Jul 14, 2021 8:35 pm
Character and Crew Playbook Templates
Be sure to read and follow the guidelines for our forums.
Jul 14, 2021 8:35 pm
Cutter
A Dangerous and Intimidating Fighter In the underworld of the Dusk, there are scoundrels who take what they want at the bloody edge of a blade or with a threatening presence that can stop a man cold. They are the enforcers, the debt collectors, the killers, the leg-breakers, and the thugs, commonly known as Cutters.
Where subtlety fails, swift brutality ---and the threat of worse to come--- can solve the problem. Or at least turn it into a different kind of problem.
-> When you play a Cutter, you earn xp when you address a challenge with violence or coercion. Go ahead and get up in everyone's smug faces and tell them who's boss, then let your blades do the talking if they don't get the message.
Do you have a personal code or a line you won't cross? Do you want to be the boss or do you want to be the enforcer for the boss? How did you acquire your taste for violence and coercion?
Sheet
Name:
Alias:
Look:
Heritage: Akoros, The Dagger Isles, Iruvia, Severos, Skovlan, Tycheros
Background: academic, labor, law, trade, military, noble, underworld
Coin 0/4
Stash 0
⠀ Lifestyle: 0
Playbook xp 0/8
Action & Attribute Ratings
Insight (0/6xp)
○|○○○ Hunt
○|○○○ Study
○|○○○ Survey
○|○○○ Tinker
Prowess (0/6xp)
○|○○○ Finesse
○|○○○ Prowl
●|●○○ Skirmish
○|○○○ Wreck
Resolve (0/6xp)
○|○○○ Attune
●|○○○ Command
○|○○○ Consort
○|○○○ Sway
Harm & Stress
Level 1 (suffer reduced effect)
⠀ ☹ ...
⠀ ☹ ...
Level 2 (suffer -1d)
⠀ ⚀ ...
⠀ ⚀ ...
Level 3 (need help)
⠀ ⚕ ...
Healing Clock 0/4
Stress 0/9
Vice / Purveyor Faith, Gambling, Luxury, Obligation, Pleasure, Stupor, Weird
Trauma cold, haunted, obsessed, paranoid, reckless, soft, unstable, vicious
Dangerous Friends, Rivals ▲▼
△▽ Marlane, a pugilist. Perhaps a pit fighter down at the docks, or a boxing coach who trained you?
△▽ Chael, a vicious thug. Perhaps a member of a gang that you were in before the current crew, or an independent operator who's been in your way before?
△▽ Mercy, a cold killer. Perhaps an assassin for hire, or a particularly deadly underworld scoundrel?
△▽ Grace, an extortionist. Perhaps a former partner in thuggery, or a competitor on the scene?
△▽ Sawtooth, a physicker. Perhaps a buddy from the war, or perhaps a butcher who botched your treatment?
Cutter Special Abilities
[ ] Battleborn: You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.
[ ] Bodyguard: 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.
[ ] Ghost Fighter: 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.
[ ] Leader: 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.
[ ] Mule: Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.
[ ] Not To Be Trifled With: 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.
[ ] Savage: When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.
[ ] Vigorous: You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.
Veteran: Choose a special ability from another source.
⠀ [ ] ...
⠀ [ ] ...
⠀ [ ] ...
Cutter Items
[ ] Fine hand weapon: A finely crafted one-handed melee weapon of your choice. Is this a well-crafted standard weapon, like a perfectly-balanced dagger, or something exotic, like an Iruvian dueling saber or a metal-banded war-club? [1 load]
[ ] Fine heavy weapon: A finely crafted two-handed melee weapon of your choice. A warhammer, a greatsword, a military pike, a battleaxe, etc. A heavy weapon has more reach and hits harder than a standard weapon. This might give you potency when the power or reach of the weapon is a factor. [2 load]
[ ] Scary weapon or tool: A scary-looking hand weapon or tool. This item grants increased effect when you intimidate, not increased harm in combat. [1 load]
[ ] Manacles & chain: A set of heavy manacles and chain, suitable for restraining a prisoner. A souvenir from a stay with the Bluecoats, perhaps? [0 load]
[ ] Rage essence vial: A single dose, which greatly enhances the user's strength, resistance to pain, and irrational aggression for the span of several minutes. The GM will modify your position and effect accordingly when you fight on rage essence. Also, you suffer two consequences: "Can't Tell Friend From Foe" and "Can't Stop Until They're All Broken." You may resist these as usual. [0 load]
Load (3 light, 5 normal, 6 heavy)
[ ] A Blade or Two
[ ] Throwing Knives
[ ] A Pistol
[ ] A 2nd Pistol
[ ] A Large Weapon [2 Load]
[ ] An Unusual Weapon
[ ] Armor [2 Load]
[ ] Heavy [3 Load]
[ ] Burglary Gear
[ ] Climbing Gear [2 Load]
[ ] Arcane Implements
[ ] Documents
[ ] Subterfuge Supplies
[ ] Demolition Tools [2 Load]
[ ] Tinkering Tools
[ ] Lantern
A Dangerous and Intimidating Fighter In the underworld of the Dusk, there are scoundrels who take what they want at the bloody edge of a blade or with a threatening presence that can stop a man cold. They are the enforcers, the debt collectors, the killers, the leg-breakers, and the thugs, commonly known as Cutters.
Where subtlety fails, swift brutality ---and the threat of worse to come--- can solve the problem. Or at least turn it into a different kind of problem.
-> When you play a Cutter, you earn xp when you address a challenge with violence or coercion. Go ahead and get up in everyone's smug faces and tell them who's boss, then let your blades do the talking if they don't get the message.
Do you have a personal code or a line you won't cross? Do you want to be the boss or do you want to be the enforcer for the boss? How did you acquire your taste for violence and coercion?
Sheet
Name:
Alias:
Look:
Heritage: Akoros, The Dagger Isles, Iruvia, Severos, Skovlan, Tycheros
Background: academic, labor, law, trade, military, noble, underworld
Coin 0/4
Stash 0
⠀ Lifestyle: 0
Playbook xp 0/8
Action & Attribute Ratings
Insight (0/6xp)
○|○○○ Hunt
○|○○○ Study
○|○○○ Survey
○|○○○ Tinker
Prowess (0/6xp)
○|○○○ Finesse
○|○○○ Prowl
●|●○○ Skirmish
○|○○○ Wreck
Resolve (0/6xp)
○|○○○ Attune
●|○○○ Command
○|○○○ Consort
○|○○○ Sway
Harm & Stress
Level 1 (suffer reduced effect)
⠀ ☹ ...
⠀ ☹ ...
Level 2 (suffer -1d)
⠀ ⚀ ...
⠀ ⚀ ...
Level 3 (need help)
⠀ ⚕ ...
Healing Clock 0/4
Stress 0/9
Vice / Purveyor Faith, Gambling, Luxury, Obligation, Pleasure, Stupor, Weird
Trauma cold, haunted, obsessed, paranoid, reckless, soft, unstable, vicious
Dangerous Friends, Rivals ▲▼
△▽ Marlane, a pugilist. Perhaps a pit fighter down at the docks, or a boxing coach who trained you?
△▽ Chael, a vicious thug. Perhaps a member of a gang that you were in before the current crew, or an independent operator who's been in your way before?
△▽ Mercy, a cold killer. Perhaps an assassin for hire, or a particularly deadly underworld scoundrel?
△▽ Grace, an extortionist. Perhaps a former partner in thuggery, or a competitor on the scene?
△▽ Sawtooth, a physicker. Perhaps a buddy from the war, or perhaps a butcher who botched your treatment?
Cutter Special Abilities
[ ] Battleborn: You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.
[ ] Bodyguard: 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.
[ ] Ghost Fighter: 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.
[ ] Leader: 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.
[ ] Mule: Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.
[ ] Not To Be Trifled With: 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.
[ ] Savage: When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.
[ ] Vigorous: You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.
Veteran: Choose a special ability from another source.
⠀ [ ] ...
⠀ [ ] ...
⠀ [ ] ...
Cutter Items
[ ] Fine hand weapon: A finely crafted one-handed melee weapon of your choice. Is this a well-crafted standard weapon, like a perfectly-balanced dagger, or something exotic, like an Iruvian dueling saber or a metal-banded war-club? [1 load]
[ ] Fine heavy weapon: A finely crafted two-handed melee weapon of your choice. A warhammer, a greatsword, a military pike, a battleaxe, etc. A heavy weapon has more reach and hits harder than a standard weapon. This might give you potency when the power or reach of the weapon is a factor. [2 load]
[ ] Scary weapon or tool: A scary-looking hand weapon or tool. This item grants increased effect when you intimidate, not increased harm in combat. [1 load]
[ ] Manacles & chain: A set of heavy manacles and chain, suitable for restraining a prisoner. A souvenir from a stay with the Bluecoats, perhaps? [0 load]
[ ] Rage essence vial: A single dose, which greatly enhances the user's strength, resistance to pain, and irrational aggression for the span of several minutes. The GM will modify your position and effect accordingly when you fight on rage essence. Also, you suffer two consequences: "Can't Tell Friend From Foe" and "Can't Stop Until They're All Broken." You may resist these as usual. [0 load]
Load (3 light, 5 normal, 6 heavy)
[ ] A Blade or Two
[ ] Throwing Knives
[ ] A Pistol
[ ] A 2nd Pistol
[ ] A Large Weapon [2 Load]
[ ] An Unusual Weapon
[ ] Armor [2 Load]
[ ] Heavy [3 Load]
[ ] Burglary Gear
[ ] Climbing Gear [2 Load]
[ ] Arcane Implements
[ ] Documents
[ ] Subterfuge Supplies
[ ] Demolition Tools [2 Load]
[ ] Tinkering Tools
[ ] Lantern
Jul 14, 2021 8:36 pm
Hound
A Deadly Sharpshooter and Tracker There's always a need for scoundrels who can find what others want to keep hidden. Whether that's a deadbeat gambler trying to skip out on their debts, a treacherous informant or witness who's going to squeal to the Bluecoats, or the trail to a treasure squirreled away in a secret vault ---it's the Hounds that ferret them out.
Why have a fair fight, when you can stalk and ambush your prey on your terms? The underworld is your hunting ground.
-> When you play a Hound, you earn xp when you address a challenge with tracking or violence. Take the initiative to hunt down opportunities and targets for a score and be willing to hurt whoever stands in your way.
Do you see the whole world as potential prey, or do you still care about people? Which target in the past gave you the most trouble? Why?
Sheet
Name:
Alias:
Look:
Heritage: Akoros, The Dagger Isles, Iruvia, Severos, Skovlan, Tycheros
Background: academic, labor, law, trade, military, noble, underworld
Coin 0/4
Stash 0
⠀ Lifestyle: 0
Playbook xp 0/8
Action & Attribute Ratings
Insight (0/6xp)
●|●○○ Hunt
○|○○○ Study
●|○○○ Survey
○|○○○ Tinker
Prowess (0/6xp)
○|○○○ Finesse
○|○○○ Prowl
○|○○○ Skirmish
○|○○○ Wreck
Resolve (0/6xp)
○|○○○ Attune
○|○○○ Command
○|○○○ Consort
○|○○○ Sway
Harm & Stress
Level 1 (suffer reduced effect)
⠀ ☹ ...
⠀ ☹ ...
Level 2 (suffer -1d)
⠀ ⚀ ...
⠀ ⚀ ...
Level 3 (need help)
⠀ ⚕ ...
Healing Clock 0/4
Stress 0/9
Vice / Purveyor Faith, Gambling, Luxury, Obligation, Pleasure, Stupor, Weird
Trauma cold, haunted, obsessed, paranoid, reckless, soft, unstable, vicious
Dangerous Friends, Rivals ▲▼
△▽ Steiner, an assassin. Perhaps one of your competitors, or a former partner from before you joined the crew?
△▽ Celene, a sentinel. Celene is a guardian; a protector. Who does she watch over?
△▽ Melvir, a physicker. Perhaps an old friend who's patched you up many times, or someone to whom you've sent too many victims?
△▽ Veleris, a spy. Who does Veleris give their intelligence to?
△▽ Casta, a bounty hunter. Perhaps a mentor who trained you in the deadly arts, or vice versa?
Hound Special Abilities
[ ] Sharpshooter: 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.
[ ] Focused: 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.
[ ] Ghost Hunter: 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.
[ ] Scout: When you gather information to discover the location of a target, you get +1 effect. When you hide in a prepared position or use camouflage you get +1d to rolls to avoid detection.
[ ] Survivor: 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.
[ ] Tough as Nails: 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.
Veteran: Choose a special ability from another source.
⠀ [ ] ...
⠀ [ ] ...
⠀ [ ] ...
Hound Items
[ ] Fine pair of pistols: A matched pair of handguns, made for greater accuracy, with double barrels that allow for two shots before reloading. Were your pistols made by Kardera's Daughters, Templeton & Slane, the Imperial Forge, or some other gunsmith? How do they stand out from the average handgun? [1 load]
[ ] Fine long rifle: A finely crafted hunting rifle, deadly at long range, unwieldy in close quarters. Long rifles are usually illegal for private citizens in Doskvol, but you have (real or forged) military paperwork for this one. [2 load]
[ ] Electroplasmic ammunition: A bandolier of electroplasmic ammo, especially potent against spirits, but less effective against physical targets. The electrical charge is enough to stun a person, but does very little real harm. Several hits might incapacitate a human target. This ammunition is especially reactive in the ghost field ---make a 4-clock called "Attention from the Spirit Wardens" and tick it for every operation in which this ammo was used. [1 load]
[ ] A trained hunting pet: Your animal companion obeys your commands and anticipates your actions. Cohort (Expert: Hunter).
[ ] Spyglass: A brass tube with lenses that allow long-distance vision. Collapsible. May attach to a rifle. [1 load]
Load (3 light, 5 normal, 6 heavy)
[ ] A Blade or Two
[ ] Throwing Knives
[ ] A Pistol
[ ] A 2nd Pistol
[ ] A Large Weapon [2 Load]
[ ] An Unusual Weapon
[ ] Armor [2 Load]
[ ] Heavy [3 Load]
[ ] Burglary Gear
[ ] Climbing Gear [2 Load]
[ ] Arcane Implements
[ ] Documents
[ ] Subterfuge Supplies
[ ] Demolition Tools [2 Load]
[ ] Tinkering Tools
[ ] Lantern
A Deadly Sharpshooter and Tracker There's always a need for scoundrels who can find what others want to keep hidden. Whether that's a deadbeat gambler trying to skip out on their debts, a treacherous informant or witness who's going to squeal to the Bluecoats, or the trail to a treasure squirreled away in a secret vault ---it's the Hounds that ferret them out.
Why have a fair fight, when you can stalk and ambush your prey on your terms? The underworld is your hunting ground.
-> When you play a Hound, you earn xp when you address a challenge with tracking or violence. Take the initiative to hunt down opportunities and targets for a score and be willing to hurt whoever stands in your way.
Do you see the whole world as potential prey, or do you still care about people? Which target in the past gave you the most trouble? Why?
Sheet
Name:
Alias:
Look:
Heritage: Akoros, The Dagger Isles, Iruvia, Severos, Skovlan, Tycheros
Background: academic, labor, law, trade, military, noble, underworld
Coin 0/4
Stash 0
⠀ Lifestyle: 0
Playbook xp 0/8
Action & Attribute Ratings
Insight (0/6xp)
●|●○○ Hunt
○|○○○ Study
●|○○○ Survey
○|○○○ Tinker
Prowess (0/6xp)
○|○○○ Finesse
○|○○○ Prowl
○|○○○ Skirmish
○|○○○ Wreck
Resolve (0/6xp)
○|○○○ Attune
○|○○○ Command
○|○○○ Consort
○|○○○ Sway
Harm & Stress
Level 1 (suffer reduced effect)
⠀ ☹ ...
⠀ ☹ ...
Level 2 (suffer -1d)
⠀ ⚀ ...
⠀ ⚀ ...
Level 3 (need help)
⠀ ⚕ ...
Healing Clock 0/4
Stress 0/9
Vice / Purveyor Faith, Gambling, Luxury, Obligation, Pleasure, Stupor, Weird
Trauma cold, haunted, obsessed, paranoid, reckless, soft, unstable, vicious
Dangerous Friends, Rivals ▲▼
△▽ Steiner, an assassin. Perhaps one of your competitors, or a former partner from before you joined the crew?
△▽ Celene, a sentinel. Celene is a guardian; a protector. Who does she watch over?
△▽ Melvir, a physicker. Perhaps an old friend who's patched you up many times, or someone to whom you've sent too many victims?
△▽ Veleris, a spy. Who does Veleris give their intelligence to?
△▽ Casta, a bounty hunter. Perhaps a mentor who trained you in the deadly arts, or vice versa?
Hound Special Abilities
[ ] Sharpshooter: 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.
[ ] Focused: 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.
[ ] Ghost Hunter: 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.
[ ] Scout: When you gather information to discover the location of a target, you get +1 effect. When you hide in a prepared position or use camouflage you get +1d to rolls to avoid detection.
[ ] Survivor: 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.
[ ] Tough as Nails: 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.
Veteran: Choose a special ability from another source.
⠀ [ ] ...
⠀ [ ] ...
⠀ [ ] ...
Hound Items
[ ] Fine pair of pistols: A matched pair of handguns, made for greater accuracy, with double barrels that allow for two shots before reloading. Were your pistols made by Kardera's Daughters, Templeton & Slane, the Imperial Forge, or some other gunsmith? How do they stand out from the average handgun? [1 load]
[ ] Fine long rifle: A finely crafted hunting rifle, deadly at long range, unwieldy in close quarters. Long rifles are usually illegal for private citizens in Doskvol, but you have (real or forged) military paperwork for this one. [2 load]
[ ] Electroplasmic ammunition: A bandolier of electroplasmic ammo, especially potent against spirits, but less effective against physical targets. The electrical charge is enough to stun a person, but does very little real harm. Several hits might incapacitate a human target. This ammunition is especially reactive in the ghost field ---make a 4-clock called "Attention from the Spirit Wardens" and tick it for every operation in which this ammo was used. [1 load]
[ ] A trained hunting pet: Your animal companion obeys your commands and anticipates your actions. Cohort (Expert: Hunter).
[ ] Spyglass: A brass tube with lenses that allow long-distance vision. Collapsible. May attach to a rifle. [1 load]
Load (3 light, 5 normal, 6 heavy)
[ ] A Blade or Two
[ ] Throwing Knives
[ ] A Pistol
[ ] A 2nd Pistol
[ ] A Large Weapon [2 Load]
[ ] An Unusual Weapon
[ ] Armor [2 Load]
[ ] Heavy [3 Load]
[ ] Burglary Gear
[ ] Climbing Gear [2 Load]
[ ] Arcane Implements
[ ] Documents
[ ] Subterfuge Supplies
[ ] Demolition Tools [2 Load]
[ ] Tinkering Tools
[ ] Lantern
Jul 14, 2021 8:36 pm
Leech
A Saboteur and Technician The world is built on industry, and the underworld is no different. Leeches are the scoundrels who distill the drugs, refine the arcane essences, build the bombs, bandage the wounds, and forge the tools of the criminal trades ---and knowing how to make things also means knowing how to break them.
-> When you play a Leech, you earn xp when you address a challenge with technical skill or mayhem. Duskwall is a city full of industrial machinery, spark-crafts, plumbing, and electrical systems for you to bend to your purposes or sabotage. Get out your tools and get your hands dirty.
The extensive training that makes a Leech is rare and strange among the disenfranchised underworld class ---how did you learn your arts? Which side of the coin do you prefer, the side of creation and restoration, or the side of mayhem and destruction?
