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BLADES OF THE

v1
INTRODUCTION THE SETTING
Like Blades in the Dark, the game upon which it's based, Blades of the Jhereg is a game Adrilankha, capital of the Dragaeran empire. A civilization that has remained stable
in which you play daring scoundrels who try to advance the goals of a criminal for hundreds of thousands of years. The ruling population (Dragaerans) are a tall,
organization. Play Blades of the Jhereg if you: long-lived race blessed with sorcerous powers provided to them by the Empress’s orb.
¡¡ Enjoy Steven Brusts’ Taltos series (not a requirement, but highly recommended). Most citizens are capable of basic mind-to-mind communication and teleportation.
¡¡ Want to play a Forged in the Dark system in which: Easterners (or humans, as they call themselves) are a smaller, shorter-lived species
•• Magic is commonplace. All characters have access to teleportation, psionic native to eastern lands. Easterners are rare in Dragaera, and have mostly settled in
communication, and revivification. ghettos and slums of major Dragaeran cities. They favor ritualistic practices known
•• You operate in a complex feudal society in which elven nobles rule over as witchcraft, although they are capable of practicing sorcery.
commoners and humans. Dragaerans (or humans, as they call themselves) divide themselves into 17 hereditary
•• You can play a crime boss, a sorcerer, a witch, or a witch’s familiar. houses, each of them named after an animal species. Each house has distinct physical
and psychological characteristics common to all those in their house. House Jhereg
Core System is the exception, as it takes in outcasts and crossbreeds, and also lets others buy
The basics of Blades in the Dark are unchanged. You will need the Blades in the Dark into the house.
core rules to play this game. See the free Blades in the Dark SRD at Each House has a different level of status depending on its position in the Cycle,
https://bladesinthedark.com/basics. which changes every few thousand years. Most Houses have an upper echelon of
nobility, with the exception of Teckla, who are the peasant population of the empire.
Key Differences
House Jhereg is primarily an organized crime family that controls most illegal
¡¡ Playbooks: Many are similar to their Blades in the Dark counterparts, though many
activity in the empire. Street gangs are beholden to larger gangs, and so on, up to
abilities have been modified. Some playbooks are entirely new.
the Council who oversees everything. Each gang controls an illegal activity in an
¡¡ Magic: Rules for sorcery, psionics, witchcraft. area, but pays tribute to a larger boss.
¡¡ Setting: The people and places of Adrilankha.
Your gang has recently squeezed out control over a small area, though the owners
¡¡ Faction Game & Crew (Organization): A new crew type that functions substantially of the surrounding areas aren’t thrilled about it. It will take guts, cunning, and
differently than Blades in the Dark crews. Allies and Adversaries are more based ruthlessness in order to keep what’s yours and to raise your stature in the ranks of
on individuals than groups. Profits come more from running and expanding your the Jhereg. If you survive, you’ll reap the rewards of (ill-gotten) wealth and power.
operation, rather than earning a payout for each score. Failure will earn you a trip over Deathsgate Falls or a Morganti dagger in the back.
Best of luck.

