TEXT: At the end of each session, for each item below, mark 1 xp (or instead 
  mark 2 xp if the crew was really impressive.)
  ✩ Increase your authority over local society.
  ✩ Contend with threats above your heads.
  ✩ Live up to your crew’s reputation(s) or develop a new one.
  ✩ Express the relationships or inner workings of the crew.
    
  ✩ Copperhead ✩ County ✩
  O Rip and Run: Each PC may add +1 action rating to Fight, Growl, or 
  Tread (up to a max rating of 3).
  O Raising Hell: When a job causes you to take negative status with a 
  faction, mark crew xp.
  O Wrecking Crew: When you start a job to attack or intimidate a target, 
  you get +1d to the engagement roll.
  O In the Shit: When you're at war, take +1d to indulge your vice, and 
  PCs don’t take Stress after downtime.
  O Reign in Hell: Each wanted level gives you +1 Control. When you 
  have a wanted level, your Turf claims each provide +1 Cash for Profit.
  O Shitkickers: You can add the Rowdy, Ornery, or Unreliable flaw to your 
  gangs to give them +1 quality. When your gangs help you defeat an 
  enemy in combat, get +1 Rep.
  O Free Bird: When you fight with or flee from law enforcement, you get 
  +1d to resistance rolls.
  OOO Another Way: Choose a special ability from the Outfit list.
  O Hector, a bartender
  O Boone, a drug dealer
  O Beaver, a gun dealer
  O Nguyen, a nurse
  O Haywood, a deputy
  O __________, a ___________
  O __________, a ___________
  O __________, a ___________
  O __________, a ___________
  O __________, a ___________
  O Heavy Vehicles
  O Prison Bribes
  O Fearless Soldiers (+1 quality)
  O Furious Drivers (+1 quality)
  O-O-O Hardened
  HQ
     Quality
  OOOO Garage
     O Weapons
  OO Stash
     O Vehicles
  O-O Second HQ
     O Tools / Gear
  O Automatic Guns    O Security
  O Silenced Guns
     Cohorts
  O Ordnance   
     New Cohort: 2
  O AP Ammo
     Added Type: 2
  Training
     Garage Vehicles
  O Grit
     O Street
   
  O Gumption
     O Utility
  O Grace
     O Motorcycles
  O Personal
     O Water
  O-O-O-O Mastery
     O Helicopter
  Contacts
               Crew Upgrades
  Heat
  O O O | O O O | O O O
  Cash           Stash 1   | Stash 2
  O O O O   |  O O O O   | O O O O                    
  aaaaaaaaaaaaaaaaaa     O O O O 
  HQ:
  Name
  Reputation(s)
  Rep ►
           ◄ Control
  O O O O O O | O O O O O O
  Hold
  O Weak   O Strong
     Tier
      O O O O
  Wanted
  O O O O
  Cohort
  O Weak
  O Impaired
  O Broken
  O Armor
  Quality
  O O O O
  Cohort
  O Weak
  O Impaired
  O Broken
  O Armor
  Quality
  O O O O
  Cohort
  O Weak
  O Impaired
  O Broken
  O Armor
  Quality
  O O O O
  Cohort
  O Weak
  O Impaired
  O Broken
  O Armor
  Quality
  O O O O
  Contacts
                              Crew Upgrades
  Hellraisers
  Rebels and renegades 
  exploding 
  the status quo
  Cohort
  O Weak
  O Impaired
  O Broken
  O Armor
  Quality
  O O O O
  Gang Scale by Tier
  0: Tiny (2 people per gang)
  1: Small (5 people per gang)
  2: Medium (10 people per gang)
  3: Large (15 people per gang)
  4: Huge (20 people per gang)
  5: Massive (25 people per gang)
  Crew Advancement 
         █   █   █   █   █   █   █   █   █
  Soldiers
  Hellraiser Claims
  HQ
  Turf
  +1 Control
  Iron Rule
  No extra Heat 
  for war or 
  hostile turf; -1 
  Heat for killing
  Tribute
  Each Turf claim 
  counts as Profit
  Drug Game
  Profit
  +2 Cash for 
  expanding your 
  game
  Chop Shop
  +2 Cash for 
  stolen vehicles 
  and weapons
  Pipeline
  Extra Profit from 
  Drug Game
  +1 Cash from 
  Pawn Fence and 
  Chop Shop
  Turf
  +1 Control
  Broken Law
  -1 Wanted Level 
  per Turf during 
  jobs
  Vice Game
  Profit
  +2 Cash for 
  expanding your 
  game
  Local 
  Legends
  +1 scale for 
  Soldiers gangs
  Broken 
  Order
  +1d to all rolls 
  during Justice
  Turf
  +1 Control
  VIP Clients
  Extra Profit from 
  Vice Game
  +1 Cash from 
  Profit
  Pawn Fence
  +2 Cash for 
  stolen 
  merchandise
  Other Claims
  Profit
  At the end of downtime, if you have a Profit 
  Claim, roll Tier to advance the Profit Clock. Add 
  +1d for each additional Profit Claim. 
  1-3: 1 tick. 4,5: 2 ticks. 6: 3 ticks. Crit: 5 ticks. 
  When the Clock completes, gain the listed Cash.
