Blades Quickstart v3f
Blades Quickstart v3f
Blades Quickstart v3f
version iii
The people there are helpful and friendly and I'm usually on hand to answer
questions, too.
Please feel free to talk about the game online and share your experiences
from actual play. However, this PDF is for backers of the Blades in the
Dark kickstarter only, so please don't redistribute it. Thanks!
overview
overview
All the coin in the Empire is cold comfort when
a blade comes for you in the dark.
Bazso Baz
Some people like to get a big-picture overview of
a game; its premise, setting, characters, etc. before
diving in to all the details. So, here it is.
summary
You play scoundrels on the streets of Duskwall,
an industrial-fantasy city. Theres primitive
electrical technology, the printing press, strange
alchemy, and gunpowder weapons.
You and the other players create a fledgling
criminal enterpriseyour crewand then take
on illicit jobs to improve your assets and status.
Game play focuses on the moments of daring
action during a job (with occasional flashbacks
to planning sessions to improve teamwork).
touchstones
theme song
The Game
The Setting
The Characters
with established turf. They do this by taking illegal jobs from clients,
planning their own devious missions, making alliances, destroying
their enemies, and trying to stay one step ahead of the law.
The Players
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 life as an interesting, daring,
conflicted fantasy adventure character who reaches boldly beyond
their current safety and means. The players decide as a group on
the tone and style of the game by making judgment calls about the
dice and actions, along with oversight from the GM.
the
situation
the situation
This page describes the situation for the Quick Start. Give the
players this overview before going on to character and crew
creation. See page 33 for more details.
the lampblacks
ii
destroy
the red
sashes
ii
destroy
the
lampblacks
Notable Assets: Small contingent of master swordfighters. Master alchemist; many potent potions and
essences.
Allies: The Path of Echoes, Dockers, Cabbies, Inspectors.
Enemies: The Lampblacks, The Bluecoats, Gondoliers.
Situation: The Red Sashes and the Lampblacks are at war over turf
and vengeance for deaths on both sides. Mylera is recruiting every free
blade in the district for extra muscle and doesn't take no for an answer.
You're either with them or against them.
the crows
ii
reestablish
control
of the
district
factions
factions, tier, & hold
Faction Ladder
The goal of the game is to advance your crew up the faction ladder,
to tier 3 (or beyond!). Your crew begins at tier 0, with 0 hold.
Tier represents the wealth, influence, and scale of a crew
or faction. The higher the tier, the more powerful the group.
Hold represents how strongly a faction can maintain their
position at their current tier. The more hold you have, the harder
it is for you to lose your position. Hold is generated in two ways:
Claims are specific locations, turf, or assets controlled
by a faction or crew. Some claims are worth hold (1-4).
Rep is the reputation, clout, and renown of a faction or
crew. Rep is gained by performing successful operations.
Each point of rep equals one hold.
A crew or faction's total hold is equal to the hold from their
claims plus their rep.
Advancement
Faction Status
Status Changes
Status Levels
+3: Allies. This faction will help you even if it's not in their
best interest to do so. They expect you to do the same for them.
+2: Friendly. This faction will help you if it doesn't create
serious problems for them. They expect you to do the same.
+1: Helpful. This faction will help you if it causes no problems
or significant cost for them. They expect the same from you.
0: Neutral.
-1: Interfering. This faction will look for opportunities to
cause trouble for you (or profit from your misfortune) as long
as it causes no problems or significant cost for them. They
expect the same from you.
-2: Unfriendly. This faction will look for opportunities to hurt
you as long as it doesn't create serious problems for them. They
expect you to do the same, and take precautions against you.
-3: Hostile. This faction will go out of its way to hurt you even
if it's not in their best interest to do so. They expect you to do
the same, and take precautions against you.
claims: thieves
turf
turf
+3 hold
+2 hold
turf
turf
+4 hold
+1 hold
watch
reports
city records
luxury fence
gambling den
+1 coin for
burglary scores
+3 hold, +1 coin
per downtime
lair
turf
Claims
Seizing a Claim
+1d engagement
roll for burglary
+1 effect to
gather info on
targets
+1d engagement
roll for shakedown
lookouts
+1 hold
+1d to spot or
escape trouble
street fence
drug den
+1 coin for
robbery scores
+3 hold, +1 coin
per downtime
ambush
points
bazaar
+1d engagement
roll for robbery
Losing a Claim
If you lose a claim, you lose all the benefits of that claim. If
your lair is lost, you lose the benefits of all of your claims until
you can restore your lair.
Plan the operation like any other score, and if you succeed,
you seize the claim and the targeted faction loses the claim
(and associated hold).
Seizing a claim is a serious attack on a faction, usually
resulting in -2 faction status with the target, and potentially
+1 status with its enemies.
the
core
system
the core
system
Rolling the Dice
Blades in the Dark uses six-sided dice. You roll several at once
and read the single highest result.
If the highest die is a 6, it's a full success. Things go well.
If you roll multiple 6s, it's a critical success.
If the highest is a 4 or 5 that's a partial success. It's reduced
performance or a mixed result some good, some bad.
If the highest is 1-3 it's a bad outcome. Things go poorly.
If you ever need to roll but you have zero (or negative) dice,
roll 2d and take the lowest result.
That's the core dice mechanic for the game. You roll a pool of
d6s, take the highest die, and judge the result. All the other
systems in the game are expressions of this core. When you're
first learning the game, you can always "collapse" back down
to a simple roll, use the outcome to judge how things go, then
move on, to keep the flow of the game going. Look up the full
mechanic later when you have time to learn it.
To create a dice pool, you'll assess the trait being used as well
as situational factors. You'll end up with a number of dice
from zero to six. The most common trait you'll use are the
action ratings of the player characters. A player might roll
dice for their Skirmish rating when they fight an enemy,
for example.
You're also free to assess abstract traits for some rolls. You
might assess an NPC's loyalty, for example, to make a fortune
roll to see if they keep their mouth shut when questioned by
the Bluecoats. Are they extremely loyal (5 dice) or hardly
loyal at all (1 die)? By using abstract traits and simple rolls
on the fly, you can roll for any kind of situation that crops
up during play.
A dice pool is always created by assessing the details of the
fictional situation in play. What is your character doing,
specifically? This determines which action rating you use to
create your dice pool. The other systems of the game depend
on this "fiction first" approach. In order to judge position,
effects, and consequences, we need to establish what's going
on in the fictionon the "movie screen" of our imaginations.
Player: "I rush across the courtyard and vault over the
hedge, hiding in the shadows there."
GM: "Sounds pretty daring to me! There are a few lamps
in the courtyard. If any of the guards happen to glance
in that direction, they'll spot you. Plus, I don't think you
can make it across in one quick dash. Limited effect. You'll
make it halfway across, then we'll see what happens."
