Assassins: Blades Dark

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blades in the dark assassins

cohort type

crew sheet murderers


for hire
ARMOR

special abilities xp
name reputation
deadly: each pc may add +1 action rating to hunt, prowl, or type
cohort
skirmish (up to a max rating of 3).
lair ARMOR
crow's veil: due to hard-won experience or occult ritual,
turf hold weak strong tier your activities are hidden from the notice of the death-
rep seeker crows. you don't take extra heat when killing is
Claims involved on a score.
emberdeath: due to hard-won experience or occult ritual,
training fixer hagfish farm you know the arcane method to destroy a living victim's
vice den informants cohort type
rooms (tier roll) - heat = +2 coin for lower- +1d gather info
body disposal, +1d to spirit at the moment you kill them. take 3 stress to channel ARMOR
+1 scale for your reduce heat after electroplasmic energy from the ghost field to disintegrate
coin in downtime class targets for scores
skulks cohorts killing the spirit and dead body in a shower of sparking embers.
no traces: when you keep an operation quiet or make it look
like an accident, you get half the rep value of the target
victim cover (round up) instead of zero. when you end downtime with zero
trophies turf LAIR turf operation heat, take +1 rep.
-2 heat per score cohort type
+1 rep per score
patron: when you advance your tier, it costs half the coin it ARMOR
normally would. who is your patron? why do they help you?
protection cover predators: when you use stealth or subterfuge to commit
racket infirmary envoy identities city records murder, take +1d to the engagement roll.
+1d to healing +2 coin for high- +1d engagement for +1d engagement for
(tier roll) - heat =
deception or stealth plans vipers: when you acquire or craft poisons, you get +1 result
coin in downtime rolls class targets level to your roll. when you employ a poison, you are
social plans
specially prepared to be immune to its effects. crew upgrades
heat wanted level coin vaults veteran: choose special abilities from other crews: assassin rigging (2 free
upon crew advance, each pc gets +1 stash (+2 per tier)
load of weapons or gear)
ironhook contacts (+1
crew advancement tier in prison)
at the end of each session, for each item below, mark 1 xp (or 2 xp if that item occurred multiple
times). elite skulks (+1 quality)
execute a successful accident, disappearance, murder, or ransom operation. elite thugs (+1 quality)
contend with challenges above your current station. hardened (+1 trauma box)
bolster your crew's reputation or develop a new one.
express the goals, drives, inner conflict, or essential nature of the crew.
contacts note: these fields are editable hunting grounds lair quality
accident - disappearance - murder - ransom
trev, a gang boss carriage documents
lydra, a deal broker boat gear
irimina, a vicious noble hidden implements
quarters pet/special
karlos, a bounty hunter
secure supplies
exeter, a spirit warden vault tools
sevoy, a merchant lord workshop weapons
training cohorts
■ insight upgrade costs
■ prowess new cohort: 2
resolve add type: 2
playbook
mastery
factions of doskvol
criminal underworld city institutions labor & trade citizenry
tier hold status tier hold status tier hold status tier hold status
the unseen iv s imperial military vi s the foundation iv s Whitecrown v s

the hive iv s city council v s dockers iii s Brightstone iv s

the circle of flame iii s ministry of preservation v s gondoliers iii s Charterhall iv s

the silver nails iii s leviathan hunters v s sailors iii w Six Towers iii w

lord scurlock iii s ironhook prison iv s laborers iii w Silkshore ii s

the crows ii w sparkwrights iv s cabbies ii w Nightmarket ii s

the lampblacks ii w spirit wardens iv s cyphers ii s Crow's Foot ii s

the red sashes ii w bluecoats iii s ink rakes ii w The Docks ii s

the dimmer sisters ii s inspectors iii s rail jacks ii w Barrowcleft ii s

the grinders ii w iruvian consulate iii s servants ii w Coalridge ii w

the billhooks ii w skovlan consulate iii w Charhollow i s

the wraiths ii w the brigade ii s Dunslough i w

the gray cloaks ii s severosi consulate i s

ulf ironborn i s dagger isles consulate i s the fringe


the fog hounds i w tier hold status
the church of ecstasy iv s
the lost i w
the horde iii s

the path of echoes iii s

the forgotten gods iii w

the reconciled iii s

skovlander refugees iii w

the weeping lady ii s


tier: i, ii, iii, iv, v, vi
hold: weak, strong War deathlands scavengers ii w
status: +3 allies when you're at war with any number of factions (status -3), the following penalties apply:
+2 friendly lose 1 hold (temporarily, while the war persists). this may knock you down a tier.
+1 helpful pcs get only one free downtime action instead of two.
0 neutral
-1 interfering
take +1 heat from each score.
-2 hostile your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half
-3 war! their normal income (round down).
claims
Notes

lair
long-term projects
segments 0 4 6 8 segments 0 4 6 8 segments 0 4 6 8

filled 0 1 2 filled 0 1 2 filled 0 1 2


3 4 5 3 4 5 3 4 5
6 7 8 6 7 8 6 7 8

segments 0 4 6 8 segments 0 4 6 8 segments 0 4 6 8

filled 0 1 2 filled 0 1 2 filled 0 1 2


3 4 5 3 4 5 3 4 5
6 7 8 6 7 8 6 7 8

segments 0 4 6 8 segments 0 4 6 8 segments 0 4 6 8

filled 0 1 2 filled 0 1 2 filled 0 1 2


3 4 5 3 4 5 3 4 5
6 7 8 6 7 8 6 7 8

segments 0 4 6 8 segments 0 4 6 8 segments 0 4 6 8

filled 0 1 2 filled 0 1 2 filled 0 1 2


3 4 5 3 4 5 3 4 5
6 7 8 6 7 8 6 7 8

segments 0 4 6 8 segments 0 4 6 8 segments 0 4 6 8

filled 0 1 2 filled 0 1 2 filled 0 1 2


3 4 5 3 4 5 3 4 5
6 7 8 6 7 8 6 7 8

segments 0 4 6 8 segments 0 4 6 8 segments 0 4 6 8

filled 0 1 2 filled 0 1 2 filled 0 1 2


3 4 5 3 4 5 3 4 5
6 7 8 6 7 8 6 7 8

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