Assassins

Murderers for hire

Reputation & Turf

Rep
Turf

Hold

Tier

Claims

Training Rooms
+1 scale for your Skulks cohorts
Vice Den
(Tier roll) - Heat = coin in downtime
Fixer
+2 coin for lower-class targets
Informants
+1d to gather info for scores
Hagfish Farms
Body disposal, +1d to reduce heat after killing
Victim Trophies
+1 rep per score
Turf
Lair
Turf
Cover Operation
-2 heat per score
Protection Racket
(Tier roll) - Heat = coin in downtime
Infirmary
+1d to healing rolls
Envoy
+2 coin for high-class targets
Cover Identities
+1d engagement for deception and social plans
City Records
+1d engagement for stealth plans

Heat / Wanted Level

Heat
Wanted

Coin

Coin
Vault
Upon crew advance, each PC gets stash = Tier + 2

Hunting Grounds

  • Accident
  • Disappearance
  • Murder
  • Ransom

Notes

Crew XP

Special abilities

  • Deadly:
    Each PC may add +1 action rating to Hunt, Prowl, or Skirmish (up to a max rating of 3).
  • Crow's Veil:
    Due to hard-won experience or occult ritual, your activities are hidden from the notice of the death-seeker crows. You don't take extra heat when killing is involved on a score.
  • Emberdeath:
    Due to hard-won experience or occult ritual, you know the arcane method to destroy a living victim's spirit at the moment you kill them. Take 3 stress to channel electroplasmic energy from the ghost field to disintegrate the spirit and dead body in a shower of sparking embers.
  • No Traces:
    When you keep an operation quiet or make it look like an accident, you get half the rep value of the target (round up) instead of zero. When you end downtime with zero heat, take +1 rep.
  • Patron:
    When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?
  • Predators:
    When you use stealth or subterfuge to commit murder, take +1d to the engagement roll.
  • Vipers:
    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.
  • Veteran:
    Choose a special ability from another crew.

Contacts

  • Trev, a gang boss
  • Lydra, a deal broker
  • Irimina, a vicious noble
  • Karlos, a bounty hunter
  • Exeter, a spirit warden
  • Sevoy, a merchant lord

Crew Upgrades

  • Assassin Rigging (2 free load of weapons or gear)
  • Ironhook Contacts (+1 tier in prison)
  • Elite Skulks
  • Elite Thugs
  • Hardened (+1 trauma 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

    Cohorts