Sheet
Name:
Alias:
Look:
Heritage: Akoros, The Dagger Isles, Iruvia, Severos, Skovlan, Tycheros
Background: academic, labor, law, trade, military, noble, underworld
Coin 0/4
Stash 0
⠀ Lifestyle: 0
Playbook xp 0/8
Action & Attribute Ratings
Insight (0/6xp)
○|○○○ Hunt
○|○○○ Study
○|○○○ Survey
●|●○○ Tinker
Prowess (0/6xp)
○|○○○ Finesse
○|○○○ Prowl
○|○○○ Skirmish
●|○○○ Wreck
Resolve (0/6xp)
○|○○○ Attune
○|○○○ Command
○|○○○ Consort
○|○○○ Sway
Harm & Stress
Level 1 (suffer reduced effect)
⠀ ☹ ...
⠀ ☹ ...
Level 2 (suffer -1d)
⠀ ⚀ ...
⠀ ⚀ ...
Level 3 (need help)
⠀ ⚕ ...
Healing Clock 0/4
Stress 0/9
Vice / Purveyor Faith, Gambling, Luxury, Obligation, Pleasure, Stupor, Weird
Trauma cold, haunted, obsessed, paranoid, reckless, soft, unstable, vicious
Dangerous Friends, Rivals ▲▼
△▽ Stazia, an apothecary. Perhaps a former scoundrel turned to legitimate alchemical business, or perhaps the other way around?
△▽ Veldren, a psychonaut. Perhaps an addict too poisoned to ever return to lucid thought, or perhaps an explorer of psychedelic realms beyond mere mortal experience?
△▽ Eckerd, a corpse thief. Perhaps a good source of "raw materials"?
△▽ Jul, a blood dealer. What other strange clients do they have?
△▽ Malista, a priestess. To what forgotten god does Malista give her service?
Leech Special Abilities
[ ] Alchemist: When you invent or craft a creation with alchemical features, you get +1 result level to your roll (a 1-3 becomes a 4/5, etc.). You begin with one special formula already known.
[ ] Analyst: 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.
[ ] Artificer: When you invent or craft a creation with spark-craft features, you get +1 result level to your roll (a 1-3 becomes a 4/5, etc.). You begin with one special design already known.
[ ] Fortitude: 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.
[ ] Ghost Ward: When you Wreck an area with arcane substances, ruining it for any other use, it becomes anathema or enticing to spirits (your choice).
[ ] Physicker: 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 (including you) gets +1d to their healing treatment rolls.
[ ] Saboteur: When you Wreck, your work is much quieter than it should be and the damage is very well-hidden from casual inspection.
[ ] Venomous: 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.
Veteran: Choose a special ability from another source.
⠀ [ ] ...
⠀ [ ] ...
⠀ [ ] ...
Leech Items
[ ] Fine tinkering tools: A finely crafted set of tools for detailed mechanist work. A jeweler's loupe. Measuring devices. [1 load]
[ ] Fine wrecking tools: A specialized set of tools for sabotage and destruction. A small, powerful drill. A mallet and steel spikes. A prybar. An electroplasmic battery, clamps, wire. Vials of acid. A spark-torch cutter and fuel tank. [2 load]
[ ] Blowgun & darts, syringes: A small tube and darts that can be filled from alchemy flasks. Empty syringes. [0 load]
[ ] Bandolier: A strap worn across the body, fitted with specially-padded pouches to hold three alchemical agents or spark-craft bombs. When you employ an alchemical or bomb from a bandolier, choose one from the list at right (or one of your custom-made formulas). See page 226 for more on alchemicals and bombs. During downtime, you automatically refil your bandoliers, so long as you have reasonable access to a supplier or workshop. [1 load]
[ ] Gadgets: You may create gadgets during downtime by Tinkering with tools and materials. See Gadgets, page 227. Track the load for each gadget you deploy during an operation. [1+ load]
Load (3 light, 5 normal, 6 heavy)
[ ] A Blade or Two
[ ] Throwing Knives
[ ] A Pistol
[ ] A 2nd Pistol
[ ] A Large Weapon [2 Load]
[ ] An Unusual Weapon
[ ] Armor [2 Load]
[ ] Heavy [3 Load]
[ ] Burglary Gear
[ ] Climbing Gear [2 Load]
[ ] Arcane Implements
[ ] Documents
[ ] Subterfuge Supplies
[ ] Demolition Tools [2 Load]
[ ] Tinkering Tools
[ ] Lantern
Alchemicals
[ ][ ][ ][ ][ ][ ] Bandolier (When you use a bandolier slot, choose an alchemical:)
⠀ [ ] Alcahest
⠀ [ ] Binding Oil
⠀ [ ] Drift Oil
⠀ [ ] Drown Powder
⠀ [ ] Eyeblind Poison
⠀ [ ] Fire Oil
⠀ [ ] Grenade
⠀ [ ] Quicksilver
⠀ [ ] Skullfire Poison
⠀ [ ] Smoke Bomb
⠀ [ ] Spark (drug)
⠀ [ ] Standstill Poison
⠀ [ ] Trance Powder
A Saboteur and Technician The world is built on industry, and the underworld is no different. Leeches are the scoundrels who distill the drugs, refine the arcane essences, build the bombs, bandage the wounds, and forge the tools of the criminal trades ---and knowing how to make things also means knowing how to break them.
-> When you play a Leech, you earn xp when you address a challenge with technical skill or mayhem. Duskwall is a city full of industrial machinery, spark-crafts, plumbing, and electrical systems for you to bend to your purposes or sabotage. Get out your tools and get your hands dirty.
The extensive training that makes a Leech is rare and strange among the disenfranchised underworld class ---how did you learn your arts? Which side of the coin do you prefer, the side of creation and restoration, or the side of mayhem and destruction?
Sheet
Name:
Alias:
Look:
Heritage: Akoros, The Dagger Isles, Iruvia, Severos, Skovlan, Tycheros
Background: academic, labor, law, trade, military, noble, underworld
Coin 0/4
Stash 0
⠀ Lifestyle: 0
Playbook xp 0/8
Action & Attribute Ratings
Insight (0/6xp)
○|○○○ Hunt
○|○○○ Study
○|○○○ Survey
●|●○○ Tinker
Prowess (0/6xp)
○|○○○ Finesse
○|○○○ Prowl
○|○○○ Skirmish
●|○○○ Wreck
Resolve (0/6xp)
○|○○○ Attune
○|○○○ Command
○|○○○ Consort
○|○○○ Sway
Harm & Stress
Level 1 (suffer reduced effect)
⠀ ☹ ...
⠀ ☹ ...
Level 2 (suffer -1d)
⠀ ⚀ ...
⠀ ⚀ ...
Level 3 (need help)
⠀ ⚕ ...
Healing Clock 0/4
Stress 0/9
Vice / Purveyor Faith, Gambling, Luxury, Obligation, Pleasure, Stupor, Weird
Trauma cold, haunted, obsessed, paranoid, reckless, soft, unstable, vicious
Dangerous Friends, Rivals ▲▼
△▽ Stazia, an apothecary. Perhaps a former scoundrel turned to legitimate alchemical business, or perhaps the other way around?
△▽ Veldren, a psychonaut. Perhaps an addict too poisoned to ever return to lucid thought, or perhaps an explorer of psychedelic realms beyond mere mortal experience?
△▽ Eckerd, a corpse thief. Perhaps a good source of "raw materials"?
△▽ Jul, a blood dealer. What other strange clients do they have?
△▽ Malista, a priestess. To what forgotten god does Malista give her service?
Leech Special Abilities
[ ] Alchemist: When you invent or craft a creation with alchemical features, you get +1 result level to your roll (a 1-3 becomes a 4/5, etc.). You begin with one special formula already known.
[ ] Analyst: 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.
[ ] Artificer: When you invent or craft a creation with spark-craft features, you get +1 result level to your roll (a 1-3 becomes a 4/5, etc.). You begin with one special design already known.
[ ] Fortitude: 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.
[ ] Ghost Ward: When you Wreck an area with arcane substances, ruining it for any other use, it becomes anathema or enticing to spirits (your choice).
[ ] Physicker: 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 (including you) gets +1d to their healing treatment rolls.
[ ] Saboteur: When you Wreck, your work is much quieter than it should be and the damage is very well-hidden from casual inspection.
[ ] Venomous: 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.
Veteran: Choose a special ability from another source.
⠀ [ ] ...
⠀ [ ] ...
⠀ [ ] ...
Leech Items
[ ] Fine tinkering tools: A finely crafted set of tools for detailed mechanist work. A jeweler's loupe. Measuring devices. [1 load]
[ ] Fine wrecking tools: A specialized set of tools for sabotage and destruction. A small, powerful drill. A mallet and steel spikes. A prybar. An electroplasmic battery, clamps, wire. Vials of acid. A spark-torch cutter and fuel tank. [2 load]
[ ] Blowgun & darts, syringes: A small tube and darts that can be filled from alchemy flasks. Empty syringes. [0 load]
[ ] Bandolier: A strap worn across the body, fitted with specially-padded pouches to hold three alchemical agents or spark-craft bombs. When you employ an alchemical or bomb from a bandolier, choose one from the list at right (or one of your custom-made formulas). See page 226 for more on alchemicals and bombs. During downtime, you automatically refil your bandoliers, so long as you have reasonable access to a supplier or workshop. [1 load]
[ ] Gadgets: You may create gadgets during downtime by Tinkering with tools and materials. See Gadgets, page 227. Track the load for each gadget you deploy during an operation. [1+ load]
Load (3 light, 5 normal, 6 heavy)
[ ] A Blade or Two
[ ] Throwing Knives
[ ] A Pistol
[ ] A 2nd Pistol
[ ] A Large Weapon [2 Load]
[ ] An Unusual Weapon
[ ] Armor [2 Load]
[ ] Heavy [3 Load]
[ ] Burglary Gear
[ ] Climbing Gear [2 Load]
[ ] Arcane Implements
[ ] Documents
[ ] Subterfuge Supplies
[ ] Demolition Tools [2 Load]
[ ] Tinkering Tools
[ ] Lantern
Alchemicals
[ ][ ][ ][ ][ ][ ] Bandolier (When you use a bandolier slot, choose an alchemical:)
⠀ [ ] Alcahest
⠀ [ ] Binding Oil
⠀ [ ] Drift Oil
⠀ [ ] Drown Powder
⠀ [ ] Eyeblind Poison
⠀ [ ] Fire Oil
⠀ [ ] Grenade
⠀ [ ] Quicksilver
⠀ [ ] Skullfire Poison
⠀ [ ] Smoke Bomb
⠀ [ ] Spark (drug)
⠀ [ ] Standstill Poison
⠀ [ ] Trance Powder
Jul 14, 2021 8:36 pm
Lurk
A Stealthy Infiltrator and Burglar There is no longer any sunlight ---the world is plunged into eternal night. There are scoundrels who live in the darkness, who prowl the underworld unseen, trespassing where they will. They are the burglars, the spies, the infiltrators, the cut-throats ---commonly called Lurks.
-> When you play a Lurk, you earn xp when you address a challenge with stealth or evasion. Stay out of sight, sneak past your enemies, and strike from the shadows. If things go wrong, there's no shame in disappearing into the darkness... for now. Your greatest ally is the dark and twisting city, its ink-dark streets, its rooftop pathways.
How did you learn the stealthy arts of the Lurk? Which aspect are you drawn to most? The invisible watcher, spying on the unwary? The adroit acrobat, racing across rooftops? The deadly ambush predator, waiting for a victim in the darkness?
Sheet
Name:
Alias:
Look:
Heritage: Akoros, The Dagger Isles, Iruvia, Severos, Skovlan, Tycheros
Background: academic, labor, law, trade, military, noble, underworld
Coin 0/4
Stash 0
⠀ Lifestyle: 0
Playbook xp 0/8
Action & Attribute Ratings
Insight (0/6xp)
○|○○○ Hunt
○|○○○ Study
○|○○○ Survey
○|○○○ Tinker
Prowess (0/6xp)
●|○○○ Finesse
●|●○○ Prowl
○|○○○ Skirmish
○|○○○ Wreck
Resolve (0/6xp)
○|○○○ Attune
○|○○○ Command
○|○○○ Consort
○|○○○ Sway
Harm & Stress
Level 1 (suffer reduced effect)
⠀ ☹ ...
⠀ ☹ ...
Level 2 (suffer -1d)
⠀ ⚀ ...
⠀ ⚀ ...
Level 3 (need help)
⠀ ⚕ ...
Healing Clock 0/4
Stress 0/9
Vice / Purveyor Faith, Gambling, Luxury, Obligation, Pleasure, Stupor, Weird
Trauma cold, haunted, obsessed, paranoid, reckless, soft, unstable, vicious
Dangerous Friends, Rivals ▲▼
△▽ Telda, a beggar. Perhaps a mentor who taught you your skills, or perhaps a rival sneak-thief?
△▽ Darmot, a Bluecoat. Perhaps a savvy officer that's busted you many times, or perhaps an old friend who turned to the law instead of crime?
△▽ Frake, a locksmith. Perhaps an expert that you go to for consultations, or perhaps a master who creates locks to defeat you?
△▽ Roslyn Kellis, a noble. Perhaps an old friend and confidant, or perhaps one of the victims of your espionage, bent on revenge?
△▽ Petra, a city clerk. Perhaps a good source of information?
Lurk Special Abilities
[ ] Infiltrator: You are not affected by quality or Tier when you bypass security measures.
[ ] Ambush: When you attack from hiding or spring a trap, you get +1d to your roll.
[ ] Daredevil: 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.
[ ] The Devil's Footsteps: You can push yourself to do one of the following: perform a feat of athletics that verges on the superhuman ---maneuver to confuse your enemies so they mistakenly attack each other.
[ ] Expertise: 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.
[ ] Ghost Veil: 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.
[ ] Reflexes: When there's a question about who acts first, the answer is you.
[ ] Shadow: 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.
Veteran: Choose a special ability from another source.
⠀ [ ] ...
⠀ [ ] ...
⠀ [ ] ...
Lurk Items
[ ] Fine lockpicks: A finely crafted set of tools to disable and circumvent locks. [0 load]
[ ] Fine shadow cloak: A hooded cloak made of rare Iruvian shadow-silk that blends into the darkness around it. This item improves your effect level when you sneak around. [1 load]
[ ] Light climbing gear: A well-crafted set of climbing gear that is less bulky and heavy than a standard set. [1 load] Standard climbing gear is 2 load.
[ ] Silence potion vial: A vial of golden liquid that negates all sound within 10 paces of the drinker for a span of several moments. [0 load]
[ ] Dark-sight goggles: An arcane device that allows the wearer to see in pitch darkness as if it were well-lit. [1 load]
Load (3 light, 5 normal, 6 heavy)
[ ] A Blade or Two
[ ] Throwing Knives
[ ] A Pistol
[ ] A 2nd Pistol
[ ] A Large Weapon [2 Load]
[ ] An Unusual Weapon
[ ] Armor [2 Load]
[ ] Heavy [3 Load]
[ ] Burglary Gear
[ ] Climbing Gear [2 Load]
[ ] Arcane Implements
[ ] Documents
[ ] Subterfuge Supplies
[ ] Demolition Tools [2 Load]
[ ] Tinkering Tools
[ ] Lantern
A Stealthy Infiltrator and Burglar There is no longer any sunlight ---the world is plunged into eternal night. There are scoundrels who live in the darkness, who prowl the underworld unseen, trespassing where they will. They are the burglars, the spies, the infiltrators, the cut-throats ---commonly called Lurks.
-> When you play a Lurk, you earn xp when you address a challenge with stealth or evasion. Stay out of sight, sneak past your enemies, and strike from the shadows. If things go wrong, there's no shame in disappearing into the darkness... for now. Your greatest ally is the dark and twisting city, its ink-dark streets, its rooftop pathways.
How did you learn the stealthy arts of the Lurk? Which aspect are you drawn to most? The invisible watcher, spying on the unwary? The adroit acrobat, racing across rooftops? The deadly ambush predator, waiting for a victim in the darkness?
Sheet
Name:
Alias:
Look:
Heritage: Akoros, The Dagger Isles, Iruvia, Severos, Skovlan, Tycheros
Background: academic, labor, law, trade, military, noble, underworld
Coin 0/4
Stash 0
⠀ Lifestyle: 0
Playbook xp 0/8
Action & Attribute Ratings
Insight (0/6xp)
○|○○○ Hunt
○|○○○ Study
○|○○○ Survey
○|○○○ Tinker
Prowess (0/6xp)
●|○○○ Finesse
●|●○○ Prowl
○|○○○ Skirmish
○|○○○ Wreck
Resolve (0/6xp)
○|○○○ Attune
○|○○○ Command
○|○○○ Consort
○|○○○ Sway
Harm & Stress
Level 1 (suffer reduced effect)
⠀ ☹ ...
⠀ ☹ ...
Level 2 (suffer -1d)
⠀ ⚀ ...
⠀ ⚀ ...
Level 3 (need help)
⠀ ⚕ ...
Healing Clock 0/4
Stress 0/9
Vice / Purveyor Faith, Gambling, Luxury, Obligation, Pleasure, Stupor, Weird
Trauma cold, haunted, obsessed, paranoid, reckless, soft, unstable, vicious
Dangerous Friends, Rivals ▲▼
△▽ Telda, a beggar. Perhaps a mentor who taught you your skills, or perhaps a rival sneak-thief?
△▽ Darmot, a Bluecoat. Perhaps a savvy officer that's busted you many times, or perhaps an old friend who turned to the law instead of crime?
△▽ Frake, a locksmith. Perhaps an expert that you go to for consultations, or perhaps a master who creates locks to defeat you?
△▽ Roslyn Kellis, a noble. Perhaps an old friend and confidant, or perhaps one of the victims of your espionage, bent on revenge?
△▽ Petra, a city clerk. Perhaps a good source of information?
Lurk Special Abilities
[ ] Infiltrator: You are not affected by quality or Tier when you bypass security measures.
[ ] Ambush: When you attack from hiding or spring a trap, you get +1d to your roll.
[ ] Daredevil: 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.
[ ] The Devil's Footsteps: You can push yourself to do one of the following: perform a feat of athletics that verges on the superhuman ---maneuver to confuse your enemies so they mistakenly attack each other.
[ ] Expertise: 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.
[ ] Ghost Veil: 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.
[ ] Reflexes: When there's a question about who acts first, the answer is you.
[ ] Shadow: 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.
Veteran: Choose a special ability from another source.
⠀ [ ] ...
⠀ [ ] ...
⠀ [ ] ...
Lurk Items
[ ] Fine lockpicks: A finely crafted set of tools to disable and circumvent locks. [0 load]
[ ] Fine shadow cloak: A hooded cloak made of rare Iruvian shadow-silk that blends into the darkness around it. This item improves your effect level when you sneak around. [1 load]
[ ] Light climbing gear: A well-crafted set of climbing gear that is less bulky and heavy than a standard set. [1 load] Standard climbing gear is 2 load.
[ ] Silence potion vial: A vial of golden liquid that negates all sound within 10 paces of the drinker for a span of several moments. [0 load]
[ ] Dark-sight goggles: An arcane device that allows the wearer to see in pitch darkness as if it were well-lit. [1 load]
Load (3 light, 5 normal, 6 heavy)
[ ] A Blade or Two
[ ] Throwing Knives
[ ] A Pistol
[ ] A 2nd Pistol
[ ] A Large Weapon [2 Load]
[ ] An Unusual Weapon
[ ] Armor [2 Load]
[ ] Heavy [3 Load]
[ ] Burglary Gear
[ ] Climbing Gear [2 Load]
[ ] Arcane Implements
[ ] Documents
[ ] Subterfuge Supplies
[ ] Demolition Tools [2 Load]
[ ] Tinkering Tools
[ ] Lantern
Jul 14, 2021 8:36 pm
Slide
A Subtle Manipulator and Spy It's said that the primal substance of the world is not mere matter or strange plasms, it's lies. Everything we do, everything we care about, everything we value ---all lies we tell each other and ourselves. The world is a fabrication, a convenient fiction, a story ---and the storytellers are Slides.
