TEXT: ROGUES & ROOKS
  LEVERAGE
  REP
  PLOTS
  BLK HAT ABILITIES
  Criminal Minds: Each PC may add +1 function rating to Mask, Echo, or Goto (up
  to a max rating of 3).
  Deep Cover: When you keep a score completely quiet or make it look like an
  accident, you do not take the ordinary rep penalty (-2). Whenever this happens
  you also earn +1 coin.
  Paradox Sight: Through mysterious means your crew can see the signs of Glitch
  before it manifests in World, and predict it’s movements. When you act on this
  knowledge to sabotage an enemy or protect allies or innocents, take +2 rep.
  Grey Hats: Your crew is semi-legitimate. Take +1d to resistance rolls with
  Authority and +1d to engagement rolls that involve manipulating or subverting
  Moderator factions from within. Unfortunately, your criminal ties are hurt by the
  uncertainty of your allegiances and you also take -1 Rep to all Score payoffs.
  Hidden Lair: Your home is a shifting maze with a sophisticated monitoring grid.
  Whenever a faction other than the Administrators takes action against you, you
  have time to prepare. You take +1d to engagement rolls against adjacent
  targets on the faction map.
  Script Kiddies: Your crew wields influence over some easily-swayed Process who
  seek to imitate you. Once per score, you can employ their ‘talents’ as a
  distraction. Treat their assistance as a free flashback with Scale = Tier +1.
  Slippery: When you reduce heat on the crew, take +1d to the function roll.
  When you end downtime with zero heat, take +1 rep.
  Synchronized: When you perform a group function, you may count multiple 6s
  from different rolls as a critical success.
  Master Thieves: Select two of the following.
  Veteran: Choose a special ability from another crew (write it in below).
  HEAT
  FUNCTION
  format(
  )
  kill(
  )
  compile(
  )
  AUTHORITY {
  }.}
  CREW CONTACTS
  EXPERIENCE
  ◆ Execute a successful espionage, heist, infiltration,
  or sabotage operation.
  ◆ Contend with challenges above your current station.
  ◆ Bolster your crew’s reputation or develop a new
  one.
  ◆ Express the goals, drives, inner conflict, or essential
  nature of your crew.
  Choose a new Special Ability
  Choose a new Special Ability
  Choose a new Special Ability
  Choose a new Special Ability
  Choose a new Special Ability
  Gain a new Cohort
  Gain a new Cohort
  Gain a new Cohort
  Give a Cohort an additional type (up to 2)
  Improve an Expert Cohort to Tier+2 Quality
  Improve a Gang Cohort to Tier+1 Scale
  Improve an Authority function to 1 (from 0)
  Improve an Authority function to 1 (from 0)
  Improve an Authority function to 2 (from 1)
  Improve the crew’s Authority Resistance by 1
  CREW XP{
  }
  At the end of each session, mark 1 xp if an item below
  applies, or 2 xp if that item occurred multiple times.
  When the crew reaches full XP, level up by marking off one of the following. Only make each choice once:
  LAIR
  NAME
  REPUTATION
  TIER
  1
  0
  2
  3
  4
  5
  CHAOS LEVEL
  1
  2
  3
  4
  ____________________
  ____________________
  ____________________
  ____________________
  ____________________
  ____________________
  ____________________
  ____________________
  Expert
  Gang
  Expert
  Gang
  Expert
  Gang
  Expert
  Gang
  Weak
  Disrupted
  Derezzed
  Weak
  Disrupted
  Derezzed
  Weak
  Disrupted
  Derezzed
  Weak
  Disrupted
  Derezzed
  Armond, a cleaner
  Evelynn, an intelligence agent
  Fauxe, an anarchist
  Lassiter, a currency fixer
  Malworth, a data corrupter
  COIN
  You aren’t looking to overthrow the systems of World, but to surreptitiously profit from within
  them. Black Hats siphon away thin slivers of Authority to cover up their activities and achieve
  selfish goals. You’ll earn Coin by selling the profitable secrets of other factions and the
  Administration on the black market, and Rep from pulling off daring heists and infiltrations.
  In order to wield Authority, first spend Coin = 4 - Leverage and Rep = Tier x 2 (then follow
  normal rules for determining Magnitude, etc.). At each Tier you can only wield Authority a
  certain number of times before you draw Administration onto you (see the Tier graphic).
