recursal/Fanatic-Fandom huggingface dataset:
Dumps Incinerator

One of many. One you’ve got a bit of a relationship with. A small operation: couple of trucks, heavy chain-link fence, oil-smeared concrete forecourt. Plus a chamber that runs at a touch over a thousand degrees.

### Notes

If you have a flatbed truck, you can sometimes buy organic waste here for $90 per 10 units, and sell it at the Ethanol Plant in the Bordertown at $120 for 10 units. You need a vehicle (usually a Flatbed Truck) to transport the waste, as well as Ethanol Fuel, but it's possible to earn about $700 for 21 actions on a round trip, which works out $34 per action for a low-risk activity.

Just about anything you can buy here can be sold while Working The Streets for twice what you paid for it, though some items may require large amounts of Supply and Demand or Working a Deal.
Organic Waste

It stinks like shit. It is shit.

### Notes

It requires Transport Capacity 10 to buy or sell a load of Organic Waste. You need either a Vehicle or a Logistics Team.

Organic Waste is also available at Heavy Goods at the Cinci Dump for $180 for 20 units. Trucking Organic Waste from the Dump to sell at the Ethanol Plant in the Cinci Bordertown is reasonably worthwhile if you're making $150 per 3 actions spent buying and selling. It's a bit of a waste of time if you're making $60 for those 3 actions.
Executive's Daughter

A current incomplete set of missions. It starts at a bar, such as Frank's Bar in the Cinci Slums, with a disturbing story about a corporate executive. The missions continue at other bars, such as the Bordertown Bar in the Cinci Slums and Cowgirls in the Interstate. You hear different versions of the executive's story and seem to be encouraged to pursue him.
Bordertown Work to be Done

There’s always work to be done around a place like this. Menial perhaps, but paying hard cash. Lifting, digging, or something more subtle. Take your pick. There’s always money to be made, even off a bad job.

Start working to discover new opportunities here and elsewhere in the bordertown.

### Notes

Various tasks that pay $10-20 at the cost of 2 actions with a variable chance of success depending on Strength, Alertness, and Skill/Physical Labor. There are generally better ways to make money, but you can pick up Rumors or Bordertown Familiarity here sometimes.
The guard post: any weapons?

This story is apart of creating your character, but it doesn't modify any baseline traits or other important character features, instead, it gives you your very first weapon, which you will carry into the game as your first line of defense, until you get more/better weaponry. There are only options for primary weapons, getting something a little easier to hide comes later.

## Content

### Description

No one crosses the badlands unarmed. What have you got slung across your back?

### Branches

*You can load your weapon later via your inventory.*
Remington 870: Gained 1
 A rifle
*You can load your weapon later via your inventory.*
Ruger 10/22: Gained 1
 A shock prod |  | Ugly. To the point.
*You can load your weapon later via your inventory.*
Shock prod: Gained 1
Shock charge: Gained 12
Arms Depot

So this is it. The fabled gun runner’s arsenal. Well hidden, but definitely open for business. It’s an old gas station… at least it is up top. Everything’s stored below ground in a cramped but clean network of storerooms.

*This opportunity will disappear once you use it.*

### Notes

All the ammo’s sold in 100 cartridge bricks and grenades and mines are by the half dozen.

You can make a decent profit by buying and bundling Survival shotguns and selling them on the Bordertown gun trade.

Does not sell knives.
Cheap suit

It’s not awful. Just basic material and a basic cut. The kind of thing you see bouncers wearing outside slightly better nightclubs.

### Dressed...

Dressed for the city: +4Dressed for the gym: -4

Dressed for the wild: -1

Dressed to impress: -2

### Style

Style/Corporate: +2Style/Bouncer: +5

Core Style/Bouncer: +1

### Notes

Wear a Black bomber jacket over it to maximize Core Style/Bouncer but it's hard to find matching shoes.
Anarchists

Some people think that organisation and anarchy are oxymorons. Quite the opposite. Anarchy can mean many things, but chaos isn’t one of them.

So who are these guys? People who want change. You know that for sure. Cellular. The closest thing to a terror organisation that you’re likely to get around here, both in organisation and intent. Or a resistance movement, of a kind. Anti-capitalist in general. Anti-Tower in particular.

### Notes

It is surprisingly easy to pick up hostility with these guys.
Perceived Temperature

Hot? Cold? What's it to you?

## What is this?

Perceived Temperature is a rating on many pieces of Clothing. The sum of the Perceived Temperature in all your worn clothing is added to the current city temperature. If the total is too hot or too cold, you may have difficulties.

### City Temperature

Cinci has an ambient temperature that depends on the time of day and the time of year. There are two seasons, Summer and Winter, and the game shifts between them every six months in the fall. Ambient temperature is higher in the summer and colder in the winter, but there are variations depending on the exact month so there's not a lot of difference between the very end of summer or the very start of winter.

Ambient temperature also varies with the time of day. It is generally slightly cooler at the very start of the day, getting warmer all day, and then cooling down after nightfall.

## Effects of Perceived Temperature

Being too hot or too cold will sometimes cause a mandatory card to drop from any Deck. This card will usually require a Resilience test, and on success or failure it can reduce your Sustenance or give hits to Resilience or Stamina.

