TEXT: O Savvy: Each PC may add +1 action rating to Barter, Trek, or Sway (max 
  rating of 3).
  O Heavy Metal Rolling Thunder: Your convoy is no stranger to battle. 
  When you’re at war, do not reduce your Hold. You also get +1d on 
  engagement rolls when you’re the target of a retaliation.
  O The Check is in the Mail: Your tribe is true to their word. You may spend 
  rep instead of supplies on downtime actions to increase the result. When 
  you buy an additional downtime action with rep, you add +1d to your roll.
  O Leverage: Your tribe supplies other factions. Your success is good for 
  them. Whenever you gain rep, gain +1 rep.
  O Supply and Demands: During downtime, take -1 friction. You get +1d 
  with factions with whom you have an existing trade agreement or deal.
  O Eastbound and Down: When you execute a supply run or transport job, 
  you get +1d to the engagement roll.
  O Stuff and Thangs: The benefit of all this commerce is that you have all 
  this stuff lying around when you need it. You get +1d to acquire material 
  assets.
  OO Veteran: Choose a special ability from another tribe.
  Acquire product, make a sale or show of force, or expand your market.
  Bolster your tribe’s reputation or develop a new one.
  Contend with challenges above your current station.
  Express the goals, drives, inner conflict, or nature of the tribe.
  Quality
  O Vehicles
  O Gear
  O Pet/Special
  O Tools
  O Weapons
  O Armor
  Cohorts
  New Cohort: 2
  Add Type: 2
  Dealers
  O Strider, a pathfinder
  O Holiday, a gunhand
  O Jessie, a cook
  O Chaps, a biker
  O Honda, a feral chief
  O Westchester, a mutant
  O Fine GPS
  O Heavy Vehicle Armor
  O Elite Rovers
  O Camouflage (vehicles concealed at 
  rest)
  O Hiking packs (2 slots can hold 2 
  supplies each)
  O-O-O Weathered (+1 stress box)
  Tribe Advancement 
               █   █   █   █   █   █   █   █
  Friction
  O O O | O O | O O O O
  Supplies    Storage     Vault
  O O O O  |  O O O O  |  O O O O O O O O
  Upon tribe advance, each PC gets +1 stash (+2 per Tier)
  Settlement:
  Name
  Reputation
  Rep ►
                    ◄ Turf
  O O O O O O | O O O O O O
  Hold
  O Weak   O Strong
  Tier
  O O O O
  Hatred
  O O O O
  Cohort/Vehicle
  O Weak
  O Impaired
  O Broken
  O Armor
  Quality
  O O O O
  Cohort/Vehicle
  O Weak
  O Impaired
  O Broken
  O Armor
  Quality
  O O O O
  Cohort/Vehicle
  O Weak
  O Impaired
  O Broken
  O Armor
  Quality
  O O O O
  Cohort/Vehicle
  O Weak
  O Impaired
  O Broken
  O Armor
  Quality
  O O O O
  Favored Op: Sale - Resupply - Show of Force - Expansion
  Claims
  O Roads: +1d trek on your turf and +1d to engagement rolls for transport plans
  O Caravans: Tier - friction = supplies during downtime
  Contacts
  Tribe Upgrades
  Settlement
  OO Cars
  X Convoy
  O Farm
  OO Gyros
  O Hidden
  OO Secure
  OO Storage
  O Workshop
  O-O-O Thriving
  Training
  O Insight
  O Prowess
  X Resolve
  O Personal
  O-O-O-O Mastery
  
  O Dangerous: Each PC may add +1 action rating to Raid, Wreck, or Hunt 
  (max rating of 3).
  O War Boys: When you’re at war with another faction, PCs get +1d to vice 
  rolls and still get two downtime actions.
  O Reavers: When you go into conflict in a vehicle, you gain +1 effect for 
  damage and speed. Your vehicle gains armor.
  O Bring It: Count each level of hatred as if it was turf.
  O Rule of Fear: When you have 4 or more friction, you get +1d to 
  intimidate people who know your tribe affiliation. If you also have one or 
  more levels of hatred, you get +1 effect.
  O Off the Leash: Your gangs are effective but barely controlled. Add the 
  savage, unreliable, or wild flaw to your gangs to give them +1 quality.
  O Salt the Earth: When you gain friction from wasting resources, add +1 
  rep for that run. You may roll twice for fallout and choose the result.
  OO Veteran: Choose a special ability from another tribe.
  Execute a successful battle, extortion, sabotage, or smash & grab.
  Bolster your tribe’s reputation or develop a new one.
  Contend with challenges above your current station.
  Express the goals, drives, inner conflict, or nature of the tribe.
