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flame without shadow v3.

In this supplement for Blades in the Dark, you play members of the Bluecoats, Playset Notes
Inspectors, or Spirit Wardens, tasked with a special mission. Before creating
characters, choose which special mission your group will pursue. These replace This playset kit has the bare-bones needed to play Flame Without Shadow.
the crew sheet from standard Blades play. Experience with standard Blades in the Dark is assumed.
 Mandate: A task force lead by an Inspector, with a few Bluecoats assigned Some elements which aren't fully fleshed out yet:
from the area in question. Matters of Imperial security and prosperity which  Case Dice: The idea here is that by completing full rows of the Mandate grid,
are deemed essential by a Lord Governor can be issued a Mandate by the High you earn Case Dice to use in Fortune rolls as needed to address legal concerns
Office of Justice. The goal of a Mandate is to uncover and take down a criminal during play and to resolve the final conclusion when the Mandate is finished
conspiracy (or to give the appearance of doing so for political purposes). and handed over to prosecutors.
 Imperative: A task force lead by an Initiate of the Spirit Wardens (with a  Faction Benefits: I'm tinkering with downtime elements and some other bits
few Bluecoats assigned to assist). Usually a final test to determine the Initiate's to highlight the benefits of working for a powerful faction (rather than being
fitness to ascend to Warden status. The goal of an Imperative is to uncover unsupported scoundrels). Stuff like: Free clock ticks equal to faction Tier to
and take down an occult conspiracy (or subborn its power for the Wardens). spend in downtime (due to better support systems in place for healing, projects,
When you've completed your Mandate or Imperative, the task force is disbanded. etc.), earning Coin from a salary, and rolling faction Tier as a Fortune roll to
If the players have unfinished business and want to continue playing these address institutional opportunities and problems. Still hammering out the
characters, they can arrange to do so "off book" — perhapns choosing a scoundrel details here — a first stab at salaries is included in this version.
crew sheet to represent their new endeavors, or somehow petitioning for a new  Advancing the Timeline: This supplement takes place about 5-10 years after the
Mandate or Imperative assignment. time of standard Blades. Some new factions will appear and some old ones will
change or go away. Also, some new technology will be introduced, including:
REGULAR BLUECOATS  Electroplasmography: the recording of light onto metal plates treated with
If you want to play a standard, day-to-day Bluecoat squad operating in a precinct, quicksilver to produce images (similar to photography)
choose the Bravos crew sheet from standard Blades. Most Bluecoat squads operate  A rudimentary form of radio transmission (propagated through the ghost
as extortion rackets in their district, in addition to "enforcing the law" to serve field, of course)
the interests of the rich and powerful people who control them.  Advanced weapons, like the Hellyers Repeating Coilgun
 Airships (formerly only found in Imperial City) — lighter-than-air craft
powered by the lightning field over the city.

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character & mandate creation
CHARACTER CREATION  Testify: Submit convincing testimony into record—prove that a suspect is
Character creation is mostly the same as standard Blades, with a few changes. guilty (whether they are or not). Provide clear evidence to secure resources
or action from higher Tier offices—demand action from the Lord Governor,
Starting Coin & Stash freeze a noble's assets, deploy the military, shut off power or water, etc.
 Bluecoats start with 1 Coin and 10 stash. They can maintain a moderate Field Work
lifestyle: When their stash is less than 10, they earn 1 stash at the end of  Control: Manage a situation, crowd, or person by direct orders, a show of force,
downtime until it reaches 10. or intimidation tactics. Establish security with a perimeter, checkpoints, etc.
 Inspectors start with 2 Coin and 20 stash. They can maintain a good lifestyle:  Deceive: Pass yourself off as a civilian or scoundrel, work undercover. Lie,
When their stash is less than 20, they earn 2 stash at the end of downtime confuse, cheat, or steal.
until it reaches 20.
 Maneuver: Athletic movement (run, jump, climb) as well as coordinated
 Initiates start with 4 Coin and 40 stash. They can maintain a luxury lifestyle: action with a team to act as a cohesive unit for a raid or arrest.
When their stash isn't full, they earn 8 stash at the end of downtime until it's
 Provoke: Elicit an emotion in a subject to produce a response—guilty
full again. Whenever an Initiate pulls money from their stash to use as Coin
admission, trusting sincerity, angry outburst, remorseful confession, etc.
on the job, tick an 8-clock called "Secret Identity Discovered."
 Subdue: Violent action to incapacitate a subject—with bare fists, a truncheon,
Backgrounds precise saber cuts, or a pistol shot. Wrestle someone into manacles.
Inspectors and Initiates are Nobles, and may select an additional Background  Sweep: Find a person, item, or lead to pursue. Search for what's hidden.
as well.

ACTIONS ESTABLISHING THE MANDATE OR IMPERATIVE


Creating your Mandate or Imperative is similar to creating a crew in standard
Flame Without Shadow uses different actions than standard Blades. Most of the
Blades, with a few changes.
actions are available across all the law enforcement playbooks, while a few are unique
to specific character types (though they may be acquired with a veteran advance). No Hunting Grounds: You don't have hunting grounds. Skip this step.
Gathering Information Your Cohort: You start with a Cohort of Bluecoats (for securing locations, crowd
 Analyze: Scrutinize details to discover useful pieces of evidence and conclusively control, canvasing). Their type is Thugs. They're scale I (6 people) and quality
demonstrate connections between them. Reveal deception. (Inspector). III. Choose one positive trait and one negative trait for the cohort (page 96).
 Fathom: Uncanny understanding through deep intuition and clarity of the Warrant or Malefactor: Record the warrant for your Mandate (its initial named
inner eye. When you fathom what's true, you know it without a doubt—but conspirator and goal) or the Malefactor of your Imperative (the arcane entity at
you may not be able to explain why. (Initiate) the heart of the matter). Sample starting situations are provided for both.
 Patrol: Walking a beat, noticing what's out of place, sitting a stakeout, relating Local Traits: As the officers advance the Mandate and Imperative, they also affect
with the locals, shaking down informants for the "word on the street." (Bluecoat) the district the case is centered on. At the start of play record the Local Traits
Institutional Process from the district (For example Coalridge has 1 in Weath, Security & Safety, and
Criminal Influence and 0 in Occult Influence).
 File: Use administrative tools to marshal the resources of your office or cut
through red-tape—fast-track a warrant, pull an extra detachment of Bluecoats During downtime, record how these traits have been affected by advancing the
for a patrol, deploy lightning barriers around a city block, etc. clocks on the Mandate or Imperative sheet. When a clock is filled, raise or lower
the trait accordingly.

