Crew
Crew creation
Choose a crew type
Each Blades-powered game should have crew types that suit its setting and premise. These might be organizations, gangs, ships, strongholds, etc. Three to six options are good.
Your crew type determines the scores that you'll focus on, as well as a selection of special abilities that support that kind of action. The crew type isn't meant to be restrictive—a crew of smugglers might sometimes engage in extortion or sell contraband —but the core activity of the crew type is the most frequent way they earn coin and xp for advancement.
Like a character playbook, your crew type is also how you're known in the underworld. The criminal factions and institutions think of you as "assassins" or "a cult" etc., and will treat you accordingly.
Your crew begins with 2 coin in its coffers (the remains of the PCs' savings). You are Tier 0, with strong hold and 0 rep.
Choose an initial reputation & lair
Your crew has just formed and acquired a lair. Given this group of characters and their previous escapades, what initial reputation would you have among the factions of the underworld? Choose one from the list at right (or create your own).
- Ambitious
- Brutal
- Daring
- Honorable
- Professional
- Savvy
- Subtle
- Strange
You earn xp when you bolster your crew's reputation, so think of this as another cue to indicate what sorts of action you want in the game. Will you be recklessly ambitious, targeting higher-Tier targets? Will you take on daring scores that others deem too risky? Are you interested in the strange and the weird?
Also, talk about where the crew makes its lair. You begin at Tier 0, so it's probably a very modest or abandoned sort of place.
Establish your hunting grounds
Your crew is brand-new, but you have chosen some small part of a district as your hunting grounds. This is the area that you usually target for your scores, and you know it well. Your hunting grounds don't have to be in the same district as your lair. The area is small, only three or four city blocks—but it's still an intrusion on someone. The entire city is divided among larger, stronger factions. The GM will tell you which faction claims the area, then you decide how to deal with them:
- Pay them off. Give them 1 coin in exchange for giving you room to work.
- Pay the faction 2 coin as a show of respect and gain +1 status with them.
- Keep your money and take -1 status with that faction.
Your hunting grounds are useful for a particular type of criminal operation. Each crew type has a list of different operation types for their hunting grounds. For instance, Assassins have Accident, Disappearance, Murder, or Ransom as options. Choose one of these operation types as your preference.
When you prepare to execute an operation of your preferred type on your hunting grounds, you get +1d to any gather information rolls and a free additional downtime activity to contribute to that operation. This can help you discover an opportunity, acquire an asset you might need for the job, find an appropriate client, etc.
When you acquire turf you also expand the size and/or type of your hunting grounds. Detail the new area and/or methods with help from the GM.
Choose a special ability
Take a look at the special abilities for your crew and choose one. If you can't decide which one to pick, go with the first one on the list—it's placed there as a good default choice. It's important to pick a special ability that everyone is excited about. You can get more special abilities in the future by earning xp.
Just like picking the crew type, reputation, lair, and hunting grounds, choosing a special ability is another chance to focus the game down to a more specific range of possibilities. That's a lot to work with, and it helps get the game going in a strong direction from the very beginning.
Assign crew upgrades
An upgrade is a valuable asset that helps the crew in some way, like a boat or a gang (see below). Each crew type has two pre-selected upgrades that suit that crew (like Prowess Training and a gang of Thugs for the Bravos crew).
You get to add two additional upgrades to your new crew (so you'll have a total of four upgrades when you start). You can choose from the specific upgrades available to your crew type or the general upgrades on the crew sheet.
When you assign your two upgrades, the GM will tell you about two factions that are impacted by your choices:
- One faction helped you get an upgrade. They like you, and you get +1 status with them. At your option, spend 1 coin to repay their kindness, and take +2 status with them instead.
- One faction was screwed over when you got an upgrade. They don't like you, and you get -2 status with them. At your option, spend 1 coin to mollify them, and take -1 status with them instead.
