Deep Cuts Cheat Sheet
Threat roll
When you face a negative consequence from a dangerous opponent or challenging situation, make a Threat Roll to see if you can avoid it.
Standard roll
The default check is risky, and the effect is standard. Make an Action roll or an Attribute roll:
6 6 Triumph: You avoid the threat
6 Success: You avoid the threat
4/5 Peril: suffer a reduced consequence
1-3 Threat: You suffer the consequence
Controlled position
Desperate position
Additional Threats
The GM can add additional threats depending on the situation:
Push yourself
When you suffer a consequence, you can choose to push yourself to avoid or reduce it
Edge
Edge can be gained on a Threat Roll when you roll more than one 6.
Edge can be:
While assisting teammate you can spend an Edge on their roll.
Edges can be accumulated.
Any remaining Edge you have is lost when Downtime begins.
Effects & Consequences
Effects and Consequences are categorized by levels of impact:
Limited 1 (ticks, heat, harm, etc.)
Standard 2 (ticks, heat, harm, etc.)
Great 3 (ticks, heat, harm, etc.)
Extreme 4 (ticks, heat, harm, etc.)
Devil's Bargain
The way to achieve something for a cost or facing the threat.
Teamwork
For a teamwork characters need to be in fictional position to do so or take Devil's Bargain to get into position.
Assist
Benefits when help or protect teammate, or set up they action:
Add +1d to roll
Reduce the severity of a consequence
Improve effect or position
More details or questions when they gather info
While Assisting teammate you can spend an Edge on their roll
Cover
Coordinate
When the team coordinates, designate a leader - they can push themselves on behalf of any other character who's acting with the team (in addition to the Scoundrel pushing themselves).
Group action
Everyone faces the same threat
Each player rolls individually
A benefit from a group action can be an increase in scale
Divide & Conquer
Harm
Harm Levels
If you suffer Harm at a level that has all instances filled, the Harm advances to the next highest level of severity.
Invoking Harm
The GM may invoke harm to impede the character, creating a problem or limitation for them
Trauma
When you need to mark Stress, but all your boxes are marked, gain a Trauma condition for your character
Invoking Trauma
Each of your characters Trauma conditions can be invoked once per session to create a problem or complication for them
Mark XP when Trauma is invoked
This replaces the end-of-session xp award for trauma
Only the player may invoke their character's trauma
Retirement & Recover
When you mark your fourth Trauma box, your character retires
Before that, you may be able to recover from Trauma
Load
Before the score choose your character's load style:
If you pick something up during a score, count it as a marked load box
if you mark a 5th box, your character becomes conspicuous
If you mark a 7th box, your character becomes encumbered
You can't carry more than 9 boxes worth of load
If there's more to discover, ask them what they do to find out. Based on their action choose one:
Advancement Clocks
Draw four 6-segment advancement clocks for character playbook and crew playbook. Whenever you would mark xp, tick a clock instead.
If all clocks filled, extra xp isn't lost. Just make an additional clock Cost of advancement in clocks:
2 New special ability from your playbook or crew sheet
3 Veteran special ability
1 Crew Upgrade (per box)
1-4 Action or Attribute dot
Downtime: Crew Phase
Fallout
The GM assesses the fallout from the score in the form of faction Status changes and the amount of Heat gained.
Adjust the crew's Status with factions affected by the score
+1 if the score significantly helped the faction.
+2 if the score was a major boon for the faction.
-1 if the score hurt the faction.
-2 if the score was a major problem for the faction.
-3 Set Status to -3 if the crew initiated war with a faction.
Assess base Heat, plus any additional Heat from the score
Base 0 for a smooth, low exposure operation.
Base 2 for a standard criminal operation.
+1 Heat per crew Tier.
+2 for a high profile or well-connected target.
+2 for open combat, destruction, or mayhem.
+2 if you're at war with another faction.
+4 if death occurred in connection to the score.
+2 if there are witnesses that can be questioned
+4 if specific crew members were identified.
Payoff
Determine the payoff from the score, rep gained, and any additional Coin from seized assets.
