{{frontCover
# THE SMOKE
## The Rulebook
{{banner PLAYERS & GM}}
{{coverWords
NICK A BIKE. WORK A SHIFT.
KEEP YOUR BOTTLE. BUILD A NAME.
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{{footnote
By Benjamin Vale · Pacts & Polyhedrals
Based on The Smoke v0.5.0 · October 2026
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# About this edition
A complete table reference based on **The Smoke v0.5.0**, supplied by Benjamin Vale. The game begins in Hackney and uses the Covenant Dice System with The Smoke's own street stats, Heat, Hustle, vehicles and progression.
The text has been arranged as a standalone rulebook. Current v0.5.0 procedures take precedence over older quick-reference prose in the package. Where a source entry leaves a fictional detail to the GM, this book leaves that decision visible.
### Credits
**Game and setting:** Benjamin Vale · Pacts & Polyhedrals.
**Covenant Dice System:** © 2026 Dracouroboros Ltd., Benjamin Vale and Paige Kibodeaux. All rights reserved. The source notice reserves redistribution and commercial derivative permissions to the rights holders.
**Vehicle implementation reference:** the supplied unofficial Altered Carbon RPG system. No commercial reference rulebook text is reproduced here.
**Maps and tokens:** the supplied Smoke package. Item glyph credits, where used in the game, are Lorc, Delapouite and contributors at game-icons.net, CC BY 3.0.
### London in the game
Street names and geographic anchors are real. Characters, crews, businesses, crimes and public-service scenarios are fiction. Interiors are invented play layouts, including where a real venue's name is used. Prices, medical callouts and police procedures are game systems.
### Two companion books
This rulebook is player-readable. **The Campaign Book: On Your Bike & The Quiet Ledger** contains GM-only answers, every mission and the keyed city. The rules stand on their own; Foundry controls appear in a dedicated optional chapter.
### Format
Homebrewery **V3** source, A4 pages, explicit page breaks, linked contents, and a built-in style block. Page references count the cover as page 1. Source reconciliation notes are included in the accompanying Read Me.
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# Contents
- ### [{{ Welcome to the ends}}{{ 5}}](#p5)
- ### [{{ Your character record}}{{ 6}}](#p6)
- ### [{{ Making a character}}{{ 7}}](#p7)
- ### [{{ Ten backgrounds}}{{ 8}}](#p8)
- ### [{{ The roll}}{{ 13}}](#p13)
- ### [{{ Choosing difficulty}}{{ 14}}](#p14)
- ### [{{ Hustle and perks}}{{ 15}}](#p15)
- ### [{{ Teamwork and challenges}}{{ 16}}](#p16)
- ### [{{ Combat and speed dice}}{{ 17}}](#p17)
- ### [{{ Attacking and defending}}{{ 18}}](#p18)
- ### [{{ Ranges, ammunition and holds}}{{ 19}}](#p19)
- ### [{{ Harm and recovery}}{{ 20}}](#p20)
- ### [{{ Heat and custody}}{{ 26}}](#p26)
- ### [{{ Vehicles and movement}}{{ 27}}](#p27)
- ### [{{ The chase gauge}}{{ 28}}](#p28)
- ### [{{ Crashes, fire and repairs}}{{ 29}}](#p29)
- ### [{{ Jobs and service shifts}}{{ 31}}](#p31)
- ### [{{ Money and shops}}{{ 33}}](#p33)
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# Contents
- ### [{{ Conditions}}{{ 21}}](#p21)
- ### [{{ Perk catalogue}}{{ 35}}](#p35)
- ### [{{ Weapons}}{{ 42}}](#p42)
- ### [{{ Armour}}{{ 46}}](#p46)
- ### [{{ Ammunition}}{{ 47}}](#p47)
- ### [{{ Tools and gear}}{{ 48}}](#p48)
- ### [{{ Clobber and outfits}}{{ 53}}](#p53)
- ### [{{ Consumables}}{{ 54}}](#p54)
- ### [{{ Drugs and game effects}}{{ 56}}](#p56)
- ### [{{ Vehicle roster}}{{ 58}}](#p58)
- ### [{{ Vehicle abilities}}{{ 64}}](#p64)
- ### [{{ Rep, Renown and Influence}}{{ 65}}](#p65)
- ### [{{ The 33-level ladder}}{{ 66}}](#p66)
- ### [{{ Four pregenerated characters}}{{ 68}}](#p68)
- ### [{{ Foundry table guide}}{{ 72}}](#p72)
- ### [{{ Example round}}{{ 73}}](#p73)
- ### [{{ Service pay and tips}}{{ 34}}](#p34)
- ### [{{ GM checks}}{{ 74}}](#p74)
- ### [{{ Hazards}}{{ 76}}](#p76)
- ### [{{ Street events}}{{ 78}}](#p78)
- ### [{{ Police response}}{{ 79}}](#p79)
- ### [{{ Variable Effort TN tables}}{{ 83}}](#p83)
- ### [{{ Quick reference}}{{ 85}}](#p85)
- ### [{{ Blank character record}}{{ 86}}](#p86)
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# Welcome to the ends
{{kicker A London crime roleplaying game}}
You live in the gap between the rent and the next payday. Your phone is cracked, your trainers have seen better days, and Auntie Pat wants two bicycles before tonight. The arches on Morning Lane smell of chain oil and somebody else's trouble. If you can get the locks off and bring the bikes back, there is money in it. If somebody recognises their own frame, there is a story in it too.
*The Smoke* is a game about small jobs that become big obligations. Start in Hackney as a nobody in The Chainring. Work a shift, recover a disputed motor, carry somebody's sound system across London, blag your way into a private room, or follow the story behind a missing recording. Your crew chooses its clients and decides what success is worth.
### Around the table
One person is the **GM**, who describes London, plays its people and presents the consequences. Everyone else plays a **player character**, or PC. Say what you want and how you try it; the GM calls for a roll when the outcome is uncertain and a failure would matter. Everyone helps keep the fictional situation clear.
You need this book, a character record, pencils or a shared digital record, and d4, d6, d8, d10 and d12 dice. The d20 appears in the highest Rep tier. Bring several d6s for combat speed dice. Foundry VTT can keep the records and make the rolls, but the procedures in this book also work at a table.
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### What play looks like
**A lead.** Somebody needs something: a fare, a recovery, a quiet word, a piece of evidence. Agree the fee and the deadline before the crew commits.
**A plan.** Choose your approach, the people you trust, your route and the tools you can actually bring. A good introduction can do more than a better gun.
**A risk.** Roll when it matters. Your result tells you whether the job works and what it costs. Police attention is Heat; injuries become lost Health and Conditions; promises become future work.
**A handover.** Money changes hands. Somebody accepts the result or disputes it. Record XP, cash and relationships, then show who remembers what the crew just did.
### This book and the campaign book
This volume contains the rules, equipment, vehicles and four ready-to-play characters. The companion campaign book contains the opening, faction careers, local cases, GM truths, cast and venue keys. Players can read all of this volume without learning the campaign's hidden answers.
{{note
**The city is your playing space.** A listed mission is an offer. You can refuse it, negotiate it, take another side or pursue your own lead. The GM makes the response concrete: who knows, what they want, and what happens next.
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# Your character record
### The nine stats
Each stat is a die. A bigger die is a stronger stat; each die also has a modifier. Your Effort die normally starts at d6. Rolls, Health and Guard use different parts of the record, so keep the die and its modifier visible.
| Stat | Use |
| :-- | :-- |
| Muscle (MUS) | Lifting, shoving, fighting hand to hand, kicking a door in. |
| Grit (GRT) | Taking a hit, running all night, staying conscious, holding a hose on a fire. |
| Moves (MOV) | Dodging, climbing, vaulting fences, running away, slipping cuffs. |
| Wheels (WHL) | Driving and riding anything. |
| Aim (AIM) | Shooting, throwing, hitting a moving target from a moving vehicle. |
| Graft (GRF) | Locks, hotwiring, pickpocketing, sleight of hand, fixing an engine. |
| Savvy (SAV) | Street smarts: spotting cops and tails, knowing London, first aid, finding a fence. |
| Front (FRT) | Chat, bluff, charm, intimidation, haggling, talking down a copper. |
| Bottle (BTL) | Nerve. Keeping your head when it goes wrong, standing your ground, not grassing. |
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### The numbers beside your name
**Health** measures how much harm you can take. At Rep 1, maximum Health is 8 + your Grit modifier. Damage reduces current Health; being patched up restores it up to the maximum.
**Guard** is the fixed target for physical attacks against you. Start with 7 + the better of your Moves or Grit modifier, then add the Guard bonus from your worn armour. Growth can raise the underlying base later. Conditions and cover change the current number.
**Hustle** is your reserve for a crucial roll. Begin with 3 points and a maximum of 3. A safe night's rest restores it. New Rep tiers can increase its maximum.
**Cash** is what is in your pocket. The **stash** is money left at your flat. Hospital losses and custody fines use pocket cash; the stash is separate.
**Rep** is your personal level, reached through XP. **Crew, street and police relationships** are separate counters. **Faction Renown and Influence** belong to your dealings with particular organisations; they are explained later in this book.
**Conditions** are named effects, such as Hurt or Shaken. Write down when each ends. **Kit** records weapons, armour, ammunition, tools and consumables. Mark which armour is worn and how much ammunition remains.
{{note
**Example:** Moves d6 and Grit d4 give an unarmoured Guard of 10: 7 + 3. Grit d4 gives 10 Health: 8 + 2. A Stab Vest adds 1 Guard and reduces incoming damage by 2; those are two separate benefits.
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# Making a new face
### Seven steps to your first night
1. **Who are you?** Choose a name, street name, pronouns, age, your ends and your look. Player characters are adults, aged 18 or over.
2. **Choose a background.** The following pages give ten starting points, their suggested stats, starting cash, kit and three perk choices.
3. **Assign your stats.** Use exactly **one d8, three d6s and five d4s** across the nine stats. The background spread is a suggestion; you may rearrange it while keeping that distribution.
4. **Choose one perk** from your background's three. Write its stat and the situation that makes it apply.
5. **Take your kit and cash.** Add your background's items, Fists and one extra from the list below. Record quantities and worn armour.
6. **Give yourself a story.** Write your hustle, vice, bond and ambition. Agree a reason to stick with the other PCs.
7. **Finish the numbers.** Rep 1, 0 XP, 3 Hustle and Health 8 + Grit modifier. Work out Guard and start with no faction Renown unless the GM establishes otherwise.
### One extra thing
Choose a Bike Lock, Balaclava, Spray Paint, Meal Deal, Painkillers, Bandages, Cigarettes, Torch, Oyster Card or Duct Tape. This is one item, rather than a cash allowance.
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### Put a person behind the dice
**Your hustle** is what people know you for: no lock stays shut, you know a bloke, or you can drive anything with wheels.
**Your vice** is something that draws you into bad decisions: pride, adrenaline, trainers, buying rounds or the fruit machines. It gives you choices to play; it does not take your character out of your hands.
**Your bond** gives somebody a claim on you. Perhaps Kez taught you to ride, Pat paid for your mum's funeral, or Mo let the rent slide. Decide what you owe and what that person expects.
**Your ambition** tells the GM what a good offer looks like. A legitimate shop, your own crew, one score and out, a sponsorship deal, or a better place for your family all give money a purpose.
### Make a crew
Each player names one PC they have helped and one PC whose judgement they sometimes question. Agree where you sleep, what transport you can actually use, and how you divide a crew fee. No background gives you a vehicle unless it is explicitly supplied for the opening or bought in play.
### Ready-made characters
Jaz Kaur, Danny “Tealeaf” Doyle, Femi Adebayo and Big Sal Moretti appear near the end of this book with their existing stats, possessions and personal stakes. They use the supplied campaign's starting records.
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# Backgrounds
## Bike Thief
You have been nicking bikes since you could reach the pedals. Locks are puzzles; puzzles are money.
**Suggested spread:** MOV d6, WHL d6, GRF d8, SAV d6. All other stats d4.
**Choose one perk:** Bike Thief, Parkour, Wheelie King.
**Starting kit:** Fists, Bolt Cutters, Burner Phone, Tracksuit, Energy Drink.
**Cash:** £40. Choose one extra item from the creation list.
**Suggested hustle:** “No lock you can't open.”
Write a vice, a bond and an ambition that explain why this person answers Pat's call.
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## Getaway Kid
Joyriding at fourteen, driving for older lads at sixteen. You know every rat-run from Dalston to Bow.
**Suggested spread:** MOV d6, WHL d8, SAV d6, BTL d6. All other stats d4.
**Choose one perk:** Getaway Driver, Wheelie King, Courier.
**Starting kit:** Fists, Slim Jim, Burner Phone, Delivery Rider Jacket.
**Cash:** £40. Choose one extra item from the creation list.
**Suggested hustle:** “Drives like they stole it.”
Write a vice, a bond and an ambition that explain why this person answers Pat's call.
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# Backgrounds · 2
## Market Trader
Ridley Road born and bred. You can sell anything to anyone, and buy it back cheaper.
**Suggested spread:** GRF d6, SAV d6, FRT d8, BTL d6. All other stats d4.
**Choose one perk:** Wide Boy, Blag Merchant, Fixer.
**Starting kit:** Fists, Burner Phone, Tracksuit, Cigarettes.
**Cash:** £120. Choose one extra item from the creation list.
**Suggested hustle:** “Knows a bloke.”
Write a vice, a bond and an ambition that explain why this person answers Pat's call.
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## Boxer
Repton Boxing Club, until the knee went. Now you are the one people send when someone needs a word.
**Suggested spread:** MUS d8, GRT d6, MOV d6, BTL d6. All other stats d4.
**Choose one perk:** Brawler, Hard as Nails, Dirty Fighter.
**Starting kit:** Fists, Puffer Jacket, Tracksuit, Energy Drink.
**Cash:** £40. Choose one extra item from the creation list.
**Suggested hustle:** “Makes problems go away.”
Write a vice, a bond and an ambition that explain why this person answers Pat's call.
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# Backgrounds · 3
## Care Worker
Twelve-hour shifts for minimum wage, then you found out what Pat pays. You still patch everyone up.
**Suggested spread:** GRT d6, SAV d8, FRT d6, BTL d6. All other stats d4.
**Choose one perk:** Medic, Cool Head, Local Knowledge.
**Starting kit:** Fists, First Aid Kit, Bandages, Burner Phone, Tracksuit.
**Cash:** £60. Choose one extra item from the creation list.
**Suggested hustle:** “Keeps everyone alive.”
Write a vice, a bond and an ambition that explain why this person answers Pat's call.
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## Phone Shop Tech
Unlocking phones on Kingsland Road. Then car keys. Then cars.
**Suggested spread:** MOV d6, GRF d8, SAV d6, FRT d6. All other stats d4.
**Choose one perk:** Grease Monkey, Fixer, Grass Radar.
**Starting kit:** Fists, Screwdriver Set, Burner Phone, Torch, Tracksuit.
**Cash:** £80. Choose one extra item from the creation list.
**Suggested hustle:** “Fixes anything with a battery.”
Write a vice, a bond and an ambition that explain why this person answers Pat's call.
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# Backgrounds · 4
## Ex-Squaddie
Two tours, one discharge, no plan. Calm when it goes loud, which is why people hire you.
**Suggested spread:** MUS d6, GRT d6, AIM d8, BTL d6. All other stats d4.
**Choose one perk:** Steady Hand, Cool Head, Hard as Nails.
**Starting kit:** Fists, Leather Jacket, Torch, Cans of Lager.
**Cash:** £60. Choose one extra item from the creation list.
**Suggested hustle:** “Calm under fire.”
Write a vice, a bond and an ambition that explain why this person answers Pat's call.
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## Runner
Over walls, across roofs, through the estate. Nobody has caught you on foot. Yet.
**Suggested spread:** GRT d6, MOV d8, WHL d6, SAV d6. All other stats d4.
**Choose one perk:** Parkour, Leg It, Ghost.
**Starting kit:** Fists, Delivery Rider Jacket, Energy Drink, Burner Phone.
**Cash:** £40. Choose one extra item from the creation list.
**Suggested hustle:** “Nobody catches them on foot.”
Write a vice, a bond and an ambition that explain why this person answers Pat's call.
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# Backgrounds · 5
## Cabbie's Kid
Your dad did The Knowledge and made you learn it too. You know London better than the satnav.
**Suggested spread:** GRT d6, WHL d8, SAV d6, FRT d6. All other stats d4.
**Choose one perk:** Cabbie, Local Knowledge, Night Owl.
**Starting kit:** Fists, Oyster Card, Burner Phone, Smart Suit.
**Cash:** £60. Choose one extra item from the creation list.
**Suggested hustle:** “Knows every street in London.”
Write a vice, a bond and an ambition that explain why this person answers Pat's call.
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## Ex-Old Bill
You were a copper until you weren't. You know how they think, and some of them still owe you.
**Suggested spread:** MUS d6, SAV d8, FRT d6, BTL d6. All other stats d4.
**Choose one perk:** Ex-Old Bill, Silver Tongue, Grass Radar.
**Starting kit:** Fists, Torch, Cable Ties, Burner Phone, Smart Suit.
**Cash:** £80. Choose one extra item from the creation list.
**Suggested hustle:** “Knows how the police think.”
Write a vice, a bond and an ambition that explain why this person answers Pat's call.
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# The roll
### Effort + stat + modifier
Roll your **Effort die**, normally d6, and the appropriate **stat die**. Add both results, the stat modifier and any other modifiers. Both dice normally **explode** on their highest face: keep that result, roll that die again and add it. Keep doing so while the maximum repeats.
| Stat die | d4 | d6 | d8 | d10 | d12 | d20 |
| :-- | :-- | :-- | :-- | :-- | :-- | :-- |
| Modifier | +2 | +3 | +4 | +5 | +6 | +10 |
Before rolling, agree a **Target Number**, or TN. The GM either uses a printed fixed TN, another character's relevant total, or a difficulty band calibrated to your unboosted dice. Your **margin** is the total minus the TN.
| Margin | Outcome | Meaning |
| :-- | :-- | :-- |
| −4 or less | Proper Mess | Fails badly; serious consequence. |
| −3 to −1 | Bad Luck | Fails and costs you. |
| 0 | Just About | Success with a cost. |
| +1 to +3 | Sorted | Clean success. |
| +4 to +7 | Smashed It | Success and an extra benefit. |
| +8 or more | Legendary | An exceptional result. |
### Say the stakes first
The GM states what you can achieve and what failure puts at risk. A lock can cost time, a missed connection can move the meeting, and a loud arrival can create witnesses. A roll does not decide a character's every thought or erase an established fact.