Blades of the Jhereg, v1


by Daniel Hiatt
Based on the Vlad Taltos novels by Steven Brust, used by permission of the author. All
Vlad Taltos and Dragaera novels, and all the names and terms found within them are
the property of Steven Brust and his publisher, Tor Books.
Get involved with this Forged in the Dark game and many others by visiting the Blades
in the Dark Community: https://community.bladesinthedark.com
THE FACTION GAME THE COUNCIL When circumstances are not ideal, an action roll may be
required to determine effect and potential consequences:
As in Blades in the Dark, notable factions are ranked by Tier. Organizations and Tier ¡¡ Teleporting to a location retrieved from an adversary’s
However, in Dragaera, most organizations are synonymous
Jhereg organizations vary in size and area they control, mind.
with their leaders, and don’t exist independently without
them. If a leader is removed, their organization may roughly corresponding to: ¡¡ Teleporting in the middle of a fight.
crumble, it might be taken over by one of the organization’s ¡¡ Tier 0: A single business or block. A few members. ¡¡ Establishing a mind probe without an enemy detecting
lieutenants, or a rival leader might swoop in to take over ¡¡ Tier 1: A street or two. A small gang. it.
the organization’s territory. ¡¡ Tier 2: Several streets, around half of a district. A ¡ ¡ Healing a wound in the middle of combat.
medium gang. Consequences of sorcery gone wrong could include:
TURF AND CLAIMS ¡¡ Tier 3: An entire district. Large gang. ¡¡ Teleporting to the wrong location, temporary dizziness/
¡¡ Turf represents a specific area of the city that a specific
¡¡ Tier 4: Multiple districts. Boss may be on the Jhereg nausea/blindness, teleporting too slowly, the teleport
faction has control over.
council. Multiple large gangs. was easy to trace.
¡¡ Each piece of Turf provides its own benefit to the faction
¡¡ Mind probe: detected by enemy or other psychic-
that owns it. Typically it provides funds each period, Jhereg Rules sensitive, limited/misleading information gained,
which represents the money that the local businesses
While Jhereg are mostly amoral and ruthless, they’ve information revealed to enemy.
pay to the organization that runs the area.
formed a certain code over thousands of years that mainly ¡¡ Revivification: attempt too slow, some wounds
¡¡ As in Blades in the Dark, Turf provides Rep. functions to keep the peace and maintain stability in the remaining, temporary ailments (dizziness, blindness).
¡¡ Each Claim represents a business or other asset. It may organization. Most violations of the code are punishable
be owned by a faction or not. by death, usually Morganti. Sorcery
¡¡ Each Claim exists physically within a piece of Turf. ¡¡ No Snitches: Never provice evidence to the Empire. Basic Teleportation - Given time to concentrate, you can
¡¡ Each piece of Turf can contain a Claim. ¡¡ We Need Them: Don’t mess with the Jhereg Imperial teleport yourself to any location (regardless of distance)
¡¡ What Claim a piece of Turf contains may be known Ambassador. that you are familiar with. With difficulty, you can teleport
or unknown. ¡¡ Don’t Steal From Jhereg: No one gets away with stealing more people with you, and/or more quickly. Certain spells
¡¡ Unknown Claims may be determined by Gather from the Jhereg, not even other Jhereg. may be able to prevent teleportation to/from specific
Information actions, which may allow the players to locations. While this ability is common, some Dragaerans
¡¡ Off Limits: Jhereg don’t attack other Jhereg in their own
influence the type of Claim (“We’re looking to see if have never bothered to learn, while some are just not
homes, or in places of worship.
there are any informants in Copper Lane”). very good at it. Easterners also tend to get nauseous
¡¡ Certain Privileges: No one is allowed to murder members after teleporting.
¡¡ Taking over a piece of Turf does not automatically entitle of the Jhereg Council without Council permission.
an organization to the claim(s) in the Turf; each Claim Psionic Link - At will, you psionically communicate with any
¡¡ Bad for Business: Feuding between rival organizations is
must be acquired independently, typically through a willing person you are familiar with. Through this link, you
generally tolerated by the Council, but anything draws
score, or possibly a long-term project. can communicate words, feelings, images, teleportation
Imperial oversight (murder of nobles, riots, workers’
¡¡ Taking over a Claim outside of Turf you own is difficult, destinations, or links to other people. This connection
strikes, widespread destruction) is highly frowned upon.
as your organization is typically encroaching on another can be formed regardless of distance, although certain
materials or spells may be able to block the connection,
organization’s territory. Take -1d for engagement rolls, MAGIC on either side. It is usually obvious to outside observers
and -1d when gathering information on someone
Most spells a character is capable of do not require an action when you are speaking with someone psionically (you
else’s Turf.
role or cost stress to perform, under ideal circumstances appear distracted).
¡¡ Loss of Turf usually involves loss of any Claims in that (usually, a few quiet moments to concentrate). These
Turf. Minor applications:
include actions like:
¡¡ Heating/cooling food
Faction Status Change ¡¡ Teleporting to a well-known location (one’s own house).
¡¡ Shielding one from weather
¡¡ Establishing mind-to-mind communication with a
When you execute an operation, you gain -1 or -2 status ¡¡ Mending clothing
friend.
with factions that are hurt by your actions. Moving directly
against another faction may incur more serious reprisals. You ¡¡ Starting a fire, shielding oneself from rain, cleaning ¡¡ Healing minor wounds
may also gain +1 status with a faction that your operation one’s boots.
helps. (If you keep your operation completely quiet then your ¡¡ Healing a minor wound.
status doesn’t change.) Your status may also change if you
do a favor for a faction or if you refuse one of their demands.
THE ORGANIZATION Organization Upgrades ¡¡ Training - Gives you 2 XP when you train a given XP
track during downtime. (Insight, Prowess, Resolve, or
On the streets of Adrilankha, every block is run by a specific ¡¡ Sorcerous Protections - Your lair is protected from Playbook XP).
gang. Each gang is run by one individual: that gang’s boss. sorcerous assault. Includes alarms against intrusion or
espionage, teleport blocks, and wards against direct ¡¡ Vault - Your lair has a secure vault, increasing your
Each boss may have one or more lieutenants, foot soldiers,
magical attack. You may pay 1 coin per tier of your storage capacity for coin to 8. A second upgrade
associates, and helpers, but the boss is ultimately responsible
crew (min. 1) to extend these protections to all your increases your capacity to 16. A separate part of your
for the success of their organization. Fail to show enough
turf and claims for one downtime/score period. vault can be used as a holding cell.
profit, and the bosses above may look for someone new to
run the area. Show weakness, and you’re liable to get axed ¡¡ Morganti Blades - Members of your organization can ¡¡ Workshop - Your lair has a workshop appointed with
by a rival organization looking to expand their territory, or carry Morganti blades on any score. Wielding a Morganti tools for tinkering, witchcraft, and sorcery; as well as
by an underling looking to become the new boss. blade causes 1 stress per scene in which it is used. It gives a small library of books, documents, and maps. You
+1d when used to intimidate, and increased potency may accomplish long-term projects with these assets
Choose a Boss when used in combat. In addition, when a Morganti without leaving your lair.
Every organization is run by a single boss—the person blade strikes a killing blow, it destroys the victim soul, ¡¡ Imperial Contacts - Your tier is +1 when dealing with
who makes the lion’s share of the decisions, and takes a and they cannot be resurrected. Otherwise, Morganti anyone Imperial (Anyone who works in the Palace,
corresponding amount of the profits (see also, Payout). At Blades can generally be acquired as a tier 3 asset. It may including Phoenix Guards).
the game table, you have a few options for how to handle be possible to acquire lower quality versions (clumsy ¡¡ City Records - You get +1d to the engagement roll
this. Discuss them among the players: balance, psychically noisy, etc.) at lower result levels. for stealth plans.
¡¡ Rigging - You get 2 free load in two equipment ¡¡ Cover Identities - You get +1d to the engagement roll
NPC Boss
categories of your choice (weapons, implements, for deception and social plans.
The boss is an NPC, played primarily by the GM during supplies, gear, documents, and tools). ¡¡ Training Rooms/Barracks - Your gangs fight at +1 scale.
scenes. During downtime, choices about the organization ¡¡ Cohort - A cohort is a gang or single expert NPC who
