bonus die
playbook
attune
command
consort
sway
resolve
finesse
prowl
skirmish
wreck
prowess
hunt
study
survey
tinker
insight
stash coin
name alias
look
vice / purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird heritage: akoros—the dagger isles
iruvia—severos—skovlan—tycheros background: academic—labor—law trade—military—noble—underworld
cold—haunted—obsessed—paranoid reckless—soft—unstable—vicious trauma
stress
healing
project clock
crew
Fine pair of pistols
Fine long rifle
Electroplasmic ammunition
A fine trained hunting pet
Spyglass
Spiritbane charm
A Blade or Two
Throwing Knives
A Pistol A 2nd Pistol
A Large Weapon
An Unusual Weapon
Armor +Heavy
Burglary Gear
Climbing Gear
Arcane Implements
Documents
Subterfuge Supplies
Demolition Tools
Tinkering Tools
Every time you roll a desperate action, mark xp in that action's attribute.
At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2xp if that item occurred multiple times.
You addressed a challenge with tracking or violence.
You expressed your beliefs, drives, heritage, or background.
You struggled with issues from your vice or traumas during the session.
hound
xp
a deadly sharpshooter and tracker
items load 3 light 5 normal 6 heavy
Steiner, an assassin
Celene, a sentinel
Melvir, a physicker
Veleris, a spy
Casta, a bounty hunter
strangefriends
focused
Sharpshooter: You can perform precision shooting from extreme long range. You can quickly draw and reload your weapons. Your ranged attacks gain potency.
Tenacious: Penalties from harm are one level less severe (though level 4 harm is still fatal).
Ghost Hunter: Your hunting pet is imbued with spirit energy.
It gains potency when tracking or fighting the supernatural, and gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take this ability again to choose an additional arcane ability for your pet.
Sharp: When you roll resistance with Insight, you get +1d.
Marked Target: When you hunt a target that you've previously tracked or wounded, you get +1 effect level.
Focused: You get special armor vs. mental effects (fear, confusion, etc.). When you roll a critical while engaging a target, clear 1 stress.
Vengeful: After you face a consequence from an enemy (suffered or resisted), you get +1d to your next roll against that enemy.
Veteran: Choose a special ability from another source.
harm
teamwork planning
&load gather information
Lead a group action Assault: Point of attack Occult: Arcane power Protect a teammate Deception: Method Social: Connection
Assist a teammate What do they intend to do?
How can I get them to [X]?
Are they telling the truth?
What can I tinker with here?
What might happen if I [X]?
How can I find [X]?
Choose a plan, provide the detail. Choose your load limit for the operation.
push yourself (take 2 stress) -or- accept a
When you use a bandolier slot, choose an alchemical:
name alias
look
vice / purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird heritage: akoros—the dagger isles
iruvia—severos—skovlan—tycheros background: academic—labor—law trade—military—noble—underworld
Fine tinkering tools
Fine wrecker tools
Blowgun & darts, syringes
Bandolier of alchemicals (3)
Bandolier of alchemicals (3)
Gadgets
A Blade or Two
Throwing Knives
A Pistol A 2nd Pistol
A Large Weapon
An Unusual Weapon
Armor +Heavy
Burglary Gear
Climbing Gear
Arcane Implements
Documents
Subterfuge Supplies
Demolition Tools
Tinkering Tools
Every time you roll a desperate action, mark xp in that action's attribute.
At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2xp if that item occurred multiple times.
You addressed a challenge with technical skill or destruction.
You expressed your beliefs, drives, heritage, or background.
You struggled with issues from your vice or traumas during the session.
leech
xp
a saboteur and tinkerer
items load 3 light 5 normal 6 heavy
Stazia, an apothecary
Veldren, a psychonaut
Eckerd, a corpse thief
Jul, a blood dealer
Malista, a priestess
strangefriends
fortitude
Alchemist: You can tinker with chemicals and arcane substances to design and produce alchemicals. When you use an alchemical, you get +1d to resist any side effects.
Artificer: When you tinker with a device, tool, vehicle, or weapon, you may include advanced alchemical or clockwork features.
Analyst: When you take extra time and care to gather information during downtime, you get potency.
Saboteur: When you wreck, the work is much quieter than it should be and the damage is hidden from casual inspection.
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).
Venomous: Choose a drug or poison (from your bandolier stock) to which you have become immune. Take 1 stress to secrete it through your skin or saliva or exhale it as a vapor.
