Dusk City Outlaws Core Game
Dusk City Outlaws is a tabletop roleplaying game for 3-6 players, set in the sprawling city of New Dunhaven. In this game, the players take on the roles of criminals on the wrong side of the law, collectively known as the Right Kind of People to those who run in outlaw circles. These criminals come together to form a crew, and take on a Job, a criminal enterprise brokered to them by a third party.
Dusk City Outlaws is a tabletop roleplaying game for 3-7 players, set in the sprawling city of New Dunhaven. In this game, the players take on the roles of criminals on the wrong side of the law, collectively known as the Right Kind of People to those who run in outlaw circles. These criminals come together to form a crew, and take on a Job, a criminal enterprise brokered to them by a third party.
Each member of the crew is a member of one of the eight cartels that rule over the city’s criminal underworld. These cartels each have their own turf, their own specialties, their own motives, and their own methods, but they are all bound together by the Arrangement, an agreement that the cartels entered into to preserve themselves against too much infighting. In short, the cartels agree that they have enough enemies without warring with one another, and that they all want the same thing: to get rich. The cartels agree to respect each others' turf, and while some bickering and fighting is allowed, large-scale conflict is forbidden, and revenge is frowned upon.
To maintain this peace, when someone from the cartels has a Job they want done, they call upon the crew, which has members from several cartels, to pull off the Job. Each cartel gets a cut of the take from that Job, and the crew gains some wealth, prestige, and influence, plus the promise of future Jobs from those brokers.
Once the Job has been assigned, the crew must come up with a plan, do the legwork to set it into motion, pull off the plan, and then survive long enough to get paid.
Neo-Dunhaven
The Neo-Dunhaven supplement for Dusk City Outlaws presents an alternate setting for the game, a dystopian cyberpunk city where the crew takes on Jobs targeting the monolithic corporations and the execs that run them.
The Neo-Dunhaven supplement for Dusk City Outlaws presents an alternate setting for the game, a dystopian cyberpunk city where the crew takes on Jobs targeting the monolithic corporations and the execs that run them. This supplement is a setting hack for the game, providing guidance for how to convert the materials included in the Dusk City Outlaws core game to the cyberpunk setting. The conversion book goes into detail about the nature of the city and its authorities, the people that inhabit it, and the technologies that underpin the city's cyberpunk essence.
Included for use with the Neo-Dunhaven setting hack are:
Conversion guidelines for translating scenarios from Dusk City Outlaws to the cyberpunk setting of Neo-Dunhaven
Eight brand-new cartels, designed specifically for the Neo-Dunhaven setting
17 revised and altered specialties, adapted for the Neo-Dunhaven setting
Detailed rules changes necessary for the cyberpunk setting for the game
Major Complications and Plot Twists
Eight enemies for use in Neo-Dunhaven scenarios
The Neo-Dunhaven supplement was previously titled Neon City Outlaws. In order to avoid confusion with the Neon City Outlaws standalone roleplaying game, this title has been renamed.
The Zombie Job
The Zombie Job is a scenario designed by Rodney Thompson for the Dusk City Outlaws tabletop roleplaying game. This Job is meant to be played over the course of 3-4 hours and involves stealing sorcerous tome from a funeral parlor full of zombies before it can be cleansed of its heretical magic by the Church and falls into the custody of the City Watch.
The Zombie Job is a scenario designed by Rodney Thompson for the Dusk City Outlaws tabletop roleplaying game. This Job is meant to be played over the course of 3-4 hours and involves stealing sorcerous tome from a funeral parlor full of zombies before it can be cleansed of its heretical magic by the Church and falls into the custody of the City Watch.
Some of the challenges facing the crew include:
Swarms of reanimated dead, who are trapped inside the funeral parlor
A quarantine perimeter set up by the City Watch
The priests from the Church of the Silver Judge, performing their Cleansing rituals
Rival thieves out to retrieve the magic tome for their employers
The City Watch's explosive contingency plans to stop the reanimated dead from escaping into the city
Turf Wars
The Turf Wars supplement for Dusk City Outlaws expands upon the core game's campaign rules and adds new options for long-term play. In a Turf Wars campaign, all members of the crew are from the same cartel, and their crimes serve a higher purpose beyond just building their reputations. As the campaign progresses and Jobs are completed, the crew can expand their cartel's influence in districts of their choice, with the goal of eventually expanding their cartel's turf when the end of the year comes around and the new turf lines are drawn at the Thiefmoot.
The Turf Wars supplement for Dusk City Outlaws expands upon the core game's campaign rules and adds new options for long-term play. In a Turf Wars campaign, all members of the crew are from the same cartel, and their crimes serve a higher purpose beyond just building their reputations. As the campaign progresses and Jobs are completed, the crew can expand their cartel's influence in districts of their choice, with the goal of eventually expanding their cartel's turf when the end of the year comes around and the new turf lines are drawn at the Thiefmoot. Of course, the other cartels aren't sitting idly by waiting for the crew to take control of their districts; the other cartels are spreading their own influence, and the crew must guard against their rivals making inroads to take away control of districts in their turf. A Turf Wars campaign plays out over the course of one year, through 10 Jobs (one per month), with rules for determining which districts are taken over by which cartels.
