The Outtagged Flick
Outtagged is a Flick (mini-expansion) for the Outgunned cinematic action RPG, running on the Director's Cut engine. Same deal as the Action Flicks: it bolts new Roles, fresh Tropes, one-of-a-kind Feats, and setting-specific mechanics straight onto the core rules.
Inspired by: Jet Set Radio, Bomb Rush Cyberfunk, Tony Hawk's Pro Skater.
Core Themes
- Art as Resistance: Paint is your weapon, the city is your canvas. Every tag is a declaration of war against the system.
- Motion Never Stops: If you're standing still, you're losing. Grind, jump, flip, and flow through the urban sprawl without ever touching the brakes.
New Roles
The Walkin' Wall
Attribute: Brawn
Style: Two metres of bad idea in a good mood. The Crew's battering ram and pack mule, the one who walks through a wall so everyone else can stroll through the hole. Doors are a suggestion, and suggestions are for other people.
Signature - Through the Wall: Once per Scene, treat one barrier (a fence, a door, a thin wall, a parked Talos bike) as if it weren't there. You go straight through it with a Force or Fight action, no roll, and the wreckage becomes difficult terrain for anyone giving chase.
Skills (10 points): Awareness, Cool, Drive, Endure, Fight, Force, Streetwise, Stunt, Style, Survival
Feats (choose 2): Concrete Communion, Crowd Surfer, Double Deck, Glass Ceiling, Kickflip to the Face, Spray and Pray
Starting Gear: Splatter Gun, Pry Jaws, choice of Gear
The Hype
Attribute: Smooth
Style: The voice, the face, the one who turns a botched tag run into a legend the whole sprawl retells wrong and better. Doesn't do tricks so much as sell them. If there's a crowd, they're already working it.
Signature - Bring the Crowd: The moment a teammate lands something spectacular, you turn it into a mob. A crowd pours in from every side, packs the place, films it, chants, blocks the doors, and makes an unholy ruckus. For one turn the whole area counts as a crowd - the Crew has Partial Cover, every enemy is Distracted, and Talos can't open fire without causing a scene - then it all scatters as fast as it came, taking the heat with it. Once per Scene.
Skills (10 points): Awareness, Cool, Dexterity, Detect, Flirt, Leadership, Speech, Streetwise, Stunt, Style
Feats (choose 2): Chromatic Overload, Crowd Surfer, Human Spray Can, Living Mural, Neon Trail, Trick Shot
Starting Gear: Paint Launcher, Megaphone, choice of Gear
The Legend
Attribute: Nerves
Style: Half the sector swears they've ridden with you. The other half swears you don't exist. Both are a little scared. Fastest thing in Athens, first to arrive and long gone before anyone thinks to look.
Signature - Never Caught: The first time each Scene something would grab, tackle, or corner you, it simply doesn't. Describe the slip, end up at Medium range, no roll. They had you for exactly zero seconds.
Skills (10 points): Awareness, Cool, Detect, Dexterity, Drive, Stealth, Stunt, Survival, Streetwise, Fix
Feats (choose 2): Grind Anywhere, Momentum, Rail Slide Escape, Rooftop Royalty, The Floor is Lava, Wall Rider
Starting Gear: Dual Cans, Grapple Line, choice of Gear
The Weatherman
Attribute: Focus
Style: Doesn't predict the future so much as read the city's homework over its shoulder. Calls the patrols, the crowds, and the trouble like a storm front rolling in, and says "told you" so often the Crew has banned the phrase.
Signature - Called It: Once per Scene, name one detail about a location before the DJ describes it (a vent big enough to crawl through, a fire escape, a loose panel, a guard who is always five minutes late) and it is there. You saw it coming, because you always do.
Skills (10 points): Awareness, Cool, Detect, Dexterity, Fix, Know, Stealth, Streetwise, Stunt, Style
Feats (choose 2): Antenna Surfer, Concrete Communion, Echo Tag, Ricochet Spray, Signal Hijack, Tag and Bag
Starting Gear: Paint Sniper, Spoof Box, choice of Gear
The Usual Suspect
Attribute: Crime
Style: Your face is on more walls than most murals, and you painted a worrying amount of it yourself. Creative, rebellious, never still, wanted in at least three sectors for crimes of pure style. The Role Outtagged was built around.
Signature - Signature Piece: Tag something during a genuinely reckless moment and mark that spot. The Crew's Reputation in that sector climbs, and any ally who passes your piece later gets +1 to one roll off the sheer nerve of it.
