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Name
Lair
Reputation
Reputation & Turf
Rep
Turf
Hold
Tier
Claims
Heat / Wanted Level
Heat
Wanted
Coin
Coin
Vault
Upon crew advance, each PC gets stash = Tier + 2
Hunting Grounds
Burglary
Espionage
Robbery
Sabotage
Notes
Crew XP
Special abilities
Everyone Steals:
Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).
Ghost 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 in the ghost field.
Pack Rats:
Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.
Patron:
When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?
Second Story:
When you execute a clandestine infiltration, you get +1d to the engagement roll.
Slippery:
When you roll entanglements, roll twice and keep the one you want. When you reduce heat on the crew, take +1d.
Synchronized:
When you perform a group action, you may count multiple 6s from different rolls as a critical success.
Veteran:
Choose a special ability from another crew.
Contacts
Crew Upgrades
Thief Rigging (2 free load of tools or gear)
Underground maps & passkeys
Elite Rooks
Elite Skulks
Steady (+1 stress box)
Lair
Carriage
Boat
Hidden
Quarters
Secure
Vault
Workshop
Training
Insight
Prowess
Resolve
Personal
Mastery
Quality
Documents
Gear
Supplies
Tools
Weapons
Cohorts upgrade costs: New cohort - 2, Add type - 2