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imperial mandate
When the Grand Adjudicator of the High Office of Justice ascertains a potential
driven, not doled out as a series of clues to follow from the Game Master. The
characters have actions and abilities designed to allow them to cut through the
unknown and mysterious, to jump into who they will pursue and why.
threat to the Imperium itself, the Emperor’s Inner Council is summoned to assess Playing the Mandate is more fun when the discovery of the involved subjects
the situation and issue an Imperial Mandate to address the crisis. is simple, but what to do about them is hard. Despite the “police procedural”
The goal of an Imperial Mandate is to expunge a problem before it fully manifests, trappings, the Mandate is not a crime to be solved, but rather a threatening
according to the principle known as “Preemptive Justice” in Imperial law. As situation about to explode into a crisis. It’s a problem entangled in the local
such a tool, a Mandate falls outside of standard law enforcement practices and landscape of factions and citizens in a messy way, so that striking at any part of
prescriptions, and is given wide latitude to pursue the elimination of the threat. it will disrupt lives and create interesting consequences, leading to more action
and hard choices.
Each Mandate is issued to two individuals who are responsible for its successful
completion: the Lord Governor of the city in which the Mandate is to be executed, The Mandate grid replaces the Claims grid from standard Blades. Rather than
and the Inspector assigned to execute it. In addition, it’s traditional for the City turf and assets, each box on the Mandate grid represents progress on the case,
Council to assign representatives of the City Watch to assist the Inspector in either in the form of Evidence (physical or testimonial) to support the Mandate
their duties—in practice, however, the dire political consequences for failure to in court, or a Subject (a perpetrator) whose apprehension or cooperation will
achieve a Mandate mean that the Council limits their responsibility as much as advance the case. The players choose which paths to take as they work their way
possible, assigning as few Bluecoats as they can to the Mandate. from the bottom of the grid to the top, eventually closing in on the Primary
Subject who's behind it all.
Within the byzantine legal systems of the Shattered Isles, the Mandate acts as a
variety of lawful powers including: No Mandate can be executed cleanly, and that’s a big part of the fun. Who will
the players choose to destroy, who will they turn to their cause, who will be
 Warrant to arrest and detain any subject deemed pertinent to the Mandate. helped, who will suffer? Nothing is set in stone and the responsibility is in the
 Authorization to use force to achieve the Mandate. player’s hands to pursue their course. Can they achieve anything good when
 Authorization to seize funds, property, and holdings to achieve the Mandate. the powers-that-be oppose them at every turn? Can justice actually be done in
 Authorization to offer leniency or rewards as incentives to provoke compliance a system so corrupted, or can they only hold off this catastrophe for now? What
or assistance with the Mandate. do the characters really believe in? What matters most? Play to find out!

In practical application, the Mandate is seen as a nuisance to the regular workings STARTING THE MANDATE
of local law, disrupting political operations and factional “arrangements.” The Each Mandate begins with a warrant issued by the Grand Adjudicator (acting
elite with enough clout (and coin) will arrange to make themselves conveniently on behalf of the Emperor). This warrant will name the individual selected by the
out of reach if they believe the Mandate threatens their freedom or prosperity. As High Office of Justice as immediately culpable for the troubles assoicated with
a result, Inspectors are advised against wanton or flagrant use of the Mandate’s the Mandate (usually someone from a lower Tier faction, less protected from
authority—though not all heed such cautions. Imperial legal scrutiny).

THE MANDATE IN PLAY The warrant is the central, bottom box on the Mandate grid, connected to a box
on either side representing the first choice the Inspector (and their team) must
For game play purposes, the Mandate acts as a focus for players to achieve a
make: Will they collect Evidence or apprehend a Subject as their first move?
concrete goal. Rather than running day-to-day police patrol operations, or a
mystery-solving investigation, the Mandate is instead an organized and targeted WORKING THE CASE
problem, which can be approached from a variety of angles and creative solutions
Rather than running Scores as in standard Blades, the Inspector and their Bluecoat
to achieve its ends.
team pursue Operations. The system is the same as running a score: choose an
Much like an underworld crew, the agents of the Mandate are free to pick their Operation type (Capture, Legwork, Patrol, Raid, Stakeout, or Undercover),
targets and go after them as they see fit—the action of the game is always player- provide the detail, then make an engagement roll and kick off the action.

