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The Doomed

A group of small-time villains plan a bank robbery while the heroes are indisposed, believing it will be an easy score against ordinary police. However, their plan fails to account for unexpected complications that could arise.

Uploaded by

Coley Boyd
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
657 views13 pages

The Doomed

A group of small-time villains plan a bank robbery while the heroes are indisposed, believing it will be an easy score against ordinary police. However, their plan fails to account for unexpected complications that could arise.

Uploaded by

Coley Boyd
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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1

“LOOK, WE DON’T HAVE TO WORRY ABOUT THE


DARK AVENGER; HE’S IN THE MORGUE. THE HERO
SQUADRON JUST GOT THEIR MINDS SWAPPED BY
THE MYSTIC EYE OR WHATEVER — WHO KNOWS?
WHAT I’M SAYING IS: NOBODY’S AROUND TO STOP
ONE LITTLE BANK ROBBING SPREE. WE JUST
KEEP IT LOW KEY AND IT’S US AND OUR POWERS
VERSUS A BUNCH OF BEAT COPS. WHAT COULD
GO WRONG?“

The Doomed takes Blades in the Dark to the world of superpowers.


You’ll be playing the small-time villains trying to make it big in a world
where an alien invasion is just another Tuesday.

New characters and crew types give you everything you need to
play in the style of The Superior Foes of Spider-Man and the Giffen/
DeMatteis Injustice League.

This playset requires the Blades in the Dark core rules to play.

THE DOOMED v1
Copyright ©2019
Written by Sage LaTorra 2 Graphics by John Harper
the
DOOMED
down and out in sun city

POWER SOURCES
ACTIONS
INSIGHT
ƒƒ Hack technology to get it to do what you want, either modifying
something existing or making something new.
ƒƒ Hunt a target to ascertain their whereabouts or attack with precision
from a distance.
ƒƒ Study someone or something to gain insight and information on it.
There are six sources of superpowers in The Doomed. Everything in the ƒƒ Survey a location or situation to see what’s up, who’s in control, what
game is either mundane (not superpowered) or based on one or more might happen next.
power sources. The power sources are:
ƒƒ Magic. Spells, angels, demons, all that. PROWESS
ƒƒ Shift. Genetic changes that give people in-born powers. ƒƒ Finesse an item from a pocket; secret it about your person; mis-
ƒƒ Alien. Physiology and technology not of this world. direction and slight of hand; handling a vehicle.
ƒƒ Tech. Super science, artificial intelligence, all that. ƒƒ Prowl unseen past guards or over obstacles; climb, swim, run, jump;
ambush with close violence.
ƒƒ Training. The epitome of human abilities that go beyond the mundane.
ƒƒ Skirmish an opponent is close combat; assault or hold a position;
Some special abilities depend on the power source(s) being used. For maneuver in combat; brawl and wrestle.
example, a character might have special armor that only works on alien or
tech effects. Typically the source of an effect is clear, but if there is any doubt ƒƒ Wreck a place, item, or obstacle with destructive force or careful
the GM has the final say and always has to tell the players if asked. sabotage; breach obstacles with force; create chaos.

Each playbook is associated with one power source. All of the special abilities RESOLVE
in that playbook plus any critical rolls are considered effects of that power
source. If you take a Veteran move from another source that ability uses that ƒƒ Carouse with connections from your heritage, background, friends, or
power source. rivals to gain access to resources, information, people, or places.
ƒƒ Command obedience with your force of personality; intimidate or
POWER SOURCES AND HARM threaten; lead an action with one of the crew’s gangs.
When taking non-mundane harm note the power source of the harm as well ƒƒ Invoke powers arcane, demonic, or divine; understand the other
as the specific injury. worlds.
ƒƒ Sway someone with charm, logic, deception, disguise, or bluff; change
Harm tied to a power source requires the help of someone with the power
attitudes or behavior with manipulation or seduction.
source to recover.