  In order to increase your Tier, spend Coin = New Tier and Rep = 12 - Leverage. You must
  have just enacted a Score that sabotages or frames the existing Faction in the Tier you wish to
  occupy.
  Laundering
  ∞
  PROCESS COHORTS
  +1d to Find and
  Mask in your
  home district
  Gargoyles
  +2 rep per
  score.
  Message
  Boards
  Your experts
  have +1
  quality.
  Spymaster
  +1d to Echo and
  Get in your home
  district
  Emporium
  (Tier roll) - Heat
  = coin in
  Downtime
  Shadow
  Market
  +1d to Advance
  a Project.
  Memory
  Vault
  Lair
  +2 coin for
  Espionage or
  Sabotage
  Dead
  Drops
  -2 heat per
  score.
  Tradecraft
  +1d to Deception
  & Stealth plans
  Spoofed
  Credentials
  +1d to Reduce
  Heat
  Front
  Operation
  +1d to Gather
  Info for Scores
  Informants
  +2 coin for Heist
  or Infiltration
  Data Broker
  You cannot have more Ring 2 Plots than Ring 1, or more Ring 3 Plots than Ring 2.
  Ring 1
  Ring 2
  Ring 3
  Blackmail
  Bribery
  Double Agent
  Mole
  Expired
  Outed
  Turned
  Exposed
  Ancient Port Mapping (Hidden passages between Servers)
  Spy Rigging (1 Tools or Gear choice per score is concealed & costs no Memory)
  _________ Mastery (May advance PC’s function ratings to 4 in chosen Attribute)
  _________ Mastery (May advance PC’s function ratings to 4 in another chosen Attribute)
  
  Payoff: The crew earns 2 REP per score by default, modified by +/- 1 REP per Tier of
  the Target higher/lower than the crew’s Tier. If you kept the job completely quiet, take -
  2 REP (publicity is best earned in the moment, but rumors will spread regardless).
  Earn a COIN reward based on the nature of the operation.
  ◦ 2 COIN - Minor theft, disconnected scraps of information.
  ◦ 4 COIN - Small heist, an influential User’s embarrassing secrets.
  ◦ 6 COIN - Standard heist, an average faction’s operation or details of one of their plans.
  ◦ 8 COIN - Major data breach, intimate secrets of a faction and their plots exposed.
  ◦ 10+ COIN - Massive data breach, a powerful faction utterly humiliated.
  Subtract COIN equal to your Tier+1 if you either pay a tithe to someone or share some of the
  profit with one of your Allies. If you do neither, Reduce Status and/or advance a clock with an
  appropriate faction.
  Purchase Plots/Leverage: If the outcome of the score gave the crew an opportunity
  to gain Leverage or a new Plot, the crew may choose it now. Spend 1 coin for fresh
  Leverage and 4 coin for a new Plot. This normally only occurs once per score.
  Leverage is fleeting, and you may sometimes need to defend your Plots!
  Heat: After a score or conflict with opposition, the crew takes HEAT. Add +1 HEAT if
  Moderators or Administrators were involved. Add +1 HEAT if Derezzing of a User
  occured. Add +2 HEAT if Authority Functions were invoked by the Crew.
  ◦ 0 HEAT: Smooth & quiet; low exposure
  ◦ 2 HEAT: Contained; standard exposure
  ◦ 4 HEAT: Loud; high exposure
  ◦ 6 HEAT: Wild; devastating exposure
  ◦ If HEAT ever exceeds available slots on the Crew sheet, increase WANTED level by one
  then clear the HEAT track and carry over any excess.
  Entanglements: After the Payoff, roll dice equal to the CHAOS level and read results
  according to the crew’s HEAT.
  Faction Turmoil roll: Dice = Status with Crew (invert negatives, ie. A hostile faction at -2
  status with the Crew rolls 2 dice for Turmoil)
  [Intent: turmoil occurs faster for factions that are still in the background, once the Crew has
  made a major enemy or ally they become more stable]
  Suggested Usage: Roll for up to 2 factions: one the Crew recently interfered with (not already
  involved in previous Entanglement) and one the Crew has no current interest in. Otherwise,
  simply advance clocks and narrate outcomes that follow from the present fictional state.
