Blades Deep Cuts Sheets v1
Blades Deep Cuts Sheets v1
Blades Deep Cuts Sheets v1
zTough as Nails: You gain a second space to record level 3 Harm. celene
When you suffer a mortal wound, you may mark 3 Stress to stabilize a sentinel
xp Clocks: Attribute/Action: 1 per new rating. | Special Ability: 2 | Veteran Ability: 3
it and stay alive. melvir
Mark xp when you make a desperate roll and when Harm or
Trauma impedes you. At end of session, for each item below, zVengeful: You gain an additional xp trigger: You got payback a physicker
mark 1 xp (or 2 xp if that item occurred multiple times). against someone who harmed you or someone you care about. If veleris
You embodied a core nature of your playbook. your crew helped you get payback, also mark crew xp. a spy
You expressed your beliefs, heritage, or background. zVeteran: Choose a special ability from another source. You can casta
You struggled because of your vice or ambitions. take this special ability more than once. a bounty hunter
load Discreet: 4 (no heavy items) | Conspicuous: 6 heavy items hound items
A Blade or Two Arcane Implements Armor +Heavy Fine Pair of Pistols Electroplasmic Ammunition Spyglass Arclighter & Glimmer
Thrown Weapon Burglary Gear Climbing Gear Fine Long Rifle Trained Hunting Pet Spiritbane Charm Prichard Camera
Pistol 2nd Pistol Documents Demolition Tools
notes, scars, & veteran abilities teamwork assist
Slugger Pistol Subterfuge Supplies Large Weapon
+1d, + effect / position,
An Unusual Weapon Tinkering Tools Slugger Rifle reduced consequence,
_____________________ _____________________ ______________________ better gather info.
coin stash lifestyle vice & purveyor debt cover
coin: Ally doesn’t face a threat.
coordinate
Group Action / Divide &
Conquer
LEECH
deep cuts insight
technical skill
& mayhem hunt
name / alias / pronouns study
zAlchemist: When you invent or craft a creation with alchemical survey
features, you get +1 Quality level. You begin with one special tinker
formula already known.
heritage / background prowess
zAnalyst: During downtime, you get two ticks to distribute among
any long term project clocks that involve investigation or learning finesse
a new formula or design plan. prowl
look & style zArtificer: When you invent or craft a creation with spark-craft skirmish
stress trauma features, you get +1 Quality level. You begin with one special design wreck
already known. resolve
cold | haunted | obsessed | paranoid | reckless | soft | vicious
zFortitude: You may expend your special armor to resist a
harm armor heavy special consequence of fatigue, weakness, or chemical effects, or to push attune
healing 4 3 yourself when working with technical skill or handling alchemicals. command
consort
zGhost Ward: You know how to Wreck an area with arcane
substances so it is either anathema or enticing to spirits (your choice). sway
2 2
zPhysicker: You can Tinker with bones, blood, and bodily clever friends
edge humours to treat wounds. You can attempt to stabilize someone
1
stazia
who just suffered a mortal injury. You may Study a poison, malady an apothecary
or corpse. In downtime, use the recover activity to act as a Physicker
for those who recover (including yourself) with Quality equal to veldren
your Tinker rating. If you have level 3 or 4 Harm, you must recover a psychonaut
xp Clocks: Attribute/Action: 1 per new rating. | Special Ability: 2 | Veteran Ability: 3
before you use this ability in downtime. eckerd
Mark xp when you make a desperate roll and when Harm or
Trauma impedes you. At end of session, for each item below, zSaboteur: When you Wreck, the work is much quieter than it a corpse thief
mark 1 xp (or 2 xp if that item occurred multiple times). should be and the damage is hidden from casual inspection.
jul
zVenomous: Choose a drug or poison (from your bandolier stock) to a blood dealer
You embodied a core nature of your playbook.
which you have become immune. You can push yourself to secrete
You expressed your beliefs, heritage, or background.
it through your skin or saliva or exhale it as a vapor. malista
You struggled because of your vice or ambitions. a priestess
zVeteran: Choose a special ability from another source. You can
load Discreet: 4 (no heavy items) | Conspicuous: 6 heavy items take this special ability more than once.
