The 'Hood - The Score
The 'Hood - The Score
o o
‘H
THE SCORE
3
A Quickstart Playset for
The ‘Hood
WHAT’S THE SCORE?
“Smiling” Seth Waterman has a plan, as always, but this
one’s different: he’s going to stick up a security van loaded
with cash. He’s got his older brother Greg to provide muscle
and a couple of mates he owes favours to are going to help
steal the cash and getaway. All he needs to do is plan the
perfect heist with them: nothing can go wrong.
In writing this, I’ve put the rules at the point where they
are needed; for example, in the opening scene where they
plan their heist, there are rules for the characters to scope
things out and get the materials they need for the job. No
plan survives contact with the players however, so it’s best
to have a copy of The ‘Hood standing by for when the game
goes in unexpected directions.
4
NAME:
LOOK
GREG “MONSTER” WATERMAN
NAME:
You’re used to providing manual labour for your younger
brother Seth: this can involve moving crates, guarding
LOOK
doors or breaking arms. It’s simple and undemanding, and
you don’t mind the bruises, the odd hours or the screams.
STATS DEBT
l Handy with his Fists: you don’t need
a weapon to hurt someone; when you
Who How Much
0
get rough, you can roll+brass instead of
roll+edge.
STATS
NAME DEBT
l Hard Bastard: erase this move instead of
going down or out.
1
Who How Much
When you advance, you can take one of
HUSH these moves:
NAME
¡ Extreme Persuasion: when you argue the
2 toss, roll+brass instead of roll+wise.
BRASS
HUSH ¡ Unstoppable: When you take the hard
way and miss, you may choose all three
1
Debt can never rise to more than +3; anytime it does so, reset it to zero
andrid ofone:it by shifting the blame to another
choose
PC orexperience.
○ Mark getting an NPC to provide you with an
○ Choose a move from that PC’s playbook.
alibi.
Debt can never rise to more than +3; anytime it does so, reset it to zero
STRAIGHT
WISE and choose one:
○ Mark experience.
HEAT Experience: this
○ Choose a move from EXPERIENCE
that is how
PC’s much you've
playbook.
○ Move an NPC from your payback box to theirs.
learned and you advance when
○ Swap all of your heat forit
all reaches
of theirs. 5: reset it to zero
and take +1 on any stat
○ Make a deal(max.+3) ormust
with that PC: they take a new
do what move.
you want, but they can
argue the toss over the precise terms.
STRAIGHT
Gain Heat as the price of a move or when the Mark experience when:
MC makes a hard move against you. ○ You restore your livelihood.
HEAT EXPERIENCE
○ You take heat.
○ Your debt reaches more than +3 with
STATE another PC
Chris "the Magpie" Cole: The thieving little shit who got you
the sack from your security work at the shopping mall when
you looked the other way for him one night. Start with +3
debt with him.
7
NAME:
LOOK
"SMILING" SETH WATERMAN
NAME:
Everyone’s looking for something; you bring together those
with a demand and those who can supply. You’re always
LOOK
concocting schemes to make money, but what you mostly
make is trouble.
STATS DEBT
l Negotiator: when you argue the toss,
roll+name instead of roll+wise.
Who How Much
2
STATS DEBT
NAME
l Hiring a Professional: when you ask
around for a person and get a hit, they give
+1 ongoing to make a specific move on the
Who
job you hire them for. How Much
NAME
HUSH
1 When you advance, you can take one of
these moves:
HUSH
BRASS
1 -hot when you sell them on.
0
BRASS
WISE
Heat: this is how much trouble you're in and
if it reaches 5, you're burned. You can get
rid of it by shifting the blame to another
Debt can never rise to more than +3; anytime it does so, reset it to zero
andPC orone:
getting an NPC to provide you with an
-1
choose
alibi.
○ Mark experience.
Debt can never
○ Choose a moverise from
to more
thatthan
PC’s+3; anytime it does so, reset it to zero
playbook.
WISE
STRAIGHT
and choose one:
○ Mark experience.
Experience: this
○ Choose a move from is how
that PC’s much you've
playbook.
HEAT ○ Move an NPC from EXPERIENCE
learned and you advance when it reaches theirs.
your payback box to 5: reset it to zero
○ Swap all of your heat for all of theirs.
and take +1 on any stat
○ Make (max.+3)
a deal ormust
with that PC: they take a new
do what move.
you want, but they can
argue the toss over the precise terms.
STRAIGHT
Gain Heat as the price of a move or when the Mark experience when:
HEAT
MC makes a hard move against you. EXPERIENCE
○ You restore your livelihood.