(such as scores and upgrades) are made by the players as ¡¡ Phoenix Guard Confederates - You get +1d to the
works for your crew. (adepts, rooks, rovers, skulks, engagement roll for assault plans.
a group. If a player character overthrows the boss in the thugs)
fiction, that character becomes an NPC (or becomes the ¡¡ Phoenix Guard Intimidation - You get -2 heat per
¡¡ Elite Cohorts (specify type) - All of your cohorts with score.
PC Boss, see below).
the specified type get +1d to quality rolls for related
¡¡ What is your boss’s appearance and personality? actions. ¡¡ Interrogation Chamber - You get +1d to Command
¡¡ What are their goals and working style? and Sway on-site. Grisly business, but effective.
¡¡ Hardened (costs 3 upgrades)- Each PC gets +1 trauma
¡¡ How does your gang feel about the boss? box. This may bring a PC with 4 trauma back into play ¡¡ Victim Trophies - You get +1 rep per score. Word of
if you wish. your grisly “collection” gets around, and your boldness
PC Boss boosts your rep in the underworld.
¡¡ Composed (costs 3 upgrades) - Each PC gets +1 stress
One of the players’ characters is the boss of the organization.
box.
Choices about the organization should still be made by the
group, but the boss should have the ability to break ties. ¡¡ Hidden Lair - Your lair has a secret location and is
disguised to hide it from view. If your lair is discovered,
Choose an initial reputation & lair spend two downtime activities and coin equal to your
tier to relocate it and hide it again.
Establish your starting area
Choose a turf and add a claim of your choice to it. ¡ ¡ Mastery (costs 4 upgrades) - Your crew has access
to master level training. You may advance your PC’s
Which boss owns this territory? action ratings to 4.
¡¡ Pay them off. Give them 1 coin in exchange for giving ¡¡ Quality - Each upgrade improves the quality rating of all
you room to work. the PC’s items of that type, above their regular quality
¡¡ Pay them 2 coin as a show of respect and gain +1 level. Types include: Documents, Gear (Burglary and
status with them. Climbing), Arcane Implements/Witchcraft Supplies,
¡¡ Keep your money and take -1 status with them. Subterfuge Supplies, Tools, Weapons.
¡¡ Quarters - Your lair includes living quarters for your
Choose a Special Ability
crew. Without this upgrade, each PC sleeps elsewhere,
Assign Organization Upgrades (2) and is vulnerable when they do. Note: The Jhereg have
rules against attacking members in their own homes, but
Choose a Favorite Contact this ceases to apply when you step outside your door!
CLAIMS STARTING SITUATION
¡¡ Marketplace: A thriving shopping district provides
ample opportunity for cutpurses and thieves. You may
¡¡ Terrorized Citizens - You get +2 coin in your payoff for
scores that involve battle or extortion. The frightened
WAR IN MALAK'S CIRCLE
occupy a cohort of Skulks for one downtime in order locals offer you tribute whenever you lash out. They Your crew is caught up in a dangerous (and likely profitable)
to roll their tier level. A PC may spend a downtime don’t want to be next. situation in Malak’s Circle.
action to join them and use their action rating instead. ¡¡ Warehouses - You get +1d to acquire asset rolls. You Welok the Blade, who ran the Jhereg organization in
Collect a purse for each result level (1-3 = 1, 4-5 = 2, have space to hold all the various spoils you end up Malak’s Circle, has been killed. People say it was his
6 = 3, 6s = 5). with after your battles. It can be useful on its own or second-in-command, Mantis who did it. She has been
¡¡ Muggers’ Alley: A spot where fools are easily parted for barter when you need it. stitching together Welok’s organization and attempting
from their coin. You may occupy a cohort of Thugs for ¡¡ Scrying Chamber - You get +1d to the engagement to regain control of Malak’s Circle.
one downtime in order to roll their tier level. A PC may roll for arcane plans. Meanwhile, the bosses who control the surrounding
spend a downtime action to join them and use their ¡¡ Ancient Temple - You get +1d to Consort with arcane territory have swooped in to extend their own holdings.
action rating instead. Collect a purse for each result entities on-site. It’s off-limits for Jhereg to attack Tension has been brewing on the streets, and open conflict
level (1-3 = 1, 4-5 = 2, 6 = 3, 6s = 5). someone at a place of worship. Who does this temple is not far behind.
¡¡ Occult Services: A business that offers sorcery or revere?
witchcraft services . You may occupy a cohort of Adepts Your crew is poised to profit from all this, or be swept up
¡¡ Local Graft - You get +2 coin in payoff for scores that in the chaos and destroyed. Who will you side with? Do
for one downtime in order to roll their tier level. A PC involve a show of force or socializing. A few city officials
may spend a downtime action to join them and use you have loyalties and friendship in the mix, or are you
share bribe money with those who show that they’re detached outsiders coldly exploiting the situation? We’ll
their action rating instead. Collect a purse for each players on the scene.
result level (1-3 = 1, 4-5 = 2, 6 = 3, 6s = 5). play to find out!
¡¡ Lookouts - You get +1d to Hunt or Survey on your turf.
¡¡ Envoy: You get +2 coin in payoff for scores that involve Opening Scene
¡¡ Luxury Venue - +1d to Consort and Sway rolls on-site.
nobility. This well-connected liaison will help arrange
Silks, paintings, and crystal impress the clientele. After the players make characters and their organization,
for a better payoff from nobles.
¡¡ Surplus Cache - You get +2 coin in payoff for scores that tell them this:
¡¡ Fixer: You get +2 coin in payoff for scores that involve
involve product sale or supply. You have an abundance Your organization’s boss (and/or one player character
lower-class clients. This well-respected agent will help
of product, which pads your pockets every now and designated by the players, if the boss is an NPC) is sitting across
arrange for a better payoff from poorer clients.
then. the table from Sarynx. You’re in a restaurant in Lower Kieron
¡¡ Informants: You get +1d to gather information for a
¡¡ Covert Drop - You get +2 coin in payoff for scores that Way, with waiters bustling around with trays of food and
score. Your eyes and ears on the streets are always on
involve espionage or sabotage. The perfect hidden klava. Sarynx’s lieutenant and sorcerer are in a booth nearby,
the lookout for new targets.
exchange point is worth the extra coin to discerning but who knows if she has other guards in position. She offers
¡¡ Training Rooms/Barracks: Your gangs get +1 scale. clientele. you a piece of her territory in exchange for assistance in the
Extra training enables them to fight like a larger gang.
¡¡ Loyal Fence - You get +2 coin in payoff for scores that turf war against Neomir. Do you accept the offer to work for
¡¡ Gambling Den: During downtime, roll dice equal to involve burglary or robbery. It requires a skilled eye her? Do you offer to assassinate her rival? Were you actually
your Tier. You earn coin equal to the highest result, and good contacts to move stolen goods. here to kill her, hired by a rival?
minus your heat. What is the game?
¡¡ Tavern - You get +1d to Consort and Sway rolls on- Play Sarynx and other NPCs. React as they would. Sarynx
¡¡ Fighting Pits: During downtime, roll dice equal to your site. Some booze and friendly conversation can go a is cunning, generous, and vindictive. Her features suggest
Tier. You earn coin equal to the highest result, minus long way. Athyra. There are rumors she was a sorceress of the Left
your heat. The locals love to gamble away their hard-
¡¡ Side Business - Any time during downtime, roll dice Hand of the Jhereg. If the players refuse her offer, she
won coin on the blood-sports you host.
equal to your Tier. You earn coin equal to the highest warns them. If they try to double-cross her, she’ll be
¡¡ Street Fence: You get +2 coin in your payoff for scores result, minus your heat. What kind of legitimate business ruthless.
that involve lower-class targets. An expert can find is this? How do you get paid in secret?
the treasure amid the trash you loot from your poorer Score Ideas
victims. ¡¡ Assassinate Neomir
¡¡ Assault Neomir’s turf
¡¡ Take Mantis’s turf
DRAGAERAN HOUSES Hawk Jhereg Teckla
¡¡ Colors: Black and red ¡¡ Colors: Black and gray ¡¡ Colors: Yellow, green, brown
Phoenix ¡¡ Personality: Aloof, keen and ¡¡ Personality: Devious, opportunistic, ¡¡ Personality: Meek, mundane
¡¡ Colors: Gold observant(when engaged) but vague practical ¡¡ Associated Concepts: Cowardice and
¡¡ Personality: Air of majesty, think in or oblivious (when not). ¡¡ Concepts: Avarice and corruption Fertility
grand terms ¡¡ Concepts: Observation and Perception ¡¡ Appearance: generally angular and ¡¡ Appearance: Round-faced, lack of
¡¡ Associated Concepts: Decadence and ¡¡ Appearance: Chiseled facial structure, sharp features, often display one or noble’s point.
