Catalog / Crew
Crew
Crew upgrades and abilities. 115 entries.
115 shown
Arcane Investigators
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| Close the Book | Once per scene, when you successfully resolve a haunting, curse, or magical disturbance, you may spend 1 Strain to ensure it doesn't recur at that… |
| Elite Adepts (Arcane Investigators) | Cohorts of the Adepts type gain 1 Advantage level on checks related to their type. |
| Elite Rooks (Arcane Investigators) | Cohorts of the Rooks type gain 1 Advantage level on checks related to their type. |
| Investigator's Rigging | Choose two tool kits or ritual components, reduce their Bulk by 1 each. |
| Read the Scene | Gain 1 Advantage level on Investigation checks made to determine what caused an unexplained event. |
| Ritual Scholar | Gain 1 Advantage level on Mysticism checks made using the Detect Magic skill action. |
| Seen It Before | Gain 1 Advantage level on checks made to identify a magical effect or creature type you've previously encountered and correctly resolved. |
| Steady Mind | Each crew member gains a permanent +1 bonus to their Intellect score. |
| Steel the Nerves | Gain 1 Advantage level on saves against Fear or Mental effects caused by something you're actively investigating. |
| Trained Eye | Gain 1 Advantage level on the Passive Awareness comparison used to detect a magical hazard or unexplained magical effect (see Hazards). |
| Trusted Consultants | Your crew has a real, known reputation for solving what others can't. |
Assassins
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| Assassin's Rigging | Choose two items (weapon, tool, or gear), reduce their Bulk by 1 each. |
| Deft Strike | Once per round, when you hit with an attack that had at least 1 Advantage level, deal +1d6 damage. |
| Elite Skulks (Assassins) | Cohorts of the Skulks type gain 1 Advantage level on checks related to their type. |
| Elite Thugs (Assassins) | Cohorts of the Thugs type gain 1 Advantage level on checks related to their type. |
| Hardened (Assassins) | Each crew member gains a permanent +1 bonus to their Reflex score. |
| Hide in Plain Sight (Assassins) | You may attempt to Hide using Stealth even while being observed, as long as you're within 10 feet of a shadow other than your own. |
| Killing Blow | When you critically hit a creature that's already Bloodied, you may spend 2 Strain to force it to succeed a Fortitude save or drop to 0 HP. |
| Marked for Silence | Choose a specific type of authority or organization (lawmen, a particular company, a rival gang) when you take this Upgrade. |
| Poison Expert | You're never at risk of exposure from your own poisons. |
| Uncanny Dodge | When an attacker you can see hits you with an attack, you may use a Reaction to halve the damage. |
| Vanish After the Kill | Once per encounter, immediately after your attack reduces a creature to 0 HP, you may spend a Reaction to move up to your Speed and then attempt a… |
Bravos
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| Armor Optimization | While wearing armor that meets your Might requirement, reduce that armor's Check Penalty by 1, to a minimum of 0. |
| Blunt Force Skullduggery | Gain 1 Advantage level on Thievery checks to Pick a Lock or Disable a Device. |
| Bravos Rigging | Choose two weapon or armor items, reduce their Bulk by 1 each. |
| Combat Training | Gain 2 ranks in one combat-related skill of your choice. |
| Elite Rovers (Bravos) | Cohorts of the Rovers type gain 1 Advantage level on checks related to their type. |
| Elite Thugs (Bravos) | Cohorts of the Thugs type gain 1 Advantage level on checks related to their type. |
| Hardened (Bravos) | Each crew member gains a permanent +1 bonus to their Might score. |
| Iron Resolve | Once per encounter, when you'd be reduced to 0 HP, you may instead drop to 1 HP. |
| Synchronized | Whenever you or a crewmate uses the Help action for each other, the recipient gains 2 Advantage levels instead of 1. |
| Unified Defense | As an action, choose a number of allies up to your Intellect score (minimum 1) to fight as a unified line. |
Essence Hunters
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| Clean Harvest | Gain 1 Advantage level on checks made to harvest Essence from a creature without degrading its quality. |
| Elite Adepts (Essence Hunters) | Cohorts of the Adepts type gain 1 Advantage level on checks related to their type. |
| Elite Rooks (Essence Hunters) | Cohorts of the Rooks type gain 1 Advantage level on checks related to their type. |
| Essence Sense | Gain 1 Advantage level on Mysticism checks made to detect or identify the presence of Essence. |
| Hardened (Essence Hunters) | Each crew member gains a permanent +1 bonus to their Intellect score. |
| Hunter's Rigging | Choose two weapon or harvesting tool items, reduce their Bulk by 1 each. |
