����� ������ ����� ����� ��� ������� �
◆ ��� ����� ������
A���� T��� E��� E� ��� � A����� PDF Tis document gives you the basics so you can start playing Blades beore the final game is released. By definition, it's missing some pieces, particularly some instructional text and examples as well as the ull guide to Doskvol city which will be in the final game. As such, it's a document docu ment that you'll have to interpret and bolster with your own understanding o roleplaying practices. I you're brand-new to RPGs, maybe ask a more experienced riend to run this or you. I'm so excited to share the c omplete game with you (plus all the amazing add-ons you unlocked during the project). Until then, I hope you can have un playing with this incomplete shard. I you have questions or want to give eedback, head over to the G+ Community:
������� � | ����� ���� G��� D�����, W������, L�����, � A��: John Harper. C��������� D�������: Stras Acimovic. A��������� M������� B�: Stras Acimovic, Dylan Green, and Andrew Shields. �����: Brendan Adkins, Peter Adkison, Brandon Amancio, Keith Anderson, Allison Arth, Michael Atlin, Leonard Balsera, Larissa Barth, Chris Bennett, Rachael Storey Burke, Luke Crane, Rob Donoghue, Clinton Dreisbach, Radek Drozdalski, Ryan Dunleavy, Duamn Figueroa, Matthew Gagan, Oliver Granger, Dylan Green, Mark Griffin, Fred Hicks, Les Hilliard, Brandon Hilliard, Blake Hutchins, Adam Koebel, Robin Laws, Daniel Levine, Kira Magrann, Zane Mankowski, Johnstone Metzger, Metzger, Adam Minnie, Jason Morningstar, Sean Nittner, Steve Nix, Tor Olavsrud, Ed Ouellette, Michael Prescott, Mike Pureka, Nathan Roberts, Steve Sechi, Steve Segedy, Stephen Shapiro, Andrew Shields, Harvey Smith, Jared Sorensen, Mike Standish, Greg Stolze, James Stuart, Mark Diaz ruman, Dave urner, Jonathan weet, John ynes, Josephe Vandel, Rachel Walton, Jonathan Walton, Sara Williamson, Sean Winslow.
https://plus.google.com/u/0/communities/112767357581554417629
S������ ����� to Vincent Baker, Will Hindmarch, Hindmarch, and Matt Snyder—my Snyder—my ellow "thiey game" designers in arms.
Te people there are helpul and riendly and I'm usually on hand to answer questions, too.
CHANGELOG V6
Please eel ree to talk about the game online and share your experiences rom actual play.
�. Example o NPC taking action against a PC. See page 23. �. Players' Best Practices. See page 25. �. Write-ups or the actions o the Criminal Underworld. See pages 46-49. All o the actions
will have write-ups like this in the ull book.
A�������� G��� G� �� H������ I you're excited to use this game as the basis or a hack or your own game design, I'm glad to hear it! But be advised: Tere will eventually be a CC-licensed, SRD kind o thing or Blades. Tis is not it! So hold your horses on doing any kind o ull-on supplements or creating actual products or anything. Tat will come along once the ull game is launched. I know you're hyped to make stuff. Which is great! But I'll have a more polished final version or you at launch. In the mean time, go ahead and toy around, just in moderation.
�. A guide to supernatural orces. Guidelines or arcane magnitude and stress costs. See page 61. �. Rules or Rituals. See page 62. �. Rules or Alchemy . See page 63. Te Leech playbook has been tweaked a bit to suit. �. New playbook: Te Hull. Now you can play a spirit-powered automaton. See page 65. �. New playbook Te Vampire. Now you can play a spirit inside an undead corpse. S ee page 66. �. Modified the Tieves crew ability E������� S�����. I tweaked it to be less finicky, and to
match the similar abilities on other crews. Wraiths. ��.Four new criminal actions! Te Billhooks, Te Gray Cloaks, Te Grinders, and Te Wraiths. Special thanks to Adam Schwaninger or the action names. ��.Random generators or streets, buildings, people, and devils (ghosts, demons, etc.). See pages
67, 73, and 74. C������
��������@�����.��� @����_������ �������.���/���������� ���.��������������.���
Blades in the Dark is copyright ©2015 by John Harper
All rights reserved.
��.I wanted to incorporate the original name o the city— Doskvol—so I did! I like it because it
helps show that the city is very old (pre-dating the current common language) and I also like the implied double meaning—both "the Dosk River valley" and "the Dark Veil." Like most old cities, Doskvol has collected many names, including the nautical name North Hook and and the modern nickname: Duskwall (or simply "Te Dusk"). So you can still use the nickname in your games i you don't want to change what you're calling it. But Doskvol is what the Imperial Cartographer prints on her maps. ��.You’ll find some other new odds and ends throughout, some o which aren’t ully complete. I
wanted to get this update out to you now so I lef some things undone, but I figured you might like to see more o what’s coming.
A���� T��� E��� E� ��� � A����� PDF Tis document gives you the basics so you can start playing Blades beore the final game is released. By definition, it's missing some pieces, particularly some instructional text and examples as well as the ull guide to Doskvol city which will be in the final game. As such, it's a document docu ment that you'll have to interpret and bolster with your own understanding o roleplaying practices. I you're brand-new to RPGs, maybe ask a more experienced riend to run this or you. I'm so excited to share the c omplete game with you (plus all the amazing add-ons you unlocked during the project). Until then, I hope you can have un playing with this incomplete shard. I you have questions or want to give eedback, head over to the G+ Community:
������� � | ����� ���� G��� D�����, W������, L�����, � A��: John Harper. C��������� D�������: Stras Acimovic. A��������� M������� B�: Stras Acimovic, Dylan Green, and Andrew Shields. �����: Brendan Adkins, Peter Adkison, Brandon Amancio, Keith Anderson, Allison Arth, Michael Atlin, Leonard Balsera, Larissa Barth, Chris Bennett, Rachael Storey Burke, Luke Crane, Rob Donoghue, Clinton Dreisbach, Radek Drozdalski, Ryan Dunleavy, Duamn Figueroa, Matthew Gagan, Oliver Granger, Dylan Green, Mark Griffin, Fred Hicks, Les Hilliard, Brandon Hilliard, Blake Hutchins, Adam Koebel, Robin Laws, Daniel Levine, Kira Magrann, Zane Mankowski, Johnstone Metzger, Metzger, Adam Minnie, Jason Morningstar, Sean Nittner, Steve Nix, Tor Olavsrud, Ed Ouellette, Michael Prescott, Mike Pureka, Nathan Roberts, Steve Sechi, Steve Segedy, Stephen Shapiro, Andrew Shields, Harvey Smith, Jared Sorensen, Mike Standish, Greg Stolze, James Stuart, Mark Diaz ruman, Dave urner, Jonathan weet, John ynes, Josephe Vandel, Rachel Walton, Jonathan Walton, Sara Williamson, Sean Winslow.
https://plus.google.com/u/0/communities/112767357581554417629
S������ ����� to Vincent Baker, Will Hindmarch, Hindmarch, and Matt Snyder—my Snyder—my ellow "thiey game" designers in arms.
Te people there are helpul and riendly and I'm usually on hand to answer questions, too.
CHANGELOG V6
Please eel ree to talk about the game online and share your experiences rom actual play.
�. Example o NPC taking action against a PC. See page 23. �. Players' Best Practices. See page 25. �. Write-ups or the actions o the Criminal Underworld. See pages 46-49. All o the actions
will have write-ups like this in the ull book.
A�������� G��� G� �� H������ I you're excited to use this game as the basis or a hack or your own game design, I'm glad to hear it! But be advised: Tere will eventually be a CC-licensed, SRD kind o thing or Blades. Tis is not it! So hold your horses on doing any kind o ull-on supplements or creating actual products or anything. Tat will come along once the ull game is launched. I know you're hyped to make stuff. Which is great! But I'll have a more polished final version or you at launch. In the mean time, go ahead and toy around, just in moderation.
�. A guide to supernatural orces. Guidelines or arcane magnitude and stress costs. See page 61. �. Rules or Rituals. See page 62. �. Rules or Alchemy . See page 63. Te Leech playbook has been tweaked a bit to suit. �. New playbook: Te Hull. Now you can play a spirit-powered automaton. See page 65. �. New playbook Te Vampire. Now you can play a spirit inside an undead corpse. S ee page 66. �. Modified the Tieves crew ability E������� S�����. I tweaked it to be less finicky, and to
match the similar abilities on other crews. Wraiths. ��.Four new criminal actions! Te Billhooks, Te Gray Cloaks, Te Grinders, and Te Wraiths. Special thanks to Adam Schwaninger or the action names. ��.Random generators or streets, buildings, people, and devils (ghosts, demons, etc.). See pages
67, 73, and 74. C������
��������@�����.��� @����_������ �������.���/���������� ���.��������������.���
Blades in the Dark is copyright ©2015 by John Harper
All rights reserved.
��.I wanted to incorporate the original name o the city— Doskvol—so I did! I like it because it
helps show that the city is very old (pre-dating the current common language) and I also like the implied double meaning—both "the Dosk River valley" and "the Dark Veil." Like most old cities, Doskvol has collected many names, including the nautical name North Hook and and the modern nickname: Duskwall (or simply "Te Dusk"). So you can still use the nickname in your games i you don't want to change what you're calling it. But Doskvol is what the Imperial Cartographer prints on her maps. ��.You’ll find some other new odds and ends throughout, some o which aren’t ully complete. I
wanted to get this update out to you now so I lef some things undone, but I figured you might like to see more o what’s coming.
overview “All the coin in the Empire is cold comfort when a blade comes for you in the dark.” —B���� B��
������� You
play scoundrels on the streets o Doskvol, an industrial-antasy city. Tere’s primitive electrical technology, the printing press, strange alchemy, and simple gunpowder weapons. You and the other players create a fledgling criminal enterprise—your crew—and then take on illicit jobs to improve your assets and status. Game play ocuses on the moments o daring action during a job (with occasional flashbacks) and the downtime between scores when you recover and pursue personal interests.
����������� When you’re pitching the game to players, here a re some media touchstones you can use to relate the game to stuff with which they’re already amiliar. amiliar.
B����: Te Vlad altos altos novels ( Jhereg , etc.), by Steven Brust. Te stories o Fafrd and the Te Lies of Locke Grey Mouser, by Fritz Leiber. Te Lies Lamora, by Scott Lynch. Best Served Cold , by Joe Abercrombie. and its V���� G����: Tief: Te Dark Project and sequels, by Looking Glass Studios. Dishonored , by Arkane Studios. Dark Souls and Bloodborne by Hidetaka Miyazaki and From Sofware. V: Te Wire, by David Simon et al. Spartacus
(particularly season two) by Steven S. DeKnight et al. Peaky Blinders, by Steven Knight et al.
����� ���� “Furnace Room Lullaby” by Neko Case.
T�� G��� Blades in the Dark is a game about a group o daring scoundrels building a criminal enterprise on the haunted streets o an industrial-antasy city. Tere are heists, chases, escapes, dangerous bargains, bloody skirmishes, deceptions, betrayals, victories, and deaths.
We’ll play to find out i the fledgling crew can thrive amidst the teeming threats o rival gangs, powerul noble amilies, vengeul ghosts, the Bluecoats o the City Watch, and the siren song o the scoundrel’s own vices.
T�� S������ It is the year 847 o the Imperium which united the shattered islands o the cataclysm under one rule— all glory to his majesty majesty the Immortal Immortal Emperor . Te unquiet spirits o spirits o the dead—ree to roam the world since the gates o death were shattered in the cataclysm—prey on every living thing in the blasted deadlands between cities. Te port o Doskvol, like every city-stronghold o the Imperium, is encircled by crackling lightning-towers which create an electrical barrier that spirits cannot pass. By law, all corpses are incinerated with electroplasm (to destroy the spirit essence within). However, However, wealthy citizens, heretics o the spirit cults, and the criminal element ofen arrange or a spirit to escape destruction at the crematorium. Rogue spirits and the illegal spirit essences derived rom them are rich trade or the black market. Te docks o Doskvol, on the cold, windswept northern tip o Akoros, are home port or the titanic iron steamships o leviathan hunters. Te blood o those massive demons is the catalyst which gives potency to the plasmic oils which power the city. Te noble elite make their ortunes rom the fleets o leviathan hunters they deploy on the ink-dark waters o the Void Sea.
T�� C��������� Te scoundrels attempt to develop their crew rom a ragtag group o poor independents to a serious mid-level criminal organization
with established tur. Tey do this by taking illegal jobs rom clients, planning their own devious missions, making alliances, destroying their enemies, and trying to stay one step ahead o the law.
T�� P������ Each player creates a scoundrel character and works with the other players to create the crew to which their characters belong. Each player strives to bring their PC to lie as an interesting, daring, conflicted antasy adventure character who reaches boldly beyond their current saety and means. Te players decide as a group on the tone and style o the game by making judgment calls about the dice and actions, along with oversight rom the GM.
T�� G��� M����� Te GM establishes the dynamic world around the characters, especially the law-abiding civilian world and the shadowy criminal underworld. Te GM plays all the non-player characters in the world by giving each one a concrete desire and preerred method o action. Tey present opportunities to the PCs. Ten they ollow the chain o action and consequences wherever it leads.
3
the situation Tis page describes the situation or the Quick Start. Give the players this overview beore going on to character and crew creation. See page 52 or more details.
W�� �� C���'� F��� Your crew o thieves is caught up in a perilous (and possibly profitable) situation in the Crow's Foot district. Roric, the ward boss who ran the criminal operations in Crow's Foot, has been killed. People say it was his second in command, Lyssa, who did it. She now controls Roric's impressive gang o cutthroats, who call themselves the Crows. Can she establish dominance over the district the way Roric did? When Roric died, the peace he had brokered between two enemy gangs ell apart. Te Lampblacks and the Red Sashes have once again exploded into open war on the streets. Will their old eud finally be resolved with bloodshed? Your crew o thieves is poised to profit rom all o this, or be swept up in the chaos and destroyed. Who will you side with? Do you have loyalties and riendships in the mix, or are you detached outsiders coldly exploiting the situation? We'll play to find out!
the lampblacks
��
Te ormer lamp-lighter guild, turned to crime when their services were replaced by electric lights. ���: HQ in the office o a coal warehouse. Operates a handul o brothels and cheap drug dens across the district.
NPC�: Bazso Baz (leader, charming, open, ruthless, whiskey connoisseur )
the red sashes
��
Originally an Iruvian school o swordsmanship, expanded into criminal endeavors.
������� ��� ��� ������
��� : HQ in their sword-fighting school / temple. Operates a handul o high-end drug dens across the district. NPC�: Mylera Klev (leader, ruthless, aggressive, art collector ).
������� ��� ����������
N������ A�����: A earsome gang o leg-breakers and mayhem-makers. A number o smugglers on the payroll who run their drugs.
N������ A�����: Small contingent o master swordfighters. Master alchemist; many potent potions and essences.
A�����: Te Fog Hounds, Gondoliers, Ironhook Prison.
A�����: Te Path o Echoes, Dockers, Cabbies, Inspectors.
E������: Te Red Sashes, Te Bluecoats, Cabbies.
E������: Te Lampblacks, Te Bluecoats, Gondoliers.
S��������: Te Lampblacks and the Red Sashes are at war over tur and vengeance or deaths on both sides. Bazso Baz is recruiting every ree blade in the district or extra muscle and doesn't take no or an answer. You're either with them or against them.
S��������: Te Red Sashes and the Lampblacks are at war over tur and vengeance or deaths on both sides. Mylera is recruiting every ree blade in the district or extra muscle and doesn't take no or an answer. You're either with them or against them.
See Starting the Game, page 52.
the crows
��
An old gang with new leadership. Known or running illegal games o chance and extortion rackets. ���: Claims all o Crow's Foot as their tur. Everyone
in the district pays up the chain to them. HQ in an abandoned city watch tower. Operates many gambling rooms across the district. NPC�: Lyssa (leader, cold, calculating, killer )
�����������
������� �� ��� ��������
N������ A�����: A veteran gang o thugs and killers. A number o small boats. A ortifie d HQ. A�����: Te Bluecoats, Sailors, Te Lost. E������: Te Hive, Inspectors, Dockers. S��������: Lyssa murdered the ormer boss o the Crows, Roric. She is a earsome killer, and ew want to cross her, but her position as leader o the Crows is uncertain. Some were very loyal to Roric. As the power-play continues, the Crows' hold on the district just might slip away...
4
actions & attributes A����� R������ Tere are twelve ������� in the game system that the player characters use to overcome obstacles. Te actions are divided into three sets o our actions each, grouped by ���������. Te Finesse , Prowl, Skirmish and Wreck actions are grouped under the P������ attribute, or example.
A�������� R������ A����� C������ C������ F������ H��� P���� S�������
S���� Each action has a rating (rom zero to our) which tells you how many dice to roll when S����� you perorm that action. Action ratings don't S��� just represent skill or training — you're ree T����� to describe how your character perorms that W���� action based on the type o person they are. Maybe your character is good at Command because they have a scary stillness to them, while another character barks orders and intimidates people with their military bearing.
You choose which action to perorm to overc ome an obstacle, by describing what your character does. Actions that are poorly suited to the situation will put the character in a more challenging position, but they can still be attempted. I it's something you're really good at, maybe it's worth it. It's up to you which action your character perorms to overcome a problem. See How to Choose an Action , page 23.
A����� R��� You make an action roll when your character pursues a goal that's blocked by an obstacle.
Tere are three ���������� in the game system that the player characters use to resist danger. Each attribute has a rating (rom zero to our) which tells you how many dice to roll when you use that attribute.
I������
E������ �� A����� ��� A�������� R������
P������
Tis character has action ratings o Attune 2, Command 1, Consort 0, and Sway 1.
R������
Te rating or each attribute is equal to the number o dots in the first column under that attribute. Te more well-rounded your character is with a particular set o actions, the better their attribute rating.
Teir Resolve attribute rating is 3 (the first column o dots).
resolve
������ ������� ������� ����
R��������� R��� Each attribute resists a different type o danger. I you get stabbed, or example, you resist physical harm with your P������ rating. Te better your roll, the less ������ it costs to reduce or avoid the danger. When the enemy has a big advantage, you'll need to make a resistance roll before you can attempt your own action. For
example, when you duel the master sword-fighter, she disarms you beore you can strike. You need to make a resistance roll to keep hold o your blade i you want to attack her. Or, perhaps you ace a powerul ghost and attempt to attune with it to control its actions. But beore you can make your own roll, you must resist possession rom the spirit. Te GM judges the threat level o the enemies and uses these 'preemptive' resistance rolls as needed to reflect the capabilities o especially dangerous oes. For the details on Resistance Rolls, see page 11.
Te possible results o the roll depend on your character's position. Tere are three positions: Desperate, Risky , and Controlled. I you're in a controlled position, the possible consequences are less serious. I you're in a desperate position, the consequences can be severe. I you're somewhere in between, it's risky , and the risk and reward are more balanced. For the details on Action Rolls, see page 9.
6
stress & trauma S����� Player characters in Blades in the Dark have a special reserve o ortitude and luck called S����� . When they suffer a consequence that they d on't want to accept, they can take stress instead. Te result o the R��������� R��� (see page 11) determines how much stress it costs to avoid a bad outcome. During a knie fight, Daniel's character, Cross, gets stabbed in the chest. Daniel rolls his P������ rating to resist, and gets a 2. It costs 6 stress, minus 2 (the result o the resistance roll) to resist the consequences. Daniel marks off 4 stress and describes how Cross survives the attack. Te GM rules that the harm is reduced by the resistance roll, but not avoided entirely. Cross suffers level 2 harm ('Chest wound') instead o level 3 harm ('Punctured lung').
P������ Y������� You can use stress to push yoursel or greater perormance. For each bonus you choose below, take 2 stress (each can be chosen once or a given action): Add +1d to your roll. (See Action Rolls, p. 9.) Add potency to your effect. (See Effects, p. 10.) ake action despite severe harm (See Consequences, p. 11) Pushing yoursel or +1d means you effectively have at least 1d in every action as long as you have stress to burn. And even 1d gives you a 50/50 chance o success. Tis is the core "scoundrel's luck" in the game system. Even when you're in a bad spot, trying to do something or which you have no experience or training, you can dig deep and give yoursel a chance. (A much better chance than rolling 2d and taking the lowest when you have zero dots.) It's important to remember this! Some players tend to orget and dismiss actions or which they have zero dots. "Nah, I can't do that. I don't have Attune. I'd have to roll 2d and take the worst. Ugh." As long as you have stress to burn, you can get 1d and give it a decent shot.
T����� When a PC marks their final stress box, they suffer a level o T�����. When you take trauma, circle one o your trauma conditions like Bloodthirsty , Cold , Reckless , Unstable, etc. Tey're all described on this page. When you suffer trauma, you're taken out o action. You're "lef or dead" or otherwise dropped out o the current conflict, only to come back later, shaken and drained. When you return, you have zero stress and your vice has been satisfied or the next downtime (see Vice on page 19).
rauma conditions are permanent. Your character acquires the new personality quirk indicated by the condition, and can earn xp by using it to cause trouble. When you mark your ourth trauma condition, your character cannot continue as a daring s coundrel. You must retire them to a different lie or send them to prison to take the all or the crew's wanted level (see Incarceration, page 18).
T����� C���������
C���: You're not moved by emotional appeals or social bonds.
H������: You're ofen lost in reverie, reliving past horrors, seeing
things.
O�������: You're enthralled by one thing: an activity, a person, an
ideology.
P�������: You imagine danger everywhere; you can't trust others.
R�������: You have little regard or your own saety or best interests.
S���: You lose your edge; you become sentimental, passive, gentle.
U�������: Your emotional state is volatile. You can instantly rage,
or all into despair, act impulsively, or reeze up.
V������: You seek out opportunities to inflict savage violence.
You can play your trauma conditions as much or as little as you like. Tey can totally transorm your character's persona or have only a small impact—totally up to you. I you do play them strongly, though, allowing a trauma condition to complicate your character's lie, you earn xp or it.
S����� � T�� S����������� A close encounter with a spirit or demon is a harrowing experience. By deault, the standard effect is to either paralyze a person with ear or panic them into fleeing rom its presence. A PC can choose to roll to resist the effect. Characters with lots o exposure to spirits, such as Whispers, Rail Jacks, and occult weirdos become less susceptible and only ace ear or panic rom exceptionally powerul entities. Being possessed by a spirit inflicts a level o ������ at the end o every week. Once the possessed body suffers its ourth level o trauma, it can no longer sustain its lie. Te possessing spirit must eithe r bond with the corpse (becoming a vampire) or abandon it and seek out a new host. Mind-bending horrors (such as the physical maniestation o a orgotten god) may inflict stress directly , starting at 10 stress (or more), reduced by a resistance roll.
7
progress clocks P������� C����� Use a progress clock to track the effort made against a complex obstacle. Sneaking into the Bluecoat watch tower? Make a clock to track the alert level o the patrolling guards. When the PCs suffer consequences rom partial successes or missed rolls, fill segments on the clock until the alarm is raised.
Generally, the more complex the problem, the more segments in the progress clock. A complex obstacle is a 4-segment clock. A more complicated obstacle is a 6-segment clock. A daunting obstacle is an 8-segment clock. Te effect level o an action or circumstance is used to tick segments on a clock (see Effect Levels, page 10). It's the GM's job to tick a clock so it reflects the fictional situation. I the PCs are making a lot o progress, the clock should be ticked a lot. Tis comes with practice, by properly judging effect levels. But you should always eel ree to adjust a clock in play to better reflect the situation i you make a mistake. You can't usually fill a clock with the effect o a single action. Tis is by design. I a situation is simple enough or one action, don't make a clock, just judge the outcome based on the effect level o the action. When you create a clock, make it about the obstacle, not the method. Te clocks or an infiltration should be "Interior Patrols" and "Te ower", not "sneak past the guards" or "climb the tower." Te patrols and the tower are the obstacles — the PCs can attempt to overcome them in a variety o ways. Complex enemy threats can be broken into several "layers", each with its own progress clock. For example, the Lampblack's HQ might have a "perimeter security" clock, an "interior guards" clock, and a "Bazso's office security" clock. Te crew would have to make their way through all three layers to reach Bazso's personal sae and whiskey collection. Remember, a clock tracks progress. It reflects the fictional situation, so the group can gauge how they're doing. A clock is like a speedometer in a car. It shows the speed o the vehicle—it doesn't determine the speed.
S����� O�������� Not every situation and obstacle requires a clock. Use clocks when a situation is complex or layered and you need to track effort over time — otherwise, resolve the result o an action with a single roll.
clock examples D����� C���� Te GM can use clocks to represent progressive dangers like suspicion growing during a seduction, the proximity o pursuers in a chase, or the alert level o guards on patrol. In this case, when a complication occurs, the enemy ticks 1, 2, or 3 segments on the clock, depending on its intensity. When the clock is ull, the danger comes to ruition — the guards hunt down the intruders, activate an alarm, release the hounds, etc. (See Consequences & Resistance, page 11.) Te crew is infiltrating the Red Sash's headquarters. Te GM makes a clock or the Alert level o the guards. Whenever a PC suffers a complication, the GM fills segments on the Alert clock. When the Alert clock fills, the guards are aware o the intruders and react appropriately.
R��� C����� You can create two opposed clocks to represent a contest to see who can do something first. Te PCs might have a progress clock called "Escape" while the Bluecoats have a clock called "Cornered." I the PCs finish their progress beore the Bluecoats fill their clock, they get away. Otherwise, they're cornered and can't flee. I both complete at the same time, the PCs escape to their lair, but the streets are filled with hunting Bluecoats outside!
L����� C����� You can make a clo ck that unlocks another clock once it's filled. In the Red Sashes example, above, the GM might make a linked clock called "rapped" afer the "Alert" clocks fil l up. When you fight a veteran warrior, she might have a clock or her "Deense" and then a linked clock or "Vulnerable". Once you overcome the Deense clock, then you can attempt to overcome the Vulnerable clock and deeat her. You might affect the Deense clock with violence in a knie-fight, or you lower her deense with deception i you have the opportunity. As always, the method o action is up to the players and t he details o the fiction at hand.
M������ C����� Te GM can make a clock or a time-sensitive mission, to represent the window o opportunity you have to complete it. I the countdown runs out, the mission is scrubbed or changes— the target escapes, the household wakes up or the day, etc.
L���-T��� P������ C����� Some projects will take a long time. A basic long-term project (like tinkering up a new eature or a device) is 8-segments. ruly longterm projects (like creating a new designer drug) can be two, three, or even our clocks, representing all the phases o development, testing, and final completion. Add or subtract clocks depending on the details o the situation and complexity o the project. A long-term project is a good catch-all or dealing with any unusual player goal, including things that circumvent or change elements o the mechanics or the setting. For example, by deault in the game, rauma is permanent. But maybe a player wants to work on a project where they create a device to draw traumatic spirit-energies into the ghost field, thus reducing a character's rauma and unleashing a storm o enraged ghosts in the area. It will be a long and dangerous process to set up everything needed to begin and work on a project like this, but almost anything can be attempted as long as the group is interested and it seems easible to everyone.
T��-��-W�� C���� You can set up a clock that can be filled and emptied by events, to represent a back-and-orth situation. For example, you might make a "Revolution!" clock that indicates when the reugee Skovlanders in the city start to riot over the annexation o their homeland. Some events will tick the clock up and some will tick it down. Once it fills, the revolution begins. A tug-o-war clock is also perect or an ongoing tur war between two crews or actions.
F������ C����� Each action has a long-term goal. When the PCs take �������� (page 20) the GM ticks orward the action clocks that they're interested in. In this way, the world around the PCs is dynamic and things happen that they're not directly connected to, changing the overall situation in the city and creating new opportunities and challenges. Te PCs may also directly affect NPC action clocks, based on the missions and scores they pull off. Discuss known action projects that they might aid or interere with, and also consider how a PC operation might affect the N PC clocks, whether the players intended it or not.
8
the action roll When your PC pursues a goal that's I there's a position you're angling or, ask blocked by an obstacle you make an action the GM how you might make that roll. roll. Tis is the mechanic the players use Assess the character's likely effect. How to solve problems and get what they want. effective will this action be? In general, a Along with resistance rolls (see page player can try to push or a greater effect 29), action rolls determine how things by accepting a worse position, and vice go when the crew is on the job, tangling versa. "Sounds like a risky position, and you with enemies, and pulling off daring can probably get halway across." "What i I scoundrel moves. run, instead?" "Yeah, okay, we can call that desperate, and you'll make it all the way i you D������� Y��� G��� ��� succeed." See page 10 or details on effect. A����� ��� O������� Your goal is the concrete outcome you'll T�� D����'� B������ achieve when you overcome the obstacle. PCs in Blades are reckless scoundrels Your goal might be "get into the manor addicted to destructive vices—they don't house" or it might be "see who comes always act in their own best interests. o and goes at the house"—in both cases the reflect this, the GM or any other player can obstacle might be "the guard patrol". Te offer you a bonus die i you accept a devil's guards are the problem you have to deal bargain. Common devil's bargains include: with in order to get what you want. Reveal a valuable secret. C����� Y��� A����� Sacrifice coin or an item. ell the group which action your character Betray a riend or loved one. perorms to overcome the obstacle. It's Anger a powerul enemy. usually obvious, but make it explicit anyway. Tere's some overlap among Make a dangerous promise. actions, meaning several o them might Add heat to the crew rom evidence or apply, depending on the specific approach witnesses. you take. Te choice is yours, as long as Suffer harm. your character actually perorms the action in question. You can't roll S��� unless you Te devil's bargain occurs regardless o the outcome o the roll. You make the deal, manipulate by interacting with someone. pay the price, and get the bonus die. Tere D�������� Y��� P������� � might not be an interesting devil's bargain in every situation. I one doesn't occur to E����� L���� Assess the character's position to perorm anyone right away, that's fine. this action. Tere are three positions: Since NPCs don’t roll dice, an action roll ofen Controlled, Risky , and Desperate. Read does double duty: it resolves the action o the the profiles or each position. Which o the PC as well as any NPCs that are involved. various phrases best matches the intersection Te single roll tells us how those actions o the character's goal, obstacle, and action? interact and which consequences result.
������ ���� 1d or each A����� dot.
C��������� You act on your terms. You exploit a dominant advantage.
C�������: You do it with increased effect.
+
+1d i you P��� yoursel
�: You do it.
(you take 2 stress) -��- i you accept a D����'� B������ .
�/�: You do it, but there's a consequence: it takes extra time, you have reduced effect, you suffer lesser harm, you end up in a risky position.
Note: You may either push yoursel or accept a devil's bargain to get one bonus die. You can't do both. Actions which call or a die roll are usually risky, so you can think o this as the deault position (thus the name). When the situation is better, move up to Controlled. When it’s worse, go down to Desperate.
�-�: You're blocked, you hesitate, or you falter. Press
on by seizing a risky opportunity, or withdraw and try a different approach.
R���� You go head to head. You act under fire. You take a chance.
C�������: You do it with increased effect. �: You do it. �/�: You do it, but there's a consequence: you suffer
harm, a complication occurs, you have reduced effect, you end up in a desperate position. �-�: Things go badly. You suffer harm, a complication occurs, you end up in a desperate position, you lose this opportunity for action. Each time you roll a desperate action, mark a tick o XP on your character sheet. See page 18.
D�������� You overreach your capabilities. You're in serious trouble.
C�������: You do it with increased effect. �: You do it. �/�: You do it, but there's a consequence: you suffer
severe harm, a serious complication occurs, you have reduced effect. �-�: It's the worst outcome. You suffer severe harm, a serious complication occurs, you lose this opportunity for action.
Te GM sets the consequences according to the situation. You may suffer one, some, or all o the listed consequences. You may attempt to avoid or reduce a consequence with a resistance roll .
9
effect In Blades in the Dark , you achieve goals by taking actions and acing consequences. But how many actions does it take to achieve a particular goal? Tat depends on the effect level o your actions. Te GM judges the effect level using the profiles at right. Which one best matches the action at hand —Limited, Standard , or Great? Each effect level indicates the questions that should be answered or that effect, as well as how many segments to tick i you're using a progress clock or this obstacle. When assessing the effect level, consider three actors: Quality , Scale, and Potency . I the PC has an advantage in a given actor, consider a higher effect level or their action. I they have a disadvantage, consider a reduced effect level. When considering actors, an effect might be reduced below limited, resulting in zero effect (no effect at all) — or increased beyond great, resulting in an extreme effect.
E������ �� ��� F������ Effects aren't simply a matter o ticking clock segments. o bring an effect to lie in the game, answer the effect questions and describe what happens "on screen." Te answers to the questions will tell the group what remains to be done, creating a natural bridge to the next actions and risks at hand. For simple actions, judge what the effect level means based on the situation. Do you achieve your goal partially, ully, or with great effect? I it's a simple, direct action, even a limited effect may be enough to get by i the player is willing to accept the poor results. For a complex obstacle, the GM creates a progress clock to track the effort made to overcome it. You tick a number o segments on the clock depending on the effect level o your action and the actors involved. When you fill the clock, the obstacle may be overcome. See Progress Clocks , page 8. For example, i the player's goal is "I shove him and run away," that might be a simple action. Te shove will have limited, standard, or great effect on the enemy, resulting in a new situation. Te enemy thug might be briefly slowed down (limited), knocked off his eet and delayed in the chase (standard), or even injured by a powerul throw (great)—depending on the assessment o the thug's prowess compared to the PC and the actors involved. I the player says, "I engage this guy in a knie fight to the death," that might be a more complex obstacle, requiring a clock based on the thug's level o threat. ell the players w hat you're thinking about the scope o the obstacle and talk about their goal so everyone's on the same page and can
effect levels �����
factors
� �����
How is the effect increased? What extra benefit maniests?
��������
� �����
How does the expected effect maniest? What's lef to do, i anything?
�������
� �����
-
������� / ����
+
Do you have superior or inerior abilities, tools, or assets?
-
�����
+
Do you have an advantage or disadvantage due to numbers or size?
-
�������
+
How is the effect diminished? What significant obstacle remains?
Can a weakness, extra time, or enhanced effort be exploited here?
revise as needed. Tere's no hard and ast rule or what's "simple" or "complex." Go with your gut and use simple or complex obstacles as you like, moment to moment in play.
D������� F������
E����� F������ o assess effect level, first start with your gut eeling, given this situation. I needed, consider each actor and determine i the PC has an advantage or disadvantage there. I the PC has the advantage, consider raising their effect level by one. I they have the disadvantage, consider reducing their effect level by one. Every actor won't always apply to every situation.
Q������ / T��� Quality considers the effectiveness o assets, tools, weapons, or other resources, usually summarized by ier. A higher tier action has better quality stuff. Fine items count as +1 ier in quality.
Arlyn is picking the lock to a saehouse run by the Unseen. Arlyn has fine lockpicks and her crew is ier I. Te Unseen are ier IV. Arlyn is outclassed in quality, so her effect will be limited on the lock. It's gonna take a ew tries to get it open. Arlyn can improve her effect by finding a weakness to gain potency , or get lucky with a critical on her action roll.
S���� Te scale actor considers the number o opponents, magnitude o orce, size o an area covered, amount o influence, etc. Larger scale can be an advantage or disadvantage depending on the situation. When trying to secure an area, more people are better. When trying to move unseen, more people are a hindrance.
P������ Te potency actor considers particular weaknesses, taking extra time or a bigger risk, enhanced effort rom pushing yoursel (p. 7), or the influence o arcane powers. A spirit is weak to the electrical discharge o a lightning hook. A human is vulnerable to the possessing powers o a ghost. An infiltrator is more potent i the lights are extinguished and they move about in the dark.
I one actor overshadows the others, the side with that advantage dominates the situation. It doesn't matter i you have a fine sword and extra effort i you try to fight 20 people at once. Teir scale dominates the situation and you're lef with very limited effect, or no effect at all.