○ You take heat.
○ Your debt reaches more than +3 with
STATE another PC
Chris "the Magpie" Cole: He's too wise to your games after
getting burned by you in the past; he'll be keeping a close
eye on you. Start with +2 debt with him.
9
NAME:
LOOK
CHRIS "THE MAGPIE" COLE
All property is theft, so on balance you’re not really doing
anything wrong. It’s barely a crime when people leave stuff
NAME:
lying around, you're actually, like, tidying up and being all
environmental,
LOOK innit?
STATS DEBT
l Nick It: when you steal gear, roll+hush.
On a 10+, choose 2, on a 7-9, choose 1: you
1
Who
leave no evidence you wereHow Much
there, you can
get out the same way you got in, you don’t
set off any alarms. Goods you steal are
NAME always +hot.
STATS DEBT
2 l In & Out: when you cover your tracks
Who
and get a hit, choose one lessHow Much
option from
HUSH those available.
-1
NAME When you advance, you can take one of
these moves:
BRASS ¡ Stealthy: you get +1 hush (hush+3)
1
HUSH
¡ Disarm: if you enter a situation without a
weapon, you may take the weapon with the
WISE lowest edge or lead value from those around
you.
0
BRASS Debt can never rise to more than +3; anytime it does so, reset it to zero
and choose one:
Heat: this is how much trouble
○ Mark experience. you're in and
○ Choose a move from that PC’s playbook.
if it reaches 5, you're burned. You can get
STRAIGHT rid of it by shifting the blame to another PC
Debt can never rise to more than +3; anytime it does so, reset it to zero
HEAT
or getting an NPC
WISE to provide
and choose one: youEXPERIENCE
with an alibi.
○ Mark experience.
○ Choose a move from that PC’s playbook.
Experience: this ○isMove howan NPCmuch you've
from your paybacklearned
box to theirs. and you
○ Swap all of your heat for all of theirs.
advance when it reaches 5: reset
○ Make a deal with that PC: it to
mustzero
theyexperience
Mark do what and
when:
take
you want, +1canon
but they
Gain Heat as the price of a move or when the
any stat (max.+3) or
argue
MC makes a hard move against you. take
the tossaovernew move.
the precise
○ Youterms.
restore your livelihood.
STRAIGHT ○ You take heat.
○ Your debt reaches more than +3 with
STATE
HEAT EXPERIENCE
another PC
11
NAME:
LOOK
PENNY "WHEELS" WINCHESTER
When it positively, absolutely has to fucking get there
NAME:
tomorrow, you've got the marketable skills and no
conscience: you don't ask what’s in the bag, you just pick it
upLOOK
and drop it off, quickly, quietly and cleanly.
STATS DEBT
l Duck & Dive: when anyone gets rough or
opens fire on you, they take -1 now.
-1
Who How Much
l Your current vehicle is a motorbike:
it's +fast but also +tiny and +weak: you can
NAME outrace most other vehicles but you can't
STATS DEBT
2
carry much and any collision will wreck it.
Who Howone
When you advance, you can take Much
of
HUSH these moves:
1
NAME ¡ Escape Route: when you got to Plan B,
roll+hush instead of roll+wise.
BRASS ¡ Backstreet Knowledge: when you
overtake others on the move, roll+wise. On
1
HUSH
a 10+, you end up minutes ahead of them.
On a 7-9, you are seconds ahead. On a miss,
WISE you stay behind them all the way.
0
BRASS Debt can never rise to more than +3; anytime it does so, reset it to zero
andHeat: this is how much trouble you're in and
choose one:
○ Mark experience.
if it reaches 5, you're burned. You can get
○ Choose a move from that PC’s playbook.
STRAIGHT
rid of it by shifting the blame to another
PC can
Debt ornever
getting anthan
rise to more NPC to provide
+3; anytime youit towith
it does so, reset zero an
HEAT
WISE and choose one: EXPERIENCE
alibi. ○ Mark experience.
○ Choose a move from that PC’s playbook.
Experience: this ○○isMove how an NPC from your payback box to theirs.
much you've learned and you
Swap all of your heat for all of theirs.
advance when it reaches
○ Make a deal 5:
Gain Heat as the price of a move or the
with reset
whentoss
that PC:
the over itexperience
they
Mark to zero
must do what and take
you want,
when: +1canon
but they
argue the precise terms.
any stat
MC makes
STRAIGHT
(max.+3)
a hard move againstoryou.take a new move. ○ You restore your livelihood.
○ You take heat.