  Raiders
  O Kinclaith, an assassin
  O Caboose, a trader
  O Singer, a beastmaster
  O Jelly, a sawbones
  O Snot, an informant
  O Old Blue, a shaman
  O Fine Combat Drugs
  O Fine Vehicular Weaponry
  O Elite Thugs
  O Bandoliers (2 free load for  
  weapons or ammo)
  O Armor-piercing ammo
  O-O-O Scarred (+1 stress box)
  Settlement:
  Name
  Reputation
  Tribe Advancement 
               █   █   █   █   █   █   █   █
  Cohort/Vehicle
  O Weak
  O Impaired
  O Broken
  O Armor
  Quality
  O O O O
  Cohort/Vehicle
  O Weak
  O Impaired
  O Broken
  O Armor
  Quality
  O O O O
  Cohort/Vehicle
  O Weak
  O Impaired
  O Broken
  O Armor
  Quality
  O O O O
  Cohort/Vehicle
  O Weak
  O Impaired
  O Broken
  O Armor
  Quality
  O O O O
  Favored Op: Battle - Extortion - Sabotage - Smash & Grab
  Friction
  O O O | O O | O O O O
  Supplies    Storage     Vault
  O O O O  |  O O O O  |  O O O O O O O O
  Upon tribe advance, each PC gets +1 stash (+2 per Tier)
  Rep ►
                    ◄ Turf
  O O O O O O | O O O O O O
  Hold
  O Weak   O Strong
  Tier
  O O O O
  Hatred
  O O O O
  Claims
  O Barracks: Thugs have +1 scale
  O Tributes: +2 supplies for extortion runs
  Quality
  O Vehicles
  O Gear
  O Pet/Special
  O Tools
  O Weapons
  O Armor
  Cohorts
  New Cohort: 2
  Add Type: 2
  Contacts
  Tribe Upgrades
  Settlement
  XO Cars
  O Convoy
  O Farm
  OO Gyros
  O Hidden
  OO Secure
  OO Storage
  O Workshop
  O-O-O Thriving
  Training
  O Insight
  X Prowess
  O Resolve
  O Personal
  O-O-O-O Mastery
  
  O Disciplined: Each PC may add +1 action rating to Hack, Read, or Hunt 
  (max rating of 3).
  O Zero Dark Thirty: When you lead your cohorts on an infiltration plan, 
  they get +1d for teamwork rolls. All your cohorts get the Skulks type for 
  free (if they’re already Skulks, add another type).
  O United We Stand: One of your cohorts may take a downtime action to 
  acquire an asset, reduce friction, or work on a long-term project.
  O Implants: Each PC is augmented. You get +1d to resistance rolls.
  O Door Kickers: Take +1d to engagement rolls when you assault an 
  enemy faction or location.
  O RTFM: You gain potency against pre-war threats and get +1d when you 
  modify, repair, or decipher pre-war technology.
  O A Better Tomorrow: When you complete a run without wasting 
  resources, take -1 friction and +1 rep.
  OO Veteran: Choose a special ability from another tribe.
  Execute a successful exploration, reclamation, rebuilding, or subjugation.
  Bolster your tribe’s reputation or develop a new one.
  Contend with challenges above your current station.
  Express the goals, drives, inner conflict, or nature of the tribe.
  Settlement
  OO Cars
  O Convoy
  O Farm
  OO Gyros
  X Hidden
  OO Secure
  OO Storage
  O Workshop
  O-O-O Thriving
  Training
  X Insight
  O Prowess
  O Resolve
  O Personal
  O-O-O-O Mastery
  Relics
  O Hydra, an informant
  O SIRI, an AI
  O Jinks, a caravan guard
  O Bee, an arms dealer
  O Truck, a pilot
  O 51-N, a replicant
  O Fine Pre-war Subway Maps
  O Fine Energy Weapons
  O Elite Brains
  O Comms gear
  O Load-bearing vests (load 4/6/7+)
  O-O-O Indoctrinated (+1 stress box)
  Contacts
  Tribe Advancement 
               █   █   █   █   █   █   █   █
  Settlement:
  Name
  Reputation
  Cohort/Vehicle
  O Weak
  O Impaired
  O Broken
  O Armor
  Quality
  O O O O
  Cohort/Vehicle
  O Weak
  O Impaired
  O Broken
  O Armor
  Quality
  O O O O
  Cohort/Vehicle
  O Weak
  O Impaired
  O Broken
  O Armor
  Quality
  O O O O
  Cohort/Vehicle
  O Weak
  O Impaired
  O Broken
  O Armor
  Quality
  O O O O
  Favored Op: Explore - Reclaim - Rebuild - Subjugate 
  Friction
  O O O | O O | O O O O
  Supplies    Storage     Vault
  O O O O  |  O O O O  |  O O O O O O O O
  Upon tribe advance, each PC gets +1 stash (+2 per Tier)
  Rep ►
                    ◄ Turf
  O O O O O O | O O O O O O
  Hold
  O Weak   O Strong
  Tier
  O O O O
  Hatred
  O O O O
  Claims
  O Pre-war archive: +1d to acquire assets
  O Loyal citizens: +1d to reduce friction
  Quality
  O Vehicles
  O Gear
  O Pet/Special
  O Tools
  O Weapons
  O Armor
  Cohorts
  New Cohort: 2
  Add Type: 2
  Tribe Upgrades
  
  O Devout: Each PC may add +1 action rating to Read, Scrounge, or Sway 
  (max rating of 3).
  O Zealotry: Your gangs have abandoned their reason in service to the 
  cult. They will undertake any service, no matter how dangerous or 
  strange. They gain +1d against enemies of the faith.
  O Conviction: You get +1d to resistance rolls against having your faith 
  shaken. When you deal with a tribe or faction, the GM will tell you who 
  among them is a true believer (one, a few, many, or all).
  O Temptation: +1d when you acquire an asset that could be impressed 
  with the benefits of devotion.
  O Blessed: You may roll twice for fallout and choose the result you want. 
  When you reduce friction on the tribe, take +1d.
  O Congregation: Your teachings have spread far and wide. You may 
  count up to three +3 faction statuses you hold as if they are turf.
  O Communion: When you perform a group action, you may count 
  multiple sixes from different rolls as a critical success.
  OO Veteran: Choose a special ability from another tribe.
  Execute a successful sacrifice, pilgrimage, conversion, or crusade.
  Bolster your tribe’s reputation or develop a new one.
  Contend with challenges above your current station.
  Express the goals, drives, inner conflict, or nature of the tribe.