## Managing Perceived Temperature

The first and most obvious step is, if at all possible, to dress appropriately for the outside temperature. 3 piece suits and fur coats may give you a lot of Dressed to impress for your Style/Pimp, but they're a lot warmer than a tank top shirt and cut off pants. Dressing appropriately requires clothing, of course, as well as being in a situation where you can afford to dress casually if the weather is hot. In winter, it's easier to dress up.

Drinking cold drinks, such as F Easy Iced Tea, can you stay cool in hot temperatures.

If you have a Vehicle with Air Conditioning, equipping it can warm you in winter or cool you in summer.

Taking showers in a Living space can also cool you off or warm you up, as appropriate.

Having Sustenance level above Peckish seems to help with temperature checks.
Flatbed Truck

Nothing too modern. Carries on okay with a lotta maintenance.

Aircon +1
Skill/Driving +3
Transport Capacity +15
v/Acceleration +15
v/Biofuel +8
v/Handling +13
v/Off-road +3
v/Passengers +2
v/Size +13
v/Speed +65
v/Toughness +38
v/Value +1111
### Notes

It's not a great ride, but it's a relatively cheap transport option if you buy it from the Border Market or the Chop Shop. It's useful for setting up Your Fuel Depot and other tasks in the Cinci Bordertown, and required for setting up Logistics Teams.
Relief

Off the hook. Feeling free.

Calm mind. Open mind. An oasis of serenity inside your head.

*You can equip this instead of using it for some different temporary bonuses. There are also other opportunities to use it.*

* Dressed for the city +1
* Hardship -3
* Ignoring the weather +7
* No addictions +1
* Skill/Self-presentation +4
* Skill/Survival +4
* Resilience +2

Inside your inventory, it can be spent with a Carpe diem to work your crews and improve their quality, or improve Skill/Electronics, Skill/Hacking, Skill/Learning, and Skill/Martial arts if you have a minimum 10 in all skills.
Gamble Buying Apps

You figure you can buy most of the basics around here. but you never know when a rarity might turn up…

### Notes

You need to equip these apps after buying them via the "Equipment" tab before you can use them.

App/SafeScan is obvious, but the others are a little more involved. They can be used to increase Skill/Medicine and Skill/Nanotech and eventually heal wounds without paying the Backstreet Clinic.
Mercy Crew

There’s a crew out from the hospital in the slums, sometimes come out here and see what they can do to help out. Easing their consciences. Whatever.

### Notes

They'll treat Injury of 5+ for free, aside from some Lethargy.

With a shotgun of some type, you can generally make $14 per action by doing Guard Duty.

You can pick up medical supplies for the cost of some Psychosis with a Temperament/Saint of 10+ and some Skill/First Aid by offering to help out.
Ruger 10/22

*Classic design. Rugged and reliable, even if it doesn't have a lot of stopping power.*

### Sources

* The guard post: any weapons? -- One of three weapon choices.
* $320 at Guns'n'ammo in the Cinci Slums with an Ohio citizenship.
* $240 at the Arms Depot in the Cinci Bordertown

### Requirement Uses

* The cheapest rifle for equipping a Fire Team.
* A rifle of some kind is necessary for hunting wild dogs at Your Bordertown Crash Pad.
* A bundled rifle sells for $468 in the Cinci Bordertown, so buying and selling these is profitable.
Palisade Accommodations

There’s a lobby and an elevator. Clean and nothing smells of piss. Your apartment itself is as generic as they come, but maybe that’s what you need, sometimes.

### Notes

A fairly standard Living space in a nicer part of town.

The rent here is a little higher than the Room over a noodle bar.

The game will constantly ask you to spend Credits to make this a rent free living space.
Core Style

Like what you wear?

### Dressing for style

Some pieces of clothing will give 1 or more Core Style bonuses. If Your Character is wearing at least one piece of clothing that gives a core style bonus, you can choose to dress in that style, and your Dressed to impress will be the sum of style bonuses for that style, along with some hidden modifiers based on how often you wear that style and how well your total outfit goes together. Your Skill/Self-presentation can be used to tweak your Dressed to Impress.

Known Styles
The difference between some of these styles is pretty subtle. Each style also has a **Core Style**.

Core Style/Alternative - An off-shoot of Punk.
Core Style/Blue Collar - Working clothes that often overlap with Western.
Core Style/Bohemian - Loose, flowing clothes in bright colors or black, often overlapping with Goth.
Core Style/Bouncer - Cheap suits for low level goons. A low cost version of Corporate, Kingpin, Minimalist, or Pimp.
Core Style/Chic - Stylish leisure wear. Some overlap with Prep.
Core Style/Corporate - Suits and ties for corporate employees. A less stylish version of Minimalist.
Core Style/Cybergoth - An extreme version of Goth clothing, with more emphasis on shock factor and technology.
Core Style/Goth - Black clothes in velvet and leather. Similar to Goth and surprisingly overlaps a lot with Bohemian.
Core Style/Hacker - Comfortable and practical clothes for shy computer programmers.
Core Style/Kingpin - High priced suits for criminal masterminds who want everyone to know that they're rich. Has some overlap with Minimalist, Pimp, and Street Cool.
Core Style/Military Chic - Military outfits, body armor, and camouflage gear.
Core Style/Minimalist - Stylist suits for the iPod generation. Overlaps with Corporate and Kingpin and some with Pimp.
Core Style/Pimp - Suits in garish colors for the man behind the working girls. Overlaps a lot with Kingpin, Minimalist, and Street Cool.
Core Style/Prep - Stylish leisure wear and polo shirts for the up-and-coming student. Some overlap with Chic.
Core Style/Punk - Clothing inspired by the Punk revolution of the late 1970s.
Core Style/Sex on Legs - Skimpy clothing for picking up members of the attractive sex. Has a lot of overlap with Street Walker.
Core Style/Sporty - Athletic outfits for people going to the Gym or who want to look that way. Some overlap with Sex on Legs.
Core Style/Street Cool - Fashionable clothing for street thugs. Overlaps with Chic, Hacker, Kingpin, and Pimp.
Core Style/Street Walker - Skimpy clothing for prostitutes. Has a lot of overlap with Sex on Legs.
Core Style/Western - Practical clothing for navigating the Badlands. Overlaps some with Blue Collar.
Contact/Jax

