ARMOR
cohort
type
crew advancement
Claims
name
lair
reputation
coin
heat
LAIR
vaults
contacts
lair
carriage
boat
hidden
quarters
secure
vault
workshop
training
insight
prowess
resolve
playbook
mastery
quality
documents
gear
implements
pet/special
supplies
tools
weapons
cohorts
upgrade costs
new cohort: 2
add type: 2
wanted level
rep
strong
weak
turf hold tier
upon crew advance, each pc gets +1 stash (+2 per tier)
ARMOR
cohort
type
ARMOR
cohort
type
ARMOR
cohort
type
special abilities
crew upgrades
xp
local graft
+2 coin for show of
force or socialize
informants
+1d gather info for
scores
turf
foreign
market
(tier roll) - heat =
coin in downtime
luxury venue
+1d to consort
and sway on site
cover
identities
+1d engagement
for deception and
transport plans
surplus
caches
+2 coin for
product sale or
supply
lookouts
+1d to survey and
hunt on your
turf
vice den
(tier roll) - heat =
coin in downtime
silver tongues: each pc may add +1 action rating to command,
consort, or sway (up to a max rating of 3).
accord: sometimes friends are as good as territory. you may
count up to three +3 faction statuses you hold as if they
are turf.
the good stuff: your merchandise is exquisite. the product
quality is equal to your tier+2. when you deal with a crew
or faction, the gm will tell you who among them is hooked
on your product (one, a few, many, or all).
ghost market: through arcane ritual or hard-won
experience, you have discovered how to prepare your product
for sale to ghosts and/or demons. they do not pay in coin.
what do they pay with?
high society: it's all about who you know. take -1 heat
during downtime and +1d to gather info about the city's
elite.
hooked: your gang members use your product. add the savage,
unreliable, or wild flaw to your gangs to give them +1
quality.
patron: when you advance your tier, it costs half the coin it
normally would. who is your patron? why do they help you?
veteran: choose special abilities from other crews:
hawker s rigging (1 carried
item is concealed; no load)
ironhook contacts (+1 tier
in prison)
elite rooks (+1 quality)
elite thugs (+1 quality)
composed (+1 stress box)
blades dark
in the
crew sheet
turf
sale - supply - show of force - socialize
at the end of each session, for each item below, mark 1 xp or 2 xp if that item occurred multiple
times.
acquire product supply, execute clandestine/covert sales, or secure new territory.
contend with challenges above your current station.
bolster your crew's reputation or develop a new one.
express the goals, drives, inner conflict, or essential nature of the crew.
sales territory
personal
clothier
+1d engagement
for social plans
turf turf
cover
operation
-2 heat per score
hawkers
vice
dealers
note: these fields are editable
rolan wott, a magistrate
laroze, a bluecoat
lydra, a deal broker
hoxley, a smuggler
anya, a dillettante
marlo, a gang boss
statusholdtier
criminal underworld
tier: i, ii, iii, iv, v, vi
hold: weak, strong
status: +3 allies
+2 friendly
+1 helpful
0 neutral
-1 interfering
-2 hostile
-3 war!
city institutions
labor & trade
citizenry
War
when you're at war with any number of factions (status -3), the following penalties apply:
lose 1 hold (temporarily, while the war persists). this may knock you down a tier.
pcs get only one free downtime action instead of two.
take +1 heat from each score.
your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half
their normal income (round down).
statusholdtier
statusholdtier
statusholdtier
factions of doskvol
the fringe
statusholdtier
the unseen
the hive
the circle of flame
the silver nails
lord scurlock
the crows
the lampblacks
the red sashes
the dimmer sisters
the grinders
the billhooks
the wraiths
the gray cloaks
ulf ironborn
the fog hounds
the lost
iv
iv
iii
iii
iii
ii
ii
ii
ii
ii
ii
ii
ii
i
i
i
s
s
s
s
s
w
w
w
s
w
w
w
s
s
w
w
imperial military
city council
ministry of preservation
leviathan hunters
ironhook prison
sparkwrights
spirit wardens
bluecoats
inspectors
iruvian consulate
skovlan consulate
the brigade
severosi consulate
dagger isles consulate
vi
v
v
v
iv
iv
iv
iii
iii
iii
iii
ii
i
i
s
s
s
s
s
s
s
s
s
s
w
s
s
s
the foundation
dockers
gondoliers
sailors
laborers
cabbies
cyphers
ink rakes
rail jacks
servants
iv
iii
iii
iii
iii
ii
ii
ii
ii
ii
s
s
s
w
w
w
s
w
w
w
Whitecrown
Brightstone
Charterhall
Six Towers
Silkshore
Nightmarket
Crow's Foot
The Docks
Barrowcleft
Coalridge
Charhollow
Dunslough
v
iv
iv
iii
ii
ii
ii
ii
ii
ii
i
i
s
s
s
w
s
s
s
s
s
w
s
w
the church of ecstasy
the horde
the path of echoes
the forgotten gods
the reconciled
skovlander refugees
the weeping lady
deathlands scavengers
iv
iii
iii
iii
iii
iii
ii
ii
s
s
s
w
s
w
s
w
lair
Notes
claims
long-term projects
segments
8
segments
0
4
6
8
segments
0
4
6
8
filled
2
1
2
5
filled
0
1
2
filled
0
3
3
4
5
4
5
8
6
7
8
6
7
8
segments
0
8
5
8
filled
segments
0
4
6
8
4
6
2
segments
0
8
filled
0
1
2
0
1
6
filled
2
3
4
5
7
8
3
4
5
6
7
8
segments
segments
0
4
6
8
filled
0
1
2
3
segments
0
4
6
8
filled
filled
0
1
2
4
5
3
4
5
6
7
8
6
7
8
segments
0
8
segments
0
4
6
8
segments
0
4
6
8
filled
2
1
2
5
filled
0
1
2
filled
0
3
3
4
5
4
5
8
6
7
8
6
7
8
segments
segments
0
4
6
8
segments
0
4
6
8
filled
filled
0
1
2
filled
0
1
2
3
4
5
3
4
5
6
7
8
6
7
8
segments
segments
0
4
6
8
segments
0
4
6
8
filled
filled
0
1
2
filled
0
1
2
3
4
5
3
4
5
6
7
8
6
7
8