Fortitude: You get special armor vs. fatigue, weakness, and chemical effects. When you roll a crit while tinkering, clear 1 stress.
Physicker: You can tinker with bones, blood, and bodily humours to treat wounds, stabilize the dying, or study a malady or corpse.
Also, your crew gets +1d to long-term project healing rolls.
Veteran: Choose a special ability from another source.
harm
specialabilities
other special armor
notes
armor +heavy
3 needhelp
2 -1d
1 effectless
teamwork planning
&load gather information
Lead a group action Assault: Point of attack Occult: Arcane power Protect a teammate Deception: Method Social: Connection
Assist a teammate What do they intend to do?
How can I get them to [X]?
What should I lookout for?
What's the best way in?
Where can I hide here?
How can I find [X]?
Choose a plan, provide the detail. Choose your load limit for the operation.
push yourself (take 2 stress) -or- accept a devil's bargain.
+
bonus die
playbook
attune
command
consort
sway
resolve
finesse
prowl
skirmish
wreck
prowess
hunt
study
survey
tinker
insight
stash coin
name alias
look
vice / purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird heritage: akoros—the dagger isles
iruvia—severos—skovlan—tycheros background: academic—labor—law trade—military—noble—underworld
cold—haunted—obsessed—paranoid reckless—soft—unstable—vicious trauma
stress
healing
project clock
crew
Fine lockpicks
Fine shadow cloak
Light climbing gear
Silence potion vial
Dark-sight mask
Spiritbane charm
A Blade or Two
Throwing Knives
A Pistol A 2nd Pistol
A Large Weapon
An Unusual Weapon
Armor +Heavy
Burglary Gear
Climbing Gear
Arcane Implements
Documents
Subterfuge Supplies
Demolition Tools
Tinkering Tools
Every time you roll a desperate action, mark xp in that action's attribute.
At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2xp if that item occurred multiple times.
You addressed a challenge with stealth or evasion.
You expressed your beliefs, drives, heritage, or background.
You struggled with issues from your vice or traumas during the session.
lurk
xp
a stealthy infiltrator and burglar
shadow
Infiltrator: When you gather info through clandestine observation or when you bypass security measures, you get +1 effect level.
Ambush: When you attack from hiding or spring a trap, you get +1d.
Expertise: When you lead a group action using your best action-rating, you can suffer only 1 stress at most from any failed rolls.
The Devil's Footsteps: Take 1 stress to perform an athletic feat (running, tumbling, balance, climbing, etc.) that verges on the superhuman. You may still have to make an action roll, but you can attempt things a human normally couldn't.
Ghost Veil: You may shift partially into the ghost field, becoming shadowy and insubstantial for a moment. Take 1 stress when you shift, plus 1 stress for each extra feature: It lasts for a few minutes rather than a moment—you are invisible rather than shadowy—you may float through the air like a ghost—you may pass through solid objects.
Shadow: You get special armor vs. consequences from detection or security. When you roll a critical on a feat of athletics or stealth, clear 1 stress.
Daredevil: When you make a desperate roll, you get +1d.
Reflexes: When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously).
Veteran: Choose a special ability from another source.
Telda, a beggar
Darmot, a bluecoat
Frake, a locksmith
Roslyn Kellis, a noble
Petra, a city clerk
strangefriends items load 3 light 5 normal 6 heavy
harm
specialabilities
Bryl, a drug dealer
Bazso Baz, a gang leader
Klyra, a tavern owner
Nyryx, a prostitute
Harker, a jail-bird
strangefriends other special armor
notes
armor +heavy
3 needhelp
2 -1d
1 effectless
teamwork planning
&load gather information
Lead a group action Assault: Point of attack Occult: Arcane power Protect a teammate Deception: Method Social: Connection
Assist a teammate What do they intend to do?
How can I get them to [X]?
Are they telling the truth?
What are they really feeling?
What do they really care about?
How can I blend in here?
Choose a plan, provide the detail. Choose your load limit for the operation.
push yourself (take 2 stress) -or- accept a devil's bargain.
