Crew Advancement
At the end of the session, the Quartermaster reviews the crew xp triggers and mark 1 crew xp for each item that occurred during the session. If an item occurred multiple times or in a major way, mark 2 crew xp for it. The crew xp triggers are:
- Your crew-specific xp trigger. For example, the Night Watch trigger is “Identify, acquire, monitor, or contain a supernatural force.” If the crew successfully accomplishes this during a mission, mark xp.
- Interfere with the conspiracy’s goals or assets. If you managed to derail the conspiracy’s plans or deny them the use of their assets, mark xp for this.
- Bolster your crew’s reputation or develop a new one. Review your crew’s reputation. Did you do anything to promote it? Also mark xp if you developed a new reputation for the crew.
- Express the goals, drives, inner conflict, or essential nature of the crew. This one is very broad! Essentially, did anything happen that highlighted the specific elements that make your crew unique?
When you fill your crew advancement tracker, clear the marks and gain two supply. The Quartermaster will spend these to recruit new squads, manage headquarters, and purchase crew abilities.
Upgrades
In addition to the upgrades listed here, every crew has access to some special upgrades noted in their description.
Headquarters
- Aircraft: Your crew has its own private aircraft, hangar, and landing strip. A second upgrade improves the aircraft capacity and loadout.
- Hidden: The location of your HQ is classified, its activities disguised, and it is hidden from rival agencies as well as the general public. If your HQ is discovered, use two downtime activities and INTEL equal to your Threat level to relocate and hide it again.
- Quarters: Your HQ includes living quarters for your crew. Without this upgrade, your agents live elsewhere when not in the field, increasing their profile and vulnerability.
- Safehouse: You have another location where you can stash things or hide when a location is compromised. A second upgrade adds a second safehouse. Having one or more safehouses counts as an Assist on downtime activities to reduce heat.
- Vault: Your headquarters has a secure vault, increasing the amount of INTEL you can safely store on premises. A second upgrade adds even more capacity. The first vault upgrade also adds a holding cell.
- Workshop: You have a well-stocked library, laboratory, and workshop. This allows you to complete many long-term projects without leaving your headquarters.
Training
If you have a training upgrade, you gain 2xp (instead of just one) when you train the corresponding attribute during downtime.
Quality
Each quality upgrade improves the quality rating of all items of that type.
So, if you have fine lockpicks and the Quality upgrade for gear, your lockpicks are on equal footing with locks of exceptional quality.