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The Doomed

Down And Out In Sun City

Power Sources
There are six sources of superpowers in The Doomed. Everything in the game is either
mundane (not superpowered) or based on one or more power sources. The power sources are:
● Magic. ​Spells, angels, demons, all that.
● Shift. ​Genetic changes that give people in-born powers.
● Alien. ​Physiology and technology not of this world.
● Tech. ​Super science, artificial intelligence, all that.
● Training. ​The epitome of human abilities that go beyond the mundane.

Some special abilities depend on the power source(s) being used. For example, a character
might have special armor that only works on alien or tech effects. Typically the source of an
effect is clear, but if there is any doubt the GM has the final say and always has to tell the
players if asked.

Each playbook is associated with one power source. All of the special abilities in that playbook
plus any critical rolls are considered effects of that power source. If you take a Veteran move
from another source that ability uses that power source.

Power Sources And Harm


When taking non-mundane harm note the power source of the harm as well as the specific
injury.

Harm tied to a power source requires the help of someone with the power source to recover.
Actions

Insight
● Study​ someone or something to gain insight and information on it.
● Survey​ a location or situation to see what’s up, who’s in control, what might happen
next.
● Hack​ technology to get it to do what you want, either modifying something existing or
making something new.
● Hunt ​a target to ascertain their whereabouts or attack with precision from a distance.

Prowess
● Finesse ​an item from a pocket; secret it about your person; mis-direction and slight of
hand; handling a vehicle.
● Prowl ​unseen past guards or over obstacles; climb, sim, run, jump; ambush with close
violence.
● Skirmish ​an opponent is close combat; assault or hold a position; maneuver in combat;
brawl and wrestle.
● Wreck ​a place, item, or obstacle with destructive force or careful sabotage; breach
obstacles with force; create chaos.

Resolve
● Invoke​ powers arcane, demonic, or divine; understand the other worlds.
● Command ​obedience with your force of personality; intimidate or threaten; lead an
action with one of the crew's gangs.
● Carouse ​with connections from your heritage, background, friends, or rivals to gain
access to resources, information, people, or places.
● Sway ​someone with charm, logic, deception, disguise, or bluff; change attitudes or
behavior with manipulation or seduction.

Playbooks
On the following pages.
Master
The epitome of training and preparation, but just flesh and blood.

Power Source
Training

Background
● Military
● Emissary
● Scientist
● Doctor

Special Abilities
● Not A Republic Serial Villain: ​Once per score you can reduce the stress cost of a
flashback by 2. You can decide which flashback to reduce after the GM tells you the
stress cost.
● Improvised Tactics: ​Two times per score you can assist a teammate without paying
stress.
● Always Prepared: ​You get +1 load (Light 4, Normal 6, Heavy 7).
● Contingency Plan: ​You may spend you Special armor to automatically resist a
consequence from a tech-, training- or alien-based effect.
● I Know Your Tell: ​You can always tell when someone is lying. You may not be able to
prove it, but you know.
● Independently Wealthy: ​At the start of each downtime phase you earn +2 stash.
● 10th Dimensional Chess: ​When you make an engagement roll for each die you roll the
GM will tell you one useful new fact related to the score.
● You Call That A Weapon?: ​Choose a mundane object (like a boomerang or umbrella)
and a piece of 1-load gear. For you that object serves as that type of gear (an umbrella
gun, for example) and doesn’t count against your load.
● [3] Veteran: ​Choose a special ability from another source.

Useful Friends
● Dr. Emil, an extremely experimental physicist
● Rook, an arms dealer
● The Shark, muscle for hire
● Centurion, a former hero
● Sergeant Donovan, a police detective
Items
● Cover identity
● Imprisoned soul
● Ya’lar immobilizer gun
● Pocket supercomputer
● Titan shield
● Blueprints
● A non-lethal weapon
● A gun + [1] a lot of guns
● A melee weapon
● (2) A heavy weapon
● An unusual weapon
● (2) A superscience weapon
● (2) Armor + (3) Heavy
● Burglary gear
● Computer gear
● Climbing gear
● (2) Personal flight device
● Documents
● (2) Demolition Tools
● Cracking gear
● Subterfuge supplies
● Night vision tech

XP
● You addressed a challenge with a plan
Demon
An agent of hell on earth.

