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ALONG THE DUSKWALL

An Alternative Way to Play One More Notch, the Blades in the Dark x Grishaverse Universe Made by Pammu

WHAT IS ALONG THE DUSKWALL?


DISCORD CHANNEL: https://discord.gg/7nBGkc9
Along the Duskwall is the “open world” of One More Notch, under Pam. By principle, it’s designed to be an MMORPG sort of
campaign, where players can make as many characters as they like and see where things take them. If you simply want to get a taste of the
Blades in the Dark x Grishaverse setting, this is the setup for you. Conversely, if you want to have a direct impact on North Hook itself and
change the city as you please through your scoundrels, Along the Duskwall can be tailored to provide that experience for you.
In essence, people will create characters that are NOT tied to gangs and can join AtD tables as they like provided that there are slots.
Any experience gained will carry over, as will any stress, entanglements, conditions, and whatnot your scoundrel got during the session.
Players are 100% permitted to create as many characters as they like and bring whoever they please to a session. Death, however, is
permanent. Mind the Harm and Trauma levels of your scoundrels well. Once they’ve crossed over, there’s no bringing them back.
Other GMs who are interested in using Along the Duskwall for their own purposes are more than welcome to. As always, adjust things
as you see fit!

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UPDATES & PATCH NOTES
After the initial release, this section will include the last 2-3 “major” updates for reference. Older ones will be removed to keep the guide
clutter-free.

06 APRIL 2019
❖ Started throwing in photos and visuals just because.
❖ Made some clarifications, adjustments and revisions to the section “Payoff, Heat, Entanglements, and Upkeep”.
o Altered the Payoff section: “Reputation is not bound by performance and roleplay during scores. You can gain Reputation
during downtime and freeplay, especially if your GM rules that the way your scoundrel acted had an impact on those around
her.”
o Placed some clarifications and additions under Upkeep:
▪ For general information: “When you lose or must pay Reputation points to deal with any of the consequences listed
below, remember that you always take the points from the Reputation with the highest number of points, but ALSO
hasn’t been “maxed out”.
▪ Regarding the “Networking” clock under pay offs to other factions: “After hitting +3, though, gaining further levels of
camaraderie can only be done by putting yourself out there for them, in scores and favors.”
❖ Made some clarifications, adjustments and revisions to the section “Advancement”.
o Under Reputation and Tier: “The standard rule for paying for something with Reputation points is that you must take the
points from the Reputation bar with the highest number of points but is also not “maxed out”. The only time you will have to
draw points from your “maxed” Reputation bars is if you’ve completely emptied out any other loose points that you have on
hand.”
o Changed things around a bit with purchasing Turf and Claims and Hold. “A scoundrel must not be at war in order to purchase
Turf or make Claims.” Furthermore: “While a scoundrel is at war with another Faction, he or she can only attack their enemy’s
Hold by going for their Turf or their Claims, or for the Turf or Claims of their enemy’s allies (i.e. a third party whom your rival
possesses a +3 or higher relationship with).
o Under Profession: I’ve increased the cap on maxed Professions from 4 to 5. This is meant to better match the new Tiered
system.
❖ Clarified a section under Turf for “Lair, Turf, and Claims”. The text now reads: “A scoundrel in Along the Duskwall can have a total of
twelve pieces of turf in their Hunting Grounds. Turf “shares space” with Claims. Recall: each scoundrel only has 20 “free slots” for Turf

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and Claims of interest. We note, though, that some special abilities or some Claims may count as extra Turf. Some Claims grant an
extra “slot” for your use.”
❖ Added the following new sections under “Lair, Turf, and Claims”:
o Acquiring a Lair
o Adjusted Upkeep for Scoundrels with a Lair
o Expanding Your Hunting Grounds
o Moving Your Lair & Hunting Grounds
❖ Made some clarifications, adjustments and revisions to “Additional Downtime Activities”:
o Under “Variant/Expansion: Advancing Faction Clocks When Absent from the Table” – The text reads, “The player only gets
one downtime action to spend on this unless he or she has “banked” ones from a previous session. He may increase this
number if he has any Stash on hand. For purposes of advancing faction clocks like this, however, players CANNOT take from
their Coin on hand or from their Vaults. They can only their personal Stash. If they don’t have any Stash listed, then they can’t
do this.
❖ Made some clarifications, adjustments, and revisions to “Other Rules & Adjustments for Along the Duskwall”:
o Filled out the section “Revised Entanglements for Along the Duskwall”
o Added the section “Revised Prison Claims for Along the Duskwall”
❖ Added the following entries to Claims in Along the Duskwall:
o Under General Claims:
▪ Tier III – “Alternative Lair”
▪ Tier IV – “A Second Home in Ironhook”
▪ Tier IV – “Trade Company at the Docks”
▪ Tier IV – “Trade Company in Gaddoc Rail Station”
o Under Assassin Claims: Tier III – “Alternative Lair”
o Under Bravo Claims:
▪ Tier I – “Materialki Armorer”
▪ Tier III – “Alternative Lair”
o Under Cult Claims:
▪ Tier I – “University Contact”
▪ Tier II – “Emporium Contact”
▪ Tier III – “Alternative Lair”
o Under Hawker Claims:
▪ Tier I – “Saltford’s Share”

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▪ Tier II – “Patron”
▪ Tier III – “Alternative Lair”
▪ Tier III – “Fancy Club House”
o Under Shadow Claims:
▪ Tier II – “False Address”
▪ Tier III – “Alternative Lair”
o Under Smuggler Claims:
▪ Tier II – “Another Little Friend”
▪ Tier III – “Alternative Lair”
o Under Vigilante Claims: Tier III – “Alternative Lair”
❖ Made the following changes and additions to Profession Special Abilities in Along the Duskwall:
o Added Special Abilities:
▪ Completed the adjusted list for all Special Abilities under Assassin
▪ Completed the adjusted list for all Special Abilities under Bravos
▪ Completed the adjusted list for all Special Abilities under Cult
▪ Completed the adjusted list for all Special Abilities under Hawker
▪ Completed the adjusted list for all Special Abilities under Shadows
▪ Completed the adjusted list for all Special Abilities under Smugglers
o Revisited the adjusted list of Special Abilities for Vigilantes and made appropriate changes to match the new system.

8 APRIL 2019
❖ Mechanical Adjustment to “Advancement and Tier”, Under Tier:
o Coin Requirement has been replaced with Stash Requirement in fulfillment of the vanilla Blades in the Dark’s rule regarding
keeping Coin and putting things into Stash.
▪ Related adjustment, minor: removed the Coin cost for current Lair Upgrades on the document, converting them to
Stash and dropping their overall prices. Future Lair Upgrades will now have Stash and Reputation costs only.
o Language has been clarified regarding Advancement. The text now reads “Every time your scoundrel advances in Tier or in
Hold, he or she gains…”
❖ Special Ability “Patron” has been adjusted. The text now reads “When you advance your Tier, it costs half the Stash it normally
would.”
❖ Rehauled some of the Claims listed under “Claims in Along the Duskwall”:

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o Reshuffled the Tier I and II Cult Claims that were previously listed here, particularly Emporium Contact, Sanctuary, and
University Contact
o Copycat Killers (Assassin Claim) – Moved from Tier V to Tier III
o Cover Operation (General Claim). “Cover Operation. Tier Roll. Reduce heat equal to the highest result.”
o Fancy Club House (Hawker Claim). “Do not take extra Heat for operations in Brightstone and Whitecrown. Counts as Turf.”
o Fighting Pits (Bravos Claim). “Tier Roll. Earn Coin equal to the highest result, minus your heat. All Thugs are considered
Tenacious.”
o Foreign Market (Hawker Claim). “Name the nation of your market. Tier Roll + Tier of relevant Consul or Embassy. Earn Coin
equal to the highest result, minus your heat.”
o Interrogation Chamber (Assassin Claim). “+1d to Command and Sway on site. +1d to gather information on scores.”
o Lookouts (General Claim) – moved this from Tier II to Tier I
o Luxury Venue (Hawker Claim). “+1d to Consort and Sway on site. -2 Heat to scores targeting the rich, the elite classes, and the
nobility.”
o Personal Clothier (Hawker Claim). “Luxury items, clothes (including disguises), and similar assets are always +1 level higher
in quality.”
o Protection Racket (General Claim). “Protection Racket. Tier Roll. Earn Coin equal to the highest result, minus your heat.
Counts as Turf.”
o Sacred Nexus (converted from a Tier I General Claim to a Tier I Cult Claim). “+1d to healing rolls. +1 result level for healing
rolls to treat supernatural harm.”
o Secret Passageways (Assassin Claim). “+1d to Prowl and Hunt while in Hunting Grounds.”
o Side Business (General Claim). “Earn Stash equal to your Tier + 2.”
o Spirit Well (Cult Claim). +1d to Attune on site. Choose increased quality or scale for supernatural entities similar to or under
the purview of your deirty.
o Tavern (General Claim; moved this from Tier III to Tier I). “+1d to Consort and Sway on Site. Spend 1 downtime action to
collect Coin equal to Tier, minus your heat.”
o The Hookup (converted from a Tier II General Claim to a Tier II Smuggler Claim). “Acquired assets are always +1 level higher
in quality.”
o Training Rooms (Assassin Claim) – moved this from Tier III to Tier II
o Vice Den (General Claim). “Specify the kind of Vice this Claim purveys. Tier Roll. Earn Coin equal to the highest result, minus
your heat. Allows scoundrels indulging their Vice here to increase their roll by 1 or 2 or decrease it by 1 or 2.”
o Victim Trophies (Assassin Claim). “Tier Roll. Gain Reputation points equal to the highest result.”
o Warehouse (General Claim) – moved this from Tier II to Tier I

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❖ Added more claims under “Claims in Along the Duskwall”:
o Under Shadow:
▪ Tier II – “Foundation Archictectural Plans”

14 MAY 2019
❖ Prepped this for official release on One More Notch’s shiny new project page, and cleaned this up a bit. Expect things to be prettier
next patch, and hopefully have more content to boot.

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CREDITS
Legal note: unless otherwise stated, none of the images, photographs and visuals used in this guide are mine. I’ve tried to credit
original sources where I can but could not find information for all of them. If you see your work here and you’d like me to credit you or take it
down in a future patch of this document, let me know!
A thousand thanks and eternal blessings to my patrons Erwin Casia, Rachel Teng, Sin Posadas and Kenneth Yu for their continued
support of all my projects through Patreon!
All the love in the world goes to the scoundrels who took the first steps in this hack of Blades in the Dark with me even if it was just
for a session or two, especially Joscar, Erwin, Juabe, Marc, Denice, Sin, Mikey and Brian. Joscar and Erwin, in particular, are my game designer
rogues in the dark who did the heavy lifting with the math, the game balance, call outs on points that may not fly with the wider tabletop
community (especially people who are into designing stuff for the Forged engine), and asking the necessary questions. Without a lot of you
picking at the system, helping me with the design, and playtesting the mechanics while pushing the boundaries of how they interacted with
One More Notch and its custom playbooks, we would not have Along the Duskwall at all.
Thank you to my twin Mia for always and ever being supportive with my creative endeavors. Here’s to more nights where we ooze
into each other’s chats, fangirl squee, babble over scholar things, and sob over how hard adulting is.
And, once again: thank you to Erich for putting me on this crazy path in the first place.

A CREW’S STORY VS. A SCOUNDREL’S JOURNEY


Blades in the Dark is, by design, meant to be the story of a gang. Players play scoundrels who belong to this crew, and drift in and out of
the campaign as the demands of the narrative and the preferences of themselves as players require. Along the Duskwall, however, is premised
around the idea that its participants are all mercenaries who take criminal scores on for a living. Some days, they’ll meet familiar faces in the
Underworld. Most days, the faces and places change as they fight the oppressive society that is North Hook for a chance at carving out their
own little space for themselves.
Another way to play things is that your scoundrel is an up and rising faction boss of North Hook. Exceptional people become leaders.
Maybe they have a vision or a goal that’s inspiring enough for people to want to follow them rather than simply help them out. Maybe they’ve

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got the money or the resources to purchase whatever – and whoever – they need. Whatever it is, you’re collecting people, and forming
alliances – quick and loose, or consistent and steady – with like-minded individuals for your own purposes.
Here’s a rundown of the changes to keep in mind, as GMs and players. The order of these items follows the Crew Creation Summary
on page 99 of the Blades in the Dark rulebook, for consistency.
❖ Where traditional Blades groups will select a crew type that applies to their entire gang, scoundrels in AtD select a crew type to reflect
the sort of job they prefer doing. Are they killers for hire or thugs that people can call on to shake things up? Are they out to fulfill
some sort of divine purpose for the deity they worship? Do they deal in vice, or are they the ones who bring contraband goods in and
out of North Hook? Are they thieves or spies? This initial selection determines where their initial 2 EXP goes.
❖ Where traditional Blades groups will select an initial reputation for their crew and a lair, scoundrels in AtD will decide on their initial
Reputation as mercenaries and choose their District. Reputation is how other entities in the underworld see you. The District that you
will select isn’t necessarily where you live: it’s where people can find you if they need you for a job.
❖ Where crews immediately get a special ability, scoundrels who have just started doing the rounds only have their Playbook’s abilities
to bring to the table. Special abilities that traditionally fell under the purview of a crew are now things that mercenaries can gain
individually, by working under a profession long enough. These special abilities “stack” with others, providing the potential for a
varied mercenary troupe during a score.
❖ While crews get crew upgrades, scoundrels must work for them. Mercenaries in Along the Duskwall need a combination of Tier,
Reputation, and Stash to purchase items, upgrades and other perks that would normally belong to a full-fledged gang. Once they’ve
been bought, however, these upgrades follow the scoundrel into whatever job they do with other mercenaries.
❖ While crews select a favorite contact, scoundrels determine who their initial backer was. And, in keeping with the nature of a Blades
in the Dark game, everyone you know is connected to somebody, for better or for worse.
❖ While crews take heat and notoriety with the Bluecoats via association with a gang, mercenaries take heat and notoriety as
individuals. Along the Duskwall mercenaries are the not-so-noble rogues of the open world. Some wash out and are forgotten. Others
become household names whispered, usually in fear, among the citizenry of North Hook.

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EXPANDED CHARACTER CREATION FOR ALONG THE DUSKWALL
SCOUNDRELS
For more extensive explanations on each of the items that have been introduced here, please refer to their respective sections. This is
meant to be a quick guide for easy reference whenever a player plans on bringing a new scoundrel into play.
Some of these sections are ultimately fluid, most especially the parts pertaining to Home District, Hunting Grounds, warden gangs,
and backers. GMs are strongly encouraged to negotiate with their players and get a feel of what would suit everyone best. For maximum fun,
of course.
I. CHOOSE YOUR INITIAL REPUTATION. The Underworld is a lot smaller than gangsters would like to admit. Select an initial
Reputation, then add 2 EXP to its bar. Scoundrels advance in Tier depending on how many Reputations they have at “max” level. They
can lose Tier if the required number of maximized Reputations drop for any given reason. Tier rules from Blades in the Dark proper
are followed as normal, thus determining Stash bonuses gained during Tier advancement, modifiers for equipment and effect during
dice rolls, and the like. Note that while Scoundrels only need 10 “maxed” Reputations to reach the highest state of advancement in
Along the Duskwall (Tier 5: Strong), scoundrels can keep gaining Reputation across the board through roleplay and scores. Reputation
does, after all, serve as a sort of currency for purchasing effects and other things in One More Notch.
II. TAKE NOTE OF YOUR STARTING TIER AND COIN. All Scoundrels start at TIER 0 and 4 COIN.
III. CHOOSE A PROFESSION. Choose the sort of profession your scoundrel first got involved in. The descriptions below have all been
lifted from the Blades rulebook, and from the Vigilantes alternative hack.
a. Assassin. Killers for hire. They execute “accidents,” disappearances, murders, and ransoms.
b. Bravo. Mercenaries and thugs. They execute battles, extortion, sabotage, and smash & grabs.
c. Cult. Acolytes of a forgotten god, a demon, an angel, or of a Saint. They execute artifact acquisitions, auguries, consecration,
and sacrifices.
d. Hawker. Vice dealers. They execute product procurement, covert sales, shows of force, and social events.
e. Shadow. Thieves and spies. They execute burglaries, espionage, robberies, and sabotage.
f. Smuggler. Contraband transporters. They execute clandestine deliveries, territory control, and expeditions outside the city.
g. Vigilante. Scoundrels with principles, out to strike out against the real evil of the city. They’re usually Gargoyles (wards of
their homes), Wolves (self-styled avatars of vengeance and retribution), or Shields (officials gone rogue to pursue their own
justice).

