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Table of Contents
INTRODUCTION __________________________________ 2 PREPARING FOR A MISSION __________________________ 15
WHAT YOU NEED ____________________________________ 2 MISSIONS AND COMBAT _________________________ 16
BEFORE THE GAME ___________________________________ 2
SETTING THE SCENE ________________________________ 16
HOW TO PLAY _______________________________________ 3
MOVEMENT ________________________________________ 16
THE UNDERWORLD _______________________________ 4 THE ENVIRONMENT _________________________________ 17
YOUR TURN ________________________________________ 18
THE RULES OF THE HIGH TABLE _______________________ 5
PLAYER ACTIONS ___________________________________ 18
WHAT DO ASSASSINS DO? ____________________________ 5
GETTING WOUNDED ________________________________ 20
CREATING AN ASSASSIN __________________________ 7 VEHICLES __________________________________________ 21
DECIDE YOUR ABILITIES ______________________________ 7 HOSTING A GAME _______________________________ 22
YOUR ACCOUTREMENTS ______________________________ 7
DESIGNING A MISSION ______________________________ 22
CHOOSE AN EXPLOIT _________________________________ 7
THE MISSION AREA _________________________________ 24
FINISHING TOUCHES _________________________________ 7
PLACING ENEMIES __________________________________ 26
CREATE YOUR GHOST STORY __________________________ 7
GHOST STORIES _____________________________________ 8 SUPPORTING CHARACTERS ______________________ 28
CHARACTER ADVANCEMENT ___________________________ 9
RIVALS ____________________________________________ 28
EXPLOITS _________________________________________ 10
MINOR ENEMY _____________________________________ 28
THE MENU ________________________________________ 11
ALLIES ____________________________________________ 28
ARMOR ___________________________________________ 12
OTHER GEAR ______________________________________ 12 CHARACTER DESCRIPTIONS ______________________ 29
SERVICES AND ASSOCIATES __________________________ 13
ASSASSINS _________________________________________ 29
PLAYING THE GAME _____________________________ 15 ASSOCIATES________________________________________ 30
ORGANIZED CRIME __________________________________ 32
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That’s the reason for the High Table’s two Conducting Business
sacred rules. If there weren’t safe areas to meet,
Assassins are expected to act with discretion.
then the Underworld would destroy itself with
Most assassins wear suits, or otherwise dress
treachery and paranoia. If the life-debts of
like a dark reflection of high society. They must
Markers weren’t enforced, then no Assassin
be able to appreciate art, fine food and drink,
would bother issuing them or honoring one.
history, and similar pursuits. People of the
Underworld treat each other with courtesy and
Clans respect – even if they are bitter rivals, and
Within the Underworld, there are various clans especially within Continental Hotels.
that compete for the High Table’s favor. These There are no strict rules against harming
range from groups like the Ruska Roma to crime bystanders, and law enforcement knows not to
syndicates like the Mafia or Yakuza. While only meddle in the Underworld’s business. Still,
twelve clans have seats at the High Table, there harming bystanders during a mission is
may be any number of more obscure ones, and considered sloppy and unprofessional.
there is no shortage of clanless free agents. Violating these basic expectations can affect
Gambits to advance a clan’s status, or the an Assassin’s reputation in the Underworld. The
settling of clan rivalries, tends to be a major last thing anyone wants is a bounty on their
source of operations within the Underworld. head over a faux pas.
Contracts
Anyone in the Underworld can order a hit, called
a “contract,” on anyone else. This contract must
be paid in real-world currency, not Coins.
Normally, a contract to kill one target is given
to one assassin. “Open” contracts are reported to
Administration, instead. A few minutes later,
every Assassin receives a text with the details of
the contract. For Underworld-adjacent people,
completing a contract could be a means of
becoming an Assassin.
As far as the High Table is concerned, this is
all unofficial business, because Coins are not
changing hands. Still, the High Table may open
contracts on Excommunicados, as an extra
incentive for assassins to hunt them down.
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Character Advancement
After every mission, your character gains a new
Exploit, up to a maximum of six Exploits.
Getting Out
When a character reaches six Exploits, it may be
time for that character to try to get out of the
Underworld (meaning, time for the player to
retire that character from play).
Getting out is no easy task. It often requires
calling in favors like a Marker and performing
Herculean tasks against all odds. However, for
those who succeed, it is a way to leave the
Underworld behind.
Some characters decide to go up rather than
out. A seat at the High Table is the highest an
assassin can ever hope to climb. Your assassin’s
last act could be making a play for a seat –
either by challenging a member or being chosen
as a member’s successor.
