Playgroup Playbook Collection
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NAMESPECIAL ABILITIESHeatWantedTeam Relevance
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REPOverall Team
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AMBITION
Arcane
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TEAM GOAL
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TEAM IDEAL
Bureaucracy
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SAFE HOUSE TYPE
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XP
Corporate
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Gain XP if you:
Aid your neighborhood, pursue an agent’s side job, or further team’s ambition.
Bolster your team’s reputation or gain a new one.
Team xp trigger:

If the team worked towards their team goal, gain 1 xp. If you complete the goal, gain 2 xp and set a new team goal.
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Cyber
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Entertainment
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--- --- --- --- CONFORMITY TRACKER --- --- --- ---
Organized Crime
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Resist when you put yourself at risk to help someone less relevant.
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Police Force
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Resist when: __________________________________
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FACTION AGENTS
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Conform when you hurt or exploit someone less relevant.Name & Faction:STATUS
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GrudgesBonds
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Conform when: ________________________________Name & Faction:STATUS
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GrudgesBonds
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Corruption Power:Name & Faction:STATUS
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GrudgesBonds
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Mentor AbilitiesName & Faction:STATUS
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Corruption Power:GrudgesBonds
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Name & Faction:STATUS
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GrudgesBonds
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Corruption Power:Name & Faction:STATUS
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GrudgesBonds
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Name & Faction:STATUS
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Move into the final phaseGrudgesBonds
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COMMUNITYRESOURCES
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--- --- SAFE HOUSE & NEIGHBORHOOD --- ---Anonymous: When you reduce heat by redirecting it onto an outsider, locals can join for a group op with your community rating.Arena: Spend a downtime action to participate with an Assault group op. Increase status with an neighborhood agent of your choice: 1-3: +1; 4-5: +2: 6: +3; crit: +5. The fight is risky with a chance of harm.
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Community
Resources
Security
Space
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Bitter: When the detail of an engagement plan embodies a PC’s jaded instinct, the neighborhood lends support; roll your community rating for team-wide sell out points: 1-3: 1, 4-5: 2; 6: 3; crit: 5.Blackmarket: Aquire assets without a contact. Roll resource rating and gain heat; GM chooses faction circle: 1-3: 3; 4-5: 2; 6: 1; crit: 0 heat.
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High-Reaching: Each PC selects one attribute; you can raise actions up to 4 dots in that attribute.Desirable Locale: You gain +1d when building a new contact.
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House Calls: A doctor provides pro bono services to the neighborhood with dice pool equal to your resource rating.
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Innovative: Every PC gains +1d for professional skills or long term projects that involve developing or designing something new.
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--- --- --- --- SPECIAL CONTRACTS --- --- --- ---Popular Movement: Choose a neighborhood rebellion. The team can rebel with neighbors once per downtime: decrease stress by the same, chosen amount; increase heat equally with the targeted faction circle.
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ongoing benefitsInvested: The first time each PC rebels during downtime, they can change a rebellion roll up or down by 1.
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Protege: Each PC chooses one neighborhood contact; that contact will always act as an expert cohort, regardless of bonds.
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Loyal: You can choose to reroll an entanglement, but you must keep the second result.
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Scavenge Zone: During the Day Job phase, the team also searches for items to give away for favors. Roll resource rating: 1-3: 1; 4-5: 2 ; 6: 3. Crit: 5.
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Outlaws: Your neighborhood hates one faction circle: _________. During payout, roll wanted level with that circle to earn local favors: 1-3: 1; 4-5: 2, 6: 3; crit: 5.
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Watering Hole: Favors can be linked to the team instead of specific PCs, allowing you to store favors on the team sheet.
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Revolutionary: Add a second ideal to your conformity tracker. When you cross thresholds, choose a corruption power from each ideal.
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SECURITYSPACE
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Armory Raiders: When the team chooses loadout, everyone can wear heavy armor for no load, but increase heat with police force by 1.Famed Hosts: When you refer to the safe house with others, increase team’s relevance by space rating for the remainder of the phase; gain +1 heat for drawing attention to your team’s identity
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Bodyguard License: Each PC carries 2 free load of weapons.
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Gym: As long as you have this upgrade, each PC’s maximum stress boxes increase by 1.
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Frightening Rep: As long as the team has a full grudge with an agent NPC, gain increased effect on intimidation efforts.
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Landing Strip: Gain an aircraft. It can land and remain at your safe house.
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Hidden Shelter: At start of downtime phase, the team can choose to offer refuge to a contact and get +1 bond. If you do, temporarily increase wanted level during entanglements by +1.
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Memorial: As long as you have this upgrade, each PC’s maximum jaded instincts increase by 1.
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Narc Network: Before the payout step of downtime, the team can move heat from any one faction circle to another. Roll as if you are reducing heat with your security rating, but move the resulting amount instead.
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Port: Gain a water vehicle. It can travel by water to the safe house and remain docked next to it.
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Neighborhood Watch: The team gains a new xp trigger: “You killed someone for harming those who are less relevant than them.”
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Showroom: The team gains a new xp trigger: “You put yourselves or the mission at risk to gain new loot to show off.”
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Utility Vehicles: Team vehicles are perfectly hidden when parked.
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Sterile Room: Take +1d on any recovery rolls.
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Vault: If you acquire an asset, it can be stored as long as you have vault space. The vault can store a number of assets equal to your security rating.Workshop: Each PC gains additional professional skill rolls equal to your space rating.
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