T�� T���� ��� T�� D���� Una wants to tear down a stone guard tower that the Silver Nails are using as a lair. She says, "I take my sledgehammer over there and I wreck the thing, smashing it down stone by stone. Ha! I rolled a crit! Great effect!" Um. What? Obviously, this isn't possible. A person can't smash down a stone tower with a sledgehammer. We know it's inherently silly, like jumping over the moon. But this is also codified in the effect actors. Te tower has major advantages in quality, scale, and potency. Una's effect level is zero beore she starts. No matter what she rolls or her action, she'll have no effect. Tis concept is useul when tough—but achievable—situations arise.
Let's imagine instead that Una is acing a demon. She wants to skirmish with it, by hitting it with her sword. Tis is similar to knocking down the tower with the sledgehammer. Even on a crit, the GM says, "You manage to land a solid blow against the creature's skull, but there's no wound and your hand throbs with the impact o steel against its scaly hide." In other words, zero effect! (On a 1-3, the GM might say, "Te creature swats your sword aside, clutches you in its hideous grip, and breaks your spine in two." Seriously. Don't mess with demons.) But this situation isn't entirely hopeless, right? Tere must be some way to battle a demon. Tis is where effect actors can help make sense o the situation. I the demon has advantages in quality, scale, and potency, then the PCs can try to understand the actors, and take actions to address them. What's the demon vulnerable to? Tey can use that to remove its potency (and seize that advantage or themselves). What scale is it? Tey need to bring more troops. Etc. Effect actors are a way to codiy fictional positioning into a ew key actors so it's easier to talk about what needs to change in order to have the desired effect.
10
consequences, harm, & resistance Enemy actions, bad circumstances, or the outcome o an action roll can result in consequences or the PC. Tere are six types o consequences:
or any other troublesome circumstance you can imagine. A serious complication is the same, but with more ticks on the clock (2 or 3) or a more dangerous obstacle or threat.
It
You lose your opportunity
You
or this action. You suffer a complication . You suffer harm.
S����� H��� Tis consequence represents a long-lasting debility (or death). When you suffer harm, record the specific injury on your character sheet equal to the level o harm you suffer. I you suffer lesser harm, record it in the bottom row. I you suffer moderate harm, write it in the middle row. I you suffer severe harm, record it in the top row. See an example o severe harm, below:
takes extra time. have reduced effect . You end up in a worse position.
A given circumstance might result in one, two, or even three consequences, depending on the situation. Te consequences and the method to resist them are detailed below. E���� T��� Tis consequence represents slow perormance. Te action takes longer to complete than you'd preer. I there's a countdown clock or time during an operation, add ticks when the extra time complication occurs. I there's no clock, the PC might miss an opportunity due to taking extra time, or be late or a time sensitive event, like meeting up with a contact, or getting back to the lair beore the Bluecoat's nightly sweep or scoundrels on the streets. R������ E����� Tis consequence represents impaired perormance. Te action isn't as effective as you'd preer. Reduce the final effect level by one (afer accounting or any actors). W���� P������� Tis consequence represents losing control o the situation. Te action carries you into an inerior position or uture actions. Perhaps you make the leap across to the next roofop, only to end up dangling by your fingertips. Or you manage to get past the swordsman's deense and cut her, only to be disarmed by her counter-move. L��� Y��� O���������� Tis consequence represents shifing circumstance. You had an opportunity to achieve your goal with this action, but it slips away. o try again, you'll have to try a new approach. C����������� Tis consequence represents trouble, mounting danger, or a new threat. When a complication maniests, the GM might ti ck a countdown clock (like the Alert level o a guard patrol), start a new countdown clock and tick it, introduce a new obstacle or threat, add +1 heat as evidence is lef at the scene o the crime,
R��������� When a PC suffers a consequence, the player may choose to resist it. Describe how the character resists, then roll using one o the PC's attributes. Te character suffers 6 stress minus the highest die result to resist a consequence. Te attribute you roll depends on the consequence: I������: Consequences rom deception or understanding. P������ : Consequences rom physical strain or injury. R������: Consequences rom mental strain or willpower. When you roll a critical on resistance, clear 1 stress.
HARM
���� ����
I you suffer more than one consequence at once, you may make separate resistance rolls against each one, i you wish.
�
-��
�
������� ������
Usually, a resistance roll will reduce the severity o a consequence. I you're going to suffer atal harm, or example, a resistance roll would reduce the harm to severe, instead. Te GM also has the option to rule that a given resistance roll allows a character to completely avoid a consequence. For example, the consequence is a worse position or the character (things will become desperate). Te player rolls to resist the consequence and the GM says that the consequence is avoided entirely.
�
Shattered Right Leg
Your character suffers the penalty indicated at the end o the row i any harm recorded in that row applies to the situation at hand. So, i you have wisted Ankle harm in the bottom row, you'll suffer reduced effect when you try to run away rom the Bluecoats. When you're impaired by harm in the top row (severe harm, level 3), your character can only take action i you have help rom someone else or i you take 2 stress to perorm the action (i.e. you push yoursel ). I you need to mark a harm level, but the row is already filled, the harm moves up to the next row above. So, i you suffered standard harm (level 2) but had no empty spaces in the second row, you'd have to record severe harm (level 3), instead. I you run out o spaces on the top row and need to mark harm there, your character suffers a catastrophic, permanent consequence (loss o a limb, sudden death, etc. depending on the circumstances).
By adjusting which consequences are reduced vs. which are avoided, you establish the overall tone o your game (rom
gritty and deadly to ree-wheeling and cinematic). Te GM may also threaten several consequences at once, then the player may eliminate one with a resistance roll. "She stabs you and then leaps off the balcony. Level 2 harm and you lose the opportunity to catch her with fighting." "I'll resist that by grappling her as she attacks. She can stab me, but she doesn't get away."
H��� E�������
Once you decide to resist a consequence and roll the dice, you must suffer the stress indicated. You can't roll first and see how much stress you'll take, then decide whether or not to resist.
Lesser: Strained, ired, Nervous, Conused, Slowed, Battered. Moderate: Exhausted, Knie Wound to Arm, Concussion, Seduced. Severe: Impaled, Broken Leg, Shot in Chest, Badly Burned. Fatal: Electrocuted, Bleeding Out, Drowned, orn Apart.
A���� I you have a type o armor that applies to the situation, you can mark an armor box to reduce or avoid a consequence, instead o rolling to resist. (All o your armor is restored during downtime.)
11
the fortune roll Te ortune roll is a tool the GM can use to disclaim decision making. You use a ortune roll in two different ways: When you need to make a determination about a situation the PCs aren't directly involved in and don't want to simply decide the outcome. Te Lampblacks attack the Red Sashes. How does that turn out? Te GM makes a ortune roll or the Lampblacks and another or the Red Sashes. Te Lamplacks get a good outcome but the Red Sashes get limited effect. Te GM decides that the Red Sashes lose their hold on a drug den in the district, but the Lampblacks suffer some injuries in the skirmish. When
an outcome is uncertain, but no other roll applies to the situation at hand.
While pilering the workshop o an alchemist, Nails is possessed by a vengeul ghost. As his control o his body slips away, Nails desperately grabs a bottle o quicksilver and drinks it down. Will the arcane concoction have an effect on the spirit? Will it poison Nails to death? Who knows? Tis is uncharted territory and anything might happen. Te GM makes a ortune roll to see how it turns out.
When you make a ortune roll you may assess any trait rating to determine the dice pool o the roll. When a action takes an action with uncertain outcome, you might use their ier rating to make a ortune roll. When a gang operates independently, you might use their Quality rating or a ortune roll. When a supernatural power maniests with uncertain results, you might use its Magnitude or a ortune roll. I no trait applies, roll 1d or sheer luck or create a dice pool (rom 1 to 4) based on the situation at hand.
������� ���� 1d or each T���� rating.
C�������: Exceptional outcome / Great effect. �: Good outcome / Standard effect.
+ +1d or a ����� ��������� .
�/�: Mixed outcome / Limited effect.
-
�-�: Bad outcome / Poor effect.
-1d or a ����� ��� ��������� .
Other examples o ortune rolls: Te PCs instigate a war between two actions, then sit back and watch the fireworks. How does it turn out? Does either side dominate? Are they both made vulnerable by the conflict? Make a ew ortune rolls to find out. A strange sickness, the C old Slumber, is sweeping the city. How badly is Crow's Foot hit by the outbreak? Te GM assigns a magnitude to the arcane plague, and makes a ortune roll to judge the extent o its contamination. Since the Cold Slumber is causing widespread death across the city, can the Spirit Wardens keep up with the massive increase in cremations needed? Does the sickness cause a secondary outbreak o rogue spirits across the city? Inspectors are putting a case together against the PC crew. How quickly will their evidence result in arrests? Te crew's wanted level counts as a major advantage or the inspectors.
Te PCs decide to sell raw
leviathan blood as a new street drug. What does it do to the users? Are they okay, or are there horrible demonic side effects? Te GM uses the Quality rating o the raw substance (which is 0, since it hasn't been processed) as the relevant trait to see how it goes. She rolls 2d6 and takes the lowest, which is a 2: Bad outcome. Te users are getting sick and starting to show signs o demonic corruption!
I two parties are directly opposed, make a ortune roll or each side to see how they do, then assess the outcome o the situation by comparing their perormance levels. Te ortune roll is a tool to help the GM manage all the various moving parts o the living city o Doskvol. Sometimes a quick roll is enough to answer a question or inspire an idea or what might happen next. Te ortune roll is the GM's resource. It should not be used to replace the players' rolls in the game.
12
factions, tier, & rep Doskvol is a city o crime, rom top to bottom. Every action preys on every other. Alliances are fleeting, vendett as are bloody. Into this swirli ng chaos o corruption and violence your fledgling crew o scoundrels has set its course. Will you be crushed under the heels o those above you, or will you r ise up? T��� ake a look at the action ladders on page 44. Each notable action o the city is ranked by ����—a measure o wealth, influence, and scale. At the highest le vel are the ���� � actions, the true powers o the city. Your crew begins at the absolute bottom—technically not even on the ladder—at ���� ����. You'll use your tier rating to roll dice when you acquire an asset and when you try to reduce heat on the crew, as well as or any ortune roll or which your crew's overall power level and influence is the primary trait. G��� S���� �� T��� ier level determines the scale o that action's gangs.
o gain ���, accomplish criminal scores. For each successul score, your crew earns rep equal to the tier o the action you've preyed on. Te bigger the victim, the more rep it's worth. By deault, your crew needs � ��� to advance. When you advance, you can choose to improve your crew's ���� or their ���� by one step. When you improve your tier, your hold drops by one level and you must also pay a measure o ���� equal to your new tier x 4 (which represents the acquisition o better assets). Afer you advance, you reset your rep to zero . T��� Another way to assist in the crew's advancement is by acquiring ����. When you seize and hold territory, you establish a more stable basis or your rep. Each piece o ���� that you claim represents abstracted support and assets or the crew (usually acquired via extortion or "protection taxes" rom the citizens on that tur).
���� �. Medium gangs (10).
Each piece o tur you hold is marked on your rep tracker. Te marks on your tracker rom tur reduce the amount o rep you need to advance. When you advance and reset
���� ���. Huge gangs. (40) ���� �. Small gangs (5).
your rep, you keep the marks from all the turf you hold.
H��� On the action ladders next to the tier numbers is a letter indicating the strength o each action's ���� on their tier. H��� represents how well a action can maintain their current position on the ladder. W indicates weak hold. F indicates firm hold. S indicates strong hold. Your crew begins with weak hold.
So, i your crew holds 3 pieces o tur, you need only 6 rep to advance, instead o 9. When you advance, you'll clear the 6 rep marks, but keep the 3 tur marks (as long as you hold those pieces o tur).
���� ��. Massive gangs. ���� ��. Large gangs (20)
(80 people per gang)
A���������� o advance up the ladder, your crew needs ���. R�� is a measure o clout and renown. When you accrue enough rep, the other actions take you more seriously and you attract the support needed to advance. Te rep, hold, and tier tracker. When you fill your rep meter, you can choose toimprove either your crew's hold or their tier.
turf
3 tur. 6 rep needed to advance. I like to mark tur on the right side, to indicate a "cap" on how much rep the crew needs.
turf rep
You acquire tur by accomplishing a criminal operation to seize it. You might get it by orce, by negotiation or intimidation, by deceit or skullduggery—however your crew preers to operate given the opportunities at hand. hold
weak
firm
strong
tier
rep
13
R������� � F������'� H��� You may perorm an operation specifically to reduce the hold o another action, i you know o a way they're vulnerable. I the operation succeeds, the target action loses 1 level o hold (strong drops to firm, firm drops to weak, and i weak drops, the action loses 1 tier and stays weak.)
-2: Hostile. Tis action will look or opportunities to hurt you
as long as it doesn't create serious problems or them. Tey expect you to do the same, and take precautions against you. -3: War. Tis action will go out o its way to hurt you even
Your crew can lose hold, too, ollowing the same rules above.
i it's not in their best interest to do so. Tey expect you to do the same, and take precautions against you. When you're at war with any number o actions, your crew suffers +1 heat rom scores, temporarily loses 1 hold, and PCs get only one downtime action rather than two. You can end a war by eliminating your enemy or by negotiating a mutual agreement to establish a new status rating.
F������ S�����
C�����
Also, when a action goes to war, it temporarily loses 1 level o hold while the war persists, to represent the distraction o dealing with an enemy in open conflict.
In addition to tracking rep, hold, and tier, you also track your status with each action on the ladder, using the upward and downward pointing blades on the action sheet. Status is r ated rom -3 to +3, with 0 (neutral) being the deault starting status. When you create your crew, you assign positive and negative status ratings to reflect your recent history with actions in the city. Trough play, the ratings will change based on your actions. S����� C������ When you execute an operation, you gain -1 or -2 status with any actions that are hurt by your actions. You may also gain +1 status with a action that your operation helps. I you keep your operation completely quiet (no one knows it was you) then your status doesn't change. I you take on a mission given by a action, you might gain +1 status with them when you complete it, and -1 or -2 status with their enemies i the operation isn't quiet.
Each crew sheet has a map o claims available to be seized (see the example or Tieves, below). Te claim map displays a deault roadmap or your crew type. Claims should be s eized in order, by ollowing the paths rom the central square, the crew's lair. You may attempt to seize any claim on your map , ignoring the paths (or even seek out a special claim not on your map) but these operations will always be especially difficult and require exceptional efforts to discover and achieve. Te claim roadmap shows typical paths or advancement, not an absolute restriction on your operations.
S������ � C���� Every claim in Doskvol is already controlled by a action. o acquire one or yoursel, you have to take it rom someone
I you choose to ignore the roadmap paths when seizing a claim, the GM might tell you that you'll need to investigate and gather inormation in order to discover a claim o that type beore you can attempt to seize it. Plan the operation like any other score, and i you succeed, you seize the claim and the targeted action loses the claim. Seizing a claim is a serious attack on a action, usually resulting in -2 action status with the target, and potentially +1 status with its enemies. As soon as you seize a claim, you enjoy the listed benefit or as long as your hold the claim. Some claims count as ���� (see page 13). Others provide special benefits to the crew, such as bonus dice in certain circumstances, extra coin generated or the crew's treasury, or new opportunities or action. L����� � C���� I you lose a claim, you lose all the benefits o that claim. I your lair is lost, you lose the benefits o all o your claims until you can restore your lair.
claims: thieves
S����� L����� +3: Allies. Tis action will help you even i it's not in their
else. o seize a claim, tell the GM which claim on your map your crew intends to capture. Te GM will detail the claim with a location and a description and will tell you which action currently controls that claim. Or the GM might offer you a choice o a ew options i they're available.
informants turf
best interest to do so. Tey expect you to do the same or them.
+1 quality to hunting
grounds
gambling dens
safe houses
+2 coin or burglary scores
(ier roll) - Heat = coin in downtime
Hidden staging areas throughout your tur
LAIR
turf
+1d to spot or evade
luxury fence
+2: Friendly. Tis action will help you i it doesn't create serious problems or them. Tey expect you to do the same. +1: Helpful. Tis action will help you i it causes no problems
or significant cost or them. Tey expect the same rom you.
drug dens (ier roll) - Heat = coin in downtime
lookouts turf
trouble on your tur
0: Neutral.
-1: Interering. Tis action will look or opportunities to cause trouble or you (or profit rom your misortune) as long as it causes no problems or significant cost or them. Tey expect the same rom you.
watch reports
city records
+1d engagement roll or
+1 effect to gather ino
burglary
on targets
street fence +2 coin or robbery scores
ambush points turf
+1d engagement roll or
robbery
14
gathering information Te flow o inormation rom the GM to the players about the fictional world is very important in a roleplaying game. By deault, the GM tells the players what their characters perceive, suspect, and intuit. But there's just too much going on to say everything — it would take orever and be boring, too. So, the players have a tool at their disposal to more ully investigate the fictional world. When you want to know something specific about the fictional world, your character can gather inormation. Te GM will ask you how your character gathers the ino (or how they learned it in the past).
I it's common knowledge, the GM will simply answer your questions. I there's an obstacle to the discovery o the answer, an action roll is called or. I there's no obstacle (or you do it at your leisure during downtime) a simple ortune roll determines the quality o the inormation you gather. When a gather ino roll is made during downtime, the player gets a +1d bonus when a riend or contact is involved, and may spend coin to boost the result level o their roll. When your character gathers inormation, you ask the GM questions about the fictional world, based on what the character is doing to discover the details. For instance, i you decide to beat up Avrick the powder dealer and ������� him to talk, you could ask questions about where Avrick gets his supply, i he's lying, what he intends to do later, etc. Or maybe you decide to ������ the Night Market and find out who's carrying the heaviest purses home. Some example questions are on the bottom o the character sheet. Te GM always answers honestly, but with a level o detail according to the level o effect or quality o the roll. L������ : Incomplete inormation. More inormation gathering will be needed to get all the answers. S�������:
Good details. Te inormation is clear. Clariying and ollow-up questions are possible.
G����: Exceptional details. Te
inormation is complete and ollow-up questions may expand into related areas.
Some investigations are complex and require a longer process o inormation gathering. In this case, the GM makes a clock (or several) to track the progress o the investigation. As each instance o inormation gathering occurs and the clock is ticked, the GM summarizes the progress, without going into too much detail. Te PC should understand that they're making progress, but they know that there's more to be discovered. When the clock is ull, the inormation is complete, and the player can ask questions. GM, remember this: Blades in the Dark is, at heart, a crime drama, not a mystery. Secrets are there to be erreted out. What's un is to discover what the PCs do as a result o what they learn, not to present a conusing puzzle to be solved. Don't be araid to actually answer the question when they gather ino.
EXAMPLES & QUESTIONS A PC might ������� with a knowledgable riend to learn secrets about an enemy or rival: What do they intend to do? What might I suspect about their motives? How can I find leverage to manipulate them? A PC might ������ a manor house to case it or a heist: What's a good point o infiltration? What's the danger here? or ������ a charged situation when they meet another gang: What's really going on here? Are they about to ambush us? A PC might ����� inormation rom obscure books to discover an arcane secret: What incantation disables the runes o warding? Will anyone sense it when they're disabled? or ����� a person to read their intentions and eelings: What are they really eeling right now? How could I get them to trust me? Any action can potentially be used to gather ino, depending on the circumstances.
15
planning & engagement Your crew spends time planning each score. Tey huddle around a flickering lantern in their lair, looking at scrawled maps, whispering plots and schemes, bickering about the b est approach, lamenting the dangers ahead, and lusting afer stacks o coin. But you, the players, don't have to do the nitty-gritty planning. Te characters take care o that, off-screen. All you have to do is choose what type o plan the characters have already made. Tat's right; the planning phase is over as soon as you start it. Tere's no need to sweat all the little details and try to cover every eventuality ahead o time, because the engagement roll (detailed at right) ultimately determines what troubles appear when the plan is put in motion. No plan is ever perect. You can't account or everything. Tis system assumes that there's always some unknown actors and trouble—major or minor— in every operation; you just have to make the best o it. Tere are six different plans, each with a missing detail you need to provide. o "plan an operation," simply choose the plan and supply the detail. Ten the GM will cut to the action as the first moments o the operation unold.
I��� L������� Afer the plan and detail are in place, each player chooses their character's load. Tis indicates how much stuff they're carrying on the operation. Tey don't have to select individual items—just the maximum number they'll have access to during the action.
Do violence to a target. Detail: Te point o attack.
o determine the starting situation or the score, make an engagement roll. Are the PCs smoothly in control? Or have things not started well? I the situation is already well established, you can go without an engagement roll. Use it when you need to. Te engagement roll is a ortune roll, using the vulnerability o the target as the trait or the roll. Te more vulnerable the target, the more dice you roll. Judge the vulnerability o the target by comparing the detail o the PC's plan against the awareness and readiness o the target versus that type o plan. Also, consider the difference in iers. A lower-tier target should yield +1 or +2d. A higher-tier target should yield -1 or -2d. I the operation takes place on the PC's turf , give +1 or +2d.
resistant. 1d Ready: Te target is well prepared. 2d Average: Te target has standard preparations. 4d Weak: Te target is ill prepared. 6d Exposed: Te target is especially vulnerable.
deception
Lure, trick, or manipulate. Detail: Te method o deception.
stealth
respass unseen where you're not wanted. Detail: Te entry point o infiltration.
Te GM uses the outcome o this roll to describe the situation when we cut to the action o the operation, already in progress. Use the examples below as a guide.
occult
Conront or exploit a supernatural power.
Bad Outcome (1-3): Te opposition turns the tables! Tey
social
Negotiate, bargain, or persuade. Detail: Te social connection you're using
transport
Move something rom place to place. Detail: Pickup / drop-off locations & route.
Detail: Te arcane power you will employ.
T�� D����� When you choose a plan, you provide a missing detail, like the point o attack, social connection, etc. I you don't know the d etail, you can scout it out or gather inormation in some other way.
Mixed Outcome (4/5): Te PCs initiate their chosen plan, but an
unexpected complication arises. Here are some options: Rotten luck. A third party intereres. You're assaulting the Red Sash's treasury, but wait... a Bluecoat squad is here, launching their own raid at the same time! You begin the arcane ritual to bind the demon, but wait... another occultist in the city has already bound her to service and now your power clashes with theirs!
E��������� R���
0d Strong: Te target is especially
assault
"No plan extends with certainty beyond the first encounter with the enemy." —M����� ��� E����
seize the initiative and launch their own counter-action. For example, a plan to assault a gambling den is challenged by a deception plan by the enemy—the crew arrives at the site and finds only a meek shopkeeper, conused about why the crew has kicked down their door. Or, a plan to infiltrate might be thwarted by an assault —the guards at the site intercept and attack the crew beore they can break in. As you sneak up to the servant's entrance, the electric lamps near the door suddenly flare to lie. "Open fire!" a voice cries out. You see the barrels o several rifles appear at the windows above you. What do you do?
ougher than it seemed. Te target has resistance to this plan
that you didn't expect. You attempt to make an arrangement with Bazso Baz, but wait... that's a shrine to the Forgotten Gods in the corner o his office... and now he's insisting that you swear to a deal by spilling your blood on the idol. Good Outcome (6): Te PCs exploit the opportunity established
by the detail. Tere are no sudden surprises as the action begins. Critical: Te PCs seize a definite advantage. For example: they've
already slipped past the first obstacle with minimal effort.
L����� P���� A common scenario is a team that wants to attempt a twopronged approach. "You create a diversion at the tavern, and when they send their thugs over there, we'll break in to their house." Tere are two ways to handle this.
1. Te diversion is a setup or assist maneuver that a team member perorms as part o the Infiltration plan. (See eamwork , page 17, or details.) I it makes sense, the team member who perormed the setup or assist action will drif back in to the main operation and join the team again so they don't have to sit out and wait. 2. Te diversion is its own plan, linked to a uture infiltration plan. You play it out as a ull series o actions, with the end goal being, "Tere are no guards at the house when we infiltrate it later." It's totally fine or a single operation to consist o several linked plans like this. Either approach is fine. It's a question o interest. Is the diversion interesting enough on its own to play out moment by moment? I so, make it a separate plan. I not, use a setup action.
16
teamwork & flashbacks T������� When the team o PCs engages in an operation together, the characters have access to special teamwork maneuvers . Assist another PC who's rolling an action. Lead a group action. Protect a teammate. Set up a character who will ollow through on your action. Te special maneuvers are detailed below. A����� When you assist another player who's rolling, describe what your character does to help. ake 1 stress and give them +1d to their roll. You might also suffer consequences rom the roll, depending on the circumstances. Only one character may assist a given roll. A character may assist a group action, but only i they aren't taking part in it directly. L��� � G���� A����� When you lead a group action, you coordinate multiple members o the team to tackle a problem together. Describe how your character leads the team in a coordinated effort. Do you bark orders, give subtle hand signals, or provide charismatic inspiration? Each PC who's involved rolls or the action and the team counts the single best result as the overall effort or everyone who rolled. However, the character leading the group action takes 1 stress or each PC that rolled 1-3 as their best result. Tis is how you do the "everyone sneaks into the manor" maneuver. Everyone who wants to sneak in rolls their P���� action, and the best result counts or the whole team. But the leader suffers stress or everyone who does poorly. It's tough covering or the stragglers. Te group action result covers everyone who rolled in the attempt. I you don't roll, your character doesn't get the effects
o the action. Your character doesn't have to be especially skilled at the action at hand in order to lead a group action. Tis maneuver is about leadership, not necessarily about ability.
P������ You step in to ace a consequence that one o your teammates would otherwise ace. You suffer it or roll to resist the consequence instead o them. Describe how you intervene. S�� U� When you perorm a setup action, you have an indirect effect on an obstacle. I your action has its intended result, any member o the team who ollows through on your maneuver gets +1 effect level or improved position or their roll. You choose the benefit, based on the nature o your set up action. Tis is how you do the "I'll create a distraction" maneuver. You roll S��� to distract a Bluecoat with your charms, then any teammate who ollows through with a P���� action to sneak past him gets improved position. It's less risky since you're drawing the guard's attention.
Tis is a good way to contribute to an operation when you don't have a good rating in the action at hand. A clever s etup action lets you help the team indirectly. Multiple ollow-up actions may take advantage o your setup (including someone leading a group action) as long as it makes sense in the fiction. Since a setup action can increase the effect o ollow-up actions, it's also useul when the team is acing tough opposition that has advantages in quality, scale, and/or potency. Even i the PCs are reduced to zero effect due to disadvantages in a situation, the setup action provides a bonus that allows or limited effect.
F��������� Te rules don't distinguish between actions perormed in the present moment and those perormed in the past. When an operation is underway, you can invoke a flashback to roll or an action in the past which impacts your current situation. Maybe you convinced the district watch sergeant to cancel the Bluecoat patrol tonight, so you make a S��� roll to see how that went. Te GM sets a stress cost when you activate a flashback action: 0 S����� or
a normal action or which you had easy opportunity. Te Cutter C�������� with his riend Chael to agree to arrive at the dice game ahead o time, to suddenly spring up as a surprise ally.
1 S����� or
a complex action or unlikely opportunity. Te Hound arranged to F������ her pistols under the table ahead o time so she could retrieve them afer the pat-down at the door.
2 (�� ����) S����� or
an elaborate action which involved several special opportunities or contingencies. Te Whisper has already A������ to the ghost o the ormer proprietor to divine the secret o the hidden sae.
Afer the stress cost is paid, a flashback action is handled just like any other action—calling or an action roll or ortune roll or simply accomplished, depending on the circumstances.
Te PCs are acing a heavily armored carriage that is immune to their weapons. Arcy the Cutter uses Wreck as a setup action to pry some o the armor loose with her crowbar, giving ollow up actions +1 effect—going rom zero effect to limited effect.
Do We Have to Use Teamwork? eamwork maneuvers are options, not requirements. Each character can still perorm solo actions during an operation. I your character can't communicate or somehow coordinate with the rest o the team, you can't use or benefit rom any teamwork maneuvers.
17
advancement, heat, & wanted level PC A����������
H���
Each player keeps track o the experience points ( xp) that their character earns. During the game session, you mark xp each time: You make a desperate action roll. Mark the xp in the attribute or the action you rolled. When you roll in a group action that's desperate, you also mark XP. Your character perorms an action that matches your playbook xp trigger. For example, the Cutter's xp trigger is " When you address a tough challenge with violence or threats." o ' address a challenge', your character should take a significant action to attempt to overcome a tough obstacle or threat. It doesn't matter i the action is successul or not. You get xp either way. Mark the xp in your playbook advancement.
Doskvol is a city o prying eyes and inormants (both living and ghostly). Anything you do might be witnessed, and there's always evidence lef behind. o reflect this, your crew acquires ���� as they commit crimes. Afer a score or conflict with an opponent, your crew takes heat according to the nature o the operation:
At the end o each session, you may earn bonus xp. For each bonus below, mark 1 xp i it was triggered at all, or mark 2 xp i it was triggered a lot during the session. You may mark end-osession xp on any xp tracks you want (an attribute or playbook). You've expressed your You
belies, drives, heritage, or background. struggled with issues rom your vice or traumas during the session.
Finally, you can earn xp by training during downtime. When you train, mark xp in one o your attributes or in your playbook. A given xp track can be trained only once per downtime phase. Marking xp on the playbook advancement track.
PLAYBOOK ADVANCEME NT
When you fill an xp track, you clear all the marks and your character earns an advance. When you earn an advance in your playbook track, you may choose an additional special ability . When you earn an advance in an attribute track, you may add an additional action dot to one o the actions under that attribute. Tis character has filled their Insight attribute track, so the player chooses to take an additional action dot in the inker action.
insight
���� ����� ������ ������
C��� A���������� At the end o each session: Review the crew advancement items, and mark 1 xp or each item that you did during the previous session. I you've done an item multiple times, mark 2 xp or it. When you mark 8 crew advancement ticks, clear the ticks and get 2 crew upgrades or a new special ability . In addition, each PC gets � ���� (+2 per crew ���� ) as a b onus payment, which they may keep as spendable currency on hand or ����� away or retirement (see page 20).
� ����: Smooth & quiet; low exposure.
� ����: Loud & chaotic; high exposure.
� ����: Contained; standard exposure.
� ����: Wild; devastating exposure.
Add +� ���� or a high-profile or well-connected target. Add +� ���� i the situation happened on hostile tur. Add +� ���� i you're at war with another action. Add +� ���� i killing was involved. heat wanted l evel You mark heat levels on the heat tracker on the crew sheet. When your heat level reaches 9, you gain a ������ ���� � and clear your heat (any excess heat "rolls over," so i your heat was 7 and you took 4 heat, you'd reset with 2 heat marked). Te higher your wanted level, the more serious the response when law enorcement takes action against you. Also, the combined level o your heat and wanted level determines the severity o the entanglements that your crew aces afer a score. See page 34 or details.
I������������: R������� W����� L���� Te only way to reduce your crew's ������ ���� � is through incarceration. When one o your crew members, riends, contacts — or a ramed enemy — is convicted and incarcerated or crimes associated with your crew, your ������ ����� is reduced by 1 and you clear your ����. Incarceration may result rom investigation and arrest by the Bluecoats, or because someone turns themselves in and takes the all or the crew's crimes. Te severity o the prison sentence depends on your wanted level when the conviction occurs: W����� L���� �: Many years, a lie sentence, or execution. W����� L���� �: A year or two. W����� L���� �: Several months. W����� L���� �: A month or two. Incarceration at Ironhook Prison is demoralizing and brutal. Te renown o your crew is your only real deense inside. Roll your crew's ier. On a 1-3, you suffer a level o ������ rom the experience. On a 4/5, you keep your head down and do your time without serious incident. On a 6+, you make a name or yoursel inside. Your crew gains a prison claim and +1 action status with a action that you assisted while in prison. (Prison claims will be detailed in the ull game.)
18
vice “It would be a terrible shame if Madame Tesslyn's lotus supply went up in flames, wouldn't it? Such a waste of quality product. Of course, if such a tragedy were to happen, I would be only too happy to accommodate her clientele while she got back on her feet. And the arsonist would warrant some measure of my gratitude as well.”
—R���� V������
S����� � R����� Te scoundrels o Doskvol are a special lot. Tey dey the powers that be and dare to prey on those who are considered to be their betters. Tey push themselves arther than ordinary people are willing to go. But this comes at a cost. A scoundrel's lie is one o constant stress. Inevitably, each turns to the seduction o a vice in order cope. A scoundrel's vice is their obsession, their burden, and their relie. Every ree coin and ree moment that can be spent in pursuit o their vice is spent. But with this indulgence comes relie rom stress and the ability to once again ace the impossible challenge o the scoundrel's lie. I�������� Y��� V��� When you indulge your vice, you clear stress rom your character's stress track. Say how your character indulges their vice, including which purveyor o vice they use to satisy their needs (see page 59). Tis indulgence takes time, so it can only be done when the crew has downtime. Alternately, you may choose to release your character to be "lost in their vice" or a session, allowing them to indulge off-camera while you play a different PC. An expert, gang member, riend, or contact o the crew might be created as an alternate character to play, thus fleshing out the landscape o PCs. Roll to find out how much stress relie your character receives. A vice roll is like a resistance roll in reverse—rather than gaining stress levels, you clear stress levels. Te effectiveness o your indulgence depends upon your character's worst attribute rating. Te idea being, your vice is an expression o your character's weakness. It's their weakest quality (insight, prowess, or resolve) that is most in thrall to the obsession o vice. Make an attribute roll using your character's lowest attribute rating (i there's a tie, that's fine— simply use that rating). Clear an amount o stress equal to the
O������������� I the result o your vice roll means you clear more stress levels than you had marked, you overindulge. A vice is not a reliable, controllable habit. It's a risk—and one that can drive your character to act against their own best interests. When you overindulge, y ou make a bad call because o your vice—in acquiring it or while under its influence. o bring the effect o this bad decision into the game, select an overindulgence rom the list: A������ T������. Select or
roll an additional entanglement (see page 34). B�� T���. Brag about your exploits. +2 heat. L���. You disappear or a ew weeks or more. Play a different character until this one returns rom their bender. When you return, you've also healed any harm you had. T�����. Your current purveyor cuts you off. Find a new source or your vice. I������� Y��� V��� I you do not or cannot indulge your vice during a downtime phase, you take stress equal to your ������. I you don't have any trauma, you're ree to ignore your vice. It doesn't have a hold over you (yet). R���������� � XP Along with your character's heritage and background, their vice tells us what kind o person they are. Tis obsession impacts their motivations, goals, and behavior. When you ponder what your character might do or say next, you can always consider their vice to help you think o something. As an added benefit, by playing to the nature o your character's vice, you earn an xp tick at the end o the session.
highest die result.
19
coin, entanglements, & downtime C��� C��� is an abstract measure o cash and liquid
assets. Te term is slang rom the days o the old Imperial treasury, which used coins o solid gold. "Flashing a coin" was considered an ostentatious display o wealth. Tese days, everyone uses small silver pieces or currency, commonly called "slugs" or "eels". Te ew silver pieces the PCs us e in their daily lives are not tracked. I a scoundrel wants to toss a ew silver around to achieve a small goal (bribe a doorman), roll the PC's liestyle quality (see Stash, at right) to see how it turns out. C��� V����� � ����: A ull purse o silver pieces. A month's wages.
� ����: A fine weapon. A weekly income or
a small business. A fine piece o art. A set o luxury clothes. � ����: An exquisite jewel. A heavy burden o silver pieces. � ����: An good monthly take or a small business. A small sae ull o coins and valuables. A rare artiact or valuable. � ����: Liquidating a significant asset—a carriage and goats, a horse, a deed to a small property.
�� ����: A treasure trove.
More than � ���� is an impractical amount to keep lying around. You must expend the excess or put it in your ����� (see below). A crew can also store � ���� in their lair, by deault. I they have a vault, they can store up to � ����. Any coin beyond their limit must be spent as soon as possible, or distributed among the crew members. 1 unit o ���� in silver pieces or other bulk currency takes up 1 item slot or your load when carried.