-> When you play a Slide, you earn xp when you address a challenge with deception or influence. Talk your way into trouble, then talk your way out again. Pretend to be someone you're not. Bluff, lie, and manipulate to get your way. Every problem is ultimately a problem because of people ---and people are the instrument upon which you play your music.
Is there anything true about you, at your core? Or are you whatever you need to be, day to day? Are all of your relationships merely gambits that you play for your advantage?
Sheet
Name:
Alias:
Look:
Heritage: Akoros, The Dagger Isles, Iruvia, Severos, Skovlan, Tycheros
Background: academic, labor, law, trade, military, noble, underworld
Coin 0/4
Stash 0
⠀ Lifestyle: 0
Playbook xp 0/8
Action & Attribute Ratings
Insight (0/6xp)
○|○○○ Hunt
○|○○○ Study
○|○○○ Survey
○|○○○ Tinker
Prowess (0/6xp)
○|○○○ Finesse
○|○○○ Prowl
○|○○○ Skirmish
○|○○○ Wreck
Resolve (0/6xp)
○|○○○ Attune
○|○○○ Command
●|○○○ Consort
●|●○○ Sway
Harm & Stress
Level 1 (suffer reduced effect)
⠀ ☹ ...
⠀ ☹ ...
Level 2 (suffer -1d)
⠀ ⚀ ...
⠀ ⚀ ...
Level 3 (need help)
⠀ ⚕ ...
Healing Clock 0/4
Stress 0/9
Vice / Purveyor Faith, Gambling, Luxury, Obligation, Pleasure, Stupor, Weird
Trauma cold, haunted, obsessed, paranoid, reckless, soft, unstable, vicious
Dangerous Friends, Rivals ▲▼
△▽ Bryl, a drug dealer. Perhaps a reliable underworld contact, or perhaps an old partner with a grudge?
△▽ Bazso Baz, a gang leader. Perhaps a paramour pursuing your affections, or perhaps a former lover, now scorned?
△▽ Klyra, a tavern owner. Perhaps a good source for gossip?
△▽ Nyryx, a prostitute. Perhaps an informant to spark potential marks, or perhaps a rival manipulator?
△▽ Harker, a jail bird. Perhaps a friend who you helped when you were in prison, or perhaps an enemy who hurt you when you served your time?
Slide Special Abilities
[ ] Rook's Gambit: Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.
[ ] Cloak & Dagger: 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.
[ ] Ghost Voice: You know the secret method to interact with a ghost or demon as if it were a normal human, regardless of how wild or feral it appears. You gain potency when communicating with the supernatural.
[ ] Like Looking Into a Mirror: You can always tell when someone is lying to you.
[ ] A Little Something on the Side: At the end of each downtime phase, you earn +2 stash.
[ ] Mesmerism: When you Sway someone, you may cause them to forget that it's happened until they next interact with you.
[ ] Subterfuge: You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself for subterfuge.
[ ] Trust in me: You get +1d vs. a target with whom you have an intimate relationship.
Veteran: Choose a special ability from another source.
⠀ [ ] ...
⠀ [ ] ...
⠀ [ ] ...
Slide Items
[ ] Fine clothes & jewelry: An outfit that appears to be of such fine make as to pass you off as a wealthy noble. [0 load] If you're carrying this item as a second outfit to change into, it counts as 2 load.
[ ] Fine disguise kit: A theatrical make-up kit equipped with an impressive array of expert appliances to fool the eye. The fine quality of this kit may increase the effect of your deceptive actions when you use it. [1 load]
[ ] Fine loaded dice, trick cards: Gambling accouterments subtly altered to favor particular outcomes. The fine quality of this kit may increase the effect of your deceptive actions when you use it. [0 load]
[ ] Trance powder: A dose of the popular drug, which induces an altered mental state. The victim of this powder is not fully unconscious, but rather retreats into a calm, suggestible mental state, similar to hypnotism. [0 load]
[ ] A cane-sword: A slim sword and its sheath, disguised as a noble's cane. The disguise will fool a cursory inspection. [1 load]
Load (3 light, 5 normal, 6 heavy)
[ ] A Blade or Two
[ ] Throwing Knives
[ ] A Pistol
[ ] A 2nd Pistol
[ ] A Large Weapon [2 Load]
[ ] An Unusual Weapon
[ ] Armor [2 Load]
[ ] Heavy [3 Load]
[ ] Burglary Gear
[ ] Climbing Gear [2 Load]
[ ] Arcane Implements
[ ] Documents
[ ] Subterfuge Supplies
[ ] Demolition Tools [2 Load]
[ ] Tinkering Tools
[ ] Lantern
A Subtle Manipulator and Spy It's said that the primal substance of the world is not mere matter or strange plasms, it's lies. Everything we do, everything we care about, everything we value ---all lies we tell each other and ourselves. The world is a fabrication, a convenient fiction, a story ---and the storytellers are Slides.
-> When you play a Slide, you earn xp when you address a challenge with deception or influence. Talk your way into trouble, then talk your way out again. Pretend to be someone you're not. Bluff, lie, and manipulate to get your way. Every problem is ultimately a problem because of people ---and people are the instrument upon which you play your music.
Is there anything true about you, at your core? Or are you whatever you need to be, day to day? Are all of your relationships merely gambits that you play for your advantage?
Sheet
Name:
Alias:
Look:
Heritage: Akoros, The Dagger Isles, Iruvia, Severos, Skovlan, Tycheros
Background: academic, labor, law, trade, military, noble, underworld
Coin 0/4
Stash 0
⠀ Lifestyle: 0
Playbook xp 0/8
Action & Attribute Ratings
Insight (0/6xp)
○|○○○ Hunt
○|○○○ Study
○|○○○ Survey
○|○○○ Tinker
Prowess (0/6xp)
○|○○○ Finesse
○|○○○ Prowl
○|○○○ Skirmish
○|○○○ Wreck
Resolve (0/6xp)
○|○○○ Attune
○|○○○ Command
●|○○○ Consort
●|●○○ Sway
Harm & Stress
Level 1 (suffer reduced effect)
⠀ ☹ ...
⠀ ☹ ...
Level 2 (suffer -1d)
⠀ ⚀ ...
⠀ ⚀ ...
Level 3 (need help)
⠀ ⚕ ...
Healing Clock 0/4
Stress 0/9
Vice / Purveyor Faith, Gambling, Luxury, Obligation, Pleasure, Stupor, Weird
Trauma cold, haunted, obsessed, paranoid, reckless, soft, unstable, vicious
Dangerous Friends, Rivals ▲▼
△▽ Bryl, a drug dealer. Perhaps a reliable underworld contact, or perhaps an old partner with a grudge?
△▽ Bazso Baz, a gang leader. Perhaps a paramour pursuing your affections, or perhaps a former lover, now scorned?
△▽ Klyra, a tavern owner. Perhaps a good source for gossip?
△▽ Nyryx, a prostitute. Perhaps an informant to spark potential marks, or perhaps a rival manipulator?
△▽ Harker, a jail bird. Perhaps a friend who you helped when you were in prison, or perhaps an enemy who hurt you when you served your time?
Slide Special Abilities
[ ] Rook's Gambit: Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.
[ ] Cloak & Dagger: 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.
[ ] Ghost Voice: You know the secret method to interact with a ghost or demon as if it were a normal human, regardless of how wild or feral it appears. You gain potency when communicating with the supernatural.
[ ] Like Looking Into a Mirror: You can always tell when someone is lying to you.
[ ] A Little Something on the Side: At the end of each downtime phase, you earn +2 stash.
[ ] Mesmerism: When you Sway someone, you may cause them to forget that it's happened until they next interact with you.
[ ] Subterfuge: You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself for subterfuge.
[ ] Trust in me: You get +1d vs. a target with whom you have an intimate relationship.
Veteran: Choose a special ability from another source.
⠀ [ ] ...
⠀ [ ] ...
⠀ [ ] ...
Slide Items
[ ] Fine clothes & jewelry: An outfit that appears to be of such fine make as to pass you off as a wealthy noble. [0 load] If you're carrying this item as a second outfit to change into, it counts as 2 load.
[ ] Fine disguise kit: A theatrical make-up kit equipped with an impressive array of expert appliances to fool the eye. The fine quality of this kit may increase the effect of your deceptive actions when you use it. [1 load]
[ ] Fine loaded dice, trick cards: Gambling accouterments subtly altered to favor particular outcomes. The fine quality of this kit may increase the effect of your deceptive actions when you use it. [0 load]
[ ] Trance powder: A dose of the popular drug, which induces an altered mental state. The victim of this powder is not fully unconscious, but rather retreats into a calm, suggestible mental state, similar to hypnotism. [0 load]
[ ] A cane-sword: A slim sword and its sheath, disguised as a noble's cane. The disguise will fool a cursory inspection. [1 load]
Load (3 light, 5 normal, 6 heavy)
[ ] A Blade or Two
[ ] Throwing Knives
[ ] A Pistol
[ ] A 2nd Pistol
[ ] A Large Weapon [2 Load]
[ ] An Unusual Weapon
[ ] Armor [2 Load]
[ ] Heavy [3 Load]
[ ] Burglary Gear
[ ] Climbing Gear [2 Load]
[ ] Arcane Implements
[ ] Documents
[ ] Subterfuge Supplies
[ ] Demolition Tools [2 Load]
[ ] Tinkering Tools
[ ] Lantern
Jul 14, 2021 8:36 pm
Spider
A Devious Mastermind The underworld may appear on the surface to be a chaotic array of warring factions and bloody deeds, but it has a beautiful order to those who are able to see it. This pattern is the web of connections, favors, vendettas, and secrets that bind the criminal world together. The scoundrels who pluck the strands of this web are known as Spiders.
-> When you play a Spider, you earn xp when you address a challenge with calculation or conspiracy. Reach out to your contacts, friends, and associates to set your crew up for success. Use your downtime activities and flashbacks wisely to prepare for trouble and to calculate the angles of success. When things go wrong, don't panic, and remember: you planned for this.
Are you enmeshed in the network of favors and debts that you exploit as a Spider, or do you scrupulously hold yourself apart, as a cold predator upon the web?
Sheet
Name:
Alias:
Look:
Heritage: Akoros, The Dagger Isles, Iruvia, Severos, Skovlan, Tycheros
Background: academic, labor, law, trade, military, noble, underworld
Coin 0/4
Stash 0
⠀ Lifestyle: 0
Playbook xp 0/8
Action & Attribute Ratings
Insight (0/6xp)
○|○○○ Hunt
●|○○○ Study
○|○○○ Survey
○|○○○ Tinker
Prowess (0/6xp)
○|○○○ Finesse
○|○○○ Prowl
○|○○○ Skirmish
○|○○○ Wreck
Resolve (0/6xp)
○|○○○ Attune
○|○○○ Command
●|●○○ Consort
○|○○○ Sway
Harm & Stress
Level 1 (suffer reduced effect)
⠀ ☹ ...
⠀ ☹ ...
Level 2 (suffer -1d)
⠀ ⚀ ...
⠀ ⚀ ...
Level 3 (need help)
⠀ ⚕ ...
Healing Clock 0/4
Stress 0/9
Vice / Purveyor Faith, Gambling, Luxury, Obligation, Pleasure, Stupor, Weird
Trauma cold, haunted, obsessed, paranoid, reckless, soft, unstable, vicious
Dangerous Friends, Rivals ▲▼
△▽ Salia, an information broker. Perhaps a reliable contact for underworld jobs, or perhaps a former partner who sold you out?
△▽ Augus, a master architect. Perhaps a good source for building schematics and historical details, or perhaps a rival who designs security measures?
△▽ Jennah, a servant. Perhaps a good source for gossip among the upper class?
△▽ Riven, a chemist. Perhaps a good source of medicines for recovery?
△▽ Jeren, a Bluecoat archivist. Perhaps a double-agent within the City Watch, or perhaps an overly curious officer, interested in your crimes?
Spider Special Abilities
[ ] Foresight: Two times per score you can assist a teammate without paying stress. Describe how you prepared for this.
[ ] Calculating: Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime activity.
[ ] Connected: During downtime, you get +1 result level when you acquire an asset or reduce heat.
[ ] Functioning Vice: When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins you may do the same.
[ ] Ghost Contract: When you shake on a deal or draft one in writing, 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."
[ ] Jail Bird: When incarcerated, your wanted level counts as 1 less, your Tier as 1 more, and you gain +1 faction status with a faction that you help while you're inside, in addition to whatever you get from the incarceration roll.
[ ] Mastermind: 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.
[ ] Weaving the Web: 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.
Veteran: Choose a special ability from another source.
⠀ [ ] ...
⠀ [ ] ...
⠀ [ ] ...
Spider Items
[ ] Fine cover identity: Paperwork, planted stories and rumors, and false relationships sufficient to pass as a different person. [0 load]
[ ] Fine bottle of whiskey: A rare distillation from your personal collection, potent both in its alcohol and its ability to impress. [1 load]
[ ] Blueprints: A folio of useful architectural drawings and city plans. Feel free to specify which plans you're carrying when you choose this item. [1 load]
[ ] Vial of slumber essence: A dose of slumber essence sufficient to put someone to sleep for an hour. The victim's sleep isn't supernatural, but it is deep ---they can be roused with some effort. [0 load]
[ ] Concealed palm pistol: A small firearm with a weak charge, easily concealed in a sleeve or waistcoat. This pistol has extremely limited range; only a few feet. It's very difficult to detect on your person, even if you're searched. [0 load]
Load (3 light, 5 normal, 6 heavy)
[ ] A Blade or Two
[ ] Throwing Knives
[ ] A Pistol
[ ] A 2nd Pistol
[ ] A Large Weapon [2 Load]
[ ] An Unusual Weapon
[ ] Armor [2 Load]
[ ] Heavy [3 Load]
[ ] Burglary Gear
[ ] Climbing Gear [2 Load]
[ ] Arcane Implements
[ ] Documents
[ ] Subterfuge Supplies
[ ] Demolition Tools [2 Load]
[ ] Tinkering Tools
[ ] Lantern
A Devious Mastermind The underworld may appear on the surface to be a chaotic array of warring factions and bloody deeds, but it has a beautiful order to those who are able to see it. This pattern is the web of connections, favors, vendettas, and secrets that bind the criminal world together. The scoundrels who pluck the strands of this web are known as Spiders.
-> When you play a Spider, you earn xp when you address a challenge with calculation or conspiracy. Reach out to your contacts, friends, and associates to set your crew up for success. Use your downtime activities and flashbacks wisely to prepare for trouble and to calculate the angles of success. When things go wrong, don't panic, and remember: you planned for this.
Are you enmeshed in the network of favors and debts that you exploit as a Spider, or do you scrupulously hold yourself apart, as a cold predator upon the web?
Sheet
Name:
Alias:
Look:
Heritage: Akoros, The Dagger Isles, Iruvia, Severos, Skovlan, Tycheros
Background: academic, labor, law, trade, military, noble, underworld
Coin 0/4
Stash 0
⠀ Lifestyle: 0
Playbook xp 0/8
Action & Attribute Ratings
Insight (0/6xp)
○|○○○ Hunt
●|○○○ Study
○|○○○ Survey
○|○○○ Tinker
Prowess (0/6xp)
○|○○○ Finesse
○|○○○ Prowl
○|○○○ Skirmish
○|○○○ Wreck
Resolve (0/6xp)
○|○○○ Attune
○|○○○ Command
●|●○○ Consort
○|○○○ Sway
Harm & Stress
Level 1 (suffer reduced effect)
⠀ ☹ ...
⠀ ☹ ...
Level 2 (suffer -1d)
⠀ ⚀ ...
⠀ ⚀ ...
Level 3 (need help)
⠀ ⚕ ...
Healing Clock 0/4
Stress 0/9
Vice / Purveyor Faith, Gambling, Luxury, Obligation, Pleasure, Stupor, Weird
Trauma cold, haunted, obsessed, paranoid, reckless, soft, unstable, vicious
Dangerous Friends, Rivals ▲▼
△▽ Salia, an information broker. Perhaps a reliable contact for underworld jobs, or perhaps a former partner who sold you out?
△▽ Augus, a master architect. Perhaps a good source for building schematics and historical details, or perhaps a rival who designs security measures?
△▽ Jennah, a servant. Perhaps a good source for gossip among the upper class?
△▽ Riven, a chemist. Perhaps a good source of medicines for recovery?
△▽ Jeren, a Bluecoat archivist. Perhaps a double-agent within the City Watch, or perhaps an overly curious officer, interested in your crimes?
Spider Special Abilities
[ ] Foresight: Two times per score you can assist a teammate without paying stress. Describe how you prepared for this.
[ ] Calculating: Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime activity.
[ ] Connected: During downtime, you get +1 result level when you acquire an asset or reduce heat.
[ ] Functioning Vice: When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins you may do the same.
[ ] Ghost Contract: When you shake on a deal or draft one in writing, 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."
[ ] Jail Bird: When incarcerated, your wanted level counts as 1 less, your Tier as 1 more, and you gain +1 faction status with a faction that you help while you're inside, in addition to whatever you get from the incarceration roll.
[ ] Mastermind: 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.
[ ] Weaving the Web: 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.
Veteran: Choose a special ability from another source.
⠀ [ ] ...
⠀ [ ] ...
⠀ [ ] ...
Spider Items
[ ] Fine cover identity: Paperwork, planted stories and rumors, and false relationships sufficient to pass as a different person. [0 load]
[ ] Fine bottle of whiskey: A rare distillation from your personal collection, potent both in its alcohol and its ability to impress. [1 load]
[ ] Blueprints: A folio of useful architectural drawings and city plans. Feel free to specify which plans you're carrying when you choose this item. [1 load]
[ ] Vial of slumber essence: A dose of slumber essence sufficient to put someone to sleep for an hour. The victim's sleep isn't supernatural, but it is deep ---they can be roused with some effort. [0 load]
[ ] Concealed palm pistol: A small firearm with a weak charge, easily concealed in a sleeve or waistcoat. This pistol has extremely limited range; only a few feet. It's very difficult to detect on your person, even if you're searched. [0 load]
Load (3 light, 5 normal, 6 heavy)
[ ] A Blade or Two
[ ] Throwing Knives
[ ] A Pistol
[ ] A 2nd Pistol
[ ] A Large Weapon [2 Load]
[ ] An Unusual Weapon
[ ] Armor [2 Load]
[ ] Heavy [3 Load]
[ ] Burglary Gear
[ ] Climbing Gear [2 Load]
[ ] Arcane Implements
[ ] Documents
[ ] Subterfuge Supplies
[ ] Demolition Tools [2 Load]
[ ] Tinkering Tools
[ ] Lantern
Jul 14, 2021 8:36 pm
Whisper
An Arcane Adept and Channeler Duskwall is a haunted place ---plagued by rogue spirits consumed by vengeance, by cunning demons manipulating humans for their own inscrutable purposes, and by even stranger horrors lurking in the space just beyond sight and reason. To go into this shadowy world without knowledge of the arcane and the occult is to walk unarmed into the lair of the enemy. The Whispers are the sentinels who watch the greater darkness ---staring into the void so others don't have to.
-> When you play a Whisper, you earn xp when you address a challenge with knowledge or arcane power. Seek out the strange and dark forces and bend them to your will. By being willing to face the trauma from the stress-intensive abilities of the arcane, you'l slowly remove parts of yourself, and replace them with power.
Why did you pursue the path of the Whisper? How did you develop your abilities? Are you a natural, did you study and practice on your own, or did you have a mentor?
