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DOGS IN THE
By Tim Denee
BARK
@dog_blink on twitter

For use with Blades in the Dark by John Harper

A DOG-EAT-DOG WORLD The Bark


Dogs in the Bark is an unofficial Blades in the Dark playset about playing a (dog slang) In trouble; in a difficult
pack of stray dogs on the mean streets of Crow's Foot, Doskvol. The playset
includes re-skinned playbooks and a crew sheet, as well as new rules for situation; up shit creek.
entanglements, load, and new factions.
Otherwise all the standard rules for creating characters, performing actions,
“You’re in the bark now, kid.”
and advancement are the same as in core Blades in the Dark.

TOUCHSTONES
Isle of Dogs, Fantastic Mr Fox, The Plague Dogs, Watership Down, The
Animals of Farthing Wood, Lady and the Tramp, The Secret of NIMH,
American Tale.

DIFFERENCES FROM THE CORE GAME


The main difference to be aware of is in entanglements; dogs can't pay off
the Ratcatchers (the dog equivalent of Bluecoats), and instead of getting sent
to jail they get put down and sent to the Ministry of Preservation cannery.
Because of this brutal reality of entanglements for dogs, heat and wanted
levels are both more serious too.
The second big difference is Load; dogs don't carry around many (if any)
items. Instead they have a Luck value for each score, and the player can use
their luck to insert useful objects and props into any given scene - crates to
climb up, windows to jump out of, and so on.

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CHARACTER CREATION
Some notes on character and pack creation are below, but otherwise it follows
the standard Blades process.

BREED
Instead of Heritage, dogs have a Breed. This is meant to be understood loosely
- obviously, the fictional world of Blades in the Dark would have its own dog
breed history and dog breed names, but we use standard breed names here
for ease of use. Feel free to invent your own fictional breeds. Dog types are
ultimately arbitrary categories, and you should feel free to mix and match as
you prefer - no offence intended to the breeds within the "fighting" type.
◆◆ Hound: Foxhound, Beagle, Basset Hound, Basenji, Coonhound,
Bloodhound, Dachshund, Deerhound, Wolfhound, Saluki, Greyhound
◆◆ Fighting: Pit Bull, Bull Terrier, Shar Pei, Mastiff, Bordeauxdog
◆◆ Mongrel: Mutt, Cur, Mixed-Breed
◆◆ Terrier: Staffordshire Terrier, Scottish Terrier, Wire Fox Terrier, Yorkshire
Terrier, Boston Terrier, Airedale Terrier, Jack Russell Terrier
◆◆ Toy: Lapdog, Pekingese, Pug, Chihuahua, Pomeranian, Shih Tzu, Miniature
Pinscher, Bichon, Poodle, Spaniel
◆◆ Working: Mountain Dog, Boxer, Husky, Great Dane, St Bernard, Cattle
Dog, Border Collie, Corgi
◆◆ Guard: Doberman Pinscher, German Shepherd / Alsatian, Rottweiler,
Bulldog, Bullmastiff, Mastiff, Tosa Inu
◆◆ Sporting: Water Spaniel, Cocker Spaniel, German Shorthaired Pointer,
Golden Retriever, Red and White Setter, Labrador, Pointer, Weimaraner

VICE EXAMPLES
◆◆ Human Affection: Good belly scratch, Warm home, Human family
◆◆ Weird: Going to strange places, Consorting with spirits, Talking to ravens
◆◆ Exercise: Walks, Runs, Fighting
◆◆ Treats: Food, Drink, Mating
◆◆ Obligation: Family, A Job, A Cause
◆◆ Luxury: Ostentatious display; Fine Silk Pillow, Expensive Collar, Grooming

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PROBLEMATIC BEHAVIOURS
◆◆ Human Aggression: You have a hair-trigger around humans, and are
likely to growl, snarl, snap or bite with little or no provocation.
◆◆ Dog Aggression: You have a hair-trigger around other dogs, and are
likely to growl, snarl, snap or bite with little or no provocation.
◆◆ Compulsive Barking: You bark all the time, very loudly, at the worst
moments and for little or no reason.
◆◆ Begging: You indulge in attention-seeking behaviour, seeking
opportunities for scraps or affection from anyone and everyone.
◆◆ Chewing: You have a destructive impulse, compulsively chewing
inanimate objects.
◆◆ Digging: You compulsively dig large and small holes, anywhere and
everywhere you can.
◆◆ Chasing: Sometimes you can't help yourself - if you see something moving
fast, you have to chase it down no matter what.
◆◆ Anxiety: You have deep-seated fears - for example separation, noise, or
confinement. Your anxiety causes pacing, whining, and panic.
◆◆ Submissive Urination: When you're intimidated, you let yourself go to
show you're not a threat.

LOOK
◆◆ Coat: Brown, Red, Gold, Yellow, Cream, Black, Blue, Gray, White, Black-
And-Tan, Bicolor, Tricolor, Merle, Tuxedo, Harlequin, Spotted, Brindle,
Saddle, Sable. Long, Short, Curly, Mangy, Patchy, Sleek, Shiny, Smooth,
Wiry, Hairless.
◆◆ Descriptors: Big, Medium, Small. Athletic, Muscular, Soft, Slobbery,
Handsome, Delicate, Fierce, Brooding, Hunched, Languid, Striking,
Twitchy, Weathered, Gaunt, Scarred, Friendly, Dopey, Bright.

A note on size: you're free to make your character any size you wish, from a
massive great dane to a tiny lapdog. This will change your fictional positioning
- for example, a smaller dog might be better at hiding and sneaking while a
larger dog might be better at dragging a body or overpowering a human.