  Shepherds
  O Eli, a history man
  O Queen, a trucker
  O Jack Shiv, a merc
  O Kraft, a tomb raider
  O Sloppy Jo, a fixer
  O Jenkins, a robot
  O Fine Pre-war Library
  O Fine Swag (+1 effect bribes)
  O Elite Smiles
  O Detectors
  O Supply of anti-rads
  O-O-O Ordained (+1 stress box)
  Deity: Comics - Engines - Phones - Sports - Television - WMDs - 
  Tribe Advancement 
               █   █   █   █   █   █   █   █
  Settlement:
  Name
  Reputation
  Cohort/Vehicle
  O Weak
  O Impaired
  O Broken
  O Armor
  Quality
  O O O O
  Smiles
  Cohort/Vehicle
  O Weak
  O Impaired
  O Broken
  O Armor
  Quality
  O O O O
  Cohort/Vehicle
  O Weak
  O Impaired
  O Broken
  O Armor
  Quality
  O O O O
  Cohort/Vehicle
  O Weak
  O Impaired
  O Broken
  O Armor
  Quality
  O O O O
  Favored Op: Sacrifice - Pilgrimage - Conversion - Crusade
  Friction
  O O O | O O | O O O O
  Supplies    Storage     Vault
  O O O O  |  O O O O  |  O O O O O O O O
  Upon tribe advance, each PC gets +1 stash (+2 per Tier)
  Rep ►
                    ◄ Turf
  O O O O O O | O O O O O O
  Hold
  O Weak   O Strong
  Tier
  O O O O
  Hatred
  O O O O
  Claims
  O Chapels: Tier - friction = supplies during downtime
  O True believers: +1d to gather info for runs
  Quality
  O Vehicles
  O Gear
  O Pet/Special
  O Tools
  O Weapons
  O Armor
  Cohorts
  New Cohort: 2
  Add Type: 2
  Contacts
  Tribe Upgrades
  Settlement
  OO Cars
  O Convoy
  O Farm
  OO Gyros
  O Hidden
  OO Secure
  OO Storage
  O Workshop
  O-O-O Thriving
  Training
  O Insight
  O Prowess
  X Resolve
  O Personal
  O-O-O-O Mastery
  
  O Need for Speed: When you face a challenge using speed and precise 
  driving, you gain +1 effect.
  O Witness Me: When you sacrifice your custom ride in order to 
  accomplish something, say why you’re willing to do that. Pay any additional 
  costs set by the GM and describe how you succeed.
  O Maximum Overdrive: You get +1d when ramming smaller vehicles. If 
  you’re running over pedestrians, your attacks also gain +1 scale.
  O Fast and Furious: You can make your vehicle do things it shouldn’t be 
  able to do. When you make a desperate roll behind the wheel, you get +1d.
  O Tank Girl: You may expend your special armor to resist collisions and 
  crashes, plus anyone in a vehicle you’re driving (including you) gains +1d to 
  resistance rolls against collision damage.
  O Beat the Snake: When there’s a question about who acts first, the 
  answer is you (two characters with this ability act simultaneously).
  O O Eleanor: When you name your custom ride, you may choose an 
  additional edge or mitigate one flaw. You may take this a second time to 
  gain both benefits.
  O Shiny and Chrome: You gain an additional xp trigger: You valued a 
  vehicle more than your comrades.
  OOO Veteran: Choose a special ability from another source.
  Every time you roll a desperate action, mark XP in that action’s attribute.
  You addressed a challenge with vehicular skill or knowledge.
  You expressed your beliefs or background.
  Your traumas, vice, or taboo caused a problem.
  Driver
  Playbook Advancement
      █   █   █   █   █   █   █   █
  Background: On the Run - Vengeance - Death Wish - Former Glory - Scavver
  Name
  Look
  Stress
  O O O | O O O | O O O
  Nerves of steel
  Master of the wheel
  Insight        █   █   █   █   █   █
  O  O O O Hack
  O  O O O Hunt
  O  O O O Read
  O  O O O Scrounge
  Prowess     █   █   █   █   █   █
  O  O O O Finesse
  O  O O O Prowl
  O  O O O Raid
  O  O O O Wreck
  Resolve      █   █   █   █   █   █
  O  O O O Barter
  O  O O O Boss
  O  O O O Sway
  O  O O O Trek
  Vice: How Do You Deal? Denial - Duty - Faith - Gambling - Luxury - Pleasure - Stupor
  Taboo: Barbarism - Cannibalism - Murder - Oathbreaking - Slavery - Squandering
  Torture - Withholding Aid
  Trauma
  O O O O
  Gather Information
  What do they intend to do? - How can I get them to X? - 
  What are they really feeling? - What should I be worried 
  about? - Where’s the weakness here? - How can I find X? - 
  What’s really going on here? - Ask about a detail for a 
  plan.
  Planning
  Choose a plan. Provide the detail.
  Assault: Point of attack.
  Deception: Method.
  Stealth: Entry point.
  Social: Social connection.
  Transport: Locations/route.
  Mark XP:
  Bonus Die +1d
  Push Yourself: Pay 2 stress
  OR
  Accept a Devil’s Bargain
  Fast Friends
          Tiger, a mutant dog
          Ginormous, a warboss
          Screwface, a fixer
          Angry Charlie, a trucker
          Dallas, a deathracer
  Items (italics don’t count for load)
  O-O Fine anti-vehicle weapon
  O Fine custom ride
  O Speed chems
  O Night goggles
  O O Ammo for AV weapon
  O Bottle of nitro
  Load  light 3; medium 5; heavy 6+
  O Primitive Weapon
  O +Big    O O +More
  O Ballistic Weapon
  O +Big    O O +More
  O Exotic Weapon
  O O Ammo
  O Molotov    O Frag
  O Armor    O-O +Heavy
  O Toolkit
  O Radio
  O-O Climbing Gear
  O-O Camping Gear
  O __________________
  O __________________
  Harm
  3
  2
  1
  Need Help
  -1d
  Less Effect
  Supplies           █   █   █   █
  Stash
  O Armor
  O +Special
  O +Heavy
  Custom Ride
  O Weak    O Impaired    O Broken
  O Armor
  A souped-up car, bike, light truck, 
  SUV, buggy, or similar.