○ Your debt reaches more than +3 with
STATE
HEAT EXPERIENCE
another PC
13
DRAMATIS PERSONAE
There are four player characters and ten non-player
characters named in this playset, but more NPCs can quickly
be added as the development of the story demands.
Main Cast
o Monster (Greg Waterman): the muscle, he is older
brother to Seth and involved with Penny's half-sister.
o Smiling Seth (Seth Waterman): the brains, this is his
scheme and he's put the team together.
o The Magpie (Chris Cole): professional but low-class
thief, he's just in this for the money.
o Wheels (Penny Winchester): the getaway driver, she
has a long and complex history with the Waterman
brothers.
Supporting Cast
o Hot Lauren (Lauren Winchester): Penny's half sister and
Greg's sometime girlfriend.
o Uncle (Heston Malahide): a crook with money and
connections, he launders cash and fences stolen goods.
o The Godmother (Claire Waterman): Greg & Seth's
mother, Greg still lives with her, Seth pays her bills.
o The Brick (Brian Edwards): a mate of Greg's, they have
both worked many jobs together as the hired goons.
o Duke (Max Barrett): his gang patrols the 'hood where
the PCs live, keeping it safe and taking their cut.
o Righteous (Tina Wallace): the police patrol officer, she
knows when it's best to look the other way.
o The Kid (Wes Barrett): Max's tearaway nephew, not out
of school yet but already a proud ASBO winner.
o Metal Mitch (Mitchell Winstone): chop shop mechanic
and dealer in dodgy motors.
o Smooth Annie (Annie Prentiss): once a girlfriend to some
notorious gangsters, her youth may have left but she
still has the knowledge and connections.
14
o Ghost (Jeanette Douglas): quiet and anonymous, just
how she likes it, she is the go-to girl for changing your
identity.
ACT ONE: THE PLAN
"Smiling" Seth has a proposal for his brother and a couple
of mates he thinks he can more or less trust; together,
they're going to carry out a heist by sticking up a security
van loaded with the weekly takings of a couple of target
businesses. The first part of this plan requires picking a
target, then finding out about the security arrangements it
uses: what time do the takings get collected, what route
does the van take, who's driving and how are they armed,
etc.
There are two ways the PCs can get the information they
need:
Ask Around: there are a few people about who know this
business, like "Uncle" Heston, "Duke" and "Smooth" Annie,
but they'll probably want something in return for their help
and it'll take a little while before they can give you an
answer.
When you ask around for answers to questions, roll+name.
On a hit, you get an answer and choose options. On a 10+,
choose 1. On a 7-9, choose 2:
o The answer is worse than you expected.
o They don't answer you directly; instead they give you
the name of someone who does have the answer.
o Whoever you ask wants a cut or a favour: mark them
for payback.
Cover Your Tracks: you could just spy things out for
yourself, but that means hanging around on the streets,
trying to observe the routine without arousing suspicion.
When you cover your tracks, roll+hush. On a hit, you get
an answer and choose options. On a 10+ choose 1. On a 7-9,
choose 2:
o It takes several hours.
o You arouse suspicion: mark heat & experience.
o You have to call on another PC for help: tell them to
take +1 debt with you. 15
Whenever the PCs get an answer to a question, they should
add that information to their plan: start with a big blank
sheet of paper and draw the plan of their heist on it as they
progress.
o Start with whatever small business the van makes its
first collection at.
o As you find out more about the van's route, add the
streets it travels along, marking other sites of interest
on them.
o Think about other streets that aren't on the vans
route: could it be diverted to a more vulnerable spot?
o Note any ways you can exploit the situation:
anything you discover about the drivers, the businesses
they collect from, the time of day they collect at and
so on, can all go on the plan.
Besides a plan of the heist, the PCs will need to tool up with
a getaway vehicle and some weapons: they can find these
by asking around again, but to actually acquire them they'll
have to argue the toss with whoever is willing to part with
the goods.
Ask Around: same as before, but now the PCs are looking
for the tools and other resources they need to carry out the
heist, like weapons, a vehicle, disguises and anything else
they can think of that will be of use to them. They can go
further afield for this, such as by asking "Metal" Mitchell for
a vehicle.
When you ask around for goods & favours, roll+name. On a
10+, choose 1 option. On a 7-9, choose 2:
o What you get isn't quite the quality you expected
and has a mechanical or other problem with it.
o Whoever you asks just points you to where you can
find what you want, they don't have it to hand.
o There's a problem with getting it; you'll have to solve
that before it's yours.
o You owe the person you asked for helping you out;
mark them for payback.
