Cuarenta Anios

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cutter

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.

deadly friends items load  3 light  5 normal  6 heavy


  Steiner, an assassin  Fine pair of pistols  A Blade or Two
 Fine long rifle  Throwing Knives
  Celene, a sentinel
 Electroplasmic ammunition  A Pistol  A 2nd Pistol
  Melvir, a physicker  A Large Weapon
 A trained hunting pet
  Veleris, a spy  An Unusual Weapon
 Spyglass
 Armor  +Heavy
  Casta, a bounty hunter  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 tracking or violence.  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  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  What are they really feeling?
 Where are they vulnerable?
Protect a teammate Deception: Method Social: Connection  Where did [X] go?
 How can I find [X]?
Set up a teammate Stealth: Entry point Transport: Route
 What's really going on here?
leech
stash         
a saboteur and coin         
technician 
crew 
special abilities playbook
name alias
 Alchemist: When you invent or craft a creation with alchemical
features, take +1 result level to your roll. You begin with one special insight
formula already known.   hunt
look
 Analyst: During downtime, you get two ticks to distribute among   study
any long term project clocks that involve investigation or learning a   survey
new formula or design plan.
heritage:    a koros—the dagger isles background: academic—labor—law   tinker
 Artificer: When you invent or craft a creation with spark-craft
iruvia—severos—skovlan—tycheros trade—military—noble—underworld features, take +1 result level to your roll. You begin with one special prowess
design already known.   finesse
 Fortitude: You may expend your special armor to resist a   prowl
vice / purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird consequence of fatigue, weakness, or chemical effects, or to push   skirmish
yourself when working with technical skill or handling alchemicals.
stress trauma   wreck
cold—haunted—obsessed—paranoid  Ghost Ward: You know how to Wreck an area with arcane substances
reckless—soft—unstable—vicious and methods so it is either anathema or enticing to spirits (your choice). resolve

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.

shady friends items load  3 light  5 normal  6 heavy


  Telda, a beggar  Fine lockpicks  A Blade or Two
 Fine shadow cloak  Throwing Knives
  Darmot, a bluecoat
 Light climbing gear  A Pistol  A 2nd Pistol
  Frake, a locksmith  A Large Weapon
 Silence potion vial
  Roslyn Kellis, a noble  An Unusual Weapon
 Dark-sight goggles
 Armor  +Heavy
  Petra, a city clerk  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 stealth or evasion.  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  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  What should I look out for?
 What's the best way in?
Protect a teammate Deception: Method Social: Connection  Where can I hide here?
 How can I find [X]?
Set up a teammate Stealth: Entry point Transport: Route
 What's really going on here?
shadows
cohort gang  expert 

crew sheet thieves,


spies, and
saboteurs
WEAK IMPAIRED BROKEN ARMOR

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

 Dowler, an explorer  Thief Rigging (2 free load of lair quality


tools or gear)  Carriage Documents
  
 Laroze, a bluecoat
 Boat Gear
  
 Amancio, a deal broker  Underground maps & passkeys
 Hidden
Implements
  
 Fitz, a collector  Elite Rooks  Quarters
 Secure Supplies
  
 Adelaide Phroaig, a noble  Elite Skulks Tools
  
 Vault
 Rigney, a tavern owner  Steady (+1 stress box)  Workshop Weapons
  
hunting grounds: burglary—espionage—robbery—sabotage training cohorts
 Insight upgrade costs
 Prowess New Cohort: 2
 Resolve Add Type: 2
 Personal
   Mastery
slide
stash         
a subtle coin         
manipulator 
crew and spy 
special abilities playbook
name alias
 Rook's Gambit: Take 2 stress to roll your best action rating while
performing a different action. Say how you adapt your skill to this use. insight

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.