S���� � R���������
E������������
When you mark your last rauma and retire, the amount o ���� you've managed to stash away determines the ate o your character. Your stash tracker is on your character sheet. Stash 0-10: Poor soul. You end up in a reeking flophouse, awash in vice and misery. Stash 11-20: Meager. A tiny hovel that you can call your own. Stash 21-39: Modest. A simple home or apartment, with some small comorts. You might operate a tavern or small business. Stash 40: Fine. A well-appointed home or apartment, claiming a ew luxuries. You might operate a medium business.
Your scoundrels and crew didn't just spring into existence tonight. You have a complex history o avors, commitments, debts, and promises that got you where you are today. o reflect this, afer each score, you roll dice to find out which entanglement comes calling. An entanglement might be a rival crew looking to throw their weight around (and demand some coin), an Investigator o the City Watch making a case against them (but ready or a bribe), or even the attention o a vengeul ghost. See page 31 or a partial list o entanglements (more entanglements will be included in the ul l game).
In addition, each ull row o stash (10 coins) indicates the Quality level o the scoundrel's lifestyle, rom zero (street lie) to our (luxury). I you want to pull coin out o your stash, you may do so, at a cost. Your character sells off some o their assets and investments in order to get some quick cash. For every two stash removed, you get one coin in cash.
P����� � E������������ Afer a score, the PCs take stock o their payoff rom the operation and deal with any outstanding entanglements that the crew is involved in.
P����� A score yields � ��� per
T��� o
the target and a ���� reward based on the nature o the operation. � ����: Minor job; several ull purses. � ����: Small job; a strongbox. � ����: Standard score; decent loot. � ����: Major score; serious loot. ��+ ����: A treasure trove. Subtract 1 coin per crew ier i you pay a tithe to a ward boss or larger organization.
C��� D������� Between scores, your crew spends time at liberty, attending to personal things. Tis is called downtime. During a downtime phase, each PC has time to pursue two downtime actions. (When you're at war, you have time or only one action.) Acquire Asset rain
Gather Ino
Vice
Recover
Reduce Heat
Work on a Long erm Project
You can choose rom the list, or come up with some other downtime action o your own i none o those apply. You may choose the same action more than once. As always, you can only pursue actions that you're in a position to accomplish. I a downtime action is contingent on another action, resolve that action first beore resolving the downtime action. A PC can take more actions, but each additional downtime action costs � ���� or � ���. Tis reflects the extra time or effort spent to squeeze in more opportunities beore the next operation. When you complete a new score, you reset and get a "ree" downtime phase again. See page 34 or the rules or all the downtime actions.
GM: I a player can't decide which downtime move to pick, offer them a long-term project idea. You know what the player is interested in and what they like. Suggest a project that will head in a un direction or them. You got that weird vision at the altar to the Forgotten Gods... want to get to the bottom o that? Okay, start a project—8 segments— called... "Weird God Vibes." What do you do to work on that?
NPC D������� Te NPC crews and actions also do things when you take downtime. Te GM advances their project clocks and chooses a downtime action or two or each action that they're interested in at the moment. Choose any action that makes sense or that action to pursue. For example: Seize a claim or increase hold, make an enemy vulnerable, or reduce the hold o a vulnerable enemy. Gather inormation on the PCs (may be opposed by a PC roll) or another subject. Achieve a short-term goal they're in position to accomplish. Acquire a new asset. Call in a avor rom another action. Employ political pressure or threats to orce someone's hand. GM: ake downtime actions and advance clocks
or the actions you're interested in right now. Don't worry about the rest. Later, when you turn your attention to a action you've ignored or a while, go ahead and give them several downtime actions and project clock ticks to "catch up" to current events. When actions do things that are known in the criminal underworld, tell the players about it through one o their riends or contacts or vice purveyors. Tese rumors and bits o gossip can lead to uture scores and opportunities or the PC s.
20
healing T�������� �� D������� o get rid o harm, a PC must first receive treatment to stabilize their injuries or ailments so the healing process can begin. o do this, the player chooses the Recover action during downtime. When you recover, you seek out treatment or your harm. You might visit a physicker who can mend your wounds and soothe your mind with anatomical science or a witch who specializes in healing charms and restorative alchemy. I you don't have a contact or ellow PC who can provide treatment, you can use the acquire asset downtime action to gain access to a healer, who can provide service or the whole crew. I you're treated by a proessional with access to their tools, their efforts are always effective. I you're treated under poor circumstances or by someone who isn't well versed, the GM will ask or a roll to see how the treatment goes, usually using the Quality rating o the NPC doing the work, or an Action rating i it's a PC. A result o 1-3 means that the treatment ails and you're unable to start the healing process. You'll have to try again with another recover action.
When you're at war with another crew or action, it's considered as poor circumstances or getting treatment.
H������ P������ C���� When you've received treatment rom the recover action, your healing clock becomes available. (Te healing clock is on your character sheet, just below your harm tracker.) o tick segments on the clock, choose the long-term project downtime action. Healing works like any other long-term project. You spend time and effort on it, make a roll, then tick segments on the clock according to the outcome. Any appropriate trait can be used or the roll, as usual. You might ask the Leech to ������ with your broken leg to help it heal. Or an NPC physicker could roll their Quality . You may also simply tough it out and heal on your own without assistance by rolling your lowest attribute. I another PC rolls or your healing, it counts as only one downtime action, either yours or theirs. When your healing clock is filled, remove all of your harm.
“Te bone must be reset, I’m afraid. Here, breathe this black lotus vapor while I consult Edvard’s treatise on anatomy.” —M����� K���
I you suffer urther harm beore you finish healing, you must once again recover beore you can continue healing. You don't lose the progress you already have on your healing clock. Cross has suffered a knie wound to the chest (level 2) as well as a broken hand (level 2). He w as able to receive treatment ( recover action) rom Melvir, a physicker who served with Cross in the Skovlan marines. He spends the rest o his downtime holed up in his quarters at the Rat's Nest, relying on his impressive constitution to see his body mended. Cross's player rolls his lowest attribute — which is an impressive 2d — and gets a 4. Cross marks two ticks on his healing clock. In addition, he has the special abilityResilient , which means he gets +2 ticks on his healing clock during downtime, or a total o 4 ticks. Cross is halway to being ully recovered.
C����� H��� � H������ Cohorts suffer harm similarly to PCs. A cohort can suffer our levels o harm (�: �������� — �: �������� — �: ������ — �: ����). Tey also heal during downtime. I circumstances are amenable or recovery, a cohort removes 1 level o harm during downtime. I a PC spends a downtime action on a long-term project, they can make a roll to urther heal a cohort (heal 1 level per tick). Te exceptions to this rule are vehicles. A vehicle does not heal on its own, and requires a downtime action dedicated to making repairs as a long-term project. Te GM may also use the cohort harm rules or important NPCs.
T�������� T�������� Te Leech has a special ability called Physicker, which allows them to ������ with a body to temporarily relieve the effects o harm. With a successul action, the targeted PC ignores penalties rom their harm or the rest o the day. (Physicker may also be used or normal treatment and healing rolls during downtime.) H������ O��-S����� I your character becomes lost when they overindulge their vice (page 19), they leave play or a w hile (a ew weeks o in game time, or more). When they return, they have healed any harm they had. You may also voluntarily choose or your character to become lost — maybe you want to play a different PC, or maybe you're going to miss a ew sessions o the game, so it's a good time or your character to disappear or a while. G����� H������ I you want to include troublesome elements like inections, bleeding, shock, etcetera, you might introduce them as complications when treatment or healing rolls don't go well. Create an inection or bleeding clock which has to be dealt with beore healing can begin. A word o caution, though —the lives o the PCs are already very tough due to their stress, enemies, and circumstances. It's usually best to gloss over these kinds o gritty healing problems unless everyone in the group is really interested in dealing with them.
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how to use the system F������-F���� G����� Fiction-first is a bit o jargon to describe the process o a roleplaying game, as opposed to other sorts o games you might be used to.
In a standard board game, or example, when you take your turn, you choose a move rom one o the mechanics o the game, and then use that game system to resolve what happens. You might say, "I'm going to pay two wood to build a second ort on my home tile." We could call this process "mechanic-first". What you do on your turn is pick a mechanic to engage, then resolve that mechanic. Your choices are constrained by the mechanics o the game. You might color it in with some fictional trappings, like, "Te brave citizens o Baronia heed the call to war and build a stout wood en ort!" but the fiction is secondary; it's flavor added on. In other words, the fiction is brought in afer the mechanics, to describe what happened. In a roleplaying game, it's different. When it's your turn, you say what your character does within the ongoing fictional narrative. You don't pick a mechanic first, you say something about the fiction first. Your choices in a roleplaying game aren't immediately constrained by the mechanics, they're constrained by the established fictional situation. In other words, the mechanics are brought in afer the fictional action, which determines which mechanics we need to use. For example, in Blades in the Dark , there are several different mechanics that might be used i a character tries to pick the lock on a sae. It's essentially meaningless to play mechanics-first. "I pick a lock" isn't a mechanical choice in the game. o understand which mechanic to use, we have to first establish the fiction. I your character is at their liberty back at the crew's lair, with plenty o time to dedicate to opening the lock on the sae, then we would use one o the downtime mechanics—namely "Work on a long-term project." You might do very well and open it quickly, or it might prove more challenging, requiring several attempts over a longer period o time. I your character is in a burning building, trying desperately to open the sae while flaming roo-beams are raining down around them, then the action mechanic would come in to play. You might do very well and avoid harm rom the fire and debris while you work on the lock or you might have to abandon your work to keep rom being crushed and burned.
I your character knows nothing about sae-cracking, you might pay someone to open it or you. In which case, we'd use the mechanic to acquire an asset—a master locksmith in this case. You might arrange a good deal and get a skilled worker, or you might have to pay more to get the quality you need. And so on and so orth. Tere are an infinite number o approaches you might take, constrained by the fictional circumstances. Te important concept here is that you first choose what your character does in the fiction, then the group picks a mechanic that suits the situation to resolve what happens. Once you establish the fictional action, selecting a mechanic rom the options at hand is pretty easy. I you try to do it the other way 'round, though—picking the mechanic and then trying to "color-in" the fiction afer—you'll find that the game can become conusing and muddled. "Wait, i you're using downtime, do the rest o us all have downtime now? I thought we were in the middle o making a deal with Bazso..." When something seems weird, or a situation resolves in a bizarre way, back out to the level o the fictional narrative. What's going on? What are you trying to do? Which mechanic is suited or this? Don't try to orce a particular mechanic onto the fiction. ake the fiction first (ah, see that? "fiction-first") and then use the mechanics to support it. Tink o the mechanics o the game as tools in a toolbox. Tere's no point saying, "I hammer it" or "I saw it" u ntil you know what you're building. Also, there's no constraint that says you must always use a hammer and nail ever y time you need to attach two pieces o wood. You use the tools that suit what you're trying to do. Te same goes or mechanics in a roleplaying game. First establish the fiction, then select a mechanical tool rom the toolbox that suits the situation you need to resolve. Which tools you pick will ofen be pragmatic, but it can also be a stylistic choice. Tere's no one right way to choose a tool, afer all. Te tools are there or you to use as you see fit; developing a style o use and set o precedents as you go along. Te text o the game gives you b oth the set o tools and a guide to their usage; which is essentially the best practices developed by the author and the playtesters. Tese best practices will start you on your way toward successul game play—but ultimately they are just a guide. It's up to you and your group to put them
into practice and learn the use and eel o the tools in play.
Tis is one o the most un aspects o roleplaying games. Because there's no one right way to use the tools, the act o play is constantly creative—at the level o the fictional narrative, o course, but also at the level o th e application o the game systems. I'll explain the tools and teach you some goo d ways to apply them, but when it's all said and done, your experience with Blades in the Dark will be one that you and your group make or yourselves.
T��������� ��� A����� R��� Te game is a conversation between the people at the table. You're talking, narrating actions, speaking in character, making jokes, sketching maps, speculating about what might happen, all that good stuff. But it's just talking , right? Tere's a thing that happens in a roleplaying game where the conversation shifs. Where you go rom just talking to using a mechanic. What's that like? Tis shif in the conversation is the GM's responsibility (they should always be on the lookout), but anyone can call or it. So, when do you call or it? You call or an action roll w hen any o these happen: A player character aces an obstacle that blocks or complicates the achievement o their goal. A player character leads or gives orders to an NPC or NPC group, which aces an obstacle or danger. Someone grabs the dice and gets all excited about making a roll.
So, then, what do you actually say? I like to first ask the player how they're accomplishing their action. Which o their action ratings will they use? Ten, I suggest the position the character is in and the likely effect level they'll have. It's like: Player: "So he has the amulet? Okay, I'm orcing him to hand it over, right now." GM: "Okay then. How are you gonna do that?" Player: "I look him square in the eye and I Command him to hand it over."
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GM: "Cool. Sounds pretty risky to me. He's no pushover and his goons are standing right there. Probably a limited effect since you're outnumbered, unless you have a particularly potent threat to make here."
And then the other players chime in and suggest an alternative position or effect level, or the player revises their statement to something more or less daring, or everyone just nods and we've shifed into using the mechanic.
W�� W� D� T��� What's the point o this shif into a mechanic, anyway? Why not just talk it out? Te main reason is this: when we just talk things out, we tend to build consensus. Tis is usually a good thing. It helps the group bond, get on the same page, set expectations, all that stuff. But when it comes to actionadventure stories like Blades in the Dark , we don't want consensus when the characters go into danger. We want to be surprised, or thwarted, or driven to bigger r isks, or inspired to create a twist or complication. We want to raise our hands over our heads and ride the roller coaster over the drop. When the mechanic is triggered, the group first dips into being authors or a moment as they suss out the position, the danger, and the details o the action. Ten, author mode switches off and everyone becomes the audience. What will happen next? We hold our breath, lean orward in our seats, and let the dice all.
T�� P������ �� D������ � S����� Some GMs get rustrated when they eel like the enemy NPCs or threats "aren't doing anything." Tey almost inflict harm on the PCs, but then the PCs take stress (or even trauma) and avoid the harm. Tis is by design! Te PCs in the game start out as huge underdogs. Te stress system gives them a special ability to survive when they otherwise wouldn't, so they have some hope o achieving their long-term goals. Te purpose o threatening harm is not always to inflict it, it's to describe it. Te threats become maniest in the minds o everyone playing, even i they're avoided. "Te ghost is entangled with your soul." "You hear the bone snap as you hit the cobblestones." "You can tell that she'll never trust you again."
Te bad outcomes are spoken aloud. Tey hang there in the room as horrible potential. Tey're scary. Ten the player gets to roll their resistance, look you in the eye and say, "No. It's not that bad. I take the stress instead." It's empowering. Tey look danger in the ace and laugh. Tat's the nature o a scoundrel.
I the NPC is a master, tell the players what the NPC has already done, then ask i they want to resist it.
Describing the harmul outcomes with gusto is your job, not inflicting them. Te purpose o the consequence and stress mechanics is to add interesting fictional details to the game when it comes to harm and trouble. Instead o simply saying, "You take 3 damage," you describe how the blade catches under their armor and digs a bloody urrow across their ribs. It becomes real in the ongoing fiction o the game. Ten the player can "rewind" by resisting it, "No, I take the 2 stress instead. It's just a scratch." But the only way they can know whether it's worth it to risk the stress cost is i you describe the potential harm. Each cycle o threat and stress requires this input o new fiction. And that, afer all, is what we're here to do.
Tis is something that will grow and evolve over time as you play the game. alk to the group about it as you go. Do you want a more deadly, high-stakes, kind o game? Ten PCs and NPCs should threaten lethal harm all the time, and resistance rolls should only reduce consequences. Do you want a more cinematic, adventurous kind o game? Ten describe dangers with less dire consequences. People are "lef or dead." Explosions make you look cool when you dive out o the way.
NPC T����� L����� Te severity o the consequences that you describe (and the position or the action roll) determines the threat level o the opposition. I they're acing an NPC that you've described as a standard thug, then the consequences will be things like wrestling the PC to the ground, or punching them in the ace, or maybe cracking a rib with her blackjack i the thug has the upper hand. I they're acing an NPC that you've described as a master assassin, then the consequence might be a lightning-ast move that puts a dagger in the PC's heart. Since NPCs don't have stats and action ratings, it's by the severity o their dangers and harm (and the position o the PC's action roll) that their capabilities are maniest in the game. Also, a dangerous NPC can take the initiative. I the NPC is skilled , tell the players what the NPC is about to accomplish, then ask them what they do. "She corners you at the top o the stairs and tries to wrestle you into the manacles. What do you do?"
Te PC's next move—and the action roll that results—will tell us how effective the N PC's maneuver was. Remember, an action roll usually serves double duty, resolving both PC and NPC action at the same time.
"She's just way too ast or you to deal with. Beore you realize what's happening, the manacles are on your wrists. Yeah? Or do you want to resist that?"
You don't have to decide on one approach and stick to it. Be flexible and let it change over time according to what the group is most excited about.
H�� �� C����� �� A����� When an action roll is called or, the character is usually already in motion, doing something in the fiction. Tis thing they're doing will almost always determine which specific action rating to roll. However, a player is ree to revise their character's action in order to use a different action rating, as long as the character perorms the new action in the fiction. For example, Nox wants to sneak in to the secret meeting room o the Circle o Flame. Te GM asks her how she does that and Nox's player says she'll climb the outside o the tower and slip in through a window. Climbing is a Prowl action, so that's what she'll roll. Nox's player can change her mind at this point, and say, "Hmmm... I'm not good at Prowl. I want to climb in using Finesse, instead. It's like I'm finessing my way in, right?" No. Nox can certainly try to use Finesse to sneak in — through misdirection or subtle action — but Nox cannot "use Finesse" to climb the tower. Te action o climbing is... well, climbing. Athletic moves like that are the Prowl action. I Nox wants to Finesse, instead, that's fine, but that means she is not climbing the tower.
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In other words, a player is ree to choose the action they use to overcome an obstacle, but their character must perorm that action. And also, Don't Be A Weasel (see page 25). Sometimes, several actions will reasonably apply to a situation. Tis is fine. Te player may choose the action they want to perorm, and the GM sets the position o the roll accordingly. Arlyn is hanging rom a rope in the darkness outside the quarters o Mylera Klev, leader o the Red Sashes. As Mylera enters the room, Arlyn's player says she wants to shoot Mylera in the back. What action should she roll? Prowl covers an "ambush with close violence" and Hunt covers "shooting rom a distance"—they both seem to apply here. Te GM says that Hunting will be a Controlled roll (this is an ideal hunting shot, afer all) and a Prowl attack will be Risky: to "ambush with close violence" Arlyn will have to first go through the window and then ollow up with a point blank shot, exposing her to more danger.
N� W������� Every time you roll the dice in Blades , the situation changes. Tere's no such thing as a "nothing happens" result rom a roll. How does this work? Te "ailure" results or action rolls (1-3) are not simply "misses." Te character's action has a tangible outcome. Something happens which changes the situation. On a controlled ailure, the character spots a flaw in their approach, and can decide to withdraw or push their luck with a risky move. On a risky ailure, the character suffers a consequence that presents some kind o trouble. Tings get worse. On a desperate ailure, the threat dominates and makes the situation much worse.
F������ G��������� Te system o Blades in the Dark is designed to ail graceully. Tat is, i you just use the core rolls and orget extra details or special cases, it will be okay. Te game will sail along just fine. Te game is better when you use all the details, but the whole thing doesn't come crashing down i you don't. I you want to ease-in to the mechanics, just start with risky action rolls and standard effect (don't worry about actors). When something bad happens to a PC and they want to resist it, explain resistance rolls. When the group starts ask ing about
teamwork and helping each other, bring in the teamwork maneuvers. When they go up against high ier or large scale opponents who are meant to be very dangerous, bring in effect actors. Don't eel like you have to explain everyt hing up ront. Te same goes or the fiction. Don't eel like you have to get everything perectly right every time. I you say something and then realize later that it was wrong, just revise it. No big deal. "I told you that rayga was seen at the docks, but that was all wrong. I It was supposed to be Arlo." "Oh! Well that changes things. Okay, got it."
I you're not sure what to do, keep it simple. Go with what's obvious to you. Add mechanics when you're comortable. Forgive each other's mistakes. Fly casual.
S������ P��������� What's true or the PCs is true or the NPCs, and vice versa. I you establish that the Whisper PC is the only one who can talk to the ghost they summoned (due to a special "summoning language" that binds them together), then that act becomes true or NPC-summoned ghosts, as well. I you establish that a skilled NPC can instantly kill an unsuspecting victim, then the PCs can tr y it, too. Each time you make a judgment call or establish new details about the game world, they become available to ever yone as a new tool in play.
A���������� ��. D������ Blades in the Dark usually depends on specific fictional details in order to work. For example, it might be important to understand exactly how a spirit bottle is constructed— because a character decides to suddenly smash one to surprise an enemy who has them at gunpoint. Is the bottle ragile enough or a swif blow to shatter? It's a small detail, but the description o the bottle contributes directly to understanding which position to roll or the action, the actors that go into effects, and the consequences at risk. In a case like this, details matter a lot. Fleshing out the little details o the world makes the game system unction better.
Tere are other times when abstraction is preerable, though. For example, the players wonder how the Circle o Flame have ared during the recent outbreak o the Cold Slumber plague.
Are they weak and vulnerable to attack now? Te GM could create or try to remember all the details about the Circle o Flame that might affect their situation during the outbreak, or she could simply use the abstraction o the action's ier rating to make a quick ortune roll and see how it went or them. I no specific details have been established in play to indicate the Circle's resistance to an arcane sickness, then the abstraction o ier covers it just fine. A problem can arise when you try to use an abstraction when details are already present. For example, we may know or a act that the Circle was one o the groups who created the Cold Slumber plague, and they took special precautions against it (including moving important assets and leadership out o the area). In this case, it might be weird to simply use the abstract ier rating o the action or a ortune roll. We already know specific details, so the catch-all o "ier rating" isn't very useul here. Perhaps it's obvious that the Circle has ared very well against the plague, so the GM says so. Or perhaps there's still some risk, so the GM rolls a 6d trait or "plague preparedness" rather than their ier. Te same goes or the quality o items, assets, and deensive measures. Since Te Hive is ier III, does that mean that every single lock on every single door in every part o Hive tur is a "ier III lock"? No. Te Hive's tier rating is an abstract indication o the quality o stuff they're likely to have, usually . A lock on a minor storeroom door is probably just a cheap lock (low quality, not an important actor). Te lock to their secret documents room is probably fine or even exceptional (making it even higher quality than ier III). When we think about the overall quality, clout, and means o the Hive, it's "ier III." Tat abstract tier rating can be used or lots o things. But when there are spec ific details in play, those details establish what's actually true. Tey don't have to perectly conorm to the abstraction in every single case. Te abstracted parts o the game—ier, Coin, Stash, Quality— are abstract so that the game play can ocus on what's most important: the choices, actions, and consequences o the player characters. Action rolls are where the meat o the game happens. Don't eel beholden to the abstractions when you have specific fictional details to work with.
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players: best practices E������ S�������� L��� A�� ���. P��� �����. You are a daring criminal on the mean streets o a haunted city. You're not a risk-averse, ordinary citizen. I you were, you'd indenture yoursel to a work-house and scrape out a meager living inside the status quo. You are daring, bold, ambitious, and ready to take big chances to live a bigger lie.
In roleplaying gaming, spending a bunch o time planning can be really boring and pointless. You have a long talk about a dozen "what i" scenarios which never come to pass in play. All the points and counter-points about hypothetical situations turn out to be wasted time. Instead, move on to Don't shoot down risky ideas. I something the action—and then "plan" using flashbacks or sounds un and dangerous, well, that's great! Te downtime actions instead. game system is designed to make risky actions Plan with a flashback when the engagement very achievable or the PCs. Objections like roll goes wrong. You're about to break into the "they might catch you," or "you could mess it museum o antiquities but the engagement roll up" are meaningless. Tere will always be risk in comes up 2—your crew is suddenly accosted everything you do. You're scoundrels at the bottom by the patrol o moonlighting Bluecoats who o the pile, daring to challenge the powers-that-be. are working as security. Oh no! We should have Embrace this idea! Aim the action o the game planned or this! Nah, just call or a flashback. toward what's cool and un and don't eel like you "Let's have a flashback to the night beore, have to manage every little risk. Te system will where we see Silver ���������� with our take care o that or you. Te way the game works, Bluecoat contact, Laroze. Maybe she was able there will always be trouble and consequences o to get some dirt on the local Bluecoat officers some kind. You'll drive yoursel batty i you try to that she can use or leverage now — so we Embrace the daring scoundrel lie! avoid it all. can sway him to look the other way...." Consequences are not ailures. Most actions See how this is a much more badass orm o will result in consequences—harm, stress, heat, planning? You could have discussed the merits new enemies, etc. But, in turn, most actions will o consorting with Laroze ahead o time, just in succeed. Even with just two dice, you have a 75% case, in an endless debate o risk and reward. Or, chance o success. Success with complications, you can wait to see the trouble you're in, then sure, but success nonetheless. Tis means that you flashback to a preparation that exactly applies to can take risks to achieve your character's goals— the situation at hand—making your character goals that a person with your character's lot in look terribly clever and cool. Much better, yeah? lie would otherwise never achieve—they'll just One o the reasons why the PCs have all those have to suffer the consequences to get there. Is stress boxes is so you can do sly retro-planning it painul or your character? Sure. Pursuing the maneuvers like this. Sure, this business with scoundrel's lie will grind them down and hurt Laroze is a little ar-etched, but that's okay. Tat's them in many different ways. But it doesn't have what the stress cost is or. Pay the stress or the to be painul or you! Consequences drive the flashback and you have a perec t plan ready to go. action o the game. Consequences give you more chances to do cool scoundrel-y things—which Your flashback doesn't un-do the result o the is the whole point o playing the game! Don't let engagement roll—it isn't time travel. Instead, you consequences rustrate you. Enjoy the rare 6 that attempt to address the current bad outcome by lets you do it scott-ree, but also learn to love those making a roll as normal, except in this case the action takes place in the past. Te bad engagement 4s and 5s. Tat's the meat o the scoundrel lie.
When other players start debating with planning questions like, "but what i this happens?" a good answer is "Ten we'll flashback to our plan to deal w ith it."
roll still matters—you're in a bad spot—but by using a flashback or your action you can show how your earlier planning helps you deal with it now. As long as you have stress to burn and a un idea or a flashback, you can deflect or block some o the trouble rom bad engagements afer you see what they are, rather than trying to anticipate everything beorehand.
O course, you can do a setup action with ������ to build a gadget that might impress someone so they're more easily swayed (thereby increasing the effect or position o a ollow-up action). But when you actually go to sway them, you roll your ���� dice. Tat's why they're called actions, not skills. Tey're about what you're doing, not what you know.
You can also plan by working on a project in downtime . Te engagement roll or a score depends on how prepared the target is or your operation. So, during downtime you can propose a long-term project like this: "I want to work on making the Red Sashes vulnerable to an assault." Te GM will ask you how you want to work on that, and you'll make a roll, and when the clock is finished, whaddya know? Te Red Sashes are now more vulnerable to an assault, and your engagement roll will have more dice. Since this preparation happens during downtime, you don't need to debate its merits as a "plan" with the whole group. It's simply something your character spends some o their time on, and it benefits everyone, so there's no debate needed. And, i you can knock out the project in two actions, even better! Te Red Sashes will be vulnerable right away.
I you're the type o player that really needs to use their best dice pool all the time, take the Slide's special ability Rook's Gambit . It will cost you stress, sure—but at least you won't be a weasel.
D��'� �� � W�����
Te ability to take stress is what separates your scoundrel rom all the other people in Doskvol. Your stress represents a po ol o potential that can make you and your crew much more effective i you're willing to use it.
As a player, you have the privilege o choosing which action to roll. But with this privilege comes a responsibility—choose the action that matches what your character is doing —not simply the dice pool you would like to roll. For example, when you roll ������, it's because you tinker with something . When you roll ����, it's because you sway someone's opinion. I your crafy Leech shows off a cool gadget they made in order to sway a potential client, then the Leech is swaying them. Tey're not "using tinker" to impress the person. Tat's not how actions work.
T��� R������������� You are a co-author o the game. I you want the world o Doskvol to be deadly, accept deadly harm. I you want shortcomings and flaws to be part o the ongoing story, show your own character's ailure to make good decisions. In Blades, every participant is responsible or the tone, style, and themes o the game—not just the GM. As a player, you have an expressive role to play at the table, not just a tactical one. Tink about what you have to say as a co-author o the ongoing fiction and then us e your character to say it.
U�� Y��� S����� B����
ake 2 stress to push yoursel and get an assist rom a teammate (they take 1 stress) and your odds o success greatly increase. Te game is balanced so things are pretty tough or characters by deault—that's the nature o Doskvol, afer all. But by burning your stress, you can "break the rules" and perorm beyond what you normally could achieve. I you hoard your stress, you might find that things are very tough or you.
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gm: goals, principles, & actions GM G���� Tis is what you're trying to accomplish when you run the game. Play to find out what happens. Don't steer the game toward certain outcomes or events. Be curious! Bring Doskvol to lie. Give each location a specific aspect (crowded, cold, wet, dim, etc.). Give each NPC a name, detail and a preerred method o problem solving (threats, bargaining, violence, charm, etc.). Give each action context — the knie fight is on rickety wooden stairs; the inormant huddles among the wreckage o the statue o the Weeping Lady; the Lampblacks' lair stinks o coal dust. Convey the fictional world honestly. Spirits are terriying. Friends are really riends — they'll help when they can — but it cuts both ways. I someone is reasonable, they'll listen to reason. Don't keep pointless secrets so you can "reveal" them later. Let it come out when it comes out. Find reasons to share the cool things in your head.
GM P��������� Be a an o the PCs. Present the world honestly — things really are stacked against them — but don't make yoursel the enemy
o the PCs. Tey have enemies enough. Be interested in the characters and excited about their victories.
Paint the world with a haunted brush. Tere are ghosts and hollows, weird echoes, arcane energies, and strange cults everywhere. How does the haunted city maniest here? Surround them with industrial sprawl. Doskvol is crowded with actories and their choking soot clouds, buzzing electric lights, ironworks, hissing and clanking machines. How do the industrialized systems maniest here? Consider the risk. Tink about the risks and dangers inherent in most things the scoundrels do. A risky move is the deault action almost all the time. When they've taken great care and are building on successes, they might make controlled moves. When they have to improvise off the cuff or when they're in over their heads, they're probably making desperate moves. Go with your gut. Call the positions as you see them, but be open to revision.
GM A������ Te player characters have sixteen actions they use. You have actions, too. When it's your turn to contribute to the game, and you're not sure what to do, look at your list o actions and pick one. First and oremost, ask questions. When things are getting started: What plan did you make? Who scouted it out? (fill in the plan detail)
Let everything flow rom the fiction. Te game's starting situations and your opening scene will put things in motion. Ask how the characters react and see what happens next. NPCs react according to their goals and methods. Events snowball. You don't need to "manage" the game. Action, reaction, and consequences will drive everything.
Hold on lightly. Rewind, revise, and reconsider events as needed
in to the Dimmer Sisters' house," say "Okay, sounds like a plan. Infiltration? Okay, what's the point o entry?" Ten, when they answer, "All right, so you're on the roofop o the abric store across the alley rom their house. It's quiet and dark in there. What do you do?" elegraph trouble before it strikes. Show them a threat that's about to hit, then ask them what they do. Ten it's easy to know what's at stake when they roll. Follow through and hit them hard. You've telegraphed the threat, so go ahead and ollow through when it hits. Players
to accommodate the action o the game. Address the characters. "Silver, where do you go to lo ok or the Red Sashes?" not "Sara, where does Silver go?" Tis puts Silver ront and center—his preerences, desires, and style. Silver comes to lie as a character.
Address the players. "Sara, how do you want to handle this? Should we do a whole scene or just make a roll real quick?" Tis puts Sara ront and center — her preerences, desires, and style. Sara can consider what she wants, rather than what the character wants.
How does it start? (make an engagement roll, cut to the action)
And when things are underway: How do you do that? (which action do you use?) What's your goal? (what outcome do you want?) Cut to the moment of crisis. When they say, "We should break
have several tools at their disposal to deal with adversity. I they can react in time, they can make an action roll. I they're hit with trouble, they can roll to resist it. Go ahead and say, "Te Unseen told you what would happen i you interered. Tey firebomb your lair while you're sleeping." Te players will interrupt, flashback, scramble and deal with it! It'll be un. Initiate action with an NPC. Tis is just a restating o the previous GM action, but it's worth highlighting. You don't always have to wait or the PCs to do something. Your NPCs can initiate the action, too! Te more dangerous an NPC is, the more they should seize the initiative. Te PCs can resist with their attributes. "She's very smooth and sly. She tells you a lie about why she was late to the meeting, and it seems totally legit!" "Oh, no way..." "Okay, resist with your Insight — let's see i she can ool you..." ell them the consequences and ask. "Yeah, you can run the whole way but you'll be exhausted when you arrive. Want to resist that consequence or just take it?" "Te spirit strikes terror in your heart. You can flee or be paralyzed with ear. Whi ch is it? Or do you want to resist?" Offer a devil's bargain. Tink o a un complication or reckless decision. Offer them the bonus die in exchange. I you don't have a good idea, you can offer the devil's die in exchange or ����. Tere are always unseen witnesses lurking about. Te city is alive with inormants and gossips. Make a progress clock or tick one down. Keep a stack o index cards handy. Make clocks like crazy! Keep them out where everyone can see. Ask the players. Ask them i this seems desperate. Ask them where their character eats their meals. Ask them who their character slept with last. Ask them questions they can answer rom within their character's POV —things they know, suspect, experienced, or hope or. Actions ripple through the network. Every event has consequences, good and bad. What one action loves, another hates. How is a certain action connected to this? How might they know about it? Tink off-screen. What's happening elsewhere? Put it on screen. Show something only the audience sees.
Afer every GM action, ask "What do you do?" 26
gm: best practices Convey the ongoing fictional space as accurately as is desirable or this group. Be concise. Use small details when they help to convey a bigger picture.
Lead an interesting conversation. Te game is nothing but a conversation between you and the players. Te goal o the conversation is to answer the question "What happens now?" in the most engaging way possible. Te most interesting conversations are those that are curious —asking questions and prompting ideas—rather than dogmatic or one-sided. Be curious about what the other players have to say. Create an atmosphere of inquiry at the table. Tis means you play to find out what happens, not to make sure something specific happens. Will they go to war with the Fog Hounds? Is Nyla badass enough to take out the thugs by hersel? Can they avoid or predict Casta's betrayal? Play to find out. Don't contrive events ahead o time or manipulate play to bring them about.
Ask questions to lead the assessment o the fictional space when engaging the mechanics. "Which o the p osition profiles matches your situation here? aking a calculated risk, or is it a reckless move?" Help the players use the game system to pursue the goals o the characters. Don't let them flounder. When they have a goal, ask them about any opportunities they have to pursue it. Present two possible approaches rom that opportunity and ask i they want to choose one or invent a third way. Don't block. It's not your job to s ay "you can't do that." You're not the sole authority on what the characters can and cannot do. Instead, ask them: "You need to create an opportunity to attempt that, right?" Ask them how they might create an opportunity they need. Don't block. Show them that there's a path to their goal, even i it might be a long or dangerous one. Earn the trust of the group by being a supportive and air advocate o the integrity o the fiction. It's your job to portray a fictional world with integrity, not one that's contrived and "set up" or particular outcomes. When you advocate or something, the players know that you do so on behal o this integrity, not to get your way or to arrange situations to your liking.
