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African
Far East
European
Southern
Native
Mysterious
Big town
Frontier town
Ranch
Fort
Tribe
Loner
Immigrant
Grit
Stigma
Scarred
Corrupted
Visions
Gloryhound
Voices
Cursed
Numb
Hunted
Shamed
Harm
3
Need help
2
-1D
1
Less effect
Mutation
Heal
Armor Uses
Armor
Special
Notes
Playbook XP
Special abilities
Driven:
During Downtime, you get 2 ticks to distribute among any Long-term Project clocks that involve investigation, or learning a new formula or design plan. Using Read, push yourself for 1 Grit instead of 2.
Skillful:
You may expend your special armor to resist a consequence from breaking machines or experimenting with Hellstone, or to push yourself when working on weird science or handling Hellstone.
Mad Scientist:
When you invent or craft a creation with steam-craft or Hellstone features, take +1 result level to your roll. You begin with one special design already known.
Spiritmancer:
When you invent or craft a creation with arcane, spiritual, or demonic features, take +1 result level to your roll. You begin with one special formula already known.
Listening to Their Voices:
When you touch them you may consort with machines to gather information with +1 result level. After that, you may push yourself to give it a feature or task it was not constructed for.
Speaking Their Tongue:
You may attune yourself to any machine in sight to activate or disable it.
Blood, Sweat & Gears:
You gain an additional XP trigger: If you achieved a breakthrough on a meaningful invention or scientific problem, mark XP. If your project caused trouble for your Posse, also mark Posse XP.
Right Time, Right Tool:
You may use one of your items for a purpose of which it was not designed for. Fine items stay fine. Describe how you do it and how this is helpful.