Power Source
Magic

Background
● Cultist
● Unwilling Host
● Imp

Special Abilities
● Temptor: ​When you ​sway ​someone with your vice you get +1d.
● Defile: ​You may ​invoke​ an area such that it attracts the attention of unholy entities, holy
entities, or arcane entities, your choice.
● Hellfire: ​When you ​push yourself​ you may also manifest supernatural fire which
(choose one or all) ​burns evil hearts; consumes an object completely; obscures vision
with choking smoke.
● Inhuman Body: ​You may expend your ​special armor ​to resist a consequence of
hunger, thirst, heat, cold, fatigue, or other such mortal concerns.
● Infernal: ​Your true appearance is terrifying to any you show it to, giving you ​+1d ​to
Command them.
● The Evil Within: ​When you have time and solitude with someone, you may ask their
player what their darkest secret is. They must answer truthfully. Take +1d when acting
on this information.
● Where There’s A Whip There’s A Way:​ When you ​command ​a cohort in combat with
threats and insults, they continue to fight when they would otherwise break. They gain
+1 effect and 1 armor.
● [3] Veteran: ​Choose a special ability from another source.

Dangerous Friends
● Father O'malley, a former priest
● Mary, a wandering soul
● Lyonel, a demonic killer
● Sam, a politician
● Illyiana, an exorcist
Items
● Imprisoned soul
● Alternate body
● Ancient jewelry & clothes
● A profaned weapon
● A terrifying weapon
● (2) An absurd weapon
● A non-lethal weapon
● A gun + [1] a lot of guns
● A melee weapon
● (2) A heavy weapon
● An unusual weapon
● (2) A superscience weapon
● (2) Armor + (3) Heavy
● Burglary gear
● Computer gear
● Climbing gear
● (2) Personal flight device
● Documents
● (2) Demolition Tools
● Cracking gear
● Subterfuge supplies
● Night vision tech

XP
● You addressed a challenge with violence or mayhem.
Shift
Born with strange powers fighting back against a world that hates and fears them.

Power Source
Shift

Background
● Teen
● Alternate future
● Teacher
● Clone

Special Abilities
● Healing Factor: ​You recover from harm faster. Permanently fill in one of your healing
clock segments. Take +1d to healing treatment rolls.
● Power Leech: ​You may expend your ​special armor​ to resist a shift-, alien-, or immortal-
based effect for you or an ally. You then take +1d on your next roll.
● SMASH: ​Your rage fuels you. When you fail to resist an effect you take ​+1d ​the next
time you cause direct physical violence to the source of that effect.
● Psychic Cortex: ​When you ​Study s​ omeone you also get to hear what they are thinking
(no matter the outcome of the roll). You get ​+1d​ to Hunt someone who’s thoughts you’ve
heard.
● Unstable Shift: ​Your powers are unpredictable. Any time you roll a critical you may
change one of your special abilities (even this one).
● Still Standin’: ​Penalties from harm are one level less severe (though level 4 harm is still
fatal). You can heal non-mundane harm without help.
● Natural Adaptation: ​Mark off any one-load item. Your body is adapted to mimic that
item (eyeblasts for a gun, claws for a melee weapon, etc.) You effectively always have
that item without spending load on it. You can take this ability multiple times to replicate
multiple items or higher cost items.
● [3] Veteran: ​Choose a special ability from another source.

Outcast Friends
● Simon, rebel leader
● Dr. O’mara, geneticist
● Hound, bounty hunter
● Wells, sewer dweller
● Rook, from an alternate future
Items
● Psychic amplifier
● Gene cloaker
● Power inhibitor collar
● Gene sniffer
● Future history
● Psychic links (enough for 5 people)
● A non-lethal weapon
● A gun + [1] a lot of guns
● A melee weapon
● (2) A heavy weapon
● An unusual weapon
● (2) A superscience weapon
● (2) Armor + (3) Heavy
● Burglary gear
● Computer gear
● Climbing gear
● (2) Personal flight device
● Documents
● (2) Demolition Tools
● Cracking gear
● Subterfuge supplies
● Night vision tech

