Cuarenta Anios
Cuarenta Anios
Cuarenta Anios
stash
a dangerous & coin
intimidating
crew fighter
special abilities playbook
name alias
Battleborn: You may expend your special armor to reduce harm
insight
from an attack in combat or to push yourself during a fight.
look Bodyguard: When you protect a teammate, take +1d to your resistance hunt
roll. When you gather info to anticipate possible threats in the current study
situation, you get +1 effect. survey
heritage: a koros—the dagger isles background: academic—labor—law tinker
Ghost Fighter: You may imbue your hands, melee weapons, or tools
iruvia—severos—skovlan—tycheros trade—military—noble—underworld with spirit energy. You gain potency in combat vs. the supernatural. prowess
You may grapple with spirits to restrain and capture them. finesse
Leader: When you Command a cohort in combat, they continue prowl
vice / purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird to fight when they would otherwise break (they're not taken out skirmish
stress trauma when they suffer level 3 harm). They gain +1 effect and 1 armor. wreck
cold—haunted—obsessed—paranoid
reckless—soft—unstable—vicious Mule: Your load limits are higher. Light: 5. Normal: 7. Heavy: 8. resolve
harm healing Not to be Trifled With: You can push yourself to do one of attune
need project clock
the following: perform a feat of physical force that verges on the command
3 help superhuman—engage a small gang on equal footing in close combat. consort
armor uses Savage: When you unleash physical violence, it's especially sway
2 -1d armor frightening. When you Command a frightened target, take +1d. bonus die
less heavy Vigorous: You recover from harm faster. Permanently fill in one of push yourself (take
1 effect special your healing clock segments. Take +1d to healing treatment rolls. + 2 stress) -or- accept a
notes devil's bargain.
Veteran: Choose a special ability from another source.
dangerous friends items load 3 light 5 normal 6 heavy
Marlane, a pugilist Fine hand weapon A Blade or Two
Fine heavy weapon Throwing Knives
Chael, a vicious thug
Scary weapon or tool A Pistol A 2nd Pistol
Mercy, a cold killer A Large Weapon
Manacles & chain
Grace, an extortionist An Unusual Weapon
Rage essence vial
Armor +Heavy
Sawtooth, a physicker Spiritbane charm
Burglary Gear
xp Climbing Gear
Every time you roll a desperate action, mark xp in that action's attribute. Arcane Implements
At the end of each session, for each item below, mark 1 xp (in your playbook or Documents
an attribute) or 2 xp if that item occurred multiple times. Subterfuge Supplies
You addressed a challenge with violence or coercion. Demolition Tools
You expressed your beliefs, drives, heritage, or background. Tinkering Tools
You struggled with issues from your vice or traumas during the session. Lantern
teamwork planning & load gather information
Choose a plan, provide the detail. Choose your How can I hurt them?
Assist a teammate load limit for the operation. Who's most afraid of me?
Lead a group action Assault: Point of attack Occult: Arcane power Who's most dangerous here?
What do they intend to do?
Protect a teammate Deception: Method Social: Connection How can I get them to [X]?
Are they telling the truth?
Set up a teammate Stealth: Entry point Transport: Route
What's really going on here?
hound
stash
a deadly coin
sharpshooter
crew and tracker
special abilities playbook
name alias
Sharpshooter: You can push yourself to do one of the following:
make a ranged attack at extreme distance beyond what’s normal for insight
look
the weapon—unleash a barrage of rapid fire to suppress the enemy. hunt
Focused: You may expend your special armor to resist a consequence study
of surprise or mental harm (fear, confusion, losing track of someone) survey
heritage: a koros—the dagger isles background: academic—labor—law
or to push yourself for ranged combat or tracking. tinker
iruvia—severos—skovlan—tycheros trade—military—noble—underworld Ghost Hunter: Your hunting pet is imbued with spirit energy. prowess
It gains potency when tracking or fighting the supernatural, and
gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take finesse
this ability again to choose an additional arcane ability for your pet. prowl
vice / purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird
Scout: When you gather info to locate a target, you get +1 effect. skirmish
stress trauma When you hide in a prepared position or use camouflage, you get +1d wreck
cold—haunted—obsessed—paranoid to rolls to avoid detection.
reckless—soft—unstable—vicious resolve
Survivor: From hard won experience or occult ritual, you are attune
harm healing immune to the poisonous miasma of the deathlands and are able to
need project clock subsist on the strange flora and fauna there. You get +1 stress box. command
3 help consort
Tough as Nails: Penalties from harm are one level less severe sway
armor uses (though level 4 harm is still fatal).