  Edges (pick one or two)
  armored - armed - fast - 
  nimble - simple - sturdy
  Flaws (equal to edges)
  cramped- finicky - fragile -  
  specialized - thirsty
  How Did You Get It?
  salvaged - loaned - stolen
  Cold - Sickened - Obsessed - Paranoid
  Reckless - Soft - Unstable - Vicious
  Recovery
  Teamwork
  Assist another character.
  Pay 1 stress, give bonus die.
  Lead a group action.
  Use best result, leader takes 
  stress for fails.
  Protect a teammate.
  You make the resistance roll.
  Set up another character.
  Take action, adjust position.
  
  O Beastmaster: Animals and wasteland creatures will not willingly harm 
  you unless attacked. You can interact with these creatures in exchange for 
  small favors, such as extending their tolerance to a small group or leading 
  the way to a location.
  O Ghost and the Darkness: You can push yourself to vanish in plain sight.
  O Shadow: You may expend your special armor to resist consequences 
  from detection or security or to push yourself for feats of athleticism or 
  stealth.
  O Predator: When you attack from hiding or spring a trap, you get +1d.
  O Snake Eater: You get +1d to resistance rolls vs. poisons, drugs, and 
  tainted food. Your tribe’s upkeep cost is reduced by 1.
  O Hunter’s Quarry: When you hunt a target you’ve previously tracked or 
  wounded, you gain +1 effect level.
  O O Good Dog: Your animal companion is a mutant, cyborg, or similarly 
  unique example of its type. You do not take stress if you lead it in a team 
  action. Additionally, choose a trait for your animal: fast as a car - ranged 
  attack - psychic link - massive size. Take this ability again to choose a 
  second trait.
  O Brave New World: You gain an additional xp trigger: You made things 
  harder by rejecting the World That Was. If this caused trouble for your tribe 
  as a whole, also mark tribe xp.
  OOO Veteran: Choose a special ability from another source.
  Feral
  Playbook Advancement
      █   █   █   █   █   █   █   █
  Stress
  O O O | O O O | O O O
  The tools of old broke the world
  All you need to survive is you
  Insight        █   █   █   █   █   █
  O  O O O Hack
  O  O O O Hunt
  O  O O O Read
  O  O O O Scrounge
  Prowess     █   █   █   █   █   █
  O  O O O Finesse
  O  O O O Prowl
  O  O O O Raid
  O  O O O Wreck
  Resolve      █   █   █   █   █   █
  O  O O O Barter
  O  O O O Boss
  O  O O O Sway
  O  O O O Trek
  Vice: How Do You Deal? Denial - Duty - Faith - Gambling - Luxury - Pleasure - Stupor
  Trauma
  O O O O
  Gather Information
  What do they intend to do? - How can I get them to X? - 
  What are they really feeling? - What should I be worried 
  about? - Where’s the weakness here? - How can I find X? - 
  What’s really going on here? - Ask about a detail for a 
  plan.
  Mark XP:
  Bonus Die +1d
  Push Yourself: Pay 2 stress
  OR
  Accept a Devil’s Bargain
  Shady Friends
          Tycho, a psycho
          Dr. Xaos, a blackfinger
          Taylor, a relic
          Barnes, a survivalist
          Mercedes, a codetalker
  Items (italics don’t count for load)
  O Fine exotic weapon
  O Fine animal companion
  O O Booby traps
  O Smoke bomb
  O-O Survival kit
  O Ghillie suit/camouflage
  Harm
  3
  2
  1
  Need Help
  -1d
  Less Effect
  Supplies           █   █   █   █
  Stash
  O Armor
  O +Special
  O +Heavy
  Cold - Sickened - Obsessed - Paranoid
  Reckless - Soft - Unstable - Vicious
  Recovery
  Teamwork
  Assist another character.
  Pay 1 stress, give bonus die.
  Lead a group action.
  Use best result, leader takes 
  stress for fails.
  Protect a teammate.
  You make the resistance roll.
  Set up another character.
  Take action, adjust position.
  Every time you roll a desperate action, mark XP in that action’s attribute.
  You addressed a challenge with stealth or survival skills.
  You expressed your beliefs or background.
  Your traumas, vice, or taboo caused a problem.
  Load  light 3; medium 5; heavy 6+
  O Primitive Weapon
  O +Big    O O +More
  O Ballistic Weapon
  O +Big    O O +More
  O Exotic Weapon
  O O Ammo
  O Molotov    O Frag
  O Armor    O-O +Heavy
  O Toolkit
  O Radio
  O-O Climbing Gear
  O-O Camping Gear
  O __________________
  O __________________
  Planning
  Choose a plan. Provide the detail.
  Assault: Point of attack.
  Deception: Method.
  Stealth: Entry point.
  Social: Social connection.
  Transport: Locations/route.
  Background: Sole Survivor - Chosen One - Lost Tribe - Raised by Beasts - Hermit
  Name
  Look
  Taboo: Barbarism - Cannibalism - Murder - Oathbreaking - Slavery - Squandering
  Torture - Withholding Aid
  
  O Blackfinger: You get an additional downtime activity to work on 
  long-term projects involving technology or to acquire technological assets. 
