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.