Sheet
Name:
Alias:
Look:
Heritage: Akoros, The Dagger Isles, Iruvia, Severos, Skovlan, Tycheros
Background: academic, labor, law, trade, military, noble, underworld
Coin 0/4
Stash 0
⠀ Lifestyle: 0
Playbook xp 0/8
Action & Attribute Ratings
Insight (0/6xp)
○|○○○ Hunt
●|○○○ Study
○|○○○ Survey
○|○○○ Tinker
Prowess (0/6xp)
○|○○○ Finesse
○|○○○ Prowl
○|○○○ Skirmish
○|○○○ Wreck
Resolve (0/6xp)
●|●○○ Attune
○|○○○ Command
○|○○○ Consort
○|○○○ Sway
Harm & Stress
Level 1 (suffer reduced effect)
⠀ ☹ ...
⠀ ☹ ...
Level 2 (suffer -1d)
⠀ ⚀ ...
⠀ ⚀ ...
Level 3 (need help)
⠀ ⚕ ...
Healing Clock 0/4
Stress 0/9
Vice / Purveyor Faith, Gambling, Luxury, Obligation, Pleasure, Stupor, Weird
Trauma cold, haunted, obsessed, paranoid, reckless, soft, unstable, vicious
Dangerous Friends, Rivals ▲▼
△▽ Nyryx, a possessor ghost. Perhaps a good source for targets, or perhaps a spirit that escaped from your service?
△▽ Scurlock, a vampire. Perhaps a mentor, or perhaps a deadly rival?
△▽ Setarra, a demon. Perhaps your partner in a dark endeavor, or perhaps an entity you once controlled, seeking vengeance?
△▽ Quellyn, a witch. Perhaps a knowledgeable healer and seer, or perhaps a student of yours who left over bad blood?
△▽ Flint, a spirit trafficker. Perhaps a good source for unusual arcane supplies, or perhaps a rival in the occult world of Duskwall?
Whisper Special Abilities
[ ] Compel: You can Attune to the ghost field to force a nearby ghost to appear before you and obey an order you give it. You are not supernaturally terrified by a ghost you summon or attempt to compel (though your allies may be).
[ ] Ghost Mind: You're always aware of supernatural entities in your presence. Take +1d whenever you gather information about the supernatural by any means.
[ ] Iron Will: You are immune to the terror that some supernatural entities inflict on sight. When you make a resistance roll with Resolve, take +1d.
[ ] Occultist: 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.
[ ] Ritual: You know the arcane methods to perform ritual sorcery. You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You begin with one ritual already learned.
[ ] Strange Methods: When you invent or craft a creation with arcane features, get +1 result level to your roll (a 1-3 becomes a 4/5, etc.). You begin with one arcane design already known.
[ ] Tempest: 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 and snow, etc.).
[ ] Warded: You may expend your special armor to resist a supernatural consequence, or to push yourself when you contend with or employ arcane forces.
Veteran: Choose a special ability from another source.
⠀ [ ] ...
⠀ [ ] ...
⠀ [ ] ...
Whisper Items
[ ] Fine lightning hook: A long, two-handed pole with a loop of heavy wire at the end, connected to an electroplasmic capacitor. Suitable for grappling a spirit and dragging it into a spirit bottle. This custom-made hook collapses into a compact form, thus reducing its load to 1, even though it's two-handed. [1 load]
[ ] Fine spirit mask: An arcane item that allows the trained user to see supernatural energies in great detail. Also affords some measure of protection against ghostly possession. Each spirit mask is unique. What does yours look like? What makes it strange and disturbing to see? [1 load]
[ ] Spirit bottles (2): An arcane device used to trap a spirit. A metal and crystalline cylinder, the size of a loaf of bread. [1 load]
[ ] Ghost key: An arcane device that can open ghost doors. There's an echo of the entire city, across the ages, trapped in the ghost field. Sometimes a door to that place can be found. [0 load]
[ ] Demonbane charm: An arcane trinket that demons prefer to avoid. [0 load]
Load (3 light, 5 normal, 6 heavy)
[ ] A Blade or Two
[ ] Throwing Knives
[ ] A Pistol
[ ] A 2nd Pistol
[ ] A Large Weapon [2 Load]
[ ] An Unusual Weapon
[ ] Armor [2 Load]
[ ] Heavy [3 Load]
[ ] Burglary Gear
[ ] Climbing Gear [2 Load]
[ ] Arcane Implements
[ ] Documents
[ ] Subterfuge Supplies
[ ] Demolition Tools [2 Load]
[ ] Tinkering Tools
[ ] Lantern
An Arcane Adept and Channeler Duskwall is a haunted place ---plagued by rogue spirits consumed by vengeance, by cunning demons manipulating humans for their own inscrutable purposes, and by even stranger horrors lurking in the space just beyond sight and reason. To go into this shadowy world without knowledge of the arcane and the occult is to walk unarmed into the lair of the enemy. The Whispers are the sentinels who watch the greater darkness ---staring into the void so others don't have to.
-> When you play a Whisper, you earn xp when you address a challenge with knowledge or arcane power. Seek out the strange and dark forces and bend them to your will. By being willing to face the trauma from the stress-intensive abilities of the arcane, you'l slowly remove parts of yourself, and replace them with power.
Why did you pursue the path of the Whisper? How did you develop your abilities? Are you a natural, did you study and practice on your own, or did you have a mentor?
Sheet
Name:
Alias:
Look:
Heritage: Akoros, The Dagger Isles, Iruvia, Severos, Skovlan, Tycheros
Background: academic, labor, law, trade, military, noble, underworld
Coin 0/4
Stash 0
⠀ Lifestyle: 0
Playbook xp 0/8
Action & Attribute Ratings
Insight (0/6xp)
○|○○○ Hunt
●|○○○ Study
○|○○○ Survey
○|○○○ Tinker
Prowess (0/6xp)
○|○○○ Finesse
○|○○○ Prowl
○|○○○ Skirmish
○|○○○ Wreck
Resolve (0/6xp)
●|●○○ Attune
○|○○○ Command
○|○○○ Consort
○|○○○ Sway
Harm & Stress
Level 1 (suffer reduced effect)
⠀ ☹ ...
⠀ ☹ ...
Level 2 (suffer -1d)
⠀ ⚀ ...
⠀ ⚀ ...
Level 3 (need help)
⠀ ⚕ ...
Healing Clock 0/4
Stress 0/9
Vice / Purveyor Faith, Gambling, Luxury, Obligation, Pleasure, Stupor, Weird
Trauma cold, haunted, obsessed, paranoid, reckless, soft, unstable, vicious
Dangerous Friends, Rivals ▲▼
△▽ Nyryx, a possessor ghost. Perhaps a good source for targets, or perhaps a spirit that escaped from your service?
△▽ Scurlock, a vampire. Perhaps a mentor, or perhaps a deadly rival?
△▽ Setarra, a demon. Perhaps your partner in a dark endeavor, or perhaps an entity you once controlled, seeking vengeance?
△▽ Quellyn, a witch. Perhaps a knowledgeable healer and seer, or perhaps a student of yours who left over bad blood?
△▽ Flint, a spirit trafficker. Perhaps a good source for unusual arcane supplies, or perhaps a rival in the occult world of Duskwall?
Whisper Special Abilities
[ ] Compel: You can Attune to the ghost field to force a nearby ghost to appear before you and obey an order you give it. You are not supernaturally terrified by a ghost you summon or attempt to compel (though your allies may be).
[ ] Ghost Mind: You're always aware of supernatural entities in your presence. Take +1d whenever you gather information about the supernatural by any means.
[ ] Iron Will: You are immune to the terror that some supernatural entities inflict on sight. When you make a resistance roll with Resolve, take +1d.
[ ] Occultist: 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.
[ ] Ritual: You know the arcane methods to perform ritual sorcery. You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You begin with one ritual already learned.
[ ] Strange Methods: When you invent or craft a creation with arcane features, get +1 result level to your roll (a 1-3 becomes a 4/5, etc.). You begin with one arcane design already known.
[ ] Tempest: 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 and snow, etc.).
[ ] Warded: You may expend your special armor to resist a supernatural consequence, or to push yourself when you contend with or employ arcane forces.
Veteran: Choose a special ability from another source.
⠀ [ ] ...
⠀ [ ] ...
⠀ [ ] ...
Whisper Items
[ ] Fine lightning hook: A long, two-handed pole with a loop of heavy wire at the end, connected to an electroplasmic capacitor. Suitable for grappling a spirit and dragging it into a spirit bottle. This custom-made hook collapses into a compact form, thus reducing its load to 1, even though it's two-handed. [1 load]
[ ] Fine spirit mask: An arcane item that allows the trained user to see supernatural energies in great detail. Also affords some measure of protection against ghostly possession. Each spirit mask is unique. What does yours look like? What makes it strange and disturbing to see? [1 load]
[ ] Spirit bottles (2): An arcane device used to trap a spirit. A metal and crystalline cylinder, the size of a loaf of bread. [1 load]
[ ] Ghost key: An arcane device that can open ghost doors. There's an echo of the entire city, across the ages, trapped in the ghost field. Sometimes a door to that place can be found. [0 load]
[ ] Demonbane charm: An arcane trinket that demons prefer to avoid. [0 load]
Load (3 light, 5 normal, 6 heavy)
[ ] A Blade or Two
[ ] Throwing Knives
[ ] A Pistol
[ ] A 2nd Pistol
[ ] A Large Weapon [2 Load]
[ ] An Unusual Weapon
[ ] Armor [2 Load]
[ ] Heavy [3 Load]
[ ] Burglary Gear
[ ] Climbing Gear [2 Load]
[ ] Arcane Implements
[ ] Documents
[ ] Subterfuge Supplies
[ ] Demolition Tools [2 Load]
[ ] Tinkering Tools
[ ] Lantern
Jul 14, 2021 8:37 pm
Assassins
Killers for hire You're professional murderers ---death is your business. In Duskwall, this means extra trouble from the spirit bells and vengeful ghosts. Be prepared!
-> When you play Assassins, you earn xp when you execute a successful accident, disappearance, murder, or ransom operation.
Do you have any scruples when it comes to who you kill? Is everyone fair game?
Dossier
Name:
Lair:
Reputation:
Tier: 0 s
Rep: 0/12
Turf: 0/6
Heat: 0/9
Wanted Level: 0/4
Coin: 2/4
Crew xp: 0/10
Hunting Grounds Choose a favored operation type:
[ ] Accident: A killing with no telltale signs of murder.
[ ] Disappearance: The victim vanishes without a trace.
[ ] Murder: An obvious killing that sends a message.
[ ] Ransom: A kidnapping and demand for payment for their return.
Contacts
[ ] Trev, a gang boss. Perhaps a gang that helped your crew get started?
[ ] Lydra, a deal broker. Perhaps she acts as a liaison with your clients?
[ ] Irimina, a vicious noble. Perhaps a potential patron for your crew?
[ ] Karlos, a bounty hunter. Perhaps a source for off-book government "wet work?"
[ ] Exeter, a Spirit Warden. Perhaps a double-agent informant for you?
[ ] Sevoy, a merchant lord. Perhaps a connection to clients with deep pockets?
Assassins Upgrades
[ ] Assassin Rigging: You get 2 free load worth of weapon or gear items. For example, you could carry a pistol (a weapon) and burglary tools (gear) for zero load.
[ ] Ironhook Contacts: Your Tier is effectively +1 higher in prison. This counts for any Tier-related element in prison, including the incarceration roll (see page 148).
[ ] Elite Skulks: All of your cohorts with the Skulks type get +1d to quality rolls for Skulk-related actions.
[ ] Elite Thugs: All of your cohorts with the Thugs type get +1d to quality rolls for Thug-related actions.
[ ] Hardened: Each PC gets +1 trauma box. This costs three upgrades to unlock, not just one. This may bring a PC with 4 trauma back into play if you wish.
General Upgrades
Lair
⠀ [ ] Carriage
⠀ [ ] Carriage
⠀ [ ] Boat
⠀ [ ] Boat
⠀ [ ] Hidden
⠀ [ ] Quarters
⠀ [ ] Secure
⠀ [ ] Secure
⠀ [ ] Vault
⠀ [ ] Vault
⠀ [ ] Workshop
Training
⠀ [X] Insight
⠀ [X] Prowess
⠀ [ ] Resolve
⠀ [ ] Personal
Quality
⠀ [ ] Documents
⠀ [ ] Gear
⠀ [ ] Implements
⠀ [ ] Supplies
⠀ [ ] Tools
⠀ [ ] Weapons
[ ] Mastery (costs 4 Advances)
Cohorts: upgrade costs
⠀ New Cohort: 2
⠀ Add Type: 2
Assassins Claims
[ ] City Records: You get +1d to the engagement roll for stealth plans. You can use blueprints and other documents to determine a good approach for infiltrations.
[ ] Cover Identities: You get +1d to the engagement roll for deception and social plans. False identities help confuse the opposition.
[ ] Cover Operation: You get -2 heat per score. The cover of a legitimate operation helps deflect some of the heat from law enforcement.
[ ] Envoy: You get +2 coin in payoff for scores that involve high-class clients. This well-connected liaison will help arrange for a better payoff from rich clients.
[ ] Fixer: You get +2 coin in payoff for scores that involve lower-class clients. This well-respected agent will help arrange for a better payoff from poorer clients.
[ ] Hagfish Farm: When you use the reduce heat downtime activity after a score that involves killing, you get +1d to the roll and quiet, convenient disposal of any corpses you left on the job.
[ ] Infirmary: You get +1d to healing treatment rolls. The infirmary also has beds for long-term convalescence.
[ ] Informants: You get +1d to gather information for a score. Your eyes and ears on the streets are always on the lookout for new targets.
[ ] Protection Racket: Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat. Some of the locals are terrified of you and will gladly pay for "protection."
[ ] Training Rooms: Your Skulks cohorts get +1 scale. Extra training enables them to fight like a larger gang.
[ ] Vice Den: Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat.
[ ] Victim Trophies: You get +1 rep per score. Word of your grisly "collection" gets around, and your boldness boosts your rep in the underworld.
Assassins Special Abilities
[ ] Deadly: Each PC may add +1 action rating to Hunt, Prowl, or Skirmish (up to a max rating of 3).
[ ] Crow's Veil: Due to hard-won experience or occult ritual, your activities are hidden from the notice of the deathseeker crows. You don't take extra heat when killing is involved on a score.
[ ] Emberdeath: Due to hard-won experience or occult ritual, you know the arcane method to destroy a living victim's spirit at the moment you kill them. Take 3 stress to channel electroplasmic energy from the ghost field to disintegrate the spirit and body in a shower of sparking embers.
[ ] No Traces: When you keep an operation quiet or make it look like an accident, you get half the rep value of the target (round up) instead of zero. When you end downtime with zero heat, take +1 rep.
[ ] Patron: When you advance your Tier, it costs half the coin it normally would.
[ ] Predators: When you use a stealth or deception plan to commit murder, take +1d to the engagement roll.
[ ] Vipers: When you acquire or craft poisons, you get +1 result level to your roll. When you employ a poison, you are specially prepared to be immune to its effects.
Veteran: Choose a special ability from another source.
⠀ [ ] ...
⠀ [ ] ...
⠀ [ ] ...
Cohorts
Name:
Quality:
[ ] Weak
[ ] Impaired
[ ] Broken
Type:
⠀ [ ] Gang
⠀ [ ] Expert
[ ] Armor
Assassins Opportunities
1 Two feuding noble houses put out the call for hired killlers.
2 A fading noble house wants to exact revenge on their enemies list.
3 A grieving noble lord or lady wants revenge for a child killed in a legal duel.
4 A noble wants to eliminate their rival leviathan hunter captain before the next hunt.
5 A noble wants to clear the way for a lucrative marriage ---kill the rival suitor.
6 A noble has been targeted by an underworld faction and will pay a hefty price to eliminate the gang leader ---with little understanding of the consequences.
1 A crime boss is facing serious charges and the inspector can't be bought ---kill the witnesses.
2 The new city official is extorting extreme bribes for looking the other way. It's just cheaper to kill them. You get several offers from different gangs.
3 Three warring street gangs put out the call for hired killers.
4 A powerful crime boss is enjoying safety in the prison ward they control. Their rival wants you to get in there and take them out.
5 The last survivor of a destroyed underworld faction wants revenge.
6 An underworld faction member has vanished with the treasury. Find them and kill them ---and make it a good example for others.
1 Two competing merchant houses put out a call for the assassination of their rival.
2 An intelligence agent has identified a key Doskvol official whose death will serve a particular foreign interest.
3 A cult requires a series of specific and bizarre killings to serve their dark rituals.
4 A scorned lover wants their former partner (and their new paramour) dead.
5 Several poor families offer you their combined savings to kill a cruel workhouse boss.
6 A strangely lucid ghost will lead you to their killer for revenge ---and then to a hidden treasure for your payment.
For any opportunity above, consider an Accident, Disappearance, Murder, or Ransom operation. To twist an opportunity or add additional elements, roll on the score generator tables on page 306-309.
Killers for hire You're professional murderers ---death is your business. In Duskwall, this means extra trouble from the spirit bells and vengeful ghosts. Be prepared!
-> When you play Assassins, you earn xp when you execute a successful accident, disappearance, murder, or ransom operation.
Do you have any scruples when it comes to who you kill? Is everyone fair game?
Dossier
Name:
Lair:
Reputation:
Tier: 0 s
Rep: 0/12
Turf: 0/6
Heat: 0/9
Wanted Level: 0/4
Coin: 2/4
Crew xp: 0/10
Hunting Grounds Choose a favored operation type:
[ ] Accident: A killing with no telltale signs of murder.
[ ] Disappearance: The victim vanishes without a trace.
[ ] Murder: An obvious killing that sends a message.
[ ] Ransom: A kidnapping and demand for payment for their return.
Contacts
[ ] Trev, a gang boss. Perhaps a gang that helped your crew get started?
[ ] Lydra, a deal broker. Perhaps she acts as a liaison with your clients?
[ ] Irimina, a vicious noble. Perhaps a potential patron for your crew?
[ ] Karlos, a bounty hunter. Perhaps a source for off-book government "wet work?"
[ ] Exeter, a Spirit Warden. Perhaps a double-agent informant for you?
[ ] Sevoy, a merchant lord. Perhaps a connection to clients with deep pockets?
Assassins Upgrades
[ ] Assassin Rigging: You get 2 free load worth of weapon or gear items. For example, you could carry a pistol (a weapon) and burglary tools (gear) for zero load.
[ ] Ironhook Contacts: Your Tier is effectively +1 higher in prison. This counts for any Tier-related element in prison, including the incarceration roll (see page 148).
[ ] Elite Skulks: All of your cohorts with the Skulks type get +1d to quality rolls for Skulk-related actions.
[ ] Elite Thugs: All of your cohorts with the Thugs type get +1d to quality rolls for Thug-related actions.
[ ] Hardened: Each PC gets +1 trauma box. This costs three upgrades to unlock, not just one. This may bring a PC with 4 trauma back into play if you wish.
General Upgrades
Lair
⠀ [ ] Carriage
⠀ [ ] Carriage
⠀ [ ] Boat
⠀ [ ] Boat
⠀ [ ] Hidden
⠀ [ ] Quarters
⠀ [ ] Secure
⠀ [ ] Secure
⠀ [ ] Vault
⠀ [ ] Vault
⠀ [ ] Workshop
Training
⠀ [X] Insight
⠀ [X] Prowess
⠀ [ ] Resolve
⠀ [ ] Personal
Quality
⠀ [ ] Documents
⠀ [ ] Gear
⠀ [ ] Implements
⠀ [ ] Supplies
⠀ [ ] Tools
⠀ [ ] Weapons
[ ] Mastery (costs 4 Advances)
Cohorts: upgrade costs
⠀ New Cohort: 2
⠀ Add Type: 2
Assassins Claims
[ ] City Records: You get +1d to the engagement roll for stealth plans. You can use blueprints and other documents to determine a good approach for infiltrations.