2 -1d armor
Vengeful: You gain an additional xp trigger: You got payback bonus die
less heavy against someone who harmed you or someone you care about. If your push yourself (take
1 effect special crew helped you get payback, also mark crew xp. + 2 stress) -or- accept a
notes Veteran: Choose a special ability from another source. devil's bargain.
harm healing Physicker: You can Tinker with bones, blood, and bodily humours to attune
treat wounds or stabilize the dying. You may study a malady or corpse. command
need project clock Everyone in your crew gets +1d to their healing treatment rolls.
3 help consort
armor uses Saboteur: When you Wreck, the work is much quieter than it sway
2 -1d should be and the damage is hidden from casual inspection.
armor bonus die
Venomous: Choose a drug or poison (from your bandolier stock) to
less heavy which you have become immune. You can push yourself to secrete it push yourself (take
1 effect special through your skin or saliva or exhale it as a vapor. + 2 stress) -or- accept a
notes Veteran: Choose a special ability from another source. devil's bargain.
Alchemicals
Bandolier clever friends items load 3 light 5 normal 6 heavy
Bandolier Stazia, an apothecary Fine tinkering tools A Blade or Two
Fine wrecking tools Throwing Knives
When you use a bandolier Veldren, a psychonaut
slot, choose an alchemical: Blowgun & darts, syringes A Pistol A 2nd Pistol
Eckerd, a corpse thief A Large Weapon
Alcahest Bandolier (3 uses)
Jul, a blood dealer An Unusual Weapon
Binding Oil Bandolier (3 uses)
Armor +Heavy
Drift Oil Malista, a priestess Gadgets
Burglary Gear
Drown Powder
Eyeblind Poison
xp Climbing Gear
Fire Oil Every time you roll a desperate action, mark xp in that action's attribute. Arcane Implements
Grenade At the end of each session, for each item below, mark 1 xp (in your playbook or Documents
an attribute) or 2 xp if that item occurred multiple times. Subterfuge Supplies
Quicksilver
You addressed a challenge with technical skill or mayhem. Demolition Tools
Skullfire Poison
You expressed your beliefs, drives, heritage, or background. Tinkering Tools
Smoke Bomb
You struggled with issues from your vice or traumas during the session. Lantern
Spark (drug)
Standstill Poison teamwork planning & load gather information
Trance Powder Choose a plan, provide the detail. Choose your What do they intend to do?
Assist a teammate load limit for the operation. How can I get them to [X]?
Lead a group action Assault: Point of attack Occult: Arcane power Are they telling the truth?
What can I tinker with here?
Protect a teammate Deception: Method Social: Connection What might happen if I [X]?
How can I find [X]?
Set up a teammate Stealth: Entry point Transport: Route
What's really going on here?
lurk
stash
a stealthy coin
infiltrator
crew and burglar
special abilities playbook
name alias
Infiltrator: You are not affected by quality or Tier when you
bypass security measures. insight
look Ambush: When you attack from hiding or spring a trap, you get +1d. hunt
Daredevil: When you roll a desperate action, you get +1d to your study
roll if you also take -1d to any resistance rolls against consequences survey
from your action. tinker
heritage: a koros—the dagger isles background: academic—labor—law
The Devil's Footsteps: When you push yourself, choose one
iruvia—severos—skovlan—tycheros trade—military—noble—underworld of the following additional benefits: perform a feat of athletics that prowess
verges on the superhuman—maneuver to confuse your enemies so they finesse
mistakenly attack each other.
prowl
vice / purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird Expertise: Choose one of your action ratings. When you lead a skirmish
group action using that action, you can suffer only 1 stress at most
stress trauma regardless of the number of failed rolls. wreck
cold—haunted—obsessed—paranoid
reckless—soft—unstable—vicious Ghost Veil: You may shift partially into the ghost field, becoming resolve
shadowy and insubstantial for a few moments. Take 2 stress when
harm healing you shift, plus 1 stress for each extra feature: It lasts for a few minutes attune
need project clock rather than moments—you are invisible rather than shadowy—you command
3 help may float through the air like a ghost consort
armor uses Reflexes: When there's a question about who acts first, the answer sway
2 -1d armor is you (two characters with Reflexes act simultaneously).