  You get +1d to this bonus activity.
  O Percussive Maintenance: Two times per run, when you thump something 
  that’s not working, it starts working.
  O Organic Mechanic: You know proper surgical techniques and may 
  provide medical treatment. When you spend a downtime action providing 
  care, your patients get a free recovery action each downtime until healed.
  O Mechromancer: When you invent or craft vehicles, robots, or drones, 
  take +1 result level to your roll. You begin with one special design already 
  known.
  O Boom Shakalaka: Sometimes it’s easier to destroy than create. You may 
  expend your special armor to resist consequences from explosions or 
  engineering mishaps, or to push yourself for sabotage or mayhem.
  O Buried Treasure: You know where to look for the good stuff. When you 
  scrounge for assets, you get +1 effect.
  O Junk of All Trades: Take 2 stress to roll your best action rating while 
  performing a different action. Say how you adapt your skill to this use.
  O Blood, Sweat, and Gears: You gain an additional xp trigger: You made 
  progress on a new invention. If your project caused trouble for your tribe, 
  also mark tribe xp.
  OOO Veteran: Choose a special ability from another source.
  Junker
  Playbook Advancement
      █   █   █   █   █   █   █   █
  Stress
  O O O | O O O | O O O
  This one goes here
  That one goes there
  Insight        █   █   █   █   █   █
  O  O O O Hack
  O  O O O Hunt
  O  O O O Read
  O  O O O Scrounge
  Prowess     █   █   █   █   █   █
  O  O O O Finesse
  O  O O O Prowl
  O  O O O Raid
  O  O O O Wreck
  Resolve      █   █   █   █   █   █
  O  O O O Barter
  O  O O O Boss
  O  O O O Sway
  O  O O O Trek
  Vice: How Do You Deal? Denial - Duty - Faith - Gambling - Luxury - Pleasure - Stupor
  Trauma
  O O O O
  Gather Information
  What do they intend to do? - How can I get them to X? - 
  What are they really feeling? - What should I be worried 
  about? - Where’s the weakness here? - How can I find X? - 
  What’s really going on here? - Ask about a detail for a 
  plan.
  Mark XP:
  Bonus Die +1d
  Push Yourself: Pay 2 stress
  OR
  Accept a Devil’s Bargain
  Clever Friends
          Ralph, a mutant
          Arkansas, a hermit
          Two-Nose, a glow diver
          Skinny J, a chemhead
          Chum, a cultist
  Items (italics don’t count for load)
  O Fine electronics kit
  O Fine machinist’s tools
  O Keycards
  O Jalopy
  O O O Gadgets
  O Vial of botdust
  Harm
  3
  2
  1
  Need Help
  -1d
  Less Effect
  Supplies           █   █   █   █
  Stash
  O Armor
  O +Special
  O +Heavy
  Cold - Sickened - Obsessed - Paranoid
  Reckless - Soft - Unstable - Vicious
  Recovery
  Teamwork
  Assist another character.
  Pay 1 stress, give bonus die.
  Lead a group action.
  Use best result, leader takes 
  stress for fails.
  Protect a teammate.
  You make the resistance roll.
  Set up another character.
  Take action, adjust position.
  Jalopy
  O Weak    O Impaired    O Broken
  O Armor
  O Weak    O Impaired    O Broken
  O Armor
  Every time you roll a desperate action, mark XP in that action’s attribute.
  You addressed a challenge with technical expertise or mayhem.
  You expressed your beliefs or background.
  Your traumas, vice, or taboo caused a problem.
  Load  light 3; medium 5; heavy 6+
  O Primitive Weapon
  O +Big    O O +More
  O Ballistic Weapon
  O +Big    O O +More
  O Exotic Weapon
  O O Ammo
  O Molotov    O Frag
  O Armor    O-O +Heavy
  O Toolkit
  O Radio
  O-O Climbing Gear
  O-O Camping Gear
  O __________________
  O __________________
  Planning
  Choose a plan. Provide the detail.
  Assault: Point of attack.
  Deception: Method.
  Stealth: Entry point.
  Social: Social connection.
  Transport: Locations/route.
  Background: Machine Cult - Glow Diver - On the Run - Catastrophe - Educated
  Name
  Look
  Taboo: Barbarism - Cannibalism - Murder - Oathbreaking - Slavery - Squandering
  Torture - Withholding Aid
  
  O History Buff: When you bring your pre-war knowledge to bear when you 
  read a situation, you get +1d. Rolls made to gather info about locations, 
  people, or items from the World That Was have +1 effect.
  O Trusted User: You know the Words of Passing and the Maidens’ Names. 
  Pre-war security systems, robots, and AI do not consider you hostile 
  unless you attack first. You get +1d to interact with these systems.
  O Wrong Guy, Wrong Place, Wrong Time: You may expend your special 
  armor to resist consequences from a desperate roll, or to push yourself in 
  a desperate situation.
  O Pearly Whites: You’ve got all your teeth! Gain +1d in situations where 
  your appearance would be an advantage.
  O Listen Up You Primitive Screwheads: When you lead a cohort in combat, 
  they’re not taken out by level 3 harm. They gain +1 effect and 1 armor.
  O O Future Shock: Power armor is like a second skin to you. When you 
  wear a bodytank, choose an additional edge or mitigate one flaw. You may 
  take this a second time to gain both benefits.
  O Line in the Sand: You gain an additional xp trigger: You suffered for 
  doing the right thing. If your tribe also suffered for your quaint adherence 
  to ancient morals, also mark tribe xp.
  O Doomed to Repeat It: You gain an additional xp trigger: You worked 
  toward making the wasteland more like Before. If your tribe helped you in 
  your quest to rebuild society, also mark tribe xp.
