TiGGR: Cor, Blimey! (Repo Lads of the East End)
A TiGGR Drift Log
I’m pretty sure we rented Lock, Stock and Two Smoking Barrels on VHS the week it dropped at our local video store. I didn’t know what I was watching. I just knew something had changed.
Cockney rhyming slang flying faster than I could parse it. Stoned horti-fucking-culturalists arguing about fertilizer. Vinnie Jones slamming heads like it was a competitive sport.
And then that ending—slow-motion pandemonium set to Zorba the Greek, guns in a bag, everyone shouting over each other, and the whole criminal ecosystem circling the drain in the funniest, bleakest way possible.
It was a revelation: crime could be tragicomic, stylish, stupid, and Shakespearean all at once.
That’s the energy we’re channeling in Cor, Blimey!—a gritty crime comedy for TiGGR, where you’re a gang of barely-competent repo lads trying to nick a van, dodge a bent copper, and offload some very cursed cargo before someone buries them under the East End.
“What’s in the van?”
“Dunno. Rattles a bit. Might be fake tenners. Might be a dead bloke. Might be my ex-wife’s nan.”
“Right. Well. Let’s crack on then.”

Rules of TiGGR
Stats: Body, Mind, Charm. Distribute 3 points (e.g. 2/1/0).
Rolls: Roll 2d6 + relevant stat.
Easy = 6, Medium = 8, Hard = 10
Attack: 2d6 + Body vs. 8
Defend (Main characters only): 2d6 + Body vs. 8
If hit, take 1d6 damage.
Zero HP = knocked out, fainted, stars for eyes, pick it back up next scene.
Players: 5 HP, Goons and minions: 1-3, no defense rolls.
Vehicles (mecha, spaceships, special sidekicks): 10 HP
Special Abilities: 1 use per scene. Boosts a stat roll or triggers a cool effect.
Gear: +3 to a roll or damage (usually once per scenario).
Optional: After a session, tweak 1 stat or evolve your Special to match the story.
Genre: Gritty Crime Comedy
Scene: A grimy East London estate, circa late ‘90s—tower blocks, smoky pubs, and back-alley bookies.
Goal: Repo a Ford Transit van, dodge the fallout of its dodgy cargo, and cash out (or get out alive).
Factions: The Brick Lane Boys (thuggish locals), Mad Mick’s Crew (rival repo nutters), Tommy Two-Fingers (a bent copper).

Session 1: "The Van Job"
Premise: The crew’s sent to repo a battered Ford Transit from a Brick Lane Boys’ lockup, but it’s stuffed with trouble.
Setup:
- Characters: East End reprobates (e.g., Bruiser, Conman, Wheelman). 3 points across Body, Mind, Charm (e.g., 2/0/1). Roles fit the vibe—e.g., “Bruiser: +1 Body in a scrap,” Gear like “Brass Knuckles: +3 Body roll, once per session.” 5 HP each.
- Vehicle: Crew’s repo ride—a knackered Vauxhall Astra tow car (Body 2, Mind 0, Charm 1, 10 HP, Gear: “Dodgy Horn: +1 Charm roll, once per scene”).
- Goal: Nab the Transit and scarper.
Factions:
- Brick Lane Boys: Body 2, Mind 0, Charm 1, 3 HP each, Gear: “Cricket Bat: +1 damage.” 5 goons + Big Tel (leader, 5 HP).
Gameplay Loop:
- Scene: A lockup behind a dodgy boozer, stinking of stale lager and motor oil. The Transit’s parked amid fag ends and broken bottles.
- Hook: The van’s cargo rattles—something’s inside (Mind 8 to peek: a duffel of fake tenners?). Big Tel’s got the keys (Charm 8 to blag, Body 8 to batter).
- Turns: Players move (slip past goons, Body 6) and act (hotwire the van, Mind 8; charm Tel with a yarn, Charm 8). Goons swing (2d6+2 vs. 8, 1d6+1 damage). Players defend (2d6+Body vs. 8).