Reclusive type. Gets on well with machines.

Jax can provide Jax's Juice, a drug which reduces the Black shakes.

Jax is friends with Contact/Ann and will often ask after her during interactions. If you raise both of their contacts high enough and deal with Contact/Zane, you can eventually arrange for them to move in with each other, which gives you regular good Credit with both of them.

Jax will give you unsorted spikes and random street drugs (PCP, cocaine, etc) at high levels of Contact.

Jax is the instigator of the Cyberchurch storyline, and will disappear for 40-50 days midway through that storyline. You lose access to Jax's place while he is away.

Jax is attracted to small and youthful-looking people and you can date him if you fit that criteria.
Contact/Double Blow

This guy really just a friendly exotic bird shop owner?

### Notes

Double Blow is not a full NPC yet, so pursuing high contact with him is not very useful.

Contact/Raff will send you in the Projects to meet Double Blow.

With a high enough Contact, Double Blow can rent you room in the Eastside stacks so you have a Living space in the Projects.
Dressed for work

Hardhat and boots, or no work, right?

### Notes

This is a measure of how much Your Character's Clothing makes it look like they are ready and capable for doing physical labor and other blue collar jobs. A high Dressed to Work value may be necessary to get hired on to work crews in places that offer casual day labor for pay.
Supply and Demand

You know a thing or two about who’s buying and who’s selling. What, when, where. Not the small stuff, not the street deals. They stay the same, day in and day out. You’re staying on top of the heavy stuff.

### Notes

Supply & Demand (S&D) are abstract information about illicit deals in a specific place, such as the Cinci Slums or the Evanston Projects. Your Character gains S&D by observing illicit trade or talking to people, and spends it when Working The Streets to buy or sell stuff. From the "Inventory" tab, you can also trade them for Patterns or Rumors. You can also increase your Buzz, and increase the level of your hunt when hunting someone or gain clues during an investigation.
Contact/Ferguson

A detective. Cinci Police. The real police.

### Notes

Your Character meets Ferguson when you co-operate with the police after illegally crossing the border from the Cinci Bordertown. Mutants can meet him after getting arrested and sent to the Detention Center

He takes Slums Supply and Demand and gives money and Credit.

You can get an informant job from him, but the job is currently unimplemented.

Above Contact 9 or so, he'll sometimes give you guns or Decent scotch, among other favors.

Ferguson frequently flies out to Philly to track gang contacts, which means he's unavailable for days or weeks at a time.
A beginning

A beginning is the first story you see, and appears immediately after you start the game. You will never see it again after starting the game and it gives you a first glimpse into the world of the game.

## Content

### Description

You’ve crossed the midwestern badlands to be here. You’ve been sent. Others came before you; others will no doubt follow. But right now, the mission is you.

*If only you knew what that mission was.*

### Branches

*Drifting in: Set to 1*
*Basic binoculars: Gained 1*
*Desert boots: Gained 1*
*Desert duster: Gained 1*
*Desert gear: Gained 1*
*Breathers/Basic: Gained 5*
*Daylight: Set to 1*
Detailed Plan

You can burn fast and bright, or you can prepare in advance. You know only one of those options is going to let you survive, long term.

### Notes

Detailed plans are an abstract measure of pre-made plans and preparations by Your Character. They can be used from the "Inventory" tab to increase your Knowledge of Organizations you already know a little about or to improve the quality of a Specialty Team. They can also be spent on specific cards to gain other benefits.

Detailed plans can be gained by from some cards or by converting Rumors, Patterns, or Hard facts. There is a soft cap of about 15 Detailed Plans, after which it becomes harder to gain additional plans, in order to encourage their use.
Street Warriors

Punks with guns and attitude. Guys not afraid to get into a fire fight but not stupid enough to chuck their lives away either.

### Requirements

It takes a total of 8 Crew, 3 Bundled Handguns, 1 Bundled Shotgun, 2 Combat Boots, and $150 to form a group of Street Warriors, though you only lose 4 crew. You can only have them in the Cinci Slums, but you can have multiple teams . They work together and share a single Quality rating that represents how capable and competent they are.

### Notes

You can improve their Quality by training, which also increases your Skill/Close range and Skill/Tactical awareness.
SINN P229

A compact weapon, but still has a decent punch.