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### A lock under the arches
Danny has Graft d8, giving +4. The GM calls the lock Medium: with Effort d6 and Graft d8, the TN is 12. Danny rolls 5 on Effort and 8 on Graft. The 8 explodes; its next roll is 2. Total: 5 + 8 + 2 + 4 = **19**. Margin +7 is **Smashed It**.
The lock opens and the GM offers an extra benefit that fits: the bike is free before the owner looks up. The exploding die is also a **Nice One**. It adds a fitting flourish or opportunity; it does not automatically pay for the same benefit twice.
### Explosions and big moments
Count the explosions across both dice, including repeats from the same die.
| Explosions | Moment |
| :-- | :-- |
| 1 | Nice One |
| 2 | A Blinder |
| 3 | Absolute Scenes |
| 4+ | Front Page |
The total and margin still decide success. The GM makes the extra moment useful in the fiction: a better position, a telling detail, an opening for a mate or a memorable turn of events. On a damaging hit, an explosion can also make a more serious Condition available for the GM's one discretionary Condition choice.
{{note
**Meeting the TN succeeds.** An exact match is Just About. This includes a Dodge reaction against an incoming attack total. You do not need to beat that total by one.
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# Choosing difficulty
The GM chooses a difficulty that matches the situation. Easy aims for about 85% success, Medium 60%, Hard 35% and Long Shot 12%. Whole-number TNs make the actual chances vary a little. The table below uses the normal Effort d6 and normal explosions.
| Stat | Easy | Medium | Hard | Long Shot |
| :-- | :-- | :-- | :-- | :-- |
| d4 | 6 (87%) | 8 (62%) | 10 (39%) | 15 (12%) |
| d6 | 8 (83%) | 10 (58%) | 12 (38%) | 17 (13%) |
| d8 | 9 (87%) | 12 (58%) | 14 (39%) | 20 (12%) |
| d10 | 11 (83%) | 14 (58%) | 17 (32%) | 22 (12%) |
| d12 | 12 (86%) | 16 (58%) | 19 (34%) | 24 (13%) |
| d20 | 18 (83%) | 23 (60%) | 28 (36%) | 34 (11%) |
### Set it before the boost
Use the character's **unboosted stat and Effort dice** to set a band-derived TN. Then keep it fixed while applying Hustle, a perk, Handling or a temporary penalty. Recalculating the target after a boost would take away its benefit.
A printed fixed TN stays fixed. So does a target taken from an opponent's roll or Guard. Vehicles replace the normal Effort die with Performance; the driving TN tables later in this book cover those combinations.
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### Keep a known obstacle known
Once you have established a specific lock or task and its TN, keep the same target for that attempt and circumstances. Another character can try a different approach, but changing who rolls does not rewrite what the crew already learned about the obstacle.
**Easy:** the right kit, time and a favourable position; roll only if the remaining risk matters.
**Medium:** an uncertain job within the character's competence.
**Hard:** serious pressure or a demanding approach. Describe what makes it hard and what a failure changes.
**Long Shot:** a desperate attempt where help, Hustle or a better plan may be needed.
### Opposed situations
When an action calls for a contest rather than a fixed defence, have the opposing side roll the relevant stat and use its total as the acting character's TN. Describe who is trying to change the situation before rolling. For attacks, use Guard; for a Dodge reaction, use the actual attack total.
### Changing the situation
Tools can lower a lock's difficulty before its TN is set. A strong fictional advantage may remove the need to roll. Circumstantial modifiers, perks and Hustle then alter the roll against the established target. Explain which benefit applies and why; do not silently charge for the same obstacle twice.
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# Hustle, perks and your luck
### Spending Hustle
Choose before rolling and pay even if the roll fails.
| Spend | Benefit for this roll |
|:--|:--|
| 1 Hustle | Step the Effort die up once. |
| 2 Hustle | Become **On a Roll**: both dice explode on their highest two faces. |
These are alternative spends. Two Hustle buys On a Roll; it does not also grant the one-point Effort upgrade. On a Roll changes the explosion threshold, so d6 explodes on 5–6 and d8 on 7–8.
### Perks
One relevant perk steps its associated **stat die** up once. Use it when both the stat and the situation fit. Perks do not stack with one another on a roll. Use the modifier of the stepped stat die: d6 becomes d8 and its modifier becomes +4.
### The die ladder
d4 → d6 → d8 → d10 → d12 → d20.
Before the Empire tier, a temporary step above d12 gives **+2** instead. Further overflow steps each give another +2. At Empire, temporary steps can reach d20. Permanent increases always follow your current Rep tier's stat cap.
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### Off Your Game
Off Your Game prevents **both dice** from exploding on an affected roll. Some Conditions affect particular stats. In Pain is different: it stops **only Effort** from exploding, so the stat die can still explode normally.
If On a Roll and Off Your Game both apply, they cancel to normal explosions for that roll. A separate rule blocking Effort explosions, such as In Pain, still applies. Bonuses and penalties from Conditions still count.
### Before you throw the dice
1. Establish the action, stat and consequences.
2. Fix the target using the unboosted dice, a printed TN or a defence.
3. Replace Effort with vehicle Performance if driving.
4. Choose one relevant perk and a Hustle spend.
5. Apply any die changes, Conditions, Handling and other modifiers.
6. Roll, explode as allowed, total, and read the margin.
{{note
**A better getaway.** Jaz has Wheels d8 and drives a d6-Performance motor. A Hard check starts at TN 14. Getaway Driver changes Wheels to d10 and +5. Spending 1 Hustle changes Performance-as-Effort to d8. The TN stays 14; Handling is added to the result.
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# Teamwork and challenges
### One shared attempt
When the whole crew contributes to one agreed action, everyone rolls against the established target. Add their totals, divide by the number of participants, and **round down**. Read that average's margin once. Decide who can meaningfully help before rolling.
For example, totals of 9, 12 and 16 average 12 after rounding down. Against TN 12, the group gets Just About. They accomplish the shared task and pay one fitting cost.
### A job with several stages
For an extended challenge, give the job a progress target and a consequence limit. Each meaningful contribution adds separately according to the table. Before play, say what progress looks like and what reaching the consequence limit means.
| Outcome | Progress | Consequences |
| :-- | :-- | :-- |
| Proper Mess | 0 | 2 |
| Bad Luck | 0 | 1 |
| Bad Luck, cost accepted | 1 | 1 |
| Just About | 1 | 1 |
| Sorted | 1 | 0 |
| Smashed It | 2 | 0 |
| Legendary | 3 | 0 |
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### Taking a cost
On Bad Luck, a character can accept a fitting cost for 1 progress and 1 consequence when the challenge allows it. Say what that cost is before the player decides. Accepting it does not turn every failed attack or specialised job procedure into a success.
### Pick one procedure
A shared attempt averages totals. A progress challenge adds contributions. A fire, medical call or pursuit has a specific procedure. Choose the one that matches the scene and use its result once.
### Fiction still matters
A broken part needs a replacement; an exhausted witness needs time; a room may need a sponsor. A progress track records change in the situation. It does not make missing tools, people or permission appear.
### Failure opens the next scene
Show a concrete response. A buyer leaves a forwarding contact. A rival collects the disputed goods. A claimant demands payment. Essential campaign leads remain discoverable; a poor roll changes the cost, timing or position of getting them.
### A first challenge
Getting a borrowed rig across town might need **4 progress before 3 consequences**. A careful route is Savvy; the crowded junction is Wheels; an anxious promoter is Front. Announce the next consequence as it approaches: a late fee, lost position or the client taking another offer.
This is an example for the GM to adapt, rather than a replacement for a mission's named objectives.
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# When it kicks off
{{kicker Speed dice combat}}
### Start a round
Everyone rolls a number of **ordinary d6 speed dice**, secretly, then reveals them together. Speed dice do not explode. The number comes from Moves.
| Moves or Performance | Speed dice |
| :-- | :-- |
| d4 | 1d6 |
| d6 or d8 | 2d6 |
| d10 or d12 | 3d6 |
| d20 | 4d6 |
Stunned removes one die and Knackered removes one more, to a minimum of one if you can act. Down, Cuffed or surrendered characters have no speed dice. In a vehicle chase, the driver uses the better of their personal count and the motor's count; a vehicle's count comes from its Performance die.
### Read the queue
Each individual die is **one action**. Arrange all results from highest to lowest across everyone. On a tie, the better Moves die acts first, then a PC before an NPC. If still tied, use alphabetical name order, consistently.
On your die, take one action and an accompanying short move of a few squares where the fiction allows. Vehicle movement uses its gauge instead. Mark that die as used; then resolve the next die in the queue.
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### End a round
1. Resolve ongoing harm: Bleeding loses 1 Health and Burning loses 2.
2. Remove Stunned and round-long defensive effects.
3. Count a round without aid for anyone Down. Resolve the Down procedure.
4. Resolve vehicle fires when due and check whether the chase has ended.
5. Begin the new round, restore available reactions and roll fresh speed dice.
### One reaction
You have **one Dodge reaction per round** unless a Condition prevents it. Spend it when an incoming hit is offered, rather than on your own action. The Dodge action is a separate defensive choice that raises Guard.
### Actions and intent
Attack, Aim, Dodge, Take cover, Reload, Grab, Break free, Cuff and Surrender are described on the next pages. A meaningful improvised action also uses a die. Tell the GM what changes if it works; agree a stat and target when a roll is needed.
### With the simple tracker
The alternate core tracker uses exploding d6 + Moves modifier for initiative, one action and one-zone move per turn, and a reaction refreshing at the start of that turn. Bleeding resolves at the end of that actor's turn. Use this structure for the whole encounter if selected; the default procedure in this book is speed dice.
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# Attacking and defending
### Make an attack
Choose a weapon and a target in range. Use **Muscle** for hand-to-hand weapons or **Aim** for guns and thrown weapons, following the weapon's entry. Roll against the target's **current Guard**, including cover, armour's Guard bonus and Conditions. A margin of zero or more hits.
### Take the hit or Dodge
The target can accept the hit or spend their available reaction to **Dodge**. Roll Moves against the **attack's total**. Meeting that total succeeds and cancels the whole hit. Failing spends the reaction and the hit lands. Resolve a hit only once.
**Stunned** prevents a reaction. **Down** prevents acting or reacting. These restrictions apply even if you have not spent the reaction yet.
### Damage
**Damage = attack margin + weapon Impact − armour reduction**, minimum 0. The margin is measured against the original Guard, not the Dodge total. Subtract damage from Health, or Body for a vehicle.
Only worn armour provides its listed protection. Wearing a second suit replaces the first; it does not stack another full armour benefit.
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### Extra effects
A weapon can inflict a specific effect as well as damage: stun gives Stunned and Prone, gas or smoke gives Gassed, and fire gives Burning. A bleed weapon adds Bleeding on Smashed It or Legendary when it causes damage.
After a damaging hit, the GM may add **one appropriate Condition** from the severity suggestions. The severity is guidance, not a command to apply every listed Condition. **Down is automatic at 0 Health**; a high damage band alone does not set you Down while you still have Health.
### Defensive actions
**Dodge:** spend your action to gain +2 Guard until your next action. This does not spend the Dodge reaction.
**Take cover:** light cover gives +2 Guard. Heavy cover gives +4 Guard and +1 damage reduction. Full concealment blocks ordinary targeted attacks. An area or smoke effect needs the GM to establish what its area actually reaches.
### Example: the bat
Sal attacks Guard 10 with a Cricket Bat, Impact 3. He totals 13: margin +3. The target has 1 armour reduction and no reaction left. Damage is 3 + 3 − 1 = **5**, a Severe injury. The GM chooses Bleeding. If the target had 8 Health, they now have 3 and remain standing.
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# Distance, ammunition and holds
| Band | Distance | Use |
| :-- | :-- | :-- |
| Engaged | Up to 1.6 squares | Hand-to-hand and very close fire. |
| Near | Over 1.6 to 10 | Pistols, SMGs, shotguns, throws. |
| Far | Over 10 to 25 | A weapon whose entry reaches Far. |
| Distant | Over 25 | Only a weapon listed for Distant; −1. |
Use the map's squares consistently within a scene; they are play units rather than a promise that every tile depicts the same real distance. A weapon's listed range is its maximum. Engaged includes very close diagonal contact.
### Shooting
**Single shot:** spend one matching round. **Burst:** an eligible weapon spends three rounds for +2 Impact. You need the whole ammunition cost to fire that attack.
**Aim:** spend an action to step Effort up once for your next shot. A relevant Steady Hand perk can separately step Aim up.
**Reload:** spend an action and transfer matching rounds from your carried supply to the magazine. Write down both the magazine and the spare ammunition.
**Drive-by:** a passenger fires at −1. A driver fires at −2 and cannot use a two-handed weapon. Enclosed occupants gain +2 Guard; exposed riders do not. Shooting at tyres takes −2; a successful tyre hit flattens one tyre.
**Close quarters:** shotguns gain +2 Impact at Engaged; rifles take −2 to the attack total there. A weapon allowed at Distant takes −1 when used at that range.
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### Grab
At Engaged, roll Muscle against the target's Guard. A success makes them **Grabbed**: they cannot move away, Moves is Off Your Game, and Guard is −2. A grab is a hold, not an extra free damaging attack.
### Break free
Spend an action. Roll Muscle or Moves against the grabber's Guard. On success, remove Grabbed and describe how you escape the hold. Other forms of Restrained may use the holder's appropriate opposing roll or the obstacle's established target.
### Cuff
You can cuff someone who is Grabbed, Down, Restrained, Stunned or surrendered. You need cuffs or a suitable restraining item and must reach them. Cuffed makes Muscle, Moves, Aim and Graft Off Your Game and prevents driving.
### Surrender
Hands up; you take no further speed-die actions and can be cuffed without a roll. Decide what accepting surrender means in the fiction before it becomes a routine button. Police cuffing a PC leads to Busted.
### Get up
Remove Prone by using your movement. If you are also Grabbed, Cuffed or Down, resolve that restriction too; getting up does not free a hold or restore Health.
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# Harm, aid and recovery
| Damage | Severity | Suggested Condition |
| :-- | :-- | :-- |
| 0 | None | None |
| 1–2 | Minor | Bruised, Shaken or Prone |
| 3–4 | Moderate | Hurt, Stunned or Restrained |
| 5–6 | Severe | Bleeding, In Pain, Broken or Bricking It |
| 7+ | Critical | Broken or Bleeding; Down at 0 Health |
### At zero Health
You are **Down**, with −4 Guard. You cannot act except to roll **Grit, Medium, to Stay Conscious** when called for. A Proper Mess on that roll makes you Wasted. Otherwise, after **three rounds Down without aid**, you are Wasted anyway. Success on Stay Conscious does not heal you or restart the clock.
Someone reaching you with aid can get you back above 0 Health; remove Down and stop its unattended countdown. The first-aid procedure below normally restores 2 Health, and assistance that only stabilises a Down character can return them to 1 as its specific effect states.
### First aid
Reach the patient, or treat yourself. Roll **Savvy, Medium**. On a success, restore **2 Health** and remove **Bleeding and Hurt**. Treat an injury once; a fresh injury allows a fresh attempt. Food, medicine and treatment use their own listed effects.
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### Rest
A safe night's rest at your flat or an agreed safehouse restores full Health and Hustle and clears everyday fatigue, pain and stress Conditions. At two Heat stars or less, it clears Heat overnight too.
You cannot rest while Bleeding, while police can see you, or at three or more stars. Deal with those problems first. A long-term injury does not disappear because a short-term rest effect clears the other Conditions.
### Homerton A&E
Treatment at Homerton restores Health and clears the usual treatable injuries. Broken is set, but remains until **a week of recovery** has passed and the GM removes it. Ordinary A&E treatment is free in the game's service list; the **Wasted** procedure has its own pocket-cash loss.
### Wasted
You wake at Homerton A&E. Clear Heat and resolve the hospital reset. Lose **10% of pocket cash, rounded to whole pounds, with a minimum of £50**, capped at the cash you actually have. Your stash is untouched. If you had £30, you lose £30; with £800, you lose £80.
### Keep Conditions readable
Apply their actual penalties and note their removal. Three Bruised marks become Hurt. Effects that ignore a Condition suppress its penalties; they do not erase the injury. Numbed suppresses Hurt and In Pain; when it ends, an untreated Condition can matter again.
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# Conditions · injuries
### Bruised
Knocked about. No effect on its own; two more Bruises make you Hurt.
**Recovery:** A rest or a night's kip.
### Hurt
-1 to Muscle, Grit and Moves rolls.
**Recovery:** First aid (Savvy, Medium) or a night at the safehouse.
### Bleeding
-1 to Muscle and Moves. Lose 1 Health every round until patched up (at the end of the round in the Combat Console; at the end of your turn on the core tracker).
**Recovery:** First aid (Savvy, Medium), a paramedic or A&E.
### In Pain
Your Effort die does not explode.
**Recovery:** Painkillers, rest or A&E.
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### Broken
Muscle and Moves are rolled Off Your Game (no exploding).
**Recovery:** A&E and a week.
### Knackered
Muscle, Grit and Moves are rolled Off Your Game.
**Recovery:** Sleep.
### Restrained
Held, tangled or pinned: Moves and Aim are Off Your Game.
**Recovery:** Break free (Muscle or Moves vs the holder).
### Stunned
Guard −2, no reaction, one fewer speed die. In speed-dice combat remove it at the end of the round; the simple tracker uses the end of your next turn.