3
DOOMED
bank

the master
The epitome of training and preparation, but just flesh and blood
cash         




insight
villain
name power source: training  hack
secret zz Not A Republic Serial Villain: Once per score you can reduce the  hunt
identity
stress cost of a flashback by 2. You can decide which flashback  study
to reduce after the GM tells you the stress cost.  survey
look
zz Improvised Tactics: Two times per score you can assist a prowess
teammate without paying stress.
 finesse
zz Always Prepared: You get +1 load (Light 4, Normal 6, Heavy 7). prowl

background: MILITARY—EMISSARY—SCIENTIST—DOCTOR zz Contingency Plan: You may spend you Special armor to  skirmish
automatically resist a consequence from a tech-, training- or  wreck
stress trauma alien-based effect.
zz I Know Your Tell: You can always tell when someone is lying. resolve
COLD—HAUNTED—OBSESSED—PARANOID—RECKLESS—UNSTABLE—VICIOUS
You may not be able to prove it, but you know.  carouse
harm zz Independently Wealthy: At the start of each downtime phase  command
need you earn +2 bank.  invoke
3 help
zz 10th Dimensional Chess: When you make an engagement roll
 sway
2 -1d for each die you roll the GM will tell you one useful new fact load 3 5 6
related to the score.
less  Cover identity
1 effect zz You Call That A Weapon?: Choose a mundane object (like a
 Imprisoned soul
boomerang or umbrella) and a piece of 1-load gear. For you
 Ya’lar immobilizer gun
that object serves as that type of gear (an umbrella gun, for
healing armor  heavy  special   Pocket supercomputer
example) and doesn’t count against your load.
 Titan shield
NOTES zz Veteran: Choose a special ability from another source.  Blueprints
 A non-lethal weapon
useful friends  A gun +  a lot of guns
 A melee weapon
  Dr. Emil, an extremely   Centurion, a former hero
experimental physicist  A heavy weapon
  Sergeant Donovan, a  An unusual weapon
  Rook, an arms dealer police detective  A superscience weapon
  The Shark, muscle for hire  Armor +  Heavy
 Burglary gear
xp  Computer gear
 Climbing gear
ƒƒ 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
 Personal flight device
playbook or an attribute) or 2 xp if that item occurred multiple times.  Documents
ƒƒ You addressed a challenge with a plan.  Demolition Tools
ƒƒ You expressed your beliefs, drives, or background.  Cracking gear
ƒƒ You struggled with issues from your harm, vice or traumas.  Subterfuge supplies
 Night vision tech
DOOMED
bank

the demon An agent of hell on earth.


cash         




insight
villain
name power source: magic  hack
secret zz Temptor: When you sway someone with your vice you get +1d.  hunt
identity  study
zz Defile: You may invoke an area such that it attracts the attention  survey
look of unholy entities, holy entities, or arcane entities, your choice.
zz Hellfire: When you push yourself you may also manifest prowess
supernatural fire which (choose one or all) burns evil hearts;  finesse
consumes an object completely; obscures vision with choking prowl

smoke.
background: CULTIST—UNWILLING HOST—IMP  skirmish
zz Inhuman Body: You may expend your special armor to resist a  wreck
stress trauma consequence of hunger, thirst, heat, cold, fatigue, or other such
mortal concerns. resolve
COLD—HAUNTED—OBSESSED—PARANOID—RECKLESS—UNSTABLE—VICIOUS
zz Infernal: Your true appearance is terrifying to any you show it  carouse
harm
to, giving you +1d to Command them.  command
need zz The Evil Within: When you have time and solitude with  invoke
3 help someone, you may ask their player what their darkest secret  sway
is. They must answer truthfully. Take +1d when acting on this
2 -1d information. load 3 5 6
less zz Where There’s A Whip There’s A Way: When you command a  Imprisoned soul
1 effect cohort in combat with threats and insults, they continue to fight  Alternate body
when they would otherwise break. They gain +1 effect and 1  Ancient jewelry & clothes
healing armor  heavy  special  armor.  A profaned weapon
 A terrifying weapon
NOTES zz Veteran: Choose a special ability from another source.
 An absurd weapon
 A non-lethal weapon
dangerous friends  A gun +  a lot of guns
 A melee weapon
  Mary, a wandering soul   Illyiana, an exorcist
 A heavy weapon
  Lyonel, a demonic killer   Father O'Malley, a former  An unusual weapon
priest  A superscience weapon
  Sam, a politician
 Armor +  Heavy
 Burglary gear
xp  Computer gear
 Climbing gear
ƒƒ 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
 Personal flight device
playbook or an attribute) or 2 xp if that item occurred multiple times.  Documents
ƒƒ You addressed a challenge with violence or mayhem.  Demolition Tools
ƒƒ You expressed your beliefs, drives, or background.  Cracking gear
ƒƒ You struggled with issues from your harm, vice or traumas.  Subterfuge supplies
 Night vision tech
DOOMED
bank