A Blade or Two Arcane Implements Armor +Heavy leech items alchemicals
Thrown Weapon Burglary Gear Climbing Gear Fine Tinkering Tools Blowgun & Darts, Syringes Bandolier / Uses:
Pistol 2nd Pistol Documents Demolition Tools
Fine Wrecking Tools Arclighter & Glimmer Bandolier / Uses:
Slugger Pistol Subterfuge Supplies Large Weapon
Gadgets Prichard Camera Alcahest Quicksilver
An Unusual Weapon Tinkering Tools Slugger Rifle
notes, scars, & veteran abilities Binding Oil Skullfire Poison
_____________________ _____________________ ______________________
Drift Oil Smoke Bomb
coin stash lifestyle vice & purveyor debt
coin: Drown Powder Spark (drug)
Eyeblind Poison Standstill Poison
Fire Oil Trance Powder
Grenade
LURK
deep cuts insight
stealth &
evasion hunt
name / alias / pronouns study
zInfiltrator: You are not affected by quality or Tier when you survey
bypass security measures. tinker
zContortionist: You can twist and fold your body to hide in prowess
heritage / background
impossibly small and tight spaces.
finesse
zDaredevil: You get +1d for desperate rolls, but take -1d when you prowl
look & style push yourself to avoid or reduce the consequence. skirmish
stress trauma zThe Devil’s Footsteps: When you push yourself, choose one wreck
of the following additional benefits: perform a feat of athletics that resolve
cold | haunted | obsessed | paranoid | reckless | soft | vicious
verges on the superhuman—maneuver to confuse your enemies so
harm armor heavy special attune
they mistakenly attack each other.
healing 4 3 command
zExpertise: Choose one of your Actions. When you lead a group consort
action using that Action, you and your allies get +1d to push sway
2 2 yourself rolls.
shady friends
edge zGhost Veil: You may push yourself to shift partially into the ghost
1 field, becoming shadowy and insubstantial for as long as you hold telda
an beggar
your breath. Take 1 Stress for each extra feature: you are invisible
rather than shadowy — you may float through the air like a ghost. darmot
a bluecoat
xp Clocks: Attribute/Action: 1 per new rating. | Special Ability: 2 | Veteran Ability: 3 zReflexes: When there’s a question about who acts first, the answer
Mark xp when you make a desperate roll and when Harm or is you (two characters with Reflexes act simultaneously). frake
Trauma impedes you. At end of session, for each item below, zShadow: You may expend your special armor to resist a consequence
a locksmith
mark 1 xp (or 2 xp if that item occurred multiple times). from detection or security measures, or to push yourself for a feat roslyn kellis
You embodied a core nature of your playbook. of athletics or stealth. a noble
You expressed your beliefs, heritage, or background. zVeteran: Choose a special ability from another source. You can petra
You struggled because of your vice or ambitions. take this special ability more than once. a city clerk
load Discreet: 4 (no heavy items) | Conspicuous: 6 heavy items lurk items
A Blade or Two Arcane Implements Armor +Heavy Fine Shadow Cloak Light Climbing Gear Silence Potion Vial Arclighter & Glimmer
Thrown Weapon Burglary Gear Climbing Gear Dark Sight Goggles Fine Lockpicks Spiritbane Charm Prichard Camera
Pistol 2nd Pistol Documents Demolition Tools
notes, scars, & veteran abilities teamwork assist
Slugger Pistol Subterfuge Supplies Large Weapon
+1d, + effect / position,
An Unusual Weapon Tinkering Tools Slugger Rifle reduced consequence,
_____________________ _____________________ ______________________ better gather info.
coin stash lifestyle vice & purveyor debt cover
coin: Ally doesn’t face a threat.
coordinate
Group Action / Divide &
Conquer
SLIDE
deep cuts insight
deception &
influence hunt
name / alias / pronouns study
zRook’s Gambit: Take 2 Stress to use your best action rating while survey
performing a different action. Describe how you adapt your skill tinker
to this use.
heritage / background prowess
zCloak & Dagger: When you use a disguise or other form of covert
misdirection, you get +1 Rank to confuse or deflect suspicion. When finesse
you throw off your disguise, the resulting surprise gives you the prowl
look & style initiative in the situation. skirmish
stress trauma wreck
zGhost Voice: You know the secret method to interact with a ghost
cold | haunted | obsessed | paranoid | reckless | soft | vicious or demon as if it was a normal human, regardless of how wild or resolve
feral it appears. You gain +1 Rank when you deceive or influence
harm armor heavy special attune
supernatural beings.
healing 4 3 command
zLike Looking into a Mirror: You can always tell when someone consort
is lying to you. sway
2 2
zA Little Something on the Side: At the end of each downtime
sly friends
edge phase, you earn +2 stash.
