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Akoros
The Dagger Isles
Iruvia
Severos
Skovlan
Tycheros
Academic
Labor
Law
Trade
Military
Noble
Underworld
Faith
Gambling
Luxury
Obligation
Pleasure
Stupor
Weird
Stress
Trauma
Cold
Haunted
Obsessed
Paranoid
Reckless
Soft
Unstable
Vicious
Harm
3
Need help
2
-1D
1
Less effect
Healing
Armor Uses
Armor
Heavy
Special
Notes
Special abilities
Battleborn:
You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight.
Bodyguard:
When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.
Ghost Fighter:
You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.
Leader:
When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.
Mule:
Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.
Not to be Trifled With:
You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman—engage a small gang on equal footing in close combat.
Savage:
When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d.
Vigorous:
You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.