Professional Documents
Culture Documents
Touchstones
★ Inspirations: Blade Runner – Ridley Scott, Ocean's Eleven – Gary Ross & Steven Soderbergh.
★ Tone: Edgy, Punk, Hopeful.
★ Theme Song: This Fffire – Frans Ferdinand.
Aesthetics
★ Glitz meets Grunge: High life, neon lights, glass towers, filthy streets, gold chains, ripped jeans.
★ Old meets New: Radio waves, cyber-limbs, CRT screens, holograms, cassette tapes, hover cars.
Player Principles
★ Raise hell: Stand up against injustice, never compromise with tyrants.
★ Take risks: You’re a badass, they’ll probably pay off. Caution is for cowards.
★ Revel in drama: You’re a mess. Cause drama with a smile, more problems = more fun.
MC Principles
★ Be a fan of the players: Be generous with info & advice, celebrate the players' victories.
★ Make the world worth saving: Give the players a reason to keep fighting.
★ Let go of control: This isn't your story. It belongs to the players & dice too. Embrace the chaos.
Safety
★ Consider the feelings and comfort of your fellow players. A safe game is a fun game.
★ Lay out your boundaries before play. Both soft (it’s ok if “off screen”), and hard (don’t include this in the game).
★ Feel free to pause, rewind and fast-forward play to moderate uncomfortable content.
PART 2 – MECHANICS
ROLLING THE DICE: When you try something risky you must roll the dice (only players roll).
1. The MC will describe the consequence at risk. Roll to avoid it.
2. Describe your action and choose a matching Skill.
3. Roll your relevant Skill Die.
> If Hindered by circumstances, decrease your Skill Die by one size. (e.g. too dark to see, outnumbered).
> If Helped by circumstances, add a d6 (e.g. element of surprise, useful cyber limbs).
> If Aided by a crewmate, add your Bond Die with them (e.g. distraction, covering fire).
4. The result depends on the highest die roll:
> 1/2 Suffer the consequence. If it’s mutually exclusive with success, you fail (MC’s call).
> 3/4 Succeed, but suffer a lesser consequence.
> 5+ Succeed, the higher the roll the better.
SKILLS: You have 6 Skills with a Die Rating in each (d6➡d8➡d10➡d12). The higher the better.
★ Blood: Strength & toughness (fight, threaten, crush).
★ Moves: Speed & coordination (run, jump, drive).
★ Shade: Stealth & subterfuge (hide, sneak, steal).
★ Sway: Charisma & influence (charm, lie, negotiate).
★ Tech: Technical savvy (hack, fix, sabotage).
★ Wits: Knowledge & insight (analyse, research, investigate).
STEPS: When one roll isn’t enough to overcome an obstacle the MC says the steps involved (e.g. you’ll need to
break his armour before you can take him down).
CONSEQUENCES: Before you roll the MC will tell you the consequence at risk (spotted by guards, crashed car,
bullet wound). You can change your action before you roll to minimise risk.
LUCK: When the MC puts something to chance. (e.g. how many guards show up?) Roll a d8 – 1/2 Bad Outcome
(a small army). 3/4 Mixed Outcome (a squad). 5+ Good Outcome (a handful).
PLANNING: You can plan for a job by acquiring Assets beforehand (e.g map of the location, getaway driver,
industrial drill). When you get an Asset, roll the Suspicion Die on the Suspicion Table then increase its die size
(d4➡d6➡d8➡d10➡d12). Some hard to get Assets may also require a Skill Roll and or ₡ (MC’s call).
SUSPICION TABLE:
1 You get a lucky break. Gain an extra Asset.
2 Your dealings go unnoticed.
3 Your opposition hears rumours of your plans.
4 Your opposition upgrades their security system.
5 Your opposition hires extra guards.
6 Your opposition ups their firepower.
7 An Asset is compromised, lose it.
8 Your opposition enlists the help of powerful allies.
9 Your opposition knows your faces.
10+ Your opposition’s trap works. Start the job after shit hits the fan, moments away from being captured.
LOAD: Carry as much as what makes sense. However Bulky items are conspicuous and carrying more than two can
Hinder you at times (e.g. when running or sneaking).
SPITE: You are fueled by Spite. Start each job with 1 Spite.
Gaining Spite – When you cause trouble / drama by playing into a trait gain 1 Spite. Someone can offer the players
a narrative twist that makes their lives harder, if they accept they gain 1 Spite.
Spending Spite – Spend 1 Spite to add d12 to a roll or reveal an extra Asset during a job (without rolling Suspicion).
DEFENCE: You can say how an item breaks to block an Injury. Broken items are useless until repaired.
REPAIRS: To fix an item, pay a mechanic ₡1 or DIY with a Repair Kit and a Tech Roll – 1/2 It’s irreparable, 3/4 It’ll be
irreparable if broken again. 5+ Good as new.
