Smugglers: Blades Dark

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smugglers

boat/carriage/other

blades in the dark


vehicle type

crew sheet suppliers


of illicit
ARMOR

goods
special abilities xp
name reputation
like part of the family: create one of your vehicles as a
cohort (use the vehicle edges and flaws, below). its quality is cohort type
lair equal to your tier +1. if the vehicle is upgraded (two boxes), ARMOR
it also gets armor.
turf hold weak strong tier
rep all hands: during downtime, one of your cohorts may perform
a downtime activity for the crew to acquire an asset,
Claims reduce heat, or work on a long-term project.
ghost passage: from harsh experience or occult ritual, all
side business luxury fence vice den tavern crew members become immune to possession by spirits, but may cohort type
turf (tier roll) - heat = +2 coin for high- (tier roll) - heat = +1d to consort choose to "carry" a second ghost as a passenger within their ARMOR
coin in downtime class targets coin in downtime and sway on site body.
just passing through: during downtime, take -1 heat. when
your heat is 4 or less, you get +1d to deceive people when
ancient gate you pass yourselves off as ordinary citizens.
safe passage in turf LAIR turf turf leverage: your crew supplies contraband for other factions.
the deathlands cohort type
your success is good for them. whenever you gain rep, gain +1
rep. ARMOR

secret reavers: when you go into conflict aboard a vehicle, you


routes informants fleet cover warehouses gain +1 effect for vehicle damage and speed. your vehicle
stockpiles give you gains armor.
+1d engagement +1d gather info your cohorts have operation +1d to acquire
for transport for scores their own vehicles -2 heat per score renegades: each pc may add +1 action rating to finesse,
plans assets
prowl, or skirmish (up to a max rating of 3).
crew upgrades
heat wanted level coin vaults veteran: choose special abilities from other crews: smuggler’ s rigging (2 items
upon crew advance, each pc gets +1 stash (+2 per tier) vehicle edges carried are concealed)
camouflage (vehicles are
crew advancement nimble: the vehicle
handles easily. consider concealed at rest)
at the end of each session, for each item below, mark 1 xp or 2 xp if that item occurred multiple this an assist for tricky
times. maneuvers.
elite rovers (+1 quality)
execute a successful smuggling or acquire new clients or contraband sources. barge (+1 mobility for lair)
simple: the vehicle is easy
contend with challenges above your current station. to repair. remove all of steady (+1 stress box)
bolster your crew's reputation or develop a new one. its harm during
express the goals, drives, inner conflict, or essential nature of the crew. downtime.

contacts note: these fields are editable cargo types sturdy: the vehicle keeps
operating even when lair quality
arcane/weird - arms - contraband - passengers broken.
elynn, a dock worker ■ vehicle documents
rolan, a drug dealer vehicle gear
sera, an arms dealer vehicle flaws hidden implements
costly: the vehicle costs quarters pet/special
nyelle, a spirit trafficker
1 coin per downtime to secure supplies
decker, an anarchist keep in operation.
vault tools
esme, a tavern owner distinct: the vehicle has workshop weapons
memorable features.
take +1 heat when you training cohorts
use it on a score.
insight upgrade costs
finicky: the vehicle has new cohort: 2
quirks that only one ■ prowess
person understands. when resolve add type: 2
operated without them, playbook
the vehicle has -1
quality. mastery
factions of doskvol
criminal underworld city institutions labor & trade citizenry
tier hold status tier hold status tier hold status tier hold status
the unseen iv s imperial military vi s the foundation iv s Whitecrown v s

the hive iv s city council v s dockers iii s Brightstone iv s

the circle of flame iii s ministry of preservation v s gondoliers iii s Charterhall iv s

the silver nails iii s leviathan hunters v s sailors iii w Six Towers iii w

lord scurlock iii s ironhook prison iv s laborers iii w Silkshore ii s

the crows ii w sparkwrights iv s cabbies ii w Nightmarket ii s

the lampblacks ii w spirit wardens iv s cyphers ii s Crow's Foot ii s

the red sashes ii w bluecoats iii s ink rakes ii w The Docks ii s

the dimmer sisters ii s inspectors iii s rail jacks ii w Barrowcleft ii s

the grinders ii w iruvian consulate iii s servants ii w Coalridge ii w

the billhooks ii w skovlan consulate iii w Charhollow i s

the wraiths ii w the brigade ii s Dunslough i w

the gray cloaks ii s severosi consulate i s

ulf ironborn i s dagger isles consulate i s the fringe


the fog hounds i w tier hold status
the church of ecstasy iv s
the lost i w
the horde iii s

the path of echoes iii s

the forgotten gods iii w

the reconciled iii s

skovlander refugees iii w

the weeping lady ii s


tier: i, ii, iii, iv, v, vi
hold: weak, strong War deathlands scavengers ii w
status: +3 allies when you're at war with any number of factions (status -3), the following penalties apply:
+2 friendly lose 1 hold (temporarily, while the war persists). this may knock you down a tier.
+1 helpful pcs get only one free downtime action instead of two.
0 neutral
-1 interfering
take +1 heat from each score.
-2 hostile your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half
-3 war! their normal income (round down).
claims
Notes

lair
long-term projects
segments 0 4 6 8 segments 0 4 6 8 segments 0 4 6 8

filled 0 1 2 filled 0 1 2 filled 0 1 2


3 4 5 3 4 5 3 4 5
6 7 8 6 7 8 6 7 8

segments 0 4 6 8 segments 0 4 6 8 segments 0 4 6 8

filled 0 1 2 filled 0 1 2 filled 0 1 2


3 4 5 3 4 5 3 4 5
6 7 8 6 7 8 6 7 8

segments 0 4 6 8 segments 0 4 6 8 segments 0 4 6 8

filled 0 1 2 filled 0 1 2 filled 0 1 2


3 4 5 3 4 5 3 4 5
6 7 8 6 7 8 6 7 8

segments 0 4 6 8 segments 0 4 6 8 segments 0 4 6 8

filled 0 1 2 filled 0 1 2 filled 0 1 2


3 4 5 3 4 5 3 4 5
6 7 8 6 7 8 6 7 8

segments 0 4 6 8 segments 0 4 6 8 segments 0 4 6 8

filled 0 1 2 filled 0 1 2 filled 0 1 2


3 4 5 3 4 5 3 4 5
6 7 8 6 7 8 6 7 8

segments 0 4 6 8 segments 0 4 6 8 segments 0 4 6 8

filled 0 1 2 filled 0 1 2 filled 0 1 2


3 4 5 3 4 5 3 4 5
6 7 8 6 7 8 6 7 8

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