Keep the meta channel open. When you portray an NPC, tell the players things that are going unsaid. Invite them to ask their G����� I���������� questions to dig deeper. Te characters have a broad spectrum o senses and intuitions to bring to bear in the fiction; the
players have only the narrow channel o your e w words. Help them out by sharing what they might suspect, intuit, eel, and predict. Be a curious explorer o the game in play. Ask the players questions to eed your own interest in the ongoing fiction in which the PCs are the protagonists. Your game series is a cool V show and you're its biggest an. When you're curious about something that a PC says or does, ask them about it! "I'm curious, though, when you tell him you'd do anything to help, do you really mean that? Anything? Are you that kind o person? Or are you just manipulating him?" Tese questions will ofen lead to goals, approaches, and rolls.
Make the scoundrels awesome even in ailure. Blame the circumstances—not the characters—when creating consequences or complications. Even a PC with zero rating in an action isn't a bumbling ool. Here's a trick or this: start your description o the ailure with a cool move by the PC, ollowed by "but," and the troublesome circumstance. You aim a fierce right hook at his chin, but he's quicker than he looked! He ducks under the blow and w restles you up against the wall. On ailure, talk about what went wrong. “Ah, maybe you missed something while you're climbing through the jeweller’s broken window?” “Yeah, they probably have tripwires or something huh?” “Yep! You eel the wire snap against your arm.” You can also lean on eatures the player has already portrayed about the character. How are their vice or traumas a problem? What is it about their heritage or background that gives them trouble or gets in the way? Advocate or the interests and capabilities o the NPCs. Your job is to convey the fictional world accurately, remember? B elievable NPCs with interests and capabilities make or a more compelling fictional world. Don't be a push over. When the PCs take action against an NPC, remind the players o their interests and capabilities. "But Quellyn won't just go along with all this, right? Tey're a witch, wanted by the spirit wardens. How are you going to contend with that?" When the PCs act in alignment with the interests o NPCs, remind the players o their support and riendship. Bring the elements o the game system to lie on screen. When an NPC is influenced, what does that look like? When a PC is hunted by the guards, what fictional details convey that change in their situation? Ask the other players or ideas i you want to. "Do they come rushing over with lantern lights trained on you?" "Oh, no, maybe they have electric lights here, and they all come on with a massive crackle o energy."
27
gm: techniques & bad habits P��� G���-F������. Poll the group about what ���� they're pursuing, either in the bigger picture o the game (best used at the beginning o a session) or in this microcosm o the present moment (best used when things are underway and the situation is snowballing). Once you know the goal, have a conversation about opportunities, actions, and effects. Te pursuit o opportunities and positions to enable certain approaches, the acquisition o inormation and resources, and the nested conflicts and that result will drive the action o the game. What are you trying to accomplish? Do you have an opportunity to do that? How do you want to go about it?
Follow this chain o events as actions and consequences play out. Ask the players to lead where the game goes next.
C�� �� ��� A����� Solicit a goal and plan, then cut to the action and use dice rolls to move the situation orward. Don't be araid to resolve something! Tey want to eliminate Ul Ironborn and then they plan it and do it, despite the odds and dangers? It's done. Don't string things out. P�� �� �� C������ Te game is a conversation between the real people at the table, but the action happens in the fictional space. Always place actions and effects in the fictional context. Where is it happening? Who's there? What's the vibe? What interesting details distinguish this context as the haunted industrialantasy world o Doskvol? P�� �� �� S����� Te game is a conversation, but roleplaying can still be a visual medium in the imagination. ake every opportunity you can to bring the game to lie in the minds o the players. Describe the action as i it's on screen in a V show. What does that look like on screen?
P�� �� �� � ����. Use index cards or NPCs, locations, job offers, leads, etc. It's easy to lose track o things i you don't have a record o it. By putting important things on index cards, e veryone can see them spread out on the table and incorporate them into the game.
B�� H�����. A���� T����� Calling
or a specific action roll. Tis bad habit usually
happens i you've GM'd other games where this is kinda your job. You might say, "Give me a Finesse roll," or "Tat's a Consort check" or whatever. ry to get out o this habit. Get used to saying this, instead: "How do you do that?" Ask them which action they use. Ten tell them the position and effect level that you see in this situation, using that action—as well as why you think that. Letting planning get out o hand. Some players will plan an operation orever i no one stops them—even i they hate doing it! Tey think it's worth the trouble i they can cover every potential issue or avoid some bad outcome. Tis is not how Blades in the Dark works. Everything is resolved by action and effect rolls, so get to them! I someone has a cool maneuver or idea, that's great, but it's probably still a controlled action roll. Tey can't plan and discuss their way out o making the rolls. An idea is not execution. Not giving them what they earn. I they get into position, make the roll, and have their effect, they get what they earned . Don't weasel out o it! Tings are hard enough on them already. Don't be a skinflint about victories; deeats will come without your thumb on the scales. Te scoundrels are at the bottom o the action ladder, but that doesn't mean they're ineffective. It means they needs lots and lots o victories to make it. Tey're good at the game, they just started out with negative points on the board. Te same goes or secrets. I they make the discovery, tell them all about it. Don’t hold on to your precious se crets. It’s more un to find out what they do about it once they know. Saying no. Tere's always a better answer than "no" or "you can't do that." Offer a devil's bargain ! "So... you want to seduce the most experienced madame in the city. Uh huh. Okay then. Tat's desperate, with limited effect probably. But here's a devil's bargain: regardless o how this goes, you all in love with her." Or tell them to start the first phase o a long-term project clock . Tat's what they're there or. "You want to trace every contraband route into Doskvol? Okay, start a long-term clock. Te first phase is: 'Assemble the list o all the contraband dealers.'" Simply saying no is boring.
D��'� R��� T���� ��� ��� S��� T���� When a PC aces danger, they make an Action roll. Also, they can roll Resistance to avoid a bad outcome. However, don't roll twice or the exact same thing. For example, Arlyn is dueling a Red Sash on the roo. Te Red Sash drives her back with a flurry o eints and slashes, and there's a danger that Arlyn will be orced over the edge during the skirmish. Arlyn's player makes an Action roll to see how her counter-attack goes. She rolls badly! Arlyn is orced over the edge and alls off the roo. But she can roll to resist, right? Yes. She can resist the harm that results rom the all. But she can't "undo" being orced over the edge. Tat's already been determined by her Action roll. Te resistance roll answers "how bad is the all?" Does she simply take some stress and catch hersel on a railing on the way down, or does she end up with lasting harm as she breaks her leg when she hits the street? Here's another example: Cross is sneaking into the Red Sash's temple, trying to elude the notice o their guards. He gets a mixed result and a guard is alerted. But how much? Cross's player can roll to resist the effect. I he pays the resulting stress cost, then the guard hasn't raised the alarm or seen Cross's ace, but the danger did maniest as a result o the Action roll. So what happens? Tis is the classic case where the guard and his partner say, "Hey, did you see that?" "What?" "Something over there by the pillar." "Probably nothing." "Yeah, I'm gonna check, though." I Cross's own effect is enough to overcome the obstacle, then he hears that conversation in the distance behind him as he slips inside the temple. I he hasn't overcome the obstacle yet, then he's hidden behind the pillar as the guard strolls over to investigate. In other words, the Action roll determines whether a consequence maniests or not. Te Resistance roll determines how much o that danger maniests or how bad it is. Action and Resistance don't determine the same thing. Each roll has a concrete result that affects the situation.
28
gm reference �� �����
������� ���� �����: Adric, Aldo, Amison, Andrel,
Arcy, Arden, Arilyn, Arquo, Arvus, Ashlyn, Branon, Brace, Brance, Brena, Bricks, Candra, Canter, Carissa, Carro, Casslyn, Cavelle, Clave, Corille, Cross, Crowl, �� ���������� Cyrene, Daphnia, Drav, Edlun, Emeline, Be a an o the PCs. Grine, Helles, Hix, Holtz, Kamelin, Kelyr, Let everything flow rom the fiction. Kobb, Kristov, Laudius, Lauria, Lenia, Hold on lightly. Lizete, Lorette, Lucella, Lynthia, Mara, Address the characters. Milos, Morlan, Myre, Narcus, Naria, Address the players. Paint the world w/ a haunted brush. Noggs, Odrienne, Orlan, Phin, Polonia, Surround them w/ industrial sprawl. Quess, Remira, Ring, Roethe, Sesereth, Sethla, Skannon, Stavrul, Stev, Syra, Consider the risk. alitha, esslyn, Tena, imoth, ocker, �� ������� Una, Vaurin, Veleris, Veretta, Vestine, Vey, When things are getting started: Volette, Vond, Weaver, Wester, Zamira. Play to find out what happens. Bring Doskvol to Lie. Convey the world honestly.
What's your goal? What plan did you make? (and what's the detail?)
And when things are underway: How do you do that? (which action do you use?) What's your goal? (what's the effect?) Cut to the moment o crisis. elegraph trouble beore it strikes. ell them the consequences and ask. Offer a devil's bargain. Make a progress clock or tick one. Ask the players. Actions ripple through the network. Tink off-screen. What do you do?
Affable Brooding Bright Dark Fair Worn Lean Wiry Huge Chiseled
Athletic Stout Scarred Rough Striking Lovely Handsome Slim Delicate Bony
Plump Squat Weathered Cold Sad Stern Open Languid Calm Fierce
ricorn Hat Fitted Dress Long Coat Heavy Cloak Hood & Veil Tick Greatcoat Short Cloak Sof Boots Knit Cap Loose Silks Slim Jacket Sharp rousers ������ �����: Arran, Athanoch, Hooded Coat Waxed Coat Basran, Boden, Booker. Ankhayat, all Boots Long Scar Bowman, Breakiron, Brogan, Clelland, Work Boots Leathers Clermont, Coleburn, Comber, Daava, Mask & Robes Eel-skin Bodysuit Dalmore, Danfield, Dunvil, Edrad, Farros, Suit & Vest Hide & Furs Grine, Haig, Helker, Helles, Hellyers, Collared Shirt ScavengedUniorm Jayan, Jeduin, Kardera, Karstas, Keel, Suspenders Treadbare atters Kessarin, Kinclaith, Lomond, Maroden, Skirt & Blouse Fitted Leggings Michter, Morriston, Penderyn, Prichard, Rowan, Salkara, Sevoy, Skelkallan, Slane, ���� ����������� Strangford, Strathmill, Templeton, soot-choked, cobblestones, dim, inkdark, cooking-smells, oily puddles, yrconnell, Vale, Vedat, Walund. silver moonlight, og-shrouded, damp, �������: Bell, Birch, Bird, Bliss, Bricks, chill, wind-swept, shadowy, brick walls, Bug, Chime, Coil, Cricket, Cross, Crow, echoes, chimneys, gas-lights, electroEcho, Flint, Frog, Frost, Grip, Hook, Ink, lights, carriages, clocktowers, lanterns, Junker, Mist, Moon, Nail, Needle, Ogre, pipe-smoke, canals, gondolas, rainPool, Ring, Ruby, Silver, Skinner, Song, slick, gargoyles, ruins, steeples, bridges, Spur, ackle, Tistle, Torn, ick ock, walkways, scaffolds, alleys, cisterns, sewers, clanking machinery, ironwork. rick, Vixen, Whip, Wicker.
consequences You suffer harm (1-3).
You have reduced effect.
You lose your opportunity .
effect How does the effect maniest?
I there's a clock or your obstacle, tick segments equal to the effect level.
1d or each T���� rating.
����� Man, Woman, Ambiguous, Concealed.
You end up in a worse position.
It takes extra time.
Complication (ick a clock, 1-3 segments. Or a new obstacle or threat appears.)
�. L������: How is the effect diminished? What significant obstacle remains? �. S�������: How does the expected effect maniest? What's lef to do, i anything? �. G����: How is the effect increased? What extra benefit maniests?
effect factors -
������� / ����
+
-
�����
+
-
�������
+
C�������: Exceptional outcome /
Great effect. �: Good outcome / Standard effect.
+ +1d or a ����� ���������. -
-1d or a ����� �� ������.
�/�: Mixed outcome / Limited effect. �-�: Bad outcome / Poor effect.
D������ ��������
���� ����� (richest to poorest)
Lyssa, a crime boss. Cold and calculating. Killed her ormer boss, Roric.
Whitecrown Brightstone Six owers Charterhall Nightmarket Silkshore
Te Dimmer Sisters . People say they’re witches who drink blood. Never seen outside their home. Ul Ironborn, a brutal Skovlander; craves power. Mylera Klev , leader o the Red Sash gang. Art collector. Baszo Baz, leader o the Lampblacks . Loves whisky. Merrul Brime, secrets broker; owns the Hooded Fox. Lady Drake, a magistrate on the payroll o criminals. Te Eye, anonymous leader o Te Unseen. Te Hand, chie lieutenant. Grull, a mid-level thug with ambitions.
Mordis, a merchant o the night market. A ence. Hides his true appearance under a robe and hood. affer, a merchant o the night market. A cultist. Jira, a merchant o the night market. A smuggler. Elstera Avrathi , resident diplomat o Iruvia. Brynna Skyrkallan, resident diplomat o Skovlan. yrsin Nol, resident diplomat o Severos. Andris, a spy and inormant with flexible loyalties. Krop, a constable o the watch. Reuses bribes. Lewit, Jol, Cinda, Rey, bluecoats o the watch. Rolan Wot, a judge-inspector. Rooting out corruption. Casslyn Mora, a judge with amily ties to criminals. Belindra, a jailor o Ironhook Prison. Ereth Skane , an advocate with unseemly vices. Denkirk Sol , an advocate with surprising scruples. Polix , attache to the Lord Governor o Doskvol. A secret spiritualist and rune-binder. Nyryx and Hoxan, rogue spirits possessing the bodies o streetwalkers, looking or a whisper to serve. Levyra, a spirit medium. Kember, a distiller o essences and potions, proprietor o the Devil’s ooth. Raffello, a master painter obsessed w/ the unnatural. Lannic, an expert art orger.
Coalridge Te Docks Crow’s Foot Dunslough Barrowclef Charhollow
��������� Undercross Echo Gardens Te Night Market Te Canals Chalk Street Bridge Candle Street Bridge Gaddoc Rail Station Heartbreak Square Te Anvilworks Te Black Circle Bellweather Crematorium Ironhook Prison Te Blood Pits Te Lost Ward Razor Hill
������ ������ Te Hooded Fox Te Hook & Line Te Leaky Bucket Te Devil’s ooth Te Black ree Te Cat & Candle Te Broken Anchor Te Red Lamp Te Nail & Bottle Te Six Arms Te Old Rasp Te Moon’s Daughter Te Sexton Hazlewood Quinn's
��������� ������ ����� � S����� or
a normal action or which you had easy opportunity.
� S����� or
a complex action or unlikely opportunity.
�+ S����� or
an elaborate action which involved several special opportunities or contingencies.
I������
P������ R������
Hunt Study Survey inker
Finesse Prowl Skirmish Wreck
Attune Command Consort Sway
RULES REFERENCE 1
������ ���� 1d or each A����� dot.
TEAMWORK
C���������
assist
ake 1 stress to give another player +1d. You might also suffer consequences rom the roll. Only one person may assist a roll.
lead a group
Lead a group action. Roll or each character who participates in the group action. Te best single roll counts as the action result, which applies to every character that rolled.
�-�: You're blocked, you hesitate, or you falter. Press on by seizing a risky opportunity, or try a d ifferent approach.
protect
Face danger or a teammate. Step in to suffer a consequence in their place. You may roll to resist as normal, i you wish.
R����
set up
Set up another character with your action. I you achieve it, any team members who ollow up get +1 effect or improved position.
You act on your terms. You exploit a dominant advantage.
C�������: You do it with increased effect.
+
+1d i you P��� yoursel
(you take 2 stress) -��- i you accept a D����'� B������ . Note: You may either push yoursel or accept a devil's bargain to get one bonus die. You can't do both.
�: You do it. �/�: You do it, but there's a consequence: it takes extra time, you have reduced effect , you suffer lesser harm, you end up in a risky position.
You go head to head. You act under fire. You take a chance.
C�������: You do it with increased effect. �: You do it. �/�: You do it, but there's a consequence: you suffer harm, a complication occurs, you have reduced effect, you end up in a desperate position. �-�: Tings go badly. You suffer harm, a complication occurs, you end up in a desperate position, you lose this opportunity .
Each time you roll a desperate action, mark a tick o xp or that attribute. See page 18.
ACTIONS
A����� to spirits and the ghost field; channel electroplasmic energy; perceive and communicate with ghosts; understand spectrology.
C������ obedience with your orce o personality; intimidate or threaten; lead an action with one o the crew's �����.
C������ with connections rom your
D�������� You overreach your capabilities. You're in serious t rouble.
C�������: You do it with increased effect.
heritage, background, riends, or rivals to gain access to resources, inormation, people, or places.
�: You do it. �/�: You do it, but there's a consequence: you suffer severe harm, a serious complication occurs. �-�: It's the worst outcome. You suffer severe harm, a serious
F������ an item rom someone's pocket; employ subtle misdirection or sleight-o-hand; handle a vehicle or a mount.
H��� a target; gather inormation about its location and movements; attack with precision shooting rom a distance.
P���� about unseen and traverse obstacles; climb, swim, run, jump, and tumble. Ambush with close violence—a backstab, throat cutting, black-jack, etc.
complication occurs, you lose this opportunity for action.
Te GM sets the consequences according to the situation. You may suffer one, some, or all o the listed consequences. You may attempt to avoid or reduce a consequence with a resistance roll .
���������� ���� 1d or each A�������� dot.
You reduce or avoid the consequence and take � ������ minus your highest die result.
When you roll a critical on resistance, clear 1 stress.
S������� with
an opponent in close combat; assault or hold a position; brawl and wrestle.
S���� a person, document, or item with
close scrutiny to gather inormation and apply knowledge; gain a deeper understanding; do research.
S����� a location or situation to understand what's going on; sense trouble beore it happens; gather inormation about opportunities or exploits.
S��� someone with charm, logic, deception, disguise, or bluff; change attitudes or behavior with manipulation or seduction.
����� with mechanisms to create, modiy, disable, or repair; disable a trap, pick a lock, or crack a sae. Use the ubiquitous clockwork and electroplasmic devices around the city to your advantage.
W���� a place, item, or obstacle with savage orce or careully applied sabotage; breach deenses with orce; create distractions and chaos.
RULES REFERENCE 2
Afer the score, resolve Payoff, Heat, Entanglements, then Downtime—in that order
PAYOFF (1ST)
� ����: Minor job; several ull purses.
� ����: Small job; a strongbox.
A score yields � ��� per T��� o the target and a ���� reward based on the nature o the operation (see list at right).
I you've seized a �����, you gain its benefits (���� and/or other bonuses).
� ����: Standard score; decent loot.
� ����: Major score; serious loot.
��+ ����: A treasure trove.
Subtract 1 coin per crew ier i you pay a tithe to a ward boss or larger organization.
ENTANGLEMENTS (3RD) Afer a payoff, roll an entanglement according to your level o H��� plus your W����� L ����:
�����: �-�
�����: �, �
�����: �+
�: G��� ������ �: U������ D��� �: R����� �, �: �� U���� S������� �: C����������
�: G��� ������ �: U������ D��� �: R�������� �, �: Q���������� �: S��� �� F����
�: F������ �: D������ N����� �: S��� �� F���� �, �: I������������ �: A�����
A�����. An Inspector presents a case file o
Q����������. Te Bluecoats grab an NPC member
evidence to a magistrate, to begin prosecution o your crew. Te Bluecoats send a detail to arrest you. Pay them off with ���� (Wanted Level +3), hand someone over or arrest (this clears your heat), or try to evade capture.
o your crew or one o the crew's Contacts, to question them about your crimes. Make a fortune roll to find out how well they resist spilling some ino that they shouldn't, or pay the Bluecoats off with � ����.
C����������. A +3 status action asks you or a avor. Agree to do it or oreit � ��� per T��� o
the riendly action. I you don't have a +3 action status, you avoid entanglements right now.
against you (or a riend, contact, or v ice purveyor). Pay them (� ��� and � ����) per T��� o the enemy as an apology, allow them to mess with you or yours, or fight back and show them who's boss.
D������ N�����. A demon approaches the crew
R�����. A neutral action throws their weight around.
with a dark offer. Accept, hide until it loses interest (oreit � ���), or deal with it another way.
Tey threaten you, a riend or contact, or one o your vice purveyors. Foreit (� ��� or � ����) per T��� o the rival, or stand up to them and lose � ������ with them.
F������. One o your contacts, patrons, clients, or a
group o your customers switches allegiances due to the heat on you. Tey're loyal to another action now. G��� T������. One o your gangs (or other
Afer a score or conflict with an opponent, the crew takes ����. Add +� ���� or a high-profile or well-connected target. Add +� ���� i the situation happened on hostile tur. Add +� ���� i you're at war. Add +� ���� i killing was involved.
S��� �� F����. A action with whom you have a
negative status makes a play against your holdings. Give them � ����� or go to war (drop to -3 status). U������ D���. A rogue spirit is drawn to you
I������������. Te Bluecoats round up one o
in the periphery o your crew. One player volunteers a riend or vice purveyor as the person most likely to be taken. Make a ortune roll to find out how well they resist questioning, or pay the Bluecoats off with � ����.
� ����: Smooth & quiet; low exposure.
� ����: Contained; standard exposure.
� ����: Loud & chaotic; high exposure.
� ����: Wild; devastating exposure.
Plus any additional heat rom complications or devil's bargains during the session.
DOWNTIME (4 TH) When you're at liberty between scores and find some respite rom peril, you may pursue two downtime actions . You also recover all o your armor uses. During downtime, you may take additional actions by spending � ���� or � ��� or each extra action. For any downtime roll, add +1d to the roll i you get help rom a riend or contact. Afer the roll, you may increase the result level by one or each ���� spent, by hiring assistance, paying a bribe, etc. (so, a �-� result becomes a �/�, �/� becomes �, � becomes C�������).
vice
Visit a purveyor o your vice and roll dice equal to your lowest attribute. Clear stress equal to your highest die result. I you clear more stress levels than you had marked, you overindulge (see below). I you do not or cannot indulge your vice during downtime, you take stress equal to your ������.
O����������. You
make a bad call because o your vice— in acquiring it or while under its influence. What did yo do?
R��������. An enemy action makes a move
cohorts) causes trouble due to their flaw(s). Lose ace (oreit ��� equal to your ����+�), make an example o one o the gang members, or ace reprisals rom the wronged party. I you lack a gang or other cohort with a flaw, there's no entanglement. the PCs, to question them about the crew's crimes. ell them what they want to know or resist with your Resolve to avoid jail time and exposing the crew to warrants or their arrest, or pay them off with � ����.
HEAT (2ND)
A������ T������: Select or roll an additional entanglement. B�� T���: Brag about your exploits. +� ����. L���: Play a different character until this one returns rom their bender. T�����. Your current purveyor cuts you off. Find a new source or your vice.
recover
Remove all level 1 harm. You may also begin to heal your level 2 and/or level 3 harm, i you have access to proper treatment. Untrained or risky treatments may call or action rolls. Successul treatment creates a long term project clock to heal all o your level 2 and level 3 harm. I you take urther harm beore you finish healing, you must once again Recover beore you can continue healing.
long term project
Work on a Long erm Project, i you have the means. Roll a trait and mark 1 segment on the project clock per level ( �-�: one, �/�: two, �: three, C���: five).
acquire asset
Acquire temporary use o an asset. Roll the crew's T���. Te result indicates the quality o the asset ( �-�: Poor, �/�: Standard, �: Fine, C���: Exceptional).
(perhaps it's a past victim?). Acquire the services o a Whisper or Rail Jack to attempt to destroy or banish it, or deal with it yoursel.
train
Mark 1 �� or an attribute or your playbook (i you have the appropriate crew training upgrade). You can train a given trait only once per downtime.
T�� U���� S�������. Te Bluecoats grab someone
gather info
Spend time to gather inormation, away rom danger. Te action roll result indicates the quality (�-�: Poor, �/�: Standard, �: Fine, C���: Exceptional).
reduce heat
Say how you reduce Heat on the crew and roll your crew's T���. Reduce heat by 1 per result level ( �-�: one, �/�: two, �: three, C���: five).
character creation �. C����� P������� Your playbook represents the nature o your character, their special abilities, and how they advance. Playbooks aren’t unique — multiple players can choose the same one.
V����
F����: You're dedicated to an u nseen power, orgotten god, ance stor, etc.
G�������: You crave games o chance, betting on sporting events, etc.
�. C����� ��� S������ A������
L�����: Expensive and/or ostentatious displays o opulence.
I you can't decide, choose the first ability on the list. It's placed there as a good first option.
O���������: You're devoted to a amily, a cause, a charity, etc.
P�������: Gratification rom lovers, ood, drink, drugs, art, theater, etc.
�. C����� � H������� ...and detail it with a note about your amily lie. For example, Skovlan: Ore Miners. Assign an action dot based on your Heritage choice (max starting action rating is 2).
S����� : You seek oblivion in the abuse o drugs, drink to excess, getting
�. C����� � B��������� ...and detail it with your specific history. For example, Labor: Leviathan Hunter. Assign an action dot based on your Background choice (max starting action rating is 2). �. A����� A����� D��� Assign 2 additional action dots. No action may begin with a rating higher than 2 during character creation. (Afer creation, action ratings may advance up to 3. When you unlock the Mastery advance or your crew, you can advance actions up to rating 4.) �. I���� C������ You have access to all o the items on your character sheet. For each operation, decide what your character's load will be. During the operation, you may say that your character has an item by checking the box or the item you want to use — up to a number o items equal to your chosen load. Your load determines your movement speed and conspicuousness:
Light (you’re aster, less conspicuous. you can blend in with citizens).
Normal (you look like a scoundrel, ready or trouble).
Heavy (you’re slower. you look like an operative on a mission).
Some items count as two items or load (they have two connected boxes). Items in italics don't count toward your load. �. C����� � C���� F����� ��� � R���� Mark the one who is a close riend, long-time ally, amily relation, or lover (the upward-pointing triangle). Mark one who is a ormer riend turned r ival, enemy, scorned lover, betrayed partner etc. (the downward-pointing triangle). �. C����� Y��� V��� Pick your preerred type o vice, detail it with a short description and indicate the name and location o your vice purveyor. For example, Stupor: rance powder addict. Madame esslyn, Te Red Lamp, Silkshore.
beaten to a pulp in the fighting pits, etc. You experiment with strange essences, consort with rogue spirits, observe bizarre rituals or taboos, etc.
W����:
�����: Adric, Aldo, Amosen, Andrel, Arcy, Arden,
Arilyn, Arquo, Arvus, Ashlyn, Branon, Brace, Brance, Brena, Bricks, Candra, Canter, Carissa, Carro, Casslyn, Cavelle, Clave, Corille, Cross, Crowl, Cyrene, Daphnia, Drav, Edlun, Emeline, Grine, Helles, Hix, Holtz, Kamelin, Kelyr, Kobb, Kristov, Laudius, Lauria, Lenia, Lizete, Lorette, Lucella, Lynthia, Mara, Milos, Morlan, Myre, Narcus, Naria, Noggs, Odrienne, Orlan, Phin, Polonia, Quess, Remira, Ring, Roethe, S esereth, Sethla, Skannon, Stavrul, Stev, Syra, alitha, esslyn, Tena, imoth, ocker, Una, Vaurin, Veleris, Veretta, Vestine, Vey, Volette, Vond, Weaver, Wester, Zamira. Arran, Athanoch, Basran, Boden, Booker. Ankhayat, Bowman, Breakiron, Brogan, Clelland, Clermont, Coleburn, Comber, Daava, Dalmore, Danfield, Dunvil, Edrad, Farros, Grine, Haig, Helker, Helles, Hellyers, Jayan, Jeduin, Kardera, Karstas, Keel, Kessarin, Kinclaith, Lomond, Maroden, Michter, Morriston, Penderyn, Prichard, Rowan, Salkara, Sevoy, Skelkallan, Slane, Strangford, Strathmill, Templeton, Tyrconnell, Vale, Vedat, Walund. ������ �����:
A������
A����� to spirits and the ghost field; channel electroplasmic energy; perceive and communicate with ghosts; understand spectrology.
C������ obedience with your orce o personality; intimidate or threaten; lead an action with one o the crew's �����. C������ with connections rom your heritage, background, riends, or rivals to gain access to resources, inormation, people, or places. F������ an item rom someone's pocket; employ subtle misdirection or sleight-o-hand; handle a vehicle or a mount. H��� a target; gather inormation about its location and movements; attack with precision shooting rom a distance. P���� about unseen and traverse obstacles; climb, swim, run, jump, and tumble. Ambush with close violence—a backstab, throat cutting, black-jack, etc. S������� with an opponent in close combat; assault or hold a position; brawl and wrestle. S���� a person, document, or item with close scrutiny to gather inormation and apply knowledge; gain a deeper understanding; do research.
S����� a location or situation to understand what's going on; sense trouble
beore it happens; gather inormation about opportunities or exploits.
S��� someone with charm, logic, deception, disguise, or bluff; change attitudes or behavior with manipulation or seduction.
����� with mechanisms to create, modiy, disable, or repair; disable a trap, pick a lock, or crack a sae. Use the ubiquitous clockwork and electroplasmic devices around the city to your advantage.
W���� a place, item, or obstacle with savage orce or careully applied sabotage; breach deenses with orce; create distractions and chaos.
�������: Bell, Birch, Bird, Bliss, Bricks, Bug, Chime,
Coil, Cricket, Cross, Crow, Echo, Flint, Frog, Frost, Grip, Hook, Ink, Junker, Mist, Moon, Nail, Needle, Ogre, Pool, Ring, Ruby, Silver, Skinner, Song, Spur, ackle, Tistle, Torn, ick ock, rick, Vixen, Whip, Wicker. L����: Man, Woman, Ambiguous, Concealed.
Affable Brooding Bright Dark Fair Worn Wiry
Huge Chiseled Athletic Stout Scarred Rough Striking
ricorn Hat Long Coat Hood & Veil Short Cloak Knit Cap Slim Jacket Hooded Coat all Boots Work Boots Mask & Robes
Lovely Handsome Slim Delicate Bony Plump Squat
Weathered Cold Sad Stern Open Calm Fierce
Suit & Vest Loose Silks Collared Shirt Sharp rousers Suspenders Waxed Coat Rough unic Long Scar Skirt & Blouse Leathers Wide Belt Eel-skin Bodysuit Fitted Dress Hide & Furs Heavy Cloak Scavenged Uniorm Tick Greatcoat Treadbare atters Sof Boots Fitted Leggings
insight
cutter
� ��������� ��� ������������ �������
���� ����� ������ ������
SPECIAL ABILITI ES
����
�����
B�����:
Your attacks are more powerul; you hit as i wielding a heavier weapon. You gain potency vs. physical targets.
����
��������: ������—��� ������ ����� ����������: ��������—�����—��� ������—�������—�������—�������� �����—��������—�����—����������
stress
trauma
����—�������—��������—�������� ��������—����—��������—�������
������� ����� �������� �����
���� �� N����: When you resist with Prowess , you get +1d. S�����: When
you unleash physical violence, it's especially rightening. When you Command a rightened target, take +1d.
���� / ��������: �����—��������—������—����������—��������—������—�����
prowess
R��������: When you have downtime, mark +2 segments on your healing clock.
G���� F������: You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat vs. the supernatural.
resolve
������ ������� ������� ����
N�� �� �� ������ W���: In close combat, you are equal in scale
to a small gang. L�����: When you Command a gang in combat, they continue to
harm
���� ����
� �
-��
�
���� ������
armor
+heavy
battleborn
other special armor
�������� Get treatment in downtime to activate your healing project clock
fight when they would otherwise break (they're not taken out when they suffer level 3 harm). Tey gain potency and 1 armor.
bonus die
B���������: You
get special armor against physical attacks in combat. When you roll a critical in combat, clear 1 stress.
���� �������� (take + 2 stress) -��- accept a �����'� ������� .
V������: Choose a special ability rom another source.
���� �����
DANGEROUS FRIENDS
Marlane, a pugilist
ITEMS
Chael, a vicious thug Mercy, a cold
killer
MARK XP :
LOAD
PLAYBOOK ADVANCEM ENT
When you roll a desperate action.
When you address a tough challenge with violence or threats.
At
end o session, i you've expressed your belies, drives, heritage, or background. And also mark �� i you struggled with issues rom your vice or traumas during the session.
teamwork Assist another character.
Lead a group action. Protect a teammate. Set up another character.
6 heavy
wo Trowing Knives A Pistol A 2nd Pistol A Large Weapon An Unusual Weapon Armor +Heavy Burglary ools Climbing Gear Arcane Implements Documents Subteruge Supplies inkering ools _________________
3 light 5 normal A Blade or
Grace, an extortionist Stras, a clever blade
(Italics don't count or load.)
Fine hand weapon Fine heavy weapon Manacles & chain Rage essence vial Spiritbane charm Demolition tools
planning & load
gather information
Choose a plan, provide the detail . Choose your load or the operation. Assault plan: Point o attack. Deception plan: Method. Stealth plan: Entry point. Occult plan: Arcane power. Social plan: Social connection. ransport plan: Locations / Route.
What do they intend to do? How can I get them to [X]? What are they really eeling? 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 or a plan.
insight
hound
� ������ ������������ ��� �������
���� ����� ������ ������
SPECIAL ABILITI ES
����
�����
long range. You can quickly draw and reload your weapons. Your ranged attacks gain potency . ��������: Penalties rom harm are one level less severe (though level 4 harm is still atal).
����
��������: ������—��� ������ ����� ����������: ��������—�����—��� ������—�������—�������—�������� �����—��������—�����—���������� ���� / ��������: �����—��������—������—����������—��������—������—����� stress
S����������� : You can perorm precision shooting rom extreme
trauma
����—�������—��������—�������� ��������—����—��������—�������
harm
���� ����
� �
-��
�
���� ������
armor
+heavy
focused
other special armor
�������� Get treatment in downtime to activate your healing project clock
prowess
������� ����� �������� �����
G���� H�����:
Your hunting pet is imbued with spirit energy. It gains potency when tracking or fighting the supernatural, and gains an arcane ability: ghost-orm, mind-link, or arrow-swif . ake this ability again to choose an additional arcane ability or your pet.
resolve
������ ������� ������� ����
S����: When you roll resistance with Insight , you get +1d.
M����� �����: When you hunt a target that you've previously
tracked or wounded, you get +1 effect level. V�������: Afer you ace a
consequence rom an enemy (suffered or resisted), you get +1d to your next roll against that enemy.
bonus die
F������: You get special armor vs. mental effects (ear, conusion, etc.). When you roll a critical while engaging a target, clear 1 stress
���� �������� (take + 2 stress) -��- accept a �����'� ������� .
V������: Choose a special ability rom another source.
���� �����
DEADLY FRIENDS
Steiner, an assassin
ITEMS
Celene, a sentinel Melvir,
a physicker
Veleris,
a spy
LOAD
Electroplasmic ammunition
Spyglass Spiritbane charm
PLAYBOOK ADVANCEM ENT
When you roll a desperate action.
When you address a tough challenge with violence or tracking.
At
end o session, i you've expressed your belies, drives, heritage, or background. And also mark �� i you struggled with issues rom your vice or traumas during the session.
teamwork Assist another character.
Lead a group action. Protect a teammate. Set up another character.
6 heavy
wo Trowing Knives A Pistol A 2nd Pistol A Large Weapon An Unusual Weapon Armor +Heavy Burglary ools Climbing Gear Arcane Implements Documents Subteruge Supplies inkering ools _________________
A fine trained hunting pet
3 light 5 normal A Blade or
Casta, a bounty hunter MARK XP :
(Italics don't count or load.)
Fine pair of pistols Fine long rifle
planning & load
gather information
Choose a plan, provide the detail . Choose your load or the operation. Assault plan: Point o attack. Deception plan: Method. Stealth plan: Entry point. Occult plan: Arcane power. Social plan: Social connection. ransport plan: Locations / Route.
