Caper

Unlike in regular play, which uses Expeditions, the Exile legacy uses Capers to access the content of Vaults.

To launch a Caper, place a Vault Location into the Travel verb, with any principle Aspect. This will spit the Caper out as a separate verb, allowing use of the Travel verb for other purposes at the same time as the Caper. There is a small chance that launching a Caper will create a Trace.

A Caper will present three Complications, which can be resolved by providing sufficient Aspect of a matching principle. Any card with a principle's aspect can be provided. Opportunities and Supplies will be consumed (replaced with a Husk), while Connections will exhaust to their corresponding Opportunities. Associates, Weapons and Lore that are provided will be exhausted and will need time to refresh.

If a Complication is not resolved by providing sufficient Aspect, there is a small chance (30%) of getting lucky and proceeding to the next Complication (or completing the Caper) anyway. Failure will end the Caper and create a Trace, but the Vault Location will be returned and can be used to attempt the Caper again.

Most Vaults in the Exile legacy are acquired by Communicating with a local contact, the person you met on arrival in the current city. Each of these contacts can be made an Ally by communicating with them after the Caper is successful. Usually this will consume the memento. If the contact was used in the Caper (or for other purposes) they will need to refresh before you can contact them; if you have lost the memento in the meantime you will not be able to convert them to an Ally.

There are other Vaults which instead are available upon arrival in their cities.

An incomplete Caper will end if you leave the current city.