1. Organizations

The Grip

Basics

Weak Tier 2 Gang

Lair: Back of a pub that is owned by Esme

Overlap in territory with The Wraiths: They have been paid off and are starting off the campaign with a +1 Status towards the grip

Vehicle - Carriage

Contraband smuggler: Primarily luxury goods

Upgrades

Upgrade - Smuggler Rigging: Two of your carried items are perfectly concealed. You could carry 1 load of contraband and a pistol, perfectly concealed, even against a pat down. (+) (As of now, this was taught to the by The Fog Hounds, the group they amicably split from. This backstory is subject to change)

Upgrade - Hidden Lair: Your lair has a secret location and is disguised to hide it from view. If your lair is discovered, use two downtime activities and pay coin equal to your Tier to relocate it and hide it once again. (-) This annoyed The Hive

Upgrade: Tier 1 vault can safely store 8 coin.

Upgrade 1/6/24 - Cohort of Rovers

Upgrade 6/9/24: Tier 2 vault can safely store 16 coin

Upgrade 6/9/24: Secure Lair

Special Ability - Leverage: Your crew supplies illicit goods for other factions. Your success is good for them. Whenever you gain rep, gain +1 rep.

Upgrade 11/2/24 - All Hands: During Downtime one of your cohorts may perform a downtime activity for the crew to either acquire an asset, reduce heat, or work on a long term project.

Contacts

Favorite Contact: Esme, owner of Moonlit Sanctuary

Luxury Fence - Seraphina Crowe

Contact at the Bluecoats: Cornelius "Corn" Blackthron


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