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Payback was never planned as part of the hack, it just emerged organically as I was writing moves down: something I have trouble with is coming up with consequences that are more narratively interesting than 'Take +1/-1 forward,' so in a couple of places I wrote things like "You've pissed someone off" or "You're going to owe someone for this." As I was going through the text on the second or third draft, I noticed there was an underlying principle there and decided to codify it in the rules: it took a couple of versions before I settled on the simple idea of the payback box you wrote names down in, but once I'd done so, it unlocked a lot of potential in many other moves, especially unique moves from playbooks like The Feelgood, The Pimp and The Go-Between.
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Who is this person and how do you know them?
How are they affected by what you've done?
What are they going to want from you when they come to collect?
The only limit on how many names you can have in your payback box is the number of people that your character knows: every time you're told to mark someone for payback, you can make up another NPC, so you need never run out. The deal the MC offers you is, "Sure, you can do that, but first tell me who you've upset and how," then they get to throw that back at you later when you need it least.
Cashing Out
Here's a little bonus move that's never been playtested: it offers a sense of closure if you decide you want to try retiring your character safely instead of playing them until they go out or get burned.
When you cash out, roll+heat: on a miss, reset your heat to zero and retire your character peacefully somewhere out of the 'hood; on a hit, you're not out of the 'hood yet. On a 7-9, choose 1; on a 10+, choose 2; on a 12+, you get burned instead; if you somehow survive that, you're still in the 'hood but you can try cashing out again in a later session.
When you retire, your lifestyle is locked into the level of wealth indicated by your dough, e.g. if you have 7 or more dough, then you are reasonably well-off and can enjoy a few luxuries, but if you have 0 dough, then you'll always just be clinging on and making do.
Cashing Out
Here's a little bonus move that's never been playtested: it offers a sense of closure if you decide you want to try retiring your character safely instead of playing them until they go out or get burned.
When you cash out, roll+heat: on a miss, reset your heat to zero and retire your character peacefully somewhere out of the 'hood; on a hit, you're not out of the 'hood yet. On a 7-9, choose 1; on a 10+, choose 2; on a 12+, you get burned instead; if you somehow survive that, you're still in the 'hood but you can try cashing out again in a later session.
- Take -2 dough.
- You have to clear your payback box this session.
- You have to reduce your heat to zero this session.
- You have to ask someone for help: you must do whatever they demand in return.
When you retire, your lifestyle is locked into the level of wealth indicated by your dough, e.g. if you have 7 or more dough, then you are reasonably well-off and can enjoy a few luxuries, but if you have 0 dough, then you'll always just be clinging on and making do.
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