1
bryl
zMesmerism: When you Sway someone, you may cause them to a drug dealer
forget that it’s happened until they next interact with you.
bazso baz
zSubterfuge: You may expend your special armor to resist a a gang leader
xp Clocks: Attribute/Action: 1 per new rating. | Special Ability: 2 | Veteran Ability: 3 consequence from suspicion or persuasion, or to push yourself
Mark xp when you make a desperate roll and when Harm or for subterfuge. klyra
Trauma impedes you. At end of session, for each item below, a tavern owner
zTrust in Me: When you deceive or influence a target with whom
mark 1 xp (or 2 xp if that item occurred multiple times). you have an intimate relationship, they’re especially vulnerable to nyryx
You embodied a core nature of your playbook. you. Also, add +1d if you need to make a Threat Roll against them. a lark (sex worker)
You expressed your beliefs, heritage, or background. zVeteran: Choose a special ability from another source. You can harker
You struggled because of your vice or ambitions. take this special ability more than once. a jail-bird
load Discreet: 4 (no heavy items) | Conspicuous: 6 heavy items slide items
A Blade or Two Arcane Implements Armor +Heavy A Cane Sword Fine Clothes & Jewelry Trance Powder Arclighter & Glimmer
Thrown Weapon Burglary Gear Climbing Gear Fine Disguise Kit Fine Loaded Dice & Trick Cards Spiritbane Charm Prichard Camera
Pistol 2nd Pistol Documents Demolition Tools
notes, scars, & veteran abilities teamwork assist
Slugger Pistol Subterfuge Supplies Large Weapon
+1d, + effect / position,
An Unusual Weapon Tinkering Tools Slugger Rifle reduced consequence,
_____________________ _____________________ ______________________ better gather info.
coin stash lifestyle vice & purveyor debt cover
coin: Ally doesn’t face a threat.
coordinate
Group Action / Divide &
Conquer
SPIDER
deep cuts insight
calculation &
conspiracy hunt
name / alias / pronouns study
zForesight: Twice per score, describe how your careful preparations survey
add +1d to a teammate’s roll, or invoke a flashback without paying tinker
Stress.
heritage / background prowess
zCalculating: Due to your careful planning, during downtime, you
may give yourself or another crew member +1 downtime activity. finesse
prowl
zConnected: Make a 6-clock called “Favor.” During downtime, tick
look & style skirmish
this clock in place of spending Coin or taking Heat, 1-for-1. When
stress trauma the clock fills, one of your friends or allies calls on the crew for help wreck
with something. When you help them, clear the clock. resolve
cold | haunted | obsessed | paranoid | reckless | soft | vicious
harm armor heavy special zFunctioning Vice: When you indulge with a companion, your attune
healing 4 3 1 Coin expenditure covers their Vice cost as well. When you command
overindulge, instead of a reaction, you may reset to 2 Stress. consort
zGhost Contract: When you shake on a deal, you and your sway
2 2
partner—human or otherwise—both bear a mark of your oath. If shrewd friends
edge either breaks the contract, they take level 3 harm, “Cursed”.
1
salia
zJail Bird: When incarcerated, your wanted level counts as 1 less, an information broker
your Tier as 1 more, and you gain +1 faction status with a faction
you help on the inside (in addition to your incarceration roll). augus
a master architect
xp Clocks: Attribute/Action: 1 per new rating. | Special Ability: 2 | Veteran Ability: 3 zMastermind: You may expend your special armor to protect a
Mark xp when you make a desperate roll and when Harm or teammate, or to push yourself when you use logic or strategy. jennah
Trauma impedes you. At end of session, for each item below, a servant
zWeaving the Web: You gain +1d to any rolls you make when
mark 1 xp (or 2 xp if that item occurred multiple times). gathering information on a target for a score. You get +1d to the riven
You embodied a core nature of your playbook. engagement roll for that operation. a chemist
You expressed your beliefs, heritage, or background. zVeteran: Choose a special ability from another source. You can jeren
You struggled because of your vice or ambitions. take this special ability more than once. a bluecoat archivist
load Discreet: 4 (no heavy items) | Conspicuous: 6 heavy items spider items
A Blade or Two Arcane Implements Armor +Heavy Blueprints Fine Cover Identity Vial of Slumber Essence Arclighter & Glimmer
Thrown Weapon Burglary Gear Climbing Gear Fine Bottle of Whiskey Concealed Palm Pistol Spiritbane Charm Prichard Camera
Pistol 2nd Pistol Documents Demolition Tools
notes, scars, & veteran abilities teamwork assist
Slugger Pistol Subterfuge Supplies Large Weapon
+1d, + effect / position,
An Unusual Weapon Tinkering Tools Slugger Rifle reduced consequence,
_____________________ _____________________ ______________________ better gather info.
coin stash lifestyle vice & purveyor debt cover
coin: Ally doesn’t face a threat.