  OOO Veteran: Choose a special ability from another source.
  Leftover
  Playbook Advancement
      █   █   █   █   █   █   █   █
  Stress
  O O O | O O O | O O O
  Only you can see how far
  the world has fallen
  Insight        █   █   █   █   █   █
  O  O O O Hack
  O  O O O Hunt
  O  O O O Read
  O  O O O Scrounge
  Prowess     █   █   █   █   █   █
  O  O O O Finesse
  O  O O O Prowl
  O  O O O Raid
  O  O O O Wreck
  Resolve      █   █   █   █   █   █
  O  O O O Barter
  O  O O O Boss
  O  O O O Sway
  O  O O O Trek
  Vice: How Do You Deal? Denial - Duty - Faith - Gambling - Luxury - Pleasure - Stupor
  Trauma
  O O O O
  Gather Information
  What do they intend to do? - How can I get them to X? - 
  What are they really feeling? - What should I be worried 
  about? - Where’s the weakness here? - How can I find X? - 
  What’s really going on here? - Ask about a detail for a 
  plan.
  Mark XP:
  Bonus Die +1d
  Push Yourself: Pay 2 stress
  OR
  Accept a Devil’s Bargain
  Old Friends
          Don, a mutant
          JL-B8, a replicant
          DeShields, a marauder
          Nine Cat Nine, a radio voice
          Frog, a driver
  Items (italics don’t count for load)
  O Fine energy weapon
  O Fine hand terminal
  O Medical kit
  O Motion tracker
  O Rad suit
  O-O-O Bodytank
  Harm
  3
  2
  1
  Need Help
  -1d
  Less Effect
  Supplies           █   █   █   █
  Stash
  O Armor
  O +Special
  O +Heavy
  Bodytank
  O Damaged    O Breached
  O Armor
  A suit of bulky powered armor. 
  Edges (pick one or two)
  armed - fast - plated - strong
  Flaws (equal to edges)
  limited power - obvious weak spot - 
  leaky core
  How Did You Get It?
  salvaged - loaned - stolen
  Cold - Sickened - Obsessed - Paranoid
  Reckless - Soft - Unstable - Vicious
  Recovery
  Teamwork
  Assist another character.
  Pay 1 stress, give bonus die.
  Lead a group action.
  Use best result, leader takes 
  stress for fails.
  Protect a teammate.
  You make the resistance roll.
  Set up another character.
  Take action, adjust position.
  Every time you roll a desperate action, mark XP in that action’s attribute.
  You addressed a challenge with pre-war knowledge or tech.
  You expressed your beliefs or background.
  Your traumas, vice, or taboo caused a problem.
  Load  light 3; medium 5; heavy 6+
  O Primitive Weapon
  O +Big    O O +More
  O Ballistic Weapon
  O +Big    O O +More
  O Exotic Weapon
  O O Ammo
  O Molotov    O Frag
  O Armor    O-O +Heavy
  O Toolkit
  O Radio
  O-O Climbing Gear
  O-O Camping Gear
  O __________________
  O __________________
  Planning
  Choose a plan. Provide the detail.
  Assault: Point of attack.
  Deception: Method.
  Stealth: Entry point.
  Social: Social connection.
  Transport: Locations/route.
  Background: Fallout Shelter - Space Pod - Cryo - Lost City - Amnesia - Web Of Lies
  Name
  Look
  Taboo: Barbarism - Cannibalism - Murder - Oathbreaking - Slavery - Squandering
  Torture - Withholding Aid
  
  Every time you roll a desperate action, mark XP in that action’s attribute.
  You addressed a challenge with mutated strangeness or superiority.
  You expressed your genotype, beliefs, or background.
  Your traumas, vice, or taboo caused a problem.
  O Ghoul: You are wizened, leathery, and tough. You may expend your 
  special armor to resist physical harm. You are immune to radiation.
  O Superhuman: You are freakishly-muscled and massive. You may push 
  yourself to perform a feat of superhuman strength or speed. This factors 
  into effect.
  O Scanner: Your bloated brain swells with strange power. You may 
  telepathically communicate with anyone you can see, and can push 
  yourself to: locate all minds around you - move an object remotely - briefly 
  control a person or animal - read a person’s thoughts
  O Wings: You can fly as fast as a vehicle when you carry a light load, and 
  as fast as a running person under a medium load. You can push yourself 
  to carry another person or to fly under a heavy load.
  O Conduit: You are bioluminescent and crackle with energy. You can push 
  yourself to release the energy in a burst around you or as a directed beam 
  or jet.
  O Venomous: You are patterned and colorful. Choose a drug or poison to 
  which you are immune. Push yourself to secrete it through your skin or 
  exhale it as a vapor.
  O Invertebrate: You are rubbery, slick, or squamous, able to contort 
  through tiny spaces. You can perform feats of inhuman flexibility. If it’s a 
  feat of plain old human flexibility, you get +1 effect level.
  O Lone Wolf: You gain an additional xp trigger: You made things harder by 
  acting alone. If your tribe ostracized you for your uncanny nature, also 
  mark tribe xp.
  OOO Veteran: Choose a special ability from another source.