Player: "Oh, I didn't realize it was that big. I thought I
could just dash across real fast. Hmmm. If I don't catch
up with the Countess before she gets on the gondola, we're
screwed. Okay, I'm going to just run as fast as I can, I don't
care if I make some noise. Can I get more effect if I make
a desperate roll?"
So this is the core of it: When the players have the initiative,
they say what their characters do, using the details of the
situation as established by the GM. The GM judges their
actions and the reactions of the NPCs to determine position,
effects, and consequences, then the dice are rolled and the
outcome resolves the situation into something new.
When the NPCs have the initiative, the GM says what they
do, using the details of the situation as established. The players
say how their characters react, resisting consequences and
responding with their own actions, as necesssary. The GM
judges consequences and effects, the dice are rolled, and the
outcome resolves the situation into something new.
As you can see, the game is a conversation, back and forth
between the GM and the players. The players determine the
actions of the characters; the GM judges the details of the
situation, which determines how the systems are engaged. The
outcomes of the mechanics change the situation, leading into
a new phase of conversationnew actions, new judgments,
new rollschanging the fiction and building "the story" of
the game, organically, from a series of discrete moments.
actions
& attributes
actions & attributes
Action Ratings
Attune
Command
Consort
Finesse
Hunt
Prowl
Skirmish
Study
Each action has a rating (from zero to four)
which tells you how many dice to roll when
Survey
you perform that action. Action ratings don't
Sway
just represent skill or training you're free
Tinker
to describe how your character performs that
Wreck
action based on the type of 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
imposing size.
Action Roll
Attribute Ratings
Insight
Prowess
Resolve
resolve
attune
command
consort
sway
Resistance Roll
stress trauma
&
stress & trauma
Stress
Pushing Yourself
For any action your character takes, you may push yourself
for greater performance, by taking 2 stress and choosing a
bonus, below:
Add +1d to your roll. (See Action Rolls, p. 11.)
Add potency to your effect. (See Effects, p. 12.)
Take action despite severe harm (See Consequences, p. 13)
A given bonus can be chosen once per action.
Trauma
When a PC marks their 8th and final stress box, they suffer a
level of Trauma. When you mark a level of trauma, clear all
of your stress, resetting to zero. You also improve your Vice
rating by 1 (this is the only way Vice rating advances). When
you suffer trauma, you're taken out of action. You're "left for
dead" or otherwise dropped out of the current conflict, only
to show back up later, shaken and drained.
Retirement
When you fill your last Trauma box and retire, the amount
of coin you've managed to stash away determines the fate
of your character.
Stash 0-10: Poor soul. You end up in a reeking flophouse,
awash in vice and misery.
Stash 11-20: Meager. You end up with a tiny (but warm)
hovel that you can call your own.
Stash 21-39: Modest. You end up with a simple home or
apartment, with some small comforts. You might operate
a tavern or other small business.
Stash 40: Fine. You end up with a well-appointed home
or apartment, claiming a few luxuries. You might operate
a medium business or several small ones.
progress
progress clocksclocks
Progress Clocks
Simple Obstacles
Not every situation and obstacle requires a clock. Use clocks when a
situation is complex or layered otherwise, resolve the result of an
action with a single roll.
clock examples
Danger Clock
Linked Clocks
You can make a clock that unlocks another clock once it's
filled. In the Spirit Wardens example, above, the GM might
make linked clock called "Trapped" after the "Alert" clocks fill
up. When you fight a veteran warrior, she might have a clock
for her "Defense" and then a linked clock for "Vulnerable".
Once you overcome the Defense clock, then you can attempt
to overcome the Vulnerable clock and defeat her. You might
affect the Defense clock with violence in a knife-fight, or you
might attempt to lower her defense with lies and deception
if you have the opportunity. As always, the method of action
is up to the players and the details of the fiction at hand.
Race Clocks
Mission Clocks
Tug-of-War Clock
Faction Clocks
10
action
the action roll
roll
action roll
Dominant
6: You do it.
4/5: 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 daring position.
1-3: You're blocked, you hesitate, or you falter. Press on
by seizing a daring opportunity, or withdraw and try a
different approach.
Daring
You go head to head. You act under fire. You take a risk.
When your PC pursues a goal that's blocked by an obstacle you make an action roll.
This is the mechanic the players use to solve problems and get what they want. Along
with resistance rolls (see page 19), action rolls determine how things go when the
crew is on the job, tangling with enemies, and pulling off daring scoundrel moves.
Your goal is the concrete outcome you'll achieve when you overcome the obstacle.
Your goal might be "get into the manor house" or it might be "see who comes and
goes at the house" in both cases the obstacle might be "the guard patrol". The
guards are the problem you have to deal with in order to get what you want.
Tell the group which action your character performs to overcome the obstacle. It's
usually obvious, but make it explicit anyway. There's some overlap among actions,
meaning several of them might apply, depending on the specific approach you
take. The choice is yours, as long as your character actually performs the action in
question. You can't roll Sway unless you manipulate by interacting with someone.
Assess the character's position to perform this action. There are three positions:
Dominant, Daring, and Desperate. Read the profiles for each position. Which of
the various phrases best matches the intersection of the character's goal, obstacle, and
action? If there's a position you're angling for, ask the GM how you might make that roll.
Desperate
Assess the character's likely effect level. Will they have limited, standard, or great
effect with this action? In general, a player can try to push for a greater effect by
accepting a bigger risk with a worse position, and vice versa. "Sounds like a daring
position, with limited effect." "What if I run across, instead?" "Yeah, okay, we can
call that desperate, with standard effect." See page 12 for details on effect levels.
6: You do it.
4/5: You do it, but there's a consequence: you suffer
severe harm, a serious complication occurs, you lose
this opportunity for action.
1-3: It's the worst outcome. You suffer severe harm, a
serious complication occurs, you lose this opportunity
for action.
PCs in Blades are reckless scoundrels addicted to destructive vicesthey don't always
act in their own best interests. To reflect this, the GM or any other player can offer
you a bonus die if you accept a devil's bargain. Common devil's bargains include:
Reveal a valuable secret.
Suffer harm.
There isn't always an interesting devil's bargain in every situation. If one doesn't
occur to anyone right away, that's fine. "Add 1 heat" is a good simple bargain if you
need it. The devil's bargain occurs regardless of the outcome of the roll. You make
the deal, pay the price, and get the bonus die.
11
effect
levels
effect levels
In Blades in the Dark, you achieve goals by taking actions and
facing consequences. But how many actions does it take to
achieve a particular goal? That depends on the effect level
of your actions.
The GM judges the effect level using the profiles at right. Which
one best matches the action at handLimited, Standard, or
Great? Each effect level indicates the questions that should
be answered for that effect, as well as how many segments to
tick if you're using a progress clock for this obstacle.