Sample Character
Writing down your character's information doesn't
take a lot of room - it should all fit on a single 3x5
notecard. You can arrange it like this:
Name: Nemesis
Hot 2 Cold 4 Swift 4 Deadly 5 Tough 3 Wise 3
Focus Points: 5/5 Speed: 5 Wounds: 0 / 3
Exploits: Ruthless - Enemies count as Cover 4.
Gear:
• a knife (point-blank, discrete, light, melee)
• a 9mm pistol (close range, 12 shots, discrete, burst
3, light), 2 reloads. Ammo:
• a ballistic vest (Armor Save 2)
• 1 adrenaline shot.
• a nice suit
• a cell phone.
• 1 Coin.
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Exploits Disarm
When you Change Weapons, you may choose to
Exploits are the unique abilities of your Assassin. take a weapon from a stunned enemy within
As you continue to play the game, you gain point-blank range.
additional Exploits.
Face in a Crowd
Ability Increase You have an uncanny ability to vanish in crowds.
Increase one of your Abilities by 1, up to a When you Hide while using a crowd as cover,
maximum of 5. You can gain this exploit roll 3 dice and take the best result. Crowds do
multiple times, but only once for each Ability. not count as difficult terrain for you.
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The Menu
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delivered to a Hotel or the mission area. If items Concierge. Hotel Concierges take the comfort
are delivered to the mission area, they’re hidden; and safety of Hotel guests extremely seriously.
the Host should give you a hint about where to They will defend you on Hotel grounds, and may
find them. help with other personal favors, such as
Tailor. Tailors can provide armor and clothing, boarding your pet, relocating your family, etc.
including disguises, ensuring that you have Crime Lord. Knowing a crime lord in a city
proper attire for any engagement. The services gives you access to services the Underworld
Valet Service. You can loan a car from the can’t provide. When you rely on a crime lord, you
Hotel garage. It will be waiting for you at a never get exactly what you asked for…
destination of your choice. It is courtesy to tip 1 Doctor. A friendly doctor would never turn
to 3 coins if the vehicle is damaged or away a friend in need. They may heal you free of
destroyed. charge when your life depends on it.
Harbinger. A Harbinger may have the ear of a
Associates High Table member. More importantly, they
Associates are the oil that keeps the Underworld have a thorough knowledge of the Old Ways.
running. Players with the Close Associate Exploit Hotel Manager. Hotel Managers are the lords
can choose from the list below: of their respective Hotels. They can arrange
Adjudicator. An Adjudicator makes for a meetings with major players in the Underworld,
powerful ally. One would never tolerate you shelter those with bounties on their heads, and
breaking the High Table’s rules… but could post bounties themselves, on your behalf.
recommend ways to obey the letter of the rules, Informant. You can plant an informant in
if not the spirit. another city’s Hotel, a local crime syndicate, or
Administration. Also known as “Accounting,” the company of another Assassin. Your
these telephone operators handle all informant can be your eyes and ears there, so
Underworld communications. They can connect long as they aren’t caught.
you to people or places that might overwise Sommelier. A Sommelier friend can always
refuse to take your calls. suggest the perfect weapon for any situation, or
Banker. Knowing a banker could let you store sneak you free reloads occasionally.
items for free or have them moved extra quickly. Tailor. Any tailor can provide basic armor and
A banker could also let you peek at someone clothes – but knowing a tailor means they can
else’s Vault but would never let you steal. make you look incredible. Not to mention, they
Clan Leader. Clans can provide shelter, can make you an Assassin’s Tailored Suit.
manpower, or other resources, but they are Trackers. Inconspicuous and anonymous,
bound under the High Tables’ rules. Clans may trackers seem offensively under-dressed for the
have their own codes of conduct and laws as Underworld. However, they are absolute masters
well, which may further restrict the kinds of help of hunting down quarry. If you need to find
they can provide. someone who’s disappeared, a Tracker is the
best option. Many trackers keep dogs as loyal
companions – don’t mess with their dogs. Ever.
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The Environment
Interacting with Cover
Cover At the Host’s discretion, the characters’ actions can
Some squares (or edges of squares) may be create or destroy cover. For example, one character
marked as cover. Draw a line between the could create cover by kicking over a table (using the
attacker and their target. If any of the spaces in Interact action). Another could Dash at a glass
between have cover, the target can roll a cover window, and smash straight through it.
save instead of using armor, Swift, or Tough. Destroying Cover with Attacks. A quick-and-easy rule
is that whenever a character succeeds on a cover save,
Cover Save. A cover save is based on the
the cover save offered by that terrain is reduced by 1,
relative durability of the cover, and how much of
or 2 if the weapon being used is deadly. When the
the target is visible. cover’s cover save is reduced to 0, it’s destroyed.