  Mutant
  Playbook Advancement
      █   █   █   █   █   █   █   █
  Stress
  O O O | O O O | O O O
  Humanity had its chance
  You are part of the new world
  Insight        █   █   █   █   █   █
  O  O O O Hack
  O  O O O Hunt
  O  O O O Read
  O  O O O Scrounge
  Prowess     █   █   █   █   █   █
  O  O O O Finesse
  O  O O O Prowl
  O  O O O Raid
  O  O O O Wreck
  Resolve      █   █   █   █   █   █
  O  O O O Barter
  O  O O O Boss
  O  O O O Sway
  O  O O O Trek
  Vice: How Do You Deal? Denial - Duty - Faith - Gambling - Luxury - Pleasure - Stupor
  Trauma
  O O O O
  Gather Information
  What do they intend to do? - How can I get them to X? - 
  What are they really feeling? - What should I be worried 
  about? - Where’s the weakness here? - How can I find X? - 
  What’s really going on here? - Ask about a detail for a 
  plan.
  Mark XP:
  Bonus Die +1d
  Push Yourself: Pay 2 stress
  OR
  Accept a Devil’s Bargain
  Strange Friends
          Professor, a brain in a jar
          Pitt, a supremacist
          Whiskey, a gunrunner
          Max Millions, a killbot
          Gauge, a glow diver
  Items (italics don’t count for load)
  O Fine natural weapons
  O Fine boneyard maps
  O Fine concealing clothes
  O O Irradiated energy shots
  O EMP grenade
  O Dose of anti-rads
  Harm
  3
  2
  1
  Need Help
  -1d
  Less Effect
  Supplies           █   █   █   █
  Stash
  O Armor
  O +Special
  O +Heavy
  Cold - Sickened - Obsessed - Paranoid
  Reckless - Soft - Unstable - Vicious
  Recovery
  Teamwork
  Assist another character.
  Pay 1 stress, give bonus die.
  Lead a group action.
  Use best result, leader takes 
  stress for fails.
  Protect a teammate.
  You make the resistance roll.
  Set up another character.
  Take action, adjust position.
  Genotype
  How are you twisted by the Glow?
  Humanoid
  can pass for human with effort
  Animal
  heightened senses
  Plant
  self-sufficient given sunlight and 
  water
  Load  light 3; medium 5; heavy 6+
  O Primitive Weapon
  O +Big    O O +More
  O Ballistic Weapon
  O +Big    O O +More
  O Exotic Weapon
  O O Ammo
  O Molotov    O Frag
  O Armor    O-O +Heavy
  O Toolkit
  O Radio
  O-O Climbing Gear
  O-O Camping Gear
  O __________________
  O __________________
  Planning
  Choose a plan. Provide the detail.
  Assault: Point of attack.
  Deception: Method.
  Stealth: Entry point.
  Social: Social connection.
  Transport: Locations/route.
  Background: Exile - Clan War - Escaped - Commune - Living Legend - Glow Diver
  Name
  Look
  Taboo: Barbarism - Cannibalism - Murder - Oathbreaking - Slavery - Squandering
  Torture - Withholding Aid
  
  O Last One Standing: When you’re outnumbered in close combat, you 
  may push yourself to do one of the following: adjust your positioning - 
  increase your scale to that of a small gang
  O O Ayatollah of Rock’n’Rolla: When you squander ammo, your ranged 
  attacks gain +1 scale. You may take this ability a second time; this mitigates 
  the requirement to waste ammo.
  O Blaze of Glory: When you mark a trauma you may retaliate against 
  any and all enemies within range. Say how you bring ruin to your foes 
  before they take you down. You may mark a trauma prematurely to use 
  this ability.
  O Roadkill: When you attack from a vehicle, you gain +1d. If you are using 
  personal weapons, your attacks gain +1 effect against vehicles.
  O Brute Squad: When you lead a group action in a raid, you may count 6s 
  across different rolls as a critical success.
  O Walk it Off: Penalties from harm are one level less severe.
  O Not Today: You may expend your special armor to resist harm from 
  combat, appearing to die (fall off a vehicle, disappear in an explosion, etc.) 
  only to reappear in a location of your choosing with a +1d to your next 
  action.
  O Life is Cheap: You gain an additional xp trigger: You chose to kill when 
  you didn’t need to. If your tribe faced trouble because of your bloodthirst, 
  also mark tribe xp.
  OOO Veteran: Choose a special ability from another source.
  Reaper
  Playbook Advancement
      █   █   █   █   █   █   █   █
  Stress
  O O O | O O O | O O O
  The strong survive
  You plan on surviving
  Insight        █   █   █   █   █   █
  O  O O O Hack
  O  O O O Hunt
  O  O O O Read
  O  O O O Scrounge
  Prowess     █   █   █   █   █   █
  O  O O O Finesse
  O  O O O Prowl
  O  O O O Raid
  O  O O O Wreck
  Resolve      █   █   █   █   █   █
  O  O O O Barter
  O  O O O Boss
  O  O O O Sway
  O  O O O Trek
  Vice: How Do You Deal? Denial - Duty - Faith - Gambling - Luxury - Pleasure - Stupor
  Trauma
  O O O O
  Gather Information
  What do they intend to do? - How can I get them to X? - 
  What are they really feeling? - What should I be worried 
  about? - Where’s the weakness here? - How can I find X? - 
  What’s really going on here? - Ask about a detail for a 
  plan.
  Mark XP:
  Bonus Die +1d
  Push Yourself: Pay 2 stress
  OR
  Accept a Devil’s Bargain
  Dangerous Friends
          Mike, a mutant
          Vegas, a bounty hunter
          Nails, an organic mechanic
          Rowdy, a pit fighter
          Cobra, a sensei
  Items (italics don’t count for load)
  O Fine hand weapon
  O-O Fine heavy weapon
  O Combat drugs
  O Armor-piercing ammo
  O Concealable vest
  O Explosive charge
  Harm
  3
  2
  1
  Need Help
  -1d
  Less Effect
  Supplies           █   █   █   █
  Stash
  O Armor
  O +Special
  O +Heavy
  Cold - Sickened - Obsessed - Paranoid
  Reckless - Soft - Unstable - Vicious
  Recovery
  Teamwork
  Assist another character.