sly friends items load  3 light  5 normal  6 heavy


  Bryl, a drug dealer  Fine clothes & jewelry  A Blade or Two
 Fine disguise kit  Throwing Knives
  Bazso Baz, a gang leader
 Fine loaded dice, trick cards  A Pistol  A 2nd Pistol
  Klyra, a tavern owner  A Large Weapon
 Trance powder
  Nyryx, a prostitute  An Unusual Weapon
 A cane-sword
 Armor  +Heavy
  Harker, a jail-bird  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 deception or influence.  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  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 are they really feeling?
Protect a teammate Deception: Method Social: Connection  What do they really care about?
 How can I blend in here?
Set up a teammate Stealth: Entry point Transport: Route
 What's really going on here?
spider
stash         
a devious coin         
mastermind 
crew 
special abilities playbook
name alias
 Foresight: Two times per score you can assist a teammate without
paying stress. Tell us how you prepared for this. insight

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.

shrewd friends items load  3 light  5 normal  6 heavy


  Salia, an information broker  Fine cover identity  A Blade or Two
 Fine bottle of whiskey  Throwing Knives
  Augus, a master architect
 Blueprints  A Pistol  A 2nd Pistol
  Jennah, a servant  A Large Weapon
 Vial of slumber essence
  Riven, a chemist  An Unusual Weapon
 Concealed palm pistol
 Armor  +Heavy
  Jeren, a bluecoat archivist  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 calculation or conspiracy.  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  What do they want most?
Assist a teammate load limit for the operation.  What should I look out for?
Lead a group action Assault: Point of attack Occult: Arcane power  Where's the leverage here?
 How can I discover [X]?
Protect a teammate Deception: Method Social: Connection  What do they intend to do?
 How can I get them to [X]?
Set up a teammate Stealth: Entry point Transport: Route
 What's really going on here?
whisper
stash         
an arcane coin         
adept and 
crew channeler 
special abilities playbook
name alias
 Compel: You can Attune to the ghost field to force a nearby ghost to
appear and obey a command you give it. You are not supernaturally insight
terrified by a ghost you summon or compel (though your allies may be).   hunt
look
 Ghost Mind: You’re always aware of supernatural entities in your   study
presence. Take +1d when you gather info about the supernatural.   survey
heritage:    a koros—the dagger isles background: academic—labor—law  Iron Will: You're immune to the terror that some supernatural   tinker
entities inflict on sight. Take +1d to resistance rolls with Resolve.
iruvia—severos—skovlan—tycheros trade—military—noble—underworld prowess
 Occultist: You know the secret ways to Consort with ancient
powers, forgotten gods or demons. Once you've consorted with one,   finesse
you get +1d to command cultists who worship it.   prowl
vice / purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird
 Ritual: You can Study an occult ritual (or create a new one) to   skirmish
stress trauma summon a supernatural effect or being. You know the arcane methods   wreck
cold—haunted—obsessed—paranoid to perform ritual sorcery. You begin with one ritual already learned.
reckless—soft—unstable—vicious resolve
 Strange Methods: When you invent or craft a creation with   attune
harm healing arcane features, take +1 result level to your roll. You begin with one
need project clock arcane design already known.   command
3 help   consort
armor uses  Tempest: You can push yourself to do one of the following: unleash   sway
2 -1d
a stroke of lightning as a weapon—summon a storm in your immediate
armor vicinity (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.). bonus die
less heavy  Warded: You may expend your special armor to resist a supernatural push yourself (take
1 effect special consequence, or to push yourself when you deal with arcane forces. + 2 stress) -or- accept a
notes    Veteran: Choose a special ability from another source. devil's bargain.