+
bonus die
subterfuge
playbook
attune
command
consort
sway
resolve
finesse
prowl
skirmish
wreck
prowess
hunt
study
survey
tinker
insight
stash coin
name alias
look
vice / purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird heritage: akoros—the dagger isles
iruvia—severos—skovlan—tycheros background: academic—labor—law trade—military—noble—underworld
cold—haunted—obsessed—paranoid reckless—soft—unstable—vicious trauma
stress
healing
project clock
crew
Fine clothes & jewelry
Fine disguise kit
Fine loaded dice, trick cards
Trance powder
A cane-sword
Spiritbane charm
A Blade or Two
Throwing Knives
A Pistol A 2nd Pistol
A Large Weapon
An Unusual Weapon
Armor +Heavy
Burglary Gear
Climbing Gear
Arcane Implements
Documents
Subterfuge Supplies
Demolition Tools
Tinkering Tools
items
Every time you roll a desperate action, mark xp in that action's attribute.
At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2xp if that item occurred multiple times.
You addressed a challenge with deception or influence.
You expressed your beliefs, drives, heritage, or background.
You struggled with issues from your vice or traumas during the session.
slide
3 light 5 normal 6 heavy
load
Rook's Gambit: Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.
Mesmerism: When you sway someone, you may cause them to forget that it's happened until they next interact with you.
Cloak & Dagger: When you use a disguise or other form of covert misdirection you get +1 effect. When you throw off your disguise, the resulting surprise gives you the initiative in the situation.
A Little Something on the Side: At the end of each downtime phase, you earn +2 stash.
Like Looking into a Mirror: You can always tell when someone is lying to you.
Trust in Me: You get +1d vs. a target you have a relationship with.
Subterfuge: You get special armor vs. persuasion and suspicion.
When you roll a critical while using subterfuge, clear 1 stress.
Ghost Voice: You know the secret method to interact with a ghost or demon as if it was a normal human, regardless of how wild or feral it appears. You gain potency when communicating with the supernatural.
Veteran: Choose a special ability from another source.
xp
a subtle manipulator and spy
harm
specialabilities
Salia, an information broker
Augus, a master architect
Jennah, a servant
Riven, a chemist
Jeren, a bluecoat archivist
strangefriends other special armor
notes
armor +heavy
3 needhelp
2 -1d
1 effectless
teamwork planning
&load gather information
Lead a group action Assault: Point of attack Occult: Arcane power Protect a teammate Deception: Method Social: Connection
Assist a teammate What do they want most?
What should I lookout for?
Where's the leverage here?
How can I discover [X]?
What do they intend to do?
How can I get them to [X]?
Choose a plan, provide the detail. Choose your load limit for the operation.
push yourself (take 2 stress) -or- accept a devil's bargain.
+
bonus die
mastermind
playbook
attune
command
consort
sway
resolve
finesse
prowl
skirmish
wreck
prowess
hunt
study
survey
tinker
insight
stash coin
name alias
look
vice / purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird heritage: akoros—the dagger isles
iruvia—severos—skovlan—tycheros background: academic—labor—law trade—military—noble—underworld
cold—haunted—obsessed—paranoid reckless—soft—unstable—vicious trauma
stress
healing
project clock
crew
Fine cover identity
Fine bottle of whiskey
Blueprints
Vial of slumber essence
Concealed palm pistol
Spiritbane charm
A Blade or Two
Throwing Knives
A Pistol A 2nd Pistol
A Large Weapon
An Unusual Weapon
Armor +Heavy
Burglary Gear
Climbing Gear
Arcane Implements
Documents
Subterfuge Supplies
Demolition Tools
Tinkering Tools
items
Every time you roll a desperate action, mark xp in that action's attribute.
At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2xp if that item occurred multiple times.
You addressed a challenge with preparation or calculation.
You expressed your beliefs, drives, heritage, or background.
You struggled with issues from your vice or traumas during the session.
spider
3 light 5 normal 6 heavy
load
Weaving the Web: You gain +1d to the engagement roll if you’ve gathered info on the target or location.
Foresight: Three times per score you can assist another rogue without paying stress. Tell us how you prepared them for the situation.
Functioning Vice: When you indulge your vice, you may adjust the outcome by +/-1. An ally who joins in your vice may do the same.
Calculating: Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime action.
Ghost Contract: When you shake on a deal, you and your partner —human or otherwise—both bear a mark of your oath. If either breaks the contract, they take level 3 harm (Cursed).
Connected: During downtime, you get +1 result level when you make acquire asset, gather info, or reduce heat rolls.
Mastermind: You get special armor when protecting a teammate.
How did you plan for this? If a crit is rolled when you command a gang or lead a group action, clear 1 stress.
Jail Bird: When incarcerated, your wanted level counts as 1 less, your Tier as 1 more, and you gain +1 faction status in addition to your roll.
