Runners
Your Operatives
Runners — also called Hoods in slang — are the backbone of your organization. They execute your orders, scout areas, raid rivals, and manage your buildings. Without runners, nothing happens.
You can control a maximum of 100 runners, organized into up to 10 teams of 10 members each.
Attributes
Each runner has six core attributes that determine their strengths:
| Attribute | Abbrev. | Description |
|---|---|---|
| Strength | STR | Physical power. Determines melee damage, intimidation, and carry capacity. |
| Intelligence | INT | Mental acuity. Influences scouting quality, hacking success, and plan detection. |
| Stealth | STL | Ability to remain undetected. Reduces heat buildup and increases stealth action success. |
| Tech | TCH | Equipment and technology proficiency. Determines hacking, explosives, and vehicle handling. |
| Charisma | CHA | Persuasiveness. Influences recruitment, bribery, and team leadership. |
| Constitution | CON | Resilience. Determines max HP, stress resistance, and recovery speed. |
Dynamic States
Beyond fixed attributes, each runner has four status values that change constantly:
| Status | Range | Meaning |
|---|---|---|
| Loyalty (LOY) | 0–100 | How loyal the runner is to you. Below 40: unreliable — may execute orders sloppily. Below 20: refuses orders or deserts. |
| Hit Points (HP) | 0–max | Health. At 0 the runner dies. Regenerates slowly, faster with a safehouse. |
| Stress (STRS) | 0–100 | Psychological strain. High stress reduces performance and loyalty. Chronic stress leads to breakdowns. |
| Heat (HEAT) | 0–100 | Individual heat level. Independent from sector heat. High heat = arrest risk on every action. |
Loyalty is the most critical value. A runner with high heat and low LOY is a ticking time bomb — they might testify against you if arrested.
Recruitment
You find new runners via a 2-day cycle:
Day 1: Send a recruiter to a venue — a bar, harbor, university, or fight club. Different venues attract different runner types:
| Venue | Typical Runners |
|---|---|
| Bar / Nightclub | All-rounders, street fighters (high STR/CON) |
| Harbor / Docks | Smugglers, physical workers (STR/CON) |
| University / Tech Hub | Hackers, planners (INT/TCH) |
| Fight Club / Arena | Elite fighters (STR/CON), low INT |
| Luxury Restaurant | Charmers, con artists (CHA/INT) |
Day 2: You receive 0 to 3 candidates to choose from. Review their attributes and decide who to hire.
Emergency Recruitment
All runners dead or in jail? For $5,000 you can immediately recruit a random baseline runner. Stats are below average, but better than nothing.
Teams
Runners are organized into teams. Each team has a team leader whose CHA value determines how many runners they can effectively coordinate (delegation capacity).
The advantage of teams: you can issue team-wide orders instead of controlling each runner individually. “Team Alpha: patrol Sector 7” is one command — all members execute it.
Leveling Up
Runners accumulate XP through completed missions. The maximum level is 20.
| Milestone | What happens |
|---|---|
| Every level | +2 to +5 on a random attribute |
| Level 5 | The runner gets a nickname (e.g. “Iron Mike”, “Ghost”) |
| Level 10 | Promotion to Lieutenant — can directly lead 2 sub-runners |
Higher levels mean better success rates, but also higher loyalty expectations. A Level 15 veteran who is underpaid deserts faster than a rookie.
Special Roles
Two special positions exist outside the 100-runner limit:
Lawyer
- Represents arrested runners in court
- Can prevent seizure of buildings and assets
- The better the lawyer, the shorter the prison sentences
Accountant
- Reduces fees during money laundering
- Defends against government audits
- Can build creative financial structures that protect your income
Both roles are critical for long-term success. Without a lawyer, you lose assets every arrest. Without an accountant, laundering fees eat your margins.
Manager Role
You can station a runner as a manager in a building. This is mandatory — a building without a manager generates $0.
Note: Managers of illegal operations (drug lab, weapons cache, fence shop) passively accumulate heat just from working there. Rotate your managers regularly to distribute heat.