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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 
hound
gather information Where are they vulnerable?
What do they intend to do? Where did [X] go?
How can I get them to [X]? How can I find [X]?
What are they really feeling? What’s really going on here?
special abilities
Sharpshooter: You can push yourself to
  
  Ghost Hunter: Your hunting pet is
do one of the following: make a ranged attack imbued with spirit energy. It gains potency
at extreme distance beyond what’s normal for when tracking or fighting the supernatural, and
the weapon—unleash a barrage of rapid fire gains an arcane ability: ghost-form, mind-link,
to suppress the enemy. or arrow-swift. Take this ability again to choose
an additional arcane ability for your pet.
Focused: You may expend your special armor

to resist a consequence of surprise or mental harm Tough as Nails: Penalties from harm are

(fear, confusion, losing track of someone) or to one level less severe (level 4 harm is still fatal).
push yourself for ranged combat or tracking. Vengeful: You gain an additional xp trigger:

Scout: When you gather info to locate a
 You got payback against someone who harmed
target, you get +1 effect. When you hide in you or someone you care about. If your crew
a prepared position or use camouflage, you helped you get payback, also mark crew xp.
get +1d to rolls to avoid detection.
 
  Veteran: Choose a special ability from

Survivor: From hard won experience or
 another source.
occult ritual, you’re immune to the poisonous
miasma of the deathlands and can subsist on
the flora and fauna there. Add +1 stress box.
hound items load  
3 light   6 heavy stash          
5 normal  
coin          
 Fine pair of pistols  A Blade or Two    
 Fine long rifle  Throwing Knives    
 Electroplasmic ammunition  A Pistol   
A 2nd Pistol playbook
 A trained hunting pet  A Large Weapon
 An Unusual Weapon insight
 Spyglass hunt
 Armor   +Heavy    
 Spiritbane charm     study
 Burglary Gear
    survey
deadly friends  Climbing Gear     tinker
 Steiner, an assassin
   Arcane Implements
prowess
 Documents
 Celene, a sentinel
      finesse
 Subterfuge Supplies prowl
 Melvir, a physicker
     
 Demolition Tools     skirmish
 Veleris, a spy
   Tinkering Tools wreck
   
 Casta, a bounty hunter
   Lantern resolve
hound 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 tracking or violence.
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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