Skills (10 points): Awareness, Cool, Detect, Dexterity, Fix, Stealth, Streetwise, Stunt, Style, Survival
Feats (choose 2): Chromatic Overload, Grind Anywhere, Neon Trail, Paint Bomb, Shadow, Tag and Bag
Starting Gear: Spray Can, Chameleon Caps, choice of Gear
The Boombox
Attribute: Smooth
Style: The Crew's heartbeat. Straps a sound system to their back and turns every run into a set. Doesn't fight so much as choreograph it, every dodge on the downbeat, every tag on the drop. When the Boombox is playing, the whole Crew moves like they rehearsed it.
Signature - Drop the Beat: Once per Scene, kick on a track and lock the Crew into the rhythm. Until the start of your next turn, every ally at Close range gets a Free Re-roll on any roll they make in time with the beat (dodges, tricks, tags - the DJ says yes to anything with style), and the music drowns out comms so no enemy can call for backup.
Skills (10 points): Awareness, Cool, Dexterity, Drive, Flirt, Leadership, Speech, Streetwise, Stunt, Style
Feats (choose 2): Crowd Surfer, Frequency Bomb, Human Spray Can, Neon Trail, Signal Hijack, Trick Shot
Starting Gear: Paint Roller, Portable Speaker, choice of Gear
The Mod
Attribute: Focus
Style: If it's got wires, a valve, or a stubborn bolt, the Mod has already opened it up and made it worse. Better. Builds the Crew's paint bombs, soups up their cans, and keeps the rides rolling on spit and stolen Talos parts. Never buys anything they could jury-rig out of a skip.
Signature - Jury Rig: Once per Scene, pull a gadget out of your bag that is exactly what the moment needs (a can that sprays smoke, a bypass for that lock, a charge that pops that door), built from junk you swear you were carrying all along. No roll, you just planned ahead like always. It works once, then falls apart.
Skills (10 points): Awareness, Cool, Detect, Dexterity, Drive, Fix, Force, Know, Streetwise, Stunt
Feats (choose 2): Antenna Surfer, Chromatic Overload, Frequency Bomb, Paint Bomb, Signal Hijack, Tag and Bag
Starting Gear: The Hydrant, Toolkit, choice of Gear
The Handler
Attribute: Nerves
Style: Found a busted Talos hunting dog in a scrapyard and spent three weeks and every spare part teaching it to hate its old bosses. Now the hound runs at their heel, sniffs out patrols, and bites the people who need biting. The Crew's early-warning system with teeth.
Signature - Sic 'Em: Once per Scene, send your hound in. It bolts across the Scene and hits one enemy you can see, no roll: that enemy is knocked flat (loses its next action) and Distracted while the dog worries at it. The hound is back at your side by the end of the turn, absolutely pleased with itself.
Skills (10 points): Awareness, Cool, Detect, Dexterity, Drive, Endure, Fight, Stealth, Streetwise, Survival
Feats (choose 2): Echo Tag, Ghost Grind, Grind Anywhere, Rooftop Royalty, Tag and Bag, Urban Camouflage
New Tropes
Alley Cat
Attributes: Nerves or Crime
Nine lives and you've spent at least six. You sleep on the rooftops, eat off the gutters, and know every fire escape, drainpipe, and loose grate in the sector. Corner you and you're already gone, up a wall or down a hole nobody else even saw.
Signature - Nine Lives: Once per Scene, when a fall, a crash, or a solid hit would put you down, you land on your feet instead - shrug off the Grit from that one blow and come to rest exactly where you chose, no roll. You always come down clean, like you meant to.
Skills (8 points): Stealth, Awareness, Dexterity, Survival, Cool, Streetwise, Stunt, Detect
Feat (choose 1): Ghost Grind, Rooftop Royalty, The Floor is Lava, Wall Rider
Con Artist
Attributes: Smooth or Crime
You paint faces, not just walls. Every alias is a piece, every "trust me" a fresh coat, and you've been three different people this week - two of them owe money. Give the mark the version they want to see and walk off before the paint dries.
Signature - Quick Change: Once per Scene, become someone you are not - pull on a stolen uniform, a borrowed name, a face that belongs here, and one enemy or gatekeeper takes you for the real thing, no roll. You walk past, walk in, or walk out. The act only drops the moment you throw a punch or a tag.
