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Boss

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JOBS

(Profit / catastrophe) CREW THE BOSS


You’re in charge. Either you work with the law or you try to keep it afar, but
Choose 3 paying jobs: you run shit. You have your crew, you run your show and you do real work,
not like those fat bastards who rain orders down on you from their comfy
Bodyguarding (1-budget / embattled) offices and flats. You’re down there, taking risks. You deserve your share.
Surveillance (1-budget / deceived)
Federal Security Bureau, Global Intelligence Agency, Office of Arcane Affairs,
Raiding (1-budget / embattled) plain old police, arcane underground, organized crime or even private dicks,
Enforcement (1-budget / overthrown) doesn’t matter, you and your team are doing it. You’re making this happen.
Honest work (1-budget / impoverished)
Companionship (1-budget / entangled)
Convoy (1-budget / bushwacked) a character playbook for
Infiltration (1-budget / discovered)
Scavenging (1-budget / impoverished)
Brokering deals (1-budget / shut out)
Technical work (2-budget / shut out) Your crew or contacts can consist entirely
Escort (2-budget / entangled) of the other players’ characters, or entirely
Arcology defense of the Keeper’s characters, or any mix. If
(2-budget / infiltrated) they include any of the MC’s characters,
sketch them out - names (eg Gabble, Jaim,
Doing murders (3-budget / embattled) Pe, Wasted) and 1-line descriptions - with
the Keeper. Make sure they’re competent
ADDITIONAL RULES
And choose 1 obligation job: and suited to the gigs you’ve chosen.
BUDGET MOVES
When you give 1-budget to someone, but with strings attached, it counts as
Avoiding someone (you keep well clear / they catch you in a bad spot) manipulating them and hitting the roll with a 10+, no roll required.
Paying debts (you keep up with them / they come due)
Revenge (you victimize someone / they humilate you) When you negociate the acquisition of heavy, A-tech or illegal stuff, looking
Protecting someone (nothing bad happens to them / they’re gone) for some particular thing to buy, and it’s not obvious whether you should be
able to just like go buy one like that, roll+sharp. On a 10+, yes, you can just go
Pursuing luxury (beauty in your life / you wind up in a bad spot) can buy it like that. On a 7–9, the Keeper chooses one of the following:
Maintaining your honor (you keep your word and your name / you cross a line) • it costs 1-budget more than you’d expect
Seeking answers (you get a clue / you chase a red herring) • it’s available, but I have to introduce you to that shady Mr. Karpow.
• damn, I used to sell that stuff but no more. Maybe if you go to that guy Aaron,
he still have some.
• sorry, I don’t have that, but maybe this will do instead?

When you make known that you want a thing and drop some notes to speed
it on its way, roll+budget spent (max roll+3). It has to be a thing you could
legitimately get this way. On a 10+ it comes to you, no strings attached. On a
7–9 it comes to you, or something pretty close. On a miss, it comes to you,
BUDGET but with strings very much attached.
1-budget will cover a month’s living expenses, if your tastes aren’t too grand.
1-budget will also cover your crew’s bonus of a couple three four profitable JOBS ON SCREEN
jobs. Paying jobs on screen:
• Profit: the Keeper can choose whether to come in on the end of the success-
As a one time expenditure, 1-budget covers the price of : one heavy hospital ful job, or let the whole gig happen in summary, off-screen.
bill, any weapon, gear or fashion not valuable or high-tech, reparation on an • Catastrophe: the MC can come in on the moment when the job goes south,
arcanotech device, bodygard service for a week by a ronin, one year taxes to or you can summarize the job going south and come in on the aftermath.
the government, maintenance on a high-tech vehicle, such as a mech or even
an engel, bribes and fees and gifts sufficent to get you into anyone’s presence.

the
Obligations on screen:
• Profit: the Keeper can choose whether to come in on the end of your accom-
For better stuff, you should make particular arrangements. You can’t just go plishing it, or let it pass without much remark.
shopping around the archeology with a few thousand terranotes and expect to • Catastrophe: the Keeper should come in on the moment when it goes south,
find arcanotech prototypes and luxe eternal. as a rule.

BOSS
• Unworked: an unworked obligation is an opportunity for the Keeper.