| No Questions Asked | Gain 1 Advantage level on Deception checks made to conceal how a batch of Essence was actually acquired. |
| Practiced Tracker | Gain 1 Advantage level on Survival checks made to track a specific creature you intend to harvest from. |
| Quiet Buyers | Your crew has cultivated clients who don't ask questions. |
| Steady Nerves | Gain 1 Advantage level on saves against Fear effects caused by a creature you're actively hunting for its Essence. |
| Waste Not | Once per scene, when a creature dies before you can harvest it properly, you may spend 1 Strain to salvage a usable amount of Essence anyway. |
General Upgrades
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| Cohort | Recruit a new Cohort, Gang or Expert, at its base tier. |
| Hidden Lair | Your Lair's location is disguised and hidden from view. |
| Quarters | Your Lair includes proper living quarters for the crew. |
| Second Cohort Type | A Cohort gains a second type, reflecting a gang or specialist with a genuinely dual skill set. |
| Secure Lair | Your Lair has locks, alarms, and traps to thwart intruders. |
| Training | Choose a skill when you take this Upgrade. |
| Workshop | Your Lair has a workshop for tinkering, crafting, and research, plus a small library of books, documents, and maps. |
Hawkers
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| Center of Attention | While hosting or acting as the center of a social gathering, you and a number of allies up to your Charisma score gain 1 Advantage level on… |
| Composed | Each crew member gains a permanent +1 bonus to their Charisma score. |
| Dodge the Law | Gain 1 Advantage level on checks made to create or use disguises and forgeries. |
| Elite Rooks (Hawkers) | Cohorts of the Rooks type gain 1 Advantage level on checks related to their type. |
| Elite Thugs (Hawkers) | Cohorts of the Thugs type gain 1 Advantage level on checks related to their type. |
| Grease the Wheels | Choose a specific authority or official body when you take this Upgrade. |
| Hawkers Honesty | Gain 1 Advantage level on Deception or Diplomacy checks made when questioned by authorities about what you're selling. |
| Hawkers Rigging | Choose one item you carry, it's perfectly concealed and its Bulk doesn't count against your limit. |
| Make It In House | Gain 2 ranks in Crafting. |
| Smooth Talking | Gain 1 Advantage level on Diplomacy or Society checks made to buy or sell goods related to your product. |
| Underworld Connections | Gain 1 Advantage level on Society checks made when dealing with the black market or its patrons. |
Prospectors
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| Appraiser's Eye | Gain 1 Advantage level on Investigation checks made to determine the value or nature of a found item. |
| Elite Adepts (Prospectors) | Cohorts of the Adepts type gain 1 Advantage level on checks related to their type. |
| Elite Rovers (Prospectors) | Cohorts of the Rovers type gain 1 Advantage level on checks related to their type. |
| Hardy | Each crew member gains a permanent +1 bonus to their Perception score. |
| Never Lost | You and up to 3 allies you're guiding never become lost while traveling, barring magical or supernatural interference. |
| Nose for Treasure | Gain 1 Advantage level on Passive Awareness checks made to notice valuable or unusual objects. |
| Old Hand at Digging | Once per scene, when you'd spend real time extracting something from the ground or rubble, you may spend 1 Strain to do it in half the time instead. |
| Prospector's Rigging | Choose two survival or excavation tools, reduce their Bulk by 1 each. |
| Read the Ground | Gain 1 Advantage level on Survival checks made to judge whether a site is worth digging or diving. |
| Recognized Claim | Your Lair doubles as a legally recognized claim, providing a small, steady income between sessions (GM's call on the amount). |
| Steady Under Pressure | Gain 1 Advantage level on Reaction Saves made against hazards while exploring a ruin, mine, or dig site (see Hazards). |
Raiders
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| Battle-Hardened | Each crew member gains a permanent +1 bonus to their Might score. |
| Elite Rovers (Raiders) | Cohorts of the Rovers type gain 1 Advantage level on checks related to their type. |
| Elite Thugs (Raiders) | Cohorts of the Thugs type gain 1 Advantage level on checks related to their type. |
| Feared Name | Your crew's reputation precedes you. |
| First Through the Door | Gain 1 Advantage level on your first attack roll each encounter, provided you're the first member of your crew to act. |
| No Surrender | Once per encounter, you may spend 2 Strain to remove the Frightened condition from yourself entirely, regardless of its current value. |
| Raider's Rigging | Choose two weapon or armor items, reduce their Bulk by 1 each. |