Skills (8 points): Style, Flirt, Speech, Streetwise, Cool, Stealth, Survival, Dexterity
Feat (choose 1): Human Spray Can, Living Mural, Neon Trail, Urban Camouflage
Concrete Brawler
Attributes: Brawn or Smooth
You don't need paint to make a statement. You make it with your fists, your boots, and whatever chunk of Athens you rip out of the ground. Then you tag your name on whoever's left standing.
Signature - Rip and Tag: Once per Scene, tear something loose from the street (a signpost, a bench, a bumper) and swing it as an improvised weapon at +1 in Melee. When it breaks, you get a free tag on the wreckage.
Skills (8 points): Fight, Force, Endure, Stunt, Style, Leadership, Cool, Streetwise
Feat (choose 1): Crowd Surfer, Glass Ceiling, Intimidation, Kickflip to the Face
Frequency Rider
Attributes: Focus or Crime
The city hums on a thousand frequencies and you hear every one. Talos comms, pirate radio, traffic signals, vending machine heartbeats. You don't hack systems. You have conversations with them.
Signature - Open Channel: Once per Scene, ask the DJ what the nearest machine, camera, or comm is "saying" right now - what it sees, who it just pinged, what order it got - and get an honest answer. You don't break in, you just listen.
Skills (8 points): Fix, Detect, Know, Awareness, Dexterity, Cool, Streetwise, Style
Feat (choose 1): Antenna Surfer, Echo Tag, Frequency Bomb, Signal Hijack
Grindmaster
Attributes: Brawn or Nerves
You don't ride the city. You wrestle it into submission. Every rail is a launch pad, every rooftop gap is a dare, and gravity is just a suggestion you keep ignoring.
Signature - Gravity's Optional: Once per Scene, land a grind or wallride that has no business working - a wet ledge, a sagging wire, thin air - with no roll, and hold it for one glorious move. Physics files its complaint later.
Skills (8 points): Stunt, Force, Endure, Drive, Cool, Fight, Survival, Dexterity
Feat (choose 1): Kickflip to the Face, Rail Slide Escape, The Floor is Lava, Wall Rider
Neon Prophet
Attributes: Smooth or Focus
Your art doesn't just cover walls. It changes minds. One mural can start a riot or stop one. When you speak, the whole crew listens. When you paint, the whole city watches.
Signature - The Word: Once per Scene, a mural or tag you make lands as gospel on any crowd that sees it. For one Scene they believe the message - panic, calm, look the wrong way - no roll for the belief. What they do with it is on them.
Skills (8 points): Style, Speech, Leadership, Flirt, Know, Detect, Fix, Cool
Feat (choose 1): Chromatic Overload, Human Spray Can, Neon Trail, Pep Talk
Stray
Attributes: Nerves or Smooth
No crew, no sector, no history anyone can verify. You showed up one day with a half-empty can and a grin that said you'd been doing this longer than anyone here. Nobody knows where you came from. You like it that way.
Signature - New in Town: Once per Session, turn out to "know a guy" here - declare a minor contact, favour, or stashed can you set up before the Crew ever arrived, within reason. You've always just been around.
Skills (8 points): Cool, Survival, Flirt, Stunt, Streetwise, Stealth, Awareness, Speech
Feat (choose 1): Grind Anywhere, Momentum, Rooftop Royalty, Urban Camouflage
Street Phantom
Attributes: Nerves or Crime
You were here. You tagged the wall, emptied the safe, kissed someone's partner, and vanished before the paint dried. Nobody saw you. Nobody ever does.
Signature - You Didn't See That: Once per Scene, undo the last thing that gave you away - the camera missed you, the guard didn't quite turn, the alarm hiccups and resets. It happened, then it unhappens, and only you remember.
Skills (8 points): Stealth, Awareness, Dexterity, Cool, Detect, Streetwise, Stunt, Style
Feat (choose 1): Ghost Grind, Living Mural, Shadow, Signal Hijack
Key Mechanic: Flow
In Outtagged, Adrenaline goes by Flow. Works exactly the same (spend 1 for +1, spend 6 for a Spotlight), but you don't earn it by gritting your teeth. You earn it with style, nerve, and never touching the brakes.
You earn Flow when you:
- Pull off a trick that makes the table lose it
- Tag something outrageous mid-action (a Talos mech, a moving train, a rival's face)
- Chain multiple stunts together without stopping
- Sacrifice something personal for the Crew or the city
- Do something the DJ didn't see coming
Graffiti Combat
No guns here. Combat runs on the same Outgunned rules, only spray cans and paint weapons do the talking instead of firearms. Mag tracking is now paint pressure - same mechanic, different smell. Empty a mag and your can just hisses air. Reloading means shaking up a fresh one till the ball rattles.