What do they intend to do? How can I get them to [X]? What are they really eeling? 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 or a plan.
insight
leech
���� ����� ������ ������
� �������� ��� ��������
SPECIAL ABILITI ES
����
A��������: You can tinker with chemicals and arcane substances
�����
to design and produce poisons, drugs, and other strange mixtures.
prowess
A��������: When you tinker with a device, tool, or weapon, you
����
������� ����� �������� �����
may include alchemical or clockwork eatures. A������: When you take extra time and c are to gather information during downtime, you get potency . S�������: When you wreck , the work is much quieter than it should be and the damage is hidden rom casual inspection. G���� W���: You know how to wreck an area with arcane substances and methods so it is either anathema or enticing to spirits (your choice). V�������: Choose a dr ug or poison to which you are immune. ake 1 stress to secrete it through your skin or saliva or exh ale it as a vapor. P��������: You can tinker with bones, blood, and bodily humours to treat wounds, stabilize the dying, or study a malady or corpse. Also, your crew gets +1d to long-term project healing rolls. F��������: You get special armor vs. atigue, weakness, and chemical effects. When you roll a crit while tinkering, clear 1 stress.
��������: ������—��� ������ ����� ����������: ��������—�����—��� ������—�������—�������—�������� �����—��������—�����—���������� ���� / ��������: �����—��������—������—����������—��������—������—����� stress
trauma
����—�������—��������—�������� ��������—����—��������—�������
harm
���� ����
� �
-��
�
���� ������
armor
+heavy
fortitude
other special armor
�������� Get treatment in downtime to activate your healing project clock
CLEVER FRIENDS
Stazia, an apothecary
When you use a bandolier vial, choose an alchemical:
Alcahest Binding Oil Chokedust Poison Drif Oil Eyeblind Poison Fire Oil Frost Oil Ghost Oil Quicksilver Rage Essence Shadow Essence Spark drug rance Powder
������ ������� ������� ����
bonus die ���� �������� (take + 2 stress) -��- accept a �����'� ������� .
V������: Choose a special ability rom another source.
���� �����
A���������� Bandolier Bandolier
resolve
Veldren,
ITEMS
a psychonaut
Eckerd, a corpse thie
Jul, a blood dealer
Malista, a priestess MARK XP :
(Italics don't count or load.)
LOAD
Bandolier o alchemy vials (3) Bandolier o alchemy vials (3) Gadgets
PLAYBOOK ADVANCEM ENT
When you roll a desperate action.
When you address a tough challenge with technical skill or chaos.
At
end o session, i you've expressed your belies, drives, heritage, or background. And also mark �� i you struggled with issues rom your vice or traumas during the session.
teamwork Assist another character.
Lead a group action. Protect a teammate. Set up another character.
6 heavy
wo Trowing Knives A Pistol A 2nd Pistol A Large Weapon An Unusual Weapon Armor +Heavy Burglary ools Climbing Gear Arcane Implements Documents Subteruge Supplies inkering ools Spiritbane charm _________________
3 light 5 normal A Blade or
Fine tinkering tools Fine wrecker tools Blowgun & darts, syringes
planning & load
gather information
Choose a plan, provide the detail . Choose your load or the operation. Assault plan: Point o attack. Deception plan: Method. Stealth plan: Entry point. Occult plan: Arcane power. Social plan: Social connection. ransport plan: Locations / Route.
What do they intend to do? How can I get them to [X]? What are they really eeling? 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 or a plan.
insight
lurk
� �������� ����������� ��� �������
���� ����� ������ ������
SPECIAL ABILITI ES
����
�����
I����������: When you bypass secu rity, you get +1 effect level.
��������: ������—��� ������ ����� ����������: ��������—�����—��� ������—�������—�������—�������� �����—��������—�����—���������� ���� / ��������: �����—��������—������—����������—��������—������—����� stress
prowess
A�����: When you attack rom hiding or spring a trap, you get +1d.
E��������: When you lead a group action using your best action-
����
trauma
����—�������—��������—�������� ��������—����—��������—�������
harm
���� ����
� �
-��
�
���� ������
armor
+heavy
shadow
other special armor
�������� Get treatment in downtime to activate your healing project clock
������� ����� �������� �����
rating, you can suffer only 1 stress at most rom any ailed rolls. F�� �� ��� W���: When you gather inormation through clandestine observation, you get +1 effect level. G���� V���: You may shif partially into the ghost field, becoming shadowy and insubstantial or a moment. ake 1 stress when you shif, plus 1 stress or each extra eature: It lasts or a ew minutes rather than a moment—you are invisible rather than shadowy—you may float through the air like a ghost—you may pass through solid objects. D��������: When you make a desperate roll, you get +1d. R������� : When there's a question about who acts first, the answer is you (two characters with Reflexes act simultaneously). S�����: You get special armor vs. consequences rom detection or security. When you roll a critical on a eat o athletics or stealth, clear 1 stress. V������: Choose a special ability rom another source.
���� �����
SHADY FRIENDS
elda, a beggar
ITEMS
Darmot, a bluecoat Frake, a locksmith Roslyn Kellis, a noble Petra, a city clerk MARK XP :
(Italics don't count or load.)
resolve
������ ������� ������� ����
bonus die ���� �������� (take + 2 stress) -��- accept a �����'� ������� .
LOAD
When you roll a desperate action.
When you address a tough challenge with infiltration or athletics.
At
end o session, i you've expressed your belies, drives, heritage, or background. And also mark �� i you struggled with issues rom your vice or traumas during the session.
teamwork Assist another character.
Lead a group action. Protect a teammate. Set up another character.
6 heavy
wo Trowing Knives A Pistol A 2nd Pistol A Large Weapon An Unusual Weapon Armor +Heavy Burglary ools Climbing Gear Arcane Implements Documents Subteruge Supplies inkering ools _________________
PLAYBOOK ADVANCEM ENT
3 light 5 normal A Blade or
Fine lockpicks Fine shadow cloak Light climbing gear Silence potion vial Dark-sight mask Spiritbane charm
planning & load
gather information
Choose a plan, provide the detail . Choose your load or the operation. Assault plan: Point o attack. Deception plan: Method. Stealth plan: Entry point. Occult plan: Arcane power. Social plan: Social connection. ransport plan: Locations / Route.
What do they intend to do? How can I get them to [X]? What are they really eeling? 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 or a plan.
insight
slide
� ������ ����������� ��� ���
���� ����� ������ ������
SPECIAL ABILITI ES
����
�����
R���'� G�����: ake 2 stress to
����
��������: ������—��� ������ ����� ����������: ��������—�����—��� ������—�������—�������—�������� �����—��������—�����—���������� ���� / ��������: �����—��������—������—����������—��������—������—����� stress
trauma
����—�������—��������—�������� ��������—����—��������—�������
harm
���� ����
� �
-��
�
���� ������
armor
+heavy
subterfuge
other special armor
�������� Get treatment in downtime to activate your healing project clock
roll your best action rating while perorming a different action. Say how you adapt your skill to this use. M��������: When you sway someone, you may cause them to orget that it's happened until they next interact with you. C���� � D����� : When you use a disguise or other orm o covert misdirection you get +1 effect. When you throw off your disguise, the resulting surprise gives you the initiative in the situation. A L����� S�������� �� ��� S���: At the end o each downtime phase, you earn +2 stash. L��� L������ ���� � M�����: You can always tell when someone is lying to you. ���� �� M�: You get +1d vs. a target you have a relationship with. G���� V����: You know the secret method to interact with a ghost or demon as i it was a normal human, regardless o how wild or eral it appears. You gain potency when communicating with the supernatural. S��������� : You get special armor vs. persuasion and suspicion. When you roll a critical while using subteruge, clear 1 stress. V������: Choose a special ability rom another source.
���� �����
SLY FRIENDS
Bryl, a drug dealer
ITEMS
Bazso Baz, a gang leader Klyra, a tavern owner Nyryx, a prostitute Harker,
a jail-bird
MARK XP :
(Italics don't count or load.)
prowess
������� ����� �������� �����
resolve
������ ������� ������� ����
bonus die ���� �������� (take + 2 stress) -��- accept a �����'� ������� .
LOAD
When you roll a desperate action.
When you address a tough challenge with deception or influence.
At
end o session, i you've expressed your belies, drives, heritage, or background. And also mark �� i you struggled with issues rom your vice or traumas during the session.
teamwork Assist another character.
Lead a group action. Protect a teammate. Set up another character.
6 heavy
wo Trowing Knives A Pistol A 2nd Pistol A Large Weapon An Unusual Weapon Armor +Heavy Burglary ools Climbing Gear Arcane Implements Documents Subteruge Supplies inkering ools _________________
PLAYBOOK ADVANCEM ENT
3 light 5 normal A Blade or
Fine clothes & jewelry Fine disguise kit Fine loaded dice, trick cards rance powder A cane-sword Spiritbane charm
planning & load
gather information
Choose a plan, provide the detail . Choose your load or the operation. Assault plan: Point o attack. Deception plan: Method. Stealth plan: Entry point. Occult plan: Arcane power. Social plan: Social connection. ransport plan: Locations / Route.
What do they intend to do? How can I get them to [X]? What are they really eeling? 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 or a plan.
insight
spider
���� ����� ������ ������
� ������� ����������
SPECIAL ABILITI ES
����
�����
����
��������: ������—��� ������ ����� ����������: ��������—�����—��� ������—�������—�������—�������� �����—��������—�����—���������� ���� / ��������: �����—��������—������—����������—��������—������—����� stress
trauma
����—�������—��������—�������� ��������—����—��������—�������
harm
���� ����
� �
-��
�
���� ������
armor
+heavy
mastermind
other special armor
�������� Get treatment in downtime to activate your healing project clock
W������ ��� W��: You gain +1d to the engagement roll i you’ve gathered ino on the target or location. F��������: Tree times per score you can assist another rogue without paying stress. ell us how you prepared them or the situation. F���������� V���: When you indulge your vice, you may adjust the outcome by +/-1. An ally who joins in your vice may do the same. C����������: Due to your careul planning, during downtime, you may give yoursel or another crew member +1 downtime action. G���� C�������: When you shake on a deal, you and your partner—human or otherwise—both bear a mark o your oath. I either breaks the contract, they take level 3 harm ( Cursed ).
���� �����
Foresight Uses
prowess
������� ����� �������� �����
resolve
������ ������� ������� ����
C��������: During downtime , you get +1 result level when you make acquire asset, gather ino, or reduce heat rolls. J��� B���: When incarcerated, your wanted level counts as 1 less, your ier as 1 more, and you gain +1 action status in addition to your roll. M���������: You get special armor when protecting a teammate. How did you plan or this? I a crit is rolled when you command a gang or lead a group action, clear 1 stress. V������: Choose a special ability rom another source. SHREWD FRIENDS
ITEMS
Salia, an inormation broker Augus, a master
architect
Jennah, a servant Riven, a chemist Jeren, a bluecoat
archivist
MARK XP :
(Italics don't count or load.)
bonus die ���� �������� (take + 2 stress) -��- accept a �����'� ������� .
LOAD
When you roll a desperate action.
When you address a tough challenge with planning or calculation.
At
end o session, i you've expressed your belies, drives, heritage, or background. And also mark �� i you struggled with issues rom your vice or traumas during the session.
teamwork Assist another character.
Lead a group action. Protect a teammate. Set up another character.
6 heavy
wo Trowing Knives A Pistol A 2nd Pistol A Large Weapon An Unusual Weapon Armor +Heavy Burglary ools Climbing Gear Arcane Implements Documents Subteruge Supplies inkering ools _________________
PLAYBOOK ADVANCEM ENT
3 light 5 normal A Blade or
Fine cover identity Fine bottle o whiskey Blueprints Vial o slumber essence Concealed palm pistol Spiritbane charm
planning & load
gather information
Choose a plan, provide the detail . Choose your load or the operation. Assault plan: Point o attack. Deception plan: Method. Stealth plan: Entry point. Occult plan: Arcane power. Social plan: Social connection. ransport plan: Locations / Route.
What do they intend to do? How can I get them to [X]? What are they really eeling? 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 or a plan.
whisper
insight �� ������ ����� ��� ���������
���� ����� ������ ������
SPECIAL ABILITI ES
����
�����
C����� : You can attune to the ghost
field to orce a nearby spirit to appear beore you and obey a command you give it.
������� ����� �������� �����
rain, lightning). Costs stress equal to the magnitude o the results (0-6).
��������: ������—��� ������ ����� ����������: ��������—�����—��� ������—�������—�������—�������� �����—��������—�����—���������� ���� / ��������: �����—��������—������—����������—��������—������—����� stress
prowess
������: Channel energy to produce storm effects (og, rost, wind,
����
trauma
����—�������—��������—�������� ��������—����—��������—�������
harm
���� ����
� �
-��
�
���� ������
�������� Get treatment in downtime to activate your healing project clock
O�������� : You may consort with ancient powers, orgotten gods
or demons. I you have control over the entity, take +1d. R�����: You can study an occult ritual to
summon a supernatural effect or being. Costs stress based on the magnitude o the results. Answer the GM's questions to create the ritual (page 62).
I��� W���: When you roll
������ ������� ������� ����
M������: When you tinker with a device, tool, or weapon, you may include electroplasmic or arcane eatures.
S������
G���� M���: You know how to find the weakness in each ghost, d emon, or arcane orce. You gain potency when you study the supernatural.
warded
W����� : You get special armor vs. supernatural effects. When you roll a critical while dealing with arcane powers, clear 1 stress.
other special armor
V������: Choose a special ability rom another source.
+heavy
resolve
resistance with Resolve, you get +1d.
armor
���� �����
STRANGE FRIENDS
Nyryx, a possessor ghost
ITEMS
Scurlock, a vampire Setarra, a demon
(Italics don't count or load.)
���� �������� (take + 2 stress) -��- accept a �����'� ������� .
LOAD
Spirit bottles (2)
Ghost key
Flint, a spirit trafficker
Demonbane charm
PLAYBOOK ADVANCEM ENT
When you roll a desperate action.
When you address a tough challenge with arcane power or knowledge.
At
end o session, i you've expressed your belies, drives, heritage, or background. And also mark �� i you struggled with issues rom your vice or traumas during the session.
teamwork Assist another character.
Lead a group action. Protect a teammate. Set up another character.
6 heavy
wo Trowing Knives A Pistol A 2nd Pistol A Large Weapon An Unusual Weapon Armor +Heavy Burglary ools Climbing Gear Arcane Implements Documents Subteruge Supplies inkering ools _________________
3 light 5 normal A Blade or
Fine lightning hook Fine spirit mask Electroplasm vials
Quellyn, a witch
MARK XP :
bonus die
planning & load
gather information
Choose a plan, provide the detail . Choose your load or the operation. Assault plan: Point o attack. Deception plan: Method. Stealth plan: Entry point. Occult plan: Arcane power. Social plan: Social connection. ransport plan: Locations / Route.
What do they intend to do? How can I get them to [X]? What are they really eeling? 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 or a plan.
insight
playbook
���� ����� ������ ������
SPECIAL ABILITI ES
����
�����
prowess ����
������� ����� �������� �����
��������: ������—��� ������ ����� ����������: ��������—�����—��� ������—�������—�������—�������� �����—��������—�����—����������
resolve ���� / ��������: �����—��������—������—����������—��������—������—����� stress
trauma
������ ������� ������� ����
����—�������—��������—��������
��������—����—��������—�������
harm
�
���� ����
�
-��
�
���� ������
armor
+heavy
bonus die ���� �������� (take + 2 stress) -��- accept a �����'� ������� .
other special armor
�������� Get treatment in downtime to activate your healing project clock
���� �����
FRIENDS
ITEMS
_____________________
_____________________
_____________________
_____________________
_____________________
MARK XP :
LOAD
When you roll a desperate action.
____________________________________________________
_________________ _________________ _________________ _________________ _________________ _________________ _________________
At
end o session, i you've expressed your belies, drives, heritage, or background. And also mark �� i you struggled with issues rom your vice or traumas during the session.
teamwork Assist another character.
Lead a group action. Protect a teammate. Set up another character.
6 heavy
_________________
PLAYBOOK ADVANCEM ENT
3 light 5 normal
_________________
______________________ ______________________ ______________________ ______________________ ______________________ ______________________
_________________ _________________
planning & load
gather information
Choose a plan, provide the detail . Choose your load or the operation. Assault plan: Point o attack. Deception plan: Method. Stealth plan: Entry point. Occult plan: Arcane power. Social plan: Social connection. ransport plan: Locations / Route.
What do they intend to do? How can I get them to [X]? What are they really eeling? 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 or a plan.
STANDARD ITEMS
CUTTER ITEMS
LURK ITEMS
WHISPER ITEMS
A Blade or Two: Perhaps you carry a simple fighting knie. Or two cur ved swords. Or a rapier and stiletto. Or A heavy butcher's cleaver. Up to you.
Fine hand weapon: A finely crafed one-handed melee weapon o your choice.
Fine lockpicks: A finely crafed set o lockpicks.
Fine lightning-hook: A long, two-handed pole with a loop o heavy wire at the end, connected to an electroplasmic capacitor. Suitable or grappling a spirit and dragging it into a spirit bottle.
Fine shadow cloak: A hooded cloak made o rare Iruvian shadow-silk that blends into the darkness around it.
Trowing Knives: Six light blades.
Fine heavy weapon: A finely crafed two-handed melee weapon o your choice.
A Pistol: A heavy, single-shot, breech-loading firearm. Devastating at 20 paces, slow to reload.
Manacles and chain: A set o heavy manacles and chain, suitable or restraining a prisoner.
A Large Weapon: A weapon meant or two hands. A weapon o war, like a battle-axe, greatsword, warhammer, or pole-arm. A lightning hook. A hunting rifle. A blunderbuss. A bow or crossbow.
Rage Essence Vial: A single dose o Rage Essence, which greatly enhances the user's strength, resistance to pain, and irrational aggression or the span o several minutes.
An Unusual Weapon: A curiosity o the blacksmith's art or a tool turned into a weapon. A whip, a flail, a hatchet, a shovel, a length o chain, a razor-edged an, steel-toed boots.
Demolition tools: A sledgehammer and iron spikes. Heavy drill. Crowbar.
Dark-sight goggles: A mechanist device that allows the wearer to see in pitch darkness as i it were day.
HOUND ITEMS
SLIDE ITEMS
Armor: A thick leather tunic with a high collar, reinorced gloves and boots. +Heavy: Te addition o chain mail or metal plates, a metal helm. Te load or heavy armor is in addition to normal armor—3 load total.
Fine pair of pistols: A pair o finely crafed pistols, made or greater accuracy and speed o reloading.
Fine clothes and jewelry: An outfit o such fine make as to pass as a wealthy noble.
Fine long rifle: A finely crafed hunting rifle, deadly at long range, unwieldy in close quarters.
Fine disguise kit: A theatrical make-up kit equipped with an impressive array o expert appliances to ool the eye.
Burglary ools: A set o lockpicks. A small pry-bar. Vials o oil to silence squeaky hinges. A coil o wire and fishing hooks. A small pouch o fine sand. Climbing Gear: A large coil o rope. A small coil o rope. Grappling hooks. A small pouch o chalk dust. A climbing harness with loops and metal rings. A set o iron pitons and a small mallet. Documents: A small collection o slim volumes on a variety o topics, including a registry o the nobility, city watch commanders, and other notable citizens. Blank pages, a vial o ink, a pen. A number o interesting maps.
Electroplasmic ammunition: A bandolier o electroplasmic-charged shot, especially potent against spirits and demons.
A fine trained hunting pet: An animal companion that obeys your commands and anticipates your actions. Spyglass: A sturdy, collapsible version.
LEECH ITEMS Fine tinkering tools: A finely crafed set o tools or detailed mechanist work. A jeweler's loup. Measuring devices.
Arcane Implements: A vial o quicksilver. A pouch o black salt. A spirit anchor in the orm o a small stone. A spirit bottle. A vial o electroplasm, designed to break and splatter on impact.
Fine wrecker tools: A finely crafed set o tools or sabotage and destruction. A small, powerul drill. A mallet and steel spikes. A prybar. Electroplasmic battery, clamps, wire. Vials o acid. Spark-torch cutter and small uel tank.
Subterfuge supplies: A theatrical make-up kit. A selection o blank documents, ready or the orger's hand. Costume jewelry. A reversible cloak and distinctive hat. A orged badge o office.
Blowgun & darts, syringes: A small tube and darts that can be filled rom alchemy vials. Empty syringes.
Tinkering Tools: An assortment or detailed mechanist work: jeweler's loup, tweezers, a small hammer, pliers, screwdriver, etc.
Spiritbane Charm: A small arcane trinket which ghosts preer to avoid.
Bandolier of alchemy vials: A strap worn across the body, fitted with pouches which hold 4 vials o alchemical agents. Gadgets: When you tinker up gadgets, mark the load here.
Light climbing gear: A well-crafed set o climbing gear which is less bulky and heavy than a standard set. Silence potion vial: A vial o golden liquid that negates all sound within 10 paces o the drinker or a span o several minutes.
Fine loaded dice, trick cards: Gambling accoutrements subtly altered to avor particular outcomes.
Trance powder: A dose o the popular drug, which induces a catatonic state. A cane-sword: A slim sword and its sheath, disguised as a noble's cane.
SPIDER ITEMS Fine cover identity: Paperwork, planted stories and rumors, and alse relationships sufficient to pass as a different person. Fine bottle of whiskey: A rare distillation rom your personal collection, potent both in its alcohol and its ability to impress. Blueprints: A olio o useul architectural drawings. Vial of slumber: A dose o slumber essence sufficient to put someone to sleep or an hour or two. Concealed palm pistol: A small firearm with a weaker charge, easily concealed in a sleeve or waistcoat.
Fine spirit mask: An arcane item which allows the trained user to see supernatural energies in great detail. Also affords some measure o protection against ghostly possession. Spirit bottles (2): An arcane device used to trap a spirit. A metal and crystalline cylinder, the size o a loa o bread. Ghost key: An arcane device which can open ghost doors. Demonbane charm: An arcane trinket which demons preer to avoid.
I��� D������ I you want to include advantages rom specific details o your items—reach, speed, adaptability, etc.—consider a devil's bargain that relates to a detail.
"You can take +1d here with your pole-arm i you keep alling back to keep him at your range, but you'll have to move out o the alley and into the street where people can see what's going on." "You can take +1d with your dagger, in close, to shank him repeatedly, but you'll be absolutely covered in blood."
crew creation �. C����� C��� T���
Your crew type represents the purpose o your crew, its special abilities, and how they advance. In the ull game, there are several to choose rom. In this quick start, you're Tieves . �. C����� � S������ A������ Choose 1 starting special ability or the
crew. �. C����� R��������� Ambitious, brutal, daring, honorable, proessional, savvy, subtle, or strange. You earn crew XP when you bolster your crew's reputation. �. A����� C��� U�������
Mark 2 upgrade boxes . I you choose a cohort, create it using the procedure at right. �. C����� A F������� C������
You begin with all o your ��������. Mark the one who is a close riend, longtime ally, or partner in crime. �. C��� N���, L��� D������
Tinking o a name or your crew can be tricky at first. It's okay to start out without a name and later acquire one based on what the crew is like. Describe the location o your lair and what it looks like. �. T���, H���, R�� � C���
You begin at T��� �, with weak H��� and � R��. You start with � ����. �. A����� F������ S����� T����
Each player assigns a positive tick and a negative tick with any ier 1 or ier 2 action (to represent past interactions). Ten, as a group, assign one positive and one negative tick at ier 3. Say why you have good or bad status with these actions.
C������� � C����� Adding a new cohort costs two crew advances. A cohort can be a gang or an expert . When you create an expert, record their type—a doctor, investigator, occultist, assassin, etc. When you create a gang, choose the gang type rom the list below: A�����: Scholars, tinkerers, occultists, and chemists. K������: Assassins and murderers. R����: Con artists, spies, and socialites. R�����: Sailors, carriage drivers, and death-lands scavengers. S������: Scouts, infiltrators, and sneak-thieves. ����: oughs, brawlers, and roustabouts. (Add an additional type to a cohort by spending a crew advance. When a cohort perorms actions or which its types apply, it uses its ull quality rating. Otherwise, its quality is zero.) Your cohort begins with a Quality o 1. (You can increase its quality by 1 by spending two crew advances.) Choose one or two edges: F�������: Te cohort is terriying in aspect and reputation. I����������: Te cohort can be trusted to make good decisions in the absence o orders and act on their own initiative. L����: Te cohort can't be bribed or turned against you. ��������: Te cohort won't be deterred rom a task. Choose a number o flaws equal to edges: P���������: Te cohort has an ethic or values that it won't betray. S�����: Te cohort is excessively violent and cruel. U���������: Te cohort isn't always available, due to other obligations, stupeaction rom their vices, etc. W���: Te cohort is drunken, debauched, and loud-mouthed. (Add an edge or remove a flaw by spending a crew advance.) Record the expert's name or the names o the notable NPCs in the gang. When you send a gang to achieve a goal, roll their Quality to see how it goes. Or, a PC can oversee the gang operation by leading a group action (the PC rolls Command, the gang rolls Quality). Te quality o any opposition relative to the gang's quality affects the position and effect o the action.
C��� U������� Q������: Each upgrade improves the quality rating o all the crew's items o that type—beyond the quality established by the crew's ier and fine items. So, i you are ier 0, with fine lockpicks and +1 quality tools upgrade, your picks could contend equally with the lock on a ier 2 action's door. By upgrading your items, you can better compete with highe r-ier opponents. C������� H����: You have a carriage, goats to pull it, and a stable. A second upgrade improves the carriage with armor and larger, swifer goats. B��� �����: You have a small boat, a dock on a waterway, and a small house to store boating supplies. A second upgrade improves the boat with armor and more cargo capacity. H����� L���: Your lair has a secret location and is disguised to hide it rom view. I your lair is discovered, you may undertake a long-term project to relocate and hide it once again. I������, P������, R������, �� P������� T������� : I you have the appropriate training upgrade, you can choose to train that attribute (or your playbook, with Personal training) during downtime. Q�������: Your lair includes living quarters or the crew. Without this upgrade, each PC sleeps elsewhere, and is vulnerable when they do so. S����� L���: Your lair has locks, alarms, and traps to thwart intruders. A second upgrade improves the deenses to include arcane measures. V����: Your lair has a secure vault. You can store +4 coin or each upgrade. A separate part o your vault can be used as a holding cell. W�������: Your lair has a workshop appointed with tools or tinkering and alchemy, as well as a library o bo oks, documents, and maps. You may accomplish long term projects with these assets without leaving your lair. M������: Your crew has access to master level training. You may advance your PC action ratings to 4 (until you unlock this upgrade, PC action ratings are capped at 3). Tis upgrade costs 2 advances to unlock. I������ H������ G������: "T�� D���" Your crew o thieves begins with a si ngle area in the district that they use as hunting grounds or burglaries or robberies (choose your preerred type). Te local ward boss (Lyssa) has given them permission to operate there. Te area is small, consisting o three blocks along Ash Way, between Rye street and Cinder street—reerred to as "Te Drop" due to its precipitous terrain and ramshackle scaffolds and elevated walkways. It starts with a Quality o 1. Te GM can make a ortune roll using the quality o the hunting ground to determine i there are currently any passing opportunities or thievery and how lucrative they may be. A score within the hunting grounds generally does not impact action statuses and doesn't generate rep. Use a score in your hunting grounds to earn coin and XP without having to deal with direct blowback rom other actions.
thieves
COHORT WEAK IMPAIRED
������� BROKEN
ARMOR
SPECIAL ABILITI ES
����
E������� S�����: Each PC may add +1 action rating to Prowl,
����������
Finesse, or inker (up to a max rating o 3).
���� heat
wanted l evel
|
+1 quality to hunting grounds
luxury fence +2 coin or burglary
scores
gambling dens (ier roll) - Heat = coin in downtime
+1d engagement
roll or burglary
|
safe houses Hidden staging areas throughout your tur
lookouts
drug dens
watch reports
roll
COHORT WEAK IMPAIRED
to acquire an asset, take +1d.
rep
BROKEN
ARMOR
turf
LAIR
city records
street fence
+1 effect to gather
+2 coin or robbery
ino on targets
scores
turf
S����������� :
When you perorm a group action, you may count multiple 6s rom different rolls as a critical success.
+1d to spot or
evade trouble on your tur
ambush points turf
the one you want. When you reduce heat on the crew, take +1d.
+1d engagement
roll or robbery
S����� S����: When you execute an infiltration or burglary, you get +1d to the engagement roll.
COHORT WEAK IMPAIRED
weak
firm
strong
tier
BROKEN
ARMOR
it costs hal the coin it normally would. Who is your patron? Why do they help you?
G���� E�����: From weird experience or occult ritual, all crew
members gain the ability to see and interact with the ghostly objects, structures, and passages that exist across Doskvol. V������: Choose a
hold
�������
P�����: When you advance your ier,
special ability rom another crew.
COHORT WEAK IMPAIRED
turf
�������
S�������: When you roll entanglements, roll two dice and keep informants
(ier roll) - Heat = coin in downtime
P��� R���: Your lair is a jumble o stolen items. When you
vaults
claims
turf
coin
������� BROKEN
ARMOR
CREW ADVANCEM ENT
Execute a profitable burglary, robbery, or other thef. Improve the quality or variety o your hunting grounds. Bolster your crew's reputation or develop a new one. Contend with challenges above your current station.
CONTACTS
CREW UPGRADES
Dowler, an explorer
����
Fine Building Plans
Laroze, a bluecoat
Fine Roofop Routes
Amancio,
Elite Shadows (+1 Quality)
a broker
Fitz, a collector
Prison Escape Methods
Adelaide Phroaig, a noble
Rigney, a tavern owner
Tie Rigging (-2 load weight)
Underground maps & passkeys
������� ������� (����������� / ����)
�������
Carriage Documents
�������
Boat
Gear
Hidden
Implements
Quarters
Pet/Special
Secure
Supplies
Vault
ools
Workshop Weapons
��������
�������
Insight
������� �����
New Cohort: 2 +1 Quality: 2 Add ype: 1 Personal Add Edge: 1 Mastery Remove Flaw: 1 Prowess
Resolve
factions of doskvol T�� B��������: A tough gang o thugs who
preer hatchets, meat hooks, and pole arms. T�� B������: Te
other factions
T�� F���������: Te powerul ancient order
T�� P��� �� E�����: A popular mystery cult o architects and builders. Many o their enemies which borders on open rebellion against spirit have been disappeared behind the brick and laws. Tey revere the ancients, and seek to gain mortar o Doskvol. knowledge rom the past—including consorting G���������: Te guild o canal boat operators. with ghosts.
fire-fighters o the city. Sometimes beloved or their lie-saving heroism, sometimes reviled or their looting and extortion rackets. Also known as “Sallies” (rom Venerated by ancient tradition. Said to know occult “salamanders” their ancient name). secrets (many things are submerged in Te Dusk.)
R��� J����: Te men and women who protect
the electro-trains o the imperium rom the honorable crew o savage spirits o the Deathlands. A job or the desperate. Have recently been making noises daring bravos. about orming a union. T�� G�������: A vicious gang o ormer T�� R���������: An association o spirits C������: Te public coach operators o the city. dockers and leviathan blood refinery workers who have not gone eral with t he passage o time. Tey also breed the large Akorosian goats used to rom Skovlan. pull the carriages. An impressive gossip network. T�� H���: A guild o legitimate merchants who T�� R�� S�����: Originally an Iruvian school o swordsmanship, expanded into criminal C������: Te messenger guild o the city. secretly trade in contraband. Named or their endeavors. Cyphers swear sacred oaths o secrecy—never symbol, a golden bee. revealing the contents o their messages or the T�� H����: A mass o hollows, all united in some S������: Te captains and crews or merchant identities o their clients—or so they claim. and Imperial Navy ships. ell purpose, controlled by an unknown p ower. B��������: Te
street patrol o the City Watch. Known as the meanest gang in Te Dusk. Corrupt, violent, and cruel.
T�� G��� C�����: An
T�� C����� �� ��� E������ �� ��� F����: Te "state religion", i there is such a
I������� M�������: Te armed orces o the
thing. Tey honor the sensual lie o the body and abhor the corrupted spirit world. Structured as a secret society with various orders and grades. T�� C����� �� F����: A
Imperium. A small garrison is posted at Gaddoc Rail station and aboard the naval destroyer Paragon (about 100 troops in total). Te action tier and hold represents the might o the greater military orce i they're ever brought to bear in Doskvol.
refined secret society o antiquarians and scholars; cover or I�� R����: Te journalists, muck-rakers, and extortion, graf, vice, and murder. newspaper publishers o Doskvol. T�� C����: An old gang with new leadership. I���������: Te investigators o the City Known or running illegal games o chance and Watch. Tey have a reputation or ethics and extortion rackets. integrity (no one likes them). Tey present D��������� S���������: Convicts rom
evidence or prosecutions to the city magistrates.
Ironhook given the choice o execution or work I������� P�����: Where many scoundrels as scavengers outside the lightning barrier. Te spend the bulk o their lives. Several criminal shortest o lie spans. organizations are run by convicts inside its walls. T�� D����� S������: House-bound recluses T�� L���������: Te ormer lamp-lighter with an occult reputation. guild, turned to crime when their services were D������: Te hard-bitten laborers who work
replaced by electric lights.
the docks.
L�������� H������:
Te daring captains and crews that grapple with titanic demons o lead by the Lord Governor. the Void Sea to drain their blood or processing into electroplasm. T�� F�� H�����: A crew o rough smugglers L��� S�������: An ancient noble, said to be looking or a patron. immortal, like the Emperor. Possibly a vampire. T�� F�������� G���: A jumble o cults and mysteries which attempt to ollow the old ways Obsessed with the occult. C��� C������: Te rulers o city government,
rom beore the cataclysm, doing the bidding o demons and darker things. Tere are many cult s, each one is ier II (or lower).
T�� L���: A group o street-toughs and ex-
soldiers dedicated to protecting the downtrodden and the hopeless.
T�� S����� N����: A
company o Severosi mercenaries turned to crime when the war or Skovlan Unity ended. Renowned ghost killers. S��������� R�������: Desperate reugees
rom the Unity War, turned to criminal opportunities when denied all others. S�����������: Te engineers who maintain
the lightning barriers. Also pioneers o new technology, oten indulging in dangerous research. S����� W������: Te bronze-masked hunters
who capture and destroy rogue spirits. Also r un Bellweather Crematorium and research artiacts scavenged in the deathlands. Membership is secret. U�� I�������: A brutal Skovlander, newly
arrived in Doskvol, fighting everyone or tur. T�� U�����: An insidious criminal enterprise
with secret membership. Tought to pull the strings o the entire underworld. T�� W������ L���: A charity and pseudo-
religion, honoring the first Lord Governor o Doskvol, Lady Devera, said to be a champion o the poor. W������: A mysterious crew o masked thieves
and spies.
criminal underworld the unseen
1 of 4 ��
An insidious criminal enterprise with secret membership. Tought to pull the strings o the entire underworld. ���: A multitude o vice dens and extortion rackets across the city— virtually none realize that they pay up to the Unseen. Several opulent townhouses used as sae houses. NPC�: Te Eye (leader), Te Hand (captain). Grull (mid-level thug with big ambitions, undercover as a coach driver).
����� / ���������� ������
lord scurlock
���
An ancient noble, said to be immortal, like the Emperor. Possibly a vampire or sorcerer. Obsessed with the occult.
���������� ��� ������ �������
N������ A�����: A legion o thugs, thieves, and killers on-call to their secret masters.
���: A secret lair outside the city. A dilapidated manor house in Six owers and the catacombs beneath. An array o business holdings and cult shrines across the city, collected or some united purpose known only to Scurlock.
NPC�: Lord Scurlock (enigmatic, cold, arcane, old-ashioned ) is an individual, but is so powerul that he's considered a action. His personal scale is ier III — in conflicts he counts as a huge gang (40 people).
������� ���� �� �������
N������ A�����: An impressive collection o occult and arcane curios, books, and ephemera. An ancient demonic temple.