When assessing the effect level, consider three factors:
Quality, Scale, and Potency. If the PC has an advantage in
a given factor, consider a higher effect level for their action.
If they have a disadvantage, consider a reduced effect level.
When considering factors, an effect might be reduced below
limited, resulting in no effect at all or increased beyond
great, resulting in an extreme effect (4 ticks on a clock). Cases
of zero or extreme effect should be uncommon, though.
effect levels
Limited Effect
1 tick
Standard Effect
2 ticks
How does the expected effect manifest? What's left to do, if anything?
Great Effect
3 ticks
factors
-
quality
scale
potency
If Arlyn is able to spend extra time on the lock, she can gain
potency, thus counter-acting the reduction due to quality.
Tell the players what you're thinking about the scope of the
obstacle and talk about their goal so everyone's on the same
page and can revise as needed. There's no hard and fast rule for
what's "simple" or "complex." Go with your gut and use simple
or complex obstacles as you like, moment to moment in play.
Effect Factors
To assess effect level, first start with your gut feeling, given
this situation. If needed, consider each factor and determine
if the PC has an advantage or disadvantage there. If the PC
has the advantage, consider raising their effect level. If they
have the disadvantage, consider reducing their effect level.
Every factor won't always apply to every situation.
Quality
Scale
Potency
Dominant Factors
12
consequences
& resistance
consequences & resistance
Enemy actions, bad circumstances, or the outcome of an
action roll can result in consequences for the PC. There are
six types of consequences:
It takes extra time.
You have reduced effect.
You end up in a worse
position.
Extra Time
Reduced Effect
Worse Position
Complication
Suffer Harm
need
help
-1d
reduced
effect
Harm Examples
Lesser: Strained, Tired, Nervous, Confused, Slowed, Battered.
Standard: Exhausted, Knife Wound to Arm, Concussion, Seduced.
Severe: Bleeding Out, Broken Leg, Shot in Chest, Badly Burned.
Fatal: Electrocuted, Disintegrated, Drowned, Torn Apart.
Resistance
Armor
13
fortune
roll
the fortune roll
The fortune roll is a tool the GM can use to disclaim decision making. You
use a fortune roll in two different ways:
fortune roll
1d for each Trait rating.
If two parties are directly opposed, make a fortune roll for each side to
see how they do, then assess the outcome of the situation by comparing
their performance levels.
The fortune roll is a tool to help the GM manage all the various moving
parts of the living city of Duskwall. Sometimes a quick roll is enough to
answer a question or inspire an idea for what might happen next. The
fortune roll is the GM's resource. It should not be used to replace the
players' rolls in the game.
14
planning
planning & flashbacks
Your crew spends time planning each score. They huddle around
a flickering lantern in their lair, looking at scrawled maps,
whispering plots and schemes, bickering about the best approach,
lamenting the dangers ahead, and lusting after stacks of coin.
But you, the players, don't have to do the nitty-gritty planning.
The characters take care of that, off-screen. All you have to do
is choose what type of plan the characters have already made.
That's right; the planning phase is over as soon as you start it.
There are five different types of plan, each with a missing detail
you need to provide. To "plan an operation," simply choose the
plan and supply the detail. Then the GM will cut to the action as
the first moments of the operation unfold at the target location.
There's no need to sweat all the little details and try to cover
every eventuality ahead of time, because the engagement roll
(detailed at right) ultimately determines what troubles appear
when the plan is put in motion. No plan is ever perfect. You can't
account for everything. This system assumes that there's always
some unknowns factors and troublemajor or minor in every
operation; you just have to make the best of it.
assault
The Detail
When you choose a plan, you provide a missing detail, like the
point of attack, or social connection, etc. If you don't know the
detail, you can scout it out or gather information in some other
way. The GM assesses the strength of this detail to determine
how many dice you get for the engagement roll. Your plan is
more likely to go smoothly if you're acting on good information.
Engagement Roll
Once you have a plan and the detail, you can make an engagement
roll to determine the starting situation the team is in when we
cut to the action. Are they smoothly in control? Or have things
not started well? If the situation is already well established, you
can go without an engagement roll. Use it when you need to.
The engagement roll is a fortune roll, using the vulnerability
of the target as the trait for the roll. The more vulnerable the
target, the more dice you roll.
Judge the vulnerability of the target by comparing the details of
the PC's plan against the awareness and readiness of the target
versus that type of plan.
deception
occult
social
Linked Plans
Flashbacks
15
teamwork
teamwork
Teamwork
Moves on Point
On Point: Set Up
When you perform a setup action, you may perform an action that will
have an indirect effect on an obstacle. If your action has its intended
result, any member of the team who follows through on your maneuver
gets +1 effect level.
Moves as Backup
When you're backup, in addition to normal actions and rolls, you have
access to two special teamwork maneuvers:
Face a danger in place of the character on point.
Assist another character on the team.
Backup: Assist
When you assist another character, take 1 stress to give them 1 bonus
die to their roll. Only one teammate can assist a given roll. Describe
how your character assists.
16
advancement
advancement
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.
Rolan Volaris
PC Advancement
Crew Advancement
Review the crew advancement items, and mark 1 tick for each item
that you did during the previous session. If you've done the same
item multiple times, you can take multiple ticks.
Each player keeps track of the experience points (xp) that their character
earns. During the game session, you mark 1 xp each time:
Your character performs 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." To ' address a challenge', your
character should take a significant action to attempt to overcome a
tough obstacle or threat. It doesn't matter if the action is successful
or not. You get xp either way.
At the end of each session, you may earn 1 bonus xp for each of the
following:
When you mark 8 crew advancement ticks, clear the ticks and choose
a new crew upgrade or a new special ability.
In addition, each PC gets 1 coin (+2 per crew tier) as their share
of the profits, which they may keep as spendable currency on hand or
permanently stash away for retirement. A character can hold up to 2
personal coin. Any excess must be stashed or spent as soon as possible.
playbook advancement
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 of the actions under that attribute.
This character has filled their Insight
attribute track, so the player chooses
to take an additional action dot in
the Tinker action.
insight
hunt
study
survey
tinker
17
After a score, the PCs take stock of their payoff from the
operation and deal with any outstanding entanglements that
the crew is involved in.
Payoff
Entanglements
Your scoundrels and crew didn't just spring into existence tonight.
You have a complex history of favors, commitments, debts, and
promises that got you where you are today. To reflect this, after
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
of the City Watch making a case against them (but ready for a
bribe), or even the attention of a vengeful ghost. See page 21
for a list of entanglements.