**Recovery:** Ends at the end of your next turn.
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# Conditions · injuries
### Prone
On the floor: -2 Guard.
**Recovery:** Get up (your move).
### Down
At 0 Health. You cannot act. Roll Grit (Stay Conscious) each round or be Wasted. Guard −4. See the Down clock; assistance must bring you above 0 Health.
**Recovery:** First aid or a paramedic gets you back to 1 Health.
### Cuffed
Hands cuffed: Muscle, Moves, Aim and Graft are Off Your Game; you cannot drive.
**Recovery:** A key, a Graft roll (Hard), or the custody suite.
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### Grabbed
Someone has hold of you: you cannot move away, Moves is Off Your Game and -2 Guard.
**Recovery:** Break free: Muscle or Moves against the grabber's Guard, on your action.
### Burning
On fire: -1 Aim and Graft, and 2 damage at the end of each round.
**Recovery:** Stop, drop and roll (Moves, Easy), a fire extinguisher or a canal.
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# Conditions · head
### Shaken
-1 to Bottle rolls.
**Recovery:** A breather somewhere safe.
### Bricking It
Terrified: -1 to Front and Bottle; Bottle is also Off Your Game.
**Recovery:** Keep Your Bottle (Bottle, Medium) or get away.
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### Mullered
Drunk: -2 Wheels, -1 Aim and Savvy. Drink-driving is a crime if you are stopped.
**Recovery:** A kebab and four hours.
### Gassed
CS spray or smoke: -2 Aim and Savvy.
**Recovery:** Fresh air and water: one round out of it.
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# Conditions · highs
These are the six drug highs. Their parent items set the game duration and following comedown. Bonuses and penalties modify rolls, rather than permanently changing a stat die.
### Blazed
Stoned: +1 Bottle, -1 Savvy and Wheels.
**Recovery:** Wears off (then Foggy).
### Wired
Coked up: +1 Front and Bottle. Everyone you talk to can tell.
**Recovery:** Wears off (then Crashing).
### Loved Up
Pilled: +2 Front, -1 Aim and Savvy. You love everyone, even the police.
**Recovery:** Wears off (then Wrung Out).
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### Numb
Benzos: Shaken and Bricking It have no effect; -1 Moves and Aim.
**Recovery:** Wears off (then Jittery).
### Giggling
Nitrous: -2 Savvy, -1 Front. It lasts about a minute.
**Recovery:** Wears off quickly.
### Pumped
Steroids: +1 Muscle, -1 Front.
**Recovery:** Wears off (then Roid Rage).
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# Conditions · comedowns & boosts
Apply the effect until its item duration or stated recovery ends. A repeat high can suppress its paired comedown while active; record the renewed duration.
### Foggy
Comedown: -1 Savvy.
**Recovery:** Sleep, or wait it out.
### Crashing
Comedown: -1 Front and Bottle.
**Recovery:** Sleep, or wait it out.
### Wrung Out
Comedown: -1 Bottle and Muscle.
**Recovery:** Sleep, or wait it out.
### Jittery
Comedown: -1 Bottle and Aim.
**Recovery:** Sleep, or wait it out.
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### Roid Rage
Comedown: -2 Front, but +1 Muscle. You want to hit something.
**Recovery:** Sleep, or wait it out.
### Buzzing
Energy drink: +1 Moves.
**Recovery:** Wears off.
### Dutch Courage
A few cans in: +1 Bottle. Any more and you are Mullered.
**Recovery:** Wears off.
### Numbed
Painkillers: In Pain and Hurt have no effect.
**Recovery:** Wears off.
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# Heat on your heels
| Heat | Response | Lose one star |
| :-- | :-- | :-- |
| 0 · Clean | Nobody is looking for you. | — |
| 1 · Clocked | A patrol has your description. Cops who see you will stop you. | 45 sec |
| 2 · Wanted | Area cars hunt you and give chase on sight. | 60 sec |
| 3 · India 99 | The NPAS helicopter is up: it spots you anywhere outdoors on this map. | 90 sec |
| 4 · Trojans | Armed Response Vehicles join the hunt. They will shoot. | 120 sec |
| 5 · Lockdown | Roadblocks on every exit of the map. Every unit in the borough. | 150 sec |
### Witnesses make the difference
A witnessed crime adds its listed Heat. If police witness it, add **one further star**. Unseen crimes add no stars through this rule. Heat cannot go below 0 or above 5.
| Witnessed crime | Stars |
| :-- | :-- |
| Nicking a bike | +1 |
| Nicking a car | +1 |
| Carjacking | +2 |
| Assault | +1 |
| Assaulting a police officer | +2 |
| Firing a gun | +2 |
| Killing someone | +3 |
| Killing a police officer | +4 |
| Failing to stop for police | +1 |
| Dangerous driving | +1 |
| Stealing a police vehicle | +3 |
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### Lose sight, then lose stars
The timer applies to **one star at the current level**. No police unit can be seeing you. At three stars the helicopter spots people outdoors on its map, so a roof can matter. Losing the immediate pursuit does not itself wipe the remaining Heat.
**Respray:** £100 at a listed service, with no police seeing you go in, resets the vehicle's colour and plate markers and clears Heat in the game's abstract service procedure.
**New clobber:** £25 at the market loses one star when out of sight. At one or two stars, an owned replacement outfit can also change your description; a uniform can lose two where its effect applies.
**Safe night:** rest with two stars or less. At three or more, the police would come looking at the door.
### When they catch up
On foot, the crew can run with Moves, talk with Front, surrender, or fight. Talking out of a stop is normally Hard at one star and Long Shot at two or more. Use the established scene and the police's actual knowledge.
### Busted
Police cuffing you sends you to Stoke Newington custody. Clear Heat and lose **20% of pocket cash, rounded to whole pounds, minimum £100**, capped at cash held. Police keep weapons, ammunition, drugs and unauthorised uniforms. Stash money stays safe. Record any story consequences that remain after release.
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# Getting a motor
### Vehicles have their own record
**Performance** replaces Effort on a Wheels roll. Add your Wheels die, its modifier and the vehicle's **Handling**, plus the relevant situational modifiers.
**Speed** is the green movement limit per action in a chase. **Body** is the vehicle's Health. **Armour** reduces damage to Body. **Size** sets vehicle Guard: **6 + twice Size**, before temporary defences. Fuel, seats, value and lock difficulty appear in the roster.
### Seats
A motor has one driver, additional crew positions if listed, then passenger spaces. Board an actual free seat and record who occupies it. Everyone aboard travels with the motor. A stretcher uses patient space; a windowless load bay blocks seeing or attacking out; a cage requires someone outside or in an authorised front seat to release its rider.
### Driving modifiers
Blue lights on suitable emergency vehicles give +1 Wheels. Ordinary vehicles take −2 off road; an Off-road vehicle gains +1 there instead, while Nimble vehicles avoid that penalty. A Tight turning circle gives +1 at a junction. Apply only the abilities the motor actually has.
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### Theft and recovery
Roll Graft against the established lock target. A relevant tool may lower its difficulty before that target is set. The equipment chapter gives each tool's game benefit; the fiction stays at the level of a lock attempt, its noise and its consequences.
Sorted or better opens the lock. With a loud tool, Sorted can draw witnesses. Just About opens it but somebody sees. Bad Luck costs time; a loud attempt is seen. Proper Mess is seen and can jam the lock. Decide what the vehicle still needs before it can move: an open door and a running motor are separate facts.
Carjacking uses Muscle or Front and attracts the carjacking Heat response. Do not award extra hidden Heat for an unseen ordinary theft; apply the scene's actual witnesses.
### Plate markers
ANPR reads a vehicle's plate and its recorded marker. A stolen motor passing a patrol risks a hit. New plates or the abstract respray service change that marker in the game. A docking-station hire bike has no resale value to a fence.
### Crossing London
Use connected street exits. Zones describe meaningful roads, blocks and rooms; drawn roads are the route. A campaign journey is not automatically a time penalty for every tile crossed. Use a clock when a job or the scene establishes a deadline.
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# The chase gauge
When police get eyes on a wanted driver, or chase a suspect on foot at two stars or more, the immediate map can move into speed-dice rounds. Police units and nearby traffic take actions too.
### How many actions?
Use the speed-count table with a motor's Performance die for an unoccupied police or traffic unit. A PC driver uses the greater of that count and their personal count. Two or more flat tyres remove one vehicle die; a motor at 0 Body removes another, with a minimum of one while it is still a viable participant. A burning or destroyed motor is not free to drive normally.
### Distance belongs to the action
At the start of each driving action, reset distance travelled to zero. Add all movement in that action, including small separate moves. The limits are **cumulative**: red is twice Speed total, rather than green plus yellow plus red.
| Band | Total distance | Check / Handling |
| :-- | :-- | :-- |
| Green | Up to Speed | No gauge check / normal |
| Yellow | Up to round(1½ × Speed) | Medium / −1 |
| Red | Up to round(2 × Speed) | Hard / −2 |
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### Make the check at the line
Crossing into yellow triggers its check before you carry on. Reaching red triggers its check and replaces the yellow Handling penalty with −2; the penalties do not add to −3. A success lets you continue up to the current limit. A failure ends that action's driving and applies the loss-of-control result.
For Speed 10, the gauge is green 10, yellow 15 and red 20 squares. If you have already driven 12, the action has 3 yellow squares or 8 red squares left. It does not gain another 20.
### Tyres and damage
Each flat tyre steps Performance down once, reduces Handling by 2, and shortens Speed by 2 squares, to a minimum of 2. Below half Body, round Speed × 0.85 to the nearest whole square. Round yellow at 1½ times adjusted Speed and red at twice adjusted Speed.
### Getting away
At the end of a round, if **every wanted participant is more than 30 squares from every pursuing unit**, the immediate chase ends. Exactly 30 is not enough. Remaining Heat still needs to cool. In the fiction, explain the lost contact; the police response can begin again if they spot you.
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**Use the road.** A longer road route can spend more movement than the straight line between two tokens. Buildings, blocked lanes and the motor's abilities still constrain where it can go.
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# Skids, collisions and contact
### Failed gauge checks
Bad Luck in yellow costs **2 Body**; in red, **3 Body**. A Proper Mess costs **4 Body** in yellow and **7 Body** in red. Size 3 or larger adds 1 Body loss. A Proper Mess also gives Shaken; a red Proper Mess deals 2 damage to riders. Stop the driving action and describe the skid, spin or crash.
### Evasive manoeuvre
When a move crosses another vehicle, make a Wheels check: **Easy in green, Medium in yellow, Hard in red**. Sorted or better swerves clear. Just About scrapes both vehicles for 1 Body each.
For Bad Luck, each vehicle loses **2 + pace + the other vehicle's Size** Body. For Proper Mess, each loses **4 + pace + twice the other vehicle's Size**. Here **pace** is 0 in green, 2 in yellow, 4 in red. Proper Mess deals 2 damage to riders and gives Shaken; ordinary red failure deals 1 to riders, and yellow or red ordinary failures give Bruised.
Resolve movement at the contact point. Proper Mess stops the action. When Body reaches 0, move immediately to the vehicle-fire procedure.
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### Go evasive
Spend an action to weave and gain **+2 vehicle Guard** against shots, rams and PITs until the end of the round. This is different from a reaction Dodge by a person.
### Ram
Roll Wheels against the target's Guard. On a hit, collision damage is **margin + twice your vehicle's Size**. Your motor also suffers half that amount, rounded up, when ramming a vehicle; against a person it suffers a quarter, rounded up, and positive damage knocks the person Prone. These are the manoeuvre's direct harm amounts, rather than a second weapon attack.
### PIT
Get alongside within 4 squares. Roll Wheels against the vehicle's Guard. A success forces its driver to make **Wheels, Hard** to hold the line. Failure spins the target and costs its next speed-die action: lose **4 Body**, or **5 Body at Size 3 or larger**, and give riders Shaken. This uses the yellow Proper Mess spin result even though the resistance roll is Hard.
### Keep an incident record
Write who hit whom, Body lost, rider injuries, flat tyres, and any witnesses. A surviving claimant can matter more than a repair bill. Police use these same stakes: at higher Heat they push harder, ram and bring armed response.
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# Fire, repairs and selling up
### At zero Body
A vehicle at **0 Body catches fire**. In a round-based scene it explodes at the **end of the next round**; outside it, the game's countdown is about **15 seconds**. Everyone must get out. A destroyed shell cannot be driven or restored with an ordinary roadside patch.
| Where | Harm | Conditions |
| :-- | :-- | :-- |
| Still inside | 10 damage | Burning |
| Outside, within 2 squares | 5 damage | Burning and Prone |
| Over 2 to 4 squares | 2 damage | Prone |
| Vehicle within 2 squares | 5 Body | Fire if reduced to 0 |
| Vehicle over 2 to 4 | 2 Body | Fire if reduced to 0 |
An exploding motor can damage nearby motors too, causing further fires if it takes them to 0 Body. Resolve each threatened vehicle and its occupants; make the countdown visible to everyone affected.
### Repairs
**Patch up:** while in or beside the motor, roll **Graft, Hard**. Success restores 2 Body, or 4 on a strong result. This roadside patch is available once until a garage works on the motor.
A **Toolkit** is its own equipment procedure: a Medium Graft repair restores 2 Body on Sorted, 4 on Smashed It, or all on Legendary, and can fix a flat. Just About succeeds with an agreed cost. It requires a repairable vehicle, time and the kit. Do not apply both repair entries to one roll.
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### Garage work
The listed garages charge **£10 per missing Body**. A flat tyre counts as six Body for pricing: £60. Major wrecks and the cost of replacing a shell are matters for the GM and the available parts, not an extra source of infinite roadside healing.
### The fence's offer
Pat's bicycle share is **35%** of base value. Bow Breakers' motor share is **25%**. Calculate:
**Value × share × (0.4 + 0.6 × remaining Body fraction).**
If it is hot, multiply that by **0.8**. Round to the nearest **£5**. At Rep 6, the known-supplier bonus raises the final fence offer by 10% where applicable. Apply one sale and its agreed ownership consequences.
**Example:** a £450 mountain bike at full Body yields £157.50 before rounding, so £160. If hot, the offer is £126 before rounding, so £125. Damage reduces it further.
### Buyers
Bicycles and suitable two-wheelers go to Pat at The Arches; cars and vans go to Bow Breakers Yard. A particular mission may provide another buyer, disputed ownership or an agreed return. Selling the same property to two people creates a claimant, rather than two clean paydays.
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# Work the borough
### Start a shift
Get into a suitable vehicle as its driver and choose a shift: taxi, courier, police, paramedic, fire or bus. A callout names the job, destination, deadline and next stage. Accept it or pass. The Chainring's bike orders use the same habit: agree the order, meet it, then hand it over.
Each completed service job normally awards **1 XP**. A completed Pat order awards **2 XP**. Service work is a fictional job system; its uniform, vehicle and access are provided by the GM's scenario, not granted by choosing a background.
### Taxi
Reach the fare, collect them in a free seat, and drive to the named destination. Wheels resolves the demanding part of the journey. Distance and time remaining set the fare and tip; the Cabbie perk can apply. A fare is not completed merely by reaching its pickup.
### Courier
Collect the parcel or order, then reach the delivery point. The state of the cargo and punctuality affect pay. Courier applies to the relevant driving check and its listed late-payment benefit. A damaged or disputed delivery still creates a client with something to say.
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### Bus
Follow the stops in order, stopping at the named road zone. Each stop pays for punctuality and finishing the route can add a bonus. The game's route is a scenario, not a real timetable.
### Police
**ANPR sweep:** a marked motor is hidden among lookalikes. Read plates with the police vehicle's scanner, identify the hit and make the stop.
**Pursuit:** the service call can use an abstract gap. Start at 2; close to 0 to catch, or let it open to 5 and the target escapes. A successful check closes by its challenge progress; Bad Luck opens 1; Proper Mess opens 2 and causes a collision. The getaway TN is 4 + half the sum of driver Wheels and vehicle Performance faces + Handling, rounded.
**Disturbance:** reach the scene, establish what is happening and resolve the requested check. An arrest needs a person you can lawfully contain within this fictional job, a suitable seat and delivery to custody.
### Which chase?
The gap procedure belongs to an abstract service pursuit. The mapped police chase uses the v0.5.0 movement gauge. Use one procedure for the immediate pursuit; do not charge both a gap failure and a gauge crash for the same failed roll.
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# Patients, fires and job clocks
### Paramedic
Reach the patient and roll **Savvy** for treatment. Their state is **Stable → Fading → Faltering → Passing → Lost**. Stable is best; Lost ends that callout.
Sorted improves one step; Smashed It or Legendary improves two. Just About holds the current state. Bad Luck worsens one; Proper Mess worsens two. An untreated non-Stable patient worsens every **45 seconds of active job-clock time**. Make room in a suitable vehicle before loading. A stretcher bay allows treatment in transit. Deliver to A&E; pay depends on the arrival state and journey.
### Firefighter
Reach the fire and roll **Grit**. Use the challenge contribution table. Extinguish it at **4 progress before 3 consequences**. If both limits are reached on one roll, the consequence limit takes priority: the building is lost. Rescuing and moving people remains a fictional priority alongside the structural track.
### Job time
The digital game counts active clock time and can pause it. At a physical table, the GM records the same windows or announces the equivalent approaching deadlines before they matter. Unrelated conversation need not secretly consume a patient's clock.
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### Published clock windows
**H** below is the number of connected street-map hops to the destination. These are game timers in seconds.
| Stage | Seconds |
| :-- | :-- |
| Taxi / courier pickup | 150 |
| Taxi drop-off | 120 + 90H |
| Courier drop-off | 100 + 80H |
| Reach patient | 180 |
| Patient to hospital | 150 + 90H |
| Fire / police response | 150 + 60H |
| ANPR sweep | 300 |
| Delivery to custody | 240 + 90H |
| Bus stop | 120 + 60H |
| Pat's order | 1800 |
### Pause, split crews, resume
Know whose shift is active and which vehicle contains its driver, cargo or patient. A map crossing moves that ongoing situation with them. When the table pauses a clock, record its remaining time and resume from that point. One crew's callout does not automatically assign another PC the patient's seat or the money.