XP
● You struggled with issues of your altered physiology
Strange Visitor

Power Source
Alien

Background
● Lone survivor
● Refuge of The Imperium
● Advanced scout

Special Abilities
● Majestor:​ You can push yourself to perform a superhuman feat of strength or engage a
small gang on equal footing.
● From Under A Red Sun:​ In down time you always tick your healing clock once for free.
● Advanced Tech: ​When you craft technology from your home world take +1 result level
to your roll.
● What An Unspoiled World: ​For you, “time among mundane humanity” is a vice. When
indulging it you may, before rolling, choose to clear an extra stress.
● Blast: ​You can push yourself to emit a blast of energy you absorb from your
environment, acting as a ranged attack with +1 effect. Your blast may also move, melt,
or charge objects with your blast.
● Nigh Invulnerable: ​You may expend your special armor to resist a consequence of any
type of effect.
● Superspeed​: You can push yourself to act at superhuman speed, either interrupting
another character’s action or taking an additional action during downtime.
● [3] Veteran: ​Choose a special ability from another source.

Terrestrial Friends
● Grand Imperator Gar, an invader
● The Heaths, an Earth family
● Fin, an investigative reporter
● Dr. Lynne, an experimental scientist
● Carr, a government agent

Items
● Omnigadget (choose two other 1 load items, the Omnigadget functions as both)
● Mem-Crystal Shard
● Stimpak
● Sunshard
● A non-lethal weapon
● A gun + [1] a lot of guns
● A melee weapon
● (2) A heavy weapon
● An unusual weapon
● (2) A superscience weapon
● (2) Armor + (3) Heavy
● Burglary gear
● Computer gear
● Climbing gear
● (2) Personal flight device
● Documents
● (2) Demolition Tools
● Cracking gear
● Subterfuge supplies
● Night vision tech

XP
● You adapted to, or struggled with, Earth culture.
Brain

Power Source
Tech

Background
● Rogue scientist
● Former Executive
● Synthetic being

Special Abilities
● Hey, Jarvis:​ You can interact with computers as if they were people: sway them to get
access to hidden files, study them to gain information about them, consort to find their
connected systems.
● Advanced Information Mechanisms: ​During downtime you get two ticks to distribute
among any long term project clocks that involve advanced experimental research or
intelligence gathering.
● Biotech: ​You can Hack biological organisms like you would electronics, allowing you to
treat wounds or stabilize the dying. During downtime you get a free tick towards a project
to modify your body or that of a willing subject.
● Comms Link: ​Choose one of your action ratings. When you lead a group action with
that action you can suffer only 1 stress no matter the number of failed rolls.
● Armed and Armored: ​You may expend your special armor to resist a consequence of a
tech effect or push yourself without taking stress.
● Eyes Everywhere: ​When you gather info to locate a target you get +1 effect and may
ask one question of the player of the target.
● Self-Powered: ​During downtime, as an activity, you may give yourself or a willing
subject an extra use of special armor.
● [3] Veteran: ​Choose a special ability from another source.

Brilliant Friends
● Apex, a rogue AI
● The Rat, an arms dealer
● ______, yourself from an alternate reality
● Dr. Hamlin, a disgraced scientist
● Quinn, an executive
Items
● Universal zero-point battery
● Power syphon
● (2) Powered heavy armor
● AI shard
● Robotic limb
● Multi-dimensional scanner
● A non-lethal weapon
● A gun + [1] a lot of guns
● A melee weapon
● (2) A heavy weapon
● An unusual weapon
● (2) A superscience weapon
● (2) Armor + (3) Heavy
● Burglary gear
● Computer gear
● Climbing gear
● (2) Personal flight device
● Documents
● (2) Demolition Tools
● Cracking gear
● Subterfuge supplies
● Night vision tech

XP
● You dealt with challenges from your technology or developed new technology.
Crews

Assassins
Hired killers

Lair

Danger Room Vice Den Fixer Informants Acid Vats


+1 scale for (Tier roll) - +2 coin for +1 to gather Body disposal,
your Outcasts Heat = coin lower-class info for scores +1d to reduce
cohorts in downtime targets heat after
killing

