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PROCEDURES

simple rules overview action roll


1. The player states their goal for the action.
2. The player chooses the action rating that matches what their character is doing in the fiction.
ACTION ROLLS
When a player character does something challenging, we make an Attune 3. The GM sets the position for the roll.
action roll to see how it turns out. An action is challenging if there’s an Command 4. The GM sets the effect level for the action.
obstacle to the PC’s goal that’s dangerous or troublesome in some way. Consort 5. Add bonus dice.
Finesse
The player rolls a number of d6 equal to their character’s action rating 6. The player rolls the dice and we judge the result.
Hunt
(from 1 to 4). The action rating they use depends on what their character
is doing. If they’re fighting, it’s Skirmish, if they’re using magic, it’s
Prowl bonus dice
Skirmish
Attune, etc. See the list of actions at right. +1d from teammate (they take 1 stress)
Study
For each roll, we set the position and effect level. Position tells us how Survey +1d if you push yourself or take a devil's bargain
dangerous it is for the PC. A controlled position isn’t very dangerous. A Sway
risky position is pretty dangerous. A desperate position is very dangerous. Tinker fortune roll
The effect level tells us how much impact this roll will have on the situation. Wreck 1. The GM determines the dice pool (generally 1 to 4 dice) based on the fictional trait that applies
Great effect means a big impact, enough to covercome a tough obstacle. to the situation (morale, toughness, quality, etc.).
Standard effect means decent impact—enough to overcome a standard obstacle. Limited
2. Roll the dice and read the highest single result to determine how strongly that trait manifests in
effect means poor impact, requiring multiple rolls to overcome an obstacle.
the situation at hand.
The outcome of the roll is determined by the single highest die result. If the highest
die is a 6, it’s a full success: the PC’s action is effective and there are no complications. resistance roll
If the highest die is a 4 or 5, it’s a partial success: the PC’s action is effective, but there’s 1. The player chooses to resist a consequence.
a complication. If the highest die is a 1-3, it’s a failure: the PC’s action is not effective,
and there’s a complication, too. 2. The GM determines if the consequence will be reduced or negated by the resistance roll, depending
on the details of the situation.
Basically, when someone makes an action roll, we all look for that 6. If they don’t get a 6, some
3. The GM determines which attribute applies to the consequence at hand (Insight, Prowess, or
kind of complication or bad consequence will happen, based on the PC’s position. If a player
Resolve).
rolls more than one 6, that’s a critical success—they get an extra benefit of some kind.
4. The player rolls the dice for that attribute.
FORTUNE ROLLS 5. The PC takes stress equal to 6 minus the highest dice result, and the consequence is negated or
A fortune roll tells us “how much” something manifests. There’s no position or effect reduced.
level, just a pool of d6 representing a trait. For example, the GM might make a fortune
roll for the bad guys’ morale to see if they can stay and fight. If they’re brave, the GM flashbacks
might roll 3d6 and see how well they do. On a 6, they definitely stay and fight. On a 1. The player announces that they'd like a flashback to an action they performed in the past which
4/5, mayhe a few of them run off. On a 1-3, they all break and flee. will impact the current situation.
2. The GM briefly describes the scene for the flashback. The Player describes what their character
RESISTANCE ROLLS does.
A PC can make a resistance roll to block or avoid a bad consequence that the GM inflicts.
For example, if the GM says, “You do it, but Neela shoots you as you climb over. You 3. The GM sets a stress cost for the flashback action:
take level 2 harm,” the player can say, “Nope! I want to resist that.” When a PC resists 0 Stress: An ordinary action for which you had easy opportunity.
a consequence, it’s always effective­—the consequence will be reduced to something 1 Stress: A complex action or unlikely opportunity.
less severe or avoided entirely (depending on the situation). 2 (or more) Stress: An elaborate action that involved special opportunities or contingencies.
The resistance roll tells us how much stress the PC takes (6 stress minus the highest 4. The PC takes the stress and attempts the flashback action.
die result).
character creation
vices
1 Choose a playbook. Your playbook
represents your character’s
reputation in the underworld, their
8 Record your name, alias, and
look. Choose a name, an alias
(if you use one), and jot down a few
ƒƒ Faith: You're dedicated to an unseen power, ƒƒ Pleasure: Gratification from lovers, food, drink,
forgotten god, ancestor, etc. drugs, art, theater, etc.
special abilities, and how they advance. words to describe your look. Examples ƒƒ Gambling: You crave games of chance, betting ƒƒ Stupor: You seek oblivion in the abuse of drugs,
are provided at right.
2 Choose a heritage. Detail your
choice with a note about your
family life. For example, Skovlan: Ore loadout
on sporting events, etc.
ƒƒ Luxury: Expensive and/or ostentatious displays
of opulence.
drink to excess, getting beaten to a pulp in the
fighting pits, etc.
ƒƒ Weird: You experiment with strange essences,
miners, now war refugees in Duskwall. You have access to all of the items consort with rogue spirits, observe bizarre rituals
ƒƒ Obligation: You're devoted to a family, a cause,
on your character sheet. For each or taboos, etc.
3 Choose a background. Detail a charity, etc.
operation, decide what your character’s
your choice with your specific load will be. During the operation,
history. For example, Labor: Leviathan you may say that your character has names family names
hunter, mutineer. an item on hand by checking the box Adric, Aldo, Amosen, Andrel, Arden, Arlyn, Arquo, Ankhayat, Arran, Athanoch, Basran, Boden, Booker,
Arvus, Ashlyn, Branon, Brace, Brance, Brena, Bricks, Bowman, Breakiron, Brogan, Clelland, Clermont,
4 Assign four action dots. No
action may begin with a rating
higher than 2 during character
for the item you want to use—up to a
number of items equal to your chosen
load. Your load also determines your
Candra, Carissa, Carro, Casslyn, Cavelle, Clave,
Corille, Cross, Crowl, Cyrene, Daphnia, Drav, Edlun,
Coleburn, Comber, Daava, Dalmore, Danfield,
Dunvil, Farros, Grine, Haig, Helker, Helles, Hellyers,
movement speed and conspicuousness: Emeline, Grine, Helles, Hix, Holtz, Kamelin, Kelyr, Jayan, Jeduin, Kardera, Karstas, Keel, Kessarin,
creation. (After creation, action ratings
Kobb, Kristov, Laudius, Lauria, Lenia, Lizete, Lorette, Kinclaith, Lomond, Maroden, Michter, Morriston,
may advance up to 3. When you unlock 1-3 load: Light. You’re faster, less Lucella, Lynthia, Mara, Milos, Morlan, Myre, Narcus, Penderyn, Prichard, Rowan, Sevoy, Skelkallan,
the Mastery advance for your crew, you conspicuous; you blend in with citizens. Naria, Noggs, Odrienne, Orlan, Phin, Polonia, Quess, Skora, Slane, Strangford, Strathmill, Templeton,
can advance actions up to rating 4.) Remira, Ring, Roethe, Sesereth, Sethla, Skannon, Tyrconnell, Vale, Walund, Welker.
4/5 load: Normal. You look like a

5 Choose a special ability. They’re in scoundrel, ready for trouble. Stavrul, Stev, Syra, Talitha, Tesslyn, Thena, Timoth,
the gray column in the middle of Tocker, Una, Vaurin, Veleris, Veretta, Vestine, Vey, aliases
6 load: Heavy. You’re slower. You Bell, Birch, Bricks, Bug, Chime, Coil, Cricket, Cross,
the character sheet. If you can’t decide, Volette, Vond, Weaver, Wester, Zamira.
look like an operative on a mission. Crow, Echo, Flint, Frog, Frost, Grip, Gunner, Hammer,
choose the first ability on the list. It’s
7-9 load: Encumbered. You’re Hook, Junker, Mist, Moon, Nail, Needle, Ogre, Pool,
placed there as a good first option.
overburdened and can’t do anything Ring, Ruby, Silver, Skinner, Song, Spur, Tackle, Thistle,
looks
6 Choose a close friend and a
rival. Mark the one who is a
close friend, long-time ally, family
except move very slowly.
Some special abilities (like the Cutter’s Man, Woman, Ambiguous, Concealed.
Thorn, Tick-Tock, Twelves, Vixen, Whip, Wicker.

Mule ability or a Demon’s incredible Affable, Athletic, Bony, Bright, Brooding, Calm, Chiseled, Cold, Dark, Delicate, Fair, Fierce, Grimy, Handsome,
relation, or lover (the upward-pointing
strength) increase the load limits. Huge, Hunched, Languid, Lovely, Open, Plump, Rough, Sad, Scarred, Slim, Soft, Squat, Stern, Stout, Striking,
triangle). Mark one who is a rival,
Some items count as two items for load Twitchy, Weathered, Wiry, Worn.
enemy, scorned lover, betrayed partner,
etc. (the downward-pointing triangle). (they have two connected boxes). Items Collared Shirt Heavy Jacket Knit Sweater Rags & Tatters Slim Jacket Tricorn Hat
in italics don’t count toward your load. Eel-skin Bodysuit Hide & Furs Leathers Rough Tunic Soft Boots Vest or Waistcoat
7 Choose your vice. Pick your
preferred type of vice, detail it with a
short description and indicate the name
You don’t need to select specific items
now. Review your personal items and
Fitted Dress
Fitted Leggings
Hood & Veil
Hooded Cape
Long Coat
Long Scarf
Scavenged Uniform Suit & Tie
Sharp Trousers Suspenders
Waxed Coat
Wide Belt
and location of your vice purveyor. the standard item descriptions provided Half-Cape Hooded Coat Loose Silks Short Cloak Tall Boots Work Boots
in this PDF. Heavy Cloak Knit Cap Mask & Robes Skirt & Blouse Thick Greatcoat Work Trousers
cutter
stash         
a dangerous & coin         
intimidating 
crew fighter 
special abilities playbook
name alias
 Battleborn: You may expend your special armor to reduce harm
insight
from an attack in combat or to push yourself during a fight.
look  Bodyguard: When you protect a teammate, take +1d to your resistance
  hunt
roll. When you gather info to anticipate possible threats in the current   study
situation, you get +1 effect.   survey
heritage:    a koros—the dagger isles background: academic—labor—law   tinker
 Ghost Fighter: You may imbue your hands, melee weapons, or tools
iruvia—severos—skovlan—tycheros trade—military—noble—underworld with spirit energy. You gain potency in combat vs. the supernatural. prowess
You may grapple with spirits to restrain and capture them.   finesse
 Leader: When you Command a cohort in combat, they continue
  prowl
vice / purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird to fight when they would otherwise break (they're not taken out   skirmish
stress trauma when they suffer level 3 harm). They gain +1 effect and 1 armor.   wreck
cold—haunted—obsessed—paranoid
reckless—soft—unstable—vicious  Mule: Your load limits are higher. Light: 5. Normal: 7. Heavy: 8. resolve

harm healing  Not to be Trifled With: You can push yourself to do one of   attune
need project clock
the following: perform a feat of physical force that verges on the   command
3 help superhuman—engage a small gang on equal footing in close combat.   consort
armor uses  Savage: When you unleash physical violence, it's especially   sway
2 -1d armor frightening. When you Command a frightened target, take +1d. bonus die
less heavy  Vigorous: You recover from harm faster. Permanently fill in one of push yourself (take
1 effect special your healing clock segments. Take +1d to healing treatment rolls. + 2 stress) -or- accept a
notes devil's bargain.
     Veteran: Choose a special ability from another source.

dangerous friends items load  3 light  
5 normal   6 heavy

 
 Marlane, a pugilist  Fine hand weapon  A Blade or Two
Chael, a vicious thug   Fine heavy weapon  Throwing Knives
 
