[style]{"logo":"https://i.imgur.com/ddohAtD.png"}[/style]
[color="white;background-color:#000000;display: block;padding: 0.2rem;"][b]CHARACTER INFO[/b][/color]
[table="left"]
[b]CREW[/b]: [_=]|
[b]NAME[/b]: [_=]|[b]ALIAS[/b]: [_=]
[b]LOOK[/b]: [_=]|[b]VICE[/b]: [_=]
[b]BACKGROUND[/b]: [_=]|
[/table]
[linebreak]
[table="HT"][b]HERITAGE[/b]|[b]BACKGROUND[/b]|[b]VICE/PURVEYOR[/b]
[_=0/1] Akeros|[_=0/1] Academic|[_=0/1] Faith
[_=0/1] The Dagger Isles|[_=0/1] Labor|[_=0/1] Gambling
[_=0/1] Iruvia|[_=0/1] Law|[_=0/1] Luxury
[_=0/1] Severos|[_=0/1] Trade|[_=0/1] Obligation
[_=0/1] Skovlan|[_=0/1] Military|[_=0/1] Pleasure
[_=0/1] Tycheros|[_=0/1] Noble|[_=0/1] Stupor
|[_=0/1] Underworld|[_=0/1] Weird
[/table]
[linebreak]
[2column]
[col]
[b]STRESS[/b] [_=0/9]
[b]TRAUMA[/b] [_=0/4]
[/col]
[col]
[_=0/1] cold — [_=0/1] haunted — [_=0/1] obsessed — [_=0/1] paranoid — [_=0/1] reckless — [_=0/1] soft — [_=0/1] unstable — [_=0/1] vicious|
[/col]
[/2column]
[2column]
[col]
[color="white;background-color:#000000;display: block;padding: 0.2rem;"][b]HARM[/b][/color]
[table]
[b]3.[/b] [_=]||need help
[b]2.[/b] [_=]|[_=]|-1d
[b]1.[/b] [_=]|[_=]|less effect
[/table]
[/col]
[col]
[color="white;background-color:#000000;display: block;padding: 0.2rem;"][b]ARMOR USES[/b][/color]
armour [_=0/1] heavy [_=0/1] special [_=0/1]
[/col]
[/2column]
[spoiler="CUTTER"][size="120"][b]CUTTER[/b]
[color="grey"][i]a dangerous & intimidating fighter[/i][/color][/size]
[table="HT"][b]PLAYBOOK[/b] [_=0/8][/table]
[2column]
[col]
[table="rolls"][b]INSIGHT[/b]||[b]ROLL[/b]||(XP [_=0/6])
[_a=0/1]|[_a1=0/3] hunt|[_$=a+a1]d6||
[_b=0/1]|[_b1=0/3] study|[_$=b+b1]d6||
[_c=0/1]|[_c1=0/3] survey|[_$=c+c1]d6||
[_d=0/1]|[_d1=0/3] tinker|[_$=d+d1]d6||
|[b]INSIGHT ROLL[/b]|[_$=a+b+c+d]d6|||
[/table]
[table="rolls"][b]PROWESS[/b]||[b]ROLL[/b]||(XP [_=0/6])
[_e=0/1]|[_e1=0/3] finesse|[_$=e+e1]d6||
[_f=0/1]|[_f1=0/3] prowl|[_$=f+f1]d6||
[_g=1/1]|[_g1=1/3] skirmish|[_$=g+g1]d6||
[_h=0/1]|[_h1=0/3] wreck|[_$=h+h1]d6||
|[b]PROWESS ROLL[/b]|[_$=e+f+g+h]d6|||
[/table]
[/col]
[col]
[table="rolls"][b]RESOLVE[/b]||[b]ROLL[/b]||(XP [_=0/6])
[_i=0/1]|[_i1=0/3] attune|[_$=i+i1]d6||
[_l=1/1]|[_l1=0/3] command|[_$=l+l1]d6||
[_m=0/1]|[_m1=0/3] consort|[_$=m+m1]d6||
[_n=0/1]|[_n1=0/3] sway|[_$=n+n1]d6||
|[b]RESOLVE ROLL[/b]|[_$=i+l+m+n]d6|||
[/table]
[table]
Stash |[_=0/10]
|[_=0/10]
|[_=0/10]
|[_=0/10]
Coin [_=0/4]
[/table]
[/col]
[/2column]
[2column]
[col]
[color="white;background-color:#000000;display: block;padding: 0.2rem;"][b]SPECIAL ABILITIES[/b][/color]
[_=0/1] [b]Battleborn[/b]: You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.
[_=0/1] [b]Bodyguard[/b]: When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.
[_=0/1] [b]Ghost Fighter[/b]: You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.
[_=0/1] [b]Leader[/b]: When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.
[_=0/1] [b]Mule[/b]: Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.
[_=0/1] [b]Not to be Trifled With[/b]: You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman—engage a small gang on equal footing in close combat.
[_=0/1] [b]Savage[/b]: When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.
[_=0/1] [b]Vigorous[/b]: You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.
[_=0/3] [b]Veteran[/b]: Choose a special ability from another source.
[color="black;background-color:#dadada;display: block;padding: 0.2rem;"][b]BONUS DIE[/b]
push yourself (take 2 stress) -or- accept a devil's bargain.[/color]
[/col]
[col]
[b]TEAMWORK[/b]
[color="black;background-color:#dadada;display: block;padding: 0.2rem;"]» Assist a teammate
» Lead a group action
» Protect a teammate
» Set up a teammate[/color]
[b]PLANNING & LOAD[/b]
Choose a plan, provide the detail. Choose your load limit for the operation.
[color="black;background-color:#dadada;display: block;padding: 0.2rem;"]» Assault: Point of attack
» Occult: Arcane power
» Deception: Method
» Social: Connection
» Stealth: Entry point
» Transport: Route[/color]
[b]GATHER INFORMATION[/b]
[color="black;background-color:#dadada;display: block;padding: 0.2rem;"]» How can I hurt them?
» Who's most afraid of me?
» Who's most dangerous herem
» What do they intend to do?
» How can I get them to [X]?
» Are they telling the truth?