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The goal of an Operation is either to gain Evidence (in the form of physical OPENING SCENE
evidence or witness testimony) or to secure a Subject (flipping them to work for
the Mandate or else sinking in them in Ironhook Prison on charges, to get them After they make their characters and Mandate, tell them this:
out of the way). The players write the info about the Evidence or Subject in the Branon Coleburn, your criminal informant squints at you with his one good
box provided, then tick the circle on that box when it's completed. eye as you all squeeze into the small alcove under Market Way Bridge. The
Players can learn details about boxes on the Mandate grid before reaching them overhang offers little protection from the rain and the cacophony of foot traffic
through Operations. They might learn the identity of the Primary Subject right above you would make it difficult for any nearby interloper to eavesdrop on
away (putting that name in the box) but still have a long slog of Operations ahead your meeting. When he sees you’ve all arrived, he nods, turns up the corner of
of them before they can close in on them. The Mandate is a roadmap for the his mouth acknowledging the deal you’ve made, and tells his story.
Operations during game play — it's not meant to be a mystery to be solved in “Yeah, I know what happened to Hale, I saw it first hand. He took to Lure
small pieces. Information and leads should result from everything the PCs do. poorly. It wasn’t an hour or so before his eyes started turning white and his skin
started to abrade from the pressure of something beneath it. After that, there’s
LORD DUNVIL'S INDISCRETIONS no coming back, so we packed him in the cart and sent him off. Wouldn’t have
Your squad is in the perilous position of investigating a missing person’s case thought a drudge from the factory would matter to the Inspectors.”
affiliated with the powerful city council member Lord Dunvil. This could be “Did Slane give him to us to get him high and keep him quiet? Did he hope
your biggest break or the end of your careers. Hale would overdose and disappear for good? I’m not about to perjure myself
Roderick Dunvil, city council member and owner of the Dunvil Factory and by answering any of those questions! What I can tell you is that Slane has plenty
Dunvil Labor Camps, has long been suspected of embezzlement, conspiracy to of support, much of it from your own precinct, and if Belle keeps making noise
defraud his co-council members, trafficking in rogue spirits, and a half dozen about forming a union, you’re going to have more than one disappearance in
other infractions against imperial law. He’s also the single largest employer your case files.”
in Doskvol and a leader of industry. By all measures, he’s as invincible as the Play Coleburn. He’s an unabashed criminal who knows the PCs have got bigger
Emperor himself. Can Dunvil keep this new indiscretion quiet enough that none fish to fry. He won’t say anything directly incriminating, but he’s happy to point
of the other council members take notice? the Inspector in the right direction if that means keeping them off his back, and
Captain Lomond, the precinct commander, receives regular complaints from if the pay is right. Speaking of which, when he’s done, he’ll expect payment. Will
the drudges about conditions in Dunvil's factories, but few of them hold enough they toss him a coin, trade information, or double-cross him and sink him into
merit to make it onto your desk. Recently, however, one of the workers, Belle Ironhook as their first move to show the bosses they're getting results?
Brogan, stepped forward and specifically blamed her foreman Master Slane,
for the disappearance of Kierann Hale, a Sparkwright who works in the factory. OTHER SCENES
Master Slane, a known enforcer for Dunvil and foreman in the mines, has a Play the NPCs. Slane believes himself invulnerable because he has the personal
history of violent altercations, which are typically justified by the Necessary ear of Lord Dunvil. He perceives the Bluecoats as Dunvil’s enforces and expects
Means Act (NMA). This recent disappearance however, has sparked an upheaval them to work with him to find a scapegoat to pin Hale’s disappearance on.
among the workers, who are now threatening to riot, or worse, unionize. Do the Lomond is obligated to assist the mandate but every resource she allocates takes
workers have the resolve to unionize or can their leaders be intimidated or bribed away from her patrol, including the Bluecoats assigned to the case. She’ll go out
like everyone else in the city? of her wait to aid the Mandate if she sees the end in sight.
You have been issued a Mandate to resolve this matter in Coalridge before the Belle was friends with Hale, who had been working on a private project to make
situation spirals out of control (and productivity in the work houses dips). The sparcraft prosthetic limbs for Coalers that lost them in the factory. She knows that
warrant names Master Slane as the starting point. The Primary Subject, Lord Slane found out about the project and is sure he killed Hale for his “disloyalty”.
Dunvil, is a member of City Council, and could have any of your jobs should he
catch wind of your investigation. Who did Dunvil anger enough to pull strings
for an Imperial Mandate? Who benefits if he goes down?

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spirit warden imperative On a stained factory floor the burned corpse of a factory worker spasms and
lurches, as the spectral separation completes and a ghost emerges. Restrained by
CORPOREAL DEGRADATION IN COALRIDGE your electroplasmic bonds and compelled to answer honestly, the ghost of Quess
Thorn first demands, then begs you to take vengeance on The Telestic Order.
When a supernatural threat arises in the city, a Spirit Warden is given an Imperative
to correct it and is assigned a unit of Bluecoats to act as their intermediary with the “First they robbed me, then they used me, then they sent me to my death!”
civilians involved. One of you will be playing a Spirit Warden Initiate on their first Do you trust their account? Will you go after the The Telestic Order, or the
assignment, and the others will play Bluecoats stationed in the Coalridge precinct. malefactor they serve? Will you give this ghost the vengeance it craves or send it
quickly to the incinerator? How will prevent a panic from the people looking on?
The fires of the Ironworks foundry, fueled by centuries by the flames of a demon
called The Iron-Caller, erupted last night after it had been tampered with by Play Quess. Three days ago they were a drunken factory worker who lost their
a factory worker named Quess Thorn, was consumed in the flames. The forge meager savings in the Night Waltzer dance hall to a dealer named Lendry the
has gone dark, hardly the whisper of a flame emanating from it despite the coal Squid who works for The Telestic Order. Terrified of returning to their family
fed to it. Did the demon summon it’s liberator, or is it now bound to some force with news of further destitution they agreed to pour a concentrated quicksilver
beyond the forge? contaminants into the forge during the smelting process, which caused an
eruption of molten iron. Every worker burned by the iron is now an agent of
Coalridge district workers, who may be involved with a labor dispute, are frequent the Iron-Caller. Quess as a ghost is lost, confused, and increasingly hateful. In
victims of grifting from The Telestic Order and owe many obligations to the illicit their containment, Quess poses no threat to the Spirit Warden Initiate, but they
organization. Several of them, under the demon’s influence, have exhibited violence will still rage against the living in any way they can.
and defiance uncharacteristic of their common mien. How many of these citizens
have been exposed? How many will have to be quarantined to protect the others? Play Emrun. He’s been a disciple of the Iron Caller for decades without knowing
it. Every time he pounded the bellows and spread the forge’s flame, he was giving
Your imperative is tasked to restore the foundry to operation, prevent further breath to the demon. He’s helpful when he thinks he might learn something that
unnecessary deaths, and contain any demonic contamination. As per Warden would gain him the favor of his master. Emrun has every right to know what’s
protocol you’ve been instructed to keep your exposure limited to prevent further happening in his foundry however, and he’ll use that authority if he feels left out
spectral contamination. Can you bind the Iron-Caller back to the forge? Can you of. His resources include pressure from Lord Dunvil and members of his own
contain the panic? Is the unrest of the factory workers caused by the demon’s cult, also seeing to gain the favor of the Iron Caller.
anger, or the other way around? Let’s play to find out.
OTHER SCENES
OPENING SCENE
Play the NPCs. Quess, Emrun, Lendry, The Telestic Order, the factory workers,
Warden Initiate, the acrid smell filling the Iron Works are principally formed and the Iron Caller all have their own agendas that they’ll either try to entangle
by superheated metallic oxides, however in this particular corner the odor the officers in, or keep them far away from.
of decomposition overpowers the fumes, even behind your spirit mask.
Despite it being unorthodox protocol, the circumstances of this cadaver death Lendry may just be a pawn of the Telestic Order, but he’s savvy enough to know
necessitates immediate spectral containment. This ghost is a means to an end, when he’s being used and prepare.
your assignment is to contain the demonic threat. The factory workers see better working conditions and see this interruption as
Meanwhile a crowd of curious workers is pressing in. They are led by factory a change to strike for them. Belle, Adric, and Tock are all ready to take action.
boss Emrun Biddle, who could either be a great asset containing the people Haunt, the leader of the Telestic Order is ready to cut ties if needed. She doesn’t want
or a giant liability if he tries to start the foundry back up again. Bluecoats, spirit warden attention, and she’s happy to use her political clout to misdirect them.
whether as an award or punishment, you’ve been assigned to work this case by
Adric was in the factory during the explosion and a shard of molten iron
Precinct Captain Lomond, and right now you are the only ones who can keep
embedded itself in his arm. Though his cousin Belle is in charge, he’s prone to
this crowd’s bubbling curiosity from turning to a fevered panic. This foundry
solving problems with violence, either personally or by rallying others.
and these people…they’ve all gotta get back to work.