If you’re law enforcement (GIA, FSB, OAA...) the budget you gain is your
superior giving more money to your deparment and it’s yours to redistribute
to your crew. If you’re a civilian - criminal or otherwise - that’s plain cash from
your client’s pockets to yours.
CREATING A BOSS BOSS MOVES
To create a boss, choose name, look, stats, moves, jobs, crew/contacts and NAME
gear. OPERATION: you get 2-focus. Whenever there’s a stretch of downtime in
NAME LOOK play, or between sessions, choose a number of your jobs to work. Choose no
Choose. Human, Nazzadi or Xenomix. DESCRIPTION more than your focus. Roll+cool. On a 10+, you get profit from all the jobs
you chose. On a 7–9, you get profit from at least 1; if you chose more, you get
STATS Man, woman, ambiguous, or trans- catastrophe from 1 and profit from the rest. On a miss, catastrophe all around.
Choose one set: gressing. The jobs you aren’t working give you neither profit nor catastrophe. Whenever
• Cool+2 Hard=0 Hot-1 Sharp+2 Other-1 you get a new job, you also get +1focus.
• Cool+2 Hard+1 Hot+1 Sharp=0 Other-1 Casual wear, utility wear, vintage
• Cool+2 Hard-1 Hot+1 Sharp+1 Other=0 wear, signature wear, or standard Hx EXIT STRATEGY: name your escape route and roll+cool. On a 10+ you’re
• Cool+2 Hard=0 Hot=0 Sharp+1 Other-1 uniform. COOL gone. On a 7–9, you can go or stay, but if you go it costs you: leave something
HIGHLIGHT behind, or take something with you, the MC will tell you what. On a miss,
MOVES Worn face, pretty face, honest face, you’re caught vulnerable, half in and half out.
Act under fire
You get all the basic moves. You get rough face, hard face, or open face.
operation and then choose another IN CHARGE: when you interfere with someone who’s rolling, roll+cool
boss move. Calculating eyes, warm eyes, sharp HARD instead of roll+Hx. Asshole.
HIGHLIGHT
eyes, guarded eyes, cold eyes, or
Hx weary eyes. EASY TO TRUST: when you try to seduce or manipulate another player’s
Take by force • Go aggro
Everyone introduces their characters character, roll+Hx instead of roll+hot. An NPC, roll+cool instead of roll+hot.
by name, look and outlook. Take your Muscular body, rangy body, full body,
turn. energetic body, or sturdy body. HOT REPUTATION: when you meet someone important (your call), roll+cool.
HIGHLIGHT On a hit, they’ve heard of you, and you say what they’ve heard; the Keeper will
Help or interfere • Session end have them respond accordingly. On a 10+, you take +1forward for dealing with
List the other characters’ name. GEAR Seduce or manipulate
You get: them as well. On a miss, they’ve heard of you, but the Keeper will decide what
Go around again for Hx. On your turn, • standard issue CS-40 Defender BOSS SPECIAL they’ve heard.
choose 1 or both: medium pistol (2-harm close loud)
SHARP
• One of them once faced down or a signature weapon (detail with
HIGHLIGHT If you and another character have sex, get a
dedicated violence to get you out of the Keeper) new obligation job: keeping [their name] happy
a fix. Tell that player Hx+2. • savings worth 1-budget
Read sitch • Read person
(you keep them happy / you fucking blow it). GEAR OTHER MOVES
• One of them once let you down in a • fashion suitable to your look, inclu-
pinch and left you holding the bill. ding at your option a piece worth
OTHER If you and the same character have sex again,
Tell that player Hx-1. 1-armor (you detail)
HIGHLIGHT don’t get duplicate jobs. Just the first time.
Open to the other side
Tell everyone else Hx+1. IMPROVEMENT
Whenever you roll a highlighted stat
On the others’ turns: and whenever you reset your Hx with
• Whatever number everyone tells someone, mark an experience hex. IMPROVEMENT
you, give it +1 and write it next to
their character’s name. You depend
When you mark the 5th, improve and
erase.
HARM
STABILIZED Experience: IMPROVE
upon clear relationships.
Each time you improve, choose one
At the end, find the character with the of the options. Check it off, you can’t BROKEN get +1cool (max cool+3)
-1sharp SHATTERED
highest Hx on your sheet. Ask that choose it again. DISFIGURED -1cool get +1hard (max hard+2)
player which stat is most interesting, -1hot CRIPPLED get +1sharp (max sharp+2)
-1hard
and highlight it. The Keeper will have get a new boss move
you highlight a second stat too. get a new boss move BUDGET
add a job and you may change your crew
add a job and you may change your crew
abandon or resolve an obligation for good
SHOCK get a move from another playbook HOLD
STABILIZED get a move from another playbook

Get +1 to any stat (max. stat+3)


OBSESSED Retire your character (to safety)
-1sharp TERRIFIED
DELUDED -1cool Create a 2nd character for you to play
-1hot DETACHED Change your chararcter to a new type
-1hard
Choose 3 basic moves and advance them
Advance the other 4 basic moves

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