 
 Scary weapon or tool  A Pistol    A 2nd Pistol
 
 Mercy, a cold killer   A Large Weapon
 Manacles & chain
 
 Grace, an extortionist Rage essence vial  An Unusual Weapon
 
Sawtooth, a physicker Spiritbane charm   Armor   +Heavy
 
   
 Burglary Gear
xp   Climbing Gear
 Every time you roll a desperate action, mark xp in that action's attribute.  Arcane Implements
At the end of each session, for each item below, mark 1 xp (in your playbook or  Documents
an attribute) or 2 xp if that item occurred multiple times.  Subterfuge Supplies
 You addressed a challenge with violence or coercion.   Demolition Tools
 You expressed your beliefs, drives, heritage, or background.  Tinkering Tools
 You struggled with issues from your vice or traumas during the session.  Lantern
teamwork planning & load gather information
Choose a plan, provide the detail. Choose your  How can I hurt them?
Assist a teammate load limit for the operation.  Who's most afraid of me?
Lead a group action Assault: Point of attack Occult: Arcane power  Who's most dangerous here?
 What do they intend to do?
Protect a teammate Deception: Method Social: Connection  How can I get them to [X]?
 Are they telling the truth?
Set up a teammate Stealth: Entry point Transport: Route
 What's really going on here?
hound
stash         
a deadly coin         
sharpshooter 
crew and tracker 
special abilities playbook
name alias Sharpshooter: You can push yourself to do one of the following:

make a ranged attack at extreme distance beyond what’s normal for insight

look
the weapon—unleash a barrage of rapid fire to suppress the enemy.   hunt
Focused: You may expend your special armor to resist a consequence
   study
of surprise or mental harm (fear, confusion, losing track of someone)   survey
heritage:    a koros—the dagger isles background: academic—labor—law
or to push yourself for ranged combat or tracking.   tinker
iruvia—severos—skovlan—tycheros trade—military—noble—underworld  
  Ghost Hunter: Your hunting pet is imbued with spirit energy.
prowess
It gains potency when tracking or fighting the supernatural, and
gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take   finesse
this ability again to choose an additional arcane ability for your pet.   prowl
vice / purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird Scout: When you gather info to locate a target, you get +1 effect.
   skirmish
stress trauma When you hide in a prepared position or use camouflage, you get +1d   wreck
cold—haunted—obsessed—paranoid to rolls to avoid detection.
reckless—soft—unstable—vicious resolve
Survivor: From hard won experience or occult ritual, you are

harm healing immune to the poisonous miasma of the deathlands and are able to   attune
need project clock subsist on the strange flora and fauna there. You get +1 stress box.   command
3 help   consort
Tough as Nails: Penalties from harm are one level less severe

armor uses (though level 4 harm is still fatal).   sway
2 -1d armor Vengeful: You gain an additional xp trigger: You got payback
 bonus die
less heavy against someone who harmed you or someone you care about. If your push yourself (take
1 effect special crew helped you get payback, also mark crew xp. + 2 stress) -or- accept a
notes  
    Veteran: Choose a special ability from another source. devil's bargain.

deadly friends items load  3 light  


5 normal   6 heavy

 
 Steiner, an assassin  Fine pair of pistols  A Blade or Two
Celene, a sentinel   Fine long rifle  Throwing Knives
 
 
 Electroplasmic ammunition  A Pistol    A 2nd Pistol
 
 Melvir, a physicker   A Large Weapon
 A trained hunting pet
 
 Veleris, a spy Spyglass  An Unusual Weapon
 
Casta, a bounty hunter Spiritbane charm   Armor   +Heavy
 
   
 Burglary Gear
xp   Climbing Gear
 Every time you roll a desperate action, mark xp in that action's attribute.  Arcane Implements
At the end of each session, for each item below, mark 1 xp (in your playbook or  Documents
an attribute) or 2 xp if that item occurred multiple times.  Subterfuge Supplies
 You addressed a challenge with tracking or violence.   Demolition Tools
 You expressed your beliefs, drives, heritage, or background.  Tinkering Tools
 You struggled with issues from your vice or traumas during the session.  Lantern
teamwork planning & load gather information
Choose a plan, provide the detail. Choose your  What do they intend to do?
Assist a teammate load limit for the operation.  How can I get them to [X]?
Lead a group action Assault: Point of attack Occult: Arcane power  What are they really feeling?
 Where are they vulnerable?
Protect a teammate Deception: Method Social: Connection  Where did [X] go?
 How can I find [X]?
Set up a teammate Stealth: Entry point Transport: Route
 What's really going on here?
leech
stash         
a saboteur and coin         
technician 
crew 
special abilities playbook
name alias Alchemist: When you invent or craft a creation with alchemical

features, take +1 result level to your roll. You begin with one special insight
formula already known.   hunt
look
Analyst: During downtime, you get two ticks to distribute among
   study
any long term project clocks that involve investigation or learning a   survey
new formula or design plan.
heritage:    a koros—the dagger isles background: academic—labor—law   tinker
Artificer: When you invent or craft a creation with spark-craft

iruvia—severos—skovlan—tycheros trade—military—noble—underworld features, take +1 result level to your roll. You begin with one special prowess
design already known.   finesse
Fortitude: You may expend your special armor to resist a
   prowl
vice / purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird consequence of fatigue, weakness, or chemical effects, or to push   skirmish
yourself when working with technical skill or handling alchemicals.
stress trauma   wreck
cold—haunted—obsessed—paranoid Ghost Ward: You know how to Wreck an area with arcane substances

reckless—soft—unstable—vicious and methods so it is either anathema or enticing to spirits (your choice). resolve

harm healing
Physicker: You can Tinker with bones, blood, and bodily humours to
   attune
treat wounds or stabilize the dying. You may study a malady or corpse.   command
need project clock Everyone in your crew gets +1d to their healing treatment rolls.
3 help   consort
armor uses Saboteur: When you Wreck, the work is much quieter than it
   sway
2 -1d should be and the damage is hidden from casual inspection.
armor bonus die
Venomous: Choose a drug or poison (from your bandolier stock) to

less heavy which you have become immune. You can push yourself to secrete it push yourself (take
1 effect special through your skin or saliva or exhale it as a vapor. + 2 stress) -or- accept a
notes  
    Veteran: Choose a special ability from another source.
  devil's bargain.
Alchemicals
Bandolier  clever friends items load  3 light  
5 normal   6 heavy

Bandolier   
 Stazia, an apothecary  Fine tinkering tools  A Blade or Two
Veldren, a psychonaut   Fine wrecking tools  Throwing Knives
When you use a bandolier  
 
slot, choose an alchemical:  Blowgun & darts, syringes  A Pistol    A 2nd Pistol
 
 Eckerd, a corpse thief   A Large Weapon
 Alcahest  Bandolier (3 uses)
 
 Jul, a blood dealer
  Bandolier (3 uses)  An Unusual Weapon
 Binding Oil  
Malista, a priestess Gadgets   Armor   +Heavy
 Drift Oil  
     
 Burglary Gear
 Drown Powder
xp   Climbing Gear
 Eyeblind Poison
 Fire Oil  Every time you roll a desperate action, mark xp in that action's attribute.  Arcane Implements
 Grenade At the end of each session, for each item below, mark 1 xp (in your playbook or  Documents
an attribute) or 2 xp if that item occurred multiple times.  Subterfuge Supplies
 Quicksilver
 You addressed a challenge with technical skill or mayhem.   Demolition Tools
 Skullfire Poison
 You expressed your beliefs, drives, heritage, or background.  Tinkering Tools
 Smoke Bomb
 You struggled with issues from your vice or traumas during the session.  Lantern
 Spark (drug)
 Standstill Poison teamwork planning & load gather information
 Trance Powder Choose a plan, provide the detail. Choose your  What do they intend to do?
Assist a teammate load limit for the operation.  How can I get them to [X]?
Lead a group action Assault: Point of attack Occult: Arcane power  Are they telling the truth?
 What can I tinker with here?
Protect a teammate Deception: Method Social: Connection  What might happen if I [X]?
 How can I find [X]?
Set up a teammate Stealth: Entry point Transport: Route
 What's really going on here?
lurk
stash         
a stealthy coin         
infiltrator 
crew and burglar 
special abilities playbook
name alias Infiltrator: You are not affected by quality or Tier when you

bypass security measures. insight

look
Ambush: When you attack from hiding or spring a trap, you get +1d.
   hunt
Daredevil: When you roll a desperate action, you get +1d to your
   study
roll if you also take -1d to any resistance rolls against consequences   survey
from your action. tinker
heritage:    a koros—the dagger isles background: academic—labor—law  
The Devil's Footsteps: When you push yourself, choose one

iruvia—severos—skovlan—tycheros trade—military—noble—underworld of the following additional benefits: perform a feat of athletics that prowess
verges on the superhuman—maneuver to confuse your enemies so they finesse
mistakenly attack each other.  
Expertise: Choose one of your action ratings. When you lead a   prowl
vice / purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird  skirmish
group action using that action, you can suffer only 1 stress at most  
stress trauma regardless of the number of failed rolls.   wreck
cold—haunted—obsessed—paranoid
reckless—soft—unstable—vicious Ghost Veil: You may shift partially into the ghost field, becoming
 resolve
shadowy and insubstantial for a few moments. Take 2 stress when
harm healing you shift, plus 1 stress for each extra feature: It lasts for a few minutes   attune
need project clock rather than moments—you are invisible rather than shadowy—you   command
3 help may float through the air like a ghost   consort
armor uses Reflexes: When there's a question about who acts first, the answer
   sway
2 -1d armor is you (two characters with Reflexes act simultaneously).
Shadow: You may expend your special armor to resist a consequence
 bonus die
less heavy from detection or security measures, or to push yourself for a feat push yourself (take
1 effect special of athletics or stealth. + 2 stress) -or- accept a
notes  
    Veteran: Choose a special ability from another source.
  devil's bargain.

shady friends items load  3 light  


5 normal   6 heavy

 
 Telda, a beggar Fine lockpicks
   A Blade or Two
Darmot, a bluecoat Fine shadow cloak
   Throwing Knives
 
 
Light climbing gear
   A Pistol    A 2nd Pistol
 
 Frake, a locksmith   A Large Weapon
Silence potion vial
 
 
 Roslyn Kellis, a noble Dark-sight goggles  An Unusual Weapon
 
Petra, a city clerk Spiritbane charm   Armor   +Heavy
 
   
 Burglary Gear
xp   Climbing Gear
 Every time you roll a desperate action, mark xp in that action's attribute.  Arcane Implements
At the end of each session, for each item below, mark 1 xp (in your playbook or  Documents
an attribute) or 2 xp if that item occurred multiple times.  Subterfuge Supplies
 You addressed a challenge with stealth or evasion.   Demolition Tools
 You expressed your beliefs, drives, heritage, or background.  Tinkering Tools
 You struggled with issues from your vice or traumas during the session.  Lantern
teamwork planning & load gather information
Choose a plan, provide the detail. Choose your  What do they intend to do?
Assist a teammate load limit for the operation.  How can I get them to [X]?
Lead a group action Assault: Point of attack Occult: Arcane power  What should I look out for?
 What's the best way in?
Protect a teammate Deception: Method Social: Connection  Where can I hide here?
 How can I find [X]?
Set up a teammate Stealth: Entry point Transport: Route
 What's really going on here?
slide
stash         
a subtle coin         
manipulator 
crew and spy 
special abilities playbook
name alias 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. insight

look Cloak & Dagger: When you use a disguise or other form of covert
   hunt
misdirection, you get +1d to rolls to confuse or deflect suspicion.   study
When you throw off your disguise, the resulting surprise gives you   survey
heritage:    a koros—the dagger isles background: academic—labor—law
the initiative in the situation.   tinker
iruvia—severos—skovlan—tycheros trade—military—noble—underworld Ghost Voice: You know the secret method to interact with a ghost or
 prowess
demon as if it was a normal human, regardless of how wild or feral it
appears. You gain potency when communicating with the supernatural.   finesse
Like Looking into a Mirror: You can always tell when someone   prowl
vice / purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird  skirmish
is lying to you.  
stress trauma   wreck
cold—haunted—obsessed—paranoid A Little Something on the Side: At the end of each downtime

reckless—soft—unstable—vicious phase, you earn +2 stash. resolve

harm healing Mesmerism: When you Sway someone, you may cause them to
   attune
need project clock forget that it's happened until they next interact with you.   command
3 help   consort
Subterfuge: You may expend your special armor to resist a

armor uses consequence from suspicion or persuasion, or to push yourself for   sway
2 -1d armor subterfuge. bonus die
less heavy Trust in Me: You get +1d vs. a target with whom you have an
 push yourself (take
1 effect intimate relationship.
special + 2 stress) -or- accept a
notes  
   Veteran: Choose a special ability from another source.
  devil's bargain.

sly friends items load  3 light  


5 normal   6 heavy

 
 Bryl, a drug dealer Fine clothes & jewelry
   A Blade or Two
Bazso Baz, a gang leader Fine disguise kit
   Throwing Knives
 