the shift
Born with strange powers—fighting against a world that fears them.
cash         




insight
villain
name power source: shift  hack
secret zz Healing Factor: You recover from harm faster. Permanently  hunt
identity
fill in one of your healing clock segments. Take +1d to healing  study
treatment rolls.  survey
look
zz Power Leech: You may expend your special armor to resist a prowess
shift-, alien-, or immortal based effect for you or an ally. You then
take +1d on your next roll.  finesse
 prowl
zz SMASH: Your rage fuels you. When you fail to resist an effect
background: TEEN—ALTERNATE FUTURE—TEACHER—CLONE you take +1d the next time you cause direct physical violence to
 skirmish
the source of that effect.
 wreck
stress trauma
zz Psychic Cortex: When you Study someone you also get to hear resolve
COLD—HAUNTED—OBSESSED—PARANOID—RECKLESS—UNSTABLE—VICIOUS what they are thinking (no matter the outcome of the roll). You
get +1d to Hunt someone who’s thoughts you’ve heard.  carouse
harm  command
zz Unstable Shift: Your powers are unpredictable. Any time you roll a  invoke
need critical you may change one of your special abilities (even this one).
3 help  sway
zz Still Standin’: Penalties from harm are one level less severe
2 -1d (though level 4 harm is still fatal). You can heal non-mundane load 3 5 6
harm without help.  Psychic amplifier
less
1 effect zz Natural Adaptation: Mark off any one-load item. Your body  Gene cloaker
is adapted to mimic that item (eyeblasts for a gun, claws for  Power inhibitor collar
healing armor  heavy  special  a melee weapon, etc.) You effectively always have that item  Gene sniffer
without spending load on it. You can take this ability multiple  Future history
NOTES  Psychic links (5 people)
times to replicate multiple items or higher cost items.
 A non-lethal weapon
zz Veteran: Choose a special ability from another source.
 A gun +  a lot of guns
 A melee weapon
outcast friends
 A heavy weapon
  Simon, a rebel leader   Wells, a sewer dweller  An unusual weapon
 A superscience weapon
  Dr. O'Mara, geneticist   Rook, from an alternate
future  Armor +  Heavy
  Hound, a bounty hunter  Burglary gear
 Computer gear
xp  Climbing gear
ƒƒ Every time you roll a desperate action, mark xp in that action's attribute.  Personal flight device
At the end of each session, for each item below, mark 1 xp (in your  Documents
playbook or an attribute) or 2 xp if that item occurred multiple times.  Demolition Tools
ƒƒ You struggled with issues of your altered physiology.  Cracking gear
ƒƒ You expressed your beliefs, drives, or background.  Subterfuge supplies
ƒƒ You struggled with issues from your harm, vice or traumas.  Night vision tech
DOOMED
bank

