
Crew Creation
The following rules add depth and a system of shared progression for the PCs.
This sub-system is great for longer campaigns, but is largely irrelevant for shorter games and one-shots.
Introduce these steps after Character Creation, or after the first job. GM Discretion.
Crew Archetype
Regardless of the focus of the game, the player characters are assumed to be part of a team.
In theory, this could be anything, but its recommended to pick something that places the Characters in the position of Underdogs, on the bottom rung of society, with a reason to hate the status quo.
Discuss with the GM and choose a Crew Archetype that you’re excited to explore,
or roll on this list:
Archetypes
Archetype | Example Strengths | Archetype | Example Strengths | ||
---|---|---|---|---|---|
1_ON_D12 | Netrunners and Hackers | Codebreaking, Bypass Security, Exploit Vulnerability, Steal Data | 7_ON_D12 | Escaped Prisoners or Test Subjects | Pain Tolerance, Mutated, Natural Weapons, Sewer Dwellers |
2_ON_D12 | Smugglers and Couriers | Knows a Shortcut, Package Handling, Escape, Smuggling | 8_ON_D12 | Thugs and Gangers | Defend Turf, Instincts, Street Violence, Expand Territory |
3_ON_D12 | Mercs and Enforcers | Weapon Proficiency, Threat Assessment, Crowd Control, Kill for Pay | 9_ON_D12 | Journalists and Media | Seek the Truth, Blackmail, Public Manipulation, Insider Contact |
4_ON_D12 | Tech Scavengers and Survivalists | Salvage, Survival, Jury-Rigging, Trap Sense, Seek Relics | 10_ON_D12 | Detectives and Bounty Hunters | Interrogation, Seek Justice, Follow a Lead, Gun handling |
5_ON_D12 | Infiltrators and Spies | Disguise, Persuade, Blend in, Heist | 11_ON_D12 | Nomads and Outcasts | Pack Tactics, Survival, Mechanics, Navigation, Road Warrior, Shared Code |
6_ON_D12 | Rebels and Insurgents | Demolitions, Guerrilla Tactics, Propaganda, Mobilisation | 12_ON_D12 | Rockstars and Performers | Put on a Show, Evade the Law, Rile up an Audience, Stick it to the Man |
If your group is more divided, consider the connections between player characters. What are they to each other?
If its a little vague, or the characters don’t really know each other yet, either write a broad descriptor of what the group currently is (Drifters, Freelancers, Nobodies, etc.).
Do a few more jobs and come back to it.
Playing to the Strengths of your Archetype earns you Status at the end of a job. As your Status increases, your crew gain additional benefits. See Crew Advancement below.
Contacts & Faction Relations
Crew Contacts
Much like individual Characters, the crew have access to Contacts; a network of friends, fixers, and experts.
Starting Contact
The Crew start knowing one shared, close Contact.
One PC might have more of a connection with them than the others, but you all know them well enough to trust them.
Give them a name, an occupation, as well as a detail about how you know them.
Make something up, or roll on the table below.
1_ON_D12 | A family member with a local business | 7_ON_D12 | A smuggler operating out of Heng Fa or Seaboard B-8 |
2_ON_D12 | The trusted Chopdoc who installed your Augs | 8_ON_D12 | A radical politician with a reasonable following |
3_ON_D12 | A Fixer who trusts you | 9_ON_D12 | A journalist for an underground publication |
4_ON_D12 | A bartender or club owner | 10_ON_D12 | A mechanic with a modest garage in the boonies |
5_ON_D12 | A low-to-mid ranking corporate insider | 11_ON_D12 | A retired mercenary |
6_ON_D12 | A low-to-mid ranking member of a gang | 12_ON_D12 | A jaded Cerberus beat-cop |
Faction Relations
The Crew Sheet also tracks relations between the Crew and individual Factions.
Your Faction Relations are represented with a 6-segment clock, which starts half-filled.
At 3/6 segments, your relation is Neutral, and your Rating is 0.
As the clock fills your Rating increases. As the clock empties, your Rating decreases.