| Reckless Charge | You may move your full Speed and still make an attack at the end of that movement, even against a creature you weren't already aware of at the start… |
| Take What's Owed | Once per encounter, when you defeat a creature or breach a stronghold, you may immediately Interact to search it as a free action. |
| Trophy Taker | Gain 1 Advantage level on Diplomacy or Intimidation checks made while displaying a trophy from a notable kill or raid. |
| Unbroken Line | While you and at least one crewmate are both adjacent to the same enemy, you each gain 1 Advantage level on attack rolls against it. |
Shadows
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| Elite Rooks (Shadows) | Cohorts of the Rooks type gain 1 Advantage level on checks related to their type. |
| Elite Skulks (Shadows) | Cohorts of the Skulks type gain 1 Advantage level on checks related to their type. |
| Forgettable Faces | While wearing a disguise, gain 1 Advantage level on Deception checks to support it. |
| Hide in Plain Sight (Shadows) | You may attempt to Hide using Stealth even while being observed, as long as you're within 10 feet of a shadow other than your own. |
| Push for Success | If you fail a Thievery check to Pick a Lock or Disable a Device by 5 or less, you may spend Strain equal to half the amount you failed by (round up)… |
| Steady (Shadows) | Each crew member gains a permanent +1 bonus to their Reflex score. |
| The Shadows Have Eyes | Gain 1 Advantage level on Perception or Investigation checks made for espionage-related purposes. |
| Thief Rigging | Choose two tool kits or gear items, reduce their Bulk by 1 each. |
| Trap Master | You can set up or deploy a hazard in 1 minute or less (GM's call on scope), including improvised hazards or ones you brought materials for (see… |
| Underhanded Luck | When attempting to bypass a security measure, you only trigger an alarm or alert if you fail by 10 or more. |
Smugglers
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| Camouflage | Your vehicle is perfectly concealed at rest, blending into its surroundings or passing as an unremarkable civilian one. |
| Elite Rovers (Smugglers) | Cohorts of the Rovers type gain 1 Advantage level on checks related to their type. |
| Know the Back Roads | Gain 1 Advantage level on Survival checks made while traveling off the main roads, and you're never the one who determines your group is lost. |
| Mobile Lair | You can relocate your Lair to a new location with a downtime activity. |
| Nothing to See Here | Once per scene, when a search or inspection would reveal your cargo, you may spend 1 Strain to have it come up clean instead, the specifics of how… |
| Silver Tongue | Gain 1 Advantage level on Diplomacy or Deception checks made to talk your way past a checkpoint, inspection, or similar official scrutiny. |
| Smugglers Rigging | Choose two items to carry on your person, reduce their Bulk by 1 each. |
| Steady (Smugglers) | Each crew member gains a permanent +1 bonus to their Charisma score. |
| Steady Hands | Gain 1 Advantage level on checks made to keep goods, passengers, or cargo secure and undamaged during rough travel, a bad road, a chase, a sudden… |
| Stuffed to the Rafters | Your vehicle's maximum Bulk capacity increases by your Intellect score. |
| Swallow the Contraband | You can conceal a number of Light Bulk objects up to your Intellect or Fortitude score (whichever is higher) on your person. |
Wardens
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| Bring 'Em In Alive | Your attacks that would reduce a creature to 0 HP may instead leave it at 1 HP, if you choose, with no cost or action required to make that choice. |
| Cool Under Fire | Once per encounter, you may spend 1 Strain to remove 1 level of Disadvantage you're suffering from being outnumbered, injured, or under duress. |
| Elite Adepts (Wardens) | Cohorts of the Adepts type gain 1 Advantage level on checks related to their type. |
| Elite Rovers (Wardens) | Cohorts of the Rovers type gain 1 Advantage level on checks related to their type. |
| Long Memory | Gain 1 Advantage level on Investigation checks made to recall or research a past crime or criminal your crew has previously dealt with. |
| Read the Trail | Gain 1 Advantage level on Survival or Investigation checks made to track a specific person. |
| Stand Your Ground | While defending an ally, a prisoner in your custody, or a specific location you've committed to protect, gain 1 Advantage level on Defense and saves. |
| Standing Authority | Choose a specific settlement or region when you take this Upgrade. |
| Steady (Wardens) | Each crew member gains a permanent +1 bonus to their Perception score. |
| Talk Them Down | Gain 1 Advantage level on Diplomacy checks made to de-escalate a hostile situation before violence breaks out. |
| Warden's Rigging | Choose two weapon, armor, or restraint items, reduce their Bulk by 1 each. |