"You're a gang of scoundrels in a dark city that never sleeps."
An RPG about a criminal gang in a dark industrial city. A revolutionary system: no planning operations in advance — instead, flashbacks during the job. 'Something goes wrong? I ALREADY bribed the guard yesterday.' Between jobs — a downtime phase: healing, training, upgrading your lair.
Doskvol — a city lit by electric barriers against ghosts. Beyond — dead lands inhabited by spirits. Within — factions controlling districts: from the Bluecoats (police) to the Spirit Wardens. Industrial gothic, demons, and blood on the cobblestones.
Flashbacks
Don't plan ahead. When something goes wrong — declare a flashback: 'I already prepared for this yesterday.'
Crew as character
Reputation, territory, allies, enemies. The crew develops alongside the players.
Position and Effect
Every roll: how dangerous + how powerful the result. Two axes — infinite flexibility.
Downtime
Between jobs: healing, training, lair upgrades, long-term projects. A separate mini-game.
Open in Session Zero to let every player vote and see the results.