  Low Heat (1-3)
  Medium Heat (4-6)
  High Heat (7-9)
  1-3 - Contact Rumors
  1-3 - Hostile Faction Tests You 1-3 Mods gather info/obstruct
  4/5 - Neutral Faction Favor
  4/5 - Hostile faction attack
  4/5 - Admins cut power
  6 - Hostile Faction powerplay
  6 - Glitch infects a friendly C/F 6 - Glitch manifests close by
  CRIT - Mods make a move
  CRIT - Admins make a move
  CRIT - Glitch ravages home
  Refresh: Users recover all Armor boxes and Memory slots they had filled on the
  previous score. Clear any Level 1 Harm boxes.
  Downtime: When the crew is at liberty between scores and finds some respite from
  peril, the Users may each pursue two downtime activities from the list below. A user
  may perform additional activities from the list by spending 1 Coin or 1 Rep each. For
  any downtime roll, add +1d to the roll if they get help from a friend or contact. After the roll,
  they may increase the result level by one for each Coin spent, by hiring assistance, paying a
  bribe, etc. (so a 1-3 result becomes a ⅘, ⅘ becomes 6, 6 becomes a Critical).
  •Acquire Asset - State a non-opposed faction you are acquiring the asset from. Roll their Tier
  (-1d if you are 2 or more Tiers lower than them, -1d if not Allied and additional -1d if Neutral). The result
  level indicates the quality of the asset (1-3: Tier 1, 4/5: Tier 2, 6: Tier 3, Crit: Tier 4).
  •Long Term Project - Advance a project by rolling an appropriate function. Ticks on the relevant clock
  according to result level (1-3: 1, 4/5: 2, 6: 3, Crit: 5).
  •Frame a Scene - Describe a scene involving your character that tells us something about them or opens up
  new questions. Mark 1 XP. If your scene also created a setback or complication that the Crew will have
  to overcome later, instead mark 2 XP.
  •Patch Harm - Take stress equal to the highest Harm block filled, then remove all Harm. It is possible to
  Derez when doing this! Clear stress first if needed.
  •Indulge Memories - Choose to either: Purchase a disposable memory or experience from a Purveyor
  (spend 1 Coin), or else draw the Memory from your personal collection (mark 1 Memory slot, it remains
  marked into the next score). Describe the memory you dwell on. You then may clear Stress equal to 6
  minus the # of Traumas you have.
  So if you have 2 Traumas, you would clear 4 Stress. If you have 0 Trauma, you clear 6 stress.
  •Reduce Heat - Say how you reduce Heat on the crew and roll the appropriate function. Reduce heat
  according to result level (1-3: 1, 4/5: 2, 6: 3, Crit: 5).
  Low Tier (0-1)
  Medium Tier (2-3)
  High Tier (4-5)
  1-3 - Absorbed/Smashed
  1-3 - Infighting/Weakness
  1-3 Coup/Collapse
  4/5 - Alliance/Tick Clock
  4/5 - Preparations/Tick Clock
  4/5 - Fend off Upstarts
  6 - Going up in the World
  6 - Attack a Rival/Superior
  6 - Five Minutes of Fame
  CRIT - +1 Tier movement
  CRIT - Rival/Superior removed CRIT - Admin Function!
  Engagement: Choose a plan for your next Score, and provide the missing detail.
  1d for sheer luck.
  Is the plan: particularly bold or daring? +1d. Overly complex/contingent? -1d.
  Plan’s detail: expose a vulnerability or hit a weak spot? +1d. Is the target strong against this approach, or
  have they made special preparations? -1d.
  Friends or Contacts providing aid or insight? +1d. Enemies or Rivals interfering? -1d.
  Consider other factors: situation in the server/district, major Tier differential. Add or subtract 1d for a major
  factor as needed.
  Do violence to a target. Detail: the point of attack.
  Trespass unseen. Detail: the point of infiltration.
  Engage a non-User entity. Detail: the method of approach.
  Lure, trick, or manipulate. Detail: the method of deception.
  Negotiate, bargain, or persuade. Detail: the social connection.
  Carry cargo or people through danger. Detail: route & means.
  assault
  stealth
  deus ex
  deception
  social
  transport
  After the Score concludes, perform the below actions. Follow the suggested order of events, but take detours whenever
  desired for Free Play: resolve a scene or trigger in more detail, explore a relationship or rivalry, interact with a faction.