rebirth angular face, sharp features. more characteristics of another house. ¡¡ Namesake: Timid marsh mouse.
¡¡ Appearance: golden hair, golden or ¡¡ Namesake: Bird of prey. ¡¡ Namesake: Venomous flying reptile ¡¡ Common occupation: Farmer, laborer,
blue eyes, angular face, noble’s peak. ¡¡ Common occupation: Scholar (cat-sized, giant variants) servant.
¡¡ Namesake: Flaming bird ¡¡ Common occupation: Thug
¡¡ Note: Empress Zerika IV is the only Dzur Jhegaala
current living Phoenix. ¡¡ Colors: Black. Just black. Iorich ¡¡ Colors: Brown and Yellow
¡¡ Common occupation: Nobility ¡¡ Personality: Combative, honorable, ¡¡ Colors: Brown and white ¡¡ Personality: Adaptable, shrewd,
reckless, courageous, short-tempered. ¡¡ Personality: Vengeful, passive, long- creative, durable
Dragon ¡¡ Associated Concepts: Heroism and Honor memory ¡¡ Associated Concepts: Metamorphosis
¡¡ Colors: Black and silver ¡¡ Appearance: Dark hair, pointed ears, ¡¡ Concepts: Justice and Retribution and Endurance
¡¡ Personality: Arrogant and honorable, slanted (sometimes purple) eyes, ¡¡ Appearance: Muscular, compact, brown ¡¡ Appearance: Pale skin, light eyes, long
belligerent defined cheekbones, pointed chin, hair and eyes. face..
¡¡ Associated Concepts: War and conquest nobles point. ¡¡ Namesake: Slow, winged, river-dwelling ¡¡ Namesake: Creature with different
¡¡ Appearance: Dark hair, sharp features, ¡¡ Namesake: Black panther. reptile. evolutionary stages including egg, toad,
angular face, noble’s peak. ¡¡ Common occupation: Warrior ¡¡ Common occupation: Advocate, moth, and others.
¡¡ Namesake: Huge, fearsome (non-flying) justicer, jailor. ¡¡ Common occupation: Laborer, clerk,
reptile with prehensile tentacles around Issola
merchant.
its head. ¡¡ Colors: Green and white Chreotha
¡¡ Common occupation: Soldier ¡¡ Personality: Gracious, proper, elegant. ¡¡ Colors: Black and brown Athyra
¡¡ Concepts: Courtliness and Surprise ¡¡ Personality: Prudent, shy, far-seeing ¡¡ Colors: Red and white
Lyorn ¡¡ Appearance: Fair skin, light brown hair, ¡¡ Concepts: Forethought and Ensnarement ¡¡ Personality: Intellectual, aloof, cold
¡¡ Colors: Red and golden brown graceful. ¡¡ Appearance: Long face, dark eyes, curly ¡¡ Associated Concepts: Magic and
¡¡ Personality: Honest, forthright, proper, ¡¡ Namesake: Stork-like bird. hair, stubby fingers. Philosophy
reserved ¡¡ Common occupation: Courtier, ¡¡ Namesake: Web-spinning fox. ¡¡ Appearance: Thin, smooth face, grey
¡¡ Associated Concepts: Tradition and duty seneschal ¡¡ Common occupation: Craftsperson. eyes, light hair.
¡¡ Appearance: Straight brown hair, dark ¡¡ Namesake: Psionic owl-like bird.
complexion, high forehead, thin face, Tsalmoth Yendi
¡¡ Common occupation: Sorcerer,
hooked nose, graceful movements. ¡¡ Colors: Red and silver ¡¡ Colors: None
intellectual
¡¡ Namesake: Golden-haired dog with ¡¡ Personality: Tenacious, unpredictable, ¡¡ Personality: Subtle, devious, deceptive,
a horn loyal (for a while) manipulative, scheming
¡¡ Common occupation: Noble, curator, ¡¡ Concepts: Unpredictability and Tenacity ¡¡ Associated Concepts: Subtlety and
historian. ¡¡ Appearance: Full face, round eyes, Misdirection
distinctive nose. ¡¡ Appearance: None.
Tiassa ¡¡ Namesake: Bearlike animal. ¡¡ Namesake: Snake with slow-acting
¡¡ Colors: Blue and white ¡¡ Common occupation: Merchant poison.
¡¡ Personality: Enthusiastic, creative, ¡¡ Common occupation: Courtier.
insightful, determined, ambitious Vallista
¡¡ Associated Concepts: Catalyst and ¡¡ Colors: Yellow and red Orca
Inspiration ¡¡ Personality: Creative, artistic, ¡¡ Colors: Pale blue and green
¡¡ Appearance: generally angular and destructive, cold, rigid ¡¡ Personality: Predatory, mercantile
sharp features, often display one or ¡¡ Concepts: Creation and Destruction ¡¡ Concepts: Mercantilism and Brutality
more characteristics of another house. ¡¡ Appearance: Dark complexion, brown eyes. ¡¡ Appearance: Pale, light hair, blue eyes,
¡¡ Namesake: Panther with batlike wings. ¡¡ Namesake: Beaver-like amphibian sleek face, broad features, sturdy build.
¡¡ Common occupation: Artist ¡¡ Common occupation: Engineer, ¡¡ Namesake: Predatory pelagic vertebrate.
architect ¡¡ Common occupation: Sailor, merchant.
CHARACTER CREATION 3. Choose a Background (How did you join the Jhereg?): Link to the Orb. You have a permanent link to the Imperial
¡¡ Bought into the Jhereg: Although you were originally Orb. This link allows the following:
1. Choose a Playbook a member of another house, you bought a title in the ¡¡ Ability to know the time of day.
¡¡ Muscle Jhereg in order to join. Why did you buy into the Jhereg? ¡¡ Ability to speak directly to the Empress (although
¡¡ Shadow What is your title? What did it cost you? What was your frivolous use of this ability draws severe penalties, such
¡¡ Face original House, and how does it affect you? as having one’s mind burned out)
¡¡ Weaver ¡¡ Adopted by the Jhereg: You gave up status in another ¡¡ Ability to draw energy from the orb for sorcerous effects
¡¡ Sorcerer House in order to secure status in the Jhereg. Why did such as teleportation and psionic links (see, Sorcery).
you leave? Why did you choose the Jhereg? What was your
¡¡ Witch original House? 6. Choose One Close Friend and One Rival.
¡¡ Familiar ¡¡ Jhereg by Birth: Your parents were in the Jhereg and you What House are they? How do you know them? What is your
2. Choose Dragaeran or Easterner Heritage grew up around organized crime. How did this affect your relationship like?
upbringing. What is your relationship with your parents? 7. Choose Your Ambition
You are a member of the Jhereg, the Dragaeran House
associated with organized crime. But unlike other Houses, ¡¡ Secret Identity: You have a Jhereg identity separate This is what motivates the deeds you do for the Jhereg.
the Jhereg accept those of different backgrounds and from your other life. What is your other life? Why did
you create this identity? How do you keep them separate? You may choose not to share this with other players (even
Houses, and even accept Easterners. the GM). You will have an XP trigger for your ambition.
¡¡ Dragaeran: Dragaerans are long-lived (~2000 year Familiar - Instead of choosing a race and background, Categories: Wealth, Power, Rank, Fame, Revenge
lifespan), tall (6.5-7 feet), and belong to one of 17 Great you may choose to be a witch’s familiar - usually a small,
domesticated animal such as a cat or dog, but other, wilder Add a detail (a target or other specific goal)
Houses. Some of the Houses contain a high proportion
of nobility (Noble Houses), such as Phoenix, Dragon, exceptions (jhereg, sentient weapons??) are possible. E.g., Become a Baron, Lead my own gang, Join the Jhereg
Dzur, Hawk. Some Houses comprise the middle classes Choose the familiar playbook. What species are you? Where Council, Destroy the e’Lanya line, Become a Wizard,
of Dragaeran society -- merchants and craftspeople, were you born? How were you raised? Who is your master, Discover a new branch of Sorcery.
such as Vallista, Chreotha and Orca. The most plentiful and what is your relationship with them?
If you complete your ambition, decide whether to retire
House is that of Teckla, who comprise the peasant 4. Assign Four Action Dots your character or replace your ambition with a new one.
class. Most are farm workers or laborers. If you came
from another House before joining the Jhereg, your Put two dots in actions that you feel reflect your character’s 8. Choose Your Vice
original House likely has a strong influence on your race or background
9. Record your Name, Alias, & Look
appearance and personality (see, Dragaeran Houses). Assign two more dots anywhere you please (max rating
¡¡ Easterner: Easterners are short-lived (~60 year is 2)
lifespan), 5-6 feet tall. Unlike Dragaerans, Easterners
NEW ACTIONS
can (and frequently do) grow facial (and body) hair.
5. Choose Special Abilities
¡¡ Take the default ability for the playbook (already
Craft
Easterners are not automatically citizens of the Empire,
so few have the ability to use sorcery. However, marked). When you Craft, you painstakingly create or alter devices
Easterners have the same potential for psionic ability ¡¡ Choose one additional ability from your selected or rituals with tools or arcane energy. You might pick a
as Dragaerans. Instead, Easterners commonly practice playbook, or from another playbook. lock or crack a safe. You might disable a mechanical or
witchcraft, which Dragaerans have little respect for. sorcerous alarm or trap. With training, you might heal an
¡¡ All Dragaeran citizens have a link to the orb, which
Most Dragaerans look down on Easterners, although injury or revivify a dead body, or determine the owner of
confers certain abilities. As a citizen, you have the
the Jhereg will take anyone that can prove their worth a given object. You might create a new witchcraft ritual
special ability Link to the Orb.
or sorcery spell. You might might teleport an object to
you from a distant location (but Evoking might be better).