 
Fine loaded dice, trick cards
   A Pistol    A 2nd Pistol
 
 Klyra, a tavern owner   A Large Weapon
Trance powder
 
 
 Nyryx, a prostitute A cane-sword  An Unusual Weapon
 
Harker, a jail-bird Spiritbane charm   Armor   +Heavy
 
   
 Burglary Gear
xp   Climbing Gear
 Every time you roll a desperate action, mark xp in that action's attribute.  Arcane Implements
At the end of each session, for each item below, mark 1 xp (in your playbook or  Documents
an attribute) or 2 xp if that item occurred multiple times.  Subterfuge Supplies
 You addressed a challenge with deception or influence.   Demolition Tools
 You expressed your beliefs, drives, heritage, or background.  Tinkering Tools
 You struggled with issues from your vice or traumas during the session.  Lantern
teamwork planning & load gather information
Choose a plan, provide the detail. Choose your  What do they intend to do?
Assist a teammate load limit for the operation.  How can I get them to [X]?
Lead a group action Assault: Point of attack Occult: Arcane power  Are they telling the truth?
 What are they really feeling?
Protect a teammate Deception: Method Social: Connection  What do they really care about?
 How can I blend in here?
Set up a teammate Stealth: Entry point Transport: Route
 What's really going on here?
spider
stash         
a devious coin         
mastermind 
crew 
special abilities playbook
name alias Foresight: Two times per score you can assist a teammate without

paying stress. Tell us how you prepared for this. insight

look Calculating: Due to your careful planning, during downtime,


   hunt
you may give yourself or another crew member +1 downtime action.   study
Connected: During downtime, you get +1 result level when you
   survey
heritage:    a koros—the dagger isles background: academic—labor—law acquire an asset or reduce heat.   tinker
iruvia—severos—skovlan—tycheros trade—military—noble—underworld Functioning Vice: When you indulge your vice, you may adjust
 prowess
the dice outcome by 1 or 2 (up or down). An ally who joins in your
vice may do the same.   finesse
Ghost Contract: When you shake on a deal, you and your
  prowl
vice / purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird    skirmish
partner­—human or otherwise—both bear a mark of your oath. If
stress trauma either breaks the contract, they take level 3 harm, "Cursed".   wreck
cold—haunted—obsessed—paranoid
reckless—soft—unstable—vicious Jail Bird: When incarcerated, your wanted level counts as 1 less,
 resolve
your Tier as 1 more, and you gain +1 faction status with a faction you   attune
harm healing help on the inside (in addition to your incarceration roll).
need project clock   command
3 Mastermind: You may expend your special armor to protect a
   consort
help
teammate, or to push yourself when you gather information or work sway
armor uses
on a long-term project.  
2 -1d armor Weaving the Web: You gain +1d to Consort when you gather
 bonus die
less heavy information on a target for a score. You get +1d to the engagement push yourself (take
1 effect special roll for that operation. + 2 stress) -or- accept a
notes  
    Veteran: Choose a special ability from another source.
  devil's bargain.

shrewd friends items load  3 light  


5 normal   6 heavy

 
 Salia, an information broker Fine cover identity
   A Blade or Two
Fine bottle of whiskey
   Throwing Knives
 
 Augus, a master architect
Blueprints
   A Pistol    A 2nd Pistol
 
 Jennah, a servant   A Large Weapon
Vial of slumber essence
 
 
 Riven, a chemist Concealed palm pistol  An Unusual Weapon
 
Spiritbane charm   Armor   +Heavy
 
 Jeren, a bluecoat archivist  
 Burglary Gear
xp   Climbing Gear
 Every time you roll a desperate action, mark xp in that action's attribute.  Arcane Implements
At the end of each session, for each item below, mark 1 xp (in your playbook or  Documents
an attribute) or 2 xp if that item occurred multiple times.  Subterfuge Supplies
 You addressed a challenge with calculation or conspiracy.   Demolition Tools
 You expressed your beliefs, drives, heritage, or background.  Tinkering Tools
 You struggled with issues from your vice or traumas during the session.  Lantern
teamwork planning & load gather information
Choose a plan, provide the detail. Choose your  What do they want most?
Assist a teammate load limit for the operation.  What should I look out for?
Lead a group action Assault: Point of attack Occult: Arcane power  Where's the leverage here?
 How can I discover [X]?
Protect a teammate Deception: Method Social: Connection  What do they intend to do?
 How can I get them to [X]?
Set up a teammate Stealth: Entry point Transport: Route
 What's really going on here?
whisper
stash         
an arcane coin         
adept and 
crew channeler 
special abilities playbook
name alias Compel: You can Attune to the ghost field to force a nearby ghost to

appear and obey a command you give it. You are not supernaturally insight
terrified by a ghost you summon or compel (though your allies may be).   hunt
look
 Ghost Mind: You’re always aware of supernatural entities in your   study
presence. Take +1d when you gather info about the supernatural.   survey
heritage:    a koros—the dagger isles background: academic—labor—law  Iron Will: You're immune to the terror that some supernatural   tinker
entities inflict on sight. Take +1d to resistance rolls with Resolve.
iruvia—severos—skovlan—tycheros trade—military—noble—underworld prowess
 Occultist: You know the secret ways to Consort with ancient

powers, forgotten gods or demons. Once you've consorted with one,   finesse
you get +1d to command cultists who worship it.   prowl
vice / purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird
 Ritual: You can Study an occult ritual (or create a new one) to   skirmish
stress trauma summon a supernatural effect or being. You know the arcane methods   wreck
cold—haunted—obsessed—paranoid to perform ritual sorcery. You begin with one ritual already learned.
reckless—soft—unstable—vicious resolve
 Strange Methods: When you invent or craft a creation with attune
harm healing arcane features, take +1 result level to your roll. You begin with one  
need project clock arcane design already known.   command
3 help   consort
armor uses  Tempest: You can push yourself to do one of the following: unleash

  sway
2 -1d
a stroke of lightning as a weapon—summon a storm in your immediate
armor vicinity (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.). bonus die
less heavy  Warded: You may expend your special armor to resist a supernatural push yourself (take
1 effect special consequence, or to push yourself when you deal with arcane forces. + 2 stress) -or- accept a
notes      Veteran: Choose a special ability from another source.
  devil's bargain.

strange friends items load  3 light  


5 normal   6 heavy

 
  Nyryx, a possessor ghost
    Fine lightning hook  A Blade or Two
Scurlock, a vampire  Fine spirit mask  Throwing Knives
 
   
 Electroplasm vials  A Pistol    A 2nd Pistol
 
  Setarra, a demon
    A Large Weapon
 Spirit bottles (2)
 
  Quellyn, a witch
  Ghost key  An Unusual Weapon
 
Flint, a spirit trafficker Demonbane charm   Armor   +Heavy
 
     
 Burglary Gear
xp   Climbing Gear
 Every time you roll a desperate action, mark xp in that action's attribute.  Arcane Implements
At the end of each session, for each item below, mark 1 xp (in your playbook or  Documents
an attribute) or 2 xp if that item occurred multiple times.  Subterfuge Supplies
 You addressed a challenge with knowledge or arcane power.   Demolition Tools
 You expressed your beliefs, drives, heritage, or background.  Tinkering Tools
 You struggled with issues from your vice or traumas during the session.  Lantern
teamwork planning & load gather information
Choose a plan, provide the detail. Choose your  What is arcane or weird here?
Assist a teammate load limit for the operation.  What echoes in the ghost field?
Lead a group action Assault: Point of attack Occult: Arcane power  What is hidden or lost here?
 What do they intend to do?
Protect a teammate Deception: Method Social: Connection  What drives them to do this?
 How can I reveal [X]?
Set up a teammate Stealth: Entry point Transport: Route
 What's really going on here?
stash         
coin         

crew 
playbook
special abilities playbook
name alias
insight

look   hunt


  study
  survey
heritage:    a koros—the dagger isles background: academic—labor—law   tinker
iruvia—severos—skovlan—tycheros trade—military—noble—underworld prowess
  finesse
  prowl
vice / purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird   skirmish
stress trauma   wreck
cold—haunted—obsessed—paranoid
reckless—soft—unstable—vicious resolve

harm healing   attune


need project clock   command
3 help   consort
armor uses   sway
2 -1d armor bonus die
less heavy push yourself (take
1 effect special + 2 stress) -or- accept a
notes devil's bargain.

friends items load  


3 light  
5 normal  
6 heavy

 
 _____________________  ______________________
   
_________________
 
 _____________________  ______________________
   
_________________
 ______________________
 
 
 _____________________  
_________________
 ______________________
 
 
 _____________________  
_________________
 ______________________
 
 
 _____________________  ______________________
   
_________________

xp
 
_________________
 Every time you roll a desperate action, mark xp in that action's attribute.  
_________________
At the end of each session, for each item below, mark 1 xp (in your playbook or  
_________________
an attribute) or 2xp if that item occurred multiple times.
 
_________________
 You addressed a challenge with _________________________________________
 You expressed your beliefs, drives, heritage, or background.  
_________________
 You struggled with issues from your vice or traumas during the session.  

teamwork planning & load gather information
Choose a plan, provide the detail. Choose your  What do they intend to do?
Assist a teammate load limit for the operation.  How can I get them to [X]?
Lead a group action Assault: Point of attack Occult: Arcane power  What are they really feeling?
 What should I lookout for?
Protect a teammate Deception: Method Social: Connection  Where's the weakness here?
 How can I find [X]?
Set up a teammate Stealth: Entry point Transport: Route
 What's really going on here?
STANDARD ITEMS
A Blade or Two: Perhaps you carry a Burglary Gear: A set of lockpicks. A small
duskwall: vice purveyors
simple fighting knife. Or two curved pry-bar. Vials of oil to silence squeaky
swords. Or a rapier and stiletto. Or a hinges. A coil of wire and fishing hooks. A faith pleasure, stupor
heavy butcher’s cleaver. [1 load] small pouch of fine sand. [1 load] Mother Narya, House of the Weeping Mardin Gull, the Leaky Bucket,
Your choice of blade might reflect your Climbing Gear: A large coil of rope. A Lady, Six Towers. tavern, Crow’s Foot.
heritage: small coil of rope. Grappling hooks. A Ilacille, the ruins of the Temple to Pux Bolin, the Harping Monkey,
small pouch of chalk dust. A climbing forgotten gods, Coalridge. tavern, Nightmarket.
In the North­(Akoros and Skovlan) blades harness with loops and metal rings. A set
tend to be broad, heavy, and single-edged. Nelisanne, The Church of the Ecstasy Helene, Silver Stag casino, Silkshore.
of iron pitons and a small mallet. [2 load]
of the Flesh, Brightstone. Lady Freyla, the Emperor’s Cask, bar,
In Severos, the horse-lords favor spears in Documents: A collection of slim volumes
battle, but for personal combat they carry Lord Penderyn, the Archive of Whitecrown.
on a variety of topics, including a registry Echoes, Charterhall.
distinctive double-edged daggers with very of the nobility, City Watch commanders, Avrick, powder dealer, Barrowcleft.
wide blades, often intricately inscribed with
family histories.
and other notable citizens. Blank pages, a gambling Rolan Volaris, the Veil, social club,
vial of ink, a pen. A number of interesting Nightmarket.
Spogg’s dice game, Crow’s Foot.
In the Dagger Isles, the corsairs often use maps. [1 load] Madame Tesslyn, the Red Lamp,
narrow, light blades made for quick thrusts— Grist, boxing, the Docks.
Arcane Implements: A vial of quicksilver. brothel, Silkshore.
such as the rapier and stiletto. Helene, Silver Stag casino, Silkshore.
A pouch of black salt. A spirit anchor in Traven’s smoke shop, Coalridge.
In Iruvia, curved blades are common; the form of a small stone. A spirit bottle. A Master Vreen, hound racing,
Eldrin Prichard, the Silver Swan
sharpened on the outer edge like a saber, or vial of electroplasm, designed to break and Nightmarket.
pleasure barge, Brightstone canals.
sharpened on the inner edge, like a sickle. splatter on impact. [1 load] Lady Dusk, the Dusk Manor Club,
Jewel, Bird, and Shine, Catcrawl
Throwing Knives: Six small, light blades. Subterfuge supplies: A theatrical make-up Whitecrown.
Alley, the Docks.
[1 load] kit. A selection of blank documents, ready Sergeant Velk, the fighting pits,
A Pistol: A heavy, single-shot, breech-
for the forger’s hand. Costume jewelry. Dunslough. weird
A reversible cloak and distinctive hat. A The hooded proprietor of a half-
loading firearm. Devastating at 20 paces,
forged badge of office. [1 load] luxury, pleasure flooded grotto tavern near the docks.
slow to reload. [1 load] Singer, bath house, Crow’s Foot.
Demolition tools: A sledgehammer Strange passageways lead to stranger
A Large Weapon: A weapon meant for and iron spikes. Heavy drill. Crowbar. Harvale Brogan, the Centuralia Club, chambers beyond.
two hands. A battle-axe, greatsword, [2 load] Brightstone. Father Yoren, House of the Weeping
warhammer, or pole-arm. A hunting Traven’s smoke shop, Coalridge.
Tinkering Tools: An assortment for Lady, Six Towers.
rifle. A blunderbuss. A bow or crossbow.
detailed mechanist work: jeweler’s Dunridge & Sons fine fabrics and “Salia,” a spirit of the Reconciled,
[2 load]
loupe, tweezers, a small hammer, pliers, tailoring, Nightmarket. which moves from body to body at
An Unusual Weapon: A curiosity or tool screwdriver, etc. [1 load] their whim.
Chef Roselle, the Golden Plum
turned into a weapon. A whip, a flail, a
Lantern: A simple oil lantern, a fancy restaurant, Six Towers. Sister Thorn, deathlands scavenger
hatchet, a shovel, a length of chain, a razor-
edged fan, steel-toed boots. [1 load] electroplasmic lamp, or other light source. Maestro Helleren, Spiregarden gang, Gaddoc Station.
[1 load] theater, Whitecrown. Ojak, Tycherosi rooftop market
Armor: A thick leather tunic plus
Spiritbane Charm: A small arcane trinket vendor, Silkshore.
reinforced gloves and boots. [2 load]
that ghosts prefer to avoid. [0 load]
obligation Aranna the Blessed, cultist of a
+Heavy: The addition of chain mail, metal Family members (heritage) or forgotten god, barge moored in
plates, a metal helm. [3 load] The load former co-workers (background). Nightmarket.
for heavy armor is in addition to normal Hutton, Skovlander Refugees/
armor—5 load total. Revolutionaries, Charhollow.
 The Circle of Flame, a secret society.
crew creation
1 Choose a crew type. The crew type
determines the group’s purpose, their
special abilities, and how they advance.
5 Assign crew upgrades. Your crew has
two upgrades pre-selected. Choose
two more. If your crew has a cohort,
CREW UPGRADES
Boat house: You have a boat, a dock on a Quarters: Your lair includes living
waterway, and a small shack to store boating quarters for the crew. Without this upgrade,
You begin at Tier 0, with strong hold and follow the procedure to create it. Record supplies. A second upgrade improves the each PC sleeps elsewhere, and is vulnerable
0 rep. You start with 2 coin. the faction status changes due to your boat with armor and more cargo capacity. when they do so.
upgrades:
Carriage House: You have a carriage, Secure Lair: Your lair has locks, alarms,
2 Choose an initial reputation and
lair. Choose how other underworld
factions see you: Ambitious—Brutal—
One faction helped you get an upgrade.
Take +1 status with them. Or spend 1
coin for +2 status instead.
two goats to pull it, and a stable. A second
upgrade improves the carriage with armor
and traps to thwart intruders. A second
upgrade improves the defenses to include
and larger, swifter goats. Horses are very rare arcane measures that work against spirits.
Daring—Honorable—Professional— One faction was harmed when you got in Doskvol—most carriages in the city use the You might roll your crew’s Tier if these
Savvy—Subtle—Strange. Look at the map an upgrade. Take -2 status with them. large Akorosian goat as their draft animal. measures are ever put to the test, to see how
and pick a district in which to place your Or spend 1 coin for -1 status instead. Cohort: A cohort is a gang or a single well they thwart an intruder.
lair. Describe the lair.
expert NPC who works for your crew. For Training: If you have a Training upgrade,