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IV. CHOOSE TWO DISTRICTS: YOUR HOME DISTRICT, AND YOUR HUNTING GROUNDS. These places can be one in the same but note
that there are risks to this.
a. Describe your home. If your Heritage or Background can justifiably determine some of the factors involved here, feel free to
negotiate with your GM. Take any Entanglements that may result from drawing on these character points.
i. Pay 0 Coin. You live on the streets, generally unable to afford renting out a bedspace in one of the many public houses
in North Hook. It’s also possible that you’re unwilling to rent, for whatever reason. Take -1 Status with the Bluecoats.
ii. Pay 1 Coin. You have a bedspace of your own somewhere. It ain’t pretty and it ain’t the most secure, but at least there’s
some sort of roof over your head and walls around you when you sleep.
iii. Pay 2 Coin. You have a room to yourself, with a lock and everything.
1. One faction helped you get this place. Take +1 Status with them. Or spend +1 Coin for +2 Status instead.
2. One faction was harmed when you got this place. Take -2 Status with them. Or spend 1 Coin for -1 Status
instead.
iv. ADDITIONAL: FOR SCOUNDRELS WHOSE DISTRICT & HUNTING GROUNDS ARE THE SAME. At the end of every
score, gain 2 Heat or Pay 1 Coin to the Bluecoats to alleviate their suspicions about your activities until you
permanently relocate your lair or change up your hunting grounds. You may, at the discretion of your GM, gain an
Entanglement depending on your Heritage or Background. For example, if you’re still “legit” to your family, and
they’re in the District you like stealing things in…
b. DETERMINE WHERE YOU USUALLY HANG OUT, OR HOW PEOPLE CAN REACH YOU IF THEY’RE LOOKING, SPECIFICALLY, FOR YOU TO DO A JOB
FOR THEM.
i. As a mercenary, you live a life free to drift as you will, but you’re essentially without the protection offered to
members of a gang. Decide how you dealt with the faction that claims the area you operate in:
1. Pay them 1 Coin.
2. Pay them 2 Coin. Get +1 Status.
3. Pay nothing. Get -1 Status.
ii. A faction or powerful individual got you the initial job that put you on this path. Describe who this was or pick which
group this is.
1. One faction is friendly with this backer of yours. Take +1 Status with them or pay 1 Coin for +2 Status instead.
2. One faction is unfriendly with your backer. Take -2 Status with them or pay 1 Coin for -1 Status instead.
c. Explain why you chose the District in question as your hunting grounds.
V. NOTE DOWN YOUR STARTING HEAT AND ENTANGLEMENTS. All scoundrels start with Heat 0. Review your decisions on Items I-
IV with your GM to see if you have any Entanglements at the very beginning of your run.

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WHAT IS REPUTATION?
Building your scoundrel’s legend in North Hook may not make them very popular with the authorities, but it has the potential to
make acquiring better gear and services within the underworld. It is also assumed that while your scoundrel isn’t at a session, he or she is
taking other jobs that came their way due to their rep.
Reputation determines your scoundrel’s Tier. Scoundrels gain Reputation through roleplay and can lose reputation through in-game
decisions and circumstances – and, in some cases, by willingly paying Reputation for bonuses, assets, and whatnot. For more information on
how Reputation works, check the entry “Reputation & Tier” under ADVANCEMENT.
Here is the complete list of Reputations that your scoundrel can gain in Along the Duskwall. They total at 30.
❖ Ambitious ❖ Mysterious
❖ Brilliant ❖ Patriotic
❖ Brutal ❖ Principled
❖ Daring ❖ Professional
❖ Calculating ❖ Ruthless
❖ Charismatic ❖ Selfish
❖ Compassionate ❖ Savvy
❖ Cunning ❖ Shrewd
❖ Fearless ❖ Subtle
❖ Extragavant ❖ Strange
❖ Greedy ❖ Tenacious
❖ Honorable ❖ Unorthrodox
❖ Inspiring ❖ Unpredictable
❖ Loyal ❖ Vain
❖ Meticulous ❖ Zealous

WHAT IS PROFESSION?
Doing scores means increasing your scoundrel’s expertise on how to do particular jobs. With enough experience, your scoundrel can
then bring this wisdom with him when he participates in other jobs.

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Professions in One More Notch follow the Crew types of Blades in the Dark, with some additions. In essence, this is a design decision:
Along the Duskwall is an adjusted form of playing Blades in the Dark and thus relies heavily on the offerings from the game’s crew sheets. For
more information on how Professions work and what they do for your scoundrel, check the entry “Profession” under ADVANCEMENT.

PAYOFF, HEAT, ENTANGLEMENTS AND UPKEEP


Four things automatically happen after players in Along the Duskwall finish a score. They’ve been listed in order below.

PAYOFF
After finishing a score, players take stock of their income from the operation.
❖ Scoundrels gain Reputation EXP depending on whether they acted according to their known Reputation, or they may gain EXP under
a new Reputation if they “broke character” and changed things up.
❖ Reputation is not bound by performance and roleplay during scores. You can gain Reputation during downtime and freeplay,
especially if your GM rules that the way your scoundrel acted had an impact on those around her.
❖ A successful score generates both Profession EXP and Coin for all scoundrels involved.
Each member of the party gains 1-2 Profession EXP per score by default. This EXP is placed under the Profession that reflects the type
of job that they did, and not under the scoundrel’s Profession. Your GM will be the one who decides how much Profession EXP you will get,
and – in the case of scores that fit several kinds of Professions – which Professions gain EXP in the first place. If the target of the score is higher
Tier than you, you may take additional Profession EXP as determined by your GM. A good way they may scale upwards, for example, is by
tying it to the difference in Tier between your scoundrel and the target faction. Conversely, the target of the score is lower Tier, you get -1
Profession EXP per Tier lower (minimum zero).
Completely quiet scores will still let scoundrels gain Profession EXP. Any experience is good experience for a mercenary.
Each member of the party earns Coin based on the nature of the operation and/or any loot they seized. Unless scoundrels have a Vault,
they can only carry a maximum amount of four Coin individually.

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Tithes may need to be made to backers, contacts, and the like after the job’s done. Paying may maintain the status quo for your
mercenary or increase their Status with a faction or individual. On the other hand, failure to pay means risking the ire of other factions. Rent
for living spaces that are not completely the scoundrel’s will also be due.

HEAT
North Hook is a city of prying eyes and informants (both living and ghostly). Anything you do might be witnessed, and there’s always
evidence left behind. To reflect this, your crew acquires heat as they commit crimes. After a score or conflict with an opponent, each member
of your party takes heat according to the nature of the operation:
❖ 0 HEAT: Smooth & quiet; low exposure.
❖ 2 HEAT: Contained; standard exposure.
❖ 4 HEAT: Loud & chaotic; high exposure.
❖ 6 HEAT: Wild; devastating exposure.
Add +1 Heat for a high-profile or well-connected target. Add +1 Heat if the situation happened on hostile turf. Add +1 Heat if you
possess negative Status with any faction or individual who was affected by this score. Add +2 Heat if killing was involved (whether the crew
did the killing or not—bodies draw attention). Furthermore, your GM will add an appropriate amount of Heat to scoundrels depending on
how they behaved individually.
You mark heat levels on the heat tracker of your character sheet. When the tracker is full, mark a Wanted level and clear all the Heat.
Any excess heat “rolls over”, so if your Heat was 7 and you took 4 Heat, you’d reset with 2 Heat marked.
The higher your wanted level, the more serious the response when law enforcement acts against your scoundrel (they’ll send a force of
higher quality and scale). Also, your wanted level contributes to the severity of the entanglements that your scoundrel faces after a score.
While Heat can be reduced through a variety of means, the only way to reduce your crew’s wanted level is through incarceration.
When one of your scoundrels, a friend of theirs, one of their contacts — or a framed enemy — is convicted and incarcerated for crimes
associated with you, your wanted level is reduced by 1 and you clear your heat.
Incarceration may result from investigation and arrest by the Bluecoats, or because someone turns themselves in and takes the fall for
the crew’s crimes.

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One More Notch follows Blades in the Dark rules regarding Incarceration, as found on page 148 of the rulebook. This means that
scoundrels in Along the Duskwall can collect Prison Claims as though they were a crew. Check the section “OTHER RULES & ADJUSTMENTS FOR
ALONG THE DUSKWALL” for the revised Prison Claims that are in play for this campaign.

ENTANGLEMENTS
Your scoundrels didn’t just spring into existence in a single night. You have a complex history of favors, commitments, debts, and
promises that got you where you are today. To reflect this, after each score, you roll dice to find out which entanglement comes calling. An
entanglement might be a rival looking to throw their weight around (and demand some coin), an Investigator of the City Watch making a
case against your crew (but ready for a bribe), or even the attention of a vengeful ghost, a demon, a Saint, or some other supernatural creature
among the many that skulk around in this broken world.
After payoff and heat are determined, the GM generates an entanglement for each scoundrel, based on their heat levels. The GM (or
whoever is willing) then rolls a number of dice equal to their wanted level and use the result of the roll to select which sort of entanglement
manifests. If wanted level is zero, roll two dice and keep the lowest result.
WhileOne More Notch follows Blades in the Dark rules regarding Entanglements (found on pages 150-152 of the rulebook),
Entanglements have had to be adjusted to work with Along the Duskwall. Pam’s a huge believer in GMs doing what they will should they be
interested in giving this hack a spin, but if you want some examples on how to tweak them for yourselves, please check the list she and her
friends have come up with in its respective section.

UPKEEP
Every scoundrel has recurring costs of living and plying their trade as gangsters. These are ultimately separate from Entanglements.
However, if one’s Upkeep isn’t done properly or outright ignored, the scoundrel may find herself with additional Entanglements after their
next score.
Scoundrels can, of course, engage in scores or moves during downtime that may change their circumstances entirely. Possessing a lair
of your own, for example, could mean that you won’t have to pay rent the way that you used to if you use it as your home.
The items listed here have been arranged according to how they play out after each score.
When you lose or must pay Reputation points to deal with any of the consequences listed below, remember that you always take the
points from the Reputation with the highest number of points, but ALSO hasn’t been “maxed out”.

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PAY YOUR RENT
SCOUNDRELING IT UP ON THE OPEN STREETS (O COIN): Take an additional -1 with the Bluecoats. Alternatively, you may pay 2 Coin and 3
Reputation Points in order to prevent the faction loss.
BEDSPACER (1 COIN): If you don’t pay 1 Coin, you will lose your bedspace after the next score. It will cost 4 COIN to acquire a new place
to stay.
I’VE GOT A ROOM (2 COIN): If you don’t pay 2 Coin, you will lose your room after the next score. It will cost 8 COIN to acquire a new place
to stay. It will also make you lose 4 REPUTATION POINTS, to reflect how careless you now seem to the faction who helped you secure your home.
Additional entanglements may also occur, given that in acquiring your home, somebody else was stepped on in the past.

PAY YOUR DUE TO THE BIGGER FISH IN THE POND


“FUCK YOU.” (0 COIN): Take an additional -1 with the faction whose turf you’re encroaching on with your scoundrel activities.
Alternatively, you may pay 2 Coin and 3 Reputation points in order to prevent the faction loss.
“JUST LEAVE ME ALONE.” (1 COIN): The faction whose turf you’re encroaching on with your scoundrel activities won’t harass you. This
time.
“LET’S BE FRIENDS.” (2 COIN): The faction whose turf you’re encroaching on with your scoundrel activities may start to favor you. Start a
six-segment clock with their name on it, and the additional clause “NETWORKING”. You may pay 2 Reputation Points to fill in a segment, or
continue paying 2 Coin to them at the end of each score. When the clock fills, gain +1 Status with them. After hitting +3, though, gaining
further levels of camaraderie can only be done by putting yourself out there for them, in scores and favors.

FOR SCOUNDRELS WHOSE HOME DISTRICT AND HUNTING GROUNDS ARE THE SAME…
Gain an additional 2 Heat. You will also have to pay off the Bluecoats in your area. The price starts at 1 COIN, but the cost will go up by
+1 for every score you take while your Home District and Hunting Grounds are still the same place . Once you’ve hit the threshold of five
scores (thus paying the Bluecoats 5 Coin for them to turn a blind eye), in addition to the Coin, your scoundrel will have to start paying
Reputation Points as well.
Some Districts in One More Notch don’t have Bluecoats – but they do have a faction that might as well serve as the City Watch in that
area. The District of Coalridge, for example, employs the Kolya Company as their private security force under the direct supervision of
Governor Wesley Essex. On a mechanical level, the same rules for Heat and payment may apply according to the discretion of your GM.

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ADVANCEMENT
REPUTATION AND TIER
Barring any bonuses conferred by Turf, Claims, or Special Abilities, a Reputation bar for your scoundrel maxes out at 12 points. They
will automatically rise in Tier, thus overall improving the gear and weaponry they acquire. A higher Tier also has the potential to increase the
effect of your scoundrel’s dice rolls or decrease the negative effects of actions taken against your scoundrel. In principle, scoundrels Along the
Duskwall possess a “Tier” that is meant to reflect how they are a Crew all on their own, or how they are – depending on the style of their
players – gang bosses with means (or no means at all).
Here’s a table for quick reference.
Tier & Hold Reputation Requirement Coin Requirement Other Prerequisites
0 - - -
1 (Weak) 1 Reputation maxed out at 12 EXP 8 Stash
1 (Strong) 2 Reputations maxed out at 12 EXP 16 Stash Scoundrel must possess a Lair.
2 (Weak) 3 Reputations maxed out at 12 EXP 24 Stash
2 (Strong) 4 Reputations maxed out at 12 EXP 32 Stash Scoundrel must have two (2) of
the following: Turf, or Claim.
3 (Weak) 5 Reputations maxed out at 12 EXP 40 Stash
3 (Strong) 6 Reputations maxed out at 12 EXP 48 Stash
4 (Weak) 7 Reputations maxed out at 12 EXP 56 Stash
4 (Strong) 8 Reputations maxed out at 12 EXP 64 Stash
5 (Weak) 9 Reputations maxed out at 12 EXP 72 Stash
5 (Strong) 10 Reputations maxed out at 12 EXP 80 Stash

The Coin expenditure initially follows Tier advancement rules for vanilla Blades in the Dark. Their formula is 8 x Tier. However, in the
case of Along the Duskwall, each Hold per Tier is treated as a sort of “extra” Tier in the calculation, as the math in the table above will
illustrate.
Scoundrels of Along the Duskwall can have as many Reputations at “max level” as they like; the only real limits are the number of
listed Reputations themselves, and their players’ love for roleplay. However, only an upper limit of 12 count towards Tier Advancement. It

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follows, then, that there is a limited number of upgrades that they can receive, based on their Professions. Further upgrades will have to be
purchased by Coin, Reputation or Stash, which will be explained in another section of this document.
Every time your scoundrel advances in Tier or in Hold, he or she gains:
❖ Stash equal to Tier +2. For example, advancing from Tier 0 to Tier 1 (Weak) will give your scoundrel 3 Stash.
❖ One Vault upgrade for their Lair. If the scoundrel has not purchased a Lair yet, they may “bank” this upgrade until they have a Vault to
use it on.
❖ Two upgrade boxes from crew sheets of choice, under the categories “Quality”, “Crew”, and “Cohorts”. You may purchase any upgrade
as found on the crew sheets provided that you have at least 2 EXP in the Profession they’re related to.
Reputation is currency for a scoundrel. Gangsters in North Hook are larger than life. Their legend can, in some ways, give them access
to resources: hard assets, contacts, cohorts and associates who have been inspired by them, and so on.
It is possible to lose Reputation. In essence, your scoundrel is losing face, or revealing that they are as human, as weak, and as
oppressed as everyone else in North Hook. Given that everyone kind of knows everyone to some degree in the underworld along the
Duskwall, this is a Big Deal™. Mechanically, this also means that a scoundrel in Along the Duskwall can lose their Hold on a Tier (i.e.
dropping from Strong to Weak) or even drop down a Tier.
The standard rule for paying for something with Reputation points is that you must take the points from the Reputation bar with the
highest number of points but is also not “maxed out”. The only time you will have to draw points from your “maxed” Reputation bars is if
you’ve completely emptied out any other loose points that you have on hand.
Occasionally, you will receive Reputation EXP for a Reputation that you have already “maxed out”. In these cases, move the EXP gain
to the Reputation with the second highest amount of EXP in it, and work your way down from there.

