Hawkers

Vice dealers

Reputation & Turf

Rep
Turf

Hold

Tier

Claims

Turf
Personal Clothier
+1d engagement roll for social plans
Local Graft
+2 coin for show of force or socialize
Lookouts
+1d to Survey or Hunt on your turf
Informants
+1d to gather info for scores
Turf
Turf
Lair
Turf
Luxury Venue
+1d to Consort and Sway on site
Foreign Market
(Tier roll) - Heat = coin in downtime
Vice Den
(Tier roll) - Heat = coin in downtime
Surplus Caches
+2 coin for product sale or supply
Cover Operation
-2 heat per score
Cover Identities
+1d engagement for deception and transport plans

Heat / Wanted Level

Heat
Wanted

Coin

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

Sales Territory

  • Sale
  • Supply
  • Show of Force
  • Socialize

Notes

Crew XP

Special abilities

  • Silver Tongues:
    Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).
  • Accord:
    Sometimes friends are as good as territory. You may count up to three +3 faction statuses you hold as if they are turf.
  • The Good Stuff:
    Your merchandise is exquisite. The product quality is equal to your Tier+2. When you deal with a crew or faction, the GM will tell you who among them is hooked on your product (one, a few, many, or all).
  • Ghost Market:
    Through arcane ritual or hard-won experience, you have discovered how to prepare your product for sale to ghosts and/or demons. They do not pay in coin. What do they pay with?
  • High Society:
    It's all about who you know. Take -1 heat during downtime and +1d to gather info about the city's elite.
  • Hooked:
    Your gang members use your product. Add the savage, unreliable, or wild flaw to your gangs to give them .
  • Patron:
    When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?
  • Veteran:
    Choose a special ability from another crew.

Contacts

  • Rolan Wott, a magistrate
  • Laroze, a bluecoat
  • Lydra, a deal broker
  • Hoxley, a smuggler
  • Anya, a dillettante
  • Marlo, a gang boss

Crew Upgrades

  • Hawkers' Rigging (1 carried item is concealed and has no load)
  • Ironhook Contacts (+1 tier in prison)
  • Elite Rooks
  • Elite Thugs
  • Composed (+1 stress 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