5
coalridge notables
LABOR UNDERWORLD
Belle Brogan. A Skovlander factory worker gaining popularity as a union Emring Wells. Stinger for the Hive tasked to ensure that Hive business is
organizer. It’s only a matter of time before a factory boss tries to make an example undisturbed by Coalridge upheavals (Efficient, Perceptive, Cold)
of her. (Charming, Confident, Bold) Molosca Black, alias Haunt. (sorcerer, unpredictable, unhinged, malignant)
Adric Brogan. Cousin of Belle. Works in the factory. Solves his problems with
violence, either personally inflicted or rallying his family (Commanding, Cajoling, LAW
Righteous).
Precinct Captain Lomond. A career bluecoat who Believes in the chain of
Veld. He used to be a Skovlan smith, now Veld works in the factories and hates command and suffers endless abuse from her superiors to maintain her post
it. Local ferrier. (Creased face, Crooked nose, Wry smile). (Insightful, Cooperative, Candid).
Remira Llewellyn. Factory worker whose children Mysie and Arquo joined the Kara. Resentful of her family life, takes it out on citizens (calm, suddenly fierce,
Lampblacks against her wishes. She tends to her ailing husband (Resourceful, obsessive).
Despairing, Clear-eyed)
Parker. Patrol leader, loved by his cronies, despised by everyone else (Vindictive,
Charming, Petty).
TRADE
Swimmer. Disowned son of a noble he doesn’t like to talk about. He’s been
Emrun Biddle. Foreman in the Dunvil Ironworks. His many children claim transferred from so many precincts that people only know his nickname
privileged roles as shift leads, liaisons to the ministry, and enforcers. (Watchful, (Incompetent, Insecure, Fidgety).
Exacting, Loud).
Shar. Veteran of the Unity War, always carries electroplasmic ammunition along
Master Slane. A notorious factory foreman known for excessive and cruel with her standard shot. (Callous, Brave, Precise)
punishment. Many attempts have been made on his life, but all have failed.
Some say he’s a devil. (Cold, Cruel, Sadistic)

NOBLES
Lord Dunvil. After Lord Strandford’s promotion to chancellor of the Ministry
of Preservation in Imperial City, Dunvil has begun maneuvering to claim his
seat of immanence in Doskvol, seizing every opportunity to claim land from
the weakened houses Bowmore, Clelland, and Rowan (Calculating, Charming,
Indebted).

6
bluecoat
stash          
an officer of coin          
the law  
 
 
 
special abilities playbook
name precinct
 Natural Born Police: You may expend your special armor to
resist a consequence from skullduggery (being given the slip, getting conviction

look
ambushed, being lied to, etc.) or to push yourself in the line of duty.  control
 Bulldog: When you brandish your authority, it's especially intimidating.  file
When you Control a subject under threat of the law, take +1d.  testify
heritage: local district—other district background: bluecoat—labor—  Come Along Quietly: You can push yourself to do one of the
 _____________
—outsider military—sailor—trade—underworld following: make a violent or unreasonable person listen to you for a force
moment—cause a mob to hesitate and move aside for a few moments.
 Desk Jockey: When you gather information on a subject that's  subdue
been in the system, you get +1d to your rolls. When you Consort  maneuver
vice / purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird or Testify using Bluecoat documents, you get +1 effect.  provoke
stress trauma  The Shield: When you protect citizens or a fellow officer of the law,  _____________
cold—haunted—obsessed—paranoid
reckless—soft—unstable—vicious take +1d on your resistance roll, and take -1 stress from the roll. savvy
 Interceptor: When you pursue a subject, choose one of the  deceive
harm healing following; they choose another: the chase is in the open, for all to
need project clock see—there's a risk of harm to you both—you're both isolated from
 patrol
3 help  sweep
your allies. When you catch a subject, clear 2 stress.
armor uses  _____________
2 -1d  Moonlighting: During downtime, choose one downtime activity
armor  (long-term project, reduce heat, or train) and gain 1 coin when you bonus die
less heavy  do it. Or also gather info? push yourself (take
1 effect special   Rough Experience: You get a scoundrel action, starting with one dot. + 2 stress) -or- accept a
notes devil's bargain.
     Veteran: Choose a special ability from another source.
street contacts items load  3 light  
5 normal   6 heavy

 
 Rhona, a cutter  Truncheon  A Pistol    A 2 Pistol
nd

 
 Trippet, a workhouse boss  Saber   A Large Weapon
 
 Polk, a laborer 
  Battering ram  An Unusual Weapon
 
 Hopper, a whisper  Manacles & chain   Armor   +Heavy
 
 Cortland, a gang leader  Bluecoat badge & whistle  A Practical Item
 
 One-Eye, a drug dealer  Spiritbane charm  Burglary Gear
xp   Climbing Gear
 Arcane Implements
 Every time you roll a desperate action, mark xp in that action's attribute.
At the end of each session, for each item below, mark 1 xp (in your playbook or
 Documents
an attribute) or 2 xp if that item occurred multiple times.  Subterfuge Supplies
 You served your precinct by laying down the law or you did what's right.   Demolition Tools
 You expressed your beliefs, drives, heritage, or background.  Tinkering Tools
 You struggled with issues from your vice or traumas during the session.  Lantern
teamwork operations & load gather information
Choose an operation, provide the detail. Choose  What should I lookout for?
Assist a teammate your load limit for the operation.
 What do they intend to do?
Lead a group action Capture: Subject Location Raid: Point of attack  How can I find [X]?
Protect a teammate Legwork: Connection Stakeout: Watch point  How can I get them to [X]?
 Are they telling the truth?
v3.0 Set up a teammate Patrol: Route Undercover: Method
 What's really going on here?
inspector
stash          
an imperial coin          
investigator  
 