Hall Of Infamy Turf Lair Turf Cover


+1 rep per Operation
score -2 heat per
score

Protection Night Standing Cover City Records


Racket Nurse +2 coin for Identities +1d
(Tier roll) - +1d to high-class +1d engagement
Heat = coin in healing rolls targets engagement for stealth
downtime for deception plans
and social
plans

Special Abilities
● Deadly: ​Each PC may add +1 action rating to Hunt, Prowl, or Skirmish (up to a max
rating of 3).
● Life Decoy: ​Through advanced technology or arcane secrets you can create temporary
replacements for those you kill. Take 3 stress to create a life decoy that can take the
place of a dead person for long enough to cover your tracks eliminating the extra heat
for killing being involved in a score.
● Guild Patronage: ​You either have ties to The Assassin’s Guild or are an alternative set
up by a rival guild (maybe The Thieves Guild). When you advance your Tier it costs half
the coin it normally would.
● Calling Card: ​If you leave some signature item or arrangement at a score you take +1
heat but get double rep (minimum 1 if the score would otherwise earn 0 rep).
● Venom: ​When you acquire or craft poisons you get +1 result level to your roll. When you
employ a poison you are specially prepared to be immune to its effects.
● Creed: ​You claim a higher justification for your killings and have attracted followers to it.
Create a gang cohort of your Adepts. They gain +1 to rolls in service of the greater good.
● Predators: ​When you use stealth or subterfuge to commit murder, take +1 on the
engagement roll.
● [3] Veteran: ​Choose a special ability from another source.

Contacts
● Etienne, assassin’s guild representative
● The Maw, a dark dealer
● Alex, a vicious executive
● Cain, a consumer of specific tastes
● Miller, a coroner
● Puck, un-deceased

Hunting Grounds
● Accident
● Disappearance
● Murder
● Ransom

Special XP
Execute a successful accident, disappearance, murder, or ransom operation.

Cohort
None to start

Crew Upgrades
● Assassin cloak (2 free load of weapons or gear)
● The Vault contacts (+1 tier in prison)
● Elite Skulks
● Elite Thugs
● [3] Hardened (+1 trauma box)

Lair
● [2] Vault
● [2] Vehicle
● Hidden
● Quarters
● [2] Secure
● [2] Portal
● Workshop

Training
● Insight
● Prowess
● Resolve
● Personal
● [4] Mastery

Quality
● Documents
● Gear
● Implements
● Supplies
● Tools
● Weapons

Cohorts
New Cohort: 2
Add Type: 2
Cult
Followers of forgotten power

Deity
Choose 2 features:
● Alien
● Cruel
● Obscure
● Monstrous
● Radiant
● Transcendent
● Serene
● Endless

Lair

Danger Room Vice Den Offertory Casting Interplanar


+1 scale for (Tier roll) - +2 coin for Bones Beacon
your Adept Heat = coin Magic +1d +1d to
cohorts in downtime operations engagement Carouse with
Magic entities
on site

Turf Turf Lair Turf Turf

Ritualarium Interplanar Pulpit Asclepius Pit Sanctuary


+1d to Invoke Gate +1 to Command +1d to healing +1 rep for
on site Safe and Sway on rolls scores
passage to site commemorate
a specific d here
dimension
Special Abilities
● Chosen: ​Each PC may add +1 action rating to Invoke, Study, or Sway (up to a max
rating of 3)
● Purified: ​You get +1d to resistance rolls against magic threats. You get +1d to healing
rolls when you have magic harm.
● Humanity Perfected: ​You revere Shifts as the ideal of humanity, the coming future,
what we all will be. Through body modification each PC gets a special ability from the
Shift’s list.
● Among Mortals: ​Your deity sometimes moves among mortals in a mortal form. Choose
someone from your cult, (PC or otherwise) to be the mortal vessel of your deity.
Whomever it is, while they are now your deity in the flesh, only a portion of their true
divine essence can occupy a mortal form.
● Telepathic Link: ​You may use teamwork with any cult member regardless of the
distance separating you. By taking 1 stress your mental message is heard by every
cultist.
● Conviction​: Each PC gains an additional Vice: Worship. When you indulge this vice and
bring a pleasing sacrifice, you don't overindulge if you clear excess stress. In addition,
your deity will assist any one action roll you make—from now until you indulge this vice
again.
● Zealotry​: Your cohorts have abandoned their reason to devote themselves to the cult.
They will undertake any service, no matter how dangerous or strange. They gain +1d to
rolls against enemies of the faith.
● [3] Veteran: ​Choose a special ability from another source.

