Bravos

Merceneries, thugs & killers

Reputation & Turf

Rep
Turf

Hold

Tier

Claims

Barracks
+1 scale for your Thug cohorts
Turf
Terrorized Citizens
+2 coin for battle or extortion
Informants
+1d to gather info for scores
Protection Racket
(Tier roll) - Heat = coin in downtime
Fighting Pits
(Tier roll) - Heat = coin in downtime
Turf
Lair
Turf
Turf
Infirmary
+1d to healing rolls
Bluecoat Intimidation
-2 heat per score
Street Fence
+2 coin for lower-class targets
Warehouses
Stockpiles give you +1d to acquire assets
Bluecoat Confederates
+1d engagement for assault plans

Heat / Wanted Level

Heat
Wanted

Coin

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

Hunting Grounds

  • Battle
  • Extortion
  • Sabotage
  • Smash & Grab

Notes

Crew XP

Special abilities

  • Dangerous:
    Each PC may add +1 action rating to Hunt, Skirmish, 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, add another type).
  • Door Kickers:
    When you execute an assault plan, take +1d to the engagement roll.
  • Fiends:
    Fear is as good as respect. You may count each wanted level as if it was turf.
  • Forged in the Fire:
    Each PC has been toughened by cruel experience. You get +1d to resistance rolls.
  • Patron:
    When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?
  • 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.
  • Veteran:
    Choose a special ability from another crew.

Contacts

  • Meg, a pit-fighter
  • Conway, a bluecoat
  • Keller, a blacksmith
  • Tomas, a physicker
  • Walker, a ward boss
  • Lutes, a tavern owner

Crew Upgrades

  • Bravos Rigging (2 free load of weapons or armor)
  • Ironhook Contacts (+1 tier in prison)
  • Elite Rovers
  • 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