Skulkers

Over Hills, Under Trees

Name

Reputation

Rep

Renown

Hold

Tier

Weak

Strong

  
Artifact
Artifact
Artifact
Artifact
Artifact
Artifact

Coin

Vault

  
  

Provisions

  
  

Notoriety

Nemeses

  

Notes

Playbook Special Abilities

Light Fingers: Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).
Shadows: When you use a stealth or deception plan to carry out a heist or infiltration, take +1d to the engagement roll.
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 notoriety, take +1 rep.
Just passing through: During downtime, take -1 notoriety. When your notoriety is 4 or less, you get +1d to deceive people when you pass yourselves off as ordinary citizens.
Argot: Your party has an internal code, allowing you to pass secret messages amongst each other without any unwanted parties understanding what you're saying.
Diversification: Pick an additional party XP trigger from another party playbook.
Multidisciplinary: Pick a special ability from another character playbook.

Contacts

Meira, an adventurer
Dismus, a thief
Purka, a collector
Yasro, a soldier
Cornaith, a beggar

Party Upgrades

Skulkers Rigging 
Something Extra 
Covert Spies 
Adaptable 
 
 

Party 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 espionage, sabotage, infiltration or theft operation.
  • Contend with challenges above your current station.
  • Bolster your party's reputation or develop a new one.
  • Express the goals, drives, inner conflict, or essential nature of the party.

Expert

Expert

Expert


Upgrades

Party

Camp 
Provisions 
Transport 
Vault 

Quality

Documents 
Gear 
Implements 
Supplies 
Tools 
Weapons 

Training

Insight 
Prowess 
Resolve 
Personal 
Mastery