Multiple Types of Cover. If there is more than
one type of cover between the attacker and a Range
target, only use the best Cover save. Weapon ranges are abstracted into a few broad
categories, shown on the table below:
Material Cover Save
Canvas, glass, foliage 2 Range Number of Squares
Wood, plastic, sheetrock 3 Point-Blank 1 square away.
Concrete, metal, stone 4 Close Up to 6 squares away.
The cover is at least 1 +1 Short Up to 12 squares away.
square thick. Medium Up to 24 squares away.
Less than half of the +1 Long Up to 36 squares away.
target is visible.
Extreme Anywhere on the map.
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Hunt
Roll Wise.
One in the Chamber
Failure: Choose one:
When you reload most weapons, if there is still any
• Remove a Decoy token left by a hidden ammo in it, then you should have a full magazine
plus one additional shot. Revolvers and sawed-off
character. That character is no longer hidden.
shotguns are the exceptions. If that touch of realism
• Ask the Host which direction your target is.
is important to your group, you can have the extra
• Ask the Host if anything is hidden within Close bullet. Who knows? You may need it…
range of your Assassin.
• Ask the Host how many characters are Shoot
currently within Short range of you. (This Reduce your ammo by 1, then roll Deadly.
includes enemies you can’t see, such as hidden Failure: Wound one character within range.
enemies and enemies in nearby rooms). Success: Wound one character within range,
• Ask the Host a yes-or-no question about a then you may Shoot another character. You can
character you can see. keep Shooting until you run out of ammo, you
fail a roll, or you’ve Shot a number of times
Success: Choose two of the above.
equal to your Deadly.
Interact Taunt
You may interact once per turn. Roll Swift.
You must target a Rival. Roll Hot.
Failure: You use an item, such as a first aid kit
Failure: On their next turn, the rival must Fight
or grenade, or interact with the environment.
or Shoot you if they are able.
You can use this action to open or close a door,
Success: On their next turn, you decide where
hit a switch, pick up an item, etc.
the rival moves, and you may choose one of the
Success: As above, then immediately take
following actions for the rival:
another action.
• The rival Dashes towards you.
Improvise • The rival Fights you.
Do something that doesn’t neatly fit into any • The rival Shoots at you.
other action. The Host will tell you what to roll,
and what happens on a success or failure.
Reload
You must have at least 1 reload left for your
weapon. Roll Swift.
Failure: Reduce the number of reloads for your
weapon by 1. Your weapon’s ammo is
replenished to its original value.
Success: As above, and you may immediately
Shoot with the weapon.
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Hosting a Game •
•
Montreal, Canada
Mumbai, India
Hosting is as much an art as it is a science. If • Nairobi, Kenya
your players are having fun, you are being a • Rio de Janeiro, Brazil
good Host! The guidelines in this section can • San Francisco, United States
help you be an even better one. • Seoul, South Korea
• Amsterdam, Netherlands
• Budapest, Hungary
• Buenos Aires, Argentina
• Cape Town, South Africa
• Hong Kong, China
• Istanbul, Turkey
• Karachi, Pakistan
• Kuala Lumpur, Malaysia
• Melbourne, Australia
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Other Considerations
As you design fights for your mission, make sure
to think about other factors that can impact the
difficulty and fun of each encounter.
Armor. Enemies with armor are harder to kill –
which can prolong a fight. Armored enemies
work best in fights with fewer enemies.
Cover. In an area with no cover, wounded
assassins can quickly get overwhelmed. Cover
also gives enemies more survivability, which can
both slow down a fight and deter characters
from moving.
Interactivity. Interactive elements can add
more excitement and strategy to a fight!
Consider some of the following ideas:
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Gear Gear
Type of Armor. Armor Save X. Type of Armor. Armor Save X.
Weapon Name. Ammo: XX. Range: Close. Notes: Notes. Weapon Name. Ammo: XX. Range: Close. Notes: Notes.
Other Gear. If the enemy is carrying other gear, it will be Other Gear. If the enemy is carrying other gear, it will be
listed here. listed here.
Exploits Exploits
Exploit Name. The rules regarding the rival’s exploits Exploit Name. The rules regarding the enemy’s exploits
will be written in a paragraph like this. will be written in a paragraph like this.
