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

ArchetypeExample StrengthsArchetypeExample Strengths
1_ON_D12Netrunners and HackersCodebreaking, Bypass Security, Exploit Vulnerability, Steal Data7_ON_D12Escaped Prisoners or Test SubjectsPain Tolerance, Mutated, Natural Weapons, Sewer Dwellers
2_ON_D12Smugglers and CouriersKnows a Shortcut, Package Handling, Escape, Smuggling8_ON_D12Thugs and GangersDefend Turf, Instincts, Street Violence, Expand Territory
3_ON_D12Mercs and EnforcersWeapon Proficiency, Threat Assessment, Crowd Control, Kill for Pay9_ON_D12Journalists and MediaSeek the Truth, Blackmail, Public Manipulation, Insider Contact
4_ON_D12Tech Scavengers and SurvivalistsSalvage, Survival, Jury-Rigging, Trap Sense, Seek Relics10_ON_D12Detectives and Bounty HuntersInterrogation, Seek Justice, Follow a Lead, Gun handling
5_ON_D12Infiltrators and SpiesDisguise, Persuade, Blend in, Heist11_ON_D12Nomads and OutcastsPack Tactics, Survival, Mechanics, Navigation, Road Warrior, Shared Code
6_ON_D12Rebels and InsurgentsDemolitions, Guerrilla Tactics, Propaganda, Mobilisation12_ON_D12Rockstars and PerformersPut 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_D12A family member with a local business7_ON_D12A smuggler operating out of Heng Fa or Seaboard B-8
2_ON_D12The trusted Chopdoc who installed your Augs8_ON_D12A radical politician with a reasonable following
3_ON_D12A Fixer who trusts you9_ON_D12A journalist for an underground publication
4_ON_D12A bartender or club owner10_ON_D12A mechanic with a modest garage in the boonies
5_ON_D12A low-to-mid ranking corporate insider11_ON_D12A retired mercenary
6_ON_D12A low-to-mid ranking member of a gang12_ON_D12A 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.

0/6 1/6 2/6 3/6 4/6 5/6 6/6

This rating, from -3 to +3 add Advantage Dice PLUS or Threat Dice MINUS to checks related to negotiations involving the faction.

RatingEffects
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.

3/3 3/3 1/3

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.

8/8 8/8 8/8 8/8 3/8 0/8 0/8 0/8 0/8 0/8

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:

StatusRankFeatures
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:

UpgradeFeatures
Rental MarketCan 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 RoutesCan 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.
MedEvacOnce 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 InfluenceOnce per session, automatically succeed an attempt to Influence an NPC, with no consequences.
FanbaseOnce per job, call upon a rabid cult following. Will arrive to help hide you, break shit, cause a distraction, potentially all three.
Inside ManOnce 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.
CleanersReduce 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.
CoordinatedOnce per job, two Crew members may act as one. Pool your dice together. The resulting action has significantly greater effect.
Cross-DisciplinedEach 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 AugsAt 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 DieOnce 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 ChaosAlways gain +1 Hostility per job, but gain +1 Status as well.
Code of HonourDecide 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 RideDesignate 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

PropertyFeatures (See lists below for details)CostMax Improvements
Stormdrain ChamberSewer Access, Isolated₩5001
Shipping Container / Storage LockerDiscreet₩5001
BackroomFriendly Proprietor₩5001
TenementAllied Gang Territory₩15002
NET CafeLive-In Nerds₩2,0002
Nomad CampIsolated, Garage₩6,0003
Waterfront PropertySkiff, Canal Access₩8,0003
TempleLoyal Cultists₩8,0003
WarehouseHidden Storage, Garage₩10,0004
BusinessRegular Clientele₩15,0003
Club/BarHot Spot₩15,0003
DojoLoyal Students, Training Room₩15,0003
PenthouseDoorman, Security System, Lounge, Helipad₩30,0003
FreighterIsolated, Mobile, Ocean-bound, Skiff₩40,0006
Oil RigIsolated, Hangar, Ocean-bound, Loyal Mercs₩70,0006

  • 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.

UpgradeFeaturesCost
Security SystemEarly warning system. Cameras, door codes, etc. You will be alerted to any visitors or attacks in advance.₩1,000
Canal / River AccessAccess to the waterways from your doorstep.₩1,000
Sewer AccessSecure passage between your safehouse and the outside world via the sewer system.
Hidden. Avoids detection.
₩1,000
Hidden StorageA 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 RoomSecure 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
BoathouseRequires 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/HelipadA 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 / BoathouseSafe 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 RoomWhen 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
UpgradeLocation(s)Features
IsolatedStormdrain Chamber,
Nomad Camp,
Oil Rig
Your enemies have to go out of their way to reach you.
Treat Hostility as two clocks lower.
DiscreetShipping Container / Storage LockerYour enemies will struggle to find you.
Treat Hostility as one clock lower.
Friendly Proprietor / DoormanBackroom,
Penthouse
A reliable new Contact. Will keep an eye on your stuff.
Allied Gang TerritoryTenementTreat as “Protection” feature from “Connected” Status Rank
Live-In NerdsNET CafeThey’re always hanging around, and eager for a challenge.
+1PLUS for nerdy long-term projects.
SkiffWaterfront PropertyA free Skiff. Included in the price.
Loyal Cultists / Loyal Students / Loyal MercsTemple,
Dojo,
Oil Rig
Treat as “Loyal [Crew]” Crew Feature.
MobileFreighterThe Safehouse is a vehicle and is able to be re-located at will.
Ocean BoundFreighter,
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”