3 Establish your hunting grounds.


Look at the map and pick a district
6 Choose a favorite contact. Mark the
one who is a close friend, long-time
ally, or partner in crime. Record the faction
all the details on cohorts, see page 96.
Hidden Lair: Your lair has a secret
you earn 2 xp (instead of 1) when you train
a given xp track during downtime (Insight,
in which to place your hunting grounds. location and is disguised to hide it from view. Prowess, Resolve, or Playbook xp). This
status changes related to your contact:
Decide how to deal with the faction that If your lair is discovered, use two downtime upgrade essentially helps you advance more
One faction is friendly with your quickly. See Advancement, page 48.
claims that area. activities and pay coin equal to your Tier to
contact. Take +1 status with them.
Pay them 1 coin. relocate it and hide it once again. If you have Insight Training, when you
One faction is unfriendly with your
Pay them 2 coin. Get +1 status. Mastery: Your crew has access to master train Insight during downtime, you
contact. Take -1 status with them.
Pay nothing. Get -1 status. level training. You may advance your PCs’ mark 2 xp on the Insight track (instead
At your option, increase the intensity of action ratings to 4 (until you unlock this of just 1). If you have Playbook Training,

4 Choose a special ability. They’re in the factions’ relationship with your contact upgrade, PC action ratings are capped at 3). you mark 2 xp on your playbook xp track
the gray column in the middle of the and take +2 and -2 status, instead. This costs four upgrade boxes to unlock. when you train.
crew sheet. If you can’t decide, choose the Quality: Each upgrade improves the Vault: Your lair has a secure vault,
first ability on the list. It’s placed there as quality rating of all the PCs’ items of that increasing your storage capacity for coin to
a good first option. type, beyond the quality established by the 8. A second upgrade increases your capacity
crew’s Tier and fine items. You can improve to 16. A separate part of your vault can be
the quality of Documents, Gear (covers used as a holding cell.
Burglary Gear and Climbing Gear), Arcane Workshop: Your lair has a workshop
Implements, Subterfuge Supplies, Tools appointed with tools for tinkering and
(covers Demolitions Tools and Tinkering alchemy, as well as a small library of books,
Tools), and Weapons. documents, and maps. You may accomplish
So, if you are Tier 0, with fine lockpicks (+1) long-term projects with these assets without
and the Quality upgrade for gear (+1), you leaving your lair.
could contend equally with a Tier II quality
lock.
assassins
cohort gang  expert 

crew sheet murderers


for hire
WEAK IMPAIRED BROKEN ARMOR

special abilities
name reputation
 Deadly: Each PC may add +1 action rating to Hunt, Prowl, or
lair Skirmish (up to a max rating of 3).
rep turf hold weak strong tier  
  
  Crow's Veil: Due to hard-won experience or occult ritual, your

activities are hidden from the notice of the death-seeker crows. cohort gang  expert 
You don't take extra heat when killing is involved on a score. WEAK IMPAIRED BROKEN ARMOR

 Emberdeath: Due to hard-won experience or occult ritual, you


training hagfish farm know the arcane method to destroy a living victim's spirit at the
vice den fixer informants
rooms Body disposal, moment you kill them. Take 3 stress to channel electroplasmic
(Tier roll) - Heat = +2 coin for lower- +1d gather info
+1 scale for your
coin in downtime class targets for scores
+1d to reduce heat energy from the ghost field to disintegrate the spirit and dead
Skulks cohorts after killing 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
victim cover of zero. When you end downtime with zero heat, take +1 rep. cohort gang  expert 
trophies turf LAIR turf operation
 Patron: When you advance your Tier, it costs half the coin it
WEAK IMPAIRED BROKEN ARMOR
+1 rep per score -2 heat per score normally would. Who is your patron? Why do they help you?
 Predators: When you use stealth or subterfuge to commit
murder, take +1d to the engagement roll.
protection cover identities
infirmary envoy city records  Vipers: When you acquire or craft poisons, you get +1 result
racket +1d engagement
+1d to healing +2 coin for high- +1d engagement level to your roll. When you employ a poison, you are specially
(Tier roll) - Heat = for deception and
rolls class targets for stealth plans prepared to be immune to its effects.
coin in downtime social plans
    Veteran: Choose a special ability from another crew.
cohort gang  expert 
heat wanted level coin vaults crew xp WEAK IMPAIRED BROKEN ARMOR
    
 | 
    
 | 
  
  
  
 At the end of each session, for each item below, mark 1 xp (or instead mark
Upon crew advance, each PC gets stash = Tier+2. 2xp if that item occurred multiple times).
 Execute a successful accident, disappearance, murder, or ransom operation.
 Contend with challenges above your current station.
 Bolster your crew's reputation or develop a new one.
 Express the goals, drives, inner conflict, or essential nature of the crew.
contacts crew upgrades
Trev, a gang boss
  Assassin rigging (2 free load of
  lair quality
weapons or gear)   Carriage Documents
  
Lydra, a deal broker
 
Ironhook Contacts (+1 Tier in
    Boat Gear
  
Irimina, a vicious noble
  prison)  Hidden
Implements
  
Karlos, a bounty hunter
  Elite Skulks
   Quarters
  Secure Supplies
  
Exeter, a spirit warden
  Elite Thugs
 
  Vault Tools
  
Sevoy, a merchant lord
  Hardened (+1 trauma box)
   Workshop Weapons
  
hunting grounds: accident—disappearance—murder—ransom training cohorts
 Insight upgrade costs
 Prowess New Cohort: 2
 Resolve Add Type: 2
 Personal
   Mastery
bravos
cohort gang  expert 

crew sheet mercenaries,


thugs &
killers
WEAK

Thugs
IMPAIRED BROKEN ARMOR

special abilities
name reputation
Dangerous: Each PC may add +1 action rating to Hunt,

lair Skirmish, or Wreck (up to a max rating of 3).
rep turf hold weak strong tier  
  
 Blood Brothers: When you fight alongside your cohorts
 cohort gang  expert 
in combat, they get +1d for teamwork rolls (setup and group WEAK IMPAIRED BROKEN ARMOR
actions). All of your cohorts get the Thugs type for free (if they're
terrorized protection already Thugs, add another type).
barracks informants
citizens racket Door Kickers: When you execute an assault plan, take +1d to
+1 scale for your turf +1d gather info 
+2 coin for battle (Tier roll) - Heat = the engagement roll.
Thug cohorts for scores
or extortion coin in downtime
Fiends: Fear is as good as respect. You may count each

wanted level as if it was turf.
fighting pits Forged in the Fire: Each PC has been toughened by cruel
 cohort gang  expert 
(Tier roll) - Heat = turf LAIR turf turf experience. You get +1d to resistance rolls. WEAK IMPAIRED BROKEN ARMOR
coin in downtime
Patron: When you advance your Tier, it costs half the coin it

normally would. Who is your patron? Why do they help you?
warehouses bluecoat War Dogs: When you’re at war (-3 faction status), your crew

infirmary bluecoat street fence
Stockpiles give you confederates does not suffer -1 hold and PCs still get two downtime activities,
+1d to healing intimidation +2 coin for lower-
+1d to acquire +1d engagement instead of just one.
rolls -2 heat per score class targets
assets for assault plans
 Veteran: Choose a special ability from another crew.
  cohort gang  expert 
heat wanted level coin vaults crew xp WEAK IMPAIRED BROKEN ARMOR
    
 | 
    
 | 
  
  
  
 At the end of each session, for each item below, mark 1 xp (or instead mark
Upon crew advance, each PC gets stash = Tier+2. 2xp if that item occurred multiple times).
 Execute a successful battle, extortion, sabotage, or smash & grab operation.
 Contend with challenges above your current station.
 Bolster your crew's reputation or develop a new one.
 Express the goals, drives, inner conflict, or essential nature of the crew.
contacts crew upgrades
Meg, a pit-fighter
  Bravos rigging (2 free load of
  lair quality
weapons or armor)   Carriage Documents
  
Conway, a bluecoat
 
Ironhook Contacts (+1 Tier in
    Boat Gear
  
Keller, a blacksmith
  prison)  Hidden
Implements
  
Tomas, a physicker
  Elite Rovers
   Quarters
  Secure Supplies
  
Walker, a ward boss
  Elite Thugs
 
  Vault Tools
  
Lutes, a tavern owner
  Hardened (+1 trauma box)
   Workshop Weapons
  
hunting grounds: battle—extortion—sabotage—smash & grab training cohorts
 Insight upgrade costs
 Prowess New Cohort: 2
 Resolve Add Type: 2
 Personal
   Mastery
cult
cohort gang  expert 

crew sheet acolytes


of a deity
WEAK

Adepts
IMPAIRED BROKEN ARMOR

special abilities
name reputation
 Chosen: Each PC may add +1 action rating to Attune, Study, or
lair Sway (up to a max rating of 3).
choose 2 features  Anointed: You get +1d to resistance rolls against supernatural cohort gang  expert 
alluring—cruel—ferocious—monstrous threats. You get +1d to healing rolls when you have supernatural harm.
WEAK IMPAIRED BROKEN ARMOR
deity radiant—sinister—serene—transcendent  Bound in Darkness: You may use teamwork with any cult

member, regardless of the distance separating you. By taking
rep turf hold weak strong tier  
  
 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
ancient obelisk ancient tower if you clear excess stress. In addition, your deity will assist any one
cloister vice den offertory action roll you make—from now until you indulge this vice again.
-1 stress cost for +1d to Consort
+1 scale for your (Tier roll) - Heat = +2 coin for occult
Adept cohorts coin in downtime operations
all arcane powers w/ arcane entities  Glory Incarnate: Your deity sometimes manifests in the
cohort gang  expert 
and rituals on site physical world. This can be a great boon, but the priorities and WEAK IMPAIRED BROKEN ARMOR
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.
turf turf LAIR turf turf
 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 against enemies of the faith.
 