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NAMES
Rolf, Hooch, Beasley, Frank, Bottomley, Potts, Morse, Muffin, Blitzer,
Maloney, Krumm, Bear, Horse, Boomer, Bruiser, Butch, Ace, Arrow, Bullet,
Blade, Colt, Dagger, Gunner, Sabre, Shaggy, Spot, Dewey, Flealick, Kavik,
Kiki, Maggie, Marley, Red Dog, Rowdy, Rover, Scud, Shep, Wildfire, Yellow,
Bandit, Dodger, Gelert, Meathead, Rusty, Barkley, Dashi, Dinko, Ding Dong,
Goober, Mammoth, Runt, Scruffy, Chips, Smoky, Belka, Giant George

ALIASES
Mankiller, The One That Knows, White Feather, One Eye, Longtooth, Lucky,
Wag, Curly, Champion, Anvil, Arrow, Ash, Axe, Bell, Bird, Blaze, Brass,
Breaker, Brick, Broom, Bug, Bull, Cage, Cannon, Chalk, Cloud, Coal, Silk,
Silver, Sky, Slate, Smoke, Sparrow, Spinner, Star, Stick, Viper, Beast, Scar, Spike

LUCK, ASSETS & LUCKY FINDS


Instead of load and items, dogs have luck and lucky finds (and some special
assets which also use luck). For each operation, decide what your dog's luck
will be. During the score, you may say that any given lucky find is in a scene
by checking the box on your character sheet - a window, a crate, a rope,
etc. This should be within reason and fictional logic - a mansion ballroom
probably doesn't have a canal running through the middle (but what if it
did!). You may have a combination of assets and lucky finds up to your luck
rating. Your luck also determines how easily you'll be noticed and how hard
the consequences will come down (essentially like load in regular Blades).
The more you rely on luck, the faster your house of cards could come crashing
down.
◆◆ 1-3 Luck: Light. You can move lightly, humans overlook you easily, you're
unassuming, you don't have any karma owing.
◆◆ 4/5 Luck: Normal. You have a certain air about you - you look like a street
dog ready for trouble.
◆◆ 6 Luck: Heavy. Your hackles are up and you look like a dangerous dog on a
mission. Others will react appropriately.
Assets are also activated by luck. Although you always have many of the assets
(e.g. sharp teeth, good eyes), ticking the asset box "activates" that asset for
the score, shining a spotlight on it in the fiction and giving increased effect as
appropriate.
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ENTANGLEMENTS SCAVENGING (CRAFTING)
The entanglement table is below. Other than the four exceptions detailed, Instead of crafting, during downtime dogs can scavenge items, gadgets, or
these follow the standard Blades in the Dark rules. arcane implements. The system is very similar to the core crafting rules (see
HEAT 0-3 HEAT 4/5 HEAT 6+ Blades in the Dark page 224).
1-3 Gang Trouble or 1-3 Gang Trouble or 1-3 Flipped or a Stay Sourcing
Ratcatcher Sweep a Close Shave in the Pound
To reliably scavenge items (as distinct from Acquiring an Asset), you need
4/5 Rivals or 4/5 Reprisals or 4/5 Demonic Notice to fill a long-term project to find a Source to scavenge from. Most sourcing
Unquiet Dead Unquiet Dead or Show of Force requires an 8-segment progress clock to locate and acquire consistent access
to the scavenging source, as well as whatever you need to do to make the
6 Cooperation 6 Show of Force 6 Extermination
scavenged junk functional. You can fill this clock with whatever action
rolls make sense in the fiction. The player and GM answer questions about
◆◆ Extermination: The Ratcatchers have had enough - they send a squad to the scavenged items in question to define what they do in play and what is
exterminate your pack (a squad at least equal in scale to your wanted level). required to scavenge them (see below). The player records these answers in
Flee in chaos as you scatter your possessions to slow them down (losing their notes for future reference.
scraps equal to your wanted level +4), leave one of your pack behind to get Creation Questions
sent to the cannery (this clears your heat), or try to evade capture some 1. GM asks: "What type of item is it, and what does it do?" Player
other way. answers. An item might be mundane, arcane, or spark-craft. If a PC
◆◆ A Stay in the Pound: The Ratcatchers pick up one of your PCs and throw has an appropriate special ability, they get bonuses when sourcing and
them in the pound while they fill out the cannery paperwork. You escape scavenging certain item types.
but are hurt in the attempt (level 2 harm) and the Ratcatchers aren’t going to 2. Player asks: "What is the minimum quality level of this item?" GM
forget you (+3 heat). You can resist each of those consequences separately. answers, with the magnitude of the effects the item produces as a
◆◆ Ratcatcher Sweep: The Ratcatchers do a sweep of the neighbourhood, guideline.
and although they don’t catch any 3. GM asks: "What annoying, strange, or adverse aspect of this item has left
of you, they do notice your pack of it thrown out or discarded, there for you to scavenge?" Player answers.
strays. Make a fortune roll to find
4. Player asks: "What drawbacks does this item have, if any?" GM answers
out how much they see (1-3: +2
by choosing one or more drawbacks from the drawbacks list on page
heat, 4/5: +1 heat).
225 of Blades in the Dark (Complex, Conspicuous, Consumable, Rare,
◆◆ A Close Shave: A Ratcatcher on Unreliable, or Volatile), or by saying there are none.
patrol nearly catches one of your
Once you've secured a scavenging source, you can scavenge it by using a
pack. One player volunteers as the
downtime activity. Nobody else can scavenge this item unless they acquire
most likely to be taken. Make a
access to your source as a long-term project.
fortune roll to find out how easily
they give the Ratcatcher the slip Scavenging
(1-3: +2 heat, 4/5: level 2 harm). To scavenge something, spend one downtime activity and follow the Crafting
rules on page 225 of Blades in the Dark. The only difference is that instead
of rolling Tinker, roll whichever action makes most sense in the fiction. You
cannot modify items.
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ACTIONS
Dogs in the Bark uses the standard Blades actions with the exception of
Utilize, which replaces Tinker. When you utilize, you try to use human
implements or devices. You might open a door. You might disable an alarm or
trap. You might turn the clockwork devices around the city to your advantage.
You might try to control a vehicle.
Note that because dogs don't generally use fire-arms, the Hunt action should
be interpreted more broadly to include hunting attacks (e.g. ambush-attacks
and going for the jugular).

SCRAPS
Scraps replace Coin.
◆◆ 1 scrap: Some leftover meat, a bit of bread, a sausage, a bone
◆◆ 2 scraps: A leg of goat. A few day’s food. A cheap blanket.
◆◆ 4 scraps: A whole roast goat. Enough food for a week. A warm fur blanket.
◆◆ 6 scraps: A table of modest food. A bag of dog biscuits. A soft pillow.
◆◆ 8 scraps: A banquet of fine food. A sack of dog biscuits. A silk pillow.
◆◆ 10 scraps: A priceless status symbol amongst the dog community - a
particular shiny object or one-of-a-kind stick or ball. Access to a continuous
source of food for a month - like a skip in an alley behind the butcher’s that
gets filled with offal at the end of each day.

