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teamwork

crew Assist a teammate


Lead a group action
Protect a teammate
name alias
Set up a teammate

look planning & choose load


Assault: Point of attack
Deception: Method
heritage:   akoros — dagger background: academic — labor
isles — iruvia — severos — — law — trade — military — Stealth: Entry point
skovlan—tycheros noble — underworld
Occult: Arcane power
Social: Connection
vice/purveyor: faith — gambling — luxury — obligation — Transport: Route
pleasure — stupor — weird
stress trauma cold — haunted — obsessed — paranoid
reckless — soft — unstable — vicious
harm healing
3 need project clock
help
armor uses
2 -1d armor 
1 less heavy 
effect special 
leech
gather information What can I tinker with here?
What do they intend to do? What might happen if I [X]?
How can I get them to [X]? How can I find [X]?
Are they telling the truth? What’s really going on here?
special abilities
Alchemist: When you invent or craft a
 Fortitude: You may expend your special

creation with alchemical features, take +1 armor to resist a consequence of fatigue,
result level to your roll. You begin with one weakness, or chemical effects, or to push
special formula already known. yourself when working with technical skill
or handling alchemicals.
Analyst: During downtime, you get two

ticks to distribute among any long term Saboteur: When you Wreck, the work

project clocks that involve investigation or is much quieter than it should be and the
learning a new formula or design plan. damage is hidden from casual inspection.
Artificer: When you invent or craft a
 Venomous: Choose a drug or poison (from

creation with spark-craft features, take +1 your bandolier stock) to which you have
result level to your roll. You begin with one become immune. You can push yourself
special design already known. to secrete it through your skin or saliva or
exhale it as a vapor.
Physicker: You can Tinker to treat wounds

or stabilize the dying. You may study a malady  
  Veteran: Choose a special ability from

or corpse. Your crew gets +1d to healing rolls. another source.
Ghost Ward: You know how to Wreck an

area with arcane substances and methods
so it is either anathema or enticing to spirits
(your choice).
leech items load  
3 light   6 heavy stash          
5 normal  
coin          
 Fine tinkering tools bandolier items  A Blade or Two    
 Fine wrecking tools Alcahest  Throwing Knives    
 Blowgun & darts, syringes Binding Oil  A Pistol   
A 2nd Pistol playbook
 Bandolier. Uses:  Drift Oil  A Large Weapon
 Bandolier. Uses:  Drown Powder  An Unusual Weapon insight
  Gadgets Eyeblind Poison  Armor   +Hvy     hunt
Fire Oil  Burglary Gear     study
    survey
clever friends Grenade  Climbing Gear     tinker
  Stazia, an apothecary Quicksilver  Arcane Implements
prowess
Veldren, a psychonaut Skullfire Poison  Documents
 
Smoke Bomb  Subterfuge Supplies
    finesse
  Eckerd, a corpse thief     prowl
Spark (drug)  Demolition Tools     skirmish
  Jul, a blood dealer Standstill Poison  Tinkering Tools     wreck
  Malista, a priestess Trance Powder  Lantern resolve
leech xp     attune
    command
 Every time you roll a desperate action, mark xp in that action's attribute.    consort
At the end of each session, for each item below, mark 1 xp (in your     sway
playbook or an attribute) or 2 xp if that item occurred multiple times. bonus die
 You addressed a challenge with technical skill or mayhem.
push yourself (take
 You expressed your beliefs, drives, heritage, or background. + 2 stress) -or- accept a
 You struggled with issues from your vice or traumas during the session. devil's bargain.

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