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Wicked Ones BRAINS smarts, awareness, insight

scan / perceptively
Conniver Manipulative & Controlling
Masterminds
Strings: You can spend stress to have an ally remember your voice in their
tinker / cleverly head, allowing them to reroll a failure. If they roll a success, you gain a
name race & look dark heart. What criticism or advice did you previously impart on them?
trick / slyly

dark impulse: bigmouth - cruel - deranged revelry: craving - drinking - gambling


Intuition: Others are an open book to you. You can spend stress to
fickle - obsessed - paranoid - reckless - vengeful occult - violence - worship MUSCLES strength, agility, speed establish a target’s emotional state, though it must be a reasonable emotion
for them to be feeling. You take +1d when you act on that knowledge.
finesse / precisely Masterful Liar: You excel at lying when you go all in on a falsehood. You
gear stress
when the clock is full, skulk / sneakily take +1d when you go hard to tell a lie. On a success, you gain a dark heart.
you go feral. Missed a Spot: Each downtime, you get two ticks which can be distributed
smash / powerfully to any project clocks started by your allies. What errors do you point out
RESISTANCE ROLLS
in their work?
failure: partial resist, take 3 stress
mixed: partial resist, take 2 stress GUTS personality, mettle, magic Opportunist: You take +1d on a roll when acting immediately after an
success: full resist, take 1 stress ally fails a resistance roll. How do you leverage their failure to your own
critical: full resist, clear 1 stress banter / affably advantage?
supply RESISTING DEATH
failure: you die invoke / magically Tongues: You can speak the Light Tongue, albeit with a strong, monstrous
mixed: knocked out of the scene accent. How does a monster like you even learn to speak the language of
threaten / forcefully civilization?
defenses
Weaving the Web: On a success during a flashback or downtime action
bloodied dark hearts to interact with contacts, you gain a dark heart. You also gain a downtime
action which you can only use to contact a vile friend, faction, or other
Š assist: give +effect, but open to consequence NPC.
Š go hard: trade +effect for -position
Š team up: take the highest result, but each pc Wordplay: On a success when resisting with Banter, Threaten, or
notes with a mixed or failure takes stress. Trick, you can also (choose one): deflect blame - plant a false idea - have
Š dark bargain: trade +1d for a consequence the GM reveal a secret.
Š dark heart: take +1d on a roll

Flexibility:
Š shock: take -1d on next roll, then clears
Š bloodied: take shock to all attributes, and
clears when all shock is clear
Š death knell: take a final action if you have a
dark heart left when you die. You can flashback to things such as manipulating others, setting up
Š go feral: immediately compelled; abilities
contingency plans, or acquiring information.
used during this action cost no stress.

downtime projects dungeon duties minion pack morale bloodied vile friend wicked xp
Š brew potions and alchemicals. tier type description take an ability when full. mark 1
Š build locks, traps, tricks, and rooms. xp for each you did this session:
# race type
Š contact vile friends, npcs, or factions. Š you made progress on your
master plan.
Š craft an item, edge, or contraption. actions upgrades (1 gold each) raid plans
Š incant a ritual. Š you jumped into someone else’s
scan adept dungeon scene.
Š recruit a pack of minions. Š ambush: hit them when they least
tinker companion expect it, making sure they don’t Š you acted like a monster.
Š torture a prisoner.
trick equipped take any of you down. Š you used your gear or supply
finesse expendable Š assault: bring full force to bear, in creative ways.
project clocks driving off or killing all those who
skulk fluent
stand against you.
smash mindset Š negotiation: talk it out, tell lies, reckless xp
banter strapped or offer something to get what
invoke you want, spilling as little blood as take an action dot when full.
trained
possible. mark 1 xp if you played into
threaten versatile
gold LOOT ROLLS Š stealth: slip in, find what you’re either being bloodied or going
failure: dark heart, after, and slip out quietly, being feral this session.
you can pay gold to: dark impulse: addicted - aggressive - disloyal noticed as little as possible.
but risk overdoing it
Š attract a creature greedy - impatient - lazy - moody - superstitious Š strike: bust in, get what you want, light tongue words
mixed: 1 gold
Š get help from your vile friend and run out quickly, without you one yes go eat
Š get a minion downtime action success: valuable item deviating from your goal. me two no do give
Š get minions to join a raid combine 2 successes Š trickery: confuse, lure, or trick us three maybe stop get
Š risk it: re-roll a downtime action but Š recruit a minion for a powerful item them into doing what you want, it more now kill gold
lose its dominant position Š upgrade a minion (gm decides the item) without them knowing why.

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