Professional Documents
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DOGS IN THE
By Tim Denee
BARK
@dog_blink on twitter
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.
2 3
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
4 5
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.
6 7
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
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?
12 13
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.
14 15
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.
16 17
DOGFIGHTER
DOGS
STASH
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.
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.
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.
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
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.
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.
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.
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.
St r a ng e r St r e e t
Hag f is h St r e e t
Old Bridge
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
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
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F o g h o r n Way
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RO O K E RY
TE MPLE TON PA RK
y
rn L
The Cut
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LIMMERS
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Co a l ma r k e t
PARK Squa r e
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Fl
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ver
G ray S treet XH
Be a r L a n e
Sil
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AM
il
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M IRROR
CA
or
Jackdaw Way
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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
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
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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