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Animus Playsheet
Animus Playsheet
a vengeful stash
• ••• ATTUNE
¡ Primitivist: When you Wreck machinery, spark-crafts, plumbing, or
• ••• COMMAND
HEALING electrical systems, take +1d. You gain potency in combat vs. hulls.
harm project clock
¡ Resurrectionist: You can reanimate corpses as Tier -1 cohorts (Expert:
• ••• CONSORT
3 need
help ARMOR USES
Undead) to obey your Commands. Take +1 heat each time you do.
¡ Vermin: Summon a vermin swarm to Command. Take 1 stress, plus 1 per
• ••• SWAY
2 -1d armor
feature: aggressive—ravenous—noxious—electroplasmically charged. BONUS DIE
Less heavy push yourself (take
1 effect special
¡¡¡ Veteran: Choose a special ability from another source.
+ 2 stress) -OR- accept a
devil’s bargain.
notes
DANGEROUS FRIENDS ITEMS LOAD 3 light 5 normal 6 heavy
Captain Rye, a menagerist Fine primitive weapon A Blade or Two
An animal familiar Throwing Knives
Richter, a deathlands hunter
- Trapper's gear A Pistol A 2nd Pistol
Danfield, an overseer Noisemaker
- A Large Weapon
Cythereia, a harvester Good instincts An Unusual Weapon
Vasili, an outsider A Small Shield +Large
XP - Armor - - +Heavy
u Every time you roll a desperate action, mark xp in that action’s attribute. Burglary Gear
- Climbing Gear
At the end of each session, for each item below, mark 1 xp (in your playbook or
an attribute) or 2 xp if that item occurred multiple times. Documents
Subterfuge Supplies
u You addressed a challenge with horrific acts or savagery.
- Demolition tools
u You expressed your beliefs, drives, heritage, or background. Tinkering Tools
u You struggled with issues from your vice or traumas during the session. Lantern