STARTING SITUATION
For as long as any dog can remember the Rookery has been split between the
dogs of the Black Hackle Gang and the rats of the Crooked Claw. Last week
one of the Black Hackle dogs showed up dead in Crooked Claw territory. To
make things more complicated, the Oldfeather crows have come back to the
Rookery after disappearing years ago. The rats and the dogs are at each other’s
throats, and the crows are poised to reclaim their ancient turf. The leader of
the Black Hackle Gang is a large mutt called Old Mate, and she wants to know
- are you with her or against her?

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FACTIONS OF CROW'S FOOT
Dogs in the Bark is at a different scale to Blades in the Dark. Although you're Tooth & Claw (III): A large pack The Crooked Claw (II): A
free to travel elsewhere in the city, the action zooms in on Crow's Foot and of ex-military and ex-fighting dogs, dangerous gang of rats who have run
everything scales accordingly. Factions fight over the neighbourhoods of vicious mercenaries and thugs. half of the Rookery for many years.
Crow's Foot, and hunting grounds might be a single building rather than a The Revenant Pack (II): Five The Underbelly (II): These rats
city street. A more detailed map of Crow's Foot is included in this document. years ago a large pack fled into the have infested many human criminal
Deathlands. A dozen returned, their gang headquarters in Crow's Foot,
DOGS TIER HOLD
CATS TIER HOLD eyes glowing with a strange fire. and steal narcotics to sell themselves.
Rich and decadent.
Tooth & Claw III S The Nine Lives III S The Black Hackle Gang (II):
The Revenant Pack II S The Moonless Night II W
A motley collection of thieves and The Ravenous Maw (II): A rat
thugs who have run half of the gang obsessed with food. Large, fat
The Black Hackle Gang II S The Omen I S
Rookery for many years. rats - some say their gluttony gives
The Silken Paw II W them strange power.
The Silken Paw (II): An assocation
The Sausage Thieves I S
The Footpads I S
BIRDS TIER HOLD of house dogs, many from noble The Soggy Sump Gang (I): A gang
Deathseeker Crows IV S
houses, who secretely meet to of rats clinging to some turf by the
The Withers I W conduct clandestine business. canals. Wet and pathetic, but never
The Soaring Wing III S
The Sausage Thieves (I): An understimate a cornered rat.
The Oldfeathers II S
infamous pack of thieves who pride The White Hand (III): A criminal
RATS TIER HOLD
themselves on having stolen from gang of monkeys and apes, escaped
The Evil Eye III S
The Crooked Claw II S
HUMANS TIER HOLD every butcher in the city. Their den
is in an abandoned butcher's shop
from a secret facility. They consider
themselves on human level, above
The Ratcatchers III S
The Underbelly II S that went out of business from their other beasts. Led by Mr Cup-o-Tea,
Stew-house Cooks II S constant thieving. an albino gorilla.
The Ravenous Maw II W
Citizens II S
The Soggy Sump Gang I W The Footpads (I): A small, elite The Devils (II): The insidious fish
Street Urchins I W pack of thieves who are known for of the Devil's Fish canal - eels and
stealing human wealth - their den is other vicious predators. Alien minds,
FRINGE TIER HOLD
rumoured to be full of jewels, coins difficult to deal with.
The White Hand III W and gold. The Abandoned (II): A strange
The Devils II S The Withers (I): Led by a reclusive assortment of animals who have
The Abandoned II W dog, Hix, who wears a strange amulet gathered together in the deep tunnels
The Familiars I S
around her neck. This pack is gaunt beneath Crow's Foot. Some say they
and strange. worship a forgotten god.
The Evil Eye (III): A powerful
criminal network of rats across
Crow's Foot, led by a council of very
shrewd black rats with red eyes.

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The Familiars (I): A loose and to send the bodies to the
association of the pets of humans Ministry of Preservation cannery for
Hounds and Whispers. processing (every rat, cat, dog and
The Nine Lives (III): One of the bird is vital foodstuff). By far the
most dangerous beast packs in most numerous animals in Doskvol
Crow's Foot, an unseen group of cat are rats, hence the exterminators are
assassins. colloquially known as Ratcatchers.

The Moonless Night (II): A Stew-house Cooks (II): Many of


group of infamous cat burglars, the less reputable stew-houses and
wealthy and powerful. taverns of Doskvol prefer to cut out
the middleman, and will try to put
The Omen (I): A group of black cats any animal they can get their hands
who gather when the moon is high to on into their stew-pots directly.
conduct fell business.
Citizens of Crow's Foot (II):
Deathseeker Crows (IV): Every neighbourhood of Crow's
The arcane birds who fly from Foot will have its own relationship to
Bellweather Crematorium to guide the various packs of dogs and other
the Spirit Wardens to the recently beasts that they share the streets with.
deceased. These creatures are strange
and alien, and woe betide anyone Street Urchins (I): The most
who would mess with them. common human contact that stray
dogs have is with the many street
The Soaring Wing (III): A urchins of Doskvol, since they often
powerful faction of birds-of-prey have to share shelter. Sometimes
who range across Doskvol. Led by this relationship can be mutually
Kotara, who was once a falcon of an beneficial, but equally it can turn
I’Yalim investigator-executioner in violent as they compete for resources.
U'Duasha.
The Oldfeathers (II): A gang of
regular street crows who used to run
the Rookery but disappeared some
years ago for unknown reasons. Now
they're back.
The Ratcatchers (III): Formally
the Department of Extermination,
a sub-branch of the Ministry of
Preservation. Their job is to control
animal populations across Doskvol,

