Skovlan
Bold (+1 steel)
Tough (-1 harm)
Wild (+1 if trauma 9+)
Hardy (no scar effect)
Akoros
Sharp (+1 insight)
Connected (+6 favours)
Shrewd (+1 chit/line)
Noble (+1 will)
Severos
Hard (+1 force)
Vicious (+1 harm)
Cruel (+1 if harm 9+)
Cold (-1 trauma)
Iruvia
Nimble (+1 finesse)
Attuned (Assist is +2)
Sly (free insight Q)
Swift (you're faster)
Gear:Heavy gloves, encounter suit, cloak, breather-mask, air-tank, goggles, cable and clamps, lightning-hook, magnetic boots, spirit-flares, lightning-oil canister (4 uses), and choose one loadout (at right).
Lightning Oil
Rook: Heavy lightning-hook.
Spider: Lightning-web thrower, bandolier of spirit bottles (4).
Owl: Spirit-goggles, spare lightning-oil canister (4 uses).
Anchor: Heavy encounter-suit (1-armor, electro-field).
Level 1: Apprentice
Clear 10 ghosts
Work 3 lines
Work 2 roles
Level 2: Journeyman
Clear 30 ghosts
Silence a ghost
Work 6 lines
Work every role
Level 3: Master
Clear 60 ghosts
Silence 12 ghosts
Work all 12 lines
Train a new bull
Lines Worked
Skovlan: Upper (III)
Skovlan: Lower (II)
Akoros: Doskvol (I)
Akoros: Heights (II)
Akoros: Bayside (I)
Akoros: Pass (III)
Iruvia: Islands (II)
Iruvia: Cloudspire (II)
Iruvia: Lakewood (I)
Severos: Highland (III)
Severos: Plains (II)
Severos: Coast (III)
Roles Worked
Rook
Spider
Owl
Anchor
Ghosts Silenced
Ghosts Cleared
Force
When you employ force, roll+force and choose options. On a 12+, three. On a 10 or 11, two. On a 7-9, one.
  • You inflict great harm.
  • You suffer little harm in return.
  • You drive them back, seize something, or create an opportunity.
Finesse
When you employ finesse, roll+finesse and choose options. On a 12+, three. On a 10 or 11, two. On a 7-9, one.
  • You do it quickly.
  • You avoid trouble, compromise or cost.
  • You do it impressively, stylishly or to greater effect.
Insight
When you employ insight, roll+insight. On a 12+, hold three. On a 10 or 11, hold two. On a 7-9, hold one. Spend your hold 1-for-1 during the scene to ask the GM questions from the list:
  • What’s really going on here?
  • What should I be on the lookout for?
  • What’s the best way to _?
  • What are they really feeling?
  • What do they want?
  • How could I get them to _?
On a miss, you gain no hold, but may ask one right now.
Assist
For every move above (force, finesse, insight), you may also spend one of your choices on these:
  • You assist someone, they take +1 to their roll.
  • You interfere with someone, they take -2.
Steel
When you steel yourself against injury, duress, or supernatural horrors, choose an action below that you hope you don’t do, and roll+steel. On a 10+, you do none of them. On a 7-9, you do one you didn’t pick, GM chooses. On a miss, it’s the one you don’t want.
  • Freeze up, leave myself wide open.
  • Panic, disengage, flee.
  • Collapse, let go, give up.
  • Rage, lose control, do unintended harm.
  • Suffer more trauma or harm.
You can avoid an instance of harm or trauma by choosing to mark a Scar or Horror, respectively, instead. Scars and horror are permanent. Fill them in clockwise.
Downtime
When you have downtime off work, choose one:
  • Hit the pub. Heal trauma (if above 6 o’clock, heal to 6. If 6 or below, heal all).
  • Visit the physicker. Heal harm (if above 9, heal to 9. If at 9, heal to 6. If 6 or below, heal all).
  • Work a side job. Choose: bouncer, courier, craft, crematorium, crime, distillery, docks, forge, leviathan-hunting, slaughterhouse, stables, trade. Collect 2-stash or 1-favor.
You may choose additional options by spending chits, 1-for-1. You may choose the same option twice.
Impose Your Will
When you impose your will to get your way, roll.
  • If your steel is greater, take +1.
  • If your level is greater, take +1.
  • If you are a Noble of Akoros, take +1.
  • If you threaten bodily harm, and your force is greater, take +1.
On a 12+, they are so overwhelmed they do what you say without another thought. On a 10 or 11, they choose: either do what you say, or take 2-trauma. On a 7-9, it’s 1-trauma. If you threatened bodily harm, they can force your hand and take the threatened harm instead of trauma.
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