Cold and heavy in your hand. Carry it where people can see it. That’s the thing.

### Sources

* $240 at the Arms Depot in the Cinci Bordertown.
* $320 at Guns'n'ammo in the Cinci Slums with an Ohio citizenship.

### Requirement Uses

* Counts as a shotgun for doing guard duty at the Mercy Crew in the Cinci Bordertown.
Style/Sex on Legs

You’re not beating about the bush. Raw sex appeal is what you’re about.

### Notes

Clothing from this style often overlaps with Style/Street Walker. This is an easy style during summer, as a lot of the items have negative Perceived Temperature values. They also make it hard to wear a Concealed Vest, as there isn't much clothing to conceal the vest.
Room over a noodle bar

Steam from downstairs. Noise. But it’s at the heart of things and noodles go down well.

### Notes

Your first Living space in the game.

Buying a Strongbox from Bob's Tools allows you to stash and retrieve money while you're in the Cinci Slums. Since you may be spending and earning large sums of money while Working The Streets, this is extremely useful to minimize your money losses from pickpockets and other thieves.

Since your initial desert outfit will cause trouble in the Slums, after you get some better clothes, it's helpful to change here. Doing so may increase your Skill/Self-presentation. You may also want to store your long weapon to avoid trouble with the Slums law.
Temperament

### Notes

There are four Temperaments, which represent the ways Your Character prefers to approach problems.

Temperament/Fighter - You prefer to aggressively brawl and shoot your way through problems.
Temperament/Saint - You try to do good and resolve problems with a minimum of violence.
Temperament/Trickster - You prefer to solve problems through theft and trickery.
Temperament/Watcher - You prefer to observe problems and gather information before acting.
At the start of the game, you have no Temperaments. As you take action, you will favor one or two Temperaments. Initially, your Temperaments will increase and decrease, but eventually two of them will raise above the others and you will not be able to increase the lower two.

The different Temperaments open up different options and jobs in the game.
Contact/Ann

Working girl. Street smart. Down on her luck, usually.

Raising your contact with Ann high enough and she will ask to move into you. Doing so will put you into a war with Zane unless you pay him $10,000 for Ann, hunt him down and kill him first, or go to war with him.

Ann is friends with Contact/Jax. If you raise your Contact with both of them high enough and deal with Zane, you can arrange for Ann to move in with Jax. Doing so will give you regular amounts of good Credit with both of them.

At high levels of Contact, Ann will sometimes give you drugs or spikes.
Dressed for the wild

Dust. Muds. It's all good.

### Notes

This is a measure of how well Your Character's current Clothing protects from mud, grime, and environmental hazards. It is important for reducing Hardship gain when exploring the Cinci Dump or braving a storm in the Cinci Bordertown.

The starting outfit of a Desert duster over Desert gear with Desert boots gives an adequate Dressed for the wild +7, which is enough for "Fully prepared". A higher value is better and achievable with additional items.
Borderland odd jobs

You pick up on odd jobs that need doing from time to time. Or maybe don’t call them jobs. Maybe opportunities, for someone willing to put a bit of work in.

### Notes

Various different jobs at different times. After you've built Your Bordertown Crash Pad, you always have the option to spend another 10 Cinci Bordertown rumors to increase your storage space.
Assassination Squad

You need a team of deadly killers. The roughest of the rough, but controlled. Disciplined. It’s a tall order. Your own knowledge of death will help.

### Requirements

It takes a total of 6 Crew and $1,175 to create an assassination squad, though you only lose 3 Crew. You can only have a single squad and only in the Cinci Slums.

### Notes

Assassination squads cannot be trained.

They are mainly useful for raising your Slums War strength.
Contact/Willow

She's well built, tall and curved. Ankle-high leather boots, one propped up against the wall behind her. Black leggings instead of the usual short skirt. Bald. Very white skin. Not white as in pale white, you realise. It wasn't so easy to tell in the half dark. White as in plastic white. White as in she's made of plastic.

## Notes

### Meeting Willow

Meeting Willow requires Cinci Slums Familiarity 7, Need 4, visiting the Red light district late in the night, and a favorable result on the daily randomizer. Interacting with her costs $200 and 19 Credits. Having sex with her counts as cheating if you are not in an open relationship.

There is a way for characters who will not have sex with women to meet her.

### Willow as a Contact

Willow is a pretty dark character and will try to get you involved in murder. She's also touchy, paranoid, and resents working as a prostitute. She will probably resent the circumstances by which you met her, and will randomly add Hostility because of that. Even giving her gifts that she likes upsets her, because she becomes suspicious of you knowing her so well.

If you attempt to make Willow into a Contact, be prepared to spend a lot of Good Contact on reducing her Hostility.
Frank's Bar

It’s crowded, at night. Every night. Pale wooden floors, mismatched kitchen furniture. It’s one of those places, a local favourite. Cleaner. More relaxed. Almost friendly. During the day? A little more chill. A little quieter.

### Notes

It's as a coffee bar during the day.

You can get in for free with a Tale to tell.

You can recruit Crew here.
Cinci Forgers

Useful people to know. Very useful.

Forgers? Hackers? Same difference, really.