strange friends items load  3 light  5 normal  6 heavy


  Nyryx, a possessor ghost  Fine lightning hook  A Blade or Two
 Fine spirit mask  Throwing Knives
  Scurlock, a vampire
 Electroplasm vials  A Pistol  A 2nd Pistol
  Setarra, a demon  A Large Weapon
 Spirit bottles (2)
  Quellyn, a witch  An Unusual Weapon
 Ghost key
 Armor  +Heavy
  Flint, a spirit trafficker  Demonbane 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 knowledge or arcane power.  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  What is arcane or weird here?
Assist a teammate load limit for the operation.  What echoes in the ghost field?
Lead a group action Assault: Point of attack Occult: Arcane power  What is hidden or lost here?
 What do they intend to do?
Protect a teammate Deception: Method Social: Connection  What drives them to do this?
 How can I reveal [X]?
Set up a teammate Stealth: Entry point Transport: Route
 What's really going on here?
SCOUNDREL MOVES

pursue your goals perform daring actions Blades, p. 163

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

introduce a threat action rolls resolve threats Blades, p. 163, 164

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.

You clamber up a drain pipe and find a spot to spy


gm’s from. There’s a Bluecoat patrol around here... they might
devil’s bargain + greater effect threat
become alerted. How do you want to approach this?
Bring in new twists, complications, Offer a scoundrel greater effect
surprises, and threats by offering for their action if they risk a worse I Prowl slowly, using the chimneys as player’s action
Devil’s Bargains. position (or vice versa). cover. I have a fine shadow cloak, too... + details

position Your cloak definitely helps! Let’s say it’s a Controlled


tick the clocks + effect action roll (instead of Risky) with standard effect.
Often, a good consequence is a tick on a clock rather than an immediate
new threat or harm. Introduce clocks to track impending trouble, broken  If there isn’t a threat in the way, the GM describes the effect of the scoundrel’s
relationships, new enemies, and other problems on the horizon. action, and moves the scene along to the next opportunity for action and danger.
“You clamber up a drain pipe and find a spot to spy from. The manor is dark,
except for a single servant with a candle, making the rounds, probably checking
ask questions—provide opportunities—cut to the action—telegraph trouble—follow the locks and such before bed. Do you want to make your move and break in?”
through—initiate action with an npc—tell them the consequences and ask—think off-screen
blades in the dark core playsheets, v3
THREATS
Here’s a list of threats for GMs to use, arranged by situation, ordered from least to most
impact. Threats listed in italics are especially good as clocks. one roll, usually Blades, p. 24

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.

social threats violent threats controlled


Critical: You do it with increased effect.
 Losing someone’s respect  Getting disarmed
6: You do it.
 Straining a relationship  Attracting more Heat
4/5: You hesitate. Withdraw and try a different approach, or else do it with a
 Making an awkward blunder  Minor or moderate harm minor consequence: a minor complication occurs, you have reduced effect, you
suffer lesser harm, or you end up in a risky position.
 Being barred or thrown out  Surrounded or captured
1-3: You falter. Press on by seizing a risky opportunity, or withdraw and try a
 Making an enemy  Severe harm, death different approach.