the STRANGE visitor


A being from another world.
cash         




insight
villain
name power source: alien  hack
secret zz Majestor: You can push yourself to perform a superhuman feat  hunt
identity
of strength or engage a small gang on equal footing.  study
 survey
look zz From Under A Red Sun: In down time you always tick your
healing clock once for free. prowess
zz Advanced Tech: When you Hack to craft technology from your  finesse
home world take +1 result level to your roll.  prowl
background: LONE SURVIVOR—REFUGE OF THE IMPERIUM—  skirmish
ADVANCED SCOUT zz What An Unspoiled World: For you, “time among mundane  wreck
humanity” is a vice. When indulging it you may, before rolling,
stress trauma
choose to clear an extra stress. resolve
COLD—HAUNTED—OBSESSED—PARANOID—RECKLESS—UNSTABLE—VICIOUS
zz Blast: You can push yourself to emit a blast of energy you  carouse
harm
absorb from your environment, acting as a ranged attack with  command
+1 effect. Your blast may also move, melt, or charge objects with  invoke
need your blast.
3 help  sway
zz Nigh Invulnerable: You may expend your special armor to resist
2 -1d load 3 5 6
a consequence of any type of effect.
less  Omnigadget (choose 2
1 effect zz Superspeed: You can push yourself to act at superhuman speed, items, it functions as both)
either interrupting another character’s action or taking an  Mem-Crystal Shard
additional action during downtime.  Stimpak
healing armor  heavy  special 
zz Veteran: Choose a special ability from another source.  Sunshard
NOTES  A non-lethal weapon
terrestrial friends  A gun +  a lot of guns
 A melee weapon
  Grand Imperator Gar, an   Fin, an investigative  A heavy weapon
invader reporter  An unusual weapon
 A superscience weapon
  The Heaths, an Earth   Dr. Lynne, a scientist
 Armor +  Heavy
family   Carr, a government agent  Burglary gear
 Computer gear
xp  Climbing gear
 Personal flight device
ƒƒ Every time you roll a desperate action, mark xp in that action's attribute.
 Documents
At the end of each session, for each item below, mark 1 xp (in your
playbook or an attribute) or 2 xp if that item occurred multiple times.  Demolition Tools
ƒƒ You adapted to, or struggled with, Earth culture.  Cracking gear
ƒƒ You expressed your beliefs, drives, or background.  Subterfuge supplies
ƒƒ You struggled with issues from your harm, vice or traumas.  Night vision tech
DOOMED
bank

the brain A genius inventor.


cash         

insight




villain
name power source: tech  hack
secret zz Hey, Jarvis: You can interact with computers as if they were  hunt
identity
people: sway them to get access to hidden files, study them to gain  study
information about them, consort to find their connected systems.  survey
look
zz Advanced Information Mechanisms: During downtime you get prowess
two ticks to distribute among any long term project clocks that
involve advanced experimental research or intelligence gathering.  finesse
 prowl
zz Biotech: You can Hack biological organisms like you would
background: ROGUE SCIENTIST—FORMER EXECUTIVE—
electronics, allowing you to treat wounds or stabilize the dying.
 skirmish
SYNTHETIC BEING  wreck
During downtime you get a free tick towards a project to modify
stress trauma your body or that of a willing subject.
resolve
COLD—HAUNTED—OBSESSED—PARANOID—RECKLESS—UNSTABLE—VICIOUS zz Comms Link: Choose one of your action ratings. When you lead
a group action with that action you can suffer only 1 stress no  carouse
harm matter the number of failed rolls.  command
need
 invoke
3 zz Armed and Armored: You may expend your special armor to  sway
help
resist a consequence of a tech effect or push yourself without
2 -1d taking stress. load 3 5 6
zz Eyes Everywhere: When you gather info to locate a target you  Universal zero-point battery
less
1 effect get +1 effect and may ask one question of the player of the target.  Power syphon
zz Self-Powered: During downtime, as an activity, you may give  Powered heavy armor
healing armor  heavy  special  yourself or a willing subject an extra use of special armor.  AI shard
 Robotic limb
NOTES zz Veteran: Choose a special ability from another source.
 Multi-dimensional scanner
 A non-lethal weapon
brilliant friends  A gun +  a lot of guns
 A melee weapon
  Apex, a rogue AI   Dr. Hamlin, a disgraced
 A heavy weapon
scientist
  The Rat, an arms dealer  An unusual weapon
  Quinn, an executive  A superscience weapon
  _________________, yourself
from an alternate reality  Armor +  Heavy
 Burglary gear
xp  Computer gear
 Climbing gear
ƒƒ 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
 Personal flight device
playbook or an attribute) or 2 xp if that item occurred multiple times.  Documents
ƒƒ You dealt with challenges from your technology or developed new  Demolition Tools
technology.  Cracking gear
ƒƒ You expressed your beliefs, drives, or background.  Subterfuge supplies
ƒƒ You struggled with issues from your harm, vice or traumas.  Night vision tech
DOOMED
cohort quality 