Coin
Crew Downtime
NPC Downtime
The NPC crews and factions also do things when you take
downtime. The GM advances their project clocks and
chooses a downtime action or two for each faction that they're
interested in at the moment:
Gathering Information
18
gm reference
fortune roll
gm goals
Arvus, Ashlyn, Birch, Bird, Branon, Brace, Brance, Brena, Bricks, Candra,
Canter, Carissa, Carro, Casslyn, Cavelle, Chime, Clave, Coil, Corille,
Cross, Crowl, Cyrene, Daphnia, Drav, Edlun, Emeline, Flint, Frog,
Frost, Grine, Helles, Hix, Holtz, Hook, Kamelin, Keel, Kelyr, Kobb,
Kristov, Laudius, Lauria, Lenia, Lizete, Lorette, Lucella, Lynthia, Mara,
Milos, Mist, Moon, Morlan, Myre, Nail, Narcus, Naria, Needle, Noggs,
Odrienne, Orlan, Phin, Polonia, Pool, Potch, Quess, Remira, Ring,
Roethe, Sesereth, Sethla, Silver, Skannon, Skeever, Skinner, Song, Stavrul,
Stev, Syra, Talitha, Tesslyn, Thena, Thistle, Thorn, Timoth, Tocker, Una,
Vauri, Veleris, Veretta, Vestine, Vey, Volette, Vond, Weaver, Wester.
gm principles
gm actions
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
vice
0 Stress for a normal action for which you had easy opportunity.
1 Stress for a complex action or unlikely opportunity.
2 Stress for an elaborate action which involved several special
opportunities or contingencies.
consequences
It takes extra time.
effect
How does the effect manifest?
If there's a clock for your obstacle, tick
segments equal to the effect level.
effect modifiers
-
quality
scale
potency
+
+
+
duskwall notables
The Eye, anonymous leader of The Unseen. The Hand, chief
lieutenant. Groll, a mid-level thug with ambitions.
Lyssa, a crime boss. Cold and calculating. Killed her former
boss, Roric.
The Dimmer Sisters. People say theyre witches who drink
blood. Never seen outside their home.
Ulf Ironborn, a brutal Skovlander, looking to seize a ward.
Mylera Klev, leader of the Red Sash gang. Prizes fine art.
Baszo Baz, leader of the Lampblacks. A lover of whisky.
Merrul Brime, a secrets broker, proprietor of the Hooded Fox.
Lady Devira, a city magistrate on the payroll of criminals.
Mordis, a merchant of the night market. A fence. Hides his
true appearance under a heavy robe and hood.
Taffer, a merchant of the night market. A cultist.
Jira, a merchant of the night market. A smuggler.
Elstera Avrathi, resident diplomat of Iruvia.
Brynna Skyrkallan , resident diplomat of Skovlan.
Tyrsin Nol, resident diplomat of Severos.
Andris, a spy and informant with flexible loyalties.
Krop, a constable of the watch. Refuses bribes.
Lewit, Jol, Cinda, Reyf, bluecoats of the watch.
Rolan Wot, a judge-inspector. Rooting out corruption.
Casslyn Mora, a judge with family ties to criminals.
Belindra, a jailor of Ironhook Prison.
Ereth Skane, an advocate with unseemly vices.
Denkirk Sol, an advocate with surprising scruples.
Polix, attache to the Lord Governor of Duskwall. A secret
spiritualist and rune-binder.
Nyryx and Hoxan, rogue spirits possessing the bodies of
streetwalkers, looking for a whisper to serve.
Levyra, a spirit medium.
Kember, a distiller of essences and potions, proprietor of
the Devils Tooth.
Raffello, a master painter obsessed with the unnatural.
Lannic, an expert art forger.
Coalridge
The Docks
Crows Foot
Dunslough
Barrowcleft
Charhollow
locations
Undercross
Echo Gardens
The Night Market
The Canals
Chalk Street Bridge
Candle Street Bridge
Gaddoc Rail Station
Heartbreak Square
The Anvilworks
Black Circle
Bellweather Crematorium
Ironhook Prison
taverns
player reference
action roll
1d for each Action dot.
Dominant
fortune roll
1d for each Trait rating.
6: You do it.
4/5: You do it, but there's a consequence: it takes extra time,
you have reduced effect, you end up in a daring position.
1-3: You're blocked, you hesitate, or you falter. Press on by
seizing a daring opportunity, or withdraw and try a different
way.
resistance roll
Daring
You go head to head. You act under fire. You take a risk.
Critical: You do it with increased effect.
6: You do it.
4/5: You do it, but there's a consequence: you suffer harm,
a complication occurs, you end up in a desperate position.
1-3: Things go badly. You suffer harm, a complication occurs,
you end up in a desperate position.
Desperate
player reference
the payoff
entanglements
After a payoff, roll an entanglement according to your level of Heat plus your Wanted Level:
level: 0-3
level: 4, 5
level: 6+
1: Gang Trouble
1: Gang Trouble
1: Gang Trouble
2: Unquiet Dead
2: Unquiet Dead
2: Demonic Notice
3: Rivals
3: Reprisals
3: Show of Force
4, 5: Questioning
4, 5: Interrogation
6: Cooperation
6: Show of Force
6: Arrest
heat
After a score, the crew takes heat according to the
nature of the operation. Add +2 heat for a highprofile target. Add +2 heat if killing was involved.
+ Any additional heat from complications or devil's
bargains during the score.
downtime
Between scores, each PC gets two downtime actions. Choose from the options below. You may take
additional downtime actions by spending 1 coin or 1 rep for each extra action.
For any downtime roll, add +1d to the roll if you get help from a friend or contact. After the roll,
you may increase the result level by one for each coin spent, by hiring assistance (so, a 1-3 result
becomes a 4/5, 4/5 becomes 6, 6 becomes Critical).
vice
Indulge your Vice. Clear 1 stress + your Vice rating. Also, clear +4 stress if you
overindulge.
recover
Remove all level 1 harm. You also recover all of your armor uses. You may
also seek treatment for level 2 and level 3 harm. Treating harm is a long term
project (GM sets the clock size). Use the crew's tier as the default trait if
nothing else applies. You may treat yourself, but suffer 2 stress when you do so.
long term
project
Work on a Long Term Project. Roll a trait and mark 1-segment on the project
clock per result level (1-3: one, 4/5: two, 6: three, Crit: four).
acquire
asset
Acquire temporary use of an asset. Roll the crew's Tier. The result indicates
the quality of the asset (1-3: Poor, 4/5: Standard, 6: Fine, Crit: Exceptional).
train
Mark 1 xp for an attribute or your playbook (if you have the appropriate crew
training upgrade). You can train a given trait only once per downtime.
gather
info
Spend time to gather information away from danger. The action roll result
indicates the quality (1-3: Poor, 4/5: Standard, 6: Fine, Crit: Exceptional).
reduce
heat
Say how you reduce Heat on the crew and roll your crew's Tier. Reduce heat
by 1 per result level (1-3: one, 4/5: two, 6: three, Crit: four).
character creation
1. Choose Playbook
...and detail it with a note about your family life. For example, Skovlan:
Ore Miners. Assign an action dot based on your Heritage choice (max
starting action rating is 2).