INJURIES: You can be Injured as the consequence of a roll. Injuries can Hinder you at times (e.g. a sprained ankle
Hinders running). When you have 2 Injuries and take a 3rd it's time to Face the Music.
FACE THE MUSIC: When you take a 3rd Injury, or otherwise almost die. Roll a d8 – 1/2 Any last words? 3/4 Either
go out with a bang (next roll is a 12) or survive, but with lasting physical or mental trauma. 5+ Survive
HEALING: To heal Injuries, pay a doctor ₡1 or treat them with a Med Kit and a Wits Roll – 1/2 It’s worse than you
thought, get doctor stat! 3/4 Recovery will take time. 5+ Fully healed.
MONEY: Scum like you trade in Creds (₡). One month’s pay for the average wage slave, all in unmarked bills. Jobs
usually pay ₡1-4 each. Ignore any transactions cheaper than ₡1.
HEAT: If your last job drew significant attention – Roll the Heat Die on the Heat Table then increase its die size
(d4➡d6➡d8➡d10➡d12). Pay a “cleaner” ₡1 to reduce your Heat Die by one size.
HEAT TABLE:
1 An ally comes to you for help. It's urgent.
2 A gang demands tribute from you.
3 A rebel group comes to you for help. They’re desperate.
4 A gang comes to you with a job. They won't be happy if you decline.
5 A corp sells merch of your face.
6 An ally is taken in for questioning. Will they rat you out?
7 Someone puts a hit out on you.
8 An ally is murdered.
9 The cops put you on the “Most Wanted” list.
10+ The cops find your hideout, prepare for a raid.
BOND: You have a Bond Die with each of your crewmates. After each job – Share a scene bonding with a crewmate
(or two if uneven), then increase your Bond Die with each other (d4➡d6➡d8➡d10).
★ The Face: A master manipulator. Sway is your Key Skill, increase it to d8. Start with a Disguise emitter and an
invitation to a secret gathering.
★ The Rogue: An elusive infiltrator. Shade is your Key Skill, increase it to d8. Start with a Bug, Lockpicks and a
code phrase to an underground club.
★ The Spider: A cunning mastermind. Wits is your Key Skill, increase it to d8. Start with a Signal splicer and a
memento from a job went wrong.
★ The Trigger: A hardened fighter. Blood is your Key Skill, increase it to d8. Start with an Upgraded Weapon and a
trophy from a gruesome fight.
★ The Wrench: A tech whiz. Tech is your Key Skill, increase it to d8. Start with a Repair kit, Pocket rig, and an
encrypted cassette tape.
THE ACE
★ Catch a Ride: You can always find a vehicle nearby, and you’re Helped when breaking into one.
★ Dangerous Game: When you try a cool and dangerous stunt, add an extra Skill Die to your roll.
★ Shoot First: When it's unclear who acts first, you do. And you’re Helped when you quickly draw and fire a gun.
★ Speed Demon: Once per job, you can gain a massive speed boost whilst running or driving.
THE ROGUE
★ Ambush: When you catch someone off guard, add an extra Skill Die to your roll.
★ Fade Away: Once per job, you can slip away from sight. No roll needed.
★ Ghost: You’re almost invisible in darkness and crowds.
★ Sleight of Hand: You can always steal a small object undetected. No roll needed.
THE FACE
★ Bullshit Detector: You always know when someone is lying. No roll needed.
★ I Know a Guy: Once per job, you can declare that a contact comes to your aid.
★ Fast Talk: The unsuspecting will always believe you, at least for a while. No roll needed.
★ War & Peace: When you incite a mob into defiance or defuse a tense situation, add an extra Skill Die to your roll.
THE SPIDER
★ Master Plan: Once per job, reveal how the current situation is all part of your plan.
★ One Step Ahead: When you react to being caught off guard, add +2 to your roll.
★ Tactical Analysis: You can always tell someone’s weakness. No roll needed.
★ Team Player: When you Aid a crewmate, you don’t share the risk, and they add an extra Bond Die to their roll.
THE TRIGGER
★ Die Hard: Once per job, you can Defend without breaking anything. And you’re Helped when you Face the Music.
★ Fight Like Hell: You can be Helped and ignore Hindrances for a fight, but you’ll be Hindered until you rest.
★ Force of Nature: When you threaten someone with violence, add an extra Skill Die to your roll.
★ Meat Shield: When you or a crewmate rolls a 1-4 in a fight, you can take the consequence alone.
THE WRENCH
★ I’m In: When you hack or tinker your way past a security system, add an extra Skill Die to your roll.
★ Overclock: Supercharge a machine for a while at the risk of spontaneous combustion.
★ Patch Job: You can fix a machine once before it needs proper repair. No roll needed.
★ Patent Pending: Once per job, reveal a gadget / program you created.