- Climax: A getaway—Astra vs. Boys’ mopeds (Vehicle Body 8 to outrun). Success: they nab the van; failure: a bat cracks their windscreen (1d6 damage).
Resolution: They’re off, but the cargo’s hot—counterfeit cash, nicked from a bigger fish. Their fixer, “Dodgy Dave,” calls: “Don’t touch it. Drop it at the yard.”
Session 2: "The Double-Cross Dash"
Premise: Mad Mick’s repo crew and Tommy Two-Fingers jump the crew en route, smelling profit. The van’s cargo starts a ruckus.
Setup:
- Characters: Same lot, maybe nursing bruises. Gear resets.
- Vehicle: Astra (HP adjusted) + Transit (Body 2, Mind 0, Charm 1, 10 HP, Gear: “Loose Panel: +1 Body roll to bash foes, once per scene”).
- Goal: Lose the chasers and reach Dave’s yard.
Factions:
- Mad Mick’s Crew: Body 2, Mind 1, Charm 0, 3 HP each, Gear: “Crowbar: +1 damage.” 3 goons + Mick (5 HP).
- Tommy Two-Fingers: Body 1, Mind 1, Charm 2, 5 HP, Gear: “Truncheon: +1 damage, stuns on hit.” Bent copper’s Rover (Body 2, Mind 0, Charm 1, 10 HP).
Gameplay Loop:
- Scene: A maze of London backstreets—bin bags, swearing cabbies, and flickering sodium lights. Mick’s van rams them; Tommy’s siren wails.
- Hook: The cargo spills—hundreds of fake notes flutter out (Mind 8 to secure it). A passerby shouts, “That’s Mad Mick’s dosh!”
- Turns: Players move (dodge traffic, Body 8) and act (slam Mick’s van, Vehicle Body 8; con Tommy, Charm 10). Enemies attack (Mick: 2d6+2, Tommy: 2d6+1 vs. 8, 1d6+bonus damage). Gear shines (e.g., Brass Knuckles +3 to deck a goon).
- Climax: The Transit’s Loose Panel swings wild (GM roll: smacks a foe or jams, -1 HP to Astra). Success: they shake the tail; failure: Tommy stuns a driver (1 turn).
Resolution: They hit the yard, but Dave’s legged it. A note: “Pigs are onto us. Stash it.” The fake cash’s serial numbers glow under UV—proper naughty.
Session 3: "The Geezer’s Gambit"
Premise: Hiding in a derelict bookies, the crew’s cornered by all three factions as the cargo’s true owner looms.
Setup:
- Characters: Same mob, knackered but crafty. Gear resets. Optional tweak (e.g., +1 Charm from last session’s blag).
- Vehicle: Astra + Transit (HP adjusted).
- Goal: Survive and offload the cargo—fence it, burn it, or face the music.
Factions:
- Brick Lane Boys: 5 goons return (stats as above).
- Mad Mick’s Crew: Mick + 2 goons (stats as above).
- Tommy Two-Fingers: Tommy + 2 bent coppers (Body 1, Mind 1, Charm 1, 3 HP, Gear: “Pepper Spray: +1 damage”).
Gameplay Loop:
- Scene: A boarded-up bookies, littered with racing stubs and broken tellys. Pikey kids bang on the door, wanting a cut.
- Hook: The cargo’s revealed—£50k in fake notes, tied to a psycho gangster, “Ronnie Razor” (Mind 10 to figure its worth). Ronnie’s shadow looms—he’s coming.
- Turns: Players move (barricade doors, Body 8) and act (fight goons, Body 8; bribe Tommy, Charm 10; torch the cash, Mind 10). Enemies swarm (2d6+Stat vs. 8, 1d6+bonus damage). Special Abilities clutch (e.g., “+1 Charm in a con” to fleece Mick).
- Climax: Total madness—roll for the endgame (Body 10 to drive off, Mind 10 to burn the loot, Charm 10 to sell it to Tommy). Success: they pick their poison; failure: Ronnie’s boys crash in, Total Party Knockout.