4. Choose a Background
...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).
6. Items Carried
You have access to all of the items on your character sheet. For each
operation, decide what your character's load will be. During the
operation, you may decide that your character has an item by checking
the box for the item you want to use up to a number of items equal
to your chosen load. Your load determines your movement speed
and conspicuousness (items in italics don't count toward your load):
Light (youre faster and less conspicuous. you can blend in with citizens).
Normal (you look like a scoundrel, ready for trouble). Heavy (youre
slower. you look like an operative on a mission). Some items count
as two items for load (they have two connected boxes). Note that the
Cutter playbook can carry a heavier load.
You begin with all of your friends. Mark the one who is a close
friend, long-time ally, family relation, or lover (the upward-pointing
triangle). Mark one who is a former friend turned rival, enemy, scorned
lover, betrayed partner etc. (the downward-pointing triangle).
Waxed Coat
Long Scarf
Leathers
Eelskin Bodysuit
Hide & Furs
Scavenged Uniform
Threadbare Tatters
Fitted Leggings
Actions
Attune to spirits and the ghost field; channel
electroplasmic energy; perceive and communicate
with ghosts; understand spectrology.
Command obedience with your force of personality;
intimidate or threaten; lead an action with one of the
crew's gangs.
Consort with connections from your heritage,
background, friends, or rivals to gain access to
resources, information, people, or places.
Finesse an item from someone's pocket; employ
subtle misdirection or sleight-of-hand; handle a
vehicle or a mount.
Hunt a target; gather information about location and
movements; attack with precision fire from a distance.
Prowl about unseen and traverse obstacles; climb,
swim, run, jump, and tumble. Ambush with close
violencea backstab, throat cutting, black-jack, etc.
Skirmish with an opponent in close combat; assault
or defend a position; brawl and wrestle.
Study a person, document, or item with close scrutiny
to gather information and apply knowledge; gain a
deeper understanding; do research.
Survey a location or situation to understand what's
going on; sense trouble before it happens; gather
information about opportunities or exploits.
Sway someone with charm, logic, deception,
disguise, or bluff; change attitudes or behavior with
manipulation or seduction.
Tinker with mechanisms to create, modify, disable, or
repair; disable a trap, pick a lock, or crack a safe. Use
the ubiquitous clockwork and electroplasmic devices
around the city to your advantage.
Wreck a place, item, or obstacle with savage force or
carefully applied sabotage; breach defenses with force;
create distractions and chaos.
cutter
a dangerous and
intimidating
fighter
special abilities
name
alias
look
vice
stress
charitycollectiondrinkdrugsfaithgambling
isolationloversluxuriesobligationpainweird
armor
trauma
battleborn
harm
3
2
1
notes / projects
+heavy
need
help
-1d
less
effect
coin
stash
Tough as Nails: When you resist with Prowess, you get +1d.
Savage: When you make an example of someone, your opponents
lose heart. When you Command their fear, take +1d.
Ghost Fighter: You may imbue your hands, melee weapons, or tools
with spirit energy. You gain potency in combat vs. the supernatural.
Battleborn: You get special armor against physical attacks in
combat. When you roll a critical in combat, clear 1 stress.
Not to be Trifled With: You're an expert in group combat. In
a melee, you and your team ignore effect reduction due to scale.
Leader: When you Command a gang in combat, they stand fast
when they would otherwise break or flee. They get 1 armor.
Veteran: Choose a special ability from another source.
dangerous friends
Marlane, a pugilist
Grace, an extortionist
mark xp:
Spiritbane charm
Demolition tools
playbook advancement
teamwork
Lead a group action.
Set up another character.
Face danger for a teammate.
Assist another character.
insight
hunt
study
survey
tinker
prowess
finesse
prowl
skirmish
wreck
resolve
attune
command
consort
sway
bonus dice
+ push (You take 2 stress)
+ assist (They take 1 stress)
+ devil's bargain
4 light
5 normal
7 heavy
A Blade or Two
Throwing Knives
An Unusual Weapon
Armor
+Heavy
Burglary Tools
Climbing Gear
Arcane Implements
Documents
Subterfuge Supplies
Tinkering Tools
planning
gather information
hound
a deadly
marksman and
tracker
special abilities
name
alias
look
heritage:akorosthe dagger isles background:academiclaborlaw
iruviaseverosskovlantycheros
trademilitarynobleunderworld
vice
stress
charitycollectiondrinkdrugsfaithgambling
isolationloversluxuriesobligationpainweird
armor
trauma
cold
harm
need
help
-1d
1
notes / projects
+heavy
less
effect
coin
stash
deadly friends
Steiner, an assassin
Celene, a sentinel
Melvir, a physicker
Veleris, a spy
mark xp:
Electroplasmic ammunition
Spyglass
Spiritbane charm
playbook advancement
teamwork
Lead a group action.
Set up another character.
Face danger for a teammate.
Assist another character.
insight
hunt
study
survey
tinker
prowess
finesse
prowl
skirmish
wreck
resolve
attune
command
consort
sway
bonus dice
+ push (You take 2 stress)
+ assist (They take 1 stress)
+ devil's bargain
3 light
5 normal
6 heavy
A Blade or Two
Throwing Knives
An Unusual Weapon
Armor
+Heavy
Burglary Tools
Climbing Gear
Arcane Implements
Documents
Subterfuge Supplies
Tinkering Tools
planning
gather information
leech
insight
a saboteur
and tinkerer
special abilities
name
alias
look
heritage:akorosthe dagger isles background:academiclaborlaw
iruviaseverosskovlantycheros
trademilitarynobleunderworld
vice
charitycollectiondrinkdrugsfaithgambling
isolationloversluxuriesobligationpainweird
stress
armor
trauma
+heavy
fortitude
harm
need
help
-1d
-1
effect
notes / projects
coin
stash
deadly friends
Stazia, an apothecary
Veldren, a psychonaut
Malista, a priestess
mark xp:
Spiritbane charm
playbook advancement
teamwork
Alchemicals
Bandolier
Bandolier
Drugs
Trance Powder
Quicksilver
Bloodneedle
Spark
Dream Smoke
Black Lotus
Essences
Dream
Death
Life
Rage
Shadow
Thought
Oils
Binding
Ghost
Lightning
Fire
Drift
Silence
Poisons
Devilroot
Chokedust
Eyeblind
Standstill
Skullfire
Heartcalm
Potions
Spider
Sight
Ironskin
Bull
Viper
Vitality
hunt
study
survey
tinker
prowess
finesse
prowl
skirmish
wreck
resolve
attune
command
consort
sway
bonus dice
+ push (You take 2 stress)
+ assist (They take 1 stress)
+ devil's bargain
3 light
5 normal
6 heavy
A Blade or Two
Throwing Knives
An Unusual Weapon
Armor
+Heavy
Burglary Tools
Climbing Gear
Arcane Implements
Documents
Subterfuge Supplies
Tinkering Tools
planning
gather information
lurk
a stealthy
infiltrator and
burglar
special abilities
name
alias
Ambush: When you attack from hiding or spring a trap, take +1d.