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Assassins Exploits
Knife Throwing. When the Knife-Happy Assassin Shoots,
Charming Snake [Rival] they can throw a knife instead of using a gun.
The last person you want to have your number. Moving Shadow. Treats shadows as cover with a cover
Hot Cold Swift Deadly Tough Wise save of 2. Can hide in dim light or darkness. While the
Knife-Happy Slasher is hidden, Fighting and Executing an
5 4 3 4 2 3
enemy doesn’t reveal their location.
Exploits
Gear
Grovel. The Charming Snake can roll Hot to save against
Knife. Range: Close. Notes: Discrete, Light, Melee
Executions. On a success, the Charming Snake isn’t
wounded. Other Gear. 5 more knives. One is their favorite.
Sudden but Inevitable Betrayal. The first time the
Charming Snake Fights, Shoots, or Executes an ally, the
Charming Snake can roll twice and take the best result. Unstoppable Brute [Rival]
Then, the Charming Snake changes sides (allies become Some assassins aren’t known for their subtlety.
enemies, enemies become allies).
Hot Cold Swift Deadly Tough Wise
2 4 3 4 5 3
Gear
Pistol, 9mm. Ammo: 12. Range: Short. Notes: Burst (3), Exploits
Discrete, Light
Anything’s a Weapon. The Unstoppable Brute can
Knife. Range: Close. Notes: Discrete, Light, Melee execute characters without using a weapon. When the
Unstoppable Brute Fights and rolls a 1, they may cause a
wound in addition to stunning the target.
Friendly Neighborhood Sniper [Rival] Throw. When the Unstoppable Brute fights a character,
Could probably snipe you from across town. the target is stunned and pushed one square in a
direction of the Unstoppable Brute’s choice.
Hot Cold Swift Deadly Tough Wise
3 4 2 5 3 4 Unstoppable. The Unstoppable Brute suffers a -1
penalty for every 2 wounds, instead of a -1 penalty for
Exploits each wound.
Inescapable Aim. You can’t make cover saves against
attacks from a Friendly Neighborhood Sniper. Gear
Plate Carrier. Armor Save 3.
Gear
Pump-Action Shotgun. Ammo: 12. Range: Close. Notes:
Sniper Rifle. Ammo: 6. Range: Extreme. Notes: Armor- Deadly, Slow Reload
piercing, Deadly, Heavy
Pistol, 45. Ammo: 8. Range: Short. Notes: Burst (2),
Pistol, 9mm. Ammo: 12. Range: Short. Notes: Burst (3), Discrete, Light
Discrete, Light
Other Gear. Suppressor, Wind gauge
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Gear
Assassin’s Tailored Suit. Armor Save 3, Discrete.
Pistol, 45. Ammo: 8. Range: Short. Notes: Burst (2),
Discrete, Light
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Exploits
Suppressing Fire. When a High Table enforcer Shoots,
whether the target is wounded or not, the target cannot
move closer to the enforcer on their next turn.
Gear
Enforcer Armor. Armor Save 4. Shooting a High Table
Enforcer with a weapon that isn’t deadly causes them to
be stunned, but not wounded, on a failed armor save.
Fighting and Executions work normally.
Submachine Gun. Ammo: 20. Range: Short.
Notes: Burst (4).
Other Gear. 1 Stun Grenade
Hotel Attendant
Many of a Hotel’s staff are also its security.
Exploits
Suppressing Fire. When a Hotel Attendant Shoots,
whether the target is wounded or not, the target cannot
move closer to the Hotel Attendant on their next turn.
Gear
Armor Save 2. Ballistic Vest.
Pistol, 9mm. Ammo: 12. Range: Short. Notes: Burst (3),
Discrete, Light
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Gear Gear
Pistol, 45. Ammo: 8. Range: Short. Notes: Burst (2), Plate Carrier. Armor Save 3.
Discrete, Light
Assault Rifle. Ammo: 30. Range: Medium. Notes: Burst
Knife. Range: Point-blank. Notes: Discrete, Light, Melee (3), Deadly
Other Gear. Ski mask with a skull on it.
Punk
A young, scrappy fool in way over their head.
Exploits
Runs Fast. When a Punk Dashes, roll 2d6 and use the
total.
Gear
Pistol, 9mm. Ammo: 12. Range: Short. Notes: Burst (3),
Discrete, Light
Knife. Range: Point-blank. Notes: Discrete, Light, Melee
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