  Veteran: Choose a special ability from another crew.
spirit well ancient gate sanctuary sacred nexus ancient altar cohort gang  expert 
+1d to Attune Safe passage in +1d to Command +1d to healing +1d engagement crew xp WEAK IMPAIRED BROKEN ARMOR
on site. the Deathlands and Sway on site rolls for occult plans At the end of each session, for each item below, mark 1 xp (or instead mark
2xp if that item occurred multiple times).
heat wanted level coin vaults  Advance the agenda of your deity or embody its precepts in action.
    
 | 
    
 | 
  
  
  
  Contend with challenges above your current station.
Upon crew advance, each PC gets stash = Tier+2.  Bolster your crew's reputation or develop a new one.
 Express the goals, drives, inner conflict, or essential nature of the crew.
contacts crew upgrades
Gagan, an academic
  Cult rigging (2 free load of
  lair quality
Adikin, an occultist documents or implements)   Carriage Documents
  
 
  Boat Gear
  
Hutchins, an antiquarian
  Ritual sanctum in lair
 
 Hidden
Implements
  
Moriya, a spirit trafficker
  Elite Adepts
   Quarters
  Secure Supplies
  
Mateas Kline, a noble
  Elite Thugs
 
  Vault Tools
  
Bennett, an astronomer
  Ordained (+1 trauma box)
   Workshop Weapons
  
sacred sites: acquisition—augury—consecration—sacrifice training cohorts
 Insight upgrade costs
 Prowess New Cohort: 2
 Resolve Add Type: 2
 Personal
   Mastery
hawkers
cohort gang  expert 

crew sheet vice


dealers
WEAK IMPAIRED BROKEN ARMOR

special abilities
name reputation
Silver Tongues: Each PC may add +1 action rating to

lair Command, Consort, or Sway (up to a max rating of 3).
rep turf hold weak strong tier  
  
 Accord: Sometimes friends are as good as territory. You may
 cohort gang  expert 
count up to three +3 faction statuses you hold as if they are turf. WEAK IMPAIRED BROKEN ARMOR

The Good Stuff: Your merchandise is exquisite. The product



personal local graft quality is equal to your Tier+2. When you deal with a crew or
lookouts informants
clothier +2 coin for faction, the GM will tell you who among them is hooked on your
turf +1d to Survey or +1d gather info
+1d engagement show of force or product (one, a few, many, or all).
Hunt on your turf for scores
roll for social plans socialize
Ghost Market: Through arcane ritual or hard-won experience,

you have discovered how to prepare your product for sale to ghosts
luxury venue and/or demons. They do not pay in coin. What do they pay with? cohort gang  expert 
turf turf LAIR turf +1d to Consort High Society: It's all about who you know. Take -1 heat during
 WEAK IMPAIRED BROKEN ARMOR
and Sway on site downtime and +1d to gather info about the city's elite.
Hooked: Your gang members use your product. Add the savage,

cover identities unreliable, or wild flaw to your gangs to give them +1 quality.
foreign market vice den surplus caches cover
(Tier roll) - Heat = (Tier roll) - Heat = +2 coin for product operation +1d engagement Patron: When you advance your Tier, it costs half the coin it

for deception and normally would. Who is your patron? Why do they help you?
coin in downtime coin in downtime sale or supply -2 heat per score
transport plans
 Veteran: Choose a special ability from another crew.
  cohort gang  expert 
heat wanted level coin vaults crew xp WEAK IMPAIRED BROKEN ARMOR
    
 | 
    
 | 
  
  
  
 At the end of each session, for each item below, mark 1 xp (or instead mark
Upon crew advance, each PC gets stash = Tier+2. 2xp if that item occurred multiple times).
 Acquire product supply, execute clandestine/covert sales, or secure new territory.
 Contend with challenges above your current station.
 Bolster your crew's reputation or develop a new one.
 Express the goals, drives, inner conflict, or essential nature of the crew.
contacts crew upgrades
Rolan Wott, a magistrate
  Hawker's rigging (1 carried item
  lair quality
is concealed and has no load)   Carriage Documents
  
Laroze, a bluecoat
 
Ironhook Contacts (+1 Tier in
    Boat Gear
  
Lydra, a deal broker
  prison)  Hidden
Implements
  
Hoxley, a smuggler
  Elite Rooks
   Quarters
  Secure Supplies
  
Anya, a dillettante
  Elite Thugs
 
  Vault Tools
  
Marlo, a gang boss
  Composed (+1 stress box)
   Workshop Weapons
  
sales territory: sale—supply—show of force—socialize training cohorts
 Insight upgrade costs
 Prowess New Cohort: 2
 Resolve Add Type: 2
 Personal
   Mastery
shadows
cohort gang  expert 

crew sheet thieves,


spies, and
saboteurs
WEAK IMPAIRED BROKEN ARMOR

special abilities
name reputation
Everyone Steals: Each PC may add +1 action rating to Prowl,

lair Finesse, or Tinker (up to a max rating of 3).
rep turf hold weak strong tier  
  
 Ghost Echoes: From weird experience or occult ritual, all crew
 cohort gang  expert 
members gain the ability to see and interact with the ghostly WEAK IMPAIRED BROKEN ARMOR
structures, streets, and objects within the echo of Doskvol that
interrogation exists in the ghost field.
loyal fence gambling den tavern
chamber
turf +2 coin for burglary (Tier roll) - Heat = +1d to Consort Pack Rats: Your lair is a jumble of stolen items. When you roll

+1d to Command
or robbery coin in downtime and Sway on site to acquire an asset, take +1d.
and Sway on site
Patron: When you advance your Tier, it costs half the coin it

normally would. Who is your patron? Why do they help you?
drug den informants lookouts cohort gang  expert 
(Tier roll) - Heat = +1d gather info LAIR turf +1d to Survey or Second Story: When you execute a clandestine infiltration, you
 WEAK IMPAIRED BROKEN ARMOR
coin in downtime for scores Hunt on your turf 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.
hagfish farm secret
infirmary covert drops
Body disposal, pathways Synchronized: When you perform a group action, you may

+1d to healing +2 coin for espionage turf
+1d to reduce heat +1d engagement count multiple 6s from different rolls as a critical success.
rolls or sabotage
after killing for stealth plans
 Veteran: Choose a special ability from another crew.
 
cohort gang  expert 
heat wanted level coin vaults crew xp WEAK IMPAIRED BROKEN ARMOR
    
 | 
    
 | 
  
  
  
 At the end of each session, for each item below, mark 1 xp (or instead mark
Upon crew advance, each PC gets stash = Tier+2. 2xp if that item occurred multiple times).
 Execute a successful espionage, sabotage, or theft operation.
 Contend with challenges above your current station.
 Bolster your crew's reputation or develop a new one.
 Express the goals, drives, inner conflict, or essential nature of the crew.
contacts crew upgrades
Dowler, an explorer
  Thief Rigging (2 free load of
  lair quality
Laroze, a bluecoat tools or gear)   Carriage Documents
  
 
  Boat Gear
  
Amancio, a deal broker
  Underground maps & passkeys
 
 Hidden
Implements
  
Fitz, a collector
  Elite Rooks
   Quarters
  Secure Supplies
  
Adelaide Phroaig, a noble
  Elite Skulks
 
  Vault Tools
  
Rigney, a tavern owner
  Steady (+1 stress box)
   Workshop Weapons
  
hunting grounds: burglary—espionage—robbery—sabotage training cohorts
 Insight upgrade costs
 Prowess New Cohort: 2
 Resolve Add Type: 2
 Personal
   Mastery
 

smugglers
cohort gang expert

crew sheet suppliers


of illicit
goods
WEAK IMPAIRED BROKEN ARMOR

special abilities
name reputation
 Like Part of the Family: Create one of your vehicles as a
lair cohort (use the vehicle edges and flaws, below). Its quality is equal
to your Tier +1.
rep turf hold weak strong tier  
  
 cohort gang  expert 
 All Hands: During downtime, one of your cohorts may perform
WEAK IMPAIRED BROKEN ARMOR
a downtime activity for the crew to acquire an asset, reduce heat,
or work on a long-term project.
side business luxury fence vice den tavern
 Ghost Passage: From harsh experience or occult ritual, all crew

turf (Tier roll) - Heat = +2 coin for high- (Tier roll) - Heat = +1d to Consort members become immune to possession by spirits, but may choose
coin in downtime class targets coin in downtime and Sway on site to "carry" a second 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
ancient gate yourselves off as ordinary citizens. cohort gang  expert 
Safe passage in turf LAIR turf turf WEAK IMPAIRED BROKEN ARMOR
 Leverage: Your crew supplies contraband for other factions. Your
the Deathlands
success is good for them. Whenever you gain rep, gain +1 rep.
 Reavers: When you go into conflict aboard a vehicle, you gain

warehouse +1 effect for vehicle damage and speed. Your vehicle gains armor.
secret routes informants fleet cover
+1d engagement +1d gather info Your cohorts have operation Stockpiles give you Renegades: Each PC may add +1 action rating to Finesse, Prowl,

+1d to acquire or Skirmish (up to a max rating of 3).
for transport plans for scores their own vehicles -2 heat per score
assets
 
 Veteran: Choose a special ability from another crew.
cohort gang  expert 
heat wanted level coin vaults crew xp WEAK IMPAIRED BROKEN ARMOR
    
 | 
    
 | 
  
  
  
 At the end of each session, for each item below, mark 1 xp (or instead mark
Upon crew advance, each PC gets stash = Tier+2. 2xp if that item occurred multiple times).
 Execute a successful smuggling or acquire new clients or contraband sources.
Vehicle Edges  Contend with challenges above your current station.
Nimble: The vehicle handles  Bolster your crew's reputation or develop a new one.
easily. Consider this an assist  Express the goals, drives, inner conflict, or essential nature of the crew.
for tricky maneuvers.
contacts crew upgrades
Simple: The vehicle is easy
to repair. Remove all of its Elynn, a dock worker
  Smuggler's rigging (2 items
  lair quality
harm during downtime. carried are perfectly concealed)   Vehicle Documents
  
Rolan, a drug dealer
 
Sturdy: The vehicle keeps   Vehicle
Camouflage (vehicles are
  Gear
  
operating even when broken. Sera, an arms dealer
  perfectly concealed at rest)  Hidden
Vehicle Flaws Implements
  
Nyelle, a spirit trafficker
  Elite Rovers
   Quarters
Costly: The vehicle costs 1   Secure Supplies
  
coin per downtime to keep Decker, an anarchist
  Barge (+mobility for lair)
 
in operation.   Vault Tools
  
Esme, a tavern owner
  Steady (+1 stress box)
   Workshop Weapons
  
Distinct: The vehicle has
memorable features. Take training cohorts
cargo types: arcane/weird—arms—contraband—passengers
+1 heat when you use it on
a score.  Insight upgrade costs
Finicky: The vehicle has  Prowess New Cohort: 2
quirks that only one person  Resolve Add Type: 2
understands. When operated
without them, the vehicle
 Personal
has -1 quality.    Mastery
cohort gang  expert 

crew sheet WEAK IMPAIRED BROKEN ARMOR

special abilities
name reputation
lair
rep turf hold weak strong tier  
  
 cohort gang  expert 
WEAK IMPAIRED BROKEN ARMOR

cohort gang  expert 


LAIR WEAK IMPAIRED BROKEN ARMOR

cohort gang  expert 


heat wanted level coin vaults crew xp WEAK IMPAIRED BROKEN ARMOR
    
 | 
    
 | 
  
  
  
 At the end of each session, for each item below, mark 1 xp (or instead mark
Upon crew advance, each PC gets stash = Tier+2. 2xp if that item occurred multiple times).
 Execute a successful __________________________________ operation.
 Contend with challenges above your current station.
 Bolster your crew's reputation or develop a new one.
 Express the goals, drives, inner conflict, or essential nature of the crew.
contacts crew upgrades
_________________________
  ____________________________
  lair quality
_________________________   Carriage Documents
  
  ____________________________
    Boat Gear
  
_________________________
   Hidden
____________________________
  Implements
  
_________________________
   Quarters
  Secure Supplies
  
_________________________ ____________________________
 
  Tools
  
  Vault
_________________________
  _______________________
   Workshop Weapons
  
hunting grounds: training cohorts
 Insight upgrade costs
 Prowess New Cohort: 2
 Resolve Add Type: 2
 Personal
   Mastery
CREW:

LAIR

Every time a member of your crew goes to prison, you have a chance to gain a prison
PRISON CLAIMS claim. See Incarceration, page 148.