Tenacious: Take 1 stress to ignore a harm penalty.
look
heritage:akorosthe dagger isles background:academiclaborlaw
iruviaseverosskovlantycheros
trademilitarynobleunderworld
vice
stress
charitycollectiondrinkdrugsfaithgambling
isolationloversluxuriesobligationpainweird
armor
trauma
shadow
harm
need
help
-1d
1
notes / projects
+heavy
less
effect
coin
stash
Reflexes: When there's a question about who acts first, the answer
is you (two characters with Reflexes act simultaneously).
Veteran: Choose a special ability from another source.
deadly friends
Telda, a beggar
Darmot, a bluecoat
Frake, a locksmith
mark xp:
Fine lockpicks
Dark-sight goggles
Spiritbane charm
playbook advancement
teamwork
Lead a group action.
Set up another character.
Face danger for a teammate.
Assist another character.
insight
hunt
study
survey
tinker
prowess
finesse
prowl
skirmish
wreck
resolve
attune
command
consort
sway
bonus dice
+ push (You take 2 stress)
+ assist (They take 1 stress)
+ devil's bargain
3 light
5 normal
6 heavy
A Blade or Two
Throwing Knives
An Unusual Weapon
Armor
+Heavy
Burglary Tools
Climbing Gear
Arcane Implements
Documents
Subterfuge Supplies
Tinkering Tools
planning
gather information
slide
a subtle
manipulator
and spy
special abilities
name
alias
look
Team Player: When you lead a group action using your highest
rated action, you can suffer only 1 stress at most from any failed rolls.
charitycollectiondrinkdrugsfaithgambling
isolationloversluxuriesobligationpainweird
vice
stress
armor
trauma
subterfuge
harm
need
help
-1d
less
effect
notes / projects
+heavy
coin
stash
deadly friends
Nyryx, a prostitute
Harker, a jail-bird
mark xp:
Trance powder
A cane-sword
Spiritbane charm
playbook advancement
teamwork
Lead a group action.
Set up another character.
Face danger for a teammate.
Assist another character.
insight
hunt
study
survey
tinker
prowess
finesse
prowl
skirmish
wreck
resolve
attune
command
consort
sway
bonus dice
+ push (You take 2 stress)
+ assist (They take 1 stress)
+ devil's bargain
3 light
5 normal
6 heavy
A Blade or Two
Throwing Knives
An Unusual Weapon
Armor
+Heavy
Burglary Tools
Climbing Gear
Arcane Implements
Documents
Subterfuge Supplies
Tinkering Tools
planning
gather information
whisper
an arcane
adept and
channeler
special abilities
name
alias
look
heritage:akorosthe dagger isles background:academiclaborlaw
iruviaseverosskovlantycheros
trademilitarynobleunderworld
vice
stress
charitycollectiondrinkdrugsfaithgambling
isolationloversluxuriesobligationpainweird
armor
trauma
beyond
harm
need
help
-1d
1
notes / projects
+heavy
less
effect
coin
stash
deadly friends
Scurlock, a vampire
Setarra, a demon
Quellyn, a witch
mark xp:
Electroplasm vials
Ghost key
Demonbane charm
playbook advancement
teamwork
Lead a group action.
Set up another character.
Face danger for a teammate.
Assist another character.
insight
hunt
study
survey
tinker
prowess
finesse
prowl
skirmish
wreck
resolve
attune
command
consort
sway
bonus dice
+ push (You take 2 stress)
+ assist (They take 1 stress)
+ devil's bargain
3 light
5 normal
6 heavy
A Blade or Two
Throwing Knives
An Unusual Weapon
Armor
+Heavy
Burglary Tools
Climbing Gear
Arcane Implements
Documents
Subterfuge Supplies
Tinkering Tools
planning
gather information
standard items
cutter items
of your choice.
of your choice.
lurk items
hound items
slide items
prefer to avoid.
at long range.
a dreamlike state.
whisper items
leech items
a noble's cane.
prefer to avoid.
crew creation
1. Choose Crew Type
Your crew type represents the nature of your crew, its special
abilities, and how they advance. In the full game, there are
several to choose from. In this quick start, you're Thieves.
2. Choose a Special Ability
Choose 1 starting special ability for the crew.
3. Choose Reputation
Your crew's reputation represents how you're known in the
criminal underworld. You earn crew XP when you bolster
your crew's reputation.
Creating a Gang
Crew Upgrades
Choose an advantage:
thieves
gang
special abilities
name
reputation ambitiousbrutal
daringhonorableprofessional
savvysubtlestrange
lair
coin
|
wanted
heat
claims
claims
hold
turf
turf
+3 hold
+2 hold
turf
turf
+4 hold
+1 hold
total
hold
rep
tier
luxury fence
gambling den
+1 coin for
burglary scores
+3 hold, +1 coin
per downtime
bazaar
+1d engagement
roll for shakedown
lookouts
turf
lair
+1d to spot or
escape trouble
+1 hold
Everyone Steals: Each PC may raise one action rating from zero
to 1, from the following options: Prowl, Finesse, Sway, or Tinker.
Pack Rats: Your lair is a jumble of stolen items. When you roll
to acquire an asset, take +1d.
adepts
killers
rooks
rovers
shadows
thugs
HARM
fearsome
loyal
tenacious
principled
savage
unreliable
BROKEN
IMPAIRED
WEAK
ARMOR
quality
Slippery: When you roll entanglements, roll two dice and keep
the one you want. When you reduce heat on the crew, take +1d.
Swarm: When you perform a group action, you do +1 effect.
Shadows: All of your gangs get the Shadows type for free (so
you can choose another one).
Second Story: When you execute an infiltration or burglary,
you get +1d to the engagement roll.
Hardcases: When you execute a robbery or shakedown, you
get +1d to the engagement roll.
