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STASH � � � � � � � � �

PLEDGE
A ����� ����� COIN ���������
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SPECIAL ABILITIES PLAYBOOK
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� S����� F������: When you pick someone’s pocket or steal something
small, take +1d. INSIGHT
���� � H���� �� ��� C���: When a character protects you, that character � ��� HUNT
clears 1 stress. � ��� STUDY
� F���� �� Y����: When you accept a devil’s bargain, mark 1 xp. � ��� SURVEY
� � � �� � � � : � � � � � � — � � � � � � � � � � � � � � �� � �� � � ��� : � � � � � � � � — � � � � � — � � � � G���� N������: Once per session you may declare a new ghost � ��� TINKER
������—�������—�������—�������� �����—��������—�����—���������� contact and then choose one detail about them: they’re hard to find - they’ve
PROWESS
turned feral - you owe them a favour.
� L���������: You gain an additional xp trigger: You questioned someone to � ��� FINESSE
the point of anger, exhaustion, or frustration. If your crew helped you, also � ��� PROWL
� �� � / ��� � ���� : � � � � � — � � � � � � � � — � � � � � � — � � � � � � � � � � — � � � � � � � � — � � � � � � — � � � � �
mark crew XP. � ��� SKIRMISH
stress trauma � S����� E���: You may expend your special armour to resist a � ��� WRECK
����—�������—��������—��������
��������—����—��������—������� consequence from harm or ghosts, or to push yourself when escaping a RESOLVE
dangerous situation.
harm healing � ��� ATTUNE
� S����� �� S������: You can always find a small space to squeeze
���� project clock through that other people wouldn’t think to try.
� ��� COMMAND
3 � �� � � ��� CONSORT
armor uses � U�������: You may spend a downtime action helping someone indulge
their vice. When you do, you clear stress equal to their lowest die roll,
� ��� SWAY
2 -1�
����� and they cannot overindulge. Also when you don’t indulge your vice bonus die
� ��� � � �� � during downtime, you don’t take stress equal to your number of (take
1 PUSH YOURSELF
�� � �� �
������� traumas. + 2 stress) -or - accept a
DEVIL’S BARGAIN.
��� �� � � � V������: Choose a special ability from another source.
FRIENDS & RIVALS ITEMS LOAD � 3 light � 5 normal � 6 heavy
� � Corille, a con artist � Fine hands � A Blade or Two
� Fine unusual weapon � Throwing Knives
� � Mr. Kebbler, a socialite
��� Large coat � A Pistol � A 2nd Pistol
� � Ms. Turner, an eel monger ��� A Large Weapon
� Childhood token
� � Old Shoes, a ghost � An Unusual Weapon
� Small pet
��� Armor �����+Heavy
� � Snot, an urchin � Spiritbane charm
� Burglary Gear
XP ��� Climbing Gear
� Every time you roll a desperate action, mark xp in that action's attribute. � Arcane Implements
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
� You addressed a challenge with theft or innocence. ��� Demolition Tools
� You expressed your beliefs, drives, heritage, or background. � Tinkering Tools
� You struggled with issues from your vice or traumas during the session. � Lantern
teamwork planning & load gatherinformation
Choose a plan, provide the detail. Choose your � What can I easily steal?
Assist a teammate load limit for the operation. � What would be a good prank
Lead a group action Assault: Point of attack Occult: Arcane power here?
� Where can I escape?
Protect a teammate Deception: Method Social: Connection � Where are they vulnerable?
� Where has [X] been?
Set up a teammate Stealth: Entry point Transport: Route � How can I find [X]?
� What's really going on here?

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