Evoke
When you Evoke, you manipulate arcane energy for swift
results. You might teleport a group of friends to a once-
visited location. With training, you might summon a wall
of flames, or strike at nearby enemies with bolts of force
(but Skirmishing might be better).
BLADES
MUSCLE
stash 
A dangerous coin 
OF THE character; an 
crew imposing presence. 
special abilities PLAYBOOK

name alias zz Battleborn: You may expend your special armor to reduce harm
from an attack in combat or push yourself during a fight. INSIGHT
Dzur's Heroism: You can push yourself to do one of the following:
zz CRAFT
   
look perform a feat of physical force that verges on the superhuman—engage
    HUNT
a small gang on equal footing in close combat.
    STUDY
Bodyguard: When you protect a teammate, take +1d to your
zz SURVEY
heritage:   dragaeran—easterner background: adopted—born jhereg—bought in—secret identity    
resistance roll. When you gather info to anticipate possible threats
in the current situation, you get +1 effect.
PROWESS
ambition: fame—power—rank—revenge—wealth Leadership of the Dragon: When you Command a cohort in
zz
combat, they continue to fight when they would otherwise break     FINESSE
(they're not taken out when they suffer level 3 harm). They gain     PROWL
vice / purveyor : faith — gambling — luxury — obligation — pleasure — stupor — weird +1 effect and 1 armor.     SKIRMISH
stress trauma Herald: Your imposing presence amplifies others’ words. When you
zz     WRECK
c o l d — h a u n t e d — o b s e s s e d — pa r a n o i d
r e c k l e s s — s o f t — u n s ta b l e — v i c i o u s
exert your presence during another’s social action, they get +1d or
+1 effect. How do you establish yourself in the scene? RESOLVE
harm healing
Savagery of the Orca: When you unleash physical violence, it's
zz     COMMAND
NEED project clock
3 HELP terrifying. When you Command a terrified target, take +1d.
    CONSORT
armor uses Tough as a Dzur: Penalties from harm are one level less severe.
zz EVOKE
2 -1D    
armor Level 4 harm (or higher) is still fatal.     SWAY
LESS heavy Survivor: From hard-fought struggles or innate reserves you're
zz
1 EFFECT BONUS DIE
special better able to handle life in the Jhereg. You get +1 stress box.
notes push yourself (take 2
Hardened: You’ve done “work” (Jhereg slang for assassination),
zz + stress) -or- accept a
and you can tell whenever someone else has. Gain potency when devil's bargain.
commanding someone who hasn’t. Gain potency when consorting
with someone who has. load  
3   
5  
6+

Veteran: Take a special ability from another playbook. You may take
zz  A Blade or Two
this ability multiple times.  Throwing Knives
 A Handful of Pointy Things
dangerous friends, rivals items  A Large Weapon
 An Unusual Weapon
 
 Chenneth, a bouncer Fine hand weapon
 
 Sorcerous Intrusion Devices
 
 Varg, a vicious thug Fine heavy weapon
   Silence Device
Scary weapon or tool
   Dark-Sight Device
 
 Shendry, a healer
 Eavesdropping Device
 
 Hest, a bar owner  Poisoner's Kit
 A Sorcerous Focus
 
 Zhin, a house guard
 Burglary Gear
xp  Climbing Gear
 Arcane Implements
 Every time you roll a desperate action, mark xp in that action's attribute.
At the end of each session, for each item below, mark 1 xp (in your  Witchcraft Supplies
playbook or an attribute) or 2 xp if that item occurred multiple times.  Documents
 You addressed a challenge with violence or intimidation.  Subterfuge Supplies
 You expressed your heritage, background, ambition, or house.  Demolition Tools
 You struggled with issues from your vice or traumas during the session.  Tinkering Tools
 You expressed your relationship with the boss or organization  Lantern
BLADES
SHADOW
stash 
A stealthy coin 
OF THE infiltrator 
crew and spy 
special abilities PLAYBOOK

name alias zz Infiltrator: You are not affected by quality or Tier when you bypass
security measures. This applies to sorcerous and physical security INSIGHT
measures, as well as guards.
    CRAFT
look Daredevil: When you roll a desperate action, you get +1d to your
zz     HUNT
roll if you also take -1d to any resistance rolls against consequences
of the action.     STUDY
heritage:   dragaeran—easterner background: adopted—born jhereg—bought in—secret identity     SURVEY
The Devil’s Footsteps: You can push yourself to do one of the
zz
following: perform a feat of athletics that verges on the superhuman—
maneuver to confuse your enemies so they mistakenly attack each other.
PROWESS
ambition: fame—power—rank—revenge—wealth
Expertise: Choose one of your action ratings. When you lead a
zz     FINESSE
group action using that action, you can only suffer 1 stress at most,     PROWL
vice / purveyor : faith — gambling — luxury — obligation — pleasure — stupor — weird regardless of the number of failed rolls. You may take this ability     SKIRMISH
multiple times, choosing a different action rating each time.     WRECK
stress trauma c o l d — h a u n t e d — o b s e s s e d — pa r a n o i d
r e c k l e s s — s o f t — u n s ta b l e — v i c i o u s
Suddenness of the Issola: When there’s a question about who acts
zz
first, the answer is you. How do you get your edge? Careful planning RESOLVE
harm healing and anticipation? Superior speed and reflexes?
NEED project clock     COMMAND
3 HELP Elusive: You may expend your special armor to resist a consequence
zz     CONSORT
armor uses from detection or security measures, or to push yourself for a feat
2 -1D of athletics or stealth.     EVOKE
armor
    SWAY
LESS heavy Weak Points: No matter how subtle the wizard, a dagger between
zz
1 EFFECT the ribs will seriously cramp his style. Gain +1d and ignore a victim’s BONUS DIE
special
sorcerous defenses when striking from ambush. push yourself (take 2
notes
Scout: When you gather information to discover the location of a
zz + stress) -or- accept a
devil's bargain.
target , you gain +1 effect. When you hide in a prepared position
or use camouflage you get +1d to rolls to avoid detection. load  
3   
5  
6+
Veteran: Take a special ability from another playbook. You may take
zz  A Blade or Two
this ability multiple times.  Throwing Knives
 A Handful of Pointy Things
shady friends, rivals items  A Large Weapon
 An Unusual Weapon
  Jaal, a shifty fence Spring-loaded sheath
 
 Sorcerous Intrusion Devices
  Drav, a corrupt Phoenix Fine burglary tools
   Silence Device
Guard
 Fine sorcerous intrusion  Dark-Sight Device
  Illora, a manipulative Issola
devices  Eavesdropping Device
Noble
 Poisoner's Kit
  Ishtvan, a ruthless assassin Light climbing gear
   A Sorcerous Focus
  Grenn, a pickpocket
 Burglary Gear
xp  Climbing Gear
 Arcane Implements
 Every time you roll a desperate action, mark xp in that action's attribute.
At the end of each session, for each item below, mark 1 xp (in your  Witchcraft Supplies
playbook or an attribute) or 2 xp if that item occurred multiple times.  Documents
 You addressed a challenge with stealth or surprise.  Subterfuge Supplies
 You expressed your heritage, background, ambition, or house.  Demolition Tools
 You struggled with issues from your vice or traumas during the session.  Tinkering Tools
 You expressed your relationship with the boss or organization  Lantern
BLADES
FACE
stash 
A social coin 
OF THE manipulator 
crew and trickster 
special abilities PLAYBOOK