coordinate
Group Action / Divide &
Conquer
WHISPER
deep cuts insight
knowledge &
arcane power hunt
name / alias / pronouns study
zCompel: You can Attune to the ghost field to force a nearby ghost to survey
appear and obey a command you give it. You are not supernaturally tinker
terrified by a ghost you summon or compel (though your allies may be).
heritage / background prowess
zGhost Mind: You’re always aware of supernatural entities in your
presence. When you gather information about spirits or the ghost field, finesse
you get detailed answers to these questions: What kind of supernatural forces prowl
look & style are here? What should I do to avoid / neutralize / control them? If I sense the skirmish
recent spirit traces of living beings here, what do I see them doing? Can I easily wreck
stress trauma sense who they are and where they went, or are they obscured in some way?
cold | haunted | obsessed | paranoid | reckless | soft | vicious zIron Will: You’re immune to the terror that some supernatural
resolve
harm armor heavy special entities inflict. Add +1d when you roll against fear or hesitation. attune
healing 4 3 zOccultist: You know the secret ways to Consort with ancient command
powers, forgotten gods or demons. Once you’ve consorted with one, consort
you get +1d to Command cultists who worship it. sway
2 2
zRitual: You can Study an occult ritual (or create one) to summon
strange friends
edge a supernatural effect or being. You know the arcane methods to
1 perform ritual sorcery. You begin with one ritual already learned. nyryx
a possessor ghost
zStrange Methods: When you invent or craft a creation with
arcane features, take +1 result level to your roll. You begin with one lord scurlock
arcane design already known. a vampire
xp Clocks: Attribute/Action: 1 per new rating. | Special Ability: 2 | Veteran Ability: 3
zTempest: You can push yourself to do one of the following: unleash
Mark xp when you make a desperate roll and when Harm or a stroke of lightning as a weapon — summon a storm in your immediate
setarra
Trauma impedes you. At end of session, for each item below, a demon
vicinity (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.).
mark 1 xp (or 2 xp if that item occurred multiple times). quellyn
zWarded: You may expend your special armor to resist a supernatural
You embodied a core nature of your playbook. consequence, or to push yourself when you deal with arcane forces. a witch
You expressed your beliefs, heritage, or background. zVeteran: Choose a special ability from another source. You can flint
You struggled because of your vice or ambitions. take this special ability more than once. a spirit trafficker
load Discreet: 4 (no heavy items) | Conspicuous: 6 heavy items whisper items
A Blade or Two Arcane Implements Armor +Heavy Fine Spirit Mask Spirit Bottles (2) Ghost Key Arclighter & Glimmer
Thrown Weapon Burglary Gear Climbing Gear Fine Lightning Hook Electroplasm Vials Demonbane Charm Prichard Camera
Pistol 2nd Pistol Documents Demolition Tools
notes, scars, & veteran abilities teamwork assist
Slugger Pistol Subterfuge Supplies Large Weapon
+1d, + effect / position,
An Unusual Weapon Tinkering Tools Slugger Rifle reduced consequence,
_____________________ _____________________ ______________________ better gather info.
coin stash lifestyle vice & purveyor debt cover
coin: Ally doesn’t face a threat.
coordinate
Group Action / Divide &
Conquer
STRANGER
deep cuts insight
curiosity &
secrecy hunt
name / alias / pronouns study
z Fractured: You have traveled through a fracture: an unstable survey
portal from another world. Add an action dot for your background tinker
and one for your heritage (as usual). Then distribute four dots among
heritage / background your actions (max rating 2). Depending on the nature of the other prowess
world and your past (determined by you and the GM), choose one finesse
of the following: prowl
look & style You know how to hanlde yourself. You gain Battleborn or skirmish
stress trauma Bodyguard from the Cutter. wreck
You have endured great suffering. You gain Tough as Nails resolve
cold | haunted | obsessed | paranoid | reckless | soft | vicious
from the Hound.
harm armor heavy special attune
4 3 You are driven to uncover the truth of what’s happened to you. command
healing You gain Analyst from the Leech.
