Type of sheet

Agent

Role

Crew

Playbook:

Name:

HQ Upgrades

Quality Upgrades

Crew Upgrades

Training

2xp during downtime training

Special Abilities

Intel

You can store up to 4 intel between missions (any extra must be spent immediately).The first vault upgrade allows you to store 8 intel; the second vault upgrade allows you to store up to 16 intel.

Heat

Heat indicates how much attention your activities are attracting. If the track fills up, increase threat by one then clear the heat track.

Heat:

Threat

As the threat level increases, the more dangerous and desperate the conspiracy becomes. If the threat level ever reaches 5, the crew is destroyed by the full might of the conspiracy.

Experts

An expert has two actions and one investigative skill. They can be promoted to an agent when there is a vacancy.

Name: Wounds: Stress:

Squads

Personnel can add new squads when the quartermaster spends two upgrades, or recruit replacements for promoted (or dead) squad members when the quartermaster performs a Recruit action.

Individual squad members are sometimes referred to as rookies. Personnel can choose to promote them to an expert any time after they reach 8 xp.

Squad of

XP Name Wounds Stress

Manage Crew Sheet

Manage crew XP, upgrades, and headquarters on the seperate Crew sheet.

Contacts and Assets

Contacts can be acquired through missions or cultivated via long-term projects. The crew always starts with one.

You can use the *Acquire Assets* activity to hire outside personnel for an upcoming mission.

Name: Detail:

Long-Term Projects

Create and track the crew's long-term projects. The agent assigned to lead the project rolls to advance the project clock.

Manage Counter-Agents

You begin with two counter-agents and can only have two at a time working for you until you upgrade your network.

Name: Detail: Wounded?

Assignment:

Long-Term Assigments

Create and assign counter-agents to long-term assigments. *Augment Mission*, *Expand Network*, *Recruit*, *Research Conspiracy*

Roll 1d for the assignment. Advance the clock according to the results. (1-3: One, and your counter-agent is wounded. 4/5: Two. 6: Three. Critical: Five.) A wounded counter-agent that gets wounded again will die.

Name:

Insight

Prowess

Resolve

Special Abilities

Load

Special items

Healing

Harm

3 Need Help
2 -1d
1 Less Effect

Armour Use

Investigative Skills

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Rolling {{attr_num}} dice

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Failed

{{/rollLess() dice 4}} {{#rollBetween() dice 4 5}}

Partial success

{{/rollBetween() dice 4 5}} {{#rollGreater() dice 5}}

Success

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Mouse over roll to count sixes

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Rolling 0 dice

{{zero}}

{{#rollLess() zero 4}}

Failed

{{/rollLess() zero 4}} {{#rollBetween() zero 4 5}}

Partial success

{{/rollBetween() zero 4 5}} {{#rollGreater() zero 5}}

Success

{{/rollGreater() zero 5}} {{/rollLess() attr_num 1}}

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Rolling {{attr_num}} dice

Gain {{stress}} stress

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If critical, REDUCE stress by 1

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Rolling 0 dice

Gain {{zero}} stress

{{/rollLess() attr_num 1}}

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Rolling {{attr_num}} dice

Clear {{stress}} stress

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If critical, REDUCE stress by 1

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Rolling 0 dice

Clear {{zero}} stress

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