» What's really going on here?[/color]
[/col]
[/2column]
[2column]
[col]
[color="white;background-color:#000000;display: block;padding: 0.2rem;"][b]LOAD[/b][/color]
[_=0/1] 3 light – [_=0/1] 5 normal - [_=0/1] 6 heavy
[color="white;background-color:#000000;display: block;padding: 0.2rem;"][b]SPECIAL ITEM[/b][/color]
[_=0/1] Fine hand weapon
[_=0/2] Fine heavy weapon
[_=0/1] Scary weapon or tool
[_=0/1] Manacles & chain
[_=0/1] Rage essence vial
[_=0/1] Spiritbane charm
[color="white;background-color:#000000;display: block;padding: 0.2rem;"][b]STANDARD ITEM[/b][/color]
[_=0/1] A Blade or Two
[_=0/1] Throwing Knives
[_=0/1] A Pistol [_=0/1] A 2nd Pistol
[_=0/2] A Large Weapon
[_=0/1] An Unusual Weapon
[_=0/2] Armor [_=0/3] +Heavy
[_=0/1] Burglary Gear
[_=0/2] Climbing Gear
[_=0/1] Arcane Implements
[_=0/1] Documents
[_=0/1] Subterfuge Supplies
[_=0/2] Demolition Tools
[_=0/1] Tinkering Tools
[_=0/1] Lantern
[/col]
[col]
[color="white;background-color:#000000;display: block;padding: 0.2rem;"][b]XP[/b][/color]
» Every time you roll a desperate action, mark xp in that action's attribute.
At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.
» You addressed a challenge with violence or coercion.
» You expressed your beliefs, drives, heritage, or background.
» You struggled with issues from your vice or traumas during the session.
[color="white;background-color:#000000;display: block;padding: 0.2rem;"][b]DANGEROUS FRIENDS[/b][/color]
[_=0/1] Up - [_=0/1] Down: Marlane, a pugilist
[_=0/1] Up - [_=0/1] Down: Chael, a vicious thug
[_=0/1] Up - [_=0/1] Down: Mercy, a cold killer
[_=0/1] Up - [_=0/1] Down: Grace, an extortionist
[_=0/1] Up - [_=0/1] Down: Sawtooth, a physicker
[/col]
[/2column][/spoiler]
[spoiler="HOUND"][size="120"][b]HOUND[/b]
[color="grey"][i]a deadly sharpshooter and tracker[/i][/color][/size]
[table="HT"][b]PLAYBOOK[/b] [_=0/8][/table]
[2column]
[col]
[table="rolls"][b]INSIGHT[/b]||[b]ROLL[/b]||(XP [_=0/6])
[_a=1/1]|[_a1=1/3] hunt|[_$=a+a1]d6||
[_b=0/1]|[_b1=0/3] study|[_$=b+b1]d6||
[_c=1/1]|[_c1=0/3] survey|[_$=c+c1]d6||
[_d=0/1]|[_d1=0/3] tinker|[_$=d+d1]d6||
|[b]INSIGHT ROLL[/b]|[_$=a+b+c+d]d6|||
[/table]
[table="rolls"][b]PROWESS[/b]||[b]ROLL[/b]||(XP [_=0/6])
[_e=0/1]|[_e1=0/3] finesse|[_$=e+e1]d6||
[_f=0/1]|[_f1=0/3] prowl|[_$=f+f1]d6||
[_g=0/1]|[_g1=0/3] skirmish|[_$=g+g1]d6||
[_h=0/1]|[_h1=0/3] wreck|[_$=h+h1]d6||
|[b]PROWESS ROLL[/b]|[_$=e+f+g+h]d6|||
[/table]
[/col]
[col]
[table="rolls"][b]RESOLVE[/b]||[b]ROLL[/b]||(XP [_=0/6])
[_i=0/1]|[_i1=0/3] attune|[_$=i+i1]d6||
[_l=0/1]|[_l1=0/3] command|[_$=l+l1]d6||
[_m=0/1]|[_m1=0/3] consort|[_$=m+m1]d6||
[_n=0/1]|[_n1=0/3] sway|[_$=n+n1]d6||
|[b]RESOLVE ROLL[/b]|[_$=i+l+m+n]d6|||
[/table]
[table]
Stash |[_=0/10]
|[_=0/10]
|[_=0/10]
|[_=0/10]
Coin [_=0/4]
[/table]
[/col]
[/2column]
[2column]
[col]
[color="white;background-color:#000000;display: block;padding: 0.2rem;"][b]SPECIAL ABILITIES[/b][/color]
[_=0/1] [b]Sharpshooter[/b]: You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon—unleash a barrage of rapid fire to suppress the enemy.
[_=0/1] [b]Focused[/b]: You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself for ranged combat or tracking.
[_=0/2] [b]Ghost Hunter[/b]: Your hunting pet is imbued with spirit energy. It gains potency when tracking or fighting the supernatural, and gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take this ability again to choose an additional arcane ability for your pet.
[_=0/1] [b]Scout[/b]: When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camouflage, you get +1d to rolls to avoid detection.
[_=0/1] [b]Survivor[/b]: From hard won experience or occult ritual, you are immune to the poisonous miasma of the deathlands and are able to subsist on the strange flora and fauna there. You get +1 stress box.
[_=0/1] [b]Tough as Nails[/b]: Penalties from harm are one level less severe (though level 4 harm is still fatal). Vengeful: You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. If your crew helped you get payback, also mark crew xp.
[_=0/3] [b]Veteran[/b]: Choose a special ability from another source.
[color="black;background-color:#dadada;display: block;padding: 0.2rem;"][b]BONUS DIE[/b]
push yourself (take 2 stress) -or- accept a devil's bargain.[/color]
[/col]
[col]
[b]TEAMWORK[/b]
[color="black;background-color:#dadada;display: block;padding: 0.2rem;"]» Assist a teammate
» Lead a group action
» Protect a teammate
» Set up a teammate[/color]
[b]PLANNING & LOAD[/b]
Choose a plan, provide the detail. Choose your load limit for the operation.