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# Money, shops and a safe bed
### Buy what is actually available
Ordinary corner shops sell food, water, basic medicine and small essentials. Pat's Arches sell cycle tools and repairs. Markets supply clobber; Uncle's Cafe supplies more dangerous kit when your personal Rep unlocks it. The roster prices are game prices.
A listed service states its charge before the crew accepts. Respray is £100, a market change is £25, and garage Body repair is £10 per missing point by default. The GM may change service prices as an established campaign setting.
### Discounts
Street relationship 5 gives 10% off shops; Chainring relationship 3 gives Pat's 10% discount. Wide Boy gives another 10% where applicable. Total shop discount is capped at **20%**. These relationship counters are distinct from personal Rep and from faction Renown.
### Split the fee
A **crew fee** is one amount for the whole participating crew. Divide it by the number of participants, rounding each share down to whole pounds. A **per-head payment** is paid to each participating PC. Mission entries label them separately.
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### Stash and obligations
Move cash between your pocket and the flat's stash when you can reach it. Write down a shared stash's ownership and who may spend it. Busted and Wasted remove pocket cash, not money you have already put away.
A borrowed motor, an equipment booking, a deposit and a property share each need their own terms. Record the owner, weekly costs, what happens if it is damaged, and what work the deal requires. Buying a made-up premises creates an ongoing business with people and claims attached.
### Access is a relationship
Public rooms can be open from the start. Private meetings, staff rooms, a regular rehearsal slot or a workshop bay need a named sponsor, booking or negotiated approach. Renown can earn repeat access; it does not erase a venue's staff, existing tenants or opening arrangements.
### The catalogue
The following pages retain **all 171 items** from the supplied v0.5.0 package, including 42 perks, 45 weapons, 37 tools and gear entries, 12 ammunition entries, 9 armour entries, 8 outfits, 6 drug items and 12 consumables. Similar names are retained as separate entries where the source contains them.
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# Shift pay and tips
Use **H** for street-map hops and **T** for the fraction of the delivery clock remaining, clamped from 0 to 1. Round money to whole pounds unless a formula says otherwise. The printed mission fee is separate from a service shift or a vehicle sale.
| Work | Calculation |
| :-- | :-- |
| Taxi fare | £12 + £9H, plus £4 if using a cab. |
| Taxi tip | Fare × (outcome tip rate + 0.25T), rounded. Tip rate: Proper Mess / Bad Luck 0; Just About .05; Sorted .12; Smashed It .20; Legendary .35. Add to the fare. |
| Courier | (£8 + £7H) × (0.6 + 0.6T), rounded. Halve the amount for damaged cargo. |
| Paramedic | Base £40 + £15H. Stable ×2; Fading ×1.5 rounded; Faltering ×1; Passing ×0.5 rounded; Lost £0. |
| Fire, saved | £60 + £20 per progress − £15 per consequence, minimum £25. Lost structure £10. |
| Police call | ANPR £75; pursuit £90; disturbance £50. A compromised completion pays 60% of the clean amount. |
| Bus stop | £6 + £6T, rounded. The route can separately award a completion bonus. |
| Pat's order | Use the accepted order and the vehicle-sale procedure. A completed order awards 2 XP; it is not a generic career crew fee. |
### A cab example
A one-hop cab fare is £25. Sorted gives a .12 tip rate; arriving with half the clock left adds .125. The rounded tip is £6, so the completed fare pays **£31** and normally 1 XP.
### Show the terms before the shift
Keep the active callout, remaining clock, cargo or patient state and actual destination visible. If a perk provides an additional narrative payment benefit without a numeric amount, agree that benefit before the job pays rather than inventing an unnoticed multiplier.
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# Perks · 1–6
Choose one relevant perk per roll; its stat die steps up once. Apply the stepped die's modifier. Permanent bonuses mentioned here remain subject to their own rules.
### Bike Thief
**GRF · Cutting a lock or hotwiring.**
You know every lock on the market. Graft steps up one die when you nick a bicycle or scooter.
### Getaway Driver
**WHL · Losing a pursuer.**
Wheels steps up one die in a chase while you are the one being chased.
### Local Knowledge
**SAV · Finding a way, a shortcut or a person in Hackney.**
Savvy steps up one die anywhere on the Hackney maps.
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### Silver Tongue
**FRT · Talking to the police.**
Front steps up one die when talking your way out of a stop or an arrest.
### Parkour
**MOV · Climbing, vaulting, leg it on foot.**
Moves steps up one die when running from someone or going over walls.
### Brawler
**MUS · Fighting hand to hand.**
Muscle steps up one die in a punch-up with no weapons.
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# Perks · 7–12
### Cabbie
**WHL · Driving a taxi.**
You did The Knowledge. Wheels steps up one die on taxi jobs, and fares tip more.
### Medic
**SAV · First aid and treating patients.**
Savvy steps up one die for first aid and paramedic jobs.
### Wheelie King
**WHL · Riding anything on two wheels.**
Wheels steps up one die on a bike, scooter or motorbike.
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### Grease Monkey
**GRF · Fixing, modding or stripping a motor.**
Graft steps up one die working on any vehicle, including a toolkit repair.
### Steady Hand
**AIM · An aimed shot after taking a moment.**
Aim steps up one die when you spend an action aiming first.
### Spray and Pray
**AIM · Firing a burst.**
Aim steps up one die when you fire a burst.
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# Perks · 13–18
### Dirty Fighter
**MUS · Grabbing, headbutts and fighting dirty.**
Muscle steps up one die to grab someone, break a hold or fight dirty.
### Leg It
**MOV · Running from the police on foot.**
Moves steps up one die to escape a police stop or a foot chase.
### Hard as Nails
**GRT · Taking a hit or staying conscious.**
Grit steps up one die to stay conscious, shrug off pain or keep going hurt.
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### Night Owl
**SAV · Spotting tails and police after dark.**
Savvy steps up one die at night.
### Grass Radar
**SAV · Spotting undercover police and informers.**
Savvy steps up one die to clock a plain-clothes officer or a grass.
### Blag Merchant
**FRT · Bluffing your way in.**
Front steps up one die to lie your way past a door, a desk or a cordon.
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# Perks · 19–24
### Wide Boy
**FRT · Haggling, buying and selling.**
Front steps up one die when you haggle; shops knock 10% off for you.
### Proper Nutter
**BTL · Intimidation when you do not care.**
Bottle steps up one die to face someone down or scare them off.
### Cool Head
**BTL · Keeping calm under fire.**
Bottle steps up one die when you are being shot at or chased.
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### Ghost
**MOV · Sneaking and staying unseen.**
Moves steps up one die to slip past someone, and you lose Heat 15 seconds faster.
### Courier
**WHL · Deliveries on time.**
Wheels steps up one die on courier jobs, and late deliveries still pay full.
### Blue Light Runner
**WHL · Driving under blue lights.**
Wheels steps up one die driving an emergency vehicle with its lights on.
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# Perks · 25–30
### Ex-Old Bill
**SAV · Knowing how the police work.**
You used to be in the job. Savvy steps up one die to predict what the police will do next.
### Fixer
**SAV · Finding someone who sells what you need.**
Savvy steps up one die to find a seller, a buyer or a bent professional.
### Bike Messenger
**WHL · Threading a bicycle through traffic, alleys or towpaths.**
WHL steps up one die Threading a bicycle through traffic, alleys or towpaths.
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### Hard to Shift
**GRT · Remaining on your feet against fatigue or physical pressure.**
GRT steps up one die Remaining on your feet against fatigue or physical pressure.
### Estate Runner
**MOV · Escaping through stairs, fences and familiar estates.**
MOV steps up one die Escaping through stairs, fences and familiar estates.
### Locksmith
**GRF · Opening an ordinary lock with appropriate tools.**
GRF steps up one die Opening an ordinary lock with appropriate tools.
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# Perks · 31–36
### Street Reader
**SAV · Reading a street for a tail, a trap or an easy exit.**
SAV steps up one die Reading a street for a tail, a trap or an easy exit.
### Steady Hands
**AIM · Taking a deliberate shot from a stationary position.**
AIM steps up one die Taking a deliberate shot from a stationary position.
### Stare Them Down
**BTL · Holding your nerve when someone is trying to frighten you.**
BTL steps up one die Holding your nerve when someone is trying to frighten you.
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### Door Staff
**MUS · Controlling a grapple or moving someone through a doorway.**
MUS steps up one die Controlling a grapple or moving someone through a doorway.
### First Responder
**SAV · Assessing or treating an injured person under pressure.**
SAV steps up one die Assessing or treating an injured person under pressure.
### The Knowledge
**SAV · Finding an unfamiliar route through North or East London.**
SAV steps up one die Finding an unfamiliar route through North or East London.
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# Perks · 37–42
### Local Face
**FRT · Talking to people from the ends who recognise you.**
FRT steps up one die Talking to people from the ends who recognise you.
### Rally Driver
**WHL · Keeping control on loose ground or in poor weather.**
WHL steps up one die Keeping control on loose ground or in poor weather.
### Crowd Work
**FRT · Turning a watching crowd into an advantage.**
FRT steps up one die Turning a watching crowd into an advantage.
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### Iron Stomach
**GRT · Holding steady through discomfort, sickness or a long shift.**
GRT steps up one die Holding steady through discomfort, sickness or a long shift.
### Quiet Feet
**MOV · Crossing an observed space without drawing attention.**
MOV steps up one die Crossing an observed space without drawing attention.
### Dead Calm
**BTL · Keeping your head when alarms or blue lights start.**
BTL steps up one die Keeping your head when alarms or blue lights start.
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# Weapons · 1–12
Impact adds to the attack margin after a hit. A dash in Price means restricted or unavailable as ordinary stock. A weapon's specific range takes precedence over a general category example. Similar entries are retained exactly as separate source items.
| Weapon | Stat | Imp. | Range | Magazine | Price | Traits |
| :-- | :-- | :-- | :-- | :-- | :-- | :-- |
| Fists | MUS | 0 | Engaged | — | £0 | concealable |
| Knuckle Duster | MUS | 1 | Engaged | — | £15 | concealable |
| Bike Chain | MUS | 2 | Engaged | — | £5 | concealable |
| Broken Bottle | MUS | 2 | Engaged | — | £0 | bleed, concealable |
| Snooker Cue | MUS | 2 | Engaged | — | £20 | 2 hands |
| Claw Hammer | MUS | 2 | Engaged | — | £12 | concealable |
| Cricket Bat | MUS | 3 | Engaged | — | £25 | 2 hands |
| Baseball Bat | MUS | 3 | Engaged | — | £30 | 2 hands |
| Crowbar | MUS | 3 | Engaged | — | £18 | — |
| Golf Club | MUS | 3 | Engaged | — | £60 | 2 hands |
| Kitchen Knife | MUS | 3 | Engaged | — | £8 | bleed, concealable |
| Lock Knife | MUS | 3 | Engaged | — | £20 | bleed, concealable |
### Item notes
**Fists.** Your own two hands.
**Knuckle Duster.** Brass, bought "as a paperweight" off a stall in Ridley Road. Illegal to carry.
**Bike Chain.** Swung from the hand. Doubles as a lock nobody trusts.
**Broken Bottle.** Improvised and nasty. A hit that does any damage also causes Bleeding. Smashes on a Proper Mess.
**Snooker Cue.** From the pub. Long reach, snaps easily.
**Claw Hammer.** Doubles as a tool: it opens a cheap door (Graft, one band easier).
**Cricket Bat.** Willow. Kept in the car "for the nets".
**Baseball Bat.** Aluminium. Nobody in Hackney has ever played baseball.
**Crowbar.** Opens doors, shutters and skulls. Counts as a tool for breaking in.
**Golf Club.** A seven iron from a bag in a Range Ruler boot.
**Kitchen Knife.** Carrying one is a crime on its own if you are searched. A Smashed It hit causes Bleeding.
**Lock Knife.** Folds into a pocket. Still a knife to the custody sergeant. A Smashed It hit causes Bleeding.
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# Weapons · 13–24
Impact adds to the attack margin after a hit. A dash in Price means restricted or unavailable as ordinary stock. A weapon's specific range takes precedence over a general category example. Similar entries are retained exactly as separate source items.
| Weapon | Stat | Imp. | Range | Magazine | Price | Traits |
| :-- | :-- | :-- | :-- | :-- | :-- | :-- |
| Zombie Knife | MUS | 4 | Engaged | — | £45 | bleed |
| Machete | MUS | 4 | Engaged | — | £30 | — |
| Fire Axe | MUS | 5 | Engaged | — | £40 | 2 hands |
| Pocket .22 | AIM | 3 | Near | 6 .22 | £600 | loud, concealable |
| Converted Pistol | AIM | 4 | Near | 8 9mm | £900 | loud, concealable |
| Polymer Nine | AIM | 4 | Near | 15 9mm | £2,500 | loud, concealable |
| Service Revolver | AIM | 5 | Near | 6 .38 | £1,500 | loud, concealable |
| Hand Cannon | AIM | 6 | Near | 7 .50 | £4,000 | loud |
| Machine Pistol | AIM | 4 | Near | 30 9mm | £3,500 | burst, loud, concealable |
| Micro SMG | AIM | 4 | Near | 25 9mm | £3,000 | burst, loud, concealable |
| Police SMG | AIM | 5 | Near | 30 9mm | — | burst, loud, restricted |
| Sawn-off Shotgun | AIM | 6 | Near | 2 12-gauge | £1,500 | loud |
### Item notes
**Zombie Knife.** Serrated, green-handled, banned. Everyone who sees it calls the police. A Smashed It hit causes Bleeding.
**Machete.** Big, ugly, illegal. Draws attention the moment it comes out.
**Fire Axe.** Off the wall of a stairwell. Through a door in one swing.
**Pocket .22.** A rusty little automatic. Small, quiet for a gun, unreliable.
**Converted Pistol.** A blank-firer drilled out in a garage in Leyton. Jams on a Proper Mess.
**Polymer Nine.** A proper modern 9mm. Comes in a sock, never asked about.
**Service Revolver.** An old .38, somebody's granddad's from the war. Six shots, never jams.
**Hand Cannon.** A chromed .50 that kicks like a horse. Off Your Game for anyone with Muscle d4.
**Machine Pistol.** A converted Mac-style machine pistol. Can fire a burst.
**Micro SMG.** Compact, sprays more than it aims. Can fire a burst.
**Police SMG.** Met ARV issue. Never for sale; taken off a Trojan unit at your peril.
**Sawn-off Shotgun.** Two barrels, short range, very loud. At Engaged range it adds +2 impact.
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# Weapons · 25–36
Impact adds to the attack margin after a hit. A dash in Price means restricted or unavailable as ordinary stock. A weapon's specific range takes precedence over a general category example. Similar entries are retained exactly as separate source items.
| Weapon | Stat | Imp. | Range | Magazine | Price | Traits |
| :-- | :-- | :-- | :-- | :-- | :-- | :-- |
| Pump Shotgun | AIM | 5 | Near | 6 12-gauge | £2,200 | 2 hands, loud |
| Farmer's Double | AIM | 5 | Far | 2 12-gauge | £800 | 2 hands, loud |
| Air Rifle | AIM | 1 | Far | 10 .177 pellets | £150 | 2 hands |
| Hunting Rifle | AIM | 6 | Distant | 5 .308 | £2,500 | 2 hands, loud |
| Kalash | AIM | 6 | Far | 30 7.62 | £6,000 | burst, 2 hands, loud |
| Police Carbine | AIM | 6 | Far | 30 5.56 | — | burst, 2 hands, loud, restricted |
| Brick | AIM | 2 | Near | thrown | £0 | thrown, concealable |
| Firework Rocket | AIM | 3 | Near | thrown | £15 | thrown, concealable |
| Petrol Bomb | AIM | 5 | Near | thrown | £10 | thrown, fire, concealable |
| Smoke Grenade | AIM | 0 | Near | thrown | £80 | thrown, smoke, concealable |
| Frag Grenade | AIM | 8 | Near | thrown | £1,500 | thrown, area, concealable |
| Flashbang | AIM | 0 | Near | thrown | — | thrown, stun, concealable, restricted |
### Item notes
**Pump Shotgun.** Six in the tube. Clears a room and wakes the street.
**Farmer's Double.** A legal-ish double-barrel from Essex. Licensed to someone else.
**Air Rifle.** For pigeons. Still gets you nicked if you point it at someone.
**Hunting Rifle.** Bolt action with a scope. Hits anything you can see.
**Kalash.** An AK that came in a lorry of washing machines. Can fire a burst.
**Police Carbine.** Met ARV carbine. Never for sale.
**Brick.** Every building site in E9 has a pile.
**Firework Rocket.** Aimed down a street on bonfire night. Also a decent distraction.
**Petrol Bomb.** A milk bottle, petrol and a rag. A hit sets the target Burning; a miss sets fire to whatever is next to them.
**Smoke Grenade.** Fills the area: everyone in it is Gassed and nobody can be targeted from outside until it clears.
**Frag Grenade.** Hits everyone Engaged with the target too. Where did you even get this?
**Flashbang.** Police issue. Everyone Engaged with the target is Stunned.
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# Weapons · 37–45
Impact adds to the attack margin after a hit. A dash in Price means restricted or unavailable as ordinary stock. A weapon's specific range takes precedence over a general category example. Similar entries are retained exactly as separate source items.
| Weapon | Stat | Imp. | Range | Magazine | Price | Traits |
| :-- | :-- | :-- | :-- | :-- | :-- | :-- |
| Taser | AIM | 1 | Near | 2 taser cartridge | — | stun, concealable, restricted |
| CS Spray | AIM | 0 | Engaged | 3 CS canister | — | gas, concealable, restricted |
| Extendable Baton | MUS | 2 | Engaged | — | — | concealable, restricted |
| Rocket Launcher | AIM | 10 | Far | 1 rocket | — | 2 hands, area, loud, restricted |
| Police Baton | MUS | 3 | Engaged | — | £60 | concealable, restricted |
| Compact Pistol | AIM | 4 | Far | 8 9mm | £900 | loud, concealable |
| ARV Carbine | AIM | 5 | Distant | 30 5.56 | £2,200 | 2 hands, loud, restricted |
| Conducted-Energy Device | AIM | 2 | Near | 2 taser cartridge | £500 | concealable, restricted |
| Thrown Brick | AIM | 2 | Near | thrown | £0 | thrown, concealable |
### Item notes
**Taser.** Police issue. A hit also inflicts Stunned and Prone.
**CS Spray.** Police issue. A hit inflicts Gassed.
**Extendable Baton.** Police issue.
**Rocket Launcher.** GM only. If one of these turns up in Hackney, the whole Met turns up after it. Hits everyone Engaged with the target.
