl ay er s sh ou l d m ak e
t h r ee ch ar act er s each
t o f l esh ou t t h ei r gan g.
page 2 5
sam ple c har ac t er s
Set t ing: Strong I sland Setting: blacktop battlefield
c har ac t er : L isa B. character: Black Betty
Fighting 1
R unning 2
Cars:
STX ($500) GT ($2000)
Charm 2 Handling 3 (2D) 2
H ustle 1 Power 2 4 (3D)
Smarts 3
O bservation 3
MC1 Corporis 3
DJ2 mens 1 abj 3
Breakin' 3 conj 1
Taggin' 2 Animus 2 div 2
The Streets 2 ench 0
Swagger 2 nec3
sorc3
sam ple c har ac t er s
Set t ing: mat rianarchy Set t ing: SuperStreets
user name: cunt 242 char act er : 24 Kar at
aka: fury broad t eam: The Jewels
gir l gang: valkillryies
st at s: bankr oll: $500
#met oo: #rapedandabort ion Fight ing 2
st at s: bankr ol l : $500 Act ion 0
St r eet 2
Violence 3 Reput at ion 4
I nt ellect 2
Act ion 2 Per cept ion 2
Genius 0 Power s:
page 2 7
m isc ellaneous shit baby, m eanin...
lar p? you want to larp. no rules change. throw
dice in the hotel lobby or wherever you're getting
your larp on.
ot her set t ing ideas: maf ia, biker gangs,
yakuza, wild west (where a posse is a posse).
st at s: use what works f or you, it might be Str,
I nt, W is... it might be Caref ul, Clever, Flashy...
2 points per stat f or chargen.
XP: players should spend their money on raising
stats and J uiced D ice when narratively
appropriate, usually this would mean between
sessions, but there might be an awesome training
montage.
NPCs: the GM should have N PCs statted up,
some will be made with X P and maybe even
J uiced D ice (if those are being used, or maybe
only f or N PCs). give the N PCs names, describe
them, create the rival gangs, the gang names,
descriptions.
Strong I sland is designed f or PCvN PC
interaction, af ter all this is how Bets are won and
bankrolls are increased, but hopef ully, the
character creation is simple enough, a GM can
whip shit up on the f ly.
yo, roll t he dic e ROLL
this is a game. 4 - 5- 6
you will need 4d6 of one color, and 2d6,
6-6-6
each a dif f erent color.
grab a bunch of play money (or real money), 5- 5- 5
$10s, $20s, $50s, $100s, $500s even!
4- 4- 4
the def ault setting is streetwise suburban
wannabe criminals and hustlers working 3 - 3- 3
together to get ahead in the world, but also
2- 2- 2
contained within are rules and microsettings:
P oint 6
- B r eak City- M C, D J , and D ance
battles with rival crews P oint 5
- SuperStreets- street-level supers
- gangslingers- arcane gangs battle f or P oint 4
power
P oint 3
- blacktopbattlefield- quarter mile or
across-country vehicular supremacy P oint 2
- t ur f war s- themed gangs wage war
across the city P oint 1
- mat r ianar chy- # metoo
LOSS:
1- 1- 1
1- 2- 3