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Wicked Ones BRAINS smarts, awareness, insight

scan / perceptively
Crafter Clever & Curious
Tinkerers
Ingenuity: You can spend stress to perform an incredible feat of creation,
tinker / cleverly like mixing concoctions on the fly to create a powerful combined effect,
name race & look slapping together a temporary simple contraption, or ignoring volatility in
trick / slyly monster science creations.

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


fickle - obsessed - paranoid - reckless - vengeful occult - violence - worship MUSCLES strength, agility, speed Brewmaster: When you make a concoction, you always make 1 extra
dose, even on a failure. You gain a downtime action which you can only
finesse / precisely use to brew concoctions.
gear stress
skulk / sneakily Creative Frenzy: On a success while working on a crafting downtime
when the clock is full,
you go feral. project, the downtime action isn’t consumed. You also gain a downtime
smash / powerfully action which you can only use to craft.
RESISTANCE ROLLS
Monster Science: You fully believe in your creations. You take +1d when
failure: partial resist, take 3 stress
you go hard with a concoction or contraption, but you can’t resist any
mixed: partial resist, take 2 stress GUTS personality, mettle, magic
consequences from the roll. On a critical, you clear 1 stress.
success: full resist, take 1 stress
critical: full resist, clear 1 stress banter / affably Pride: You instill a deep sense of yourself into anything you create. When
supply RESISTING DEATH you or someone else rolls a critical using something you crafted, you gain
failure: you die invoke / magically a dark heart.
mixed: knocked out of the scene
threaten / forcefully Prototype: Start a single tier 2 or 3 contraption crafting clock. You can
defenses use this unfinished contraption as normal. Any time you make a dire
roll using it, it ticks the crafting clock once. When the clock is full, the
bloodied dark hearts contraption is made and you start a new clock.

Š assist: give +effect, but open to consequence Scrutiny: You can spend stress to establish a flaw in a structure or some
Š go hard: trade +effect for -position machinery you can see. You take +1d when you act on that knowledge.
Š team up: take the highest result, but each pc
notes with a mixed or failure takes stress. Signature Elixir: You have a steady supply of a single specific tier 2
Š dark bargain: trade +1d for a consequence
concoction and you gain 2 supply slots which you can only use for it.
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 Gmvfou
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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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