consort
The fracture changed you. You gain Ghost Veil from the Lurk. sway
2 2
You blend in. You have acquired clothes and accessories to pass uncertain friends
edge as a local and can suppress any accent or unusual idioms. You
1 gain Subterfuge from the Slide. “arden”
a stranger
You are familiar with the occult and supernatural. You gain
Ghost Mind or Iron Will from the Whisper. tessa
an ink rake
xp Clocks: Attribute/Action: 1 per new rating. | Special Ability: 2 | Veteran Ability: 3 You’re specially trained. Add 1 dot to an action (max rating 3), -or-
Mark xp when you make a desperate roll and when Harm or gain Alchemist, Artificer, or Physicker from the Leech. anson
Trauma impedes you. At end of session, for each item below, a sparkrunner
zAssimilated: Switch to a new playbook and its xp triggers, to
mark 1 xp (or 2 xp if that item occurred multiple times). reflect your new life in this world. You keep your current action bull
You embodied a core nature of your playbook. ratings (don’t add the starting playbook dots) and special abilities. a rail jack
You expressed your beliefs, heritage, or background. zVeteran: Choose a special ability from another source. You can hopper
You struggled because of your vice or ambitions. take this special ability more than once. a drugged seer
load Discreet: 4 (no heavy items) | Conspicuous: 6 heavy items stranger items
A Blade or Two Arcane Implements Armor +Heavy A Strange Weapon A Strange Tool or Item Strange Luxury Item Strange Clothes
Thrown Weapon Burglary Gear Climbing Gear
_____________________ _____________________ _____________________ Strange Documents
Pistol 2nd Pistol Documents Demolition Tools
notes, scars, & veteran abilities teamwork assist
Slugger Pistol Subterfuge Supplies Large Weapon
+1d, + effect / position,
An Unusual Weapon Tinkering Tools Slugger Rifle reduced consequence,
_____________________ _____________________ ______________________ better gather info.
coin stash lifestyle vice & purveyor debt cover
coin: Ally doesn’t face a threat.
coordinate
Group Action / Divide &
Conquer
GHOST
deep cuts insight
a spirit without
a body hunt
name / alias / pronouns study
z Ghost Form: You are a concentration of electroplasmic vapor which survey
resembles your living body and clothes. You may weakly interact with tinker
the physical world and vice versa. You’re vulnerable to arcane powers
heritage / background and electroplasmic effects. You move about by floating and may fly prowess
swiftly without tiring. You may slowly flow through small openings finesse
as a vapor. You chill the area around you and are terrifying for the prowl
look & style living to behold. You are affected by spiritbane charms (take 2 drain to
skirmish
Your Vice is life essence. To satisfy this need, possess a living victim and consume overcome the repulsion). Whenever you would take stress, take drain
instead. When you would take trauma, take gloom instead. wreck
their spirit energy (this may be an action, risking electroplasmic backlash, or a
downtime activity). When you do so, clear all of your drain. zDissipate: You can disperse the electroplasmic vapor of your resolve
drain gloom ghostly form in order to slowly pass through solid matter. Take
attune
1 drain for each additional feature: you do it instantly rather than
chaotic | destructive | furious | obsessive | territorial | savage slowly — anything that passes through your form becomes dangerously command
harm armor heavy special electrified or frozen — you shift fully into the ghost field and vanish. If consort
4 3 you choose to vanish, you remain fully in the ghost field until you’re sway
healing
Compelled or return through a spirit well. enemies & rivals
zManifest: Take 1 drain to flow through the electroplasmic
2 2 pathways of the ghost field to instantaneously travel to one of the
edge following: anywhere within 100 paces — the closest spirit well (which
1 may or may not be geographically close in the physical world) — any
place you knew intimately in life.
zPoltergeist: Take 1 drain to strongly interact with the physical
world for a few minutes (as if you had a normal body). Take 1 drain
xp Clocks: Attribute/Action: 1 per new rating. | Special Ability: 2 | Veteran Ability: 3 for each extra feature: The effect persists for a few hours — You project
Mark xp when you make a desperate roll and when Harm or telekinetic force equal in strength to a small gang — You channel
Trauma impedes you. At end of session, for each item below, damaging electroplasmic energy all around you — You emit horrifying
mark 1 xp (or 2 xp if that item occurred multiple times). sounds and chilling fog to terrify those around you.
zPossess: You may Attune to the ghost field in order to take control
You exacted vengeance upon those whom you deem deserving.
of a living body. When your control is challenged, you must re-attune
You expressed your your outrage or anger, or settled scores. (risking electroplasmic harm) or leave the body. Your control is ghostly items
You struggled because of your vice or ambitions. challenged when: you consume spirit energy from the host—when
arcane powers act against you—when the host’s will is driven to
load Discreet: 4 (no heavy items) | Conspicuous: 6 heavy items
desperation. You may easily and indefinitely possess a hull or hollow
A Blade or Two Arcane Implements Armor +Heavy which has been ritually prepared for you (change your playbook to
Thrown Weapon Burglary Gear Climbing Gear Hull or Vampire, respectively).