**Police Baton.** Issued equipment for police NPCs and duty scenarios.
**Compact Pistol.** Rare, illegal and loud. Firing it is a serious escalation; witnessed shots add two Heat.
**ARV Carbine.** Armed response equipment. The GM controls its availability.
**Conducted-Energy Device.** Police scenario equipment. On a hit the GM may choose Stunned or Restrained from the condition catalogue.
**Thrown Brick.** One improvised throw. Remove it from your kit after use.
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# Armour
Only the armour you wear counts. Its Guard bonus makes you harder to hit; its reduction subtracts from damage after the attack lands. Do not add the protection of several worn suits together.
| Armour | Guard | Reduction | Price |
| :-- | :-- | :-- | :-- |
| Puffer Jacket | +0 | 1 | £90 |
| Leather Jacket | +0 | 1 | £150 |
| Motorbike Leathers | +1 | 2 | £300 |
| Stab Vest | +1 | 2 | £250 |
| Bulletproof Vest | +1 | 3 | £600 |
| Police Body Armour | +2 | 3 | restricted |
| Riot Shield | +3 | 1 | restricted |
| Ballistic Vest | +2 | 3 | £700 |
| Heavy Work Jacket | +0 | 1 | £45 |
**Puffer Jacket.** Thick enough to take the edge off a punch.
**Leather Jacket.** Old-school. Takes the edge off a knife and a slide down the tarmac.
**Motorbike Leathers.** Leathers and a lid. Reduction 2, and coming off a bike does half damage.
**Stab Vest.** Covert vest under a hoodie. Police wear the hi-vis version.
**Bulletproof Vest.** Covert body armour. Stops a pistol round; you still feel it.
**Police Body Armour.** Met-pattern body armour.
**Riot Shield.** TSG kit. +3 Guard while you hold it; you cannot use a two-handed weapon.
**Ballistic Vest.** Issued to armed units; conspicuous on the street.
**Heavy Work Jacket.** A thick work coat. Better than a T-shirt when trouble starts.
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# Ammunition
Record matching ammunition separately from the weapon's current magazine. Reloading is an action; a burst uses three rounds. A thrown weapon spends one item rather than a magazine round.
| Item | Ammo type | Pack quantity | Price |
| :-- | :-- | :-- | :-- |
| .22 Rounds | .22 | 100 | £20 |
| 9mm Rounds | 9mm | 50 | £60 |
| .38 Rounds | .38 | 50 | £50 |
| .50 Rounds | .50 | 20 | £120 |
| 12-Gauge Shells | 12-gauge | 25 | £40 |
| 7.62 Rounds | 7.62 | 30 | £150 |
| .308 Rounds | .308 | 20 | £80 |
| Air Rifle Pellets | .177 pellets | 500 | £8 |
| Taser Cartridges | taser cartridge | 4 | £0 |
| CS Canister | CS canister | 3 | £0 |
| 5.56 Rounds | 5.56 | 30 | £0 |
| Rocket | rocket | 1 | £0 |
**.22 Rounds.** A box of a hundred. Fits the Pocket .22.
**9mm Rounds.** A box of fifty. Fits the Converted Pistol, Polymer Nine, Machine Pistol and Micro SMG.
**.38 Rounds.** A box of fifty for the Service Revolver.
**.50 Rounds.** Twenty for the Hand Cannon. Each one costs six quid.
**12-Gauge Shells.** A box of twenty-five cartridges for any shotgun.
**7.62 Rounds.** Thirty for the Kalash.
**.308 Rounds.** Twenty for the Hunting Rifle.
**Air Rifle Pellets.** A tin of five hundred.
**Taser Cartridges.** Police issue. Never sold.
**CS Canister.** Police issue. Never sold.
**5.56 Rounds.** Police carbine magazine. Never sold.
**Rocket.** One rocket for the launcher. GM only. Never sold.
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# Tools & gear · 1–8
### Bolt Cutters · £35
Cut cable locks and cheap D-locks: bike locks are one band easier.
### Angle Grinder · £120
Through any bike lock in seconds: two bands easier. Shrieks — anyone near notices.
### Relay Box · £400
Clones keyless-entry fobs from the doorstep: car locks two bands easier, silently.
### Key Programmer · £650
Plugs into the OBD port and teaches the car a new key. Car locks two bands easier and the car starts clean (no hotwire).
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### Slim Jim · £15
Old-school door opener: older cars one band easier.
### Screwdriver Set · £10
For the ignition barrel. No easier, but you can try.
### Lock Picks · £40
For doors and padlocks: one band easier, and silent.
### Hacksaw · £12
Slow and quiet. Gets through a padlock hasp or a cheap chain given a minute.
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# Tools & gear · 9–16
### Toolkit · £80
Patch up a motor: a Graft roll (Medium) restores Body (Sorted 2, Smashed It 4, Legendary all) or fixes a flat tyre.
### Jerry Can · £15
Five litres. Refuels a vehicle, or makes three Petrol Bombs with some milk bottles.
### Spare Plates · £60
A pair of number plates off a written-off car. Swap them (Graft, Easy) and the police scanner reads the new plate.
### Spray Paint · £5
Tag a wall, or cover a stolen bike's frame so it is not recognised.
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### Burner Phone · £20
Pay-as-you-go, no contract. Pat only texts this number.
### Police Scanner · £150
Listen to the Met on an old Airwave scanner: Savvy steps up one die to spot police coming, and you hear when the helicopter goes up.
### Binoculars · £45
Watch a target from a rooftop. Savvy one band easier for casing a job.
### Torch · £8
Bright LED torch. Also good for blinding someone for a moment (Front vs their Bottle).
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# Tools & gear · 17–24
### Cable Ties · £3
A pack of heavy-duty ties. Restrain a Grabbed or Down person: they are Cuffed.
### Duct Tape · £3
Fixes everything. Silences everyone.
### Fake ID · £120
A good fake driving licence: Front steps up one die when the police ask who you are.
### Oyster Card · £10
Topped up. Get on a bus without paying cash.
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### Balaclava · £8
Hides your face. Witnesses can't describe you: a witnessed crime adds 1 less Heat (minimum 0) while you wear it — but wearing one in daylight is a look.
### Bike Lock · £25
A decent D-lock for your own ride. Locked bikes need a Hard roll to nick.
### Cordless Angle Grinder · £90
Makes a lock two bands easier. Loud: a merely Sorted result can attract witnesses.
### Screwdriver · £5
An improvised tool. No automatic difficulty reduction.
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# Tools & gear · 25–32
### Paramedic Bag · £90
A proper duty bag, including the kit needed for the patient minigame. No substitute for reaching A&E.
### Firefighter Kit · £180
Helmet, gloves and protective clothing for the fire minigame. Do not model real emergency procedures from these game rules.
### Cheap Smartphone · £30
Your Blower. Messages, maps, shifts and Auntie Pat. No battery bookkeeping.
### Service Radio · £80
A dispatch radio for service shifts; calls also appear in the Blower.
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### D-Lock · £35
A bike lock and a plausible reason to be crouching beside a bicycle.
### Hi-Vis Vest · £8
Sometimes the most convincing disguise in London. Circumstantial benefits are agreed with the GM.
### Cycle Helmet · £25
Practical protection. Does not stack another mechanical armour bonus.
### Courier Backpack · £35
Big, waterproof, covered in reflective tape.
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# Tools & gear · 33–37
### Handcuffs · £45
Apply Cuffed after a successful arrest or fictional restraint. The condition prevents driving.
### Vehicle Repair Kit · £65
A Graft check can repair 2 Body with a safe location, time and parts; the GM adjudicates major wrecks.
### Spare Clothes · £25
Change your description at a market. Use the local service in the Blower.
### Pocket Torch · £10
A beam under the arches and into the back of the wrong van.
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### Fictional Show Plates · £60
Story prop. A respray service abstracts the mechanical marker reset; no real evasion procedure is described.
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# Clobber & outfits
Change your description out of sight. At one or two stars, an outfit's Heat drop applies as listed; a uniform is more effective where its entry says so. An outfit is not an additional suit of armour unless it is also an armour entry.
| Outfit | Disguise | Heat drop | Price |
| :-- | :-- | :-- | :-- |
| Tracksuit | ordinary | 1 | £40 |
| Black Hoodie & Mask | masked | 1 | £30 |
| Hi-Vis & Hard Hat | workman | 1 | £25 |
| Delivery Rider Jacket | courier | 1 | £20 |
| Smart Suit | suit | 1 | £350 |
| Football Shirt | fan | 1 | £50 |
| Paramedic Uniform | paramedic | 2 | not ordinary stock |
| Police Uniform | police | 2 | not ordinary stock |
**Tracksuit.** Grey trackies and a hoodie. You look like everyone else on the estate.
**Black Hoodie & Mask.** Head to toe in black. Witnesses cannot describe you, but anyone who sees you assumes the worst.
**Hi-Vis & Hard Hat.** Nobody stops a man in hi-vis. Front steps up one die to walk in somewhere like you are meant to be there.
**Delivery Rider Jacket.** Teal or orange, with the box. Invisible on any street in London.
**Smart Suit.** A sharp suit. Front steps up one die with anyone posh, and the police wave you through.
**Football Shirt.** Home kit. On match day you are one of forty thousand.
**Paramedic Uniform.** Green Capital Ambulance uniform, borrowed from a locker. Walk into any A&E. Impersonation if caught.
**Police Uniform.** A Metro Police uniform. The biggest blag in London, and the biggest crime if you are caught (+2 Heat).
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# Food & medicine · 1–6
### First Aid Kit · £15
**restore 2 Health; remove Bleeding, Hurt; temporary effect 30 game minutes.**
Patch Up (Savvy, Medium) removes Bleeding or Hurt and heals 2. Three uses.
### Bandages · £4
**remove Bleeding; temporary effect 30 game minutes.**
Stops Bleeding. No roll needed if nobody is hitting you.
### Painkillers · £3
**remove In Pain; gain Numbed; temporary effect 60 game minutes.**
Co-codamol from the chemist: Numbed (In Pain and Hurt stop working) for an hour, and removes In Pain.
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### Energy Drink · £2
**remove Knackered; gain Buzzing; temporary effect 30 game minutes.**
Buzzing (+1 Moves) for half an hour and removes Knackered.
### Cans of Lager · £6
**gain Dutch Courage; temporary effect 30 game minutes.**
A four-pack. One can: Dutch Courage (+1 Bottle). A second while you have it: Mullered.
### Bottle of Water · £1
**remove Gassed; temporary effect 30 game minutes.**
Removes Gassed.
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# Food & medicine · 7–12
### Cigarettes · £15
**remove Shaken; temporary effect 30 game minutes.**
Removes Shaken. Twenty in a pack.
### Meal Deal · £4
**restore 1 Health; temporary effect 30 game minutes.**
A sandwich, crisps and a drink. Heals 1.
### Chicken & Chips · £5
**restore 2 Health; temporary effect 30 game minutes.**
Four wings and chips from Chicken Palace. Heals 2.
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### Kebab · £8
**restore 2 Health; remove Mullered; temporary effect 30 game minutes.**
Large doner, chilli sauce. Heals 2 and removes Mullered.
### Full English · £9
**restore 4 Health; remove Bruised, Knackered; temporary effect 30 game minutes.**
At Uncle's Cafe. Heals 4 and removes Bruised and Knackered.
### Pie & Mash · £7
**restore 3 Health; remove Shaken; temporary effect 30 game minutes.**
With liquor, from the shop on Broadway Market. Heals 3 and removes Shaken.
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# Drugs · game effects
The following are fictional item effects and game durations, not real-world dosing or medical information. Halo is a separate campaign plot commodity; it has no additional drug stat block in the supplied rules.
## Skunk · £10 supply price
A ten-pound bag. Take it: Blazed (+1 Bottle, -1 Savvy and Wheels), then Foggy.Caught with a bag: a caution and +0 Heat. Caught with a lot of it: that is dealing.
| Game effect | Value |
| :-- | :-- |
| Street sale price | £15 per bag |
| High | Blazed |
| Comedown | Foggy |
| Duration | 60 game minutes |
| Possession Heat | 0 if the item is discovered |
## Charlie · £50 supply price
A gram wrap. Take it: Wired (+1 Front and Bottle), then Crashing.Caught carrying: +1 Heat.
| Game effect | Value |
| :-- | :-- |
| Street sale price | £70 per wrap |
| High | Wired |
| Comedown | Crashing |
| Duration | 30 game minutes |
| Possession Heat | 1 if the item is discovered |
## Pills · £8 supply price
Pressed pills stamped with a logo. Take one: Loved Up (+2 Front, -1 Aim and Savvy), then Wrung Out.Caught carrying: +1 Heat.
| Game effect | Value |
| :-- | :-- |
| Street sale price | £15 per pill |
| High | Loved Up |
| Comedown | Wrung Out |
| Duration | 45 game minutes |
| Possession Heat | 1 if the item is discovered |
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# Drugs · game effects
## Benzos · £3 supply price
Street Xanax. Take one: Numb (Shaken and Bricking It stop working; -1 Moves and Aim), then Jittery.
| Game effect | Value |
| :-- | :-- |
| Street sale price | £8 per tab |
| High | Numb |
| Comedown | Jittery |
| Duration | 60 game minutes |
| Possession Heat | 0 if the item is discovered |
## Nitrous · £3 supply price
A balloon of laughing gas. Giggling for a couple of minutes (-2 Savvy, -1 Front). The canisters litter every park in E9.
| Game effect | Value |
| :-- | :-- |
| Street sale price | £5 per balloon |
| High | Giggling |
| Comedown | none |
| Duration | 2 game minutes |
| Possession Heat | 0 if the item is discovered |
## Roids · £25 supply price
Gym-bought steroids. Take a course: Pumped (+1 Muscle, -1 Front), then Roid Rage.
| Game effect | Value |
| :-- | :-- |
| Street sale price | £40 per vial |
| High | Pumped |
| Comedown | Roid Rage |
| Duration | 120 game minutes |
| Possession Heat | 0 if the item is discovered |
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# Motors · 1–5
### Grit Kid BMX
| Perf. | Hand. | Speed | Body | Size | Guard | Arm. |
| :-- | :-- | :-- | :-- | :-- | :-- | :-- |
| d4 | +2 | 6 | 3 | 0 | 6 | 0 |
**Seats:** 1 crew including driver; 0 passengers. **Fuel:** 0. **Lock:** Easy. **Value:** £120.
**Abilities:** Nimble, Exposed.
Chrome pegs, a gyro and a sticker-bombed frame. Every estate in Hackney has three. The Chainring pays £40–60 for a clean one.
### Trailblazer Mountain Bike
| Perf. | Hand. | Speed | Body | Size | Guard | Arm. |
| :-- | :-- | :-- | :-- | :-- | :-- | :-- |
| d6 | +1 | 7 | 4 | 0 | 6 | 0 |
**Seats:** 1 crew including driver; 0 passengers. **Fuel:** 0. **Lock:** Medium. **Value:** £450.
**Abilities:** Nimble, Off-road, Exposed.
Front suspension, knobbly tyres, a D-lock that is usually better than the bike. Goes over the Marshes, down the towpath and through Victoria Park.
### Carbon Whippet Road Bike
| Perf. | Hand. | Speed | Body | Size | Guard | Arm. |
| :-- | :-- | :-- | :-- | :-- | :-- | :-- |
| d8 | +1 | 9 | 3 | 0 | 6 | 0 |
**Seats:** 1 crew including driver; 0 passengers. **Fuel:** 0. **Lock:** Hard. **Value:** £1,800.
**Abilities:** Nimble, Exposed.
A featherweight carbon racer worth more than most of the cars on Mare Street. Its owner locks it to a lamppost with two locks and a prayer.
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### Borough Hire Bike
| Perf. | Hand. | Speed | Body | Size | Guard | Arm. |
| :-- | :-- | :-- | :-- | :-- | :-- | :-- |
| d4 | +0 | 5 | 5 | 0 | 6 | 0 |
**Seats:** 1 crew including driver; 0 passengers. **Fuel:** 0. **Lock:** Easy. **Value:** not ordinary stock.
**Abilities:** Nimble, Exposed, Docked hire bike.
Twenty kilos of red steel from a docking station. Anyone can ride one; nobody will buy one. Untraceable, so the cops do not care.
### Zap E-Scooter
| Perf. | Hand. | Speed | Body | Size | Guard | Arm. |
| :-- | :-- | :-- | :-- | :-- | :-- | :-- |
| d4 | +2 | 6 | 2 | 0 | 6 | 0 |
**Seats:** 1 crew including driver; 0 passengers. **Fuel:** 4. **Lock:** Easy. **Value:** £300.
**Abilities:** Nimble, Silent, Foldable, Exposed.
A rental scooter with the speed limiter ripped out. Silent, foldable, illegal on the road and everywhere else.
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# Motors · 6–10
### Deliverer E-Bike
| Perf. | Hand. | Speed | Body | Size | Guard | Arm. |
| :-- | :-- | :-- | :-- | :-- | :-- | :-- |
| d6 | +1 | 8 | 4 | 0 | 6 | 0 |
**Seats:** 1 crew including driver; 0 passengers. **Fuel:** 6. **Lock:** Medium. **Value:** £900.
**Abilities:** Nimble, Exposed.
Pedal-assist bike with an insulated box on the back. Start a Courier shift from the driver seat to take delivery jobs.