Ghost Echoes: 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 Duskwall.
gang
adepts
killers
rooks
rovers
shadows
thugs
HARM
fearsome
loyal
tenacious
principled
savage
unreliable
BROKEN
IMPAIRED
WEAK
ARMOR
quality
crew advancement
watch
reports
+1d engagement
roll for burglary
city records
+1 effect to
gather info on
targets
street fence
drug den
+1 coin for
robbery scores
+3 hold, +1 coin
per downtime
ambush
points
+1d engagement
roll for robbery
crew upgrades
gangs / experts
Add a gang
Add an expert
Upgrade
Upgrade
Upgrade
Upgrade
Upgrade
gang
contacts
item quality
Documents
Gear
Implements
Supplies
Tools
Weapons
lair
Carriage House
Boat House
Hidden
Quarters
Secure
Vault
Workshop
enhancement
Dowler, an explorer
Prowess Training
Laroze, a bluecoat
Resolve Training
Amancio, a broker
Insight Training
Fitz, a collector
Mastery
Safe Houses
Investments
hunting grounds
adepts
killers
rooks
rovers
shadows
thugs
HARM
fearsome
loyal
tenacious
principled
savage
unreliable
expert
ARMOR
HARM
IMPAIRED
expert
WEAK
HARM
BROKEN
name
type
quality
WEAK
BROKEN
name
type
quality
IMPAIRED
quality
quality
BROKEN
IMPAIRED
WEAK
factions of duskwall
criminal underworld
city institutions
The Unseen
iv 30
Duskwall Council
iv 40
Ministry of Transport
iv 28
iii 19
iii 20
Ironhook Prison
iii 25
Leviathan Hunters
iii 20
The Horde
iii 20
Lord Scurlock
iii 24
Spirit Wardens
iii 24
Ministry of Provisions
iii 20
ii 14
The Hive
iii 19
Bluecoats
iii 20
Merchant Guild
iii 20
The Reconciled
ii 12
ii 17
Skovlan Consulate
iii 18
Sailors
iii 18
ii 12
The Crows
ii 15
Inspectors
ii 14
Dockers
iii 18
i 6
The Lampblacks
ii 12
Ink Rakes
ii 12
Gondoliers
ii 14
Deathlands Scavengers
i 3
ii 12
Sparkwrights
i 9
Cabbies
i 6
ii 12
Imperial Guard
i 9
Rail Jacks
i 8
Ulf Ironborn
i 9
Iruvian Consulate
i 5
i 8
Severosi Consulate
i 4
The Eels
i 7
i 3
The Lost
i 6
others
Skovlander Refugees
iv 12
starting
the game
starting the game
Explain the Situation
Read or summarize the info on page 4.
Play the NPCs. Mylera, Bazso, and Lyssa all have thiefy things that
need doing, so they'll offer the PCs jobs (until the PCs make an
enemy of them, of course). Use the scores tables on page 40 for
ideas. Also, each faction is vulnerable to thievery in some way.
How can the players use their crew's strengths to profit from this
situation? Ask them how they want to gather information, which
leads to a plan (or vice versa).
Score I
Who's on point?
There 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, then ask who's on point, and get to it.
Score II
The Campaign
This quick start isn't really meant for a campaign, but, you can easily
play out the consequences of the starting situation over several
sessions. Who ends up running the ward? Do the PCs use the
situation to rise up in the faction ranks? Do they manage to play for
all three sides, or do they have to take a stand? Plenty of material
to work with there.
Score III
Lyssa is vulnerable. She needs assistance if
she's gonna seize control of the ward.
Steal some loot and bring it to her to help
her pay for bribes and thugs to seize the
ward. Profit and status both, for you.
What's the plan? Provide the detail.
Who's on point?
33
scores
To generate a score, roll or choose on the following tables. Still a work in progress.
1. CLIENT / 3. TARGET
2. WORK
4. LOCATION
5. TROUBLES
civilian
skullduggery
mood
barriers
Academic or Scholar
Stalking or Surveillance
Haunted or Cursed
Laborer or Tradesman
Sabotage or Arson
Abandoned or Decrepit
Courier or Sailor
Lift or Plant
Busy or Crowded
Merchant or Shopkeeper
Lavish or Refined
Artist or Writer
Burglary or Heist
Dank or Dismal
Runes / Wards
Doctor or Alchemist
Serene or Silent
Electroplasmic Security
criminal
violence
type
dangers
Assassinate
Ship or Dockside
Mercenary or Thug
Disappear or Ransom
Canals or Grotto
Toxic Substances
Fence or Gambler
Terrorize or Extort
Clockworks / Automatons
Spy or Informant
Destroy or Deface
Tavern or Restaurant
Alarms
Smuggler or Thief
Raid or Defend
Shop or Marketplace
Rogue spirits
Crime Boss
Tower or Keep
Electroplasmic Devices
political
underworld
type
opposition
Noble or Official
Escort or Security
Manor or Villa
Banker or Captain
Smuggle or Courier
Sewer or Slaughterhouse
Bluecoats / Imperials
Revolutionary or Refugee
Blackmail or Discredit
Workshop or Factory
Clergy or Cultist
Con or Espionage
Barracks or Bunkhouse
Constable or Inspector
Locate or Hide
Rail Station
Library or School
Hollows
strange
unnatural
ward
Curse or Sanctify
Whitecrown or Brightstone
Occult Collector
Banish or Summon
Extract Essence
Mightmarket or Silkshore
Demon (disguised)
Possessed or Hollow
Barrowcleft or Charhollow
6. TWIST OR COMPLICATION
1
2
3
4
5
purveyors of vice
affiliation
lovers
The Unseen.
The Hive.
The Circle of Flame.
drink
Mardin Gull, The Leaky Bucket, Crow's Foot.
Pux Bolin, the Harping Monkey, Nightmarket.
Helene, Silver Stag casino, Silkshore.
Harvale Brogan, The Centuralia, Six Towers.
luxuries
Singer, bath house, Crows Foot.
Travens smoke shop, Coalridge.
drugs
weird
The hooded proprietor of a half-flooded grotto
tavern near the docks. Strange passageways
lead to stranger chambers beyond.
faith
Sister Narya of the Weeping Lady.
The ruins of the Temple to Forgotten Gods,
Coalridge.
gambling
Spoggs dice game, Dunslough.
Grist, boxing, the Docks.
Helene, Silver Stag casino, Silkshore.
Master Vreen, hound racing, Nightmarket.
Lady Devera, The Dusk Manor Club, Whitecrown.
35
the
unquiet
the unquiet
dead dead
They say anything can be sold on the streets
of Duskwall. But have you ever tried to unload
a cursed spirit bottle? Yeah, all of sudden the
market dries up.
Flint
details
A spirit rises from its corpse three days
after death, unless the body is dissolved in
electroplasm before then.
Bellweather Crematorium (operated by the
bronze-masked Spirit Wardens) handles most
of the corpse disposal in Duskwall. But some
rogue spirits still haunt the city.
Ghosts are not the only undead. A variety of
strange beings stalk the darkest shadows.
Spectrology
Its said that the cataclysm which shattered the earth, banished the
sun, and turned the seas to black ink was caused by a sorcerer who
dabbled in forbidden magic and tore down the Gates of Death.
But who believes such ancient tales? Whatever the truth of 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
of electroplasmic vapors.
It takes roughly three days for a ghost to become free of the corpse.
It is then free to wander the world, consumed by darker and darker
urges until it goes entirely mad and monstrous. If the corpse is
dissolved in electroplasm before then, the spirit, too, is destroyed.