If Your Character sneaks across the border from the Cinci Bordertown, you will have to go on a long storyline to make contact with these guys and buy a forged ID and border pass. On the plus side, you can then contact the Forgers and get additional forged border passes.

One way to improve your Contact with the Forgers is to run errands for them. They generally pay commercial retail prices for the things that they request from you, so while you may lose some time finding what they need, you will rarely lose money.
Sawn-off shotgun

Double barrel. Zero stock. You know what this is for.

This thing sends a message, that’s for sure. It’s crude. It does the job.

* Contact/Zane has a unique sawn-off shotgun that you can acquire and convert into a normal sawn-off shotgun.

### Requirement Uses

* Counts as a shotgun for doing guard duty at the Mercy Crew in the Cinci Bordertown.
St. Joe's

A mercy hospital, operating out of the slums. Concrete. Armed guards. But not *entirely* charitable.

*If you’re bleeding out, get that dealt with first. Service is free of charge unless you’ve used the place in the last couple of days.*

### Notes

Teams from St. Joe's also do charity work in the Cinci Bordertown as the Mercy Crew.
Projects

Apparently you want to get shot by street gangs.

### Notes

***Important***: When first visiting the Projects, your character will get "Going Deep" of 6. Your character can't leave the Projects until you find the way out. Your two options are to go very deep, reaching Going Deep of 12+, or spending actions to reduce your Going Deep to 0, with an average reduction of about 0.5 per action. Be prepared to spend a lot of time in the Projects when you first visit. You waste a lot less actions if you can push through instead of Going Deep for a while, backing out, and coming back to the Projects again.

The Evanston Projects are the rough part of town. While you can get permanent housing here, it's hard to get and requires a lot of work with Contact/Double Blow. There isn't much shopping or training, medical services are expensive, and there aren't even work gangs for making money. A lot of people don't visit the Projects very much, only dropping by for errands for other people like Contact/Jax or the Cinci Forgers.

Hanging around Evanston is mildly easier if you are Dressed to impress at 20 or more. Put on some city appropriate clothes that work well together and use your Skill/Self-presentation. It will help improve your Reputation which reduces the chances of getting shot.
Approaching the guards

This story is the first in a chain of stories that leads to you creating your character and can only be accessed once. You can access it directly from The border or you can come back later and skip to the next story from Back to the border post. Either way, you will end up at the character creation stories.

## Content

### Description

There’s always a trickle of people coming and going. The vehicle gate, big land trains rumbling in and out. Fast track pedestrian gate, passes checked automatically. And the post for new arrivals. Heavily armed guards, slaved slug gun turrets. The works.
Dirt Bike

Not exactly a crotch rocket, but fairly new and built to a classic design. Small but decent motor. Could get you around the place, especially out in the bordertown.

*Very low **transport capacity**, but great handling and fuel efficiency. Not easy to ride.*

Skill/Driving -6
Transport Capacity 1
v/Acceleration +75
v/Biofuel +1
v/Handling +75
v/Off-road +85
v/Passengers +1
v/Size +2
v/Speed +68
v/Toughness +5
v/Value +433
### Notes

A useful vehicle for exploring distant places like the Airport, since it doesn't consume much fuel. Wear Driving gloves to counteract the skill penalty.
Moods

Positive moods accumulate from playing cards from the decks. For some of them, via a card, you can trade them in for a minor benefit at mood 3-5, or a major benefit at mood 6+. You can also spend them to counter negative moods, or for other benefits such as Good Contact or Hostile Forces. In general, it is better to accumulate moods to 6+ for the major benefit than take the minor benefit at 3-5, but it depends on the benefit and your situation.

Negative moods also accumulate by playing cards from the deck. If they get too high, they will be converted into serious negative effects that are harder to shed. If you have a Major Mood from the countering positive mood in your inventory, you will lose the Major Mood instead of taking the serious negative effect.

### Notes

Improving Leadership through Enthusiasm is especially useful for being able to pass the difficult check to turn one of your Crew into a Trusted Sidekick.

Relaxation at 6+ allows for "resting easy". This can be picked once a day and will make sleeping more effective, increasing the reduction of your negative moods and of any Hits on your Traits, while reducing the reduction of your positive moods and of any Boosts.
Border Market

There’s a community, of sorts, clustered near the border post. Serving people who can’t get in. Serving people leaving. People buying. People selling.

There’s always a weird load of stuff floating around. Old junk off blankets in the dust. Baskets of old coins, watches, lorded over by women with weathered faces… but just sometimes, you spot something useful.

### Notes

The stuff for sale changes with time. There are very few good deals here, and a lot of stuff you just can't buy here, but it's enough to get you started.

A random knife at $50 is a good deal for knives, and useful for keeping your Slums Crew around.

Working the Stalls is tricky at start, but trains Skill/Business and a successful action will pay $15-30 or Bustle ($9-11 and some Bordertown Rumors and Bordertown Hard Facts)). With a Boosted Charisma from smoking hash or drinking, it's very feasible to earn $300-400 for a day's worth of activities in the Cinci Bordertown. Working The Streets in the Cinci Slums can pay better, but Working the Stalls requires much less investment.

The $833 Flatbed Truck is the cheapest way to get the vehicle necessary for a Logistics Team. It shows up regularly if you keep visiting the Market.
Excitement

Got yourself fired up.