This rating, from -3 to +3 add Advantage Dice PLUS or Threat Dice MINUS to checks related to negotiations involving the faction.
Rating | Effects |
---|---|
6/6 Allied | This faction may be willing to put themselves at risk for you, as long as it doesn’t contradict their aims, and possibly for nothing. But still don’t expect them to do it regularly. |
5/6 Friendly | This faction may be willing to put themselves at risk for you, but they’ll be sure to collect on the favour. |
4/6 Familiar | This faction doesn’t mind you. They might be inclined to help you in some minor way, for a price, and as long as it doesn’t hurt them. |
3/6 Neutral | This faction doesn’t care about your problems. They owe you nothing. |
2/6 Irritated | This faction is irritated about your recent behaviour, or encroachment on their territory. They might cause you complications. |
1/6 Enemies | You’ve pissed this faction off big time. They’ll almost certainly be looking to get payback in some form. |
0/6 War | This faction hates you. You’ve done something unforgivable toward them or their allies. Expect bloodshed. |
Starting Relations
Pick one local faction to have +2 Relation, and another to have -1 Relation with.
Work with the GM to pick these two factions.
Consider what this means for the crew.
Maybe one is a group you’ve worked with before, and the other is group you’ve upset, or owe a favour to.
See Factions for a full list.
Hostility
Hostility represents how likely your enemies are to make a move against you.
Hostility is displayed as three 3-Segment Clocks. For each full clock, your Hostility Rating increases.
Example: The crew have 2 Full Clocks, one at 1/3, the rest empty.
The Crew have a Hostility Rating of 2.
As your Hostility increases, the events and complications you’ll face during downtime become more severe.
Gaining Hostility
Hostility is gained at the end of a job, depending on a number of factors:
Noise: | If the job was loud and chaotic, Gain +1 Hostility. |
Evidence: | If the Crew were identified, or left evidence linking back to them, Gain +1 Hostility. |
Profile: | If either of the above were true: Gain +1 Hostility for each Rank of the Target above the Crew’s. |
Hostility clocks are spent by the GM during Downtime to introduce complications.
At any time between Jobs, usually during Life scenes (See: Life Phase) the GM can choose to spend any number of Full Hostility Clocks to introduce trouble and complications.
The more Clocks spent, the greater the potential complication could be:
- Single-Clock complications are rarely more than threats, or petty acts of vandalism.
- A Three-Clock complication usually means murderous intent.
For Example:
- A Faction the crew have targeted previously come for revenge.
- The level of response probably depends on how badly they’ve been fucked with, from threats to murderous intent. - A PCs Rival makes moves to complicate their lives.
- They might damage their status with a contact, making them unavailable until they make amends. - A group of corrupt, Cerberus enforcers begin harassing the Crew.
- What do they want? Bribes? Dirty Work? Maybe nothing right now, but they want to make sure the Crew knows who’s boss. - A Faction takes sudden interest in the crew.
- Everywhere they go, they can’t help but feel watched.. - Someone takes advantage of a lack of security to steal something from the Crew.
- A vehicle, or it’s wheels/engine/stereo. - The location of the Crew’s safehouse is revealed.
- Maybe someone is starting to sniff around. Or worse, it’s being raided right now.
- GM Advice: Don’t feel like you need to do this every downtime.
- Introduce these scenes when it is most dramatically appropriate, and/or when it serves to pressure the Crew into action.
Crew Advancement
Much like individual Characters, the Crew as a whole improve over time.
As the Crew become better known, more opportunities will open up to them.
Status & Rank
Status indicates how well known, respected, and feared the Crew are among their clients, allies, and enemies. As it increases, so does your Rank.
Increasing your Rank brings with it access to Advantages (Safehouse, Market Contacts, etc), which might add AdvantagePLUS or ThreatMINUS dice to relevant checks.
The Crew Sheet displays ten, 8-Segment Clocks.
Every point of Status adds one tick to a clock.
Example: The crew have 4 Full Clocks, one at 3/8, the rest empty.