the crew assassins WEAK  IMP.  BROKEN  ARMOR 

zz Deadly: Each PC may add +1 action rating to Hunt, Prowl, or


name reputation
Skirmish (up to a max rating of 3).
zz Life Decoy: Through advanced technology or arcane
lair quality 
secrets you can create temporary replacements of those cohort
you kill. Take 3 stress to create a decoy to replace a dead WEAK  IMP.  BROKEN  ARMOR 
rep turf hold  w  s      
tier person to cover your tracks eliminating the extra heat for
killing being involved in a score.
DANGER ACID VATS zz Guild Patronage: You either have ties to The Assassin’s Guild
VICE DEN FIXER INFORMANTS
ROOM Body disposal,
(Tier roll) - Heat = +2 cash for lower- +1d gather info or are an alternative set up by a rival guild (maybe The Thieves
+1 scale for your +1d to reduce
cash in downtime class targets for scores Guild). When you advance your Tier it costs half the coin it
Outcasts cohorts heat after killing
normally would. cohort quality 
zz Calling Card: If you leave some signature item or WEAK  IMP.  BROKEN  ARMOR 
HALL OF COVER arrangement at a score you take +1 heat but get double
INFAMY
+1 rep per score
TURF LAIR TURF OPERATION
-2 heat per score
rep (minimum 1 if the score would otherwise earn 0 rep).
zz Venom: When you acquire or craft poisons you get +1
result level to your roll. When you employ a poison you
COVER
PROTECTION CITY are specially prepared to be immune to its effects.
NIGHT NURSE STANDING IDENTITIES
RACKET RECORDS
(Tier roll) - Heat = +1d to healing +2 cash for high- +1d engagement
+1d engagement
zz Creed: You claim a higher justification for your killings and cohort quality 
rolls class targets for deception and have attracted followers to it. Create a gang cohort of your
cash in downtime for stealth plans WEAK  IMP.  BROKEN  ARMOR 
social plans
Adepts. They gain +1 to rolls in service of the greater good.
heat wanted zz Predators: When you use stealth or subterfuge to commit
murder, take +1 on the engagement roll.
cash vaults zz Veteran: Choose a special ability from another source.

contacts crew upgrades


  Etienne, assassin’s guild  Assassin cloak (2 free load lair quality
representative of weapons or gear)  Vehicle Documents
  
  The Maw, a dark dealer  The Vault contacts (+1 tier  Portal Gear
  
  Alex, a vicious executive in prison)  Hidden Implements
  
 Quarters Pet/Special
  
  Cain, a being of strange tastes  Elite Skulks  Elite Thugs
 Hardened (+1 trauma  Secure Supplies
  
  Miller, a coroner  Vault Tools
  
box)
  Puck, un-deceased  Workshop Weapons
  
xp training cohorts
At the end of each session, for each item below, mark 1 xp (or instead  Insight upgrade costs
HUNTING GROUNDS: ACCIDENT—DISAPPEARANCE—MURDER—RANSOM mark 2xp if that item occurred multiple times).  Prowess New Cohort: 2
ƒƒ Execute a successful accident, disappearance, murder, or ransom.
 Resolve Add Type: 2
ƒƒ Contend with challenges above your current station.
ƒƒ Bolster your crew's reputation or develop a new one.  Personal
ƒƒ Express the goals, drives, inner conflict, or essential nature of the crew.    Mastery
DOOMED
cohort quality 

the crew cult WEAK  IMP.  BROKEN  ARMOR 

Adepts

zz Chosen: Each PC may add +1 action rating to Invoke, Study, or


name reputation
Sway (up to a max rating of 3)
zz Purified: You get +1d to resistance rolls against magic threats.
lair quality 
You get +1d to healing rolls when you have magic harm. cohort
WEAK  IMP.  BROKEN  ARMOR 
zz Humanity Perfected: You revere Shifts as the ideal of humanity,
deity
the coming future, what we all will be. Through body
ALIEN—CRUEL—OBSCURE—MONSTROUS—RADIANT—TRANSCENDENT—SERENE—ENDLESS modification each PC gets a special ability from the Shift’s list.