blades in the dark core playsheets, v3


ACTION ROLL TEAMWORK
1d for each Action rating Take 1 stress to give another player +1d. You might also suffer
dot.
controlled ASSIST consequences from the roll. Only one person may assist a roll.
You act on your terms. You exploit a dominant advantage.
PUSHING YOURSELF Critical: You do it with increased effect. Lead a group action. Roll for each character who participates in the
2 stress: 6: You do it. LEAD A group action. The best single roll counts as the action result, which
◆ +1d to roll
4/5: You hesitate. Withdraw and try a different approach, or else do GROUP applies to every character that rolled. The leader takes 1 stress for
◆ +1 effect each 1-3 result.
◆ Take action when incapacitated.
it with a minor consequence: a minor complication occurs, you have
reduced effect, you suffer lesser harm, you end up in a risky position.
— OR — Face danger for a teammate. Step in to suffer a consequence in
1-3: You falter. Press on by seizing a risky opportunity, or withdraw PROTECT their place. You may roll to resist as normal, if you wish.
DEVIL’S BARGAIN and try a different approach.
Can be proposed by GM or other Set up another character with your action. If you achieve it, any
player, +1d for accepting. SET UP team members who follow up get +1 effect or improved position.
◆ Collateral damage, unintended
harm. risky
◆ Sacrifice coin or an item.
You go head to head. You act under fire. You take a chance. ACTIONS
◆ Betray a friend or loved one. Critical: You do it with increased effect. ◆ Attune to spirits and the ghost ◆ Skirmish with an opponent in close
◆ Offend or anger a faction. 6: You do it. field; channel electroplasmic energy; combat; assault or hold a position; brawl
◆ Start and/or tick a troublesome perceive and communicate with ghosts; and wrestle.
4/5: You do it, but there's a consequence: you suffer harm, a
clock. understand spectrology. ◆ Study a person, document, or item with
complication occurs, you have reduced effect, you end up in a
◆ Add heat to the crew from ◆ Command obedience with your force close scrutiny to gather information
desperate position.
evidence or witnesses. of personality; intimidate or threaten; and apply knowledge; gain a deeper
◆ Suffer harm. 1-3: Things go badly. You suffer harm, a complication occurs, you lead an action with one of the crew's understanding; do research.
end up in a desperate position, you lose this opportunity. gangs. ◆ Survey a location or situation to
◆ Consort with connections from your understand what's going on; sense trouble
heritage, background, friends, or rivals before it happens; gather information
HARM EFFECTS
◆ lesser harm (1): -1 effect. desperate to gain access to resources, information, about opportunities or exploits.
You overreach your capabilities. You're in serious trouble. people, or places. ◆ Sway someone with charm, logic,
◆ moderate harm (1): -1d.
Critical: You do it with increased effect. ◆ Finesse an item from someone's deception, disguise, or bluff; change
◆ severe harm (1): Incapacitated.
pocket; employ subtle misdirection or attitudes or behavior with manipulation
◆ fatal harm (1): Dead. 6: You do it.
sleight-of-hand; handle a vehicle or a or seduction.
4/5: You do it, but there's a consequence: you suffer severe harm, a mount. ◆ Tinker with mechanisms to create,
serious complication occurs, you have reduced effect. ◆ Hunt a target; gather information modify, disable, or repair; disable a
1-3: It's the worst outcome. You suffer severe harm, a serious about its location and movements; trap, pick a lock, or crack a safe. Use the
Each time you roll a desperate action, complication occurs, you lose this opportunity for action. attack with precision shooting from a ubiquitous clockwork and electroplasmic
mark a tick of xp for that attribute. distance. devices around the city to your advantage.
◆ Prowl about unseen and traverse ◆ Wreck a place, item, or obstacle
The GM sets the consequences according to the situation. You may suffer one, some, or all of the listed
consequences. You may attempt to avoid or reduce a consequence with a resistance roll. obstacles; climb, swim, run, jump, and with savage force or carefully applied
tumble. Ambush with close violence—a sabotage; breach defenses with force;
RESISTANCE ROLL backstab, throat cutting, black-jack, etc. create distractions and chaos.