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DOGFIGHTER

DOGS
STASH

IN THE BARK PACK


A HARD-KNOCK
PIT-FIGHT
SURVIVOR
SCRAPS 



TRICKS PLAYBOOK
NAME ALIAS All Muscle: You may expend your special protection to reduce harm
from an attack in combat or to push yourself during a fight. INSIGHT
Hardbitten: When you protect a teammate, take +1d to your resistance  HUNT
LOOK
roll. When you gather info to anticipate possible threats in the current  STUDY
situation, you get +1 effect.  SURVEY
 UTILIZE
BREED: HOUND—FIGHTING—MONGREL—TERRIER BACKGROUND: FAMILY—LABOR—MILITARY Bite from Beyond: You may imbue your teeth and claws with spirit
TOY —WORKING—GUARD—SPORTING TRADE—UNDERWORLD—STREETS—WILDS energy. You gain potency in combat vs. the supernatural. You may wrestle PROWESS
with spirits to restrain and subdue them.  FINESSE
Pack Leader: When you Command a packmate in combat, they  PROWL
VICE / PURVEYOR: HUMAN AFFECTION—WEIRD—EXERCISE—TREATS—OBLIGATION—LUXURY  SCRAP
continue to fight when they would otherwise break (they're not taken out
when they suffer level 3 harm). They gain +1 effect and 1 hide.  WRECK
STRESS PROBLEMS
Lucky: You were bloody lucky to escape the pits with your life, and your RESOLVE
PROBLEMATIC BEHAVIOURS: HUMAN AGGRESSION—DOG AGGRESSION—COMPULSIVE BARKING luck limits are higher. Light: 5. Normal: 7. Heavy: 8.  ATTUNE
BEGGING—CHEWING—DIGGING—CHASING—ANXIETY—SUBMISSIVE URINATION  COMMAND
Sick Balls: You can push yourself to do one of the following: perform a
HARM HEALING feat of physical force that verges on the superhuman—engage a small gang  CONSORT
on equal footing in close combat.  SWAY
project clock

PROTECTION Hackles Up: When you unleash physical violence, it's especially BONUS DIE
frightening. When you Command a frightened target, take +1d. (take
CLOSE CALL
Built like a Horse: You recover from harm faster. Permanently fill in + 2 stress) accept a
2nd CLOSE CALL .
one of your healing clock segments. Take +1d to healing treatment rolls.
SPECIAL
Clever Dog: Choose a special ability from another playbook.

DANGEROUS FRIENDS ASSETS LUCK  3light  5 normal  6 heavy


Hercules, a dogfighting mastiff Open window
Razor-sharp fangs
Lady, an angry pitbull Convenient crate
Vice-like jaw Plank
Rose, a man-killing chihuahua A coin
Thick hide
Trixie, a bounty-hunter mutt A close call
Rage essence vial A second close call
Patches, a dog that knows medicine
Rope
XP Fishing net
 Every time you roll a desperate action, mark xp in that action's attribute. An open flame
At the end of each session, for each item below, mark 1 xp (in your playbook or Lots of dust or mud
an attribute) or 2 xp if that item occurred multiple times. An alleyway
A canal
 You addressed a challenge with technical skill or mayhem
A precarious pile of items
 You expressed your beliefs, drives, breed, or background. Billowing laundry
 You struggled with issues from your vice or traumas during the session. A small tunnel

Teamwork PLANNING & LOAD gather Information


Choose a plan, provide the detail. Choose your  Who’s top dog here?
Assist a teammate load limit for the operation.  What’s about to happen?
Lead a group action Assault: Point of attack Occult: Arcane power  What do they want?
 What do they intend to do?
Protect a teammate Deception: Method Social: Connection  How can I get them to [X]?
 Are they telling the truth?
Set up a teammate Stealth: Entry point Transport: Route  What's really going on here?
HUNTING DOG

DOGS
STASH

IN THE BARK PACK


A RELENTLESS
TRACKER AND
KILLER
SCRAPS 



TRICKS PLAYBOOK
NAME ALIAS Nose to the Ground: You can push yourself to do one of the following:
find a scrap of a scent in impossible conditions—follow a scent over a very INSIGHT
long distance.  HUNT
LOOK  STUDY
Focused: You may expend your special armor to resist a consequence of
 SURVEY
surprise or mental harm (fear, confusion, losing track of someone) or to
 UTILIZE
BREED: HOUND—FIGHTING—MONGREL—TERRIER BACKGROUND: FAMILY—LABOR—MILITARY push yourself for an ambush or tracking.
TOY —WORKING—GUARD—SPORTING TRADE—UNDERWORLD—STREETS—WILDS PROWESS
Scout: When you gather info to locate a target, you get +1 effect. When
 FINESSE
you hide in a prepared position, you get +1d to rolls to avoid detection.
 PROWL
VICE / PURVEYOR: HUMAN AFFECTION—WEIRD—EXERCISE—TREATS—OBLIGATION—LUXURY Implacable: You get +1 stress box.  SCRAP
 WRECK
STRESS PROBLEMS Stubborn: Penalties from harm are one level less severe (though level 4
harm is still fatal). RESOLVE
PROBLEMATIC BEHAVIOURS: HUMAN AGGRESSION—DOG AGGRESSION—COMPULSIVE BARKING  ATTUNE
Ambush : When you attack from hiding or spring a trap, you get +1d.
BEGGING—CHEWING—DIGGING—CHASING—ANXIETY—SUBMISSIVE URINATION  COMMAND
Gun Dog: You get +1d to any action dealing with guns - for example:  CONSORT
HARM HEALING
trying to dodge gunfire, dealing with someone holding a gun, or even  SWAY
project clock
trying to fire a gun yourself somehow.
PROTECTION BONUS DIE
Predator: Take +1d to rolls against weakened or vulnerable targets.
CLOSE CALL
(take
Whenever you gather information on a weakness or vulnerability, the + 2 stress) accept a
2nd CLOSE CALL worst you can get is a 4-5 result. .
SPECIAL
Clever Dog: Choose a special ability from another playbook.

DEADLY FRIENDS ASSETS LUCK  3light  5 normal  6 heavy


Dagger, a great dane assassin Open window
An amazing nose
Jackal, a doberman vigilante Convenient crate
A distinctive howl Plank
Scratch, a mutt that can sew wounds A coin
An uncanny sense of timing
Princess Vanya, a saluki spy A close call
Killer instinct A second close call
Casta, a human Hound
Rope
XP Fishing net
 Every time you roll a desperate action, mark xp in that action's attribute. An open flame
At the end of each session, for each item below, mark 1 xp (in your playbook or Lots of dust or mud
an attribute) or 2 xp if that item occurred multiple times. An alleyway
A canal
 You addressed a challenge with tracking or violence.
A precarious pile of items
 You expressed your beliefs, drives, breed, or background. Billowing laundry
 You struggled with issues from your vice or traumas during the session. A small tunnel

Teamwork PLANNING & LOAD gather Information


Choose a plan, provide the detail. Choose your  Who’s top dog here?
Assist a teammate load limit for the operation.  What’s about to happen?
Lead a group action Assault: Point of attack Occult: Arcane power  What do they want?
 What do they intend to do?
Protect a teammate Deception: Method Social: Connection  How can I get them to [X]?
 Are they telling the truth?
Set up a teammate Stealth: Entry point Transport: Route  What's really going on here?
TEST-SUBJECT