rep turf hold  w  s      


tier zz Among Mortals: Your deity sometimes takes mortal form.
Choose someone from your cult, (PC or otherwise) to be the
vessel. Whomever it is, while they are now your deity in the flesh,
DANGER INTERPLANAR only a portion of their divine essence can occupy a mortal form. quality 
VICE DEN OFFERTORY CASTING cohort
ROOM BEACON
(Tier roll) - Heat = +2 cash for Magic BONES WEAK  IMP.  BROKEN  ARMOR 
+1 scale for your +1d to Carouse w/ zz Telepathic Link: You may use teamwork with any cult member
cash in downtime operations +1d engagement
Outcasts cohorts entities on site regardless of the distance separating you. By taking 1 stress
your mental message is heard by every cultist.
zz Conviction : Each PC gains an additional Vice: Worship.
When you indulge this vice and bring a pleasing sacrifice,
TURF TURF LAIR TURF TURF
you can't overindulge. In addition, your deity will assist any
one action roll you make—until you indulge this vice again. cohort quality 
zz Zealotry : Your cohorts have abandoned their reason to WEAK  IMP.  BROKEN  ARMOR 
INTERPLANAR SANCTUARY
RITUALARIUM PULPIT ASCLEPIUS PIT devote themselves to the cult. They will undertake any
GATE +1 rep for scores
+1d to Invoke
Safe passage to a
+1d to Command +1d to healing
commemorated service, no matter how dangerous or strange. They gain +1d
on site and Sway on site rolls to rolls against enemies of the faith.
specific dimension here
zz Veteran: Choose a special ability from another source.
heat wanted
contacts crew upgrades
cash vaults   Bezerian, a demon  Arcane kit (2 free load of lair quality
  Halls, an astronomer unusual implements)  Vehicle Documents
  
 Bound arcane entity in lair  Portal Gear
  
  Vicenzo, an exorcist
 Elite Adepts  Hidden Implements
  
  Lyles, a professor
 Quarters Pet/Special
  
  Tremor, an exile  Elite Thugs
 Secure Supplies
  
  Dee, a wizard  Anointed (+1 trauma  Vault Tools
  
box)
 Workshop Weapons
  
xp training cohorts
At the end of each session, for each item below, mark 1 xp (or instead  Insight upgrade costs
SACRED SITES: ACQUISITION—AUGURY—CONSECRATION—SACRIFICE mark 2xp if that item occurred multiple times).  Prowess New Cohort: 2
ƒƒ Advance the agenda of your deity or embody its precepts in action.
 Resolve Add Type: 2
ƒƒ Contend with challenges above your current station.
ƒƒ Bolster your crew's reputation or develop a new one.  Personal
ƒƒ Express the goals, drives, inner conflict, or essential nature of the crew.    Mastery
DOOMED
cohort quality 

the crew insurgency WEAK  IMP.  BROKEN  ARMOR 

Thugs

zz Any Means Necessary: Each PC may add +1 action rating to


name reputation
Prowl, Wreck, or Carouse (up to a max rating of 3)
zz Foreign Aid: When you advance your Tier, it costs half the coin
lair quality 
it normally would. What power supports you? Why do they cohort
help you? WEAK  IMP.  BROKEN  ARMOR 
rep turf hold  w  s      
tier
zz For The Cause: Your cohorts have given themselves entirely
MEANS OF to the struggle. They will undertake any service, no matter
INTERROGATION
STOCKPILES PRODUCTION BORDERS how dangerous or strange. They gain +1d to rolls against
CHAMBER RECOGNITION
+1d to acquire (SEIZED) +1d to Survey or oppressors.
+1d to Command -2 heat per score
assets. +2 cash for Hunt on your turf
and Sway on site zz For The People: When you donate at least 1 coin of your
sabotage or theft
payoff from a score to the people you get +1 rep for that score cohort quality 
(minimum 1). WEAK  IMP.  BROKEN  ARMOR 