Pistol 2nd Pistol Documents Demolition Tools zVeteran: Choose a special ability from another source. You can
Slugger Pistol Subterfuge Supplies Large Weapon take this special ability more than once.
An Unusual Weapon Tinkering Tools Slugger Rifle notes & veteran abilities
_____________________ _____________________ ______________________
coin stash
Ghosts don’t usually use Coin, but this
space is provided just in case you ever do.
HULL
deep cuts insight
a spirit animating a
sparkcraft frame hunt
name / alias / pronouns study
z Automaton: You are a spirit animating a sparkcraft body. You have survey
human-like strength and senses, by default. Your hull has natural tinker
armor (this doesn’t count for your load). Your former human
heritage / background prowess
feelings, interests, and connections are only dim memories. You
now exist to fulfill your functions. Choose three (lower left). You may finesse
be rebuilt if damaged or destroyed. If your soul vessel is shattered, prowl
look & style you are freed from servitude and become a Ghost. Whenever you skirmish
Your clockwork body runs on electroplasm. Recharge your capacitors by connecting would take stress, take drain instead. wreck
to an industrial-grade generator (downtime action). When you do this, clear 5 drain.
zOvercharge: Take 1 drain to perform a feat of extreme strength resolve
drain wear or speed (run faster than a horse, rend metal with bare hands, etc.). attune
clanking | leaking | fixated | smoking | sparking | unstable This factors into effect. command
harm armor heavy special zCompartments: Your items are built into your frame and may consort
healing 4 3 recess beneath panels out of sight. Your load limits are 3 higher and sway
you may choose heavy items even with discreet load. features
2 2 zElectroplasmic Projectors: You may create an electric shock, zLevitation
directed beam, or a lightning barrier around your nearby area, all at zReflexes
edge
magnitude 2. Push yourself to increase the magnitude. zLife-Like Appearance
1
zInterface: You may Attune to the local electroplasmic power field zSpider Climb
to control it or something connected to it (including another hull). zInterior Chamber
zSecondary Hull: Choose an additional frame and its starting feature. zPlating
xp Clocks: Attribute/Action: 1 per new rating. | Special Ability: 2 | Veteran Ability: 3
You may transfer your consciousness between your frames at will. zPhonograph
Mark xp when you make a desperate roll and when Harm or
zSensors
Trauma impedes you. At end of session, for each item below, zFrame Upgrade: Choose an additional frame feature. You may
mark 1 xp (or 2 xp if that item occurred multiple times). zSmoke Projectors
take this trait multiple times.
zSpring-Leap Pistons
You fulfilled your functions despite difficulty or danger.
You suppressed or ignored your former human nature. frame Choose your frame size and one starting feature.
You struggled because of your wear. zSmall (cat size): A metal orb, a mechanical doll, a clockwork spider. Levitation—Reflexes
zMedium (human size): A metal mannequin, a clockwork animal. Life-Like Appearance—Spider Climb
functions
zHeavy (wagon size): A hulking giant, a self-driving vehicle. Interior Chamber—Plating (special armor)
to acquire — to destroy — to discover — to guard — to labor at
... that which my master commands. notes, scars, & veteran abilities teamwork assist
+1d, + effect / position,
load Discreet: 4 (no heavy items) | Conspicuous: 6 heavy items reduced consequence,
A Blade or Two Arcane Implements Armor +Heavy better gather info.
Thrown Weapon Burglary Gear Climbing Gear cover
Pistol 2nd Pistol Documents Demolition Tools Ally doesn’t face a threat.
