Runners
Bring small hourly money, street movement, recovery help, and early local control.
Personal crew follows your character. Local crew belongs to a city. Together they create income, intel, control, recovery, cover, and future combat pressure.
Crew should not just be a number. Each hire changes what you can see, move, protect, earn, or cool down.
Bring small hourly money, street movement, recovery help, and early local control.
Improve deal reads, buyer quality, route verification, and larger market opportunities.
Adds fight power, intimidation, territory protection, and safer city pressure.
Help cool wanted pressure, paperwork, fines, and future legal problems.
Turn owned assets into stronger background income and cleaner operations.
Reduce surprise trouble, travel exposure, and bad outcomes in hot cities.
The goal is steady pressure, not idle-game runaway. Crew and assets can generate pending money, energy, intel, and heat relief, but caps and city limits keep the grind meaningful.
Runners and businesses build pending cash that can be collected from the right board.
Housing, drinks, local recovery, and energy assets help you keep playing without making energy meaningless.
Brokers, charisma, local trust, and city visits unlock deeper, bigger, and cleaner route intel.
Muscle, gear, armor, and city control prepare the combat layer and protect territory value.