The Crew are Rank 4 (“Connected”)
The number of fully filled clocks represents your Rank. Compare with the table below:
Status | Rank | Features |
---|---|---|
0 Clocks | - 1 - Unknown | Disadvantages: Nobodies | +2MINUS to checks when influencing or dealing based on your crew status. |
1 Clock | - 2 - Whispers | Enables: Purchasing a Safehouse, allows for upgrades to it. Disadvantages: Unproven| Removes Nobodies. +1MINUS to checks when influencing or dealing based on your crew status. |
2 Clocks | - 3 - Known | Advantages: Proven | Removes Unproven. +1PLUS to checks when influencing or dealing based on your crew status. Market Contacts | Easier access to black market goods. Disadvantages: Upstarts | Your presence upsets local groups. Relations with a local faction are reduced by 2. +1 Hostility per job. |
4 Clocks | - 4 - Connected | Advantages: Fixer Connections | Access to better jobs, higher pay. Protection | Removes Upstarts. Your reputation earns you protection from a friendly local faction, as long as you don’t make moves to upset them. Includes Advantages from Known. |
7 Clocks | - 5 - Respected | Advantages: Known Quantity | Replaces Proven. +2PLUS to checks when influencing or dealing based on your crew status. Professionals | Access to jobs of high profile and pay. Loyal Allies | Friendly local factions will be willing to put themselves at risk to assist you when operating within their territory, as long as it doesn’t contradict their aims. Disadvantages: Observed | Dangerous forces are keeping an eye on you. Better watch your step. Includes Advantages from Connected. |
10 Clocks | - 6 - Legends | Advantages: Legacy Status | Replaces Proven. +3PLUS to checks when influencing or dealing based on your crew status. The Obvious Choice | Access to jobs of the highest profile and pay. Disadvantages: Mortal Enemies | You’ve pissed off some powerful, and unforgiving enemies. One faction is set to -3 Relations, this cannot improve. Includes Advantages from Respected. |
- GM Advice: For shorter, faster campaigns, half the number of clocks required for each Rank.
Gaining Status
Status is gained at the end of a job, depending on a number of factors:
Success: | Gain +1 Status if the job was a success. Meaning, the primary objective was achieved (even if it came at a cost). |
Archetype: | Gain +1 Status if the group played to the Strengths of your Crew Archetype. |
Noise: | Gain +1 Status if you gained 2 or more Hostility during the job. |
Profile: | Gain +1 to +3 Status, depending on the Rank of the target. 0-1: +1 2-3: +2 4+: +3. |
Bonus: | At the GMs discretion, the Crew may gain an additional +1-2 Status for longer jobs, or for especially successful jobs (Quiet, clean, bonus objectives, etc.) |
Losing Status
1 tick of Status could be lost as part of a Bane or Major Consequence
- This could represent a public embarrassment or betrayal that damages your reputation.
- You cannot take ticks from filled clocks. Once a clock is full, it is locked in.
Upgrades
In addition to the benefits of Rank, you can commit time, money, and skill toward Upgrades; Features and Benefits that help the entire Crew.
As a note: The Upgrades you choose should make logical sense within the fiction. For example: Regular Clientele requires you to be running some sort of side business.