Shadow: You may expend your special armor to resist a consequence bonus die
less heavy from detection or security measures, or to push yourself for a feat push yourself (take
1 effect special of athletics or stealth. + 2 stress) -or- accept a
notes Veteran: Choose a special ability from another source. devil's bargain.
special abilities
name reputation
Everyone Steals: Each PC may add +1 action rating to Prowl,
lair Finesse, or Tinker (up to a max rating of 3).
rep turf hold weak strong tier Ghost Echoes: From weird experience or occult ritual, all crew cohort gang expert
members gain the ability to see and interact with the ghostly WEAK IMPAIRED BROKEN ARMOR
structures, streets, and objects within the echo of Doskvol that
interrogation exists in the ghost field.
loyal fence gambling den tavern
chamber
turf +2 coin for burglary (Tier roll) - Heat = +1d to Consort Pack Rats: Your lair is a jumble of stolen items. When you roll
+1d to Command
or robbery coin in downtime and Sway on site to acquire an asset, take +1d.
and Sway on site
Patron: When you advance your Tier, it costs half the coin it
normally would. Who is your patron? Why do they help you?
drug den informants lookouts cohort gang expert
(Tier roll) - Heat = +1d gather info LAIR turf +1d to Survey or Second Story: When you execute a clandestine infiltration, you WEAK IMPAIRED BROKEN ARMOR
coin in downtime for scores Hunt on your turf get +1d to the engagement roll.
Slippery: When you roll entanglements, roll twice and keep the
one you want. When you reduce heat on the crew, take +1d.
hagfish farm secret
infirmary covert drops
Body disposal, turf
pathways Synchronized: When you perform a group action, you may
+1d to healing +2 coin for espionage
+1d to reduce heat +1d engagement count multiple 6s from different rolls as a critical success.
rolls or sabotage
after killing for stealth plans
Veteran: Choose a special ability from another crew.
cohort gang expert
heat wanted level coin vaults crew xp WEAK IMPAIRED BROKEN ARMOR
| | At the end of each session, for each item below, mark 1 xp (or instead mark
Upon crew advance, each PC gets stash = Tier+2. 2xp if that item occurred multiple times).
Execute a successful espionage, sabotage, or theft operation.
Contend with challenges above your current station.
Bolster your crew's reputation or develop a new one.
Express the goals, drives, inner conflict, or essential nature of the crew.
contacts crew upgrades
look Cloak & Dagger: When you use a disguise or other form of covert hunt
misdirection, you get +1d to rolls to confuse or deflect suspicion. study
When you throw off your disguise, the resulting surprise gives you survey
heritage: a koros—the dagger isles background: academic—labor—law
the initiative in the situation. tinker
iruvia—severos—skovlan—tycheros trade—military—noble—underworld Ghost Voice: You know the secret method to interact with a ghost or prowess
demon as if it was a normal human, regardless of how wild or feral it
appears. You gain potency when communicating with the supernatural. finesse
prowl
vice / purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird Like Looking into a Mirror: You can always tell when someone skirmish
is lying to you.
stress trauma wreck
cold—haunted—obsessed—paranoid A Little Something on the Side: At the end of each downtime
reckless—soft—unstable—vicious phase, you earn +2 stash. resolve
harm healing Mesmerism: When you Sway someone, you may cause them to attune
need project clock forget that it's happened until they next interact with you. command
3 help consort
Subterfuge: You may expend your special armor to resist a
armor uses consequence from suspicion or persuasion, or to push yourself for sway
2 -1d armor subterfuge. bonus die
less heavy Trust in Me: You get +1d vs. a target with whom you have an push yourself (take
1 effect intimate relationship.