name alias zz Stage Presence: Your words or gesticulations are particularly


effective distractions. When you successfully perform a setup using INSIGHT
a social action, provide both improved position and +1 effect for
the action you set up. (normally, it’s one or the other)     CRAFT
look
    HUNT
Evolution of the Jhegaala: Push yourself to roll an action rating
zz
in which you have 0 dice as if it were 2. Say how you acquired     STUDY
heritage:   dragaeran—easterner background: adopted—born jhereg—bought in—secret identity familiarity with this action in a previous experience or career.     SURVEY
Chameleon: You are skilled at presenting yourself as something
zz
you’re not. Gain +1d for social actions involving deception when
PROWESS
ambition: fame—power—rank—revenge—wealth you alter your appearance.     FINESSE
Ongoing Schemes: At the end of each downtime phase, you earn
zz     PROWL
vice / purveyor : faith — gambling — luxury — obligation — pleasure — stupor — weird +2 stash.     SKIRMISH
stress trauma Yendi’s Subtlety: You may expend your special armor to resist a
zz     WRECK
c o l d — h a u n t e d — o b s e s s e d — pa r a n o i d
r e c k l e s s — s o f t — u n s ta b l e — v i c i o u s
consequence from suspicion or persuasion, or to push yourself
for subterfuge. RESOLVE
harm healing
Impresario: When you indulge your vice, you may adjust the dice
zz     COMMAND
NEED project clock
3 HELP outcome by 1 or 2 (up or down). An ally who joins you may do
    CONSORT
armor uses the same.
2 -1D     EVOKE
armor Vengeance of the Iorich: You gain an additional xp trigger: You got
zz     SWAY
LESS heavy payback against someone who harmed you or someone you care
1 EFFECT about. If your crew helped you get payback, also mark crew xp. BONUS DIE
special
notes Shared Bonds: Once per scene, you can gain +1d on an action
zz push yourself (take 2
role against someone with whom you have something in common + stress) -or- accept a
devil's bargain.
(e.g., House or Background). Explain what the connection is and
how you use it to your benefit. This applies to any action, not just load  
3   
5  
6+
social actions.
 A Blade or Two
Veteran: Take a special ability from another playbook. You may take
zz  Throwing Knives
this ability multiple times.  A Handful of Pointy Things
sly friends, rivals items  A Large Weapon
 An Unusual Weapon
 Haverad, a Lyorn justicer
  Fine set of clothing and jewelry
 
 Sorcerous Intrusion Devices
 Ardwena, an Iorich advocate
  Fine false papers
   Silence Device
with flexible morals  Dark-Sight Device
Fine gambling accoutrements
 
 Teilor, an Issola courtier
   Eavesdropping Device
Fine disguise kit
   Poisoner's Kit
 Nectogal, a Dragon diplomat
 
 A Sorcerous Focus
 Sara, an Issola musician
  A disguised weapon
   Burglary Gear
xp  Climbing Gear
 Arcane Implements
 Every time you roll a desperate action, mark xp in that action's attribute.
At the end of each session, for each item below, mark 1 xp (in your  Witchcraft Supplies
playbook or an attribute) or 2 xp if that item occurred multiple times.  Documents
 You addressed a challenge with deception or persuasion.  Subterfuge Supplies
 You expressed your heritage, background, ambition, or house.  Demolition Tools
 You struggled with issues from your vice or traumas during the session.  Tinkering Tools
 You expressed your relationship with the boss or organization  Lantern
BLADES
WEAVER
stash 
A devious coin 
OF THE 
mastermind
crew 
special abilities PLAYBOOK

name alias zz Yendi's Schemes: During downtime, you get two ticks to spend on
projects related to uncovering a weakness of an opponent or victim. INSIGHT
Misdirection: You are skilled in acting indirectly and hiding your
zz CRAFT
   
look intentions. Whenever you resist a consequence in a social situation,
    HUNT
you may take -1d in order to redirect the consequence to a different
target involved in the scene. Describe how you avoid attention and     STUDY
heritage:   dragaeran—easterner background: adopted—born jhereg—bought in—secret identity set up the victim.     SURVEY
Hawk’s Insight: Your knowledge of the human psyche gives you
zz
leverage into manipulating people. Whenever you act against
PROWESS
ambition: fame—power—rank—revenge—wealth someone you have previously Studied, you gain +1d.     FINESSE
Chreotha’s Foresight: Each score, you may perform flashbacks
zz     PROWL
vice / purveyor : faith — gambling — luxury — obligation — pleasure — stupor — weird worth up to 2 total stress at no stress cost.     SKIRMISH
stress trauma Tiassa’s Calculation: Due to your careful planning, during
zz     WRECK
c o l d — h a u n t e d — o b s e s s e d — pa r a n o i d
r e c k l e s s — s o f t — u n s ta b l e — v i c i o u s
downtime, you may give yourself or another crew member +1
downtime activity. RESOLVE
harm healing
Noble Connections: During downtime, you get +1 result level when
zz     COMMAND
NEED project clock
3 HELP you acquire an asset or reduce heat.
    CONSORT
armor uses Chreotha’s Web: You gain +1d to Consort when you gather
zz EVOKE
2 -1D    
armor information on a target for a score. You get +1d to the engagement     SWAY
LESS heavy roll for that operation.
1 EFFECT BONUS DIE
special Unnoticed: You have a tendency to fade into the background. Before
zz
notes explicitly introducing yourself or interacting with another character push yourself (take 2
in a scene, your presence goes unremarked or undetected. If you + stress) -or- accept a
devil's bargain.
haven’t already taken action in a scene (including flashbacks), you
can appear in it as if you had been there the whole time. load  
3   
5  
6+
Veteran: Take a special ability from another playbook. You may take
zz  A Blade or Two
this ability multiple times.  Throwing Knives
 A Handful of Pointy Things
shrewd friends, rivals items  A Large Weapon
 An Unusual Weapon
  Kell, a sly gambler Fine set of clothing and jewelry
 
 Sorcerous Intrusion Devices
  Gendis, a Chreotha crafter
Fine false papers
   Silence Device
who hears many rumors
 Dark-Sight Device
  Brin, an Investigator in the Fine gambling accoutrements
 
 Eavesdropping Device
Phoenix Guard (Dragon) Poisoner's Kit
Fine disguise kit
   
  Mellindra, a devious Yendi  A Sorcerous Focus
noble A disguised weapon
   Burglary Gear
xp  Climbing Gear
 Arcane Implements
 Every time you roll a desperate action, mark xp in that action's attribute.
At the end of each session, for each item below, mark 1 xp (in your  Witchcraft Supplies
playbook or an attribute) or 2 xp if that item occurred multiple times.  Documents
 You addressed a challenge with planning or foresight.  Subterfuge Supplies
 You expressed your heritage, background, ambition, or house.  Demolition Tools
 You struggled with issues from your vice or traumas during the session.  Tinkering Tools
 You expressed your relationship with the boss or organization  Lantern
BLADES
SORCERER
stash 
An adept of coin 
OF THE Dragaeran 
crew magics 
special abilities PLAYBOOK

name alias zz Teleport Expert: You are skilled in every aspect of teleportation
sorcery. You may perform Teleport Traces and Blocks (see sidebar). INSIGHT
Irresistible Force: You are unaffected by quality or tier when
zz     CRAFT
look attempting to bypass or defeat sorcerous defenses or blocks.
    HUNT
Illusionist: You can create auditory or visual illusions using
zz STUDY
   