Crew Features
When your Status Rank increases, pick a new Feature:
Upgrade | Features |
---|---|
Rental Market | Can Rent gear for 25% of the base cost, the gear is available for one job. Can call upon this once during a job to acquire gear you didn’t previously have. |
Courier Routes | Can move around the city much faster and quieter, using hidden and lesser-known routes. Always effective when not at risk. When at risk, adds +2PLUS to checks related to escaping or navigation using these routes. |
MedEvac | Once per job, a specialist team will attempt to rendezvous to extract an incapacitated or dying PC or ally. You might need to place them somewhere relatively safe, first. |
Strong Influence | Once per session, automatically succeed an attempt to Influence an NPC, with no consequences. |
Fanbase | Once per job, call upon a rabid cult following. Will arrive to help hide you, break shit, cause a distraction, potentially all three. |
Inside Man | Once per job, declare and call upon an “Inside Man” to do something for you. No check is required, they’ll always come through for you. |
Cleaners | Reduce Hostility gained from jobs by 2. If this results in gaining 0 or less Hostility, reduce currently accrued Hostility by 2, and gain +1 Status. |
Coordinated | Once per job, two Crew members may act as one. Pool your dice together. The resulting action has significantly greater effect. |
Cross-Disciplined | Each Crew member writes an additional Expertise honed by their connection with another member of the Crew. In addition, increase the attached skill by one (Max +4). The skill point from this upgrade is not included in your Skill Level Limits |
Burner Augs | At any time, before a Check: Crew members can choose to “Burn Out” an Augmentation used in the check, disabling it for the rest of the job, but increasing the final Result by one level (Bane > Hollow Success > Minor Success > Major Success > Boon). |
Ride or Die | Once per job, when a Crew member would suffer a lethal Trauma, another PC may make a check to save them. Major or Minor Success: The Threat is nullified. Hollow Success: There is a Major Consequence for the acting PC. |
Agents of Chaos | Always gain +1 Hostility per job, but gain +1 Status as well. |
Code of Honour | Decide on a prohibitive Rule, or set of Rules that the Crew swear to abide by. Characters gain +1 EXP at the end of a job if they played to this. |
Iconic Ride | Designate a vehicle as the Crew’s “Iconic Ride”. Gain +1 PLUS for any check involving it. In addition, pick and install one Mod of choice to it for free. This mod doesn’t count toward the Mod limit. |
Loyal [Crew] | A loyal crew who look up to you for direction. Not as competent as you, but willing to die for you, just don’t take the piss. A number of them equal to your Rank +2. If they die, you’ll need to spend time recruiting more. Add half your Rank rounded down as PLUS when making use of them in a check. |
The Safehouse
Unlocked at Rank 2, the Crew have access to a shared Safehouse. This can be upgraded to expand its use.
Prior to this, the Crew can still have a place to meet and plan; a public place, an abandoned building, or a backroom in a building owned by a trusted contact. The only implication is that they don’t yet have the means or permission to start making improvements.
When picking a Safehouse, pick a District to operate out of.
Work with the GM to pick an interesting location.
Property
Property | Features (See lists below for details) | Cost | Max Improvements |
---|---|---|---|
Stormdrain Chamber | Sewer Access, Isolated | ₩500 | 1 |
Shipping Container / Storage Locker | Discreet | ₩500 | 1 |
Backroom | Friendly Proprietor | ₩500 | 1 |
Tenement | Allied Gang Territory | ₩1500 | 2 |
NET Cafe | Live-In Nerds | ₩2,000 | 2 |
Nomad Camp | Isolated, Garage | ₩6,000 | 3 |
Waterfront Property | Skiff, Canal Access | ₩8,000 | 3 |
Temple | Loyal Cultists | ₩8,000 | 3 |
Warehouse | Hidden Storage, Garage | ₩10,000 | 4 |
Business | Regular Clientele | ₩15,000 | 3 |
Club/Bar | Hot Spot | ₩15,000 | 3 |
Dojo | Loyal Students, Training Room | ₩15,000 | 3 |
Penthouse | Doorman, Security System, Lounge, Helipad | ₩30,000 | 3 |
Freighter | Isolated, Mobile, Ocean-bound, Skiff | ₩40,000 | 6 |
Oil Rig | Isolated, Hangar, Ocean-bound, Loyal Mercs | ₩70,000 | 6 |
- Property comes with some inherent features. Mix and Re-style these as desired.
These don’t count toward the Property’s Max Improvements. - Cost includes setup, supplies, rigging up power, lighting, etc.
- Additionally, feel free to adjust the cost by -50% to +50%, based on the area/district the property is in and other factors.
- You could also waive the cost entirely if the Crew earned it through a job, or from a contact.
Safehouse Improvements
Safehouses can have Improvements up to the Max Improvements limit listed in the table above.
