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 Crew Sheet: The Backwater Phantoms

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moarhair

moarhair


Posts : 1685
Join date : 2020-04-30

Crew Sheet: The Backwater Phantoms Empty
PostSubject: Crew Sheet: The Backwater Phantoms   Crew Sheet: The Backwater Phantoms EmptySat May 02, 2020 10:46 am

The Backwater Phantoms

Crew Type: Smugglers
Reputation: Strange
Cargo Types: Arcane/Weird
Lair: The Phantoms' Well, Cargo Ship (Currently anchored in the Mist river, just west of Mistshore Park)

Crew Sheet: The Backwater Phantoms H6389411

Tier: 1
Hold: Weak
Coin: 1/4
Rep: 6/11 (12 - Turf)
Heat: 1/9
Wanted Level: 0/4

Crew XP: 9/10

Claims:

- Lair: Your base of operations.
- Turf: Redfog Tower.


Special Abilities:

- Ghost Passage: From harsh experience or occult ritual, all crew members become immune to possession by spirits, but may choose to "carry" a second ghost as a passenger within their body.
- Renegades: Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).


Crew Upgrades:

- Vehicle (Boat)(1): You have a boat, a dock on a waterway, and a small shack to store boating supplies.
- Training (Prowess): You earn 2 xp (instead of 1) when you train the Prowess xp track during downtime.
- Barge: Add mobility to your lair. You can move it to a new location as a downtime activity.
- Quarters: Your lair includes living quarters for the crew. Without this upgrade, each PC sleeps elsewhere, and is vulnerable when they do so.


Contacts:

- Favored: Nyelle, a spirit trafficker
- Elynn, a dock worker
- Rolan, a drug dealer
- Sera, an arms dealer
- Decker, an anarchist
- Esme, a tavern owner, The Broken Anchor at the Docks
The Broken Anchor is a tavern in the Docks built in a network of natural caves that had existed in the island from which the district had been constructed. It occupies a series of small to medium sized caverns with only a handful of tables each, lit by a multitude of small and dim electroplasmic lights hanging from the wires crisscrossing the ceiling. Metal flooring had been installed over the natural rock, which made it hard to sneak around. As such, it was prized by Doskvol's criminal element as a place to discuss business. Little was known about the middle aged proprietor, but rumors abound. A large glass pot filled with money rests on the tavern's the counter. For a few pieces of silver, anyone can try to take a guess at her past and, if correct, Esme has said that they could take the pot. So far, people had only ever put money in.


XP Triggers:

At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.
- Execute a successful smuggling or acquire new clients or contraband sources.
- Contend with challenges above your current station.
- Bolster your crew's reputation or develop a new one.
- Express the goals, drives, inner conflict, or essential nature of the crew.


Last edited by bobarctor1977 on Fri Apr 02, 2021 7:51 am; edited 29 times in total (Reason for editing : +1 heat for devils bargain during score 7)
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moarhair

moarhair


Posts : 1685
Join date : 2020-04-30

Crew Sheet: The Backwater Phantoms Empty
PostSubject: Re: Crew Sheet: The Backwater Phantoms   Crew Sheet: The Backwater Phantoms EmptySat May 09, 2020 10:52 am

Goals, drives & ambitions

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moarhair

moarhair


Posts : 1685
Join date : 2020-04-30

Crew Sheet: The Backwater Phantoms Empty
PostSubject: Re: Crew Sheet: The Backwater Phantoms   Crew Sheet: The Backwater Phantoms EmptySat May 09, 2020 10:55 am

Session 1 XP

At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.

- Execute a successful smuggling or acquire new clients or contraband sources. - 1/2

  • Smuggled a mysterious arcane cylinder for the Grinders

- Contend with challenges above your current station. - 0/2

- Bolster your crew's reputation or develop a new one. - 0/2

- Express the goals, drives, inner conflict, or essential nature of the crew. - 0/2
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moarhair

moarhair


Posts : 1685
Join date : 2020-04-30

Crew Sheet: The Backwater Phantoms Empty
PostSubject: Re: Crew Sheet: The Backwater Phantoms   Crew Sheet: The Backwater Phantoms EmptyWed Jun 03, 2020 10:32 am

Session 3 XP

At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.

- Execute a successful smuggling or acquire new clients or contraband sources. - 1/2

  • Smuggled a mysterious artefact for the Grinders

- Contend with challenges above your current station. - 1/2

  • Sneaked unto and out of an Imperial Military vessel

- Bolster your crew's reputation or develop a new one. - 1/2

  • Bolster your crew's reputation (strange): Smuggled a strange artefact

- Express the goals, drives, inner conflict, or essential nature of the crew. - 1/2

  • Goals: Ally with the Grinders
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moarhair

moarhair


Posts : 1685
Join date : 2020-04-30

Crew Sheet: The Backwater Phantoms Empty
PostSubject: Re: Crew Sheet: The Backwater Phantoms   Crew Sheet: The Backwater Phantoms EmptySun Oct 04, 2020 5:06 pm

Session 4 XP

At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.

- Execute a successful smuggling or acquire new clients or contraband sources. - 1/2

  • Smuggled the Ghoul to the Grinders

- Contend with challenges above your current station. - 2/2

  • Rescued a condemned man from the Bluecoats
  • Faced off with a Demon, Twice-Dead Tom

- Bolster your crew's reputation or develop a new one. - 2/2

  • Bolster your crew's reputation (strange): Used a ghost in the rescue
  • Bolster your crew's reputation (strange): Faced off with a Demon, Twice-Dead Tom

- Express the goals, drives, inner conflict, or essential nature of the crew. - 0/2
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moarhair

moarhair


Posts : 1685
Join date : 2020-04-30

Crew Sheet: The Backwater Phantoms Empty
PostSubject: Re: Crew Sheet: The Backwater Phantoms   Crew Sheet: The Backwater Phantoms EmptyWed Jan 20, 2021 8:52 am

Session 5 XP

At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.

- Execute a successful smuggling or acquire new clients or contraband sources. - 2/2

  • Secured Refog Tower and the adjoining aqueduct as a smuggling route
  • Acquired the Circle of Flame as clients

- Contend with challenges above your current station. - 1/2

  • Fought a Hull at the base of the aqueduct

- Bolster your crew's reputation or develop a new one. - 1/2

  • Bolster your crew's reputation (strange): Summoned a fog inside Redfog Tower

- Express the goals, drives, inner conflict, or essential nature of the crew. - 2/2

  • Secured Refog Tower and the adjoining aqueduct as a smuggling route
  • Stood up to the Fog Hounds
  • Family stuff between the Helkers
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moarhair

moarhair


Posts : 1685
Join date : 2020-04-30

Crew Sheet: The Backwater Phantoms Empty
PostSubject: Re: Crew Sheet: The Backwater Phantoms   Crew Sheet: The Backwater Phantoms EmptySat Feb 13, 2021 11:53 am

Session 6 XP

At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.

- Execute a successful smuggling or acquire new clients or contraband sources. - 0/2



- Contend with challenges above your current station. - 1/2

  • Destroyed the Fog Hounds' Hull

- Bolster your crew's reputation or develop a new one. - 0/2



- Express the goals, drives, inner conflict, or essential nature of the crew. - 2/2

  • Fought a battle against the Fog Hounds, our main rivals in the smuggling game
  • Family stuff between the Helkers
  • Friction between the crew members about what to do with the survivors
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