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

FORTUNE ROLL FLASHBACKS EFFECT GATHER INFORMATION


◆ 0 stress: an ordinary action for ◆ extreme: 5 ticks Action roll or fortune roll using action rating
1d for each trait rating. Critical: Exceptional result / Great, which you had easy opportunity. ◆ great: 3 ticks ◆ great: Exceptional details. Complete
extreme effect. ◆ 1 stress: a complex action or ◆ standard: 2 ticks information. Follow-ups reveal related
+1d for each major unlikely opportunity. information / more than expected.
+ advantage. 6: Good result / Standard, full effect. ◆ limited: 1 tick
◆ 2+ stress: an elaborate action ◆ standard: Good details. Clarifying
4/5: Mixed result / Limited, partial effect. ◆ zero: 0 ticks
-1d for each major that involved special opportunities follow-up questions.
- disadvantage. 1-3: Bad result / Poor, little effect. or contingencies. Can trade position for effect. ◆ limited: Incomplete information. No
follow-up questions.
1. PAYOFF 4. DOWNTIME
The crew earns 2 rep per score by default. If the target ◆ 2 coin: Minor job; several full purses. When you're at liberty between scores and find some respite from peril, you may pursue two
of the score is higher Tier, take +1 rep per tier ◆ 4 coin: Small job; a strongbox. downtime activities from the list below. You also recover all of your armor uses. During downtime,
higher. If the target of the score is lower Tier, you get you may perform additional activities from the list by spending 1 coin or 1 rep for each.
◆ 6 coin: Standard score; decent loot.
-1 rep per tier lower (minimum zero). (If you keep ◆ 8 coin: Big score; serious loot. For any downtime roll, add +1d to the roll if you get help from a friend or contact. After the roll,
the job completely quiet you earn zero rep instead). you may increase the result level by one for each coin spent, by hiring assistance, paying a bribe,
◆ 10+ coin: Major score; impressive loot.
etc. (so, a 1-3 result becomes a 4/5, 4/5 becomes 6, 6 becomes Critical).
You also earn a coin reward based on the nature of
Subtract coin equal to your tier+1 if you
the operation (see list at right). pay a tithe to a ward boss or larger Acquire temporary use of an asset. Roll the crew's tier. The result indicates the
organization. ACQUIRE quality of the asset (1-3: Inferior (tier -1), 4/5: Standard (tier), 6: Fine (tier
+1), Crit: Exceptional (tier +2). You may spend coin to bump this result beyond
ASSET exceptional, to reach higher quality Tiers, but it costs 2 coin per level to do so.
2. HEAT
After a score or conflict with an opponent, the crew ◆ 0 heat: Smooth & quiet; low exposure. ◆ Reacquire Asset: +1d to re-acquire the same asset.
takes heat. Add +1 heat for a high-profile or ◆ 2 heat: Contained; standard exposure. ◆ Dangerous Items: +2 heat (alchemicals, poisons, bombs, etc.)
well-connected target. Add +1 heat if the situation ◆ 4 heat: Loud & chaotic; high exposure. ◆ Permanent Acquisition: Crew upgrade or long-term project
happened on hostile turf. Add +1 heat if you're at ◆ 6 heat: Wild; devastating exposure. LONG TERM Work on a Long Term Project, if you have the means. Roll a trait and mark 1
war. Add +2 heat if killing was involved. Plus any additional heat from complications PROJECT segment on the project clock per level (1-3: one, 4/5: two, 6: three, Crit: five).
or devil's bargains during the session.
Get treatment to tick your healing clock (like a long-term project). When
3. ENTANGLEMENTS RECOVER you fill a clock, each harm is reduced by one level.
After the payoff, roll dice equal to your wanted level, and read the result according to your heat.
◆ No Physicker: Pay 1 stress, roll 0d.
HEAT 0-3 HEAT 4/5 HEAT 6+ ◆ PC Physicker: Roll tinker. Doesn’t take downtime activity to heal others.
1-3 Gang Trouble or The Usual 1-3 Gang Trouble or 1-3 Flipped or Interrogation ◆ Healing Self: Pay 2 stress. Requires physicker special ability.
Suspects Questioning ◆ Acquiring Physicker: Access to an NPC physicker can be acquired as an asset.