You'll be able get more upgrades in the future by earning xp
Choose a favorite contact
Take a look at your list of potential contacts on the crew sheet. Choose one contact who is a close friend, long-time ally, or partner in crime. The GM will tell you about two factions that are impacted by your choice:
- One faction is also friendly with this contact, and you get +1 status with them.
- One faction is unfriendly with this contact, and you get -1 status with them.
At your option, these factions are even more concerned with this contact and so you take +2 and -2 status instead.
Crew upgrade Examples
- Boat house: You have a boat, a dock on a waterway, and a small shack to store boating supplies. A second upgrade improves the boat with armor and more cargo capacity.
- Carriage House: You have a carriage, and draft animals to pull it, and a stable. A second upgrade improves the carriage with armor and larger, swifter steeds.
- Cohort: A cohort is a gang or a single expert NPC who works for your crew. For all the details on cohorts, see below.
- Hidden Lair: Your lair has a secret location and is disguised to hide it from view. If your lair is discovered, use two downtime activities and pay coin equal to your Tier to relocate it and hide it once again.
- **Mastery: **Your crew has access to master level training. You may advance your PCs' action ratings to 4 (until you unlock this upgrade, PC action ratings are capped at 3). This costs four upgrade boxes to unlock.
- Quality: Each upgrade improves the quality rating of all the PCs' items of that type, beyond the quality established by the crew's Tier and fine items. You can improve the quality of Documents, Gear (covers Burglary Gear and Climbing Gear), Arcane Implements, Subterfuge Supplies, Tools (covers Demolitions Tools and Tinkering Tools), and Weapons. So, if you are Tier 0, with fine lockpicks (+1) and the Quality upgrade for gear (+1), you could contend equally with a Tier II quality lock.
- Quarters: Your lair includes living quarters for the crew. Without this upgrade, each PC sleeps elsewhere, and is vulnerable when they do so.
- Secure Lair: Your lair has locks, alarms, and traps to thwart intruders. A second upgrade improves the defenses to include arcane measures that work against spirits. You might roll your crew's Tier if these measures are ever put to the test, to see how well they thwart an intruder.
- Training: If you have a Training upgrade, you earn 2 xp (instead of 1) when you train a given xp track during downtime (Insight, Prowess, Resolve, or Playbook xp). This upgrade essentially helps you advance more quickly. See Advancement. If you have Insight Training, when you train Insight during downtime, you mark 2 xp on the Insight track (instead of just 1). If you have Playbook Training, you mark 2 xp on your playbook xp track when you train.
- Vault: Your lair has a secure vault, increasing your storage capacity for coin to 8. A second upgrade increases your capacity to 16. A separate part of your vault can be used as a holding cell.
- Workshop: Your lair has a workshop appointed with tools for tinkering and alchemy, as well as a small library of books, documents, and maps. You may accomplish long-term projects with these assets without leaving your lair.
Cohorts
A cohort is a gang or an expert who works for your crew. To recruit a new cohort, spend** two upgrades** and create them using the process below.
Creating a gang
Choose a gang type from the list below:
- Adepts: Scholars, tinkerers, occultists, and chemists.
- Rooks: Con artists, spies, and socialites.
- Rovers: Sailors, carriage drivers, and deathlands scavengers.
- Skulks: Scouts, infiltrators, and thieves.
- Thugs: Killers, brawlers, and roustabouts.
A gang has scale and quality equal to your current crew Tier. It increases in scale and quality when your crew moves up in Tier.
If your crew is Tier 0, your gang is quality 0 and scale 0 (1 or 2 people). When your crew is Tier II, your gang is quality 2 and scale 2 (12 people).
Some crew upgrades will add the "Elite" feature to a gang, which gives them +1d when they roll for a given Type. So, if you're Tier I and have a gang of Elite Thugs (+1d), they would roll 2d when they try to kill a target.
Creating an expert
Record the expert's type (their specific area of expertise). They might be a Doctor, an Investigator, an Occultist, an Assassin, a Spy, etc.
An expert has quality equal to your current crew Tier +1. Their scale is always zero (1 person). Your experts increase in quality when your crew moves up in Tier.