HOW IS TIER LOST IN ALONG THE DUSKWALL?


A scoundrel drops a Tier when:
❖ You have no spare Reputation points from non-maxed out Reps to give and must start reducing Reputation from one of the bars you
have “maxed out”.
❖ You have Turf or Claims of current or higher Tier to give.
In cases where rival factions ask for a Claim of yours, you MUST give Claim equal to their Tier or otherwise respond in a way that is
satisfactory to them (which may entail further Reputation damage), or go to War.

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MORE ON HOLD
As with vanilla Blades in the Dark and standard One More Notch campaigns, Hold represents how well your scoundrel can maintain
his position on the ladder. This is reflected in a mix of their assets at hand, the force of their personality or their actions, the performance of
any cohorts they have working for them, and their track record as a gangster. Here are some rules to consider:
❖ A scoundrel must not be at war in order to purchase Turf or make Claims. Upgrades are always available as part of a scoundrel’s
Advancement, but North Hook’s underworld has a way of sniffing out when a gangster isn’t nearly as powerful as he claims to be.
o NOTE: While a scoundrel is at war with another Faction, he or she can only attack their enemy’s Hold by going for their Turf
or their Claims, or for the Turf or Claims of their enemy’s allies (i.e. a third party whom your rival possesses a +3 or higher
relationship with).
❖ Dropping down a Tier means temporarily losing access to the last set of upgrades you purchased. Shifting from Strong to Weak does
not count. As such, if you’re dropping from Tier III (Weak) to Tier II (Strong), whatever your scoundrel gained access to by advancing
will be inaccessible until they have restored themselves to their original Tier. Anything purchased during advancements from Tier 0
(Strong) to Tier III (Weak), however, can be used as normal.
❖ Dropping down a Tier means being unable to purchase additional Contacts. Any Contacts your scoundrel acquired before they
dropped in Tier, however, will continue to be accessible. You just won’t be able to get new ones until you’ve restored yourself and your
own to your original Tier.

HOW DOES WAR EFFECT HOLD?


❖ Going to war with a faction automatically reduces a scoundrel’s Hold on his Tier to Weak. As such, while at War, a faction cannot
purchase Turf or make new Claims unless they’re out to take it from the faction they’re fighting with. It should be noted, though, that
being at war with multiple factions does not “stack”. War is war.
❖ Until the war ends, your scoundrel cannot purchase additional Contacts. Getting new gangsters to help you out might not be too
much of a problem, but people who are technically outside of the situation may not be willing to approach you while things are hot.

PROFESSION
Doing scores means increasing your scoundrel’s expertise on how to do particular jobs. With enough experience, your scoundrel can
then bring this wisdom with him when he participates in other jobs.

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Scoundrels in Along the Duskwall can have a total number of five Professions maxed out at 15 EXP. This means that at their “max
level”, your scoundrel can have a total of five special abilities and a limited number of upgrades and contacts through advancement.
Purchasing others will require Coin and Reputation, as is illustrated in a separate section.
Every time your scoundrel maxes out a Profession, he must choose two of the options from this list:
❖ A special ability from a crew sheet of choice. The scoundrel MUST possess at least 2 EXP in the Profession of choice to be able to
choose a special ability from the sheet.
❖ A new contact. You may purchase any Contact found on the crew sheets provided that you have at least 2 EXP in the Profession they’re
related to.
o CAVEAT: Every time your scoundrel purchases one positive Contact, their GM must select a faction or individual who has a
negative relation with this NPC.
❖ Two upgrade boxes from crew sheets of choice, under the category “Crew Upgrades” and “Training”. You may purchase any upgrade as
found on the crew sheets provided that you have at least 2 EXP in the Profession they’re related to.

VARIANT/EXPANSION: INDEFINITE ADVANCEMENT


At their option, GMs can ignore the listed caps on Reputation, Tier, and Profession. Given the way Along the Duskwall games could
potentially go (an infinite “open world”) and the flavor One More Notch itself possesses, it’s entirely possible that scoundrels don’t hit any
caps. You may even want to consider allowing scoundrels who possess the upgrade “Training” to go past the 4-dot cap with Actions.

LAIR, TURF, AND CLAIMS


NOTES & PREREQUISITES: 12 Stash or less. If scoundrel possesses a negative relationship with the faction they pay up to in their Hunting
Grounds, additional costs or entanglements may happen with the purchase.

LAIRS IN ALONG THE DUSKWALL


Because they are crews all unto themselves or rising gang bosses in North Hook, scoundrels in Along the Duskwall eventually must
purchase a Lair for themselves. A Lair is their home base, where all their scoundrel activities are planned and carried out, and where any

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cohorts or experts of theirs work or otherwise make themselves available for scores. Players are free to determine where their Lair is and what
it starts out as. There’s only one hard rule to follow: a scoundrel’s lair is always in his Hunting Grounds.
Getting a Lair is one of the requirements for advancing to TIER I (STRONG). Respectable scoundrels don’t just hang around on the
streets. People who were looking to contact them for jobs had to know where to go. Followers who wanted to join up expected a proper roof
over their heads, or something close to that. Also: it’s a matter of security. Notoriety in North Hook meant more chances for the City Watch –
or worse – to bear down on you quicker.
Turf and Claims are always connected to your Lair. Scoundrels in Along the Duskwall possess an upper limit of 20 “spaces” that they
can fill with Turf and Claims. They’re also treated differently from Prison Claims, which have their own grid. We note that rival factions can
get Turf and Claims from you. These things can also be used as currency to prevent you from having to go to war or lose Status with them.
All Lairs are assumed to be private spaces with a Vault. They don’t start off as secure. It’s understood, as well, that all Turf and Claims
purchased by your scoundrel are centered around or very close to the Lair you’ve chosen. Gangsters and gangs have territory to consider, and
they stick within their borders – until they make moves to expand those borders, anyway.
The effective Tier of your Lair and the Turf attached to it is shared with your scoundrel’s Tier. Claims possess their own Tier that is
separate from the Tier of your scoundrel.

ACQUIRING A LAIR
There are three ways of acquiring a Lair. Some of them involve extra benefits for your scoundrel (such as Reputation gain) but do come
with strings attached or some level of risk.

ACQUIRING A LAIR DURING DOWNTIME


The simplest method. The player merely needs to spend TWO DOWNTIME ACTIONS , spend the standard cost of 12 STASH, and declare to
his GM that he is using the downtime to acquire a lair for himself. Work out any other extra details – the location of your Lair, what it looks
like – as needed.

ACQUIRING A LAIR THROUGH YOUR BACKER


This assumes, of course, that your scoundrel has maintained warm relations with their Backer. If they have, the player merely needs to
spend ONE DOWNTIME ACTION to negotiate with their Backer. This will automatically half the purchase of the Lair, dropping it from 12 STASH
to 6 STASH. Any further benefits will be determined by your GM. Furthermore, any other costs or entanglements attached to this move will be

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dependent on the circumstances. Some backers, for example, may be generous enough to give you the Lair for free. Others may want you to do
a little favor for them. As a final note: there may be Reputation gain or costs depending on how this acquisition goes.

ACQUIRING A LAIR THROUGH A SCORE


Choosing to acquire a Lair through a score halves the cost of its purchase, dropping it from 12 STASH to 6 STASH. However, acquiring
your Lair this way means that you have seized it from somebody else. Although you will not spend further downtime actions in its
acquisition, you and your GM will have to work out who you’re taking the Lair from, and who else may be affected by this move. The score
will then play out as normal, together with any heat, further entanglements – or benefits – that come out of it. Your scoundrel or anyone who
helped him secure his hideout will gain Reputation points for this score.
Acquiring a Lar during war with another faction is perfectly possible.

ADJUSTED UPKEEP FOR SCOUNDRELS WITH A LAIR


Possessing a Lair ups the profile of any scoundrel and changes her position within the underworld. Consider the following points
together with your GM.

RENT
Your scoundrel may opt to use her hideout as her new home. This means that she will no longer have to pay rent to anyone at the end
of every score. However, this also means that their Home District and Hunting Grounds becomes the same District.

DUES
Dues will continue to be paid to the Warden Bosses or whatever other big fish is active and demanding reparations or “protection
money” in your District. How your scoundrel handles that is by your discretion. Do remember, though, that possessing a Lair means that your
scoundrel may eventually vy for the position of Warden Boss in his or her District. This may be an interesting possibility to explore as part of
your campaign.

HOME DISTRICT & HUNTING GROUNDS


Instead of taking just 2 Heat at the end of every score, your scoundrel takes 3 HEAT instead. Furthermore, the starting price for paying
the Bluecoats off becomes 2 COIN instead of 1 COIN. However, for every piece of Turf your scoundrel possesses, the cost for this Upkeep goes
down by 1, to a minimum of zero. As such, a scoundrel with 1 Turf goes back to taking just 2 Heat at the end of every score, and the “base

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price” for bribing Bluecoats drops back to 1 Coin. It’s entirely possible, then, for a scoundrel to exist without being harassed by the local
authorities – something that makes sense if you’re an up and rising gangster of North Hook.
As mentioned above, some Districts have a different faction in charge of security. Costs and circumstances will be adjusted
accordingly, as per the discretion of you and your GM.

THE BENEFITS OF CONTROL ON YOUR HUNTING GROUNDS


We took a page out of the Blades in the Dark rulebook for this one. When you prepare to execute an operation on your hunting
grounds, you get +1d to any gather information rolls and a free additional downtime activity to contribute to that operation. This can help you
discover an opportunity, acquire an asset you might need for the job, find an appropriate client, etc.
Unlike in Blades, however, this is only applicable when your Lair has been established. No turf or claims needed: just have your base of
operations in place and you’re golden.

TURF
Turf represents abstracted support for you and your own – something that is often a result of the fear you instill in the citizenry of
your hunting grounds. It could also be the sheer amount of real estate that you’ve got a hold of. It could be streets you or your bravos patrol; it
could be the houses of those closest to you, or citizens under your purview. There’s power to be had in pointing a place out to somebody and
simply saying, “Yeah, that’s mine,” or being spotted moving around town with pretty much everybody recognizing you and steering clear of
your path.
There are two ways to gain Turf: seizing some in a score or paying for Turf with Coin and 1-2 downtime actions. The higher in Tier
you are, the more expensive it is to purchase Turf during downtime. Generally, Turf costs 6 COIN X TIER. If you wish to turn acquiring Turf into
a score, coordinate with your GM.
While they do not give any special bonuses to your scoundrel, Turf does reduce the number of Reputation points needed to advance
in Tier. Without Turf reductions, we recall that a Reputation bar maxes out with 12 exp. Six of those, however, can be filled in by Turf instead.
These ticks count as Reputation points that cannot be lost or used as currency unless you lose the Turf or give it up willingly.
A scoundrel in Along the Duskwall can have a total of twelve pieces of Turf in their Hunting Grounds. Turf “shares space” with
Claims. Recall: each scoundrel only has 20 “free slots” for Turf and Claims of interest. We note, though, that some special abilities or some
Claims may count as extra Turf. Some Claims grant an extra “slot” for your use.

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Upon purchasing Turf, select a Reputation to tie the Turf to. There’s no restriction on the Reputation you choose. For example, you
can choose to tie down a piece of Turf to a Reputation that you don’t have EXP in yet, or you can fill up all six of the Turf ticks in a Reputation.
Every time you purchase Turf, mark 1 tick down on the Turf Tracker beside your Reputation of choice. When you’re tallying how much you’ll
need to to raise Tier, count every tick on Turf Trackers as Reputation.

CLAIMS
Claims are income-generating or otherwise useful locations that your scoundrel or his own have under their control. It could be a
casino that makes you some money on the side; it could be a place where you can dump bodies and make sure they’re never found by the
authorities. Whatever it is, Claims make your life as a scoundrel or crime lord much, much easier.
In Along the Duskwall, Claims allow you to enjoy a listed benefit as long as you hold the Claim. This could be anything from extra
coin to bonus dice during engagements to reduced heat to opportunities for new action. Sometimes, Claims even double up as Turf, and don’t
count towards the maximum limit of twelve.
Every Claim in North Hook is already controlled by a faction. To acquire one for yourself, you must take it from somebody else. To
seize a claim, tell the GM which claim you intend to capture. Remember that in Along the Duskwall, Claims are specific to Profession, and
The gambling den from Peaky Blinders is one perfect example of a gang Claim. further limited by a Tier requirement. The GM
will will detail the Claim with a location and a
description and will tell you which faction currently controls that claim. Or the GM might offer you a choice of a few options if they’re
available. For GMs: as a general rule of thumb, if you can’t think of a faction that would be affected by a scoundrel seizing a Claim, the faction
that will be harmed by their actions is the Citizenry of that District.
Seizing a Claim can be accomplished during downtime (usually 2-3 ACTIONS), and costs 6 COIN X TIER. Alternatively, you can choose to
execute a score. If you succeed, you seize the Claim and the targeted faction loses that Claim. Be warned: seizing a Claim is a serious attack on a
faction, usually resulting in -2 faction status with the target. However, potentially you may gain +1 status with its enemies.
An enemy faction may try to seize a Claim that your crew holds. You can fight to defend it, or negotiate a deal with the faction,
depending on the situation. If you lose a Claim, you lose all the benefits of that Claim. If your lair is lost, you lose the benefits of all your claims
until you can restore your lair or establish a new one. To restore or establish a new lair, accomplish a score to do so.
You can have as many Claims as you like provided that you don’t exceed the upper limit of 20. Remember, as well, that Claims and
Turf “share” those 20 slots.

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EXPANDING YOUR HUNTING GROUNDS
PREREQUISITE: Tier III (Weak) or higher
North Hook is a city full of opportunities if you’re the sort who’s bold (or brazen) enough to seize them. Scoundrels can expand their
operations to another District in North Hook by securing more Lairs. This entails that they will have to seize the Claim Type “ALTERNATIVE
LAIR”. Label it with a number (i.e. Alternative Lair #1 for the first Alternative Lair you seize, and so forth) and a District accordingly.
If your relationship with the Warden Bosses of the new Hunting Ground is non-existent or hostile, expect complications. Some of
these may be mitigated with bribes or by paying Reputation. Choosing to do nothing may cause war between your scoundrel and the new
faction. Similarly, if you’re entering a District where factions that you possess negative faction status levels in operation, there’s potential for
trouble during or after your next scores.
Once your scoundrel has secured an Alternative Lair, you must begin noting down which of your Turf and Claims are located where
in North Hook. This is important, especially if you need to switch your Lairs around later or leave your old Hunting Grounds completely.
Note, however, that the caps on how much Turf and Claims you can possess do NOT increase.
As the “Claims in Along the Duskwall” Section illustrates, you can have a maximum of eight Alternative Lairs. This means that at the
end of it, you can expand your Hunting Grounds to eight different Districts in North Hook.

