Smugglers

Suppliers of illicit goods

Reputation & Turf

Rep
Turf

Hold

Tier

Claims

Turf
Side Business
(Tier roll) - Heat = coin in downtime
Luxury Fence
+2 coin for high-class targets
Vice Den
(Tier roll) - Heat = coin in downtime
Tavern
+1d to Consort and Sway on site
Ancient Gate
Safe passage in the Deathlands
Turf
Lair
Turf
Turf
Secret Routes
+1d engagement for transport plans
Informants
+1d gather info for scores
Fleet
Your cohorts have their own vehicles
Cover Operation
-2 heat per score
Warehouse
Stockpiles give you +1d to acquire assets

Heat / Wanted Level

Heat
Wanted

Coin

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

Cargo Types

  • Arcane/Weird
  • Arms
  • Contraband
  • Passengers

Notes

Crew XP

Special abilities

  • Like Part of the Family:
    Create one of your vehicles as a cohort (use the vehicle edges and flaws, below). Its quality is equal to your Tier +1.
  • All Hands:
    During downtime, one of your cohorts may perform a downtime activity for the crew to acquire an asset, reduce heat, or work on a long-term project.
  • Ghost Passage:
    From harsh experience or occult ritual, all crew members become immune to possession by spirits, but may choose to "carry" a second ghost as a passenger within their body.
  • Just Passing Through:
    During downtime, take -1 heat. When your heat is 4 or less, you get +1d to deceive people when you pass yourselves off as ordinary citizens.
  • Leverage:
    Your crew supplies contraband for other factions. Your success is good for them. Whenever you gain rep, gain +1 rep.
  • Reavers:
    When you go into conflict aboard a vehicle, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.
  • Renegades:
    Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).
  • Veteran:
    Choose a special ability from another crew.

Contacts

  • Elynn, a dock worker
  • Rolan, a drug dealer
  • Sera, an arms dealer
  • Nyelle, a spirit trafficker
  • Decker, an anarchist
  • Esme, a tavern owner

Crew Upgrades

  • Smugglers' Rigging (2 items carried are perfectly concealed)
  • Camouflage (vehicles are perfectly concealed at rest)
  • Elite Rovers
  • Barge (+ mobility or lair)
  • Steady (+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

    Vehicle Edges / Flaws

    Vehicle Edges

    Nimble: The vehicle handles easily. Consider this an assist for tricky maneuvers.

    Simple: The vehicle is easy to repair. Remove all of its harm during downtime.

    Sturdy: The vehicle keeps operating even when broken.

    Vehicle Flaws

    Costly: The vehicle costs 1 coin per downtime to keep in operation.

    Distinct: The vehicle has memorable features. Take +1 heat when you use it on a score.

    Finicky: The vehicle has quirks that only one person understands. When operated without them, the vehicle has -1 quality.