1. Captain

The crew's glue, always ready with a quick wit and a fresh plan

Description

You may not be the captain, but you're The Captain.

As a Captain, you gain Ambition when you face a challenge with quick thinking or loyalty.

Statistics

Starting Skills

+2 Command
+1 Deal

Example Builds

The Leader
+2 Charm, +1 Deal, +1 Control

The Swashbuckler
+2 Bluff, +2 Tumble

The Tyrant
+2 Engage, +2 Tough

The Schemer
+1 Deal, +2 Study, +1 Track

Abilities

[Spec Armour]

You can expend your Special Defence to protect a crewmate, or to push yourself when closing a deal or making a friend.

Got Your Back

Twice per Job you can assist a crewmate without gaining tension.

I Know A Guy

Gain +1d to Deal when gathering information for a job, and +1d to the engagement roll for that job.

Quick Thinking

You may gain +1d to a desperate action in exchange for -1d to resist any consequences of the action.

Rhetorical Duellist

Mark 1 tension to use a Resolve skill when performing a Prowess action, or vice versa. Describe how you support the action with this skill.

For example, you may use Charm in place of Engage, relentlessly quipping a target during combat until they make a mistake out of frustration.

Items