Veteran: Choose a special ability from another source.
xp
a devious mastermind
harm
specialabilities
Nyryx, a possessor ghost
Scurlock, a vampire
Setarra, a demon
Quellyn, a witch
Flint, a spirit trafficker
strangefriends other special armor
notes
armor +heavy
3 needhelp
2 -1d
1 effectless
teamwork planning
&load gather information
Lead a group action Assault: Point of attack Occult: Arcane power Protect a teammate Deception: Method Social: Connection
Assist a teammate What is arcane or weird here?
What echoes in the ghost field?
What is hidden or lost here?
What do they intend to do?
What drives them to do this?
How can I reveal [X]?
Choose a plan, provide the detail. Choose your load limit for the operation.
push yourself (take 2 stress) -or- accept a devil's bargain.
+
bonus die
warded
playbook
attune
command
consort
sway
resolve
finesse
prowl
skirmish
wreck
prowess
hunt
study
survey
tinker
insight
stash coin
name alias
look
vice / purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird heritage: akoros—the dagger isles
iruvia—severos—skovlan—tycheros background: academic—labor—law trade—military—noble—underworld
cold—haunted—obsessed—paranoid reckless—soft—unstable—vicious trauma
stress
healing
project clock
crew
Fine lightning hook
Fine spirit mask
Electroplasm vials
Spirit bottles (2)
Ghost key
Demonbane charm
A Blade or Two
Throwing Knives
A Pistol A 2nd Pistol
A Large Weapon
An Unusual Weapon
Armor +Heavy
Burglary Gear
Climbing Gear
Arcane Implements
Documents
Subterfuge Supplies
Demolition Tools
Tinkering Tools
items
Every time you roll a desperate action, mark xp in that action's attribute.
At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2xp if that item occurred multiple times.
You addressed a challenge with knowledge or arcane power.
You expressed your beliefs, drives, heritage, or background.
You struggled with issues from your vice or traumas during the session.
whisper
3 light 5 normal 6 heavy
load
Compel: You can attune to the ghost field to force a nearby spirit to appear before you and obey a command you give it.
Tempest: Channel energy to produce storm effects (fog, frost, wind, rain, lightning). Costs stress equal to the magnitude of the results (0-6).
Occultist: You may consort with ancient powers, forgotten gods or demons. If you have control over the entity, take +1d.
Ritual: You can study an occult ritual to summon a supernatural effect or being. Costs stress based on the magnitude of the results.
Answer the GM's questions to create the ritual (page 69).
Iron Will: When you roll resistance with Resolve, you get +1d.
Strange Methods: When you tinker with a device, tool, or weapon, you may include electroplasmic or arcane features.
Warded: You get special armor vs. supernatural effects. When you roll a critical while dealing with arcane powers, clear 1 stress.
Ghost Mind: You know how to find the weakness in each ghost, demon, or arcane force. You gain +1 effect when you study the supernatural.
Veteran: Choose a special ability from another source.
xp
an arcane adept and channeler
harm
other special armor
notes
armor +heavy
3 needhelp
2 -1d
1 effectless
name alias
look
vice / purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird heritage: akoros—the dagger isles
iruvia—severos—skovlan—tycheros background: academic—labor—law trade—military—noble—underworld
cold—haunted—obsessed—paranoid reckless—soft—unstable—vicious trauma
stress
healing
project clock
crew
playbook
push yourself (take 2 stress) -or- accept a devil's bargain.
+
bonus die
playbook
attune
command
consort
sway
resolve
finesse
prowl
skirmish
wreck
prowess
hunt
study
survey
tinker
insight
stash coin
______________________
______________________
______________________
______________________
______________________
______________________
_____________________
_____________________
_____________________
_____________________
_____________________
_________________
_________________
_________________
_________________
_________________
_________________
_________________
_________________
_________________
_________________
friends items load 3 light 5 normal 6 heavy
specialabilities
teamwork planning
&load gather information
Lead a group action Assault: Point of attack Occult: Arcane power Protect a teammate Deception: Method Social: Connection
Assist a teammate What do they intend to do?
How can I get them to [X]?
What are they really feeling?
What should I lookout for?
Where's the weakness here?
How can I find [X]?
Choose a plan, provide the detail. Choose your load limit for the operation.
Every time you roll a desperate action, mark xp in that action's attribute.
At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2xp if that item occurred multiple times.
You addressed a challenge with _________________________________________
You expressed your beliefs, drives, heritage, or background.
You struggled with issues from your vice or traumas during the session.
xp