 
 
special abilities playbook
name precinct
Bloody Fingerprints: When you interpret evidence, it's especially

compelling. When you wield evidence against a target, take +1d. acumen

look Beyond Reproach: You can push yourself to do both of the following:  analyze
 deceive
impress onlookers with your integrity and authority as an agent of the 
Imperium—cause them to hesitate and reconsider their actions.  sweep
 _____________
heritage:   bright harbor—imperial city background, nobility &: academic— Forensics: When you gather info at the scene of a crime, you get +1d

mistport—sevrin—tyrmoor—u'duasha law—military—trade—underworld to your rolls and you collect useful evidence. You may ask "What can be integrity
proven using this evidence?" and "What's the best lead to pursue now?"  control
A Good Person to Know: When you would take -1 status with a  file
vice / purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird  testify
faction, you may instead take stress equal to its Tier+1, to smooth it over. 
stress trauma  _____________
cold—haunted—obsessed—paranoid Lead Investigator: When you lead a group action to advance the

reckless—soft—unstable—vicious valor
mandate, you may count multiple 6s from different rolls as a critical.
harm healing  maneuver
Righteous: You're immune to intimidation from anyone you
 provoke
need project clock consider dishonorable or lowly. You get +1d to Integrity rolls.

3 help  subdue
armor uses Sanctioned: You may expend your special armor to resist a
  _____________
2 -1d armor  consequence from status or institutional barriers (access to people,
places, or things) or to push yourself in the line of duty. bonus die
less heavy  push yourself (take
1 effect special  Streetwise: You get a bluecoat action, starting with one dot.
 + 2 stress) -or- accept a
notes devil's bargain.
 
  Veteran: Choose a special ability from another source.
 

affiliates items load  3 light  
5 normal   6 heavy

 
 The Lord Governor  Truncheon  A Pistol    A 2 Pistol
nd

 
 The Master Warden  Saber   A Large Weapon
 
 Commander of the Watch 
  Investigator's kit  An Unusual Weapon
 
 The Chief Magistrate  Inspector's badge   Armor   +Heavy
 
 The Ambassador of your  Vial of identification oil  A Luxury Item
home consulate  Spiritbane charm  Burglary Gear
xp   Climbing Gear
 Arcane Implements
 Every time you roll a desperate action, mark xp in that action's attribute.
At the end of each session, for each item below, mark 1 xp (in your playbook or
 Documents
an attribute) or 2 xp if that item occurred multiple times.  Subterfuge Supplies
 You honorably did your duty in service to the Imperium or you did what's right.   Demolition Tools
 You expressed your beliefs, drives, heritage, or background.  Tinkering Tools
 You struggled with issues from your vice or traumas during the session.  Lantern
teamwork operations & load gather information
Choose an operation, provide the detail. Choose  Who's connected to this?
Assist a teammate your load limit for the operation.
 What do they intend to do?
Lead a group action Capture: Subject Location Raid: Point of attack  How can I find [X]?
 How can I get them to [X]?
Protect a teammate Legwork: Connection Stakeout: Watch point
 Are they telling the truth?
v3.0 Set up a teammate Patrol: Route Undercover: Method  What's really going on here?
initiate
stash          
a spirit coin          
warden in  
 
training  
 
special abilities playbook
real name spirit mask symbol / alias
 Spectrologist: When you flashback to academic study in
preparation against the supernatural, it costs 1 fewer stress. Your setup clarity
and group action teamwork rolls involving such preparation get +1d.  file
look
 Exalted Carillon: While the bells of the crematorium ring out  maneuver
for a death near you and/or Deathseeker Crows fly nearby, you get  testify
+1d to any rolls to contend with spirits (including resistance rolls).  _____________
heritage:    a koros—the dagger isles background, nobility &: academic—  Plasmatic Apparatus: When accoutred with the implements of

iruvia—severos—skovlan—tycheros church—law—military—underworld your office, you can push yourself to do one of the following: warp depth
the ghost field in the local area to trap spirits within and repel spirits  deceive
without—summon or dismiss Deathseeker Crows  fathom
vice / purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird  Clad in Righteousness: While wearing your spirit mask, you  sweep
gain Warded from the Whisper playbook and Ghost Fighter from  _____________
stress trauma cold—haunted—obsessed—paranoid the Cutter playbook.
reckless—soft—unstable—vicious scorn
 The Third Cataract: While wearing your spirit mask, you're
harm healing immune to supernatural terror. You gain Compel and Ghost Mind  control
need project clock from the Whisper playbook (using Fathom in place of Attune).  provoke
3 help  Ghost Echo: While unmasked, you may push yourself to remain  subdue
armor uses anonymous and to use abilities that normally require your mask.  _____________
2 -1d armor  While unmasked, you may expend your special armor to resist
heavy consequences from pursuit or discovery or to push yourself when bonus die
less 
1 special  remaining inconspicuous or unnoticed. push yourself (take
effect + 2 stress) -or- accept a
vestments   Imperial Training: You get an Inspector action, starting with one dot.
devil's bargain.
abilities for reference implements      Veteran: Choose a special ability from another source.
Uses  connections items load  3 light  
5 normal  6 heavy
Compel: While wearing your spirit mask, you can Fathom the ghost

field to force a nearby ghost to appear and obey a command you give it. When you use an implement  
 The Burned King  Initiate's Spirit Mask  A Blade    A Pistol
You are not supernaturally terrified by a ghost you summon or compel slot, choose one below:  
 Stevan, a Whisper  Spirit Warden Implements   A Large Weapon
(though your allies may be).  Vial of Electroplasm  
 Ayleth, a reconciled ghost  Lightning Baton  An Unusual Weapon
Ghost Fighter: You may imbue your hands, melee weapons, or tools  
 Sersa, a Gondolier 
  Portable Lightning Barriers   Armor   +Heavy
  Demonbane Sigil
with spirit energy. You gain potency in combat vs. the supernatural.  
 Asher, a possessed  Spiritbane Vestments
 Spirit Bottle & Lure  A Luxury Item
You may grapple with spirits to restrain and capture them. Deathlands Scavenger  Ritual of "Mirror and Bone"
 Burglary Gear
 Lightning Grenade
Ghost Mind: You’re always aware of supernatural entities in your
 xp
  Climbing Gear
presence. Take +1d when you gather info about the supernatural.  Quicksilver Grenade  Every time you roll a desperate action, mark xp in that action's attribute.  Documents
Warded: You may expend your special armor to resist a supernatural
  Severance Oil At the end of each session, for each item below, mark 1 xp (in your playbook or
 Subterfuge Supplies
consequence, or to push yourself when you deal with arcane forces. an attribute) or 2 xp if that item occurred multiple times.
 Stillness Oil   Demolition Tools
 You discharged your duty in service to the Emperor or you did what's right.
notes
Ritual of "Mirror  You expressed your beliefs, drives, heritage, or background.  Tinkering Tools
and Bone": Spirits  You struggled with issues from your vice or traumas during the session.  Lantern
in the affected area
become heavy with teamwork commitments & load gather information
electroplasmic essence, Choose a commitment, provide the detail.  What's corrupted here?
causing them to interact Assist a teammate Choose your load limit for the commitment.
 What should I lookout for?
strongly with the Lead a group action Disposal: Subject Location Raid: Point of attack  How can I find [X]?
physical world, rather
 How can I get them to [X]?
than weakly. Protect a teammate Inquisition: Subject(s) Interdiction: Malefactor
 Are they telling the truth?
v3.0 Set up a teammate Purification: Location Undercover: Method  What's really going on here?
mandate
FACTIONS tier status