4/5 Rivals or Unquiet Dead 4/5 Reprisals or Unquiet Dead 4/5 Demonic Notice or Show REDUCE Say how you reduce Heat on the crew and roll your action. Reduce heat
of Force
according to the result level (1-3: one, 4/5: two, 6: three, Crit: five).
6 Cooperation 6 Show of Force 6 Arrest HEAT
Arrest. An Inspector presents a case file of Questioning. The Bluecoats grab an NPC Mark 1 xp for an attribute or your playbook (+1 xp if you have the appropriate
evidence to a magistrate, to begin prosecution of member of your crew or one of the crew’s contacts, TRAIN crew training upgrade). You can train a given xp track only once per downtime.
your crew. The Bluecoats send a detail to arrest you. to question them about your crimes. Who do the
Pay them off with coin = wanted level +3, Bluecoats think is most vulnerable? Make a fortune
hand someone over for arrest (this clears your roll to see how much they talk (1-3: +2 heat, 4/5: Visit a purveyor of your vice and roll dice equal to your lowest attribute. Clear
heat), or try to evade capture. +1 heat), or pay the Bluecoats off with 2 coin. INDULGE stress equal to your highest die result. If you clear more stress levels than you
Cooperation. A +3 status faction asks you for a Reprisals. An enemy faction makes a move had marked, you overindulge (see below). If you do not or cannot indulge your vice
favor. Agree to do it or forfeit 1 rep per tier of the against you (or a friend, contact, or vice purveyor). VICE during downtime, you take stress equal to your trauma.
friendly faction or lose 1 status with them. If you Pay them (1 rep and 1 coin) per tier of the
don't have a +3 status faction, you avoid enemy as an apology, allow them to mess with you Overindulge. ◆ Attract Trouble: Select or roll an additional entanglement.
entanglements right now. or yours, or fight back and show them who's boss. You make a bad call ◆ Brag about your exploits. +2 heat.
Demonic Notice. A demon approaches the crew Rivals. A neutral faction throws their weight because of your vice—in ◆ Lost: Play a different character until this one returns from their
with a dark offer. Accept, hide until it loses interest around. They threaten you, a friend or contact, or acquiring it or while
under its influence. What bender.
(forfeit 3 rep), or deal with it another way. one of your vice purveyors. Forfeit (1 rep or 1 did you do? ◆ Tapped. Your current purveyor cuts you off. Find a new source
Flipped. One of your contacts, patrons, clients, or coin) per tier of the rival, or stand up to them
and lose 1 status with them. for your vice.
a group of your customers switches allegiances due
to the heat on you. They're loyal to another faction Show of Force. A faction with whom you have a
now. negative status makes a play against your holdings. PLANNING
Gang Trouble. One of your gangs (or other Give them 1 claim or go to war (drop to -3 status). LOAD Choose the plan and supply the detail.
cohorts) causes trouble due to their flaw(s). Lose If you have no claims, lose 1 hold instead. Restore all your armor and choose load for the Preferred Hunting Ground: Score of preferred
face (forfeit rep equal to your tier+1), make an Unquiet Dead. A rogue spirit is drawn to you mission. You can use an item by checking its box type on hunting grounds.
example of one of the gang members, or face (perhaps it's a past victim?). Acquire the services of as long as you have load remaining. (Items in ◆ +1 downtime activity contributing to hunting
reprisals from the wronged party. If you lack a gang a Whisper or Rail Jack to attempt to destroy or italics don’t count towards load.) ground score
or other cohort with a flaw, there's no banish it, or deal with it yourself. ◆ Light (1-3 load): You’re faster, less ◆ +1d to gather information contributing to the
entanglement. The Usual Suspects. The Bluecoats grab conspicuous; you blend in with citizens. hunting ground score
Interrogation. The Bluecoats round up one of someone in the periphery of your crew. One player ◆ Normal (4/5 load): You look like a scoundrel,
the PCs to question them about the crew’s crimes. volunteers a friend or vice purveyor as the person ready for trouble. TYPES OF SCORES
