Assassins: Blades Dark
Assassins: Blades Dark
Assassins: Blades Dark
cohort type
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 silver nails iii s leviathan hunters v s sailors iii w Six Towers iii w
lair
long-term projects
segments 0 4 6 8 segments 0 4 6 8 segments 0 4 6 8