  
  TURF
  CONQUERORS & COURTIERS
  REP
  CLAIMS
  DYNASTY ABILITIES
  Noblesse Oblige: Each PC may add +1 function rating to Buffer, Get, or Restore
  (up to a max rating of 3).
  Bonds of Blood: Each PC has sworn themselves to a sacred oath via shared
  memories. Take +1d to resistance rolls (other than Authority).
  For the Alliance: You have brokered an unprecedented peace between your
  allies. You may count up to three +3 faction statuses as if they are turf.
  Fortified HQ: Your home is a hardened bastion with automated traps and tunnel
  networks. Whenever a faction other than the Administrators takes action against
  you, you have time to prepare. Take +1d to any engagement rolls that take
  place within your turf.
  Itinerant Court: The process who attend to lesser governmental matters and
  courtly luxuries mobilize alongside you. Whenever you execute a Social plan,
  take +1d to the engagement roll.
  Legion’s Pride: When you fight alongside your cohorts in combat, they get +1d
  for teamwork rolls (setup and group functions). All of your cohorts get the
  Strikers type for free (if they’re already Strikers, choose another type for them).
  Mandate of Heaven: For unknown reasons the Administration tolerates your
  crew’s claims of legitimacy. Mark +1d to Authority resistance rolls. Whenever
  you gain any rep, take +1 rep.
  Polarized Truesteel: Your weapons were forged using techniques lost to World.
  Truesteel grants every PC potency in armed combat against the Glitch, and may
  awe lesser Process upon sight. Loss of a Truesteel weapon causes -1 crew xp
  every session until recovered (only assess once no matter how many are lost).
  Venerable Order: Select two of the following.
  Veteran: Choose a special ability from another crew (write it in below).
  HEAT
  FUNCTION
  format(
  )
  kill(
  )
  compile(
  )
  AUTHORITY {
  }.}
  CREW CONTACTS
  EXPERIENCE
  ◆ Execute a successful battle, extortion, negotiation,
  or subjugation operation.
  ◆ Contend with challenges above your current station.
  ◆ Bolster your crew’s reputation or develop a new
  one.
  ◆ Express the goals, drives, inner conflict, or essential
  nature of your crew.
  Choose a new Special Ability
  Choose a new Special Ability
  Choose a new Special Ability
  Choose a new Special Ability
  Choose a new Special Ability
  Gain a new Cohort
  Gain a new Cohort
  Gain a new Cohort
  Give a Cohort an additional type (up to 2)
  Improve an Expert Cohort to Tier+2 Quality
  Improve a Gang Cohort to Tier+1 Scale
  Improve an Authority function to 1 (from 0)
  Improve an Authority function to 1 (from 0)
  Improve an Authority function to 2 (from 1)
  Improve the crew’s Authority Resistance by 1
  CREW XP{
  }
  At the end of each session, mark 1 xp if an item below
  applies, or 2 xp if that item occurred multiple times.
  When the crew reaches full XP, level up by marking off one of the following. Only make each choice once:
  LAIR
  NAME
  REPUTATION
  TIER
  1
  0
  2
  3
  4
  5
  CHAOS LEVEL
  1
  2
  3
  4
  ____________________
  ____________________
  ____________________
  ____________________
  ____________________
  ____________________
  ____________________
  ____________________
  Expert
  Gang
  Expert
  Gang
  Expert
  Gang
  Expert
  Gang
  Weak
  Disrupted
  Derezzed
  Weak
  Disrupted
  Derezzed
  Weak
  Disrupted
  Derezzed
  Weak
  Disrupted
  Derezzed
  Abell, a negotiator
  Gant, a Troubleshooter
  Lazarus, an Architect
  Robin, a dilettante
  Tzu, a strategist
  COIN
  This World has wallowed in self-serving decadence for too long. It deserves a firm hand at the
  wheel... perhaps even yours? Whether your ambitions are local or global, the fact remains that
  staking a claim to self-rule in World is going to be seen by many as an invitation to endless war.
  In order to wield Authority, first spend Coin = 6 - Turf and Rep = Tier + 1 (then follow normal
  rules for determining Magnitude, etc.). At each Tier you can only wield Authority a certain
  number of times before you draw Administration onto you (see the Tier graphic).