special + 2 stress) -or- accept a
notes Veteran: Choose a special ability from another source. devil's bargain.
look Calculating: Due to your careful planning, during downtime, hunt
you may give yourself or another crew member +1 downtime action. study
Connected: During downtime, you get +1 result level when you survey
heritage: a koros—the dagger isles background: academic—labor—law acquire an asset or reduce heat. tinker
iruvia—severos—skovlan—tycheros trade—military—noble—underworld Functioning Vice: When you indulge your vice, you may adjust prowess
the dice outcome by 1 or 2 (up or down). An ally who joins in your
vice may do the same. finesse
prowl
vice / purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird Ghost Contract: When you shake on a deal, you and your skirmish
partner—human or otherwise—both bear a mark of your oath. If
stress trauma either breaks the contract, they take level 3 harm, "Cursed". wreck
cold—haunted—obsessed—paranoid
reckless—soft—unstable—vicious Jail Bird: When incarcerated, your wanted level counts as 1 less, resolve
your Tier as 1 more, and you gain +1 faction status with a faction you attune
harm healing help on the inside (in addition to your incarceration roll).
need project clock command
3 help Mastermind: You may expend your special armor to protect a consort
teammate, or to push yourself when you gather information or work sway
armor uses
on a long-term project.
2 -1d armor
Weaving the Web: You gain +1d to Consort when you gather bonus die
less heavy information on a target for a score. You get +1d to the engagement push yourself (take
1 effect special roll for that operation. + 2 stress) -or- accept a
notes Veteran: Choose a special ability from another source. devil's bargain.
When the GM introduces a threat between you and your character’s goal, they’ll ask
When your character does something, describe the goal they hope to you how you want to approach it. Describe what your character does to address the
achieve. This helps the GM determine what kind of threat (if any) might dangerous obstacle — including one of the actions on your character sheet as the
be a dangerous obstacle — leading to an action roll to resolve the situation. verb. Also include any details, advantages, and roleplay that you think is relevant.
For example:
“I Sway her by bringing up all the times me and my crew have helped her
perform daring actions out — especially that whole situation with the Billhooks. ‘Who had your back
when Coran came after you with his cleaver? You know you owe me...’”
Deal with a threat by performing a daring action. Say what your character
By describing your actions this way, you avoid the problem of trying to “use” an
does with one of the actions on your character sheet, including any details, action as if it’s a broader skill. You simply say that you’re performing the action itself.
advantages, and roleplay (this helps to set your position for the roll).
additional options Blades, p. 20, 21, 32, 132
To get a bonus die for your roll, you can either push yourself (mark 2 stress) or
get a bonus die + help someone ask for a Devil’s Bargain.
Get a bonus die for your roll by Say how you help someone and To help someone, mark 1 stress to give them +1d to their roll. Say how you help.
marking 2 stress or asking for a mark 1 stress to give them +1d. To lead the group against an obstacle, say how you’re leading them, then everyone
Devil’s Bargain. Or lead a Group Action. rolls the same action (including you). The person with the best roll counts for the
whole group. But you, as the leader, mark 1 stress for each person who rolled a
bad outcome (1-3). You don’t have to be the best at something to lead an action.
resistance greater effect To avoid something bad, tell the GM you’re resisting it. The GM will tell you
what to roll. You’ll take some stress, but you’ll avoid the bad outcome. You might
Roll Insight, Prowess, or Resolve Use a fine tool or weapon, push instead (or additionally) use your armor.
to avoid a consequence. Take 6 yourself, or trade position for To have greater effect on the obstacle when you roll, you can either push yourself
stress, minus your highest die. effect. (mark 2 stress) or tell the GM you want to trade position for effect — you risk
worse consequences but have a bigger impact. You might also have a special tool
or weapon that increases your effect.
flashback If you’re in a bad spot, you can invent a flashback to something your character
did earlier, to set yourself up now. The GM will charge you 0-3 stress, depending
Invent a cool move that your character did in the past in order to help you on how involved or tricky the flashback is.