V. Choose your Gear
Start with the clothes on your back, a Comm, and ₡4.
CHROME
₡1 each +1 per upgrade.
★ Cyber Arms: Lift heavy shit, punch hard. Warning: prone to seizing up. Upgrades – Implanted weapon / tool,
Tethered grappling hand, Self lubricating (prevents seizing up).
★ Cyber Legs: Run fast, jump high. Warning: Loud as hell. Upgrades – Climbing spikes (cling to surfaces), Load
bearing (carry 3 Bulky items without Hindrance), Silent components.
★ Cyber Ears: Hear shit from a distance. Warning: Sensitive to loud noises. Upgrades – Echolocation, Implanted
comm, Noise cancellation (removes noise sensitivity, isolate specific sounds).
★ Cyber Eyes: Zoom in on shit. Warning: Sensitive to bright lights. Upgrades – Implanted bug, Implanted smart
goggles, Light filter (removes light sensitivity).
ESSENTIALS
₡1 each
★ Bug: Camera & microphone, small enough to hide.
★ Comm: Electronic communicator. Call or text anyone in the city.
★ Grenades: Go boom. Pick three in any combo – Fire, Frag, Emp, Stun.
★ Lockpicks: The keys to any lock.
★ Medkit: Filled basic medical supplies.
★ Pocket rig: Portable computer, great specs in a small package.
★ Repair kit: Filled with basic tools.
GADGETS
₡2 each.
★ Drone: Flying drone. Equipped with a camera & microphone.
★ Gloo cannon: Shoots out adhesive foam that hardens into solid structures (Bulky).
★ Grappling gun: Pulls you to surfaces, pulls objects (or people) to you.
★ Disguise emitter: Emits holographic disguises.
★ IED: Improvised explosive device. Goes BOOM. Remotely detonated.
★ Signal splicer: Jams, intercepts or alters signals.
★ Smart goggles: Electronic goggles. Have infrared, low-light, UV & X-ray vision modes.
IV. Determine your Contacts
You have two key contacts, one friend, one enemy. Describe them.
Jobs
1 Break someone out of prison.
2 Cause a distraction for a rebel group.
3 Clear someone’s name, pin it on the real perpetrator.
4 Copy data from a secure network.
5 Defend a neighbourhood from a police raid.
6 Drive a gang out of a neighbourhood.
7 Hide somebody from the cops, help them flee the city.
8 Hijack the comm waves to spread your message.
9 Infiltrate a secret gathering.
10 Investigate a crime the cops don’t care about.
11 Mediate a gang conflict before it turns into all out war.
12 Protect peaceful protestors from the police.
13 Pull off a classic money heist.
14 Reroute an arms shipment in transit.
15 Sabotage a corp's newest invention.
16 Sabotage bots meant to replace workers.
17 Send a message that the target won’t forget.
18 Steal a corpo’s prized possession.
19 Steal a prototype weapon/
20 Transport a package from A to Z, don’t look inside.
Contacts
ENEMIES & TARGETS
1 Adler: Sadist, abuses power with a smile.
2 Akande: Hard ass, by the book.
3 Copper: Cunning, sees you as worthy opponents.
4 Jean: Kiss up, will do anything to climb the ranks.
5 Genesky: Cold & calculating, never smiles.
6 Imani: Bold, never one to follow orders.
7 Jäger: Raging narcissist, massive asshole.
8 Quinn: Trust fund kid, not the brightest.
9 Wesker: Charming smile, forked tongue.
10 Zhao: Says it like it is, towering physique.
Organisations
CORPS
1 All Mart: Sells everything, literally everything.
2 A.R.C Collective: Faceless mega monopoly, owns half the city.
3 Blue Sector: “A private military you can trust”
4 U Work: Contracting company, owns thousands of slaves “indentured workers.”
5 Valeries Industries: Tech company, produces all the cops’ toys.
6 Walton Pictures: Multi-media conglomerate, spreads corporate propaganda.
GANGS
1 Balarios: Gambling and loans, family business.
2 Blackjacks: Smugglers and couriers, honourable.
3 Plomos: Fences and thieves, stylish.
4 Punishers: Street “vigilantes,” patrol the streets looking for trouble.
5 Rowdy Boys: Drug dealers and protection racket, macho.
6 West-Side Gunners: Hired guns, professional, armed to the teeth.
REBEL GROUPS
1 6th House: Fascist militia, zealous, violent, well-connected.
2 Green Hoods: Steal from the rich and give to the poor, reckless.
3 Jetset: Hacktivist collective, rife with infighting.
4 Night Witches: Conclave of the marginalised, occult imagery, falling apart.
5 Red Guard: Remnants of the rebel army, disciplined, stuck in the past.
6 Watchdogs: Protect marginalised communities from the cops, public enemy number one.