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leech

stash
a saboteur and coin

crew technician

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: akoros—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.
 help consort
armor uses Saboteur: When you Wreck, the work is much quieter than it sway
 -d 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
 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
clever friends items load 3 light 5 normal 6 heavy
Bandolier
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?

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