sorcery. Using the illusions trick a target or otherwise convince
heritage:   dragaeran—easterner background: adopted—born jhereg—bought in—secret identity     SURVEY
them the illusions are real will require an action roll (usually Sway
or Command).
PROWESS
Mind Probe: You can create psionic links with other people, even
zz
ambition: fame—power—rank—revenge—wealth
if they don’t wish it. Surface thoughts are more readily available,     FINESSE
though deeper thoughts are possible to retrieve, with difficulty. It’s     PROWL
vice / purveyor : faith — gambling — luxury — obligation — pleasure — stupor — weird
possible, though difficult, to create these links without the target     SKIRMISH
knowing about it.
stress trauma     WRECK
c o l d — h a u n t e d — o b s e s s e d — pa r a n o i d Necromancy: The study of Necromancy encompasses not just life
zz
r e c k l e s s — s o f t — u n s ta b l e — v i c i o u s
and death, but alternate planes of reality, reincarnation, and the RESOLVE
harm healing disposition of souls. See Revivification and Communion in sidebar.
NEED project clock Counterspell: You are skilled at countering the effects of sorcery.
zz     COMMAND
3 HELP
You gain +1d when resisting the effects of sorcery. In addition, you     CONSORT
armor uses EVOKE
2 -1D may spend 1 stress to redirect the effect to the target of your choice.    
armor
Healing: During a score, you may push yourself to heal wounds on
zz     SWAY
LESS heavy yourself or another. See, Recovery. Members of your crew get +1
1 EFFECT BONUS DIE
special effect when using the Recovery action during downtime.
push yourself (take 2
¡¡ Teleport Trace: If someone has teleported recently nearby, you can determine their Boundless Reserves: Using sorcery is second nature to you. When
zz + stress) -or- accept a
destination (usually by Evoking). The more time has passed, and the busier the area, the you push yourself for a sorcerous effect, you may expend a use of devil's bargain.
more difficult this is to do. special armor in place of spending stress.
¡¡ Teleport Block: You can block a small area (e.g., a small building) from anyone teleporting Combat Sorcery: When fighting with a sorcerous focus, you gain
load  
3   
5  
6+
zz
into it, as long as you concentrate. With more effort (stress) you can block a wider area, potency in combat. You may spend extra stress to extend your reach  A Blade or Two
or keep up the block while doing other things. Usually done with Evoke, but with Crafting or area of effect. (default is point-blank, 1-2 targets, see Magnitude).  Throwing Knives
it’s possible to set up longer-lasting blocks.  A Handful of Pointy Things
Veteran: Take a special ability from another playbook. You may take
zz
¡¡ Necromancy, Revivification: You may push yourself to bring back to life a recently deceased,  A Large Weapon
this ability multiple times.
revivifiable body, assuming fatal wounds are mended. An action roll may be called for  An Unusual Weapon
(usually evoke or craft) if the circumstances are difficult (time pressure, condition of the arcane friends, rivals  Sorcerous Intrusion Devices
body, etc.). You may also cast a spell on a corpse to prevent others from revivifying it.  Silence Device
  Eiret, an Athyra Wizard   Droleg, an arrogant Dragonlord
¡¡ Necromancy, Communion: You may attempt to Evoke or Craft to conjure spirits to converse   Cheoru, a sorceress of the   Vayard, an intense Hawk  Dark-Sight Device
with. Gain potency when speaking with extradimensional beings — ­ demons, gods, and Left Hand of the Jhereg psionicist  Eavesdropping Device
the like (normally such efforts are limited at best).  Poisoner's Kit
items
notes  A Sorcerous Focus
Fine sorcerous focus
  An enchanted hand weapon
   Burglary Gear
xp  Climbing Gear
 Arcane Implements
 Every time you roll a desperate action, mark xp in that action's attribute.
At the end of each session, for each item below, mark 1 xp (in your  Witchcraft Supplies
playbook or an attribute) or 2 xp if that item occurred multiple times.  Documents
 You addressed a challenge with mystical power or knowledge.  Subterfuge Supplies
 You expressed your heritage, background, ambition, or house.  Demolition Tools
 You struggled with issues from your vice or traumas during the session.  Tinkering Tools
 You expressed your relationship with the boss or organization  Lantern
BLADES
WITCH
stash 
A practitioner of coin 
OF THE the Easterners’ 
crew arcane Art 
special abilities PLAYBOOK

name alias zz Initiate: You have mastered the basics of witchcraft. You can form
psychic links with others you know even without a connection to the INSIGHT
Orb. In addition, you know one warlock ritual (see sidebar). You can
learn another each time you select this ability. Rituals require supplies     CRAFT
look and take time. They also require some kind of connection to the     HUNT
target (hair, clothing, other personal possession, etc.); the stronger
the connection the better. You may perform rituals as a downtime     STUDY
heritage:   dragaeran—easterner background: adopted—born jhereg—bought in—secret identity activity, and may perform one ritual for free each downtime.     SURVEY
zz Familiar: You share a psionic bond with another creature (usually a
small animal such as a cat or dog, but other, wilder exceptions such as PROWESS
ambition: fame—power—rank—revenge—wealth jhereg, are possible). It has human-level intelligence and can speak to
you psionically, though not to others. It can operate independently from     FINESSE
you at your crew’s quality level. It starts with one ability (see sidebar)     PROWL
vice / purveyor : faith — gambling — luxury — obligation — pleasure — stupor — weird
Additional abilities can be acquired by selecting this ability again). You     SKIRMISH
do not need to take this ability for another player to use the Familiar playbook.
stress trauma     WRECK
c o l d — h a u n t e d — o b s e s s e d — pa r a n o i d zz Psionic Protection: You have potent protections against witchcraft
r e c k l e s s — s o f t — u n s ta b l e — v i c i o u s and psionic abilities. You gain +1d on resistance rolls against
witchcraft and psionic abilities. You may also declare that you are RESOLVE
harm healing lending this protection to another nearby person.
NEED project clock Embrace of the Supernatural: You are immune to fear caused by     COMMAND
3 HELP
zz
magical or otherworldly entities. In addition, gain +1d on Resolve resists.     CONSORT
armor uses EVOKE
2 -1D zz Ritual Inventor: During downtime, you get 2 ticks to spend on    
armor long-term project clocks to invent new rituals.     SWAY
LESS heavy zz Mental Fortitude: You may expend a use of special armor to resist a
1 EFFECT consequence of fatigue, ritual, or psionic ability, or to push yourself BONUS DIE
special
when using rituals or other psionic abilities. push yourself (take 2
¡¡ Ritual, Curse: You can place a hex on your target. Depending on the tier of the target, the zz Air of Mystery: You have embraced the persona of the witch, and + stress) -or- accept a
outcome of your action roll, the effect can range from minor (a tier one injury), to medium play it up in order to manipulate the superstitions of others. With a devil's bargain.
(tier two), severe (tier 3), or beyond. target that knows you are a witch, gain +1d or +1 effect when you
¡¡ Ritual, Scrying: You may Gather Information on your target once per downtime with +1d. attempt to intimidate or bluff them. load  
3   
5  
6+
When you do, you gain +1d on the engagement roll. zz Second Familiar: You gain a second familiar. This familiar can be  A Blade or Two
given additional qualities as above by selecting this ability multiple  Throwing Knives
times. This ability requires that you already have a familiar..  A Handful of Pointy Things
Familiar Abilities zz Veteran: Take a special ability from another playbook. You may take  A Large Weapon
Psionic Battery: Your familiar can share the psionic load required to use psionics or sorcery.
zz this ability multiple times.  An Unusual Weapon
Your familiar has a stress pool of 1, which can be spent as an assist (+1d) for psionic or occult friends, rivals  Sorcerous Intrusion Devices
sorcerous action rolls. This pool can be increased by taking this ability multiple times. Your  Silence Device
familiar recovers stress when you indulge vice (any amount of stress recovery can be allocated  Ibronka, an Easterner
    Kalsh, a paranoid
mystical supplies dealer psychedelics dealer  Dark-Sight Device
to your familiar).  Eavesdropping Device
 Ivan, an Easterner revolutionary  
   Juven, a Phoenix Guard
Combat Maneuvers: You and your familiar have trained to work together in combat. Your
zz  Poisoner's Kit
items
familiar has one use of special armor that can be expended to resist harm (of any kind) in  A Sorcerous Focus
combat. Fine witchcraft supplies
   Burglary Gear
Sorcerous Connection: Your familiar has trained in sorcery with you. Your familiar can use any xp  Climbing Gear
zz
sorcerous or witchcraft ability that you are capable of (at crew quality level).  Arcane Implements
 Every time you roll a desperate action, mark xp in that action's attribute.
At the end of each session, for each item below, mark 1 xp (in your  Witchcraft Supplies
Expertise: Your familiar has learned to assist you in specific areas. Choose 2 action ratings.
zz  Documents
Your familiar can now operate at tier +1 in these action ratings. You can select this quality playbook or an attribute) or 2 xp if that item occurred multiple times.
 You addressed a challenge with mystical power or knowledge.  Subterfuge Supplies
multiple times, choosing 2 more action ratings each time. Demolition Tools
 You expressed your heritage, background, ambition, or house.  
 You struggled with issues from your vice or traumas during the session.  Tinkering Tools
 You expressed your relationship with the boss or organization  Lantern
BLADES
FAMILIAR
stash 
A witch's coin 
OF THE friend and 
crew assisstant 
special abilities PLAYBOOK