[ ] Cover Identities: You get +1d to the engagement roll for deception and social plans. False identities help confuse the opposition.
[ ] Cover Operation: You get -2 heat per score. The cover of a legitimate operation helps deflect some of the heat from law enforcement.
[ ] Envoy: You get +2 coin in payoff for scores that involve high-class clients. This well-connected liaison will help arrange for a better payoff from rich clients.
[ ] Fixer: You get +2 coin in payoff for scores that involve lower-class clients. This well-respected agent will help arrange for a better payoff from poorer clients.
[ ] Hagfish Farm: When you use the reduce heat downtime activity after a score that involves killing, you get +1d to the roll and quiet, convenient disposal of any corpses you left on the job.
[ ] Infirmary: You get +1d to healing treatment rolls. The infirmary also has beds for long-term convalescence.
[ ] Informants: You get +1d to gather information for a score. Your eyes and ears on the streets are always on the lookout for new targets.
[ ] Protection Racket: Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat. Some of the locals are terrified of you and will gladly pay for "protection."
[ ] Training Rooms: Your Skulks cohorts get +1 scale. Extra training enables them to fight like a larger gang.
[ ] Vice Den: Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat.
[ ] Victim Trophies: You get +1 rep per score. Word of your grisly "collection" gets around, and your boldness boosts your rep in the underworld.
Assassins Special Abilities
[ ] Deadly: Each PC may add +1 action rating to Hunt, Prowl, or Skirmish (up to a max rating of 3).
[ ] Crow's Veil: Due to hard-won experience or occult ritual, your activities are hidden from the notice of the deathseeker crows. You don't take extra heat when killing is involved on a score.
[ ] Emberdeath: Due to hard-won experience or occult ritual, you know the arcane method to destroy a living victim's spirit at the moment you kill them. Take 3 stress to channel electroplasmic energy from the ghost field to disintegrate the spirit and body in a shower of sparking embers.
[ ] No Traces: When you keep an operation quiet or make it look like an accident, you get half the rep value of the target (round up) instead of zero. When you end downtime with zero heat, take +1 rep.
[ ] Patron: When you advance your Tier, it costs half the coin it normally would.
[ ] Predators: When you use a stealth or deception plan to commit murder, take +1d to the engagement roll.
[ ] Vipers: When you acquire or craft poisons, you get +1 result level to your roll. When you employ a poison, you are specially prepared to be immune to its effects.
Veteran: Choose a special ability from another source.
⠀ [ ] ...
⠀ [ ] ...
⠀ [ ] ...
Cohorts
Name:
Quality:
[ ] Weak
[ ] Impaired
[ ] Broken
Type:
⠀ [ ] Gang
⠀ [ ] Expert
[ ] Armor
Assassins Opportunities
1 Two feuding noble houses put out the call for hired killlers.
2 A fading noble house wants to exact revenge on their enemies list.
3 A grieving noble lord or lady wants revenge for a child killed in a legal duel.
4 A noble wants to eliminate their rival leviathan hunter captain before the next hunt.
5 A noble wants to clear the way for a lucrative marriage ---kill the rival suitor.
6 A noble has been targeted by an underworld faction and will pay a hefty price to eliminate the gang leader ---with little understanding of the consequences.
1 A crime boss is facing serious charges and the inspector can't be bought ---kill the witnesses.
2 The new city official is extorting extreme bribes for looking the other way. It's just cheaper to kill them. You get several offers from different gangs.
3 Three warring street gangs put out the call for hired killers.
4 A powerful crime boss is enjoying safety in the prison ward they control. Their rival wants you to get in there and take them out.
5 The last survivor of a destroyed underworld faction wants revenge.
6 An underworld faction member has vanished with the treasury. Find them and kill them ---and make it a good example for others.
1 Two competing merchant houses put out a call for the assassination of their rival.
2 An intelligence agent has identified a key Doskvol official whose death will serve a particular foreign interest.
3 A cult requires a series of specific and bizarre killings to serve their dark rituals.
4 A scorned lover wants their former partner (and their new paramour) dead.
5 Several poor families offer you their combined savings to kill a cruel workhouse boss.
6 A strangely lucid ghost will lead you to their killer for revenge ---and then to a hidden treasure for your payment.
For any opportunity above, consider an Accident, Disappearance, Murder, or Ransom operation. To twist an opportunity or add additional elements, roll on the score generator tables on page 306-309.
Jul 14, 2021 8:37 pm
Bravos
Mercenaries and thugs Some crews plot and scheme, some crews sneak around, some crews get entangled with the occult ---you fight. The fist and the blade are all you need.
-> When you play Bravos, you earn xp when you execute a successful battle, extortion, sabotage, or smash & grab operation.
Are you brutal thugs, savvy sell-swords, or ruthless gangsters?
Dossier
Name:
Lair:
Reputation:
Tier: 0 s
Rep: 0/12
Turf: 0/6
Heat: 0/9
Wanted Level: 0/4
Coin: 2/4
Crew xp: 0/10
Hunting Grounds Choose a favored operation type:
[ ] Battle: Defeat an enemy with overwhelming force.
[ ] Extortion: Threaten violence unless you're paid off.
[ ] Sabotage: Hurt an opponent by destroying something.
[ ] Smash & Grab: A fast and violent armed robbery.
Contacts
[ ] Meg, a pit-fighter. Perhaps a trainer, or perhaps a fellow extortion artist?
[ ] Conway, a Bluecoat. Perhaps an informant within the City Watch?
[ ] Keller, a blacksmith. Perhaps a source for armaments?
[ ] Tomas, a physicker. Perhaps a former thug turned doctor?
[ ] Walker, a ward boss. Perhaps an employer who often needs violent work?
[ ] Lutes, a tavern owner. Perhaps a good source of news and gossip?
Bravos Upgrades
[ ] Bravos Rigging: You get 2 free load worth of weapon or armor items. For example, you could carry a sword & pistol or wear normal armor for zero load.
[ ] Ironhook Contacts: Your Tier is effectively +1 higher in prison. This counts for any Tier-related element in prison, including the incarceration roll (see page 148).
[ ] Elite Rovers: All of your cohorts with the Rovers type get +1d to quality rolls for Rover-related actions.
[ ] Elite Thugs: All of your cohorts with the Thugs type get +1d to quality rolls for Thug-related actions.
[ ] Hardened: Each PC gets +1 trauma box. This costs three upgrades to unlock, not just one. This may bring a PC with 4 trauma back into play if you wish.
General Upgrades
Lair
⠀ [ ] Carriage
⠀ [ ] Carriage
⠀ [ ] Boat
⠀ [ ] Boat
⠀ [ ] Hidden
⠀ [ ] Quarters
⠀ [ ] Secure
⠀ [ ] Secure
⠀ [ ] Vault
⠀ [ ] Vault
⠀ [ ] Workshop
Training
⠀ [ ] Insight
⠀ [X] Prowess
⠀ [ ] Resolve
⠀ [ ] Personal
Quality
⠀ [ ] Documents
⠀ [ ] Gear
⠀ [ ] Implements
⠀ [ ] Supplies
⠀ [ ] Tools
⠀ [ ] Weapons
[ ] Mastery (costs 4 Advances)
Cohorts: upgrade costs
⠀ New Cohort: 2
⠀ Add Type: 2
>> Cohort: Thugs
Bravos Claims
[ ] Barracks: Your Thug cohorts get +1 scale. Extra room means more gang members.
[ ] Bluecoat Confederates: You get +1d to the engagement roll for assault plans. The street patrol around here helps you out now.
[ ] Bluecoat Intimidation: You get -2 heat per score. The law doesn't want any trouble from you; they look the other way.
[ ] Fighting Pits During downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat. The locals love to gamble away their hard-won coin on the blood-sports you host.
[ ] Infirmary: You get +1d to healing treatment rolls. The infirmary also has beds for long-term convalescence.
[ ] Informants: You get +1d to gather information for a score. Your eyes and ears on the streets are always on the lookout for new targets.
[ ] Protection Racket: Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat. Some of the locals are terrified of you and will gladly pay for "protection."
[ ] Street Fence: You get +2 coin in your payoff for scores that involve lower-class targets. An expert can find the treasure amid the trash you loot from your poorer victims.
[ ] Terrorized Citizens: You get +2 coin in your payoff for scores that involve battle or extortion. The frightened locals offer you tribute whenever you lash out. They don't want to be next.
[ ] Warehouses: You get +1d to acquire asset rolls. You have space to hold all the various spoils you end up with after your battles. It can be useful on its own or for barter when you need it.
Bravos Special Abilities
[ ] Dangerous: Each PC may add +1 action rating to Hunt, Skirmish, or Wreck (up to a max rating of 3).
[ ] Blood Brothers: When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the Thugs type for free (if they're already Thugs, add another type).
[ ] Door Kickers: When you execute an assault plan, take +1d to the engagement roll.
[ ] Fiends: Fear is as good as respect. You may count each wanted level as if it were turf.
[ ] Forged in the Fire: Each PC has been toughened by cruel experience. You get +1d to resistance rolls.
[ ] Patron: When you advance your Tier, it costs half the coin it normally would.
[ ] War Dogs: When you're at war (-3 faction status), your crew does not suffer -1 hold and PCs still get two downtime activities, instead of just one.
Veteran: Choose a special ability from another source.
⠀ [ ] ...
⠀ [ ] ...
Cohorts
Name: Thugs
Quality: 0
[ ] Weak
[ ] Impaired
[ ] Broken
Type:
⠀ [X] Gang
⠀ [ ] Expert
[ ] Armor
Bravos Opportunities
1 A jeweler has set up shop nearby. Lots of tempting pieces for the grabbing.
2 A local merchant is telling everyone that they "never capitulate to brutes" and urges others to follow suit. People are listening.
3 A channel fisherman wants his competitor's boats destroyed.
4 A tavern owner is plagued by rowdy brawls every night. They want an end to it.
5 A distillery fires all their Skovlander workers and refuses to pay their wages for time already worked. The Skovs are camped outside, demanding justice.
6 A group of merchants are seeking mercenary muscle to defy the local gang payoffs.
1 The Bluecoats have set up watchtowers and checkpoints to search people for weapons and pad their arrest quotas.
2 The city council wants leg-breakers to put an end to unionizing among the dockers.
3 A noble has hired a small private army to guard their estate for some reason. Must be something worth defending in there...
4 The sparkwrights are building a loud, clanking machine in a tower across from an apartment building. The tenants are outraged by the noise and smoke.
5 Ironhook is hiring toughs to provide security for a special expedition into the deathlands. The scavengers are all death-row convicts.
6 Skovlander soldiers have stolen an armed naval ship, and are assaulting craft in the channel.
1 A rival gang keeps treasures from their crimes out in the open in their lair, expecting their fearsome reputation to dissuade any potential robbery.
2 A group of vigilantes has appeared, crippling anyone they deem to be "criminal scum."
3 A vicious gang stalks the district, robbing with impunity and daring anyone to challenge them.
4 A horde of hollows is loose in the underground canals, dragging people to watery deaths and terrorizing the area, shutting down commerce and vice.
5 A gambling den operator needs a crew to make an example of a high-roller who skipped out on a huge debt.
6 A vampire-hunter has come to Doskvol and needs assistance.
For any opportunity above, consider a Battle, Extortion, Sabotage, or Smash & Grab operation. To twist an opportunity or add additional elements, roll on the score generator tables on pages 306-309.
Mercenaries and thugs Some crews plot and scheme, some crews sneak around, some crews get entangled with the occult ---you fight. The fist and the blade are all you need.
-> When you play Bravos, you earn xp when you execute a successful battle, extortion, sabotage, or smash & grab operation.
Are you brutal thugs, savvy sell-swords, or ruthless gangsters?
Dossier
Name:
Lair:
Reputation:
Tier: 0 s
Rep: 0/12
Turf: 0/6
Heat: 0/9
Wanted Level: 0/4
Coin: 2/4
Crew xp: 0/10
Hunting Grounds Choose a favored operation type:
[ ] Battle: Defeat an enemy with overwhelming force.
[ ] Extortion: Threaten violence unless you're paid off.
[ ] Sabotage: Hurt an opponent by destroying something.
[ ] Smash & Grab: A fast and violent armed robbery.
Contacts
[ ] Meg, a pit-fighter. Perhaps a trainer, or perhaps a fellow extortion artist?
[ ] Conway, a Bluecoat. Perhaps an informant within the City Watch?
[ ] Keller, a blacksmith. Perhaps a source for armaments?
[ ] Tomas, a physicker. Perhaps a former thug turned doctor?
[ ] Walker, a ward boss. Perhaps an employer who often needs violent work?
[ ] Lutes, a tavern owner. Perhaps a good source of news and gossip?
Bravos Upgrades
[ ] Bravos Rigging: You get 2 free load worth of weapon or armor items. For example, you could carry a sword & pistol or wear normal armor for zero load.
[ ] Ironhook Contacts: Your Tier is effectively +1 higher in prison. This counts for any Tier-related element in prison, including the incarceration roll (see page 148).
[ ] Elite Rovers: All of your cohorts with the Rovers type get +1d to quality rolls for Rover-related actions.
[ ] Elite Thugs: All of your cohorts with the Thugs type get +1d to quality rolls for Thug-related actions.
[ ] Hardened: Each PC gets +1 trauma box. This costs three upgrades to unlock, not just one. This may bring a PC with 4 trauma back into play if you wish.
General Upgrades
Lair
⠀ [ ] Carriage
⠀ [ ] Carriage
⠀ [ ] Boat
⠀ [ ] Boat
⠀ [ ] Hidden
⠀ [ ] Quarters
⠀ [ ] Secure
⠀ [ ] Secure
⠀ [ ] Vault
⠀ [ ] Vault
⠀ [ ] Workshop
Training
⠀ [ ] Insight
⠀ [X] Prowess
⠀ [ ] Resolve
⠀ [ ] Personal
Quality
⠀ [ ] Documents
⠀ [ ] Gear
⠀ [ ] Implements
⠀ [ ] Supplies
⠀ [ ] Tools
⠀ [ ] Weapons
[ ] Mastery (costs 4 Advances)
Cohorts: upgrade costs
⠀ New Cohort: 2
⠀ Add Type: 2
>> Cohort: Thugs
Bravos Claims
[ ] Barracks: Your Thug cohorts get +1 scale. Extra room means more gang members.
[ ] Bluecoat Confederates: You get +1d to the engagement roll for assault plans. The street patrol around here helps you out now.
[ ] Bluecoat Intimidation: You get -2 heat per score. The law doesn't want any trouble from you; they look the other way.
[ ] Fighting Pits During downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat. The locals love to gamble away their hard-won coin on the blood-sports you host.
[ ] Infirmary: You get +1d to healing treatment rolls. The infirmary also has beds for long-term convalescence.
[ ] Informants: You get +1d to gather information for a score. Your eyes and ears on the streets are always on the lookout for new targets.
[ ] Protection Racket: Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat. Some of the locals are terrified of you and will gladly pay for "protection."
[ ] Street Fence: You get +2 coin in your payoff for scores that involve lower-class targets. An expert can find the treasure amid the trash you loot from your poorer victims.
[ ] Terrorized Citizens: You get +2 coin in your payoff for scores that involve battle or extortion. The frightened locals offer you tribute whenever you lash out. They don't want to be next.
[ ] Warehouses: You get +1d to acquire asset rolls. You have space to hold all the various spoils you end up with after your battles. It can be useful on its own or for barter when you need it.
Bravos Special Abilities
[ ] Dangerous: Each PC may add +1 action rating to Hunt, Skirmish, or Wreck (up to a max rating of 3).
[ ] Blood Brothers: When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the Thugs type for free (if they're already Thugs, add another type).
[ ] Door Kickers: When you execute an assault plan, take +1d to the engagement roll.
[ ] Fiends: Fear is as good as respect. You may count each wanted level as if it were turf.
[ ] Forged in the Fire: Each PC has been toughened by cruel experience. You get +1d to resistance rolls.
[ ] Patron: When you advance your Tier, it costs half the coin it normally would.
[ ] War Dogs: When you're at war (-3 faction status), your crew does not suffer -1 hold and PCs still get two downtime activities, instead of just one.
Veteran: Choose a special ability from another source.
⠀ [ ] ...
⠀ [ ] ...
Cohorts
Name: Thugs
Quality: 0
[ ] Weak
[ ] Impaired
[ ] Broken
Type:
⠀ [X] Gang
⠀ [ ] Expert
[ ] Armor
Bravos Opportunities
1 A jeweler has set up shop nearby. Lots of tempting pieces for the grabbing.
2 A local merchant is telling everyone that they "never capitulate to brutes" and urges others to follow suit. People are listening.
3 A channel fisherman wants his competitor's boats destroyed.
4 A tavern owner is plagued by rowdy brawls every night. They want an end to it.
5 A distillery fires all their Skovlander workers and refuses to pay their wages for time already worked. The Skovs are camped outside, demanding justice.
6 A group of merchants are seeking mercenary muscle to defy the local gang payoffs.
1 The Bluecoats have set up watchtowers and checkpoints to search people for weapons and pad their arrest quotas.
2 The city council wants leg-breakers to put an end to unionizing among the dockers.
3 A noble has hired a small private army to guard their estate for some reason. Must be something worth defending in there...
4 The sparkwrights are building a loud, clanking machine in a tower across from an apartment building. The tenants are outraged by the noise and smoke.
5 Ironhook is hiring toughs to provide security for a special expedition into the deathlands. The scavengers are all death-row convicts.
6 Skovlander soldiers have stolen an armed naval ship, and are assaulting craft in the channel.
1 A rival gang keeps treasures from their crimes out in the open in their lair, expecting their fearsome reputation to dissuade any potential robbery.
2 A group of vigilantes has appeared, crippling anyone they deem to be "criminal scum."
3 A vicious gang stalks the district, robbing with impunity and daring anyone to challenge them.
4 A horde of hollows is loose in the underground canals, dragging people to watery deaths and terrorizing the area, shutting down commerce and vice.
5 A gambling den operator needs a crew to make an example of a high-roller who skipped out on a huge debt.
6 A vampire-hunter has come to Doskvol and needs assistance.
For any opportunity above, consider a Battle, Extortion, Sabotage, or Smash & Grab operation. To twist an opportunity or add additional elements, roll on the score generator tables on pages 306-309.
Jul 14, 2021 8:37 pm
Cult
Acolytes of a forgotten god You heard the secret voice calling in the darkness. You obeyed. You are its instrument ---and the world shall bow before its glory, or burn.
-> When you play a Cult, you earn xp when you advance the agenda of your deity or embody its precepts in action.
Instead of hunting grounds, you have sacred sites that you use for your operations.
Dossier
Name:
Lair:
Reputation:
Tier: 0 s
Rep: 0/12
Turf: 0/6
Heat: 0/9
Wanted Level: 0/4
Coin: 2/4
Crew xp: 0/10
Sacred Sites Choose a favored operation type:
[ ] Acquisition: Procure an arcane artifact and attune it to your god.
[ ] Augury: Do what you must to attract the god's attention and counsel.
[ ] Consecration: Anoint a place for your deity.
[ ] Sacrifice: Destroy what is valuable or good in honor of your god.
Contacts
[ ] Gagan, an academic.
[ ] Adikin, an occultist.
[ ] Hutchins, an antiquarian.
[ ] Moriya, a spirit trafficker.
[ ] Mateas Kline, a noble.
[ ] Bennett, an astronomer.