### Hornet 125 Moped
| Perf. | Hand. | Speed | Body | Size | Guard | Arm. |
| :-- | :-- | :-- | :-- | :-- | :-- | :-- |
| d6 | +0 | 9 | 6 | 1 | 8 | 0 |
**Seats:** 1 crew including driver; 1 passengers. **Fuel:** 10. **Lock:** Medium. **Value:** £1,200.
**Abilities:** Exposed.
The noise of every high street at 11pm. Top box, pillion seat, L-plates optional. Doubles as a courier bike.
### Dirt Devil Scrambler
| Perf. | Hand. | Speed | Body | Size | Guard | Arm. |
| :-- | :-- | :-- | :-- | :-- | :-- | :-- |
| d8 | +1 | 10 | 7 | 1 | 8 | 0 |
**Seats:** 1 crew including driver; 0 passengers. **Fuel:** 10. **Lock:** Medium. **Value:** £2,500.
**Abilities:** Off-road, Exposed.
An unregistered off-road bike that wheelies the length of the Marshes. No plate, no insurance, no brakes worth mentioning.
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### Kestrel Street Bike
| Perf. | Hand. | Speed | Body | Size | Guard | Arm. |
| :-- | :-- | :-- | :-- | :-- | :-- | :-- |
| d8 | +1 | 11 | 8 | 1 | 8 | 0 |
**Seats:** 1 crew including driver; 1 passengers. **Fuel:** 10. **Lock:** Medium. **Value:** £4,000.
**Abilities:** Exposed.
A naked 650 commuter bike. Light, quick, forgiving, parked outside every pub in Shoreditch.
### Fang 1000 Superbike
| Perf. | Hand. | Speed | Body | Size | Guard | Arm. |
| :-- | :-- | :-- | :-- | :-- | :-- | :-- |
| d12 | +1 | 14 | 7 | 1 | 8 | 0 |
**Seats:** 1 crew including driver; 1 passengers. **Fuel:** 10. **Lock:** Hard. **Value:** £14,000.
**Abilities:** Exposed.
A litre superbike with a howl you hear three postcodes away. Nothing on the road catches it in a straight line; the corners are your problem.
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# Motors · 11–15
### Metro Police Bike
| Perf. | Hand. | Speed | Body | Size | Guard | Arm. |
| :-- | :-- | :-- | :-- | :-- | :-- | :-- |
| d10 | +1 | 13 | 10 | 1 | 8 | 1 |
**Seats:** 1 crew including driver; 0 passengers. **Fuel:** 10. **Lock:** Long Shot. **Value:** not ordinary stock.
**Abilities:** Police kit, Exposed.
Metro Police traffic motorcycle: lights, siren and an ANPR plate scanner. Start a Police shift from the driver seat.
### Hackney Carriage
| Perf. | Hand. | Speed | Body | Size | Guard | Arm. |
| :-- | :-- | :-- | :-- | :-- | :-- | :-- |
| d6 | +1 | 9 | 12 | 2 | 10 | 1 |
**Seats:** 1 crew including driver; 5 passengers. **Fuel:** 10. **Lock:** Hard. **Value:** £18,000.
**Abilities:** Tight turning circle.
The London black cab: six passengers, a turning circle of 25 feet and a driver who has done The Knowledge. Start a Taxi shift to pick up fares.
### Pious Hybrid Minicab
| Perf. | Hand. | Speed | Body | Size | Guard | Arm. |
| :-- | :-- | :-- | :-- | :-- | :-- | :-- |
| d6 | +0 | 9 | 11 | 2 | 10 | 0 |
**Seats:** 1 crew including driver; 4 passengers. **Fuel:** 10. **Lock:** Medium. **Value:** £9,000.
**Abilities:** Silent.
A silver hybrid saloon with a phone cradle on every surface. Silent under 20 mph. Works taxi shifts like the cab, tips are worse.
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### Vexa Hatch
| Perf. | Hand. | Speed | Body | Size | Guard | Arm. |
| :-- | :-- | :-- | :-- | :-- | :-- | :-- |
| d6 | +0 | 9 | 10 | 2 | 10 | 0 |
**Seats:** 1 crew including driver; 4 passengers. **Fuel:** 10. **Lock:** Easy. **Value:** £6,000.
**Abilities:** none.
Britain's favourite small car, therefore Britain's most stolen small car. A screwdriver and some nerve.
### Fiester ST Hot Hatch
| Perf. | Hand. | Speed | Body | Size | Guard | Arm. |
| :-- | :-- | :-- | :-- | :-- | :-- | :-- |
| d8 | +1 | 11 | 11 | 2 | 10 | 0 |
**Seats:** 1 crew including driver; 4 passengers. **Fuel:** 10. **Lock:** Medium. **Value:** £16,000.
**Abilities:** none.
A small hatch with a big turbo and a bigger exhaust. Popular with lads who say "bruv" at speed.
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# Motors · 16–20
### Volvagen Estate
| Perf. | Hand. | Speed | Body | Size | Guard | Arm. |
| :-- | :-- | :-- | :-- | :-- | :-- | :-- |
| d6 | -1 | 9 | 14 | 2 | 10 | 1 |
**Seats:** 1 crew including driver; 4 passengers. **Fuel:** 10. **Lock:** Easy. **Value:** £8,000.
**Abilities:** none.
A dad's estate car with a roof box and a dog guard. Nobody looks twice at it, which is the whole point.
### Range Ruler SUV
| Perf. | Hand. | Speed | Body | Size | Guard | Arm. |
| :-- | :-- | :-- | :-- | :-- | :-- | :-- |
| d8 | -1 | 10 | 16 | 2 | 10 | 1 |
**Seats:** 1 crew including driver; 4 passengers. **Fuel:** 10. **Lock:** Hard. **Value:** £70,000.
**Abilities:** Off-road.
Keyless entry, tinted glass, never once off-road. A relay box and twenty seconds, if you know what you are doing.
### Ashdown GT Coupe
| Perf. | Hand. | Speed | Body | Size | Guard | Arm. |
| :-- | :-- | :-- | :-- | :-- | :-- | :-- |
| d10 | +1 | 13 | 12 | 2 | 10 | 1 |
**Seats:** 1 crew including driver; 1 passengers. **Fuel:** 10. **Lock:** Hard. **Value:** £90,000.
**Abilities:** none.
A hand-built British grand tourer. Mayfair money parked on a Hoxton street.
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### Toro Furioso Supercar
| Perf. | Hand. | Speed | Body | Size | Guard | Arm. |
| :-- | :-- | :-- | :-- | :-- | :-- | :-- |
| d12 | +1 | 15 | 9 | 2 | 10 | 0 |
**Seats:** 1 crew including driver; 1 passengers. **Fuel:** 10. **Lock:** Long Shot. **Value:** £250,000.
**Abilities:** none.
A V12 wedge on a sheikh's plates. Seen in Knightsbridge, very occasionally in Shoreditch, never twice.
### Brixton Bruiser
| Perf. | Hand. | Speed | Body | Size | Guard | Arm. |
| :-- | :-- | :-- | :-- | :-- | :-- | :-- |
| d10 | -1 | 13 | 14 | 2 | 10 | 1 |
**Seats:** 1 crew including driver; 3 passengers. **Fuel:** 10. **Lock:** Medium. **Value:** £30,000.
**Abilities:** none.
An imported American muscle car with a blower through the bonnet. Loud enough to set off car alarms in Dalston.
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# Motors · 21–25
### Tranzit White Van
| Perf. | Hand. | Speed | Body | Size | Guard | Arm. |
| :-- | :-- | :-- | :-- | :-- | :-- | :-- |
| d6 | -1 | 9 | 18 | 3 | 12 | 1 |
**Seats:** 1 crew including driver; 4 passengers. **Fuel:** 10. **Lock:** Easy. **Value:** £10,000.
**Abilities:** Windowless load bay.
A dented white Transit-style van with "NO TOOLS LEFT IN THIS VEHICLE" on the back doors (there are tools). Courier jobs; also the classic getaway.
### Mister Ripple Ice Cream Van
| Perf. | Hand. | Speed | Body | Size | Guard | Arm. |
| :-- | :-- | :-- | :-- | :-- | :-- | :-- |
| d4 | -2 | 7 | 16 | 3 | 12 | 0 |
**Seats:** 1 crew including driver; 2 passengers. **Fuel:** 10. **Lock:** Easy. **Value:** £7,000.
**Abilities:** Windowless load bay.
Plays "Greensleeves" at 90 decibels. Sells cones, and, everyone on the estate knows, rather more than cones.
### Metro Police Area Car
| Perf. | Hand. | Speed | Body | Size | Guard | Arm. |
| :-- | :-- | :-- | :-- | :-- | :-- | :-- |
| d10 | +1 | 13 | 16 | 2 | 10 | 1 |
**Seats:** 1 crew including driver; 3 passengers. **Fuel:** 10. **Lock:** Long Shot. **Value:** not ordinary stock.
**Abilities:** Police kit, Prisoner cage.
Battenburg-livery response car: lights, siren, ANPR plate scanner, cage in the back. Start a Police shift from the driver seat.
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### Metro Police Carrier
| Perf. | Hand. | Speed | Body | Size | Guard | Arm. |
| :-- | :-- | :-- | :-- | :-- | :-- | :-- |
| d6 | -1 | 10 | 22 | 3 | 12 | 2 |
**Seats:** 1 crew including driver; 6 passengers. **Fuel:** 10. **Lock:** Long Shot. **Value:** not ordinary stock.
**Abilities:** Police kit, Prisoner cage.
The riot van. Six seats, four of them behind a cage.
### Metro ARV "Trojan"
| Perf. | Hand. | Speed | Body | Size | Guard | Arm. |
| :-- | :-- | :-- | :-- | :-- | :-- | :-- |
| d10 | +0 | 13 | 20 | 2 | 10 | 2 |
**Seats:** 1 crew including driver; 3 passengers. **Fuel:** 10. **Lock:** Long Shot. **Value:** not ordinary stock.
**Abilities:** Police kit.
Armed Response Vehicle. When one of these turns up you are on four stars.
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# Motors · 26–29
### Capital Ambulance
| Perf. | Hand. | Speed | Body | Size | Guard | Arm. |
| :-- | :-- | :-- | :-- | :-- | :-- | :-- |
| d8 | +0 | 11 | 20 | 3 | 12 | 1 |
**Seats:** 2 crew including driver; 2 passengers. **Fuel:** 10. **Lock:** Long Shot. **Value:** not ordinary stock.
**Abilities:** Lights and siren, Stretcher bay.
Front-line ambulance: lights, siren, a stretcher bay. Start a Paramedic shift and get patients to Homerton or the Royal London.
### City Fire Pump
| Perf. | Hand. | Speed | Body | Size | Guard | Arm. |
| :-- | :-- | :-- | :-- | :-- | :-- | :-- |
| d6 | -2 | 9 | 30 | 3 | 12 | 2 |
**Seats:** 2 crew including driver; 4 passengers. **Fuel:** 10. **Lock:** Long Shot. **Value:** not ordinary stock.
**Abilities:** Lights and siren.
A fire engine with a 13.5 m ladder and 1,800 litres of water. Start a Firefighter shift to answer fire calls.
### Clippermaster Bus
| Perf. | Hand. | Speed | Body | Size | Guard | Arm. |
| :-- | :-- | :-- | :-- | :-- | :-- | :-- |
| d4 | -2 | 8 | 35 | 4 | 14 | 2 |
**Seats:** 1 crew including driver; 12 passengers. **Fuel:** 10. **Lock:** Hard. **Value:** not ordinary stock.
**Abilities:** none.
A red double-decker on the 38 to Victoria (it never gets past Dalston). Start a Bus shift to run the route stop to stop.
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### NPAS Helicopter "India 99"
| Perf. | Hand. | Speed | Body | Size | Guard | Arm. |
| :-- | :-- | :-- | :-- | :-- | :-- | :-- |
| d12 | +2 | 18 | 20 | 3 | 12 | 1 |
**Seats:** 2 crew including driver; 2 passengers. **Fuel:** 10. **Lock:** Long Shot. **Value:** not ordinary stock.
**Abilities:** Police kit, Flying.
Police air support. It flies over the street grid, sees everything and tells every car on the radio. Appears at three stars.
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# Vehicle abilities
A vehicle only gains the abilities listed on its own record; some apply to designated seats.
### Police kit
Lights and siren: +1 Wheels while on, and traffic yields. ANPR can read a targeted plate within 12 squares.
### Lights and siren
+1 Wheels while on; traffic yields.
### Prisoner cage
Caged occupants need someone outside, a permitted front-seat occupant or the GM to release them.
### Stretcher bay
Patient space; a paramedic in back can treat during travel.
### Off-road
+1 Wheels off road instead of the ordinary −2.
### Nimble
Avoid the off-road penalty on pavements, paths, parks and alleys. Physical access still matters.
### Exposed
Riders receive no enclosed-vehicle +2 Guard benefit.
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### Windowless load bay
Affected occupants cannot see or attack out.
### Silent
Hearing its approach with Savvy is Hard.
### Foldable
An empty vehicle can be folded and carried by an adjacent character.
### Tight turning circle
+1 Wheels at junctions and in tight streets.
### Docked hire bike
No fence will buy it. Its special theft handling avoids an automatic police call.
### Flying
Ignores roads, buildings and roadblocks for movement.
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# Rep, Renown and Influence
### Personal Rep
Earn XP from jobs, missions and the GM. Rep has 33 levels. Meeting a threshold makes the next level available; apply every level in order. XP is cumulative and is not spent when you level.
| Rep | Tier | Permanent cap |
| :-- | :-- | :-- |
| 1–4 | Street | d8 |
| 5–10 | Known | d10 |
| 11–18 | Firm | d12 |
| 19–26 | Guv'nor | d12 |
| 27–33 | Empire | d20 |
At an **odd new level**, raise one stat by one step within the new tier's cap. At an **even new level**, choose a new perk. Every **third new level**, roll Growth as well. Entering Rep **5, 11, 19 or 27** adds 1 maximum Hustle.
### Growth
Roll your **Grit die once**, without explosions, for Health. Increase maximum Health by half the result, rounded up, minimum 1. Roll the better of **Moves or Grit once**, without explosions, for Guard: 1–2 gives no increase, 3+ adds 1 to the base, and the die's top face adds 2 instead.
### Advances
The GM can award a separate advance after meaningful play. Spend one to raise a stat one permanent step within your current Rep tier cap. This does not replace a level's benefit or spend XP.
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### Relationship counters
The character's **crew, street and police** counters track recognition in those circles. Police relationship 3 makes routine stops start at Wanted. Street 5 and crew 3 unlock the shop discounts described earlier.
### Faction Renown
Each of the twelve campaign organisations keeps its own **Renown** with the crew. It starts at 0 and opens career jobs at 0, 1, 3, 5, 8, 11, 15 and 20. Completing those eight stages awards 1, 2, 2, 3, 3, 4, 5 and 5 Renown.
| Renown | Rank | Influence cap |
| :-- | :-- | :-- |
| 0 | Unproven | 1 |
| 3 | Known | 2 |
| 7 | Trusted | 3 |
| 12 | Connected | 4 |
| 18 | Insider | 5 |
| 25 | Pillar | 6 |
### Influence
Influence buys a defined favour while leaving Renown intact. Career jobs restore 1 Influence, or 2 for a finale, up to the current cap. Typical costs are 1 for an introduction, 2 for agreed access, equipment hire or a lift, and 4 for a major intervention the faction can actually support. Money, staff and capacity still need to exist.
An Open, Allied, Strained or Hostile stance describes the current relationship. Renown records history; it cannot compel a hostile patron to help.
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# The Rep ladder · 1–17
| Rep | Title | Total XP | Tier | Stat cap |
| :-- | :-- | :-- | :-- | :-- |
| 1 | Nobody | 0 | Street | d8 |
| 2 | Runner | 5 | Street | d8 |
| 3 | Lookout | 13 | Street | d8 |
| 4 | Grafter | 23 | Street | d8 |
| 5 | Face | 35 | Known | d10 |
| 6 | Wheelman | 50 | Known | d10 |
| 7 | Fixer | 67 | Known | d10 |
| 8 | Earner | 87 | Known | d10 |
| 9 | Name | 109 | Known | d10 |
| 10 | Somebody | 133 | Known | d10 |
| 11 | Soldier | 160 | Firm | d12 |
| 12 | Enforcer | 189 | Firm | d12 |
| 13 | Top Boy | 221 | Firm | d12 |
| 14 | Lieutenant | 255 | Firm | d12 |
| 15 | Shot-caller | 291 | Firm | d12 |
| 16 | Landlord | 330 | Firm | d12 |
| 17 | Proper Villain | 371 | Firm | d12 |
### Earn XP
Completed service job **1**; completed Pat order **2**; one stolen vehicle sale worth £500 or more **1**; mission **3–5**, as printed; GM awards as earned. Busted or Wasted awards no XP.
### Personal unlocks
Rep **3:** Uncle's guns and ammunition, bigger Pat orders. Rep **6:** +10% fence offers and Uncle's better stock. Rep **9:** car jobs and the “don't ask” shelf. Rep **13:** the ability to arrange and hire your own crew in the fiction. Rep **27:** the Empire d20 cap. None creates free staff, property or equipment.
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# The Rep ladder · 18–33
| Rep | Title | Total XP | Tier | Stat cap |
| :-- | :-- | :-- | :-- | :-- |
| 18 | Legend | 415 | Firm | d12 |
| 19 | Guv'nor | 461 | Guv'nor | d12 |
| 20 | Club Owner | 509 | Guv'nor | d12 |
| 21 | Developer | 560 | Guv'nor | d12 |
| 22 | Untouchable | 613 | Guv'nor | d12 |
| 23 | Kingpin | 669 | Guv'nor | d12 |
| 24 | Connected | 727 | Guv'nor | d12 |
| 25 | Tycoon | 787 | Guv'nor | d12 |
| 26 | Don of the East End | 850 | Guv'nor | d12 |
| 27 | Baron | 915 | Empire | d20 |
| 28 | Mogul | 983 | Empire | d20 |
| 29 | Overlord | 1053 | Empire | d20 |
| 30 | Shadow Mayor | 1125 | Empire | d20 |
| 31 | Crime Lord | 1200 | Empire | d20 |
| 32 | Emperor of the Smoke | 1277 | Empire | d20 |
| 33 | King of London | 1357 | Empire | d20 |
### Earn XP
Completed service job **1**; completed Pat order **2**; one stolen vehicle sale worth £500 or more **1**; mission **3–5**, as printed; GM awards as earned. Busted or Wasted awards no XP.