Gear as Rides
Your Gear (BMX, Rollerblades, Skateboards, Scooters) runs on the Outgunned Chase rules. Every board and bike is a Ride with its own Speed and Armor, and you roll Stunt instead of Drive for the whole chase.
| Gear | Type | Speed | Armor | Notes |
|---|---|---|---|---|
| BMX | Bike | 2 | 2 | Big jumps, rooftop gaps, raw power |
| Rollerblades | Bike | 3 | 1 | Fastest on flat, agile, grinds effortlessly |
| Skateboard | Bike | 2 | 2 | Versatile, can be used as a weapon in a pinch |
| Scooter | Bike | 1 | 3 | Slow but tough, threads tight gaps |
Reputation and Heat
Reputation is just the Outgunned Heat tracker wearing your colours. The bigger your name gets, the harder the Talos come down. Heat climbs the usual ways, and in Outtagged it also climbs the second your tags start showing up in a sector that never had them, because the Talos keep score too.
Plan B: Tag
Replaces one of the three standard Plan Bs (Bullet, Backup, Bluff). A Tag is a massive piece you set up ahead of time and drop at the exact right second. Maybe it's a mural that scrambles Talos sensors, a paint bomb that smokes your escape, or a signal-flare piece that pulls every ally in the sector to your back.
Outtagged Feats
These Feats are Outtagged-only. Grab them at creation (off your Role or Trope) or later when you Advance.
Antenna Surfer
Grind power lines, antenna cables, and satellite dishes at insane heights. Free Re-roll on any Stunt roll involving cables, wires, or antenna structures. You can also use these grinds to cross between buildings that are otherwise too far apart to jump.
Chromatic Overload
Empty an entire can in one glorious burst, painting everything in a 10-metre radius. Creates Partial Cover for 3 turns as the paint cloud hangs in the air. Uses 2 mags. Enemies caught in it are also Distracted.
Concrete Communion
Touch a wall and read its history. Old tags, faded murals, scratched messages. The city remembers everything. Once per Scene, ask the DJ one question about the location's past and get an honest answer. If the wall has been tagged by a Crew you know, you also learn when they were last here.
Crowd Surfer
A crowd isn't an obstacle. It's terrain. Bounce off shoulders, vault over heads, slide across outstretched arms. While in a crowd, treat all movement as if you had Partial Cover and Free Re-roll on Stunt rolls. Talos can't shoot into the crowd without causing a scene.
Double Deck
You ride two pieces of Gear simultaneously. One foot on a skateboard, the other on a scooter. Rollerblades while sitting on a BMX. Whatever unholy combination you dream up. Use the higher Speed and combined Armor of both. All Stunt rolls while Double Decking are Gambles.
Echo Tag
Your tags emit a faint hum only you can hear. Once per Shot, you can "listen" for any tag you've placed in the current sector and know exactly what's happening near it. Works like a network of invisible informants painted across the city.
Frequency Bomb
Hijack any speaker, PA system, or Talos helmet within Close range and blast a sonic shockwave. Costs 1 Flow. Roll Nerves+Cool (Critical); on a success, all enemies in Close range gain the Nervous Condition. If there's music playing, the shockwave hits at +1.
Ghost Grind
Your Gear makes no sound. None. Not on concrete, not on metal, not on glass. Free Re-roll on all Stealth rolls while using Gear.
Glass Ceiling
Crash through windows, skylights, glass floors, and display cases without taking any damage. Ever. You can also use a window entry as a Quick Action instead of a full Action. If you crash through glass into combat, your first attack that turn gets +1 from the sheer shock factor.
Grind Anywhere
Rails, ledges, power lines, Talos helmets, helicopter blades... if it has an edge, you can grind it. Free Re-roll on any Stunt roll involving grinding or sliding on a surface.
Human Spray Can
You've rigged your entire outfit with pressurised paint nozzles. Spin, jump, or slide and paint fires in every direction. Treat your body as a spray can with +1 at Close range. You can attack and tag simultaneously. Downside: you are extremely colourful and impossible to hide.
Kickflip to the Face
Pop your board into someone's jaw with style. When fighting unarmed with your Gear nearby, treat it as a weapon that deals +1 in Melee range. If you score a Critical success, the target is also Like a Fool (Condition). Because you just got hit with a skateboard.
Living Mural
Spend 1 Flow and paint a mural so vivid it seems to move. For one Scene, the mural acts as a distraction that draws enemy attention. Talos units waste a full turn investigating it. If you score an Extreme success on the Style roll, the mural is so good it becomes a local landmark and the Crew gains reputation in that sector.