How did they manage to capture you? Pay them off most likely to be taken. Make a fortune roll to find ◆ Criminal Activity: See crew sheet.
with 3 coin, or they beat you up (level 2 harm) out if they resist questioning (1-3: +2 heat, 4/5: ◆ Heavy (6 load): You’re slower. You look like
an operative on a mission. ◆ Seizing a Claim: See claim map.
and you tell them what they want to know (+3 level 2 harm), or pay the Bluecoats off with 1 coin.
heat). You can resist each of those consequences ◆ Encumbered (7-9 load): You’re overburdened ◆ Reduce a Faction’s Hold: See Crews & Factions.
separately. and can’t do anything except move very slowly. ◆ Special Mission/Goal: Defined by the players.
ENGAGEMENT ROLL SAMPLE HARMS
◆ Lesser Harm (1): Battered, Drained, Distracted, Scared, Confused
◆ Start with 1d for sheer luck. Crit: You’ve already ◆ Moderate Harm (2): Exhausted, Deep Cut to Arm, Concussion, Panicked, Seduced
◆ Is this operation particularly bold or daring? Take +1d. Is overcome the first obstacle
this operation overly complex or contingent on many ◆ Severe Harm (3): Impaled, Broken Leg, Shot in Chest, Badly Burned, Terrified
and you’re in a ◆ Fatal Harm (4): Electrocuted, Drowned, Stabbed in Heart
factors? Take -1d.
controlled position.
◆ Does the plan’s detail expose a vulnerability of the target
or hit them where they’re weakest? Take +1d. Is the target 6: You’re in a controlled COIN & STASH
position when the action Monetary Values
strongest against this approach, or do they have Insight Prowess Resolve
particular defenses or special preparations? Take -1d. starts. ◆ 1 coin: Full purse of silver pieces. Week’s wages.
Hunt Finesse Attune
◆ Can any of your friends or contacts provide aid or 4/5: You’re in a risky position ◆ 2 coin: Fine weapon or piece of art. Weekly income for small business.
insight for this operation? Take +1d. Are any enemies or Luxury clothes. Study Prowl Command
when the action starts.
rivals interfering in the operation? Take -1d. ◆ 4 coin: Satchel full of silver. Month’s wages. Survey Skirmish Consort
1-3: You’re in a desperate
◆ Are there any other elements that you want to consider? ◆ 6 coin: Exquisite jewel. Heavy burden of silver pieces. Tinker Wreck Sway
position when the action
tier, location, etc. ◆ 8 coin: Good monthly take for a small business. Safe full of coins and
starts.
valuables. A very rare luxury commodity.
Assault Do violence to a target. The point of attack. ◆ 10 coin: Liquidating a significant asset (carriage and goats, horse, deed
Deception Lure, trick, or manipulate. The method of deception. to small property).
Stealth Trespass unseen. The point of infiltration. Carrying Coin: maximum 4, excess must be transferred to stash or crew’s
Occult Engage a supernatural power. The arcane method. lair.
Social Negotiate, bargain, or persuade. The social connection.
GANG SCALE BY TIER
Stash ◆ Tier 0: 1 or 2 people.
Transport Carry cargo or people through danger. The route & means. ◆ Tier I: Small gangs (3-6 people).
◆ Lifestyle Quality: 1 per 10 coin in stash (Can be used for fortune rolls
STRESS & THE SUPERNATURAL to bribe, etc.). ◆ Tier II: Medium gangs (12 people).
◆ Close Encounter: Resolve resistance roll to avoid freezing/panicking from fear. ◆ Retirement: Fate of retired character depends on Stash (pg. 43). ◆ Tier III Large gangs (20 people).
◆ Possession: 1 trauma per week (If host dies, become vampire or abandon it). ◆ Withdrawing Coin: 1 coin per 2 stash. ◆ Tier IV Huge gangs (40 people).
◆ Tier V: Massive gangs (80 people).
COHORTS CREWS & FACTIONS
Gang Quality & Scale = tier Hold
◆ Expert = +1 quality, scale 0 ◆ Operation: Can be performed specifically to reduce hold.
◆ Actions outside cohort’s type are quality 0. ◆ Faction at War: -1 hold (temporary).
Using Cohort: Roll quality. ◆ Tier 0: If tier 0 with weak hold reduced further, crew’s lair is threatened.
◆ PC Ordering Cohort: Roll command as a group action. Seizing a Claim: Execute an operation like any other score.
◆ PC Participating: Roll appropriate action rating as a group action. ◆ If successful, gain benefit of claim.
