Operator inner
CREW / CONTACTS
☑ Moonlighting: you get 2‑juggling. Whenever there's a stretch of downtime in play, or between sessions, choose a number (no more than your juggling) of your gigs to work. Roll+cool. On a 10+, you get profit from all the gigs you chose. On a 7–9, you get profit from at least one; if you chose more, you get catastrophe from one and profit from the rest. On a miss, catastrophe all around. The gigs you aren't working give you neither profit nor catastrophe. Whenever you get a new gig, you also get +1 juggling.
☐ Easy to trust: when you try to seduce or manipulate another player's character, roll+Hx instead of roll+hot. When you try to seduce or manipulate an NPC, roll+cool instead of roll+hot.
☐ Eye on the door: when you try to make a hasty escape, name your escape route and roll+cool. On a 10+, sweet, you're gone. On a 7–9, you can go or stay, but if you go it costs you: leave something behind, or take something with you, the MC will tell you what. On a miss, you're caught vulnerable, half in and half out.
☐ Opportunistic: when you interfere with someone, roll+cool instead of roll+Hx. Asshole.
☐ Reputation: when you meet someone important (your call), roll+cool. On a hit, they've heard of you, and you say what they've heard; the MC will have them respond accordingly. On a 10+, you also take +1 forward for dealing with them. On a miss, they've heard of you, but the MC will decide what they've heard.
OPERATOR MOVES
GIGS
Gig type (profit result / catastrophe result)
Choose 3 paying gigs:
☐ Bodyguarding (1‑barter / embattled)
☐ Surveillance (1‑barter / deceived)
☐ Raiding (1‑barter / embattled)
☐ Enforcement (1‑barter / overthrown)
☐ Honest work (1‑barter / impoverished)
☐ Companionship (1‑barter / entangled)
☐ Deliveries (1‑barter / bushwacked)
☐ Infiltration (1‑barter / discovered)
☐ Scavenging (1‑barter / impoverished)
☐ Brokering deals (1‑barter / shut out)
☐ Technical work (2‑barter / shut out)
☐ Fucking (2‑barter / entangled)
☐ Compound defense (2‑barter / infiltrated)
☐ Doing murders (3‑barter / embattled)
And choose 1 obligation gig:
☐ Avoiding someone (you keep well clear / they catch you in a bad spot)
☐ Paying debts (you keep up with them / they come due)
☐ Revenge (you victimize someone / they humilate you)
☐ Protecting someone (nothing bad happens to them / they're gone)
☐ Pursuing luxury (beauty in your life / you wind up in a bad spot)
☐ Maintaining your honor (you keep your word and your name / you cross a line)
☐ Seeking answers (you get a clue / you chase a red herring)
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Paying gigs on screen:
Obligations on screen:
Profit: the MC can choose whether to come in on the end of the successful gig, or let the whole gig happen in summary, off-screen.
Catastrophe: the MC can come in on the moment when the gig goes south, or you can summarize the gig going south and come in on the aftermath.
Profit: the MC can choose whether to come in on the end of your accomplishing it, or let it pass without much remark.
Catastrophe: the MC should come in on the moment when it goes south, as a rule.
Unworked: an unworked obligation is an opportunity for the MC.
JUGGLING
Your crew or contacts can consist entirely of the other players' characters, or entirely of the MC's characters, or any mix. If they include any of the MC's characters, sketch them out – names (eg Gabble, Jaim, Pe, Wasted) and 1-line descriptions – with the MC. Make sure they're competent and suited to the gigs you've chosen.
When you and another character have sex, get a new obligation gig: keeping [their name] happy (you keep them happy / you fucking blow it).
If you and the same character have sex again, don't get duplicate gigs for them.