  Profit ___d
  Cash  ____
  (Control - 
  Wanted Level)
  
  At the end of each session, for each item below, mark 1 xp (or instead 
  mark 2 xp if the crew was really impressive.)
  ✩ Increase your influence over local society.
  ✩ Contend with threats above your heads.
  ✩ Live up to your crew’s reputation(s) or develop a new one.
  ✩ Express the relationships or inner workings of the crew.
    
  ✩ Copperhead ✩ County ✩
  O Easy Does It: Each PC may add +1 action rating to Coax, Creep, or 
  Survey (up to a max rating of 3).
  O Smiling Faces: When a job causes you to take positive status with a 
  faction, mark crew xp.
  O Insidious: When you start a job to infiltrate or subvert a target, you 
  get +1d to the engagement roll.
  O Quiet Menace: When you keep a job quiet (nobody knows you did it), 
  you get half the Rep value of the target (round up) instead of zero. When 
  you end downtime with zero Heat, take +1 Rep.
  O Corruption: Up to three +3 faction statuses give you +1 Control 
  each. If you count a political or commercial faction for this ability, the 
  faction also adds +1 Cash to Profit.
  O Lieutenants: Your experts gain the Independent edge for free. 
  During downtime, your experts can take one free activity each.
  O Like Clockwork: When you perform a group action, you may count 
  multiple 6s from different rolls as a critical.
  OOO Another Way: Choose a special ability from the Hellraisers list.
  O Stuart, a hotelier
  O Simmons, a drug dealer
  O Jacobs, a gun dealer
  O DeRosa, a paramedic
  O Wright, a detective
  O __________, a ___________
  O __________, a ___________
  O __________, a ___________
  O __________, a ___________
  O __________, a ___________
  O Tuned Vehicles
  O Prison Bribes
  O Friendly Agents (+1 quality)
  O Quiet Crooks (+1 quality)
  O-O-O Hardened
  HQ
     Quality
  OOOO Garage
     O Weapons
  OO Stash
     O Vehicles
  O-O Second HQ
     O Tools / Gear
  O Automatic Guns    O Security
  O Silenced Guns
     Cohorts
  O Ordnance   
     New Cohort: 2
  O AP Ammo
     Added Type: 2
  Training
     Garage Vehicles
  O Grit
     O Street
   
  O Gumption
     O Utility
  O Grace
     O Motorcycles
  O Personal
     O Water
  O-O-O-O Mastery
     O Helicopter
  Contacts
               Crew Upgrades
  Heat
  O O O | O O O | O O O
  Cash           Stash 1   | Stash 2
  O O O O   |  O O O O   | O O O O                    
  aaaaaaaaaaaaaaaaaa     O O O O 
  HQ:
  Name
  Reputation(s)
  Rep ►
           ◄ Control
  O O O O O O | O O O O O O
  Hold
  O Weak   O Strong
     Tier
      O O O O
  Wanted
  O O O O
  Cohort
  O Weak
  O Impaired
  O Broken
  O Armor
  Quality
  O O O O
  Cohort
  O Weak
  O Impaired
  O Broken
  O Armor
  Quality
  O O O O
  Cohort
  O Weak
  O Impaired
  O Broken
  O Armor
  Quality
  O O O O
  Cohort
  O Weak
  O Impaired
  O Broken
  O Armor
  Quality
  O O O O
  Contacts
                              Crew Upgrades
  Outfit
  Sharks and snakes 
  exploiting
  the status quo
  Cohort
  O Weak
  O Impaired
  O Broken
  O Armor
  Quality
  O O O O
  Gang Scale by Tier
  0: Tiny (2 people per gang)
  1: Small (5 people per gang)
  2: Medium (10 people per gang)
  3: Large (15 people per gang)
  4: Huge (20 people per gang)
  5: Massive (25 people per gang)
  Crew Advancement 
         █   █   █   █   █   █   █   █   █
  Lawyer
  Outfit Claims
  HQ
  Turf
  +1 Control
  Front 
  Business
  Tax Evasion:
  -1 Heat per Turf
  Kickback
  Each Turf claim 
  counts as Profit
  Drug Game
  Profit
  +2 Cash for 
  expanding your 
  game
  Chop Shop
  +2 Cash for 
  stolen vehicles 
  and weapons
  Pipeline
  Extra Profit from 
  Drug Game
  +1 Cash from 
  Pawn Fence and 
  Chop Shop
  Turf
  +1 Control
  Bent Cops
  Roll 
  entanglements 
  twice & keep one
  Vice Game
  Profit
  +2 Cash for 
  expanding your 
  game
  Veteran 
  Trainers
  +1 scale for 
  Crooks gangs
  Bent 
  Politics
  -1 Heat per Turf 
  in downtime
  Turf
  +1 Control
  VIP Clients
  Extra Profit from 
  Vice Game
  +1 Cash from 
  Profit
  Pawn Fence
  +2 Cash for 
  stolen 
  merchandise
  Other Claims
  Profit ___d
  Cash  ____
  (Control - 
  Wanted Level)
  Profit
  At the end of downtime, if you have a Profit 
  Claim, roll Tier to advance the Profit Clock. Add 
  +1d for each additional Profit Claim. 