A common drawback with many vehicles and weapons is
that they are hot: each item you have in your possession
16 that is tagged as hot adds +1 to your heat, but you can only
get rid of heat from hot gear by getting rid of the item in
question and you get no experience from it.
Argue the Toss: when you cut a deal with someone or make
an agreement, you want to get the best deal possible for
yourself, just like they want to get the best deal possible
for themselves. Most of the NPCs the PCs have to deal with
want money now, which the PCs probably don't have: that
kind of wealth is represented by dough and the PCs start
with 0dough, which is why they are willing to carry out this
heist. When NPCs demand money now in return for what
they're offering, PCs can respond by haggling over how
much they'll pay or when they'll pay.
When you argue the toss, roll+wise. On a 10+, NPCs take
your deal and PCs either take it or take +1 heat. On a 7-9, if
they take your deal, mark NPCs for payback and PCs take +1
debt with you.
Weapons can be divided into two types: there are the clubs
& blades which provide edge and the firearms which provide
lead. They provide this in a range of +1 to +3: the bigger
the bonus, the more damage they do, but the harder they
are to acquire and to conceal. Vehicles can have all sorts of
tags attached to them, both good and bad: Penny's starting
motorbike is a good example of this, being +fast (able to
overtake most other vehicles) but also +tiny and +weak (no
room for passengers or luggage and very vulnerable). Other
vehicle tags are faster, slow, slower, agile, stiff, roomy and
tough: if a vehicle has more good tags than bad ones, it's
going to cost 3 or more dough, but if there are more bad
tags, you can probably get it cheaper. Another option is to
borrow a vehicle off someone like "Metal" Mitch, but he'll
definitely want payback for that.
This first act of the game, planning the heist, gives the
players a free hand in creating the situation they'll face: no
details are fixed in advance, so any time they ask a question
or propose a strategy, it's down to them to make a move
that will provide the answer or which represents how they
are preparing themselves. Let them plan out their heist for
up to an hour, but then call a halt and move on to the next
section.
As MC, you also need to think about the plan, but you're
looking at it from the perspective of what's missing and
what could go wrong: any question the players don't ask
is one that you get to answer how you like. For example,
have they checked out when a police patrol coincides with
the security van's route? Have they checked for any local 17
events on the day of the heist? Have they prepared for
what the weather will be like? Jot down a few surprises
you can spring on them in the next act, but be fair about
it: don't just undermine their plan arbitrarily, especially
the parts they have prepared for. If they've managed to get
an inside-man on the security van, then he turns up on the
day as expected, he won't just phone in sick; on the other
hand, if they've left it to one of their contacts to organise
the inside-man, maybe they get someone they weren't
expecting and who can't be trusted...
If things have gone badly wrong with their plans at any
stage, the gang can always ask you for help.
Plan B: roll+wise. On a hit, the MC gives you a way out of
whatever trouble you’re in: this is guaranteed to work, at a
price. If you take the lifeline you’re thrown, choose options;
on a 10+, choose 1. On a 7-9, choose 2.
o You have to leave someone behind.
o You don’t get what you came for.
o It costs you: take -1 dough that must be paid from
the total dough taken in the heist.
INTERMISSION
The PCs now have a plan, but they also have a stack of
problems:
o Heat: if they've attracted too much attention to
themselves, by bringing in too many people on the plan
or acting suspiciously around the target, they'll have
drawn some heat. If this rises to 5+, they're going to
get burned, which means its game over for them when
the cops arrest their ass or some other gang decides to
rub them out.
o Payback: they've either promised a lot of favours or
they've committed themselves to debts they have no
way of paying back unless they pull the heist off. Each
NPC they owe payback to is like a little ticking bomb,
just waiting to blow their life apart.
Before they press on with the heist itself, they'll probably
want to clear the decks a little: once they leap into action,
they won't have time to deal with this shit and it'll keep
mounting up until it topples over and buries them. As MC,
you should strongly suggest to any player with more than
18
2 heat or two NPCs marked for payback that they take the
time to deal with some of that before going any further.
Lie Low: the PCs have friends and family who are of less
interest to the police and rival gangs than themselves, so
these are the best people to ask for help when seeking
someone to provide an alibi. These NPCs can act as a
distraction, vouch for your cover story or just let the PC
hide-out in their spare room until the people who are
looking for them have gone away.
When you lie low, roll+straight. On a hit, take -1 heat. On
a 10+, you may also take an additional -1 heat but you owe
someone for this; mark them for payback. On a 7-9, you
only take -1 heat and you owe someone for this; mark them
for payback.