Deity Name your deity and describe it with two features from the list:
Alluring, Cruel, Ferocious, Monstrous, Radiant, Sinister, Serene, Transcendent
Cult Upgrades
[ ] Cult Rigging: You get 2 free load worth of document or implement items. For example, you could carry a profane book of curses and a demon's hand for zero load.
[ ] Ritual Sanctum in Lair: This counts as a sacred and arcane workshop for occult practices and rituals.
[ ] Elite Adepts: All of your cohorts with the Adepts type get +1d to quality rolls for Adept-related actions.
[ ] Elite Thugs: All of your cohorts with the Thugs type get +1d to quality rolls for Thug-related actions.
[ ] Ordained: Each PC gets +1 trauma box. This costs three upgrades to unlock, not just one. This may bring a PC with 4 trauma back into play if you wish.
General Upgrades
Lair
⠀ [ ] Carriage
⠀ [ ] Carriage
⠀ [ ] Boat
⠀ [ ] Boat
⠀ [ ] Hidden
⠀ [ ] Quarters
⠀ [ ] Secure
⠀ [ ] Secure
⠀ [ ] Vault
⠀ [ ] Vault
⠀ [ ] Workshop
Training
⠀ [ ] Insight
⠀ [ ] Prowess
⠀ [X] Resolve
⠀ [ ] Personal
Quality
⠀ [ ] Documents
⠀ [ ] Gear
⠀ [ ] Implements
⠀ [ ] Supplies
⠀ [ ] Tools
⠀ [ ] Weapons
[ ] Mastery (costs 4 Advances)
Cohorts: upgrade costs
⠀ New Cohort: 2
⠀ Add Type: 2
>> Cohort: Adepts
Cult Claims
[ ] Ancient Altar: You get +1d to the engagement roll for occult plans. Its blessing is with you.
[ ] Ancient Gate: Safe passage in the deathlands. When you leave the city through this gate, the spirits of the deathlands will not molest you unless directly provoked.
[ ] Ancient Obelisk: -1 stress cost for all arcane powers and rituals. This effect applies to all cultists, everywhere ---so long as the deity is well-pleased. You don't have to be on-site at the obelisk to benefit from its power.
[ ] Ancient Tower: You get +1d to Consort with arcane entities on-site. This tower was prepared by sorcery from the pre-cataclysm and acts as an arcane lens to focus eldritch energy across the black mirror into the void.
[ ] Cloister: Your Adept cohorts get +1 scale. More room for hopeful novices desperate to pledge their service.
[ ] Offertory: You get +2 coin in your payoff for scores that involve occult operations. The frightened locals offer you tribute when you perform your dark practices. They don't want to be next.
[ ] Sanctuary: +1d to Command and Sway rolls on-site. Your sanctuary maintains its effect as long as your deity is well-pleased with your service.
[ ] Spirit Well: You get +1d to Attune rolls on-site. A spirit well draws ghosts and other things to its power, which you harness to aid your arts.
[ ] Sacred Nexus: You get +1d to healing treatment rolls. Ancient arcane energy seeps into the wounded here, speeding their recovery, and marking them consecrated by its power.
[ ] Vice Den: Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat.
Cult Special Abilities
[ ] Chosen: Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).
[ ] Anointed: You gain +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm.
[ ] Bound in Darkness: You may use teamwork maneuvers with any cult member, regardless of the distance separating you. By taking 1 stress, your whispered message is heard by every cultist.
[ ] Conviction: Each PC gains an additional vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don't overindulge if you clear excess stress. In addition, your deity will assist any one action roll you make ---from now until you indulge this vice again.
[ ] Glory Incarnate: Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of mortals. You have been warned.
[ ] Sealed in Blood: Each human sacrifice yields -3 stress cost for any ritual you perform.
[ ] Zealotry: Your cohorts have abandoned their reason to devote themselves to the cult. They will undertake any service, no matter how dangerous or strange. They gain +1d to rolls when they act against enemies of the faith.
Veteran: Choose a special ability from another source.
⠀ [ ] ...
⠀ [ ] ...
Cohorts
Name: Adepts
Quality: 0
[ ] Weak
[ ] Impaired
[ ] Broken
Type:
⠀ [X] Gang
⠀ [ ] Expert
[ ] Armor
Cult Opportunities
1 A student at Doskvol Academy publishes a treatise claiming your god is a corrupted translation of an even more ancient god.
2 It has become trendy for young people of high society to pretend to swoon and have visions, but not all of them are pretense.
3 Construction work has accidentally unearthed an ancient spirit well, and awakened the entities trapped there since the cataclysm.
4 A rival cult's secret regalia have some connection with the Immortal Emperor: are they his agents or is it mere coincidence?
5 A noble performed a desperate ritual seeking assistance from your god. You have been chosen as the instrument of its aid.
6 A prominent collector of artifacts chokes to death in the streets, vomiting blackened blood and gasping the name of your god.
1 A rival cult is destroying any and all artifacts and sites sacred to other gods. They seem to be have some arcane means of discovery. You may be next.
2 The murder of a noble has signs and sigils of your god left at the crime scene.
3 Local citizens in the area around your lair have started working together at odd times, in a trance, constructing something alien out of strange debris.
4 A trio of formidable ghosts arrive at your lair and announce themselves as the true ancient masters of your cult.
5 The anointed champion of a rival cult challenges your chosen one to deadly combat.
6 The Spirit Wardens intend to revive an ancient barbarism and burn a "witch" in the public square. Your god forbids this to occur, now or ever.
1 A moldy tome has been recovered from the bag of a Tycherosi vagrant: it contradicts some vital tenet of your cult's doctrine.
2 A wealthy cult offers you riches (coin, claim, cohort, etc.) to abandon your faith and enter into their congregation.
3 A leviathan hunter ship returns to port, devoid of crew or any items save one thing: a huge pyramid of alien metal, thrumming with the secret name of your god.
4 A gang of thugs is having serious mystical problems from a rival group. They hire you to put an end to it.
5 Blessed coins placed in the mouths of the faithful dead allow ghosts to return even after the Spirit Wardens have seen to them. Who is doing this? How?
6 Your altars crumble, your artifacts crack. Demonstrate your true faith, or despair.
For any opportunity above, consider an Acquisition, Augury, Consecration, or Sacrifice operation. To twist an opportunity or add additional elements, roll on the score generator tables on pages 306-309.
Acolytes of a forgotten god You heard the secret voice calling in the darkness. You obeyed. You are its instrument ---and the world shall bow before its glory, or burn.
-> When you play a Cult, you earn xp when you advance the agenda of your deity or embody its precepts in action.
Instead of hunting grounds, you have sacred sites that you use for your operations.
Dossier
Name:
Lair:
Reputation:
Tier: 0 s
Rep: 0/12
Turf: 0/6
Heat: 0/9
Wanted Level: 0/4
Coin: 2/4
Crew xp: 0/10
Sacred Sites Choose a favored operation type:
[ ] Acquisition: Procure an arcane artifact and attune it to your god.
[ ] Augury: Do what you must to attract the god's attention and counsel.
[ ] Consecration: Anoint a place for your deity.
[ ] Sacrifice: Destroy what is valuable or good in honor of your god.
Contacts
[ ] Gagan, an academic.
[ ] Adikin, an occultist.
[ ] Hutchins, an antiquarian.
[ ] Moriya, a spirit trafficker.
[ ] Mateas Kline, a noble.
[ ] Bennett, an astronomer.
Deity Name your deity and describe it with two features from the list:
Alluring, Cruel, Ferocious, Monstrous, Radiant, Sinister, Serene, Transcendent
Cult Upgrades
[ ] Cult Rigging: You get 2 free load worth of document or implement items. For example, you could carry a profane book of curses and a demon's hand for zero load.
[ ] Ritual Sanctum in Lair: This counts as a sacred and arcane workshop for occult practices and rituals.
[ ] Elite Adepts: All of your cohorts with the Adepts type get +1d to quality rolls for Adept-related actions.
[ ] Elite Thugs: All of your cohorts with the Thugs type get +1d to quality rolls for Thug-related actions.
[ ] Ordained: Each PC gets +1 trauma box. This costs three upgrades to unlock, not just one. This may bring a PC with 4 trauma back into play if you wish.
General Upgrades
Lair
⠀ [ ] Carriage
⠀ [ ] Carriage
⠀ [ ] Boat
⠀ [ ] Boat
⠀ [ ] Hidden
⠀ [ ] Quarters
⠀ [ ] Secure
⠀ [ ] Secure
⠀ [ ] Vault
⠀ [ ] Vault
⠀ [ ] Workshop
Training
⠀ [ ] Insight
⠀ [ ] Prowess
⠀ [X] Resolve
⠀ [ ] Personal
Quality
⠀ [ ] Documents
⠀ [ ] Gear
⠀ [ ] Implements
⠀ [ ] Supplies
⠀ [ ] Tools
⠀ [ ] Weapons
[ ] Mastery (costs 4 Advances)
Cohorts: upgrade costs
⠀ New Cohort: 2
⠀ Add Type: 2
>> Cohort: Adepts
Cult Claims
[ ] Ancient Altar: You get +1d to the engagement roll for occult plans. Its blessing is with you.
[ ] Ancient Gate: Safe passage in the deathlands. When you leave the city through this gate, the spirits of the deathlands will not molest you unless directly provoked.
[ ] Ancient Obelisk: -1 stress cost for all arcane powers and rituals. This effect applies to all cultists, everywhere ---so long as the deity is well-pleased. You don't have to be on-site at the obelisk to benefit from its power.
[ ] Ancient Tower: You get +1d to Consort with arcane entities on-site. This tower was prepared by sorcery from the pre-cataclysm and acts as an arcane lens to focus eldritch energy across the black mirror into the void.
[ ] Cloister: Your Adept cohorts get +1 scale. More room for hopeful novices desperate to pledge their service.
[ ] Offertory: You get +2 coin in your payoff for scores that involve occult operations. The frightened locals offer you tribute when you perform your dark practices. They don't want to be next.
[ ] Sanctuary: +1d to Command and Sway rolls on-site. Your sanctuary maintains its effect as long as your deity is well-pleased with your service.
[ ] Spirit Well: You get +1d to Attune rolls on-site. A spirit well draws ghosts and other things to its power, which you harness to aid your arts.
[ ] Sacred Nexus: You get +1d to healing treatment rolls. Ancient arcane energy seeps into the wounded here, speeding their recovery, and marking them consecrated by its power.
[ ] Vice Den: Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat.
Cult Special Abilities
[ ] Chosen: Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).
[ ] Anointed: You gain +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm.
[ ] Bound in Darkness: You may use teamwork maneuvers with any cult member, regardless of the distance separating you. By taking 1 stress, your whispered message is heard by every cultist.
[ ] Conviction: Each PC gains an additional vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don't overindulge if you clear excess stress. In addition, your deity will assist any one action roll you make ---from now until you indulge this vice again.
[ ] Glory Incarnate: Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of mortals. You have been warned.
[ ] Sealed in Blood: Each human sacrifice yields -3 stress cost for any ritual you perform.
[ ] Zealotry: Your cohorts have abandoned their reason to devote themselves to the cult. They will undertake any service, no matter how dangerous or strange. They gain +1d to rolls when they act against enemies of the faith.
Veteran: Choose a special ability from another source.
⠀ [ ] ...
⠀ [ ] ...
Cohorts
Name: Adepts
Quality: 0
[ ] Weak
[ ] Impaired
[ ] Broken
Type:
⠀ [X] Gang
⠀ [ ] Expert
[ ] Armor
Cult Opportunities
1 A student at Doskvol Academy publishes a treatise claiming your god is a corrupted translation of an even more ancient god.
2 It has become trendy for young people of high society to pretend to swoon and have visions, but not all of them are pretense.
3 Construction work has accidentally unearthed an ancient spirit well, and awakened the entities trapped there since the cataclysm.
4 A rival cult's secret regalia have some connection with the Immortal Emperor: are they his agents or is it mere coincidence?
5 A noble performed a desperate ritual seeking assistance from your god. You have been chosen as the instrument of its aid.
6 A prominent collector of artifacts chokes to death in the streets, vomiting blackened blood and gasping the name of your god.
1 A rival cult is destroying any and all artifacts and sites sacred to other gods. They seem to be have some arcane means of discovery. You may be next.
2 The murder of a noble has signs and sigils of your god left at the crime scene.
3 Local citizens in the area around your lair have started working together at odd times, in a trance, constructing something alien out of strange debris.
4 A trio of formidable ghosts arrive at your lair and announce themselves as the true ancient masters of your cult.
5 The anointed champion of a rival cult challenges your chosen one to deadly combat.
6 The Spirit Wardens intend to revive an ancient barbarism and burn a "witch" in the public square. Your god forbids this to occur, now or ever.
1 A moldy tome has been recovered from the bag of a Tycherosi vagrant: it contradicts some vital tenet of your cult's doctrine.
2 A wealthy cult offers you riches (coin, claim, cohort, etc.) to abandon your faith and enter into their congregation.
3 A leviathan hunter ship returns to port, devoid of crew or any items save one thing: a huge pyramid of alien metal, thrumming with the secret name of your god.
4 A gang of thugs is having serious mystical problems from a rival group. They hire you to put an end to it.
5 Blessed coins placed in the mouths of the faithful dead allow ghosts to return even after the Spirit Wardens have seen to them. Who is doing this? How?
6 Your altars crumble, your artifacts crack. Demonstrate your true faith, or despair.
For any opportunity above, consider an Acquisition, Augury, Consecration, or Sacrifice operation. To twist an opportunity or add additional elements, roll on the score generator tables on pages 306-309.
Jul 14, 2021 8:37 pm
Hawkers
Vice dealers All of Doskvol craves escape. They can't go outside... but they can turn to you.
-> When you play Hawkers, you earn xp when you acquire new product supply, execute clandestine or covert sales, or secure new sales territory. Instead of hunting grounds, you have a sales territory where you sell your product.
What's your product? Who's your supplier? Where and how do you sell it?
Dossier
Name:
Lair:
Reputation:
Tier: 0 s
Rep: 0/12
Turf: 0/6
Heat: 0/9
Wanted Level: 0/4
Coin: 2/4
Crew xp: 0/10
Sales Territory Choose a favored operation type:
[ ] Sale: A significant transaction with a special buyer of illicit product.
[ ] Supply: A transaction to acquire new product or establish a new supplier.
[ ] Show of Force: Make an example of an enemy to dominate territory.
[ ] Socialize: Improve customer and/or supplier relations with a social event.
Contacts
[ ] Rolan Wott, a magistrate. Perhaps with a feckless son in Doskvol Academy, always in need of rescuing?
[ ] Laroze, a Bluecoat. Perhaps an informant within the City Watch?
[ ] Lydra, a deal broker. Perhaps known for her vicious retribution on those who don't hold up their end?
[ ] Hoxley, a smuggler. Perhaps a friend of powerful ship captains?
[ ] Anya, a dilettante. Perhaps a well-connected socialite?
[ ] Marlo, a gang boss. Perhaps a good partner with a gang of tough thugs?
Hawkers Upgrades
[ ] Hawker Rigging: One carried item is concealed and has no load. For example, you could carry a load of drugs or a weapon, perfectly concealed, for zero load.
[ ] Ironhook Contacts: Your Tier is effectively +1 higher in prison. This counts for any Tier-related element in prison, including the incarceration roll (see page 148).
[ ] Elite Rooks: All of your cohorts with the Rooks type get +1d to quality rolls for Rook-related actions.
[ ] Elite Thugs: All of your cohorts with the Thugs type get +1d to quality rolls for Thug-related actions.
[ ] Composed: Each PC gets +1 stress box. This costs three upgrades to unlock, not just one.
General Upgrades
Lair
⠀ [ ] Carriage
⠀ [ ] Carriage
⠀ [ ] Boat
⠀ [ ] Boat
⠀ [ ] Hidden
⠀ [ ] Quarters
⠀ [X] Secure
⠀ [ ] Secure
⠀ [ ] Vault
⠀ [ ] Vault
⠀ [ ] Workshop
Training
⠀ [ ] Insight
⠀ [ ] Prowess
⠀ [X] Resolve
⠀ [ ] Personal
Quality
⠀ [ ] Documents
⠀ [ ] Gear
⠀ [ ] Implements
⠀ [ ] Supplies
⠀ [ ] Tools
⠀ [ ] Weapons
[ ] Mastery (costs 4 Advances)
Cohorts: upgrade costs
⠀ New Cohort: 2
⠀ Add Type: 2
Hawkers Claims
[ ] Cover Identities: You get +1d to the engagement roll for deception and social plans. False identities help confuse the opposition.
[ ] Cover Operation: You get -2 heat per score. The cover of a legitimate operation helps deflect some of the heat from law enforcement.
[ ] Foreign Market: Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat. Some of your product makes its way out of the city.
[ ] Informants: You get +1d to gather information for a score. Your eyes and ears on the streets are always on the lookout for new clients.
[ ] Local Graft: You get +2 coin in payoff for scores that involve a show of force or socializing. A few city officials share bribe money with those who show that they're players on the scene.
[ ] Lookouts: You get +1d to Hunt or Survey on your turf.
[ ] Luxury Venue: +1d to Consort and Sway rolls on-site. Silks, paintings, and crystal impress the clientele.
[ ] Personal Clothier: You get +1d to the engagement roll for social plans. You always arrive on the scene in the most current and alluring fashion.
[ ] Surplus Cache: You get +2 coin in payoff for scores that involve product sale or supply. You have an abundance of product, which pads your pockets every now and then.
[ ] Vice Den: Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat. Is this claim a den you've overtaken from another purveyor, or a new establishment replacing something else?
Hawker Special Abilities
[ ] Silver Tongues: Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).
[ ] Accord: Sometimes friends are as good as territory. You may treat up to three +3 faction statuses you hold as if they are turf.
[ ] Ghost Market: Through arcane ritual or hard-won experience, you have discovered how to prepare your product for sale to ghosts and/or demons. They do not pay in coin. What do they pay with?
[ ] The Good Stuff: Your merchandise is exquisite. The product quality is equal to your Tier +2. When you deal with a crew or faction, the GM will tell you who among them is hooked on your product (one, a few, many, or all).
[ ] High Society: It's all about who you know. Take -1 heat during downtime and +1d to gather information about the city's elite.
[ ] Hooked: Your gang members use your product. Add the savage, unreliable, or wild flaw to your gangs to give them +1 quality (max rating of 4).
[ ] Patron: When you advance your Tier, it costs half the coin it normally would.
Veteran: Choose a special ability from another source.
⠀ [ ] ...
⠀ [ ] ...
Cohorts
Name:
Quality:
[ ] Weak
[ ] Impaired
[ ] Broken
Type:
⠀ [ ] Gang
⠀ [ ] Expert
[ ] Armor
Hawker Opportunities
1 A taste-making dilettante noble is slumming in your area with their coterie of sycophants, looking for "the next exciting thing."
2 A knock-off product shows up on the streets and undercuts your price. Is your supplier cutting you out?
3 Your upscale clients are tired of coming to your territory for their fix. Set up a distribution front in a nicer part of town. (Or the same for low-class clients.)
4 Students at Doskvol Academy have shown an interest in your supply, but they need it delivered to them, past the crisp Bluecoat security.
5 A solo operator is providing a much more popular version of your product.
6 A masked figure will pay you well for the opportunity to discreetly kill one of your regulars while they're... distracted.
1 A city council member is considering a total ban on an illicit product ---they might be persuaded to make it yours, driving demand sky-high.
2 The gang who operated your territory years ago is back from the Dagger Isles and expects to get back to business as usual.
3 A Bluecoat killed their last dealer for "pushing their relationship too far," and comes to the crew for an alternate source.
4 The smugglers in your supply chain want to cut out all intermediaries and deal with you directly.
5 A legendary rip-off man and their crew are hitting stash houses. Now a bounty has been put on their head ---can you claim it?