[color="black;background-color:#dadada;display: block;padding: 0.2rem;"]» Assault: Point of attack
» Occult: Arcane power
» Deception: Method
» Social: Connection
» Stealth: Entry point
» Transport: Route[/color]
[b]GATHER INFORMATION[/b]
[color="black;background-color:#dadada;display: block;padding: 0.2rem;"]» What do they intend to do?
» How can I get them to [X]?
» What are they really feeling?
» Where are they vulnerable?
» Where did [X] go?
» How can I find [X]?
» What's really going on here?[/color]
[/col]
[/2column]
[2column]
[col]
[color="white;background-color:#000000;display: block;padding: 0.2rem;"][b]LOAD[/b][/color]
[_=0/1] 3 light – [_=0/1] 5 normal - [_=0/1] 6 heavy
[color="white;background-color:#000000;display: block;padding: 0.2rem;"][b]SPECIAL ITEM[/b][/color]
[_=0/1] Fine pair of pistols
[_=0/2] Fine long rifle
[_=0/1] Electroplasmic ammunition
[_=0/1] A trained hunting pet
[_=0/1] Spyglass
[_=0/1] Spiritbane charm
[color="white;background-color:#000000;display: block;padding: 0.2rem;"][b]STANDARD ITEM[/b][/color]
[_=0/1] A Blade or Two
[_=0/1] Throwing Knives
[_=0/1] A Pistol [_=0/1] A 2nd Pistol
[_=0/2] A Large Weapon
[_=0/1] An Unusual Weapon
[_=0/2] Armor [_=0/3] +Heavy
[_=0/1] Burglary Gear
[_=0/2] Climbing Gear
[_=0/1] Arcane Implements
[_=0/1] Documents
[_=0/1] Subterfuge Supplies
[_=0/2] Demolition Tools
[_=0/1] Tinkering Tools
[_=0/1] Lantern
[/col]
[col]
[color="white;background-color:#000000;display: block;padding: 0.2rem;"][b]XP[/b][/color]
» Every time you roll a desperate action, mark xp in that action's attribute.
At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.
» You addressed a challenge with tracking or violence.
» You expressed your beliefs, drives, heritage, or background.
» You struggled with issues from your vice or traumas during the session.
[color="white;background-color:#000000;display: block;padding: 0.2rem;"][b]DANGEROUS FRIENDS[/b][/color]
[_=0/1] Up - [_=0/1] Down: Steiner, an assassin
[_=0/1] Up - [_=0/1] Down: Celene, a sentinel
[_=0/1] Up - [_=0/1] Down: Melvir, a physicker
[_=0/1] Up - [_=0/1] Down: Veleris, a spy
[_=0/1] Up - [_=0/1] Down: Casta, a bounty hunter
[/col]
[/2column][/spoiler]
[spoiler="LEECH"][size="120"][b]LEECH[/b]
[color="grey"][i]a saboteur and technician[/i][/color][/size]
[table="HT"][b]PLAYBOOK[/b] [_=0/8][/table]
[2column]
[col]
[table="rolls"][b]INSIGHT[/b]||[b]ROLL[/b]||(XP [_=0/6])
[_a=0/1]|[_a1=0/3] hunt|[_$=a+a1]d6||
[_b=0/1]|[_b1=0/3] study|[_$=b+b1]d6||
[_c=0/1]|[_c1=0/3] survey|[_$=c+c1]d6||
[_d=1/1]|[_d1=1/3] tinker|[_$=d+d1]d6||
|[b]INSIGHT ROLL[/b]|[_$=a+b+c+d]d6|||
[/table]
[table="rolls"][b]PROWESS[/b]||[b]ROLL[/b]||(XP [_=0/6])
[_e=0/1]|[_e1=0/3] finesse|[_$=e+e1]d6||
[_f=0/1]|[_f1=0/3] prowl|[_$=f+f1]d6||
[_g=0/1]|[_g1=0/3] skirmish|[_$=g+g1]d6||
[_h=1/1]|[_h1=0/3] wreck|[_$=h+h1]d6||
|[b]PROWESS ROLL[/b]|[_$=e+f+g+h]d6|||
[/table]
[/col]
[col]
[table="rolls"][b]RESOLVE[/b]||[b]ROLL[/b]||(XP [_=0/6])
[_i=0/1]|[_i1=0/3] attune|[_$=i+i1]d6||
[_l=0/1]|[_l1=0/3] command|[_$=l+l1]d6||
[_m=0/1]|[_m1=0/3] consort|[_$=m+m1]d6||
[_n=0/1]|[_n1=0/3] sway|[_$=n+n1]d6||
|[b]RESOLVE ROLL[/b]|[_$=i+l+m+n]d6|||
[/table]
[table]
Stash |[_=0/10]
|[_=0/10]
|[_=0/10]
|[_=0/10]
Coin [_=0/4]
[/table]
[/col]
[/2column]
[2column]
[col]
[color="white;background-color:#000000;display: block;padding: 0.2rem;"][b]SPECIAL ABILITIES[/b][/color]
[_=0/1] [b]Alchemist[/b]: When you invent or craft a creation with alchemical features, take +1 result level to your roll. You begin with one special formula already known.
[_=0/1] [b]Analyst[/b]: During downtime, you get two ticks to distribute among any long term project clocks that involve investigation or learning a new formula or design plan.
[_=0/1] [b]Artificer[/b]: When you invent or craft a creation with spark-craft features, take +1 result level to your roll. You begin with one special design already known.
[_=0/1] [b]Fortitude[/b]: You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when working with technical skill or handling alchemicals.
[_=0/1] [b]Ghost Ward[/b]: You know how to Wreck an area with arcane substances and methods so it is either anathema or enticing to spirits (your choice).
[_=0/1] [b]Physicker[/b]: You can Tinker with bones, blood, and bodily humours to treat wounds or stabilize the dying. You may study a malady or corpse. Everyone in your crew gets +1d to their healing treatment rolls.
[_=0/1] [b]Saboteur[/b]: When you Wreck, the work is much quieter than it should be and the damage is hidden from casual inspection.
[_=0/1] [b]Venomous[/b]: Choose a drug or poison (from your bandolier stock) to which you have become immune. You can push yourself to secrete it through your skin or saliva or exhale it as a vapor.
