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COWBOYS & VIKINGSCompendium of the Wild Wastes

Catalog / Crew

Crew

Crew upgrades and abilities. 115 entries.

115 shown

Arcane Investigators

Close the BookOnce 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 RiggingChoose two tool kits or ritual components, reduce their Bulk by 1 each.
Read the SceneGain 1 Advantage level on Investigation checks made to determine what caused an unexplained event.
Ritual ScholarGain 1 Advantage level on Mysticism checks made using the Detect Magic skill action.
Seen It BeforeGain 1 Advantage level on checks made to identify a magical effect or creature type you've previously encountered and correctly resolved.
Steady MindEach crew member gains a permanent +1 bonus to their Intellect score.
Steel the NervesGain 1 Advantage level on saves against Fear or Mental effects caused by something you're actively investigating.
Trained EyeGain 1 Advantage level on the Passive Awareness comparison used to detect a magical hazard or unexplained magical effect (see Hazards).
Trusted ConsultantsYour crew has a real, known reputation for solving what others can't.

Assassins

Assassin's RiggingChoose two items (weapon, tool, or gear), reduce their Bulk by 1 each.
Deft StrikeOnce 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 BlowWhen 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 SilenceChoose a specific type of authority or organization (lawmen, a particular company, a rival gang) when you take this Upgrade.
Poison ExpertYou're never at risk of exposure from your own poisons.
Uncanny DodgeWhen an attacker you can see hits you with an attack, you may use a Reaction to halve the damage.
Vanish After the KillOnce 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

Armor OptimizationWhile wearing armor that meets your Might requirement, reduce that armor's Check Penalty by 1, to a minimum of 0.
Blunt Force SkullduggeryGain 1 Advantage level on Thievery checks to Pick a Lock or Disable a Device.
Bravos RiggingChoose two weapon or armor items, reduce their Bulk by 1 each.
Combat TrainingGain 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 ResolveOnce per encounter, when you'd be reduced to 0 HP, you may instead drop to 1 HP.
SynchronizedWhenever you or a crewmate uses the Help action for each other, the recipient gains 2 Advantage levels instead of 1.
Unified DefenseAs an action, choose a number of allies up to your Intellect score (minimum 1) to fight as a unified line.

Essence Hunters

Clean HarvestGain 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 SenseGain 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 RiggingChoose two weapon or harvesting tool items, reduce their Bulk by 1 each.
No Questions AskedGain 1 Advantage level on Deception checks made to conceal how a batch of Essence was actually acquired.
Practiced TrackerGain 1 Advantage level on Survival checks made to track a specific creature you intend to harvest from.
Quiet BuyersYour crew has cultivated clients who don't ask questions.
Steady NervesGain 1 Advantage level on saves against Fear effects caused by a creature you're actively hunting for its Essence.
Waste NotOnce 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

CohortRecruit a new Cohort, Gang or Expert, at its base tier.
Hidden LairYour Lair's location is disguised and hidden from view.
QuartersYour Lair includes proper living quarters for the crew.
Second Cohort TypeA Cohort gains a second type, reflecting a gang or specialist with a genuinely dual skill set.
Secure LairYour Lair has locks, alarms, and traps to thwart intruders.
TrainingChoose a skill when you take this Upgrade.
WorkshopYour Lair has a workshop for tinkering, crafting, and research, plus a small library of books, documents, and maps.

Hawkers

Center of AttentionWhile 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…
ComposedEach crew member gains a permanent +1 bonus to their Charisma score.
Dodge the LawGain 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 WheelsChoose a specific authority or official body when you take this Upgrade.
Hawkers HonestyGain 1 Advantage level on Deception or Diplomacy checks made when questioned by authorities about what you're selling.
Hawkers RiggingChoose one item you carry, it's perfectly concealed and its Bulk doesn't count against your limit.
Make It In HouseGain 2 ranks in Crafting.
Smooth TalkingGain 1 Advantage level on Diplomacy or Society checks made to buy or sell goods related to your product.
Underworld ConnectionsGain 1 Advantage level on Society checks made when dealing with the black market or its patrons.

Prospectors

Appraiser's EyeGain 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.
HardyEach crew member gains a permanent +1 bonus to their Perception score.
Never LostYou and up to 3 allies you're guiding never become lost while traveling, barring magical or supernatural interference.
Nose for TreasureGain 1 Advantage level on Passive Awareness checks made to notice valuable or unusual objects.
Old Hand at DiggingOnce 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 RiggingChoose two survival or excavation tools, reduce their Bulk by 1 each.
Read the GroundGain 1 Advantage level on Survival checks made to judge whether a site is worth digging or diving.
Recognized ClaimYour Lair doubles as a legally recognized claim, providing a small, steady income between sessions (GM's call on the amount).
Steady Under PressureGain 1 Advantage level on Reaction Saves made against hazards while exploring a ruin, mine, or dig site (see Hazards).

Raiders

Battle-HardenedEach 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 NameYour crew's reputation precedes you.
First Through the DoorGain 1 Advantage level on your first attack roll each encounter, provided you're the first member of your crew to act.
No SurrenderOnce per encounter, you may spend 2 Strain to remove the Frightened condition from yourself entirely, regardless of its current value.
Raider's RiggingChoose two weapon or armor items, reduce their Bulk by 1 each.
Reckless ChargeYou 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 OwedOnce per encounter, when you defeat a creature or breach a stronghold, you may immediately Interact to search it as a free action.
Trophy TakerGain 1 Advantage level on Diplomacy or Intimidation checks made while displaying a trophy from a notable kill or raid.
Unbroken LineWhile 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

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 FacesWhile 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 SuccessIf 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 EyesGain 1 Advantage level on Perception or Investigation checks made for espionage-related purposes.
Thief RiggingChoose two tool kits or gear items, reduce their Bulk by 1 each.
Trap MasterYou 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 LuckWhen attempting to bypass a security measure, you only trigger an alarm or alert if you fail by 10 or more.

Smugglers

CamouflageYour 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 RoadsGain 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 LairYou can relocate your Lair to a new location with a downtime activity.
Nothing to See HereOnce 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 TongueGain 1 Advantage level on Diplomacy or Deception checks made to talk your way past a checkpoint, inspection, or similar official scrutiny.
Smugglers RiggingChoose 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 HandsGain 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 RaftersYour vehicle's maximum Bulk capacity increases by your Intellect score.
Swallow the ContrabandYou can conceal a number of Light Bulk objects up to your Intellect or Fortitude score (whichever is higher) on your person.

Wardens

Bring 'Em In AliveYour 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 FireOnce 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 MemoryGain 1 Advantage level on Investigation checks made to recall or research a past crime or criminal your crew has previously dealt with.
Read the TrailGain 1 Advantage level on Survival or Investigation checks made to track a specific person.
Stand Your GroundWhile 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 AuthorityChoose 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 DownGain 1 Advantage level on Diplomacy checks made to de-escalate a hostile situation before violence breaks out.
Warden's RiggingChoose two weapon, armor, or restraint items, reduce their Bulk by 1 each.