Cohort Harm ◆ -2 faction status with targeted faction.
◆ Weakened (1): -1 effect. ◆ Optional: +1 faction status with target’s enemies.
◆ Impaired (2): -1 quality. ◆ Distant Claim: If the claim isn’t adjacent on roadmap, GM may require the crew to
investigate / gather information to discover a claim of that type.
◆ Broken (3): Can’t do anything.
◆ Dead (4): Cohort is destroyed. Losing a Claim: If threatened by an enemy faction, fight to defend it / negotiate a deal.
◆ Losing Lair: If lair is lost, lose benefit of all claims until new lair is established.
Cohort Healing: Remove one level of harm per downtime (two levels if a PC spends a
downtime activity helping them). FACTION STATUS
Replacing Destroyed Cohort: Spend tier +2 coin and 2 downtime activities. ◆ +3 Allies: Will help even if it’s not in their best interest to do so. Expects the same from
you.
NPC & FACTION DOWNTIME ◆ +2 Friendly: Will help if it doesn’t create serious problems for them. Expects the same
Active Factions: GM selects factions of current interest/activity. from you.
Advance Faction Clocks: # of segments chosen by GM or use fortune roll. ◆ +1 Helpful: Will help if it causes no problems or significant cost for them. Expects the
Downtime Maneuvers: Choose 1-2 maneuvers per faction. Examples: same from you.
◆ Seize a claim or increase hold. ◆ 0 Neutral
◆ Reduce enemy hold. ◆ -1 Interfering: Will look for opportunities to cause you trouble (or profit from your
◆ Gather information on the PCs (may be opposed by PC roll) or another subject. misfortune) if it causes no problems or significant cost to them. Expects the same from
you.
◆ Achieve a short-term goal they’re in position to accomplish.
◆ -2 Hostile: Will look for opportunities to hurt you as long as it doesn’t create serious
◆ Acquire a new asset.
problems for them. Expects the same from you, and takes precautions against you.
◆ Call in a favor from another faction.
◆ -3 War: Will go out of their way to hurt you even if it’s not in their best interest to do so.
◆ Employ political pressure or threats to force someone’s hand. When at war with any number of factions, suffer +1 heat from scores, temporarily lose
Word on the Street: Let the PCs know what the factions are doing through their 1 hold, and PCs only get one downtime action. End a war by eliminating your enemy
friends, contacts, or vice purveyors. or by negotiating a mutual agreement to establish a new status rating.
MAGNITUDE 0 1 2 3 4 5 6 RITUALS
Find New Ritual Source
A small Several A small
Area A closet A large room A large building A city block ◆ Learning a new ritual requires a source (tome, etc.). Securing the source may be a long-
room rooms building
term project or a score.
Small gang Medium gang Large gang Huge gang Massive gang Colossal gang Learning a Ritual (Long-Term Project: 8 segments)
Scale 1-2 people
(3-6) (12) (20) (40) (80) (160)
◆ GM Asks: What does the ritual do, and how is it weird? (Player answers.)
A few A few
Duration An hour A few hours A day Several days A week ◆ Player Asks: What must I do to perform the ritual, and what is its price? (GM answers.)
moments minutes
A Stone’s Down the Several blocks Across the ○ At least one downtime activity.
Range Within reach Dozen paces Across the city ○ Inflicts stress = magnitude.
Throw road away district
Tier / ○ May require an action roll and/or fortune roll.
Poor Adequate Good Excellent Superior Impeccable Legendary ○ Additional costs at GM’s discretion (sacrifice, rare item, progress clock, etc.).
Quality
Force Weak Moderate Strong Serious Powerful Overwhelming Devastating ◆ GM Asks: What new belief or fear does knowledge of this ritual and its attendant occult
Using Magnitude forces instill in you? (Player answers.)
◆ Fortune Roll: Use magnitude of entity or power as dice pool. Performing Ritual
◆ Effect Factor: Use magnitude as a factor when determining effect. ◆ As per the ritual questions (Each ritual casting is unique. May vary at GM’s discretion).

◆ 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.

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