DOGS
STASH

IN THE BARK PACK


A FUSION OF
SCIENCE
AND FLESH
SCRAPS 



TRICKS PLAYBOOK
NAME ALIAS Lab-raised: During downtime, you get two ticks to distribute among any
long term project clocks that involve investigation or finding a new INSIGHT
scavenging source.  HUNT
LOOK Junkyard Dog: When you source or scavenge a sparkcraft creation, take  STUDY
+1 result level. You begin with one special source already known.  SURVEY
Fortitude: You may expend your special armor to resist a consequence of  UTILIZE
BREED: HOUND—FIGHTING—MONGREL—TERRIER BACKGROUND: FAMILY—LABOR—MILITARY fatigue, weakness, or chemical effects, or to push yourself when working
TOY —WORKING—GUARD—SPORTING TRADE—UNDERWORLD—STREETS—WILDS with technical skill or handling alchemicals. PROWESS
Vet: You can Utilize appropriate human tools to treat dog wounds or  FINESSE
stabilize the dying. You may study a sickness or corpse. Everyone in your  PROWL
VICE / PURVEYOR: HUMAN AFFECTION—WEIRD—EXERCISE—TREATS—OBLIGATION—LUXURY pack gets +1d to their healing treatment rolls.  SCRAP
Venomous: Choose a drug or poison to which you have become immune.  WRECK
STRESS PROBLEMS You can push yourself to secrete it through your skin or saliva or exhale it
as a vapor. RESOLVE
PROBLEMATIC BEHAVIOURS: HUMAN AGGRESSION—DOG AGGRESSION—COMPULSIVE BARKING Ranged Implant: You can push yourself to activate a ranged weapon  ATTUNE
BEGGING—CHEWING—DIGGING—CHASING—ANXIETY—SUBMISSIVE URINATION integrated into your body. Examples: a pistol mounted to your shoulder, an  COMMAND
electroplasmic eye, or bees that shoot out of your mouth when you bark. CONSORT
HARM HEALING 
Sparkcraft Eye: When you push yourself, choose one of the following  SWAY
project clock additional benefits: see something very small or very far away—see in
difficult conditions such as fog or darkness. BONUS DIE
PROTECTION
Explosives Implant: You’re rigged with a quantity of explosives. Take 2 (take
CLOSE CALL
stress to come up with enough explosives for a small explosion. If you die, it + 2 stress) accept a
2nd CLOSE CALL causes a massive explosion. Examples: explosives in your teeth, claws, or .
SPECIAL perhaps small bombs that you can cough up, etc.
Clever Dog: Choose a special ability from another playbook.

INTELLIGENT FRIENDS ASSETS LUCK  3light  5 normal  6 heavy


Aja, a library’s dalmation Open window
Rat poison
Wren, a dog that speaks human Convenient crate
Slumber powder Plank
Catchweight, a scrapyard pitbull A coin
Dexterous paws
Little Lucy, a pug explosives expert A close call
A human tool A second close call
Talitha, a human sparkwright
Rope
XP Fishing net
 Every time you roll a desperate action, mark xp in that action's attribute. An open flame
At the end of each session, for each item below, mark 1 xp (in your playbook or Lots of dust or mud
an attribute) or 2 xp if that item occurred multiple times. An alleyway
A canal
 You addressed a challenge with violence or coercion.
A precarious pile of items
 You expressed your beliefs, drives, breed, or background. Billowing laundry
 You struggled with issues from your vice or traumas during the session. A small tunnel

Teamwork PLANNING & LOAD gather Information


Choose a plan, provide the detail. Choose your  Who’s top dog here?
Assist a teammate load limit for the operation.  What’s about to happen?
Lead a group action Assault: Point of attack Occult: Arcane power  What do they want?
 What do they intend to do?
Protect a teammate Deception: Method Social: Connection  How can I get them to [X]?
 Are they telling the truth?
Set up a teammate Stealth: Entry point Transport: Route  What's really going on here?
ALLEY-SNEAK

DOGS
STASH

IN THE BARK PACK


A STREETWISE
BACK-ALLEY
GUTTER-RUNNER
SCRAPS 



TRICKS PLAYBOOK
NAME ALIAS Back-alley Mutt: You are not affected by quality or Tier when you
bypass security measures. INSIGHT
Dog Eat Dog: You gain an additional xp trigger: You got payback  HUNT
LOOK against someone who harmed you or someone you care about. If your  STUDY
pack helped you get payback, also mark pack xp.  SURVEY
Risk-taker: When you roll a desperate action, you get +1d to your roll if  UTILIZE
BREED: HOUND—FIGHTING—MONGREL—TERRIER BACKGROUND: FAMILY—LABOR—MILITARY you also take -1d to any resistance rolls against consequences from your
TOY —WORKING—GUARD—SPORTING TRADE—UNDERWORLD—STREETS—WILDS action. PROWESS
Arrow-swift: When you push yourself, choose one of the following  FINESSE
additional benefits: perform an incredible feat of athletics—maneuver to  PROWL
VICE / PURVEYOR: HUMAN AFFECTION—WEIRD—EXERCISE—TREATS—OBLIGATION—LUXURY confuse your enemies so they mistakenly attack each other.  SCRAP
Nobody Left Behind: Choose one of your action ratings. When you  WRECK
STRESS PROBLEMS lead a group action using that action, you can suffer only 1 stress at most
regardless of the number of failed rolls. RESOLVE
PROBLEMATIC BEHAVIOURS: HUMAN AGGRESSION—DOG AGGRESSION—COMPULSIVE BARKING Ghost Form: You may transform into electroplasmic vapor like a spirit,  ATTUNE
BEGGING—CHEWING—DIGGING—CHASING—ANXIETY—SUBMISSIVE URINATION becoming flickering and insubstantial for a few moments. Take 2 stress  COMMAND
when you shift, plus 1 stress for each extra feature: It lasts for a few  CONSORT
HARM HEALING minutes rather than moments—you are invisible rather than insubstan-  SWAY
project clock tial—you may float through the air like a ghost
PROTECTION Bolt: When there's a question about who acts first, the answer is you (two BONUS DIE
characters with Reflexes act simultaneously). (take
CLOSE CALL
Shadow: You may expend your special protection to resist a consequence + 2 stress) accept a
2nd CLOSE CALL
from detection or security measures, or to push yourself for a feat of .
SPECIAL athletics or stealth.
Clever Dog: Choose a special ability from another playbook.
SHADY FRIENDS ASSETS LUCK  3light  5 normal  6 heavy
Telda, a human beggar Open window
Quiet paws
Oblio, a Ratcatcher’s bloodhound Convenient crate
Climbs like a goat Plank
Red, an owl that knows everything A coin
Easily overlooked
Skitters, a rat merchant A close call
Touble-sense A second close call
Mr Templeton, a thieving mutt
Rope
XP Fishing net
 Every time you roll a desperate action, mark xp in that action's attribute. An open flame
At the end of each session, for each item below, mark 1 xp (in your playbook or Lots of dust or mud
an attribute) or 2 xp if that item occurred multiple times. An alleyway
A canal
 You addressed a challenge with stealth or evasion
A precarious pile of items
 You expressed your beliefs, drives, breed, or background. Billowing laundry
 You struggled with issues from your vice or traumas during the session. A small tunnel