[_=0/3] [b]Veteran[/b]: Choose a special ability from another source.
[color="black;background-color:#dadada;display: block;padding: 0.2rem;"][b]BONUS DIE[/b]
push yourself (take 2 stress) -or- accept a devil's bargain.[/color]
[/col]
[col]
[b]TEAMWORK[/b]
[color="black;background-color:#dadada;display: block;padding: 0.2rem;"]» Assist a teammate
» Lead a group action
» Protect a teammate
» Set up a teammate[/color]
[b]PLANNING & LOAD[/b]
Choose a plan, provide the detail. Choose your load limit for the operation.
[color="black;background-color:#dadada;display: block;padding: 0.2rem;"]» Assault: Point of attack
» Occult: Arcane power
» Deception: Method
» Social: Connection
» Stealth: Entry point
» Transport: Route[/color]
[b]GATHER INFORMATION[/b]
[color="black;background-color:#dadada;display: block;padding: 0.2rem;"]» What do they intend to do?
» How can I get them to [X]?
» Are they telling the truth?
» What can I tinker with here?
» What might happen if I [X]?
» How can I find [X]?
» What's really going on here?[/color]
[/col]
[/2column]
[2column]
[col]
[color="white;background-color:#000000;display: block;padding: 0.2rem;"][b]LOAD[/b][/color]
[_=0/1] 3 light – [_=0/1] 5 normal - [_=0/1] 6 heavy
[color="white;background-color:#000000;display: block;padding: 0.2rem;"][b]SPECIAL ITEM[/b][/color]
[_=0/1] Fine tinkering tools
[_=0/2] Fine wrecking tools
[_=0/1] Blowgun & darts, syringes
[_=0/1] Bandolier (3 uses)
[_=0/1] Bandolier (3 uses)
[_=0/3] Gadgets
[color="white;background-color:#000000;display: block;padding: 0.2rem;"][b]STANDARD ITEM[/b][/color]
[_=0/1] A Blade or Two
[_=0/1] Throwing Knives
[_=0/1] A Pistol [_=0/1] A 2nd Pistol
[_=0/2] A Large Weapon
[_=0/1] An Unusual Weapon
[_=0/2] Armor [_=0/3] +Heavy
[_=0/1] Burglary Gear
[_=0/2] Climbing Gear
[_=0/1] Arcane Implements
[_=0/1] Documents
[_=0/1] Subterfuge Supplies
[_=0/2] Demolition Tools
[_=0/1] Tinkering Tools
[_=0/1] Lantern
[/col]
[col]
[color="white;background-color:#000000;display: block;padding: 0.2rem;"][b]XP[/b][/color]
» Every time you roll a desperate action, mark xp in that action's attribute.
At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.
» You addressed a challenge with technical skill or mayhem.
» You expressed your beliefs, drives, heritage, or background.
» You struggled with issues from your vice or traumas during the session.
[color="white;background-color:#000000;display: block;padding: 0.2rem;"][b]DANGEROUS FRIENDS[/b][/color]
[_=0/1] Up - [_=0/1] Down: Stazia, an apothecary
[_=0/1] Up - [_=0/1] Down: Veldren, a psychonaut
[_=0/1] Up - [_=0/1] Down: Eckerd, a corpse thief
[_=0/1] Up - [_=0/1] Down: Jul, a blood dealer
[_=0/1] Up - [_=0/1] Down: Malista, a priestess
[b]Alchemicals[/b]
Bandolier [_=0/3]
Bandolier [_=0/3]
[i]When you use a bandolier slot, choose an alchemical:[/i]
» Alcahest
» Binding Oil
» Drift Oil
» Drown Powder
» Eyeblind Poison
» Fire Oil
» Grenade
» Quicksilver
» Skullfire Poison
» Smoke Bomb
» Spark (drug)
» Standstill Poison
» Trance Powder
[/col]
[/2column][/spoiler]
[spoiler="LURK"][size="120"][b]LURK[/b]
[color="grey"][i]a stealthy infiltrator and burglar[/i][/color][/size]
[table="HT"][b]PLAYBOOK[/b] [_=0/8][/table]
[2column]
[col]
[table="rolls"][b]INSIGHT[/b]||[b]ROLL[/b]||(XP [_=0/6])
[_a=0/1]|[_a1=0/3] hunt|[_$=a+a1]d6||
[_b=0/1]|[_b1=0/3] study|[_$=b+b1]d6||
[_c=0/1]|[_c1=0/3] survey|[_$=c+c1]d6||
[_d=0/1]|[_d1=0/3] tinker|[_$=d+d1]d6||
|[b]INSIGHT ROLL[/b]|[_$=a+b+c+d]d6|||
[/table]
[table="rolls"][b]PROWESS[/b]||[b]ROLL[/b]||(XP [_=0/6])
[_e=1/1]|[_e1=0/3] finesse|[_$=e+e1]d6||
[_f=1/1]|[_f1=1/3] prowl|[_$=f+f1]d6||
[_g=0/1]|[_g1=0/3] skirmish|[_$=g+g1]d6||
[_h=0/1]|[_h1=0/3] wreck|[_$=h+h1]d6||
|[b]PROWESS ROLL[/b]|[_$=e+f+g+h]d6|||
[/table]
[/col]
[col]
[table="rolls"][b]RESOLVE[/b]||[b]ROLL[/b]||(XP [_=0/6])
[_i=0/1]|[_i1=0/3] attune|[_$=i+i1]d6||
[_l=0/1]|[_l1=0/3] command|[_$=l+l1]d6||
[_m=0/1]|[_m1=0/3] consort|[_$=m+m1]d6||
[_n=0/1]|[_n1=0/3] sway|[_$=n+n1]d6||
|[b]RESOLVE ROLL[/b]|[_$=i+l+m+n]d6|||
[/table]
[table]
Stash |[_=0/10]
|[_=0/10]
|[_=0/10]
|[_=0/10]
Coin [_=0/4]
[/table]
[/col]
[/2column]
[2column]
[col]
[color="white;background-color:#000000;display: block;padding: 0.2rem;"][b]SPECIAL ABILITIES[/b][/color]
[_=0/1] [b]Infiltrator[/b]: You are not affected by quality or Tier when you bypass security measures.