allied claim parole influence


allied claim One of your allies on the inside arranges Political pressures of various sorts can be
parole influence smuggling cell block control for their faction to grant you a boon. Take applied to the magistrates and warden
Take a non-turf claim
Your prison terms are +2 load while You don’t take trauma a claim for your crew from a different crew who oversee sentences for crimes. With
from a different crew
one level shorter incarcerated from incarceration
type type. You can’t take turf with this claim. this claim, you’re always able to arrange for
a shorter prison stay—as if your wanted
cell block control level was 1 lower. So, if your wanted level
Your crew has a cell block under their
was 3 when you went in, you’d spend only
total control—guards and all. You never
several months behind bars (equivalent to
guard payoff guard payoff allied claim take trauma from incarceration.
level 2) instead of a full year.
PRISON Take a non-turf claim
Take +1d to Take +1d to from a different crew guard payoff smuggling
incarceration rolls incarceration rolls You claim several Ironhook prison
type You arrange smuggling channels inside. You
guards on your payroll. Take +1d to
have +2 load while incarcerated, (starting
your Tier roll when a member of your
from zero as a prisoner). If you take this
crew is incarcerated.
claim twice, you’ll have 4 load while you’re
allied claim allied claim hardcase serving time in Ironhook. Also, you may
hardcase smuggling Your reputation as a tough inmate choose to have 1 coin in place of a load item
Take a non-turf claim Take a non-turf claim
-2 coin cost to advance +2 load while bolsters your crew’s image in Duskwall. for purposes of bribes or acquiring assets
from a different crew from a different crew
Tier incarcerated while in prison. You may reset your prison
type type When your crew advances Tier, it costs
2 fewer coins than it normally would. load whenever your crew has downtime.
factions of doskvol
UNDERWORLD tier hold status INSTITUTIONS tier hold status LABOR & TRADE tier hold status CITIZENRY tier hold status

The Unseen iv s Imperial Military vi s The Foundation iv s Whitecrown v s


The Hive iv s City Council v s Dockers iii s Brightstone iv s
The Circle of Flame iii s Ministry of Preservation v s Gondoliers iii s Charterhall iv s
The Silver Nails iii s Leviathan Hunters v s Sailors iii w Six Towers iii w
Lord Scurlock iii s Ironhook Prison iv s Laborers iii w Silkshore ii s
The Crows ii w Sparkwrights iv s Cabbies ii w Nightmarket ii s
The Lampblacks ii w Spirit Wardens iv s Cyphers ii s Crow's Foot ii s
The Red Sashes ii w Bluecoats iii s Ink Rakes ii w The Docks ii s
The Dimmer Sisters ii s Inspectors iii s Rail Jacks ii w Barrowcleft ii s
The Grinders ii w Iruvian Consulate iii s Servants ii w Coalridge ii w
The Billhooks ii w Skovlan Consulate iii w Charhollow i s
The Wraiths ii w The Brigade ii s Dunslough i w
The Gray Cloaks ii s Severosi Consulate i s
Ulf Ironborn i s Dagger Isles Consulate i s
THE FRINGE tier hold War
The Fog Hounds i w When you're at war with any number of
The Church of Ecstasy iv s factions (status -3), the following penalties
The Lost i w
The Horde iii s apply:
Lose 1 hold (temporarily, while the war
The Path of Echoes iii s persists). This may knock you down a Tier.
The Forgotten Gods iii w PCs get only one free downtime action
instead of two.
The Reconciled iii s
Take +1 heat from each score.
Skovlander Refugees iii w
Your claims which generate coin (vice dens,
The Weeping Lady ii s fighting pits, fences, etc.) produce only half
their normal income (round down).
Deathlands Scavengers ii w
LANDMARKS DISTRICTS
doskvol 1
1 The Void Sea. During the cataclysm, the
oceans turned to black ink. Tiny points of
Whitecrown. The sprawling estates of the Lord
Governor, Hunter Commander, Master Warden,
light, arrayed like constellations of stars, can be and Doskvol Academy.
N seen far below the surface. Only the bravest or most Brightstone. The grand mansions and luxury
desperate of captains dare to sail beyond sight of shops of the wealthy elite.
land, into a sea as black and dark as the sky above.
The vengeful ghosts which plague the land tend to Charterhall. The city’s civic offices and the
n shun the open ocean, but there are more terrible hub for shops, artisans, and commerce.
w 2
ro things prowling the deeps. Six Towers. A formerly rich district, now worn
c
e down and dilapidated.
t nnel 2 The Lost District. A once wealthy area,
cha
i

ravaged by plague then abandoned to the Silkshore. The “red lamp district” and artist
h

ok
w

ho Death Lands when the second lightning barrier community.


h was built. Contains many lost treasures for the
rt foolhardy to seek out. Nightmarket. The trade center for exotic
o e goods imported by rail. Many vendors also trade
n
on
tst 3 Ironhook Prison. A towering metal in illicit goods.
th e brigh fortress, where the worst (or most unlucky)
Crow’s Foot. A cramped neighborhood of
d o cks criminals are incarcerated. Many are forced into

six towers
multi-level streets, ruled by gangs.
labor in the Southern fields and pit-mines of
Dunslough. The condemned are sent to scavenge The Docks. Rough taverns, tattoo parlors,
in the Death Lands. fighting pits, and warehouses.
ch

crow ’s 4 Gaddoc Rail Station. Electro-rail trains Barrowcleft. Residences and markets for the
sil

ar

f o ot from across the Imperium arrive here daily farmers who work the fields and eeleries.
te

with goods and passengers. Coalridge. The remnants of Doskvol’s original


ks

a hilltop mining settlement, now home to laborers


h

ll 5 Eeleries & Farms. About half of Doskvol’s and industrial factories.


h

food needs are met by imports; the other half


ch
o

is gathered locally from eel farms, mushroom Charhollow. A maze of tenements and
a
barrowcleft

caverns, and crops nurtured by wondrous radiant squalid row houses.


r

o
e

l energy lamps.
lo nightma rk et Dunslough. A labor camp served by convicts
w
co

6 Old North Port. Before the deluge of the and a ghetto for the destitute poor.
second century, the Dosk River delta was
al

only a shallow bog surrounding a coal mining


ri

3 settlement. Ships used the Old North Port to


d

4 dock and re-supply before crossing the open sea


g
e

to Skovlan. The obsolete port was abandoned


to the Death Lands when the second lightning
barrier was built.
du n sl ou gh
5 7 The Death Lands. Beyond the lightning
do barrier, the world is a barren wasteland of
sk petrified trees, ash, and choking clouds of black
ri
ve miasma. Legions of restless ghosts ceaselessly
6 r
search for the faintest spark of life essence upon
which to prey.

7
Wealth High  Medium  Low 
doskvol
also known as Duskwall, North Hook
DE AT H L A N D S

Imperial Province Of Akoros


Circa 847 AC

the lost
Gaddoc Rail
district Station
six towers nightmarket

R
VE
RI
SK
DU
br
ig
charterhall
ht
coalridge
st
N
OR

one
TH

du
HO O

ns
Governor's

lo
K

Stonghold

w
Ironhook

ugh
Prison

lo
CH

l
crow's

o
the d o ck s
AN

h
f o ot r
a
NE

ch
L
w

R A DIA N T
h

E N E R G Y FA R M S
it

e & EELERIES
c
r
o
w
n silkshore OL D
N ORT H
P ORT

barrowcleft
N
the shattered isles blackvale Tycheros

AKOROS
A land of dark, petrified forests and rocky hills. The rich coastal cities get their wealth from
lockport
leviathan hunting and from mining colonies deep inland. The Akorosi are sometimes
called “Imperials” since the Imperium began there. They are generally fair-skinned and
Skovlan Doskvol

dark haired.

SEVEROS
A land of windswept plains, covered in dark scrub and thorny growths. Outside the arvaedh
Imperial cities on the coast, some native Serverosi still live in free tribes, scavenging whitehollow
the death-lands on their ghost-hunting horses. They are generally dark-skinned and wintercliff
dark haired.
tyrmoor
IRUVIA Akoros
A land of black deserts obsidian mountains, and raging volcanoes. Some say that positions
of power are openly held by demons in Iruvia. The people are generally dark-skinned
cloudspire
and dark haired.

THE DAGGER ISLES ilysia


imperial
city
A tropical archipelago covered in dense jungle growth; now turned dark and twisted sevrin
from the strange magic of the cataclysm. Some say that the people there live without
lightning barriers. How do they manage that? Native islanders are generally copper- Severos
skinned and dark haired.
cullfield south
point
SKOVLAN thorn
A ragged land of cold mountains and rough tundra. Skovlan was the last holdout against
Imperial control. They are generally pale-skinned and fair haired or red haired. sunfall
irondale
TYCHEROS bright
harbor
A far off land, disconnected from the Empire. People say the Tycherosi (rudely called
“Strangers”) have demon blood in their lineage.

a note about the world The


Iruvia kethrys
The shattered isles have wildly different climates due to magical forces left over from u’duasha
the cataclysm. The “water” of the Void Sea seems to be composed of opaque black ink, Dagger mistport
but it's possible to see constellations of shimmering stars far below the surface. The sun Isles
is a dim ember, providing only meager twilight at dawn and dusk; leaving the world in
darkness otherwise.
This was once a storybook fantasy world of magic and wonders, which was destroyed
and an industrial civilization was built on top of the ruins.
Don't expect scientific realism here.
alduara
RULES REFERENCE 1
ACTION ROLL TEAMWORK
Take 1 stress to give another player +1d. You might also suffer
1d for each Action rating controlled assist consequences from the roll. Only one person may assist a roll.
dot. You act on your terms. You exploit a dominant advantage.
Critical: You do it with increased effect.
+ +1d if you have Lead a group action. Roll for each character who participates in the
Assistance. 6: You do it. lead a group action. The best single roll counts as the action result, which
4/5: You hesitate. Withdraw and try a different approach, or else do group applies to every character that rolled.
+ +1d if you Push yourself it with a minor consequence: a minor complication occurs, you have
-or- you accept a Devil's reduced effect, you suffer lesser harm, you end up in a risky position.
Bargain. 1-3: You falter. Press on by seizing a risky opportunity, or withdraw Face danger for a teammate. Step in to suffer a consequence in
and try a different approach.
protect their place. You may roll to resist as normal, if you wish.

Set up another character with your action. If you achieve it, any
set up
risky team members who follow up get +1 effect or improved position.
You go head to head. You act under fire. You take a chance.
Critical: You do it with increased effect.
ACTIONS
6: You do it.
 Attune to spirits and the ghost  Skirmish with an opponent in close
4/5: You do it, but there's a consequence: you suffer harm, a
field; channel electroplasmic energy; combat; assault or hold a position; brawl
complication occurs, you have reduced effect, you end up in a
perceive and communicate with ghosts; and wrestle.
desperate position.
understand spectrology.
1-3: Things go badly. You suffer harm, a complication occurs, you  Study a person, document, or item with
end up in a desperate position, you lose this opportunity.  Command obedience with your force close scrutiny to gather information
of personality; intimidate or threaten; and apply knowledge; gain a deeper
lead an action with one of the crew's understanding; do research.
gangs.
Each time you roll a desperate  Survey a location or situation to
action, mark a tick of xp for that desperate  Consort with connections from your understand what's going on; sense trouble
You overreach your capabilities. You're in serious trouble.
attribute. heritage, background, friends, or rivals before it happens; gather information
Critical: You do it with increased effect. to gain access to resources, information, about opportunities or exploits.
6: You do it. people, or places.  Sway someone with charm, logic,
4/5: You do it, but there's a consequence: you suffer severe harm, a  Finesse an item from someone's deception, disguise, or bluff; change
serious complication occurs, you have reduced effect. pocket; employ subtle misdirection or attitudes or behavior with manipulation
1-3: It's the worst outcome. You suffer severe harm, a serious sleight-of-hand; handle a vehicle or a or seduction.
complication occurs, you lose this opportunity for action. mount.  Tinker with mechanisms to create,
 Hunt a target; gather information modify, disable, or repair; disable a
about its location and movements; trap, pick a lock, or crack a safe. Use the
The GM sets the consequences according to the situation. You may suffer one, some, or all of the listed
attack with precision shooting from a ubiquitous clockwork and electroplasmic
consequences. You may attempt to avoid or reduce a consequence with a resistance roll. distance. devices around the city to your advantage.
RESISTANCE ROLL  Prowl about unseen and traverse  Wreck a place, item, or obstacle
obstacles; climb, swim, run, jump, and with savage force or carefully applied
1d for each Attribute You reduce or avoid the consequence and take 6 stress minus your tumble. Ambush with close violence—a sabotage; breach defenses with force;
dot. highest die result. When you roll a critical on resistance, clear 1 stress. backstab, throat cutting, black-jack, etc. create distractions and chaos.
RULES REFERENCE 2 After the score, resolve Payoff, Heat, Entanglements, then Downtime—in that order