6 A brutal gang of savage killers has wiped out a rival's vice den. Now they want you to step in and run it for them.
1 The cult of a forgotten god approaches you with an offer of partnership: they can make your product much more appealing in exchange for... special considerations.
2 A fiery street-crier rails against your product and drives down demand. But you think you recognize them as a customer...
3 A new vice gang is making really smart, savvy moves. Rumor is, they're guided by the ghost of a legendary street operator.
4 Ghosts of former customers are suddenly drawn back to you, demanding their fix.
5 An arcane killer is targeting vice-users and dealers, leaving their hollowed shells wandering the streets.
6 An infamous leviathan hunter has tastes that... you probably don't usually provide for. But she's willing to pay very well.
For any opportunity above, consider a Sale, Supply, Show of Force, or Socialize operation. To twist an opportunity or add additional elements, roll on the score generator tables on pages 306-309.
Vice dealers All of Doskvol craves escape. They can't go outside... but they can turn to you.
-> When you play Hawkers, you earn xp when you acquire new product supply, execute clandestine or covert sales, or secure new sales territory. Instead of hunting grounds, you have a sales territory where you sell your product.
What's your product? Who's your supplier? Where and how do you sell it?
Dossier
Name:
Lair:
Reputation:
Tier: 0 s
Rep: 0/12
Turf: 0/6
Heat: 0/9
Wanted Level: 0/4
Coin: 2/4
Crew xp: 0/10
Sales Territory Choose a favored operation type:
[ ] Sale: A significant transaction with a special buyer of illicit product.
[ ] Supply: A transaction to acquire new product or establish a new supplier.
[ ] Show of Force: Make an example of an enemy to dominate territory.
[ ] Socialize: Improve customer and/or supplier relations with a social event.
Contacts
[ ] Rolan Wott, a magistrate. Perhaps with a feckless son in Doskvol Academy, always in need of rescuing?
[ ] Laroze, a Bluecoat. Perhaps an informant within the City Watch?
[ ] Lydra, a deal broker. Perhaps known for her vicious retribution on those who don't hold up their end?
[ ] Hoxley, a smuggler. Perhaps a friend of powerful ship captains?
[ ] Anya, a dilettante. Perhaps a well-connected socialite?
[ ] Marlo, a gang boss. Perhaps a good partner with a gang of tough thugs?
Hawkers Upgrades
[ ] Hawker Rigging: One carried item is concealed and has no load. For example, you could carry a load of drugs or a weapon, perfectly concealed, for zero load.
[ ] Ironhook Contacts: Your Tier is effectively +1 higher in prison. This counts for any Tier-related element in prison, including the incarceration roll (see page 148).
[ ] Elite Rooks: All of your cohorts with the Rooks type get +1d to quality rolls for Rook-related actions.
[ ] Elite Thugs: All of your cohorts with the Thugs type get +1d to quality rolls for Thug-related actions.
[ ] Composed: Each PC gets +1 stress box. This costs three upgrades to unlock, not just one.
General Upgrades
Lair
⠀ [ ] Carriage
⠀ [ ] Carriage
⠀ [ ] Boat
⠀ [ ] Boat
⠀ [ ] Hidden
⠀ [ ] Quarters
⠀ [X] Secure
⠀ [ ] Secure
⠀ [ ] Vault
⠀ [ ] Vault
⠀ [ ] Workshop
Training
⠀ [ ] Insight
⠀ [ ] Prowess
⠀ [X] Resolve
⠀ [ ] Personal
Quality
⠀ [ ] Documents
⠀ [ ] Gear
⠀ [ ] Implements
⠀ [ ] Supplies
⠀ [ ] Tools
⠀ [ ] Weapons
[ ] Mastery (costs 4 Advances)
Cohorts: upgrade costs
⠀ New Cohort: 2
⠀ Add Type: 2
Hawkers Claims
[ ] Cover Identities: You get +1d to the engagement roll for deception and social plans. False identities help confuse the opposition.
[ ] Cover Operation: You get -2 heat per score. The cover of a legitimate operation helps deflect some of the heat from law enforcement.
[ ] Foreign Market: Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat. Some of your product makes its way out of the city.
[ ] Informants: You get +1d to gather information for a score. Your eyes and ears on the streets are always on the lookout for new clients.
[ ] Local Graft: You get +2 coin in payoff for scores that involve a show of force or socializing. A few city officials share bribe money with those who show that they're players on the scene.
[ ] Lookouts: You get +1d to Hunt or Survey on your turf.
[ ] Luxury Venue: +1d to Consort and Sway rolls on-site. Silks, paintings, and crystal impress the clientele.
[ ] Personal Clothier: You get +1d to the engagement roll for social plans. You always arrive on the scene in the most current and alluring fashion.
[ ] Surplus Cache: You get +2 coin in payoff for scores that involve product sale or supply. You have an abundance of product, which pads your pockets every now and then.
[ ] Vice Den: Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat. Is this claim a den you've overtaken from another purveyor, or a new establishment replacing something else?
Hawker Special Abilities
[ ] Silver Tongues: Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).
[ ] Accord: Sometimes friends are as good as territory. You may treat up to three +3 faction statuses you hold as if they are turf.
[ ] Ghost Market: Through arcane ritual or hard-won experience, you have discovered how to prepare your product for sale to ghosts and/or demons. They do not pay in coin. What do they pay with?
[ ] The Good Stuff: Your merchandise is exquisite. The product quality is equal to your Tier +2. When you deal with a crew or faction, the GM will tell you who among them is hooked on your product (one, a few, many, or all).
[ ] High Society: It's all about who you know. Take -1 heat during downtime and +1d to gather information about the city's elite.
[ ] Hooked: Your gang members use your product. Add the savage, unreliable, or wild flaw to your gangs to give them +1 quality (max rating of 4).
[ ] Patron: When you advance your Tier, it costs half the coin it normally would.
Veteran: Choose a special ability from another source.
⠀ [ ] ...
⠀ [ ] ...
Cohorts
Name:
Quality:
[ ] Weak
[ ] Impaired
[ ] Broken
Type:
⠀ [ ] Gang
⠀ [ ] Expert
[ ] Armor
Hawker Opportunities
1 A taste-making dilettante noble is slumming in your area with their coterie of sycophants, looking for "the next exciting thing."
2 A knock-off product shows up on the streets and undercuts your price. Is your supplier cutting you out?
3 Your upscale clients are tired of coming to your territory for their fix. Set up a distribution front in a nicer part of town. (Or the same for low-class clients.)
4 Students at Doskvol Academy have shown an interest in your supply, but they need it delivered to them, past the crisp Bluecoat security.
5 A solo operator is providing a much more popular version of your product.
6 A masked figure will pay you well for the opportunity to discreetly kill one of your regulars while they're... distracted.
1 A city council member is considering a total ban on an illicit product ---they might be persuaded to make it yours, driving demand sky-high.
2 The gang who operated your territory years ago is back from the Dagger Isles and expects to get back to business as usual.
3 A Bluecoat killed their last dealer for "pushing their relationship too far," and comes to the crew for an alternate source.
4 The smugglers in your supply chain want to cut out all intermediaries and deal with you directly.
5 A legendary rip-off man and their crew are hitting stash houses. Now a bounty has been put on their head ---can you claim it?
6 A brutal gang of savage killers has wiped out a rival's vice den. Now they want you to step in and run it for them.
1 The cult of a forgotten god approaches you with an offer of partnership: they can make your product much more appealing in exchange for... special considerations.
2 A fiery street-crier rails against your product and drives down demand. But you think you recognize them as a customer...
3 A new vice gang is making really smart, savvy moves. Rumor is, they're guided by the ghost of a legendary street operator.
4 Ghosts of former customers are suddenly drawn back to you, demanding their fix.
5 An arcane killer is targeting vice-users and dealers, leaving their hollowed shells wandering the streets.
6 An infamous leviathan hunter has tastes that... you probably don't usually provide for. But she's willing to pay very well.
For any opportunity above, consider a Sale, Supply, Show of Force, or Socialize operation. To twist an opportunity or add additional elements, roll on the score generator tables on pages 306-309.
Jul 14, 2021 8:37 pm
Shadows
Thieves and spies Everyone wants something that they can't have. That's where you come in.
-> When you play Shadows, you earn xp when you execute a burglary, espionage, robbery, or sabotage operation.
Do you spy and steal primarily to serve your own interests, or do you sell your services to whoever will pay?
Dossier
Name:
Lair:
Reputation:
Tier: 0 s
Rep: 0/12
Turf: 0/6
Heat: 0/9
Wanted Level: 0/4
Coin: 2/4
Crew xp: 0/10
Hunting Grounds
Choose a favored operation type:
[ ] Burglary: Theft by breaking and entering.
[ ] Espionage: Obtain secret information by covert or clandestine means.
[ ] Robbery: Theft by force or threats.
[ ] Sabotage: Hurt an opponent by destroying something.
Contacts
[ ] Dowler, an explorer. Perhaps one of the rare deathlands scavengers that survived his sentence?
[ ] Laroze, a Bluecoat. Perhaps an informant within the City Watch?
[ ] Amancio, a deal broker. Perhaps a well-connected underworld figure, famous for their neutrality?
[ ] Fitz, a collector. Perhaps an aficionado of strange artifacts?
[ ] Adelaide Phroaig, a noble. Perhaps a source for scores among the elite?
[ ] Rigney, a tavern owner. Perhaps a good source of news and gossip?
Shadows Upgrades
[ ] Thief Rigging: You get 2 free load worth of tool or gear items. For example, you could carry burglary gear and tinkering tools for zero load.
[ ] Underground Maps and Passkeys: You have easy passage through the underground canals, tunnels, and basements of the city.
[ ] Elite Rooks: All of your cohorts with the Rooks type get +1d to quality rolls for Rook-related actions.
[ ] Elite Skulks: All of your cohorts with the Skulks type get +1d to quality rolls for Skulk-related actions.
[ ] Steady: Each PC gets +1 stress box. This costs three upgrades to unlock, not just one.
General Upgrades
Lair
⠀ [ ] Carriage
⠀ [ ] Carriage
⠀ [ ] Boat
⠀ [ ] Boat
⠀ [X] Hidden
⠀ [ ] Quarters
⠀ [ ] Secure
⠀ [ ] Secure
⠀ [ ] Vault
⠀ [ ] Vault
⠀ [ ] Workshop
Training
⠀ [ ] Insight
⠀ [X] Prowess
⠀ [ ] Resolve
⠀ [ ] Personal
Quality
⠀ [ ] Documents
⠀ [ ] Gear
⠀ [ ] Implements
⠀ [ ] Supplies
⠀ [ ] Tools
⠀ [ ] Weapons
[ ] Mastery (costs 4 Advances)
Cohorts: upgrade costs
⠀ New Cohort: 2
⠀ Add Type: 2
Shadows Special Abilities
[ ] Everyone Steals: Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).
[ ] Ghost Echoes: From weird experience or occult ritual, all crew members gain the ability to see and interact with the ghostly structures, streets, and objects within the echo of Doskvol that exists in the ghost field.
[ ] Pack Rats: Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.
[ ] Patron: When you advance your Tier, it costs half the coin it normally would.
[ ] Second Story: When you execute a clandestine infiltration, you get +1d to the engagement roll.
[ ] Slippery: When you roll entanglements, roll twice and keep the one you want. When you reduce heat on the crew, take +1d.
[ ] Synchronized: When you perform a group action, you may count multiple 6s from different rolls as a critical success.
Veteran: Choose a special ability from another source.
⠀ [ ] ...
⠀ [ ] ...
Shadows Claims
[ ] Covert Drop: You get +2 coin in payoff for scores that involve espionage or sabotage. The perfect hidden exchange point is worth the extra coin to discerning clientele.
[ ] Drug Den: Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat. What's the drug of choice?
[ ] Gambling Den: Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat. Cards, dice, or something more unusual on offer?
[ ] Hagfish Farm: When you use the reduce heat downtime activity after a score that involves killing, you get +1d to the roll and quiet, convenient disposal of any corpses you left on the job.
[ ] Infirmary: You get +1d to healing treatment rolls. The infirmary also has beds for long-term convalescence.
[ ] Informants: You get +1d to gather information for a score. Your eyes and ears on the streets are always on the lookout for new targets.
[ ] Interrogation Chamber: You get +1d to Command and Sway on-site. Grisly business, but effective.
[ ] Lookouts: You get +1d to Hunt or Survey on your turf.
[ ] Loyal Fence: You get +2 coin in payoff for scores that involve burglary or robbery. It requires a skilled eye and good contacts to move stolen goods.
[ ] Secret Pathways: You get +1d to the engagement roll for stealth plans. You might have access to long-forgotten underground canals, rooftop walkways, or some other route of your choosing.
[ ] Tavern: You get +1d to Consort and Sway rolls on-site. Some booze and friendly conversation can go a long way.
Cohorts
Name:
Quality:
[ ] Weak
[ ] Impaired
[ ] Broken
Type:
⠀ [ ] Gang
⠀ [ ] Expert
[ ] Armor
Shadows Opportunities
1 A local art dealer announces an exhibition of rare ancient Iruvian jewelry.
2 The Path of Echoes needs a specific body purloined from the crematorium before it's dissolved tonight.
3 A collector wants to steal an original work of art or industry and replace it with a forgery.
4 A client wants to extract a loved one from their servitude in an indentured work house.
5 A ghost wants you to secure the rest of their precious collection of worldly things.
6 A master assassin has come out of retirement for one more job. Many would pay well to know who their target is.
1 The black sheep of a noble family wants their revenge, and the deed to the ancestral estate is the key.
2 A drug gang wants to obtain the secret formula for their rival's popular new product.
3 Strange artifacts were recovered from the Void Sea. They're held at Bellweather for analysis by the Spirit Wardens.
4 Rumors of war, aren't there always? Plant a damning paper trail in the office of the ambassador.
5 Anti-Imperial agents are passing information while on the trains. Intercept their communiques.
6 A professor in Sparkwright Tower wants their rival's research notes. Make it look like a common burglary.
1 A Bluecoat squad doesn't want to make a very dangerous arrest. Steal the evidence from the Inspector's safe.
2 A damning piece of evidence against a vulnerable crime lord is held in a bank vault until trial.
3 A client seeks the source of altered texts sold to academy students that are driving them to madness and murder.
4 A desperate Inspector needs you to plant evidence to bring down a demon-corrupted Spirit Warden.
5 A circus is in town, featuring strange creatures and mysterious animals. A client would pay well for a new pet.
6 Only one gang member survived their botched job. Can you clean the bloody scene before the authorities arrive?
For any opportunity above, consider a Burglary, Espionage, Robbery, or Sabotage operation. To twist an opportunity or add additional elements, roll on the score generator tables on pages 306-309.
Thieves and spies Everyone wants something that they can't have. That's where you come in.
-> When you play Shadows, you earn xp when you execute a burglary, espionage, robbery, or sabotage operation.
Do you spy and steal primarily to serve your own interests, or do you sell your services to whoever will pay?
Dossier
Name:
Lair:
Reputation:
Tier: 0 s
Rep: 0/12
Turf: 0/6
Heat: 0/9
Wanted Level: 0/4
Coin: 2/4
Crew xp: 0/10
Hunting Grounds
Choose a favored operation type:
[ ] Burglary: Theft by breaking and entering.
[ ] Espionage: Obtain secret information by covert or clandestine means.
[ ] Robbery: Theft by force or threats.
[ ] Sabotage: Hurt an opponent by destroying something.
Contacts
[ ] Dowler, an explorer. Perhaps one of the rare deathlands scavengers that survived his sentence?
[ ] Laroze, a Bluecoat. Perhaps an informant within the City Watch?
[ ] Amancio, a deal broker. Perhaps a well-connected underworld figure, famous for their neutrality?
[ ] Fitz, a collector. Perhaps an aficionado of strange artifacts?
[ ] Adelaide Phroaig, a noble. Perhaps a source for scores among the elite?
[ ] Rigney, a tavern owner. Perhaps a good source of news and gossip?
Shadows Upgrades
[ ] Thief Rigging: You get 2 free load worth of tool or gear items. For example, you could carry burglary gear and tinkering tools for zero load.
[ ] Underground Maps and Passkeys: You have easy passage through the underground canals, tunnels, and basements of the city.
[ ] Elite Rooks: All of your cohorts with the Rooks type get +1d to quality rolls for Rook-related actions.
[ ] Elite Skulks: All of your cohorts with the Skulks type get +1d to quality rolls for Skulk-related actions.
[ ] Steady: Each PC gets +1 stress box. This costs three upgrades to unlock, not just one.
General Upgrades
Lair
⠀ [ ] Carriage
⠀ [ ] Carriage
⠀ [ ] Boat
⠀ [ ] Boat
⠀ [X] Hidden
⠀ [ ] Quarters
⠀ [ ] Secure
⠀ [ ] Secure
⠀ [ ] Vault
⠀ [ ] Vault
⠀ [ ] Workshop
Training
⠀ [ ] Insight
⠀ [X] Prowess
⠀ [ ] Resolve
⠀ [ ] Personal
Quality
⠀ [ ] Documents
⠀ [ ] Gear
⠀ [ ] Implements
⠀ [ ] Supplies
⠀ [ ] Tools
⠀ [ ] Weapons
[ ] Mastery (costs 4 Advances)
Cohorts: upgrade costs
⠀ New Cohort: 2
⠀ Add Type: 2
Shadows Special Abilities
[ ] Everyone Steals: Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).
[ ] Ghost Echoes: From weird experience or occult ritual, all crew members gain the ability to see and interact with the ghostly structures, streets, and objects within the echo of Doskvol that exists in the ghost field.
[ ] Pack Rats: Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.
[ ] Patron: When you advance your Tier, it costs half the coin it normally would.
[ ] Second Story: When you execute a clandestine infiltration, you get +1d to the engagement roll.
[ ] Slippery: When you roll entanglements, roll twice and keep the one you want. When you reduce heat on the crew, take +1d.
[ ] Synchronized: When you perform a group action, you may count multiple 6s from different rolls as a critical success.
Veteran: Choose a special ability from another source.
⠀ [ ] ...
⠀ [ ] ...
Shadows Claims
[ ] Covert Drop: You get +2 coin in payoff for scores that involve espionage or sabotage. The perfect hidden exchange point is worth the extra coin to discerning clientele.
[ ] Drug Den: Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat. What's the drug of choice?
[ ] Gambling Den: Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat. Cards, dice, or something more unusual on offer?
[ ] Hagfish Farm: When you use the reduce heat downtime activity after a score that involves killing, you get +1d to the roll and quiet, convenient disposal of any corpses you left on the job.
[ ] Infirmary: You get +1d to healing treatment rolls. The infirmary also has beds for long-term convalescence.
[ ] Informants: You get +1d to gather information for a score. Your eyes and ears on the streets are always on the lookout for new targets.
[ ] Interrogation Chamber: You get +1d to Command and Sway on-site. Grisly business, but effective.
[ ] Lookouts: You get +1d to Hunt or Survey on your turf.
[ ] Loyal Fence: You get +2 coin in payoff for scores that involve burglary or robbery. It requires a skilled eye and good contacts to move stolen goods.
[ ] Secret Pathways: You get +1d to the engagement roll for stealth plans. You might have access to long-forgotten underground canals, rooftop walkways, or some other route of your choosing.
[ ] Tavern: You get +1d to Consort and Sway rolls on-site. Some booze and friendly conversation can go a long way.
