'hood is all about holding on: all the player-characters are small fish in a big pond, chancers and petty criminals looking for ways to make ends meet without becoming of interest to the authorities, who might send them to prison, or the real villains, who might send them to the graveyard. The PCs are part of a network, or better still, a network of networks: families, friends, colleagues at their day job, suppliers, customers, rivals and more. Surviving is all about avoiding upsetting the people in your networks; prospering is all about taking advantage of them.
Currently, I'd appreciate any ideas and feedback for this game, particularly suggestions for unique moves to go in the 12 playbooks; it's early days for this project, so there's plenty of room for contributions.
Here's a taster of what I'm working on: there's more detail on my
website.
Stats:Name: being respected, being reliable, being connected.
Hush: being discreet, being subtle, being close-mouthed.
Brass: being bold, being determined, being pragmatic.
Wise: being prepared, being cunning, being aware.
Straight: being clean, being lawful, being a citizen.
When another PC gets one over on you or makes use of your services without paying for them upfront, they owe you a
debt. This hack uses debt instead of Hx to represent the relationships between the player-characters: it’s not about how well you know each other but how much you owe to each other.
When your life gets loud and messy, it bring the
heat down on you; heat can come from the police, who start investigating things you’ve done, or other authorities who poke their nose into your life, such as the Department of Social Security or the Trading Standards Authority. Heat can also come from the bigger fish in your pond, the real villains who sit at the centre of all the nets and pull on them: upset them and you’ll be looking at the daisies from the wrong side.
Playbooks:
The Bastion - There are sharks circling this 'hood, ready to eat it whole and spit out the bones; maybe if you give them what they want, they’ll leave some of it alone.
The Blur - It can’t have been you, because officially, you don’t even exist.
The Fallen - You took an oath to uphold the law, but you had your fingers crossed behind your back.
The Feelgood - If you can smoke it, sniff or stick it into yourself, you sell it to those who need it.
The Go-Between - Everyone’s looking for something; you bring together those with a demand and those who can supply.
The Heavy - You provide manual labour on the wrong side of the law: moving crates, guarding doors, breaking arms.
The Ice - You’re a killer.
The Lever - Once you know what they’re most afraid of, you’ve got them in the palm of your hand.
The Merchant - It’s all about buying low and selling high; the commodity doesn’t matter, only the money.
The Mover - When it positively, absolutely has to **** get there tomorrow.
The Thief - All property is theft, so on balance you’re not really doing anything wrong.
The Trickster - Black is white, up is down, hot is cold... all it takes is a word to change the world.