### Personal unlocks
Rep **3:** Uncle's guns and ammunition, bigger Pat orders. Rep **6:** +10% fence offers and Uncle's better stock. Rep **9:** car jobs and the “don't ask” shelf. Rep **13:** the ability to arrange and hire your own crew in the fiction. Rep **27:** the Empire d20 cap. None creates free staff, property or equipment.
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# Jaz Kaur
**Getaway Kid · 21 · Dalston.**
Grew up doing tricks on the Haggerston Park ramps. She can take a stolen BMX down the canal steps at full tilt. Pat calls her "the courier".
**Look:** Oversized hoodie, scuffed Air Max, BMX pegs in her bag.
| MUS | GRT | MOV | WHL | AIM | GRF | SAV | FRT | BTL |
| :-- | :-- | :-- | :-- | :-- | :-- | :-- | :-- | :-- |
| d4 | d4 | d6 | d8 | d4 | d6 | d6 | d4 | d4 |
**Health:** 10 · **Hustle:** 3 · **Guard before situational effects:** 10 · **Cash:** £40 · **Rep:** 1.
### What drives you
**Hustle:** Can ride anything with wheels.
**Vice:** Adrenaline.
**Bond:** Kez taught her to bunny-hop.
**Ambition:** Her own bike shop, legit.
### In your pockets
Fists, Bolt Cutters, Burner Phone, Tracksuit, Energy Drink.
### Your perk
**Getaway Driver.** Wheels steps up one die in a chase while you are the one being chased.
### Before play
Agree how this ambition binds you to the crew. Confirm which armour is worn, and which starting vehicle, if any, the GM has made available.
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# Danny "Tealeaf" Doyle
**Bike Thief · 24 · Homerton.**
Third-generation Homerton. His granddad nicked cars, his dad nicked vans, Danny nicks bikes — and anything else that is not bolted down.
**Look:** Flat cap, puffer jacket, a toolbag that clinks.
| MUS | GRT | MOV | WHL | AIM | GRF | SAV | FRT | BTL |
| :-- | :-- | :-- | :-- | :-- | :-- | :-- | :-- | :-- |
| d4 | d4 | d6 | d4 | d4 | d8 | d6 | d6 | d4 |
**Health:** 10 · **Hustle:** 3 · **Guard before situational effects:** 10 · **Cash:** £40 · **Rep:** 1.
### What drives you
**Hustle:** No lock he can't open.
**Vice:** Fruit machines.
**Bond:** Owes Pat for his mum's funeral.
**Ambition:** One big score and out.
### In your pockets
Fists, Angle Grinder, Slim Jim, Burner Phone, Tracksuit, Cigarettes.
### Your perk
**Bike Thief.** You know every lock on the market. Graft steps up one die when you nick a bicycle or scooter.
### Before play
Agree how this ambition binds you to the crew. Confirm which armour is worn, and which starting vehicle, if any, the GM has made available.
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# Femi Adebayo
**Runner · 19 · Clapton.**
Ran county cross-country for his school until he didn't. Now he runs the getaway on foot when the bike goes wrong.
**Look:** Running jacket, earbuds, never stands still.
| MUS | GRT | MOV | WHL | AIM | GRF | SAV | FRT | BTL |
| :-- | :-- | :-- | :-- | :-- | :-- | :-- | :-- | :-- |
| d4 | d4 | d8 | d6 | d4 | d4 | d6 | d6 | d4 |
**Health:** 10 · **Hustle:** 3 · **Guard before situational effects:** 11 · **Cash:** £40 · **Rep:** 1.
### What drives you
**Hustle:** Nobody catches him on foot.
**Vice:** Showing off.
**Bond:** Grew up with Kez.
**Ambition:** A deal with a trainer brand.
### In your pockets
Fists, Bolt Cutters, Burner Phone, Delivery Rider Jacket, Meal Deal.
### Your perk
**Parkour.** Moves steps up one die when running from someone or going over walls.
### Before play
Agree how this ambition binds you to the crew. Confirm which armour is worn, and which starting vehicle, if any, the GM has made available.
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# Big Sal Moretti
**Boxer · 26 · Bethnal Green.**
Does the lifting, the standing about looking big, and — when the Lea Boys turn up — the talking. Mostly with his hands.
**Look:** Sovereign rings, gym vest in January.
| MUS | GRT | MOV | WHL | AIM | GRF | SAV | FRT | BTL |
| :-- | :-- | :-- | :-- | :-- | :-- | :-- | :-- | :-- |
| d8 | d6 | d4 | d4 | d4 | d4 | d4 | d6 | d6 |
**Health:** 14 · **Hustle:** 3 · **Guard before situational effects:** 10 · **Cash:** £40 · **Rep:** 1.
### What drives you
**Hustle:** Makes problems go away.
**Vice:** Pride.
**Bond:** Pat's "nephew" (not really).
**Ambition:** Run the crew one day.
### In your pockets
Fists, Cricket Bat, Puffer Jacket, Burner Phone, Football Shirt, Cans of Lager.
### Your perk
**Brawler.** Muscle steps up one die in a punch-up with no weapons.
### Before play
Agree how this ambition binds you to the crew. Confirm which armour is worn, and which starting vehicle, if any, the GM has made available.
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# Playing through Foundry
{{kicker Optional digital table guide}}
### Your sheet
**Identity and stats:** your name, ends, background and nine clickable dice. Clicking a stat opens the roll choices. Choose one applicable perk and any Hustle before rolling.
**Resources:** Health, Hustle and pocket cash. **Kit:** weapons, ammo, worn armour, tools and usable consumables. **Conditions:** check the active names and their effects, then remove a Condition when its recovery happens.
**Rep:** XP, the next threshold, Level Up and any advances the GM has awarded. The Character Creator on a blank sheet builds a new PC through the seven creation steps.
### The Blower
Open your phone from the scene controls or **Alt+B**. It holds callouts, Pat's orders, mission objectives, your money and Heat. A job's **Directions** changes from pickup to delivery as the job progresses. **Alt+N** opens sat nav for other destinations; it follows your own token and route.
### Getting in
Right-click a vehicle, choose **Board**, then select a seat. The driver moves the motor and its occupants. Vehicle sheets show Body, Fuel, Guard, the movement gauge, rollable manoeuvres and an Incidents record. Step into an EXIT strip to follow a linked map edge.
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### A fight on screen
Use the Combat Console to roll speed dice privately. The GM reveals the queue. Take one action for the current die and choose Done. An incoming hit offers Take hit or Dodge; the target's owner or GM resolves it once. The GM can then choose one fitting additional Condition.
### Services
**Local services**, **Shop here**, **First aid** and **Rest** appear on your sheet or token where relevant. Reach the patient before first aid. Reach the shop or safehouse before using its services. A vehicle's patch or hotwire action still needs the fictional situation to permit it.
### Radio
The vehicle's driver tunes the car radio for those aboard; each listener controls their own volume. The Blower has a radio on foot. Real live streams provide atmosphere. Fictional Dead Air programmes, clue recordings and campaign phone-ins are played by the GM or supplied as handouts.
The optional studio-message controls open an actual station chat or your own messaging app. A campaign dedication can simply be roleplayed at the table; it does not require contacting a real broadcaster.
### GM controls
The GM Screen handles checks, hazards, rewards and tools. Street Control handles setup and city activity. The Mission Board offers **Story mode**, where the GM starts story missions, and **Self-play**, where players can run open missions. All modes use the same underlying rules and recorded obligations.
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# A round at the table
The crew has recovered a flight case. A rival reaches the van outside the venue as the police turn into the street. The GM puts the immediate risks on the table: the case, the driver, the clear route, and two witnesses filming.
### Reveal the dice
Jaz has two personal speed dice, 5 and 2. Sal's Moves d6 gives two, 4 and 1. The rival rolls 5. Jaz's better Moves breaks her tie, so the first action is hers. These are ordinary d6s: nobody explodes a speed die.
### Jaz drives
Her van has Speed 8. She takes the clear road for 8 green squares. The next turn needs 3 more, entering yellow. Before carrying on, she rolls the fixed Medium Wheels target using the van's Performance instead of Effort, with Handling −1. Sorted gets her to square 11 of the action. She has used one speed die; her next die will start a fresh gauge.
### The rival swings
The rival totals 12 against Sal's Guard 10 with a Bike Chain, Impact 2. The attack would deal 4 before armour. Sal spends his reaction and rolls Moves against **12**. A total of 12 is Just About and avoids the hit entirely. Sal has no reaction until the next round.
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### Sal makes space
On his 4, Sal grabs the rival at Engaged. Muscle against Guard succeeds. The rival is Grabbed and Guard falls by 2. Sal moves with the hold only as the GM agrees the fiction allows; grabbing somebody does not grant an extra attack or unlimited movement.
### The police arrive
The GM determines who actually saw the assault and whether the arriving officers witnessed it. A witnessed assault adds 1 Heat, plus 1 if police saw it. The crew does not receive the gunfire Heat entry because nobody fired a gun.
### Finish the round
After the remaining actions, the GM resolves ongoing harm and Down clocks. Everyone still able to react regains a reaction as the next round begins. The police now have a clear position and a reason to pursue. Jaz's next choice is whether to keep the case, collect Sal, or abandon the van.
### What to remember
The GM changed the scene through named people and visible risks. The dice handled uncertain actions. A single result did not also complete the mission, erase Heat, pay the crew or settle ownership of the case. Those happen when their own conditions are met.
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# GM checks · 1–16
Use the approach that fits the player’s intent. A named check is a prompt, not an extra skill. Fix the TN before perks and Hustle. These are the source GM’s suggested defaults; use established defences and mission targets when a scene gives them.
| Check | Band | Stats | Stakes / result |
| :-- | :-- | :-- | :-- |
| Spot the Old Bill | Medium | SAV / MOV | Before trouble arrives. Success: they see it coming and get a free move. |
| Blend In | Medium | FRT / SAV | When someone is looking for them. Make it Hard if they are masked or bleeding. |
| Find a Way Through | Medium | SAV / MOV | Local knowledge. Easy on their own ends. |
| Leg It | Medium | MOV / GRT | Foot chase. Against a specific chaser, roll their Moves and type it as the TN. |
| Climb or Vault | Medium | MOV / MUS | On a Bad Luck they make it but tear something: Bruised, or drop something. |
| Lose a Tail | Hard | SAV / MOV / BTL | Success: tail lost. Failure: they follow you home. |
| Pick a Lock | Medium | GRF | Lock picks make it one band easier. Bad Luck: you get in, but leave a mark. |
| Hotwire | Medium | GRF | For a motor already open. Newer cars are Hard without a relay box. |
| Pickpocket | Medium | GRF / MOV | Proper Mess: caught in the act, +1 Heat if anyone saw. |
| Plant Something | Hard | GRF / FRT | For setting someone up, or getting rid of evidence. |
| Fix It | Medium | GRF / SAV | A toolkit makes it Easy; no tools makes it Hard. |
| Case the Joint | Medium | SAV / FRT | Success: one useful fact per margin point (min 1). Binoculars one band easier. |
| Drive Like You Stole It | Medium | WHL | Behind the wheel the vehicle's Performance die replaces the Effort die automatically. |
| Lose the Police | Hard | WHL / SAV | Success: out of sight — Heat starts cooling. Getaway Driver perk applies. |
| Squeeze Through | Medium | WHL | Bad Luck: through, but the vehicle takes 2 damage. |
| Keep It Together | Medium | WHL / BTL | After a crash. Failure: stall, spin or stop. |
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# GM checks · 17–32
Use the approach that fits the player’s intent. A named check is a prompt, not an extra skill. Fix the TN before perks and Hustle. These are the source GM’s suggested defaults; use established defences and mission targets when a scene gives them.
| Check | Band | Stats | Stakes / result |
| :-- | :-- | :-- | :-- |
| Jump It | Hard | WHL / BTL | Proper Mess: the rider comes off (use the Bike Crash hazard). |
| Shove Past | Medium | MUS / MOV | Against a person, roll their Muscle and type it as the TN. |
| Break Down a Door | Medium | MUS / GRF | A crowbar or axe makes it Easy. Loud: anyone near hears. |
| Take a Hit | Medium | GRT | Halve the damage on a success. |
| Stay Conscious | Medium | GRT | When Down. A Proper Mess, or nobody helping in three rounds: Wasted. |
| Keep Your Bottle | Medium | BTL | Failure: Shaken; Proper Mess: Bricking It. |
| Don't Grass | Hard | BTL / FRT | Failure: they let something slip. DS Vale's favourite game. |
| Talk Your Way Out | Hard | FRT / SAV | Police stops: Hard at 1 star, Long Shot at 2+. Silver Tongue applies. |
| Blag Your Way In | Medium | FRT / SAV | Hi-vis or the right uniform makes it Easy. |
| Haggle | Medium | FRT / SAV | Success: 10% better; Smashed It: 20%; Proper Mess: they won't deal today. |
| Get Someone Talking | Medium | FRT / SAV / MUS | One answer per success, two on Smashed It. |
| Scare Them Off | Medium | FRT / BTL / MUS | Against a hard case, roll their Bottle and type it as the TN. |
| Calm It Down | Medium | FRT / BTL | Success stops a fight starting; Smashed It ends one. |
| Patch Someone Up | Medium | SAV | A first aid kit removes Bleeding or Hurt on a success. |
| Know a Bloke | Medium | SAV / FRT | Fixer perk applies. Failure: you know someone, but they want a favour. |
| Read the Room | Medium | SAV | Ask one question per success. |
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# Hazards · 1–8
Announce the danger and which roll can avoid it. Sorted or better avoids the listed adverse result; Just About, Bad Luck and Proper Mess use the corresponding column. A hazard entry supplies its own injury Conditions. Armour applies when the hazard is marked for it; it is not a universal reduction for fear, smoke or fatigue.
| Hazard | Band | Stats | Just About | Bad Luck | Proper Mess |
| :-- | :-- | :-- | :-- | :-- | :-- |
| Hit by a Car | hard | MOV / GRT | 2 dmg · Prone | 6 dmg · Prone, Hurt | 9 dmg · Broken, Prone |
| Come Off the Bike | medium | WHL / MOV | 1 dmg · Bruised | 4 dmg · Prone, Bruised | 7 dmg · Broken, Prone |
| Car Crash | medium | GRT / WHL | 1 dmg · Shaken | 4 dmg · Hurt | 7 dmg · Broken, Bricking It |
| Glass Everywhere | medium | MOV / GRT | 1 dmg | 3 dmg · Bleeding | 5 dmg · Bleeding, In Pain |
| Fall from Scaffolding | hard | MOV / GRT | 2 dmg · Bruised | 5 dmg · Hurt, Prone | 8 dmg · Broken, Down |
| Staffie on the Loose | medium | MOV / BTL / MUS | 1 dmg | 3 dmg · Bleeding | 4 dmg · Bleeding, Restrained |
| Bottle Thrown | medium | MOV | Shaken | 3 dmg · Bleeding | 4 dmg · Bleeding, Prone |
| Crowd Crush | medium | MUS / BTL | 1 dmg · Shaken | 3 dmg · Knackered | 5 dmg · Down |
### One clear consequence
Use a hazard for the actual threat reaching a person. A vehicle incident already lists Body damage and rider harm; do not add a second crash hazard automatically to the same roll. A new danger, such as a canal after coming off a bike, can be a separate announced situation.
### Serious results
Some printed hazards specifically inflict Down. This is a direct hazard effect; the normal weapon-damage severity table only makes a character automatically Down at 0 Health.
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# Hazards · 9–16
Announce the danger and which roll can avoid it. Sorted or better avoids the listed adverse result; Just About, Bad Luck and Proper Mess use the corresponding column. A hazard entry supplies its own injury Conditions. Armour applies when the hazard is marked for it; it is not a universal reduction for fear, smoke or fatigue.
| Hazard | Band | Stats | Just About | Bad Luck | Proper Mess |
| :-- | :-- | :-- | :-- | :-- | :-- |
| Stray Bullet | hard | MOV / SAV | Shaken | 5 dmg · Bleeding | 8 dmg · Bleeding, Down |
| Taser! | hard | MOV / GRT | Shaken | 1 dmg · Stunned, Prone | 1 dmg · Stunned, Prone, Restrained |
| CS Spray | medium | MOV / GRT | shaken | Gassed | Gassed, Bricking It |
| Police Dog | hard | MOV / BTL | 1 dmg | 3 dmg · Bleeding, Grabbed | 5 dmg · Bleeding, Grabbed, Prone |
| Fire and Smoke | medium | MOV / GRT | 1 dmg · Gassed | 3 dmg · Gassed, Knackered | 5 dmg · Burning |
| In the Canal | medium | GRT / MOV | Knackered | 2 dmg · Knackered, Shaken | 4 dmg · Knackered, Down |
| Petrol Bomb | hard | MOV | 1 dmg | 3 dmg · Burning | 5 dmg · Burning, In Pain |
| Dodgy Kebab | easy | GRT | shaken | Knackered | 1 dmg · Knackered, In Pain |
### One clear consequence
Use a hazard for the actual threat reaching a person. A vehicle incident already lists Body damage and rider harm; do not add a second crash hazard automatically to the same roll. A new danger, such as a canal after coming off a bike, can be a separate announced situation.
### Serious results
Some printed hazards specifically inflict Down. This is a direct hazard effect; the normal weapon-damage severity table only makes a character automatically Down at 0 Health.
