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Wicked Ones BRAINS smarts, awareness, insight

scan / perceptively v
Shadow Sneaky & Elusive
Rogues
Prowler: You can spend stress to perform an incredible feat of agility,
tinker / cleverly like slipping unimpeded through a mob, leaping safely from a high tower,
name race & look or hiding in plain sight.
trick / slyly

dark impulse: bigmouth - cruel - deranged revelry: craving - drinking - gambling Dark Mind: You can compel other PCs to action just as if the GM had
fickle - obsessed - paranoid - reckless - vengeful occult - violence - worship MUSCLES strength, agility, speed compelled them. If they accept, you gain a dark heart. If they decline, you
take stress. The GM is still the final judge of what is an appropriate compel.
finesse / precisely
gear stress Poisoner: Making or procuring poisons is second nature for you. You
when the clock is full, skulk / sneakily have a steady supply of the following tier 1 concoction poisons: blinding
you go feral. - disorienting - slowing - nauseatin . You also gain two supply slots which
smash / powerfully you can only use for them.
RESISTANCE ROLLS
failure: partial resist, take 3 stress
Pounce: You recognize the perfect timing to strike. You take +1d when
you catch someone by surprise. On a critical, you clear 1 stress.
mixed: partial resist, take 2 stress GUTS personality, mettle, magic
success: full resist, take 1 stress
Slippery: You’re tough to pin down. On a success when resisting an enemy
critical: full resist, clear 1 stress banter / affably attack, you can also (choose one): disappear from their sight - pick their
supply RESISTING DEATH pocket - reposition behind them.
failure: you die invoke / magically
mixed: knocked out of the scene Stalker: Your lurking presence forces foolish action. On a success while
threaten / forcefully moving stealthily, NPCs near you (choose one): do something stupid due to
defenses paranoia - reveal a secret.

bloodied dark hearts Sticky Fingers: You always manage to come away with something
of value. You get 1 extra gold each loot roll and can control up to 4 gold
Š assist: give +effect, but open to consequence without raising suspicion. Also, once during each raid, you can establish
Š go hard: trade +effect for -position the location of some good loot nearby.
Š team up: take the highest result, but each pc
notes with a mixed or failure takes stress. Unseen Hand: When you assist an ally, you only take consequences if
Š dark bargain: trade +1d for a consequence
they roll a failure. If they roll a critical, you clear 1 stress. Why do they not
Š dark heart: take +1d on a roll
know you’re helping them?

Š shock: take -1d on next roll, then clears Flexibility:


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 snatching something valuable, lying
Š go feral: immediately compelled; abilities
to create opportunity, or stashing some items.
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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