Random Tables

The whole city, ready to roll. Instead of a fixed script, this is a toolkit: hooks to kick off a Score, leads to chase, plot beats to run, encounters to drop into any run, faces to meet, ways for a stunt to go gloriously wrong, loot to haul, and full facilities to case. Grab your dice, tune the Underground Radio, and build a night on the fly.

The loop. Set the intro yourself, whatever kicks the scenario off, then let the Crew pick a place to check out. From there it rolls itself: roll a Lead for where they go, drop them into a Facility, roll What Goes Down for the scene that moves the plot, and when it resolves, roll a new Lead and go again. Repeat to your own discretion, sprinkle in Random Encounters for the small stuff, and break out Style Wars whenever a rival crew wants to settle it trick-for-trick. The finale is yours to set: a boss, a reveal, a last wall.

Every table rolls on d66: grab two dice of different colours (or roll one twice), read the first as tens and the second as units, giving results like 11, 23, or 46. Every table fills the whole grid from 11 to 66, thirty-six results deep. Nothing here is locked. Reroll, cherry-pick, or chain two together if the table needs it.