[_=0/1] [b]Ambush[/b]: When you attack from hiding or spring a trap, you get +1d.
[_=0/1] [b]Daredevil[/b]: When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.
[_=0/1] [b]The Devil's Footsteps[/b]: When you push yourself, choose one of the following additional benefits: perform a feat of athletics that verges on the superhuman—maneuver to confuse your enemies so they mistakenly attack each other.
[_=0/1] [b]Expertise[/b]: Choose one of your action ratings. When you lead a group action using that action, you can suffer only 1 stress at most regardless of the number of failed rolls.
[_=0/1] [b]Ghost Veil[/b]: You may shift partially into the ghost field, becoming shadowy and insubstantial for a few moments. Take 2 stress when you shift, plus 1 stress for each extra feature: It lasts for a few minutes rather than moments—you are invisible rather than shadowy—you may float through the air like a ghost
[_=0/1] [b]Reflexes[/b]: When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).
[_=0/1] [b]Shadow[/b]: You may expend your special armor to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.
[_=0/3] [b]Veteran[/b]: Choose a special ability from another source.
[color="black;background-color:#dadada;display: block;padding: 0.2rem;"][b]BONUS DIE[/b]
push yourself (take 2 stress) -or- accept a devil's bargain.[/color]
[/col]
[col]
[b]TEAMWORK[/b]
[color="black;background-color:#dadada;display: block;padding: 0.2rem;"]» Assist a teammate
» Lead a group action
» Protect a teammate
» Set up a teammate[/color]
[b]PLANNING & LOAD[/b]
Choose a plan, provide the detail. Choose your load limit for the operation.
[color="black;background-color:#dadada;display: block;padding: 0.2rem;"]» Assault: Point of attack
» Occult: Arcane power
» Deception: Method
» Social: Connection
» Stealth: Entry point
» Transport: Route[/color]
[b]GATHER INFORMATION[/b]
[color="black;background-color:#dadada;display: block;padding: 0.2rem;"]» What do they intend to do?
» How can I get them to [X]?
» What should I look out for?
» What's the best way in?
» Where can I hide here?
» How can I find [X]?
» What's really going on here?[/color]
[/col]
[/2column]
[2column]
[col]
[color="white;background-color:#000000;display: block;padding: 0.2rem;"][b]LOAD[/b][/color]
[_=0/1] 3 light – [_=0/1] 5 normal - [_=0/1] 6 heavy
[color="white;background-color:#000000;display: block;padding: 0.2rem;"][b]SPECIAL ITEM[/b][/color]
[_=0/1] Fine lockpicks
[_=0/1] Fine shadow cloak
[_=0/1] Light climbing gear
[_=0/1] Silence potion vial
[_=0/1] Dark-sight goggles
[_=0/1] Spiritbane charm
[color="white;background-color:#000000;display: block;padding: 0.2rem;"][b]STANDARD ITEM[/b][/color]
[_=0/1] A Blade or Two
[_=0/1] Throwing Knives
[_=0/1] A Pistol [_=0/1] A 2nd Pistol
[_=0/2] A Large Weapon
[_=0/1] An Unusual Weapon
[_=0/2] Armor [_=0/3] +Heavy
[_=0/1] Burglary Gear
[_=0/2] Climbing Gear
[_=0/1] Arcane Implements
[_=0/1] Documents
[_=0/1] Subterfuge Supplies
[_=0/2] Demolition Tools
[_=0/1] Tinkering Tools
[_=0/1] Lantern
[/col]
[col]
[color="white;background-color:#000000;display: block;padding: 0.2rem;"][b]XP[/b][/color]
» Every time you roll a desperate action, mark xp in that action's attribute.
At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.
» You addressed a challenge with stealth or evasion.
» You expressed your beliefs, drives, heritage, or background.
» You struggled with issues from your vice or traumas during the session.
[color="white;background-color:#000000;display: block;padding: 0.2rem;"][b]DANGEROUS FRIENDS[/b][/color]
[_=0/1] Up - [_=0/1] Down: Telda, a beggar
[_=0/1] Up - [_=0/1] Down: Darmot, a bluecoat
[_=0/1] Up - [_=0/1] Down: Frake, a locksmith
[_=0/1] Up - [_=0/1] Down: Roslyn Kellis, a noble
[_=0/1] Up - [_=0/1] Down: Petra, a city clerk
[/col]
[/2column][/spoiler]
[spoiler="SLYDE"][size="120"][b]SLYDE[/b]
[color="grey"][i]a subtle manipulator and spy[/i][/color][/size]
[table="HT"][b]PLAYBOOK[/b] [_=0/8][/table]
[2column]
[col]
[table="rolls"][b]INSIGHT[/b]||[b]ROLL[/b]||(XP [_=0/6])
[_a=0/1]|[_a1=0/3] hunt|[_$=a+a1]d6||
[_b=0/1]|[_b1=0/3] study|[_$=b+b1]d6||
[_c=0/1]|[_c1=0/3] survey|[_$=c+c1]d6||
[_d=0/1]|[_d1=0/3] tinker|[_$=d+d1]d6||
|[b]INSIGHT ROLL[/b]|[_$=a+b+c+d]d6|||
[/table]
[table="rolls"][b]PROWESS[/b]||[b]ROLL[/b]||(XP [_=0/6])
[_e=0/1]|[_e1=0/3] finesse|[_$=e+e1]d6||
[_f=0/1]|[_f1=0/3] prowl|[_$=f+f1]d6||
[_g=0/1]|[_g1=0/3] skirmish|[_$=g+g1]d6||
[_h=0/1]|[_h1=0/3] wreck|[_$=h+h1]d6||
|[b]PROWESS ROLL[/b]|[_$=e+f+g+h]d6|||
[/table]
[/col]
[col]
[table="rolls"][b]RESOLVE[/b]||[b]ROLL[/b]||(XP [_=0/6])
[_i=0/1]|[_i1=0/3] attune|[_$=i+i1]d6||
[_l=0/1]|[_l1=0/3] command|[_$=l+l1]d6||
[_m=1/1]|[_m1=0/3] consort|[_$=m+m1]d6||
[_n=1/1]|[_n1=1/3] sway|[_$=n+n1]d6||
|[b]RESOLVE ROLL[/b]|[_$=i+l+m+n]d6|||
[/table]
[table]
Stash |[_=0/10]
|[_=0/10]
|[_=0/10]
|[_=0/10]
Coin [_=0/4]
[/table]
[/col]
[/2column]
[2column]
[col]
[color="white;background-color:#000000;display: block;padding: 0.2rem;"][b]SPECIAL ABILITIES[/b][/color]
[_=0/1] [b]Rook's Gambit[/b]: Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.