out in the present. The GM will charge you 0-3 stress, depending on how Sometimes, to overcome an obstacle, the crew will need to perform several actions,
complex or tricky it is. Make an action roll if it’s dangerous. chipping away at the problem in multiple parts. The GM will start a clock to track
your progress, so you’ll know how much more you have left to do.
act now, plan later—go into danger, fall in love with trouble—use your stress—don’t be a
weasel—take responsibility—don’t talk yourself out of fun—build your character in play
blades in the dark core playsheets, v3
GM MOVES
In Blades, you don’t roll dice to resolve tasks, like standard “skill checks” in other
When a scoundrel does something to achieve a goal, ask yourself if there’s games. You use the action roll only when there’s a conflict between a scoundrel’s
a threat in the way. If there is, describe the obstacle and the danger at hand goal and a threat: a dangerous obstacle that opposes them (usually an NPC). The
and ask how they deal with it (i.e. which action they perform). roll determines how the action resolves for both sides. Here’s how you do it in the
flow of conversation:
A player describes their scoundrel doing something to achieve a goal.
... or let them do it If there’s a threat in the way, the GM introduces it and asks how the scoundrel
If there’s no threat, the scoundrel simply does what they set out to do. approaches it (i.e. which action they’re performing).
There’s no action roll — just describe their effect. If they want more, the The player describes the action their scoundrel performs to deal with the threat,
situation might become dangerous as they take risks to achieve it. adding details like style and roleplay, plus any relevant advantages they may have.
The GM considers the details of the situation, the action being performed, the
player’s description, and the strength of the threat to choose the position and
... or make a fortune roll using an action effect level of the roll.
If you really want a roll without danger, use a scoundrel’s action dots for a
I’ll get up on a nearby rooftop to see
fortune roll to see how well they do it — they’re supposed to be competent, player’s goal
what’s happening inside the manor.
after all. 1-3: bare bones, 4/5: good, 6: very well done, Critical: exceptional work.
Most threats are resolved with one roll. However, if the scoundrel is outclassed,
charged threats strange threats they may have limited effect — meaning the threat remains or they don’t achieve
everything they hoped for. They’ll have to risk danger again if they want to win fully.
Losing the initiative Attracting a ghost’s attention “He’s a great swordfighter — you’ll need to get past his defenses first, then take
Losing your opportunity Electroplasmic backlash another action to inflict harm. And you’ll be risking harm both times.”
Running out of time Fear, panic, freezing up a ticking clock Blades, p. 16, 164
Being outmaneuvered Hunted by the Spirit Wardens It’s good to have a danger clock on the table for an overriding threat (the Bluecoats
are called, the scoundrels are exposed, they’re caught in the act, driven off, etc.).
Failing to notice trouble Tormented by a Forgotten God
Ticking a clock is a “softer” threat than harm or immediate trouble. It shows the
competence of the scoundrels — they don’t ruin everything with one bad roll.
For instance, a Lurk is Prowling past a Bluecoat patrol, and the threat is “raising the
security threats tricky threats alert level.” The player rolls a 3, so you say: “One of the Bluecoats looks up toward the
rooftop — ‘Did you hear that?’ he says. I’ll put 2 ticks on the Alert clock. You haven’t
Raising the alert level Causing suspicion, distrust made it past the patrol yet. Do you want to keep Prowling, or try something else?”
Being hunted, searched for Getting confused or distracted
the controlled position is special Blades, p. 23
Bluecoats / Spirit Wardens arrive Falling for lies and deceptions
When a scoundrel has a Controlled position, they’re not directly exposed to the
Being spotted or chased Falsely accused, set up threat yet. To reflect this, the outcomes of a 4/5 or 1-3 roll are less severe than the
Getting cornered or captured Being lured into an ambush other positions — the threat doesn’t immediately manifest the way it does with
Risky and Desperate rolls. The scoundrel has a chance to back off or try again — for
reference, see the Controlled action roll outcomes, below.