You’re hyped up. Totally on fire.

* Dressed to party +1
* Hardship -4
* Perceived Temperature +1
* Psychosis -1
* Shagged out -3
* Skill/Flirtation +4
* Skill/Persuasion +4
* Stamina +2

Inside your inventory, it can be spent with a Carpe Diem to work your crews and improve their quality, or improve Skill/Learning, Skill/Physical Labor, Skill/Sleight of hand, and Skill/Urbex if you have a minimum 10 in all skills.
Gamble Street Market

Time to go shopping.

### Notes

You can't get a room, training, or medical services here, so the market is a place you visit. It does have excellent shopping, and if you don't have access to the Palisade, you'll often swing by to find something to fulfill an errand. Even if you do, there's exclusive sales here. It counts as part of the Cinci Slums for Crew, Rumors, and Working The Streets, but not for Living space, Contacts, or Organizations.

### Getting around Cinci Gamble Street Market destinations

Cinci Slums
The Projects

The Interstate

Palisade
Contact/Angelique

Two bodies, one mind. The more you get to know her, the more you believe it.

### Notes

Angelique is a Mode who will hire you to kill Contact/Irene after you Cinci Slums Reputation 15 or more. You can choose to murder Irene (betraying her if she is a friendly contact) or tell her about the attempt. If you tell Irene, you will have the option to spend Credits to work with both of them. Angelique is obsessed with Irene because Irene beat (female) Angelique in a street fight and cut off her feet.

According to a Mode, the two people in Angelique are Angelique, the female, and Blake, the male. Blake's name is not actually Blake, it's just how the Modes refer to him. They constantly record themselves on spikes and watch each other's unedited footage.

Angelique accepts blank spikes and Slums Supply and Demand as gifts to improve credit. Just talking to her can increase your knowledge of the Modes.

You can date Angelique (maybe), but you can't have deep conversations with her yet.
Clothing Alley

Places selling clothes all over the market, but there’s this one alley in particular. You can get the best deals there. Rarities. Never know what’s gonna come up when you’re down there.

### Notes

Slightly better items than Toho in the Cinci Slums.

The Black Vinyl Skirts can be sold in the Red Light District for $120, a $30 profit.
Serrisse

*Three players in a market like this. Big part of it is SensPerience. They control the hardware, the software and produce most of the media for their products. It’s a new kind of deal. Of course, they licence a shit load of the tech from Naas. Their implants wouldn’t be possible without the Naas patents. And Serrisse… not many people talk about Serrisse, man, but they own everything. Name a tech brand, especially heavy tech, industrial tech, and it’s theirs.*

### Notes

One of the three main corporations in the Cinci area. You can learn about them but not really interact with them at this time.
Arms Dealer

A tin shack. A small man, the owner. A large man with a sawn-off, behind.

He asks for more than he’ll give. Much more. And his weapons aren’t in great shape either – cheap because there are no guarantees. But he’ll haggle.

### Notes

He buys unsorted ammo at $7-10 for 16. Working The Streets allows you to sell ammo at $120 for 80, so keep your ammo and sell it in the Cinci Slums.

He can provide an invite to the the Arms Depot for 2 Mysteries and a Charisma and Skill/Persuasion check. If you want to visit the Depot, make sure you plenty of money in hand.
Inspired Thinking

On the edge of a neon dream. Burning with ideas.

Your mind’s on fire. Creative juices, flowing.

*You can equip this instead of using it for some different temporary bonuses. There are also other opportunities to use it.*

* Dressed for work +1
* Flexible closure +2
* No interruptions +1
* Psychosis -4
* Skill/Business +4
* Skill/Leadership +4
* Cunning +2

Inside your inventory, it can be spent with a Carpe diem to work your crews and improve their quality, or improve Skill/Analytical thinking, Skill/Business, Skill/MMI, and Skill/Tactical awareness for each skill if you have a minimum 10 in all skills.

### Notes

The requirement for Tactical Awareness and MMI of 10+ makes it hard to use this mood to improve your skills. A Neural Interface
Noodle Bar

Sometimes it’s worth just being around this place, seeing what’s what. Maybe helping out. Maybe grabbing a bite.

### Notes

If you successfully complete the Ein storyline, you can eat ramen for free here.

You can earn small amounts of money by cooking or cleaning here, and slightly larger amounts by doing repairs or running errands.

You can sometimes clear gang troubles with the Modes or Jags here.
Cinci Bordertown

Getting by in the bordertown.

### Notes

The game starts in the Bordertown, and there are reasons to come back here even after you've established yourself in the Cinci Slums. There are two doctors to treat injuries, a fair bit of cheap but irregular shopping, rent free housing, a decent bar, and various opportunities to make money and acquire goods on the cheap.
Dumps Work Gangs

The dump is one giant industrial site. Sorting and processing. There’s some skilled work for sure, but most of it’s picking over the scraps. Anyone’s welcome. Anyone.

*Increase your reputation to get better work.*

### Notes

Dump Reputation of 9+ is the minimum to get something other than "Basic Processing."

Working here is the fastest way to increase Dump Reputation, which can be useful if you are looking for better contracts for the Junk trade.
Slums law

The law, such as it is. Unofficial and then some.

Not much more than a loose group of concerned citizens. That's what the call themselves, anyway. Must be more to it than that.