Slugger Pistol Subterfuge Supplies Large Weapon coordinate
An Unusual Weapon Tinkering Tools Slugger Rifle Group Action / Divide &
_____________________ _____________________ ______________________ Conquer
VAMPIRE
deep cuts
a spirit animating insight
an undead body hunt
name / alias / pronouns study
z Undead: You are a spirit which animates an undead body. Your survey
trauma is maxed out. Choose four trauma conditions from your tinker
playbook which reflect your vampiric nature. You have more stress
heritage / background boxes (12). Arcane attacks are potent against you. If you suffer fatal prowess
Harm or further trauma, you survive, but you’re overwhelmed. finesse
While overwhelmed, you are acutely vulnerable — arcane Harm
can destroy you utterly. To recover from this state, you must feed
prowl
look & style (and you automatically overindulge). skirmish
stress trauma zArcane Senses: You can see in pitch darkness and can concentrate
wreck
cold | haunted | obsessed | paranoid | ruthless | secretive | vicious to hear heartbeats from far away. Spend 1 stress to activate an resolve
additional benefit for up to one hour: “Hear” a subject’s true thoughts
harm armor heavy special or feelings — See through solid matter — Perceive the trails left through attune
healing 4 3 the ghost field by spirits; living, ghostly, or undead. command
zTerrible Power: Your undead body is especially robust — when
consort
you suffer physical Harm, reduce its severity by one level. You are sway
2 2
always Not to be Trifled With (as per the Cutter ability) without dark servants (2)
edge pushing yourself. You may push yourself to further increase your
1 Scale and physical power. rutherford
a butler
zSinister Guile: During downtime, you get 2 additional free
downtime activities. lylandra
zA Void in the Echo: You are invisible to spirits and may not be a consort
xp Clocks: Attribute/Action: 1 per new rating. | Special Ability: 2 | Veteran Ability: 3
harmed by them. Take 2 stress to cause living things to avert their kira
Mark xp when you make a desperate roll and when Harm or gaze and fail to observe you for a few moments.
Trauma impedes you. At end of session, for each item below, a bodyguard
zDark Talent: Choose Insight, Prowess, or Resolve. Your max
mark 1 xp (or 2 xp if that item occurred multiple times). otto
rating for actions under that attribute becomes 5. When you take
You displayed your dominance or slayed without mercy. this ability, add +1 dot to the rating of the attribute you’ve chosen. a coachman
You expressed your beliefs, heritage, or background. zVeteran: Choose a special ability from another source. You can edrick
You struggled because of your vice, strictures, or ambitions. take this special ability more than once. an envoy
load Discreet: 4 (no heavy items) | Conspicuous: 6 heavy items vampire items strictures Add 1 when you gain a vampiric trait
A Blade or Two Arcane Implements Armor +Heavy Fine Weapon Spiritbane Charm zBestial: When you suffer harm or overindulge
Thrown Weapon Burglary Gear Climbing Gear Demonbane Charm your vice, you change into a bestial form until
Fine Shadow Cloak
Pistol 2nd Pistol Documents Demolition Tools you next feed without overindulging.
veteran abilities zBound: Your spirit must remain in this
Slugger Pistol Subterfuge Supplies Large Weapon
body, or be destroyed.
An Unusual Weapon Tinkering Tools Slugger Rifle
zForbidden: You cannot enter a private
_____________________ _____________________ ______________________ home without permission from the owner.
coin stash lifestyle vice & purveyor debt zRepelled: Spiritbane charms hold you at
coin: bay. (Take 2 stress to resist.)
zSlumber: In downtime, you must spend one
activity resting in a dark, silent place (or else
suffer 3 stress).
ASSASSINS
deep cuts cohort harm
murderers
for hire
name reputation
zDeadly: Each PC may add +1 action rating to Hunt, Prowl, or
Skirmish (up to a max rating of 3). cohort harm
notes
victim cover
trophies turf lair turf operation
+1 rep per score -2 heat per score
hunting grounds: battle | extortion | sabotage | smash & grab instead. Your cohorts get the Thug type for free.
rep turf hold zDoor Kickers: When you execute an assault plan, take +1d to
strong the engagement roll.
cohort harm
heat wanted lvl weak
zFiends: Fear is as good as respect. You may count each wanted
tier
level as if it was turf.