Edges & flaws
When you create a cohort, give them one or two edges and an equal number of flaws.
Edges
- **Fearsome: **The cohort is terrifying in aspect and reputation.
- Independent: The cohort can be trusted to make good decisions and act on their own initiative in the absence of direct orders.
- Loyal: The cohort can't be bribed or turned against you.
- Tenacious: The cohort won't be deterred from a task.
Flaws
- Principled: The cohort has an ethic or values that it won't betray.
- Savage: The cohort is excessively violent and cruel.
- Unreliable: The cohort isn't always available, due to other obligations, stupefaction from their vices, etc.
- Wild: The cohort is drunken, debauched, and loud-mouthed.
Modifying a cohort
You can add an additional type to a gang or expert by spending two crew upgrades. When a cohort performs actions for which its types apply, it uses its full quality rating. Otherwise, its quality is zero. A given cohort can have up to two types.
Using a cohort
When you send a cohort to achieve a goal, roll their quality to see how it goes. Or, a PC can oversee the maneuver by leading a group action. If you direct the cohort with orders, roll Command. If you participate in the action alongside the cohort, roll the appropriate action. The quality of any opposition relative to the cohort's quality affects the position and effect of the action.
The PCs crew of Hawkers want to run a rival gang out of the alley where they're selling drugs. They send their gang of Thugs to go kick the interlopers out. The GM rolls 2d for the Thugs' quality, and gets a 3. An hour later, the Thugs come back, beaten and bloody. One of them looks sheepish, "Those guys are tough, boss." (The GM inflicts harm on the cohort, and they failed their goal.)
The next day, the crew boss goes back and leads a group action, rolling her 3d in Skirmish alongside the Thugs' 2d. The boss gets a 6 this time—they beat the tar out of the other gang and send them packing (at least for now).
Cohort harm & Healing
Cohorts suffer harm similarly to PCs. A cohort can suffer four levels of harm:
- Weakened. The cohort has reduced effect.
- Impaired. The cohort operates with reduced quality (-1d).
- Broken. The cohort can't do anything until they recover.
- Dead. The cohort is destroyed.
All of your cohorts heal during downtime. If circumstances are amenable for recovery, each cohort removes one level of harm (or two levels of harm instead, if a PC spends a downtime activity helping them recuperate).
If a cohort is destroyed, it may be replaced. Spend coin equal to your Tier +2 to restore it, plus two downtime activities to recruit new gang members, or hire a new expert.
Crew creation summary
@TODO dropcaps
1Choose a crew type. The crew type determines the group's purpose, their special abilities, and how they advance.
You begin at Tier 0, with strong hold and 0 rep. You start with 2 coin.
2 Choose an initial reputation and lair. Choose how other underworld factions see you:Ambitious—Brutal—Daring—Honorable—Professional—Savvy—Subtle—Strange. Look at the map and pick a district in which to place your lair. Describe the lair.
3 Establish your hunting grounds. Look at the map and pick a district in which to place your hunting grounds. Decide how to deal with the faction that claims that area.
- Pay them 1 coin.
- Pay them 2 coin. Get +1 status.
- Pay nothing. Get -1 status.
4 Choose a special ability. They're in the gray column in the middle of the crew sheet. If you can't decide, choose the first ability on the list. It's placed there as a good first option.
5 Assign crew upgrades. Your crew has two upgrades pre-selected. Choose two more. If your crew has a cohort, follow the procedure to create it. Record the faction status changes due to your upgrades:
- One faction helped you get an upgrade. Take +1 status with them. Or spend 1 coin for +2 status instead.
- One faction was harmed when you got an upgrade. Take -2 status with them. Or spend 1 coin for -1 status instead.
6 Choose a favorite contact. Mark the one who is a close friend, long-time ally, or partner in crime. Record the faction status changes related to your contact:
- One faction is friendly with your contact. Take +1 status with them.
- One faction is unfriendly with your contact. Take -1 status with them.
At your option, increase the intensity of the factions' relationship with your contact and take +2 and -2 status, instead.