zz Lead From The Front: When you fight alongside your cohorts
TURF TURF LAIR TURF TURF
in combat, they get +1d for teamwork rolls (setup and group
actions). All of your cohorts get the Thugs type for free (if
they're already Thugs, add another type).
COVER
FLAGS &
EMBASSY SPIES IDENTITIES INFIRMARY zz War Dogs: When you’re at war (-3 faction status),
ANTHEMS
(Tier roll) - Heat = +1d to gather info +1d engagement +1d to healing
+1d to Command
your crew does not suffer -1 hold and PCs still get two cohort quality 
cash in downtime for scores for deception and rolls downtime activities, instead of just one.
and Sway on site WEAK  IMP.  BROKEN  ARMOR 
sabotage plans
zz Forged in the Fire: Each PC has been toughened by cruel
heat wanted experience. You get +1d to resistance rolls.
zz Veteran: Choose a special ability from another source.
cash vaults

contacts crew upgrades


  Alex, a martyr for the cause  Urban combat kit (2 free lair quality
  Beck, a riot cop load of weapons or armor)  Vehicle Documents
  
 The Vault contacts (+1 tier  Portal Gear
  
  Pell, a city counselor
in prison)  Hidden Implements
  
  Walker, an EMT
 Elite Sneaks  Elite Thugs  Quarters Pet/Special
  
  Crane, a bar owner  Secure Supplies
  
 Hardened (+1 trauma
box)  Vault Tools
  
 Workshop Weapons
  
xp training cohorts
At the end of each session, for each item below, mark 1 xp (or instead  Insight upgrade costs
CONTESTED GROUNDS: BATTLE—ESPIONAGE—SABOTAGE—RALLY mark 2xp if that item occurred multiple times).  Prowess New Cohort: 2
ƒƒ Execute a successful espionage, sabotage, or theft operation.
 Resolve Add Type: 2
ƒƒ Contend with challenges above your current station.
ƒƒ Bolster your crew's reputation or develop a new one.  Personal
ƒƒ Express the goals, drives, inner conflict, or essential nature of the crew.    Mastery
DOOMED
cohort quality 

the crew shadows WEAK  IMP.  BROKEN  ARMOR 

zz Everyone Steals: Each PC may add +1 action rating to


name reputation
Prowl,Finesse, or Tinker (up to a max rating of 3).
zz Pack Rats: Your lair is a jumble of stolen items. When you
lair quality 
roll to acquire an asset, take +1d. cohort
WEAK  IMP.  BROKEN  ARMOR 
rep turf hold  w  s      
tier zz Calling Card: If you leave some signature item or
arrangement at a score you take +1 heat but get double
rep (minimum 1 if the score would otherwise earn 0 rep).
PERSONAL GAMBLING
TRUSTY FENCE BAR zz Slippery: When you roll entanglements, roll twice and
TAILOR DEN
TURF +2 cash for burglary +1d to Carouse keep the one you want. When you reduce heat on the
+1d to engagement (Tier roll) - Heat =
or robbery and Sway on site
for social plans. cash in downtime crew, take +1d.
cohort quality 
zz Synchronized: When you perform a group action, you may
WEAK  IMP.  BROKEN  ARMOR 
SURVEILANCE count multiple 6s from different rolls as a critical success.
DRUG DEN
SYSTEM
(Tier roll) - Heat =
cash in downtime
TURF LAIR TURF
+1d to Survey or
zz Patron: When you advance your Tier, it costs half the coin
Hunt on your turf it normally would. Who is your patron? Why do they help
you?
DEAD DROPS SUBWAY zz Signature Job: Choose an aspect of a score (maybe the
INFIRMARY
+2 cash for TUNNELS kind of item being targeted, or the kind of location being
TURF +1d to healing TURF quality 
rolls
espionage or +1d engagement infiltrated). Scores that involve that aspect earn +1 coin or cohort
sabotage for stealth plans +1 rep, your choice. WEAK  IMP.  BROKEN  ARMOR 

zz Veteran: Choose a special ability from another source.


heat wanted

cash vaults

contacts crew upgrades


  Loop, an appraiser  Thief rigging (2 free load of lair quality
  Philmore, a detective tools or gear)  Vehicle Documents
  