Protection racket? Thin blue line desperately trying to keep some order in the chaos of the slums? Depends who you ask.

### Notes

A distinct law enforcement group than the Tower Group or Cinci Police.

They can be very troublesome at low levels of Hostility.
The guard post: what are you?

This is the first part of several stories that you create Your Character. This story will modify your Traits and give you a biological sex. Your biological sex is only what's between your legs, not what you identify as. Depending on what you choose, different options will lock or unlock for your character. Choosing "It's not that simple", will make you replay this story, until you choose either the Male or Female option. You cannot biologically be neither.

## Content

### Description

The guards, impassive behind thick visors. A heavy gate, laden with dust. Guns and land mines, monofilament wire in glossy bundles. A guy in the background has a slugger instead of an arm… probably swaps it for a different prosthetic when off-duty.

“I can’t even tell what it is under all that dirt,” says one. A shrug. Grit crunches as you prise off your goggles. Underneath…

*Your character’s sex will affect your experience in subtle and dramatic ways. You have to choose a sex now, and gender will come later. These bastards just want an easy answer, but bear in mind that you’re only choosing your **physical form** here.*

### Branches

...a woman

*Sex: Set to Female*
*Desert Goggles: Gained 1*
*Resilience: Gained 2*
*Reflexes: Gained 1*
*Charisma: Gained 2*
*Strength: Lost 1*
...a man

*Sex: Set to Male*
*Desert Goggles: Gained 1*
*Strength: Gained 2*
*Discipline: Gained 1*
*Stamina: Gained 2*
*Charisma: Lost 1*
It's not that simple

*Don’t worry – there are plenty more nuances and options, or not if you prefer, as you develop your character.*
You're not saying anything

*You’ll be given a random sex. You can still determine your actual gender later.* | “Fuck it, what do you reckon it is?” one of these assholes says to the other.
“Fucked if I know. Just tick {male/female} so I can go on my fucking break.”
Okay. So there it is. At least you can move on.
Cheap hotel

Doesn't matter what its name is. These places are all the same.

Been here forever. Didn’t start as a hotel; probably won’t end as one. No one seems to know what it’s really called, but everyone seems to hang out here. Everyone in a certain social class, anyway. Kinda place where people live if they can’t afford more than a coffin to call their own.

### Notes

You can rent a coffin here if you don't like staying at the Room over a noodle bar but want a Living space in the Cinci Slums.
Double Blows Shop

It's called the “The Cuckoo’s Nest”, but everyone just calls it “Double Blow’s”.

It really is an exotic pet shop. It really is. “The Cuckoo’s Nest”. Lotta birds, especially, and Double himself behind the counter, most of the time. But you guess that birds ain’t the only kind of business that goes down here.
Hostile Forces

### Notes

Despite an ominous sounding name, this is a beneficial condition. Your Character can receive this condition by selecting it when having a high Caution. or by spending Dump Rumors while at the Cinci Dump, among other things. It can be used in the Life/Survival deck to reduce the hostility of a group that you have some knowledge of. This is especially useful if you don't have any Contacts for the group and have no easy ways to reduce their hostility.
Pimping Crew

You need to put a team together. People to look after your girls when you’re not around. They don’t need special equipment, just special temperaments. And money. Always money.

### Requirements

It takes 8 Crew and $1,000 to form a Pimping Crew, but you only lose 6 Crew. You can only have them in the Cinci Slums, but you can have multiple teams. They work together and share a single Quality rating that represents how capable and competent they are.

You can spend actions to train your Pimping Crew. Doing so may increase Skill/Business and Skill/Pimping.

### Notes

If you're not working as a pimp, you don't need these guys and can't form them.
Bulk Shrimp Cakes

## Shrimp Cakes, Bulk

Salty bulk protein.They’re grown in big farms, along with fuck knows whatever other seafood, down in the Mississippi Delta. Shipped up in drone barges, all the way up the Mississippi to Ohio. The Delta gets Cinci’s shit in return. No coincidence there.

### Notes

Not really edible for human consumption, but you can eat them if you must.

A common errand from the Noodle Bar in the Cinci Slums is to fetch Shrimp Cakes for about $150. It's a reliable profit.

If you decide to farm catfish in Your Bordertown Crash Pad, feeding them Shrimp Cakes is the slightly faster way of getting them to grow, instead of repeatedly cleaning their tanks.

You can also buy them at $200 for 50 when Working The Streets.
Dogs Life

Well, you’ve adopted this puppy. She’s a mess and a half but it’s kinda nice to have a friend who isn’t in danger or on the grind. Most of the time she just sits there looking dumb.

### Notes

Some time after completing the Ein storyline, you'll get the option of adopting one of the puppies.

You can choose from several names for your puppy.

Contact/Double Blow, among others, can point you to the Local Vet in the Cinci Slums.
Gym

This place isn’t much. A bare room full of weights and sweaty bodies. Some cardio gear. Locker room, and they run to a small sauna. Still, it’s cheap, and you don’t need a membership. Pay as you go. No classes here. You’re out for yourself.

*Keep working on your muscle and cardio for the chance of trading them in for trait increases (get one or the other to at least level 38). Working on both together opens new opportunities. The gym is a great way to burn off any excess **aggression** you’ve got.*

### Notes

The gym is closed on Mondays.