MOVING YOUR LAIR & HUNTING GROUNDS


MOVING YOUR LAIR TO A DIFFERENT LOCATION WITHIN THE DISTRICT: 12 Stash, two downtime actions
CONVERTING OR SWITCHING AROUND YOUR LAIRS (I.E. MAKING YOUR SECONDARY OR TERTIARY LAIR YOUR PRIMARY ONE): 12 Stash, 5 Reputation
Points, two downtime actions
MOVING YOUR LAIR & HUNTING GROUNDS TO A DIFFERENT DISTRICT ENTIRELY:12 Stash, 10 Reputation Points, two downtime actions
In-game circumstances such as a brutal war with another faction may force your scoundrel to move their hideout to another part of
the District or relocate to another District entirely. The costs for engaging in this have been listed above. One way of avoiding the resource
cost, though, is to secure a new lair or move Hunting Grounds through a score.
Your old Turf and Claims don’t simply disappear when you move. It is assumed that your Turf and Claims will simply transfer to your
new Hunting Grounds, which is something you can story out with your GM as needed.

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Changing your Hunting Grounds entirely will have an impact on the faction status levels you possess with rivals, allies, and
associates. Here are a few of the non-negotiables to consider:
❖ If your relationship with the Warden Boss of your old Hunting Grounds is non-existent, neutral, cold, or hostile, pay Coin and
Reputation to prevent going to war with them. The prices are as follows: 5 COIN AND 3 REPUTATION POINTS for non-existent or neutral
(0 to +1), 10 COIN AND 5 REPUTATION POINTS for cold (-2), or 15 COIN AND 7 REPUTATION POINTS for hostile (-3).
❖ If your relationship with the Warden Boss of the new Hunting grounds is non-existent, neutral, cold, or hostile, pay Coin and
Reputation to be allowed to come into their District, and prevent going to war with them. The prices are as follows: 5 COIN AND 3
REPUTATION POINTS for non-existent or neutral (0 to +1), 10 COIN AND 5 REPUTATION POINTS for cold (-2), or 15 COIN AND 7 REPUTATION
POINTS for hostile (-3).
❖ Some of your allies may not be pleased with you deciding to skip town. This is, of course, to the discretion of your GM, and will further
be informed by any in-game circumstances at hand. Expect to be asked to pay in Coin and Reputation to prevent faction status level
loss.

ADDITIONAL DOWNTIME ACTIVITIES


According to regular Blades in the Dark rules, downtime activities include:
❖ Acquire Asset
❖ Long-Term Project
❖ Recover
❖ Reduce Heat
❖ Train
❖ Indulge Vice
Standard rules for each of those activities apply, together with rules on the usage of Coin to purchase additional downtime actions or
invest in improving the results of a downtime activity of choice, and the extra +1d gained for having a friend or contact assist your rolls.
The items below are additions relevant only to Along the Duskwall.

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UPGRADING YOUR LAIR
Scoundrels in Along the Duskwall cannot automatically get upgrades to their Lair the way a crew in vanilla Blades in the Dark can. At
bare minimum, they must use downtime and spend coin on it.
Outside of the list of general upgrades available to all scoundrels in Along the Duskwall, players can only purchase Lair Upgrades
from the sheets that they possess at least 2 EXP in the Profession they’re related to. The full list of Lair Upgrades with costs can be found in its
own separate list. Your GM, however, may determine extra costs based on your scoundrel’s Hunting Grounds, Entanglements, and
relationships with other factions.

ADVANCING CLOCKS FROM OTHER FACTIONS


Players may also opt to use a downtime action to advance the clock of another Faction. Please note that you do not actually need to
have any Status with the faction to do this. GMs and Players can coordinate on which clock they are interested in and if it’s even plausible for
their scoundrel to get involved. If it is, it’s entirely possible, for example, that a scoundrel inadvertently assisted a faction (or hurt one) by
doing something in between scores. Suffice to say, this can impact Faction Status ratings and possible Reputation gain. The scoundrel may
also earn Coin out of it.
Other rules and mitigating circumstances may apply to increase or decrease the effect of the roll. The scoundrel is also free to spend
Coin to increase the effect of their roll as well.

VARIANT/EXPANSION: ADVANCING FACTION CLOCKS WHEN ABSENT FROM THE TABLE


At their discretion, GMs may allow Along the Duskwall scoundrels who cannot show up for a session to spend downtime actions to
work on advancing Faction Clocks. The following rules and limitations apply:
❖ The player only gets one downtime action to spend on this unless he or she has “banked” ones from a previous session. He may
increase this number if he has any Stash on hand. For purposes of advancing faction clocks like this, however, players CANNOT take
from their Coin on hand or from their Vaults. They can only their personal Stash. If they don’t have any Stash listed, then they can’t do
this.
❖ The number of downtime actions that the player can spend is limited by the last number of downtime actions given to scoundrels
who were present during the last session. For example, David has “banked” three downtime actions from his last run. Judith and the
rest played a score while he was absent, and GM Pam gave them two downtime actions. As such, even though David has three
downtime actions, he can only spend two to affect Faction Clocks.

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INCREASING PROFESSION
Players may opt to use a downtime action to “train” in a Profession, along the following rules:
❖ THEIR SCOUNDREL MUST POSSESS AT LEAST 1 EXP IN THE PROFESSION THEY WISH TO TRAIN IN. They cannot put EXP into a Profession they
have not done a score in before.
❖ A PROFESSION CAN ONLY BE INCREASED ONCE IN BETWEEN SCORES. Even if the player has several downtime actions available, their player
must engage in a score before attempting to train again.
Say which Profession you’re training in, what he or she does to train in that Profession and make an action roll. Maybe you Consorted
with some Bluecoats and spread misinformation for a client of yours. Maybe you Hunted an ex-convict beyond the lightning barrier. Then you
mark a number of ticks on the EXP tracker. 1-4: 1 EXP, 5-6: 2 EXP, Critical: 3 EXP.
You may spend coin on a 1:1 basis to increase the result of the roll. The maximum number of EXP points you may buy is limited by
your Tier. As such, a Tier 1 scoundrel can purchase 1 extra point of EXP for a Profession, a Tier 2 scoundrel can get 2 extra points, and so on.
Scoundrels with 0 Tier cannot spend coin to add EXP.
Earnings from training in a Profession come in the form of Stash. Scoundrels always gain Stash equal to 1 + Tier.
Taking any sort of job increases Heat according to EXP that the scoundrel gained, and their Tier. Scoundrels always take Heat 2 + Tier +
Wanted Level. The GM will then roll for Entanglements as though the scoundrel participated in a score with a crew. If the player wishes, prior
to the GM rolling Entanglements, they may spend Coin to reduce the Heat they took on a 1:1 basis.

INCREASE REPUTATION
Everyone along the Duskwall knows or knows of everyone else, and the underworld is an even smaller world than what North Hook
has become because of its history. When you increase your Reputation during downtime, your scoundrel has – by choice or by accident – done
something that inadvertently increased their clout within the city.
You select a Reputation among the ones your character already possesses EXP in and roll to see how much it increases. Your initial
dice pool is equal to your weakest quality (Insight, Prowess, or Resolve) – this is meant to mirror your scoundrel’s propensity to act out a bit
too much, be a little overconfident, or just be down on their luck after defying fate so brazenly.
Make an attribute roll using your character’s lowest attribute rating (if there’s a tie, that’s fine – simply use that rating). On a roll of 1-4,
gain no Reputation points. On a roll of 5-6, gain 1 Reputation Point. On a critical success, gain 2 Reputation Points.

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DASTARDLY BUSINESS
Dastardly Business toggles on two instances:
❖ WHEN YOU GAIN 2 REPUTATION POINTS. With great scoundrel attitude comes greater consequences.
❖ WHEN YOU PERFORM THE INCREASE REPUTATION DOWNTIME ACTION WHILE POSSESSING A HEAT RATING OF 4 OR HIGHER. People in North
Hook were already on the lookout for you. You’ve just made your situation worse.
❖ WHEN YOU PERFORM THE INCREASE REPUTATION DOWNTIME ACTION AT WANTED LEVEL 1 OR HIGHER. The authorities were already on the
lookout for you. You’ve just made your situation worse.
In essence, what happened to your scoundrel is that your actions or demeanor get you in trouble. By your very nature as a scoundrel,
you stand out from the rest, and are always a bit too much in the eyes of most Northers. In effect, you make a bad call that caused your
scoundrel to act against their own best interests, or you attracted the wrong kind of attention. To bring the effect of these bad decisions or
misfortune into the game, select a consequence from this list:
I. ATTRACT TROUBLE. Select or roll an additional entanglement that wasn’t on this list.
II. BRAG ABOUT YOUR EXPLOITS. +Heat according to your Tier.
III. ACT OUT OF TURN. Take -1 in a Faction of your or the GM’s choice.
IV. INTERROGATION. The Bluecoats round your scoundrel up to question them about your crimes. How did they manage to capture you?
Either pay them off with 3 Coin, or they beat you up (level 2 harm) and you tell them what they want to know (+3 Heat). You can resist
each of those consequences separately.
V. QUESTIONING. The Bluecoats grab someone with connections to your scoundrel and question them about your crimes. Who do the
Bluecoats think is most vulnerable? Make a fortune roll to see how much they talk (1-3: +2 Heat; 4/5: +1 Heat). A roll of 6 means that
the NPC did not crack. A critical success, on the other hand, means that in addition to your scoundrel suffering no consequences, there
is one other bonus that they gain, often to the Bluecoats’ detriment. You’re free to work this out with your GM or leave your GM to
surprise you.
Roll 2d for a normal person to see how well they keep quiet. If they’re an experienced underworld type or some kind of tough,
give them 3d or 4d instead. If they’re soft or if they have some loyalty to the law, give them 1d or 0d.
VI. REPRISAL. An enemy faction makes a move against your friend, contact, or vice purveyor. Pay them 1 Coin per Tier of the rival or stand
up to them and lose 1 Status with them.
You or your GM may also roll 1d to randomize this selection. Only one Reputation can be raised between scores.

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OTHER RULES & ADJUSTMENTS FOR ALONG THE DUSKWALL
Essentially, scores in Along the Duskwall still go down the way they do in vanilla Blades in the Dark games: there is a planning phase,
an engagement roll with a starting position determined by how well (or poorly) the scoundrels prepared, the score itself, and then the
determining of Payoff, Heat, and Entanglements per scoundrel. As characters, however, are each effectively “factions” in themselves with
upgrades and special abilities gained by their Reputation or Profession, here are some rules to keep in mind in the spirit of balancing out your
experience at the table.

OFF-SCREEN RECOVERY
If your scoundrel has not participated in three or more scores and possesses no more downtime actions, at the player’s discretion, you
as player may opt to clear your character of all Harm and Heat to start fresh. This does not effect Wanted levels. Any Coin they have at hand,
however, is considered spent (but Stash remains untouched).
What was your scoundrel up to? While you don’t have to offer any in-character explanation, it could be something fun for you to
bring to the table for flavor and possible EXP.

PURCHASING EXTRA UPGRADES AND ASSETS AFTER TIER V


Content to follow soon!

REVISED ENTANGLEMENTS FOR ALONG THE DUSKWALL


The Entanglements table for Along the Duskwall has incorporated the vanilla Blades in the Dark Heat table, the Vigilantes table from
the hack Blades in the Dark: Vigilantes, and some elements that are unique to One More Notch.
HEAT 0-3 HEAT 4-5 HEAT 6+

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1-3 Gang Trouble, the Usual Suspects, 1-3 Gang Trouble, Questioning, Turf in 1-3 Flipped, Interrogation, Copy Cat/We
Public Outcry, or Grounds in Danger Danger, Disgruntled Wards Take Care of Our Own, Lost Faith
4/5 Rivals, Unquiet Dead/Dead You 4/5 Reprisals/Calling You Out, Unquiet 4/5 Demonic Notice, Show of
Didn’t Save, Sending a Message Dead/Dead You Didn’t Save Force/Taking You Down, Unquiet
Dead/Dead You Didn’t Save
6 Cooperation, Fingered for a Crime 6 Show of Force/Taking You Down, 6 The Motherland Says Hello, Blood in
Arrest, Marked the Water, A Saint’s Blessing

A SAINT’S BLESSING
A Saint has latched on to you, and manifested its hold on you in some tangible, harmful way. It may be dreams that leave you
physically exhausted, visions that assault you during your waking hours, or it could be a corrupted mark upon your skin that drains your
strength. The manifestation is dependent on the entity.
The only way to rid yourself of the Saint is to see what it wants for yourself, or find an Expert who knows how to deal with the entity
in question. Until it is dealt with, the Saint will attach itself to your scoundrel. In addition to whatever trouble it gives you for simply existing,
it may attract unwanted attention from other parties from both sides of the Mirror.

ARREST
One of the authorities – a Commander of the City Watch, or an Inspector – has presented a case file of evidence to a magistrate, to
begin prosecution of you and/or your crew. The Bluecoats send a detail to arrest you (a gang at least equal in scale to your Wanted Level). Pay
them off with Coin equal to your Wanted Level +3, hand someone over for arrest (this clears your heat) or try to evade capture.
A truncheon bangs on the shutters of the window. “Alright then! Come on out and let’s go quietly now!” It sounds like Sergeant Klellan.
When you peek out, you see a detail of about twenty Bluecoats, all geared up for a fight. Klellan mumbles under his breath, so only you
inside can hear: “Or perhaps I have the wrong address?” He clears his throat and waits for some coin to appear.

BLOOD IN THE WATER


One of the very large Factions operating in North Hook (Tier V or above) or from entities within Ketterdam itself have decided that
you’ve the potential to be extremely useful for them. They’re going to make you a deal on their terms, that you cannot refuse. See what they
want and deal with it, or ignore them and go to war with them immediately.

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COOPERATION
A +3 to +5 status faction asks you for a favor. Agree to do it, or forfeit 1 rep per Tier of the friendly faction, or lose 1 status with them. If
you don’t have a +3, +4, or +5 faction status with anyone, you avoid entanglements right now.

COPY CAT/WE TAKE CARE OF OUR OWN


Some individual or faction bites off more than they can chew in your name, or an individual or faction with Status +4 or +5 with you
has ended up in some serious trouble. Take over the mess they’ve created/help your blood brother or blood sister out, or lose Reputation Points
equal to your Tier + 3 and let them fry.

DEMONIC NOTICE
A demon approaches the crew with a dark offer. Accept their bargain, hide until it loses interest (forfeit Reputation Points equal to
your Tier, to a minimum of 3; Tier 0-3 scoundrels always pay 3 Reputation Points), or deal with it another way.

DISGRUNTLED WARDS
One of your contacts or friends protests that you’ve gone too far. Win back their trust or earn their ire.
Depending on the NPC’s status, they will react differently if ignored. The contact is removed from your sheet. Any other NPCs become
enemies of you and your crew and start their own threat clock.

FINGERED FOR A CRIME


You are the target of an investigation. Convince the Bluecoats they’ve got the wrong suspect (this will likely involve paying Coin) or
take +2 heat as they pursue you.

FLIPPED
One of the PCs’ rivals arranges for one of your contacts, patrons, clients, or a group of your customers to switch allegiances due to the
heat on you. Either that, or your activities were enough to make them leave of their own accord. They’re loyal to another faction now.
You hear word on the street that Laroze is working for the Billhooks now. He was seen talking to Flint the other day... that bastard is
probably behind it. Remove Laroze as a contact until you can get that sorted out.