 Underground maps and  Portal Gear
  
  Snurf, a moleperson
pass keys  Hidden Implements
  
  Rigney, a barkeep
 Elite Rooks  Elite Skulks  Quarters Pet/Special
  
  Mitz, a painter  Secure Supplies
  
 Hardened (+1 trauma
  Elmore, a collector box)  Vault Tools
  
 Workshop Weapons
  
xp training cohorts
At the end of each session, for each item below, mark 1 xp (or instead  Insight upgrade costs
HUNTING GROUNDS: BURGLARY—ESPIONAGE—ROBBERY—SABOTAGE mark 2xp if that item occurred multiple times).  Prowess New Cohort: 2
ƒƒ Execute a successful espionage, sabotage, or theft operation.
 Resolve Add Type: 2
ƒƒ Contend with challenges above your current station.
ƒƒ Bolster your crew's reputation or develop a new one.  Personal
ƒƒ Express the goals, drives, inner conflict, or essential nature of the crew.    Mastery
DOOMED
cohort quality 

the crew trouble for


hire
WEAK  IMP.  BROKEN  ARMOR 

Thugs

zz Dangerous: Each PC may add +1 action rating to Hunt,


name reputation
Skirmish, or Wreck (up to a max rating of 3)
zz Blood Brothers: When you fight alongside your cohorts in
lair quality 
combat, they get +1d for teamwork rolls (setup and group cohort
actions). All of your cohorts get the Thugs type for free (if WEAK  IMP.  BROKEN  ARMOR 
rep turf hold  w  s      
tier they’re already Thugs they get another type).
zz Fiends: Fear is as good as respect. You count each wanted
TERRORIZED PROTECTION level as turf.
BARRACKS INFORMANTS
CITIZENS RACKET
+1 scale for Thug TURF +1d to gather info zz High Society: It’s all about who you know. Take -1 heat
+2 cash for (Tier roll) - Heat =
cohorts. for scores
extortion or battle cash in downtime during downtime and +1d to gather info about the city’s
elite. cohort quality 
WEAK  IMP.  BROKEN  ARMOR 
GAMBLING zz Accord: Sometimes friends are as good as territory. You
HALL may count up to three +3 faction statuses you hold as if
(Tier roll) - Heat =
TURF LAIR TURF TURF
they are turf.
cash in downtime
zz Slippery: When you roll entanglements, roll twice and
keep the one you want. When you reduce heat on the
CROOKED
NIGHT NURSE STREET FENCE WAREHOUSE crew, take +1d.
HAMSTERDAM COPS
+1d to healing +2 cash for lower +1d to acquire quality 
rolls
-2 heat per score
class targets assets
+1d engagement zz Everyone Pays: You work for other factions. Your success cohort
for assault plans is good for them. Whenever you gain rep, gain +1 rep. WEAK  IMP.  BROKEN  ARMOR 

zz Veteran: Choose a special ability from another source.


heat wanted

cash vaults

contacts crew upgrades


  Filmore, a city councilor  Trouble kit (2 free load of lair quality
  Meg, Thieves Guild rep weapons or armor)  Vehicle Documents
  
 The Vault contacts (+1 tier  Portal Gear
  
  Dro, Assassins Guild rep
in prison)  Hidden Implements
  
  Tomas, a cop
 Elite Rovers  Elite Thugs  Quarters Pet/Special
  
  Irwin, a barkeep  Secure Supplies
  
 Hardened (+1 trauma
  Lot, a union rep box)  Vault Tools
  
 Workshop Weapons
  
xp training cohorts
At the end of each session, for each item below, mark 1 xp (or instead  Insight upgrade costs
HUNTING GROUNDS: BATTLE—EXTORTION—SABOTAGE—SMASH & GRAB mark 2xp if that item occurred multiple times).  Prowess New Cohort: 2
ƒƒ Execute a successful contract.
 Resolve Add Type: 2
ƒƒ Contend with challenges above your current station.
ƒƒ Bolster your crew's reputation or develop a new one.  Personal
ƒƒ Express the goals, drives, inner conflict, or essential nature of the crew.    Mastery

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