  1-3: 1 tick. 4,5: 2 ticks. 6: 3 ticks. Crit: 5 ticks. 
  When the Clock completes, gain the listed Cash.
  
  At the end of each session, for each item below, mark 1 xp (or instead 
  mark 2 xp if the crew was really impressive.)
  ✩ Increase your reach within local society.
  ✩ Contend with threats above your heads.
  ✩ Live up to your crew’s reputation(s) or develop a new one.
  ✩ Express the relationships or inner workings of the crew.
    
  ✩ Copperhead ✩ County ✩
  O Family Legacy: Each PC may add +1 action rating to the same action 
  (up to a max rating of 3).
  O Blood Feud: After you attack a faction you’re at war with, mark crew 
  xp. If you kill members of the enemy faction, take +1 Rep.
  O No Trespass: When you start a job of self-defense, vengeance, or 
  score-settling, take +1d to the engagement roll.
  O Homestead: Each Turf claim provides another +1 Control.
  O Family First: Each PC gains an additional xp trigger: You suffered to 
  protect the family. If the suffering was particularly grievous, mark 2 xp.
  O Blood Ties: When your cohorts are part of the family, they gain the 
  Loyal edge for free (or another if they're already Loyal). When a Loyal 
  cohort helps on a job, take -1 Heat.
  O Head of the Family: Choose a PC to lead the family. They take +1d to 
  command, convince, or manipulate family members. If the chosen PC 
  becomes unavailable, choose another PC to inherit this benefit.
  OOO Family Ways: Choose a special ability from the Hellraisers or Outfit 
  lists.
  O Fox, a bartender
  O Wayne, a drug dealer
  O Beaver, a gun dealer
  O Leaper, a family doctor
  O Grady, a deputy
  O __________, a ___________
  O __________, a ___________
  O __________, a ___________
  O __________, a ___________
  O __________, a ___________
  O Heavy Vehicles
  O Prison Bribes
  O Friendly Agents (+1 quality)
  O Tough Soldiers (+1 quality)
  O-O-O Hardened
  HQ
     Quality
  OOOO Garage
     O Weapons
  OO Stash
     O Vehicles
  O-O Second HQ
     O Tools / Gear
  O Automatic Guns    O Security
  O Silenced Guns
     Cohorts
  O Ordnance   
     New Cohort: 2
  O AP Ammo
     Added Type: 2
  Training
     Garage Vehicles
  O Grit
     O Street
   
  O Gumption
     O Utility
  O Grace
     O Motorcycles
  O Personal
     O Water
  O-O-O-O Mastery
     O Helicopter
  Contacts
               Crew Upgrades
  Heat
  O O O | O O O | O O O
  Cash           Stash 1   | Stash 2
  O O O O   |  O O O O   | O O O O                    
  aaaaaaaaaaaaaaaaaa     O O O O 
  HQ:
  Name
  Reputation(s)
  Rep ►
           ◄ Control
  O O O O O O | O O O O O O
  Hold
  O Weak   O Strong
     Tier
      O O O O
  Wanted
  O O O O
  Cohort
  O Weak
  O Impaired
  O Broken
  O Armor
  Quality
  O O O O
  Cohort
  O Weak
  O Impaired
  O Broken
  O Armor
  Quality
  O O O O
  Cohort
  O Weak
  O Impaired
  O Broken
  O Armor
  Quality
  O O O O
  Cohort
  O Weak
  O Impaired
  O Broken
  O Armor
  Quality
  O O O O
  Contacts
                              Crew Upgrades
  Blood
  Kith and kin
  expanding
  the family tree
  Cohort
  O Weak
  O Impaired
  O Broken
  O Armor
  Quality
  O O O O
  Gang Scale by Tier
  0: Tiny (2 people per gang)
  1: Small (5 people per gang)
  2: Medium (10 people per gang)
  3: Large (15 people per gang)
  4: Huge (20 people per gang)
  5: Massive (25 people per gang)
  Crew Advancement 
         █   █   █   █   █   █   █   █   █
  Blood Claims
  HQ
  Turf
  +1 Control
  Iron Rule
  No extra Heat 
  for war or 
  hostile turf; -1 
  Heat for killing
  Kickback
  Each Turf claim 
  counts as Profit
  Drug Game
  Profit
  +2 Cash for 
  expanding your 
  game
  Chop Shop
  +2 Cash for 
  stolen vehicles 
  and weapons
  Pipeline
  Extra Profit from 
  Drug Game
  +1 Cash from 
  Pawn Fence and 
  Chop Shop
  Turf
  +1 Control
  Loyal Cops
  Roll 
  entanglements 
  twice & keep one
  Vice Game
  Profit
  +2 Cash for 
  expanding your 
  game
  Local 
  Legends
  +1 scale for 
  Soldiers gangs
  Sovereign 
  Territory
  Tax Evasion:
  -1 Heat per Turf
  Turf
  +1 Control
  VIP Clients
  Extra Profit from 
  Vice Game
  +1 Cash from 
  Profit
  Pawn Fence
  +2 Cash for 
  stolen 
  merchandise
  Other Claims
  Profit ___d
  Cash  ____
  (Control - 
  Wanted Level)
  Profit
  At the end of downtime, if you have a Profit 
  Claim, roll Tier to advance the Profit Clock. Add 
  +1d for each additional Profit Claim. 