Lord Governor vi

a task force serving an imperial warrant


City Council v
precinct / patrol / unit reputation Leviathan Hunters v
special abilities
Hand-Picked: Each PC may add +1 action
 Ironhook Prison iv
warrant case
dice rating to Evaluate, Connive, or Testify (up to
a max rating of 3). Spirit Wardens iv
primary subject  key subject  The Citadel: You're welcome at the friendly
 Bluecoats iii
local cop bar. Take 1 Turf. When you recover,
+3 you get +2 segments on your healing clock. Inspectors iii
Efficiency: During downtime, the unit gets

evidence  evidence  evidence  one free downtime activity to reduce heat, Ink Rakes ii
acquire an asset, or work a long term project.
key subject  subject  subject  Citizenry
Friends in High Places: When you reduce

heat on the unit, take -1 heat. When the unit
+2 receives funds, take +1 coin.
A Special Arrangement: When there's

evidence  evidence  killing during an operation, spend 2 coin to
avoid -1 status with the Spirit Wardens.
key subject  subject  Sharpened: Choose one operation type and

take +1d to the engagement roll when you
+1 execute that operation.
Backing: When you arrest, indict, or use

evidence  evidence  evidence  case dice in pursuit of the mandate, take +1d.
 
    Veteran

subject  subject  subject  unit upgrades
warrant 0 
  Cover operation  Elite Cohort assets quality
 'Interview' chamber 
 Rugged   Vehicle Documents
  
evidence  
  Imperial pardon (+1 stress box)  Hidden Gear
  
 Quarters Implements
  
Evidence: Sweep for physical evidence to collect (or destroy). Or press a witness to testify for the mandate. contacts   Secure Supplies
  
Subject: Flip them to work for the unit. Or sink them with an arrest (into Ironhook) or off-books elimination.   Fund Tools
  
_______________________________________________
heat pressure local traits  Workshop    Weapons
duty turf
_______________________________________________ training
WEALTH  Conviction—Depth—Integrity
hold wk rank    funding coin _______________________________________________
st   
  
  
  Force—Scorn—Valor
     | 
   
     
  
 chaos stability _______________________________________________  Acumen—Clarity—Savvy
SAFETY & SECURITY  Personal   
Mastery
_______________________________________________
 
  
 cohorts New: 2. Add Type: 2
freedom suppression
unit xp cohort gang  expert 
CRIMINAL INFLUENCE WEAK IMPAIRED BROKEN ARMOR
At the end of each session, for each item below, mark 1 xp
 
  
 (or instead mark 2 xp if that item occurred multiple times).
peace strife  Enforce the law or advance the progress of the mandate.
 Contend with challenges above your current station.
OCCULT INFLUENCE  Bolster your unit's reputation or develop a new one.
 
  
  Express the goals, drives, inner conflict, or essential
v3.0 purity corruption nature of the unit.
imperative FACTIONS tier status

Lord Governor vi
a spirit warden special assignment City Council v
special abilities
precinct / hq reputation Leviathan Hunters v
Worthy: Each PC may add +1 dot to Control,

Evaluate, or Secure (up to a max of 3). Ironhook Prison iv
objective / malefactor Lockdown: You may cordon off a ward

with lightning barriers and checkpoints. In Spirit Wardens iv
the ward, you get +1 effect vs the arcane and
+1d to track or capture foes. Bluecoats iii
Dark Wings: A Deathseeker Crow attends

you and provides warning of all arcane threats Inspectors iii
before they manifest. You may send the crow
in search of a subject or object—it returns Ink Rakes ii
profaned adepts during your next downtime with the location.
scion Quicksilver Amulet: Each agent is issued an
 Citizenry
defiled acolytes
item which negates a supernatural ability in near
proximity: demonic speech or travel—ghostly
possession or dissipation—vampiric power or void
Efficiency: During downtime, the unit gets

one free downtime activity to reduce heat,
acquire an asset, or work a long term project.
malefactor Friends in High Places: When you reduce

heat on the unit, take -1 heat. When the unit
defiled sanctum artifact defiled receives funds, take +1 coin.
Sharpened: Choose one operation type and

take +1d to the engagement roll. What special
training gives you this edge?
 
    Veteran
unit upgrades


  Cover operation Elite Cohort
  assets quality
acolytes defiled 'Interview' chamber  Ascended   Vehicle Documents
  
scion    
adepts profaned 
  Imperial Clemency (+1 max trauma)  Hidden Gear
  
 Quarters Implements
  
contacts   Secure Supplies
  
  Fund Tools
  
_______________________________________________
Acolytes: Members of the cult. +1 scale to cabal's forces until all are cleansed. local traits  Workshop    Weapons
Adepts: Leaders of the cult. +1 Corruption tick per downtime until all are cleansed. _______________________________________________ training
Artifact: Occult item. -1d resistance vs. cabal until cleansed. WEALTH  Conviction—Depth—Integrity
_______________________________________________
Defiled: Corrupted victims. +1 Heat per downtime until all are cleansed.  
  