Momentum
You get faster the longer you move. For every consecutive turn you spend in motion without stopping, gain a cumulative +1 to Stunt and Drive rolls (max +3). The moment you stop, it resets. Perfect for long chases and downhill runs.
Neon Trail
You leave a glowing paint trail behind you as you move. Allies who follow your exact path get +1 to their next roll (the trail lights the way, marks safe routes, and looks incredible). The trail fades at the end of the turn.
Paint Bomb
Lob a pressurised paint charge that detonates in a blinding explosion of colour. All enemies in Close range are Distracted (Condition) for 1 turn. Costs 1 Flow to activate. Uses 1 mag of paint.
Rail Slide Escape
If there's any grindable surface within Close range, you can automatically disengage from Melee combat by sliding away on it. No roll required. You end up at Medium range. Can only be used once per Scene.
Ricochet Spray
Bounce paint off surfaces to hit targets around corners, behind cover, or above you. Ignore the target's Cover bonus entirely. Requires a surface to bounce off within Close range of the target. The attack roll is a Gamble, because the geometry is insane.
Rooftop Royalty
You own the skyline. Free Re-roll on any roll made while you're above street level - rooftops, scaffolding, overpasses, cranes, the tops of trains. If you're on the ground, you're slumming it.
Signal Hijack
Tap into Talos comms and broadcast whatever you want for one turn. Fake orders, play music, scream into their helmets, whatever. Costs 2 Flow. Roll Nerves+Cool (Critical); on a success, all Talos in the area become Distracted. If you play your Crew's anthem, allies gain 1 Flow instead.
Spray and Pray
Empty every mag you have in one apocalyptic burst of colour. Roll your attack with +3, but lose all remaining mags. If you score an Extreme success or better, the area is so saturated with paint that it counts as Total Cover for 1 turn. If you roll Snake Eyes, you also paint yourself blind.
Tag and Bag
Spray a tracking tag on an enemy or vehicle. For the rest of the Shot, the tagged target can't hide from the Crew - all Detect and Awareness rolls to find them get +1.
The Floor is Lava
As long as you never touch the ground, you can chain surfaces indefinitely - walls, rails, vehicles, people's shoulders, whatever. Each successful Stunt roll lets you move to the next surface without using an Action. The moment you touch the ground, the chain breaks.
Trick Shot
Incorporate a trick into your attack. If you land a Stunt roll and an Attack roll in the same turn, combine the successes. A kickflip into a spray blast, a 360 grind into a paint bomb, a wallride into a flying tag... style is the weapon.
Urban Camouflage
Spend a Quick Action to paint yourself into any surface. You become effectively invisible against that wall, floor, or vehicle until you move. Stealth rolls while camouflaged are automatically one difficulty level easier. The paint washes off the next time you get wet or take Grit damage.
Wall Rider
You can ride vertical surfaces for one full turn. Walls, building facades, the sides of trains... gravity gets one turn to notice. Requires Gear. Free Re-roll on the Stunt roll to stay on the wall.
Graffiti Weapons
Paint does what bullets used to. Same Outgunned combat and mag rules, just repainted as paint pressure. Hit the full Graffiti Weapon Table on the Equipment page for stats, costs, and the full lineup.
Outtagged Enemies
Everyone gunning for you runs on standard Outgunned rules (Goons, Bad Guys, Bosses), just dressed for Athens 2048.
Talos Units
| Unit | Type | Notes |
|---|---|---|
| Talos Dogs | Goons | Cybernetic hounds. Fast, hunt in packs. |
| Talos Men | Bad Guys | Armoured exosuit officers. The standard threat. |
| Talos Vehicles | Bad Guys | Pursuit bikes and hovercars. Chase encounters. |
| Talos Machines | Bosses | Mechas, drones, war rigs. The big guns. |
New Enemy Feats
Hoverboard Pursuit (1 pt)
This unit rides a hoverboard. Speed 3 in chases. Can follow Heroes onto any surface they grind.
Paint-Proof Plating (2 pts)
Graffiti weapons deal 1 less Grit damage. The Crew needs to find weak spots or use explosives.
Sensor Grid (1 pt)
This unit automatically detects Heroes within Close range. Stealth rolls against them are at -1.
Yellow Dust Enhanced (2 pts)
Juiced on the rare compound from the Neo Mall tunnels. +1 to Attack and Defense. Visibly twitchy and aggressive.