  1-3: 1 tick. 4,5: 2 ticks. 6: 3 ticks. Crit: 5 ticks. 
  When the Clock completes, gain the listed Cash.
  
  3
  2
  1
  Cold ✩ Haunted ✩ Obsessed ✩ Paranoid
  Reckless ✩ Soft ✩ Unstable ✩ Vicious
  ✩ Every time you roll a desperate action, mark XP in that action’s attribute.
  At the end of each session, for each item, mark 1 xp, or 2 xp if you were really impressive:
  ✩ You addressed a challenge with intimidation or brute force.
  ✩ You made a difference in situations outside of your expertise.
  ✩ You expressed your connections to the world.
  ✩ Your vice or traumas made life more difficult than it had to be.
  Playbook Advancement  █   █   █   █   █   █   █   █   █
  Gumption   █   █   █   █   █   █
  O  O O O Deal
  O  O O O Direct
  O  O O O Reckon
  O  O O O Survey
  O Powerhouse: You may expend your special armor to reduce physical 
  harm or to push yourself during a fight.
  O Leg Breaker: Your bark is as good as your bite. When you Growl a 
  threat at someone who has reason to fear you, you get +1d.
  O Bodyguard: When you protect a teammate, take +1d to your 
  resistance roll. When you gather info to anticipate possible threats in the 
  current situation, you get +1 effect.
  O Warhorse: Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.
  O Adrenaline Rush: Arrrrgh! In high-pressure situations, you can push 
  yourself to increase your scale (acting as a small group rather than one 
  person).
  O Lead By Example: You can Growl as you would Direct in matters of 
  combat or violence. When you fight alongside crew cohorts, they gain 1 
  armor and they don't become Broken at level 3 Harm.
  O Too Mean to Die: If you would suffer fatal or permanent harm, you 
  can mark Trauma to reduce it to level 3 harm. When you mark Trauma 
  during combat, you can push yourself to stay in the fight.
  O My Name is My Name: Choose a personal renown: Hero, King, 
  Conqueror. You gain an additional xp trigger: You lived up to your personal 
  renown. If this complicated or countered the crew's goals, mark 2 xp 
  instead.
  OOO Versatile: Choose a special ability from another source.
  Brick
  Look
  Name
  Alias
  Stress
  O O O | O O O | O O O
  An unstoppable enforcer
  Grit             █   █   █   █   █   █
  O  O O O Fight
  O  O O O Growl
  O  O O O Handle
  O  O O O Tread
  Grace           █   █   █   █   █   █
  O  O O O Coax
  O  O O O Creep
  O  O O O Fix
  O  O O O Hunt
  Vice/Source: Blackout ✩ Leisure ✩ Family ✩ Faith ✩ Pleasure ✩ Status
  Origin: Local ✩ Southern ✩ Western
              Northern ✩ Immigrant
  History: Blue Collar ✩ Ex-Military
  Former Athlete ✩ Street Life ✩ Other
  Trauma
  O O O O
  Gather Information
  How can I hurt them? ✩ Who's most afraid of me?
  Who's most dangerous here? ✩ What do they intend to do?
  How can I get them to [X]? ✩ Are they telling the truth?
  What's really going on here?
  Planning
  Choose a plan. Provide the detail. Choose your load.
  Assault: Point of attack.
  Deception: Method.
  Stealth: Entry point.
  Social: Social connection.
  Transport: Locations/route.
  Mark XP:
  Bonus Die +1d
  Pay 2 stress to Push Yourself
  Accept a Devil’s Bargain
  Tough Friends
          Mack, a martial artist
          Cisneros, a veteran
          Grady, a bouncer
          Blackland, a farmer
           __________, a ___________
           __________, a ___________
           __________, a ___________
  Items (italics don’t count for load)
  O Your heavy pistol
  O-O Your automatic rifle
  O/O Your special melee weapon
  O Zip ties
  O Your personal vehicle
  O ____________________________
  O-O __________________________
  Purchased Crew Upgrades
  O Auto  O Silenced  O Ordnance O AP
  Load
  O A melee weapon     
      O +Large
  O A handgun
      O +Auto*    O +Silenced*
  O A rifle    O A shotgun
      O +Auto*    O +Silenced*
  O-O Body armor
  O Theft tools
  O-O Mechanic tools
  O Wilderness gear
  O First aid gear
  O A gas can
  O A small dose
  O Explosives*
  O A hand grenade*
  O-O-O An RPG launcher*
  *With appropriate upgrade.
  Harm
  Need Help
  -1d
  Less Effect
  Cash
            █   █   █   █
  Bank
  █
  O Body Armor
  O Special Armor
  Recovery
  Teamwork
  Assist another character.
  Pay 1 stress, give bonus die.
  Lead a group action.
  Use best result, leader takes 
  stress for fails.
  Protect a teammate.
  You make the resistance roll.
  Set up another character.
  Take action, adjust position.