Cohorts
Name:
Quality:
[ ] Weak
[ ] Impaired
[ ] Broken
Type:
⠀ [ ] Gang
⠀ [ ] Expert
[ ] Armor
Shadows Opportunities
1 A local art dealer announces an exhibition of rare ancient Iruvian jewelry.
2 The Path of Echoes needs a specific body purloined from the crematorium before it's dissolved tonight.
3 A collector wants to steal an original work of art or industry and replace it with a forgery.
4 A client wants to extract a loved one from their servitude in an indentured work house.
5 A ghost wants you to secure the rest of their precious collection of worldly things.
6 A master assassin has come out of retirement for one more job. Many would pay well to know who their target is.
1 The black sheep of a noble family wants their revenge, and the deed to the ancestral estate is the key.
2 A drug gang wants to obtain the secret formula for their rival's popular new product.
3 Strange artifacts were recovered from the Void Sea. They're held at Bellweather for analysis by the Spirit Wardens.
4 Rumors of war, aren't there always? Plant a damning paper trail in the office of the ambassador.
5 Anti-Imperial agents are passing information while on the trains. Intercept their communiques.
6 A professor in Sparkwright Tower wants their rival's research notes. Make it look like a common burglary.
1 A Bluecoat squad doesn't want to make a very dangerous arrest. Steal the evidence from the Inspector's safe.
2 A damning piece of evidence against a vulnerable crime lord is held in a bank vault until trial.
3 A client seeks the source of altered texts sold to academy students that are driving them to madness and murder.
4 A desperate Inspector needs you to plant evidence to bring down a demon-corrupted Spirit Warden.
5 A circus is in town, featuring strange creatures and mysterious animals. A client would pay well for a new pet.
6 Only one gang member survived their botched job. Can you clean the bloody scene before the authorities arrive?
For any opportunity above, consider a Burglary, Espionage, Robbery, or Sabotage operation. To twist an opportunity or add additional elements, roll on the score generator tables on pages 306-309.
Jul 14, 2021 8:37 pm
Smugglers
Contraband transporters Illicit goods are the life-blood of Duskwall ---both for those who consume them and those who profit from their taxation and criminalization. Smugglers keep the city alive.
-> When you play Smugglers, you earn xp when you execute a smuggling operation or acquire new clients or contraband sources. Instead of hunting grounds, you have cargo types that you use for your operations.
What kind of contraband do you transport? Do you have any rules about what you will or won't carry?
Dossier
Name:
Lair:
Reputation:
Tier: 0 s
Rep: 0/12
Turf: 0/6
Heat: 0/9
Wanted Level: 0/4
Coin: 2/4
Crew xp: 0/10
Cargo Types
Choose a favored cargo type:
[ ] Arcane/Weird: Spirit essences, ghosts, cult materials.
[ ] Arms: Restricted military weapons, heavy ordnance, explosives.
[ ] Contraband: High-tax luxuries, drugs, banned art, etc.
[ ] Passengers: People or livestock traveling in secret.
Contacts
[ ] Elynn, a dock worker. Perhaps a friend who can help with the infernal paperwork of the Empire?
[ ] Rolan, a drug dealer. Perhaps a client with strong underworld ties?
[ ] Sera, an arms dealer. Perhaps a supplier with military access?
[ ] Nyelle, a spirit trafficker. Perhaps a supplier for the strangest of cargo?
[ ] Decker, an anarchist. Perhaps a client in need of the illegal tools of revolution?
[ ] Esme, a tavern owner. Perhaps a good source of news and gossip?
Smugglers Upgrades
[ ] Smuggler Rigging: Two of your carried items are perfectly concealed. You could carry 1 load of contraband and a pistol, perfectly concealed, even against a pat down.
[ ] Camouflage: Your vehicles are perfectly concealed when at rest. They blend in as part of the environment, or as an uninteresting civilian vehicle (your choice).
[ ] Elite Rovers: All of your cohorts with the Rovers type get +1d to quality rolls for Rover-related actions.
[ ] Barge: Add mobility to your lair. You can move it to a new location as a downtime activity.
[ ] Steady: Each PC gets +1 stress box. This costs three upgrades to unlock, not just one.
[ ] Vehicle: All smugglers start with a vehicle. When the vehicle is upgraded (two boxes), it also gets armor.
General Upgrades
Lair
⠀ [X] Vehicle
⠀ [ ] Vehicle
⠀ [ ] Vehicle
⠀ [ ] Vehicle
⠀ [ ] Hidden
⠀ [ ] Quarters
⠀ [ ] Secure
⠀ [ ] Secure
⠀ [ ] Vault
⠀ [ ] Vault
⠀ [ ] Workshop
Training
⠀ [ ] Insight
⠀ [X] Prowess
⠀ [ ] Resolve
⠀ [ ] Personal
Quality
⠀ [ ] Documents
⠀ [ ] Gear
⠀ [ ] Implements
⠀ [ ] Supplies
⠀ [ ] Tools
⠀ [ ] Weapons
[ ] Mastery (costs 4 Advances)
Cohorts: upgrade costs
⠀ New Cohort: 2
⠀ Add Type: 2
Smugglers Claims
[ ] Ancient Gate: Safe passage in the deathlands. When you leave the city through this gate, spirits in the deathlands will not molest you unless directly provoked.
[ ] Cover Operation: You get -2 heat per score. What's your cover? Who did you seize it from?
[ ] Fleet: Your cohorts have their own vehicles. Each cohort has a common vehicle, with quality equal to your Tier.
[ ] Informants: You get +1d to gather information for a score. Your eyes and ears on the streets are always on the lookout for new clients.
[ ] Luxury Fence: You get +2 coin in payoff for scores that involve high-class targets. It requires a skilled eye and good contacts to move hot luxury goods.
[ ] Secret Routes: You get +1d to the engagement roll for transport plans. You might have access to long-forgotten underground canals, dark streets normally hidden behind debris, or some other route of your choosing.
[ ] Side Business: Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat. What kind of legitimate business is this? How do you get paid in secret?
[ ] Tavern: You get +1d to Consort and Sway rolls on-site. Some booze and friendly conversation can go a long way.
[ ] Vice Den: Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat. Perhaps you sell some of the contraband you smuggle here? Or do you not mix your operations?
[ ] Warehouses: You get +1d to acquire asset rolls. You have space to hold all the various items and supplies you end up with from your smuggling runs. They can be useful on their own or for barter when you need it.
Smugglers Special Abilities
[ ] Like Part of the Family: Create one of your vehicles as a cohort (use the vehicle edges and flaws, below). Its quality is equal to your Tier +1. The vehicle can use teamwork actions (using quality for rolls). A vehicle can't lead a group action, but may participate.
⠀ Vehicle Edges
⠀ ⠀ [ ] Nimble: The vehicle handles easily. Consider this an assist for tricky maneuvers.
⠀ ⠀ [ ] Simple: The vehicle is easy to repair. Remove all of its harm during downtime.
⠀ ⠀ [ ] Sturdy: The vehicle keeps operating even when broken.
⠀ Vehicle Flaws
⠀ ⠀ [ ] Costly: The vehicle costs 1 coin per downtime to keep in operation.
⠀ ⠀ [ ] Distinct: The vehicle has memorable features. Take +1 heat when you use it on a score.
⠀ ⠀ [ ] Finicky: The vehicle has quirks that only one person understands. When operated without them, it has -1 quality.
[ ] All Hands: During downtime, one of your cohorts may perform a downtime activity for the crew to acquire an asset, reduce heat, or work on a long-term project.
[ ] Ghost Passage: From harsh experience or occult ritual, all crew members are immune to possession by spirits, but may choose to "carry" a ghost as a passenger within their body.
[ ] Just Passing Through: During downtime, take -1 heat. When your heat is 4 or less, you get +1d to deceive people when you pass yourselves off as ordinary citizens.
[ ] Leverage: Your crew supplies illicit goods for other factions. Your success is good for them. Whenever you gain rep, gain +1 rep.
[ ] Reavers: When you go into conflict aboard a vehicle, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.
[ ] Renegades: Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).
Veteran: Choose a special ability from another source.
⠀ [ ] ...
⠀ [ ] ...
Cohorts
Name:
Quality:
[ ] Weak
[ ] Impaired
[ ] Broken
Type:
⠀ [ ] Gang
⠀ [ ] Expert
[ ] Armor
Smugglers Opportunities
1 Skovlander insurrectionists need supplies for their campaign of terror attacks against city institutions.
2 Union organizers want to arm factory workers in advance of a strike.
3 A massive gang war creates high demand for restricted military weapons and heavy ordnance.
4 Exiled nobility slumming it in Doskvol has a sudden and urgent need to go home that they won't explain.
5 Leviathan hunter made undocumented stops. Meet them outside the city and bring some things in uninspected.
6 Heiress needs to leave the city to meet her forbidden love. If you make it look like a kidnapping she'll split the ransom.
1 The city council outlaws a formerly legal product.
2 A jailbreak at Ironhook means many escaped prisoners seek flight from the city.
3 For a nominal fee, a Bluecoat will help you acquire a vehicle seized from another gang.
4 A new spice has been "discovered" in Tycheros but it's officially banned. Naturally, everyone wants it.
5 A route is closed to traffic (and Bluecoat inspection) due to: imminent collapse, weird events, toxic gas, fires.
6 A criminal organization needs weapons smuggled into Ironhook to seize control of a cell-block.
1 A cult wants to smuggle their demon-tainted "chosen one" past the Spirit Wardens and out into the deathlands.
2 An ancient artifact has been spotted outside the barrier and academics need it in the city yesterday. For study, of course.
3 A district is quarantined due to ghost infestation or plague. They need basic supplies, and spirit wards even more.
4 A client wants you to move a strange package around the city for two days straight. Don't stop moving! That would be bad.
5 A derailed train in the deathlands has a lot of salvageable cargo. Possibly (wealthy and grateful) survivors, too.
6 A noble's crimes leave their assets frozen. Their leviathan hunter, full from an expedition, is forbidden to dock.
For any opportunity above, consider Arcane/Weird, Arms, Contraband, or Passengers as cargo. To twist an opportunity or add additional elements, roll on the score generator tables on pages 306-309.
Contraband / Cargo
1 Escaped Prisoners, Spies (forbidden)
2 Workers Fleeing Contracts (forbidden)
3 A Devil or Dangerous Artifact (forbidden)
4 Insurrectionists or Anarchists (forbidden)
5 Refugees or Immigrants (restricted access)
6 A Noble or Official Seeking Secret Travel
1 Fine Tobacco, Whiskey, Wine, etc. (high tax)
2 Luxuries ---Perfumes, Silks, Spices (high tax)
3 Livestock or Dangerous Animals (restricted ownership)
4 Medicine, Alchemicals (restricted ownership)
5 Military Arms (restricted ownership)
6 Drugs (high tax)
1 Confidential Documents (restricted ownership)
2 Banned Art, Seditious Materials (restricted ownership)
3 Arcane Implements or Documents (forbidden)
4 Electroplasmic Tech (restricted ownership)
5 Volatile Alchemicals or Explosives (forbidden)
6 Spirit Essences (restricted ownership)
Contraband transporters Illicit goods are the life-blood of Duskwall ---both for those who consume them and those who profit from their taxation and criminalization. Smugglers keep the city alive.
-> When you play Smugglers, you earn xp when you execute a smuggling operation or acquire new clients or contraband sources. Instead of hunting grounds, you have cargo types that you use for your operations.
What kind of contraband do you transport? Do you have any rules about what you will or won't carry?
Dossier
Name:
Lair:
Reputation:
Tier: 0 s
Rep: 0/12
Turf: 0/6
Heat: 0/9
Wanted Level: 0/4
Coin: 2/4
Crew xp: 0/10
Cargo Types
Choose a favored cargo type:
[ ] Arcane/Weird: Spirit essences, ghosts, cult materials.
[ ] Arms: Restricted military weapons, heavy ordnance, explosives.
[ ] Contraband: High-tax luxuries, drugs, banned art, etc.
[ ] Passengers: People or livestock traveling in secret.
Contacts
[ ] Elynn, a dock worker. Perhaps a friend who can help with the infernal paperwork of the Empire?
[ ] Rolan, a drug dealer. Perhaps a client with strong underworld ties?
[ ] Sera, an arms dealer. Perhaps a supplier with military access?
[ ] Nyelle, a spirit trafficker. Perhaps a supplier for the strangest of cargo?
[ ] Decker, an anarchist. Perhaps a client in need of the illegal tools of revolution?
[ ] Esme, a tavern owner. Perhaps a good source of news and gossip?
Smugglers Upgrades
[ ] Smuggler Rigging: Two of your carried items are perfectly concealed. You could carry 1 load of contraband and a pistol, perfectly concealed, even against a pat down.
[ ] Camouflage: Your vehicles are perfectly concealed when at rest. They blend in as part of the environment, or as an uninteresting civilian vehicle (your choice).
[ ] Elite Rovers: All of your cohorts with the Rovers type get +1d to quality rolls for Rover-related actions.
[ ] Barge: Add mobility to your lair. You can move it to a new location as a downtime activity.
[ ] Steady: Each PC gets +1 stress box. This costs three upgrades to unlock, not just one.
[ ] Vehicle: All smugglers start with a vehicle. When the vehicle is upgraded (two boxes), it also gets armor.
General Upgrades
Lair
⠀ [X] Vehicle
⠀ [ ] Vehicle
⠀ [ ] Vehicle
⠀ [ ] Vehicle
⠀ [ ] Hidden
⠀ [ ] Quarters
⠀ [ ] Secure
⠀ [ ] Secure
⠀ [ ] Vault
⠀ [ ] Vault
⠀ [ ] Workshop
Training
⠀ [ ] Insight
⠀ [X] Prowess
⠀ [ ] Resolve
⠀ [ ] Personal
Quality
⠀ [ ] Documents
⠀ [ ] Gear
⠀ [ ] Implements
⠀ [ ] Supplies
⠀ [ ] Tools
⠀ [ ] Weapons
[ ] Mastery (costs 4 Advances)
Cohorts: upgrade costs
⠀ New Cohort: 2
⠀ Add Type: 2
Smugglers Claims
[ ] Ancient Gate: Safe passage in the deathlands. When you leave the city through this gate, spirits in the deathlands will not molest you unless directly provoked.
[ ] Cover Operation: You get -2 heat per score. What's your cover? Who did you seize it from?
[ ] Fleet: Your cohorts have their own vehicles. Each cohort has a common vehicle, with quality equal to your Tier.
[ ] Informants: You get +1d to gather information for a score. Your eyes and ears on the streets are always on the lookout for new clients.
[ ] Luxury Fence: You get +2 coin in payoff for scores that involve high-class targets. It requires a skilled eye and good contacts to move hot luxury goods.
[ ] Secret Routes: You get +1d to the engagement roll for transport plans. You might have access to long-forgotten underground canals, dark streets normally hidden behind debris, or some other route of your choosing.
[ ] Side Business: Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat. What kind of legitimate business is this? How do you get paid in secret?
[ ] Tavern: You get +1d to Consort and Sway rolls on-site. Some booze and friendly conversation can go a long way.
[ ] Vice Den: Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat. Perhaps you sell some of the contraband you smuggle here? Or do you not mix your operations?
[ ] Warehouses: You get +1d to acquire asset rolls. You have space to hold all the various items and supplies you end up with from your smuggling runs. They can be useful on their own or for barter when you need it.
Smugglers Special Abilities
[ ] Like Part of the Family: Create one of your vehicles as a cohort (use the vehicle edges and flaws, below). Its quality is equal to your Tier +1. The vehicle can use teamwork actions (using quality for rolls). A vehicle can't lead a group action, but may participate.
⠀ Vehicle Edges
⠀ ⠀ [ ] Nimble: The vehicle handles easily. Consider this an assist for tricky maneuvers.
⠀ ⠀ [ ] Simple: The vehicle is easy to repair. Remove all of its harm during downtime.
⠀ ⠀ [ ] Sturdy: The vehicle keeps operating even when broken.
⠀ Vehicle Flaws
⠀ ⠀ [ ] Costly: The vehicle costs 1 coin per downtime to keep in operation.
⠀ ⠀ [ ] Distinct: The vehicle has memorable features. Take +1 heat when you use it on a score.
⠀ ⠀ [ ] Finicky: The vehicle has quirks that only one person understands. When operated without them, it has -1 quality.
[ ] All Hands: During downtime, one of your cohorts may perform a downtime activity for the crew to acquire an asset, reduce heat, or work on a long-term project.
[ ] Ghost Passage: From harsh experience or occult ritual, all crew members are immune to possession by spirits, but may choose to "carry" a ghost as a passenger within their body.
[ ] Just Passing Through: During downtime, take -1 heat. When your heat is 4 or less, you get +1d to deceive people when you pass yourselves off as ordinary citizens.
[ ] Leverage: Your crew supplies illicit goods for other factions. Your success is good for them. Whenever you gain rep, gain +1 rep.
[ ] Reavers: When you go into conflict aboard a vehicle, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.
[ ] Renegades: Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).
Veteran: Choose a special ability from another source.
⠀ [ ] ...
⠀ [ ] ...
Cohorts
Name:
Quality:
[ ] Weak
[ ] Impaired
[ ] Broken
Type:
⠀ [ ] Gang
⠀ [ ] Expert
[ ] Armor
Smugglers Opportunities
1 Skovlander insurrectionists need supplies for their campaign of terror attacks against city institutions.
2 Union organizers want to arm factory workers in advance of a strike.
3 A massive gang war creates high demand for restricted military weapons and heavy ordnance.
4 Exiled nobility slumming it in Doskvol has a sudden and urgent need to go home that they won't explain.
5 Leviathan hunter made undocumented stops. Meet them outside the city and bring some things in uninspected.
6 Heiress needs to leave the city to meet her forbidden love. If you make it look like a kidnapping she'll split the ransom.
1 The city council outlaws a formerly legal product.
2 A jailbreak at Ironhook means many escaped prisoners seek flight from the city.
3 For a nominal fee, a Bluecoat will help you acquire a vehicle seized from another gang.
4 A new spice has been "discovered" in Tycheros but it's officially banned. Naturally, everyone wants it.
5 A route is closed to traffic (and Bluecoat inspection) due to: imminent collapse, weird events, toxic gas, fires.
6 A criminal organization needs weapons smuggled into Ironhook to seize control of a cell-block.
1 A cult wants to smuggle their demon-tainted "chosen one" past the Spirit Wardens and out into the deathlands.
2 An ancient artifact has been spotted outside the barrier and academics need it in the city yesterday. For study, of course.
3 A district is quarantined due to ghost infestation or plague. They need basic supplies, and spirit wards even more.
4 A client wants you to move a strange package around the city for two days straight. Don't stop moving! That would be bad.
5 A derailed train in the deathlands has a lot of salvageable cargo. Possibly (wealthy and grateful) survivors, too.
6 A noble's crimes leave their assets frozen. Their leviathan hunter, full from an expedition, is forbidden to dock.
For any opportunity above, consider Arcane/Weird, Arms, Contraband, or Passengers as cargo. To twist an opportunity or add additional elements, roll on the score generator tables on pages 306-309.
Contraband / Cargo
1 Escaped Prisoners, Spies (forbidden)
2 Workers Fleeing Contracts (forbidden)
3 A Devil or Dangerous Artifact (forbidden)
4 Insurrectionists or Anarchists (forbidden)
5 Refugees or Immigrants (restricted access)
6 A Noble or Official Seeking Secret Travel
1 Fine Tobacco, Whiskey, Wine, etc. (high tax)
2 Luxuries ---Perfumes, Silks, Spices (high tax)
3 Livestock or Dangerous Animals (restricted ownership)
4 Medicine, Alchemicals (restricted ownership)
5 Military Arms (restricted ownership)
6 Drugs (high tax)
1 Confidential Documents (restricted ownership)
2 Banned Art, Seditious Materials (restricted ownership)
3 Arcane Implements or Documents (forbidden)
4 Electroplasmic Tech (restricted ownership)
5 Volatile Alchemicals or Explosives (forbidden)
6 Spirit Essences (restricted ownership)