  Force—Scorn—Valor
chaos stability _______________________________________________  Acumen—Clarity—Savvy
Profaned: Corrupted foes. -1d to engagement rolls until all are cleansed.
Sanctum: Corrupted place. Ancient Tower, Spirit Well, etc. Add the Ritual SAFETY & SECURITY  Personal   
Mastery
_______________________________________________
entanglement to each downtime until cleansed.  
  
 cohorts New: 2. Add Type: 2
Scion: Elite corrupted foe. A demon, spirit, vampire, sorcerer, etc. -1 effect level freedom suppression
unit xp cohort gang  expert 
vs Malefactor until all are cleansed.
CRIMINAL INFLUENCE WEAK IMPAIRED BROKEN ARMOR
At the end of each session, for each item below, mark 1 xp
duty turf heat pressure  
  
 (or instead mark 2 xp if that item occurred multiple times).
peace strife  Cleanse corruption or advance the imperative.
 Contend with challenges above your current station.
hold wk st rank   
  
 funding coin OCCULT INFLUENCE  Bolster your unit's reputation or develop a new one.
     | 
   
     
  
  
  
  Express the goals, drives, inner conflict, or essential
v3.0 purity corruption nature of the unit.
FLAME WITHOUT SHADOW: BLUECOATS Duty, Heat, Entanglements, Factions/Clocks, Downtime

1. DUTY 2. HEAT 4. FACTION STATUSES & LOCAL TRAIT CLOCKS


The unit earns 2 duty per operation by default. After an operation or conflict with an opponent, Killing: -1 status with Spirit Wardens. -1 status with a faction hurt
If the unit made progress on the mandate, take the unit takes heat equal to double the Tier of by the killing. +1 status with a faction helped by the killing.
+1 duty. If the unit completed a whole row of the the highest-Tier subject accosted. Add +1 heat Arrest: -1 status with subject's faction. +1 status with a faction helped
mandate, take +4 duty. If the unit endangered for a high-profile or well-connected target. Add by the arrest, and/or with the Bluecoats if the arrest makes them look good.
the peace or interfered with law & order, take +1 heat if the situation happened on hostile turf.
-2 duty (minimum zero). Clocks: Assess each local trait and determine if one of its clocks should
Add +1 heat if you're at war. Add +2 heat if
killing was involved. advance based on recent events.

3. PAPERWORK & ENTANGLEMENTS 5. DOWNTIME


Before entanglements, deal with paperwork. Blow off your paperwork and take +1d to one of your Between operations you may pursue two downtime activities from the list below. You also
downtime rolls, or write your reports and choose what you say: 1. What actually happened. 2. Cover for the recover all of your armor uses. During downtime, you may perform additional activities from
Blue. 3. Throw someone under the bus. If any number of unit members blow off their paperwork, add 1 heat. the list by spending 1 coin or 1 duty for each.
For any downtime roll, add +1d to the roll if you get help from a friend or contact. After the
For entanglement, roll dice equal to your Pressure, and read the result according to your heat. roll, you may increase the result level by one for each coin spent, by hiring assistance, paying
a bribe, etc.
HEAT 0-3 HEAT 4/5 HEAT 6+
A Clean Coat or Acquire temporary use of an asset. Roll the crew's Rank. The result indicates
1-3 Cooperation 1-3 Bad Weather or Community 1-3 Flipped or Arrest acquire the quality of the asset (1-3: Inferior (Tier -1), 4/5: Standard (Tier), 6: Fine (Tier
4/5 Rivals or In the Sheets 4/5 A Clean Coat or Exposed 4/5 Marked or Review asset +1), Crit: Exceptional (Tier +2). You may spend coin to bump this result beyond
exceptional, to reach higher quality Tiers, but it costs 2 coin per level to do so.
6 Community or Rivals 6 Marked or Reprisals 6 Untouchable
A Clean Coat. The Bluecoats expect you to take a cut In the Sheets. A journalist from the Ink Rakes has long term Work on a Long Term Project, if you have the means. Roll a trait and mark 1
of a score in exchange for looking the other way and written a speculative piece about the unit or mandate project segment on the project clock per level (1-3: one, 4/5: two, 6: three, Crit: five).
keeping your mouth shut. Take 1 coin and 1 heat, subject(s), and intends to follow up with supposition,
or refuse and take -1 status. accusations, and inconvenient questions.
Get treatment to tick your healing clock (like a long-term project). When
Arrest. A subject of your Mandate has been arrested Marked. The underworld makes a move against a recover you fill a clock, each harm is reduced by one level.
for another crime. member of the unit. How do they get the drop on you?
Bad Weather. The Bluecoats expect you to join in Pay them off with 3 coin, or they beat you up (level 2
on a score, extorting the locals. Assist them and earn harm) and you spill a detail about the mandate. reduce Say how you reduce Heat on the unit and roll your action. Reduce heat
2 coin, 3 heat, and +1 status; support them by Reprisals. An enemy faction makes a move against heat according to the result level (1-3: one, 4/5: two, 6: three, Crit: five).
paying 3 coin; or refuse and take -1 status. you (or a friend, contact, or vice purveyor). Pay them
Community. Someone from the local community 1 coin per Tier of the enemy as an apology, allow
Mark 1 xp for an attribute or your playbook (+1 xp if you have the appropriate
expects you to handle a problem for them. Put the them to mess with you or yours, or fight back and
show them who's boss.
train crew training upgrade). You can train a given xp track only once per downtime.
Mandate on hold to deal with it or take -1 status with
the Citizenry. Review. Your superiors bring one of you in to
Cooperation. A +3 status faction asks you for a favor. account for the unit's actions. Make a fortune roll Visit a purveyor of your vice and roll dice equal to your lowest attribute.
with Testify to see how well you hold off their
Agree to do it or forfeit 1 rep per Tier of the friendly
faction or take -1 status with them. If you don't have ire (1-3: lose all discretionary funds and -1 hold, indulge Clear stress equal to your highest die result. If you clear more stress levels
a +3 faction status, you avoid entanglements right now. 4/5: -1 hold, 6: +1 hold). vice than you had marked, you overindulge (see below). If you do not or cannot
Rivals. A neutral faction throws their weight around. indulge your vice during downtime, you take stress equal to your trauma.
Exposed. A journalist from the Ink Rakes has
discovered details about the mandate and acts based They threaten you, a friend/contact, or one of your
on their faction status (+3: They ask if they can publish vice purveyors. Forfeit 1 coin per Tier of the rival, Overindulge.  Attract Trouble: Select or roll an additional entanglement.
it. +2: They'll listen to edits. +1: They tell you before or stand up to them and lose 1 status. You make a bad call  Brag about your exploits. +2 heat.
they publish. -1: They publish without talking to you. Untouchable. A subject of your Mandate becomes because of your vice—  Lost: Play a different character until this one returns from their bender.
-2: They slant the story to make the law look worse. untenable due to institutional interference. "This person in acquiring it or while  Tapped. Your current purveyor cuts you off. Find a new source for
-3: They slant the story to make the unit look worse.). is a key witness in another case... you can't touch them. under its influence.
your vice.
This comes straight from the top." What did you do?
Flipped. One of your contacts switches allegiances.
They're loyal to another faction now. v3.0
FLAME WITHOUT SHADOW: SPIRIT WARDENS Imperative Cult Penalties, Duty, Heat, Entanglements, Factions/Clocks, Downtime