  In order to increase your Tier, spend Coin = New Tier + 2 and Rep = 12 - Turf. You must
  have just enacted a Score that decimates or vassalizes the existing Faction in the Tier you wish
  to occupy.
  Vault
  ∞
  PROCESS COHORTS
  Strikers
  HQ
  Turf
  Turf
  Turf
  Barracks
  +1 Scale for
  your Striker
  cohorts
  Stockpiles
  +1d to Acquire
  Asset
  Armoury
  Your Cohorts
  have 1 Armor
  Foreign
  Affairs
  +2 coin for
  Negotiation or
  Subjugation
  Honored
  Ground
  +1d to Buffer or
  Crash on your
  turf
  War Room
  +1d engagement
  for Assault plans
  Turf
  Diplomatic
  Quarter
  -2 Heat per
  score
  Forward
  Observation
  +1d to Find or
  Ping on your turf
  Maneuver
  Warfare
  Your cohorts
  have their own
  vehicles
  Tithe
  Collectors
  (Tier roll) - Heat
  = coin in
  Downtime
  Forager
  Ravens
  +2 coin for
  Battle or
  Extortion
  Reception
  Hall
  +2 Rep per
  score
  Both
  Both
  Battle Rigging (1 Armor or Weapon memory diamond per score is free)
  Endurance Mantra (+1d to Deresolution rolls)
  _________ Mastery (May advance PC’s function ratings to 4 in chosen Attribute)
  _________ Mastery (May advance PC’s function ratings to 4 in another chosen Attribute)
  
  Payoff: The crew earns 2 REP per score by default, modified by +/- 1 REP per Tier of
  the Target higher/lower than the crew’s Tier. If you kept the job completely quiet, take -
  2 REP (you’ll need to do better than that to spread your name).
  Earn a COIN reward based on the nature of the operation.
  ◦ 2 COIN - Minor excursion; limited plunder or a small pittance.
  ◦ 4 COIN - Small victory; a modest extortion or minor concessions.
  ◦ 6 COIN - Standard score; an average faction’s holding looted or decent political victory.
  ◦ 8 COIN - Sizable victory; an adversary’s Headquarters sacked or serious alliance.
  ◦ 10+ COIN - Legendary victory; a military campaign decisively ended or impressive war-chest.
  Subtract COIN equal to your Tier+1 if you either pay a tithe to someone or share some of the
  profit with one of your Allies. If you do neither, Reduce Status and/or advance a clock with an
  appropriate faction.
  Purchase a Claim: If the outcome of the score gave the crew an opportunity to gain a
  new Claim, the crew may choose it now. Spend 3 rep and 1 coin for a Claim
  connected to HQ or an existing Claim you already hold, or instead spend 4 rep and 2
  coin for a Claim that is not connected. You may have to defend your claims!
  Heat: After a score or conflict with opposition, the crew takes HEAT. Add +1 HEAT if
  Moderators or Administrators were involved. Add +1 HEAT if Derezzing of a User
  occured. Add +2 HEAT if Authority Functions were invoked by the Crew.
  ◦ 0 HEAT: Smooth & quiet; low exposure
  ◦ 2 HEAT: Contained; standard exposure
  ◦ 4 HEAT: Loud; high exposure
  ◦ 6 HEAT: Wild; devastating exposure
  ◦ If HEAT ever exceeds available slots on the Crew sheet, increase WANTED level by one
  then clear the HEAT track and carry over any excess.
  Entanglements: After the Payoff, roll dice equal to the CHAOS level and read results
  according to the crew’s HEAT.
  Faction Turmoil roll: Dice = Status with Crew (invert negatives, ie. A hostile faction at -2
  status with the Crew rolls 2 dice for Turmoil)
  [Intent: turmoil occurs faster for factions that are still in the background, once the Crew has
  made a major enemy or ally they become more stable]
  Suggested Usage: Roll for up to 2 factions: one the Crew recently interfered with (not already
  involved in previous Entanglement) and one the Crew has no current interest in. Otherwise,
  simply advance clocks and narrate outcomes that follow from the present fictional state.