As your experience in the gym increases, you can score drugs such as Cocaine or Gray Market Steroids for free.

When you have extra money, the gym's Protein Shakes are a reasonably affordable way to improve your Sustenance while also increasing your Working on muscle and Working on Cardio, at least if you've already been working out for a while.

If you attempt to sell Gray Market Steroids and fail, you will be temporarily banned from the gym.
Deep chill

Seriously good vibes.

So laid back you’re horizontal. Maybe it’s time to use this vibe.

*You can equip this instead of using it for some different temporary bonuses. There are also other opportunities to use it.*

* Dressed for the city +1
* Dressed to party +2
* Hardship -2
* Ignoring the weather +7
* Psychosis -2
* Skill/Empathy +4
* Skill/Medicine +4
* Resilience +2
* Strength +2

Inside your inventory, it can be spent with a Carpe diem to work your crews and improve their quality, or improve Skill/Electronics, Skill/Lateral thinking, Skill/Martial arts, and Skill/Very long range for each skill if you have a minimum 10 in all skills.

### Notes

The requirement for Very long range of 10+ makes it hard to use this mood to improve your skills.
Black bomber jacket

It looks cheap. It is cheap. But it’s the kind of thing that’s going to work well if you’re planning on intimidating anyone any time soon.

### Dressed...

Dressed for the city: +1Dressed for work: +1

Dressed to impress: -1

### Skills

Skill/Intimidation: +1Skill/Persuasion: -1

### Style

Style/Blue Collar: +1Style/Bouncer: +5

Core Style/Bouncer: +1

### Notes

Pair with the Cheap suit to max your Style/Bouncer and your perceived temperature.

The Ammo belt is an accessory that also raises Skill/Intimidation, without reducing Skill/Persuasion or requiring that you find a changing room to get the bonus.
Pattern

These things mean… other things. Ideas. Things going on, if only you can work them out. Stare into space. Pace up and down. Whatever works.

### Notes

Patterns are abstract information about connections between other information that you know. Patterns are not specific to a place.

Patterns can be converted into Mysteries or Rumors, or spent on cards for minor benefits.

Patterns can be earned through talking to people, especially two Trusted Sidekicks.
Contact/Zara

You’ve seen this girl around before, you’re pretty sure. Maybe even seen her fight once or twice. A no hope, beaten up boxer, trying to get somewhere with a career. Failing. No different from all the rest around here. But at the same time, she stands out, somehow.

### Notes

Zara is a street fighter in the Cinci Bordertown. You can infrequently meet her by hanging around the Bordertown after dark.

Zara is currently not a fully implemented NPC, so you shouldn't raise your Contact with her above 2 or you'll miss content when she does get implemented. See: [1].
Covedale Night School

They call it a night school, but you can go any time.

It’s not a big place, but they do all sorts here – a last vestige of trying to bring education to the slums. Not many take advantage.

Raise ***Training your mind** to 38 for the chance to increase one of your traits.*

### Notes

You'll need to take basic classes, at 2 actions and $12, in order to get your Training Your Mind high enough to take a short or long course. You can only take 1 long or short course at a time. After you pass a course, you can spend Credits to never have to pay money to study here again.

You can meet Contact/Miriam here.

The school is completely closed during weekends and you can't interact with it. During daytime during the work week, you can't study your courses, but you can turn in coursework to progress on your courses.
Mysteries

Certain feel in the air. Something going down.

### Notes

Mysteries represent abstract information about strange things happening in Cinci. Your Character accumulates them by talking to people, especially your Trusted Sidekicks, and discovering strange things on cards from the Decks. You can trade Mysteries to Contact/Raff for Patterns and Detailed Plans.
Skill/Leadership

It's not about bending people to your will. It's about making them want to bend.

### Notes

It's somewhat to level, but essential for getting a Trusted Sidekick. Fortunately, failing the check to get a Sidekick trains the skill.

With Cinci Dump Rep of 14+, you can work as a gang boss while in one of the Dumps Work Gangs, which can improve Leadership.

A Neural Interface has a card option to increase Leadership.
Dojo

It’s unassuming on the outside. Like most of the best places in the slums, little more than a hole in the wall. It’s not secret, but at the same time, you’ve got to be more or less in the know.

### Notes

Lessons take 4 or more actions and require that you are wearing Hand wraps, not wearing shoes, aren't angry, and have an Alertness of Wide awake. It takes several weeks of training before you start getting good results.

The dojo is closed on weekends and some holidays.
Hard fact

You know this thing for sure. A rare thing in this town.

### Notes

Hard facts are abstract bits of information that Your Character has confirmed about a specific place. They are similar to Rumors but more concrete, and you earn them less frequently.

Hard facts are generally required to increase your knowledge of Organizations, but they have other uses. From the "Inventory" tab, they can be traded for Detailed Plans, Patterns, Rumors, or Supply and Demand.
Gasoline Fuel

It's high performance, for your high performance motors.

### Notes

This is the least common fuel for Vehicles, and only the Muscle car and SUV use it.

If you have Your Fuel Depot and it's a gasoline depot, you can draw down gasoline for your own use. You can also buy it from the pinned Driving card when you have a gasoline vehicle equipped.