1d for each Attribute You reduce or avoid the consequence and take 6 stress minus your EFFECT FACTORS
dot. highest die result. When you roll a Critical on resistance, clear 1 stress. Potency Quality/Tier Scale
◆ Additive vs Key Element: Add magnitude from multiple aspects to determine total magnitude or choose one ◆ Primed Ritual: Some rituals can be primed during downtime; manifested at-will later.
key element and use that magnitude. ◆ Time: Casting time of ritual can be increased (see Magnitude) to decrease stress cost.
◆ Preemptive Resistance: Particularly tough / big foes may force consequence / resistance roll before PCs can
take action. CRAFTING
Quality Examples Force Examples Inventing (Long-Term Project: usually 8 segments; roll study)
Rusty knife, worn & tattered clothing, rickety shack on ◆ GM Asks: What type of creation is it, and what does it do? (Player answers.)
0 Firm shove, candle flame, breeze, tiny spark
the street ○ Mundane, Alchemical, Arcane, and Spark-Craft
Fighting blade, ordinary clothing, shared apartment, ◆ Player Asks: What’s the minimum quality level for this item? (GM answers, using
1 Solid punch, steady wind, torch flame, electrical shock Magnitude as guideline.)
cheap food / drugs
Pistol, respectable clothing, private rented room, ◆ GM Asks: What rare, strange, or adverse aspect of this formula or design has kept it in
2 Powerful blow, howling wind, burning brand obscurity, out of common usage? (Player answers.)
typical ghost
◆ Player Asks: What drawbacks does this item have, if any? (GM answers.)
Coach, boat, military rifle, fashionable clothing, small Crushing blow, staggering wind, grenade, searing fire,
3
home electrical surge Learning Design
Luxury vehicle, townhouse, typical demon, powerful Charging horse, burning forge, bomb, whirlwind, ◆ Long-term project to learn a design invented by someone else.
4 ◆ Common Creations (pg. 226): Do not require special formulas or designs to learn.
ghost electrocution
Large town house, small ship, custom-tailored Ship’s cannon, raging thunder-storm, massive fire, lightning
5
clothing, lightning barrier strike
CRAFTING ROLL (downtime action)
Mansion, large ship, rare essences / arcane artifacts, Hurricane wind, molten lava, tidal wave, electrical 1d for each tinker action dot. Critical: Quality level is tier+2.
6
powerful demon maelstrom 6: Quality level is tier+1.
+ +1 quality per coin spent.
4/5: Quality level is equal to tier.
INCARCERATION -
+1 quality for Workshop crew 1-3: Quality level is tier-1.
Arrest upgrade.
◆ Bluecoats investigation (see Entanglements) / crew member voluntarily taking the fall.
◆ -1 wanted level, clear heat, suffer Prison Sentence, and make Incarceration Roll. Modifying (roll tinker, GM may add drawback)
Prison Sentence ◆ Requires tier +1: Simple, useful modification.
◆ Wanted Level 0: A few weeks; or Bluecoats give you a beating to teach you a lesson ◆ Requires tier +2: Significant modification.
(suffer level 3 harm, no resistance roll allowed). ◆ Requires tier +3: Arcane, spark-craft, or alchemical modification.
◆ Wanted Level 1: A month or two.
◆ Wanted Level 2: Several months.
Drawbacks
◆ Complex: Must be created in multiple stages (requiring 1 downtime activity each).
◆ Wanted Level 3: A year or two.
◆ Conspicuous: +1 heat if used any number of times during operation.
◆ Wanted Level 4: Life or execution.
◆ Consumable: Limited number of uses (All alchemicals must have this drawback).
Incarceration Roll (1d per tier)
◆ Rare: requires rare item or material when crafted.
◆ critical: Make a name for yourself inside. Gain +3 rep, 1 prison claim, and +1
faction status with a faction that assisted you while you served your time. ◆ Unreliable: When used, make a fortune roll using item’s quality for its performance.
◆ 6: You do your time well. Gain 1 prison claim and +1 faction status with a faction that ◆ Volatile: Produces dangerous / troublesome side-effect. Side-effect is a consequence
assisted you while you served your time. and can be resisted.
◆ 4/5: You keep your head down and do your time without incident.
◆ 1-3: It’s horrific. Suffer a level of trauma.