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GANG TROUBLE
One of your gangs (or other cohorts) causes trouble due to their flaw(s). You can lose face (forfeit Reputation Points equal to your Tier
+1 to a minimum of 4; Tier 0-3 scoundrels always pay 4 Reputation Points), make an example of one of the gang members, or face reprisals
from the wronged party.
After the PCs succeed at their assault and wipe out the Red Sashes, their savage gang takes things too far. They start attacking any Iruvians
they see in Crow’s Foot, and during one brawl, they horribly maim a citizen. Everyone’s talking about it. Is this how the Bloodletters run
their crew? Arcy decides to handle matters by making an example of one of the gang. She takes them back to the tavern where the incident
happened, and smashes the offending thug’s face into the bar, giving her a horrific scar.
The GM thinks this treatment warrants a tick on a progress clock they created in an earlier session when Arcy treated the gang roughly.
The clock is called “The Gang Fights Back.” It was already at three out of four segments, so now it’s full! Looks like Arcy’s rough treatment
of the savage gang is gonna come back to bite her.

GROUNDS IN DANGER
Someone in your protected grounds (or, in the case of most other scoundrels, your hunting grounds) is in trouble because of their
threat. Help them, secure your Turf by paying Coin equal to your Tier + 4 (or in the case of it being a Claim in Danger, pay Coin equal to your
Tier + the Tier of the Claim + 4) , or lose respect by ignoring them. When you choose to ignore their light, you will lose Reputation Points
equal to your Tier + 3, to a minimum of 3; as such, Tier 0 Scoundrels will automatically pay 3 Reputation Points.

INTERROGATION
The Bluecoats pick you up to question you about your crimes. How did they manage to capture you? Either pay them off with Coin
equal to your Tier +2, or they beat you up (level 2 harm) and you tell them what they want to know (+3 heat). You can resist each of those
consequences separately.
Some players really hate it when their character gets captured! Just tell them that this is completely normal for a scoundrel of the
underworld. You spend time in and out of jail, getting questioned and harassed by the law. It’s not the end of the world. But now that
you’re here in the interrogation room, what kind of person are you? Do you talk? Do you stand up to them? Do you make a deal?

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LOST FAITH
One of your own — a close contact, a member of your crew, your backer, a principal ally, a close friend, a blood brother or sister —
stands up against you. Convince them your work needs to be done, go through them, or back down from your current endeavor and lose
Reputation Points equal to their Tier + your Tier.

MARKED
A powerful Forgotten God or similarly otherworldly entity has latched on to you, and manifested its hold on you in some tangible,
harmful way. It may be dreams that leave you physically exhausted, visions that assault you during your waking hours, or it could be a
corrupted mark upon your skin that drains your strength. The manifestation is dependent on the entity.
The only way to get rid of a Mark is to find an Expert who knows how to deal with the entity in question. Until it is dealt with, the
Mark remains on your scoundrel. In addition to whatever trouble it gives you for simply existing, it may attract unwanted attention from
other parties from both sides of the Mirror.

PUBLIC OUTCRY
Word on the street is you’re a danger to everyone around you. If you’re a vigilante, even those you seek to protect worry for their safety
given your methods. If you’re a scoundrel, even other scoundrels in your league or beyond think you’re bad news, bad enough to turn around
and sell you out to the coppers.
Let the rumors spread and take your Tier +1 Heat, to a minimum of 3 – this means that Tier 0-2 scoundrels will always take 3 Heat
automatically. You may also spend Reputation Points equal to your Tier + 3 to have someone speak on your behalf, or set your detractor
straight personally.

QUESTIONING
The Bluecoats grab an NPC member of your crew or one of the crew’s contacts to question them about your crimes. Who do the
Bluecoats think is most vulnerable? Make a fortune roll to see how much they talk (1-3: +2 heat, 4/5: +1 heat), or pay the Bluecoats off with 2
coin.
Roll 2d for a normal person to see how well they keep quiet. If they’re an experienced underworld type or some kind of tough, give them
3d or 4d instead. If they’re soft or if they have some loyalty to the law, give them 1d or 0d.

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REPRISALS / CALLING YOU OUT
An enemy faction makes a move against you (or a friend, contact, or vice purveyor). Pay them 2 rep and 2 coin per Tier of the enemy as
an apology, allow them to mess with you or yours, or fight back and show them who’s boss.

RIVALS
A neutral faction throws their weight around. They threaten you, a friend, a contact, or one of your vice purveyors. Forfeit 1 rep and 1
coin per Tier of the rival, or stand up to them and lose 1 status with them.

SENDING A MESSAGE
One of the factions that you have negative status with sends a message that you should back off. Lose Reputation Points equal to your
Tier (to a minimum of 3; Tier 0-3 scoundrels therefore always spend 3 Reputation Points) and gain a enemy in your community, or respond in
turn.
If you do not have any factions with negative status, a neutral faction will send the message instead. Lose 3 Reputation Points and gain
negative faction status levels with them, or respond in turn.

SHOW OF FORCE
A faction with whom you have a negative status makes a play against your holdings. Give them 1 Claim equivalent to their Tier or
higher, give them 1 Turf, or go to War, automatically dropping -3 in Status. If you have no Claims that fit the bill and no Turf to surrender, pay
Reputation Points equal to 10 + your Tier.

UNQUIET DEAD / DEAD YOU DIDN’T SAVE


A rogue spirit is drawn to you — perhaps it’s a past victim, or someone you didn’t save? Acquire the services of a Whisper or Rail Jack
to attempt to destroy or banish it, tap one of your Contacts or Cohorts who have the skills to handle this sort of situation, or deal with it
yourself.
They can hire an NPC by using the acquire asset downtime activity (see page 153). Roll the NPC’s quality level as a fortune roll to see how
well they deal with the spirit.

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THE MOTHERLAND SAYS HELLO
This entanglement applies to immigrants, fugitives, stowaways, and any scoundrel with foreign blood in North Hook. The Embassy of
your homeland has remembered your existence, and is harassing you. It could be because of something you did in the past before coming to
North Hook, or it could be because the Merchant Council has ruled that you’re a threat to the national security of Kerch and has called upon
your nation to deal with you on their terms. It may even be because the Embassy wants to use you for their own means.
Find a way to pay the Embassy off (in Coin and in Reputation, with the amounts determined by your GM), see what they want and
deal with it, or ignore them and go to war with the Embassy immediately.

THE USUAL SUSPECTS


The Bluecoats grab someone in the periphery of you or your crew. It could be a friend of yours, somebody from your family, or a vice
purveyor. Make a fortune roll to find out if they resist questioning (1-3: +2 heat, 4/5: level 2 harm), or pay the Bluecoats off with Coin equal to
your Tier, to a minimum of 3 (Tier 0-3 scoundrels always pay 3 Coin).

REVISED PRISON CLAIMS FOR ALONG THE DUSKWALL


Unlike the modular nature of Claims in Along the Duskwall, Prison Claims in this game follow the same progression as vanilla Blades
in the Dark. This means, for example, all scoundrels start at the first block (labeled “Prison”) and must work their way towards their desired
Claims on the tree with each stay in Ironhook.
What has changed are what the Prison Claims can offer your scoundrel during play. We’ve included an image file of the original
spread for easy reference here. The revised list of Prison Claims follows.

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ALLIED CLAIM GUARD PAYOFF
One of your allies on the inside arranges for their faction to You claim several Ironhook prison guards on your payroll.
grant you a boon. Take an extra Claim for yourself equal to your Take +1d to your Tier roll when another scoundrel at your table or
current Tier or less. Label it with the faction who granted you this one of your cohorts or contacts is incarcerated.
boon. This Claim does not count to the maximum cap for Turfs
and Claims. Lose control of this Claim if you fail to maintain good HARDCASE
relations with the faction who gave you this boon. Your reputation as a tough inmate bolsters your crew’s
image in North Hook. When you advance Tier, it costs 2 fewer
CELL BLOCK CONTROL coins than it normally would.
Your crew has a cell block under their total control—
guards and all. You never take trauma from incarceration.

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PAROLE INFLUENCE SMUGGLING
Political pressures of various sorts can be applied to the You arrange smuggling channels inside, and some of your
magistrates and warden who oversee sentences for crimes. With customers are the Wardens of Ironhook themselves. At the start of
this claim, you’re always able to arrange for a shorter prison stay— every session, choose one benefit for you and all scoundrels
as if your wanted level was 1 lower. So, if your wanted level was 3 accompanying you for this session: +1d to acquire an asset during
when you went in, you’d spend only several months behind bars downtime, +2 Stash at the end of the session, or -2 Heat after the
(equivalent to level 2) instead of a full year. completion of the score for that session.

THINGS TO CONSIDER FOR SCORES


In cases where multiple scoundrels possess special abilities that increase Action dots, each scoundrel can only choose one special
ability of this nature to apply for the score. This prevents Action ratings from doubling up in an ultimately unrealistic fashion. Furthermore,
we note that without Mastery, scoundrels still can’t raise their Action rating above 3.
In cases where multiple scoundrels possess crew upgrades with different kinds of rigging, the group can only choose one kind of
upgrade of this nature. This also keeps things balanced, as rigging types reduce Load. Narratively, allowing multiple kinds already stretches
the bounds of reality, even for a game like Blades in the Dark.
Each scoundrel has a “cap” on the number of things they can borrow from other scoundrels. This is equal to twice your Tier. As such,
Tier 0 scoundrels cannot borrow crew upgrades and other special things from their mercenary associates – but a Tier 1 scoundrel can take two
things from the common pool of offerings. Individual Loads remain the same. There is also no restriction whatsoever on using your own
upgrades and special abilities for yourself.

CLAIMS IN ALONG THE DUSKWALL


Along the Duskwall breaks away from the traditional turf and claims map from vanilla Blades in the Dark. As such, there is a tiered
system in place for purchasing claims of interest. Furthermore, some of the bonuses conferred by a Claim have been adjusted to suit the new
prerequisites, and the design of the campaign.

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It is now assumed that you can purchase a Claim multiple times, thus “stacking” the benefits the Claim type confers. Tier
requirements apply. Your scoundrel must also be successful in his or her score to seize the Claim.
This section is under heavy construction, as Pam and other GMs of Along the Duskwall try to come up with an equal amount of
Claims across Tiers for each Profession. Input appreciated!

GENERAL CLAIMS
These are Claims that repeat across two or more crew types in vanilla Blades in the Dark, and by Pam’s estimate, don’t seem to require
a specific Profession-based flavor given the nature of this hack. In Along the Duskwall, seizing a General Claim only requires that you have 5
or more EXP in any Profession.
GENERAL CLAIMS
TIER I
Informants. +1d gather info for scores.
Infirmary. +1d to healing rolls.
Lookouts. +1d to Survey or Hunt on your Turf.
Tavern. +1d to Consort and Sway on Site. Spend 1 downtime action to collect Coin equal to Tier, minus your heat.
Well-Stocked Workshop. +1d to Study or Tinker on site.
TIER II
Cover Operation. Tier Roll. Reduce heat equal to the highest result.

Vice Den. Specify the kind of Vice this Claim purveys. Tier Roll. Earn Coin equal to the highest result, minus your heat. Allows scoundrels
indulging their Vice here to increase their roll by 1 or 2 or decrease it by 1 or 2.
Warehouses. Stockpiles give you +1d to acquire assets.

TIER III
Alternative Lair. Allows expansion of Hunting Grounds to a new District.
Protection Racket. Tier Roll. Earn Coin equal to the highest result, minus your heat. Counts as Turf.
Side Business. Earn Stash equal to your Tier + 2.

TIER IV

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A Second Home in Ironhook. At the end of every session, gain 1 Prison Claim automatically. Follow the progression map as per Along the
Duskwall rules.
Trade Company at the Docks. Tier Roll. Earn Coin equal to the highest result + Tier.
Trade Company in Gaddoc Rail Station. Tier Roll. Earn Coin equal to the highest result + Tier.

TIER V

ASSASSIN CLAIMS
ASSASSIN CLAIMS
TIER I
Fixer. +2 Coin for lower-class targets.
Envoy. +2 Coin for higher-class targets.
Secret Passageways. +1d to Prowl and Hunt while in Hunting Grounds.

TIER II
City Records. +1d engagement for stealth plans.
Interrogation Chamber. +1d to Command and Sway on site. +1d to gather information on scores.
Training Rooms. +1 scale for your Skulks Cohorts.

TIER III
Alternative Lair. Allows expansion of Hunting Grounds to a new District.
Copycat Killers. +2 rep per score. Reduce Heat equal to highest Reputation after a score, and before rolling Entanglements.
Hagfish Farm. Body disposal, +1d to reduce heat after killing.

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TIER IV
Victim Trophies. Tier Roll. Gain Reputation points equal to the highest result.

TIER V

BRAVO CLAIMS
BRAVO CLAIMS
TIER I
Bluecoat Intimidation. -2 heat per score.
Materialki Armorer. Weapons and armor always have +1 quality.
Street Fence. +2 Coin for lower-class targets.
Terrorized Citizens. +2 Coin for battle or extortion.

TIER II
Bluecoat Confederates. +1d engagement for assault plans.
Barracks. +1 scale for your Thug cohorts.
Fighting Pits. Tier Roll. Earn Coin equal to the highest result, minus your heat. All Thugs are considered Tenacious.
Interrogation Chamber. +1d to Command and Sway on site. +1d to gather information on scores.

TIER III
Alternative Lair. Allows expansion of Hunting Grounds to a new District.

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TIER IV

TIER V

CULT CLAIMS
CULT CLAIMS
TIER I
Emporium Contact. +1d to acquire occult and arcane assets.
Offertory. +2 Coin for occult operations.
Sacred Nexus. +1d to healing rolls. +1 result level for healing rolls to treat supernatural harm.
Sanctuary. +1d to Command and Sway on site. +2d for true believers.
University Contact. +1d to acquire scholarly/academic texts, artifacts and the like.
TIER II
Ancient Altar. +1d engagement for occult plans.
Cloister. +1 scale for your Adept cohorts.

Spirit Well. +1d to Attune on site. Choose increased quality or scale for supernatural entities similar to or under the purview of your deirty.
TIER III
Alternative Lair. Allows expansion of Hunting Grounds to a new District.
Ancient Tower. +1d to Consort with arcane entities on site.

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TIER IV
Ancient Gate. Safe passage in and out of the Unsea.

TIER V

HAWKER CLAIMS
HAWKER CLAIMS
TIER I
Local Graft. +2 Coin for show of force or socialize.
Personal Clothier. Luxury items, clothes (including disguises), and similar assets are always +1 level higher in quality.
Saltford’s Share. Gain Stash equal to your Tier at the end of every session.
Surplus Caches. +2 Coin for product sale or supply.

TIER II
Cover Identities. +1d engagement for deception and social plans.
Foreign Market. Name the nation of your market. Tier Roll + Tier of relevant Consul or Embassy. Earn Coin equal to the highest result,
minus your heat.
Luxury Venue. +1d to Consort and Sway on site. -2 Heat to scores targeting the rich, the elite classes, and the nobility.
Patron. Reduce Coin cost for rising in Tier by half. If you possess the special ability “Patron”, reduce Coin cost for rising in Tier by 75%. Who
is your patron? Why do they help you? If this is your second Patron, do they know who your other backer is?

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TIER III
Alternative Lair. Allows expansion of Hunting Grounds to a new District.
Fancy Club House. Do not take extra Heat for operations in Brightstone and Whitecrown. Counts as Turf.

TIER IV

TIER V

SHADOW CLAIMS
SHADOW CLAIMS
TIER I
Loyal Fence. +2 Coin for burglary or robbery.
Covert Drops. +2 Coin for espionage or sabotage.
Secret Passageways. +1d to Prowl and Hunt while in Hunting Grounds.

TIER II
Gambling Den. Tier Roll. Earn Coin equal to the highest result, minus your heat.
False Address. “Officially” separates your Home District from your Hunting Grounds. Determine your fake Home District.
Foundation Archictectural Plans. +1d engagement for stealth plans. +1d to Survey while in Hunting Grounds.

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TIER III
Alternative Lair. Allows expansion of Hunting Grounds to a new District.
Hagfish Farm. Body disposal, +1d to reduce heat after killing.