  █ █ █ █ █ █ █ █ █
  █ █ █ █ █ █ █ █ █ █
  █ █ █ █ █ █ █ █ █ █ █
  █ █ █ █ █ █ █ █ █ █ █ █
  Tax Evasion: When you 
  increase Bank, take Heat 
  equal to the new level.
  Playbook Advancement
   █   █   █   █   █   █   █   █   █
  Home
  Vehicle 
  ✩ Copperhead ✩ County ✩
  
  History: Ex-Cop ✩ Ex-Military ✩ Private 
  Security ✩ Street Life ✩ Other
  Cold ✩ Haunted ✩ Obsessed ✩ Paranoid
  Reckless ✩ Soft ✩ Unstable ✩ Vicious
  ✩ Every time you roll a desperate action, mark XP in that action’s attribute.
  At the end of each session, for each item, mark 1 xp, or 2 xp if you were really impressive:
  ✩ You addressed a challenge with stealth or precise violence.
  ✩ You made a difference in situations outside of your expertise.
  ✩ You expressed your connections to the world.
  ✩ Your vice or traumas made life more difficult than it had to be.
  Playbook Advancement  █   █   █   █   █   █   █   █   █
  Gumption   █   █   █   █   █   █
  O  O O O Deal
  O  O O O Direct
  O  O O O Reckon
  O  O O O Survey
  O The Devil's Right Hand: An uncanny luck often guides your hand. 
  When you push yourself while using one of your personal items, you 
  can take +2d instead of +1d.
  O Wet Work: You may expend your special armor to resist a 
  consequence of surprise or detection, or to push yourself for ranged 
  combat or tracking.
  O Reflexes: When there's a question about who acts first, the answer is 
  you (two characters with Reflexes act simultaneously).
  O In the Clutch: When you roll a desperate action, you get +1d.
  O Hellhound: When you gather info to locate or understand a target, 
  you get +1 effect. When you engage that target, you also get +1 effect.
  O Got Your Back: Two times per job you can assist a teammate without 
  paying stress.
  O Old Bones: You can handle the breaks of outlaw life. You get +1 stress 
  box.
  O The Righteous Path: You gain an xp trigger: You upheld your code of 
  honor or justice. If this complicated or countered the crew's goals, mark 2 
  xp instead.
  OOO Versatile: Choose a special ability from another source.
  Cleaner
  Look
  Name
  Alias
  Stress
  O O O | O O O | O O O
  A steady problem solver
  Grit             █   █   █   █   █   █
  O  O O O Fight
  O  O O O Growl
  O  O O O Handle
  O  O O O Tread
  Grace           █   █   █   █   █   █
  O  O O O Coax
  O  O O O Creep
  O  O O O Fix
  O  O O O Hunt
  Vice/Source: Blackout ✩ Leisure ✩ Family ✩ Faith ✩ Pleasure ✩ Status
  Origin: Local ✩ Southern ✩ Western
              Northern ✩ Immigrant
  Trauma
  O O O O
  Gather Information
  What do they intend to do? ✩ How can I get them to [X]?
  What should I look out for? ✩ Where are they vulnerable?
  Where can I hide here? ✩ How can I find [X]?
  What's really going on here?
  Planning
  Choose a plan. Provide the detail. Choose your load.
  Assault: Point of attack.
  Deception: Method.
  Stealth: Entry point.
  Social: Social connection.
  Transport: Locations/route.
  Mark XP:
  Bonus Die +1d
  Pay 2 stress to Push Yourself
  Accept a Devil’s Bargain
  Useful Friends
          Keller, a security guard
          Milton, a bartender
          Vance, a PI
          Mueller, a bail bondsman
           __________, a ___________
           __________, a ___________
           __________, a ___________
  Items (italics don’t count for load)
  O Your silenced pistol
  O-O Your sniper rifle
  O Your stun gun
  O Your surveillance gear
  O Your personal vehicle
  O ____________________________
  O-O __________________________
  Purchased Crew Upgrades
  O Auto  O Silenced  O Ordnance O AP
  Load
  O A melee weapon     
      O +Large
  O A handgun
      O +Auto*    O +Silenced*
  O A rifle    O A shotgun
      O +Auto*    O +Silenced*
  O-O Body armor
  O Theft tools
  O-O Mechanic tools
  O Wilderness gear
  O First aid gear
  O A gas can
  O A small dose
  O Explosives*
  O A hand grenade*
  O-O-O An RPG launcher*
  *With appropriate upgrade.
  Harm
  3
  2
  1
  Need Help
  -1d
  Less Effect
  Cash
            █   █   █   █
  Bank
  █
  Recovery
  Teamwork
  Assist another character.
  Pay 1 stress, give bonus die.
  Lead a group action.
  Use best result, leader takes 
  stress for fails.
  Protect a teammate.
  You make the resistance roll.
  Set up another character.
  Take action, adjust position.
  █ █ █ █ █ █ █ █ █
  █ █ █ █ █ █ █ █ █ █
  █ █ █ █ █ █ █ █ █ █ █
  █ █ █ █ █ █ █ █ █ █ █ █
  Tax Evasion: When you 
  increase Bank, take Heat 
  equal to the new level.
