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.
| d66 | Who You Meet |
|---|---|
| 11 | Ghost. 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. |
| 12 | Sparky. 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. |
| 13 | Thanasis 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. |
| 14 | The 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. |
| 15 | The 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. |
| 16 | Nikos "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. |
| 21 | The 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. |
| 22 | The 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. |
| 23 | The 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. |
| 24 | Ice 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. |
| 25 | The 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. |
| 26 | Deka. 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. |
| 31 | Mama 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. |
| 32 | Static. 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. |
| 33 | Father 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. |
| 34 | Bolt. 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. |
| 35 | The 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. |
| 36 | Grandmaster 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. |
| 41 | Kyra 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. |
| 42 | Wheels. 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. |
| 43 | The 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. |
| 44 | Old 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. |
| 45 | Mosaic. 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. |
| 46 | The 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. |
| 51 | Solder. 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. |
| 52 | The 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. |
| 53 | Pixel. 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. |
| 54 | Baba 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. |
| 55 | The 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. |
| 56 | Cinnamon. 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. |
| 61 | The 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. |
| 62 | Manolis 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. |
| 63 | Firefly. 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. |
| 64 | The 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. |
| 65 | Yiannoula. 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. |
| 66 | The 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. |