The Rookie: Sent by an organization who thought the message to be a prank, The Rookie was chosen on account of his expendability and lack of status amongst his peers. Nevertheless, failure to assess The Rookie, with his measly budget of $10, as a notable threat gives him an edge over the rest.
Underdog Energy: Not perceived as a threat to the others, The Rookie can abstain themselves from all effects and sabotages from the game board, other players, and any powers for a turn. Additionally, The Rookie utilizes his pocket change as bus fare to move forward ten spaces.
The Brute: Clocking in at seven feet tall, three hundred fifty pounds of pure muscle, The Brute has become famous for the ways in which he expels his victims. Anyone who stands in his way is destined to be demolished.
Sheer Intimidation: Due to the nature in which he towers over his foes, The Brute can utilize his stature to intimidate other players and “influence” civilians. Other players move back five spaces, and The Brute will moves forward ten spaces.
The Magician: Having originally made a humble living from pickpocketing and performing slight-of-hand against unsuspecting tourists and businessmen, The Magician has perfected his craft and elevated the “stakes of his performance” over the last two decades. His greatest show involved entering a bank’s depository and stealing millions of dollars without ever opening the vault door.
Art of Deception: Reaching back to his roots, The Magician pickpockets one of his opponents of their wallet, stealing that player’s next turn.
The Computer Wiz: Known for his extensive proficiency in a collection of coding languages, this black-hat hacker has made a fortune off his innate talent with a keyboard.
System Overtake: Obtaining complete access to the streetlights and cameras scattered across the city, The Computer Wiz takes the top four cards from the deck, chooses two movement cards to play, and places the remaining cards in any order on top of the deck. In the event that one or no movement cards are drawn, only that many cards may be utilized (e.g. one movement card and three power cards are drawn: only that one movement may be used by The Computer Wiz). This power is not affected by any point multiplier.
The Wildcard: The Wildcard is an absolute enigma. No one knows who he is or why he is here. He himself might not even know!
Mystifying Charisma: No one knows what The Wildcard is going to do until they do it. When employing a power card, The Wildcard rolls a die to determine their move:
Move back ten spaces
Move back to the player behind you (unless you are in last place, in which case you move to first)
Move forward to the player in front of you (unless you are in first place, in which you move to last)
Force an opponent to move back ten spaces
Transport ahead to next Firefight space (triggers Firefight)
Move forward twenty spaces
The Undercover Agent: Posing as a federal agent of the DIA, The Undercover Agent’s true loyalties lie with his criminal enterprise. Despite having access to useful government resources, The Undercover Agent is limited by his need to preserve face.
Federal Bounty: The Undercover Agent makes full use of their government resources and can call a bounty on a player of their choosing. For the next turn, all effects are targeted towards that player. Additionally, The Undercover Agent uses the remainder of his budget to purchase a taxi ride that transports him seven spaces ahead.
The Marksman: Known for his unmatched belligerence and deadly accuracy, this skilled soldier is willing to engage in a firefight with anyone who stands in his way.
Duel Hunger: Always ready for a firefight, The Marksman advances to the next Duel space. If they win, they may jump to the proceeding Duel space and engage in a second shoot-out. A maximum of two duels can be fought during their turn. After all duels are finished, if the Marksman has won two duels, they can draw one card. If they only win one duel, The Marksman and the player that beat them in the second duel each draw a card. If they lose their first duel, the player that beat them draws a card.
The Chemist: Having performed experiments at some of the most prestigious laboratories in the world, The Chemist had become renowned for his work with hazardous chemical compounds. However, upon creating his greatest amalgamation, the “Magnum Opus” composite, The Chemist was driven to lunacy by his mixture’s penetrating fumes. Now, The Chemist spends his days alone in an underground bunker, concocting bioweapons for bank robbers and mercenaries alike.
Stunning Concoction: Having recently made a breakthrough in the lab, The Chemist has access to a new chemical agent which can prohibit every movement of his adversaries (outside of their powers) for one turn.