name alias zz Awoken: You share a psionic bond with a witch. You have human-
level intelligence and can speak to your master psionically, though INSIGHT
not to others. Due to your size and animal instincts, you are more
readily able to avoid danger. In combat with humanoids, you take     CRAFT
look
one less level of harm than you would otherwise. However, when     HUNT
trying to do harm to a humanoid opponent, you start at zero effect.     STUDY
heritage:   dragaeran—easterner background: adopted—born jhereg—bought in—secret identity Natural Weapons: You have innate natural weapons (claws, teeth,
zz     SURVEY
poison, etc.) that give you increased effect when attempting to do
harm in combat (limited effect instead of zero effect). PROWESS
ambition: fame—power—rank—revenge—wealth Sorcerous Connection: You have somehow gained a link to the
zz     FINESSE
Orb and can use sorcery as well as an average Dragaeran (see, Link
    PROWL
to the Orb). How did you gain this connection?
vice / purveyor : faith — gambling — luxury — obligation — pleasure — stupor — weird     SKIRMISH
Evasive: You may spend a use of special armor in order to
zz
stress trauma     WRECK
c o l d — h a u n t e d — o b s e s s e d — pa r a n o i d completely avoid a single instance of harm in combat.
r e c k l e s s — s o f t — u n s ta b l e — v i c i o u s
Psionic Battery: You may allow your master to spend from your
zz RESOLVE
harm healing stress pool to push when creating sorcerous or witchcraft effects.
NEED project clock Expertise: You have learned to assist your master in specific areas.
zz     COMMAND
3 HELP
When you assist your master with an action, they may push for only     CONSORT
armor uses EVOKE
2 -1D 1 stress instead of 2. In addition, they get both benefits of pushing    
armor (+1d plus extra effect). How do you coordinate your efforts?     SWAY
LESS heavy Move As One: When you participate in the same group action with
1 EFFECT
zz BONUS DIE
special your master, you do not cause stress to the leader on a 1-3 result. If
notes you lead a group action, your master does not cause you stress on push yourself (take 2
a 1-3 result. In addition, a 6 from both you and your master counts
+ stress) -or- accept a
devil's bargain.
as a critical success.
Uncanny Intelligence: Take an ability from another playbook, if
zz load  
0   
1  
2+
it makes sense for you to be able to do. You may take this ability  A Blade or Two
more than once.  Throwing Knives
Veteran: Take a special ability from another playbook. You may take
zz  A Handful of Pointy Things
this ability multiple times.  A Large Weapon
 An Unusual Weapon
unusual friends, rivals  Sorcerous Intrusion Devices
 Kuvasz, a standoffish familiar  
   Melchim, a zealous food vendor  Silence Device
 Puli, an overprotective pet
   Naim, a crafty witch
   Dark-Sight Device
 Poll, a vigorous urchin
   Eavesdropping Device
 Poisoner's Kit
items
 A Sorcerous Focus
 A favorite accessory  Burglary Gear
xp  Climbing Gear
 Arcane Implements
 Every time you roll a desperate action, mark xp in that action's attribute.
At the end of each session, for each item below, mark 1 xp (in your  Witchcraft Supplies
playbook or an attribute) or 2 xp if that item occurred multiple times.  Documents
 You advanced the aims of your master or expressed your relationship with them.  Subterfuge Supplies
 You expressed your heritage, background, ambition, or house.  Demolition Tools
 You struggled with issues from your vice or traumas during the session.  Tinkering Tools
 You expressed your relationship with the boss or organization  Lantern
BLADES
OF THE
THE ORGANIZATION 
special abilities cohort quality

WEAK IMPAIRED BROKEN ARMOR


On the House: Your crew has a reputation for spreading the
zz
boss reputation
wealth during periods of prosperity. During downtime, the boss
lair may pay 1 coin or 1 rep to give each crew member a free Indulge
Vice action.
REP TURF HOLD WEAK STRONG TIER  
  
 Deadly: Each crew member chooses a dot in Hunt, Skirmish,
zz
or Prowl.
Arcanists: Each crew member chooses a dot in Evoke, Study,
zz cohort quality 
HEAT WANTED LEVEL COIN VAULTS or Craft. WEAK IMPAIRED BROKEN ARMOR
 
  
 | 
  
  | 
   
  
 
  
 Silver Tongues: Each crew member chooses a dot in Consort,
zz
Upon crew advance, each PC gets +1 Stash (+2 per Tier) Sway, or Command.
No Traces: When you keep an operation quiet or make it look
zz
Marketplace
  Fighting Pits
  Lookouts
  like an accident, you get half the Rep value of the target (round
Mugger's Alley Street Fence Luxury Venue up) instead of zero. When you end downtime with zero Heat,
     
CLAIMS

take +1 Rep.
Occult Services
  Terrorized Citizens
  Surplus Cache
  cohort quality 
Patron: When you advance Tier, it costs half the coin it normally
zz WEAK IMPAIRED BROKEN ARMOR
Envoy
  Warehouses
  Covert Drop
  would.
Fixer
  Scrying Chamber
  Loyal Fence
  Forged in the Fire: Each PC has been toughened by cruel
zz
experience. Take +1d to resistance rolls.
Informants
  Ancient Temple
  Tavern
 
War Dogs: When you’re at war (-3 faction status), your crew
zz
Gambling Den
  Local Graft
  Side Business
  does not suffer -1 hold and PCs still get two downtime activities,
instead of just one.
Sorcerous Protections
   
Mastery
  City Records
  High Society: It’s all about who you know. Take -1 Heat during
zz cohort quality 
UPGRADES

WEAK IMPAIRED BROKEN ARMOR


Morganti Blades
  Quality (gear type)
  Cover Identities
  downtime and +1d to gather information about the nobility.
Rigging
  Quarters
  Training Rooms
  Second Story: When you execute a clandestine infiltration, you
zz
get +1d to the engagement roll.
Cohort  
  Elite Cohorts  
Training Phoenix Guard Confederates
 
Synchronized: When the crew performs a group action, 6s rolled
zz
Hardened
  Vault
  Phoenix Guard Intimidation
  by different members counts as a critical success.
Composed
  Workshop
  Interrogation Chamber
  All Hands: During downtime, one of your cohorts may perform
zz
a downtime action for the crew to acquire an asset, reduce Heat, contacts
Hidden Lair
  Imperial Contacts
  Victim Trophies
 
or work on a long-term project.
notes Predators: When you use a stealth or deception plan to commit
zz
murder, take +1d to the engagement roll.
Scavengers: Destruction provides ample opportunity. Any score
zz
in which significant damage to a building or business occurred
provides +2 coin.

crew xp
At the end of each session, for each item below, mark 1 xp (or
instead mark 2xp if that item occurred multiple times).
¡¡ Advance the goals or position of the organization.
¡¡ Contend with challenges above your current station.
¡¡ Bolster your crew's reputation or develop a new one.
¡¡ Express the relationship between the boss and crew.

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