1. PAYOFF  2 coin: Minor job; several full purses. 2. HEAT  0 heat: Smooth & quiet; low exposure.
The crew earns 2 rep per score by default. If the target  4 coin: Small job; a strongbox. After a score or conflict with an opponent, the crew  2 heat: Contained; standard exposure.
of the score is higher Tier, take +1 rep per Tier higher.  6 coin: Standard score; decent loot. takes heat. Add +1 heat for a high-profile or  4 heat: Loud & chaotic; high exposure.
If the target of the score is lower Tier, you get -1 rep well-connected target. Add +1 heat if the situation
 8 coin: Big score; serious loot.  6 heat: Wild; devastating exposure.
per Tier lower (minimum zero). (If you keep the job happened on hostile turf. Add +1 heat if you're at
completely quiet you earn zero rep instead).  10+ coin: Major score; impressive loot. war. Add +2 heat if killing was involved. Plus any additional heat from complications
Subtract coin equal to your Tier+1 if you pay or devil's bargains during the session.
You also earn a coin reward based on the nature of
the operation (see list at right). a tithe to a ward boss or larger organization.
4. DOWNTIME
3. ENTANGLEMENTS When you're at liberty between scores and find some respite from peril, you may pursue two
After the payoff, roll dice equal to your Wanted Level, and read the result according to your heat. downtime activities from the list below. You also recover all of your armor uses. During downtime,
you may perform additional activities from the list by spending 1 coin or 1 rep for each.
HEAT 0-3 HEAT 4/5 HEAT 6+ For any downtime roll, add +1d to the roll if you get help from a friend or contact. After the roll,
Gang Trouble or The Usual Gang Trouble or you may increase the result level by one for each coin spent, by hiring assistance, paying a bribe,
1-3 Suspects 1-3 Questioning 1-3 Flipped or Interrogation etc. (so, a 1-3 result becomes a 4/5, 4/5 becomes 6, 6 becomes Critical).
Demonic Notice or Show
4/5 Rivals or Unquiet Dead 4/5 Reprisals or Unquiet Dead 4/5 of Force
Acquire temporary use of an asset. Roll the crew's Tier. The result indicates the
6 Cooperation 6 Show of Force 6 Arrest acquire quality of the asset (1-3: Inferior (Tier -1), 4/5: Standard (Tier), 6: Fine (Tier
asset +1), Crit: Exceptional (Tier +2). You may spend coin to bump this result beyond
Arrest. An Inspector presents a case file of Questioning. The Bluecoats grab an NPC exceptional, to reach higher quality Tiers, but it costs 2 coin per level to do so.
evidence to a magistrate, to begin prosecution of member of your crew or one of the crew’s contacts,
your crew. The Bluecoats send a detail to arrest you. to question them about your crimes. Who do the long term Work on a Long Term Project, if you have the means. Roll a trait and mark 1
Pay them off with coin (Wanted Level +3), hand Bluecoats think is most vulnerable? Make a fortune project segment on the project clock per level (1-3: one, 4/5: two, 6: three, Crit: five).
someone over for arrest (this clears your heat), or roll to see how much they talk (1-3: +2 heat, 4/5:
try to evade capture. +1 heat), or pay the Bluecoats off with 2 coin.
Get treatment to tick your healing clock (like a long-term project). When
Cooperation. A +3 status faction asks you for a favor. Reprisals. An enemy faction makes a move recover you fill a clock, each harm is reduced by one level.
Agree to do it or forfeit 1 rep per Tier of the friendly against you (or a friend, contact, or vice purveyor).
faction or lose 1 status with them. If you don't have a Pay them (1 rep and 1 coin) per Tier of the
+3 faction status, you avoid entanglements right now. enemy as an apology, allow them to mess with you
or yours, or fight back and show them who's boss.
reduce Say how you reduce Heat on the crew and roll your action. Reduce heat accoding
Demonic Notice. A demon approaches the crew
Rivals. A neutral faction throws their weight around.
heat to the result level (1-3: one, 4/5: two, 6: three, Crit: five).
with a dark offer. Accept, hide until it loses interest
(forfeit 3 rep), or deal with it another way. They threaten you, a friend or contact, or one of your vice
Mark 1 xp for an attribute or your playbook (+1 xp if you have the appropriate
Flipped. One of your contacts, patrons, clients, or a
purveyors. Forfeit (1 rep or 1 coin) per Tier of the
rival, or stand up to them and lose 1 status with them.
train crew training upgrade). You can train a given xp track only once per downtime.
group of your customers switches allegiances due to
the heat on you. They're loyal to another faction now. Show of Force. A faction with whom you have a
negative status makes a play against your holdings. Visit a purveyor of your vice and roll dice equal to your lowest attribute. Clear
Gang Trouble. One of your gangs (or other
cohorts) causes trouble due to their flaw(s). Lose
Give them 1 claim or go to war (drop to -3 status).
If you have no claims, lose 1 hold instead.
indulge stress equal to your highest die result. If you clear more stress levels than you
face (forfeit rep equal to your tier+1), make
Unquiet Dead. A rogue spirit is drawn to you
vice had marked, you overindulge (see below). If you do not or cannot indulge your
an example of one of the gang members, or face vice during downtime, you take stress equal to your trauma.
(perhaps it's a past victim?). Acquire the services
reprisals from the wronged party. If you lack a gang of a Whisper or Rail Jack to attempt to destroy or Overindulge.  Attract Trouble: Select or roll an additional entanglement.
or other cohort with a flaw, there's no entanglement. banish it, or deal with it yourself. You make a bad call because  Brag bout your exploits. +2 heat.
Interrogation. The Bluecoats round up one of The Usual Suspects. The Bluecoats grab of your vice—in acquiring it
 Lost: Play a different character until this one returns from their bender.
the PCs to question them about the crew’s crimes. someone in the periphery of your crew. One player or while under its influence.
How did they manage to capture you? Pay them off What did yo do?  Tapped. Your current purveyor cuts you off. Find a new source for
volunteers a friend or vice purveyor as the person
with 3 coin, or they beat you up (level 2 harm) and your vice.
most likely to be taken. Make a fortune roll to find
you tell them what they want to know (+3 heat). out if they resist questioning (1-3: +2 heat, 4/5:
You can resist each of those consequences separately. level 2 harm), or pay the Bluecoats off with 1 coin.
gm reference Doskvol notables districts (richest to poorest)
Lyssa, a crime boss. Cold and calculating. Killed her Whitecrown Coalridge
former boss, Roric. Brightstone The Docks
gm goals names: Adric, Aldo, Amison, Andrel, looks
The Dimmer Sisters. People say they’re witches who Six Towers Crow’s Foot
Play to find out what happens. Arcy, Arden, Arilyn, Arquo, Arvus, Ashlyn, Man, Woman, Ambiguous, Concealed.
Bring Doskvol to Life. Branon, Brace, Brance, Brena, Bricks, bathe in fresh blood. Never seen outside their home. Charterhall Dunslough
Affable Athletic Plump
Convey the world honestly. Candra, Canter, Carissa, Carro, Casslyn, Brooding Stout Squat Ulf Ironborn, a brutal Skovlander; craves power. Nightmarket Barrowcleft
Cavelle, Clave, Corille, Cross, Crowl, Bright Scarred Weathered Mylera Klev, leader of the Red Sash gang. Art collector. Silkshore Charhollow
gm principles Cyrene, Daphnia, Drav, Edlun, Emeline, Dark Rough Cold Baszo Baz, leader of the Lampblacks. Loves whisky. locations public houses
Be a fan of the PCs. Grell, Helles, Hix, Holtz, Kamelin, Kelyr, Fair Striking Sad Merrul Brime, secrets broker; owns the Hooded Fox. Undercross The Hooded Fox
Let everything flow from the fiction. Kobb, Kristov, Laudius, Lauria, Lenia, Worn Lovely Stern Lady Drake, a magistrate on the payroll of criminals. Echo Gardens The Hook & Line
Hold on lightly. Lean Handsome Open The Night Market The Leaky Bucket
Lizete, Lorette, Lucella, Lynthia, Mara, Wiry Slim Languid
The Tower, anonymous leader of The Unseen. The Star,
Address the characters. The Canals The Devil’s Tooth
Milos, Morlan, Myre, Narcus, Naria, chief lieutenant. Grull, a mid-level thug with ambitions.
Address the players. Huge Delicate Calm Chalk Street Bridge The Black Tree
Paint the world w/ a haunted brush. Noggs, Odrienne, Orlan, Phin, Polonia, Chiseled Bony Fierce Mordis, a merchant of the night market. A fence.
Candle Street Bridge The Cat & Candle
Surround them w/ industrial sprawl. Quess, Remira, Ring, Roethe, Sesereth, Hides his true appearance under a robe and hood.
Tricorn Hat Fitted Dress Gaddoc Rail Station The Broken Anchor
Consider the risk. Sethla, Skannon, Stavrul, Stev, Syra, Taffer, a merchant of the night market. A cultist. Heartbreak Square The Red Lamp
Long Coat Heavy Cloak
Talitha, Tesslyn, Thena, Timoth, Tocker, Hood & Veil Thick Greatcoat Jira, a merchant of the night market. A smuggler. The Anvilworks The Nail & Bottle
gm actions Una, Vaurin, Veleris, Veretta, Vestine, Vey, Short Cloak Soft Boots Elstera Avrathi, resident diplomat of Iruvia. The Black Circle The Six Arms
When things are getting started: Volette, Vond, Weaver, Wester, Zamira. Knit Cap Loose Silks Brynna Skyrkallan, resident diplomat of Skovlan. Bellweather The Old Rasp
 What's your goal? Slim Jacket Sharp Trousers Crematorium The Moon’s
family names: Arran, Athanoch, Tyrsin Nol, resident diplomat of Severos.
 What plan did you make? (and Hooded Coat Waxed Coat Ironhook Prison Daughter
Basran, Boden, Booker. Ankhayat, Andris, a spy and informant with flexible loyalties. The Blood Pits The Sexton
what's the detail?) Tall Boots Long Scarf
Bowmore, Breakiron, Brogan, Clelland, Krop, a constable of the watch. Refuses bribes. The Lost Ward Hazlewood
And when things are underway: Work Boots Leathers
Clermont, Coleburn, Comber, Daava, Mask & Robes Eel-skin Bodysuit Lewit, Jol, Cinda, Reyf, bluecoats of the watch. Razor Hill Quinn's
 How do you do that? (which
Dalmore, Danfield, Dunvil, Edrad, Farros, Suit & Vest Hide & Furs Alon Helker, a judge-inspector. Rooting out corruption.
action do you use?) flashback stress costs
Grine, Haig, Helker, Helles, Hellyers, Collared Shirt Scavenged Uniform Casslyn Mora, a judge with family ties to criminals.
 What's your goal? (what's the
Jayan, Jeduin, Kardera, Karstas, Keel, Suspenders Threadbare Tatters 0 Stress for a normal action for
effect?) Belindra, a jailor of Ironhook Prison.
Kessarin, Kinclaith, Lomond, Maroden, Skirt & Blouse Fitted Leggings which you had easy opportunity.
Cut to the moment of crisis. Ereth Skane, an advocate with unseemly vices.
Michter, Morriston, Penderyn, Prichard, 1 Stress for a complex action or
Telegraph trouble before it strikes. Rowan, Salkara, Sevoy, Skelkallan, Slane, city descriptors Denkirk Sol, an advocate with surprising scruples. unlikely opportunity.
Tell them the consequences and ask. Strangford, Strathmill, Templeton, soot-choked, cobblestones, dim, ink- Polix, attache to the Lord Governor of Doskvol. A 2+ Stress for an elaborate action
Offer a devil's bargain. Tyrconnell, Vale, Vedat, Walund. dark, cooking-smells, oily puddles, secret spiritualist and rune-binder. which involved several special
Make a progress clock or tick one. silver moonlight, fog-shrouded, damp, Nyryx and Hoxan, rogue spirits possessing the bodies opportunities or contingencies.
Ask the players. aliases: Bell, Birch, Bird, Bliss, Bricks, chill, wind-swept, shadowy, brick walls, of streetwalkers, looking for a whisper to serve.
Actions ripple through the network. Bug, Chime, Coil, Cricket, Cross, Crow, echoes, chimneys, gas-lights, electro- Insight Prowess Resolve
Levyra, a spirit medium.
Think off-screen. Echo, Flint, Frog, Frost, Grip, Hook, Ink, lights, carriages, clocktowers, lanterns, Hunt Finesse Attune
Junker, Mist, Moon, Nail, Needle, Ogre, pipe-smoke, canals, gondolas, rain- Kember, a distiller of essences and potions, proprietor
What do you do?
Pool, Ring, Ruby, Silver, Skinner, Song, of the Devil’s Tooth. Study Prowl Command
slick, gargoyles, ruins, steeples, bridges,
Spur, Tackle, Thistle, Thorn, Tick Tock, walkways, scaffolds, alleys, cisterns, Raffello, a master painter obsessed w/ the unnatural. Survey Skirmish Consort
Trick, Vixen, Whip, Wicker. sewers, clanking machinery, ironwork. Lannic, an expert art forger. Tinker Wreck Sway
consequences engagement roll
 Start with 1d for sheer luck. Crit: You’ve already
Complication (Tick a clock, 1-3 segments. Or a new obstacle or threat appears.) You have reduced effect.  Is this operation particularly bold or daring? Take +1d. Is this overcome the first obstacle and
operation overly complex or contingent on many factors? Take -1d. you’re in a controlled position.
You suffer harm (1-3). You lose your opportunity. You end up in a worse position.  Does the plan’s detail expose a vulnerability of the target or hit 6: You’re in a controlled
them where they’re weakest? Take +1d. Is the target strongest position when the action starts.
against this approach, or do they have particular defenses or
4/5: You’re in a risky position
effect 1. Limited: How is the effect diminished? effect factors special preparations? Take -1d.
when the action starts.
How does the effect manifest? What significant obstacle remains? - quality / tier +  Can any of your friends or contacts provide aid or insight for
2. Standard: How does the expected effect this operation? Take +1d. Are any enemies or rivals interfering 1-3: You’re in a desperate
If there's a clock for your obstacle, tick - scale +
manifest? What's left to do, if anything? in the operation? Take -1d. position when the action
segments equal to the effect level. potency
3. Great: How is the effect increased? What - +  Are there any other elements that you want to consider? Tier, starts.
extra benefit manifests? location, etc.
CAMPAIGN TRACKER SHEET NUMBER ____

