Faces

Roll d66 (two dice, first as tens and second as units, 11 to 66). Thirty-six people the Crew runs into and can lean on. Any of them drops into a Score as a Supporting Character, with a Help they offer and a Flaw that comes with it.

d66Who You Meet
11Ghost. A silent, dead-eyed rider from a rival crew who never showboats and never smiles, just rides the most technically perfect line anyone's seen. A nod from Ghost is a standing ovation. Nobody knows where Ghost lives or sleeps.
12Sparky. A compact metro driver in grease-stained overalls who smuggles small goods in the gaps behind her cabin. Wire, nozzles, fuse, things Talos watches but won't chase on a moving train. Pays in favours, not Cash. Will not shut up about her ex.
13Thanasis the Scrap Artist. A wiry old man with burn-scarred hands living invisible inside the salvage yard, hand-rolling perfect launch tubes and metalwork from junk. Help: +1 to metalwork and improvised engineering. Flaw: he will not leave the yard. It's his home.
14The Historian. A wildly over-excited researcher obsessed with the old tunnels the city was built on top of, carrying maps, documents, and no sense of danger. Help: +1 navigating anything underground. Flaw: stops dead to admire "historically significant" rubble mid-getaway.
15The Night Shift Worker. A warehouse hand with paint under her fingernails and a faded tag on her bag. One of us, working a Vivid job to eat. Knows where everything's stored. Help: +1 to find or move anything inside a facility she's worked. Flaw: one panic button on her belt.
16Nikos "Saltpetre" Pavlidis. A retired chemistry teacher running a failing cleaning-supply shop and waiting fifteen years for someone with guts. Help: +1 to anything involving chemistry, explosives, or firework work. Flaw: lectures endlessly on "the old days" and the exact composition of a chrysanthemum shell.
21The Nostalgic Guard. An older Talos officer worn thin, who remembers Easter on his yiayia's roof and quietly hates what he's become. Help: will look the other way once, and point out what the Crew needs. Flaw: if his fellow Dogs clock the favour, he's finished, and so is the source.
22The Lost Shopper. A slow-moving old woman and former mall employee who knows every back corridor and service tunnel, with an ancient access card buried in her handbag. Help: +1 navigating any facility's back ways. Flaw: talks loudly about "secret doors" in public.
23The Kid. Maybe twelve, fearless, on a beat-up board, always in the crowd daring somebody to land something impossible. Help: knows the neighbourhood's every ledge, gap, and shortcut. Flaw: will absolutely try the trick themselves and eat concrete doing it.
24Ice Cream. A sleek, chocolate-furred cat that belongs to a heartbroken kid and answers to no law of physics. Turns up underfoot at the worst moment, bolts through the tightest gap, and somehow ends up exactly where the Crew needs a distraction. Feed it once and it's family.
25The Candle Woman. An old woman in a dark coat who climbs to wherever the Crew is working, hands them a battered tin of hand-rolled red Easter candles, and sits on something rusted to watch. No roll, no threat. Every Hero who takes a candle gains 1 Flow. She's the reason any of this matters.
26Deka. A courier who has memorised every legal and illegal address in the sprawl and delivers anything to anyone on a battered cargo bike, no questions logged. Help: +1 to get a package or a person across the city unseen. Flaw: owes a debt to three different fences and any of them might be listening when the Crew talks.
31Mama Roula. A widow who runs a bootleg taverna out of her ground-floor flat, feeds half the block on credit, and hears everything said over her tables. Help: a hot meal, a safe back room, and the week's real gossip. Flaw: she will not let the Crew leave until they have eaten, no matter what is chasing them.
32Static. A twitchy signals kid who taps Vivid camera feeds from a nest of salvaged screens and narrates patrol movements like a sports match. Help: +1 to know where the Dogs are right now. Flaw: sees a conspiracy in every dropped frame and sometimes sends the Crew chasing ghosts.
33Father Dimitri. A priest of a crumbling half-abandoned church who quietly shelters runaways and hides gear under the altar, and disapproves of every single thing the Crew does out loud. Help: sanctuary nobody thinks to search, and a key to the bell tower. Flaw: he will lecture, and he keeps a ledger of favours he expects repaid in good behaviour.
34Bolt. A former Vivid delivery-drone tech who got fired for feelings and now reprograms the little machines to carry paint instead of parcels. Help: +1 to anything involving drones, sensors, or making a machine do the opposite of its job. Flaw: talks to the drones like pets and will abort a job to save one.
35The Twins. Two identical sisters who run rival stalls on opposite ends of the market and pretend to hate each other as cover for a single smuggling operation. Help: goods can vanish in one stall and reappear across the city in the other. Flaw: the feud is half real, and picking the wrong twin's side sours both.
36Grandmaster Vlachos. An ancient man who plays speed chess for coins under the overpass and has watched the neighbourhood for sixty years without ever seeming to look up. Help: he saw who did it, whatever it was, and remembers everything. Flaw: he trades information only for a game, and he does not lose, and he is not quick.
41Kyra Lena the Fixer. A sharp woman in a spotless tracksuit who can source anything for a price and knows exactly what that price should be. Help: a shopping list becomes a pickup address by morning. Flaw: everything is transactional, she keeps receipts, and a favour unpaid becomes leverage the moment it suits her.
