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Wicked Ones BRAINS smarts, awareness, insight

scan / perceptively
Marauder Cunning & Fearless
Warriors
Battlemaster: You can spend stress to perform an incredible feat of
tinker / cleverly athletics, like throwing an axe a great distance, maneuvering nearly
name race & look anywhere on the field of battle, or facing off against a group of foes on
trick / slyly equal footing.

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


fickle - obsessed - paranoid - reckless - vengeful occult - violence - worship MUSCLES strength, agility, speed Bulwark: You’re the rock on which your allies lean. You take +1d when
resisting consequences for an ally. On a success, the ally takes +1d on any
finesse / precisely follow-up action.
gear stress
when the clock is full, skulk / sneakily Cohort: Your minions are always elite, with the mindset (loyal) and
you go feral. companion upgrades. They also have an additional upgrade (choose one):
smash / powerfully equipped - mindset (fearless) - trained - versatile.
RESISTANCE ROLLS
failure: partial resist, take 3 stress
Commander: You exert your will to bolster your minions. You can spend
stress or a dark heart to give a minion pack +1d on a roll. You also gain a
mixed: partial resist, take 2 stress GUTS personality, mettle, magic
defense against minion failure.
success: full resist, take 1 stress
critical: full resist, clear 1 stress banter / affably Control: You fluidly control a fight. On a success when resisting an
supply RESISTING DEATH attack in close combat, you can also (choose one): disarm them - redirect
failure: you die invoke / magically the attack - reposition them nearby.
mixed: knocked out of the scene
threaten / forcefully Joy of Battle: You love nothing more than your own excellence in battle.
defenses On a critical while engaged in combat, you clear 1 stress and gain a dark
heart.
bloodied dark hearts
Maniac: You think nothing of risking life and limb. You take +1d when
Š assist: give +effect, but open to consequence you go hard and put your own body on the line, but you can’t resist any
Š go hard: trade +effect for -position consequences from the roll. On a critical, you clear 1 stress.
Š team up: take the highest result, but each pc
notes with a mixed or failure takes stress. Tactician: Battle plans are the key to your success. You take +1d on your
Š dark bargain: trade +1d for a consequence first action after an engagement roll. You also gain a defense against raid
Š dark heart: take +1d on a roll
plans going off track.

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 giving orders to minions, surveying a
Š go feral: immediately compelled; abilities
used during this action cost no stress. target’s strength, or disciplining subordinates.

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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