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.