[_=0/1] [b]Cloak & Dagger[/b]: When you use a disguise or other form of covert misdirection, you get +1d to rolls to confuse or deflect suspicion. When you throw off your disguise, the resulting surprise gives you the initiative in the situation.
[_=0/1] [b]Ghost Voice[/b]: You know the secret method to interact with a ghost or demon as if it was a normal human, regardless of how wild or feral it appears. You gain potency when communicating with the supernatural.
[_=0/1] [b]Like Looking into a Mirror[/b]: You can always tell when someone is lying to you.
[_=0/1] [b]A Little Something on the Side[/b]: At the end of each downtime phase, you earn +2 stash.
[_=0/1] [b]Mesmerism[/b]: When you Sway someone, you may cause them to forget that it's happened until they next interact with you.
[_=0/1] [b]Subterfuge[/b]: You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself for subterfuge.
[_=0/1] [b]Trust in Me[/b]: You get +1d vs. a target with whom you have an intimate relationship.
[_=0/3] [b]Veteran[/b]: Choose a special ability from another source.
[color="black;background-color:#dadada;display: block;padding: 0.2rem;"][b]BONUS DIE[/b]
push yourself (take 2 stress) -or- accept a devil's bargain.[/color]
[/col]
[col]
[b]TEAMWORK[/b]
[color="black;background-color:#dadada;display: block;padding: 0.2rem;"]» Assist a teammate
» Lead a group action
» Protect a teammate
» Set up a teammate[/color]
[b]PLANNING & LOAD[/b]
Choose a plan, provide the detail. Choose your load limit for the operation.
[color="black;background-color:#dadada;display: block;padding: 0.2rem;"]» Assault: Point of attack
» Occult: Arcane power
» Deception: Method
» Social: Connection
» Stealth: Entry point
» Transport: Route[/color]
[b]GATHER INFORMATION[/b]
[color="black;background-color:#dadada;display: block;padding: 0.2rem;"]» What do they intend to do?
» How can I get them to [X]?
» Are they telling the truth?
» What are they really feeling?
» What do they really care about?
» How can I blend in here?
» What's really going on here?[/color]
[/col]
[/2column]
[2column]
[col]
[color="white;background-color:#000000;display: block;padding: 0.2rem;"][b]LOAD[/b][/color]
[_=0/1] 3 light – [_=0/1] 5 normal - [_=0/1] 6 heavy
[color="white;background-color:#000000;display: block;padding: 0.2rem;"][b]SPECIAL ITEM[/b][/color]
[_=0/1] Fine clothes & jewelry
[_=0/1] Fine disguise kit
[_=0/1] Fine loaded dice, trick cards
[_=0/1] Trance powder
[_=0/1] A cane-sword
[_=0/1] Spiritbane charm
[color="white;background-color:#000000;display: block;padding: 0.2rem;"][b]STANDARD ITEM[/b][/color]
[_=0/1] A Blade or Two
[_=0/1] Throwing Knives
[_=0/1] A Pistol [_=0/1] A 2nd Pistol
[_=0/2] A Large Weapon
[_=0/1] An Unusual Weapon
[_=0/2] Armor [_=0/3] +Heavy
[_=0/1] Burglary Gear
[_=0/2] Climbing Gear
[_=0/1] Arcane Implements
[_=0/1] Documents
[_=0/1] Subterfuge Supplies
[_=0/2] Demolition Tools
[_=0/1] Tinkering Tools
[_=0/1] Lantern
[/col]
[col]
[color="white;background-color:#000000;display: block;padding: 0.2rem;"][b]XP[/b][/color]
» Every time you roll a desperate action, mark xp in that action's attribute.
At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.
» You addressed a challenge with deception or influence.
» You expressed your beliefs, drives, heritage, or background.
» You struggled with issues from your vice or traumas during the session.
[color="white;background-color:#000000;display: block;padding: 0.2rem;"][b]DANGEROUS FRIENDS[/b][/color]
[_=0/1] Up - [_=0/1] Down: Bryl, a drug dealer
[_=0/1] Up - [_=0/1] Down: Bazso Baz, a gang leader
[_=0/1] Up - [_=0/1] Down: Klyra, a tavern owner
[_=0/1] Up - [_=0/1] Down: Nyryx, a prostitute
[_=0/1] Up - [_=0/1] Down: Harker, a jail-bird
[/col]
[/2column][/spoiler]
[spoiler="SPIDER"][size="120"][b]SPIDER[/b]
[color="grey"][i]a devious mastermind[/i][/color][/size]
[table="HT"][b]PLAYBOOK[/b] [_=0/8][/table]
[2column]
[col]
[table="rolls"][b]INSIGHT[/b]||[b]ROLL[/b]||(XP [_=0/6])
[_a=0/1]|[_a1=0/3] hunt|[_$=a+a1]d6||
[_b=1/1]|[_b1=0/3] study|[_$=b+b1]d6||
[_c=0/1]|[_c1=0/3] survey|[_$=c+c1]d6||
[_d=0/1]|[_d1=0/3] tinker|[_$=d+d1]d6||
|[b]INSIGHT ROLL[/b]|[_$=a+b+c+d]d6|||
[/table]
[table="rolls"][b]PROWESS[/b]||[b]ROLL[/b]||(XP [_=0/6])
[_e=0/1]|[_e1=0/3] finesse|[_$=e+e1]d6||
[_f=0/1]|[_f1=0/3] prowl|[_$=f+f1]d6||
[_g=0/1]|[_g1=0/3] skirmish|[_$=g+g1]d6||
[_h=0/1]|[_h1=0/3] wreck|[_$=h+h1]d6||
|[b]PROWESS ROLL[/b]|[_$=e+f+g+h]d6|||
[/table]
[/col]
[col]
[table="rolls"][b]RESOLVE[/b]||[b]ROLL[/b]||(XP [_=0/6])
[_i=0/1]|[_i1=0/3] attune|[_$=i+i1]d6||
[_l=0/1]|[_l1=0/3] command|[_$=l+l1]d6||
[_m=1/1]|[_m1=1/3] consort|[_$=m+m1]d6||
[_n=0/1]|[_n1=0/3] sway|[_$=n+n1]d6||
|[b]RESOLVE ROLL[/b]|[_$=i+l+m+n]d6|||
[/table]
[table]
Stash |[_=0/10]
|[_=0/10]
|[_=0/10]
|[_=0/10]
Coin [_=0/4]
[/table]
[/col]
[/2column]
[2column]
[col]
[color="white;background-color:#000000;display: block;padding: 0.2rem;"][b]SPECIAL ABILITIES[/b][/color]
[_=0/1] [b]Foresight[/b]: Two times per score you can assist a teammate without paying stress. Tell us how you prepared for this.
