Building The Smoke
Every group of swyvers will have their very own Smoke. The GM starts a campaign by generating the city, starting from a core of districts: the Royal Gaol, the Palace, the Mayoral District and the Docks. From there they follow along swyvers' generation tables to flesh out and, potentially, endlessly expand their rotten city.
You will have a unique engine for running your own Swyvers games. In the book you will find procedures for building hideouts, generating heists, investing in properties (both legitimate and illicit), installing bizarre prosthetic tools, engaging fences, picking up odd jobs just to pay the bills, bribing officials, and dealing with demonic forces for personal gain.