In a world where everyone has a price, and technology’s true cost is intangible: One player is a Corporation. The rest are Outlaws scrabbling to survive. Get in. Get the target. Get out. Get paid. Allocate +3, +2, +1, +1, +0 to Styles: Precise Ruthless Indirect Cocky Elegant Choose a primary and secondary Role: Role | Special Brains | Start a side mission to increase success or reward of your main Muscle | Intimidate anyone who sees you in action Face | Learn anyone’s price Tinker | Prepared tech: 3x per mission, neutralize a complication Sneak | Get into anything When you try something risky, describe how, sum 2d6, and add the appropriate Style. Add +1 if one of your Roles applies, or +3 when using your primary's Special. <= 6: failure. Situation worsens. If your primary Role applies, instead get a complicated and partial success. 7-9: partial or complicated success. The Corporation presents two choices. 10-11: success. 12+: success with bonus. Successful missions: 2: +1 Style 4: Tertiary Role Conditions: Alone Exposed Trapped Wounded Dead Missions: Acquire | Blackmail Material Deliver | Building Destroy | Celebrity Investigate | Corporation Protect | Experiment Sabotage | Politician Complications: Rival Bad Information Alarms Tripped (Green -> Yellow -> Orange -> Red) Extra Security Past Entanglement Dangerous Target Other
Influences: Leverage RPG Rob Donoghue’s Leverage Approaches John Harper’s World of Dungeons and Ghost/Echo John Roger’s Crime World for Fate.
With thanks to Alex.