  Home
  Vehicle 
  Playbook Advancement
   █   █   █   █   █   █   █   █   █
  O Body Armor
  O Special Armor
  ✩ Copperhead ✩ County ✩
  
  History: Blue Collar ✩ Ex-Professional
  Misfit ✩ Street Life ✩ Other
  Vice/Source: Blackout ✩ Leisure ✩ Family ✩ Faith ✩ Pleasure ✩ Status
  Cold ✩ Haunted ✩ Obsessed ✩ Paranoid
  Reckless ✩ Soft ✩ Unstable ✩ Vicious
  ✩ Every time you roll a desperate action, mark XP in that action’s attribute.
  At the end of each session, for each item, mark 1 xp, or 2 xp if you were really impressive:
  ✩ You addressed a challenge with technical skill or chaos.
  ✩ You made a difference in situations outside of your expertise.
  ✩ You expressed your connections to the world.
  ✩ Your vice or traumas made life more difficult than it had to be.
  Playbook Advancement  █   █   █   █   █   █   █   █   █
  Gumption   █   █   █   █   █   █
  O  O O O Deal
  O  O O O Direct
  O  O O O Reckon
  O  O O O Survey
  O Destructive: You have a knack for dismantlement and disorder. When 
  you disable, sabotage, or destroy something, you get +1d.
  O Constructive: You have a talent for invention and maintenance. When 
  you build, craft, repair, or modify something, you get +1d.
  O Power User: You have an advanced understanding of electronic 
  hardware and digital code, and can accomplish effects with them a 
  layman could not.
  O Lab Rat: You have an advanced understanding of hard sciences 
  (chemistry, biology, etc.) and can accomplish effects with them a layman 
  could not.
  O Blue Sky: You know the secrets of a unique intoxicant. Name and 
  describe your product. In all matters involving your product, you have +1 
  effect or result level. With materials, you can spend a downtime 
  activity to create 2 Cash worth of product (paid to yourself, the crew, or 
  both).
  O Wizard: You may expend your special armor to resist a consequence 
  from technical failure, or to push yourself with technical skill.
  O Medic: You also repair people. When you Fix a PC's harm during a job, 
  the penalty is one level lower until the job is over. You can provide 
  medical help during downtime.
  O Ozymandias: You gain an additional xp trigger: You served your own 
  grandeur or hubris. If this complicated or countered the crew's goals, mark 
  2 xp instead.
  OOO Versatile: Choose a special ability from another source.
  Hazard
  Look
  Name
  Alias
  Stress
  O O O | O O O | O O O
  A volatile artisan
  Grit             █   █   █   █   █   █
  O  O O O Fight
  O  O O O Growl
  O  O O O Handle
  O  O O O Tread
  Grace           █   █   █   █   █   █
  O  O O O Coax
  O  O O O Creep
  O  O O O Fix
  O  O O O Hunt
  Origin: Local ✩ Southern ✩ Western
              Northern ✩ Immigrant
  Trauma
  O O O O
  Gather Information
  What do they intend to do? ✩ How can I get them to [X]?
  Are they telling the truth? ✩ What can I mess with here?
  What might happen if I [X]? ✩ How can I find [X]?
  What's really going on here?
  Planning
  Choose a plan. Provide the detail. Choose your load.
  Assault: Point of attack.
  Deception: Method.
  Stealth: Entry point.
  Social: Social connection.
  Transport: Locations/route.
  Mark XP:
  Bonus Die +1d
  Pay 2 stress to Push Yourself
  Accept a Devil’s Bargain
  Smart Friends
          Stanger, a pharmacist
          Vaughn, a stoner
          Jacobsen, a teacher
          Malcolm, an engineer
           __________, a ___________
           __________, a ___________
           __________, a ___________
  Items (italics don’t count for load)
  O Your sawed-off shotgun
  O Your custom toolkit
  O A molotov cocktail
  O/O/O/O Your craftables
  O Your personal vehicle
  O ____________________________
  O-O __________________________
  Purchased Crew Upgrades
  O Auto  O Silenced  O Ordnance O AP
  Load
  O A melee weapon     
      O +Large
  O A handgun
      O +Auto*    O +Silenced*
  O A rifle    O A shotgun
      O +Auto*    O +Silenced*
  O-O Body armor
  O Theft tools
  O-O Mechanic tools
  O Wilderness gear
  O First aid gear
  O A gas can
  O A small dose
  O Explosives*
  O A hand grenade*
  O-O-O An RPG launcher*
  *With appropriate upgrade.
  Harm
  3
  2
  1
  Need Help
  -1d
  Less Effect
  Cash
            █   █   █   █
  Bank
  █
  Recovery
  Teamwork
  Assist another character.
  Pay 1 stress, give bonus die.
  Lead a group action.
  Use best result, leader takes 
  stress for fails.
  Protect a teammate.
  You make the resistance roll.
  Set up another character.
  Take action, adjust position.
  █ █ █ █ █ █ █ █ █
  █ █ █ █ █ █ █ █ █ █
  █ █ █ █ █ █ █ █ █ █ █
  █ █ █ █ █ █ █ █ █ █ █ █
  Tax Evasion: When you 
  increase Bank, take Heat 
  equal to the new level.