There's no singular move for dealing with NPCs that are
marked for payback, it all depends on who they are and
what they want, but seeking them out to settle things
should gives the PCs the upper hand. The most likely two
things an NPC will want for payback is dough or a favour,
but as the PCs don't have any dough right now, they'd have
to cut the NPC in on the take from the heist in order to
pay them back that way. Persuading an NPC to accept the
promise of money later means arguing the toss with them:
they won't want more than 1dough but they'll want payment
to happen sooner rather than later, so this can easily put
the clock on the PCs, forcing them to act now instead of
spending more time on preparation.
An NPC can also be paid off with a favour that only the PC
is in a position to offer: PCs can check out their unique
moves and offer to put them at the service of an NPC. The
relationships between all the characters can also be put
on the block: as MC, you have to make the 'hood seem
alive, so think about what some of those NPCs could want
from each other and how the PCs could be used as the
go-betweens. Of course, that kind of favour will take more
time and almost certainly lead the PCs even deeper into the
tangled web of loyalties and allegiances that underlie the
'hood.
This is a good time to begin a map of the gangs’ own ‘hood
as well as the target one: mark on it where they hold their
meetings about the heist, where they go to get gear and
information and any other places they mention. This will
help in the final act, when the PCs are looking for escape
routes, hiding places and friendly faces.
19
ACT TWO: THE HEIST
Everything in this act takes place on the day of the heist
itself, so the players better be sure that they're ready for it.
By now, they should have a good map of the security van's
route accompanied by an amount of relevant data about
the routine and the environment. The two main obstacles to
carrying out the heist are dealing with the security and then
getting away, so it's time for some new moves.
Take the hard way: some of this stuff can't be done under
the radar, because there's no subtle way to ram a van off
the road or wrestle a case out of someone's hands. Anytime
the PCs have to get direct and physical to remove an
obstacle to their goal, break out this move.
20
Open fire: if you're really serious about your violence, you
need some firepower, especially if it's been established that
the security on the van are armed.
While all this is going on, the PCs are going to be attracting
a lot of attention to themselves, which can make their heat
build up quickly, especially if there is one of them making
most of the risky moves. There's no time to lie low in the
middle of this, but luckily there's another option: stick the
blame on a friend.
Take the heat off: when you take heat, you can try to fit
someone else up for it, whether they want you to or not.
Put them in the frame for your misdeeds and when trouble
comes calling, it'll call on them instead.
The amount being carried in the van when they pull off the
22
heist is 15 dough, more if they specifically took a riskier
course of action to get more cash, less if they played it safe
or were forced to abandon the scene prematurely.
So where are they going to count out the cash? Are they
all sticking together or are they splitting up? Is just one
of them carrying the cash or are they dividing the cases
between themselves? Bear in mind, the money won't be
evenly be distributed around the cases they got hold of
(at least 2, no more than 5) so one might only hold 2dough
whilst another has 4 or 5. This isn't a good debate to hold
while still on the run, so if they haven't planned for this (or
even if they have: plans can always change) this is a great
time for them to argue the toss with each other, keeping
in mind that on a 10+, any PC who doesn't want to go along
with that deal has to mark heat and experience.
While The Scarecrow and his gang are coming after them,
they're still having to avoid police attention, so some more
lying low is in order to lose all that heat they picked up
during the heist itself. If they miss, then the police are
going to be on their street soon asking questions, but if
that happens to be Tina "Righteous" Wallace, she might help
them out with their problems if the price is right. No matter
how it goes though, all that time spent keeping their head
down just gives The Scarecrow more time to close in on
them and their loved ones.
How does it end? Well, assuming they don't want to just give
the money back to The Scarecrow and then get murdered,
they can always try to kill two birds with one stone: if they
24 can frame The Scarecrow for the heist, then neither his
gang nor the police will still be after them. Helping them in
this is The Brick, Righteous and the shopkeepers who would
like to get The Scarecrow off their back for good. Don't
expect the Scarecrow to go down without a fight though: if
he gets a sniff of what they're up to, he'll send Grim after
them directly to take them out and it'll be a good trick if
they can pull this off without at least one of them getting
burned by the police or the rival gang.
Make a Move
The moves given in each act cover most of the options that
can come up during game play, but if a player states they
want their character to do something which isn't covered,
here's how to handle it:
Hard Moves
When the players miss, the MC makes a hard move, which
is just a way of saying that the consequences of failure are
more than just 'nothing happens', the fiction demands that
the characters always fail forward, so the result of a miss
should change the situation just as much as a hit does.
If a PC's heat ever rises to 5+, they get burned: either the
authorities have enough evidence on them to send them
away or the heavy mob have enough reason to take the PC
out of their way for good.
26