But there are other ways for body and spirit to relate...
Soul. A living body with its own spirit. The normal state of affairs.
Possessed. A living body containing two (or more) spirits.
Hollow. A living body without a spirit. Usually dim-witted and
easily controlled.
Hull. A clockwork body animated by a bound spirit.
Undead. A dead body animated and sustained by a spirit.
Sometimes called a vampirethough only some crave hot
blood.
Ghost. A spirit without a body. Craves life essence and
vengeance on its earthly enemies. Can coalesce into semi-solid
electroplasmic vapor or diffuse into a fine haze.
Spirit-Well: A rift in reality where ghosts and other
supernatural beings congregate to draw energy. In ancient myth,
a spawning ground for demons.
Electroplasm: The energetic residue distilled from spirits
and leviathan blood.
Whisper: A person sensitive to spirits. May be able to summon
and communicate with ghosts.
36
strange
powers
strange powers
details
xxx
xxx
Whispers
Alchemy
Ritual Questions
What is the effect you want to achieve and how do you make it
weird? I want to search the scene for traces of those who attacked.
I do this by seeing the ghosts of the actions they left behind.
What is the weird ritual you perform? I pull out my pipe and
drop in a ball of the good stuff. You know, black lotus laced with
crematory ash.
Why does that work? Thats easy. You want to see beyond the veil,
you gotta take a little trip there yourself.
What is the price and to whom do you pay it? Well the door
swings both ways right? You borrow some death. They borrow
some life.
How did you learn this technique? I bought some shit off this
guy once and it turns out he gave me some of his personal stash
by mistake. Now Im a regular buyer.
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duskwall
blackvale
Tycheros
Akoros
[Dark forests, rocky hills. Rich coastal cities and some mining colonies deep inland.]
lockport
Skovlan
duskwall
Severos
[Windswept grass plains. Outside the Imperial cities, some native Serverosi still live
in tribes, scavenging the death-lands on their ghost-hunting horses.]
Iruvia
arvaedh
whitehollow
[Golden deserts. People say that some positions of power are openly held by demons
in Iruvia.]
wintercliff
Akoros
tyrmoor
[Tropical, jungle. People there live without lightning barriers. How do they manage
that?]
Skovlan
ilysia
[Cold, mountainous, wild. The last holdout from Imperial control. The war of Skovlan
Unity ended only a few years ago.]
Tycheros
[A far off land, disconnected from the Empire. People say the Tycherosi (rudely
called "Strangers") have demon blood. If you play one, tell the group what your
telltale demonic feature is.]
The islands have wildly different climates due to magical weirdness from the
cataclysm. The "water" of the Never Sea seems to be composed of opaque black ink,
but it's possible to see constellations of shimmering stars far below the surface. The
sun is a dim ember, providing only purpleish twilight at dawn and dusk; leaving the
world in darkness otherwise.
imperial
city
sevrin
Severos
south
point
cullfield
thorn
irondale
sunfall
bright
harbor
(eldira)
The
Dagger
Isles
Iruvia
mistport
kethrys
u'duasha
alduara
Travel in Darkness
Duel
When you slip through the shadows across the streets of the
city, your position is...
Consequences
Harm: You might be tired; you might pull a muscle or twist
an ankle while traversing the rooftops and sky-ways.
Worse Position: You traverse into a dangerous area,
raising the stakes: a smuggler's cache, a secured factory, a
haunted house, a crime in progress.
Complication: You attract the attention of a bluecoat patrol
or a gang of enemies that move to follow your trail (start a
clock: followed).
Effects
Limited: How is the effect diminished? You have difficulty
finding a good route, backtracking several times. What
significant obstacle remains? The rest of your journey
remains; you'll arrive later than expected.
Standard: How does the effect manifest? You find a good
path across sky-bridges and rooftops. You travel at normal
speed.
Great: How is the effect increased? You use secret shortcuts,
covering a lot of ground quickly. What extra benefit
manifests? You travel faster than expected.
Consequences
Harm: You might be tired; you might pull a muscle or twist
an ankle while traversing the rooftops and sky-ways.
Worse Position: You traverse into a dangerous area,
raising the stakes: a smuggler's cache, a secured factory, a
haunted house, a crime in progress.
Complication: You attract the attention of a bluecoat
patrol or a gang of enemies that move to follow your trail
(start a clock: followed).
Effects
Limited: How is the effect diminished? You have difficulty
finding a good route, backtracking several times. What
significant obstacle remains? The rest of your journey
remains; you'll arrive later than expected.
Standard: How does the effect manifest? You find a good
path across sky-bridges and rooftops. You travel at normal
speed.
Great: How is the effect increased? You use secret shortcuts,
covering a lot of ground quickly. What extra benefit
manifests? You travel faster than expected.
When you fight toe to toe, pitting your skill against the
enemy, your position is...
Consequences
Harm: You might be killed by a fatal blow; you might be
seriously wounded or bashed and battered; you might be
exhausted from the effort; you might be shaken by the violence.
Worse Position: You lose the initiative and your opponent
seizes an advantage. You're disarmed or grappled and pinned.
You're backed into a corner or a precarious spot.
Complication: You attract the attention of a bluecoat patrol
(start a clock: wanted). The opponent's allies join in the fray.
You're cut and bleeding, or concussed and woozy (clock:
incapacitated).
Extra Time: You're entangled in the duel for some time,
feinting and probing as you or your opponent plays it safe
and cautious.
Effects
Limited: How is the effect diminished? You manage to land
only indirect blows, diminished by the enemy defense.
Standard: How does the effect manifest? You maneuver and
counter to land a solid blow.
Great: How is the effect increased? You manage to land a
serious blow, striking a vulnerable pointyou smash them
in the temple, cut a deep wound, twist and crush a joint, etc.
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Consequences
Harm: You might be uncertain or unwilling; you might be
subdued or drained; you might be panicked.
Worse Position: Because of the pressure, you make a
mistake that puts you in a bad spot. You let the opposition
gain an advantage.
Complication: You fail to notice something important.
You give the opposition an opportunity (they tick a clock).
Extra Time: You hesitate and lose time.
Survive an Ambush
When you are set upon by enemies lying in wait, roll your
Insight to resist the consequences.
[...]
Read a Person
When you [...]
Questions
What do they intend to do?
What are they really thinking or feeling?
How could I get them to X?
Questions
What should I be on the lookout for
What's really going here?
What's a good way in or way out?
Questions
What do the ghost echoes show me about what happened here
recently? Are there any echoes strong enough to view the more
distant past?
Where is the greatest concentration of plasmic energy here?
Which spirits might I summon forth here?
How is this spirit corrupted in death and what does it crave?
Infiltrate Security
When you [...]
Bull's-eye
When you shoot to kill your victim at range, your position is...
43