GLOSSARY
QUICK REFERENCE GUIDE Action. The 12 actions on your character sheet.
Attribute. Insight, Prowess, Resolve.
Claim. A location you can take over in downtime.
ACTION ROLLS FORTUNE ROLLS
Clock. A way of tracking progress in game.
1 2 3 The action fails and there are one or more consequences. 1 2 3 Bad or poor result, minimal effect.
Coin. An abstract amount of money used for
45 The action succeeds, but there are one or more consequences. 45 Mixed or limited result, partial effect.
making purchases and upgrading your crew.
6 The action succeeds. 6 Good or standard result, full effect.
Cohort. A gang or expert that works for you.
66 The action succeeds and there’s an added benefit. 66 Exceptional or great result, extreme effect.
Crew. What you’re collectively known as.
Devil’s Bargain. A way to get +1d in exchange for
ACTION MODIFIERS FORTUNE MODIFIERS
an automatic consequence during a roll.
+1d6 Pushing yourself (by taking 2 stress). (For when the outcome’s uncertain and characters aren’t directly involved)
Downtime. The period of time between your
+1d6 Getting help from another (they take 1 stress). 1d6 Start with 1d for sheer luck (or quality/tier for crews/factions).
crew’s scores, where you do downtime actions.
+1d6 Accepting a Devil’s Bargain. +1d6 For each major advantage.
Entanglements. Downtime troubles.
+1d6 Using some playbook and crew abilities. -1d6 For each major disadvantage.
Faction. A group of interest to your scoundrels.
Fine. Fine items have improved quality.
RESISTANCE SCORE PLANNING
Flashback. (costs 0-2 stress) The ability to cut back
(used to reduce or avoid a consequence) (how you prepare and approach your score)
to the past and plan things that affect the present.
• Roll 1d6 for each action you have 1 dot in for that attribute. • Assault. Do violence to a target | What’s the point of attack?
Free Play. RP scenes run in and after downtime.
• Take stress equal to 6 - your highest die result. • Deception. Lure, trick, or manipulate | How do you deceive?
Gather Information. A special kind of roll that
• If you roll 6 6 , clear 1 stress. • Occult. Engage a supernatural power | What’s the arcane method?
lets you learn about an area/person/item/etc.
• Social. Negotiate, bargain or persuade | What’s the social connection?
Harm. Injuries that are marked in harm boxes.
POSITION • Stealth. Tresspass unseen | What’s the point of infiltration?
Heat. How much pressure you’ve drawn from the
(how dangerous of a situation are you in; how bad can consequences be?) • Transport. Carry cargo through danger | What’s the route and means?
Bluecloaks that can cause you to be wanted.
• Controlled. Playing it safe; mild consequences for failure.
Make an Engagement Roll Payoff. What you earn from completing a score.
• Risky. Inviting some danger; default consequences for failure.
Choose your loadout: Light (1-3), Normal (4-5), Heavy (6) Potency. Items with potency have increased effect.
• Desperate. Flirting with disaster; significant consequences for failure.
Quality. The tier of an item / how good it is.
Score. Where the criming happens.
EFFECT ENGAGEMENT ROLL
Special Armour. A resource spent to activate
(how successful will the action be if you succeed?) 1 2 3 Bad result. Start in a desperate position.
certain special abilities once per score.
• Limited. Partial or weak results; 1 tick on a clock. 45 Mixed result. Start in a risky position.
Stash. How much coin you have hidden away.
• Standard. Normal or expected results; 2 ticks on a clock. 6 Good result. Start in a controlled position.
Stress. A measure of will, chutzpah, or dumb luck
• Great. Better than predicted results; 3 ticks on a clock. 66 Exceptional result. Overcome an obstacle and be controlled.
that lets you go past your normal limits.
Tier. A measure of how influential a faction is.
GROUP ACTIONS ENGAGEMENT MODIFIERS
Trauma. A permanent wound / disfunction
• Appoint an action leader. 1d6 Start with 1d for sheer luck.
earned by completely filling your stress bar.
• Everyone makes an action roll (using the same action). +1d6 Operation is bold/daring, exploits a weakness, aid from friends.
Wanted Level. You’ve all played GTA right?
• The entire team uses the best result ( 1 2 3 , 4 5 , 6 , or 6 6 ). -1d6 Operation is complex, target is strong against it, rivals interfere.
By: Derek Rawlings under CC BY SA 4.0
• The action leader takes 1 stress per 1 2 3 result in the group. +1/-1d The target is a lower/higher tier than you.