Q����� : Te perect secrecy o the Unseen is the result o arcane rituals.
Core members can recognize each other with attuned second sight. Any non member who learns the identity o a member alls victim to the ritual, which removes that memory rom their mind.
Q�����: Scurlock is utterly immune to spirits. Most ghosts can't see or hear him and
A�����: Te Bluecoats, Ironhook Prison, Te Forgotten Gods, Cyphers.
A�����: City Council, Bluecoats, Inspectors, Forgotten Gods.
E������: Ink Rakes, Te Hive, Te Spirit Wardens.
E������: Spirit Wardens, Te Immortal Emperor.
S��������: Te Unseen crave the power and authority o the Spirit Wardens, whose own secret membership has so ar resisted infiltration. Te Eye and Te Hand plot to place their own spies and operatives among the Wardens and seize it rom within.
S�������� : Lord Scurlock is bound by ancient magic to the demon Setarra. Who is the master and who is the servant? Teir roles have changed many times over the centuries. Now, Lord Scurlock must ulfill a debt. Setarra has ound a nest o sea demons in the harbor, encased in stone, chained by magic rom the cataclysm. She seeks to ree them to see their wrath loosed on the world o men. Scurlock will aid her in this or suffer a dark doom.
the silver nails
���
none can harm him. He makes no sound when he moves and is sometimes difficult to look at directly.
the hive
A company o Severosi mercenaries who ought or the Empire—turned to crime when the war or Skovlan Unity ended. Renowned ghost killers.
A guild o legitimate merchants who secretly trade in contraband. Named or their symbol, a golden bee.
���: A large inn (Te Mustang) and its fine stables (HQ).
���: Many shops, taverns, caes, warehouses, and other mercantile establishments all across the city. No centralized HQ.
NPC�: Xxx (leader, charming, open, ruthless ) N������ A�����: A contingent o exquisite Severosian cavalry horses, earless and trained to hunt and battle spirits. Arcane lances.
������� ��� ���� ��������
NPC�: Djera Maha (leader, bold, strategic, confident ). N������ A�����: xxx.
Q�����: Each member wears a ring ashioned rom a silver nail, which
Q�����: xxx.
protects against possession. All members are trained in the Ghost Fighter special ability (Cutter).
A�����: Te Ministry o ransport, Dagger Isles Consulate.
A�����: Imperial Military, Sailors, Severosan Consulate. E������: Te Circle o Flame, Te Grinders, Skovlan Consulate, Skovlander Reugees, the Spirit Wardens. S��������: Tanks to their expertise riding in the Deathlands o Severos, the Silver Nails are perectly suited to explore the orbidden Lost District outside the lightning barrier o the city. Once the fiercest ghosts are driven out or destroyed, the Silver Nails can seize control and plunder the orgotten treasures and artiacts hidden within. (Te Spirit Wardens currently control access to the Lost District and do ever ything in their power to keep the Silver Nails—and everyone else—out.)
���
�������� ��� ���������� ������
E������: Te Circle o Flame, Te Crows. S��������: Djera Maha, the leader o the Hive, grew up as an urchin in the Dagger Isles. She learned all the secretes o the vice and smuggling trades as she worked her way up the ranks o every gang along the trade routes to Doskvol. Having built up her acquisition and distribution network in the city (as well as within the Ministry o ransport) she is poised to take over all o the contraband market. Maha had a close relationship (some say romantic) with the leader o Te Crows, Roric, who was recently murdered by his second in command.
criminal underworld the circle of flame
2 of 4 ���
A refined secret society o antiquarians and scholars; cover or extortion, graf, vice, and murder.
������� ���� ��� �� ����� ���������
N������ A�����: Vast treasury provided by wealthy membership. Impressive collection o ancient artiacts, maps, and ephemera. Highly trained and discreet private security orce. A�����: Te Forgotten Gods, Te Path o Echoes, City C ouncil, Te Foundation. E������: Te Hive, Te Silver Nails. S��������: Te Circle has a an extensive library o scholarly works which catalog many o the arcane artiacts and valuable treasures that disappeared when the Lost District was abandoned outside the lightning barrier. O special interest are the remains o Kotar, a legendary sorcerer or hero who was mummified beore the cataclysm. Te Eye, Hand, and Heart o Kotar are said to possess great power or those bold enough to risk their use.
���: HQ in the office o a coal warehouse. Operates a handul o brothels and cheap drug dens across the district. NPC�: Bazso Baz (leader, charming, open, ruthless, whiskey connoisseur )
Q����� : Bazso Baz is a member o a secret society (Forgotten Gods cult, Path o Echoes, or something similar) and ofen puts the needs o that group ahead o the well being o his gang.
��
E������: Te Red Sashes, Te Bluecoats, Cabbies. S��������: Te Lampblacks and the Red Sashes are at war over tur and vengeance or deaths on both sides. Bazso Baz is recruiting every ree blade in the district or extra muscle and doesn't take no or an answer. You're either with them or against them.
the red sashes Originally an Iruvian school o swordsmanship, expanded into criminal endeavors.
���: Claims all o Crow's Foot as their tur. Everyone in the district
���: HQ in their sword-fighting school / temple. Operates a handul o high-end drug dens across the district.
NPC�: Lyssa (leader, cold, calculating, killer, noble amily ). Belden (second in command, loyal ).
������� ��� ��� ������
N������ A�����: A earsome gang o leg-breakers and mayhemmakers. A number o smugglers on the payroll who run their drugs.
An old gang with new leadership. Known or running illegal games o chance and extortion rackets.
pays up the chain to them. HQ in an abandoned city watch tower. Operates many gambling rooms across the district.
��
A�����: Te Fog Hounds, Gondoliers, Ironhook Prison.
Q�����: One o Te Seven is actually a demon in disguise.
the crows
the lampblacks Te ormer lamp-lighter guild, turned to crime when their services were replaced by electric lights.
���: Te Centuralia club, Six owers (HQ).
NPC�: Te Seven (leadership): Elstera Avrathi (Iruvian diplomat, secretive, gracious), Lady Drake (magistrate, cunning, ruthless), Raffello (painter, visionary, obsessive), Lord Mora (noble, cold, suspicious), Lady Penderyn (noble, charming , patient ), Madame esslyn (vice purveyor, sophisticated, subtle), Harvale Brogan (vice purveyor, shrewd, quiet ).
����� / ���������� ������
�����������
������� �� ����'� ����
N������ A�����: A veteran gang o thugs and killers. A number o small boats. A ortified HQ.
NPC�: Mylera Klev (leader, shrewd , ruthless, educated , art collector ).
��
������� ��� ����������
N������ A�����: Small contingent o master sword-fighters. Master alchemist; many potent potions and essences. Q�����: Several members o the Red Sashes are the sons and daughters
ghost is now at large in the city.
o Iruvian nobility and diplomats in Doskvol. Tey train in swordplay at the school and sometimes participate in gang activities. Teir amilies are powerul and will commit significant resources to punishing anyone who harms their children.
A�����: Te Bluecoats, Sailors, Te Lost.
A�����: Te Path o Echoes, Dockers, Cabbies, Inspectors.
E������: Te Hive, Inspectors, Dockers.
E������: Te Lampblacks, Te Bluecoats, Gondoliers.
S��������: Lyssa murdered the ormer boss o the Crows, Roric. She is a earsome killer, and ew want to cross her, but her position as leader o the Crows is uncertain. Some were very loyal to Roric. As the power-play continues, the Crows' hold on the district just might slip away....
S��������: Te Red Sashes and the Lampblacks are at war over tur and vengeance or deaths on both sides. Mylera is recruiting every ree blade in the district or extra muscle and doesn't take no or an answer. You're either with them or against them.
Q�����: Roric's body was lost during his murder (it ell into a canal). His vengeul
criminal underworld the dimmer sisters
3 of 4 ��
����� / ���������� ������
the wraiths
House-bound recluses with an occult reputation.
A mysterious crew o masked thieves and spies.
���: Fine old manor house and grounds (HQ), as well as the ancient temple ruin and subterranean canal beneath. Apothecaries and witches in their service.
���: ...
NPC�: Tere is no single leader o the sisters. Teir true names are not known. Roslyn (servant, patient, loyal, arcane). Irelen (sparkwright, loyal, enigmatic, obsessive ).
��
NPC�: ... �������� ��� ������ �����
N������ A�����: ... Q�����: ...
A�����: ...
N������ A�����: A private electroplasmic generator, lightning barriers, and spirit containment vessels. Many spirits bound to service.
E������: ... S��������: ...
Q�����: Te precise number o sisters is unknown. Some say they are
an ancient amily o possessing spirits. O thers say they are vampires. Everyone knows that i you go into their house, you never come out again. A�����: Te Forgotten Gods, Te Foundation. E������: Te Spirit Wardens, Te Reconciled. S�������� : Te Sisters have been slowly and secretly consolidating the trade o captured spirits and spirit essences in Doskvol or several decades. Only a ew remaining rivals stand between them and domination o the market. Do they have an ulterior motive or acquiring so many spirits and essences, or is this purely a matter o wealth and power?
the billhooks
��
the gray cloaks
A tough gang o thugs who preer hatchets, meat hooks, and pole arms.
An crew o ormer Blueoats turned bravos.
���: A butcher shop (HQ), stockyard, and slaughterhouse. Animal
���: Te basement o a burned-down city watch station (HQ). Several apartments above a tobacconist in Six owers. A pit-fighting arena and gambling den.
fighting pits and gambling dens. Several terrified merchants and businesses which they extort. NPC�: arvul (leader, serving lie in prison, savage, arrogant, amily man). Brynn (captain, arvul’s sister, confident, deadly, ambitious ). Derret (thug, arvul’s son, fierce, ruthless, quiet ).
��������� ���������� �� ������ ������� �� ������
NPC�: Nessa (leader, scrupulous, daring ).
N������ A�����: A large, savage gang o bloodthirsty butchers. A pack o trained death-dogs.
N������ A�����: Te Gray Cloaks have attracted other ormer Bluecoats to their crew, amassing a sizeable gang o trained enorcers. Tey have their bluecoat uniorms and badges and ofen use them to pass as the city watch.
Q�����: Te Billhooks have a bloody reputation, ofen leaving the butchered corpses
Q�����: ...
o their victims strewn about in a grisly display. Many wonder why the Bluecoats turn a blind eye to their savagery.
A�����: Te Inspectors.
A�����: Te Bluecoats, Ministry o Provisions. E������: Ul Ironborn, Te Lost. S��������: Brynn and Derret both want to take control o the Billhooks gang, either when arvul gets too old (which will be soon) or by taking the position by orce. Tere is no love lost between Brynn and Derret and they’ll have no qualms about fighting a amily member or leadership. Meanwhile, the rest o the gang wants to continue their reign o terror to pressure a local magistrate to pardon arvul and other gang members and release them rom Ironhook.
��
������ ��� ������ �� ����� ����
E������: Te Bluecoats, Lord Strangord (Leviathan Hunters). S��������: Te Gray Cloaks are all ormer Bluecoats who were ramed or a crime committed by their Watch station commander. Sure, they were skimming rom the city coffers and taking bribes like everyone else, but they didn’t burn down the watch station and destroy the evidence in the case against Lord Strangord (o the Leviathan Hunters). Several inspectors who were working the case know the truth but can’t prove anything, yet. Lord Strangord would pay well to have these loose ends removed permanently.
criminal underworld the grinders
4 of 4 ��
����� / ���������� ������
the fog hounds
A vicious gang o ormer dockers and leviathan blood refinery workers.
A crew o rough smugglers looking or a patron.
���: Abandoned dock warehouse (HQ) and underground canal dock.
���: ...
NPC�: Hutton (leader, confident, volatile). Sercy (second, crippled, defiant ).
N������ A�����: A ew small canal boats. Wrecking tools and explosives. Q����� : Many Grinders have been mutated and disfigured by the a cidic
�
NPC�: ... ����� � ���� ��� ����� � �������
N������ A�����: ... Q�����: ...
A�����: ...
demon blood rain that plagues Lockport.
E������: ...
A�����: Ul Ironborn, Dockers.
S��������: ...
E������: Te Bluecoats, Imperial Military, Leviathan Hunters, Sailors. S��������: Te city o Lockport, to the North in Skovlan, processes 90% o the demon blood siphoned by the leviathan hunter ships o Doskvol (the hunters drop their raw cargo at Lockport beore filling their holds with refined blood and returning to Doskvol or repairs and replacement crew or those lost to the Void Sea). Te huge, churning refineries in Lockport have poisoned the city under a stinking cloud o toxic umes and acid rain. A group o dockers and refinery workers rom Lockport have come to Doskvol to attempt to raise an army and secure a warship with which to seize control o Lockport and destroy the Empire's refineries. Tey call themselves Te Grinders. o raise unds or their mission, the Grinders have turned to criminal endeavors, especially smash-and-grab looting and hijacking o cargo barges across the city.
ulf ironborn
�
A brutal Skovlander, newly arrived in the Dusk, fighting everyone or tur. ���: ...
���: ...
NPC�: ... N������ A�����: ... Q�����: ...
A�����: ... E������: ... S��������: ...
the lost A group o street-toughs and ex-soldiers dedicated to protecting the downtrodden and the hopeless.
����� ��� ��� ��� ����, ����� ����
NPC�: ... N������ A�����: ... Q�����: ...
A�����: ... E������: ... S��������: ...
�
COHORT
crew
WEAK IMPAIRED
������� BROKEN
ARMOR
SPECIAL ABILITI ES
����
����������
���� heat
turf
COHORT
wanted l evel
hold
weak
���� firm
strong
|
WEAK IMPAIRED
������� BROKEN
ARMOR
tier
rep
COHORT WEAK IMPAIRED
COHORT WEAK IMPAIRED
������� BROKEN
ARMOR
������� BROKEN
ARMOR
CREW ADVANCEM ENT
__________________________________________________ __________________________________________________ Bolster your crew's reputation or develop a new one. Contend with challenges above your current station.
CONTACTS
______________________ ______________________
CREW UPGRADES
______________________
����
�������
Carriage Documents
______________________
______________________
Boat
Gear
______________________
Hidden
Implements
______________________
______________________
Quarters
Pet/Special
______________________
______________________
Secure
Supplies
______________________
ools
______________________
Vault
����� (����������� / ����)
�������
Workshop Weapons
��������
�������
Insight
������� �����
New Cohort: 2 +1 Quality: 2 Add ype: 1 Personal Add Edge: 1 Mastery Remove Flaw: 1 Prowess Resolve
CREW:
LAIR
CLAIMS
PRISON CLAIMS
starting the game E������ ��� S�������� Read or summarize the ino on page 4.
M��� C��������� ��� ��� C��� Follow the procedures on page 32 and page 42. Ask some o these questions while they do it: Have you ever been locked up? For what crime? Are any o your riends still behind bars? Why did you become a scoundrel? How did you join this crew? Did another member vouch or you? Were you a ounding member? What's your vice? What is it, specifically? (what kind o drug, etc.) Why does that thing consume you? When was the last time you used your blade? Why? Who do you trust the most on the crew? Who do you trust the least? What's that about? Or will we find out in play? Has [action] ever tried to recruit you ? What happened? You, uh, don't secretly work or them, do you? For a one-shot or aster start, you can orego crew creation. Te
PCs are a gang o thieves, but have not yet acquired their lair and crew status.
T�� F���� S���� Afer they make characters and the crew, tell them this:
I the PCs are against him, he says he's very sorry to hear that. Tey better get off his tur and stay out o the war, or they're all dead. He threatens them with an easy confidence. What are they gonna do?
T�� N��� S����� Play the NPCs. Mylera, Bazso, and Lyssa all have thiey things that need doing, so they'll offer the PCs jobs (until the PCs make an enemy o them, o course). Use the scores tables on page 53 or ideas. Also, each action is vulnerable to thievery in some way. How can the players use their crew's strengths to profit rom this situation? Ask them how they want to gather inormation, which leads to a plan (or vice versa). Don't waste time waffling around. Give them straightorward avenues to pursue at first. "Do you want to rob the Crow's card game on Bell street? It's probably not deended much right now." Tere are three sample starting scores, at right. Offer those, ask them which they want to pursue. Ask them to pick a plan and provide the detail, and get to it.
T�� C������� Tis quick start isn't rea lly meant or a campaign, but, you can easily play out the consequences o the starting situation over several sessions. Who ends up running the ward? Do the PCs use the situation to rise up in the action ranks? Do they manage to play or all three sides, or do they have to take a stand? Plenty o material to work with there.
You're in the cramped office o the Lampblack's leader, Bazso Baz, overlooking the coal warehouse floor below. Several o his bravos hang about, sizing you up. Bazso wants your answer. Are you with them, or against them? What do you say? Will you side with the Lampblacks? Will you just pretend to? (Good luck, Bazso is very sharp). Will you tell him to uck off?
Keep some index cards on the table with pressing questions written on them. Sandboxy campaigns can get complicated—a ew guiding questions can help keep the action ocused.
Are you actually here to kill him or the Red Sashes? (I so, do a flashback and pick a plan or the assassination.)
How will the eud between the Lampblacks and the Red Sashes come to an end?
Play Bazso. React to their answer how he'd react. I they're with him, he has the perect assignment or thiey types like them: go steal the Red Sashes war treasury from their vault . Without their backup unds, the Red Sashes won't be able to afford a war.
It's natural or question cards to eventually collect a clock or two, tracking the status o some developing circumstances. When a question is answered, remove it and add a new one. Tey don't have to last orever.
Will Lyssa seize control o the criminal world o Crow's Foot? What ever became o Roric's ghost?
S���� I One o the gang leaders (Bazso Baz or Mylera) offers you a score: Burgle the war treasury o their rival. Where is it? Maybe it's a secret. What's the plan? Provide the detail. Engagement roll. Cut to the action.
S���� II One o the gang leaders (Bazso Baz or Mylera) offers you a score: Plant this strange artiact somewhere in their rival's HQ. What does it do? It's covered in weird runes and makes your head go swimmy when you hold it in your hand. Want to bother to find out what it is? What's the plan? Provide the detail. Engagement roll. Cut to the action.
S���� III Lyssa is vulnerable. She needs assistance i she's gonna seize control o the ward. Steal some loot and bring it to her to help her pay or bribes and thugs to seize the ward. Profit and status both, or you. What's the plan? Provide the detail. Engagement roll. Cut to the action.
52
scores
Roll a handul o dice and use the results as you please to help guide your choices rom the lists.
client / target
work
��������
������������
� Academic or Scholar
� Stalking or Surveillance
� Laborer or radesman
� Sabotage or Arson
� Courier or Sailor
� Lif or Plant
� Merchant or Shopkeeper
� Poison or Arrange Accident
� Artist or Writer
� Burglary or Heist
� Doctor or Alchemist
� Impersonate or Misdirect
��������
��������
� Drug Dealer or Supplier
� Assassinate
� Mercenary or Tug
� Disappear or Ransom
� Fence or Gambler
� errorize or Extort
� Spy or Inormant
� Destroy or Deace
� Smuggler or Tie
� Raid or Deend
� Crime Boss
��������� � Noble or Official
� Rob or Strong-arm
���������� � Smuggle or Courier
� Revolutionary or Reugee
� Blackmail or Discredit
� Clergy or Cultist
� Con or Espionage
� Constable or Inspector
� Locate or Hide
� Magistrate or Ward Boss
� Negotiate or Treaten
�
An occultist has oreseen this job and warned the parties involved
�
Rogue spirits possess some/most/all o the people involved
� Rogue spirits haunt the location � Te job urthers a demon’s secret agenda � Te job urthers a vampire’s secret agenda
� Curse or Sanctiy
� Occult Collector
� Banish or Summon
� Vampire or Other Undead
� Extract Essence
� Demon (disguised)
� Place or Remove Runes
� Possessed or Hollow
� Perorm / Stop Ritual � Hollow or Reviviy
connected to a person... �
PC
Friend
�
PC
Rival
�
PC
Vice purveyor
�
C���
Contact
�
C���
Doskvol notable
�
W����
Ghost, Demon, Forgotten God
When a score is generated outside the crew's hunting grounds (or rom their products, artiacts, or other resource) it's usually connected to at least two actions: one that the score hurts in some way, and another action which is helped by the score in some way.
... and factions � An element is a ront or a criminal enterprise � A dangerous gang uses the location � Te job is a trap laid by your enemies � Te job is a test or another job � Te job urthers a merchant lord’s secret agenda � Te job urthers a crime boss’s secret agenda � Job requires travel by electro-rail �
���������
� Ghost o (roll again)
� Whisper or Cultist
� An element is a cover or heretic spirit cult practices.
� Escort or Security
� Banker or Captain
�������
twist or complication
Must visit the death-lands to do the job (perhaps to the Lost District, outside the lightning barrier)
� Job requires sea travel �
Te location moves around (site changes, it's on a vehicle, etc.)
� Te job urthers a revolutionary’s secret agenda � Te job urthers a city official’s secret agenda
��
Te Unseen
�� Te Silver Nails
�� Lord Scurlock
�� Te Hive
�� Te Circle o Flame
�� Te Crows
�� Te Lampblacks
�� Te Red Sashes
�� Te Dimmer Sisters
�� Te Grinders
�� Te Billhooks
�� Te Wraiths
�� Te Gray Cloaks
�� Ul Ironborn
�� Te Fog Hounds
�� Te Lost
�� Council or Foundation
�� Ironhook Prison
�� Spirit Wardens
�� Bluecoats / Inspectors
�� Imperial Military
�� Ink Rakes
�� Sparkwrights
�� Cyphers
�� A Consulate
��
�� Leviathan Hunters
�� Sailors or Dockers
�� Gondoliers or Cabbies
�� Rail Jacks or Brigade
�� Ecstasy o the Flesh
�� Te Weeping Lady
�� Forgotten Gods
�� Path o Echoes or Reconciled
�� Skovlander Reugees
�� Deathlands Scavengers
Ministry (ransport, Provisions)
locations & claims details
Roll a handul o dice and use the results as you please to help guide your choices rom the lists.
faction in control �
�
�
�
�
�
�
Te Unseen
Te Fog Hounds
Leviathan Hunters
Te Hive
Ul Ironborn
Sailors or Dockers
�
Lord Scurlock
City Council or Te Foundation
Gondoliers or Cabbies
Cyphers
Te Lost
Rail Jacks or Brigade
�
Te Circle o Flame
Spirit Wardens
Ecstasy o the Flesh
Te Crows
Ironhook Prison
Path o Echoes or Reconciled Deathlands Scavengers
�
Te Lampblacks
Imperial Military
Forgotten Gods
Te Red Sashes
Bluecoats or Inspectors
�
Te Dimmer Sisters
Sparkwrights
Skovlander Reugees
Te Grinders
Ink Rakes
Te Weeping Lady
�
Te Gray Cloaks
A Consulate
Te Silver Nails
Te Wraiths
Ministry (ransport, Provisions)
Ink Rakes
turf claims
For each, answer the question: What kind of operation would result in this claim?
���������
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location
proprietor
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� Dark or Cold
� Academic or Scholar
� Bright or Lively
� Laborer or radesman
� Quiet or Refined
� Courier or Sailor
� Abandoned or Decrepit
� Merchant or Shopkeeper
� Cramped or Noisy
� Artist or Writer
� Cozy or Warm
� Doctor or Alchemist
��������
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� Whitecrown or Brightstone
� Drug Dealer or Supplier
� Six owers or Charterhall
� Mercenary or Tug
� Nightmarket or Silkshore
� Fence or Gambler
� Coalridge or Te Docks
� Spy or Inormant
� Crow’s Foot or Dunslough
� Smuggler or Tie
� Barrowclef or Charhollow
� Crime Boss
� A Bluecoat officer looks the other way around here...
� Loyal inormants keep watch around here...
� A merchant or shopkeep provides assistance or cover...
� Te locals love you and wouldn't have it otherwise...
� Ship or Dockside
� Noble or Official
� A real estate mogul 'loses' a ew deeds...
� Te ward boss throws their weight around or you...
� Canals or Grotto
� Banker or Captain
� An influential noble sees things your way...
� You've locked down access around here...
� own House or Apartment
� Revolutionary or Reugee
� Citizens ear you and all into line...
�
� avern or Restaurant
� Clergy or Cultist
� Solo criminals shif their loyalties around here...
�
� Shop or Marketplace
� Constable or Inspector
� ower or Keep
� Magistrate or Ward Boss
������
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� No one dares to cross you around here...
� Rivals get a bad eeling when they hang around here...
Your claim is secret; people assume it's still run by the � original holder and they don't rock the boat...
Not tur, exactly, but: Te avorable attention o a demon � and its attendant powers are a boon to you...
�
Everyone knows that good things ollow when you're running things around here...
�
Control o an occult altar grants beneficial coincidences when certain rituals are observed...
����
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� Manor or Villa
� Ghost o (roll again)
� Sewer or Slaughterhouse
� Occult Collector
� Shrine or Ruin
� Vampire or Other Undead
� Everyone knows that bad things happen around here...
� Te spirits around here harass everyone but you...
� Workshop or Factory
� Demon (disguised)
�
�
� Barracks or Bunkhouse
� Possessed or Hollow
�
�
� Library or School
� Whisper or Cultist
TARGETS
�
ASSASSIN OPPORTU NITIES
�
VICTIMS
�
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BREAKER OPPORTUNITIES
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ARTIFACTS
�
CULT OPPORTUNITIES
PRODUCTS
HAWKER OPPORTUNITIES
�
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CONTRABAND / CARGO
SMUGGLER OPPORTUNITIES
TREASURES
THIEF OPPORTUNITIES
or Rare Whiskey, � Fine Wine (high tax)
� Several underground canal routes are closed or maintenance.
�
� A local art dealer announces an exhibition o rare ancient Iruvian jewelry.
or Rare Pipe obacco, � Fine Snuff (high tax)
� An influx o sick reugees rom Lockport have overwhelmed the border patrol.
� Te Path o Echoes needs a specific body purloined rom the crematorium. �
� Te city is socked in with heavy og.
� A collector wants to steal an original work and replace it with a orgery.
Horses, Goats, or � Livestock (restricted ownership)
� Failures in the lightning barriers shif border patrol to guard repair workers.
�
� A amily member wants to extract a loved one rom an indentured work house.
� Luxuries—Perumes, Silks, Spices (high tax)
� Te city council announces an edict to more heavily tax a product or service.
�
ghost connected to your previous score wants you to secure the rest o their � A precious collection o worldly things.
Confidential Documents
� (restricted ownership)
Art (restricted � Banned ownership) rance Powder or � Drugs: Dream Smoke (high tax) Drugs: Spark or
� Quicksilver (orbidden) Black Lotus or � Drugs: Bloodneedle (orbidden) Essences or Plasms
� (restricted ownership) Artiacts � Pre-Cataclysm (restricted ownership)
� Te city council outlaws a ormerly legal product or service.
� �
� A jailbreak at Ironhook means many escaped prisoners seek flight rom the city.
�
� A local gang war creates high demand or military weapons and armor.
�
�
� Union organizers want to arm their workers in advance o a strike.
�
�
� A cult wants to smuggle their demon-tainted "chosen one" out o the city.
� �
�
�
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� �
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Arcane Implements or � Documents (orbidden)
�
�
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Reugees or Immigrants
�
�
�
� (restricted access)
Prisoners, Spies � Escaped (orbidden)
�
� �
�
�
Indentured Workers � Escaping Contracts (orbidden)
�
�
�
� Ghosts (orbidden)
�
�
�
Electroplasmic echnology
� (restricted ownership)
Arms (restricted � Military ownership)
�
� �
� �
� �
�
CAMPAIGN TRACKER
SHEET NUMBER ____
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purveyors of vice ����� � ����� (������, ��������)
�����
Mardin Gull , Te Leaky Bucket, Crow's Foot. Pux Bolin, the Harping Monkey, Nightmarket. Helene, Silver Stag casino, Silkshore. Harvale Brogan, Te Centuralia, Six owers. Freyla, Te Emperor’s Cask, Whitecrown. Avrick , powder dealer, Barrowclef. Rolan Volaris, Te Veil, Nightmarket. Madame esslyn, Te Red Lamp, Silkshore. raven’s smoke shop, Coalridge. Eldrin Prichard, Te Silver Swan pleasure barge, Brightstone canals.
Te hooded proprietor o a hal-flooded grotto tavern near the docks. Strange passageways lead to stranger chambers beyond. Father Yorren: a member o a heretical branch o the Cult o the Weeping Lady, he helps move certain artiacts and orbidden mystic supplies around by using the seal o the Cult. S ells rom the Weeping Lady charitable house in Six owers. Salia: One o the Reconciled, this ghost meets with clients ofen in different bodies. Recognizing her is part o the test in getting what you need (Charhollow) Sister Torn: Te leader o a gang o Deathlands scavengers, known or bringing lost mystic pieces, and the most quality essences rom made cannibal ghosts rom outside the city. Usually wears her Rail Jack suit and gas-mask at all times. Met near the rain station in Dunslough. Ojak : Tis shadow-skinned ycherosi organizes the Roofop Market (Silkshore) once a thirty-day where all manner o olks can cater to weird and unusual vices. Only select clientele are invited. Aranna the Blessed: A member o an underground cult, Aranna is a servant o a Forgotten God. She has powerul resources through the members o her cult in both this city and beyond (A barge ofen moored in Nightmarket).
����� Mother Narya o the Weeping Lady. Ilacille, the ruins o the emple to Forgotten Gods, Coalridge. Nelisanne, Church o the Ecstasy o the Flesh, Silkshore. Lord Penderyn, Te Archive o E choes, Brightstone.
�������� Spogg’s dice game, Dunslough. Grist, boxing, the Docks. Helene , Silver Stag casino, Silkshore. Master Vreen, hound racing, Nightmarket. Lady Dusk , Te Dusk Manor Club, Whitecrown.
������ Jewel, Bird, and Shine, Catcrawl alley, the Docks. Madame esslyn, Te Red Lamp, Silkshore. Rolan Volaris, Te Veil, Nightmarket. Eldrin Prichard, Te Silver Swan pleasure barge, Brightstone canals.
(Weird purveyors by Stras Acimovic)
��������, ��������� Singer , bath house, Crow’s Foot. raven’s smoke shop, Coalridge. Dunridge & Sons fine abrics and tailoring, Nightmarket. Che Roselle, Te Golden Plum, Six owers. Maestro Helleren, Spiregarden theater, Whitecrown.
���������� Family members (heritage) or ormer co-workers (background) Mother Narya o the Weeping Lady (a charity). Hutton, Skovlander Reugees/Revolutionaries, Charhollow. Te Silver Nails, a mercenary company. Te Circle o Flame, a secret society.
59
the unquiet dead “Tey say anything can be sold on the streets of Te Dusk. But have you ever tried to unload a cursed spirit bottle? Yeah, all of a sudden the market dries up.” —F����
������� A spirit rises rom its corpse roughly three days
afer death (it may be aster or slower), unless the body is dissolved in electroplasm beore then. Bellweather Crematorium (operated by the bronze-masked Spirit Wardens) handles most o the corpse disposal in Doskvol. But some rogue spirits still haunt the city. Ghosts are not the only undead. A variety o strange beings stalk the darkest shadows.
������ ���������� When your character becomes a spirit (Ghost,
Hull, Vampire), change to the appropriate playbook (pages 64-66). Add all o your current action ratings to the new playbook. Your action ratings are capped at 4 (unless you are a Vampire with the Dark alent special ability). You keep any ghost special abilities rom your human playbook. Ghost Mind, Ghost Voice, etc. You start with the first trait on your spirit playbook (already filled in). You may also choose one more trait. (Ghosts may not choose Possess as a starting trait.) Note: Te traits on spirit playbooks are not special abilities, and cannot be taken with the veteran advance. Your vice is replaced with a new need on your playbook. Ghosts need to posses people (which they can't do at first — you have to advance to earn that ability). Hulls need to recharge their electroplasmic batteries. Vampires need to eed on lie essence.
S���������� It’s said that the cataclysm which shattered the earth, banished the sun, and turned the seas to black ink was caused by a sorcerer who consorted with demons and tore down the Gates o Death. But who believes such ancient tales? Whatever the truth o it, one thing is certain: once a body dies, its spirit does not disperse as they once did long ago. It becomes a ghost: a spectral entity composed o electroplasmic vapors. It takes roughly three days or a ghost to become ree o the corpse. It is then ree to wander the world, consumed by darker and darker urges until it goes entirely mad and monstrous. I the corpse is dissolved in electroplasm beore then, the spirit, too, is destroyed. But there are other ways or body and spirit to relate... S���. A living body with its own spirit. Te normal state o affairs. G����. A spirit without a body. Craves lie essence and vengeance on its earthly enemies. Composed o semi-solid electroplasmic vapor. Suffers only little harm rom physical attacks, but is vulnerable to electricity and arcane powers. P��������. A living body containing two (or more) spirits. H�����. A living body without a spirit. Usually dim-witted and easily controlled. H���. A clockwork body animated by a bound spirit. V������. A dead body animated and sustained by a spirit. S�����-W��� : A rif in the veil o reality where ghosts and other supernatural beings congregate to draw energy. In ancient myth, a spawning ground or demons. E�����������: Te energetic residue distilled rom spirits and leviathan blood. W������: A person sensitive to spirits. May be able to summon and communicate with ghosts. T�� S����� B���� A set o arcane bells at Bellweather Crematorium that ring when someone dies in the city. A deathseeker crow leaves the belry and flies to the district where the dead may be ound, circling ever closer to the corpse ever y minute.
60
strange forces D�����
D������ P�����
In Doskvol, common parlance calls anything supernatural or disturbing a "devil." Ghosts, demons, witches, sorcerers, and the summoned horrors o ancient rituals are all devils. "ake the devil's bargain," people say, when they reer to a risk that involves high risk and high reward.
Every demon has supernatural abilities:
D�����
A����� S�����: Demons speak the ancient
Demons are the first beings, brought into existence at the origin o reality, as the primal orces o the universe coalesced into the elements o nature. Each demon strain is thus connected to an element. Tere are demons o the earth, demons o flame and smoke, demons o the sea, demons o the sky and stars, etc. Demons are immortal, corporeal creatures. Most appear as bestial humanoids with physical eatures related to their element. A sea demon is covered in dark scales and has black shark eyes. An earth demon has flesh o stone with molten fires burning within. And so on. Most demons can assume the orm o their corresponding element and some ew can disguise themselves with a convincing human illusion. Te exceptions are the massive Leviathans. No one knows the true shape o these horrors which dwar the largest iron ships. Only parts may be glimpsed when they crest the surace o the inkdark sea, drawn by electroplasmic lures. Unlike humans, demons are not animated by the ghost field. Teir blood contains the electroplasmic essence that gives them immortal lie. Beore the events that caused the cataclysm, it's said that the Immortal Emperor bound most o the demons and imprisoned them in the dark, hidden places o the world. Only a ew escaped this subjugation, and scholars believe that it was these ew that broke the Gates o Death in their rebellion and reed the greatest o their kind— the Leviathans—to shatter the world.
Demons possess titanic strength, able to rend metal with their bare hands, shatter stone, etc. Tey are also extremely quick, able to outpace the swifest steed. H������ S������� � S����:
tongue o sorcery, which every human ear can discern. Tey may also speak arcane effects into existence according to the elemental affinity and power level o the demon (the Whisper's empest ability is a lesser orm o this power).
W������� A human who consorts with devils or investigates the arcane is known as a Whisper . Whispers are made, not born—anyone can develop advanced arcane abilities with enough study and practice; it's not a matter o bloodline or being "chosen." Every PC can roll their A����� rating to attempt arcane actions, even i they're not specifically a trained "Whisper." Te ability to sense and commune with ghosts and the supernatural is inherent in everyone.
