A hard goodbye
Overview
The game will develop in three acts. In the first act, the PCs establish who they trust and who they distrust by both undertaking assignments representing the organisation and reflecting on key moments in the past via flashbacks. The needs of the different PCs are fleshed out, as are their connections to the outside world which try to safe them from that circle of violence. This act ends when each of the PCs has either engaged in an act of betrayal of the organisation or accused another PC of betraying the organisation.
In the second act, PCs choose sides in the conflict which arose during the first act. They further their agenda and slowly start playing their cards on the table. Inside pressure is applied to the PCs to uphold their vows to the organisation, while they desperately try to keep their Saviours on their hand. The second act ends when each PC either has been saved by their Saviour, has been slain in an attempt or has chosen to stay on the sinking ship.
The last act is an epilogue, in which we learn how the PCs, or, in case of death, their saviours, experience the consequences of their actions.

Characters
Characters in "A hard goodbye" have three stats: Fear, Determination and Trust. 
Fear represents the characters fear for repercussion from leaving the organisation for themselves as an internal conflict and for their loved ones as in external conflict. Characters with high Fear know they are being watched.
Determination represents the will to exit the organisation at all costs. Characters with high Determination will take high risks in order to escape the circle of violence.
Trust is the level of trust the character has gained in the organisation. If you do your job well, you'll probably have a lot of trust.

To create a character, start by dividing 7 points between Determination and Trust both minimum 2. Fear starts at the absolute difference between those two stats.
Furhermore, your character starts with a Need and a Saviour. A Need is a reason to stay within the organisation. This reason may be material (i.e. need of money, large debts) or immaterial (friendship / loyalty). 
The Saviour is an outside person who makes you want to leave the organisation in hopes for a better life. Note that it doesn't have to be someone who actively tries to help you.
Last, your character should have a certain role. Is he or she the leader, a hitman or a laundry man? Decide together with the other players who takes care of which task in the organisation.

Setup
Now that you all have decided upon characters, you'll need to describe the organisation. Together, start by answering the following questions:
- What is your main source of income and what kind of criminal activity is involved?
- Which two outside organisations (that includes governments) are threatening your business?
- Are there any other feuds with organisations? If so, on what is this feud based?
- Which important vow did every member take when they found the organization?
The organization has two stats: Stability and Power. 
Stability represents the internal struggle (or lack thereof). If this stat ever becomes 0, the organization completely collapsed. Power represents the effectiveness in dealing blows (internally and externally) based on raw resources. Divide twelve points between both stats, whereby both stats have at least three points.

Scenes during act 1
There are three types of scenes during act 1: assignment, relation with Saviour and relation with other PC. In each situation, the active player narrates the scene and the conflict that arises. He or she may take advice from the players, if so, this entitles the player to one reroll (must take last result). If the Need is made an important part of the scene (player consensus), the player is entitled to one reroll in which the player roll Fear (not in rolls against Fear).
To determine the outcome of the conflict, roll a number of dice equal to the stats (both your own stats, unless otherwise noted) and compare the results. Compare the highest number on the dice; the highest is the winner. When they are equal, continue to the next die. No die left means an automatic loss. If the player rolls half or more 1s, he rolls a critical failure; consult that column for the outcome. In the case of a win, the player on the left must narrate the victory accordingly. In case of a loss, the active player must narrate his defeat.  

Type                                    Roll                                    Dice                  Effect                          Critical failure
Assignment              Fear vs Determination             d10    Win: Trust +1, Power +1       Determination -1,
                                                                                                              Lose: Fear +1                Fear +1
Relation Saviour     Determination vs                      d6      Win: Determination +1,         Stability + 1, Trust -2    
                                   Trust + Fear                                          Fear -1, Stability -1
                                                                                                 Lose: Trust -1 
                                                                                                or Determination -1 (PCs choice)
Relation PC            PCs Trust vs                                d8     Loser -1 trust                                   -2 trust
(flashback)              Opposing PC’s Trust                              

If one of the PCs ever gets a Trust of 2, he or she must narrate how he is accused of betrayal.
If one of the PCs ever gets a Determination higher than the Organisation’s Power, he or she must narrate how he or she betrays the organisation.

Scenes during act 2
Type                                    Roll                                    Dice                  Effect                          Critical failure
Accuse PC              PCs trust vs opponent’s               d4                 Loser trust -1,               Trust -2, Stability -2
                                Trust                                                                     Stability -1,
                                                                                                              winner trust +1                     
Restore order        Stability + Trust                           d6                  Win: Stability +1,          Stability -2 (Min 1)
                                – Determination    vs                                        Trust +1,
                                 Opponent’s Determination –                        Opp Determination -1
                                 Fear
Exploit Power       Power – Determination             d6                Win: Stability + 1,           Power -1, Stability -1         
                                vs opponent Fear                                            Opponents Fear + 1
Betray                   Trust + Determination – Fear     d4               Win: Determination +1    Fear +2, Stability +1  
                               Vs higher of stability and power                   Lose: Trust -1, Fear +1
Find aid                Determination - fear                   d4              Win: add Saviour                 Other PCs may use                            
                                 Vs stability + power                                     Lose: Fear +1                       assassination                       
Assassination     Power + trust – fear                    d4                Win: Saviour Dies              Other PCs may use 
                             -determination                                                Lose:  Fear + 2, trust -1      assassination
                                        Vs
                           Opponent determination 
                                   – 2x Fear                                                

If any player has trust < 3 and his saviour dies, his is executed for an attempt to flee. If any player has two saviours and determination > 5, he is saved by his saviours and his determination. If any player has trust > 3x stability, he will choose to save the organisation.