Resolution: They might dump the van in the Thames (skint but alive), flog the cash to Tommy (quid but heat), or face Ronnie’s wrath (a proper Snatch-style fadeout). Cue lock-stock banter and a pint.
Lock, Stock & Vibes
- Special Abilities: Geezer flair—e.g., “Eddie’s Hustle: +1 Charm in a deal,” “Bacon’s Brawn: +1 Body in a punch-up.”
- Gear: Proper London kit—e.g., “Sawn-Off Pool Cue: +3 Body roll,” “Fake Rolex: +3 Charm roll.”
- Transit’s Role: Its Loose Panel’s a laugh—GM rolls 1d6: 1-3 whacks a foe, 4-6 clonks a player (-1 HP).
- Tone: Swap Repo Man’s surreal edge for Ritchie’s rapid-fire quips, botched plans, and escalating aggro.
Random Geezer Names
Roll 1d6 when you need a name that stinks of lager, regret, and four bad ideas in a trench coat.
d6 | Name & Tagline |
---|---|
1 | Shifty Geoff – “Knows a bloke who knows a boat.” |
2 | Babs the Shiv – “Lovely with kids. Terrible with knives.” |
3 | Tony Two-Pints – “One for him, one for the road, both before noon.” |
4 | Knuckles McGee – “Not Irish. Just a branding decision.” |
5 | Darren the Third – “No one remembers the other two.” |
6 | Sandra from Accounts – “Don’t ask. Just run.” |
Things a Dodgy Contact Might Say
Roll when the burner phone buzzes, the pub loo door creaks, or Dodgy Dave leans in too close.
d6 | Dodgy Line |
---|---|
1 | “It’s not illegal if no one’s looking.” |
2 | “If anyone asks, we were in Spain. Or dead. I forget which.” |
3 | “The job’s simple. The consequences? Less so.” |
4 | “You’ll be in and out before the paperwork wakes up.” |
5 | “Technically, that crate’s under diplomatic immunity.” |
6 | “Whatever you do, don’t open the van. Unless you already did. In which case… run.” |
What Did We Just Nick?
Roll 1d6 when the Transit doors creak open. Whatever it is—it’s dodgy.
- Duffel Bag Full of Fake Tenners - “Whoever printed these had a go at the Queen’s nose with a potato stamp.” +1 Charm when bribing idiots. -2 if anyone checks the watermark.
- A Knockoff Fabergé Egg Containing 3 Grams of Uranium - Hot and highly illegal. +1 Mind to appraise. -1 HP per scene if kept in a pocket.
- A Crate of Questionable Pharmaceuticals Labeled ‘CIALIFT™ – A Controlled Substance’ - One use = roll 1d6: 1-3: +3 Body, 4-6: hallucinate your own funeral.
- A Taxidermied Capybara Wearing Gold Chains - Some say it belonged to Ronnie Razor’s nan. +3 Charm at posh dinner parties.
- Three Stolen Lottery Machines and Half a Bingo Hall’s Winnings - Heavy, loud, and full of coins. +3 Body to throw. +1 Mind if used as cover.
- A Bag Marked ‘NOT THE GUNS’ Containing Very Much the Guns - Includes sawn-offs, a flare pistol, and what might be a nail gun. +3 Body to threaten, -3 Charm if spotted by police.

You don’t remember all the dialogue. Just the noise.
The overlapping shouting. The battered pool cues.
The feeling that every plan was clever right up until it wasn’t.
Watching Lock, Stock that first time wasn’t about plot—it was about rhythm. Like a pub fight choreographed to a jukebox. Like the point in a joke where it goes too far and keeps going.
In Repo, Blimey!, you’re not heroes. You’re not villains. You’re the kind of lads who show up to a robbery in a borrowed tow car and leave with a van full of problems and a £5 note someone’s photocopied with a crayon.
Three sessions. One Transit van.
A dozen bad decisions you’ll try to style out with bravado and a pint.