[_=0/1] [b]Calculating[/b]: Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime action.
[_=0/1] [b]Connected[/b]: During downtime, you get +1 result level when you acquire an asset or reduce heat.
[_=0/1] [b]Functioning Vice[/b]: When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins in your vice may do the same.
[_=0/1] [b]Ghost Contract[/b]: When you shake on a deal, you and your partner—human or otherwise—both bear a mark of your oath. If either breaks the contract, they take level 3 harm, "Cursed".
[_=0/1] [b]Jail Bird[/b]: When incarcerated, your wanted level counts as 1 less, your Tier as 1 more, and you gain +1 faction status with a faction you help on the inside (in addition to your incarceration roll).
[_=0/1] [b]Mastermind[/b]: You may expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.
[_=0/1] [b]Weaving the Web[/b]: You gain +1d to Consort when you gather information on a target for a score. You get +1d to the engagement roll for that operation.
[_=0/3] [b]Veteran[/b]: Choose a special ability from another source.
[color="black;background-color:#dadada;display: block;padding: 0.2rem;"][b]BONUS DIE[/b]
push yourself (take 2 stress) -or- accept a devil's bargain.[/color]
[/col]
[col]
[b]TEAMWORK[/b]
[color="black;background-color:#dadada;display: block;padding: 0.2rem;"]» Assist a teammate
» Lead a group action
» Protect a teammate
» Set up a teammate[/color]
[b]PLANNING & LOAD[/b]
Choose a plan, provide the detail. Choose your load limit for the operation.
[color="black;background-color:#dadada;display: block;padding: 0.2rem;"]» Assault: Point of attack
» Occult: Arcane power
» Deception: Method
» Social: Connection
» Stealth: Entry point
» Transport: Route[/color]
[b]GATHER INFORMATION[/b]
[color="black;background-color:#dadada;display: block;padding: 0.2rem;"]» What do they want most?
» What should I look out for?
» Where's the leverage here?
» How can I discover [X]?
» What do they intend to do?
» How can I get them to [X]?
» What's really going on here?[/color]
[/col]
[/2column]
[2column]
[col]
[color="white;background-color:#000000;display: block;padding: 0.2rem;"][b]LOAD[/b][/color]
[_=0/1] 3 light – [_=0/1] 5 normal - [_=0/1] 6 heavy
[color="white;background-color:#000000;display: block;padding: 0.2rem;"][b]SPECIAL ITEM[/b][/color]
[_=0/1] Fine cover identity
[_=0/1] Fine bottle of whiskey
[_=0/1] Blueprints
[_=0/1] Vial of slumber essence
[_=0/1] Concealed palm pistol
[_=0/1] Spiritbane charm
[color="white;background-color:#000000;display: block;padding: 0.2rem;"][b]STANDARD ITEM[/b][/color]
[_=0/1] A Blade or Two
[_=0/1] Throwing Knives
[_=0/1] A Pistol [_=0/1] A 2nd Pistol
[_=0/2] A Large Weapon
[_=0/1] An Unusual Weapon
[_=0/2] Armor [_=0/3] +Heavy
[_=0/1] Burglary Gear
[_=0/2] Climbing Gear
[_=0/1] Arcane Implements
[_=0/1] Documents
[_=0/1] Subterfuge Supplies
[_=0/2] Demolition Tools
[_=0/1] Tinkering Tools
[_=0/1] Lantern
[/col]
[col]
[color="white;background-color:#000000;display: block;padding: 0.2rem;"][b]XP[/b][/color]
» Every time you roll a desperate action, mark xp in that action's attribute.
At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.
» You addressed a challenge with calculation or conspiracy.
» You expressed your beliefs, drives, heritage, or background.
» You struggled with issues from your vice or traumas during the session.