score type score type score type

target target target

location location location

payoff: coin / rep heat payoff: coin / rep heat payoff: coin / rep heat
entanglements, faction status changes entanglements, faction status changes entanglements, faction status changes

notes, events, and clocks advanced notes, events, and clocks advanced notes, events, and clocks advanced
ghost
playbook
A spirit without a body
crew spirit playbook insight

ghost traits
  hunt
  study
name alias
Ghost Form: You are now a concentration of electroplasmic vapor
   survey
which resembles your living body and clothes. You may weakly interact   tinker
with the physical world and vice versa. You're vulnerable to arcane
look powers and electroplasmic effects. You move about by floating and prowess
may fly swiftly without tiring. You may slowly flow through small   finesse
openings as a vapor. You chill the area around you and are terrifying   prowl
heritage:    a koros—the dagger isles background: academic—labor—law for the living to behold. You are affected by spiritbane charms (take 2   skirmish
iruvia—severos—skovlan—tycheros trade—military—noble—underworld drain to overcome the repulsion). Whenever you would take stress, take wreck
drain instead. When you would take trauma, take gloom instead.  
You have an intense need: life essence. To satisfy this need, possess a living victim and consume their Dissipate: You can disperse the electroplasmic vapor of your ghostly

resolve
spirit energy (this may be a downtime action). When you do so, clear half your drain (round down). form in order to pass through solid objects for a moment. Take   attune
1 drain when you dissipate, plus 1 drain for each feature: It lasts   command
drain gloom c h a o t i c — d e s t ru c t i v e — f u r i o u s — longer (a minute—an hour—a day)—you also become invisible—   consort
o b s e s s i v e — t e r r i t o r i a l — s ava g e anything that passes through your form becomes dangerously electrified   sway
or frozen.
harm healing bonus die
Manifest: Take 1 drain to flow through the electroplasmic pathways

need project clock of the ghost field in order to instantly travel to any place you knew
3 help push yourself (take
armor uses intimately in life, or to answer the summoning call of a compel. + 2 drain) -or- accept a
2 -1d devil's bargain.
armor Poltergeist: Take 1 drain to strongly interact with the physical

world for a few moments (as if you had a normal body). Extend the
less heavy reach and magnitude of your interaction to include telekinetic force items (With you in ghost form)
1 effect special and electroplasmic discharges by taking more drain (2-6).
notes ____________________
Possess: You may attune to the ghost field in order to take control

of a living body. When your control is challenged, you must re-attune ____________________
(risking electroplasmic harm) or leave the body. Your control is
challenged when: you consume spirit energy from the host—when ____________________
arcane powers act against you—when the host's will is driven to
desperation. You may easily and indefinitely possess a hull or hollow ____________________
which has been ritually prepared for you (change your playbook to enemies & rivals
Hull or Vampire, respectively).
 
  
 Veteran: Choose a special ability from another source. ____________________
xp ____________________
 Every time you roll a desperate action, mark xp in that action's attribute. ____________________
At the end of each session, for each item below, mark 1 xp (in your playbook or
an attribute) or 2xp if that item occured multiple times. ____________________
 You exacted vengeance upon those whom you deem deserving. ____________________
 You expressed your your outrage or anger, or settled scores from your heritage
or background. ____________________
 You struggled with issues from your need or glooms during the session.

teamwork planning & load gather information


Choose a plan, provide the detail. Choose your  What do they intend to do?
Assist a teammate load limit for the operation.  How can I get them to [X]?
Lead a group action Assault: Point of attack Occult: Arcane power  What are they really feeling?
 What should I lookout for?
Protect a teammate Deception: Method Social: Connection  Where's the weakness here?
 How can I find [X]?
Set up a teammate Stealth: Entry point Transport: Route
 What's really going on here?
hull
A hull has no coin or stash of their
A spirit animating a clockwork frame own, but might be granted access to
spirit playbook the resources of their master.
crew
playbook
hull traits
name alias Automaton: You are a spirit animating a clockwork body. You have
 insight
human-like strength and senses, by default. Your hull has natural armor   hunt
(this doesn't count for your load). Your former human feelings, interests,   study
look and connections are only dim memories. You now exist to fulfill your
  survey
functions. Choose three (at left). You may be rebuilt if damaged or
destroyed. If your soul vessel is shattered, you are freed from servitude
  tinker
heritage:    a koros—the dagger isles background: academic—labor—law and become a Ghost. Whenever you would take stress, take drain instead. prowess
iruvia—severos—skovlan—tycheros trade—military—noble—underworld Overcharge: Take 1 drain to perform a feat of extreme strength
   finesse
my functions are: to guard—to destroy—to discover—to acquire—to labor at or speed (run faster than a horse, rend metal with bare hands, etc.).   prowl
...that which my master commands. This factors into effect.   skirmish
Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an Compartments: Your items are built-in to your frame and may
   wreck
industrial-grade generator (downtime action). When you do this, clear 5 drain. recess beneath panels out of sight. Your frame can now carry +2 load.
resolve
Electroplasmic Projectors: You may release some of your

drain wear plasmic energy as an electrical shock around you or as a directed   attune
c l a n k i n g — l e a k i n g — f i x at e d —   command
s m o k i n g — s pa r k i n g — u n s ta b l e beam. You may also use this ability to create a lightning barrier to
repel or trap a spirit. Take 1 drain for each level of magnitude.   consort
harm healing Interface: You may attune to the local electroplasmic power field
   sway
need project clock to control it or something connected to it (including another hull).
3 help bonus die
armor uses Secondary Hull: Choose an additional frame and its starting feature.
 push yourself (take
2 -1d armor You may transfer your consciousness between your frames at will. + 2 drain) -or- accept a
 
     Frame Upgrade: Choose an additional frame feature.
  devil's bargain.
less heavy
1 effect special FRAME & ITEMS Choose your frame & look (or create one). Choose a starting feature. load  3 small  
5 medium   7 heavy

 Small (cat size, -1 scale): A metal orb, a mechanical doll, a clockwork  A Blade or Two
ghost special abilities (transferred from original playbook) frame features spider. Levitation—Reflexes­  Throwing Knives
||Levitation  Medium (human size): A metal mannequin, a clockwork animal.  A Pistol    A 2nd Pistol
||Reflexes Life-Like Appearance—Spider Climb
  A Large Weapon
 Heavy (wagon size, +1 scale): A hulking metal giant, a self-driving
||Life-like Appearance
vehicle. Interior Chamber—Plating (special armor)  An Unusual Weapon
||Spider Climb  Armor   +Heavy
Feature options for any frame: Phonograph (Record & Playback)—
||Interior Chamber Sensors—Smoke Projectors—Spring-Leap Pistons  Burglary Gear
||Plating xp   Climbing Gear
 Every time you roll a desperate action, mark xp in that action's attribute.  Arcane Implements
||Phonograph
At the end of each session, for each item below, mark 1 xp (in your playbook or  Documents
||Sensors
an attribute) or 2xp if that item occured multiple times.  Subterfuge Supplies
||Smoke Projectors
 You fulfilled your functions despite difficulty or danger.   Demolition Tools
||Spring-Leap Pistons
 You suppressed or ignored your former human beliefs, drives, heritage, or background.  Tinkering Tools
You may swap out your  You struggled with issues from your wear during the session.  Lantern
features with a downtime
activity. teamwork planning & load gather information
Choose a plan, provide the detail. Choose your  What do they intend to do?
Assist a teammate load limit for the operation.  How can I get them to [X]?
Lead a group action Assault: Point of attack Occult: Arcane power  What are they really feeling?
 What should I lookout for?
Protect a teammate Deception: Method Social: Connection  Where's the weakness here?
 How can I find [X]?
Set up a teammate Stealth: Entry point Transport: Route
 What's really going on here?
vampire
stash         
A spirit animating coin         
an undead body 
crew spirit playbook 
vampire traits playbook
name alias
Undead: You are a spirit which animates an undead body. Your trauma

is maxed out. Choose four trauma conditions which reflect your vampiric insight

look
nature. Arcane attacks are potent against you. If you suffer fatal harm      hunt
or trauma, your undead spirit is overwhelmed. You take level 3 harm:      study
"Incapacitated" until you feed enough to recover. If you suffer arcane      survey
harm while in this state, you are destroyed utterly. Your XP tracks are      tinker
heritage:    a koros—the dagger isles background: academic—labor—law longer (you now advance more slowly). You have more stress boxes. 
iruvia—severos—skovlan—tycheros trade—military—noble—underworld prowess
Terrible Power: Take 1 stress to perform a feat of superhuman

Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey strength or speed (run faster than a carriage, break stone with bare      finesse
and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your hands, leap onto the roof of a building, etc.). This factors into effect.      prowl
healing clock. This is the only way you can heal. How do you feed? What telltale sign do you Arcane Sight: Take 1 stress to sense beyond human limits. "Hear"
      skirmish
leave on your victims? a subject's true thoughts or feelings, see in pitch darkness, sense the      wreck

stress trauma presence of invisible things, intuit the location of a hidden object, etc. resolve
cold—haunted—obsessed—paranoid
A Void in the Echo: You are invisible to spirits and may not be

ruthless—secretive—unstable—vicious
harmed by them. Take 2 stress to cause living things to avert their
     attune
harm healing      command
gaze and fail to observe you for a few moments.      consort
need project clock
3 help Dark Talent: Choose Insight, Prowess, or Resolve. Your max rating
       sway
armor uses for actions under that attribute becomes 5. When you take this ability, 
2 -1d armor add +1 dot to the resistance rating of the attribute you've chosen. bonus die
heavy Sinister Guile: During downtime, choose one: Get a free additional
 push yourself (take
less + 2 stress) -or- accept a
1 effect downtime activity, or take +1d to all downtime activity rolls.
special Veteran: Choose a special ability from another source.
devil's bargain.
 
         
ghost special abilities (from original playbook) strictures dark servants (You start with two) items load  3 light  
5 normal   6 heavy

When you gain a new vampire trait Rutherford, a butler.


  Fine clothes and accoutrements
   A Blade or Two
(except veteran), add a stricture.  Throwing Knives
Lylandra, a consort.
  Fine personal weapon
 
||Slumber: In downtime, you must  A Pistol    A 2nd Pistol
spend one activity resting in a dark, Kira, a bodyguard.
  Fine shadow cloak
    A Large Weapon
silent place (or else suffer 3 stress).  An Unusual Weapon
Otto, a coachman.
  Demonbane charm
 
||Forbidden: You cannot enter   Armor   +Heavy
a private residence without Edrik, an envoy.
  Spiritbane charm
 
permission from the owner.  Burglary Gear
||Repelled: Spiritbane charms
xp   Climbing Gear
can hold you at bay. (Take 2 stress  Every time you roll a desperate action, mark xp in that action's attribute.  Arcane Implements
to resist the repulsion.) At the end of each session, for each item below, mark 1 xp (in your playbook or  Documents
||Bestial: When you suffer an attribute) or 2xp if that item occured multiple times.  Subterfuge Supplies
physical harm or overindulge your  You displayed your dominance or slayed without mercy.   Demolition Tools
vice, your body twists into a  You expressed your beliefs, drives, heritage, or background.  Tinkering Tools
horrific bestial form until you
next feed without overindulging.  You struggled with issues from your vice, traumas, or strictures during the session.  Lantern
||Bound: Your spirit must remain teamwork planning & load gather information
in this body, or be destroyed. Choose a plan, provide the detail. Choose your  What do they intend to do?
Assist a teammate load limit for the operation.  How can I get them to [X]?
Lead a group action Assault: Point of attack Occult: Arcane power  What are they really feeling?
 What should I lookout for?
Protect a teammate Deception: Method Social: Connection  Where's the weakness here?
 How can I find [X]?
Set up a teammate Stealth: Entry point Transport: Route
 What's really going on here?

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