Crew playbook
Short description of Crew
You're professional murderers—death is your business.
Add xp trigger. When you play this crew, you earn xp when you execute a successful operation of a few specific types. Some examples include: murder, ransom, battle extortion, sabotage, product supply or sale, espionage, theft, acquiring new contraband or sources.
Add questions to personalize the crew. How is the crew distinguished from other similar crews?
Starting upgrades
- First upgrade
- Second upgrade
Favored Operations
A list of operation types that the crew may perform. Some possibilities include: murder, ranson, extortion, sabotage, aquisition, consecration, sacrifice, sale, supply, show of force, sociailize, burglary, espionage, robbery, smuggling arms, smuggling contraband, or smuggling passengers.
Contacts
A list of five possible contacts for thew crew, along with descriptions of each. Some possibilities include: a gang boss, a deal broker, a noble, a bounty hunter, a merchant, a blacksmith, a physicker, a ward boss, a taver owner, an academic, an occultist, a magistrate, a dillettante, an explorer, a collector, an arms dealer, a drug dealer, an anarchist, or a dock worker.
Questions can inlclue how you know the friend, what they've done for you, what you do for them, and what kind of relationship you have.
Crew upgrades
A list of five upgrades specific to the crew. Some examples:
- Rigging: You get 2 free load in two of the equipment categories (weapons, implements, supplies, gear, documents, and tools).
- Prison Contacts: Your Tier is effectively +1 higher in prison. This counts for any Tier-related element in prison, including the incarceration roll.
- Elite Cohorts (specify type): All of your cohorts with the specified type get +1d to quality rolls for related actions.
- Hardened: Each PC gets +1 trauma box. This costs three upgrades to unlock, not just one. This may bring a PC with 4 trauma back into play if you wish.
- Composed: Each PC gets +1 stress box. This costs three upgrades to unlock, not just one.
- Underground Maps and Passkeys: You have easy passage through the underground canals, tunnels, and basements of the city.
- Camouflage: Your vehicles are perfectly concealed when at rest. They blend in as part of the environment, or as an uninteresting civilian vehicle (your choice).
Make a Claim Map for the Crew. Sample claims include:
Turf: You require one less Rep to advance in tier (max 6).
City Records: You get +1d to the engagement roll for stealth plans. You can use blueprints and other documents to determine a good approach for infiltrations.
Cover Identities: You get +1d to the engagement roll for deception and **social plans. False identities help confuse the opposition.
Cover Operation: You get -2 heat per score. The cover of a legitimate operation helps deflect some of the heat from law enforcement.
Envoy: You get +2 coin in payoff for scores that involve high-class clients. This well-connected liaison will help arrange for a better payoff from rich clients.
Fixer: You get
+2 coin in payoff for scores that involve lower-class clients. This well-respected agent will help arrange for a better payoff from poorer clients.Infirmary: You get +1d to healing treatment rolls. The infirmary also has beds for long-term convalescence.
Informants: You get +1d to gather information for a score. Your eyes and ears on the streets are always on the lookout for new targets.
Protection Racket: Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat. Some of the locals are terrified of you and will gladly pay for "protection."
Training Rooms: Your cohorts of a specific type get +1 scale. Extra training enables them to fight like a larger gang.
Vice Den: Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat.
Victim Trophies: You get +1 rep per score. Word of your grisly "collection" gets around, and your boldness boosts your rep in the underworld.
Fighting Pits: During downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat. The locals love to gamble away their hard-won coin on the blood-sports you host.
Street Fence: You get +2 coin in your payoff for scores that involve lower-class targets. An expert can find the treasure amid the trash you loot from your poorer victims.
Terrorized Citizens: You get +2 coin in your payoff for scores that involve battle or extortion. The frightened locals offer you tribute whenever you lash out. They don't want to be next.
Warehouses: You get +1d to acquire asset rolls. You have space to hold all the various spoils you end up with after your battles. It can be useful on its own or for barter when you need it.
