The System: Errant Assets

Errant Assets is a settings-agnostic, combat-light rpg for quality cons and hitchless heists. Your play group will build a team of criminals or underdogs who scheme together to accomplish near-impossible tasks.
Errant Assets is best for:
Team-centered play for crews, bands, and squads who chose to work together
Worlds where characters are fighting against powers bigger than them
Campaigns where stealth and subtlety matters, and killing npcs has consequences
“Monster of the week” play for groups with inconsistent schedules
Complex social challenges
Non-linear problems that require creative solutions and collaborative effort
Errant Assets is moderately crunchy, with an emphasis on tactical play over munchkin numbers.
Errant Assets uses D6 dice pools and counted successes for conflict resolution.
Errant Assets character progression is non-linear and granular.
Errant Assets rules are flexible, designed for easy home-brewing.

The Setting: Neon Sorcery

This playbook is meant to help you play in a near-future setting with magic. Think Cyberpunk meets DND, Runners in the Shadows, Sprawlrunners, Shadowrun, or even Bright.
The Neon sorcery setting can be used as a starting point, or you can use the DM resources to adapt these rules for a setting of your choice.

What will you need?

Every group needs a person to be the GM. They’ll set up the initial story points and guide the group, making decisions for non-player characters.
A bunch of dice - standard dice with 6 sides. You can share as a table, but you might need to roll 21 dice at once.
A way to take notes
Optional things to include:
Tokens and paper to track various metrics
Maps, image prompts, character portraits, sound effects, and other imagination assistance