TIER IV

TIER V

SMUGGLER CLAIMS
SMUGGLER CLAIMS
TIER I
Luxury Fence. +2 Coin for high-class targets.
Fleet. Your cohorts have their own vehicles.

TIER II
Garage. Negate 1 Flaw on a Vehicle of choice.
Another Little Friend. Gain the Smuggler Special Ability “Like Part of the Family”. If you already possess this special ability, you now have a
second vehicle that you can build according to that abiltiy’s mechanics.

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Secret Routes. +1d engagement for transport plans.
The Hookup. Acquired assets are always +1 level higher in quality.

TIER III
Alternative Lair. Allows expansion of Hunting Grounds to a new District.

TIER IV

TIER V

VIGILANTE CLAIMS
VIGILANTE CLAIMS
TIER I
Publicity. +2 rep on takedown scores.
Hidden Paths. +1d to Prowl back to your lair.

TIER II

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Bluecoat Confidants. -2 heat per score.
Local Heroes. +1d to indulge Vice.
Interrogation Chamber. +1d to Command and Sway on site.

TIER III
North Hook’s Most Wanted. +2 Rep on scores against the law.
Fierce Allies. All your experts are loyal.
Alternative Lair. Allows expansion of Hunting Grounds to a new District.

TIER IV
Inspector Confidants. -4 heat per score. Stacks with Bluecoat Confidants.
Defiant Citizens. Large gang who will fight for you.

TIER V
Above the Law. -1 Wanted Level if Citizens Faction Status is +3 or higher.

CREW UPGRADES IN ALONG THE DUSKWALL


This is the master list of Crew Upgrades that scoundrels can avail during advancement.
❖ Ironhook Contacts (+1 Tier in prison)

ASSASSINS ❖

Elite Skulks
Elite Thugs
❖ Assassin Rigging (2 free load of weapons or gear) ❖ Hardened (3) [+1 Trauma Box]

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BRAVOS SHADOWS
❖ Bravos Rigging (2 free load of weapons or armor) ❖ Thief Rigging (2 free Load of tools or gear)
❖ Ironhook Contacts (+1 Tier in prison) ❖ Underground maps and passkeys
❖ Elite Rovers ❖ Elite Rooks
❖ Elite Thugs ❖ Elite Skulks
❖ Hardened (3) [+1 Trauma Box] ❖ Steady (3) [+1 Stress Box]

CULT SMUGGLERS
❖ Cult Rigging (2 free load of documents or implements) ❖ Smuggler’s Rigging (2 items carried are perfectly
❖ Ritual sanctum in lair concealed)
❖ Elite Adepts ❖ Camoflague (vehicles are perfectly concealed at rest)
❖ Elite Thugs ❖ Elite Rovers
❖ Ordained (3) [+1 Trauma Box] ❖ Barge (+1 mobility for lair)
❖ Steady (3) [+1 Stress Box]

HAWKERS
❖ Hawker’s Rigging (1 carried item is concealed and has no VIGILANTES
Load) ❖ Vigilantes Attire (2 free load of weapons or supplies)
❖ Ironhook Contacts (+1 Tier in prison) ❖ Dedicated crafters
❖ Elite Rooks ❖ Willing to fight (experts are Bravos)
❖ Elite Thugs ❖ Irregulars (experts gain +1d to gather information)
❖ Composed (3) [+1 Stress Box] ❖ Unbroken (3) [+1 Stress Box]

CONTACTS IN ALONG THE DUSKWALL


Scoundrels can purchase multiple contacts from their own Professions, or take from other Professions provided that they have EXP in
the Profession that the Contact is listed under.

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WHAT IF I WANTED TO PURCHASE CONTACTS OUTSIDE OF THESE LISTS?
Pam’s games of Along the Duskwall are flexible. Depending on the faction status your scoundrel possesses with the contact in
question, the contact’s Tier, your scoundrel’s Tier and other factors, there will be a Coin and Reputation cost attached to purchasing Contacts
beyond these lists. You will be unable to get Contacts beyond these lists using the rules of advancement.

ASSASSIN CONTACTS
TREV. Boss of a small crew of Bravos who haven’t even come up Nikolai’s service. Varma is still a scourge that many of the
with a name for themselves yet. All of them used to be scoundrels in North Hook speak of in fearful whispers.
Crows; they fled from Crow’s Foot after Roric’s murder, as Beyond his military career, his previous work for several
their loyalty to their old leader automatically painted a influential families or individuals in the city government
target on their backs with Lyssa. (Bitter, Suspicious, Loyal) is the reason why he has a “modest” home in the most
affluent district in the city. (Charismatic, Commanding,
LYDRA. An advocate and deal broker from the Dandy Lions. Old
loves talking about his previous hunts)
blood from Ketterdam. She abandoned the prospect of a
comfortable but ultimately empty life as the heiress of a EXETER. A Spirit Warden who serves as an instructor at Charterhall
massive fortune made from whaling. (Subtle, driven, University. His/her/their counterpart is Bakoros, over at
righteous) Duskwall Academy.
IRIMINA. The Vice Headmaster of the Red Sashes. A Grisha Tailor SEVOY DAVIES. A Kaelish war chieftain who claims that he did what
who’s obsessed with using her Small Science to whisk her many of his own should have done a long time ago: leave
disfigurements away. Many aren’t sure who is worse the Wandering Isles for fairer pastures. Now a merchant
between her and Erdin Oktai, the Headmaster. (Sadistic, lord, and a fixture in the Small Council due to his political
barb-tongued) savvy. Not a lot of people know this, but he used to be the
main backer of the Roosts. (Weathered, Pot-bellied,
KARLOS VARMA. A Suli bounty hunter with several decades of
Cunning)
experience; he entered the trade after leaving King

BRAVO CONTACTS
MEG. One of the so-called “stars” of Sergeant Velk’s pit-fighting why she has not succeeded yet, but it’s not like she can do
circle in the district. Has been trying to fight for her anything about it. (Scarred, Tough, Worn)
brother’s freedom for the past five years now. She knows

48
ARTHUR CONWAY. The most senior squad captain of the Bluecoats the medical service exams. Is engaged in physicker work to
at the Docks, under Captain Stone’s command. Many support his aging parents and pay off some of his student
people attribute his long tenure at a district like his with debts. Favorite among some of the local gangs because he’s
the fact that he’s well-connected to all the major factions in taught some of their members how to read and write in the
this area. He’s from “honest stock” according to the Guild past. (Worn, Pleasant, loves coffee)
of Kerch Whalers, married to a leviathan hunter with a
WALKER. Boss of the Bronze Hogs, a crew of bravos that is just shy
good track record, best friend to Chief Helker, and a blood
of growing into a proper gang. Has managed to keep
brother to the Butcher of Saltford’s. With this pedigree, one
himself and his people from getting wiped out by the
wonders why he isn’t commander yet. (Tough, Fair,
Crows, bullied by the Red Sash Academy (although that
Handsome)
has stopped since Oktai stepped into power), and
KELLER. A blacksmith that has been on the payroll of the Red Sash “encouraged” to join the Lampblacks. It’s hard to say how
Academy since Mylera Klev’s term as Headmaster. That he long that’ll last. (Daring, Intimidating, soft for his crew)
continues to be their man of choice for smithy work of all
LUTES. Owner of The Hooded Fox. Used to run with a crew in his
kinds shows that he must be good enough at his job to
wilder days, but a bad brush with the law convinced him
prevent Erdin Oktai from killing him on principle.
that the scoundrel life wasn’t worth it. Unlike many who
(Talented, Nervy, Greedy)
were in that position, though, he had a proper way out by
TOMAS. The son of a Namayan Wayfarer and a Kerch tailor; has merit of his blood. (Friendly, Savvy, pronounced limp)
only recently completed his training and is studying for

CULT CONTACTS
GAGAN. A historian of antiquities and the obscure in Charterhall means. Don’t contact him/her/them. She/he/they’ll contact
University. He specializes in two things: Forgotten Gods, you. (Serene, Articulate, Aloof)
and Saints. Suffice to say, being so passionate about those
LIAM HUTCHINS. The top antiquarian and appraiser of the Hive –
fields hasn’t earned him a lot of friends. (Excitable,
although it’s likely that your scoundrel isn’t actually aware
Brilliant, Unreliable)
that the outfit Hutchins is working for is the Golden Bee in
ADIKIN. An occultist shrouded in mystery. Nobody is actually sure the first place. (Shrewd, Intelligent, Impatient)
what or who Adikin really is; sometimes, he/she/they seem
MORIYA. A skilled spirit trafficker hiding among the artists and
to speak through other people, or maybe he/she/they use
performers that set up shop along the Charter Wall.
other faces and disguises through Tailoring and other
Peddles her wares (ones often whisked away from

49
Bellweather Crematorium) to the highest bidder. (Cold, CAMILLA BENNETT. The new Head Astronomer of the small but
Greedy) dedicated Guild of Astronomers of North Hook. Graduated
at the top of her class, and is known among academic
MATEAS KLINE. A nobleman recently made head of his family after
circles for her work in two fields: on the Deeplights in the
the sudden death of his father. Known for his looks, his
True Sea, and the constellation shifts and planetary
marriageability, his devotion to the Sun Summoner, his
movements that happened after the Moon Split.
generous donations to the academic societies and
(Intelligent, Obsessed, sensitive about her looks)
expeditions, and his intense love for the arcane and the
strange. (Handsome, Sharp, antiquarian, actually a part of
several cults to Saints)

HAWKER CONTACTS
ROLAN WOTT. An influential magistrate who handles property, HOXLEY. An infamous smuggler who decided to stay in Ironhook
endowments, and financial cases. Famous for his after getting thrown in jail one too many times. He’s made
extravagant parties. (Stylish, Elitist, Shrewd) quite the name and fortune for himself since then, with the
Bowery. (Greedy, morbid, pockmarked face)
LAROZE. Parents often tell their children to make use of their Saint-
given talents, and unfortunately, Laroze is a stellar ANYA FARROW. The gang boss of the Seventh Step, a funny crew in
example of this. The main Bluecoat pimp of the Blue Silkshore that offers vices and wonders of the supernatural
Bonnets, known for sampling the merchandise. Has proven and weird kind. Did you know her when she was still just
time and again that he’ll fuck nearly anything that’s the manager of the Seventh Sea eatery, or after she became
human and has a pulse. (Arrogant, violent, lecherous) the Nightingale? (Perceptive, soft spoken, devoted)
LYDRA. An advocate and deal broker from the Dandy Lions. Old MARLO. Boss of the Jailbirds, Ironhook Prison’s largest prostitution
blood from Ketterdam. She abandoned the prospect of a circle. Provides a pheltora of services for lonely hearts and
comfortable but ultimately empty life as the heiress of a itchy crotches, but practices a rather stringent code of
massive fortune made from whaling. (Subtle, driven, honor when it comes to his merchandise. Asexual, and has
righteous) no actual interest in sex himself – outside of the money it
can make him, anyway. (Professional, charming, neat
freak)

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SHADOW CONTACTS
DOWLER. An explorer usually on Lady Drusilla’s payroll, which FITZ. A mid-level diplomat from the Ministry of Foreign Affairs,
might be why he’s been able to get himself a decent not-so-gently ribbed by peers and superiors alike for his
apartment in the district. Used to be a cartographer for the “intense” fascination with historical paraphernalia,
First Amy of Ravka and enjoys modest levels of fame for his archeological objects, and paleontographical oddities. In
cartography skills. (Awkward, Gentle, talks with a lisp) fact, his obsession has gotten so bad that he’s known in
smuggling circles for hiring whoever can cater to his
LAROZE. Parents often tell their children to make use of their Saint-
requests. (Eccentric, Idealistic, Gregarious)
given talents, and unfortunately, Laroze is a stellar
example of this. The main Bluecoat pimp of the Blue ADELAIDE PHROAIG. One of the former belles of every ball in Kerch,
Bonnets, known for sampling the merchandise. Has proven although even in her twilight years she has not lost a
time and again that he’ll fuck nearly anything that’s single ounce of her grace, elegance, and beauty. What not a
human and has a pulse. (Arrogant, violent, lecherous) lot of people know about her is that she was a spy for the
Resistance during the Darkling’s reign of terror over the
AMANCIO. A former Advocate who was, in recent years, disgraced
world. What even fewer people know about her is that she
and chased out of Charterhall after attempting to defend
was the woman who founded the White Hands after the
an innocent man against crooked noblemen – or so he
War. (Elegant, Cultured, Stunning)
claims. Some of his peers claim that he was ruined because
he was in love with the sole heir of a shipping moghul. RIGNEY. A former ship surgeon turned owner of the Broken Anchor
Uses his network in his new profession: deal brokerage. tavern. A shining example of how being nice and
Isn’t picky with his clients; it’s all about who can pay him compassionate really DOES have its rewards, even in a
the most and threatens him the least. (Professional, Subtle, cutthroat place like North Hook. (Compassionate, Honest,
likes to crossdress) Tough)

SMUGGLER CONTACTS
ELYNN. A dock worker by day, and the toughest and most – unless you want her to flatly threaten to have a demon
competent Whisper under Corben and the Grinders pretty pull your spine out from your mouth. (Quiet, fearless)
much every other hour. Half-Namayan, half-Novyi Zemeni.
ROLAN WOTT. An influential magistrate who handles property,
Don’t talk smack to her about Maynila, her home balangay
endowments, and financial cases. Famous for his
extravagant parties. (Stylish, Elitist, Shrewd)

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SERA. Bazso Baz’s weaponsmith and armorer, born and bred into ought to have simply because he isn’t white. (Savvy,
the Lampblacks. Her parents were part of the gang’s first cautious, learned)
generation. A bit obsessed with Small Science theory. Some
ESME. The current proprietress of the Cat & the Candle,
suspect that it’s because she is not grisha but really wishes
Nightmarket’s largest public house and most popular
she could be. (Innovative, patient, uncompromising)
tavern. In a similar fashion to Mardin Gull from the Leaky
NYELLE. A spirit trafficker who’ll occasionally let people “sample Bucket in Crow’s Foot, Esme used to be a scoundrel of
the merchandise” before she bottles them up for other repute. She retired comfortably and continues to be treated
clients. Found in Nightmarket. (Persuasive, eager, money- with respect and care by the local gangs. She became the
minded) owner of the Cat by marrying into the family that
established the place, although that wife’s been dead for
DECKER. A low-level diplomat in the Novyi Zem Embassy.
more than a decade now. Her other wife is still alive and is
Possesses impressive credentials that do not match the
said to own several establishments in Ketterdam.
position he appears to be stuck in. Feels no real love for his
(Motherly, Resilient, actually does love cats)
country, especially since his beloved government hasn’t
seen it fit to give him a raise or any of the accolades he

VIGILANTE CONTACTS
MARA DAYRIT. One of North Hook’s first Inspectors from Namayan. sections of the True Sea. Has outlived each and every one
Doesn’t talk much about exactly which balangay she is of her crews so far (except for Badger), and loudly
from, and outside of her appearance it’s nearly impossible proclaims to all who will listen that the only form of
even for other Namayans to place her. Proudly wears the retirement she’ll accept is if she’s killed out at sea. (Old,
tattoos that show she is a Makata and an Inferni. (Savvy, Spry, Unorthrodox, heavy coffee drinker)
meticulous, calm)
SOREN. The spirit of a boss whose gang – the Blue Moons, shadows
INGRID MANGUSEN (TWELVES). Kerch born and bred, and of the last who had made liberal use of arcane knowledge and occult
surviving members of the first generation of leviathan powers in their scores – had existed alongside the very first
hunters of North Hook, the very same generation that also batch of Crows, Red Sashes, and Lampblacks. Appears
had to face the genetically modified leviathan soldiers of whenever there’s a new crew in need of a leg up against
the Darkling. Nicknamed “Twelves” because she has, over their peers. What Soren himself does not know is that he’s
the course of her illustrious career, grown an extra finger been dead for decades. He also does not know that he has
on each hand and an extra toe on each foot due to long since become a Saint, and the “help” he provides these
periods of exposure to the miasmic fogs that roll over some crews out of the goodness of his undead heart is often

52
responsible for getting his benefactors killed in the end. BEN ALDRIDGE (BADGER). Novyi Zem born, and one of the last
(Gentle, Friendly, dreams big, instinctively prefers young surviving members of the first generation of leviathan
gangsters) hunters of North Hook alongside Ingrid “Twelves”
Mangusen. Gained his nickname because of his hair,
REMIRA. A gentle Healer and physiker, many may find it hard to
which he continues to keep shaved but for a single streak
believe that Remira’s a member of the Lampblacks. For the
that evenly divides the two halves of his head and ends in a
record, she doesn’t approve of what they do – but she feels
ponytail. Twelves’ oldest friend; he’s served on every one of
like she owes Bazso Baz her life. (Soft, simple, conceals her
her crews as her Chief Engineer until the death of his
Seryvin mutations through Tailoring)
husband made him realize that perhaps he should have
ANIS. The Blackfeather Order Witcher in charge of lightning spent more time on shore with his loved ones. An inventor
barrier construction and maintenance. Much like of exceptional foresight and talent; only takes the request
his/her/their counterpart professors Bakoros and Exeter, of clients who interest him. (Quiet, Brilliant, dotes over his
Anis may be several different people all sharing the same grandchildren, still in mourning)
alias.