S������ T�����: A demon may teleport rom
A����� M��������
one site o their elemental affinity to another. For example, a sea demon could teleport rom the water in a ountain to a canal under a manor house across town. Te greater the distance, the more powerul the demon must be. A demon may bring others with them when they travel. A demon may also be summoned in this way, by orcing it to travel to the summoner's ritual presentation o their element. elemental affinity to achieve clairvoyance. For example, a fire demon could gaze into a fireplace and see out o the cook-stove at the Bluecoat tower down the lane. Te greater the distance, the more powerul the demon must be.
Whispers measure the intensity and danger o supernatural orces on a scale o magnitude. Te greater the magnitude, the more energetic the orce, and the more difficult to channel and command. See the list below or a description o each magnitude rating along with an example o a similar orce. �. Weak , cursory, or inconsequential orce. A gentle breeze, a light mist, a candle flame, a firm shove. �. Minor, brie, or subtle orce. A steady wind, a torch flame, a thick og, a solid punch, a mild electric shock.
S������� H������
�. Moderate orce. A stiff wind, a hot stove top, a hefy punch or kick, a stunning electric shock.
R����� V������: A demon may use their
Some ancient rituals o the Forgotten Gods can rend the veil between worlds and usher in a an alien creature which serves the deity. Horrors such as these rarely resemble any normal living thing—they may appear as a drifing toxic cloud, a twisting mass o pulsing viscera, floating crystalline shards, or other bizarre configurations.
Horrors are intensely powerul and highly resistant to harm. Tey may only persist in this world or a short time, however. Teir alien orms cannot sustain lie or long outside their native realm and they inevitably crumble to dust in the span o a ew hours or days.
�. Serious orce. A staggering wind, a white-hot brand, a roaring fire, a shattering hammer blow, a burning electrical surge. �. Powerul orce. A crashing whirlwind, a burning orge, a blast-powder grenade, direct electrocution. �. Severe orce. A raging thunderstorm, a massive bonfire, a ship’s cannon, a lightning strike. �. Devastating orce. A hurricane wind, whitehot molten steel, a sapper’s bomb, an electrical maelstrom.
B�������� � M�������� By deault, arcane effects may not extend beyond the direct line o sight o the user, within close range (about 10 paces). Effects are short lived (lasting or a moment), and affect a small area, only about 1 pace across. For each +1 added to magnitude, the Whisper may increase one o the actors below by one step (these increases do not contribute to the orce o the effect). Range. Increase range by one step: close < near < ar < beyond sight (about 300 paces).
Duration. Increase duration by one step: moment < minute < hour < day < week.
Area. Increase area o effect by one step. tiny (one person) < small (a room) < medium (several rooms) < large (a building).
D���������� M�������� When assessing magnitude to determine the stress cost or Whisper abilities such as T������ or R�����, you can calculate exact figures using the values and modifiers provided (i everyone wants to pause the game and look them up) or just go with your gut eeling or what seems right in the moment, using 2, 4, and 6 stress as your benchmarks. 2 stress or a moderate orce like a strong punch or kick. 4 stress or a powerul orce like a small explosion. 6 stress or a massive orce like hurricane wind or lightning strikes. Add +1 or +2 i the Whisper wants to extend the range or coverage o the ability beyond the immediate area. Precise numbers are provided or people that want to use them, or consistency. But i you preer to wing it and estimate the stress cost each time, that's fine, too. No one said that Whispering was an exact science. Arcane magnitude can also be used to measure the power o ghosts, demons, hulls, and other supernatural orces.
61
R������ A ritual is a lost art o sorcery rom beore the cataclysm which shattered the world and blotted out the sun. Unlike modern arcane techniques which utilize the scientiic application o electroplasmic energies, rituals depend on strange occult powers and entities to realize their effects. o enact a ritual is to come into contact with these abyssal orces and entreat them to do your wil l. It is a practice not without considerable risk.
F������ � R����� S����� By deault, a PC has no access to rituals. Tey are rare things hidden away in ancient books which are long lost to time and the purging bonfires o the Spirit Wardens. o learn a ritual, a PC must first find a source. A source may be secured as part o the payoff rom a score—perhaps you are able to steal a ritual book when your crew robs the Museum o Antiquities. You might also secure a source as the goal o a long-term project—by consorting with cultist riends, studying records about the provenance o ancient texts, or some other method you devise.
L������� � R����� Once the source o a ritual is ound, you may undertake a long-term project to learn the ritual. Most rituals will require a standard 8-segment progress clock to learn. Over the course o the long-term project, the player and the GM will answer questions about it. (Answer one question every time you fill 2-segments o the clock.) Te player records these answers in their notes to define what the ritual will do in play.
R����� Q�������� �. GM asks: "What effect does the ritual create and how is it weird?" Player answers. �. Player asks: "What must I do to p erform the ritual?" GM answers. �. Player asks: "What is the price and to whom do I pay it?" GM answers. �. GM asks: "What new belie, drive, instinct,
or ear does knowledge o this ritual and its attendant occult orces instill in you?" Player answers.
E������ R����� A������ "What effect does the ritual create and how is it weird?" Player: I want to consecrate an area so visions o past violence or bloodshed play out or all to see. It's weird because everyone who sees the visions bleeds black blood rom their eyes during the event and or days aferward. "What must I do to perorm the ritual?" GM: You must prepare a mixture o tobacco, dream smoke, and human crematory ash which all the viewers then smoke in order to slip past the black mirror and see into the vale o spirits. "What is the price and to whom do I pay it?" GM: Te door swings both ways, right? You borrow some death; the spirit-world borrows some lie. You suffer level 2 harm: arcane leeching (you can't resist it). "What new belief, drive, instinct, or fear does knowledge o this ritual and its attendant occult orces instill in you?"Player: Oh, that's easy! I become araid o what will happen when the spirits develop a taste or my lie essence.
P��������� � R ����� o perorm a ritual, ollow the method outlined by the answers to the ritual questions. Most rituals will take one downtime action to complete, though the GM may call or two (or more) downtime actions or very powerul or ar-reaching rituals. Some rituals may be perormed during downtime and then maniested later as a regular action during a score or other operation. In this case, simply make a note that the ritual has been "primed" and may be unleashed at a later time. Each perormance o a ritual is a unique event, and may not always work the same way each time. Te GM or the player may call or a round o questions to establish a ritual anew. Rituals are a way to bring in a wide variety o arcane effects into the game. Use with caution! I you ever go overboard, address the questions again to establish new weirdness and costs i things have gotten out o hand. Te abyssal orces are not playthings and cannot be considered a reliable or sae source o power.
H����
V�������
A hull is a rare and advanced orm o arcane technology which uses a captured spirit to animate a clockwork rame. Some wealthy citizens employ hulls as bodyguards or servants. Te Spirit Wardens have been known to use specialized hulls to assist in tracking and capturing rogue spirits in the city.
When a possessing spirit bonds with a living body, it becomes a vampire. Tis can happen i a ghost possesses a soul or too long, thereby destroying its original spirit, or when a hollow is specially prepared or the purpose by ancient ritual.
Hulls come in three general rame sizes. Small rames are about the size o a hous e cat. Medium rames are the size o a human. Large rames are the size o a wagon.
Scholars o the arcane say that vampirism breaks the chain o being. Over time, a vampire's spirit essence diffuses ully into the body, giving it physical immortality while at the same time destroying its echo in the spirit realm beyond the black mirror. Some have argued that this is the only way to escape the damnation o madness that otherwise inflicts all the ghosts denied passage through the gates o death. (A vampirism movement in the 6th century o the Imperium achieved significant popularity beore it was eradicated by the Spirit Wardens.)
As cutting-edge technology, hulls are ofen fitted with a variety o wondrous eatures dreamed up by visionary tinkerers. A sampling is below:
���� �������� Interior Chamber: Te Hull has an internal compartment that can hold a passenger (or operator) o normal human size. Lie-Like Appearance: he Hull is masterully crafed to pass or a living being (unless it is closely scrutinized). Levitation: Te Hull can move in three
dimensions by loating in a volatile electroplasmic bubble. Phonograph: Te Hull is equipped with a wax-cylinder recording and playback device. Plating: Tick metal armor plates (special armor). Reflexes: Te Hull has lightning-ast reaction time. (Works as the L��� ability) Sensors: Te Hull's sensorium includes sonar which can "see" shapes and movement through walls and hear heartbeats. Smoke Projectors: Internal chemical system which can exude a dark, acrid cloud o smoke—enough to fill a large room. Spider Climb: Miniature barbs and hooks built in to the Hull's rame which allows it to walk and climb effortlessly on walls and ceilings. Spring-Leap Pistons: Powerul spring-loaded pistons in the Hull's legs allow it to jump to extreme heights (several stories) and survive alls without damage.
Vampires are exceedingly rare today. Most people consider them to be legendary or mythical. When the Spirit Wardens do discover one, they take great pains to destroy it in secret so as not to disturb the peace. In legend, vampires were destroyed by the rays o the sun. Since the sun was shattered and dimmed by the cataclysm, this is no longer possible. Spirit Wardens must capture the vampire and disintegrate it in electroplasm according to a specific arcane method in order to destroy it. A vampire sustains its energy by eeding on lie essence rom a living b eing. In ables, vampires drink blood to accomplish this, but this is not typical. Each vampire eeds on essence in its own way—leaving a distinct telltale sign on its victim aferwards. A vampire can easily detect these signs in order to locate their victims again or eeding, or to take care to avoid eeding on the chosen prey o another vampire.
For more details, see the vampire playbook, page 66.
For more details, see the hull playbook, page 65.
62
A������ Alchemy is an arcane practice which combines scientific methods with the sympathetic magic o strange materials to produce drugs, poisons, oils, essences, and potions with supernatural effects. Drugs: Powders, injections, or combustibles that are smoked which alter the sensations or humours within the body. Poisons are similar, but have deleterious effects.
Essences: Weird vapors distilled rom spirits.
Oils: Strange fluids which alter the properties
o matter. Potions: Magical tinctures which produce supernatural abilities. C������� � N�� F������ A character with the A�������� special ability may undertake a long-term project to create a new ormula. Most ormulas will require a standard 8-segment progress clock to create. Over the course o the long-term project, the player and the GM will answer questions about the ormula (answer one question every time you fill 2-segments o the clock). Te player records these answers in their notes to define what the alchemical will do in play. A��������� F������ Q�������� �. GM asks: "What effect does the alchemical
produce and by what delivery method?" Player answers. (Injected, smoked, etc.) �. GM asks: "How long does it last?" Player answers. A moment, a ew minutes, hours, days, permanently, etc. �. Player asks: "How is it potentially harmul to consume or dangerous to handle? Does it require any rare materials?" GM answers. Rare materials should be reserved or very strange and/or powerul concoctions. �. Player asks: "How long does it take to create a dose?" GM answers by choosing the size o the project clock and the number o doses produced. 8-clock/1-dose, 6-clock/2-doses, etc. �. GM asks: "What rare, strange, or adverse aspect of this formula has kept it in obscurity, out o common usage?" Player answers.
C������� ��� F������ Alchemy is ar rom an exact science. It seems to ollow reliable rules most o the time, but sudden changes in efficacy, duration, and sideeffects are known to occur. o reflect this, the GM or the player may call or a redress o the ormula creation questions to establish the effect and costs o the alchemical anew. A�������� I���������� he acquisition o standard alchemy ingredients is assumed in the time it takes to create a concoction, so long as the alchemist has reasonable access to what they need. I supplies are cut off or otherwise unavailable, a separate long-term project (or score) must be accomplished to secure the materials beore crafing can begin.
I the ormula calls or rare materials, then they must be acquired as a separate action—by getting an exquisite asset via the acquire asset downtime action, by securing the material via a score, or by other means specified by the GM. C������� �� A��������� o craf an alchemical, ollow the method outlined by the answers to the ormula questions, or use an example ormula at right. Crafing is a long-term project action undertaken during downtime.
T�� L����'� S����� he Leech playbook has special access to alchemicals. During downtime, they automatically refill their bandoliers, so long as they have reasonable access to a supplier or workshop. A bandolier holds 4-doses o alchemicals. Upon use o a bandolier dose, the Leech can speciy which type o alchemical they deploy rom the list on their playbook. Te Leech may also create and carry other alchemicals (3-doses o alchemicals count as one carried item).
E������ A����������
(���� | �-clock to create / �-number o doses)
Alcahest (������ | �/�): A clear fluid which stops or reverses the effects o any other alchemical.
Ironskin Potion (������ | �/�): Te user's skin becomes effective armor or several hours.
Binding Oil (������ | �/�): An amber fluid which permanently uses two suraces until dissolved by alcahest or ghost oil.
Lie Essence (������ | ��/�): Te essential lie orce, in vaporous orm. May delay death or a short time, or (rarely) revive the recently deceased.
Black Lotus (���� | �/�): A tar-like resin made rom the powdered leaves o the plant. Smoked in a pipe. Induces coma-like stupor & visions.
Quicksilver (����, ������ | �/�): A toxic metallic fluid. Te user's mind opens urther to the ghost field. ake +1d to ������ roll upon use, suffer level 2 harm (poisoned).
Bloodneedle (���� | �/�): A crimson tincture injected into the veins. Induces sweating ever, euphoric mania, rampant energy.
Bull Potion (������ | �/�): Gives the user extreme strength or a ew moments. Chokedust (������ | �/�): A fine powder which catches like needles in the throat when breathed. Incapacitating, but atal only in very high doses. Death Essence (������ | �/�): A distillation o a spirit's moment o death. Swirling red vapor.
Devilroot (������ | �/�): Refined sap o the devilroot plant. Instantly lethal when consumed. Dream Essence (������ | �/�): A distillation o a vivid, lucid dream, perectly recreated or the user. Swirling iridescent vapor. Dream Smoke (���� | �/�): A milder ormulation o black lotus. Induces a pleasant intoxication.
Drif Oil (������ | �/�): A golden fluid which creates neutral buoyancy when poured on an object, causing it to float in the air or an hour. Eyeblind (������ | �/�): A fine powder which causes temporary partial blindness upon contact.
Rage Essence (������ | �/�): A distillation o raw ury. Greatly enhances strength, resistance to pain, and irrational aggression. Shadow Essence (������ | �/�): A distillation o the void. Creates a blooming cloud o unnatural pitch blackness. Sight Potion (������ | �/�): Gives the user the ability to see the invisible and sense danger beore it happens. Lasts several hours.
Skullfire (������ | �/�): oxic umes rom overly heated or refined leviathan blood. Causes incapacitating migraines. Spark (���� | �/�): A measure o raw electroplasm blended with seawater. Te user eels empowered and emits electrical energy. Spider Potion (������ | �/�): Gives the user the ability to walk easily on walls and ceilings or several hours. Standstill (������ | �/�): A fine powder which seizes the nerves, causing temporary paralysis upon contact.
Fire Oil (������ | �/�): A glowing red fluid which erupts in white-hot flame upon contact with air.
Tought Essence (������ | ��/�): A distillation o a spirit's memories, such that they become your own. Can have severe side effects.
Frost Oil (������ | �/�): A glowing blue fluid which erupts in reezing rost and enveloping sheets o ice upon contact with air.
rance Powder (���� | �/�): A glittering black powder. Induces a pleasant trance when inhaled.
Ghost Oil (������ | �/�): A colorless fluid which causes affected material to slip into the ghost field. Very dangerous when applied to living beings. Heartcalm (������ | �/�): A mushroom extract that slows the heartbeat over several days, eventually resulting in death.
Viper Potion (������ | �/�): Te user's saliva and blood become highly toxic to others or s everal days.
Vitality Potion (������ | �/�): Accelerates the healing process. Automatic recovery without a downtime action + 2 ticks on healing clock.
63
ghost
insight � ������ ������� � ����
���� ����� ������ ������
GHOST TRAITS
����
�����
G���� F���: You are now a concentration o electroplasmic vapor
����
��������: ������—��� ������ ����� ����������: ��������—�����—��� ������—�������—�������—�������� �����—��������—�����—���������� You have an intense ����: life essence. Satisfy this need by possessing a living victim and consuming their spirit energy (this may be a downtime action). When you do so, clear half your �����. drain
gloom
�������—�����������—�������— ���������—�����������—������
harm
�
���� ����
�
-��
�
���� ������
armor
+heavy
other special armor
�������� Get treatment in downtime to activate your healing project clock
����� ������� ��������� (���� �������� ��������)
���� �����
which resembles your living body and clothes. You may weakly interact with the physical world and vice versa. You're vulnerable to arcane powers and electroplasmic effects. You move about by floating and may fly swifly without tiring. You may slowly flow through small openings as a vapor. You chill the area around you and are terriying or the living to behold. You are affected by spiritbane charms (take 2 drain to overcome the repulsion). Whenever you would take stress, take drain instead. D�������� : You can disperse the electroplasmic vapor o your ghost ly orm in order to pass through solid objects or a moment. ake 1 drain when you dissipate, plus 1 drain or each eature: It lasts longer (a minute—an hour—a day)—you also become invisible—anything that passes through your orm becomes dangerously electrified. M������� : ake 1 drain to flow through the electroplasmic pathways o the ghost field in order to instantly travel to any place you knew intimately in lie, or to answer the summoning call o a compel . P����������: ake 1 drain to strongly interact with the physical world or a ew moments (as i you had a normal body). Extend the reach and magnitude o your interaction to include telekinetic orce and electroplasmic discharges by taking more drain (2-6). P������ : You may attune to the ghost field in order to take control o a living body. When your control is challenged, you must re-attune (risking electroplasmic harm) or leave the body. Your control is challenged when: you consume spirit energy rom the host—when arcane powers act against you—when the host's will is driven to desperation. You may easily and indefinitely possess a hull or hollow which has been ritually prepared or you (change your playbook to Hull or Vampire, respectively). V������: Choose a special ability rom another source. MARK XP :
prowess
������� ����� �������� �����
resolve
������ ������� ������� ����
bonus die ���� �������� (take + 2 stress) -��- accept a �����'� ������� . ITEMS
________________________ ________________________ ________________________ ENEMIES & RIVALS
________________________ ________________________
PLAYBOOK ADVANCEM ENT
________________________
When you roll a desperate action. When you exact vengeance upon those whom you deem deserving. At end o session, i you've expressed your outrage or anger, or settled scores rom your heritage or background. And also mark �� i you struggled with issues rom your need or glooms during the session.
teamwork Assist another character.
Lead a group action. Protect a teammate. Set up another character.
(With you in ghost orm)
________________________
________________________ ________________________ ________________________
planning & load
gather information
Choose a plan, provide the detail . Choose your load or the operation. Assault plan: Point o attack. Deception plan: Method. Infiltration plan: Entry point. Occult plan: Arcane power. Social plan: Social connection. ransport plan: Locations / Route.
What do they intend to do? How can I get them to [X]? What are they really eeling? 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 or a plan.
hull
insight
� ������ ��������� � ��������� ����
���� ����� ������ ������
HULL TRAITS
���� / ����������� �����������
C��������: You are a spirit animating a clockwork body. You have
������
����
��������: ������—��� ������ ����� ����������: ��������—�����—��� ������—�������—�������—�������� �����—��������—�����—���������� �� ��������� ���: �� �����—�� �������—�� ��������—�� �������—�� ����� �� ...that which my master commands. Your clockwork body runs on ������������. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear half your drain (round down). drain
wear
��������—�������—�������— �������—��������—��������
harm
� �
���� ����
armor
+heavy
plating
-�� other special armor
�
����� ������� ��������� (���� �������� ��������)
����� / ��������
���� ������
����� ��������
human-like strength and senses, by deault. Your hull has natural armor (this doesn't count or your load). Your ormer human eelings, interests, and connections are only dim memories. You now exist to ulfill your unctions. Choose three (at lef). You may be rebuilt i damaged or destroyed. I your soul vessel is shattered, you are reed rom servitude and become a Ghost. Whenever you would take stress, take drain instead. O��������� : ake 1 drain to perorm a eat o extreme strength or speed (run aster than a horse, rend metal with bare hands, etc.). Tis actors into effect. C�����������: Your items are built-in to your rame and may recess beneath panels out o sight. Your rame can now carry +2 load. E������������� P���������: You may release some o your plasmic energy as an electrical shock around you or as a directed beam. You may also use this ability to create a lightning barrier to repel or trap a spirit. ake 1 drain or each level o magnitude. I��������: You may attune to the local electroplasmic power field to control it or something connected to it (including another hull). S�������� H���: Choose an additional rame. You may transer your consciousness between your rames at will. F���� U������: Choose an additional rame eature.
|
L���-���� A���������
|
S����� C����
|
I������� C������
MARK XP :
|
P������
|
S���� P���������
|
S�����-L��� P������
You may swap out your eatures during downtime ���� �����
������ ������� ������� ����
bonus die ���� �������� (take + 2 stress) -��- accept a �����'� ������� .
A Blade or
R�������
S������
resolve
3 small 5 medium 7 heavy
|
|
S���� (cat size, -1 scale): A metal orb, a mechanical doll, a clockwork spider. Levitation—Reflexes M����� (human size): A metal mannequin, a clockwork animal. Lie-Like Appearance—Spider Climb H���� (wagon size, +1 scale): A hulking metal giant, a sel-driving vehicle. Interior Chamber—Plating (special armor) Feature options or any rame: Phonograph (Record & Playback)—Smoke Projectors—Spring-Leap Pistons
L���������
P���������
������� ����� �������� �����
FRAME & ITEMS Choose your rame & look (or create one). Choose a starting eature.
|
|
prowess
A
Assist another character.
Lead a group action. Protect a teammate. Set up another character.
Pistol A 2nd Pistol
A Large Weapon An Unusual Weapon
Armor +Heavy
Burglary ools Climbing Gear
PLAYBOOK ADVANCEM ENT
Arcane
When you roll a desperate action. When you ulfill your unctions despite difficulty or danger. At end o session, i you've suppressed or ignored your ormer human belies, drives, heritage, or background. And also mark �� i you struggled with issues rom your wear during the session.
teamwork
wo
Trowing Knives
Implements
Documents Subteruge Supplies inkering
ools
_________________
planning & load
gather information
Choose a plan, provide the detail . Choose your load or the operation. Assault plan: Point o attack. Deception plan: Method. Infiltration plan: Entry point. Occult plan: Arcane power. Social plan: Social connection. ransport plan: Locations / Route.
What do they intend to do? How can I get them to [X]? What are they really eeling? 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 or a plan.
vampire v ampire
insight � ������ ��������� �� ������ ����
VAMPIRE TRAITS
����
�����
��������: ������—��� ������ ����� ����������: ��������—�����—��� ������—�������—�������—�������� �����—��������—�����—���������� Your ���� is life essence, consumed from a living victim (this is one downtime action to hunt prey and indulge indulge your vice ). How do you feed? What What telltale sign sign do you leave leave on your victims? victims? trauma
����—�������—��������—�������� ��������—���������—��������—�������
harm
�
���� ����
�
-��
�
���� ������
armor
+heavy +heavy
other special armor
����� ������� ��������� (���� �������� ��������)
����� / ��������
����
stress
U�����: U�����: You are a spirit which animates an undead body. Your trauma is maxed out. Choose our trauma conditions which reflect your vampiric nature. Arcane attacks are potent against against you. I you suffer atal harm or trauma, your undead spirit is overwhelmed. You take level 3 harm: incapacitated until you rest and eed enough to recover. I you suffer arcane harm while in this state, you are destroyed utterly. utterly. All o your XP tracks are longer than normal (you now advance more slowly). You have more stress boxes (12). ������� P����: ake 1 stress to perorm a eat o superhuman strength or speed (run aster than a carriage, break stone with bare hands, leap onto the roo o a building, etc.). Tis actors into effect. A����� S����: ake 1 stress to sense beyond human limits. "Hear" a subject's true thoughts or eelings, see in pitch darkness, sense the presence o invisble things, intuit the location o a hidden object, etc. A V��� �� ��� E���: You are invisible to spirits and may not be harmed by them. ake 1 stress to cause living things to avert their gaze and ail to observe you or a ew moments. D��� �����: Choose Insight, Prowess, or Resolve. Your max rating or actions under that attribute becomes 5. When you take this abil ity, add +1 dot to the resistance rating o the attribute you've chosen. S������� G����: ake +1d to all downtime rolls. V������: Choose a special ability rom another source.
���������� When you gain a new vampire trait (except veteran), add a stricture. | S������: You must
DARK SERVANTS
(You (You start with one)
ITEMS
(Italics don't count or load.)
Jedmund, a butler.
Lylandra, a consort.
Fine personal weapon
LOAD
Fine clothes and accoutrements
���� ����� ������ ������
prowess
������� ����� �������� �����
resolve
������ ������� ������� ����
bonus die ���� �������� (take + 2 stress) -��- accept a �����'� ������� . 3 light 5 normal A Blade or
wo
Trowing Knives
A Pistol A 2nd Pistol Kira, a bodyguard. Fine shadow cloak spend one downtime A Large Weapon action resting in a Otto, a coachman. Demonbane charm An Unusual Weapon dark, silent place (or Edrik, an envoy. Spiritbane charm else suffer 3 stress). Armor +Heavy | F��������: You can't PLAYBOOK ADVANCEM ENT Burglary ools MARK XP : cross a private threshold Climbing Gear When you roll a desperate action. without permission Arcane Implements rom the owner. When you complete a long-term project. Documents | R�������: Spiritbane i you've expressed expressed your belies, drives, drives, heritage, heritage, or At end o session, i Subteruge Supplies charms can hold you background. And also mark �� i you struggled with issues rom your at bay. (ake 1 stress inkering ools to resist the repulsion.) vice, trauma, or strictures during the session. _________________ | B������: When you suffer physical harm or teamwork planning & l oad gather information overindulge your vice, Choose a plan, provide the detail . What do they intend to do? Assist another character. your body twists into a Choose your load or or the operation. How can I get them to [X]? horrific bestial orm Assault plan: Point o attack. What are they really eeling? group action Lead a . until you next eed Deception plan: Method. What should I be worried about? without overindulging. Stealth plan: Entry point. Where's the weakness here? Protect a teammate. | B����: Your spirit Occult plan: Arcane Arcane power. power. How can I find [X]? must remain in this Social plan: Social connection. What's really going on here? Set up another character. body, or be destroyed. ransport plan: Locations / Route. Ask about about a detail or or a plan.
���� �����
6 heavy
devils
����� �����
GHOST TRAITS
Row: Roll 1d per year o ghostly existence, take highest highest
�
�
�
�
�
�
�
Jealous
Desperate
Violent
Hysterical
Skittish
Fleeting
�
Curious
Deceptive
Clever
Probing
Knowledgeable
Charming
�
Prophetic
Insightul
rue
Revelatory
Guiding
Instructive
�
Reactive
erritorial
Dominant
Insistent
Bold
Demanding
�
Angry
Volatile
Aggressive
Wild
Savage
Vengeul
�
Mad
Chaotic
Bizarre
Destructive
Insane
Vile
GHOSTLY SECONDARY EFFECTS
� �-� �, � �
�
�
�
�
�
Faint visions o Electrical Weird Weird shadows shadows Faint Faint echoes the local past Discharge Intense visual Intense Disturbing Tunderous Mist Mist,, Fog Fog Rush Rushin ingg wind wind echoes magnetism shadows sounds Clutching Voices in your Freez Freezin ingg og og Stor Storm m win winds ds Pitc Pitch h dar darkn knes esss Ligh Lightn tnin ingg shadows head Frost rost,, Chil Chilll
Cold Cold wind wind
DEMON TYPES
�������� ������
�
�
S ea ea , Wat er er
D ar ar kn kn es ess
�
�
E ar ar th th, Me Me ta ta l F ir ire , Sm Sm ok ok e S ky ky, S ta ta rs rs
Huma Humano noid id w/ Bes Besti tial al or or Elem Elemen enta tall Feat Featur ures es
DEMON DESIRES �
�, � �, � �, �
�
Anim Animal al
Mons Monstr trou ouss
� St or or m, m, Wi Wi nd nd Amor Amorph phou ouss
Some demons have more than one desire � � �
�
�
Mayhem
Murder
Justice
Corruption
Power
Control
Knowledge
Pleasure
Suffering
War
Revenge
Chaos
Freedom
Savagery
Manipulation
Deception
Fear
Achievement
SUMMONED HORRORS
�
�
�
Reeking ar
Writhing Mass
�
Cloud o Swarm o Shadow Being oxic oxic Clou Cloud d Fier Fieryy Bein Beingg Liqu Liquid id Bein Beingg Burning Ash Insects Shambling Impossible Monstrous Shimmering Flayed Being Freezing Fire Rags Geometry Animal Spheres wisting Trobbing Psychic Mist Metallic Metallic Being Being Coil o o Torns Hypnotic Hypnotic Lights Lights Machinery Viscera remulous Skeleton o Flowing Clutching Oozing Slug Lashing Hooks Vibrations Black Glass Quicksilver Darkness Floating Swirling Insectoid Cloying Vapors Serpent Being Consuming Orb Octopoid Mucosa Being
� � � �
�
�
�
�
Radiant Being
Crystalline Shards
Creeping Growth
Animated Stone
Korvaeth Sevraxis Argaz Zalvroxos Kethtera Arkeveron Ixis Kyronax Voldranai Esketra Ardranax Kylastra Oryxus Ahazu yraxis Azarax Vaskari
����� �������� Black shark eyes Scales (onyx, iridescent, crystalline, metallic, etc.) Razor-sharp claws Bony protrusions Multiple eyes Lashing tail Leathery wings Spines Dripping ichor Glowing eyes or markings Hair or ur (drifing as i underwater, burning with a cool fire, etc.) Feathers Multiple arms entacles Hard shell, metallic plates Lights dim or flare Plants wither or grow wildly Mechanisms grind to a stop Liquid reezes, boils, turns to blood or ashes
FORGOTTEN GODS
CULT PRACTICES
Within Many Many �� Te One Within
Sacrifice: Sacrifice: Fed Fed to speciall speciallyy consecra consecrated ted beasts beasts / Savag Savaged ed (eaten?) (eaten?) by by renzied renzied cult cult mob. mob.
Silver er Fire Fire �� Te Silv
Sacr Sacrifi ifice ce:: Pitt Pitted ed agai agains nstt an anno annoin inte ted d cham champi pion on in deat death h aren arena. a.
Rapturou rouss Chor Chord d �� Te Raptu
Sacrifi Sacrifice: ce: Ritual Ritually ly bled bled upon upon the sacr sacred ed altar altar..
Fallen en Star Star �� Te Fall
Sacr Sacrifi ifice ce:: Prog Progre ress ssiv ivel elyy over overdo dosed sed with with mind mind-e -exp xpan andin dingg drug drugs. s.
o the Depths Depths �� Te Lord o
Sacrifice: Sacrifice: Rituall Rituallyy killed and and claimed claimed as annoin annointed ted spirit-c spirit-cham hampion. pion.
Silent Song Song �� Te Silent
Sacrifi Sacrifice: ce: Slain Slain by arcan arcanee mean meanss (ele (electr ctrocu ocuted ted,, spirit spirit shatt shattere ered, d, deathdeath-cur cursed sed). ).
Lady o o Torns Torns �� Te Lady
Congre Congregat gation ion:: An orgy orgy o plea pleasur suree (sex, (sex, ood ood,, dance, dance, music) music) and/ and/or or pain pain..
Glory Congregation: Sacred Sacred hymns or prayers prayers or days without ceasing. �� Our Blood Spilled in Glory Drowned Saviour Saviour �� Te Drowned
Congrega Congregation: tion: Occupying Occupying a sacred sacred nexus nexus point point during an astrolo astrological gical confluence confluence..
Empty ty Vess Vessel el �� Te Emp
Congre Congregat gation ion:: A pilg pilgrim rimage age to a sacred sacred place place or or being being in the the death death land landss / at at sea. sea.
Close sed d Eye Eye �� Te Clo
Cong Congre rega gati tion on:: A grou group p visi vision on / drea dreamm-qu ques estt via via essen essence ces, s, dru drugs gs,, or medi medita tati tion on..
Hand o Sorr Sorrow ow �� Te Hand
Congre Congregat gation ion:: A reena reenactm ctment ent / dumbdumb-sh show ow o o a sacr sacred ed event event..
Which Hunger Hungerss �� Tat Which
Acquisiti Acquisition: on: A collecti collection on o o eyes eyes / hearts hearts / blood rom mystics mystics or demons demons..
Tousand d Faces Faces �� Te Tousan
Acquisiti Acquisition: on: Te shard shardss o o a shattere shattered d sacred sacred object object (jewel, (jewel, sword, sword, skull, skull, stone). stone).
o Pain Pain �� Te Web o
Acqu Acquis isit itio ion: n: Te Te orig origin inal al hol holyy writi writing ngss o the the prop prophe hett / mas maste terr / sain saint. t.
Pillarss o Nigh Nightt �� Te Pillar
Acqui Acquisit sition ion:: Te severe severed d body part partss (heads (heads,, hands, hands, tongu tongues) es) o o hereti heretics cs or apos apostat tates. es.
Burned ed King King �� Te Burn
Acqui Acquisit sition ion:: Prope Properti rties es alig aligned ned with with sacr sacred ed geom geometry etry or attuned attuned by mysti mystical cal events events..
Father o the the Abyss Abyss �� Te Father
Acquisiti Acquisition: on: Te ghosts ghosts o prophets prophets / mysti mystics cs / ounders ounders / enemies enemies o the order. order.
Forsaken en Legion Legion �� Te Forsak
Destruction Destruction:: Ritual Ritual burning burning o sacred sacred objects objects (rune-paper (rune-papers, s, effigies, effigies, flesh, hair). hair).
Unbro roke ken n Sun Sun �� Te Unb
Dest Destruc ructi tion on:: Ritu Ritual al era eradi dica cati tion on o o a spi spiri ritt or demo demon. n.
Revela latio tion n �� Te Reve
Dest Destruc ructi tion on:: Te Te bre break akin ingg o o the the seal sealss whic which h keep keep the the god god rom rom this this wor world ld..
Radiant nt Word Word �� Te Radia
Destruc Destructio tion: n: Shatt Shatteri ering ng o ritual ritual obje objects cts / alta altars rs / temp temples les sacr sacred ed to an an enemy enemy orde orderr.
Shrouded ed Queen Queen �� Te Shroud
Destructio Destruction: n: Eradica Eradication tion o weapo weapons ns / objects objects / sites sites / ritual ritualss which which can can harm harm the the god. god.
Reconcile ilerr �� Te Reconc
Destru Destructi ction: on: Eradi Eradicat cation ion o social social / lega legall / cultur cultural al elemen elements ts which which threat threaten en the order order..
Cloud ud o o Woe Woe �� Te Clo
Consec Consecrat ration ion:: Purifi Purificat cation ion by bath bathing ing in sacre sacred d fluid fluid (blo (blood, od, wine, wine, milk milk,, oil, oil, etc. etc.). ).
Broken ken Circ Circle le �� Te Bro
Consec Consecrat ration ion:: Purific Purificati ation on o o the the gates gates whic which h give give passa passage ge to the god into into this this world world..
Conquero rorr �� Te Conque
Consec Consecrat ration ion:: Bap Baptis tism m / bless blessing ing o an acoyly acoylyte te or object object by immers immersion ion in spirit spirit well. well.
Slays in Darkness Consecration: Puriy / bless cult ollowers ollowers with tattoos / scarification scarification / mutilation. �� She Who Slays Creation o blessed idols / artwork / ritual spaces / artiacts. �� Te Dream Beyond Death Consecration: Creation Dimmed ide ide �� Te Blood Dimmed
Consecrat Consecration: ion: Wards Wards / runes runes / spirits spirits bound to shun shun enemies enemies o the order order..
an enemy order. order. �� Te Guardian o the Gates Desecration: Debasement or defilement o one sworn to an Maw o the Void Void �� Te Maw
Desecration Desecration:: Corrupti Corruption on o place place / object object / ritual / tradition tradition to appro appropriat priatee its power.
o the Flame Flame �� Te Keeper o
Desecration Desecration:: Defilement Defilement o place place / object object / ritual to humilia humiliate te another another order. order.
�� Te Trone o Judgment
Desecration: Manipula Manipulation tion o authorities authorities / institutions institutions to appropriat appropriatee their power. power.
