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, Got Your Back
The Swashbuckler
+2 Bluff, +2 Tumble, Quick Thinking
The Boss
+2 Engage, +2 Tough, Lead By Example
The Schemer
+1 Deal, +2 Study, +1 Track, I Have A Plan
Abilities
Got Your Back
Twice per Job you can assist a crewmate without gaining tension.
I Have A Plan
During the roll, assign each of your crewmates a task to complete to further the job. The crewmate gets +1d to rolls when carrying out that task.
For example, you may task an Operator with hacking a specific computer system, or task a Savvy with stealthily taking out guards at a specific entrance.
I Know A Guy
Gain +1d to deal when gathering information for a job, and +1d to the engagement roll for that job.
Well-Earned Reputation
Make someone trust or respect you through a demonstration of your expertise, conviction, or reputation. If they are convinced, gain +1d to command them.
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.
Leading By Example
You can expend your Special Defence to protect a crewmate, or to push yourself when closing a deal or making a friend.
Contacts
- Heiji, an ESF field agent