42Wheels. A wheelchair-racing legend who builds custom rigs in a garage under a tower block and rebuilt half the Crew's boards at some point. Help: +1 to repair or upgrade any Ride, and a loaner when yours is wrecked. Flaw: he wants to come along, he is faster than all of them, and stairs are the one thing that stop him cold.
43The Understudy. A stage-school dropout who forges Vivid IDs and does dead-on voice impressions of half the corporate management. Help: a phone call in an exec's voice opens doors no keycard can. Flaw: cannot resist improvising extra flourishes, and the more they enjoy a role the more likely they blow it.
44Old Tasos. A retired tram driver who spends his pension riding his own old lines all day, greeting every regular by name, invisible to Talos because he is furniture. Help: he can carry a message or a small parcel across three sectors in plain sight. Flaw: half deaf, tells the same four stories on a loop, and cannot keep a secret he finds interesting.
45Mosaic. A muralist who paints Vivid-commissioned corporate art by day and buries coded messages for the crews inside every official piece. Help: a public wall can carry a hidden map or a warning the whole scene can read. Flaw: proud to a fault, refuses to rush a piece, and will not deface her own work even to save the Crew.
46The Bookmaker. A soft-spoken man who takes bets on everything from crew races to which tower Talos sweeps next, and always seems to know the odds first. Help: he knows what is about to happen because someone always bets on it. Flaw: the Crew's Score is just another line on his board, and he will sell the odds to the other side too.
51Solder. A twelve-fingers-of-tape electrician who keeps the whole block's tapped, illegal power grid alive out of pure spite for Vivid metering. Help: +1 to cut, reroute, or restore power anywhere in the neighbourhood. Flaw: the grid is held together with prayers, and if he is hurt or hauled off, half the sector goes dark at the worst time.
52The Retired Dog. A former Talos officer who walked out of the chrome, lives off-grid, and knows exactly how the machines think because she used to be one. Help: +1 to predict Talos tactics and spot their tricks. Flaw: hunted by her old unit, twitchy in crowds, and half the scene still does not trust her, with reason.
53Pixel. A nonstop-energy kid who livestreams the crews to a hidden audience of millions and treats every Score like the season finale. Help: turn the Crew's night into a broadcast that swings the whole city's mood. Flaw: films everything, including the parts that should never be filmed, and cannot resist a dramatic angle over a safe one.
54Baba Yorgos. A beekeeper who somehow keeps hives on a derelict rooftop garden and sells honey, herbs, and the occasional very specific chemical to those who ask nicely. Help: rare botanicals, a rooftop safe from the street, and remedies for Conditions. Flaw: protective of his bees to the point of madness, and the rooftop is only reachable by a route that would scare a goat.
55The Archivist. A former city librarian who saved the physical records before Vivid digitised and "lost" them, now guarding a paper archive in a flooded basement. Help: deeds, blueprints, family histories, the truth about who really owns what. Flaw: parts with nothing without a long argument about preservation, and the archive floods a little more every winter.
56Cinnamon. A loukoumades cart owner whose fried-dough stall is the unofficial neutral ground where rival crews call truces over a shared plate. Help: he can get two enemies in the same place without blood, once. Flaw: fiercely neutral, will not take the Crew's side in anything, and bars anyone who starts a fight at his cart for life.
61The Diver. A salvage swimmer who works the flooded lower levels and drowned metro tunnels nobody else will enter, coming up with things the city forgot it sank. Help: +1 to recover anything underwater or reach a flooded route. Flaw: reckless below the surface, deaf to a countdown once she is in the water, and superstitious about which tunnels are cursed.
62Manolis the Locksmith. A blind old craftsman who reads a lock by touch and has never met a Vivid mechanism he could not talk his way through, given the time. Help: +1 to open any physical lock, and a lecture on how shoddy modern security has become. Flaw: he is slow, he is thorough, and he will not be hurried even by sirens.
63Firefly. A pyrotechnician's apprentice who never got to practise the trade legally and hoards a bathtub of experiments in a bricked-up flat. Help: +1 to build or safely handle anything that burns, flashes, or bangs. Flaw: wildly overestimates every charge, and "just a little one" from Firefly is never little.
64The Concierge. A doorman at a Vivid tower who has spent twenty years being invisible to the rich and now quietly hates every one of them. Help: a way past the lobby, and the daily habits of everyone who lives upstairs. Flaw: cannot be seen helping, and if the Crew burns his cover he loses the only job keeping his family housed.
65Yiannoula. A tiny, ferocious grandmother who has outlasted three eviction notices and holds the corner flat that overlooks the whole junction like a fortress. Help: a lookout post nobody would ever suspect, and coffee whether you want it or not. Flaw: she keeps a whistle and a temper, and she will personally start the scene if she decides someone deserves it.
66The Ghost DJ. The current voice of the Underground Radio, face unknown, who narrates the crews' best nights into legend and has never once been caught. Help: the Radio can turn a Score into a citywide event, whip up a crowd, or feed the Crew a patrol route mid-run. Flaw: broadcasting is a beacon, every minute on air draws Talos closer, and bringing Heat to the nest could silence the whole scene.

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