LAIR UPGRADES FOR ALONG THE DUSKWALL


Unlike in vanilla Blades in the Dark campaigns and regular One More Notch campaigns, unless it is stated otherwise, your scoundrel
can purchase the same Lair Upgrade several times. Players are, of course, responsible for keeping track of their respective tiers, most especially
in cases were the upgrade has more than one upgrade box.
The section “Cost” under each upgrade indicates how much the item in question will cost if the scoundrel purchases the upgrade
using Coin and Reputation. This is applicable only to scoundrels who have “maxed out” their levels, and cannot receive upgrades through the
advancement of Tier or Profession anymore.
The “/” in some of the Costs indicate OR for that particular item. For example, if you wish to purchase a Boat House, you pay 10
Reputation and 20 Coin, OR 10 Reputation and 15 Stash.
The number in parenthesis describes how many tiers the upgrade has.

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GENERAL UPGRADES
BOAT HOUSE (2)
COST: 10 Stash, 10 Reputation
You have a boat, a dock on a waterway, and a small shack to store boating supplies. A second upgrade improves the boat with armor
and more cargo capacity.
This upgrade can be purchased multiple times.

CARRIAGE HOUSE (2)


COST: 10 Stash, 10 Reputation
You have a carriage, two goats to pull it, and a stable. A second upgrade improves the carriage with armor and larger, swifter goats.
Horses are uncommon in North Hook, and are usually imports from Iruvia, Ravka, or Shu Han, with Shu Han horses being the finest in the
world. Carriages along the Duskwall tend to use the Suli Goat: solid, hardy creatures who don’t spook easy, and are capable of some pretty
remarkable things.
This upgrade can be purchased multiple times.

HIDDEN LAIR
COST: 10 Stash, 10 Reputation
Your lair has a secret location and is disguised to hide it from view. If your lair is discovered, use two downtime activities and pay coin
equal to 20 + your Tier to relocate it and hide it once again.
This upgrade can only be purchased once.

QUARTERS
COST: 10 Stash, 10 Reputation
Your lair includes living quarters for the crew. Without this upgrade, each PC sleeps elsewhere, and is vulnerable when they do so.
This upgrade can only be purchased once.

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SECURE LAIR (2)
COST: 10 Stash, 10 Reputation
Your lair has locks, alarms, and traps to thwart intruders. A second upgrade improves the defenses to include arcane measures that
work against spirits. You might roll your crew’s Tier if these measures are ever put to the test, to see how well they thwart an intruder.
This upgrade can only be purchased once.

VAULT (+)
COST: 5 Stash, 5 Reputation
Your lair has a secure vault, increasing your storage capacity for coin to 8. A second upgrade increases your capacity to 16. A third
upgrade and beyond increase your capacity in multiples of 8 (i.e. the third upgrade will increase your capacity to 24). A separate part of your
vault can be used as a holding cell.
This upgrade can be purchased multiple times.

WORKSHOP
COST: 10 Stash, 10 Reputation
Your lair has a workshop appointed with tools for tinkering and alchemy, as well as a small library of books, documents, and maps.
You may accomplish long-term projects with these assets without leaving your lair and with low risk of drawing unwanted attention.
This upgrade can only be purchased once.

ALONG THE DUSKWALL HOMEBREW UPGRADES – GENERAL LIST


CYPHER NETWORK (3)
COST: 10 Stash, 10 Reputation
You and your own have installed their own system of letters and communications that don’t rely on anybody, even the supposedly
infallible Cypher Guild of North Hook. This could be an intricate system of steam-propelled mail tubes (like the postal system of our New
York City back in the day), or messenger pigeons, or arcane-forged paper messages that find their way to their targets. Pick something that
suits your crew. The second upgrade increases the security of the network, and also adds in an encryption method and code known only to the

55
people who are in the loop. The third upgrade folds in further arcane protection, making your mortal encryption method and code
indecipherable even to spirits and otherworldly beings who might otherwise be able to discern their meaning. You might roll your crew’s Tier
if this Network of yours is ever compromised, to see how well they thwart your rivals. Possessing the second and third upgrades of this
Network increases the result level of your dice by +1 or +2 respectively.
This upgrade can only be purchased once.

ESCAPE ROUTE (4)


COST: 10 Stash, 10 Reputation
Your lair has a hidden passageway that you and your own can use to evacuate the base in case of an attack. Each upgrade increases
both how difficult the passageway is to find and how secure it is against pursuers (i.e. you may have added traps or false routes). If your escape
route is discovered or is otherwise compromised, use two downtime activities and pay coin equal to 20 + your Tier to relocate it and hide it
once again. Make sure to describe how the escape route looks, and also determine where its exit point is.
This upgrade can only be purchased once, but it has multiple upgrade boxes.

LAIR GUARDIANS
COST: 10 Stash, 10 Reputation
An additional security measure beyond any alarms, traps, and cohorts you’ve placed in charge of watching over your base. These are
usually packs of specially trained animals (like, let’s say, guard dogs), or spirits that have been bound into service. Lair Guardians can not be
brought along for any score, or be counted as assets for a score. They are dedicated solely to the security of your base.
This upgrade can be purchased multiple times. When used in tandem with the Lair Upgrade “Secure Lair”, the upgrade adds +1 result
level whenever you have to roll to see how well the security of your base held up against an intruder. Otherwise, if you’ve purchased Lair
Guardians without “Secure Lair”, each upgrade adds +1 to the Tier of your Lair Guardians. They do not share your Tier. For example: the first
Lair Guardian upgrade, for example, is counted as Tier 1 regardless of what level you are.

ALONG THE DUSKWALL UPGRADES – PROFESSION-SPECIFIC


We’ll add more items under each of the Professions as we come up with them. If you have a pitch, though, let Pam know!

56
ASSASSIN LAIR UPGRADES
Secret Passageways (5) [Homebrew]
COST: 10 Stash, 10 Reputation
There are passageways to specific exit points within your hunting grounds, all leading to or from your lair. Meant to be used for
discreet travel – or for making sure that your crew, once they’ve managed to reach your District, can safely disappear in it after one of your
hits. You might roll your crew’s Tier if one or more of these passageways are ever compromised.
This upgrade can only be purchased once, and is restricted to your hunting grounds. Each box represents an entry/exit point for one of
your passageways.

BRAVO LAIR UPGRADES


We’ll add items to this as we come up with them. If you have a pitch, though, join the Discord and let Pam know!

CULT LAIR UPGRADES


Ritual Chamber [Homebrew]
COST: 10 Stash, 10 Reputation
Your lair has a place of worship to the entity you and your own draw their power from. Unlike any standard shrine, though, this area
is truly imbued with arcane energy. You may accomplish long-term projects with these assets without leaving your lair and with low risk of
drawing unwanted attention. You might roll your Tier if this Chamber faces some sort of supernatural threat – or if the entity you worship is
somehow displeased with you.
This upgrade can only be purchased once. When used in tandem with the Cult Crew Upgrade “Ritual sanctum in Lair”, rolls on site
gain +1 result level.

HAWKER LAIR UPGRADES


Store Front (2) [Homebrew]
COST: 10 Stash, 10 Reputation

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You and your own have set up an “official” venue for customers to avail of your services that’s close enough to your lair for transport
and communication to be easy, but far enough away to prevent your actual base from being compromised easily. The second upgrade has
provisions for a few chambers where customers can tuck themselves away and try some of your wares, thus generating 1 Coin for your crew
after every score.
This upgrade can be purchased multiple times. When paired with upgrades pertaining to security, escape routes, and similar lair
upgrades, every box you have in Store Front increases the result of any dice roll you’ll have to make should your lair’s security be tested by a
rival.

SHADOW LAIR UPGRADES


We’ll add items to this as we come up with them. If you have a pitch, though, join the Discord and let Pam know!

SMUGGLER LAIR UPGRADES


We’ll add items to this as we come up with them. If you have a pitch, though, join the Discord and let Pam know!

VIGILANTE LAIR UPGRADES


We’ll add items to this as we come up with them. If you have a pitch, though, join the Discord and let Pam know!

False Lair
Horse-Drawn Carriage House
LIGHTNING RAIL STUFF FOR TURF/CLAIMS
HORSES FOR TURF/CLAIMS

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OTHER REPUTATION & PROFESSION UPGRADES IN ALONG THE
DUSKWALL
The descriptions for these upgrades are taken from vanilla Blades in the Dark. Nothing has changed on the design front. They’re here
for easy reference.

COHORT
A cohort is a gang or a single expert NPC who works for your crew. For all the details on cohorts, please refer to the respective section
on Cohorts within the Blades in the Dark rulebook.
Cohorts can be purchased multiple times.

MASTERY
Your crew has access to master level training. You may advance your PCs’ action ratings to 4 (until you unlock this upgrade, PC action
ratings are capped at 3) or beyond (after purchasing the “first” level of Mastery).
Mastery costs four upgrade boxes to unlock every time you wish to purchase it.

QUALITY
Each upgrade improves the quality rating of all the PCs’ items of that type, beyond the quality established by the crew’s Tier and fine
items. You can improve the quality of Documents, Gear (covers Burglary Gear and Climbing Gear), Arcane Implements, Subterfuge Supplies,
Tools (covers Demolitions Tools and Tinkering Tools), and Weapons.
So, if you are Tier 0, with fine lockpicks (+1) and the Quality upgrade for gear (+1), you could contend equally with a Tier II quality
lock.
Quality upgrades can each be purchased multiple times.

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TRAINING
If you have a Training upgrade, you earn 2 xp (instead of 1) when you train a given xp track during downtime (Insight, Prowess,
Resolve, or Playbook xp). This upgrade essentially helps you advance more quickly. See Advancement, page 48.
If you have Insight Training, when you train Insight during downtime, you mark 2 xp on the Insight track (instead of just 1). If you
have Playbook Training, you mark 2 xp on your playbook xp track when you train.
Training upgrades only need to be purchased once.

PROFESSION SPECIAL ABILITIES IN ALONG THE DUSKWALL


This is meant to serve as a master list of all special abilities that are available to scoundrels. They have been adjusted for play with the
Along the Duskwall rule set. This should go without saying, but: these adjustments do NOT apply in a regular One More Notch game unless
your GM decides otherwise.
The special abilities for Vigilantes were taken from Sean Nitter’s playset.
In regular One More Notch campaigns, these revisions are not needed.

ASSASSINS
DEADLY
Each PC may add +1 action rating to Hunt, Prowl, or Skirmish (up to a max rating of 3).
At the beginning of every session, scoundrels who purchased this ability as part of their Advancement must declare which Action rating
they are adding to. They can change this selection every session, but NOT in the middle of a game. “Deadly” cannot be used to allow a
scoundrel to get the fourth dot in Hunt, Prowl, or Skirmish. They will need to have the Training Upgrade “Mastery”.

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At the beginning of a score, all other participants in the score may choose the action they prefer (you don’t all have to choose the same
one). In cases where multiple scoundrels possess special abilities that increase Action dots, each scoundrel can only choose one special
ability of this nature to apply for the score. Without Mastery, scoundrels still can’t raise their Action rating above 3.

CROW’S VEIL
Due to hard-won experience or occult ritual, your activities are hidden from the notice of the deathseeker crows and other familiars of
the Blackfeather Order. During the score, the scoundrel and his accompanying crew of NPC gangsters and players don’t take extra heat when
killing is involved on a score.
The bells don’t ring at the crematorium when a member of your crew kills someone. Do you have a “membership ritual” now that conveys
this talent?

EMBERDEATH
Due to hard-won experience or occult ritual, you know the arcane method to destroy a living victim’s spirit at the moment you kill
them. Take 3 stress to channel electroplasmic energy from the ghost field to disintegrate the spirit and body in a shower of sparking embers.
This ability activates at the moment of the target’s death (spend 3 stress then or lose the opportunity to use it). It can only be triggered by a
killing blow. Some particularly powerful supernatural entities or specially protected targets may be resistant or immune to this ability.

NO TRACES
When you keep an operation quiet or make it look like an accident, in addition to any Reputation Points you have gained through
play, you get half the Reputation value of the target, rounded up. When you end downtime with zero Heat, take +1 point in a Reputation of
your GM’s choice.
There are many clients who value quiet operations. This ability rewards you for keeping a low-profile.

PATRON
When you advance your Tier, it costs half the Stash it normally would.
Who is your patron? Is it your backer, or is it somebody else? Why do they help you?
This special ability does not stack with “Patron” from other Professions.

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PREDATORS
When you use a stealth or deception plan to commit murder, choose one of two benefits: take +1d to the engagement roll OR gain an
extra +2 EXP for the Assassin Profession at the end of the score.
This ability applies when the goal is murder. It doesn’t apply to other stealth or deception operations you attempt that happen to involve
killing.
Alternatively, if there is a Profession that also suits the nature of the score, you may opt to place the +2 EXP in that Profession Bar instead.
For example, your assault plan may have a Shadow slant that is equally applicable.

VIPERS
When you acquire or craft poisons, you get +1 result level to your roll. When you employ a poison, you and the scoundrels of your
fellow players at the table are specially prepared to be immune to its effects.
The poison immunity lasts for the entire score, until you next have downtime.

BRAVOS
DANGEROUS
Each PC may add +1 action rating to Hunt, Skirmish, or Wreck (up to a max rating of 3).
At the beginning of every session, scoundrels who purchased this ability as part of their Advancement must declare which Action rating
they are adding to. They can change this selection every session, but NOT in the middle of a game. “Dangerous” cannot be used to allow a
scoundrel to get the fourth dot in Hunt, Skirmish, or Wreck. They will need to have the Training Upgrade “Mastery”.
At the beginning of a score, all other participants in the score may choose the action they prefer (you don’t all have to choose the same
one). In cases where multiple scoundrels possess special abilities that increase Action dots, each scoundrel can only choose one special
ability of this nature to apply for the score. Without Mastery, scoundrels still can’t raise their Action rating above 3.

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BLOOD BROTHERS
When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get
the Thugs type for free (if they’re already Thugs, add another type).
If you have the Elite Thugs upgrade, it stacks with this ability. So, if you had an Adepts gang cohort, and the Elite Thugs upgrade, and then
took Blood Brothers, your Adepts would add the Thugs type and also get +1d to rolls when they did Thug-type actions.
This ability may result in a gang with three types, surpassing the normal limit of two.
“Blood Brothers” stacks with other scoundrels who possess “Blood Brothers”. As such, if there are two of you with “Blood Brothers”, the
both of you together with your cohorts get a +2d instead of +1 on teamwork rolls.

