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Blades of The Jhereg
Blades of The Jhereg
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.
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 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
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
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.