Teamwork PLANNING & LOAD gather Information


Choose a plan, provide the detail. Choose your  Who’s top dog here?
Assist a teammate load limit for the operation.  What’s about to happen?
Lead a group action Assault: Point of attack Occult: Arcane power  What do they want?
 What do they intend to do?
Protect a teammate Deception: Method Social: Connection  How can I get them to [X]?
 Are they telling the truth?
Set up a teammate Stealth: Entry point Transport: Route  What's really going on here?
THE PEDIGREE

DOGS
STASH

IN THE BARK PACK


A SCHEMING
CHARISMATIC
HOUSE DOG
SCRAPS 



TRICKS PLAYBOOK
NAME ALIAS Best in Show: Take 2 stress to roll your best action rating while
performing a different action. Say how you adapt your skill to this use. INSIGHT
 HUNT
Performer: When you use a disguise or other form of covert
LOOK  STUDY
misdirection, you get +1d to rolls to confuse or deflect suspicion. When
 SURVEY
you throw off your disguise, the resulting surprise gives you the initiative
 UTILIZE
BREED: HOUND—FIGHTING—MONGREL—TERRIER BACKGROUND: FAMILY—LABOR—MILITARY in the situation.
TOY —WORKING—GUARD—SPORTING TRADE—UNDERWORLD—STREETS—WILDS PROWESS
Housebroken: You know how to get humans to do what you want. You
 FINESSE
gain potency when communicating with humans.
 PROWL
VICE / PURVEYOR: HUMAN AFFECTION—WEIRD—EXERCISE—TREATS—OBLIGATION—LUXURY A Nose for Lies: You can always tell when someone is lying to you.  SCRAP
 WRECK
STRESS PROBLEMS Pampered Pooch: At the end of each downtime pha se, you earn +2
stash. RESOLVE
PROBLEMATIC BEHAVIOURS: HUMAN AGGRESSION—DOG AGGRESSION—COMPULSIVE BARKING  ATTUNE
Dog Whisperer: When you Sway a dog, you may cause them to forget
BEGGING—CHEWING—DIGGING—CHASING—ANXIETY—SUBMISSIVE URINATION  COMMAND
that it's happened until they next interact with you.
HARM HEALING  CONSORT
Puppy Dog Eyes: You may expend your special armor to resist a  SWAY
project clock
consequence from suspicion or persuasion, or to push yourself for
PROTECTION subterfuge. BONUS DIE
CLOSE CALL
(take
Dog’s Best Friend: You get +1d vs. a target with whom you have an + 2 stress) accept a
2nd CLOSE CALL intimate relationship. .
SPECIAL
Clever Dog: Choose a special ability from another playbook.

SLY FRIENDS ASSETS LUCK  3light  5 normal  6 heavy


Trusty, a vice-dealer rottweiler Open window
Catnip
Bazso Baz, a human gang leader Convenient crate
Whiskey Plank
Klyra, a human tavern owner A coin
A stolen dog tag
Mr Winkle, a house cat A close call
A friendly wagging tail A second close call
Old Stinker, a charlatan rat
Rope
XP Fishing net
 Every time you roll a desperate action, mark xp in that action's attribute. An open flame
At the end of each session, for each item below, mark 1 xp (in your playbook or Lots of dust or mud
an attribute) or 2 xp if that item occurred multiple times. An alleyway
A canal
 You addressed a challenge with deception or influence.
A precarious pile of items
 You expressed your beliefs, drives, breed, or background. Billowing laundry
 You struggled with issues from your vice or traumas during the session. A small tunnel

Teamwork PLANNING & LOAD gather Information


Choose a plan, provide the detail. Choose your  Who’s top dog here?
Assist a teammate load limit for the operation.  What’s about to happen?
Lead a group action Assault: Point of attack Occult: Arcane power  What do they want?
 What do they intend to do?
Protect a teammate Deception: Method Social: Connection  How can I get them to [X]?
 Are they telling the truth?
Set up a teammate Stealth: Entry point Transport: Route  What's really going on here?
K9 SOLDIER

DOGS
STASH

IN THE BARK PACK


A MILITARY-
TRAINED
TEAM PLAYER
SCRAPS 



TRICKS PLAYBOOK
NAME ALIAS Tactical Training: Two times per score you can assist a pack member
without paying stress. Tell us how you prepared for this. INSIGHT
Calculating: Due to your careful planning, during downtime, you may  HUNT
LOOK
give yourself or another pack member +1 downtime action.  STUDY
 SURVEY
Intimidating: During downtime, you get +1 result level when you  UTILIZE
BREED: HOUND—FIGHTING—MONGREL—TERRIER BACKGROUND: FAMILY—LABOR—MILITARY acquire an asset or reduce heat.
TOY —WORKING—GUARD—SPORTING TRADE—UNDERWORLD—STREETS—WILDS PROWESS
Self-Control: When you indulge your vice, you may adjust the dice
 FINESSE
outcome by 1 or 2 (up or down). An ally who joins in your vice may do the
same.  PROWL
VICE / PURVEYOR: HUMAN AFFECTION—WEIRD—EXERCISE—TREATS—OBLIGATION—LUXURY  SCRAP
Shake: When you agree to shake on a deal, you and your partner— dog  WRECK
STRESS PROBLEMS or otherwise—both understand the oath. If either breaks the contract, they
take level 3 harm, "Cursed". RESOLVE
PROBLEMATIC BEHAVIOURS: HUMAN AGGRESSION—DOG AGGRESSION—COMPULSIVE BARKING  ATTUNE
Dog With a Job: You may spend a downtime activity working a job for
BEGGING—CHEWING—DIGGING—CHASING—ANXIETY—SUBMISSIVE URINATION  COMMAND
humans. Gain 1 scrap. If there are rumors floating about, the GM will tell
HARM HEALING you of them.  CONSORT
 SWAY
project clock Heart of the Pack: You may expend your special protection to protect
PROTECTION a teammate, or to push yourself when you gather information or work on a BONUS DIE
long-term project. (take
CLOSE CALL
Strategist: You gain +1d to Consort when you gather information on a + 2 stress) accept a
2nd CLOSE CALL .
target for a score. You get +1d to the engagement roll for that operation
SPECIAL
Clever Dog: Choose a special ability from another playbook.

