EVERYONE
WANTS
SOMETHING.
Twelve organisations. Different loyalties. Eight commissions each. Your crew decides who deserves its trust — and who gets the door slammed in their face. This is a preview from the current beta.
KNOW YOUR
PEOPLE.
Tap a faction to see what it does, who calls the shots and what a good relationship might earn you. No campaign secrets exposed.
REP IS YOURS.
RENOWN IS THEIRS.
Personal Rep grows your abilities. Every organisation keeps its own Renown, and Influence is what you can call in.
Your crew starts unproven. Deliver what you promised and people begin to remember you. Factions may open new jobs, offer contacts or lend you a hand. A hostile patron can still say no.
Renown ranks and Influence caps from the player rulebook. A favour is always limited by the faction's actual resources.
THE STREET
IS YOURS.
THE TROUBLE TOO.
Get the rules. Find your crew. Start with one little job and see how far the city lets you go.