  Low Heat (1-3)
  Medium Heat (4-6)
  High Heat (7-9)
  1-3 - Contact Rumors
  1-3 - Hostile Faction Tests You 1-3 Mods gather info/obstruct
  4/5 - Neutral Faction Favor
  4/5 - Hostile faction attack
  4/5 - Admins cut power
  6 - Hostile Faction powerplay
  6 - Glitch infects a friendly C/F 6 - Glitch manifests close by
  CRIT - Mods make a move
  CRIT - Admins make a move
  CRIT - Glitch ravages home
  Refresh: Users recover all Armor boxes and Memory slots they had filled on the
  previous score. Clear any Level 1 Harm boxes.
  Downtime: When the crew is at liberty between scores and finds some respite from
  peril, the Users may each pursue two downtime activities from the list below. A user
  may perform additional activities from the list by spending 1 Coin or 1 Rep each. For
  any downtime roll, add +1d to the roll if they get help from a friend or contact. After the roll,
  they may increase the result level by one for each Coin spent, by hiring assistance, paying a
  bribe, etc. (so a 1-3 result becomes a ⅘, ⅘ becomes 6, 6 becomes a Critical).
  •Acquire Asset - State a non-opposed faction you are acquiring the asset from. Roll their Tier
  (-1d if you are 2 or more Tiers lower than them, -1d if not Allied and additional -1d if Neutral). The result
  level indicates the quality of the asset (1-3: Tier 1, 4/5: Tier 2, 6: Tier 3, Crit: Tier 4).
  •Long Term Project - Advance a project by rolling an appropriate function. Ticks on the relevant clock
  according to result level (1-3: 1, 4/5: 2, 6: 3, Crit: 5).
  •Frame a Scene - Describe a scene involving your character that tells us something about them or opens up
  new questions. Mark 1 XP. If your scene also created a setback or complication that the Crew will have
  to overcome later, instead mark 2 XP.
  •Patch Harm - Take stress equal to the highest Harm block filled, then remove all Harm. It is possible to
  Derez when doing this! Clear stress first if needed.
  •Indulge Memories - Choose to either: Purchase a disposable memory or experience from a Purveyor
  (spend 1 Coin), or else draw the Memory from your personal collection (mark 1 Memory slot, it remains
  marked into the next score). Describe the memory you dwell on. You then may clear Stress equal to 6
  minus the # of Traumas you have.
  •Reduce Heat - Say how you reduce Heat on the crew and roll the appropriate function. Reduce heat
  according to result level (1-3: 1, 4/5: 2, 6: 3, Crit: 5).
  Low Tier (0-1)
  Medium Tier (2-3)
  High Tier (4-5)
  1-3 - Absorbed/Smashed
  1-3 - Infighting/Weakness
  1-3 Coup/Collapse
  4/5 - Alliance/Tick Clock
  4/5 - Preparations/Tick Clock
  4/5 - Fend off Upstarts
  6 - Going up in the World
  6 - Attack a Rival/Superior
  6 - Five Minutes of Fame
  CRIT - +1 Tier movement
  CRIT - Rival/Superior removed CRIT - Admin Function!
  Engagement: Choose a plan for your next Score, and provide the missing detail.
  Start with 1d for sheer luck.
  Is the operation: particularly bold or daring? +1d. Overly complex/contingent on factors? -1d.
  Plan’s detail: Does it expose a vulnerability or hit a weak spot? +1d. Is the target strong against this
  approach or have they made special preparations? -1d.
  Are Friends or Contacts providing aid or insight? +1d. Are Enemies or Rivals interfering? -1d.
  Consider other factors: situation in the server/district, major Tier differential. Add or subtract 1d for a major
  factor as needed.
  Do violence to a target. Detail: the point of attack.
  Trespass unseen. Detail: the point of infiltration.
  Engage a non-User entity. Detail: the method of approach.
  Lure, trick, or manipulate. Detail: the method of deception.
  Negotiate, bargain, or persuade. Detail: the social connection.
  Carry cargo or people through danger. Detail: route & means.
  assault
  stealth
  deus ex
  deception
  social
  transport
  After the Score concludes, perform the below actions. Follow the suggested order of events, but take detours whenever
  desired for Free Play: resolve a scene or trigger in more detail, explore a relationship or rivalry, interact with a faction.
  
SOURCE: textdata/thevault/Hello, World/HW_Crew Sheets.pdf