DOOR KICKERS
When you execute an assault plan, choose one of two benefits: take +1d to the engagement roll, or gain an extra +2 EXP for the Bravos
Profession at the end of the score.
This ability applies when the goal is to attack an enemy. It doesn’t apply to other operations you attempt that happen to involve fighting.
Alternatively, if there is a Profession that also suits the nature of the score, you may opt to place the +2 EXP in that Profession Bar instead.
For example, your assault plan may have a Vigilante slant that is equally applicable.

FIENDS
Fear is as good as respect. You may count each Wanted Level as if it were Turf.
Turf gained using this special ability do not count towards the 12-Turf cap imposed on scoundrels. You must select a Reputation to tie a
particular Wanted Level to. If your Wanted Level drops, you will lose this temporal Turf as though it were actual territory that you
control.

FORGED IN THE FIRE


You’ve been toughened by cruel experience. You and your cohorts get +1d to resistance rolls. Scoundrels accompanying you on a
score temporarily gain this bonus as well.

PATRON
When you advance your Tier, it costs half the Stash it normally would.

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Who is your patron? Is it your backer, or is it somebody else? Why do they help you?
This special ability does not stack with “Patron” from other Professions.

WAR DOGS
When you’re at war (-3 faction status or lower), you and your own do not suffer -1 hold. You still get two downtime activities, instead
of just one. This special ability also mitigates the loss of downtime actions due to special events and circumstances that take place during the
campaign by one level.
If, for example, a special event reduces downtime actions from three to two, “War Dogs” lets you ignore the restriction entirely. If a special
event reduces downtime actions from three to one, “War Dogs” lets you have two downtime actions instead of one.

CULT
CHOSEN
Each PC may add +1 action rating to Attune, Study, or Sway (up to a max rating of 3).
At the beginning of every session, scoundrels who purchased this ability as part of their Advancement must declare which Action rating
they are adding to. They can change this selection every session, but NOT in the middle of a game. “Chosen” cannot be used to allow a
scoundrel to get the fourth dot in Attune, Study, or Sway. They will need to have the Training Upgrade “Mastery”.
At the beginning of a score, all other participants in the score may choose the action they prefer (you don’t all have to choose the same
one). In cases where multiple scoundrels possess special abilities that increase Action dots, each scoundrel can only choose one special
ability of this nature to apply for the score. Without Mastery, scoundrels still can’t raise their Action rating above 3.

ANOINTED
You gain +1d to resistance rolls against supernatural threats. You get +1d to healing rolls when you have supernatural harm. The
scoundrels accompanying you during a session will gain the same bonuses for the entirety of the session.

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BOUND IN DARKNESS
You may use teamwork maneuvers with any cult member, regardless of the distance separating you. Scoundrels accompanying you
during a session will be able to participate in teamwork maneuvers like this as well. By taking 1 stress, your whispered message is heard by
every cultist and every scoundrel who has joined you for the session.
By what occult means does your teamwork manifest over distance? How is it strange or disturbing? By what ritualistic method are cult
members initiated into this ability?

CONVICTION
You gain an additional Vice: Worship. When you indulge this vice and bring a pleasing sacrifice, you don’t overindulge if you clear
excess stress. In addition, your deity will assist any one action roll you make — from now until you indulge this vice again. Other players at
the table can have their players join you in indulging this Vice.
What sort of sacrifice does your deity find pleasing?
The scoundrels of players who are not converts to your religion may eventually risk unwarranted attention from the entity you serve –
and you may also risk its ire if you bring too many false believers into your confidence.

GLORY INCARNATE
Your deity sometimes manifests in the physical world. This can be a great boon, but the priorities and values of a god are not those of
mortals. You have been warned.

SEALED IN BLOOD
Each human sacrifice or a sacrifice of similar magnitude yields -3 stress cost for any ritual you perform. If any murder was committed
during a score in the name of the entity you serve, you and any accompanying scoundrels on the score do not take extra heat for the deaths.
Some entities may not require death, but as many a Whisper will tell you, death isn’t the worst thing that can happen to people in this
broken world.
For details on Rituals, see page 222.

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ZEALOTRY
Your cohorts have abandoned their reason to devote themselves to the cult. They will undertake any service, no matter how
dangerous or strange. They gain +1d to rolls when they act against enemies of the faith. Whenever there is an opportunity for your cohorts to
display this zealotry, you will gain extra Reputation Points in Reputations deemed proper to the circumstances by your GM.

HAWKERS
SILVER TONGUES
Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).
At the beginning of every session, scoundrels who purchased this ability as part of their Advancement must declare which Action rating
they are adding to. They can change this selection every session, but NOT in the middle of a game. “Silver Tongues” cannot be used to
allow a scoundrel to get the fourth dot in Command, Consort, or Sway. They will need to have the Training Upgrade “Mastery”.
At the beginning of a score, all other participants in the score may choose the action they prefer (you don’t all have to choose the same
one). In cases where multiple scoundrels possess special abilities that increase Action dots, each scoundrel can only choose one special
ability of this nature to apply for the score. Without Mastery, scoundrels still can’t raise their Action rating above 3.

ACCORD
Sometimes friends are as good as territory. You may treat up to three +5 faction statuses you hold as if they are turf.
If your status hits +3 or lower you lose the turf until it becomes +4 or above again.
Turf gained using this special ability do not count towards the 12-Turf cap imposed on scoundrels. You must select a Reputation to tie a
particular faction to. If you lose Accord with this faction, you will lose this temporal Turf as though it were actual territory that you
control.

GHOST MARKET
Through arcane ritual or hard-won experience, you have discovered how to prepare your product for sale to ghosts, demons, and/or
Saints. They do not pay in coin. What do they pay with?

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The GM will certainly have an idea about how your strange new clients pay, but jump in with your own ideas, too! This ability is usually a
big shift in the game, so talk it out and come up with something that everyone is excited about. If it’s a bit mysterious and uncertain, that’s
good. You have more to explore that way.

THE GOOD STUFF


Your merchandise is exquisite. The product quality is equal to your Tier +2. When you deal with a crew or faction, the GM will tell you
who among them is hooked on your product (one, a few, many, or all).
The quality of your product might be used for a fortune roll to find out how impressed a potential client is, to find out how enthralled or
incapacitated a user is in their indulgence of it, to discover if a strange variation has side-effects, etc.

HIGH SOCIETY
It’s all about who you know. Select one of two benefits for yourself and any scoundrels at your table for this session: take -1 heat
during downtime (that’s -1 for every downtime at play during the session), or take +2 to a Reputation of your choice at the end of this session.
Take +1d to gather information about the city’s elite.
This ability stacks with special abilities that confer similar benefits, like the Smuggler special ability “Just Passing Through”.

HOOKED
Your gang members use your product. Add the savage, unreliable, or wild flaw to your gangs to give them +1 quality (max rating of 4).
If the score or session had a solid opportunity to show these flaws and how they effected the game, gain +1 to a Reputation suitable to how
your cohorts acted.

PATRON
When you advance your Tier, it costs half the Stash it normally would.
Who is your patron? Is it your backer, or is it somebody else? Why do they help you?
This special ability does not stack with “Patron” from other Professions.

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SHADOWS
EVERYONE STEALS
Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).
At the beginning of every session, scoundrels who purchased this ability as part of their Advancement must declare which Action rating
they are adding to. They can change this selection every session, but NOT in the middle of a game. “Everyone Steals” cannot be used to
allow a scoundrel to get the fourth dot in Prowl, Finesse, or Tinker. They will need to have the Training Upgrade “Mastery”.
At the beginning of a score, all other participants in the score may choose the action they prefer (you don’t all have to choose the same
one). In cases where multiple scoundrels possess special abilities that increase Action dots, each scoundrel can only choose one special
ability of this nature to apply for the score. Without Mastery, scoundrels still can’t raise their Action rating above 3.

GHOST ECHOES
From weird experience or occult ritual, you and your crew members gain the ability to see and interact with the ghostly structures,
streets, and objects within the echo of North Hook that exists in the ghost field. By paying 1 stress OR taking 1 Heat, other scoundrels at the
table can use this special ability for the session. You may use this ability to potentially unlock secrets within the Unsea.
You might explore the echo of an ancient building, crumbled to dust in the real world, but still present behind the Mirror; or discern the
electroplasmic glow of treasures lost in the depths of the canals; or use a sorcerous ghost door from the Darkling War to infiltrate an
otherwise secure location; etc. The GM will tell you what echoes persist nearby when you gather information about them. You might also
undertake investigations to discover particular echoes you hope to find.

PACK RATS
Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d. Any other scoundrel who digs through your stash
will also take the +1d when they roll to acquire an asset.
This ability might mean that you actually have the item you need in your pile of stuff, or it could mean you have extra odds and ends to
barter with.

PATRON
When you advance your Tier, it costs half the Stash it normally would.

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Who is your patron? Is it your backer, or is it somebody else? Why do they help you?
This special ability does not stack with “Patron” from other Professions.

SECOND STORY
When you execute a clandestine infiltration, choose one of two benefits: you get +1d to the engagement roll, or gain an extra +2 EXP
for the Shadows Profession at the end of the score.
Alternatively, if there is a Profession that also suits the nature of the score, you may opt to place the +2 EXP in that Profession Bar instead.
For example, your assault plan may have a Smuggler slant that is equally applicable.

SLIPPERY
When you or any scoundrel that had accompanied you on the score roll entanglements, each one of you will get to roll twice and keep
the one you want. When you or any scoundrel that had accompanied you reduce heat, take +1d.
The GM might sometimes want to choose an entanglement instead of rolling. In that case, they’ll choose two and you can pick between
them.

SYNCHRONIZED
When you perform a group action, you may count multiple 6s from different rolls as a critical success.
For example, Lyric leads a group action to Attune to the ghost field to overcome a magical ward on the Dimmer Sisters’ door. Emily, Lyric’s
player, rolls and gets a 6, and so does Matt! Because the crew has Synchronized, their two separate 6s count as a critical success on the roll.

SMUGGLERS
LIKE PART OF THE FAMILY
Create one of your vehicles as a cohort (use the vehicle edges and flaws, below). Its quality is equal to your Tier +1. The vehicle can use
teamwork actions (using quality for rolls). A vehicle can’t lead a group action, but may participate.
Vehicle Edges Vehicle Flaws

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Nimble: The vehicle handles easily. Consider this an assist for tricky Costly: The vehicle costs 1 coin per downtime to keep in operation.
maneuvers.
Simple: The vehicle is easy to repair. Remove all of its harm during Distinct: The vehicle has memorable features. Take +1 heat when
downtime. you use it on a score.
Sturdy: The vehicle keeps operating even when broken. Finicky: The vehicle has quirks that only one person understands.
When operated without them, it has -1 quality.

ALL HANDS
During downtime, one of your cohorts may perform a downtime activity for the crew to acquire an asset, reduce heat, or work on a
long-term project. Furthermore, you gain +1 downtime action. Any scoundrels at the table during that session will also get the extra
downtime action for their scoundrel’s personal use OR for one of their cohorts.
Only one “All Hands” counts; it does not stack if there is more than one player with the special ability at the table.

GHOST PASSAGE
From harsh experience or occult ritual, you and your cohorts are immune to possession by spirits, but may choose to “carry” a ghost as
a passenger within their body. By paying 1 stress, any scoundrels accompanying you at the table will gain the benefits of “Ghost Passage” for
the session.
What do you do to “carry” a spirit? Must the spirit consent, or can you use this ability to trap an unwilling spirit within?

JUST PASSING THROUGH


During downtime, take -1 heat. This applies to every downtime action that you spend during a session. When your heat is 4 or less,
you get +1d to deceive people when you pass yourselves off as ordinary citizens. Any scoundrels accompanying you at the table will get this
benefit for the session.
This ability stacks with special abilities that confer similar benefits, like the Hawker special ability “High Society”.

LEVERAGE
You and/or your crew supply illicit goods for other factions. Your success is good for them. Whenever you gain Reputation, gain an
extra point to place in any Reputation of your choice. Any scoundrel that has accompanied you during a score for that session will gain the
extra point as well.

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REAVERS
When you go into conflict aboard a vehicle, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.
If your vehicle already has armor, this ability gives an additional armor box.

RENEGADES
Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).
At the beginning of every session, scoundrels who purchased this ability as part of their Advancement must declare which Action rating
they are adding to. They can change this selection every session, but NOT in the middle of a game. “Renegades” cannot be used to allow a
scoundrel to get the fourth dot in Finesse, Prowl, or Skirmish. They will need to have the Training Upgrade “Mastery”.
At the beginning of a score, all other participants in the score may choose the action they prefer (you don’t all have to choose the same
one). In cases where multiple scoundrels possess special abilities that increase Action dots, each scoundrel can only choose one special
ability of this nature to apply for the score. Without Mastery, scoundrels still can’t raise their Action rating above 3.

VIGILANTES
AS GOOD AS YOUR WORD
At the start of every session, treat the total number of Reputation Points you have at “max” level as a floating bank of spendable points,
capped at 24. When purchasing resources and the like that would normally require Coin, you may declare that you use these Reputation
Points instead of Coin. The maximum number of Reputation Points you can use this way in a single transaction is equal to your Tier +4. Gain
Obligation as your second vice. Your “bank” replenishes at the end of every session.
You don’t actually spend Reputation Points in your floating bank. This is just meant to reflect how people are willing to give you
things at a discount or for free because of what you’re doing in North Hook.
As Good As Your Word does not apply to all NPCs. Some of the factions you’ll be dealing with in Along the Duskwall simply don’t
have a reason to trust you, nor want to deal with you in any other way beyond trading in assets, favors, or cold, hard cash.

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AVENGERS
Each PC may add +1 action rating to Hunt, Prowl, or Command (up to a max rating of 3).
At the beginning of every session, scoundrels who purchased this ability as part of their Advancement must declare which Action rating
they are adding to. They can change this selection every session, but NOT in the middle of a game. “Avengers” cannot be used to allow a
scoundrel to get the fourth dot in Hunt, Prowl, or Command. They will need to have the Training Upgrade “Mastery”.
At the beginning of a score, all other participants in the score may choose the action they prefer (you don’t all have to choose the same
one). In cases where multiple scoundrels possess special abilities that increase Action dots, each scoundrel can only choose one special
ability of this nature to apply for the score. Without Mastery, scoundrels still can’t raise their Action rating above 3.

THORN IN YOUR SIDE


When you use Stealth or Assault plans against a higher Tier faction, your Tier counts as +1. Any scoundrels accompanying you during
that score can avail of this benefit for the session.
This ability is in effect during the entire score, improving your quality on all actions against your target.

MISDIRECTION
At the end of a score, you must spend Reputation Points to make another faction lose status with your target instead of your crew. You
must spend Points equal to their Tier. Any scoundrels at the table can use Misdirection as well.
Through hard-won battles and fierce allies, you’re able to take some of the credit for your work while still casting the blame on another.
How do you pin it on someone else? Who knows the truth?

UNCANNY PREPARATION
Twice per session when performing a Desperate action, you may improve your effect or position as though you had done a setup
action. Describe a flashback that gives you the advantage now.
You’ve planned ahead, outfoxed your opponent, or otherwise prepared for the worst. Treat this as a successful setup action.

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MORAL COMPASS
Each PC gains an additional xp trigger: You fulfilled a promise at a cost to you or the crew. In addition to gaining Experience Points
when this is triggered, you will gain +2 extra Reputation Points in an appropriate Reputation at the end of the session. Any scoundrel who
assisted you in making this happen will gain this benefit for the session.

FAVORS
Spend one Reputation Point and describe how one of your contacts puts themself in danger to help you. Everyone in your crew gets
one dot in an action your contact is skilled in for this score.
This ability means that your contact is putting themselves in danger to aid you. There will be consequences.

ROOTS
During downtime, your contacts or experts may take downtime actions to acquire an asset, reduce heat, or recover harm for you. The
number of contacts who can do this for you during a session is equal to your Tier. Tier 0 scoundrels with this special ability can tap one
contact per session.

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