SHREWD FRIENDS ASSETS LUCK  3light  5 normal  6 heavy


Strelka, an information-broker cat Open window
Eagle eyes
Wishbone, a very clever mutt Convenient crate
Alert ears Plank
Iro A534, a Bluecoat alsatian A coin
Agility training
Bessie, a beagle mastermind A close call
A scary bark A second close call
The Emperor, a very old st bernard
Rope
XP Fishing net
 Every time you roll a desperate action, mark xp in that action's attribute. An open flame
At the end of each session, for each item below, mark 1 xp (in your playbook or Lots of dust or mud
an attribute) or 2 xp if that item occurred multiple times. An alleyway
A canal
 You addressed a challenge with calculation or discipline.
A precarious pile of items
 You expressed your beliefs, drives, breed, or background. Billowing laundry
 You struggled with issues from your vice or traumas during the session. A small tunnel

Teamwork PLANNING & LOAD gather Information


Choose a plan, provide the detail. Choose your  Who’s top dog here?
Assist a teammate load limit for the operation.  What’s about to happen?
Lead a group action Assault: Point of attack Occult: Arcane power  What do they want?
 What do they intend to do?
Protect a teammate Deception: Method Social: Connection  How can I get them to [X]?
 Are they telling the truth?
Set up a teammate Stealth: Entry point Transport: Route  What's really going on here?
THE ENIGMA

DOGS
STASH

IN THE BARK PACK


AN UNSETTLING
DOG WITH
OCCULT POWER
SCRAPS 



TRICKS PLAYBOOK
NAME ALIAS Compel: You can Attune to the ghost field to force a nearby ghost to appear
and obey a command you give it. You are not supernaturally terrified by a INSIGHT
ghost you summon or compel (though your allies may be).  HUNT
LOOK Ghost Sense: You’re always aware of supernatural entities in your presence.  STUDY
Take +1d when you gather info about the supernatural.  SURVEY
Deathlands Survivor: You're immune to the terror that some  UTILIZE
BREED: HOUND—FIGHTING—MONGREL—TERRIER BACKGROUND: FAMILY—LABOR—MILITARY
supernatural entities inflict on sight. Take +1d to resistance rolls with PROWESS
TOY —WORKING—GUARD—SPORTING TRADE—UNDERWORLD—STREETS—WILDS
Resolve.
 FINESSE
Dreamtalker: Take 1 stress to deliver one sentence to another animal or
 PROWL
VICE / PURVEYOR: HUMAN AFFECTION—WEIRD—EXERCISE—TREATS—OBLIGATION—LUXURY human when you’re both sleeping (you may want to do this in a flashback).
 SCRAP
Take 1 stress for each extra feature: You can talk for a minute rather than one
 WRECK
STRESS PROBLEMS sentence— your target can speak back to you.
Strange Scavenger: When you source or scavenge an arcane item, take RESOLVE
PROBLEMATIC BEHAVIOURS: HUMAN AGGRESSION—DOG AGGRESSION—COMPULSIVE BARKING +1 result level to your roll. You begin with one arcane source already known.  ATTUNE
BEGGING—CHEWING—DIGGING—CHASING—ANXIETY—SUBMISSIVE URINATION Stormhowler: You can push yourself to do one of the following: unleash a  COMMAND
stroke of lightning as a weapon—summon a storm in your immediate  CONSORT
HARM HEALING
vicinity (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.).  SWAY
project clock
Warded: You may expend your special armor to resist a supernatural
PROTECTION consequence, or to push yourself when you deal with arcane forces BONUS DIE
CLOSE CALL Mind-link: You can share thoughts and senses telepathically with one other (take
member of your pack. Choose your telepathic partner at the beginning of + 2 stress) accept a
2nd CLOSE CALL .
SPECIAL
each score.
Clever Dog: Choose a special ability from another playbook.

STRANGE FRIENDS ASSETS LUCK  3light  5 normal  6 heavy


Handsome Jack, a ghost dog Open window
Spiritbane charm
Mr Scurlock, a strange greyhound Convenient crate
Sixth sense Plank
King Buck, a sewer crocodile A coin
Strange eyes
Ishmael, an ape A close call
A rune-inscribed fang A second close call
Terminus, a Deathseeker Crow
Rope
XP Fishing net
 Every time you roll a desperate action, mark xp in that action's attribute. An open flame
At the end of each session, for each item below, mark 1 xp (in your playbook or Lots of dust or mud
an attribute) or 2 xp if that item occurred multiple times. An alleyway
A canal
 You addressed a challenge with knowledge or arcane power
A precarious pile of items
 You expressed your beliefs, drives, breed, or background. Billowing laundry
 You struggled with issues from your vice or traumas during the session. A small tunnel

Teamwork PLANNING & LOAD gather Information


Choose a plan, provide the detail. Choose your  Who’s top dog here?
Assist a teammate load limit for the operation.  What’s about to happen?
Lead a group action Assault: Point of attack Occult: Arcane power  What do they want?
 What do they intend to do?
Protect a teammate Deception: Method Social: Connection  How can I get them to [X]?
 Are they telling the truth?
Set up a teammate Stealth: Entry point Transport: Route  What's really going on here?
PACKMATE  

DOGS
NAME
IN THE BARK pack sheet
REPUTATION
PACK OF STRAYS
TRICKS
WEAK
Thugs
IMPAIRED BROKEN HIDE

DEN Top Dogs: Each PC may add +1 action rating to Scrap, Hunt, or
Command (up to a max rating of 3).
rep turf hold weak strong tier     PACKMATE  
Living Legends: Respect is as good as turf. You may count each
WEAK IMPAIRED BROKEN HIDE
wanted level as if it was turf.