1. DUTY 2. HEAT 4. FACTION STATUSES & LOCAL TRAIT CLOCKS


The unit earns 2 duty per operation by default. After an operation or conflict with an opponent, Killing: -1 status with Spirit Wardens. -1 status with a faction hurt
If the unit made progress on the imperative, take the unit takes heat equal to double the Tier of by the killing. +1 status with a faction helped by the killing.
+1 duty. If the unit cleansed all instances of a the highest-Tier subject accosted. Add +1 heat Purification: -1 status with subject's faction. +1 status with a
threat on the imperative, take +4 duty. If the for a high-profile or well-connected target. Add faction helped by the purification, and/or with the Spirit Wardens if the
unit endangered the peace or interfered with law +1 heat if the situation happened on hostile turf. purification makes them look good.
& order, take -2 duty (minimum zero). Add +1 heat if you're at war. Add +2 heat if
killing was involved. Clocks: Assess each local trait and determine if one of its clocks should
advance based on recent events.
3. PAPERWORK & ENTANGLEMENTS 5. DOWNTIME
Before entanglements, deal with paperwork. Blow off your paperwork and take +1d to one of your downtime Between operations you may pursue two downtime activities from the list below. You also
rolls, or write your reports and choose what you say: 1. What actually happened. 2. Cover for the Wardens. recover all of your armor uses. During downtime, you may perform additional activities from
3. Throw someone under the bus. If any number of unit members blow off their paperwork, add 1 heat. the list by spending 1 coin or 1 duty for each.
For any downtime roll, add +1d to the roll if you get help from a friend or contact. After the
For entanglement, roll dice equal to your Pressure, and read the result according to your heat. roll, you may increase the result level by one for each coin spent, by hiring assistance, paying
a bribe, etc.
HEAT 0-3 HEAT 4/5 HEAT 6+
A Clean Coat or Acquire temporary use of an asset. Roll the crew's Rank. The result indicates
1-3 Cooperation 1-3 A Clean Coat or Community 1-3 Flipped or Arrest acquire the quality of the asset (1-3: Inferior (Tier -1), 4/5: Standard (Tier), 6: Fine (Tier
4/5 Rivals or In the Sheets 4/5 Vengeful Spirits or Exposed 4/5 Ritual or Review asset +1), Crit: Exceptional (Tier +2). You may spend coin to bump this result beyond
exceptional, to reach higher quality Tiers, but it costs 2 coin per level to do so.
Community or Vengeful
6 Spirits 6 Ritual or Reprisals 6 Untouchable
A Clean Coat. The Bluecoats expect you to take a cut Reprisals. An enemy faction makes a move against long term Work on a Long Term Project, if you have the means. Roll a trait and mark 1
of a score in exchange for looking the other way and you (or a friend, contact, or vice purveyor). Pay them project segment on the project clock per level (1-3: one, 4/5: two, 6: three, Crit: five).
keeping your mouth shut. Take 1 coin and 1 heat, 1 coin per Tier of the enemy as an apology, allow
or refuse and take -1 status. them to mess with you or yours, or fight back and
Get treatment to tick your healing clock (like a long-term project). When
Arrest. A subject of your imperative has been show them who's boss. recover you fill a clock, each harm is reduced by one level.
arrested for another crime. Review. Your superiors bring one of you in to
Community. Someone from the local community account for the unit's actions. Make a fortune roll
expects you to handle an arcane problem for them. with Testify to see how well you hold off their reduce Say how you reduce Heat on the unit and roll your action. Reduce heat
Put the imperative on hold to deal with it or take -1 ire (1-3: lose all discretionary funds and -1 hold, heat according to the result level (1-3: one, 4/5: two, 6: three, Crit: five).
status with the Citizenry. 4/5: -1 hold, 6: +1 hold).
Cooperation. A +3 status faction asks you for a favor. Ritual. Occult forces aligned with the malefactor Mark 1 xp for an attribute or your playbook (+1 xp if you have the appropriate
Agree to do it or forfeit 1 rep per Tier of the friendly enact a ritual of dark power which does harm in the train crew training upgrade). You can train a given xp track only once per downtime.
faction or take -1 status with them. If you don't have district and threatens your imperative.
a +3 faction status, you avoid entanglements right now. Rivals. A neutral faction throws their weight around.
Exposed. A journalist from the Ink Rakes has They threaten you, a friend/contact, or one of your Visit a purveyor of your vice and roll dice equal to your lowest attribute.
discovered details about the imperative and acts based vice purveyors. Forfeit 1 coin per Tier of the rival, indulge Clear stress equal to your highest die result. If you clear more stress levels
on their faction status (+3: They ask if they can publish or stand up to them and lose 1 status.
it. +2: They'll listen to edits. +1: They tell you before they Untouchable. A subject of your imperative vice than you had marked, you overindulge (see below). If you do not or cannot
publish. -1: They publish without talking to you. -2: becomes untenable due to institutional interference. indulge your vice during downtime, you take stress equal to your trauma.
They slant the story to make the Wardens look worse. "This person is a key witness in another case... you can't
-3: They slant the story to make the unit look worse.). touch them. This comes straight from the top." Overindulge.  Attract Trouble: Select or roll an additional entanglement.
Flipped. One of your contacts switches allegiances. Vengeful Spirits. Your work attracts angry You make a bad call  Brag about your exploits. +2 heat.
They're loyal to another faction now. ghosts, drawn to the power of the malefactor or bent because of your vice—  Lost: Play a different character until this one returns from their bender.
in acquiring it or while
In the Sheets. A journalist from the Ink Rakes has on retribution against the Wardens. Avoid them and under its influence.
 Tapped. Your current purveyor cuts you off. Find a new source for
written a speculative piece about the unit or imperative forfeit 3 duty or deal with the spirits yourselves. your vice.
What did you do?
subject(s), and intends to follow up with supposition,
accusations, and inconvenient questions. v3.0

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