- Position: Controlled, Risky, Desperate
- Bigger consequences on failure or partial success
- Effect: Great, Standard, Limited, Zero
- Increase effect:
- +1effect for critical hit
- +1effect level for 2stress
- Trade position for effect (eg. Risky -> Desperate for Limited -> Standard)
- Special playbook abilities
- You might have to roll Resistance to perform action in dire situation (eg. Conquer fear when facing a demon)
- Consequences can be diminished or removed completely
- Roll Attribute rating and take Stress = 6 - {result}
- On critical hit 'heal' 1Stress
- Armor lets you resist without Stress cost
- Assist
- +1Stress for +1d for teammate
- May suffer consequences together
- Only one assist per roll
- Can assist group action (when not participating – give dive to one member)
- Group action – when you do something together
- Choose a leader
- Everyone rolls their action rating (the same one)
- Best result work for every member
- +1Stress to Leader for each member that failed
- Can do group action with cohorts (either Command or specific action rating)
- Protect
- Suffer consequences for a teammate
- Can roll resistance as normal
- Set up
- +1 effect level or +1 position for a follow up
- If you succeed everyone using the setup gets the bonus
- Using stress
- Avoid consequences (Resist) - 0-5stress
- Help teammate: +1d for 1stress
- Help yourself: +1d for 2stress
- Get better effect: +1 effect level for 2stress
- Get flashback: 0/1/2 depending on "reality bending" degree
- Take action when incapacitated
- Perform rituals
- Recovering stress
- Roll lowest of attributes to indulge your vice during downtime
- Good to have at least 1 rank in each attribute
- Overindulge if you 'heal' more stress than you have
- You heal one stress on Critical on Resistance roll
- Earn
- 2-10Coin per score minus tribute to "patron" - default {crewTier}+1
- Liquify stash 2:1
- +1 + 2*{crewTier} Coin in Stash on every Crew advance
- Store
- Personal: up to 4
- Crew: up to 4 + upgrades (up to 8 / up to 16)
- Stash: life/retirement level
- Spend
- After score:Devil's bargain cost
- Entanglement cost
- 1Coin for +1 downtime activity
- 1Coin for +1 result level of downtime activity
- 2Coin for +1 Tier result on Acquire Asset
- Pay {newTier}*8 Coins for Crew Tier advancement
- {crewTier} + 2 Coin to replace destroyed Cohort
- Pay-off Bluecoats to avoid arrest (Wanted+3 coins) -entanglements
- Avoid Bluecoats questioning(2Coin)/interrogation (3Coin) - entanglements
- Pay off rival gang (1Coint per rival Tier)
- Earn
- +2Rep per score
- +/- 1Rep per Tier difference
- 0Rep if score completely quiet
- Spend
- 12 - {Turf owned} to advance Crew to new Hold/Tier
- -1Rep for extra activity during downtime
- Avoid cooperation with allied faction (-1Rep per Tier of ally)
- Fold in to the rival (-1 Rep per rival Tier)
- Earn
- 0-6Heat per score
- +1 for high-profile target
- +1 if done on hostile turf
- +1 if at war with other faction
- +2 if someone was killed
- Loose
- Wanted level can be reduced by incarceration (framing involved)
- Effect
- 9Heat = 1Wanted level
- Entanglement effect depend on Heat (0-3,4-5,6+)
- Entanglement roll depends on Wanted (dice count)
- Pay 1coin/1rep to get extra action
- Get +1d if contact or friend helps with activity
- Pay 1coin to +1result level of downtime activity roll
- Pay 2coin to +1quality for 'acquire asset'
- Have Physician in the team
- Healing yourself is problematic
- Can 'acquire asset' to hire Physician
- Each next 'acquire asset' is easier for him
- Can be permanently hired after some time
- Get him as crew upgrade
- 4-tick Clock
- Reduces ALL wounds by one level
- Clock overflows (extra successes get carried over to next clock)
- Getting hurt resets clock progress
- Overindulging your vice heals you
- Take stress equal to ritual's magnitude
- Attune/Fortune rolls may be necessary
- Pay 1coin to improve result level
- 8-tick clock for new recipe/blueprint
- Tinker roll for creating – min Quality required (6 on dice = Tier +1 quality)
- Pay 1coin to get extra quality for tinkering
- Characters
- Each Desperate Roll (regardless of result) +1xp on related attribute track
- End-of-session +1/2xp for each goal on playbook OR any attribute track
- Downtime activity training +1xp on related attribute track (each attribute once per downtime)
- Once filled – clear track and take attribute dot or playbook special ability
- Crew
- End-of-session +1/2xp for each goal on crew track
- Once filled – clear track and take:
- 1 special crew ability
- 2 crew upgrade boxes