Contacts
● Bezerian, a demon
● Halls, an astronomer
● Vicenzo, an exorcist
● Lyles, a professor
● Tremor, an exile
● Dee, a wizard

Sacred Sites
● Acquisition
● Augury
● Consecration
● Sacrifice
Special XP
Advance the agenda of your deity or embody its precepts in action.

Cohort
Adepts to start

Crew Upgrades
● Arcane kit (2 free load of unusual implements)
● Bound arcane entity in lair
● Elite Adepts
● Elite Thugs
● [3] Anointed (+1 trauma box)

Lair
● [2] Vault
● [2] Vehicle
● Hidden
● Quarters
● [2] Secure
● [2] Portal
● Workshop

Training
● Insight
● Prowess
● Resolve
● Personal
● [4] Mastery

Quality
● Documents
● Gear
● Implements
● Supplies
● Tools
● Weapons

Cohorts
New Cohort: 2
Add Type: 2
Insurgency
Fighting the power

Lair

Stockpiles Interrogatio Means of Borders Recognition


+1d to acquire n Chamber Production +1d to Survey -2 heat per
assets. +1d to (Seized) or Hunt on score
Command +2 coin for your turf
and Sway sabotage or
on site theft

Turf Turf Lair Turf Turf

Embassy Spies Cover Identities Infirmary Flags &


(Tier roll) - +1d to +1d to +1d to healing Anthems
Heat = coin in gather info engagement for rolls +1d to
downtime for scores deception and Command and
sabotage plans. Sway on site

Special Abilities
● Any Means Necessary: ​Each PC may add +1 action rating to Prowl, Wreck, or Carouse
(up to a max rating of 3)
● Foreign Aid:​ When you advance your Tier, it costs half the coin it normally would. ​What
power supports you? Why do they help you?
● For The Cause: ​Your cohorts have given themselves entirely to the struggle. They will
undertake any service, no matter how dangerous or strange. They gain +1d to rolls
against oppressors.
● For The People: ​When you donate at least 1 coin of your payoff from a score to the
people you get +1 rep for that score (minimum 1).
● Lead From The Front: ​ When you fight alongside your cohorts in combat, they get +1d
for teamwork rolls (setup and group actions). All of your cohorts get the Thugs type for
free (if they're already Thugs, add another type).
● War Dogs:​ When you’re at war (-3 faction status), your crew does not suffer -1 hold and
PCs still get two downtime activities, instead of just one.
● Forged in the Fire:​ Each PC has been toughened by cruel experience. You get +1d to
resistance rolls.
● [3] Veteran: ​Choose a special ability from another source.

Contacts
● Alex, a martyr for the cause
● Beck, a riot cop
● Pell, a city counselor
● Walker, an EMT
● Crane, a bar owner

Contested Grounds
● Battle
● Espionage
● Sabotage
● Rally

Special XP
Execute a successful espionage, sabotage, or theft operation.

Cohort
Thugs to start

Crew Upgrades
● Urban combat kit (2 free load of weapons and armor)
● The Vault contacts (+1 tier in prison)
● Elite Thugs
● Elite Sneaks
● [3] Hardened (+1 trauma box)

Lair
● [2] Vault
● [2] Vehicle
● Hidden
● Quarters
● [2] Secure
● [2] Portal
● Workshop

Training
● Insight
● Prowess
● Resolve
● Personal
● [4] Mastery

Quality
● Documents
● Gear
● Implements
● Supplies
● Tools
● Weapons

Cohorts
New Cohort: 2
Add Type: 2
Shadows
Thieves, spies, and double agents

Lair

Personal Turf Trusty Fence Bar Gambling


Tailor +2 coin for +1 to Carouse Den
+1d to burglary and and Sway on (Tier roll) -
engagement robbery site Heat = coin in
roll for social downtime
plans

