Cutter PDF

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cutter a dangerous &

coin
intimidating
crew fighter
special abilities playbook xp insight xp

name alias battleborn: you may expend your special armor to reduce harm from hunt
an attack in combat or to push yourself during a fight. study
bodyguard: when you protect a teammate, take +1d to your resistance survey
look roll. when you gather info to anticipate possible threats in the tinker
current situation, you get +1 effect.
prowess xp
ghost fighter: you may imbue your hands, melee weapons, or tools finesse
heritage: akoros - the dagger isles background: academic - labor - law with spirit energy. you gain potency in combat vs. the supernatural.
iruvia - severos - skovlan - tycheros trade - military - noble - underworld prowl
you may grapple with spirits to restrain and capture them.
● ● skirmish
leader: when you command a cohort in combat, they continue to wreck
vice: faith - gambling - luxury - obligation - pleasure - stupor - weird fight when they would otherwise break (they're not taken out when
stress trauma cold - haunted - obsessed - paranoid they suffer level 3 harm). they gain potency and 1 armor. resolve xp
reckless - soft - unstable - vicious mule: your load limits are higher. light: 5. normal: 7. heavy: 8. attune
harm healing ● command
not to be trifled with: you can push yourself to do one of the consort
project clock:
need fill to drop following: perform a feat of physical force that verges on the
sway
3 help all harm by 0 1 2 3 4 superhuman - engage a small gang on equal footing in close combat.
one level
savage: when you unleash physical violence, it's especially frightening. bonus die
2 -1d armor uses
when you command a frightened target, take +1d.
armor push yourself (take 2 stress)
less vigorous: you recover from harm faster. permanently fill in one of -or-
heavy armor accept a devil’s bargain
1 effect your healing clock segments. take +1d to healing treatment rolls.
special armor load
veteran: choose special abilities from other sources:
earning xp 3 light 5 normal 6+ heavy
every time you roll a desperate action, mark xp in that action's attribute.
at the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or
equipment
2 xp if that item occurred multiple times. fine hand weapon
you addressed a challenge with violence or coercion. fine heavy weapon
you expressed your beliefs, drives, heritage, or background. scary weapon or tool
you struggled with issues from your vice or traumas during the session. manacles & chain
rage essence vial
planning teamwork spiritbane charm
choose a plan, then provide the missing detail assist a teammate: pay 1 stress to give +1d a blade or two
for the operation: throwing knives
assault: point of attack occult: arcane power lead a group action: everyone rolls a pistol a 2nd pistol
a large weapon
deception: method social: connection protect a teammate: take a consequence
an unusual weapon
stealth: point of entry transport: route set up a teammate: improve position armor +heavy
burglary gear
climbing gear
dangerous friends note: these fields are editable if necessary gather information
arcane implements
marlane, a pugilist how can i hurt them?
documents
who's most afraid of me? subterfuge supplies
chael, a vicious thug who's most dangerous here? demolition tools
mercy, a cold killer what do they intend to do? tinkering tools
how can i get them to [x]? lantern
grace, an extortionist
are they telling the truth?
sawtooth, a physicker what's really going on here?
long-term projects and notes
segments 0 4 6 8 segments 0 4 6 8

filled 0 1 2 filled 0 1 2
3 4 5 3 4 5
6 7 8 6 7 8

segments 0 4 6 8 segments 0 4 6 8

filled 0 1 2 filled 0 1 2
3 4 5 3 4 5
6 7 8 6 7 8

segments 0 4 6 8 segments 0 4 6 8

filled 0 1 2 filled 0 1 2
3 4 5 3 4 5
6 7 8 6 7 8

segments 0 4 6 8 segments 0 4 6 8

filled 0 1 2 filled 0 1 2
3 4 5 3 4 5
6 7 8 6 7 8

segments 0 4 6 8 segments 0 4 6 8

filled 0 1 2 filled 0 1 2
3 4 5 3 4 5
6 7 8 6 7 8

segments 0 4 6 8 segments 0 4 6 8

filled 0 1 2 filled 0 1 2
3 4 5 3 4 5
6 7 8 6 7 8

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