  Home
  Vehicle 
  Playbook Advancement
   █   █   █   █   █   █   █   █   █
  O Body Armor
  O Special Armor
  ✩ Copperhead ✩ County ✩
  
  History: Downsized ✩ Dropout
  Heir Apparent ✩ Street Life ✩ Other
  Cold ✩ Haunted ✩ Obsessed ✩ Paranoid
  Reckless ✩ Soft ✩ Unstable ✩ Vicious
  ✩ Every time you roll a desperate action, mark XP in that action’s attribute.
  At the end of each session, for each item, mark 1 xp, or 2 xp if you were really impressive:
  ✩ You addressed a challenge with calculation or coordination.
  ✩ You made a difference in situations outside of your expertise.
  ✩ You expressed your connections to the world.
  ✩ Your vice or traumas made life more difficult than it had to be.
  Playbook Advancement  █   █   █   █   █   █   █   █   █
  Gumption   █   █   █   █   █   █
  O  O O O Deal
  O  O O O Direct
  O  O O O Reckon
  O  O O O Survey
  O On A String: When you lead a group action, you can push yourself to 
  give everyone involved +1d.
  O ...And Knock 'Em Down: When you perform a setup action, the 
  follow-up action gets +1d in addition to the benefit you choose.
  O Taskmaster: During downtime, you may give yourself or another crew 
  member +1 downtime activity.
  O Memory Palace: When you Reckon or Survey to gather info for a job, 
  you have +1 effect. You get +1d to the engagement roll for any job on 
  which you've gathered information.
  O Director of Operations: During downtime, you get two ticks to 
  distribute among any long term project clocks that involve developing the 
  crew or your business.
  O Overseer: You may expend your special armor to protect a 
  teammate, or to push yourself when you gather info or work on a 
  long-term project.
  O Contingencies: Your notebook is full of backup plans for every 
  occasion. When you make a flashback action, take +1d.
  O Games Beyond the Game: You gain an additional xp trigger: You took 
  steps to build a life outside of crime. If this complicated or countered the 
  crew's goals, mark 2 xp instead.
  OOO Versatile: Choose a special ability from another source.
  Stringer
  Look
  Name
  Alias
  Stress
  O O O | O O O | O O O
  A shrewd executive
  Grit             █   █   █   █   █   █
  O  O O O Fight
  O  O O O Growl
  O  O O O Handle
  O  O O O Tread
  Grace           █   █   █   █   █   █
  O  O O O Coax
  O  O O O Creep
  O  O O O Fix
  O  O O O Hunt
  Vice/Source: Blackout ✩ Leisure ✩ Family ✩ Faith ✩ Pleasure ✩ Status
  Origin: Local ✩ Southern ✩ Western
              Northern ✩ Immigrant
  Trauma
  O O O O
  Gather Information
  What do they want most? ✩ What should I look out for?
  Where's the leverage here? ✩ How can I discover [X]?
  What do they intend to do? ✩ How can I get them to [X]?
  What's really going on here?
  Planning
  Choose a plan. Provide the detail. Choose your load.
  Assault: Point of attack.
  Deception: Method.
  Stealth: Entry point.
  Social: Social connection.
  Transport: Locations/route.
  Mark XP:
  Bonus Die +1d
  Pay 2 stress to Push Yourself
  Accept a Devil’s Bargain
  Ambitious Friends
          Harvey, a contractor
          Tiller, a banker
          Radford, a professor
          Jensen, a police clerk
           __________, a ___________
           __________, a ___________
           __________, a ___________
  Items (italics don’t count for load)
  O Your snubnosed revolver
  O Communication gear
  O Your collapsible baton
  O Your notebook
  O Your personal vehicle
  O ____________________________
  O-O __________________________
  Purchased Crew Upgrades
  O Auto  O Silenced  O Ordnance O AP
  Load
  O A melee weapon     
      O +Large
  O A handgun
      O +Auto*    O +Silenced*
  O A rifle    O A shotgun
      O +Auto*    O +Silenced*
  O-O Body armor
  O Theft tools
  O-O Mechanic tools
  O Wilderness gear
  O First aid gear
  O A gas can
  O A small dose
  O Explosives*
  O A hand grenade*
  O-O-O An RPG launcher*
  *With appropriate upgrade.
  Harm
  3
  2
  1
  Need Help
  -1d
  Less Effect
  Cash
            █   █   █   █
  Bank
  █
  Recovery
  Teamwork
  Assist another character.
  Pay 1 stress, give bonus die.
  Lead a group action.
  Use best result, leader takes 
  stress for fails.
  Protect a teammate.
  You make the resistance roll.
  Set up another character.
  Take action, adjust position.
  █ █ █ █ █ █ █ █ █
  █ █ █ █ █ █ █ █ █ █
  █ █ █ █ █ █ █ █ █ █ █
  █ █ █ █ █ █ █ █ █ █ █ █
  Tax Evasion: When you 
  increase Bank, take Heat 
  equal to the new level.
  Home
  Vehicle 
  Playbook Advancement
   █   █   █   █   █   █   █   █   █
  O Body Armor
  O Special Armor
  ✩ Copperhead ✩ County ✩
  
  History: Lawyer ✩ Politico
  Sales ✩ Street Life ✩ Other
  Cold ✩ Haunted ✩ Obsessed ✩ Paranoid
  Reckless ✩ Soft ✩ Unstable ✩ Vicious
  ✩ Every time you roll a desperate action, mark XP in that action’s attribute.