Drug Den Informants Lair Turf Surveilance


(Tier roll) - +1d to System
Heat = coin in gather info +1d to Survey
downtime for scores or Hunt on
your turf

Turf Infirmary Dead Drops Turf Subway


+1d to +2 coin for Access
headling espionage and Tunnels
rolls sabotage +1d
engagement
for stealth
plans

Special Abilities
● Everyone Steals:​ Each PC may add +1 action rating to Prowl,Finesse, or Tinker (up to
a max rating of 3).
● Pack Rats:​ Your lair is a jumble of stolen items. When you roll to acquire an asset, take
+1d.
● Calling Card: ​If you leave some signature item or arrangement at a score you take +1
heat but get double rep (minimum 1 if the score would otherwise earn 0 rep).
● 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.
● Patron:​ When you advance your Tier, it costs half the coin it normally would. Who is
your patron? Why do they help you?
● Signature Job: ​Choose an aspect of a score (maybe the kind of item being targeted, or
the kind of location being infiltrated). Scores that involve that aspect earn +1 coin or +1
rep, your choice.
● [3] Veteran: ​Choose a special ability from another source.

Contacts
● Loop, an appraiser
● Philmore, a detective
● Snurf, a moleperson
● Rigney, a barkeep
● Mitz, a painter
● Elmore, a collector

Hunting Grounds
● Burglary
● Espionage
● Robbery
● Sabotage

Special XP
Execute a successful espionage, sabotage, or theft operation.

Cohort
None to start

Crew Upgrades
● Thief Rigging (2 free load of tools or gear)
● Underground maps & passkeys
● Elite Rooks
● Elite Skulks
● [3] Hardened (+1 trauma box)

Lair
● [2] Vault
● [2] Vehicle
● Hidden
● Quarters
● [2] Secure
● [2] Portal
● Workshop

Training
● Insight
● Prowess
● Resolve
● Personal
● [4] Mastery

Quality
● Documents
● Gear
● Implements
● Supplies
● Tools
● Weapons

Cohorts
New Cohort: 2
Add Type: 2
Trouble for Hire
Dirty deeds, but not always cheap

Lair

Barracks Turf Terrorized Informants Protection


+1 scale for Citizens +1d to gather Racket
your Thug +2 coin for info for scores (Tier roll) -
cohorts extortion or Heat = coin in
battle downtime

Gambling Hall Turf Lair Turf Turf


(Tier roll) -
Heat = coin in
downtime

Night Nurse Hamsterda Street Fence Warehouses Crooked


+1d to healing m +2 coin for Stockpiles give Cops
rolls -2 heat per lower-class you +1d to +1d
score targets acquire assets engagement
for assault
plans

Special Abilities
● Dangerous: ​Each PC may add +1 action rating to Hunt, Skermish, or Wreck (up to a
max rating of 3)
● Blood Brothers: ​When you fight alongside your cohorts in combat, they get +1d for
teamwork rolls (setup and group actions). All of your cohorts get the Thugs type for free
(if they’re already Thugs they get another type).
● Fiends: ​Fear is as good as respect. You count each wanted level as turf.
● High Society: ​It’s all about who you know. Take -1 heat during downtime and +1d to
gather info about the city’s elite.
● Accord: ​Sometimes friends are as good as territory. You may count up to three +3
faction statuses you hold as if they are turf.
● Slippery: ​When you roll entanglements, roll twice and keep the one you want. When you
reduce heat on the crew, take +1d.
● Everyone Pays: ​You work for other factions. Your success is good for them. Whenever
you gain rep, gain +1 rep.
● [3] Veteran: ​Choose a special ability from another source.

Contacts
● Filmore, a city councilor
● Meg, Thieves Guild rep
● Dro, Assassins Guild rep
● Tomas, a cop
● Irwin, a barkeep
● Lot, a union rep

Hunting Grounds
● Battle
● Extortion
● Sabotage
● Smash & Grab

Special XP
Execute a successful contract.