xp Clocks: Cohort: 2 | Special Ability: 2 | Veteran Ability: 3
At end of session, for each item below, mark 1 xp or 2 xp if that zForged in the Fire: Each crew member has been toughened contacts
item occurred multiple times. by cruel experience. You get +1d when you push yourself against meg
Execute a successful battle, extortion, sabotage, or smash & grab. physical harm. a pit fighter
Contend with challenges above your current station. conway
zPatron: You have a benefactor that helps your crew in Downtime
Bolster your crew’s reputation or develop a new one. a bluecoat
by reducing one crew upgrade cost by 2 -or- reducing your Heat by
Express the goals, drives, inner conflict, or nature of the crew. 2. They also count as turf. Who is your patron? Why do they help you? keller
a blacksmith
coin vaults bank ward boss debt zWar Dogs: When you’re at war (-3 faction status), your crew does tomas
not suffer -1 hold and PCs still get two downtime activities, instead a physicker
of just one. walker
upgrades coin / box lair, training, & quality (10 coin per box) a ward boss
zVeteran: Choose a special ability from another crew. You can take
Bravos Rigging 6 Carriage Rank 3 Instructor: Documents lutes
this special ability more than once. a tavern owner
Insight
Hardened 8 Boat Gear
Hidden Prowess claims
Ironhook Contacts 8 Quarters Resolve Implements
Personal Supplies terrorized informants protection
Elite Cohort Upgrade 6 Secure barracks citizens racket
Vault Rank 4 Instructor: Tools +1 scale for your turf +1 tick when
+2 Coin for battle or you work on an (Tier roll) - Heat =
Cohort (2xp clocks) Workshop Mastery Weapons Thug cohorts
extortion investigation project Coin in downtime
notes
fighting pits
(Tier roll) - Heat = turf lair turf turf
Coin in downtime
name reputation
zSilver Tongues: Each PC may add +1 action rating to Command,
Consort, or Sway (up to a max rating of 3). cohort harm
name reputation
zEveryone Steals: Each PC may add +1 action rating to Prowl,
Finesse, or Tinker (up to a max rating of 3). cohort harm
lair zGhost Echoes: From weird experience or occult ritual, all crew
members gain the ability to see and interact with the ghostly
structures, streets, and objects within the echo of Doskvol that exists cohort harm
notes
drug den informants lookouts
+1 tick when lair turf
(Tier roll) - Heat = +1d to Survey or
you work on an
Coin in downtime Hunt on your turf
investigation project
hunting grounds: burglary | espionage | robbery | sabotage Flaws: Costly: 1 Coin per downtime for upkeep. Distinct: +1 Heat
when used on a score. Finicky: Only one person understands the
rep turf hold
vehicle’s quirks. When operated without them reduce its quality by 1.
strong zAll Hands: During downtime, one of your cohorts may perform cohort harm
heat wanted lvl weak an additional downtime activity to Acquire or Work.
tier zGhost Passage: From harsh experience or occult ritual, all crew
xp Clocks: Cohort: 2 | Special Ability: 2 | Veteran Ability: 3 members become immune to possession by spirits, but may choose
At end of session, for each item below, mark 1 xp or 2 xp if that to “carry” a second ghost as a passenger within their body. contacts
item occurred multiple times. zJust Passing Through: During downtime, take -1 heat. When elynn
Execute a successful smuggling or acquire clients or contraband. your heat is 4 or less, you get +1d to deceive people when you pass a dock worker
Contend with challenges above your current station. yourselves off as ordinary citizens. rolan
zLeverage: Your crew supplies contraband for other factions. Your a drug dealer
Bolster your crew’s reputation or develop a new one.
success is good for them. Whenever you gain rep, gain +1 rep. sera
Express the goals, drives, inner conflict, or nature of the crew.
zReavers: When you go into conflict aboard a vehicle, you add an arms dealer
coin vaults bank ward boss debt +1 Quality to the vehicle’s damage and speed. The vehicle also gains
nyelle
+1 armor to represent skillful maneuvering. a spirit trafficker
zRenegades: Each PC may add +1 action rating to Finesse, Prowl,
decker
upgrades coin / box lair, training, & quality (10 coin per box) or Skirmish (up to a max rating of 3). an anarchist
zVeteran: Choose a special ability from another crew. You can take
Smuggler’s Rigging 6 Vehicle Rank 3 Instructor: Documents this special ability more than once. esme
Steady 8 Vehicle Insight Gear a tavern owner
Camouflage 6 Hidden Prowess claims
Resolve Implements
Barge 10 Quarters
Secure Personal Supplies
Elite Cohort Upgrade 6 side business luxury fence vice den tavern
Vault Rank 4 Instructor: Tools turf (Tier roll) - Heat = +2 Coin for high-class (Tier roll) - Heat = +1d to Consort and
Cohort (2xp clocks) Workshop Mastery Weapons Coin in downtime targets Coin in downtime Sway on site
notes
ancient gate
Safe passage in the turf lair turf turf
Deathlands
DEEP CUTS