Lostt Crow Crown n �� Te Los
Dese Desecr crat atio ion: n: Cor Corru rupt ptio ion n o aco acoyl ylyt ytes es to to prep prepar aree them them or or tra trans nso orm rmat atio ion. n.
Golde den n Stag Stag �� Te Gol
Dese Desecr crat atio ion: n: Min Mindl dles ess, s, poi point ntle less ss cha chaos os;; sewi sewing ng the the seed seedss o anar anarch chyy.
C��� �� D������ ���� ����� �� D �������, N���� H��� Imperial Province O Akoros Circa 847 AC
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RADIAN ENERGY FARMS & EELERIES
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Ironhook Prison
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��� ���� �������� DEAH LANDS
DEAH LANDS
overheard in crow's foot "Lyssa did it with her own hands, they say. Eye to eye, cold as can be." "I she stuck her own boss she's a dirty scuttler," (spits)"... but not one I'll cross any time soon." "I heard that new Inspector used to be a captain in the Imperial Cavalry..." "I guess snoopin' crooks in the Dusk beats riding down devils in the deathlands, eh?" "Red milk, I call it. Y'take scarlet toad venom, distill it pure—a method whispered to me by a demon, hahaha!—cut it with a vesch o ractionated spirit essence, the best memories o ormer lie— dam't hard to get—but i y'got some, even a dram..." "Yes, yes... as I said, Lord Scurlock has..." "Highest high silver can buy—lord, lad, or lady." "Ya see, there are two types in this world. Me, an' doffing idiots. Tat's why I bet on Marlane." "You punched a guy out o his pants!" "Tey were kinda loose, I guess. Boots came off, too. Ten his pregnant wie came at me. What are you supposed to do about that?" "Tere goes another crow. How dreadul!" "Whassat? Seven inna last hal hour? Naw, mate, this is Crow's Foot. Like, where they perch, get it? Night's just getting started." "... seen her in the mirror." "Like, behind him?" "No, just her reflection, in the mirror." "Inky hell." "Looks like a regular tattoo to me." "Naaaaw, see how the crab's claw wriggles? Ink's laced with demon blood." "Sure, and I'm the weepin' lady." "Oh, you'll see. Once it sets in..."
"He threatened you? What, w ith a blade?" "Oh, no, warden sir, nothin' plain like that, or I wouldn't have summoned yeh. He, well... it was awul strange. He spoke in my Rickard's voice, sir." "He threatened you with a stage trick?" "Not a trick sir! Rickard's own voice! Such aw ul things he said, too." (sigh) "Hardly a crime, madame." "But Rickard's dead these seven years, sir! Never made it over rom Skovlan. How could this Lampblack scuttler have his voice?" "Tat wretch, Roethe. Tat... thing is twisted. I was walking late the other night and can swear I saw him surrounded by a damn horde o dregs like him. And they were pleading allegiance like he was the dammed king o the alleys. It was the mockery o a court, with a throne and everything. He... it's gathering an army, I tell you." "Do you know why the Crows dispose o bodies in the canals afer midnight? Te spirits o the drowned live there. Well, 'live', right? Tey claim everything that touches the water afer the clock strikes twelve. Well, everything except those gondoliers." "Yeah, and I suppose you have just the charm to sell me to keep me sae and s ound..." "What ortune! It just so happens I do..." "ally's missing rom the orphanage. I asked the headmistress i he was taken already, but she shunned me out! I'm desperate, I can't leave my little brother like this!"
(sung as an out-o-tune sea shanty) "... pawned my arm or a 'viathan hunter lost me ship to the ink paddled back home on a dead god's shell " (louder, as i expecting others to join in) "I'd sell me soul or a drink!"
rumors on the street
Weekly, or whenever you need one
Someone is trying to organize a union � or Canal Dockers.
OR
Te ministry o transport is taking control o the gondoliers.
�
Te Path o Echoes will buy inhabited spirit bottles, no questions asked.
OR
A leviathan hunter ship returned to port, no crew living, carrying a demon.
�
Tere’s a Bluecoat constable that takes bribes to rame targets or crimes.
OR
A corrupt magistrate is seeking secret passage out o the city ahead o charges.
�
Te streetwalkers and pleasure houses are infiltrated by rogue spirits.
OR
Te Church o the Ecstacy o the Flesh is seeking a new Apex.
�
Te new drug, Lure, is made rom leviathan blood and turns people into demons.
OR
Te Spirit Wardens are stockpiling electroplasm, expecting a shortage soon.
�
All the well-to-dos are buying urner's new locks—said to be impossible to crack.
OR
Te vault at Charterhall Bank was ransacked, but they're covering it up.
city events in the newspapers
Weekly, or whenever you need one
�
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�
Plague
Festival
Raids
Revolution
Accident
Disaster
�
Reugees
Strike
Prohibition
Construction
Siege
�
Demolition
Election
Scandal
Martial Law
Conscription
Exodus
�
Shortage
Excess
Discovery
Paranoia
Assassination
Witch Hunt
�
Parade
Celebrity
Holiday
Riots
Gang War
Hysteria
�
Crime Spree
Political Upheaval
Pri son Break
Diplomac y
Supernatural Weather
Cult Gatherings
district events
Charity
Weekly, or whenever you need one
�
Strange plasmic og fills the streets— deathseeker crows shun the district.
OR
Spirit wardens set up a watch post and deathseeker crow roost in the old temple ruins.
�
Bluecoats suspend street patrols, citing 'budget cuts'. It's ree reign or crime!
OR
Bluecoats set up checkpoints or contraband or whatever they eel like confiscating.
�
Citizens rally against extortion, bringing in hired bravos rom other districts.
OR
Local talent (band, che, tumblers) becomes popular, swelling crowds at market and shops.
�
Canals become choked w/ debris, overflowing with oul effluvia.
OR
Canals throughout district are drained or maintenance (or some strange purpose).
Te ramshackle shanties o Te Drop are marked or demolition. A group o scoundrels, recently escaped � rom Ironhook, go to ground nearby, attracting bounty hunters.
�
OR
OR
A raging fire sweeps across Crow's Foot, threatening to destroy the district. An ancient crypt beneath the district, covered in strange markings, is exposed and attracts wailing hollows.
70
streets
����� Nets, Ropes
IMPRESSIONS
MOOD
������
� Dark or Cold Bright or
� Lively �
Quiet or Refined
�
Abandoned or Decrepit
�
Cramped or Noisy
�
Cozy or Warm
ypical o Doskvol ������
������
�
Rain Slick, Oil Slick
Machinery, Workers
Cook Fires, Furnaces
�
Dancing Shadows, Flickering Lights
Fluttering Cloth, Howling Wind
Damp Wood, Decay, Reuse
�
Mist, Fog, Frost
�
Fleeting Shapes, Echoes in the Ghost Field
Laughter, Song, Music Animals, Hides, Blood Whispers, Echoes, Strange Voices
Chemicals, Distillates, Fumes
� Soot, Ash Clouds, Grime Tunder, Driving Rain Crackling Electricity, Wires, Mechanisms
�
Rain Water, Ocean
Bells, Clock Chimes, Ozone, Electroplasmic Harbor Horns Discharges
USE
Many streets have multiple uses �
�
�
�
�
�-�
Residential
Crafs
Labor
Shops
rade
�, �
Law, Govt.
Public Space
Power
Manuacture ransportation
Leisure
�
Vice
Entertainment
Storage
Cultivation
Artists
Academic
� Hospitality
TYPE
�
�
�
�
�-� Narrow Lane
ight Alley
wisting Street Rough Road
�, � Closed Court
Open Plaza
Paved Avenue
unnel
Flooded
Suspended
Subterranean
�
Elevated
�
�
Bri dge
Water way
Wide Boulevard Roundabout Floating
Private, Gated
DETAILS
�
�
�
�
Metal Supports
Ironwork Gates, Fences
Belching Chimneys
�
Stairs, Ramps. erraces
Wooden Scaffolds
Skyways
Roofop Spaces
�
Banners, Pennants
Festival Decorations
Crowd, Parade, Riot
Street Perormers
�
Gang Markings
Pat ro l Po st s
L oo kou ts
Stocks, Public Punishment
� Stray Animals Landscaping � Ancient Ruin
Leering Gargoyles
�
�
Metal Grates, Clockwork Hatches, Doors Mechanisms Rails, rain Cars
� Rigging, Cables Hidden Passages
Makeshif Crisscrossing Stalls, Shelters Routes Street Crier, Visionary
News Stand, Public Notices
Construction, Foul Runoff, Muck & Mire Demolition Fumes, Smoke
Orphans, Beggars
Spirit Chimes, Wards
Shrine Offerings
Eerie Emptiness
Quarantine, Lockdown
Crates, Boxes Cables, Chains Drain Pipes Water Pump Oil Drums Brick Pile Iron Bars Wooden Boards Cut Stones Loose Rocks Cement Buckets Sewer Grate Rotting Reuse Mud Puddles Discarded Junk Carrion & Crows Sodden rash Carriages Push Carts Moored Boats Cargo Barge Gondolas Wagons Crane & Pulleys Cargo Bales Metal Ingots Industrial Forge Coal / Fuel Waste Bins Street Lamps Electric Wires Junction Boxes Spotlight ower Clock ower Messenger Post Withered rees Monument Fountain Mossy Ruin Collapsed Bldg. Flimsy Hovel Barricade Gate Checkpoint Piled Rubble Canal Lock Lightning Barrier Food Stall Vendor Stall Barrels, Casks Makeshif Shrine News Stand Stockade
buildings EXTERIOR
Some buildings have multiple exterior elements �
�
�
�
�
�
Stone & imbers
Cut Stone Blocks
Wooden Boards
Plaster Board & imbers
Metal Sheeting
Iron Wor k
G las s Wor k
Sto ne Wo rk
�������� Gray Brick
�������
����� Chalkboard,
i le Wor k
USE: COMMON
Wo od Wor k L an ds capi ng
Many buildings have multiple uses
�
�
�
�
�
�
�
Bunk House
Inn
avern
Gambling Hall
Drug Den
Brothel
�
Market
Workshop
Bakery
Butchery
Forge
ailory
�
Work House
Goat Stables
Brewery
Watch Post
Court, Jail
Dock
�
Ruin
Row Houses
enements
Apt. Building
Small House
Bath House
Fighting Pits
Square, Fountain
Grotto
Eelery
Mushroom Garden
� �
Shrine Warehouse
attooist Stockyard
Physicker Factory
USE: RARE
�
Refinery
Many buildings have multiple uses �
�
�
�
�
� Market House
Restaurant
Bar, Lounge
Academy
Salon
Cae
�
Floristry
obacconist
Book Shop
Jeweler
Clothier
Gallery
�
Apot hecar y
Horse Stables
Disti ller y
Vintner
Master Ar tisan
Boat Hous e
�
Teater
Opera House
Apt. Building
ownhouse
Manor House
Villa
�
Clinic
emple
Cistern
Watch Post
Park
Monument
�
Archive
Spiritualist
Bank
Alchemist
Power Plant
Radiant Energy Garden
�
�
�
�
�
Dripping Water
Creaking Floorboards
DETAILS
�
Hangings, � Plants, Flowers WallArtwork
�
Treadbare & attered
Buzzing Roaring Fires Smoky Lamps Electric Lights Shuttered Windows
HeavyCurtains, Tick Carpet
Utilitarian Lush & Elegant Finery Furnishings Comortable
Stairs, Secret Doors � Circular Ladders
� icking Clockworks
Dust & Detritus
Wear & Damage
Rough-Spun Simplicity
Spartan Austerity
Catwalks
Skylights
Balcony
Cellar
Vaulted, Spacious
Low, Cramped
Rickety, Ramshackle
�
Drafy, Cold
Stout, Quiet
Cozy, Warm
�
Strange Devices
Weird Artiacts
Spirit Wards, Old Runes
Piled Jumble Antique Shrine, Altar o Curios Appointments
Desks, Papers Maps, Charts, Diagrams Books, Scrolls, Bookcases Lamp, Inkwell, Writing Desk Clock, Cabinet, Shelves able, Chairs, Notebooks Bed, Bureau, Vanity Bunks, Stools, runks Basin, Pitcher, Mirror Soa, Divan, Music Box Couches, able, Lamps Drapery, Pillows, Cushions Counter, Sink, Cabinets Cookfire, Pots, Pans, Utensils Dining able, Chairs, Cutlery Game Board, Cards, Dice Larder, Spices, Meat Hooks Wine, Beer, Whiskey Pedestal, Statue, Paintings Bird Cage, Quill, Diary Bell, Book, Candle Fireplace, Rug, Armchair Curtains, Vases, Flowers Instruments, Music Sheets Exam Chair, Medical ools Burner, Vials, Beakers Workbench, ools, Rags Weapons, Ammunition
people
�������� �-�: Akorosi �-�: Foreigner
LOOKS
�, �: ���
�, �: �����
�: ���������, ���������
�: ���� �����
�
�
�
�
�
�
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Large
Lovely
Weathered
Chiseled
Handsome
Athletic
�
Slim
Dark
Fair
Stout
Delicate
Scarred
�
Bony
Worn
Rough
Plump
Wiry
Striking
�
Short
all
Sexy
Wild
Elegant
Stooped
�
Cute
Plain
Old
Young
Stylish
Strange
�
Disfigured, Maimed
Glasses, Monocle
Prosthetic, Crippled
Long Hair, Beard, Wig
Sho rn , Ba ld
at to oe d
GOALS
�
�
�
�
�
�
�, �
Wealth
Power
Authority
Prestige, Fame
Control
Knowledge
�, �
Pleasure
Revenge
Freedom
Achievement
Happiness
Inamy, Fear
�, �
Respect
Love
Change
Chaos, Destruction
Justice
Cooperation
PREFERRED METHODS � �
�
�
�
�
�, �
Violence
Treats
Negotiation
Study
Manipulation
Strategy
�, �
Tef
Arcane
Commerce
Hard Work
Law, Politics
Sabotage
�, �
Subteruge
Alchemy
PROFESSIONS: COMMON � � Baker � � Cartwright Driver � � Leatherworker Servant � Vendor �
Advocate Banker Diplomat
eamwork
Espionage
Chaos
�
�
�
�
Barber
Blacksmith
Brewer
Butcher
Carpenter
Chandler
Clerk
Cobbler
Cooper
Cultivator
Dyer
Embroiderer
Fishmonger
Gondolier
Guard
Mason
Merchant
Rooer
Ropemaker
Rug Maker
Shipwright
Criminal
ailor
anner
inker
Weaver
Woodworker
Goat Herd
Messenger
Sailor
PROFESSIONS: RARE � �
� � � � � �
Blackmail
Architect
�
�
�
�
Artist
Author
Bailiff
Apiarist
Courtesan
Furrier
Glass Blower
Leech
Locksmith
Magistrate
Bounty Hunter Clock Maker Jailer
Jeweler
Musician
Physicker
Plumber
Printer
Scholar
Scribe
Sparkwright
ax Collector
reasurer
Whisper
Composer
Steward
Captain
Spirit Warden
Journalist
Explorer
Rail Jack
Soldier
F��������� �,�: Skovlander �: Iruvian �: Dagger Islander �: Severosi �: ycherosi Remember, each ycherosi has a demonic trait: cat's eyes, claws, eathers instead o hair, etc.
����� ricorn Hat Long Coat Hood & Veil Short Cloak Knit Cap Slim Jacket Hooded Coat all Boots Work Boots Mask & Robes Suit & Vest Collared Shirt Suspenders Rough unic Skirt & Blouse Wide Belt Fitted Dress Heavy Cloak Tick Greatcoat Sof Boots Loose Silks Sharp rousers Waxed Coat Long Scar Leathers Eelskin Bodysuit Hide & Furs Uniorm atters Fitted Leggings Apron Heavy Gloves Face Mask ool Belt Crutches Cane Wheelchair
QUIRKS
�����
Fine whiskey, wine, beer.
Superstitious. Believes in signs, magic numbers.
�� Cold
Fine o od, rest aurants
Devoted to thei r amily.
�� Cavalier
Fine clothes, jewelry, urs. Married into important / powerul amily.
�� Brash
Fine arts, opera, theater
�� Suspicious
Painting, drawing, sculpture Reclusive. Preers to interact via messengers.
�� Obsessive
History, legends
�� Shrewd
Architecture, urnishings Blind to flaws in riends, allies, amily, etc.
�� Quiet
Poetry, novels, writing
Once hollowed, then restored. Immune to spirits.
�� Moody
Pit-fighting, duels
Has chronic illness which requires requent care.
�� Fi erce
Fo rgo tt en Go ds
S ecre tl y ( op en ly? ) c ont ro lle d by po ss ess in g spi rit .
�� Careless
Ecstacy o the Flesh
Serves a demon's agenda (knowingly or not).
�� S ecre ti ve
Pat h o E cho es
P rou d o he ri ta ge , t rad it ion s, nat ive lan gu age .
�� Ruthless
Weeping Lady, charity
Concerned with appearances, gossip, peers.
�� Calculating
Antiques, artiacts, curios Drug/alcohol abuser. Ofen impaired by their vice.
�� Defiant
Hors es, riding
�� Gracious
Gadgets, new technology Relies on council to make decisions.
Adric, Aldo, Amison, Andrel, Arcy, Arden, Arilyn, Arquo, Arvus, Ashlyn, Branon, Brace, Brance, Brena, Bricks, Candra, Canter, Carissa, Carro, Casslyn, Cavelle, Clave, Corille, Cross, Crowl, Cyrene, Daphnia, Drav, Edlun, Emeline, Grine, Helles, Hix, Holtz, Kamelin, Kelyr, Kobb, Kristov, Laudius, Lauria, Lenia, Lizete, Lorette, Lucella, Lynthia, Mara, Milos, Morlan, Myre, Narcus, Naria, Noggs, Odrienne, Orlan, Phin, Polonia, Quess, Remira, Ring, Roethe, Sesereth, Sethla, Skannon, Stavrul, Stev,Syra,alitha,esslyn, Tena, imoth, ocker, Una, Vaurin, Veleris, Veretta, Vestine, Vey, Volette, Vond, Weaver, Wester, Zamira, Zara.
�� Insightul
Weapons collector
�� Dishonest
Music, instruments, dance Leads a double lie using cover identity.
�� Patient
Hunting, shooting
�� Vicious
Cooking, gardening
TRAITS
�� Charming
INTERESTS
Holds their position to spy or another action.
Massive debts (to banks / criminals / amily)
Holds thei r position due to blackmai l.
Involved with war crimes rom the Unity War.
Black sheep / outcast rom amily or organization. In prison or under noble's house arrest.
�� Sophisticated Gambling, cards, dice
Well-traveled. Connections outside Doskvol.
�� Paranoid
Revolutionary. Plots against the Imperium.
Natural philosophy
�� Enthusiastic Drugs, essences, tobacco Inherited their position. May not deserve or want it. �� Elitist
Lovers, romance, trysts
Minor celebrity. Popularized in print / song / theater.
�� Savage
Parties, social events
Scandalous reputation (deserved or not).
�� Cooperative Exploration, adventure
Surrounded by sycophants, supplicants, toadies.
�� Arrogant
Pets (birds, dogs, cats)
Spotless reputation. Highly regarded.
�� Confident
Craf (leatherwork, etc.)
Bigoted against culture / belie / social class.
�� Vain
Ships, boating
Visionary. Holds radical views or uture.
�� Daring
Politics, journalism
Cursed, haunted, harassed by spirits or demon.
�� Volatile
Arcane books, rituals
Intense, unreasonable phobia or loathing.
�� Candid
Spectrology, Electroplasm Extensive education on every scholarly subject.
�� Subtle
Alchemy, medicine
�� Melancholy Essences, alchemy
Keeps detailed journals, notes, records, ledgers. Is blindly aithul to an ideal, group, or tradition.
�� Enigmatic
Demon lore, legends
Deeply traditional. Opposed to new ideas, methods.
�� Calm
Pre-cataclysm legends
A raud. Some important aspect is abricated.
Arran, Athanoch, Basran, Boden, Booker. Ankhayat, Bowman, Breakiron, Brogan, Clelland, Clermont, Coleburn, Comber, Daava, Dalmore, Danield, Dunvil, Edrad, Farros, Grine, Haig, Helker, Helles, Hellyers, Jayan, Jeduin, Kardera, Karstas, Keel, Kessarin, Kinclaith, Lomond, Maroden, Michter, Morriston, Penderyn, Prichard, Rowan, Salkara, Sevoy, Skelkallan, Slane, Strangord, Strathmill, empleton, yrconnell, Vale, Vedat, Walund Bell, Birch, Bird, Bliss, Bricks, Bug, Chime, Coil, Cricket, Cross, Crow, Echo, Flint, Frog, Frost, Grip, Hook, Ink, Junker, Mist, Moon, Nail, Needle, Ogre, Pool, Ring, Ruby, Silver, Skinner, Song, Spur, ackle, Tistle, Torn, ick ock, rick, Vixen, Whip, Wicker.
the shattered isles
���������
T�������
A����� [Dark orests, rocky hills. Rich coastal cities and some mining colonies deep inland. Te Akorosi are sometimes called "Imperials" since the Imperium began there. Tey are generally air-skinned and dark haired.]
��������
S������
D������
S������ [Windswept grass plains. Outside the Imperial cities, some native S erverosi still live in ree tribes, scavenging the death-lands on their ghost-hunting horses. Tey are generally brown-skinned and dark haired.]
I����� [Golden deserts. People say that some positions o power are openly held by demons in Iruvia. Tey are generally amber-skinned and dark haired.]
������� ����������� �����������
A�����
�������
T�� D����� I���� [ropical, jungle. People there live without lightning barriers. How do they manage that? Tey are generally copper-skinned and dark haired.]
������ �������� ����
S������ [Cold, mountainous, wild. Te last holdout rom Imperial control. Te war o Skovlan Unity ended only a ew years ago. Tey are generally pale-skinned and air haired or red haired.]
T������� [A ar off land, disconnected rom the Empire. People say the ycherosi (rudely called "Strangers") have demon blood. I you play one, tell the group what your telltale demonic eature is.]
������
S������ ����� �����
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� ���� ����� ��� ����� Te islands have wildly different climates due to magical weirdness rom the cataclysm. Te "water" o the Void Sea seems to be composed o opaque black ink, but it's possible to see constellations o shimmering stars ar below the surace. Te sun is a dim ember, providing only purpleish twilight at dawn and dusk; leaving the world in darkness otherwise. Don't expect realism here.
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advanced abilities & permissions I������ S���� A���
T�� F�������� G���
When you achieve the rank o student in an Iruvian sword art, you receive permission to study the undamentals o your chosen style.
When you open your mind to the thought tendrils o a orgotten god, you suffer 1 trauma and become an adept o its cult. You gain access to the ollowing special abilities as veteran advances: | T�� C������ �� ��� E��: You no longer suffer ter ror rom the supernatural, and can choose to take only 1 stress when you resist mental, electroplasmic, or spiritual harm, regardl ess o the result o your roll. | G������� V�����: You may extend the thought-tendrils o the god rom your own mind to those around you, granting them a vision o its ormless orm. Tis is a psychic attack which inflicts 3 stress on you and has an effect determined by your trauma level. rauma 1+: all those who can see you must look away and leave your presence, or be paralyzed with dread. rauma 2+: In addition, you inflict level 2 harm (ormless dread) to all who can see you. rauma 3+: Instead o level 2 harm, you inflict level 3 harm (catatonic). rauma 4+: In addition, you may also ocus on one person who can see you and inflict atal psychic harm (shattered mind).
When you have proven your command o the undamentals o the style, you achieve the rank o adept. You receive permission to study the secret arts o the style. You gain the adept fighting maneuver o your style (this does not count as a special ability). When you have proven your mastery over the secret arts o the style, you become a master. You may take the master special ability o your style as a veteran advance.
F������ S��� S���� [A����] S��� F�������: You may wield a special silken sash
in combat to interere with your opponent and open them up to sword attacks. Te sash resembles a very long scar and is weighted at the tips. You may attempt to disarm an opponent or grapple them (to immobilize a limb or choke them), whi le staying out o arm's reach. You may also use the sash as climbing gear and to negate harm rom alls. | [M�����] T�� F������ S���: Your sword attacks involve acrobatic leaps with powerul alling slashes. When you make an attack in this way, choose a beneficial extra effect (this effect occurs regardless o the outcome o your action): Te target's armor is ruined — the target's weapon is ruined — the target is knocked sprawling — the target is orced back out o sword-reach.
R����� M��� S���� [A����] M��� D�����: You may wield a vicious cur ved dagger
in the off-hand to counter your opponent's moves or launch a wild flurry o cuts with both your blades. During any exchange with an opponent, at your option, choose to fight viciously with dagger and sword—increasing the level o any harm inflicted by you and your opponent, or fight deensively—decreasing the level o any harm inflicted by you and your opponent. |
[M�����] T�� R����� M���: Your sword attacks involve
acrobatic leaps with powerul upward slashes. When you make an attack in this way, choose a beneficial extra effect (this effect occurs regardless o the outcome o your action): Te target's armor is ruined — the target's weapon is ruined — the target is knocked sprawling — the target is orced in close where a sword is useless .
When you suffer your ourth trauma, you mind is prepared and you ascend to mastery in the cult o your orgotten god. You receive permission to call upon your god to briefly maniest in the physical world and enact its will, at the cost o 6 stress. You receive permission to continue to play your character rather than retiring, with the ollowing restrictions: You may now heal stress only by serving the will o your orgotten god. Your vice becomes ���������. When next you suffer trauma (your fifh), you ascend to avatar o the god, losing your human mind and will as the thought-tendrils o the god ully maniest within you. Retire your character to their dark ate.
T�� P��� �� E����� When you achieve the rank o initiate, you receive permission to attend the secret rituals o the cult. When you make the appropriate sacrifices to the cult, master the ways o the secret rituals, and offer up your absolute loyalty to the Path, you become an adept. When you achieve the rank o adept, you receive permission to attend the orbidden spirit-well rituals in the deathlands. You
A sampling o additional abilities that may be gained in play.
may also take the ollowing special ability as a veteran advance: | S����� L���: Te death or ghostly possession o your physical body instantly rees your spirit. You arise rom any spirit well you have previously visited. Switch to the Ghost playbook and immediately take a playbook advancement.
B���� �� ��� D���� When, having bound yoursel by arcane ritual to a demon, you indulge its dark desire, you receive permission to command it and it may not reuse you. When the demon's desire is not wellsatisfied, it receives permission to work in secret toward your destruction to be ree o its binding.
You may also take the ollowing special abilities as veteran advances: | D������ A��������: A demon bound to you is compelled to stay always at hand, veiled and hidden within a nearby source o its elemental affinity, ready to appear at an instant to serve you. While its dark desire is well satisfied, the demon will maniest to interpose itsel or your protection or to offer its wisdom or aid without need or your specific command. | D������ A�������: You may orce a demon bound to you to inhabit an artiact created by arcane ritual. Te demon's abilities are then controlled by the wielder, so long as the demon's dark desire is satisfied.
D���������� When you become a riend to the Deathseeker Crows, you receive permission to offer them sacrifices. When you leave a worthy sacrifice or the Deathseeker Crows, you may choose a boon: Name a person. Te crows shall not seek out their corpse upon death. Name a person. A crow shall lead you to the location o their spirit—alive, dead, or otherwise. Name yoursel. A crow shall attend you or a week. I you should die during that time, the crow shall pluck out your spirit and carry it to a spirit bottle prepared or the purpose. Ask or no boon; leave the sacrifice as a show o respect to the crows. What do the crows desire as a sacrifice? What do they abhor?
breakers
COHORT WEAK IMPAIRED
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BROKEN
ARMOR
Tugs
SPECIAL ABILITI ES
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B���� B�������:
When you fight alongside your cohorts in combat, they get +1d or teamwork rolls (assist, setup and group actions). All o your cohorts get the Tugs type or ree (i they're already Tugs, add another type).
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���� heat
wanted l evel
+1 scale or your
thug cohorts
vaults
claims barracks
coin
terrorized citizens
money launderer
+1 quality to
+2 coin or
hunting grounds
extortion scores
|
bluecoat intimidation
turf
turf
street fence turf
turf
+2 coin or smash
-2 heat per score
& grab scores
informants
(ier roll) - Heat = coin in downtime
LAIR
|
D��������: Each
rep
hold
weak
+1d gather ino
or scores
strong
ARMOR
F����� �� ��� F���: Each PC has been toughened by cruel experience. You get +1d to resistance rolls.
F�����:
terrorized citizens +1 quality to hunting grounds
bluecoat confederates +1d engagement
or assault scores
firm
BROKEN
PC may add +1 action rating to Hunt ,
Fear is as good as respect. You may count each
wanted level as i it was tur .
COHORT
P�����: When you advance your ier,
it costs hal the coin it normally would. Who is your patron? Why do they help you?
WEAK IMPAIRED
tier
������� BROKEN
ARMOR
W�� D���: When you're at war (-3
action status), PCs get +1d to vice rolls and still get two downtime actions, instead o just one.
D��� K������: When you assault an enemy action or location
to pull off a score, take +1d to the engagement roll. V������: Choose a
special ability rom another crew.
COHORT WEAK IMPAIRED
turf
�������
Skirmish, or Wreck (up to a max rating o 3).
protection racket
fighting pits (ier roll) - Heat = coin in downtime
COHORT WEAK IMPAIRED
������� BROKEN
ARMOR
CREW ADVANCEM ENT
Extort victims with violence or threats; smash and grab loot. Improve the quality or variety o your hunting grounds. Bolster your crew's reputation or develop a new one. Contend with challenges above your current station.
CONTACTS
CREW UPGRADES
Melysa,
a pit-fighter
Conway, Keller,
a bluecoat
a blacksmith
omas, a physicker ruman, a ward boss Lutes, a tavern owner
Fine Infirmary
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Fine Demolition Tools Elite ugs (+1 Quality)
Carriage Documents Boat
Gear
Breaker rigging (1 weapon and 1 armor box don't count as load) Ironhook Contacts (+1 ier in prison) Hardened (+1 trauma box)
Hidden
Implements
Quarters
Pet/Special
Secure
Supplies
Vault
ools
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Workshop Weapons
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Insight
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New Cohort: 2 +1 Quality: 2 Add ype: 1 Personal Add Edge: 1 Mastery Remove Flaw: 1 Prowess
Resolve
cult
COHORT WEAK IMPAIRED
�������
BROKEN
ARMOR
Adepts
SPECIAL ABILITI ES
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A�������: When you contend with supernatural threats, you gain potency and +1d to resistance rolls.
C�����: Each PC may add +1 action rating to Attune, Study, or
heat
wanted l evel
turf
|
ancient tower
-1 stress cost or
+1d to Consort w/ occult beings on site
all arcane powers and rituals
spirit well
offertory turf
|
ancient obelisk turf
vice dens (ier roll) - Heat = coin in downtime
Sway (up to a max rating o 3).
vaults
claims
turf
coin
LAIR
+2 coin or occult
scores
+1 quality
to artiacts & supplications
COHORT WEAK IMPAIRED
B���� �� D�������: You may use teamwork with any cult member, regardless o the distance separating you. By taking 1 stress, your whispered message is heard by every cultist.
Z�������: Your gangs have abandoned their reason in service to
������� BROKEN
ARMOR
the cult. Tey will under take any service, no matter how dangerous or strange. Tey gain +1 quality against enemies o the aith.
C���������: Spend a downtime action in worship at one o your sacred sites to clear hal o your stress and carry a b onus die orward toward an action or which you have supplicated your god.
COHORT WEAK IMPAIRED
������� BROKEN
ARMOR
S����� �� B����: Each human sacrifice yields -3 stress cost or
any ritual you perorm. ancient gate Sae passage in the Deathlands
spirit well +1 quality
to artiacts & supplications
sacred nexus
sanctuary
+1d to treatment
+1d to Command
& healing project rolls
and Sway on site
ancient altar +1d engagement
or occult scores
I��������: Your deity sometimes maniests in the physical world. Tis can be a great boon, but the priorities and values o a god are not those o mortals. You have been warned.
G����
V������: Choose a
special ability rom another crew.
COHORT WEAK IMPAIRED
turf
hold
weak
firm
strong
tier
rep
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������� BROKEN
ARMOR
CREW ADVANCEM ENT
Advance
the agenda o your diety or embody its precepts. Improve the quality or quantity o your artiacts & supplications. Bolster your crew's reputation or develop a new one. Contend with challenges above your current station. CONTACTS
CREW UPGRADES
Gagan, an academic
Fine Occult Library
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Adikin, an occultist
Fine Ritual Sanctum Elite Adepts (+1 Quality)
Carriage Documents Boat
Gear
Blessed Armor & Weapons Blessed Documents, Gear, Implements, Special, Supplies, and ools Ordained (+1 trauma box)
Hidden
Implements
Quarters
Pet/Special
Secure
Supplies
Vault
ools
Hutchins,
an antiquarian
Moriya, a spirit trafficker Mattis Kline, a noble Bennett, an astronomer
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Workshop Weapons
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Insight
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New Cohort: 2 +1 Quality: 2 Add ype: 1 Personal Add Edge: 1 Mastery Remove Flaw: 1 Prowess Resolve
hawkers
COHORT WEAK IMPAIRED
������� BROKEN
ARMOR
SPECIAL ABILITI ES
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������: Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating o 3).
S�����
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heat
wanted l evel
vaults
claims
turf
coin
product refinery +1 quality to your
products
safe houses Hidden staging areas throughout your tur.
|
vice dens
informants
(ier roll) - Heat = coin in downtime
+1d gather ino
foreign market (ier roll) - Heat = coin in downtime
|
or scores
LAIR
city records
surplus caches
turf
+1d to Consort and Sway on site
COHORT WEAK IMPAIRED
������� BROKEN
ARMOR
�� G��� S���� : Your merchandise is especially appealing. Your products get +1 quality . When you deal with a crew or action,
the GM will tell you who among them is hooked on your product (one, a ew, many, or all). G���� M�����: Trough arcane ritual or hard-won experience,
you have discovered how to prepare your product or sal e to ghosts and/or demons. Tey do not pay in coin. What do they pay with?
luxury venue turf
A�����: Sometimes riends are as good as territory. You may count up to three +3 action statuses you hold as i they are tur .
P�����: When you advance your ier,
it costs hal the coin it normally would. Who is your patron? Why do they help you?
COHORT WEAK IMPAIRED
������� BROKEN
ARMOR
H��� S������: It's all about who you know. ake -1 heat during
turf
+1d engagement roll or acquire or attract scores
cover operation
+2 coin or sales
-2 heat per score
scores
bluecoat bribes +1d engagement
or sales scores
downtime and +1d to gather ino about the city's elite.
H�����: Your gang members use your product. Add the savage, unreliable , or wild flaw to your gangs to give them +1 quality .
V������: Choose a
special ability rom another crew.
COHORT WEAK IMPAIRED
turf rep
hold
weak
firm
strong
tier
������� BROKEN
ARMOR
CREW ADVANCEM ENT
Acquire product,
attract customers, or covertly sell your contraband. Improve your product's quality, variety, or prestige. Bolster your crew's reputation or develop a new one. Contend with challenges above your current station. CONTACTS
Rolan
CREW UPGRADES
Wott, a magistrate
Laroze, a bluecoat Lydra,
a broker
Hoxley, a
smuggler
Fine False Paperwork
����
Fine Swag (+1 effect for bribes)
Carriage Documents
Elite Rooks (+1 Quality)
Boat
Gear
Hidden
Implements
Quarters
Pet/Special
Secure
Supplies
Vault
ools
Lookouts (+
Anya, a dillettante Marlo, a gang boss
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Hawker's rigging (1 carried item is concealed and has no load) Ironhook Contacts (+1 ier in prison)
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Workshop Weapons
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Insight
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New Cohort: 2 +1 Quality: 2 Add ype: 1 Personal Add Edge: 1 Mastery Remove Flaw: 1 Prowess Resolve