[color="white;background-color:#000000;display: block;padding: 0.2rem;"][b]DANGEROUS FRIENDS[/b][/color]
[_=0/1] Up - [_=0/1] Down: Salia, an information broker
[_=0/1] Up - [_=0/1] Down: Augus, a master architect
[_=0/1] Up - [_=0/1] Down: Jennah, a servant
[_=0/1] Up - [_=0/1] Down: Riven, a chemist
[_=0/1] Up - [_=0/1] Down: Jeren, a bluecoat archivist
[/col]
[/2column][/spoiler]
[spoiler="WHISPER"][size="120"][b]WISPER[/b]
[color="grey"][i]an arcane adept and channeler[/i][/color][/size]
[table="HT"][b]PLAYBOOK[/b] [_=0/8][/table]
[2column]
[col]
[table="rolls"][b]INSIGHT[/b]||[b]ROLL[/b]||(XP [_=0/6])
[_a=0/1]|[_a1=0/3] hunt|[_$=a+a1]d6||
[_b=1/1]|[_b1=0/3] study|[_$=b+b1]d6||
[_c=0/1]|[_c1=0/3] survey|[_$=c+c1]d6||
[_d=0/1]|[_d1=0/3] tinker|[_$=d+d1]d6||
|[b]INSIGHT ROLL[/b]|[_$=a+b+c+d]d6|||
[/table]
[table="rolls"][b]PROWESS[/b]||[b]ROLL[/b]||(XP [_=0/6])
[_e=0/1]|[_e1=0/3] finesse|[_$=e+e1]d6||
[_f=0/1]|[_f1=0/3] prowl|[_$=f+f1]d6||
[_g=0/1]|[_g1=0/3] skirmish|[_$=g+g1]d6||
[_h=0/1]|[_h1=0/3] wreck|[_$=h+h1]d6||
|[b]PROWESS ROLL[/b]|[_$=e+f+g+h]d6|||
[/table]
[/col]
[col]
[table="rolls"][b]RESOLVE[/b]||[b]ROLL[/b]||(XP [_=0/6])
[_i=1/1]|[_i1=1/3] attune|[_$=i+i1]d6||
[_l=0/1]|[_l1=0/3] command|[_$=l+l1]d6||
[_m=0/1]|[_m1=0/3] consort|[_$=m+m1]d6||
[_n=0/1]|[_n1=0/3] sway|[_$=n+n1]d6||
|[b]RESOLVE ROLL[/b]|[_$=i+l+m+n]d6|||
[/table]
[table]
Stash |[_=0/10]
|[_=0/10]
|[_=0/10]
|[_=0/10]
Coin [_=0/4]
[/table]
[/col]
[/2column]
[2column]
[col]
[color="white;background-color:#000000;display: block;padding: 0.2rem;"][b]SPECIAL ABILITIES[/b][/color]
[_=0/1] [b]Compel[/b]: You can Attune to the ghost field to force a nearby ghost to appear and obey a command you give it. You are not supernaturally terrified by a ghost you summon or compel (though your allies may be).
[_=0/1] [b]Ghost Mind[/b]: You’re always aware of supernatural entities in your presence. Take +1d when you gather info about the supernatural.
[_=0/1] [b]Iron Will[/b]: You're immune to the terror that some supernatural entities inflict on sight. Take +1d to resistance rolls with Resolve.
[_=0/1] [b]Occultist[/b]: You know the secret ways to Consort with ancient powers, forgotten gods or demons. Once you've consorted with one, you get +1d to command cultists who worship it.
[_=0/1] [b]Ritual[/b]: You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned.
[_=0/1] [b]Strange Methods[/b]: When you invent or craft a creation with arcane features, take +1 result level to your roll. You begin with one arcane design already known.
[_=0/1] [b]Tempest[/b]: You can push yourself to do one of the following: unleash a stroke of lightning as a weapon—summon a storm in your immediate vicinity (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.).
[_=0/1] [b]Warded[/b]: You may expend your special armor to resist a supernatural consequence, or to push yourself when you deal with arcane forces.
[_=0/3] [b]Veteran[/b]: Choose a special ability from another source.
[color="black;background-color:#dadada;display: block;padding: 0.2rem;"][b]BONUS DIE[/b]
push yourself (take 2 stress) -or- accept a devil's bargain.[/color]
[/col]
[col]
[b]TEAMWORK[/b]
[color="black;background-color:#dadada;display: block;padding: 0.2rem;"]» Assist a teammate
» Lead a group action
» Protect a teammate
» Set up a teammate[/color]
[b]PLANNING & LOAD[/b]
Choose a plan, provide the detail. Choose your load limit for the operation.
[color="black;background-color:#dadada;display: block;padding: 0.2rem;"]» Assault: Point of attack
» Occult: Arcane power
» Deception: Method
» Social: Connection
» Stealth: Entry point
» Transport: Route[/color]
[b]GATHER INFORMATION[/b]
[color="black;background-color:#dadada;display: block;padding: 0.2rem;"]» What is arcane or weird here?
» What echoes in the ghost field?
» What is hidden or lost here?
» What do they intend to do?
» What drives them to do this?
» How can I reveal [X]?
» What's really going on here?[/color]
[/col]
[/2column]
[2column]
[col]
[color="white;background-color:#000000;display: block;padding: 0.2rem;"][b]LOAD[/b][/color]
[_=0/1] 3 light – [_=0/1] 5 normal - [_=0/1] 6 heavy
[color="white;background-color:#000000;display: block;padding: 0.2rem;"][b]SPECIAL ITEM[/b][/color]
[_=0/2] Fine lightning hook
[_=0/1] Fine spirit mask
[_=0/1] Electroplasm vials
[_=0/1] Spirit bottles (2)
[_=0/1] Ghost key
[_=0/1] Demonbane charm
[color="white;background-color:#000000;display: block;padding: 0.2rem;"][b]STANDARD ITEM[/b][/color]
[_=0/1] A Blade or Two
[_=0/1] Throwing Knives
[_=0/1] A Pistol [_=0/1] A 2nd Pistol
[_=0/2] A Large Weapon
[_=0/1] An Unusual Weapon
[_=0/2] Armor [_=0/3] +Heavy
[_=0/1] Burglary Gear
[_=0/2] Climbing Gear
[_=0/1] Arcane Implements
[_=0/1] Documents
[_=0/1] Subterfuge Supplies
[_=0/2] Demolition Tools
[_=0/1] Tinkering Tools
[_=0/1] Lantern
[/col]
[col]
[color="white;background-color:#000000;display: block;padding: 0.2rem;"][b]XP[/b][/color]
» Every time you roll a desperate action, mark xp in that action's attribute.
At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.
» You addressed a challenge with knowledge or arcane power.
» You expressed your beliefs, drives, heritage, or background.
» You struggled with issues from your vice or traumas during the session.
[color="white;background-color:#000000;display: block;padding: 0.2rem;"][b]DANGEROUS FRIENDS[/b][/color]
[_=0/1] Up - [_=0/1] Down: Nyryx, a possessor ghost
[_=0/1] Up - [_=0/1] Down: Scurlock, a vampire
[_=0/1] Up - [_=0/1] Down: Setarra, a demon
[_=0/1] Up - [_=0/1] Down: Quellyn, a witch
[_=0/1] Up - [_=0/1] Down: Flint, a spirit trafficker
[/col]
[/2column][/spoiler]