Ancient Altar: You get +1d to the engagement roll for occult plans. Its blessing is with you.
Ancient Tower: You get +1d to Consort with arcane entities on-site.
Offertory: You get +2 coin in your payoff for scores that involve occult operations. The frightened locals offer you tribute when you perform your dark practices. They don't want to be next.
Local Graft: You get +2 coin in payoff for scores that involve a show of force or socializing. A few city officials share bribe money with those who show that they're players on the scene.
Lookouts: You get +1d to Hunt or Survey on your turf.
Luxury Venue: +1d to Consort and Sway rolls on-site. Silks, paintings, and crystal impress the clientele.
Surplus Cache: You get +2 coin in payoff for scores that involve product sale or supply. You have an abundance of product, which pads your pockets every now and then.
Covert Drop: You get +2 coin in payoff for scores that involve espionage or sabotage. The perfect hidden exchange point is worth the extra coin to discerning clientele.
Interrogation Chamber: You get +1d to Command and Sway on-site. Grisly business, but effective.
Loyal Fence: You get +2 coin in payoff for scores that involve burglary or robbery. It requires a skilled eye and good contacts to move stolen goods.
Secret Pathways: You get +1d to the engagement roll for stealth plans. You might have access to long-forgotten underground canals, rooftop walkways, or some other route of your choosing.
Tavern: You get +1d to Consort and Sway rolls on-site. Some booze and friendly conversation can go a long way.
Side Business: Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat. What kind of legitimate business is this? How do you get paid in secret?
Crew special abilities
Create seven special abilities for your crew. Here are several examples.
Deadly
Each PC may add +1 action rating to Hunt, Prowl, or Skirmish (up to a max rating of 3).
Each player may choose the action they prefer (you don't all have to choose the same one). If you take this ability during initial character and crew creation, it supersedes the normal starting limit for action ratings.
Death veil
Due to hard-won experience or occult ritual, you don't take extra heat when killing is involved on a score.
No traces
When you keep an operation quiet or make it look like an accident, you get half the rep value of the target (round up) instead of zero. When you end downtime with zero heat, take +1 rep.
There are many clients who value quiet operations. This ability rewards you for keeping a low-profile.
Patron
When you advance your Tier, it costs half the coin it normally would.
Who is your patron? Why do they help you?
Predators
When you use a stealth or deception plan to commit murder, take +1d to the engagement roll.
This ability applies when the goal is murder. It doesn't apply to other stealth or deception operations you attempt that happen to involve killing.
Fiends
Fear is as good as respect. You may count each wanted level as if it were turf.
The maximum wanted level is 4. Regardless of how much turf you hold (from this ability or otherwise) the minimum rep cost to advance your Tier is always 6._
Forged in the fire
Each PC has been toughened by cruel experience. You get +1d to resistance rolls.
This ability applies to PCs in the crew. It doesn't confer any special toughness to your cohorts.
War dogs
When you're at war (-3 faction status), your crew does not suffer -1 hold and PCs still get two downtime activities, instead of just one.
Anointed
You gain +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm.
Accord
Sometimes friends are as good as territory. You may treat up to three +3 faction statuses** you hold as if they are turf.
If your status changes, you lose the turf until it becomes +3 again. Regardless of how much turf you hold (from this ability or otherwise) the minimum rep cost to advance your Tier is always 6.
High society
It's all about who you know. Take **-1 heat **during downtime and +1d to gather information about the city's elite.
Pack rats
Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.
This ability might mean that you actually have the item you need in your pile of stuff, or it could mean you have extra odds and ends to barter with.
Second story
When you execute a clandestine infiltration, you get +1d to the engagement roll.
Synchronized
When you perform a group action, you may count multiple 6s from different rolls as a critical success.
For example, Lyric leads a group action to Attune to the ghost field to overcome a magical ward on the Dimmer Sisters' door. Emily, Lyric's player, rolls and gets a 6, and so does Matt! Because the crew has Synchronized, their two separate 6s count as a critical success on the roll.
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.
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.