  At the end of each session, for each item, mark 1 xp, or 2 xp if you were really impressive:
  ✩ You addressed a challenge with connection or manipulation.
  ✩ You made a difference in situations outside of your expertise.
  ✩ You expressed your connections to the world.
  ✩ Your vice or traumas made life more difficult than it had to be.
  Playbook Advancement  █   █   █   █   █   █   █   █   █
  Gumption   █   █   █   █   █   █
  O  O O O Deal
  O  O O O Direct
  O  O O O Reckon
  O  O O O Survey
  O Political Machine: Building profitable networks is your speciality. When 
  you negotiate to establish or maintain a business relationship, you get 
  +1d.
  O Demagogue: You exploit others' lowest emotions for your gain. When 
  you appeal to an audience’s vices, base desires, or fears, you get +1d.
  O Spin Zone: When addressing others, you can push yourself to increase 
  your position by one step. If the action would have been desperate, 
  mark xp anyway.
  O Eloquence: You may expend your special armor to resist a 
  consequence from suspicion or persuasion, or to push yourself during a 
  social interaction.
  O It Takes Two: When your closest friend helps you during downtime, 
  take +2d rather than +1d.
  O Cold Reading: You can quickly size up a mark from small details. 
  During a conversation, you freely understand your partner’s state of 
  mind, surface feelings, and whether they’re telling the truth.
  O High on the Hog: You always manage to enjoy the finer things in life. 
  When you make a Bank roll (including indulging your vice), take +1d. 
  When you indulge, you can adjust the result up or down by 1.
  O Silver Tongued Devil: You gain an additional xp trigger: You courted 
  the personal loyalty or favor of a useful asset. If this complicated or 
  countered the crew's goals, mark 2 xp instead.
  OOO Versatile: Choose a special ability from another source.
  Wheeler
  Look
  Name
  Alias
  Stress
  O O O | O O O | O O O
  A wily politician
  Grit             █   █   █   █   █   █
  O  O O O Fight
  O  O O O Growl
  O  O O O Handle
  O  O O O Tread
  Grace           █   █   █   █   █   █
  O  O O O Coax
  O  O O O Creep
  O  O O O Fix
  O  O O O Hunt
  Vice/Source: Blackout ✩ Leisure ✩ Family ✩ Faith ✩ Pleasure ✩ Status
  Origin: Local ✩ Southern ✩ Western
              Northern ✩ Immigrant
  Trauma
  O O O O
  Gather Information
  What do they intend to do? ✩ How can I get them to [X]?
  Are they telling the truth? ✩ What are they really feeling?
  What do they really care about? ✩ How can I blend in here?
  What's really going on here?
  Planning
  Choose a plan. Provide the detail. Choose your load.
  Assault: Point of attack.
  Deception: Method.
  Stealth: Entry point.
  Social: Social connection.
  Transport: Locations/route.
  Mark XP:
  Bonus Die +1d
  Pay 2 stress to Push Yourself
  Accept a Devil’s Bargain
  Connected Friends
          Lynch, a party hack
          Baird, a musician
          Hardin, a deacon
          Britt, a trophy spouse
           __________, a ___________
           __________, a ___________
           __________, a ___________
  Items (italics don’t count for load)
  O One of your impressive outfits
  O Your switchblade
  O An appropriate gift
  O Your trained guard dog
  O Your personal vehicle
  O ____________________________
  O-O __________________________
  Purchased Crew Upgrades
  O Auto  O Silenced  O Ordnance O AP
  Load
  O A melee weapon     
      O +Large
  O A handgun
      O +Auto*    O +Silenced*
  O A rifle    O A shotgun
      O +Auto*    O +Silenced*
  O-O Body armor
  O Theft tools
  O-O Mechanic tools
  O Wilderness gear
  O First aid gear
  O A gas can
  O A small dose
  O Explosives*
  O A hand grenade*
  O-O-O An RPG launcher*
  *With appropriate upgrade.
  Harm
  3
  2
  1
  Need Help
  -1d
  Less Effect
  Cash
            █   █   █   █
  Bank
  █
  Recovery
  Teamwork
  Assist another character.
  Pay 1 stress, give bonus die.
  Lead a group action.
  Use best result, leader takes 
  stress for fails.
  Protect a teammate.
  You make the resistance roll.
  Set up another character.
  Take action, adjust position.
  █ █ █ █ █ █ █ █ █
  █ █ █ █ █ █ █ █ █ █
  █ █ █ █ █ █ █ █ █ █ █
  █ █ █ █ █ █ █ █ █ █ █ █
  Tax Evasion: When you 
  increase Bank, take Heat 
  equal to the new level.
  Home
  Vehicle 
  Playbook Advancement
   █   █   █   █   █   █   █   █   █
  O Body Armor
  O Special Armor
  ✩ Copperhead ✩ County ✩
  
SOURCE: textdata/thevault/Blades in the Dark (PbtA) [multi]/Forged in the Dark (Games built from BitD)/Copperhead County/Copperhead Playbooks Delta.pdf