  Pay 1 stress, give bonus die.
  Lead a group action.
  Use best result, leader takes 
  stress for fails.
  Protect a teammate.
  You make the resistance roll.
  Set up another character.
  Take action, adjust position.
  Every time you roll a desperate action, mark XP in that action’s attribute.
  You addressed a challenge with violence or threats.
  You expressed your beliefs or background.
  Your traumas, vice, or taboo caused a problem.
  Load  light 3; medium 5; heavy 6+
  O Primitive Weapon
  O +Big    O O +More
  O Ballistic Weapon
  O +Big    O O +More
  O Exotic Weapon
  O O Ammo
  O Molotov    O Frag
  O Armor    O-O +Heavy
  O Toolkit
  O Radio
  O-O Climbing Gear
  O-O Camping Gear
  O __________________
  O __________________
  Planning
  Choose a plan. Provide the detail.
  Assault: Point of attack.
  Deception: Method.
  Stealth: Entry point.
  Social: Social connection.
  Transport: Locations/route.
  Background: Trained From Birth - Merc - Betrayal - Family - Vigilante - Pit Fighter
  Name
  Look
  Taboo: Barbarism - Cannibalism - Murder - Oathbreaking - Slavery - Squandering
  Torture - Withholding Aid
  
  O Everybody’s Buddy: Pay 2 stress to reveal an old friend or contact. This 
  can be done on a run or during downtime.
  O Trust Me: You seem trustworthy - until you’re not. When you lie to 
  someone you haven’t yet lied to, you get +1d.
  O Takes One to Know One: You can always tell when someone is lying to 
  you.
  O Hoarder: What your friends don’t know can’t hurt them. At the end of 
  each downtime phase, you earn +2 stash.
  O Let’s You and Him Fight: You get +1d when you participate in a group 
  raid action or when you take a setup action that leads to violence for 
  someone else.
  O Connected: During downtime, you get +1 result level when you acquire 
  an asset or reduce friction.
  O Silver Tongue: You may expend your special armor to resist 
  consequences from suspicion or persuasion, or to push yourself for 
  deception or negotiation.
  O The Radscorpion and the Frog: You gain an additional xp trigger: You 
  exploited an ally for your own benefit.
  OOO Veteran: Choose a special ability from another source.
  Shark
  Playbook Advancement
      █   █   █   █   █   █   █   █
  Stress
  O O O | O O O | O O O
  You never break a deal
  You just bend it until you get 
  what you want
  Insight        █   █   █   █   █   █
  O  O O O Hack
  O  O O O Hunt
  O  O O O Read
  O  O O O Scrounge
  Prowess     █   █   █   █   █   █
  O  O O O Finesse
  O  O O O Prowl
  O  O O O Raid
  O  O O O Wreck
  Resolve      █   █   █   █   █   █
  O  O O O Barter
  O  O O O Boss
  O  O O O Sway
  O  O O O Trek
  Vice: How Do You Deal? Denial - Duty - Faith - Gambling - Luxury - Pleasure - Stupor
  Trauma
  O O O O
  Gather Information
  What do they intend to do? - How can I get them to X? - 
  What are they really feeling? - What should I be worried 
  about? - Where’s the weakness here? - How can I find X? - 
  What’s really going on here? - Ask about a detail for a 
  plan.
  Mark XP:
  Bonus Die +1d
  Push Yourself: Pay 2 stress
  OR
  Accept a Devil’s Bargain
  Sly Friends
          Leo, a mutant
          Ay Steev, a killer
          Buddy, a mariachi
          Elvis, a monarch
          Chevy, a trader
  Items (italics don’t count for load)
  O Fine pre-war booze
  O Fine lockpicks
  O Party drugs
  O Concealable derringer
  O Pepper spray
  O Impressive but useless trinkets
  Harm
  3
  2
  1
  Need Help
  -1d
  Less Effect
  Supplies           █   █   █   █
  Stash
  O Armor
  O +Special
  O +Heavy
  Cold - Sickened - Obsessed - Paranoid
  Reckless - Soft - Unstable - Vicious
  Recovery
  Teamwork
  Assist another character.
  Pay 1 stress, give bonus die.
  Lead a group action.
  Use best result, leader takes 
  stress for fails.
  Protect a teammate.
  You make the resistance roll.
  Set up another character.
  Take action, adjust position.
  Every time you roll a desperate action, mark XP in that action’s attribute.
  You addressed a challenge with deception or negotiation.
  You expressed your beliefs or background.
  Your traumas, vice, or taboo caused a problem.
  Load  light 3; medium 5; heavy 6+
  O Primitive Weapon
  O +Big    O O +More
  O Ballistic Weapon
  O +Big    O O +More
  O Exotic Weapon
  O O Ammo
  O Molotov    O Frag
  O Armor    O-O +Heavy
  O Toolkit
  O Radio
  O-O Climbing Gear
  O-O Camping Gear
  O __________________
  O __________________
  Planning
  Choose a plan. Provide the detail.
  Assault: Point of attack.
  Deception: Method.
  Stealth: Entry point.
  Social: Social connection.
  Transport: Locations/route.
  Background: Escaped - Web of Lies - Urchins - Former Glory - Educated - Vendetta
  Name
  Look
  Taboo: Barbarism - Cannibalism - Murder - Oathbreaking - Slavery - Squandering
  Torture - Withholding Aid
  
SOURCE: textdata/thevault/Blades in the Dark (PbtA) [multi]/Forged in the Dark (Games built from BitD)/Glow in The Dark/GITD Playbooks.pdf