Upgrade | Features | Cost |
---|---|---|
Security System | Early warning system. Cameras, door codes, etc. You will be alerted to any visitors or attacks in advance. | ₩1,000 |
Canal / River Access | Access to the waterways from your doorstep. | ₩1,000 |
Sewer Access | Secure passage between your safehouse and the outside world via the sewer system. Hidden. Avoids detection. | ₩1,000 |
Hidden Storage | A secure place to hide valuables and contraband. Guaranteed to survive a raid from your enemies. | ₩1,000 |
Lounge | +1PLUS to Influence people while they are in your Safehouse. | ₩1,500 |
Safe Room | Secure storage, heavily armoured, and supplies to survive for up to a week. A safe place to store valuables, or shelter if under attack. | ₩2,000 |
Amenities | +1PLUS to checks related to recovery of Wounds. Also Nullifies “Poor Diet” or “Poor Hygiene” from Lifestyle. | ₩2,000 |
Lab | +1PLUS to research and chemistry-related checks and projects. | ₩4,000 |
Server Room | +1PLUS to coding, hacking, and development related checks and projects. | ₩4,000 |
Medbay | +2PLUS to checks related to recovery of Wounds and Trauma. +1PLUS to checks related to surgery, such as installing Augmentations. | ₩4,000 |
Hot Spot | +1 Status per Job, and hostile actions near your Safehouse are less likely. However, you also gain +1 Hostility per Job. Being popular is blessing and a curse. | ₩4,000 |
Boathouse | Requires Canal Access. Safe storage for 2 water vehicles. +1PLUS to modify and repair water Vehicles. Can attempt to add a 3rd Mod to water Vehicles. Roll using any relevant crafting skills. Add +3 MINUS as a base. | ₩4,000 |
Hangar/Helipad | A secure place to store 1 Aerial Vehicle. +1PLUS to modify and repair Aerial Vehicles. Can attempt to add a 3rd Mod to Aerial Vehicles. Roll using any relevant crafting skills. Add +3 MINUS as a base. | ₩5,000 |
Garage / Boathouse | Safe storage for 2 ground vehicles. +1PLUS to modify and repair ground Vehicles. Can attempt to add a 3rd Mod to ground Vehicles. Roll using any relevant crafting skills. Add +3 MINUS as a base. | ₩5,000 |
Training Room | When making use of the Training Room for the “Train” Downtime Action, you gain +2EXP instead of +1EXP. | ₩8,000 |
Regular Clientele | +20% Job Payout. Representing money earned while you’ve been away. | ₩8,000 |
Workshop | +1PLUS to Engineering checks made here. Can attempt to add a 3rd Mod to Gear, Weapons, and Armour. Roll using any relevant crafting skills. Add +3 MINUS as a base, and +1 MINUS for every Gear Slot the item takes up. | ₩8,000 |
Property Specific Upgrades
Upgrade | Location(s) | Features |
---|---|---|
Isolated | Stormdrain Chamber, Nomad Camp, Oil Rig | Your enemies have to go out of their way to reach you. Treat Hostility as two clocks lower. |
Discreet | Shipping Container / Storage Locker | Your enemies will struggle to find you. Treat Hostility as one clock lower. |
Friendly Proprietor / Doorman | Backroom, Penthouse | A reliable new Contact. Will keep an eye on your stuff. |
Allied Gang Territory | Tenement | Treat as “Protection” feature from “Connected” Status Rank |
Live-In Nerds | NET Cafe | They’re always hanging around, and eager for a challenge. +1PLUS for nerdy long-term projects. |
Skiff | Waterfront Property | A free Skiff. Included in the price. |
Loyal Cultists / Loyal Students / Loyal Mercs | Temple, Dojo, Oil Rig | Treat as “Loyal [Crew]” Crew Feature. |
Mobile | Freighter | The Safehouse is a vehicle and is able to be re-located at will. |
Ocean Bound | Freighter, Oil Rig | Stuck in the middle of the ocean, with any of the logical advantages and disadvantages of this. |
- If for any reason you lose access to these Improvements (Moving Property, Destruction, Acts of God), you also lose the benefit you gained from it.
When moving to a new Property, at the GM’s discretion, carry over purchased improvements up to the Max of the new property.
- This should always make sense within the fiction and typically doesn’t include features the original property inherently had, such as the Tenement’s “Gang Territory”, or the Dojo’s “Training Room”