KENNELS TERRORIZED INFORMANTS FRIENDLY Veterans of the Streets: Each PC has been toughened by cruel
+1 scale for your TURF PETS HUMANS experience. You get +1d to resistance rolls.
+2 coin for battle +1d gather info (Tier roll) - Heat =
or extortion for scores scraps in downtime Mean Dogs: Add the savage, unreliable, or rabid flaw to your
packmates to give them +1 quality.

GOOD TRASHCAN Dogs of War: When you’re at war (-3 faction status), your pack does PACKMATE  
(Tier roll) - Heat =
scraps in downtime
TURF DEN TURF TURF not suffer -1 hold and PCs still get two downtime activities, instead of WEAK IMPAIRED BROKEN HIDE
just one.

Positive Reinforcement: When you perform a group action, you


RATCATCHER AVIAN may count multiple 6s from different rolls as a critical success.
WARM RAT FRIENDS BURIAL SPOTS
DRY PLACE INTIMIDATION Stockpiles give you CONFEDERATES
+2 coin for non-rat +1d engagement Sneaky Mutts: When you execute a clandestine infiltration, you get
+1d to healing rolls -2 heat per score +1d to acquire
targets for assault plans +1d to the engagement roll.
assets
PACKMATE  
heat wanted level scraps stockpile PACK XP WEAK IMPAIRED BROKEN HIDE
    |     |        At the end of each session, for each item below, mark 1 xp (or instead mark
Upon pack advance, each PC gets Pack Tier +2 scraps 2xp if that item occurred multiple times).
 Execute a successful robbery, murder, smash & grab or ransom operation.
 Contend with challenges above your current station.
 Bolster your pack's reputation or develop a new one.
 Express the goals, drives, inner conflict, or essential nature of the pack.
CONTACTS PACK UPGRADES
Duke, an ex-dogfighter mutt Lucky exit (2 free luck for windows  

Keel, a human Ratcatcher


and canals)  Wagon  Rope
Sparky, a corgi tinkerer Low-profile (Wanted Level counts as  Raft  Nets
one level lower for entanglements)  Hidden
Porkchop, a bulldog physicker  Dust/mud
Elite Skulks  Water
Bron, a boxer ward boss
Elite Thugs  Secure  Canals
Syra, a human Whisper that
can speak to dogs Hang In There, Baby (+1  Stockpile  Laundry
problem box)  Junkpile  Tunnels
HUNTING GROUNDS: ROBBERY—MURDER—SMASH & GRAB—RANSOM  
 Insight
 Prowess New Packmate: 2
 Resolve Add Type: 2
 Personal
 Mastery
Devil ’s
Bridge

St r a ng e r St r e e t

Hag f is h St r e e t
Old Bridge

Black G oat R oad


M urderers A l l e y
D eadl y S i n L ane
K i d Way Wa te ry La n e
T H E D E V I L’ S S ac kc l oth Al l e y

Dr a pe r y L ane
FURNACE
Wic k e r A l l e y
Ash Way R AG -A N D - B O N E
FISHER
COURT O ld S i lk A lle y
THE
DEVILFISH CANAL L EAK Y
BUC KET

RATCATCHER
B LU E C OA T PRECINCT
PRECINCT

Gre at Ci n d e r St re e t
Li t t l e Ci n d e r St r e e t

Beg g ar A l l ey
Cinder Br idge

TH

Mag pie L ane


E
BA
RL
Ski nner Lane

EY
Wh it e s mo k e St r e e t
El v e r Wa y
R y e Str e e t

y
Wa
RE D S A S H

’s
Chi cke nfat L ane S WORD

er
TH E
SALTRIDGE A C A D E MY

ph
LIMMERS L AM P B L AC K Spar r ow Str e e t

so
PARK WAREH O U S E

ilo

Fl i nt St r e e t
Hulliver Lane

Ph
F o g h o r n Way
THE
RO O K E RY

Bridge Road THE CINDER


Br idge Ro ad Ce l e s t ia l Way CROW ’ S Ho mu n c u l u s Way
Crow’ s
NE ST HEIGHTS
Bridg e
Ta Ωeta Bri d ge MISER’S ROW
ane

TE MPLE TON PA RK
y
rn L

The Cut
a

LIMMERS
eW

Co a l ma r k e t
PARK Squa r e
tba

am
Fl
Shi

HE
ver

G ray S treet XH
Be a r L a n e
Sil

Ta
AM
il
eet
M IRROR
CA
or
Jackdaw Way

r
sA PLACE St
NA

ve er
ch
L

nu
e tc at Candle St re e t Candle St re e t
Ra
FOGHOLLOW Can dle Br idge

ORPHAN’S CANAL
TANGLE Bre w e r Stre e t
Ro pe ma ke r S tr ee t

UNDERPAS S L ANE

TOWN R e d Dag g e r A l l e y STRATHMILL


HOUSE
BAGLEY
A P PLE LA NE

Gran n y bo n es R o ad
C ap wi n e A ll e y

Fi sh m o n g er s Row The
Moon OLDWICH Spo ring Street
Bridg e
LIMMERFIELD BARKING
ge
DO G Br i d
WH AL EBO NE
C O UR T
HOU ND PA RK COURT
B agley

Charhollow
Bridge
IMAGE CREDITS
Die Gartenlaube (1883), Ludwig Beckmann

Figure 14 from Charles Darwin's The Expression of the Emotions


in Man and Animals, Mr T. Wood

Cäsar’s Kopf, H. Leutemann

Der Hund und seine Racen, H. Leutemann

Image from page 117 of "Der Hund und seine Racen.


Naturgeschichte des zahmen Hundes, seiner Formen, Racen und
Kreuzungen" (1876)

Pug Dog in an Armchair, Alfred Dedreux

A Friend in Suspense (1861), L. Prang & Co.

Exposition de la race canine au Jardin d'acclimatation (1873), M.


Lançon

Le marché, a Vitoria (1874) Gustave Doré

TYPEFACES
Kirsty, Minion Pro, Dire Wolf

COPYRIGHT
This work is based on Blades in the Dark (found at
http://www.bladesinthedark.com/), product of One Seven Design, developed
and authored by John Harper, and licensed for our use under the Creative
Commons Attribution 3.0 Unported license (http://creativecommons.org/
licenses/by/3.0/).

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