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# A d20 on the street
Roll when the street needs movement, or choose an event that follows from what is already happening. A result introduces an opportunity or problem; it does not force a PC decision.
| d20 | Event | What appears |
| :-- | :-- | :-- |
| 1 | Lea Boys turn up | Two of Stretch's lads on bikes, circling. They have seen you on their patch. |
| 2 | Patrol cruises past | A Metro Police area car rolls by, slowly. Anyone in a nicked motor gets pinged. |
| 3 | Kez texts a tip-off | "Carbon Whippet outside the coffee place, cheap lock, owner inside 10 mins x" |
| 4 | Dipped | A bump in the crowd. Is your wallet still there? |
| 5 | Someone recognises you | "Oi! I know you!" — a face from a job that went wrong. |
| 6 | Staffie off the lead | Its owner is shouting "he's friendly!" It is not. |
| 7 | Fight outside the chicken shop | Two lads, one bottle, lots of shouting. Everyone is filming. |
| 8 | Road works | Temporary lights and a man with a STOP sign. The road is down to one lane. |
| 9 | Sudden downpour | London rain. Wheels rolls are one band harder until it stops. |
| 10 | A favour asked | Mo from Chicken Palace needs something carried, collected or forgotten. |
| 11 | Undercover buy | A friendly lad wants to buy something off you. Too friendly. |
| 12 | Ice cream van | Greensleeves. Mister Ripple, parked up, engine running, nobody in the cab. |
| 13 | Lost tourist | Somebody asks the way to Columbia Road. Their bag is wide open. |
| 14 | Bike in a skip | A decent mountain bike frame, no wheels, in a skip on Morning Lane. |
| 15 | Fire engine on a shout | Sirens, the road clears, everything pulls over. |
| 16 | Market day | Stalls everywhere: cheap clobber, cheap phones, cheap everything. |
| 17 | Old friend | Someone from school, now working at the council. They owe you one. |
| 18 | Somebody filming | A teenager has their phone out and has been recording for a while. |
| 19 | Stray bullet | A moped, a pop, glass everywhere. Not aimed at you. Probably. |
| 20 | A proper opportunity | A delivery van, back doors open, driver inside a shop. Thirty seconds. |
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# Police at the table
| Stars | Area cars | Bikes | Carriers | ARVs | India 99 | Blocks |
| :-- | :-- | :-- | :-- | :-- | :-- | :-- |
| 0 | 0 | 0 | 0 | 0 | — | — |
| 1 | 1 | 0 | 0 | 0 | — | — |
| 2 | 2 | 1 | 0 | 0 | — | — |
| 3 | 2 | 1 | 1 | 0 | yes | — |
| 4 | 3 | 1 | 1 | 2 | yes | — |
| 5 | 4 | 2 | 1 | 3 | yes | yes |
### The next police move
At one star, officers first demand a stop. Close officers grab and cuff a susceptible or surrendered target. Tasers enter at two stars or against an armed person; CS and batons enter close up. At four stars, armed officers shoot. In a chase, nearby units PIT at low Heat and ram at three or more; armed units can fire at four. Officers get out within four squares of a suspect on foot.
Use Wheels d8 for an unassigned police driver, d6 for ordinary traffic, unless the vehicle has an explicit crew die. Add its actual Performance, Handling and ability modifiers. Traffic continues its own route at green pace. The standard mapped chase ends only when everyone wanted is **more than 30 squares** from every unit at round end.
| Event | What appears | Check / consequence |
| :-- | :-- | :-- |
| Stop and Search | "Can I have a word? Turn out your pockets." | Savvy to hide gear before they search; Front to talk it down. Anything illegal found: +1 Heat (weapon or drugs). |
| ANPR Ping | A camera on the A10 reads your plate. If the motor is nicked, every unit hears it. | If they are in a nicked vehicle: +1 Heat. Spare plates beat it. |
| India 99 Overhead | The helicopter. The searchlight. The noise. | At 3+ stars it sees anyone outdoors. Get under a roof. |
| Knock at the Door | Two officers at the flat. They have a few questions about a bike. | Known to police 3+: they have a warrant. Failure: Busted or a search. |
| DS Vale Drops By | DS Harriet Vale, two coffees, very friendly. She knows more than she says. | Bottle to keep your story; Savvy to work out what she knows. |
**Published response, playable judgement.** These numbers describe the game’s escalating city response. Place units where the roads and current scene support them, announce their arrival and use the same harm and action rules for everybody.
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# People on the street · 1–3
Use these source profiles when a specific named character is not needed. Give the person a current goal, a position and knowledge limited to what they have seen.
## Lea Boy
| MUS | GRT | MOV | WHL | AIM | GRF | SAV | FRT | BTL |
| :-- | :-- | :-- | :-- | :-- | :-- | :-- | :-- | :-- |
| d6 | d6 | d6 | d6 | d4 | d6 | d4 | d4 | d6 |
**Health:** 8 · **Guard:** 10 · **Armour reduction:** 0.
**Kit:** Bike Chain (MUS, Impact 2, Engaged).
One of Stretch's lads.A local runner in Stretch’s orbit.Not a disposable enemy: give them a name, a reason to be here and a way out of the encounter. Grit and numbers, rather than military discipline.
## Metro Police Officer
| MUS | GRT | MOV | WHL | AIM | GRF | SAV | FRT | BTL |
| :-- | :-- | :-- | :-- | :-- | :-- | :-- | :-- | :-- |
| d6 | d6 | d6 | d8 | d6 | d4 | d6 | d6 | d8 |
**Health:** 12 · **Guard:** 13 · **Armour reduction:** 3.
**Kit:** Extendable Baton (MUS, Impact 2, Engaged); CS Spray (AIM, Impact 0, Engaged, gas); Taser (AIM, Impact 1, Near, stun). Police Body Armour, Handcuffs, Service Radio.
A response officer. Will stop you, search you, and nick you if you give them a reason.A uniformed patrol officer working a long shift.Use Front before force when a conversation makes sense. The Heat engine controls response vehicles; this actor is for on-foot scenes.
## Armed Response Officer
| MUS | GRT | MOV | WHL | AIM | GRF | SAV | FRT | BTL |
| :-- | :-- | :-- | :-- | :-- | :-- | :-- | :-- | :-- |
| d8 | d8 | d6 | d8 | d10 | d4 | d8 | d6 | d10 |
**Health:** 14 · **Guard:** 15 · **Armour reduction:** 3.
**Kit:** Police Carbine (AIM, Impact 6, Far); Polymer Nine (AIM, Impact 4, Near). Police Body Armour, Service Radio.
A Trojan unit officer. At four stars, they are here for you.A trained armed-response officer, rarely seen without support.Four-star Heat changes the stakes. Use cover, warnings and the environment; do not turn every encounter into an unavoidable execution.
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# People on the street · 4–6
Use these source profiles when a specific named character is not needed. Give the person a current goal, a position and knowledge limited to what they have seen.
## Paramedic
| MUS | GRT | MOV | WHL | AIM | GRF | SAV | FRT | BTL |
| :-- | :-- | :-- | :-- | :-- | :-- | :-- | :-- | :-- |
| d6 | d6 | d6 | d8 | d4 | d6 | d10 | d8 | d8 |
**Health:** 10 · **Guard:** 10 · **Armour reduction:** 0.
**Kit:** no listed weapon. Paramedic Bag.
Calm voice, exhausted eyes, very practical priorities.Stabilise the patient, load them, get to A&E. Use the ambulance minigame for timed callouts.
## Firefighter
| MUS | GRT | MOV | WHL | AIM | GRF | SAV | FRT | BTL |
| :-- | :-- | :-- | :-- | :-- | :-- | :-- | :-- | :-- |
| d10 | d10 | d6 | d6 | d4 | d6 | d6 | d6 | d10 |
**Health:** 14 · **Guard:** 12 · **Armour reduction:** 0.
**Kit:** no listed weapon.
Focused, practical, watching the building as much as the people.A fire minigame uses progress and consequences; there is always an evacuation route in the fiction.
## Cabbie
| MUS | GRT | MOV | WHL | AIM | GRF | SAV | FRT | BTL |
| :-- | :-- | :-- | :-- | :-- | :-- | :-- | :-- | :-- |
| d6 | d6 | d4 | d10 | d4 | d4 | d10 | d8 | d6 |
**Health:** 10 · **Guard:** 10 · **Armour reduction:** 0.
**Kit:** no listed weapon.
Knows a way round it and has an opinion about the other way.A source of street information or a taxi fare. They would prefer to get home with the cab intact.
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# People on the street · 7–9
Use these source profiles when a specific named character is not needed. Give the person a current goal, a position and knowledge limited to what they have seen.
## Courier
| MUS | GRT | MOV | WHL | AIM | GRF | SAV | FRT | BTL |
| :-- | :-- | :-- | :-- | :-- | :-- | :-- | :-- | :-- |
| d6 | d8 | d8 | d8 | d4 | d4 | d6 | d4 | d6 |
**Health:** 10 · **Guard:** 11 · **Armour reduction:** 0.
**Kit:** no listed weapon.
A rider with a shift to finish and a phone in a waterproof sleeve.Can point the crew towards a blocked street or a conspicuous new lock.
## Patient
| MUS | GRT | MOV | WHL | AIM | GRF | SAV | FRT | BTL |
| :-- | :-- | :-- | :-- | :-- | :-- | :-- | :-- | :-- |
| d4 | d4 | d4 | d4 | d4 | d4 | d4 | d4 | d4 |
**Health:** 6 · **Guard:** 9 · **Armour reduction:** 0.
**Kit:** no listed weapon.
Someone having the worst evening of their life.The ambulance callout tracks Stable, Fading, Faltering, Passing and Lost. This token is a person to rescue.
## Suspect
| MUS | GRT | MOV | WHL | AIM | GRF | SAV | FRT | BTL |
| :-- | :-- | :-- | :-- | :-- | :-- | :-- | :-- | :-- |
| d6 | d6 | d8 | d8 | d4 | d6 | d6 | d6 | d6 |
**Health:** 10 · **Guard:** 11 · **Armour reduction:** 0.
**Kit:** Kitchen Knife (MUS, Impact 3, Engaged, bleed).
A nervous driver or a person at a disturbance.The police shift determines whether they stop, flee or resist. An arrest needs a successful cuffing roll and a custody drop-off.
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# Variable Effort targets · 1
Use the row for **unboosted** stat and Effort dice, then apply perks, Hustle, Handling and Conditions against that fixed TN. The four numbers are **Easy / Medium / Hard / Long Shot**. These tables use normal explosions; they are not fixed defences.
### Effort or Performance d4
| Stat | Easy | Medium | Hard | Long Shot |
| :-- | :-- | :-- | :-- | :-- |
| d4 | 6 | 7 | 10 | 14 |
| d6 | 7 | 9 | 11 | 16 |
| d8 | 9 | 11 | 13 | 19 |
| d10 | 10 | 13 | 16 | 21 |
| d12 | 11 | 15 | 18 | 23 |
| d20 | 17 | 22 | 27 | 32 |
### Effort or Performance d6
| Stat | Easy | Medium | Hard | Long Shot |
| :-- | :-- | :-- | :-- | :-- |
| d4 | 6 | 8 | 10 | 15 |
| d6 | 8 | 10 | 12 | 17 |
| d8 | 9 | 12 | 14 | 20 |
| d10 | 11 | 14 | 17 | 22 |
| d12 | 12 | 16 | 19 | 24 |
| d20 | 18 | 23 | 28 | 34 |
### Effort or Performance d8
| Stat | Easy | Medium | Hard | Long Shot |
| :-- | :-- | :-- | :-- | :-- |
| d4 | 7 | 9 | 11 | 17 |
| d6 | 8 | 11 | 13 | 19 |
| d8 | 10 | 13 | 16 | 21 |
| d10 | 11 | 15 | 18 | 24 |
| d12 | 13 | 16 | 20 | 26 |
| d20 | 18 | 24 | 29 | 35 |
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# Variable Effort targets · 2
Use the row for **unboosted** stat and Effort dice, then apply perks, Hustle, Handling and Conditions against that fixed TN. The four numbers are **Easy / Medium / Hard / Long Shot**. These tables use normal explosions; they are not fixed defences.
### Effort or Performance d10
| Stat | Easy | Medium | Hard | Long Shot |
| :-- | :-- | :-- | :-- | :-- |
| d4 | 7 | 10 | 13 | 18 |
| d6 | 9 | 12 | 15 | 20 |
| d8 | 10 | 14 | 17 | 23 |
| d10 | 12 | 15 | 19 | 25 |
| d12 | 13 | 17 | 21 | 27 |
| d20 | 19 | 25 | 30 | 36 |
### Effort or Performance d12
| Stat | Easy | Medium | Hard | Long Shot |
| :-- | :-- | :-- | :-- | :-- |
| d4 | 7 | 11 | 14 | 19 |
| d6 | 9 | 13 | 16 | 21 |
| d8 | 11 | 14 | 18 | 24 |
| d10 | 12 | 16 | 20 | 26 |
| d12 | 14 | 18 | 22 | 28 |
| d20 | 20 | 26 | 31 | 38 |
### Effort or Performance d20
| Stat | Easy | Medium | Hard | Long Shot |
| :-- | :-- | :-- | :-- | :-- |
| d4 | 9 | 14 | 19 | 24 |
| d6 | 11 | 16 | 21 | 27 |
| d8 | 12 | 18 | 23 | 29 |
| d10 | 14 | 20 | 25 | 31 |
| d12 | 16 | 22 | 27 | 34 |
| d20 | 22 | 29 | 35 | 44 |
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# At the table · quick reference
### A check
Effort d6 + stat die + the **effective stat modifier** + other modifiers. Explode maximum faces. Set the TN before temporary boosts. A margin of 0 succeeds.
| Margin | Outcome | Meaning |
| :-- | :-- | :-- |
| −4 or less | Proper Mess | Fails badly; serious consequence. |
| −3 to −1 | Bad Luck | Fails and costs you. |
| 0 | Just About | Success with a cost. |
| +1 to +3 | Sorted | Clean success. |
| +4 to +7 | Smashed It | Success and an extra benefit. |
| +8 or more | Legendary | An exceptional result. |
### Luck
1 Hustle steps Effort once. 2 Hustle gives On a Roll instead. One relevant perk steps the stat once. On a Roll: top two faces explode. Off Your Game: no explosions. Both together: normal. In Pain still stops Effort explosions.
| Outcome | Progress | Consequences |
| :-- | :-- | :-- |
| Proper Mess | 0 | 2 |
| Bad Luck | 0 | 1 |
| Bad Luck, cost accepted | 1 | 1 |
| Just About | 1 | 1 |
| Sorted | 1 | 0 |
| Smashed It | 2 | 0 |
| Legendary | 3 | 0 |
\column
### A hit
Attack meets Guard → target chooses Take hit or reaction Dodge. Dodge is Moves against the attack total; meet it to avoid the hit. Damage is original attack margin + Impact − armour, minimum 0. One appropriate discretionary Condition; weapon effects also apply.
### Guard
People: **7 + best Moves/Grit modifier + worn armour Guard**, with Growth and situational changes. Motors: **6 + 2 × Size**. Light cover +2; heavy +4 and 1 reduction; enclosed rider +2; Prone −2; Grabbed −2; Stunned −2; Down −4.
### Ongoing harm
Bleeding 1 per round; Burning 2. Down: Grit Medium; Proper Mess or 3 rounds without aid → Wasted. First aid: Savvy Medium, +2 Health, remove Bleeding and Hurt, once per injury.
### A chase
Green to Speed. Yellow to 1½ × Speed: Medium, Handling −1. Red to 2 × Speed: Hard, Handling −2. Each action gets a new cumulative gauge. More than 30 squares from every unit at round end ends the chase; it does not itself clear Heat.
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# A record of your own
**Name / street name:** ___________________________________________
**Age / pronouns / ends:** _________________________________________
**Background / look:** _____________________________________________
| MUS | GRT | MOV | WHL | AIM | GRF | SAV | FRT | BTL |
| :-- | :-- | :-- | :-- | :-- | :-- | :-- | :-- | :-- |
| | | | | | | | | |
**Rep / XP / tier / stat cap:** _____________________________________
**Health now / max:** __________ **Hustle now / max:** __________
**Guard base / final:** __________ **Armour reduction:** __________
**Pocket cash:** __________ **Stash:** __________ **Heat:** __________
**Crew / street / police relationship:** _____________________________
### Your story
**Hustle:** _______________________________________________________
**Vice:** _________________________________________________________
**Bond:** _________________________________________________________
**Ambition:** _____________________________________________________
### Kit, perks and conditions
| Item / perk / Condition | Quantity or effect | Removal / ammunition |
| :-- | :-- | :-- |
| _____________________ | ________________ | ________________ |
| _____________________ | ________________ | ________________ |
| _____________________ | ________________ | ________________ |
| _____________________ | ________________ | ________________ |
| _____________________ | ________________ | ________________ |
| _____________________ | ________________ | ________________ |
| _____________________ | ________________ | ________________ |
| _____________________ | ________________ | ________________ |
### Faction record
| Faction / patron | Renown / rank | Influence / cap | Stance / obligation |
| :-- | :-- | :-- | :-- |
| ________________ | ____________ | ____________ | ________________ |
| ________________ | ____________ | ____________ | ________________ |
| ________________ | ____________ | ____________ | ________________ |
| ________________ | ____________ | ____________ | ________________ |
| ________________ | ____________ | ____________ | ________________ |
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{{backCover
# A NAME IN
THE SMOKE
You start with a cracked phone, a few quid and a job under the arches. The next street has a better bike, a worse debt and somebody who swears they know you.
Work the borough. Keep the crew standing. Turn a favour into a relationship and a relationship into a way through the door. When the blue lights find you, decide what you are prepared to leave behind.
This rulebook contains the complete v0.5.0 play procedures, ten backgrounds, 42 perks, 31 Conditions, 171 items, 29 vehicles, four pregenerated characters and the 33-level Rep ladder.
**Your next job is waiting.**
{{footnote Benjamin Vale · Pacts & Polyhedrals}}
}}