+1 Rep per Tier of the target above the crew's Tier
Seized Assets
Tithe
If you're Tier 2 or lower, pay a tithe to your ward boss
Tithe: 1 Coin for every 4 Coin you earned from the score
As GM to go for debt, favor or trouble instead
Vaults and Banks
In addition to the crew's vaults and the Scoundrel's stashes, you may deposit Coin in a bank. When your crew has wanted levels, you lose access to all funds in the bank until you remove all your wanted levels (or devise a way to gain illicit access). Some legitimate business transactions (like a legal purchase of a property deed) may require funds in a bank to complete
Entanglements
Play entanglement if Heat is 6+ or when the fiction demands
When gains a Wanted level, mark crew xp and pick Bluecoats
Bluecoats: assail crew with a severity of your Wanted Level (adjusted down by your positive faction Status with the Bluecoats).
4: Lethal force, arrests, loss of lair and all assets.
3: Severe Beatings (Harm 3), an arrest, destruction of assets.
2: Serious Beatings (Harm 2), interrogation, seizure of assets.
1: Beatings (Harm 1), demands, observation/tailing.
0: Questioning, harassment, threats, observation/tailing.
They can be bought off for Coin equal to your Wanted level +4.
Devilry: A spirit or other supernatural entity is drawn to the crew
Favour: A +2 or +3 Status faction asks you to do a job for them.
Flipped: one of contacts switch allegiances
Rascals: A cohort or contact causes problems for the crew.
Show of Force: A negative Status faction moves against you.
Under Their Thumb: An authority forces you to do their dirty work
The Usual Suspects: The Bluecoats questions your connections.
Development
These crew upgrades cost Coin instead of crew advances:
6 coins
8 coins
Composed, Hardened, Ordained, or Steady (per box) Ironhook Contacts, Ritual Sanctum.
10 coins
Heat & Hold
Reduce Heat
For each +2 Status with a Tier 3+ faction, reduce Heat by 1.
Reduce Heat by 1 for each Coin or Rep they expend
Ask the GM if there's anything else you can do to reduce Heat
Assess Hold
Hold on their Tier is measured by your number of turf claims
Strong hold: number of turf claims greater or equal your Tier
Weak hold: number of turf claims is lower than your Tier
Downtime: Scoundrel Phase
Restore your Armour and Special Armour
Remove all level 1 Harm.
Add 1 tick to your Healing clock if you have a safe place to rest.
The rest of the downtime consists of Vice and Activities.
Vice
When indulging vice, spend 1 Coin and clear all of your Stress
If your stress level was 6 or more, you overindulge:
1 Get Wild: Damage property; terrify citizens.
Take -1 Status with the appropriate faction or citizenry
2 Big Spender: You indulge lavishly; spend +1 Coin
3 Brag about your exploits: +1 Heat
4 Attract Trouble: Face entanglement
5 Tapped: Your purveyor cuts you off. Find a new one
6 Wasted: Your Vice costs a downtime activity
Instead of overindulgence, you can choose to be lost to your vice. Play a different character until this one returns.
Debt
You may go into debt with a provider if they agree.
Note the initial Coin you owe
Make a 4-segmented clock and tick it every Downtime
If the clock fills, the provider takes steps to get their money back
To remove a tick:
Resolve your debt: pay the initial amount and have no ticks
Supply Clocks
Clock to track acquired supplies or other acquisitions:
Activities
Each Scoundrel may pursue two free activities during downtime.
Additional activities cost 1 Coin or 1 Rep each.
If you have level 3 Harm or survived a mortal wound, you must use at least one of your downtime activities to Recover.
Acquire
Gain temporary items, services, vehicles, or cohorts for the crew.
Make a 4-segmented supply clock for the acquisition
Pay 1 Coin for every level of Quality higher than the crew's Tier.
Pay +1 Coin for a special feature
If the acquisition is very rare, restricted, or prohibited, ask the GM:
Acquire a personal item in the same manner, comparing its Quality to your Lifestyle rating.
Recover
When you recover in a safe location:
When your healing clock fills
reduce each instance of Harm you have by one level.
when you remove all Harm, clear your healing clock.
With services of a Physicker:
remove an instance of Harm with a level equal to or less than their Quality
Physickers on the playbooks (like Sawtooth) are Quality 2
For each Coin you pay, increase the Physicker's Quality by one
Stay in a private hospital:
Train
Use this activity to spend xp to get an advance for your character. (You don't advance instantly as in standard Blades)
Work