Cohort
Thugs to start

Crew Upgrades
● Trouble Kit (2 free load of weapons and armor)
● The Vault contacts (+1 tier in prison)
● Elite rovers
● Elite Thugs
● [3] Hardened (+1 trauma box)

Lair
● [2] Vault
● [2] Vehicle
● Hidden
● Quarters
● [2] Secure
● [2] Portal
● Workshop
Training
● Insight
● Prowess
● Resolve
● Personal
● [4] Mastery

Quality
● Documents
● Gear
● Implements
● Supplies
● Tools
● Weapons

Cohorts
New Cohort: 2
Add Type: 2
Vigilantes
Doing the wrong thing for the right reason

Lair

Crooked Cops Turf Cowardly Lot Informants Protection


+1d +2 coin for +1d to gather Racket
engagement extortion or info for scores (Tier roll) -
for assault battle Heat = coin in
plans downtime

Night Nurse Turf Lair Turf Turf


+1d to healing
rolls.

Barracks Police Bounty Officer Armory Trophy Room


+1 scale for Liaison +2 coin for +1d to acquire +1 rep per
your Thug -2 heat per criminal targets. weapons and score
cohorts. score. armor.

Special Abilities
● Punishing: ​Each PC may add +1 action rating to Hunt, Skirmish, or Wreck (up to a max
rating of 3).
● Vendetta: ​Scores against factions you have negative status with gain +1 rep.
● War Dogs: ​When you’re at war (-3 faction status), your crew does not suffer -1 hold and
PCs still get two downtime activities instead of just one.
● Forged in the Fire:​ Each PC has been toughened by cruel experience. You get +1d to
resistance rolls.
● Door Kickers:​ When you execute an assault plan, take +1d to the engagement roll.
● Patron:​ When you advance your Tier, it costs half the coin it normally would. Who is
your patron? Why do they help you?
● Squad Tactics:​ When you perform a group action, you may count multiple 6s from
different rolls as a critical success.
● Feared & Hated: ​Sometimes enemies are as good as territory. You may count up to
three -3 faction statuses you hold as if they are turf.
● [3] Veteran: ​Choose a special ability from another source.
Contacts
● Wontz, a judge
● Omar, a business owner
● Pad, a rat
● Fitz, an arms dealer
● Tyne, a city counselor
● Hoyle, a cop

Hunting Grounds
● Battle
● Show of Force
● Extortion
● Murder

Special XP
Deal justice outside of the law.

Cohort
None to start

Crew Upgrades
● Vigilante Kit (2 free load of weapons or armor)
● Correctional officer contacts (+1 tier in prison)
● Elite thugs
● Elite skulks
● [3] Hardened (+1 trauma box)

Lair
● [2] Vault
● [2] Vehicle
● Hidden
● Quarters
● [2] Secure
● [2] Portal
● Workshop

Training
● Insight
● Prowess
● Resolve
● Personal
● [4] Mastery

Quality
● Documents
● Gear
● Implements
● Supplies
● Tools
● Weapons

Cohorts
New Cohort: 2
Add Type: 2
Prison
Unchanged from BitD.

Factions

Underworld
Thieves, murderers, and other capitalists.
Tier Hold

The Immortal Prince of Crime 4 S

Telon Corp. 4 S

The Incunabula Club 3 W

The Court 3 S

The White Mask 2 S

Fellowship of the Way 2 W

Murder, Inc. 2 S

Crows 2 W

Slithers 2 W

Red Rose Ring 2 S

Farrow St Gang 1 W

The Rats 1 W

C.H.U.M. 1 S
Gods & Sorcerers
Beings of magic divine and infernal.

Tier Hold

The Dark Dimension 5 S

The Pantheon 4 W

The School of the Eternal One 4 W

Gilgamesh 3 S

The Aternals 3 W

The Djinn 2 S

Onate’s Demons 2 S

The Cult of The Open Door 1 W

Institutions
Touchstones of Sun City.

Tier Hold

City Council 5 S

The Quinn Academy 4 S

F.O.R.C.E. 4 S

The Quinn Academy 3 W

Sun City Police 3 S

Power Patrol 2 W

Light Labs 2 S

Latrivian Consulate 2 S

The Unions 2 W
Cabbies 1 S

The Deliverator Legion 1 W

Blackhook Soup Kitchen And Rescue Mission 1 S

Longshoremen 1 W

Neighborhoods
Parts of Sun City.