Included for use with the Turf Wars campaign are:
Complete campaign rules, for both players and Judges
New Story Rewards the crew members can use to modify the way their crew gains control of districts
New complications for the Judge to use to make life harder on the crew, plus new rules for permanent heat and ongoing complications
Suggestions for adapting existing scenarios for use in a Turf Wars campaign
District tracking sheets for the Judge
This supplement also includes rules for playing rookie characters. Rookie criminals start out much less competent than experienced thieves, making pulling off Jobs all the more challenging. Rookie characters advance after each session, growing more skilled and more survivable as their careers go on, allowing for gradual character growth over the course of the campaign. Rookie characters can be played in Turf Wars campaigns, or in campaigns using the rules from the Dusk City Outlaws core game.
The Ruin Job
The Ruin Job is a scenario designed by Rodney Thompson for the Dusk City Outlaws tabletop roleplaying game. This Job is meant to be played over the course of 6-8 hours and involves bringing about the financial ruin of an unscrupulous nobleman who buys peoples' debts to make them into his indentured servants.
The Ruin Job is a scenario designed by Rodney Thompson for the Dusk City Outlaws tabletop roleplaying game. This Job is meant to be played over the course of 6-8 hours and involves bringing about the financial ruin of an unscrupulous nobleman who buys peoples' debts to make them into his indentured servants. Your crew must find a way to get rob a man who has no material wealth, get past the counting house staff responsible for maintaining the lord's finances, cut off the support of the Church of the Silver Judge, and deal with a pirate captain secretly in league with the noble.
The Ruin Job is a scenario intended for experienced Dusk City Outlaws crews and Judges. It breaks the usual format of Jobs in that there is nothing to steal, break, or kill, and the only possibility of success lies in conning, coercing, or convincing a nobleman to do something foolish with his vast, intangible wealth.
The Magistrate Job
The Magistrate Job is a scenario designed by Rodney Thompson for the Dusk City Outlaws tabletop roleplaying game. This Job is meant to be played over the course of 6-8 hours and involves convincing one of the city's most anti-cartel magistrates to issue a stay of execution for one of the Right Kind of People slated to be hanged at the gates of the Castle.
The Magistrate Job is a scenario designed by Rodney Thompson for the Dusk City Outlaws tabletop roleplaying game. This Job is meant to be played over the course of 6-8 hours and involves convincing one of the city's most anti-cartel magistrates to issue a stay of execution for one of the Right Kind of People slated to be hanged at the gates of the Castle. Your crew must find a way to get past the magistrate's hard-line stance on crime, avoid the eyes of a Crown investigator looking into the magistrate's corruption, and deflect the vengeful mob justice of the civilian vigilante group known as the Endless Dawn.
The Magistrate Job is a scenario intended for experienced Dusk City Outlaws crews and Judges. It breaks the usual format of Jobs in that there is nothing to steal, break, or kill, and the only possibility of success lies in conning, coercing, or convincing an agent of the Crown to help the Right Kind of People.
The Rat Job
The Rat Job is a scenario designed by Rodney Thompson for the Dusk City Outlaws tabletop roleplaying game. This Job is meant to be played over the course of 4-5 hours and involves silencing one of the Right Kind of People who has turned Crown and is negotiating a deal to spill some of the cartel's most carefully-guarded secrets. Your crew must find a way to infiltrate the Tower of Dusk, one of the city's skyscraping towers, and get past the City Watch to deal with the turncoat as you see fit.
The Rat Job is a scenario designed by Rodney Thompson for the Dusk City Outlaws tabletop roleplaying game. This Job is meant to be played over the course of 4-5 hours and involves silencing one of the Right Kind of People who has turned Crown and is negotiating a deal to spill some of the cartel's most carefully-guarded secrets. Your crew must find a way to infiltrate the Tower of Dusk, one of the city's skyscraping towers, and get past the City Watch to deal with the turncoat as you see fit.
The Portrait Job
The Portrait Job is a scenario designed by Rodney Thompson to support the Dusk City Outlaws Kickstarter Campaign. It was played through live on the Divvy the Loot livestream on February 19, 2017 with Rodney Thompson as Judge. This Job is meant to be played over the course of 2-3 hours and involves stealing the sorcery-laden portrait of a long-dead noble from the study of his descendant, a reclusive nobleman.
The Portrait Job is a scenario designed by Rodney Thompson to support the Dusk City Outlaws Kickstarter Campaign. It was played through live on the Divvy the Loot livestream on February 19, 2017 with Rodney Thompson as Judge. This Job is meant to be played over the course of 2-3 hours and involves stealing the sorcery-laden portrait of a long-dead noble from the study of his descendant, a reclusive nobleman.