Tier Hold

Crown Heights 5 S

Forest Hills 4 S

Uptown 3 S

Shoreline 3 S

Midtown 2 S

Harrow Halls 2 S

Market Street 2 W

Lowell 2 S

The Wash 1 W

Southend 1 S

Docks 1 S
Aliens
Strange visitors from another planet.

Tier Hold

The Horde of Kal-Un-Dar the Conqueror 6 S

Entiri Armada 5 S

When World 4 W

The Shadow Dimension 3 W

The Solval 2 S

Heto Refugees 1 W
Scores

Client/Target

Criminal
1. Burglar or Thief
2. Assassin or Mercenary
3. Fence or Gambler
4. Spy or Informant
5. Supercriminal
6. Crime Boss

Political
1. Official
2. Banker or Businessperson
3. Revolutionary or Refugee
4. Clergy or Cultist
5. Detective or Officer
6. Judge or City Councilor

Strange
1. Curio Collector
2. Alien
3. Demon
4. Alternate Dimension
5. Time Traveler
6. AI

Civilian
1. Professor or Teacher
2. Blue collar worker
3. Shopkeep
4. White collar worker
5. Doctor
6. Artist or Writer
Work

Underworld
1. Escort or Security
2. Smuggle or Courier
3. Blackmail or Discredit
4. Con or Espionage
5. Locate or Conceal
6. Negotiate or Threaten

Violence
1. Assassinate
2. Disappear or Ransom
3. Terrorize or Extort
4. Destroy or Deface
5. Raid or Defend
6. Rob or Strong-Arm

Strange
1. Curse or Sanctify
2. Banish or Summon
3. Open/Close Portal
4. Perform/Stop Ritual
5. Depower/Empower
6. Resurrect

Skullduggery
1. Stalking or Surveillance
2. Sabotage or Arson
3. Lift or Plant
4. Poison or Arrange Accident
5. Burglary or Heist
6. Impersonate or Misdirect
Twist or Complication
1. A seemingly mundane person involved is actually a shift or alien
2. A time traveler has come back in time to warn the target of the job
3. The job takes place at a dimensional convection zone
4. The job furthers a demon’s secret agenda
5. The job involves a superhero’s secret identity
6. The job takes place in the middle of a crossover event

1. An element of the job is a front for a criminal enterprise


2. A dangerous criminal organization uses the location
3. The job is a setup
4. The job is an audition for another job
5. The job furthers a corporation’s secret agenda
6. The job furthers a crime boss’s secret agenda

1. The job requires space travel


2. The job requires interdimensional travel
3. The job requires flight
4. The location moves around (a moving festival, vehicle, etc.)
5. The job furthers a revolutionary’s secret agenda
6. The job furthers the city council’s agenda

Connected to a person…
1. PC’s friend
2. PC’s rival
3. PC’s vice purveyor
4. Crew’s contact
5. A Sun City public figure
6. A demon, alien, shift, superhero, or supervillain
...and Factions

1 1 The Immortal Prince of Crime

1 2 Telon Corp.

1 3 The Incunabula Club

1 4 The Court

1 5 The White Mask

1 6 Fellowship of the Way

2 1 Murder, Inc.

2 2 Crows

2 3 Slithers

2 4 Red Rose Ring

2 5 Farrow St Gang

2 6 The Rats

3 1 C.H.U.M.

3 2 The Dark Dimension

3 3 The Pantheon

3 4 The School of the Eternal One

3 5 Gilgamesh

3 6 The Aternals

4 1 The Djinn

4 2 Onate’s Demons

4 3 The Cult of The Open Door

4 4 City Council

4 5 The Quinn Academy


4 6 F.O.R.C.E.

5 1 The Quinn Academy

5 2 Sun City Police

5 3 Power Patrol

5 4 Light Labs

5 5 Latrivian Consulate

5 6 The Unions

6 1 The Solval

6 2 Heto Refugees

6 3 The Aternals

6 4 The Djinn

6 5 Onate’s Demons

6 6 The Cult of The Open Door

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